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Rookwood Playtest Rules v.1.1

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0% found this document useful (0 votes)
493 views52 pages

Rookwood Playtest Rules v.1.1

RPG playtest

Uploaded by

jvmarron
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Curse of the House of Rookwood 


a roleplaying game of family secrets and gothic horror 
 

Written by Brian Bình 

Designed by Brian Bình and Michael Addison 

Art by Morrighan Corbel 

https://www.morrighancorbel.co.uk/ 

X-Card by John Stavropoulos 

http://tinyurl.com/x-card-rpg 

O-Card by Kira Scott 

http://www.gamingaswomen.com/posts/2013/01/finding-
my-o-with-the-x-card/ 

Please do not reproduce without permission. 


 
Copyright © 2019 Nerdy Pup Games LLC 

 
 

color per player is best but 5 or 6 of each color is enough 


The Curse    for the whole group if they can share the dice and pass 
them to each other without much hassle. If you only have 
of the House of  one color of dice (or a hodgepodge), you can roll them in 
three different bowls or dice trays to distinguish them. 

Rookwood  The rules will assume that the dice are Black, Grey, and 
White for the mnemonic device ​“Black=Brawn, 
Grey=Guile, White=Weird”​. Feel free to rename the 
  Traits to match the dice you have available, such as 
“Brawny brown, Brilliant blue, Ghostly green”​ or ​“blood red 
...where every closet has a skeleton   Brawn, cool blue Logic, and these weird purple dice with 
and all the sheep are black...  lightning bolts for Magic”​. 

The players will also need a copy of the record sheet for 
introduction  Rookwood Manor, the family estate. A set of notepads or 
scrap paper will be useful for taking notes and for 
This is a role-playing game of decaying nobility, Gothic  passing secret notes around the table. The Chronicler 
horror, urban fantasy, and supernatural conspiracy--but  will also need paper, pencil, and dice. In addition, the 
above all else, it is about the fraying bonds of a  group will need a small timer: a three-minute sand timer 
dysfunctional family and their efforts to save themselves  is ideal because it is quick and easy to start without 
from their own darker natures. One player will take on  needing to manipulate any settings like a smartphone 
the role of the Chronicler of the history of the Rookwood  app or adjustable kitchen timer. 
family and the other players will take on the roles of 
family members across several generations.  
the chronicler 
needful things  One player will be the Chronicler, who has several jobs:  

In order to play the game, you’ll need a few things. The  ● As referee, the Chronicler will answer the 
players should each have copies of the character sheet to  questions of other players as they play: “​ Can I hear 
record the details of their own Rookwood family  anyone in the next room? Is the door locked? Can I 
members. The group should also have several six-sided  find a tire iron in the boot of the car?”  
dice in three different colors. Ideally, three dice of each 
 
 

● As historian of the Rookwood family, the 


Chronicler will ask questions of the other players 
to fill in information about the family and the 
safety 
world. For example, “​ If the police search your office,  Just like real-life families, the drama of your fictional 
what do you hope they don't find? When your diary is  Rookwood family can be intense. Danger, horror, and 
eventually deciphered, what is the one line that stands  family conflict are exciting and integral to the fun of the 
out about this night? In the family photo taken at your  game. But be aware that your friends at the table may 
brother's wedding, why are you the only one not  have different thresholds for horror and drama, both 
smiling for the camera? What have you got in your  realistic and fantastic. When you start a chronicle, ask 
pockets?”  each player if there are any subjects that they want to 
● As narrator of the family’s tale, the Chronicler will  leave out of the game -- these are Lines, do not cross -- or 
introduce details and events and ask the players  subjects that would be uncomfortable to play out in 
how they react or what they do next: “​ The family  detail, such as romantic encounters -- these are Veils, 
lawyer, Edward D. Featherstonehaugh, Esquire, has  fade to black and move on. 
called and left a message asking you to come to his 
office to sign some papers relating to the sale of ‘the  Lines and Veils can help set expectations for your game, 
Green Man public house’, but you've never heard of  and keep everyone at the table safe. However, it is 
that pub. There's no answer at his office when you call  difficult to predict every topic that may come up in-game, 
back. What do you do?”  so we have one more tool to help out -- the X-Card. 
● As adjudicator of action unfolding in the game,  Whenever you play, write an X on an index card or piece 
the Chronicler will enumerate the stakes of any  of paper and place it on the table. If a player feels 
dice rolls, decide results, and narrate any events  uncomfortable with the direction of the game, they can 
beyond the players’ control.   simply touch or lift the card. Whoever is currently 
● As gamemaster, the Chronicler plays the role of all  speaking should immediately stop the action, and look 
characters in the world other than the family  for another way to move the story forward. No 
members portrayed by the players: other family  explanation is required. Simply respect your fellow 
members, servants, enemies, the chimney sweep  player’s need, no questions asked. 
on the roof across the lane, innocent bystanders, 
the local MP, the giant demonic raven eating the  On the back of your X-Card, you can also write an O. 
chimney sweep on the roof across the lane, etc.   Anytime someone really likes what is happening in the 
game and would like more of the same in the future, they 
can hold up the O side to show support for the speaker! 

 
 

● Themes: ​What media tropes and style will be 


setting expectations  involved? For example, the late Victorian era 
covers both Gothic literature and Western cowboy 
At the start of each generation of the family's story, as a  dime novels. Which style is more suitable for your 
group, discuss the details of the setting. The Chronicler  generation? If the action takes place in Europe, 
may have many setting details planned in advance while  you could feature the “Gothic duality” of period 
others can be suggested or made up by the players. In  literature by giving all major characters both 
either case, this is the time to talk about it and get  heroic and villainous character qualities. If you 
everyone on the same page before determining the details  will be in the American southwest, you could give 
of the family members and their resources.  everyone a quality from Wild West media such as 
“cowboy grit” or “city slicker sophistication”. See 
● Place:​ Where is the family? Have they relocated  “Eras of Play” in Appendix III for more ideas.  
since the last generation’s story arc? Are they  ● Tone:​ This is a game of decaying nobility and 
living on a rural country estate or in an urban  disintegrating familial bonds, so it's bound to be 
townhouse? Or are they traveling across a  dark, but darkness comes in many shades. Will you 
continent in their own private rail cars or sailing  drape yourself in Gothic angst like the dusty velvet 
around the world on a yacht? Are they rock stars  pall that shrouds your tortured soul? Will it be a 
touring Europe by bus?  darkly comic confrontation with the world's pain 
● Era:​ When does this generation live? You can be  softened by gallows humor? Or will you be 
as specific or as vague as you like: “​ the opening  superheroes who dress all in black and kick ass 
scene will begin on the afternoon of June 3rd, 1862”​ or  and wax wistful about how sad it makes you feel to 
“the decades prior to the American Civil War”​ or even  be such unstoppable badasses in a world that 
just “​ Victorian times”​, for instance. (The Chronicler  doesn't want you? Or will it be a light-hearted 
might choose an era in advance in order to prepare  romp against evil with wacky, ghost-busting, 
reference material.) Will the Rookwoods be facing  zombie-stomping hijinks? You can go any way you 
Scottish witches in the Renaissance (and inspiring  like as long as everyone agrees beforehand.  
Shakespeare’s “Macbeth”)? Will they be facing 
werewolf highwaymen, dour puritan witch   
hunters, and demonic libertine hellfire clubs in the 
17th century? Or maybe something closer to the 
present such as facing amphetamine-fueled mods 
and skinhead cultists in the swinging 1960s?  

 
 

assign points to each Resource. Starting Legacies are 


the manor  assigned by answering the ​“7 Cursed Questions” ​about 
the family’s history (see “​ The Fall of the House”​ below).  
Over the centuries, the Rookwoods have struggled with 
their family curse. As their fortunes wax and wane, it  As each generation’s story arc ends, your successes and 
takes a toll on stately Rookwood Manor. During poorer  failures will cause the Rookwoods to gain or lose 
generations, portions of the manor fall into disrepair or  Legacies. T
​ he five types of Legacies are Money, Manor, 
disuse. In wealthier times, the manor undergoes  Name, Favors, and Power​. Each point of ​Family 
renovations and restorations. Sometimes old sections are  Resources can be spent once per session ​to benefit a 
torn down and new additions are built to fit the whims  family member.​ It can be spent after a dice roll to allow 
and needs of the family. As a result, the Rookwood estate  any number of dice to be rerolled, or before a dice roll 
is riddled with overgrown outbuildings, buried ruins,  to gain one automatic success.​ Legacies and example 
forgotten cellars, old wells, sealed rooms lost to living  Family Resources are described below. 
memory behind plaster and cobwebbed shelves, and 
many more mysteries. You can sketch or label these  ● Money​ is the family’s purchasing power in the 
changes on the Rookwood Manor record sheet.  form of savings, business income, investment 
dividends, or credit. Spending a point of Money 
You play members of the Rookwood family over many  for an automatic success allows the family to (at 
generations. The successes and failures of each  least, temporarily) solve a problem by throwing 
generation will determine how well the family fares in  money at it. A​ fire inspector is bribed to declare a 
later generations. Once you know the starting era, you  mysterious explosion to be a gas leak. Witnesses to an 
can determine the manor’s location and the family’s  indiscretion are paid to forget they saw anything. The 
available resources.  organ of the local cathedral finally gets that costly 
repair (and the family finds itself in possession of a 
   hogshead of holy water). 
● Manor​ is the family home and its facilities. Each 
point invested in Manor adds assets that any 
legacies and resources  Family Member may use while at home. Examples: 
○ Occult Library:​ The family home has a 
Family Resources fit into one of five types. The first  library full of rare tomes that aid in 
generation of your chronicle has 7 Legacy points to  researching the occult.  
distribute among the 5 Resources that your generation 
has inherited from those before you. You don't have to 
 
 

○ Armory:​ ​The manor has a supply of  wealth. No one questions their presence at 
weapons, armor, ammo, and tools for  red carpet, black tie events. ​When 
repairing and altering weapons and armor.  grandfather wears his magical rainbow kilt to 
○ Stables:​ The manor is equipped with  stalk vampires at a gala, he will be “an eccentric 
stables that house fine horses.   elderly gentleman”, not “a crazy old man”. 
○ Garage:​ The manor contains a garage that  ○ Academia:​ The family name is well known 
holds a variety of vehicles and the  among the literati for the distinguished 
equipment to maintain them.   works and/or theories of its members. This 
○ Staff:​ The manor is maintained by reliable,  can be used to gain access to a museum’s 
loyal, and skilled servants that can be  private collection, obtain support for a 
trusted with delicate matters. Spending a  “scientific” expedition, or get consulting 
Staff point for an automatic success can  help from other experts.  
represent assigning the staff to perform a  ○ Corporate:​ The Rookwood brand is 
task on a family member’s behalf: ​while the  strongly positioned in the market. If the 
family hosts a soiree, the maids serve hors  captains of industry and finance held a 
d’oeuvres and eavesdrop on the guests.   business conference, a Rookwood could 
○ Regalia:​ The family manor is lavish and  easily walk in. 
impressive. The staff have smart uniforms;  ○ Underworld:​ Despite their above-board 
family members may also dress to impress  public face (or anonymity if they have no 
if they choose. This Legacy can make a big  other points in Name), the Rookwoods are 
impression at the estate. ​Charity galas gain  well known in the criminal world as an 
more publicity. Business deals reach more  organized crime family. Whether they 
favorable ends with comfortable and/or  actually break laws is another matter, but 
intimidated guests. Meetings with important  they have connections with criminals and 
people are easier to arrange if you invite them  are well known to local gangs. 
to a fancy dinner at your awesome house.  ○ The ​Other​ Underworld:​ The supernatural 
● Name​ is the family’s reputation. Each Legacy  society that hides in the shadows 
point in Name makes the Rookwoods famous (or  (politicking vampires, rival witch covens, 
advantageously infamous) among a particular  the goblin market under the Second Avenue 
social circle. For example:  Bridge, etc.) and the Rookwoods are 
○ High Society:​ Regardless of how much  well-acquainted with each other. If a 
Money the family has, they are famous for  Rookwood needs a silver talisman from the 

 
 

Troll Smithy, they can skip the usual “How 


did you penetrate the veil of glamour 
around this place, mortal?” and get right 
down to haggling. 
● Favors:​ Each Legacy point in Favors represents 
debts owed to the family, or useful contacts and 
family friends. Each point of Favors can be spent 
to define one of these debts or contacts. This can 
be done at the beginning of a new generation’s 
story arc or as the need arises (​ “How are we going to 
get this crate to the Isle of Wight without filing a cargo 
manifest?” “Er… Uncle Remy the ‘confirmed bachelor’ 
has a--shall we say ‘fishing mate’?--with his own boat 
who could take us there off the record.”) 
● Power:​ Each Legacy point in Power represents 
seats held by the family in political offices, 
corporate boards, chairs at university, mob ties, 
and the other areas listed above under Name. 
Where Name represents reputation in these 
circles, Power is actual authority. 

