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After Sundown

Self-made RPG

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Till Wer Sonst
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0% found this document useful (0 votes)
42 views421 pages

After Sundown

Self-made RPG

Uploaded by

Till Wer Sonst
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
You are on page 1/ 421

Table of Contents

Readme 1.1
Introduction 1.2
Terrible Places and People 1.3
Maya 1.3.1
Limbo 1.3.2
Mictlan 1.3.3
Being In Between Worlds 1.3.4
Terrible People 1.3.5
Running The Game 1.4
Basic Dice Mechanics 1.4.1
Character Generation 1.4.2
Advancing Goals 1.4.3
Jobs, Missions, and Quests 1.4.4
Placing Opposition 1.4.5
Monstrous Society 1.5
Bands 1.5.1
Syndicates 1.5.2
Cults 1.5.3
Antagonistic Organizations 1.5.4
Political Aspirations 1.5.5
Skills 1.6
Physical Skills 1.6.1
Social Skills 1.6.2
Technical Skills 1.6.3
Specializations 1.6.4
Backgrounds 1.6.5
Using Skills 1.6.6
Using Attributes Without Skills 1.6.7
Getting What You Need 1.7
Keeping Things Quiet 1.7.1

1
Asking Around: Montages 1.7.2
Interviewing People 1.7.3
Persuasive Argumentation 1.7.4
Arguments From Rhetoric 1.7.5
Danger 1.8
Moving, Evading, and Escaping 1.8.1
Attacking 1.8.2
Weaponry and Hazards 1.8.3
Armor 1.8.4
Wounds 1.8.5
Healing and Death 1.8.6
Temporary Conditions 1.8.7
Wind and Water 1.8.8
Monsters 1.9
Lycanthropy 1.9.1
Vampirism 1.9.2
Witchcraft 1.9.3
Animates 1.9.4
Leviathans 1.9.5
Transhumans 1.9.6
Zombies 1.9.7
Fey 1.9.8
Giant Animals 1.9.9
Ghosts 1.9.10
Demons 1.9.11
Evil Plants 1.9.12
Spawn Monsters 1.9.13
Magic 1.10
Universal Disciplines 1.10.1
Astral Disciplines 1.10.2
Infernal Discplines 1.10.3
Orphic Disciplines 1.10.4
Devotions 1.10.5
Character Options and Motivation 1.11

2
Resources and Obligations 1.11.1
Motivations & Passions 1.11.2
Advantages and Disadvantages 1.11.3
Character Advancement 1.11.4
The World at Night 1.12
Mexico City 1.12.1
Houston 1.12.2
Kuala Lumpur 1.12.3
New York 1.12.4
Paris 1.12.5
Prague 1.12.6
San Francisco 1.12.7
Persona non Grata 1.13
People 1.13.1
Animals 1.13.2
Places 1.13.3
Things 1.13.4
Standardizing Nonstandard Magic 1.13.5
I Fought The Law 1.13.6
Points of View 1.14
First Person 1.14.1
Second Person 1.14.2
Third Person 1.14.3
The Fourth Wall 1.14.4

3
Readme

After Sundown
"I hope you like nightmare worlds!"

After Sundown is a cooperative storytelling game that tells stories in the realm of horror.
Players take on the roles of monsters out of horror movies or the humans who oppose them,
while one of the players takes on the role of the MC - a combination referee, narrator, and
roleplayer of last resort for antagonists and minor characters in the story.

Cooperative storytelling can be done without any products at all, as with collaborative writing
or Cops and Robbers. After Sundown provides structure and conflict resolution in the form
of an established world and story, as well as with a set of mechanics to determine the results
of actions with the help of six sided dice. In this way, players of After Sundown can bypass
many of the hangups of both collaborative fiction and Cops and Robbers: most notably the "I
shot you/ No you did not" problem. It is hoped that the backstory and established characters
of After Sundown will be sufficiently evocative as to give players of protagonists and MCs
ample launching points for stories of their own.

The materials in this book are Public Domain. You can print copies, trade electronic copies
with friends, modify the files, or produce derivative work. If you like After Sundown enough,
go ahead and "buy" a pdf. But if you'd rather trade it around as a torrent, that is fine too.

(Author: Frank Trollman; Editor: Lokathor; Original Posting: The Gaming Den; Markdown
source available on Github)

Compared to the forum post version:

This version has some minor organizational changes, with sections being re-ordered a
bit within the chapters. There are typographical cleanups as well where necessary.
The "Wound Table", in the Danger chapter, which gives the number of boxes to fill in for
various levels of net damage, has been given a blanket +1 threhold per level. This
"errata" made it into Frank's PDF, but the forum post wasn't ever updated. Some (but
not all) weapon damage codes have also been bumped up by 1 to match Frank's PDF.
The magical abilities have been renamed to simply being "abilities" or "powers", and the
groups of abilities are called "disciplines". The original version was inconsistent with the
naming of things.
Indomitability has some additional text to make it entirely clear that the ability makes
you immune to the Incapicated status and such.

I have tried to keep rule changes of any sort to a minimum.

4
Readme

5
Introduction

After Sundown: An Introduction


To write a story together, everyone must be on the same page.

One of the primary purposes of a cooperative storytelling game is to provide a foundation


upon which stories can be told. The other is to provide a framework by which disagreements
about how a story should progress can be worked out in an acceptably impartial fashion.

The setting of After Sundown is a world like our own would be if horror fiction had an
element of truth to it. There really are monsters in the night and other worlds full of
nightmarish horrors that bleed into the mortal world. But it is also set in a world which is
decidedly modern, and that means modern sensibilities. The game's backstory sees history
and mythology through a modern interpretation, and adopts horror tropes that resonate with
modern audiences. Many horror tropes are timeless - blood speckled claws in the dark is
pretty much always going to be scary - but many other horror elements are merely puzzling,
and are going to be downplayed. The modern audience is not particularly worried about
miscegenation or communist invasion, and those elements of old horror fiction are
deliberately excluded from their appropriation into After Sundown.

Monster Means Many Things


A story is finite in length. To have anything in it, an infinite number of things must be
excluded.

Ask a dozen people to describe vampires or witches, and you'll get a dozen different
answers. And that is a tremendous problem for cooperative storytelling, because everyone is
supposedly trying to add to the same story. Stories told in After Sundown may have
vampires in them, but these are not the vampires written about by Stoker or Rice, they are
the vampires in the stories told by your gaming group set in the realm of horror described in
this book. These vampires have an aesthetic that is informed by horror movies, comic
books, and both punk and goth subcultures, but they are necessarily different from the
monsters described in any particular other work of fiction, and they absolutely do not
sparkle.

It is important to note that you can't take everything from myth and legend and cram it into a
story. I'm not saying that your story will be completely incoherent, although of course it will
be. I'm saying that you are literally incapable of doing that. The Vampire Book is an
encyclopedia of just vampire lore from various cultures and it is literally over nine hundred
pages long. And we're not talking about character backgrounds or rules text or any of the

6
Introduction

other crap that we know eats up word count like you wouldn't believe. We're talking about
just a bare list of facts by mythical origin. And it is still nine hundred pages. And while it is
quite comprehensive, there are still vampire facts it does not contain. So it is imperative not
only that you acknowledge that you're going to have to cut things down to a manageable
amount, but also that you establish specifically what is off limits and what's fair game before
you start telling a cooperative story. It is unreasonable to expect that other people sitting
down at the table with you think to the same mythic source material when you mention even
something as specific as Frankenstein's Monster - the creature in the book was wicked fast
but the Boris Karloff rendition was a lumbering brute.

So we're paring things down. A lot. We don't have, need, or even want a bajillion clans of
vampires, or fifteen tribes of werewolves. There should be few enough flavors of things that
all the players can remember what the differences between them are. Ideally, people should
be able to play whatever supernatural guys they want, sort of like the League of
Extraordinary Gentlemen; but in practice you have to put explicit limitations on what is part of
the story or things get all weird. Like with Martian invasions and stuff, what was up with that?
A story that doesn't have specific exclusions does not truly have any specific inclusions. It's
not really a story at all at that point, it's a mess.

The base concept for After Sundown is that you are roleplaying a classic Universal Studios
Monster and you engage in narrative driven dramatic role playing of both horror and intrigue.
The Universal Horror Films were, if not documentaries, at least "dramatic reenactments" of
real events in the shared world you will be telling stories in. The Invisible Man, The Wolfman,
The Creature from the Black Lagoon, and of course Dracula were all real people, and the
player characters can be creatures like them. And the players in After Sundown can use
monster movies old and new for inspiration. But remember that the monsters in every piece
of fiction are different, and that while you are telling stories After Sundown that it is the
descriptions of monsters in this book that break ties. Werewolves can transform voluntarily
when the moon isn't full, Golems resist fire, and Vampires do not sparkle. Not because these
creatures are like this in every movie, but because that is how they are in the stories told
with the After Sundown cooperative storytelling game.

Things You Need To Play


"Assuming flippant things like 'food, water, and shelter' are out of the way."

After Sundown has one or more players roleplaying as protagonists in the story, and a single
player acting as MC. The bare minimum number of players is therefore two, and there is no
specific upper limit to the number of players a game of After Sundown can accommodate. It
really does seem to work best with between 3 and 6 total players though.

7
Introduction

During the game, every single player is going to want some method of keeping track of
things. This can be done with pencil and paper, post-it notes, or electronically using laptops
or PDAs. Different players prefer note taking and result tallying in different ways, and I won't
tell you what format your character has to be kept in. A character sheet has been provided in
this book, so if you want to print it out and write on it like we did in the old days, that's fine.
Speaking of this book: it is distributed in electronic format, and you'll probably want to
reference it (or at least have the capability to reference it) during play. That means that
someone will need to bring their laptop or e-reader to the game, or print it out and bring a
physical copy to the game instead. You have the right to make as many printed versions of
this book as you want for non-commercial purposes, so do what you feel is best.

The actual mechanics of the game require rolling several six sided dice at once to resolve
actions. I suggest having at least twelve at the table. But honestly, the more the merrier.
Game play is sped up noticeably if each player has their own dice pile in front of them, and
some people even like making pre-made piles of different sizes so that they don't have to
count dice before rolling. So I wouldn't hazard a number of six sided dice that would serve
as a maximum.

Further, character advancement normally uses draws from a deck of cards (either poker or
tarot). Since this is character advancement, it is entirely acceptable to have the card draws
happen between sessions or even the beginning of next session. So the game is entirely
playable for an entire evening even if no one brought a deck of cards. But eventually, you'll
want a deck of cards as well. If cards are for whatever reason unavailable, remember that
virtually any computer has some sort of solitaire game loaded on it, which will among other
things provide an acceptable substitute for any number of card draws.

Since you're going to be telling cooperative stories, you'll want some way to get diagrams
across to the other players. This can be done with an erasable mat, or a dry erase board, or
a pad of paper in the middle of a table. But it can also be done by sketching things on a
computer, provided the screen is large enough for everyone to see.

After Sundown can also be played over the internet by players who each have a computer.
You can roll real dice and report the results over internet chat (text or video), or you can use
various automatic dice rollers. You'll still want an equal number of players, but they need not
be in the same city or even country as one another.

The Role of the MC


"Someone has to have the last word."

8
Introduction

Every player except the MC plays a specific character who is a protagonist in the ensemble
fiction that the cooperative storytelling game generates. This allows deeper roleplaying and
lends itself to the use of first person pronouns when describing action. However many
protagonists there are, there will still be more characters that need to be written into the
story, and the actions of these characters are determined by the MC. Note that I say
"determined" rather than "played" by, because none of the antagonists, allies, or indifferent
background characters are literally the alter ego of the MC. The MC has a very big job in
telling the story, but is also the least partisan position, and so it falls to the MC to make snap
judgments about what rules apply or what numbers to use for different situations. No rule
system can ever be completely comprehensive (there was a comprehensive mathematical
proof to that effect by Gödel), and when you run into a situation that the rules cannot
resolve, the MC should act as an impartial arbitrator.

How much plots for stories are generated by the actions of the protagonists and how much
are generated by external events will vary from group to group, but in either case the MC is
heavily involved. Even when the other players are producing action and dialog sufficient to
drive storytelling, it still falls to the MC to determine what responses are engendered in non-
player characters (NPCs) or the world around them. Playing the MC is demanding, and
some groups rotate the responsibility.

9
Terrible Places and People

Terrible Places
"When you say 'the world' do you mean 'Earth', or 'where we are now'?"

After Sundown takes place in a world with many similarities to our own. A world which has
the same countries and cities as the ones we are familiar with, and which is therefore one
which you can research by reading about actual places in history and physical space. But it
is also secretly full of magic and evil and beasts and slashers from horror fiction. It also has
connections to three coterminous magic worlds full of monsters and danger.

It is in short: a game that takes place in the realm of horror rather than the realm of the real.
You're playing a cooperative storytelling game, and the genre is horror. It may be action-
horror, horror-mystery, horror-comedy, or even horror-romance, but it is always horror.

A Life in Horror: The Good and The Bad


"Interesting fact: The Final Girl trope emerged shortly after young women became a major
component of horror movie attendees."

Life for the common man in After Sundown is actually pretty horrible, and extremely
dangerous. Life in After Sundown is life in a horror movie. Or rather, it is a world not unlike
Earth would be if all the horror movies were real in different places and at different times.
This means that body counts are extremely high, and it is very difficult to get help. This is
good news if you happen to be the Bogie Man, but really bad for anyone looking for a life of
vaguely normal properties. Here are some important things to remember:

The Police are no help at all. Heavily infiltrated by cultists and secret societies, the
police in After Sundown are astoundingly ineffective. Sure they will occasionally bring
down a killer, but the vast majority of crimes go unsolved. Many crimes don't even get
investigated, especially if something supernatural is afoot.
Telecommunications are Shoddy. Sat Phones aren't generally available in the realm
of horror. Cellphone coverage cuts out constantly at inopportune moments. Most people
still have landlines, but regular telecommunication wires go down frequently and are out
for days at a time. The inability to get a call out of a building or town isn't unusual, that
kind of thing happens a lot in After Sundown.
People Don't Travel Much. It's not weird for people to not know what goes on in the
next town over in After Sundown. Things are just more dangerous, and people keep to
themselves more.

10
Terrible Places and People

Keep this in mind when you're planning your nights in the realm of horror. Life is less
connected to other life in the realm of horror and it is much easier for dangerous elements to
thrive in such an environment.

That being said, it is important to remember that most horror movies begin with people
thinking things are pretty normal, and end with something of a return to normalcy as well (or
do they?) So it's not like Jason is running around the streets murdering people left and right.
Indeed, while the death rate from serial and mass murder is large enough in the realm of
horror to compete with traffic accidents or opiate abuse, the fact is that you're still more likely
to die from cancer. Supernatural creatures remain hidden and the president of the United
States is openly a mundane human. A vampire can't just flash their fangs to get free entry to
a movie theater, and indeed they could be in a lot of trouble if they flash their fangs in a
public space of any kind.

The Four Worlds


"Things are crawling in all over the place these days."

A very common trope in horror is the inclusion of additional worlds that are full of terror and
danger. This is very useful, since of course having an extra world around allows you to fit
things into the narrative that would be otherwise very difficult to fit into the Earth. Demon
armies, forgotten cities, and strange and deadly plants can be piled to the sky and beyond
without otherwise upsetting the world provided that they were never in the world in the first
place. Furthermore, the idea that monsters can come in sideways is by itself a wonderfully
useful notion for the horror genre, because it severely undermines the concept of safety in a
fortress or locked room.

That being said, it is also true that there are a lot of alternate worlds to be had in various
stories. Too many alternate worlds to be anything vaguely approaching something workable.
And so it is that as a compromise we have cut things down to three alternate realities:

Maya: The Dreamlands Think of a combination of the untamed and deadly


dreamworlds of Jumanji or Where the Wild Things Are. This is where dreams and wild
things go, but since this is the realm of horror the dreams are often as not inspired by
Freddy and the beasts are likely to be deadly and destructive monsters.
Limbo: The Dark Reflection The best rendition of the Dark Reflection is probably in
Silent Hill. It's a world very much like our own but scoured with demonic powers. Ash
falls from the sky like rain and everything looks abandoned or scorched. Demons prowl
the Dark Reflection.
Mictlan: The Gloom The best rendition of the Gloom is of course in Night Watch, which
even calls the place that. It's a cold and oppressive world where darkness presses

11
Terrible Places and People

insistently upon the light and heat of travelers. Powers of death leak in from every
crevice and extinguish fires and the lives of small animals. Blood hungering insects and
ghosts scour the Gloom.
The Mortal World This is the world where most people live. It's just like our world
except magic and monsters are real. And it's connected to the three other worlds. It is
portrayed in virtually every horror movie because it is the world of every horror movie.

Each of these worlds have two levels. One can go to the first level where interaction with the
mortal realm is still possible, and one can go to the deeper level where it is not. In short, like
in Silent Hill, it is possible to straddle the worlds where you can still open and close the door
of your house and see what's on the stove but demons from the Dark Reflection can attack
you. It's also possible to be all the way in the Dark Reflection, where things are a terrifying
hellscape and nothing makes any sense. While in the Shallows of any of the worlds, the
celestial realities of Earth appear to hold sway - the Sun rises and sets while wind and rain
appear on schedule. In the Deeps, it becomes apparent that one is quite likely not on Earth,
as the sky itself betrays one to be on an alien rock.

12
Maya

Maya: The Dreamlands


"Everybody's got to dream, young girl. If you don't dream, ya go crazy."
"Go crazy? Don't mind if I do!"

The Dreamlands are a wild and inhospitable place filled with fetid jungles and monstrous
beasts. Overgrown with dreadful, implacable, and nightmarish life in all world
correspondences - even those in the far north and south of the planet (though it still gets
wicked cold at extreme latitudes). No one really knows if Maya is a construct of
subconscious thought or the manifestation of a distant world that exists independently of our
own. What is clear is that Maya is connected to the dreams of the frightened and the
suffering. The goings on in this world seem somewhat unreal even for those who have
traveled to it in the flesh, and the native inhabitants are strange and otherworldly even by the
standards set by other supernatural creatures.

The Deep Maya does not even have climactic similarities with its Mortal World
correspondences. It boasts floating rocks and sideways waterfalls. And monstrous beasts.
And psychic plants. There are few reasons for the sane to want to go to the Deep Maya
even though it is wondrous and beautiful in its alien and unforgiving fashion. The weather is
pretty similar to that of the Yucatan, with dense cloud cover and hot, driving rain falling
almost every day. On those rare times that the night sky is visible, it is clear that the stars
above are unfamiliar. The sky boasts no sun or moon, so where precisely the light comes
from in the "daytime" is a matter of speculation.

Getting to Maya
"If you die in your dreams, you make me a sandwich."

Perhaps the easiest way to get to The Dreamlands is to go to sleep. While not even a small
fraction of dreamers are transported across the barrier, it is nonetheless possible for virtually
anyone to make the passage while they are sleeping. A dreamer's physical body remains
where it is while the consciousness projects into Maya. If the person dies in the Dreamlands,
the body dies as well. If the body dies, the dreamer is lost in Maya indefinitely and becomes
a Jalus. There are places where the barrier between Maya and the sleeping mind is weaker.
Generally speaking, places with horrible personal murders are more conducive to slipping
people across into the nightmare realm. Impersonal deaths, such as natural disasters and
battles make the barrier more difficult to cross. Physical gateways, though rare, also exist.
They are always circles of something, and one crosses the boundary by entering and then
exiting the circle. Circles of mushrooms or trees are fairly common as gateways go, but

13
Maya

theoretically it could be a circle of anything. In any case, these gateways only function when
the moon is visible. Sorcerous means of entering the Dreamlands are found in Astral
Sorceries.

Things to do in The Dreamlands


"We shall build a tower that shall reach to the stars."

The majority of inhabitants of Maya are neither human nor derived from human stock.
Massive monsters stalk the lands and even the plants themselves chitter with an
otherworldly malevolence. The Evil Plants in Maya speak to travelers only infrequently.
Some can speak telepathically, but they mostly choose not to do so. The Giant Animals
generally simply attempt to devour anything they come across. While delicious (if alien) fruit
and clearish water are available year round and in great quantity, The Dreamlands have the
least expatriate civilization from the Mortal world of all the other worlds.

Not everything in this dimension is from another world however. Sometimes tribes of Jalus
congregate together. And for reasons unknown The Marduk Society has been growing an
Arcanotower in the Brasil Correspondence for some time. They patrol that area and keep it
mostly clear of Giant Animals, but at least some Evil Plants seem to be allowed free reign to
enter the transdimensional compound.

14
Limbo

Limbo: The Dark Reflection


"You can go to hell!"
"We can't. Not alone..."

A long time ago, some people fucked up really bad and parts of the human world started to
fall into the fires of The Dark Reflection. Nobody's quite sure exactly when or what - some
say that it was the cinders of the atomic fires of Oklo, while others say it is the ancient truth
contained in the myth of Prometheus and the Scriptural references to Gehenna; some that
men merely merely opened the doorway into the world of ashes; others say that it was men
that started the unquenchable fire that begat The Dark Reflection.

Practically everything found in Limbo was first wrought by humans, and then destroyed by
fire. Everywhere in the Dark Reflection there are always remnants of human habitation, and
everywhere in the dark reflection, there are always smoke and ashes. Yet it is exceedingly
rare to encounter men still living nor open flames still burning. The ground is littered with
sooty broken glass: smashed bottles, shattered windows, and shards of obsidian lie on
every surface. The dusty surfaces seem dull, and rarely cast a reflection. When they do,
they seem more of a window back to the mortal realm, a cruel reminder of where the
onlooker is and where they could be. The sky is perpetually obscured by oppressive smoke
and rain falls only infrequently (in many places less than once a year) and it is black with ash
when it lands.

The Dark Reflection knows neither day nor night, and languishes eternally in a twilight
illumination that comes from between one and four vaguely definable lighter patches in the
sky that may well be suns or moons. Limbo is home to what the unenlightened would call
demons, ifrit, and shinma. All of them endeavor merely to survive long enough to escape.
Survival is a brutal matter of scavenging amongst the cinders and preying upon the weaker
residents. Escape is more difficult, never more than a temporary respite: for each of the
dwellers of The Dark Reflection carry the seed of the unquenchable fire within them, and any
who escape are doomed to one day start a blaze which will drag another piece of the human
world back into The Dark Reflection.

Getting to the Dark Reflection


"Fire doesn't cleanse, it blackens."

Natural passage in and out of the Dark Reflection is almost always through fires or mirrored
surfaces, and it is the latter possibility that gives it its name. Sometimes when something is
burned, a rend between the mortal world and the Dark Reflection is left in its place. This is

15
Limbo

most likely to happen when the burnt thing in question was a source of security such as the
wall of a family home or school, or a child's blanket. Once a character has been to the Dark
Reflection even once, these portals appear far more commonly in their presence for the rest
of their lives. Those who have been to the Dark Reflection often find themselves avoiding
mirrors for fear that they will find the profane staring back at them.

Sorcerous means to enter and escape the Dark Reflection can be found in most Infernal
paths. Leaving the Dark Reflection is difficult for magical creatures. Whether traveling by
sorcery or through a gateway, moving from the Deep to the Shallow or from the Shallow to
the Mortal World requires one to make a make a Resistance Test (Social if attempting to
traverse a summoning, Mental if attempting to pass through a mirror gate, or Physical if
attempting to navigate a burnt rend in space) with a Threshold equal to their own Potency. If
returning to a known place, the MC may award a bonus of 1-5 dice to the escape attempt
depending upon how familiar one is with the location. Summoning rituals and special gate
preparations can add additional bonus dice in addition to allowing for an Escape Test at all.
The property of being difficult to leave is called "The Gauntlet," and it can render the Dark
Reflection a near inescapable prison for the very powerful. For example, The King With
Three Shadows has a Potency of 10 and suffers from a name binding that further raises his
escape threshold to 15. The locations of truly epic firestorms have left certain portals that
waive these restrictions for supernatural creatures of a Potency equal to or less than their
Rating.

Things to do in Limbo
"It's being invaded by the Otherworld. By a world of someone's nightmarish delusions come
to life."

The majority of natives of the Dark Reflection are Fey and Demons. These beings are
generally pretty uncooperative and rarely are on good terms with any of the major
Syndicates. The King with Three Shadows has a strong presence in Limbo, and his
Syndicate has substantially more territory than any other there. World War II created copies
virtually intact of several cities in Limbo, and many of them are used by one or more
supernatural groups as bases of operation. The firestorms of Dresden created a dusty and
scorched copy of that place in the Dark Reflection which is even now used by members of
the Covenant who refused to accept the defeat of the Axis as a base of operation to train a
demon army to someday retake the human world. The Rape of Nanking left a level 5 portal
to a reflection of the city of Nanjing that is mostly used as a smuggling port by the World
Crime League.

Not everything in Limbo is a supernatural creature. There are some real humans there, and
they are sad people. Food is scarce in the Dark Reflection, and the nightmarish imagery is
usually enough to drive those who fall into Limbo to madness and depravity. Most become

16
Limbo

demonic pawns. However, demonic pawn or not, a human has no Potency and can pass
through the narrowest of portals. All too often, by the time they reach an egress they are
already committed to serving dark lords by kidnapping other humans from the mortal world
and then returning to the land of their torment.

17
Mictlan

Mictlan: The Gloom


"Some people believe that when you die there is a wonderful light. As bright as the sun but it
doesn't hurt to look into it. All the answers to all the questions you want to know are inside
that light. Truth is... there is no light. Only darkness."

The Gloom has been around forever. Some say that it is space itself and the big bang
created the human world as a tiny mote within the Gloom, while others say that the Gloom is
the force of entropy to which all things shall return in The End. Whatever the case, The
Gloom is supernaturally cold and dark. The ground is bare and everything that lives within
The Gloom is hungry all of the time. What plants there are lack essential nutrients and
sunlight and cannot grow without blood. All the insects are parasitic.

There are no visible stars in the Deep Gloom. There is no sun in the morning, and no
glittering lights in the night. There may be a moon in the sky, but since it is as fixedly black
as anything else in the sky it's a matter of debate. Rain never falls and the seas are deathly
still. But water and other things rise up out of the ground at unpredictable times through a
process called "welling". If you want light in Mictlan, you need to bring it yourself, and even
then the illumination cast by a lamp or flashlight is disappointing, as if the air itself were a
voracious shadow.

The Gloom is home to what the unenlightened would call ghosts, wendigos, and zombies.
All of them endeavor to draw prey in from the human world where they may drain the blood,
life, and warmth from it to feed their insatiable hungers. The true horror is that such victims
do not rest in peace, but instead rise driven by the need to recover the blood, life and
warmth that was taken from them - in an ever growing cycle of futility.

Getting to Mictlan
"Have you ever been killed before? I'll be back in a minute."

Portals to The Gloom are called "wells" and each one is filled with darkness. The most
effective portals are holes in the ground filled with shadow and water - literal wells. However
in some cases a well will appear which is just a hole filled with water or shadow. In addition,
pretty much everyone goes to Mictlan just by dying. Upon death, a person becomes a ghost,
but in most cases they don't seem to last very long. While some ghosts (especially the
ghosts of Luminaries) kick around pretty much indefinitely, this being the realm of horror it
seems most likely that ghosts simply unravel and fade into oblivion. The land of the dead is
indeed a super depressing place. Sorcerous means of entering The Gloom are found in
Orphic magic paths.

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Mictlan

While in the Deeper Gloom, all Ghosts are solid, able to be seen and to exert force upon
objects. In the Shallow Gloom and to an even greater extent in the mortal world this is not
reliably true. So it is that many Ghosts essentially cannot get anything done in the mortal
world even if they escape Mictlan through a Well. So while there is no barrier to exit The
Gloom as there is for the Dark Reflection, the primary residents mostly do not leave even
when they can.

Things to do in The Gloom


"It was their hands that built this city of ours, Father. But where do the hands belong in your
scheme?"
"In their proper place, the depths."

Soulless bodies sink into Mictlan fairly regularly, whereupon they are animated by the hungry
energies of The Gloom and become wandering zombies. The dusty plains of Mictlan are
pretty dangerous for travelers because of this. The Gloom has been around for a long time,
and walls erected don't seem to fall down often in the cold stillness of the land of eternal
night. Over the millennia many people have found time to erect buildings and even cities.
Many of these stand vacant, mute testament to the fact that long ago someone cared
enough to build them. However, some are still in use. The Shattered Empire has several
such cities, usually corresponding to places where no city or even point of interest stands in
the Mortal World. Others are less ambitious, where the Ulmi family have a castle in the
Gloom Shadow of Venice.

There does not appear to be any specific fixed limit to how long a Ghost can persist in The
Gloom. So even though most last only very short amounts of time, it is entirely possible that
any particular historical figure still exists somewhere in Mictlan. Some Ghosts, unhappy with
the idea of wandering through a frozen desert for all eternity have taken the time to put up
buildings and even societies. The largest such Ancestor City is at about the same place as
Beijing.

19
Being In Between Worlds

Being In Between Worlds


You don't have to go home, but you can't stay here.

In the real world, there is pretty much only one universe you can exist in, and so being in
multiple different worlds can be hard to imagine. Here are the states of being one can have:

In the Mortal World


This is precisely like being in the universe is for those of us outside the game. A character in
the mortal world is safe from attack from things in other worlds, and cannot be physically
affected by them. Normal people cannot perceive or touch things in other worlds while they
are in the Mortal World. Some disciplines allow characters to perceive, but not touch, things
that are in the Shallows of other worlds. So for example, if your character has Necromancy,
they can perceive goings-on in the Shallow Gloom, but they are still safe from physically
being harmed by creatures or objects there. When a character moves completely from one
world to another, they come out in the nearest place that they can fit, which in some cases
will be several meters away from their relative location in the original world.

In the Shallows
The Shallows of any world are very similar to the Mortal World, and appear to be a
compromise of sorts. While a character is in the Shallows, they are essentially in what
appears to be a copy of Earth with strange decor, more monsters, and a lot less people. The
basic lay of the land, including placement and layout of buildings, is almost exactly the
same, although there is generally speaking less stuff.

In the Deeps
The Deeps of any world are just completely crazy, and in no way similar to the Mortal World.
While there are objects that have been transported or copied from the Mortal World to the
Deeps, by and large the Deeps are their own alien wildernesses.

Between Worlds
One can occupy both the mortal world and the Shallows of another world, or the Shallows
and the Deeps of another world simultaneously. This usually happens while a character is
physically in a Bleed (see below), but may also occur during travel from one world to
another. Since floors and tables tend to be in the same places in both versions of the world,

20
Being In Between Worlds

characters can usually navigate just fine while perceiving and interacting with objects in both
worlds simultaneously. The character will appear to be hallucinating to observers from either
reality (who aren't also in the Bleed or whatever), because there are things (most especially
creatures) that are in only one world and not the other. An effect cannot extend a character
into a solid object in the other world, so if a character is standing in empty space in the
Shallow Gloom and there's a big pile of sand there in the Mortal World, an event like a
convergence or an ability like Shadow Gate would simply fail.

Existence in two worlds is inherently unstable, and is limited in both time and space. If a
character moves far enough from their current position or waits for enough time to pass, they
will end up in one world or the other. And which world they end up in is not always
predictable (although if the character is in Limbo, they must pass the Gauntlet to end up in
more Earthly surroundings). But while a character is between worlds, both prying eyes and
bullets from either world can reach them.

Bleeds
There are places where the worlds merge, where a character is literally in two worlds
because the ground itself is in two worlds. The experience of this is no different than being in
just one world at a time, because in such places there is really only one table in the room.
And while said table may be in the style of an Earthly table or a table of Limbo, it will still be
a single solid object. Where things get weird is at the edges of the Bleed, where a character
inside may see two different outsides. Bleeds have a tendency to oscillate between sending
those who leave to one world or the other. Sometimes this is very simple (such as opening a
door onto either a blighted hellscape or a normal suburban street), and sometimes it's just
plain hard to figure out (such as the difference between a foggy forest and a foggy forest that
happens to be in Maya).

21
Terrible People

Terrible People
Have you gotten a look at the neighbors?

The realm of horror described in After Sundown is not merely the existence of nightmare
worlds from which danger constantly leaks in to disrupt suburban homemaking, it also has
people in it. People who are major characters and people who are the victims in slasher
flicks. Sometimes, these are the same people.

People in Horror: Extras and Luminaries


"Do not run upstairs! There is no exit upstairs!"

Remember that in horror movies there are a lot of people who serve no real purpose save to
be eaten by the monsters. We call them Extras even if they happen to get some lines. These
people may be strong, or smart, or beautiful, but ultimately they are doomed. If they get
bitten by a zombie they will turn into one of the shambling hordes that our heroes must
eventually chop through with a chain saw. They will not get cured and will not turn into
leaders of the walking dead. Game mechanically, these people have no Edge score. If they
turn into a supernatural creature of some kind they will become a Spawn. These hapless
victims will not become the next Dracula, they will always be the horde vampires in From
Dusk Till Dawn. They will not become Shelly Winters or Sheila, they will join the hordes of
deadites and get cleaved through with fire.

On the other side of the coin, there are people in the horror genre who rise to the occasion.
Whether they are introduced as bad ass adventurers like Van Helsing or Rick O'Connell, or
are "normal people" who rise to the occasion like Meg Penny or Ash, these people have a
certain spark of bad assery in them regardless of what they happen to be doing. They are
Luminaries, and they have Edge. If they become Supernaturals they become the real deal.
They may turn evil but they will still have lines and character development.

This is why characters will occasionally fight their way through a horde of zombies (who are
of course all ex-humans) just to try to get a cure for one woman who happens to have been
turned into a zombie. It isn't that they've completely lost perspective, it's that the
transformation into a monster is a one way trip for absolutely everyone except a reasonably
small number of luminaries. You actually can "save" Alice or Sheila if they get transformed
into the living dead. There's literally nothing you can do for the rest of the people except
shoot them in the face.

The Playable Types

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Terrible People

The Universal Monsters have a lot of stuff in there which is not really appropriate for
emulation. Sure, Lon Chaney is full of awesome and I have no problem watching his movies,
but neither the Phantom of the Opera nor the Hunchback of Notre Dame is especially
supernatural. They are both just really creepy guys. On the other end of the spectrum, the
existence of space aliens really harms the whole eldritch intrigue thing. So while This Island
Earth is a good movie and part of the official pantheon, the Metalunans and Zagons are not
going to be part of this. At all.

Which leaves Dracula, Frankenstein's Monster, Gillman, the Mummy, and the Wolfman -
who all appear in the motion picture classic The Monster Squad, and the Evil Wizard, the
Invisible Man, and the Mole Man - who don't. It is of note however that Dracula,
Frankenstein's Monster, the Wolfman, and the Invisible Man all appear in the equally
mandatory movie Abbott and Costello Meet Frankenstein, and there is of course Evil Wizard
and Mummy in the substantially less mandatory Abbott and Costello Meet the Mummy. It
seems clear that life would go on without Mole Men, but what the heck? We've got Mole Man
in After Sundown, we call them Troglodytes.

Vampires
An eternity of melancholy and betrayal is, after all, an eternity.

The Vampire is a rockstar of the living dead. They drink blood, live forever, and look great in
black. Vampires are emotionally attenuated individuals who have to consume metaphorical
life in the form of actual human blood. They are parasites whose very existence is a powerful
metaphor for the consumptive and conflict-torn nature of the world.

Exemplars: Dracula. Did we mention Dracula? I mean sure, we can talk about the vampires
from Blade or Buffy, and we will even. But all Vampire mythos in the modern world always
comes back to Dracula, because he is that awesome. And a special "also-ran" to the beast
from Nosferatu, because he is also awesome.

Animates
Once created, a work has a life of its own.

An Animate is an artificial person. Created by unwise science, magic, or both, each Animate
is a race of one. They have no peers and no possibility of children. Every Animate is created
knowing that their entire people dies with them. It is a lonely and frightening existence. The
Animate story is classically one that exists to explore the tragedy of dysfunctional human
relationships - whether it be a child scorned by their parents, a lover scorned by the object of
their affection, or simply a working person cast aside by those they worked for. The book
Frankenstein explores much the same themes as a Bruce Springsteen album.

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Terrible People

Exemplars: Frankenstein's Monster, Rotwang's Robot, Loew's Golem

Lycanthropes
Even a man who is pure in heart and says his prayers by night...
may become a wolf when the wolfbane blooms and the autumn moon is bright.

A Lycanthrope is someone who is cursed to transform into a rampaging beast when the
moon is full or they get excited. There is plenty of mythological basis for shapeshifters who
are born with the ability to turn into animals or who have attained the magic powers to do so
to protect mankind, but they aren't normally figures from horror stories, and have no place in
horror and are not represented in After Sundown. Being a Lycanthrope means that you are a
danger to people you love and the furniture around you. You can unleash the beast to rip
things to pieces, but lycanthropy is a curse and it is not generally very fun.

Exemplars: John Talbot, Irena Dubrovna, Yuki Sohma

Witches
Bubble Bubble.

Witches are people who have learned Magic. In a horror setting, magic is in almost all cases
bad. The genre is pretty light on Glinda the Goods and Merlins. Magicians are generally
vindictive cackling gypsies, satanic sorcerers, mysterious strangers, and a myriad of other
titles both hackneyed and terrifying. They spend a lot more time sacrificing people to gods
ancient and evil and a lot less time preparing good children to go to the ball than magicians
in other genres.

Magic that humans can use comes from three sources in After Sundown. There is the magic
of Death, which is evil. There is Devil magic, which is evil. And finally there is the twisted
sorceries of Nightmares, and that's evil as well. It's not that you can't do good as a magician,
you totally can. It's just that the magic itself is evil and using it is dangerous even if you are
the virtuous Chandu. The horror movies of the 30s didn't distinguish particularly between
people from India and China (both were in "The East"), and we hearken to that slightly by
leaving all traditions of magic as variations of the basic three. While a character may well be
a voodoo death magician or an Aztec or Egyptian death magician, the magical set is all the
same. Death magic is death magic whether you call upon bones with Chinese runes or
African chants.

An important thing to realize is that The Mummy is actually a Witch. That's just how they do
immortality. Sometimes it's an immortality where you do evil magic and you look like a
normal person (see the 1933 or 1999 The Mummy) and sometimes you look like a crazy
corpse in special bandages (like in Bubba Ho-Tep). It really depends. Either way, if you want

24
Terrible People

to be a leftover from Egypt or Aztlan you are a Witch (or a Vampire of course). However, and
this is important, the Mummies from the middle Mummy movies such as The Mummy's
Ghost and... sigh... The Mummy's Curse, where the Mummy lurches around and smashes
things, that Mummy is an Animate instead. So pick a schtick and go with it.

Exemplars: Imhotep, Roxor, Hjalmar Poelzig, Chandu

Transhuman
Just a scientific experiment. To do something no other man in the world had done.

Humans do not, in general, have supernatural powers. However, in the horror genre there
are a number of people who experience an event which changes them irrevocably into
something different. Something more. These people generally go stark raving mad, and in
not very long. The certainty that they are no longer human causes them to lose sight of
human priorities, human morality. While they have become something more, they are also
something less.

The transformational event can be scientific or magical. Or a bit of both. A Transhuman


always has an "origin story" which is to some degree unique. The Invisible Man took
scientific chemicals. Anck Su Namun simply woke up one day and realized that she is the
reincarnation of an Egyptian princess. Ayesha stepped into the mystical flame of life and
stepped out an inhuman thing. Whatever the event was, it was the last thing that he or she
did as a human, and the reality of that fact is as destructive to the self as the subsequent
revelations of the magical world and the horrors which inhabit it.

Exemplars: The Invisible Man, Mr. Hyde, Anck Su Namun, Ayesha

Leviathan
His face was fish-like.

Supposedly in pre-Sumerian times there was a great mother of monsters. Her name was
Tiamat. Or Vritra. It's not really that important what her name was, because she was killed by
a powerful human sorcerer around 4000 BCE, and most of her monstrous brood is gone as
well. But not all of it. Some of them interbred with humans and hid their lineage in the
darkest corners of the world. They hid from the world of men for millennia, some lurking in
darkness and plotting revenge and others merely living their own lives - the ancient conflict
long forgotten.

But that's not really possible now. Things are modern, and there is nowhere to hide. Those
who carry the taint of Tiamat's spawn in their ancestry or are cursed with the taint during
their lives are both hunted and feared. They are destructive, and eating their flesh can make

25
Terrible People

you live forever. Of course, eating their flesh makes you like them, and puts you into the
same danger. But hey, immortality.

In After Sundown, these creatures often hang out at the edges of society - places which
while nominally explored aren't actually watched very carefully.

Exemplars: Gillman, Mole Man, Robert Olmstead, Moth Man

The Non-Playable Types


Not only must we make explicit what appears on the player's side, we also need to decide
ahead of time what is around, supernaturally speaking in the world. Many people protest
this. If they want to have unicorns show up for a storyline, why shouldn't they, as the MC,
just do that? The answer is that in a cooperative storytelling game, the players need some
sort of ground state to tell their own back stories and to make plans for future intrigue.
Whether or not the character knows that such and such a creature exists or such and such a
world spanning organization is up to its evil schemes, the player needs to at the very least
have access to that information. And while it may seem like that would spoil surprises - and
it does sometimes - in a much more important way it prevents narrative dissonance.
Narrative dissonance appears in cooperative storytelling games much the way continuity
errors appear in horror films. And while it is certainly jarring to watch the part in Leprechaun
where they drive off in the second car despite the fact that they had earlier lamented being
stranded when the first car wouldn't start - it is still a movie and thus the plot (such as it is)
just keeps rolling along whether you notice the discrepancy or not. In a cooperative
storytelling game however, such an event would just crash everything to a halt. The players
and the MC would have to sit down and work something out, because they are all imagining
the world together and there is no "next scene" until everyone gets their imaginations
working together.

Zombies
Brains!

Zombies are the result of evil magic, ghastly diseases, or super science which transforms
dead bodies into lurching, brain eating monsters. Zombies hunger for the living and have a
tendency to rampage constantly. Some zombies are fast, some are slow. Some can figure
out doorknobs and others can't. But they all hunger for the living. Zombie spawn can create
new zombie spawn just by killing extras, so zombie outbreaks can get really big, really fast.

Exemplars: Shelly Winters, Sheila, Ed

Fey

26
Terrible People

Ha! Ha!

Fairies in horror movies come from the same ghastly hell dimension that the demons do.
These are not the shimmering pixies from Neverland, these are the hideous flesh eating
goblins from the Goblin Market. They come in small and extra large sizes, and are generally
easy to confuse.

Exemplars: The Leprechaun, Rumplestiltskin, Pan, Pyramidhead

Demons
"My God!"
"Not yet, human. Soon... very soon I will be."

Made entirely of evil magic, the demons are a strange force that seeks to hurt humans and
steal souls. Some appear as beautiful humans with or without horns and wings, and others
look like the most nightmarish beasts the special effects budget could afford.

Exemplars: Wishmaster, Azazel, Buju, The Lady in Red

Ghosts
Boo!

When humans die and they are super pissed about something, they will occasionally linger
on after death and become a ghost. Ghosts don't interact properly with physical objects and
other people, and in any case are fed only by strong human emotions. So they gradually
lose themselves and go batshit crazy, becoming a force that is more and more destructive.

Exemplars: Slimer, Patrick Swayze, The Mist

Giant Animals
Rar!

The wilderness of horror is a dangerous place with a spectacularly large array of things that
can kill you. Man eating beasts of tremendous size roam the woods, the lakes, the swamps,
and probably the mountains. Being eaten by sharks, crocodiles, tigers, or whatever is a
severe threat. And yes, these super charged zoo rejects have magic powers sometimes.

Exemplars: Jaws, Joe Young, Boa, Python

Evil Plants

27
Terrible People

From now on, I'm shooting my salad before I eat it.

The evil plants grow out of the ground in weird pods that make the soundtrack want to bust
out theremin tracks. They grow out of humans and often have mind control and other weird
powers. These things might actually be from Space. But since they don't have a civilization
or space ships (that we know of), it's not super important.

Exemplars: Body Snatchers, The Thing, Swamp Thing

28
Running The Game

Running the Game


After Sundown is a collaborative storytelling game, where all the players except one take the
roles of the protagonists in an ensemble story set in the realm of horror. The odd player out
is the MC, who acts as narrator, director, and actor of last resort for all the other characters
in the story. The MC has substantial leeway in interpreting how events unfold and is
responsible for much of the writing of the backstory. Nevertheless, the story is still about the
player characters, and no one should forget that.

Player characters will have numbers and abilities written on a character sheet that
demonstrate what they are capable of, but in most cases the players themselves will
determine what their character actually does. When actions are declared, dice are often
rolled to determine the results of the action. But when that is not enough (or would be too
tedious as is the case for many minor actions), the MC can deterministically assign results.

Actual stories are told cooperatively, with players bringing up events relevant to their
character's backstory and possibilities for the MC to consider weaving into the ongoing
description of the world and having real solid first person narrative control over the actions
and dialog of their player character. The MC is sometimes said to be "running" the game,
because they provide the narrative control on the stage where the protagonists act.

29
Basic Dice Mechanics

Basic Dice Mechanics


When you perform an action, you roll a pile of d6s called a Dicepool. Dice which come up as
a 5 or 6 are Hits. A task's required number of hits is its Threshold. Any hits gained in addition
to that are Net Hits. If a die roll generates enough hits the attempt is a success, otherwise
it's a failure.

Dicepools: Your dicepool is generally speaking a pile of d6s with dice equal to your
character's Attribute + Skill, and circumstantial modifiers increase or decrease the number of
dice rolled. A human's attributes and skills go up to 6. A supernatural creature's can go up
higher than that, both in that their Potency increases their Attribute maximums and that
some of their disciplines (magic power groups are called disciplines) further increase their
attributes or skills. As such, it is expected that supernatural critters will roll more dice on
actions that their powers apply to than normal humans do.

The effects one can expect out of getting a number of Hits are proportionately more
awesome as the number of hits increases:

Hits Awesomeness
0 Not Awesome. Tying shoes, climbing stairs.

1 Completely Pedestrian. Driving a car, Throwing Darts.


2 Professional. Don't try this at home.
3 Hard. Don't try this at all.
4 Extreme.

5 Crazy Extreme.

6 Super Human. Does not need disclaimers because it is clearly impossible.

Resistance Tests: Sometimes a character will be allowed to resist something being done to
them. This is done by rolling dice like normal, save that rather than generating an awesome
result, the character is merely reducing the number of hits against them, making whatever is
being done to them take less or even no effect. In general, a Physical Resistance Test is
simply a Strength roll, a Mental Resistance Test is an Intuition roll, and a Social Resistance
Test is a Willpower roll. If a character has an Edge score, it is added to these Resistance
tests. When a character is struck with an attack they may be called upon to make a Soak
roll, which is a special kind of Physical Resistance Test that also adds their appropriate
Armor value to the roll (if any). In most cases, if the Resistance Test reduces the number of
hits on a test to zero or less, the original attempt has failed.

30
Basic Dice Mechanics

Basic Attributes: Physical, Mental, and Social


Characters in After Sundown have six basic attributes that are divided into Physical, Mental,
and Social attributes. These basic attributes range in value between 1 and 6 for normal
humans.

Physical Attributes:

Strength: Strength determines how physically strong and tough you are.
Agility: Agility is a combination of precision and speed.

Mental Attributes

Intuition: Intuition is a combination of empathic and physical perception.


Logic: Logic is a combination of scientific know-how and logical intelligence.

Social Attributes

Willpower: Willpower is a combination of determination and domination.


Charisma: Charisma is one's ability to convince and ingratiate.

The primary purpose of basic attributes is to set the dicepools for actions. A character with a
high Agility will have a bunch of extra dice to roll for every skill test that invokes Agility. A
character with a high Charisma will have extra dice on every test that uses Charisma, and so
on. A character's basic attributes represent a broad aptitude in a wide variety of actions.

Special Attributes: Edge, Power, and Potency


Edge is a measure of narrative importance that Luminaries have. Extras have an Edge of
zero. You can "spend" it in a few ways

You can reroll all the dice on a test that didn't get a hit.
You can add a number of extra dice to a test equal to your Edge score. If penalties
would reduce your normal dice pool to zero or less then you can spend an Edge to try
anyway with dice equal to your Edge score.
You can take an extra Initiative Pass. You should announce that you're going to do this
after the last Initiative Pass that you'd normally take in a round. No matter what, you still
can't take more than 4 Initiative Passes total within a round.
You can "escape" an otherwise lethal situation in a narratively appropriate way. At this
point you are having fate intervene to save you in a narratively plausible fashion. This
will require a negotiation of some kind with the MC to determine what is plausible under
the circumstances. Maybe it's the police showing up before the Trolls have the
opportunity to put the boot in, maybe it's the floor collapsing and dumping your
comatose character into the basement before the flames have an opportunity to burn

31
Basic Dice Mechanics

them to death. It is advisable that a character being saved in such a manner be


inconvenienced in some fashion. It's intended as a last ditch save-your-ass moment, not
something to be smugly relied upon.

Spent Edge doesn't subtract from your Edge value, just from the number of times it can be
spent. Edge refreshes between chronicles. An important thing that Edge also does is that it
adds to Resistance Rolls. You do not have to spend Edge to get bonus dice when soaking a
stab wound or resisting mental domination - the extra Edge dice are automatic and free.
Whenever an ability says that the target resists with their Strength or Willpower (or
whatever) you can assume that it means "plus Edge if the target is a Luminary and actually
has an Edge stat". An Edge can also be spent to gain an extra turn during a combat round
or avoid seemingly certain death.

Every two points of Edge a character has increases the absolute maximum they can raise
their skills to during play. While characters start with skill ratings of 6 or less, a character with
an Edge of 2 or 3 can eventually raise them to 7, while a character with an Edge of 4 or 5
could raise their skills to 8. A character with an Edge of 6 can potentially get a skill of 9. Six
is the maximum Edge for any character (regardless of Potency, as it is a special attribute).

Spending and Recovering Edge: When you want to spend an Edge to gain a benefit on a
single test, all you really have to do is say that you are doing so. Mark the Edge off and you'll
see it again when a new chronicle starts. Your actual attribute does not fall, so if you are
called to roll your Edge (for example, during Resistance Tests and Recovery Tests), it is
unmodified by how many Edge you "have left" for purchasing lucky breaks.

Power Reserve in After Sundown is a special attribute similar to Edge. Power Points are
generally spent to activate specific supernatural abilities that a character might have. Power
Points by themselves do not refresh. Characters will have things to do with their Power
Points and ways to refresh it if they are a supernatural creature. Characters have a
maximum Power at any given time of 10 points plus 3 points per point of Potency. This
means that most player characters (who have a Potency of 1) will have their Power Reserve
fill up at 13. Mortals and other Potency 0 creatures have a Power Point maximum of 10, but
likely have no ability or reason to acquire Power Points.

Example: Genevra is a Vampire with the Quickness ability from the Power of Celerity. As a
vampire, she has the Vigor ability from the Clout discipline, and can spend Power Points to
increase her Strength for a scene. In addition, she can spend a Power Point to take extra
actions during a scene with her Celerity discipline. Because she is a vampire, she can
refresh her Power Points by drinking blood from other people.

Potency When a character's powers increase they may get a special attribute called
Potency. A character's Potency is added to the maximum (but not necessarily the actual
value) of each of their Physical, Mental, and Social attributes, and every point of Potency

32
Basic Dice Mechanics

increases their maximum Power Reserve by 3. Normal humans and some weak
supernatural creatures (such as Mirror Goblins) have a Potency of zero. Starting
supernatural creatures of a playable type such as Vampires or Witches have a Potency of 1.
This rating gradually rises as the creature ages and grows in eldritch power, and can rise
quite abruptly by slaying powerful elders Highlander style, or by attuning to powerful
artifacts, completing mighty rituals of vast power, or otherwise reaching the kinds of
breakpoints in a story in which a monster might become nearly unstoppable. The most
powerful named characters in the setting (such as The King with Three Shadows or
Echidna) have a Potency of 10, and player characters can expect to have a Potency much,
much lower than that.

Genevra is a Vampire with Potency 1. This means that her maximum value for raising her
Agility, Willpower, and other attributes is 7. Six maximum for having started as a human, plus
her Potency of 1. Her maximum Power Reserve is 13 (10 + 3*1).

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Character Generation

Character Generation
Scene opens on a ringing cellular phone. Camera pans back to reveal...

Characters in After Sundown run the gamut of power. Normal human extras are slaughtered
in groups by monsters run amok in the fine tradition of slasher movies the world over. And
yet even those monsters live in terror of even larger monsters from the ancient past. It can
best be thought of in terms of regular horror movies going on simultaneously with the events
from Hellboy or Queen of the Damned. The Characters are created at a point just before the
story starts. And thus, the point where the characters begin is dependent upon what kind of
story is being told:

The Origin Story: The characters begin with little or no knowledge of the supernatural
as human Luminaries. Over the course of the story they discover magical powers within
themselves, attain magical powers, or simply come into conflict with supernatural
agents.
The In Medias Res Adventure: The characters begin having already been
supernatural creatures for some time. They have come to terms with what they are, they
have made social connections amongst other supernatural creatures, and they are
already members of supernatural organizations.
The Power Fantasy: The characters begin already powerful within the context of
supernatural society. Each character is a thing to be feared, whose name is uttered in
whispered tones by creatures who themselves inspire fear in mortal hearts.

Regardless of what kind of story is being told, remember that it is going to be an ensemble
cast with each player's character being one of the story driving protagonists. Each character
thus should have interests and goals that drive the plot forward, not just passive interests or
reactive interests. It's fine for a character to be a doctor or a police officer, but they can't just
be a passive observer waiting for people to get sick or cars to be reported stolen. A
character worth playing thus needs to have a goal that they can work towards when there
isn't a fire to be put out. It's fine to play a character who can heal others, but the character
needs a hook that can get them motivated to pursue goals and advance the plot when there
isn't anyone injured in their presence.

Characters for an Origin Story


Don't be silly, there's no such thing as vampires.

34
Character Generation

In an Origin Story, the characters are, or at least believe themselves to be mortal humans.
As such, the player creates their character as if they were a mortal human Luminary.
Generally over the course of the story, the player characters will be embraced by vampires,
mauled by werewolves, or even discover that their memories of growing up in Indiana are
digital imprints and they've been a robot the entire time. But becoming cursed with magic
powers or discovering that they have had them all along is something that doesn't happen
until after character generation. This makes characters who are substantially better than
normal humans and makes sure that they have a diverse set of competencies. They are the
Protagonists, after all.

Attributes
All of a character's attributes start at 1. The player then prioritizes their Physical, Mental, and
Social attributes, distributing 1 point to one pair, 3 points to another pair and 5 points to the
last pair. Then they get 2 additional points that they can place anywhere they want. An
individual attribute cannot be higher than 6 on character creation. Luminaries begin the
game with an Edge of 3.

Active Skills
A character's Active Skills start at zero. The player then prioritizes their Physical, Social, and
Technical skills, distributing 11 points to one set, 16 points to the next set, and 21 points to
the last set. Then they get 6 points they can place anywhere they want. An individual skill
cannot be higher than 6 on character creation. The character then chooses three skill
specializations. Remember that they also gain a specialization for each Technical skill they
have trained.

Backgrounds
A character starts with 27 points of Backgrounds. No Background can start higher than
rating 6. An important thing to note is that a character in an Origin Story has a job, some
social networks and maybe a family. They almost certainly don't have Backgrounds like
"Makhzen Society" or "Black Spot Ethos."

Resources
The player chooses one 3-point Resource, one 2-point Resource, and one 1-point
Resource. At the MC's discretion, a player may be able to buy more Resources with
Obligations. Mortal humans are not normally able to take Destiny or Secrets.

35
Character Generation

Motivations
Human characters do not normally have Master Passions. However, they still do have
Driving Passions and Ethical Taboos. So the player should define some for their character.
The player should really think about what their character wants, and what their character is
willing to do to get what they want.

Advantages and Disadvantages


Characters can have Advantages and Disadvantages, but the number of the one should
equal the number of the other.

Magical Transformation
Sometimes players will want to skip the portion of body horror that goes with actually
transforming into a supernatural creature. In these cases the characters can have their
transformations already applied, and then tell the origin story of the characters being
introduced to supernatural society.

Characters for an In Medias Res story


Whether you like it or not, you're in the middle of a war that has been raging for the better
part of a thousand years.

In Medias Res is the storytelling technique of beginning the narration in the middle of the
action. It can be exciting and engrossing, and can lead to greater audience attention,
especially if the origin story is somewhat tangential to the primary events of the story.
Sometimes the story will go back in flashbacks to produce the past events that led to the
circumstances with which the story began like in Pulp Fiction or Memento, and other times
the action will simply continue towards conclusion like Ocean's Eleven or Three Kings. In
any case, those are all solid pieces of In Medias Res storytelling and you should watch
those movies if you haven't already.

Characters for an In Medias Res story begin with all the introductions to supernatural society
well out of the way. They are already known by and cognizant of the major Syndicates and
they already have membership in a cult (if they want one) and have come to an
understanding of the basic score of the horror-inspired world they live (or at least persist) in.
They are supernatural creatures themselves, and have been that way for long enough that
neither using their powers nor seeing others use their powers actually surprises them any
more. An In Medias Res story is a good place to start for groups that want to tell stories
about events in the realm of horror rather than ones exploring their characters' reactions to
the realm of horror, and as such it is considered the default game.

36
Character Generation

Attributes
All of a character's attributes start at 1. The player then prioritizes their Physical, Mental, and
Social attributes, distributing 2 points to one pair, 4 points to another pair and 5 points to the
last pair. Then they get 3 additional points that they can place anywhere they want. An
individual attribute cannot be higher than 7 on character creation. Luminaries begin the
game with an Edge of 3.

Active Skills
A character's Active Skills start at zero. The player then prioritizes their Physical, Social, and
Technical skills, distributing 14 points to one set, 19 points to the second set, and 24 points
to the last set. Then they get 6 points they can place anywhere they want. An individual skill
cannot be higher than 6 on character creation. The character then chooses four skill
specializations. Remember that they also gain a specialization for each Technical skill they
have trained.

Backgrounds
A character starts with 35 points of Backgrounds. No Background can start higher than
rating 6. It is entirely reasonable for a character to have been out of mortal society long
enough that they don't have any "Corporate Culture" or "Service Work" type Backgrounds.
On the other hand, it's equally plausible for such a character to have been keeping up
appearances in the mortal world (or even being involved in mortal affairs when the story
begins) and thus have such Backgrounds. Mixing characters who don't know how to handle
themselves in a 7-11 with streetwise modernists in the same Band can be a good roleplaying
hook.

Resources
The player chooses one 3-point Resource, two 2-point Resources, and one 1-point
Resource. The player must take an Obligation of rating 3 or less, but they get to buy an extra
Resource for taking that Obligation as normal. At the MC's discretion, a player may be able
to buy more Resources with more Obligations. Some characters will have retreated entirely
from the mortal world or have been out of circulation long enough as to make no difference.
As such, it is entirely possible that the character has no access to Resources in "mortal life"
at all. It's not weird for characters to begin an In Medias Res story living in a cardboard box
in an alley with no job or registration in government documents.

Motivations

37
Character Generation

The character in an In Medias Res story presumably has a Master Passion. If it's not the
same as the default one for their supernatural type, there should be a good in-character
reason for that. While they are supernatural and non-human, they should presumably still
have Driving Passions and Ethical Taboos. So the player should define some for their
character. The player should really think about what their character wants, and what their
character is willing to do to get what they want.

Advantages and Disadvantages


Characters can have Advantages and Disadvantages, but the number of the one should
equal the number of the other.

Magical Transformation
Characters in an In Medias Res game have been supernatural for some time and have
developed some tricks that are their own in addition to having a mastery of their form and
the basic powers that come with it. The character has the 6 Basic and 2 Advanced
disciplines common to their type, and have developed 2 Basic Disciplines and an Advanced
Discipline that are theirs. In addition, the character knows one Basic or Advanced Discipline
that must be from a Universal Discipline or the Sorcery that their Cult (if any) specializes in.
The character has a Potency of 1 and therefore a Power Reserve of 13.

Place in the Worlds


The character is involved with Supernatural Society. They already are a citizen of one
Syndicate or another (this need not be the dominant Syndicate in the city the story begins in,
the character could easily have spent formative years elsewhere or under the tutelage of
another who was). If the player wishes their character to be a member of one Cult or
another, they can simply declare that on character generation.

Sometimes players will want to play "monster hunters" rather than supernatural creatures.
For an In Medias Res story about Van Helsings, Watchers, and Whistlers, it is plausible to
begin the story where the characters are not magical creatures and are instead badass
human Luminaries fighting against the supernatural monsters of the week. In such a case
the characters don't start with a supernatural type or any disciplines, but they still may well
have Resources and Backgrounds dealing with the occult because in an In Medias Res
story, the hunters have already done this sort of thing at some point in the past. Hunters get
an Edge of 4 and an increase of two other Attributes of their choice. However, they have no
Potency stat, so their attribute maximums are still 6.

The Power Fantasy

38
Character Generation

I will crush you

Characters in a Power Fantasy game have the strength to throw their weight around and
challenge other powerful creatures in personal conflicts. There are unfortunately no firm
guidelines that can be given to what marks a good Power Fantasy Character. A chronicle
where the characters are expected to ultimately square off against some wicked Ifrit may
well have characters come in with a Potency of 2, while a chronicle where the characters
were ultimately going to be up against The King with Three Shadows would expect
characters with a Potency of 6 or even 7.

The important consideration is that characters in a Power Fantasy game should have
roughly equal bonuses. Although it is important to note that characters in such a game will
be expected to be more divergent in capabilities. The nature of the dicepool system means
that specialists in any field will roll more extra dice in their specialty than the other characters
do than in an Origin Story or In Medias Res game. It can lend the air of a game of rocket
launcher tag in Doom or Unreal. Which for a game where things are supposed to feel
powerful is fine.

39
Advancing Goals

Advancing Goals
Ultimately, in every situation, everyone does what they want to do.

The realm of horror has pretty much everything in it that our world does, plus several
additional planets of essentially equal size full of strange and poorly explored places of
mystery. So it is entirely reasonable to have players who simply want to play After Sundown
like a four planet sized sandbox. This can be a rewarding experience, but you should take
care to make sure that players have some direction so that the game doesn't end up with the
characters simply whiling away their immortality (or simple inhuman power in the case of
supernatural characters who are not literally immortal) in a booth at Der Wafflehouse
wondering what all is going on in the world. When the game direction is player driven in this
manner, the core impetus comes not from antagonists or world events but from the different
goals that the player characters have.

These goal driven games require a delicate negotiation before they even begin, because if
the characters have goals that are not compatible or are even at odds then the game can
quickly devolve into a "Let's go this way!" argument or worse: actual in-party combat. That's
pretty much the end of the game, and is thus only suited to games of pre-defined limited
length for which the end of the game is pretty much already a foregone conclusion.

So it falls to the MC to dangle some plot hooks that player characters might jump on. But it
also falls on the MC and the players to make sure that the goals set by the different
characters can coexist in the same band and work towards the completion of the same
stories. Directly antagonistic goals being advanced by different characters may sound like a
cool source of in-game tension and roleplaying, but it actually just sucks. In order to keep
things from falling apart into recrimination immediately, the characters all have to be
constantly distracted by "bigger problems" like threats to the world and shit, and that
basically means that the characters never get to meaningfully interact with their character
goals and the entire chronicle is frustratingly on rails the entire time. Fuck that. Players have
a mandate to discuss their character's goals with the other players before the chronicles
even begin, and even to make adjustments if necessary to make sure that unity within the
band remains a possibility.

It is important that players realize that they do not have the "right" to play any character
concept that they want. They have a right and a responsibility to play a character who is
capable of being involved in the stories that the other characters are participating in.
Characters who don't want to do interesting things, who want to be alone, or who simply do
not want to do the things that the other characters want to do are not acceptable character
concepts. But also remember that this is a cooperative storytelling game, and that an

40
Advancing Goals

incompatibility between two players' character concepts is not a problem of only one of the
players. The players should reconcile their characters together so there is a reason that they
would be involved in stories together. Sometimes this can be as simple as one of the players
choosing to play a different character; but most of the time it involves both players
compromising their characters somewhat.

For very short games it can be okay to have characters of wildly different ideologies thrown
together by circumstances and a shared need for survival. Many haunted house movies rely
on this conceit as do some seriously excellent pieces of storytelling like the movie Lifeboat.
But it is important to note that these situations inherently have an end. Once the PCs have
defeated the dream assassin stalking them all or escaped from Mindtrap Manor or whatever,
it rather stretches believability for them to not go their separate ways. Villain/hero teamups
can make great stories, but rarely make any sense as a series.

Accumulating Power
In 2009, the mayor of Prague 5 gave his mistress a seat on the European Parliament as a
romantic gift, putting to shame any gift you or I will ever give to any woman. Diamonds are
friendly and all, but nothing replaces Power.

There is a manner of looking at things where everything is just a means to an end. And to
that extent, everything is measurable as to how many ends it can deliver. And the units of
that measure are Power. Some people desire power because they have lost sight of the
importance of their original goals: spending long periods making concessions to achieve the
power to achieve their dreams has burnt out any passion they had for anything but the
empty accumulation of power for as long as they live. But for others, the gaining of power is
an entirely reasoned goal based in their inherent uncertainty of what needs the future will
have and the certainty that greater power to respond to the future must be a good thing. Still
others desire specific or general powers for no other reason than that power is fucking
awesome. While the villain driven by an unexamined goal to accumulate more power at any
cost until the cost of sanity and self are long paid is indeed a reality, there is nothing inherent
about the goal of power that leaves anyone any less sane.

Power comes to our world in many forms, and in After Sundown it comes in several
additional ones. Gaining resources of any kind can be thought of as power, as can status in
any group or any attributes or disciplines. The game system being what it is, the character
will be rewarded with some kind of power no matter what stories they participate in. And
while that fact can be enough to get the player involved in practically any story, technically
the character doesn't know that. The character should probably be uninterested in any
potential adventures that don't seem like they have any payoff.

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Advancing Goals

However, it is important to note that actually very few missions that After Sundown
characters would be offered are devoid of obvious payment in power. Anytime a character
does something that other people want them to do, they are doing a favor. And doing a favor
for someone else is a lot like lending them money. It makes them owe you favors in return. It
gives you power over them, it gives you... power. So while a character motivated wholly or
mostly by power can be expected to be kind of a dick about taking on individual tasks, it's
not like they won't do it.

Changing the World


That would look better over there.

Everybody has ideas on how to change the world for the better. What constitutes "better" for
these purposes is incredibly varied. Maybe they want to change the economic or political
structures of the mortal or supernatural societies they are immersed in. Maybe they want to
change physical realities or fight wars against the Zombie uprisings to conclusion. Whatever
their goals, a goal driven character can generate their own missions based on who their
opponents and allies are. This can be a major time saver for the MC, because the goal
driven character will simply create plot hooks out of nothing at all. It can also be a major
headache for the MC at times when they drop carefully constructed plot hooks in favor of
running off GTA style. Without keeping the goals of a goal oriented character in mind, the
MC may be forced to "think fast" and run the game by top-of-head or seat-of-pants fairly
often.

Change oriented characters are inherently resistant to going on a lot of potential missions.
They won't go on missions that appear to hurt their cause or benefit their enemies. They
simply will not do them. And that's a problem if you have multiple goal-driven characters in a
team. Incompatible goals between players at the table will make the game grind to a halt. It
is important to remember that it is the responsibility of the players to make sure their
character's goals do not place an undue burden on the other characters.

Fame and Acknowledgement by Strangers


Everyone likes doctors, but they aren't famous.

Being recognized is considered by some to be "creepy" or even an attack on their person.


Fame is not for everyone. And yet, for many people it's virtually the only thing that matters.
People will eat bugs for less money than they make at their job just to get on TV being
visibly upset. Fame, even stupid fame, is a powerful draw. If you're reading this at any point
close to its original publication date, you probably know who Paris Hilton is. And you
probably also realize that there are people who would literally kill someone to get the
recognition she has as of this writing. Even though most people have a negative opinion of

42
Advancing Goals

her. In fact, because most people have a negative opinion of her - it means that most people
have an opinion about her at all. And that's something the vast majority of people live and
die without ever achieving. There is no such thing as bad publicity.

Fame driven characters are well likely to jump on any story hook you dangle in front of them,
because accomplishing "stuff" is perhaps one of the best ways to get fame. Especially if
they're even a little bit concerned about the relative positivity of their fame. The main
struggle is not as much to get them to go on missions, but to get them to drop them
afterward. Asking the character to walk away from publishing their successes in full to keep
the Vow of Silence and their own safety is much more of a struggle than getting them to go
explore a haunted mansion or take on a wicked Troll in the first place.

And you'd think that the pull between people who want a life of quiet privacy and the people
who want to be a known face would tear the game in half. And in some cases, you'd be
right. It's seriously a strain on the group if some characters want fame and others do not. Not
every character wants to solve supernatural mysteries while playing in a rock band. Josie
and the Pussycats is not for everyone. But it doesn't have to tank the story. Indeed, having a
character who wants to take credit for everything can actually be a boon to the characters
who want to be left alone. Having a preening camwhore on the team is a godsend for the
team Nosferatu who wants to keep their very existence a secret.

Hedonism
Honestly, I have rhythm, I have music, who could ask for anything more?

Some characters just want to have fun. Once you live forever, what's left to aspire to but to
dress in frilly shirts and practice your bored expressions? On a more serious note, a lot of
people put "self actualization" or something like it at the top of their hierarchy of needs. And
when you can get anyone to do pretty much anything with fucking mind control, it's not like
fulfilling your lesser needs is really all that hard. So pure hedonism makes a lot of sense
under the circumstances. That being said, hedonism rarely actually entails spending all your
days in an opium fog while fondling the breasts of prostitutes or mind-controlled
cheerleaders. Sure, that's one of the roads it can follow, but most flavors of hedonism seek
out variety. And that's important for having actual stories to tell.

A hedonistic character can actually make a very reasonable addition to any team, because
hanging out with friends and having exciting adventures is a good start towards having good
stories to tell to attract the attention of any mind-controlled cheerleaders you happen to meet
in an opium den. Such characters are very likely to just say "fuck it" and follow up on
whatever plot hook interests the rest of the group.

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Advancing Goals

As an MC it is important to remember that while a hedonistic character offers little resistance


to jumping into an adventure, they also aren't very invested in seeing them to completion. If
things get too shitty, they'll leave. And that's not the player being a douche and sabotaging
"your" story, that's entirely understandable from the perspective of their character. If they find
themselves in a no-win situation or everyone in town suddenly wants to kill them or
whatever, they're going to advocate for grabbing a bus ticket out of town. It's important
therefore to remember that laying it on too thick does not constitute a motivation for
characters motivated by "yucks" to complete the adventure at any cost. As the MC, you have
to temper sticks with carrots. They are not going to respond to Chicago becoming far too
dangerous for them to stay by staying.

For the other players, it is similarly important to not put too heavy a burden on such a
character. While they are going along with whatever the other characters want to do, this
should not be taken as a license to roll all over them. They don't put up much resistance to
helping other characters with their goals because they are not heavily invested in doing one
thing or the other, but that equally means that they are not heavily invested in accomplishing
the other character's goals either. The number one imposition that a hedonistic character is
unlikely to accept is being sidelined. They are here to do stuff, so if you ask them to sit out
while your character does stuff alone they will wander off and find adventure of their own. It's
easy to think that these players are being disruptive, but in many cases they are simply
responding rationally and in-character to abandonment.

Recognition of your Peers


The worst prison is not the one where the other inmates rape you, it's the one where there
are no other inmates.

Friendship, acceptance, and status within one's peer group is a major motivating factor for
all but the most anti-social of humans. And supernatural creatures rarely escape that
particular need. Yet, supernatural creatures are inherently relegated to the status of "the
other" in many ways by their tremendously different physical and mystical characteristics.
From the standpoint of the supernatural creature, perhaps the bitterest aspect of their
emergence from the world of humanity is the loss of all the hard-won relationships in the
mortal world. Even though they may now be able to control minds and rip a car door off its
hinges, in the rat race of life they are truly back to square one. It is entirely fitting thus for a
character to make as their goal the accumulation of accolades from their peers.

Who counts as one's "peers" is an entirely arbitrary and deeply personal concern at the best
of times. And it is a very strange question to ask of supernatural creatures because they lack
many of the commonalties that might seem to link humanity's state one to another. But in a
general sense, most supernatural creatures recognize other supernatural creatures as being
their "peers", a decision that relegates their options for socialization to a number that is

44
Advancing Goals

limited beyond what mortal humans have had to contend with for tens of thousands of years.
And so it is that this goal frequently amounts to little more than "I'm going to go wherever my
band goes and make sure to get invited to all their parties." But for the more ambitious it
often entails garnering status within their cult and Syndicate.

In any case, the goal is most effectively actualized by going places and doing "stuff", which
means that they should be fairly amenable to altering their plans to include the goals of other
characters.

Saving People
So let the trumpet players play, because I am on the way!

Being the hero is oftentimes reward enough to be an agenda worth pursuing. And
considering that people tend to like heroes and shower them with favors (both material and
sexual), it is by no means an "irrational" life goal. And there is lots of heroing to do in After
Sundown. There is a lot of crime, people frequently can't trust the police, and there are
secret magical threats that could hurt or kill many people. Trying to save people involves
asking big questions. For example, how do you reconcile trying to save people when you or
your allies may in fact periodically eat people? It's an answerable question, but it's one you
have to ask.

Believe it or not, some of the most effective heroes in the realm of horror don't have a lot of
taboos with regards to hurting people, killing fools, and generally being a dick. If you were
trying to make some sort of larger point about how it's never okay to bash someone's head
open and eat their delicious brains, you wouldn't even be a vampire. You'd go public, hope
that humanity would win the immediate war with the supernaturals, and figure it would all be
okay at some point. But since you're not doing that (as defined by the fact that you're still
playing the game), you're pulling some sort of justification based on the fact that currently
the only known ways to actually end Zombie uprisings or meaningfully stop Pod invasions
are magic based. So if humanity goes to war with the supernaturals and wins (already at
horrendous cost), it also pretty much loses, because the Z-War starts up shortly after that,
and there's no guarantees that any humans will survive. So being a hero in After Sundown
pretty much means that you've resigned yourself to keeping humans in the dark about actual
cannibalistic monsters in their midst to forestall even bigger problems should those beasts
be destroyed en masse.

So there we have it: you're a hero in After Sundown and nonetheless you're spending a
certain amount of your time covering up brutal monstrous bastards who are actual monsters.
That's a difficult head space for a lot of people to get into, but it's probably best to think of

45
Advancing Goals

Angel or Men In Black. You fight monsters that overstep the lines, but you seriously have
monsters on your team. And you help those monsters who aren't going over the line - it
encourages them to stay that way.

Characters uninterested in the accolades of saving damsels in distress can oftentimes be


persuaded to join in nevertheless. At the big scale it's simply a no-brainer: when Demons
want to destroy the world, that is where you keep all your stuff. But even on the small scale
there's the fact that threats to human safety are frequently threats to the Vow of Silence (and
thus to the very existence of supernatural society). And not a few acts of heroism get
rewards. And rewards are a lot like wages except that no one expects them to be taxed,
which is good news for anyone living under society's radar.

While a heroic motivation may seem somewhat uncharacteristic for the genre, it's really not.
Not only is it factually true that the heroic motivation is the most common motivation of
protagonists in source material, but it's also interestingly true that it is the most common
motivation of people playing in After Sundown games. Players don't actually get any real
power or wealth from the successes of their characters, so it is very understandable when
players want to play adventurous and selfless characters - telling a good story and saving
the day are as much reward as the player ever gets.

The one place where heroism really falls apart is if one or more players choose to play
characters who cannot be reconciled with heroism. This can totally happen, as there is
literally nothing in a Vampire's job description that prevents them from being a serial rapist or
cannibal or whatever - indeed it takes a fair amount of work on their part to not do that. A fair
amount of work that protagonists in stories are very likely to put in, but there are players who
don't want to. If one player wants to be a hero and another wants to explore the "dark side"
you seriously should not run the campaign at all. It will not go well, and you should save
yourself some grief and have one or both players play something else.

A Special Note on "Super Heroes"


After Sundown source material includes Comic Book Superheroes. Most notably there is
Blade, but let us not forget that the League of Extraordinary Gentlemen is a comic as well, or
that much of our present day lore on vampires, zombies, and demons comes from the pages
of Batman. The superheroic adventure structure is thus familiar territory for an After
Sundown game, and superheroic storytelling tropes are familiar territory for such characters
and situations. Episodically saving the town/country/planet from the threat of the week or
doggedly hunting down the monster of the week is perfectly acceptable as a campaign goal.

The place where "horror" ends and "super heroes" begin is oftentimes not all that clear.
Historically, horror comics have waxed and waned in popularity just as heroes in tights have,
but they've been around since the beginning. And the overlap has been severe. Swamp

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Advancing Goals

Thing has had crossovers with capes and crossovers with conventional slasher fare. There
have been numerous iterations of Wolverine facing zombies or vampires (they are amongst
the few things he can use his claws on without getting an M rating). And so on. The point is
that if you think of your characters in After Sundown as super heroes who have fangs, this is
not a betrayal of source material, it is an affirmation of it.

It might seem like the players would have to be part of a "heroic" organization like the Stellar
Oracles to undergo such a campaign arc, but that's completely not the case. The super hero
plotline is well preserved in Buffy the Vampire Slayer (where the Daziban or The Black Hand
could easily stand in for the Watcher's Council), Angel (you can use The Hollow Ones or The
Ulmi as fifth season Wolfram & Heart), and Hellboy (you can use the Storm Lords or Ash
Walkers as The Agency).

Wealth and Material Comfort


...but your blood won't pay my bills / I need money / that's what I want.

Mortal society drives us ever faster along the hedonistic treadmill by ever dangling new
niceties, new conveniences, and new shows of conspicuous consumption for one to take
part in. And the supernatural creatures of the world are not immune to those motivations.
Whether from a fear of not having enough pie (as eloquently and disturbingly described by
Scarlett O'Hara), a desire to roll around in pie as an exercise of pure id (as demonstrated
time and time again by Cookie Monster), a competitive urge to simply have more pie than
potential rivals (see almost any antagonist in a Disney venture), or merely the thrill of
achievement (Remy from Ratatouille), getting pie is a powerful motivator. Perhaps the most
useful factor of this set of character motivations is that it is easily judged and easily
incorporated into other goals.

More is rather trivially compared with less, so it is generally rather obvious and easy to
predict when a character's actions will be in accordance with the overall goal of getting a
Mercedes full of cheerleaders. This means that the MC can easily throw a bone to the
character to get them interested in a plot hook (just append "and there's a reward" to any
storyline). And perhaps more importantly still, it means that the other players can rather
easily make concessions to such a character's motivations when they are crafting player-
generated plots. All they have to do is add "Step Three: Profit" or "And you can do whatever
you want with your share" to whatever the plan was going to be and the wealth-motivated
character is "in".

47
Jobs, Missions, and Quests

Jobs, Missions, and Quests


We're here to see a man about a thing. He'll know what it's about.

One of the motifs that works best for getting a group of diverse characters to work together
in a single story is to introduce the story element of a job. A complex, difficult, or merely
remote task that several characters are contracted to perform. This gives things clear
direction and bypasses many "what do we do next?" style arguments for as long as the job
hasn't been completed yet.

Bug Hunt
Are we looking at a stand-up fight or a bug hunt?

The Bug Hunt is so venerable that indeed it was the assumed mission for all Role Playing
Games back when the default adventure was to go into a dungeon and clear it of dragons.
The basic premise is that some area or building is full of monsters and the player characters
are wanted to clear them out. Bug Hunts generally at least start out like the beginning of
Aliens or the end of Evil Dead 2, and they can provide a good time to those players whose
characters specialize in brutally murdering things they don't like. But they can become more
complicated at any time. Were the people who wanted you to clear out the monsters
completely honest about the contents? Are there innocents or valuable property that the
characters are supposed to protect while taking out the monsters? Are the characters
supposed to take one or more of the monsters back alive (or in the case of zombies:
animate)? Is there a bigger problem that is creating the monster infestation in the first place,
such as a gate to another world or an evil sorcerer?

While the proximal goal of a bug hunt is combat driven, they are great starting points for
suspense and character driven role playing. The hunters can become the hunted, and the
mission itself may be more than it seems from a number of angles. In After Sundown, it is
usually best to use non-playable supernaturals as the nemeses for a bug hunt game: it's
kind of weird to be hunting "werewolves" when one of the players may themselves be a
werewolf. But the same basic plot structure takes over when taking out a renegade band of
vampires that is threatening the Vow of Silence or attempting to conquer the worlds or
something.

Courier Run
I need this to be delivered to Mount Doom.

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Jobs, Missions, and Quests

The Courier Run is at its core merely an obstacle course. The characters are asked to go
from where they are to somewhere else, possibly by way of a series of intermediary
locations, possibly any way they want to. The catch of course is that the characters are
intended to take a MacGuffin with them. Maybe it's a valuable painting, or a secret letter to a
Covenant Bishop. Sometimes it's even alive or otherwise hard to transport. Maybe it's a
Mantrap being taken in for study, or a suitcase with a woman in it. Save for the fact that
some MacGuffins are physically harder to move without attracting attention than others, it
doesn't much matter.

The key to the mission and the reason it's the foundation of some of Western literature's
greatest works, is that there is no real limit to how much stuff can be "in the way". Burdened
as the player characters are with whatever the MacGuffin is, it is generally not unreasonable
that enemies who don't want the MacGuffin delivered can get ahead of the PCs again and
again. Nor is it unreasonable that there would be obstacles and enemies already there along
any particular route the player characters choose to take. We're looking at classic works like
The Odyssey and Lord of the Rings as well as contemporary works like The Transporter.

Fetch Quest
Lots of things are valuable, but there's no replacement for this.

The Fetch Quest is a time honored time waster in which the player characters are asked to
go somewhere, get something, and bring it back. While you will sometimes see this in video
games where the players are literally just walking to point B and back, all the memorable
ones involve going somewhere that is guarded, dangerous, hidden, or in some other way
hard to get stuff out of. Basically, a Fetch Quest is like a Courier Run where you don't even
start with the MacGuffin.

Fetch Quests can very easily escalate into dungeon crawls if the thing being fetched is
under heavy guard or lock-n-key (or both). They can also become Reconnaissance if the
actual location of the MacGuffin isn't known. But you're probably going to see a lot of the
same kinds of plot twists as a Courier Run - hostile interference, missing MacGuffins, and so
on. Remember that in a Fetch Quest, it is very likely that someone wants the MacGuffin to
stay where it is, and it is also likely that someone thinks that they have a legitimate claim
with the law to enforce that desire.

Reconnaissance
In Auto-Recon 2, you get to have a boat.

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Jobs, Missions, and Quests

The reconnaissance mission is the simple directive to go to point A or track down person B,
find out what's going on, and escape to report about it. This can be a simple stealth, talking,
or even research task; or it can be a bit more complicated if that's what is desired. In fact,
since the entire point of the job is to find out what's going on, the mission can extremely
plausibly turn into any other kind of mission. The player characters are essentially going into
a black box mission. They don't know what's going on behind the curtain and then they go
behind the curtain and then... anything you want.

A common method of spicing up recon work is to have the characters uncover something
that is "time critical" such as a bomb plot, a scheduled human sacrifice, a growing zombie
army or something else that the team is encouraged to interfere with immediately upon
arrival rather than going back and giving a report. A good example of this is pretty much any
of the Indiana Jones movies. Another good trope is to have enemies found during the recon
which then come after the player characters. Most haunted house stories operate on roughly
this premise, where once the characters get in the new mission becomes escaping with their
lives.

Rescue Mission
Honestly? I don't care what you do or who you do it to. I want to see my daughter again.

Rescuing people (and in some cases animals or objects of art) can be one of the clearest
objectives available. The thing that the target is being rescued from need not be a hostage
situation, sometimes it's just a dangerous situation or even a loveless marriage or exploitive
contract. There are plenty of ways to spice or gum up such a scenario. The most obvious of
course is by having people who don't want you to rescue the target having more power at
their disposal than expected. But you can also have additional groups competing to "rescue"
the target or even have the target not want to be rescued.

The best part of a rescue mission from the standpoint of an MC is that it both has a definite
end and leaves a clear path for additional stories. Once a target has been rescued (or not)
and brought to a safe and agreed upon location (or not), the characters' interest and job is
demonstrably over. On the other hand, you've just introduced some NPCs who
demonstrably have enemies and the PCs have crossed swords with those enemies. So
rescue missions can serve well in either a one shot role or as a stepping stone to further
stories.

Remember also that the inherent goal of a rescue mission is to get the target out safely.
Thus, while it is often an option to go in guns ablaze, there is legitimately nothing in the job
description that would necessitate using physical violence at all. Stealth, social subtleties,
and arcane magic can all be highly important in a rescue mission. Indeed, some of the best
rescue missions from history involve absolutely no one on either side dying.

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Jobs, Missions, and Quests

Wet Work
The second kill is considerably easier than the first.

Sometimes the entire goal of a job is just to straight up murder someone. Sometimes the
reasons for doing this are totally noble, and there are a lot of those reasons to go around in
After Sundown. Sometimes it's just a purely mercenary deal. Sometimes you get to have a
little bit of both. African warlords, Columbian drug bosses, and ancient vampire royalty all
often control fairly large amounts of resources, and it is not inconceivable that someone
might be willing to pay another person some resources in order to free those resources up,
completely aside from their relative worth as moral agents.

Just walking up to some guy at Pizza Hog and stabbing them in the face isn't much of an
adventure, so generally speaking it's best to send the would-be assassins after people who
have compounds full of guards, ancient castles filled with magical traps, or undisclosed
locations that are possibly in other worlds. The actual act of killing a dude is kind of an
anticlimax in that basically you ram something sharp into their chest and they stop moving.
So it's advisable for most Wet Work assignments to have the adventure be getting there
through secrecy and obstacles rather than the final fight itself.

51
Placing Opposition

Placing Opposition
In the third series, one of the main antagonists is her own daughter from an alternate
timeline where she has become evil and resentful. There weren't a lot of things left in the
current world that could challenge her after the shenanigans of the second series.

The key thing to remember as an MC is that you don't get anything for thwarting the
protagonists. While it is generally a good idea to make the progression of the chronicle feel
somewhat challenging, there is no special benefit to be had by terminating the chronicle
early due to failure or character death. When designing opposition for the player characters,
the goal should be to maintain the verisimilitude of the world first, and to provide interesting
and exciting challenges to the players second. "Defeating" the players is not a meaningful or
acceptable goal for the MC to have.

After Sundown has some seriously terrifying stuff in it, but that doesn't mean that the
protagonists have to be challenged by it all the time. Indeed, if the players face nothing but
enemies scaled to their abilities, the power of the characters won't ever be apparent. A
Werewolf on a rampage in war form is a very scary thing, and a couple of police officers are
very unlikely to be able to effectively contain it. Having the players periodically overpower
challenges of this sort in a casual manner is good for the game. At the same time, if the
protagonists never take on enemies that are near their power level, their adventurers will
gradually lose interest.

Players should work with the MC to direct their adventurers in a manner where they come
into direct conflict with opposition that is in their ecological niche. The MC should take aims
to make the world feel like it is persistent and continues to have events and conflicts while
the player characters are not around. This means among other things that the powerful
elders in the worlds should be available to be communicated with and opposed. But the MC
should frankly discuss political and military realities such that players can pick battles they
can win. While the choice between two unmarked doors leading to victory or defeat may be
fair, it does not feel fair and it doesn't make an interesting story.

52
Monstrous Society

Monstrous Society

Organization of the Damned


"There's evil stuff going on in here. And I want in."

Supernatural creatures are in the big scheme of things rather rare. An individual Werewolf
may go their entire life without ever encountering another supernatural creature (beyond of
course the Werewolf that mauled them into their current state in the first place). So it's not
surprising that when they do find each other they tend to make exclusive clubs. These social
organizations are in many ways templated on the human social organizations that the
creatures that created them lived in when they mingled in human society. And with the sheer
age that some creatures possess, it is perhaps unsurprising that many of these
organizations are in fact crazy old-fashioned.

53
Bands

Bands
"Go Team Venture!"

Supernatural creatures can easily overpower a single human, and many of them have at
least the potential to live forever. But that potential can only be realized if they are not
summarily destroyed before forever draws near. The response has been for small groups of
supernatural creatures to watch each other's backs and contribute to each others' goals.
These small teams are just as needed and just as effective as the hunting parties mankind
first organized to fight cave bears. It has been suggested that the practice of supernatural
creatures making these bands is perhaps no less old.

I honestly don't care if you call your team a "team" or a "band" or a "pack" or "coven" or
"herd" or "Fred". It's not important. What is important is that the player characters are a
Scooby gang that works together and shares screen time. They'll be in the same areas a lot,
working towards the same goals, and so on and so forth. These bands of supernaturals are
pretty common, largely because of the whole thing that while there are seven billion humans,
there are only about six hundred thousand supernaturals. These guys are possibly your only
friends, the only people you have shared experience potential with, and so on and so forth.
Small, close knit social groups are very much the rule, which is convenient for a cooperative
storytelling framework.

Loyalty to these small groups is assumed to be greater than loyalty to any world spanning
clubs. The Makhzen does not expect that you will betray your friends for them, because it
seriously isn't like you can go out and get new friends. Immortality is a long time, and the
number of supernaturals is never that large, so personal loyalties are considered extremely
important by just about every one.

Most bands are generally 3-8 supernatural people with possibly some trusted retainers given
quasi-membership. This is great for the game, because one of them could very well be "the
player characters and maybe an NPC or two". And indeed, the general assumption is that
players will be part of the same band. Doing things this way allows the mission statement of
the band to act as velcro to attach plot hooks to every player character, ensuring that the
major action doesn't leave anyone behind. A band of Scooby Doo detectives can get all the
players into the action right away when any of the characters finds out about a supposedly
haunted house, while a band of relic hunters can get the players up to speed with just the
subtlest hint about the whereabouts of a famous pistol. Even a band of guys who meet
together for pizza and poker night can be righteously mobilized when supernatural goings-on
hamper their evening ritual.

54
Bands

Bands are thus structurally a very important part of the story arc for any group playing After
Sundown, because they provide a reason for the players to be telling the same story instead
of having their characters drift apart and do their own thing. It is also important to note that
many of the famous bands from genre television shows like X Files, American Gothic, and
Supernatural only have two characters in them much of the time. Since After Sundown is a
cooperative storytelling game, that is an unreasonable expectation to have. A better
template would usually be the bands from more ensemble cast shows like Angel or even
Scooby Doo.

55
Syndicates

Syndicates
"New plan: we don't cut each other's head off in an attempt to gain asymmetric power."

Whether they like it or not, supernatural characters in After Sundown are subject to the rules
and judgments of one or more of the Syndicates. Acting as defacto nation states, Syndicates
provide a Hobbesian mandate of behavior that is difficult to ignore. Characters may indeed
be a member of one of them, which provides benefits comparable to those of being the
citizen of an archaic empire. However, breaking the edicts of any Syndicate is punishable by
that Syndicate if it catches you (subject to possible negotiations if you are a well placed
member of another).

The Syndicates do not have directly analogous social hierarchies. Each is kind of like a
mafia, with some sort of shady leadership hierarchy and elaborate titles to convey subtle
differences in duties and status. But they were generally founded centuries and continents
apart from one another, an they are not based on identical or even comparable theories of
government. However, while each has very different justifications for its own existence, all
the Syndicates exist to fulfill essentially the same functions and are essentially on the same
side. So while they spend a fair amount of time insulting one another, it is profoundly
unusual for them to actually come to blows. Each Syndicate provides the following:

Preserves the Vow of Silence - each group calls it something different, but everyone is
keenly aware that sufficient numbers of peasants with torches have slain supernatural
creatures in the past and will do so again if the lid isn't kept on pretty tight. In ages past
this was handled with the "Tradition of Misdirection" where humans were fed bullshit
about how magic really worked, when that started to break down during the Classical
era, it was replaced with a system where supernatural creatures hid their existence from
mortal observation entirely.
Facilitates Social Interaction - for all the Nosferatu babble about how they prefer the
life of the hermit, they really don't. Normal humans are incapable of really understanding
what it is like to be a supernatural creature and really the only peers a Leviathan has is
other Leviathans, or at least other supernatural creatures.
Acts as a framework to work out differences - supernatural creatures exist outside
and in many ways above normal human societies, and live their life very much like a
Hobbesian battle of All against All. And while it is true that their power and mystery does
make them well qualified to do that, they have no unique advantages over other
supernatural creatures. And thus it is in true Hobbes fashion the creatures have put
together over organizations to keep each other in check. Arguing things out with a
Manadi is slow, but many supernatural creatures have a lot of time.

