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Children of Midnight
A Forged in the Dark Game

v1.21 QUICKSTART RULES

Written by Gavin and Áine Moore

UPDATED OCTOBER 31, 2021


BALSAMIC MOON GAMES COLLECTIVE

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.

Art by Vilina Ardashirova (@nemesis_forsa_art)


Logo by Francita Soto (byfrancita.com)

Cover, Additional Art, Photos and Sigils by Áine Moore


Additional Photos licensed from Unsplash and Shutterstock

Sovereign Morningstar’s Model: Morningstar (@the_cytherean)


Morningstar’s Photographer: Megaloceros Design (megalocerosdesign.com)
Kami and Maki’s Model: BubblyZelda (@bubblyzelda)
Kami and Maki Photo Editing: Dlaiver (@dlaiver_228)
Dylan Dee’s Model: Vespertine Ipomea d'Astra (@swords_and_lace)
Vespertine Ipomea d'Astra’s Photographer: Allan K. Crain (@allankcrain)
Jack Spiderstripe’s Model: Mason Freiberg (@hbvisualarts)
Jack Spiderstripe’s Make-up Artist: Cara Bebop (@creationsofcara)

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

1
Children of Midnight Quickstart

The setting for Children of Midnight is along the northeast coast of

M agic was practiced in relative secrecy for thousands of years by


tens of thousands of peaceful practitioners of over a hundred unique
North America, primarily Manhattan and the surrounding areas, an
ecologically interesting and varied location full of industrial and tech
giants with diverse populations of mundanes and witches from around
the world. The puritanical culture that rooted here never fully
paths. But until 1596, as far as learned humans of the time knew, there
disappeared, rather, it has branched out significantly. The setting can be
were no real witches. The real witches were cunning enough to remain
ported to nearly any other region with a small amount of tweaking.
hidden, privately practicing magic in the same ways their ancestors did
for centuries. The world has suffered two massive wars in the last 120 years that have
changed the way magic is seen by mundanes and used by witches. The
A trio of witches living in Scotland had enough of the false accusations
rise of The Order and the binding of witches will be a predominant
humans heaped upon one another. These witches finally made their
factor in most campaigns, but every Faction has goals that the PC’s
presence known, sparing nearly 400 falsely accused of witchcraft that
Coven might want to thwart or assist them with.
day and ten thousand to come.
There are too many historical differences to list, but a few important
The world changed forever in the days and months that followed as a
ones are: The colonialization of the Americas was quickly halted by the
great number of witches, many with enough power to conquer and rule
formidable magical powers of native people, Lady Liberty’s promise,
the planet, stepped from the shadows and greeted the communities they
“Send these, the homeless, tempest-tossed to me…” was kept, and
hid within successfully for generations. In the years that followed many
chattel slavery was disrupted and destroyed as quickly as it began.
humans shed their old ways and embraced the witches. The era was not
without its problems, but it was a peaceful time overall. Wyld Witches eschew technology, but not for a lack of interest. A
Wyld Witch's magic and some places of great power play havoc with
One day though, that generation of witches, content with the world they
electrical systems and are even disruptive to wireless technologies. An
created, passed on. Their children tried to follow in their parents’
unbound witch might carry a cell phone for emergencies, but there is
footsteps but faltered more often; and the next generation strayed even
no guarantee it will work when they need it most; they are better off
further from that vision.
studying a spell or ritual that allows them to communicate
13 generations later the world was recovering from the Second Witch telepathically. Wyld Witches are unable to access Manhattan’s
War. A group of witches that stayed neutral during the carnage, The electronic currency, UnionBits (UB), leaving unbound witches reliant
Order, took power and instituted a registration for young witches; all on bound or mundane relatives for access to basic care and resources.
powers would be documented, witches causing havoc would have their
Tech works against unbound witches quite well. The batteries in a cattle
powers bound. They promised that under their leadership things would
prod aren’t going to explode if it is used against them, but if the
not get out of control again.
unbound witch were to snatch it and try to wield it, it very well might.
It has been 75 years and things have not improved for mundane humans
There are disabled and chronically ill bound and unbound witches the
or witches. Registration is enforced with an iron fist and human distrust
world over in every walk of life. If your character has a disability you
of witches is higher than it has been in centuries.
can choose to play it however you choose; with a support animal, human
You have avoided the registration and would be branded a Wyld Witch companion, mechanical or magical assistance, or entirely without
and your powers restricted, if caught, but you have a small Coven that assistance. You may choose for your character to gain a custom General
watches your back and with your unbridled powers you and your Coven Power (at no cost) that allows them to do some or any of the things
can make allies, gain power and maybe even fix some of the problems their disability would generally preclude or make difficult. Characters
you inherited while surviving an oppressive world of wealthy and well made with a disability or who gain a disability or chronic illness during
connected government organizations, the soulless corporate sector, the play may modify their xp trigger: “Struggled with issues from your
Fae courts and the military. Trauma, Casting Style, *Disability* or consequences of harm”.
The Fae are a varied and enigmatic bunch. Having only recently re-
The world of Children of Midnight looks very much like our world; emerged from Arcadia during The Awakened Age (about 300 years
except witches have joined society and technology has advanced at a ago), they are having a long-awaited heyday playing tricks, stealing
more rapid pace (it is one of the few things that allow non-magically children and tormenting anyone that presses their buttons, even
inclined humans, aka mundanes or sapes, to feel like they have any inadvertently. The Fae are willing to “help” witches with fae bargains
power over witches). While there are mundane influencers in every field, and fae fruits, but there is always a cost.
it is more difficult than ever for them to make it to the upper echelons Other Questions?
of society and business. Everyone is looking for an advantage; these
Some historical events have not been detailed and many questions are
often include excessive amounts of electronic currency, bleeding edge
left purposely unanswered in this Quickstart. Encourage your players
technology and hired magical backup. The ultra-wealthy and
start long-term projects to discover what they mean in your game. To
congregations of registered witches hold the majority of positions of
quote John Harper (author of Blades in the Dark), “Play to find out!”
power, and hold to that power tightly.

