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Originally known as just ''The World of Darkness'', the new ''[=WoD=]'' was created as a [[ContinuityReboot reboot]] for the old ''[[TabletopGame/OldWorldOfDarkness World of Darkness]]''. While ''Chronicles of Darkness'' shares many tropes with the ''[=WoD=]'' it also has many differences, since it was rebuilt taking into account many criticisms of its predecessor. The biggest change was that the new Storytell'''ing''' System had a unifying (though not always balanced) set of rules [[labelnote:note]]In contrast with the old ''[=WoD=]'' which lacked unifying rules, a CrossoverCosmology, or {{Metaplot}}.[[/labelnote]] for all the following "gamelines" to build onto. The first gameline that came out detailed ordinary humans (and ghosts in brief), while also serving as the core rule-book, creating a modular design meant that a [[GameMaster Story Teller]] could run a game with all or no supernatural creatures from other gamelines. Because of this, some see the new setting as a {{retcon}} of the old, looking to fix mistakes and imbalances. Indeed, the ''Translation Guide'' series of books allows using old settings with the new rules, or vice-versa.

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Originally known as just ''The World of Darkness'', the new ''[=WoD=]'' was created as a [[ContinuityReboot reboot]] for the old ''[[TabletopGame/OldWorldOfDarkness World of Darkness]]''. While ''Chronicles of Darkness'' shares many tropes with the ''[=WoD=]'' it also has many differences, since it was rebuilt taking into account many criticisms of its predecessor. The biggest change was that the new Storytell'''ing''' Storytelling System had a unifying (though not always balanced) set of rules [[labelnote:note]]In contrast with the old ''[=WoD=]'' which lacked unifying rules, a CrossoverCosmology, or {{Metaplot}}.[[/labelnote]] for all the following "gamelines" to build onto. The first gameline that came out detailed ordinary humans (and ghosts in brief), while also serving as the core rule-book, creating a modular design meant that a [[GameMaster Story Teller]] could run a game with all or no supernatural creatures from other gamelines. Because of this, some see the new setting as a {{retcon}} of the old, looking to fix mistakes and imbalances. Indeed, the ''Translation Guide'' series of books allows using old settings with the new rules, or vice-versa.
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** Beasts make this a major facet of their gameplay in the form of a Lair, a PocketDimension within the Primordial Dream. A place where the beast is the mind behind the GeniusLoci, it serves not only as a refuge and base of operations, but in areas resembling the beast's domain, can be called on to impose RealityBleed on an area to create GeoEffects or turn existing effects to their advantage. If they can open a full gateway to their Lair, they can drag the whole area into their domain, gaining massive HomeFieldAdvantage and merging with their Horror in the material world. Someone making the mistake of chasing a beast into a delapidated backalley might find themselves lost in a twisting urban hellscape with a very pissed off dragon, for instance.
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** Prometheans don't care about religion one way or another; they may adopt a faith, but usually to find some comfort or to try and understand humanity.

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** Prometheans don't care about provide an interesting {{inversion}}: most spend at least ''some'' time exploring religion one way or another; they may adopt a faith, but usually as part of their attempts to find some comfort or to try and understand humanity.what it means to be human. While they may or may not formally adopt a faith or come to believe in a higher power, many find lessons in observing faith communities, and resonance in humanity's own existential musings.

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* CanonWelding: White Wolf is releasing "translation guides" which give guidelines for mixing-and-matching New and Old World of Darkness material.

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* CanonWelding: White Wolf is releasing "translation guides" which give guidelines for mixing-and-matching New and Old World of Darkness material. The 2e books also increasingly consider tables running crossover games where even the players might be running mixed parties of supernaturals.
** Beasts are one of the strongest examples so far: according to their monomyth, all supernatural entities other than Demons are kin, if sometimes adopted siblings or distant cousins, and their lore attempts to bridge concepts like the Mages' Supernal Realms and the Changlings' Hedge with the Beast's own Primordial Dream. They are frequently shown acting as intermediaries, mercenaries, and {{Wild Card}}s in supernatural society, reflected mechanically by abilities allowing them to pass between realms and factions with ease, and to act as an integrating component in a mixed party.
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* WeaponOfChoice: Quite a few of the fighting styles provided in supplementary material for the New World of Darkness focus around these, including [[KnifeNut knife fighting]], sword-and-shield, and [[{{BFS}} heavy sword]].

