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The book redefines horror by filtering it through childhood fears. Monsters aren't abstract political conspiracies or corporate vampires—they are the thing under the bed, the strange neighbor, the parent who isn't acting right, or the bully who knows things no child should know. The world is smaller, but far more terrifying because adults are either helpless, absent, or the source of the threat.
Nostalgic yet terrifying, blending the adventurous spirit of The Goonies and Stranger Things with the grim reality of Stephen King’s It .
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The core rules focus on children aged 7 to 12. The companion product Fragile Innocence also includes guidance for teenage characters aged 13 to 17.
Children have a of 4 (compared to an adult's 5), which directly impacts their Health (calculated as Stamina + Size). Virtue and Vice
The product description captures the tone perfectly: “Monsters don’t just lurk in remote forests, nightclubs, slums and the rooftops of the city. They’re in your neighborhood, watching you as you walk to school. They’re waiting for you in the woods behind your house as you and your friends build your fort. They’re under your bed. Adults have learned to live in the World of Darkness by ignoring the supernatural… You don’t have that luxury”.
: Horror is localized and intimate, often occurring in familiar places like schools, bedrooms, or neighborhoods because children lack the mobility of adults. Non-Violent Conflict
Who are Innocents?
Conclusion Innocents are not merely background—they are the emotional core and ethical fulcrum of World of Darkness play. When used thoughtfully, they deepen character development, raise meaningful stakes, and anchor supernatural horror in human terms. Storytellers should integrate innocents as multifaceted NPCs with agency and consequences while handling sensitive content ethically. The result is richer, more resonant games where the darkness feels both threatening and tragically human.
Instead of standard adult Virtues and Vices, children use simplified, instinctual moral compasses:
The most vital rule in the book is . Adults in the World of Darkness are not safe havens; they are obstacles. When a child character relies on an adult for protection, they roll Trust. A failure means the adult is dismissive ("Stop lying"). A dramatic failure means the adult is the threat.