2
Children of Midnight Quickstart

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.

3
Children of Midnight Quickstart

Glossary What is a Quickstart?


Arcadia: The world from which Fae originate. Apparently a verdant, This guide is intended to get a GM and group of players started playing
fruitful and calm land. Children of Midnight. You’ll need four or more 6-sided dice. If anything
Astral: A realm somehow attached to the minds of sentient creatures. is unclear, look to the Blades in the Dark SRD for clarification. Grimoire
Spirits residing in the Astral are embodiments of concepts and emotions. sheets, Coven sheets and other game materials can be downloaded free
Bound Witch: A slang term for a registered witch used by wyld witches from quickstart.childrenofmidnight.com.
to hint that perhaps a little more of their power was bound than most The Game
registered witches would like to admit.
Children of Midnight is a game about a group of daring Wyld Witches
Coven (or Wyld Coven): A group of wyld witches who share a covenant
building an enterprising Coven. We play to see how the fledgling Coven
and regularly assemble.
thrives amidst the teeming threats that surround it.
Congregation: An organized group of registered witches.
Earth (or Terra, Gaia): The natural world. The Player Characters
Essence: A difficult to harvest source of magical power found in small Each player takes the role of an unregistered Wyld Witch with a
amounts anywhere on Earth. Witches use Essence to use their powers. Grimoire and a Familiar. Players assist the GM in making judgment calls
Fae: A creature which has come from Arcadia, one born to Fae parents, about the mechanics, dice and consequences of actions. Players take
or anything seemingly ‘alive’ which was constructed using Fae magic. responsibility as co-authors with the GM in narration and story-telling.
Fae Fruits: A fruit which only grows in Arcadia, related to the poppy. The Coven
Consuming one can restore a mundane’s failing health and nourish them
for a month, though consumption places them in an addled, complacent After creating characters, the players all work together to create the
state. Witches bargain with them or consume for an energy boost. Coven to which their characters all belong and choose which type of
magical activities they’re interested in exploring. The Coven works with
Fledge: A human who is expected to become a witch, but has not yet
the Game Master to establish the tone and style of the game, and
shown any magical ability.
develops by performing Undertakings and contending with threats from
Frank: A term for non-magical humans making specific note of their their enemies.
dangerous mastery of technology (origin Frankenstein).
Heritage: A witch’s ancestry which sometimes manifests in noticeable The Game Master
morphological changes. The GM establishes the dynamic world around the characters. The GM
Hoard: A stockpile of fae fruits, prolonged contact with large amounts plays all the non-player characters in the world by giving each one a
of fae fruit is said to extend a witch’s lifespan. concrete desire and preferred method of action. The GM helps organize
Human: A member of the genus Homo; usually referring to only Homo the conversation of the game, pointing it toward interesting elements of
Sapiens Sapiens and Homo Sapiens Striga. play. The GM isn’t in charge of the story and doesn’t have to plan events
Registered Witch: A witch who was submitted to The Order to have ahead of time. They present interesting opportunities to the players, then
their magical abilities bound; at minimum, their Wyld Magic. follow the chain of action and consequences wherever they lead.
Mundane (or Mundie), Sape (or Sapien): Homo Sapiens Mundanus; a Playing a Session
non-witch. A non-gendered term for person without magical abilities.
A session of Children of Midnight is like an episode of a TV show.
Derogatory when used to describe a fledge.
There are one or two main events, plus maybe some side-story elements,
Medean: A witch heritage lacking the visible morphological changes of which all fit into an ongoing series. A session of play can last anywhere
immortal blood. Derogatory when used to describe a witch. from two to six hours, depending on the preferences of the group.
Shadow: A dark mirror of the physical world. Spirits that reside in the
During a session, the Coven of Wyld Witches work together to choose
Shadow are nature spirits and mythical creatures in hiding. The most
an Undertaking to accomplish, then they make a few dice rolls to jump
powerful Shadow spirits tend to be primordial beings.
into the action of the Undertaking in progress. The PCs take actions,
Underworld: A realm containing the spirits of sapient creatures after
suffer consequences, have flashbacks, and finish the operation (succeed
their physical body is gone. The deepest parts of the underworld contain
or fail). Then the Coven has downtime, during which they recover,
all of the classical heavens and hells of various afterlives.
pursue side-projects, and use ceremonial magic. After downtime, the
Witch: Homo Sapiens Striga; a non-gendered term for a person who has players once again look for a new opportunity or create their own goals
(or had) access to magical abilities. and pursuits, and we play to find out what happens next.
Wyld Witch: A witch of the proper age that has avoided registration.
Young Witch: A fledge or a witch who has not yet reached the age at
which they must be submitted to The Order. Their powers are not yet
bound, but also not yet mature enough to channel powerful Wyld Magic.

4
Children of Midnight Quickstart

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.

5
Children of Midnight Quickstart

Flavoring Mundane Actions with Magical Effects


When describing a mundane action, players may add a magical flourish.
A powerful enough flourish may have the effect of Push Yourself
(player’s choice of +1d or +Effect), simply describe the magical effect
and spend Essence based on the chart below.

Effect: Non-Grimoire Push Grimoire Push Cosmetic Flourish Worse Position


Cost: 2 Essence 1 Essence No Cost This consequence represents losing control of the situation—the action
Consequences carries you into a more dangerous position. Perhaps you make the leap
across to the next rooftop, only to end up dangling by your fingertips.
When a PC suffers an effect from an enemy or a dangerous situation, it’s You haven’t failed, but you haven’t succeeded yet, either. You can try
called a consequence. Consequences are the companion to effects. PCs again, re-rolling at the new, worse position. This is a good consequence
have an effect on the world around them and they suffer consequences to choose to show escalating action. A situation might go from
in return from the risks they face. Controlled, to Risky, to Desperate as the action plays out and the PC
Enemy actions, bad circumstances, or the outcome of a roll can inflict gets deeper and deeper in trouble.
consequences on PCs. There are five types of consequences: Reduced Harm
Effect, Complication, Lost Opportunity, Worse Position and Harm.
This consequence represents a long-lasting debility (or death). When
You may even face more than one consequence, depending on the
you suffer harm, record the specific injury on your Grimoire sheet equal
situation. The GM determines the consequences, following the fiction in
to the level of harm you suffer. If you suffer lesser harm, record it in the
the style and tone established by the group.
row marked 1 (harm level). If you suffer moderate harm, write it in the
Reduced Effect row marked 2. If you suffer greater harm, record it in the row marked 3.

