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Children of Midnight Quickstart 1.0
Children of Midnight Quickstart 1.0
Children of Midnight
A Forged in the Dark Game
Children of Midnight is based on Blades in the Dark, product of One Seven Design, developed and authored by
John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license.
Playtesters:
Nicholas Gosey, Dean Jay Smith, Keith Fuller, Lydia Fuller, Madeline Steiner, Comprehensible, Kieran, Violet
Harper, ohnomyfeelings, Morningstar, Megan Nighswander, Vespertine Ipomea d'Astra, Marty Moore, Carol
McQuiston, Violet Moore, and Ariadne Thomas
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Timeline
Construction begins on Stonehenge -3000
Construction begins on The Great Pyramids -2600
Southwestern Asian witch starts showing off his ‘miracles’ -3
Witches begin to self-regulate, ‘The Shadow Age’ officially begins 0
Witches are revealed; ‘The Shadow Age’ ends and ‘The Awakened Age’ begins 1596
British and Spanish expansion into America is halted by Native witches 1603
New Amsterdam (later known as Manhattan) is shared with the Union, westward expansion ends 1624
The Great Witch War (WW1) starts when… 1914
WW1 ends when…, “The Awakened Age” is declared truly over and “The Twilight Age” begins 1918
The Second Witch War (WW2) starts when… 1939
WW2 ends when… and The Order forms shortly after 1945
The Order begins full-scale registration of witches, “The Twilight Age” gives way to simply, “Midnight” 1948
The Internet launches 1983
The International Space Station launches 1998
Today 20XX
Touchstones
Music TV Shows / Books TTRPGs
Chaos Chaos, Skating Polly, Aurora, Big A Discovery of Witches, The Magicians, Buffy Blades in the Dark, A Fistful of Darkness,
Thief, Dodie, Paul Banks, Cibo Matto. the Vampire Slayer, Chilling Adventures of Witchpunks, World of Darkness.
Sabrina, Motherland: Fort Salem, Over the
Movies Garden Wall, American Gods, Dresden Files, Actual Play / Podcasts / YouTube
The VVitch, Howl's Moving Castle, True Blood, American Horror Story: Coven, Scum & Villainy: Stardancer, The Magpies,
Labyrinth, Kiki's Delivery Service, Stardust, Bewitched, Dirk Gently, Emerald City, The Old Gods of Appalachia, Welcome to Night
Dune, Gretel and Hansel, Willow, Beautiful Owl House, Penny Dreadful, Tin Man, Vale, Party of One Podcast, Dave
Creatures, Priest, Suspiria. Carnival Row, Salem. Thaumavore, Hacked in the Dark.
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Willpower Actions
Characters in Children of Midnight have a special reserve called The player chooses which action rating to roll, following from what their
Willpower. When they suffer a consequence that they don’t want to character is doing on-screen. You can’t roll a given action rating unless
accept, they can spend Willpower instead. The result of the Resistance your character is performing that action in fiction.
roll determines how much Willpower it costs to avoid a bad outcome. If
• Brawl - You engage an opponent in close combat or use brute force.
an Action or Resistance roll causes you to lose all of your remaining • Command - You compel swift obedience.
Willpower (or more) the action or resistance still resolves before the • Consort - You socialize with friends and contacts.
character suffers Trauma (see below). • Craft - You use tools and components to make mundane and magic items.
• Finesse - You employ dexterous manipulation or subtle misdirection.
Push Yourself • Focus - You concentrate, command essential forces and perform spellwork.
You can Push Yourself for greater performance. For each bonus, spend • Prowl - You traverse skillfully and quietly.
• Spring - You leap into action, beat a quick getaway or take prepared action.
2 Willpower:
• Study - You scrutinize details and interpret evidence.
• Add +1d to your roll (for an Action or Resistance roll). • Survey - You observe the situation and analyze outcomes.
• Add +1 level to your effect. • Sway - You influence with guile, charisma or argument.
• Target - You follow your quarry or predict their movements to intercept.
Trauma
ACTION ROLL
When a PC marks their last Willpower box during an Undertaking they
suffer Trauma, mark a condition below on your Grimoire Sheet. ⊗ 1d for each Action rating dot.
⊕ +1d if you receive Assistance (see Teamwork).
Cold Haunted Nightmares Numbness
Paranoia Reckless Shock Soft ⊕ +1d if you Push Yourself -or- accept a Fae Bargain.
Unstable Vicious CONTROLLED - Act on your terms, exploit dominant advantage.
When you suffer a Trauma, your character is taken out of the action, Critical: You do it with increased effect.
“left for dead” or otherwise dropped out of the current conflict, only to 6: You do it.
come back later, shaken and drained. After the undertaking, your 4/5: You hesitate. Withdraw and try a different approach -or- do it
Willpower is restored and you return to your Covenstead (unless the with a lesser consequence: a lesser complication occurs, you have reduced
fictional situation demands otherwise). Your character acquires the new effect, you suffer lesser harm or you end up in a Risky position.
semi-permanent personality quirk indicated by the condition and can 1-3: You falter. Press on by seizing a Risky opportunity or withdraw and
earn xp by using it to cause trouble. When you mark your fourth Trauma try a different approach.
condition, your character cannot continue as a playable character.
RISKY - Go head-to-head, act under fire. You take a chance.
Essence Critical: You do it with increased effect.
Essence powers a character’s General Powers, Grimoire Powers and 6: You do it.
Wyld Magic. A witch may continue to spend Essence after spending all 4/5: You do it, but there is a consequence: suffer harm, a complication
of their reserves, but will face escalating magical consequences. occurs, you have reduced effect, you end up in a Desperate position.
1-3: Things go badly. You suffer moderate harm, a complication occurs,
Disconnection you end up in a Desperate position or you lose this opportunity.
If a character suffers Trauma while also out of Essence, they become
disconnected. Disconnected witches can no longer use their General or DESPERATE - Overreach your capabilities. Get in serious trouble.
Grimoire Powers, Grimoire Sense and Abilities, are cut off from their Critical: You do it with increased effect.
Familiar. They cannot regain Essence and cannot lead, participate in or 6: You do it.
benefit from Rituals. This condition is recovered by skipping the next 4/5: You do it, but there is a consequence: you suffer greater harm, a
Undertaking to reconnect to their magical abilities. greater complication occurs, you have reduced effect.
1-3: It’s the worst outcome. Suffer greater harm or a greater complication
Character Death occurs, and you usually lose this opportunity for action as well.
Character death should only ever happen on the player's terms. While
Setting Position & Effect
fatal harm will kill a character, the player can always choose to resist the
damage. If the PC runs out of Willpower from resisting harm, they are The GM sets position and effect for an Action roll at the same time,
removed from the current Undertaking. You might ask, “aren’t there after the player says what they’re doing and chooses their action. Risky
fictional scenarios that could arise in the game that a character could not / Standard is the default combination, modified by the action being used,
survive?” Not really, at least in a world with witches whose powers that the strength of the opposition, and the effect factors.
rival that of mythic gods. The ability to set position and effect as independent variables gives you
nine combinations to choose from, to help you convey a wide array of
fictional circumstances.
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This consequence represents impaired performance. The PC’s action Players may choose to have their character suffer penalties from any harm
isn’t as effective as they’d anticipated. You hit him, but it’s only a flesh recorded on their tracker. They can take -1d to an Action or Resistance
wound. She accepts the forged invitation, but she’ll keep her eye on you roll for level 1 harm, reduced effect on an action for level 2 harm or be
throughout the night. You’re able to scale the wall, but it’s slow going— incapacitated and unable to act without help from someone else (or
you’re only halfway up. This consequence essentially reduces the effect Pushing Yourself) to perform the action for level 3 harm. To reiterate,
level of the PC’s action by one after all other factors are accounted for. the consequences of harm are handled by the player, the GM may
sometimes remind them of their harm, but if the player thinks it does
Complication not apply, they can describe why or how they are compensating.
This consequence represents trouble, mounting danger, or a new threat. Considering their harm and self-penalizing is an xp trigger.
