Showing posts with label world of darkness. Show all posts
Showing posts with label world of darkness. Show all posts

Monday, May 25, 2026

Bloodlines & Black Magic - Going Beyond The World of Darkness

There is something about the yawning mouth of a dark alley, the furtive look of people briefly caught beneath arc sodium lamps, and in the whispers heard in smoky bars, and gathered round burn barrels late at night. There's a draw to dark worlds, and something in your soul that makes you feel like there's more going on than what your eyes can see. A feeling that old gods still lurk in hidden temples, and that demons wait behind toothy grins to shake hands, and bind the unsuspecting to bloody bargains. There is a knowing in your bones that magic and madness both dance in the gutters, and that once you hear the tune, you won't be able to resist joining them.

And if you want to dance with the devil in the pale moonlight, then you should take a moment to check out Bloodlines and Black Magic, from Storm Bunny Studios!

Seriously, I highly recommend checking this one out!

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!
 

Dark Streets With A Different System


When most people think of a modern game of dark fantasy or horror with monsters hiding between the cracks and terrible truths lurking just out of sight, they picture a World or Chronicles of Darkness game. It has been one of the standby settings of the genre, after all, and is responsible for a lot of the accepted norms and tropes of this style of gameplay. However, there are some folks who feel too heavily bound by the lore of those games, or who want a different system to play that lets them capture the feeling of this genre in a wholly different way.

And that's where Bloodlines & Black Magic comes in!
 
The original version of the game used the Pathfinder classic system, using what was called an O7 game. Because while traditional Pathfinder games can go up to level 20, an O7 game only goes up to the first 7 levels of a campaign. While player characters might gain more knowledge, powerful equipment, etc., their level will never go above that rather low bar, which keeps things tense and dangerous. The updated version of the game, however, uses its own, unique system to explore the same world while giving players even more options to customize their characters.

Whichever you choose, there's a dark, damned world out there to explore.

The idea behind these games is that the characters are all tied to one of the bloodlines that run through the world. Magic is real, but it hides behind rain-slick windows, in the back rooms of hellfire clubs, and the upper echelons of power. The world is shaped by global elites who play games of shadows, and who are trying to control the narrative for their own reason. The real question is where will the player characters turn, and what factions will they seek shelter from, and lend their strength to?
 
Honestly, while I could provide details about the factions, the history, the world setup (I did contribute a bit to it a while back in Bloodlines & Black Magic, Whispers and Rumors Issue 4), this is a time that I recommend going in with knowledge of the vibe and little else so that you can absorb the game and its world as you read and play. However, for folks who want a bit of a glimpse behind the tapestry, there is a Bloodlines & Black Magic Quickstart Guide that I'd recommend downloading and giving a once over before you crack open your wallets.
 
Because whether you're not a fan of the Storyteller System, you want a world with a fresh cosmology underpinning its secret histories and occult truths, or you just like trying out RPGs that throw you into a game of shadows as colossal, unseen forces vie for position, this is a tabletop experience I would highly recommend checking out! And while things have been quiet over at Storm Bunny Studios for a bit, they're getting louder by the day, which means we should be seeing a lot of fresh updates and new material for this world.
 
So if you've slept on it, now is a good time to open your eyes!

As A Bonus For Those Stepping Into The Darkness...



If you're someone who enjoys secret world of magic and lost gods that lurk in plain sight, then I'd highly recommend checking out Suffer The Children, a tale of an Old Testament angel settling a grudge with a cult of Moloch in modern-day Los Angeles as he tries to rescue a child sacrifice. This story is the latest audio drama to land over on The A.L.I.C.E. Files. This is a YouTube channel I launched a little while back with Alice Liddell, and it caters to many of the same themes as Bloodlines & Black Magic, though from a more sci fi angle. Still, there are secrets lurking in plain sight, and even clues to deeper mysteries in some of the videos, so check out the channel, subscribe, and leave us some comments if you think you found an Easter egg, or you caught something that might be important later!

We need all the help we can get to keep this endeavor going, and it's free to all our viewers!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 18, 2026

Hunter Motivations Run The Gamut in The Chronicles of Darkness

A long time ago I wrote a post titled Do Content, Happy People Hunt Dragons? (More on Character Backstories). The post was meant to address the idea that so-called adventurers all have tragic backstories, chips on their shoulders, or some burning need for vengeance, which is what drives them to do the things they do. After all, if you had a loving family, a good job, and a secure social position, why would you take up the sword to stand against the horrors of the world?

As I read through Hunter: The Vigil this question of motivation becomes even more important. Because while there are going to be hunters driven by a need for vengeance because they or someone they loved was hurt by the things that lurk in the shadows of the Chronicles of Darkness, there are so many other motivations that might lead one to take up a gun and walk directly into the lion's den.

