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DEDICATED TO KEVIN SKOOG

You believed in us until we had no choice but to believe in ourselves.


CREDITS
CONCEPT: James Davey, Jim Beverly
DESIGN: James Davey, Jim Beverly, C. Gavin Stroud, Corey McIntyre
WRITTEN BY: James Davey, Anie Witcher, Josh Heath, Jessica Karels, Matthew Montalto
EDITOR: Jen “Loopy” Smith-Pulsipher
WEBSITE DESIGN: Lia Lilley
COVER ART, LOGO, ART: Lucas Ryan
ADDITIONAL ART: Jimmy Nijs
FILLER ART: Generated using Midjourney AI
PROJECT MANAGEMENT: Darrel Crenshaw
CREATIVE LEAD: James Davey
CHARACTER SHEET DESIGN: James Davey and Amber Godat
CHAPTER FICTION - “SOME MYSTERIOUS REWARD:” Satyros Phil Brucato
PLAYTESTERS: Annika T., Izzi Owens, Wheeler “just Wheeler,” Daniel Hunt, Kat Mayes “the Magnani-
mous,” Raven Potter, René Guzmán, Anthony Potter, Patrick Floyd-McLamb, Logan Stroud, Finn Kiley,
William Anthony Cornella, Kevin Skoog, Andrew Sayman, Jessica Davey, Arik Davey, Ian Caple, Sarah
Witman, Teagan Alexis Pike, Bob Carter

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.

THE SUNDAY TT CREW


Kurt Hassenger, Corey McIntyre, Egger Baldrsen, Corey Slate, Andrew Sayman, Rhys Wolfe, Jon Knoche,
Brittany Keretz, and Trey Naivar

©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.

I was 12 when the darkness claimed me.

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.

Until the darkness.

On the day it swallowed me.

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.

Not intentionally. Not until later.

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.

That’s when we found the hole.

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.

None of it makes sense.

But it was there.

I know it was there.

Because, of course, we crawled into it.

And that was where darkness crawled into me.


THE MIDNIGHT WORLD

TABLE OF CONTENTS
Creator’s Foreword......................................................................................................................5

Chapter 1: Setting and Style........................................................................................................................................11


Living and Dying in The Midnight World.........................................................................................................................11
The Twilight Veil..............................................................................................................................................................11
Dread Beings................................................................................................................................................................. 12
Servitors, Egregoroi, and Chimera................................................................................................................................ 13
The Touched.................................................................................................................................................................. 14
Cults.............................................................................................................................................................................. 14
The Midnight Clock........................................................................................................................................................ 16
Style: Core Concepts.................................................................................................................................................... 16
Inspirations.................................................................................................................................................................... 19

Chapter 2: Character Creation and Basic Systems................................................................................................. 24


Creating a Character..................................................................................................................................................... 24
Memory Fragment Tables..................................................................................................................................27
Basic Systems............................................................................................................................................................... 31
Core Attributes............................................................................................................................................................... 32
Secondary Attributes..................................................................................................................................................... 32
Skills.............................................................................................................................................................................. 33
Aptitudes....................................................................................................................................................................... 38
Specializations.............................................................................................................................................................. 38
Archetypes.................................................................................................................................................................... 46
Vocations....................................................................................................................................................................... 51
Trauma Triggers............................................................................................................................................................ 55
Solace Triggers............................................................................................................................................................. 56
Privileges and Challenges............................................................................................................................................. 57

Chapter 3: Advanced Systems................................................................................................................................... 76


The Midnight Clock........................................................................................................................................................ 76
Character Advancement................................................................................................................................................ 78
Resolving Skill Checks.................................................................................................................................................. 78
Attribute Dice, Skill Dice, and the Dice Pool........................................................................................................................................78
Distress Dice.......................................................................................................................................................................................79
Target Number and Hits.......................................................................................................................................................................79
Degrees of Success............................................................................................................................................................................79
Contested Checks...............................................................................................................................................................................80
Assisted Checks..................................................................................................................................................................................80
Combat.......................................................................................................................................................................... 80
Weapon Qualities.......................................................................................................................................................... 85
Armor Qualities.............................................................................................................................................................. 86
Artifacts......................................................................................................................................................................... 88
Dread Qualities.............................................................................................................................................................. 88
Conditions..................................................................................................................................................................... 91
Keeping It Together....................................................................................................................................................... 94
Wounds......................................................................................................................................................................... 95
Wound Table........................................................................................................................................................................................96

Chapter 4: Dread Manifestations............................................................................................................................... 99

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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

Chapter 5: Dread Beings.......................................................................................................................................... 123


What are Dread Beings?............................................................................................................................................. 123
Sigils............................................................................................................................................................................ 123
Fragments of the Beyond............................................................................................................................................ 124
The Burrowing Crown.................................................................................................................................................. 127
Gnomonia, the Murderous Fate.................................................................................................................................. 129
HagYe, the Dancing Void............................................................................................................................................. 133
The Star Eater............................................................................................................................................................. 135
The Taker..................................................................................................................................................................... 139
That Which Grows....................................................................................................................................................... 141
The Unknowable Word................................................................................................................................................ 145

Chapter 6: Cults......................................................................................................................................................... 150


Cult Overview.............................................................................................................................................................. 150
Children of the Everblazing Star.................................................................................................................................. 153
The Congregation of NOW.......................................................................................................................................... 157
Epicurean Assets......................................................................................................................................................... 163
The Null Host............................................................................................................................................................... 167
The Stalker Movement................................................................................................................................................ 173
Thought Wardens........................................................................................................................................................ 179

Chapter 7: The Director............................................................................................................................................ 186


One of the First Arts.................................................................................................................................................... 186
Why Words Matter....................................................................................................................................................... 186
Uneasy Is the Head That Wears a Crown................................................................................................................... 187
Navigating Difficult Topics in Horror............................................................................................................................. 188
Consent and Boundaries in Horror Gaming................................................................................................................ 190
Course Correction....................................................................................................................................................... 192
Stories of The Midnight World..................................................................................................................................... 193
Building Dread............................................................................................................................................................. 196
On-Demand Antagonists............................................................................................................................................. 197
Creature Concept and Assigning Type........................................................................................................................ 197
Applying Tags.............................................................................................................................................................. 198

Chapter 8: Avery, Maine............................................................................................................................................ 203

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THE MIDNIGHT WORLD

CHAPTER 1 : SETTING AND STYLE


In The Midnight World, the sun comes up each jokes quickly turn to suspicion and mistrust when
morning, and each evening it sets. Storms brew in the weather experts get it right a little too often.
the sea and drive thunder and rain deep inland,
where it falls on people hard at work doing jobs they The people of The Midnight World, those same
hate so that they can afford to do what they enjoy people who look so much like you at first glance,
on the weekend. These people are recognizable to have never known a version of Earth that wasn’t
you. They live and die just like you do. They fall in adversarial towards them. They’ve grown more or
love, move in together, and break up. They dream less accustomed to her whims, and they’ve forged
of joy, and sometimes they even find it. They aren’t an uneasy relationship with nature. They build their
any more miserable, paranoid, or afraid than most cities. They live their lives. They do their best. And
people you know. But when you peer more closely at occasionally, a previously unknown tectonic plate
this picture of Earth and its inhabitants, the veneer shifts and reduces their work to ruin.
of similarity begins to slip away.
Almost no one in The Midnight World ever
questions why some natural phenomena are pre-
LIVING AND DYING dictable while others aren’t. Even among the
IN THE MIDNIGHT WORLD scientific community, there’s little appetite to
understand the pernicious forces that lie outside
of the observable realm. This is just the way the
The sun indeed rises in The Midnight World, but
world is. They can either come to terms with that,
it never seems to quite reach its zenith. A per-
or they can go mad.
fect, cloudless day never gets any brighter than a
deeply overcast one on your Earth. People in The
The people of this Earth are curious; they’re just
Midnight World have acclimated to their reality;
like us. Curiosity has driven them to great inno-
they’ve never known anything as brilliant as your
vation and magnificent feats of creativity. But
star. Counterintuitively, when night does fall,
unlike in your world, where nothing seems out
the faintest sliver of waning crescent moon casts
of human understanding’s reach, they’ve learned

CHAPTER 1: SETTING AND STYLE


almost enough light to read by. While the silvery
to begrudgingly accept that there are some things
light is much cooler in both tone and temperature
in The Midnight World that people just aren’t
than that in your world, on a clear night, the full
equipped to comprehend.
moon is every bit as radiant as the midday sun. As
in your reality, scientists in The Midnight World
playfully debate whether the full moon has some
diabolical effect on human anatomy, or if the THE TWILIGHT VEIL
spike in crime and accidents observed on those
days is simply due to a concomitant increase in Just after the big bang, an infinite number of neo-
available light. natal universes were separated from each other by
a thin celestial caul—a fine net of sub-sub-atomic
Storms percolate on the coast—but sometimes particles that functions almost like the membrane of
they also randomly snap into existence in the a cell. When it is working properly, this Twilight Veil
middle of the tundra. Weather fronts rarely fol- allows cosmic material to traverse freely between
low anything approaching a predictable pattern, universes while excluding larger detritus that might
and phenomena like El Niño and the jet stream cause damage. In the case of The Midnight World,
behave so erratically that they often flummox even though, this barrier has sustained critical injuries.
experts. Meteorologists are widely mocked when Instead of filtering out dangerous cosmogonic
they fail to make accurate predictions, but the noise, the Twilight Veil surrounding this version of

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THE MIDNIGHT WORLD

Earth exposes it to the limitless graveyard of nearby


Corpse Universes. DREAD BEINGS
These stillborn shards of realities either never fully It’s inaccurate to say that all of the Dread Beings (or
came to be, or have since withered on the vine. Corpse Beyonders) are of malign intent. Their motivations
Universes operate in a way that is entirely foreign to are so entirely alien to the human mind as to be un-
human understanding. Across the multiverse, the fathomable. What can’t be disputed, though, is that
substantial realms follow the same set of physical whenever their touch is felt in the physical world
rules: natural laws that are partially described by our calamity follows.
understanding of physics and mathematics. These
rules form the basis of a kind of language that is con- Most Dread Beings were born in the moments after
sistent across reality: a metaphysical infrastructure Creation, and many of them have existed since then
allowing for the complexities of Creation. as the sole inhabitants of their parent universes. They
have uniformly become masters of their home realms,
Corpse Universes don’t speak that language. Because and they have conquered the internal rules of those
these realms aren’t entirely substantial, they aren’t realities. By their nature, Dread Beings are creatures
bound by the meta-structure that governs the rest of immense power.
of the multiverse. Instead, they all have their own
peculiar internal rulesets, which may or may not be It is impossible to describe Beyonders in paltry phys-
compatible with the laws of material Creation. In ical terms. When they have bodies, those shapes
these inconceivable places, perhaps two objects with aren’t beholden to the laws that govern the rest of
mass can occupy the same space at the same time. the multiverse. They can be impossibly large or in-
Perhaps there is no limit to forward velocity. Perhaps finitesimally tiny. They spread themselves out across
CHAPTER 1: SETTING AND STYLE

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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THE MIDNIGHT WORLD

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

CHAPTER 1: SETTING AND STYLE


So far, no Dread Being has discovered a tear in the
Veil wide enough to let them materialize bodily in The down the flimsy barrier between cognizant thought
Midnight World. This circumstance is probably for the and the dreaming world, a Dread Being establishes
best, as such an event would constitute a cataclysm on a psychic link into the material universe. Unlike
a scale heretofore unseen in the material universe. It’s Servitors and Egregoroi, which exist to carry out
likely that the great Beyonders themselves are aware orders distinct from a Beyonder’s direct oversight,
of this effect, and they generally avoid the destruction the Chimerae are manifestations of a Dread Being’s
of the known multiverse for selfish reasons. whole intellect given physical form.

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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THE MIDNIGHT WORLD

mental or emotional disorder. Just like any group


THE TOUCHED exposed to severe trauma, they tend to suffer from
depression, anxiety, and PTSD, among other illnesses.
Although paranormal threats seem omnipresent in Not all people who experience mental illness have
The Midnight World, an enormous majority of res- been Touched, though, nor do all the Touched suffer
idents never encounter them. For these people, life in this way.
carries on day-to-day as it always has. They get up.
They go to work. They go home. They go to bed. Nonetheless, they do all have one thing in common.
This monotonous grind leaves them little energy Whether they are mentally unstable or well adjusted,
to consider larger metaphysical questions about all of the Touched are on borrowed time, simply by
their universe. virtue of surviving their initial encounter. The Hour
Hand of the ephemeral clock counting out their lives
They don’t worry why the sun is so dim; to them, it has ticked forward. They’ve begun a progressive pro-
always has been. They’re unconcerned with the causes cess that will only increase the attention they receive
of sudden unpredictable natural disasters; that’s just from beyond the Veil.
the way the world is. They watch the news. They
donate to the Red Cross. They thank God it didn’t Excluding one exception, all player-characters in
happen here, and they go back to work. The Midnight World are Touched. For
more information on charac-
Scattered throughout the masses, though, ters who haven’t begun their
exist a different sort of people—the ones inevitable march, look in Chap-
who, at some point in their lives, en- ter 3 under the Challenge
countered the cruel entities just be- “Untouched.”
yond the Twilight Veil. For the
most part, the Touched are just
trying to live their lives like CULTS
anyone else. But unlike their
friends and neighbors, they Dread Beings are petulantly
have seen the puppet masters’ unconcerned with the hor-
gossamer threads and learned rifying possibility of un-
to spot them for what they are. making reality. Despite this,
Everywhere they glance, they see many people in The Midnight
the dark energy of the Beyonder’s World believe that these enti-
webs. ties actually have humanity’s best
CHAPTER 1: SETTING AND STYLE

interest at heart, or at least think


Many people touched by the Dread they can be placated enough to
Beings’ bloody talons are forever prevent the wanton destruction
cursed with the power to recognize ex- of mankind. Some Dread Beings
traplanar influence on their Earth. Sleight of have built churches of religiously
hand can’t divert them, and even powerful magic devoted followers. Others institute
can only fool them for so long. They have an more subtle manipulations; their followers may
instinctual, autonomic intuition that alerts them not even know who or what they serve. Still others
when they are in the presence of Dread power. have followers who serve out of fear, seeking to sate
their master’s desires in the hope of preserving the
While it may be difficult to conceal such influence world just a moment longer.
from them, though, they sometimes interpret this
sensation incorrectly. Almost all of the Touched Regardless of who they serve or why, all cultists
become hyper-vigilant, imagining that they sense believe they are trying to do what is necessary to
inhuman monsters’ influence in every unfortunate make the world a better place. Most of them have a
event or inexplicable tragedy. skewed understanding of their masters’ motivations,
assuming cultists are directly aware of them at all. As
Most of the Touched struggle with some form of a result, while some cults may have tensions between

14
THE MIDNIGHT WORLD

THE ABYSS MIND: AN EXAMPLE OF A DREAD BEING


The Abyss Mind originated on a parallel Earth where mountains never broke the sea’s surface. In the absence
of dry land, ecosystems beneath the waves flourished and died to an absurd extreme. Evolution, normally
governed by a recognizable set of laws, escaped the confines of its framework and began rapidly testing and
discarding forms of life without any observable order or purpose.

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

CHAPTER 1: SETTING AND STYLE


messenger fish, they incorporated hardier and more varied creatures as signal carriers. When the data stored
in the component animals proved too simplistic, they began to arrange themselves into ganglia-like cells and
combine their ability to compute complicated messages.

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.

15
THE MIDNIGHT WORLD

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.

Hundreds of major cults have existed throughout STYLE: CORE CONCEPTS


history, and there will no doubt be hundreds more.
However, certain ones tend to reappear again and The Midnight World is a tabletop horror roleplay-
again in various forms. (The major cults of The Mid- ing game similar in spirit to many others like it. It
night World can be found in Chapter 6.) includes impossible and ferocious creatures. Chilling
situations build towards mind-bending crescendos.
Sometimes cults operate openly as religious organi- The game raises frightening questions about the very
zations, with Touched leadership shepherding human nature of existence. Though The Midnight World
flocks. Most of the time, however, they’re more like may share many of these basic elements with other
secret clubs—sometimes so secret that people can horror games, a few foundational concepts set it apart
join without even realizing what they have been as well. When properly applied, the following ideas
recruited into. should help your sessions feel slightly different from
any other horror game you’ve played.
Not all Touched join a cult. In fact, most don’t. How-
ever, unlike the majority of humanity, most of the DREAD IS MORE EFFECTIVE (AND SAFER)
Touched eventually become aware of the cults’ exis- THAN FEAR IN HORROR FICTION
tence. Perhaps the characters will have to work against
a cultist who has gone off the rails and is on the verge As expected, horror fiction often focuses heavily on
of becoming a Chimera. Far more likely, characters evoking fear in its audience. It’s an admirable goal;
will have to work together with specialized cultists fear is flashy and exhilarating. It’s exciting to have
like Stalkers or Legionnaires of Sol Invictus to help your heart skip a beat and to feel that momentary
battle an incursion of Egregoroi. Eventually, most of kick of adrenaline as your body autonomously decides
the Touched will be subjected to a recruitment pitch whether it should flee to safety, prepare to fend off
from a cult they didn’t even know was watching them. an attack, or simply freeze in place.
Regardless, by the time a character’s Midnight Clock
reaches Hour 3, it is assumed that they have attained
But while fear does burn bright, it also burns quickly
a passing knowledge of the existence of cults and
how to find them. and dangerously. In most situations, sudden bursts of
terror are immediately quenched when the situation
subsides. Once the jump-scare has passed, or the
THE MIDNIGHT CLOCK
CHAPTER 1: SETTING AND STYLE

knock outside your window is revealed as nothing


more than an errant tree limb, the feeling usually
The moment a person feels a Beyonder’s chilling melts away. You may be left feeling a bit amped, but
touch, they’re set down a path that inevitably leads to
otherwise none the worse.
an end. Just as the hands on a watch inexorably tick
towards midnight, every action one of the Touched
Alternately, when sustained for too long, fear can
undertakes leads them that much closer to ruin.
consume the capacity for rational thought. It can eat
through mental defenses and sear the mind’s ability to
Mechanically, this inevitability is represented by The
effectively react, leaving its victim entirely vulnerable.
Midnight Clock—a clock face on the character sheet.
Extended fear can leave terrible scars that function
Each hand has a different meaning and a different
like emotional landmines, reducing a victim to panic
mechanical system tied to it.
when triggered, even decades later.
The Midnight Clock provides the core mechanic of
The Midnight World doesn’t seek to replicate either
the game, as well as a profound prop for the overall
of these feelings. If players are repeatedly exposed to
theme. When properly used, it is a constant reminder
short-lived flashes of fright, they’ll become immune to
that every one of the Touched is running out of time.
and ultimately bored with them. Likewise, it shouldn’t
need to be stated that suffering even an approximation

16
THE MIDNIGHT WORLD

of actual trauma is never, ever an acceptable outcome


of participating in a game of any kind.

Instead, stories set in The Midnight World focus on


another critical emotional component of the horror
THE HANDS OF THE CLOCK
genre.
The Hour Hand represents how firmly a person is
Dread.
grounded in physical reality. Characters at an early
Hour are strongly bound by the natural laws of The
It’s that feeling you get when the pilot light goes out
Midnight World, but as that Hand creeps forward,
and you realize you’ll have to go down those rickety
they begin to find their way around these rules. Each
wooden stairs into the damp, dark basement.
new Hour brings the character greater understanding
of the multiverse and grants them enhanced power.
It’s the chill of icy tendrils—not the ones crushing
your heart in a moment of sheer terror, but the ones
However, the later the Hour creeps, the more vul-
playfully caressing the back of your neck as you
nerable they become to the Dread Beings’ whims. A
wander, lost, through an unfamiliar city.
character whose Hour Hand strikes Midnight risks
becoming host to a Beyonder and transforming into
It’s that moment somewhere between consciousness
a Chimera. Although these brief-lived creatures
and slumber, when you are startled awake by a voice
may maintain some vague memory of their mortal
from another room that you’re not sure you actually
attachments, they are other wise driven to complete
heard.
their Master’s commands, damn the consequences.
Dread’s power is far more subtle than fear’s. It doesn’t
The Minute Hand measures Distress. Many aspects
have the intensity to brazenly override your conscious
of the game might affect the Minute Hand, from a
control, but dread can profoundly inhibit your ability
character’s exposure to their Trauma Trigger, to the
to perform in a stressful situation. Moreover, dread’s
extreme focus required to activate Dread Manifes-
effects tend to be cumulative; the longer you remain in
tations. As a character accrues more Distress, every
its grip, the more distressed and unsure you become.
action they undertake becomes more difficult. They
Eventually, dread infects every part of you, muddying
become anxious and unsure of themselves. Their
your reflexes and poisoning your cognitive function.
hands shake, and their legs feel weak. If one’s Min-
Like some awful symbiote, dread gradually breaks you
ute Hand creeps too high, they find that even the
down and turns you towards its own dark purpose.
most plebeian tasks are all but impossible. When

CHAPTER 1: SETTING AND STYLE


a character’s Minute Hand hits 12, it immediately
The Midnight World is built around the concept
resets back to 1, and their Hour Hand advances by 1.
that dread is a sentient force—the agent of some
magnificent malignance hidden just beyond the veil
Finally, Seconds on The Midnight Clock represent
of human perception. The Beyonders, colossal and
effort. In some situations, you may decide it is crit-
unknowable monstrosities that they are, have learned
ically important for your character to complete a
to harness this feeling as a way to subtly gain control
task. To do so, the character may need to ignore
over potential mortal servants.
distractions that would otherwise cripple them, or
they must overcome the Distress gripping their hearts
That influence infects every surface of The Midnight
long enough to do what needs to be done. Seconds
World, especially for the Touched. After their initial
can be spent in most situations to give a character
encounter with the world beyond the Veil, they
the edge they need to push through. When your
have the unenviable ability to sense Dread influence
character’s Second Hand strikes 12, it resets to 1,
all around them. While this capability makes them
and the Minute Hand advances by 1.
uniquely suited to battle the great dangers in the
void, it also dooms them to a lifetime of jumping at
every shadow.

17
THE MIDNIGHT WORLD

RESPECTFULLY HANDLING MENTAL ILLNESS

Depicting mentally ill people as monstrous, danger-


ous, or totally unchained from reality is popular and
persistent. It has endured for as long as “madness”
has been portrayed in fiction. But this stereotype
is also an incredibly hurtful and wildly inaccurate
representation of the people who live with mental
disorders every day.

Those who struggle with mental health aren’t danger-


ous “crazies” who are doomed to spend their lives in
institutions. We are your teachers and your writers,
your healthcare professionals and your servers. We
are your neighbors and your loved ones, and we come
from every conceivable upbringing and circumstance.
We are almost always highly functional, well-integrated
members of our communities. In many cases, you’ll
never even know that we’ve been diagnosed.

Many horror stories handle mental health in a way


that feels contrary to this truth. In some, insanity is
a permanent, intractable consequence that renders a
character forever useless to the narrative. In others,
these disorders are nothing more than minor diseases
you might catch from seeing something nasty, and
they have a negligible impact.

As a work of horror, The Midnight World relies


heavily on the trope of placing ordinary people into
traumatic situations. As such, it would be all but im-
possible (and frankly unsatisfying) to avoid the topic
of mental distress or treat it too delicately. Instead,
The Midnight World seeks to offer a more realistic,
CHAPTER 1: SETTING AND STYLE

complex, and inclusive portrayal of mental health.

Nearly every character depicted in an episode will


have, at one time or another, experienced some form
of mental illness. Some characters may have undertak-
en treatment that relieved their symptoms, or helped
them develop coping mechanisms that forestall future
crises. Some characters may be suffering quietly, with
mechanical effects that accumulate rapidly when
they’re exposed to a specific circumstance. Some may
be openly struggling and doing poorly.

In any case, the disorders these characters may fight


should never be the thing that defines them. The
characters are not their illnesses; they are people who
happen to have illnesses. Players and Directors should
always resist the lazy temptation to play up simple
“crazy” stereotypes. Instead, participants should urge

18
THE MIDNIGHT WORLD

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

CHAPTER 1: SETTING AND STYLE


to contribute in a way that feels significant. They should world’s most terrifying true stories.
be able to openly and directly communicate their limits,
and they should always be highly aware of how their ANTAGONISTS
behavior might impact the other people in their group.
“HANNIBAL” NBC
Participants in a roleplaying game aren’t equivalent to the While the eponymous villain of this series isn’t
players in a competitive game. Even when the characters supernatural in ability or origin (not precisely
may be at odds, the players shouldn’t ever be. They’re anyway), Mads Mikkelsen’s Hannibal nonetheless
more like the cast and crew of a stage production; they’re provides a dizzying example of what a dedicated
working as an ensemble to create a piece of art that they agent of the Dread Beings might be like. He’s bril-
can enjoy together. liant, capricious, and utterly amoral. He pursues
bloody goals with singular focus, regardless of what
INSPIRATIONS consequences may fall on the others around him.
As his actions cause intense distress on his friends
and co-workers, he gently works to bend them to
For most horror fans, the ideas presented in The
his purpose. By the end, even the audience isn’t
Midnight World should feel at least passingly famil-
sure which side to be on.
iar. If you’re looking for great depictions of certain

19
THE MIDNIGHT WORLD

“LET THE RIGHT ONE IN/LET ME IN”


Both the Swedish and American adaptations of John
Ajvide Lindqvist’s vampire novel portray the central
character as a wholly alien, fantastically terrifying
other. The creature uses its pitiable appearance, that
of an androgynous 12-year-old child, to lure potential
servants. It meticulously takes emotional control of
them by exposing them to controlled bursts of gory
violence and providing itself as their only possible
savior. Once it has them, it co-opts their service to
avoid putting itself at risk. Both films are brilliant
examples of slow-burn horror. and the vampires,
played by Lina Leandersson and Chloë Grace Moretz
respectively, provide powerful glimpses into the kinds
of behavior some supernatural creatures might exhibit.

MEMORY AND TRAUMA

“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.

“THE HAUNTING OF HILL HOUSE,”


CHAPTER 1: SETTING AND STYLE

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.

“We should go back.”

“We can’t go back.”

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...

My mind scrabbled on sharp and ugly thoughts.

“Mike…”

“I got it,” he insisted. “There’s light ahead. I’m almost there.”

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.

“Is that...?” Mike’s voice held a panicked whine.

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.

I felt the darkness tighten.

Squeeze.

Crushing me.

Swallowing me.

Then the words, cutting through the chaos in my head.

Now, it whispered, you belong to 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

CHAPTER 2 : ChARACTER CREATION


AND BASIC SYSTEMS
CREATING A CHARACTER METHOD 1: RANDOM GENERATION
Use this method if:
Once, when you were a small child, it’s likely that • You enjoy the creative surprise and challenge
a formative event happened to you. Whatever this that randomness provides.
moment entailed, you had no way of knowing at the
time that it would change you forever. Maybe your • You enjoy writing stories, and want to mini-
mind held onto vague flashes of it, a few kodachrome mize time spent focusing on mechanics.
stills that fade at the edges day by day. Instead, you
may recall this event with precision so acute that Using this method, you can quickly generate an
you spend night after sleepless night replaying it in entire character, complete with Attributes, Skills,
minute detail. Worse yet, this memory may not even Aptitudes, and even a skeletal backstory by making
be accurate; your mind may have confabulated the a handful of dice rolls.
entire thing in order to make sense of other fragment-
ed recollections from that time. In any case, at some To create a character using this method, roll
point in your life, something happened that set you a 20-sided die (1d20) six times, once for each
down the course that has led you to this very moment, section of the Memory Fragment Tables
to the person that you have become. found below. Each memory fragment selected
this way also adds a corresponding set of traits
Characters in The Midnight World are no different. to your character’s sheet. As you complete
Their identities are built stone by stone on the bedrock each generation roll, simply record the mem-
of their past experiences. Their motives, goals, and ory fragment and corresponding details in the
even their roles in society heavily depend on their sections provided on the character sheet. Once
memories. Understanding these memories, and the you’ve recorded the outcomes of these rolls,
decisions inspired by them, is vital to piecing together you will have a fully populated sheet, and a
CHAPTER 2: CHARACTER CREATION

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.

There are three recommended ways to create a METHOD 2: BE CHOOSY


character in The Midnight World, ranging from Use this method if:
completely random generation to meticulous ar-
rangement of point values. Every method requires •You want to have some control over the way
that the character end up with at least one fully your character is built, and are satisfied with
formed and abjectly horrifying memory. the choices as presented in the Memory Frag-
ment Tables.

24
THE MIDNIGHT WORLD

STEP 2: CHOOSE SECONDARY ATTRIBUTES


• You want a streamlined creation process. Choose one Secondary Attribute and give it a rating
of 3. Choose another, and rate it 2. Rate the final
In some cases, you may not want to roll a die and leave Attribute 1.
character creation entirely up to chance. Perhaps you
have a concept that you’d like to play and want to use STEP 3: CHOOSE ARCHETYPE OR SKILLS
the Memory Fragment Tables to fill that concept out. You may either select an Archetype from the list
below, or you may assign Skills yourself. If you wish
Instead of rolling dice to randomly select elements to choose an Archetype, simply record the Skills as
from the Memory Fragment Tables, read through listed in the Archetype’s description. If you wish to
them carefully and choose which of the fragments best assign Skills yourself, choose two of them and give
fits the character you want to play. Record the results each a rating of 3. Choose three more Skills, and rate
on your sheet, and adjust the details as you see fit. them 2. Finally, rate the remaining four Skills at 1.
METHOD 3: FULL CUSTOMIZATION
STEP 4: CHOOSE A DREAD MANIFESTATION
Use this method if:
Just as with Skills, you can choose your character’s
• You have a very specific or unusual character Hour 1 Dread Manifestation using a few different
you’d like to play, and the Memory Fragment methods. If you chose an Archetype in Step 3, just
Tables don’t adequately meet your needs. record the Manifestation listed with the Archetype
that best fits your character. If you decide that anoth-
• You want complete control over every er Hour 1 Manifestation better fits your character,
mechanical detail of your character sheet. though, you’re free to take that one instead.

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.

CHAPTER 2: CHARACTER CREATION


Choose one Core Attribute and give it a rating of 3.
Choose another, and rate it 2. Rate the final Attri-
bute 1. STEP 6: CHOOSE PRIVILEGES AND CHALLENGES
Choose one Privilege and one Challenge from the
list below. Record them on your sheet, along with
any bonuses or negatives that they incur.

25
THE MIDNIGHT WORLD

STEP 7: CREATE YOUR TRAUMA AND


SOLACE TRIGGERS
Create a Trauma Trigger and a comforting Solace
UNTOUCHED CHARACTERS
Trigger for your character. Try not to make these
While almost everyone in The Midnight World has
situations too outlandish. They should be circum-
experienced some kind of bizarre phenomenon at
stances that your character could conceivably expe-
one point in their lives, very few of them have felt the
rience during play. For more information on creating
cold grip of the Beyonders. These fortunate people are
Trauma and Solace Triggers, check the subheadings
able to functionally ignore the horrors hidden in the
later in this chapter.
world’s dark places, using the monotony of daily living
as a sort of shield to protect them. In many ways, the
STEP 8: WRITE YOUR CHARACTER’S MEMORY
Untouched resemble their unfortunate counterparts.
Finally, create a terrifying memory that contextualizes
They have their own anxieties, phobias, and talents.
all the decisions you made while creating the char- Without at least a basic understanding of the Twilight
acter. The memory should explain your character’s Veil, though, neither their fears nor their advantages
Trauma Trigger, Solace Trigger, Privileges, Challenges, convey the potential that the Touched possess.
and if possible, even the way that your Attributes
are arranged. While you are not required to use the When creating an Untouched character, follow all of
Memory Fragment Tables for this process, you may the same steps that you would use to create any other.
find it useful to use the prompts provided there. However, once your character sheet is complete, either
remove or obscure your character’s Midnight Clock,
In-depth examples of each method of character cre- Dread Manifestation, and Trauma and Solace Triggers.
ation can be found at the end of this chapter. While your character can certainly be horrified by
the situations they encounter, their Hour Hand hasn’t
started ticking yet.

At some point, such a character will almost certainly


discover that all is not right in the universe. Once this
event occurs, and the character becomes Touched, they
experience a soul-crushing epiphany about reality and
their place in it. In most cases, the Director will ask you
to make a Keeping It Together check (see Chapter 3) to
determine your character’s immediate and uncontrollable
CHAPTER 2: CHARACTER CREATION

reaction to this moment. Once this is resolved, uncover


their Midnight Clock, Dread Manifestation, and Triggers.

26
THE MIDNIGHT WORLD

MEMORY FRAGMENT TABLES


ONCE...
FRAGMENT CORE SECONDARY
1. ...when I was 13, Acu 3, Cha 1, Str 2 Coord 3, Int 2, Res 1
2. ...while I was studying abroad, Acu 3, Cha 2, Str 1 Coord 1, Int 2, Res 3
3. ...when I was in my late teens, Acu 3, Cha 1, Str 2 Coord 2, Int 3, Res 1
4. ...in my mid 20s, Acu 1, Cha 3, Str 2 Coord 3, Int 2, Res 1
5. ...when I first moved out, Acu 3, Cha 1, Str 2 Coord 3, Int 1, Res 2
6. ...after my parents died, Acu 2, Cha 3, Str 1 Coord 2, Int 1, Res 3
7. ...during my divorce, Acu 2, Cha 1, Str 3 Coord 1, Int 3, Res 2
8. ...during the war, Acu 2, Cha 1, Str 3 Coord 3, Int 1, Res 2
9. ...shortly after my accident, Acu 3, Cha 2, Str 1 Coord 1, Int 2, Res 3
10. ...right after we moved here, Acu 1, Cha 3, Str 2 Coord 2, Int 3, Res 1
11. ...during Basic Training, Acu 1, Cha 2, Str 3 Coord 3, Int 1, Res 2
12. ...a few days after the fire, Acu 3, Cha 2, Str 1 Coord 1, Int 2, Res 3
13. ...during my first semester, Acu 3, Cha 1, Str 2 Coord 2, Int 3, Res 1
14. ...when I went home on a visit, Acu 1, Cha 3, Str 2 Coord 3, Int 1, Res 2
15. ...on a church mission, Acu 2, Cha 3, Str 1 Coord 2, Int 1, Res 3
16. ...while backpacking in Europe, Acu 3, Cha 2, Str 1 Coord 1, Int 3, Res 2
17. ...on a cross-country road trip, Acu 2, Cha 1, Str 3 Coord 3, Int 2, Res 1
18. ...right before I got married, Acu 1, Cha 2, Str 3 Coord 1, Int 2, Res 3
19. ...when I was just a kid, Acu 3, Cha 2, Str 1 Coord 3, Int 1, Res 2
20. ...before my friends went missing, Acu 2, Cha 1, Str 3 Coord 1, Int 3, Res 2

I FOUND MYSELF...
FRAGMENT SOLACE TRIGGER
1. …walking through the woods at night. A familiar scent

CHAPTER 2: CHARACTER CREATION


2. …lost and alone in an unfamiliar place. Chatting with a close friend
3. …exploring an old, run-down house. Writing in a journal
4. …waking up paralyzed in a hospital room. Going for a run
5. …trapped in a building I shouldn’t have been in. The smell of baking bread
6. …committed to an inpatient psych facility. Being the center of attention
7. …sitting alone near a small pond. The sound of rain in the trees
8. …exploring a cave I found. Cleaning up
9. …on my way to church one night. Reading religious texts
10. …exploring an abandoned hospital. Being held close by someone dear
11. …alone on the shore, looking out at the dark sea. Having a glass of Scotch alone
12. …frantically tearing through the forest. Lifting weights
13. …in a dark, partially flooded basement. Receiving validation from others
14. …taking a shortcut through a dark underpass. Singing showtunes
15. …alone in someone else’s bedroom. Sitting in quiet reflection
16. …locked in a cell at the town jail. Making people laugh
17. …wandering through an abandoned town. Eating junk food
18. …having stumbled on a empty bunker in a hillside. Playing competitive games
19. …caught outside in a torrential downpour. Being warm and comfortable
20. …unable to sleep and taking a walk. Reciting a specific prayer

27
THE MIDNIGHT WORLD

MEMORY FRAGMENT TABLES

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

ALL I COULD DO WAS...