56
Syndicates

Syndicates do not, as a rule, recognize dual citizenship or anything of the like. And switching
one's status from one to another is a slow painful process that generally just isn't done. But a
supernatural creature from one Syndicate can generally expect to not get stabbed in the
face or eaten by members of another. A supernatural creature from another Syndicate can
expect to be treated as a foreigner, but not as a foreigner from a nation that is at war with the
local one. Indeed, since all the Syndicates are international and borders are pretty vague
even when they exist at all you can pretty much go where you want without getting much
more than the fish eye. And that mostly from Leviathans who actually have fish eyes.

The Makhzen
"Lack of loyalty is one of the major causes of failure in every walk of life."

The Makhzen is, according to its own history, an ancient truce declared between various
supernatural creatures long ago in Babylon. It was apparently put together in the face of
some grave threat which is no longer talked about. Members of the Makhzen are called
"Kindred", and the regional leadership is divided into "cities", "domains", and "kingdoms" all
of which terms are used interchangeably. Regional leadership is held by a Mehtar Council,
which powerful kindred are appointed to for life, and this council is led by a Prince or Aval
(both are unisex terms which predate their use in royalty). How much influence the prince
actually has varies from region to region. A Mehtar or prince who travels to another domain
is automatically a member of the Mehtar council wherever they happen to be.

Laws of the Makhzen are hopelessly baroque, and most of the old ones are shockingly
specific and draconian and inscribed into clay tablets. They have by and large been
repealed and replaced with ones which are easier for everyone to get along with. Still, there
are some hangers on, as it is widely reported that it is still technically a death sentence for
the perpetrator and their three closest friends to steal an aurochs from a member of the
kindred.

Tonight, the Makhzen remains strong in the Middle East and North Africa. It has spread
somewhat into North America in the American South. Once it extended the entire length of
the Silk Road and all through Southern Europe, but both of these areas have broken off over
the centuries. If you go West or North from Bulgaria you get into Covenant territory. And if
you go North or East from Tajikistan and Uzbekistan you get into Communes territory. The
Makhzen is bordered on its southern reaches in the old world by World Crime League
territory. It is a noticeable source of contention that from the Makhzen's founding lands in
Persia you can literally see Afghans who work (albeit unknowingly) for the WCL.

Probably Established: 8th century BCE, Persia

The Cauchemar Communes

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Syndicates

"Tradition is but the illusion of permanence. Change is not just inevitable, it is good."

Supernatural societies have with necessity been extremely conservative over the
generations. And such it was that when the age of enlightenment hit the human world, the
supernatural world found itself falling behind. The Cauchemar Communes were founded as
a reform movement for the supernatural world to take advantage of the new ideas and
opportunities found in human science. The term is French for the common people of the
nightmares - which was how non-elder supernatural creatures were thought of in 18th
century France. Arranged in a "cell structure", the Communes nominally hold that all of their
membership is equal, save for the Revolutionary Committee members themselves who are
substantially more equal.

The Cauchemar hold that advancements in human strength and society are, or at least can
be, for the good of the supernaturals. Rather than viewing the world as shrinking, leaving
them with less and less space in which to hide, the Communes view the world as growing
with more and more humans and cities with which to obscure themselves. The Communes'
understanding of the Vow of Silence is one based largely upon anonymity rather than
invisibility.

The Cauchemar message appeals to the young (which in supernatural terms means those
born or made in the last 400 years or so), and campaigns for the removal of traditional
privileges for the ancient and established monsters of the world. The Communes favor
change and a new way of doing things modeled upon human reforms, but that's about as far
as they go in agreeing with one another. It is easy to get the distributed Communes
apparatus to help tear down something or turn upon a criminal, but relatively difficult to pass
effective resolutions. The ideological divides amongst the Revolutionary Committee are
fierce and hard drawn, so the group as a whole acts rarely and with much debate on matters
of anything but immediate survival.

As a reformist, "bottom up" movement, the Communes have been able to make great
inroads in areas that were previously outside Syndicates, and toppled several minor ones
(such as the Puppeteers, the Laibon, and the Kingdom of Yomi). Most impressive of their
feats was the dismantling and absorption of the Bumin Horde of Ergenekon. The Cauchemar
Communes hold a great deal of power in China and many former Soviet Republics, and also
in much of the American Midwest, Canada, and France. The Communes hold territory easily
containing more human population than any other Syndicate, a fact that is truly frightening to
many other Syndicates considering their newness.

Despite their European origins, or perhaps because of the proximity of their founding to the
capital of the Covenant, the Communes have made little progress in Western Europe. In
1798 it seemed that the Communes were on the brink of sacking the Heresiarch Council and
ending the Covenant Church altogether. However, in the coming years the Covenant made a

58
Syndicates

number of reforms and concessions to various bishops and interest groups and held onto
their European holdings all the way to the Alps. The Cauchemar ended up signing onto
peace and expanding instead into the lands of those Syndicates that refused to adapt.

Probably Established: 18th century CE, Pyrenees Mountains.

The Covenant
"A bishop of the Covenant can believe anything, but most of us don't."

The effect of the Roman Catholic Church on human history is hard to over estimate. As
Rome itself was coming crashing down, Europe was largely cut off from the Middle East,
Africa, and points further in Asia. Europe became isolated, and the influence of the Makhzen
all but vanished. It was at this time that the supernatural creatures of the European region
created a new organization modeled on the fledgling Roman Catholic Church.

The Covenant has extremely confused theology and you are specifically not allowed to be
excommunicated for heresy. After all, the Covenant's primary role is to facilitate social
interaction and conflict resolution between members rather than to advance any specific
theological agenda. The Covenant is led by an Anti-Pope who wears a mask and whose
identity is nominally secret. The Anti-Pope leads the council of Cardinals, from whom he or
she is nominated, and does so for an unspecified amount of time before being replaced -
occasionally by themselves in a different mask. Below the cardinals are bishops, below
bishops are priests, and everyone else is referred to as "Flock". Other organizations refer to
Covenant members derisively as "Sheep".

The Covenant maintains a number of parallel hierarchies in addition to the primary one.
Rather than being a bishop or priest (which is regional), one could be Apostolic Exarch
(which governs a region that is not under Covenant Control), a Military Ordinal (which
handles defense of the order regardless of location), or a Palatine (which is organizational
and has personnel but no fixed territory). All of these titles carry approximately the same
weight as Bishop. The Covenant also recognizes some of its members as "saints". Once a
Covenant member has descended into sainthood they carry a status that cannot be taken
away, which essentially allows them to speak and be listened to on any issue by any church
conclave at any organizational level. Since the membership of the Covenant are
supernatural in nature, the requirements of miraculous activities is entirely a formality and
being recognized by the Anti-Pope as a Saint is entirely political. Saints are given spiffy
blood red uniforms when they serve in any official capacity and are thence known as
Sanguines regardless of their rank or duties.

Law in the Covenant is confusing and pre-baroque, grounded in Roman law and medieval
superstition. It is doctrine in the Covenant that canon law is infallible, and thus no law is ever
replaced or contradicted. The immense amount of doublethink required to make this function

59
Syndicates

at all is produced by Glossators, who philosophize the inordinately convoluted structures


whereby contradictory statements can be rationalized as merely seeming to contradict each
other. Canon law itself is crafted by a group of bishops called the Heresiarchs who draft
documents for potential Anti-Papal blessing. Who sits on the Heresiarch council at any time
is highly variable, as a seat becomes vacant whenever a Heresiarch misses two meetings in
a row, and an empty seat is filled as soon as seven bishops not on the council, three bishops
on the council, or the Anti-Pope nominate one of the other Bishops into the seat.

World wide there are about a hundred bishops or bishop equivalents, and the substantial
majority are in Europe.

Probably Established: 5th century CE, Rome.

World Crime League


"Don't tell me that you're innocent. Because it insults my intelligence and it makes me very
angry."

With the encroachment of the Mongols into South and Southeast Asia, the kingdoms
remaining outside the Khan's grasp were cut off from trade with the outside world. The
supernatural creatures of the region were forced to make their own way, without influence
from the old power structures. A pirate navy formed in Southeast Asia, which preyed upon
naval traffic and helped fight the Mongol Empire alongside the mortal forces of Emperor Trần
Nhân Tông. Keeping themselves on a military, outlaw footing kept the Mongols out of their
lands and waters for as long as the Ming dynasty stood, but by the time they had
reestablished connections with other Syndicates, the Viet Shadow Kingdom had power of its
own and its membership had no real desire to rejoin the Makhzen. They instead took their
criminal activities world wide and became the League of Pirates, and eventually the World
Crime League.

Because of their piratical roots, the World Crime League has a vaguely naval structure at the
top. There is a council of Captains who discuss world issues and update the guidelines.
Locally, WCL members infiltrate whatever criminal groups happen to be active in the region
and modify themselves appropriately. WCL members have risen to high ranks in Triads,
Vory, Mafia, and Ghost Cartels.

The WCL values money and other trappings of human temporal power as well as mystical
power, and one can literally purchase their way up in the ranks of the Syndicate. The group
holds that breaking the laws of man and corrupting the values of human society is a goal in
and of itself, and undermining the rule of law and morality is seen as a powerful and
respectable achievement by the League.

Probably Established: 13th century CE, Dai Viet.

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Syndicates

61
Cults

Cults
"Has it ever occurred to you that maybe, just maybe, all the crazy pointless crap we do isn't
crazy or pointless?"

Many magical creatures attempt to increase their magical power by sharing secrets of magic
with other supernatural creatures. These mystical filesharing groups serve as secret clubs,
religious heresies, and trade guilds. These organizations are semi-secret. While their
membership is largely composed of supernatural creatures (whose very existence is a
secret from the mundane humans of the world), the specific activities of these groups are
kept under wraps even from other supernaturals.

Each Cult is distinguished largely by 3 things. The first is their Favored Magic. This is the
path of Sorcery that a character can reasonably expect to be taught by joining and
advancing within the cult. The second is the Favored Resources. These are two resources
that a character gets easily whilst a member of the cult in good standing. Further, the
character's status within the cult is in some way enhanced by having lots of these
backgrounds. And finally there is the Work. This is what the cult does in and around
supernatural society. For example, the Ulmi family business is finance and bureaucracy, so
other supernaturals frequently hire them to navigate human legalities on their behalf. On the
flip side, The Black Hand makes it a point to murder people in cold blood, and supernaturals
are rarely above hiring them to hammer down nails judged to be standing up.

A note on how to integrate each Cult's work into your chronicle has been included in each
Cult's description. Each group has agendas that are in many ways fairly sketchy - and it is
not at all inconceivable that the characters may find themselves working with or against any
of them. Indeed, it's highly likely that characters will end up teaming up with and opposing
the same group at different times.

The Ash Walkers


"There is nothing that can be seen that cannot be done."

The Ash Walkers were originally founded in the 16th century by a group of Fallen
Transhumans as part of the Great Reformation. They viewed, as Jean Cauvin did, that the
Catholic Church was undergoing a change, and they wanted to reflect everything within the
Covenant. Like their mortal church counterparts, they failed to take Rome and ultimately fled
to Switzerland and even back into the Dark Reflection. In more recent nights and years, the

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Covenant has sworn off hunting them to the ends of the Earth and beyond, and they in turn
have come back from the ashen wastes and entered into supernatural society. But their time
as exiles in Limbo has left its mark on the cult history, methodology, and theology.

The Ash Walkers believe in the doctrine of Total Depravity, which holds that man is
incapable of choosing righteousness and even philanthropy (being created by a wicked
hand) is evil and thus ultimately pointless. The only people who are capable of being saved
from the worlds are those who are predestined to be called out of them. And the ones who
are predestined for this honor are by definition the ones who have been chosen to gain
magical powers and amass great wealth. The cult thus has developed an extremely
mercenary attitude towards all things. Personal gain and the amassment of gold and
property are the things that justify everything. The things that demonstrably show that one
has been destined for riches and ultimately for salvation since before birth.

True to their Calvinist roots, the Ash Walkers believe in "the deal" above any god. Lying,
cheating, and stealing are all fine, but actual contracts and ownership are the basis for
wealth. And screwing with that would undermine the entire foundation of their ethos.

Missions for the Ash Walkers: The Ash Walkers want only one thing: cold hard cash.
However, the things that pass for currency in different places are themselves numerous. The
Ash Walkers will cut the team in on pretty much any deal as long as it makes a profit,
whether that's a profit in gold or a profit in kittens. Let your imagination run wild, because
Ash Walkers see opportunities in places that others see only an endless funnel of madness.

Sample Adventure: An Ash Walker has invested in some land where it was cheap - in
Mongolia, and intends to have the natives mine gold for him. Unfortunately, Mongolian
Werewolves have other ideas and are taking over for some reason. Anxious to not lose the
investment, he's offering a bounty to the player characters to clean up the problem.

The Ash Walkers as Antagonists: Money may not be the root of all evil, and not everything
that religion touches turns to ash. But the Ash Walkers do essentially worship money, and
they do have a whole thing about turning things to ash. And that pretty much means that any
villainy you can imagine someone might perpetuate for personal profit or religious zeal is
one that the Ash Walkers are all over. These guys can seriously be the villains from any 80s
cartoon show.

Favored Magic: Progress of Glass


Favored Resources: Finances, Secrets
Work: Start up projects, mad schemes.

The Black Hand


"A well placed knife can change the world."

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The most famous thing that the Black Hand ever did was assassinate Archduke Ferdinand.
But of course, they have killed a lot of people. The Black Hand kill people. Sometimes it's for
money, sometimes it's for political gain, but mostly it's to increase the chaos and strife in the
world. At least, officially. The Black Hand preaches that without war and conflict between
mortal nations the supernatural creatures cannot survive. Thus they reason that war should
be encouraged between humans lest the last hiding place for the supernatural fade from the
Earth. Of course, humans don't actually seem to need any encouragement to murder one
another, and honestly neither do supernatural creatures. And The Black Hand is more than
happy to take a donation in order to end the life of someone powerful.

While the Black Hand has surfaced numerous times, supporting numerous political agendas,
and many individual members of the Black Hand are indeed personally committed to one or
more of these causes, the organization as a whole supports fanaticism generally. Having or
feigning a strong religious or political agenda for which you are ready and eager to kill is a
good way to move up in the Black Hand. Indeed, it's basically the only way to get promoted.
The heads of the Black Hand are the Seven Master Killers, and supposedly they all got that
position by murdering one of the previous heads. Several of the Master Killers are
Nosferatu, and it is rumored that the ones they killed were their own sires. They don't seem
to much judge the relative worth of ideologies, holding firmly to a relativist stance that
certainty is the one measurable virtue.

Missions for the Black Hand: It's not just "assassinate this dude", sometimes Black
Handers are paid to protect someone from potential assassination. If they need to call in to
their friends for additional assistance, then so be it.

Sample Adventure: There is tension between ethnically Spanish and Mayan people in
Guatemala all the time. But there is also a set of credulous investigators there that are
endangering the Vow of Silence. The Black Hand wants you to pick a side, get some shit
started, and have the investigators disappear in the ensuing strife.

The Black Hand as Antagonists: Some of our favorite people haven't been killed yet. And
if the Black Hand has anything to say about it, that will change soon. The Black Hand's pro-
murder agenda can easily pit them against anyone who hasn't been murdered yet or who
has friends or loved ones that have yet to be murdered.

Favored Magic: Lure of Destruction


Favored Resources: Assets, Contacts
Work: Assassination

Church of Set
"Look like the innocent flower; But be the serpent under it."

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The Church of Set is a den of iniquity attached to a slanderous body of vile drug dealers and
whore mongers. And they wouldn't have it any other way. It's a religious organization in a
sense, but their core tenet is that the dissolution of the moral compass that drives people is
a necessary and positive development. They stand for unabashed hedonism and personal
empowerment through the actualization of the rejection of hindering moral frameworks and
their replacement with goal oriented perfection.

Corruption is a way of life amongst the Church of Set. Not just for themselves, but for
everyone around them that they can convince to partake. The Church of Set has pretty
shaky views on what is right and wrong, but they strongly view that getting people to do
things that those people believe are wrong is right. It all has something to do with confronting
memes and taboos that are holding you back in life. The members of the Church of Set are
called Setites, and each Setite is supposed to create for themselves a life path and
framework of taboos that advance their own goals. It's all rather similar to Nietzsche and
looks more than a bit like Leveyan Satanism. You're supposed to become an Übermensch,
and you achieve that by doing things that you and the people around you think are so wrong
that you wouldn't do them.

And then of course, there's the obligatory ancient Egyptian motifs that they put all over
things. It was the 1800s, and it was the style of the time. Setite lore holds that the church
existed thousands of years ago and was only rediscovered in the 1800s, which is pretty
much what the Rosicrucians and all the other 19th century occult groups would have you
believe. Be that as it may, Setites hold that their first leader was actually Set - the Egyptian
god who killed Horus every evening and was in turn slain by Horus every morning. Still, it is
perhaps telling that many of their theological points appear to share more with the Setites
written about in Robert E. Howard's books of the early 20th century than they do with the
Cult of Set of Upper Egypt's Naqadan people.

Missions for the Church of Set: The Setites collect vices like trading cards, and do
everything in their power to encourage their spreading and to facilitate their use. Setites run
drugs, pimp prostitutes, wear indecent clothing and deface religious texts. And they want
your help. They want your help protecting people from reprisals against obscene behavior,
they want your help in convincing people to corrupt themselves. And they want your help in
doing things that push your own moral limits.

Sample Adventure: Pods have taken over the children of a small farming town out in
Kansas. They've taken to using the children to capture people and sacrifice them to grow
more pods or towards the creation of a permanent gateway to Maya. The Setites want the
team to wipe out the Pods, taking care to leave none of the collaborators living and free. Of
course, many of the collaborators are only six...

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The Church of Set as Antagonists: Setites do things that they think are wrong and try to
get other people to do things that they think are wrong as well. And while it is philosophically
interesting to strive for a world of "No Taboos, Only Goals" the fact remains that they are still
going out of their way to cross other peoples' limits of acceptance. If there is something that
you won't accept, chances are some Setite is out there right now doing it.

Favored Magic: Descent of Entropy


Favored Resources: Contacts, Science
Work: Corruption

Chain of Coronis
"An it harm none, do as you will"

The Chain of Coronis is an anarchist pagan sect dedicated to the study of cutting the life
force out of people and using it to power larger magics to cut the life blood out of more
people. They don't like modern religions, modern society, modern government, or modern
technology. They espouse an ideology in which life would be better if we all spent more time
ripping the necks out of goats with our teeth. Also, they run around naked in the woods and
seriously rip the throats out of goats with their teeth.

An inductee into the Chain of Coronis is called a Maenad, and they are encouraged to act
like their ancient Greek namesake as often as possible. Running around naked in the dark is
demanded during various solar and lunar events, but is encouraged at all times. Of special
note is that they at no time speak of modernity as being a "tool of oppression" or anything
along those lines. Indeed, you can pretty much ignore any political speeches you have ever
heard from any vegan modern-wiccan you have ever met. The Chain objects to modernity
on a priori grounds. The state of "Nature" is deemed to be inherently morally superior to a
world defined by artifice. They do not recognize the "Social Contract" upon which many
modern political philosophies are based, having instead a set of twin ideals of "natural law"
and "personal excellence" that would make more sense to Aristotle or Manu than to Hobbes
or Rousseau.

The Chain looks at the world as being in its natural state ordered into many different "chains"
that correspond to maturity levels. Higher, more mature chains are supposed to be able to
push around lesser chains. But they are also supposed to lead by example - showing the
younger and more foolish chains their inherent and learned virtues. By this rubric,
supernatural creatures (even young ones) are "more mature" than humans (even old
humans). Similarly, humans are more mature than goats. And of course, the creatures in the
chain founded by Coronis the Maenad are more mature than unaffiliated supernatural
creatures.

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Missions for the Chain of Coronis: It's not all hippie eco-terrorism and blood sacrifices. It's
also listening to Godsmack and having orgies in the woods. And a vast amount of extremely
serious politicking. The Chain is not anti-authority, but they are opposed to all the current
forms of government (both mortal and supernatural). This does not mean that they sit
around in squalid tenements and whine about "The Man" but rather that they play the game
as adeptly as anyone - just always for the opposition (for the moment). They spurn mortal
currency, but they are well able to trade favors and magic for the gathering of blackmail
material, the fomenting of discord, the manufacture of crises, or anything else that may be
able to advance their agenda. They think long term. The Industrial Era, after all, is just a
phase.

Sample Adventure: A Prince of the Makhzen has died, and foul play is indeed the cause.
The new Prince wants it all covered up and forgotten, but the Chain does not. The
characters are instructed to dig as deep as they can and make sure that the guilty are justly
and officially punished. This sudden interest in enforcement of regulations surprises
Makhzen members familiar with Coronist ideology, but given the damage these truths can
cause, it really shouldn't.

The Chain as Antagonists: No matter what any old timer or even your own nostalgia tells
you, many of the "old ways" were in fact abandoned because they were deemed
substantially worse than the ways that came to replace them. Many of the things that the
Chain (or at least various members of it) want to roll back are actually pretty cool. Pants for
example. But also modern systems of government and diplomatic compromises. There is a
lot wrong with them, but they replaced the old ways for a reason. While the Chain members
think of themselves as working to reclaim a lost glory, they can often come off as brutal
reactionaries.

Favored Magic: Path of Blood


Favored Resources: Destiny, Contacts
Work: Landscaping & Storage

The Order Daziban


"The greater the loyalty toward the group, the greater is the motivation among the members
to achieve the goals of the group, and the greater the probability that the group will achieve
its goals."

The Order Daziban is a sorcerous cabal of dubious goals and shadowy methods. The
Daziban were founded by Baali Witches with a penchant for burning things, so it is ironic that
what they currently do is collect books. They collect other things too: rare butterflies, magic
artifacts, secret information, and frankly who knows what all else. But they are most known
for their collections of books.

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The Daziban are secretive and very disciplined. They are the cult most likely to regard
loyalty to the cult to be more important than loyalty to the band. They are organized into
autocratic fiefdoms called "vaults" and the lord and master of each one is given a fancy title
that basically means "librarian" (yes, including "codicier" for W40k players). They can be
called upon for archival information, and often are, simply because they keep so much of it
around.

The Order Daziban puts a great deal of stock in status, and has at least 40 distinct ranks
that members can be at. However, from a game mechanical standpoint, the basic numerical
status ranks work fine. Technically a Lexicanium is a different rank from Keeper of Scrolls,
but practically speaking both are the leaders of their respective vaults and whoever's input is
most relevant to a particular course of action will be the one that is listened to. Rising up in
rank in the Daziban is a complicated proposition that involves a whole lot of gaining seniority
with a significant dose of brown nosing and accomplishment thrown into the mix. The Order
is essentially a guild in the medieval sense, and their advancement rules are baroque.

Missions for the Daziban: The Daziban will frequently send a team out for basic fetch
quests such as "retrieve rare book X" or even "destroy rare book X" when the vault already
has one of the other copies. Some of their missions are more opaque, and generally involve
thwarting the plans of various Ifrit with whom they have some unspoken yet long standing
grudge.

Sample Adventure: Eager to appear more powerful and knowledgeable than he perhaps
actually is, the vault archivist let on that he knew something about a Sumerian compound
used by the Shattered Empire that he in fact has no idea about. With his bluff called by
someone wishing to purchase his information, he wants one of the underlings to take his
most trusted associates to do some snooping by the Euphrates on the down-low.

The Daziban as Antagonists: The Daziban like to be the only ones who know things. This
means that if the player characters gain access to special information, they can easily create
enemies for themselves in the Daziban organization. But they also like power and stealing
stuff, so it's easy to see the players being political or law enforcement opponents of the local
Daziban vault as well.

Favored Magic: Walk of Flame


Favored Resources: Destiny, Secrets
Work: Research and Antiquities

The False Face


"The world has become tired."

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The False Face used to be essentially a Syndicate, as it was the supernatural social group
north of the Rio Grande. It very much lost an extremely bloody inter-Syndicate war with The
Covenant, and now it hangs on as a minor cult that many don't even realize still exists. This
event is actually one of the reasons that Syndicates are on such elaborately polite terms with
each other tonight. It was indeed quite a shock to the largely isolationist supernatural
creatures to see how much damage a group of supernatural creatures backed up by a
bunch of human conquistadors could do, and diplomacy has been the name of the game
ever since - not that this has done any good for the False Face itself.

The False Face itself is a shamanic lodge based largely on Iroquois social and magical
foundations. Their members traditionally wear masks during important procedures, and their
leadership are called "The Empty Ones". At one time they did some of everything in the way
Syndicates do now, but these nights they focus on exploring things. Mostly they go on long
dream walks in Maya, looking for something that they don't tell anyone about. But they also
explore other strange places. Supernatural creatures will often purchase their services in
exploring things they want looked into or buy maps and information about secret places from
them.

Most of The Empty Ones are Daeva, although it is not at all obvious whether this is a result
of the lodge having always been run by Daeva or a simple result of the fact that it is very
difficult to kill vampires in any permanent fashion. In any case, while some of them entertain
fantasies of retaking North America, most of them are committed to the new path of
exploring and ultimately moving to the Dreamlands. What happens afterwards is still being
debated in the lodge.

Missions for the False Face: The False Face not only does a lot of their own scouting
missions, but also takes mercenary scouting missions for others. Many of these missions
are in the Dreamlands, but they can be anywhere. In addition, as the False Face moves
more and more into the Dreamlands, they are finding themselves coming to blows with
various factions of Evil Plants and the Marduk Society. And of course, there are a number of
Giant Animals that need to be hunted before various areas become usable.

Sample Adventure: A family of Deep One kin in Massachusetts has recently uncovered a
connection between their family plot and a set of underwater caverns. They'd really like to
know what all was going on with their grandparent's diaries and Polynesian statues. The
players are brought in to solve these mysteries and make sure that the family does not break
the Vow of Silence, either by withholding important information or making sure the family
understands the importance of keeping what information they know secret - or some
combination. It's really up to them.

The False Face as Antagonists: There are seriously Empty Ones who openly call for the
purging of one or more Syndicates (mostly the Covenant, but some of them are not picky).
So it's entirely reasonable for the False Face to send one or more of its members to outright

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murder the player characters or someone they care about "to make a point". Also, some of
the stuff they want for the big migration is stuff that people in the mortal world own or at least
would prefer to remain where it is.

Favored Magic: Veil of Morpheus


Favored Resources: Destiny, Finances
Work: Exploration

The Hashshashin
"All of heaven awaits."

Begun in Arabia by a group of Troglodytes as a drug addled death cult, the Hashshashin
are... still a drug addled death cult. Their leaders are called Imams, and they have a truly
confusing theology involving darkening senses to achieve paradise, but basically they
smuggle people and drugs, consume lots of drugs (and not a few people), and generally
behave in a manner that almost every religion will tell you is "very very bad". Not all, or even
most, of the members of the cult are supernatural - but the mortals are treated to a virtually
continuous orgy of narcotics and debauchery and probably couldn't explain anything about
the compounds upon leaving anyway.

Whether shipping kilos of heroin or trucks full of Moldovans, a lot of money passes through
their hands - that stuff seriously isn't cheap. But at least seemingly they don't give a crap
about the money and do the crime in order for there to be more crime. This is only partially
true, because the real reason that they get their members to commit acts generally
considered to be reprehensible is to enhance their loyalty and lessen their attachment to
their own lives.

Periodically, members of the cult that have grown indolent in their depravity and ceased
being coherent or useful are dragged off into the nether reaches of the cult compounds and
devoured. This is inflicted primarily upon the human members of the cult. Remember those
completely pointless cages full of people who no longer cared where they woke up in the
morning from Enter the Dragon? The Hashshashin actually have those. The members who
ask about the missing are given extra rations of drugs and told in all seriousness that the
victims were "consumed entirely by their vices".

Missions for the Hashshashin: The Hashshashin sponsor all kinds of actually pretty
marginal criminal enterprises in order to "keep their claws in". Shipping weapons, drugs, and
people around Eastern Europe, Northern Africa, and Central Asia isn't glamorous, but it is
constant. Unbelievable amounts of feathers on every side get ruffled by this sort of behavior,
and the Hashshashin like it that way. And hey, in areas of total corruption and lawlessness,
there are some very large paychecks to be had along the way. Hashshashin leadership
won't even mind.

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Sample Adventure: A mysterious Romanian crime boss wants to take out one of his
Bulgarian counterparts, and has hired the Hashshashin to do it. The Hashshashin didn't
even bother negotiating the price, because they are doing it in order to collect blackmail
materials on the Romanian businessman. The players find themselves being asked to
double cross multiple people and bearing the brunt of unfocused wrath from several
disappointed business groups.

The Hashhashin as Antagonists: Hashshashin inductions are the result of kidnappings as


often as not, so it is extremely possible that one or more people that the player characters
care about could be kidnapped by the Hashshashin for the purposes of drugging them up to
subsequently train as an assassin, whore them out, or simply eat them. And then of course
there's the whole "morality" angle in which player characters may object to slave trading,
supporting African warlords, or who knows what all else. Hashshashin compounds can make
for very effective dungeon crawls.

Favored Magic: Play of Shadows


Favored Resources: Assets, Finance
Work: Drug Smuggling & Human Trafficking

The Hollow Ones


"Misery loves company. The company loves misery."

Formed as a single corporation called "Monolith Corporation" in the latter years of the
Victorian Era in England, The Hollow Ones are now a series of corporations so complex in
structure and interdependencies that even members of the group are unlikely to be able to
follow it all. The original stated goal from the founding Icarid was to use the corporation's
inherent structure to limit culpability for his own actions, something that he was apparently
quite obsessed with. The current reason for The Hollow Ones is much the same. Their
corporate charters allow each choice made to be made collectively and secretly without any
specific blame to be placed on the honor of any specific supernatural member.

The Hollow Ones are extremely fond of maintaining the apparent integrity of each member
of the cult. They also sponsor vices and depravity sessions for supernatural creatures and
wealthy human clients alike. Each member is expected to maintain at least two lives: one for
engaging in respectability and one for being a crazy whore-mongering deviant. The Hollow
Ones expect themselves to travel about within human society and to play by society's rules,
and to totally freak out on a regular basis under controlled and deniable circumstances in
order to keep themselves from losing control in front of other people.

Missions for the Hollow Ones: As a major international corporation, The Monolith
Corporation has a number of needs that are essentially spy thriller boiler plate. They want
prototypes stolen, they want officials intimidated or bribed, they want dossiers recovered or

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destroyed, and so on and so forth. But they also have their shadow operations, where they
want their sex dungeons kept under wraps, they want reporters intimidated or bribed, and so
on and so forth.

Sample Adventure: One of the clients has gone on quite a bender, and has left a lot of
evidence and destruction in the wake of his rampage. The team gets sent to clean things up,
MIB style. Remember that this sort of behavior is regarded ambivalently by the Syndicates.
Covering up a Vow of Silence breach is the greatest commitment to the First Code of the
World Crime League, but protecting a code breaker is pissing all over the Fourth.

The Hollow Ones as Antagonists: Anyone who has spent any amount of time watching
Captain Planet can probably think of like a dozen plots involving evil corporations as the
villains. Don't go that far. The Hollow Ones are not the villains from Captain Planet, they are
Dr. Jekyll in charge of the corporation from Alien (the Weyland-Yutani corporation, by the
way). Still, if the schemes of a deliberately amoral corporation aren't enough to call for an
occasional thwarting, they'll just have to buy some new ones that are.

Favored Magic: Trail of Tears


Favored Resources: Contacts, Finances
Work: Coverups, Depravity, Industry

Laughter Factory
"Everyone produces something. We produce truth."

The Laughter Factory, sometimes called simply The Factory is an anarchistic organization
dedicated to information freedom, compromise, and the propagation of mutual
understanding. Also they are a distributed subversive element that appears to be advancing
an unknown agenda whose true nature is known only in parts by individual cells. That's not
just hyperbole or conspiracy theorizing, The Factory's official stance is that it is working
towards something called "The Agenda" and that individual members only know small
fragments of it, and some of the things about The Agenda that they know are things they
don't know that they know because they are hidden as riddles or parts of other messages.
The inherent contradiction of having a secret agenda of information sharing is not lost on the
members of The Factory, and when questioned about it, they frequently demure and
pronounce it to be funny.

The Laughter Factory is the closest of any of the major cults to one that is exclusive to a
specific group of supernaturals. Almost all leading members of the Factory are Mi Go. There
are officially speaking only two ranks to be had in the Factory: a Foreman and a Worker.
Supernatural creatures rapidly rise to the rank of Foreman. From there on, Foremen are
judged by their trustworthiness and mission success rate, but they have no officially
sanctioned authority. The organization also has many human members drawn from the

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muttering dregs of society's castoffs. These humans rarely rise above the rank of Worker
and are used much as Makhzen retainers are. What truths these human Workers receive
are so shrouded in falsehoods and babble that The Factory has so far been able to claim
themselves as being essentially exempt from Vow of Silence investigations on this point.

The Laughter Factory was created in the mid 19th century by Mi Go who wanted to change
the relationship between Leviathans and Tiamat in the same way that humans had changed
their relationship to capital and trade. In doing so they destroyed the previous Mi Go cult
known as "The Solemn Hive", led by the Gray Queen (who was apparently killed in 1874).
The organization is similar, save primarily for an apparent lack of a Queen figure and the
purposeful replacement of the rank of "soldier" with the more industrial-age friendly title of
"Foreman". In marked contrast to the Hive, Factory Workers are expected to produce jokes
and parties, and similar emotional fetters to tie people together. Producing social ties and
global connectivity on an industrial scale. For the Agenda. Whatever that is.

Missions for the Factory: The Factory actually specializes in the Courier Run, so the
mission of "take X to Y" is pretty much assumed. But beyond that, they are often employed
to be the bearers of bad news or impartial mediators in tense discussions.

Sample Adventure: Different Communes factions have taken sides in the ongoing Sri
Lankan civil war. Now that it is winding down and the Singalese government is putting the
Tamil minorities into camps, a set of neutral outsiders is being asked to negotiate the release
of the Tamil Bagheera to prevent the incident from spreading to other regions under
Cauchemar control. And because of your Factory connections, the neutral outsiders are the
player characters.

The Laughter Factory as Antagonists: Information freedom is basically just another word
for spying, and promoting understanding is pretty much the same thing as telling secrets to
other interested parties. People with things to hide may well find themselves opposed by
Factory members. Then again, there are some theories, even within the Factory itself, that
The Agenda is a very bad thing, and if even some of those theories are true the player
characters may be opposed on those grounds.

Favored Magic: Swarm Song


Favored Resources: Contacts, Science
Work: Diplomacy and Couriering

Rolnicy
"All animals are equal. Some are more equal and others less."

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The Rolnicy were originally a sect of Central Asian warrior shamans, but they have since
turned on "superstition" and adapted the trappings of modernity and reason in their fiercely
hierarchical and monolithic fashion. Adapting to the times, the Rolnicy gave up their
shamanistic beliefs in the 1800s for the teachings of the Eastern Orthodoxy, and in the early
1900s gave those up as well for an uncompromising materialism. With each shift has come
murders and purges, but while the doctrines have changed beyond ready recognition,
adherence to the doctrine of the hour has always been held of paramount importance.

Today the Rolnicy have greatest affinity with the Cauchemar Communes, and have a similar
structure, with their own Revolutionary Council (which used to be called the Ecclesiastical
Council before it was liquidated and replaced). It has been suggested, even by the Rolnicy
themselves, that they would like to replace the Communes Revolutionary Council with their
own. Below that, pretty much everyone is designated a Commissar or a Worker.
Commissariats are all nominally in charge of something, which is either Enlightenment,
Loyalty, or History. Commissars of Loyalty are like judges who also do investigations - like a
Makhzen Sheriff. Commissars of Enlightenment are in charge of research, and Commissars
of History are in charge of explaining what has happened and what the Rolnicy doctrines
have always been to the Workers (especially when these things change on the orders of the
Council). All Commissariats have dispensation from the Cult to kill in order to complete any
of their tasks (although this is not recognized by the World Crime League, Makhzen,
Communes, or Covenant).

The Rolnicy have codified their ancient shamanistic animal magic practices into a forward
looking pseudo-science of animal magic. They also have a complex racial hierarchy system
that forms a theoretical basis for why Animalism works on the creatures it does and how.
Further, they do a large amount of destructive testing on animals, people, and even
supernatural creatures in order to attempt to gain more information to validate their theories.
Rolnicy compounds are a lot like farms, in that they grow animals of various sorts in large
numbers, and most of them are ultimately going to be eaten.

The Rolnicy want what is "best" although best for whom is a question that is somewhat up in
the air. Rolnicy orthodoxy disdains the value of the individual, and is explicitly willing to
sacrifice members of its own group to further its aims. The protocols call for modernization,
but their own work looks like a biological nightmare from a 1950s science fiction movie. Still,
their ruthless methodologies have produced results, and their faction may have the only
creatures from Earth to know what the little wibbly things inside the Pods do. They are also
always in need of fresh meat for their experiments, meaning that they are a useful method of
disposing of bodies - something that all Syndicates have called on them to do.

Missions for the Rolnicy: The Rolnicy are desperately afraid that they will somehow fall
behind in their research, and are constantly attempting to spy on other magical researchers.
Also, they are attempting to take over the Communes. But beyond all that, they really do

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need a lot of weird animals and people for their research. And their research really does turn
up some fucking scary information about Evil Plants sometimes. This makes a good
springboard for basic intrigue, kidnappings, and even the occasional "save the world" quest.

Sample Adventure: After a series of disappearances, the press starts raising a stink. And
that generates a stink in the halls of the Makhzen. As blame and aspersions start running
wild, a Rolnicy Commissariat suggests that perhaps no members of the Syndicate are
responsible, and requests aid in tracking down a Chimera in order to prove it. But is there
just one Chimera on the loose? On which word does the emphasis fall in the previous
sentence?

The Rolnicy as Antagonists: These guys are basically Bolsheviks who do unethical
medical research and commit crimes. You've got Boris and Natasha working for Brick Top
and Dr. Moreau. I am confident that you can find something to work in as a possible
antagonist.

Favored Magic: Call of the Wild


Favored Resources: Science, Assets
Work: Agriculture and Research

Stellar Oracles
"Heaven may forgive you, but I will not!"

The Stellar Oracles were begun by a group of reincarnated warriors who have been fighting
the King with Three Shadows for many lifetimes with mixed success. They are a warrior
order that has been completely wiped out several times in history, and yet been able to bring
itself back to existence like a blazing phoenix as new lifetimes of old members come again
as the wheel of seasons and years rolls inexorably on. The Stellar Oracles are the holders of
a number of prophecies, only a few of which are outsiders allowed to see. They have a
rather complicated dogma involving the effects of the planets on the future, but they
seriously do have a number of members with Divination and they really do know a fair
amount about future events.

Stellar Oracles see themselves not as humanity’s masters, but as their protectors. And they
see the greatest threats to humanity as coming from otherworldly sources. Death in the
service of the cause is for many considered to be not so much a risk of the job but an
inevitability of sacred duty. And indeed, death is something of a revolving door for many
members. It's fairly difficult to rise to become royalty amongst the Stellar Oracles without
having died for the cause at least once.

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Missions for the Stellar Oracles: Stellar Oracle leadership generally wants to do one of
three things: destroy "monsters", protect humans, or collect old members who have returned
to life and induct them into the cult once more. As such, there is a fair amount of straight up
crime fighting that Stellar Oracles are called upon to do, but there can also be quite complex
interactions with Vampires or Reborn.

Sample Adventure: Somewhere in the city an Asura has come through from the Dark
Reflection and is repeatedly draining energy out of mortals in order to bring Mirror Goblins
across like some grim parody of a work visa program. The Oracle is sent to assemble their
band, track down the Asura and kick Limbo ass before the army of Mirror Goblins gets too
large to defend the city against while maintaining secrecy.

Stellar Oracles as Antagonists: Unlike most groups of supernaturals, the Stellar Oracles
explicitly side with humans over their fellow supernaturals. So while their official doctrine is
one of secrecy, it is very easy to imagine a Stellar Oracle zealot deciding to try to skull fuck
the Vow of Silence. Of less Earth shattering and more personal opposition, a Stellar Oracle
could decide (correctly or not) that one or more of the player characters is responsible for
some crime against humanity or another, leading to direct and intimate conflict.

Favored Magic: Names of the Blasphemies


Favored Resources: Assets, Destiny
Work: Monster Hunting

The Storm Lords


"A small rock holds back a great wave."

After the fall of Tiamat, the Leviathans of the world found themselves hunted throughout
every land on Earth. Some for vengeance, but increasingly for the fact that their flesh could
make a man immortal. And it was in this environment that a group of Deep Ones removed
themselves from the land altogether. The thought was that they could rule tiny undersea
kingdoms in peace and quiet, never to be molested by Marduk's hunters on the land. This
experiment was mostly a failure.

As it happens, Leviathans aren't many in number, and they need to crossbreed with normal
humans or their blood stagnates and stillbirths become the norm. The colony at the Pacific
Pole of Inaccessibility and the colony in the Antarctic waters both died out to a man, leaving
nothing but empty creepy architecture beneath the waves. And while the Polynesian, New
England, and Mediterranean colonies persisted, they did so only by regularly sending their
people above the waves to have families in human settlements. And those children were
born without gills, gaining them only later in life. Which meant that they were again
vulnerable to predation on the surface.

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With the coming of the Age of Reason, the undersea colonies came under an even more
direct threat: exposure by the baleful glare of the light of reason. Once the sea floor started
being mapped, it became clear to even the most conservative colonists that the age of being
able to successfully withdraw from the world was rapidly drawing to an end. And so a council
was formed, and it was decided to begin a new age of engagement with humanity. And the
ones to do it were named Storm Lords.

The Storm Lords immediately went to work aping the trappings of science. After all, the only
way to keep a human from discovering their hideouts was to be the human explorers who
came back with enough information from exploring them to quench the curiosity of the land
dwellers and send other would-be explorers to other corners of the globe. And it was not
long before new generations of Storm Lords actually were scientists. These nights there are
Storm Lords working in fields from news to meteorology - each giving out reports that give
plausible cover for supernatural goings-on.

At the bottom of it all is the "Special Project", which is a longterm goal of adding things to
scientific fields that make room for supernatural creatures and powers. And hand-in-fin with
that is the goal of popularizing ideas that make this future more acceptable to the lay public.
Comic books, science detectives, and cartoon shows have all been penned by Storm Lords
in a deliberate attempt to make people accept the "far out" direction they intend to guide
scientific research in the generations to come. If the Storm Lords have their way, we will
soon all be living in the future from Johnny Quest.

Missions for the Storm Lords: Missions from Storm Lords typically involve taking out a
Marduk operation, recruiting supernaturals with weather changing skills, or covering up one
of the other two. The Marduk Society's future is completely incompatible with the one
envisioned by the Storm Lords, a fact that might be related to the fact that they've been at
war with the Marduk Society since before they even decided to start making a human future
of their own. But there is also a lot of scientific research to destroy and/or fabricate. The
future is a big place.

Sample Adventure: The Marduks have set up shop on a tropical island, with the intent of
attacking the nearby Storm Lord hideout and capturing everyone there for "research" by the
higher ups. The Storm Lords don't want this to happen and are going to have their agent and
his team take out the base and then cover up the fact that there was ever a base to take out.

The Storm Lords as Antagonists: The Storm Lords are playing a big game and they are
not afraid to lose pieces. Their future plans involve many things that exist today simply not
being there any more. Some things because the future system simply has no room for them,
and others because sacrifices simply have to be made. But even if the player characters
have not been tagged as expendable, there's the simple fact that in the long run the Storm

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Lords intend to replace the Vow of Silence with a system of supernatural tolerance. That
doesn't go over really well with a lot of denizens of the night, who would be forced to
abandon the safety of the shadows without even being offered the mantle of kingship.

Favored Magic: Chasing the Storm


Favored Resources: Destiny, Science
Work: Weather Manipulation

The Ulmians
"Loyalty to the family. To death and beyond."

Originally a family of Venetians who turned to dark magic, the Ulmi family became a criminal
mob amongst the supernaturals, adding to their ranks a great number of unrelated
supernaturals who wanted in on their necromantic protection rackets. Never achieving the
wealth or strength of the World Crime League in impoverished and superstitious Europe, the
Ulmians never achieved Syndicate status. Upon running into the WCL, they found
themselves badly outnumbered in the world of supernatural crime and largely caved in to
pressure from the East. The Ulmi mostly went legit and now provide gray market financial
services and money laundering to supernaturals with little or no presence in the human
world.

The Ulmians are still operated like a mafia family, and they still do a lot of criminal activities.
It's just that now they make sure to avoid strongarming other supernaturals - at least without
WCL permission. While it is now common for an Ulmi Don to be something other than an
Italian Khaibit related by blood to the founders, it is still incredibly rare for anyone without
necromantic power to rise to any meaningful level in the organization. The organization is
called by those inside "The Family" even though it no longer cares about a prospective
recruit's skin color or family background.

Missions for the Ulmians: The Ulmians are a full service outfit, and when you mess with a
family client you are messing with The Family, capiche? Very frequently, the Ulmians will
send teams to clear up some "misunderstanding" involving one or more Ulmi clients. These
sorts of missions will often involve bailing clueless supernaturals out of legal problems with
the mortal world or covering up potential Vow of Silence breaches before they come to
Syndicate attention. The Ulmians are also quite aggressive in business and may send teams
to "persuade" potential clients to sign on with the Ulmians before someone gets hurt.

Sample Adventure: An ancient vampire in good standing with the Covenant has awoken
and is trying to do things the "old ways". The Ulmi want the family member to take his friends
off to convince this powerful but dangerously naïve monster to allow family specialists to
handle his interface with modern society (and pay the going rates for this service, natch).

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The Ulmians as Antagonists: As an essentially criminal organization, it is entirely thinkable


that the Ulmians would take time out of their day to put "the squeeze" on one of the player
characters, or someone that one of the player characters cares about. Furthermore, their
zombie raising can get out of hand relatively easily. Necromancers run amok is the cause for
at least 20% of all zombie uprisings according to Covenant records.

Favored Magic: Necromancy


Favored Resources: Science, Secrets
Work: Finance & Bureaucracy

The White Lotus


"The flower is beautiful because it is temporary."

The White Lotus Benevolence Society is a quasi-Confucianist and ultra marketized extortion
racket that has gotten way out of control. Created by some rather inventive Dryads in the
1500s, the original scam was one in which sorcerers would show up to a village and demand
Hell Money to keep peoples' ancestors in hell, without which the ancestors would come back
to annoy and threaten the living. If people refused to pay, the White Lotus would create or let
loose genuine monsters on the populace until payments were made. While quite successful
at accumulating lucre, this quickly came to the baleful attention of the World Crime League
as a threat to both conventional extortion rackets and (more importantly) the Vow of Silence.
Discovering themselves up against a larger and frankly more organized group of
supernaturals, the White Lotus' fight was quickly strangled out of them and their remaining
members were brought to heel.

But while the White Lotus bent knee to the World Crime League, they never really integrated
themselves into the Syndicate structure. They maintained their enforcement arm, who are
called the Thorns of the Lotus. And while officially they are not supposed to run around
murdering people with overt evil magical power, they still totally do that when they think they
aren't going to get caught. But the main branch claimed to pretty much get out of the crime
game and pursue their second love: which apparently was feng shui and topiary grooming.
This is, of course, a sham. What the White Lotus is actually doing is acquiring portals to
Maya by any means necessary.

The leader of the White Lotus is referred to as "The Center of the Lotus" and he is a
venerable man whose blood is sap long formed into pitch. All other members are judged in
worth purely in terms of how much "Hell Money" they have. Whenever members of the
White Lotus do anything for each other, Hell Money changes hands. No longer the "genuine"
coins that Lotus extortionists pretended to burn away in front of superstitious lords and

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bureaucrats, the modern Lotus Hell Money is kept track of by computer and also available in
the form of red script. Portals to the Dreamlands are called "dragon circles" by the
geomancers of the White Lotus.

The White Lotus has its own guiding principals that would cause Confucius to label them as
monsters - which coincidentally they already do for themselves. Of central importance is
their concept of Xiào as a fear-based imperative to avoid ancestral judgment and cut one's
self off from mortal human family. Below that is Zhōng, which to the Lotus is the concept that
one's personal obligation to others begins and ends with the payment of Hell Money. Petals
of the Lotus have an obligation to complete contracts, but to do more than that is to shame
one's self. Of rough equivalence is Ren, or "upward mobility". Each member of the White
Lotus is expected to chafe at their current station and be constantly striving to displace those
above themselves. And finally there is Li, which is simply the imperative to appear to be
doing something else than what you are doing and to change your tactics and nightly
routines as often as possible.

Missions for the White Lotus: The thing the White Lotus wants more than anything else is
land. You can't monopolize the dragon lines that connect the portals to Maya if you don't
have a lot of land. And acquiring land requires all kinds of mission types in After Sundown.
From Wild West style "convince the shepherds to sell" jobs to espionage and even dungeon-
crawls to find out key information about potential sites for acquisition.

Sample Adventure: Lotus geomancers found records of what they believe to be a dragon
circle in a temple situated in the jungles of Northern Burma. The temple is well into disuse
because apparently the forests around it are called "the trees of hungry ghosts" by the local
Khmer tribes. There is Hell Money in it for you if you see what that's all about and take over
the dragon circle or at least determine that there isn't one there that the White Lotus does
not control.

The White Lotus as Antagonists: In addition to having a strong tradition of terrorizing and
brutally murdering people, The White Lotus are essentially the villains from like every
Scooby Doo episode ever. Only with actual magical powers. You can watch pretty much any
Scooby Doo show from any season and port the plot right over with no problem. Old man
Winters is going to have to sell the ski resort because people aren't going since the rumors
of haunting started up? Sure, why not?

Favored Magic: Coil of Thorns


Favored Resources: Finance, Science
Work: Real Estate, Crime

The Wreckers
"It is when pirates count their booty that they become mere thieves."

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The Wreckers are an anti-establishment organization that recruits from the dregs and exiles
of societies. Lacking a common language, they formed their own system of simple symbols
and music to communicate ideas back and forth. This is less of an issue in the modern age
when almost everyone can say at least a few words in at least one of the major languages in
the world, but in ages past the chances of any two exiles having words in common was
pretty small. The symbol for the Wreckers is a black spot, and to this night if someone "gives
you The Black Spot" it indicates that the Wreckers have it in for you.

Many feel that the Wreckers are just a bunch of pirates and highwaymen who rob shipments
and waylay travelers. And that's kind of true, and was substantially more true in the past.
Tonight, the Black Spot members have a set of shared beliefs, but they are pretty confused.
The key part of it is to destroy everything that you don't like, as part of the larger plan of
sinking everything into entropy and dissolution. They reach out to those who have been
wronged and offer vengeance of a sort. Frequent mentions are made of the "Inevitability of
the final reckoning." But at the core, the Black Spot wants to take anarchy to the next level:
destroying Truth and connectivity.

But the Wreckers do not just paint themselves with mud and wait for society to fall apart.
Instead they plot well in advance and try to seize the reins of civilization and tear them
asunder. It is this justification that leads them to attack rails, trucks, and shipping lanes. But
they have deeper games they play that involve much more than simple banditry. Infiltration,
smear campaigns, impersonation, and so on. Well aware of the power of the monolith that is
social cohesion, they work to monkey wrench both institutions and social contracts, and are
quite adept at spreading misinformation.

Missions for the Wreckers: The Black Spot hires out a fair number of agents provocateur.
Disseminating harmful rumors and starting fights. If there's an organization, you can bet that
the Wreckers want you to infiltrate it and sabotage it from within. Terrorism and vandalism
are not beneath them, they aspire to these activities.

Sample Adventure: A member of the Fallen Empire has put together the goods to enact a
mighty ritual of vast power to try to conquer the world. The Wreckers have no intention of
letting anyone unite the world, and have set the player characters up with the means to get
into the ziggurat.

The Wreckers as Antagonists: Even if you are with them you're still against them. Pretty
much anyone could plausibly be a Black Spot mole playing the long game. And the
Wreckers take tremendous pride in this fact, and actively encourage groups to turn on
themselves with Inquisitions and McCarthyism. It's difficult to imagine such behavior hurting
their cause by removing their agents more than it helps their cause by sowing distrust and
conflict on its own.

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Favored Magic: Symphony of Silence


Favored Resources: Assets, Secrets
Work: Sabotage, Slander

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Antagonistic Organizations
"Actually, those guys are just bastards. We fight them."

What makes an antagonist organization different from a "normal" organization in After


Sundown is not that they are "the bad guys" - after all it is abundantly clear that a substantial
number of people in all the supernatural societies are bad guys. These organizations are
filled with blood drinking monsters. No, the salient thing about the Antagonists in this setting
is that they are not willing to live and let live with the members of other Syndicates and cults.
So while it is entirely possible to have a story in which one character is from the Makhzen
and another is from the Communes, it is basically impossible to have a cogent story in which
one character is in the Marduk Society and the other characters are not.

The assumption then is that the antagonist organizations will be NPC only. The player
characters will be members of the standard Syndicates or independents and as such the
warriors of the Shattered Empire who show up at all it will do so as enemies. It is entirely
possible to play a campaign in which every character is a member of the Marduk society,
and that's fine. If you weren't OK with playing a game that skated closely to the edge of evil
you wouldn't be playing a game about vampires and werewolves.

However, it's equally important to note that just because the King with Three Shadows may
be a villain who is basically at war with the World Crime League, that does not mean that
anyone is automatically on kill-on-sight terms with anyone else. Even these antagonistic
organizations have diplomatic ties of some sort or another with all of the major Syndicates.
These ties are strained, and ambassadors are sometimes recalled, but actual shooting wars
have causes, beginnings, and negotiated ends.

The Marduk Society


"We've slain the monsters of the world until they skulk in darkness like rats. Did you really
think the darkness would protect you?"

In ages past the mighty sky wizard Marduk fought with the great Tiamat and slew her, saving
humanity from her dark tyranny. As the savior of humanity, Marduk became a wise and just
king who ruled over Sumeria thousands of years ago. He passed his magic down to
disciples, and in classic fashion they perverted everything Marduk stood for and are now a
terrifying edifice.

The Marduk Society retains the ancient magics of Marduk himself and continue to hunt
supernaturals, nominally to save humanity from the oppression of supernatural influences.
However, the leadership of the Marduk Society actually are supernatural creatures. After

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ruthlessly hunting down the spawn of Tiamat for generations they found that they were able
to grant themselves immortality by eating the flesh of Leviathans, a practice which in reality
transforms their elite membership into Leviathans. The sorceries left behind by Marduk are
in truth no different from the sorceries of any Witch, and thus it is that the core membership
of the Marduk Society are no different from other supernaturals save for the hat they wear
and their intense desire to not get along.

Marduk's magic draws heavily upon human fear and suffering to use as power. However,
while the historical Marduk apparently used this as justification to wander the lands righting
wrongs and saving the endangered, the modern incarnation conspires to make mortal
governments oppressive and ruin the lives of children. Ideally they claim that once their war
is won they will make all human society utopic, but there is no particular reason to believe
this is true.

Sample Encounter: A black van pulls up and six men in black suits get out. They are
reasonably professional, have tranq guns and heavy pistols and strongly suggest that the
protagonists get into the van. A couple of them are even mutants, and it's probably best to
not think about how they got that way.

The King with Three Shadows


"How nice of you to join us. You can share the same fate they are going to suffer."

Long ago a powerful mortal king married a queen of the fairies. Abandoning his kingdom of
men to wither and die, he took a new name and attained everlasting life with a grim bargain
with Demons. A bargain that ultimately hurled his kingdom into the deepest pits of the Dark
Reflection. The King with Three Shadows has become as the fairy are, and he lives forever
without changing. He is now their dark king, and commands the mirror goblins - an army of
fairies and demons which do his dark bidding. He is supported in his endeavors by three
powerful Fairies - The Three Shadows of the King.

Fairies and Demons have a difficult time getting to the world of man at all, and must pass
through a reflective surface to do so. More powerful fairies and demons need more specific
mirrors through which to pass, and thus usually require that these doorways be custom built
to draw them through. While a minor mirror goblin might be able to come through a pool of
water or a pane of glass, powerful demons need a mirrored surface of exacting
specifications - for example one might require a mirror at least 2 meters across made of
bronze and polished with olive oil, lemon juice, and human blood.

The King with Three Shadows himself requires a titanic and exacting mirror to again trod
upon the Earth, and it is thus that he is forced to send minions through the portals to acquire
the strange materials and specific events they need to allow him to march across the
threshold with his demonic army to conquer the human world.

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Sample Encounter: Four mirror goblins are running down the sidewalk of the broad
suburban street with an empty sack. As they pass, the streetlights flicker and dim, keeping
them in the shadows. If the protagonists follow them, they see the gibbering villains break
into a nondescript house and come out again with a struggling sack about the size of a
young child. They then clamber back down the street and meep their way into a different
house. If still unmolested, they make their way to the bathroom mirror and make good their
escape.

The Shattered Empire


"They have learned nothing, and they have forgotten nothing."

According to the Shattered Empire there was once a mighty nation which ruled over all of
humanity with magician kings. Where this kingdom actually was, when it existed, who the
people were who ran it, and what the cultural traits of it were like are all lost to time. The
Shattered Empire calls itself a dozen names: Ur, Atlantis, and Golgatha to name just a few.
And while their stories of their glorious days of world ownership are somewhat conflictory,
and quite possibly exaggerations or just plain lies, they are nonetheless willing to kill people
over their world conquest plans. And that makes them dangerous.

The very top of the Empire is called either the Rain King, the Masked Prophet, or the Once
and Future Emperor. Whether these are three different people having a power struggle or
one man with a variety of titles is not clear. Cells of the Shattered Empire hide in cave
systems, deep in jungles, and on top of forbidding mountains. They collect powerful magics
and threaten the world with them.

The primary bones of contention between the Shattered Empire and the other Syndicates
have to do with rulership. The Empire holds not only that they should rule all the other
supernatural creatures like in the old days, but that they should rule all of the humans like in
the old days too. And yes, that really does mean like the old days. Many of the members of
the Empire believe that allowing humans to work bronze was a mistake and that such
mistakes should be corrected.

Sample Encounter: The meeting is going well enough when it is announced that a
messenger has arrived. A confident and wild-eyed Troglodyte strides into the room dressed
in a coarse toga and trailed by some mad looking ghosts. He points his claws accusingly at
the city officials and makes the pronouncement that The Empire has uncovered "the great
bell" and you all have a fortnight to surrender the city. Then he and the ghosts fade into The
Gloom.

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Political Aspirations
"You aren't the boss of me."

It has often been said that the lower the stakes, the more vicious the fighting. And there is an
element of truth to that declaration. And to an extent it should come as no special surprise
that despite (or perhaps because of) the very small numbers of supernatural creatures, the
amount of effort that is put into jockeying for position in supernatural society is very high.
City "governments" usually only command a couple of hundred kindred creatures, but the
amount of power wielded by these organizations is often pretty intense. Rising to higher
positions in supernatural society will often cause you to automatically own (or at least, be
able to give orders to) substantial holdings in the mortal world. Previous holders of the office
have frequently bound corporations, city officials, and criminal groups to themselves, and not
a small amount of that transfers to the next creature occupying the comfy chair. So to an
extent, it's totally understandable. There may only be 2000 supernaturals running the
government in Metropolitan Paris, and yes that's a number suspiciously close to the number
of kids that attended your highschool, but the Revolutionary Committee of the Communes
there is a lot more powerful and a lot more coveted than seats on your highschool's student
government. There are certain similarities in campaigning styles (in that you can plausibly
take the time to get to know everyone in the peer group), but each of the Revolutionary
Committee members get a special cell phone that lets them connect directly to the chief of
police of Paris.

In the whole world, there are roughly six hundred thousand of the "playable" supernaturals in
it. And that is a bit less than 1 per ten thousand humans, a total that has remained roughly
constant throughout history. Humanity has experienced a tremendous population boom even
as birth rates have fallen in the last 200 years or so. The industrial age has done wonders
for the mortality rate. At the same time, the major Syndicates have achieved an uneasy - but
functional peace. And while birth/creation rates of supernaturals have not slowed (quite the
opposite), mortality rates have fallen among the kindred to an amazing extent. Not a few
supernatural scholars find these trends frightening, and are advocating that supernatural
society will have to return to a state of war or move full-scale to colonize the other worlds.
Populations are very different in the other worlds, the Dark Reflection seems to hold just two
hundred million souls, and most of them are the damned and the Mirror Goblins. Populations
in the Dreamlands are even lower, with Maya containing just a few tens of thousands -
though no one really knows how many Giant Animals or Evil Plants lurk in that ghastly
wilderness. The Gloom is a whole different thing altogether, having a population that is
measurable in the tens of billions. Were it not for the fact that the vast majority of those
creatures are Wisps mumbling in long forgotten languages who scarcely remember their

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own name, Mictlan would be an even bigger threat than it already is. Still, perhaps the most
disturbing thing about Mictlan is that with the number of people who have died, the
population is not several times larger than it is.

Distribution of supernaturals is substantially and predictably different from distribution of


mortal humans. There appear to be two major directions of migration for supernaturals:
towards the largest and wealthiest of the cities and towards the actual wilderness. Roughly
80% of supernaturals on Earth fall into one category or the other (and are roughly evenly
split between those two extremes). Similarly, a fair number of supernaturals are drawn
towards the most wealthy nations as well as the nations of low population density. Canada is
probably the most overpopulated, and has substantially more supernaturals than you would
expect given its meager population of 33 million. Thousands of lycanthropes and leviathans
roam the Northern wilderness, far from the eyes of civilization. On the flip side, the most
underpopulated nation (in terms of supernaturals relative to humans) is India. Just as brain
drain sends doctors and computer programmers out of Chennai and into Western and
Middle Eastern countries, fish people and witches who can use their powers to go to the UK
(or wherever) frequently do.

What this means is that if you're considering a moderate and normally populated country like
Czech Republic with 10 million humans, that it probably has about a thousand
supernaturals. And the split of those is that roughly 400 would be in Prague, roughly 400
would be in the actual wilderness and countryside, and only about 200 supernaturals would
be in all other cities in the country. So your chance of meeting a vampire in Plzen or Brno is
pretty darn low. And as it happens, that is what you get in Czech Republic specifically, with
the Bishop of Prague having a flock of 250 (with another 150 foreigners and independents)
while Ostrava and Liberec having so few Covenant members in them that the head of the
organization in each of those cities is just a Priest.

Acquiring Power Over Humans


"We have a good thing going."

Even without overt mind control, it is often fairly easy for a supernatural creature to subvert a
human agent. They can physically overpower mortal humans, intimidate them, offer
glimpses of powerful secrets, provide them with addictive narcotics, bargain with strange
magics, and in some cases even directly allow them to gain the use of real magic (most
notably from vampires). But there are really a lot of humans. Subverting one human agent is
good, potentially even necessary to advance an agenda in human politics, but it's not really,
not nearly enough.

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Gaining political power in the mortal sphere can actually be pretty difficult for supernatural
creatures. There's the crushing reality that supernatural society as a whole quite possibly
wouldn't win open confrontation against the human masses, and the result is that other
supernaturals will come in and wreck the place if a supernatural creature's foray into human
power structures threatens to give the game away in any way. That includes simply living
implausibly long while under any kind of significant observation, so becoming a house-hold
name is frowned upon unless there is an Elvis-clause in the works (for various reasons, this
is the Makhzen's actual name for having an identity die to preserve the Vow of Silence).
Most of a supernatural creature's advantages are ones that they can't use to gain any
advantage over or persuade large numbers of humans without giving the show away, and
that's just not allowed. Furthermore, supernatural creatures may find themselves having to
go away for unpredictable amounts of time - not so much walking the Appalachian Trail as
being unreachable by phone in the Dreamlands or Limbo, often on short notice.

In order to accomplish things in the realm of mortal it is imperative that a supernatural


creature figure out how to set up organizations, corporations, political action committees, or
similar persistent social constructs that can operate without the character's direct,
continuous, or obvious interference. This can require quite a bit of forward thinking, as legal
entities that act without continually getting instructions actually continue to act without
instructions. While the invention of the corporate charter was quite a boon to supernaturals
wanting to act in human society, the capacity of corporate constructs to grow out of control
and exceed the parameters set by their creators is no less true for supernatural
shareholders as it is for mortal human ones. Remember that even if a character's goals
change, the goals of organizations they start may not.

Status and Office in the Makhzen


No one wants it to be easy to depose a king. Then there would be no luster left in becoming
king.

Nominally of course, the Makhzen appoints all possible positions and titles to members from
above. Even the Inner Circle members are appointed by the Inner Circle. In practice, it is
entirely possible to rise on one's own merits and decisions in a myriad of ways. The most
obvious is that if you go set up a Makhzen kingdom somewhere, you are the Prince. And it is
pretty difficult to get rid of a sitting Prince. Similarly, a character can appoint themselves for
pretty much any need for which there is a void. Like in any system of government, the first
rule is that you have to want to do it.

The Inner Circle: The Makhzen is led by a shadowy cabal that meets several times a
year. There are supposedly seven members, and their edicts are the Law.
Hakim Each of the Inner Circle members is allowed one Hakim, a roving one-person
supreme court who dispenses justice and interprets the laws of the Makhzen. The

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Political Aspirations

Hakim serves as long as their nominating Inner Circle member allows.


Manadi: The original purpose of the Manadi was to carry mail, bells (yes, really), edicts,
and diplomacy from one city in the Makhzen to another. Tonight, with the advent of
airplanes and email, there is a lot less need for these sorts of activities and there are
many less Manadi than there once were. But they retain their function as bearers of the
will of the Makhzen, and they are now roaming courts - like a Hakim-lite.
Prince: The leader of a Makhzen city is the Prince. All appointments in the city are done
by the Prince, though in many cities the Mehtar Council wields such power that their
"recommendations" are essentially rubber-stamped by the Prince.
Mehtar: Anyone who achieves sufficient gravitas within the Makhzen is afforded the
honorary title of Mehtar, which they hold in perpetuity (although it is left
unacknowledged while they have any other title - noone would bother citing the fact that
a Hakim is also a Mehtar). Whenever a city's Council meetings are called, any Mehtar
who wants to can show up. Even Mehtar who don't live in the city. In some cities the
Mehtar council, or even specific Mehtar, have more real authority than the Prince. In
others, the Council's statements are just advisory and the Prince's word is final.
Vizier: Some Princes or Councils take a tremendously hands-on approach to
government, and others don't. Some cities employ one or more Viziers, whose job it is
to do administrative work that the higher ups can't or don't want to do. In Dubai there
are many Viziers, and they are often empowered to administer the many mundane
business operations that the Makhzen controls. On the flip side, the Prince of Khartoum
does not keep any records at all and there are no Viziers.
Sheriff: Most kingdoms employ a Sheriff, who is someone entrusted to keep the
Traditions and enforce the Law. In larger, more media-savvy cities like Houston, the
Sheriff will have several Viziers assigned to help them. In many ways a Sheriff is like a
Hakim that answers to the Princeps rather than a Circle member.

Status and Office in the World Crime League


Honestly, it's more like a set of guidelines...

The World Crime League officially rewards and expects ambition from its members, but it
also requires success (or at least the appearance of success) from its leadership. A title is
bestowed for a minimum amount of time, after which anyone can challenge them for the
post, with most challenges being settled by election (though some being up for other
demonstrations of fitness, including trial by combat in some instances). If someone fails to
unseat an office holder, they may not challenge for a seat for an amount of time equal to the
amount of time the office would have been guaranteed. This system is an amalgamation of
the Chinese Imperial Examination system and the pirate government that it grew out of.

Captain: Each territory has two separate leaders. The Captain is in charge of the

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Political Aspirations

military of the territory and also justice within its borders. Holding the Captaincy makes
one the "stick" in all incentivization. Perversely, this makes the Captain usually rather
well-liked, as physical punishment is rarely used and the WCL is not often at war with
anything or anyone.
Quartermaster: The Quartermaster rewards members of the organization for their
activities and distributes resources. They provide the "carrot" of incentives for the WCL.
Quartermasters are almost universally hated and feared, because every member of the
WCL gets some portion of the resource distributions and feels that they personally don't
get enough.
The Councilors: Each territory can send one member to negotiate on their behalf when
councils are called. Traditionally, the Captain would go to a council of war (called a Bình
Thân) and the Quartermaster would go to a council of administration (called a Diên
Hồng). In more recent nights, with councils becoming almost a continuous affair over
one thing or another, it has become standard to have other members take the mantle of
Councilor. There is talk of making the Councilor a permanent capacity, and some
territories that are very far from Malaysia have already done so. The Councilor of San
Francisco basically lives in Singapore and is always on hand to argue San Francisco's
position the moment a council is called. The success of this program has prompted
immitators.
Ministers: Anyone put in charge of anything is technically a "Minister" of something or
other. Broadly speaking, there are five kinds of Ministers, who each get a different
insignia. The categories (and their insignia) are Military (Peacock), Law (Elephant),
Wealth (Cat), Territory (Water Buffalo), and Sorcery (Swastika). Fitting modern concerns
into these five categories is sometimes rather a stretch, and there are instances where
essentially identical roles are given different insignia even within a single city's
organization.
Military Minister: Originally given to military officers, the peacock is now given to those
who help enforce adherence to The Code and those who work on keeping knowledge
and weaponry on hand to battle "rogue elements" such as Demons and Pods. So for
example, the San Francisco Territory has a Minister of Comparative Biology whose job it
is to keep samples and conflict testimonials to aid in investigations of potential invasions
from other worlds. And while he does not carry a weapon of any kind, his insignia is a
peacock.
Law Minister: The World Crime League has crime in its name, and takes this sort of
thing very seriously. Law Ministers in the WCL are mostly concerned with bypassing the
laws of human society rather than enforcing the code of the WCL (that's a job for the
military). So for example, in the Territory of Kabul they have several Ministers of various
opium schemes, and they all get the elephant because their proximal job is to keep
WCL members from getting destroyed or captured by mortal governments or tribes.
Wealth Ministers: The World Crime League has quite substantial taxation, substantially

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Political Aspirations

more so than the Covenant's 10% Tithe. The cat emblem goes on any Minister who
manages collection or distribution of the WCL's considerable financial resources.
Wealth Ministers of one type or another are the ones who actually underwrite new
ministries when they are created. The Quartermaster of a Territory directly commands
any Wealth Minister that operates in their jurisdiction.
Territory Minister: Originally they were ministers of "agriculture and geography" and
their job was to manage the food sources (including the more... special food sources) of
members as well as making sure that things weren't falling apart in the villages and
keep maps of the world for the Syndicate. Tonight you can get maps on wikipedia and
most food shows up in grocery stores without Witches having to do anything. So the
Territory Ministers have gradually become news gatherers and event watchers. These
nights, the water buffalo is virtually synonymous with "spy" and many Ministers keep
their insignia hidden from everyone but the Quartermaster and possibly the Captain.
Sorcery Ministers: Purely magical concerns, such as a portal network or prophecy sets
have Sorcery Ministers appointed to govern them. It is important to note that in most
places the WCL is strong, the swastika is not considered a problematic symbol, and in
any case it's supposed to be hidden from mortals. So really, the WCL hasn't had a
problem with it.

Status and Office in the Covenant


You think you're bigger than God? Let me tell you, I am bigger than God.

The Covenant is an Ecclesiastical organization, and despite the fact that a majority of its
members (and even leaders) do not believe in the theology on which they were founded,
their structure has remained mostly constant. More so than the human church upon which
they were originally based. The Covenant hierarchy is pretty rigid even if their apologetics
are not. Promotion is always from above with the singular exception that the anti-pope is
promoted from within by a democratic quorum of the heresiarchs. The organization's
concept of "above" is slightly counterintuitive, as it is divided into orders whose offices are
parallel in rank and function.

The Anti-Pope: The head of the Heresiarch's Council, the Anti-Pope is the first
sentence and the final answer. Currently the Anti-Pope rules from the shadow city under
Rome, but there is strong current of opinion that it should move to Ciudad de Mexico as
that city has more than 8 times as many actual Covenant members in it and basically
determines the Covenant's overall direction in a very real way.
Bishop: The ruler of each Covenant City is the Bishop. Bishops can run their cities
pretty much however they want, and appoint (or approve) all of the Priests in their
territory.
Cardinal: Some Covenant cities have a Cardinal instead of a bishop (or in weird cases,

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Political Aspirations

mostly in Italy, in addition to the Bishop). The Cardinal is a Bishop (or Bishop equivalent
such as Prelate or Palatine) and also has more authority in the running of the Covenant
globally. They are the Heresiarchs and when the Anti-Pope dies or resigns they meet to
elect a new one. Most anti-papal decrees are actually drafted by the Heresiarchs (either
singularly or in groups) and then approved by the Anti-Pope.
Apostolic Exarch: An Apolostolic Exarch is given the same respect due to a Bishop,
but they do not control a city. They are given supervision of a region that the Covenant
do not control. In ages past, an Apostolic Exarch was appointed "over" a hostile region
with the understanding that if they could attract enough Covenant members to crusade
against it to conquer it and make it a Covenant territory that they would automatically
become the Bishop of that land. Tonight that practice has been officially abandoned by
Covenant leadership, and an Apostolic Exarch is essentially an ambassador to another
Syndicate. They speak for the interests of Covenant flock persisting or working in
territories acknowledged as belonging to another Syndicate.
Military Ordinal: The Crusading Army of the Covenant has at times consisted of most
of the Covenant's flock. The Anti-Pope divides the Crusading Army into military orders,
and the leader of each order is essentially a Bishop. Anyone can ask for acceptance
into any military order at any time, and if accepted they essentially answer to the Military
Ordinal of it instead of the Bishop of whatever parish they happen to be in.
Prelate: The Covenant has a number of contemplative orders, each headed by a
Prelate. These Prelates are roughly equivalent to a Bishop, save that they are in charge
of an order rather than a region. Like with military orders, a member of the Covenant
can apply to join a contemplative order, and if accepted, is considered to be "in" the
order instead of the city they happen to persist in.
Palatine: A Palatine is an arbiter of Covenant Law. It is their responsibility to make
decisions based upon the sum total of Anti-Papal decrees, to resolve differences
between flock members and inflict punishments on those who have been accused by
Bishops. Palatinate Courts move around a lot. Even the largest Covenant City (Ciudad
de Mexico) only has about 5000 in its Flock and there aren't cases demanding their
attention all of the time.
Priest: The Covenant requires each member of the Flock to check in with a member of
the Church authority at least once a week. This ritual of intrusive government is handled
by a Priest. Many Bishops have several Priests working under them. Each Priest will be
assigned some members of the Flock to keep an eye on so they can deliver weekly
reports on interesting developments to the Bishop. But a Priest isn't just a member of
the secret police, they also serve a leadership and administrative function.
Monk: A Monk is roughly equivalent to a Priest in rank, but is a member of a military or
contemplative order and is expected to act as a military coordinator for their personal
flock (who need not be geographically located), or as a coordinator of whatever the
contemplative order does (again, possibly in a non-geographical manner). Some orders

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Political Aspirations

bestow the rank of Monk on every member who joins after a period of apprenticeship.
Glossator: A Glossator is similar to a lawyer. They assist Palatines with the making of
legal decisions by crafting arguments (called "Glosses") that indicate how a situation
could be reconciled with all previous Anti-Papal edicts such that none of the edicts
contradict each other. Some of the logic is quite as tortured as those found guilty of
breaking the edicts. Glossators follow adversarial principals in law, and an accused
brought before a Palatine is permitted a Glossator to argue on their behalf.

Status and Office in the Cauchemar Communes


None of us is as dangerous as all of us.

The Cauchemar Communes is at its core a concerted attempt to harness the power of the
unruly mob to recreate the most powerful of human institutions encountered by supernatural
society: the unruly mob. The Communes value collective action, and disdain hierarchy. But
for all their talk of egalitarianism, universality, and brotherhood, the Communes do have a
structure. The eternal revolution is not televised, but it is planned.

Communes structure is difficult for outsiders to discern precisely because they eschew titles,
ornamentation, and rank. Members of the the Revolutionary Committee are simply called
"Citizen [Name]" which is technically the title of every member of the Communes. The only
difference is that members who have authority have the title "Citizen" appended to their
name every time someone wants to address them, while the appellation is generally
informally left off when addressing members of lesser standing. You might think that with no
officially acknowledged hierarchy that conflicts over position would be few in number. And
you'd be wrong. Jealousy, scheming, and plain old confusion run rampant.

Power is addicting in any society, but in The Communes even more so, because power
literally has to be used to be retained. As soon as the mob forgets that they are supposed to
follow someone, they'll seriously stop doing it.

Revolutionary Committee: This group is analogous to the Makhzen's Inner Circle. The
Committee meets in various places in Paris, and the only requirement to joining it is the
acknowledgement of the other members that the character belongs. Creatures get
invited to be temporary members of the committee all the time when they have
something important to talk about, and some of these creatures stay on.
Demagogue: Any member of The Communes that others follow is called a
"Demagogue" in recognition of that fact. This unofficial rank carries roughly the weight
of a Covenant Priest, but if most of the city follows the lead of a member then it's kind of
the same as a Makhzen Princeps. One becomes a Demagogue simply by telling other
members that they should do something and having them do it. As such, pretty much
anyone can claim the title of Demagogue from another by holding a debate about policy

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Political Aspirations

and winning decisively. Refusing to debate another is a dangerous path, since a


character only retains their Demagogue status by continuing to get members to do stuff.
Authority: Any member of the Communes who is regarded as knowing something and
being valuable to consult with on a topic gradually gets the informal title of Authority with
the long form being "Authority on XXX" where XXX is whatever members are advised to
go ask the character about. The title of Authority is bestowed through acclimation and is
achieved through being publicly correct several times. It can be lost by being apparently
wrong on something humiliating or important, and if the Authority doesn't pitch in from
time to time, other members will gradually forget that they have it - and then they won't
anymore.
Vanguard: Cauchemars who fight bravely and well - or at least apparently impressively
successfully - on the behalf of Communes goals are acknowledged as being members
of The Vanguard. Rewards for being in the Vanguard are many in that other members
will shower them with praise and favors, but Vanguard are also called upon to fight more
battles on behalf of the Communes.
The Committee of Public Safety: Many Cauchemar cities have a Committee of Public
Safety, which is a group that gets together to deliberate what is to be done about threats
to public order and enforcement of the rules of the Syndicate. Since they can (and
occasionally do) decide that what needs to be done is to send Vanguards out to murder
someone - essentially trying them in absentia for capital crimes, they can be thought of
as a court of law combined with a military planning session.

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Skills

Skills
No one may ever know if what you did was good or bad, but you did it well.

A key portion of the die roll for any test is the skill. It represents specific training that helps a
character perform a task. And because of that, it can lead to a far amount of confusion
among some people, because linguistically we refer both to people who are very good at
something and also people who are good at a wide variety of things as being "skilled". In
After Sundown, skills are basically confined to the former interpretation. Jacks of All Trades
are represented game mechanically by people who have relatively high attributes and low
skills. People with high skills are specialists by definition.

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Physical Skills

Physical Skills
Physical skills involve doing stuff with your body. Since everyone has a body, the defaulting
penalty for using physical skills untrained is zero. Without specialized training you can
always still make a raw attribute test. A very strong person can grapple fairly effectively on
that basis alone, an intuitive person can easily notice things, and so on and so forth.

Athletics
Athletics is the skill you use to run, jump, climb, swim, throw things, and generally do
everything that you're vaguely expected to do in PE except sneak into the girl's locker room
and get shamed by your peers. Most stunts are athletics based, and it can even be useful in
attacking enemies in combat by dint of throwing things at specific targets.

Specializations: Climb, Jump, Run, Swim, Throwing

Combat
Combat is the training needed to fight. Usually other people. More than any other skill,
people will ask to divide up Combat into smaller fragments. It is not immediately clear why,
but we strongly suggest that you do not do this. While there are truly a vast array of
differences between stabbing someone with a sword and shooting them with a gun - the
simple fact that the combat simulationist player can name them all draws attention to how
simply not that different they are. The basic truths of combat skill include making rapid life
and death decisions while avoiding threats and putting the pointy end of your weapon into
the other man. There's a world of differences from combat situation to combat situation, and
that's why the skill goes all the way to six. But please remember that this is a game where
flying a plane and managing a nuclear power plant can be the same skill (Operations).

Specializations: By weapon or martial style.

Drive
Drive allows people to drive culturally appropriate vehicles. For people in the west, that's
mostly just cars. But for people in river areas or fishing communities, that's often small boats
as well. Driving under safe conditions is such a banal and non-awesome thing, that
characters do not need to actually make rolls to do it, so players may not even need the skill.
But when it comes to dangerous driving conditions, car chases, or even just cutting
commute times, rolls are generally required, and having the skill is helpful. This dichotomy is
generally why in movies cars wipe out spectacularly the moment someone uses magic to

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Physical Skills

create icy road conditions - a lot of people on the road are legitimately terrible drivers, and
the moment things get harsh they become one of the 18,000 car accidents that happen
every day in the US.

A character can drive a new non-standard type of vehicle for every rating point and
specialization of the skill they have. Common choices are emergency vehicles, motor boats,
construction equipment, armored vehicles, light aircraft, and oversized (semis and buses),
but really players can pretty much go nuts. Any plane or ship which is piloted with dials and
knobs rather than a wheel or stick is the domain of Operations rather than Drive.

Specializations: Bad Weather, Aggressive Driving, Cross Town Traffic, Navigation

Larceny
Characters skilled at Larceny are adept at working outside the law. It is a broad skill that
covers lots of dubious activities, from identifying and bypassing security systems to picking
other peoples' pockets. There is some overlap between Larceny and Rigging when dealing
with locks. Locks are both geared puzzles and a basic hindrance to breaking into places.
This is a good skill to have for security workers in addition to criminals. You gotta know your
enemy if you're gonna win the war.

Specializations: Concealing Goods, Legerdemain, Lockpicking, Security Systems

Perception
Perception is the skill by which a character perceives the world around themselves. It is
used to spot clues, notice subtle noises, and smell unfortunate smells. Characters with very
low Perceptions are the characters who do not notice monsters sneaking up on them or
have to have the meaning or import of subtle clues explained to them by other protagonists.

Specializations: By sense, Investigation, Noticing sneaking

Stealth
The Stealth skill is what one uses to avoid being noticed, either by moving quietly, becoming
unseen against the background, or simply blending into the crowd. Whenever a character is
being searched for, a Stealth check can be used to make that searching more difficult.
Stealth involves using what is available, so there is almost no circumstance in which it
cannot be used to at least postpone the moment that a character is noticed.

Specializations: Hiding, Innocuity, Shadowing, Sneaking

Survival

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Physical Skills

100% of the creatures alive today are the descendants of an unbroken line of ancestors who
were all able to survive in their environment long enough to have had children that extends
back to when single celled organisms had only two different nucleotides in their DNA. So
persisting in the face of adversity is something that creatures have a birthright to. And yet,
adversity has also kept up with the times. Survival is the skill of keeping up with the
elements.

One can also make Survival checks to scavenge things of a more modern nature. A Survival
check could be called for to loot useful things out of a junk yard or to track the layout of a
sewer system.

Specializations: Tracking, Gathering, Shelter, by Environment.

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Social Skills

Social Skills
Regular socialization is performed with Backgrounds, rather than social skills. If you want to
ingratiate yourself with others, track down the word on the street, or otherwise perform social
legwork, you probably want to use a background like High Society or Barrio. Social skills
apply a -1 dicepool penalty when defaulting.

Animal Ken
Dealing with inhuman beasts is a skill in and of itself. Neither lions nor sheep really have any
backgrounds, and the Animal Ken skill is used in their place. Animal Ken is used to read the
emotions of an animal as well as to calm one down or train it to do stuff. Animal Ken is thus
your one-stop-shop for all socialization with dogs, which considering how much less a dog
knows than any human or supernatural about important plot points, is not nearly as
overpowered as you might think

Specializations: Domestic Animals, Training, Wild Animals, Riding.

Bureaucracy
Managing logistics and patiently untangling skeins of red tape is the focus of this skill.
Characters can understand and manipulate laws, navigate management systems, and
correctly formulate formal requests. Bureaucracy is of use whether the character is
attempting to perform bureaucratic tasks and of equal utility when confronted by the
implacable edifice of a Kafkaesque course. It is not unusual for people to resent
bureaucracy, because it is annoying. But as anyone who has done logistics under any
circumstances can tell you, not having rules, management, and records in place is even
worse.

Specializations: Business, Government, Logistics

Empathy
Empathy is our primary means of interpreting the meaning of actions and inactions of other
people. It is a trainable sense of how others are feeling given how they look, what they say,
and what they do. Empathy is of obvious use to people like lawyers and police, but it is also
an important skill for batters in baseball. It is not merely about figuring out whether someone
is being truthful when they are talking, but also about determining what someone is about to
do in the physical world.

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Social Skills

Specializations: Motivation Determination, Detecting Lies, Action Anticipation

Expression
Expression is the art of entertaining and changing peoples' minds through art. Lots of people
think that this can only be accomplished by making movies about gay cowboys eating
pudding, but the truth is that any art that provokes the audience to even acknowledge it is on
some level influencing the audience.

Specializations: Writing, Dance, Music, Oratory

Intimidation
Intimidation is the art of using fear to get other people to believe or do things desired of
them. Intimidation can be explicit ("If you don't do X, I will stab you. In the face.") or implied
("Did you hear that the feds caught Ted for his tax non-payment? He's going to be doing
time.") and the threats can be to the target's person, finances, or reputation. And some of
the best Intimidation is actually phrased in a manner that implies that some third party will do
some thing to the target and the Intimidating character is willing to help the target.

Specializations: Interrogation, Fear Mongering, Skulduggery, Blackmail

Persuasion
Persuasion is the art of manipulating people in such a manner that it isn't immediately
obvious that is what you're doing. People who are skilled at Persuasion are essentially good
at lying, although many of them get offended if you call it that. They may prefer the term
acting or sales.

Specializations: Acting, Insinuation, Fast Talk

Tactics
Tactics is the skill that governs leadership in both the military and corporate sense of the
term. Characters can inspire others to give 100% or produce a battle plan. The dragon
crawls on its belly, and Tactics dovetails closely with Bureaucracy in the plotting of war,
whether genuine or metaphorical. The tactical aspect involves actually maneuvering and the
orders necessary to get others to do that - in contrast to the simple appeals to rules or
potentially complex logistical management of Bureaucracy.

Specializations: Inspiration, Maneuvers, Naval, Siege

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Social Skills

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Technical Skills

Technical Skills
Technical skills apply the -1 penalty for defaulting if a character doesn't have an appropriate
specialization. That is, a character may have Artisan (Painting), but they will still have to
default when welding. A character who becomes trained in any Technical skill gains a
specialization in that skill for free. A character can't have a specialization in a skill they don't
have any ranks in.

Artisan
The Artisan skill is used when you want to produce a physical object of some level of
workmanship - whether you’re going for aesthetic quality or simple utility.

There are a few more specializations in Artisan than in most Technical skills, in no small part
because there are many materials that involve wildly different skills. It is recommended that
these specializations are taken as applying to Artisan uses that are "close enough" - so a
calligrapher might use the Painting specialization since in both cases they’re applying
pigments to surfaces.

Specializations: By Medium (Painting, Sculpture, Metalwork, Carpentry, etc.)

Electronics
Electronics is the skill used to make the tools of modernity go. Everything from toasters to
computers uses electronics to function. And a character with the electronics skill can figure
out how it functions and alter it.

Specializations: Wiring, Software, Repair, Hacking

Medicine
Medicine is the art of treating injury and illness to promote good health. Characters use this
skill to patch injuries in their pets and team mates. Remember that the realm of horror runs
on movie physics, meaning that characters who receive proper medical care are able to
make impressive and full recoveries from amazing injuries.

Specializations: Veterinary, First Aid, Long Term Care, Psychiatric

Operations

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Technical Skills

Operations is the skill of making machines and systems go. One part mechanical
engineering and one part heavy machinery operation. This is distinct from making machines
(generally artisan), running computer programs that make systems go for you (generally
electronics), or driving (generally driving). You make an Operations test when there is not a
1:1 correspondence between your muscle movement and the action of the machine. So it's
Operations to pilot a boat and Driving to walk a mech around.

Specializations: Piloting, Industry, Repair

Research
Knowing things is important, but the fact is that your brain probably can't hold all the
information you might possibly want to have available - and doesn't always keep the things
you do know readily accessible. When you need information that you don't actually have in
your head, you can use the Research skill to go look it up.

Researching things overall is fairly uniform, but there are particular methods of looking
things up that might not be obvious to people who don't use that system in particular.
Specialization in Archives indicates an ability to look up information in data logs, newspaper
histories, and other chronological information stores. The Library specialization involves
looking up information in stores classified by content, and Datamining covers sifting through
internet searches, wikis, and highly disorganized information for something useful.

Specializations: Archives, Library, Datamining, Interrogation

Rigging
Rigging is the skill of MacGyvering and Rube Goldberging things. It is the skill of practical
and impromptu engineering. Including lockpicking, plumbing, and clockwork. Rigging is used
for most non-electric jury rigging as well as the creation, operation, and repair of most steam
punk technologies.

Specializations: Fluids, Gears, Ropes and Pulleys

Sabotage
Sabotage is the art of breaking stuff in a manner which will be most effective. Sabotage can
be used for "rigging things to explode" rather than the actual Rigging skill. Sabotage can be
used to break things in such a way as to make them look not broken, to not break things in
such a manner as they do look broken, and to make things break in such a manner as to
explode. Remember that events in After Sundown have a pyrotechnics budget, so things
tend to explode big.

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Technical Skills

Specializations: Explosives, Disabling Stuff, Structural Weaknesses, Traps

104
Specializations

Specializations
This is what I'm good at. And I'm the best. You might ask: 'what good is that'? And the
answer is that being the best at anything makes you the best at something.

A specialization is a subset of a skill that a character is especially proficient in. When they
make tests using the skill in a manner that is relevant to their interests, they gain 2 extra dice
in their dice pool. Technical skills are an inherently specialized field, so in addition to getting
2 extra dice within a character's specialties, Technical Skill dicepools are penalized by 1 die
if they are being used outside a relevant specialization.

The sample specializations are by no means comprehensive, and players should work out
with their MC to find or create specializations that are right for them. A character might have
their Sabotage specialized in Eco-Terrorism covering both spiking trees (that might more
frequently go under "traps") and breaking a bulldozer (that might more frequently go under
"Disabling Stuff"). Another character might have their Animal Ken specialized in Horses,
covering the training, breeding, and calming of wild and domestic horses.

The MC should take care to make sure that no specialization is universally useful.
Specializing a skill in something that would apply in all cases is basically the same as just
getting 2 points in the skill, and that's unfair. MCs must be expected to reject specializing
Combat in "fighting" or specializing Bureaucracy in "paperwork." A character can have more
than one specialization in the same skill, and this is often very important for Technical skills.
If more than one Specialization would apply, the character still only gets 2 bonus dice.

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Backgrounds

Backgrounds
You need to have knowledge to get knowledge.

A character's background skills can be literally anything. They represent areas of the game
that a character can potentially do legwork in. That is to say that during a chronicle a
character may find a clue (such as a strange shape on a video feed from outside a crime
scene, a discarded heroin needle, or a tuft of fur), and background skills are methods a
character could have to research that clue and gain more information. Background skills are
ways for the players to transform story seeds into additional exposition.

Characters can personally know any isolated fact or individual person within the context of
the story without there needing to be a notation on the character sheet or die roll involved.
You don't need to have a background in evolutionary biology to know that humans are
closest related to chimps of all the other great apes - you just need to be told that fact
directly or indirectly by someone who does have such a background. But to actually evaluate
the research, you need to understand the power and limitations of the methods and the
kinds of results that have also been achieved.

Backgrounds are divided into how one interacts with them. Academic Backgrounds are
ones in which the character can "go look something up." They often dovetail nicely with the
Research, Perception, or Bureaucracy skills. Sciences, ancient languages, classical art, and
so forth make good Academic Backgrounds. Social Backgrounds are ones where the
character "goes to talk to some people." They often dovetail nicely with Social skills like
Empathy or Persuasion. Any social group can and does represent a potential Social
Background. Occult Backgrounds are ones that involve the character "going to do
something secret." What skills are helpful for this kind of legwork are highly variable,
because Occult Backgrounds are a very variable category. Many Occult Backgrounds are
literally magical in origin (such as Marduk Society Histories or Tarot Readings), while others
are simply secret for a variety of other reasons (legality, morality, or whatever). The defining
point of Occult Backgrounds is that telling other people that you have them jeopardizes your
ability to use them. The first rule about ghost cartels is the same as the first rule about fight
club.

