You are on page 1of 22

AUTHORS

Luca De Marini & Gilbert Gallo
Based on the Mobile Games Darkmoor and Blackmoor by Mooff Games

EDITED BY ACCHIAPPASOGNI
Graphics and Layout: Luca De Marini
Editing: Francesco Raimondi
English Translation: Annarita Guarnieri

ILLUSTRATIONS
Davide Quaroni

AKNOWLEDGEMENTS
We are really thankful to all the playtesters who believed in this game, everyone who pledged in the Kickstarter
crowdfunding campaign as well as all the gaming associations that beta-tested it.
WWW.ACCHIAPPASOGNI.ORG/DARKMOOR/

You can still support us on Kickstarter! Only a few days are left, hurry up!

http://kck.st/1QWy0GB
Darkmoor RPG is published by:
Acchiappasogno di Luca De Marini e Davide Quaroni - Via Leonardo da vinci 30
27020 TRAVACO’ SICCOMARIO (PV) - ITALIA
All rights reserved.
Reproduction of any of this material without the written permission of the publisher is expressly forbidden.
This is a work of fiction. Any resemblance to persons, organizations, places, or events is to be considered purely accidental.
Made in Italy. First limited edition. Printed in the month of October 2015.
For any further information please write to:
pinguino@acchiappasogni.org

Hi, folks!

is a new fantasy role-playing game (RPG)
that will allow you to live breathtaking adventures with your
motley crew of adventurers!
My name is Duberry, and I’m the brave leader of my group
and...what? Yes, of course I’m the boss, why shouldn’t I...
what? Democracy? When the heck did we...? No, but...okay,
okay! Put that whip down!
Well...ehm...as I was saying, my name is Duberry, and with
my ABSOLUTELY EQUAL PARTNERS, I will explain
’s main features to you!

THIS IS NOT YOUR USUAL GAME

I know, I know! You have already
heard this so many times that you don’t believe it
anymore, but that’s how I had to begin, it’s in my contract! Honestly,
there’s nothing I can do about it.
Still,
doesn’t work like the most popular RPGs
that you may know. There are many substantial differences!

A HUMOROUS FANTASY GAME

is set in a self-deprecating fantasy universe,
full of action and magic, where anything is possible! Giant apes
and huge, colourful pandas train in the art of kung fu in remote
monasteries in preparation for the Steel Fists Tournament. Giant robot toys
chase one another through different parallel dimensions waging an automated
miniatures war. Coins, jewelry and all kind of possible treasures pop out of the
monsters you just killed in dungeons created by crazy robot butlers!

CINEMATIC COMBAT

In
, combat is pure, hyper-cinematic action!
Taking inspiration from Soul Calibur, Fist of the North Star and the Matrix
movies, you will unleash your “epic-named” special moves while the
whole universe stops to watch!
Fighting is based on a variety of factors: your character’s stats, the
Attack and Defence Dice, customized Special Moves created by each
Player, the Symbols that make each Move unique and the various effects
they trigger, and Special Weapons and the bonuses they provide. You will
even upgrade your moves by describing your cinematic actions—the cooler
the better!!

3

TO FIGHT OR NOT TO FIGHT

In
, the game mechanics during fighting scenes are completely different than they
are during non-combat situations. Why? Because it’s COOL this way! And fun. I mean it!
During scenes where you aren’t violently pounding your opponent, everything is resolved
with the Oracle: a six-sided die that helps the Guide (what we call the Referee or Gamemaster in
) develop the Story. The Oracle also provides interesting ideas to advance the Story.
Bringing up your Race, Class , Background, Skills and ... Portrait, you will get Bonus Dice!
If you want to skip all the fun, the Guide can interpret the Oracle through a boring and mundane
“yes-no” answer...or you can use it as intended: taking the suggestions to create plot hooks, outrageous
situations and daunting obstacles that make the adventure more exciting and fun! The only limit is
your imagination!

THERE’S TOO MUCH STUFF: MY BRAIN’S MELTING!
Hahaha! Nice one, young padawan. It’s not difficult; you’ll only need
one game to know everything about
. There’s
also a cheat sheet—only a small one for the whole game—and it is
dying to be put on the table to help you ...at least until the second
game, when you won’t need it anymore and you’ll throw it away!
MUAHAHAHA!

