Rules as Played

Darkness Reforged - SRD (Version 0.1)

DARKNESS REFORGED is a dark urban fantasy roleplaying game about people caught in a City that should not exist—an artificial reality forged from the Darkness by inhuman powers. Players portray professionals and outcasts who survive the City on its own terms while secretly navigating a second, supernatural life as some of the few who have seen behind the Veil: those who Hunger, those who Rage, and those who Will. Play is driven by tightly wound narrative loops—personal, supernatural, and communal—that generate pressure, fallout, and escalation through Acts and Downtime. Resolution uses a dice pool of d6s, every roll a wager with known risks and settled stakes. Success always comes at a price, failure leaves scars, and players quickly learn when to push through and when to take the loss. Things spiral, the group’s Cover is burned, and in the end the City always pushes back. The characters must decide whether they will feed on it, break it open, or reshape it—knowing that every choice reforges both themselves and the world around them.

Rules Reference

This section is a quick reference to the rules of Darkness Reforged. It is written for use at the table, during play.

Core Concepts (At a Glance)

Loops

Your character is defined by what pulls them into trouble, what gets them out, and how they recover—until it pulls them back in again. This repeating pattern is called a Loop.

Every Loop has four parts:

When you act in a way consistent with the Loop, especially the Hook, you can lean on its Edge and spend from its Source.

Making a Roll

When you take an action with uncertain outcome:

  1. Describe the desired effect and how you make it happen.
  2. The GM might offer immediate success at a cost, in which case you do not need to roll.
  3. Otherwise, the GM sets
    the Risk — how bad failure gets (number of Risk dice, default 1),
    the Cost — how many successes are required to fully realize the effect (default 2), and
    the Consequences — how things can go wrong in the fiction.
  4. Build a dice pool of d6s from one of your Edges.
    The GM replaces some Edge dice with Risk dice (d6s of a different color).
  5. Roll all the dice together and count successes.
    For Edge dice:
    1–3 → 0 successes
    4–5 → 1 success
    6 → 2 successes
    For Risk dice:
    1–3 → -1 success
    4–5 → 0 success
    6 → 1 success
  6. Add all results together to get your total number of successes.
    You might get a 0 or even a negative total (if the Risk is high).

Interpreting the Roll

Failure (Total successes less than 1)

Choose one:

You do not gain a Cut for pushing through.

Only Cuts can be used to turn Failure into Success, not Resources.

Success (Total successes at least 1)

The intended effect happens, but you need to pay for any missing successes.

If your total successes are less than Cost, choose one:

You must either cover the Cost in full or accept the Debt.

Only Resources can be used to pay the Cost, not Cuts.

If you naturally rolled higher than the Cost, the GM might translate the extra successes into further effects.

Cuts and Scars

You start each Act with 0 Cuts.

At the end of the Act, unspent Cuts become Scars.

Scars can be spent through Downtime Actions to:

Resources

Resources represent internal reserves (Health, Willpower, Focus, etc.) and external assets (Influence, Wealth, Leverage, etc.).

Cover (Group Resource)

Lower Cover means:

Cover is restored through Downtime Actions.

Acts

An Act is play focused on a single Objective.

An Act ends when the Objective is decisively resolved:

Downtime

After an Act, play enters Downtime.

Each player gets:

Common Downtime Actions:

After the free actions, the GM rolls on the Table of Changes, which includes:

Any unresolved Debt to the City will end up on this Table too.

Players may take additional Downtime rounds, but each one triggers another GM roll on the Table of Changes.

Some rolls on the Table can start a Reactive Act, especially if the Cover is low, forcefully ending the Downtime.