Page 119 - Chronicles of Darkness
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Horrors




                              and Wonders:



                                    Antagonists






                                                    Horror comes in canisters with labels written in ancient languages that scratch
                                                  at the mind like hidden claws. It comes in smiles that hide empty hearts and empty
                                                  souls. It comes in shadows behind the dumpster, in handshakes in broad daylight,
                                                  and in self-fulfilling nightmares. People in the Chronicles of Darkness can readily
                                                  find horror in slavering beasts and primeval predators, but they can find it in the
                                                  everyday atrocities that humans visit upon each other, too. No law of nature puts
                                                  abomination in nicely classified boxes, easy to avoid if you just walk on the right
                                                  side of the street and always lock your doors at night. It could be sitting across
                                                  from you on the subway. It could be the subway. It could even be you.
                                                    This chapter scratches the surface of the myriad horrors and wonders that
                                                  populate the world. It gives the Storyteller characters and story hooks to use in
                                                  her games, and simplifies her job by providing traits and rules that she can pick
                                                  up and play with as is, or adapt to fit the needs of her game.
                                                    The first section is about plain old human Antagonists. Not every encounter
                                                  the player characters have throws them into the deep end of the dangerously
                                                  supernatural. The Storyteller can use the traits given in this section to represent
                                                  any number of non-supernatural enemy types that the player characters might run
                                                  into, whether they decide to fight, talk, or just to follow these people around to
                    “Now is the dramatic          see what trouble they’re up to.
                      moment of fate,               The second section presents rules that govern Ephemera, beings that live on
                  Watson, when you hear           the fringes of the material world and interact with it in unearthly ways. They range
                    a step upon the stair         from ghosts of the dead to spirits of Shadow and angels of the God-Machine, to
                   which is walking into          even weirder things that can’t be easily defined. This section presents rules for
                 your life, and you know          how to create ephemeral beings as Storyteller characters, including the strange
                 not whether for good or          laws they must follow, special powers they have, called Numina, and Conditions
                              ill.”               they cause or require for working their mystical devilry, like possessing people. It
                                                  also explains how player characters can interact with these beings, including rules
                          Sir Arthur              for summoning, warding, and binding.
                        Conan Doyle,                The third section talks about Horrors — physical monsters that share the world
                     The Hound of the             with humanity and plague it with all manner of gruesome terrors. It presents a
                         Baskervilles             system for building these creatures as major antagonists and details the sorts of
                                                  powers they might possess. It also provides advice to the Storyteller on how and
                                                  when to use such creatures, and what kinds of roles they might play in the story.
                                                  Then, it gives examples the Storyteller can use in her games, or as inspiration for
                                                  Horrors of her own devising.

                                                  Antagonists


                                                    Not every foe has hellish powers and an otherworldly agenda. Sometimes, the
                                                  obstacle that stands between you and your goals is just a person like you, doing
                                                  his job, standing up for what he believes in, or taking the gullible for everything
                                                  they’re worth. This section presents traits for non-supernatural opponents that the
                                                  Storyteller can use to populate her world and pit against the player characters in a
                                                  variety of situations. Some are best suited to fighting, some to social maneuvering,
                                                  and others to different kinds of challenges.

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