It is frequently important for purposes of socialization whether or not characters have "the
same" background or not. Characters who have the same Background automatically have
shared interests that they can talk about. However, game mechanically, Backgrounds do not
have to have exactly the same name to be "the same." And two Backgrounds that are "the
same" in one instance may be "different" in another. A Background is "the same" if in the
current instance it covers essentially the same stuff. If one character had Triads and another

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Backgrounds

character had San Francisco Crime as a Background, the two characters would be on wholly
common ground when discussing San Francisco's triad operations, and would be speaking
Greek or Martian to each other if the conversation changed to Hong Kong triads or San
Francisco's IRA network.

It is up to the MC to determine what constitutes an acceptable Background for the campaign.


In general however, it is better to err on the side of Backgrounds that are too useful than
ones that are too narrow. While it is overpowered for a character to have a Background that
applies in virtually (or actually) all circumstances like "Stuff" or "Trivia", the worst thing that's
going to happen under such a circumstance is that the player is going to roleplay a lot and
move the plot forward. That's not fair to the other characters (unless they are doing the
same), but that's still better than the players feeling powerless and having the story
stagnate.

Sample Backgrounds
Trust me, I've seen stuff like this before.

The completely open ended nature of Backgrounds can be paralyzing when it comes to
actual character creation. A blank page can be filled up with anything, but frequently it isn't.
So to help with that, here are some examples of backgrounds that some of the characters
from the Persona Non Grata chapter have and some descriptions of things they use them for
in their chronicles.

Social Backgrounds
Circus Life: Marionette is a former trapeze artist, and this facet of her life is represented
with the Circus Life Background. After hearing the kids talking about the mountain lion they
saw, Marionette's player points out that she has actually heard a lot of kids describe lions
and tigers, and wishes to reconstruct the real appearance from them. After some leading
questions (Intuition + Circus Life), she thinks she knows which Bagheera it was. When she
goes to the Cannibal Mimes, she falls back on her circus experiences for Friendly Banter
ammunition (Charisma + Circus Life).

Truckin: Jack spends a lot of time on the road and on the radio talkin to other truckers, and
this is represented by his Truckin Background. This means that he has an encyclopedic
knowledge of rest stops all up and down the 101. So when he gets a time frame for when
the van presumably lightened its load, he can make a very accurate guess (Logic + Truckin)
about where to start looking for the bodies. When he is listening to someone's description of
their journey to Walnut Creek, he notices (Intuition + Truckin) a discrepancy in their story.

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Backgrounds

Bar Scene: Dean goes out drinking frequently to attempt to forget the hole in his soul, and
this justifies his Bar Scene Background. The team needs a decoy, so Dean goes off to the
SK8R | to go pick up an extra woman for that purpose (Willpower + Bar Scene). Later on,
they need to track down a fishy poker game, so he asks around (Charisma + Bar Scene).

Academic Backgrounds
Chemistry: Marionette was an accomplished chemist even before her transformation, and
thus it is reasonable for her to have the Chemistry background. Looking at the man who died
from a Soulless bite, they need to throw the police off the trail. So Marionette throws out a
plausible sounding Chemical explanation for the scene cops to eat up and spread as rumor
(Willpower + Chemistry). Then when she's looking up the actual poison to produce an
antidote, this is very easy for her, because her Background in Chemistry makes her (Logic +
Research) test have a very low Threshold.

Cars and Trucks: Jack knows all about things on the roads. So when it comes time to
research up the DMV registration on the kidnappers' van, Jack grabs it and gets an answer
for certain, because he knows that he is looking for a 2005 Charcoal Dodge Sprinter. But
later on, he reaches for something to talk to the guys at Pizza Hog about, and cars seems
like as good a topic as any. And since there are some other gear heads, it works out and he
uses it as a Friendly Banter (Charisma + Cars and Trucks) platform.

Ballistics: Dean may not seem that bright, but he does know his way around firearms, and
this interest is represented by his Ballistics Background. Not only can he talk for hours to
gun enthusiasts about caliber and grains, but he can perform the kind of scientific forensic
investigation that a ballistics expert might be called upon for. When he picks up the
supposed murder weapon, he immediately notices (Intuition + Ballistics) that something is
wrong because the armor piercing bullets in the magazine should have exit wounds on the
corpse. Later he measures out the probable point of origin from the bullets and gets a fix on
the shooter's location (Logic + Ballistics). And when they have the specs on the enchanted
rifle and Dean wants to look up what kind of weapon they are dealing with, he just does it
because his Background knowledge pushes the Research threshold down to zero.

Occult Backgrounds
ETA: Marionette spent some time working with the Basque Separatists, as is reflected in her
ETA Background. She calls upon a friend of a friend to get some explosives (Charisma +
ETA), and when the report of the "terrorist attack" on the clinic comes out, she is able to go
through the details and identify it as a feint (Logic + ETA) because she knows how terrorist
attacks work.

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Backgrounds

Chinese Monsters: Jack has put up with a lot of bullshit from the Eastern wing of the
Shattered Empire, and he knows his long haired ghosts from his thundering witches. During
the investigations, he meets up with The Peach Lady, and needing something to talk about,
he reaches for supernatural stuff from her homeland. This is an acceptable form of Friendly
Banter (Charisma + Chinese Monsters), and seemingly gets the immortal beauty to open up
to him. Later on, he comes face to face with an Asian Leviathan and identifies it as such
(Logic + Chinese Monsters).

Hell Mouths: Dean has been in and out of the Dark Reflection many times, and this is
reflected in his Hell Mouths Background. As they are searching the house, Dean notices
(Intuition + Hell Mouths) that the bathroom mirror has been used as a portal, and fairly
recently by the ashen smell. When the team finds itself outside the Iron Tower, Dean falls on
his knowledge of hell mouth locations to plan a route back to the mortal world (Logic + Hell
Mouths).

109
Using Skills

Using Skills
When you use a skill, describe what it is that you intend to do to the MC, and then between
the two of you determine an acceptable Skill and Attribute to use. Remember that the
attribute being used in an action determines what kind of people are naturally talented at that
kind of action, not on what kind of character is generally good at a skill. For example, in the
general running of a power plant one might expect that a "smart" hero would be the one for
the job, and thus a good standby check to make for actions from shunting power away from
the financial district to increasing power yield might be Logic + Operations. But in the
specific case of getting the emergency valves opened during an overheating event you
might expect a "strong" hero to be the one for the job, and Strength + Operations might be
called for instead (those valves can be hard to turn).

The next thing you do is roll your dice, counting every 5 or 6 as a 'Hit'. The number of hits
you get determines how awesome you did, with this representing overall success or not
depending on how awesome the specific thing you were attempting to do was. Doing
something incredibly awesome when the task at hand is something like "bake a cake" is
potentially delicious, but often fairly inconsequential. On the flip side, if the goal is to do
something of awesome difficulty such as leap into an open window on a moving train, the
results will be unfortunate if the level of success attained is merely normal.

Buying Hits: When a character is not under any particular threat or pressure, they may
elect to forgo the process of actually rolling dice and simply get one hit for every 4 full dice in
their dice pool. This process of "phoning it in" gets a character less awesomeness than had
they legitimately tried, but it has a strong tendency to work if that's all that is required.

Hits Awesomeness
0 Not Awesome. Tying shoes, climbing stairs.

1 Completely Pedestrian. Driving a car, Throwing Darts.

2 Professional. Don't try this at home.


3 Hard. Don't try this at all.

4 Extreme.
5 Crazy Extreme.

6 Super Human. Does not need disclaimers because it is clearly impossible.

It is important to note that normal humans often have dice pools of 4 dice or less on tasks
they do frequently. So when a supernatural critter throws down on a task with 12 dice or
more that really is an incredible thing to watch. Such characters can literally phone in a TV

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Using Skills

quality performance and the like. MCs should not become jaded and allow success inflation
to cheapen the actions of characters with super human dice pools. Characters who can lift
and throw motorcycles genuinely can expect to casually kick in locked doors. The fact that
success is practically automatic for these tasks should not be resisted, but rather embraced
as a fact that is itself impressive and magical.

Predictable Failure: Sometimes a character will be struggling under enough penalties that
they don't have a dice pool at all. In these instances, the character is going to get zero hits,
which means that absolutely nothing they do will be awesome. They can still stagger down
the corridor or open a door, but as soon as a stunt requires even one hit they are going to
fail unless they are a Luminary who can spend Edge on the problem to get some dice and a
chance.

Extended Tests: Some actions take an expected amount of time. If a character gets the
requisite number of hits, they succeed in the expected amount of time. If they get more than
the requisite number of hits, they may complete the task well ahead of schedule. For every
hit made in excess of the minimum, move to the next lower amount of time on the time chart.
If a character fails to succeed, they may retry, but only after having put in the normal time
into the first shot. So for example: Mina is attempting to paint a house (Strength + Artisan, 1,
2 days) and gets 3 hits. Since she got 2 more hits than she needed, she can go to the next
lower time period twice, bringing the time frame down to five hours.

Century
Decade
Year
Season
Month
Week
3 Days
1 Day
5 Hours
1 Hour
20 minutes
5 Minutes
1 Minute
1 Round
Simple Action
Free Action

Team Work
If you're about to launch a friendship speech, please don't.

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Using Skills

When more than one character throws their weight into a project they can achieve results
that are more awesome and in less time than what either character could achieve alone.
However, the game mechanics completely break down if you just add the dicepool of one
character to another. What is done instead is that whichever character has the best dicepool
is considered the main acting character, and the other characters are considered the
assisting characters. Each assisting character makes their check, and each hit is added as a
bonus die on the main character's test. Since characters get about 1 hit per three dice, on
average improving the awesomeness of a task is "hard" (threshold 3). In many cases an MC
will allow a character to assist with a tangential but vaguely related skill (and in such cases it
is entirely possible for one of the assisting characters to roll more dice than the main acting
character).

Maximum Characters: Too many cooks spoil the broth. How many characters qualify as
"too many" is unfortunately a very fluid concept that depends a lot on what you're doing.
Sometimes there are real physical limits to how many people can literally fit around a
project, and other times it's procedural. In general, most teamwork projects should be
handled with five or less people. A project larger than that should probably be split into
multiple tests, although at the MC's discretion there may be exceptions. A good set of
management protocols is essential for most group projects to move forward. Most of the
time, no more assisting characters can work on a project than the highest Tactics skill of the
characters. The character providing the tactics skill allowing multiple characters to work on
the project need not be the main acting character, and often will not be.

112
Using Attributes Without Skills

Using Attributes Without Skills


"Granted, but I'm still huge."

Characters in After Sundown may be called upon to use skills when they don't actually have
training in that area. In this case, the character is called upon to default on the skill. This
allows the character to roll a dicepool of their appropriate Attribute (plus zero dice for not
having the skill). When defaulting on a Social or Technical Skill, the character suffers an
additional -1die penalty for being untrained. When using Technical Skills, that same -1 die
penalty applies whenever the character doesn't have an appropriate specialization (even if
they do have the appropriate skill). But there are a number of times when you will want to do
something for which no skill applies. In that case a mere attribute roll may suffice (obviously
with no -1 die penalty). But remember that dice pools without skills are substantially smaller
than dicepools with skills attached - so in most cases the MC should try to figure out a way
to fit a skill in.

Resistance Rolls
"No one could have survived that."

Characters who are attacked or endangered are often entitled to a Resistance Roll to soak
the effects of whatever they are threatened with, whether its the power of a magical assault
or a bullet to the stomach. In general, a Physical Resistance roll will usually be just Strength
(no skill), a Mental Resistance roll will usually be just Intuition (again, no skill), and a Social
Resistance roll will be just Willpower (likewise). Luminaries get a special bonus, where they
can add their Edge to Resistance rolls, almost like Edge was the "take less damage from
bullets" skill, if that makes things any easier to conceptualize.

Sure Things: Heavy Lifting


"Sure, sometimes you can do all kinds of stuff. But I can always lift a car."

There are things you don't have to roll because they simply are. A character with a high
Charisma is charming, a character with a high Logic is smart. Even if they offend someone
or fail to solve a problem, they will do so in a charming or intelligent fashion. But probably
the thing you will run into most frequently as far as automatic uses of Attributes is Strength.
People who have a high Strength are strong, and they can lift heavy things. So to help out
with that, here's a table of how much a character might be able to push themselves to lift up,
and how much they might be able to carry home without hurting themselves.

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Using Attributes Without Skills

Strength Max Lift (Kg) Carry (Kg) Max Lift (Lb) Carry (Lb)

1 30 10 66 22
2 50 20 110 44
3 100 30 210 66

4 150 50 330 110


5 250 70 550 155
6 450 100 990 220
7 750 200 1,650 440

8 1,250 500 2,750 1,100


9 2,500 1,000 5,500 2,200
10 5,000 2,000 11,000 4,400
11 7,000 3,000 15,400 6,600
12 10,000 4,500 22,000 10,000
13 14,000 6,000 31,000 13,000

14 20,000 8,000 44,000 17,500


15 28,000 10,000 62,000 22,000
20 60,000 24,000 132,000 53,000
25 100,000 40,000 220,000 88,000
30 150,000 60,000 330,000 132,000
35 200,000 80,000 441,000 176,000

And yes, things that are really strong are really strong. A creature with a strength of 35 can
lift a train right off the track. Although they can only do this by lifting one car at a time and
can't really walk off with it. Consider the scene in King Kong where the giant ape (who in
After Sundown would be a Kaiju) pulls a train off the tracks by lifting a car and dropping the
whole thing. That's not an exaggeration, in After Sundown the giant apes can actually do
those things.

114
Getting What You Need

Getting What You Need


"Where would I get a gun like that?"

Society does all kinds of things. It guarantees revenge against those who threaten personal
safety and property, it provides inherent services like transportation and communication. And
so on. And beyond the things it does generally, society allows specialization of labor,
meaning that people can fungibly transform the products of their labor into goods and
services produced by people with radically different skill sets. It's pretty awesome. But when
characters are out there doing things on the far side of the Vow of Silence, they may not be
able to count on any of that. It's not like you can report a werewolf attack (at least, not and
keep your end of the Vow of Silence deal), so many of the guarantees of mortal society are
rather difficult for players in After Sundown to take advantage of. Intrigue being what it is, the
players may not be able to trust analogous structures in supernatural Syndicates. Further,
characters are going to want access to goods that are highly restricted in sane society, and
they are going to want these things without having the police chat them up about why they
need heavy explosives or a gun that shoots silver swords.

Very often players will be in situations where the information, goods, or services they want
are not available on e-Bay (at least, not in any recognizable form). And in such cases it often
falls to going and getting it out of society yourself. Depending on the needs of the story, this
is either done through a montage scene or through an interview scene. In an interview, the
character speaks directly to an NPC and tries to get something they want (for example:
consider the scene where Rorschach is interrogating Moloch or the scene where Indiana
Jones is asking for help from his friend Sallah). The interview format is appropriate when you
want to do sentence by sentence roleplay and/or when there is a single pivotal NPC who is
the source of the needed information or goods. On the flip side, the montage is a scene
made up of several short linked scenes where the characters are talking to different people
or doing different things. It is the equivalent of the Training Sequence for getting a character
access to new knowledge or equipment.

115
Keeping Things Quiet

Keeping Things Quiet


What happens in Vegas, Stays in Vegas.
Welcome to Compton. No Snitches.

It is entirely reasonable that one might want to suppress information about something.
Maybe pass around some hush money or threats, or simply hunt down the relevant
information and delete it from archives. This makes things more difficult for people trying to
find the information that you are trying to conceal - at least, it does if you do it right. The
number of ways one could potentially go about suppressing things is innumerate, and from
the standpoint of investigators it often doesn't really matter that much. As soon as you
mention Mr. Jones, the bar tender just clams up, and you don't really care whether the head
of the criminal organization threatened peoples' families or offered a standing bounty on "not
snitching" or whatever.

From a practical standpoint, suppressing information is a threshold 2 check. Net hits


increase the threshold to find things out about the suppressed topic. What test is actually
made to do that varies based on what is being suppressed and how one is going about
doing it. Logic + Bureaucracy might be used to forge civic records, while Willpower +
Expression might be used to propagandize people to not talk about something with
outsiders. A character can even psyche themselves up to resist an interrogation, generally
with a Willpower + Intimidate check.

These sorts of things can backfire spectacularly. If the character fails to get 2 hits, their
shortfall is actually applied as a reduction in the threshold of future investigators. If you just
yoink the tax records of the people you are trying to make vanish, it actually makes them
stick out like a sore thumb because they have obvious shenanigans going on with their tax
records.

116
Asking Around: Montages

Asking Around: Montages


20 minutes later...

Montages are used for situations where the relevant action takes place over a time period
that is longer than is interesting. They are therefore a concern primarily of pacing. If the
action would take more time at the table to resolve than it is worth for how important or
interesting it is, use a montage. If the it is interesting, important, or just plain short enough
skip the montage and roleplay out the activities and dialogue.

The difficulty Threshold of a Montage is based on how difficult it is to get a piece of


information or item by the route you are attempting in the montage. So for example, the
Threshold to find out what gang wears purple bandanas is going to be pretty low (1 or 2) if
you're asking a bunch of hooligans at SK8R |, and it's going to be pretty high (3 or 4) if you
are asking around the country club. In most cases, a montage will take place with a brief
description of the endeavor by the player with possibly some interjection by the MC, followed
by rolling dice and subsequently the MC divulging what is learned and/or gained.
Roleplaying the consequences should usually begin from that point, having at least a small
scene played out in full before jumping into another montage.

Formal Request Montage


"Be sure to attach your TPS form to the front of that."

When a character wants to get something out of an organization it can seriously take a long
time. A lot of forms may need to be filled out, appointments made, plans explicated, needs
justified, and who knows what all else. This can be done as a montage, the potentially vast
stretches of time between one form submission and the next appointment can be wiped
away with literal screen wipes, possibly cutting to the exasperated faces of the characters or
a time/date subtitle. But for all the time involved, the legal systems of mortal government or
supernatural Syndicates both are incredibly useful sources of information, resources, and
action. In the case that the story is about navigating through bureaucracy (perhaps you are
redoing The Castle or some other story set in Czech Republic), it is probably better to
handle these situations as a series of interviews that are tied together with Bureaucracy
checks.

Dicepools of these kinds of requests are usually Logic + Bureaucracy. Organizations are
usually limited in what they are capable of delivering through these methods. It's also very
useful at times to use a Formal Request as an entrance requirement to a scene that will be
roleplayed in more detail. For example, the military won't just give you old school flame

117
Asking Around: Montages

throwers, but you can get yourself a closed door meeting with an inventory officer who you
could attempt to persuade or coerce into arranging for the goods to be delivered. A formal
request is likely to be poorly received if the character delivering it is not familiar with the topic
or organization. If someone lacks an appropriate background, raise the threshold by a point
or two.

Burglary Montage
"I would like to triangle button a car."

Civilization in general, and big cities especially, are full of stuff that people "own". And we
use quotation marks around that concept because there's generally no magical markings on
objects that tie them to their recognized owner. The recognition of ownership is only really
acknowledged by society and the social contract. People are only able to put things down
with the expectation that those objects will still be there waiting for them in the future
because promises of retribution have been made on each person's behalf by the nation. And
you know what? All that really doesn't even apply when the city is being invaded by alien
plants or you happen to be a monster who doesn't give a rat's ass anyway. Very often a
player will be in the situation of wanting to use some property that is defined as belonging to
someone else. In this case it's often useful to just have the character come from offscreen
with the appropriate object that has been taken from a home, car, or storefront.

Dicepools of these kinds of requests are usually Agility + Larceny. You can't actually steal
stuff that isn't nearby. And if it isn't just sort of "around" but available only in specific limited
quantity possessed by people who matter to the story, then you should probably play it out
as an action scene. So while a character can go "hotwire a car" offscreen, it's usually
inappropriate for a character to steal "Fangorz's Bentley" without devoting genuine story
scenes to the action of finding it, breaking in, and hotwiring it up. It is also worth noting that
going off and stealing shit is almost by definition "illegal" and that may matter depending
upon where you are.

It is important to note that the difficulty of stealing crap is based on how difficult it is to get to
the stuff, not on how valuable that stuff is. For example, stealing blankets is really difficult
because they are inside locked houses with people actually sleeping on them, while stealing
cars is comparatively easy (at least if you aren't after the expensive cars that people keep in
guarded locked facilities) because people park their cars outside in plain view. It's also
important to note that just because you stole something fair and square doesn't mean that
the universe now recognizes your ownership of it.

Social Interaction Montages


"Honestly, I just want the rifle. I don't really care who it comes from."

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Asking Around: Montages

Sometimes the character is going to be doing some combination of skulduggery and


schmoozing, but the direction of the story really doesn't call for a scene to be extensively
roleplayed. This is often the case in a situation where many NPCs are going to need to be
talked to, the actual effects of the scene are relatively minor, and/or negotiations involved will
simply take a long time. Players and MCs alike can be inclined to "get on with it" rather than
haggling through the location and procurement of an unlicensed firearm or finding a gang
member who has seen the Red Ghost. In these cases it is often best to just skip to the
montage and roll dice.

Dicepools of these kinds of requests are usually Charisma + Background. Even propelled by
narrative imperative as they are, the player characters are not going to be able to get
information or objects that literally do not exist. None of the ruffians at the pool hall have a
magic sword or know the true name of the Mask of Envy. They just... don't.

Research Montage
"Is the world ending? I have to research a paper on Bosnia for tomorrow, but if the world's
ending, I'm not gonna bother."

It is often important for a character to go look something up. This may simply be something
that is sufficiently arcane, convoluted, or obscure that even experts have to look it up, or it
may be something that the character simply does not happen to know. A montage of this sort
will generally appear as just a few frames of a computer screen reflected in the character's
glasses or even skip to the character walking out with a relevant book open to the correct
page.

Dicepools of this type of request are usually Logic + Research. A character's Background
skills are absolutely vital in these types of requests, and their relevant Background is
subtracted directly from the threshold. Someone with a strong background in physics is
never going to fail to look up the mass gravitational constant even though they probably
have to look it up in the first place. Remember also that just because you have the
background knowledge and the research chops needed to hone in on the information you
want, it doesn't follow that the information you want is actually available. A local library may
well have the genealogical data needed to show that Old Man Withers is actually an
immortal, but it probably doesn't have any book anywhere in it that will tell you how to get to
the Oaken Abyss or the Eye of Despair.

119
Interviewing People

Interviewing People
"One does not just walk into Mictlan, Mr. Anderson."

Characters are going to be in situations where they are talking to NPCs. It's actually most of
the game when you consider actual devoted screen time. In many cases, the interaction with
the NPCs can be mostly freeform roleplaying because what you're mostly after is exploring
the personality of the character and elucidating their connections to the people around them.
But there come times when your character will want to get specific information or assistance
from the NPC that they are talking to. And because After Sundown is a game, it falls here to
roll some dice. What dice a character rolls depends largely on what they are doing and what
role they are playing in the conversation. The Threshold depends upon how much the NPC
in question wants to give it to you. If the NPC really wants to give it to you, such as trying to
buy drugs from a drug dealer or trying to get information about someone who has wronged
them recently, is not especially difficult (Threshold 1). If the NPC wants to keep it to
themselves, for example the information might get them in trouble, it very much is
(Threshold 3 or higher).

Questions of Interrogation
"Where were you on the night of the 29th?"

Sometimes a character is in a situation where they have a fair amount of power over the
NPC and can ask the really rude questions. In these situations, the character can indeed do
that. This is no more likely to get a coherent, accurate, or helpful answer than doing it in
some round-about-polite manner, but it is generally short. Also, if you ask someone a simple
question it is generally much easier to see if someone is evading it than if you ask a complex
one.

Dicepools of these kinds of questions are usually Logic + Intimidate. Even if you don't get
the success you needed to get the NPC to spill the beans, you can derive substantial
information from the questions that they didn't answer or gave vague/contradictory answers
to. If asked about something that the NPC is trying to keep secret and the character's
number of hits is insufficient by 1 or 2 they will become alerted that the NPC is specifically
holding out on them. If the character lacks familiarity with the relevant subject, it becomes
easier for information to be withheld, and they only become alerted to deception if the test
falls short by 1.

Questions of Subterfuge

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Interviewing People

"That's fascinating. How did the boss respond to that?"

It is often the case that the thing a character is looking for is for one reason or another not
something that they wish to give away. If a character is engaged in conversation and
attempting to lead it to the revelation of key secrets or whatever, they may attempt
subterfuge. The character drops hints like a trail of breadcrumbs, and ideally, the target
responds by crawling along to the conversation's destination and makes the big reveal.
Obviously, this only works if for some reason the other person is voluntarily talking already.
Normally this is because the character and the target share some Background and are
having an actual conversation about something inane while the subterfuge is taking place.
But in some cases there can be an otherwise unconnected business deal going on. For
example, if a character is opening an account at a bank, the manager pretty much has to
talk to them even if they share no interests whatsoever.

Dicepools of these kinds of questions are usually Charisma + Persuasion. Subterfuge lays a
verbal minefield for the user as well as the target, and it is entirely possible that the
character will give themselves away. The target is entitled to an Intuition + Empathy test. If
they get more hits than the manipulating character got on their test - they will catch on to the
fact that they are being played. Whether they care or not (and how they respond if they do),
depends entirely on circumstances. But having the discussion terminated is a pretty
common reaction.

Friendly Banter
"You wouldn't happen to know where I could score some meth, do you?"

When you are in a regular social situation, you can actually just ask people stuff without
having it get all weird. On the plus side, people just tell you stuff and there is no chance of
being "found out" and you didn't step on anyone's feelings. Of course, if someone is asking
for something that the person doesn't approve of, that lack of approval may well get
transferred to the asking character. And of course, blunt questions can be easily overheard.

Dicepools of these kinds of questions are usually Charisma + Background. You can only use
a Background that is appropriate to the situation and shared by the target. Friendly Banter
can also be used to just plain make friends, and is quite invaluable in that respect.

Testing the Waters


"Some people were pretty excited last night, any idea what that was about?"

For reconnaissance, it is sometimes merely important to find out if someone knows about
something rather than specifically what they know. This can be especially true if the
character already knows a piece of information and merely wants to know how far the

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information has spread. In any case when the character is trying to passively identify who
knows about a subject without literally broaching it, the character is said to be Testing the
Waters.

Dicepools of these kinds of questions are usually Intuition + Empathy. The primary
disadvantage of Testing the Waters is that it doesn't usually give you the answers you are
looking for - it just tells you who has those answers. On the plus side, if you do it
professionally (Threshold 2) you don't give away what you were looking for, and if you do it
crazy extremely (Threshold 4), people don't even realize you were inquiring about anything.

Impersonation
Getting in is easy. Getting it done is hard.

In the old days, pictures were hard to come by of even the most important people. With the
advent of the digital camera and internet pornography that is no longer true. Nevertheless,
there exists a number of ways in After Sundown to appear to be a different person in a way
that will pass even the most thorough visual inspections.

Dicepools of these kinds of questions are either Charisma + Persuasion or Willpower +


Persuasion, depending upon the character's chosen demeanor. Impersonation is opposed
by the target's Intuition + Empathy. If the target has an appropriate Background skill and the
character does not, the target can add their Background skill to their test. Only a target who
has some reason to know what the impersonating character should be behaving like gets to
make a test at all. If a character disguises themselves as former Australian Prime Minister
John Howard, a group of American or Asian targets will probably get no test to pierce the
impersonation, because they have no idea what kind of mannerisms or opinions the real
John Howard has.

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Persuasive Argumentation

Persuasive Argumentation
"Those dogs and you make a very compelling point."

A persuasive argument is one where the speaker has a goal in mind for something that he
wants to convince his intended audience of. The intended audience may be the person
being spoken to, or in the case of a debate may be one or more people observing the
discussion. Classically speaking there are three branches of discourse (Grammar, Logic,
and Rhetoric), but in modern era basic grammar is assumed and one's argumentation is
made from some combination of Logic and Rhetoric. It is common in modern discourse to
pretend that one's arguments are founded entirely in "Logic" but this is horse shit - literally
nothing more than a Rhetorical technique. People on the internet who don't have a great
argument themselves will often spout off about how this or that is a "fallacy," but all that
means is that they have found (or claimed to have found) a part of an argument that is
Rhetorical rather than Logical - or even just that it uses Inductive Logic rather than
Deductive Logic. And even if that's true, it doesn't actually say anything one way or the other
about whether the argument in question is good or if its conclusions are solid.

Regardless of the method used to argue a subject, the difficulty of convincing an audience
depends entirely on how much the audience wants to believe what is being said. Many holy
men and talk-show hosts are actually rather incompetent public speakers, but they don't
know that because their usual audience is so predisposed to believe whatever they say that
they frequently don't need to say anything to get applause and agreement. It is also entirely
possible for different members of the audience to have different predispositions, meaning
that the same argument can persuade some onlookers and not others.

Threshold Audience Predisposition


1 Already Believes

2 Wants to Believe

3 Receptive
4 Skeptical

5 Hostile
6 Uninterested

When two or more people make an argument that successfully persuades audience
members of different - even contradictory - positions, audience members are persuaded in
both directions. People are entirely capable, even seemingly eager, to believe completely
incompatible things simultaneously. What individual audience members will end up doing in

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Persuasive Argumentation

such a case will vary depending on their personality and goals. Some will flip a coin, be
paralyzed by indecision, or go do their own research. But if one of the presentations got
more net hits, that position has a noticeable advantage.

Arguments From Reason


"Given what we know about mass acceleration, your figures seem... unlikely."

A deductively logical argument is one in which the premises contain the conclusions. In
short, any deductively logical reasoned argument is a form of circular reasoning. Deductive
Logic is helpful only in showing the implications of ideas. Inductive Logic can tell us more
about the world, but it carries with it the possibility for error - black swans bite as hard as
geese. While it is technically correct to label arguments of Inductive Logic as "fallacies", the
fact is that most peoples' personal epistemology does not distinguish between "True" and
"Almost Certainly True". I mean seriously, you can't deductively prove that you aren't in The
Matrix right now, but how many readers take Solipsism seriously enough to allow
themselves to be beaten with a chair?

Argumentation from Reason requires a set of common ground at some point. For people
who are coming to the table with radically different precepts, a Reasoned Argument must be
scaled back several layers until commonalties in acknowledged premises can be found. This
can be quite a shock to characters dealing with radically different cultures and creatures.
Imagine an Imam attempting to make a Reasoned Argument to a Buddhist who won't
concede that Allah even exists. Now take it a step farther imagine an environmentalist trying
to make a Reasoned Argument to a Makhzen Vampire who does not even breathe air and
cannot be poisoned. Game mechanically, if a test uses a Background skill, the test is wholly
ineffective as a Reasoned Argument on any audience member who does not have that
Background themselves. An argument of this sort may still be appreciated as theater, and at
the MC's discretion may also be rolled as a Rhetorical Appeal for the laymen in the
audience. An argument from Reason is called a Contention.

Contention of Details
"...which is naturally why in early March of 1649 there were already calls by Winstanley to
repeal the property restriction on voting for parliamentarians..."

A Contention of Details is essentially an attempt to establish one's own credibility as an


authority on the subject of dispute. The character presents a large and intricately linked body
of facts in or related to the relevant subject that are demonstrably or apparently true. By
listing off a large number of facts, the character presents themselves as a reliable source of
information on the subject, such that their declaration of their disputed point becomes
reliable by association. This is a form of Inductive Logic with the format "Everything I have

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Persuasive Argumentation

said about sewer maintenance in general is consistent with me knowing what I am talking
about with regards to sewer maintenance. Therefore what I say regarding the maintenance
of this particular sewer is likely to be correct." This is essentially the same format as the
argument that the sun will rise tomorrow, so properly constructed it can be pretty persuasive.

Dicepools of these kinds of Contentions are usually Logic + Research. The character must
have a relevant Background skill to attempt such a Contention. A Contention of Details takes
a significant amount of time to get to the point, and is confronted with increases in threshold
to convince audience members who are in a hurry. Also, the entire strategy is weak to
attacks on the person's character. An opposing debater gains bonus dice if they choose to
go the low road.

Contention of Disagreement
"That's preposterous! Everyone knows sea turtles sink when tampered with."

A Contention of Disagreement is an attempt to steal the spotlight from another speaker or an


assumed paradigm of thought in the audience by finding fault with premises or connections
made between premises to invalidate the conclusions. While technically this only deductively
proves that the original argument being attacked is invalid, it inductively suggests that it is
also wrong. And more tenuously (but still persuasively) suggests that the character's ideas
are better.

Dicepools of these kinds of Contentions are usually Intuition + Background. The Contention
of Disagreement literally requires an opposing argument to disagree with. In the absence of
real or known opposition, the character can construct an opposing argument (called a "straw
man") - but this is regarded as dirty pool in many circles and may make skeptical observers
hostile. It is also weak if the original argument was crafted especially well, following up a
strong oration may well leave the character with a dicepool penalty.

Contention of Reference
"The market exists when information exists for producer and consumer, and both producer
and consumer can choose to buy or sell a given product at a given price. And when no such
choice exists?"

A Contention of Reference is one of the few lines of argumentation that are not technically
fallacious. Unfortunately, the internet being what it is, people will accuse you of fallacy
anyway. It's not a whole lot different in the forums of the Covenant. Such is life. And unlife.
The idea is that you take a set of premises that the audience believes that they agree with,
and then you extract implications from them with a seemingly acceptable argument. Ideally,

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Persuasive Argumentation

the implication is one that the audience hasn't thought of or disagrees with. But hey,
sometimes it's for whatever reason important or useful to convince people that something
they think is true is true. Referential Contentions are good for that.

Dicepools of these kinds of Contentions are usually Logic + Background. A Contention of


Reference is very weak if the audience has wildly different acceptable premises from the
speaking character, and may well be saddled with increases in threshold.

Contention of Validity
"That's a good question. The short answer is yes, but that brings me to my next point..."

A Contention of Validity is an attempt to demonstrate the character's mastery of the subject


and reliability as a source by responding quickly, effectively, and verifiably truthfully; thereby
inductively giving support to their other ideas. Fallacy hunters will note that this frequently
counts as a "non sequitur" in that a correct response to one question does not necessarily
imply a correct statement next time. But seriously, it works pretty well. Some speakers like to
spike the audience with shills to throw out softball questions, and others don't.

Dicepools of these kinds of Contentions are usually Charisma + Background. A Contention


of Validity is incredibly weak in the absence of viewer participation. While the character could
write themselves a dialogue where they were asked questions by an imaginary audience,
the persuasive effect is much dimmed, provoking all but the most devoted into skepticism.
Having people ask tougher questions is a double edged sword. If the character can field
them (which may, at the MC's discretion require an Intuition + Background test), a small
bonus may be in order. If the character fails to field them, their Contention pretty much falls
apart right there. If audience members notice shills offering softball questions, dicepool
penalties or threshold increases should be awarded.

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Arguments From Rhetoric

Arguments From Rhetoric


"I'm sorry, I can't hear you over the sound of how awesome I am."

When you want to talk to someone and you don't have something to talk about, you still
have someone to talk at. Even if you or your audience is too ignorant to even understand
relevant premises to agree or disagree with, you can still persuade people that your
conclusions are correct. The techniques generally used to persuade in such situations are
completely "illogical" in that the desired conclusions do not follow deductively or inductively
from any shared premises, because there are no relevant shared premises. It falls to the
user therefore to generate approval by some other means.

A solid example for After Sundown is getting people to evacuate in the face of an incoming
Zombie uprising. Sure, as a supernatural creature your character knows that Zombie
uprisings happen, and they know that the humans in the small sleepy town in its path are
little more than food for the walking dead. Were your characters explaining the situation to
another supernatural creature, it would be entirely reasonable to have a reasoned
discussion about the best way to get everyone out before the Soulless arrive and how to
deal with the Zombies themselves. But that's not going to fly for the humans on the other
side of the Vow of Silence. They don't know that Zombies exist, they don't share any of the
premises required to even begin that debate of Reason. Your argument needs to be
something else, some kind of tangent or lie that will hopefully convince people to leave in the
absence of understanding or believing the true reasons involved.

A severe disadvantage of Rhetorical argumentation is that it is generally ineffective on


people who "know better". When a character has a relevant background skill, they are
unlikely to be persuaded by Appeals of any kind. Braveheart style speeches are great for the
peasants, but people with a background in logistics would rather just see the numbers.

Appeal to Authority
"Who is Prince of this city?!"

Drawing upon one's own gravitas and imparting ideas as truth is a powerful way to inspire
belief in those ideas. By giving orders or information directly, the audience can be made to
believe. This is how people lead troops, give commands, or even just teach new subjects.
These are good ways to motivate people to do things, but require a substantial amount of
trust from the audience to work at all.

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Dicepools of these kinds of Appeals are usually Willpower + Tactics. An Appeal to Authority
is basically useless if the character has no recognized authority. Having a lot of recognized
status is a good start, but it can be made when the character is merely in a position where
they are circumstantially supposed to be listened to (such as a teacher in a class or even a
team leader in a group project). As with most Rhetorical Appeals, an Appeal to Authority is
poor at convincing people who are familiar with the topic if you are not. If someone has an
appropriate background, and the character does not, raise the threshold by a point or two.
An Appeal to Authority plays to the character's strengths, if the character is in a position of
weakness, they suffer dicepool penalties.

An Appeal to Authority can be used to boost morale. Net Hits can cancel morale penalties or
provide bonus dice to overcome fear.

Appeal to Babble
"Iknowwhatyou'rethinking. Moreevil?Morepower?WheredoIsign?! Butwait, there'smore!"

Putting a lot of ideas out there in an avalanche of vaguely supported theses is a great way to
at least temporarily convince someone of the veracity of an idea. With one concept following
another in brutally rapid succession it can be difficult for onlookers to see the gaps in
slippery slope arguments, disjointed statements and inadequately linked proof. This
avalanche of text can easily overwhelm an onlooker, and take some amount of time to pick
apart. A person with a strong personality can fast talk through any subject with no
preparation whatsoever simply by letting loose the text avalanche.

Dicepools of these kinds of Appeals are usually Willpower + Persuasion. An Appeal to


Babble is inherently vulnerable to time. If someone is given time to prepare a reply, they get
bonus dice on any Contention or Appeal they make, and a large pile of bonus dice should be
awarded to a Contention of Disagreement. Even audience members convinced by babble
may well have their affects wear off over time as they have time to think about it.
Successfully fast talking someone is generally only good for a few minutes, though Net Hits
increase this timeframe. As with most Rhetorical Appeals, an Appeal to Babble is poor at
convincing people who are familiar with the topic if you are not. If someone has an
appropriate background, and the character does not, raise the threshold by a point or two.

Appeal to Emotion
"Think of the children!"

An Appeal to Emotion is where you attempt to provoke a visceral response from your
audience. Usually the most motivating ones are fear, sadness, and anger, but there is a lot
to work with. The idea is that the character does something, shows something, or describes

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something that provokes an immediate emotional response, and then presents an option to
do something about it. Like a kettle under pressure, the audience hopefully rushes towards
the presented option, creating and filling a need.

Dicepools of these kinds of Appeals are usually Willpower + Empathy. While generally
speaking, most people respond to the same strings on their heart (children, country, the
locally appropriate gods, food), the fact is that is just most people. If you choose to make a
case about something that your audience generally doesn't care about, you straight up fail.
Furthermore, people who are informed on the subject matter are unlikely to be swayed by
purely emotional appeals on the grounds that they probably already have opinions about
what should be done. If someone has an appropriate background, raise the threshold by a
point or two. If someone has an appropriate background and the character making the
Appeal does not, do that twice.

Appeal to Force
"We have normal rooms, and for a bit more we have luxury suites..."
"We would like 'free rooms' because the zombies are going to destroy this entire city and
we're the only ones who can do dick about it."

An Appeal to Force is the suggestion that something horrible will happen to the people being
addressed if they don't accept the point or accede to the demands. An Appeal to Force can
be given as a threat or a warning, because those are really the same thing with very slightly
different emphasis. Threats are more insulting than warnings, and in many cases actually
illegal. Appeals to force usually work better if the audience has actually seen evidence of
whatever is being threatened. But they can be delivered quite successfully with pure
innuendo. Some of the greatest scare tactics in history have been based on terrorists,
communists, or other foreign combatants that may well have not even existed.

Dicepools for Force based arguments are generally either Strength + Intimidate (for personal
threats) or Willpower + Intimidate (for impersonal threats). Yes, while strictly speaking a gun
is pretty much exactly as dangerous in the hands of a small man as it is held by a giant ogre,
the fact remains that bigger people are always scarier (all other things being equal). It's not
fair and it doesn't make sense, but that is how people react. The threshold to convince
someone with an Appeal to Force is generally the higher of their Strength or Willpower. And
yeah, that means that it's basically impossible to threaten Trolls into doing anything even
though there are a lot of things in the realm of horror that do pose a real threat to them.
Again, that's how psychology tends to work out. An Appeal to Force is a Rhetorical
Argument, but it actually doesn't usually get penalized from audience members having
relevant backgrounds. The exception is if you're basically bluffing: if you're threatening the
audience with something that is essentially not threatening and your audience knows (or
believes) that, expect threshold increases.

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At the MC's option, a genuine demonstration of the power of the threat, such as using
mighty magic to burn a Troll into fine white ash in front of the other Trolls, may convert the
threshold of your Appeal to Force to a normal value based on the apparent danger to each
of the onlookers. It is important to remember that if you try to intimidate someone and fail,
you've pretty much made yourself an enemy. You may make them your enemy even if you
do succeed in pushing them around - once they get enough backup that for good or ill they
aren't afraid anymore, you're still the asshole who threatened them.

Appeal to Style
"Of course you should go with me, have you seen my awesome hat?"

An Appeal to Style is a persuasive argument that consists of a series of catchy slogans or


verbal barbs. They are generally considered to be non sequitur arguments (at best) when
viewed through the lens of logic, but that doesn't mean that they aren't persuasive or worth
making. Presentation is everything, but in Appeal to Style it is also the only thing.

Dicepools for style based arguments are generally Charisma + Expression. An Appeal to
Style is culturally specific. What presents as some catchy "Yo Mama Jokes" in a back alley
confrontation is nothing more than a severe breach of etiquette in a court room. A character
without an appropriate Background fails automatically. Appeals to Style also tend to fall apart
under close examination, and if someone is given the chance to mount a counter argument
with substantial time they can gain a bonus of 1-3 dice if they use an Argument From
Reason. However, since a Stylistic Appeal is devoid of facts, there is no penalty whatsoever
for arguing a case that is counter-factual.

Appeal to Insults
"Ad Hominem? I'm surprised you can add small integers!"

An Insulting Appeal is a persuasive argument where you simply verbally attack your
opponent or people who disagree with your position, rather than necessarily making a case
for your own position. Belittling people in public doesn't just feel great, it also makes you
appear to be socially dominant. And by extension, in the right. Sure, people will say that
making fun of people is no reason to think your position is the better one - and that's true.
But it's not a Reasoned Argument, so who cares? The entire point of an emotional appeal is
to bypass reason entirely, and nothing does that faster than an attack - even one made out
of wit.

Dicepools of these kinds of Appeals are usually Charisma + Intimidate. One of the great
advantages to insults is that there is absolutely no need to know what you are talking about,
since you aren't attempting to abide by culturally relevant politeness, nor are you engaging

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in meaningful dialogue. As such, not having an appropriate Background is no hindrance at


all when engaging such an Appeal. What is a problem is using such an Appeal against
someone who is respected. Any audience member who respects the status of the targeted
opponent will react as if you had scored less hits. And if they respect that status a lot, the
amount less hits will be likewise a lot. It doesn't really matter how funny it is, you aren't
getting anywhere mocking the Prince in front of most Mehtar Councils.

Insults also need someone to target. You can't just insult ambiently, you need to insult
someone. And while it can be an effective rhetorical tool to insult people who aren't there (on
account of them not being able to defend themselves), you still need to target someone or
something every time. And whenever you do that, you risk alienating the subjects of your
scorn and everyone who likes them. Of perhaps more importance, is that by engaging in
Insults yourself, you leave yourself open to insults in return. Even passive-aggressive
insults. Other characters can Insult you in return without it being readily apparent that they
are doing so. They can go on about how you're lowering the standard of discourse and so
on, and in all ways make an emotional appeal of their own. But despite the fact that they
aren't engaging in rational discourse themselves or displaying any knowledge of any
relevant topics, there are no repercussions save for the character who took the low road
first.

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Danger

Danger
The world would be a safer place if people didn't do dangerous things.

Action sequences are generally split into 12 second combat rounds. That's five combat
rounds in a minute. This means that in the inestimable "side scroller" fight in Old Boy, that
the fight goes on for 3 rounds before Dae-su Oh spends a round pretending to be
unconscious before he goes at it again. The fight between Spiderman and Green Goblin
goes:

Round 1: Green Goblin throws Peter through a wall


Round 2: Green Goblin throws a bomb through the hole in the wall
Round 3: Green Goblin taunts Peter
Round 4: Green Goblin and Peter exchange punches

Considering how many dice get rolled, such flurries of action can already take a fair amount
of time to resolve, so breaking the time down finer than that is generally not worth doing. In
fact, when the action gets to even slower parts like cross city chases and boat maneuvers,
we pull out of combat time altogether.

Remember that while it is theoretically possible to let loose astounding numbers of bullets in
just a second or two, in actual combats it's entirely likely that any particular 12 seconds will
go by with no shots at all. Fog of war takes quite a while to roll out.

Actions and Reactions


Normally a character may take one Complex Action or two Simple Actions during their turn.
A character may do some relatively large number of Free Actions, and like Complex and
Simple Actions, all of these are done during the character's turn. Reactions and Movement
are done while it is not a character's turn. Interruptions are rare in After Sundown, and
normally an action is fully resolved before the next action is declared.

Initiative Order and Passes


"Then I attack, then you attack twice, then I attack, then you attack once?"

At the beginning of a Combat Round, every player rolls Intuition + Agility. The number of hits
is their Initiative Score. Characters act in order of Initiative Scores, and characters whose
scores are the same act simultaneously. A character who gets a higher Initiative Score may

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choose to act after characters with a lower Initiative Score if they want. Each character gets
one turn. Characters who are entitled to extra Initiative Passes (either because they have
activated Celerity or because they bought them with Edge) get an additional turn after
everyone else has moved. The most number of turns you can have in a round is 4.

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Moving, Evading, and Escaping

Moving, Evading, and Escaping


There are places I want to be, places I want to see, far away from here, nowhere that is
near.

The second most defining action in combat (after attacking) is people endeavoring to not be
part of the combat. And while that often involves hiding the other possibility is running. 12
seconds is actually kind of a long time, and characters can move quite substantial distances
in those periods. It's long enough for someone who is very good at that sort of thing to run a
hundred meters and then change the magazine on an M-16 (seriously). But if you actually
watch horror movies (or even documentaries, not that they are better source material for
After Sundown), you'll note that people actually spend many 12 second periods without
covering that much ground. In part, this is because the high end of speeds that people are
capable of frequently take a fair amount of time to get started, and partly this is because
running off at full speed without knowing where you are going is often suicidal.

Movement Type Meters/round Feet/round Penalty


Slow Search 4m 15ft -0

Careful Walk 10m 30ft -0


Ordinary Walk 18m 60ft -2
Rapid Jog 27m 90ft -3*
Exhausting Run 60m 200ft -4*
Draining Sprint 100m 330ft -6

* Close Combat attacks don't take this penalty.

In general, a character declares their intention to move before any actions are taken, and
characters can take their actions as if they or their targets were where they were at any point
during the turn. 12 seconds is a long time, so if someone is moving around a corner or into
view it is reasonable that some number of bullets went towards them while they were in the
open. For exceptions to this, see Taking One For the Team and Diving For Cover. Often it
won't really matter, but characters with the lowest Initiative Score declare their movement
first.

Movement Penalties

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Moving, Evading, and Escaping

Doing anything precision based while moving faster than a Careful Walk is actually pretty
difficult. On most actions, characters receive a -2 penalty for an Ordinary Walk, a -3 penalty
for a Rapid Jog, a -4 penalty for an Exhausting Run, and a -6 penalty for a Draining Sprint.
Most people can't do much of anything while sprinting. Close Combat is actually something
of an exception, in that momentum is also helpful, so characters receive no penalty for a
Rapid Jog or Exhausting Run to their melee attacks.

Going Faster
If a character is just concentrating on moving, which is to say that they spend a Complex
Action on moving fast, they may make a Strength + Agility test to increase their speed by
10% per hit. And yes, this means that a character who gets 6 hits can sprint at nearly 50
KPH (30MPH). That's very fast, but it's also a lot of hits.

Escaping from Harm


Slashers know shortcuts.

Disengaging
A character can move out of close combat just as they can move into close combat.
However, turning your back on a lunatic with a meat cleaver is dangerous. To represent this,
a character moving out of Adjacent range with an opponent is not only treated as being
adjacent with that opponent for the rest of the round, they are no longer actively resisting, so
the threshold to hit them is just zero (modified of course by circumstances such as visibility
and dodging).

Taking One for the Team


If a character disengages from close combat, another character still engaged in close
combat with the same opponent can choose to throw themselves into harm's way. This
redirects a parting attack to the brave character playing bodyguard (or sacrificial lamb). The
threshold to strike the new target is unchanged.

Dodging
If a character is aware of attacks being made against them, they can attempt to move out of
the way of those attacks. Heck, even if they don't know where the attacks might come from,
they can still move erratically and hopefully throw off potential attacks. Dodging is a Complex
Action that is not penalized for any movement up to an Exhausting Run. The character
makes an Agility + Combat or Agility + Athletics test, the character increases the threshold to

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hit them with attacks they are aware of by 1 less than their number of hits, and increases the
threshold against even attacks they cannot predict by 2 less than their number of hits. The
defensive benefits of the Dodge last for one round.

Diving For Cover


With especial urgency, a character can attempt to get behind something solid before they
get hit with bullets or shrapnel. The character makes an Agility + Athletics or Agility + Stealth
check, and if they get more hits than the initiative count of their attackers, they get behind
cover before the attacks are resolved. Diving for Cover can be announced out of turn, and
uses up a Simple Action. Diving for Cover is not penalized for movement speeds at all.

Untangling
If a character is trapped in a net, a set of handcuffs, or the grip of a monster they can
attempt to escape by untangling themselves. This is generally a Complex Action. The
character makes a Strength + Larceny or Agility + Larceny test, and if they succeed they
have escaped. Untangling can't be tried an unlimited number of times. If the character tries
and fails to escape, they are stuck until they get help or the next longer timeframe passes.
The threshold to escape a net is generally 2, the threshold to escape a set of handcuffs is
generally 3. The threshold to escape a character having abducted them is equal to the
number of hits the abductor achieved when grabbing them in the first place.

Chases
Man vs. horse races are interesting. The man wins the six second sprint and the three day
ultramarathon and loses everything in between.

Normally in After Sundown we don't keep track of where each character exactly is at any
precise point in a 12 second period. Twelve seconds is not long enough to decide that
someone isn't going to answer the phone or go to the bathroom or anything, but in terms of
climbing stairs or running around a room in a house it's a fairly long time, and we can
assume that people are getting shots off opportunistically. However, it is also true that it is
very frequently desirable to model one character running away from another. In that case the
simultaneity of the two characters moving makes the granularity of the turn sequence really
problematic.

Short Chases

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During a single combat round, it is often important to know whether a character can get
away from another in time to not get struck in the back with a meat cleaver. When combat is
occurring and one character is attempting to get away from another, a Short Chase may be
called for. If the chasing character wins initiative, they catch the target. If the chasing
character is moving faster, they catch the target. If neither of those things are true, the target
gets away. If the character who would be losing the chase is unhappy with this result (as
they may well be), they may attempt Stunt of some level of awesomeness to change their
defeat into victory. Most Stunts are Agility + Athletics, although it is within the realm of
possibility to do Agility + Stealth based Stunts, depending on the terrain. A chase stunt uses
a Simple Action. If the stunt is successful, the other character is then forced to lose the
chase or replicate the stunt with a similar level of awesomeness; if the stunt is unsuccessful
they are caught, and if it misses its mark by more than one hit the character also falls down
or wipes out. If the chasing character attempts to duplicate the stunt and they get the same
number of hits, they still win the chase but also must use a Simple Action doing it. If they get
more hits than required, they use only a Free Action and still win the chase. If the target of
the chase gets away, the chasing character can elect to let them go or go on to a Long
Chase.

Long Chases
When characters are performing parkour across the city or driving across town the chase
can drag on for quite a while. There are concrete examples of chases that have gone on for
hours or days. Even a relatively fast paced and action packed like the pulse pounding
muscle car expo up and down the hills of San Francisco in Bullit takes ten minutes or so and
is actually quite tedious to attempt to replicate in 12 second combat rounds (48 die rolls
each? No thanks). So a Long Chase is conducted in rounds of arbitrary length. That is to
say, the game absolutely does not specify how long it is between stunts as cars continue to
roll down the street or people race across rooftops. Honestly, it's hard to even tell, because
most of this will get edited out of the movie anyway. What happens is that each round the
chased character has the option of performing a Stunt. If they do so, the pursuer must
attempt a stunt of equal craziness or the fleeing character escapes. If the retreating
character declines to do a stunt to try to get away, the pursuing character can perform a
stunt to catch up. If the stunt succeeds, the chased character has to match the stunt or be
caught.

When a character in a long chase performs a Stunt, they can choose any level of
awesomeness they want from the Pedestrian "weaving through traffic" (threshold 1) to the
Extreme "pulling a U turn through the grass to run the other way on a frontage road"
(threshold 4) all the way to the Super Human "flipping the car over the median and driving off
the onramp through oncoming traffic" (threshold 6). If they fail their stunt, then they wipe out
and are no longer involved in the chase. If both characters succeed at the stunt, then the

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lead grows if the quarry got more net hits, and it shrinks if the pursuer gets more net hits. If
neither character gets more hits, the chase continues. If neither character commits to a
stunt, then the lead grows if the quarry is physically moving faster and shrinks if the chasing
character is.

Caught: If the chasing character narrows the lead below a narrow lead they have
caught up to the chased character. This may not be the end of the chase, as it merely
means that the chasing and chased characters are close enough to effect each other
directly. The pursuing character may have limited options if they are both in vehicles
(though they take the opportunity to perform a PIT maneuver if they were confident in
their driving skills and didn't mind replacing the front end of their car). Once the quarry
has been caught there is at least one round to perform close range maneuvers, but if
they take their action to attempt to escape again it can go directly back to a Long
Chase.
Narrow Lead: Most Chases begin at a narrow lead. The pursuing character can
perceive the chased character or vehicle with ease. If the target turns or performs a
stunt, the pursuing character can see that happen. At this range the stunts are normally
Strength or Agility + Athletics on foot or Intuition + Driving in a car.
Wide Lead: If the chased character widens their lead then their path is not always
visible to their pursuer, and they can plausibly make an unwitnessed turn and throw
their pursuer entirely. At this range, stunts are usually performed with Intuition + Stealth,
but may be done with other attribute/skill combinations if the circumstances warrant.
Escaped: A chased character who pushes their lead past a wide lead has escaped
altogether. They aren't even in a chase scene any more, and if the pursuer wants to
catch up to them they'll have to scout them out anew.

Hide and Seek


People cower under stairs and hide in closets from approaching slashers in horror movies all
the time, and sometimes this even works. When you grab yourself a hiding place, you are
putting yourself in a position where anyone who looks hard enough for you will find you.
There are only so many places for a person to be hiding in the basement, so if the man in
the hockey mask or the reanimated Nazis spend long enough searching that basement, they
will find any person hiding there, and it will go poorly for someone. The gamble with hiding is
that in fact, ax wielding psychopaths are busy people and they have shit to do. So if they
search the basement for some amount of time without finding anyone, they'll give up and try
the garage. The way this works is that the seeker announces how long they are going to
look in an area and makes an Intuition + Perception test. The hider makes an Intuition +
Stealth test to determine how long the base time to find them would be, and that time is

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divided by the hits on the Seeker's Perception test to determine how long it would actually
take them to find the hiding character. If they actually spend enough time looking, the hiding
place is uncovered, and if they don't, they don't.

The base amount of time needed to search an area depends on how large it is and how
much crap there is in it. It is important to note that it is entirely intentional that people who
are more with-it and stealthy are harder to find even if they are huddling in the same place.
That is how it works in the horror genre. Note also that if more than one character is hiding
together, that the character with the best Stealth check gets to set the threshold to find them.
In the horror genre it is importantly true that masked men find you faster when you split up
and hide separately than when you stay together. The hide and seek table assumes that the
seeker is looking in the right place. If the hider is in the closet but the seeker doesn't know
that, they may be searching the whole house.

Base Time Seeker is looking for a person in....


3 Days The Woods
1 Day The Mountain
5 Hours The Mall
1 Hour The Library

20 minutes The House


5 Minutes The Basement
1 Minute The Bedroom
1 Round The Closet

The table assumes that the seeker is looking for something human sized. Very small things
can be very difficult to find and can have longer base hide-and-seek times with similar hiding
places. Finding an unsorted book in a library or a literal needle in a haystack could easily
take all day. Characters who are hiding can also panic and run (or sneak) from cover if they
think that the seeker is dedicated enough. This goes to Chases, though the option often
exists to make a Stealth stunt to sneak out while the seeker has their attention elsewhere.

Driving like a Maniac


Even if you're driving a clunker of a VW Bus from the 1960s that goes 0-60 in 12 seconds,
you still hit 60 inside of a round. During that round, your clunky car will have cleared more
than 160 meters, and next round it will go more than twice that distance. Any car that is
already moving is basically unreachable by pedestrians unless they have super speed or are
already ahead of the vehicle and willing to do an extreme (or even crazy extreme) stunt to
get one chance at jumping on like an action cop. Cars start up in a variable amount of time,

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but you may have to turn the key several times to start even a well oiled machine if you're
panicking or the plot requires it. What this means is that if a vehicle hasn't started already at
the beginning of the round, it won't start until every character who is moving to the car's
location has done so and been given the opportunity to act.

Vehicles have a convenient system on them called a speedometer which tells you how many
kilometers per hour they are traveling, and the conversion rate to meters per round is three
and a third meters per round per KPH (or 5.36 meters per MPH if your speedometer reads in
Imperial). As such, even a modest town speed will move a car more than a normal person
makes with a Draining Sprint. Generally speaking, speed limits are there for a reason, which
is that if you go more than 10 KPH faster than that, things become unsafe. If you're driving at
safe speeds, driving is decidedly "not awesome" and generally threshold 0. Characters who
are culturally familiar with cars do not even need to make Driving tests under those
circumstances. However, if characters drive at unsafe speeds or in really terrible conditions,
tests need to be made. This is why characters in movies will often say that they "can't go out
in this storm" even when there is apparently a monster loose in town - because if they don't
have a Driving Skill they literally can't.

As a general rule of thumb, driving over 10 KPH faster than the safe speed is has a
threshold of 1, 20 KPH faster has a threshold of 2, 40 KPH faster has a threshold of 3, 80
KPH faster has a threshold of 4, and so on. Safe speeds are generally marked on roads.
Poor visibility and hazardous driving conditions reduce the safe speed, as mentioned in the
driver's manual you theoretically had to read to get a driver's license. Really terrible
conditions may reduce the safe speed all the way to zero. A character needs to make one
driving test between each "place" which is a rather fluid concept of topology. Routes that
have more important locations on them to potentially crash or break down at require more
rolls. Because it's narrative driving, and that's seriously how it works. People sometimes
blow a tire in the middle of nowhere, but noone ever loses a tire in the east of nowhere.

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Attacking

Attacking
This is going to hurt you more than me.

The most common actions in combat are attacking and running away. After all, if someone
isn't doing one of those things, it can hardly even be considered a combat.

An attack is usually resolved by spending a Simple Action to make the Attack. The character
makes a test against the threshold. If the requisite number of hits are achieved, the attack
succeeds and the target must soak the amount of damage that the attack inflicts. If the
attacking character gets more hits than necessary, the net hits are added to the damage of
the attack before the target gets to soak. In most cases, a character's dice pool will be their
Strength + Combat when making a melee attack and Agility + Combat when making a
ranged attack. In the cases when an attack is being made with some kind of sorcery, the
dicepool may well be something else entirely and is described in the power's description.

When a character wants to attack something it is more difficult if the target is farther away.
The range between the target and the attacking character determines the base threshold.
However, just because a character has the accuracy to strike an opponent out to a specific
range does not mean that their weapon is physically capable of reaching that far, or of
reaching a target at that range with any accuracy. Most weapons have a maximum range
beyond which they cannot be expected to work, and most weapons have a range beyond
which they become inaccurate (given in parentheses). Melee attacks of course simply have
an absolute limit of their reach. If you want them to go any farther than your arm will take
them you have to throw them.

Range Meters Feet Threshold

Adjacent 2m 6ft Special


Near 5m 16ft 1

Short 20m 65ft 2


Way out 100m 330ft 3

Extreme 1000m 3,280ft 4


Remote 1,001m+ 3,281ft+ 5

The Threshold to hit something that is Adjacent to you is zero. Seriously, it's right next to
you. However, if the target is a resisting creature that is aware of the impending attack, the
threshold is increased to half the target's Agility + Combat (if any, round up). Yes, against
skilled opposition it is much easier to shoot an opponent from 3 meters away where they
can't interfere with the shot than it is to shoot them from within arm's reach where they can.

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The Threshold can be further modified by circumstances.

If the target has cover or its location is suspect (as in the case of illusions or intervening
shower curtains), the threshold is increased by 1 or 2.
If you're operating beyond the accurate range of your weapon (but still within the
maximum range), increase the threshold by 1.
If the target is moving quickly (such as from Celerity), increase the threshold by 1.
If the attacking character is moving faster than a Careful Walk, increase the threshold of
a ranged attack (but not a melee attack) by 1.

Multiple Attackers
Multiple attackers is only specifically advantageous when the attacking characters are in
Close Combat. A victim can only actively resist one more enemy than they have actual
Combat Skill. If there are more attackers than that, the target is going to have to allow a
certain number of enemies to get free attacks on them. On the other hand, working together
with a number of additional attackers also requires training. An attacker who is attempting to
Rodney King someone suffers a -1 penalty to their attack roll for each additional attack
beyond their actual Combat Skill. It is thus entirely reasonable for a number of potential
attackers to simply wait outside a beating rather than get in the way.

Supine and Prone Enemies


When a target maintains a low profile by getting on the ground, it is hard to hit them with
ranged weaponry - increasing the threshold to hit them by 1 if they are at any range beyond
Near. On the other hand, hitting actually adjacent enemies who are on the ground is easy,
and characters get an extra 2 dice to do that.

Special Attack Actions

Aim
Aiming is the act of taking extra time with a shot in order to make it more accurate. Each
Aiming action reduces the effective range between the character and the target by one
range category for the next shot. The actual distance does not change, and the threshold is
still modified upward if the character is firing from beyond the weapon's accurate range. If
the weapon is sufficiently braced that recoil is completely negated and the target does not
move substantially from its original position, the character's Aiming can continue to apply on
future shots. The first Aim action takes a Simple Action, and each further Aim action takes a
progressively longer time frame (1 Round, 1 Minute, 5 Minutes, and finally 20 minutes of
preparation to reduce a Remote target to be effectively Adjacent). These subsequent Aim

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actions all apply to the same attack, but a character can't actually benefit from more
subsequent Aim actions than they have actual skill rating in Combat or Rigging. Aiming at
targets beyond Short range requires a scope.

Suppressive Fire
Suppressive Fire is the act of firing a bunch of bullets near a piece of cover that a target (or
targets) are hiding behind. Since Suppressive Fire is actually fired at a place where the
targets are not, it has no chance of hitting them. What it can do is seriously threaten anyone
who breaks cover. If during the following round any potential target comes out of cover (even
for purposes of popping out to take a better shot), they are subject to an attack as if they had
no cover at all. Suppressive Fire is very effective game mechanically with automatic
weaponry because autofire has improvements in accuracy but suffers penalties against
cover. This is not an accident, as suppressive fire is frequently and effectively used in the
real world with weapons that have a high rate of fire. Suppressive Fire is a Complex Action
and covers the entire round. Characters with multiple Initiative Passes can do other things
while suppressing an area.

Spray-n-Pray
Automatic weaponry can be walked across areas, firing off bullets seemingly at random.
This is neither advisable nor safe, but it can totally hit people with bullets and kill them and
stuff. Which for people with little skill with firearms is not necessarily a bad deal. Spray-n-
Pray differs substantially from most actions in After Sundown because the character's skills
and attributes don't really get used. Instead, the character nominates an arc and rolls just 4
dice total (you can think of this as having a virtual minimal Agility of 1 and the 3 dice for
autofire) against each potential target in the area. Spray-n-Pray ignores threshold modifiers
from target speed or poor visibility, but is otherwise a normal ranged attack. Spray-n-Pray is
not compatible with Aiming, and thus it will likely not hit anyone behind heavy cover. Spray-
n-Pray is a complex action, and the threshold to strike a target is 1 if range is Short or less
and 3 if it is Way Out. While it is nominally possible for a bullet to impact a target more than
100m away, the chances of this happening are so remote as to be discounted. Without
Edge, it just won't happen. Targets farther than Way Out are Threshold 5 to hit with Spray-n-
Pray.

Abduct
Characters can grab people and carry them off. This is done fairly frequently in horror
movies and is an essential part of the genre. To Abduct someone, the character takes a
Complex Action to make an unarmed melee attack (Strength + Combat) against the victim. If

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the character gets as many net hits as the target's Strength, the victim is scooped up and
possibly thrown over the character's shoulder or tucked under their arm. The victim can
scream if they want, but if the character's net hits exceed the target's Strength, they can't
even scream because their mouth is effectively covered. Once abducted, a victim may
attempt to escape on their next round, and may further attempt to escape one other time.

Disarm
Characters can grab items that other characters are carrying. In melee, this can be one by
making an attack with a threshold equal to the target's Agility. If the target is stronger than
the character trying to snatch the item, apply a negative dicepool modifier equal to the
difference in Strength scores. If the character attempts to do this with bare hands, they will
end up with the object in question in their possession if they get any net hits, but this is also
quite dangerous and the character will be denied their defense in melee until their next turn.
If the disarm is attempted with a weapon, or an unarmed Disarm attempt succeeds and gets
no net hits, the item goes flying or falls to the ground or something as befits the situation.
Attacking a held object at range is very difficult, such items are usually small and the
threshold is increased by the target's own close combat defense.

Locking On
Characters can prepare a weapon to be deployed. Maybe they hold a knife to the target's
throat, maybe they point a gun at the target's back. This takes the time of a normal attack,
but no actual attack is made. At any point in the future, the character can make their attack
Reactively. If the character becomes distracted, moves faster than a Slow Search or makes
another attack (including another Lock On attempt), the old Lock On is lost. This is how the
game handles "stick ups," fencing, hostage threatening, and patient sniping.

Feint
A character can attempt to distract or confuse an opponent, making an opening in a battle.
Feinting is a Simple Action, and if it succeeds the target loses any "Lock On" they have and
does not have the benefit of their Agility or Combat skill for purposes of setting thresholds on
the character's attack against them if they follow it up with an attack of some kind (meaning
the base threshold to strike them is likely zero). The character makes a Charisma +
Expression or Agility + Tactics test and the target makes an Intuition + Empathy test. If the
character gets more hits, the feint succeeds. While normally a character who has Locked On
can use their attack reactively if the target (or anyone else) attempts any "funny stuff" - in the

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Attacking

case of a Feint they have to wait to see if the Feint is successful in making them lose the
Lock before taking their free shot. If the Feint fails, they can immediately use their attack in
revenge however.

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Weaponry and Hazards


"Holy crap, that looks dangerous."

Weapon Traits

Strength
The strength rating listed with weapons is the strength needed to use the weapon effectively
in two hands. If the character's actual Strength exceeds that, they may use it without
difficulty in one hand, unless it is Large or Huge in which case their strength must exceed
that by 2 in order to use it successfully in one hand. If the strength value of the weapon
exceeds the character's Strength, the threshold to strike a target is increased by the
difference, in addition to needing two hands.

Size
Small weapons can be concealed in a pocket
Medium weapons can be concealed under a coat
Large weapons can be concealed in a car
Huge weapons do not really fit into cars

Ranged Weapons
Ranged weapons are used with Agility + Combat. Each weapon is accurate out to a given
range (in parenthesis) and also has a maximum range beyond which the weapon won't work
at all. If the target is beyond your weapon's accurate range, increase the Threshold to hit by
1.

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Weapon Damage Range (Max) Strength Size

Light Pistol 3 N (S) 1 S


Heavy Pistol 4 N (W) 2 S
Machine Pistol 3A S (N) 2 S

Flare Gun 1F N (W) 2 S


Submachine Gun 3A S (W) 2 M
Shotgun 5 N (S) 3 M
Crossbow 3 S (W) 2 L

Rifle 5 W (E) 3 L
Assault Rifle 4A S (E) 3 L
Auto-Shotgun 5A N (S) 4 L
Machinegun 6A W (R) 5 L
Sniper Rifle 6 E (R) 5 L
Flame Thrower 4FA A (WC) 5 L

Cannon 7 W (R) 8 H

A: Weapon fires in automatic mode.


C: Weapon ignores most cover.
F: Weapon does fire damage.

Automatic Weapons
A weapon firing on automatic throws out many bullets in a short period of time. This allows it
to be used for suppressive fire, to be fired at multiple enemies who are close together, and
makes it more likely to hit something. A weapon fired on automatic gains 3 dice on the attack
roll, but the spread of bullets makes fine aiming more difficult - the increase in threshold for
firing at enemies with cover is doubled (basic cover increases threshold by 2, heavy cover
increases threshold by 4). Also the character can't take the Aim action with an automatic
weapon, but they can take the Spray-n-Pray action.

Bullets
The amount of bullets fired off in genuine firefights is extremely varied and often frighteningly
large. During a 12 second combat round, an assault rifle could easily fire 100 rounds or
more (if it even had that many bullets in its magazine or belt-feed). Actually resolving where
all of those bullets end up would be far too time consuming to consider doing in most battles.
As such, the game doesn't really distinguish between characters squeezing off large

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numbers of bullets and characters taking hard seconds to line up their targets and fire
devastating double-taps into a target's vitals. As such, the game also doesn't bother writing
up exactly how many bullets weapons contain. During survival horror segments, ammunition
conservation can (and should) be a major concern, but in regular street combat it shouldn't
really come up.

It is also important to note that while the game only models those bullets that have a
significant chance of hitting their target, every bullet fired eventually hits something. Stray
bullets do not individually hit people we care about often enough to have such events
generated by any combination of numbers on the dice, relegating that very real possibility to
the realm of plot devices. However, in cases where the target is very close to other targets
that these other targets are very likely to catch a bullet one way or another. If the target is
getting cover from a creature and the target is missed by just the difference caused by the
cover, then you can assume that the living cover is hit. Similarly, if the target is in or in front
of a dense crowd of people, someone is getting hit. Deciding who is left as a narrative
exercise. In such situations, Extras catch stray bullets much more than Luminaries.

Special Ammunition
Characters in After Sundown will often want to fire bullets that are specifically made of iron,
wood, or silver. While these bullets have different characteristics than ones made of copper
or lead, that's a level of detail that combat in After Sundown does not actually go to. Special
ammunition exists that is generally more effective. Whether it's made out of depleted
uranium or is special explosive ammunition or whatever, such exotic equipment increases
the damage of the gun by 1, costs quite a bit, and puts a real strain on the character's claim
to not be a military-grade super villain.

Smooth bore weaponry such as shotguns can be loaded with grains of pretty much anything.
Of special interest to characters in the realm of horror is that they can fill the shells with salt,
sand, or live grain in order to suppress Astral, Infernal, or Orphic sorcery respectively. This is
quite effective, and the character's Agility + Combat test can suppress magic out to the
range of the weapon.

Silencers
Weaponry enthusiasts will get mad at you for calling them "silencers" because they don't
actually reduce the noise of firing a weapon to nothing or even the point of inaudibility.
Nevertheless, the "sound suppressor" is called a "silencer" in ordinary conversation, so it is
reasonable that characters in the game will refer to it (incorrectly) like that as well. Silencers
reduce the sound of using the weapon substantially, to the point that its use will probably not
be noticed on the other side of a wall, but this comes at a price. The weapon loses a lot of

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power, which reduces the Damage by 1 and reduces the accurate range by one category
(for example: if you silence a light pistol it has a base damage of 1 and loses accuracy if
fired at ranges beyond Adjacent). A silencer also falls apart with use. After more than five
shots, a silencer is basically garbage.

Melee Weapons
Melee weaponry differs from ranged weaponry primarily in that it simply goes as far as it will
reach and therefore doesn't have a "range" value on the table. Many melee weapons
inherently do Normal rather than Lethal damage, and their damage values are followed by
an "N". Unlike Ranged Weaponry, which is mostly designed for the purpose, a majority of
things that people beat on each other with in hand to hand conflicts are actually improvised
weapons - tools and household items that happen to be at hand when a fight breaks out.

Weapon Damage Strength Size


Fist 0N 0 X
Bottle 1N 1 S

Knife 2 1 S
Hammer 3 1 S
Baseball Bat 2N 2 M
Sword 4 2 M
Crowbar 3 2 M
Chair 2N 3 L

Axe 4 3 L
Chainsaw 4 4 L

Great Weapon 5 4 L
Sign Post 5N 5 L

Fire Hydrant 5 6 L
Lamp Post 6N 9 H

Car 6N 10 H

N: Weapon does Normal Damage.

Explosions
"Can we make an explosion explode?"

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Sometimes things blow up, and in the movies things blow up even more. Even when we step
outside the action genre, it is a recognized fact that objects in general in any media -
including cooperative horror storytelling - are substantially more explosive than they are in
real life. Explosions physically expand in roughly spherical paths (barring the use of shaped
charges), and thus in a general sort of way an explosion can be expected to become weaker
as per the square of the distance from the point of origin. Except of course it's actually much
more complicated than that, because there's gravity and air resistance, and shrapnel pieces
that fly a lot more like bullets, and so on. More massive shrapnel flies farther as it loses less
power to air resistance, and compression waves pass through denser media better than air.
And so on. Game mechanically this is abstracted out into an explosion's Damage (which is
how much damage targets in the first area have to soak), and the same explosion's Radius
(which is how far that area extends). An explosion does damage to targets that are outside
its Radius, but substantially less. A target that is farther away from the explosion than the
Radius takes 2 less damage if they are within the Radius of the Radius. And this continues
until the Damage reaches zero. In effect, the explosion is modeled in the game as an onion
where each band has a thickness of the Radius and does 2 less damage than the band
before it. In a nod to the truly epic destruction caused by explosives that are actually
adjacent to the target, an explosion will inflict 2 extra damage if the explosive is actually
touching the target when it goes off.

An Explosion isn't normally affected by net hits on an attack roll, and inflict precisely the
same damage if they are thrown perfectly as if they are detonated when simply dropped and
forgotten. An exception to that is if an explosion is specifically placed to cause maximum
damage. A character's Logic + Sabotage check can increase the damage bonus for a point
blank explosion. Explosions are affected strongly by cover, and their damage ratings are
reduced by the coverage and its toughness. Explosions do not necessarily inflict fire
damage, even though they do act by burning. Unless otherwise noted, the primary damage
is flying shrapnel and concussive force. Explosives can be wrapped in silver, wood chips, or
steel in order to make that shrapnel into something that is especially effective against certain
supernatural creatures.

Weapon Damage Radius Size


Hand Grenade 6 6m S

Concussion Grenade 6N 2m S

Plastic Explosive Charge 8 50 cm S


Flashbang 1 1m S

Land Mine 3 1m M
Molotov Cocktail 2F 1m M

Car Gas Tank 6F 2m L

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Weaponry and Hazards

Throwing Things
As soon as the first ape threw their first rock, primates started being a threat to leopards
instead of just the other way around.

Characters will probably end up throwing a lot of stuff in an After Sundown campaign.
Explosives, buckets of water, and even just plain chairs. It is well known that you can start a
fight pretty much anywhere by throwing a chair in a crowd. When you're throwing something,
you get bonuses to your attack roll if the thing is big. It is simply easier to connect with a
target if you are throwing a whole car than if you are throwing a sharpened playing card. In
general, a Small object (like a bottle or a hungamunga) provides +1 die, a medium object
(like a tomahawk or a bucket of water) provides 2 extra dice, a large object (like a chair or a
person) provides 4 extra dice, and a huge object (like a car or an altar) provides 6 extra dice.
A character can throw things that they can lift but not effectively wield in melee because of
their Strength being exceeded, but not very far. Such objects are only accurate out to
Adjacent range and have a maximum range of Near. Items that the character can wield can
be thrown out to Short Range

Damage inflicted by thrown weapons is usually pretty disappointing. Unless it's designed as
a throwing weapon (or randomly shaped like something that is such as a bowling ball), the
base damage of such thrown items are only going to be 0 or 1, depending upon hardness,
sharpness, and density. Any object that is thrown into someone that is too heavy for them to
use will knock them down however. And if it's too heavy for them to lift, they may become
trapped under it. So when a character throws a molotov cocktail at an opponent, the damage
from throwing the bottle into them is usually pretty inconsequential. The whole "catching on
fire" thing is pretty keen though.

Damage Over Time


Are you still on fire? You should stop that eventually.

When a character is soaked in acid, freezing to death, on fire, or otherwise subjected to a


damaging situation that is ongoing, we call this DOT or Damage Over Time. While it could
be modeled as a series of tiny attacks that had a remote chance of doing damage each
second, that is far fiddlier than the people actually playing the game need to deal with. DOT
damage is added one wound box at a time. A DOT effect has a "delay" number, and that
number determines how much time passes between filling in one wound box and the next.
When a DOT is introduced to a character, they may make a Resistance Test against it, and
the hits on that test are added to the Delay Number rather than subtracting from the actual
damage done. Being covered in acid for long enough is liable to be a problem for anyone.
DOT's will continue filling in a wound box on schedule until they end. For external sources of

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Weaponry and Hazards

damage, that generally means removing the noxious stimulus, while something like an
injected poison usually has an amount of time it will persist based on how much was injected
(this time could be cut shorter with things like antidotes or diuretics).

Delay Time Between


Example DOT Source
Number Damage Boxes
3 seconds (Each
0 Falling into hissing green goo
Initiative Pass)
1 1 Round Engulfed in billowing flames
2 2 Rounds Unable to breathe

3 5 Rounds / 1 Minute Bitten by deadly serpent


4 2 Minutes Exposed to killer frost
5 5 Minutes Inhaling noxious smoke
6 15 Minutes Watching an M. Night Shyamalan movie
7 30 Minutes Staring at a glowing radioactive rock
8 1 Hour Inadequate protection from brutal cold

Each Additional Delay Number (4 Hours, 8


9+ Double Time
hours, 16 Hours, etc...)

Other Hazards
Don't touch that. Or that either.

Falling
Characters will fall from time to time. And falling substantial distances actually can take quite
an amount of time. However, in a 12 second combat round a character could fall over 600
meters - so for practical purposes it's usually best to simply have characters hit the ground
after having just one Simple Action to try to do something about their situation. It is also true
that "The bigger they are, the harder they fall." That's not just a trite saying that He Man
gives before tripping giant robots, it's physical reality. Larger creatures have more mass
proportional to their surface area and accelerate at the same speed, truly mice and ants can
survive being dropped from any height and elephants can't even jump without breaking their
bones on the way down. Game mechanically this truth is handled by preventing characters
from using Strength or Armor to soak falling damage, and by having larger creatures take
additional damage from falls. Characters can soak damage from falls by performing Agility +
Athletics stunts with a threshold of 1 (net hits soak damage, but the first hit does not).

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Weaponry and Hazards

Magical benefits for soaking damage do apply (as they make the character tougher relative
to their mass rather than adding additional mass), so a character gains the benefits of
Fortitude.

If the character falls onto a hard or sharp surface, increase damage by 1 or more. If the
falling creature is large, increase the damage by 1 or more. If the falling creature is small,
reduce the damage by 1 or more.

Distance Damage
Petty (0-2m) 1N
Ordinary (3-4m) 2N
Serious (5-6m) 3
Incapacitating (7-10m) 4

Terminal (11+m) 5

Electrocution
Electricity damage is something of a paradox. Electricity flows through the path of least
resistance, and it inflicts damage based on the resistance of the path it flows through. Thus,
you can defend yourself from electricity by covering yourself in high resistance insulation
(because it will redirect electricity away from your body to another path) or by covering
yourself with low resistance conductive mesh (because it will create a preferred path through
the mesh and away from your organs). From the standpoint of the game, a character who is
protected by especially conductive or non-conductive material is immune to electrical
shocks. Electricity is inherently unpredictable, whenever someone is electrocuted, roll a die -
if it comes up a hit, increase the Damage by 1. Net hits on attacks with electrical outputs are
not added to the damage of an electric shock.

Shock Damage

Ordinary (Wall Socket) 2N


Serious (Electric Fence) 3N

Incapacitating (High Powered Taser) 4N

Terminal (Lightning Strike) 5

Poison
Poison has a progressive effect that affects the target more as time goes on. Functionally
this means that poison is much slower than bullets or chainsaws. The way this is handled is
as a DOT. However, not all poisons inflict actual damage, many come with special effects in

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Weaponry and Hazards

addition to or instead of filling in wound boxes. Poisons normally only accumulate effects for
a certain amount of time based on the original dose. When a victim is exposed to additional
doses before the first has run its course, use the current timer for how long the poison will
last and reduce the Delay by 1 if the timer is less than half over, or leave the Delay number
alone and reset the termination timer if it has run more than half of its course. Characters
with Patience of the Mountains or Tongue of the Serpent are immune to poisons. If a
character is given anti-venom or some similar treatment, the character gains additional
resistance dice to increase the Delay and/or the termination counter is reduced in length
(depending on whether it works by clearing the chemical from the victim's system or
neutralizing the effects). Note that the dosages are all the "normal" dosages, which for
"recreational" poisons (like street drugs) are actually very small. Poisons my be more or less
effective if administered by another route (injecting pepper spray would be all kinds of fatal).
The assumption is that street drugs are being snorted unless otherwise indicated. The
secondary effects of a poison kick in as soon as one damage box is filled in (or would be
filled in for non damaging poisons), and end when the Timer runs out. Damage, whether
Normal or Lethal, remains until healed.

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Weaponry and Hazards

Poison Delay Timer Notes

5
Tear Gas 2N Provides a "dose" for each round of exposure.
rounds
2
Pepper Spray 0N
rounds
3
Tranq Dart 0N Fatigue
rounds
Rat Poison 5 1 hour Ingested.

3 Provides a "dose" for each five minutes of


Uranium 18
Months exposure.
"Euphoric" 2* 1 Hour Amnesia and Overstimulation

"Hallucinogenic" 2* 6 Hours Amnesia and Delusion


10
"Paralytic" 0* Paralysis
Minutes
"Soporific" 1* 1 Hour Sleep
10
"Toxic" 0 Agony
Rounds
Meth 3* 4 Hours Stimulation and Overstimulation
Opium 7N 3 Hours Anesthetic and Fatigue
20
Cocaine 5* Anesthetic and Delusion
Minutes
Ingested. Repeated dosing can cause
Alcohol 9N 1 Hour
Amnesia, Anesthetic, or Delusion

* This Poison doesn't actually do any damage, the damage level is just there so that
secondary effects occur. At the MC's option, overdoses may still be fatal if the virtual
damage level rises to Terminal.

Poisons in Quotes are the magical poisons available with Tongue of the Serpent. The
damage level may at the character's option be increased by the character's Potency.

When a Poison has a secondary effect, that effect generally lasts for 10 minutes to an hour.

155
Armor

Armor
Some people wear their armor on the inside, as some sort of metaphorical refusal to
emotionally connect with others. I find that kevlar vests are much more effective at stopping
bullets.

Characters will sometimes wear armor. Armor makes it less likely that a character will die
when placed into a deadly situation. Armor is heavier than normal clothes, and wearing it is
tiring. However, there are characters in After Sundown who have Patience of the Mountain
and literally do not get tired. And they often wear armor all the time, even to sleep. It should
be noted however that most of the world has a level of civilization that makes wearing armor
problematic socially.

Armor has a different rating against different kinds of attacks. The Ballistics rating applies
against guns and explosives and the like. The Melee rating applies against knives and claws
in addition to baseball bats and large thrown objects like rocks and cars. And finally, the
Heat value applies against getting set on fire and also cold. The rating of armor adds
additional soak dice. In addition, a character with an armor rating can buy a number of hits
on soak tests equal to their armor rating at the rate of 1 hit per three dice. So a character
with 2 Armor against an attack could set aside 3 soak dice for one automatic hit or 6 soak
dice for 2 automatic hits.

Most armor does not cover the character's whole body, and an attacker who knows about
the armor can attack the unarmored bits by voluntarily increasing their to-hit threshold by 1.
For armor that truly covers the whole body, such as riot gear or hazmat suits, that is not an
option. Remember that outré armor like that is often rather hard to explain socially, so even
characters who could wear such comfortably usually don't.

Armor Ballistics Melee Heat


Kevlar Shirt 2 1 0

Ballistic Vest 4 3 1

Chain Mail 2 6 2
Plate Mail 4 6 2

Riot Gear 6 6 2
Hazmat Suit 1 2 4

Fire PPE 2 3 6

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Armor

157
Wounds

Wounds
"Okay, that hurt."

When a character takes damage, they are usually allowed to Soak that damage. This
involves rolling a Soak Test (normally Strength), with the hits subtracted from incoming
damage. If the damage is soaked to less than zero, the character takes no perceptible
damage. If after the damage is soaked it is still some non-negative number, the character
suffers a wound. Some number of boxes will be filled up. All characters and objects have 10
boxes on their condition monitor. And when those boxes are filled in, they are marked
depending on the type of damage it is:

Normal: If the wound is a Normal Wound, draw a single diagonal line between the
lower left of the box and the upper right of the box. Like this: [/]
Lethal: If the wound is a Lethal Wound, draw two diagonal lines that cross in the box.
Like this: [X]
Aggravated: If the wound is an Aggravated Wound, draw two diagonal lines that cross
in the box and run a horizontal line through that. Like this: [X]

When all 10 of a character's boxes fill up with any kind of mark they are incapacitated, but
they do not necessarily die. If more Lethal or Normal wounds are inflicted when all the boxes
are filled in and there are any boxes only filled in as Normal, draw an extra diagonal line
through an appropriate number of them to make them Lethal wound boxes. Similarly,
Aggravated wounds displace lesser wounds if the track is already full. For ease of
accounting, the game arranges all wounds in the order of Aggravated, Lethal, Normal in the
character's wound boxes. This can be achieved with simplicity by treating the forward and
backward slash of the Lethal wound as separate and placing each one on the first line it fits.
You can do the same with the horizontal mark on the Aggravated Wound.

In the case that a character is Incapacitated and at least one of the boxes filled in only with
Normal damage, they are in no immediate danger (from their wounds, being incapacitated in
a place where you just took a wound implies a certain level of urgency in most cases). If
however every box is filled in with a line that goes from the lower right to the upper left ([]),
the character's condition has a chance of degrading - sending them spiraling into death,
especially if they do not receive medical care. In general, intervention can stabilize such a
character if administered within an hour of the injury, and sometimes characters will stabilize
anyway. Note that in most cases, when a box gains the downward sloping slash it will gain it
as part of a Lethal or Aggravated wound and actually look this [X] or this [X]. The different

158
Wounds

lines also heal separately, so it is entirely possible to be left with just a line from the upper
left to the lower right ([]) even though no wound actually makes a mark that looks like that
when it is inflicted.

A Terminal Wound is much like an Incapacitating Wound in that it fills up all of the character's
wound boxes. The difference is that it is also an emergent threat to the character's life. A
character who suffers a Terminal Wound will need to be stabilized within about five minutes
or - barring a miracle - they will die. And yes, that includes Normal Wounds. A rubber bullet
or a boxer's punch is entirely capable of stopping a heart, and then someone had better be
on hand with CPR or the curtain is coming down.

Net Damage Wound Name Wound Boxes


1 Petty Wounds 1 Box
2 Ordinary Wounds 3 Boxes
3 Serious Wounds 6 Boxes
4 Incapacitating Wounds All 10 Boxes

5 Terminal Wounds All 10 Boxes*


6 Terminal Wounds All 10 Boxes*
7 Terminal Wounds All 10 Boxes*
8+ Death NA

* Also, you are probably going to die.

Petty Wounds: A scratch. Will stop bleeding in a minute, and heal completely in a day.
May still get infected/transmit poison
Ordinary Wounds: These are painful and physically debilitating, but they generally heal
up without much more than a discoloration at the spot, though they will take many days
to do so.
Serious Wounds: People who see a serious wound inflicted generally wince, and the
agony and pure physical hampering it causes will generally strike mortal terror into the
sane.
Incapacitating Wounds: An incapacitating wound is called that because it
incapacitates the victim. They may or may not lose consciousness, but they will be
unable to stand even if they are able to keep their eyes open. If a character receives
medical care or rest, an Incapacitating Wound can be reduced to a Serious Wound.
Terminal Wounds: Your ass is dying. Not dead, but nothing short of a miracle and a
pair of lightning paddles is going to save you now. If you are saved, you still have an
Incapacitating Wound.
Death: A character who receives 7 unsoaked damage from a single attack simply dies

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Wounds

outright. Feel free to describe graphic injuries such as exploding heads and bodies torn
in half.

Damage Penalties
When a character has been recently damaged, their ability to act is extremely impaired. The
character's actions take a penalty equal to the number of boxes on their condition monitor
that have a line running through them from the lower left to the upper right ([/]). This
includes any Normal ([/]), Lethal ([X]) or Aggravated ([X]) wound boxes. Characters with
a Willpower in excess of 2 reduce wound penalties (to a minimum of zero) by the amount
their Willpower exceeds 2. So for example, a character with a Willpower of 4 can ignore the
wound penalties imposed by 2 of their boxes. A character with Indomitability ignores wound
penalties completely.

160
Healing and Death

Healing and Death


Good as new
...or not...

When characters are injured, there are two possibilities: they can either get better or not.
Medically speaking, injured tissue can resolve into healed or regenerated tissue, it can
resolve into a scar, or it can die. This is actually much farther in-depth than we care to go
into. When a character is given time to heal, they reduce the number of boxes that are filled
in with a type of damage by 2. However, if there is at least one box remaining with that kind
of damage it is worsened to the next type (this doesn't happen for Aggravated Wounds,
which are already the worst type). So for example, if a character has 3 boxes with Normal
Wounds, after 20 minutes of healing, it would be one box with a Normal and Lethal slash in
it. If a character is running around being the Action Man, they don't heal at all. Healing
doesn't really happen until the character takes some time off from ninja flips and car chases.
The exception is characters who have suffered incapacitating or terminal injuries, who start
the cycle of healing and possible death right away.

Wounds Symbol Healing Time


Normal [/] 20 minutes
Lethal [\] 1 day
Aggravated [ ] 3 Days

Sample Healing
Starting: [/][/][/][/][/][/][/][/][ ][ ]

20 minutes later: [X][/][/][/][/][/][ ][ ][ ][ ]

40 minutes later: [X][X][/][/][ ][ ][ ][ ][ ][ ]

60 minutes later: [X][X][][ ][ ][ ][ ][ ][ ][ ]

80 minutes later: [\][\][\][ ][ ][ ][ ][ ][ ][ ]

1 day later: [\][ ][ ][ ][ ][ ][ ][ ][ ][ ]

2 days later: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

4 days later: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

161
Healing and Death

Incapacitating and Terminal Wounds


If a character's entire track is filled, the character's healing timeframe is increased by one
category until they have at least one box that has no wounds in it. This means that a
character whose track fills up with Normal Wounds, that they will be unconscious for an hour
unless someone delivers first aid in the meantime.

If a character has a Terminal Wound, they are dead in 5 minutes unless they spend an Edge
or they get 3 hits on a Healing Test, or someone successfully applies first aid. At 1 or 2 hits
on a healing or first aid test, the timeframe of death from a Terminal Wound is increased (to
20 minutes, or 1 hour respectively), which may allow a character to get to a place where a
better shot at a final Healing Test can be made (or medical personnel to get to them, giving
their skill to the final Healing Test). Even though a character with a Terminal Wound is going
to be dead before a sufficient timeframe would pass to provide a healing test, a character is
always allowed one Healing Test just before they die.

A character who is incapacitated or terminally wounded can also have their death hastened
with further injury. When the character's wound boxes are filled with Lethal damage,
additional injuries accumulate towards a threshold of outright killing the target. An injury that
would itself be incapacitating or terminal accumulates two towards this death threshold, and
an injury that would be Serious or less accumulates only one. A character's Death Threshold
is generally equal to their Willpower (characters with Lure of Destruction have a higher
Death Threshold). And yes, this means that once someone is already on death's door, it
takes quite a few extra bullets to push them through it - it's not like they are going to go into
shock at that point.

