Rules as Played

Darkness Reforged - SRD (Version 0.3)

DARKNESS REFORGED is an urban fantasy roleplaying game of Gnostic Horror about people caught in a City that should not exist—an artificial reality forged from the Darkness by post-human 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. 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 Veil 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.

Setting

The Setting of Darkness Reforged is the City, an artificial reality built out of the Darkness by post-human powers. The Characters are one of those few that have peeked behind the Veil, forced to live two lives, one mundane and one supernatural.

Flow of Play

The Flow of Play alternates between Nights, when the Group pursues a clear Objective to a decisive conclusion, and Daytime, when Players can take Daytime Moves and the GM rolls on the Ledger, allowing the City to react and to call in the Debts generated during the previous Nights.

Core Elements

Game mechanics are built out of:

Loops

Player Characters are built from Loops - stand-alone packages of narrative and mechanical elements representing a pattern of behavior a Character repeats, no matter the cost. Characters start with one Civilian Loop and one Supernatural Loop.

A Loop contains:

The Group

The Characters as a unit, the Group, has its own Loop.

The Group Loop contains:

When Veil runs low, the GM can escalate consequences for Accepting Failure, Resolving Marks, and Ledger rolls during Daytime.

There is no dedicated Reset Move for Veil - it is slowly refreshed as the Characters exercise their civilian Loop Resets, going about their normal business.

Resonance serves as a measure of the collective power of the Group:

Tags

Tags determine what Actions are possible, what situations recur, and how consequences are framed in the fiction. They do not directly modify Risk or Cost - any impact arises through the fiction.

All Tags must describe something already present in the narrative - they formalize what is established rather than create new facts. Play first, then name.

Nights

At the beginning of each Night:

Whenever a Character attempts an Action:

  1. The Player states their intended Effect, and how they make it happen.
  2. Is the Action possible at all (by Common Sense, Genre Conventions or Table Precedent)? Is there a Tag that enables it (positive) or hinders it (negative)?
  3. The GM decides the Risk (default 1) and the Cost (default 2).
  4. The Player rolls the appropriate Loop Dice Pool, after replacing some of their Loop Dice by Risk Dice (different color d6s) as specified by the GM.
    If a Tag was invoked, they also replace 1 Loop Die (for positive Tags) or 1 Risk Die (for negative Tags) with 1 Tag Die before rolling.
    Only one Tag may be invoked for a given Action.
  5. The Player counts their total successes:
    • Loop Dice generate 0 successes on 1-3, 1 success on 4-5 and 2 successes on a 6.
    • Risk Dice generate -1 success on 1-3, 0 success on 4-5 and 1 success on a 6.
    • Tag Dice generate 0 successes on 1-3, 1 success on 4-5 and 1 success + 1 Cut on a 6.
    • Total successes may be 0 or even negative.
  6. If total successes<1, the roll is a Failure; the Player has two options:
    • Accept Failure: The GM describes how things get worse - and you earn 1 Cut. Cuts can be spent to Push Through or saved to fuel Character advancement.
    • Push Through: If the Player has enough Cuts to raise the total to exactly 1 (1 Cut = 1 missing success), they can pay and continue as if the roll was a Success. Only Cuts, not Resources, can be spent to Push Through.
  7. If total successes1, the roll is a Success; the intended Effect happens.
    If total successes<Cost, then the Player has again two options:
    • Pay the Cost: Pay 1 Resource per missing success. Only Resources, not Cuts, can be spent to Pay the Cost.
    • Take a Mark: Pay nothing, but receive a Mark - a complication that might show up immediately or later that Night, whose severity is proportional to the unpaid missing successes.

At the end of each Night:

Daytime

During Daytime, each Player may take two free Daytime Moves. These include:

After these Daytime Moves are complete, the GM rolls on the Ledger, which may result in:

The Players may take additional rounds of Daytime Moves. After each additional round, the GM rolls again on the Ledger.

Some results may trigger a reactive Night, especially if the Group's Veil is low, immediately ending the Daytime.