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.

6
Children of Midnight Quickstart

Resistance Roll Summary Fortune Roll Summary


When your PC suffers a consequence that you don’t like, you can choose The Fortune roll is a tool the GM can use to disclaim decision making.
to resist it. Just tell the GM, “I’m resisting that.” Resistance is always You use a Fortune roll to make a determination about a situation the
automatically effective—the GM will tell you if the consequence will be PCs aren’t directly involved in and don’t want to simply decide the
reduced in severity or avoided entirely. Then, you roll an attribute based outcome -or- when an outcome is uncertain, but no other roll applies to
on the nature of consequences (GM’s choice): the situation. When you make a Fortune roll you may assess any trait
rating to determine the dice pool of the roll.
Insight: Consequences from deception or understanding.
Prowess: Consequences from physical strain or injury. If no trait applies, roll 1d for sheer luck or create a dice pool (from one
Resolve: Consequences from mental strain or powers. to four) based on the situation at hand. If two parties are directly
opposed, make a Fortune roll for each side to see how they do, then assess
You may only roll against a given consequence once.
the outcome of the situation by comparing their performance levels.
RESISTANCE ROLL
⊗ 1d for each Attribute rating.
⊖ -1d if you are carrying 4 or more Fae Fruits.
⊖ -1d if you are carrying 6 Fae Fruits.
You reduce or avoid the effects of the consequence (GM chooses).
Critical: Reduce or avoid the consequence and regain 1 Willpower.
6: Reduce or avoid the consequence and spend 0 Willpower.
4/5: Reduce or avoid the consequence and spend 1 Willpower.
1-3: Reduce or avoid the consequence and spend 3 Willpower.
Note: Carried Fae Fruit have a sedating effect on witches making
Resistance rolls more difficult.
FORTUNE ROLL
How Much Do They Resist?
⊗ 1d for each Trait rating.
This is an important question to consider as a group and can set the tone
⊕ +1d for each Major Advantage.
for the entire campaign. For all consequences aside from harm, I tend to
⊖ -1d for each Major Disadvantage.
err on the side of “avoid the effects entirely” to preserve PC autonomy.
Harm is a special case where there are a number of powers and abilities Critical: Exceptional result / Great, extreme effect.
that reduce harm levels, thus treating it differently may diminish the value 6: Good result / Standard, full effect.
of those powers and abilities. 4/5: Mixed result / Limited, partial effect.
1-3: Bad result / Poor, little effect.

7
Children of Midnight Quickstart

Gathering Information Detailed Actions


When you Brawl, you engage a target in close combat or use brute force.
When a player wants to know something specific about the fictional
You might scuffle or wrestle, hack and slash, seize or hold a position in
world, gather information. The GM will ask how your character gathers
the info (or how they learned it in the past). battle. You could try to fight in a duel (but Finessing might be better).
When you Command, you compel swift obedience. You might
Each attempt takes time. If the situation allows, you can try again if you
intimidate or threaten, lead a group action. You could order people
don’t initially get all the info that you want. Other times, the opportunity
around to persuade them (but Consorting might be better).
is fleeting, and you’ll only get one chance.
When you Consort, you socialize with friends and contacts. You might
You may need to maneuver into position before you can gather
gain access to resources, information, people, or places, make a good
information, such as Prowling to a good hiding place first, then Studying
the cultists when they perform their dark ritual. impression, win someone over, or make new friends. You could
manipulate your friends with social pressure (but Sway might be better).
Some questions are too complex to answer immediately with a single
gather information roll. For instance, you might want to discover the When you Craft, you fiddle with mechanical devices and study magical
formulae. You might create a new mundane asset, alter an existing item
network of contraband smuggling routes in the city. In these cases, the
or create a Charm to empower you to try karaoke. You could try to use
GM will tell you to start a long-term project that you work on during
downtime. technical expertise to pick a lock (but Finessing might be better).
When you Finesse, you employ dexterous manipulation or subtle
Track the investigation project using a progress clock. Once the clock is
filled, you have the evidence you need to ask several questions about the misdirection. You might pick someone’s pocket, pick a lock or disable
an alarm or trap. You might handle the controls of a vehicle or direct a
subject of your investigation as if you had Great effect.
mount. You might formally duel an opponent with grace. You could try
GATHER INFORMATION to employ those arts in a chaotic melee (but Brawling might be better).
Ask a question and make an Action roll or a Fortune roll. The GM When you Focus, You concentrate, meditate, command essential forces
answers you honestly, with a level of detail depending on the effect level. and perform spellwork. You might attempt to use a Grimoire or General
Great: Exceptional details. The info is complete and follow-up questions Power or activate an Artifact. You could try to align your resonance with
may expand into related areas or reveal more than you hoped for. a spirit to make it feel more comfortable (but Consort might be better).

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.

