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Chronicles of Darkness vs Public Access

Compare Chronicles of Darkness and Public Access side by side. See differences in complexity, dice, genre, cost, and more.

Chronicles of DarknessPublic Access
GenreHorror, ModernHorror, Modern
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportInvestigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.When a move is triggered, roll 2d6 plus one of five ability modifiers. A 6 or less is a miss, while many moves split hits into 7–9, 10–11, and 12+ tiers. After a result is narrated, a player can turn a Key to raise it one tier and replace that outcome with a different timeline.
Diced10 dice pool2d6
ComplexityMediumMedium
AccessibilityMediumVery High
RunnabilityVery HighLow
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$Free
PublisherOnyx Path PublishingThe Gauntlet
Year20152023
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups seeking a finite collaborative analog-horror campaign where player-built theories, personal histories, and found-footage prompts shape the truth behind a small-town conspiracy
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Clues have no fixed locations or canonical answers, so players assemble them into a theory and roll to establish whether it is true. Turning a Key raises a resolved roll by one tier and replaces the narrated failure with an alternate timeline. Odyssey tape prompts let players author uncanny broadcasts that become a campaign timer and feed connections back into Deep Lake.
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.Dawn, Day, Dusk, and Night must occur in order, which constrains free-form scene pacing. The Keeper must synthesize campaign discoveries into a custom final TV Odyssey mystery. The intended campaign engages childhood trauma, body horror, ritual sacrifice, and other dark material.