Man's gotta have a hobby, am I right?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Human Motivations Are Complicated Things


When we think of the Chronicles of Darkness in general, and of Hunter in particular, we often think of the worst, most awful things. Someone who lost a child to a ghost, someone whose spouse was drained of blood by a vampire, or someone who barely survived an encounter with a supernatural threat themselves. These people often want payback, or they want to make sure this creature can't hurt anyone else the way they were hurt. And while those are absolutely legitimate motivations for a character, it's important to remember that's just one tiny sliver of the reasons why someone might take up the Vigil, and what their long-term goals might be.

A single light to reveal what lurks in the darkness.

Keeping with dark themes, there may be a hunter who has coped with violent impulses their entire life. Knowing there are things out there they can vent their fury upon with little-to-no consequences from the law and society (particularly if the hunter is part of a compact or conspiracy that will clean up their messes) may act as a perfect pressure valve for them. Another hunter might be fascinated by the supernatural, seeking to catalog and understand it like the Jane Goodall of monsters. Still another hunter might seek to pit themselves against the most dangerous creatures in the world, finding that big game no longer provides a challenge. And there may be hunters who envy the strength and power of the monsters of the world, hoping that by killing them they may be able to unlock a portion of that power for themselves.

These motivations map pretty well onto organizations in the game, such as Null Mysteriis who seeks scientific explanations for the supernatural, the Ashwood Abby (which was moved into Tending The Flame) which is a depraved hunting lodge seeking their own twisted version of "sport," or even the Cheiron Group which seeks to disassemble monsters for their parts and pieces while installing them into their field agents. However, this is just a bare handful of potential motivations hunters might have that go beyond revenge or loss. Some hunters might feel they have a duty to their community to keep it safe from the things that lurk in the darkness. Some might feel an existential need to do something to reaffirm their own power in the world. Some might feel a holy mission, and that they have been chosen by a higher power to fight against these creatures (and they might even be right).

The motivations range as far and wide as people themselves... because at the end of the day, that's what all hunters were before they took up the Vigil.

When The Vigil Is Their Secondary Concern


There is one other category of hunter that's worth mentioning here... those for whom the supernatural monsters are often a secondary concern to the real monsters they prey upon. For a comic book reference, this is what happens when the Punisher ends up burning down a vampire hive... Frank wasn't there to kill vampires, he was there to kill dangerous criminals. It just so happens that the vampires were part of this operation, and they got burned down along with everyone else.

Parasites are all the same.

The world is full of mundane evils and wickedness, and a lot of hunters are more focused on those then they are on werewolves, changelings, or the walking dead. Maybe your hunter tracks militant hate groups, sabotaging and countering their efforts. They might be interested in protecting sex workers, and other minority groups that end up as victims of social violence. Your hunter might even be focused on fascists, corrupt cops, or corporate attempts to engineer widespread misery in order to reap a few more dollars off the bent backs of the working class.

All of these things can, and do, intersect with the supernatural in the Chronicles of Darkness setting.

The reason I gave this type of motivation its own section is that it's important to talk with your Storyteller, and your fellow players, if you want to bring in this sort of motivation for your character. Because while there are organizations like the Loyalists of Thule or the Crimson Halo that fit the concept to a T, it's important that your character's pursuit of these other ends jives with the other hunters in your cell, as well as with the plot your Storyteller has planned.

Because if everyone at your table is down for taking on a neo-Nazi street gang that ends up being the servants of an upstart vampire turning them all into ghouls to act as muscle while he claims turf and territory, then everything is hunky dory. But if your character's main motivation is opposition to fascism wherever it rears its head, but your ST has a game that's more about your cell having to deal with a pack of werewolves causing problems in rural Appalachia, you might feel like you brought a crowbar to a chainsaw duel.

Lastly... Should I Do More Videos On Hunter?



I've been dropping occasional videos over on the Azukail Games YouTube channel about Hunter: The Vigil, and there were at least a few folks asking to see more. So if you've read this far, let me know in the comments what you'd like to see more of! Should I talk about more supplements, like my collection of corrupt equipment The Blade Itself? Should I talk more about other compacts and conspiracies? Would folks like a series about Slashers, as one of the only really iconic monsters for Hunter: The Vigil?

Let me know your thoughts, because I'd love to factor them in going forward!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, April 11, 2026

Willpower Is One Of The Most Important Resources in Hunter: The Vigil

The darkness encroaches on the edges of the world, but there are some who are willing to take up the sword and the flame to hold the line. People who will look the monsters of the world in the eye, and refuse to back down. Hunters of the Vigil have many resources to call on in this fight, but one of the most important things they need to hold the line is sheer Willpower... and it's a resource that both players and Storytellers occasionally overlook.