The GM might introduce an immediate problem that results from the If you need to mark a harm level, but the row is already filled, the harm
action right now: the room catches fire, you’re disarmed, a covenmate moves up one level. So, if you suffered level 2 harm (moderate) but had
leaves evidence or is spotted by a witness, you lose status with a Faction, no empty spaces in the second row, you’d have to record level 3 harm
the target evades you and now it’s a chase, reinforcements arrive, etc. (greater), instead. If you run out of level 3 harm spaces and need to mark
Or the GM might tick a clock for the complication, instead. Maybe harm there, your character suffers a catastrophic, permanent consequence
there’s a clock for the alert level of the guards at the manor or the GM (loss of a limb, sudden death, etc., depending on the circumstances).
creates a new clock for the suspicion of the guests at the masquerade Mental harms are a good fallback if there’s nothing else threatening a PC.
party and ticks it. Fill one tick on a clock for a lesser complication or
Recovering from Harm
two ticks for a complication.
Recovery is a downtime action detailed on page 20, but some harm can
A greater complication is severe: reinforcements surround and trap you,
be resolved sooner by taking the proper fictional actions. If you have a
the room catches fire and falling ceiling beams block the door, your
recovery idea, discuss it with your GM.
weapon breaks, etc. Fill three ticks on a clock for a greater complication.
The GM should never negate a successful roll with a complication.
Player Character Death
There are a couple ways for a PC to die: If they suffer fatal harm and
Lost Opportunity
choose not to resist it, they die. Sometimes this is a choice a player wants
This consequence represents a shifting circumstance. You had an to make, because they feel like it wouldn’t make sense for the character
opportunity to achieve your goal with this action, but it slips away. To to survive, or it seems right for their character to die there.
try again, you need a new approach—usually a new form of action or a
If they need to record level 3 harm and it’s already filled in, they suffer a
change in circumstances. Maybe you tried to Brawl with the noble to trap
catastrophic consequence, which might mean sudden death (depending
her on the balcony, but she evades your maneuver and leaps out of reach.
on the circumstances).
You’ll have to try something else.
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Standard: You get good details. Clarifying/follow-up questions possible. When you Prowl, you traverse skillfully and quietly. You might sneak
past a guard or hide in shadows. You might run and leap across the
Limited: You get incomplete or partial information. More information
rooftops. You might attack someone from hiding. You could try to
gathering will be needed to get all the answers.
waylay a victim in the midst of battle (but Brawling might be better).
Faction Tier When you Spring, you unleash a trap. You might leap into the fray of
Each notable Faction is ranked by Tier—a measure of wealth, influence, battle from the sidelines, or use an unexpected magical ability to catch an
and scale. The highest level is Tier 5, the true powers of the city. opponent unaware. You might activate an unseen magical sigil. You
could try to leap onto a moving vehicle (but Targeting might be better).
Coven Tier
When you Study, you scrutinize details and interpret evidence. You
Your Coven is effectively a Faction and begins at Tier 0. You’ll use your might gather information from documents, newspapers, and books. You
Coven’s Tier rating to roll dice when you acquire an asset, use Wyld might do research on an esoteric topic. You might closely analyze a
Magic or for any Fortune roll for which your Coven's overall power level person to detect lies or true feelings. You could try to examine events to
is the primary trait. Your Tier determines the quality level of your understand a pressing situation (but Surveying might be better).
Personal and Coven Assets as well as the quality and scale of those your
Coven employs (usually Experts). When you Survey, you observe the situation, anticipate outcomes. You
might spot signs of trouble before it happens, uncover opportunities,
Faction Status weaknesses. You might detect motivations or intentions. You could try
Your Coven's status with each Faction indicates how well you are liked to spot a good ambush point (but Targeting might be better).
or hated. Status is rated from -3 to +3, with zero being the default. Track When you Sway, you influence with guile or charm or lie convincingly.
Faction status on the Coven sheet. When you create your Coven, you You might persuade someone to do what you want, argue a compelling
assign positive and negative status ratings to reflect recent history. case that leaves no clear rebuttal. You could trick people into affection
Ratings will then change over time based on your actions in play. or obedience (but Consorting or Commanding might be better).
Personal Contact Status When you Target, you carefully track your quarry. You may follow a
target or discover their location. You might arrange an ambush or attack
Your status with each personal contact indicates how well you are liked
with precision or cast a spell from a distance. You could try to bring a
or hated. Status is rated from -3 to +3, with zero being the default
gun to bear on a target in a melee (but Brawling might be better).
starting status. Track status of NPCs you meet on your Grimoire sheet.
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Teamwork Set Up
When the team of PCs works together, the characters have access to four When you perform a set up action, you have an indirect effect on an
special teamwork maneuvers. They’re listed at the bottom of the obstacle. If your action has its intended result, any member of the team
character Grimoire sheets to help remind the players of them. Spend 1 who follows through on your maneuver gets increased effect or improved
Willpower to do one of the following four maneuvers: position for their roll. You choose the benefit, based on the nature of
your setup action.
Assist another PC with an action or spellwork.
Lead a Group Action (might require additional Willpower). Since a setup action can increase the effect of follow-up actions, it’s also
Protect a covenmate from a consequence. useful when the team is facing tough opposition that has advantages in
Set up a covenmate’s action which they may follow through with a bonus. quality, scale, and/or potency. Even if the PCs are reduced to zero effect
due to disadvantages in a situation, the setup action provides a bonus
Assist
that allows for Limited effect.
When you assist another player who is rolling, describe what your
Tier 1 Factions:
character does to help. Spend 1 Willpower and give them +1d to their
roll. You might suffer any consequences that occur because of the roll, The Ever-Vigilant Eye: Sape snoops, zealously watching witches.
depending on the circumstances. Only one character may assist a given Shadowdawn: A loose organization of Fae whose madness is legendary.
roll. If you really want to help and someone else is already assisting, Crescent Systems: Entrepreneurial witches claim tech can be harnessed.
consider performing a set up maneuver instead. This does not apply to
Rara Avis: Island welcoming to those whose heritage make life in
powers and abilities, though group actions are possible, see below.
Manhattan difficult.
A character may assist another character in a group action, but only if
Tier 2 Factions:
they aren’t taking part in it directly. You decide which character in the
group action gets the bonus die. Cyberautics: Tech firm owns a self-driving cab business called ROVR.
Ascendium: Astral obsessed witches trying to leave the physical world.
Lead a Group Action
Destiny Research Group: Pharma org studies witches to cure diseases.
When you lead a group action, you coordinate multiple members of the
The Scarlet Incarnation: Assassination funded blood magic practitioners.
team to tackle a problem together. Describe how your character leads the
team in a coordinated effort. Do you bark orders, give subtle hand signals Forsaken Saints: Warrior monks, nuns with innocent public appearance.
or provide charismatic inspiration? Gaian Guardians: Witches focused on radical ecological protection.
Each PC involved makes an Action roll (all using the same action) and Tier 3 Factions:
the team counts the single best result as the overall effort for everyone The Redwatch: Well-armed overseers with a sixth sense for Wyld Magic.
who rolled. However, the character leading the group action spends 1 Hollowmight: Organized, militant fae who fight to reclaim throne.
Willpower for each PC that rolled 1-3 as their best result.
The Exiled: Peaceful unbound witches on a flotilla off the coast.
This is how you do the “we all sneak into the building” scene. Everyone
House of the Ram: Cynical bound witches who worship no one.
who wants to sneak in would roll an Action (such as Prowl), and the best
result counts for the whole team. The leader suffers Willpower loss for Corpus Templi Solaris: Cult with vast magical knowledge, no ability.
everyone who does poorly; it’s tough covering for the stragglers. Vulture Votary: Witches focused on cleaning up society, eat the rotten.
The group action result covers everyone who rolled. If you don’t roll, Tier 4 Factions:
your character doesn’t get the effects of the action. Grail Hunting Club: A front org protecting mythical creature poachers.
PCs can use Grimoire and General Powers as a group action if they all The Floating Market: Massive fae ferry appears under the moonlight.
know the same power and each member pays all costs individually. Use Vile Legion: Pirates causing disruptions along Upper Bay and East River.
the highest result for the effect. When three or more casters work
Altar of Cewrus: Bound witches with strange dogmatic rituals.
together on a Grimoire or General power, it receives +1 effect level in
addition to any other bonuses. Golden Oath: Mishmash of religions wrapped in finery of Catholicism.
