Darkness Reforged - SRD (Version 0.2)
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 an alternating cycle of Nights and Daytime. 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 balances its Ledger. 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 Ideas (At a Glance)
- You play a character defined by their Loops, behavioural patterns that they repeat under pressure.
- Play alternates between Nights (specific objective, high pressure) and Daytime (recovery and fallout).
- Every roll is made with explicit Risk (of Failure) and Cost (of Success).
- Success is usually possible, but rarely free.
- Knowing when to accept failure and when to push through is key.
- The City always balances its Ledger in the end.
Core Concepts
- A Power is a skill, ability or gift that enables a Character to attempt the impossible.
I save lives, License to Kill, Computer-whisperer. - A Bound is a constraint, obligation, habit or creed that stops a Character from taking the easy way out.
Hippocratic oath, Need to know, I leave no-one behind. - A Dice Pool is a pool of d6s that can be rolled to generate successes.
- A Resource Pool represents an inner source of strength (Willpower, Grit, Faith, Mana) or an external asset (Money, Influence, Leverage), that can be spent to buy extra successes.
- A Daytime Action is an action you can take during Daytime.
Restore a Resource Pool, Settle a Debt, Gather Information, Advance your Character.
A Power does not make the attempt more likely to succeed or less expensive - it just makes it possible.
A Bound can only be ignored so many times before the Character changes irrevocably.
A Dice Pool is always a fixed number of dice, although the GM might change their type according to the circumstances.
A Resource Pool has a fixed size and it can not 'go into the negatives', but there might be narrative consequences as long as it is depleted.
Daytime Actions are limited and therefore precious; you can take more at the risk of ceding the initiative to the City.
Loops
Your character is defined by what pulls them into trouble, what gets them out, and how they recover—until they get pulled back in again. This repeating pattern is called a Loop.
Every Loop has four parts:
- The Hook — What drags you into the situation.
A Bound (a need, obligation, temptation, threat, or desire) you can't ignore. - The Edge — What you rely on to act.
A Power (a skill, ability, or gift)that you can count on to get you out of trouble. - The Source — What it takes out of you.
A Resource Pool of inner strength or accumulated assets that you can spend to cover Cost. - The Reset — How you recover.
A Daytime Action (habit, refuge, vice, or ritual) that restores your Source—and inevitably points you back to the Hook.
The Loop also has a Dice Pool that reflects hard-earned experience, Scars earned during previous iterations.
When you act in a way consistent with the Loop, especially the Hook, you can roll its Dice Pool, lean on its Edge and spend from its Source.
A Character can be part of multiple Loops, individually or communally with the rest of the Group.
Loop elements are 'played first, then named'.
Example Loop: Secret Agent (4d6)
- The Character is lounging at the casino, until they identify their target at a high-stakes Baccarat table.
Hook: In their Majesty's Secret Service - The agent follows the target to the restroom, where a group of henchmen attack; two fists and the back of a Walther PPK are enough to handle them.
Edge: License to Kill - A moment to straighten the tie, while the target cowers in the corner.
Source: Steel ⏺⏺⏺⏺⏺ - HQ can wait, the Baroness will not.
Reset: Flirt with Danger
Making a Roll
When you attempt an Action with uncertain outcome:
- Describe the intended effect and how you make it happen, taking into account any relevant Loops, Powers and Bounds.
- The GM might offer immediate Success at a Cost; should you accept it you pay the necessary Resources and succeed.
- 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 might go wrong. - Build a dice pool of d6s from the appropriate Loop.
The GM replaces some Loop dice with Risk dice (d6s of a different color). - Roll all the dice together and count the successes.
For Loop dice:
1–3 → 0 successes
4–5 → 1 success
6 → 2 successes
For Risk dice:
1–3 → -1 success
4–5 → 0 successes 6 → 1 success
With high Risk, you might get a total of zero or even negative successes.
Interpreting the Roll
Failure (Total successes less than 1)
Choose one:
- Accept Failure — You gain 1 Cut (insight from failure) and the GM describes how Things Get Worse.
