Page 11 - Chronicles of Darkness
P. 11
First Impressions 81 Jury Rigging 102 Possessed 134
Opening Doors 82 Repair, Modifications, Reaching 135
Resolution 82 and Upgrades 103 Resonant 135
Example of Taking Your Time 103 Shadow Gate 136
Social Maneuvering 83 Examples of Play 103 Underworld Gate 136
Urged 136
Forcing Doors 83 Black Threads:
Influencing Groups 83 Storytelling 106 Numina 136
Successive Efforts 84 Aggressive Meme 136
136
Awe
Chases 84 Invisible Hands: Blast 136
Storytelling Responsibilities 106
Set the Terms 84
Spines 107 Dement 136
The Edge 84 Drain 137
Pulled Muscles 108
Turn-By-Turn 85 No Meat Wasted 109 Emotional Aura 137
Seizing the Edge 85 Your Exquisite Corpse 110 Essence Thief 137
The Social Chase 86 Fate Sense 137
Prick the Skin
Violence 86 Missing Persons: 110 Firestarter 137
Intent 86 Hallucination 137
Creating Your Setting 110 Host Jump 137
Down and Dirty Combat 87
The Missing Person 111 Implant Mission 137
Willpower 87 Crime Scenes 112 Innocuous 137
Initiative 88 Implication 113 Left-Handed Spanner 137
Attack 88 Community 113 Mortal Mask 137
Defense 88 Authorities 114 Omen Trance 138
Unarmed Combat 89 People of Interest 114 Pathfinder 138
Ranged Combat 90 Rapture 138
Media and Inspiration 115
General Combat Factors 92 Regenerate 138
Weapons and Armor 94 Horrors and Wonders: 118 Resurrection 138
Antagonists
Seek
138
Injury and Healing 95 Speed 138
Objects 96 Antagonists 118 Sign 138
Sources of Harm 96 Traits 119 Stalwart 138
Disease 96 Cocky Mob Hitman 119 Telekinesis 138
Drugs 96 Excitable Munitions Expert 119 Mortal Interaction 138
Fanatical Cult Leader 119
Electricity 96 Hard-Nosed Beat Cop 120 Horrors 140
Extreme Environments 97 Obsessed Demon Cultist 120 Step One: Concept 141
Falling 97 Slick Professional Grifter 121 Step Two: Potency 141
Fire 98 Trained Guard Dog 121 Step Three: Anchors 141
Poison 98 World-Weary Private Eye 121 Step Four: Attributes 142
Vehicles 98 Ephemeral Beings 122 Step Five: Dread Powers 142
Vehicle Traits 99 Invisible Incursions 122 Step Six: Skills 142
Crashes 99 Manifestation and Possession 122 Step Seven: Merits 142
Equipment 100 Ghosts 122 Step Eight: Advantages 142
Availability and Procurement 100 Spirits 123 Brief Nightmares 143
Size, Durability, and Structure 100 Angels 124 Dread Powers 144
Dice Bonuses 100 Game Systems 124 Beastmaster 145
Game Effect 100 Anchor 133 Chameleon Horror 145
Building Equipment 100 Claimed 133 Discorporate 145
Equipment Types 100 Controlled 133 Eye Spy 145
To Roll or Not to Roll 101 Fettered 133 Fire Elemental 145
Gremlin
145
The Build Equipment Action 101 Infrastructure 134 Home Ground 145
Fragile 102 Materialized 134 Hunter’s Senses 145
Volatile 102 Open 134
10
chronicles of Darkness

