Darkwood RPG Systems
Darkwood RPG Systems
The essence can be found through the given Seek and Luck.
Failure: finds nothing
Search normal + Luck Failure = 100 Essence ( Bottle 50% full )
Search normal + Normal Luck = 200 Essence (100% Full Flask)
Normal Search + Good Luck = 300 Essence (Capsule 60% Full)
Search normal + Extreme Luck = 400 Essence ( Capsule 80% Full )
Search Good + Luck Failure = 150 Essence (75% Full Bottle)
Look for Good + Normal Luck = 300 Essence (Capsule 60% Full)
Look for Good + Good Luck = 400 Essence ( Capsule 80% Full )
Search Good + Extreme Luck = 700 Essence (Large Capsule 70% Full)
Search Extreme + Luck Failure = 350 Essence ( Capsule 70% Full )
Search Extreme + Normal Luck = 400 Essence ( Capsule 80% Full )
Search Extreme + Good Luck = 500 Essence (100% Full Capsule)
Extreme Search + Extreme Luck = 1000 Essence
( Big Capsule 100% Full )
2. Enigmas: To exit a room, players must get the right sequence of luck and misfortune that is represented
luck a color, and misfortune an opposite color.
1 light character will gain a skill called 'seeing clearly'
"seeing clearly" allows the character to foresee 5 D20 dice, and the dice that succeed you will be able to
use it for your true move, but if you have bad luck, you will have to roll the dice again. Example: you rolled a 2,
15, 5, 18, 20 and these will be your next numbers, but those that you were unlucky with you will have to roll the dice again, because of the bad luck.
for you hides in the shadows. You will have to roll the die again, you will certainly have a 15 next time.
and the 5 will have to roll the die again. The cost of trying to steal knowledge from 'The Entity' if you fail is 1D8 of
Sanity and gain 1% corruption. If you succeed, you lose 1D4 Sanity.
Shadow characters gained the ability: "it's easy to trip in the dark" – You predict your next 5 dice.
you or another person, but you or the other person will only be able to use the data that bring bad luck. The ones that bring good luck you
you will have to roll again. EX: I rolled the dice 2, 15, 5, 18, 20. The dice 2 you can be sure you will be unlucky, the 15 will have to
roll again and with a 5 you also have to be sure that you will have bad luck. You can transfer your bad luck die to another
but each piece of information costs you 1D4 sanity. The cost of trying to steal knowledge from 'The Entity' in case of failure is
1D10 of sanity and 2% of corruption, if successful you lose 1D6 of sanity.
Enigma of the room: In the dark, we may stumble. However, in the light, we have the feeling of having more confidence.
3. Hidden Skills: Tree of Life (NV 4) - Once per scene, you can spend a full action and 20
PE to bring back to life a character that died in the same scene, cost: 10% corruption of
if you fail the Corruption test, if successful the Cost is 5%
5. Ability: Bloodsucker: When attacking an enemy with a melee attack, you will heal for half of the damage dealt.
of the caused.
6. The size of a creature is classified into six categories: Tiny, Small, Medium, Large, Huge and
Colossal. Medium creatures do not receive size modifiers. Smaller creatures receive a bonus.
in Stealth and a penalty in combat maneuvers. For larger creatures, these bonuses and penalties
are inverted. Being a human, your character is Medium. However, certain rituals and powers can alter
its size temporarily
EXPERTISES
Whenever you try to take an action with an uncertain outcome, you make a test. Tests use the mechanics
basic of the game. In summary, whenever you are about to perform a test, you must follow the sequence below:
The player says what their Investigator will do. For example, 'I will try to climb the wall.'
The master announces which skill should be involved in the test. For example, climbing a wall would be a
athletics test. Then, choose an appropriate DT (Test Difficulty) for the test (but
keep it a secret).
The player rolls a twenty-sided die (d20), plus 1d20 for each attribute point used in the test.
he will always roll at least 1d20, even if the attribute is negative). At this moment, it should
announce if you have extra data by skills and combine it with the d20 you are about to play.
The player rolls the d20 and announces the value of the highest result among the dice if their attribute is
positive, or the lowest if it is negative. To this number, add your modifiers.
The master compares the announced final result with the DT. If the result of the roll was equal or
greater than DT, the character succeeds in the test. Otherwise, it is a failure.