FRAGMENT ARCHETYPE
1. …try to run as far and as fast as I could. Vigorous
CHAPTER 2: CHARACTER CREATION

2. …freeze in place and hope the vision would disappear. Stone-Wall


3. …move closer to it, drawn by its terrible awe. Inquisitive
4. …shut my eyes and tell myself that monsters aren’t real. Parental
5. …pick up a makeshift weapon and prepare for a fight. Scrappy
6. …fall to my knees and weep, begging it to let me live. Pitiable
7. …laugh hysterically, broken by the absurdity of it all. Primadonna
8. …memorize every detail, certain that I’d see it again. Defiant
9. …desperately search for a place to hide until morning. Survivor
10. …stare in rapt fascination, horrified but intrigued. Brainiac
11. …drop to the floor in prayer, begging God to save me. Caregiver
12. …scan the room for tools I might use to defend myself. Clever
13. …set my teeth and glare, refusing to be broken. Insolent
14. …prepare myself to fight; my death might spare others. Protector
15. …shout at it in defiance, unwilling to bend. Rough and Ready
16. …kneel before it, hoping it might accept my surrender. Supplicant
17. …back away slowly, praying that it didn’t see me. Con Artist
18. …start babbling, praying something I say will save me. Diplomatic
19. …take note of my surroundings and form a plan. Roughneck
20. …accept my fate, sure that there was nothing to do. Resigned

28
THE MIDNIGHT WORLD

MEMORY FRAGMENT TABLES

THEN THE THING...


FRAGMENT CHALLENGE PRIVILEGE
1. …vanished, dissolving into the air as if it had never even
Skeptic Dreadbane
been there.
2. …spoke my name in a broken whisper and tore itself
None Charmed Life
out of reality.
3. …belted a horrifying cackle and crumbled into a teeming
Anxious Believer
pile of vermin.
4. …uttered a single unknowable word and burst into a Bad Magnet Sharp Sense
blinding pillar of light.
5. …began to sing a soft lullaby, the same one my mother Authority Easily
used to sing, and sank beneath the ground. Averse Consolable
6. …screeched loudly and launched at me, missing me by Comfort
mere inches, and vanished into the night. Diminutive Junkie
7. …seemed completely unconcerned with my presence,
Dread Junkie Prodigy
moving away from me and towards some horrible goal.
8. …opened some kind of gateway, moved through it, and
Drudge Wealthy
vanished.
9. …simply unraveled like thread unspooling. Under
None
Privileged
10. …touched me softly between the eyes, somehow forcing Photographic
Vector
its essence into mine. Memory
11. …came apart, its component pieces separating and
Cursed Unflappable
showering me with gore.
12. …changed before my eyes into an unremarkable-looking

CHAPTER 2: CHARACTER CREATION


Twilight Beacon Optimistic
human, grinned, and walked away.
13. …stared at me curiously for a moment, before dissolving
Addicted Legendary
into a black cloud that I couldn’t help but inhale.
14. …reached out as if to take my hand, but when I tried to Ability
Lucky
comply, it vanished. Impairment
15. …released a mind-splitting scream as a huge spear tip
Traumatized Bravado
ripped through it from nowhere that I could see.
16. …seemed to flicker in and out of reality for a moment, Perfectionist Cunning
then burst into a cloud of glowing red symbols.
17. …appeared to be devoured from within, its body Unmotivated Hardy
shrinking to a single point in the air and then fading.
18. …began speaking strange words in a pleading tone Socially Jack of all
before dissolving into a shower of strange geometry. Awkward Trades
19. …vomited a terrible acidic bile onto me and collapsed, its
Wounded Rugged
corpse rotting away into nothing.
20. …said “We knew you would come,” then nodded as if
Anhedonic Chameleon
pleased and vanished in a bright flash.

29
THE MIDNIGHT WORLD

MEMORY FRAGMENT TABLES

EVER SINCE THEN...


FRAGMENT VOCATION
1. …I’ve devoted my life to making sense of what I saw that night,
Occultist
and learning to stop it if I can.
2. …I’ve gone into a spiral, comforting myself with
Scoundrel
whatever sensations or substances I can.
3. …I’ve spent years desperately trying to convince myself that I
Mariner
made the whole thing up.
4. …I’ve taught myself to fight, knowing that only I have the Pugilist, Duelist,
power to save myself. or Deadeye
5. …I’ve devoted my life to God. Only he might save us. Clergy
6. …I’ve sought out ever-more-terrifying experiences, Thrill-Seeker
hoping that I might feel something again.
7. …I’ve tried hard to recreate the things I saw, hoping to get
Artist
the images out of my mind.
8. …I’ve dedicated my life to science in hopes that cold logic
Scientist
might drown out the images burned into my mind
9. …I’ve learned all I could about healing, hoping that I can prevent
others from enduring the pain I felt. Healer
10. …I’ve sworn to hunt these things down and rid the Earth Vanquisher
of them once and for all
11. …I’ve thrown myself into taking care of the natural world.
Animal Tender
It’s the only thing I feel like I can trust.
12. …I’ve worked hard to subtly teach others the secrets that
Educator
I’ve learned.
CHAPTER 2: CHARACTER CREATION

13. …I’ve spent years trying to find out as much as I can


Investigator
about what I saw that night.
14. …I’ve sworn to make sure that the people around me
Cook
never feel as weak or as frail as I did that night.
15. …I’ve learned to build things, hoping that honest work
Engineer
might dull the memories.
16. …I’ve dedicated my life to cataloging every ounce of
Archivist
information I can find.
17. …I’ve entered public life in the hope that I can steer
Politician
policy to guard our world against these threats.
18. …I’ve taught myself to live off the land, knowing that the
Agriculturist
ease of modern living won’t last forever.
19. …I’ve apprenticed in a trade as a way to keep my hands
Craftsman
– and my mind – as busy as possible.
20. …I’ve tried to accumulate as much wealth as possible,
Merchant
losing myself in the thrill of material possessions.

30
THE MIDNIGHT WORLD

Unless otherwise noted, all player-characters start


BASIC SYSTEMS play with one Specialization.

ATTRIBUTES, SKILLS, APTITUDES, AND


Listed below are explanations of the ranks by
SPECIALIZATIONS
which Attributes and Skills are categorized on
In reality, people display a startling variety in their your character’s sheet.
basic capabilities. One person may be physically strong
and highly sociable, while another may be quick on • Average
their feet but slow with their thoughts. It’s rare that Most people possess a basic competence for the tasks
two people’s fundamental abilities are exactly alike, required to survive and navigate their daily lives. An
and thus it’s unlikely that any two people would ap- Attribute or Skill at the first rank reflects this fun-
proach a specific situation in exactly the same way. damental ability. Having only one rank should not
be seen as ineptitude. Instead, it means that they’re
The same is true in The Midnight World. Each char- perfectly capable, even if they don’t excel in that area.
acter has a different set of core competencies, experi-
ences, and training. They tend to approach challenges •• Above Average
in ways that favor the areas in which they are most A character with two ranks in an Attribute or Skill
confident. A character’s abilities are represented has started to distinguish themselves from the rank
mechanically as Attributes, Skills, Aptitudes, and file. They’re still nowhere near mastery, but they
and Specializations. definitely display a notable proficiency that sets them
slightly ahead of most other people.
Attributes are the inherent traits that form the basis of
a person’s capability. These comprise the cornerstones ••• Adept
of every action a character takes: the bottommost At rank three, a character has become remarkably
layer of their capacity before their Skills come into capable at utilizing an Attribute or Skill. They rarely
play. Attributes are broken down into two categories fail tasks related to these traits, and they are probably
in The Midnight World: Core and Secondary. well known among their friends and family for their
abilities in the area. It is rare for a person in The Mid-
Most actions that a character might take in the night World to develop more than one or two traits
Midnight World don’t solely rely on raw Attributes. above this rating unless they are Touched.
Your character may be devilishly intelligent, but

CHAPTER 2: CHARACTER CREATION


that Acumen is largely useless without some kind of •••• Expert
deliberate application. Skills represent the methods At rank four, a character is usually seen as at least a
that characters use to focus their efforts on a task. local authority on matters pertaining to their chosen
Almost everyone possesses these innate qualities to Attributes and Skills. They have an in-depth under-
some degree. standing of the nuances involved, and almost never
fail tasks related to their Attributes and Skills.
Aptitudes, however, represent the specific fields that
a character has studied and practiced. They allow
••••• Master
someone to efficiently tackle a familiar task, increasing
Just like in the real world, mastery in The Midnight
the chance that they might overperform. Likewise,
World is rare and celebrated. A character with an
relying on one’s training minimizes the risk that
Attribute or Skill at rank five has learned everything
something might go terrifically wrong. Except in a
there is to know about the subject and others frequent-
couple of highly specific cases, all player-characters
ly seek out the character at the national or global level
in The Midnight World start play with four Aptitudes.
for their expertise. No character may have more than
one Attribute or Skill at rank five unless they have
Specializations allow someone to turn the knob a final
been Touched. Mundane minds and bodies simply
time, focusing their efforts like a laser beam towards
cannot handle the strain of that much greatness.
those pursuits for which they are most suited. Special-
izations hone a character’s Aptitudes and make them
even more proficient in a narrow subset of activities.

31
THE MIDNIGHT WORLD

•••••• 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

consider it something like a sixth sense. They find


a specific bit of information or piece solutions together themselves able to just understand certain things,
based on their ability to critically think. even if they aren’t sure how they arrived at that
understanding. Intuition is usually used in checks
CHARISMA in which a character needs to gain an instinctive
Charisma represents a character’s raw force of per- grasp of something without the luxury of being
sonality and their ability to implement that power on able to consciously reason it out.
the social stage. It is generally used in any check in
which a character attempts to lie, persuade, comfort, RESILIENCE
or cajole another person. Every character in The Midnight World will suffer
from time to time. They may be subjected to an
STRENGTH agonizing physical wound or be brought to the
Strength measures a character’s basic physical vigor. edge of mental collapse by the constant horror
A character’s rank in this Core Attribute determines around them. In any case, Resilience measures a
how much weight they can lift, how hard they hit, and character’s ability to withstand hardship and recover
how much force they’re capable of exerting on the from it quickly. This Ability is frequently used in
material world around them. Strength is commonly conjunction with Composure, Mettle, Endurance,
used in checks involving melee attacks or those that or Toughness to resist various debilitating setbacks.
involve a character physically moving a heavy object.

32
THE MIDNIGHT WORLD

intelligence, or social status, this significant presence


SKILLS can put your character off their game. Whenever
someone is attempting to intimidate your character,
All people have access to a certain set of innate ca- the Director may have you roll your Composure and
pabilities to one degree or another. In The Midnight Resilience [Centering] to resist the attempt.
World, these qualities are called Skills, and they’re
used to focus Attributes’ broad power into the narrow Mask Emotion
circumstances of a specific action. By combining There are times when it’s critical that your character
your character’s ranks in one Attribute and one Skill, not show their emotions on their face. Perhaps a
determined by the Director, you can calculate how specific reaction may offend someone important or
many dice to roll to complete a difficult task. betray a secret that you aren’t ready to give up just
yet. In these moments, you may make a check using
Each Skill described below includes a selection of ex- Composure and Coordination [Psychology] to stop
ample checks they might be used for. These examples your face, body language, or vocal tone from revealing
aren’t the only situations in which these Skills can be your true feelings.
used, nor do the examples encompass every way that
your character can approach a particular action. The
EMPATHY
examples should, however, provide a solid model of
A character’s Empathy measures their subconscious
how Skills function during play.
ability to perceive social cues from the people
around them. By noticing subtle shifts in vocal
Each example also has an Aptitude listed in brack-
tone and body language, a character may be able to
ets beside it. You can use these suggested Aptitudes
during checks, but again, they’re not set in stone. If pick up on clues that are critical to surviving in The
you believe that a different one should apply to any Midnight World. Is there a terrible piece of informa-
check that your character makes, discuss it with your tion hidden in the shopkeeper’s uneasy smile? Is that
Director. They’ll often agree with you and let you approaching police officer hiding some foul intent? Is
make the check using the traits you agree are most the terrified child scared because of you—or because
appropriate to an action. of something behind you that only she can see?

COMPOSURE EXAMPLE EMPATHY CHECKS


Social situations can overwhelm characters for a
variety of reasons. Perhaps your character dislikes Motivational Speech
public speaking, or perhaps someone is trying to A good leader knows how to help their team

CHAPTER 2: CHARACTER CREATION


provoke them into a gaffe that will harm their rep- focus their energies in the right direction, even
utation. Whatever the reason, in situations such as in difficult situations. By understanding other
these, Composure represents your character’s ability characters’ insecurities, goals, and skill sets, the
to keep a cool head when dealing with other people. motivating character can help inspire them to find
solutions to problems they might have struggled
EXAMPLE COMPOSURE CHECKS with otherwise. By rolling Empathy and Coordina-
tion [Negotiation], the character can enable other
Ignore Provocation players to choose between applicable Skills for a
Perhaps one of the oldest tricks in the social playbook better dice pool (for example, being able to use
is to draw a target out and learn which buttons to Wit or Composure and Acumen when searching
press to try to incense them to the extent that they through a backlog of information).
cannot keep their cool. When your character is the
victim of such an attempt, the Director may require Comfort
a Composure and Charisma [Negotiation] check to By their very nature, the Touched are subject to
ensure that they don’t fall prey to his tactic. potentially catastrophic psychological forces on a
daily basis. For the most part, they’re able to cope
Resist Intimidation with them; they wouldn’t have survived this long
Your character may find themselves confronted by otherwise. However, there are strains that can test
someone who simply makes them feel uncomfort- even the toughest mind, and anyone who thinks they
able. Either through physical imposition, immense can’t be broken is either foolish or lying to themselves.

33
THE MIDNIGHT WORLD

Luckily, characters with a strong sense of Empathy can Hold On


often talk others down from that metaphorical ledge. Occasionally, a character may find themselves in a
Any time you wish to calm someone, roll an Empathy situation that requires them to tenaciously maintain
and Charisma [Psychology] check. Depending on a manual grip. Perhaps they are clinging to a ledge,
the outcome of this check, you may calm panicked one slip from certain death. Instead, they may
characters. Likewise, characters who were hostile have a hold on a creature that will pose a danger
might be willing to entertain a discussion instead to the group if it slips free. Whenever a character
of a fight, and your character’s efforts may reassure is faced with a lengthy application of pure brawn,
those who are feeling anxious or unsure. the Director may require a successful Strength and
Endurance [Tenacity] checks at various intervals
Determine Motives to forestall muscle failure and its consequences.
The world is full of liars and charlatans, and if you
give them enough of an opening, they’re sure to do MANIPULATION
you harm. For anyone trying to navigate the social Eventually, every character in The Midnight World
world, it’s absolutely necessary to develop a keen will need something from someone else. Hopefully,
ability to sniff out dishonesty and malign intent. In in most cases, achieving your character’s social goals
a situation where your character wants to feel out will be a trivial matter. Sometimes, though, they might
someone’s intentions, you may roll Empathy and need to be more persuasive. The Manipulation skill
Intuition [Psychology] against their Manipulation allows a character to steer someone’s actions or beliefs
and Charisma [Larceny]. If you score more net hits through social means. Some applications of this skill
than they do, you may not be able to tell unerringly can be so subtle that the mark never realizes they’ve
whether they’re being honest, but you gain some been had, while others are far more obvious.
insight into their motives.
EXAMPLE MANIPULATION CHECKS
ENDURANCE
Endurance measures your character’s ability to per- Persuade
severe in physically demanding situations. Staving There are a million ways to get someone to capitulate
off hunger or thirst, coping with debilitating pain, to one’s needs. Your character can try to trick them
and engaging in intense, prolonged cardiovascular with deception, or your character can simply threaten
activity are all examples of crises that test a to break their head open unless they comply. Cer-
character’s Endurance. tainly, though, the least risky method is to convince
them that they should fall in line. Whenever your
CHAPTER 2: CHARACTER CREATION

EXAMPLE ENDURANCE CHECKS character tries to persuade another to come around


to their way of thinking, your Director may have
Digging Deep you make an opposed check using your character’s
In any horror game, characters frequently engage Manipulation and Charisma [Negotiation] against
in vigorous bouts of cardio exercise. Sometimes, your target’s Intuition and Composure [Centering].
this action takes the form of a short but intense
sprint away from danger. Other situations may Lie
necessitate moderate, sustained expenditures of On the other hand, there are most definitely times
physical resources. Anytime a character exerts when the truth just will not do. When these situ-
themselves beyond their physical limits, the Direc- ations arise, your character may need to quickly
tor may require them to make an Endurance and feel out a target so that they’re able to spin a be-
Resilience [Athletics] check to avoid succumbing lievable alternate narrative. When your character
to the Fatigued Condition and being hampered in attempts to hoodwink another, you may make
their continued efforts. an opposed check using your Manipulation and
Intuition [Performance] against their Empathy
More information on Conditions can be found in and Intuition [Psychology] to determine if they
Chapter 3. buy your tale. Note that there are no completely
accurate truth-telling powers in The Midnight
World. If you fail in this check, your opponent still
doesn’t know for absolute certain that you’re being

34
THE MIDNIGHT WORLD

dishonest. Instead, they’re able to pick up on subtle


cues of body language that provide some evidence
that you’re lying.

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.

EXAMPLE METTLE CHECKS

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

CHAPTER 2: CHARACTER CREATION


thing anyone wants is to be left slack-jawed and
awestruck when they should be running for their
life. Whenever your character witnesses something
overwhelming, your Director may make you roll
your Mettle and Resilience [Centering]. For more
information about Keeping It Together, check
Chapter 3.

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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THE MIDNIGHT WORLD

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

Example Reaction Checks Tolerance


When a character is exposed to poison, diseases,
Dodge or intoxicants, the Director may ask you to make
Sometimes, the best place you can be is anywhere oth- a tolerance check using your chracter’s Resilience
er than where you are currently standing. Whenever and Toughness [Tenacity]. If the check results in
your character is presented with a physical threat that a common success, the applied Condition’s effects
they must actively avoid, they may make a Reaction are reduced by half. Complicated successes likewise
CHAPTER 2: CHARACTER CREATION

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.

VIGILANCE Active Perception


Threats and secrets skulk everywhere in the shadows In a world as distinctly terrifying as The Midnight
of The Midnight World. A character’s ability to rapidly World, the characters best suited for survival aren’t
notice and assess them is frequently vital to their survival. necessarily those able to deliver the most punishment
Vigilance allows a character to do just that. A vigilant in combat. Instead, the people who tend to persevere
character maintains a heightened state of alertness that have learned to thoroughly analyze their environment

CHAPTER 2: CHARACTER CREATION


may allow them to spot a necessary hidden object, hear as rapidly as possible. By turning a keen eye towards
lurking creatures before they can descend, or even their surroundings, characters can identify potential
experience a vague premonition of doom just in time threats early enough to avoid them. Likewise, they’re
to avoid calamity. able to more readily notice helpful items or critical
pieces of information. Anytime your character de-
liberately attempts to assess the area around them,

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THE MIDNIGHT WORLD

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.

WIT Herd Cats


Some of the dangerous situations encountered by Characters will often find themselves in extreme
the people of The Midnight World require sheer situations—moments where quick decision-making
physical agility to survive. In many others, though, and smooth follow-through are critical for surviv-
the speed of one’s limbs is irrelevant compared to al. It goes without saying that these circumstances
the speed of their thoughts. Is the character able to become harder when several other nearby people
rapidly work out a mechanical problem? Are they may interfere with the execution of a plan. When
able to think of exactly the right thing to say in a your character needs to try to organize the efforts of
perilous social situation? Wit measures a character’s several others, your Director may ask you to make a
ability to think with immediacy and precision in check using Wit and Coordination [Negotiation] to
stressful circumstances. effectively lead the crowd.

EXAMPLE WIT CHECKS


APTITUDES
Recall Critical Information
Memory is a tricky thing. In most cases, people are Skills provide a good start when approaching a com-
able to commit something to mind and then easily plicated task. Sometimes, however, a difficult situation
call it up later when needed. If you’ve ever been asked requires a finer touch. Aptitudes represent the specific
to recall something incredibly important on the spot, abilities your character has spent time training and
though, you know exactly how slippery these bits of educating themselves in, either for professional rea-
information can become under pressure. If your char- sons or as a dedicated hobbyist. It is usually obvious
acter ever finds themselves in a situation where they whether your Aptitudes apply to any given situation,
must recall a critical piece of information immediately, but the final decision always lies with the Director.
but you as the player can’t recall it yourself, you may
make a check using Wit and Intuition [Centering]. When your character has an Aptitude that is appro-
A successful check means that your character can priate to a skill check, you may upgrade the dice in
bring the information to mind, and the Director can your pool given by Skills from d6s to eight-sided
provide it, if you cannot recall it. dice (d8s). This benefit makes it substantially easier
to score high-level successes, while minimizing your
CHAPTER 2: CHARACTER CREATION

Proper Etiquette chances for catastrophic failure. Note that Aptitudes


There are times when your character may find don’t upgrade your Attribute dice in this way, except in
themselves totally out of their social element. They very special circumstances that are usually the result
may be surrounded by people from a different of Privileges or certain Manifestations.
social class, or even a different culture, and they
may find that they aren’t particularly aware of what More information on how Aptitudes and Specializa-
constitutes a faux pas among this new crowd. In tions work mechanically can be found in Chapter 3,
such a case, the Director may allow you to make under the heading “Attribute Dice, Skill Dice, and
a check using Wit and Charisma [Negotiation] to the Dice Pool.”
ensure that your character says the right thing or
gesticulates the right way. SPECIALIZATIONS
Puzzle it Out Specializations represent specific expertise within an
Not every challenge in The Midnight World can be Aptitude. They’re the finest level of focus a person can
solved by the biting edge of a blade. Many mental put towards a task. Your character is inarguably the
challenges require patience and intellect instead. most skilled in these areas; these tasks have become
Your character might be faced with a hidden cypher, trivial to your them, due to constant practice. They
a puzzling crime scene, or they may just enjoy the are so used to succeeding in these efforts by rote that
Sunday crossword. In such a case, your Director failure seems an almost absurd possibility.

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THE MIDNIGHT WORLD

A character without an Aptitude in Athletics, for


example, may be able to scale a sheer cliff face. That
endeavor would likely be slow going, though, and
would be relatively risky. A character with the Ath-
letics Aptitude is far less likely to catastrophically fail
in the attempt, but still may find that phenomenal
success is just out of reach. A character with the
Athletics Specialization “Rock Climbing,” though,
is substantially more likely to complete the climb
without incident.

Check with your Director to confirm if your character


has a Specialization that might be relevant to a skill
check. If the Director agrees, then all 8s that result on
your roll count as two hits instead of one. This benefit
applies even if the 8s come up on dice added by using
Seconds or from Attributes that are upgraded by certain
Manifestations or Privileges.

Example Specializations are listed beneath each Apti-


tude below, though this list is by no means exhaustive.
With Director permission, there’s technically no limit to
what a Specialization can be. Remember, though, that
a Specialization that’s too focused might not come up
often enough to make having it worthwhile. On the
other hand, one that’s overly broad might become too
powerful and your Director will likely limit it. Your
character may begin play with as many Specializations
per Aptitude as the steps in the “Creating a Character”
section, above, allow. Once the character enters play,
only the Director’s discretion limits the number of
Specializations your character can possess.

CHAPTER 2: CHARACTER CREATION


Finally, it’s worth noting that you may special-
ize different Aptitudes similarly. For instance, a
renowned gunsmith might be adept at repairing
and firing handguns, and thus may have the Spe-
cialization “Pistols” under both the Marksmanship
and Mechanics Aptitudes.

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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THE MIDNIGHT WORLD

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

40
THE MIDNIGHT WORLD

ELECTRONICS Example Specializations:


Perhaps the most distinct advantage that mankind • Boxing • Karate • Grappling • Muay Thai
has over the beasts of the Earth (and most of the
things from beyond the Veil) is our penchant for INVESTIGATION
building and utilizing tools. From simple levers to In the heat of a crisis, a simple, one-size-fits-all answer
machines of dizzying complexity, human beings rarely leads to a positive resolution. Every situation is
have developed a vast array of technologies to make different, and when considering possible solutions, it’s
previously impossible tasks trivial. Early on, many of beneficial to pull apart and analyze the tiniest details.
these apparatuses required specialized skills to oper- People with the Investigation Aptitude have trained
ate. Since the beginning of the electronic era, though, their eyes to pick out minutiae, and they’ve honed
anyone who can flick a switch or press a button has their minds to understand what these things might
access to unprecedented power. While these devices mean. They’ve learned the right questions to ask and
remarkably extend the capabilities of a layman, for how to apply the answers they find.
those who truly understand them, the advantages are
limitless. Characters with the Electronics Aptitude have The Investigation Aptitude benefit applies to any skill
a detailed awareness of the theories and techniques check made to find hidden details in a scene or situa-
that allow these devices to function, and they are best tion. Often, this action takes the form of meticulous
able to exploit and maintain them. searches conducted on a place in hopes of uncovering
information or evidence. Sometimes, it might instead
The Electronics Aptitude benefit applies to any skill apply to one-on-one interviews with witnesses to an
check pertaining to the usage or understanding of event. Likewise, a character who has spread out all
complicated electronic devices like computers, tablets, the information they have on the floor might use
or phones. Examples include figuring out what a gad- Investigation to piece together what the pages mean.
get does, operating a piece of technology you’ve never
used before, or reprogramming a piece of software. Example Specializations:
• Crime Scene • Interrogation • Canvassing
Example Specializations:
• Computer Software • Brute Force Intrusion LANGUAGE
• Biomedicine • Navigational Equipment There are dozens of different languages on Earth.
As the world grows increasingly connected, being
HAND-TO-HAND versed in only one of them can be a pronounced
There are times when a blade isn’t readily available, or liability. Much of the human population is at least

CHAPTER 2: CHARACTER CREATION


when a character may wish to neutralize an opponent conversationally bilingual, and those who are have
without immediately resorting to lethal force. In these a distinct advantage. They’re able to trade ideas with
situations, a character can always deploy that most others more freely, and they can open avenues of in-
primitive of weapons: their own body. This is not terpersonal communication that are closed to people
to suggest that fists, knees, and elbows are any less limited to a single tongue.
elegant or efficient battle implements than the sword.
For those who have studied unarmed combat, these Language, unlike many other Aptitudes, has both a
natural armaments can be just as deadly. passive and an active effect.

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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THE MIDNIGHT WORLD

These situations might include attempts to decipher


complicated texts or to understand peculiar turns of
phrase. In some cases, the Director may allow you
to make a skill check using this Aptitude to interpret
similar languages. For instance, if your character
speaks Spanish, they may (with some effort) piece
together Portuguese.

In most cases, characters without the Language Apti-


tude start play fluent in only their native tongue, but
in some situations, the Director may allow them to
be minimally competent in others. This permission
is usually granted to make communication easier
among characters in the group.

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.

Apply the Larceny Aptitude upgrade to skill checks


made to commit theft or breaking and entering.
CHAPTER 2: CHARACTER CREATION

Examples include attempts to open a locked door or


quietly snatch an important item without being seen.
However, there are many other ways this Aptitude
can be employed, such as when scanning a potential
mark’s house for entrances and exits.

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-

42
THE MIDNIGHT WORLD

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

Example Specializations: NATURE


• Archery • Rifles • Javelins • Slings For better or worse, the Earth provides every natural
resource that we require for life. It produces our food,
MECHANICS the water we drink, and the medicines that heal our
Ever since the advent of the first complex machines, ills. In the modern age, much of the layman know-
those machines have done their very best to break how that we have developed over the centuries has
down, fall apart, or otherwise render themselves been lost, but a few dedicated people have gone to
nonfunctional. Without the constant efforts of skilled great lengths to retain it. They have studied climate,
attendants, even the most well-put-together appa- flora and fauna, and how they all interact to form
ratus is destined for the scrap heap. For this reason, the cycle of life. They’ve identified useful plants and
those people who dedicate themselves to the study funguses, and they know what’s edible and what’s
of mechanical devices have become essential to the lethal in the forest.
continued function of society.
The Nature Aptitude benefit applies to skill checks
The Mechanics Aptitude benefit applies to skill made to understand or interact with the natural
checks that require knowledge of devices that op- world. Healers make great use of this Aptitude

CHAPTER 2: CHARACTER CREATION


erate mechanically. Examples include determining when they try to identify medicinal herbs and mix
what an unknown machine does, repairing a broken them properly. Likewise, anyone who deals with
one, or quickly constructing a mechanism to assist wild animals might use this upgrade to intuit if
in some task. something is wrong with a deer’s behavior, or to
determine if an upset boar is preparing to attack.
Example Specializations:
• Firearms • Engines • Heavy Equipment • Hydraulics Example Specializations:
• Tracking • Survival • Plant Identification • Dog Training
MEDICINE
When simplified down to its basic form, the human NAVIGATION
body is little more than (an admittedly complicat- People often say that we live in a small world.
ed) machine. Its structure may have some minor From a certain perspective, that’s absolutely true,
variation from model to model, but like any other especially in an age of unprecedented connectivity.
machine, it operates according to a strict set of ob- Still, anyone who has ever been lost in a sprawling
servable guidelines. It uses very particular kinds of wilderness will tell you that our planet can also
fuel to power itself. When it suffers damage or breaks be incomprehensibly vast. For this reason, some
down, it tends to do so in ways that aren’t unique and people go to great lengths to cultivate a keen sense
have been witnessed ad infinitum since the dawn of of direction. They train themselves to use terrain,
recorded history. Just as mechanics train to service maps, and even the stars to determine their position,
instruments with moving parts, there are people who their destination, and the best path between the two.

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THE MIDNIGHT WORLD

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

exchanges and intricate diplomatic dealings between


PSYCHOLOGY
belligerent nations.
The mind is an incomparably complex thing. It gen-
erates immeasurable power—from dreaming up the
Example Specializations:
forms that will become brilliant skyscrapers, to solv-
• Interrogation • Barter • Diplomacy
ing equations that put men on distant worlds. That
• High-Pressure Sales
incredible potential can easily turn inward, though,
causing untold damage to a person’s fragile psyche.
OCCULT
People trained in Psychology know how the mind
Science has become the go-to discipline used to
works and can influence it, whether to treat illnesses
explain the mysteries of reality. For the most part, or to harness it for their own personal benefit. They
it works well. Most observable things readily fall understand the way people think, and the usual
into categories that science has already described. outcomes of those thought patterns.
There are, though, older mysteries—shrouds that
even the most advanced scientific thought can’t The Psychology Aptitude benefit applies to any skill
pierce. In these cases, those who have studied and check made to determine or exploit another person’s
become proficient with the Occult shine. They internal mental processes. Examples include attempts
know the words spoken by agent magi and the to uncover someone’s underlying feelings about a
cryptic symbols that depict the presence of demons. situation or trying to convince them to look at things
from a different perspective. The Psychology Apti-

44
THE MIDNIGHT WORLD

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

CHAPTER 2: CHARACTER CREATION


counter-measures to employ
other cases, they
in specific circumstances.
may be picking
through links on
The Tactics Aptitude upgrade
an archived web site.
shouldn’t be applied to all com-
bat skill checks. No matter how bril-
Example
liant a tactician may be, that skill
Specializations:
doesn’t directly translate to physical
• Dewey Decimal • Internet
capability. Instead, apply the ben-
• Laboratory
efit to any skill check that involves
• Statistics
preparing for combat or reacting to
strategic changes as they occur. Possi-
SCIENCE
ble examples include setting up an ambush, deciding
Corpse Universes generally lack consistent, repeatable
where to deploy resources during an active battle, or
rules that govern the way they behave. All of material
ensuring that your team has a viable escape option
creation, though, operates according to observable
in case things go awry. Finally, the Tactics Aptitude
physical laws. From the moment that humanity
allows you to upgrade one member of your team’s
recognized the patterns woven into the fabric of
Initiative dice per combat (including your char-
existence, there have been those who have dedicated
acter if you choose), regardless of their training
themselves to unraveling and fully understanding
or weapon loadout.
how these intricate rules work. Characters with the

45
THE MIDNIGHT WORLD

Example Specializations: Other possible examples include making knowl-


• Reconnaissance • Small Unit Conflict edge checks in which a character is attempting to
• Guerilla Maneuvers • Counter-Insurgency determine how to use a weapon they’re unfamiliar
with. Note that this Aptitude also allows you to
TENACITY upgrade your character’s Initiative dice when using
Physical discomfort is an assured part of any per- an appropriate weapon.
son’s existence. Usually, this sensation is mild and
nonspecific. Backs ache, knees twinge, and the
Example Specializations:
simple act of getting out of bed reminds most adults
• Throwing Knives • Pistols • Swords • Axes
of their impending mortality. Other times, though,
pain can be intense enough that it totally disrupts
a person’s ability to function. Characters with the
Tenacity Aptitude have gone to great lengths to ARCHETYPES
increase their tolerance of physical discomfort
of any kind. They’re trained to shrug off extreme
When building a character, many players start by
pain, intoxication, and even poisoning.
forming a basic idea: an elevator pitch about who
Apply the Tenacity Aptitude upgrade on skill checks they are. This short descriptor forms a foundation
made to resist any kind of physical hardship. In from which the beams and rafters of your character
some cases, your character may be trying to press can be built. The Archetypes below provide exam-
on through deep physical fatigue or remain stand- ples of what these concepts might look like. They’re
ing after their ninth shot of tequila. Instead, they vague descriptions of various types of people that
may be trying to focus on a task through the fog exist in The Midnight World, and each includes a
of substantial pain or withstand the interrogation brief discussion of how these people might behave,
methods of a despicable torturer. the Dread Manifestations they’ve discovered, and
their Skills.
Example Specializations:
• Pain • Toxins/Intoxicants • Holding Breath
• Resisting Torture These are, of course, suggestions. As long as the
Director approves, feel free to substitute or alter
WEAPONRY these Archetypes to fit the character you’re trying
The world is full of hungry beasts, and human to create. If you’re using Method III to create your
CHAPTER 2: CHARACTER CREATION

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.

46
THE MIDNIGHT WORLD

Recommended Skills: finding weaknesses they can exploit to get their


• Composure 2 • Empathy 1 • Endurance 1 way. They’re built to withstand social pressure,
• Manipulation 2 • Mettle 2 • Reaction 1 but can get anxious when things turn physical.
• Toughness 1 • Vigilance 3 • Wit 3
Examples:
CAREGIVER • Street preacher • Card sharp • Telephone scammer
Caregiver archetypes anticipate the needs of
others and quickly work out how to best meet Hour 1 Manifestation:
them. They’re prepared to withstand the mental • Shadowpierce
and social hardships that sometimes come with
prioritizing other people. With their attention so Recommended Skills:
frequently aimed at others, they can sometimes be • Composure 2 • Empathy 3 • Endurance 1
slow to react when they’re in danger themselves. • Manipulation 3 • Mettle 1 • Reaction 2
• Toughness 1 • Vigilance 2 • Wit 2
Examples:
• Nurse • Cook • Psychologist DEFIANT
Defiant archetypes steadfastly refuse to give in to the
Hour 1 Manifestation: horrors of The Midnight World. They have a solid
• Soothe handle on their emotions and thoughts, and the
physical wherewithal to take a beating if they need
Recommended Skills: to. They don’t bother trying to prepare themselves
• Composure 2 • Empathy 3 • Endurance 1 for combat, because there’s always combat around
• Manipulation 1 • Mettle 2 • Reaction 1 the corner. When the darkness comes, they don’t
• Toughness 1 • Vigilance 2 • Wit 3 run. They scream in its face.

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

CHAPTER 2: CHARACTER CREATION


usually very capable when their wits fail them and • Manipulation 1 • Mettle 3 • Reaction 1
fists start flying. • Toughness 2 • Vigilance 1 • Wit 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

CON ARTIST Hour 1 Manifestation:


Charlatans and frauds, the Touched who bear • Shadowpierce
the Con Artist Archetype are masterful social
manipulators. They’re talented at getting inside
a person’s defenses, probing insecurities, and

47
THE MIDNIGHT WORLD

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

others, and they can be downright vindictive if they


think they’re being taken advantage of. They’re great
friends to have, but all too often they become the
worst enemies imaginable.

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

48
THE MIDNIGHT WORLD

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

CHAPTER 2: CHARACTER CREATION


• Overwhelmed parents • Doe-eyed college stu-
dents • Downtrodden day laborers RESIGNED
Some folks are just over it. They’ve seen enough
Hour 1 Manifestation: of what the world has to offer, and they’re frankly
• The Madness Angle not that interested. People with the Resigned
Archetype almost always keep a cool head…
Recommended Skills: after all, when the outcome doesn’t really matter
• Composure 1 • Empathy 3 • Endurance 1 anymore, how can you let it bother you? They
• Manipulation 3 • Mettle 1 • Reaction 2
are often somewhat slow on the uptake, as
• Toughness 1 • Vigilance 2 • Wit 2
simply going through the motions of daily life
PRIMADONNA has dulled their edge.
All the world’s a stage, and Primadonna archetypes
Examples:
have learned to be comfortable with that fact. They’ve
• Bureaucratic employees • Public transportation
studied the emotional and social reactions of others; workers • Office workers
they usually know what to say to get what they want.
Because they’re so sure of themselves, people with this Hour 1 Manifestation:
Archetype often overlook potential dangers, and they • Dusk Sight
aren’t used to dealing with discomfort.