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* WeaponOfChoice: Quite a few of the fighting styles provided in supplementary material for the New World of Darkness focus around these, including [[KnifeNut [[KnifeFight knife fighting]], sword-and-shield, and [[{{BFS}} heavy sword]].
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* SapientHouse: From the second edition core book, the House That Hates. This horror [[HorrorHunger feeds on the trauma]] of its victims, keeping its central victim alive for as long as possible to [[PsychologicalTormentZone extract its meal]]. Once a victim's Integrity reaches zero, he is consumed entirely, never to be seen again.
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* DeathAsGameMechanic: The Purified are a rare variety of immortal who specialize in AstralProjection. Physical death merely forces them out of their bodies temporarily; they can [[FromASingleCell repair any physical damage]] with enough Essence, and many learn a [[SkillScoresAndPerks Merit]] to teleport the corpse to a safe location.
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** A very specific one in ''Armory Reloaded'': the legend of Black Dawn incorporates elements from a famously unpublished issue of ''ComicBook/{{Hellblazer}}'' by Creator/WarrenEllis.
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* ThirdPartyDealBreaker: [[TabletopGame/ChangelingTheLost Changelings]] are very nervous of [[TabletopGame/MageTheAwakening Awakened mages]] and their WrongContextMagic, especially Fate spells that can modify or negate the {{Magically Binding Contract}}s that Changeling society is built on.

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* AncientConspiracy: The Seers of the Throne. While the exact power they wield over ordinary humans varies between stories, ''every'' human institution is being manipulated by them to an extent to keep the setting a CrapsackWorld. Depending on the Seer in question this is either out of a selfish desire for power or to stop an [[HumansAreBastards evil]] WitchSpecies [[WellIntentionedExtremist from destroying each other]].

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* AncientConspiracy: The Seers of the Throne. While the exact power they wield over ordinary humans varies between stories, ''every'' human institution is being manipulated by them to an extent to keep the setting a CrapsackWorld. Depending on the Seer in question this is either out of a selfish desire for power or to stop an [[HumansAreBastards evil]] WitchSpecies MageSpecies [[WellIntentionedExtremist from destroying each other]].



* MageSpecies: [[LaResistance The]] [[AntiHero Diamond Orders]] claim that all humans naturally can use magic and accuse the [[EvilSorcerer Seers of the Throne]] and their godlike masters of breaking reality to stop most humans from doing so.



* WitchSpecies: [[LaResistance The]] [[AntiHero Diamond Orders]] claim that all humans naturally can use magic and accuse the [[EvilSorcerer Seers of the Throne]] and their godlike masters of breaking reality to stop most humans from doing so.
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'''''Chronicles of Darkness''''' is a TabletopRPG published by Creator/WhiteWolf. The setting is a world much like our own, albeit darker. Shadows run deeper, mysteries exist around every corner, and [[PunyEarthlings humans aren't at the top of the food chain]]. The Earth is shared with various supernatural creepy crawlies that [[WarmBloodbagsAreEverywhere prey on humans like cattle]], [[MurderIsTheBestSolution kill them out of convenience]], and [[AncientConspiracy use them as pawns in eternal conflicts]].

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'''''Chronicles ''Chronicles of Darkness''''' Darkness'' is a TabletopRPG published by Creator/WhiteWolf. The setting is a world much like our own, albeit darker. Shadows run deeper, mysteries exist around every corner, and [[PunyEarthlings humans aren't at the top of the food chain]]. The Earth is shared with various supernatural creepy crawlies that [[WarmBloodbagsAreEverywhere prey on humans like cattle]], [[MurderIsTheBestSolution kill them out of convenience]], and [[AncientConspiracy use them as pawns in eternal conflicts]].
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* PerpetualPoverty: Player characters are assumed to have the means to meet their basic needs. The "Resources" [[SkillScoresAndPerks Merit]] represents ''disposable'' income and assets, so a PC without any points in Resources isn't necessarily destitute, just unable to make any significant expenses in gameplay.
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* ImmortalGenius:
** One faction of immortals known as the Seekers of Knowledge specifically devotes themselves to gathering occult secrets over the centuries; as such, their immortality - achieved via BodySurf - is acquired specifically for the purposes of preserving rare information.
** The Reborn are often examples of this; though their BornAgainImmortality makes them a bit on the squishy side compared to other immortals in the book, their past-life memories allow them to retain vast knowledge and experience. A common trait suggested for them is a [[TheSocialExpert mastery of human psychology]], on the grounds of having interacted with human beings for so long that the Reborn know how to play them like puppets. They also possess the supernatural ability to access the AkashicRecords, allowing them to temporarily buff their knowledge traits in almost every conceivable field.
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* RenovatingThePlayerHeadquarters: Most games in the series have a PlayerHeadquarters option with attributes like "Security" and "Amenities" that can be improved through gameplay and the PointBuildSystem:
** ''TabletopGame/ChangelingTheLost'': Changelings make Hollows in the EldritchLocation around [[LandOfFaerie Arcadia]] and can improve them with projects like growing {{Extradimensional Shortcut}}s, assembling a MagicalLibrary, building an ItemCrafting workshop, or planting a [[FantasticFruitsAndVegetables Goblin fruit garden]].
** ''TabletopGame/MageTheAwakening'': Mages can keep purely mundane Sanctums, but can also add features like magical wards, [[HauntedHeadquarters servitor ghosts]], [[SummoningRitual Summoning circles]], and personalized {{Field Power Effect}}s.
** ''TabletopGame/HunterTheVigil'': {{Hunter|OfMonsters}}s keep Safehouses that they can improve with {{Survivalist Stash}}es and {{Booby Trap}}s.