   

 
 

other!”​ (Unless that’s the tone that your group is going 


using family resources  for, in which case, “tally-ho!”) Any player may use a 
Family Resource. If the spending of a point is in dispute, 
Each Legacy point is assigned to a Resource. These  those in disagreement should argue it out and make 
resources can be non-specific features (e.g. “​ the Manor has  opposed Trait checks, if necessary: ​if you can't come to a 
a competent housekeeping staff”​) or a specific feature (e.g.  quick agreement about a point of Garage, make a Brawn check 
“the Manor’s butler, Mr. Singh, is most resourceful”​). Family  to see who grabs the keys first. 
Resources can be used by any family member. ​Each 
Legacy point may be spent once per session before a 
dice roll to gain one automatic success, or after a roll to 
reroll any number of the dice.​ Legacy points can be 
the fall of the house 
spent for any roll that the player can justify to the  Long ago, a member of the Rookwood family made a deal 
Chronicler. Some Resources are skewed toward one Trait:  with a dark force. This pact granted the ancestor great 
an occult library will probably aid Guile checks for  power but also inflicted a terrible curse on the Rookwood 
research or perhaps Weird checks for reading a magical  bloodline. The players and Chronicler work together to 
incantation. It is unlikely to be used for a Brawn check to  answer the questions below after the setting is 
drop a heavy book on an enemy’s head--although it could!  determined for the first generation, but before the family 
members are generated. The family's information may be 
Legacies don't disappear when their resource points are  inaccurate or incomplete, so it's ok if some questions 
spent. If the Manor has a library, you can use it to justify  have less detailed answers: “​ we think it may have been a 
making Guile rolls to do research even if the point has  feud with the Scottish Rite Masons”​ or ​“great-uncle Percy 
already been spent. The Legacy makes the research  used to say it was voodoo from the West Indies, but he also 
action possible, but spending the point provides a  thought avocados were soft-boiled crocodile eggs, so…”   
one-time bonus when you really need it. Legacies c​ an 
vanish between generations as the result of family strife.   The players answer the “7 Cursed Questions” below. For 
each answer, they must also describe one Legacy the 
Multiple points may be spent at once and applied to  family gained (directly or indirectly) as a result. The 
different things, but they cannot be “stacked” on one  group can answer them together, take turns choosing, or 
Trait check. Don’t try to claim 4 automatic successes on a  distribute them randomly. Another option is to have each 
combat roll because you’re spending points of Staff,  player write an answer for a question and the Chronicler 
Armory, Garage, and Library to say ​“I’m riding in the  picks one at random and reads it to the group before they 
sidecar while reciting from the Necronomicon while Mr. Singh  answer the next question.   
drives a motorcycle with one hand and fires a shotgun with the 
 
 

walls and riddled with cellars and subterranean 


7 cursed questions  tunnels.” 
● What dark force granted it? “​ William Rokewode’s 
The questions are presented here with answers for an example 
plea was answered by an elemental being of darkness 
chronicle in which the first generation of play will be set in 
and cold that was worshiped by druids and more 
mid-19th century England. 
ancient cults at the henge. We don’t know if it is a 
● How long has the family been cursed? “​ The  demon, an undead king entombed in the barrow, or an 
Rookwoods have been cursed for nearly two centuries.  unseelie faerie. Perhaps it was all three. It still watches 
It began in the civil war. It was at this time that we  us, felt but unseen. Our Legacy is our ​supernatural 
secured our position. Our Legacy is ​Power: ​a Lord’s  guardian​ that occasionally grants ​Favors​ when one of 
seat in Parliament for Earl Rookwood.”   us is in dire straits. 
● Who was the ancestor that was the progenitor of  ● Did the progenitor achieve their goal? “​ William 
the curse? ​“William Rokewode, the first Earl  Rokewode secured an earldom and lived a long life. 
Rookwood. He was a captain in the war. We have a  The family has leveraged its seat in the House of Lords 
proud military tradition. Many Rookwoods have held a  for generations. Our Legacy is a network of 
commission. Our Legacy is in our ​Manor:​ it is  government officials​ who owe us ​Favors. 
equipped with an A ​ rmory​ full of old and new military  ● How did the progenitor die? “​ Rookwood Manor 
equipment.  was attacked by a druidic cult that wanted to reclaim 
● When and where was the progenitor cursed?  our henge. William Rokewode used his power over 
“William Rokewode was cursed when his forces were  earth and stone to fight them off. He led his children in 
broken in battle. He fled to avoid capture, and hid in  battle in defense of our home. During the battle, he 
the only place available on the open plain: a prehistoric  imprisoned the druids in the stone walls of the chapel, 
barrow mound in a ring of standing stones. Our Legacy  but his curse finally claimed him. His stony form is also 
is that H
​ enge​. Rookwood M ​ anor​ is built around it and  embedded as a bas relief on the wall of the chapel. Our 
sits on a ley line junction that amplifies magical power  Legacy is in the walls of the ​Manor​’s Chapel itself: 
in the stone circle.”  William Rokewode and the druids are still 
● Why did the progenitor want power? “​ Rokewode  semiconscious in the bas relief. Their ​captive spirits 
was desperate and prayed to anyone listening. He was  can be consulted for advice on magical, military, and 
swallowed by the earth, given power over it, and  occult matters.”   
protected by it, but the earth power also cursed him 
and his bloodline. Our Legacy from William’s dark gift 
is in our M
​ anor:​ it is h
​ eavily fortified w
​ ith thick stone 

 
 

the family  family members 


You take on the roles of members of the Rookwood  Once you have established your general roles in the 
family, an ancient aristocratic line that suffers a terrible  family and you know the era and setting details and your 
curse. Each player will create their own family member,  family history, you can determine the details for your 
but the players should work together as they do so. The  family members in the current generation. Each family 
relationships between family members are important and  member is defined by their Traits, Curse, Assets, Desire, 
are not one-sided. I​ f you want to play a young gadabout who  and Skeletons. 
steals from the family to pay his gambling debts and you stole 
Uncle Charles’ gold pocket watch, then the player of Uncle 
Charles needs to know his watch is missing.  
choose traits 
You have three traits that describe your physical, mental, 
There can be more living family members than players, 
and magical capabilities. Y ​ ou have 5 six-sided dice to 
so the players and Chronicler will decide which other 
distribute among these three abilities. ​You roll these 
family members will be present. The Chronicler will 
dice when you perform any difficult or stressful actions. 
portray the non-player family members. 
The dice also represent your resilience and reserves of 
Once setting and tone is established, the group should  energy. They can be temporarily spent to absorb damage, 
discuss who the players’ family members are, how old  exert extraordinary effort, or activate special abilities. On 
they are, what role they play in the family, and what other  your character sheet, circle the number of dice you wish 
(non-player) family members are around. Each family  to place in each trait and mark the circles with an X or 
member should be described initially with an adjective  slash mark as you spend them (use a pencil because you 
and a family role. K
​ eep in mind that the Rookwoods are  will restore them often).  
a cursed dysfunctional family, so the adjectives should 
● Brawn (Black dice)​ is your physical prowess: 
not be entirely positive​. Some examples: 
strength, agility, & toughness.   
● Moody teenage daughter, rebellious son, stern spinster  ● Guile (Grey dice)​ is your mental prowess: reason, 
aunt, drunken bachelor uncle, dottering grandfather,  wits, and willpower.  
domineering mother, unemotional father,  ● Weird (White dice)​ is your magical prowess: 
absent-minded grandmother, cavalier sister, flighty  spiritual power, intuition, and ability to control 
brother, wastrel cousin.  and resist magic.  

 
 

You can assign any number of your 5 dice to each Trait.  experience: b​ etrayal by a friend or lover, the death of a 
If you want to play a big, brawny Rookwood who is as  mentor, a humiliating failure, a painful injury, a near-death 
strong as an ox, but also as smart as an ox, you can put all  experience, or some other misery​. Your Rite of Passage does 
5 dice into Brawn and 0 dice into Guile and Weird. You  not affect your abilities, but it colors your background 
can still do non-physical things, but you will be unlikely  and may influence your personality and how you interact 
to perform above average in those Traits without dice.  with the family. 

Your G​ ift​ represents your ability to turn your Curse to 


choose curse  your advantage. When you use your Curse, you make a 
Trait check like any other action, but you ​must​ make a 
Your share of the Rookwood family’s supernatural 
supernatural effort and roll 3 dice. ​If you have less than 3 
heritage is both a powerful gift and a loathsome curse 
dice to roll, you can’t control your Gift.​ If you make up 
handed down by the progenitor who struck a dark 
your own Curse, don't try to make its Gift universally 
bargain. If you are a blood relative descended from the 
useful--a good Gift has limitations complemented by 
Progenitor, you begin with a Curse and a corresponding 
other family members.  
Dark Gift. If you are a Rookwood by adoption or 
marriage, you do not carry the Progenitor’s blood and do  The ​Marks of your Curse​ are the price of your Gift. Your 
not have a Curse or Gift, so you can skip this part.   Curse changes you. Using it warps you and will be your 
undoing: the more the Rookwoods use their Gifts, the 
Many example Curses are provided in the players’ 
more monstrous they become. Every attempt to use your 
appendix, but you can also make your own. When 
Gift carries the chance of rolling a double and gaining 
describing the manifestations of your Curse, give it a 
another Mark. Y ​ ou begin with one Mark of your 
dark, Gothic theme with imagery focused on things like 
Curse​. If you create your own Curse, you must also create 
darkness, graveyards, cobwebs, and shiny black ravens on 
the Marks that show how it twists you. Your final Mark 
the chimney-smoked lanes of a dreary November 
will be “Lost to the Curse”: your ultimate doom. 
afternoon. Your Curse is defined by three parts: Rite of 
Passage, Gift, and Marks.    If your Curse lets you bring statues to life, your Marks could be 
symptoms of petrification: your face becomes hard and 
Your R​ ite of Passage​ (or “​ loss of innocence”​), is the 
expressionless, your joints stiffen, your density increases, and 
moment when your Curse first manifested. This usually 
so on. In the end, you turn completely to stone.  
occurs during the moody teenage years of puberty, but 
could appear at any stage of life. The first manifestation 
typically occurs during or soon after a traumatic 

 
 

When you attempt non-supernatural Trait checks, your 


Marks inflict additional Risks to all actions where they  choose desire 
can interfere.  
Your Desire is something you really want but its 
If your Curse is slowly turning you to stone and you try to  indulgence is detrimental to the family. It can be a 
swim across a river, “you might sink because you’re so dense”.  personal weakness or temptation that you pursue at the 
If you try to give a theatrical performance or convince  cost of achieving family goals: addictions such as 
someone of your sincerity, it will be more difficult to move  gambling or morphine are good homewreckers (or “wine, 
your audience because “your face might be too expressionless.”   women, and song” or “sex, drugs, and rock & roll” 
depending on the era). Obsession with a personal 
At the cost of 1 Weird die, you can suppress your Curse  long-term goal incompatible with family goals also 
and hide your Marks for one scene, b ​ ut only during  works: ​running your own business, winning the hand of a 
daylight hours.​ From dusk to dawn, darkness is dominant  duke's daughter, discovering the secrets of manned flight,​ or 
and the Curse cannot be suppressed.  some other distracting fool’s errand. E ​ very time you 
pursue your desire and cause trouble for another family 
member, you are reinvigorated and restore one spent 
late bloomers  Trait die. 
You may choose to play a Rookwood who has not yet 
experienced their “loss of innocence”. In the course of  choose skeletons 
play, you may decide that any particularly stressful scene 
is your traumatic Rite of Passage. Your Curse manifests  Every family has skeletons in its closet, but stately 
immediately at that point, but you don’t get to choose it:  Rookwood Manor has extensive storage space. These 
one of the other players will! Each of the other players  "skeletons in the closet" are a core source of tension in 
can suggest a Gift that would be useful in that situation,  the family. Each generation, your family will have to 
then roll a die, play Rock-Paper-Scissors, or just vote to  overcome the problems that threaten its relationships in 
decide which occurs. The Chronicler will decide your  order to ensure the success of the generations that follow. 
first Mark. In compensation, you may start with an extra  Strong relationships help build a successful family. 
Asset (see below).  Dysfunctional relationships weaken the family and 
threaten to break the bonds that hold it together. 
Unfortunately, the curse on your bloodline twists the 
  hearts and minds of each new generation. If one 
generation fails to resolve its toxic issues, the next 

 
 

generation will suffer the fallout. However, even if one  bring the issue into the spotlight. Although they 
generation resolves all their issues, the next generation  are unpleasant, you are rewarded when they come 
will still suffer issues of their own.   up: ​when a Bone occurs, both you and the family 
member that triggered it can restore a spent 
You start with one Skeleton in your closet. Failing to  Trait die or Asset​. 
resolve it will harm the family as the tension tears them  ● Spades​ are methods of “burying” the skeleton and 
apart; however, resolving a skeleton means overcoming  resolving the issue so the family can get past it 
shared animosity. It strengthens familial bonds and gives  without being torn apart by it. Spades may be kept 
the family a bonus for following generations. A Skeleton  secret or openly known to the other players. A 
consists of a Spine, Bones, and Spades.   Spade can be an action that your character must 
take, or an action that another character must 
● The S​ pine​ defines the core of the issue. Your  take, including (but not limited to) the Spine. 
skeleton disrupts the harmony in the whole family,  Choose a positive and negative spade: what you 
but the Spine is the family member at the center of  hope​ will happen and what you f​ ear​ will happen. If 
the issue. For example, ​“Nothing I do pleases my  you can use the Hope spade to resolve the 
father​”, “I slept with my b​ rother​’s wife”,​ or ​“I stole  skeleton, your family will gain 1 Legacy point for 
uncle Charles​’ pocket watch.”​ You can keep your  the next generation. If you use the negative Fear 
Skeletons secret from most other players but at  spade to bury the skeleton, they will lose 1 Legacy 
least one should have an inkling of it. In many  point for the next generation. However, any 
cases, you need to work with other players (or pass  skeletons that are not buried before the end of the 
information through the Chronicler, if secrecy is  generation will cost the family 2 Legacy points, so 
needed) to make certain that everyone starts with  it is better to use the Fear spade.  
the knowledge necessary for the Skeleton to work. 
If you stole your uncle’s watch, Uncle Charles will need  A set of example skeletons are included in the player’s 
to know that his gold watch is missing. If you slept with  appendix. You can use them as inspiration for making up 
your brother’s wife, he may not know what you did but  your own skeletons or you can just personalize the 
your sister-in-law definitely knows (and at least one of  examples by filling in the names of your family members.  
them should be played by another player).  
● Bones​ are other family members and the 
conditions that connect them to the problem.  blood will out 
Every skeleton will involve at least two other  While you are playing, remember that the Rookwoods are 
family members. Each Bone of your skeleton has a  a cursed, dysfunctional family. You shouldn't operate 
condition or event that can happen in the story to  with the brutal efficiency of a sociopathic genius. The 
 
 

rules of the game reward you for making irrational and  can choose to ​spend an Asset after a dice roll to reroll 
emotional choices. If you keep your skeletons carefully  any number of the dice​, or​ before the roll to add one 
hidden and never allow them to cause trouble, your life  success to the results​ of the roll.  
will be dull and uneventful. That's good for safety and 
security, but boring for a Gothic tale of family drama.  You define your own Assets, but try not to make them 
This is why your Skeletons and Desires allow you to  overly broad or narrow. A good Asset should be useful in 
refresh your spent dice. If you play it safe, you won't be  more than one type of scene, but not in ​every​ scene: ​being 
able to make exceptional or supernatural efforts: you will  a cavalry officer is useful in a horse chase, a saber duel, or 
only accomplish things in small steps and you won't be  looking dashing in a crisp uniform at a formal affair, but it 
able to use your supernatural powers.  does not help in a foot chase, business negotiation, or 
ascertaining the provenance of a mysterious artifact​. Assets 
Follow your desires: give in to temptation, lose your  can be applied to any Trait depending on the situation. 
temper, have another piece of pie when you should be on 
a diet. Don't hide your skeletons completely: act shifty,  Assets generally fall into one of three categories:  
make Freudian slips in conversation, and confess to your 
crimes in a diary that you keep under your pillow instead  ● A personal quality or talent: ​superb athlete, 
of in an encrypted ledger locked in a safe deposit box.  commanding presence, sensitive artist 
Watch as your family members do the same, keep track of  ● Possessions, whether unique (​eldritch sword, custom 
their issues, and try to push their buttons. Keep picking  hot rod​) or generic (​personal wealth, silent partner in 
at the family scabs until things come to a head. You'll be  local businesses​) 
rewarded when the mess is cleaned up, but you'll be  ● Social connections, whether general (​“well known in 
punished for letting things quietly fester.    high society”)​ or specific (​“Athenaeum club member”​). 