Also, if you want to add a double-edged sword or two into your game for Hunter, consider picking up a copy of The Blade Itself: Corrupt Equipment For Hunter: The Vigil.

No... you move.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Hunters Are Creatures of Focus... Of Sheer Will


Your Willpower in the Chronicles of Darkness is the combination of your Resolve and Composure. This gives you a minimum of 2 dots of Willpower (for the exceptionally weak-willed) and a maximum of 10 Willpower (for the absolutely iron-willed). Hunters can spend a point of Willpower (usually as a Reflexive action) to do one of the following:

- Gain a 3-die bonus on a single roll
- Gain +2 to resistance against a single action
- Activate miscellaneous powers (Endowments, psychic/supernatural merits, etc.)

And hunters can typically regain Willpower by:

- Getting a full night's sleep (1 Willpower)
- Meaningfully act in accordance with their Virtue (twice per chapter for full Willpower recovery)
- Meaningfully act in accordance with their Vice (once per scene for 1 Willpower)
- Defending a relationship with one of their Touchstones (1 or full, depending on the gravity and risk)
- Risking Willpower (gain 1 point on success)

It's quite a game of math.

As a side note, Risking Willpower is something hunters have access to, and mortals don't. When a hunter is acting in pursuit of the Vigil (according to page 135 of Hunter: The Vigil), they can choose to risk a Willpower instead of just spending one. When they risk a Willpower it allows them to gain 2 benefits off the list on page 135, and if they succeed they keep the point of Willpower they risked, and they gain another point (up to their maximum).

Now, I front-loaded all of that information to explain how important Willpower is. It is a way for hunters to give themselves the necessary edge over the monsters of the world, and to activate the various powers from the different Conspiracies. It's also a necessity for activating many supernatural and psychic merits. Hence why it is important for a hunter to build up their Willpower as high as possible.

The key, if you are a player, is to juggle/cycle your Willpower use. Whether it's by regularly indulging in their vices, risking their Willpower in calculated ways to never use too much at once, or using merits like the Harvest Psyche ability in Psychokinetic Combat merit, players should be regularly spending/risking their Willpower in order to get the most bang for their buck.

From Behind The Storyteller's Screen


If you're a Storyteller, you've got a lot of things coming your way from a cell of hunters. Whether it's hellfire and castigations, psychic fury, or just a barrage of slings and arrows, it's a miracle any of your monsters make it out alive.

However, when it comes to Willpower, you need to think of it like bullets in a gun. This resource is potent, but it isn't bottomless. So make sure you're keeping track of it, and throwing a couple of spanners into the works so your players have to think about what they're blowing their chips on.

How are they going to spend these points?

Because on the one hand, hunters are using their Willpower to give themselves that necessary edge to resist dangerous powers, activate their own supernatural abilities, or just to give themselves a better shot at slaying the monster of the week. However, if your hunters are constantly topping themselves off on Willpower (especially if you've implemented the Beats as Bennies rule that was suggested in Deviant: The Renegades), then it might feel like they have a bottomless fuel tank.

Remember that anyone who receives a single point of lethal damage, or has all their Health boxes filled in with bashing damage, gains the Beaten Down tilt (which means they have to spend a point of Willpower every time they want to take a violent action in the current combat). Ask yourself if monsters whose Dread Powers siphon off Willpower are an appropriate threat. And, above all, remember that the number of enemies, and the number of encounters, can make a huge difference.

If a cell of hunters can just kick in the door and fight a single vampire, or a gigantic spider, or a werewolf, then they can probably go all-out and win. But if they first have to slog through layers of ghoul security, or a brood of lesser spiders, or they have to deal with the werewolf's mate and kin, then suddenly a battle that was quite winnable is looking like a dangerous, resource-intensive slog.

Hunters travel in packs... but keep in mind that monsters are rarely lone wolves.

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, March 22, 2026

Character Secrets Don't Matter If No One Finds Out About Them

Everyone loves a good plot twist, or a fun character reveal. The problem arises, though, when players (or even the GM) squeeze the story so tight to their chest that they end up smothering the secrets they were holding. Because while having a big reveal in your back pocket can be fun, if no one else is ever going to find out about it then it may as well not exist.

Which is why you shouldn't just know what your character's secrets are, as I mentioned in What Secrets Does Your Character Hide?, and elaborated on in the character concept The Onion of Secrets. You should also know how that secret is going to matter to the story you're all telling, and have some idea of how you're going to start revealing it to the people sitting around the table with you.

