Darkreach — Core Mechanics
activeCore 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):
| Result | Outcome |
|---|---|
| 1–5 | Failure — blundered, consequences |
| 6–8 | Mixed Success — did it, but slipped up somehow |
| 9–10 | Full 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):
| Result | Ticks 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
| Skill | What It Covers |
|---|---|
| Aura | Personal presence, inspiration, swaying opinions, commanding respect |
| Body | Physical prowess |
| Martial | Fighting ability |
| Mind | Recall, reason, rationalize |
| Sense | Perceptions, reactions to danger |
| Shape | Raw 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