The Healing Test


When a character is healing, they are entitled to a healing test to prevent lethal or
aggravated damage from accumulating. The healing test is Edge + Survival, and is modified
by the conditions the character is in while they are healing. If the character gets a hit, the
round of healing goes by without generating any extra wounds. If another character is on
hand to provide medical care, that character's Logic + Medicine test works together with the
injured character's Edge + Survival test as a Teamwork test. Which counts as the main and
which counts as the assistant depends on who has the bigger dice pool.

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Healing and Death

Conditions are... Healing Modifier

Dangerous -2
Distressing +0
Restful +1

Sanitary +2
Awesome +4

The healing test is especially important for characters who suffer Incapacitating Lethal or
Aggravated injuries, because the first time normal wounds heal and generate a Lethal slash
when the track is already full will push them into a terminal wound. Note that this really
means that if an Extra takes an Incapacitating Wound from a knife or a bullet that they will
always go Terminal in an hour unless medical personnel come and save them (they will also
be able to crawl around at that point, perhaps able to give some dramatic piece of
information before they die).

First Aid
When a character is trained in first aid, they can reduce the amount of damage on someone
substantially. This is pretty much a one-time deal and has to be performed within the "golden
hour" of the injury (and hour from when the patient was injured, not an hour from first
medical contact). First aid is a Logic + Medicine test. Removing 2 Normal slashes is
threshold 1, also removing 2 Lethal slashes is threshold 2, and further removing 2
Aggravated lines is threshold 3. Additional hits remove an additional 1 slash of each type. So
a five hit First Aid test would remove 4 Normal, Lethal, and Aggravated lines from the
victim's wound box.

If the victim has a Terminal Wound, it is instead Threshold 3 to stabilize them and reduce
them to a normal Incapacitated state. Additional hits remove wounds from boxes as normal.
But perhaps the biggest advantage of First Aid is the time it takes to make the first healing
test during medical treatment - which is one time frame shorter than normal for the left-most
injury type in the wound track (1 minute to rouse someone from Normal Damage, 5 minutes
to treat Lethal Damage, etc.).

Being Dead
"Okay, now we go through the pockets looking for loose change."

Characters in horror die from time to time. Sometimes a character will end up dying several
times, because After Sundown posits ghastly life after death and even has magical ways to
restore life. When a character dies, all of their powers that cost Power Points to activate or

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Healing and Death

which otherwise last for a scene end. In addition, anything they have going that could be
dispelled is dispelled with their death. A character's Power Pool is also emptied at the
moment the character actually dies. Very importantly, a character's power schedule (if any)
does not change just because they are dead. A Strigoi can still be fed blood to regain Power
Points and a Frankenstein can still be recharged while a corpse. This usually only matters if
they have the Restoration Power, but there are other ways to raise the dead, and it might be
important that they rise up with a power reserve on hand.

The dead may also come back as Ghosts, whether they are Luminaries or Extras. In After
Sundown, no one becomes a Ghost until they've been dead for three settings of the sun.
There are movies in which the spirit is left standing there as the body hits the floor, and there
are movies in which the spirit wakes up having been dead and buried for a couple days.
After Sundown's assumed setting is the latter.

Sometimes a player may want to continue their character as a Wraith rather than start a new
character or have their character restored to life. This is a workable storyline, but it is fraught
with peril because Wraiths are not normally considered playable (being constantly
insubstantial while outside the Gloom). If the players agree, the character can be converted
into a Wraith, with their powers traded out for the basic Wraith abilities, starting what is in
essence a new Origin Story. Being a Wraith should not be a license to print superpowers, so
the new powers that Wraiths get should replace some of the abilities they already had rather
than piling on.

164
Temporary Conditions

Temporary Conditions
Just as water has no constant shape, so there are no constant conditions.

The following is a sample set of conditions that might transiently affect a character in After
Sundown games. These conditions are generic cases, it is entirely possible for a character
to be "more Delusional" or whatever, in which case the raw numerics of the effect should be
increased.

Agony
The victim is in incredible wracking pain. Their Wound penalties are calculated as if they had
two more boxes filled in than they do with Normal marks, up to a maximum of all boxes filled.

Amnesia
Drinking to the point of blacking out will cause a man to lose an evening, and in game terms
when a character is not going to remember things they are operating under Amnesia. In the
real world there are many ways to get to this state, most of which involve chemicals. When a
character is operating under Amnesia they suffer a -2 dicepool penalty to actions and the
threshold to resist acting impulsively (including succumbing to Frenzy) is increased by 1.
Also remember that the character won't remember anything, so it can sometimes be a good
narrative tool to skip ahead in the story and then go back and roleplay those events later as
a flashback.

Anesthetic
The character is neither bothered by, nor aware of, noxious stimuli. That means that pain
doesn't bother them, but they also miss things that an unaffected person would notice. The
character calculates Wound penalties as if two less boxes were filled in, but the character is
at -2 dice on Perception or Empathy tests.

Delusion
When a character is afflicted by Delusion they respond to things in an irrational fashion.
Sometimes this can be well articulated as in the case where a character hallucinates tiny
shapes moving in their peripheral vision they'll jump at shadows and, as they acclimatize
themselves to their situation, ignore actual moving objects. And that just looks disconcerting

165
Temporary Conditions

to other people. Sometimes a character's delusions will be harder to articulate, but they will
be no less disconcerting to those around them. A character suffering from Delusions is
opposed on all Social tests by 3 dice. And yes, they can end up with negative hits.

Fatigue
A character who is fatigued has a great deal of difficulty exerting themselves. They cannot
perform an Exhausting Run or Draining Sprint. Also their Strength is reduced by 1. And yes,
that means that their Soak is reduced. When the body's reserves are exhausted, they are
more vulnerable.

Overstimulation
When a character's sensory input is greater than their ability to handle that sensory input, it
can be disorienting and paralyzing. Usually this comes from being exposed to really bright
lights or loud noises, such as those produced by a flashbang grenade. But it can also come
from within by having a character's senses sensitized (such as from atropine, ecstasy, or the
bite of a Strigoi). In any case, when a character is Overstimulated their Initiative is reduced
by 2 and their physical actions suffer a -2 dicepool penalty. The character also needs to
make an Intuition + Perception test with a threshold of 2 to even target specific things in the
overstimulated sense. A character who is primed to be overstimulated (by a poison or by
enhancing their own senses) is not penalized until they are actually confronted with brightish
lights or equivalent stimuli.

Paralysis
A fully paralyzed character cannot move. They may or may not be able to move their eyes or
blink, depending upon which is more horrible, but they cannot move their arms or even turn
their head. The victim's Agility is zero. Paralysis often goes away gradually, with a victim
regaining their Agility one point at a time.

Stimulation
The character is filled with vigor and energy. Any fatigue or tiredness they feel is postponed
until the end of the effect (at which point they will also become fatigued even if they weren't
before). The character is incapable of resting during this period.

166
Wind and Water

Wind and Water


It was a dark and stormy night...

It is important to note that weather in the realm of horror is a fair bit worse than the weather
of our own world. Just as nearly every horror movie begins with some driving rain and a
crash of thunder to set the mood, the night sky of the stories you tell with After Sundown will
pelt the earth with lightning and rain all the time. It's atmospheric, and it helps to enforce the
feeling of isolation that so many variations of scary stories require.

Rain
Water falls from the sky. It's dreary, it's uncomfortable, and it makes it hard to see things that
are far away. It also makes things very wet, which is why witches wear wide brimmed hats.
But the important things from the standpoint of game mechanics is the fact that it makes
things wet and makes it hard to see.

Type of Rain Impeded Visibility You get wet unless...


Fine Mist Remote ...you move around a bit
Adequate Drizzle Extreme ...you have a hat

Continuous Shower Way Out ...you have an umbrella


Tumultuous Rain Short ...you are wearing rain gear
Uncompromising Deluge Near ...you have a diving suit

Tumultuous Rain and Uncompromising Deluge effectively block out the sun.

Fog
When there's fog in the air it reduces contrast and obscures. It scatters light sources and
can paradoxically cause people to be blinded by glare if they shine lights trying to see better.
But mostly it saves us money on sets, because far away things become indistinct and
altogether invisible. As fog becomes thicker, the distance one can see things clearly is
reduced, and the distance one can see anything at all is reduced as well. Bright lights get
scattered in fog and ca produce glare. It is entirely possible for a fog to have reduced
visibility and overstimulation at the same time. Dust and smoke clouds reduce visibility
based on their thickness just as fog does, but they are usually composed of light absorbent
particles and do not create glare when light is shed within them.

167
Wind and Water

Fog Thickness Impeded Visibility Limit of Vision

Thin 200 meters Remote (1200 meters)


Light 100 meters Extreme (600 meters)
Medium 20 meters Extreme (300 meters)

Thick 10 meters Way Out (100 meters)


Pea Soup 1 meter 2 meters

Thick and Pea Soup fog effectively block out the sun.

Wind
Air blows around. It carries one's words away before they have had a chance to impart their
intended convictions, ruining apologies and love confessions both. As in the real world, the
relative strength of wind in After Sundown is represented on the Beaufort Windforce Scale.
However, the bottom end of that scale doesn't make any difference (whether the "leaves are
in motion" in a gentle breeze or "not" in an actual dead calm, characters can leave books on
park benches without fear that they will fly open). As such, the minimum value of wind
strength in the game is 3 - even when the story is taking place inside and such. That's a little
awkward, but it beats the alternative of not being able to use genuine meteorological data in
the game.

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Wind and Water

Wind It's
You see... Game Effects
Strength Called...

Gentle
3 ...leaves sway. None.
Breeze
...dust and
Moderate
4 loose paper Dusty areas gain thin fog.
Breeze
kicked up.
Fresh ...whole
5
Breeze branches sway.
...an empty
Strong Whistling wind and scattered falling
6 garbage can fall
Breeze objects obscure sounds.
over.
...upper floors in
High Walking against the wind is like moving
7 tall buildings
Wind in difficult ground.
shift.
...campfires Driving Conditions difficult. Movement on
8 Gale
blown out. foot difficult. Thrown objects penalized.
Staying upright out of cover is a Hard
Strong ...a tree blow
9 stunt. (Strength + Athletics or Survival,
Gale down.
Threshold 3)

...roof tiles peel


10 Storm
up and clatter.
Violent ...roof tiles fly off Characters can't make themselves heard
11
Storm of buildings. if they try.
...some
12 Hurricane windows
breaking.

...a mobile Staying upright out of cover is a Crazy


Hurricane
13 home rolled Extreme stunt. (Strength + Athletics or
(2)
over and over. Survival, Threshold 5)
Hurricane ...a dog flying
14
(3) away

...a twig embed


Hurricane
15 itself into a tree
(4)
lengthwise.

Hurricane ...Dorothy's Characters out of cover resist a Strength


16
(5) house fly away. d6 of Normal Damage.

Note: Victory of Typhon creates wind at strength 11 with 2 hits, 12 at 3, 13 at 4, 14 at 5, and


strength 15 with 6 hits.

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Wind and Water

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Monsters

Monsters
"Bullets! My only weakness!"

Remember the 900+ page books about all these different creatures? You can find mythical
sources which will back up pretty much any supernatural creature being weak or immune to
pretty much anything you can imagine. Vampires who have to count seeds or are repulsed
by sticky rice for example. There comes a time when you just have to buckle down and
agree upon some basics or it's never going to generate stories. So up front we're going to
talk about the basic things you use against supernaturals in general, and which ones are
specifically effective against which types. Remember that each supernatural character fits
into two categories: they are a supernatural type (vampire, lycanthrope, etc.), and they also
have a power source (Astral, Infernal, or Orphic). Every playable supernatural creature is
available with every power source, and each type/power source combination represents a
unique subtype. For example: an Astral Powered Vampire is a Nosferatu and an Infernal
Powered Vampire is a Daeva. The nonplayable supernatural creatures have subtypes as
well, but they literally come from one of the other worlds and every subtype has the same
power source. The subtypes are roughly broken down by power - a Triffid is more powerful
than a Mantrap and a Pod is more powerful still. Note that while a good case can be made
that the playable types are roughly equal to one another in overall utility, the same is not true
at all for the nonplayable creatures. Indeed, an Ifrit or a Pod is not allowed for player
characters in no small part because it's ridiculously powerful, while a Shambler is not up for
grabs because it is weak even on the scale of competent normal humans.

Slaying Monsters (in general)


You can hurt just about anything by just running it over with a car. However, supernatural
creatures have supernatural defenses that make them incredibly tough. There are a couple
of universal weapons that cut through crap like regeneration and magic force fields. They
are effective based on the type of creature you are trying to kill. When used on the
appropriate foe, these weapons inflict aggravated damage and negate soak bonuses from
disciplines. Note that simply having a high Strength with the aid of a power like Giant Size
would not constitute a soak bonus, but that a specific soak bonus (including bonus armor)
such those provided by Force Field or the passive benefit of Fortitude is negated.

Wood

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Monsters

In many songs and stories, only special wood counts against the forces of darkness. Maybe
it is oak, or banyan or sacred ash. But seriously it doesn't even matter. Wood represents life
even when it is dead, dry, and laminated. It is effective against Animates, Vampires,
Zombies, and Ghosts.

Iron
Seriously, Iron. Like the stuff that your steel knives are already made out of. It's a symbol of
modernity and industrialization and stuff and it classically drives away the old cthonic stuff. It
is effective against Leviathan, Transhumans, Evil Plants, and Fey.

Silver
Shiny and inconstant like the moon, silver is hard enough to kill a man and easy enough to
cast that you can do it before the invention of bronze. Silver is clearly magical, and is lethal
to creatures as ephemeral and primal as it is. It is effective against Witches, Lycanthropes,
Giant Animals, and Demons.

Weakening Supernatural Creatures


There are a lot of things which, while they won't burn the flesh of supernaturals, will deplete
their powers. They can be used to imprison some of these bad boys, or take their powers
away long enough to beat them in a fight. When exposed to their particular kryptonite, a
supernatural creature's powers are weakened in several ways:

Their Potency is considered zero, and any of their attributes that are raised past their
normal maximum are considered to be their normal maximum (usually 6 for former
humans).
They cannot spend Power Points, and any powers they activated this scene with Power
Points already have no further effect for as long as the character's powers are
suppressed.
They cannot spend an action required to activate any power.

Alcohol
It has to be very strong beer to count, but in general, if you get some good old fashioned
spirits onto (or into) supernatural creatures they have a hard time using their powers.
Consumed alcohol wears off in about an hour, alcohol spilled on a creature cleans up with
club soda.

Effective against: Evil Plants, Lycanthropes, Animates, Giant Animals

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Monsters

Water
Getting wet is a real problem for some evil beings. Unlike with alcohol, water vulnerabilities
don't trigger in any way off of being drunk. The creature's powers are dampened only so
long as their exterior is wet. Moderate dampness doesn't count either, we're talking half-liter
or more Wicked Witch of the West wet (and they don't even melt, they just can't spend
power points and such).

Effective against: Demons, Witches, Transhumans, and Fey

Sunlight
The harsh light of the day star robs evil creatures of their strength.

Effective against: Vampires, Ghosts, Zombies, and Leviathan

Power Schedules
"It's five o'clock, time for your ass whupping."

Power Points are regained on a schedule that varies depending on the type of supernatural
creature. This means that different characters and enemies will need to do different things to
restore their powers, which will occasionally come up as a substantial advantage or
disadvantage for one character or another, depending upon the circumstances. Sometimes
this can be forced against a character due to the needs of the plot, and other times the
characters can figure out how to use the intricacies of their power regaining system.

Common Power Schedules include:

Feeding - Characters who must feed upon mortals to regain power points have obvious
advantages and disadvantages. Firstly, they can often schedule their power gains
whenever. People are all over the place and you can take time out of your schedule to
devour them whenever you aren't pressed for time. Of course, when you're in polite
company or you are pressed for time, that may not be possible. Also, leaving a trail of
victims is a dangerous thing to do, even if you have the ability to wipe their memories - it
angers people. It angers people who are luminaries. All vampire types are on the
Feeding schedule. A character gains one Power Point for every lethal wound box
inflicted with the character's idiom. You'll note that a victim always has 10 boxes, and
even a starting character's Power Reserve goes up to 13. A character Feeding from a
human (or supernal creature with living flesh) can take one Power Point for every
wound inflicted, but mostly characters who want to go from empty to full will want to
non-fatally feed from more than one mortal. Actual consumption of power points takes

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Monsters

place at the rate of 1 power point every 12 seconds (1 turn during high resolution action
scenes), and requires consumption during the entire period. The wound need not be
inflicted in bite size pieces - it is entirely possible to cause someone a single Serious
wound (6 boxes) and then lick the blood up for 72 seconds to gain 6 power points.
Feeding from Vampires (as well as Revenants and Akuma) is relatively non-harmful, as
their living blood isn't really theirs to begin with. In that case, power points can be
drained out at a rate of 1 per 12 seconds without actually injuring the victim.
Lunar - Characters who regain power points when the moon rises are able to pull fancy
time shenanigans where their powers are restored fully in the middle of major scenes.
Unfortunately, they also have to wait about an entire day between times when they get
their powers back. A character on the Lunar power schedule fills their Power Reserve
every time the Moon Rises. And yes, that can be a long wait at the North or South
Poles. Try not to get imprisoned in those places.
Ritual - Characters on the ritual schedule have a specific and time consuming action
they have to perform in order to regain their power points. This takes substantially
longer than feeding on a mortal (usually about 2 hours), but hopefully entails less
personal risk than actually victimizing someone. The ritual required varies depending
upon the type of character, but usually requires special equipment. For example: an
Android needs to hook themselves up to special equipment in order to literally recharge
their batteries while one of the Fallen has to bathe in the magical glow from their artifact.
Special circumstances may be available to reduce the ritual time below the 2 hour
standard. For example, an Android or Frankenstein could recharge faster if they were
hooked up to a giant hydroelectric dam than they could with their equipment hooked up
to the normal power grid in their home.
Continuous - Some creatures get their power on a continuous basis. These characters
are at "full strength" scene after scene. They are narratively tireless, but have reduced
power points to compensate. Creatures on the Continuous schedule enter every scene
with half their Power Reserve filled. No playable creatures have a Continuous Power
Schedule, but it's important to know that Trolls and the like cannot be worn down.
Creatures on a Continuous schedule do not gain power points while actually dead
(essentially they do not get any more scenes), meaning that it may require the use of
some Vampire Blood or something to revive a set of Troll bones.

Tragic Flaws
"It's not all turning into a giant homicidal monster, there are also parts of the curse that are
genuinely bad."

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Being supernatural is not without its drawbacks. As you can plainly see from watching pretty
much any horror movie ever, the life of a monster is filled with unfortunate conditions. The
most painful of these are the crushing mental instabilities that come with the territory. Every
supernatural being goes at least somewhat crazy, and is a danger to themselves and others.
In game, this is represented by the Master Passions. Each character gets one if they are a
supernatural creature. The precise way that any character goes mad is a deeply personal
one, and players may (and should) select one that feels right for them. The suggested
Master Passion for each supernatural creature type is just that - a suggestion. While it may
be the most common Master Passion that dominates the lives of that kind of creature, there
is nothing inherently weird about a Werewolf or Troglodyte that happens to spiral into
madness in some other way. Nothing weirder than the fact that they are a murderous
inhuman monster with claws, anyway.

But there are other limitations that affect supernatural creatures in a more universal and less
personal fashion. Every member of a single class of supernatural creature has a Distinctive
Flaw, which is a Disadvantage common to their type of supernatural creature. The player
does not normally get any choice in the matter, every Werewolf has the Temperamental
Disadvantage. The character does not gain any compensatory Advantages for this
Distinctive Flaw. If someone becomes a supernatural creature and already has the
Distinctive Flaw for the type they are becoming, then they must either gain a new
Disadvantage (chosen to be appropriate to the character), or abandon one of their
Advantages.

Master Passions and Disadvantages are in the Character Options & Motivations chapter.

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Lycanthropy

Lycanthropy: Ruled by Rage


A man may live for forty years, and a wolf only seven. But at the end of their lives, which one
knows more of the tundra?
The man and the wolf know the same.

Lycanthropy is a disease that passes from lycanthropes to people that are nearly killed at
their jaws. All that is necessary to become a lycanthrope is to be bitten, nearly die, and yet
survive the ordeal. It's like rabies. Only your heart has to stop at least for a little while.

Once afflicted, a newly created Lycanthrope will find their wounds closing rapidly. The
essentially deadly injuries suffered in the initial attack heal without leaving a scar or
discoloration to mark their passing. The victim will feel feverish to the touch and chilled in the
chest - a condition which will follow them until the end of their days.

Lycanthropic Culture: There really isn't any ancient lycanthrope culture. For the vast
majority of time a lycanthrope would come into being only by surviving an attack by another
lycanthrope. As such, most lycanthropes came into the world with their creator either
defeated or hostile. The vast majority of lycanthropes either learned the ins and outs of their
condition on their own or had it explained to them by someone else in the know (usually
another supernatural). So it is quite common for lycanthropes to be adapted into the cultures
of other supernatural creatures. A werewolf who was taken in by gypsy witches would
generally have the same traditions and prejudices as those gypsy witches, not those of
whatever werewolf tore into him with its fangs and left him for dead.

An exception to that generalization can be found in small family groups. Lycanthropes often
go all crazy with rage and are a severe danger to their families and friends. A loved one
pushed nearly to death by the rampages of a wererat is rather likely to spurn the creature
which transformed it, running off and ultimately forming a new "culture" of one. However it is
not unheard of for such a victim to stay on and create a pack of lycanthropes. These groups
tend to avoid contact with humans and supernaturals alike and have strange views.

Lycanthropes take aggravated damage from silver weapons. Every type of Lycanthrope has
a Lunar power source. Most Lycanthropes are dominated by Master Passion Rage, a fact
that leads them to sometimes go berserk when the moon rises. Lycanthropes of all kinds are
well advised to avoid fragile things and people.

Therianthropes? Fuck that noise! It is important to note that the word "lycanthrope"
literally comes from Greek words for "wolf" and "form" but that it is an English word which
means a human who transforms into a wolf or other beast. Many people will try to get you to
use the word "Therianthrope" or "Zoanthrope" because of a misguided attempt to use Greek

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Lycanthropy

root words correctly. Those words are however not English, and using them is not
"technically correct" - it is stupid. The plural of Octopus is "Octopuses" and not "Oktopodes"
like it would be if we were speaking Greek, because if you are reading this document the
chances are excellent that you are not an ancient Greek.

Werewolves
The better to eat you with, my dear.

Somewhere in the howling wilderness of Scandinavia a "wolf warrior" of the North became
darkly fused with a wolf pelt he was wearing while fighting the Huns - an event which places
the creation of the Werewolf at approximately 600 CE. Passed from warrior to enemy warrior
and conquered victims, the curse spread throughout the lands of Europe and beyond along
the warpaths of the Huns and later the Vikings. In later nights, it spread itself throughout the
world on the backs of European conquistadors and imperial marines. By the twelve
hundreds it had spread as far as Central Asia, and the Wolf Mother Asena led the Syndicate
of the Bumin Horde of Ergenekon to rule much of Eurasia until her presumed death and the
dissolution of the Syndicate in 1844.

Werewolves are instilled with a love of combat and destruction even in their human forms. In
their monstrous forms they take the shape of awkwardly toothy man-wolves. Glistening with
drool and usually fast covered with speckles of blood, the claws and fangs of a monstrous
formed werewolf are a terror. Every Werewolf can transform into a "regular" canine as well
as a huge canid beast. Not all Werewolves transform into an actual wolf when they become
a mundane animal. For whatever reason, some become dogs, coyotes, foxes, or even
hyenas.

Though they gain no magical power or sustenance from it, Werewolves are quite drawn to
eating human flesh, and will often succumb to this temptation while in a frenzy. The curse of
Lycanthropy comes with unusual and often unwanted hair growth on various parts of the
body for Werewolves. In the era of waxing and depilatories, a Werewolf can keep this under
control, but changing into the War Form causes hair to come back no matter what has been
done. On the plus side: baldness is totally curable through infection with Lycanthropy.

Werewolves have an Astral power source and a Lunar power schedule.

The First Werewolf?


The secret histories are fairly clear about the source of the canine form of Lycanthropy.
There was a Norse warrior at the beginning of the 7th century who got cursed and every
single Werewolf in the whole world traces their condition back to him. However, while this
story is fairly well documented and has a lot of evidence behind it, there are still those who

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Lycanthropy

insist that there were earlier Werewolves or that canine Lycanthropy has occurred more than
once. It is certainly true that the exact mechanics of the wolf pelt curse are unknown to
modern sorcery, so it is within the realm of possibility that it could happen again. Or that it
already has.

Werewolf Starting Powers


Core Discipline: Call of the Wild

Beast Form (Basic Call of the Wild)


Tongue of Beasts (Basic Call of the Wild)

Basic Powers

Revive the Flesh (Basic Fortitude)


Vigor (Basic Clout)
Quickness (Basic Celerity)
Repel (Basic Magnetism)

Advanced Powers

War Form (Celerity / Clout Devotion)


The Beckoning (Advanced Call of the Wild)

Distinctive Flaw: Temperamental

Story Inspiration: Larry Talbot, Ginger Snaps, Dog Soldiers

The Nezumi: Plague on the world of Men


"Tear him up."

The most frequently told story of the origins of the plague of the Nezumi is that originally
someone turned their back on the teachings of the Buddha and was cursed with
reincarnating in a lower form during their own life. If even partially true, this would mean that
the plague started no earlier than about 500 BCE. Once afflicted, a Nezumi Lycanthrope
begins to twitch their nose like Elizabeth Montgomery and click their tongues nervously.

A Nezumi's animal form is that of a large rat. Nezumi are immune to the effects of diseases,
but carry virtually every disease they come into contact with. Unlike other lycanthropes,
Nezumi have no monstrous war form, though nothing is stopping them from eventually
learning one and some certainly do. While most Nezumi lack the brutal jaws or rending
claws of other lycanthropes, their bites are still often quite deadly because of the pestilence
they carry. Still, it is important to note that even their animal form is of little help in a fight,
being as it is just a large rat.

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Lycanthropy

Most Nezumi are mastered by the same all-consuming rage of the other Lycanthropes.
However, they don't normally possess any great strength, a fact which frequently causes
them to become quite cowardly and fearful of authority. Many Nezumi become quite
resigned from the world: hiding in sewers, jumping at sounds; knowing that the heat of battle
runs in their veins and feeling dreadfully afraid that it will eventually drive them to a suicidal
battle over nothing. Interacting with the world of men seems to be a never ending river of
frustrations, and many choose to simply not do it. Those who master their rage usually do so
only by trading it for Master Passion Fear.

A Nezumi has an Infernal power source and a Lunar power schedule.

The First Nezumi?


Opinion is divided as to the historicity of the Buddha offending story in the secret histories.
The oldest living Nezumi is Hamamoto Yoshi, who was born in the 8th century CE in
Nagaokyo, Japan and now lives in cryptic hermitude in Kyoto's sewers. Most Nezumi do in
fact die of old age, and when Yoshi has deigned to answer such questions at all, he has
denied being the first.[/table]

Nezumi Starting Powers


Core Discipline: Call of the Wild

Beast Form (Basic Call of the Wild)


Tongue of Beasts (Basic Call of the Wild)

Basic Powers

Abyss of the Body (Basic Descent of Entropy)


Hide From Notice (Basic Veil)
Learn the Heart's Pain (Basic Names of the Blasphemies)
Revive the Flesh (Basic Fortitude)

Advanced Powers

Hide in Plain Sight (Advanced Veil)


The Beckoning (Advanced Call of the Wild)

Distinctive Flaw: Red Taped

Story Inspiration: Willard, Torment, Fruits Basket

The Bagheera: The Lady or the Tiger

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Lycanthropy

"You can fool everybody, but landie, dearie me, you can't fool a cat. They seem to know
who's not right."

The origins of the Bagheera are confused. The legends say that the Bagheera were formed
when a Bengali priestess refused to abandon her gods and goddesses when the Mughals
took control of the province and banned idolatry, calling upon Shiva for a mighty boon. And
yet the legends also say that the Bagheera were formed first by a jaguar warrior pledged to
Huitzilopochtli fighting against Cortez, an event which would necessarily push the formation
of the line over fifty years back. When consulted on the subject directly, the Stellar Oracles
enigmatically state that both stories are true. Regardless, once infected a Bagheera is a
creature of Death and finds that their mere presence alarms and angers animals of all types,
especially cats.

A Bagheera's War Form is that of a great and ghostly cat. Perhaps a tiger, jaguar, or leopard.
Most Bagheera do not have the ability to transform into a remotely reasonably sized cat that
can pass as something "not terrifying." It has been suggested that the beast inside a
Bagheera isn't really an animal at all, since they seem to show less than no affinity for the
mundane beasts they appear as - a marked departure from other Lycanthropes.

A Bagheera has an Orphic power source and a Lunar power schedule.

The First Bagheera?


The origins of the Bagheera are clouded in mystery, but not in particularly ancient mystery.
Bagheera are not present in the secret histories before the 16th century, and they came on
the scene quite rapidly with sightings all over the world in 1578 CE. Most stories appear to
agree that the first Bagheera was female, but beyond that little is known for sure.

Bagheera Starting Powers


Core Discipline: Celerity

Quickness (Basic Celerity)


Nimble Feet (Basic Celerity)

Basic Powers

Vigor (Basic Clout)


Hide From Notice (Basic Veil)
Touch of Darkness (Basic Lure of Destruction)
Revive the Flesh (Basic Fortitude)

Advanced Powers

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Lycanthropy

War Form (Celerity / Clout Devotion)


Alacrity (Advanced Celerity)

Distinctive Flaw: Offensive to Animals

Story Inspiration: Cat People, The Cat and the Canary, Geobreeders

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Vampirism

Vampirism
Time is an abyss. Profound as a thousand nights... Centuries come and go... To be unable
to grow old is terrible. Death is not the worst... There are things more horrible than death.
Can you imagine... Enduring centuries... experiencing each day with the same futile things?

Vampirism is passed from one person to the next voluntarily on the part of the vampire
passing on the trait. The vampire drinks the blood of the victim until it is gone and puts some
of their own blood into the dying victim's mouth. Vampires drink the blood of the living in
order to maintain their existence as the living dead night after night for as long as the Earth
continues to turn.

How you can tell someone is a vampire varies from story to story. And it is this difference
between vampires which we are recognizing in this game as the primary marker of
bloodlines. Various games and book series have at times attempted to differentiate vampires
on other criteria as well (such as the amount of sparkling they do or how long they can be
played as characters before they go crazy), but this has not been overly successful. So
we're recognizing a few common, and three variable ways to detect vampires. All vampires
are the living dead, so their body temperature is below that of a living human even if they
have recently eaten. Also, their blood doesn't move around their body at the behest of a
pumping heart, so they have no detectable heart beat and their wounds don't bleed. Beyond
that, they can be detectable by a number of means which vary by vampiric "type". The
Nosferatu are hideous, the Daeva are beautiful but have distinct animal traits, and the Strigoi
can't leave knots alone.

All vampires drink blood to regain power points. And all vampires can at least potentially live
forever. In After Sundown, it is this facility with not dying that most effectively defines a
vampire. So long as they keep draining life from others, their own unlife need never end. Any
vampire can sprout teeth sufficient to pierce the toughest arteries on a victim. A Daeva can
produce fangs like a vampire bat, a Strigoi can exude serpent-like fangs, and the teeth of a
Nosferatu are as ghastly and varied as imagination can allow.

Vampires suffer aggravated damage from Wood, and most of them have Master Passion
Hunger. Every subtype of Vampire has a Feeding Power Schedule. Vampires are created by
another vampire draining the life out of a Luminary and then passing the corpse a power
point with Gift of Health before the body has become cool. They can attempt this process
with Extras, but the result is always disappointment and the creation of a near mindless
Vampire Spawn. A victim whose lifeblood is drained to the point of death and then allowed to
cool without being fed a power point is simply dead.

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The Nosferatu: Grotesques of the Imagination


That fate which condemns me to wallow in blood has also denied me the joys of the flesh.
This face - the infection which poisons our love. This face which earned a mother's fear and
loathing, a mask: my first unfeeling scrap of clothing. Pity comes too late, turn around and
face your fate, an eternity of this before your eyes!

Nosferatu are social pariahs. Many of them look monstrous, animalistic, or deformed. While
others look reasonably human, there is a certain otherworldly air about them which frightens
small children. Any human who sees a Nosferatu's face will be instantly convinced that they
are dealing with something monstrous. Young women will recoil, priests will present crosses,
that kind of thing.

The Nosferatu are considered great information brokers by other supernaturals, and this is
not an unreasonable assumption, as Nosferatu can pass unseen in all but the most
observant company. Upon transforming into a Nosferatu, a character gains a specific
monstrous caste to their appearance. Some are lucky enough to have a face that can pass
for a human that simply happens to be forbiddingly cruel looking, while others look like
nothing so much as rabid beasts. Whether subtle or complete, the Nosferatu's appearance
is morphed by the time they first open their eyes as a vampire. Nosferatu who persist for
many nights sometimes find themselves gradually transforming into forms yet more
monstrous.

A Nosferatu's feeding maw is unique to themselves. One might protrude a mosquito's


proboscis while another might extend a lamprey's wheel of teeth or a leech's beak. There is
no guaranty that a newly created Nosferatu will have a method of feeding that is the same or
in any way less disgusting than their sire's.

A Nosferatu has an Astral power source and a Feeding power schedule.

The First Nosferatu?


The secret histories abound with unidentified bogie men and monsters of the night.
Nosferatu are only first called out as such in the 6th century with Krampus the Child Eater of
what is now Northern Austria. With their natural abilities to hide from notice and their
proclivities for avoiding social situations, it is generally unknown how long Nosferatu have
skulked in the night.

Nosferatu Starting Powers


Core Discipline: Fortitude

Patience of the Mountains (Basic Fortitude)

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Vampirism

Revive the Flesh (Basic Fortitude)

Basic Powers

Vigor (Basic Clout)


Tongue of Beasts (Basic Call of the Wild)
Gift of Health (Basic Path of Blood)
Hide From Notice (Basic Veil)

Advanced Powers

Restoration (Advanced Fortitude)


Hide in Plain Sight (Advanced Veil)

Distinctive Flaw: Eerie Presence

Story Inspiration: Shadow of the Vampire, Nosferatu, Buffy the Vampire Slayer

The Strigoi: Serpents of Death


"A weapon you don't have in your hand will not kill a snake."

Elegant and sophisticated or possibly simply old fashioned and resistant to change, the
Strigoi are the aristocratic vampire of legend. The Strigoi have a long tradition of being in
control in Eastern Europe. Traditionally, the Strigoi only transform people who are already
rich, powerful, or socially connected. The transformation preserves the Strigoi's physical
bodies against the ravages of sickness, hunger, and time and even enhances their physical
power. But immortality and power do not come without cost, for the Strigoi must feed on the
living. Strigoi regain power by drinking the blood of humans, and if they don't consume blood
on a regular basis they are driven mad with hunger and pain.

While they present themselves as genteel, the Strigoi are serpents. Not just in that they lie,
but that they have retractable poisonous fangs and cold blood like a snake. Some Strigoi
have their eyes change to snakelike yellow slitted affairs when their fangs come out. Strigoi
are also inherently obsessive. Despite their healthy and timeless appearance, Strigoi are
dead; and they will often display a strong aversion to certain things which remind them of
their human lives, although such aversion is by no means consistent between individuals.
Individual Strigoi usually display some symptoms of obsessive-compulsive disorder, such as
counting, cleaning, and otherwise ritualizing their lives.

The Strigoi and Nosferatu have a checkered history, with the Strigoi usually holding the
upper hand. Strigoi lands were usually farther to the South into what is now the Balkans, but
in those areas where both existed the Strigoi recruited from the top of society and the
Nosferatu from the bottom. These social class differences persisted in the night as they did
in the day.

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A Strigoi has an Orphic power source and a Feeding power schedule.

The First Strigoi?


By far the most famous Strigoi was (is?) Dracula. He is actually rather hated by most Strigoi
because his obsessive grandstanding over the years is basically a giant thumb in the eye of
the Vow of Silence. He's been killed repeatedly, but various fanatics keep figuring out ways
to bring him back from the dead. Which being a Strigoi mostly involves finding some
significant portion of his corpse and pouring a bunch of fresh human blood on it.

But Strigoi were running around being aristocratic blood drinkers for over two thousand
years before Dracula was a major player in the Makhzen-Covenant wars of the 15th century.
The first Strigoi in the secret histories is Zalmoxis, who was a god king of the Dacians in the
12th century BCE. He enslaved other supernatural creatures and taught humans about
Orphic magic. The secret histories are a little unclear on what exactly he did, because
shortly after he was defeated the Tradition of Misdirection was created to prevent as much
actionable sorcerous knowledge from falling into the hands of mortal humans as Zalmoxis
had allowed.

Strigoi Starting Powers


Core Discipline: Fortitude

Patience of the Mountains (Basic Fortitude)


Revive the Flesh (Basic Fortitude)

Basic Powers

Vigor (Basic Clout)


Bite of the Serpent (Basic Lure of Destruction)
Gift of Health (Basic Path of Blood)
Mesmerism (Basic Authority)

Advanced Powers

Restoration (Advanced Fortitude)


Indomitability (Advanced Fortitude)

Distinctive Flaw: Compulsive Behavior

Story Inspiration: Lair of the White Worm, Dracula, Ultraviolet

The Daeva

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Vampirism

"It turns out that humans in general are a superstitious and cowardly lot. How marvelous."

So thoroughly has the American vampire integrated itself into vampire lore that it is difficult
for us to remember that before contact was established between the New World and the
Old, that the bat vampire was a being only of the Americas (as indeed, Vampire Bats
themselves are a New World creature). The Daeva were called Onaqui and Tlahuelpuchi by
the Nahuatl speakers of Central America, but seemingly before 1492 not a single one of
them set foot in Africa or Eurasia. And yet, in the most recent centuries they have spread
throughout the world, and transformed Luminaries of every skin tone into more of
themselves.

Daeva are vampires with an affinity for bats and fire. While the European name for the
bloodline has long ago been claimed as Daeva by those within, they are named as demons
in whispered tones by mortals and supernaturals alike. The Daeva do not burn, and small
bat wings protrude from their backs. Some of them have spots like a jaguar on their arms or
legs. A Daeva's distinguishing features can often be relatively easy to hide. Wearing a
backpack or even a heavy jacket covers wings quite nicely. However, once discovered a
Daeva's animalistic, even demonic traits are difficult to explain away as anything short of an
extreme breach of the Vow of Silence.

The eldest of the Daeva represented much of the power behind The False Face when it
considered itself a Syndicate, before the war with the Covenant. Tonight, Daeva are
members of every Syndicate. Looking at the demographics of Daeva tonight, it would never
occur to an observer that just five hundred years ago every Daeva on the planet was Native
American.

A Daeva has an Infernal power source and a Feeding power schedule.

The First Daeva?


The word "Daeva" is actually from South Asia, where it originally referred to those Asura
who were not part of any infernal kingdoms. The term was applied to American Vampires by
European conquistadors who at the time were still hoping against reason that Aztlan was a
kingdom in Indochina. The first Daeva called Daeva were thus the cannibalistic overlords of
the Arawak people at the end of the 15th century CE.

The mythical origins of the False Face and the bloodline of the Daeva were written in an
Incan book called Inti Jiwana, which means "The Panther That Swallows The Sun". This
"book" was actually a series of strings upon which multiple knots were made that imparted
information digitally - like a stack of punch cards. As far as anyone knows, the last copy of
Inti Jiwana was burned by zealous and uncomprehending Spaniards. And it is also far from
certain that anyone remains who knows how to read it anyway.

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Daeva Starting Powers


Core Discipline: Fortitude

Patience of the Mountains (Basic Fortitude)


Revive the Flesh (Basic Fortitude)

Basic Powers

Vigor (Basic Clout)


Fire Walking (Basic Walk of Flame)
Gift of Health (Basic Path of Blood)
Attract (Basic Magnetism)

Advanced Powers

Restoration (Advanced Fortitude)


Flight (Clout / Magnetism Devotion)

Distinctive Flaw: Blatantly Magical

Story Inspiration: Lost Boys, Dark Stalkers, Underworld

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Witchcraft

Witchcraft
"It's not all hocus pocus and chicanery. There's also sleight of hand and deceit. And raw
sorcerous power."

The core of sorcery in a horror setting is that it's a series of secrets that an individual learns
that gives them great powers and is a really bad idea. When Extras attempt to learn Magic
they don't turn into monsters or anything, they just end up as cultists. Think Cthulhu or Bible
Black cultists. Better yet, don't. Extras who attempt to learn magic usually end up getting
sacrificed one way or another, and it's really no better of a deal than being a Vampire
Spawn. But for those lucky few who can master the dark arts without succumbing to the
whispers or tentacles of demons, a lifetime of sorcerous power and intrigue awaits.

Using magic is, for a mortal, a harrowing, draining, and indeed life and sanity threatening
thing. However, through deliberate study or horrid inspiration a human can manage to
change themselves into something that can use magic with relative safety and reliability.
Once attuned to sorcery a soul can never be the same, and people who become sorcerers
can be wicked difficult to get along with or even understand.

Witches are generally fairly vulnerable to normal physical attacks, but Silver actually causes
them aggravated damage. Most Witches have Master Passion Greed. In After Sundown,
men and women can both be "Witches", although some men prefer the epithet "Warlocks"
and a considerable number prefer to call themselves by some more culturally specific term
for a magician such as Houngan or Rishi.

The Baali Tradition


"You will not remember what I show you now, and yet I shall awaken memories of love... and
crime... and death..."

Perhaps the most expedient manner to make one's human soul stop reacting poorly to
magic is to set it on fire and be done with it. A Baali is someone who did exactly that. Some
sell their soul off to demons, while others burn out their souls quickly or slowly with their own
dabbling in dark power.

Baali tend to be emotionally distant and enraged by pictures of themselves (such as


reflections, paintings, or photographs). This is probably to do with the fact that their souls are
burned out husks or trapped far away in a mysterious hell dimension and reminders of their
pasts as humans are infuriating. The thing where they usually fail at having normal
relationships with people is probably much the same thing, albeit played out in a grinding
process of ashy distance rather than inexplicable rage.

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Witchcraft

Baali refresh their powers by hurting people. This is functionally equivalent to vampiric blood
drinking, but they don't specifically put any blood into their mouths. They still have to spend
the same amount of time absorbing the proceeds of their wickedness. The actual distance
they can be from the victim is about 1 meter per Potency each round after the wound is
inflicted to draw a power point from the fresh injury.

The Baali Witch has an Infernal power source and a Feeding power schedule.

The First Baali?


The word "Baali" is an old Mesopotamian word meaning someone worthy of respect or
allegiance. It has been handed around the Middle East and North Africa for millennia, and
even such famous figures as Hannibal have reference to precisely that in their names. But
the title used to mean someone who used Sorcery. That changed with the reforms of
Hammurabi in the 18th century BCE, where people who had no magic at all could be known
as a Baal. The first person in the secret histories who used Infernal magic to burn out their
soul to keep the use of magic from destroying them was Marduk. He slew Tiamat and began
the Marduk Society in the 25th century BCE. It is interesting to note that in the nights since,
the Marduk Society has moved to favoring Astral magic, and no longer has many Baali
members.

Baali Starting Powers


Core Discipline: Authority

Command (Basic Authority)


Mesmerism (Basic Authority)

Basic Powers

Aura Perception (Basic Discernment)


Hand of Flame (Basic Walk of Flame)
Light of Ennui (Basic Descent of Entropy)
Learn the Heart's Pain (Basic Names of the Blasphemies)

Advanced Powers

Cloud Memory (Advanced Authority)


Fire Starter (Advanced Walk of Flame)

Distinctive Flaw: Disloyal

Story Inspiration: The 1932 Mummy, Constantine, Devil's Advocate, Faust

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Witchcraft

The Dryad Tradition


"You seek for knowledge and wisdom, as I once did; and I ardently hope that the gratification
of your wishes may not be a serpent to sting you, as mine has been."

You know who doesn't have emotionally crippling experiences when exposed to the horrors
of true magic? Plants. A person who replaces their heart with a seed can channel magic
through themselves like water goes through roots. Sometimes this is a deliberate process,
and other times it is the providence of an evil seed taking control of someone in their sleep.
Regardless, once a person's blood runs with sap they are forever more a witch.

Dryads do not remember their dreams, even when woken in the middle of them. Their sweat
smells like flowering trees. And they become plantish in their demeanor. Regaining their
power requires that they put parts of their body into the ground and water themselves. When
they draw their hands or feet out of the soil, there will momentarily be white rootlets that are
rapidly drawn back into their pores with a sickening hiss.

A Dryad has an Astral power source and a Ritual power schedule.

The First Dryad?


The Dryadic tradition of magic was probably codified in Greece, around the 3rd century
BCE. Like the Maenads of the same period, Dryads were a conscious attempt by Greeks to
emulate Egyptian cultic practices of the time. However, unlike the Chain of Coronis it is no
longer part of the historical record what exactly they were emulating. In the early nights,
Dryads were defined and divided by the type of seed used to anchor their heart. If an apple
seed was used, the Witch was an Epimeliad; if a laurel seed was used, the Witch was an
Oread; and so on. During the early centuries of the Common Era, Dryads were almost
exterminated in Europe, but the tradition was picked up upon elsewhere in the world.

These new Dryads used different seeds based on what was available in their climate, and
the old clan distinctions are no longer used.

Dryad Starting Powers


Core Discipline: Coil of Thorns

Bitter Fruit (Basic Coil of Thorns)


Grass Rope (Basic Coil of Thorns)

Basic Powers

Aura Perception (Basic Discernment)


Rising Mists (Basic Chasing the Storm)

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Witchcraft

Enchanted Slumber (Basic Veil of Morpheus)


Pain Drops (Basic Trail of Tears)

Advanced Powers

Puppetry (Advanced Coil of Thorns)


Telepathy (Advanced Discernment)

Distinctive Flaw: Aimless

Story Inspiration: The Craft, Kotetsu, Poison Ivy

The Khaibit Tradition


"There are far worse things awaiting man than death."

Fear of darkness and death leads men to do strange things. Perhaps the strangest of them
is to murder one's self and then use sorcery or advanced medical techniques to make one's
foray into the land of the dead a temporary one. This does not inherently prevent a person
from dying in the future, indeed quite the opposite. Many who gain the intimate secrets of
death in this manner are chased by the shadow of doom for the remainder of their existence.

The Khaibit gain venomous saliva, a fact that they cannot choose to turn off under any
circumstances. However, each Khaibit's kiss is dangerous in a different manner. The player
of a Khaibit may choose their venom of choice.

The Ritual to regain power requires either a bunch of medical equipment or a bunch of
corpse pieces, depending upon whether they originally killed themselves with scientific
equipment or ancient rituals. That declaration needs to be made right at the beginning of
character creation. However, while the more mystical types need to have a skull to "Alas
Poor Yorick" with, it doesn't need to be especially fresh and they don't need to have chopped
it off themselves. Either way, Khaibit are incredibly bad tenants, as some sort of horrible luck
rubs off onto any place they stay for long. Appliances break down, walls cave in, windows
break. Many Khaibit become paranoid about these effects, and come to believe that a
mysterious force is hunting them to take them back to The Gloom. They might even be right.

The Khaibit Witch has an Orphic power source and a Ritual power schedule.

The First Khaibit?


Khaibit Sorcery is available throughout the night all over the world. But the earliest recorded
books of power written for the subject were in Egypt around 1550 BCE. The "Book of the
Dead" was itself based on earlier sorcerous investigations, but Khaibit Witches date back in
a currently recognizable form to the beginnings of the Middle Kingdom in Egypt.

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Khaibit Starting Powers


Core Discipline: Necromancy

Summon Spirit (Basic Necromancy)


Compel Spirits (Basic Necromancy)

Basic Powers

Aura Perception (Basic Discernment)


Eyes of the Night (Basic Play of Shadows)
Bite of the Serpent (Basic Lure of Destruction)
Thaumaturgical Forensics (Basic Path of Blood)

Advanced Powers

Solid Darkness (Advanced Play of Shadows)


Reanimate (Advanced Necromancy)

Distinctive Flaw: Haunted

Story Inspiration: Reanimator, Flatliners, Jason and the Argonauts

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Animates

Animates: Last of their Kind


Once upon a time, there was... 'A king!' my little readers will say right away. No, children, you
are wrong. Once upon a time there was a piece of wood...

Animates are different from the other types of supernaturals because they are not born as a
human only to later achieve supernatural powers, but are instead created fully formed and
fully grown with their powers already intrinsic to them. An Animate awakens for the first time
already an outcast, already both more and less than a human. Animates are almost always
rejected by humanity because regardless of how much they try, they are not humans. Every
Animate is not only the first of its kind, it is also the last of its kind, every Animate creation
event is unique and Animates tragically find that even other created life is intrinsically distinct
from them, different from humanity in ways which likewise reveal a difference that is just as
unbridgeable.

Animates are capable of being Extras and Luminaries just as normal humans are. In
general, a mad scientist's masterwork is a Luminary Animate (the kind that might be a player
character), and a batch of killer robots is probably a bunch of Animate Spawn. Which means
that yes, those Animates who actually have peers don't even care because they are just
background characters and mooks in their own story.

All Animates use a Ritual Power Schedule. Their false life leaves them vulnerable to things
that were once alive. Though they never were born and never died, they still suffer
aggravated damage from wooden weapons as if they were undead. In most cases,
Animates are dominated by Master Passion: Loneliness, a condition not unrelated to the fact
that each Animate is literally without peers. They have more difficulty making emotional
connections then virtually any other creature, and pine for the loss.

Special Note on Terminology


It is important to note that Frankenstein is the name of the creator, and not the name of the
creature. The creature's name was Adam. Similarly, in technical Greek an Android refers
only to a male human analog, while a female human analog would be called a Gynoid
(seriously). However it is also important to note that most of the people you talk to about this
issue don't know this and don't care. Like Jello, Frankenstein is a brand name of such
overwhelming market dominance that the stitched corpse creations of other mad scientists
are called Frankensteins (rather than calling them gelatin desserts or reanimated homunculi
or whatever). Similarly, if you use the word Gynoid in every day conversation people will

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assume you are talking about some sort of sexually transmitted condition. Honestly, it is
better that common terminology is used rather than historically correct terminology in this
instance.

Frankensteins: The Creature


"My heart was fashioned to be susceptible of love and sympathy, and when wrenched by
misery to vice and hatred, it did not endure the violence of the change without torture such
as you cannot even imagine."

Frankensteins are crafted to be literally new living things. They are essentially people, albeit
designed rather than evolved. Unfortunately, the creators of these new creatures almost
never take to their assumed role as parent, because the Frankenstein is never truly a baby
and never truly a human. Propelled into existence with a grown human's size and facilities,
they nonetheless suffer from having missed the opportunities to be juvenile. Like a man who
has been inducted as a child soldier or a woman married at first blood, a Frankenstein's life
will always have deeply painful emotional issues. They will always be childlike in some
aspects of their existence, even if they live to be hundreds of years old.

Each Frankenstein is created out of human flesh in some way. Sometimes it is as simple as
cobbling together body parts and then harnessing lightning or mystic power to bring it to life.
Sometimes they are grown in tanks like the Hank and Dean. And in yet other methods of
creation they are crafted in some other medium such as wood or stone and then
transformed into human flesh. Regardless of the creation methodology, a Frankenstein is
close enough to human in appearance to pass for one.

Like all Animates, Frankensteins need power. For most Frankensteins, this is electrical
power, though there are examples that recharged by standing under waterfalls or exposing
themselves to tidal forces. The days of making Pinocchios that have to be tossed into the
sea or Osirians who need to camp in rivers to recharge are largely over, and almost all
Frankensteins made in the last hundred and fifty years operate on the more exciting and
portable system of electricity.

A Frankenstein has an Orphic power source and a Ritual power schedule.

Frankenstein Starting Powers


Core Discipline: Celerity

Nimble Feet (Basic Celerity)


Quickness (Basic Celerity)

Basic Powers

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Vigor (Basic Clout)


Repel (Basic Magnetism)
Patience of the Mountains (Basic Fortitude)
Supernatural Senses (Basic Discernment)

Advanced Powers

Devastation (Advanced Clout)


Quicken Sight (Advanced Celerity)

Distinctive Flaw: Conspicuous Consumption

Story Inspiration: Frankenstein, Pinocchio, Edward Scissorhands, Subject Two, Herbert


West: Reanimator

Golems: The Servitor


"Did I request thee, Maker from my clay
To mould Me man? Did I solicit thee
From darkness to promote me?"

Created strong of body and unending in endurance, the Golem is made to do tasks that
humans don't want to. Often these jobs are demeaning or dangerous, and it is no surprise
that Golems rarely want to do the things that are asked of them. Golems appear crude and
ogrish, having been initially created for physical functionality rather than social niceties.
Generally a Golem is as capable of making human emotional connections and decisions as
anyone, but their distinctly non-human, even non-living appearance makes that difficult.

Crafted as a servile, almost machine-like creature, Golems fade into the background as
much as the most discrete of servants. No one notices a tool that is not in use or a man far
beneath them in social status, and a Golem is both. Each Golem is empowered by mystic
words and dreams, and it is these that the Golem "is". The body one sees (if one sees it at
all) is truly inanimate and irrelevant material that is given life by the mystic runes that
represent the Golem. While a Golem may grow accustomed to its shell, the fact is that they
can be transferred to a new body of clay or wood without particular harm (although the
transfer process usually takes most of a day).

The Golem is powered by the meaning of the words, and they recharge themselves by
repeating and emphasizing them over and over again like Tibetan monks. It is not unusual to
find a Golem recharging itself by writing and rewriting phrases on a chalk board like Bart
Simpson or intoning a mystic song again and again.

A Golem has an Astral power source and a Ritual power schedule.

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Golem Starting Powers


Core Discipline: Veil

Hide From Notice (Basic Veil)


Mask of a Thousand Faces (Basic Veil)

Basic Powers

Fire Walking (Basic Walk of Flame)


Vigor (Basic Clout)
Patience of the Mountains (Basic Fortitude)
Summon Spirit (Basic Necromancy)

Advanced Powers

Devastation (Advanced Clout)


Lost and Found (Advanced Veil)

Distinctive Flaw: Either Anachronism or Naive

Story Inspiration: Rabbi Loew, R.U.R., Short Circuit, Talos

Androids: The Lover


"How fully functional are you?"

Androids are made of hard and constructed material rather than the softness of flesh, and
they are coldly perfect to behold. Whether man or woman, an android is beautiful beyond
what normal humans are capable of. Unfortunately, the metallic perfection of their exterior
belies a digital corsity that makes interpersonal relationships unsatisfactory. The emotions of
an Android, though strongly felt, are simply too extreme and simple for others to relate to.
The love of an Android is as off-putting as the hatred to a normal, nuanced individual.
Androids do not, on initial inspection look anything other than human. However there is
something distinctly "not right" about them which will creep out any normal human who
interacts with them socially for long. They are beyond autistic, their emotions are simply
ones and zeros.

Androids can be made of circuitry, gears, or simply polished marble. The key is that at the
end of the procedure they are crafted to look more human than a human could possibly be.
The insides of an Android actually matter a fair amount for purposes of what they do to
recharge themselves. An Android filled with gears needs to patiently wind themselves up
(conservation of energy be damned), while an Android made of circuits and wires needs to

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plug themselves into a wall. Whichever it is, an Android recharging breaks the illusion of a
perfect human, as the act of opening themselves to work on their clearly inorganic insides
pushes them into the uncanny valley until they close themselves up again.

An Android has an Infernal power source and a Ritual power schedule.

Android Starting Powers


Core Discipline: Clout

Vigor (Basic Clout)


Clinging (Basic Clout)

Basic Powers

Light of Ennui (Basic Descent of Entropy)


Attract (Basic Magnetism)
Patience of the Mountains (Basic Fortitude)
Howling Winds (Basic Chasing the Storm)

Advanced Powers

Devastation (Advanced Clout)


Contradiction (Advanced Descent of Entropy)

Distinctive Flaw: Doomed Romance

Story Inspiration: Pygmalion, Metropolis, R.U.R., Weird Science, Ifurita, Do Androids


Dream of Electric Sheep?

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Leviathans

The Remnants of the Leviathan


Down and deep / dark and dank / below our feet / below they sank
Under waves and / under ground / no light we have / no hope for sound
Beneath us still / sea and mound / remember will / with silence found

Long ago, Tiamat was a great and powerful dragon who ruled over the lands and exercised
her rights of ownership with great cruelty. She demanded sacrifices from the frightened
people of the soil, and she bore many monsters to expand her kingdom. The oppression of
Tiamat did not forever last, for eventually a great champion of the human people arose with
powerful magic from the sky to battle her. For days they fought, and ultimately it was Marduk
and not Tiamat who was victorious.

But while the great Tiamat was slain, her children walked the Earth and swam the seas still.
Each of her children bore children of their own. Many of these were able to pass for human
and walk in the world of men, and still many more were monstrous beyond mortal
comprehension. The taint in the blood of those who are heirs to the power of Tiamat
gradually makes itself known. These new generations, called Leviathan, become less
human in countenance and thought as they grow in age and power.

Tiamat's descendants are foul tasting as swamp mire, but they are prized as food regardless
because whosoever devours the flesh of a Leviathan gains near immortality. However, the
otherworldly and inhuman degeneration which happens to a natural born Leviathan happens
twice as fast to those who attain their state by eating the flesh of mermaids.

Those born to Leviathan broods who are not luminaries will (if they are lucky) never betray
their leviathan heritage, appearing for all the world as normal humans (though perhaps with
a strange bestial cast to their features). These leviathan kin carry Tiamat's taint, and if they
have children of their own they may revert to being full leviathans should they be luminaries
themselves. Other children are not so lucky, and many of them are pathetic spawn
monsters, often with little or no human intelligence. The mutated visages of humanity’s
castoffs make ample fodder for nightmares, and little else.

Leviathans suffer aggravated damage from Iron. Most Leviathans suffer under Master
Passion Fear and it is not unusual at all for them to flee from the world and hide themselves
deep in the wilderness in fortresses of their own making. Some of these are simply Geinian
farmsteads, whose only "real" defense from the outside world is obscurity.

The Deep Ones: Scions of Dagon


"Those horrible eyes. Unblinking and inhuman, twas like looking at fish more than a man."

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According to legend, Dagon was spawned when Tiamat mated with the Tigris River. He was
a powerful and fish-like creature, and his progeny all carry fish traits about their being.
Hailing from the oceans, a Deep One gradually becomes scaled and gilled as he ages. His
eyes flatten and rarely blink, and the lure of the sea becomes harder to ignore. There are
few who can stomach long departures from the coast, for in their mind they can always listen
for the strange whispered yet incessant call of the ocean.

Deep Ones can breathe water as easily as air (though they do not need to breathe at all),
and they have no problem speaking with lungs full of fluid. The strange whispers they hear in
their own minds can also be shared with anyone foolish enough to look a Deep One in their
strangely opaque eyes. Over time, the Deep One's teeth become sharp like some benthic
terror and their skin becomes scaly and slimy like a muck dwelling fish.

Deep Ones are in many ways closer to Tiamat than other Leviathans, and the corruption she
caused is manifest in the way they seem to affect the world. Ordinary people who spend
long periods of time in the company of Deep Ones will find their sanity frayed at the edges
like cloth stretched too tight. A Deep One gripped by Master Passion Fear spreads terror
amongst the mortal Extras they converse with, whether they want to or not. Deep Ones
dominated by other Master Passions spread different madness by mere presence.

A Deep One has an Astral power source and a Lunar power schedule.

The First Deep One?


The secret histories record the first Deep One by name. He is Dagon, the first and largest of
the Deep Ones. Accounts differ as to his appearance, but all attest to his great size and blue
scales. While some historians doubt the veracity of the Dagon myth, the majority of those
who study the Deep Ones regard it as true. The general opinion is that Dagon is still alive,
lurking and dreaming deep beneath the waves. Sometimes one of the progeny will be
contacted in their dreams by an Elder that claims to be Dagon, and the general opinion of
Deep Ones is that those contacts are real. The requests that the putative Dagon makes are
perplexing and do not seem to add up. Opinion is divided as to whether this entity is playing
a far deeper game or is simply completely out of touch with reality.

If the Dagon story is true, he would have been born somewhere between 3 and 5 thousand
years BCE. That would make him ancient beyond reckoning even by the standards of
Elders.

Deep One Starting Powers


Core Discipline: Discernment

Aura Perception (Basic Discernment)

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Supernatural Senses (Basic Discernment)

Basic Powers

Dream Vision (Basic Veil of Morpheus)


Patience of the Mountains (Basic Fortitude)
Command (Basic Authority)
Rising Mists (Basic Chasing the Storm)

Advanced Powers

Telepathy (Advanced Discernment)


Conditioning (Advanced Authority)

Distinctive Flaw: Infectious Mood

Story Inspiration: The Shadow Over Innsmouth, The Creature From the Black Lagoon,
Mermaid's Scar

The Troglodytes: Progeny of Drakaina


"Thousands of years we have toiled beneath the Earth. We will not stop just because
shiftless Eloi tell us we must."

The ancient tablets speak of Drakaina, Tiamat's heir by the Euphrates. A terrible worm
creature living deep in the soil, her descendants carry always her pallor and disdain for the
sun. The eyes of a Troglodyte darken until they are naught but obsidian orbs in their pallid
sockets. The fingernails of a Troglodyte grow rapidly and hard, and without constant hygiene
they form into claws.

Troglodytes see in darkness perfectly and can even read in the total absence of light.
However, their blackened eyes are light sensitive, and bright flashes can easily blind a
Troglodyte. The sharpened teeth of a Troglodyte seem destined to devour flesh, and indeed
that is precisely how they gain Power Points. A Troglodyte needs to feed upon the flesh of
sapient creatures (generally humans, but some Troglodytes say that Mirror Goblins are
delicious), though these need not be particularly fresh. The corpse of a human has 15 power
points in it, and when they have been consumed, the rest of the corpse is worthless (though
possibly still delicious). Many Troglodytes dig up the interred dead for eating purposes, and
this activity has earned them the nickname "ghouls".

A Troglodyte has an Orphic power source and a Feeding power schedule.

The First Troglodyte?

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Leviathans

The lineage of the Troglodytes goes back to the days of Babylon and likely before. The
ancient worm-mother of the Troglodytes is likely a historical person, and some say that she
yet lives. The secret histories claim that she burrowed deep beneath the surface world to
found herself a new kingdom where the sun would never shine. This land beneath the land
is not in contact with any surface dwellers - not even those Troglodytes who continue to see
the stars.

Troglodyte Starting Powers


Core Discipline: Discernment

Aura Perception (Basic Discernment)


Supernatural Senses (Basic Discernment)

Basic Powers

Touch of Darkness (Basic Lure of Destruction)


Clinging (Basic Clout)
Patience of the Mountains (Basic Fortitude)
Hide From Notice (Basic Veil)

Advanced Powers

Psychometry (Advanced Discernment)


Burrowing (Veil / Clout Devotion)

Distinctive Flaw: Unattractive

Story Inspiration: The Mole People, Morlocks, The Hills Have Eyes

The Mi Go: The Larvae of Echidna


"There can never be good for the bee which is bad for the hive."

"Tiamat begat Echidna by the Indus." That is the beginning of the story that the Mi Go tell of
their existence. And it is there that the story becomes confused, because the Mi Go do not
know what they are. This isn't some sort of regular existential angst caused by awakening to
their supernatural nature, but a genuine question of philosophy and science. Each Mi Go is a
telepathic symbiosis of human and insect, and it is entirely reasonable to question which (if
either) is the actual person. Even the eldest and wisest of the Mi Go do not have
incontrovertible evidence to determine whether they are a human that has insects growing
within their body that they can control, or a colony of insects that lives within a man sized
puppet host. Perhaps the truth is somewhere in between.

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Leviathans

A Mi Go experiences their first years of life from the perspective of being a human child. A
human child who sometimes feels painful gnawing sensations within their body as they drift
to sleep and as they wake up in the morning - as if they were being devoured from within by
maggots. Which in truth, they are. If you were to drill a hole in one of these children, you
would find larval insects in writhing clusters throughout their body. It is usually around their
human puberty that the insects themselves mature to flying forms and it is a ghastly, painful,
and terrifying spectacle when the insects burrow their way out of the awakening Mi Go's
body and takes to the sky.

It is at this point that the Mi Go's powers truly become apparent, because during the
metamorphosis, the young Mi Go feels not only their own flesh become torn asunder by
uncounted scores of tiny mandibles, but also simultaneously see through the eyes of each of
the hive's constituent members. From that moment on, "they" are able to see through the
eyes of the bugs that grow within the human body and from the eyes of the human body.
They do not have a "feeling" of having their thoughts or point of view necessarily within their
head, and many of them are convinced that they are solely the hive and have murdered and
stolen the memories of the child that they walk around wearing the skin of. Getting
insecticides onto a Mi Go has roughly the effects of mace - it's incredibly painful and
distracting. The poisoning of the bugs inside their flesh feels like the entirety of their body is
on fire.

A Mi Go has an Infernal power source and a Lunar power schedule.

The First Mi Go?


The core question of identity is terribly important to many Mi Go, and finding the original
being and asking it "Why" is one of the holy grails of Mi Go thought. According to the secret
histories, Echidna flew into the Himalayan Mountains some four thousand years ago and
has not been seen or heard from since. Many believe that she (it?) died during that journey.
But there are many Mi Go who would kill to see even a corpse representing what form
represents their destiny.

Mi Go Starting Powers
Core Discipline: Swarm Song

Small Witness (Basic Swarm Song)


Body Colony (Basic Swarm Song)

Basic Powers

Abyss of the Body (Basic Descent of Entropy)


Patience of the Mountains (Basic Fortitude)

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Leviathans

Attract (Basic Magnetism)


Supernatural Senses (Basic Discernment)

Advanced Powers

Telepathy (Advanced Discernment)


Magnify the Swarm (Advanced Swarm Song)

Distinctive Flaw: Flake

Story Inspiration: Vampire Hunter D, Wrath of Khan, Starship Troopers, Whisperer in


Darkness

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Transhumans

Transhumans: Point of No Return


"Think before you decide, I tell you! Do you want to be left as you are, or do you want your
eyes and your soul to be blasted by a sight that would stagger the devil himself?"

Knowledge and power do not come without a price, especially in the realm of horror. When
one steps upon the path to power it is not long before the realization strikes that the person
on that path is not the same person who took the first steps. Sometimes the point of no
return is obvious and comes as a flash of insight. At other times it is only in retrospect and
solemn reflection that one can see that there's little connection between the humanity of
youth and the creature of the present. Transhumans do not have souls in the way that
normal people do.

Transhumans have the easiest time convincing themselves that they are still the person that
they used to be - still a mortal human with all the accompanying impetus and fragility. This is
not actually true, and the sheer plausibility of that kind of self delusion leads many into a
constant rollercoaster of false hopes and crushing disappointments. On some level normal
people can sense it, and vague misgivings surround all dealings between a Transhuman
and mortal men. The moment the character attains their power they have become
something more than a man, but they have also become something less, and it is this truth
that all Transhumans must confront.

Transhumans suffer aggravated damage from Iron weapons, the very human achievement
that propels them beyond their biological origins also turns on them with cruel finality. Most
Transhumans are dominated by Master Passion Despair.

The Reborn: Second Chances and Second Guesses


"Put your helmet on. I wouldn't want to scar your pretty face. Again."

Reincarnation totally happens in After Sundown. Not to everyone, not even to most people.
But to some people. For whatever reason, only Luminaries can access past lives, and even
then past lives only become accessible when they are exposed to great stress in the
presence of magic. Why this happens or what the consequences of this are is a matter of
intense debate amongst the supernatural communities. It is possible that only Luminaries
have past lives, or even that Luminaries are Luminary because they have lived before.

How many lives a particular Reborn remembers is quite variable. Sometimes it is as few as
one, while other Reborn remember snippets of dozens. It is undeniably true that the chances
of a particular Reborn running into specific people they knew in a past life (either other

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Transhumans

Reborn or immortals who happened to be alive back then) are extremely high. Past lovers
and rivals both are very likely to be encountered by a Reborn during their new life, leading
as many to repeat their old mistakes as to fix their previous errors.

There are prophetic maps available that plot the likely eruptions of new Reborn, and there
are more than a few supernatural creatures and organizations of supernatural creatures that
take an active interest in such matters. The Makhzen and Marduk Society traditionally find
the Reborn to be natural members and go to great lengths to recruit them. Reborn are
interesting in that they can be successfully identified with prophetic writings and
comparisons to ancient statues and paintings long before they actually develop any powers.

A Reborn has an Orphic power source and a Lunar power schedule.

The First Reborn?


It is apparently true that no Reborn is ever born (much less awakened) during the lifetime of
one of their past lives. Furthermore, all past lives are truly in the past, and there are no
future incarnations remembered by any Reborn. So it stands to reason that at the earliest,
the first Reborn had to have been born a couple generations after the first human. The
earliest Reborn who is specifically listed in the secret histories is Krishna: a mighty Tamil
warrior who lived around 670 BCE and who had at least one previous life as a sage.

Reborn Starting Powers


Core Discipline: Celerity

Quickness (Basic Celerity)


Nimble Feet (Basic Celerity)

Basic Powers

Supernatural Senses (Basic Discernment)


Summon Spirit (Basic Necromancy)
Attract (Basic Magnetism)
Shadow Casting (Basic Play of Shadows)

Advanced Powers

Shifting Sands (Celerity / Magnetism Devotion)


Psychometry (Advanced Discernment)

Distinctive Flaw: Distinctive Appearance

Story Inspiration: She, The Mummy

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Transhumans

The Fallen: Rising from the Ashes


"There is only one thing worse in the world than to be talked about. And that is to not be
talked about."

Those luminaries whose souls are scoured out to beyond the possibility of recognition by the
harsh infernos of Limbo are left ageless shells, they are The Fallen. Sometimes a man can
become so by coming into possession of some demonic trinket that slowly or calamitously
steals away their existence. But more commonly this is the result of a child being stolen
away into the Dark Reflection by mirror goblins to toil away in the edifices of the dark king.
These changelings usually are worked to death, and never see home. But sometimes a
luminary child will grow hard and strong, and bitter like long steeped tea. And they will
someday find way to escape their soot covered prison and return triumphantly to their
parents, to be clasped again by loving hands and to walk again amongst mothers and
friends. But this is perhaps the cruelest aspect of fairy captivity, for the children so taken are
not long sought after for powerful magics are wrought to remove the Fallen from the
thoughts of those who care for them. It is an alienating experience for those lucky enough to
escape servitude back to the mortal world - while the family they remember like as not still
exists, it is rare indeed that this family has any familiarity with them in return.

The Fallen do not have magic power of their own, but their bodies have become attuned to
the ghastly magic of the Dark Reflection, and they can charge themselves up by exposing
themselves to more Infernal energies. The Ritual to regain Power Points requires exposure
to something from Limbo. Those who were transformed by an Infernal artifact are well
advised to keep their hands firmly upon it. Those who escape the demonic realm usually
carry something with them to recharge themselves with, though of course simply returning to
the Dark Reflection is always an option.

The very fact that a Fallen's magic powers do not come back without exposure to more of
the evil magic that caused their condition in the first place has led some to speculate that if
they were to simply avoid Infernal power long enough that they would regain their human
lives. If anyone has succeeded in that, there are no reliable records of it. This is in a sense
unsurprising, in that there are very few reliable records of Fallen. Not only are Fallen simply
unmemorable to Extras, but even documents pertaining to them just "get lost". And it isn't
merely that their rental contracts get accidentally thrown out, though that does happen.
Fallen find copies of old yearbooks that simply don't contain any pictures of them.

A Fallen has an Infernal power source and a Ritual power schedule.

The First Fallen?

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Transhumans

The King with Three Shadows has only been kidnapping mortal children since "the project"
began in the 6th century CE. While the Troll Kingdoms had human slaves a thousand years
before that, that practice ended when they were banished to Limbo, and human slaves in the
mortal world did not become Fallen. The earliest Fallen in the secret histories is a Central
African Queen of the 3rd century BCE who went by "She Who Shall Not Be Named" - likely
because the process of becoming Fallen had stripped her of her original name. Supposedly
she had a sacred flame that granted immortality. What happened to the Queen, her
kingdom, or the presumably Limbo-powered flame is a matter of speculation even amongst
those who know the secret histories. The last contact with any of them came with a trading
expedition from Egypt in 476 CE.

Fallen Starting Powers


Core Discipline: Magnetism

Attract (Basic Magnetism)


Repel (Basic Magnetism)

Basic Powers

Deny the Gauntlet (Basic Progress of Glass)


Mask of a Thousand Faces (Basic Veil)
Patience of the Mountains (Basic Fortitude)
Learn the Heart's Pain (Basic Names of the Blasphemies)

Advanced Powers

Dismissal (Advanced Magnetism)


Desire Reflection (Veil / Magnetism Devotion)

Distinctive Flaw: Wither Minor or Feared By Children

Story Inspiration: The Picture of Dorian Gray, She, Rip Van Winkle

The Icarids: Children of Daedalus


"There are things man was not meant to know. It is interesting that we repeatedly seek to
know as much about these as possible."

Humanity’s greatest survival trait, indeed the one which has ensured our ascent to power, is
a willingness and ability to improve upon our environment - the closest environment being
our own flesh and bones. The desire to gain greater abilities overwhelms all else sometimes;
even personal ethics, self-preservation, and basic sanity. Man is first and foremost a tool
using creature, but when he treats himself as a tool, is he still a man?

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Transhumans

The Icarids are born when a Luminary is subject to the (nominally successful) experiments
of scientists and practitioners of medicine to improve the human form beyond what it already
has - and usually this Luminary is both subject and creator of the experiment. They rarely
have any familiarity or experience with the supernatural beforehand, and simply stumble
through the veil of normality by "accident". The transformational event bestows efficiency
and power on the human form and mind that brings it beyond mortal limitations, including
impressive strength and will - at the cost of sanity and self.

The drugs or procedures done to bring an Icarid to the point they now are aren't just unwise
- they're lethal. If you did that to an Extra they'd just die. It is in no small part the strength of
the Luminary's dreams that force them onward through certain death and into power and
madness. The ritual to regain Power Points involves continuing to do more of the same to
themselves. What's better than a lethal dose of mercury-based super serum? More mercury-
based super serum. It is not at all weird for an Icarid who has been at it for a while to bleed
clear liquid, sand, or even tiny grubs.

An Icarid has an Astral power source and a Ritual power schedule.

The First Icarid?


According to the secret histories, the first identified Icharids were the natural philosopher
Daedalus and his son Icarus. They stumbled upon a humoral treatment based on goose bile
and hot wax that would allow them to transcend human limitations in approximately 630
BCE. Icarus improved upon the treatment considerably and attained the aptitude of Flight.
Icarus' experiments ended in tragedy when he flew over the ocean and a sudden rainstorm
left him powerless. When he plunged into the sea, the pitiless waves crashed his nearly
mortal body against the unforgiving cliffs until he was dead. In his grief, Daedalus named the
process in honor of his son, but he still followed the Tradition of Misdirection, and reported
the events somewhat differently to the humans of his time.

Icarid Starting Powers


Core Discipline: Veil

Hide From Notice (Basic Veil)


Mask of a Thousand Faces (Basic Veil)

Basic Powers

Supernatural Senses (Basic Discernment)


Curse of Failure (Basic Trail of Tears)
Clinging (Basic Clout)
Revive the Flesh (Basic Fortitude)

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Transhumans

Advanced Powers

Dark Night of the Soul (Advanced Trail of Tears)


Hide in Plain Sight (Advanced Veil)

Distinctive Flaw: Prideful

Story Inspiration: The Invisible Man, Dr. Jekyll and Mr. Hyde, Norman Osbourne, Karl
Ruprecht Kroenen, Bane, Icarus

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Zombies

Zombies
"It is a truth universally acknowledged that a zombie in possession of brains must be in want
of more brains."

Zombies are physical bodies without the benefit of life or human spirit who nonetheless
move about and hunger for the brains of the living. They are not respected members of the
supernatural community, but are instead treated as servitors and disposable soldiers by
those with necromantic powers and a social problem by most everyone else. Zombies are
not traditionally considered playable, but are instead most likely to appear as tools or
independent menaces in an After Sundown campaign.

All Zombies, regardless of strength have an Orphic power source. When an extra becomes
a Zombie, they become a Shambler or a Soulless depending upon the circumstances of
their transformation. When a Luminary becomes a Zombie, they become a Revenant in all
cases. Unlike many unplayable types, a Zombie is made out of a human being and they are
templated onto a normal human statline.

Shamblers
"When the dead rise, civilization will fall."

Shamblers are the classic "slow zombies" from zombie movies from the eighties. They
hunger for brains, but they are basically walking corpses who shamble around - hence the
name. Shamblers are not individually particularly dangerous. But they are implacable and
they can come in fairly large numbers. Created by Orphic sorcery or by leakage of power
from Mictlan, Shamblers will thoughtlessly move toward humans and attempt to eat their
brains. The opening up of a major Well to Mictlan is often accompanied by the mass
animation of large numbers of corpses as Shamblers, leading to potentially terrifying armies
of the things even in the face of the relative incompetence of any solitary Shambler.

A Shambler has no Charisma or Logic score and automatically fails any test it would be
called upon to make. Upon creation, a Shambler's Agility is reduced by one (to a minimum of
1), and their Strength is increased by 1. A Shambler loses all of their skills, even combat
skills. When not controlled magically, they really will simply walk over and relentlessly and
unskillfully claw and bite at potential victims with their substantial but undirected strength.
Shamblers are not specifically slower than a normal person, but they always move at the
rate of a Careful Walk even when ordered to do otherwise. Only their literally endless
endurance and willingness to travel unceasingly to find brains gives their aggregate daily
travels a frightening total of up to 50 kilometers a day.

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Zombies

Shamblers do not actually spread zombification, but they are often accompanied by evil
magic that will reanimate all the corpses in the area, which will include their victims. The skin
of a Shambler is quite resilient and hard, and their fists are Damage 1N weapons.
Shamblers have no passions.

A Shambler has an Orphic power source but no power schedule, Potency, or Power
attribute.

Shambler Starting Powers


Basic Powers

Patience of the Mountains (Basic Fortitude)

Advanced Powers

Indomitability (Advanced Fortitude)

Soulless
"If you look at the whole life of the planet, we... you know, man, has only been around for a
few blinks of an eye. So if the infection wipes us all out, that is a return to normality."

The Soulless are the lately fashionable "fast zombies" of more modern cinema such as 28
Days Later and the Dawn of the Dead remake. Clearly distinct from Shamblers by their
bright red eyes and relatively speedy disposition, the Soulless are neither plodding nor
tireless. Possessed of more humanlike speeds and faculties, the Soulless are individually
much more terrifying than a Shambler. But while they are rarely spawned in the tremendous
numbers of Shamblers, the fact that they can and do spread their affliction readily to the
living means that their numbers can easily grow out of control if not checked by heroic
intervention.

A Soulless loses their Charisma but not their Logic. Their Strength is increased by 1, but
their Agility is unaffected. A Soulless is consumed by rage at all times to the point of
complete irrationality, but they are not actually incapable of utilizing tools. While a Soulless
will usually opt to empower Vigor to tear down a door rather than attempting to turn the
knob, this is a result of their all consuming hatred rather than actual ineptitude on their part.
The bite or even spit of the Soulless can corrupt and kill mortals, and the venom they are
equipped with from their serpent's tongue ability is always a fatal one. The Soulless fighting
style is simple and predictable, but usually effective enough. All Soulless have a Combat
skill of 1.

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Zombies

Soulless, like Shamblers, have no special power to transform others into Zombies of any
kind, but are often carriers of the Rage Virus which does. If they are sterilized by any
method, any victims they take down will stay inert. Every Soulless is dominated by Master
Passion Rage and will fly into a Rage Frenzy with basically no provocation at all. Triggers
include seeing humans.

A Soulless has an Orphic power source and a Lunar power schedule.

Soulless Starting Powers


Basic Powers

Vigor (Basic Clout)


Nimble Feet (Basic Celerity)
Bite of the Serpent (Basic Lure of Destruction)

Revenants
"The Living Dead and the dying living are all the same. Cut from the same cloth. But
disposing of dead people is a public service, whereas you're in all sorts of trouble if you kill
someone while they're still alive."

The Revenant is the talkative wight from virtually every piece of fiction where a Zombie is a
major character. Whether the lovely and sensual She from Cemetery Man, the creepy Shelly
Winters from Scary Go Round or the villainous Dark Ash and Sheila from Army of Darkness,
every Luminary who becomes a Zombie by whatever means becomes a Revenant.
Revenancy is curable, as can be plainly seen from both Scary Go Round and Army of
Darkness, and it is the only form of Zombieness that is. A Revenant appears much as it did
in life, save for pale white skin and darkness around the eyes. Basically they look like
someone who is wearing heavy goth makeup, save that there is something obviously
unnatural about them that even the most casual observer can plainly see.

Revenants do not necessarily lose their reasoning faculties nor their personal moral
compass. However, they do hunger for the brains of the living, and are doomed to gradually
weaken and lose power until they devour such. Eating the brain of a human refreshes their
Power batteries, but they don't have an unobtrusive or Vow of Silence upholding alternative
at their disposal. Sooner or later, they will be compelled to break open a human skull and
feast on the morsels inside. It is for this reason that even the usually quite open minded
supernatural societies generally want Revenants cured or destroyed - their mere presence
endangers the kindred more than most Syndicates are willing to condone.

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Zombies

A Revenant has their Strength, Intuition, and Willpower all increased by 1. Every Revenant is
subject to Master Passion Hunger. Every Revenant carries the Z-Virus with their Abyss of
the Body.

A Revenant has an Orphic power source and a Feeding power schedule.

Revenant Starting Powers


Core Discipline: Fortitude

Patience of the Mountains (Basic Fortitude)


Revive the Flesh (Basic Fortitude)

Basic Powers

Compel Spirits (Basic Necromancy)


Nimble Feet (Basic Celerity)
Abyss of the Body (Basic Descent of Entropy)
Supernatural Senses (Basic Discernment)
Vigor (Basic Clout)

Advanced Powers

Indomitability (Advanced Fortitude)

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Fey

Fey
"I'll not rest till I have me gold. Curse this well that me soul shall dwell, till I find me magic
that breaks me spell."

Covetous and frightening, the Fey of After Sundown are a lot more like the Svartalfs of
bloodthirsty Norse myth than the pixies of a Disney cartoon. If they were from a Disney
cartoon, it would probably be the Night on Bald Mountain segment from Fantasia. The
hideous goblins and gnarled ogres that make Limbo their home are stupid and vile.

All Fey have an Infernal Power Source and suffer aggravated wounds from iron. Before
humanity had iron, there were Fey outposts on Earth: cruel and barbarous slaveholding
affairs that sculpted the land to be more like Limbo. When iron came to human hands, the
Fey were wiped from the Earth. This historical footnote has been obscured, since of course
the obvious parallels possible with other supernatural creatures is enough to give any
Covenant Prelate pause.

Mirror Goblins
"Everything is a scam to you, isn't it?"
"Damn right it is."

The Mirror Goblins are hideous and seemingly subhuman. They are small and misshapen,
and they have hideous hooked teeth and claws. Mirror Goblins are a lot like the Black Isz
from The Maxx or the Mumblers from Silent Hill. Left to their own devices, they mostly
wander around Limbo gibbering and periodically eating each other. However, they are also
oppressed by more powerful residents of the Dark Reflection. Whipped into shape by
stronger creatures and groups they are used as disposable fodder and monsters of the week
by The King with Three Shadows and other Infernal groups. Since they always have a
Potency of zero, a Mirror Goblin can pass through any portal to Limbo, which is where they
get their name: literally goblins who come into the Mortal World through mirrors.

While Mirror Goblins have strange pacmanesque mouths and rarely stand much over a
meter tall, their muppetlike visages seem to have little difficulty being understood in human
languages. When combined with their ability to magically disguise themselves, Mirror
Goblins can actually penetrate human society with tolerable ease. They dare not stay long in
the Mortal World though, because their power ritual can only be performed in Limbo. Mirror
Goblins are generally regarded as being less than fully trustworthy.

The best media to look through to get a handle on Mirror Goblins is The Maxx, as they pretty
much look and act like the Isz.

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Fey

A Mirror Goblin was never human and has a nonstandard attribute array. While they are
magical and can develop magical powers, they don't have a Potency rating. Their stats are:

S: 1/4, A: 2/7, I: 1/6, L: 1/5, W: 1/4, C: 1/6

A Mirror Goblin has an Infernal power source and a Ritual power schedule.

Mirror Goblin Starting Powers


Basic Powers

Quickness (Basic Celerity)


Mask of a Thousand Faces (Basic Veil)

Spriggans
"Why there's nothing under this mask but a neck and some tendons!"

Spriggans are hideous worm eaten things scarcely larger than a Mirror Goblin who can draw
upon Infernal power to become massive killing machines. These beings look like hunks of
maggot infested meat in an only barely humanoid shape, and they are quite boneless until
they invoke their Giant Size and War Form, which are always enacted together. At that point
their worms and flesh are pulled tight over a scaffold of long wet bones that end in sharp
points in many places.

When a Spriggan performs its power ritual, it covers itself in spoiled food and soiled goods.
The worms crawl out of it and grasp filth and offal to pull back into their cavernous interiors.
Spriggans are quite susceptible to their Master Passion: Despair.

A Spriggan was never human and has a nonstandard attribute array. Their stats are:

S: 1/4, A: 1/6, I: 2/7, L: 1/5, W: 1/6, C: 1/6

A Spriggan has an Infernal power source and a Ritual power schedule.

Spriggan Starting Powers


Basic Powers

Clinging (Basic Clout)


Nimble Feet (Basic Celerity)
Small Witness (Basic Swarm Song)

Advanced Powers

Giant Size (Advanced Clout)

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Fey

War Form (Celerity / Clout Devotion)

Trolls
"Skin... Graaaaah... Tasty..."

Within the prison world that is the Deep Reflection, hideous ogres prowl and punish or even
murder those unlucky enough to fall into their clutches. But while they are the jailers of this
foul realm, they are also its prisoners. Trolls spend almost every moment of their existence
in agony and dejection, and eagerly take out their pains on others.

Hulking brutes with bulging musculature and an inhuman appearance, Trolls cannot actually
turn their Giant Size off. These tortured giants of Limbo appear in literature as Tartarians and
Pyramid Head. While they do eat people, they don't actually get anything for it except a
meal. They rip the skin from their victims simply because they find enjoyment in doing so,
not for the advancement of any mystical agenda.

Trolls have a fairly multivarious appearance, varying from merely oversized humans to
lumpy stone skinned oni with tremendous tusks. These changes are generally speaking
purely cosmetic. Trolls have no difficulty recognizing different Trolls as being the same as
themselves.

Trolls have a nonstandard attribute array because they were never humans. Before their
Potency modifier and their constant Giant Size, their attribute ranges are:

S: 5/10, A: 1/5, I: 1/5, L: 1/3, W: 3/8, C: 1/6

A Troll has an Infernal power source and a Continuous power schedule.

Troll Starting Powers


Core Discipline: Clout and Fortitude

Vigor (Basic Clout)


Clinging (Basic Clout)
Revive the Flesh (Basic Fortitude)
Patience of the Mountains (Basic Fortitude)

Basic Powers

Poison Heart (Basic Names of the Blasphemies)


Repel (Basic Magnetism)

Advanced Powers

Giant Size (Advanced Clout)

216
Fey

Devastation (Advanced Clout)


Restoration (Advanced Fortitude)

Story Inspiration: Silent Hill, Billy Goats Gruff, Jack and the Giant

217
Giant Animals

Giant Animals
"No chains will ever hold that..."

The wilderness of horror movies is a forbidding place full of horrible things. And in the realm
of horror, a fair number of those things are merely dangerous and horrible rather than
malicious and horrible. Giant Animals are likely to fall into that category, because they are
animals and generally of animal intelligence. However, it is important to note that in After
Sundown, as in too many horror books and movies to mention, animals are entirely capable
of being decidedly, premeditatedly, evil. Animals in After Sundown really tend to be amazing
jerks. So when animals are given great strength or amazing powers, they usually go on
rampages pretty near to first thing.

The wilderness of Maya gives birth to nightmarish and titanic beasts beyond number. And
the magic of that untamed land bleeds into the material world in unpredictable ways. Where
this happens, monstrosities are created and normal beasts are transformed into
monstrosities. The wilderness in the After Sundowncan be a truly horrible place full of
horrible things. And the horrible things it is full of are collectively known as the Giant
Animals.

Giant Animals are vulnerable to silver.

Behemoths
"Let's not overlook the fact that he didn't eat me."

Magically enhanced monstrous beasts prowl the wilds of the astral plane, and sometimes
their rampages take them through holes in reality to invade the mortal world. In areas
unseen by man, animals will sometimes spontaneously grow to magically augmented size
and then rampage from there. Behemoths look pretty much like mortal animals save that
they are substantially larger than their natural kin and substantially more aggressive and
dangerous to humans.

A Behemoth's Giant Size is always on, and it is important to note that sometimes they are of
a type of creature which is itself normally 3.5 meters or more such as giant anacondas and
the like. Giant Size in this case represents a proportional increase for such creatures,
meaning a rough doubling in all dimensions and an increase in mass by approximately 10
times. A Behemoth was never human, but it is a real creature, and before considering its
Giant Size and Potency, it uses the normal stats of an animal of its type.

A Behemoth has an Astral power source and a Continuous power schedule.

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Giant Animals

Behemoth Starting Powers


Basic Powers

Touch of Darkness (Basic Lure of Destruction)


Vigor (Basic Clout)

Advanced Powers

Giant Size (Advanced Clout)

Story Inspiration: Mighty Joe Young, Lake Placid, Boa vs. Python, Brotherhood of the Wolf,
Them!

Swarms
"Do you happen to have a pair of birds that are... just friendly?"

Whether it's the birds in The Birds or a horde of rats in Willard, life in horror has a propensity
for having large groups of individually innocuous beasts get together in a big group and go
on a rampage. It may seem like they can't possibly be fought with weapons, since there's
about a fantastillion of them in each swarm. But the reality is that the Swarm itself is
completely meaningless. They "are" an intangible energy field that whips mundane beasts
into a frenzy of violence. As such, one simply has to hit the intangible force between the
controlled beasts with silver until it stops moving.

Unfortunately, Swarms have a tendency to respawn within a few days unless something
drastic is done.

A Swarm has an Astral power source and a Lunar power schedule.

Swarm Starting Powers


Basic Powers

Revive the Flesh (Basic Fortitude)


Supernatural Senses (Basic Discernment)
Tongue of Beasts (Basic Call of the Wild)
Hide From Notice (Basic Veil)

Advanced Powers

Empty Body (Discernment / Fortitude Devotion)


Restoration (Advanced Fortitude)
The Beckoning (Advanced Call of the Wild)

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Giant Animals

Story Inspiration: The Birds, The Swarm, Willard

Chimera
"That is simply unnatural."

In the heart of Maya there are animals that don't really look like Earthly animals at all.
Sometimes they look like two or more creatures melded together awkwardly, and sometimes
they just look like something drawn up for Heavy Metal. These are the Chimera, and some
of them look like mythic beasts such as unicorns and basilisks. And it is important to note
that they actually behave like those legendary monsters do in horror movies. Which means
that mostly what they do is wander around and use their powers to murder people. Chimeras
are about the size of a horse and are not cuddly at all.

A Chimera has the mind of an animal, and the physique of a horrible man-eating monster.
Since they aren't even reasonable facsimiles of humans, they not only have a non-standard
attribute array but indeed fairly fixed attributes and skills. They do have a Potency rating,
and sometimes these values increase. Whether they have a spiral horn or a scorpion's tail, a
Chimera has natural weaponry that inflict 3 Lethal damage.

S: 8 A: 3 I: 3 L: 1 W: 5 C: 1

Skills: Artisan 1; Athletics 5; Combat 3; Perception 2; Rigging 3 (Water); Stealth 2; Survival 4

A Chimera has an Astral power source and a Continuous power schedule.

Chimera Starting Powers


Core Discipline: Trail of Tears

Curse of Failure (Trail of Tears)


Pain Drops (Trail of Tears)

Basic Powers

Light of Ennui (Basic Descent of Entropy)


Revive the Flesh (Basic Fortitude)
Hide from Notice (Basic Veil)
Tongue of Beasts (Basic Call of the Wild)

Advanced Powers

Water Prison (Advanced Trail of Tears)


Aura of Decay (Advanced Descent of Entropy)
Hide in Plain Sight (Advanced Veil)

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Giant Animals

Story Inspiration: Basilisk, Orangopoid, Xenomorph, Spidron

Kaiju
"What the hell is that?"
"We need bigger guns."