YOUR PENCIL AND ERASER ARE COLLECTING
DUST

is even more fun if you use playing cards,
counters and other colorful tokens that will make your gaming
experience more memorable! The game is specifically designed
and conceived to be played using physical media that help
speed up and simplify combat round management!
Just write a few important things on your character
sheet, such as Symbols and elements used by your
character (so you won’t forget them!), as well as...ah
yes—your cool character portrait!!! Then throw yourself
headlong into action!

MASTER, HE’S CHEATING!!!

Hammer and nails, my boy; hammer and nails for
his coffin.
So what? Is cheating such a big deal? This
is
: in this fantastic world
where the incredible becomes possible
and anything can be a source of
inspiration or comedy, the
important thing is always
and only FUN.

4

The game design of
maximizes the fun and streamlines every other aspect of the
game, generating adventures, enemies and rewards...all in addition to the thousands of ideas offered
by the absurd world of Darkmoor itself!
In
, players are NOT puppets in the hands of the Guide. The Guide trusts them
and enjoys the game, telling the story and describing the NPCs’ actions.
Meanwhile, the players independently manage their turn and their characters, all without the Guide
being forced to follow their every single move. If a player says he scored 25 instead of 23, or if he used
1 Action Point more than he should, is it a big problem? Probably not, but if it annoys you, tell the
player! Otherwise, just go ahead!
Come on: killing a monster one round earlier is not the primary focus of role-playing, at least not
in THIS game! So what’s this game’s focus? Yes, you guessed it: HAVING FUN!
In
, STYLE and FUN always win!

ALL THOSE BLING-BLING THINGS!

The equipment in
is an essential (and humorous) part of your character! It’s
almost as important as his or her Stats, and it’s ALWAYS USEFUL! Your techniques may or may
not involve you using your sword or your ring, but simply wearing them will ensure their Bonus and
Penalties apply to you! Why? Well, because MAGIC, that’s why! They are MAGIC ITEMS: they do
MAGICAL things. Are you happy with this? I thought so. Just remember to never leave home without
a Shield of Pondering Reflections. You can thank me later!

IN SHORT

is a VERY tongue-in-cheek, humorous game. Anything is possible: PCs literally
shine brightly when they level up, they can choose to fail a task on purpose in order to earn more
Experience, and they may belong to any race, ethnicity, profession, class
and background you can imagine. Best of all, you can combine all of
this (and more!) to create absurd and bizarre results! Plus, when you
finally kill the Boss, you will be showered with coins and treasure!
Seeing is believing!

5

Darkmoor is TOTALLY customizable. In the
200+ pages, USA letter format book, you’ll find
just a couple of rules to follow, so the Player can
shape his own Races, Classes, Skills, Techniques
(Martial or Magic), and Equipment. There will be
plenty of examples and suggestions, but they all
explain how to create your own original stuff.
In this document, we’d like to highlight some
of Darkmoor’s features, so that you can better
understand how the game will look like thanks
to your help. Let’s begin with a pregenerated
Character.

fighter able to perform huge combos and take on
several opponents at the same time! Her defense
techniques are not as good, though. It was Raven
who taught her Dragon-slaying Techniques.

RACE

Undying Offspring: an ancient Race from the
East, they are direct descendants of the Elemental
Gods. Akin to the Spirits, they are resistant to
magic, agile, and generally handsome.

CLASS

Lancer: expert at fighting against multiple
opponents while keeping them at a distance;
delivers precise and fast strikes. Quite talented in
guessing his/her enemies’ weak points.

RED SPHINX

A female character with a strong fighting
attitude. She’s strong, fast and determined to
become the best Lancer in the world. She wants
to become at least as skilled as an Elemental
Herald, so that her village will be safe forever at
her return.
Being the secret descendant of the Undying
King, she feels compelled to become the best
warrior under the heavens. She’s fast, precise and
deadly, a Lightning Dragon Slayer, the perfect

GOALS

1. Helping Wraiths, Ghosts and Spirits in
general.
2. Meeting and challenging Raven in combat
again.
3. Beating up NPC Bosses

6

BACKGROUND

Once graduated as an expert Lancer, she left Ethernia to sharpen her
Techniques. Once outside her village, she almost got insane from the
oppressive voices of the Spirits, risking to get lost between our Material
Plane and the Chasm. Raven, one of Darkmoor Elemental Heralds, found
her in the Dark Lands. He saved and trained her, then taught her how to
anchor herself to our Earth. Now she knows tons of stuff about Spirits and
Monsters from this and other worlds.

