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, welcome to Darkness: Evermore

11:13, 29th March 2024 (GMT+0)

Rules & Information.

Posted by GM TribalFor group 0
GM Tribal
GM, 2 posts
Sat 18 Feb 2023
at 15:38
  • msg #1

Rules & Information

Welcome to Darkness: Evermore. This is a roleplay heavy survivalesque game that is inspired by players who are looking to explore their character. It also includes a lot of strange mysteries, exploring ancient obelisks, and knowing when to run, when to hide, and when to fight for your survival.

We will be using a simple system known as 3DIE6, originally released as a zine a couple of years ago and themes around an insect based creepy crawly underground rpg. That, combined with a setting / generating guidebook called The Darkness in the Vast (also a zine released a few years back). Neither of these zines are needed. In fact, it is better to not look at Vast, as it is mostly a GM based book for my use. And, while we will be using the 3DIE6 system, we won't be using the setting and several of the themed mechanics. You will find all of the info you need below. If you do enjoy the system, I would recommend supporting the creator and picking up a copy of the 3DIE6 zine (you can find it with a google search). It is a lot of fun and even handles a solo-mode very well. It's a great little product.

Posting Schedule
Once / Day on Avg at least. As GM, I will most often check in around 3pm and/or/ 8pm EST daily and post accordingly. I would like to see others also check in at least once / day as feasible and post accordingly.

Triggers
The Vast (setting) is a dark, solemn, and end of days world. It can be morbid and depressing for those that live there. The existential crises looms over everything, as does the long never ending passage of time.

Basic Fantasy Violence: cuts, gashes, crushing blows and broken bones. Nothing overly descripted or visceral.

Other Player Stuff
Don't be a jerk and don't be disruptive. Treat others with respect.

RTJ's
Be sure to read the core rules below, take a gander at the map & Legend, and get a general feel for the game. If this is something that interests you, send over an RTJ introducing yourself along with a single sentence detailing a mysterious 'Point of Interest' location set within this setting. Only 1 sentence, nothing more. No, not a multi-compound parenthetical nightmare of a sentence, just a normal, plain, 15-20 word sentence.
This message was last edited by the GM at 04:28, Sun 19 Feb 2023.
GM Tribal
GM, 3 posts
Sat 18 Feb 2023
at 17:17
  • msg #2

Rules & Information

THE BASICS

3DIE6 is quite simply a 3d6 system, with some unique and innovative twists. This pool of dice is used for two different types of rolls: Skill Tests, and Combat Rolls. This is a player roll system, meaning the GM does not roll any dice.

Skill Tests

There are 6 different skills:
  • Accuracy (ACC): Covers agility and precision. Ranged attacks use this score along with finesse movement, precise manipulation, and delicate tasks.
  • Intelligence (INT): Represents stored knowledge and book smarts. Artifacts and Oddities require INT to properly use.
  • Charm (CHA): How charismatic your character is and their "street smarts" and intuition. Also covers willpower and Mind Gap tests.
  • Durability (DUR): How healthy your body is and how resistant to damage you are.
  • Power (POW): How strong you are. This relates to physical strength.
  • Speed (SPD): How fast your character is, both in physical speed as well as mental reactions.

When making a Skill Test, you roll 3d6 and add the appropriate modifier. That number is compared to the Target Number (T#), and if it is equal to or above, it is a success. Otherwise it is a failure. An average skill test has a target number of 9-12, and difficult tests are 13+. A skill test is only called for if the T# is 9+ and only when a failure has consequences (be they danger or something else). If a test is Easy (8-) or there is no chance of failure, or any consequence to failure, the roll is an auto-success. The single exception to this is the Mind Gap (see below).

The RPOL Dice Roller is already configured to roll 3d6, but you will need to put in your own modifier.




Initiative, Turns, and Rounds

Initiative is a character's ability to react to combat and is equal to your SPD + 1d6. When combat starts all participants are listed from highest to lowest Initiative. Ties between enemies are given to the player, with ties between players being broken by alphabetical order.

A turn encompasses a single creature's actions, while a round is made up of all character turns.

A creature has two actions on their turn: a move action and a standard action. A move action can only me used to move, that is it. A standard action is everything else.