If they never dive down, how would they know?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

The Spice Needs To Go Into The Soup


Once you know what your character's secrets are (whether they're a secret vigilante, they were born to a noble family, they were a bandit in a former life, etc.) you can think of them as a little dash of spice. However, if you never actually add that spice into the dish, then it won't make any difference to the overall experience. However, adding in the spice at the wrong time, or in the wrong amount, can also ruin the presentation and flavor when all is said and done.

And this is why it's important for you to consult with the head chef (the Game Master) to make things come out just right!

Mmm... this one might be too salty. Let's do a half dose of this, how's that sound?

First things first, character secrets should be a collaborative effort between you and your Game Master. The reason for that is because the GM is the one who needs to facilitate a good reveal, and to help you set the stage so you can stand in the spotlight for a moment when it comes time to let everyone else in on the secret.

Secondly, once the Game Master agrees your secret will become part of the story, try to work with them to come to that appropriate place so that the collaboration stays strong. As an example, if your character used to be an infamous assassin before they joined the church and took the vows of a cleric, work with the GM to figure out when (and how) you want that information to come out. For example, do they have secretive tattoos or brands they keep hidden until they're revealed when the party is taken prisoner? Do they speak a particular language only known by members of this secretive order, and they have to reveal that to translate critical intelligence? Or do they find people who recognize them from their old life for one reason or another? Because sprinkling in these clues, or just adding in the big reveal at a dramatic moment, can really make the story sing.

Where a lot of players mess this up, though, is they will either keep their secrets extremely close to their vests to the point that they never come up in the game at all, or they will try to spring this surprise on their fellow players and on the Game Master, which is a terrible plan because it can create unnecessary confusion that will undercut the reveal.

Timing and placement is extremely important for maximum story impact. Because say that your character was actually a princess, but she ran away from her royal responsibilities to become an adventurer. Classic twist, very fun. However, if you aren't coordinating this with your Game Master then you don't have any in-world structural support for this character's entire secret backstory... and even if it is allowed to stand, there won't be anything in-place for the plot that this reveal will actually affect. But consider what might happen if you were in communication with your Game Master. Because if you wanted a secret princess reveal, and the Game Master agreed, then at the very least there's likely to be people looking for the missing princess. But it's also possible that the villain for the campaign will be a family member of hers, and that she has a legitimate claim to the throne that could lead the party to commit a coup rather than leaving her evil uncle or sadistic brother sitting on the throne.

Long story short, if you want your character reveal to have a real impact then it's going to require scaffolding and set dressing to really facilitate it. And if you don't work with your Game Master to set the stage, then the reveal is going to fizzle out... so make sure all the setup is in place before you step onto your mark!

Lastly, if you found this week's post of-interest, then take a moment or three to check out my supplements 100 Dark Secrets as well as 100 Questions To Ask About Your Characters.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, January 19, 2026

Improved Initiative's Patreon Is Now Monthly (And I Could Use Your Help!)

It was last summer when I first announced that the Literary Mercenary's Patreon page, which is where folks support both Improved Initiative as well as my writing blog The Literary Mercenary, was going to transition from a per-item rate to a per-month rate for membership. Well, between then and now there were several delays and miscommunications, but the change finally went through.

Which is why, this month, I wanted to ask for help from all my regular readers and old patrons alike. Because there's already growing pains, and I'm hoping to get past them.

Seriously, folks... if you've been thinking about pledging, now is the time!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Led To This Change


I've been on Patreon for over 15 years now, and there are some folks who've been supporting me on there for the entire time my account has been active. And when I first signed up I chose the per-item payment option because that way I felt that my readers would get what they were paying for. If I didn't write a blog that month, well, they wouldn't have to pay for it. Not only that, but my Monday posts on this blog were always free-of-charge, because I wanted to make sure I didn't overcharge folks.

And, generally speaking, I was pretty happy with this setup. However, in the summer of 2025 there was some chicanery that rocked the boat.

We have altered the bargain. Pray it is not altered further.

As I understand it, Apple's payment platform was threatening to no longer support the per-item rates on Patreon. I don't know the full story behind that, but Patreon issued an announcement that as of Fall 2025 those who were using that payment structure would no longer be able to grow their audience. I thought it over for a week or so, and decided that I should make the change. So I sent an email, and asked to start migrating my account from a per-item payment structure to a monthly membership structure.

There was some miscommunication, though, and Patreon didn't actually put through my request at the time. Then the site went back on the warning, stating that per-item accounts were going to be allowed to go forward, and no changes would be made. The problem was that I'd already made my decision, and put some things in-place to try to make the jump. So during the Fall of 2025, once I noticed the transition hadn't taken place, I reached back out to Patreon support. This time a date was set for January 5th for the transition to go through.

So, new year, new account style, but the same old content on the same schedule everyone has come to expect!

Here's Where The Problem Comes In...


