Stand against the undead with the relics of legendary saints

Enter the age of dark

Year of our lord 128x

God save us all

The realm is consumed by death. Restless, undying bodies rise to do the bidding of powerful necromancers who seek power while the world is weak. Young ones are taken. Cities and churches are attacked as holy relics are plundered. The Pope has united christendom under a single command: eradicate all evil whereever it is found. This is the Age of Dark.

Who are you traveler? A knight sworn to an order? A pilgrim on a journey to a holy relic? Or lost soul desperate for answers, even if they come from beyond? Do you really think this world can be changed by you? What will you do in the Age of Dark?

Logo by HINOKODO

Age of Dark is, and will always be, made by humans. While AI may be used as a tool or reference, AI generated text, art, or other creative content will never appear in the game.

Age of Dark is an indie game by Jacob Rex and released under the ORC License.

Absolutely nothing in this work is intended to endorse, promote or condone the occult or to mock, insult, or denigrate Christianity. All glory belongs to God.

Lord, how many are my foes! Many are rising against me; many are saying to me, “There is no help for you in God.” But you, O Lord, are a shield around me, my glory, and the one who lifts up my head.

Psalm 3:1-4

Lord, how many are my foes! Many are rising against me; many are saying to me, “There is no help for you in God.” But you, O Lord, are a shield around me, my glory, and the one who lifts up my head.

Psalm 3:1-4

Lord, how many are my foes! Many are rising against me; many are saying to me, “There is no help for you in God.” But you, O Lord, are a shield around me, my glory, and the one who lifts up my head.

Psalm 3:1-4

Rules

Age of Dark is a nobledark fantasy roleplaying game where the relics of legendary saints are mankind's last hope against the undead. Age of Dark is is played with polyhedral dice, pencil and paper. In addition to the standard dice, you will need several d6s, several d10s and 2d20s per player.

Making a Check

Outcomes in Age of Dark are determined by testing your Abilities. The GM will tell you which Ability to Check and you will roll 2d20. Each die that rolled within your Ability (less than or equal to) counts as a Hit.

Hits

Outcome

1

The action fails

2

You succeed at a cost

3

The action succeeds

The GM should only call for a Check when the outcome of the roll matters. If you have adequate time, safety, or its reasonably trivial the GM should not call for a check.

Neither the GM or non-player characters (NPCs) ever roll Tests.

EXAMPLE

GM: You hear the screams of a maiden from inside, but the door is locked. What do you do?
Knight: There's no time, I want to break this door down!
GM: Ok, make a Might Check.
Knight: 9 and 16. Thats one hit for my 13 Might.
GM: You come barreling at the door with your shoulder and on the third shove it breaks free. Take 1ds3 Damage.

EXAMPLE

Sir Edward attempts to force open a door to a room where a woman is trapped with a zombie. The GM calls for a Strength Check and Sir Edward rolls a 9 and a 16. His Strength is 13 so the 9 hits but the 16 does not. The GM allows him to break through the door but he takes 1d2 damage as a result.

Difficulty

A Check's Difficulty is the lowest number that counts as a Hit. Hits must meet the Difficulty and be within your Ability to be counted. The GM chooses the Difficulty and may decide that an action is impossible.

Difficulty

Description

1

Ordinary

2-5

Difficult

6-10

Challenging

10+

Daunting

Intensity

A Check's Intensity is the highest die rolled. A roll of 12 and 4 has an Intensity of 12. Intensity can break ties or determine matters such as Initiative at the GM’s discretion.

Character Creation

To create a character, choose or randomize a background, roll Abilities, determine Faith and Gift where relevant, then purchase equipment.