Combat Rolls (Melee)

Combat Rolls are handled slightly different and use a 3DIE6 roll. In this case, you still roll the traditional 3d6, but each die, in order of roll, is utilized by itself. The RPOL Dice Roller is already configured as needed for this. When you make a roll the output will look as follows:

quote:
11:18, Today: GM Tribal rolled 11 using 3d6 with rolls of 3,2,6.


When making a Combat Roll, the total of the dice (11 in above example) is ignored, instead we look at each individual die. As the player, use the code template below when making their post that requires a Combat Roll.

quote:
<Pink>(To Hit) DIE # + MOD # = #</Pink>
<Aqua>(To Defend) DIE # + MOD # = #</Aqua>
<Green>(React) DIE = #</Green>


The first die rolled is PINK. Place that value in the To Hit DIE # spot. Place any roll modifier in the MOD # spot, and then record the total.

The second die rolled is AQUA. Place that value in the To Defend DIE # spot. Place any roll modifier in the MOD # spot, and then record the total.

The third die rolled is GREEN. Place that value in the React DIE # spot.

The final result using the above roll example and random modifiers will look like this:

quote:
(To Hit) DIE 3 + MOD 1 = 4
(To Defend) DIE 2 + MOD 1 = 3
(React) DIE = 6


As an example, let's say we are making an attack on a Shadow Hound. The GM will put up a notice on the creatures pertinent info at the beginning of each round or as the stats are changed based on the situation so that players can post accordingly. Here are the Shadow Hound's stat block:

Shadow Hound
Grotesque black beasts
of weathered skin,
sinewy muscle, and
gnarled bones that
wander the Vast in
small packs preying
on anything edible.
To-Hit:3+
To-Defend:4+
Hit Points:5
Damage:3


Again, we are going to use the rolls above to simulate this attack.

Looking at the PINK DIE, we see that we have a total of 4. Comparing that to the To-Hit T# of the Shadow Hound (3+), we have successfully hit the beast and deal damage.

Consulting the AQUA DIE, we have a total of 3, but we needed a 4+ in order to defend against the Shadow Hound's attack, this is a failure. The character then takes 3 points of damage (see below for damage information).

Lastly, We look at the GREEN DIE which was a 6. As a player, this is not utilized and is simply ignored. It is used by the GM and determines the enemy's course of action in the new round. Maybe it will run away, maybe it will go defensive, or maybe it flies into a blood rage. Guess we will have to wait and see...




Combat Rolls (Ranged)
Ranged attacks work differently than melee, but are quite simple.

A ranged attack must be 1 Area away (and no more than 1 Area away), the character must be able to see the target, and they must have a ranged weapon. If any of these are not true, then a ranged attack is not an option.

To make a Ranged Attack the character makes an ACC Test by rolling 3d6. The Target number is equal to 9 + Target To-Hit Value. Using the Shadow Hound example stat block above, the Ranged Attack T# would be 12+. On a success, you deal damage; on a failure you miss AND, if the target has a ranged attack option, you take damage.




Damage
Damage is handled two different ways depending on if it is damage dealt to a target creature or damage dealt to a character.

Characters all have a base damage equal to their POW (Minimum 1). This can be further modified by powers and items that specifically say so. When you deal damage to a creature, you deal this amount and it is subtracted from their Hit Points. When a creature's HP reaches 0, it is dead.

Character's take damage directly to an ability stat. All abilities have a BASE and an INJURED box. When you take damage, first reduce the damage taken by your Defense value. If you still have any remaining damage, choose an ability and reduce the BASE value by the damage dealt and record the new value in the INJURED box. From this point on you must use the INJURED value when making a Skill Test with that ability AND you do so with a disadvantage. Rolling with DIS means that you roll 3d6 like normal, but ignore the highest die value rolled. For example, if you roll 3, 5, 6 on your 3d6 roll, you ignore the '6' and have a final result of 8 (and then add or subtract any further modifiers).

Furthermore, if the ability is in relation to one of your combat rolls, you must adjust the combat roll accordingly. For example, if your ACC is +2 normally, and becomes injured reducing it to -1, you must use the -1 Modifier. Each time the Injured Value changes, so to does the corresponding Combat Roll (Keep in mind any Minimums though).