SPECIAL TECHNIQUES

In Darkmoor, Magic and other forms of mystical energies
are real, and can be used by a Character to unleash powerful
martial or magical Techniques! You can literally create any
special move you can imagine.
Darkmoor uses Symbols to define a Technique: Symbols
are mechanical elements that are activated when a
Technique hits someone. It can be a friend or a foe, since
some Symbols are used to boost up stats or heal someone.
In creating a new Technique (you’ll only find examples
in this book, but you’ll be free to create any Tech that
comes to your mind), you’ll have to balance the cost in
terms of Action Points with the number of Symbols
you want your Technique to acquire! You can create
devastating Combos, use Symbols that will
paralyze your enemy or throw him in the
air! In this Book, you’ll find a total of 38
Symbols! Each one requires following
simple rules that are easy to keep in mind
while playing.

Lightning Bolt

It’s a lightning strike that hits your opponents, even
if they are at a distance from the Character. The energy
beam strikes several times (from X2 Combo to X4 in case
of a critical Die Roll) and possesses White elemental
properties.

Lightning Dragon Punch

It’s an uppercut, as fast as a lightning strike.
Sphinx has to give all she’s got to perform this
Technique, concentrating all of her energy (Extreme
Effort Symbol) in her punch. It possesses White
elemental properties, throws the enemy in the air,
stunning and hitting him several times (from X2
Combo to X4 in case of a critical Die Roll).

SAMPLE SYMBOLS

Here you’ll find some of the Symbols used by
Sphinx’s Techniques. In Darkmoor you’ll find a full set,
but these are just examples so that you can have a look at
how they work.

7

X 2xCombo: the attack inflicts 2 Combo

In doing so, Sphinx declares that she’ll use her
“Friend of the Spirits” Ability to receive an
extra die in her Oracle Roll. Now she’ll be rolling
two six-sided dice instead of one, and she’ll be
allowed to pick the result she likes the most (even
if she might not always opt for the highest score).

Points and one extra Damage. There is a
cumulative effect in the case of Moves repeatedly
carrying this Symbol.
Distance: this Attack hits the opponent
even if he is at a distance from the Character.
Facing this kind of attack, a distant defender can
counterattack only with another attack, using the
Distance or Dash Symbol.

BACKGROUND, RACE, CLASS,
CHARACTER PORTRAIT

Everything’s customizable in Darkmoor. When
creating Red Sphinx, Luca had to write everything
from scratch, drawing from his imagination: In
Darkmoor you won’t find any pre-generated
Classes and Races, only some examples of what
you can create!
The coolest thing is that, just like we’ve seen for
the Abilities, each time a Character will be able
to describe how his Race, Class or Background
experiences will help him solve the situation, he’ll
receive a Bonus Die to the Oracle Roll. You can
use one of your Character’s descriptors only once
per Scene, though (and you get Experience Points
by doing so).
You can even use your Character’s Portrait in
this way! Do you see something in the portrait
(that you had to draw by yourself, that’s the rule!)
that might help you? Good, describe it, then, and
you’ll get a Bonus Die! Of course, you can get
multiple Bonus Dice for the same action. After
rolling, you’ll choose the score you like best!
Why would you want to choose a low number?
Well, because it will probably generate a funny
situation, cause some trouble... and let you gain
extra Experience Points!

Launch: the opponent gets thrown in the
air. The following Attack must be different and
will automatically hit the target (your opponent
won’t even roll the dice). Whatever the outcome
of the following Attacks, the opponent will fall
down receiving 1 non-absorbable Damage and
will have to get up (expending 1 AP, as usual).

