Darkreach — Core Mechanics

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Core Mechanics — Hunters of Darkreach

Skill Tests

When a hunter attempts something risky, roll a d10 dice pool.

Building the pool:

  • Add d10s equal to the relevant Skill bonus
  • Add d10s equal to any applicable Knack bonus
  • GM sets the Tier of the test (1–5)
  • If pool reaches 0 dice: roll 2d10, take the lower

Reading results (highest die only):

ResultOutcome
1–5Failure — blundered, consequences
6–8Mixed Success — did it, but slipped up somehow
9–10Full Success — clean

Critical Success: If number of 10s rolled ≥ 1 + Tier of the test → choose an Opportunity (bonus to next roll, knock Prone/Frightened, spot a clue, erase clock ticks, double harm, learn motivation, or item is lost/stolen/left behind).


Tier Difference Penalty

When acting against a foe or challenge of higher Tier:

Penalty = (Test Tier − Your Tier) dice removed from pool


The Intrusion Clock

Outside of combat Momentum Rounds, player rolls fill the Intrusion Clock (24 ticks):

ResultTicks Added
Failure+2
Mixed Success+1
Full Success+0

When filled: GM introduces a concrete narrative obstacle (authorities close in, rival makes a move, route cut off, etc.). Clock resets to 0 after the intrusion is used.


Defy Danger

Made when a creature, effect, or hazard attempts to inflict harm or impose a status. The relevant skill is determined by fiction (avoiding collapse = Body; resisting psychic intrusion = Mind; defending a sword slash = Martial). Tier = Tier of the attacking creature or severity of hazard.


Scenes

A scene covers a single situation — negotiation, investigation, ambush, chase, battle. Begins when hunters enter tension; ends when that situation resolves or transitions. Duration varies; what defines a scene is focus, not time.


The Six Skills

SkillWhat It Covers
AuraPersonal presence, inspiration, swaying opinions, commanding respect
BodyPhysical prowess
MartialFighting ability
MindRecall, reason, rationalize
SensePerceptions, reactions to danger
ShapeRaw talent for weaving Patterns (magic)

Skill array at character creation: +3, +2, +2, +1, +1, +0


Knacks

Trained specialties. If a knack applies, add +1 die to the pool. GM has final call on applicability.

Aura: Deception, Intimidation, Persuasion
Body: Endurance, Might, Stealth, Tumble
Martial: Hand-to-Hand, Melee, Ranged, Thrown
Mind: Lore, Medicine, Engineer, Willpower
Sense: Intuition, Perception, Track
Shape: Hedacimancy, Hemocraft, Prismatics


Last updated: 2026-04-06