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GAME SYSTEMSGame system: Forged in the Dark

Forged in the Dark

Daring crews and risky scores: action rolls, stress and clocks.

Rules
Forged in the Dark rules
Dice
Pools of D6, the highest die decides

How it plays

Roll a pool of D6 and read the highest die: 6 is a full success, 4 or 5 a partial, two 6s a critical.

  1. 1Roll as many D6 as your action rating and read the highest die
  2. 26 is a full success, 4 or 5 a success with a consequence, 1 to 3 a bad outcome
  3. 3Two or more 6s is a critical; with zero dice roll two and keep the lowest
  4. 4The GM sets position (controlled, risky, desperate) and effect before you roll
  5. 5Assist, push yourself or take a Devil’s Bargain for an extra die
  6. 6Resist a consequence by paying stress; clocks track every obstacle

What Elrune runs at the table

  • Dice pools, the zero-dice rule and criticals
  • Action rolls with position and effect, trading position for effect, assist, push, Devil’s Bargains, setup and harm penalties
  • Resistance, fortune, engagement and group action rolls
  • Stress, trauma, harm levels with armor and healing clocks
  • Clocks, including linked and racing clocks, on the table and the side rail
  • Downtime: long-term projects, recovery, indulging vice, acquiring assets, reducing heat, and flashbacks
  • Experience tracks and advances, load levels
  • The crew sheet: tier, hold, rep and turf, heat and wanted level, coin and vault, a claim map you name, upgrades, cohorts and crew xp
  • Payoff, heat and entanglement rolls; a faction tracker for your own setting

The GM runs by hand: Crew types, factions and claims are your setting’s own: you name them The SRD gives no standard item list, so items are the table’s own

Ready adventures

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This work is based on Blades in the Dark (found at http://www.bladesinthedark.com/), product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).