ABILITIES

In the Darkmoor RPG, each time a character is
in a situation where he can use one of his abilities,
he gets a Bonus Die in the Oracle Roll, used to
determine the outcome of a Character’s actions.
If the Character is in a fighting situation, he can
choose to activate the Ability’s Symbol instead
of obtaining a Bonus Die for the Roll! Abilities
can be chosen freely. You can write on your
Character’s sheet anything that comes to your
mind, from “skilled burglar” to “fatal seduction”.
Sphinx has an Ability called “Friend of the
Spirits”. In any situation in which she can ask
for the Spirits’ help, she can describe the way
she uses her Ability.
For example, let’s say that Sphinx is looking for
someone in a labyrinth. She could describe
her action like this: “I try and concentrate on
the silence and the darkness of this place. I try
and talk with the Spirits and ghosts that are
wandering in this dungeon!”
- Listen to me, oh spiritual
creatures and undead souls.
I’m looking for a living being,
a person who got lost in this
labyrinth, and I need your
assistance! Tell me what you
know and I’ll help you transcend
to the other world in peace!

GOALS

Every Character needs a reason to go
on adventures. Why does he travel,
what is he seeking? You’ll have to
define some Goals for your PC, and
you can write up to three Goals in
this field of the Character Sheet.
Once again, it’s all up to your
imagination.

8

EQUIP CARDS

Darkmoor’s Equip Cards are 100%
customizable, thus allowing you to generate any
kind of Equipment. The balance system here is
very easy to understand: you just have to play a
little with weight, level and cost (that is, money),
so that you will be able to produce your ideal
Equips.
Just like special Techniques, Equips add some
more Symbols to your character’s arsenal! You
just have to specify if your Equip is a Weapon, an
Armor (or protection in general), a Jewel, or even
a Familiar. We’ll discuss Jewels and Familiars in
another update; right now, let’s just talk about the
first two kinds of Equips.
You use Equip Cards to enhance your
Character’s stats and get more Symbols to use
when needed.

CHARACTER SKETCH

However, the Sketch is really important, too! In
fact, in a very similar way to what happens with
Class, Race and Background, when you describe
how your Sketch can help you in a situation of
any kind, specifying something related to its look,
you get a Bonus Die to use in an Oracle Roll! And
yes, you’re guessing right. You have to draw it by
yourself!
Since this sketch will be essential for
Darkmoor’s game mechanics to work properly,
be sure to draw it, even if you cannot draw. It will
be of great benefit to you, I promise!

Just keep in mind that there are Recursive and
Conclusive Goals. The first are those Goals you
can repeat several times during the same adventure,
and each one is worth 1 Experience Point (EXP).
Sphinx, for example, wants to “Help Wraiths,
Ghosts and Spirits in general” and “beat very
strong people (NPCs Bosses)”. She can perform
these tasks as many times as she likes.
However, she also has a Conclusive Goal:
“Meeting and challenging Raven in combat
again”. Raven is her master, and an Elemental
Herald of Darkmoor. Characters get 5 EXP from
reaching a Conclusive Goal, then they can set
themselves a new Goal.
Experience points serve the ancient, usual
purpose: to level up, of course! This time, the
tweak is that your character actually glows
when he does! Upon levelling up you also chose
how to improve your character’s sheet: you can
improve Attributes, Attack or Defense die, gain
a new Ability or Technique, get more Life Points,
improve one of your Techs... there are tons of
options to choose from!

HERODE SABERPUNK

This Equip comes from a character created by
Daniele Fusetto. His name is Herode Saberpunk
and he’s a fighting Little Pony. This is the original
article we’re going to translate for you soon!
As you can see from his portrait (sketched
by Daniele himself, of course), he’s some sort of
humanoid Little Pony who does lots of workout.
He’s got thin fangs, large ears, and lots of tattoos,
not to mention his skin’s light blue.
Should Herode need to test his hearing abilities
in a scene, Daniele could say something like:
“Herode’s got wide ears, as you can see from his
portrait. This lets him perceive any kind of sound
from a long distance!”
In doing so, Daniele will use an extra die in his
Oracle Roll! The same goes for Herode’s muscular

9

strength: if he had to attempt to intimidate
someone, Daniele could resort to this aspect of his
character to use an extra Oracle Die!
And now let’s have a look at Herode’s Equip
Cards!

Sadness-Gem Blade

[Symbols: Smash, Enchant; Weapon; +1 Attack;
Weight 3; LV 1; 10 Coins]
A two-handed long sword with three gems set
in the blade. Those are powerful treasures from
the world of the Little Ponies: Ruboring, Hatist,
and the violet pearl of Friendzoning. The joint
power of these tree gems sort of frees those who
are attacked by this weapon from any feeling of
resentment. That’s why it has +1 in Attack, and
the Enchant Symbol.

