| The Free Site | vBuddy - make friends, share photos, blogs, have fun | Cheap Web Hosting - starting at $5 |
I appologise for the quality of the rules on this page. This page is more a bit of system history it is here to provide completeness. Actually they aren't that bad but when they were written they were only for my own personal reference and I don't feel that they are as 'polished' as they should be. The other sections are better and they represent more current rules but everything is in here. This is here more to see what the game has grown from. When I originally posted it here I added and tidied it, but pretty much this was all copied from a print out from my old Apple ][e... A lot has changed since then..
Darkness attempts to remain consistent and simple in all it rulings whilst being realistic and playable.
Darkness is,
Quick
Realistic
Consistant
Fair
With the GM having the final say...so there
Basic Mechanics
The dice .... one d20
The GM will decide on the most appropriate stat and skill based on the situation
the player then attempts to roll under this TARGET number, should this be achieved
the player adds the SKILL (NOT STAT) to the dice roll this is the SUCCESS LEVEL.
This determine how well the character has succeeded the higher the score the
better the success
STAT + SKILL = TARGET
DICE + SKILL = SUCCESS LEVEL
For example little Johnny is attempting to jump a ravine the GM decides that this involves DEXTERITY + ATHLETICS Johnny has 8 + 4 totalling 12 Johnny rolls a 7 ... a success. The SUCCESS LEVEL is 11 a reasonably good success so Johnny makes it across easily without dropping anything.
However had Johnny rolled a 1 the SUCCESS LEVEL would have been a 5 not as good so the GM rules that Johnny thou making it across the ravine Johnny has had to drop his sword, down the ravine , to grab hold of the edge and hoist him self up..
The GM decides the DIFFICULTY LEVEL that has to be beaten with the SUCCESS LEVEL or rolls the same sort of check for the opponent. In some cases if the SUCCESS LEVEL does not beat the DIFFICULTY LEVEL the action is unsuccessful .
Character Generation
Character Points.
Starting characters are allocated 70 points for Mental and Physical Abilities,
Skills and Backgrounds. additional points that may not be added together nor
onto existing Stats, three 2's and two 1'sn (2+2+2+1+1)
Max. starting SKILL is 4
1 2 3 4 5 6 fill boxes to under line you current skill
Specialisation
Specialisation give a bonus (or Penalty) to groups of skills and allows the
use of magic.
Specialisation bonuses can only be traded for specialisation penalties. These apply to every skill in that section. PC's are given one extra specialisation to place in any field (plus any trade offs the players see fit).
Special |2| 1|-1|-2|
Colour in so that the inappropriate bonusis visable.
No bonus colour it all in.
Do not add bonus directly to skills then record at modified amount. This will
lead to confusion later on and make improving of skills thru spending experience
poinst more complicated.
Magic.
There are three ways that characters posses magical talent. Wizards; those who
have an unnatural talent and have practised the arcane arts from childhood.
Dabblers those who may only dabble in the arts there natural talent limited.
Lastly not at all, the mundane these people have no natural talent what so ever
and will never create any magic, apart from conjuring bad smells well thats
how the wizards see it.
Only True Wizards can possess the Darkness skill this skill is added as a bonus to the success level after a success full roll it can also be used to sense magicking and the like
For Magic; To become a dabbler 1 specialisation point must be moved to the magic field this gives no bonus but allows the study of magic. Wizards must place 2 specials onto magic this gives a +1 bonus to all magic skills and allows the character to take the Darkness skill .
For example Joe thug has allocated his +1 bonus to 'Physical' and moved a further +1 from knowledge to Physical.....Thus Joe get +2 to all physical Skills (combat armed, projectiles, stealth, etc.) and a -1 penalty to all knowledge skills (computer,demolitions,medicine,science) Joe also can never cast a spell as he is a mundane.
Cyliric the wizard has moved +1 from operate to magic
and also placed his bonus there thus he can learn magic schools( +1 bonus) and
can have the Darkness skill but he can't shoot straight nor drive a cart to
save his life (-1 penalty)
Gord the thief has decided to be allright at everything
therefore has placed his bonus onto magic getting no bonus nor penalty anywhere
but Gord can learn magic schools up to level 3 (no bonus). Gord is a dabler
1 specialisation for a dabbler = no bonus
2 specialisation's for a wizard
Mundane may never learn magic
The problem with magic.... it is quite taxing on the
mind and its view of reality
--> for every point of darkness characters lose one point of sanity.
--> for every magical fumble a sanity test must be taken and faliure losses
a point of San.
Healers and similar do not lose sanity as easily as the powers that are drawn upon to heal are of course benificial entities and thus will rarely allow their emmisarries to suffer sicknesses of the mind. Unless of course they are realy shitted off or an impersonator has stepped in....
Eventually a wizards mind be turned completely insane... that is why magic thou powerfull must be treated with due respect.
Examples of magic users...
Wizards, Hyena, Tenth, Merlin,
Dabblers, Healers, Rangers,
Mundane, conan,
Magic
Darkness : This skill represents the mages power. This skill is rarely rolled but rather used as a modifier to Success Levels. (Darkness adds to occult) Darkness costs triple and can only be purchased if specialised in magic.
