The Darker
Days rules I designed were made to be as intuitive as
possible. This allows the GM to improvise when a certain
rule isn't provided (rules for special circumstances are
not provided intentionally in order for the rules system
not to be too cumbersome). The system is very simplified
and fluent, but doesn't loose too much with regarding to
simulating reality. Of course the system is not meant to
simulate real life, because role playing game looses
something when a character gets killed when he is hit
with a single bullet.
Darker Days
is based on these rules, but only as long as they don't
interfere with the game. If you find any rule to be too
difficult to use, simply don't use it. The rules are
merely a suggestion of how to put a little order into the
game and should not become the game. If any rule seems
unfit or unfair, please let me know so I can change it
for everyone's benefit.
Anyhow, what
follows is a VERY brief overview of the system. I only
have the rules in the shortened version which is suitable
for gamers who already know how to play role playing
games. I am working on providing a more detailed version
of the rules, for starting role-players.
Characters:
Character
creation is point based. Each character has 6 attributes
rated from 1-5. These are: Strength, Dexterity,
Perception, Intelligence, Technical and Operation. Each
of the attributes has a list skills which are related to
that attribute. The skill level of each skill equals to
the it's attribute level. When a skill is improved, the
skill's level raises above it's attribute by the number
of points invested in it.
Actions:
Actions are resolved by rolling 2D6 and
adding the skill level. A roll of 12 or better is needed
for the action to succeed. Easier tasks get positive
bonuses and harder tasks get negative modifiers to the
roll.
Combat:
Initiative
uses a 1D6+Dexterity to determine who goes first in the
combat turn.
Attacking uses the same 2D6+skill method of action
resolving, only the range is used to determine the
difficulty of the attack (the modifier). The defender's
dodge skill is used to increase the target number
(12+Dodge).
Damage is 1D6 for every damage level of the weapon. The
defender's body resistance skill and armor are reduced
from this number. The remaining is the damage taken by
the target.
Wounds and Healing:
Characters
have Hits and Stuns to reflect their physical and mental
resistance. When a character is hit he is losing both
Hits and Stuns (through not always at the same rate).
When a character's Stuns are reduced to 0, he falls
unconscious. When a character's Hits are reduced to 0 he
is bleeding to death - loosing 1 hit every minute until
his Hits are reduced to -Strength when he dies.
Computers:
Some
VERY simplified computer related rules are also provided
to allow netrunning, which is a very important part of
the cyberpunk genre.
Vehicles:
Simple
rules for vehicle combat (relaying on the same combat
system as for human combat) is also provided just in case
the characters would get into one.
Psionics:
Psionics
are part of the special world of Darker Days. The
psionics rules are also based on the basic task
resolution system (2D6+skill). Each psionics ability has
it's own difficulty to activate.
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