There are things in the wilderness of horror that defy ready analysis. Some are really, really
big. And they stomp out of nightmares and crush everything beneath their feet. They are the
Kaiju, and they have no place in the modern world. Standing at something over 15 meters
tall, these prehistoric beasts are awe inspiringly terrifying. It's not even entirely clear that
these titanic monstrosities are even magical in nature, and indeed most of them don't seem
to use any magical powers save for being really big.

A Kaiju is not a normal animal that uses magic to grow really big, it's just a magically
spawned entity that is much larger than a land-bound mortal animal could possibly be
without suffering from cube square law insufficiencies. They aren't using Clout effects, that's
just how big they are. Whether they are giant lizards or giant apes, their stats are pretty
much the same. And yes, some of them are also magical and have magical disciplines like
Fire Starter that allows them to breathe gouts of flame. But mostly they just rely on their size.
They don't even have something that counts as special natural weaponry, their normal attack
is a base zero normal damage fist - and they are so big that attacking a human-sized target
suffers a -5 penalty to the attack roll - and they still normally flatten things in one pound -
because that's how a creature with a 35 strength rolls.

Kaiju can work as "boss monsters" in that they are so out of scale with even large and in-
charge characters that finding something that can hurt them at all can be an adventure in
itself.

S: 35 A: 2 I: 4 L: 1 W: 6 C: 1

Skills: Animal Ken 3; Athletics 4; Combat 5; Perception 4; Stealth 2; Survival 4

Story Inspiration: King Kong, T. Rex.

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Ghosts

Ghosts
"What we have here is what we call a non-repeating phantasm."

The most numerous of supernatural creatures is the Ghost. One of them could be created
every time someone dies, there are over seven billion people, and the number of deaths is
one per person.

Every Ghost has tremendous difficulty interacting with the material world. They "live" in the
Deep Gloom and return there whenever the sun rises even if they find a way to escape.
When they do manage to leave the Gloom, their Empty Body turns on and they are unable
to touch any physical object that is not made of wood.

Because of their extreme difficulty in interacting with things, Ghosts often make rather limited
actors in a story, and are thus ill suited to be main characters.

Wisps
"Oooh..."

Wisps are little shadows or colored glows that flit about and scarcely remember that they
used to be humans. Individual Wisps are everywhere, and usually fairly inconsequential.
Some Wisps make their way to the material world and scare people or try to interact with the
world as they remember it being - it's a pretty frustrating experience because they can't
actually touch anything.

Wisps primarily interact with an After Sundown chronicle by being utilized by necromancers
as spies. Even without being compelled into service, Wisps are often quite willing to be
helpful to physical beings that can interact with them. Wisps have a Strength score of 1,
regardless of what they had in life.

A Wisp has an Orphic power source and a Lunar power schedule.

Wisp Starting Powers


Basic Powers

Aura Perception (Basic Discernment)


Patience of the Mountains (Basic Fortitude)

Advanced Powers

Empty Body (Discernment / Fortitude Devotion)

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Ghosts

Story Inspiration: All the spooky background ghostly stuff in movies like Sleepy Hollow.

Wraiths
"You know, the best way to get rid of ghosts is to clean house."

Wraiths appear as they did in life save with photographic filters applied to make them look
washed out and see-through. Each Wraith is a specific person that died, and they tend to
have goals that tie into their time while alive or the circumstances of their death. A Wraith
that accomplishes its driving goal often dissolves into a Nirvanaish happy ending. But
sometimes a Luminary Wraith will simply go on and make an unlife for themselves in
supernatural society.

Like all Ghosts, a Wraith is only corporeal while within the Gloom, and can only be in the
mortal world until the sun rises before being banished back to Mictlan. Each Wraith has a
number of things that tie them to the real world called "fetters". These can be favored
objects, their own corpse, or loved ones. In order to regain Power Points they have to be
within a few meters of one of their fetters and interact with it in some obsessive way. If a
Wraith loses track of their fetters, they cannot regain Power Points and are doomed to slowly
fade away. If a Wraith attains its primary goal and persists afterwards, they can stop
obsessing over the past and make a new life with new fetters.

Some Luminary Wraiths come into being with a lot of extra disciplines, putting them on close
to the same footing as a normal player character. Some people might even be tempted to
run Wraith chronicles, but that's really very difficult role playing.

A Wraith has an Orphic power source and a Ritual power schedule.

Wraith Starting Powers


Basic Powers

Aura Perception (Basic Discernment)


Patience of the Mountains (Basic Fortitude)
Vigor (Basic Clout)

Advanced Powers

Empty Body (Discernment / Fortitude Devotion)

Story Inspiration: Ghost, Stir of Echoes, Sixth Sense, most ghost stories honestly.

Poltergeists

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Ghosts

"They're here..."

Poltergeists are accumulations of untold numbers of wisps that have lost their individuality
and become spiritual storms. Ruled by rage and quite destructive, Poltergeists can't even
speak save to wail and scream. Sometimes they are tied to a location, sometimes they travel
around Mictlan like thunderheads. In either case, they usually have some relation to a
specific atrocity or another, and will calm down and disperse if someone can figure out how
to appease them despite their inarticulate destruction.

Like all Ghosts, a Poltergeist has an Empty Body unless they are in Mictlan. They also have
a Charisma and Logic of zero. They have no specific limits for other attributes, larger storms
have more Strength and more Willpower...

A Poltergeist has an Orphic power source and a Lunar power schedule.

Poltergeist Starting Powers


Basic Powers

Aura Perception (Basic Discernment)


Patience of the Mountains (Basic Fortitude)
Vigor (Basic Clout)

Advanced Powers

Empty Body (Discernment / Fortitude Devotion)


Telekinesis (Discernment / Clout Devotion)
Devastation (Advanced Clout)

Story Inspiration: Poltergeist, It

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Demons

Demons
"Match wits with a creature older than time? Match wits with a prince of the dark
dominions?"

The Demons were seemingly around a lot longer than other supernatural creatures: the
oldest records left by vampires or the recollections of the Returned allow for the civilization
of the Demons as having been around for unfathomable years even then. This makes their
predicament something of a puzzle, because every Demon is imprisoned in Limbo to a
greater degree than any of its other inhabitants. Who or what imprisoned the Demons there
is not particularly clear, and individual Demons advance distinct theories when asked. All
Demons live forever, and many of them are frightfully old. Many of them claim to have been
around during "The Great Banishment" - but in almost all cases this is certainly a lie. It's not
even clear where the banishment was from. Some claim that it was the Material World, while
others claim that the original Demonic home world was Maya. Still others claim that it was
some as yet unnamed world that they cannot return to. What is clear is that Demons have a
tremendous difficulty leaving the Dark Reflection: their Potencies are considered four higher
for purposes of overcoming the Gauntlet.

Akuma
"I always get what I want because I take it."

The Akuma were never human and this fact cannot easily escape onlookers. Standing about
a meter taller than a man, Akuma are also blessed with extra... parts. Rows of teeth, third
eyes, sometimes even extra arms or mouths. Many come equipped with extra parts that are
not analogous to any found in normal people such as horns, pincers, and tentacles. They
come in colors like red and blue rather than the tan and slightly darker tan that humans are
familiar with. Even the white ones are white, rather than merely a slightly paler shade of tan.
These are the demons you imagine when your imagination has a bottomless budget for
costuming.

Akuma need to feed on sapients in order to restore their powers. Left on their own in the
Dark Reflection they foist mirror goblins into their maws with wild abandon, but they prefer
the flesh of humans. While Akuma do not strictly speaking need to eat, they love doing so
and their gluttonous appetites cannot be sated easily or long. Akuma are a huge social
problem for mortals and supernaturals alike when they appear in the material world, for they
lack subtlety in any of their dealings. Akuma are lazy bullies whose only redeeming feature

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Demons

is that at least their short sighted avarice makes them easy to manipulate by those with
sufficient power to not be devoured right off. An Akuma has no driving passions, and is
dominated by Master Passions of Rage, Hunger, and Fear.

While it is possible for an Akuma to gain power nonfatally from a victim, their love of livers
and poor discipline ensure that this almost never happens. An Akuma cannot turn their Giant
Size off. An Akuma's claws, horns, teeth, or whatever constitute a damage 3 weapon
(including their monstrous size). Akuma have a nonstandard attribute array because they
were never humans. Before their Potency modifier and their constant Giant Size, their
attribute ranges are:

S: 6/11 A: 1/5 I: 1/3 L: 1/3 W: 2/7 C: 1/4

An Akuma has an Infernal power source and a Feeding power schedule.

Akuma Starting Powers


Core Discipline: Clout

Vigor (Basic Clout)


Clinging (Basic Clout)

Basic Powers

Command (Basic Authority)


Patience of the Mountains (Basic Fortitude)

Advanced Powers

Giant Size (Advanced Clout)


Devastation (Advanced Clout)

Story Inspiration: Where the Wild Things Are, Legend, Urotsukidoji, Aka Oni

Asura
"And for revenge thou hast created this demon. Her domain is darkness - her purpose is
wickedness."

The Asura appear as relatively attractive, if distant and cruel humans. As the only type of
Demon that is not constitutively required to eat or torture people to death, they are the most
likely to have neutral or positive relations with residents of the mortal world. Nevertheless,
Asura very rarely behave in any manner that could be even generously described as less

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Demons

than unnecessarily dickish. While they gain no literal sustenance from harming people, they
are often pressed into the service of powerful Ifrit to do so and just plain seem to like doing
it.

Some Asura have wings that resemble those of swans or bats growing from their backs. The
ones that don't have either wheels of fire or tiny clouds appear under their feet when they fly.
While technically a Asura was never a human, they are close enough in appearance and
capabilities that their attribute ranges before Potency modifiers are human standard.

Asura are superficially similar to Daeva, and it is primarily for this reason that Daeva were
often subject to persecution by Covenant forces about 400 years ago. More extensive
investigations recognize many key differences. For example, while a Daeva is born as a
human luminary and is converted into a Vampire upon death at another's hands, a Asura
comes into being by coalescing out of ash in Limbo, already fully grown. Blood flows in the
veins of a Daeva only when they have recently fed, while blood does not actually exist inside
a Asura at all - when their skin is broken it cracks like porcelain and a fine ash drifts out.

Asura easily insinuate themselves in leadership positions in the mortal world because of
their tremendous and magically augmented presence. These qualities are held in no esteem
whatsoever in Demonic culture, and mere likability is treated with extreme contempt.
Virtually all Asura have been made to swear total vassalage to a more powerful Asura or
Ifrit. Domination, whether magical in nature or simple brute force is the currency of Demonic
relationships. An Asura's power ritual is a bitter ash-eating affair that leaves their throat
parched and their eyes red and raw. Asura suffer from Master Passion: Loneliness, though
demonic society is actually so unsympathetic to relationships that few of them actually
understand that fact.

Some Asura have enough extra disciplines to put them on a roughly equal footing with
starting player characters of other supernatural types. While still being totally inhuman,
Asura are by far the most player-friendly of the extra-terrestrials. It is still rather difficult
roleplaying, because they were never humans, have no aspirations to ever be humans, and
were at no points in their un-Earthly lives ever confused on any of those points. But still, with
some work, it can be done.

An Asura has an Infernal power source and a Ritual power schedule.

Asura Starting Powers


Core Discipline: Magnetism

Attract (Basic Magnetism)


Repel (Basic Magnetism)

Basic Powers

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Demons

Supernatural Senses (Basic Discernment)


Patience of the Mountains (Basic Fortitude)
Clinging (Basic Clout)

Advanced Powers

Flight (Clout / Magnetism Devotion)


Dismissal (Advanced Magnetism)
Summons (Advanced Magnetism)

Story Inspiration: Succubus, Disgaea, Hellbent

Ifrit
"I don't need you dead, just for you to wish you were."

By far the rarest and most terrifying denizens of Limbo are the Ifrit. They are not especially
powerful physically, and indeed they are normally intangible when encountered. But they
have incredible mystical powers, almost unmatched amongst supernatural creatures. Not a
few of them have taken to passing themselves off as gods when they reach the material
world, and yet they have never achieved much status within any of the major earthly
syndicates. This is primarily because as a group they do not normally join supernatural
syndicates - even the King with Three Shadows counts few Ifrit under his dominion.

An Ifrit can look like anything, and they do. But in their truest form they seem to be hideous
humanoids of approximately 2 meters with craggy skin of vivid primary and secondary
colors. Their vibrant hues appear like something more at home in a crayon box than a living
being.

In order to feed, an Ifrit must be within a meter of someone in wracking agony. They do not
have to actually consume any blood or viscera and indeed they generally cannot because
they are incorporeal anywhere but the Depths of Limbo. While Ifrit were probably never living
mortals, their attributes are normal for their Potency. It's not entirely clear if Ifrit ever were
anything before being magical beings, no one knows of any of them coming into being, and
the lowest Potency of any Ifrit seems to be 4.

An Ifrit has an Infernal power source and a Feeding power schedule.

Ifrit Starting Powers


Core Powers: Progress of Glass and Trail of Tears

Distant Reflection (Basic Progress of Glass)


Deny the Gauntlet (Basic Progress of Glass)

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Demons

Curse of Failure (Basic Trail of Tears)


Pain Drops (Basic Trail of Tears)

Basic Powers

Aura Perception (Basic Discernment)


Patience of the Mountains (Basic Fortitude)
Clinging (Basic Clout)
Learn the Heart's Pain (Basic Names of the Blasphemies)
Mesmerism (Basic Authority)
Mask of a Thousand Faces (Basic Veil)

Advanced Powers

Empty Body (Discernment / Fortitude Devotion)


Telekinesis (Discernment / Clout Devotion)
Mirror Pocket (Advanced Progress of Glass)
Dark Night of the Soul (Advanced Trail of Tears)
Conditioning (Advanced Authority)

Elder Powers

The Smoking Mirror (Elder Progress of Glass)


Object of Envy (Elder Trail of Tears)

Story Inspiration: Wishmaster

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Evil Plants

Evil Plants
"There's no sense in getting killed by a plant."

The lands of Maya are filled with strange foliage. But strangest of all is the foliage that
harbors a deep hatred for people and animals. Possessed of an intelligence that is so wholly
unlike those of humanity's that they are difficult to measure, these plants are condemned
universally as being "Evil" even by the jaded standards of supernatural society. Completely
emotionless, Evil Plants are not motivated by passions and cannot be induced to frenzy nor
convinced against a course of action with emotional argument of any kind.

Mantraps
"Feed Me!"

Mantraps are essentially Aubrey the monster from Little Shop of Horrors or the carnivorous
plants from Mario Brothers. They are able to move their giant mouth quite quickly, but they
are rooted to the ground and cannot effectively give chase. Brutally effective ambush
hunters, Mantraps try to eat animals whenever the opportunities arise.

Mantraps can't readily transport themselves across the land, let alone the borders between
the dreamlands and the material world. Nevertheless, they do appear on Earth, because
there are those who for whatever reason dig them up and transplant them. They often
appear as guard plants in Marduk Society compounds. Mantraps can learn to speak, and
their muppet like countenance creates alien voices.

The huge woody maw of a Mantrap is a damage 3 weapon. Mantraps have a nonstandard
attribute array because they were never humans. Before their Potency modifier their
attribute ranges are:

S: 3/8 A: 1/4 I: 1/6 L: 1/3 W: 2/7 C: 1/4

A Mantrap has an Astral power source and a Feeding power schedule.

Mantrap Starting Powers


Core Discipline: Clout

Vigor (Basic Clout)


Clinging (Basic Clout)

Basic Powers -

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Evil Plants

Revive the Flesh (Basic Fortitude)


Hide From Notice (Basic Veil)

Triffids
"I dunno what the hell's in there, but it's weird and pissed off, whatever it is."

The Triffids are mobile plant monsters that are only vaguely describable as humanoid in
shape. Like other Evil Plants, they need meat in their diet, but unlike the others they can get
up and walk at a normal speed. As such, Triffids are not relegated to ambush hunting, they
can seriously chase their prey down and eat them. And they do.

A Triffid has a poison barb on the end of each meter long tendril that extends from their maw.
Some of them sprout leaves and/or flowers from various parts of their body. Some of them
are instead smooth like an ivy vine or wrinkled like a redwood tree. It's not entirely clear what
the significance of that distinction is.

The vicious barbed tendrils of a Triffid constitute a damage 3 weapon that can deliver the
poison of the Triffid's "bite". Triffids have a nonstandard attribute array because they were
never humans. Before their Potency modifier their attribute ranges are:

S: 3/8 A: 1/4 I: 1/6 L: 1/3 W: 2/7 C: 1/4

A Triffid has an Astral power source and a Lunar power schedule.

Triffid Starting Powers


Core Discipline: Coil of Thorns

Bitter Fruit (Basic Coil of Thorns)


Grass Rope (Basic Coil of Thorns)

Basic Powers

Bite of the Serpent (Basic Lure of Destruction)


Revive the Flesh (Basic Fortitude)

Advanced Powers

Puppetry (Advanced Coil of Thorns)

Story Inspiration: The Thing, The Night of the Triffids, Dryad, The Creeping Terror

Pods

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Evil Plants

"There are others... they'll stop you!"


"In an hour, you won't want them to."

The Pods are psychic hazards that take over people and use them to make more pods and
take more people over. It's a rather disturbing pyramid scheme, and it is not uncommon for
even the Marduk Society and the Communes to work together in order to unravel Pod cults.
It's not especially clear what it is that Pods want, but whatever it is, they appear to have no
intention of discussing it with any political structures from the material world.

Each pod is roughly the size of a large watermelon and appears to be a massive green
potato. Most pods have some milk white tendrils growing out of what is most probably the
bottom. These look similar to the rootlets that grow out of a potato if you leave it in water for
a long period of time. There are slight depressions all over the Pod that appear to be its
"eyes" - they are able to see things through them and use Authority on victims who look at
them. The tendrils of a Pod can only move by growing over the course of minutes and hours,
so for any practical purposes they are essentially immobile. Pods have a nonstandard
attribute array because they were never humans. Before their Potency modifier their
attribute ranges are:

S: 1/4 A: 0/0 I: 2/7 L: 2/7 W: 2/7 C: 1/6

A Pod has an Astral power source and a Lunar power schedule.

Pod Starting Powers


Core Discipline: Authority and Discernment

Supernatural Senses (Basic Discernment)


Aura Perception (Basic Discernment)
Command (Basic Authority)
Mesmerism (Basic Authority)

Basic Powers

Enchanted Slumber (Basic Veil of Morpheus)


Grass Rope (Basic Coil of Thorns)

Advanced Powers

Telepathy (Advanced Discernment)


Conditioning (Advanced Authority)
Mind Root (Advanced Coil of Thorns)

Elder Powers

Possession (Elder Authority)

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Evil Plants

Story Inspiration: Invasion of the Body Snatchers, Pod People

233
Spawn Monsters

Spawn Monsters
That is a tragedy. You should probably kill it.

Supernaturals who aren't Luminaries are sad, monstrous things that have short life
expectancies once the title sequence rolls. Not only do they have very limited supernatural
powers but they are dominated by their Master Passion even more strongly than the true
creatures they emulate. They suffer a -2 dicepool penalty when resisting or attempting to
end a Frenzy. This penalty rises over time. Spawn who are weak of will are simply in frenzy
all the time. As such, Spawn monsters don't have much success in society, and are
frequently simply kept locked up to be released on main characters like guard dogs or bees
(or twisted combinations of the two).

Vampire Spawn: Thralls


"Back, I tell you all! This man belongs to me!"

Vampire spawn are monstrous and depraved, hungering for the blood of mortals and
generally making a nuisance of themselves. All Vampire Spawn have Master Passion
Hunger and like all spawn they have difficulty controlling it. Vampire Spawn have only
Patience of the Mountains and Revive the Flesh for their disciplines. There is little tangible
difference between a Nosferatu Spawn and a Daeva Spawn. Either could stand in for the
nameless mook vampires that can be killed even by Xander in a Buffy episode. They still get
the Feeding power schedule, but they have a Potency of zero that does not rise. Even
hundreds of years later, taking down Dracula's clutch of bride thralls is not that much of a
trick.

Animate Spawn: Bots


"Five is alive."

Not all attempts to create life are truly successful. Without the spark of individuality, an
animate machine is simply a machine that moves. Not necessarily a machine that thinks or
feels. Depending upon its original purpose and the skill of construction, a non-luminary
Animate has the stats of a Shambler or a Soulless. The only thing that really changes is the
power source. When you open up a door and find a marching army of terracotta warriors,
those have an Astral power source because they are technically Golem Spawn. Killer robots
on the other hand, have an Infernal power source because they are Android Spawn. But in
either case, the war thralls just use the stats of a Soulless. Golem and Android Spawn who
are Soulless knock-offs have Patience of the Mountains, Nimble Feet, and Vigor (effectively

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Spawn Monsters

replacing Bite of the Serpent with Patience of the Mountains). Frankensteins without the
spark of a main character are literally just a Shambler or a Soulless and don't replace any
disciplines.

Witch Spawn: Cultists


"Uhluhtc! Uhluhtc!"

Magic doesn't really work out very well for most people. Those who don't have the force of
destiny and personality that comes with being a main character are frequently consumed by
the power they attempt to wield. Becoming a cultist requires delving into the dark secrets
and learning some magic. Maybe the Extra read a magic tome, maybe they got training from
an actual spellcaster. Whatever the origin, they now have a basic Sorcery power or basic
Authority and they start going completely insane. They are the proud recipient of Master
Passion Greed, and they suffer the gradually increasing penalty to resisting its lure that
afflicts spawn in general. Cultists do not inherently know how to get power points which
depending upon what magic they learn, may not even matter. Cultists have a Potency of
zero.

Leviathan Spawn: Mutants


"It's breakfast time!"

The taint of Tiamat is a curse more than a blessing to most who are affected at all. While
luminaries turn into badasses like Robert Olmstead, Extras with the blood appear to be
normal humans if they are lucky. The less lucky ones become degenerate mutants who look
all gross and want to eat people. They have a potency of zero and both Patience of the
Mountains and Supernatural Senses. Unlike the paranoid true Leviathan, most Mutants end
up with Master Passion Hunger or Master Passion Rage. This is also what happens to
extras who eat the flesh of Leviathans. They become Leviathan spawn, gradually mutating
into hideous monstrosities, and they are driven to eat people (especially other Leviathans).
Some Leviathan communities keep these mutant throwbacks alive in locked up basements
or attics.

Transhuman Spawn: The Lost and the Damned


"I don't believe in fate or destiny. I believe in various degrees of hatred, paranoia, and
abandonment."

Transhuman Spawn in many cases are not exactly the same thing as regular Transhumans
who are extras (and therefore doomed). But the concept is similar. A human Extra who is
abandoned in the Dreamlands when their body dies becomes a Jalus: what is effectively an

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Spawn Monsters

Icarid Spawn. They live out the rest of their lives in Maya, surviving day to day in that ghastly
jungle mostly by dint of no one noticing them. Indeed, they have Hide From Notice. A human
Extra who is adopted by spirits that aren't their own can be turned into a Seer. This is
basically like being a Reborn Spawn, and while they get Summon Spirit, they mostly get to
be picked on by ghosts and go crazy. However, breaking the pattern, a human Extra who is
imprisoned for an extended period in the Dark Reflection or who draws upon the power of an
Infernal artifact gradually becomes a Fallen Spawn. They gain access to Learn the Heart's
Pain and make up the majority of the human inhabitants of Limbo. In all cases, Transhuman
Spawn are afflicted with Master Passion Despair, and for all the good it does them, they
have the same power schedules as their associated Transhuman type.

Lycanthrope Spawn: The Spawn that Die


"Some experiences are literally once in a life-time."

You don't see armies of Werewolves in After Sundown because Extras who undergo the
transformation procedures die. And then they stay dead, and are dead. Sometimes they
become ghosts, and wander around haunting the lycanthropes that killed them American
Werewolf in London style.

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Magic

The Limits of Magic


"She made me into a newt!"

Magic in a told story does not need to have explicit limits defined for it because it has implicit
limits of whatever it is that magic happens to do in the story. One can assume that many of
the things that magic never did in the narrative were actually outside of its capabilities for
one reason or another and that it all worked out somehow. A novel or a movie does not have
to tell you that an evil magic car can't turn into a giant robot, the fact that it doesn't is
sufficient for the purposes of the medium. However in a role playing game this is absolutely
not the case. Since magic is going to be used in creative, goal oriented ways by multiple
story contributors (which is a nice way of saying "people are going to push magic as far as it
will go into unintended directions in an effort to gain personal advantage"), it is imperative
that what magic is specifically capable (and by extension not capable) of doing be codified.

Magic in After Sundown comes in several flavors. The first and most obvious kind is
"Inherent Magic." This is the stuff that supernatural creatures can do just because of what
they are. A golem doesn't need to know anything special to be able to lift and throw a car, it
just does it. The fact that it is a golem gives it the inherent magic to have supernaturally
powerful strength. All supernatural creatures have some form of inherent magic and they get
more of it as time goes on. The next kind of magic to discuss is "Sorcery." This is a type of
magic that is explicitly learned and comes from elsewhere.

Every supernatural type has some inherent magic associated with it. Even though a
Transhuman may have been granted all of their power from a mystic ritual that looks
suspiciously like Sorcery, once they have attained that status they are able to use many of
their abilities without having to remember mystical formulas or speak arcane words. The
Invisible Man can fade from view without "doing" anything, and it is this point which makes
his signature Invisibility power an inherent rather than sorcerous one. These magical abilities
come in distinct groups called Universal Powers. On the other hand, Dr. West is a Khaibit
and his signature power to raise the dead requires mystical effort on his part, and that
makes it a sorcerous rather than inherent power.

Thematically speaking, sorcery is magical knowledge. Thus, much of it is newly researched


and much of it can be discovered from ancient texts. Practically speaking, this doesn't really
matter. There is plenty of powerful magic that has been lost and plenty more that has yet to
be discovered. Sorcerous magic falls into one of three categories, regardless of whether it is

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new or old. These are Astral, Infernal, and Orphic. Supernatural creatures have the same
power sources, and they are inherently resistant to sorceries with the same power source as
themselves (gaining a +3 bonus to any resistance test they are allowed).

Magic can be detected by various means specific to whether it is Astral, Infernal, or Orphic.
And when creatures who are personally one of those types use Universal Powers they can
be detected as if they were using magic of that type. So if a Frankenstein (an Orphic
creature) uses Devastation to lift a car it is an Orphic Magical Action and can be detected by
the browning of nearby leaves; while an Android (an Infernal creature) doing the same thing
would be an Infernal Magical Action that could be detected by the clouding of clear water.

Detecting and Countering Magic


"No way. No way nohow."

Sorcery and witchcraft doesn't "just happen" it requires a great deal of evil knowledge and a
fair amount of effort. And indeed that exertion can be detected and the efforts unraveled.
Those in the know can detect and track the use of spells and sorcery by their effects on
certain elements of the world. And indeed, you can also counter dark magic by carrying
around bags of stuff and throwing handfuls of the contents at the source.

Throwing a handful of whatever appropriate powder at a source of magic is a Simple Action,


and involves making an Intuition + Rigging or Agility + Athletics test, reducing the effective
hits of the original casting by the hits gained. Once used to counter magic the powder is
completely spoiled, you can't sweep it up and use it again. While this is technically sorcery
itself, it can be taught to any Luminary or supernatural creature in moments - you literally just
reach into the bag throw a handful of the stuff at the magic with intent to nullify and it
generally works pretty well. A Discipline that is dispelled completely is suppressed and
cannot be reactivated for the rest of the scene.

Magic has definite effects on the physical world, and can be detected through careful
observation of its effects. When a creature activates a discipline, characters with the right
equipment and knowhow can spot the power surge with a Dowsing Test. A Dowsing Test can
always be Intuition + Perception, but dowsing for Astral Magic can also be Logic +
Operations, dowsing for Infernal Magic can also be Logic + Survival, and dowsing for Orphic
Magic can also be Charisma + Animal Ken. In general, the threshold to notice magic at
normal range is 2, and the threshold to give a good directionality to where the magic was
used is 4. Mostly, Basic Powers are detectable to Way Out Range, Advanced Powers or the
expenditure of 3 or more power points are detectable to Extreme Range, and Elder Powers
or the expenditure of 5 power points are detectable out to Remote Range. The expenditure
of more than 5 power points at once is detectable out to as many kilometers.

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Clean Water
Clean water is pure and healthy and brings joy and solace. It is very much inimical to the
magic of the Dark Reflection, which causes clear water to be come darkened momentarily
as if it was tainted with soot. An experienced douser can track the strength and direction of
the use of Infernal sorcery by the darkness, apparent direction, and persistence of the image
of taint in otherwise clear water.

Flowers
Orphic Sorcery is bad for you. Like polonium or something. But for big creatures it's really
not something you'd notice without years of exposure, leaving the really observable effects
to the very most fragile of lifeforms - those who would soon die in any case. And while one
could tote around a bag full of mayflies or the like, most people in the know who want to
track necromancers choose to use potted plants. A flower that blooms and dies every day is
of course ideal, as it has a high responsiveness and gives good directionality.

Magnets
Astral Sorcery has a noticeable, if weird, affect on magnetic fields. You can track Astral
Sorcery and gauge its power with a lodestone. Natural magnetite reacts more strongly than
an electro-magnet for whatever reason, so experienced geomancers seriously carry a black
rock on a string when they want to find dream sorcerers.

Salt
Salt draws water into itself and preserves food. Things treated with salt remain clean and
non-poisonous long after untreated objects blacken and stink with putrescence. Thrown at
Astral magic it draws the wetness and poison of the sorcery into itself and dampens it.

Sand
The fires of Limbo burn ceaselessly, but they are still fires. Clean sand thrown upon them
douses them - cutting off the source of wicked Infernal sorcery.

Seeds
Representing the promise of new life and the growth of great strength from humble origins,
the seed is a key ritual component in practically every mortal magical tradition ever devised.
And indeed, throwing it on Orphic magic results in the nullification of both.

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Disciplines
Disciplines come in Universal and Sorcery types. Universal Disciplines are mystically
expanded abilities (which can be mental, physical, or social), while Sorceries represent
magical knowledge that allows the character to do new things with evil magic. The distinction
is pretty subtle, but basically Sorceries can be learned, taught, found in a book, and
detected, while a Physical Power "just happens". Sorcerous Disciplines are divided into
Astral, Infernal, and Orphic Sorceries. They are in some manner connected to one or
another otherworld, and their use can be detected and countered based on that connection.

Disciplines are fairly broad and often times represent many different paths to power that are
grouped together game mechanically because that's playable. Nevertheless, to represent
the different approaches that magic responds to, every discipline with a dicepool to activate
presents two different Skills that they can be activated with.

Sorcerous Disciplines are different from Universal Disciplines in many ways. While they still
retain the essential framework of Basic, Advanced, and Elder versions, Sorcery doesn't "just
happen". It can be potentially countered because it takes the form of actual manipulations of
magical energies associated with one of the three mystical worlds being used and directed.
Sorcerous disciplines work poorly when used against creatures with the same power source
as their power source world, and have means by which they can be held at bay with means
specific to the type of magic that they are.

Disciplines Levels
There are three levels of achievement within each Discipline: Basic, Advanced, and Elder.
A character must have at least one Basic ability in a Discipline before they can learn an
Advanced ability of that Discipline. A character must have at least one Advanced ability in a
Discipline before they can learn an Elder ability of that Discipline. Abilities within a Discipline
are otherwise unordered. A character can learn any Basic ability and then learn another
Basic ability or skip to learning an Advanced ability. Standard characters begin play with only
Basic and Advanced abilities. A Devotion is a special Advanced ability that belongs to two
different Disciplines and requires that a character have at least one Basic ability from both in
order to be learned.

Protean Powers
Some powers are Protean abilities: ones that change the character's form. A character who
knows any Protean secrets can return to their real form with a Complex action and a power
point even if they have been transformed by hostile magic. Furthermore, if a character has
multiple Protean abilities, they may activate more than one simultaneously, and the entire

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transformation takes the action of the longest transformation. So if the character has two
different abilities that both take a Complex Action, they may activate both as a single
Complex Action.

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Universal Disciplines
"This is what we are, and this is what you are."

There are many things that magic can do in horror, and one of the most salient things for
After Sundown is that it allows supernatural creatures to do amazing things. Universal
powers are those that owe no special allegiance to any world or cult. They require no magic
words or special gestures. They are not "spells" in any meaningful sense and one cannot
muster a counterspell against them. Most importantly of all, they can be spontaneously
developed. A character who has the requisite points can simply acquire a Universal Power
without any access to special training or magical research books.

Authority
"Look me in the eyes and tell me that again."

Authority is the power to impress one's Will directly upon another. Authority requires eye
contact to function, although only cursorily. A character who is closing their eyes or wearing
mirror shades cannot be controlled with Authority (unless the user has Will to Power). A
character who is actively attempting to avoid seeing a potential dominator's eyes may be
able to do so, depending upon the actions in question. Activating Authority is generally an
opposed test with the target defending with Willpower. When a character is compelled to do
something which is against their ideology (generally including following suicidal orders), they
may spend an action dithering. They at this point lose an entire round of actions as they
have their internal struggle, making an additional resistance check to attempt to shake off
the effects. If they again fail to resist the effects, they carry out the order even if it is
something they are ideologically opposed to. Most uses of Authority require instructions to
be given to the victim in a manner that they can comprehend. Usually this requires verbal
orders to be given in a language they understand; but sign language, written directions, and
even silent telepathic commands can suffice. Influences from a character with Basic
Authority can be disrupted as if it were a Sorcery with a power source identical to the
character using it. The demands of a character with Advanced Authority require killing the
user or Purify the Mind to undo, and a character with Elder Authority has their powers persist
even after they are dead.

Basic Powers
Command The character gives an instantaneous verbal command, which the victim will
follow to the best of their ability. The action itself must be essentially instantaneous, using up
no more than a single complex action. If it is of an open ended nature such as "lie down,"

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then the victim will spend one complex action doing it, and then they are free to do as they
please and wonder why they did that. Using Command is a Complex action, and requires a
successful opposed test using either Willpower + Intimidation or Logic + Persuasion against
Willpower test.

Mesmerism The character can hypnotize a victim, allowing them to give extended
commands that will be obeyed. Commands must be stressed and repeated, with each major
instruction taking approximately a minute to convey. During the period of hypnotism, the
victim stands there like an obviously hypnotized drone, but behaves seemingly normally
when they go off to carry out their instructions. Any sudden sensory stimulation (such as a
nearby gunshot or someone shaking the victim) during the Mesmerism breaks the spell.
Using Mesmerism is an opposed, extended test pitting the character's Logic + Persuasion or
Willpower + Intimidation against the target's Willpower. The expected time to bring someone
under Mesmerism so that instructions can begin is one minute.

Suggestion The character can offer a suggestion that the victim will then immediately
themselves suggest as if it were their own idea. Whether this idea is followed up upon or
discarded as "a bad idea" depends entirely upon how they feel about the idea once they've
said it to themselves. The immediate victim does not remember being fed the suggestion in
the first place, but the scene may look odd to onlookers. Using a Suggestion is a Simple
Action and requires an opposed Logic + Tactics or Willpower + Expression vs. Willpower
test.

Advanced Powers
Cloud Memory Cloud Memory allows the character to erase or alter the memories of a
victim. A single use of Cloud Memory can alter about 5 minutes of memory, but net hits
increase the time frame. Using Cloud Memory is a Complex action, and requires a
successful opposed Willpower + Expression or Logic + Artisan against Willpower test. A
Luminary who is presented with proof that their memories are incorrect may spend an Edge
to remember. Extras just have to resolve those discrepancies somehow.

Conditioning Using extended mind controlling techniques, a victim's will is broken and they
are transformed into a servant of the character's. Breaking someone's mind in this manner is
an extended task that has an expected time frame of 1 day per point of the victim's
Willpower, with a dicepool of Willpower + Intimidation or Logic + Tactics. Conditioning is
Hard and has a threshold of 3. Conditioning supernatural creatures with higher Potencies
than the coditioner is even more difficult, and the difference is added to the threshold in that
case. Once a victim has been thralled, they follow all orders their new master gives them as
if they had been imparted with the force of a successful Mesmerism. At the time of
conditioning, the character may choose to alter the ideologies and demeanor of their victim
(this is often done to make the giving of orders that would be against the original nature

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easier to do). Using Conditioning requires an Edge, and it fails if the process is interrupted
long enough that it is not continued between when the sun rises or sets and the next time it
sets or rises.

Elder Powers
Possession Using Possession, the character can transfer their mind and spirit into the body
of another. While the character is possessing a victim, their original body is inert and
vulnerable, but they have full control of the other's body. They use the victim's Strength and
Agility, but their own Social, Mental, and Special attributes as well as their own skills. They
may use their own Powers in the body of another, and cannot activate any of the victim's
Powers (but these disciplines do not necessarily turn off in the case of powers with ongoing
effects). Activating Possession is a Complex action, and requires a successful opposed
Willpower + Empathy or Logic + Persuasion against Willpower test. The character returns to
their own body as soon as the sun rises or sets, the body they are in is knocked
unconscious, their Possession power is suppressed by any means, or they spend a
Complex Action to return to their own body. The character can only actually be in one body
at a time.

Mob Mind A character with Mob Mind may affect a number of characters with their Authority
powers simultaneously. The character's dicepool is reduced by 1 for every doubling of the
number of victims. Note that while the character can attack more than target, there's still only
one of them, so if they try to possess multiple targets they can still only end up in one body.
The character does not need to maintain eye contact with every target, but must make eye
contact at least transiently with every target during the 12 second round that the power is
activated in (unless they have Will To Power).

Celerity
There she goes again.

Celerity is the power to move with the astonishing speed of the supernatural. Celerity must
be consciously activated at a cost of three power points, and its effects last for one scene.
Distinct from other Powers, the effects of Celerity are cumulative. The discipline as a whole
is activated or not during a scene, and may be activated as a Reflexive Action while rolling
initiative. When activated, the character gains a +2 bonus to Initiative tests. With Advanced
Celerity this bonus increases to +4, and with Elder Celerity this bonus increases to +8.
During the initiative phase, a character with Celerity may choose to reduce the speed that
they will move at to a more normal velocity. The degree of speed utilized cannot be changed
again until next initiative phase. In general, a character whose Celerity more than doubles
their speed in any dimension would constitute a breach of the Vow of Silence.

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Basic Powers
Quickness While Celerity is active, the character gains an extra initiative pass during any
confrontation turn.

Nimble Feet While Celerity is active, the character is able to walk and run at stupendous
speeds. The character's personal movement rate is quadrupled. If the character has
Advanced Celerity, the speed increase is itself increased to six times. If the character has
Elder Celerity the movement increase is eight times. In addition, the character ignores
penalties for acting while moving over difficult surfaces (although they may be slowed down
by them as normal).

Advanced Powers
Alacrity While Celerity is active, the character gains an extra initiative pass during any
confrontation turn. This is cumulative with Quickness (for a total of 2 extra IPs if both are
known).

Quicken Sight While Celerity is active, the character may perceive and derive meaning
from fast moving objects. They may follow a specific card in a shuffled deck, read a sign on
a fast moving train, or gauge the trajectories of bullets in flight. They gain a +4 bonus to
Dodge Tests, and negates any bonuses opponents would glean from multiple attacks during
an Initiative Pass. If they have Elder Celerity, the bonus increases to 6 dice.

Elder Powers
Blur While Celerity is active, the character gains an extra initiative pass during any
confrontation turn. This is cumulative with Alacrity and Quickness (for a total of 3 extra IPs if
all are known).

Rapid Thought While Celerity is active, the character is able to consider their situation and
their surroundings carefully as if they had little or no time pressures. All penalties for splitting
one's attentions between two or more activities (such as wielding two pistols or picking a
lock while dangling from a rope) are canceled. The character ignores all penalties for a
"rushed job." And finally, the character always wins initiative against enemies, and must roll
only if another character also has Rapid Thought.

Clout
"I have the power!"

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Clout is the power to draw upon the great strength of the supernatural in order to perform
feats of literal strength. Those who can draw upon their magical power to augment their
physical prowess in this manner find themselves becoming stronger even without drawing
directly upon their magical might. A character with Clout gains a +1 bonus to their Strength
score. If they have Advanced Clout the bonus increases to +2, and if they have Elder Clout
the bonus increases to +3. Clout is an odd case as regards the Vow of Silence because
while it is accompanied by no flaming runes or crawling shadows, demonstrations of
incredible strength strain credibility and perhaps worse they draw comments from observers.

Basic Powers
Clinging The character can hold themselves onto vertical surfaces and even ceilings for
extended periods of time without special equipment or apparent effort. They can easily move
up or down sheer surfaces at the rate of a steady walk, and scuttle across ceilings at the
rate of a careful walk without danger or exertion. When such a character attempts to pull
Wuxia or Spiderman inspired stunts involving running on walls or brachiating over a crowd
they find this much easier, because they can support their weight merely by putting a hand
against a wall. For practical purposes, this means that such stunts are much less extreme
for them than they appear to outsiders. The thresholds are generally reduced by 2 (a crazy
extreme stunt would be merely a professional stunt from their perspective).

Vigor The character may spend a power point as a Free Action to increase their Strength by
1 for the remainder of the scene. This may be activated more than once, and its effects
stack. While using Vigor itself has no visible effects, the use of vastly increased strength
may be obviously unnatural to onlookers. The maximum number of power points a character
can spend in a scene on Vigor is three plus their Potency.

Advanced Powers
Devastation The character's Strength can emanate from many places at once along an
object being touched, allowing them to lift very large, awkward and even fragile things
without issue. It also allows them to have a blow from their hand or foot repeated many
times across a wall or floor, causing it to shatter (which is where the power gets its name).
This kind of contact telekinesis is best represented in super hero comics - where characters
routinely lift cars by the ends without parts falling off or the ground underneath them giving
way. The source of force can be directed out across a distance of 2 meters per Potency, and
the character can effectively lift or smash something that they could accomplish with 5
identical friends. With Elder Clout, the number of identical friends increases to 9. When used
as an attack, the character can strike multiple enemies in close combat without penalty or
attack a single opponent as if they outnumbered them. A character with Devastation can use
any weapon they can use at all in one hand with no penalty.

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Giant Size The character can grow extremely large. By spending four power points and a
Complex Action, they can expand to a muscular 3.5 meters in height. This is a Protean
power. While in Giant Size, the character has an additional 6 points of Strength, they gain a
point of armor, and the base damage of any weapon they use increases by 2 (assuming that
it is allowed to grow with them). All of the things that a character wants to grow along with
them grow along with them while they are being carried by them, and anything they aren't
carrying or that they wish to leave normal size stays normal size. Some creatures have
Giant Size permanently on, and they don't have to pay power points for it (but they can't turn
it off and objects do not resize in their hands).

Elder Powers
Earth Quake By spending three power points, the character can do something stupidly
powerful (and generally destructive) with their Strength. A blow reverberates across the
ground like a meteor strike, shaking and crushing things out to up to a hundred meters per
Potency from their person. A creature or object struck with the full force of ground zero of
this strike is likely obliterated - the melee attack at the center of this is a formidable (even
ludicrous) Damage 12. The character can attempt to restrict the power into doing something
useful such as boring out a tunnel, stacking logs, or hurling debris out of a collapsed
building. This kind of Popeye-like activity uses an Agility + Athletics or Logic + Rigging test to
determine its accuracy.

Force Field The character can project force some distance away from their person. This
allows them to stop bullets aimed at compatriots, strangle people from a distance, and even
hover by "holding themselves up." Their Strength can be projected reflexively out to 3
meters from their person, and any attacks that target someone or something within or
through that area may get blocked by the force field - meaning that they have to contend
with being soaked by the character's Strength before being resolved (yes, this means that
the character can effectively use their Strength twice when soaking bullets fired at their own
person). Their Strength can be used actively as a normal action on things within line of sight.
Force Field can be disrupted as if it were a Sorcery with a power source identical to the
character using it. The Force Field has an equivalent of 3 hits for this purpose.

Discernment
"You see what you want to see. You hear what you want to hear."

Discernment is the power to have unusual and enhanced senses. A character with
Discernment can perceive what others cannot. A character with Discernment gains a +2
bonus on Perception tests. This bonus increases to +4 if they have Advanced Discernment,
and +6 if they have Elder Discernment.

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Basic Powers
Supernatural Senses A character with supernatural senses can enhance their perceptions
well beyond human norms. Vision can become telescopic or even function in total darkness;
hearing can become acute enough to hear heart beats; smell can become powerful enough
to track at a brisk walk; and so on. Bringing one's senses into the realm of magical
badassery also makes one vulnerable to intense sensory input. Bright lights can blind,
strong smells can overpower, and loud noises can deafen. While a sense is enhanced, the
threshold to resist overstimulation is increased by 2. Activating or deactivating Supernatural
Senses is a Free Action.

Aura Perception A character using Aura perception can bleed their perceptions into other
worlds and see magical forces and beings in other worlds. Activating or deactivating Aura
Perception is a Simple Action. While active, a character can perceive creatures in the
Shallows of one otherworld (chosen when the power is activated) if they are currently in the
Mortal World. If they are in the Deeps or Shallows of another world, activating Aura
Perception will allow the character to detect creatures in the other version of that same
world. A character with active Aura Perception can also see clear halos around active
Sorceries, supernatural creatures, magic items, and Luminaries (this property may even be
why Luminaries are called that). A character can attempt to identify the type of a
supernatural creature, magic item, or sorcery with an Intuition + Empathy or Logic +
Research test, with a threshold of 5 minus the Potency of the target (or the creator of the
target). Soul Mask changes what is seen with Aura Perception.

Sensory Damper A character with sensory damper is protected from harmful stimuli such as
glare, pepper spray, and loud noises. They are able to dial down their sensations to the point
of unobtrusiveness. This can be effectively instantaneous in the case of bright flashes, and
highly selective in the case of filtering out noise while listening to a conversation across the
room. Such a character can stay conscious regardless of wound level (ignoring pain
sufficient to knock them out), but it does not affect wound penalties at all.

Advanced Powers
Psychometry Psychometry allows a character to view past events by touching and
concentrating upon items or people that were involved in those events. The event in
question must be described (although that description may well be entirely conversational
such as "What happened here?" - in the case of a brutal crime scene, the context makes
that description sufficient), and must have taken place within the last month. Dicepool for
Psychometry is Logic + Research or Intuition + Empathy. Using Psychometry requires one

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power point, and the expected amount of time is one minute. Seeing farther back into time
can be done by increasing the expected amount of time by one step and increasing the cost
by 1 power point for each time increment the viewing window is increased.

Telepathy A character with Telepathy can communicate mentally with people within line of
sight. Voluntary telepathic messages can also be sent and received between people the
character knows the name of and who they have touched (regardless of line of sight) so long
as they are within a number of kilometers equal to the character's Potency. The contents of
an unwilling mind can be read, but only with physical contact and difficulty. Telepathy is
always on, but mind reading is a Resisted Extended Action. Mind reading uses either
Willpower + Intimidation or Intuition + Empathy versus Willpower. If the target understands
telepathy and takes effort to obscure details and engages in counter thought, they can use
Willpower + Intimidation or Intuition + a relevant Background for resistance. Telepathy is
covert except to someone receiving a telepathic communication.

Net Hits Thought is...


1 On the surface
2 Important
3 Unimportant to the target
5 Something the target does not know they know.

Base Time Thought is...

1 minute A simple fact.


5 minutes A mental image.
20 minutes A short narrative.

1 hour An involved explanation.

5 hours The whole story.


1 day Their life story.

Elder Powers
Divination Divination allows a character to ask questions about reality and the future and
get actual (if often vague and cryptic) answers. Using Divination takes an hour and costs
one Edge. The Dicepool is either Logic + Research or Charisma + Bureaucracy. Divination
can be disrupted as if it were a Sorcery with a power source identical to the character using
it.

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Dimensional Translocation Activating Dimensional Translocation sends a character and


everything they are carrying into the Shallows of another world of their choice (Limbo, Maya,
or Mictlan). The character can also return to the material world using this ability, but only
from the point they last entered the other world. Crossing either way requires a Complex
Action and a power point. Dimensional Translocation can be disrupted as if it were a Sorcery
with a power source identical to the character using it. It requires 3 hits to counter.

Fortitude
Endure. And in enduring, grow strong.

Fortitude is the power to resist destruction. Some powers of Fortitude are continuously in
operation, while others must be activated with power points. What makes Fortitude special is
that it does not require the active choice to activate it. A character may activate their
Fortitude powers passively while unconscious, or in some cases even while dead. A
character with Fortitude is generally resilient even when their powers are not being
activated, gaining a bonus on physical Resistance rolls of +2 dice. If they have Advanced
Fortitude this bonus increases to +4, and if they have Elder Fortitude it increases to +6.

Basic Powers
Patience of the Mountains The character does not need to eat, drink, or breathe. They
persist night after night as the mountains and valleys do. Never aging or decaying. Such a
character can hold any position no matter how awkward without cramping or moving. They
are immune to poison. This ability is continuous. The character is still able to learn and
change, and indeed Leviathan classically become substantially less human as time moves
on.

Revive the Flesh The character can heal their wounds by drawing upon their magical
power. By spending a power point, the character's wounds suture themselves, restoring their
body to its original condition without mark or scar. Each power point heals one box of Lethal
or two boxes of Normal damage. Wounds healed in this manner are gone in one round. Any
wounds short of death can be healed in this manner. Aggravated damage is harder to heal,
and takes two power points and an hour per box.

Advanced Powers
Restoration Death is no longer an insurmountable obstacle. While the character is dead,
they may spend 2 power points plus an additional power point per point of Potency they
possess and four hours to reduce the amount of damage on themselves to one less than
Lethal. Restoration cannot be performed when the character's body has been impaled with

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something that inflicts aggravated damage or there is gross separation of the head and heart
until it is removed and someone else invests power into the reassembled corpse. If the
character stays dead for a whole month, any remaining power points they have are lost and
they do not gain power points with their normal power schedule (even if that schedule is
continuous). If the character lacks the power points to use this discipline, they may yet get a
chance if the vast majority of their body is placed together and invested with sufficient Power
by others (for example: with Gift of Health). Restoration can be disrupted as if it were a
Sorcery with a power source identical to the character using it. For purposes of being
countered, Restoration has the equivalent of 3 hits.

Indomitability Wounds do not hamper the character. The character suffers no wound
penalties, does not go unconscious from injury before they die, and is not affected by the
Incapicated status at all. If you have a Terminal wound you'll still bleed out, and you can still
be killed outright by Death Threshold overflow, but you'll be conscious and able to act while
that's all happening. The character is also capable of straining themselves severely without
noticeable effect: they can carry home anything they can lift. This discipline is passive and
usually covert.

Elder Powers
Endless Persistence By spending an Edge, the character becomes literally invulnerable for
a brief period of time. For one round per Potency, the character ignores all damage, whether
aggravated or not. This discipline can be activated reactively when damage would be
sustained.

Skin of Night This passive discipline converts all aggravated damage to lethal damage and
damage that would normally be lethal to normal damage.

Magnetism
Alright everyone! Let's hear it... for me!

Magnetism is the power to affect others with the otherworldly charisma of the supernatural,
either to attract or repel. Characters with Magnetism are especially adept at making an
impression and getting people to like or fear them, and gain a +1 bonus on all Socialization
tests based on Charisma or Willpower. At Advanced, this bonus increases to +2, and at
Elder it increases to +3. A character using Magnetism makes a large impression, and
anyone asking about them later will get a similar bonus to any Socialization tests to find out
information about them.

Basic Powers

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Attract The character can "turn on the charm" and grab someone's undivided attention. The
character makes a Willpower + Expression or Charisma + Tactics test, and the number of
hits determine how many peoples' attention can be so grabbed. Activating Attract takes a
Complex Action and lasts for an entire scene. Attract does not guaranty that someone will
agree with you, nor does it guaranty that they will sleep with you. But it does guaranty that
the target will not ignore you or discount the importance of what you say. Attracted onlookers
do not actively resist the next Adjacent attack if it comes from anyone else (meaning th
threshold to hit them is zero).

Repel The character can become extremely frightening and intimidating, inspiring fear and
shame in onlookers. Using the Repel is a Simple Action and requires a Willpower +
Intimidation or Strength + Tactics check opposed by the victim's Willpower or Strength. An
affected victim runs away or cowers in terror for at least a number of rounds equal to the net
hits. Thereafter, an affected victim is shaken up for the remainder of the scene and suffers a
-2 die morale penalty on actions. Repel can be disrupted as if it were a Sorcery with a power
source identical to the character using it.

Advanced Powers
Dismissal The character can wrap themselves in the air of unapproachability, making
aggression against them or even refusal of their demands almost unthinkable. By spending
three power points, the character's dismissive demeanor takes hold until the end of the
scene. The character makes a Charisma + Tactics or Willpower + Intimidation check, and
anyone who wishes to summon the nerve to act against them must generate an equal
number of hits on a Willpower + Intimidation or Willpower + Survival test. Failure to do so
results in a round lost to dithering. The character's orders are also extremely likely to be
obeyed (especially if they involve moving away from the issuer), and the hits are added as a
bonus dicepool on any Intimidation or Tactics tests to command or demand.

Summons The character can send a brief telepathic message (no longer than a twitter post)
to someone whose name they know so long as that person is in the same world and no
more than 10 kilometers away per point of the character's Potency. The target can then send
back a brief reply. If the character so chooses, they may also demand the presence of the
target by making an opposed Charisma + Bureaucracy or Charisma + Empathy vs. the
target's Logic. If successful, the target becomes aware of where the character basically is,
and must attempt to figure out how to get there themselves. This compulsion lasts until the
next time the sun rises or sets. Issuing a Summons (whether or not the compulsion for a
personal appearance is added) costs two power points and requires a Complex Action. A
Summons can be disrupted as if it were a Sorcery with a power source identical to the
character using it. The disruption can be leveled at the summoning character or the target.

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Elder Powers
Depolarize The character can reduce those who hear their words to frothing lunacy. The
character spends four power points and begins speaking. With an expected time of 10
minutes and a Threshold equal to each potential target's Willpower, a listening victim
becomes a raving fanatic, their Willpower reduced to zero until the sun next rises or sets.
Depolarize carries as far as the character's voice does, even over telephones or television
broadcasts. Depolarize uses Charisma + Persuasion or Charisma + Bureaucracy. Additional
hits reduce the required timeframe to format minds.

Siren Song The weak willed are drawn to the character like moths to flame. By spending
seven power points, the character can let out a song that instills a compulsion in everyone
within a radius up to one kilometer per Potency to come to where the character is. Dangers
are ignored, and tasks previously engaged in are abandoned. The character makes a
Willpower + Expression or Charisma + Persuasion test, and the threshold to affect any
target is its Willpower. The Siren Song can be disrupted as if it were a Sorcery with a power
source identical to the character using it, but a handful of salt (or whatever) frees just one
victim.

Veil
...Now you don't.

Veil is the ability to draw upon one's magical nature to hide things from view. Veil does not
affect cameras or other objective traces of a creature's passing, merely prevents observers
(even indirect observers) from noticing what is there. Normally, Veil can only take effect
while the target is not being observed. If observation is continuous, the observers will not
see any change. Onlookers do not normally have any say in what they see as presented to
them by Veil any more than they have any choice to not see things that are actually there.
Characters who have Discernment powers active or who carefully search the area that the
character is in have a chance to perceive through it by making an Intuition + Perception test
against the number of hits made to activate the power. Anything a character covered by Veil
carries is likewise covered by Veil and anything that the character stops carrying will cease
being covered by Veil. An onlooker who notices an object pass into or out of Veil pierces the
Veil altogether. Veil is inherently multisensory, onlookers are just as fooled if they close their
eyes and listen or try to smell the character as they are relying entirely on their eyes.

Basic Powers

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Universal Disciplines

Hide From Notice While active, the character is not noticed so long as they don't do
anything incredibly obvious to give themselves away. Activating Hide From Notice is a
Simple Action and requires an Agility + Stealth or Intuition + Survival test. Hide From Notice
can be disrupted as if it were a Sorcery with a power source identical to the character using
it.

Mask of a Thousand Faces While active, those who meet the character will treat them as if
they were a different person. The character may choose the appearance (including clothing
and carried items) freely, but taking any action that would be impossible for the facade
allows onlookers to see through the illusion. For example, if a character uses the Mask to
appear as a person who had no gun and then fires their gun, people would see them as they
really are. Activating Mask of a Thousand Faces is a Simple Action and requires an Agility +
Stealth or Charisma + Larceny test. Mask of a Thousand Faces can be disrupted as if it
were a Sorcery with a power source identical to the character using it.

Advanced Powers
Lost and Found By spending a power point, a carried object can continue being covered by
Veil after it leaves physical contact with the character. The character makes an Agility +
Stealth or Intuition + Larceny test and the Veil remains affecting the object for an hour (time
frame increases with additional hits). Lost and Found can be disrupted as if it were a Sorcery
with a power source identical to the character using it.

Hide in Plain Sight By spending a power point, the character may activate other powers of
Veil while being observed. All onlookers are entitled to a resistance check as if they had
been carefully searching the area, but if they fail to notice the discrepancy, their mind will fill
in vague details that excuse the character's disappearance.

Elder Powers
Host the Masquerade A character with Host the Masquerade can allow their Veil powers to
be used by others, so long as they stay within 20 meters per point of Potency of the
character. Characters so veiled and veiling can still perceive each other in the same way that
a self-veiled character can see themselves.

Fictional Self A character with Fictional Self can fool even magical detection. Making a
successful Charisma + Stealth or Intuition + Medicine test, Fictional Self character can
appear to feel, think, or be whatever they want others to perceive under mechanical or
magical investigation (such as a lie detector or aura reading) unless the investigator gets
more hits activating their power or device. Changing one's Fictional Self is a Complex action
that costs a power point, but continuing to have fake thoughts and emotions pass that are
consistent with one's false existence requires no action at all.

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Universal Disciplines

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Astral Disciplines

Astral Sorceries
The mercurial rain of the Deep Maya has an origin that few can even speculate upon. But
whether The Dreamlands represent an intrusion of our subconscious minds into the realm of
the physical or the intrusion of an alien realm into our sleeping thoughts, the fact remains
that it is a source of power that those who delve deeply into its mysteries can tap. Astral
Sorceries are spells and powers that tap into that strange reality. Magic from Maya has a
tendency to be as untamed and inhuman as the implacable beasts and plants that inhabit it.

Astral Sorcery disturbs magnetic fields, including that of the Earth itself (at least on a local
level), and a skilled augur can track and judge the strength of the magics of the dreamlands
by carefully observing a lodestone. Astral magic "feels wet" to those who feel its wrath, and
indeed it can be countered by judiciously throwing clean salt on it. Salt used in this manner
becomes caked and discolored like it had absorbed dirty water.

Call of the Wild


"Be what you want to be until you don't any more."

Call of the Wild is the sorcerous path of attuning one's self to wild animals, hence the name.
This attunement provides great benefits when dealing with animals even in a nonmagical
manner. The character gains a +2 bonus on Animal Ken. This bonus increases to +4 with
Advanced, and +6 with Elder Call of the Wild. These bonuses are increased by 50% when
dealing with creatures that the character can personally transform into with Beast Form (so
for example a character with Beast Form (Bat) would gain a +3, +6, or +9 bonus on Animal
Ken checks to train bats).

Basic Powers
Beast Form The character can transform into an animal by spending a power point and
taking a Complex Action. The type of animal transformed into is chosen when the ability is
learned. When Beast Form is gained as a fixed ability from a character's supernatural type,
the form of the beast is often predefined (for example, a Nezumi becomes a rat). This ability
can be learned multiple times, and each time the character can choose one more new form
than the time before (two new forms with the second learning, for a total of 3). No beast form
can be much larger than a human, or smaller than a mouse. Some animals are stronger or
more agile than a human, but the total bonus to these attributes never exceeds +2. Many
animals are much weaker than a human. For example: a Rat Form always has a strength

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reduced to 1 regardless of the original character's Strength score, and gains a +2 bonus to
Agility. This ability is a Protean power. For purposes of being countered, Beast Form has 3
hits.

Tongue of Beasts The character can speak to and understand the speech of beasts. This is
invaluable in training and information gathering. But remember that animals do not gain any
special understanding of their environment even though they are able to convey their
thoughts to the character. Honestly, dogs speak kind of like the dogs from [u]Up![/u] and rats
and cats are no better. Most non-mammalian beasts are downright disappointing
conversationalists (with exceptions made for some wicked smart non-mammals like crows
and octopuses). Tongue of Beasts is passive and covert, and cannot be dispelled.

Advanced Powers
The Beckoning The character emits some suitably animalistic noise and calls all creatures
of a specific type to their location. The character can only choose one type of animal at a
time, and the power reaches out to 100 meters per point of Potency. Using The Beckoning
requires three power points and a Complex Action. The number of beasts that come is
dependent upon how many of the type of creature that are within the area, and the urgency
with which they come and the degree of control the character has over their actions upon
their arrival is based on the number of hits achieved on a Strength + Survival or Charisma +
Empathy test. When dealing with large or predatory animals, the range of The Beckoning
increases to 500 meters per potency. When calling large predatory animals, the range
extends to 5 kilometers per point of potency.

Transformation The character can transform a victim into a beast by spending a power
point and a complex action. This is a humiliating ordeal, and as the target doubtless has little
familiarity with their new form is generally quite awkward and difficult for the victim (over and
above being transformed into a frog or pig). The character makes a Strength + Empathy or
Willpower + Survival test against the target's Intuition. The victim becomes a beast of the
character's choice until the next sunrise or sunset. Net hits increase the time frame of a
victim's transformation. This ability is a Protean power. A character can't be transformed into
an animal much larger than their original size, but they can be transformed into something
much smaller.

Elder Powers
Songs in the Dark The character can create horrible monsters out of ordinary animals. By
spending six power points, any mundane beast can be invested with enough astral power as
to be transformed into a monster. The investment takes an hour and the transformation itself
takes a day. The character makes a Charisma + Survival or Willpower + Medicine test.

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Making a Behemoth is hard (Threshold 3), while making a Chimera is crazy extreme
(Threshold 5). The Giant Animal is created under the character's loose control. A character
can control a number of such animals equal to their Willpower.

Soul Investment The character can place a portion of their soul into another being, and
subsequently take the target's body over when the investing character's current body goes
unconscious or dies. The character must touch the target for a Complex Action, spend two
power points, and make an opposed Willpower + Empathy or Strength + Survival test
against the target's Willpower. A character can have portions of their soul hidden in a
number of creatures equal to their Intuition, and they must choose only one of their victims to
hop to when the time comes. While controlling a body, use the Strength and Agility of the
host, but all other attributes and all skills of the character. The character does not lose
control of a host by sleeping, but they do automatically hop again (losing their soul
investment in that victim) if they are actually knocked unconscious. The character never
loses their effective Soul Investment in their original body, but if they are ever forced to hop
and there are no living bodies with remaining Soul Investment, the character dies.

Chasing the Storm


Ye elves of hills, brooks, standing lakes and groves,
And ye that on the sands with printless foot
Do chase the ebbing Neptune and do fly him
When he comes back.

Chasing the Storm is the astral sorcery dedicated to understanding and controlling the
weather. A character with Chasing the Storm knows what the weather should be for a week
in advance (which means that they likewise know when weather sorcery is employed), and
they gain a +1 dicepool bonus on Survival tests. With Advanced Chasing the Storm, a
character knows the upcoming weather a month in advance and gains a +2 bonus. With
Elder Chasing the Storm, the character's predictive capabilities extend for a year and a day
and they gain a +3 dicepool bonus on Survival.

Basic Powers
Howling Winds The character can make winds rise or soften and blow in a direction of their
choice. The character can spend a complex action to make an Agility + Rigging or Logic +
Operations test to increase or decrease the Strength of the winds by the number of hits.

Rising Mists The character can fill areas with thickening fog that obscures vision and
makes things seem really spooky. By spending a Complex Action, the character can fill up
their immediate vicinity with mists, extending up to 3 meters per Potency from their person.

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By spending two power points, they can create an actual weather pattern, with mists
creeping in out to a kilometer per Potency from their person. The character makes an Agility
+ Rigging or Logic + Operations test to decrease visibility through the mists:

Hits Distance to Total Concealment


1 6 meters
2 3 meters

3 1 meter
4 50 centimeters
5 20 centimeters
6 5 centimeters

Advanced Powers
Lightning Strike A cloudy sky can be split by a lightning bolt crashing to Earth. By spending
a complex action, the character can direct a lightning bolt to strike an individual or object.
The lightning bolt cannot be dodged, its threshold to hit the target at any range is 2, and it is
a Damage 5 weapon. It is powered by an Agility + Rigging or Logic + Electronics test. Once
unleashed, the bolt of lightning is real electricity, and can be defended against with
conductive materials in classic Franklin or Tesla fashion.

Tumultuous Rain The character can pull clouds into a clear sky and rain from clouds. It
takes a base amount of time of an hour to bring rain from a clear sky, and net hits on an
Agility + Rigging or Logic + Operations test can reduce the timeframe. The more it is
"naturally" clouded, the easier this is, and the character gains a +2 bonus if there are already
clouds somewhere in the sky, raising to a +6 bonus if there is already some tiny amount of
rain coming down. The weather can be affected out to 5 kilometers per Potency of the
character. Once established, a weather pattern persists until natural forces blow it away.
This costs 3 power points.

Elder Powers
Form of Mist The character can transform themselves into a fine mist as a Free action by
spending a power point. This is a Protean ability. While in mist form, a character's body is
essentially impervious to physical attacks, save those that are made with a weapon that the
character is vulnerable to. Everything the character is carrying when they transform
transforms with them, and other creatures thus transformed are essentially helpless until the
character becomes solid again. While in mist form the character can fly, but they move no
faster than a normal walk. For purposes of being dispelled, Form of Mist has 3 hits.

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Victory of Typhon By spending eight power points, the character can create a "tropical
depression" at their location; and subsequently direct its progress. This requires an hour and
a power point. The character makes an Agility + Rigging or Logic + Operations test, and the
massive storm takes form and is unleashed in a direction of the character's choosing.
Creating a Tropical Storm is a Professional Task (threshold 2), creating a Category 2
Hurricane is Crazy Extreme (threshold 4), and creating a Category 4 Hurricane is threshold
6. Remember that your storm may in fact be called a Typhoon or a Cyclone, depending upon
its ocean of origin.

Coil of Thorns
Leaves drop in Autumn not because of the shortening of the day, but because of the
lengthening of the night.

The Coil of Thorns is the Astral Sorcery dedicated to understanding and manipulating plant
life. Characters who practice this magic are able to do much with practically any plant matter.
The character's Artisan and Expression skills gain a +2 bonus when working in primarily
plant matter media. This bonus increases to +4 with knowledge of Advanced Col of Thorns,
and to +6 with Elder Coil of Thorns. Characters with Coil of Thorns can also make
something edible and even delicious out of literally any plant matter. It's not at all obvious
how it's done, but their redwood pasta is not bad at all. This magic is inextricably linked in
the minds of many supernaturals with the Evil Plants, and indeed any practitioner can speak
with Evil Plants of any kind. It has even been suggested that Dryad Witches are actually Pod
spies. Most Coil spells are quite powerful but quite time consuming to use. A Coil of Thorns
laboratory is called a "Kitchen" and can indeed be created with materials purchasable at a
farmer's market.

Basic Powers
Bitter Fruit The character can make powerful medicines and poisons out of ordinary fruits
and roots. By spending a power point and an hour working in a kitchen, the character's
result can be a balm or a curse to those who consume it with a strength equal to the number
of hits on a Logic + Medicine or Intuition + Survival test. Such products can be made into
clearly medicinal pastes and the like, or covertly disguised as fresh foods such as shiny
apples. Doses with other effects can also be produced, but if the requisite number of hits is
not achieved the resulting product is merely a standard damaging poison with a strength
equal to the actual hits achieved. With Advanced and Elder Coil of Thorns comes the
learning of additional recipes such as making powerful acids, paralytics, or explosives. The
seed that transforms a Luminary into a Dryad has a threshold of 6 to brew.

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Hits Poison Effect

1 Anti-toxin Reduces the power of toxins by its hits.


Sleep
3 Consuming victim falls into a deep sleep.
Drought
Consuming victim enters a highly suggestible state for an
5 Hypnotic
hour.

Grass Rope The character can have plant matter grow at tremendous speed according to
their will and grasp their enemies with wooden fastness. The character spends a Complex
Action and makes a Logic + Rigging or Intuition + Survival test, and the leafy strands lash
out with a Strength and Agility equal to the number of hits.

Advanced Powers
Mind Root The character plants a seed in a victim that slowly roots into the unfortunate's
brain and leaves them an emotionless pawn. Creating the Mind Root takes four power points
and an hour in the kitchen, and it takes an hour or two for the tendrils to work their way into
the victim (making it essentially worthless against a target that is not willing, bound, or
sleeping). The Mind Root uses the character's Logic + Medicine or Intuition + Survival
against the victim's Strength.

Puppetry The character can command plants to perform actions and have the plants
actually perform them at a reasonable speed. By spending a Complex action, the character's
plant minions will move about with distinctly non-plantlike mobility for one round - attaining
an effective Agility equal to the character's Intuition or Logic. The character can also give
long term commands to plants, which they will go about performing at their normal speeds
(often centimeters a day). Commanding sapient (and presumably evil) plants is more
difficult, and requires the character to best them in Logic + Medicine or Logic + Rigging
against their Willpower to control one of them for a number of rounds equal to the number of
net hits. Otherwise Puppetry extends to any number of plants within 10 meters of the
character per point of Potency.

Elder Powers
Abomination The character can work in a kitchen for an hour and spend seven power
points to grow an Evil Plant from inert plant material and evil magic. The product is a
harmless if strange looking potted plant that will grow into a horror over the following night.
The character makes a Logic + Medicine or Intuition + Survival test to get the process
started. Making a Man Trap is threshold 3, making a Triffid is threshold 5, and making a Pod
is threshold 7. Creating these abominations bestows no special ability to control them.

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Seeds of Destruction Time destroys all things according to mortals, but even amongst
supernaturals it is known that the work of your hands will eventually be claimed by the
legacy of nature. Using this ability, the character accelerates this process, causing the
progression of seasons and flora to rip things to shreds. Roots shatter stone and flesh alike
and tiny pieces blow away in pollen laden dust. This is a damage 3 attack that assaults each
target in a cone that is up to 100 meters in length per point of Potency. No inanimate object
is treated as larger than small, as bigger things are torn apart from every direction and even
the inside. Targets are attacked from inside themselves, so the range is considered Adjacent
regardless of physical distance. The character must spend a Complex Action and a power
point, and uses Logic + Rigging or Intuition + Survival, increasing damage with hits. This
power can be used on a much smaller scale without spending a power point, but it only
projects 2 meters per point of Potency.

Trail of Tears
Bitterest of all is not the sorrow but to have one's sorrows ignored.

The Trail of Tears is a magical discipline which harvests the power of misery. In the Deep
Astral there is a liquid that is literally created by the fact that sadness exists. This material is
called the Tears of Maya, even though in a very real way it is the psychic residue of human
sorrow from the Material World. Those who follow the Trail are incredibly good at finding the
clouds in life. They gain a +2 bonus to argue against any proposal, fact, or course of action.
At Advanced, this negativity increases to +4, and at Elder the ability to speak against things
rises to a full +6 bonus.

Basic Powers
Curse of Failure Using astral sorcery, the character curses a victim to have luck abandon
them at a later date. If the character succeeds on an opposed Willpower + Sabotage or
Willpower + Rigging check that takes a Simple Action, evil magic hangs like a dark cloud of
misery over the target's head. At any later date, the character may reactively end this curse
to force the victim to reroll all hits on a test. The Curse of Failure is totally covert, all the
character actually does is look at the victim funny and the sorcery has no overt special
effects (although it can be detected as normal Astral magic).

Pain Drops Tiny drops fall at the target, dampening not their skin but their pride. The
character spends a Simple Action to direct Tears of Maya to fall at a target, and makes an
Agility + Combat or Willpower + Rigging test to make a standard ranged attack. Pain Drops
have a damage rating equal to the character's Willpower, and are soaked with Willpower

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rather than Strength. Pain Drops cause only illusory damage, and while they cause wound
penalties and even incapacitation, they do not actually kill or wrap around into lethal
damage. Virtual damage from Pain Drops fades in an hour.

Advanced Powers
Dark Night of the Soul By spending a Complex Action belittling the target, the character
can provoke a Despair Frenzy in them. The character makes an opposed Willpower +
Sabotage or Willpower + Intimidate test against the target's Willpower, and if successful the
victim enters an immediate Despair Frenzy (regardless of their Master Passion, if any). This
ability is largely covert, as it does not appear that the character did anything other than
behave in a rude and perhaps senselessly cruel fashion towards the victim.

Water Prison With a Complex Action and a power point, water can be manipulated into
three dimensional shapes that hold their form and are strong as steel. Actually capturing
someone with the titular prison made of water requires a ranged combat test using Agility +
Combat or Willpower + Rigging. Grasping water has a Strength equal to the character's
Willpower.

Elder Powers
Astral Projection Activating Astral Projection sends a character and possibly their friends
into the deep or shallow Dreamlands or back to the material world. Anything the character
carries as well as a circle of hand holding creatures up to the character's Willpower in
number (and everything they are carrying as well) shifts across the worlds with the
character. Astral Projection requires a Complex Action and a power point. For purposes of
dispelling, Astral Projection has 3 hits.

Object of Envy The character can reach into a target's mind and create some physical thing
that the target deeply desires. This can be something as simple as a sandwich or as
complex as a whole person. This costs seven power points regardless of how elaborate or
abstractly valuable it is. Electronics created in this way don't function super well because
they are made out of evil magic even more so than a modern operating system normally is.
A person created in this way is always an Extra with no edge stat or supernatural powers.
They are otherwise able to pass as the actual person they are based upon (if any), though
they are preternaturally disposed towards evil and cruelty and are under the control of the
character who made them. The character makes a Charisma + Expression test to set the
quality of the mimicry of a person; a Logic + Electronics test to set the quality of created
electronics; and an Intuition + Artisan test to set the quality of most other things. An Object
of Envy so exactly duplicates a desired thing that it can set off a Greed or Loneliness frenzy
in the target from whom the desire was plucked (in general, the number of hits on the ability

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generates the threshold to resist the frenzy). A targeted creature can try to keep their desires
to themselves, making a Willpower + Sabotage test as a reactive action - if the target gets at
least as many hits as the character, the Object of Envy never takes form. When an Object of
Envy is destroyed, it reverts into tears. Creating an Object of Envy takes a minute.

Veil of Morpheus
When you dream, dream of me.

The veil between the waking world and the world of sleep is both vast and unfathomable.
And yet to those who scry deeply into Maya can see past it, and in time they learn to reach
across and pull things from one side to the other. A character who practices the Veil of
Morpheus is able to perceive objects and creatures in the Shallow Dreamlands, though not
to touch them and is in no danger from them physically. With Advanced Veil of Morpheus,
the character can perceive their own surroundings while they are asleep, and are able to
wake themselves at will. And when a character has Elder Veil of Morpheus, they know
inherently when creatures are dreaming within a kilometer of themselves. Note that in a city,
they will often be aware of a lot of sleepers.

Basic Powers
Enchanted Slumber Using astral sorceries the character makes people supernaturally
sleepy. The compulsion to sleep is virtually impossible to overcome for people who are
already asleep, and is at best a minor inconvenience for those whose adrenaline is pumping.
Activating it is potentially covert, in that the target is not especially aware of anything other
than a feeling of sleepiness. The character however produces faintly glowing dust from their
hands when used, and expends a Complex Action doing it. Using Enchanted Slumber
requires an opposed Charisma + Expression or Logic + Medicine vs. Intuition test. An
affected target that is already asleep will not awaken for at least an hour (longer with net
hits) even in the face of loud noises or shaking. An affected target who is not asleep will go
to sleep at the first opportunity and then stay asleep for at least an hour (longer with net
hits).

Dream Vision The character can send messages and images into the dreams of another
creature. The dream visions can go an unlimited distance. The character must know the
name of the intended recipients, the targets must all be asleep and the character needs to
meditate on the sending. The base timeframe to send visions is an hour, but net hits on a
Charisma + Expression or Logic + Research test can reduce that.

Advanced Powers

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Astral Disciplines

Denial of Privacy The character views into the dreams of a sleeping target. The character
spends a Complex Action attuning themselves to the dreams of a target. The target must be
asleep and within 100 meters per hit on a Charisma + Empathy or Logic + Medicine test.
While so attuned, the character can make themselves appear in the dream or simply
voyeuristicly watch the proceedings.

Horrid Reality The stuff of dreams becomes the stuff of reality. The character spends a
Complex Action and suddenly the physical effects of events that take place within a
dreamer's dream reality draw their toll on their body. While the effects of a sexy or merely
surreal dream may not even be immediately obvious upon waking, the effects of a nightmare
can be catastrophically fatal. The character need only know the name of a potential victim
and their location while dreaming, the ability works at any distance. The victim can fight back
against the invader with whatever is in their dream, but unless they also have Horrid Reality,
the only thing they will get from defeating their attacker is to knock them out of their dream
until the following sunset. For purposes of dispelling, Horrid Reality has 3 hits.

Elder Powers
Dreamscape The character shapes the Deep Dreamlands to be as they want it to be. The
character spends an Edge and the dreamlands of Maya begin to adjust themselves to the
substance and reality that the character wishes them to contain. This transformation takes a
base amount of time of one day, but they can make a Charisma + Expression or Logic +
Operations test, and reduce the timeframe with net hits. Things created in the dreamlands
are like Hollywood sets. While an object might glitter like gold, it's just a prop.

Dreamstep The character can move seamlessly between the Shallow Dreamlands and the
Material World at will. Crossing the threshold between the Shallow Maya and the physical
world is a Simple Action and the character can take anything they can carry with them. For
purposes of dispelling, Dreamstep has 3 hits.

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Infernal Discplines

Infernal Sorceries
The Dark Reflection is a horrible place from which few things escape. But its reach and
grasp can be felt far outside the ashen pits of Limbo itself. Infernal Sorceries are those
magics that manipulate and harness the taint of that parched landscape and turn them to
one's own advantage.

The magic from Limbo is a lot like fire. It is also quite specifically malicious and it corrupts
things it touches. When clean water is nearby, it discolors slightly as if ash had fallen into it.
A skilled exorcist can track the power and location of magic from the Dark Reflection by
consulting distilled water in a clear container. When Infernal Sorceries are cast they can be
doused by throwing sand on them. Reasonably clean sand must be used - ground up silicon
dioxide works. By the time the sand hits the floor it has been replaced by white and black
sand.

Descent of Entropy
Everything ends the same way: it no longer matters and no longer persists.

The fires of Limbo have long dulled and all there is left is misery and ash. Those who delve
into the knowledge of entropy learn grim ends of human nature and command the power of
wickedness to compel disease agents to action. To those who follow this path, the inevitable
unraveling brought about by time appears entirely normal and expected. A student of the
Descent of Entropy gains a +2 bonus to diagnose an ailment, reconstruct an event from
evidence, or repair an object that has fallen apart. These bonuses increase to +4 at
Advanced and +6 with Elder Descent of Entropy.

Basic Powers
Abyss of the Body The character carries hideous diseases that can be foisted upon others
with a touch, a bite, or a kiss. A character with Abyss of the Body is not themselves affected
by disease, and they can carry all manners of normal plagues and pass them normally. In
addition, each character who has Abyss of the Body can voluntarily transmit a purely
magical disease. The disease they have at their disposal to use voluntarily is chosen when
the discipline is learned. A character inflicted by additional magical diseases is still immune,
but has no control of its transmission. Abyss of the Body can be learned multiple times to
control multiple diseases. When spreading a disease voluntarily the character achieves
physical contact and uses Strength + Survival or Charisma + Medicine against the victim's

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Infernal Discplines

Strength, with net hits reducing the disease's DOT Delay. The spreading of disease can be
dispelled with sand, but the immunity to disease of the character is passive, covert, and
impervious to dispelling.

Disease Delay Effects


Chud 5 Victim dissolves into white goo.
Cooties 3* Victim driven mad with lust.

Victim eaten up by maggots, explodes into swarm of


Doom Flies 8
flies.

Rage Virus 3 Victim transforms into Soulless.


Thing
11 Victim fills up with roots, Triffid bursts out of their husk.
Infection
No
Z-Virus When Victim dies, it rises as a Shambler.
Damage

Light of Ennui The character becomes a beacon of apathy and despair, foiling attempts by
those caught in the metaphorical glow to care. The character makes a Charisma + Artisan or
Charisma + Empathy test against the Willpowers of everyone within close range. Everyone
affected is unable to muster an emotional response to much of anything. Frenzy doesn't
happen, and all appeals to emotion and even magically created emotions fail unless the
speaking character can muster more hits than the Light of Ennui. Lighting or dousing the
Light of Ennui is a free action. The Light of Ennui sheds literal light in the Dark Reflection,
and is enough to see by.

Advanced Powers
Aura of Decay When the Aura of Decay is activated, things fall apart into grime and dust.
This can be directed somewhat, but generally anything within a few meters of the Character
will degrade as if left unattended for days and weeks in mere moments. Objects that are
literally on the person of someone will not be devastated by decay unless the character
focuses in on them and marks them for destruction. The character can focus in and make a
Strength + Artisan or Charisma + Medicine test against a target's Intuition to corrode a
specific person's equipment as a Complex action. Activating or deactivating the Aura of
Decay is a Simple Action. Normally it is far too slow to affect a fast moving object, but by
spending a power point, the speed of corrosion can be enhanced to the point where it will
tear items out of the air before the reach the character. Disposing of an incoming thrown
piece of wood is easy (threshold 1), stopping bullets is hard (threshold 3), and corroding
one's self a path through being otherwise run over by a truck is crazy extreme (threshold 5).

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Infernal Discplines

Contradiction The character can tempt a victim into doing something they would never do,
something wildly against their nature. The character can make an opposed Charisma +
Artisan or Charisma + Bureaucracy test against the victim's Willpower. This takes
conversational time, and is absolutely powerless to convince someone to do something that
they are merely moderately opposed to. Contradiction is covert.

Elder Powers
Howl of the Abyss A scream of unutterable anguish permeates the Material World and the
Dark Reflection for a round. The fires of Limbo belch into the material world. Smoke and ash
blows through cracks in the world. And Mirror Goblins spew forth in a brutal wave. The
character spends five power points and a Complex Action to makes a Charisma + Artisan or
Charisma + Bureaucracy test. A number of Mirror Goblins show up equal to the square of
the number of hits. Any other creatures within a few meters of the character's location in
either the Shallow or Deep Limbo may attempt to escape to the Material World as well.

Wind of Pestilence Black winds carry ghastly plagues that doom everyone they touch.
Everything the shadowy air caresses is exposed to a magical ailment of the character's
choice. The winds come out as either a cone that extends for a hundred meters per point of
Potency or as a circular maelstrom that is twenty meters in radius per point of Potency at the
character's option. The character spends four power points and Complex Action to make
either a Strength + Artisan or Charisma + Medicine test. Potential victims may resist with
their Strength, and the character can nominate one target per hit to be avoided by the gale.

Names of the Blasphemies


It is hubris of the first order to name that which is not known.

There are words that should not be spoken. Mostly, these are the names of ancient
unspeakable evils. And the reason these evils are unspeakable is because they will hear
you if you speak about them. Upon learning each ability from this discipline, the character is
able to choose for themselves a True Name. Abilities that function based upon the
character's name only respond to that name, no matter what they refer to themselves as. A
character with Basic Names of the Blasphemies can see creatures and objects in the
Shallow Limbo, although they do not physically interact with them. With Advanced, the
character knows the name of anyone they see an accurate picture of, and with Elder they
know the name of anyone they see (regardless of disguises).

Basic Powers

268
Infernal Discplines

Learn the Heart's Pain By concentrating for a Simple Action, the character can know the
limits of a person's psyche. The character makes a Charisma + Empathy or Intuition +
Larceny test, gaining knowledge of the subject. Using this power is covert. It can only be
used once per scene on each other creature.

Hits Knowledge Gained

1 The target's Master Passion, if any (humans usually have no Master Passion)
2 The target's Driving Passion
3 General details of the target (such as career and name)
4 Specific details of the target's hopes and dreams

5 Intimate details of the target's life that the target barely even cares about.

Poison Heart The character fills the target's heart with a litany of lies. By spending a
Complex action, the character makes an opposed Charisma + Empathy or Intuition +
Larceny test against the target's Willpower and if successful causes the target to feel intense
feelings of betrayal and disappointment. If the character knows the target's Master Passion,
they can incite a Frenzy. If the character knows the target's Driving Passion, they can make
them bitterly sullen and full of the feelings of failure (suffering a morale penalty to skill tests
until the end of the scene). And if the names of any of the target's friends and loved ones are
known, the target can be made to distrust them. Strength of any frenzies, depressions, or
misgivings are the number of net hits. This ability is covert.

Advanced Powers
Bind the Name By knowing a creature's name, the character can bind them in Limbo,
making it even more improbable that they could escape. This binding costs five power points
and takes a Complex action, but can work at any distance. The character makes an Intuition
+ Empathy or Charisma + Bureaucracy test and the threshold to escape the Dark Reflection
is increased for the target by the number of hits. Only the most powerful Name Bindings
applies to a target if more than one are applied. The Name Binding can be dispelled at the
point in space it was literally invoked, not at the bound target.

Banishment The character hurls a victim they can see into the Dark Reflection. The
character spends a Complex Action and a power point, and makes an opposed Intuition +
Larceny or Charisma + Bureaucracy test against the target's Intuition to send them into the
Dark Reflection. If three net hits are made, the target can be sent into the Deep Limbo. If the
character has Elder Names of the Blasphemies, this ability can be used on several targets at
once, targeting up to one creature per point of Charisma.

Elder Powers

269
Infernal Discplines

The Truest Name Any time any creature speaks the character's name anywhere in the
world, the character hears it and the next snippet of conversation the creature utters (usually
amounting to a twitter feed, more or less). If the name is spoken three times in succession,
the nearest mirror in the material world to the speaking creature becomes a portal to the
nearest mirror in the dark reflection to the character. The character can make a Intuition +
Stealth or Charisma + Bureaucracy test to reduce the threshold to cross that portal by the
number of hits. This ability is covert and continuous. The creation of a mirror portal can be
dispelled, but the rest of the effects cannot.

The Great Unbinding The character summons a Demon. It is a professional grade task to
summon one of the Asura (threshold 2), it is totally extreme to summon an Akuma (threshold
4), and it is flat super human to summon one of the Ifrit (threshold 6). If the character knows
the name of a specific entity, they may attempt to summon that one in particular to the
material world, and the threshold is reduced by 1. If a proposed target's escape threshold is
higher than the summoning threshold, use that threshold instead of the base. The Great
Unbinding uses Intuition + Empathy or Charisma + Bureaucracy. It takes an hour, and can
also be used to spring any specific creature whose name is known from the shallow or deep
Dark Reflection. A creature that for whatever reason does not wish to go is permitted a
Social Resistance test.

Progress of Glass
"We do not always see where we go. But we always go."

The Progress of Glass is a path of Infernal sorcery that deeply investigates the connections
between existence and the Dark Reflection. Followers of the Progress of Glass are able to
handle different perspectives very easily - some would say that they have already driven
themselves mad. In any case, spending so long gazing into mirrors has left them able to
write in mirror writing or use reflections for targeting without penalty. Also they end up being
very good at driving. A user of the Progress of Glass gains a +2 bonus on Driving tests, a
bonus that increases to +4 with Advanced and +6 with Elder Progress of Glass.

Basic Powers
Distant Reflection The character can peer into a reflective surface and see what is
reflected off of another reflective surface elsewhere. The character must be within 100
meters per point of Potency of both surfaces, and must have a pretty good idea of where
both surfaces are (and yeah, they have to be able to see at least one of them). Using Distant
Reflection requires a Logic + Operations check or an Intuition + Perception check. The
expected time to get the vision is an hour, but net hits reduce the timeframe.

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Infernal Discplines

Deny the Gauntlet The character can remove the difficulties in moving across gateways
into and out of the Dark Reflection. The character spends a Simple Action and makes a
Logic + Operations or Intuition + Stealth test and the gauntlet is removed for a specific
gateway for a Round. Net hits increase the timeframe. The gauntlet is not hampered for
purposes of keeping creatures held in Limbo by Name Bindings.

Advanced Powers
Mirror Pocket The character can create and subsequently access a virtual space within a
reflective surface. Things can be stored in and retrieved from the mirror pocket with relatively
little fuss. This looks like a cartoon activity: the character's had passes into the surface
causing it to ripple slightly and then some object is left within or drawn out - in either case
demonstrably having more volume than the mirror possibly could. Creating a pocket costs
two power points, but putting things in or taking things out is free. The character makes a
Logic + Operations or Intuition + Stealth check and the mirror pocket has a depth of 20 cm
per hit. If the character has Elder Progress of Glass, the depth is 50 cm per hit. A character
can maintain multiple mirror pockets in different reflective surfaces, but not in the same one.

Rain of Glass Shards of blackened, jagged glass rain down and tear the flesh from the
bones of everyone in the area. A Rain of Glass can be sent out as a cone up to 30 meters in
length per Potency, or fly out in all directions to cover a cylinder centered on the character
with a radius of 10 meters per Potency. Using this ability costs a power point and takes a
Complex Action. It does a base damage of 3, which is increased with the hits on either an
Agility + Combat or Logic + Operations check and the damage is resisted like a normal
explosion (including the additional protective effects of cover).

Elder Powers
Doppelgänger A reflection is given life and given the task of supplanting the original person.
The character makes a Logic + Expression or Intuition + Perception check, spends a
Complex Action and seven power points and then the Doppelgänger takes form by spending
a Complex Action crawling out of the mirrored surface upon which the reflection was cast. It
then sets about attempting to murder the original and then take over their life. The
Doppelgänger is wicked and generally under the command of the character's. When a victim
has a Doppelgänger created of them, neither they nor the duplicate cast a reflection until
one of them is dead. The double has the base attributes of the target, and the degree of
mimicry is set by the number of hits. The Doppelgänger can be suppressed or dispelled
before it successfully crawls out of the mirror, but once it does so it is a "real" person (albeit
one having no reflection), and cannot be dispelled with sand. Its presence still offends clear
water as Infernal sorcery is want to do, but even that effect fades if the Doppelgänger
succeeds in slaying its original and gains a reflection of its own.

271
Infernal Discplines

Hits Effects

1 Extra, no supernatural powers, memories, or even coherent speech.


2 Can speak like the victim.
3 Has an Edge stat if the victim does.

4 Has the memories of the target.


5 Is a starting supernatural of the type of the victim if the victim is supernatural.
Has a Potency of the victim or the character (whichever is less), has disciplines
6
that the target has.

The Smoking Mirror The character controls the vertical and the horizontal. The character
spends a Complex Action and three power points so they can determine what is seen and
heard for the rest of the scene. The area covered is limited to Line of Sight, and extends out
to 30 meters per point of Potency. The character makes a Stealth + Intuition or Logic +
Operations check and observers can only see through the illusion if they get an equal
number of hits on an Intuition + Perception test.

Song of Swarms
"I'd like to help, but I'm covered in bees."

Insects are kind of creepy at the best of times, but in the horror genre they actually are a
source of wickedness and danger. This is borne out in After Sundown, achieved in no small
part by Infernal Sorcery. The Song of the Swarm is that sorcery and it has a great deal of
internal synergy, many of the abilities within it make other abilities more useful. Being able to
send insects where you want them is more useful if you can see what the insects see, and
so on and so forth. Having Song of the Swarm allows you to treat crustaceans as if they
were smart animals like parrots or dogs for the purposes of Animal Ken. Insect bites to
creatures inside insect swarms are usually not much to report on, causing just Damage 1
strikes even en mass, although these strikes do not require a to-hit roll and are not dodged.
Anything special that happens with the character's unarmed attacks apply with their insects
(especially of note is the Lure of Destruction and the Descent of Entropy).

Basic Powers
Body Colony The character's body has bugs growing inside it. In addition to being really
gross, they can also fly out of the character's body and crawl back in without causing any
lasting damage. The bugs growing in the character's body do pretty much what the
character wills them to do, so they can follow much more complex routes than a normal bug

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Infernal Discplines

of their type. The bugs from a character can swarm one person at a time or carry very small
objects. They take an entire round to crawl into or out of the character's body, but they take
no actions to direct. The Body Colony is passive and cannot be dispelled.