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Crosswicking.


* {{Not So Harmless Villain}}s:

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* {{Not So Harmless Villain}}s:NonHealthDamage: The second edition has a SanityMeter for mortal humans, Integrity...[[SubvertedTrope which cannot actually hit zero]] except under very special circumstances (read here; there's precisely ''one'' monster that can do that, and it does so explicitly as part of eating its target).
* NotSoHarmlessVillain:



** The Malleus Maleficarum, Lucifuge, Aegis Kai Doru, Ascending Ones, Cainite Heresy, and Knights of Saint George all bring considerably less conventional tools to the fight. Or recall ''where'' the Cheiron Group gets the things they implant into their agents. In no particular order, the Conspiracies mentioned use things like mini-[[EldritchAbomination Eldritch Abominations]] on a leash, on-the-spot divine intervention from God, blood magic rites even vampires don't understand...

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** The Malleus Maleficarum, Lucifuge, Aegis Kai Doru, Ascending Ones, Cainite Heresy, and Knights of Saint George all bring considerably less conventional tools to the fight. Or recall ''where'' the Cheiron Group gets the things they implant into their agents. In no particular order, the Conspiracies mentioned use things like mini-[[EldritchAbomination Eldritch Abominations]] mini-{{Eldritch Abomination}}s on a leash, on-the-spot divine intervention from God, blood magic {{blood magic}} rites even vampires don't understand...
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Unnecessary Pothole is unnecessary


** In ''TabletopGame/VampireTheRequiem'', we have ''two'' Gangrel Bloodlines: the Mystykoi, whose {{Personality Power|s}} lets them [[CrazyAwesome gain insight from]] [[EnemyWithin the Beast]], and the Maghreb Taifa scholars.

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** In ''TabletopGame/VampireTheRequiem'', we have ''two'' Gangrel Bloodlines: the Mystykoi, whose {{Personality Power|s}} lets them [[CrazyAwesome gain insight from]] from [[EnemyWithin the Beast]], and the Maghreb Taifa scholars.
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* InfernalFugitives: Living and dead escapees from TheUnderworld's Lowgate Prison become the quarry of unique, powerful ghosts called Judges. They can [[TrackingSpell sense]] their target's location, conjure up SupernormalBindings, and - almost unheard of among ghosts - operate freely in the physical world.
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Irrelevant


* FinalDeath: Possibly the TropeNamer.
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More accurate.


* AbilityDepletionPenalty: [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath if its HitPoints are exhausted.

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* AbilityDepletionPenalty: [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath {{Permadeath}} if its HitPoints are exhausted.
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Crosswicking from Ability Depletion Penalty.

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* AbilityDepletionPenalty: [[OurSpiritsAreDifferent Spirits]] have a pool of [[{{Mana}} Essence]] points that they spend to fuel their supernatural abilities. If they run out completely, they fall into slumber until they somehow regain a point. A spirit at zero Essence also suffers FinalDeath if its HitPoints are exhausted.

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** Archmages are this as well. In this version of Mage an Archmage isn't a Mage who's mastered magic, that's Master level Mages, an Archmage is a Mage who's visited the [[{{Heaven}} Supernal Realm]] a second time to become a PhysicalGod who lives [[AlienGeometries inside]] their own ''soul'' and can {{Retcon}} reality accidentally.



* WrongContextMagic: Just about anything from the perspective of a different gameline. However anything related to the Divine Fire is in a league of its own for being incomprehensible to other forms of magic. Faerie magic isn't nearly as far out of context but still plays by different rules to most other magic.