  1. Choose

Background

  1. Roll

Abilities

  1. determine

Divine Gift

  1. Choose

Equipment

Background

Backgrounds describe your character's origins but do not lock them into any particular style of play or limit which weapons and skills they can learn to use.

d10

Background

Description

1

d10 • 1

Arbalist

Background

Arbalist

A crossbowman

Description

A crossbowman

2

d10 • 2

Barbarian

Background

Barbarian

A fearsome warrior

Description

A fearsome warrior

3

d10 • 3

Crusader

Background

Crusader

A knight sworn to an order

Description

A knight sworn to an order

4

d10 • 4

Footpad

Background

Footpad

A common thief

Description

A common thief

5

d10 • 5

Friar

Background

Friar

A wandering monk

Description

A wandering monk

6

d10 • 6

Knight

Background

Knight

A knight in service to a lord

Description

A knight in service to a lord

7

d10 • 7

Man-at-arms

Background

Man-at-arms

An experienced mercenary

Description

An experienced mercenary

8

d10 • 8

Pilgrim

Background

Pilgrim

A traveller to sacred sites

Description

A traveller to sacred sites

9

d10 • 9

Scout

Background

Scout

An archer & tracker

Description

An archer & tracker

10

d10 • 10

Wanderer

Background

Wanderer

Randomize Weapons & Equipment

Description

Randomize Weapons & Equipment

Abilities

Roll 3d6 seven times and assign them as desired to each of the Abilities below with one exception: the 7th roll always applies to Faith.

Roll 3d6 seven times and assign them as desired to each of the Abilities below with one exception: your 7th roll always applies to Faith.

Might — min melee damage (1/2 Might), pushing, pulling, lifting, throwing, climbing.

Agility — melee combat, athleticism, speed, reflexes, dodging.

Skill — ranged combat, riding, using tools, moving silently, hiding, balancing.

Endurance — starting life (equal to Endurance), resisting sickness, pain, and suffering.

Intellect — logic, knowledge, deduction, reasoning.

Presence — using magic, personality, confidence, physical appearance, influence.

Faith — prayer, invoking relics, morale.

Faith & Divine Gifts

If your Faith is 14 or higher, you have been chosen by God for a greater purpose and given a Divine Gift. Roll d6 to determine your ability. You must accept the result.

d6

Gift

Description

1

d6 • 1

Visions

Gift

Visions

Future events, distant lands, hidden truths...

Description

Future events, distant lands, hidden truths...

2

d6 • 2

Discernment

Gift

Discernment

You can perceive evil, dark spirits, or demonic entities

Description

You can perceive evil, dark spirits, or demonic entities

3

d6 • 3

Exorcism

Gift

Exorcism

Your prayer can drive out demons and unclean spirits

Description

Your prayer can drive out demons and unclean spirits

Your prayer can drive out demons & unclean spirits

4

d6 • 4

Healing

Gift

Healing

Your touch has a chance to close wounds and aid the sick

Description

Your touch has a chance to close wounds and aid the sick

Your touch can close wounds & aid the sick

5

d6 • 5

Preservation

Gift

Preservation

You often survive things that should kill you: exposure, poison, disease, starvation, fire, etc

Description

You often survive things that should kill you: exposure, poison, disease, starvation, fire, etc

You sometimes survive things that should kill you: exposure, poison, disease, starvation, fire, etc

6

d6 • 6

Providence

Gift

Providence

Extraordinary coincidences occur around you when pursuing a righteous purpose

Description

Extraordinary coincidences occur around you when pursuing a righteous purpose

Starting Equipment

Discuss what starting Equipment you think your Character would reasonably have with your GM. They have the ultimate say in whether or not its allowed.

Life & Death

Whenever you take damage you lose that much Life. When you've lost all your Life you are Dead. Check Endurance:

Hits

Outcome

1

1

You're brutally slain in an instant

2

2

You're mortally wounded and will die after your next turn

3

3

You have just enough strength to say 1d10 words before you die

Rest

Check Endurance after a short rest and recover 3 Life for each die that Hits. Any Life not recovered from this rest becomes Wounds.

Check Endurance after a full day's rest and recover 1 Wound for each die that Hits.

XP

The GM decides when Players earn XP, such as after defeating a powerful foe, protecting the innocent, or returning a holy Relic to The Church. Players may spend XP at any time to do one of the following.