Sisters of the Serpent: Witches help others break deceitfully taken oaths.
Your character doesn’t need to be especially skilled at the action at hand
in order to lead a group action. This maneuver is mostly about leadership, Obsidian Council: Mundane government, justice & discipline system.
less about ability. The Ailumana: The High Fae, fae rulers, gatekeepers to Arcadia.
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New Rules, Terms and Concepts Material Link - An item with a powerful empathetic link to a place or
individual; can be used to target that with a General Power, Grimoire
Artifact - A magical item crafted by a witch using a Mythical
Power or Ritual even when you can’t locate or aren’t near it.
Component. Artifacts can alter the fabric of reality somewhat; some can
even be used by mundanes. An Artifact is not a Material Link. Mythical Component - A magical component, usually taken from a
Mythical Creature, which can withstand significant magical power being
Bartering with Fae Fruit - Fae Fruit has immense value to mundanes and
channeled through it. Required for some Powers and crafting an Artifact.
is decently valuable to witches, but useless to fae except as currency.
A Mythical Component determines the max quality of an Artifact.
Charm - A temporary magical item crafted by a witch such as a spell jar,
Torpor - A state of existence much like a coma from which a witch
hex bag, poppet, potion, concoction, poultice, brew, magic circle,
cannot be roused. This can be caused by powerful magical maladies, self-
doorway mark or nearly any other type of physical spellwork made with
inflicted or caused by the death of a Familiar. A character in Torpor
natural components and intention. Charms count as a Material Link to
cannot take Actions or make Resistance rolls on their own behalf. In the
their creator.
case of the death of a Familiar; if this occurs during an Undertaking
Conditional - An effect placed on a sigil which will be activated if the remove them from play as if they spent all of their Willpower (this may
conditions specified by the caster are met. A good rule for determining include Trauma, player’s choice). If this happens during downtime or
if a condition is viable is if the caster (or the assisting Arcanist) would free-play they lose any additional Downtime Actions and are not able to
be able to passively sense the change if it were to happen nearby. After engage in any rituals during the remainder of Downtime. Afterward they
activation, the magic ends. Using the Drawing Down the Moon Lesser recover fully (Harm, Willpower and Essence) and normal play continues.
Ritual does not automatically dispel a sigil.
Wheel of the Year - Phases are Yule, Imbolc, Ostara, Beltane, Litha,
Concentration - These powers and abilities require a moment of Lammas, Mabon and Samhain.
concentration and are generally safe and consequence free. However,
doing them quickly or in a rough situation drastically increases the
potential consequences. Make a Focus roll to Concentrate anytime your
position is not Controlled.
Covenstead - The location that a Coven meets after each Undertaking as
well as for rituals, sabbats and esbats. If destroyed, desecrated, or
occupied by enemies the Coven can regroup at a new location, but during
this time their Coven Tier counts as 1 lower (minimum 0).
Domain - This refers specifically to the home and Covenstead of a Baba
where some of their Grimoire Powers and Grimoire Senses extend.
Essence - Magical power reserves witches draw from. If an ability requires
Essence which the caster cannot pay, they take consequences (which can
be resisted) based on how many Essence they were unable to spend. 1:
lesser, 2: moderate, 3+: greater.
Fae Fruit - Witches consume fae fruits to take additional downtime
actions. A witch can carry up to 6 Fae Fruit before they are rendered
completely unconscious by the prolonged contact.
Hoard - Witches can transfer Fae Fruits freely to and from their hoard
in downtime (stored wherever they call home).
Karma - An abstract measure of the amount of good you have done in
your community.
Resonance - Residual emotional, psychic or magical energy left on an
item or location. Strong resonance is like a magical fingerprint left behind
from Wyld Magic. Innate and passive abilities do not generally leave
resonance. Learning a witch’s resonance alone will not allow you to
identify or track them, but if you see their resonance again in the future
it will be obvious who cast the spell. Resonance fades relatively quickly
and disappears entirely when Drawing Down the Moon is cast.
Magical Component - An item with a particular resonance and specific
uses in magic (yes, this includes nearly everything in existence). Magical
Components are required for Charms.
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Heritage Familiars
Squatch, Asterian, Hydra, Gorgon, Nereid, Medean, Satyr, Gob and Mandrake.
Many witches, and even some rare mundane humans, exhibit signs of
immortal blood. We call this their Heritage. Heritage is often
accompanied by noticeable physical traits (of the player’s choice). They
should be used in the fiction. Heritage traits may give potency to some
actions at GMs discretion. Listed order from most to least common.
Medeans are by far the most common heritage and assumed by most to
be mundane. Mundane-passing witches have no inherent difficulty
learning and using magical abilities. They may gain potence on actions
when blending in with mundanes is helpful.
Nereids are believed to be descendants of merfolk. Common traits
include blue or green skin, gills, and webbed feet and hands. Rare traits
include fins, a fish-like mouth, and other fish-like traits.
Satyrs are believed to be the descendants of a powerful nature spirit.
Common traits include hooves, a furry chest and horns. Rare traits
A familiar is half-spirit and half-animal, usually a healthy adult of a
include horse, faun or goat-like legs.
particular animal species. You created or summoned one (possibly before
Asterians are believed to be the descendants of the minotaur Asterius. you knew you were a witch) which shares its conscious mind and senses
Common Asterian traits include powerful, broad shoulders, thick fur-- with you. It is generally assumed that your familiar is near you (hiding
especially around the neck and prominent horns. Rare traits include tusks on your person or just off-screen) unless you specify its current activities.
and a bull like snout.
A familiar’s traits and capabilities may give potency to some actions at
Gobs (also called Hobs or Hags) are believed to be the descendants of the GMs discretion. When a familiar takes an action, any necessary rolls
unknown fae progenitors. Common Gob traits include brightly colored are made using the PCs action ratings. Any costs required of a familiar
skin, speckled, splotchy or bumpy skin, claws and long ears. Rare traits (Willpower, Essence, Harm, etc.) are paid by the PC. Familiars cannot
include tusks and even vestigial wings. cast spells, but can have spells placed upon them using the Sigil-Craft
Gorgons are believed to be the descendants of the great gorgon, Medusa. Arcanist Grimoire Power.
Common Gorgon traits include brown- bronze skin, a snake like tongue, When a witch has no familiar, they may begin a long-term project to
snake like eyes, razor sharp claws and tiny snakes as hair. Rare traits create or summon a new one. The new familiar need not be of the same
include heat pits and fused legs in the shape of a tail. species as the previous.
Squatch are believed to be the descendants of a giant bipedal primate. If a familiar is subjected to harm the witch may choose to resist the
Common Squatch traits include a thick fur coat of one of various color, damage as if it were caused directly to them, no matter how physically
an oversized mouth and exceptional strength. Rare traits include antlers distant. If the familiar’s body is destroyed the witch falls into Torpor
and bony ridges on the head and chest. (missing the remainder of current downtime or the undertaking).
Hydras are believed to be the descendants of one or more dragon or bird- Familiar Flashbacks
like progenitors. Common traits include claws or talons, a tail, and scaly
or feathered body. Rare traits include beaks or snouts and patagia. Just like normal flashbacks, the GM sets a Willpower cost when you
Hydras are often larger than sapes and Medeans while weighing less. activate a flashback action.
Mandrakes are the least common and most varied heritage. They are Familiar Species (this list is not exhaustive)
believed to be descendants of plant or fungi-like progenitors. Common Badger, Bat, Bear, Bee, Beetle, Boar, Butterfly, Cat, Chameleon, Chicken,
traits include flowering or fruiting branches, mushroom caps and bodies Cow, Crow, Deer, Dog, Dragonfly, Duck, Eagle, Falcon, Fly, Fox, Frog,
covered in moss or leaves. Goat, Goose, Gorilla, Groundhog, Hare, Hedgehog, Hummingbird,
Lemur, Mouse, Octopus, Opossum, Otter, Owl, Pig, Rabbit, Rat, Raven,
Seabird, Sheep, Skunk, Snake, Spider, Toad, Wasp, Wolf.