8
Children of Midnight Quickstart

PC Advancement No matter how low-Tier or outmatched you are, a Desperate position is


the worst thing that can result from the Method + Detail + Engagement
Players keep track of the experience points (xp) that their character earns.
process. It’s designed this way so planning matters, but it doesn’t call for
During a session, mark 1 xp in the appropriate Attribute when the result lots of optimization or nitpicking. Even if you’re reckless and just dive
of an Action roll is a 1 and the position is Risky or Desperate. In a group in and take your chances, you can’t get too badly burned. When you
action, each character that rolled 1 marks xp. describe the situation after the roll, use the details of the target to paint
At the end of the session, review the xp triggers on your Grimoire sheet. a picture of the PCs’ position. Then, let’s get to it.
For each one, mark 1 xp if it happened at all. If it happened multiple How long does the Engagement last?
times or in a major way during the session, mark 2 xp.
The Engagement roll determines the starting position for the PCs’
You may mark end-of-session xp on any xp tracks you want (any actions. How long does that hold? Does the situation stay Desperate?
Attribute or your Grimoire). No. Once the initial actions have been resolved, follow the normal
When you fill an xp track, clear all the marks and take an advance. When process for establishing position for the rest of the Undertaking.
you take an advance from your Grimoire track, you may choose an Giving up on an Undertaking
additional Grimoire Power or General Power. When you take an advance
from an Attribute, you may add an action dot to one of the actions under When you give up on an Undertaking you go directly into downtime.
that attribute (max 3). You can also earn xp training during downtime. Follow the phases for downtime presented in the next chapter. You’ll
When you train, mark xp in the attribute or in your Grimoire. A given still face Fate, Reputation and Entanglements as usual.
xp track can be trained only once per downtime phase. Downtime
Coven Advancement After the Coven finishes an Undertaking (succeed or fail), they take time
At the end of the session, review the xp triggers on your Coven sheet. For to recover, regroup, and prepare for the next operation. This phase of the
each one, mark 1 xp if it happened at all. If it happened multiple times game is called downtime. NPCs and Factions also do things when the
or in a major way during the session, mark 2 xp. All end-of-session xp in PCs have downtime. When the PCs conduct the Drawing Down the
the Coven xp section. Moon Lesser Ritual the GM advances Faction project clocks and
chooses a downtime maneuver for each Faction that they’re interested in
When you fill up your Coven xp track, clear all the marks and take an
at the moment.
advance. When you take a Coven advance you may choose and add a new
Coven Upgrade or Greater Ritual. Flashbacks
ENGAGEMENT ROLL The rules don’t distinguish between actions performed in the present
moment and those performed in the past (as well as those performed by
⊗ 1d for sheer luck.
your character vs your familiar). When an undertaking is underway, you
⊕ +1d for each Major Advantage.
can invoke a flashback to roll for an action in the past that impacts your
⊖ -1d for each Major Disadvantage. current situation. Maybe you convinced the district Watch sergeant to
Critical: Exceptional result. You’ve already overcome the first obstacle cancel the patrol tonight, so you make a Sway roll to see how that went.
and you’re in a Controlled position for what’s next. The GM sets a Willpower cost when you activate a flashback action.
6: Good result. You’re in a Controlled position when the action starts.
4/5: Mixed result. You’re in a Risky position when the action starts. 0 Willpower: An ordinary action for which you had easy opportunity.
1-3: Bad result. You’re in a Desperate position when the action starts. 1 Willpower: A complex action or unlikely opportunity.
2 (or more) Willpower: An elaborate action that involved special
If the players want to include a special preparation or clever setup, they opportunities or contingencies.
should do so with flashbacks during the Undertaking. This takes some
getting used to. Players may balk at first, worried that you’re skipping After the Willpower cost is paid, a flashback action is handled just like
over important things that they want to do. But jumping straight into the any other action. Sometimes it will entail an Action roll, because there’s
action of the Undertaking is much more effective once you get used to some danger or trouble involved. Sometimes a flashback will entail a
it. When they see the situation they’re in, their “planning” in flashbacks Fortune roll, because we just need to find out how well (or how much,
will be focused and useful, rather than merely speculations on or how long, etc.) it goes. Sometimes a flashback won’t call for a roll at
circumstances and events that might not even happen. all; you can just pay the Willpower and it’s accomplished.
If a flashback simply involves a downtime action, the player should
Outcomes
remove it from their next downtime.
The outcome of the Engagement roll determines the position for the
A Familiar can also make use of flashbacks, see page 12 for details.
PCs’ initial actions when we cut to the Undertaking in progress. A 1-3
means a Desperate position. A 4/5 is a Risky position. A 6 yields a A flashback isn’t time travel. It can’t “undo” something that just occurred
Controlled position. And a Critical carries the action beyond the initial in the present moment.
obstacle, deeper into the action of the Undertaking.

9
Children of Midnight Quickstart

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.

Protect Tier 5 Factions:


shopHub: Influential commerce organization; employs many mundanes.
You step in to face a consequence that one of your teammates would
otherwise face. You suffer it instead of them. You may roll to resist it as Keepers of the Old Ways: Witches that claim descent from the druids.
normal. Describe how you intervene. Legion of the Griffin: Griffin-riding military forces dominate the skies.
The Order: Private army, registers young witches, punishes the unruly.

10
Children of Midnight Quickstart

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.

11
Children of Midnight Quickstart

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.