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* WrongContextMagic: Just about anything from the perspective of a different gameline. However anything related to the Divine Fire is in a league of its own for being incomprehensible to other forms of magic. Even ''[[PhysicalGod Archmages]]'' can't understand it. Faerie magic isn't nearly as far out of context but still plays by different rules to most other magic.
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Edited entry to be more concise.


* MugglesDoItBetter: {{Subverted}}. While there ''are'' advantages to technology like it being easier to use and more reliable, the sheer power of [[RealityWarper Atlantean Sorcery]] eclipses almost anything mortals can accomplish. Adept mages can already turn lead to gold, observe anyone from a distance, give themselves a GenderBender, see the future and cure cancer. Later on Master Mages can trap souls in ashtrays, move between dimensions, make themselves [[WindsOfDestinyChange supernaturally lucky]] or ''time travel'' amongst many other things. Also this can be done without needing equipment. Mages use tools like magic wands and staffs or incantations spoken in the Atlantean language to focus their power, but in an emergency can use magic even while BoundAndGagged. In the end this gets {{Reconstructed}}. The [[LaResistance Pentacle Order]] (who make up the majority of Mages) are the 'good' Mage faction because they want to share magic with mortals by making them Mages too. Their just split on whether they should give magic only to those who prove their worthy (Adamantine Order), give it to everyone but with themselves getting high positions in the new Awakened Society (Silver Ladder) or give it to everyone period (Free Council).

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* MugglesDoItBetter: {{Subverted}}. While there ''are'' advantages to technology like it being easier to use and more reliable, the sheer power of [[RealityWarper Atlantean Sorcery]] eclipses almost anything mortals can accomplish. Adept mages can already turn lead to gold, make themselves win at Casinos, observe anyone from a distance, give themselves a GenderBender, see the future and cure cancer. Later on Master Mages can trap souls in ashtrays, move between dimensions, make themselves [[WindsOfDestinyChange supernaturally lucky]] or ''time travel'' amongst many other things. Also this can be done without needing equipment. Mages use tools like magic wands and staffs or incantations spoken in the Atlantean language to focus their power, but in an emergency can use magic even while BoundAndGagged. In the end Ultimately though, this gets {{Reconstructed}}. The [[LaResistance Pentacle Order]] (who make up the majority of Mages) are the 'good' Mage faction because they want to share magic with mortals by making them Mages too. Their just split on whether they should give magic only to those who prove their worthy (Adamantine Order), give it to everyone but with themselves getting high positions in the new Awakened Society (Silver Ladder) or give it to everyone period (Free Council).
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* MugglesDoItBetter: {{Subverted}}. While there ''are'' advantages to technology like it being easier to use and more reliable, the sheer power of [[RealityWarper Atlantean Sorcery]] eclipses almost anything mortals can accomplish. Adept mages can already turn lead to gold, observe anyone from a distance, give themselves a GenderBender, see the future and cure cancer. Later on Master Mages can trap souls in ashtrays, move between dimensions, make themselves [[WindsOfDestinyChange supernaturally lucky]] or ''time travel'' amongst many other things. Also this can be done without needing equipment. Mages use tools like magic wands and staffs or incantations spoken in the Atlantean language to focus their power, but in an emergency can use magic even while BoundAndGagged. In the end this gets {{Reconstructed}}. The [[LaResistance Pentacle Order]] (who make up the majority of Mages) are the 'good' Mage faction because they want to share magic with mortals by making them Mages to. Their just split on whether they should give magic only to those who prove their worthy (Adamantine Order), give it to everyone but with themselves getting high positions in the new Awakened Society (Silver Ladder) or give it to everyone period (Free Council).

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* MugglesDoItBetter: {{Subverted}}. While there ''are'' advantages to technology like it being easier to use and more reliable, the sheer power of [[RealityWarper Atlantean Sorcery]] eclipses almost anything mortals can accomplish. Adept mages can already turn lead to gold, observe anyone from a distance, give themselves a GenderBender, see the future and cure cancer. Later on Master Mages can trap souls in ashtrays, move between dimensions, make themselves [[WindsOfDestinyChange supernaturally lucky]] or ''time travel'' amongst many other things. Also this can be done without needing equipment. Mages use tools like magic wands and staffs or incantations spoken in the Atlantean language to focus their power, but in an emergency can use magic even while BoundAndGagged. In the end this gets {{Reconstructed}}. The [[LaResistance Pentacle Order]] (who make up the majority of Mages) are the 'good' Mage faction because they want to share magic with mortals by making them Mages to.too. Their just split on whether they should give magic only to those who prove their worthy (Adamantine Order), give it to everyone but with themselves getting high positions in the new Awakened Society (Silver Ladder) or give it to everyone period (Free Council).
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* BlueIsCalm: Calmness appears as a pale blue light to people with emotional AuraVision powers.