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Five Modify the Duration (1d Fortune roll, 1-3: -3 to -1, 4-6: +1 to +3; min 0, max 6)
FAE BARGAINS Six Modify the Range (1d Fortune roll, 1-3: -3 to -1, 4-6: +1 to +3; min 0, max 6)
2 < Fae Contracts X X X X X X X X X Seven Caster’s (1/2: Arms, 3/4: Legs, 5: Torso, 6: Head) shapeshifts to a random animal
Eight A randomly chosen angry mythical creature appears nearby and is focused on the caster
To mark 3 boxes Daniel marks the final box under Fae Bargains, adds 1 to his Fae
Contracts, clears all Fae Bargain boxes and then marks the first 2 boxes again. The final Nine A randomly chosen angry mythical creature appears nearby and is focused on spell’s target
tracker looks like this: Ten Caster loses all Essence; gains increased effect on all non-mental & non-magical Action rolls
Page Caster becomes Disconnected until the end of the Undertaking or Downtime
FAE BARGAINS
Knight Caster is trapped between worlds (at least one Undertaking, returning with new Trauma)
3 < Fae Contracts X X
Queen If the effect is elemental in nature, substitute another element at random
King If the Wyld Magic has a target, a new target is chosen by a seemingly malevolent force
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Assign two more action ratings; six total Action dots should be marked. Four Factions have been impacted by the decisions your coven made
during its formation and since it was formed:
Choose and mark one of the six Grimoire Powers.
● Two Factions like your coven, you get +1 status with them.
Choose an animal as your familiar, give it a name and write down its ● One Faction is unfriendly to your coven, you get -1 status with them.
capabilities. ● One final Faction was screwed over, they loathe you, you get -2 status with them.
Choose two additional areas of focus (you may select the same item Decide how these Factions are aware of your Coven. Have you worked
twice): mark one additional Grimoire Power, mark one additional for them in the past, did it go well or poorly? Did the founding of your
covenstead impact them, or one of your Coven Upgrades?
General Power, or add one Action Dot (max rating 2).
Write down at least one short-term goal and one long-term goal.
Mark your Attributes by counting the number of Actions with a dot in
the first column below it. Consider your coven’s aesthetic and ceremonial magic casting style.
Note your coven’s Patron, a powerful spirit that shares your goals (and
Create one NPC who is a close friend, long-time ally, family relation,
likely has some of its own) and may act as a mentor. They grant the coven
lover, etc. and create one NPC who is a rival, enemy, betrayed partner, a Patron Gift in exchange for loyalty and participating in a Patron Ban.
etc. Give each a name, a profession and a relationship.
The Patron Gift adds dice to specific Action rolls and/or negates certain
Choose and record a Name and/or alias for your character. Record a few expenditures (Essence, Willpower, etc.). This can be used once per
evocative words that describe your character’s aesthetic. undertaking for each covenmate involved in the undertaking (and in
good standing). This resets when Drawing Down the Moon is cast.
Choose Personal Assets: 2 adequate quality personal assets, 2 fae fruits,
1 fine quality personal asset or 2 Grimoire xp. Asset list is on page 22. If the Patron Ban is not followed by a particular covenmate, they cannot
use the Patron Gift for the next three undertakings, during which time
Your Grimoire Sheet is complete. For a one-shot, skip Coven Creation they must atone appropriately (player’s choice, coven should agree).
and begin play, the PCs are simply working together. Otherwise… Your Coven Sheet is complete, you are ready to begin play.
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Grimoire Sense: When you Gather Information you may also ask, “What Grimoire Sense: When you Gather Information you may also ask, “Is
resonance does this item or place have?” there Underworld resonance nearby? What’s occurring in my domain?”
Grimoire Ability: Impart Essence - Concentrate: Transfer Essence Grimoire Ability: Speak to the Dead - Concentrate: Touch a corpse to
between one or more willing witches and Artifacts. No additional Gather Information from it.
Essence can be gained through this process.
Grimoire Ability: Underworld Affinity - Gain +1d when using the
Grimoire Ability: Recharge Enchantments - During the Drawing Down Restore Essence Downtime Action from an Underworld place of power.
the Moon Lesser Ritual refill ticks split between Charms you created Grimoire XP Trigger - Addressed a tough challenge with wisdom or
equal to the Essence an additional ritual participant would gain. underworld knowledge.
Grimoire XP Trigger - Addressed a tough challenge with an artifact you Baba Grimoire Powers
crafted or calculation.
Death’s Blessing - 1E: Alter yourself to take an aspect of death from
Arcanist Grimoire Powers which you can quickly recover; use rigor mortis to deflect a blow or
Arcane Mastery - Permanently fill one box on your Grimoire xp tracker. desiccate your hands nearly to bone to slip free of bonds.
You begin with one additional General Power. Fearsome Omens - 1E: Affect the minds of anyone who seeks to harm
Arcane Supremacy - 1 or 3E: 1E: Lock, unlock or hold open a non- you or your domain. If their Tier exceeds your Coven Tier the victims
magical door, box or portal no matter what physical force impels it to perceive disturbing sights and smells around you or your domain (player
close. Focus + 3E: Dispel an enchantment already in effect -or- chooses the imagery), otherwise minions and bystanders flee and
counterspell a spell as it is being cast (fully resisting the spell’s effect). important NPCs reconsider facing you.
Artificer - When you design or craft an Artifact, you get +Effect (1-3 Helm of Darkness - Concentrate: Become invisible by merging into the
becomes 4/5, etc.). You begin with one Artifact design (player’s choice). underworld. The effect is exceptionally draining; every action taken in
the Helm of Darkness costs +1 Essence.
Greater Telekinesis - Focus + 1E: Distantly manipulate items with both
strength and dexterity. May use Lesser Telekinesis General Power at will. Invoke Tartarus - Focus + 1E: Summon an Underworld element;
balefire, frigid water, grave dirt or a wicked wind against an individual
Sigil-Craft - 1E: Make a General or Grimoire Power conditional or assist
(base Scale 0, increase with Essence, max 4). Focus: Reduce the cost of
another witch doing the same ( cannot be used with Wyld Magic). The
the next Invoke Tartarus by 1E.
sigil is invisible except to the rare mythical creature’s senses. Sigils can be
placed on the skin of a willing individual or unwarded inanimate objects. Siphon Life - Focus + 0-2E: Touch to channel the pain of a single harm
you are suffering; cause the target damage (and torturous pain) while
Words of Power - Choose three Words of Power when you take this
simultaneously healing your harm. 0E: Inflict level 1 harm, “Desiccated”,
ability. You can learn additional Words of Power as long term projects:
1E: level 2 harm, “Enervated”, 2E: level 3 harm, “Ossified”.
4 clock for 1E effects, 6 clock for 3E effects. Use an 8 clock (or more,
work with your GM) to create an entirely new effect. Speak a word of Underworld Oracle - You are aware when you are being watched from
power + 1E: Single target; Blind, Calm, Deafen, Pain, Silence, Sleep, 3E: the Underworld; can hear and understand the whispers from the
single target; Die -or- 3E: closet sized area; Destroy. Underworld; take +1d when you Speak to the Dead. If the GM forgets
gain 1 xp at the end of the session.
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Children of Midnight Quickstart
Grimoire Sense: When you Gather Information you may also ask, “Is Grimoire Sense: When you Gather Information you may also ask, “What
this individual a witch, and if so, what Grimoire?” are the surface emotions of this fauna, mundane or witch?”
Grimoire Ability: Adaptable Study - If your coven contains any Grimoire Grimoire Ability: Therapeutic Connection - Gain +1d on the Restore
Workshop that you can access you may treat it as an Eclectic Workshop. Willpower Downtime action, if another coven member joins you in this
action they benefit as well.
Grimoire Ability: Shift Resonance - You count as another Grimoire
(instead of or in addition to Eclectic) for purposes of activating or using Grimoire Ability: Emotion Control - You can lessen or heighten
an Artifact for the remainder of the current Downtime or Undertaking. emotions which already exist in a target’s mind.