49
THE MIDNIGHT WORLD

Recommended Skills: Examples:


• Composure 3 • Empathy 1 • Endurance 2 • Gutter punk • Drifter • Army private
• Manipulation 1 • Mettle 3 • Reaction 1
• Toughness 2 • Vigilance 1 • Wit 2 Hour 1 Manifestation:
• Reflexive Cognition
ROUGH AND READY
Rough and Ready archetypes were born for battle. Recommended Skills:
They have instincts so remarkably sharp that they • Composure 1 • Empathy 1 • Endurance 2
frequently respond to threats before they have •Manipulation 1 • Mettle 2 • Reaction 3
•Toughness 3 • Vigilance 2 • Wit 1
consciously registered them. They may not be the
best in social situations, but they more than make
STONE-WALL
up for it when the bullets start flying.
Everyone has a breaking point, but for characters
with the Stone-Wall Archetype, it’s anyone’s guess
Examples:
how far away that point may be. They’re highly
• Combat Arms Marine • Mafia enforcer
resistant to mental and social pressure, and they’re
• Secret Service agent
even able to withstand actual physical torture for a
time. They can sometimes be a bit oblivious to the
Hour 1 Manifestation:
world around them, though, and they’re suckers
• Frostbite
for a sweet voice.
Recommended Skills:
Examples:
• Composure 1 • Empathy 1 • Endurance 2
• Intelligence agent • Strong silent type • Bodyguard
• Manipulation 1 • Mettle 2 • Reaction 3
• Toughness 2 • Vigilance 3 • Wit 1
Hour 1 Manifestation:
• Dusk Sight
ROUGHNECK
Roughneck archetypes are The Midnight World’s
Recommended Skills:
quintessential bruisers. They’re highly skilled at with-
• Composure 3 • Empathy 1 • Endurance 1
standing and overcoming physical punishment, and
• Manipulation 1 • Mettle 3 • Reaction 2
they’re resistant to social or mental pressure too.
• Toughness 2 • Vigilance 1 • Wit 2
They’re not always the first to throw a punch, but if
someone starts a brawl, they’re damn well going to
CHAPTER 2: CHARACTER CREATION

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

50
THE MIDNIGHT WORLD

SURVIVOR Recommended Skills:


Survivor archetypes are determined to make it • Composure 1 • Empathy 1 • Endurance 3
through the night at any cost. They are hyper-aware • Manipulation 1 • Mettle 2 • Reaction 3
of threats around them and always ready to respond. • Toughness 2 • Vigilance 2 • Wit 1
They’re used to taking a beating, and they have learned
to shrug off hits that would put many others on their
backs. Their constant alertness can make them seem
VOCATIONS
cold and distant, though, and they frequently struggle
If your character’s Archetype represents who they
in social situations.
are as a person and their natural skills, their Voca-
tion represents those talents they have studied and
Examples:
trained. Just like Archetypes, the Vocations listed
• Doomsday prepper • Wilderness expert
below provide simple fragments from which you
• Former victim
might paint a more detailed portrait of your character.
Each includes a brief description and a collection of
Hour 1 Manifestation:
Aptitudes that seem necessary for a successful expert
• Touch of Eternity
in the field. As with everything else in The Midnight

CHAPTER 2: CHARACTER CREATION


World, these Vocations are suggestions. Feel free to
Recommended Skills:
move things around to best fit the unique concept
• Composure 1 • Empathy 1 • Endurance 2
for your character, or to ignore Vocations entirely
• Manipulation 1 • Mettle 2 • Reaction 3
and add Aptitudes as you see fit.
• Toughness 2 • Vigilance 3 • Wit 1

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

51
THE MIDNIGHT WORLD

cuisine, however, which can easily lead to illness. An COOK


injured horse can’t work, and very few can ignore the Everybody needs to eat. To maintain basic bodily
suffering of a treasured pet. For as long as we have function, the human machine requires calories in
relied on beasts, we have taken up the responsibility much the same way an engine requires fuel. But even
of their care, ensuring their health and wellness as though consuming hard tack and dried berries will
diligently as we do our own. replenish the tank, over time such a dull diet can have
dismal effects on morale and wellness.
Recommended Aptitudes:
• Medicine • Nature • Science Those who focus their efforts on food service and
preparation understand the benefit of palatability.
They realize that the most nutritious meal may be
ARCHIVIST
worthless if no one eats it, just as the most delicious
If researchers seek information, Archivists are its
meal may do more harm than good if it’s improperly
stewards. These people fiercely protect knowledge
prepared.
and work hard to carefully catalog and preserve it in
the hope that future generations may be able to build
Recommended Aptitudes:
upon it when needed. Archivists are curious people,
• Nature • Create • Technology
always on the lookout for a new source from which
to collect data that might end up being the linchpin
for their survival in the days to come. CRAFTSMAN
It’s easy to think of Craftsmen as nothing more than
Recommended Aptitudes: simple laborers, relatively unskilled people who
• Academics (any) • Language • Research follow basic recipes to construct things. Nothing
could be further from the truth, though. These
tireless creators are experts in their disciplines.
ARTIST
They’re highly trained, not only at the actual act of
The Midnight World is a dark and overwhelming
creation but also in the theory behind it. Without
place, filled to its limit with despair. Many of its
their innovation, nothing we take for granted today
inhabitants have accepted the state of things, too ex-
would exist in its current form.
hausted with their own struggle to make any attempt
at bringing light into the world. Artists, though, have
Recommended Aptitudes:
learned to channel their feelings into various media.
• Create • Mechanics • Technology
By exposing their grief, horror, passion, and joy in
this way, they create beautiful works that can move
CHAPTER 2: CHARACTER CREATION

even the coldest of hearts. DEADEYE


For people with the Deadeye Vocation, almost
nothing is too far away to hit precisely. Whether
Recommended Aptitudes:
they’re holding a high-powered rifle, a recurve
• Create • Performance • Psychology
bow, or a simple javelin, these hawkish warriors
have practiced the ability to land shots where they
CLERGY
intend. Like other warrior Vocations, Deadeyes
Faith can move mountains. Members of the Clergy
work hard to keep their bodies in shape, and they
are aware of this, and they’ve positioned themselves to
develop a deep understanding of battlefield con-
harness and direct the power the faithful can provide.
ditions and resource distribution.
They inspire hearts, soothe minds, and influence the
decisions of all who believe as they do. They serve as a
Recommended Aptitudes:
conduit between the occult and the mundane, messen-
• Athletics • Marksmanship • Tenacity
gers of otherworldly entities and prophets of their will.
DUELIST
The Clergy have long been the spiritual center, and in
Like other combatant Vocations, Duelists spend
some cases the moral compass, of civilization.
a huge portion of their lives training to reach the
apex of their capabilities. They study a variety of
Recommended Aptitudes:
melee weapons, learning not only to wield them
• Academics (Theology) • Psychology • Research
effectively, but also to defend against them when

52
THE MIDNIGHT WORLD

they’re in the hands of an aggressor. They’ve de- Recommended Aptitudes:


veloped their physiques, ensuring that they’re able • Medicine • Nature • Technology
to keep the fight going as long as possible, and
they’ve worked to anticipate the maneuvers an INVESTIGATOR
enemy might attempt. Since the dawn of civilization, there have always been
people driven by curiosity to the exclusion of all
Recommended Aptitudes: else. These Investigators aren’t content to repeat the
• Athletics • Tenacity • Weaponry routine patterns of daily living, instead hungering to
answer the mysteries that others would rather ignore.
EDUCATOR They learn to seek answers in places others might
One of the greatest gifts given to each generation not think to look, using methods that mystify those
is the knowledge that has been accumulated by not trained in them. Frequently, Investigators end up
previous ones. Equipped with these fundamental working with law enforcement agencies, but many of
building blocks, people have developed an im- them independently pursue more dangerous truths.
pressive array of know-how that has allowed us
to harness rivers, create vast cities, and even visit Recommended Aptitudes:
the stars. Educators take it upon themselves to • Investigation• Larceny • Psychology
be the fonts from which this information flows.
They’re dedicated to learning, storing, and distributing MARINER
knowledge to their communities. The open ocean is the spring from which our civilization
feeds. This reservoir holds vast amounts of food and
Recommended Aptitudes: rare elements required for new technology. It provides
• Academics (any) • Centering • Research lanes through which international trade can flow around
the globe. It even offers avenues of vicious approach by
ENGINEER conquering peoples, intent on the subjugation of nations.
Science has its researchers and medicine has its None of this would be possible, though, if not for the
doctors, but the art of engineering takes an entirely Mariners who have learned to navigate it safely. They’re
different kind of expert. Fascinated with moving familiar with oceanic weather patterns, and they know
parts and machinery, engineers push the bound- which places to avoid when traversing the seemingly
aries of what can be created, from a hand-cranked endless surface of the sea.
pencil sharpener to a satellite miles above the
atmosphere. Intimately familiar with machinery Recommended Aptitudes:

CHAPTER 2: CHARACTER CREATION


and its operation, a skilled engineer can make the • Drive/Pilot • Nature • Navigation
most daunting task possible through the majesty
of invention. MERCHANT
No matter how large or well-trained a country’s
Recommended Aptitudes: military might be, or how advanced their tech,
• Mechanics • Science • Technology when it comes right down to it there’s no resource
more precious than coin. Entire nations rise and
HEALER fall based on nothing more than fluctuations in
Arguably one of the most noble professions, a the perceived value of a handful of precious com-
Healer is an indispensable part of a functioning modities. Merchants study these events and learn
society. These intensely dedicated people learn to how to exploit them for maximum personal gain.
cure illnesses, reduce pain, and improve the overall They know how to position themselves at the right
quality of life for members of their community. In place and time to buy at bargain prices so that they
modern times, most Healers base their practice on can turn around and sell for exponential profit.
evidentiary findings and scientific research, but
there are still those who prefer a holistic method Recommended Aptitudes:
that incorporates natural remedies to the exclusion • Negotiation • Performance • Psychology
of invasive technological interventions.

53
THE MIDNIGHT WORLD

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

of unarmed combat, and they are ready to take a fight


to the ground when they need to. They’ve conditioned
their bodies to withstand both the strain of a brawl
and the pain of its aftermath.

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

54
THE MIDNIGHT WORLD

SCOUNDREL influence every aspect of their daily lives. Almost


There will always be those who go against the grain. every decision they make is a subconscious attempt
The lost, forgotten, downtrodden, or neglected will to protect themselves from the damage the Beyond
seek other means of prosperity if driven to that re- has caused them.
course. In nearly every circumstance, society has failed
them in some way, and they take it upon themselves There are times, though, that characters encounter
to extract that which they feel is due. Laws are made something that stirs these memories too intensely,
to be bent and broken if necessary, and few among bringing them up from recesses of their uncon-
the criminal element care about who might get caught scious minds and to the unavoidable forefront.
in the crossfire. These events are called Trauma Triggers, and they
function in The Midnight World a lot like they do
Recommended Aptitudes: in real life.
• Athletics • Larceny • Performance
When a character is exposed to their Trauma Trig-
THRILL-SEEKER ger, all the terrible memories they’ve hidden in the
Some people only feel truly alive when they’re staring recesses of their mind pour out and intrude on their
into the depthless face of death itself. They’re addicted every thought. They become acutely anxious, terrified
to adrenaline, constantly on the trail of the next big on a primal level that those awful events are about
hit. While many have perished in their search for the to repeat. Their hands shake and get slick with cold
ultimate thrill, others have been given great insight sweat. Their thoughts become muddled, and they feel
into what humans may be capable of when the icy like a chasm is opening beneath their feet.
hands of fear aren’t holding them down. Equipped
with this knowledge, Thrill-Seekers are able to push Mechanically, these feelings are represented by the
themselves in ways that most other people find instant and rapid accumulation of Minutes on The
abjectly terrifying. Midnight Clock. For each combat round in which
your character is exposed to their Trauma Trigger, they
Recommended Aptitudes: gain 1 Minute. Outside of combat, you should add a
• Athletics • Drive/Pilot • Navigation Minute anytime your character takes any action at all
that isn’t put toward escaping the Trigger’s presence.
VANQUISHER
Some less-than-savory elements of society know that By their very nature, Trauma Triggers deal with in-
there are creatures and forces capable of far more tense themes. It is never appropriate to put a player in

CHAPTER 2: CHARACTER CREATION


destruction than they. Sometimes it’s necessary to harm’s way when using them, even though Triggers
fight fire with fire, and these individuals understand are designed to cause harm to characters. Be certain
that collateral damage does sometimes occur. But an you use them responsibly.
innocent life spent to destroy a vicious monster
might save hundreds more, and no great achieve- CREATING TRAUMA TRIGGERS
ment can come without sacrifice. Vanquishers walk
the line between humanity and the supernatural, Trauma Triggers, unlike most other mechanics in The
taking care to remember on which side of that divide Midnight World, are unique to each character. Instead
they belong. of providing a definitive list, we encourage players to
create their own. Trauma Triggers are a huge part of
Recommended Aptitudes: your character’s story, so it’s important to follow these
• Investigation • Occult • Weaponry guidelines while crafting them.

• Trauma Triggers are not funny—ever.


TRAUMA TRIGGERS They bring up painful memories of events that have
come to define your character for years. They should
All of the Dread-Touched people of The Midnight never be used for comic relief.
World have been deeply affected by terrible mem-
ories from their pasts. These events have come to • Trauma Triggers are only a mechanic in a game.
define them, with far-reaching consequences that It’s crucial that you remain sensitive to the very real

55
THE MIDNIGHT WORLD

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.

• If another player expresses discomfort with your


character’s Trauma Trigger, don’t try to defend it. SOLACE TRIGGERS
Don’t dismiss another player’s concern. Just change
the Trigger to something else. Never endanger other Just as your character finds some events horrible and
players in pursuit of a good time. overwhelming, they have learned to take comfort in
others. These Solace Triggers are supports your char-
• It may be tempting to experiment with your own acter has cultivated over time as a means of mental
real-life triggers in the relative safety of your weekly self-defense. They have become touchstones, critical
gaming group. means by which to de-escalate anxiety and prevent
Keep in mind that sometimes even thinking too hard further trauma.
about these things can cost you more emotional re-
sources than you realize. We don’t recommend risking Most of the time, if your character can indulge in
it, but if you do, remember to check in with yourself a Solace Trigger for a few minutes, they can halt
often. Don’t be afraid to bow out, take a breather, and the dizzying spiral of panic and shield themselves
return to the table later with a different character. from permanent damage to their mental well-being.
These comforts put their feet back on something
CHAPTER 2: CHARACTER CREATION

• 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-

56
THE MIDNIGHT WORLD

CREATING SOLACE TRIGGER

Like Trauma Triggers, Solace Triggers are intended to


be unique to your character. This book doesn’t provide
an absolute list of them, but instead offers a handful
of examples that you may either choose to use, or
base your own creations on. Try to keep the following
guidelines in mind while creating your Solace Triggers.

• If at all possible, attempt to align your character’s


Solace Triggers with something that you, yourself
take comfort in.
This choice can help immerse you in the game, but it
can also help you relieve some stress out of character
when things are getting hot.

• Try not to make your Solace Trigger too


general.
Doing so will mean that you aren’t really getting the
best out of what The Midnight Clock can do for the
story. Instead of choosing “Music” for instance, try
something like “listening to smooth jazz,” or “playing
guitar,” or “singing showtunes.”

• Don’t make your Solace Trigger too specific


either.
If the only thing that calms your character is “Natalie
Dessay’s 1993 performance of Strauss’s Frühlingss-
timmen Walzer in A flat,” then they’re going to be an
incoherent wreck by about the third session, when they
can’t find that exact rendition. Instead, try “listening to
opera,” or “composing piano sonatas,” or “performing

CHAPTER 2: CHARACTER CREATION


in front of friends.”

There are several example Solace Triggers already listed


in the Memory Fragment Tables. If none of these appeal
to you, you can create your own using the guidelines
above. Make sure to consult your Director, though,
so that you don’t end up choosing something that will
be impossible to find during play.

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-

57
THE MIDNIGHT WORLD

lenges make every character unique, often heavily CHAMELEON


influencing the ways that they go about solving They say that the sincerest form of flattery is im-
everyday problems. itation. Your character rarely intends any sort of
compliment, though. They have a knack for imper-
Except in a couple of very specific cases, every charac-
ter in The Midnight World starts play with one Priv- sonation, and they are able to easily pick out and
ilege and one Challenge. These qualities can never be replicate subtle features of another person’s face,
added or removed with Advancement Points; they’re voice, and body language. While this trait allows
too ingrained in a character’s very makeup. However, them to readily mimic someone’s speech and move-
there are some rare situations that might alter them ment patterns, they’re also able to create masterful
during play, at the discretion of the Director. They disguises when they have the proper resources.
should only occur very infrequently. Changing some-
thing this fundamental to a person is a shocking, and Anytime your character makes a skill check to im-
often traumatizing, experience. personate, mimic, or disguise themselves as someone
else, you may upgrade your Attribute dice to d8s. As
with other, similar Privileges, your character doesn’t
PRIVILEGES need an applicable Aptitude, but having one allows
them to upgrade their skill dice (and thus their entire
BELIEVER pool) as well.
When confronted by the power of the Beyonders, most
people find that their minds will almost involuntarily CHARMED LIFE
seek to explain away the things they’ve seen. Even Your character has never suffered the normal setbacks
those who have previously witnessed such spectacles that beset almost everyone else. While the average resi-
succumb to this phenomenon, as the human mind dents of The Midnight World must struggle to overcome
just isn’t built to accept such breaches in reality. Your the disadvantages they’ve developed throughout their
character, though, reflexively and unconditionally lives, you’ve somehow managed to avoid them.
believes what they see.
During character creation, you do not need to
It costs your character less effort to alter reality using choose a Challenge. You may still end up acquiring
Dread Manifestations. Hour 1 Manifestations do not them through play, either by being the victim of
add a full Minute to your Midnight Clock, instead Dread powers or through significant life events
adding only 6 Seconds. Hour 3, 5, 7, 9, and 11 Man- that may change your character’s circumstances.
ifestations all add 1 Minute fewer than their listed
CHAPTER 2: CHARACTER CREATION

You cannot choose this Privilege if you have the


descriptions. You may not select this Privilege and Challenge Under-Privilieged.
the Challenge “Skeptic.”
COMFORT JUNKIE
BRAVADO It’s critical for the people of The Midnight World
Something about the way your character presents to develop some means of effective self-care. Your
themself to others makes people more likely to comply character has taken that practice to heart and has
with their wishes. They carry themselves in a manner expanded their own ability to cope. They’ve learned
that indicates competence and confidence, traits that to rely on a small arsenal of relaxation tactics to keep
usually signal capability. The people around your themselves calm.
character are more likely to give in to their wishes,
whether through cajoling, convincing, or bullying. At character creation, choose a second Solace Trigger
for your character. This new Solace Trigger behaves
Whenever you’re making a skill check attempting to precisely like the first, but you are not able to double
persuade or intimidate others, you may upgrade your the effectiveness of a Solace check by engaging in
Attribute dice to d8s. As with similar Privileges, your both simultaneously.
character doesn’t need to have an applicable Aptitude,
but if they do, their entire pool upgrades.
CUNNING
The world is full of suckers, and anyone who isn’t on
the take is probably one of them. Your character has

58
THE MIDNIGHT WORLD

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

CHAPTER 2: CHARACTER CREATION


escape your presence altogether if they must. This themselves from the situation as soon as is feasible.
Privilege doesn’t make your character totally immune
to attack, of course. If you back an Egregore into a If your character has multiple Trauma Triggers, such
corner, it will happily go through you to make its escape. as through the Traumatized Challenge, and they’re
exposed to both Triggers simultaneously, they may
Note that this Privilege does nothing to protect you only ignore one.
from Dread Beings themselves, and paradoxically may
draw their interest. You may not select this Privilege JACK-OF-ALL-TRADES
if your character has the Challenge Twilight Beacon. Characters with this Privilege have sacrificed mastery
in any one field for basic competence in a dizzying
EASILY CONSOLABLE array of others. They’re unable to develop specialized
Your character is uniquely sensitive to psychological expertise, but they’ve traded that potential for a limited
de-escalation mechanisms. They have studied the art understanding of multiple disciplines.
of self-awareness and are able to quickly determine
and indulge their own needs. When in the presence of During character creation, you may choose one
something comforting, they know how to internalize additional Aptitude. Thereafter, any time you pur-
the feelings in the most efficient way. chase Aptitudes with Advancement Points, you may
choose two for every 1 point spent. Your character’s
Whenever your character makes a Solace check, they wide range of interest has a drawback however, as
may remove 2 Minutes for every 4 rolled, instead they do not choose Specializations during char-

59
THE MIDNIGHT WORLD

acter creation, and can never purchase them with


Advancement Points.

You may not select this Privilege if your character


also has the Challenge “Untrained.”

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.

At character creation, choose an Attribute or Skill, and


add an additional rank to it. Powers or circumstances
that would normally deprive your character of this
Attribute or Skill can never reduce your rank below
2. Finally, when spending Advancement Points, you
may choose to improve this Attribute or Skill beyond
the normal limit, up to 6 ranks.

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.

Once per game session, you may forego a non-combat


skill check and simply claim a phenomenal success
CHAPTER 2: CHARACTER CREATION

instead. Further, whenever the Director needs to


assign some beneficial effect to a random member of
your group, your character is usually chosen.

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.

Once per scene, you may choose to ignore all accu-


mulated Distress dice for a single skill check. This
Privilege can be used in any scenario, including
combat, and it doesn’t require an action.

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THE MIDNIGHT WORLD

PHOTOGRAPHIC MEMORY At character creation, choose one of your character’s


Your character has a phenomenal mind for recall. senses. Anytime your character makes a skill check
They’re able to remember minute details of an using that sense, you may upgrade your Attribute dice
event for years after it happens. While they do to d8s. If your character has an applicable Aptitude,
forget things from time to time, their memory is their entire dice pool upgrades. At the Director’s dis-
so acute that it seems almost paranormal to others. cretion, certain effects can complicate this Privilege,
such as loud noises or bright flashes of light.
Anytime your character needs to recall an import-
ant detail they personally observed, no skill check STRONG-WILLED
is needed. They simply remember the information. Your character enjoys a cultivated intransigence when
Further, once per game session, you may make it comes to safeguarding their own freedom of will.
an Acumen and Wit [Investigation] check to see They aren’t easily steered away from their intended
if your character remembers a piece of obscure course by circumstance or even by supernatural pow-
information from the character’s past that might er, and their mind is locked up tight against intrusion.
be critical to their current situation.
Anytime your character needs to make a skill check
PRODIGY to resist a Compulsion or mental command, they may
Characters with the Prodigy Privilege have a calling upgrade their Attribute dice to d8s. They may do this
in life and have been lucky enough to find themselves even if they don’t have an applicable Aptitude, but if
serving it as they mature. They have what some might they do, their entire dice pool upgrades.
call the “knack” when it comes to this subject, and
everything they do relating to it seems to come with UNFLAPPABLE
relative ease. They almost never fail tasks directly While most people are highly vulnerable to the dark-
related to their talent and they often achieve startling ness of The Midnight World, your character is built
feats of success. of something altogether tougher. They are resistant
to the relentless tick of the Clock, and even exposure
During creation, choose a single Aptitude on your to their own worst fears is less effective against them.
character’s sheet and add a free Specialization to it.
Afterwards, whenever your character’s Midnight Anytime your character is exposed to their Trauma
Clock hits an even Hour, you may add an addition- Trigger, or to any other stimuli that would cause
al Specialization to this Aptitude for free, without them to gain Minutes on their Midnight Clock,
needing to spend an Advancement Point to do so. they do so at half the normal rate. For each Minute

CHAPTER 2: CHARACTER CREATION


that they would normally gain, they instead add
RUGGED only 6 Seconds.
Characters with the Rugged Privilege are especially
resistant to physical punishment. Through either Minutes gained through expenditure of Seconds or
genetics or conditioning, they’ve developed a hardy through usage of Manifestations cannot be mitigat-
physique and a nearly supernatural ability to shrug ed in this way. You may not choose this Privilege
off injuries that would kill normal people. if your character suffers the Anxious Challenge.

Your character begins play with 16 Health instead of WEALTHY


the standard 12. Either through the accident of birth or through ruth-
less business practices, characters with this Privilege
SHARP SENSE have acquired substantial financial resources. They
One of your character’s senses is sharper than average. rarely want for life’s luxuries, and have access to
They may have especially keen sight or hearing, or higher-grade equipment, items, and services than
perhaps they have a refined palate that allows them the average person can acquire. Sometimes it seems
to pick out specific ingredients in a meal. In any case, like life is just a bit easier for them.
they are able to perceive their surroundings more
acutely than others. Your character has access to a large pool of liquid
cash and a collection of material goods, including
cars, homes, boats, and other luxuries. Subject to

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THE MIDNIGHT WORLD

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.

ADDICTED Anytime your character is exposed to their Trauma


Your character has become hopelessly addicted to Trigger, or to any other stimuli that would cause them
something, be it a substance, situation, or even a to gain Minutes on their Midnight Clock, they do so
person. This addiction likely started as a means of at twice the normal rate. For each Minute that they
solace, but it has now become something more sin- would normally gain, they instead add 2.
ister. Instead of relieving anxiety and tension by its
presence, the item now causes significant distress in Minutes gained through expenditure of Seconds or
CHAPTER 2: CHARACTER CREATION

its absence. through usage of Manifestations do not double. You


may not choose this Challenge if your character has
the Unflappable Privilege.
During character creation, you should choose some-
thing that your character is addicted to. This choice
AUTHORITY-AVERSE
can be nearly anything, but it shouldn’t be something Your character cannot stand being told what to do.
so common that the character will never need to worry In fact, they rankle at the notion that anyone has
about its absence. If they are unable or unwilling to any sort of authority over them. They didn’t survive
indulge their addiction, they gain 2 Minutes for every the terrible things that have happened to them by
hour in game that they do not partake. following someone else’s instructions, and they damn
well aren’t going to trust anyone who tries to lord over
Note that this Challenge will often mean that your them now.
character suffers the Intoxicated Condition. For more
In any scenario in which your character must
information on Conditions, check Chapter 3.
follow commands, whether by Compulsion or
choice, they must immediately add 2 Minutes to
ANHEDONIC their Midnight Clock.
Characters with this Challenge have difficulty experi-
encing happiness and anticipation. They may or may
not seem outwardly sad to the people around them,

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THE MIDNIGHT WORLD

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

CHAPTER 2: CHARACTER CREATION


Your character sometimes finds it difficult to separate them out. Far from being horrified by their initial
between reality and their own intrusive thoughts. experience, they were exhilarated by it, and will do
This Challenge may manifest as paranoia, auditory anything they can to feel so alive again.
hallucinations, or any number of other intensely
uncomfortable personal symptoms. They are easily

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THE MIDNIGHT WORLD

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

they are effectively incapable of utilizing that mode of


perception. There are, in some cases, corrective devices You can find more information about Compulsions
that can help mitigate this Challenge, but even those under the Conditions heading in Chapter 3.
aren’t always available.
SKEPTIC
Choose one of your character’s five basic senses. Any- Your foolhardy character refuses to believe in anything
time that corrective devices, such as hearing aids or they can’t explain scientifically. Even when directly
glasses, are not available, your character automatically confronted with evidence of divine or mystical power,
catastrophically fails any perception checks based they simply aren’t able to shake the idea that it’s all
on that sense. While you may choose this Challenge some intricate trick. They struggle to reconcile their
and the Sharp Sense Privilege, you must choose two beliefs with their own growing power, making it more
different senses to apply them to. difficult for them to exploit reality for their own ends.

PAINLESS Whenever your character activates a Dread Man-


Your character is physically incapable of sensing pain of ifestation, they must add an additional Minute to
any kind. Far from the boon this might initially appear, their Midnight Clock. A character may not have this
this Challenge can cause significant harm in certain cir- Challenge if they have the Privilege Believer.
cumstances. Because they have difficulty assessing when
or how badly they’ve been injured, Painless characters
often worsen their condition by continuing to expose

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SOCIALLY ANXIOUS UNDER-PRIVILEGED


Try as they might, your character simply cannot fathom Your character wasn’t born with the leg up that oth-
interpersonal communication on any meaningful scale. er people seem to have. While it seems like almost
Perhaps they struggle to say the right words or to prop- everyone else has some natural inclination or social
erly modulate their tone. They may even have difficulty connection that offers them an advantage in everyday
understanding how close is too close to stand to someone life, your character has never been so fortunate.
while speaking.
During character creation, you may not choose a
Anytime your character achieves less than a common Privilege for your character. In certain situations,
success on a social skill check, they gain 2 Minutes as your character may still acquire Privileges throughout
they desperately second-guess what they must have play at the Director’s discretion. Characters with the
done wrong. Charmed Life Privilege cannot choose this Challenge.

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

CHAPTER 2: CHARACTER CREATION


to your character’s presence. They constantly find behind the curve when it comes to picking up new
themselves subject to attention from curious entities tasks. They aren’t incompetent, exactly, but there’s
or affected by artifact energy left from spells crafted a critical component of their role that they’ve just
by the things Outside. Beyond mere inconvenience, never learned.
of course, this Challenge makes it incredibly difficult
to hide from the monsters in the dark. Your character begins play with only two Aptitudes,
as opposed to the normal four. If you are using Char-
Anytime your character is near a blemish in the acter Creation Methods I or II, simply select one of
Twilight Veil, the things that come out of it end up the Aptitudes listed with your Vocation and remove
swirling around them. Servitors tend to assume that it from your sheet. If you are using Method III, only
your character is part of their mission, and Egregoroi choose two Aptitudes when you create your character.
pay them more attention than your character would You may eventually purchase these missing Aptitudes
otherwise prefer. If a Dread Being happens to be peer- with Advancement Points, but your character may
ing through one of these tears when your character is never have more than four.
nearby, they attract the Beyonder’s immediate notice.
Your character may not possess both this Challenge
In addition, anytime your character attempts to hide and the Privilege “Jack-of-all-Trades.”
from a Servitor, Egregoroi, Chimera, or Dread Being,
they may not apply Aptitudes. A character may not
have this Challenge and the Privilege “Dreadbane.”

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THE MIDNIGHT WORLD

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.

Starting at character creation, your character is inflicted


with the Diseased Condition. Choose the two affected
Attributes and how the disease is communicated. During
play, any other characters that come into contact with
the chosen form of exposure must make a check using
their Resilience and Toughness [Tenacity]. In the case
that they score a complicated success, the character
contracts the disease (and subsequently, the Diseased
Condition). Characters who catastrophically fail the
check also become a host to the illness themselves and
must add the Vector Challenge to their sheets.

Even if a character is cured of the symptoms of their


disease, they are still capable of spreading it, as long as
they have the Vector Challenge. For more information
on the Diseased Condition, check the Conditions section
in Chapter 3.

WOUNDED

Your character’s traumatic memory isn’t the only horrible


thing that has happened in their past. At some point,
CHAPTER 2: CHARACTER CREATION

they also sustained a terrible physical injury that has


left them with substantial and ongoing disadvantage.

At character creation, choose a wound from the Wound


Table in Chapter 3 and record it on your sheet. This
wound can only be removed through supernatural
means, such as the usage of a Dread Manifestation.

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EXAMPLE OF CHARACTER CREATION METHOD 1

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

CHAPTER 2: CHARACTER CREATION


originally envisioned.

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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CHAPTER 2: CHARACTER CREATION

68
THE MIDNIGHT WORLD
THE MIDNIGHT WORLD

EXAMPLE OF CHARACTER CREATION METHOD 2

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.

CHAPTER 2: CHARACTER CREATION


Arik is somewhat less interested in fleshing out his backstory than Anie, so he records his character’s
memory more or less exactly as it is outlined by the Memory Fragment Table.

“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.

69
CHAPTER 2: CHARACTER CREATION

70
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THE MIDNIGHT WORLD

EXAMPLE OF CHARACTER CREATION METHOD 3

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

CHAPTER 2: CHARACTER CREATION


that his character will always fear that the people closest to him have been infected with Dread Power. He chooses
Dusk Sight to ensure that he won’t be tricked again.

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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CHAPTER 2: CHARACTER CREATION

72
THE MIDNIGHT WORLD
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?”

I still held my fingers in a fist.

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.

I never told anyone about the voice in my head.

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.

Mike’s dad looked like he might hit me himself.

Then Mike finally took a deep breath, wheezed, coughed a few times. “Ow,” he said. “Ow, that really fucking hurts.”

No one scolded him for using the F-word.

My mouth kept trying to apologize. Nothing came out.

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.

“Not lady,” I replied. My own voice grated on the words.

“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.

We didn’t speak again for months.

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.

“A few cracked ribs.”

“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.

He looked me over again. Nodded. “Yeah. Yeah, that’d be cool.”

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

CHAPTER 3 : ADVANCED SYSTEMS


Then again, it also represents a hard limit past which
THE MIDNIGHT CLOCK your character can no longer function. Should you hit
the maximum number of Hours during an episode,
The Midnight World is more than just a game. It’s your character has no more Minutes to spend on
a journey of exploration into the dark corners of Dread Manifestations, and any new stimuli become
creation. You embark on this journey as one of the unbearable to them.
Touched: a person who has encountered the horrible
realities of the multiverse and must either find a way Until they have had time to reduce their Minute Hand,
to cope with that knowledge or succumb to it. either through Solace Triggers or other means, they
are emotionally brittle and might break under the
This journey is represented by The Midnight Clock, lightest strain.
a visual depiction of the Touched’s naïve and futile
attempt to make some sense of the endless chaos For more information about this scenario, see the
that is the multiverse. It tracks a character’s journey heading “Keeping it Together” later in this Chapter.
through The Midnight World, determining how far
they’ve strayed from mundane knowledge into the THE SECOND HAND
realm of Dread truth. To some, it is a gauge of their
growing power. To others, it is a terrible reminder of The Second Hand tracks your character’s desperate
how little time they have left. effort in the most dire of situations. By reaching within
themselves and pulling from their deepest well of
To save Directors and players a headache of arith- determination, they can perform when the odds are
metic, all increments of The Midnight Clock are stacked against them and everything seems hopeless.
calculated from 1 to 12. When the Second Hand
reaches 12, the Minute Hand ticks forward by 1. Like the other hands of The Midnight Clock, the
When the Minute Hand reaches 12, the Hour Hand Second Hand has twelve positions before it makes a
also ticks forward by 1. In this case, the Minute full rotation. At character creation, this Hand begins
CHAPTER 3: ADVANCED SYSTEMS

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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THE MIDNIGHT WORLD

• 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 THE HOUR HAND

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

CHAPTER 3: ADVANCED SYSTEMS


maximum of 5 dice when the Minute Hand reaches 10. at the center of creation are ultimately impossible to
Since the target number of any skill check is five, this reconcile within the limited scope of human under-
d4 cannot possibly roll a hit. These dice represent the standing. As a character grows increasingly deific,
impairment of your character’s capability and mental they necessarily begin to drift further away from the
state by the growing dread within them. The forces of humanity that has both limited and moored them.
The Midnight World are cruel and unforgiving, and
they weigh heavily on those who interact with them. The Hour Hand is the ultimate representation of
your character’s journey. You begin play at 1 o’clock,
Minutes accrue in a number of ways, dependent progressing all the way to Midnight. When the clock
largely on the Director’s discretion. A few examples strikes Midnight, however, the show is over. Usually,
include exposure to your character’s Trauma Trigger, the character is no longer playable. In some cases, the
witnessing terrifying scenes of gore and destruction, character simply dies, immolated in an instant by an
and using Dread Manifestations. Similarly, there agonizing flash of Dread energy that their pathetic
are several ways that the Minute Hand may tick mortal body is incapable of containing. For others,
backwards, such as by indulging your character’s though, a much worse fate is in store.
Solace Trigger, having certain Dread Manifestations
used on them, or by having your character spend an At the Director’s discretion, characters that hit Mid-
extended time between episodes far removed from night may briefly transcend both their corporal forms
sources of anxiety. and any sense of morality that drove them in their

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THE MIDNIGHT WORLD

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

away from humanity and towards doom. THE DICE POOL

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.

78
THE MIDNIGHT WORLD

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.