Increase Life — Roll d20. If you rolled higher than your Life, your max Life goes up by 1.

Increase Ability — Roll d20. If you rolled higher than your Ability it goes up by 1.

Re-roll — You may use XP at any time to immediately reroll a Check, Attack Roll or Defend Roll. You must take the new result. You may make multiple rerolls if you have enough XP.

Equipment

Equipment covers Weapons, Shields & Armor, tools & consumables.

Protection — Damage is reduced your Armor's Protection or your Defense Roll, whichever is higher. Unlike other Equipment, Armor prevents Damage even when you're surprised.

Damage — Roll a number of d10s equal to your Weapon's Damage when attacking and take the highest die. If it's a 10 it explodes and adds +1d10 which can also explode. The final result is how much Damage your attack does.

Defense — Roll a number of d10s equal to the Defense provided by all available Equipment and take the highest die. You prevent that much damage from going through.

Usage — Usage is an abstract way tracking consumables without excessive bookeeping. Every time you use a consumable item, roll its Usage die. On a 1 or 2 it downgrades a die (from d12 > d10 > d8 > d6 > d4). When a 1 or 2 is rolled on a d4 no more of the item remains.

Weapons

Weapons may be weilded by anyone and aren't limited to specific backgrounds or Ability scores. Use Agility to attack in Melee or Skill to attack with a Ranged Weapon.

d12

Weapon

Damage

Defense

Gold

1

Arming Sword

Weapon

Arming Sword

3

Damage

3

2

Defense

2

125g

Gold

125g

d12 • 1

2

d12 • 2

Battleaxe †

Weapon

Battleaxe †

3

Damage

3

1

Defense

1

25g

Gold

25g

3

d12 • 3

Bow †

Weapon

Bow †

2

Damage

2

0

Defense

0

75g

Gold

75g

4

d12 • 4

Club

Weapon

Club

1

Damage

1

1

Defense

1

2g

Gold

2g

5

d12 • 5

Crossbow †‡*

Weapon

Crossbow †‡*

2

Damage

2

0

Defense

0

125g

Gold

125g

6

d12 • 6

Dagger

Weapon

Dagger

1

Damage

1

1

Defense

1

5g

Gold

5g

7

d12 • 7

Mace‡

Weapon

Mace‡

2

Damage

2

1

Defense

1

25g

Gold

25g

8

d12 • 8

Short Sword

Weapon

Short Sword

2

Damage

2

2

Defense

2

50g

Gold

50g

9

d12 • 9

Sling

Weapon

Sling

1

Damage

1

0

Defense

0

3g

Gold

3g

10

d12 • 10

Spear ‡

Weapon

Spear ‡

1

Damage

1

2

Defense

2

25g

Gold

25g

11

d12 • 11

Staff

Weapon

Staff

1

Damage

1

2

Defense

2

5g

Gold

5g

12

d12 • 12

War Sword †

Weapon

War Sword †

4

Damage

4

2

Defense

2

300g

Gold

300g

— Two handed
‡ — Reduces Armor to 1
* — Reloading takes 1 Round

Shields

Shields can defend against both Melee and Ranged attacks when you're actively defending. Shields may be broken to prevent all damage from a single attack.

d6

Shield

Damage

Defense

Gold

2

d6 • 2

Buckler †

Shield

Buckler †

1

Damage

1

1

Defense

1

20g

Gold

20g

3-5

d6 • 3-5

Round Shield

Shield

Round Shield

1

Damage

1

1

Defense

1

30g

Gold

30g

6

d6 • 6

Heater Shield

Shield

Heater Shield

1

Damage

1

2

Defense

2

50g

Gold

50g

— Cannot defend against Ranged attacks

Armor

Armor prevents damage from all incoming attacks whether you're actively guarding or not, making it extremely valuable.

d6

Armor

Defense

Protection

Gold

2-3

d6 • 2-3

Gambeson

Armor

Gambeson

1

Defense

1

2

Armor

2

50g

Gold

50g

4-5

d6 • 4-5

Chain Armor

Armor

Chain Armor

1

Defense

1

3

Armor

3

150g

Gold

150g

6

d6 • 6

Coat of Plates

Armor

Coat of Plates

1

Defense

1

5

Armor

5

500g

Gold

500g

Gear

TBD

Combat

Once Combat breaks out, gameplay is broken down into Rounds. The GM sets the scene and each Player says what they intend to do that Round. The GM will tell each Player what Checks they will make and then all Players roll at the same time. Initiative goes in order of each Check’s Intensity.