Small Witness The character can see through the eyes of insects in their vicinity. The
character can see through the eyes of a bug that is within a meter of their body, and can
continue to see through its eyes even if the character or the bug moves away, so long as
they remain within a kilometer per Potency. A character can maintain a number of small
witnesses equal to their Intuition score simultaneously and suffers no penalties from
distraction. The character can make their own Perception tests through the senses of the
bugs. Small Witness has 3 hits for purposes of being dispelled. It is covert.

Advanced Powers
Magnify the Swarm When there are insects in the area, the character can draw upon the
magic of Limbo to cause a great number of comparable insects to wriggle into reality. The
character spends a Complex Action and a power point, then makes a Charisma + Animal
Ken or Willpower + Survival test and every hit allows them to pretty much swarm everything
and everyone in a 10m cube. If the character has Elder Song of Swarms, the area may be
increased to a 100m cube per hit.

Swarm Body The character's body breaks into a cloud of insects of roughly the same mass
as the character. This is a Protean discipline. The deaths of individual bugs do not
meaningfully affect the character, but the deaths of very large numbers may seriously hurt
them. When they reform, every 10% of the original swarm unable to make it translate to a
lethal wound. The Swarm body can be dispelled as if it had 3 hits, and however many
insects are on hand at the time will coalesce into the original character (with accompanying
wounds if not all the insects are available for the forced change). When the Swarm Body
ends, whether voluntarily or through being dispelled, the character can elect to materialize
anywhere that some of their bugs are, but any bugs unable to reach their new position within
12 seconds die (and the character suffers proportional wounds).

Elder Powers
Gold and Honey The insects of the character's can and do build things on their behalf.
Bugs perform strange alchemy, devouring things and transforming the material itself into
virtually anything that is desired. The character can make a Charisma + Animal Ken or Logic
+ Artisan test to make things of astonishing complexity, and a Logic + Electronics test to
modify or assemble electronics. Gold and Honey is a reflexive action, and the swarm works

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Infernal Discplines

at the speed of a group of competent contractors. The bug can also "assemble" things into
piles of dust if desired, in order to burrow through walls, destroy valuables, or simply to hide
evidence. The character can make a Charisma + Sabotage check to speed such processes.

Riot The swarms of humanity are as quick to anger as those of ants or bees. The character
can incite violence and destruction on the part of normal people, erupting entire
neighborhoods into senseless or even slightly directed anger and devastation. A riot
generally requires about an hour to cook off, but the character can make a Willpower +
Intimidate or Charisma + Sabotage check to reduce the timeframe. The waves of bitterness
and anger extend out to up to 200 meters per point of Potency, and are no less effective in
highly populated areas. Indeed, a "riot" in a dense city is generally far more effective
because there are so many more humans doing the rioting. Inciting the Riot is covert, but
rampaging people are generally pretty obvious.

Walk of Flame
"People running around. Skin on fire. It's beautiful."

Fire is likely the dividing line between man and beast. And yet while it is undeniable that fire
provides light and warmth, protection from the monsters of the darkness and the forging of
bricks and steel - that's mostly a facet of technology. Magical fire is a terrifying thing that
rages at the limits of control and burns things down to ash. Firestarters in After Sundown are
of course based largely on Carrie, and it is unsurprising therefore that fire magic spends a lot
more time spreading panic and a lot less time smelting iron than controlled industrial fires
do. The Walk of Flame draws strength from the Dark Reflection. A character with Walk of
Flame gains a +2 bonus on Sabotage tests. This bonus increases to +4 with Advanced Walk
of Flame, and +6 with Elder.

Basic Powers
Fire Walking The character hardens themselves against the flames and no longer burns.
This does not protect them from shrapnel propelled by an explosion, but does protect them
from any wounds caused by heat itself. Use of this power is entirely reflexive. Fire Walking is
passive and covert, and cannot be dispelled.

Hand of Flame The character can conjure up flame in their hand, varying it in intensity from
a lighter flame raising from an extended finger to a 30 cm inferno in their palm. The fire does
not burn the hand it sprouts out of (the waves of heat move away), but the user is otherwise
not protected from the fire or fires they start. Calling, changing the intensity, or extinguishing
of the flame is a Simple action that costs nothing. The fire can inflict as much as the
character's Logic attribute in fire damage. Hand of Flame is a touch attack, but does not
actually get additional damage for net hits.

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Infernal Discplines

Advanced Powers
Fire Starter The character concentrates momentarily and something bursts into flame.
Alternately, the character may have a bolt or ball of flame fly from some part of their body to
explode at the target. Either way, the flames inflict the character's Logic attribute in damage,
and are resolved as a ranged attack targeted with Agility + Combat or Logic + Research.
The flames can go out to the limit of vision, but the attack becomes inaccurate outside of
Short range. Damage is increased with net hits as normal, but due to the sheer size of the
fire compared to a bullet; cover is especially helpful for the target - as if the attack itself were
an explosion affecting only them. Using this discipline is a Simple Action.

Flames of Panic By spending a power point, the character sends waves of terror into
crowds of people. This magic affects every creature except themselves the character can
literally see (which means that they can shape its effects by voluntarily closing one eye, for
example). The character rolls Logic + Intimidation or Agility + Survival, and each affected
creature makes a Willpower Resistance Test. Targets are panicked and stampede around
irrationally for one round for each net hit of the caster.

Elder Powers
Hell Storm By spending four power points and a Complex Action, the character can fill a
tremendous area with hellish fire. The flames inflict a base damage equal to the character's
Logic attribute, and are resolved as an explosion with a base radius of fifty meters per point
of Potency. The explosion can be targeted at a specific place or person as a ranged attack
using Logic + Research or Agility + Combat. Remember that the damage is increased by 2
for whoever is actually unlucky enough to be at ground zero.

Scorch the Gateway By spending three power points and a Complex Action, the character
can enhance a fire magically such that it leaves a gateway from the mortal world to the Dark
Reflection (and back) in its wake. By concentrating on the fire the character can attune the
resultant portal to one specific creature for each Complex Action spent concentrating (until
the character runs out of names or the fire burns out and the way manifests). The character
may then make a Logic + Research + Potency or Willpower + Intimidate + Potency roll, and
all attuned creatures get a bonus die to escape through the gate for each hit.

275
Orphic Disciplines

Orphic Sorceries
Orphic Sorceries are collections of spells and occult knowledge that draw their arcane power
from Mictlan. The Gloom provides power that is dark, timeless, destructive, and really very
frightening to the living. And for good reason, it truly does act as a window into one's
mortality. The land of the dead calls inexorably to all living creatures, and sooner or later it
will claim them all, and when Orphic Sorceries are used, the draw of death becomes even
stronger. This effect is not particularly noticeable for large creatures like humans or even
dogs - the cells on the outside of your body are in a constant state of death and rebirth
anyway, and even the heaviest exposure to the Gloom is unlikely to give you more than a
mild frost burn. But for the very tiny and ephemeral creatures whose lives are over in a day
anyway, death magic signals the end. A skilled occultist can use a bag of mayflies or the like
to spot the moment that death magic is used, and to gauge the strength, distance, and
direction towards the source of the Gloom.

Magic of Mictlan is highly antithetical to seeds, and you can counter Orphic Sorceries by
throwing grains at them. Rice, wheat, barley, or maize kernels work equally well, but they
have to be live grains. Remember that many commercial food products are neutralized with
radiation or flash heating to keep them from going bad.

Lure of Destruction
Lately just gazing into the Abyss has lost its thrill. I'm pissing into it.

There is something distinctly alluring about the end. Not just that we cannot help but
eventually reach the conclusion, but that indeed there is always a part of us that wants to.
Practitioners of the Lure of Destruction are very well acquainted with doom in all its forms
and their Death Threshold increases by 2. With Advanced Lure of Destruction, the Death
Threshold increases by 4, and with Elder Lure of Destruction it increases by 6. Characters
with Lure of Destruction also get a bonus to Healing tests that is equal in size.

Basic Powers
Tongue of the Serpent The character's bite is toxic. Upon gaining this ability, the character
must choose whether their poison is continuous or optional. A character whose poison is
optional will have some kind of clear and potentially Vow of Silence breaking physical
manifestation of their poison "turning on" while a character whose poison is continuous has
no outward sign that their bite carries unusual properties. For example: a Strigoi has
retractable serpent fangs, and they are perfectly capable of retracting them and kissing
people without anything special happening; while a Soulless has a mouth that appears to

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Orphic Disciplines

just be a normal human mouth but their saliva is a deadly venom. A character with Tongue of
the Serpent is immune to poisons. A character who takes Tongue of the Serpent multiple
times may change the poison they secrete at will between available choices. The poison can
be countered as if it had 3 hits, but the character's immunity to poison is covert, passive, and
cannot be dispelled.

Poison Effect Notes


Victim dazed and anesthetized, This is the poison that Strigoi
Euphoric
addictive get.
Hallucinogenic Victim goes crazy, addictive

This is the poison that Triffids


Paralytic Victim immobilized
get
Soporific Victim fatigued

This is the poison that


Toxic Victim suffers damage
Soulless get

Touch of Darkness The character's unarmed physical attacks inflict aggravated damage.
The character can also scratch and bite into metal without hurting themselves. Touch of
Darkness cannot be dispelled.

Advanced Powers
Glimpse of the Abyss The character can show a bit of the inevitable doom that awaits us
all to a group of targets. The character makes an opposed Strength + Athletics or Willpower
+ Expression test against each victim's Willpower. Every victim who is affected is stunned for
a turn with awe and despair. Even Doom loses its impact, and a target who is affected will be
harder to affect in the same evening - apply a 1 hit penalty to the character for each time a
particular victim has been assaulted. Using Glimpse of the Abyss takes a Complex Action,
and extends to Line of Sight.

Withering The character can accelerate the rush to death of those around them. By
spending a Simple Action, the character can weaken a foe until they cannot even stand. The
character makes an Agility + Combat or Strength + Athletics test and the victim's Strength is
reduced by the number of hits until the end of the scene. Multiple Witherings do not stack,
but a victim whose Strength is reduced to zero collapses.

Elder Powers
Death Knell The character shuts off access to The Gloom. All creatures with a Potency of
zero and an Orphic power source (such as shamblers) simply cease to be supernatural
creatures (or indeed, creatures at all). The character makes an Agility + Combat or Strength

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Orphic Disciplines

+ Athletics test and all Orphic creatures (possibly including the character) lose that many
power points. Creatures without enough power points to lose take aggravated damage
levels equal to the difference. All Shadow Gates close, and all Ghosts are deported to the
Deep Gloom. The power takes a Complex Action and a power point, and it extends out to
100 meters per point of Potency.

Shadow Gate By spending five power points, the character creates a Shadow Gate, a rift in
space that allows the jealous power of Mictlan to rush through into the material world.
Depending on the size, creatures may be able to move back and forth through it. The
strength of the gate is equal to the hits on a Strength + Athletics test or a Willpower +
Expression test. The Shadow Gate requires a complex action and a power point to open.

Necromancy
"Everything ends and everything dies. That is not a good thing or a bad thing. It's simply
inevitable. More than any other truth, the end cannot be eternally avoided."

Necromancy is the incredibly creepy sorcerous path of handling the dead. Necromancers
can see Ghosts and things that are in Mictlan without actually putting themselves into those
areas and the potential harm's way that could entail. Characters with Advanced Necromancy
can intuitively sense what items constitute a Wraith's fetters and where the fetters of a
viewed Wraith might lay. A character with Elder Necromancy can feel the presence and
knows the goals of all Poltergeists and Shadow Gates within 100 kilometers of their position.
Ghosts intuitively know that a Necromancer can sense them, and they react accordingly.

Basic Powers
Compel Spirits The character can send Ghosts from Mictlan into the material world or vice
versa. By spending a Complex Action and making an opposed Willpower + Empathy or
Logic + Bureaucracy test against the Ghost's Willpower, it can be sent to the Material, the
Shallow Gloom, or the Deep Gloom, at the necromancer's option.

Summon Spirit By naming a dead person or holding up a part of their body, the character
can draw their Ghost to themselves unless it has been bottled, destroyed, or subsumed into
a Poltergeist. The character makes a Logic + Medicine or Logic + Operations check, with a
difficulty of how exactly they can describe the Ghost they are looking for.

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Threshold Description

1 "My brother Mike."


2 "My friend Todd."
3 "The owner of this body."

4 "That missing girl Karen."


5 "The guy who was killed last night."
6 Any dead person known only from books.

Advanced Powers
Nightcry The character screams a wail of pain and despair into the deepest portions of
Mictlan, and draws a Poltergeist to their position. This requires four power points and a
Complex Action. By making a Willpower + Empathy or Logic + Bureaucracy test against the
Poltergeist's Willpower, the character can compel it to begin its rain of destruction upon a
target of their choice. What else the Poltergeist does from being in the material world is
totally up to it.

Reanimate The character makes a body into a Shambler or Soulless. A Shambler comes
into existence under the control of the necromancer, and a Soulless does not. If the body
was once a Luminary, their spirit is drawn back into their body and they become a(n
uncontrolled) Revenant. A necromancer can only maintain control of 2 Shamblers per point
of Willpower they have. If they make more Shamblers than that, they lose control of some of
their Shamblers at random at some inconvenient time in the next day or so. Reanimating the
dead is hard (Threshold 3), costs a power point per corpse, and has an expected time of 1
Day (net hits reduce the time normally). It is a Logic + Medicine or Logic + Operations check.
Remember that Shamblers don't have the capacity to follow complex orders. Reanimate can
only be dispelled before the Zombie has actually risen. After that, the Zombie will have to be
dealt with normally.

Elder Powers
Resurrection The character can return life to someone who is dead. In order to work, the
character must have access to the target's ghost and an "appropriate" body. The target's
own body is appropriate, as is any other body of the same sex and build. Resurrecting the
dead is hard (Threshold 3), and requires a Logic + Medicine or Willpower + Empathy check
with an expected time of 1 day (net hits reduce the time normally). Resurrection costs seven
power points. Resurrecting a Revenant restores them to humanity.

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Zombie Mastery The character has no particular limit for how many Shamblers they can
create and retain control of with Reanimate (if they have that ability). In addition, the
character can take control of Zombies of any type (Shamblers, Soulless, or even
Revenants). This takes a Complex Action and costs a power point. The character makes a
Logic + Operations or Willpower + Tactics test and takes command of a number of Zombies
equal to the hits. Revenants are allowed to resist with Willpower. Commanded Zombies reel
and cease brain eating while shuffling about as if struck until given orders.

Play of Shadows
"Spooky. Seriously."

Play of Shadows is a sorcerous discipline that governs and depends upon shadows.
Darkness is in no short supply in something called "After Sundown" and areas with no light
at all can be thought of as being like some singular giant shadow. Even extremely bright
lights cause objects to cast shadows that are really quite noticeable. As such, in a general
sort of way, the fact that Play of Shadows requires shadows to function is pretty much a
formality. However, if characters are in the process of sky diving or are in the areas of
exceptional ambient light, the powers of Play of Shadows can seriously be neutralized.
Having Play of Shadows makes a character sneakier and spookier, giving them a +1 bonus
to Stealth and Intimidate. This bonus increases to +2 with Advanced, and +3 with Elder Play
of Shadows.

Basic Powers
Eyes of the Night The character can see and hear out of distant shadows. The character
can see in darkness at any time (unlike Supernatural Senses, this use does not render the
character susceptible to glare), and by spending a power point they can draw their senses
from a pool of darkness that is within 100 meters per Potency. The character makes an
Intuition + Empathy or Intuition + Perception check, with a threshold based on how
accurately they can describe the shadow they wish to peer out of. Eyes of the Night are
covert.

Shadow Casting The character's lighting appears to have been done by professional
special effects technicians. They can manipulate shadows and to a lesser extent light as
well. This gives a +2 bonus to any attempt to become the center of attention or to escape
unnoticed. This bonus increases to +4 with Advanced Play of Shadows and +6 with Elder
Play of Shadows. The Shadow Casting can be dispelled as a spell with 3 hits.

Advanced Powers

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Cloak of Shadow The character can wrap light around themselves completely, becoming
completely transparent along with everything they are carrying. The character still casts a
normal shadow and cannot alter their own shadow while the cloak is in place. Invoking the
Cloak of Shadow takes a Complex Action and a Power Point, and requires an Intuition +
Empathy or Intuition + Stealth check. The cloak lasts 5 minutes, and net hits increase the
timeframe. The cloak works on anything that uses light - including cameras - but has no
effect on sounds or smells. The character can dismiss their own Cloak of Shadow at any
time as a Simple Action.

Solid Darkness The character can spend a power point to fashion steel hard tendrils of
solid shadow and use them to grasp, carry and tear. The darkness can extend out to a meter
per Potency from its source Shadow, and has Strength equal to the Character's Intuition.
The source shadow must be within line of sight of the character and the origin of the
shadows can move along continuously shadowed paths at the rate of a careful walk. Solid
Darkness is completely silent, and can rather easily grab someone by complete surprise.
Directing the tendrils of shadow is a Simple Action. Solid Darkness can be dispelled as if it
had 3 hits. Solid Darkness vanishes the next time the sun rises. The Solid Darkness can
grab or disarm using its own Strength and the Character's Combat skill.

Elder Powers
Shadow Walk The character can step into one shadow and come out of another one that
they can perceive. The transportation itself is a Simple Action that costs 1 Power to activate.
No intervening space is used, and nothing can block the movement. The character may take
anything and anyone they or their shadow tendrils can carry. Shadow Walk can be dispelled
as if it had 3 hits.

Shadow Body The character can transform into an intangible shadow form. A body of
shadow can pass harmlessly through physical objects save for those of a material they are
vulnerable to. Entering or leaving the Shadow Body is a Complex Action. Assuming the
Shadow Body takes a power point. Being made out of pure shadow makes it very easy to
hide in areas which have any dimness worth mentioning. But it's also super hard to explain
from a Vow of Silence point of view. Shadow Body is a Protean Power. Shadow Body can be
dispelled as if it had 3 hits.

Path of Blood
Given time, blood does become thicker than water.

The Path of Blood delves into the intricacies of life and death from a very liquid and visceral
standpoint. Deep familiarity of this sort with blood gives advantages. The character gains a
+1 bonus to Medicine and Survival for having this discipline. The bonus increases to +2 if

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they have Advanced, and +3 if they have Elder Path of Blood. It is important to note that not
everything creeping in the night has any blood. A character or object without any blood
cannot use Gift of Health or Blood of Acid, and cannot have Theft of Vitae or Blood Puppets
used against them. Golems and Androids generally do not have blood, nor do any kind of
Ghosts. However, even really gross blood like that found in Zombies or gooey sap like the
stuff that oozes from cuts in Dryads or Evil Plants totally counts.

Basic Powers
Gift of Health The character can invest a power point into a sample of their own blood,
allowing them to transfer power points to others - even to characters who cannot normally
have power points or who are at their limit of power points. The gift comes at a price, for the
character's blood is also horrendously addictive; like freebase cocaine. A character who has
Gift of Health and Vigor or Revive the Flesh may use these transferred power points to
strengthen or heal the subject. The power transfer of Gift of Health can be dispelled as if it
had been created with 3 hits, but the addictive properties of having drunk power in that
manner does not go away no matter how many rice grains a character might be struck with.

Thaumaturgical Forensics The character can make accurate pronouncements about


biological samples and give weird CSI tirades given access to creepy magical equipment.
The character makes a Logic + Medicine or Logic + Research check. The kinds of
information gained varies by the number of hits. Examples follow of investigating the origin
of a lock of hair and investigating the source of a lethal wound:

Hits The Hair Sample The Wound


1 "Human Woman. Blond." "Burns. Nasty Ones."
2 "She's still alive." "These fires burned by magic."

"A Firestarter did this at short


3 "She's a Luminary."
range."

"The Firestarter was a Baali


4 "Her name is Susan."
Witch."

5 "She is currently in Dresden." "His name was Karlov."


"She is thinking about betraying her friend
6 "This was a fight over money."
Elizabeth."

Advanced Powers
Blood of Acid The character can bleed like one of the xenomorphs from Aliens. Anyone
who is within melee range when something inflicts damage on the character is subject to
being sprayed with black caustic fluid. Little droplets of the stuff sent in such a circumstance

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are sufficient to constitute a damage 3 attack. If the character is conscious, they can actively
attempt to get their blood to go onto a specific person and try to stage it up with a Strength +
Survival or Strength + Combat test. The character can also use their blood in more
controlled fashions - that stuff will burn through the lock on a fire door in a few minutes.
Blood of Acid can be voluntarily suppressed, or dispelled as a sorcery with 3 hits.

Theft of Vitae The character draws blood and power directly out of a victim. Little spheres of
blood fly out of the victim towards the character, who thence absorbs the droplets in some
suitably dramatic fashion such as having them pop into the character's mouth or
outstretched hand. The character uses a Complex action and makes an opposed Agility +
Larceny or Logic + Medicine test against the target's Strength. Every net hit causes the
victim an unsoaked Lethal damage level and if they have any power points they lose one of
them per net hit. This power does not cost power points, and indeed the character gains one
power point per power point stolen (up to their normal maximum). If the character has a
Feeding Power Schedule, they may gain power points even from victims that don't have any.

Elder Powers
Crimson Death Given a sample of blood from a target, the character an send a lethal curse
against them that will brutally murder them no matter how far they have traveled. The
character burns the blood sample and spends an hour sending evil thoughts into it and
spends six power points. The character makes an opposed Logic + Medicine or Logic +
Survival test against the target's Strength. On a success, the victim snaps into a dozen
pieces or more, looking momentarily like they were painted upon a broken window pane.
Blood gushes from every crack, and they fall into chunks dead as dry bones.

Blood Puppets The character can take control of victims by puppeting their blood around.
By spending three power points and a complex action, the character can turn a number of
people into marionettes. The character makes a Willpower + Medicine or Logic + Operations
check, and takes control of a number of human extras equal to the number of hits for the
remainder of the scene.

Symphony of Silence
Silence is Deafening.

The Symphony of Silence is a set of magical music that brings things to a frozen stop.
Supposedly it constitutes portions of the inevitable music that ends all of existence. In order
to use any ability from the Symphony of Silence, the character must be capable of making
music - although whether through playing a musical instrument or singing is irrelevant.
Learning the Symphony of Silence gives you perfect pitch. A character with Advanced
Symphony of Silence can hear every sound uttered within the range of music they make -

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effectively giving themselves active sonar. A character with Elder Symphony of Silence
knows the location of every source of sound no matter how soft within 40 meters of
themselves, giving them a frighteningly effective passive sonar ability.

Basic Powers
Frozen Note The character can play a song that sharply reduces the temperature in an area
or object. The character makes a Logic + Artisan or Charisma + Expression test, and
reduces the temperature by 5 degrees per hit. When focused on a living creature, this can
be quite damaging. Cold blooded creatures pass out, and warm blooded creatures resist
one Normal Damage per hit. This has no adverse effect on undead or inanimate creatures
like Vampires and Animates. Temperature dropped in this way returns to normal when
exposed to heat sources (such as those contained inside a mammal), but there is nothing
preventing the character from maintaining the song round to round to keep the temperature
low (continuing to damage living creatures). Multiple songs played in rapid succession do
not stack. Frozen Note can be focused out to line of sight and cannot be dodged. Making the
Frozen Note is a Simple Action, but it can only target each thing once per round.

Missing Voice The character can move the apparent origins of sounds. The required music
appears to eerily come from empty space, and the character can decide the origin of any
other sounds as well. The character makes a Logic + Artisan or Charisma + Expression test,
and the character gains control of the apparent origin of every sound they are aware of
within 3 meters per hit for as long as they play. At Advanced Symphony of Silence, this
control extends to 10 meters per hit, and at Elder the control extends to 30 meters per hit.
So long as the character continues to make the music, the use of Missing Voice is a free
action that can be used once per round.

Silent Toll The character can suppress all sound up to the volume of the music generated,
including the music itself. The noise suppressed equals to local peak amplitude, you don't
have to keep track of potential spaces between notes and the like. So long as the character
continues to make the music, the use of Silent Toll is a free action that can be used once per
round. Silent Toll can be dispelled as if it had 3 hits.

Advanced Powers
Prison of Ice The character creates ice sufficient to hold someone in place or build
something out of. By spending a power point and a complex action, the character can create
a cubic meter of ice within 10 meters of themselves. The ice can be in any shape, forms
instantly, and can cover someone's wrists, feet, or even mouth. The character can make a
Logic + Artisan or Charisma + Expression test to improve the workmanship and solidity of
the ice. Once created, the ice is real ice and cannot be dispelled.

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Death Note The character plays the song that ends a man. The character spends a complex
action and makes a ranged attack, using Logic + Artisan or Agility + Combat and inflicts
lethal damage equal to the character's Charisma attribute. Death Note is resisted with
Intuition rather than Strength and ignores armor or its equivalent and cannot be dodged.
This ability can only be used if the character has already been playing for a minute or more.

Elder Powers
Frozen Day The weather is shifted into bitter cold. The character spends five power points
and an expected amount of time of 1 day. The character makes a Logic + Artisan or
Charisma + Expression test, with net hits reducing the amount of time required. The cold
snap extends up to 10 kilometers in every direction per Potency of the character. The
character can choose any amount of reduction in temperature, and the thermometers will
drop pretty linearly to that extent.

Planar Discord Travel between the worlds becomes essentially impossible while the song is
played and for some amount of time afterward. The area covered can be any size centered
on the character, to a limit of 1 kilometer per point of Potency in radius. The character makes
a Logic + Artisan or Charisma + Expression test to increase the time frame of the
discontinuity. The timeframe starts at 1 hour with one hit. Creating the discontinuity takes 1
minute, but additional hits can be used to reduce that timeframe instead of increasing
duration. Creating the Planar Discord costs 4 power points.

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Devotions
Devotions are special abilities that you can only gain access to if you have two other
inherent disciplines. They are considered to be an Advanced power, but they have the
requirement of you having a Basic ability in two different Power categories rather than one.
A Devotion does not inherently allow a character to progress to any Elder abilities. At least, it
probably doesn't - rumors abound. All devotions are themselves considered to be inherent
disciplines.

Adaptive Resilience
(Celerity and Fortitude)

The character can make themselves highly resistant to a threat that they are exposed to.
Whenever the character makes a resistance test (including a Soak Test) against something,
they can reactively spend a power point and gain 3 extra bonus hits on all future resistance
tests against that type of thing (this does not apply to the resistance test that triggers the
power in the first place). The adaptive resistance continues to function until it is again
activated against a new threat.

Betrayal of the Tongue


(Authority and Magnetism)

An affected target cannot speak lies. They do not have to speak at all, but if they do, the
complete truth as they understand it will pour forth from them on any subject they attempt to
hold discourse upon. Placing this curse on someone requires a power point and a complex
action as well as a Logic + Research or Charisma + Operations vs. Intuition test. If
successful, the betrayal lasts one hour, with net hits increasing the time frame. The power
itself is totally covert.

Blind the Senses


(Discernment and Veil)

With a Simple Action, the character can remove a sense from a subject. The character
makes an Intuition + Stealth or Logic + Larceny test against the target's Intuition. With at
least one net hit, the subject loses the use of the sense for 5 minutes. Additional net hits

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increase the timeframe of the blinding (or deafening, or whatever). This action is covert, it is
not obvious to anyone else that anything has happened (although it does detect as magic to
dowsing).

Burrowing
(Veil and Clout)

By spending a power point, the character can tunnel into earth or stone. It is up to the
character whether they leave a hole behind themselves. The depth that a character can
descend is equal to the number of hits on a Strength + Survival or Strength + Larceny test in
meters. The character can emerge without spending power. Burrowing can be repeated in
order to excavate tunnels in a hurry, and Troglodytes often use it for this purpose. If no hole
is left behind them, the ground will simply have a slight discoloration, the actual form of the
terrain will be unharmed. Such spots radiate magic of the type of the creature hidden inside
them.

Chain of Eyes
(Discernment and Magnetism)

The character can choose two or more creatures they can perceive and allow one or more of
the chosen creatures to perceive what one or more other chosen creatures can perceive.
With a Simple Action and a power point, the character can add a creature they can perceive
to the chain. However many creatures are in the chain, the character can decide which
creatures in the chain can voyeuristically leech off the senses of which other creatures in the
chain. The character can change that list as a Free Action at any time. Creatures unused to
receiving sense data directly into their mind by magic power may become confused.
Activating the Chain of Eyes requires an Intuition + Operations or Intuition + Tactics test, one
hit establishes it with a base timeframe of 10 minutes, and net hits can increase the
timeframe.

Cleanse the Body


(Fortitude and Magnetism)

The character may spend power points to heal wounds of others. One Complex Action and a
power point will heal two Normal or one Lethal wound. An aggravated wound takes 10
minutes and 2 power points to heal. This power requires that the character be within Short
range and is eerie to see. Once the character has healed one Lethal wound (or two Normal
wounds), they can choose to heal more wounds on the same target with a Free Action each
round.

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Desire Reflection
(Veil and Magnetism)

By spending a power point, the character can appear as whoever or whatever someone else
would respond most favorably to until the end of the scene. This is subject to the normal
limits of Veil, and thus without having Vanish From the Mind's Eye the character must
content themselves with activating it whilst unobserved and then appearing as the object of
desire for the first person who sees them. With Vanish From the Mind's Eye, the character
may select any person they can perceive and appear as the object of their desire. This
ability uses Charisma + Empathy or Intuition + Larceny, and may be enough to provoke a
Loneliness or Greed Frenzy.

Empty Body
(Discernment and Fortitude)

As much of a curse as a power, the character become intangible (but not invisible). Things
pass through the character unless they are made out of a substance that bypasses the
resistances of the character, they are created by magic, or the character's powers are
nullified generally. For example, a Bagheera with Empty Body could lift a silver fork or be
shot by a silver bullet, or burned by the Walk of Flame, but could not open or be held back
by a wooden door. Empty Body can be gained a second time, allowing the character to turn
it on and off by spending five minutes and three power points. Characters with Empty Body
are always solid in the deeps of the world associated with their power source. While the
character is insubstantial they can walk on any surface or no surface at all. Moving up or
down vertically can be done, but is more work than walking along the floor or hovering at
one level - it's kind of like climbing steep stairs.

Façade of Nonchalance
(Authority and Veil)

When activated, the façade prevents extras in the area from noticing that events going on
around them are in any way out of the ordinary. By spending a power point and a free action,
everyone in the vicinity behaves as if things are totally normal for the rest of the scene even
if the actual events are completely outside their life experience or moral limits. The character
makes a Charisma + Larceny or Intuition + Survival test against each onlooker's Intuition.
Taking actual damage will snap a victim out of their complacency. The Façade has to be
used before the shit hits the fan, because it won't cause people who have already freaked
out to calm down.

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The Familiar Stranger


(Celerity and Veil)

When active, the character appears to each onlooker as if they were someone the onlooker
expected to encounter, someone who "belongs" in the scene. This need not, and often will
not be the same person for each onlooker. This power is subject to the normal limits of Veil,
save that the character need not be at all familiar with any of the visages they assume.

Flesh of Marble
(Fortitude and Clout)

The character can transform their skin into something very hard. It is not necessarily marble,
or even stone: some creatures turn into metal or magically hardened wood. Some creatures
get skin that is all craggy or jointed (like The Thing or Colossus from Marvel Comics), and
others simply turn into what are apparently living statues. Flesh of Marble is a Protean
Discipline. Activating it costs a Simple Action and two power points and lasts for a scene or
until dismissed. While active, the character gains 4 bonus dice when Soaking physical
damage and their Strength increases by 2. Electricity does not harm a character having
invoked Flesh of Marble, either because they are too conductive (if metallic) or too insulated
(if stone).

Flight
(Clout and Magnetism)

The character can fly. Like they were a superhero. For 1 power point, the character can fly
for the duration of a scene so long as they maintain a speed of at least an Ordinary Walk. If
the character wishes to be able to slow down to a Careful Walk or hover (not move at all)
without falling out of the sky, they have to spend another power point. Taking off or landing in
cramped areas may require an Agility + Athletics stunt. A flying character moves 3 to 5 times
as fast as one walking or running along the ground, and flying is not particularly tiring unless
they actually make a Draining Sprint. Flight can be dispelled as a sorcery with 3 hits. A
character whose flight has been dispelled falls.

Holistic Ventriloquism
(Fortitude and Veil)

The character can have the sounds and images generated by their presence shift in
apparent origin by up to 2 meters. For creatures viewing them, this power can be seen
through by the same criteria as any use of Veil, but it fools cameras and recording devices

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completely. In many cases, the character can become completely invisible and avoid
detection by cameras altogether by shifting their image into a wall or the ground.

Phantasmagoria
"You're eating maggots Michael, how do they taste?"
(Discernment and Authority)

By spending two power points and a Complex Action, the character can make a magical
illusion that fools recording devices and the senses of creatures. The character can control
the vertical, the horizontal, and the audio within the area. The illusion extends to a column
with a 3m radius and height per point of Potency, and it can be moved at any speed out to
an area in line of sight by spending a Simple Action per round. The Illusion's contents can be
changed to apparently react to events reactively so long as the character can see their own
illusion and cares. The realistic nature (or not) of the illusion is determined by an Intuition +
Artisan or Charisma + Expression test. Characters can spot the weirdness with an
appropriate skill (usually Intuition + Empathy or Intuition + Perception). The Illusion normally
ends at the end of the scene, but for another power point, the character can leave an Illusion
standing until the next sunrise, but binding an Illusion like this makes it unable to be moved
(though it can still react to apparent stimuli so long as it remains in its defined area).

Purify the Mind


(Authority and Fortitude)

The character can heal madness in others. The purification requires continuous hand-to-face
contact, the expenditure of 2 power points, and has an expected timeframe of 10 minutes.
The character makes a Willpower + Tactics or Logic + Empathy test with a difficulty
threshold equal to the extremitude of the mental problem. A mere life damaging phobia
requires professional intervention (Threshold 2), while a life destroying insanity is crazy
extreme (Threshold 4). Undoing mental damage and memory edits from magical sources
always has a Threshold equal to the number of hits gained to create the effect in the first
place. If the character cures the affliction they know what it was and what it was about, so
they can say something explanatory and insightful if they want. If the character fails, they get
nothing but some nightmarish imagery and vague clues.

Shifting Sands
(Celerity and Magnetism)

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The character can rewind time and change their actions accordingly. The sands of time are
heavy and small, and the character can only rewind a split second of time. As such, crucial
events whose effects are not immediately obvious to the character have already escaped
their grasp long before any calamity is apparent. As a reflexive action, the character can
spend a power point to shift their position slightly (less than a meter) if they are immediately
aware of some kind of danger (such as the floor giving way or being hit with a bullet) or other
disaster. The character can use this to dodge a bullet or to be hit by a bullet that was
intended for someone else, but the timing is so fine that they must make this choice before
the soak roll is made. If they redirect an attack to themselves, they are struck with no net
hits, regardless of whether they would have been easier or harder to strike than the intended
target. This can also be used socially to prevent major faux pas, though it is useless if the
character merely gradually got on the nerves of someone else. If the character gets no hits
at all on a social test, they may spend a power point to re roll all the dice. If they get even
one hit, then whatever mistakes were made are too far in the past when they become
apparent and this power cannot be used.

Shorten the Fuse


(Celerity and Authority)

The character can weaken the resolve and composure of the subject, sending them into a
frenzy of destructiveness or a panic as the case may be. The character uses a Complex
Action to make an opposed Willpower + Survival or Willpower + Intimidation check against
the subject's Willpower. If successful, the target loses their cool completely and enters a
Fear or Rage frenzy (whichever is most appropriate to the circumstances). The net hits are
the strength of the Frenzy.

Telekinesis
(Discernment and Clout)

The character can manipulate things at a distance. Things are moved with a Strength equal
to the character's Willpower. Telekinesis is only slightly more accurate than a grabber hand,
and does not grant the amazingly devastating effects of leverage you might expect. With
intense concentration, telekinesis can be made to perform tiny acts of fine manipulation - like
writing something. When used in this manner, telekinesis is tortuously slow and not very
strong (Strength 1). Think of dramatic spirit writing scenes from a movie of your choice and
how long it takes to write something short like "Murder."

Tracking Echoes of the Muse

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(Discernment and Celerity)

Whenever the character is exposed to sensory stimuli, they can spend a power point to
know where it came from. So if they hear a phrase, even over a telephone or from a
recording, they can know where in the world it was spoken. By seeing a picture, they can
know where it was painted. And so on.

War Form
(Clout and Celerity)

By spending 4 power points and a Complex Action, the character transforms into a
monstrous beast. The specifics of the monstrous beast that they become are chosen and
fixed when this discipline is gained. A character's War Form is about a 50% larger than their
normal form, and it has claws, or teeth or spines or something. These constitute a 4 damage
natural weapon that inflicts Lethal damage. While in War Form, the character's Strength is
increased by 3 and their Agility is increased by 2. When a character goes into Frenzy they
can (and often do) transform into War Form immediately. This Frenzy-induced
transformation takes only a Simple Action and does not cost any power points. A Frenzy
transformation discount cannot be saved for later - it must be the character's first action
upon entering Frenzy to count. War Form is a Protean Discipline.

Will to Power
(Authority and Clout)

The character can ignore the eye contact restriction on Authority, allowing them to use the
discipline on plants and ghosts and people wearing mirror shades.

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Character Options and Motivations


You are special, just like everyone else...

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Resources and Obligations


"Whoever dies with the most will presumably have the most left when they are resurrected."

Characters in the realm of horror spend more time than you might think running around
naked. That's fine and all, and meshes well with a certain kind of story. But much of the time,
characters really do have physical objects and social connections at their disposal in
addition to their personal abilities and the contents of their mind. In After Sundown, these
resources are itemized and written down in order to formalize reserves that a character can
draw upon during their adventures. Individual advantages that a character has are assigned
a value based on their presumptive potential utility and categorized by what kind of story
advantage they grant. Resources can be physical things, but they can also be more
ephemeral things of value such as friendships or society's recognition of ownership.
Characters may also have fetters that tie their hands, demands placed upon them by society
either out of need or hostility. These are called Obligations.

Resources
That's what I got, what you got?

Resources are not necessarily fungible nor are they necessarily transferable. While a
character's Finance Resources can usually be traded away (that being most of the point),
even in those cases they may instead be stocks or property rights that may be difficult to
transfer quickly and/or draw attention when title is given away at all. Friendships can almost
never be sold away, and minions are not generally happy to have the subject brought up in
anything but the crudest of jests.

Depending on the parameters of the campaign, a starting character in After Sundown is


normally expected to have a 1-point Resource, a 2-point Resource, and a 3-point Resource
(and no, you can't trade those all in for a 6-point Resource, but thanks for asking). With the
MC's permission, a character can begin play with additional Resources, so long as they
"pay" for these resources by taking Obligations of equal size. That is, a character might have
an extra 3-point Science Resource (access to the FBI finger print database perhaps) but
also be saddled with a 3-point Stalkers Obligation (presumably the Bureau keeping tabs on
their movements). Players may not take two 1-point obligations to pay for a 2-point resource,
nor may they take a 2-point Obligation to pay for two different 1-point Resources.

Assets

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Assets are people, or beasts, or supernatural monsters who will act as backup for you in
dangerous situations should need arise. Assets become more useful (and thus higher rated)
if they are harder core, and also if you can tell them more about your situation without
breaking the Vow of Silence.

Rating When the shit hits the fan, you can call...

1 ... loyal, badass dogs


... friends with hunting licenses
2 ... a team of cops
... a pack of gangbangers

3 ... your Alfredesque butler


... the national guard
4 ... a ghoul family
... the CDC
5 ... the Ghostbusters
... a pack of werewolves

6 ... a black helicopter NWO strikeforce


... a troll general

Contacts
Contacts are people who you can rely upon for information or as sources of goods.
Generally speaking, any character actually knows many people, not just one. And some of
them will be more "useful" and others less. For the purposes of the chronicle, the character's
main contact is not necessarily their best friend, but likely the shadiest or best connected
person they know.

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Rating So, you know a guy who...

1 ... deals drugs or pimps


... is a bartender or pawn broker who "hears things"
2 ... smuggles contraband

... works in the government


3 ... does inventory for the National Guard
... smuggles people
4 ... censors news broadcasts

... runs a criminal syndicate


5 ... is the governor
... is a major functionary in a Syndicate
6 ... other people dare not speak the name of
... has the president's cell phone number

Destiny
Destiny is access to special magical methods of problem solving. Enchanted lands and
objects are all over the place in the realm of horror, and many of the dark and hidden events
of the past and future have been written down. Finding these places, objects, and writings of
power is a serious goal for many supernatural creatures - and with good reason. Information
is power, and well, power is power too. And when this power affects a supernatural world, it
becomes useful and relevant to the interests of creatures that live in that world. Sometimes a
source of magic will have enough gold or obvious age in it that it might be sold in a pawn
shop for Euros. However, in almost all cases the market price of such items is so small in
human terms compared to its utility that Witches who find out that someone sold something
of Destiny will laugh at them.

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Rating You have in your possession...

1 ... an ancient tome of demonology


... an enchanted sword
2 ... a set of sorcerous tomes

... a sought-after cursed amulet


3 ... the location of a shadow gate
... a set of cryptic true prophecies
4 ... an entrance to a mirror nexus

... a scrying pool


5 ... a sack of weather
... the secret charts of the Stellar Oracles
6 ... the burnt copy of the Library of Alexandria from Limbo
... Yggdrasil

Finances
Finances need not literally be bank accounts in dollars or euros, piles of gold or drugs works
pretty well for that. A resource is financial in nature if its primary utility is that it can be traded
in the human world for goods and services. Indeed, the characters probably have several
different things that are tradable. Rather than itemize the value of their watch and each piece
of jewelry, each level of Finances gives an example of something that might be the biggest
ticket item they have for trade. So a character whose largest item is their car can still
probably scrape together the cash to buy some kit kats or whatever without having to sell it.

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Rating You own...

1 ... a vehicle
... a lot of drugs.
2 ... a house

... military weapons.


3 ... a small business
... precious metals
4 ... a successful business

... a freighter ship


5 ... major stock in a corporation
... a cocaine plantation
6 ... major stock in a mega-corporation
... a minor nation

Languages
Speaking (or in the case of ancient languages, sometimes merely reading) another language
is very much unlike other forms of resources, in that it is something which is almost entirely
internal. Yes, if the world passes you by long enough, you won't be able to understand what
kids these days are saying - but it's still substantially slower to desert you than other social
connections.

It is of great importance that characters can and do get the Languages resource multiple
times, learning different languages each time. In the real world, language is an enormously
complicated subject and people's facility with any particular language is a highly variable
sliding scale running from Shakespeare to "Fire Bad!" But for purposes of the game,
characters who can speak a language are able to summon all of the eloquence imparted by
their Persuasion and Backgrounds in every language that they "speak". The ability to
conjure up simple phrases such as "¿Donde está el baño?" or "Lehněte a svlekněte se
prosím." is free.

A character does not specifically need to know a language in order to get something
translated. Some time with an automated translation can get you a humorously inaccurate
translation of many pieces of text (especially short text). And given some time, many
Contacts or Science Resources can translate specific languages on your behalf. The
Language Resource allows the character to know that language personally. And yes,

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characters just get full knowledge of a language with a single Resource - which is somewhat
unrealistic, but people in this genre speak an awful lot of languages sometimes, and the
rules need to reflect that.

Some character concepts will require more than 3 foreign languages. In this case, you could
take Languages more than once. Obligations of higher than 3 should not be taken to
purchase additional languages.

Rating You know...


1 ...a foreign language fluently
2 ...four foreign languages
3 ...nine foreign languages

Science
Science is access to special mundane methods of gaining information and solving problems.
The panopticon operates blind in many areas, and the Syndicates of the world work to
ensure that it stays that way. Nevertheless, the amount of information available at the hands
of humans is shocking in its complexity and completeness. Someone with the right
clearance could crack a lot of the world's conspiracies right open if they knew what to look
for. This rightfully frightens many supernatural creatures, but having access to even small
parts of the panopticon can make a character's research and investigations be much more
productive.

Rating You have access to...


1 ... DMV records
... academic journal publications

2 ... a city forensic laboratory

... unedited news feeds


3 ... the FBI finger print database

... Hamburger University


4 ... top secret FSB intelligence

... the NSA phone taps


5 ... the spy satellite network (EoG)

... CERN

6 ... Area 51
... the probability manipulator

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Secrets
Secrets are a lot like finances, but for the supernatural world. Secrets are things that have
market value within the World Crime League or the Makhzen but which for whatever reason
would be difficult to sell for acceptable value in mortal markets. Like with finances, it is
entirely possible that the character has multiple items including enough kittens to make small
purchases. The examples are for the most valuable item a character with that level of
Secrets might own.

Rating Example
1 ... a baby behemoth
... a relic from a respected elder
2 ... a hideout in the Dreamlands

... a group of unregistered orphans


3 ... bottled dreams or nightmares
... a soviet-era nuclear weapon
4 ... smallpox
... Rembrandt's Storm on the Sea
5 ... the blood of a powerful elder
... an Ifrit in a puzzle box
6 ... the burnt copy of the Fat Man recovered from Limbo

... the Golden Apple of Discord

Obligations
Some characters have obligations: things that restrict their ability to act freely. Some
obligations are things that the character's ethos demands of them, and others are imposed
on the character from without. But the effect is really very similar. If the character's little sister
is in trouble with the Glow Skulls, forcing the character to come in conflict with the voodoo
gangsters; this is very similar in overall effect to a situation in which the Glow Skulls have it
in for the character. While the impetus is very different, in either case the character is drawn
into conflict with the Glow Skulls "against their will". And if they are captured by the Glow
Skulls, it is surmisable that they will not be interrogated by Rudenko.

MCs should give potential obligations that players are considering for their characters the
fish eye. After all, while an obligation limits the character's choices, in a very real way it limits
the choices of every character in the coterie. The other characters are presumably not going

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to leave one of their own to take on the Glow Skulls on their own. And once they are drawn
into that conflict you're basically looking at the rest of the players getting saddled with
obligations that they didn't agree to or get any compensatory resources for.

Addiction
Everyone has things they want to do. These are goals, and they are not Obligations.
However, some people have things they have to do, even at a cost to themselves. These
addictive behaviors can be detrimental to successful completion of other goals. From the
simple reality of giving one's self away with cigarette smoke or the glow of the ash all the
way to losing one's life savings and whole days of life to the jab of a needle. An Addiction is
valued by how much it impacts the character's ability to accomplish other things, rather than
on specifically what (if anything) will happen to them if they fail to perform their addictive
rituals. Note also that the value of the Addiction in game terms is not meaningfully tied to its
long-term affects on the character's health, but merely to their ability to be goal oriented in
the context of the story.

Rating You just gotta...


1 ...have one more cigarette.
...finish the bottle of Božkov.
2 ...tweak again tonight.
...get to level 70.
3 ...expose yourself to strangers.
...spend all your money at the casino.

4 ...lie down and have opium dreams.


...see the next dog fight.

5 ...bet on bloodsports.
...count all those rice grains.

6 ...burn historically significant artifacts.

...strangle another woman.

Debts
Debts are an Obligation in the strictest accounting term: they are resources that the
character does not have that they nonetheless owe to someone else. Debts as an obligation
are not valued based on their monetary value, and indeed it is entirely possible that at no

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time during the chronicle will the character actually pay off these debts or even necessarily
make a good faith effort to start doing that. A Debt is valued based on how intrusive the
collection attempts are to the character's life and actions.

Rating You owe...


1 ...money to credit card companies.
...a new car to your uncle.

2 ...gambling debts to mobsters.


...a huge favor to the chairman.
3 ...a new liver to the syndicate.
...a magical artifact to the Daziban.
4 ...some missions to Russian Intelligence.
...a replacement Van Gogh to the Pinceps.

5 ... atonement for the city you destroyed.


...the head of the Gorgon to the Anti-Pope
6 ... information about your friends to the Empire.
...one child a month to the Oaken Abyss.

Duty
Duty is a social requirement to do certain things in certain circumstances. It acts as a very
effective constraint upon the character's actions, because it is generally speaking something
they agreed to do. It isn't just that the player wanted their character to operate with a social
limitation in order to afford nifty resources that could be used in other ways - the character
for whatever reason has taken on a commitment that they intend to keep. A Duty is worth
more the more it interferes with a character's other goals.

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Rating You have made a commitment to...

1 ...your job at Taco Temple. In two years you could be manager. King. God.
...your gang. Brothers forever. Westside!
2 ...make sure your father can keep the house.

...be on call for the local fire department.


3 ...keep your little sister fed and safe.
...perform the duties required of you by the FBI.
4 ...protect the interests of the Revolutionary committee.

...your badge at AMP.


5 ...find souls for the King with Three Shadows.
...find the Shadow Blade and return it to the Oaken Abyss.
6 ...fight for Prelate Lanston's Martyr Force.
...guard the tapestry.

Enemies
Enemies are people (or at least creatures) that actively wish ill upon the character and are
willing to act on this by actively interfering with the character's life. Some enemies want to
send thugs to the character's residence and beat the crap out of them. Others simply want to
ruin the character's career, expose them to the media, steal their number one dime, or in
some way do something bad to the character. An enemy doesn't deserve a higher rating just
because they want to do something more awful to the character - they deserve a higher
rating because through dedication or reach they impose a greater limit on the character's
choices. So long as the enemy wishes to do something of sufficient harm that the character
will not passively allow it to happen, the rating of the Enemy Obligation is a function entirely
of how intrusive they are to the character's story.

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Rating Your enemies...

1 ...will send ruffians to break your stuff.


...will shoot at you if you enter their territory.
2 ...are hunting you.

...want to expose your plans.


3 ...have taken over most of town.
...know where you live.
4 ...control the news.

...know what you are.


5 ...have sent a powerful assassin to end you.
...know who you care about.
6 ...whisper in your dreams.
...are a pack of vampires who want to eat your frickin heart.

Stalkers
The character has one or more people who keep track of their movements. Being stalked is
creepy at the best of times, but in an abstract sense someone who collects information on
the character and then doesn't do anything with it is not a real problem (well, a smaller
problem, in that someone else could subsequently come into possession of the data and
then do something with it). The value then of Stalkers as an obligation is determined by how
many resources they will use in collecting information on the character coupled with how
much the character wishes that information to not be kept. In short: how much the character
finds their life actually inconvenienced by trying to keep their secrets and having their
secrets escape anyway.

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Rating Your movements are under investigation by...

1 ...an obsessive fan.


...a rogue cop.
2 ...a perky reporter.

...your parole officer.


3 ...a criminal syndicate.
...a monster hunter.
4 ...a Military Minister who is sure you are up to something.

...the Mystery Machine.


5 ...the smoking man.
...a Marduk Society cleaner team.
6 ...a vast conspiracy that monitors all electronics.
...a cartel of ghosts.

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Motivations & Passions


"We do what we must, because we can."

It is important at times to realize that After Sundown is a role playing game, and as such that
the characters being played are in fact characters and not the actual people playing the
game. Even though a player will routinely use first person pronouns to describe a character's
activities (for example: "I call the dog to me" or "I bend down and lick the blood off the floor")
the character and the player are different people. The first person pronoun is used as a
storytelling and acting device. The use of the first person pronoun helps bring immediacy
and sympathy to the characters, but it doesn't actually conflate the character's unique
personality traits with those of the player. Conversely, the MC will usually refer to non-player
characters in the third person (for example: "The knife cuts deeply into Her" or "Max begins
to cry"), and may well refer to player characters in the second person (for example: "The
sputtering of the lamp plunges you into darkness"). This is done because the MC has a lot of
characters they are controlling, and it is incomprehensible if all of them identify themselves
as "me". But regardless of what pronouns and sentence constructions are employed, the
characters are not the same as the players. They have different abilities and a different fate.
The characters can even die and it won't be the end of the world for the players. Most
importantly, the characters are characters in a story, and they have different motivations from
those of the players.

Every character in the story, like every person in real life, has personal beliefs, fears, goals,
and habits that act as strings to their marionettes. In After Sundown, these motivations are
formalized into Passions, Ethics, and Ideologies. And they can be of great help when
determining what a character's likely responses to a situation might be. But the vagaries of
circumstances are too complicated for the game rules to cover in total, and so it falls to
players to adjudicate what they think their character's actions would actually be in response
to specific events. Not only is this much more immersive and entertaining than simply
deterministically generating each character's actions, but it can potentially give a more
nuanced, more real response than any table ever could. The fact that each player
presumably passes the Turing Test means that they can play a role that also passes the
Turing Test. And that's a good thing.

It is unfortunately true that the game world as a whole includes billions of people and most of
the background characters will not be given even the barest of motivational sketches. When
the characters walk into a 7-11 at 2 in the morning to get slurpees, it's not super important
what the guy behind the counter is doing with his life, chances are that his lines in the play
will be the barest of pleasantries and he'll get credited as "7-11 Employee". But this is not
always the case. Events have a tendency to spiral out of control and develop quickly in a

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role playing game, and it is entirely possible that the players will, for whatever reason, end
up conversing with the 7-11 employee for an extended period of time, bringing his name, his
ideals, and his fears to actual importance. For the MC there are two main ways to handle
this fact. The first is to simply write a character on the spot, filling in details as they become
important. And the second is to have some "templates" - a set of mundane Extras set up in
advance that can be slotted into the story whenever some random person in a bank or a
crowd becomes important to the story. Random name tables are incredibly useful for this,
and the MC should consider getting some.

Losing Control: Frenzy and Despondency


"Rar!"

Characters in the realm of horror are often the carriers of some pretty hefty psychological
baggage. Burdened by curses and sustained by dark magic, most supernaturals have a
pretty tenuous grip on their sanity and even their composure. The beast lurks rather
shallowly beneath the surface, and when a supernatural creature transforms into their war
form, it does not even do that.

When subject to strong stimuli, a supernatural character may completely fly off the handle
and start doing crazy crap. Players are encouraged to roleplay their loss of control to the hilt.
While often as not being fairly useless or even detrimental to their own life goals, the erratic
and extreme actions of such a character are quite spotlight hogging. Such rampages can
make or break a story, and Frenzy tests should be made sparingly.

To control Frenzy a character makes a Willpower test plus an appropriate skill. What skills
can be used to add to that test vary depending upon the Passion. For example, a character
subject to Fear Frenzy may attempt to control it with a Willpower + Combat, a Willpower +
Tactics, or a Willpower + Sabotage test. When a character has already entered frenzy they
will eventually calm down. The trigger for potentially calming down is usually related to the
trigger that set them off in the first place (for example, a character in hunger frenzy would
have a chance to come out of it when they sated the hunger, though of course if they failed
to end it at that point they'd just continue to fruitlessly feed), but a character can attempt to
end a frenzy at any time by spending an Edge. The test to end a frenzy uses the same
dicepool as the test to prevent one in the first place. The threshold to keep one's self from
flipping out is based on the severity of the stimulus, and the threshold to end it once it has
begun is the same. All frenzies eventually end, and if a character is provided multiple
opportunities to end a frenzy each subsequent attempt is made against a threshold one
lower. Characters with a higher Potency are more emotionally unstable and less human, and
their thresholds for avoiding/ending a frenzy are increased by half their Potency (rounded
down).

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Staying around people is emotionally destabilizing for supernatural creatures. There are a lot
of stimuli to deal with and there are a lot of disappointments and frustrations. Every month
that a supernatural creature attempts to live within mortal society, they should make a frenzy
test. The threshold for the first month is 1, but it increases by 1 each additional month. A
supernatural character who stays long in society will hulk out eventually. The only ways
around this are to run off and meditate or periodically freak out under hopefully controlled
circumstances.

Each supernatural type has a most common Master Passion (Despair for Transhumans,
Fear for Leviathans, Greed for Witches, Hunger for Vampires, Loneliness for Animates, and
Rage for Lycanthropes). But individual characters are by definition individuals, and may
choose any Master Passion as befits their character's story and idiom. Some non-playable
types can have multiple Master Passions or none at all. Still others have special rules
governing their use of passions. The Soulless are in a constant state of rage frenzy that
never ends; Akuma are subject to frenzies of rage, hunger, and fear; while the Pods have no
passions at all (Master or otherwise).

Frenzy is not completely useless. Whilst in Frenzy, a character's Strength and Willpower are
increased by 1. Although they are usually not of much use socially even so.

Master Passion Despair


Shinj [ʃɪndʒ]
-Verb (used without object)

1. to absolutely flip out in existential uncertainty and despair to the point of being unable to
accomplish life goals.

A character with a Master Passion of Despair is prone to fits of despondency that render
them unpredictable, both destructive and self destructive. Characters subject to despair
frenzy may withdraw for long periods of time and show signs that a mortal would diagnose
as clinical depression. But while actually in a despair frenzy the character's actions are often
terrifying to behold. Alternately comatose and prone to massive destruction, a despairing
character withdraws from or pushes away the entire world. Their own work may be
destroyed, as might anything nearby. A despairing rampage is born out of a combination of
fear and frustration, and usually tends more to the "simplicity" of mass destruction.

Characters dominated by Master Passion Despair are affected the rest of the time in one of
two main ways. Some characters seem to "make up" for their black moods by being
relentlessly upbeat the rest of the time. The precipice that such a character falls off as the
pendulum swings from their ability to maintain cheerfulness and completely giving up to
bitterness and regret is frightening to behold. Other characters run the razor's edge of
melancholy all the time. These characters wander through life wearing black eyeliner and

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noting all glasses as being at least half empty and possibly contaminated by spider eggs. It
is important to note that whether the character is characterized better as Eeyore or Stimpy in
their normal interactions with the world, that the actual frustrations required to push the
character into madness are the same. The manic characters may seem happier on a
moment to moment basis, but that joy is fragile - as close to the void as the permanently
depressed.

Triggers for a despair frenzy usually take the form of setbacks of some form or another.
Triggers to end a despair frenzy are either things that would cheer them up, or the
galvanizing action of seeing something that mattered to them destroyed during their frenzy
(often as not by their frenzy). Key skills are Survival, Persuasion, and Operations. Master
Passion Despair is the usual drive of Transhumans.

Master Passion Fear


"All motivations are merely a subset of fear. A fear of irrelevance."

A character with Master Passion Fear lives in absolute terror every day of their existence.
Harried constantly by the need for a feeling of security that eludes them eternally, they find
firsthand that Fear is a cruel and unforgiving mistress. Not a few mastered by fear dig
themselves into a figurative (or even literal) hole and become virtually paralyzed with binding
paranoia and a crushing fear of the unknown that limits their movements and holds them fast
within some real or imaginary fortress, but this is by no means universal. Fear can be a
motivator that is easily mistaken for positive, because while it can easily prevent someone
from doing needful things, it can also force the fearful hand into action. When not acting is
more feared even than venturing into the unknown, the terrorized act with hurried finality. It is
important to note that virtually all player characters are going to subscribe to the panicked
urgency school of crippling disquietude rather than the torporous catatonia school of life
ruining trepidation.

Those laboring under Master Passion Fear are prone to Frenzy and Despondency, but
always one more than the other. Each person's personal nightmares drive them to different
irrational extremes. Triggers to enter a Fear Frenzy include both what Lemony Snicket would
call the "rational fears" (such as being threatened or wounded) and the "irrational fears"
(which are deeply personal jitters that are difficult, even embarrassing, to explain to others).
Each fearful character should pick some of the latter, things which quicken the pulse and
dominate their nightmares. Triggers to hopefully end despondency come when and where
the character can find comfort, whether this is a warm bed, a dark hiding place, or the arms
of a compatriot. Key skills are Combat, Tactics, and Sabotage. Master Passion Fear is the
most common motivation of Leviathans, which in some way accounts for how many of them
leave society of all types and simply hide in the wilderness.

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Master Passion Greed


"I feed the mouth that bites me."

A character with Master Passion Greed is dominated by a need to have things. Not
necessarily "valuable" things according to disinterested onlookers, and certainly not all
things that have value - even to themselves. Greed is at its heart the irrational feeling of the
need to acquire, since we don't even notice it (much less condemn it with such a judgmental
word as Greed) when people act upon their desires to acquire things that are necessary for
their survival or lifestyle. And those characters who are mastered by their greed become
fixated on acquiring specific things. At any given time, a character driven by Greed will have
something that they "must have" and will take special effort to get it on a regular basis.
Actual frenzies may occur when a character gets "very close" to their current goal and
suffers a setback. Greed is a fickle mistress, and once a character achieves their goal, it will
fall to them to find a new goal and pursue that (although in some cases this may be as
simple as "get a lot of money" followed by "get even more money").

Master Passion Greed can deeply affect a character's life even when they are not in frenzy.
The rotating obsessions can lead to a destructive cycle of accumulation and spending. Once
the character gains the money they were after, they may well spend it all on boats and other
frivolities and then go back to hunting for money.

Of all the master passions, Master Passion Greed works best in children's literature, and you
can find a tremendous number of examples of its placement in stories and cartoons for that
reason. Players may be tempted to channel Gromgold or Gargemel, and this is not
unreasonable. But it's not just antagonist wizards that are like this in stories. Many anime
characters such as Lina Inverse can give a good template for the cycle of desire.

Actual frenzies from Master Passion Greed usually involve a destructiveness brought out by
sheer frustration. Having gotten so close to their goal only to be thwarted, the character hurls
themselves in a last ditch (often obviously futile) attempt to grab on to their desire. Things in
the way are blasted with everything at their disposal and clear dangers and social
conventions are completely ignored. Think the end of Indiana Jones and the Last Crusade.
Key skills are Stealth, Empathy, and Rigging. Master Passion Greed is the most common
motivation of Witches.

Master Passion Hunger


"I want to suck your blood."

A character with Master Passion Hunger is prone to harsh and painful pangs of emptiness,
which slowly eat away at their sense of self when their power reserves are low. These fires
of hunger can burn out of control and turn them into desperate, destructive beasts unless or

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until quenched by sapient flesh, blood, or pain. While this is obviously most commonly an
affliction of those who get their power from an actual Feeding schedule or who otherwise
prey on sapients, even those who don't rely on power for it can potentially have this passion.
It is obviously dangerous in such characters, because unless the character's power
schedule is Feeding they will remain low in power reserves (and thus potentially subject to
more frenzy) even after chewing on a dude.

The hunger manifests continually in a manner that is just barely noticeable, and the
unnerving awareness of the flesh and blood of those around them can easily be mistaken for
simple sexual arousal. While actually in a hunger frenzy, the character's actions are more
terrifying than simply unnerving. Moving with wild abandon, a hungering character dives
upon others in an effort to consume what their pangs drive them to. A hunger rampage is
born out of desires both to sate themselves and to cause great pain, and often results in a
bloody rending of the victim's flesh.

Triggers for a hunger frenzy usually take the form of depleted Power. Triggers to end a
hunger frenzy are either something which makes them lethargic (including simply being full
of other foods), or having drained a victim dry. Key skills are Stealth, Animal Ken, and
Medicine. Master Passion Hunger is the usual drive of Vampires.

Master Passion Loneliness


"We were meant to be together. If I wasn't made for you, why do I exist?!"

A character with Master Passion Loneliness is prone to excruciating, almost, paralyzing,


pain. The pain of feeling incomplete, cut off, and alone. These feelings come rapidly when
they are actually alone, and even creep up on them when they are surrounded by other
people. Alienation is exacerbated by Master Passion Loneliness to the point of clear
instability. They end up doing things to draw attention to themselves out of desperation,
stunts that often as not actively push others away. Many with Master Passion Loneliness feel
that what is missing from their life is a lover, but friendship or even just acknowledgement is
a frequently cited lack as well.

A Loneliness Frenzy usually takes the form of a series of drastic and poorly conceived cries
for help and attention. These can be incredibly destructive to things around them and even
themselves. Petulant and half hearted attempts on their own life are not uncommon. While
the goal is always to focus attention of the character and/or to punish others for abandoning
them, the logical connection between their rampage and actually encouraging people to
socialize with them can be... hard to explain. Loneliness Frenzies can be triggered by any
abandonment, real or imagined. Characters with Master Passion Loneliness are prone to the

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worst sorts of jealousy on the smallest of provocations, and behave clingy and desperate
even when relationships are seemingly normal. Key skills are Larceny, Intimidate, and
Artisan. Master Passion Loneliness is the usual state of being for Animates.

Master Passion Rage


"You're making me angry. You wouldn't like me when I'm angry."

A character with Master Passion Rage is short-tempered, and when their temper goes off
they completely lose it: attacking their enemies, destroying the scenery, attacking
bystanders, and destroying their relationships. Characters subject to rage frenzy will often
lash out at others for perceived slights, both verbally and physically, but it is not until they are
pushed into actual frenzy that their true and terrifying potential is unleashed. A raging
character uses every power at their disposal to smash everything and everyone they
perceive as vexing or hostile. Failing that, they will turn on inanimate objects and even
innocent and irrelevant people as their inability to get their hands (or teeth, or balls of fire, or
whatever) on something they can readily identify as a threat or a sleight becomes itself a
source of anger. A raging rampage is born out of sheer anger, and seeks to remove the
source of their anger through the simplest of emotionally-triggered reactions - pure violence.

Characters with Master Passion Rage are incredibly confrontational. Their "fight or flight"
reflex pretty much always defaults to "fight" even in the face of extreme danger. They also
don't like losing, being thwarted in even small ways, or being ignored. In supernatural
society it is taken as a truism that you shouldn't let lycanthropes drive or play cards if you
can arrange to avoid it.

Triggers for a rage frenzy usually take the form of a threat to the character's person or pride.
Anything that would make a human fly into a rage works too. While threats to a person are
usually pretty self explanatory (injuries or threats of violence), injuries to the pride are
legitimately different for different people. Players are encouraged to have some "sensitive
subjects" that piss them off beyond reason. And we do mean beyond reason. Triggers to
end a rage frenzy are either things that would calm them, or the galvanizing action of seeing
someone they care about hurt at their own hands (often after the wounds are lethal). Key
skills are Athletics, Bureaucracy, and Research.. Master Passion Rage is the usual drive of
Lycanthropes.

Driving Passions: Getting Places and Doing Things


"I'm gonna do it. Just you wait and see."

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While most major events in the realm of horror are soul destroying and oppressive affairs, it
is not to be ignored that there are indeed things that motivate people to accomplish things.
And while even that silver lining must be tempered with its own dark cloud - that indeed
many people in the world are motivated to accomplish things that are despicable - it remains
a source of beauty, industry, and human achievement. Or supernatural inhuman
achievement as the case may be. These motivations represent the Muse in all of us, and in
After Sundown are described as a character's Driving Passion.

Accomplishing things governed by the character's Driving Passion means more to the
character than other things. And in the grand tradition of genre fiction, meaningful
accomplishments are karmically rewarded. In After Sundown, achievement in accordance
with a character's Driving Passion allows them to refresh an Edge even if it is not the end of
the story. Striving to accomplish a character's Driving Passion can bring out their very best.
When a character is apparently near to accomplishing something major with regards to their
Driving Passion and they are faced with difficulty they may - once per story - temporarily
increase one of their Physical, Mental, or Social attributes (of their choice) for the duration of
the scene. Sometimes it can be wise to refrain from drawing upon this inner awesomeness
even when it is available, because it can only be used once per story.

A Driving Passion is like the narrative of the character's life as they would wish it to be.
When choosing a Driving Passion, try to think of what would make the character "live happily
ever after" or at least end the chronicle on a positive note. They can be things like "win the
love of Isolde" or "get into Law School" or whatever it is that the character's big goal is
supposed to be. However, things happen and life goes on even after the love of your life has
married you or moved to Cleveland with her personal trainer. Sooner or later a character's
Driving Passion becomes irrelevant. And when that happens, the character either has to go
on listlessly with no real Driving Passion or find something new to propel them forward.
Protagonists rarely go long without acquirig a new Driving Passion.

It is entirely acceptable for characters to have their Driving Passions defined reactively by
the chronicle. A character might become incensed that the president had been kidnapped by
ninjas or cultists were trying to destroy the world and get a Driving Passion to put a stop to
that nonsense. Most adventure stories revolve around characters doing exactly that.
However, the MC should check a proposed Driving Passion to make sure it isn't stupid. A
character might be able to advance a goal such as "eat a sandwich", but that's not really
appropriate in most chronicles because it is too trivial. Of course, if circumstances are such
that such a goal requires genuine striving against genuine difficulties (for example: the
character is stuck in Limbo and there appears to be no bread), then by all means go for it.

Ethical Taboos: A Line in the Sand


"I'd do that for a dollar... that I would do for a hundred dollars... that I would not do."

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Every person has a set of personal ethics that govern and proscribe how they behave. It is
important to distinguish a person's ethics (what they personally will not do) from their
ideology (what they personally want to get done). For example: many people want sewage
to get treated, but very few people are willing to actually handle the sewage or be around the
sewage processing themselves. These kinds of internal contradictions are practically
universal and make for great character conflicts and growth possibilities.

But Ethical Taboos aren't purely debilitating, no matter what Nietzsche tells you. In a world
with genuine mind control floating around, having arbitrary, even irrational lines that you
won't cross can be extremely useful. After all, whatever things you don't want to do are
things that you've spent much of your life figuring out how to live without doing, and
creatures trying to puppet you around may have no idea what those are, effectively creating
minefields of unexpected resistance. Game mechanically, a character whose ethical taboos
are brought to the fore increases the threshold to influence them into a course of action by 1
or 2.

Princess Ethics
"That's horrible and I don't want to look at it."

Many people do not want to look at or participate in things that are ugly or repellent. While
they probably have no moral objections to trash being collected, they have an ethical
prohibition against doing it themselves. While perhaps not especially praiseworthy according
to most ethical calculi, Princess Ethics are reasonably common. The moral of Beauty and
the Beast, The Frog Prince, and Cinderella are pretty much all that Princess Ethics are to
one degree or another bad; but that should not tell you that Princess Ethics are universally
thought poorly of in any society. Indeed, many societies frown on people who abandon
Princess Ethics, or even seem to. Just the fact that "Untouchables" exist in many cultures
should tell you how prevalent this line of thinking really is.

Nonviolence Ethics
"I can't do that, people could get hurt!"

Nonviolence is when you don't hurt or kill things by your actions in a direct way that you can
see. This is very often quite a different concern from taking actions that reduce the overall
amount of hurt in the world, or even reducing the amount of violence in their area or even
reducing the amount of violence done on their personal behalf. For example, while a person
with Nonviolence Ethics will not swing a hammer into the skull of a pig, they are often
perfectly happy to eat a eurodog. A severe conflict for the follower of Nonviolence Ethics is
being attacked, since of course most people want to survive.

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Politeness Ethics
"Of course I don't hate you..."

Mankind, even supernatural kind continues to persist in no small part because of its ability to
get along with itself. And one of the strongest forces making this possible is the capacity for
politeness. Each person is expected to defer actions that might offend others. And a lot of
people do this pragmatically, not wanting to potentially start shit with random strangers. And
a lot of other people find this automatic restriction on their activities is truly part of their
being. Insulting others or taking a dump on the table is something they won't do.

Privacy Ethics
"What happens in Vegas, stays in Vegas."

The world's panopticon is fairly advanced, with more information collected on each person
than any other person could read in a lifetime even if they could find it all in the stacks and
stacks of documentation tangled up in other people's lives. And yet, a lot of people don't
want to share things about themselves with others. This isn't exactly the same thing as
shame, and indeed many people who feel this way are not particularly embarrassed about
most of their actions, but simply feel that others knowing about them and especially finding
things out about them is an insidious attack. Characters with Privacy Ethics won't talk about
their personal life except under the most extreme duress.

Frugality Ethics
"I've got food at home. That hotdog guy is not getting my dollar."

The very nature of expending things is that once that has been done, the thing is expended.
This finality is a source of genuine fear for a lot of people. The idea of not being able to use
something later can be virtually paralyzing. People with Frugality Ethics are opposed to
giving up things, even though by never using an opportunity or good it is in fact very similar
to never having had it at all.

Hacker Ethics
"I may not like what you say, but I'd be modestly upset if someone stopped you from saying
it."

People who have Hacker Ethics don't like being told to shut up and they don't like getting rid
of DVDs that they haven't watched yet. In a larger sense, they feel that information has a life
of its own and should be enabled whenever possible. Hacker Ethics provokes people to

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have a gut reaction of horror to censorship, even if the ideas being censored are ones they
are violently opposed to.

Solidarity Ethics
"I don't care what he done, I ain't no snitch."

People who have Solidarity Ethics don't want to take actions that betray people. This is not
the same as doing their 'duty' or holding up their ends of bargains. So for example, they
would be reluctant to turn in one of their friends to the police or even tell another one of their
friends that a third friend had wronged them. Passive betrayal, such as merely allowing a
third party to harm an ally is not a violation. Solidarity Ethics are quite common among lower
classes or persecuted minorities.

Other Taboos
"Whatever this is, I am not eating it."

There are so many possibilities for ethical taboos that they are quite likely infinite. And it is
encouraged for players and MCs alike to make new and specific ethical frameworks for
individual characters. Remember that ethics need not be adaptive or even "good", they are
simply things that characters have a mental block against doing. In the real world, some
people have taboos against treating people of other ethnicities as equals or treating a
woman with respect. These can appear on a character sheet as "Racist Ethics" or "Sexist
Ethics" or whatever. And it is important to note that while these may be a character flaw, they
are also an important facet of the character's personality. Ethics are a good way to describe
the good and the bad about a character, and to flesh them out more fully as a human (or
monster).

Ideologies
"It is everyone's goal to have things be more like the way they wish that they were."

When we use the word ideology, we naturally think of the big political, religious, and
economic ideologies that have shaped the 20th century and created the world we live in. But
while the demands and counter demands of Imperialism, Capitalism, Fascism, Communism,
and Fundamentalism have certainly torn the world apart and put it back together in a form
that would be both unrecognizable and incomprehensible to the people of even the 1800s,
these kinds of big ideas are generally not supported monolithically by nations or even
individuals. There are few people indeed that argue for pure fundamentalism in any real way

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(even the Amish make concessions to modern medicine sometimes), and no one outside the
looniest of ideologues argues for actually pure Capitalism or Communism without intrusion
by the other as anything but a ludicrous rhetorical strategy.

But beyond that, the fact of the matter is that most people don't actually care how it is
decided what plots of land will grow lettuce or how it is determined where that lettuce goes to
be distributed to various kitchens and delivered ultimately to salad plates. It's not the kind of
thing most people think about at all. So when we talk about Ideologies of characters, we are
not particularly concerning ourselves with the character's personal beliefs on the extent to
which the public should be invested into the oversight of and decision making process that
determines the production and distribution of agricultural products, or what form that extent
of public interest should take in terms of participation and representation of individuals.
We're talking about what people think they should be doing and even more importantly, what
they think other people should be doing in their immediate vicinity. A character's ideology
determines what actions they find praiseworthy, and what actions they condemn. Some
characters think that a person going to war is praiseworthy because it is brave, others
because it shows commitment, and still others because it involves killing those people over
there. On the other hand, different people think that a person going to war is disappointing
because it is violent, others because it implies support for the current regime, and still others
because it involves killing those people over there. Every action you can take can be lauded
or condemned by rational people for facets about it that are essentially identical. There is
truly nothing that a man can do (including nothing) that can be universally seen as good or
bad.

A character's Ideology should be ranked, what are the things that people could do that would
most offend your character's sensibilities? What are the things that people could do that
would most impress your character with that person's virtue? Note that this is the character's
actual visceral responses, not the answers they would give to a questionnaire that others
might read. Lots of people say they think the ten commandments are important, but how
many people are in reality more offended by rape (which is not against any of the ten
commandments) than by carving statues (which is)? A good start would be to write up twelve
things: six things that your character would be impressed by, and six things that your
character would be offended by. Note that just because a character has an ethical taboo
against doing something does not mean that they lose respect for other people who do
those things. It really can go either way. A character with Princess Ethics might be in awe of
people who have the courage to squash bugs and turn to them for help. On the other hand,
another character with Princess Ethics may feel that people who do gross things have
cooties and thus not want to touch them or be near them for fear of having to think about the
gross things that they do. It is entirely common for there to be contradictions available,
where the character looks at the same action from two or more angles and gets different

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decisions on whether something should be honored or despised.Example: Eric is a pretty


chivalrous guy, and likes to think of himself as an especially manly man. He's wary of people
who aren't religious or who don't conform to his expectations of gender roles.

Honor: bravery, confidence, pulling your weight, holding your liquor, knowing sports
trivia, women who dress sexy.
Despise: hurting women, acting gay, renouncing Christianity, hurting people for
extended periods of time, snitching to the cops, making things ugly

In general, if a character is being influenced towards or by something that they honor in their
personal ideology, the threshold to do so is reduced by one. If the character is being
influenced towards or by something they despise, the threshold is increased by one. And
these changes are naturally reversed if they are being influenced against or to reject things
that they honor or despise.

Changing Ideologies
That was me then, this is me now.

Ideologies do not stay static over time. Characters can be convinced through persuasive
argumentation that things they thought were good were bad, or that things they thought were
bad are actually good. People can be quite resistant to change, and often someone who is
convinced that something is good will just go ahead and continue hating it out of habit. Even
if someone agrees on an intellectual level that a group of people is in fact producing more for
the economy than they are costing in civil services doesn't mean that they necessarily start
liking that group of people, or even stop hating them. Indeed, prejudices run pretty deep and
it is entirely frequent for a person to continue parroting arguments they themselves no longer
believe rather than abandon ideological positions they've held onto for a long time.

But change does happen. Characters in an After Sundown game are often exposed to
tremendously life changing events, and they do change their lives and their goals in
response to them. If you've noticed people changing their political affiliations because their
son came out as a homosexual or they lost their job due to plant closings, imagine how
complete the turnaround can be when a person finds themselves as a member of the living
dead who drink human blood to persist from night to night.

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Advantages and Disadvantages

Advantages and Disadvantages


Oh yeah? But can you do this?

Over and above the fact that different people are stronger or weaker, more or less trained
than others, there are things some characters can do that others cannot. These vary from
simple "stupid human tricks" to feats that defy explanation even by trained stage magicians.
From a game structural perspective, an Advantage is like a Power in that it is an ability that
you either have or do not have. However, Advantages are available to humans, even Extras,
and are substantially less powerful than an actual Power.

Characters may, with MC approval, take a number of Disadvantages during character


creation. Each Disadvantage taken will allow the player to take an additional Advantage.

Physical Advantages
Ambidexterity: The character can use either hand without penalty. They can fight with two
weapons that can both be used in one hand and gain the increase of 1 damage in the main
weapon without suffering a penalty to the attack roll. Normally doing so carries a -2 dicepool
penalty to the attack.

Direction Sense: The character knows what direction things are from where they are. They
know what direction they are facing and roughly how far they are from places that they have
been. This can get disrupted by being moved while they are unconscious, but not by being
marched around while blindfolded.

Double Jointed: The character can fold themselves up into ridiculous shapes and squeeze
through spaces that seem... unlikely. Getting out of a pair of handcuffs isn't even a test - they
can just do it.

Extremely Competitive: If another character performs a stunt, such as in a chase or dance


fight, the character gains a +2 dicepool bonus to match that stunt. The threshold to convince
the character to back down, give up, or drop an issue is increased by 1.

Fighting Finesse: The character can use their Agility instead of their Strength when
attacking with Melee Weapons if those weapons can be used in one hand or are flexible
weapons.

Natural Immunity: There is some poison or disease that the character is completely
immune to the harmful effects of.

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Advantages and Disadvantages

Swarming: The character is very good at fighting in groups, and does not suffer penalties
for fighting in large groups and does not provide penalties to their allies.

Mental Advantages
Eidetic Memory: The character can remember things that they have seen or heard in
incredibly accurate and minute detail. This means that, for example, when they see a
slasher walking around dressed as a human after they the same guy dressed as a monster,
they will almost invariably recognize them as one and the same.

Experimenter: The character can quit any time. Ingesting chemicals over a long period of
time will still cause adaptation and eventually physical dependence, but the character is
never psychologically or spiritually addicted to anything.

Time Sense: The character knows what time it is. They know how long it has been since the
last time you asked what time it is. And they can decide ahead of time how long they will
sleep - they not only do not need a clock, they don't need an alarm clock to manage their
lives.

Social Advantages
Attractive: The character is sexually attractive, and it is especially easy for them to make
progress through flirtation. The thresholds for convincing people who are sexually inclined
towards the apparent sex and species of the character of things by these means are
reduced by 1.

Calm Heart: The character doesn't get offended by insults, even deliberate ones. This
means among other things that litanies of curses do not count as a trigger for a Rage
Frenzy.

Innocence: Human society has prejudices and for whatever reason, people just don't think
the character is guilty of "stuff". Maybe they look small and harmless, maybe they just have
an air of extreme respectability. Whatever the reason, people do not want to believe bad
things about them. This increases the threshold to convince other people that the character
has done something wrong by 1.

Loyalty: The character really likes his friends, or maybe just takes duty to the team very
seriously. The threshold to convince them to turn on those they feel loyal to (often including
the other characters) is increased by 1. This even applies to magic, and the character
effectively gains 1 extra hit to resist Authority and similar effects if they are being made to
turn on their allies. In the case of ongoing domination such as Possession, the bonus hit can
retroactively cause the character to resist the effect if they are subsequently let loose on
their friends.

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Advantages and Disadvantages

Physical Disadvantages
Allergy: The character is allergic to something reasonably common, such as mold, pollen,
or cats. While in the presence of their nemesis, the character is fatigued.

Blatantly Magical: There is something about the character which is very demonstrably
outside the boundaries of human normality. Like possibly little wings on the back or a gaping
hole in the chest where churning gears can clearly be seen. While such traits can be
covered with clothing or hidden in the dark, it could be a severe problem for the Vow of
Silence were such things to be seen by normal people.

Conspicuous Consumption: The character bleeds from the mouth, has weeping sores, or
in some other way is obviously very ill.

Deadly Allergy: The character has some generally avoidable, but potentially lethal allergy. If
they consume the substance, whether it's peanuts, shellfish, or penicillin, it is treated as a
lethal poison.

Distinctive Appearance: The character is easy to describe, possibly because the look
wildly different from others, but maybe just because there's something really obvious like a
burn mark on their face or a missing eye.

Tunnel Vision: The character can only defend themselves in combat against one opponent
at a time.

Mental Disadvantages
Aimless: The character's hopes and dreams feel distant and unreal. Advancing their Driving
Passion does not allow them to refresh an Edge.

Anachronism: The character is from another time, or possibly just grew up in an Amish
community or a savage region of one of the outlands. And they do not know how machines
work unless they are specially instructed on them. The character cannot default when
operating 21st century devices.

Compulsive Behavior: The character feels compelled to do some thing over and over
again in ways which are maladaptive. This can be comedic, tragic, distinctive, and time
wasting. A good example of Compulsive Behavior can be found in the TV show Monk.

Delusional: The character is absolutely certain of something that does not appear to be true
and will not be swayed by any evidence to the contrary. This would include most religious
beliefs, but the character is not awarded Disadvantages for believing ridiculous things that
are believed by a large portion of the population, because such delusions do not negatively
impact the character. So if you believe that there are important messages from aliens coded

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in dog howls, that's a disadvantage; but if you believe that there are important messages
from Jesus coded in cheese sandwiches, this is not a disadvantage. Not because it isn't
counter-factual and immune to contrary evidence, but because society at large has accepted
people with such delusions and made accommodations for them.

Disloyal: The character would sell their grandmother for a hamburger. The threshold to get
them to betray their allies (including with magic) is reduced by 1.

Flake: The character is not particularly committed to goals or ideals, and it is easy to
convince them to do other things. The threshold to convince them to follow a different course
of action is reduced by one.

Illiterate: The character cannot read.

Prideful: The character has an extreme aversion to admitting fault. They will cling to a
course of action that is obviously not working, and they will allow their sense of pride to get
in the way of personal relationships.

Temperamental: The character is prone to outrageous emotional outbursts. The threshold


to resist or end a frenzy is increased by 1.

Social Disadvantages
Diplomatic Incident: Something the character did, or at least something that someone
thinks the character did causes them to be unliked by another group that they have to deal
with sometimes.

Doomed Romance: Eventually you have to come to terms with the fact that the only
common element in all your failed romances is you. The character's love life is a series of
train wrecks. For whatever reason, the people they fall in love with turn out to be married,
alien impostors, or fated to die grisly deaths.

Eerie Presence: The character's mere presence triggers the spooky sense of normal
people.

Feared by Children: Children do not like or trust the character. It's like the character is
played by Alan Rickman.

Haunted: Left to their own devices, spirits harass the character. It's entirely possible that no
one knows why this is. If a Ghost has a choice of targets, it will attack them.

Infectious Mood: The general disposition of the character is infectious. However, since they
are a supernatural creature, and therefore crazy, the moods that they impart in others are
similarly maladaptive. The character's Master Passion plays out in Extras who are in their
presence for extended periods of time.

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Minor: The character is under the critical age in their nation of origin where they are
afforded the full rights and responsibilities of an adult. This may make it difficult to get into a
club or get them pulled over by the popos while they are driving.

Naive: The character is unfamiliar with modern society for whatever reason, and does not
know how to respond socially to normal behavior.

Offensive to Animals: Beasts do not like the character. If a Giant Animal has a choice of
targets, it will attack them.

Oppressed Minority: The character is a member of a group that is discriminated against.

Red Taped: The character's experience with mortal government is an unending hellscape of
inexplicable delays and senseless harassment. It takes forever for their driver's license to be
renewed, they are regularly pulled out of line at airport screenings, and life is frustrating.

Unattractive: The character is physically unattractive, and the threshold to influence anyone
through flirtation is increased by 1.

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Character Advancement

Character Advancement
Characters in stories tend to become better as the story progresses. This is part of the
character's heroic journey, and also serves to keep the audience interested. After all, once
the protagonists have bested one problem, it is much easier to keep the listener's interest if
the subsequent problems are bigger. Which in turn requires greater abilities on the part of
the protagonists to solve. And so on. This can be seen very well in the movies Alien and
Aliens. In the first film, the characters were dealing with one unknown monster and spent
most of the movie trying to figure out what to do. But in the second movie, there are instead
hundreds of the things, and yet the main character has already bested one in battle - the
movie focuses on fighting rather than hiding most of the time. And both of those movies are
very good. Indeed, Aliens 3 is one of those apocryphal movies like Highlander 2 that
probably doesn't even exist. But if it did, its primary flaw would be having rolled back the
progress of the second movie and thereby creating a story that the audience didn't give a
crap about.

It is easy for advancement to get out of hand. By the time Spawn beat up the lords of each
realm of existence and the creator of the universe, the story really no longer held interest. A
power fantasy is only interesting as long as there's still tension. While a fast rate of
advancement may feel good, remember that it also advances the timeline towards the point
where the game will stop being fun. It's a trade off. Advancement that is too fast or too slow
is stultifying.

Acquisitive Advancement
In picking up a santa-sack full of antiques, I feel that I learned that I now own a santa-sack
full of antiques.

Resources and Status as well as Obligations are gained during the course of normal play.
Sometimes these are gained together: if during the course of a story a character boosts a
car, they can reasonably expect to have gained a Financial Resource (the car), but may well
have gained some Enemies or Stalkers as well by the same act. At other times, a character
may end up with a new set of Contacts or a sack of gold totally free and clear.

Generally speaking, characters should use things they find over the course of a chapter with
impunity and discuss with the MC what acquisitions are going to be remembered in the next
chapter or chronicle at the end of the session. Things that will persist into future chapters are
probably worth writing down, as well as formalizing them into numerical Resource values. So
if a character ends up with $100,000 in cash and some jade statues in the trunk of a car

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during a story it is generally worth referring to in those terms for the rest of the chapter; but
when play comes to future chapters, it is better to just write it down as: Resource: Finance 2
(Cash)

Obligations even more so, since the character will often not be aware of newly gained
Obligations and that lack of knowledge can cause well appreciated suspense for the player.
However, when the game comes to a close, these things should probably be written down
(and if you rotate MCs it should definitely be written down).

Status is frequently gained in the aftermath of a story, making the accounting of it at the end
of a session rather natural. However it is also true that a character can be promoted to
Bishop right in the middle of the action. And that's fine. However, it is suggested that players
not bother to write such career changes down on their character sheet (at least, not in pen)
until the end of a session. As the saying goes "There's many a slip 'tween the cup and the
lip." and status gained quickly can also be lost quickly. A return to the status quo is perhaps
nearly as likely as the retention of status until enough time has passed to be sure that no
one is coming to challenge the appointment.

Transformative Advancement
There should be only me!

Transformative Advancement is when a character gains substantial amounts of power and


radically changes what they can do - and even what they are. Major life changing
breakpoints such as this are very much a staple of the gothic genre. Indeed, every time a
Luminary becomes a vampire or lycanthrope, such a transformative juncture has been
reached.

The precise moment when a character becomes supernatural is not always clear. Sure you
become a Nosferatu when another Nosferatu kills you with blood draining and passes you a
power point. And you become a Bagheera when another Bagheera mauls you with a
Terminal Wound and you spend an Edge to survive. But for others it's less cut and dried. A
character becomes a Fallen when their connection to humanity has been burnt out by
Infernal magic, and that can take time. Androids and Troglodytes often discover their non-
human status only gradually, sometimes the uncovering of powers is dragged out over the
course of multiple chapters.

Regardless of the type of supernatural creature that the character is becoming (or
discovering that they have always been), the character gains certain things when they stop
being a human Luminary and start being a Supernatural Creature:

A Potency of 1.
A Power reserve of 10 (13 after Potency Modifier).

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Character Advancement

A Master Passion appropriate to the character's transformation story.


The 6 Basic and 2 Advanced Powers common to their supernatural type.
1 additional Basic Power.
1 additional Advanced Power

Whether these new aspects of the character are discovered gradually over several chapters
or gained all at once in a flash of insight and despair, these changes are automatic and have
no impact on any other sources of advancement the character may have coming.

Creatures in After Sundown normally gain Potency and learn Elder Powers only very slowly.
Many Elders only have a single Elder Ability for each century or three of their persistence -
or even less. The King with Three Shadows has a Potency of 10, indicating that his Potency
gain per century averages out to like ¼ or so. In the default After Sundown chronicle we can
expect the number of centuries to pass to be some number very close to zero. Getting Elder
Powrs and increasing Potency the "honest" way is simply not going to happen. Characters in
After Sundown can gain these powers over the course of a story, but only by grabbing a hold
of asymmetric power of some sort.

The destruction of powerful elders gives off a flash of power that empowers those present or
leaves dark fluid which will empower those who drink it or some similar rite of power theft
that is generally available to several characters at once. Siphoning the power out of an elder
is generally frowned upon by supernaturals (even in the Cauchemar Communes) and is
called "Titaning" (or by snarkier members of supernatural society that don't care for Chronos
references: "Quickening"). Having taken down a Ifrit and gained Potency well before one's
time is a fast way to gain respect as well as power - but it also causes many members of
supernatural society to regard the characters as dangerous loose cannons no matter what
their reason for the battle was.

Similarly, powerful artifacts can be Titanized under certain circumstances, and various tomes
and places of power exist that can imbue a character with Elder Powers that would normally
take them decades to master. However, it is important to note that characters are not
normally going to be "entitled" to gain Potency or learn Elder Powers over the course of the
stories. They come as rewards for completing especially difficult chronicles or defeating
particularly powerful antagonists.

Karmic Advancement
What goes around will have gone around.

At the conclusion of chapters, characters may advance personally in addition to having


advanced their cause over the course of the chapter. Advancement of this sort is difficult to
plan ahead of time. No one really knows what lessons they will learn from the future and
supernatural creatures don't always get to decide ahead of time what powers they will

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develop or when they will do so. And so when a chapter ends and the players are ready to
do the accounting at the conclusion the MC may deal out cards for players to bid on. They
bid with karma tokens. Tokens are gained by the following means:

Each player may have one or more karma tokens banked from the previous chapter.
Any tokens that are not spent are banked automatically.
Every chapter, each player gains two tokens that they can bid for themselves.
Every chapter, each player has another token that they can nominate another player to
get when they do something awesome. What constitutes something awesome enough
to warrant getting a karma token depends upon the style of game being run

When it comes time for bidding, the MC deals out a number of Tarot cards and one of the
players can choose one to begin bidding on by bidding a number of tokens for it. Then it is
auctioned off, with each player in turn being offered the opportunity to bid more tokens or
pass. When everyone has passed, the player with the highest bid spends that many tokens
and adjusts their character sheet as dictated by the card gained. Then the player to the left
of the one who got the last card nominates another available card by bidding on it or passes
the opportunity to the player to their left. This continues until all cards have been sold, none
of the players wish to bid on any remaining cards, or no one has any more tokens (no card
can be "sold" for less than 1 token).