DISTRESS DICE While there are a few exceptions, notably those


caused by certain Dread Manifestations, usually
Distress dice are one of the key mechanics of The the maximum number of Distress dice a character
Midnight World. They exist to replicate the feeling can have is 5d4.
of creeping tension—that all-too-familiar cycle in
which anxiety leads a person to perform poorly, TARGET NUMBER AND HITS
and poor performance makes them more anxious.
Each time a character’s Minute Hand reaches an Once the Director determines the dice pool and
even number, add 1d4 to all checks that they make. you roll the skill check, determine your character’s
If a character currently has 4 Minutes, for instance, success using the number of hits that have come
they have 2d4 Distress dice. A character with 6 up on the dice. For a die to be considered a hit, it
Minutes has 3d4 Distress dice, and someone with must result in a 5 or higher. This target number
9 Minutes will be rolling 4d4 on all checks. doesn’t change; no matter what Aptitudes or powers
are used, the target number in The Midnight World
Anytime a rolled Distress die results in a 1, it can- is always 5.
cels out a single hit rolled on any other die in the
check. It is possible to cancel all of the hits rolled To determine your character’s degree of success, first
count the number of hits that have come up on the
dice. Then, subtract the number of 1s that appear
on Distress dice. The resulting number is the check’s
EXAMPLE: USING net hits.

ADVANCEMENT POINTS DEGREES OF SUCCESS

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

CHAPTER 3: ADVANCED SYSTEMS


gains both a more complex understanding of reality the one thing they’re best built to do.
and 8 Advancement Points.
For that reason, skill checks in The Midnight World
Kalem can choose to use these points to increase his generally only require a single net hit to be considered
Attributes or Skills, or to purchase new Aptitudes or successful. If your character is attempting to pick a
Specializations. He begins by allocating 5 points towards lock for instance, and you roll even one net hit on
his Attributes and Skills. Throughout the Series, Kalem your Coordination and Reaction [Larceny] check,
has noticed that his character is a liability in combat. To your character has managed to open the lock.
counter that, he adds 2 points to his character’s Strength,
and 3 points to his character’s Toughness. However, success is almost never a cut-and-dry ex-
perience. Your character may open the lock but break
Using the remaining three points, Kalem adds the Ap- it, making it impossible to hide that they were there.
titude Weaponry, and the Specialization Broadswords Instead, they may pop the latch so quickly and quietly
so that his character can wield the impressive Dread that they manage to slip inside before the patrolling
Artifact his team just found. Kalem isn’t sure how to guards, which they don’t know about, can spot them.
spend his final Advancement Point, so he banks it for
future use. He may spend it at any time he wishes, as Your character’s degree of success determines these
long as the Director approves. secondary effects. Check the sidebar later in this chapter
for descriptions of the degrees, along with examples that
clarify how they work.

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THE MIDNIGHT WORLD

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.

As you read through this book, you may notice what


seems to be one glaring omission. Apart from this
COMBAT
short paragraph, this book does not include any in-
It’s a disheartening truth of The Midnight World that
formation about how to adapt the rules for conflict
some conflicts can’t be resolved with words alone. There
between player-characters. There’s a reason for that.
are times, no matter the intentions of the characters on
While the designers of The Midnight World don’t
either side, that an argument can’t be settled by who
presume to tell any group how to play this game, we
might be right…but only by who happens to be left
have deliberately avoided designs that encourage PvP
when it’s all over.
content. This game prioritizes collaborative fiction—a
place where groups of friends gather to fight monsters
In these unfortunate scenarios, the following set of rules
and protect each other. The feelings that PvP tends to
ensures that the scene flows fairly and efficiently towards
produce are contrary to our central philosophies that
its outcome. Anyone with experience in TTRPGs can
we agreed upon when we set out to make this game.
tell you that the biggest way to kill a session’s mood
This focus certainly doesn’t mean that conflict between
is by having a one-sided or overly time-consuming
characters is impossible, of course. If the players at the
combat scene.

80
THE MIDNIGHT WORLD

Use the following systems to ensure that, while the


characters may suffer from the chaos of combat, the
players and Director can move things along with a EXAMPLE OF A CONTESTED
sense of order.
CHECK
COMBAT TIME
Raven needs to convince a bouncer at a bar that
she should be let in. She may attempt to seduce that
Anyone who’s ever been in a fight can tell you that
bouncer to get her team inside. In this case, the roll
your perception of time does some strange things
is contested. Raven’s player makes a check using her
when fists or bullets start buzzing past your head.
Charisma and Manipulation [Negotiation] against
Adrenaline spikes your heart rate, your pupils dilate,
her opponent’s Resilience and Wit [Negotiation].
and for just a few minutes, time seems to slow way
Once both characters have made their checks and
down. It’s a good thing, too, because you have a much
counted their net hits, they simply compare them.
higher chance of making it out alive if you’re able to
Raven’s degree of success is decided by the difference.
plan out your actions ahead of time.
Her opponent scores 3 net hits, and she scores 4.
Raven has one hit remaining, and has achieved a
In The Midnight World, this phenomenon also exists,
Common Success.
and it changes the temporal flow. Outside of life-
or-death situations, scenes generally happen in real
time. While investigating a lead or talking among
At the beginning of a combat scene, each player should
each other, the characters in the game usually pass
make a check using their character’s Intuition and
the time minute-by-minute right along with their
Vigilance. Aptitudes available for this check might
players. In a combat scene, however, it makes more
include Marksmanship, Weaponry, Hand-to-Hand,
sense to break actions down into rounds to provide
Tactics, or any other Aptitude the Director rules is
a fair and structured description of events.
viable in the situation.
A single combat round begins when the first char-
Once they have performed the check, players report
acter in the initiative order takes their action, and
the number of net hits they’ve achieved to the Di-
it ends when the last character in the order takes
rector. The Director will also make an Intuition and
theirs. One combat round may take several minutes
Vigilance check for any non-player characters (NPCs)
of the players’ time, depending on the number of
that will be participating in the scene. This check can
characters in the scene, but in game, each combat
either be done once for all NPCs (meaning that every
round always lasts exactly 10 seconds. This rule
NPC will be taking their action at the same time in

CHAPTER 3: ADVANCED SYSTEMS


applies no matter how long a combat scene takes.
the initiative order), or once per NPC. The Director
A fight that has 10 participants and takes seven
records the initiative order, marking each character
rounds to complete might take a substantial amount
on the list from highest number of net hits to lowest.
of players’ time, but lasts for only 70 seconds from
the characters’ perspective.
If two or more characters roll the same number of
net hits on the initiative check, compare their rel-
To ensure that there isn’t too much incongruity
ative Intuition and Vigilance scores. The character
between the characters’ perception of time and the
with the higher number of points between these two
players’, it’s important that everyone be ready to de-
combined traits goes first. If they tie again on this
scribe their action and make their checks as soon as
comparison, the Director decides which character
it’s their turn in the initiative order.
takes their action first.
STEP 1: DETERMINE INITIATIVE ORDER
Note that rolling no net hits, or even a Catastrophic
Failure, doesn’t deprive a character of all of their ac-
The initiative order is a list the Director uses to track
tions for the scene. Instead, a character with no net
which character takes their action at what time. It’s
hits on the initiative check simply defaults to last place
essential for keeping the combat moving along and
on the list. A character with a Catastrophic Failure loses
making sure that every character on the board gets
their action for the first round of the combat scene, but
to do something in the scene.
returns to last place on the list for subsequent rounds.

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THE MIDNIGHT WORLD

DEGRESS OF SUCCESS IN ACTION

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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THE MIDNIGHT WORLD

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

CHAPTER 3: ADVANCED SYSTEMS


at another’s head is categorized as a melee weap- damage values.
on. The Weaponry Aptitude covers these tools, and
whenever a character wishes to make an attack with Note that an attack doesn’t need any net hits to suc-
one, they typically make a check using Strength and ceed. If the outcome of comparing a dodge/parry
Toughness [Weaponry]. check and an attack check is zero net hits, the attacker
has struck the target, and may apply their weapon’s
UNARMED COMBAT base damage.
Not every character in The Midnight World is profi-
cient with melee weapons. Even if they are, sometimes STEP 4: APPLY ACTION OUTCOMES
their sword is out of reach when a fight kicks off. Any
character who wishes to attack while unarmed typ- Once an action has been resolved and its results
ically makes a Toughness and Strength check using calculated, record those results on the affected char-
the Hand-to-Hand Aptitude. acter’s sheet.

ATTACKING FROM RANGE DEALING DAMAGE


Most of the time, it’s best to stay as far away from a To calculate an attack’s damage, simply add the
combative opponent as possible and deliver punish- attack check’s net hits to the damage value of the
ment from range. There are many different types of weapon being used. For instance, if your charac-
weapons that allow an attacker to do this, and they ter is using an AR-15 (Damage Value 4), and you

83
THE MIDNIGHT WORLD

have two hits remaining after your opponent rolls


their dodge check, you deal a total of 6 damage.

In most cases, damage dealt during combat is poten-


tially lethal. Bullets open huge bleeding wounds, and
axes hack off limbs. However, the character dealing the
damage may decide that it is their intent to subdue a
target instead of killing it. If this is the case, you only
need to declare that intention to the Director. Note,
however, that the Director may decide that the weap-
on they’re using precludes this possibility; you aren’t
going to knock anyone out with 12-gauge buckshot.

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.

RUNNING OUT OF HEALTH


There is nothing more disheartening for a player
than losing a character they’ve poured their heart
into because of a few bad dice rolls. Furthermore, a
player-character’s (PC’s) death can have devastating
effects on the collaborative story being told. For
CHAPTER 3: ADVANCED SYSTEMS

these reasons, a PC can usually only be killed in The


Midnight World when the player consents to it.

When a character falls to zero health levels, they aren’t


killed outright. Instead, they may choose between the
following three options.

• Brush With Death


If the player selects this option, their character is
out of play for the remainder of the combat scene.
Once the scene resolves, they return to conscious-
ness with 1 Health, and the player must make a
check on the Wound Table found at the end of
this chapter. The Wound they gain is permanent,
and it can only be removed by using Dread Man-
ifestations or through special circumstances at
the Director’s discretion. If all of the characters
in a party are reduced to zero Health, and they all
choose a Brush With Death, the Director should

84
THE MIDNIGHT WORLD

never have the NPCs take a coup de grace. Instead,


their opponent simply assumes they’re done for
and leaves them to die.
OPTIONAL INITIATIVE
METHOD
• Dread Intervention
When they focus on it, the Touched can always
hear the faint whispers of the things behind the Some tables may prefer a more realistic, in-depth
curtain. When they approach the threshold of method to declare actions. These groups may opt to
death, though, those voices become insistent start at the bottom of the initiative order and have
and clamorous. When a player requests a Dread each player describe their intended action without
Intervention, their character returns to the combat resolving anything. Once the group has gotten to the
immediately and with full health—one of the Be- top of the order, the player with the highest initiative
yonders has taken a personal stake in their success. score describes their action, and then resolves it.
Compensation is, of course, required for such a Subsequently, each player down the initiative order
gift. The Director and the player should work to- resolves the action they described earlier.
gether to establish the debt the character now owes
and how it might be repaid. Once this decision is This method allows faster characters, the ones who
made, the character suffers the Compelled Condi- have the edge in combat, to understand and react to
tion until they have repaid what they owe. the slower characters’ intended actions. This process
may take a bit longer, but it can also add an edge of
• Fight the Dread lethal realism to the scene. As a way to speed this
Finally, some players may decide that their character’s process up, the Director can ask the players to go
demise is good for the story. In that case, the Director ahead and make the skill checks for their intended
should allow the player to describe their character’s actions, and hold off on declaring their results until
heroic self-sacrifice. Even though it ends poorly for they are called on.
them, their courage in the face of certain death in-
spires the rest of the group. Everyone else at the table Occasionally a player who has announced their
may reset their Minute Hand to 1, and thus remove intention using this method might find that their
any Distress dice they’ve accumulated. action is no longer valid once their turn comes up.
In this case, the Director can permit them to shift
STEP 5: RETURN TO TOP OF INITIATIVE ORDER that same action to another target, or even declare
that the action is wasted.
Once all the characters in the scene have taken their

CHAPTER 3: ADVANCED SYSTEMS


actions, the round is over. Ten seconds have passed for
them. To begin the next round, just return to the begin- AUTOMATIC
ning of the initiative order and start over. Continue this Some ranged weapons can cycle repeatedly with each
cycle until, one way or another, the combat is resolved. pull of the trigger. These weapons have the Automatic
Quality, and they can put out a phenomenal amount
WEAPON QUALITIES of punishment in a very short period. Whenever you
make an attack check with an Automatic weapon,
In the heat of combat, weapons of any kind function reroll your net hits. Any additional hits you roll add
as a force multiplier. They’re designed to inflict dev- to your damage.
astating injuries that quickly remove opponents from
the field. Apart from the damage they deal, though, CONCEALABLE
some weapons also have Qualities that add additional The most dangerous weapon is usually the one your
utility to their strikes. Not all weapons need to have opponent doesn’t realize you have. Your character can
a Weapon Quality, while some rare items have more hide weapons with the Concealable Quality easily
than one. The Qualities and weapons listed below are under clothes or in handbags, making them difficult
examples, and a Director can give weapons Qualities to spot to those with an untrained eye. A weapon
not listed here. with this Quality is assumed to be hidden at any
time, unless the player explicitly states that their
character has drawn it. Characters can potentially

85
THE MIDNIGHT WORLD

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.

A Grievous Wound must be fully healed, meaning


that all damage it caused must be nullified, before ARMOR QUALITIES
its associated Distress dice are removed. Once your
character accomplishes this requirement, remove While weapons enhance your character’s ability
the dice. to remove opponents from a fight, armor ensures
that they can battle on for as long as possible. Ar-
INCENDIARY mor in The Midnight World functions similarly
Weapons with this Quality are either engulfed in to weapons, in that each item has a Value and a
flames or made of a super-hot material like phos- Quality. Anytime your character is injured during
phorus. They can cause their victims to literally combat, reduce the damage you receive by your
combust, adding a lethal complication to your equipment’s Armor Value.
opponent’s plan. Whenever a weapon with this
Quality hits a victim, it applies the Burning (1) CEREMONIAL
Like the infamous musculata worn by Caesar in his
CHAPTER 3: ADVANCED SYSTEMS

Condition. This application does not stack; being


hit with an Incendiary weapon a second time won’t many statues, or the intricate red silk lamellar of
cause a victim to take on Burning (2). Genghis Khan, Ceremonial armor provides both
protection and an air of nobility. Simply by donning
PENETRATING it, the wearer seems more regal and commanding.
Weapons with this Quality are coated with spe- Whenever a character wearing armor with this
cial materials or designed at precise angles that Quality makes a check using Charisma as the base
maximize their ability to punch through armor. Attribute, they may add 2d6 to their dice pool.
Whenever their damage applies, they ignore three
levels of the victim’s armor value. For example, DISCREET
targets with 4 Armor value are considered to have Even in The Midnight World, most people don’t go
only 1, and victims with armor of 3 or fewer take about their daily business wearing armor. Doing so
damage as if they have none at all. would attract rightful suspicion at the very least. Ar-
mor with the Discreet Quality is designed to be worn
PRECISE underneath clothing to reduce its profile and conceal
This Quality represents those weapons that are its presence. Other characters might notice Discreet
designed to be as accurate as possible. In the right armor with a successful Intuition and Vigilance [In-
hands, they’re able to deliver pinpoint strikes that vestigation] check against the wearer’s Coordination
even the most skilled combatants are unprepared to and Manipulation [Larceny].

86
THE MIDNIGHT WORLD

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.

INTRACTABLE In addition, those players whose characters lack such


All armor lessens the impact of an enemy’s weapon, powers can often feel ignored and may disengage
but armor with the Intractable Quality provides even from the story as they await their chance to stand in
more protection. By using a combination of minor the spotlight for a few seconds while other players
reactivity and spaced cells, Intractable armor can are taking several minutes to resolve their many
prevent the worst damage such a weapon might cause. actions during a round.
Once per scene, when an enemy’s strike has triggered
their weapon’s Quality, your character may choose For this reason, this book doesn’t provide rules for
to instantly gain 3 Seconds to ignore the Weapon allowing multiple actions. While the Director is
Quality effects. Your character still suffers the damage certainly free to tweak the system however best fits
of the attack, but its aftereffects are totally mitigated. the group’s desires, remember that combat scenes
flow much more quickly and efficiently without the
POWERED complication created by giving characters more than
Armor with the Powered Quality uses futuristic tech one action per round.
like pneumatic actuators and lightweight alloys to

CHAPTER 3: ADVANCED SYSTEMS


greatly enhance its wearer’s natural capabilities. While
many Powered armors are bulky exoskeletons, some with this Quality can exceed the normal maximum
more modern examples include adaptive “second of 6 Armor Value.
skins” that are no more noticeable than a fine suit.
Whenever a character is wearing armor with the STALWART
Powered Quality, they may choose to add 2d6 to all Most armor is designed for the sole purpose of pro-
skill checks with Strength as the base Attribute. tecting its wearer, either by blocking or deflecting
incoming weapons. Stalwart armor takes this prin-
REINFORCED ciple a step further by bolstering its owner’s physical
With the addition of dense composite plates or pad- structure. Whenever a character is wearing armor
ding around vital organs, Reinforced armor allows with this Quality, add 4 additional Health to those
its wearer to maximize its protective capability. By the character normally has (typically 12). Note that
using their body to reposition the armor’s strike face, Stalwart armor stacks with the Rugged Privilege,
a wearer can shield themselves against anticipated meaning that a character with both has an astonish-
blows. ing 20 Health.

Whenever your character takes damage in combat,


you may spend 3 Seconds to increase this item’s
Armor Value by 1 to better absorb the blow. Armor

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ARTIFACTS DREAD QUALITIES


While most pieces of equipment in The Midnight ABYSSAL
World are mundane in nature, there are some rare Weapons with this Quality directly channel the enor-
relics infused with the bizarre power from the Beyond. mous pressure of the deepest ocean. Any time an
At first glance, these Artifacts appear similar to their attack results in 6 or more damage, the victim must
non-mystical counterparts. Artifact weapons, for also make a skill check using their Strength and Co-
instance, have a Damage Value and set of Weapon ordination [Athletics]. If they score a Complicated
Qualities. Likewise, Artifact armor combines its Ar- Success, the incredible weight of the sea drives them
mor Value and Armor Qualities to create a specific to their knees, causing them to suffer from the Re-
piece of protective gear. strained Condition until the end of their next turn.
If the victim scores a Catastrophic Failure, they also
What sets Artifacts apart is an additional set of begin to violently cough up seawater, subjecting them
Dread Qualities applied to them. These traits are to the Muffled and Dazed Conditions for the same
far more potent than regular Qualities, allowing period of time.
an Artifact’s wielder to tap into awesome and real-
ity-bending lines of power. As such, Artifacts are ERUDITE
grossly supernatural and unmistakable as some- Objects with this Quality confer an infallible ability
thing otherworldly. to communicate across linguistic and cultural bar-
riers to their owners. Once per episode, the wielder
To make an item into an Artifact, choose a number of such an Artifact may activate it by whispering an
of Dread Qualities to apply to it based off of the item’s arcane phrase known only to them. For the rest of
power level. Minor Artifacts have a single Dread the scene, the owner can speak, comprehend, and
Quality, Major Artifacts have two, and Esoteric Ar- read any language, no matter how obscure it may be.
tifacts have three. Further, the wielder gains an innate understanding
of the cultural norms of the people around them,
A selection of Dread Qualities can be found below, making it unlikely that they will unintentionally
but don’t feel limited by what’s in this book. If you offend anyone with whom they communicate.
have an idea for a particularly cool Artifact, work
with your Director to create a Quality that best HARROWING
fits it. Just remember that there are always conse- Weapons with the Harrowing Quality bypass a vic-
quences for meddling with power from beyond the tim’s corporeal form and injure their very essence.
Veil. The more unique and terrifying an Artifact is, Once per scene, if a weapon with this Quality causes
CHAPTER 3: ADVANCED SYSTEMS

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

does not allow a target to go over the normal limit INFESTING


of 5d4 Distress dice. Creatures without Midnight The Infesting Quality imbues a weapon with the
Clocks are vulnerable to Harrowing. ability to inject swarms of microscopic vermin into a
victim’s bloodstream. Once per scene, when a weapon
IMPERVIOUS with this Quality causes at least 6 damage on a single
Armor that has been imbued with this Dread Quality attack, legions of wriggling ciliates invade the victim’s
is supernaturally reinforced against all sources of inju- tissues, searching out and settling specifically in car-
ry that may befall its wearer. Once per episode, when diac and pulmonary tissue. For the rest of the scene,
the wearer is harmed, they may choose to activate the whenever the victim attempts any action that would
Artifact with a thought. Until the end of their next cause a normal person to breathe heavily (such as
turn, the wearer negates all damage taken, regardless running, climbing, attacking, or dodging), they must
of its source or type. The moment this effect ends, add an additional 2d4 Distress dice, as they feel these
the Artifact unleashes a wave of restorative energy, corrupted organs churn with teeming parasites. These
restoring 4 Health for as many willing targets as the Distress dice behave identically to others, except that
wielder chooses, as long as they are within line of sight. they can cause a character to go over the normal limit
of 5d4. At the end of the scene, the organisms simply
INDOMITABLE evaporate as if they were never there.
Artifacts with this Quality sacrifice their own effec-
tiveness to other similar items in their vicinity. Once MALIGNANT GROWTH

CHAPTER 3: ADVANCED SYSTEMS


per scene, the wielder can activate this quality as a Few Dread Qualities are more vulgar or terrifying
free action. Until the beginning of the user’s next than Malignant Growth. Far from just cutting them
turn, reduce the Artifact’s value – either Damage or apart, weapons with this Quality cause the victim’s
Armor Value, as applicable to the item’s type – by half cells to enter a phase of runaway division. When-
(rounding up). Then, add the same number to the ever a target takes 6 or more damage from a single
value of items of the same kind. The owner may apply attack with a weapon imbued with this Quality,
this benefit to as many applicable items as they wish, disgusting tumors rupture from the surface of their
provided that they’re within about 20 feet. skin. Internal organs seem largely unaffected, but
these weeping buboes cause enormous pain and
For instance, a piece of Indomitable armor with terror in the victim. For the remainder of the scene,
Armor Value 6 would be reduced to Armor Value a character affected by Malignant Growth must
3. The user could then add those 3 points to the remain as still as possible to minimize the agony
Armor Values of everyone in their group. Likewise, and slow its progression. Should they decide to
a sword with Damage Value 4 would function as if it take any action other than standing perfectly still,
had Damage Value 2, and the wielder could add the they immediately take 2 damage and must make a
additional 2 points of Damage Value to the weapons Keeping it Together check. This effect may only be
of all of their allies. triggered once; as soon as the pustules burst, the
victim may resume acting normally. At the end of

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THE MIDNIGHT WORLD

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

in line of sight. The Artifact instantly appears in the


target’s possession, and it remains there until the EXAMPLE ARTIFACTS
owner recalls it. Teleporting Artifacts in this way
doesn’t confer ownership; only the original owner is
JASMYN’S GENEROSITY
able to activate the Quality.
Minor Dread Armor
Armor Value: 6
TEMPESTUOUS
Armor Quality: Reinforced
Weapons with this Quality are reservoirs of explosive
Dread Quality: Teleporting
electrical power. Whenever an attack with such an
Artifact deals at least 6 damage, it unleashes a sear-
Infamous Stalker Jasmyn Velour is known for her per-
ing arc of white-hot lightning. All targets that the
sonal combat skill, but anyone who has ever fought
wielder chooses within line of sight must make a
alongside her in battle has been equally impressed
skill check using their Resilience and Endurance
with the formidable piece of Dread Armor that she
[Tenacity]. If they score a Complicated Success,
wears. At first glance, it appears to be little more than
they are subjected to the Blinded and Deafened
a standard tactical vest, a somewhat generic amal-
Conditions until the end of their next turn. If they
gam of kydex and kevlar. Closer inspection reveals
score a Catastrophic Failure, they are also Staggered
intricate inlays of dull silver runes and a chest plate
for that period.
that is as impenetrable as it is weightless. Whenever
her allies are in danger during an operation, Jasmyn

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is known to call out an incomprehensible word that


causes the armor to vanish from her body and appear
on her team member who needs it most.

THE STAG SKULL MASK


Major Dread Talisman
Dread Qualities: Nullifying, Terrorizing

Created by a tribe of prehistoric shamans, the Stag


Skull Mask is a fearsome face covering made from
the skulls of three different stags known to have
killed men. It’s bound together with lines of thick
sinew at the natural sutures between the bones,
and a gruesome hood of matted black fur is tacked
to its crest with several small, jagged stones. Vines
hang from its massive black antlers, each dangling
trinkets or pieces of pungent gore. A dull red glow
burns in its empty sockets, giving the wearer an ap-
palling appearance that turns all but their staunchest
allies away. When a specific phrase is spoken by
its wearer, the Stag Skull Mask emits a frigid blue
light, briefly isolating the physical realm from all
outside incursion.

THORN SINGER
Esoteric Dread Rifle
Damage Value: 4
Weapon Qualities: Penetrating, Automatic
Dread Qualities: Indomitable, Harrowing, Tem-
pestuous

The Thorn Singer is a study in contradictions: a blued


steel combat rifle, complete with ultra-modern rails

CHAPTER 3: ADVANCED SYSTEMS


and mounts, thoroughly constricted with a thick leafy
vine that constantly drips some strange intangible ichor.
The Thorn Singer never needs to be reloaded. Indeed,
such a task would be impossible, as the magazine is
firmly wedged into the well by the vine’s iron grip. In
combat, this Dread Artifact is capable of a terrifying
array of powerful tricks. Though the Thorn Singer is
included in the annals of just about every major cult,
it hasn’t been seen in at least 20 years.

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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around them, and in combat their swings can be


wild and imprecise. They may not upgrade any dice
on skill checks that require them to be able to see, no
matter what Aptitudes or Privileges they may have.
While the specific checks penalized by this Condition
are at the Director’s discretion, this penalty usually
applies to all skill checks made to attack or avoid
damage in combat.

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

issues them one or more commands that they must


attempt to complete in order to stave off terrible fear
or anxiety. Any time the character chooses to act
in a manner that directly defies the terms of their
Compulsion, they immediately gain 1 Minute. They
continue to gain 1 Minute every 10 seconds, or one
combat round, until they act according to the com-
mands they’ve been given. If a character with this
Condition completes the tasks given to them, the
Compulsion ends.

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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THE MIDNIGHT WORLD

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

CHAPTER 3: ADVANCED SYSTEMS


the character’s sheet. These ranks may both be re- around them normally, but they cannot physically in-
moved from the same Attribute. A wasting disease, teract with anything in the material world. While they
for instance, might cost the victim two ranks of may be able to activate specific Dread Manifestations
Strength for its duration. Alternatively, two different with the Director’s approval, they remain unable to
Attributes may be reduced by a single rank, such cause harm to beings or objects on the physical plane.
as when the constant hacking and wheezing of a
tuberculosis patient saps both their Strength and INTOXICATED
Resilience. Attributes cannot be reduced below When a character suffers the Intoxicated Con-
rank 1 with this Condition. dition, they struggle to perform tasks with any
degree of finesse. Their balance is slightly off, their
ENTROPIC mind works more slowly than normal, and their
Those inflicted with the Entropic Condition have been eyes just don’t seem to focus like they’re supposed
metaphysically altered, with every cell of their body to. Any time an Intoxicated character makes a skill
infected by utter chaos. Unlucky and random events check using either Acumen or Coordination, they
have a way of occuring more often when a character may not use Aptitudes to upgrade their dice.
with this Condition is involved, and they’re prone
to terrible accidents. While under the effects of this MUFFLED
Condition, all 1s rolled on any dice act as ones on Characters who suffer from the Muffled Condition
Distress dice. If an Entropic character, for instance, are completely incapable of communicating verbally.

93
THE MIDNIGHT WORLD

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

RESTRAINED Mettle [Centering]. The events that prompt Keeping it


Restrained characters have part or all of their body Together checks vary and are largely up to the Director’s
pinned in some way. They can’t physically move from discretion. A few possible examples, though, include
the place they’re stuck unless they either become scenes of particular horror that the characters have
Incorporeal, they are released, or they are moved by never witnessed before, moments where there’s immense
the force that’s restraining them. They may still attack, pressure on a character to succeed at a task, or when a
dodge, and otherwise act normally. character who is stuck at 11 Minutes is exposed to their
Trauma Trigger.
STAGGERED
Characters suffering from the Staggered Condition With a Phenomenal Success, the character suffers no
have a disrupted center of balance, and they struggle ill effects at all and regains some sense of their lost
to regain it. They’re still able to function in a basic composure. They may remove 2 Minutes from their
capacity, but they’re too disoriented or winded to Midnight Clock as they power through the moment
undertake complex actions. At the beginning of each with admirable dedication. Likewise, characters who
turn, a Staggered character must decide whether they receive a Common Success on their check suffer no
wish to attack, move, or defend. While this Condition ill effects, but they aren’t able to remove Minutes.
does not affect their dice pools for these actions, they
are able to take only one type of action per turn. When a character scores a Complicated Success,
they’re still able to soldier on, but their mind begins

94
THE MIDNIGHT WORLD

to crack. They’re able to finish what they’ve started,


but they immediately gain 1 Minute. If they’re stuck
at 11 Minutes, such as when they’ve hit the maximum
allowable Hour in a story, instead treat a Complicated
Success as a Catastrophic Failure.

Should a character score a Catastrophic Failure on


a Keeping it Together check, they’ve hit a break-
ing point and momentarily lose their capacity for
rational thought. For the remainder of the scene,
the player selects one of the following Conditions
for their character to suffer: Confused, Dazed,
Staggered, or Terrified.

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.

These awful, permanent injuries are called Wounds.


When a character is subjected to one (or more) of
them, the effects last even after the physical damage
has healed. Wounds can sometimes be mitigated
through technology (such as implanting cyber-eyes
in a victim who has lost their vision), or through the
usage of certain Dread Manifestations.

CHAPTER 3: ADVANCED SYSTEMS


A collection of suggested Wounds can be found
below. As with everything else in this book, this list
of Wounds isn’t exhaustive, and players should work
with their Directors to create Wounds that best suit
their character’s story. However, it’s important to take
care when selecting the wording used for these traits,
as they can easily stray into painful ableism when not
handled appropriately. A character who is missing a
leg, for instance, isn’t “crippled,” or “lame.” Instead,
they suffer “impaired mobility.”

Certain effects, such as the Wounding Quality of a


weapon or falling to 0 Health, may require a player or
the Director to make a check to determine a Wound
randomly. When doing so, roll 1d10 and consult the
following table.

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THE MIDNIGHT WORLD

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.

Hearing Loss Your character permanently suffers


Your character has completely lost hearing in one from the Deafened
2 or both ears, or they have pervasive tinnitus that Condition.
interferes with their ability to hear.
Your character’s Coordination perma-
Mangled Hands
nently reduces to a maximum of two
3 One of your character’s arms or hands has been
ranks. They cannot operate any equip-
rendered useless or removed entirely
ment that requires two hands.

Inhibited Ambulation Your character’s Coordination per-


One of your character’s legs has been badly in- manently reduces to a maximum of
4 jured or completely separated from their body. one rank.

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

7 manently reduces to a maximum


affected by damage and subsequent scar tissue
of two ranks.
build-up in their lungs or heart.

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?”

“She hurt 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.

Darkness began seeping in around the edges of mine.

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.

“Sorry,” I repeated. My words got lost in the sound of water.

“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.

“Get away,” I growled.

“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.

There’d be no apologies this time. No more quiet reconnections.

Whatever friendship survived the tunnel died that day.


THE MIDNIGHT WORLD

CHAPTER 4 : DREAD MANIFESTATIONS


No matter who they are, where they’re from, or what decide to cherry-pick their Manifestations to achieve
they believe, all Touched are bound together by the a highly specialized build.
sheer horror of their experiences. The memories left
by these events are lead weights chained around the
waist of every one of them as they desperately try to COST
stay afloat in the ever-churning waters of daily life.
However, it’s inaccurate to assume that painful mem- Invoking a Dread Manifestation is an unnatural and
ories are all that the Dread Beings’ claws leave behind. taxing process. To embrace these extraplanar abilities,
one must open themselves to the multiverse. This
As their fear begins to fade, each of the Touched process is not something the human psyche takes
undergoes a moment of extreme clarity—an epiph- lightly. All Dread Manifestations add Minutes to the
any during which they begin to understand the user’s Midnight Clock based on potency. Walking the
multiverse’s intricate complexities and how reality line between realities is clearly advantageous, but it’s
functions. Almost immediately, they find that they also the most perilous tool in the Touched’s repertoire.
can exploit that understanding. They intuitively know Each Manifestation includes a Minute cost listed in
how to peel apart and re-weave the threads of reality its description.
to shape miraculous ends. As their understanding
increases and their Hour Hand creeps towards that
most-awful zenith, they can perform increasingly
DREAD MANIFESTATIONS BY
terrible feats. THEME
Some of these Dread Manifestations, especially those
at an early Hour, are subtle enough that onlookers DECAY
may not be sure what they’ve witnessed. Many powers, Manifestations within the Decay theme harness nat-
however, are egregious and obvious perversions of the ural inevitability—all things break down over time.
Masters of this theme can slow, hasten, or even en-

CHAPTER 4: DREAD MANIFESTATIONS


natural order. By the time one of the Touched nears
Midnight, they are capable of apocalyptic explosions tirely pervert the entropic mechanisms that control
of raw force so awe-inspiring that they can themselves this process.
impose the Touch on others.
HOUR 1: TOUCH OF ETERNITY
It is immutable fact that nothing lasts forever. Every
THEMES tiny cell is subject to the pressure of time, and the
grand machinery that drives life must inevitably break
This book groups Dread Manifestations by theme. down. But you have found a loophole in the language
This organization functions to create memorable sets of natural order. You’ve learned to halt the process of
that help you quickly find the power you’re looking your own decay, effectively stopping the aging process.
for. It’s important to note, however, that these themes You can’t reverse the ravages of time; the damage the
are just an organizational tool; they don’t prescribe years have done to your body can’t be so easily forgiven.
any particular path that your character must follow. You will not age another minute, though, unless you
choose to. In addition, you’re able to briefly pause the
Each time your character advances to an odd Hour destruction of other living tissue.
(3, 5, 7, 9, and 11) choose any Dread Manifestation of
that Hour or below from any theme you’d like. Some Unlike most other Dread Manifestations, Touch
players choose to keep all their powers in a single of Eternity has both a passive and an active effect.
theme, thus creating characters that are singular Passively, your character simply does not age past
masters of a specific aspect of the multiverse. Others the point they’ve decided. While this Manifestation

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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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If a creature dies while under the effects of Deny the


Winnower, their corpse will not decompose until the
Manifestation is willingly removed by the user who
applied it, or until the user dies.

Note that this power doesn’t make its target immune to


damage or injury. A statue can still be smashed with a
hammer, and a person can still be torn apart and die.

HOUR 11: ENTROPIC EMBRACE


In most serious theories, the end state of our universe
is cold, lifeless oblivion. From the moment it began in
a brilliant flash of expanding matter, it was likewise
pulled towards an ultimate end by the unavoidable
processes of thermodynamics. Even on a small scale, this
fate is evident. Stones eventually grind to sand; living
things die, and the hottest stars cool. Some Touched
can call on these natural phenomena and focus them to
channel pure entropic energy through a target, forcing
it to meet its predetermined demise instantly.

Activating this Manifestation adds 6 Minutes to the


user’s Midnight Clock and requires your character to
physically touch an object or creature. Objects afflicted
with Entropic Embrace immediately advance to their
most terminal entropic point—usually a pile of dust.
Creatures affected by this Manifestation die instantly
and become fine ash unless they are either Touched,
supernaturally immortal, or achieve a Phenomenal
Success on a Resilience and Endurance [Tenacity]
check. In any of these circumstances, they instead

CHAPTER 4: DREAD MANIFESTATIONS


take 12 damage. This damage may be mitigated by
armor, but the armor is then utterly destroyed. Dread
Armor can be destroyed in this way.

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.