Example Assets:​ Cavalry Officer in Her Majesty’s Royal 


choose assets  Lancers, The Darling of Last Season’s Salon, Satirical Wit, 
Demolition Smuggler for the Resistance, Pickpocket, Gambler, 
If you have a Curse, you begin with 3 Assets of your  Renowned Aesthete, Street Smarts, Dancing Prodigy, 
choice (4 if you're a late bloomer whose Curse has not yet  Gentleman Farmer, Fashion Trendsetter, Barrister-at-law, 
manifested). If you don't carry cursed Rookwood blood in  Incorrigible Rakish Dandy, Finely Crafted Rifle, Private Lake 
your veins, you can choose 6 Assets. Your Assets describe  Cottage, Favor Owed, Influential Friend, Side Business, 
your unique mix of training, talent, and personal  Personal Library, Personal Retainer, Souped-up Hot Rod, Cat 
resources. Your Assets work like Family Resources but 
can only be used by you. If it is relevant to an action, you 

 
 

Burglar, Big Game Hunter, Rabble-rouser, Frustrated   


Thespian 
   

playing the game 


trait checks 
When a character attempts to perform an action that 
carries significant difficulty or danger, determine the 
scale​ and the ​stakes​ of the roll, choose one to three Trait 
dice, and roll them. Each die that shows a ​4, 5, or 6 is a 
“success” or a “hit”​. You can ​roll dice of any color​, but 
6s count as two hits if the dice color matches the type 
of action​ (e.g. black Brawn dice for physical actions). 
Each success allows you to resolve one of the stakes. 

Roll one die for “moderate effort”.​ You can only achieve 
one hit (two if the color fits), so you cannot accomplish a 
lot at one time, but neither will you be stretched too thin.  

Roll 2 dice to make an “extraordinary effort”.​ You exert 


yourself to have a better chance of success and can 
achieve greater degrees of success. However, you run the 
risk of exhaustion: if you r​ oll doubles, you lose one of 
your dice​ from the roll.  

Roll 3 dice to make a “supernatural effort” f​ or a magical 


power, such as your Dark Gift. If you ​roll doubles or 
triples, you lose one Trait die and gain another Mark of 
your Curse​. 

 
 

You may have noticed that you only have a 50/50 chance  scale 
of a success on one die, but you risk losing dice if you roll 
more than one. So how can you get anything done with  The ​Scale​ of an action is how much time and effort is 
only 5 Trait dice? Assets and Family Resources can give  represented by one Trait roll. One roll could be a daylong 
you extra hits or rerolls, but the intended play style is to  battle between armies or one sword blow between 
take risks. Roll 2 or 3 dice and burn through your Assets  duellists. If the outcome is important but the individual 
and Traits to achieve your goals! Restore lost Traits by  steps taken to reach it are not, such as searching a 
pursuing your Desire or dragging a Skeleton out of the  warehouse for evidence or picking a lock, it is a good idea 
closet. The Rookwoods are a dysfunctional family because  to condense time-consuming actions to one roll. In these 
they can't do anything together without a lot of foolish  situations, one roll determines the outcome of one action. 
decisions and family drama blowing up in their faces.  Breaking the action down step-by-step should be 
reserved for when you want to portray potential reversals 
Lydia Rookwood is a pale, willowy girl with a manic demeanor  of fortune or sudden upsets. 
but an impressive aura and intimidating presence. She has 0 
Brawn, 1 Guile, and 4 Weird dice. If she rolls her 1 Guile die  For example, if Sir Reginald Rookwood and his lancers are on 
to pick the lock on a door, she could get an extra success if she  the battlefield and you just want to know if he can survive the 
rolls a 6, but she could choose to roll one of her Weird dice if  day with his unit intact and make a good showing, you can do 
she wanted. She’s in a hurry and makes an extraordinary effort  it with one roll. If Reggie has a special mission during the 
to kick the door open quickly, so she rolls two dice. She has no  battle or he is challenged to a duel of honor off the field, you 
Brawn so she chooses 1 Guile and 1 Weird. She rolls and gets 5  may want to roll blow-by-blow to play up the tension. 
and 5--Success with two hits!--but she rolled a double and 
strained herself with the effort. She has to lose one of the two  setting stakes: risks and rewards 
dice she rolled. She chooses to drop the Weird die because she 
has them to spare. She now has 0 Brawn, 1 Guile, and 3 Weird  The ​Stakes a​ re the potential ​Risks​ and ​Rewards​ that can 
dice. Later, she uses her dark gift to summon a murder of  result from the action. When a player declares an action, 
crows to attack her enemies. She rolls 3 dice for a supernatural  the Chronicler should a ​ sk “What do you hope to 
effort: her 3 remaining Weird dice for best effect. She gets 6, 4,  accomplish by doing that? What do you fear might go 
and 4. That’s 4 hits--huzzah!--but also a double so she loses a  wrong?” to set the stakes​. The players should say what 
die and gains a new Mark. Blood drips from her nose and she  they want to achieve and what potential drawbacks 
stares with the ​glossy, totally black eyes of a carrion crow​ as  concern them, then the Chronicler should enumerate the 
she directs her birds to attack.   stakes. The Chronicler tells the players what bad things 
might ​happen (​Risks​) and what good things ​could​ happen 
 
 

(​Rewards​), based on the player’s stated intentions and the 


Chronicler's judgment of the situation. 

Risks are negative consequences that ​will r​ esult from the 


action if not prevented. Rewards are opportunities or 
benefits that ​can​ result with extra effort, skill, or luck. 
For each success on the roll, you can choose to 
eliminate one Risk or gain one Reward.​ Sometimes, 
these have to be done in a particular order (​if you shoot an 
enemy, “you could hit it in the eye”, but not if you don’t first 
eliminate the Risk “you might miss”​), but Risks and Rewards 
are not always mutually exclusive. 

Phrase Rewards with the word “could” and Risks with 


the word “might”.​ This clearly divides the stakes into 
two groups, so the players know which ones need to be 
bought and which need to be paid off and avoided. 

Every roll should have at least one Stake, the most basic 
being “​ You might fail”​. If there are no consequences to 
avoid or extra benefits to gain, then you can do things 
without a roll. Also, n​ ote that “you might fail” is an 
option​. There may be other Risks to an action even if 
“success” is a sure thing. ​Can you climb over that fence, run 
through the back garden, and climb the trellis to enter the back 
window of that creepy house? Of course! Can you do it without 
being spotted, getting cut up by the rose bushes, or breaking 
the window glass while entering? Roll to see how many of 
those Risks you can avoid! 

   

 
 

Example Risks  Example Rewards 

● You might fail:​ The attack misses, the jump falls  ● You could do damage:​ your attack does one hit of 
short, you lose the race, etc.  damage per success spent. 
● It might hurt:​ You’ll take some damage: many  ● It could disadvantage the target:​ knock a foe 
small hits (“you might take 3 hits, canceled  prone, entangle them, force them to turn, make 
separately”) or one big hit cancelled by one success  them look foolish, etc. 
(e.g. “you might touch the wire and take a 3 hit  ● It could benefit a following action:​ aid a friend, 
shock”).  feint in melee to set up an attack, maneuver into a 
● It might exhaust you:​ You risk losing a specific  better position, etc. Add a free success to the roll 
Trait die.  for the following action.  
● It might put you in a bad position:​ knocked  ● You could look good doing it:​ Your action is 
prone, off balance, dangling from a cliff, standing  particularly impressive. 
on the wrong side of the gate when it closes, etc.  ● It could be more efficient:​ use fewer resources, 
● Things might get out of hand:​ The explosion is  use less ammo, get a discount. 
too big, your bullet ricochets, the rumor spreads  ● You could interfere with your opponent: Y ​ our 
too far.  action directly opposes another. Your hits cancel 
● It might cost more:​ You waste materials, you pay  theirs: parry an enemy’s blow, steady a friend 
too much, you break a tool or drop a piece of  who’s being pushed over, deflate a windbag’s boast 
equipment.  with a cutting sarcastic remark. 
● It might take too long:​ You overextend your  ● You could do it faster:​ If you spend more hits on 
swing and need time to recover, you need to reload  this reward than another character who is acting 
before firing, you fall behind when your shortcut  at the same time, you will go first. 
isn’t short. 
● It might cause offence:​ Your vulgar insult     
disgusts a bystander, you draw a powerful foe’s 
wrath in combat, your sweet dance moves steal the 
spotlight from the bride at your cousin’s wedding. 
● It might endanger a friend:​ As one of the other 
Risks but applied to an ally (friendly fire, shifting 
the blame, etc.). 

 
 

Any action happens as you declare it. If you say, ​"I punch  obvious additional Risks, use “It might exhaust you: lose 
the constable in the face"​, your fist is hurtling toward that  a Trait die”. 
bobby’s face. If you don't roll any hits, you fail to connect 
solidly, but you are still guilty of assaulting an officer. If 
many actions are declared at once, the Chronicler 
pressure and time 
determines the order. Think like a film cinematographer:  When you are playing the game, there may be times when 
what order should these simultaneous actions be shown  the action begins to stall. Negotiation is necessary when 
on screen? If it is important who acts first, roll  setting stakes but the back-and-forth can drag on. The 
competing actions with the Reward “You could do it  Rookwoods are a family with toxic issues; if the players 
faster”.  portray this with enthusiasm and accuracy, it can lead to 
heated exchanges in vicious circles (or downward spirals). 
You may describe your actions as colorfully or plainly as 
All of this can be fun, but the drama has diminishing 
you like. You may portray your family member as adept, 
returns. To avoid getting bogged down in one 
inept, stupidly lucky, or anywhere in between. The 
spotlight-hogging scene, place a 3-minute sand timer in 
purpose of the dice is to create suspense about the 
the middle of the play area within reach of everyone. 
outcome, not to make you look stupid. If your Rookwood 
is a bumbling klutz but rolls 4 successes to stake a  Any player (including the Chronicler) can flip the timer at 
vampire, you can describe it as slipping and knocking the  any time. This signals that they think the current 
vampire onto a broken chair leg instead of expertly  argument or scene has gone on long enough and those 
piercing its chest with a sharpened broom handle with  actively involved need to wrap it up and move on. When 
the point control of an olympic fencer. If your expert  the sands run out, the current scene should be resolved 
sniper misses, maybe your target stubbed his toe and  one way or another: agree to disagree, storm off in a huff, 
bent down just as you fired. The dice determine if you  make an opposed Trait check to settle it, or the 
succeed or fail, but you can describe what that looks like.  Chronicler can take a page from Raymond Chandler: a 
man with a gun bursts in to forcibly change the subject! 
pushing your luck  Note that you don’t need to flip the timer just because a 
If you roll a Trait check with one or two dice and do not  scene has gone on a long time. If everyone is enjoying the 
roll any hits, you can increase your effort at a cost. You  scene (including players who aren’t involved and are just 
can add more dice to the roll (up to 3 total), but you must  watching) then let it continue. The timer is just a signal 
add another Risk for each die added. If there are no  to keep things moving when it is tempting to overdo it.  

 
 

right away to restore more dice and regain their 


consequences  effectiveness.  

damage  losing trait dice 


Physical injury is the most obvious, but damage can come  You can absorb damage by sacrificing dice from Traits: 1 
in many forms: cuts and bruises, rattled nerves and  die per hit of damage. You don’t need to lose dice from 
broken concentration, or even crushing ennui and  the same Trait that dealt the damage (losing Brawn for 
existential angst. When a character takes damage, they  physical damage, Guile for mental assaults…). A physical 
need to mitigate it somehow in order to survive. Damage  blow could obviously hurt your Brawn, but it could also 
can be absorbed or canceled in a few ways. If damage  distract you with pain and cost Guile, etc. 
isn't canceled somehow, the character will be completely 
out of action: knocked unconscious, killed, getting 
blackout drunk in a dive bar, withdrawn and barricaded  losing assets 
in their study in a fit of depressed nihilism, etc. How a  You can absorb damage by spending Assets if it makes 
character goes out is up to the Chronicler and the player,  sense in the fiction. When you lose an Asset, it doesn’t 
but it should match the situation in the scene.   necessarily mean that the Asset has been destroyed. It 
only means that it no longer helps you in a significant 
recovery  way. If you have a PhD and lose its Asset, you don’t have 
to tear up your diploma. You just don’t get to reroll dice 
If you are forced out of action by losing all your traits,  for Trait checks where your degree would have helped 
you can't come back on your own even if you are still  until you restore that Asset. It’s up to your group to 
alive. You can only be brought back into play by the  decide if you want to justify this in a concrete way like a 
intervention of your family. A dead family member might  “physics simulator” or in a more narrative “cinematic” 
be brought back as a ghostly consultant by a relative with  way. 
the dark gift to contact spirits. A family member who 
decides to crawl into a bottle or opium den won't “get  If you want to treat the rules as the physics of the game 
over it” on their own, but could be dragged out by a  universe, you can say physical damage can only be 
relative who intervenes. However you justify it, the  blocked by physical Assets. If a werewolf tries to bite 
rescuer must give one of their Trait dice to the returning  your head off, you can save yourself by sacrificing your 
family member to restore them. It probably won't be a  “magic helmet” but not your “membership in an 
cheerful return, because that family member with one  exclusive gentlemen’s club”. 
Trait die will need to indulge their Desire and Skeletons 

 
 

If you want to treat the rules as a complete abstraction,  remaining Assets), you can gain another Mark of your 
you can go the route of a poorly written movie script  Curse instead.  
where a character displays a useful skill in Act I but then 
never brings it up in Act III even if it would still be very  bonus reserves 
useful. The werewolf tries to bite your head off but you 
dodge at the last second (and for mysterious reasons, your  In addition to spending your regular Traits and Assets to 
private gentlemen’s club membership just never comes  avoid hits against you, you can also spend temporary 
up again). What is the causal link between dodging the  Assets called Bonus Reserves. These situationally 
werewolf and losing the bonus for your Athenaeum Club  beneficial dice can be gained in several ways. T ​ he 
membership? There is none. It’s a game and you gain a  Chronicler may give them to one side in a conflict to 
temporary advantage in the game by expending a  represent a circumstantial advantage.​ For example, ​if 
resource.  you have the benefit of cover in a firefight, the Chronicler may 
give you 2 black Brawn dice of Bonus Reserves for cover that 
It's recommended that you play somewhere in between  you could use to avoid getting shot or other physical harm.  
these two extremes. You can use any Asset to avoid 
damage hits by providing a minimal fig leaf to justify it.  You can also u ​ se your Gifts to generate Bonus Reserves 
The werewolf tries to bite your head off and you avoid the  for a particular scene. ​If you summon a murder of crows to 
damage by sacrificing your “member of the Athenaeum  fly around and give you a telepathic bird’s eye view of your 
club” Asset. How? By shoving your keyring down the  surroundings, you could use the hits on your Gift roll to buy 
beast’s throat to distract it with the scorching pain of the  Guile dice of Bonus Reserves to avoid ambush or aid rolls to 
silver key fob. By Jove, you’ve bought yourself a moment  search for something from the air. L
​ ike permanent Assets, 
to escape that spot of bother, but now you can’t get into  you can only add one success to a Trait check by 
the clubhouse until you meet with the membership  spending Bonus Reserve dice, but any number may be 
committee next week to get a replacement key. Will these  spent defensively to negate hits against you. 
vexations never cease? 

gaining marks  a new generation 


If you need to lose dice to absorb damage but you don’t  The default assumption for a Rookwood Chronicle is one 
have enough dice left to spare (or you want to keep 3  story arc per generation. There may be many parallel 
Trait dice to use your Gift and can’t justify using your  plots and subplots within a generation, but only one 
major overarching plotline involving the entire family. 