If, at any point, all 6 of an Identity's stats become injured, you must play out your 'Last Breath' and the Identity dies.




Healing
Injuries can be healed slowly over long periods. You increase an ability stat's value, in the INJURED box, by +1 for every Deep Sleep that you finish without interruption. Once the INJURED value reaches the BASE value, that ability is no longer damaged and the injured condition (value) is removed. This healing applies to a single stat only. This healing can be applied to any Identity's ability stat, whether active or not.




Identities
All of this leads us to Identities. Every character in the Darkness has three Identities. Think of this as complete split personalities (both physically and mentally) that are fully aware of one another and their surroundings, but only the 'active' Identity is able to control the character. You always use the active Identity's stats, abilities, and powers at any given time and do not have access to the other Identities. You may swap Identities only during a Deep Sleep. This allows a player to have access to three completely different characters as desired. Sometimes they all have the same core personality and emotions, sometimes they are all wildly different. This is entirely up to the player and how they wish to roleplay the character. For simplicity sake, all three Identities share the same given name and generally resemble the same person, albeit potentially different builds and mental aptitude.

A deeper look at Identities: The Darkness is an unknown and brutal setting in which the creatures that live there do not even know, truly, what it was, is, or could be. It is a vast endless desert of pink sand overshadowed in perpetual darkness with no stars, no moon, just darkness. Occasionally, impossibly large columns of soft blue granite soar into the sky beyond sight. Each tower roughly triagular shaped and stretching far along each side. They are pocked with caverns and are chiseled out creating makeshift settlements, some ancient ruins and others still inhabited by all manner of things.

Few have any knowledge or lore of the Old World, and everything is shrouded in mystery and fear. 'Humanity', for lack of any better term, ekes out it's survival in anyway that it can. And, while most Humans are normal by any common standard, there are those known as Roans. Humans gifted with [mutant/symbiotic/parasitic??] aspects that makes them...different. Roans are known to have Three Identities, each unique in itself. And, while the Identities share the same given name and general appearance, they differ from one another in mental aspects, personalities, and physical attributes. Identities always give themselves a 'Title', and though rarely used when interacting or speaking with them, does help other's to differentiate between a Roan's identities when needed. When young, Roans are unable to control their Identity Swaps, but over time they are able to do so and can change Identities during a Deep Sleep.

Roan Name / Title examples: Johann 'The Vicious'; Johann 'The Simple'; and Johann 'The Romantic'. Oftentimes a Roan's title will be in relation to something that describes them, but not always.



Deep Sleep
Humanity has adapted to sleep as little as possible. Doing so allows them to stay on guard and better able to survive. Eventually the body and mind must rest, however, and a Deep Sleep is required. During a Deep Sleep, the body and mind shutdown into an almost hibernation like state. During this time the individual is completely helpless and will only awake through forceful actions, particularly loud noises, or injury. Stories shared speak of those who have been dragged away by the Shadow Hounds of the Darkness during a Deep Sleep, only to be awoken in the beastial lairs as they are being eaten alive.

A Deep Sleep lasts for 18 hours. Humans/Roans are able to remain awake without a Deep Sleep for 6 days before their body begins to weaken. If a character does not take a Deep Sleep, they take 1 point of Permanent INT or DUR damage (player choice) for each day they remain awake without a Deep Sleep. In this case, the player reduces the BASE value of the stat by 1.

Roans may choose to swap Identities prior to taking a Deep Sleep. Doing so causes their body to make physical and mental changes during the process (which can be grotesque to see for those around them), and they will awaken in their chosen Identity.

If, for any reason, a Roan is awoken from a Deep Sleep while swapping Identities, they are Lost. A Lost Roan is a confused mess of mental aptitude, a mixture of personalities, and physically deformed. All of their Abilities and Stats have disadvantage and all have a BASE value of 0. A Lost Roan does not have any Powers. If a Lost Roan is injured, the damage may be applied yo any of their identities (chosen by the player).

A Lost Roan must begin a new Deep Sleep in order for them to successfully swap into a chosen identity.