12
Children of Midnight Quickstart

Fae Bargains Wyld Magic


Wyld Witches are sometimes reckless and do not always act in their own Wyld Witches can use powers beyond those listed in their Grimoire in
best interests. To reflect this, any player or the GM can offer a bonus die times of great need. Drawing both on raw inner power and the ambient
to an action if you accept a Fae Bargain. The position of the action magical energy of the world around them, they can pull off feats of magic
should be the primary factor for determining the severity of the bargain. that cause mundanes to quake in fear or drop to their knees in praise.
Each player may choose how fae bargains manifest for them, or if they
Create a Wyld Magic Effect (or multiple effects that logically flow
happen without their knowledge.
together) based on your character’s Grimoire, Aspect and Disposition
A Fae Bargain generally includes one of the following (the player and with the assistance other players and GM.
GM must agree):
The position of Wyld Magic is always Desperate, but the magic energies
● Collateral damage, unintended harm channeled tend to halt most (mundanes and witches alike) in their tracks;
● Lose an item the consequences are grand and occult in nature. Spend 3 Essence (or all
● Sacrifice an item remaining Essence, if you do not have enough), +3 Coven Fate, +3 Fae
● Appear to betray a friend or loved one Bargain and start a 6-clock for the imminent intervention of The
● Offend or anger a Faction Redwatch, then make a Coven Tier Fortune roll.
● Start and/or tick a troublesome clock
This Fortune roll cannot benefit from abilities that allow you to reroll
● Add Fate from evidence or witnesses dice such as Augury and cannot make use of Pushing Yourself, Fae
● Suffer harm Bargain, Group Action or Assist.
● …or any other agreed upon devious or mischievous complication
WYLD MAGIC ROLL
The Fae Bargain occurs regardless of the outcome of the Action roll. You
make the deal, pay the price, and get the bonus die. ⊗ 1d for each Coven Tier rating.
When you accept a Fae Bargain, tick a segment on the Fae Bargain clock Critical: You do it with increased effect (player’s choice).
on your Grimoire. 6: You do it.
4/5: You do it, but a Wyld Magic Complication occurs.
The Fae Bargain is always a free choice. If you don’t like one, just reject
1-3: You lose the opportunity, and a Wyld Magic Complication occurs.
it (or suggest how to alter it so you might consider taking it). You can
always just Push Yourself for that bonus die instead. Wyld Magic consequences cannot be mitigated by abilities or powers
unless they specify otherwise.
The GM has final say over which Fae Bargains are valid.
If the Complication would not meaningfully affect the Wyld Magic or
Fae Bargains Clock the caster you may ignore it.
When the Fae Bargain clock fills add 1 to the Fae Contracts on the left
Consequences of Wyld Magic
side of the tracker. Whenever your Fae Contracts level rises clear your
Fae Bargains clock, if there are additional Fae Bargain ticks required to Regardless of the results of the Fortune roll, casting Wyld Magic creates
mark, remember that the clock “rolls over” (see example below). a scar in the magical field of the local area while attracting the attention
of powerful entities. Draw one minor arcana card:
Fae Contracts
Value Complication (effect lasts until the end of the Undertaking unless otherwise noted)
As the number of Fae Contracts grows, more (and more powerful) Fae
Ace Caster regains all lost Essence from their brief connection to the Wyld
seek out the PC to repay the debt they have incurred.
Two A nearby spirit merges with the caster imparting a Trauma until the spirit is Banished
Daniel’s character Silas performed a feat of Wyld Magic and gains 3 ticks on his Fae Three Ringing in the caster’s ears makes Concentration impossible for the rest of the Undertaking
Bargain clock. His Grimoire sheet already has 9 of 10 Fae Bargain boxes marked and 2 Fae
Contracts: Four Modify the Scale or Area (1d Fortune roll, 1-3: -3 to -1, 4-6: +1 to +3; min 0, max 6)

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

13
Children of Midnight Quickstart

Character Creation Coven Creation


Choose a Grimoire (print a Grimoire Sheet), this determines the magical To make your own custom coven print a blank Coven Sheet and skip to
abilities you’ll learn most easily and contains your xp triggers. Lore, then follow all prompts (or edit one of the four listed below).
○ Animist: Witches who focus on life magic and nature spirits. Otherwise, only the items in italics should be completed, the other
○ Arcanist: Witches who focus on the science of magic. prompts simply explain the pre-filled choices on the Coven Sheet.
○ Baba: Witches whose focus includes the home and the Underworld.
Choose a Coven (print a Coven Sheet) from the four Covens provided.
○ Empath: Witches who focus on emotion reading and manipulation.
○ Eclectic: Witches without a focus, can do nearly anything other witches can. ○ Nightsky Sanctum: Relic hunters liberating stolen artifacts and exploring oddities.
○ Green: Witches who focus on flora and making the best use of them. ○ Righteous Eclipse: Honor-bound emancipators of wyld witches and coerced cultists.
○ Psyche: Witches who focus on mind reading and manipulation. ○ Argent Storm: Revolutionaries intent on tearing down The Order by any means.
○ Shifter: Witches who focus on shapeshifting and their familiar. ○ Brilliant Circle: Wyld witches working covertly for The Order to ensure peace.
○ Storm: Witches with great power over the elemental forces.
The coven you chose has some previous experience. Their initial Lore
Choose and record a Heritage (list ordered from most to least common): shows what reputation they have gained. You’ll earn coven xp when you
○ Medean: Little enough blood from any mythical creatures to show outwardly. bolster your coven's Lore.
○ Nereid: Underwater dwellers; often androgynous, blue tinted skin, with gills.
Describe your covenstead, likely an abandoned place since it begins at
○ Satyr: Shorter than average with hooves, furry legs, horns or antlers.
○ Asterian: Minotaur-like horns and tufts of fur, especially around the neck. Tier 0. Decide where it is located; write this on your Coven Sheet.
○ Gob: Twisted fae blood; splotchy or bumpy colored skin, claws and long ears. When you prepare to execute an Undertaking of any of your Favored
○ Gorgon: Medusa-like dark skin, unmatched beauty, thick hair and a withering gaze.
Types, gain +1d to Gather Information rolls to assist with the
○ Squatch: Sasquatch-like; very tall and often extremely furry.
○ Hydra: Reptilian or bird-like; quite varied in appearance. Undertaking. This can help you discover opportunities, find a client, or
○ Mandrake: Flora or fungi traits, the most varied heritage. better choose the method and detail.
Choose and record your Aspect & Disposition from page 26; they are xp Your covenmates have learned three Lesser Rituals which the entire
triggers & character traits. Coven can use. They are already recorded on your Coven Sheet. You can
learn more Lesser Rituals in the future with a long-term project.
Record your starting Action ratings based on your chosen Grimoire:
○ Animist: Consort, Focus, Study, Survey
Your coven begins with one Greater Ritual and one Coven Upgrade
○ Arcanist: Craft (x2), Focus, Study which are also already recorded. You can get more Greater Rituals and
○ Baba: Command, Craft, Focus, Survey Coven Upgrades in the future by earning coven xp.
○ Empath: Consort, Focus, Survey, Sway
○ Eclectic: Craft, Focus, Survey, Target
Your coven has one Coven Asset (a set of adequate quality tools) that all
○ Green: Consort, Finesse, Focus, Survey covenmates can use freely during undertakings.
○ Psyche: Command (x2), Focus, Study
You have a Coven Contact who is a close friend, long-time ally, or a
○ Shifter: Focus, Prowl, Spring, Target
○ Storm: Focus, Spring, Target (x2)
partner in crime which is recorded.

