Rookwood Playtest Rules v.1.1
Rookwood Playtest Rules v.1.1
https://www.morrighancorbel.co.uk/
http://tinyurl.com/x-card-rpg
http://www.gamingaswomen.com/posts/2013/01/finding-
my-o-with-the-x-card/
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
○ 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
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.
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”).
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.
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
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!
● 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.
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?
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
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
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.
_____ 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 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.
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.
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.
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
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
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 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.
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)
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.”
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
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.
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 _______________ ___________________________________________
____________________________