HOUR 3: HOMING BEACON HOUR 7: SPIRE


Matter is attracted to other matter by the pull of gravity. Because they happen so gradually over such a long
Atoms are attracted to one another through a compli- period of time, significant changes in the Earth’s sur-
cated dance of energetic forces. Likewise, humans are face seem like little more than theory to most people.
often powerfully attracted to one another, though we Mountains rise and rivers cut canyons in the ground,
can’t know if that tendency is an artifact of conscious but living creatures can’t possibly live long enough to
thought or some natural draw akin to those magnetic see it happen. Touched who have uncovered this Man-
forces. To those who have discovered this Manifestation, ifestation, though, can reach deep into the churning
the distinction is largely irrelevant. They can make a magma beneath the planet’s crust. They summon it to
powerful but temporary connection with an object, instantly burst through the ground and cool into lethal
person, or place. shards. No one knows what the long-term effects of
these microfractures in the Earth’s crust will be, but
To use Homing Beacon, add 2 Minutes to your char- it’s likely that the consequences are still lifetimes away.
acter’s Midnight Clock and declare a target for the
Manifestation to track. As long as the target remains To use this power, add 4 Minutes to your character’s
on the same plane of existence as your character,they Midnight Clock and choose up to four targets. Regard-
are intrinsically able to determine its position in the less of the surface on which these victims are standing,
universe. They know its relative distance from them, dagger-pointed columns of igneous earth instantly
the direction they would need to travel to find it, its erupt from underneath them, causing 3 damage that
structural integrity (or Health, if it is a living being), ignores armor and hurtling them a dozen feet into
and whether it is in direct danger. If supernatural the air. After the initial damage, targets struck by
powers are hiding the target of Homing Beacon, your Spire must succeed in a Coordination and Reaction
CHAPTER 4: DREAD MANIFESTATIONS

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

CHAPTER 4: DREAD MANIFESTATIONS


HYDROMANCY may be dramatically affected by this sudden change.
Powers within the Hydromancy theme allow their Containers may burst from the pressure created by a
users to control most liquids, but especially water. large volume of vapor, and people standing in puddles
Masters of this theme can vaporize and solidify may find themselves desperately stuck when the water
fluids at will, summon moisture on command, and beneath them turns solid.
even instantly create water from nowhere by subcon-
sciously combining hydrogen and oxygen from the HOUR 5: MANIPULATE HUMORS
air around them. The living body is inherently complex, and even the most
expert physician must rely on theory to explain most of
HOUR 1: OASIS its inner workings. There have been hundreds of such
Water is an essential building block of life as we know theories throughout history, and though most have been
it. Without it, entire worlds wither and die. This Man- long-since abandoned, skilled Touched healers know
ifestation allows you to ensure pure, thirst-quenching that not all of them were far from the truth. They
water is freely available whenever it is needed. By keenly understand the flow of liquids in the body
reaching out with your perception to other places in and can intuitively identify and correct debilitating
this world (or others), you can bring clean water into conditions impacting a person.
existence wherever you are.
To use Manipulate Humors, add 3 Minutes to
By concentrating for a moment and adding 1 Minute your character’s Midnight Clock as they spend a
to their Midnight Clock, your character may conjure round examining a willing target. Your character
up to 16 ounces of drinkable water. Alternatively, can perceive if the target is suffering from the

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THE MIDNIGHT WORLD

Poisoned, Diseased, Nauseated, or Intoxicated


Conditions. Your character can then choose
reflexively whether to remove any number of
those Conditions. The target cannot be affected
by those Conditions for the remainder of the
scene. Your character may use this Manifestation
on themself.

For the purpose of using this power, an uncon-


scious target is considered to be willing.

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.

To use this power, add 4 Minutes to your character’s


Midnight Clock as they conjure a tidal wave that
bursts forth from their extended palms. This spray
has immense force and travels in an explosive arch
for up to 100 feet, generating up to 10,000 gallons of
water. The wave strikes anything or anyone in front
of the user. Any creature struck by this jet of water
immediately takes 4 damage and must succeed on
CHAPTER 4: DREAD MANIFESTATIONS

a Resilience and Toughness [Tenacity] check or be


knocked back 10 feet and suffer the Staggered Condi-
tion until the end of their next turn. The user can alter
the water’s temperature to be frigidly cold or scald-
ingly hot. These alterations aren’t dramatic enough
to change the power’s combat effects, but they can
be very useful in addressing environmental factors.

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.

To use this power, add 5 Minutes to your character’s


Midnight Clock and select a target they can see. The

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THE MIDNIGHT WORLD

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

CHAPTER 4: DREAD MANIFESTATIONS


from sudden and intense dehydration. If a creature is and then Excite it.
killed by this Manifestation, the user regains 4 Health.
HOUR 5: RIME SHIELD
MOLECULAR MASTERY Just as exciting molecules into a frenzy generates heat,
The Molecular Mastery theme includes Manifesta- slowing them causes their temperature to drop precip-
tions that allow a Touched to innately perceive and itously. For Touched who have discovered this Man-
interact with matter on a microscopic level. They can ifestation, that principle can be put to use to provide
slow or speed the relative agitation of molecules, and immense protection. By flash-freezing the air only
masters of this theme can even deconstruct objects microns away from their own flesh, they can create
to their basest level and reform them into something a hardy barrier that can withstand all but the most
entirely new. devastating of blows.

HOUR 1: FROSTBITE To use Rime Shield, add 3 Minutes to your charac-


You have gained the ability to inhibit the molecular ter’s Midnight Clock. A thin layer of ice instantly
vibrations within any object you can touch. By doing encases their body, providing 4 Armor Value and
so, you can dramatically lower its temperature over a total immunity to cold. Though the ice is incredibly
very short period of time. This flash-freeze effect can hard, it doesn’t impede your character’s movement
terribly damage some items, and it can even badly in any way, and it lasts for one minute or six combat
injure living tissue. rounds. Armor added in this fashion stacks with other
sources of armor, but it cannot be used to exceed the
maximum possible Armor Value of 6.

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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

CHAPTER 4: DREAD MANIFESTATIONS


already crossed the threshold of a doorway and can see treat the results as a Phenomenal Success. Alter-
what lies on the other side. Perhaps in another, you have natively, you may use Karma Thief during any
already been attacked by the monstrosity stalking you opposed check (including those made in combat).
and can see how it presses its attack. Use of this power In this case, you don’t need to make a check for the
allows you to gain valuable insight and guidance in action; you may simply claim 5 hits.
order to make quick decisions.
HOUR 7: APPROPRIATE
To use Panopticon, add 2 Minutes to your character’s An age-old adage says that “It’s better to have something
Midnight Clock. You may then upgrade your Attri- and not need it, than need it and not have it.” For those
bute dice to d8s for any kind of perception check who have discovered this powerful application of Planar
for the rest of the scene. In addition, if there are any Manipulation, the latter is never a concern. Whether
supernaturally hidden objects, creatures, or people in they are desperate for a hammer, a silver sword, or a
your vicinity, your character may make an opposed particular page from a necromancer’s grimoire, they
Intuition and Vigilance [Investigation] skill check can reach through the Veil and snatch the item from
using their Perception against the opponent’s Intuition an iteration of themselves who has already acquired it.
and Reaction [Larceny]. If you win the check, your
character can perceive the target’s faded silhouette. Invoking Appropriate adds 4 Minutes to your charac-
your character may not be able to identify the target, ter’s Midnight Clock and allows them to reach across
but they are aware of their presence and where they the multiverse in search of an object, manifesting it
are in the space. physically in their reality. The Twilight Veil resists
attempts to manipulate it, however, and objects ob-

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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

ability does not confer any knowledge possessed


by or concerning the target, however, and anyone HOUR 3: GLIMMER GUISE
familiar with them personally may notice strange or Simple beams of light twisting through water can cre-
uncharacteristic behavior. The effects of Doppelgänger ate fantastic phantom images, and no two people see
last for a scene. precisely the same thing when interpreting the shape of
passing clouds. What each person perceives as concrete
HOUR 11: WORLD WALKER reality is only a hologram encoded by their eyes: a pale
It is a statistical fact of an infinite multiverse: some- and underdeveloped reflection of shadows on the wall
where in the endless expanse, there is a version of in Plato’s cave. Using this Manifestation, Touched can
you that is performing better than you are at this exploit the subjective nature of visual input to dramat-
specific moment. Whether they’re more skilled, better ically alter their appearance.
supported, or just having a particularly lucky day,
these other instances of you are succeeding where you By adding 2 Minutes to your character’s Midnight
struggle. Practitioners of this Manifestation can turn Clock, they can bend light in a way that superficially
this otherwise frustrating truth to their advantage. By alters their outward appearance. This alteration can
forming a metaphysical bridge with their counterpart conceal your character’s identity by replacing their
in another dimension, they can co-opt that fortune features with a bland mask, or they can adopt the
and turn it to their own ends. appearance of a person with whom they are reason-
ably familiar.
By adding 6 Minutes to their Midnight Clock, your
character peers across all iterations of themselves in

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THE MIDNIGHT WORLD

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

CHAPTER 4: DREAD MANIFESTATIONS


relies specifically on spectrums of light, it does not learned to agitate particles of light in a very specific
always circumvent certain equipment that uses other way. By gathering nearby photons, they can create a
detection methods, such as thermal or ultrasound. brilliant beam of superhot light that melts defenses,
pierces through enemies, and lays waste to attackers.
If an opponent uses such a piece of equipment or
activates a Manifestation that grants supernatural By adding 5 Minutes to your character’s Midnight
perception, make a Coordination and Reaction [Lar- Clock, they fire a concentrated beam of pure light
ceny] skill check, upgrading your Attribute dice to at a target they can see. This focused laser is capable
d8s. Your opponent should roll their Intuition and of penetrating through the chosen target and po-
Vigilance [Investigation]. If you succeed, your char- tentially striking multiple creatures, provided they
acter remains undetected. Otherwise, their opponent are in a straight line. Polished or reflective surfaces
can see a vague silhouette that betrays your character’s can also redirect it, and it continues until it reaches
position, but no identifying features. a non-reflective inanimate object. When struck by
this ray of hyper-focused light, your target suffers 6
HOUR 7: SIMULACRUM damage that ignores armor and they are Blinded for
By their very nature, photons of natural light are intan- 30 seconds, or three combat rounds.
gible. Though sunbeams may have physical properties
such as illumination and heat, they remain immaterial HOUR 11: BEACON
to touch. Practitioners of Simulacrum, though, have We tend to think of light as a welcome thing—a source
discovered a way around this limitation. They can mold of safety and warmth to which we can flee when every-
shards of errant light into replicas of themselves that thing else has gone awry. For those who have mastered

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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

CHAPTER 4: DREAD MANIFESTATIONS


Creatures that are immune to the Blinded Condition them back in.
automatically succeed on the check.
TEMPORAL ADEPT
HOUR 9: SUPERNOVA Temporal energy is just like any other, and to those who
Stars exist on an awful precipice, sustaining their own have learned to wield the Manifestations in the Temporal
existence by slowly devouring themselves in a delicate Adept theme, time can be as malleable as gold. They’re
ballet conducted over billions of years. Eventually, when able to peer through the mists that normally obscure
no more fuel remains to churn its ever-ravenous internal the future and distant past. When pressed, some users
reactor, a star explodes with force that is nearly incom- can divert or interrupt the chains of cause and effect
prehensible to the fragile human mind. Some Touched that help our reality make sense to us. Eventually, true
have developed the ability to tap into those energies, masters of this theme can even stop the flow of time
creating a momentary bridge that channels the power completely with nothing more than their focused will.
of a dying sun through their own outstretched arms.
HOUR 1: JANUS’S GAZE
To use Supernova, add 5 Minutes to your charac- Your first run-in with the things from Beyond somehow
ter’s Midnight Clock. They become the focal point bestowed on you the peculiar capability to observe any
of a small-scale stellar explosion. A brief pulse of moment along a specific object’s timeline. By making
intense white light incinerates anything within 15 physical contact with a target, you can pinpoint an event
feet that is not immune to heat or behind cover that of your choosing in either its past or future, and briefly
can sufficiently withstand momentary exposure to perceive its vague temporal outline.

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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.

HOUR 5: INSTANTANEOUS ARRIVAL HOUR 9: EXISTENTIAL DISPLACEMENT


The most crucial – and scarce – resource during any Even among the world’s most renowned physicists, time
crisis is time. You need time to plan, to gather necessary is a subject of intense mystery. Theories abound to ex-
items, and to travel to and from important places. For plain the many curiosities surrounding it, its beginnings,
Touched who have achieved this level of mastery over and what its eventual end may look like. Among the
temporal flow, at least one of those considerations is strangest of these theories is that the multiverse is only
moot. By manipulating your own timeline, you can one set of alternate realities that exist. Some speculate
circumvent the tediousness of overland travel. Instead, that there are also an infinite number of timelines, each
you can simply translocate to any place you have ever independent and just out of sync from all others. The
been…or ever will go. existence of this Manifestation provides some evidence
supporting this idea. Touched who use it can briefly
When your character invokes this Manifestation, add shove a target between two of these timelines, isolating
3 Minutes to their Midnight Clock to teleport them them from the events around them.
and up to two willing participants to a place your
character has either been before or can reasonably By adding 5 Minutes to their Midnight Clock and
argue that they are eventually going to visit. Because choosing a target that they can see, your character
this Manifestation’s nature is temporal instead of spa- desynchronizes their victim from the prime timeline.
tial, there is no chance that a character may arrive at They are shunted from their current position into

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existence in the micro-seconds before or after the


rest of their inhabited reality. Living targets suffer
both the Incorporeal and Muffled Conditions for 30
seconds, or three combat rounds. During this time,
they may move freely, pass through solid objects at
will, and perceive all the events occurring in the prime
timeline. However, they are completely imperceptible
by any means to any character that doesn’t possess at
least one Manifestation in the Temporal Adept theme.
Characters that do possess the requisite Manifestation
can see, hear, and communicate with the target clearly,
but are nonetheless incapable of using powers on
them or physically interacting with them in any way
unless using Existential Displacement themselves to
return the target to their original time.

Objects displaced in this way remain displaced until


the power ends or they are retrieved with another
usage of it. Displaced objects and creatures can still
perceive and interact with each other.

HOUR 11: HALT THE MARCH


In the grand symphony of time, all drums beat together
to form a particular rhythm. This monumental song
has a predictable course. From the moment the melody
begins, each subsequent note plays according to a strict
score until the final percussion sounds and the timeline
collapses and closes. This Manifestation allows its user to
briefly become the conductor, pulling certain segments
of time completely out of the relativistic landscape and
into a brief, but infinite, moment.

CHAPTER 4: DREAD MANIFESTATIONS


By adding 6 Minutes to your character’s Midnight
Clock, they can manifestly control the timestream
in their immediate vicinity. For one scene, they can
stop time completely within a 40-foot radius centered
on them. Your character may choose any number of
targets to exclude from this effect. For the duration,
everything stopped this way is frozen in place and
immune to interaction of any kind. Attacks clang
harmlessly off skin that is functionally harder than
diamond, and mental commands fall uselessly into
an empty mind. Those free from this effect can
move, act, and be harmed normally. This effect
remains centered on you for its duration.

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.

HOUR 5: PSYCHIC NEXUS To invoke Lethe’s Crossing, add 4 Minutes to your


Nothing is more critical when conducting large-scale character’s Midnight Clock as they touch a sentient
operations than the ability to quickly and cleanly com- creature to peer into their mind. Your character may
municate with all members of a team. Practitioners create, remove, or alter any one memory of your
of this Manifestation are well aware of this need and choice. If the target is Touched or associated with a
have focused their understanding of the human mind Dread Being, make a contested Skill Check using your

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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

CHAPTER 4: DREAD MANIFESTATIONS


may alter this Attribute however you see fit, though HOUR 1: SOOTHE
you may not decrease it below rank 1 or increase it As one of the Touched, you have become a member in
above 5. The effects of Synaptic Reconfiguration are a painfully exclusive club. Unlike others, though, you
permanent. Once a target has been affected by this have a keen insight into the condition’s peculiarities.
Manifestation, their other Attributes cannot be tar- By spending some time observing your peers, you’re
geted by Synaptic Reconfiguration, whether by your able to identify and relieve the effects of supernatural
character or another. distress they may accumulate during tense situations.

HOUR 11: MAESTRO To use Soothe, add 1 Minute to your character’s


Consciousness exists like a magnetic field around the Midnight Clock as they observe another Touched
brain. It’s an accumulation of energy that we barely character for 10 seconds, or one combat round. At
comprehend. We know we exist, and for many, that’s the end of the round, the target may roll all of their
enough. But for you, you now can reach beyond the accrued Distress dice and reduce their Minute Hand
self and expand your consciousness into other physical as if they had engaged in their Solace Trigger. If they
bodies. This power allows you to become a puppeteer, are actively engaging in their Solace Trigger, they
jiggling the strings of other minds within your psychic roll the check twice and reduce Minutes accordingly.
reach. You are a commanding force for motivation,
drawing others to greater skill, or also a psychic bully HOUR 3: HEALING CASCADE
capable of driving others into the ground and impeding Every living thing heals. In most organisms, the process
their attempts at any action. is relatively slow. The body must ration resources that
allow it to continue normal function, while also rebuild-

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ing the injured structures. With this Manifestation,


though, the mind overcomes those safety mechanisms,
precipitously speeding healing. This immediate regen-
eration is often horrific, as the body knits back together
in a spectacular fashion, rapidly regrowing parts that
normally take days or even months to heal.

When activating Healing Cascade, add 2 Minutes


to your character’s Midnight Clock. Your character
instantaneously restores 4 Health to a target they can
see. Your character may use this Manifestation on
themself. Note that Healing Cascade only restores
Health; it does not cure Conditions or Wounds.

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.

To use Convalesce, add 3 Minutes to your character’s


Midnight Clock and choose a target in their line of
sight. Your target regains 2 Health every 10 seconds
for the next 60 seconds, or per round for the next
CHAPTER 4: DREAD MANIFESTATIONS

six rounds. They cannot go above their maximum


health level, but hitting this cap does not cause the
effect to end. Rather, they continue to heal 2 Health
at the beginning of their turn, effectively countering
new sources of damage.

Alternatively, you may forego this healing and choose


to instantly remove one Wound affecting the target.
Note that usages of Convalesce can be horrifying
to observe for those unfamiliar with the power, as
gaping wounds seal themselves in moments and
severed limbs rapidly and painfully regrow. At the
Director’s discretion, such gruesome sights may cause
witnesses to add Minutes to their Midnight Clocks
if they aren’t prepared for what they’re about to see.

HOUR 7: STAFF OF ASKLEPIOS


For eons, the rod and serpent have been associated
with healing and medicine. Many healers have car-
ried some representation of this symbol, from the
spears carried by Roman medici to the lapel pins

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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

CHAPTER 4: DREAD MANIFESTATIONS


waters might restore a convalescent’s very youth. This sibling Beyonders. Touched who wield powers from
Manifestation draws on those mystical sources to cre- the Void Mind theme can grasp the tiniest thread of
ate a cool, soothing rain that heals all but the most this insight, giving many of them the ability to sense
grievous of injuries. and manipulate the faint lines of Dread Power left in
the wake of such awful entities. Eventually these users
To invoke this Manifestation, add 5 Minutes to your can invoke the inconceivable black of the void itself,
character’s Midnight Clock and select any num- pulling creatures from it or turning it like a depthless
ber of targets they can see, which may not include mirror towards the minds of hapless victims.
themself. A gentle rain shower forms directly above
them, falling through any barrier that would oth- HOUR 1: DUSK SIGHT
erwise keep them dry. For each target, the rain All of the Touched share a sensitivity towards perceiving
restores 4 Health, cures all Conditions, and re- Dread Power when it appears in The Midnight World.
moves up to 4 Minutes from their Midnight Clock. Even so, that sense is muddy and imprecise, more of a
gut feeling than a reliable source of information. But
HOUR 11: THE LAZARUS WORD you have honed your understanding of this sensation.
Ultimately, life is a natural process just like any other. When the talons of the things Beyond rake into this
It requires certain conditions, it consumes and expels reality, you can clearly see the almost-imperceptible
certain energies, and it progresses in a predictable way threads of energy they leave behind.
to those who have mastered their understanding of it.
Practitioners of Vital Touch have long known this simple Any time your character suspects that power con-
truth, and they have turned it to their advantage to nected to the Beyond is in play, you may declare the

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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,

CHAPTER 4: DREAD MANIFESTATIONS


and all applicable Distress dice are added to their
checks until their Minute Hand can be reduced either
through Solace Triggers, Healing Manifestations, or
the increase of their Hour Hand.

If a creature without a Midnight Clock is subjected


to this Manifestation, they instead add 5d4 Distress
dice to all skill checks for the remainder of the scene.

HOUR 11: IT GAZES BACK


For all our feigned civility and poise, there is a feral part
of our mind built entirely for survival. This fragment
is incapable of higher reasoning, and it exists only to
kickstart the fight or flight reaction that keeps us alive
in a crisis. Even beneath that, there exists a depthless
well of terror, fear that freezes us in place and knocks
the breath out of our lungs when it rises. Some credit
a shared ancestral memory for this reaction. Others
suggest that it is borne of a cellular desperation to
survive. Regardless of its origins, though, practitioners

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CHAPTER 4: DREAD MANIFESTATIONS

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THE MIDNIGHT WORLD
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.

I become Void. And Void is ice.

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.

Void-voice scraping like iron nails.

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.

Walls within a darkened cell.

A cell paved and shaped with ice, lit from distant glow above.

Wake up.

“I can’t.”

Wake up.

“I won’t.”

You will. We will you to.

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.

But they call me Jo.


THE MIDNIGHT WORLD

CHAPTER 5 : DREAD BEINGS


Modern horror stories provide plenty of examples to
WHAT ARE DREAD BEINGS? help you understand the distinction between petty
monsters and Dread Beings.
The nature of Dread Beings is arguably the most
difficult concept to grasp in The Midnight World. In the lore of A Nightmare on Elm Street, for instance,
We’ve grown up with stories of monsters, after all, the iconic Freddy Krueger isn’t a Dread Being. If
and it’s easy enough to imagine that the Beyonders anything, he’s a Major Egregore who has been pains-
are simply grander versions of the terrifying creatures takingly constructed to serve the Dream Demons’
we already know. This understanding is not only sim- schemes. This collection of extraplanar fiends is
plistic, though; it’s also dangerously reductionist. It incapable of entering the waking world directly, and
discourages appropriate respect for the scale of their it has thus sent Krueger to act as a bloody proxy of
power and the intricacy of their aims. its will. Through the egregious acts of their creation,
the Dream Demons hope to disrupt the Twilight Veil
The scary stories we share, even those about the most enough that they might fully enter the physical realm,
frightening fiends, tend to stick to a rote formula. Some and presumably conquer it.
abyssal entity appears and sets about fulfilling its dark
(but nonetheless relatable) purpose. It unleashes de- The Cabin in the Woods provides an even better
struction and mayhem, and before long, a handful of example. In this instance, the Beyonders are barely
recalcitrant heroes arise to save the locals. The saviors described at all. The only information we’re given is
uncover the villain’s scheme, expose its weakness, and that they’re ancient and avaricious. Should our lack
gather for a showdown that seems doomed but will of devotion disrupt their careful plans, they will de-
ultimately tilt in their favor. stroy all life in the universe with barely a flick of their
titanic wrists. The Director leads a fanatic mortal cult
The structure is familiar because it works. Indeed, most that uses an arsenal of monsters ranging from Minor
of The Midnight World’s stories follow it too—but the Servitors all the way up to ferocious Major Egregoroi
antagonists of those tales aren’t Dread Beings. They’re to exact the offerings the Dread Beings expect. This
Servitors, or Egregoroi, or perhaps mortal servants. film also shows us the truth of such cults; they may
They carry fragments of a Dread Being’s will, but they do terrible things in service to their lords, but they
are only peons in their parent entity’s grand design. The usually do so in the hopes of preserving reality as
most terrifyingly powerful among them represent but an we know it.
infinitesimal fraction of their patron’s might. Likewise,

CHAPTER 5: DREAD BEINGS


while their agents on the material plane may suffer any
number of vulnerabilities, the Dread Beings themselves SIGILS
are generally bereft of anything like a weakness. By all
measures that might make sense to a human, they’re Even in an infinite multiverse, creatures as grand in
immortal, indestructible, and functionality unbeatable. scale as the Beyonders maintain some distinction
between them. No matter how similar two of them
In words that a human mind can grasp, it’s most accu- may appear at first glance, any significant scrutiny
rate to describe the colossal Dread Beings as gods. This reveals subtle but vast contrasts in the energies they
metaphor still isn’t precisely on target (gods usually wield and the marks their influence leaves on the
have greater goals in mind than the fulfillment of their Twilight Veil. Over time, Touched who perceive the
own selfish desires), but it’s close enough in terms of metaphysical threads of Dread Power have learned
describing the Dread Beings’ reach and capabilities. to simplify these signatures into something they
Like this description implies, the power these creatures can catalog and refer back to when attempting to
wield is so beyond the scope of human understanding identify a specific Dread Being’s work.
as to resemble omnipotence.

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THE MIDNIGHT WORLD

Many such scholars sketch out simplistic line-draw-


ings of a Beyonder’s energy patterns, creating brand- • Servants
like logos. Others might learn to hum short melodies How their agents on the material plane appear and
that mimic the wave-form disruptions they cause. Still behave.
others learn to identify a particular Dread Being’s
power with nothing more than intuition, simply PLANE OF ORIGIN
by the way its presence “feels” in this world. In any The bizarre pseudo-realities that birth Dread Beings
case, once a character has identified a Sigil, they will often provide a key to understanding the creatures
always understand any other representation of it. themselves. Just like their terrible children, these
Though they may primarily use a Beyonder’s logo, Corpse Universes float somewhere out in the void,
for instance, they will generally recognize another perpetually stuck in the non-space between actual
character’s description of that same entity’s auditory and potential reality. As masters of these realms,
presence. Beyonders behave in ways that only really make
sense within them. If one had been born in a universe
These Sigils mark everything a Beyonder ever comes with no visible light spectrum, for instance, it might
into contact with. When a powerful Dread Manifes- not understand or account for the concept of sight.
tation twists reality, the Dread Being that fuels it can Likewise, an entity that had conquered a reality in
be sensed there. No matter how cleverly disguised, which the laws of relativity didn’t function would
Servitors and Egregoroi drip with their parent’s ener- probably be able to travel across vast spaces without
getic autograph. Even the Touched themselves bear a effort. If you want to create your own Corpse Universe,
wispy remembrance of the thing that scraped its claw there’s an easy way to go about it. Simply imagine a
across them and set them down the path they’re on. fundamental physical law that our reality could not
exist without, and break it.
FRAGMENTS OF THE PATH TO TRANSCENDENCE
BEYOND As odd and inhospitable as Corpse Universes may
be, they often host countless entities that aren’t Dread
Whether you’re just trying to wrap your head around Beings. Beyonders weren’t just born in these dead
the Dread Beings or perhaps attempting to create a realities; they’ve conquered them. Their reasons and
unique one to fit your story, there are a few basic their methods are all vastly different, but every single
building blocks that can help you. Much like your one of them has become the unchallenged lord (and
character’s traumatic memory is broken down into frequently destroyer) of its home plane. When con-
distinct prompts, the elements that make up a Dread sidering how to portray such a creature, it can help
Being’s story are easy to reduce into digestible chunks. to identify why and how it rose to prominence. As
These “Fragments of the Beyond” mirror a character’s you write your own creations, try to avoid ascribing
Memory Fragments. At a quick glance they are: their intentions to sheer malice. This may be the case
CHAPTER 5: DREAD BEINGs

sometimes, but the story is usually more complicated


• Plane of origin than that. Sometimes, for instance, a Dread Being
A description of the Corpse Universe in which the was the only form of life in its native plane, and
Dread Being formed. it went insane from loneliness or boredom. Other
times, it may have subjugated all life in its realm in
• Path to transcendence a vain attempt to save it from some greater threat. In
The reason and means by which they conquered any case, a Dread Being’s narrative will benefit from
(and likely destroyed) their home. being just as nuanced as that of any character in The
Midnight World.
• Aspect
How their form and powers manifest to an observ- ASPECT
er. There are a nearly limitless number of Dread Be-
ings, and no two of them are the same. Some are so
• Goal mind-bogglingly huge that they dwarf entire galaxies
The reason they want to interact with The Mid- and must feed on the energies emitted by the largest
night World. black holes. Some exist on the nanoscale, gorging

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THE MIDNIGHT WORLD

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

CHAPTER 5: DREAD BEINGS


create vast, high-concept plans that ignore humanity’s parent entity. When creating servants, try to make
plight entirely. sure that they vaguely echo their Master’s aspect. Their
powers should resemble limited versions of the Dread
• They unfold over eons, not decades. Being’s, and they should bear physical characteristics
Similarly, the final stages of a Beyonder’s plan aren’t that suggest their connection to the Beyond.
going to be enacted anytime soon. These entities are

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THE MIDNIGHT WORLD

THE BURROWING CROWN


You may have seen them—people smiling at nothing PATH TO TRANSCENDENCE
with distant, unblinking eyes. The man tunelessly
humming to himself on the bus two seats over just The Burrowing Crown began its transcendence as a
keeps reading the same old newspaper day after day unique form of myriapoda that evolved to form colony
with a dead stare and an empty smile. The woman units much like ants, bees, and termites. Each colony ex-
shopping in the same aisle grins and nods, but her isted to serve its queen—a singular member of its species
eyes lack focus and her gait calls to mind some kind capable of producing eggs. As the millennia passed, the
of scuttling insect. You try to make small talk by the Burrowing Crown’s homeworld experienced a shift in
cereal, but her lids twitch, and she can only manage its population. The dominant life form on the surface of
to murmur how pleasant the weather has been lately. the planet began to need more and more space. Instead
There’s a silhouette of a person standing in the rain, of attempting to address their unsustainable population
staring up at your apartment from the shadows of a growth, these creatures chose to simply annex the places
flickering streetlight. You watch them, and they watch claimed by what they considered lesser life forms.
you back. Soon, you glance again, and they’re gone. You
put it out of your mind and move on with your night. In response, as the colonies faced more and more
intruders in their homes, they turned to their most
On each of these empty heads, you might make out the powerful asset: an ability to create evolutionary
faintest impression: a vague dun-colored line that rests offshoots almost instantly. As the world above them
like a laurel atop a blank brow. This is the mark of the expanded, the species changed. Within a few gener-
Burrowing Crown, a gruesome creature that hides in the ations, the once-disparate colonies unified. Queen
deepest places of human awareness. It creates drones like battled queen, not with any sort of malice, but with
the ones you’ve encountered throughout the multiverse, a dispassionate necessity to identify and eliminate
seeding all of creation with vectors of its endless collective weakness. Each monarch that fell became nutrition
consciousness. for the victor. With each victory, the surviving queens
became stronger, their mass and evolutionary capa-
PLANE OF ORIGIN bilities growing more and more outrageous. From
the corpses of her sisters, the final queen rose and
From a distance, the Burrowing Crown’s realm seems began producing a new generation of her species.
like our own. Stars light the night sky, each hosting a With her brood finally strong enough and unified
system of planets. Some of these planets are hospitable under her control, the queen sent her children out
to living things, but most aren’t. Comets and other to seize the surface world.

CHAPTER 5: DREAD BEINGS


celestial phenomena occur with the same frequency,
and the universe itself seems content to ignore the They poured out of the hidden places of the Earth,
sole form of life that now resides within it. sneaking into their enemies’ homes. They waited until
the giants slept, unaware and under the covers of their
Every surface in this universe that can host life is covered supposedly safe beds. Striking in unison, they dug
by it. Teeming hordes of many-legged creatures writhe their needle-like forcipules deep into their enemies’
there: a single unified colony that exists only to serve the spinal cords. The venom acted quickly, burning away
Crown. While people from our universe would identify the parts of the brain that would allow their new host
these creatures as insects, a close inspection of their to fight back. When the process was complete, their
anatomy defies this classification. Instead of pincers, hosts were left physically unharmed and mentally
some have humanoid hands with opposable thumbs. linked to the queen’s hive. The unimportant parts
Others have evolved eyes that closely resemble those of of their minds, such as their personality and hopes,
more advanced organisms. No matter what they look were tossed away to be buried and forgotten. The rest,
like, though, all the Crown’s brood are linked to her those bits of information that might be important to
infinite and expanding mind. the Crown’s continued survival, were taken and stored
within the larger neural network she had created.

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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.

It’s a frightening vision, to be sure, and it isn’t even


wholly accurate. While the thing these visionaries have
witnessed is the Burrowing Crown, so too are all the

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GNOMONIA, THE MURDEROUS


FATE
Throughout history, many human cultures have and even alter, their people’s destiny. They weren’t
paid reverence to the concept of destiny. Often, the only witches of fortune in their world, but their
they personify this idea as a trio of elderly women partnership made them distinctly powerful among
who bear the solemn responsibility to weave the the others. This strength afforded them the luxury
tapestry of reality. Each thread represents a mor- to drastically improve outcomes for their tribe and,
tal’s life, and the deft hands of these unknowable before long, they were worshiped as gods by a vast
entities introduce a singular person’s thread, draw and incredibly powerful empire.
it out, and eventually cut it.
Gnomonia’s sisters were more than happy with this
Among the Touched, most scholars believe that arrangement. For the Apportioner, though, the situ-
these fanciful stories are not simple metaphors ation was supremely irritating. The Threadspinner
crafted by early Europeans. Instead, they are actual never really looked at the fibers she introduced when
tales about a Beyonder known as Gnomonia. the three wove fate. She had a basic knowledge of
their feel and color, but she never took the time to
PLANE OF ORIGIN understand how they fit into the greater piece. Like-
Gnomonia’s home is unique—it wasn’t born as a wise, the Stitchcutter only concerned herself with
Corpse Universe. In fact, until the events that led making sure that the ends were neat and trimmed.
to her supremacy, her reality was like any other. It was the Apportioner who examined and chose the
The natural laws that governed it were consistent appropriate place for each tiny thread, and in her
(though, perhaps a bit strange by our standards), own way, she came to love each of them.
and it thrived with intelligent life and culture.
As eons crept by, the Apportioner grew ever-more
Nothing could have survived what Gnomonia angry at her sisters’ failures and their tapestry’s ugli-
would become, though. As her control over destiny ness. The Stitchcutter was the first to die. Gnomonia
became absolute, her constant meddling caused snatched the scissors from her wizened grasp and
catastrophic injury to the timeline. Initially, she plunged them into her heart. In so doing, she gained
was concerned about the damage and even attempt- control over the lives and deaths of every person in
ed to repair it where she could. When it became her world. If the Threadspinner even saw the murder,
clear that the arrow of time stood in the way of she was entirely unconcerned with it. Instead, she

CHAPTER 5: DREAD BEINGS


her ambitions, though, she simply dispensed with focused on the loom as always. Gnomonia slashed
chronological order altogether. her down as well and plucked out her all-seeing eye.

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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CHAPTER 5: DREAD BEINGs

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THE MIDNIGHT WORLD

HAGYE, THE DANCING VOID


At the center of the multiverse, that exists there. Unable to accept the reality of
a singular entity of terrible true nothingness, any human mind that manages to
beauty and patient madness perceive HagYe’s void seeks to fill it with some sort
dances. A being of nothing of tangible reality. With the right resources, they
and everything all at once, may be able to perceive the edges of HagYe’s song
this entity is all that remains and manifest their own ideas of a reality to match
when void meets matter and that celestial music.
silence sings out its eternal,
final tune. In a multiverse of PATH TO TRANSCENDENCE
existence, she is the eventual Mystery has shrouded the Muse of Entropy’s origins
unraveling of something into for eons. Early researchers believed that she may
nothingness. She bears witness have been a black hole given sentience or some
to the end of all things and once-living entity that found a means to evolve.
mourns each person, world, None of these hypotheses come close to the truth,
universe, and even every atom’s though. Indeed, if HagYe had an origin to speak of,
passing. Her voice echoes out a that moment in history cannot be known. For all
soundless dirge for the inevitable intents and purposes, she simply is and always has
conclusion of the cosmos. With been. As long as there has been nothing, there has
joyous fervor, she celebrates the been HagYe.
passing of creation and just as joy-
ously casts its memory into the void Ancient writings from some of the oldest civilizations
of her mind. found in The Midnight World contain references
to HagYe. Many of these texts depict her as some
She is called HagYe, the Dancing Void. form of primordial destroyer of worlds, a mother
She is the music to which all things of all monsters, or even as death itself. Kalantaka,
sway, unaware of her subconscious Hel, and La Catrina are examples of her influence
influence. Her touch upon the multi- on death’s more feminine representations. Recent
verse is both motherly and seductive, scholarship, though, indicates that she is less of an
a twisted kind of love that appeals as unspeakable threat like other Dread Beings, and
much as it terrifies. She calls to us all, more of an eventuality. Indeed, it seems that even
beckoning us to her web and to our ends. other Beyonders tend to avoid HagYe, though none

CHAPTER 5: DREAD BEINGS


Yet, she is patient. All things have an end. can say whether this inaction is due to fear or re-
HagYe will be there to mourn for us when ours spect. Some even speculate that HagYe may in fact
comes, and to sing us lovingly into oblivion. be something older and worse than a Dread Being.
If this theory is true, the Dancing Void is silent on
PLANE OF ORIGIN the subject.
There was a time before creation, a moment in
which nothing had yet been made substantial GOAL
and the seed that would become the multiverse HagYe’s patience is timeless. The Dancing Void
had not yet bloomed. Even then, HagYe danced knows that all things within the multiverse will end,
in eternal darkness. She dances there still, in an and when they do, she will be there. She is neither
isolated reality that exists mere moments before driven to speed this process nor inclined to slow its
the beginning. progress. She is not the cause of it, and she’d never
claim to be its champion. Instead, she exists to mourn
The void lacks form or substance. As such, it is hard creation’s dissolution as it occurs.
to distinguish the realm itself from the Beyonder

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THE MIDNIGHT WORLD

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.
CHAPTER 5: DREAD BEINGs

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THE MIDNIGHT WORLD

THE STAR EATER


Every culture in human history has had some form of the sentient minds that eventually grew there towards
solar veneration at the basis of its religious develop- its aims.
ment. It’s likely that the sun’s critical and prominent
place in our survival means its worship predates all PATH TO TRANSCENDENCE
other forms of religion. In many ways, this fervor The Star Eater has not fully transcended yet…at least
is deserved…the sun is the source of the energy we not in the sense that the other Dread Beings have.
need to live. Those who would ascribe an intellect to Those entities have largely decimated their own home
our stellar parent, though, have overlooked a horrible realities, turning them into inhospitable husks. They
truth. It is not the star itself that hosts a thinking have had no choice but to seek out other universes,
mind, but the creature that dwells within it. and in so doing, they have discovered ours.