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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Children of Midnight Quickstart

General Powers Animist Grimoire


Empowering a General Power costs 2 Essence; each can raise the range,
duration, scale or area from the Magnitude tables on page 23 by one
level. Individual powers may specify other costs and limitations.
Augury - 3 Boxes - Mark 1 Box: Reroll one die from any Action or
Resistance roll you initiated. Concentrate + 1E: Clear all boxes. Unmark
all boxes when the Drawing Down the Moon Lesser Ritual is cast.
Chimeric Familiar - Your familiar need not be a simple animal, rather a
hybrid or mythical creature. You may begin with such a familiar.
Clairvoyance - 1E: Gather Information from a remote place using your
hearing and sight. You are limited only by ash and wards. You cannot
communicate or interact with your surroundings.
Cutaneous Talon - 1E: Grow dagger-like weapon on your body.
Evil Eye - 1E: Curse a mundane you can see or have a Material Link to;
treat their Tier as 1 lower for the remainder of the Undertaking. Multiple
castings do not stack, even from multiple witches.
Hypnotism - Concentrate + 1E: Make eye contact with a mundane or
fauna and give a verbal command which they will immediately follow
Grimoire Sense: When you Gather Information you may also ask, “What
(unless it will mean their certain death).
is the health of this mundane, fauna or witch?”
Mending - Craft: Fix simple parts of an object without any tools or Grimoire Ability: Rainbow Connection - Gain +1d on the Restore
materials if no parts are missing. For 1E: Generate simple materials to Essence Downtime action, if another coven member joins you in this
replace up to 25% of missing materials. action, they benefit as well.
Lesser Creation - Craft + 1E: Create materials (permanent but devoid of Grimoire Ability: Awaken the Spirit - Concentrate: Once per
resonance) for mundane asset crafting a personal asset. +2E: Enough for Undertaking awaken the spirit of an item granting a minor effect or fine
a coven asset. See page 21 for specifics. quality for the Downtime or Undertaking. The spirit may end the effect
early if it disapproves of the way the item is being used.
Lesser Illusion - Action + 1E: Create a single-sense illusion nearby.
Grimoire XP Trigger - Addressed a tough challenge with spirit assistance
Lesser Telekinesis - 1E: Weak telekinesis of nearby objects; use a Finesse or love for all things.
roll for manual dexterity.
Animist Grimoire Powers
Prescience - Once per Undertaking you can ignore all Willpower loss on
Banishing - Focus: Begin banishing or exorcising a manifest or possessing
one group action you lead -or- on one Resistance roll; afterward, explain
spirit; each action reduces its Quality (Tier, Magnitude, etc.) based on
the vision you had and how you prepared. the results of the roll. At zero such levels it is forced to its home plane.
Psychometry - 1E: Touch an item to Gather Information about Treat powerful spirits as up to 3 levels higher.
emotional events in its past. Breath of Life - Concentrate + 1E: Remove a poison -or- ease the ravages
of an individual's diseases. Focus + 5E: Resurrect an individual with a
Servant’s Sacrifice - Concentrate: Transfer the harm of another to
mostly intact (or re-formed) corpse. The target takes a Trauma based on
yourself with a prolonged touch. During the painful transfer, the caster the circumstances of their death or afterlife.
may spend 1E to reduce each level of harm as it is transferred. Harm can
Commune with Spirits - Focus + 1E: Communicate with a spirit to
only be moved into the caster’s unfilled harm slots of the correct level.
Gather Information.
Threefold Curse - 3E: After suffering harm by an opponent this causes Reveal the Inner Self - 1E: Shapeshift a mundane into a natural animal
a curse to befall them which will cause them three times the harm that representative of their attitude, manners, etc. (player's choice).
they caused you; a scratch might be repaid with a crippling blow. This Spirit Companion - Focus + 1E: Materialize nature spirit nearby. Harm
may be sudden, drawn out, coincidental or magical, but harm is certain. clock by Focus roll: 1-3: any consequence will dismiss, 4/5: 4, 6: 6, Crit:
Witches’ Flight - You own a large item enchanted for personal flight. 8. Fill clock from consequences; when filled it is dismissed. Action rolls
made at Coven Tier.
Grimoire Powers Twin Souls - Treat a Spirit Companion as a Familiar (inhabit it, use its
Not all witches have a Grimoire, but PC witches do, like a “calling”. senses, resist its harm).
Empowering a Grimoire Power costs 1 Essence; each can raise the range,
duration, scale or area from the Magnitude tables on page 23 by one
level. Individual powers may specify other costs and limitations.

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Children of Midnight Quickstart

Arcanist Grimoire Baba Grimoire

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

Eclectic Grimoire Empath Grimoire

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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Children of Midnight Quickstart

Green Grimoire Psyche Grimoire

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.

18
Children of Midnight Quickstart

Shifter Grimoire Storm Grimoire

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.

19
Children of Midnight Quickstart

After the Undertaking Downtime Actions


Cast Drawing Down the Moon (see page 23). Acquire an Asset - Gain temporary use of an asset:
Calculate and Apply Fate Short term use of a special item (or enough for your Coven for +1 Tier),
an expert or a service (transport, legal representation, etc.). To
Anything you do might be witnessed, and there’s always evidence left permanently acquire an asset permanently, start a long-term project.
behind. To reflect this, your Coven acquires Fate (the attention of the Roll the Coven’s Tier with any modifiers. Result indicates the quality of
Fates) as they conduct Undertakings. After an Undertaking, your Coven the asset you get.
ticks Fate boxes according to the nature of the work. Mark Fate on the ● 1-3: Coven Tier -1, 4/5: Coven Tier, 6: Coven Tier +1, Critical:
Coven sheet; if the tracker fills add 1 Infamy, any excess Fate “rolls over”: Coven Tier +2.

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.

20
Children of Midnight Quickstart

Other Downtime and Free-Play Actions Crafting Mundane Assets


Witches only need general knowledge about an item to be created, some
The Coven may cast each known Lesser Ritual at most once during each
Crafting ability and the Lesser Creation General Power. This does not
downtime or during free-play. They may do so even when at war with
another Faction. use a Downtime action.