Grimoire XP Trigger - Addressed a tough challenge with adaptability or Grimoire XP Trigger - Addressed a tough challenge with intuition or
flair. emotional manipulation.
Eclectic Grimoire Powers Empath Grimoire Powers
Drink Deeply - You may choose to spend 1 Willpower to gain +2 Deep Reading - Focus + 1E: Gather Information from an individual
Essence from any Downtime action or Ritual that you would regain with a passing touch, the information is primarily emotional in nature.
Essence from. Empowering Therapy - Gain +1 Willpower for each coven member who
Fae Kinship - Gain +Effect to appease the fae on Perform Service (a 1- joins you in the Restore Willpower Downtime action (max +3).
3 becomes a 4/5, etc.)
Energy Vampirism - Once per Undertaking when you Sway or Consort
Gremlinbane - 1E: For the remainder of the Downtime or Undertaking with a mundane or witch you may choose to gain 1 Willpower (if the
electronics work normally for you: access data stored on computers and target is a witch you may choose to gain 1 Essence instead). Affected
digital devices or Gather Information on the internet. mundanes are lethargic and unable to answer follow-up questions.
Knowledge is Power - You may learn Grimoire Powers from a willing Group Therapy - Any willing coven members gain the benefits of
witch of that Grimoire (or another Eclectic witch) though you may not Personal Breakthrough and/or Empowering Therapy if you have or gain
learn their Special Abilities or Special Senses. List these Powers in the those powers.
General Powers section of your Grimoire. You begin with one Grimoire Personal Breakthrough - Each Trauma becomes a 6 clock, whenever you
or General Power you learned from a member of your Coven. would gain Willpower, you may instead use it to fill a Trauma clock.
Seeker's Sense - When you Survey to Gather Information, you can also When the Trauma clock fills for the first time you gain 3 Grimoire xp
ask one of the following: Which is the most valuable? Which is the most and clear the clock, the second time the clock fills remove the Trauma.
powerful? -or- Which is the most interesting? Razor Tongue - Once per Undertaking or Downtime you may take a
Tinker - Disassemble a working Charm to gain +Effect on your next Critical result on a Sway or Command action, but the NPC immediately
Crafting roll (a 1-3 becomes a 4/5, etc.) becomes a rival. Tell the group what you learned about them and are
holding over their head.
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Grimoire Sense: When you Gather Information you may also ask, “Is Grimoire Sense: When you Gather Information you may also ask, “What
this flora or fungi healthy and what resonance does it have?” type of mind am I reaching; mundane, witch, fae or something else?”
Grimoire Ability: Plant Control - You can coax movement out of flora Grimoire Ability: Astral Affinity - Gain +1d when using the Restore
(make a flower walk on its roots, cause vines to sway and grip, or even Essence Downtime Action from a place of power related to the Astral.
force trees to uproot themselves). While the plants themselves move Grimoire Ability: Control Witches - Your Grimoire Sense and Grimoire
slowly (less flexible plants even more so) it can be quite an effective tool. Powers may target witches and familiars. On a 1-3 (along with any other
consequences) the witch becomes aware of your attempt.
Grimoire Ability: Commune with Plants - Concentrate: Telepathically
Gather Information about the lived experiences of flora nearby. Grimoire XP Trigger - Addressed a tough challenge with manipulation
or astral knowledge.
Grimoire XP Trigger - Addressed a tough challenge with compassion or
herbal knowledge.
Psyche Grimoire Powers
Astral Possession - 1E: Summon an Astral Entity with a purpose (choose
Green Grimoire Powers one) to ride a mundane in your stead (removing the Torpor condition)
Arboreal Graft - 1E: You grow plants from your body to gain a plant- allowing the spirit to continue to control the body if unconscious or
killed. The spirit’s Action rolls are Coven Tier -1, no Resistance rolls,
like ability such as: vines to Brawl from short range, bark-like skin to
the spirit is ejected if the body is destroyed. +2E: Action rolls are Coven
reduce physical harm -or- growing thorns to cause level 1 harm Tier. +4E: Action rolls are Coven Tier +1 (max 5).
“Punctured” to anyone foolish enough to touch or grapple with you.
Master Planner - 1E: Use your telepathic and multi-tasking abilities to
Herbalist - When you craft a Charm with herbal components, you get reduce the Willpower cost of a group action you lead by 2 -and- count
+Effect (1-3 becomes 4/5, etc.). You begin with one such Charm (with multiple 6s from different rolls as a Critical for a group action you lead.
an 8 clock). Mental Takeover - Study + 2E: Merge your mind with that of a
Plant Growth - Focus + 1E: Grow a plant far beyond its natural ability mundane and Gather Information from the deepest recesses of the
individual’s mind. Consequences of a poor execution of this power can
with extreme speed. be devastating, more often for the victim than the caster.
Seeds of Life - Focus + 1E: Entice all nearby flora to show off their Physical Takeover - This is required to learn Astral Possession. Focus +
reproductive prowess. This makes flowers bloom, fungi spore, and pine 2E: Take control of a mundane body using your Action and Resistance
trees release copious amounts of yellow mist. Seeds and other rolls (you enter Torpor). Your ability to mimic the individual’s normal
reproductive materials produced in this way are ready to be replanted actions is based only on your familiarity with them (unless you also use
instantly. Mental Takeover). You are ejected if the individual becomes
unconscious or is killed.
Snakeroot Kiss - 0-3E: Exude a plant-based toxin of your choice from
Psychic Impulse - This power is required to learn Mental Takeover or
anywhere on your body. 0E: allergic reactions. 1E: perception altering. Physical Takeover. Action + 1E: Take control of an aspect of a mundane
2E: paralytic. 3E: deadly. mind to do one of the following: control an action or movement -or-
Vine Running - 1E: Gain +1d to Prowl and Spring as plants grow to control their thoughts (your will appears to be theirs).
assist you. They allow you to move silently, leave no trace and even move Telepathic Relay - All coven members may share Willpower as if all their
at full speed vertically. Willpower was in the same0 pool. Additionally, the Telepathic Bond
Greater Ritual no longer has an Essence cost when you lead the casting.
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Children of Midnight Quickstart
Grimoire Sense: When you Gather Information you may also ask, “In Grimoire Sense: When you Gather Information you may also ask, “In
what way has this item, individual or place been obscured or altered?” what way have the natural elements here been manipulated?”
Grimoire Ability: Shapeshifting - Turn into an animal. Use the familiar Grimoire Ability: Element Creation - Creating a palm sized amount of a
chart to get an idea of the capabilities of a species. Bear in mind that any natural element is trivial to you. This includes variations or combinations
harm is fatal when shapeshifted into a fly while a knife wound has little of elements like sand, ice, fog, lava, smoke, stone, etc. Making a larger
chance to fell you when shapeshifted into a grizzly. than palm-sized amount requires Concentration.
Grimoire Ability: Familiar Shapeshifting - Change the shape of your Grimoire Ability: Element Control - You can coax movement out of
familiar into another animal. natural elements (make a stone roll on its own, smoke move slowly
against the wind, cause fire spread to an area with less fuel, etc.). While
Grimoire XP Trigger - Addressed a tough challenge with many forms or
the elements themselves move slowly it can be quite an effective tool.
familiar assistance.
Grimoire XP Trigger - Addressed a tough challenge with elemental
Shifter Grimoire Powers
prowess or quick action.
Animal Senses - 1E: Gain an animal sense or enhanced sense for the
remainder of the Undertaking.
Storm Grimoire Powers
Disruption - Focus: Match your energy’s resonance with that of an object
Dire Form - 1E: Grow to do one of the following: perform an incredible
feat of physical force -or- grow to engage a small gang on equal footing to destabilize it; each Action reduces Quality (based on Tier or
Magnitude) based on the results (1-3: 1, 4/5: 2, 6: 3, Crit: 5). At zero
in close combat. This often redirects violent attention toward the Shifter
such levels it shatters into pieces. Multiple casting stack. Treat Charms
and away from their Covenmates.
as Tier 3 and Artifacts as Tier +3.
Enigmatic Form - 1E: Shapeshift quickly enough to resist a consequence
Elemental Aura - 1E: Draw a natural element to yourself to gain a special
from detection or security measures -or- shapeshift to perform a
supernatural feat of athletics or stealth. elemental effect (Air, Earth, Fire or Water).