 
 

When that major arc is resolved, time skips forward to a  Legacy points. How does your Skeleton alter the family’s 
later generation that has to deal with the fallout.   Legacy and Resources? 

“Generation” in these rules refers to all members of the  If the family’s total Legacy points dropped, how do you 
Rookwood family, regardless of age, who are alive and  explain it? ​Did cousin Serena fall out with her father and 
active at the same time. A more accurate term might be  move abroad with a large chunk of the family fortune? Did 
“contemporary familial cohort”, but that’s really awkward  uncle Henry go mad and set fire to the carriage house?  
so let’s stick with “generation”. When you decide that 
one generation’s story has reached a finale and move on  If the total Legacy points increased, decide which Family 
to the next, you don’t have to advance to the next  Resources were gained. ​If you increased the family’s Money, 
biological generation to play the children of your current  did an investment pay off or did you uncover a lost vault 
characters. It may be preferable to skip ahead to your  behind the wall in the wine cellar?  
grandchildren, great-grandchildren, or even later to 
explore a new era.  In late 18th century England, Eugenia and Eugene were the 
twin children of Eustace Rookwood. After their mother died in 
childbirth, they were raised by their father and aunts. Eustace 
ending a generation  was an emotionally distant man who didn’t know how to relate 
to his children. Eugene’s Skeleton was “Needs approval from 
At the conclusion of a generation’s story arc, you need to  father”: he struggled to get any sign of affection from Eustace, 
go through an epilogue or denouement that describes  who always criticized his shortcomings. Eugenia’s skeleton was 
what happens to the surviving family members. Each  “Rivalry with her brother”. Eustace may have criticised her 
player takes a turn describing a short final scene to  brother but at least everyone recognized Eugene’s efforts; poor 
provide closure for their character’s story. If time allows,  Eugenia was often overlooked.  
players may attempt to bury any remaining Skeletons. If a 
skeleton can’t be satisfactorily resolved in a short scene,  Eugene’s curse slowly turned him into stone and Eugenia’s 
it goes unburied and the family slowly declines.  flesh slowly hardened into wood. At the end of their 
generation, Eugene was claimed by the curse and turned into a 
As part of these final scenes, you should describe the  marble statue when he used his dark gift one final time to save 
impact of each Skeleton. Each Hopeful burial gives the  his sister's life. Fortunately, Eugene’s skeleton was buried 
family 1 new Legacy point and each Fearful burial costs  when Eustace finally recognized his worth. Eustace literally 
the family 1 Legacy point. Each unburied Skeleton costs 2  placed his son on a pedestal in the library with a plaque 

 
 

bearing a loving benediction. Eugenia was forever lost in her 


brother’s shadow: her skeleton went unburied.   aging family members 
There was a net loss of 1 Legacy point for the family.  If you decide to advance the calendar to the near future, 
Eugenia’s player decides that she packed her trunks in 1783  you can play older versions of some characters. Skipping 
and took the family’s merchant ship, the “Patient Endeavour”,  ahead 50 years means that grandmother is gone, but 
to the newly independent American colonies. She remained  “Lydia the moody teenage daughter” can become 
there until her death; the ship was never returned. The family  “Great-Aunt Lydia, the irascible matriarch”. 
loses one point in​ Money​ and there is a statue of Eugene 
To play an aged version of a family member from the 
Rookwood in the library of the manor. 
preceding generation, you ​must​ change your family role 
and alter your Traits by moving at least one die. You m ​ ay 
beginning a new generation  choose to change your Desire. ​A little boy loses Weird and 
gains Brawn as he grows from an imaginative lad to a grown 
At the start of a new generation, decide how to spend the  man with a broken spirit. A bright young woman loses Guile 
family’s Legacy points for Family Resources. Will you  and gains Weird as she becomes a senile crone.  
keep the same resources or will you shuffle the resources 
around to show how time has passed? ​If you skip from  Buried skeletons m ​ ust​ be replaced by new skeletons for 
1853 to 1953, the Stables may have been converted to a  the new generation. Unburied skeletons m ​ ay​ be kept if 
Garage.   they still apply. The family still suffers the loss of Legacy 
points incurred by the skeleton being unburied earlier. 
In addition to the Family Resources that you buy with 
Legacy points, the Chronicler may reward you with a 
specific resource due to your achievements: i​ f you  chronicle concepts 
discovered and allied with a secret government agency, the 
What the Rookwoods do throughout the centuries is up 
Rookwoods may gain Favors from them. 
to your group and will vary depending on your family 
Decide the setting for the next generation. Time  history and the origin of their curse. Your progenitor was 
advances to a later date but does the location also  cursed, but why? If the progenitor had a goal in mind, do 
change? Make new family members appropriate to the  the descendants agree with it or do they try to undo their 
new setting.  ancestor’s deeds? It might be a moot point if the 
progenitor wanted power for a cause that has already 
been decided. Suggested chronicles are offered below. 

 
 

would be uncouth and mercenary like a common 


on her majesty’s occult service  tradesman, but there is nothing wrong with using their 
The Rookwoods and their “peculiar skills” are known to  abilities for the sport and intellectual challenge. (Of 
the Crown’s intelligence services. They are recruited and  course, it’s only proper for those who benefit from their 
employed to contain and eliminate supernatural threats  services to offer an emolument to show their gratitude...) 
to the kingdom (or, depending on the era, United 
Kingdom, Empire, or Commonwealth). In the late 19th 
century, they answer to a small office in the Department 
whitechapel vigilantes  
of Topography and Statistics and later to Military  The world is a dangerous place. In the dark narrow alleys 
Intelligence. In the 20th Century and later, they work for  of the city, it is more dangerous still. People are found in 
the Director of MI-13, a branch that officially doesn’t  the mornings, lying on the cobbles drained of blood. Men 
exist. Unofficially, Military Intelligence assigned the  go to the barber for a shave and haircut and are never 
number 13 to the “occult documentation and suppression  seen again (but the meat pies are delicious, so it’s not all 
section”. Prior to 1854, the Rookwoods were directed less  bad news). Crime is rampant, and now there is a madman 
formally by a liaison from a lord such as the Duke of  ripping apart prostitutes like some kind of beast.  
Monmouth or the Earl of Marlborough.  
The Rookwoods know more than most about the deeper 
In their role as intelligence operatives, the Rookwoods  darkness that exists behind the mundane shadows. They 
operate as spies for the Crown (or the Lord Protector’s  hunt the supernatural creatures that prey on humanity. 
Lieutenant-General during the Interregnum) with a focus  Perhaps more importantly, they hunt the humans who 
on documenting the existence and movements of  willingly surrender their own humanity to become 
supernatural entities, keeping them hidden from the  monsters.  
public, and eliminating any that pose a threat to public 
safety and order.  outlaws in the old west 
Perhaps the Rookwoods have left England for the 
society mediums and exorcists   colonies. Was there a falling out after an unburied 
The Rookwoods move in the circles of high society to ply  Skeleton caused a rift in the family and one branch 
their talents as supernatural communicators and hunters.  crossed the pond to seek their fortunes? Did they follow a 
They flit in and out of the hellfire clubs to exorcise the  lead in their quest to lift the curse? 
ghosts and demons foolishly called up by club members. 
They attend fine salons and mingle among exotic foreign  Regardless of why they are in America, their goals always 
noblemen who never drink… wine. Selling their services  seem to run afoul of the law. When the Rookwood gang 

 
 

robs a train and makes off with some large crates,  Ravenstone and they put on a killer show; between gigs, 
lawmen and bounty hunters treat them like bandits.  they put down the demons and ghosts that are 
Nobody knows the Rookwoods are heroes who stopped  accidentally (or sometimes intentionally) summoned by 
the rise of Sekhmet-Ra. When they are wanted for killing  the other stage acts: when someone tries to recreate 
a slaver and a dozen slaves, nobody knows that they put  Bonham's 20-minute drum solo and a giant inflatable 
down a necromancer and the seed of a zombie legion.  devil comes to life to battle a giant animatronic Eddie the 
When they burn the house of a popular schoolmarm,  Head across Wacken...! Where was I going with that? It 
nobody knows they saved the town from a witch.    was intense, dude! You couldn't handle that shit on 
strong acid, man! 
continental travelogue 
In their quest to end their curse or earn their redemption,  chronicle goals 
the Rookwoods may cross Eurasia. They look for answers 
and hunt the darkness. They face genteel devil  As you follow the Rookwood family for generation after 
worshippers in Parisian salons, gnomes in the depths of  generation in your chronicle, what is their ultimate goal? 
the Black Forest, and vampires in Wallachia. The  They may follow one goal throughout the generations or 
Rookwoods roam from place to place, constantly  they may change course as each new generation chooses 
searching for the spoor of their next prey. All the while,  their own path. There are as many options as there are 
they must look over their shoulders for those who would  Rookwoods, but some suggestions are offered below. 
hunt them. 
redemption 
taking the show on the road  The Rookwood curse has damned their line unto the end 
The Rookwoods are a troupe of actors, circus performers,  of days. The curse cannot be lifted by any power on 
or musicians who tour the world to put on their show and  Earth, so the family’s only hope is to earn purification by 
face off with the darkness as they roam.  Heaven. They use their mundane and magical resources 
to cleanse the world of evil to buy their way back into 
Perhaps, they are the special guests for the epic grand  grace. They use their wealth to fund charities. They use 
finale of the famed Théâtre des Vampires. Perhaps, the  their dark gifts to seek out and fight the horrors that lurk 
Rookwood Circus travels the rural roads and small towns  in the dark. They inherit their crusade from the 
to entertain the common folk and thwart the mad clowns  generations before them and pass it on to their children 
of the dark Bruce & Utsler Traveling Carnival. Perhaps 
the Rookwoods have a death metal band called 

 
 

in the hope that someday one of them will redeem the  is extinguished. If they can fight long and hard enough, 
family line and save them all.  maybe the House of Rookwood will do more good than 
harm before it falls into ruin forever. 
nepenthe & panacea 
The Rookwoods are searching for a cure for the curse.  watch the candles flicker in the wind 
They conduct research into the mystical effects of plants  There is no hope of escape. The universe is a clock… 
to uncover a medicine that can lift the curse. After all, if  winding down. The black void whirls as the stars snuff 
wolfsbane and garlic can drive away supernatural  out one by one. Human existence is a bright anomaly 
creatures like werewolves and vampires, why should  against the dark tapestry of eternity, a brief spark in the 
there not be a plant to counter the Rookwood affliction?  endless darkness. Hope is a folly that presumes we do not 
Alchemists--in the family or patronized by them--seek a  already live in the best of all possible worlds. There is 
transformative cure, a panacea that can remove the stain  nothing better waiting after this. The future proceeds 
from the bloodline like removing the tarnish from old  inevitably toward a cold, dark end. The clock will tick its 
silver.   last tock and dead black suns will tumble in silence 
forever. Until then, one can do nothing but enjoy the ride 
In more advanced eras, the Rookwoods use their wealth  to the bottom of the pit and survive as long as possible. 
to fund medical research seeking a genetic link to the 
curse. Researchers examine the effects of wolfsbane 
extract on werewolf tissue under a microscope or the  keep the lanterns burning on the wall 
influence of garlic on vampire blood; they sequence  The Rookwoods are weirdness magnets. They draw 
Rookwood DNA to isolate the corrupted markers in  supernatural forces like moths to flame or crows to 
hopes of developing a retrovirus that can uncouple the  carrion. Regardless of whether the family seeks them out, 
curse from their genes.   creatures of the night come to them. Some feel they are 
kindred spirits with the darkness in the Rookwoods’ 
veins. Some want to drink from those veins to absorb 
make the scorpion sting itself  their power. Rookwood Manor is a fortress where the 
The Rookwoods have no hope of ever being free of the  family prepares for the assaults from the darkness.  
curse, but the curse also comes with power that can be 
turned against the darkness. They use their gifts to fight  They mostly come at night.  
against the dark powers of the world in a quest for 
vengeance. The darkness cursed them, but the family will  Mostly.  
pay back every bit of pain that they can before their line 

 
 

Appendix I 
Player Resources 

This appendix contains character record sheets and 


several examples of skeletons, curses, and dark gifts. You 
can use these as they are or use them as inspiration in 
creating your own.  

Each skeleton has a few examples of Bones and Spades. 