The Vast & The Gap

The Vast, also called The Darkness, relates to the unending sand and darkness outside of covered settlements, ruins, and complexes. It is the deep blackness above, the gritty sand below, and the nothingness that eventually consumes everything.

All creatures are victims of the Vast be they humanoid, beast, or insect. It is a weightless sorrow that burrows into their reality and eats it from the inside out. Most creatures can barely withstand even a few days in the Vast, while others have adapted to it, albeit with side effects.

Humans can often last a few days at best before their mind shatters separating consciousness from reality from existence. But, lucky for you, you are not just a mere human, you are a Roan. Roans, for whatever reason, can often withstand the Vast much better than a typical human, but even so, they too will see The Truth if they spend to long beneath the Obsidian Sky.

For every 24 hours a creature spends within the Vast, they must make a CHA Skill Test beginning at T#6. This is the only exception to the auto-success 8- Target Number Rule. This target number increases by +1 cumulatively for each additional day spent within the Vast without True Shelter. 24 hours spent within True Shelter resets this value back to T#6. A success on this CHA Test means that the Roan holds it together and does not suffer any Mind Gap. A failure, however, means that the Vast is slowly, but surely creeping it's way into their psyche and ripping apart whatever reality they believe in.

On a failure, reduce your Mind Gap value by -1. If your Mind Gap ever reaches 0, all of your Identities are ripped apart, your mind is shattered, and you become lost within the Vast (i.e. you become batshit crazy and out of touch with reality). In game terms, your Roan is dead.

Very little is able to repair your Mind Gap and every point lost is one step closer to insanity and despair. On the other hand, it has been said that the more one becomes with The Vast (the lower your Mind Gap value), the more Truth you can perceive. Of course, that is what the crazies say. It may be best not to test the theory...or maybe it is...

Occasionally the GM will call for a Mind Gap Check. This is simply your Mind Gap score, nothing else. This is used for all sorts of things on the GM side of the screen and can completely alter who or what can been perceived by any Roan (or other creature). Note: For RPOL play, please keep your Mind Gap Value in your Bio for easy reference for the GM.
This message was last edited by the GM at 20:19, Sun 19 Feb 2023.
GM Tribal
GM, 4 posts
Sat 18 Feb 2023
at 20:06
  • msg #3

Rules & Information

THE CHARACTER SHEET & CREATING A ROAN

This section covers how to Create A Roan (Character). You will find a character sheet under your Character Details link once you are setup to play.




Details

This section covers all of the basic character details. Fill in as follows:

- Character Name: Choose a name for your character. Note that all Identities use the same name. Under each Identity you can add their appropriate Title.

- Character Rank: This is effectively your level. You begin at 1 unless otherwise told by the GM.

- Time Awake: This records your time awake and it begins play at 00:00:00 (Days:Hours:Minutes). The GM will state when to update this value and how by much as needed at the bottom of posts in game.

- Rations: The number of available rations you have. You must consume a ration at least once every 24 hours. Failure to do so will result in Durability Damage -1. If your DUR was not already injured, it is now. If it was already injured, adjust the Injured value accordingly. This damage is cumulative for each day spent without consuming a Ration.

- Small Gems: A form of currency, you begin with 6.

- Large Gems: A Form of currency, you begin with 2.

- Nectar: A consumable that can repair damage and nourish your body. You begin with 1. When you consume Nectar, fully heal 1 injured ability and treat it as consuming a ration.

- Spark: Tangible memories of a forgotten being. Sparks can be spent to gain 1 Rank.

- Mind Gap: This value begins at 10. See 'The Vast and Mind Gap' above.

- Equipment: Place all of your equipment and pertinent info here. Organize however you like. Equipment details can be found in the post below.

- Description: Describe your Roan, and each of their Identities here.

- Notes: Use this for whatever you want.




Identities

Use the following steps to create each identity.

- Ability Stats: Every Identity has six core Ability Stats as outlined in the above post. Under the Base Value of each, place the value of your choice, using the following array: +2, +1, +0, +0, -1, -2.

Each Identity must have a different array of stats (some stats may be duplicates or even shared by all 3, but each Identity must have at least two different stat values than the others and only unique to itself).

