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.
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.
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.
Choose
Background
Roll
Abilities
determine
Divine Gift
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.
Abilities
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.
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
You're brutally slain in an instant
You're mortally wounded and will die after your next turn
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.
† — 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.
† — Cannot defend against Ranged attacks
Armor
Armor prevents damage from all incoming attacks whether you're actively guarding or not, making it extremely valuable.
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
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
1
2
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
1
2
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.
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
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.
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
Nothing happens
What you asked for happens
Something extraordinary happens
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.