Training Level - It indicates how good you are at using that skill, and it increases.
gradually from Untrained to Trained (+5), then Competent (+10) and Expert (+15). You
receives a bonus in skill tests according to their level of training.
Expertise Kit - Some inspections or specific uses require that you have an expertise kit.
correspondent in your inventory. A kit is always linked to a single expertise, defined when it is
acquired or found.
Only Trained+- Some skills can only be used when you are trained. Other skills
they do not require training. For example, if you are not trained in Piloting, you do not have the
necessary knowledge to drive a vehicle. When the symbol (+) appears after the name
You can only use expertise when you are trained in it.
Load Penalty*- Some expert examinations require freedom of movement. When the symbol (*)
appears after the name of the expertise, you apply your total load penalty to the expertise test.
DETAILS OF EXPERTISE
ACROBATICS (AGI) - You can perform acrobatic feats.
Escape - You can escape from bindings. The difficulty varies: ropes (DT equal to the result of the test
of Agility of who tied him +10), nets (DT 20), handcuffs (DT 30). This use consumes an action.
complete.
Get Up Quickly (trained) Cost: 2PE - If you are down, you can make a test of
Acrobatics as a free action to stand up. You can only try this once per round.
ATHLETICS (FOR) - This skill is used to perform athletic feats, such as climbing.
mountains, cross rivers and jump over ravines.
SCIENCES (INT) +- You have a great scientific knowledge, having studied biology,
physics, mathematics and all other sciences of life and nature.
Assessment - You can analyze an object or creature that is related to a scientific field of
your specialty. The DT is 10 for public knowledge information (the chemical composition of
a known substance), 20 for very precise information (details of the functioning of a
radar equipment) or DT 30 for information of secret content (assess the protection capability
of a newly created metal alloy.
Information - You can answer questions related to general subjects. The DT is 10 for questions
simple, 20 for more elaborate questions and 30 for complex mysteries and enigmas.
CRIME (AGI) +*- Do you have manual skills to handle mechanical devices or to
simply clean out someone's pockets.
Burglary - You can open a locked lock. The DT is 20 for simple locks (door
from the store), 25 for medium locks (prison door) and 30 for high-security locks (safe). This
Use consumes a complete action and does not work on electronic locks (but see the expertise)
Technology
Punga (DT 20) - You can steal objects from other people (or plant objects in their possessions).
As a standard action, take a Crime test. If you pass, you get (or put) what you wanted.
the victim has the right to a Perception test (DC equal to the result of their Crime test). If successful,
she perceives your attempt, whether you have succeeded or not.
DIPLOMACY (PER) - You use argumentation and persuasion to convince other people.
Calm (trained, DT 20) - You can, as a standard action, attempt to stabilize a character.
adjacent that is driving him crazy, making him return to Sanity 1. The DT increases by +5
for each test carried out on the same character during the same scene.
Ask for a Favor - You can ask a favor from a target with an indifferent attitude or better. The DT is 20 for
an indifferent target, 15 for friendly and 10 for helpful. Simple requests ("Where is the nearest store")
next?" do not require testing. Costly requests (such as providing a vehicle) have DT +5. Requests
dangerous (like helping in a fight) have DT +10 or fail automatically. Asking for a favor takes
at least one complete action, but it may take longer, according to the master.
Change Attitude - You can change someone's attitude towards you or another person once.
per day (see the table below). Your test is opposed by the target's Will test. If you succeed, you
changes the target's attitude in a category, for better or worse. If it exceeds 10 or more, it changes the
attitude in up to two categories. If it fails by 5 or more, the target's attitude changes one category.
opposing direction. The test takes one minute. You can do it as a full action (to avoid
a fight, for example), but suffers a penalty of -10.
Most characters start with an indifferent attitude.
CATEGORIES OF ATTITUDE
Helpfulness - Willing to help, even at risk. Can accompany the character and fight.
next to him.
Friendly - Wishes well for the agent, but will not take risks to help him. Can give advice and provide
limited help.
Indifferent - Does not care about the character, will treat them normally.
Unfriendly - Wishes ill upon the Investigator, but not to the point of risking oneself to harm him. Can
deceive him, create intrigues about him.
Hostile - Wants to harm the character, even if it means putting themselves at risk. Can attack or
sabotage the Investigator.