Melee Combat

Check Agility to make a Melee attack.

Hits

Outcome

0

You're hit! Roll to Defend!

1

Skirmish! Roll Damage and to Defend!

Skirmish! Roll Damage and to Defend!

2

You hit! Roll Damage!

Minimum Damage — Your minimum Damage with a Melee Weapon is 1/2 your Might.

Multiple combatants — Increase the Difficulty of Agility Checks and incoming Damage by 1 for each enemy beyond the first.

Ranged Combat

Check Skill to use Ranged Weapons.

Hits

Outcome

0

You miss! Hit a random ally engaged with the target.

You miss! Hit a random ally engaged with the target.

1

Tricky shot! Roll usage twice or skip your next turn.

Tricky shot! Roll usage twice or skip your next turn.

2

You hit! Roll Damage!

You hit! Roll Damage!

Sample Combat

GM: As you set foot into the chamber, you hear the rattling of bones as 3 Skeletons in horned helms and rusted chain shirts emerge from the shadows with glowing eyes. One takes a shot with his Bow at the Crusader, one is coming for the Footpad with a Battle Axe, and the Last one charges the Man-at-arms with a sword and shield. What do you do

Crusader: Well, I have plenty of armor on, so I'll try and use my Shield to block.

GM: Okay, test Endurance to block the attack. Then you'll roll to Defend. How about you two

Footpad: Can I dodge out of the way and attempt to trip the Skeleton coming at me?

GM: Ooh, I like that idea! Test Agility to dodge and then we'll see what happens with the trip. How about you Man-at-arms?

Man-at-arms: I'll meet the Skeleton head on with my War Sword.

GM: Okay, so remember Crusader test Endurance to block, Footpad test Agility to dodge, and Man-at-arms test Agility for melee combat. Everyone ready? Roll!

Crusader: I got 16 & 3. My Endurance is 13 so thats only 1 Hit.

Footpad: I got 4 & 7. My Agility is 15 so thats 2 Hits, easy!

Man-at-Arms: I got 6 & 10. Two Hits for me also!

GM: Okay, Crusader you rolled an 18 so we'll resolve your action first, then we'll do the Man-at-arms' exchange and finally the Footpads maneuver.

Prayer

Players may pray for divine aid in a time of need. Say what you wish to ask for and then make a Faith Check based on a Difficulty set by the GM.

Hits

Outcome

0

Nothing happens

Nothing happens

1

Your prayer is answered indirectly

Your prayer is answered indirectly

2

Your prayer is answered directly

Your prayer is answered directly

If you prayer is answered, it won't necessarily happen in the way you expect. For example, if your prayer is something like "God, deliver us from this dungeon!" success doesn't necessarily mean the walls literally split open. Maybe you notice a lose stone, maybe the guard drops his key, or perhaps nothing happens for several hours or days. The GM will ultimately decide how your prayer is answered or if something can be prayed for or not.

As a man was being buried, a marauding band was seen and the man was thrown into the grave of Elisha; as soon as the man touched the bones of Elisha, he came to life and stood on his feet.

2 Kings 13:20-21

As a man was being buried, a marauding band was seen and the man was thrown into the grave of Elisha; as soon as the man touched the bones of Elisha, he came to life and stood on his feet.

2 Kings 13:20-21

As a man was being buried, a marauding band was seen and the man was thrown into the grave of Elisha; as soon as the man touched the bones of Elisha, he came to life and stood on his feet.

