Now we
have a second edition of the new World of Darkness
Chronicles of Darkness corebook. Not just a rehash of the
God-Machine Chronicle plus the missing rules to building characters, it includes new merits and mechanics as well as new tools for storytellers all in one substantial volume.
Chronicles of Darkness
The journey to a second edition for
Onyx Path was tortuous, complicated by the fact that the rights to the game were in the hands of a software company with its own priorities. Initially they provided the God-Machine Chronicle which included rules revisions (
reviewed here) and sample adventures and adventure paths that pitted mortal characters against the alien horror of the God-Machine. For those who just wanted the new rules, they could get the free rules supplement. But it wasn’t a proper 2nd edition, lacking basic rules for things like attributes and skills. Eventually
CCP, the company owning the rights at the time, relented and allowed Onyx Path to create a second edition of the new World of Darkness corebook. I suspect that CCP began to realize that their World of Darkness MMO wasn’t going to happen and the foot-dragging wasn’t helping anyone. When CCP sold the rights to World of Darkness, old and new, to
Paradox, things again became complicated as they too had plans for the ‘one’ World of Darkness. In the end the situation concluded happily with the “new World of Darkness” being rebranded as Chronicles of Darkness. Then finally this book could be released.
So what is in the book? Well it does include a large amount of material from the God-Machine Chronicle. It also adds the familiar attributes and skills from the original core book. But Chronicles of Darkness also describes new new merits, a system for dealing with mysteries, another for chases, an equipment building system, and lots of new material for storytellers.
Highlights
Most of the big changes of second edition are familiar to anyone who has read the God-Machine Chronicle or the free supplement. Combat is bloodier, with weapons dealing automatic damage (on top of successes) upon a successful hit. Defense are higher to compensate for the danger. Morality has been replaced with Integrity which measures how well you manage at keeping your sanity. Experience comes from pushing the fiction forward with interesting failures (Dramatic failures and Conditions) and achieving goals (Aspirations). Experience costs are flat, eliminating distortions between character creation and play.
But the new interesting items include rules for running an investigation, a new chase system, and an equipment building mechanic.
The investigation system shows influences from other games, particularly
GUMSHOE. The designers have clearly realized that the interesting question in a mystery is not whether or not the investigators find the clue (have you ever enjoyed a story where they didn’t solve the mystery) but what they can do with that clue. The system guides a storyteller to set a number of clues, usually quite small, that are needed to solve a mystery (i.e. a question like who is the murderer, what is the beast’s weakness, or where does the vampire lair). The player characters then explore scenes looking for clues. The storyteller is encouraged to be flexible in what skills can be used to uncover clues. Investigation is not the only option. Science could be used to examine evidence, Streetwise to scrutinize graffiti, Firearms to work out the circumstances of a gunshot. Also whatever the roll for a scene, a clue is uncovered. Failure means the clue is compromised, gaining negative “tags”, like Conditions that limit their effectiveness in getting a solid solution to the mystery. Clues also come with a number of Elements, basically one time bonuses to be leveraged on future rolls, that depend on the Skills and Merits of the Investigator.
The new chase system might be the first that I’ve really enjoyed. Granted I’ve only tried it once and in an abstract fashion but it seems to resolve many of the problems I’ve found with such systems in the past. The system sticks with the traditional series of simultaneous rolls but allows the participant with the Edge (a game term for the character who has the current advantage in the chase) to pick the dice pool used. The other characters involved can choose to use another combination of stats (if it makes sense) but suffer a penalty. What makes it interesting is a betting mechanic where each participant guesses how many successes they will achieve on their roll. If they are right, they seize the Edge and can dictate the dice pool of the chase (presumably to their benefit). Also the number of successes needed for a chase (either to catch the quarry or escape) is kept low (usually 5 or less) and tallies are recorded separately so that eventually someone will reach their total. Failed rolls result in a significant downsides for the character which helps eliminate long strings of uninteresting results.
The final interesting system involves equipment. In addition to rules for building or repairing objects, the book includes a system for putting together short-term equipment for a specific scene. This includes more than jury rigged weapons or tweaked vehicles. It also covers plans, organizations, and other “constructs” that could provide a bonus to rolls. In general you roll to create the desired bonus with failure resulting equipment that works (it provides the bonus) but which will likely fail interestingly when used (it may be Flawed or result in Explosive results). It looks fun and in my limited playtesting seems to work well (for plans at least).
Chapter by Chapter
As normal for Onyx Path, the book and each chapter has a piece of opening fiction, hinting at some horror within the world of the Chronicles of Darkness. The writing is nice and creepy, featuring things like attacks by people in mirrors and fairy tales come to life.
The Introduction includes the normal stuff: an introduction to roleplaying, lists of inspirational media, some related products that would be helpful for a game focused on mortals and/or the God-Machine, and a lexicon of game terms. The material is handy though I would appreciate it more for the supernatural game lines. I hope the designers use a similar format for future second edition books like
Mage: the Awakening or
Promethean: the Created.
Character creation appropriately enough fills Chapter 1. A few interesting pieces pop up here. Anchors appears to be the new term for Virtue and Vice. These have different forms in other games so I guess having a term for it helps.
Vampire: the Requiem for instance uses Mask and Dirge. A chart detailing what Size means also sits near the beginning of the chapter.
Attributes are explained and Skills detailed. Interestingly 2 dots in a Skill is now defined as enough to make a living. 3 dots is now for seasoned professionals. That makes it a bit easier to create a competent police detective for instance. The book provides a lot of sample actions to guide Storytellers. Merits are collected in one place with only one example hidden elsewhere in the book (Esoteric Armory).
A lot of material is carried over from the God-Machine Chronicle: Integrity and custom breaking points, Athletics adding to Defense, Aspirations, and flexibility in choices for Vice and Virtue.
Chapter 2 details the rules of the game including dice pools and their permutations, the important increments of time for the game, and many examples of common actions with potential consequences for failure. This chapter also covers Conditions (which are just temporary bonuses or penalties tied to a fictional trigger) and provides guidelines for improvising them.
In addition to the items I highlighted above, the book also provides the Social Maneuvering mechanic from the God-Machine Chronicle. Briefly, when convincing someone to do something involved or which they don’t want to do, you need to open Doors based on their Resolve and Composure, modified by Merits and what is being asked of them. Each interaction can wear down their resistance opening a Door at a time until they willing to agree to your request. It works well for difficult tasks where a character can slowly convince the target. The system also works well for hard leverage where a character burns some bridges to force the target to agree to do what they want. In that case those Doors become the penalty to the skill roll to convince them.
The book provides guidance on running fights. In particular it points out that with higher Defense values, spending Willpower is very important. Several options are covered for combat: Quick and Dirty combat where one roll decides it all and Beaten Down where no one really wants to fight to the death. The important thing the book stresses is to establish the stakes of the conflict. Also in this section are specific effects (or Tilts) from targeted attacks to limbs or head. NPCs are directed not to spend much Willpower in combat so that they (who don’t have to survive scene to scene and greatly outnumber the player characters) don’t stomp on the player characters.
Chronicles of Darkness devotes Chapters 3 and 4 to the Storyteller. There is a lot of advice here from dividing up responsibilities to adding horror. It even includes a way to run the game without a Storyteller. The end of Chapter 3 includes an interesting chronicle opening system where the group details a missing person and then uses that character to define and connect locations and characters in the game. I might give that a try soon.
Chapter 4 focuses on antagonists. In addition to a rehash of the ephemeral being rules (for ghosts, spirits and angels), it also provides a sample of simplified NPCs, both mortal and supernatural. Their breakdown for those characters sits halfway between a rough sketch and a full sheet, something I might copy in the future. The chapter features a “Horror” (as in monster) building system reminiscent of
Hunter: the Vigil with very simplified rules for building monsters and their minions. Of the worked examples, I really loved the zombies (which treated a zombie swarm as a combat Tilt) and the evil house.
Next up is the chronicle part of the God-Machine Chronicle. Separated from the rest of the book by the fiction piece about the Pain Prophet, the tale that started the whole God-Machine project, the remaining chapters detail the God-Machine, its possible projects, and servants.

Chapter 5 defines the God-Machine in broad strokes, leaving the truth vague enough for individual storytellers to fill in what they want and strange enough to be unsettling. The God-Machine, a universe spanning system of machinery and occult matrices, provides a much-needed new twist on the Lovecraftian notion of the unknowable horror, using gears in place of tentacles. The book details the various types of Infrastructure and delves into occult matrices and how they operate. These ritualistic arrangements of machinery, people and substances use preternatural science to create seemingly magical effects that the God-Machine uses to further its purposes, often to create yet more complicated or advanced occult matrices. Each however has a linchpin, a weak point that can be attacked.
Next the book explores different types of adventures that could be run against the God-Machine, dividing them according to themes and tiers. Tiers, a concept introduced in Hunter: the Vigil, describes the scope of the game ranging from the lives of the characters and their close associates (Tier 1) to affecting regions (Tiers 2 and 3) to interacting with the building blocks of the universe (Tier 4). While sample adventures are presented in Chapter 7, it is in Chapter 6 that the book outlines how to stitch them together into a chronicle. The ideas here are interesting and compelling, though I would make different choices for the adventures to include in each sample Chronicle.
In terms of sample stories, Chapter 7 provides 20 adventure outlines, five per Tier. Each includes a rough plot, how to hook the player characters in, advice on useful Skills and Merits for the story, how they might resolve the problem and how the situation might escalate should they fail. The topics range from encounters with parallel realities to resurrections of the dead to fighting a murderous regime to making a cosmic choice for humanity between heaven and hell.
Then in the Chronicles of Darkness’s final chapter, we get all of the angels and mortal antagonists for the preceding adventures as well as a couple of extras. Even if you don’t run any of the adventures provided there is plenty here to mine for your own stories.
The Appendices in this book are quite helpful, collecting all of the Equipment, Tilts, and Conditions into easily found and searched locations. The pdf of the book also included interactive sheets. This is part of a useful new trend with Onyx Path’s game lines.
Conclusion
Even if you already have the God-Machine Chronicle, I would recommend at least buying the
PDF of this book. The new systems are great and the text makes a very useful reference document. For anyone considering getting into the second edition of Chronicles of Darkness this is the book to pick up. It combines the streamlined system of the new World of Darkness with over a decade of development and improvements as well as including several clear default campaigns to run complete with antagonists.