Karma tokens should be physical objects of sufficient mass to be effectively slid across the
table from one player to another, without being big enough to be unwieldy or heavy enough
to accidentally hurt people. Poker chips and glass beads are good bets.

Minor Arcana
Card Advancement

Swords 2 A specialization in a Physical Skill


Swords 3 A new Physical skill at rating 1

Swords 4 +1 to Perception
Swords 5 +1 to Stealth

Swords 6 +1 to Athletics

Swords 7 +1 to Drive
Swords 8 +1 to a Physical skill you used this chapter

Swords 9 +1 to a Physical skill of your choice


Swords 10 +1 to a Physical skill of your choice

Swords P A specialization in any skill


Swords N A new skill at Rating 1

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Swords Q +1 to any skill


Swords K +1 to any skill

Swords A +1 to any skill or a new skill at rating 1


Pentacles 2 A specialization in a Technical Skill
Pentacles 3 A new Technical skill at rating 1

Pentacles 4 +1 to Electronics
Pentacles 5 +1 to Artisan
Pentacles 6 +1 to Rigging
Pentacles 7 +1 to Research
Pentacles 8 +1 to a Technical skill you used this chapter
Pentacles 9 +1 to a Technical skill of your choice

Pentacles 10 +1 to a Technical skill of your choice


Pentacles P A specialization in any skill
Pentacles N A new skill at Rating 1
Pentacles Q +1 to any skill
Pentacles K +1 to any skill
Pentacles A +1 to any skill or a new skill at rating 1
Cup 2 A specialization in a Social skill
Cup 3 A new Social skill at rating 1
Cup 4 +1 to Bureaucracy

Cup 5 +1 to Empathy
Cup 6 +1 to Expression

Cup 7 +1 to Persuasion

Cup 8 +1 to a Social skill you used this chapter


Cup 9 +1 to a Social skill of your choice

Cup 10 +1 to a Social skill of your choice


Cup P A specialization in any skill

Cup N A new skill at Rating 1


Cup Q +1 to any skill

Cup K : +1 to any skill


Cup A +1 to any skill or a new skill at rating 1

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Wand 2 Two new Backgrounds at rating 1


Wand 3 A new Background at rating 2

Wand 4 +2 to a Background you used this chapter

Wand 5 +2 to a Background you used this chapter


Wand 6 +1 to a Background you used this chapter and another Background
Wand 7 +1 to two Backgrounds of your choice
Wand 8 +2 to a Background of your choice

Wand 9 +2 to a Background of your choice


Wand 10 Gain a Positive Quality

Wand P Gain a Positive Quality


Wand N Gain a Positive Quality
Wand Q Learn a Language
Wand K Learn a Language
Wand A +1 to any skill or a new skill at rating 1

Major Arcana

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Character Advancement

Card Advancement

The Fool +1 Edge


The Magician Learn a Basic or Advanced Sorcery
The High
Learn a Basic or Advanced Sorcery you used this chapter
Priestess

Learn a Basic or Advanced Universal Power that you used this


The Empress
chapter
The Emperor +1 Willpower
The Hierophant Learn an Advanced Power

The Lovers +1 Charisma


The Chariot +1 Agility
Strength +1 Strength
The Hermit +1 Intuition
Wheel of Fortune +1 Edge
Justice +1 Logic
The Hanged Man +1 to a Physical, Mental, or Social Attribute

Death Learn a Basic or Advanced Orphic Sorcery


Temperance Learn a Basic or Advanced Astral Sorcery
The Devil Learn a Basic or Advanced Infernal Sorcery
The Tower +1 to a Physical, Mental, or Social Attribute
The Star +1 to a Physical, Mental, or Social Attribute

The Moon Learn a Basic Power or Advanced Universal Power


The Sun Learn a Basic or Advanced Universal Power

Judgement +1 Edge
The World Learn a Basic or Advanced Power of your choice

Key

Card Full Name


Swords P Page (or Jack) of Swords

Pentacles N Knight of Pentacles


Cup K King of Cups

Wand A Ace of Wands

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Dealing
There are several different methods for determining advancement deals. Generally
speaking, a relatively consistent system should be used throughout a chronicle and a
campaign. Remember that a Major Arcana is worth about 4 times what a Minor Arcana card
is. Bidding is very different when players are spending the same tokens on a +1 to Research
and a +1 Logic in the same auction than when they are evaluating only one or the other.

Commensurate Achievement: In this system the MC determines whether they think that a
major milestone was passed in the current chapter or not, and accordingly deals out a
number of cards that are pre-selected to be either Minor or Major Arcana exclusively. The
deck is simply divided and cards from only one type are dealt.

Minimum Awards: In this system, the MC determines how many Major Arcana the last
chapter was worth (usually 1 or 2) and then deals out cards from the combined deck until
that many Major Arcana appear. There may be many Minor Arcana on the table or none at
all. And as such, the number of cards to be potentially bid on may be very much higher or
lower than the number of players.

Minimum Coverage: In this system, the MC determines ahead of time how many cards the
chapter was worth (usually 1 or 2 more than the number of players), and deals out that many
cards from the combined deck. There may be several Major Arcana showing or none at all.

331
The World at Night

The World at Night


The world is a dark and lonely place. And it is full of monsters.

After Sundown can be played any place on earth, and there's three other hell planes each
as big as earth that you can also go. Here's what some of the major cities of the world are
like within the After Sundown universe.

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Mexico City

Mexico City by Night


Since I am a Mexican, I can do anything I want.

Built into the caldera of a volcano, Mexico City ("Ciudad de Mexico" in Spanish) is the third
largest city on the planet and clearly the secret base of some kind of supervillain. However,
despite its vast size, Mexico City is virtually paralyzed by crime, rampant poverty, and
mismanagement. These crippling problems push the city down to being merely the 8th
largest metropolitan economy on Earth. All told, the city has roughly the population and GDP
of Saudi Arabia. The people of Mexico see themselves as a vibrant "peasant" culture and
practice a syncretic faith that is nominally Roman Catholic, but which nevertheless embraces
witchcraft, honors Queztlcoatl, and includes men dressing up as jaguars fighting each other
to encourage rain.

Something that jumps right out at supernatural creatures from other parts of the world is that
the Archbishop of Mexico City does not enforce or even acknowledge The Vow of Silence as
such. The rules here are that creatures not allowed to tell the world at large how magic
actually works or how to get to the other worlds or the actual organizations of the damned.
But they're perfectly allowed to curse people in public or even announce on national
television that they're a Witch. And they do. You can turn on the TV and seriously watch an
actual Leviathan sitting in a chair explaining that he mutated into a monster and now he has
these awesome claws. The Mexican people are sufficiently credulous about this sort of thing
that other countries are convinced that these creatures are laughable charlatans.

It's not just the giant parades of skull-puppets every Dia de los Muertos or the fact that
people consult with Cultists and Seers before conducting major business moves. It's that
you can seriously call yourself a vampire in public and neither the Covenant Inquisitors nor
the Federal Police will even take interest. The part that is hardest to understand about the
situation is that luchadores - literally people in Mexican wrestling outfits will take an interest
in supernatural creatures that operate "without honor". And if a supernatural creature just
guns them down, then the Covenant Inquisition will get super pissed.

City Statistics
Mexico City has over twenty million people in it and over 5,000 members of the Covenant
alone. The Makhzen has a presence with about 200 at any given time, but they are more
associated with the major Makhzen cities of Houston and Los Angeles. Their presence in
Mexico City is demanded by the amount of trade between those regions, but it's always kind
of strained. The World Crime League has a task force here of 300 members, and many
members of the Covenant flock neither know nor care that it is there. For much of their

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Mexico City

shared history, the Communes were "kill on sight" in Mexico City, what with the war and all.
But with the peace treaty, Cauchemar can nominally come and go as they please, so long as
they don't stir up trouble. What with the Communes having taken over Havana and Caracas,
they have gotten bolder and have been making some inroads in Mexico City as well. While
their numbers are scarcely a hundred, nearly half of those are converts.

The city as a whole is nominally 89 different municipalities, only one of which is technically
Mexico City. Some of them aren't even in the State of Mexico (not to be confused with the
Federal District of Mexico that contains "only" about 8 million residents). And by some of
them, we mean 29 of them are across the border into Hidalgo. The metropolis is about 8,000
square kilometers, and it is about 100 kilometers across the long way. There are over twenty
million humans here, and while poverty is off the hook, the people of this city are enough
richer than the national average to cause some resentment elsewhere.

City History
The Aztec people were unspeakably brutal, and they set up shop in Tenochtitlan because
their practice of kidnapping princesses of neighboring kingdoms, skinning them, and then
wearing the skins as suits offended their neighbors. It offended them so much, that the
Aztecs lost war after war, and had to move their entire civilization several times before
setting up shop in the middle of Lake Texcoco in the Valley of Mexico in 1325. This was a
turning point for them, because by connecting their city to the mainland only by causeways
and retractable bridges, they were pretty much immune to external assault. And they were
still under external assault a lot, because they kept kidnapping people and cutting their skin
off.

The Aztecs developed their fortress in a swamp in a volcano into not only the coolest temple
of death ever, but also a military powerhouse. With constant training and the sponsorship of
their magical Rain Kings, Aztec warriors were able to repeatedly humiliate the kingdoms
surrounding them, and add them to the Empire. Soon, the people of all neighboring cities
were forced into tributary status and were compelled to send thousands of people a year to
be sacrificed on the top of the giant pyramid, powering the magics of death and demonic
malevolence that kept the Kings of Rain strong and kept everyone else afraid. At it's height,
the metropolis of Tenochtitlan had about a quarter million people in it, and controlled an
empire with more than 8 times that many people. Which isn't that much by today's
standards, but in the 16th century that was crazy talk.

In 1521 that all changed, when Nahuatl armies led by Malintzin and backed up by her
consort Hernán Cortés and a team of Spanish hardasses crushed the city, looted its riches,
and murdered its leaders. Malintzin's victory was short lived, as subsequent forces of
Spaniards came and put both Aztec and Mayatec to the sword. The place was quickly
renamed New Spain, and Spanish forces fought many wars over what is now Mexico (and

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Mexico City

surrounding countries, for a time they owned everything out to Venezuela and California).
And through this period, the Spanish did their best to replace the brutal blood drinking and
torture worship of Azteca with Christianity (and its own brutal blood drinking and torture
worship).

And while these wars between men were burning the countryside, wars between monsters
raged in the dark. The Covenant had declared war on both the Empire and the False Face,
and they sent magical beasts by the hundreds into the New World to conquer and convert.
And they had iron weapons that the New World Syndicates had no answer for. And it was
during this period that the native supernatural creatures began to join the Covenant. At first
at the point of the steel saber or the silver lance, but within a hundred years or so it was
simply because the Archbishop was simply the supernatural authority to be had.

In the early 19th century, the rapidly growing movement of the Cauchemar Communes
began taking power in sections of Spain, and the French people actually conquered the
place. Mexico City became the go-to place for Covenant flock who wished to flee the
Covenant-Communes wars, and a major rallying point for Covenant members on a global
scale. Mexico became an independent empire in 1821 and grudgingly became a republic a
few years later.

The republic was... rocky... and was overthrown many times. Santa Anna himself became
President of it eleven times. And through this period there was a sharp divide within the
Covenant between the Conservativos and the Liberales. These groups had only the barest
of connection with the human political movements of the time (although they several times
allied on the field of battle). The Conservativos argued that supernatural creatures should
rule as lords of their own haciendas - similar to the feudal system employed by the Bumin
Horde. The Liberales held that supernatural creatures should disappear into society like the
Communes. Much intrigue, dueling, and even battles were had over this dispute throughout
the 19th century, and the title of Archbishop changed several times from Conservativo to
Liberale Padre and back again. The really worldshaking event, as far as the Covenant
globally is concerned - is that through these conflicts the Territory of Mexico just sort of
forgot to ask for anti-papal approval for these Archbishop appointments. To this night, it is
the Padres of Mexico City who select the Archbishop when the old Archbishop dies or steps
down.

Mexico City has been occupied by armies dozens of times. And supernatural society has
pretty much rolled with it. Sometimes those armies are peasant armies from the hinterlands,
sometimes they are mercenary armies purchased by landholders. Sometimes they are
foreign powers like the French or the United States. But the effect on the supernatural
residents has always been pretty minor. Mexico City is so vast that even modern home-
grown governments lack the reach to really control it, how much did conquering armies

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Mexico City

really think they could accomplish past putting up their favorite flag? The harsh truth is that
even the Covenant hasn't been able to really control the supernatural creatures of Mexico
City. The Syndicate here is not very much like it is in other places.

The modern Republic of Mexico has existed since the Diaz dictatorship was overthrown in
1911. Yes, the entire country is going to have its 100th anniversary of existence just before
the Mayan calendar runs out. And numerologists frickin love that shit. The 20th century has
seen the population of Mexico City swell beyond recognition. At the turn of the century it was
a thriving metropolis of half a million. As the century progressed, and people moved in and
the city burst its limits and absorbed other cities like a hungry amoeba, it grew to forty times
that. And so it was that at the end of the night, the position of the Liberales won out basically
by default. The city had simply grown so large that supernatural creatures cannot help but
fade into the background. La Llorona kills a child every Sunday and the government of man
hasn't even noticed, because it has seriously faded into the background static of violence.

Mexico was pretty much run by a single party almost all the way through its existence. The
PRI (literally: institutional revolution party) lost a lot of credibility in their Katrina-like inaction
to an earthquake in 1985 that destroyed a lot of buildings and killed over ten thousand
people. To this night there are still crevasses, collapsed buildings, and vacant lots around -
especially in poorer districts. But the stunning ambivalence of the national government
brought real political reform and at this point you can actually vote for different candidates
and you don't know who is going to end up stealing the election.

And it is this reality that Archbishop Nochhuetl presides over. He's a Troglodyte of essentially
pure Aztec stock, and looks kind of like a hairless wrinkled rodent. And he represents an
ambitious, even nationalistic faction within the Covenant. Mexico treats itself as if it were the
capital of the Covenant. And when you compare the real power of Mexico City and Rome,
that may really be true. Conflict between the Heresiarchs and the Padres of Mexico seems
inevitable.

Power
The chief of police of the city makes less than a thousand dollars a month. Nevertheless,
more than one of them has managed to retire a billionaire (with a B). Those who refuse to
take bribes on that scale are literally gunned down in the street and quickly replaced by
those who will. The police literally kidnap people and hold them for ransom or simply
execute them in the desert away from the city. The narcotics shipments (and
transshipments) to the United States comprise an industry that makes over $40 billion per
year (roughly the economy of Lithuania), and if someone could unite that criminal enterprise
under a single banner, it would come in at roughly 200th on the Fortune 500 (roughly the
rank of Motorola's worldwide holdings). As it is, it's split about seven ways, which would
barely get the criminal syndicates into the Fortune 500 at all. Several of the cartels have

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Mexico City

made an alliance which is called "The Federation" that is making pretty compelling progress
towards creating a syndicate of syndicates. And this Federation is sponsored by the World
Crime League. This has mostly squeezed Covenant flock out of the drug cartel business in
the city, which has largely pushed them into other kinds of crime. And while you'd think that a
drug business worth tens of billions of dollars (not Pesos) would be enough to send the
Covenant into a panic spin, the fact is that it's less than 10% of the city's legal GDP and the
Covenant flock have bigger things to chase like corruption in construction and oil shipments.

The Covenant itself has about 500 Priests and Monks (collectively called Padres in Mexico
City), and it does not recognize the sovereignty of Orders Contemplative nor Militant. There
are no less than two Military Ordinals and four Prelates, but the Archbishop claims - and
enforces - his commands over all of them. The military orders are the Caballeros Rojos and
the Familia de la Cisne. They differ politically drastically, but compete to provide the most
visibly successful defense of the city from enemies. There are three Glossators, and they
have a flock of their own who are collectively La Investigación. These days, Padres fall into
roughly five political factions.

The Nativos are mostly anti-Rome and have a tendency to support a return to native
traditions as they remember them (which according to the actual immortals seems to have
little bearing on the actual history). Archbishop Nochhuetl is an unapologetic member of
them, and was made Archbishop during their ascendancy in the 1940s. The Conservativos
want to increase the power and visibility of supernatural creatures. The Liberales want to
integrate further into mortal society and blend further into the background. The
Ocultamientos hold that supernatural creatures have exposed themselves too much already
and need to withdraw from the world of men. And the Católicos want to mend things with the
Anti-pope and have the Anti-pope go back to appointing Archbishops.

There are lots of police organizations in Mexico, and most of them are corrupt and
underfunded. A policeman gets outright killed in just the federal district once a week on
average. And the police really have learned to not see things that they don't know how to
deal with. And the supernatural falls under that umbrella completely. As soon as the popos
find out that there are vampires involved they throw their hands up and say "to hell with this!"
Policing of the supernatural is mostly down by luchadores. Yes, really. The Covenant in
Mexico has convinced human luminaries to dress up in capes and masks to literally wrestle
supernatural creatures that cross "the line" (whatever that is, it's perhaps deliberately
unclear). And the supernatural creatures have rules of their own when dealing with them. No
matter what they do or say to normal people, they are not allowed to deliberately kill
luchadores and if challenged to unarmed combat they have to either run away or engage in
unarmed combat. La Investigación doesn't care about much, but behaving with dishonor
towards a Luchador is grounds for final death.

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Mexico City

There are fifteen hundred street gangs in Mexico City. And really only 12 of them are based
around an actual Covenant Padre.

Places to Go
While there are places that you can drive around ruthlessly, clear in the knowledge that you
are desperately unlikely to be stopped by traffic police, the mere fact that this is true leads
traffic to be an unconscionable mess. Figuring out a way to not drive in Mexico City is
probably the best way to start enjoying the place. After all, it's not like you were going to be
able to park anywhere. Mexico City boasts an impressive subway system, the cars run on
rubber tires and are amazingly quiet for subway trains.

The Zócalo is one of the largest city squares in the world. It's seriously a quarter of a
kilometer on a side. And if you go at the right time, it still fills up with people. It's where the
people of Mexico go for major celebrations and protests. In Aztec days, this is where the
really really big sacrifice ceremonies went down, and when the Spanish took over this is
where the mass inquisitions took their place. The middle of the square is actually aspected
quite strongly to Mictlan and it is in serious danger of world-shifting to The Gloom. Covenant
Monks spend a considerable amount of time making sure that does not happen. Major
buildings surround the square of course, but of special note is the Metropolitan Cathedral -
the largest and oldest cathedral in the Americas. It actually has a bunch of secret rooms and
such in it, and the Covenant used to run their rituals right out of the building, but that became
too much of a hassle and in modern nights they only use it like an attic to store stuff in.

Chapultepec Park is fairly nice as parks go, and is the largest park in the city. It is here that
the more feral and nature-loving monsters go when they need to be near trees. There are
several rather nice museums in the area, including Chapultepec Castle, which is in fact the
Halls of Montezuma that was successfully stormed by both the Spanish against the Aztecs
and the United States Marines. Tonight it is a history museum and there are a set of
residences prepared for supernatural creatures that want to live in the park itself and still
have a bed to sleep in.

El Ángel is probably the most recognizable landmark in Mexico City. A large victory column
topped with a golden winged victorious angel, it's a pretty inspiring edifice. The statues of
lions and stuff around the outside are pretty cool too. And it sits in the middle of a
roundabout smack dab in Paseo de la Reforma, the city's most important street. It's a very
important place. Not because of any magical effects, but simply because a whole bunch of
embassies and corporate headquarters are within spitting distance of the thing. The HSBC
building is literally just a crosswalk away. Look both ways before crossing though, because
cars take the roundabout too fast and in weird directions all the time.

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Mexico City

The "Floating Gardens" of Xochimilco are not actually floating. They are a series of canals
where the areas between the canals are gardens and restaurants and such. You can paddle
around in brightly colored boats, watch birds, and get serenaded by floating mariachi bands.
It's kind of like the quainter parts of Venice with mariachi bands. The fact that many of the
garden areas are only accessible by water creates an incredible form of natural privacy, and
that is used extensively by the Covenant. The main chapel of the Covenant is simply a boat
house with no other obvious entrances than the water. The fact that it's a beautiful spot and
there are live axolotls in the water is gravy.

The tianguis of Tepito is a barrio that is essentially a giant flea market. There are about a
hundred thousand people who live in the market, and there are tens of thousands of people
who come and go every day to buy and sell. A seemingly endless array of shops and tents
hawk wares of every conceivable type. The local saying is "en Tepito todo se vende menos
la dignidad" which means "In Tepito, everything but dignity is for sale." It is considered totally
normal to go to sorcerers (or "curanderas" as they are called) here for aid, and there is even
an alley given over to their works, which in the local vernacular is called "el camino de las
brujas" or simply "campo bruja". It's kind of a maze to get there, as there are at least 12
streets worth of unmanaged market in every direction before you get to something that
people would consider driving on. There's a hellmouth somewhere in there, and there is a
thriving trade in Limbo artifacts as well as a bustling smuggling business through the Dark
Reflection.

Ampliación is a Michoacana neighborhood known for high crime, crappy and unlicensed
construction, and a lack of car-traversable roads. Basically, it's a good old fashioned shanty
town. But it's an important place for Troglodytes, because this is where La Carniceria is. It's
an unlicensed, unrefrigerated meat market. And while that may sound wholly unappetizing,
the truth is that they are even less appetizing and associated ragpickers collect corpses for
those who are willing to eat the other other white meat. Which is great news for the
Troglodytes, many of whom make their homes in tunnels beneath this neighborhood for that
reason.

Mexico City in Horror


After watching a few Rodriguez movies like Once Upon A Time in Mexico or From Dusk til
Dawn you might be disappointed to find out that in fact Mexico City is not a non-stop action
movie with bullets flying everywhere, things exploding, and a body count you need to take
off your shoes to tabulate. This is because the city is a big place. Nevertheless, there are
about twenty murders every day in the city, which means that some balls to the wall action
extravaganza is going most of the time. Something explodes every couple of minutes in the
sprawl, and police are powerless to do anything about it. Which means that if you come to
Mexico City, the question you need to ask yourself is: are you a bad enough dude?

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Mexico City

All kidding aside, Mexican film has an entire set of horror classics using Lycanthropes,
Vampires, Witches, Animates, Leviathan, and Transhumans. And... the heroes of these films
are Luchadors. Seriously, Lucha Libre wrestlers, in masks, fighting robots and Aztec
mummies. That's not a joke, and people in Mexico City take it pretty seriously. Men will
seriously dress up like a man-jaguar and fight supernatural crime. These guys are often
Luminaries or even Transhuman, meaning that actual werewolves will take the guy in the
rainbow mask and yellow cape more seriously than police officers with guns. Outsiders find
the whole thing kind of surreal.

And yet, it's demonstrably not all about explosions, car chases, and piles of corpses. That
stuff happens every day and all, but not everyone runs into it. Indeed, even among
supernatural society, most creatures manage to not be in the areas with flaming trucks
spinning out of control while Colombian assassins jump motorcycles over cars while
shooting automatic weapons into crowds long enough to miss that pulse pounding action.
Remember also that this is the place that brought us Guillermo del Toro - and while Pan's
Labyrinth is set in Spain, that's a thoroughly Mexican feeling to the cinema. When it's not
throwing over-the-top havoc at the audience, it gets pretty disturbing. 21st century life
doesn't adapt to being in constant war without some serious psychological issues. And when
things elevate themselves over the essentially medieval cultural expositions of overacting
and brightly colored outfits, the Mexican stories of Ghosts and Fey are as complex as any
After Sundown source material you're likely to find.

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Houston

Houston by Night
Welcome to Houston. That's in Texas.

Everything is larger in Texas, and if you talk to any Texan for more than a few minutes they
are virtually guaranteed to remind you of this fact. At length. Even when things are
objectively smaller, Texans will endeavor to arrange things such that they are at the very
least, as large as possible. And so it is that Houston is the fourth largest city in the US,
despite being the ninth largest city. Semi-connected neighborhoods which by the standards
of Washington-Baltimore would be in another city's limits or even in another state are all
joyfully thrown into the nominal city limits of Houston proper, and the result is one massively
large mayoral office.

Houston is in many ways the third city even just in Texas. Dallas-Fort Worth is more
populous and more dangerous, while Austin is the political capitol and more culturally and
technologically relevant. And yet, no Houstoner (sometimes pronounced "Hew Stoner")
would ever describe it that way, because they are Texans and they think about things in the
way that they are big and not in the way that they are small. Houston is the major port in the
area, dwarfing even the throughput of New Orleans (especially since those nasty hurricanes
the last couple of years). Houston is so important as a cargo port that it dwarfs the strategic
importance of any other Texan city - a fact that any Houstoner worth their belt buckle will be
certain to bring up in any conversation about the city.

When speaking like a Texan, remember to describe things in the ways in which they are big
and not in the ways in which they are small. It's part of the mindset. It's not lying, it's
bragging. So a Houstoner would say that "Houston is bigger than Dallas" while a Dallas
resident would say "Dallas-Ft. Worth is bigger than Houston." Both statements are true, but
the subtle differences in the statements change the meaning. The local accent is loud and
slow, but it's not ignorant.

City Statistics
Houston is a sprawling metropolis that has absorbed a tremendous amount of land around
itself. The entire city metropolitan area is about five and a half million, and nearly half of
those live in the actual city limits of Houston. On the supernatural side, there are about 800
Makhzen members in town, with Covenant, World Crime League, and Communes
contingents supplying about 100 members each.

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Houston

The city has an enormously important port, that handles about 200 million tonnes of cargo a
year. The port complex is 40 kilometers of shoreline, and has rail and road connections that
allow it to serve as a way point for much of the state and even the nation as a whole.

Houston is filled with violence and crime, having the highest murder rate of any city with over
a million residents. Back in the 80s, Houston was the murder capital of the whole country,
but a narrow nod to a modicum of law and modernity brought that into sufficient control that
there are now numerous cities in the quarter-million range that have more murders per
capita than Houston does. Still, other crime is largely unchecked and ignored. A car is stolen
every 10 minutes in the Houston area, no one thinks this is weird.

The original part of Houston are the 6 "Wards" (of which the first four are somewhat more
original than the other two). But as the city has grown and annexed more territory, it has
become 9 districts. And even that doesn't cover everything, because some people aren't
really in any of the districts even now.

City History
Houston was created out of whole cloth by some real estate speculators n 1837 following
the events of the Texian secession conflict. As such, Houston does not have a history
separate from that of the Texas Republic and the State of Texas. Even its name is taken
from general Sam Houston of the Texan separatist army. But these carpetbaggers weren't
just corporate whores looking to make a buck on land speculation and a cheap allusion to
the name of a recent war hero - they were also sponsored by supernatural creatures
associated with the Makhzen. One Baali named Archibald Corll ended up fronting much of
the seed money and so it was that the city had its first Prince before there was a single
standing structure or living soul in the domain.

Texas was originally a slave state, and in the first few decades of Houston's existence, the
Makhzen leadership were allowed to explicitly own people, and brought in humans from
Africa for the express purpose of being human beasts of labor and in some cases food.
Some of the immortal "old timers" get all misty eyed and nostalgic talking about these "good
old nights" and that's more than a little creepy. There was even an abortive attempt to keep
things like that after the civil war ended, but it was eventually considered too dangerous and
abandoned on June 19th, 1865 (still more than 2 months after Lee's surrender at
Appomattox).

In the years following the Civil War, Houston's Mehtar Council invested heavily into industry
and transportation, and by the beginning of the twentieth century the city was the largest rail
hub in Texas. In the year 1900, Storm Lords pitched in to send a hurricane to devastate
Galveston. This shattered Galveston as a port, and Houston received investment to expand

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Houston

its port facilities from all over the region and the nation. With millions of dollars of national
monies, the Houston development projects proceeded ahead and Houston has been the
port of record in Texas ever since.

The city has had a love affair with things that move all through the 20th century and
continuing to this day. Ship building facilities become a major industry during World War II.
The city airport has become a major connection point for numerous airlines, and of course
the Manned Spacecraft Center is so famous that people in space characteristically talk to
"Houston" whenever they have a problem.

Population booms have not been continuous, but rather came in distinct waves. In the
1950s, air conditioning made the city seem livable to a lot of people who had not otherwise
considered the place as fit for human habitation. And in 2005, almost a quarter of the
population of New Orleans was forced to up stakes and move to Houston after a hurricane
made landfall right in New Orleans.

Power
Houston has one of the wealthiest Princeps in human terms in all the Makhzen. In no small
part, this is because much of the Makhzen rests in the poorer parts of the world, but in no
small part this is because Makhzen members got in on the ground floor of the city and
simply have always owned large sections of it (at least, as far back as the city existed as an
incorporated entity). The Princeps controls a substantial amount of real estate in the area,
and has interest in a not insubstantial amount of Texas oil wealth. The net result is that
whoever the Princeps happens to be at the moment gets to live in a McMansion that looks
like it's from the set of Dallas and every member of the region's Makhzen government draws
an actual wage for doing so. And the higher you get in the Makhzen, the more money you
make. Mehtar pull 7 figures, and some of the higher ranked Harpies get similar salaries.

The Makhzen in Houston was set up by supernatural creatures that were consciously
emulating the escapades of the railroad barons of the early 19th century. As such, the
domain as a whole is called a "Barony" and while the Prince wields incredible wealth and
power, the Mehtar Council retains the ability to recall and replace them at any time with a
simple voice vote. The Mehtar are called "The Board" or "The Senior Partners" when in
mixed company to avoid breaking the Vow of Silence, and the names carry over even to
discussions amongst supernaturals. There are 8 members of the Mehtar Council, and each
one is the head of a "department". Each department has rules on how one goes about
replacing the department head. The departments are named by the numbers 1 through 9
(for historical reasons, there is no longer a 6th department), and the businesses covered by
each are pretty scattershot and bizarre. Each department has a name other than a number
in the charter, but these names are not used because they are now almost wholly irrelevant

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Houston

and in some cases embarrassing (such as the "Department of Indian and Negro
Management" that is currently engaged mostly in dealing with agricultural properties and
military contracting and whose members are much happier to be called "Unit 3").

The Storm Lords have their North American head office located in downtown Houston, and
while many members are also members of the Makhzen, the heads of the organization in
town maintain a separate existence. They have a lot of connections in the news and
aerospace worlds, and the independent Storm Lords are tolerated within the Prince's
domain.

Places to Go
Houston is titanic. The land area is simply not even comprehensible to people who haven't
been to Los Angeles or Oklahoma City. There simply is no sense of connectivity between
anything outside of the downtown area except through the expediency of getting into a car
(or an SUV, this is Texas) and driving there. Within downtown Makhzen domination is so
complete that pedestrians travel through tunnels six meters under the ground where they are
protected from direct sunlight and there are extra super secret tunnels that you need a
Makhzen distributed electronic keycard to unlock and travel through.

The Lyndon Johnson Space Center in Houston is such an iconic piece of of the space
program that people just call it "Houston" and everyone knows what is being talked about.
There is no way you could ever get there on accident, since it's divided from the rest of town
by a substantial amount of basically empty space. Still, there are totally tours of the facilities
often enough that there's a visitor's parking lot and showing up without having any NASA
credentials is not even weird. There are about a hundred buildings on the compound, and
only one of them houses the Madness Network's Evil Plant Research Facility.

The Houston Grand Opera is a justifiably award winning opera company with the kind of old
world feel that makes you want to capitalize the word "Culture". It may seem out of place in
Texas, the land of cowboy boots and giant belt buckles, but the fact is that Houston is very
urban. The truth is that the Grand Opera is perfectly at home here, and it is the cowboy
boots that people wear that are an act. The name of the building is the "Wortham Theater
Center" but people mostly call it "The Opera". As all good operas, it has its own phantom.
Supernatural sources refer to him as "kind of a dick."

The River Oaks Garden Club is housed in the old Forum on Civics that used to be run by
Boss Hogg (seriously). The Hogg estate donated it to the University of Texas and it has
since gone on . It is the most important historical building in Upper Kirby. This is a distinction
that even most residents don't understand or care about, because it is manifestly obvious

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Houston

that they live in "River Oaks" since everything in the area had the words "River Oaks" put on
them by the Hoggs. The Garden Club is ridiculously exclusive, and isn't like Boss Hogg's
organization in The Dukes of Hazard. It's way classier than that. It's more like The Skulls.

George Bush International Airport is one of the largest airports in North America, and is the
fastest growing airport in North America. It is the headquarters of Continental Airlines and
serves over forty three million passengers a day. It sends planes to more destinations in
Mexico than any other US airport. And - this is important - it is named after Bush Senior not
Bush Junior. Houston residents get kind of testy about that.

The Old Imperial Sugar Refinery is a factory that got shut down in the satellite town of Sugar
Land. The power is still on, and Imperial Sugar displays a giant cross there at night in order
to disrupt the sleep of unbelievers. Also it's basically "The Factory" from Buffy. Monsters are
given free reign there, and can plug anything they want into sockets. Power and water are
not monitored, and the good old boy cops do not respond to calls to go out there. So
seriously a succession of monsters just sets up camp there to do supervillain stuff. If
something weird is going down, "Let's go check The Refinery" is a pretty reasonable
suggestion.

Houston in Horror
When you say "Texas" and "Horror" in the same sentence, people immediately think Texas
Chainsaw Massacre. Which is fine and all, because it is a classic of the genre. And while it
does not actually take place in Houston or in a part of Texas that is particularly similar to
Houston, it is a good bet that any Houston based campaign will have the obligatory ride out
of town to the backward wilderness part of Texas where people like Leatherface live in
squalor with the rest of their ill-bred families of Mutants. There are seriously six movies in
that franchise, and some of them are even pretty decent. The lonely wilderness of the Texas
Desert is also home to such movies as No Country For Old Men and Blood Simple, and you
can really drive home the relentless isolation that everyone has out there.

But the great empty places are a place for Houstoners to visit. Actually living in Houston is
more like Office Space. If you go out of town, you're in Giant Gila Monster or Rocky Horror
Picture Show territory, but in town it's pretty much Reality Bites and Urban Cowboy. There is
also the undeniable Mexican influence, especially in nearby cities that were actually part of
Mexico before the Texian War. You can get cheapo stuff like Cemeterio del Terror if you like.
Actual Horror set in actual Houston is pretty rare. Houston is traditionally the "big city" that
people go to escape the horrors of the desert where no one is there to hear you scream.
Still, there are some second rate movies to look up for ideas: The Outing is a movie set in
Houston about an Ifrit who has laser eyebeams because he is an Iraqi bard; and The Swarm
is a terrible movie about a Swarm composed of bees that attacks Houston for no reason.

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Houston

Houston has tried to make itself look futuristic since the seventies, and many of the sets for
the original Logan's Run are just regular buildings there. Houston is also known for not being
taken seriously, and a good portion of the "horror" films with Houston in it actually comedy
films such as Student Bodies and My Best Friend is a Vampire (where vampires are the
heroes).

You can really hammer in these themes, and probably should because it's how supernatural
society feels about itself in that city. The corporate monster culture of Houston is seen as an
island of stability and civility that is surrounded and under siege by monsters that don't "get
it" and want to break everything they have worked to create. The Sheriff regularly sends
teams out into the wilderness to take down monsters and criminal gangs that are causing
enough problems in the boonies to cause the baleful eye of public investigation to fall on the
Big T (that's for Texas). And outright monsters come to town to make trouble on a fairly
regular basis.

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Kuala Lumpur

Kuala Lumpur by Night


According to Lao Tse, the reality of a hollow object is in the void and not in the walls that
define it.

In the heart of Malaysia beats Kuala Lumpur, a bastion of economic power that pumps
power and wealth through the veins of Southeast Asia. Kuala Lumpur is The Klang Valley
Metropolitan Area, and has about 7.8 million people in it. It contains two separate federal
districts containing Malaysia's twin capitals of Kuala Lumpur and Putrajaya. Areas outside
the federal district (but still in the contiguous metropolis) are technically in Selangor, which is
a province of Malaysia that is itself a constitutional monarchy with its own Sultan.

It is important to note that Kuala Lumpur is incredibly hot. It's built on a river in a tropical
rainforest, and if temperatures drop even close to 20 degrees people put on jackets. And
yes, you're in Southeast Asia, so you can buy pirated DVDs on the street or a plate of fried
insects from a stall.

City Statistics
Kuala Lumpur itself has about 1.6 million people in it. Putrajaya has only fifty thousand.
Shah Alam has about six hundred thousand. Nationally speaking, about two thirds of the
country's residents are Bumiputeras (that's a category of ethnic groups, of which the only
one you have heard of is the Malay people after whom the entire country is named), with two
thirds of the rest being ethnically Chinese, and two thirds of the rest of that being ethnically
Indian. In the sprawl, the numbers of Chinese and Indians are much higher. In the sprawl
itself, Chinese actually outnumber Bumiputeras people. Similarly, on a national level 3 out of
5 people are of the Muslim faith and only 1 in 5 are Buddhist. In Kuala Lumpur it's about
40% for each.

There are about 1500 supernaturals in Kuala Lumpur, and fully a third of them work for the
World Crime League's global bureaucracy. Most of the rest are members of the World Crime
League whose interests happen to be more local. The Covenant maintains an Apostolic
Exarch named Rokiah. She is the ambassador to the entire WCL, and her staff is pretty
small: just 4 monks and a "flock" of six. Makhzen members are more numerous and have
their own Mehtar Council of five members that is pretty much dominated by Nabau, an
ancient Leviathan who apparently stays in a giant War Form at all times and rarely leaves its
pit. The Makhzen boasts ranks of about 150 in Kuala Lumpur, and there has been some talk
of them breaking Putrajaya off as their own City with Nabau as Priceps. Members of the
Cauchemar Communes are not counted in the census at all, though they conduct business

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Kuala Lumpur

in Kuala Lumpur frequently enough that there are usually a couple dozen of them around.
Unlike the Covenant, the Communes maintain a rotating ambassadorial position that
changes every month or so based on the whims of the Revolutionary Committee.

City History
Kuala Lumpur is a young city by Asian standards. It's a young city by any standards, but it
really stands out in a region where people seriously begin sentences with "Two thousand
years ago..." It was created as a tent city around a tin mine in the 1850s and only became a
major city after a group of Chinese metal prospectors bought it for a song after the local
Malay chief was convinced that the area was haunted. This kind of Scooby Doo land deal
sounds exactly like something that the White Lotus would do, because it's something the
White Lotus did. This blatant grab for power, territory and wealth did not go unnoticed, and
World Crime League representatives quickly came in to take their share of the cut.

Having quickly forced White Lotus hucksters to provide kickbacks to triad enforcers, the
World Crime League pumped a fair amount of those resources back into development of the
territory. Within a few generations, Kuala Lumpur was a much richer and nicer place than
surrounding Sultanates. While it was a lawless frontier zone, it had modern plumbing and
electricity long before that became standardized anywhere nearby. By 1890 the region was
run explicitly by foreign pirates. The local pirate council kept things in line through fear, but
the burgeoning economy kept the city as a beacon of hope for Malays and libertarians both.

Kuala Lumpur changed hands several times. Being conquered by the British, the Nippon
Empire, and then the British again from 1895 until 1945. But in each case, the city was able
to cut itself a special deal guarantying local autonomy and power in exchange for bribes.
Indeed, from 1896 onward, occupying empires asked the people of Kuala Lumpur to run the
entire Malay Peninsula on their behalf in exchange for a cut of the profits - something the
World Crime League was all too happy to endorse. And when the country left the British
Empire in 1957, Kuala Lumpur remained the seat of power.

The turning point of Kuala Lumpur however, came in the early 1955, when the World Crime
League moved their headquarters out of Saigon to escape the purges following the collapse
of the State of Vietnam and the ensuing purges of the Republic of Vietnam. As the Vietnam
War intensified, the World Crime League sunk more and more resources into maintaining
Kuala Lumpur as a crime-ridden but relatively stable enterprise.

From the 1970s onward, Kuala Lumpur has flourished as the main city of both Malaysia and
the World Crime League. Whole cities have been created as planned enterprises all around
it to accommodate the population flocking to the golden hand of the Peninsula. Shah Alam,
Petaling Jaya, Subang Jaya, and more recently Putrajaya and Cyberjaya have been

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Kuala Lumpur

designed and erected to have a place to put all the people and institutions that wish to dwell
in Kuala Lumpur but are willing to settle for living in the Kuala Lumpur area. These planned
cities actually contain most of the population that people think of as being "in" Kuala Lumpur.

Power
The temporal power bases of Kuala Lumpur are staggering in their complexity. The high
sultan of Malaysia has his palace here, and the parliament of the national government also
meet in KL proper. The satellite TV system that provides media for the entire country, Astro,
also operates out of Kuala Lumpur. The Petronas Twin Towers (now just called the "Twin
Towers" as they are the only buildings remaining worthy of the title) is home to the Petronas
corporation, that has a hammer lock on the nation's energy resources. The financial control
of the country is Bank Negara Malaysia, which is also in Kuala Lumpur. But as soon as you
step outside the city limits there's a different sultan of Selangor whose palace is in the city of
Klang - and he also runs the police department in Kuala Lumpur, so he has actual powers in
the federal district in addition to being the constitutional monarch of the surrounding
province. All the metropolitan area outside of the federal districts is run from the provincial
capital of Shah Alam. The head of state and the judiciary of the country meet in the other
federal district of Putrajaya which is an aggressively Islamic area whose recent architecture
marks it as being something from the Middle East and not in Malaysia at all. And this is only
slightly surprising, because the country's most powerful religious leader - the Great Imam -
operates from Putra Mosque. And the nations dozens of off shore banks conduct business
right in Putrajaya in jovial contempt of Islamic concerns because the place's status as a
Federal District has left them functionally immune to taxation and prosecution. Meanwhile,
the country's informational infrastructure has been centralized in its own planned city next to
Putrajaya that is consciously patterned on San Jose and literally named "Cyberjaya" (that is
not a joke).

And if you thought that was complicated... you were right. Also, the World Crime League has
its headquarters - all four of them - in Kuala Lumpur and the surrounding metropolitan area
as well. The Captains Council meets in the offices of the Kuala Lumpur Train Station, and
have since 1967. The Quartermasters Council meets in Subangjaya some 30 kilometers
away in a nondescript office building that they (of course) control the entire floor of. But the
global bureaucracy that runs the Wealth Ministries of the World Crime League has its own
building that is a server farm in Kuala Lumpur proper - you might think that it would be an
adjunct to the Quartermasters Council, but it's not. The Territory Ministries have a central
data bank as well that is actually in the Thean Hou Buddhist Temple.

It is important to note that the country has a set of "Religious Police" whose duties are to
enforce morality and harsh Islamic laws - but are only allowed to use their powers on
Muslims. As a member of the World Crime League you get an actual membership card that

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you can flash to the Religious Police that makes them go away. You read that correctly, you
can get thrown in jail for drinking booze or sleeping with a woman, but only if you are (or are
suspected of being) a Muslim. The WCL issued proof of non-Islamic status by itself gives
you free reign to send the most vicious of the police forces packing. The reverse side has a
set of parliamentary phone numbers to call, and will make most other police go away as
well.

Places to Go
Kuala Lumpur is in many ways a shockingly American city. For one thing, you drive
everywhere. This is largely because everything you want to go to is technically in another
city that is 20 kilometers away and the only way to get there is by highway. Mass transit
blows, and surface streets are filled with impromptu gray and black markets and
pedestrians. The elevated roads are a sign of affection from the Buddha, and because of
them many residents never really get a good grasp on what is actually "between" any two
places they are familiar with.

The Thean Hou Buddhist Temple is one of the largest and most beautiful Buddhist temples
anywhere. It was erected just over twenty five years ago as some sort of inscrutable PR
move by a shifty and ill-defined group of Chinese businessmen. It is, of course, a Triad
money laundering scheme. If your first guess was that it was created to conduct World
Crime League business in, your first guess was pretty good. Large sections are open to the
public, but equally large sections are not, and the Ministries of Sorcery meet here regularly.

Kuala Lumpur Train Station is where you will probably have to go if you want to go anywhere
else in Malaysia. All those swell highways just take you around the sprawl. The roads to
other sprawls are kind of... not good. It's architecturally rewarding, having been built in a
crazed Indian style with Chhatris sticking up every which way. In 1967 portions of it were
converted into offices, and the Captain's Council of the World Crime League meets in those.

The Red Pearl is a restaurant that fronts for a brothel that fronts for a World Crime League
monitored portal to the Dark Reflection. If you go downstairs from the mainland-style
Chinese Restaurant, there's a shockingly high-class brothel there. Normally, Malaysia is a
"receiving" country for human trafficking from Indonesia, Cambodia, Thailand, Burma, and
China, but here they have prostitutes from as far away as Russia and Somalia. And they
aren't even kept in boxes, so they are in reasonably good health. But behind that there's a
bluish wall mirror that is big enough to drive a truck through - and they do.

The Petronas Twin Towers don't just show up in every single picture of Malaysia and
numerous spy movies and video games, they also have an office of the Hollow Ones.

Kuala Lumpur in Horror

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Kuala Lumpur

Chances are, you haven't seen any Malaysian horror movies. This is in general because
Baliwood looks down on the Malaysian movies for being "lame". Poor production values,
confusing writing, wooden acting, and atrocious dubbing are all there for your viewing
pleasure if you check out pretty much any of Malaysia's offerings from before the 21st
century. But the internet age is changing all that. Easy access to high quality digital film and
high-end steady-cam technology has really dropped the barriers to entry on good
filmmaking, and the result is a Malaysian film industry that can mimic the production values
of a standard J-Horror piece.

Puaka Tebing Biru is an atmospheric rumination on guilt and madness and the thin boundary
that keeps them from overwriting reality in personal experience. You can tell it's Asian
because the fact that the protagonist's mother doesn't approve of the main character's job
working in the forensics department of a hospital is something that drives her to insanity as
much as the ghosts. On the other hand, Jangan Pandang Belakang is a ghost story about a
man whose fiance was haunted to death by a spirit with serious plot holes, and it still
revolves around the main character going back to the village from the big city and being
haunted by evils from the past. This is a huge theme in Kuala Lumpur horror, because
despite the glittering sky scrapers and broadband internet, everyone has family members
who still live in 3rd world villages outside the major cities. These themes of familial loyalty
and the pull between the old ways of village life and the new ways of city life have a lot of
homology with South Asian and East Asian themes. Even if you can't get ahold of genuine
Malaysian content, you can do yourself a great favor watching Chinese, Korean or Japanese
ghost movies and some good old fashion trashy Indian monster movies. Kuala Lumpur has
a lot in common with both.

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New York

New York by Night


I want to be a part of it all, in the city, county, and state of New York.

New York has perhaps the greatest claim of any city for being the center of the world. That's
why everyone loves it, and that's why terrorists keep trying to blow it up. New York has a
yearly GDP of well over a trillion dollars, making the city have approximately the total net
worth of the entire Russian Federation.

New York is portrayed in songs and stories. In movies, TV shows, and radio plays. The New
York skyline is perhaps the most recognized on Earth, and landmarks throughout New York
are considered treasures by people all over the world. New York gets trade from all over the
world and beyond, and it is said that there is literally nothing that cannot be acquired in The
City. This is very nearly true; as things, people, and ideas are constantly flowing into New
York. The City never sleeps is something of a catchphrase, but it's an important cultural
concept there. The subways runs all night, and so do nightclubs. There is no time of the
night or day when you can't listen to live music or eat a slice of pizza.

And there's a cost for all this. People want to live in New York. And the market has spoken:
rents are obscene. New Yorkers live in cramped apartments with no kitchen table, and they
pay out the nose even for that. You're throwing down four digits to live in a cramped studio in
Hoboken, and people are OK with it. Because people would seriously rather live in a tiny flat
in New York than an actual mansion in Alabama.

City Statistics
New York is several things. It's the City of New York, it's the State of New York, it's the Five
Boroughs, it's the Twelve Counties, and of course it's the Tristate area metropolis. The Five
Boroughs by themselves are more than 8 million people, with the entire tri-state area
encompassing more than twenty. Its sheer size leads to hilarious statistics: there are more
Irish in New York than in the Republic of Ireland; more Jews in New York than in Israel. New
York ranks number one in the world as a city that people would like to live in or near, and a
goodly number of people have made good on that desire, more so than any city other than
Tokyo.

New York has no dominant Syndicate, and indeed many residents do not feel that they need
a Syndicate, on the grounds that local protection is provided by non-Syndicate organizations
such as Cults or even disorganized gangs. The largest of the major Syndicates is the
Cauchemar Communes, who boast about 2400 members (which ironically makes New York
one of the largest Cauchemar cities on the planet even though they don't actually control the

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city), but the Communes in New York sort of behave like two different Syndicates and are
more concerned with their own schism than they are with most other goings-on. The
Syndicate that can probably exert the most force is the Makhzen, with about 1900 members
and an infernally disciplined regime. The richest Syndicate in terms of dollars is the World
Crime League, who are actually based across the river in what is technically New Jersey
with about 1500 members. The Covenant is the smallest of the major Syndicates in New
York, with a total flock of about 1000.

The King with Three Shadows has a satellite fiefdom here under the iron and silver gauntlets
of Baron Capac. They have about 600 magical beings in fealty to the Baron, but they are
mostly Mirror Goblins, so it's not quite as big a threat as that sounds. The Shattered Empire
has maybe 100 actual supernaturals, but they have nearly a thousand humans and ghosts in
their weird theocracy. The Marduk Society has a division in New York, and it appears that
they have perhaps 200 actual Men in Black.

Because of the lack of total control by any Syndicate, other forms of organization hold
various territory. About 1500 supernatural beings are formally unaligned, but nearly half of
them have allegiance to organizations that are Cults everywhere else. All the Cults maintain
an independent presence, of which the largest is probably the Ulmi (at 120 members running
their territory) and the smallest is the Bacchanites (with only a couple dozen). The remaining
800 or so "unaligned" are often members of various supernatural gangs that are relevant
only within New York. The Morlocks, the Sharks, the Spiders, and the Jets are all gangs that
have made a name for themselves to one degree or another. But not a few creatures have
simply elected to stay loners and fade into the background of New York as other peoples'
problems. It's not entirely clear how many of these "monsters of the week" there might be.

The Special Threats Bureau has about 40 detectives in it, but their firepower is way in
excess of that would imply since they run joint operations with NYPD. The House of Murphy
has about 30 supernaturals working for it in town. Significantly more mortals, many of whom
have been indoctrinated into Sorcery to become Cultists. The Blue Star Faction appears to
have about 50 Triffid Soldiers, maybe 10 normal Earthly supernaturals, and perhaps a
hundred armed human fanatics. More worryingly, no one has a guess as to how many Pods
or Mantraps are running the show from their base(s) of operations.

City History
As the song says, New York was once New Amsterdam, a possession of the Dutch Crown.
The city was so German that it nearly pushed German as the official language of the country
(it failed by one vote). But years of Irish and Italian immigration followed by the harsh cultural
reprisals against Germans during WWI have all but erased New York's German speaking

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past. Tonight, New York is the most multicultural city in the world, with more languages
spoken than any other city on Earth (claims made by London and Toronto boosters
notwithstanding).

New York was famously once the stomping grounds of the Manhattans, a tribe from whom
the island gets its name. And it was first visited by Europeans in 1524. New Amsterdam got
its start in 1609 and was fought over by the Dutch and British starting in the 1650s and
lasting for two decades before it was finally absorbed into New York as a British possession.
This makes the city substantially older than the vast majority of permanent settlements in the
Americas, and a good bit of the architecture gives that away.

New York has gone through numerous subway systems, with the first demonstration line
going up (down?) in 1869. New York City ended up taking Edison's side in the battle
between him and Tesla in the 1880s and to this day the New York MTA runs on direct current
instead of the AC that everything else runs on. But there are also numerous tunnels left over
all over the place down there from various aborted or terminated projects. Like in
Ghostbusters II. But it's not just old subways. The City has replaced its gas lines, water
pipes, electricity connections, sewer outlets and much more on numerous occasions.

New York has been on the forefront of city planning and going back to the drawing board of
those city plans in social as well as engineering progress. New York was already a major
international metropolis when the modern concept of the Police and Fire Department were
invented. And the scars of those early experiments are still clearly visible in the modern
order. New York has gone through a past where Fire Fighters were rival gangs that fought
each other over the right to put out fires and charge the victims for the service. New York
has been through a past where order was maintained by having self interested armed gangs
run protection rackets. And New Yorkers take their civil servants pretty seriously as a result.

Power
No specific Syndicate lays enforceable claim to New York as a whole. The city is simply too
large, and functions more like a series of cities or even a series of nations than a single
metropolitan area from the standpoint of supernatural governance. There are enough
supernatural creatures in the New York area that it is simply unreasonable to expect that
even a long term resident know the names of even all the major power players of the
sprawling metroplex. However, while one can think of the city as being divided into multiple
domains, each under the control of a different Syndicate (or cult, or in some cases coterie), it
is difficult indeed to map the city out along those lines. A single city block may have the
streets claimed by a branch of the Black Spot, while the offices in the building above are
Makhzen territory and the subways below are crawling with the skulking members of the
Church of Set.

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Because New York is such an "every werewolf for himself" kind of place, every major Cult
operates regions of actual control as if they were Syndicates themselves. The Daziban have
a vault on 42nd Street near 5th Avenue, but unlike in other cities, the area around there is
treated as Daziban territory, and their rules apply as totally as Syndicate laws. The Codicier
there is an Android named Susan Calvin, and she is rather mad with power. But the thing is
that that sort of thing just isn't rare. There are gangs that patrol individual regions and even
just powerful individuals who refuse to acknowledge the authority of other groups. And with
the balance of power so precarious, it is often not worth the attention of any of the larger
groups to enforce their writ. Of course, sometimes a creature will push their luck too far and
get an entire Syndicate or even more than one to come down on them simultaneously. This
was the case of "The Whisper War" where the Covenant, the World Crime League, and the
Black Hand allied to take down The Whisperer in Darkness.

The Mayor's Office of New York City is astoundingly powerful, and the Mayor personally
wields as much social and economic clout as the heads of state of many nations. At any
given time, the Mayor of New York is a major public figure on a national and even
international scale. You probably can even remember some New York Mayors like Giuliani or
Koch. This is because the Mayor is simply more important than the Governor of Alabama or
the Taoiseach of Ireland. And so it is relatively unsurprising that the Mayor's Office
constitutes its own supernatural group which acts as a miniature Syndicate and operates
under the auspices of the city government. This organization, which is called the "Special
Threats Bureau" is headed up by a Nosferatu known as "Anchor" who is sometimes called
"The General". All supernatural creatures under his command rise rapidly to the rank of
"Lieutenant Detective Commander" and are empowered to call in regular human police to
enforce the Mayor's will.

The House of Murphy is a group of body snatchers and assassins who operate as an Irish
alternative to the predominantly Italian Ulmians. They were originally a family of
necromancers and ne'erdowells that was recruited into the Ulmi sometime in the 19th
century, but Father Murphy got too big for taking orders from Venice and broke off, forming
his own crime syndicate around 1914. They've been independent operators ever since,
growing in power and reach and becoming justifiably feared. The leadership of the faction
always passes to the eldest son of the last Murphy, even if that person is not a luminary.
Indeed, the current Murphy head is merely a cultist who does the paperwork. But he's really
mean, and his little brother is a Khaibit who appears to be played by Ron Pearlman.

Wall Street is a force to be reckoned with even while hiding behind the veil of the Vow of
Silence. While many supernatural creatures trade in public companies or appear to through
the pre-arranged selling of stock on the "open market," the fact remains that Forex is as a
whole blissfully unaware that vampires are anything more than a metaphor for what they do.
And pretty much everyone behind the mask has agreed to keep it that way. The use of
magic of any kind is by mutual agreement totally banned in the financial sector, and hunting

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parties are fast assembled to eradicate any monster that blows that. The bankers are simply
too well connected in the mortal realm, and all rational magical creatures fear the kind of
armed response those bankers could pull down if they panicked.

The World Crime League in New York runs their things from across the river in Jersey,
amongst a set of factories and refineries called "The Chemical Coast". The local Captain is
an albino Mi Go known as "The Swede" by people who respect him and as "The Swedish
Chef" by those less favorably disposed. The local Quartermaster is a Golem made of
brownish limestone and flint named Iztli. The WCL mostly does shipment embezzlement and
drug running to fund itself in New York, and it is pretty well funded.

The Communes in New York have two separate social experiments going. One of them is a
cult of personality inspired by Fallen visionary Amelie Goudarte. They hold inspirational
meetings in the Long Island City Ice Pavilion and follow her 7 point plan for success. The
other major faction is an informal set of meetings that occur at some apartments, cafés, and
a record store around 7th Avenue and W25th. They call themselves such evocative titles as
"Coffee Night," "Taco Time," and "The Upright Citizen's Brigade". These loose knit meetings
have no clear overall leadership, and have literally dozens of Demagogues, often with
purviews that are seemingly quite limited.

Makhzen activities in New York have a tendency to take place on the 13th floors of buildings,
because Cayuga, the Daeva Prince of the Bronx has noticed that a lot of elevators in New
York don't officially go to the 13th floor, thus leaving the possibility of renting out actual 13th
floors and requiring special keys or button combinations to get there. The Prince apparently
thinks this is awesome, because the Makhzen uses this setup all over town. The Mehtar
Council meets in different locations on different days. Unusually for a Makhzen domain, the
Bronx Domain has a couple of Asura in its Council.

The Covenant in New York have an insular and paranoid church whose cathedral is located
underground in a now defunct area of a previous generation of New York's subway system.
The Apolostolic Exarch is a Fallen named Vigo who stores people in paintings. Vigo wants
his Priests to prepare their flock for a war that he believes is coming, a series of demands
that have served to alienate the clergy from the leadership.

Baron Manco Capac has a demonic fiefdom in North Brooklyn. It's apparently associated
feudally to The King with Three Shadows, and it is run out of a series of nominally
abandoned buildings in Crown Heights. The Goblins and Spriggans at his command seem to
not care a whit about accumulated filth, and the human residents are generally convinced
that it is a series of meth labs. They are kind of right, in that the Barony does sell meth to
finance itself with human dollars.

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Port Ivory in Staten Island is host to a chapter of the Shattered Empire. They have a cult
going called the Temple of the Rain Dragon, which they use to get ordinary people to
worship what appears to be a Deep One as the prophet of the "Rain Dragon". They move
around and operate in secret, but their indoctrination of ordinary humans has left them with
the kind of media presence that makes other supernaturals very nervous.

The Marduk Society has infiltrated the FBI field office in New York. Their offices are on the
24th floor of the Federal Building, and they have convinced the local Bureau chief that they
are a top secret investigative branch charged with taking over any cases with the "X-" or
"Fringe" designation. They also have some sort of bio labs off site, but their location is at
least currently a successfully hidden secret.

The Blue Star Faction is a group of zealots who appear to work for Pods. Inductions are
forced, and they appear ambivalent about taking casualties. They have contacts somewhere
in Central Asia from whom they get weaponry and heroin which they use to finance
themselves. Blue Star soldiers appear to not eat well or sleep often, but are generally highly
motivated and frighteningly well armed. Some of their equipment appears to be otherworldly.
The location where they actual convert people into soldiers is probably somewhere in
Riverdale.

Places to Go
Getting around New York is something of a trial. On the one hand, chances are good that
wherever you're going isn't actually that far away - there are literally millions of people within
a couple of kilometers of you at any time, and if you want to go to an Ethiopian restaurant or
a Korean bakery, you can just do that. And yet, the place is just long enough that the place
you're going could very plausibly be 5 or 10 kilometers away. People end up taking the
subway a lot, and yet there are still places that the subway does not go. People would like to
drive a lot of places, but there is seriously nowhere to park. Actually owning a car is
madness, and most apartments don't even have available street parking, so using cabs is
considered respectable and normal. The average New Yorker takes so many cab trips that
they won't even blink on sharing a cab with a total stranger. And most cab drivers won't blink
at taking a weird monster across town. Werewolves in war form might not even be the worst
they've seen.

Mr. Wing's Antiques is a hub of sorcerous trading, and an excellent place to barter for magic
or information. The place is just off Mott street in Manhattan's crumbling Chinatown, and
there are some completely unrelated apartments upstairs. Mr. Wing does not take American
Express (or any other credit card), but he is willing to part with mere historical relics for cash
(especially White Lotus Hell Money) or kittens. Agree to proper feeding and care and putting
down the right price, he might even sell you a Mirror Goblin.

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P*ONG is an upmarket and impossibly hip eatery in Greenwich Village where patrons get
small plates of impossibly weird cuisine. The proprietor is a reasonably well known chef
named Pichet Ong. The gimmick is that sweet and savory are mixed together to make
delicious and unique cuisine. And unique is right, because the Thai culinary superstar is
entirely willing to cater to the even more unique tastes of supernatural creatures that order
off menu. Ong's staff are willing to literally bleed to make the perfect dishes for the
establishment's pickier clientelle.

It's the realm of horror, you know there are alligators in the sewers of New York! Well, sort of.
New York City has an archaic system of storm drainage called the Combined Sewage
System. It is a single set of tunnels that receive effluvia from the sewage outlets of buildings
and also receive storm water runoff from the street. This has several effects, most notably
that these tunnels are incredibly gross, but totally traversable during dry weather. Also this
means that during storms, all the water and untreated sewage mixes together and has to be
stored in underground reservoirs to keep it from overflowing directly into the Hudson. And as
you might imagine, these reservoirs do not cover the entire tunnel system, so after every
major rain there's a bunch of untreated sewage popping out of the combined sewage
overflow anyway. So yes, a rain storm sends poop into the water, and yes there are massive
cyclopean underground structures that have brown waterfalls into voids and albino alligators.
But the alligators don't technically live in the sewer pipes, they live in the Combined Sewage
Overflow Reservoir. Tunnel dwelling supernatural residents call it the "Sea Sore" and get
totally snooty if outsiders call it "the sewer".

Nowhere better embodies the Yogi Berra quote of "No one goes there anymore, it's too
crowded!" than Times Square. Traffic became such a nightmare that the Mayor's office shut
it down to vehicular traffic altogether. The place is now a pedestrian mall, and getting a hot
dog or kebab at Times Square is still a least a dollar more expensive than getting it
elsewhere in town.

Central Park is likely the most famous urban park. It's very large, and comes in at 3.4 square
kilometers. It has its own zoo, more than one ice skating rink, and a famous carousel. Cenral
Park appears in more movies than you can count, and wherever you live, you've probably
seen parts of it. The park gets about 25 million visitors a year, which works out to about 3000
visitors an hour. Needless to say, wherever you are in the park, you're not actually alone. As
such, Central Park really doesn't host much in the way of outdoors magic. When sorcerers
want to do stuff amongst trees, they leave the boroughs and find a discrete place to do it in
Jersey. Which is not to say that supernaturals don't do stuff around there, because they do.
But they do it inside, either in the basement of the Natural History Museum (where the
Church of Set keeps a magic golden tablet) or The Met (where the Hashshashin have
regular meetings), or the Guggenheim (where the Rolnicy have some sort of laboratory).
Central Park is considered a high value target to control, but actually fighting or using
powers in Central Park is considered to be insane.

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The Hot Lap Dance Club is, according to a number of reliable reports, the number one strip
club on the planet. It was shut down by a paramilitary assault stemmed from a pissed off
police commissioner attempting to suppress the owners (who are themselves high powered
lawyers and liberal political activists). None of the charges stuck, but the damage was done,
and the Hot Lap Dance Club now operates only unofficially in a shallow dark reflection of a
Hell's Kitchen loft. The red, fire themed decor is particularly apt considering that is in fact in
Limbo. Which means that whatever you think of the rest of the top ten list, the Hot Lap
Dance Club is definitely not the best strip club on Earth, because it's not on Earth at all.

The Goblin Market is well accessible from an alleyway that is near the Brooklyn Bridge.
Despite being a major part of Limbo, it does not seem to be part of Baron Capac's domain.

The building with the crazy gate in it from Ghostbusters is a housing cooperative at 55
Central Park West. And yes, it has a locked Shadow Gate in it. So if do things right you can
pull through a bunch of Poltergeists.

New York in Horror


New York is one of the two major centers of media production in the United States, and is
probably second only to Los Angeles in terms of international media impact. As such, it's in
a lot of movies, and a lot of them are very bad. But it's the centerpiece for Ghostbusters and
that counts for a lot.

Gremlins only takes place in New York proper during the scenes at Mr. Wing's, with the rest
taking place in a New Jersey Suburb called Kingston Falls. The second movie takes place in
New York pretty much the whole time. This is as good a time as any to talk about the
freneticness of life in New York, and how films portray this in terms of monster attacks.
Whether it's a horde of ghosts in Ghostbusters or a horde of mirror goblins in Gremlins, New
York is metaphorically overrun by things you have to deal with all the time, so having it
actually overrun by monsters makes emotional sense. The place is so frickin huge that these
sorts of things can actually be covered up later - Gremlins II pretty much takes place in one
building, so despite the incredible carnage, that's something that might not make the news if
creatures were pulling the right strings.

But it's not just little monsters that attack New York, indeed the city is second only to Tokyo
in being threatened by giant monsters. Whether it's Groverfield or King Kong himself, New
York is a classic giant monster target. Possessed of some of the most iconic giant buildings,
New York is an ideal playground for the titans to scuffle in. That tree thing from Hellboy 2 or
the Stay Puft Marshmallow Man are classic examples. People feel small walking through
New York, and nothing brings that out in people like taking on a 17 meter tall ape.

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New York is also a good metaphor for isolation, perhaps ironically considering its status as
the second most populous city on Earth. But that metaphor totally works, because everyone
is aggressively aware at all times that there are millions and millions of people all around
them and they literally can't share a thought with all of them - or even look them all in the
eye before they die of old age. So New Yorkers have something of a "not my problem" field
protecting them at all times. And that really works as a good source for horror. Many movies
capitalize on that sense of social isolation to good effect, such as Rosemarie's Baby or Cat
People.

And lest we forget, New York is the template for a very large amount of superhero movies.
Spiderman, Batman, and so on. Yes, Gotham is identifiably New York. Superheroics work
well in the context of New York's constant rain of problems and total anonymity for the
individual. That is: first there are 8 million stories in the naked city, and this story is just one
of them; so your prospective hero never has to wait around for something to do, there's a
monster of the week every week; and secondly people seem ugly when you're alone; and in
New York you're totally a stranger. You could fight crime without a mask on, and people
might still never figure out who you are.

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Paris by Night
Change is Constant. If you find that Terrifying, it is because you are sane.

Paris is the capital of the Sixth French Republic. It has been the capital of all five previous
republics and the seat of all three recent attempts at having a monarchy of Metropolitan
France, and both French Empires. Of all the nations that called themselves "France" in the
last three hundred years, only the brief lived fascist government elected to place their capital
anywhere else (they put it in Vichy instead). The current nation is over fifty years old, putting
it in second place after the Third Republic which persisted for seventy whole years. There
has never been a nation that has owned Paris that did not have at least one woman born
before the country's inception live to see its death.

City Statistics
"Paris" is defined many different ways. It is of course a city, but it is also the administrative
heart of the country - and in this aspect it is called the Île-de-France. The City of Paris has
about 2.5 million people in it, but the contiguous urban area that surrounds it called the "aire
urbaine" has another 10 million. The French definition of the aire urbaine requires that all
parts of it contain at least 40% of their population that commutes into Paris, so on a typical
workday it is no exaggeration that the city center will swell by more than four million or so
people. It gets crowded.

The urban extent of greater Paris is divided into sections that are called "communes"
(linguistically related but ultimately distinct from the Cauchemar Communes Syndicate) and
they are individually distinct from Paris in almost exactly the way that Colma is distinct from
San Francisco or Harlem is distinct from New York. A Parisian commune is often defined
historically and so they range in size from a few hundred to over a hundred thousand people
each. Some communes are basically just neighborhoods, while others are large and
important enough to have many neighborhoods in them. But hey, there are over fifteen
hundred communes in total and they can't all be gems. Heck, there are relatively few people
who even know all the communes of Paris, and the government itself seems to have
forgotten about more than a handful of them.

But Paris also gets filled with the Supernatural. France is big noise in the secret world
mastery department, as well as medical research and of course it is perpetually near the top
the art and fashion scene. And that attracts supernatural creatures. The Cauchemar
Communes alone claims a membership of about 2000, and if anything that number is a bit

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low since there are a number of cells of the Communes that follow the instructions of the
Revolutionary Committee in a double-secret fashion, and the Cauchemar seriously do not
know exactly how many of these guys there are.

Paris is well acknowledged to be under the complete "control" of the Communes by the
other major Syndicates and none of them really try to exercise much in the way of power in
the city. The World Crime League hosts an embassy and shipping business that hosts about
120 League members. The Covenant is very weak and ill-trusted in the city, and the
Apostolic Exarch has just a couple dozen in his flock. The largest foreign Syndicate is the
Makhzen, who have about 200 members. But they are extremely poorly organized, and
actually have three different Mehtar councils that meet in three different languages (Arabic,
French, and Hausa) and don't seemingly acknowledge each other. Currently when the Inner
Circle wants to send a communique to the Revolutionary Committee they do so through the
French-speaking Mehtar Council that meets in Clichy-sous-Bois, but that has changed at
various times and may well change again.

Paris is the 17th largest economy of the world, falling comfortably between Turkey and
Holland. If you compare it to cities instead of whole countries it comes in 5th. It has millions
of square meters of office space and is easily and contemptuously the most important and
richest city in Europe. While there are many groups and individuals who go to Paris and
never make it, it is a simple fact that any organization that doesn't have a presence in Paris
simply does not matter on the world stage. So it should come as no surprise at all the
Shattered Empire, the Marduk Society, and The King with Three Shadows all have a
presence in Paris as well.

City History
Paris has been held by three Syndicates. At the dawn of the Common Era it was a minor
Makhzen outpost deep in Gallia. But just eight hundred years later it was firmly under
Covenant control. Less than 800 years later the Cardinal had renounced the Covenant and
the city was under the sway of the Ash Walkers. All out supernatural war ripped the city
apart, and ultimately the remaining Ash Walkers fled to Switzerland. The devastated
supernatural population recovered mostly from immigration, and within two centuries the
replacement Cardinal had been executed and the city was under control of the Communes.

The history of Paris as a city is well over two thousand years in the making, and from the
human end the rise of the might of Paris is pretty much synonymous with the creation of
France as a nation and the development of French nationalism and national identity. The
King of France was once basically just the mayor of Paris, and as he extended his reach, the
borders of modern France became a reality. But in terms of supernatural history and politics,
almost none of that matters. By the late 1600s, the Red Crusade had one way or another
basically emptied the town of supernaturals of all types. The Ash Walkers had not been kind

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to those members of the Covenant who had not accepted the reforms, and when the
Covenant had retaken the city they were at least as harsh to those who had. By the end,
seemingly every native supernatural creature of Paris had fled or perished. At that point,
Paris' status as one of the richest and most powerful cities in Covenant territory made its
resettlement a high priority. And while new generations of Transhumans, Witches, and
Leviathan rose from human stock, the Covenant nevertheless sent many members of the
flock to live in Paris and re-establish control against their inclinations. The Anti-Pope vowed
not to lose the city again, and employed methods of control on the flock of Paris so severe
that less than a hundred years later the city was again in open revolt.

Cauchemar history is tied closely with the French Revolution. Both because the early
Communes made common cause with mortal revolutionaries and because the general anti-
church fervor is pretty similar across both groups. It's important to realize that there are
crucial differences in that the Cauchemar Commune really only had one enemy: the Anti-
Papacy and the Priests who spoke for it. They didn't have a three headed dragon of
King/Noble/Priest to fight, and so the Communes never got as paranoid as the mortal
revolutionaries did. However, the opposition they faced in other nations was no less
complete - for the beheading of the Blue Cardinal was a rallying cry that hardened the
position of the Heresiarch Council and they bade every Covenant City to form military orders
to fight the Communes. And fight they did, though it went surprisingly badly for the
crusaders. The Communes took major cities all the way from the Low Countries to the
Iberian Peninsula. As the 18th century wound to a close, mortal agents of the Communes
smuggled Communes warriors into Rome and the Heresiarch Council was almost expunged.
Romanian Blood Knights turned them back at the very gates to the Black Vault, and lines of
truce were drawn. The Cauchemar of Paris called for military excursions elsewhere and their
agents toppled the Bumin Horde altogether. But between the Covenant and the Communes
there was peace, and thus Paris itself did not feel the sting of supernatural war all through
the 19th century.

But even that peace eventually came to an end. In the early part of the 20th Century the
Black Crusade began and Covenant forces began in earnest to attempt to reconquer Paris
and destroy the Communes at their core. They had forgotten nothing, and they had learned
nothing. This invasion was brutal and destructive, but ultimately futile. Not only did the
Communes end up in control of basically all of Deutschland and Scandinavia, but the Anti-
Pope's position in Rome was almost completely discredited both in and out of Europe. But
perhaps the most important fallout as far as the supernatural citizens of Paris are concerned
is that any feelings of sympathy that the average supernatural Parisian had towards the
Covenant were squeezed out like blood from a stone.

Mortal government has changed over a dozen times since the Communes first raised their
banner. But supernatural society tends to mostly ignore it these days. The mortals that the
Communes made common cause with over two centuries ago to attempt the seemingly

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impossible task of toppling the church are all dead. These nights the Communes lack an
identity with the French Nation, and there hasn't seemed any pressing need to tie their fates
to those of any of the seemingly endless parade of human governments. The Communes
have in their way become the disinterested and out of touch creatures of darkness they took
arms against when musket-balls were cast by hand.

Power
When pushed far enough, the crowd will accept nothing less than blood. And why should
they?

Paris is an interesting mix of nationalism and internationalism. On the one hand, Cauchemar
ideology strongly supports expansion and cooperation with supernaturals from other places.
On the other hand, the wounds left from the "Resettlement" after the Red Crusade and the
outright war of the Black Crusade are still pretty fresh in the minds of many of the older
Parisian supernaturals. Xenophobia is pretty common amongst the magical creatures of
Paris, and while they have reasons, it's definitely incongruous with the internationalist
rhetoric that gets everyone fired up around here.

Politics in Paris are really... complicated. And that's hardly surprising in its way, because the
entire political system basically runs on the personal charisma of whoever happens to say
that they are running it today. Outside the direct sphere of influence of the Revolutionary
Committee, Paris is an anarchist commune grown to about the limit of what that system can
support. Anyone who wants to put a project together pretty much just has to convince
enough other members that it's a good idea for them to help with the project. Quite often
who is "in charge" of a project may not be especially clear - more than one creature who is
thought of as a demagogue by another actually thinks that the other is actually the
demagogue!

The really important thing is that the Communes have no problem with supernatural stuff
showing up on the TV, so long as no one can track it down to anyone in particular.
Anonymity isn't just government, it's a way of life. And it's the soul of the Communes'
Silence. So sometimes the news will just report a strange sighting of a huge ghost cat or a
crawling mass of murderous shadow. As long as it stays rumor and no names are named,
the Communes are totally happy to just let the story die in a newscycle or two and not name
any names. If anyone gets named or specified however, they can expect the Vanguard to
come looking for them with sharp knives.

Second to the Revolutionary Committee, the largest power base is the Committee for Public
Safety. They are the self appointed guardians of order in Cauhemar society. Not just in
Paris, but the whole world. The Paris Committee for Public Safety gives marching orders (in
the form of "suggestions") to Cauchemar Vanguards all over the globe. And these are

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basically followed, despite not being theoretically binding, because being thought of as a
Vanguard pretty much implies that you follow the suggestions the committee gives, and
being thought of as being on the committee pretty much implies that Vanguards follow the
suggestions you give. While there are nominally no leaders, rules, or binding orders, the
Vanguard is the most regimented and tightly disciplined of the communes in the Cauchemar
Communes.

Other communes certainly exist, and they are usually drafted as either an advisory
committee (like the Revolutionary Committee or the Committee for Public Safety), or as
social clubs without even acknowledged informal leadership. These tend to have names that
represent their function or goals such as the "Independent Artist's Salon" or the "Ensemble
of Dangerous Madmen". Coming in all sizes, it is generally expected that even Bands in
Paris will name themselves, because if they don't, others will find a name that fits for them.

Places to Go
The Paris Metro goes around central Paris with pretty good coverage. But the aire urbaine
has been expanding much faster than new Metro stations have been put up. If you get out of
the City of Paris, and certainly once you're out of the Île-de-France, you're pretty much
required to get into a car and drive somewhere. Once you're in Paris proper, traffic and
especially parking is a nightmare from which there is no respite or escape. For this reason,
many Parisians drive to the outskirts and then park their cars and switch to mass transit or
bicycle.

The Catacombs of Paris are a creepy testament to something or other. They are the remains
of a spiderweb of stone mining tunnels underneath Paris, and some of them have been
converted to other uses. Most famous of course is the ossuaries, which are tunnels that
have been filled up with the bones of the dead, both in jumbled piles and in neatly arranged
rows. But that's just the part on the map. There are secret tunnels that lead to chambers that
are used by criminals as full service movie theaters and literally underground fight rings
(seriously). And if you go to the right part of the caverns, there's a way to straight up walk
into Mictlan. Many Leviathan and Vampires of all types make their homes in the catacombs
where the light of the sun and the eyes of the law never reach them.

The Louvre is possibly the greatest art museum that will ever exist. It's huge, and it has
works seized from all over Europe and the world. Like the British Museum, walking through it
like touring an active crime scene. A beautiful crime scene. The Louvre had been a palace
for centuries, but it became a museum in 1793 when the Revolutionary Government and the
Cauchemar Communes needed a place to store all the shit they had taken from the previous
power groups. It's served by two metro stops, it has tens of thousands of priceless objects of
artistic and historical significance, and it has a secret underground portion called "The Vault"

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where the Communes keep all the magic stuff that they don't know what to do with or that
they think needs to stay under lock and key. Above ground and below, The Louvre is
perhaps the greatest monument to the might of France and the Communes.

Moulin Rouge is one of the oldest and most influential nightclubs ever. It's not just a movie
where Australians and Scots play French people, it was literally the center of the world wide
decadence movement in the 19th century. Over the top burlesque, absinthe by the glass,
and sound-proof rooms. What more could you want? It's also the home of a group of totally
dead-serious "whore witches" who really seem like they belong in the pages of Tarot. Expect
to drop a fair amount of change, because while the area is glamorous as anything you've
seen, it costs a hefty pile of euros to even get a plate of hors d'œuvres.

L'Ile Saint-Denis is a suburb North of Paris proper, but the commune is actually on an island
in the Seine and is only a few kilometers out from Paris. There is no metro or rail connection
here, and the area has become a ghetto for Africans and Arabs. The majority religion is
Muslim, and most people here don't speak French. The French authorities don't really try to
enforce order, and it probably wouldn't go well for them if they did. Missing people are pretty
common, and thieves from all over the city come to trade their hauls back and forth. It's just
across part of the river from the regular Saint-Denis, which is the industrial commune where
the football stadium is. It's important to realize that you can cross over from what is
apparently the heart of France to what looks like a Moroccan black market just by crossing a
bridge.

Le Depot is the largest gay sex club in Europe, not counting BDSM micro nations like Other
World Kingdom, Llanrwst, or the Dominion of Melchizedek. It is dark, huge (over 1400 sqm),
and rather... strong smelling. There are theme rooms and an actual on-site maze. It attracts
sex tourists from all over the world and gets a lot of vampire traffic. Every wannabe Lestat
simply has to make an appearance here, and the proprietor plays the Marquis de Sade role
as well as anyone. If you prefer to have lace and ruffles at your collar or just like wearing
black leather straps, this is a place to visit. For others, the high prices, rampant pick
pocketing, and probable std threat will make it somewhat distressing. Still, supernatural
creatures can and do get a lot of business done here, as it is a place where you can be
overheard saying absolutely anything about supernatural politics by "normal" people and still
be completely ignored.

Paris in Horror
If you're from the US, there is a good chance that you think of Paris as romantic and
sophisticated. Certainly, that is the way it is portrayed in a great many movies. And that's not
unreasonable, considering that Paris is genuinely a hub of art and artists, both of whom are
known for sophistry and romance. Actual French horror cinema probably gets the most
props for having brought the concept of "erotic horror" to the fore in a way that is way less

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gross than the offerings of Tokyo. Las Comtesse Noir and Le Viol du Vampire are famous
movies that feature our two favorite things: vampires and naked ladies. But it's not all sexy
vampires, there's La Morte Vivante (which inspired the excellent Rob Zombie song "Living
Dead Girl"), which is about zombies and naked ladies.

But it's not all even about naked ladies. You can get some good old fashioned paranoia and
distrust out of Eden Log, Malefique, or Cache, and you probably should. There is an
amazing amount of reanimated Nazis and the dangers of "chemicals". Pesticides in French
movies raise the dead, chemical concoctions transform normal people into Mr. Hydes, and
so on. From Le Lac Des Morts Vivants to L'Ambime des Morts-Vivants, the Nazi-Zombie
problem in France is apparently pretty intense. And indeed, it is. Between super science and
a large number of Death Gates, Parisian supernaturals have to deal with Castle Wolfenstein
reduxes fairly often.

French Film also gave us some of the greatest chase scenes in history. If you are willing to
take a step back from specifically Horror, District B13 is probably mandatory viewing for
anyone wishing to describe any action scene. Hell, one of the premiere car chase scenes is
in The French Connection, which isn't really French Film, but it is connected anyway (sorry,
had to be said).

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Prague

Prague by Night
Countries come and go. Institutions last forever.

Prague is a small but historically important city located smack-dab in the middle of Central
Europe on the banks of the Vltava River. It seems incomprehensible that you could attempt
to conquer Europe without taking Prague along the way, and so it is that the city has
changed hands six times in the twentieth century alone. Tonight it's part of NATO and the
EU, but it is a good bet that the moment another power struggle breaks out in Europe that
Prague will change hands a few more times. And yet throughout the political turmoil the
Bohemian people have pretty much gone about their business. They have a bureaucratic
system that works for them, and they see no reason to change how they do things just
because there are foreign soldiers marching through their city again. And while the parks are
crowded with monuments to the might of the Germans, the Russians, the Italians, and even
the United States - from the perspective of the Bohemian on the street the bare fact of the
matter is that their bridges, university, and theater system predate Columbus' expedition to
the New World.

City Statistics
There are about 1.9 million human people living in the greater Prague area. Prague is
divided into a series of sub-cities that all have names, but while under Communist
occupation they were also numbered for postal considerations. So rather than worry
overmuch about whether you're in Motol or Střešovice, a visitor can simply get by being in
Prague 5 or Prague 6. Prague 1 is in the middle, and the numbers go out to 20 in a rough
spiral, but people hardly even think of the areas outside the core 8 as being in Prague. The
city is small enough that you could walk across it if you wanted to. And between the twisty
medieval streets and the gleeful disregard of stop lights, traffic is bad enough that if it weren't
for the comprehensive mass transit system you seriously might want to do that.

There are about 400 supernatural creatures living permanently in Prague, and most of them
are members of the Covenant. It is of historical note that the "modern" methods of making
every single kind of Animate were developed in Prague, and so it is perhaps unsurprising
that the Animate population of Prague is disproportionately large, with nearly a hundred of
them walking around. The largest secondary Syndicate is the Communes, with about fifty
members in town (most from Russia or France), with a quite small and relatively recent
immigrant community of World Crime League members (mostly from Vietnam) and Makhzen
members (mostly from Turkey or Bulgaria).

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City History
The city was the capitol of the Holy Roman Empire in the 14th century, and there was a
serious attempt to get the Covenant papacy moved to Prague at that time. In anticipation of
this, Cardinal Čáslav of Prague created a number of bureaucratic institutions intent on
making running things easier. It is from this point that the Faculty of Sorcery was created,
which is a monastic order dedicated to magical research. The Covenant hierarchy in Prague
has changed remarkably little since then, weathering Bohemia's absorption into the Hussite
Territories, Austria, Poland, Moravia, Lusatia, Silesia, Hungary, Germany and Russia. The
Cardinal of Prague has always adopted a "wait and see" approach to politics and an
ambivalent attitude to religion in general, attitudes that have in recent nights been brought
into mainstream Covenant culture. And yet in times of crusade (such as the infamous Black
Crusade of the 1930s and 40s), Prague's lack of action to advance the faith has been seen
as a mark of betrayal. In 1941, Cardinal Čáslav had to go into hiding for several years when
the Antipope sent in a more fervent replacement in the form of Cardinal von Moltke. But
even in those days, the Prague Covenant went on pretty much as before, with priests loyal
to Čáslav simply carrying on in secret. When Soviet vampire hunters took out von Moltke in
1945, the old regime came back with barely a hiccup. The religious leaders of the city
weren't especially concerned even when von Moltke's black clad inquisitors were actively
hunting them because Čáslav had been "deposed" seven times previously.

While the oldest Golem in Makhzen records was an idol brought to life in Libya that was
ultimately destroyed in a war with the Maltese Troll Kingdom, the modern clay + power runes
system was developed in Prague by a Rabbi. The first recorded Frankensteins were
mummies made in Egypt with mystic oils, but the modern system of corpses and lightning
bolts was invented by Viktor Frankenstein while he was studying at the Faculty of Sorcery in
Prague. The first Android on record was a Greek hollow marble statue filled with blood, but
the modern robot (and indeed the word "Robot") again comes from Prague. The city's
supernatural community is justifiably proud of their life creation work, but they have several
times been decried as heretics and blasphemers for doing it (most recently in 1938 and
before that in 1848).

After the surrounding country became Communist, a fair number of Cauchemar moved to
Prague and attempted to get the domain to revolt against the Covenant altogether. But while
external Covenant elements had done some pretty atrocious things to the city inhabitants,
this was not enough to shake the traditional trust in Čáslav. The Cardinal famously reported
that the Inquisition and the harm it had done were "von Moltke's problem." The Communes
haven't really stopped trying to take the place over, but the local Covenant's take on the
matter seems to mostly be "meh." It's their response to most policy disagreements.

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In the 1970s, Czechoslovakia opened its borders to enemies of the West. And as a result a
noticeable number of Vietnamese and Bulgarian people came into the city. And with them
came representatives of the World Crime League and the Makhzen. The Cardinal's
statement to the newcomers has simply been "What you do and what you believe are your
problem. Do not spill my beer." And as such, diplomatic relations have been fairly positive.
During this period people (and to a much lesser degree supernaturals) from all over the
Soviet sphere of influence also appeared in town, and as a result the city boasts a
Mongolian Criminal Syndicate. If that has any supernatural underpinnings, it hasn't come
clean about them to the rest of supernatural society.

In modern nights, the Czech Republic is a member of the European Union. And while it
hasn't really changed the way its internal institutions work in a manner that the EU finds
satisfactory, it has opened its borders with the West. Now you can get on a train and travel
from Paris or Rome to Prague without ever showing an ID or a passport. It means that the
number of supernatural creatures wandering in and out of town at any given time is pretty
large. With access to world famous beer, theater, and nightclubs, many members of the
Covenant (and other Syndicates) make it a point to visit Prague.

Power
There are no Military Ordinals or even any Orders Militant operating in Prague. There is
simply the main religious branch and the Faculty of Sorcery. As such, almost everyone
comes under the purview of Cardinal Čáslav, who has been mostly in control of the situation
for over six hundred years. He's a Nosferatu of renowned apathy and cowardice. He doesn't
collect tithes, but he does take bribes. Not secretly either, there is seriously a "bribe bowl"
right on his desk. The Faculty of Sorcery is run by Prelate Korvin, a Khabit who achieved
immortality some time in the late 19th century. He was appointed Prelate in 1919 by Čáslav,
a move that apparently quite angered the Antipope. The city pays only the loosest possible
attention to antipapal bulls, and the city has 4 Glossators on hand that are treated pretty
much exactly like they held the rank of Palatine - much to the annoyance of actual Palatines.

The headquarters of the Covenant are in a chapel built under the Church of Jan Hus in the
middle of Old Town Prague. The building has been closed for decades, and the Covenant
floats various fake plans to convert the historic building into something or other (such as a
shoe store or a museum of Michael Jackson memorabilia), but these plans always collapse,
lost somewhere in Czech bureaucracy and financial ruin. As such, the building has been a
construction zone for decades and none of the locals seem to think this is at all weird. There
is an elevator behind a pile of drywall too large to easily steal and it goes down to a posh
church and office suite carved out of the catacombs beneath the city. Most of the Cardinal's

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employees are actually humans whose loyalties have been guaranteed by Čáslav's
considerable mental powers. There are currently 45 Priests that work for the Cardinal, but
they mostly don't keep a terribly close eye on their flock.

The police in Prague are incredibly corrupt. Rather serious offenses can be wiped away with
the expenditure of a few thousand crowns (maybe a hundred Euros). It's really just a matter
of knowing who to bribe. And the Covenant offices know exactly who to bribe. And for a
mere 100% markup, they'll make those payments on your behalf. As such, Covenant
members in Prague can get away with murder. As long as they get the chump change
flowing and don't spill the beer.

The Faculty of Sorcery is a research and teaching body that serves as kind of a Hogwarts
for Central Europe. It employs 17 professors who hold the rank of Monk. Their primary work
area is actually just a couple blocks away from Prague Castle, meaning that you could
seriously stick you head out of the window and look at the country's presidential building. But
let's face it: the President of Czech Republic is a laughingstock, and Prelate Korvin is not.
They have a Shadow Gate, and have constructed a small fortress in Mictlan to keep
hauntings to a manageable level in the city.

The Communes have a considerably larger main office, which is basically the contents of a
gray Stalinist apartment block (called a Panelak in the local vernacular) off in Prague 4 (this
is the South East of the city, well away from the Vltava). The Communes use it as an actual
place of business.

Places to Go
The primary draw of Prague is the beer. You can get that literally anywhere. Cheaper than
soda, and better than any other beer on the planet, it's a substantial draw. Also of
importance is classical culture. The stately buildings of symphonies and opera houses stand
in glorious testament to the Bohemian's proud history of standing at the forefront of
European Culture for nearly a thousand years. One can see a world-class presentation of a
Mozart opera literally any day of the week simply by deciding to go. And the immortals of
society seem to like it that way. Anyone who wishes to swan around in a tuxedo performing
James Bondish style hijinks can do so in Prague on a moment's notice.

The twisting medieval streets of Old Town are crowded with glorious architecture, expensive
boutiques, and shoulder to shoulder crowds. This area does not look like Disneyland,
because Disneyland actually looks like Old Town Prague (Walt himself was so taken by the
place that he designed the castle and Mainstreet Disneyland to be reminiscent of Old Town
Prague). Crime is completely out of control here. Gangs of thieves steal forty passports a
day. Random killings are not well tolerated by the city establishment, but an extra fight here
and there or a few thefts are going to be so lost in the statistics that the church might not

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even notice, let alone care. Old Town Square itself has a set of dark crosses in the pattern of
the cobbles. This marks the place where a couple dozen knights were burned at the stake
for heresy, and now represents a weakness in the universe where gates from Limbo are
periodically opened.

If you cross over the Vltava to the North you get into Holešovice, a region of Prague 8 that is
surrounded on three sides by a bend in the river. This area is a bizarre mix of Art Nouveau
and Cyberpunk sensibilities. The club from Blade is a real place, it's in Prague 8, and it's
called Mecca. It's generally open from 23:00 until 5 in the morning. The film somewhat
exaggerates, as even when the place is closed down to the public for vampire parties there
are usually no more than about a dozen vampires present, and even then most of them are
from out of town. A few blocks away there's the train station, and next to that is The Cross,
which is an art commune that runs a bar and dance club that is filled with drugs, goths, and
sexual deviants. The main creator is a Nezumi that collects junk from old Soviet factories
and scrapyards and then welds them into shapes. He made the beer garden and the bar
entirely out of industrial equipment and bus seats. You can get drugs as well as booze, and
relax in atmospheric heavy metal or drum-n-bass while shady goings-on go on. The upstairs
is a much better lit art gallery, featuring the kinds of tortured paintings you'd think a couple of
Fallen would come up with.

If you cross the Vltava to the Southwest you get to Anděl, which is a soul-crushing capitalist
dreamland. Shiny shopping malls have sexy young women strutting around with trays of
cigarettes for sale like they were in a 1930s movie, and just a few blocks away you have Big
Sister - the legendary free brothel. Yes, really. It's like a normal brothel, only you have the
option of signing away your rights to the film they make of you sleeping with prostitutes
(note: they will make a film of you anyway). Then they will sell the DVD of your exploits to
whoever wants to buy a copy, and they make money on that instead of from fees from
individual Johns. Unsurprisingly, there are a number of other pornography studios in this
area.

If you follow the river south from Old Town you come to Charles Square. Here you can see
the church where Bohemian partisans took out Heydrich during the death throws of the
Reich. But for the supernaturally inclined, the big deal is the Faust House (called the
Faustův Dům in the local vernacular, making it sound even more ominous). It used to house
a group of alchemists who worked for the Emperor and they did a bunch of infernal sorcery.
There's another weakness to the Dark Reflection here, and the city morgue is right across
the street. The front end of the building is now a mundane pharmacy, but the back is still
filled with crazy sorcery. And offices.