Just a Chainmail, with a touch
of color to it

[Symbols: Ultra-Agility; Armor; +1 Defense; Weight
2; LV 1; Life Points 5; 10 Coins]
Mom’s scarf on top of an orcish chainmail my
dad gave me and that’s it, I have a cool armor that
makes me swifter, and increases my awareness,
too. Since it’s made of orcish metal, it’s also very
durable.

10

DARKMOOR (ECONOMICAL)
DICTIONARY [D (E) D]

Hail Adventurers! We are proud
to show you some extracts from the
Darkmoor (economical) Dictionary,
the official guide to this setting’s
Special Features. Today we start with
a Vicious—I mean Very Important—
Personality: Lord Blackmoor himself!
Stay tuned, more coming soon...

Lord Blackmoor
Also known as the Dark Master, the
Creepy Lord or the Evil Puppeteer,
Lord Blackmoor is the meanest,
most evil villain who ever walked on
Darkmoor. Despite the fact he’s now
dead, nevertheless his evil presence is so
strong that whoever says, thinks or even
reads his name is unavoidably struck by
bad luck. Yes, my dear reader, this will
happen to you as well! Too late to look
away now!
He scourged Darkmoor for so long
time, that scholars argue on the exact
starting date of his evildoing. His true
identity too is still a debated subject.
He was defeated and killed many times
during history, yet he always found a
way to be resurrected to bring evil to
Darkmoor once again.
The last hero who managed to defeat Lord
Darkmoor was Benjamin Kenobi (the former
“Ben the greatest”, who after some years became
“Knight Ben” and now is also known as “Old
Ben”).
Nowadays, some “so-called” heroes led by
Duberry pretend they found a definitive solution
to prevent Lord Darkmoor never-ending
resurrections for good, nevertheless the number
of followers of the Creepy Lord increases steadily.
Did Duberry really find a way to defeat Lord
Darkmoor once and for all? Or will he show up
on Darkmoor once again? It’s up to you to shape
Darkmoor’s destiny!

H.O.S.T. (Humanoid Organizer
of Settlements and Tunnels)

H.O.S.T.s are artificial (living?) beings created
by the Crafters Guild in order to create houses and
furniture from raw materials. Eating raw materials
(wood, stone etc.) H.O.S.T.s defecate processed
materials (doors, windows, marble slabs etc.).
With their incredible telekinetic powers, they are
able to move and assemble these “excrements”
according to a coherent plan customizable by their
“master.” Their metabolism is so fast that they
are able to create a 300 square feet apartment in
a day, full optional: luxurious furniture, efficient
water system and even sophisticated alarm
systems! If properly fed, H.O.S.T.s breed (with a
really uninteresting mating ritual). The spawning
happens within 24 hours. From 4 to 6 H.O.S.T.s
are born from a single spawning - and they are
immediately operational.

11

g-H.O.S.T. (Gone-mad Humanoid Organizer of
Settlements and Tunnels) a.k.a Ghost
Alas, something went wrong. Some people believe that, as it happens even
in the best families, H.O.S.T.s of the last generations were born “defective”.
Others believe that the evil influence of Lord Blackmoor tainted H.O.S.T.s’
minds too. Or that the Demiurge, tired of the extreme perfection of the
H.O.S.T.s, decided out of the blue to change their nature. Whatever the
reason, all of a sudden, H.O.S.T.s changed. The “newborn” ones no longer
followed the orders of their “Masters”, but began to dig tunnels and build
doors, traps and furniture in a totally random way. When Darkmoor’s
inhabitants became aware of this phenomenon, they tried to block the
H.O.S.T.s, but many had fled away and it was not possible to try and
contain them, given the extreme speed with which they reproduced.
This “new type of H.O.S.T.” was renamed “G-Type H.O.S.T.” or more
briefly Ghost (Gone mad-Humanoid Organizer of Settlements and
Tunnels). Slowly and inexorably, the Ghosts spread everywhere on
Darkmoor, creating environments that initially had no logical sense.
Then a weird coincidence morphed these environments into “death
traps” from which it was very difficult to get out alive. Nowadays, most
of the so-called “dungeons” are created by G Type Hosts: these out-of
control entities lay treasures in places difficult to access and protect
them with deadly traps.