Ideally, this would have been a simple sidestep... but there's a bit of an issue with the migration. It's one I knew about, and tried to prepare for, but I can only do so much.

To really smooth out this rough road, I need the help of all the folks reading this. Because, in short, Patreon basically put everyone down in the $1 a month pledge and expects you all to up yourself to a new tier if that's what you intend to do.

Seriously, every pledge, post, and tip helps.

In terms of hard numbers, what this means is that I go from making between $180 - $220 a month (since some months had more paid blog installments than others) to making about $45 a month or so. That is a massive change in my personal finances, and it's not a hit I can just tank. That's "pay my utilities" money, and more than once it's been "cover the rent" money. I cannot overstate how important my Patreon patrons are to me, and to my ability to keep doing what I do.

That's why I wanted to ask all my current patrons to please check out my new Patreon, have a look at the tiers, and consider choosing something above the $1 a month level if you're able to. And if you're someone who isn't currently one of my patrons (or is a free patron) I'd appreciate any help you can give while I get my feet back under me after this change! And if you're someone who wants to help, but doesn't know if you can commit to the full Patreon sign up, feel free to leave me a tip by buying me a Ko-Fi... those little gifts go a long way, as well, I can tell you that as a fact.

However, if you don't have the spare dosh lying around, but you still want to help, then please consider doing the following (all of which cost you no money):


All of these things help, and honestly the more people that subscribe, read, watch, etc., the more likely it is I'll be able to beat the algorithm, and actually make some progress. Give how restrictive the algorithm as been of-late, though, it's been tough to even reach my actual subscribers... so if anyone reading this likes my work, and wants to see my blogs keep going forward, I'd appreciate any help you could give!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, December 20, 2025

Spirits, Chiminage, and The Key of Solomon (Werewolf: The Apocalypse)

Werewolf: The Apocalypse can be a tough game to wrap one's mind around. The broad strokes make sense (an ancient, secret collection of werewolf tribes attempt to use their natural fury to commit acts of ecoterrorism in order to save the planet from the evil grasp of capitalism and modern corruption), but there are details of the game that can be difficult to grasp. And this is particularly true for those who are attempting to win the favor and help of spirits in the game. Whether one is a theurge (the spirit-speaking magic users), or simply spiritually-inclined, the idea of chiminage might feel a little too ephemeral to easily incorporate into one's playstyle.

For this, we need to get back to gaming's roots... black magic, and the writings of Aleister Crowley!

A more learned source you won't find in these lands.

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The Rules And Expectations of The Spirit World


All jokes aside, though, in Werewolf, a majority of the powers you come across are either gifted by spirits (they teach the werewolf how to use certain abilities), and the magic items you use are things that are bound to a particular spirit. And even outside of these mechanical concerns, the spirits can help or hinder werewolves as they attempt to achieve their goals, making a good relationship with them pretty important for all characters, and not just the ones who are attempting to make deals and bargains with them.

This is where chiminage comes in. The word itself is an antiquated term referring to a toll paid for passage through a forest, but in Werewolf it refers to the gifts and payments given to spirits as part of the rites and rituals for contacting them, asking them for aid, and attempting to recruit them to your cause.

And that is sort of an airy concept for a lot of folks, especially those who have not delved into religious traditions where these kinds of targeted offerings are far more common, might have issues with. And if I were to recommend a single book to Werewolf players (and especially those who are going to be playing theurges), it wouldn't actually be something from the World of Darkness. It's The Three Magical Books of Solomon: The Greater and Lesser Keys & The Testament of Solomon.

Seriously, check it out if you haven't!

For folks who haven't read this book, it is a collection of the various goetic spirits (or goetic demons, or infernal spirits, whatever you want to call them) that were supposedly summoned and studied by the ancient King Solomon. And the book is set out exactly how you would think a grimoire is set out, with the explanations of rituals and summonings, with descriptions of the great spirits, the gifts they offer, and what they may demand in return. It speaks of how to protect oneself, and how to discern falsehood.

Now, the book is a bit of a rough read for those who don't consume textbooks for fun. But with that said, the style of the entries, the setup, and how these rituals function can provide a lot of insight into making a particular character's style and spiritual setup feel unique to them, while also making it feel like more than just a character rolling a handful of d10s to see if they get their way or not.

So whether you have someone playing a traditionally-trained theurge who comes from the Children of Gaia who focuses on only using naturally-occurring implements and offerings they feel have been given to them by the Earth herself, or a Bone Gnawer theurge who seems to be a street corner shaman using a chaotic hodgepodge of improvised tools, the goal of both of these characters is to persuade the spirits to their side, to show them proper respect, and to earn their alliance.