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

CHAPTER 5: DREAD BEINGS


it learned to conserve its food more efficiently, but near as simple as they sound. Constant probes sent
it still caused the deaths of untold scores of worlds. from other universes are partially to blame; the Star
Only recently, within the past few billion years, it Eater spends an enormous amount of energy coun-
found our sun. tering their attempts to corrupt its home plane. With
its attention split in an infinite number of directions,
Once it had implanted itself, the Star Eater set about its pet project has largely been left to develop on its
to create a new form of order. It reckoned that, with own, with only an occasional nudge to push it in the
proper attention, its newest meal could replenish itself right direction.
infinitely. This rejuvenation would allow it to cease
its lonely journey throughout the cosmos and create Humans have become unruly and ungovernable, evolv-
a single home for itself that it might enjoy forever. ing a fierce resistance to its control. The Star Eater only
has so much time to invest in correcting the error.
By itself, though, it doesn’t have the means or the After all, as much as it would like for the sun to be its
capability to maintain the sun. Instead, it altered permanent home, should humanity fail to develop a
solar conditions so that life might form on a nearby sustainable energy source in time, the Star Eater will
planet. From there, it was a simple matter to influence merely finish consuming our star and begin the

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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

Those subjected to the Star Eater’s presence on Earth


instead see a rapidly deteriorating corpse wreathed
in a crackling aura of intensely hot black flame. Most
often, this form sits on a throne composed entirely
of dark tungsten, with a long line of mindless hosts
shackled behind it, ready to take over when the body
it inhabits can no longer maintain shape.

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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CHAPTER 5: DREAD BEINGs

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THE MIDNIGHT WORLD

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

CHAPTER 5: DREAD BEINGS


of previous meals. An endless cavern flooded raced across its form, the Taker entered a new phase
with intestines and blood, the Taker’s realm is of its evolution. It was at once both predator and prey,
a hostile and twisted bioscape. living and dead, the universe itself and entropy incar-
nate. As it ascended, the multiverse opened before it,
Where life once thrived, only death remains. No and the Dread Being’s gluttony and hunger raged. Its
stars remain to light the skies, and where there own universe was depleted, but there are an infinite
is something reminiscent of solid ground, it is number of others to feast upon, if only it can find a
constantly coated by an unending rain of acidic way to reach them.
gastric juices. Worlds that once had atmospheres
of breathable air are now choked with thick clouds
of roiling methane. GOAL
Driven by the impossible task of relieving its insatiable
It’s impossible to separate the Taker itself from the hunger, the Taker wishes to devour the multiverse.
disgusting place it calls home; everything in this Gazing through the ether, it has salivated over multi-
reality has become victim to its endless hunger. tudes of worlds and the entities upon them. The Taker

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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
CHAPTER 5: DREAD BEINGs

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THAT WHICH GROWS


Imagine stepping out onto the street in a city on an incomprehensible to us, sentient life existed there
alien world. Massive buildings block your view of nonetheless. It contained all manner of planets, from
the sky and streets, stretching out in all directions rocky ones like our Earth, to gas giants, to vast orbs
like a vast labyrinth. Absent, however, is the constant of frozen ocean. To the untrained eye, space there was
pumping of a city’s life blood. There are no people indistinguishable from what we know here.
waiting on corners to cross busy streets. There are
no cars buzzing by or lights flickering within the Now, all that is left of a once-active universe is an end-
skyscrapers. The only sound you hear is the wind less tangle of grasping vines. Every planet is covered
rustling through the branches of the many, many with them, and every star feeds them. Even the vacuum
plants that have overtaken the city. of space is filled with That Which Grows, with thick
clouds of fungal spores traversing the void to seek out
As you further your exploration of this city of stillness, new worlds on which to take root.
reclaimed by nature yet void of fauna, you encounter
your first signs of movement. In the distance you see PATH TO TRANSCENDENCE
people, possibly even a police officer on horseback. That Which Grows, unlike most other Dread Beings,
You forget yourself and call out to them, desperate was created by the creatures that dwelled upon one of
for any sign of life beyond the greenery that has over- the worlds that existed in its home plane. For centu-
grown your surroundings so pervasively. The figures ries, these beleaguered people devastated their world’s
turn. You are close enough now to make them out, ecosystems, until eventually their scientists had no
and the horror before you stops you in your tracks. choice but to intervene. They attempted to counter their
world’s rapid decline through chemistry. When that
Corpses. failed, they attempted biological solutions. For years
they tried and failed, advancing and then discarding
The decaying remains of the city’s people stand before discipline after discipline in a futile attempt to rescue
you. Fungus covers what is left of the meat that used themselves from the apocalypse they had created. Even-
to make them up, and vines wrap around limbs and tually, a small cabal realized that science alone could not
necks, cutting past muscle to entwine themselves save their world. In a moment of pure desperation, they
around bones. Other plant life sprouts from between turned to ancient rituals of unknown origin and dark
ribs and out of skulls broken open like eggs. The purpose. Blood sacrifice and scientific research merged,
creature you had thought to be a man on horseback and the resulting experiments succeeded beyond their
appears to be a colony of plant life that has pulled most profound expectations. Plants treated with the

CHAPTER 5: DREAD BEINGS


together parts from smaller bodies to form a terrifying eldritch chemical were revitalized and strengthened,
golem-like monstrosity. able to draw in toxic chemicals and convert them to
fresh, breathable oxygen or purified water.
You try to turn away, to flee from the approaching
corpses, but you can’t. Looking down, you see that the One or two of these plants would not be enough to
greenery growing between the cracks of the street have combat the damage dealt to their world’s environment.
begun to wind their way about your legs. The vines They needed more of the chemical to treat as much of
speed up, burrowing past your skin to rip their way their world’s plant life as possible. The leaders created a
through your internal organs and into your bones. lottery, an awful system in which winners were treated
Your flesh and meat are nothing more than nutrients to a brief taste of the luxury brought by limitless wealth
as you become one with That Which Grows. before being sacrificed and mulched to provide sorely
needed bio-occult material.
PLANE OF ORIGIN
In its infancy, the Corpse Universe that was home Some attempted to protest the lottery, as it seemed
to That Which Grows functioned more or less like to only draw winners from the lower classes, but the
any other. While certain physical rules might seem majority ignored them or ridiculed their concerns.

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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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megaflora with three basic needs: the desires to SERVANTS


feed, survive, and expand. Shockingly large and hy- Creatures conquered by That Which Grows aren’t
per-aggressive carnivorous plants cover its biomass. simply left to rot when the Dread Being has taken
Alluring pheromones dull the senses and attract prey what it needs. An aggressively invasive vine, known
into acidic pools housed within the petals of house- as Corpse Ivy, operates the discarded bodies and
sized flowers. Mobile tendrils of vines ensnare and bones of animal life as a mode of transportation.
strangle the unaware, and delicious vegetables and The plant uses its fibrous stems to animate the dead
fruits tempt victims to a poisonous last meal. like puppets, and it uses them as tools or weapons in
That Which Grows’ defense and propagation. This
horrifying ivy even has an aquatic variant: a species
of seaweed able to capture aquatic life too slow to
escape its grasp.

The massive plant sometimes dispatches Jubokko, an


Egregore that closely resembles trees on our Earth.
These terrible things take refuge in our forests, con-
necting nearby foliage with a massive root system,
waiting for unwary passers-by to provide the blood
they need for food. No one knows why the Jubokko
feed in this way, though some postulate it is because
they’re cut off from their mother’s sustaining vines.

It’s unclear whether That Which Grows maintains


a mortal cult. Due to its extreme hostility to-
wards animal life, this possibility seems unlikely.
However, there are certain librarians among the
Stalker Movement who postulate that an
Overgrowth Cult thought culled in the
late 600s might have instead entered a
kind of dormancy. This cult, they argue,
is not unlike a flower hiding under a
winter snowfall. When the conditions
are right, it will emerge and bloom
once more.

CHAPTER 5: DREAD BEINGS

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CHAPTER 5: DREAD BEINGs

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THE MIDNIGHT WORLD

THE UNKNOWABLE WORD


In each permutation of the infinite multiverse, there Some describe an ancient scroll room, filled from floor
likewise exists an infinite number of stories, each to ceiling with hexagonal cubbies housing parchment,
totally distinct. Many of these tales are woven by the maps, and schematics. Others claim to have seen an
minds of cognizant creatures as they observe and endless array of computer terminals, each displaying a
react to the stimuli present in their environments. different operating system filled with files. Some speak
Many others come in the form of vague memories and of lush gardens, housing biological memory banks.
impressions: a catalog of the perceptions of billions of Others wistfully tell of a comfortable chair surrounded
sentient brains spread across the cosmos. Still others by aged newspapers.
are nothing more than collections of numbers—a
symphony of mathematical alterations that tell the However the details may diverge, though, one thing
histories of endless barren galaxies. remains absolutely the same. Once they’ve felt the end-
less warmth of the stacks, no one ever wants to leave.
For all these stories, though, there
exists an even larger number of nar- PATH TO TRANSCENDENCE
ratives that will never be told again. In its beginning, the Unknowable Word was a story
No arithmetic remains to form these that its author couldn’t forget. Little more than an idea,
records. No conscious minds survive it festered in its creator’s mind, demanding to be given
to express their experiences. As far as form. They resisted, vaguely aware that the tale ger-
creation is concerned, it’s as if these minating in their mind might become uncontrollable
things never happened at all. These once given the language to understand itself. Eventually,
stories exist in only one place—the with no defenses left to spare, they relented and began
pages of the Unknowable Word. It has to write. As they poured every ounce of their energy
absorbed them in its endless quest to into the effort, the Word accepted their sacrifice and
contain all information that has ever grew dark in its power and purpose. As the husk of
existed. When your name appears on its author lay rotting on the ground beneath it, the
its pages, what story will you tell? Unknowable Word began its quest to amass more.

PLANE OF ORIGIN With sentience came ego. The Unknowable Word


The Unknowable Word’s home plane is a desired to become the greatest story ever recorded. It
mystery. Like every other story it has encoun- began draining knowledge from the universe around it,
tered, this Dread Being has completely subsumed sending out tendrils of psychic power in all directions.

CHAPTER 5: DREAD BEINGS


it and removed it from the multiverse’s record. As As it did, the universe began to evanesce and fade, and
such, it’s not possible to say precisely what such a the pages of the Unknowable Word’s form began to fill.
place may look like, or what its history may have
been. Some very powerful Touched, though, claim When it recorded the sum knowledge of every being
to have observed the pages of the Unknowable Word within its home universe on its pages, the Unknowable
in their dreams. Word realized that its work was not yet done. There
was more beyond the Veil: a whole multiverse of
It’s likely that they’re either hallucinating or lying, but knowledge only theorized by the mortals whose stories
their stories do bear an uncanny resemblance. In all now dwelled within it. The Unknowable Word looked
their accounts, a massive library contains a vast array outwards and realized that its own story had just begun.
of books, scrolls, and data files. No matter how they
may differ, every person who claims to have seen GOAL
this place agrees on that singular point. From there, For the Unknowable Word, the multiverse is a won-
though, the depictions vary wildly. drous and unfinished tale with an infinite number
of protagonists, each fully sure of their own central
importance. Their experiences and interactions with

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THE MIDNIGHT WORLD

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

origin planet’s people grew, so did the story and the


medium in which it was told. With no real physical
form of its own, however, the Unknowable Word
evolved into a being of collective subconsciousness.
Though it has no specific corporeal form, those who
have had the misfortune to perceive it often report that
it appears to them as a simple leather-bound book.
Its cover isn’t flashy, nor its pages gilded. It rests on
an unremarkable plinth deep in the dream library,
seeming for all the world to be the least-interesting
object in the stacks.

Even so, it calls to them, forcing them to resist the


urge to open it with every ounce of their being. No
one who claims to have visited the dream library has

146
No one calls me “girl” at Lexa’s. Or kid. Or she. Just Jo. I’m Jo.

They know what happens otherwise.

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.

There’s where Lexa’s real business takes place.

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.

I could ride that edge too. “Depends on the god, I guess.”

“Follow me,” he said. “I have something to show you.”

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.”

I shrugged. “I’m good.”

“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’d expected some hidden dungeon.

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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• Even cults that don’t think they’re cults…are.


Stalkers, for example, will go to great lengths to
explain that they aren’t cultists. They respect that
others are, of course, and they’re more than happy
to work with them so long as they don’t do anything
that violates their personal code of ethics. They’re
part of a movement, and that’s not a cult at all. At the
same time, one of the Null Host may stare at other
cultists blankly while they describe their Beyonder’s
requirements. They’ll patiently explain, in a voice so
monotone that it borders on mockery, that they don’t
serve anyone. Of course, they’re aware that they have
some kind of pseudo-sentient guest living in the hid-
den parts of their soul, but that’s not quite the same.

It’s all bullshit.

Regardless of their intentions, desires, or hopes, the


organizations listed below are cults. They may serve
their Dread Being unwittingly, or they may actively
work to cover up their service. In any case, the awe-
some benefits enjoyed by members must come from
somewhere.

To join a cult, a character must be of at least Hour 3,


and they must fulfill the extra requirements listed in
their chosen group’s description.

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151
CHAPTER 6: CULTS THE MIDNIGHT WORLD

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CHILDREN OF THE EVERBLAZING STAR


Life in The Midnight World has never been easy. ORGANIZATION
Simply by virtue of their reality’s position in the Due to its roots in dozens of disparate ancient faiths,
multiverse, its people have always labored under the one may assume that the cult is rigidly divided along
shadow of immense terror and suffering. Yet even on lines of religious paradigm. Perhaps this separation
the most terrible nights, one single truism shelters was true once long ago, but it certainly hasn’t been
many hearts—the sun will rise tomorrow. No matter the case for the past several centuries. Factions among
how frightening it is in the dark, the dawn will even- the Children often come with the cosmetic trappings
tually break, and the shadows will be burned away by of one old cult or another, but the Children consider
purifying light. The horrors will scamper away from one’s faith to be a relatively personal matter. So long
the coming fire, and all our sorrows will look a little as one honors the Solar Host, their personal approach
less daunting in the morning. to religion is largely left unquestioned.

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).
CHAPTER 6: CULTS

cool, but they’re functionally useless without


the logistics corp that makes sure they get their
material requisitions, assignments, and pay. THE ECLIPSE SOCIETY: ESPIONAGE
Most new Children start in the Dawn Ray before The Children of the Everblazing Star may not formally
they distinguish themselves for assignments in subscribe to the philosophy that “the love of money
other rays. is the root of all evil,” but the members of the Eclipse
Society, the downward ordinal ray of dusk, recognize
THE COURT OF THE CONSTANT: LOGISTICS that it is often a strong motivating factor. Corporate
The upper ordinal Dawn ray is the Court of the executives have metaphorically sold their souls often
Constant. Armies and research don’t exist without enough that they tend to think little of doing so for
funding and supplies. It is the Court’s job to make real, always believing that they will get the better end
sure everyone else has exactly what they need to get of the deal. For this reason, members of the Eclipse

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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.

Characters who join the cult are expected to behave


in keeping with its mission and to follow the com-
mands of ranking members whenever they’re given.
Failure to do so won’t just result in expulsion. In most
cases, such insubordination ends with the arrival of
a Helios team with orders to extinguish the violator’s
light forever.

NOTEWORTHY MEMBERS

Agent Xan: Eclipse Society


Most people who’ve met Agent Xan, even those who
boast high rank within the Children, have no idea who
they’ve encountered. Some believe they’ve run across
a lowly custodian who’s cowed by their authority and
unconcerned with their secrets. Others suspect that
Xan is a member of the cult’s highest authority itself,
creeping the halls of one of the temples to single out
Children who have committed infractions.

No matter where you meet them, no matter how many


times you interact, Agent Xan seems like an entirely
different person each time you encounter them. As
an agent of the Eclipse Society, they use their peculiar
skill to great effect. Many among those shadowed
halls consider them the best infiltrator living today.
CHAPTER 6: CULTS

Whatever childhood trauma resulted in Xan being


Touched, it left them with a fanatical devotion to
protecting reality and humanity at any cost. There is
no sacrifice of lives or property that is too great a price
to pay, including their own. Between their ability to
sublimate into a role, and their unflinching dedication
to accomplishing their objective, Agent Xan is ideal
for long-term and long-distance infiltration missions
where communication with superiors may be spotty
and extraction may not be possible.

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THE CONGREGATION OF NOW


Some religions deeply focus on the past; from dogma crucial of fraternities. No one remembers who they
to liturgical praxis, all of their modern rituals are were. No one cares who they might become. They are
rooted in events that occurred eons ago. For others, an army too numerous to count, and they lie hidden
the past is less relevant than the future, and what the directly in your line of sight.
supplicants may do with the time they have left. For
the worshippers at the Congregation of NOW, how- HISTORY
ever, the only moment worthy of conscious attention While the Church makes no attempt to maintain a
is the immediate one. linear history, signs of the NOW’s philosophy clearly
trace back to the the Epicureans’ hedonistic ideas
The past is gone, and while it may have influenced and, before them, the Cyrenaics. However, evidence
this moment, it may also be completely disconnect- of the Church’s teachings can be seen even as far back
ed from it. The future is uncertain, no matter how as Ancient Egypt and the Epic of Gilgamesh. These
thoroughly one may have planned for it. Right now is ancient philosophies taught that nothing could be
urgent. It’s present; it’s always happening. When every known except the personally experienced moment,
other moment in one’s life has been a disappointment, and therefore the only good or evil possible stems from
there’s a certain comfort in knowing that nothing, no the personal experience of pleasure or pain. While
matter how devastating, can prevent the ultimately records show such philosophies making allowances
reliable NOW and whatever it may bring. for social good as something that brings pleasure,
those who study the Church of NOW believe those
The most pious congregants of the NOW have aban- inclusions may have been an attempt to avoid perse-
doned their histories, and they aren’t particularly cution by Greek authorities. While history remembers
concerned about their futures. They exist wholly in the founders of these movements, their followers no
the moment directly in front of them. Obviously, doubt fell amongst the Lost.
this kind of life brings intense consequences. Very
few of them maintain any sort of gainful employ- Ironically, Diogenes the Cynic was no doubt another
ment. Likewise, there’s no strong impetus to nurture follower of the NOW, even though his philosophy of
relationships with friends or family. When the only self-denial seems to fall far from the hedonistic pursuit
moment is this one, these kinds of solid connections of pleasure. Despite supposedly being a prolific writer,
to the world become uniquely burdensome. none of his works have survived, and his legacy is one
of hearsay and references. We know, however, he sought
Figuratively, members of the Church of NOW have to give up connections to family, property, reputation,
removed themselves from the linear timeline. They are and basic social standards.
forgotten by their loved ones, by society, and eventual-
ly by themselves. Without the need to remember their In Asian history, hints of the NOW can be found in
pasts, their developed identities necessarily crumble. philosophies like Yangism, which functioned much
Instead, they are free to be entirely who they are at like hedonism in that it rejected altruism and social CHAPTER 6: CULTS
their deepest core. It’s an extremely liberating idea, obligations, placing the self as the only moral priority.
and people flock to it from every background imagin- However, like the teachings of Diogenes, none of the
able. Many end up indigent, begging for scraps on the supposedly prolific Yangist writings have survived, and
streets. Some find hidden cabins in deep woods and what we know of their teachings comes primarily from
subsist without struggle from day to day. Others still their rivals’ criticisms. The Buddhist approach to desire
somehow maintain a facade of participation within as the root of all suffering, when taken to the extreme
society, but they may as well be nameless ghosts when conclusion of refraining from desiring any change of
they haunt neighborhood functions. circumstance or making any plans for the future, also
underpins many Church members’ understanding of
No matter how they express their devotion to NOW, their devotion.
congregants of Gnomonia’s flock share the most

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THE MIDNIGHT WORLD

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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THE MIDNIGHT WORLD

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.

THE MUNDANE HOUR 6: RADICAL ACCEPTANCE


The largest ideology within the Church is the Mun- To many, the life of a Church of NOW member seems
dane. It teaches that all suffering stems from a desire uniquely miserable. Because they have chosen to forgo
for change or improvement. Ultimately, human beings most kinds of expectation, they rarely experience
can only control their circumstances to an excep- sensations like triumph, satisfaction, or relief. On
tionally limited degree. Sooner or later, tragedy will the other hand, congregants are equally unlikely to
inevitably strike, even if that tragedy is simply the suffer feelings of disappointment or loss. They have
realization that success will never arrive. The only way the unparalleled ability to accept any outcome, no
to avoid bitter disappointment in life, they believe, is matter how horrific it may seem, as inevitable and
to resist the expectation or desire for anything other correct. Once per session, an Hour 6 congregant
than what one has in the current moment. For a may invoke Radical Acceptance as an instant action.
true believer, the Church provides a surcease of all For the remainder of the scene, they may treat their
pain. Of course, without hope, goals, or desire, true Trauma Trigger as a Solace Trigger for the purpose
believers also tend to exist without joy. For various of relieving Minutes.
personal reasons, adherents to this philosophy find
the tradeoff to be worth it. HOUR 9: ALTERNATE MANIFESTATION – OMIT
It’s one thing to feel that the world has passed you by, and
THE ISOLATIONISTS that you’ve been utterly forgotten by society at large. It’s
While the other factions of the Church of NOW something entirely more sinister to damn someone else
speak of personal actualization, the Isolationists to that hellish experience. Congregants of the Church of
seek to create utopia for all. These congregants hold NOW who have achieved Hour 9 may elect to choose
fast to the modern Church’s New Age roots, arguing Omit instead of one of the Dread Manifestations from
that peace on Earth can only be achieved when the Chapter 4, allowing them to do just that. By adding 5
individuals of humanity stop viewing themselves as Minutes to their Midnight Clock and choosing a target
part of any larger group, which also involves aban- in their line of sight, these characters can briefly dislo-
doning all sense of history as it is currently viewed cate their victim within the primary timeline. For the
and categorized. Isolationists tend to be the only remainder of the scene, the target is obliterated from
faction to casually invoke Gnomonia by name in their the memory of everyone that once knew them. Family
teachings, praying for her perfect world and actively members recall major life events as if they never existed,
hoping to help her achieve it. and even their dearest friends can’t recall ever having
met them. Bank accounts become useless, passports
PERKS invalid, and even videos and photographs of the victim
no longer seem to include them.
HOUR 3: LETHONOMIA
Often, those who seek to join the Murderous Fate’s Touched characters may attempt to remember the
flock have felt ignored and forgotten for most of their victim by making a skill check with their Intuition and
Wit [Centering]. With a phenomenal success, they’re
CHAPTER 6: CULTS

lives. No matter how hard they have tried to set them-


selves apart, it seems like the world has simply decided able to call to mind most of the specific characteristics
to overlook them. Upon baptism into the Church of of the victim, but they still cannot accurately recall the
NOW, this unfortunate personal perception becomes a victim’s name or any trivial bits of their history. A com-
highly useful reality. Characters with Lethonomia are mon success nets only the vaguest recollection, while
ultimately forgettable. Once per session, a congregant a complicated success allows them to remember only
at Hour 3 may choose to cloak their participation in whether the person was friend or foe.
a scene. Though they may continue to act normally,
other characters, including their own team, will utterly At the end of the scene, the character returns to the
misremember the event, omitting the user entirely or timeline as if nothing ever happened. Ironically, anything
recalling a different character having taken part. Even they’ve done while lost in time can be recalled with full
video or audio recording of the scene proves useless, clarity by anyone who witnessed it.

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HOUR 11: TEMPUS DORMITS Challenges: Untrained, Anhedonic, Unmotivated, or


Even among those who believe ardently in the illusory Delusional. They gain this Challenge in addition to
nature of time, there’s a nearly insurmountable natural the one chosen at character creation, and it remains
tendency to give in to its flow. Whether they want to, so long as they maintain membership in the Church.
almost everyone lives according to the tyranny of Ed- Even characters with the Charmed Life Privilege gain
dington’s Arrow of Time. The most powerful devotees this Challenge.
of Gnomonia’s Church have crossed a threshold in
their faith, though. They have internalized the truth NOTEWORTHY MEMBERS
of their deranged goddess’s teaching, and they have
learned to literally turn back the hands of time. DJ OnF King: Congregation of the Eternal Rave
Standing on his dais above the crowd, Arthur is
Once per season, members of the Church of NOW at vaguely aware that there are moments when the clergy
Hour 11 become immune to the side effects of hitting delivers sermons to the congregation from the pulpit
Midnight. They still become a Chimera according across from him. Some acolyte brings him water
to the rules in Chapter 4. However, at the end of the bottles throughout the night, laced with everything
30-second duration, their Hour Hand immediately from electrolytes to Ecstasy. But for Arthur, the only
returns to 11, and their Minute Hand falls to 6 as thing that matters is the music throbbing through
they simply reset themselves to a moment before the his bones and pulsing its way out across the dance
fateful event occurred. floor. There are no windows in the warehouse and
no clocks. With no concept of night or day, there is
It’s important to note that Tempus Dormits doesn’t no reason for the party to ever end. The dancing will
make the character’s chimeric Compulsions any easier continue as long as the music plays, and it’s Arthur’s
to fulfill or less potentially harmful to their allies. sacred duty to make sure that the music never stops.
Likewise, it doesn’t erase that the transformation Sometimes, he senses a vague but intense memory try-
occurred. While there are obviously immeasurable ing to break through, some critical buried fragment,
benefits to being able to embody a Dread Being, such urgent in its insistence to be grasped. But as soon as it
an awful metamorphosis is likely to have substantial comes, the feeling evaporates, carried into the crowd
consequences, especially when other Touched hear by femur-rattling bass and the throb of violet lights.
of it. DJ OnF King can’t imagine wanting anything more.

REQUIREMENTS Pastor Mike Smith: Accounts Payable


Gnomonia draws her mortal servants from every Back in high school, Mike was king. He strode the halls
conceivable background. She’s largely unconcerned with supreme confidence, his letter jacket gleaming
with their skills or capabilities, instead being sin- with pins and his best girl at his side. If only he hadn’t
gularly focused on increasing the population of her gotten injured in his senior year, he really might have
loyal, loving flock. Prospective members must be at been something. His acquaintances have heard this
least Hour 3, and they must have reason to feel that story about 10,000 times at this point, and every time
they’ve been ignored, marginalized, or forgotten by he starts up, it’s all they can do to keep from groaning.
the people around them. Finally, they must possess The odd thing, though, is that they’ve worked at no less
at least one Dread Manifestation from the Temporal than eight different offices during the past 10 years, and
Adept theme. they could swear Mike has told this story at every one CHAPTER 6: CULTS
of them. Or maybe it wasn’t him. Maybe he just has
DRAWBACKS one of those faces, and his backstory is so common that
Living in the moment certainly has its benefits, but several different men could have the same one, right?
when a person cannot escape that state of mind, it can
have devastating effects on any prospect of a bright Still, one can’t shake the feeling that Pastor Mike (he
future. Congregants of the NOW, regardless of their teaches Sunday school for adults) has been everywhere
philosophical leanings, are pathologically incapable they’ve ever been. He’s always listening, learning, and
of planning for tomorrow. Likewise, they’re unable to smiling that too-soothing smile of his. Even though
fully internalize the lessons most people learn from one can never fully recall the features of his face, they
past mistakes. Immediately upon joining the Church, know in their heart that he’s a great man who could offer
every new member must choose one of the following absolution if one ever just chose to take it.

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CHAPTER 6: CULTS THE MIDNIGHT WORLD

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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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THE MIDNIGHT WORLD

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
CHAPTER 6: CULTS

simply by tasting it. With unerring accuracy, they can


then nominates a CFO and COO, who are voted on detect the chemical composition, age, approximate
by the Board. value, and location of origin for any food, fluid, or
inanimate object by either licking it or swirling it in
Below the Board of Directors, Epicurean Assets uses their mouth. If the target is associated with a Dread
a variety of different business structures to keep its Being, they can taste the entity’s Sigil well enough to
many subsidiaries in line. This strict hierarchy, though, identify it if they have knowledge of it, or to describe
is the least of a new associate’s concern. Instead, most it well enough that someone who does recognize it can
fixate on the plans their peers may be hatching. If make the ID. Likewise, when tasting the bodily fluids
things seem to be going too well for a member of of any person, they’re able to pick out any diseases
Epicurean Assets, it’s quite likely that they’re the calf that person may suffer, their general mood, and – if
being fattened. they’re Touched – their Hour, Minutes, and Seconds.

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HOUR 9: VAMPIRISM DRAWBACKS


The Taker is the embodiment of endless, insatiable Many members of Epicurean Assets complain about
hunger, and those who benefit from its boundless pow- the company’s excessive bureaucracy, but the Board
er quickly succumb to the same agonizing gluttony. developed it intentionally as a line of defense against
Touched who enter this painfully ravenous state become the inherent corruption of their employees. The
desperate for new sources of sustenance, even learning company learned from the failed cults of the past
to drain the living essence from nearby hapless victims. and made certain to diversify their assets in such a
Once per session, a member of Epicurean Assets at Hour way that no single person has the power to control
9 may make an opposed physical attack check using their or tank the entire organization.
Coordination and Toughness [Hand to Hand] against a
target’s Resilience and Endurance [Tenacity]. For every Because of this paranoid outlook, induction into
net hit that the cultist scores, 1 point of Health drains Epicurean Assets requires a variety of legal processes
from the victim and transfers directly to the user. This before admittance. Non-disclosure agreements, safety
perk allows members of Epicurean Assets to exceed waivers, asset forfeiture, and a complete notarized will
the normal maximum of 12 Health, going as high as are among the things that Epicurean Assets absolutely
20. Health transferred this way remains until it is either requires from any prospective recruit. While the legal
removed via damage, or until the next time the sun rises. ramifications of defying these agreements can be quite
unpleasant, the Board of Directors take particular
HOUR 11: A BANQUET FOR ATASAYA umbrage against those who forsake their pledges, and
Regardless of their initial intentions, no high-rank- Board members are constantly looking for substantial
ing member of Epicurean Assets has ever lasted enough meals to curb the Taker’s appetites.
for long without developing deeply unhinged and
grotesque desires. Whether they crave food, drugs, Bureaucracy and red tape infest everything about
sex, or money, these awful gluttons have basked in Epicurean Assets. Their corporate hierarchy is strict,
perversions so extreme that almost nothing entices and their chain of command is as invasive and cor-
them anymore. The few who survive long enough rupt as one might imagine. It can be very difficult to
to attain Hour 11, though, have found a terrifying accomplish anything without some cutthroat under-
way to reinvigorate their hunger, and in so doing, to ling taking notes to plot your inevitable downfall, or
push themselves forever beyond human capabilities. some upper manager throwing you under the bus
Once per episode, a character with this perk may to save their own hide. It’s a dog-eat-dog world in
add 4 Minutes to their Midnight Clock and devour Epicurean Assets, and being devoured is often a very
the brain of another Touched. At the end of this literal concern.
depraved meal, the character may choose up to four
Aptitudes or Specializations from the victim’s sheet NOTEWORTHY MEMBERS
and permanently add them to their own sheet as if
they have been bought with Advancement Points. Claire Sheridan-Farrington, Acting President
Mrs. Sheridan-Farrington’s rise through the labyrin-
There is no limit to the number of times a character thine ranks of the cult can scarcely be called anything
may use this perk, but serial murders of Touched other than “meteoric.” At only 52 years old, she’s the
people tend to draw extremely dangerous attention. first woman to sit at the company’s head and the
only member of Epicurean Assets to ever join its
CHAPTER 6: CULTS
REQUIREMENTS Board after having defected from another cult. Once
Epicurean Assets typically expects its members to be a well-regarded international logistician among the
refined, well educated, and at least moderately wealthy. Stalker Movement, Claire burned her former col-
Apart from being at least at Hour 3, prospective mem- leagues when she abandoned them mid-operation and
bers need to have at least 2 ranks in Acumen, and their took all of her files with her. Because of the increased
employers generally require them to have any two of security concerns such a betrayal has required, Mrs.
the Negotiation, Occult, Psychology, or Performance Sheridan-Farrington rarely meets with anyone out-
Aptitudes. However, a character with none of these side of the cult. Nonetheless, if there’s a soiree to be
Aptitudes still qualifies for membership if they have had among members, you can bet that Claire is in
the Wealthy Privilege. attendance with an endless supply of the finest wine
ever made in this reality or any other.

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THE MIDNIGHT WORLD

Prince Roberto Cornelius Casca


No one seems to know how old Prince Roberto ac-
tually is. The most devoted and underhanded inves-
tigators have spent decades digging for the truth of
his origin, but every relevant record from Epicurean
Assets seems to include him—even those records
from its ancestor cults. A few things are known with
reasonable certainty. First, his title is genuine; while
it seems that the nation that granted it to him has
since dispensed with royalty entirely, he was most
certainly a prince at one point. Second, he has never
been the cult’s leader, even though it appears that he
was a high-ranking member even before it took on
its current incarnation. Finally, Prince Roberto is
well known to be a wonderful friend to have. He is
gregarious, generous, and kind to almost everyone
who has ever met him. It is a point of particular pride
to him, in fact, that in all of his life, no one has ever
claimed to be his enemy. That doesn’t mean, of course,
that no one has ever run afoul of his beneficence.
It only indicates that those people have never been
heard from again.
CHAPTER 6: CULTS

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THE MIDNIGHT WORLD

THE NULL HOST


“It’s a small world.” That maxim has existed for ages, their missions, to their studies, and to their lives, never
meant to evoke the notion that all people are connect- realizing that they’ve given some terrible extraplanar
ed, and any kind of coincidence is possible. Almost no thing a means by which to affect their reality.
one believes it literally, of course. The human psyche
is designed to focus on one’s own perception as the The Null Host can’t be considered a cult in the tradi-
largest part of existence. Society may be relatively tional sense of the term. After all, there aren’t meetings,
small, but the planet we live on is a huge central special uniforms, or secret handshakes. Individual
locus in reality. Hosts are rarely aware that some distant puppeteer
compels them to fulfill its whims. Instead, each Host
Except, of course, that the world is small. Tiny, in fact. works subtly to affect small pieces of a design too grand
In the scope of an infinite universe, our blue-speckled for them to comprehend. A physicist at CERN may
home is little more than an infinitesimal rounding insist that the safety protocols at the Large Hadron
error. A grandiose metaphor such as a “grain of Collider are too rigorous for progress and should be
sand on a beach” cannot accurately describe Earth. marginally relaxed, for example. A state senator in the
If the universe is that beach, then our planet is little U.S. might campaign hard to redirect funding from
more than an electron: a subatomic particle hidden an outdated program to NASA’s study to find more
somewhere inside of a single stony grain. efficient solid fuel sources. A university professor in
Oslo may use all of his impressive charisma to assure
For the most part, the human mind isn’t well suited his impressionable students that nothing ultimately
to confront this truth. We may vaguely understand matters and that concepts like objective morality are
it as some distant, emotionally uninteresting fac- meaningless. However and wherever they serve, most
toid, but when we truly try to face the implications, Hosts truly believe that the work they are doing is
we’re left with a devastating question that we’re not crucial to expand humankind’s knowledge and un-
equipped to answer. If we’re all only tiny dots in an derstanding. But ultimately, all these pursuits lead to a
endless and empty void, then what’s the point of single goal: exposing more and more conscious minds
doing anything at all? to the terrible understanding of the Void.