Prague in Horror

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Prague is used for the filming of many horror films because of the cramped alleys, the gothic
architecture, and the corrupt city administrators who will allow filming companies to close
down streets for filming with the scantest of bribes. And honestly, that makes it a great
setting to actually have horror take place in as well.

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San Francisco

San Francisco by Night


I left my heart in a locked box, which I then dumped into the trench.

San Francisco is a name to conjure with, being "The City" that people talk about when they
are in the fifth largest metropolitan area in North America. Which being North America is kind
of a big deal, since that puts the place as slightly more populous than Austria. It's richer too.
Than the entire country of Austria. San Francisco has a reputation for being liberal,
technically advanced, and gay. By the standards that apply, all of these are true. San
Francisco is one of the most liberal areas in the United States, and one of the hottest places
on Earth for scientific research and man on man sex. Of course, it's important to note that
the place is also big, so it's still entirely possible to hang out there for a whole day and never
see a new computer chip or lip locked mustaches. Indeed, being the gayest city on Earth still
only means that about 1 in 6 people are gay.

City Statistics
The Bay Area extends for 120 kilometers of California coastline from Santa Cruz in the south
up through Vallejo to the north, the Bay Area has over eight and a half million people in it.
But the crown jewel of this burgeoning mega city is San Francisco. Built in a nearly square
patch at the end of the Peninsula and the mouth of the San Francisco Bay, San Francisco
proper is 10 kilometers on a side and has 750,000 people in it. And more than half of the
metropolitan area's two thousand or so supernatural creatures live there. It makes the town
itself a pretty magical place. Of special note is the fact that the Bay Area does not have a
majority "race" - while there are more "white" people than anyone else, they don't have a
majority.

The city is a World Crime League stronghold and has been for almost a hundred and fifty
years. The area is a land not just of immigrants, but of recent immigrants, so the fact that
Daevas and Bagheera are the original supernatural creatures here is barely a blip in the
demographics of modern nights. The WCL boasts a membership of about 800 supernaturals
in San Francisco proper with another 500 members located around the Bay Area. The
Covenant maintains a small holding in San Francisco, but remember that "small" out here
still means that the Bishop has 100 supernaturals in her flock. And the number of Makhzen
creatures is much the same, and mostly based in Oakland. The Communes presence is
disorganized, but roughly twice that size. They don't even have a headquarters. There is a
known Marduk Society base and a hellmouth in overt control of The King with Three
Shadows near the outskirts of the Bay Area.

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City History
While the United States has held onto existence longer than any country on Earth except the
United Kingdom, it is a fact that major cities north of the Rio Grande are a recent
development. San Francisco is no exception, and while it is sung of the world over, the fact
remains that San Francisco was not even a permanent settlement until 1776. At the time it
was a region rich in game and sparse in humans. The Catholic Church set up a series of
Missions designed to capture the natives and torture and enslave them until they accepted
Christianity or died. As it happens, the Ohlone are basically nonexistent today, so that
worked out. The Covenant siezed this opportunity as part of their ongoing war with the False
Face, and set up a Diocese there with Hidalgo Cabaron as Apolostolic Exarch and then
Bishop of San Francisco. And with his flock of five henchmen, he ruled the area harshly with
the fire of fanaticism that was popular at the time. But while the city's population was small
and the economy was fairly depressed, that all changed in the middle of the 19th century.

In 1848, Mexico had lost the Mexican-American War, and San Francisco became a US city.
This scarcely mattered to the Covenant, because they didn't pay taxes anyway. But in 1849
gold was discovered in California, and San Francisco went from 79 buildings to a bursting
metropolis of over 100,000 people in a few months. Supernatural creatures came with the
migrants, almost a hundred of them in the first year. And they came from every Syndicate
and continent of the Earth. And suddenly the Covenant wasn't the only game in town - they
were totally outnumbered by other Syndicates who didn't even care about them. Bishop
Cabaron fought back, and that's all that history has to say about Covenant ownership of San
Francisco.

With the rush to create the transcontinental railroad, a whole bunch of Chinese men were
brought in as cheap labor. And with them a bunch of ex pirates. And this gave the
demographic edge to the World Crime League, which has gradually increased its presence
ever since. In the latter parts of the 19th century, backlashes against Chinese people were
quite fierce, and the legendary Chinatown of San Francisco is basically the legacy of a
pogrom. This actually strengthened the hand of the triads who took their protection of Asian
interests in San Francisco as a license to do whatever else they wanted to.

And then came the Earthquake. In 1906, the entire area was flattened and burned. Lots of
people disappeared and there was much tragedy to be had. But by that point, the World
Crime League was already well in control of the supernatural society of the area. So when it
came time to rebuild, the WCL had certain things built the way they wanted them. There are
a lot of secret doors and such in Chinatown. Indeed, Chinatown never dispersed even when
the pogroms ended because the WCL liked having a mysterious semi-autonomous region in
the middle of the city where rich Asian people could pass unnoticed and unremarked upon.

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And in the 1970s the technical revolution started. Major computer companies changed the
way things worked. And they did so from San Jose. What once was farmlands adjacent to
San Francisco proper became back to back cities. A continuous sprawl that now dwarfs
whole nations which is not only younger than some of the immortal supernatural overseers,
but seriously younger than actual mortal observers. "Do You Know The Way to San Jose?"
is especially ironic: San Jose is a great big freeway too now.

Power
Back when women were not allowed to come over from Asia, female companionship of any
kind was in terribly short supply - and fierce demand. And so it was that the lovely and
immortal Dryad now known only as "The Peach Lady" came to become leader of the pirates,
and eventually the Captain of the entire city. People say she used to be a prostitute, or
maybe even a harem slave, but not to her face because that would be dangerous. The
Peach Lady operates her business out of a restaurant that is continuously closed for a
private party. This is actually a normal enough occurrence for any of the 300 other
restaurants in the area, that the fact that they are literally never open to the public has
seriously never come up. She is surprisingly small and rather fun to be around.

The Quartermaster of San Francisco operates out of a trading company on Jackson Street.
He is a Deep One named Shen The Beast. He has a hotline to the city's Councilor in Kuala
Lumpur and a frighteningly complete list of how much everything and everyone is worth. He
has a dozen Wealth Ministers whose only job is to estimate how things function. And for all
this, he is hated. And yet, it is undeniably true that with all of San Francisco's oppressive
bureaucracy, the WCL has efficiently fought off all threats mortal and otherwise under Shen's
frog-like watch. A major sticking point is that while much of the WCL high leadership is
Khmer, Vietnamese, or Malay, the WCL leadership in San Francisco is mostly Chinese.

It is said that the WCL in San Francisco has a hundred ministers. This is an exaggeration -
they have 76. There's the Law Minister of Mortal Law Enforcement whose job it is to keep a
handle on the Asian Crimes Division in the police. There's the Military Minister of
Comparative Biology who conducts research into the nature of supernatural threats to the
city (he has some scary theories). There's the Sorcery Minister of Maya Portal Management
whose job is to keep track of things that go into and come out of the fairy ring at the Palace
of the Legion of Honor. And so on. With so many ministerships to be had, there is a fair
amount of room for advancement. And then there's the San Jose question: with the
newfound wealth to the South a lot of WCL members are advocating expanding there, which
implies even more ministries to be had.

Places to Go

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San Francisco

Almost everywhere you will go in the Bay Area is a place you will get by car. While compact
by Los Angeles standards, the California car culture is alive and well in the Bay Area. The
famous "cable cars" are what people in Europe call "trams" and they only operate around
northwestern San Francisco proper. The city of San Jose has an entirely separate system
called the light rail. These are useful for getting some places, but mostly if you're already in
the financial district and want to get to a different part of the financial district. Major
commuter lines are served by high speed trains (called "BART"), but again you're probably
going to end up driving to the train station in the first place. As such, physical distance
between points doesn't matter nearly as much as the time it takes being stuck in traffic or
looking for parking. Places in the East Bay that have ample parking may well be "closer" in
real terms than areas that are quite near as the crow flies that have heavy congestion and
few spaces. It is important to note that overall there are more cars than parking spaces in
San Francisco proper, so it's not even possible for there to not be traffic at any time of the
day or night.

Chinatown is the oldest and biggest Chinatown in North America. It's basically what people
mean when they say "Chinatown" even if they aren't even in the Bay Area or even North
America. It's been the largest enclave of Chinese outside of Asia since the 1850s, and much
of "Chinese Cuisine" was actually invented here (such as the fortune cookie). You can't drive
in Chinatown, because traffic (foot and otherwise) will stop you cold. What you actually do is
park your car in the parking garage on Kearny and walk around. Like everything in San
Francisco proper, the area is built onto a hill, so streets are fairly steep. Space is at a
premium here, so pretty much all buildings have stores and offices and restaurants and
apartments all mixed up on different floors. In just a few square blocks there are over 300
restaurants, continually pushing the boundary of Chinese Cuisine the world over: this fact
really hacks off many Mainland Chinese, it would be like if the engine behind "French
Cuisine" happened to be New Orleans or something. And of course, amongst all the dodgy
trading companies (where yes, you can buy a terracotta warrior. For money.) there is the
headquarters of the World Crime League.

Golden Gate Park is a very large and justifiably famous park. It's over four square kilometers
and runs all the way from the Panhandle to the Pacific Ocean. It's seriously bigger than
Central Park in New York, and it has all kinds of cool stuff in it. There are museums and
special groves. Ponds and outdoor music areas. And of course: it has an actual population
of homeless people who live there, only some of whom are stereotypical hippies. Treeferns,
rose fields, and a real Japanese Tea Garden are just a small section of the stuff here.
Supernatural creatures who need to do stuff outdoors pretty much always choose the Park.
Because it's a really nice place, and it's actually big enough that you can hide long enough
to do a magic ritual. Also there's a culture around the area such that if someone came

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San Francisco

across you and asked what you were up to you could answer "I'm performing a magic ritual"
and they'd say "OK" and move on. This wouldn't even constitute breaking the Vow of
Silence, because no one would care.

The Palace of the Legion of Honor is an art museum done up as a Greco-Roman temple. It's
built onto the bluff overlooking the Pacific Ocean and surrounded by actual woods in what is
otherwise one of the more crowded cities in North America is incredibly incongruous but an
absolutely fantastic place to swan around in fancy clothes. In case you were wondering, yes
there's a way into the dreamlands in one of the restricted areas.

The Port of Oakland is one of the largest container ship ports on the Pacific. Many people
call it the port of "San Francisco" and that's sort of right, in that it is on the San Francisco
Bay. But shipping is noisy, smelly, and generates crime, so the well manicured city of San
Francisco proper was only too happy to get that NIMBY off their hands and across the Bay
Bridge. Oakland, on the other hand, is the place where "The light at the end of the tunnel is
Alameda" and was only too happy to take noise and crime in exchange for industry and
development. About two thousand vessels come into port every year, which is more than five
a day. And while that's just five percent of the traffic seen by a really ridiculous port like
Rotterdam or Singapore, it's still more than the disinterested Oakland authorities care to
investigate. So supernatural creatures can, and pretty much do send themselves any kind of
crazy crap they want through the Port of Oakland. They don't even usually bother with
stashing contraband and sorcerous goods in mirror pockets or near-dock Astral jaunts. With
the kind of corruption the WCL is accustomed to with customs it just isn't necessary. The fact
that the WCL runs this place like it was their underaged child is a source of contention with
Kigeri, who feels that as Prince of Oakland the port is rightfully part of his territory.

San Francisco extends down the Peninsula from its literal borders all the way to Silicon
Valley, including such cities as Burlingame and South San Francisco. These are technically
part of a different county, but are so integrated into San Francisco that they include the San
Francisco Airport. Of primary mystical significance is the Necropolis of Colma, a bedroom
community with more many more graves than living residents. Ghost activity in Colma is
very high, and the WCL are justifiably concerned about what would happen if a zombie
outbreak happened there.

Silicon Valley is a region at the southern tip of the bay. It's composed of such cities as
Milpitas, Cupertino, Campbell, Los Gatos, Santa Clara, Sunnyvale, Mountain View, and of
course, San Jose. It has cutting edge technology, a vast and hastily erected sprawl that even
the locals don't understand very well, 2.3 million people, and almost no supernatural activity
at all. Almost all of that has been built up over the last 40 years, and San Jose isn't even
listed as a territory in Covenant dioceses. The most populous city in the whole Bay Area is
San Jose and it has no Prince, no Archbishop, no nothing. It shows up on Makhzen maps as
being simply blank space between San Francisco and LA. The monsters and power brokers

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San Francisco

of the Silicon Valley are generally humans. And when some Luminary at Apple or Sun
makes themselves an Android love robot, they do so without the World Crime League or
Marduk Society even knowing about it. What few supernatural creatures are native to that
area have a tendency to believe that they are special and have no idea that there are others
like themselves.

Santa Cruz is a university and coastal resort town that is cut off from the rest of the bay area
by an intrusion of mountains. And while it's just a half hour by car to the heart of the city, it
gives the city a feeling of idyllic isolation that is probably unwarranted. For the After
Sundown aficionado, the really important part is that this is the city where Lost Boys (where
it is called Santa Carla) and the entire 4th and 5th seasons of Buffy the Vampire Slayer
(where the university is called "UCSD" instead of its real name of UCSC) take place. All of
those places are real. The comic store is called Atlantis and the bearded guy behind the
counter is named Joe. Porter really is the home of "someone sneezed party" (it's the college
dorm where they put the art students). And yes, that means that in After Sundown, those
events are basically history. The Initiative is of course a Marduk Society hunting agency, and
the groups of Daeva biker vampires are totally there too. Interesting note: the actual name of
the local biker gang there is "The Vampires".

Fremont is a never ending wasteland in the East Bay. It has seven different exits on 880 and
driving past them at 100 kilometers an hour still feels like it takes forever. But somewhere in
that endless suburban housing development there's a hellmouth that is bringing fey across
to make war on the mortal world. It's remarkably hard to track down, because Fremont is a
commuter community where no one has any sense of civic pride or well, community. People
who live in Fremont conduct much of their life in Silicon Valley or San Francisco - where the
culture is. So the word on the street is that no one knows what you're talking about when
you talk about children disappearing or 3 meter tall trolls or anything. So you can walk into
The Saddle Rack and ask the bartender or ride the mechanical bull and get nothing. You can
go to Salang Pass or one of the other restaurants run by the thriving local Afghan
demographic, and get nothing there too. It's quite a problem.

The Trench exists right off shore. The waters off of California get very deep very quickly, and
it is a short boat ride to waters that are 4000 meters and more deep. Even the Deep Ones
stay out of the abyss, and it is said that there are things down there. Whatever the truth, it's
also true that if you dump something down there in a properly weighted box, it doesn't get
found.

San Francisco in Horror


Boasting the second most recognized skyline of any city (following Manhattan), San
Francisco has appeared in many movies. But the most iconic of them are the movies of
Hitchcock. The Birds and Vertigo are absolute classics, and can give you a very good feel

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for how to make the city feel creepy even in the bright daylight. Film Noir basically happens
in San Francisco, and Sam Spade (of the Maltese Falcon fame) has almost all of his
adventures in San Francisco. So you should be able to get a good noirish creepy vibe even
if people go about at night. More recent work is also abundantly available: The Game, and of
course the poorly received Kindred TV show that is nominally about the World of Darkness
took place in San Francisco as well. The key is that while San Francisco has had its share of
giant octopus attacks and cameos in slasher movies, when people think of San Francisco in
a horror setting, they are almost invariably looking for a more psychological twist. San
Francisco is one of the most painstakingly civilized cities in North America, and the feeling
you're looking for is "unnerving" rather than revolting.

But of course: San Francisco is known for over-the-top action as well. Big Trouble in Little
China is essentially a documentary in After Sundown.

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Persona non Grata

Persona non Grata


Some things you're better off not knowing about. Some objects, too.

The realm of horror is a pretty big place, and it's full of crazy crap. And lots of that stuff is
unique. So while the rules make a good starting point for the creation of characters, they are
only that: a starting point. Each individual person and twisted tale of tormented tools is going
to be - at least ideally - crafted individually. This chapter contains some samples that have
been made ready to use in the game, as well as some pointers on how to go about making
your own.

It is important to note that the various nouns selected here are merely examples, and while it
is fine to grab them for use in your own campaign, it is well within the prerogative of the MC
to modify them or write them out entirely. People in the world of After Sundown believe in
these people, places, and things in roughly the same way that people believe in Madison
Wisconsin or the President of the United States: they probably have never been there or met
them personally, but their existence doesn't seem implausible and other people talk about
them as if they were real. However, on the far side of the Vow of Silence it is notably difficult
to go check C-Span or the equivalent. The normal clues that someone is enlarging upon a
tale or a description of a person simply don't apply when discussing a supernatural creature
- when they got angry maybe they literally caught fire. So it's pretty easy for a story to get
exaggerated after multiple repetitions. The Wolf Mother of Ergenekon probably wasn't really
6 meters long (although she may have been).

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People

People
No you should've stayed out of my way. Do not test me, 'cause I'm the fucking king of the
world!

Making NPCs is likely the part of storytelling that the MC will be called upon to do the most.
Many times, players will take the action to some place unexpected. Maybe they will have a
throwdown in a bowling alley, or decide to follow up on some minor rumors about the docks.
It is a good idea to have a cast of characters who can be used with modest adjustments in
lieu of other characters who suddenly become important. Some of this can - and should - be
done in the form of having a script of random bullshit for non-player characters to make
small talk with. The use and re-use of common small talk phrases by random people in
various parts of the chronicle can quickly become a running gag, which frees the PCs to
explore in a more sandbox fashion.

What follows are some sample characters. It is entirely intentional that these characters are
entirely recognizable rips from popular culture. Ultimately when creating NPC cast members
of your own, you will want to transform ideas in your mind into the numbers and abilities that
represent a character in After Sundown. Therefore it is more useful as an example for the
sample characters to be ones which you could plausibly be familiar with the idea in addition
to the stats themselves.

Dean
Dean spent several years as a slave soldier to the King with Three Shadows after he sold
his soul to get a family member raised from the dead. Since escaping from Limbo, he
spends most of his time traveling the country and killing monsters, which has earned him a
place as a respected hunter in the Stellar Oracles, but a noted name on the shit list of
several Makhzen Princes. Dean is a Fallen. He is rather brash and tends to leap into danger
as soon as he sees the barest opportunity to do so. In combat he will activate Quickness
immediately, and when investigating things he will generally mimic a governmental authority
figure. Dean's Powers grant him a +2 bonus to Socialization and a similar bonus to people
asking about him later, and he almost never shies from this, grabbing the center of attention
with Atract any time he enters a bar. He gains a +2 bonus to soak damage against weapons
that are not iron, and personally has a true name that he does not use (Taxiarch Μιχαήλ)
and knows the true name of everyone he runs into. Dean deals with a Master Passion of
Rage, though admittedly, not very well.

S: 4; A: 5; I: 3; L: 1; W: 2; C: 5; Edge: 3; Potency: 1.

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Skills: Athletics 4; Combat 6; Drive 3 [+2]; Larceny (Palming) 5; Perception 3; Stealth 5;


Survival 3; Bureaucracy (Government) 2; Empathy 3; Expression 1; Intimidation (Fear
Mongering) 5; Persuasion (Fast Talk) 3; Tactics 6 Electronics (Wiring) 2; Medicine (First Aid)
1; Operations (Repair) 2; Rigging (Lockpicking) 4; Research 1 (Archives); Sabotage
(Explosives) 4

Backgrounds: Bar Scene 6, Ballistics 6, Credit Fraud 5, Hell Mouths 4, Infernal Politics 4,
Christian Splinter Groups 3, Cars 3, Sports Teams 2, Chemistry 2

Powers: [Fallen] Attract, Repel, Deny the Gauntlet, Mask of a Thousand Faces, Patience of
the Mountain, Learn the Heart's Pain, Suggestion, Quickness, Dismissal, Desire Reflection,
Façade of Nonchalance, Bind the Name

Advantages and Disadvantages: Attractive, Diplomatic Incident, Feared by Children

Equipment: Shotgun [4], Colt 1911 (silver bullets) [3], Badass Jacket, Numerous hidden
knives [1], sand (including sand cartridges for the shotgun), salt (including salt cartridges for
the shotgun), Lockpick set, Chevy Impala

Jack
Jack is a trucker who has been married many times and lived many different lives in many
different cities. And that's even before you factor in the fact that he has begun to remember
past incarnations of himself, where he apparently used to be a warrior in ancient China. He
is openly skeptical that these "memories" are anything other than particularly vivid and weird
dreams, but nonetheless finds himself embroiled in some seriously weird shit. Driven by a
constant feeling that things are not right, Jack seeks out and gets new relationships
frequently. And while he frequently just drifts off from his previous lives and interests (and
has a legacy of failed marriage to show for it), he doesn't specifically do anything bad, and
maintains a friendship with all of his ex-wives.

Jack is a Reborn. Jack has a Master Passion of Despair. Jack's Powers grant him a +2
bonus to Socialization and a similar bonus to people asking about him later, an ability he
calls upon only if the subtle approach fails. Jack often tries to get through confrontation
without drawing upon magical powers at all, but if he feels in danger he will reset things and
go into full speed mode. After all, as Jack always says "It's all in the reflexes."

S: 3[+1]; A: 4; I: 4; L: 2; W: 5; C: 2; Edge: 3; Potency: 1.

Skills: Athletics 2; Combat (Knives) 4; Drive 6; Larceny (Security Systems) 3; Perception 4


[+4]; Stealth 3 [+1]; Survival 2 Animal Ken 1; Bureaucracy 2; Empathy (Other Peoples'
Troubles) 4; Expression 3; Intimidation 4 [+1]; Persuasion (Acting) 6; Tactics 3 Artisan
(Carpentry) 2; Electronics (Radio) 1; Rigging (Plumbing) 6; Operations (Repair) 4; Research
(Databases) 1; Sabotage (Thorough Destruction) 2

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People

Backgrounds: Truckin 6; Cars and Trucks 5; Chinese Monsters 5; Gambling 4;


Construction 4; World Crime League Finances 3; Small Town Life 3, Corporate Jobs 3, Food
Service 2

Powers: [Reborn] Quickness, Nimble Feet, Supernatural Senses, Sensory Damper,


Summon Spirits, Vigor, Attract, Shadow Casting, Shifting Sands, Retrocognition, Rapid
Thought, Blur

Advantages and Disadvantages: Loyalty, Haunted, Distinctive Appearance

Equipment: A six pack of Pabst, Machine Pistol (wooden bullets) [2˟], A very nice knife [2],
Crowbar [2], Baseball Bat [2N], MAC Truck, a spare suit

Marionette
Marionette is a harlequin clown from Southern France who made her own elaborate
performance enhancing drugs that eventually drove her quite mad. She isn't exactly certain
that she isn't a human anymore, but she rarely takes the makeup off and continues to inject
herself with "performance enhancements" of various sorts. She is a hanger-on to
supernatural politics, preferring to promote the world as some kind of massive clown stage
where people apparently get fed to hyenas.

Marionette is an Icarid. A natural contrarion, Marionette gains a +4 bonus to argue against


any course of action, and a +4 bonus to soak damage against weapons that are not iron.

S: 2[+1]; A: 6; I: 3; L: 4; W: 4; C: 1; Edge: 3; Potency: 1.

Skills: Athletics (Acrobatics) 6; Combat 4; Larceny (Disguise) 6; Perception 2[+2]; Stealth 6


Animal Ken 6 [+2]; Bureaucracy 3; Empathy 1; Expression (Dance) 6; Intimidation
(Tormenting) 2; Persuasion 1; Artisan (Metalworking) 3; Rigging (Ropes) 3; Medicine
(Poison) 6; Research (Old Books) 2; Sabotage (Explosives) 6[+2]

Backgrounds: Circus Life 6; Chemistry 6; Surreal Humorists 5; ETA 4; Gambling 4; Gloomy


Poetry 4; Children's Programming 4; Wine 2

Powers: [Icarid] Hide From Notice, Mask of a Thousand Faces, Supernatural Senses, Curse
of Failure, Clinging, Revive the Flesh, Walk of Flame, Tongue of the Beast, Dark Night of the
Soul, Hide in Plain Sight, Holistic Ventriloquism, Indomitability

Advantages and Disadvantages: Experimenter, Weapon Finesse, Delusional (Nihilism),


Frivolous, Prideful

Equipment: Silver Rapier [3], Flash Bombs, Smoke Bombs, Playing Cards, Silver Bells,
Fishing Line, Squeaky Toy, Lighter, Can of Gasoline.

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People

Dante
Dante is not supernatural, and doesn't actually believe that the supernatural exists at all. He
is the manager of a Quick Stop, and would be almost wholly uninvolved in the machinations
of monsters save for the fact that he is a Luminary.

S: 3; A: 2; I: 4; L: 4; W: 1; C: 4; Edge: 3

Skills:Athletics 2; Drive 2; Larceny 1; Perception 3; Stealth (Inconspicuousness) 3; Animal


Ken 2; Bureaucracy (Corporate) 5; Empathy 4; Expression 3; Intimidation 2; Persuasion
(Whining) 5; Artisan 5; Electronics (Computers) 4; Rigging (Refrigeration) 2; Research
(Culture) 5

Backgrounds: Science Fiction 5, Food Service 5, Hockey 4, Periodicals 4, New Jersey 3,


Pornography 2, Town Savages 2, Recreational Drugs 2

Equipment: Hockey Stick [2N], Car, Today's Newspaper, Pornographic Video, Beef Jerky.

Chris
Chris is a bystander. He works at the SK8R|, and he pours beers. Chris is an Extra, and is of
primary note in that his stat line can be used with minor adjustments for all kinds of extras
who work in different parts of the realms of horror.

S: 3; A: 2; I: 2; L: 2; W: 1; C: 3

Skills: Athletics 3; Combat 1; Drive 1; Larceny 1; Perception 2; Stealth 1; Bureaucracy 4;


Empathy 2; Expression (Guitar) 3; Intimidation 4; Persuasion 3; Rigging (Pressurized Fluids)
4; Operations (Mechanical Bull) 3;

Backgrounds: Skating 6, Food Service 4, Drinking 4, Sports 3, Politics 3, Organic Food 2,


Recreational Drugs 2

The Black Isz


There are a cadre of Mirror Goblins who work for a vicious killer: a dangerous Baali named
Artemis Pender. The player characters may never meet Artemis Pender or learn what it is
that he is doing - but his Mirror Goblin agents are sufficiently numerous that they may be
encountered many times. A typical group will be between 4 and 6 of the Isz, and be
dispatched with some identifiable (if baroque) mission. Abilities vary slightly within an Isz
pack, but one of them might look like this:

S: 3 A: 4 I: 2 L: 2 W: 1 C: 3

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People

Skills: Artisan 1 (Painting); Athletics 2; Combat 3; Larceny 4; Perception 2; Sabotage 1


(Traps); Stealth 2; Survival 4; Tactics 2

Backgrounds: Gibbering 4, Infernal Politics 3, Rare Art 3, Human Laws 2

Powers: Quickness, Mask of a Thousand Faces, Touch of Darkness

Advantages and Disadvantages: Swarming, Fiercely Competitive

Equipment: Trench Coat, Spray Paint.

386
Animals

Animals
"Lions, tigers, and bears?"

People are a form of animal. Vampires are humans. Humans are apes. Apes are monkeys.
Monkeys are mammals. And mammals are animals. However, not all animals are people,
and indeed most of them are not. Animals get a separate entry precisely because their
capabilities, while generally much more limited than a human's, are incredibly varied. It's just
not particularly helpful to attempt to use the same system to generate a hippo and a
hamster.

Animals have wildly different speeds than that of a human. And so what is given is simply
the creature's speed during a draining sprint. For simplicity, animals move proportionally less
fast than that when doing other kinds of movement. Remember also that real life 70 kilogram
humans often only have 1 or 2 in an attribute, so don't be terribly surprised if many animals
have values that are very low. Inherent in the dicepool system is an assumption of basically
human norms, and creatures significantly outside those norms have numbers that are
significantly outside those values. The game simply does not have the granularity to
differentiate the strength of animals that are not as strong as a person - and that's most of
them (people are pretty strong).

Alligator
Aligators are the pit monster of choice, because while they aren't super fast and have
profound difficulties getting out of a pit, they are pretty deadly and terrifying. The jaws of an
alligator are a 2 damage weapon, and alligators have a point of armor. A couple of hungry
alligators in a pit can make short work of most victims, making them an ideal death trap for
any insane cultists or world conquering madmen.

S: 5; A: 1; I: 1; L: 1; W: 3; C: 1

Skills: Athletics 2; Combat 4; Perception 2; Stealth 2; Survival 2

Speed: 50m

Advantages and Disadvantages: Combat Paralysis

Bat
Bats are cute little nocturnal insectivores. Or sometimes hematophages. Tiny animals like
this suffer wounds as if any attack had inflicted 3 more wound levels. They are very small
though, so the threshold to hit them from any range past Near is increased by 1.

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Animals

S: 0; A: 3; I: 3; L: 1; W: 1; C: 2

Skills: Athletics 4; Combat 1; Perception 4; Stealth 2; Survival 2

Speed: 200m (Flying)

Cat
House cats are important to many magical beings as a symbol of status. Cats are small, and
suffer wounds as if any attack had inflicted 2 more wound levels than its base value. Attacks
against them from farther than Short range have their thresholds increased by 1.

S: 0; A: 3; I: 3; L: 1; W: 2; C: 1

Skills: Athletics 3; Combat 3; Perception 2; Stealth 2; Survival 2

Speed: 120m

Cobra
Various deadly snakes are a mainstay of horror and adventure fiction. Why does it have to
be snakes? Because they are creepy looking and don't make footfall noises when they
move. Cobras and vipers and rattlesnakes are poisonous, and largely interchangeable from
a storytelling standpoint. Poisonous snakes are small, and suffer wounds as if any attack
had inflicted 2 more wound levels than its base value. Attacks against them from farther than
Short range have their thresholds increased by 1.

S: 1; A: 3; I: 1; L: 1; W: 2; C: 1

Skills: Athletics 2; Combat 3; Perception 2; Stealth 4; Survival 2

Advantages and Disadvantages: Double Jointed

Speed: 40m

Dog
It is important to note that a large and scary dog is still genuinely on the small side for an
actual human being, and that while a dog's teeth are frightening, they are not actually as
deadly as a baseball bat or a crowbar in the hands of an angry dude. A large dog's teeth and
claws amount to a 1N weapon. While a dog can indeed perform a fatal mauling, this is
generally not accomplished without many seconds of worrying (that's the thing dogs do
where they grab something in their mouth and shake it).

S: 2; A: 3; I: 3; L: 1; W: 2; C: 1

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Animals

Skills: Athletics 3; Combat 4; Perception 4; Stealth 2; Survival (tracking) 2

Speed: 150m

Rat
Game mechanically not particularly different from a hamster or a mouse. Or pretty much any
rodent. Or a small lagomorph like a bunny. These creatures are not individually threatening
unless they happen to carry disease, and even then can be "defeated" by an old woman with
a broom. Small animals like this suffer wounds as if any attack had inflicted 3 more wound
levels. Even a small firearm is generally overkill. They are very small though, so the
threshold to hit them from any range past Near is increased by 1. Rats are a frequently used
magical spy because they are so ubiquitous.

S: 0; A: 3; I: 2; L: 1; W: 3; C: 1

Skills: Athletics 2; Combat 1; Perception 2; Stealth 4; Survival 3

Speed: 45m

Raven
Ravens are creatures of ill omen, mainly because they eat carrion, but also because a raven
is always thinking about how to peck your eyes out. Ravens are small, and suffer wounds as
if any attack had inflicted 2 more wound levels than its base value. Attacks against them
from farther than Short range have their thresholds increased by 1. Ravens are popular as
familiars for witches and the like, because they can be taught to speak simple human words.
Also they can fly.

S: 0; A: 3; I: 3; L: 1; W: 3; C: 1

Skills: Athletics 3; Combat 3; Perception 2; Stealth 1; Survival 2

Speed: 250m (Flying)

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Places

Places
"I am the master of all I see, so long as all I see is that which I have mastered."

Mystical locations are amongst the least destabilizing of all possible special magics. The fact
that they are large compared to a person and completely non-transportable means that they
can be worked into one story without necessarily having a strong impact on any later stories.

The Pet Cemetery


You all know the legend of the pet cemetery where if you bury someone "just right"they
come back from the dead. And maybe (like, almost every time) it goes horribly wrong and
the person or animal comes back as some sort of hideous monster that probably eats
people or something. That sort of thing exists in After Sundown. It's a kind of Shadow Gate,
and the thing that makes it of interest is that they aren't continuously open, so they aren't
spraying a horde of poltergeists all over everything, nor does it necessarily come with a giant
zombie apocalypse. The idea is that there are things you have to do in order to activate the
Shadow Gate, and even then only for brief periods. So while it can be used to transform the
corpse of a Luminary into a Revenant, and by extension can be used to start a zombie
outbreak deliberately, it doesn't have to be. And that's great news for supernaturals who
want to send people and things back and forth to Mictlan and don't want a never ending
ghost storm or zombie tide. These "locked gates" are, while certainly dangerous, highly
prized.A Locked Shadow Gate requires some "key" to "open". While open, it can function as
a two way passage to The Gloom, and it can manifest Necromancies like a normal
Shadowgate would. The one from the King novel of the same name opened for one hour the
midnight following someone making a stack of rocks in front of it. This was used to raise the
dead, with different corpses coming back as per Reanimation, and others coming back as
per Resurrection. The very unpredictability of it (and the fact that zombies created in this
manner are completely uncontrolled) is why those in the know about supernatural events
generally suggest not trying to bring loved ones back with a Locked Gate.

A Locked or Open Shadowgate both constitute a rating 3 Destiny.

The Goblin Market


It's a wretched hive of scum and villainy to be sure, but an invaluable source of information
and rare goods. Step through the mirror and you find yourself in a grungy and ash strewn
marketplace where foul abominations sell horrid things to one another. For the right number
of kittens, you could get yourself rare spices, dubious information, or a group of shady

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mercenaries from all over the world. There are a number of egresses from the Goblin
Market, and while all of their Limbo sides are within the marketplace, their human world
sides are all over the place.

The Goblin Market is a Mirror Nexus, a small area of the Dark Reflection that is connected to
several mirrors in different parts of the mortal world. Most of those gate mirrors are actually
quite immobile (such as the lake surface), or transient (such as the newly washed window of
a skyscraper), but there are a few entrances that are portable enough for someone to own
one. Like any Mirror Nexus, the Goblin Market can be used to travel around the world at
tremendous speed (albeit only to specific places linked by the mirrors in it). Some Mirror
Nexuses are basically unknown, which means that unlike the Goblin Market, a character
cannot go there in order to do shady commerce or perform some sort of information
gathering montage. However, these have the added advantage that the characters can
travel through them without being seen by dozens of Trolls and hundreds of Mirror Goblins
who are all of dubious and negotiable loyalties.

Any of the handful of Mirror Nexuses, whether currently occupied or not, constitutes a Rating
4 Destiny.

Yggdrasil
It is the greatest tree, from whence dreams of power come. And it has roots in the dreams of
all who wield authority. Yggdrasil is a towering tree of specifically indeterminate type. It
grows somewhere in the Deep Maya, and it is taller than the limits of vision in that strange
place. Supposedly it is somehow watered by the idea of authority, and drinking its sap or
eating its seeds gives one delusions of might. The Deep Maya is pretty locationally unstable,
and when in the presence of the mighty arboreal construct this property is exacerbated -
returning to the world of mortals could leave one anywhere. At least, anywhere that there are
people sleeping who hold power over others.

Climbing its branches you can end up in the location of any source of temporal power where
people are sleeping nearby. So you can pop into the White House in the middle of the night
or into the Indian Parliament during a particularly boring speech. By climbing the tree with
deliberate intention, one can arrange to end up near a specific hall of power (such as the
Tienanmen Square Parliament Building or the Covenant Grand Chapel in Rome), but not to
the extent of showing up in a specific person's bedroom. The accuracy is to within a couple
dozen meters, and when the character appears in the mortal world they seem to simply mist
in. The seeds and sap of the tree are poisonous and cause delusions of grandeur. But they
are also extremely valuable in a number of special Bitter Fruit recipes, and can be used to
make potions that sap the will, inspire loyalty, or make someone appear physically attractive.

Yggdrasil is a Rating 6 Destiny.

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Things
Is that what I think it is? I thought it was only a legend!

After Sundown uses roughly the same system of magic item creation as Dwarf Fortress.
People periodically get overtaken by strange moods (or macabre or fey moods as the case
may be), and then they gather weird materials together, lock themselves in a workshop, and
make a perplexing masterpiece. This masterpiece is generally of surpassing quality and thus
considerable value as an object of art or history, and also frequently cursed.

The Necronomicon
It's a creepy tome that is filled with demonic magic. Each page is velum with a brown ink that
could seriously be blood forming its writings in a mad and tangled hand. Those who read
from its dread pages gain dark insight and go mad. Sometimes in that order.

Magic tomes are pretty common as rare and unique magical objects go. What they basically
do is let someone who studies them for extended periods of time learn some sort of evil
sorcery. This has the clearest effect of giving a character an excuse to learn a couple of
sorcerous disciplines, so that if they are afforded the opportunity to learn a sorcerous
discipline, they can choose to pursue one of the sorcerous disciplines described in the
pages. Magic tomes have additional effects when they are read by humans. Luminaries can
turn into Witches, and Extras become cultists. Generally, a major magic tome will cover two
or three sorcerous paths, and convert Luminaries into the most closely associated kind of
Witch. The Necronomicon itself covers the Descent of Entropy, the Progress of Glass, and
the Song of Swarms. Luminaries who read it become Baali. Other Infernal grimoires include
De Vermis Mysteriis, The Bible Black, The Book of Nod, and Unaussprechlichen Kulten;
while Orphic grimoires that can change a man into a Khaibit include Secrets of Life and
Death, Cultes de Ghoules, Beyond the Setting Sun, and The Book of the Dead; and Astral
grimoires that can transform a Luminary into a Dryad include The King in Yellow, Allessehen
Auge, The Endless Nightmare, or The Voynich Manuscript.

Any of these books is a Rating 1 Destiny, as is any similar book you make for your
campaign.

Shamshir-e Zomorrodnegar
It's a scimitar whose hilt is encrusted with emeralds. It has been prophesied that it alone can
fell the great Efreet Fulad-zereh, and that it will inevitably do so. Needless to say, pretty
much everyone who takes an especial interest in the wellbeing of Fulad-zereh (for good or

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ill) wants to have control this scimitar. There are of course numerous weapons out there that
are the fated killers of various powerful supernatural monsters. Carnwennan the dagger,
Clarent the sword, and Luin the spear were all famously used to slay various specific beings.
But only the Shamshir-e Zomorrodnegar is fated to kill Fulad-zereh.

These weapons have several properties that are of especial interest to the creature they are
targeted against. The first is that they cause aggravated damage to the creature in question
and ignore the soak bonuses of the target's Powers and Edge. The second is that if they are
used to attack their destined foe, the attacker gains +3 dice on all attacks. The third is that
when a character holds the weapon, they know where the targeted foe is as if they were
being summoned whenever they speak the creature's name. No creature has more than one
fated bane weapon targeted against them at a time, and they are usually reticent to destroy
it because if they do so outside of the auspices of a specific mighty ritual of vast power,
another weapon somewhere in the worlds instantly gains that property.

Shamshir-e Zomorrodnegar, or any bane weapon, is a Rating 1 Destiny.

The Legacy of Thomas Craine


The room is full of books. Dusty old tomes filled with mildewed pages and cryptic writings
from generations of goetic researches. There are numerous falsehoods in their crinkled
pages, and yet there are some quite poignant discussions on the land of the dead. Many of
the books are penned by Thomas Craine himself - some of them when he was still alive.

A magical library generally contains the source material for five sorcerous disciplines. In the
case of Thomas Craine's Legacy, it contains all paths of Orphic Sorcery. But beyond that,
one can do library research in such an environment, giving it a substantial edge in identifying
things over any single enchanted tome. The Legacy is a good place to research locations
and inhabitants of Mictlan.

A Magical Library is a rating 2 Destiny.

The Wings of Needless Sorrow


It is an amulet made of obsidian that has been cut to resemble a stylized bird in flight. The
Wings are filled with hatred, and are drawn to suffering. The bearer of the amulet will see
calamity after calamity, with the sick and dying plaguing their existence like a literal disease
of which they cannot be cured.

The amulet senses the future, is evil, and subtly adjusts the bearer's behavior so that the
amulet is brought into contact with as many crimes, accidents, and human misery as
possible. If the bearer has the opportunity to take two different routes to the convenience
store, they will always end up choosing the one where they witness a traffic accident. This

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sort of thing can actually be immensely useful to a Scooby Gang, since they can just have
the bearer point to a road map at random and they'll end up driving to a place their skills are
needed.

The Wings of Needless Sorrow are a rating 2 Destiny.

The Bull of Despondent Glory


It is a scroll of vellum made from human skin and written in a dense Latin script. Supposedly
it was written up by the Covenant Anti-Pope Typhus II in the 11th century. Much of the
second half is completely illegible, but as time goes by it sharpens, and words can be
discerned.

The Bull of Despondent Glory is a True Prophesy. That means that a bunch of things that
are written in it will come true, and a bunch of things have come true. Entries appear in it
irregularly, but when important stuff is going on, a number of entries may come to focus all at
once. While it is a True Prophesy, some of the events described did not (at least apparently)
actually happen as predicted. Still, with an accuracy above 80%, it's pretty uncanny. And not
a few supernatural creatures believe that it is always right and that history is merely wrong
(or perhaps deliberately obfuscated) in those instances where history and the Bull conflict.

The Bull of Despondent Glory is a rating 3 Destiny.

Preah Khan
It's a jewel and pearl encrusted broadsword of clear quality. The blade is a dull and dark gray
as heavily tarnished silver, but the blade is sharp enough to shave with and does not appear
to need sharpening. Legend has it that the metal was forged out of naga venom somehow
and that it is still toxic. But the big thing is that owning it makes you the rightful king of
Cambodia. Whoever holds the sword to the banks of the Mekong can make the river shrivel,
swell, or even flow backwards. This sort of grotesque displays of magic are generally
frowned upon by the World Crime League, and not a few supernatural creatures want the
Preah Khan to stay missing.

Preah Khan is an excellent sword, inflicting a base 3 damage, and every wound it inflicts is
aggravated (even to mortal people). Khmer people will treat the holder as if they had the
status of a king even if they do not know why. Even if they aren't even Cambodian, the
wielder of Preah Khan can get the royal treatment in donut shops all over the Bay Area. And
then there's the whole "controlling the Mekong River" thing. If word gets out that someone
has Preah Khan, the owner can expect numerous enemies.

Preah Khan is a Rating 4 Destiny and comes with Rating 4 Stalkers.

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Standardizing Nonstandard Magic

Standardizing Nonstandard Magic


No, seriously, that's something you can't do that you actually can't do.

Cursed knives, ancient curses, stellar alignments, and mighty rituals of vast power are all an
integral part of the Modern Gothic Horror genre, but they are also generally specific enough
that they do not readily translate into hard and fast rules. Nonstandard magics should be
different enough to drive stories and provoke interest, but not different enough to undermine
the consistency of the setting. Powerful enough to be worth chasing after, but not so
powerful that they invalidate other life choices.

Ritual Magic
More magic can do more things. If you draw upon more magic, you can do more things. But
more things can happen when more magic is used.

What Ritual Magic does is allow characters to use powers that they never actually wrote on
their character sheet. As such it is almost by definition unbalanced, and needs to be kept
under a strict leash. A mighty ritual that allows a character to use an Advanced Power when
they don't have it is problematic, and a mighty ritual that allows a character to draw upon an
Elder Power they don't actually know is even more so.

The provisions for a mighty ritual of vast power can be basically anything, and it is up to the
MC to determine what they specifically are in any specific case. Within the context of the
story, the characters read through a bunch of mystical books in a library and find the formula
for a relevant and possible sounding ritual, but in a very real way any possible ritual is
essentially custom placed by the MC with (ideally) the chronicle going on in mind. Here are
some guidelines:

A Ritual whose effects are of sufficient importance to be worth questing an entire story
for should have requirements that are sufficiently difficult that they actually take up the
whole story to put together.

A Ritual whose effects are merely a stepping stone towards completing a story should
have requirements that the players can plausibly get together as part of a story.

Any Ritual should have requirements that for whatever reason the players are unlikely
to be able to repeat for credit. At least, not often enough to become routine or get
annoying. Stellar alignments are great for this, because by definition they won't come
again for some arbitrary (and probably large) amount of time.

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Standardizing Nonstandard Magic

Items of Great Power


The ring wants to be found.

Magical objects, like tools of science, could do practically anything. They are limited primarily
by your imagination and the suspension of disbelief of the audience. That second one is
important, and it is good to remember that no item has ever been powerful enough that the
world would not have turned out the way it did. There is no gong that cures all the whooping
cough on Earth, because pertussis still exists. There's no pearl that sinks Japan, because
Japan is still demonstrably above the sea. There is no cauldron that makes an unbeatable
world-conquering army, because no one conquered the whole world. No matter how
impressive any magic item is, it is in some very important way less world changing, less
powerful than a hydroelectric dam or an atomic bomb. And yes, that leaves a great deal of
wiggle room, but it is important to keep perspective that there are no magic items that could
allow their owner to overwhelm a powerful country like the Russian Federation by force of
arms.

Which does not mean of course that any particular item of power is not a big deal. There is
no everfull purse that produces enough gold to destabilize world metal prices, but there may
very well be a goose that lays golden eggs of sufficient quantity to make the owner
spectacularly filthy rich. And while no magical weapon reaches the heights of city destruction
achievable by nuclear fusion, there are many magical weapons that are exceedingly
impressive for their size, and capable of feats of murder all out of proportion to their probable
police response. You could probably get a license to own, and in Texas concealed carry the
masterpiece of Daniel Colt.

Magical objects should be valuable, which means that the things they do should in general
be things that a comparably sized electronic object would not do with the introduction of a
few AA batteries. While there are stones that make light by magic, those are not really worth
talking about in a modern context unless you are showing the paucity of ancient wonders
and superstitions (in which case, go nuts). Magic items are not reproducible (or at least, not
mass reproducible). If you find a magical perpetual motion machine, you can't make tonnes
of ostensibly identical copies that collectively generate limitless power and change the world.
If you are given such an item you may well be able to keep a secret base operating
"completely off the grid" but magic is not going to be an answer to fossil fuel dependency.
But an important thing to consider when making a magical object is that in general it should
be doing something that is not replicable by store bought materials and thus worth searching
for and fighting over. Magical objects transcend what a normal tool is capable of, and since
tools can already do some amazing things, that's a pretty big deal. Here are some short and
pithy guidelines for making a magical object:

Magical objects should do something that is clearly magical, not simply have enhanced

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properties that might be achieved by making an object out of better steel or burning
through batteries faster.
Magical objects may in fact be cursed, and a lot of them are. But remember that any
curse that is more impressive than the nominal effect will be used for whatever it is the
curse does (turn people into murderers, summon chimerae, whatever), if at all. An item
where the curse exceeds its nominal utility is essentially useless for its nominal utility
and you shouldn't make it like that.
Magical objects in general should do something different from normal Powers. This is so
that people who got actual Powers don't feel like suckers when someone else finds a
magic mirror that does the same thing. For that matter, any item that is as impressive or
more so than a genuine Power should be presented as being very rare and impressive -
and they should not be easily acquired or retained.
Bonuses are boring. It isn't that people don't like having a +2 bonus to Athletics because
they are wearing magic shoes, but those sorts of effects are basically indistinguishable
from simply having larger numbers in those dicepools in an entirely mundane fashion. In
general, magic shoes should do something different than merely doing the thing you
normally do, but better.

Getting Items of Power


See an evil penny and pick it up, all the day... something something.

An item of power can serve as one of two main roles in a chronicle: either as a plot point or
as a resource. In either case, the amount of effort it takes to acquire them should be roughly
commensurate with how much effort would be required to get to a similarly useful resource
or plot twist by other means. A minor artifact is a simple Rating 1 Destiny Resource, and
could easily be a toss-off to show that "something was up" in the same way that handing out
a Rating 1 Financial Resource might be. For example, if the coterie breaks into a loft and the
villains aren't there, they might find a simple magic dagger or cursed wand to show that -
indeed - they had the right loft (and also to make it not seem like the players had wasted
their time only to find that the enemy had already been on the move). The MC could just as
easily use a stolen painting or a pile of bloody watches to show the same thing, but
sometimes a monkey's paw that mysteriously curdles milk and sours juice it is pointed at is
just more interesting.

A plot device can be basically anything. Even a tattered scarf could plausibly be the clue that
reveals the true murderer or the fetter that binds an important ghost. So a magic item whose
purpose in the story is to advance the Chronicle should be restricted merely by how
important the plot point is, and what stage the characters are in the story. The special
mirrored surface out of which an ancient and powerful Asura can walk might take much
heartache, legwork, and sacrifice to get to if doing so is the culmination of a multi-story

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chronicle. On the other hand, if said Asura is just someone who is going to give a clue as to
where the coterie needs to go fly to in order to find the ruins of the Troll city that the
Shattered Empire hugs have taken Caitlin, then the player characters might just need to
break into a museum at night and touch the thing.

Most magic items are in fact built. At least, at some point. And they are created through
mighty rituals of vast power. And the mighty ritual of vast power should be roughly as difficult
to research and pull off as going through the story and finding an artifact of similar utility.
Items gained without a story just don't have much of a story to them - and the story is after
all what people are actually there for. Whether the story is that you went into the bog and
listened to the old hag and took the silver pentagram that can be used to break a shadow
gate after you proved your worth; or that you went into the bog and listened to the old hag,
and got told how to make the silver pentagram that breaks the shadowgate after proving
your worth is rather meaningless of a metagame distinction. But it feels different, so the MC
should mix it up a bit and have players end up conducting the mighty rituals of power that
make these things at least sometimes.

Additional Abilities in the Disciplines


Didn't think I could do that, did ya?

There is no special rule that each Discipline has to have precisely two powers available at
Basic, Advanced, and Elder levels. And indeed, some Disciplines have a third ability listed in
one of the mastery levels in the basic rules. Furthermore, future material may well come with
alternate abilities for characters to have instead of the normal features of Powers. Or, as a
MC you could write some of your own.

Adding new abilities to Disciplines can be a cool way to spice things up. But it can also dilute
the setting, and make characters more powerful. All things being equal, the larger a number
of abilities a player has to sort through, the more work it is going to be and the more
powerful a result they are likely to get by cherry picking the right combination of abilities.
New abilities should probably not use radically different dicepools than other powers in the
same Discipline, because otherwise you are going to be moving towards a world where
someone can max one attribute and one skill and get a very high dicepool in a wide variety
of different powers. Similarly, a new ability should not do something radically different from
other abilities in the same Discipline.

But above and beyond the simple balance issues that arise from increasing the set size of
potential abilities, there's also the concept of setting strain to worry about. There is, for
example, no ability that currently allows a character to travel to the dark side of the moon.
And while there's nothing inherently overpowered about collecting moon rocks or building a
secret base there, it would still be a very large problem to add such an option to the game.

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So long as there's no way to get to Luna, the moon is outside the playspace entirely, and
players do not have to discuss their enemies having gone to the moon - nor do they have to
obtain powers to potentially go there. One of the primary things that make games fall apart is
the simple proliferation of other places that all need their own powers to reach. If one were to
add the distant planet of the Pods, the mythical homeland of the Demons, and a few garden
variety Alternate Earths, the game would become very cluttered and confusing.

Example: Building on the huge strength facet of Clout, an extra Elder ability can be stuck in
that makes the user bigger than Giant Size does. This is the signature power of Nabau, the
enormous Makhzen Mehtar of Kuala Lumpur (and yeah, he has the "can't turn it off"
version). This power is a reasonable extension of Clout because it is different enough from
previously published powers to notice, and yet it does not overly increase the utility of any
skill, nor does it bring something into the conceptual space that is completely unprecedented
(Kaiju are already this huge).

Titanic Size: The character gets super huge. Like 8-12 meters in raw hugeness. While in
Titanic Size, the character's Strength is increased by 20 and they have 3 points of armor.
Transforming takes a Complex Action and 8 Power Points, and lasts until the end of the
scene. Titanic Size is a Protean Power, and does not stack with Giant Size. Some creatures
get Titanic Size "always on" where they never shrink down to human size.

New Disciplines
I have mastered the art of Obscurica, and I can do things you doubtlessly think are
impossible.

I strongly suggest not making new universal or sorcerous disciplines. It's not that you can't
make a new Discipline that is balanced, because you totally can. It's that new Disciplines
undermine the foundation of the game as a shared storytelling medium. The coherency of
the world comes apart a little bit every time a new Discipline is introduced. At the limit of
adding infinite Disciplines, no action that any character takes with magic has any context -
even if none of the new Disciplines is substantially over powered or deceptively worthless,
the game still becomes essentially unplayable. However, I am equally aware that a
substantial number of groups will, for reasons base or noble, choose to ignore that advice
and write new Universal Disciplines or Sorcerous Disciplines into the story. This can actually
be fine. A 23rd Discipline is not the same thing as the 101st Discipline, and the conceptual
coverage of the magical disciplines in After Sundown is essentially arbitrary. It's entirely
possible to add a new Discipline or two without breaking anything. But remember: it is a
slippery slope and you seriously can't just keep adding new Disciplines forever without
breaking the world. Don't be afraid to put your foot down. Just because you let one player
bring a new Discipline into the game and it would be "fair" to allow another player the same
opportunity doesn't mean that placing more straw on your camel is a good idea.

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But if you are going to make a new Discipline, keep some things in mind:

Sorceries are still Astral, Infernal, or Orphic. You may think you have a cool idea for
some fourth power source, but dowsing and preparing counterspells for 3 flavors of
magic is already hard to keep track of. A fourth power source means that monster
hunters will have a whole new set of equipment in addition to all the crap they have to
carry around with themselves. And that's bad.

A new Discipline should have 2 Basic, 2 Advanced, and 2 Elder Abilities in it. If you can't
think of that many powers for it, you should seriously consider the idea that you don't
have a Discipline worth writing up or disturbing the status quo for.

You already have a set of a powers that you can draw upon for ideas in the form of the
Disciplines already printed. If you have a Basic Ability in a Discipline, go ahead and
compare it to the Basic Abilities of Discipline already printed.

Each new Discipline will be taken by probably one character at most in your game. So
you should make sure that the dicepool choices for the abilities are pretty static through
the whole writeup.

Discipline that are collections of heterogeneous abilities are, in general, hard to keep
track of and you shouldn't make them. It might be tempting to make a Discipline that is
simply the list of abilities displayed by some sorcerer in a book you liked, but such "stuff
from the attic" powers confuse players. A new Discipline should, if anything, be more
clearly themed than one of the ones in the basic book - the players won't have it in the
book to go back to so it needs to be more memorable on its own merits.

Subtypes: Bloodlines, Strains, and Schools of Thought


We are defined by our similarities as well as our differences.

It is sometimes useful to a story to have a bloodline of Vampires or a family of Leviathan who


represent a recognizable clade. It is tempting to write additional powers for such groups or to
trade basic powers of their type for other powers in order to make them stand out and "feel
unique". This is a terrible plan, and you shouldn't do it. A subgroup doesn't need to feel
unique, because every character is by definition a unique individual to begin with. A group
actually needs something to promote a feeling of group identity, because that doesn't just
happen. An easy and effective way to do this is to give everyone in the defined group one or
more of the same selections of optional Powers. An entire family where everyone is super
strong, or every member can see ghosts has obvious traction, and relates members of the
family one to another.

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These kinds of subgroups can be pretty small - often appearing in only one city and being of
merely sufficient size to be interesting actors in a single storyline. And they have different
names depending on what they are a subgroup of. A line of Vampires where each of the
children ends up with specific "optional" Powers that the progenitor also had is called a
"bloodline". A line of Lycanthropes where each newly risen victim has a specific and
recognizable power shared by their attacker is called a "strain". Related Leviathan whose
abilities manifest in a similar way are called a "house" if you want to be fancy and a "tribe" if
you don't. A group of Witches who learn their similar powers in a similar way is called a
"school". Animates who are built by the same technique are rare indeed, but are called a
"version". Transhumans don't really have a name for this sort of thing, because they
experience it very differently. The Reborn only happen like this in groups of 2-4 people
whose past lives intersected in all kinds of ways (usually as lovers or enemies - or both), and
the process is called "fate linking," but there is no special name for the people whose fates
have been so linked. People who become Fallen by being cast into the Dark Reflection
together or having had their soul yanked by the same demon or artifact may well get similar
powers - and they are called a "chain". The Icarids have pretensions to science and do not
have consistent nomenclature for the phenomenon. Each competing mad scientist has their
own theory of how it works, and the fact that a process repeated on another mad luminary
produces the same result is in no way surprising or noteworthy to the luminaries who did it -
and they end up calling themselves whatever it is that they call the results of their process
according to their personal nomenclature.

So the Sawyer Tribe is a group of closely related Troglodytes who are all fearfully strong.
Every one of them has Devastation as one of their Powers. And if a player wished to make a
character who was born into the Sawyer Tribe, they would select Devastation as one of their
additional Powers upon applying the transformation. On a less hoboriffic note, within the
Ulmi there is a core of dedicated immortal necromancers who teach the original Venetian
necromancer's secrets of power. This is the Ulmi School, and those luminaries who are
trained in it become Khaibit who have Patience of the Mountains. The Sisters of Cacophony
is the name given to a lesbian Strigoi who calls herself Cacophony and the exclusively
female bloodline she has founded, with each new inductee manifesting with Missing Voice
and Death Note.

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I Fought The Law

I Fought The Law...


Twinkies are the best friend I ever had.

Actions that characters take have consequences. And not just in the direct Aristotelean
sense of how when you push on an object it moves. Both directly, and indirectly in the form
of reactions and reprisals from others, actions will set other actions in motion. And perhaps
no reaction gets as much justifiable consideration as the reactions of Justice and Revenge.

Human Law
The militaries of the world have literally millions of soldiers under arms, and it is essentially
impossible for any man to fight them alone. And yes, even paramilitary forces such as police
and investigative units have so may members that no one could plausibly face them alone.
The 123 core precincts of New York have over 40,000 police officers and train hundreds of
new cadets every year. Even a highly effective serial killer simply could not take out police
as fast as the state hired more. And yet it is manifestly true that people get away with
committing crimes every day. Your chances of getting brought to justice for killing a man in
cold blood are about 2 in 3, and in ages past the rates of case solving were much less.

So how can it be that a man can get away with a crime if they can't actually fight the state
and win? Well, mostly by dint of the fact that the the number of people involved in actually
enforcing the law is very much less than the number of people the law is being enforced on.
While 40,000 police officers sounds like a lot (and it is), those same 123 precincts contain 8
million total residents and an equal number of visitors every day. Law enforcement simply
cannot spare limitless resources to a single crime, nor can they reasonably expect to punish
all crimes or even know about all crimes. Crime in human societies is defined and punished
in order to hold society together. Murder is a crime in every nation because it tears society
apart to attack individual members of it. Treason is an even more serious crime because it is
an attack on society itself. And a good thing to keep in mind is that a whole lot of things are
criminalized not because they are actions that harm society in any measurable way, but
because the act of criminalizing them purchases the loyalty of people who want people who
do them to be punished. That is to say that so called "victimless crimes" don't really tear
society apart, but that the act of persecuting people who do them can bind the rest of society
together. That kind of logic has driven the creation of laws for thousands of years - if you
crack open a bible you can find the law against wearing the kinds of shirts that the
neighboring tribes wear (Deuteronomy 22:11).

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I Fought The Law

But in any case, as a supernatural creature, most player characters are going to at various
times break laws. So not getting caught is going to be a pretty important thing to consider for
a lot of characters. The actual laws of individual municipalities are available for you to look
up, and are often a surreal trip.

No report, no crime. Remember that the police are not omniscient. They only investigate
crimes that they know about. This does not mean that murdering every person you steal
from is some kind of magic talisman against police interference - far from it. People
generally have schedules, so even if the body is never found, people still get reported
when they are merely missing. However, it's important to note that if you steal
something in a manner that the owner does not know that it is gone, or is afraid to report
that it is gone (for any of a number of reasons), then the cops will not get called, and
from the standpoint of the government it is just like no crime occurred.

The Police have shit to do. Crimes that are "minor" compared to the amount of work
needed to do anything about them are likely to be ignored. That means that if you are
caught shoplifting and you flee to Indonesia, the police are unlikely to follow you. But
hey, Javert chased Jean Valjean for 17 years for stealing a loaf of bread, so there is no
guaranty that the cops will lay off just because it would be totally ludicrous for them not
to.

The Police try not to rock the boat. The purpose of the police force is to maintain
society, not to tear it down. Investigations that seem like they will cause more damage
to society than they will fix will usually not even get started. Major pillars of the
community can be suspected of some pretty heinous things without any serious police
inquiry. This is how priests can get away with molesting children for years without the
authorities actually doing anything. However, it's important to remember that political
power is not the same as untouchability. Powerful people often have powerful enemies,
and law enforcement may feel itself forced to act if they actually have overwhelming
evidence given to them.

The Police cannot punish everyone. There are a lot of people in the world, and basically
all of them did something that they wouldn't want their neighbors to know about. And the
police can't cover it all. What this means is that they will generally only act when they
are sure that a specific person did a crime. This means that ambiguity is your friend.
Even if there is a question of whether one of two different suspects perpetrated a crime,
most human justice systems will allow both to walk free. However, remember that police
are people too, and often get totally irrational "hunches" that one person or another is a
criminal and will do whatever it takes to make something stick.

To make a long story short: basically when you go out into the wilderness and blow the crap
out of a bunch of zombies and then murder the necromancer who raised them, you've
committed like a dozen felonies, but neither you nor anyone else is going to jail for it. None

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I Fought The Law

of those people were in any database as being alive, so their deaths won't get reported
anywhere either. No witnesses are around who will talk to the police (squirrels do not count),
so even if they eventually found a bunch of bodies that were dug up and filled with shotgun
pellets, the authorities wouldn't have any leads to follow and the case would be as cold as
the cadavers.

Syndicate Law
Supernatural law differs little in basic intention from its mortal counterpart. Essentially it is
there to keep society and those within it safe and to perpetuate itself as a social
organization. Where the Syndicates differ from most modern concepts of legal systems is
that they are actually just there to preserve a very small clique. The World Crime League
isn't particularly concerned with whether Thailand continues to exist, or even how many
people die in Kuala Lumpur (their capital). All they care about is preserving the organization
of the World Crime League and their own membership - which is only about 150,000 world
wide. Which means that the World Crime League seriously does not have rules against
many of the traditionally thought of "natural" crimes. They don't care if you steal, or rape, or
murder. They only care if you endanger the apple cart. It's exactly the kind of system you'd
think would be invented by pragmatic, immortal, man-eating monsters. Which of course it
was.

So what is it that the bogeyman fears? What things could you do that would threaten the
existence of supernatural society? Well, lots.

The Vow of Silence. Back in the "old nights" the "Tradition of Misdirection" was simply
a set of informal rules that you couldn't tell normal people what worked and what didn't
work as regards fighting supernatural creatures. Because even the ancient vampires
understood that they would have a hard time fighting a hundred mortal humans with
wooden spears in the daylight. Back then it was perfectly acceptable to openly be a
Vampire Queen or whatever, but spoiling the mystery of how vampires worked to the
peasantry was considered an attack on every single other vampire, and would be met
with reprisals and concerted disinformation campaigns to reconfuse the issue.

The Vow of Silence has generally replaced the Tradition of Misdirection in modern nights.
Hiding the weaknesses of monsters has become a bigger and bigger deal in most parts of
the world as human populations and human technology have expanded so much in the last
two centuries. These nights, giving away to the "general public" that vampires are real at all
is generally considered to be as bad as telling people the specific types and weaknesses of
vampires was in ages past. The 18th and especially 19th centuries were marked by some
awe inspiring blood baths of supernatural creatures at human hands - the Wolf Khans are
apparently all dead. And the reaction of most Syndicates has been to hide more than just
their specific Achilles Heels, and in modern nights the general assumption is that human

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I Fought The Law

scientists could figure out the weaknesses of Werewolves or Strigoi quite rapidly if they ever
started investigating the matter. So if someone were to leave strong evidence of the
supernatural, most Syndicate responses are going to be to discredit that evidence (by
destroying it, making it look faked, suppressing it in the news, or whatever), and to punish
those involved to the point that it encourages others to not do that kind of thing in the future.
And yes, if a Makhzen Prince has to do a lot of work to suppress some Vow of Silence
Breech, they are well within their rights to have the perpetrator killed.

But not everyone sees it that way. The Shattered Empire and the Covenant Domain of
Ciudad de Mexico hold that the "good old nights" where a Witch could have their own Witch
Tower and have a fearful populace come groveling to them when they wanted some magic
done can be achieved again in the here and now. These groups hold to the old ways of
Misdirection where freaking the mundanes is acceptable and even in cases encouraged, but
this does not mean that the wearing of masks is not practiced - just that the masks worn are
those of prophets, gods, and demons rather than masks of mortal men. Needless to say, this
is quite a sticking point between Syndicates and domains - with the proponents of the "new"
Silence claiming that the proponents of the "old" Misdirection are inviting the downfall of
everyone by opening themselves up to scientific inquiry, while the proponents of the "old"
Misdirection counter back that the "new" Silence endangers everyone because the big
secret can't be kept forever and in the absence of a body of misinformation the truth will
become weaponized in mortal hands.

The Peace. Wild West style combat and intimidation doesn't really work to keep society
together - it drives people away and it drives supernatural creatures away too. And
while there have been Syndicates in the past based on the "might is right" principle
where the strongest were allowed to eat the smaller at any time, those Syndicates are
simply not around any more. The fact is that for any Syndicate to hold together it has to
offer a better shot at surviving to the end of one's immortality than simply hiding under a
rock in the wilderness. Otherwise, rational supernatural creatures are just going to run
for the hills. And so it is that Syndicates find themselves charged with protecting their
members - and quite often protecting their members from other members. This means
firstly that murdering other members is highly discouraged, but it also means that every
Syndicate has a forum for handling grievances such that creatures will feel properly (or
at least minimally) satisfied without chopping anyone's head of.

Rules in any Syndicate tend to be pretty draconian, since they are designed by and to
appeal to literal ancient monsters from before anyone had written A Theory of Justice. But it
is important to remember that even these rules are not as kill crazy as unfettered mob
justice.

Respect. Being a member of a Syndicate isn't just a list of "Thou Shalt Nots". It's also a
set of perks. First of all, it lets you hang out with creatures that are actually in your peer

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I Fought The Law

group, which is awesome, but membership also straight up has privileges. Members of
the World Crime League can call upon the organization to give them legal counsel and
they can use the exclusive Syndicate pool.

But perhaps the biggest perk that any Syndicate can offer is the respect and obedience of
other members of the Syndicate. And that in turn becomes one of the most important
concessions that one makes by joining a Syndicate. The Makhzen promises its members
that if they work their way up to Prince of a domain that they'll be able to make the rules for
that domain, and that other members of the Makhzen will follow those rules. And thus, every
member of the Syndicate is expected actually honor the perks that other members have
earned within the Syndicate. You have to act like everyone else has their carrots for you to
receive yours. Telling the Quartermaster of a World Crime League territory to go fuck
themselves can get your pool privileges revoked - or even get you booted from the
Syndicate's protection altogether.

Rules governing these concepts are expressed differently in different Syndicates. For
example, in the Makhzen, each of those three concepts is expressed as two separate
"traditions". The Vow of Silence is the "Tradition of Lies" (basically: "Don't talk about fight
club") and the "Tradition of Truth" (basically that you tell the creatures in the Syndicate - and
only them - what's going on and how things work). The concept of The Peace is the
"Tradition of Hospitality" (that you let other supernatural creatures into your city and social
circle) and the "Tradition of Hostility" (that killing supernatural creatures is a right and duty
reserved to the Syndicate to be used against - and only against - creatures that break the
Traditions). And the concept of Respect gets broken up into the "Tradition of Accounting"
(that every member is due the respect owed their status in the Syndicate) and the "Tradition
of Domain" (which is basically the same thing, but includes the idea that the Princeps
defines the rules and status within their domain). Other Syndicates use different
formulations, but all of them cover those three concepts on way or another, because it's the
essential glue that keeps supernatural society together.

408
Points of View

Points of View
"Well, that's one way to look at it..."

Making a Character
Probably the most important thing you can do while making a character is to discuss with the
other players what kinds of characters you'd like to play. There are a lot of characters that
would fit into some After Sundown games that won't fit with the specific chronicle you are
actually playing. The number one thing you want to look out for is intra-party conflict. And in
turn, the number one cause of intra-party conflict is moral disagreements. That is, if you
want to be playing a particularly dark game, you might want to make a character who is a
serial killer, or a rapist, or whatever. If on the other hand, the other players want to play
Syndicate troubleshooters who go on Scooby Doo hunts for supernatural criminals, that kind
of character concept isn't going to fly. Heck, if the players want to bewail their loss of
humanity and try to fit in with mortal society and listen to The Cure, that kind of character
concept probably isn't going to fly. And so on.

Once you've established that your character concept is going to work with the other players,
find out about the chronicle and work it in there. If the game is taking place in Paris, it's
probably a pretty good idea for your character to speak some French. If the game revolves
around police procedurals in gritty New York, make sure your character has some relevant
skills and something in their backstory to justify being in that situation. Maybe it should go
without saying, but it really doesn't: make sure you know what the actual character
generation guidelines being used are. It's no good making the whole backstory for a 150
year old Austro-Hungarian Vampire only to get to the table where everyone is making
contemporary humans in order to play out the origin story in the 21st century. Even above
and beyond the basic category of game (Origin Story, In Media Res, or Power Fantasy), the
expected direction of the chronicle may place additional constraints on the PCs. Maybe
everyone has to be able to swim, or no one is to be or speak Romanian, or whatever. Talk
this all out before you commit too hard to any particular character traits. Ideally, these
constraints won't just be the MC jerking you around, but will instead be actual well thought
out guidelines to make sure that the chronicle can and will be completed.

The Curious Tail of Barbara Stanwick

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Points of View

Barbara Stanwick is a sample character, who is played by a sample player who we will call
Jenny. Jenny wants to kick ass and take names, but she also wants to identify with her
character on a physical basis. To balance these two desires, she chooses to have her alter-
ego Barbara be a Werewolf. This allows her to make a character who is a slightly sporty
liberal arts type, while still being able to turn into a giant monster and rip a car in half.
Fortunately, she is making an In Media Res character and she can totally start with her
character already being a Werewolf.

The Backstory: Jenny can write whatever backstory she wants, subject to the story ending
with Barbara Stanwick being wherever the chronicle is going to take place and being
interested in interacting with the chronicle rather than ignoring it or getting on a plane to
Boston or something. So ironically the first thing she finds out is where her backstory has to
end up. And after discussing it with the MC, she finds that the initial chronicle is going to take
place in the San Francisco area, hunting a rogue Werewolf under the auspices of The World
Crime League. That sparks some inspiration with Jenny - and her first question to the MC is
if it would be disruptive for her to suspect the main villain Werewolf of being the one that
mauled Barbara (making her a Werewolf in the first place). The MC lauds as how that
sounds like a great idea (as it personalizes the chronicle for Barbara and also motivates her
to participate), and so Jenny begins writing.

Barbara is the daughter of the District Attorney of Santa Clara County. She attends the
University of California at Berkeley, where she studies literature. Her father wants this to be
a pre-law degree, but she has been strongly considering going into teaching. However,
things became both simpler and more complicated when she and a couple of acquaintances
were attacked and killed by a wild animal after a party in Oakland. She ended up lying in the
torn up shreds of a couple of students for several hours, before waking up and making a full
recovery. She has since been contacted by Black Hand agents, and has joined that
organization as an enforcer from beyond the grave. Also, having been associated with
supernatural society for some time, she has presented herself to the local Syndicates and
has citizenship in the World Crime League.

Jenny actually writes a backstory that is several pages long, and includes reasons why and
how she knows the other player characters (which she worked out with the other players),
but that is neither here nor there.

Attributes: Because Jenny is making a character for an In Media Res game, she can assign
2 points to her least stat category, 4 points to the middle pair, and 5 points to the top
selection. However, she also has 3 points she can assign however she likes, so if she
wanted, she could bring her "lowest" attribute category to parity with her highest. What she
decides to do is to emphasize Barbara's sport and dance background, with a later emphasis

410
Points of View

on academic development. So she makes Social her highest priority, Physical her next
highest, and Mental her lowest. Then she applies her three bonus points to Logic and
Charisma. This ends up with attributes of:

Attribute Attribute Attribute


Strength 3 Intuition 2 Willpower 3
Agility 3 Logic 4 Charisma 5

Edge 3 Potency 1 Power 13

Technically of course, she has not applied the supernaturalness yet, so at this stage she
wouldn't have a Potency or Power rating, but it saves time to write it down with the rest of
the attributes if you know you're making a Werewolf, which Jenny does. You'll also note that
Jenny has cast her net pretty wide - Barbara doesn't have really high physical attributes for a
combat oriented character, or really any super high attributes at all. That's deliberate on her
part, and actually OK given her magical abilities, which augment the mediocre physicals into
deadly ones and still leave her enough Logic and Charisma to investigate well.

Active Skills: It's very difficult to make a combat monster without the combat skill, but
fortunately Jenny has written combat training with The Black Hand into her character's
backstory. She'll get 14 points to one category, 19 to another, and 24 to the third. Then she
can distribute 6 points wherever. Again, she decides to focus Social, Physical, then Mental.
After all, Barbara is still a student. For thematic reasons, she decides to put all six bonus skill
points in Combat. She also gets 4 specializations (each Technical skill has one of its own
specializations for free).

Skill Skill Skill


4
Athletics 4 Animal Ken 2 Artisan
(Painting)
6 (Pencak 4
Combat Bureaucracy 6 (Law) Electronics
Silat) (Software)

Drive 1 Empathy 4 Rigging -

Larceny 4 Expression 4 (Dance) Medicine -


Perception 6 Intimiation 1 Operations -

6
Stealth 4 Persuasion Research 6 (Library)
(Pedantics)
Survival - Tactics 1 Sabotage -

All in all, Jenny made a character who could do well as a lawyer or a teacher... or a
murderous enforcer. Which is appropriate, because Barbara is still uncertain which direction
she'll end up going with her life.

411
Points of View

Backgrounds: As a character in an In Media Res story, Barbara Stanwick can have 35


points of Backgrounds. She decides to split them up amongst her interests:

Classical Literature 4
Modern Fantasy Books 4
Student Life 3
Binge Drinking 3
Fine Cuisine 4
Secret History of Supernatural Conflict 5
California Legal System 4
American Education System 4
World Crime League Rules and Etiquette 4

The best criminals are also the best lawyers.

Resources: Jenny can assign one 3 point Resource, two 2 point Resources, an one 1 point
Resource. Also, she has to select an Obligation, but gets a Resource for that too. She
assigns them as follows:

Barbara's backstory includes ending up with a magical mirror that shows whatever is on
the other side of a wall it is placed against - like a portable window that isn't transparent
on the other side. This requires Jenny to discuss it with the MC, and they agree that this
item is a Rating 3 Destiny.
Barbara Stanwick is still on reasonably good terms with her father, and can get records
and information from the Santa Clara County DA's Office. This is a Rating 2 Contact.
Barbara's parents set her up with a trust fund that is quite substantial. This is a Rating 2
Finances Resource.
As a student of classical literature, Barbara knows Greek. This is a Rating 1 Languages.
After being literally pulled out of a pile of bodies where she had been left for dead and
then trained in seven deadly Indonesian martial disciplines, Barbara feels obligated to
assist The Black Hand in their efforts. This manifests as a Rating 2 Duty.
Barbara has been allowed into the "Rare Books" archive at UCB - which is a magical
library. A Rating 2 Destiny.

Advantages and Disadvantages: As a Werewolf, she gets to have Temperamental for free.
But Jenny feels that her character's divided loyalties towards her various available lifepaths
would be appropriate for the Disadvantage Flake. Having taken an extra Disadvantage, she
can select an Advantage as well. She chooses Attractive.

Magical Transformation: Barbara Stanwick is a Werewolf in an In Media Res game. She


gets all of the inherent Powers of a Werewolf, and also gets to select 2 Basic Powers and an
Advanced Power of her choice. She then gets one Basic or Advanced Power that can be

412
Points of View

either Universal or Lure of Destruction (the Cultic Sorcery of the Black Hand). She chooses
to go for the Sorcery option, and her ability list looks like this:

Tongue of Beasts (Basic Call of the Wild)


Beast Form (Basic Call of the Wild)
Revive the Flesh (Basic Fortitude)
Vigor (Basic Clout)
Quickness (Basic Celerity)
Repel (Basic Magnetism)
War Form (Celerity / Clout Devotion)
The Beckoning (Advanced Call of the Wild)
Touch of Darkness (Basic Lure of Destruction)
Glimpse of the Abyss (Advanced Lure of Destruction)
Attract (Basic Magnetism)
Summons (Advanced Magnetism)

It is worth noting that she gains +2 to Socialization tests (Advanced Magnetism), +4 to avoid
death and healing (Advance Lure of Destruction), +1 Strength (Basic Clout), +2 to Physical
Resistance checks (Basic Fortitude), +2 to initiative tests (Basic Celerity), and a +4 to
Animal Ken checks that increases to +6 for canines (Advanced Call of the Wild, and she can
personally turn into a wolf). However, while many of those are situational, the Clout bonus
really is just an always on thing. So Jenny chooses to just add it in to her stat line, like this:

Attribute Attribute Attribute


Strength 4 Intuition 2 Willpower 3
Agility 3 Logic 4 Charisma 5

Edge 3 Potency 1 Power 13

Place in the World: Jenny has a pretty good idea of what Barbara is about. She lives in a
loft in Berkeley and is a citizen in good standing with the World Crime League. She is also
an enforcer for The Black Hand. Lycanthropy is driving a wedge between her and the
aspirations she has to become a teacher or a lawyer. But she has some good friends
amongst the supernaturals, some of whom are the other player characters in her band.

413
First Person

First Person: Summarizing Proust


The last thing anyone wants to be told is that their capabilities have diminished. Even if it's
true. Especially if it's true. That's not to say that people don't want to hear bad things about
the present, or good things about the past - people eat that shit right up. Nostalgia is a
powerful thing, and you can get a lot of drunken agreement by talking about how great the
Reagan years were. The Reagan years! Back then we all thought we were going to die in a
radioactive hellstorm, and unemployment was over ten percent, but no one remembers that
shit anymore. No one remembers Paul McCartney subjecting us to Take it Away or John
Mellencamp calling himself "Cougar" either. Every day, the past gets a little bit brighter,
because we forget our failings. And we are left with nothing but Physical and Eye of the
Tiger, and we wonder how kids these days can listen to such crap. But while everyone
wants to hear about how those days were better than these days, it becomes downright
insulting to mention the fact that possibly an actual person has lost their edge. At least if that
person is within earshot. And yet, that is what happens to us. To all of them anyway. It
doesn't to us any more, because we are still in 1982. To an extent we are there all the time,
but especially now with Joan Jett playing - on an oldies station of all things, we are brought
quite unwillingly to reminisce.

Back then I was in high school and I began noticing boys and hearing the voices. Because
of my upbringing, I naturally thought that the voices represented goodness and my
burgeoning sexuality was wickedness. This illusion was shattered for me when the voices
crawled out of me - revealing them to be not the whispers of a loving god but the humming
of dreadful wasps. Panic was of course the first thing that filled me, and I lashed out with my
World Civ textbook against the demonic creatures burrowing from beneath my skin. It
burned like lightning, an analogy that I am able to stand by given my later encounters with
the subject. But it was worse than that, because in striking them flat I was striking myself - in
a very tangible and literal fashion as I later came to understand. With each flattened bug I
found parts of myself, my memory, my time were gone. Perhaps this is what normal people
go through when they simply forget things, when they allow the janitor of nostalgia to clean
away the dull and the embarrassing - leaving nothing but fondness for a time that cannot be
recovered. But for someone recently a child, the sudden realization that history could be
taken and lost was soul shattering.

Making peace with the bugs was not easy for me, but since they really were us, doing so
was inevitable. My abilities to open doors and carry books were valued, as were their own
abilities to fly around and hear things. And in time we grew close, we became the same. It
was precisely our ability to hear things that allowed us to come to terms with ourselves, to
see that the desires we felt guilt for were quite normal. Not accepted, but certainly common.

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First Person

And yet, while we certainly accepted ourselves, we felt ostracized. We could hear peoples'
thoughts, and we could see easily the hypocrisy of those around us - that even if we came to
people who had thoughts like ours that we would still be condemned as a pervert, as a
wasp-filled monster. It was a lonely time for us. We watched the boys playing together
without us, and there was no place for us there.

But we weren't alone. Not forever. We met Robert, who at that time was scouring through a
bunch of used LPs at a record store we frequented. It was immediately obvious that he was
special, both because we could not hear the buzzing of his thoughts and also because he
recognized us for being a hive of sorts immediately. He quickly abandoned his work and
inquired as to the "Syndicate" that I belonged to - even though he could see the conflict and
chorus within our body, he talked of us as a singular entity - not out of ignorance but out of a
friendship and respect that had never been offered us in sincerity before. And yet, we had no
choice but to offer our own ignorance in return - for we knew nothing of the world Robert was
part of save that we could infer from our own existence. Robert took us to get some wine
and pizza, we were underage, but Robert used his own powers to make sure that we were
not carded. He told us about the Cauchemar Communes, and his reasons for coming to
Iowa in the first place. Robert was a soldier of sorts, and he was here to fight a battle on
behalf of the Communes. Not because he had been paid, not because he was threatened,
but simply because he had been convinced that it was a good idea. We admired, still admire
Robert for his dedication to his ideals. That he would put himself in danger for things that he
believed in, and for no other reason was incredible to us. That these Cauchemar would
inspire that kind of loyalty while demanding so little attracted me immediately. So did Robert
of course, but alas it turned out that the "I" in us was the wrong sex for him. But this did not
stop us from becoming friends.

When he was finished with his mission, we followed him back to Paris, to join up with society
in the Syndicate. It was both more and less than we had hoped for. We had imagined firstly
that in coming to the heart of the Communes that there would be an endless supply of
creatures as strange to the human eye as we were, that we would be strolling through an
endless cantina scene where we would be not a tenth part the strangest, where we could
casually vanish into the shared camaraderie of inhuman origins. But it turns out that even
there, the number of creatures strange and profane seemed scarcely enough to fill a small
town. There were certainly places to go and parties to attend, and for the first time we felt we
could be ourselves - but even so we could not do so without being noticed. Worse still, there
were many who felt that our type of creature - which we now call "Mi Go" - was the strangest
of all. And there were only a hundred bodies filled with Mi Go. Though nothing could have
prepared us for the majesty of the Dreamlands or the profanity of the Dark Reflection.

There is a certain ennui that comes from having absolutely nothing demanded of one's self.
And so it was that we must confess that the first impressions we made in Parisian society
were of something resembling a dissipate. We viewed the art made by others, we tried our

415
First Person

hand at flirting, and unfortunately produced nothing of value from that period. It wasn't until
much later that we were convinced of our own ability to produce things of lasting or artistic
value by relating our own matured reflections on past experiences. For now we hoped to find
strength and purpose in others - as Robert had done by joining the Vanguards and fighting
the enemies of our way of life. But here, we hoped merely to make that way of life ours, and
hoped that personal relationships with other Cauchemar would make for us a reason to take
a stand. On anything.

And so we took up with Doré Guermantes, who was a well liked vampire of considerable
personal beauty. We looked to him for strength because he could lift and throw a car, he
looked to us for strength because in having dollars we appeared to have a boundless source
of financial independence. This was before the Euro, so perhaps our errors were
understandable. We fell deeply in love with him, but his interest in us turned out to be a mere
flighting fancy. Vampires it seems, cannot help trying to leech off of others - even when those
others want nothing but to share everything with them. We drifted apart, and we tried for a
time to cultivate physical relationships. But it turns out that when you have little to offer but
the warmth of your embrace, that there was little temptation for others to stay true when your
embrace is absent. And the dating pool amongst supernatural creatures is... sadly not large.
We were particularly enamored of an orphan android named Albert, but he would have
nothing to do with us romantically because of our basic flippant worthlessness.

Well later it was that I discovered the truth about the Communes. That it is hard indeed to
live when there is nothing whatever that is demanded of you. It means that no one will find a
place for you, and you must create a niche for yourself. Sometimes you might get lucky and
be on hand when someone has an idea that needs extra bodies, and then your purpose is -
for a time - given. But the reality is that when you follow a demagogue, you aren't really
offering any more than your warm embrace. If someone stronger or more talented, or even
simply more proximate comes while you are away, the project will be performed by others.
But in any case, your contributions won't be remembered, it will forever be Bergotte's
project, and never yours. And so it is that as we sit here in Iowa for perhaps the last time, we
have determined to make something of ourselves. Which is why we are writing now. The art
we create gives us purpose, provides us a place in society.

Once we have buried our grandmother, there will be nothing left to us. We will return to
Paris. We will make writings for others in the Movement. And this will give us meaning. And
possibly, just possibly, to make Albert notice us.

416
Second Person

Second Person: Advice to Progeny


My Dearest,

If you are reading this, then it appears that you have recently died and been brought back to
a semblance of life as one of the living dead. You also presumably drank my blood and
witnessed me hand you this very letter and then flee the premises with haste. This doubtless
seemed odd to you, and I apologize for the necessity. You will receive further aid and
instruction when I am able, but as of the writing of this letter, neither you nor I know when
that might be.

The first thing you will do upon reading these words is to try out your powers. Doubtless you
will find solace in climbing walls or even flying about. Also, you will be able to quickly heal
from any injury, so perhaps you will wish to experiment with the sort of senselessly
dangerous activities you previously gave only a slim moment's thought - such as leaping off
a building, stabbing yourself in the chest, or thrusting your hand into a fire. These are
perfectly reasonable things for you to do, and you should probably get them out of your
system sooner rather than later. However, even whilst abandoning yourself to the temporary
insanity of genuine magical power you should still maintain a semblance of decorum and a
thought towards self preservation and your future.

The first thing for you to keep in mind is that others of your kind take a gratuitously dim view
of giving away the show. Supernatural creatures such as yourself maintain their existence in
no small part through the expedient of secrecy, and you'll notice that even in your case the
reality of magical beings was revealed relatively recently. You can be hurt, and you can die.
Yes, even though you are essentially already dead, there are available bigger, more final
deaths to be had. The first and foremost danger is wood. Avoid that foul stuff like it was
bathed in vipers, and if you must experiment with cutting or bashing yourself, make for
certain that you do so through the medium of comparatively harmless metal or stone. But
also you will want at all times to keep your powers and nature a darkest secret - other
creatures may be helpful, but none will long hesitate before turning upon you should your
actions jeopardize their safety or obscurity. Your ability to float about the room will
doubtlessly seem magical to you - in no small part because it is in fact magical - but mortal
and vampire alike will feel threatened if you use it in public. Best not to tempt reprisals.

The second thing to keep in mind is the constant gnawing hunger which will drive you for the
rest of time as a farmer drives an ox. Your experience of the cravings will doubtlessly be
deeply personal and reminiscent of some craving you felt in life. However, this is no ordinary
famine, you crave instead the blood of mortal humans. Actually acquiring this blood to drink
is no easy task and will constantly threaten the secrecy of your true nature. Until you can

417
Second Person

master for yourself a feeding system, you will wish to do it as infrequently as possible.
Unfortunately, the beast inside you will not stay quiet forever, and you will be driven to feed
eventually, and possibly with wild and murderous abandon. Using your powers will make you
grow more famished, making it harder to control yourself. Consuming large quantities of
blood will likely be fatal for your meals victims (and you will have victims). And if you get
hungry enough to lose control, you will very likely drink copious amounts. Try to not get
hungry enough to have that happen.

In the meantime, it would probably be expedient to introduce yourself to the local Makhzen
government. The Makhzen is an old organization, and by your very existence you are now a
member of it. And by old, I do mean old. You will, if you avoid the barbs of splinters and
thorns, never die. And the leaders of the Makhzen never have. You will doubtlessly find their
customs to be archaic and feudal. However, you should remind yourself that age is also a
virtue and that these laws have outlasted every institution raised by mortal man. So
presumably they have some virtues, even if they are not immediately obvious to you. The
address to go to is written on the envelope, you should ask for Florentine - she is an ancient
and accomplished mermaid - and she can aid you in presenting yourself to the local Prince
better than I can under the circumstances.

And yes, you did read correctly that you will be asking for aid from a mermaid. That is not
the limits of the strangeness you will encounter before the night ends and you will long for
sleep. The truth is that whilst most stories you have been subjected to are indeed merely
stories, there are dozens and dozens of legends that you have heard that - are at least in
part - factual. Try to play it cool as much as possible.

Your Sire and Mentor,

418
Third Person

Third Person: Missing Persons


Cliché as it may be, it was a dark and stormy night. It could not have been elsewise, for the
shadowy figures climbing the exterior wall of the office had waited for precisely such an
occasion in order to make their ingress. It was their intension to take files that they believed
were stored therein, and for this they needed to be protected from being overseen or
overheard.

It had been two weeks back that Freddy had gotten the tip that these offices kept strange
hours and were probably smuggling something, and after he'd gotten his gang to scope the
place out, he was pretty sure that smuggling was the least of the issues. Men and women
coming in and out at odd times of the day and night, rolled carpets going in thick in the night
and coming out thin in the morning. People walking out who had not been spotted walking in
since the surveillance started. There was a mystery going on, and Freddy was pretty sure
the answers were inside this building.

Freddy wrestled the window open with more noise than he had hoped for, but behind the
constant hiss of wheels on wet asphalt and the incessant patter of rain no one in the city
seemed to notice or care. Once the aperture was enough for his muscular frame, he pulled
himself in, with his assistant Velma close behind. The room inside was filthy and rank. It
smelled like a refrigerator that hadn't been opened in some time, and piles of clothing and
discarded packaging littered the floor. As his eyes accustomed themselves to the gloom, he
began to make out... squash? The faint yellow light reflected and refracted from street lights
through a million tiny prisms of water gave the soft outlines of some kind of growing
operation. Pots, vines, and some kind of big fruit lined every shelf. He leaned over to get a
closer look...

As Velma squeezed herself through the window, she felt a slight tug on the lodestone she
wore tied to a string bracelet. That was odd, and she started to comment on it "Jinkrrrk-!"
was all that came out as Freddy suddenly grabbed her by the neck. She could feel his
powerful hands clamp down on her throat and began flailing her fists into his arms and torso
with what strength she had left. The pounding made a muffled sound like dropping a steak
on a counter, but he showed no predilection for loosening his grip to protect himself from the
counter assault.

He looked at her purpling face with genuine interest, but what came out of his mouth was the
most surprising part of the ghastly situation yet. "Now, huu maiyt you beee?" he inquired as
if the words themselves were in an alien tongue. The wounds being inflicted on his body

419
Third Person

might have been of just passing interest and he genuinely seemed to not recognize Velma at
all. And then realization dawned on her as she saw that the lodestone was pointing directly
to Freddy.

She hoped the rest of the gang was having better luck, because the prospect of being made
a puppet for some alien thing was not part of her plan. But even then she did not give up
hope for herself, because there was still a chance she could reach her pocket...

420
The Fourth Wall

The Fourth Wall: Starting a Game


A story in After Sundown is like a story you would read in a book or watch in a movie, save
that it is written cooperatively by the people playing the game. In order for people to tell a
story together, the story has to be something that everyone wants to tell. And that means
getting everyone on the same first page as regards basic story themes and content. If one
player really doesn't like the inclusion of something (whether it be "graphic descriptions of
violence", "sexual situations", or "discussions of economic theory"), that probably has to take
precedence over any number of other people at the table wanting to include it.

This sort of compromise is not as difficult as it might at first seem. After all, if someone didn't
want to tell multi-author stories involving modern supernatural horror with an emphasis on
adventure and mystery would probably have said "No" when you asked them the question
"Do you want to play a game of After Sundown?". So before you even begin to hash out the
basic disagreements about what kinds of stories you intend to tell, you already understand
that you do have broad agreements on genre and story structure. So be prepared to make
some concessions to what the other players want to do, whether you're the MC or not.
Nevertheless, players will need to know where the game is going to take place and whether
the chronicle will be an origin story or an in media res story before they even start to craft
themselves characters, so hash that out in the beginning.

421

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