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.

21
Children of Midnight Quickstart

Mythical Components Coven Upgrades


Mythical Component Rarity Resonance / Association Each Coven Upgrade costs one Coven Advance. The GM may require a
Barghest fang Tier 0 Pain, underworld, rot, wounds, sorrow particular undertaking to procure the upgrade based on the fiction of the
Basilisk scale Tier 0 Protection, reversal, stone covenstead. Not all upgrades need to share an address (e.g., your Boat
Goblin ear wax Tier 0 Stickiness, sickness, dyeing, brewing House does not need to be attached directly to your primary covenstead
Skeleton knuckle Tier 0 Death, spirit communication, chance location to count as part of your covenstead).
Gnome nose hair Tier 1 Illusion, magical prowess, brewing
Mermaid scale Tier 1 Swimming, breathing underwater, animal friendship
Arcane Library: You have a small library of arcane books, documents,
Griffin feather Tier 1 Flight, warmth, kindness and maps which allow you to Gather Information about Mythical
Sprite magic dust Tier 1 Flight, enhancement, magic Creatures, Mythical Components, Grimoire Powers and General Powers
Arachne spinneret Tier 2 Binding, crafting, manipulation without leaving your Covenstead.
Erymanthian boar tusk Tier 2 Sharpness, piercing, fear Boat House: You have a boat and dock on a waterway, and a small shack
Mandagot hairball Tier 2 Balance, leaping, protection from curses
to store boating supplies.
Bandersnatch tooth Tier 2 Efficient digestion, iron stomach, quick attacks
Cyclops toenail Tier 3 Travel, gigantism, protection Expert: An expert NPC who works for your Coven; choose a specialty
Leprechaun coin Tier 3 Luck, wealth, power, trickery and a quirk; their Quality is the Coven’s Tier +1.
Vampire eyetooth Tier 3 Draining, piercing, powers of blood, strength
Expert Specialty: Healer, Investigator, Occultist, Assassin, Spy, etc.
Personal and Coven Assets Expert Quirk: Compromised, Cruel, Loud, Unreliable, Wild, etc.

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.

22
Children of Midnight Quickstart

Greater Rituals Lesser Rituals


Each Greater Ritual costs one Coven Advance and counts as a Coven Lesser Rituals can be created/learned by PCs via a long-term project
Upgrade. Use of Greater Rituals is limited to once each per Downtime (usually a 6 clock) and shared with the Coven; they do not count as
and each costs a Downtime action from the ritual leader. Coven Upgrades. Use of Lesser Rituals are limited to one each per
Covenstead Bridge - 3E (from each member): Teleport between the Downtime, however, using one does not require a Downtime action.
Covenstead and a distant location where a Mythical Component (with a Coven Initiation - Allows a new member to gain full access to the Coven
minimum Tier equal to the Tier of the Faction visited) was previously Upgrades and participate in Rituals. When the first member is initiated
placed. If used to start an Undertaking, gain +1d on the Engagement the Coven’s Tier is 0.
roll. Returning to the Covenstead from the location of the Mythical
Drawing Down the Moon - Binds a Coven together, grounds all
Component simply requires each ritual participant to Concentrate. spellwork done during the recent Undertaking (including Wyld Magic)
Drawing Down the Sun - 2E (from each member): All Grimoire and and restores some lost Essence and Willpower to all members. This ritual
makes it far more difficult for NPC Factions to track a spellcaster by
General Powers gain Potency for the following Undertaking.
studying the resonance of PC spellwork. NPC Factions get a Faction
Mind Wipe - Removes memories of interactions with a coven from a Move when the PCs conduct this ritual.
mundane through a Material Link to the target. Important NPCs require o 1-3: Restore 2 Essence and 1 Willpower to each member.
the expenditure of a Mythical Component of their Tier. o 4/5: Restore 4 Essence and 2 Willpower to each member.
Rite of Consecration - Allows a Coven to cleanse an item, individual or o 6: Restore 6 Essence and 3 Willpower to each member.
location of unnatural / negative resonance. This may be needed to reuse o Critical: Restore all Essence and 5 Willpower to each member.
some tainted Charms and Artifacts. Rest on your Laurels - This marks passage of time (begin the next phase
Rite of the Daglock - Requires a Material Link to a person or object: of the Wheel of the Year). Heal all level 1 harm. Factions get an
This ritual locates them instantly if there are no obstacles, otherwise additional move; cannot be used when at war with another Faction.
starts an Undertaking to locate them, gain +1d on the Engagement roll. Patron Dedication - Dedicates a Coven to a Patron (optionally gaining
Sabbat - This powerful ritual marks passage of time (begin the next phase a Ban and a Gift). This ritual can be recast to dedicate to a new Patron
of the Wheel of the Year) allowing the Coven time to rest and live and/or alter the Ban and Gift.
deliciously. Heal all harm, refill all Willpower and all Essence. Factions Rite of Becoming - Causes the Coven’s Tier to increase from 0 to 1; the
get an additional move; cannot be used when at war with another Faction. Coven must have 5 or more Coven Upgrades and an Influence of 1+.
Seek Patron’s Guidance - Summon the Coven’s Patron to Gather Rite of Knowledge - Causes the Coven’s Tier to increase from 1 to 2;
Information (roll Coven Tier +1) and/or accept an Undertaking. If the Coven must have 9 or more Coven Upgrades and an Influence of 2+.
successful, increase Reputation and reduce Fate by the Coven’s Tier.
Summoning Circle - Summons a named spirit entity allowing the Coven Other Lesser Rituals
to Gather Information from it, roll Coven Tier. Additional lesser rituals could include those that clean an area or return
Telepathic Bond - 1E (from each member): All participants may it to a past state, setting your area for meditation, communing with a
communicate telepathically during the next Undertaking. particular friendly spirit or marking a special occasion or holiday.

23
Children of Midnight Quickstart

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.