My experience with this book is that it sort of primes the mind, and gets you asking the important details about different spirits, and it puts you in the mind of the acceptable aesthetics and ritual for how to please them, as well as how your particular character goes about their spiritual negotiations... and that is often what makes or breaks a character's performance as a theurge in this game.

And as a bonus, well thought out performances often get you bonuses from the Storyteller, making it even more likely that you succeed when all is said and done!

Additional Resources For Werewolf Players





For those who are looking for additional resources for Werewolf: The Apocalypse, I'd recommend checking out the following supplements by yours truly:

- 100 Kinfolk Bundle: With 100 NPCs from many of the major tribes, there are over 1,500 characters in these supplements!

- Dark Reflections: 50 Sights To See in The Penumbra: For folks who are looking for some dark, corrupt places to visit in the nearer parts of the Umbra, I'd recommend picking this one up.

- Tales From The Moot: This short story anthology covers a variety of tales from different tribes of the Garou Nation... and there are quite a few extra pieces that weren't included in this book!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, December 15, 2025

Dungeon Design Tips: Build Challenges Around Your Table's Abilities

It's the first session after your last level up, and you as the Game Master know your evoker just picked up fireball. They're excited as hell to use it... so at some point in the next combat, there's a moment where enemies are clustered together in perfect formation for an explosion to wreck havoc. Or maybe the barbarian just got this really handy ability that lets them get extra damage on enemies bigger than they are... and wouldn't you know it, the enemies drag out an ogre because they think it will help win the day!

Some people might call this patronizing your players. However, it's a good idea to throw them bones every now and again, and to actually understand what this represents for your game, and the give-and-take between you and your players.

So you took the fighting style for dragons? Well, how convenient...

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Make Sure They Can Actually Accomplish The Goals


A criticism I once heard for the video game System Shock 2 was that it presented itself as a full freedom RPG where you could build whatever character you wanted, but when you got to the latter parts of the game you had to be able to overcome very particular challenges. And if you didn't build a character with the requisite skills to do those very specific things, well, sucks to suck, guess you have to go back to the beginning and try again!

And while I'd argue that's bad design, I see how it happens with a video game, or even a premade campaign. Designers need to provide challenge, but they also have to take a stab in the dark, guessing what players are most likely to do, and to bring to the table. However, with a pen-and-paper RPG, the GM has all the power in the world to alter challenges to actually fit the characters who are across the table from them. And that's exactly what they should do.

Note that I said "fit" the characters. Not change the game to make it easy for them, or to change it to make it harder for them, but to specifically do something to fit the game, its themes, and the challenges, to the party that's actually in front of you.

Could I, perhaps, make a Diplomacy check or two?

Consider for a moment a dungeon that has a number of traps in it, but the party does not have anyone with the ability to actually disarm traps. Well, one solution to this is to change the nature of the traps so that it better suits the story you're actually telling. For instance, instead of a rending scythe, are there traps that try to lower a portcullis, turning them into a test of strength for the barbarian to hoist, holding the path open until the others can get through? Does a room slowly fill with water, allowing the amphibious character to hunt for the off-switch with relative ease? Or do you remove traps as a meaningful obstacle, and replace them with something your players do have the capacity to deal with?

For instance, are there doors blocking the path that require the knowledge of a certain song? Is there a maze that could be solved by someone with a ranger's unique tracking and survival skills? Or are there inhabitants of this dungeon who could be persuaded to help players walk past particular traps with the right social skill checks (and perhaps a bribe or two)?

In the original setup, the party did not bring a rogue (or just a character capable of dealing with traps). As such, the traps become significantly bigger obstacles, usually just resulting in them being a random hazard that's going to suck out resources, and feel like a punishment. "Because you came here without a trap finder, now you're just going to get hit over the head with traps." And while that might be fair according to the rules, it quickly gets boring for players, who just feel like they're being punished because they built a different character than this game was designed for.

Provide Them Opportunity, Not Success


To reiterate what I said above, you want to provide your players the opportunity to actually use their characters' skills and abilities, instead of giving them deliberately mismatched challenges they don't have the ability to deal with. Much like how if you know you have a sorcerer who specializes in fire spells, it's kind of a dick move to make all the monsters they have to fight immune to fire (or so resistant to it that they might as well be).

And you don't have to change every, single challenge in your game to suit the talents of the characters present. However, it is helpful to make sure there are multiple ways to progress forward so that you don't get to a certain point and realize you have built a challenge that your party cannot hope to actually overcome. I actually talked about this a while back on Discussions of Darkness, and GMs who don't watch that show should head over the the Azukail Games YouTube channel and at least check out Episode 6, The 3 Solutions Strategy For Storytellers.