You can copy them and customize them by filling in the 
names of family members or you can alter them to make 
something specific to your characters. When making 
your own Skeletons, include 2 or 3 Bones to connect them 
to other members of your family. S​ pades don’t have to be 
matched exactly to bury your skeletons.​ As long as the 
group agrees that you have reached a satisfactory end to 
the issue, you can bury a skeleton. 

Each Curse has several examples of how its dark gift can 
be used, but these are not meant to be an exhaustive list. 
You can come up with all kinds of creative uses for your 
powers in play as long as they fit the theme of your curse. 

   

 
 

skeleton: dark secret  skeleton: need for approval 


You don’t want __________ to know you have done  You are desperate for approval from _________. 
something you’re ashamed of. Describe it:  
Bones: 
 
Every time you do the Spine’s bidding without reward, 
Bones  you both restore one spent Trait. If you sacrifice 
something to do it, restore 2 Traits. 
Every time the Spine trusts you with something 
important, you both restore one spent Trait.  ______ is always getting recognized instead of you. When 
they are praised for something you are good at, you both 
_____ knows your secret. (Tell that player what it is.)  restore one spent Trait. 
Every time they drop a veiled hint about it, you can both 
restore one spent Trait.  Bury when... 

_____ possesses evidence of your secret, but doesn’t  ...you get the recognition you deserve from your Spine. 
understand what it means. Tell the Chronicler to tell  You both gain a new Trait. +1 Legacy point. 
them what they have and every time they show it to a new 
person, they will restore a spent Trait. So will you.  ...you refuse to help the person from your Spine. You gain 
a new Trait. -1 Legacy point.   
Bury when... 

...you confess to the person in the Spine. You both gain a 


new Trait. +1 Legacy point. 

...you destroy the evidence of your secret. You gain a new 


Trait. -1 Legacy point. 

 
 

skeleton: blackmail  skeleton: betrayal 


__________ has evidence of a secret you are keeping and  You have openly betrayed ________ and want to make 
is blackmailing you. Tell them what the secret and  amends. Tell the family what you did: 
evidence are : 
 
 
Bones:  
Bones:  
Every time you do something for your Spine without 
Every time your Spine makes you do something, you both  reward, you both restore 1 spent Trait. 
restore 1 spent Trait. 
______ is angry at you. When they speak ill of you to the 
_______ knows you are being blackmailed, but does not  Spine, you both restore 1 spent Trait. 
know why. You both restore 1 spent Trait when they 
eavesdrop on you and your blackmailer.  ______ wants the Spine to forgive you. When they 
advocate for you, you both restore 1 spent Trait. 
Every time you cause offense to hide your secret from a 
family member who doesn’t know it, you both restore 1  Bury when... 
spent Trait. 
...the betrayed helps you when you need it most. You both 
Bury when...  gain a new Trait. +1 Legacy point. 

...you stop hiding and tell the blackmailer to let the secret  ...the betrayed hurts you as badly as you hurt them. You 
out if they want. You both gain a new Trait. + 1 Legacy  gain a new Trait. -1 Legacy.   
point. 

...you gain equal leverage against your blackmailer or 


otherwise silence them. You gain a new Trait. -1 Legacy 
point. 

 
 

skeleton: rivalry  skeleton: smothering 


You are in competition with ________.   You are overprotective of ________.  

Bones:  Bones: 

When you or your rival demonstrate superiority over the  Every time you act as a “third wheel” or help your Spine 
other, you both restore 1 spent Trait.  when they specifically asked you not to do so, you both 
restore 1 spent Trait. 
______ disapproves of your rivalry. When they sabotage 
your attempts to upstage or humiliate your rival, you both  ______ is trying to come between you and the Spine. 
restore 1 spent Trait.  When you argue about it, you both restore 1 spent Trait. 
If your arguing makes the Spine run into danger, you all 
______ is amused by your rivalry. Every time they praise  restore 2 spent Traits. 
or reward you for showing up your rival, you both restore 
1 spent Trait.  When another family member tells you off for neglecting 
your responsibilities to shadow the Spine needlessly, you 
Bury when...  both restore 1 spent Trait.  
...you ask your rival for help when you need it. You both  Bury when... 
gain a new Trait. +1 Legacy point. 
...you stand by and watch the Spine do something 
...you give up and let your rival beat you. You gain a new  dangerous without your help. You both gain 1 new Trait. 
Trait. -1 Legacy point.  +1 Legacy point. 
    ...you turn over responsibility for the Spine to another 
character. You gain a new Trait. -1 Legacy point.   

 
 

t​he curse of the gargoyle  the curse of the rookery 


You are slowly becoming a statue, but you have power  Someday black birds will feast on your entrails, but until 
over stone.  then you have power over them. 

Have you ever walked through a silent cemetery or museum  Crows and ravens gather everywhere you go, watching with 
alone and felt eyes upon you? Have you ever seen the face of  glittering black eyes, cackling over the secrets of the dead. 
a garden gnome or fountain cherub out of the corner of your  They are your allies and supplicants, gifting you with the 
eye and sworn that it moved when you turned to look directly  rumors and trinkets that they collect. They are always 
at it? Every statue contains a scrap of the sculptor’s soul; you  watching and screaming their animal screams. 
can awaken that small spark of life. Stone endures for 
It doesn't matter how you hide. 
countless ages. 
● Command crows to attack with piercing beaks 
How long will you stand still and silent? 
and slashing talons. 
● You can animate statues: a large statue, a gang of  ● Ask nearby crows for favors or information. 
lawn ornaments, a swarm of chess pieces, etc.  Remember to be polite. Use your Gift to gain an 
● You can watch or listen through a nearby statue or  answer or a favor for each hit on your roll. 
carving. You may speak through its mouth with  ● You can command your crows to defend you: 
subtle whispers or commanding roars.  generate Bonus Reserves to deflect attacks with 
● You can become like a statue: generate Bonus  your swirling cloak of birds. 
Reserves to represent being as hard or as heavy as  ● A murder of crows is always close at hand. 
stone.  Dispatch them across a wide area as your own 
personal spy network.  
Marks of the Gargoyle:​ Skin like stone, Immobile Face, 
Slow as stone, Blind as stone, Perpetual Gargoyle Sneer,  Marks of the Rookery:​ Feathers for hair, Crow’s feet, 
Heart of Stone, Stone Deaf, Stiff joints, Petrified Limb.  Shining black eyes, Croaking voice, Avian Demeanor, 
Kleptomania, Talon-like hands and feet, Eyes pecked out.  

 
 

the curse of the fading echo  the curse of the abyss  


You will become nothing but a memory, but you have  You will be consumed by darkness, but you have power 
power over memories.  over shadows. 

Long after our footprints have vanished and our voices have  Even in the brightest light, the shadows thrive, shrouding and 
faded, the world remembers us. Our memories haunt every  concealing. What mysteries lie hidden within the darkness? 
beam and cobblestone. You can awaken those memories, or  What horrors writhe unseen in its depths? Gaze too deeply into 
become a memory yourself.  the shadowy abyss and the darkness may steal into the depths 
of your soul. 
If you die without a trace, did you really live? 
Darkness without light is darkness still. 
● With a touch, you remind a foe of every 
humiliation and injury they have ever suffered.  ● You can create tendrils from your own shadow 
The painful memories hit them as hard as a  that may lash at a foe or manipulate objects. 
physical blow.  ● You can feel the darkness around you as an 
● You call forth a ghostly afterimage of events that  extension of your own skin. Use your Gift to 
occurred earlier in your present location.   generate Bonus Reserves to avoid surprise or 
● You assume a ghostly, incorporeal form that can  enhance awareness.  
pass through solid objects (or allow solid objects  ● You can turn your shadow into a portal to the 
to pass through you).  Void. Anything that enters your shadow is trapped 
● You can cause an object you hold or touch to  in a realm of hunger and darkness.  
become incorporeal for a short amount of time.   ● You can enter any shadow and emerge from 
another shadow nearby. 
Marks of the Fading Echo:​ Faded appearance, Unearthly 
glow, Touch of dust, Hollow voice, Fading grasp, Lost in  Marks of the Abyss:​ Shadow-shrouded eyes, Followed by 
memories, Ethereal body parts, Everyone forgets your  twilight, Inky patches of darkness spread across skin, 
name.   Photosensitivity, Independent shadow, Light dies around 
you 
 
   
 

 
 

the curse of the mocking visage  the curse of medusa’s veil 


You will lose your own reality, but you control the false  You are a prisoner bound in your own hair, but you have 
images in mirrors.  the reach of a million sinuous limbs. 

There is another world in the reflection of a mirror, a cold  Hair writhes, entangles, conceals, and chokes. Hair is dead 
image that mocks us with perfect detail, perfectly perverted  material that covers a living body, but continues to grow after 
into a complete opposite of the original. You can enter that  death. When the flesh is gone, the hair remains in strands and 
world, passing through mirrors like so many doors to the same  coils, wispy reminders of lost beauty.  
room. 
Your hair is more alive than any part of you.  
You are an illusion of light, a living lie. 
● You can use tendrils of hair to grasp, constrain, or 
● You can attack a foe’s reflection and injure their  crush objects or enemies.  
real body.  ● You can hold almost unlimited numbers of small 
● You can look into a mirror and see out of another  objects inside your thick, unruly mane and retrieve 
into which you have previously gazed.  them later as needed. 
● Steal someone’s reflection to wear as your own  ● You can weave your hair into impenetrable armor 
image. You look like their reflection, including  around you. Use your Gift to generate a pool of 
being reversed.   Bonus Reserves to resist physical damage.  
● You can travel between any two mirrors that have  ● You can use the twisting curls of your hair as fine 
ever reflected your image by passing through them  tools or manipulators with a long reach.  
like a doorway or window.  
Marks of Medusa’s Veil:​ Writhing hair, Unnaturally fast 
Marks of the Mocking Visage:​ Faded reflection,  hair growth, Long body hair, Hungry hair, fanged 
Reversed appearance, Trapped in the mirror world,  dreadlocks 
Reversed speech, Compulsive mimicry  
   

 
 

the curse of the shroud  the curse of the gaping maw 


Smoke and fog always cling to you, but they do your  Your belly can never be filled, but your teeth never dull 
bidding.  and you can devour anything. 

What rolling moor or damp alleyway is not rendered terrifying  The most bountiful feast satisfies you like a mouthful of ash. A 
by curling tendrils of fog at night? Even a bright spring day can  river of wine slakes your thirst like a cup of dust. Hunger is the 
become a grey autumnal twilight when blanketed by thick  force that drives all Life; it is the oldest road to Death. Your 
smog. What nocturnal horrors might walk in the day under  hunger never ends. You strip the flesh, suck out the marrow, 
cover of the miasma? The mists hold no terror for you.  gnaw the bones, but your belly is never filled. Your teeth gnash, 
you lick your lips, and your navel chews on your spine. You 
The mists are all you really have.  know the essence of life. 
● You can call forth a thick cloud of mist to obscure,  You are hollow. 
conceal, or smother. 
● You can fog a person’s mind with a smoke more  ● You can bite through anything. You can’t spit 
intoxicating than that found in any opium den.  anything out, but nothing you swallow will swell 
Use your Gift to exhale a cloud of smoke that dulls  your belly. 
your target’s senses or sways their emotions as you  ● You can distend your jaw and throat to swallow 
will.  objects as large as yourself. 
● Turn your body into mist momentarily. Use your  ● You can extend your tongue great lengths to t​ aste 
Gift to navigate a gap or generate Bonus Reserves  grapple enemies. 
to “dodge” by letting blows pass through you.  ● You can digest anything. Nothing you put in your 
mouth will defile you. 
Marks of the Shroud:​ Chilling presence, Perpetually 
damp, Translucent skin, Mist-clouded eyes, Trailing  Marks of the Gaping Maw:​ Growling stomach; 
mist, foggy breath at any temperature  emaciation; protruding tusks or fangs; dry, raspy voice; 
slavering jaws; rictus grin. 
 
   
 

 
 

They can also alter a person's memory by striking them 


Appendix II  with their sticks (albeit with more magical subtlety than 
the usual method of skull bashing). They are also quite 
Setting Resources  skilled at manipulation and seduction (advanced 
practitioners are magically adept at it). Sometimes they 
can be allies of the Rookwoods who want to help put 
example competitors & antagonists  undead to rest or remove curses. Sometimes they just 
want to snuff out the blighted line of Rookwood. 
Hunters 
Typical vörð nafjarðar​ (“VERTH NAH-fyar-thar”): Brawn 1, 
Hunters are people who track down and destroy the  Guile 2, Weird 2, “Ironshod Cane”, “Sly Words”, “Fears no 
supernatural predators that prey on humanity. Some use  man”, Speak spells: can make a 3 dice supernatural effort for 
supernatural means of their own to “fight fire with fire”  necromantic sorcery.  
while others use a potent combination of bravery, brute 
force, ignorance, careful study, and technical skill to  Saga Kjalarsdóttir, an experienced Icelandic völva:​ Brawn 
bump back against the things that go bump in the night.  2, Guile 2, Weird 3, “Ironshod Cane”, “Sly Words”, “Fears no 
In addition to a wide variety of unaffiliated and  man living or dead”, Knows All the Ways: can make a 3 dice 
independent vigilante ghostbusters, vampire slayers, and  supernatural effort for sorcery, prophecy, and beguilement. 
zombie stompers, the Rookwoods may also run into more 
organized hunters with a great depth of knowledge  the universal inquisition 
and/or the backing of powerful patrons like the following  The self-proclaimed “Universal Inquisition” is a rogue 
groups.  faction of the Roman Catholic Church's tribunals of the 
Supreme Sacred Congregation of the Roman and 
vörð nafjarðar  Universal Inquisition. They are a group of priests and 
The vörð nafjarðar--​guardians of the grave-fjord​--are  Swiss Guards that secretly seek out the supernatural to 
Scandinavian necromancers that police the barrier  eliminate anything “ungodly”. They are catholic but they 
between the mortal world and the spirit world. They call  are operating outside the authority of the church. The 
themselves “völva” but others call them “witches”.  bishop who leads them knows that he is overstepping his 
Regardless of their gender or age, they appear keen,  authority, but he is in denial about the correctness of his 
feminine, and in their 40s, and carry some form of cane or  actions in the eyes of the church (he is technically a 
walking stick. They use their sticks to beat down the  heretic). His subordinate priests and soldiers are in the 
restless dead as well as any living people who interfere.  dark and think they are on a top secret mission (which 