24
Children of Midnight Quickstart

Starting Undertaking based on Quickstart Coven Advice for GMs


GMs of Children of Midnight (as with most Forged in the Dark games)
Nightsky Sanctum Locate Artifact ☆☆☆☆★
have a relatively small number of responsibilities compared to other
Undertaking Giver Vulture Votary 2
Target Faction N/A 0
TTRPGs, which substantially limits the number of skills to hone:
Locate and retrieve a stolen Artifact (known as the Mugquomp 1. Accountability for all your players’ well-being:
Description Statuette) on display in the Museum of Modern Artifacts.
Learn what you can about it before returning it. a. Session Zero and the RPG Consent Form.
Payout New Contact: Aneirin Days (Vulture Votary Tier 2) b. Use X-Card or another at-the-table ongoing consent tool.
c. Understand and coach the rules and facilitate discussions.
Argent Storm Destroy ☆☆☆★★ 2. Engagement rolls:
Undertaking Giver Gaian Guardians 2 a. Adjudicate the Engagement roll results and set up the action.
Target Faction The Ever-Vigilant Eye 1 b. Introduce exciting Scenes and Obstacles.
Decimate a single-story prison building believed to hold several
Description suspected Wyld Witches. While you are there you may as well
3. Action rolls:
liberate whoever you can. a. Set Position and Effect for every Action.
Payout Mythical Component: Erymanthian boar tusk (Tier 2) b. Pick appropriate, interesting Complications and Consequences.
4. Resistance rolls:
Righteous Eclipse Liberate ☆☆☆★★ a. What attributes can be used to make a Resistance roll?
Undertaking Giver Vulture Votary 2 b. Tell players what will be resisted before they roll.
Target Faction The Ever-Vigilant Eye 1
5. Create/drop in exciting Entanglements and Fae Entanglements.
Liberate several suspected Wyld Witches from a single-story
Description prison building. While you are there you may as well do what If you feel like a player is attempting something too easy, reduce the
you can to disrupt their operations.
Payout Charm: Thurisaz Rune (roll Vulture Votary’s Tier for Craft)
Position. If failure wouldn’t be interesting, simply let the PC describe
what they are doing as if they rolled a 6.
Brilliant Circle Abduct ☆★★★★ If you feel like a player is attempting something too difficult, ask them
Undertaking Giver Destiny Research Group 2 to describe how the action could work. If it seems complex, reduce the
Target Faction Ascendium 2 effect level. If it seems impossible, is it because they aren’t in the right
Covertly gather some blood from an Ascendium witch named
Description Nichola Tenebris. If you can bring them in alive, DRG will fictional situation? What action could they use to get there?
upgrade the Coven Asset to a Fine Coven Asset.
There’s a common rule in FitD; “never negate a successful roll”. This
Payout Coven Asset: First Aid Kits (using proprietary DRG tech)
applies doubly to General and Grimoire Powers. If a player spends a
Advice for Players resource (such as Essence) on a power which claims to do something
Consider the fiction first before you decide on an action. Ask the GM without an action roll, such as “unlock any lock” or “blind an individual”
questions if you need clarification and Gather Information if necessary. it should do what it says on the tin. The only exception is regarding
Important NPCs who might have magical protection in the form of a
Take daring action and fae bargains; failure can be as much fun as success. Charm or Artifact. In those cases, you should telegraph the magical item
Any activity has the potential to get you xp (even things without an whenever possible and create an appropriate defensive clock for the NPC
action roll). Always keep your Aspect and Disposition in mind. (and fill it accordingly) being sure to describe the defensive effect.

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.

25
Children of Midnight Quickstart

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

Random Faction (draw one card from the minor arcana)


Card Suit →
Swords & Pentacles Wands & Cups
Card Value ↓
Ace The Ever-Vigilant Eye (1) Shadowdawn (1)
Two Crescent Systems (1) Rara Avis (1)
Three Cyberautics (2) Ascendium (2)
Four Destiny Research Group (2) The Scarlet Incarnation (2)
Five Forsaken Saints (2) Gaian Guardians (2)
Six The Redwatch (3) Hollowmight (3)
Seven The Exiled (3) House of the Ram (3)
Eight Corpus Templi Solaris (3) Vulture Votary (3)
Nine Grail Hunting Club (4) The Floating Market (4)
Ten Vile Legion (4) Altar of Cewrus (4)
Page Golden Oath (4) Sisters of the Serpent (4)
Knight Obsidian Council (4) The Ailumana (4)
Queen shopHub (5) Keepers of the Old Ways (5)
King The Order (5) Legion of the Griffin (5)

Random Familiars (draw one card from the minor arcana)


Card Suit → Swords Wands Pentacles Cups
Card Value ↓ Air Between Earth Water
Ace Bee Ape/Gorilla Badger/Groundhog Crustacean
Two Butterfly Bat Bear Freshwater Fish
Three Chicken Chameleon Beetle Frog
Four Crow Feline Boar/Pig Manta/Ray
Five Dragonfly Hedgehog Cow Otter
Six Duck/Goose Lizard Deer Saltwater Fish
Seven Eagle Mouse Dog/Fox Seabird
Eight Falcon Octopus Goat/Sheep Seal/Sea Lion
Nine Fly Opossum Hare/Rabbit Shark (small)
Ten Hummingbird Porcupine Horse Shark (medium)
Page Owl Primate/Lemur Moose Shark (large)
Knight Raven Rat Skunk Snake (water)
Queen Snake (viper) Spider Snake (constrictor) Swan
King Wasp Toad Wolf Walrus

Random Undertaking Payout (draw cards from the minor arcana)


Card Suit → Swords Wands Pentacles Cups
Card Value ↓ Enchanted Item Spellwork Environmental Personnel
Ace - Eight Charm Lesser Ritual Coven Asset New Contact
Nine - Knight [redacted]* Mythical Component* Fine Coven Asset Status Increase
Queen - King Artifact* Greater Ritual Coven Upgrade New Expert

* 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.

Look for the full edition of Children of Midnight in 2022!

CHILDREN OF MIDNIGHT
BALSAMIC MOON GAMES COLLECTIVE

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