- Push Through — If you have enough Cuts to raise the total to 1 success, you can spend them (1 Cut per missing success) and proceed as a Success.
The Consequences from Accepting Failure is up to the GM—it might be purely narrative, it might involve paying Resources or burning Cover, or it might even be a new Bound that constrains the Character.
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:
- Pay the Cost — Spend Resources equal to the missing successes. This option leaves no loose ends.
- Get a Mark — If you can not, or will not, pay then you get a Mark representing a single complication that will arise—now or later—its severity proportional to the number of missing successes.
Only Resources can be used to pay the Cost, not Cuts.
You must either cover the Cost in full or accept the Mark.
Small Marks (1-2 missing successes) might be resolved immediately by the GM. Larger Marks persist through the Night and, if not resolved by the end of it, escalate into Debt that goes on the Ledger.
If you naturally rolled higher than the Cost, the GM might translate the extra successes into additional effects.
Cuts and Scars
- Cuts represent insight gained from recent failure.
- You gain Cuts when you Accept Failure.
- You may spend previously earned Cuts to Push Through a Failure (1 Cut per missing success).
You start each Night with 0 Cuts.
At the end of the Night, all unspent Cuts become Scars.
Scars can be spent through Daytime Actions to:
- Increase a Dice Pool (cost = new size).
- Increase a Resource Pool (cost = current size).
Cover (Group Resource)
- Cover represents anonymity, insulation from repercussions, and freedom of action.
- It is a communal Resource, shared by the entire Group.
- Any Player may spend ("burn") Cover to pay Costs.
Lower Cover means:
- Harder GM moves when accepting Failure.
- More dangerous outcomes of GM rolls on the Ledger.
Cover is restored through Daytime Actions.
The Flow of Play
Play alternates between two states, Night and Daytime, with Dusk and Dawn marking the transition between the two.
Dusk
Dusk is the point of no-return, when the Players and their Characters commit to an Objective.
Night
A Night is a continuous period of play focused on a single Objective.
- Nights are tense and fast
- Cover usually burns
- Failure escalates
A Night ends when the Objective is decisively resolved:
- The objective has been achieved.
- The characters have decided or are forced to give it up.
Dawn
Dawn is a moment of reflection.
The Players and the GM have some important book-keeping to do:
- Unspent Cuts become Scars.
- Unresolved Marks are transcribed into the Ledger.
Daytime
Daytime is play in-between Nights, a period of damage control and recuperation.
Each player gets Two Daytime Actions for 'free'.
Common Daytime Actions:
- Recover Source with Resets
- Restore Cover
- Spend Scars to advance
- Settle Debt
- Gather information or assets
- Contain fallout
After every Player has taken their free Daytime Actions, the GM rolls on the Ledger.
Typical Ledger entries:
- A Rival makes a Move
- Omens and Portents
- The City stirs
- A Debt is called in
A roll on the Ledger is another chance for the City itself to act and react.
Players may take additional Daytime Action rounds, but each one triggers another GM roll on the Ledger.
Some rolls on the Ledger can kick off a reactive Night, especially if the Cover is low, forcefully ending the Daytime.
The City
As one of those few who have peaked behind the Veil, the Characters are aware of certain key facts:
- The City exists to be discovered through active exploration and forceful interaction.
Progress is measured in Scars and Debts. - The Veil falls over everyone's eyes.
Its Cover both blinds and shields. - The City was built by, and for, three powerful factions?/entities? — the Loom, the Forge and the Manifold.
Every Debt ultimately leads to them. - (The 'Where') The Underground, with its spider-web of tunnels and stations, weaves the City together.
Be on the lookout for the Runestones. - (The 'When') The Ledger is both cause and effect of everything that goes on in the City.
Listen for its moods. - (The 'Who') Everyone who is Anyone is part of the Deck.
Who is Who, and Why, that is the Game.
Hic sunt dracones.