Impersonation - Study + 1E: Mimic the appearance, voice and Elemental Balance - The elements in your body have reached perfect
mannerisms of any specific individual or creature. Your familiar may balance. When you critical a Resistance roll regain 2 Essence.
even become a copy of yourself (without casting ability). Elemental Flight - 1E: Control the surrounding elements to lift-off and
fly with exquisite grace.
Lightning Weaponry - 1E: If your position is not Desperate you may
Shapeshift and attack instantly gaining the element of surprise; gain +1d Elemental Projection - 1E: Make a ranged elemental attack.
and +Effect.
Purification - Concentrate: You surround an item with a pure element
Vital Form - Your shapeshifting has advanced so that your natural that you generate (whichever it can withstand) to purify it acting as a set
recovery is significantly faster than other witches. At the beginning of up action for object reading, enchanting, summoning, banishing etc. -or-
each Downtime instantly heal your lowest level of harm. Gain +Effect to remove the resonance from a Material Link rendering it inert.
on Recovery downtime action.
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o 0 Fate: Smooth & quiet; low exposure. Crafting - Craft a Charm or an Artifact (page 21).
o 1 Fate: Contained; standard exposure. Lead a Greater Ritual - Choose a Greater Ritual known by the coven, a
o 3 Fate: Loud & chaotic; high exposure. leader and what coven members will participate, pay any costs, then make
o 5 Fate: Wild; devastating exposure. any rolls noted in the Greater Ritual’s description.
o Add Fate equal to the target Faction’s Tier for a high-profile
Perform Service - Choose one: Perform service to the local fae; generating
or well-connected target.
goodwill with the fae around your covenstead -or- perform selfless deeds
Calculate and Apply Reputation for your community; wind back the threads of doom the Fates are
weaving against you. Say what you are doing, then make an Action roll:
Forces who might align with you are watching, too. Your Coven acquires
Reputation as they conduct Undertakings. After an Undertaking, your Reduce Fate or Fae Bargain, increase your Karma according to the result:
Coven ticks Reputation boxes according to the nature of the work. Mark ● 1-3: one and a complication, 4/5: two, 6: three, Critical: five.
Reputation on the Coven sheet; if the tracker fills add 1 Influence and If either Fate or Fae Bargain are reduced to 0 remove one Infamy or Fae
new Lore, any excess Reputation “rolls over”: Contracts, remaining ticks "roll under" starting from 9. If Karma is
o 0 Reputation: Wild; devastating exposure. increased to 10 increase Karma Level by 1, remaining ticks “roll over”.
o 1 Reputation: Loud & chaotic; high exposure. Recovery - Receive medical treatment or otherwise heal harm. PC healer
o 3 Reputation: Contained; standard exposure. rolls Coven Tier, NPC healer rolls their quality -or- heal without magical
o 5 Reputation: Smooth & quiet; low exposure. assistance or treatment (spend 1 Willpower, make 0d Fortune roll):
o Add Reputation equal to the Undertaking target’s Tier minus ● 1-3: Clear one level 1 harm or move one level 2 harm down one level.
your Coven’s Tier if you left a calling card.
● 4/5: Clear all level 1 harm and move all level 2 harm down one level.
Payout ● 6: Clear all level 1 harm, move all higher level harm down one level.
● Critical: Clear all harm.
Payout is an accounting of anything taken/gained during the
Undertaking as well as how the Coven is paid. Undertakings for higher Only the recovering character takes the Recovery action.
Tier factions or against higher Tier Factions generally result in greater Restore Essence - Describe the Essence source you are connecting to,
payout. The payout (in whole or in part) may be agreed upon in advance then roll Focus:
and/or negotiated after the Undertaking is complete (or renegotiated if
● Gain Essence by result: 1-3: one and a complication, 4/5: two, 6:
the work was more difficult than expected or the Coven thinks they did
three, Critical: five
an exceptional job). When unsure about payout consult the Random
Undertaking Payout on page 28 and fill in the gaps with fae fruit. Restore Willpower - Describe your therapeutic situation, then roll the
lower of Resolve or Insight:
Downtime ● Gain Willpower by result: 1-3: one and a complication, 4/5: two, 6:
Each PC may take two Downtime actions. The same action may be taken three, Critical: five
twice except in the case of Training (see description). If a Faction is at Long-Term Project - This covers many activities; doing research,
war with the Coven the PCs may only take one Downtime action until investigating, establishing someone’s trust, courting a contact, changing
the situation is resolved. PCs may consume Fae Fruits to add Downtime your casting style, designing an Artifact, etc. To work on a project, you
actions or take +1d to a Downtime Action roll. If a contact assists with must have the means to pursue it—which can be a project in itself.
a Downtime activity, the player may describe how the contact assists Discuss the goal with the GM to get clock size.
them, then take +1d to the Action roll.
Describe what your character does to progress, then make an Action roll:
Entanglements and Fae Entanglements ● Mark segments on the clock according to your result: 1-3: one, 4/5:
Roll each character’s Fae Contract (only when 1+) and the Coven’s two, 6: three, Critical: five.
Infamy. On 1-3: No Event (foreshadow one), 4/5: Event begins in a Training - When you spend time in training, mark 1 xp on the xp track
Controlled position, 6: Event begins in a Risky position, Critical: Event for an Attribute or Grimoire advancement. You can train multiple times,
begins in a Desperate position. Entanglements affect the entire Coven but can only once per xp track each Downtime.
while Fae Entanglements affect the individual covenmate.
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Individual PCs may Gather Information, use their Grimoire or General Crafting a Charm
Powers, Grimoire Abilities and their Grimoire Sense freely during A Charm can be a spell jar, hex bag, poppet, potion, concoction, poultice,
downtime and free-play. brew, magic circle, doorway mark or nearly any other type of physical
At the End of Each Session spellwork. Start with an intended effect and primary component in mind,
add any number of other components with resonance matching your
● As a Group, check Coven xp triggers and gain Coven xp.
intentions, then spend a Downtime action and make a Craft roll.
○ Each time the Coven xp fills you gain a Coven Advance.
■ Spend a Coven Advance to purchase a new Greater Ritual Using a Charm
or Coven Upgrade.
The PC decides when to use a Charm’s effect, even if they are not present.
● Each Player checks their Grimoire xp triggers and gains Grimoire
xp or Attribute xp. Create a trivial effect, reduce lesser consequence fills the clock by 1.
○ Each time a Grimoire xp fills you gain a Grimoire Advance. Create a lesser effect, negate moderate consequence fills the clock by 2.
■ Spend a Grimoire Advance to purchase a new Grimoire Create a moderate effect, negate greater consequence fills the clock by 3.
Power or General Power. When the magic is released from the Charm most of the components
○ Each time an Attribute xp fills you gain an Attribute Advance. become inert, some may be cleansed and used again.
■ Spend an Attribute Advance to add 1 dot to an ● Aloe Salve (aloe, lavender and nettle in a solution with fragrances):
associated Action (max 3). Soothes recent wounds and promotes mental and spiritual healing.
● Increase the related Attribute rating if you added the ● Hag Stone Necklace (a hag stone soaked in witch hazel and hung
first dot to an Action. on a silver chain): Protection from scrying, increased Willpower.
Crafting Designing an Artifact
During downtime, PCs can Craft to produce Mundane Assets, Charms To design any Artifact, you need to Study as a long-term project (clock
and even Artifacts. The system for each method is similar, with different size determined by quality).
details depending on the nature of the project.
Crafting an Artifact
CRAFTING ROLL
Crafting an Artifact requires a Mythical Component which is equal or
⊗ 1d for each Craft action dot.
higher than the minimum Tier set by the GM, a Downtime action and a
⊕ +1d if you spend an additional Downtime Action.
Crafting roll.
⊕ +1d for the appropriate Grimoire Workshop Coven Upgrade.
What is an Artifact?
Increase the result by 1 effect level if you have an appropriate Grimoire
or General Power. Artifacts change the rules slightly. Artifacts always count as fine quality
items. Artifacts which replicate a Power require activation (usually a
Results for Mundane Assets:
Focus roll) and can usually be used only once per Undertaking.
