Connections and Lack Thereof
World of Darkness (Classic) and Chronicles of Darkness (formerly unofficially known as 'new' World of Darkness) are a spiritual predecessor/successor pair, not part of the same setting.
Changeling the Lost 2nd edition is not a 4th edition because is only connected with its namesake through the very broad theme of dealing with fae. They have radically different cosmologies, design philosophies etc.
The original World of Darkness was implicitly a shared setting, but each game line had some discrepancies that could not be fully reconciled with other game lines, particularly in terms of cosmology. Ultimately experienced GMs tend to prefer not even trying to make a single unified variant of the world. Also, the game mechanics of various Storyteller system flavours are not necessarily mutually compatible, even when comparing, say, VtM 1e and WtA 1e, or VtM Revised and MtA Revised. World of Darkness is famous or infamous (depending on who you listen to) for its metaplots and grand conspiracies.
The Chronicles of Darkness were originally published as World of Darkness by the company, which caused a degree of confusion. As a result, fans usually referred to it as the 'new' or less commonly 'rebooted' World of Darkness, despite the official branding not carrying such a qualifier. This naming collision caused a lot of problems, and the rebranding to CoD is one of the very few cases where I grudgingly accept that the Orwellian retroactive editing was warranted. It uses a unified system core, the Storytelling system, sold separately from all the 'splats' (game lines dedicated to specific types of supernatural entities). However, CoD as a setting tones down the metaplots and grandiose statements about the world, and is much more modular in design from the very beginning. That is, there's no reason to try figuring out the truth behind the contradiction between splat A and splat B because what the truth is even within a single splat is meant to vary drastically from GM to GM and from campaign to campaign.
Historically, the change between the two editions of nWoD/CoD was precipitated by the introduction of the God-Machine Chronicle. This highlighted a metaplot that was subtle in other sourcebooks but prominent in Demon the Descent.
Sorting the Game Lines
As for the flowchart or other scheme, here's a division of the main game lines:
World of Darkness (Classic), using an assortment of Storyteller system variants:
- Vampire the Masquerade (1st, 2nd, Revised, V20 and V5 editions). Elder vampires weave centuries-long plots, while their neonates are pawns.
- Mage the Ascension (1st, 2nd, Revised and M20 editions). Belief defines reality; fight to shape it!
- Werewolf the Apocalypse (1st, 2nd, Revised and W20 editions). Gaia is under attack; fight for nature and spirituality against corruption and pollution.
- Changeling the Dreaming (1st, 2nd, and C20 editions). You are a fae soul born to human parents and into a human body; defend the fairy-tales, magic and imagination against a stagnating world of grey banality. Fae and fairy-tale portrayal leans towards the positive.
- Wraith the Oblivion (1st, 2nd, Great War [a quasi-"2.5"] and Wr20 editions). You died; find your way to transcend into whatever follows the afterlife, while fighting against angst and bleakness, and against your own dark side.
- Demon the Fallen (Revised only). You are an Angel cast out by God from heaven into prison for rebelling with Lucifer. Now you escaped as a changed creature. Make your own cult and restore your glory in the shadows.
Other, 'minor' splats that fall under WoD, regardless of the edition, while exhibiting varied degrees of connection to one of the 'major' splats: Changing Breeds (various shapeshifters, such as the Ananasi werespiders), Demon Hunter X, Freak Legion (Fomori), Gypsies, Hengeyokai: Shapeshifters of the East, Hunter: The Reckoning, Hunters Hunted, Inquisition, Kindred of the East, Kindred of the Ebony Kingdom, Mummy (1st edition, 2nd edition, and Resurrection), Orpheus, Project Twilight (psionicists, hedge mages and investigators), Risen (wraiths possessing their corpses), Sorcerers.
Watch out: Mummy and Hunter have CoD analogues that can be partially distinguished by the subtitles (but still prone to confusion); some other splats might have those too!
In general, as of 2020-05-29, anything published as 20th or 5th edition is relatively new as far as WoD goes, i.e. it postdates the hiatus WoD took throughout approximately 2004-2010 (a period when CoD de facto reigned the book pipeline).
Chronicles of Darkness ('New'), using the Storytelling system base (1e or 2e):
- Vampire the Requiem (1st and 2nd edition, also known as Blood and Smoke). Like VtM, but elders are more on the senile side, and the metaplots have been drastically cut back.