All 'Injured' values remain blank until the Identity becomes injured.

- Combat Rolls: Use the following formulas to record your combat roll values:

  • Initiative: Equal to SPD (When called for you add this value to a 1d6 roll)
  • To-Hit Modifier: Equal to ACC
  • Damage: Equal to POW (Min 1)
  • To-Defend Modifier: Equal to SPD
  • Defense: Equal to DUR (Min 0)

These values my be further modified by any equipment and powers that your Roan / Identity has. Such changes must be noted alongside the value area.

- Powers: List any powers that your Identity has in this section. You begin with 1 Power and gain another every 3rd Rank (3rd, 6th, etc). Powers can be chosen in the post below.

- Last Gasp: Every Identity has a 'Last Gasp' that occurs when they die, if applicable to the situation. Choose one from the post below. You gain a 2nd at Rank 5, and a 3rd at Rank 10. Only a single Last Gasp takes effect when you die, additional Last Gasps simply give you more options.
This message was last edited by the GM at 20:20, Sun 19 Feb 2023.
GM Tribal
GM, 5 posts
Sat 18 Feb 2023
at 21:19
  • msg #4

Rules & Information

EQUIPMENT, POWERS, & LAST GASPS

Equipment

Each character has a number of equipment slots equal to their (DUR + 6). Each item takes up a single slot unless otherwise stated by the GM.

You begin play with 1 Melee Weapon, 1 Armor, and 1 Basic Gear. Remaining slots may be left empty, or you may purchase reserved slots for 2sg (see below).

Melee & Ranged Weapons:
Because all weapons, both melee and ranged, do not have a damage value (that is determined by your POW as stated above), you are free to choose any type of melee and ranged weapon. Because this is a Fantasy Post Apocalyptical setting, weapons should be tailored as such. Guns, lasers, and such do not exist, that you know of. Example weapons could include, swords, axes, clubs, bows, slings, pipes, shivs, etc. Each weapon falls under a 'Sharp' or 'Crushing' attribute that must be designated (choose most appropriate). Whenever you roll a natural 1 on your Pink To-Hit die, deal damage as normal and then that weapon is broken and useless.

Armor:
Full sets of armor are practically non-existent. Instead, creatures and characters utilize whatever they can to protect themselves from the dangers of the Darkness. You begin with 1 piece of armor. Examples include thick hides, rusty helmet, heavy boots, chest plate, or anything else you can think of that would protect your character. Each piece of armor worn adds +1 Defense. Whenever you roll a natural 1 on your To Defend Aqua Die, destroy a piece of armor. It protects you for that damage result, and then is ruined / broken / un-usable.

Basic Gear:
Basic gear pretty much covers everything else that you can think of besides oddities, artifacts, and rare items (which the GM will alert you to if found). Things like thieves tools, a shovel, a lantern, climbing gear, etc, all fall under this category. Be creative when choosing basic gear, but be specific. 'Bag of stuff' or 'tools' is not allowed. The GM will let you know if you need to be more specific with your basic gear.

Reserved Slots:
Occasionally you will meet NPC's are stumble upon loot or settlements where you have the chance to resupply. When this happens you can buy specific items such as a weapon or armor, but you can also Reserve a slot. Reserving a slot costs 2sg (Small Gems). When you do so, choose a category (Weapon, Armor, Basic) and label a slot. At any point in the game you can use a Reserved Slot to fill in an item of the appropriate type as needed or desired. This slot is still counted into your encumbrance, but is left open to be filled as needed. Items chosen must be feasible and make sense (you can't pull a catapult out of your pack).

Empty Slots:
Empty slots are exactly that. They don't count towards encumbrance and can be filled with whatever when you acquire it.


Powers
Choose one for each identity upon creation, and then gain another every 3rd rank that is added to an Identity of your choice. Powers may only be chosen once, unless otherwise stated.