In short, ask if there are multiple paths to success, and if the characters at your table are capable of participating. You don't want to just hand your players success; you want to hand them the ability for their character to participate in a meaningful way.

Maybe that means you allow a trial-by-combat to impress the duke the party is supposed to get close to when no one has a really high Charisma, but there are some serious bruisers in the party. Maybe that means you have the big bag's encampment guarded by deadly wargs so the druid can get some use out of their animal empathy. Perhaps there's a black market way to get spell components in prison so the wizard has the ability to participate in the upcoming jail break. Or maybe it means that you line up a bunch of enemies in a single fight so that you can give one of your players the chance to let loose with lightning bolt so they feel like they made a good decision on their spell choice.

Your players should still have to make smart, strategic decisions. They should have to expend resources. There should still be a chance that they fail. But they shouldn't be making their checks with one hand tied behind their backs because they didn't guess what skills and abilities would be most necessary for overcoming the challenges you were planning on using!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, December 12, 2025

"Down and Dirty" Combat Doesn't Get Enough Love in The Chronicles of Darkness

Combat is the main event in a lot of roleplaying games, but there are times where a fight just feels inconsequential for the player characters, or it's just going to eat up a massive amount of the time you had planned for the story that night. This can be an issue in games that take a more cinematic approach to combat, such as the Chronicles of Darkness, but the Down and Dirty Combat mechanic that's listed on page 87 can solve this problem neatly and elegantly for those who want to go to narration for those fights that might be necessary, but which aren't super important.

You got this kid! Come on, one roll, and this bum's going down!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Not Every Fight Is Supposed To Be Do-Or-Die


I've made the comparison before, but consider the first John Wick film. The scene where Vigo tasks a crew of assassins to go kill John before he can come after Iosef to get revenge. There's 11 or so assassins in black suits and ski masks, making them literal faceless goons who are all dispatched to our main character's house. John, of course, kills them all with the only damage being to his house, and his composure, just to let the audience know the kind of badass we're dealing with.

This is what I mean when I talk about thinking of combat cinematically. I'm not just talking about what it would look like, and the ebb and flow of a brawl or a shoot out. But ask where it fits in the narrative arc you're telling, and if this is an important, meaningful fight that should be slugged out round-for-round and pound-for-pound, or is this an interim fight with goons who aren't important in the grand scheme of things?

Because if you're running a Hunter game, and your cell of trigger-happy monster hunters are going after a vampire, then absolutely that fight in the vampire's lair should be a pulse-pounding scene where you dedicate a lot of screen time to the action, and you pull out all the weird powers and hail-Mary weapons for your mortals to try to eke out a victory. However, you probably don't want to dedicate that same time and attention to the fight with some club bouncers that are guarding the first layer of access to that vampire's lair, three sub-basements below The Red Circle.

You want to fight the counter guy who got your order wrong? Fine, but this is the last time...

The way this simple mechanic works is that you, as the ST, offer the chance to the players to run this with Down and Dirty rules. Because it should always be their choice. After all, regular combat mechanics and Down and Dirty mechanics both offer risks. If the players say yes, they want the D&D rules, it's fairly simple.

First, you determine which characters have what goals in this scene. For example, your bruiser might be trying to beat a combination to a locked door out of a flunky, while the shooter is just picking off as many other targets as she can. If there are distinct, different goals at-work, then these characters each make separate rolls. However, if multiple characters are all in sync with their goals (say all four members of a cell are rushing the two guards on a door, and looking to pummel them into submission), then they can use the Teamwork mechanic in order to combine their efforts together for a better chance of success.

Once you know who is trying to do what, you put together the combat pool for the player characters (Strength or Dexterity + Brawl, Firearms, or Weaponry), and then the NPCs will either roll that same pool if they're opposing the PCs, or they'll roll something like (Strength or Dexterity + Athletics) if they're trying to get away. Once both sides have rolled, count the successes, and the difference between them.

If the players get an exceptional success (5 or more on their side) they achieve their goal, and get a point of Willpower from the rush. A regular success (1-4 more on their side) and they achieve their stated goal, dealing damage equal to their weapon modifier + successes, killing enemies if that was the goal. If they fail then the opponent deals them damage equal to the number of successes they achieved over the PCs, and they escape unless they want to press things. Dramatic failure is the same as a regular failure, except the PCs are Stunned as a result of how badly things went.

Just be careful who you start a fight with... it might go badly for you.

This mechanic does a lot of heavy lifting for you as a Storyteller. On the one hand, it allows player characters who are built for fights to still contribute to the story and the game, but you don't have to eat up half (or more) of a given session making sure they get their fights in. On the other hand, it puts control into your players' hands, so they can decide what they think an important fight is, versus one they're willing to let a single roll of the dice settle.