DECEPTION (PER) - You have a knack for deceiving people with lies, forgeries, and
disguises.
Blefar - You make a person believe in something that is not true. Your test is the opposite of the test of
Victim's intuition. Lies that the person wants to believe ('I am sure you left
fall this money. Isn't it yours?') provide +5 in the Deception test. Already very lies
implausible ones impose a penalty of -10 ('Why am I in the village chief's office? Well, because')
he authorized me to stay here until he comes back.
Disguise (competent) - With makeup and tricks, you can change your appearance or that of
another person. Conduct a Deception test opposite to the Perception test of those who pay attention to
disguised. If you pass, the person believes in the disguise; if not, they notice that something is wrong.
Complex disguises or those with very different characteristics from the person being disguised impose
a penalty of -5. As it is more difficult to pretend to be someone famous, those who know this
people receive bonuses on their Perception tests: +5 for a friend, +10 for an intimate. A disguise
requires at least ten minutes and a disguise kit. Without the kit, you suffer a -5 penalty on
deception tests for disguise.
Insinuation - You can say something to one person without others in the same room hearing.
environment understand what you are talking about. If you pass, the receiver understands your message.
(You can send a note or a message by phone to someone). Other characters can.
make an Intuition test opposite to your Deception test. If they pass, they understand what you are
saying.
Intrigue - You can plant information. The DT varies according to how difficult it is to believe in your
intriga: 20 para intrigas prováveis, 25 para intrigas improváveis, e 30 para intrigas quase impossíveis.
This use requires at least one day, but may take longer, according to the master. If you
fail by 5 or more, the target of your intrigue discovers that you are trying to plant information
respect for him. Even if you get through, a person can investigate the source of the intrigue and get to it.
you. This requires an Investigation test on her part, with DT equal to the result of your test for
the intrigue.
FORTITUDE (VIG) - This skill measures your vigor and physical endurance. Endurance - You use
Fortitude to resist effects that affect your health or vitality, such as poisons and diseases. The DT is
determined by the effect.
SNEAKINESS (AGI) - You can hide in the shadows, move silently, follow
someone unnoticed etc.
Hide - Make a Stealth test opposed to the Perception tests of anyone who might.
notice it. Creatures that fail cannot perceive it (you have total camouflage against them).
Hiding is an action of movement, but you need to end your turn with cover or
camouflage - darkness, foliage, other people with whom one can blend in, etc. If it is
expert in Stealth, can hide using a free action.
Follow - Make a Stealth test opposed to the Perception test of the person being followed.
the victim receives +5 on their Perception check if they have reason to believe they are being followed and
If you are taking precautions (like looking back once in a while). If you pass by, follow the person.
until she reaches her destination.
Hide Item - You hide an object on your body. As a standard action, make a test of
Stealth is opposed by the Perception test of anyone who can see it. Discreet objects or
small ones provide +5 in the test; clumsy or large objects impose -5. If a person searches
you receive +10 on the Perception test.
INITIATIVE (AGI) - This skill determines your reaction speed in dangerous situations.
Act - When an action scene begins, each character involved makes an Initiative test.
They act in descending order of results. In case of a tie, the character with the highest
initiative bonus acts first. If the tie persists, another roll must be made between the
tied.
INTUITION (PRE) - This expertise measures your ability to perceive the intentions of others, your
sixth sense
Perceive Bluff - You find out if someone is lying (see the Deception skill).
Premonition (trained, DT 20) Cost:2PE- You analyze a person to get an idea of their
nature, or character, or a situation, to notice any strange behavior that is
happening.
INVESTIGATION (INT)- You know how to uncover clues and information. Obtain Information- You
you can discover information by questioning people or going to a busy place and keeping
the attentive ears. This use may require from a few hours to a whole day, at the master's discretion.
General information ("What is the name of the owner of this restaurant?") has DT 10. Specific information
("Who is the officer in charge of this case?") has DT 20. Restricted information, which few
people know, have DT 25. Finally, protected information that may endanger those who
answer the question, have DT 30.
Search - You can examine a location to notice useful details. Examine an area of 1.5m
spends a complete action. The DT depends on what you are looking for: a specific item within
a chest full (DT 10), a secret door (DT 20), a very well hidden secret door (DT 30).
You can also find traps; the DT varies according to the trap.