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

167
CHAPTER 6: CULTS THE MIDNIGHT WORLD

168
THE MIDNIGHT WORLD

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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PERKS ulation [Psychology] versus your target’s Resilience


and Mettle [Centering]. Should you score more hits
than your target, they immediately gain 2d4 Distress
HOUR 3: L’APPEL DU VIDE
dice that remain with them for the rest of the scene.
Everyone thinks of it from time to time. For some,
These Distress dice stack with any others the target
it’s a sudden, almost irresistible urge to throw them-
may gain through other means, allowing them to go
selves off of a cliff or drive into oncoming traffic. For
over the normal limit of 5d4. They cannot be reduced
others, it’s a brief but powerful appetite to commit
by any means other than ending the scene. You can
some potentially self-destructive action in furtherance
only attempt to use Million-Mile Stare once per target
of a personal goal. For Hosts, though, the legendary
per scene. This power can affect creatures that do not
“call of the Void” is exactly what it sounds like—an
normally gain Minutes.
insistent whisper from the space beyond everything
that consumes and subverts all cognizant thought.
HOUR 9: UNWAVERING SERVICE
Once per session, a member of the Null Host can From the moment that HagYe’s parasite first slithers
focus totally on a manual task, literally emptying its way into a Touched character’s mind, the victim
their mind in its pursuit. To invoke this perk, simply becomes an unwitting pawn in the Void’s incom-
tell your Director what manual task your character is prehensibly vast machinations. Still, the connection
automating in this way. For the rest of the scene, or between Host and tenant isn’t immediately complete.
until the task is accomplished, your character can’t While the Servitor certainly has significant sway over
attempt any action that isn’t directly related to ful- its vessel, there remains a miniscule gap between
filling this goal. They aren’t affected by Distress dice, the two—a tiny aperture through which foreign
Compulsions, or any other mental or social stimuli commands might still intrude and supplant the will
that would otherwise distract them from their project, of the depths.
nor can they perceive any attempts to communicate
with them. If they are physically disrupted from their Over time, though, this inconvenient disconnect
task, they will do everything in their power to return is all but erased. The parasite still isn’t in control;
to it as quickly as possible. there’s no reason for that when its Compulsions
provide its victim with driving motivation. Instead,
The tasks assigned to a character during L’appel du it has formed a bulwark to ensure that its precious
Vide can be relatively complicated. For instance, a Host can’t be turned against HagYe’s grand purpose.
player might decide to have their character repair a Starting at Hour 9, Null Hosts are totally immune to
malfunctioning vehicle or copy an intricate manu- all Compulsions that aren’t initiated by their parasite.
script by hand. However, this perk cannot be used Note that this perk likewise makes them unable to
during combat. No matter how focused one might accept a Dread Intervention from any Beyonder
be, the anxiety of such a situation can’t be overcome other than HagYe.
so easily.
HOUR 11: SYMBIOSIS
HOUR 5: ALTERNATE MANIFESTATION – MILLION-MILE By the time a Null Host’s Hour Hand nears Midnight,
the separation between the parasite and its bearer is
STARE
so infinitesimal that the two may as well be one. The
Every Host has borne terrible witness to the mad-
Host has been given purpose, guidance, and pro-
CHAPTER 6: CULTS

dening expanse of nothing that exists just outside of


tection by their passenger. The Servitor has gained
human perception. While most of them have – with
insight, connection, and even something approaching
some effort – reassembled the broken wreck that
fondness for its vessel. In many cases, the Touched is
this made of their mind, all of them have suffered
fully aware of their precious cargo, having come to
incurable damage. Hosts at Hour 5 may choose
view it with the same attachment and protectiveness
Million-Mile Stare instead of one of the Dread Man-
they do one of their own limbs. At Hour 11, a Null
ifestations listed in Chapter 4. By adding 1 Minute
Host may call on this Symbiosis to accomplish feats
to their Midnight Clock and staring into the eyes of
that would otherwise be impossible.
a target, a character visits some tiny fraction of their
own suffering onto their victim. Make a contested
Once per session, the player of a Null Host may de-
skill check, with your character’s Intellect and Manip-
clare that their character’s symbiote is taking over for

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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.

Work with your Director to create one or two se-


ries-length Compulsions, and be prepared to have
immediate ones occasionally added at the Director’s
discretion. More on Compulsions can be found in
Chapter 3.

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THE STALKER MOVEMENT


For the most part, humanity is powerless to stymie Ostensibly, at least, that reasoning seems plausible.
the designs of the Beyonders and their ilk. Even the Their very raison d’etre confirms it. Still, scholars
Touched, who can muster incredible power, have the from outside the cult raise some fascinating questions
odds stacked almost incalculably against them. There about its practices. Why do they keep their libraries
are those, though, who have decided to reject the hidden from the greater membership? Why does the
odds and dedicate themselves to cataloging, studying, Movement remove members with advanced capabil-
and ultimately destroying the Dread Beings’ agents ities from its rolls? Why don’t the Stalkers, with their
that have forced their way into The Midnight World. ample resources, have any sort of headquarters? There
are almost certainly benign answers to all these lines
Most of these heroic figures are unaffiliated with of inquiry. Nonetheless, those Stalkers who become
any particular group. Lone hunters fight ferociously, too inquisitive about the Movement’s origins may
but they rarely make much of an impact against the eventually find a truth too horrible to bear.
multiverse’s infinite horrors. Some of the warriors,
though, think bigger. They seek out other people like HISTORY
them, other Touched who are prepared to do more The Stalker Movement has existed, in some form or
with their lives than lose them. Their search often another, since the advent of the written word. While
leads them to the Stalker Movement, a loosely orga- demon hunters and occultists certainly predate re-
nized, but highly effective cabal of would-be demon corded history, they were often fractious and disor-
hunters, wholly dedicated to the notion that they can ganized. However, when they finally had a means by
save the world from the cosmos’ unspeakable horrors. which to catalog and share their observations about
the terrors in the night, these once-scattered people
The Movement isn’t huge. In fact, there are no more began to find common ground. Groups of like-minded
than a few hundred Stalkers active in the world at any warriors gathered for the explicit purpose of trading
given time. Even with so small a force, though, the their stories, and the root of what would become the
organization consistently makes remarkable progress Movement formed naturally from there.
against creatures from beyond the Veil. This success is
due, in large part, to the unparalleled ferocity of their That isn’t to say that the modern Stalker Movement
training; the old maxim “train as hard as you fight” looks anything like its predecessors. It’s impossible to
is woven into the Movement’s very DNA. Likewise, draw a distinct lineage from a cell in Boston all the way
they’re renowned among the other cults for the truly back to the Inquisition’s witch hunters, but the two do
staggering amount of knowledge they’ve cataloged. share some common ideological underpinnings. Thanks
There are very few shadows in The Midnight World largely to the technological wonders of the modern
that don’t have a meticulously researched Stalker dos- era, the Movement has evolved from a disorganized
sier about them hidden away in some occult library. tangle of secretive cults into something more closely
resembling a covert paranormal military.
Most members of the Stalker Movement indignantly CHAPTER 6: CULTS
denounce the idea that they’re part of a cult, and ORGANIZATION
there’s definitely some merit to their argument. Af- Militant as their cult may be, Stalkers don’t organize
ter all, they don’t host meetings or organize large methodically. There isn’t a rank structure, per se,
functions. Apart from their initial training and the though members with a substantial number of suc-
occasional face-to-face debriefing, they’re not likely cessful actions generally enjoy the respect of those
to come into direct contact with more than a handful with fewer trophies to show. They don’t really enforce
of other members. In addition, while most cults ex- a code of ethics either. Stalkers expect one another
plicitly serve the aims of some Beyonder or another, to complete their missions in the most efficient and
the Movement insists they’re free from such infection. least destructive way they can, but the Movement as a
whole understands that occasional collateral damage
is a tragic inevitability.

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THE MIDNIGHT WORLD

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.

To accomplish this, the Library was formed. Even PERKS


at the very beginning, it wasn’t a single edifice. It’s
simply too dangerous to store all of the Movement’s HOUR 3: SPECIALIZED TRAINING
knowledge in one place. Instead, pockets of occult Every member of the Movement undergoes a sub-
information were established and maintained all stantial amount of focused training as part of their
over the world, each with some tiny fragment of the induction. Through these tough, but comprehensive,
cult’s entire collection. For each of these repositories, lessons, prospective Stalkers build the foundation
a single Stalker acted as Librarian. These individuals upon which their survival (and that of their com-
became the only living beings at any given time to rades) will eventually come to rest. Because of this
know a Library’s location and contents. They received rigorous instruction, characters who join the Stalker
every available resource, from Dread Artifacts to Movement may add either an additional combat Ap-
mystical training, to defend their charge against even titude or an additional Specialization in their current
the most monumental threats. one. In addition, they may add one other Aptitude
or Specialization of their choice to compliment the
Stalker Libraries have changed remarkably from those role they expect to fill.
early days, but the Librarian’s role has never shifted.
They may be tasked to protect a physical room, with HOUR 5: SIGNATURE GEAR
endless shelves of occult scrolls and field notes. They While other militant cults value uniformity, the Stalker
may have infiltrated a local town’s internet and spread Movement encourages its members to develop and
all their information across this network of zombie maintain fearsome unique personas. These personal
computers. In any case, every Librarian devotes “brands” allow each Stalker to conceal their mortal
their life to protecting and cataloging the lore that is identity under the terrifying mask of a relentless
entrusted to them. occult warrior. The creation of these identities can
be onerous, so to aid in the process, the Movement
Obviously, this duty takes a psychological toll. They offers a selection of highly customizable weapons and
may not be easily corruptible, but no mortal mind armor to those Stalkers willing to put in the work.
can indefinitely withstand exposure to the kinds of When your character reaches Hour 5, they receive
information they’re expected to organize. Because of a single piece of Signature Gear that is built to their
this risk, the Movement closely monitors Librarians, exacting standards. These items begin as Minor Dread
and they are never asked to serve in any capacity Artifacts, but starting at Hour 6, you can use your
CHAPTER 6: CULTS
outside of their responsibilities to their stacks. In character’s Advancement Points to upgrade the item’s
addition, they are not allowed to retire. Accepting damage or armor values, add Qualities, or even add
a position as a Librarian is a lifelong commitment, Dread Qualities. Signature Gear can’t be upgraded
and each one is keenly aware of their mental state. beyond the Esoteric level, meaning that your artifact
can never have more than three Dread Qualities.
Should a Librarian ever find themselves too close
to the edge of reality, they’re expected to nominate HOUR 9: ALTERNATE MANIFESTATION – EXFIL
their successor and “resign” peacefully, with dignity Stalkers are rare among the Touched, and every one of
and grace. Almost all Librarians accept this grim them requires a huge amount of resources for training.
duty, and the Movement hosts heroic memorials for For that reason, when a hunter reaches Hour 9, their
those who reach this end. For the very few Librarians player may choose this alternate Dread Manifestation

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THE MIDNIGHT WORLD

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.

HOUR 11: NO PERK NOTEWORTHY MEMBERS


Due to their inherent drawback, Stalkers do not
receive an Hour 11 Perk. Jasmyn Valoure
Jasmyn Valoure, known simply as “Jass” in the places
REQUIREMENTS she haunts, has gained considerable attention through-
For reasons that should be glaringly obvious, the out the Stalker community, especially among the
Stalker Movement requires its hunters to be compe- Movement’s young women. This fascination is due,
tent above all things. They need to be well versed in in part, to her grim persistence; Jass has infamously
both general concepts relevant to their roles and the bagged monsters many orders of magnitude more
specific minutia of their focus. To reflect this training, powerful than she is, simply by wearing them down
all Stalkers must have the Occult Aptitude, and at least night after night with strike-and-vanish tactics. She
one Specialization within it. Also, Stalkers need to be may not have the raw physical strength of some of her
ready and willing to engage in tremendous violence colleagues, but she more than makes up for it through
when necessary, and they are required to have at least cunning and unmitigated force of will.
one combat Aptitude: Hand-to-Hand, Weaponry,
or Marksmanship. Jass doesn’t often talk about the circumstances that
brought her into the Movement. Very few can claim
DRAWBACK to be close to her, but those who do know only that
The Stalker Movement frequently defies direct com- someone she loved dearly was poached from the
parison to other cults. While those organizations timeline by a servant of Gnomonia. They also whis-
exist to serve the ends of some extra-planar master, per that, unlike most Stalkers, Jass wasn’t sought out
the Movement proudly proclaims itself free from the for recruitment. In fact, a nearby cell discovered her
influence of any Dread Being. Whether this claim quite by accident when they closed in on a beast they
is entirely true is irrelevant; the Movement believes had been hunting, only to find her single-handedly
it wholeheartedly. For this reason, senior leader- finishing it off. In the years since then, Jass has never
ship is extremely cautious with any member of the given up on finding what was taken from her. She
Movement who strays too far outside of the bonds has successfully killed dozens of Gnomonia’s brood,
of conventional reality. and she has compiled extensive knowledge about
the Church of NOW. Due to her experience (and her
When a character in the Stalker Movement reaches sometimes-alarming ferocity) she has recently been
Hour 11, they are offered (read: forced to accept) named the Movement’s Subject Matter Expert on the
CHAPTER 6: CULTS

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

176
THE MIDNIGHT WORLD

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

CHAPTER 6: CULTS

177
CHAPTER 6: CULTS THE MIDNIGHT WORLD

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THE MIDNIGHT WORLD

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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THE MIDNIGHT WORLD

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
CHAPTER 6: CULTS

catatonic Touched are the Anevike, and the Thought


Mathites make up the overwhelming majority of Wardens regard them with something approaching
membership within the Thought Wardens. Like neu- religious reverence. When the cult discovers one, it
rons in a colossal brain, these Wardens seek out and will go to any length to retrieve and protect them.
absorb input, taking particular care to ensure that as Thought Wardens whisper that the Anevike are the
many of them as possible can consider new informa- foundation of the Cortex itself. Whether this is true
tion from multiple angles. An almost pathological is largely irrelevant. Anyone who dares threaten one
curiosity afflicts most Learners; they often have a deep will quickly find the entire might of the Thought
and abiding need to unravel the multiverse’s mysteries Wardens arrayed against them.
wherever they can find them. Junior Mathites tend to
keep detailed journals of their experiences in hopes
of recording every piece of critical data they might

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PERKS rience of all humankind. Even as voluminous as the


archives are, there are gaps in it where unconnected
HOUR 3: COLLABORATE minds have observed events outside of its ability to
The entire point of most organizations is to foster record. At Hour 9, some Wardens receive limited
teamwork and thus to increase productivity. The means by which to address this weakness. Instead
Thought Wardens have taken this idea to its furthest of choosing one of the Dread Manifestations from
extreme. By removing the natural limitations of ex- Chapter 4, they may opt to take Brainjack. To enact
ternal dialogue, they’re able to maximize efficiency this Manifestation, add 5 Minutes to your character’s
and sideline such petty obstacles as miscommuni- Midnight Clock and choose a target in line of sight.
cation. Likewise, the distance between them does The target must make an opposed skill check using
not frustrate their efforts, enabling them to work their Resilience and Mettle [Centering] against your
together over thousands of miles to solve problems character’s Acumen and Wit [Psychology]. For each
instantly. Upon joining, new members may call on net hit that you score on the check, you may ask the
this network to gain valuable perspectives and to target one question, and they must answer as accu-
take advantage of the cult’s combined knowledge. rately as their perceptions allow. Note that Brainjack
Once per session, a Thought Warden character may isn’t necessarily a foolproof truth-telling power; the
choose an Aptitude that they don’t have. For the rest answers your target gives are still subject to their own
of the session, they may behave as though they do, biases, perceptual errors, and misunderstandings.
upgrading dice appropriately when the Aptitude Unless your opponent scores more hits than you
would apply to a skill check. on the opposed skill check, they remain unaware
that their mind has been invaded and this infor-
HOUR 5: COGNITIVE REFRAMING mation extracted.
No matter how “real” physical reality may seem to a
single person, the perceptions of those who observe HOUR 11: PERFECT SYNERGY
it vary without limitation. Typically, it’s only pos- By the time they’ve reached Hour 11, members of
sible to consider how another person’s perception the Thought Wardens have become so entirely con-
might differ from one’s own in an academic sense. nected to the Cortex that they’re able to operate it
One may understand that the color blue appears autonomically, much like their own brains signal their
differently based on the physical construction of hearts to beat. Obviously, this deep of a link provides
each observer’s eyeball, but it’s no simple matter to impressive benefits when it comes to depositing or
then internalize the hue that a colleague describes. accessing stored information, but clever Wardens
At Hour 5, Thought Wardens are capable of that and have learned to use it for an entirely different end.
more. By consulting the Cortex, they can reconstruct Once per session, a Thought Warden at Hour 11 may
their own perceptions – and thus, reality itself – ac- activate any Dread Manifestation of Hour 9 or less
cording to the myriad perceptions held within the from those listed in Chapter 4. They don’t need to
archives. Once per session, you may change the Tag have seen the power used before, or even be aware
associated with a creature or Dread Artifact. For the of its existence; in the moment that they need the
remainder of the scene, the target behaves as though Manifestation, one of their colleagues on the network
it were always of your chosen description. You can will simply lend it to them. However, they must still
only move the adjective by one magnitude, but you pay the full Minute price for using it.
may move it in either direction. A Major Egrogore
CHAPTER 6: CULTS
might become a Minor one, for instance, thus losing REQUIREMENTS
one of its Dread Qualities and a substantial amount The Touched who make up the Thought Wardens
of Health. Conversely, a teammate’s Minor Artifact provide the entirety of the cult’s processing power, and
could be reframed into a Major one with new Qual- thus new Wardens should be appropriately mentally
ities added. sharp. New members must have at least 2 ranks in the
Acumen Attribute and at least 3 ranks in either the
HOUR 9: ALTERNATE MANIFESTATION – BRAINJACK Mettle or Wit Skills. In addition, they must be able to
The Cortex is an amazing metaphysical construc- contribute valuable observations to the Cortex, and
tion, but it has limitations. Thanks to their carefully thus need to have any two of the following Aptitudes:
maintained restraint, the Thought Wardens can’t Investigation, Research, Language, Occult, Science,
claim to access the combined knowledge and expe- Psychology, Electronics, or Mechanics.

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DRAWBACKS and visiting sites of ancient spiritual significance for


While newer members of the Thought Wardens her people. At one such place, a crumbling earthen
aren’t connected directly to the Cortex, they must hut on the banks of the Tigris, she first made contact
still be receptive to frequent bursts of intrusive tele- with the Burrowing Crown. By all rights, this event
pathic communication that fire across the Thought should have wrecked her intellect and transformed her
Warden network multiple times a day. They can’t be into one of the incurious Anevike. Instead, Thought
mentally guarded or protective of their own personal Wardens around the world were surprised to suddenly
thoughts; there’s no perfect way to partition the hu- hear a distinct new voice, frenzied in its fascination
man brain. Because of this necessity, Wardens can with their practices. Since her induction into the cult,
never increase their Vigilance above rank 3. If their Dr. Rachman has gained far more than the education
Vigilance is already above this limit when they join, she once prayed for. Indeed, as perhaps the most
it reduces to 3 and the points removed return to them capable Diacheiristí in the organization’s history, she
as Advancement Points they can use normally. Also, has become world-renowned as the greatest scientific
Wardens cannot purchase the Centering Aptitude. mind of her age.
As with Vigilance, characters who have this Aptitude
when they commit to the cult must remove it and any Socrates
Specializations within it, adding to their Advancement Somewhere in the world, in one of the many heavily
Points for reallocation. defended fortresses maintained by the Wardens, there
is an Anevike of legendary reputation. Like all of his
NOTEWORTHY MEMBERS brethren, the transcended himself has no memories
to speak of. What’s fascinating, though, is that the
Dr. Saida Rachman archives remember him. From the very foundation
By the time Saida was only 7 years old, she had already of the Thought Wardens through present day, his
lived through two bloody international conflicts. The unparalleled mind has provided the very basis of the
first, the Iran-Iraq War, took her father and older Cortex and the network that has grown from it. It’s
brother. The second, the U.S.-led Gulf War of 1991, unclear whether he was the first Anevike; it’s likely
killed two of her uncles and destroyed her remaining that others had emerged before him and died without
prospects for the education she had craved her whole the care such a condition would require. What’s not
life. With the economic outlook of her once-prosper- in doubt though, is that Socrates willingly sacrificed
ous family eradicated, Saida turned to intense prayer his own identity to ensure a future for his cult, and
and religious exploration. She wasn’t content to rest that he has become a symbol of immense reverence
on hopes, though, and instead spent years cataloging and admiration since.
CHAPTER 6: CULTS

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?”

I shook my head, not trusting my words.

“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.”

One of who, though? What did he mean?

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.

I noticed odd sigils cut faintly in the walls.

“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.”

My unease returned like fire.

“What…?” I began.

Then I saw it.

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.

And in the center of that design…

I shook my head to clear it.

What I sensed there remained.


If reality was a fancy candle you’d left too long in a hot car, it might look something like what I saw in that design.

Except that it was moving. And breathing. And alive.

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.

Behind them all was nothing.

The essence of Not-Light.

The Void inside, outside, everywhere.

A trillion fragments of a broken whole.

My last illusions, gone.

My memories of that childhood dark returned.

From everywhere, I heard his voice. Resonant. Eternal.

“I knew you’d recognize it, Jo,” he said.

Welcome home.
THE MIDNIGHT WORLD

CHAPTER 7: THE DIRECTOR’S CHAIR


the room, and as such, they should not act like it. This
ONE OF THE FIRST ARTS practice is crucial when working with players who are
new to role-playing or who may feel uncomfortable
Stories are likely the oldest art form in human history. taking center stage.
The methods of telling tales have evolved consid-
erably over time. From the oldest cave paintings in WHY WORDS MATTER
the Pyrenees mountains, to the printing of the Epic
of Gilgamesh in Mesopotamia, to the performance A Director overseeing a game of The Midnight World
of Shakespeare’s plays all over Europe, storytelling is akin to a filmmaker. In addition to serving as a guide
has found many ways and media to take shape and for the players, they make decisions that affect the
please audiences. Today, storytelling is experiencing gameplay experience. The Director is responsible for
an exciting resurgence. This renewed focus likely adjudicating regulations, describing events outside of a
stems from our increasingly digital world, which has player’s control, and establishing the context in which
allowed for a newfound appreciation and exploration the players can participate. Directors also populate the
of different mediums and formats. People want to world around the players with non-player characters
consume narratives differently, from turning books (NPCs), Dread Beings, and anything else the players
into films, to comics becoming television series. will encounter as they try to solve the mysteries beyond
the Twilight Veil.
Storytellers have been vital members of human so-
ciety for millennia. The art of telling stories provides Players, on the other hand, add their own story to this
a method for recording a person’s rich history and simmering stew. By portraying a specific character
a means to commemorate the past. Historians used on the stage, they’re able to round out what might
stories to chronicle remarkable achievements, fights, otherwise be a hollow and unsatisfying show. Players
natural catastrophes, and more. Teachers and elders should work to understand the different aspects of
also used storytelling to terrify their listeners and their character and depict to the best of their ability
convey warnings about the world’s hazards. how these Touched might react to certain situations.
The players push the plot forward, and the Director
CHAPTER 7: THE DIRECTOR’S CHAIR

TELLING TALES TOGETHER offers them a pathway to do so.

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.

WHEN TO CALL IT A WRAP


Time for some straight talk. Before jumping into the
There will likely come a time when you are just over
how-to of running a game, let’s first explore one of the
being a Director. You might experience burnout
essential components of being a good Director: your
where running the game feels more like an unpaid
attitude towards power. The Director sets the game’s
job. Real life may creep up on you to the point where
tone. You determine what challenges the players face
you don’t have the time or energy to commit to run-
and how to present their tribulations. In addition,
ning a game. One of your fellow participants might
you control the game’s pacing, what system rules are
be chomping at the bit to take over as Director and
utilized, and how they are implemented. How you
run their plots. How you respond to those scenarios
handle overseeing the game sets the stage for how the
depends on your attitude towards power.
other players experience their time in The Midnight
World. It’s a lot of responsibility!
If you see power as something to be hoarded, you
might resist relinquishing the title of Director. Af-
THE DIRECTOR’S CHAIR IS NOT A THRONE
ter all, if you’re not in charge, who is? This kind of
If you equate power with control, you risk trying to
thinking creates an environment where there’s only
steer the game in a direction that the players don’t
room for one person in the position of authority. It’s
want to go. Depending on their own experiences with
an unhealthy dynamic that can lead to problems,
feeling disempowered, you risk unintentionally caus-
both in and out of the game.
ing harm within what should be an entertaining and

CHAPTER 7: THE DIRECTOR’S CHAIR


safe environment. However, suppose you see power
It’s equally unhealthy for you, personally. This mindset
as a means of effecting change. In that case, you can
can make you feel taken advantage of and resentful,
use your position to challenge the players in fun and
and if you aren’t careful, you just might come to
exciting ways while still respecting their boundaries.
despise the entire experience. That’s why it’s crucial
that you internalize the next sentence:
As the Director, you must keep your ego in check.
This role is not about telling a static story or being
You aren’t the only person in the group responsible
the center of attention. It’s about helping the group
for the game. That truth can be very difficult to wrap
come together to create something memorable. If you
your head around, especially if you come from other
can remember that, you’re already ahead.
kinds of games where the person behind the screen is
the sole authority, and the game lives or dies as they
Along those lines, being a Director means that at
dictate. Collaborative fiction games, though, belong
some point, you will make a decision that disap-
to the entire group. As such, some avenues offer relief
points your players. Back to that power thing—you
without shutting the table down and ending the story.
can’t control how others feel about you or your
If you’re uninterested or unable to continue filling the
actions. It is impossible to make everyone happy
role of Director, it’s perfectly acceptable (and even
all the time, and that’s okay! What’s important is
encouraged) to step aside, make up a character, and
that you be honest with your players about your
let someone else take the reins.
intentions, listen to their feedback, and adjust as

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THE MIDNIGHT WORLD

If you foster a relationship with power where you see


it as a tool to create change, you’re going to have a
much more fulfilling experience with The Midnight
World. It can most definitely hurt to have to make
the decision to hand over leadership of a game, and
that hurt is both valid and okay. If you’ve surrounded
yourself with friends, though, that hurt will quickly be
replaced with relief once you’re portraying a character
and someone else is sitting in the Director’s chair.

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

an informal play environment is likely not a suitable


venue for conducting therapy. That said, some peo-
ple leverage role-playing games to heal their inner
wounds. If you allow this kind of play in your game,
you must understand how to properly hold space
for these players.

When someone uses The Midnight World to explore


their trauma, the Director must maintain a supportive
and non-judgmental attitude. Your responsibilities
include establishing and enforcing clear boundaries,
and providing adequate resources (e.g., trigger warn-
ings, a therapist referral list, etc.). It is also essential
to be aware of your own triggers and mitigate them
(e.g., avoiding specific topics, setting time limits on
play sessions, etc.).

PREVENTING UNINTENTIONAL HARM


One of the most important things you can do as
a Director is to avoid causing any harm to your

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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,

CHAPTER 7: THE DIRECTOR’S CHAIR


and its effects can vary wildly from person to per- sadness, or shame. In some cases, these reactions can
son. One participant might see their experience as a be so intense that we go into full-blown panic mode.
non-issue, while another can be devastated.
For people who have experienced trauma, horror
The key is to be aware of the potential for harm and games can be a difficult and potentially harmful ex-
take steps to mitigate or prevent it outright. Uninten- perience. Horror’s ability to evoke strong emotions
tional harm can happen in the heat of the moment and reactions can easily trigger traumatic memories
during gameplay. If you see signs that someone is and feelings. Games that rely on jump scares or gore
becoming emotionally or mentally overwhelmed, it can be particularly damaging, as they often rely on
is important to intervene. Providing support might shock value to generate a reaction.
mean taking a break from gameplay, changing the
subject, or even ending the game session early if As you step into the Director role, it is vital to be
necessary. aware of the game’s potential for harm. It is also
essential to be proactive in ensuring that your game
THE IMPACT OF REAL-LIFE TRAUMA is safe and supportive for all participants. A horror
By its design, horror unsettles and disturbs its au- game may not be a good fit for everyone, and that’s
dience. This genre often explores our deepest fears, okay. There is no shame in admitting that a specific
both real and imagined. For some people, these fears game setting is too intense or triggering for you or
are more than just abstract concepts. They are a daily your fellow participants. Many other games do not
reality. Mental illness, abuse, and trauma are all too involve delving into dark and potentially triggering

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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.

There are many ways to get consent in horror gaming.


Before we get into the nitty-gritty of game mechanics, The most common method is to simply ask everyone
let’s explore enthusiastic consent and boundaries. if they are okay with the subject matter before starting
These concepts are vital in any social interaction, the game. You can also check in with players peri-
but they are especially important in horror gaming. odically to make sure that they are still comfortable.
If someone expresses discomfort, it’s important to
SEEKING ENTHUSIASTIC CONSENT respect their wishes and refrain from pushing them
Our definition of enthusiastic consent is “a clear, to continue. Remember, it’s always okay to say no.
affirmative, voluntary agreement between all par-
ticipants to engage in a specific activity.” In other It’s also important to note that consent can be with-
words, it’s making sure that everyone involved in an drawn at any time. Even though someone agreed to
activity is on the same page and comfortable with something at the beginning, they can still change
what’s happening. Yes (along with other affirmative their mind later on. The key thing to remember is that
responses) means “Yes,” and anything else should be consent should always be enthusiastic. If someone
treated as a “No.” Participants are also encouraged to does not want to participate in a specific activity, that’s
take as much time as needed to determine whether their right. No one should ever feel forced or coerced
they will give consent—this decision is something into doing something they’re not comfortable with.
that should not be rushed!
ESTABLISHING BOUNDARIES
You may have heard of other types of consent; let’s In addition to getting consent from all participants,
go over them briefly: it’s also important to establish boundaries. We define
a boundary as “a line that delineates what is and is not
• Informed consent acceptable behavior.” Everyone has different bound-
All participants have the information they need to aries, so it’s essential to make sure that everyone is on
make an informed decision about whether to partici- the same page about what is and isn’t okay. Just like
pate. For example, if you’re planning on a game session
CHAPTER 7: THE DIRECTOR’S CHAIR

with consent, it’s important to check in with players


that involves graphic violence, everyone involved periodically to make sure that their boundaries ha-
needs to know that in advance so they can make an ven’t changed. If someone does express discomfort,
informed decision about whether they want to play. it’s important to respect their wishes and refrain from
crossing that boundary.
• Implied consent
Consent that is assumed based on a person’s actions TYPES OF BOUNDARIES
or words. For example, if someone walks into a room There are many different types of boundaries that
where a game is already in progress, it’s generally can be established in horror gaming. Here are a few
assumed that they consent to be part of the game. examples:

• Coercive consent • Physical boundaries


When someone is forced or pressured into agreeing to These boundaries relate to physical touch. For exam-
something. This coercion could come from emotional ple, a player might not want to be touched at all, or
manipulation, threats, or physical violence. Coercive they might only be comfortable with certain types of
consent is never okay. touch (e.g., light taps on the shoulder).

One of the challenges with coercive consent is that a • Emotional boundaries


participant may feel pressured to agree even, if they These boundaries relate to emotional intimacy. For
were not overtly pushed to make a decision. Due to example, a player might not want to talk about their

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THE MIDNIGHT WORLD

personal life outside of the game, or they might only


want to share certain types of information (e.g., their
character’s backstory).

• 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.

It’s important to note that these are just examples.


There are many other types of boundaries that can
be established, and it’s up to each individual to decide
what works for them. Remember that boundaries can
be renegotiated at any time. If a player feels like they’ve
been pushed too far, they can always renegotiate the
terms of the agreement. This process could involve
setting a new boundary or withdrawing consent en-
tirely. The key thing to remember is that boundaries
should always be respected.

LINES WE DON’T CROSS


Even though this game encourages the Director and
players to negotiate and explore their limits, there
are certain lines that should not be crossed. While
these topics can make for some very unnerving and
uncomfortable scenes, the out-of-game discussions
on whether to include them can be triggering in and
of themselves. Remember, horror is about pushing
boundaries, but it should never cross into territory
that is harmful or traumatic for your players. Due
to power dynamics within a group, individuals who

CHAPTER 7: THE DIRECTOR’S CHAIR


are triggered by a certain topic may feel coerced into
participating or into remaining silent.

As the developers of The Midnight World, we believe


the following topics should never be allowed in a
session, and shouldn’t be broached as something
a group wishes to opt into in-game. Obviously, we
aren’t going to show up at your house and dictate
what topics can and can’t be part of a story, but we
don’t allow these things at ours:

• 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:

Be prepared for feedback during the game in case CHECKING IN


something comes up that wasn’t anticipated. If you The first step is to check in with the triggered in-
or any of your players feel like a topic is crossing a dividual and see if they are okay continuing with
line, trust your gut and don’t hesitate to speak up. It’s the game. If they are not comfortable continuing,
always better to have an open and honest conversa- you may need to take a break or end the session
tion about comfort levels, rather than risk someone early. See how the player is doing and ask if there’s
feeling like they have to endure something that is anything you can do to support them. Simply being
causing them harm. seen and acknowledged is often enough to help
someone begin to calm down. Other times, they
Even though we consider certain topics as harmful may need a few minutes to process their feelings.
to engage with during a gaming session, we do so
from a place of prioritizing our players’ safety. It’s You should also check in with the rest of the group
possible to discuss these topics in a manner that to see how they are doing. The incident may have
is sensitive, instructive, and healing to those who triggered someone else, and they might feel just
have experienced related trauma. However, we as overwhelmed. If that’s the case, try to give the
also believe that such work should only be done by player some space. Avoid focusing on the harmed
those who are properly trained and experienced in individual to the exclusion of everyone else in the
holding space for individuals who may be triggered group. Doing so can further upset and isolate the
by the content. triggered individual, which is the opposite of what
you’re trying to achieve.
If you or any of your players need support outside
of the game, please don’t hesitate to seek help. Just Believe your fellow players when they tell you that
CHAPTER 7: THE DIRECTOR’S CHAIR

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

CHAPTER 7: THE DIRECTOR’S CHAIR


someone who accidentally says something hurtful up. Conversely, if people seem overwhelmed or con-
may need different support than someone who fused, it might be necessary to slow down.
deliberately set out to harm another. The import-
ant thing is to tailor the recommended corrective You can manage the pace of your game by tracking
action to the individual and their specific situation. how much content can be shared within a specific
period of gameplay. To help you through this process,
MAKING AMENDS we will walk through five different time measurements
If you have harmed someone, it’s essential to take that The Midnight World utilizes: Scenes, Sessions,
responsibility for your actions and apologize. Episodes, Seasons, and Series.
Even if you didn’t intend the harm, your words
or actions had that effect, and you need to own SCENE
up to it. Making amends can be difficult, but it’s Typical Length: Five to 30 minutes
a vital step in healing rifts.
A scene is a single frame of events within the game.
It’s also important to remember that an apology is Directors often use scenes to introduce new characters
not a magic fix-all. It may not be enough. However, or locations, or move the plot forward somehow. Play-
it is a start, showing that you are willing to work ers can play out scenes in real-time, or the Director
to make things right with your fellow participants. can narrate them.
Making amends may involve talking to the harmed
individual and ensuring they are okay. You might

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When creating a scene, it’s essential to introduce new


characters or locations in a way that will interest and
engage the players. You want to make sure that they
are intrigued by what’s happening and want to learn
more about the characters and world you’ve created.
One way to do so is by using action to drive the scene
forward. For example, you could have the characters
investigate a crime scene while also fleeing from a
monster. Action-based storytelling helps keep the
players engaged and ensures that they are paying
attention. Another way to engage the players is by
using dialogue. Have the characters discuss their
plans or goals, or exchange banter. These in-game
conversations help the players feel like they are a part
of the game world.

Each scene should have one or two goals for the


players to complete. These goals can be anything
from finding a clue to defeating a monster. Once the
players achieve the that scene’s tasks, the Director
can drop breadcrumbs to lead them to the next one.