- Mage the Awakening (1st and 2nd edition). Reality is not what it seems; find the secrets of Atlantis, and fight against those who try to keep humanity imprisoned in an illusion.
- Werewolf the Forsaken (1st and 2nd edition). Spiritual hunters in a more shades-of-grey world.
- Promethean the Created. (1st and 2nd edition). You're a brand-new being made from the detritus of the world, trying to become human in a world that hates or fears you.
- Changeling the Lost (1st and 2nd edition). You, a human mortal, got kidnapped by a fae, then escaped, but were changed by the experience; now you live a life of hiding or fighting against the fae's servants. Fae and fairy-tale portrayal leans towards the negative.
- Geist the Sin-Eaters (1st and 2nd edition; the least connected to its spiritual predecessor, and arguably not part of the 'main' list even). You died, but you got into a pact with an otherworldly entity and been given a second chance at life.
- Demon the Descent. You are a former angel that was dropped out of the God-Machine because you developed free will. And now the God-Machine wants you back as an unthinking piece.
Other, 'minor' splats that fall under CoD, regardless of the edition, while exhibiting varied degrees of connection to one of the 'major' splats: Hunter the Vigil, Mummy the Curse, Beast the Primordial, Deviant the Renegades. Watch out: Mummy the Curse has three books worth of WoD predecessors; Hunter apparently has about five!
In general, as of 2020-05-29, if you encounter something published as '2nd edition' recently, it probably belongs to Chronicles and had a 1e counterpart before the God-Machine Chronicle update hit the shelves (April 2013).
Bonus source of confusion: Monte Cook's World of Darkness is a very loosely related spiritual cousin which has some of the same creature types as Chronicles of Darkness, but handled differently, in a very different system, and in a setting where a big supernatural cataclysm happened recently and significantly changed the world from how we know it. The White Wolf community generally doesn't even talk about it.
BONUS Bonus book confusion: The book named A World of Darkness has no relation to the similarly-named World of Darkness book, nor is it a corebook. It is an oWoD book detailing a bunch of locations in the setting and focusing on vampires.
Best Answer
I'm going to repeat some in the interest of having a complete list. Paraphrasing the definition introduced in Second Sight, a lesser/minor template has 3 facets: 1) still mortal 2) has powers 3) able to be overwritten by major template. I'm also including a link to my similar RPG SO answer: Rules for gradual transformation from mortal to template in nWoD? If anyone is aware of additional minor templates, please let me know in a comment and I'll add them.
World/Chronicles of Darkness mortals
Extrordinary Mortals
Mortals with Skill Tricks, which are astounding applications of normal skills that might surprise even supernatural types and each comes with a Plot Hook.
Covered in: World of Darkness: Mirrors p. 52-69
Forbidden Lore, Conviction & Expanded Willpower
Optional systems for allowing mortal characters to pack more punch against the strange, sort of building your own minor template. Forbidden Lore offers supernatural boons in exchange for sanity, the human spirit powers Conviction, and Expanded Willpower is mostly what it sounds like: more ways to use Willpower.
Covered in: World of Darkness: Mirrors p. 28-33
Immortal
There are multiple types (from blood-bathers to body-thieves to people who've basically become spirits) and depending on how you want to treat them, they might be major-template-able.
Covered in: Immortals
Possessed
A mortal who shares their mind and body with a demon.
Covered in: Inferno Chapter 3
Psychic
Psychic is kind of a catch-all, if we're honest. Almost every power could be construed as psychic and anything listed as a psychic power could be Storytold as having some other origin.
Covered in: Second Sight, Chronicles of Darkness as Supernatural Merits, Hurt Locker(?)
Skinchanger
Mortals who steal the shapes of animals by wearing their skins.
Covered in: Skinchangers, but summarized and updated for 2nd edition on Dark Eras p. 248-249.
Slasher
Technically intended as a strictly antagonist template, they are still mortal and could theoretically be Embraced, undergo First Change, Awaken, etc. Keep in mind that this template and its Merts are meant to keep a whole troupe busy, so they are often purposefully unbalanced compared to individual characters.
Covered in: World of Darkness: Slasher (the most Hunter of non-Hunter books)
Thaumaturge
Mortals who have learned how to use Low Magic.