With that said, though, as a Storyteller you should consider a couple of things before allowing the Down and Dirty rules to resolve a given combat.

- Should This Be Do Or Die? - The Chronicles of Darkness is a vicious system when it comes to combat, and the more combatants and weapons involved only ups that ante. If you want to avoid a serious risk of PC death, then this is a good time for the D&D option.

- Are These Combatants Named? - Think of your chronicle as if it were a movie. Are the people your characters fighting Named Characters, like the current villain, their lieutenant, or important characters to the plot? Or are they Gangster #1, #2, and #3? Even if you gave them names, histories, and personalities in your notes, ask if they are Important. If not, D&D is probably an acceptable way to solve things.

These two questions make a great guide as to when these rules should be invoked. Because once you have the necessary results, you can narrate what happened, and dictate what the fight accomplished, or what resources it used (how many rounds did they fire, did they manage to keep things quiet, and so on) without interrupting the flow of the current arc too much.

And if things go REALLY terribly, you can always invoke the Chase rules... but I think I'll talk about those next time if folks are interested in hearing more about this setting?

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Wednesday, December 10, 2025

Shards of a Broken Mirror: Short Scenarios For The Chronicles of Darkness (Future Potential Project)

The world is a dark and terrible place, but the horrors we know are just the icing on top of the cake. Those who manage to sink their teeth in, and to chew down to the bone, learn there are even worse monsters out there than live in your wildest nightmares. Creatures of promises and lies that will steal your soul for one more day's grace. Dead things that drink the blood of the living to endure an eternal night. Beasts who wear the skin of men, and creatures who defy death and the natural order with every breath they take.

The setting of the Chronicles of Darkness is vast and rich... but having so many options can often lead to decision paralysis among players and Storytellers alike. That's why in the back of the base book (page 196) they provide you with a bunch of short, one-shot style stories to help you get your feet wet. These scenarios can be played individually, or they can be strung together to build an entire chronicle out of.

And it's a really good idea... my question for you all this week is would you like to see additional supplements covering things like this? Perhaps for more than just the God Machine Chronicle that mortal characters are supposed to tackle?

Because there's always fresh approaches one can take with this setting.

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Broken Mirrors and Distorted Reflections


The Hagiography in the Chronicles of Darkness core book provides a smooth, workable frame, giving the Storyteller the bare bones they need to run a short session in roughly two pages or so. These 20 scenarios can either be run independently, or Storytellers can use them as seeds to build a larger, collective plot. Or the third option, they work as the connective bits between larger story arcs, where characters have finished one story, but the ST may not be quite ready to begin the next arc and needs something to keep players involved while they finish plotting.

Like I said above, it's a solid resource, and a particularly good thing to include in the core rulebook so that all STs have access to it. However, while it's possible to adapt these scenarios to other spheres in the Chronicles of Darkness, something that might be a difficult challenge for a gang of mortal investigators is probably not something that's going to be a problem for a cadre of mages, a motley of changelings, a coterie of vampires, and so on, and so forth.

Which is where I wanted to propose a project for my readers this week. Would you be interested in collections of these "story shards" for use with the other parts of the Chronicles of Darkness? Or even going back to the old World of Darkness and providing similar collections of ideas for Storytellers to use there?

Not too dissimilar to this project, actually...

If this is an idea that interests you, then consider leaving a comment and telling me the following:

- What Game Should The Shards Be For? Changeling, Hunter, Geist, and so on.

- How Many Shards Should There Be? Please choose 5, 10, 15, or 20 shards.

- Should The Shards Be Location Specific? Cities are a traditional location for this game, but should the shards be location neutral, or all tied to a particular place?

Whether you want to leave your comments below on this blog, reach out to me on any of the social media profiles I have listed in the end of this entry, or even leave your comments over on YouTube where my publisher is sure to see them (throw them in the comments of this video, World of Darkness Boot Camp, so that way I can find them all in one place), please make sure you weigh in on this week's topic.

Your feedback is important because Storyteller's Vault projects are something of a risky move on my part. They're a lot more restrictive than my general purpose RPG supplements, and they pay a lot less up-front for me, which can be a problem with how tight everything is right now. So while I think this is a really great idea overall, if folks would rather see me put together more simple lists like 100 (Mostly) Harmless Goblin Fruits and Oddments To Find in The Hedge for Changeling: The Lost, 100 Resources and Rumors To Find on ShreckNet for Vampire: The Masquerade, or even 100 Shadow Names (And Their Meanings) for Mage: The Awakening, I'm more than happy to put a few of those projects on my work desk instead if that's what my readers would prefer.

This is sort of a Choose Your Own Adventure, and I wanted folks to make their thoughts heard if they had strong feelings on this subject!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!