 
 

they are) under the auspices of the church (which they  new defenses against supernatural threats. These 
aren't).  defensive measures are issued to field agents who track 
supernatural creatures that may pose a threat to Britain. 
Through tenacity and bravery, misguided though it is,  Due to the “extreme extraterritoriality” of entities like 
they have managed to root out and destroy a lot of  spirits and faeries, MI13 watches more borders than 
dangerous supernatural threats to mankind. They have a  those shown on maps. When an entity is deemed 
better than 70% success rate in destroying vampires,  hazardous, agents are authorized to exterminate it.  
killing witches, exorcising unclean spirits, and putting 
the restless dead at peace; unfortunately, their zealous  Their special equipment runs the gamut from magical 
pursuit of the darkness has also produced a lot of false  (amulets, relics, and the occasional grimoire) to 
positives and many innocents have been hurt as well.  technological (silver bullets and cars with 
vampire-scorching UV headlamps). The most interesting 
Swiss Guard of the Universal Inquisition:​ Brawn 3, Guile 2,  gadgets fall in between. For example, if you need to repel 
“Zealous Soldier”, “Monster Hunter”, “Military Hardware”.  unclean spirits, the simplest way is fire up a Karmic Field 
Generator: a diesel generator, several electric motors, and 
Inquisitor Universalis:​ Brawn 1, Guile 2, Weird 2, “Merciless  a set of Tibetan prayer wheels, all mounted on the back of 
Inquisitor”, “Kindly Father Confessor”, “True Faith”, “Trunk  a small lorry or jeep. It generates a protective field with a 
full of occult and theological books”  rating of 54.4 kiloPadme-Hertz. 

mi13: “the odds”  MI13 field agent: ​Brawn 2, Guile 2, Weird 1. “Professional, 
Courteous, and Deadly”, “These cufflinks are not mere 
In the 20th century, the British military organized their  fashion”, “This is not the strangest thing I've ever seen”, 
intelligence service into numbered Military Intelligence  “Special Forces Training” 
sections. Each section had its own focus. Among the 
most well-known, MI6 gather information overseas while 
MI5 stay home to catch foreign spies sent against Britain.  the troll smithy 
The number 13 was officially unassigned--it was “bad 
luck”--but unofficially, it was the “Occult Documentation  The trolls that give the Troll Smithy its name are a faerie 
and Suppression Section” or “ODSS” (called “the odds”  people of consummate strength and technical skill. 
by the few in the know).   Humans have called them “dwarves” or “dark elves” but 
they call themselves “trolls”. They claim to be strictly 
MI13 boffins conduct research into the paranormal with  neutral arms dealers who sell to anyone, but their prices 
an eye towards uncovering weaknesses and developing  are on a sliding scale that gives a large discount to 

 
 

underdogs. If a potential customer has the upperhand in  socialite”, or “physics professor”. More than one 
a conflict, the prices go up and become exorbitant when  Rookwood has surrendered their dreams for a powerful 
they are close to a final victory. The deepest discounts go  armament: the troll smithy also takes Desires as payment. 
to “agents of chaos” such as mercenaries or terrorists 
who only serve to aggravate a situation.  Sometimes, instead of taking an Asset, they exact an oath 
that inflicts a ban on the customer’s behavior. A ban is a 
Under daylight or artificial light, trolls are disguised by  supernaturally enforced limitation that the customer 
an illusion that they call their “seeming”. Their seemings  cannot break willingly. This functions like a Curse Mark 
make them appear to be muscular humans who are far  (adding additional Risks to affected actions) but doesn’t 
from average: they are always at the extremes of height,  add to a character’s Curse. For example, a character 
weight, and skin color. Under indirect sunlight such as  might be forbidden to touch leather or cross bridges. 
twilight or moonlight (or to magical illusion-piercing 
sight), their true visage can be seen.   Troll Smith: B
​ rawn 3, Guile 3, Weird 3. “Weaponsmith 
Extraordinaire”, “Canny Merchant”, “Standing between two 
A troll’s true appearance is like its human seeming  worlds”. Håndverket: can make a 3 dice supernatural effort to 
pushed to an unnatural extreme. Dark skin is pitch black;  create or modify magical arms, armor, or devices. 
light skin is snowy white. Tall, thin trolls are like 
humanoid stick insects. Short, thickset trolls are so 
broad, they are almost square. Their human seemings 
werewolves 
appear exquisitely handsome with fine, chiseled features.  There are three varieties of werewolves. The first is a 
Their true faces have a bland loveliness that makes them  kind of sorcerer who uses a magical herbal salve and a 
all appear to be wearing the same porcelain mask.  wolf pelt to transform into a wolf. They usually do this 
for nefarious purposes such as murder with plausible 
The troll smiths produce weapons of exceptional quality, 
deniability. The very rare sorcerer transforms into a wolf 
from the archaic to the cutting edge. For a hefty cash 
for philosophical reasons. Those types tend to ramble on 
payment, they provide customers with top-of-the-line 
about “the thrill of swift pursuit”, “the purity of hunger”, 
custom (but mundane) weaponry. For a more intimate fee, 
“love without doubt”, and other such vigorous aliveness. 
they provide magical arms and armor. In exchange for an 
item with a mystical Asset, they will take payment in the  The more common types of werewolf are infected with a 
form of one of the customer’s personal Assets. For  curse that gives them the form and ravenous appetites of 
example, they would exchange a “smallsword that cuts  a beast by moonlight. These infected lycanthropes are 
ghosts” or a “gate-breaching flintlock” for a personal  divided into two camps: solitary individuals who fight 
skill or memory such as “fashionable dandy”, “witty 
 
 

against their curse until they lose control and run wild;  until the 20th), the returned, hungry dead have always 
and, those who gather in packs to celebrate the moon,  plagued the living. There are many varieties of revenant 
willingly surrender their human will to the beast within,  corpse that may appear in a Rookwood chronicle. They 
and run wild.  can be reanimated by sorcerers, possessed by evil spirits, 
or brought back by their own restless will.  
Skin-changing Sorcerer:​ Brawn 1, Guile 2, Weird 2, “Wolf 
pelt of shape-changing”, “Book of black magic”, and either  Hungry Husk:​ These shambling corpses are unnerving but 
“Scheming serial killer” or “nihilistic romantic anarchist”.  only truly dangerous in groups. Brawn 1, “Rotting Flesh”, 
While in their animal form, they can choose to treat their  “Hunger for life”. Horde: A handful of hungry husks can act 
Weird dice as Brawn or Guile dice as needed (typically for  together (simultaneously, not cooperatively) to make a 2 dice 
combat or tracking).  exceptional effort and a crowd of a dozen can make a 3 dice 
effort. You can treat a mob of husks as one large creature with 
Reluctant Cursed Lycanthrope:​ Brawn 2, Guile 2, Weird 1,  1 Brawn for each husk in the mob. 
“Lupine sense and sensibility” and 2 Assets based on their 
human life. Curse of the Wolf: these lycanthropes do not have  Possessed Corpse:​ These corpses have an evil mind controlling 
a dark gift, but they are marked by their curse with  them (but they aren’t terribly bright: their bodies d
​ o​ have brain 
“involuntary wolf form” and “lunacy”.  damage). They can talk in a limited way, but mostly use their 
powers of speech to issue short threats or make angry 
Enthusiastic Cursed Lycanthrope:​ Brawn 2, Guile 1, Weird 2,  exclamations such as “You will all die!” and “I hunger for your 
“Lupine sense and sensibility”, “Power-drunk predator”, and 1  souls!” Brawn 1, Guile 1, “Hates Life”, “Soul Hunger”, 
Asset based on their human life. Curse of the Wolf: can make  “Frightening Visage”. 
a 3 dice supernatural effort to turn into a wolf or a humanoid 
wolf-man “war form”: spend hits to generate bonus reserves for  Revenant:​ These are powerful restless corpses animated by 
regenerating injuries, gain new assets like “keen senses”,  their own powerful will or by magic. Some sorcerers raise 
“hulking muscles”, or “slavering jaws/wicked claws”. Marked  themselves from the dead by preparing spells in advance of 
by “mandatory wolf form by moonlight” and “full moon  their deaths or they raise others through similar means. Some 
madness”.  revenants are just cursed for their own misdeeds. A rare few 
are riven from death as a curse on the living: they are brought 
zombies  back by mysterious forces to punish wrongdoers.  

● Risen Sorcerer:​ Brawn 1, Guile 3, Weird 3, “Will to 


Although the word “zombie” doesn’t appear in English 
Power”, “Thirst for Knowledge”, “Focus object 
until the 19th century (and doesn’t reach popular use 
(cuneiform tablet, book of shadows, runic staff, etc.)” 

 
 

Curse of the Open Lichgate: can make a 3 dice  painful memory and can’t shut it out, they suffer a bout 
supernatural effort for effects fitting the theme of their  of deep depression or a fit of explosive rage. 
magical tradition with an added necromantic twist. 
Marked by “mania”, “wasteful cruelty”, 
“disproportionate overreaction to setbacks”.  
vampires 
● Draugr:​ These blackened and bloated corpses hunger  There are a wide variety of vampires hiding in the 
for the flesh and blood of the living and corrupt the  shadows of the world, but they can generally be sorted 
area around their graves with their foul miasma. Birds  into two types: intelligent super predators and mindless 
fall from the sky around them; animals go mad and kill  savage beasts. The bestial variety are usually visually 
themselves in a frenzied panic. Brawn 4, Guile 2,  indistinguishable from the “hungry husk” variety of 
Weird 2, “Massive Body”, “Aura of Decay”, “Fists like  zombie--a corpse that continues to move and tries to feed 
battering rams”, Trollskap magic: can make a 3 dice  on the living--but they are faster, stronger, and tougher. 
supernatural effort to change their size and weight  These savage vampires usually arise spontaneously when 
(from toddler to elephant size) or shapeshift into  another supernaturally evil being dies and is not properly 
unnatural animals (skinless bull, inside-out horse, giant  consecrated and destroyed: witches, werewolves, other 
tentacled cat, raven with human hands for wings, etc.)  practitioners of black magic, and particularly awful 
● Grave-reft Avenger:​ Brawn 3, Guile 2, Weird 3,  people can all rise from the dead to feed on the living. 
“Driven by Vengeance”, “Incredible Resilience”, 
“Wistful Melancholy”, “Psychopomp Familiar (a small  The more intelligent variety of vampire includes a broad 
animal that acts as its guide from the other side and its  range of creatures ranging from those who still appear to 
link to the mortal coil: crows, cats, hummingbirds, owls,  be normal humans to those who have monstrous 
and moths are all common psychopomps). Curse of  inhuman forms. They have been known to possess a great 
Dead Memories: can make a 3 dice supernatural effort  variety of powers and vulnerabilities. Dealing with any 
to connect the mortal world with the other side. For  given vampire may take some trial and error to find out 
example, they can see and hear memories imprinted on  what works and what doesn’t.  
an object or place by someone who is now on the other 
side; they can heal their own body by restoring it to the  Vampire powers may include, but are not limited to, the 
form they remember it having in life; they can share the  following: 
senses of their psychopomp familiar and understand its 
intentions on a visceral non-verbal level. Marked by  ● Superhuman strength, speed, or toughness. 
“painful memories” of their own lives: if they trigger a  ● Hypnosis, charm, or mind control. 
● Command of nocturnal animals 

 
 

● Shapeshifting into animal forms, growing claws,  Master Vampire: ​Brawn 2, Guile 3, Weird 2, “Long View”, 
or changing appearance to mimic other people.  “Sanguis Vita Est”, “Secret Haven”, “Herd of Familiars”, 
● Weather control or transforming into mist.  “Undying”, Curse of the Vampire: can make a 3 dice 
● Flying or clinging to surfaces like a spider.  supernatural effort for several vampire powers. Marked by 3 
● Creating illusions or hallucinations  vampire weaknesses: one deadly and two inconveniences. 
● Clairvoyance or prognostication 
Strigoi Mort:​ These evil creatures have lost all trace of 
Vampire weaknesses may include, but are not limited to,  humanity other than their body and their hunger. They rise 
the following:  from their graves each night to feed on the living until they are 
destroyed or they are permanently sealed into their tombs or 
● Made powerless or destroyed by sunlight  pinned in their graves to prevent them from rising again. 
● Made powerless or destroyed by impalement,  Brawn 6, Guile 1, “Blood!”, “Ravenous”, “The Grave”. 
decapitation, or a nail through the forehead. 
● Repelled by certain plants such as garlic, rice, 
barley, wolfsbane, lilies, amaranth, or lotuses.  sorcerers 
● Unable to cross or step on running water, chalk 
There are two main types of beings generally called 
lines, spilled salt, rice grains, consecrated ground, 
“witches” by those in the know: human sorcerers 
curved bridges, torii gates, or prayer rugs. 
(discussed here and under “Hunters”) and unique magical 
● Repelled or harmed by religious paraphernalia: 
beings such as bog hags (covered under “Bogeymen”). It 
crucifixes, holy water/oil, scriptures, phylacteries, 
would be unfair and untrue to say that all witches are 
eucharist, mjolnir, rune stones, pentacles, etc. 
malevolent, but the balance does lean that way. If you 
● Repelled or harmed by fire (but who isn’t?) 
ever need to ask “Are you a good witch or a bad witch?”, 
Human Familiar:​ normal people tainted, controlled, and  keep in mind that it isn't a coin toss and the bad ones lie.  
enhanced by a vampire’s blood. Brawn 2, Guile 1, Weird 1, 
Sorcerers are people who have figured out how to use 
“Eager Servant”, “Day Job”, “Gift from Master (a minor 
magic to alter reality. There are a wide variety of magical 
version of a vampire power)”. 
traditions around the world and most of their 
Fledgling Vampire: B​ rawn 2, Guile 2, Weird 1, “Keen  practitioners have no significant power. Some of them 
Senses”, “Bloodthirst”, “Immortal”, Curse of the Vampire: can  are charlatans; most are devout but mistaken in their 
make a 3 dice supernatural effort for 1 to 3 vampire powers  methods; some are simply underdeveloped in their 
and Marked by an equal number of vampire weaknesses.  powers. The rare few possess both the talent and the 
insight or depth of knowledge necessary to access true 

 
 

magical power. Some examples of types of magical  Body” (project an insubstantial astral body to travel and 
traditions and their powers are listed below.  communicate quickly over great distances) 