- Brawler: Your body is a weapon. Add +1 Damage when you are unarmed.
- Powerful: +3 Damage when using a two-handed weapon that takes up 2 inventory slots.
- Rage: +1 to hit and +1 Damage when your Aqua To-Hit Die is a natural even value.
- Always Aware: You are never caught by surprise and always act in a surprise round.
- Gatherer: Whenever you search for food / rations, you succeed.
- Scavenger: Whenever you gain loot, roll twice and choose either one.
- Alchemist: Take 1d6 hours and roll INT vs T#12. On a success you craft 1 Nectar. Must have an Alchemist Kit, which is used up on a failure.
- Tinkerer: Take 1d6 hours and roll INT vs T#12. On a success you repair 1 weapon or armor. Must have a Repair Kit, which is used up on a failure.
- Sneaky: You always succeed on called for ACC tests for hiding / moving silently.
- Charmer: +2 CHA on skill tests involving conversation.
- Scurry: Do not suffer penalties (Move, Tests, or Combat) in rough terrain.
- Eagle Eyed: +2 ACC on Ranged Attacks.
- Sniper: You may use a Ranged Attack up to 2 areas away.
- Ranger: +2 on any test regarding searching or finding something.
- Beast Master: You may attempt to calm any Beast type creature with a CHA Test (T# determined by GM, you may inquire before rolling).
- Lie Detector: +3 on all tests to determine if somebody is lying to you.
- Protector: Can give +3 for DUR Test to any character or creature within your area.
- Charge: Roll SPD Test 9+ Before any other rolls. On success choose 1: Move 1 additional area, gain +1 To Hit, or gain +1 Damage (on successful hit).
- Sprinter: Move 1 additional area (if desired) when moving.
- Blade Master: Gain +1 Damage when using a Sharp weapon.
- Smasher: Gain +1 Damage when using Crushing weapons.
- Warrior: Gain +1 to Hit.
- Defender: Gain +1 To Defend
- Thick Hide: Gain +1 to Defense.
- Focused: Choose 1 Ability stat and increase the Base Value by +1 (Max +3). This power may be taken multiple times, choosing a new ability each time.
- Natural Healer: Instead heal +2 damage whenever you would heal 1.
- Reversion: If you would become a Lost Roan, instead you revert to your last used Identity.
- Acrobat: +2 on skill tests relating to physical acrobatics.
- Feint: Once per combat, you can evade a hit by an enemy.
- Observant: You always notice traps within your field of vision.
- Quick Retreat: Gain +3 to SPD tests to flee from battle.
- Tank: Whenever a teammate in the same area would take damage, you may take it instead.
- Vicious: Once per combat, on a successful hit, you may immediately make a second attack against the same foe, ignoring the Aqua To Defend Die (they do not hit you back).
- Cleave: Whenever you kill a foe, you may move and make an attack against another creature as normal.
- Sharpshooter: You may make Ranged Attacks on foes within your area. On a Failure, you have entered Melee with the target and this Power is no longer usable until otherwise.


Last Gasps

Choose 1 Last Gasp on character creation for EACH Identity. You will choose another on Rank 5 and 10.

- Body Hurl: Grab a Foe (Med or smaller) and hurl it at another foe. Both creatures take 4 damage. You Die.
- Adrenaline Rage: Make an attack on a creature. You deal +5 damage on a success. You Die.
- Healing Aura: Choose up to 3 creatures in your area. Each one chosen can fully heal 1 injured ability of their choice. You Die.
- Never Forget: Choose 1 creature within your area. They fully heal 1 Identity of all injuries. You Die.
- A Thousand Cuts: Every enemy within your area takes 1 damage. You Die.
- Corrosive Touch: Destroy target creature's Armor or Weapon. The creatures To-Hit or To-Defend becomes 0+ for the remainder of the combat. You Die.
- Make It Rain: Make 4 Ranged Attacks on a target creature. You Die.
- One Last Shot: +5 damage to a ranged attack. You Die.
- Death Cry: All foes within your area are stunned and cannot move, attack, or retaliate until the end of their next turn. You Die.
- Shake it Off: Roll a DUR Test +3. On a success you ignore the damage that would have killed you. Remove this Last Gasp from your Identity. You Live!
- Ghost Walk: Make a melee attack +3 on any creature with 3 zones of your body. On a success deal 1d6 damage.
- Make up to 4 separate attacks on any number of creatures ignoring all damage you would take. You Die.
This message was last edited by the GM at 21:35, Sat 18 Feb 2023.
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