Magic Skill : this skill is what the caster has control over. The roll can be combined with any stat normally Int or cool but for some schools certain Stats can be more appropriate. Magic costs double for the first school the goes up progressively for each school studied. (x2 x3 x4......etc.)
Magical schools effect/description app stat
Abjuration : destruction of matter, energy, magic etc.
Alteration : alteration of matter
Charm : influence over people personality
Conjuring : Creation of matter or enchantments
Daemonology : summoning ,protection etc. of daemons personality, cool
Demonology : summoning ,control etc. of demons personality, cool
Divination : information gathering intelligence
Evocation : creation of energy pyrokenisis etc.
Healing : healing
Illusion : illusion intelligence
Movement : teleportation, telekinesis, speed intelligence, cool
Necromancy : influence over the dead personality, cool
Summoning : summoning personality,vs Cool + Resist
Magical Success Level
Success level is normal but darkness also gets added
Target = stat + skill
Success level = ROLL + SKILL +DARKNESS
NB : the above is an early magic system it was simplified to this when I had
very few mages and was trying to keep it simple the new rules are more involved
and more descriptive but it you feel they are over complicated use these..
The Cost of Magic.
The practise of Magic is time consuming, physically exhausting and dangerous.
Magic has a multiplier to cost depending on the number of schools known. first
x2 second x3 etc.
When casting wizards lose stamina (shk) equal to the spell level minus Darkness
to a minimum of 1 point
this is recovered normally after rest.
The dangers include loss of sanity, man's reality does
not prepare him properly to look in the chaos from which magic is created thus
upon fumbling a magic roll (natural 20) PC loses one point of sanity. Also for
every point of darkness sanity is lowered by one point. Should darkness ever
exceed sanity the character is incredibly prone to possession by other worldly
beings. Do not let this happen.
SHK cost = SPELL LEVEL - DARKNESS (min of 1)
DARKNESS REDUCES SANITY POINT FOR POINT
MAGICAL FUMBLES COST 1 POINT OF SANITY
Shock (SHK) represents the characters stamina and resistance
to pain or shock. If Shk falls below 1 the character is unconscious
Recovery rates depend on overall fitness the higher the fitness level the faster the recovery.
One point takes between 1 and 4 turns based on current level ( based on the point to be recovered).
Pts per turn total
19-14 1 turn each 5 total column gives time
13-10 2 turns each 8 for each section.
9- 6 3 turns each 12
5-1 4 turns each 20
1 - (-)ve 4 turns per point under 0
Each turn equals 1 minute
However after half an hour a character is considered rested.
Mental Abilities (Stats')
Intelligence: This is the character's logic the character's ability to figure things out. The mental equivalent of dexterity
Personality: This is the strength of a Character's character
Cool : The Characters mental strength its ability to remain composed under pressure
Luck : Some Players may wish to rename this stat to something more appropriate to their character if it does not sit well e.g.. Will, Determination, Attitude, Stupidity, Faith. This score may be used to modify a dice roll, point for point, the score resets at the beginning of the session
San (Sanity) : This is a character's mental balance based
on strength of mind and experience. The lower the number the more a character
will 'go to pieces when he losses it'. San checks are made when an event is
too strange or stressful for an individual to cope with. how well the character
handles the situation is based on the result. Lower the worse
Failure .... the character goes to pieces.
Success ...the character maintains his cool...(sort of !)
Max. cool = San
Starting San is =Cool + Luck
Physical Abilities (Stats)
Strength : Self explanatory
Reflexes : Manual dexterity, agility, quickness how well the character controls its body.
Body : This is how resilient the character's body is to damage ( not extremes or exhaustion, which is covered by Shock)
Appearance : Again Self explanatory
Shk (Shock) : This is a measure of stamina and resistance
to extremes and pain.
If struck a shock check is required, failure leads to that body part being 'shocked',
unusable, that turn.
Defence Rating : This is how easily the character is
to hit in melee combat. it is a penalty to the opponent's skill ( bad defence
ratings make you easier to hit ).
DR. Does not help in ranged combat but can be an applied to missile weapons in melee range (about 3M)
The DR. modifies the skill of the attacker
DR = half (12-ref - Martial Arts - Highest Physical skill)
SHK = 10 + Highest Physical SKILL
Weapons
Rec :Recovery, this is the penalty for extra actions during the same turn
Rate :This determines the number of times a weapon may be used per turn
DAM :This the damage modifier for the weapon
Type :This is the type of damage the weapon does
Psionics
These powers come entirely from power within. Psionics require no somatic verbal
or material components. Using psionics skills cost one stamina, the same as
magic but fumbling causes a wound to the head. The Multiplier is x3 per school
but the multiplier does not increase for more skills. However Darkness doubles
this and vice versa
telekinesis
esp
etc
Physical Adept skills
These skills fall between magic and psionics they are more restricted but don't
cost San or stamina. These skills are more abilities than magic but their power
is still drown on magical energies. Costs are the same as for magic but count
towards multiplier for other magic skills and piscines.
Type Effect
stat boost Add skill to appropriate stat. To raise stat use stat + boost as
current level
body control on successful roll skill ( not Scs Lev) may be split between str/body/
6th sense skill may be added to perception skills. danger sense = cool + 6th
sense