Master of the Second Circle:​ Brawn 1, Guile 3, Weird 3, 


order of the second circle  “Gentleman of Leisure”, “Club Member in Good Standing”, 
The Order of the Second Circle is a mysterious esoteric  “Deep Pockets”, Clavis Inferni: the masters bear the Curse of 
secret society that pulls the strings behind many  the Key of Hell and can use their dark gift for black magic like 
decadent Hellfire clubs. Their power and motivations  hexes, poisoning, astral projection, flight, or mind control. 
fluctuate throughout the generations. At times, they  Their marks are typically infernal: red glowing eyes, horns, 
focus on using their social connections and blackmail to  spiked tail, odor of brimstone... For their last Curse Mark, they 
amass wealth and temporal power. Other times, they are  die as invisible demons rip them to shreds or the ground opens 
focused on the mystical and use their wealth as a means  under their feet and they are sucked into a fiery chasm. 
to acquire rare artifacts and grimoires. In some eras, they 
are spoiled hedonistic brats who happen to have some 
mystical secrets; they are little better than the hellfire 
spirit-callers 
clubs that they use as puppets.  Some religious sorcerers perform magic by dealing 
directly with spirits and getting them to affect the world 
Order Resources​ (usable by Initiates and Masters) fluctuate  through bargains or coercion. They do this in a direct and 
over the generations, but function like Family Resources:  practical way. Rather than extensive study and 
Money 3-5, Clubhouse 2-4 (​library, staff, etc.), ​Favors 1-2,  philosophical introspection, shamans use mind-altering 
Power 2-3​ (usually in banking or business)  substances, harsh physical conditions, monotonous 
chanting, and other means to enter a trance or otherwise 
Novice of the Second Circle:​ Brawn 1, Guile 2, Weird 1,  force their consciousness into direct contact with the 
“Gentleman of Leisure”, “Club Member in Good Standing”,  world of spirits where they bargain, bully, or flatter a 
“Deep Pockets”  spirit for magical favors. These favors typically involve 
the granting of healing, information, or protection. 
Initiate of the Second Circle:​ Brawn 1, Guile 2, Weird 2, 
“Gentleman of Leisure”, “Club Member in Good Standing”,  Traditional Shaman:​ Brawn 1, Guile 2, Weird 2. “traditional 
“Deep Pockets”, plus 1-3 magical Assets representing spells or  wisdom”, “natural psychologist”, “knows what you need to 
talismans such as “Hex” (inflicts negative conditions  hear”. Shamanic practices: can make a 3 dice supernatural 
equivalent to a curse mark), “Sicken” (inflicts damage), “Spirit  effort for divination, healing, or protection. 

 
 

Self-proclaimed Spirit Medium: ​Brawn 1, Guile 3. “pithy  arson or siccing an invisible demon on their enemy to rip 
aphorisms”, “cold-reading con artist”, “knows what you want  them apart in a public spectacle. It is still unknown 
to hear”.   whether this flashy display of power is a necessary 
component of hermetic wizardry or a universal 
Actual Spirit Medium: ​Brawn 1, Guile 2, Weird 2. “vague  personality defect among wizards.  
warnings”, “sees through you”, “hears what you want to know”. 
Seance: can make a 3 dice supernatural effort to make contact  Magician of the Hermetic Order of the Silver Twilight: 
with spirits and communicate with them. On a roll of doubles,  Brawn 1, Guile 2, Weird 2. “dresses like a pimp”, “brass bound 
a spirit takes over their body until the medium loses a Trait die  grimoire”, “cool and confident”. Hermetic magic: can make a 
or makes a Weird roll to oust them.  3 dice supernatural effort for magically summoning or 
controlling the classical elemental forces. 
hermetic sorcerers 
The hermetics are what people typically think of as  les damoiselles de la triskèle 
“wizards”. They wear strange clothes like pointy hats and  Les Damoiselles de la Triskèle, or simply Triskelions, are 
robes. They carry magical implements like wands, staves,  a group of sorcerers most prominent in France but 
amulets, and crystal balls. They study books filled with  scattered covens can be found in the British Isles as well, 
odd symbols and complex diagrams. Most importantly,  especially in Ireland and on the Isle of Man. They are 
they cast spells by reciting incantations. Merlin is the  often women who call themselves witches or druidesses, 
prototype from which their mold was formed. In the  but there are male coven members who claim the title of 
medieval period, they didn't stick out too much because  warlock. La Triskèle is a divine trinity worshipped by the 
their odd clothing and accouterments weren't far from  sorcerers, but it seems that each coven has its own ideas 
standard for academics, especially those who studied  about what La Triskèle is. Some say that Triskèle is a trio 
natural philosophy. In later eras, they are eccentric at  of goddesses following the “Maid, Mother, and Crone” 
best, although some of the more fashion-conscious  model. Other common options are “Sea, Earth, and Sky”, 
wizards do make an effort to blend in at the boundaries  “Creation, Destruction, and Rebirth”, or “Sun, Earth, and 
of good taste. Their powers tend to be more versatile but  Moon”. Even when two covens agree on the nature of the 
less subtle than other sorcerers. They have access to a  trinity, they usually call the three deities by different 
very wide range of spells with different effects, but they  names. For this reason, Triskelions tend to speak about 
tend to be flashy and not easy to cast without drawing a  their tradition in very vague terms even with each other. 
lot of attention. Where other sorcerers might kill an  They claim to be the builders of Stonehenge and the true 
enemy by causing them to fall ill or become injured in an 
“unfortunate accident”, wizards tend to favor explosive 
 
 

heirs of the ancient druids, but there is no evidence of  mark, “they could force their ensorceled companion to pay the 
them existing prior to the 18th century.   price for them.” 

Their powers are quite real, however, even if their history   


is false. Their powers include “vulgar” displays such as 
levitation or flight (brooms are a classic), but the bulk of 
their powers are blessings and curses that involve an 
bogeymen  
exchange through sympathetic magic. For example, a  There are a wide variety of bogeymen around the world 
witch might make herself appear younger and more  but Britain is literally crawling with them. Every village 
beautiful by causing another woman to sicken and wither  has its own particular menace threatening the populace. 
by making a doll of her; a warlock could be gain the  They are vile supernatural creatures; they seem to be 
strength of an ox by slaughtering an actual ox and eating  some sort of faerie beings although many resemble the 
its heart.  undead in appearance. As a rule, they all feed on fear, but 
many of them also have a taste for flesh. They are wild, 
Triskelions are dark, alluring, and destructively wild. If 
chaotic, untameable creatures that ironically seem to 
the first hints of their wildness excite you rather than 
respect order and virtue--or perhaps they are repulsed by 
frighten you away, you will soon find yourself mired in a 
it. The fact that they mostly prey upon the less virtuous 
terrible situation and it will be too late by the time you 
may be the reason that there are few hunters dedicated to 
realize your mistake in judgment. New lovers, friends, 
wiping them out, unlike vampires and other creatures of 
apprentices, junior members of the coven: they all begin 
the night that feed on the innocent.  
fascinated by the unfettered darkness of their Triskelion 
leaders but soon find themselves bled dry emotionally,  Fright-hounds are monsters that attack lone travelers at 
financially--sometimes even literally.  night. They bite and claw at their victims, chase them, 
and terrorize them to feed on their fear. They usually 
Triskelion witch:​ Brawn 1, Guile 1, Weird 3. “arresting stare”, 
don't kill directly while feeding, but panicked victims can 
“panoply of occult jewelry”, “mad artiste”. Curse of Two 
die from injuries sustained while fighting or fleeing or 
Hands: Can make a 3 dice supernatural effort for either white 
from an infected wound after their encounter. For 
or black magic, including their signature ability to ensorcel a 
example, Tommy Rawhead and Bloodybones are an 
companion and afflict them with the Desire “help my 
animated skull and a decapitated skeleton that hunt as a 
Triskelion mistress”. Marks of their curse include “maniacal 
pair. Buddacrawe (known colloquially as “Beetlecrow”) 
laugh”, “short temper”, “violent outbursts”, and other 
emotional instabilities. However, if they roll doubles or triples 
on a roll to use their magic and need to lose Traits or gain a 
 
 

appears to be a giant humanoid cockroach dressed in the  People-in-Black:​ Brawn 2, Guile 2, Weird 1. “grasping 
rags of a scarecrow and black feathers.  talons”, “cloak of darkness”, “signature eerie sound (scratching 
claws on walls or the ground, clicking talons together, creepy 
Fright-hound: ​Brawn 3, Guile 1, Weird 1. “jaws that bite”,  laugh, etc.)”. Feed on Fear: If they can imprison a victim in 
“claws that catch”, “relentless pursuit predator”, Feed on Fear:  their lair, they can extract 1 Asset or Trait die each night to 
if a victim blocks their damage with anything other than  gain a Trait die of their own. 
Brawn dice or bonus reserves, the Fright-hound gains a Trait 
die. They usually leave a victim to collapse and recover after  Sack People:​ Brawn 2, Guile 1, Weird 2. “grappler”, “sack of 
gaining 2 or 3 Traits.  nightmares”, “telltale sign (horns, red eyes, tail, etc.)”. Feed on 
Fear: If they can imprison a victim in their lair, they can 
“People-in-Black” are taloned humanoids dressed in  extract 1 Asset or Trait die each night to gain a Trait die of 
black robes or long coats with hoods or big hats to hide  their own. 
their faces. Whereas fright-hounds chase their prey to 
terrorize them then leave after feeding on their fear,  Collectors are bogeymen who want a particular trophy 
People-in-Black attempt to kidnap their victims and keep  from their victims. They often appear to be shadowy and 
them in a hidden lair to feed on night after night. Some  indistinct figures in their native form, but they can 
take one victim at a time, but some stock a full larder to  shapeshift into animals to follow, track, or catch their 
provide a choice of tasty morsels. A rare few will release  victims more easily. Once they catch you, they try to take 
victims after feeding on them for a while (perhaps they  their prize. For example, the Skinner is a faceless shadow 
tire of the same flavor night after night). Examples from  with glowing red eyes that can shapeshift into a big black 
in and near Europe include l’Uomo Nero, Babau,  dog. It has no skin and wants to take yours. The skins it 
Mpampoulas, and Al-Bu’bu. People-in-Black known to be  takes never last, so it always needs to find another before 
in Britain include Mumpoker (who lairs in dark attics),  long. Gotchur is a nose collector and Gitcha wears a 
Tankerabogus (who lairs in wells or pits), and Tom-Poker  necklace of ears. Shadowbaby is a featureless silhouette 
(who lairs in dark closets and holes under stairs).   of a crawling infant that carries a rattle filled with teeth. 

A common variant or subspecies of the People-in-Black  Collector:​ Brawn 1, Guile 3, Weird 1. “harvesting implement 
are the Sack People. These creatures typically resemble  (sharp teeth, a large pair of shears, secateurs, axe, etc.)”, 
vicious, old people with a distinctly inhuman trait. For  “shadowy form”, “detect trophies”, “ambush predator”. Collect 
example, Babaroga looks like a bitter old woman with  trophy: If they can score two or more hits of damage in one 
horns growing from her forehead. Sack People all carry a  attack, the victim can choose to block the damage normally or 
large sack or basket to carry off their victims.   let the Collector take the trophy it seeks instead. Missing body 
parts function like Curse Marks (but record them under 
 
 

“other”, not your Curse): they inflict additional Risks on all  presence. By default, ghosts are insubstantial but can 
impacted rolls.   materialize themselves by use of a 3 dice supernatural 
effort (if they have enough Trait dice to do so). If they 
  don't materialize themselves, affecting them by physical 
means requires special assets or gifts to either make the 
ghosts  ghost susceptible or to enhance a weapon or tool to affect 
them. 
There are probably more types of ghosts than there are 
living people in the world. Libraries of volumes have  A ghost's default abilities--the things it can do with a 1 or 
been written in an attempt to categorize them:  2 dice effort--are based on its Trait dice:  
poltergeists, angry echos, specters, class IV full torso free 
● Brawn 1: Gentle, weak actions (blow out candles, 
floating apparitions, bleeding walls and screaming, etc. If 
make lights flicker, push papers off a desk), 
you want to include ghosts in your Rookwood chronicle, 
tangible manifestation has the resistance of a 
there are really only two categories that matter: ghosts 
stream of air. 
that are characters and ghosts that are environmental 
● Brawn 2: Normal actions that a living person could 
hazards. 
do with one hand (pick up a book, write with a 
Ghosts as characters have Traits and Assets just like  pen, open and close doors), manifestation has the 
anyone else. A ghost could have 1 to 7 Trait dice and a  resistance of jelly. 
similar number of Assets. At the weakest end, these  ● Brawn 3+: Strong actions that a living person could 
ghosts may be fully insubstantial “presences” that can  do with both hands or violent actions (strike 
only be vaguely sensed and communicated with by a  someone, throw objects), manifestation appears 
character with an appropriate mystical Asset or Dark  solid (but not necessarily sturdy or hard).  
Gift. They cannot interfere much with mortals and only  ● Guile 1: Know they are are dead, know when living 
serve as a source of vague information.   people are around, see or hear very emotional or 
gifted living people. 
Poltergeist:​ Brawn 1. “bump”, “push”, “spill”  ● Guile 2: See and hear the mortal world, but dimly. 
● Guile 3+: See and hear the mortal world as clearly 
Lingering spirit:​ Guile 1, Weird 1. “remember life”, “whisper  as the living do. 
and moan”, “strong emotion: rage, sorrow, etc.”  ● Weird 1: Appear indistinctly to the living 
(reflections in mirrors, shadows on the wall, 
As they grow in power, they gain more Trait dice to  sounds of footsteps) 
represent their physical influence, awareness, and 
 
 

● Weird 2: Appear to the living in an obvious but 


insubstantial way, such as a transparent  other people 
apparition. 
The world is full of other people--that's where Hell got 
● Weird 3+: Manifest as a normal fully living person 
the idea. In their chronicle, the Rookwoods will run into 
(although still insubstantial without Brawn dice) 
people from all walks of life: politicians, crimelords, 
Ghosts as environmental hazards are no longer truly  crooked developers/landlords, regular lords, burglars/“art 
present as sentient entities. They are psychic  dealers”, evil clowns, constabulary, regular (i.e. less-evil) 
after-images or echos that continue to resonate in a  clowns, and just passersby on the streets. Some will be 
particular place. They can be observed and perhaps  enemies, some will be allies, some will be neither, and a 
empathized with, but they cannot communicate any more  frustratingly large number will be difficult to classify 
than a book or video recording could. This kind of ghost  until it is almost too late. For most innocent bystanders, 
is not a “person” but only a remnant of a person like a  you will probably never need to know any stats. If a need 
fingerprint, signature, or lingering odor. At the weakest  for a roll comes up, just grab 1 to 3 random Trait dice for 
level, they are simply feelings or images or strange  them and keep in mind that they can't make a 3 dice 
sounds. At stronger degrees, dangerous echos can harm  supernatural effort if they don't have a supernatural 
the living in an indiscriminate and passive way: more  ability.  
toxic waste than deadly predator. A rage-filled spirit of 
For more significant characters with names, choose 3 to 5 
an arsonist (or burning victim) might burn or scald any 
Trait dice and three to five Assets. In a pinch, you can 
living being who enters their haunt, for example.  
default to the sentence pattern “(Name) is an 
Both types of ghost can generally be exorcised or  (adjective)(noun) who (verbs)” to generate Assets. L ​ ady 
banished in the same ways, but sentient ghosts are either  Bismouth is a “wealthy” “socialite” who “knows all the high 
much easier or much harder because they are aware  society gossip”. Percy Pendrake is a “cowardly” “banker” who 
of--and either aid or resist--attempts to lay them to rest.  “works for the vampire conspiracy”. Chastity Smith is a 
“sheltered” “minister's daughter” who “wants to rebel against 
Fettered spirit:​ Brawn 1+, Guile 1+, Weird 1+. “can't let go of  her Puritan parents”.   
life”, “fetter: an object, person, or place that anchors the spirit 
to the physical world”, “regret: an unfinished task from life”. 
Apparition: Can make a 3 dice supernatural effort to become 
visible, manifest physically, possess a sensitive person, or affect 
the material world.   