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* EldritchAbomination: Many of the New World of Darkness game lines offer them - Maeljin and magath spirits in ''Werewolf'', Abyssal entities in ''Mage'', the Strix in ''Vampire'', the qashmallim (particularly Lilithim) in ''Promethean'', the Kerberoi in ''Geist'', and the [[TheFairFolk True Fae]] in ''Changeling''.)

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* EldritchAbomination: Many of the New World of Darkness game lines offer them - Maeljin and magath spirits in ''Werewolf'', Abyssal entities in ''Mage'', the Strix in ''Vampire'', the qashmallim (particularly Lilithim) in ''Promethean'', the Kerberoi in ''Geist'', and the [[TheFairFolk True Fae]] in ''Changeling''.)) The worst of them all though are probably the Annunaki who rule the Abyss. Their effectively undead ''universes'' and they want to cannibalize the true reality.


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* EvilVersusEvil: While not universal many game lines have one enemy faction who is evil opposed to another who is far, far worse. Werewolf: the Forsaken has the Pure, werewolf-supremists who want to enslave humanity ''at best'' and knock down the borders between earth and [[DarkWorld the spirit world]], fighting with the Bale Hounds, werewolves who think the spirits of evil are the [[GodIsEvil most powerful of all]] and so willingly serve them and want to turn the world into one [[HellOnEarth endless Wound]]. In Mage: the Awakeing the power mad Seers oppress and enslave mortals for their own benefit, but even they hate the Scelesti who wish to unleash the [[EldritchAbomination horrors of the Abyss]], most notably the Scelesti's masters the [[GeniusLoci Annunaki]], on the universe so they can eliminate the laws of physics and rule the WorldOfChaos that will appear after the universe's destrucion. Vampire: the Requiem has on the side of evil... basically almost every vampire ever, but even vampires fight the Strix, never-living bird shaped demons who want vampires to abandon every scrap of humanity.
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* MasqueradeEnforcer: There are various forces and entities in each game-line that force the various supernatural entities to hide themselves from the world. For Mages, there is Paradox, the Abyss and the Exarchs. For Demons, it is the God-Machine. And so on.
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* VillainWorld: The world of darkness is controlled by ''two'' evil powers, the [[MechanicalAbomination God-Machine]] and [[RealityWarper the]] [[TranshumanTreachery Exarchs]]. While neither is unassailable and resistance against them is possible, no one has figured out how to break their hold on humanity.

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* VillainWorld: The world of darkness is controlled by ''two'' evil powers, the [[MechanicalAbomination God-Machine]] and [[RealityWarper the]] [[TranshumanTreachery Exarchs]]. While neither is unassailable and resistance against them is possible, no one has figured out how to break their hold on humanity. (Yet. It's up to you.)
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* DeadlyDecadentCourt: Most of them, though ''Requiem'''s Invictus fit the stereotype best. And Lost's Gentry.

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* DeadlyDecadentCourt: DecadentCourt: Most of them, though ''Requiem'''s Invictus fit the stereotype best. And Lost's Gentry.
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Five Races is getting replaced by Standard Fantasy Races, as per this thread.


* FiveRaces: And five factions.
** Averted in ''[[TabletopGame/HunterTheVigil Hunter]]''. Since all Hunters are still human (or as human as you can get in some circumstances), they are instead split into various groups based on what they believe, or who found them first.
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** The subversion of this trope gets taken to the point of practically being a CosmicHorrorStory in the Imperial Mysteries supplement. Anything mortals have accomplished can be undone at the whims of a single [[TheArchmage Archmage]]. That's not a theoretical example, ''it already happened'' as Christianity in the World of Darkness is only the dominant religion in Europe because an Archmage made it that way, ''accidentally''. And after he did it only [[RetGone he could remember it was ever any different]]. The only reason Archmages (and the tiny number of beings who can challenge them like the strongest Kerberoi) don't directly control reality is because they have a noninteference pact since last time they fought each other they [[NotHyperbole literally]] broke the universe creating [[EldritchLocation the Abyss]]. Note that despite this Archmages still have human drives, personalities and emotions.

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