MICHAEL INN’S GUIDE TO
DARKMOOR’S LOCATIONS

Darkmoor is a land full of great places where you can eat
good food, drink tasty wines and enjoy yourselves. There are
also cheap and poor places, however, where you waste your
money and risk your life, too. To help adventurers find
their way through both the “must-see” locations—if
looking for plunder, or for a hearty meal—and those
to “avoid absolutely” if you value your life, we asked
the famous adventurer (and self-proclaimed culinary
expert) Michael Inn to share with you some excerpts
of his refined “Michael Inn’s Guide”. With the
help of a precise “starred” rating system, it will
allow you to figure out which locations are
truly worth a visit, and which ones you should
better avoid. Don’t waste your time looking
for geographical directions, because you
won’t find any in this book. As Michael
himself says: “More than half of the
satisfaction you get from a good dish
comes from discovering it by
yourself.”

12

The Drunken Prawn Pub
“Yet another old and shabby tavern where rogues and ruffians
drown their sorrows in alcohol” - Michael Inn
The Drunken Prawn Inn is one of the worst
bandits and thugs’ den in Darkmoor, but the
house’s potato flan minimally compensates the bad
company. It’s usually attended by the gang of the
half-orc Bulcrux, a giant of few words and with a
bad, fiery breath. Only a few people ever managed to
survive his “Drunken Dragon’s Breath” special move.
Luckily, you rarely see him
there, cause he often sends
his two favorite henchmen
to do the “dirty job”: Rowario
“the barrel chucker”, a former
longshoreman who decided to
walk away from the law, and
Zurl, known as “the one who will
die doing what he likes”. So far no
one ever dared to ask Zurl the reason
for his “nickname”, but the fact that
he’s always angry suggests that he has not found a
good reason to die yet.
Shortly said: if you love potato flans, if you want to get info from the underground,
or if you want to personally meet Bulcrux and his henchmen, the
Drunken Prawn Inn is THE place for you.

CUSTOMERS:
UNDERGROUND INFO:
MICHAEL INN’s FINAL RATING:

13

The Lighthouse Tower
“The best place where to learn how to slice Sashimi” - Michael Inn
For centuries, the Lighthouse Tower has been a meeting point for all the
ships plying the Grayguild Sea. Over the years, it became a flourishing hub
where merchants exchanged goods... and recipes from all over Darkmoor. A sad
day, however, a ferocious gang of Easterners murderers (known with the infamous
epitome of “Ninjas”) came from far away and took possession of the lighthouse,
imposing a heavy toll on all passing ships and turning those who were once “bilateral,
hard bargaining trades” in “silent, unilateral appropriations”.
The “spiritual” chief of the gang, known as Porkulator, is a true legend among
oriental cuisine lovers. Those who has had the great honor of seeing him describes
him as a big, red feline eye floating in the air, surrounded by dozens of sharp swords
with different, exotic shapes. Some say he might even be some sort of G.H.O.S.T.
rather than a living creature.
His “Sashimi Storm” technique is passed down through centuries by certain
eastern cooks, who first invented the art of slicing raw fish. Unfortunately, Porkulator
is closed in the rooms of the highest tower where he strives to improve his technique
with immense patience, surrounded by the treasures accumulated in years of Ninja
piracy. Adventurers who love good food, alas, to reach master Porkulator you must
first defeat gang’s minions and its “Daimyos”: Macabre “the Dark One”,
Damien “the Invisible One”, the “Sishima” twins and finally Eagle, the
undisputed leader, who has the annoying ability to copy your own moves
with disarming perfection.
Even I, Michael Inn, had to pull back before challenges such as
these, but if the spirit of the kitchen burns inside of you, I urge
you to succeed where I failed myself.

