Rules as Played

Darkness Reforged - SRD (Version 0.4)

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 action and downtime. Resolution uses a dice pool of d6s, every roll a wager with clear risks and stakes. Success 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.

Core Mechanics

This section presents the core mechanics of Darkness Reforged in a self-contained, setting-agnostic form. Later sections introduce additional mechanics that build on this foundation, bringing the City and its denizens to life.

The Three Pillars

When a game mechanic requires interpretation, the GM and the Players lean on the Three Pillars:

  1. Common Sense - follow cause and effect, weigh risk and reward, protect the shared fiction.
  2. Genre - read books, watch movies, play other TTRPGs, share your finds.
  3. The Table - be present, be mindful, be consistent.

An interpretation must stand on at least one Pillar and break none.

How do you know when something breaks a Pillar?

Flow of Play

Play alternates between two phases: Act and Downtime.

An Act begins when the Characters, acting as a Group, commit to a clear Goal. It ends when that Goal is decisively resolved - whether they achieve it, lose it, or the situation changes so completely that there is no going back.

During the Downtime that follows:

The Player Characters decide to pursue the Wraith through the Underground, establishing a clear Goal. Once they confront the Wraith - whether they succeed or fail - the Act concludes. During the subsequent Downtime, they must navigate the consequences and smooth things over with the Underground Authority.

Core Game Elements

Game mechanics are built out of the following elements:

Action Resolution

Whenever a Character attempts an Action:

  1. Declare Intent - The Player states what they want to happen and how they make it so.
  2. Check Feasibility and Trace - Is the Action possible at all? Is there any real risk? Can a Trace enable it (positive) or hinder it (negative)? Keep in mind the Three Pillars.
  3. Set Risk and Cost -The GM assigns:
    • Risk (default 1) - reflects danger or uncertainty.
    • Cost (default 2) - how many successes are needed for the full effect.
  4. Assemble the Dice Pool - The Player identifies the appropriate Dice Pool, which determines the number of d6s to roll.
    • A number of dice equal to the Risk are Risk Dice; the remainder are Pool Dice.
    • If a positive Trace is invoked, replace 1 Pool Die with 1 Trace Die before rolling.
    • If a negative Trace is invoked, replace 1 Risk Die with 1 Trace Die before rolling.
    • Only one Trace may be invoked for a given Action.
  5. Roll and Count Successes - Dice generate successes as follows:
    • Pool Dice: 0 successes on 1-3, 1 success on 4-5 and 2 successes on a 6.
    • Risk Dice: -1 success on 1-3, 0 success on 4-5 and 1 success on a 6.
    • Trace Dice: 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. Failure (Total successes less than 1) - The Player chooses:
    • Accept Failure - The GM describes Consequences and the Player earns 1 Cut.
      Cuts can be spent to Push Through or saved to fuel Character advancement.
    • Push Through - Spend enough Cuts to raise the total to exactly 1 (1 Cut = 1 missing success), and continue as if the roll was a Success.
      Only Cuts, not Resources, can be spent to Push Through.
  7. Success (Total successes at least 1) - The Player's intention becomes reality.
    If the Total is less than the Cost, then the Player has to choose:
    • 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 Consequence that will show up sooner or later, and whose severity is proportional to the unpaid missing successes.

John’s Character, Agent Drake, aims to incapacitate the Wraith by shooting them in the leg. He has a relevant Dice Pool (Agent, 4 dice) and invokes the positive Trace “Sharpshooter”, recalling a previous scene where he shot the Ace of Spades clean off someone’s hand.

The GM sets Risk 2 (the Wraith is fast and the Underground is dark) and Cost 2 (default for this action). If Drake had aimed to kill the Wraith, the Cost would have been higher.

John assembles his dice: 2 Risk Dice (for Risk 2), 1 Pool Die, and 1 Trace Die (the positive Trace replaces one of the Pool Dice).

John rolls the dice:
The Risk Dice come up 1 and 3 → -2 successes.
The Pool Die comes up a 4 → 1 success.
The Trace Die comes up a 6 → 1 success + 1 Cut.
The total is 0 successes, but at least the Trace Die grants John the first Cut of the Act.