Covered in: introduced in Second Sight
Vampire: the Requiem
Ghoul
Mortals who drink vampire blood for immortality, healing and sometimes learn vampire Disciplines. CAUTION: after the 3rd feeding from the same vampire, the ghoul develops a Vinculum, a supernatural emotional dependence on that vampire.
Covered in: Existed in VtR1 and had their own sourcebook, Ghouls. Vampire: the Requiem 2nd Edition and Half-Damned would have the most recent rules.
Dhampir / Dampyr
Mortals descended from vampires.
Covered in: First mentioned in Night Horrors: The Wicked Dead (there as dampyr), but recently fleshed out further in Half-Damned.
Werewolf: the Forsaken
Wolf-Blooded
Mortal relatives of werewolves. Blood of the Wolf provided expanded rules for wolf-bloodedness.
Covered in: Werewolf: the Forsaken, Blood of the Wolf
Spirit-Ridden
Most mortals can't really access the powers of spirits that are urging them, but some might so I'm counting them here.
Covered in: For probably the best example of mortals using spirits like this, see the Rites Du Cheval from HtV:Spirit Slayers.
Mage: the Awakening
Sleepwalker
Sleepwalkers can view and remember Supernal magic and do not contribute to Disbelief.
Covered in: Mage: the Awakening 2nd edition
Proximus (plural: Proximi)
Mortals who's lineage or life has been touched by the Supernal. They receive some mini-Mage powers and have a Curse that acts as a persistent Condition. Instead of getting Paradox from spells, their Curse gets worse.
Covered in: Mage: the Awakening 2nd edition p. 307-309, a 2nd example lineage exists on Dark Eras p. 110-111. First mentioned in MtA1, fleshed out in The Silver Ladder.
Illuminated
Mortals that have been educated and initiated by the Silver Ladder and now run the order's Cryptopoly cells. While not necessarily magical themselves, they would certainly have the connections and clout to request magic. Some Illuminated are also Proximi.
Covered in: The Silver Ladder
Hunter: the Vigil
Hunter
Hunters themselves check all the boxes for being a minor template. In addition to the main set of Endowments, the book Compacts & Conspiracies introduces special Merits for the Compacts. Keep in mind also that there are additional Conspiracies and Compacts in pretty much every Hunter supplement, so check those out if you don't like the core-book's ones.
Covered in: Hunter: the Vigil, Compacts & Conspiracies.
Gifted
A Merit for Mortals who have access to specific Gutter Magic-like abilities.
Covered in: Witch Finders p. 139
Geist: the Sin-Eaters
Gatekeeper
Some mortals can open Avernian Gates. They don't get any other powers explicitly, but could be combined with Supernatural Merits or Second Sight stuff to flesh them out.
Covered in: Book of the Dead p. 50-51
Demon: the Descent
Stigmatic
Humans exposed to the God-Machine and marked by it.
Covered in: Demon: the Descent
Offspring
Children of demons, adopted or biological.
Covered in: Heirs to Hell
Changeling: the Lost
Ensorcelled
Mortals who are able to see fae magic for what it is, typically granted by a changeling through a Pledge.
Covered in: Changeling: the Lost
Fae-touched
First introduced as mortals who have been to Faerie but had not undergone the complete transformation into changelings. As another answer noted, 2nd edition draft rules allow them to also be mortals who had powerful promises to the changeling and wandered into the Hedge looking for them.
Covered in: Equinox Road, Changeling: the Lost 2nd edition (not out yet)
Promethean: the Created
The Redeemed
Prometheans who have completed their Great Work and become mortal. They might retain some memories or supernatural powers, particularly if they maintained an Athanor.
Covered in: Promethean: the Created
Scion
Child of a Promethean. Seemingly immune to Disquiet.
Covered in: Magnum Opus
Mummy: the Cursed
Witness
Mortals immune to Sybaris, an aura of awe & despair that mummys give off. They're somewhat like Mage's Sleepwalkers, except Witnesses are mechanically drawn to mummies (Sleepwalkers have no especial compulsion).
Covered in: Mummy: the Cursed p. 83-84
Sadikh
Half-alive, mystically-bound servants of mummies. They sleep when mummies "die" and awaken when their masters return. I'm not sure if they're greater-template-able, though.
Covered in: Mummy: the Cursed p. 188-192