• 1-3: Quality level is Coven’s Tier -1.
• 4/5: Quality level is equal to Coven’s Tier. Sample Artifacts
• 6: Quality level is Coven’s Tier +1. ● Everbrite Shoes (Tier 0) - A pair of sneakers that never pick up dirt,
• Critical: Quality level is Coven’s Tier +2. mud, scuffs or grime.
Results for Artifacts: ● Amulet of Protection from Possession (Tier 0) - +1d to Resolve
• 1-3: Failure: A complication occurs, +1d to next attempt. Resist rolls vs possession.
• 4/5: Partial Success: succeed if drawback is added. ● Smart Needle (Tier 0) - Needle completes work you begin, +2d
Craft to mend mundane items.
• 6: Complete Success: Artifact is created as designed.
● Dagger of Suffering (Tier 1) - Wounds from this cause extreme pain,
• Critical: Critical Success: remove a drawback (if applicable)
forcing victim to scream.
Result for Charms: ● Ring of Telekinesis (Tier 1) - Wielder can use the Lesser Telekinesis
• 1-3: Effective only once, then the magic fades. General Power at will, though a silver cord is visible between the ring
• 4/5: Start a 4-Clock, fill as the magic is used. and the target.
• 6: Start a 6-Clock, fill as the magic is used. ● Amulet of Hope (Tier 1) - Once per undertaking, grasp the memento
• Critical: Start an 8-Clock, fill as the magic is used. to regain 1 Willpower.
● Boots of Dodging (Tier 2) - +1d to appropriate Prowess Resist rolls.
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Personal assets are singular (unless more than one is commonly used such Garage: You have a vehicle and a place to store it or make modifications
as a pair of hand axes, or the many elements that make up a kit) while a and repairs to it.
Coven Asset is a group of similar items shared with the entire Coven. Hidden Covenstead: Your Covenstead has a secret location and is
This list is not exhaustive. Levels of quality include Poor (Coven Tier - disguised to hide it from view.
1), Adequate (Coven Tier + 0) and Fine (Coven Tier + 1).
Holding Cell: Your Covenstead has a secure cell with Tier equal to your
Climbing Gear - Well-made climbing tools, gloves, pitons, sturdy ropes. Coven’s Tier + 1.
Crafting Tools - An assortment of tools for crafting Charms and Insight Training: +1 Insight xp when you train Insight with a Downtime
Artifacts: scalpels, hammers, pliers, tweezers and saws as well as tools for Action, describe it.
the gathering and refining of magical components: picks, sickles, shears
Prowess Training: +1 Prowess xp when you train Prowess with a
and other various tools.
Downtime Action, describe it.
Disguise Kit - A theatrical make-up kit.
Quarters: Your Covenstead includes living quarters for every member of
First-Aid Kit - A well-stocked kit with a splint, a tourniquet and the Coven. Without this, each PC sleeps elsewhere, and is vulnerable
antiseptic and antibacterial salves. when they do so.
Lockpicking Set - Various tools for opening mechanical locks without Reflecting Pool: +1d to powers of scrying, clairvoyance and distance
leaving behind evidence. communication.
Magical Components - A pouch of components for crafting Charms: Resolve Training: +1 Resolve xp when you train Resolve with a
crystals, minerals, fresh and dried herbs and various other sundries. Downtime Action, describe it.
Melee Weapon - A weapon for hand-to-hand combat and the means to Secure Covenstead: Your Covenstead has locks, alarms, and traps to
carry it comfortably. thwart intruders. Roll your Coven’s Tier if these measures are ever put
Revolver - A mechanical firearm (as opposed to electronic) which usually to the test, to see how well they thwart an intruder.
contains six rounds of ammunition and reloads rather slowly. Revolver Vault: Your Covenstead has a secure vault with a Tier equal to your
ammunition is somewhat hard to come by, requiring its own Acquire an Coven’s Tier + 1.
Asset Downtime action.
Warded Covenstead: Your Covenstead’s defenses include arcane
Ritual Tool - Used for casting Greater Rituals and Lesser Rituals using measures that work against spirits. Roll Coven Tier if these measures are
your coven’s casting style. ever put to the test, to see how well they thwart an intruder.
Spellcasting Tool - Used for casting Grimoire and General Powers using Workshop (specific Grimoire): Your Covenstead has a workshop
your personal casting style. appointed with tools for crafting for a particular Grimoire, gain +1d for
Throwing Weapon - A set of light and well-balanced knives, axes, darts, such activities. You may accomplish long-term projects without leaving
etc. your Covenstead and gain +1 Grimoire xp when you use the Training
downtime action for your Grimoire.
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Important NPCs
Kami Whifflethorn & Maki Thornwhiffle, twin Erlking of the Ailumana A faceless soldier of The Redwatch Dylan Dee of the Vile Legion
Jack Spiderstripe and Bumble Woodbud, leadership of Shadowdawn Cultists of Corpus Templi Solaris Poacher from Grail Hunting Club
Sovereign Morningstar, leader of The Order, addresses a mundane crowd from atop Belvedere Castle overlooking Central Park on the dangers Wyld Witches pose.
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Children of Midnight Quickstart
Be careful when picking a casting style that it isn’t too restrictive. Allow PCs to narrate their own actions whenever possible; only step in
to kick it up a notch or shine a spotlight on it. Let the players guide the
Don’t forget that you can flavor your mundane actions with magical and
story (whether they are conscious of it or not) and follow their lead.
Heritage-based flourishes! Get Potency while spending fewer resources!
Prep loosely only when you have the time to do so. Otherwise, use the
Make your spells as grand as you can imagine! Channel Essence into
minor arcana deck (and tables provided on pages 27 to 29) to make
Grimoire Powers (1E) or General Powers (2E) to increase Range,
decisions rapidly or simply pull a random card and study it for an answer.
Duration, Scale or Area by one Magnitude level, options are limitless!
Think about other Factions that might be involved or impacted by
The Grimoire Power Invoke Tartarus mentions a base Scale of 0 (1 to 2
choices the PCs make; take notes.
people), but notes that it can be raised to 4 (up to 40 people). The
General Power Lesser Telekinesis doesn’t mention Scale, but “nearby Always write down Fae Bargains, especially ones that might pay-off later!
objects” probably refers to Range and Scale 0. Want to poltergeist a When a player is nervous or having difficulty deciding on a course of
small building? You can raise the effect to Scale 4 for +8 Essence. action, describe what success (and, in extremely dire cases, failure) might
Remember to use teamwork to help your covenmates with their actions. look like and get their input before they make the roll.
If things seem truly dire, remember some things do not cost Willpower: At the end of each session ask each player what questions are still on their
Fae Bargains, using your Familiar and Wyld Magic. characters’ minds (take notes). Let them start a long-term project clock
(without marking any ticks) -or- (if it is something the whole group is
Giving up on an Undertaking is always an option.
interested in) make it the subject of the next session’s Undertaking.
Taking your first Trauma opens up a new xp trigger.
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Magnitude
This helps the GM make judgment calls while not being a rigid restriction or mathematical formula. Can help determine quality level of Acquire an
Asset or minimum quality of an Artifact.