FIGHT (FOR) - This skill measures your ability to fight hand-to-hand, whether with melee weapons or not.
disarmed.
Melee Attack - To make a melee attack, you perform a Fighting test. The Difficulty is the
Defense of the target. If you hit, you deal damage according to the weapon used.
Block (trained) - Once per round, when you are targeted by a melee attack, you can
spend a reaction to block. If successful, you reduce the damage of this attack by an amount equal to
to your Fight modifier with the weapon used to block.
MEDICINE (INT)+- You know how to treat wounds, diseases, and poisons. First Aid (DT 20).
You can spend a standard action to try to stabilize a character who is dying.
making him go back to 1 Life Point. The DT increases by 5 for each test carried out on
same character during the same scene.
Extended Care (competent, DT 15) Cost: 2PE - You treat a person so that they
recovers more quickly. If it passes, it recovers double the HP at rest that day. This usage
It takes an hour and the maximum number of people you can take care of is equal to your Intelligence.
Necropsy (competent) - You examine a corpse to determine the cause and time.
approximate time of death. The DT is 15 for death from obvious injuries, 20 for discreet injuries,
poison or disease and 30 for poisons or rare diseases, curse or other extraordinary situations.
This use takes ten minutes.
Treatment (expert) - You help the victim of a disease or poison with a continuous effect. Spend a
complete the action and make a Healing test against the disease or poison DT. If you pass, the patient
receive +5 on your next Fortitude test against this effect. This skill requires a kit of
medicine. Without it, you suffer -5 on the test. You can use the Medicine skill on yourself, but
suffers –5 in the test.
OCCULTISM (INT)+- This expertise involves knowledge about the Occult, the Marked and
unexplainable situations.
Detect Auras (competent, DT 15) Cost: 2PE - As a full action, you detect the presence
the intensity of Hidden auras of items or characters that are marked within a short range.
Identify Creature (DT 20) Cost: 2PP- With a full action, you can identify a
Hidden Creature that is present, as well as its powers and weaknesses. If it passes, it understands a
characteristic of the creature, such as a power or vulnerability. For every 5 points by which the
test result surpassing the DT, you understand another characteristic. If you fail by 5 or more, you are eliminated.
a wrong conclusion (for example, believing that a creature is vulnerable to Fire, when in
truth is vulnerable to Shadows).
Identify Hidden Object - You can spend a full action and 30 minutes to identify a
Hidden item and its powers, including how to activate it. The DC is 20 for smaller items, 25 for medium ones.
and 30 for larger items.
Identify Hidden Ability (DT 10 +5 for Ability Complexity) When someone uses a
Hidden skill, you can discover what it is by observing your gestures and costs, so you will know.
exactly what the Skill does.
Information - You can answer questions related to the Occult, Hidden Objects, phenomena
extraordinary, writings, etc. The DT is 10 for simple questions, 20 for complex questions, and 30
for mysteries and enigmas.
Listen - You can hear subtle noises. A nearby casual conversation has DT 0 - that is, the
unless there is some penalty, you pass automatically. Hearing people whispering has
DT 15. Listening from the other side of a door increases the DT by +5. You can make Perception tests.
to hear even if you are sleeping, but suffers a penalty of -10; a success allows you to
wake up. Noticing creatures that cannot be seen has a DC of 20, or +10 on the Stealth check of
creature, or whatever is greater. Even if you pass the test, you still suffer normal penalties for fighting.
without seeing the enemy.
PILOTAGE (AGI) +- You know how to operate common land vehicles, such as motorcycles and cars.
Driving - Driving a vehicle requires a movement action and a driving test per shift.
DT is 10 for good conditions (a road, for land vehicles), 15 for bad conditions (terrain)
smooth, rain or wind) and 20 for terrible conditions (terrain with obstacles, storm), which can
increase the difficulty in extreme cases.
TARGET PRACTICE (AGI) - This skill measures your aiming ability, whether with thrown weapons or
with firearms.
Ranged Attack - To make a ranged attack, you make a Shooting test. The DT is the Defense.
to the target. If you hit, it deals damage according to the weapon used.
Aim (trained) - You use a movement action to aim at a target you can see, within the
range of your weapon. By doing this action, you cancel the -5 penalty on Shooting checks against
that target if he is engaged in hand-to-hand combat.