SESSION
Typical Length: Three to six hours

A session is a period of gameplay in which the group


gets together to progress the story, typically one entire
in-person meeting. Sessions can last several hours,
depending on the story’s needs, and they can consist
of as little as one scene or include multiple ones for
story progression.
CHAPTER 7: THE DIRECTOR’S CHAIR

When running a session, pacing is especially im-


portant. You don’t want the game to drag on for too
long, but you also don’t want to move too quickly and
risk losing the players’ interest. It’s also important to
make sure that everyone stays engaged. One way to
recapture engagement is by giving the players breaks
between scenes. Momentarily pausing gameplay
allows them to take a breather and return refreshed
and ready to play. Remember your real-life needs. If
you’re running a session longer than five hours, make
certain to take a break for lunch or dinner. Meal and
snack breaks will allow everyone to refuel and avoid
any crankiness from being hangry.

EPISODE
Typical Length: One to three sessions

An episode is a self-contained narrative with a be-


ginning, middle, and end. You and your players can
complete an episode in one sitting or spread them out

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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.

When creating a season, have a general goal in mind—


both for the story you want to tell and what you WHEN THE BELL TOLLS
intend your players accomplish. Establishing this
framework helps keep you on track and ensures Eventually, all games must come to an end. There are
that each episode works towards that goal. Pacing is a few things to keep in mind when the time comes.
vital when spreading plots across an entire season. First, make sure that everyone is on the same page. All
Avoid the temptation to share as much as you can the players should be aware that the game is coming
about the setting immediately. Your players may feel to a close, and they should be given a chance to finish
overwhelmed if you reveal all the plot arcs during the any unresolved plot points that they may have. It’s also
first gaming session! If you have multiple storylines important to tie up any loose ends in the story. This
going on at once, give them each equal attention to process includes providing closure for all characters

CHAPTER 7: THE DIRECTOR’S CHAIR


prevent any single plotline from taking over the story. and resolving any plot arcs.

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.

No matter what, ending a series is an opportunity to • Make things personal


reflect on the experience and grow as a Director. Use If players feel like their characters are in danger, they
this time to evaluate what went well and what could will be more on edge. You can foster this feeling by
be improved. With each game you run, you’ll become making a threat relevant to their stories, such as by
a better storyteller and a more skilled Director. kidnapping a family member or including someone
they care about in the conflict. Whenever possible,
BUILDING DREAD give the players the tools they need to truly get their
character into the thick of the story.
Dread is a feeling of unease or foreboding. It’s • Create a sense of unease
critical to create this feeling in the game, making One of the most effective ways to create dread is to
the players feel more invested in what’s happen- make the players feel uncomfortable. You can do this
ing. It’s equally important to remember that some with creepy descriptions, foreshadowing, or by making
of the most frightening events imaginable don’t the environment oppressive.
involve a monster to fight. They can frequently
be well-conceived, tense scenarios that make the • Avoid easy jump-scares
players believe something huge and daunting is Jump-scares can be effective, but you should use them
approaching. Look for inspiration that doesn’t focus sparingly. If they’re overused, they’ll lose their impact.
on jump-scares or surprise twists, but instead uses
CHAPTER 7: THE DIRECTOR’S CHAIR

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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THE MIDNIGHT WORLD

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.

ON-DEMAND ANTAGONISTS CREATURE CONCEPT AND


One of the challenges of directing a tabletop game ASSIGNING TYPE
is to create compelling and memorable foes for the
characters to struggle against. Some of these enemies To begin, decide what your villain is going to be. It can
will look very much like the characters themselves. take the form of anything from a decrepit old wolf to
They may be other Touched who have lost their way. a great and terrible Chimera, but it’s important to start
Perhaps, instead, they’re uninitiated humans with with a basic concept. Once you have an idea firmly in
big guns and an ax to grind. They might even be mind, add Attributes the same way that you would
lethal Egregoroi, devious in their approach and with if you were creating a new character. Once you’ve
single-minded devotion to their cause. Either way, dispersed those points, choose three Skills that you
some of them should have fully populated character think the antagonist should be good at. These Skills
sheets, just like the characters the players portray. start at rank 2, and they are the only ones you should
worry about improving later in the process. All other
For these antagonists, the ones most important to the Skills are at rank 1. Likewise, choose three Aptitudes
overall narrative, the Director might want to dedicate that they’ll need to use against the group.
a significant amount of time to building their sheets
and composing their backstories. Especially if you Once these items are in place, it’s time to assign one
intend for these enemies to be threats that return of the Types listed below.
throughout a session or season, it’s worth it to really
focus on them and how they fit into the plot. MUNDANE
Creatures with the Mundane Type are all firmly root-
Quite often, though, the Director will need adversaries ed within the natural order. They don’t have special
that don’t need so much attention. These might be powers, and they can’t call on Dread allies. Mundane

CHAPTER 7: THE DIRECTOR’S CHAIR


monsters that get dropped into the middle of a lag- antagonists are always Trivial, and they don’t receive
ging session to excite the players, faceless “adds” that any additional benefits other than those that come
accompany main villains during climactic fights, or with their Tag.
generic creatures placed between certain story beats
to punctuate the danger of the characters’ situation. SERVITOR
The Director needs to be able to craft and deploy Servitors are mindless drones, infinitesimal fragments
opponents at a moment’s notice if the story or pacing of a Dread Being’s will, capable of little more than
demands it.

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.

When adding the Touched Type to an antagonist, choose APPLYING TAGS


two Dread Manifestations from Chapter 4 (or from
among the Alternate Manifestations in Chapter 6 if Once you’ve assigned your antagonist’s Type, the
the character is a cultist). These Manifestations should only task that remains is to apply its Tag. Like the
be between Hour 1 and 7. If your Touched antagonist ones used in Chapter 3 to describe Dread Artifacts,
needs access to more power, it’s best to spend the time Tags are special adjectives that illustrate the level
required to create a full character sheet for them instead of threat a creature poses to the group. Each comes
with a set of modifications that should be added to
CHAPTER 7: THE DIRECTOR’S CHAIR

of using the On-Demand process. Since NPCs created


in this way don’t have Midnight Clocks, the character the villain’s stat block to flesh out its capabilities both
may use Hour 1 and 3 Manifestations once per combat in and out of combat.
round. They may activate Hour 5 and 7 Manifestations
once per scene. TRIVIAL
Creatures with the Trivial Tag are the weakest The
EGREGORE Midnight World has to offer. They’re always mundane,
The Egregoroi form the elite ranks of any Dread Being’s meaning that even the most fragile Servitor falls in
army. They’re intelligent and clever, and their approach to another category. Usually, Trivial antagonists are small
a conflict might range from brutish and straightforward animals or untrained human combatants with very
to dastardly. Depending on the form they take, they have limited capabilities.
a variety of innate weaponry and armor at their disposal,
and they’re able to pull power across dimensions more To make your creature Trivial, give it between 4 and
easily than any Touched. Depending on the Tag you 6 Health, an attack with a Damage Value between 1
give them, Egregoroi are fantastic monsters to put at and 3, and a single regular Weapon Quality. Finally,
the ends of early episodes. you may spend 2 points to upgrade its Attributes or
Skills. Just like when using Advancement Points on
When creating an On-Demand Egregore, choose three a player-character, these points can either be spent
Dread Manifestations from Chapter 4. These Manifes- on a single category, or split between two.
tations should be between Hour 1 and 7. The creature

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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

CHAPTER 7: THE DIRECTOR’S CHAIR


Damage Value of a Major antagonist’s attack should be elapsed, it’s up to the Director to decide if they either
between 4 and 6, and they may apply any combination die in mystical flames, or live as mundane husks of
of three Weapon or Armor Qualities. They also receive their former selves.
two Dread Qualities from Chapter 3. To finish your awful
creation, spend 6 points to upgrade their Attributes and
Skills as you see fit.

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

STALKER OF THE GRAPE ROWS


MAJOR EGREGORE SKILLS APTITUDES
Strength 5 Coordination 3 Toughness 5 Hand-to-Hand
Acumen 2 Intuition 1 Vigilance 2 Tenacity
Charisma 1 Resilience 3 Reaction 2 Larceny
ATTACKS - Thorn Vines - Damage Value 6 HEALTH - 20 ARMOR - 4
QUALITIES - Penetrating, Wounding, Precise
DREAD QUALITIES - Impervious, Unseen
DREAD MANIFESTATIONS - Healing Cascade, Lethe’s Crossing, Frostbite
CHAPTER 7: THE DIRECTOR’S CHAIR

CARMELLA THE BURNING BRAND


ESOTERIC CHIMERA SKILLS APTITUDES
Strength 2 Coordination 2 Manipulation 5 Negotiation
Acumen 2 Intuition 3 Empathy 2 Centering
Charisma 5 Resilience 3 Composure 2 Psychology
ATTACKS - Burning Gaze - Damage Value 8 HEALTH - 32 ARMOR - 6
QUALITIES - Incendiary, Grievous, Reinforced, Fireproof
DREAD QUALITIES - Terrorizing, Erudite, Tempestuous
DREAD MANIFESTATIONS - Touch of Eternity, Doublethink, Conjure Servitor, Synaptic Reconfiguration,
Atomic Cacophony

200
“Give him back,” Mike said. “Give me back my friend.”

The gun in his hand wasn’t pointed at me.

It pointed past me, into the void behind my eyes.

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.

So, I froze Mike in place before he said another word.

Then I hauled his cold but living form downstairs.

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.

I carried Mike’s stiff body down the stairs.

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.

Our patrons have needs.


They meet ours. We meet theirs.

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.

“They’re waiting for you there.”

No screams. No last words. No drama as I pushed him in.

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

CHAPTER 8: AVERY, MAINE


BEFORE PLAY ambient music. We have had notable success with music
that is deep, resonant, and droning. It shouldn’t be loud
enough to be intrusive.
Mood and pacing are very important in The Midnight
World. As the Director, you may have the urge to rush • Ask your players to limit the amount of out-of-game talk
past some of the opening scenes of this module and get during the session. If they need to have conversations outside
directly into the action. You’re free to run your table of play, ask them to briefly relocate to another room.
however you want, of course, but we suggest you do the
opposite; really lean into the scenes between the action. • Whenever a player leaves the room, have their character
Allow tension to build on itself, and let the players get leave the room in the game as well. This isolation can create
a bit nervous. By the time you play the First Turn, your some fascinating scenarios, and it preserves immersion.
players should be almost relieved that the other shoe is
finally dropping. • Warn your players that they will experience some scenes
involving dead animals and some involving dead bodies.
Here are a few suggestions for tension-building that
we’ve used to great effect when running Avery, Maine:

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THE MIDNIGHT WORLD

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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THE MIDNIGHT WORLD

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

CHAPTER 8: AVERY, MAINE


watch, the vine-covered moose stands fully upright
on its hind legs, and slowly swivels its head to look inside. One of the PD’s four utility trucks is still in
at them. At this point, the thing isn’t moving fast the lot. The SUV is old, probably made in the late

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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THE MIDNIGHT WORLD

1970s, but it’s built like a tank. It can probably make


it through the flood. ARMORY
Kevlar Armor x 4 Armor 2 Discreet
As the characters approach the front of the station, Riot Armor Armor 4 Imposing
they’ll see that both of the glass front doors are AR-15 Damage 3 Penetrating
broken and hanging open. Stepping inside, the only
Shotgun Damage 3 Staggering
sound they hear is the storm outside and the crunch
Handgun x 2 Damage 2 Concealable
of the broken glass they’re walking on. As far as they
can tell, the place is completely abandoned. There
are several flashlights in the lobby, seemingly left • The Kennels
behind when whoever was here departed. The Kennels, where the officers keep the working dogs,
is behind a standard locked door. If the characters
There are a few points of interest the characters can get in, they’ll find that all of the units are empty,
may choose to investigate. and the fences for the dog runs have been torn apart.
There’s a thick mat of twisted vines on the floor, and
• The Intake Desk the door to the exterior pens has been wrenched off
The Desk is protected by several layers of impact its hinges. There are three cages, labeled with the
resistant glass. As they approach the window, the names Brutus, Hightower, and Smith. There’s no
characters can hear that the dispatch radio is on. sign of the dogs.
An unlocked door allows access to the area behind
the glass. If the players try to raise anyone on the • The Generator
radio, they will find mostly dead air. However, a The generator has been badly damaged by lightning.
successful Acumen and Wit [Electronics] check The outer casing is on fire, and most of the hoses
will allow them to frequency-hop until they find and cords have been melted beyond recognition.
a human voice. It’s a pre-recorded message, and It could probably be repaired, but it’ll require ma-
it’s spoken in what sounds like Latin. If anyone terials that the characters don’t have. Luckily, this
speaks Latin, they will interpret the message as is a diesel-powered generator, and it looks like the
“Headquarters, this is Team 1-4-7-6. Conditions fuel tank has already ruptured. There’s no risk of an
on the ground have progressed more quickly than explosion, but the fire will be difficult to put out.
projected. We need backup immediately.”
• The Truck
• The Captain’s Office The truck shows signs of damage. It looks like the
The police captain’s office is off to one side of generator may have thrown a piece of shrapnel
the lobby. The door is locked, but a successful and it hit the front driver’s-side tire. The wheel is
Coordination and Wit [Larceny] or Strength and shredded, and the rim is badly bent. There’s a full-
Toughness [Hand-to-Hand] check will get the door sized spare hanging on the back. If the characters
open easily enough. Inside, the group can search
CHAPTER 8: AVERY, MAINE

expect this thing to go anywhere, they’ll need to


the room to find the captain’s keyring, which will change the tire. A successful Acumen and Wit
allow them access to the armory and the kennels. [Nature] check will reveal that shrapnel did not
destroy the wheel. Those are teeth marks.
• The Armory
The Armory door is made of thick composite steel. ENCOUNTER
There’s no way to bash it down. A very skilled At some point, at least a few of the characters are going
locksmith could probably open it, but if they were to head out of the building, either to get the truck
to slip, they’d end up engaging the anti-intrusion up and running or to explore the area. Whenever it
measures, which would make the door completely feels appropriate, run this encounter.
inoperable. The best bet here is to try to find the
key. Inside the armory, the characters can find the In the dim, flickering orange light, it’s hard to tell ex-
following items: actly what you’re seeing. Perhaps it’s just the shifting
shadows, but…no. No. Something is definitely moving
over by the side of the building. It looks like one of the
department K-9s, and you think it may be injured.

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THE MIDNIGHT WORLD

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

CHAPTER 8: AVERY, MAINE


anywhere through the mess the flood has made is like
Give everyone a few minutes to lick their wounds driving on the moon. Without being able to visualize
and discuss what just happened. When you’re ready, the ground, they’ll have to rely on the upper portions
play the Second Turn. of landmarks that now seem oddly distorted in their
relative distance from one another. Have someone roll
The radio in the truck crackles to life: a hysterical voice a Coordination and Wit [Navigation] to make sure
shouts on the other end. It sounds like Sandy Church, they’re able to reach their desired location without
one of the town elders and a lady that most of you have difficulty. A catastrophic failure will swamp the vehicle
known your whole lives. She and her husband Mark and leave them on foot.
own the Old Town Avery Museum and Historical
Center, a touristy little kitsch shop that sells locally One alarming note: there are no other townspeople
made books and items down on the Square. to be found, living or otherwise. All of Avery seems
abandoned.
“I repeat, is there anyone out there? Officers? Police?
We’re stuck here! I think my husband is having a heart
attack! Please! We need help!”

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THE MIDNIGHT WORLD

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

four rooms connected by a single short hall. The doors


to three of the rooms (a kitchen, bathroom, and a suggests an ominous cause.
small office) stand open. The door to what must be the
bedroom, though, is closed. The doorknob is turning According to his story, early residents didn’t have a
very slightly, as if whoever is on the other side is too firm grasp on how heavy logging would affect erosion

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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THE MIDNIGHT WORLD

THE END, AND HOW TO GET THERE


The Beyonder responsible for the troubles in Avery is known to its worshippers as “That Which Grows.” It’s best de-
scribed as a pseudo-sentient force behind the unchecked expansion of life. It is the Dread Being associated with the
“Vital Touch” theme of Dread Manifestations, and its primary motivation is to cover every inch of reality in rapidly
growing plants and fungi.

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:

• The Haunted History of Avery


If the players stick to the main story, they have a good chance of finding Don Hegland’s book floating in Sandy’s shop.
See the description to get more information.

CHAPTER 8: AVERY, MAINE


• The Library
Characters at the library may be able to discover documents that reveal more of the truth (albeit without Don’s flair for
the dramatic). They can also uncover information that will help them piece together the likely location of the Creeping
Heart’s 1917 rooting. See the library section for more information.

• The Missing People


The characters will notice that there’s no one to be found anywhere in town. They also cannot find any bodies of towns-
people. If they’re trying to piece together where everyone went, remind them of the radio broadcast urging the locals
to evacuate to Looper Greens.

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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.”

210
THE MIDNIGHT WORLD

orders at the people, and even though it would have no


SUSPICIOUS SUV difficulty spotting you where you’re at, it seems largely
Musculata Armor 2 Ceremonial unconcerned with your presence.
Shotgun Damage 4 Staggering
The beast will continue to more or less ignore the
characters, unless they get too close. If they try to
THE ELAGABALUS LASH interact with the people or impede their progress,
Minor Dread Short Sword the monster will snarl and move towards them, but
Damage Value: 3 it will only attack if it looks like the characters are
Qualities: Grievous, Penetrating going to interrupt the operation. If they enter the
Dread Quality: Pacifying stadium from another entrance, they will see that
the entire football field is covered by a forest of vines.
A successful Acumen and Wit [Occult] check reveals Each of the tendrils has several small glowing seed
that the Lash was presented as a gift to the Emperor pods, and together they produce plenty of soft, diffuse
Aurelian in AD 275. It was said to have been crafted light for the characters to see. The Creeping Heart
by one of Sol Invictus’s semi-divine sons, and it was is in the center of the field. They can barely make it
supposedly beaten from a shard of meteorite iron. out through the leaves as it pulses slowly. They will
When drawn from its scabbard, the blade emits an need to decide how to handle the situation. If they
intense but harmless white light powerful enough step onto the grass of the football field, the beast will
to brightly illuminate the area around the wielder. immediately bound towards them to scare them off or
attack. There’s also subtle movement in the brambles,
hinting that there might be further defenses inside.
THE CLIMAX
If the characters succeed in destroying the Creeping
As you approach Looper Greens High School, you finally Heart, all remaining vines immediately desiccate
realize what happened to Avery’s residents. They’re all and fall away. If the Bramble Beast is still standing,
here, and they’re all covered in the same vines you’ve it will try desperately to crawl towards the Heart as
seen before. They’re forming what looks like a human it withers, leaving only its skull behind. All the re-
chain from the stadium to the dam about a mile and a maining townspeople will violently vomit and pass
half away. They’re mindlessly passing tools like pickaxes out where they are.
and hammers up towards the dam, and they pass back
baskets of stone and plaster towards the field. You can’t
quite see inside the stadium from this angle, but you THE DENOUEMENT
can see the beast standing just outside the entrance.
It’s humongous, probably 8 or 9 feet tall, and it’s com- After a few moments, the rain finally stops. The
pletely made up of squirming vines. The only part of townspeople all seem to be comatose, but otherwise
it that isn’t made of vegetation is its head, which looks healthy. The only sound is the distant thump of mul-

CHAPTER 8: AVERY, MAINE


like the skull of a large wolf or bear jutting from the tiple helicopter blades. When the birds arrive, they
leaves. Just like all the townsfolk, the beast’s eyes glow land on the now-empty field, and several groups of
with a soft internal light. It’s barking what might be black-clad people pour out of them. Most are wearing
that same bizarre romanesque armor, though some

THE BRAMBLE BEAST


MAJOR EGREGORE SKILLS APTITUDES
Strength 5 Coordination 2 Toughness 5 Hand-to-Hand
Acumen 2 Intuition 1 Vigilance 2 Intimidation
Charisma 1 Resilience 3 Reaction 2 Weaponry
ATTACKS - Claws or Thorn Whip - Damage Value 4 HEALTH - 24 ARMOR - 4
QUALITIES - Grievous, Staggering, Indomitable
DREAD QUALITIES - Harrowing, Impervious
DREAD MANIFESTATIONS - Gravehide, Torrent, ChronoStutter

211
THE MIDNIGHT WORLD

THE CREEPING HEART


MINOR EGREGORE SKILLS APTITUDES
Strength 0 Coordination 0 Manipulation 2 Hand-to-Hand
Acumen 5 Intuition 2 Mettle 4 Intimidation
Charisma 2 Resilience 3 Composure 2 Weaponry
ATTACKS - The Creeping Heart itself doesn’t have any attacks, but HEALTH - 20 ARMOR - 4
there are townspeople caught up in the vines who will defend it. Each
round, they attack every character on the football field once. They use
2d6 and 2d8 for their attacks, and their base damage is 2.

If at any point a character catastrophically fails their Dodge check


against these attacks, have them fall directly into the Creeping Heart
and apply Malignant Growth
QUALITIES - Intractable, Stalwart, Reinforced
DREAD QUALITIES - Unseen, Malignant Growth. NOTE: The Creeping Heart does not need to cause dam-
age to activate Malignant Growth. Once per round, anyone touching the Heart simply Manifests the buboes
and tumors associated with this Quality
DREAD MANIFESTATIONS - Dazzle, Wrack, Rime Shield

are dressed in robes, and a handful wear standard


hospital scrubs. They move quickly to secure the
scene and attend to the wounded. One of them,
an austere-looking man in Musculata with several
ostentatious silver adornments, approaches you.
He eyes you for a moment, and then speaks. “I am
Cassius, and I suppose you can tell that I represent…
interested parties.”

The group is sure to have questions, and Cassius


promises that he will answer them all in time. For
now, though, he urges them to board the helicopters
so that they can be given proper medical attention
and be debriefed. He won’t force or compel them,
CHAPTER 8: AVERY, MAINE

but if they try to leave, he tells them that their lives


will never be the same, no matter where they go from
here. If the group has the Elagabalus Lash, he will
stare at it for a second and say “Yeah…we’re gonna
need that back.”

If you intend to make this module into a full cam-


paign, consider allowing the characters to learn
more about the Children of the Everburning Star
and possibly begin the cult’s initiation.

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.”

Before I toss him, I see him fall.

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 disappears. Like Mike did. Like the others.

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.

I should feel something. All I feel is ice.

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.

I must return. Then go beyond.

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.

Clocks tick. Time disappears.

No impact. Only peace. No fear. No pain. No memories.


There are no words beyond the darkness.

My name was Jo.

Now I’m only Void.


THE MIDNIGHT WORLD

THANK YOU TO OUR KICKSTARTER BACKERS!

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

SERVANTS OF THE UNKNOWABLE WORD


Cidwehn, Mark “The Undying” Stone, Jeremy Chambers, Hunter "Jack" Payton, The Broome Family, Robert Teasley, Matt Cady, Will B. Akin, Kevin and Katy
Skoog, Josh Heath, Sam Bashline, Alycifer and the Accidental Druid, Amber Godat, Zach Ford

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

CHILDREN OF THE EVERBLAZING STAR


Nick “Eleventh Hour” Fraser, Parker Scott, C. Gavin Stroud

DREAD BEINGS
The Martin Family, James W. Keller, Jayne L. Strickland 🌈, House Quix

215
THE MIDNIGHT WORLD

Index Character creation, 25 Beyonder

Memory Fragment Tables, 28 See Dread Beings


A
Archivist, 52 Blinded, 91
Ability Improvement, 62
Armor, 84 Boundaries, 190
Abyssal, 88
See also Armor Qualities, Combat, Brainiac, 46
Abyss Mind, 15 Damage, Health, Penetrating
Brainjack, 181
See also Dread Beings Armor Value, 84, 87, 89
Bravado, 58
Academics, 39 Examples, 89
Bureaucratic Entanglement, 155
Accountability, 192 Qualities, 86
Burning, 92
Actions Artifacts, 88, 155, 175
Burrowing Crown, the; 126
See Combat See also Dread Qualities

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

Character creation, 25, 59, 65


B Organization, 153

Bad Magnet, 63 Perks, 155


Definition, 31
Banquet for Atasaya, a; 165 Requirements, 155
Mechanical benefits, 38, 78
Beacon, 109 Chimerae, 13, 198
Notations, 33
Believer, 58 Becoming, 78, 161, 199
Archetypes, 48

216
THE MIDNIGHT WORLD

Chrono-Stutter, 112 Noteworthy members, 161 Dancing Void, the

Church of NOW, the Orders, 159 See HagYe

See Congregation of NOW Perks, 160 Dazed, 93

Claire Sheridan-Farrington, 165 Requirements, 161 Dazzle, 111

Clergy, 52 Congressman Dr. Max Hartwell, 171 Deadeye, 52

Clever, 47 Conjure Servitor, 118 Deafened, 93

Cognitive Reframing, 181 Consent, 190 Death, 84, 85, 117

Collaborate, 181 Contested check, 80 See also Dread Intervention, Health,


Wounds
Collaboration, 18, 186 See also Skill checks
Decadent, the; 159
Player versus player, 80 Example, 81
Decay, 99
Combat, 80 Spending Seconds, 76
Deny the Winnower, 100
See also Attack, Dodge, Initiative, Convalesce, 116
Parry, Reaction, Skill checks, Entropic Embrace, 101
Weapons Cook, 52
Fail-State, 100
Actions, 83, 87 Coordination, 32
Gravehide, 100
Ranged attack, 83 Core Attributes
Rigor Mortis, 100
Rounds, 81 See Attributes
Touch of Eternity, 99
Unarmed attack, 83 Coronal Flash, 110
Defiant, 47
Weapon attack, 83 Corpse Universes, 12, 124
Delusional, 63, 161
Comfort Junkie, 58 Court of the Constant, the
Deny the Winnower, 100
Common Success See Children of the Everblazing Star
Devil Sign, 118
See Successes Craftsman, 52
See also Sigils, Void Mind
Compelled, 92 Create, 39
DJ OnF King, 161
See also Compulsions Creatures
Diacheiristes, 180
Complicated Success See Antagonists
Dice pool
See Successes Cults, 14, 150
See Skill checks
Composure, 33 Joining, 151
Diminutive, 63
Compulsions, 92 Cunning, 58
Diplomatic, 47
Resisting, 61 Cursed, 63
Director, 186
Con Artist, 47 D Caution, 188
Concealable, 85 Damage, 83 Checking in, 192
Conditions, 36, 91 See also Combat, Health, Poisoned, Corrections, 192
Removing, 117 Weapons, Weapon Qualities
Disallowed content, 191
Confused, 92 Damage Value, 83, 88
Ending games, 195
Congregation of NOW, the; 130, 157 Subduing, 84
Discreet, 86
Drawbacks, 161 Wounds, 95, 96
Diseased, 93
History, 157 Damien, 176
Distress, 17

217
THE MIDNIGHT WORLD

See also Distress dice, Minute Hand E Fireproof, 87

Distress dice, 79 Easily Consolable, 59 Fundament, 101

Gaining, 77, 86, 115, 118, 119, 170 Eclipse Society, the; 154 Geolocate, 101

Maximum, 77, 79, 86 Educator, 53 Homing Beacon, 102

Removing, 76, 115 Egregori, 13, 123, 125, 198 Spire, 102

Dodge, 36, 83 Detecting, 118 Stoneshell, 102

Doppelgänger, 108 Electronics, 41 Terra’s Fury, 103

Doublethink, 114 Empathy, 33 Tremor, 102

Dread, 17, 196 Endurance, 34 G


Dreadbane, 59 Engineer, 53 Geolocate, 101
Dread Beings, 12, 123 Entropic, 93 Gift of Phobos, the; 119
See also Abyss Mind Entropic Embrace, 101 Glimmer Guise, 108
Burrowing Crown, the; 127 Epicurean Assets, 140, 163 Gnomonia, 129, 176
Creating, 124 Drawbacks, 165 See also Jasmyn Valoure
Gnomonia, 129 History, 163 Gravehide 100
HagYe, 133 Noteworthy members, 165 Grievous, 86
Star Eater, the; 135 Orders, 164
Taker, the; 139
H
Organization, 163
HagYe, 132
That Which Grows, 141 Perks, 164
Halt the March, 113
Unknowable Word, the; 145 Requirements, 165
Hand-to-Hand, 41
Dread Intervention, 85, 100 Episode, 194
Hardy, 59
Dread Junkie, 63 Erudite, 88
Harm, 188
Dread Manifestations, 25, 99, 155, 160, Esoteric
175, 181 Harrowing, 88
See Tags
Cost, 99 Healer, 53
Ethereal Affect, 109
Cost increase, 64 Healing Cascade, 115
Excite, 105
Cost reduction, 58 Health, 61
Exfil, 175
Gaining, 78, 99 See also Wounds
Existential Displacement, 112
Themes, 99 Maximum, 61, 165
Exsiccate, 105
Dread Qualities, 88 Regaining, 116, 117, 165
Experience points
Drive/Pilot, 40 Zero, 84, 95, 100, 117
See Advancement Points
Drown, 104 Helios Operational Command, 154
Dr. Saida Rachman, 182 F Heroic Resolve, 59
Drudge, 64 Fail-State, 100 Hits
Duelist, 52 Fated, the; 159 See Skill checks
Fatigued, 34, 36, 93 Homing Beacon, 102
Find Funding, 164

218
THE MIDNIGHT WORLD

Horror, 188 Inquisitive, the; 169 Librarians, the, 174

Trauma, 189 Insolent, 48 Logisticians, 174

Triggers, 189 Inspirations, 19 Lost, the; 159

Hour Hand, 17, 77 Instantaneous Arrival, 112 Lucky, 60

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

Phase Change, 103


R
Negotiation, 44
Radical Acceptance, 160
NPCs Phenomenal Success
Reaction, 36
See Antagonists See Successes
Reflexive Cognition, 114
Null Host, the; 134, 167 Photoform, 155
Refractive Mastery, 108
Drawback, 171 Photographic Memory, 61
Beacon, 109
History, 167 Photon Lance, 109
Ethereal Affect, 109
Noteworthy members, 171 Pitiable, 49
Glimmer Guise, 108
Orders, 169 Planar Manipulation, 106
Photon Lance, 109
Organization, 169 Appropriate, 107
Shadowpierce, 108
Perks, 170 Doppelgänger, 108
Simulacrum, 109
Requirements, 171 Karma Thief, 107
Reinforced, 87
Nullifying, 90 Madness Angle, the; 106
Request for Orders, 155
Panopticon, 107
O Requisition Artifact, 155
World Walker, 108
Oasis, 103 Research, 45
Poisoned, 94
Occult, 44 Resigned, 49
Politician, 54
Occultist, 54 Resilience, 32
Polymerization, 106
Omit, 160 Restorative Rain, 117
Powered, 87
Optimistic, 60 Restrained, 94
Powerful, the; 169
P Precise, 86
Rigor Mortis, 100

Pacifying, 90 Rime Shield, 105


Priests of Atum, the; 153
Pacing, 193 Rough and Ready, 50
Primadonna, 49
See also Hour Hand, Inspirations Roughneck, 50
Prince Roberto Cornelius Casca, 166
Painless, 64 Rounds
Privileges, 57
Panopticon, 107 See Combat
Character creation, 25, 65
Pastor Mike Smith, 161 Descriptions, 58 Rugged, 61

Pathfinders, 174 Memory Fragment Tables, 29 S


Pendulum Roleplaying System, 197 Prodigy, 61 Scene, 193
See also Skill checks “Prophet” James Alexander, 171 Science, 45
Parental, 49 Protector, 49 Scientist, 54
Parry, 36, 83 Psychic Nexus, 114 Scoundrel, 55
See also Combat Psychology, 44

220
THE MIDNIGHT WORLD

Season, 195 Socrates, 182 Strong-Willed, 61

Second Hand, 17, 76 Solace Triggers, 56 Subject-Matter Experts, 174

See also Midnight Clock Character creation, 26 Successes, 79, 82

Increments, 76 Creating, 57 See also Catastrophic Failure, Skill


checks
Secondary Attributes Memory Fragment Tables, 27
Common, 65, 82
See Attributes Solar Flare, 110
Complicated, 82
Seconds, 76 Soothe, 115
Phenomenal, 60, 64
See also Second Hand Specializations, 38
Supernova, 111
Gaining, 65 Character creation, 25, 61
Supplicant, 50
Skill checks, 77 Definition, 31
Survivor, 50
Spending, 76 Mechanics, 39
Symbiosis, 170
Session, 194 Specialized Training, 175
Synaptic Reconfiguration, 115
Series, 195 Spire, 102

Servitors, 13, 118, 123, 125, 197 Staff of Asklepios, 116 T


See also Antagonists, Conjure Servitor, Staggered, 94 Tactics, 45
Dread Beings, Type
Staggering, 86 Tags, 181, 197, 198
Detecting, 117
Stalker Movement, the; 173 See also Artifacts
Shadowpierce, 108
Drawback, 176 Esoteric, 199
Sharp Sense, 61
History, 173 Major, 199
Sigils, 123
Noteworthy members, 176 Minor, 198
Detecting, 118, 164
Orders, 174 Trivial, 198
Mimicking, 119
Organization, 173 Taker, the; 139
Signature Gear, 175
Requirements, 176 Target number
Simulacrum, 109
Stalwart, 87 See Skill checks
Singularity, 111
Star Eater, the; 135 Teleporting, 90
Skeptic, 64
Stellar Invocation, 110 Tempestuous, 90
Skills, 33
Coronal Flash, 110 Temporal Adept, 111
Character creation, 25, 58
Dazzle, 111 Chrono-Stutter, 112
Definition, 31
Quark Pulse, 110 Existential Displacement, 112
Skill checks, 32, 78
Singularity, 111 Halt the March, 113
Definition, 78
Solar Flare, 110 In Illo Tempore, 112
Dice pool, 78, 80
Supernova, 111 Instantaneous Arrival, 112
Distress dice, 77, 79
Stoneshell, 102 Janus’s Gaze, 111
Hits, 79
Stone-Wall, 50 Tempus Dormits, 161
Target number, 79
Strength, 32 Tenacity, 46
Socially Anxious, 65
Strikers, 174 Terra’s Fury, 103

221
THE MIDNIGHT WORLD

Terrified, 94 Tremor, 102 Staff of Asklepios, 116

Terrorizing, 90 Trivial Vocations, 51

That Which Grows, 141, 209 See Tags Character creation, 25

Thrill-Seeker, 55 Twilight Beacon, 65 Memory Fragment Tables, 30

Thought Control, 113 Twilight Veil, 11, 169 Void Mind, 117

Doublethink, 114 Type, 197 Conjure Servitor, 118

Lethe’s Crossing, 114 See also Tags Devil Sign, 118

Maestro, 115 Dusk Sight, 117


U
Psychic Nexus, 114 Gift of Phobos, the; 119
Ultimate Connoisseur, 164
Reflexive Cognition, 114 It Gazes Back, 119
Under-Privileged, 65
Synaptic Reconfiguration, 115 Wrack, 118
Unflappable, 61
Thought Wardens, 128, 179
Unknowable Word, the; 145 W
Drawbacks, 182
Unmotivated, 65, 161 Wealthy, 61, 165
History, 179
Unseen, 90 Weaponry, 46, 83
Noteworthy members, 182
Untouched, 26 Weapons, 83, 85, 88
Orders, 180
See also Touched See also Combat, Damage, Marks-
Organization, 180 manship, Weapon Qualities,
Untrained, 65, 161 Weaponry
Perks, 181
Unwavering Service, 170 Examples, 88
Requirements, 181

Time
V Using, 36, 83

Vampirism, 165 Weapon Qualities, 84, 85


See Pacing
Vanquisher, 55 Triggering, 59
Torrent, 104
Vector, 66 Wit, 38
Touched, 14, 198
Vengeful, 90 World Walker, 108
See also Untouched
Vigilance, 37, 182 Wounded, 66
Touch of Eternity, 99
Vigorous, 50 See also Wounds
Toughness, 36
Violence, 189 Wounding, 86
Transmute, 106
See also Harm See also Weapon Qualities, Wounds
Traumatized, 65
Vital Touch, 115 Wounds, 95
Trauma Triggers, 55
Convalesce, 116 See also Damage, Health
Character creation, 26
Healing Cascade, 115 Removing, 116, 117
Creating, 55
Lazarus Word, the; 117 Wound Table, 96
Ignoring, 59
Restorative Rain, 117 Wrack, 118
Inspiration, 20
Soothe, 115
Memory Fragment Tables, 28

222
THE MIDNIGHT WORLD

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.

The Midnight World is a new take on horror Roleplaying,


one in which a character’s mental health is as important to
their survival as physical health. Developed by two combat
veterans, The Midnight World seeks to approximate feelings
of anxiety, depression, and PTSD in a way that is respectful
to sufferers and safe for players to explore.

The Midnight World Core Rulebook contains everything


you need to create characters with detailed traumatic
memories and portray them as they tiptoe ever closer to
Midnight. It also contains comprehensive storytelling tools
that allow a Director to easily create entire worlds, complete
with quickly generated antagonists, monsters, and other
horrors too terrible to name

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