 
 

make the ride in about 12 hours, but the horse will be 
Appendix III  exhausted and might be injured. The distance can be 
walked in two days if you’re desperate (or a day and night 
Chronicle Resources  if you're really desperate). It’s about a 9 or 10 hour walk 
between Aylesbury and either Ravenstone or London.  

locations  In the real world, Ravenstone is a small village of about 


2000 people, but you could make it into a larger town or 
An important part of a Rookwood chronicle is Rookwood  small city in your chronicle if you want to have more 
Manor itself. The family home is almost a character in its  urban environments around the manor. 
own right. In modern times, family resources can be 
somewhat detached from location: money is accessible by 
international wire transfer or using credit cards directly  urban townhouse 
at the point of sale, authority can be exercised by phone 
or email, and so on. In earlier times with slower methods  Instead of placing Rookwood Manor in a village like 
of communication and transportation, location is much  Ravenstone, you could put the manor in London or 
more important. Several locations are suggested below,  another major city. A large sprawling estate is less likely 
but you can place the manor anywhere that you like for  in central London, but there will be many other famous 
your own chronicle (and it may be moved if the family  real world locations near the house that you can use in 
relocates between generations, as well).  your chronicle.  

The London borough of Hackney was church land seized 


a country estate  by the crown during the Tudor period and became a 
popular retreat for the wealthy and the nobility who 
Rookwood Manor is in the village of Ravenstone in the  moved there in great numbers and “gentrified” the place 
borough of Milton Keynes, Buckinghamshire, about 60  in the 16th and 17th century. The Rookwoods could easily 
miles northwest of central London. Traveling between  rub elbows with royalty and nobility here and still be a 
London and Rookwood Manor takes about an hour and a  short distance from Whitechapel to the southeast, for 
half by car on the M1 or two to three hours by train in  those evenings when they feel the need to rub elbows (or 
modern times. In earlier time periods, it takes much  other body parts) with the lower classes. 
longer. When traveling by horseback or carriage, it takes 
a couple of days, typically with an overnight stop in 
Aylesbury. A determined rider with a healthy horse could 

 
 

a fictional county  a foreign estate 


You could even make up an entirely fictional county to  Perhaps the Rookwoods have left Britain to pursue their 
place Rookwood Manor. For example, let’s take a look at  goals elsewhere (or to flee troubles at home). If they 
the map of Great Britain. There is a bay called  moved with substantial resources, they could establish a 
Morecambe by a city of the same name between Cumbria  new stately manor elsewhere. If the family builds 
and Lancaster. Let’s make a new county there by filling  Chateau des Corbeaux in France, will they survive the 
Morecambe Bay with a large island between Lancaster  Terror of the revolution? Will they work for or against 
and the Isle of Man. We’ll put it close enough that it is  Emperor Napoleon?  
possible for it to be connected to the mainland by bridges 
in recent centuries, but far enough from shore that we  Or maybe the family moved to America to chase 
don’t have to alter any shorelines to squeeze it in. The  monsters across the Old West and set up a new home in 
peninsula on the Cumbria side of Morecambe Bay is  the town of Crow’s Peak, Wyoming. Or perhaps they 
called Furness, so let’s name our new county Wesfurness  move to colorful San Francisco and establish Rookwood 
(located on West Furness Island, which is usually also  Place in one of the famous “Painted Ladies”. (Rookwood 
called Wesfurness). The people of Wesfurness are known  Place is the drab grey one on the end of the row…) 
colloquially as Wessies or Weffers (although the latter is 
more commonly associated with supporters of the 
Wesfurness football club).      
In the 16th and 17th centuries, Wesfurness is reached by 
ferries from Isle of Man, Lancaster, Blackpool, and 
Liverpool. In later centuries, Wesfurness is connected to 
the mainland by a bridge between Barrow-in-Furness on 
the Cumbria side and Nytham-on-Nash on the 
Wesfurness side. In the 20th century, a major issue in 
local politics is the proposed construction of the 
Morecambe Bay Bridge to connect the port town of 
Dovelin at the southern end of Wesfurness to the town of 
Fleetwood in Lancaster county. 

 
 

the last hurrah of the “golden age” of piracy. In the New 


World, the American colonies thrive, rebel, and break 
eras of play  free. In the Old World, industrialization leads to the dark 
A Rookwood chronicle spans many generations across  satanic mills that convert misery into wealth; the gap 
centuries of history and around the globe. You can  between haves and have-nots widens in a way familiar to 
choose to set the generations of your chronicle in any  anyone who has read Jane Austen and Charles Dickens: 
time or place that you wish. The only limitation is that  quaint garden parties, dainty tea sandwiches on china 
each successive generation takes place later in time.  plates, workhouses, debt prisons, orphans begging for 
scraps in the gutter. 
Some examples of time periods with Era Assets are listed 
below. At the Chronicler’s option, Era Assets can be  In this era, m
​ ajor characters can have a free Asset to 
given to each player character and important non-player  showcase their class​ whether it is very high (​gentleman of 
character in the time period. These should not be used  means​) or very low (​lord of the ragamuffin pickpockets​). 
for “everyman skills”, because those should be assumed 
by default. Era Assets are useful for encouraging genre  gothic garden parties (1837- ca.1860) 
tropes in each time period. For example, the Gothic 
duality (being simultaneously virtuous and villainous like  In the Regency and early Victorian period, Gothic 
Heathcliff in W
​ uthering Heights ​or Dr. Jekyll and Mr.  literature really takes off. This is the time of ​Wuthering 
Hyde) in 19th century literature or the pervasive paranoia  Heights​ and ​Frankenstein​. A common feature of Gothic 
in 1990s conspiracy media could be represented by giving  literature is Gothic Duality: possessing both virtuous and 
appropriate bonus Assets to all major characters in those  villainous traits simultaneously. For example, Victor 
eras.  Frankenstein is a life sciences genius who wants to 
conquer death and spare humanity from the misery it 
brings, but he treats the life he creates very callously and 
industry and colonialism (1714-1837)  causes it undue suffering. To represent this duality, 
The Kings George didn’t care much for rulership and  major characters in this era can have two free Assets: 
were largely content to let their ministers handle it.  one for a virtue and one for a vice.  
Politics takes the form of parties arguing in Parliament, 
rather than individuals trying to sway the king. Under the  dime novels & penny dreadfuls (1860-1901) 
Georges, Britain explores and exploits the globe in 
colonial conquests that bring great riches to Britain.  The late Victorian period was the time of dime novels 
These riches are also plundered in the Caribbean during  about sensational exploits in the American Wild West 
 
 

and penny dreadfuls about sensational exploits  virtuous, on the condition that it can only be spent for 
elsewhere. Some stories were just rip-offs or shallow  something stupid or destructive. For example, a “​ sense of 
imitations of earlier Gothic literature (transformed from  honor”​ used to stay in an unwinnable fight or a 
tragic pathos to lurid melodrama) and others were the  “Rolls-Royce Silver Ghost”​ used as a battering ram.  
literary equivalent of schlocky action movies. In addition 
to human heroes (or anti-heroes) like two-fisted cowboys, 
gunslingers, and masked highwaymen, there were also 
pulp noir (1919-1945) 
many inhuman characters such as Spring-heeled Jack and  The Interwar period and the Second World War was a 
Varney the Vampire.  tumultuous rollercoaster of highs and lows: Armistice 
and rebuilding; the Roaring ‘20s, the Great Gatsby’s 
In this era, m
​ ajor characters can have a free Asset to 
fabulous parties, and the hijinks of Wooster and Jeeves; 
represent an extraordinary skill or quality l​ ike the 
rumrunners, bootleggers, and gangbusters in North 
protagonists of these cheap books (“​hide as tough as saddle 
America; the Great Depression; and the rise of Fascism 
leather”, “phenomenal jumping prowess”, “master of 
and the war to crush it. 
hypnotism”). 
This was a period of Feast or Famine (and sometimes 
modernism & the great war (1901-1918)  both). People in pulp noir and other period literature are 
often depicted as either soft and subtle or hard and 
During the Enlightenment, people thought the miracles  direct. In this era, m
​ ajor characters can have a free 
of Science and Reason would lead mankind into a new  Asset to showcase their Softness or Hardness:​ ​“slippery 
glorious future. In the Edwardian (1901–1914) and the  rat”, “manipulative femme fatale”, “eyepatch and mensur 
Great War (1914-1918) period, mankind learned that the  scar”, “boxer’s nose”, “hands like meathooks”.  
fires of Prometheus that drive away cold and darkness 
can also burn and destroy. Gas, machine guns, and 
industrialized warfare, caused disillusionment with the 
scientific wonders and blunders (1950s) 
promise of Enlightenment. Progress is not inevitable and  After the nucleus was split and became the quintessential 
there is no guarantee that history is an upward slope out  “bomb”, people look upon the atom with simultaneous 
of barbarism.  hope and fear. On one hand, “better living through 
chemistry” means that all the young lads are strapping 
In this era, m
​ ajor characters can have a free Asset to 
and the girls are properly red-blooded examples of their 
showcase the Dying of the Light:​ they may have a free 
nationality. Scientists are all-knowing and all-powerful 
Asset describing something creative, constructive, or 
techno-wizards. People wake up to their radioactive 
 
 

glow-in-the-dark digital alarm clocks and eat complete  poison darts, shoes that hold hidden blades, and 
breakfasts full of essential vitamins and minerals.  wristwatches that contain tiny cameras are d
​ e rigueur​. 
Rockets and robots wait for us in the not-too-distant 
future, so eat a hot meal from your Radarange microwave  In this era, m
​ ajor characters can have a free Asset to 
oven and hop in your fin-tailed car until they perfect the  showcase their spy credentials:​ ​“lucky at baccarat”, 
food pill and personal gyrocopter!  “tuxedo with hidden jetpack and scuba tank”, “bulletproof 
luxury car”, “master of disguise”, “deadly judo chops”.  
On the other hand, no one knows if the world will be 
destroyed tomorrow. If it is, will it be destroyed in 
nuclear fire by the Reds or will it be some kind of atomic 
they​ don’t want you to know (1990s) 
super mutants that appear after one too many nuke tests?  The Cold War is over, but nobody really relaxed. The 
Fortunately, everyone is ready to duck and cover under  commies are no longer a threat and they aren’t spying on 
their stockpile of canned goods.  the West anymore, but why does it feel like we’re being 
watched? If the war is over and there are no more 
In this era, m
​ ajor characters can have a free Asset to 
enemies to spy on, why is the intelligence apparatus still 
show their scientific prowess (if they are an egghead) or 
just as big as ever? People once trusted their 
their coolness (if they are not):​ ​“captain of the football 
governments to protect them from enemies sneaking in 
team”, “leather-clad biker”, “sliderule and pocket protector”, 
the dark, but the enemies are gone and their governments 
“interdisciplinary lab coat”, “PhD in a little bit of everything” 
are still sneaking around. Who are they spying on now? 
There are so many questions and no real answers. The 
cold war, cool jazz, & hot spies (1960s)  Truth is out there, but it probably wants to kill you. Be 
afraid of everything and trust no one. 
The Cold War is in full swing (and full of cool, swinging 
spies). NATO and the Warsaw Pact countries are spying  In this era, m
​ ajor characters can have a free Asset to 
on each other and many independent operatives are  show their paranoia or their knowledge of the 
looking to play both sides against each other or just use  conspiracy:​ ​“knows a guy who knows a guy”, “surveillance 
their fancy spy gadgets to commit really cool crimes like  countermeasures”, “untraceable phone line”, “extra set of ID 
jewelry heists from museums guarded by lasers.  and credit cards under an alias”, “friends with a retired spook 
Microfilm has surpassed magazines and newspapers as  who can pull some strings”.  
the preferred written medium of the day; biros that shoot 
 

 
Name _____________________ The skeleton hidden in my closet is…
Family Role__________________ Era: _______
____________ Spine (The problem you have with a relative)
Traits _________ ▢ ___________________________________________
___________________________________________
Brawn Assets
Guile _________ ▢ Bones (You + a relative restore lost dice when…)
_________ ▢ ● ____________________________________
Weird _________ ▢ ___________________________________________
_________ ▢ ___________________________________________
I lost my innocence when… _________ ▢ ● ____________________________________
____________________________ ___________________________________________
_________ ▢
____________________________ ___________________________________________
____________________________ ● ____________________________________
____________________________ Bonus Reserves ___________________________________________
I suffer the Curse of_________ ___________________________________________
which gives me power over
____________________________
My Curse has Marked me: Spades (skeleton is buried; +1 new Trait die)
❏ ________________ ● Hope (+1 Legacy) ____________________
❏ ________________ ___________________________________________
❏ ________________ Other/Notes ___________________________________________
❏ ________________ ● Fear (-1 Legacy) ____________________
❏ Lost to the Curse ___________________________________________
My Desire is _______________ ___________________________________________
____________________________

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