PROFESSION (INT)+- Do you have professional knowledge about a technical trade, such as
mechanic, electrician or gunsmith. Define with the master the details of your profession and what types of
items and equipment it applies.
Fix - You can fix broken items related to your profession. The DT depends on the
item complexity; simple objects (like a hammer or a simple weapon) have DT 15, items
complexes (like a firearm) have a DT of 20 and items of high technology and complexity (like a
computer) have DT 25. Each attempt consumes an hour of work. Repairing requires a kit of
profession; without it, you suffer -5 on the test.
Identify - You can identify an item related to your profession. The DT is 10 for common items and 20
for rare or exotic items. If you pass, you will discover the properties of the item and its price.
REFLEXES (AGI) - This assessment measures your ability to avoid threats that require quick reactions.
Dodge (trained) - Once per round, when targeted by an attack, you can spend a
reaction to evade. You do not take damage if your roll is greater than the attack attempt's roll
of the enemy.
SURVIVAL (INT) - You can navigate the wilderness and recognize and avoid dangers of nature.
Identify Creature (DT 15 + Creature's ND) - With a full action, you can identify a
animal.
Track (trained) - You can identify and follow tracks. The DT varies according to the soil: 10
para solo macio (neve, lama), 15 para solo padrão (grama, terra), 20 para solo duro (rocha ou piso de
The DT decreases by -5 if the creatures are Large or Huge and by -10 if they are colossal.
TACTIC (INT)+- You were educated in tactics, strategy, and logistics. Analyze Terrain (DT 20)-
As an action of movement, you can observe the battlefield. If you pass, you discover a
advantage, such as cover, camouflage, or high ground, if available.
Action Plan (competent, DT 20) Cost:2PE- As a standard action, you guide an ally in
average range. If successful, grants +5 to his Initiative. If this causes an ally who still
if you haven't acted in this round, take a higher Initiative than yours, he acts immediately
after his turn. In the next rounds, he acts according to the new order.
Forecast Movement (expert) Cost: 2PE - As a standard action, make a check opposed to Initiative
from a mid-range opponent. If you win, you can predict their next moves,
gaining +5 in Defense and in resistance tests against his attacks and abilities until the start of the
your next turn.
TECHNOLOGY (INT) - You know how to operate and hack objects and technological systems. If you don't
Having physical access to a computer system's user interface, one should use a hacking kit.
to access and manipulate the system.
Access an unprotected system (DT 10) - You can use a full action to access the
the most basic functions of an unsecured computer system, like a public computer without
defenses or firewalls. If it fails, you cannot try to access the same system again until
get some additional information about him (at the master's discretion)
Hacking (trained). You can infiltrate a secure system to steal information or use it.
system functions as if it were an authorized user. The DT is 15 for common devices, 20 for
professional equipment and 25 for protected systems. At the master's discretion, additional defenses in
the system can increase the DT by +5. It also serves to break electronic locks. The time
necessary to hack a system is a complete action for every 5 points in the DT. This use requires
a computer kit. Without it, you suffer -5 in hacking tests.
WILLINGNESS (PRE)- This expertise involves your concentration and determination. Concentration- When
suffer damage while performing an action that requires concentration, you need to make a test of
Will.Resistance - You use Will to resist mental effects, from Exposure to the Occult
up to Hidden Abilities that attack the mind. The DT is determined by the effect.
TYPES OF DAMAGE
ACID - WHEN TAKING THIS TYPE OF DAMAGE, YOU MAKE A FORTITUDE SAVE WITH DC 15, IF
FAIL, TAKE 1D3 DAMAGE FOR 3 ROUNDS.
ELECTRIC - UPON TAKING THIS TYPE OF DAMAGE, YOU MAKE A FORTITUDE SAVE WITH DC 15, IF
FAIL, STAYS WITH THE BODY SEMI PARALYZED AND SUFFERS -5 IN ALL AGILITY TESTS
FOR 3 ROUNDS.
POISON - WHEN TAKING THIS TYPE OF DAMAGE, YOU MAKE A FORTITUDE TEST WITH DC 15, IF
FAIL, YOU BECOME PERMANENTLY POISONED UNTIL SOMEONE CURES YOU AND YOU TAKE 1D3 OF
HURT IN ALL ROUNDS UNTIL YOU HEAL.