2 Kings 13:20-21

Relics

Relics in the Age of Dark are the sacred remains or possessions of Saints. They are under the careful custody of the Church who stores them, distributes them and keeps careful records of who is entrused to each one.

Relics have no monetary value, and buying and selling them is strictly forbidden. Instead, Relics are recovered, entrusted, enshrined, inherited or gifted to people or organizations who warrant it. The forces of evil would seek to steal such relics and use them for dark rituals or hold them for ransom. When that happens, warriors of God are called to retrieve them at great peril to themselves for the good of all mankind.

Finding Relics

When uncovering a Relic roll 2d6 and a d8. The 2d6 determines what sort of Relic you found and the d8 determines the type of Saint it comes from.

When uncovering a Relic roll 2d6 and a d8. The first d6 determines what type of Relic you found, the second d6 determines the specifics, and the d8 determines the type of Saint it comes from.

d6

Relic

d6

Details

1

Bone

Relic

Bone

1

A small fragment or dust

Details

A small fragment or dust

d6 • 1 / d6 • 1

Relic

Bone

d6 • 1 / d6 • 2

2

Finger or hand

Details

Finger or hand

Relic

Bone

d6 • 1 / d6 • 3

3

Femur or long bone

Details

Femur or long bone

Relic

Bone

d6 • 1 / d6 • 4

4

Rib or ribcage

Details

Rib or ribcage

Relic

Bone

d6 • 1 / d6 • 5

5

Vertebrae or spine

Details

Vertebrae or spine

Relic

Bone

d6 • 1 / d6 • 6

6

Skull or jawbone

Details

Skull or jawbone

d6 • 2 / d6 • 1

2

Remains

Relic

Remains

1

Strand or locket of hair

Details

Strand or locket of hair

Relic

Remains

d6 • 2 / d6 • 2

2

Tooth or teeth

Details

Tooth or teeth

Relic

Remains

3

Smattering or vial of blood

Details

Smattering or vial of blood

d6 • 2 / d6 • 3

Relic

Remains

4

A few bones

Details

A few bones

d6 • 2 / d6 • 4

Relic

Remains

d6 • 2 / d6 • 5

5

Complete skeleton

Details

Complete skeleton

Relic

Remains

d6 • 2 / d6 • 6

6

Whole or incorrupt body

Details

Whole or incorrupt body

3

d6 • 3 / d6 • 1

Weapon I

Relic

Weapon I

1

Arming Sword

Details

Arming Sword

Relic

Weapon I

d6 • 3 / d6 • 2

2

Battleaxe

Details

Battleaxe

Relic

Weapon I

3

Bow

Details

Bow

d6 • 3 / d6 • 3

Relic

Weapon I

d6 • 3 / d6 • 4

4

Club

Details

Club

Relic

Weapon I

d6 • 3 / d6 • 5

5

Crossbow

Details

Crossbow

Relic

Weapon I

d6 • 3 / d6 • 6

6

Dagger

Details

Dagger

4

Weapon II

Relic

Weapon II

1

Mace

Details

Mace

d6 • 4 / d6 • 1

Relic

Weapon II

d6 • 4 / d6 • 2

2

Short Sword

Details

Short Sword

Relic

Weapon II

d6 • 4 / d6 • 3

3

Sling

Details

Sling

Relic

Weapon II

d6 • 4 / d6 • 4

4

Spear

Details

Spear

Relic

Weapon II

d6 • 4 / d6 • 5

5

Staff

Details

Staff

Relic

Weapon II

d6 • 4 / d6 • 6

6

War Sword

Details

War Sword

5

d6 • 5 / d6 • 1

Armor

Relic

Armor

1

Buckler

Details

Buckler

Relic

Armor

d6 • 5 / d6 • 2

2

Round Shield

Details

Round Shield

Relic

Armor

d6 • 5 / d6 • 3

3

Heater Shield

Details

Heater Shield

Relic

Armor

d6 • 5 / d6 • 4

4

Gambeson

Details

Gambeson

Relic

Armor

d6 • 5 / d6 • 5

5

Chain Armor

Details

Chain Armor

Relic

Armor

d6 • 5 / d6 • 6

6

Coat of Plates

Details

Coat of Plates

6

d6 • 6 / d6 • 1

Personal Item

Relic

Personal Item

1

Mundane Object

Details

Mundane Object

Relic

Personal Item

d6 • 6 / d6 • 2

