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Character Types in After The Darkness

The document describes different character types that can be played in a roleplaying game set in a dark fantasy world. It outlines types of characters that were born normal and unchanged, born normal but later changed, born with dark origins but free from corruption, and those born from darkness. It also discusses available character merits and necessary changes to them for the game setting.
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0% found this document useful (0 votes)
22 views2 pages

Character Types in After The Darkness

The document describes different character types that can be played in a roleplaying game set in a dark fantasy world. It outlines types of characters that were born normal and unchanged, born normal but later changed, born with dark origins but free from corruption, and those born from darkness. It also discusses available character merits and necessary changes to them for the game setting.
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After The Darkness

Playable Character Types


Those Born and Unaltered by the World
These types use straight Bluebook mortal rules, some
may have access to merits uniquely their own.
Townsfolk/Citizen/Villager: A normal mortal with the
potential for great growth and power.
Wanderers: Nomads that act as messengers,
merchants, couriers, and mercenaries.
Gunslingers: A monastic order that enforces and
protects their flock with the use of archaic firearms.
Exalted/Augmented: Imperial adherents, nobles, and
soldiers that have altered themselves with advanced
technology integrated into their bodies.
Aesin/Wildfolk: Proud Barbarian folk that espouse a
culture of strength and stamina to overcome all
obstacles. Holders of a great berserker rage.
Those Born Mortal and Changed by the World
These types use multiple and varied sources to create
their characters, noted in their descriptions.
Magi/Awakened/Will-workers: Those able to use
magic from a higher reality to create miracles and
magical effects on the World.
(Uses Mage the Awakening)
Sorcerers/Witches/Warlocks: Those able to bend the
rules of reality to create minor magical effects. (Uses
Hedge Magic Merits from Second Sight)
Psychics: People born or altered to harness their minds
into tools and weapons. (Uses Psychic Merits from GodMachine Chronicle Book/Updates)
Mutants: People twisted by the emanations of dark
magic or the pure substance of the Darkness itself that
has also imbued them with strange and wondrous
powers. (Uses a homebrewed system of Dread Powers
and Drawbacks)
Bound: Humans that have had near-death experiences,
and were given an opportunity to live again by a Geist.
(Uses Geist the Sin-Eaters)
Archetypes/Godwalkers: People who pick up a mystical
quality to their lives simply by living their lives in their
most passionate and pure expression. (Homebrewed
system called Archetype)

Those Born From the Darkness but Free of Taint


These types use various game lines and home brewed
systems, notes for which are within their descriptions.
Dhampyrs: The offspring of humans and vampires. They
search the world for meaning and run from their dark
desires. (Synergy of Night Horrors and OWOD Ghoul
Families)
Scions: The offspring of the ephemeral spirits and
humans. They look for a place in the world that will
accept them. (Mortals able to purchase Spirit Numina
with willpower usage instead of Essence use to activate
powers)
Eternals: Normal people that simply will not die due to
observation or execution of certain rituals that
empower them with mystic abilities and immortality.
(Use any of the Immortals from the Immortal book.)
Accursed/Damned: Offspring of mortals and demons,
these poor wretches constantly seek to purge
themselves of their taint, or do something meaningful
with their lives to justify continuing living. (Use the
Possessed from the Inferno book.)
Those Born or Created from the Darkness
These types mostly use main game lines, but some use
lesser known books for their templates.
Vampires/Kindred/Leeches: The blood drinking undead
that walk among the populations, some unknowingly
spreading the Darkness in the hearts of the people.
(Blood & Smoke Vampire the Requeium)
Ferals/Lycanthropes: People who have been bitten or
born into the tribes of the shape shifters, often slaves to
their instincts as much as their connections to the
Darkness. (Use Werewolf the Forsaken and War Against
the Pure for the various shifting breeds)
Revenant: Those souls returned from the dead with
purpose and power. (Use the various sources for
Revenants found in Antagonists, Geist the Sin-Eaters,
and Mummy the Curse)
Fallen/Demon: The once-angels that hide and
manipulate humanity to hide from the Darkness and
their creator-god. (Use Demon the Descent)
Promethean/Plaugebringers: Patchwork people that
seek humanitys release from the curse of Darkness that
poisons the people and the land around them. (Use
Promethean the Created)

After The Darkness


Available Merits and the Changes Needed for the Setting
Mental Merits
Area of Expertise, Common Sense, Danger Sense, Direction Sense, Eidetic Memory, Encyclopedic Knowledge, Eye for the
Strange, Fast Reflexes, Good Time Management, Holistic Awareness, Indomitable, Interdisciplinary Specialty, Language,
Library, Meditative Mind, Multilingual, Patient, Professional Training, Tolerance for Biology, Trained Observer
Physical Merits
Ambidextrous, Crack Driver, Demolisher, Double Jointed, Fleet of Foot, Giant, Hardy, Iron Stamina, Parkour, Quick Draw,
Sleight of Hand, Small-Framed,
Social Merits
Allies, Alternate Identity, Anonymity, Barfly, Contacts, Fame, Fast-Talking, Fixer, Ho

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