John now chooses: Accept Failure or Push Through.
If he accepts failure, the GM narrates: “Drake takes the shot, but misses - they’re not called the Wraith for nothing. You’ll get them next time.” John also gains one additional Cut.
John decides to push through instead, converting the 1 Cut from the Trace Die into one extra success, reaching the 1 total success needed for the Action.

The GM reminds John that Cost 2 still applies. The Wraith takes a bullet to the leg, but he must cover the remaining Cost.
Drake can Pay the Cost, for instance by taking 1 Harm - a minor injury suffered while stumbling about in the dark.
Choosing to conserve Resources, John opts to Take a Mark instead.

The GM records it: “Drake – 1 point Mark while chasing the Wraith.” The echoes of gunfire travel through the Underground…

Loops

Loops are behavioural patterns a Character keeps repeating, driven by their desires, compulsions, or circumstances - pursued no matter the cost.

Mechanically, they tie together game elements (Dice and Resource Pools, Positive and negative Traces, Downtime activities) to model how the Character interacts with the City.

A Loop contains:

To decide whether an Action is relevant to the Loop, whether the Edge or the Hook can be invoked, or whether the Source can be spent to Pay Cost, apply the Three Pillars.

John is creating a new Character, Drake.
The GM describes a scene, a club at the fancy part of the City near Skyline Station, and asks John 'Why is Drake there?'.
John answers 'I hold a briefcase - it contains an untraceable 9mm semi-auto and a photo.' This is the Hook of the Loop - John writes down the negative Trace "9mm and a photo". In future sessions, the Trace will immediately bring to mind this first scene at the club near Skyline; when they call, Drake has to answer.

Things escalate: the person of interest is dancing on an elevated platform in the middle of the club and time is running out fast. The GM inquires 'How do you get out of this?'
Drake is no ordinary hitman, he is one of those who have seen behind the Veil. A near-death experience has left him with a 'glitch' - he occasionally 'drops out of time'. Drake feels the blood cool in his veins, as the beat slows down and the dancers freeze in place.
This is the Edge of the Loop, John writes down the positive Trace "Drop out of Time". Whenever in doubt about whether this Trace applies, John will be asking himself 'Does this feel like the club scene?'

The deed is done; the GM asks 'What did it cost?'
John thinks about it a bit and answers 'Warmth, Drake spends Warmth'. This is the Source of the Loop, the stuff that Drake burns through to survive.

In the coda of the scene, we find Drake back at his apartment. He is on the Net, warm drink on the side, looking for those that send him the briefcase. This is the Reset of the Loop, and John writes it down simply as "Research".

Playing in the City

In this section, we present further game elements and mechanics that capture the realities of living in the City.

Character Loops

Player Characters are special, having peeked behind the Veil and managed to live with that vision. By virtue of that experience, each Character is locked into two Loops:

The Group - Resonance and Veil

The Player Characters are not random strangers, but integral parts of a communal Group Loop. The structure of the Group Loop is identical to the individual Loops, but its components have special meaning and particular mechanics:

Resonance and Veil interact with each other, and with the rest of the system, in important ways:

The Group decides to pull the Sublime Sword from beneath the foundations of Weaver Tower. Their Resonance has been at 3 for a while - not overwhelmingly powerful, but enough to leave a mark on the City.
The GM checks with everyone: do their Loops have a Dice Pool of at least 4 dice each? The answer is yes; some Players are already at 5, the current maximum.
Pulling the Sword will shift the City’s power dynamics - the Group has crossed the Rubicon. The GM announces: 'Your Resonance increases to 4. Congratulations!"
The maximum Veil of the Group also drops immediately to 6 - all eyes are on them.

Traces

Traces are story beats bookmarked for later use within the mechanics of the game.

Think of television characters: what they can and cannot do is determined by the show’s continuity. If we saw it happen, and it mattered, it becomes part of who they are.

A Trace:

Recall the following Trace-related rules:

Traces enter play in the following ways:

At the end of the Act,

Acts, Downtime and the Ledger

At the beginning of each Act:

During the Act:

At the end of the Act:

The Ledger is a key GM tool and the beating heart of the City - it is a dynamic table whose entries include:

During Downtime, each Player may take two free Downtime Moves:

After all the Players have completed their Downtime Moves, the GM rolls on the Ledger: