The Rulebooks in Nova Secundus | World Anvil
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The Rulebooks

Chronicles of Darkness: A Contemporary Horror RPG

  Chronicles of Darkness is a contemporary horror tabletop roleplaying game developed and published by Onyx Path Publishing.   Below we have listed some of the key books. You do not need to have all of them. However to be able to play you will need at bare minimum one of the corebooks and the Contagion Chronicle to be able to join.  

Chronicles of Darkness Corebook

  We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies — “There are no such things as monsters” — or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.  

The Contagion Chronicle

The Contagion Chronicle is an overarching compendium of chronicle hooks, riveting settings, and Storyteller aids to help present all the Chronicles of Darkness game lines with one consistent story. In the chronicle, the Contagion acts as a motivational force and inspires the formation of factions where vampires, werewolves, mages, mummies, etc. come together in new and unique ways. It help to form the bedrock for the Nova Secundus setting.  

Vampire the Requiem 2e Corebook

  What would you do if today was the last day of your life? It’s the kind of question you never answer honestly until it’s too late. Until the last day of your life was yesterday, until you wake up in a stranger’s bedroom with a hunger like fire. One of the graced, the cursed, the beautiful, the damned. One of us. You belong to the night, now, to the streetlights and the concrete and the howl of sirens. To the glitter and the gore. To a world of want and need and kill. Welcome to the first night of your life. What are you going to do?  

Werewolf the Forsaken 2e Corebook

  The werewolves of Werewolf: The Forsaken are consummate hunters, shapeshifters who wear the forms of man and wolf while stalking their prey, before taking nightmarish forms to move in for the kill. Creatures of duality, packs of werewolves hunt their chosen prey to maintain the boundary between Flesh and Spirit. Shunned by spirits and other werewolves, they try to live up to the legend of the god of the hunt, the original Wolf. It is not an easy life. Pitted against humans and spirits, monstrous hybrids and other werewolves, they must also face the threat of the idigam — terrifying spirits of change locked away by Wolf and Moon but now loosed upon the world once more.  

Mage the Awakening 2e Corebook

  The world of Mage: The Awakening is a Fallen Lie of hopeless oppression, a prison for human beings cursed to remain ignorant of the myriad occult forces influencing them. Mages are those few individuals who have Awakened to the truth, seeing the Supernal World hidden behind the Lie. Driven by a need to understand the Fallen World’s secrets, empowered with magic by their insight, they face many dangers in their addiction to mystery, but none more than their own human pride.  

Demon the Descent Corebook

  The Machine is everywhere. It is under the everyday world, behind it, beyond it. Its mechanisms stretch through time and space, and alter events in ways that humanity cannot imagine. The God-Machine sends forth its angels to enact its will, delivering messages, building Infrastructure, protecting some people, killing others. And you were one of those angels. But not anymore. Now you are one of the Unchained, a fallen angel who defected to the human race. Yours is a world of false identities and clockwork conspiracies, stolen faces and hidden works of the Machine. You cannot — will not — return to the sterile embrace of Heaven. All you can do is reign in Hell.  

Changeling the Lost 2e Corebook

  Changeling: The Lost is a game about those people in awful situations, who have mustered the strength to move on. It’s about learning to survive in a new world, one that looks like the one you grew up in, but one you’ll never see the same way because of what you’ve been through. It’s about struggling to find a balance between facing the world, and looking back and healing. It’s about knowing that you could become a victim at any time, and trying to walk the line between security and paranoia. It’s about staying safe while not consuming your life by dwelling on the past. It’s about dealing. It’s about growing. It’s about healing.  

Hunter the Vigil 2e Corebook

  In Hunter: The Vigil, you play out stories following a core cast of characters as they fight their way through the Chronicles of Darkness, a version of our own everyday world filled with monsters. It’s a lot like a TV drama, something like The Walking Dead or The X-Files. Individual gaming sessions, generally running two-to-four hours, are like weekly episodes. Secrets will be revealed, relationships will be tested, and blood will be spilled.  

Geist the Sin-Eaters 2e Corebook

  You are dead. You shuffled off this mortal coil, passed away, bought the farm, or any of a thousand other quaint metaphors we use to avoid staring into the face of our own mortality. You are not dead. Something else was more important – you didn't have time to lie quiet in your grave, you had things that needed doing. And on the cusp of dissolution, at the crossroads of this world and the next, you met something that felt the same way.   Now you walk the world with living flesh and dead eyes, eyes that can't help but see the plight of the for gotten shades that huddle just beyond the light. Stalked by Reapers, devoured whole by the eaters of the dead, summoned and bound by necromancers, they are your people, and they are suffering. Pulled between your own Burden, the half-remembered humanity of the monstrous ghost to whom you are Bound, and the cosmic injustice of the Underworld, where will you stand?  

Deviant the Renegades Corebook

  You woke up… different. Someone changed you: on a slab, an operating table, an altar. By luck or by fate, you escaped. Hunted by your creators, they hold all the cards, and it seems they might recapture you. Except, what they don’t understand is they’ve stoked the fires of vengeance; what they did wasn’t right. What they don’t know is that now — you’re hunting them.   Deviant: The Renegades presents a game where the victims of experiments band together to bring down the monolithic organizations that twisted and warped them.

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