2

Garment

Details

Garment

Relic

Personal Item

d6 • 6 / d6 • 3

3

Rosary, crucifix, or bible

Details

Rosary, crucifix, or bible

Relic

Personal Item

d6 • 6 / d6 • 4

4

Holy water, incense or other consumable

Details

Holy water, incense or other consumable

Relic

Personal Item

d6 • 6 / d6 • 5

5

Helm, gauntlet, belt or other equipment

Details

Helm, gauntlet, belt or other equipment

Relic

Personal Item

d6 • 6 / d6 • 6

6

Ring or jewelry

Details

Ring or jewelry

Rarely, relics are found in a sarcophogus or wrapped in cloth. More commonly, they have been enshrined in some kind of sacred vessel called a Reliquary.

d8

Sainthood

Known for

1

d8 • 1

Ascetic

Sainthood

Ascetic

Fasting, solitude, poverty, virginity for God

Known for

Fasting, solitude, poverty, virginity for God

2

d8 • 2

Exorcist

Sainthood

Exorcist

Cast out demons or confronted the occult

Known for

Cast out demons or confronted the occult

3

d8 • 3

Healer

Sainthood

Healer

Performed miraculous healing, or tended the sick & dying

Known for

Performed miraculous healing, or tended the sick & dying

4

d8 • 4

Heroism

Sainthood

Heroism

Defended the innoncent, helpless or the Church

Known for

Defended the innoncent, helpless or the Church

5

d8 • 5

Martyr

Sainthood

Martyr

Suffered persecution, torture, or imprisonment or sacrificed their life for Christ

Known for

Suffered persecution, torture, or imprisonment or sacrificed their life for Christ

6

d8 • 6

Missionary

Sainthood

Missionary

Evangelized non-believers and took dangerous journeys into foreign lands

Known for

Evangelized non-believers and took dangerous journeys into foreign lands

7

d8 • 7

Scholar

Sainthood

Scholar

Contributed to theology, apologetics or other writings

Known for

Contributed to theology, apologetics or other writings

8

d8 • 8

Visionary

Sainthood

Visionary

Had visions of Christ or future events or were contacted by angels

Known for

Had visions of Christ or future events or were contacted by angels

The exact function of a Relic is intentionally vague and up to the GM.

Example

Weapon - Dagger - Exorcist

Perhaps this dagger can attack with Faith against evil, glows when demons are near or has increased Damage vs certain enemies.

Using Relics

Relics work via Prayer to the Saint the belong to. Describe something you'd like to do related to the Relic you posses and make a Faith Check.

Hits

Outcome

1

1

Nothing happens

2

2

What you asked for happens

3

3

Something extraordinary happens

For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world...

Ephesians 6:12

For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world...

Ephesians 6:12

For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world...

Ephesians 6:12

The Occult

The Occult is a profane inversion of what is good. While Prayers are made to and answered by God, Occult power is given… for a price.

Spells

TBD

Hexes

TBD

Necromancy

TBD

The World

The Age of Dark is marked by a struggle between the will of God and the will of Man.

The Church

TBD

Knightly Orders

TBD

Crime and Punishment

TBD

Bestiary

The Age of Dark is marked by a struggle between the will of God and the will of Man.

Demon

TBD

Devil

TBD

Ghoul

TBD

Howler

TBD

Imp

TBD

Lich

TBD

Prowler

TBD

Revenant

TBD

Skeleton

TBD

Thrall

TBD

Vampir

TBD

Wight

TBD

Zombie

TBD

Thanks for reading!
Godspeed.