QUALITY RANGE DURATION SCALE AREA
0 Within reach A moment 1 or 2 people Closet
1 Dozen paces A few minutes Small group (3-6) Small room
2 Stone’s throw An hour Medium group (up to 12) Several rooms
3 Down the road A few hours Large group (up to 20) Large room
4 Several blocks away A day Huge group (up to 40) Small building
5 Across the district Several days Massive group (up to 80) Large building
6 Across the city A week Colossal group (up to 160) City block
TIER / QUALITY EXAMPLES
0 A rusty knife, worn & tattered clothing, rickety shack on the street, a Charm Poor
1 A fighting blade, ordinary clothing, shared apartment, cheap food or drugs Adequate
2 A pistol, respectable clothing, private rented room, typical spirit Good
3 A coach, boat, military rifle, fashionable clothing, small home Excellent
4 A luxury vehicle, townhouse or a powerful spirit Superior
5 A large townhouse, small ship, custom-tailored clothing Impeccable
6 A mansion, large ship, rare essences, or an ancient spirit Legendary
FORCE EXAMPLES
0 A firm shove, a candle flame, breeze, tiny spark Weak
1 A solid punch, steady wind, torch flame, electrical shock Moderate
2 A powerful blow, howling wind, burning brand Strong
3 A crushing blow, staggering wind, grenade, searing fire, electrical surge Serious
4 A charging horse, burning forge, bomb, whirlwind, electrocution Powerful
5 Ship cannon, raging thunderstorm, massive fire, lightning strike Overwhelming
6 Hurricane wind, molten lava, tidal wave, electrical maelstrom Devastating
Aspects and their Simple Meaning
0 - The Fool Wanderlust VII - The Chariot Momentum XV - The Devil Restriction
I - The Magician Skill VIII - Strength Courage XVI - The Tower Sudden Change
II - The High Priestess Intuition IX - The Hermit Solitude XVII - The Star Hope
III - The Emperor Abundance X - Wheel of Fortune Karma XVIII - The Moon Mystery
IV - The Empress Authority XI - Justice Fairness XIX - The Sun Success
V - The Hierophant Mentor XII - The Hanged Man Suspension XX - Judgement Calling
VI - The Lovers Bonds XIII - Death Endings & Beginnings XXI - The World Accomplishment
XIV - Temperance Balance
Disposition
Adaptable Compliant Dogmatic Independent Misanthropic Obedient Rebellious
Adroit Conformist Egalitarian Introverted Modest Openminded Sensitive
Aggressive Conscientious Egoist Irritable Moody Optimistic Serious
Agreeable Conservative Emotional Liberal Narcissistic Paranoid Sincere
Altruistic Courageous Empathetic Loyal Negative Passive Sociable
Anxious Creative Extraverted Machiavellian Neurotic Perfectionist Suggestible
Assertive Cruel Gregarious Defensive Nonconformist Persistent Timid
Authoritarian Curious Honest Dependent Nurturing Pessimistic Tolerant
Bon vivant Cynical Impulsive Dishonest Objective Positive Vengeful
26
Children of Midnight Quickstart
Random Undertaking Type (draw one card from the minor arcana)
Card Suit → Swords Pentacles Wands Cups
Card Value ↓ Criminal Political Supernatural Trickery
Ace Abduct Ransom Banish/Exorcise Hijack
Two Arson Negotiate Astral Dealings Misdirect
Three Mug Hide Individual Heal/Revive Surveillance
Four Destroy Capture Remove a Spell Stalk
Five Lay Trap Locate Individual Bind/Curse Impersonate
Six Raid Escort Perform a Spell Lift
Seven Poison Smuggle Summon Heist
Eight Threaten Security Underworld Dealings Masquerade
Nine Disappear Liberate Locate Artifact Plant
Ten Assassinate Courier Hide Artifact Burglarize
Page Deface Extort Shadow Dealings Beguile/ Seduce
Knight Terrorize Discredit Scry Con
Queen Strong-arm Blackmail Perform/Stop Ritual Hoax
King Sabotage Espionage Cleanse/Sanctify Arrange Accident
Random Undertaking Giver (draw one card from the minor arcana)
Card Value Quest Giver
Ace Fae
Two Random Stranger
Three Religious
Four Journalist
Five Influencer / Celebrity
Six Person of little importance (draw a Random Faction)
Seven Salesperson / Fence
Eight Bartender
Nine Homunculus / Spirit Companion / Animated Corpse
Ten Important NPC (draw a Random Faction)
Page Rival
Knight Other / Personal Contact
Queen Coven Contact
King Ally
Random Undertaking Complication (draw one card from the minor arcana)
Card Value Complication
Ace Undertaking is intended to harm a Faction (draw a Random Faction)
Two The target is recovering from a recent raid and is in disarray (Tier -1)
Three The location contains a neutral mythical creature
Four The resonance of the location is amenable to yours; regain Essence on any Crit
Five Other agents are working at this location with similar goals
Six The location is (or contains) a hidden Covenstead
Seven Undertaking will cause unintended to harm a Faction (draw a Random Faction)
Eight Undertaking will inadvertently further a Faction’s secret agenda (draw a Random Faction)
Nine The location is a cover for a criminal enterprise
Ten Other agents are working at this location with opposing goals
Page The resonance of the location is anathema to yours; lose may Essence as a consequence
Knight The location contains a hostile mythical creature
Queen Scrying tipped off the target that the Undertaking was about to begin (Tier +1)
King Undertaking furthers a Faction’s secret agenda (draw a Random Faction)
27
Children of Midnight Quickstart
* Tier varies by Undertaking difficulty (Was the Target Tier higher than your Coven Tier?)
If yes, use the higher of your Coven’s Tier + 1, or the Tier of the Faction you assisted
If no, use the lower of the Tier of the Faction you assisted or the Target Faction’s Tier
28
Children of Midnight Quickstart
Random Witch Names (draw one card from the minor arcana)
Card Suit →
Swords Wands Pentacles Cups
Card Value ↓
Ace Puck Gavin Sybil Aine
Two Wren Vale Adrian Wainani
Three Samantha Jadis Endora Minerva
Four Esprit Harden Garnet Gabriel
Five Kira Kaeru Kotori Trinity
Six Sabrina Cassandra Aradia Circe
Seven Nova Sabine Obsidian Thorn
Eight Alexie Freya Joan Ariadne
Nine Nina Chloe Rowena Ursula
Ten Silver Aiko Thomasin Aeslin
Page Fiona Raven Phoebe Violet
Knight Azra Destiny Jashanna Liana
Queen Alice Lysa Morgan Willow
King Corvus Jean Carlyn Dorian
Random Mundane Names (draw one card from the minor arcana)
Card Suit →
Swords Wands Pentacles Cups
Card Value ↓
Ace Finley Jessie Riley Jaime
Two Kendall Skyler Tyler Peyton
Three Robin Tommie Sidney Ashley
Four Carter Clarke Adrian Jackie
Five Logan Nicky Mickey Parker
Six Rowen Terry Jules Harper
Seven Yoltzin Jaylin Delta Erik
Eight Matthew Jayson Fera Ashley
Nine Angelica Nick Harvey Eliza
Ten Arden Darby Haskell Arrow
Page Vesper Zane Wyatt Rebel
Knight Sacha Sparrow Stirling Tatum
Queen Murphy Owen Orion Rio
King Lux Sloan Jon River
29
Grimoire and Coven Sheets
About the Authors
Gavin and Aine Moore live in the southeast US with their kids and a menagerie of pets and plants.
They have more than 40 years of table-top role-playing experience between them.
Aine (she/they) is an artist, photographer, talent scout, Gavin (he/they) is the marketer, lead game developer and
co-author and behind-the-scenes creative force at Balsamic a co-author at Balsamic Moon Games Collective. He’s
Moon Games Collective. She’s @AineTMoore on twitter. @GavintheGM and @BalsamicGames on twitter.
She prefers to play, but has run a few short campaigns. He is the “always GM” of their gaming groups and loves
Her characters and NPCs are always thoughtfully crafted. to make and run hacks of their favorite systems. His . He
She prefers settings with witches, Norse warriors and has a lot more TTRPG ideas and can’t wait to share some
shield-maidens, werewolves and/or vampires. of the other games he’s working on with you!
Children of Midnight Quickstart is a gender inclusive urban
fantasy Forged in the Dark tabletop role-playing game.
Players take the roles of Wyld Witches and their Familiars who form a
Coven for mutual support in a dark and harsh modern world. The fae-
folk, a witch-controlled military, mythical creatures, and those who
hunt them, other cults, congregations and covens can be allies or
adversaries depending on your coven's beliefs.
---
Children of Midnight was inspired by our witchy friends from all over
the world, in various circles and walks of life. We set out to make a
game that celebrates witches rather than tacking them on as an
afterthought like so many other TTRPGs have! Children of Midnight
may appear dystopian, but we intend to show that diverse witches have
the tools to better their coven's lives and reshape society.
CHILDREN OF MIDNIGHT
BALSAMIC MOON GAMES COLLECTIVE