NINJAS:
CULINARY CULTURE
MICHAEL INN’s FINAL RATING:

14

THE ORACLE

During your adventure, whenever you need to know if your actions will succeed, fail or complicate
the situation in some way, you can “consult the Oracle”.
It is a system which gives automatic suggestions and will help you to get new ideas and make any
situation a little more impredictable. Just see it as your narrative compass. The Guide (Darkmoor’s
Game Master) will intepret its answers, embellishing them any way he / she wants, and giving free
rein to imagination.
Of course, since Musha Shugyo was a game focused on martial arts movies-like fiction, its Oracle
wasn’t designed to generate weird, or funny, situations. Darkmoor’s Oracle is.
Let’s make an example that will be clear to all who play Musha Shugyo. A really easy one: remember
what happens in MS when you roll 1?
Not good at all: absolutely negative result. You must not even think about it, it is simply impossible, wrong
place, nobody knows anything, a total failure.
When you roll 1 in Darkmoor, the situation gets grossly worse
and you really make a fool of yourself, or totally misunderstand
something important. For example, the Guide may come up with
some totally wrong hint about what you’re investigating!
All the players at the table know you failed miserably,
but their characters don’t, so you have to interpret the scene
according to the results you got! This will surely make things go
haywire in unpredictable ways. You may misinterpret a situation,
mistake an enemy for a friend, and so on.
Each time you roll your Oracle, you have the chance to
describe how your Race, Class, Background, Abilities,
etc, will help you in that task. This will give you extra dice
for the Oracle Roll and you’ll be able to choose the score
you prefer.
You might notice we didn’t write “choose the highest
score”. In fact, if you choose a lower score, thus
allowing the Oracle to produce a
funny situation, or complicate
the scene for you, you’ll gain
a number of EXP equal
to the highest die you
rolled, minus the value
of the one you’ve chosen.
Let’s say you roll 6, 3, 2,
and choose 2. Things will get
funnier, and harder for you,
but you’ll gain 6-2 = 4 EXP!
So, you’re always torn
between succeeding and getting
more EXP by partially or grossly
failing. Each time you roll an
Oracle Die, the other players wait in
trepidation, wondering not only if you’ll
Roll a high score, but also if you’ll go with it,
or choose a lower one!

15

PARTY FIGHT

As for fighting scenes, it’s true that Musha
was designed mainly for 1vs1 fights, or 2vs2, etc.
Darkmoor is BASED on MS’ system, BUT it has
been highly customized having a party of heroes
in mind!
With a very simple NPCs managing system,
the Guide can easily handle even 3 vs 20 battles!
It’s really been customized a lot, yet if you played
Musha Shugyo, you’ll find yourself at home
immediately. Action Points, Special Points,
everything works the same way for all PCs, but
NPCs are extremely simpler to handle.

ATTRIBUTES

In Darkmoor, RA, AT and DE (Rapidity,
Attack and Defense) are 3 out of 5 Attributes. The
new ones are Will and Equilibrium (WI, EQ ),
an innovation first introduced in Agon WWII,
an outstanding Musha Shugyo RPG hack we’ll
try and translate as soon as possible.
In any Scene, you can use Will to boost your
physical and practical actions (related to your
body) and Equilibrium to do the same with
spiritual, notional, or non-physical rolls (related
to your senses, intelligence, notions, sixth sense,
and magic).
As you can see, those Attributes have extra
circles: you can spend them to roll extra dice, but
then you need time to regain WI or EQ points.
In some ways, those Attributes are also related
to your psychological alignment. Are you more
materialistic and determined to do what you
need to, no matter what, or are you nearer to your
spiritual side, therefore more gentle, calm and
composed? It is related to a negative vs positive
mind approach, too.

CHARACTER’S DESIGN

As for Race, Class and Background, you can
freely describe them. You don’t have to calculate
any point. You can create your Character’s Race
drawing from your imagination only, or use
something you’ve seen in movies, books, etc.
Have a look at Herode Saberpunk (described in
the previous pages). He’s some sort of human
Little Pony! A weird race indeed. Once you
imagine something, just write down a little
description in the “Race” field of your Character
sheet. For example: a breed of very muscular, fast
and strong creatures. Little Ponies also have very
keen senses, and an affinity to magic. Element:
Black.
Every Race except humans has a Magical
Color. They are used to determine magical
resistance and weaknesses. Whenever you are
in a situation where you may make use of the
description of your character’s Race, just describe
how it will be useful to fulfill an action, and you’ll
get a Bonus Die!
Example: Herode finds himself facing a very thick
wooden door. It’s locked. Daniele (Herode’s Player)
says: “I’ll smash it using my superhuman strength! I’ll
kick it with my stone-hard hooves!”

16

Of course, Herode will have to try an Oracle Roll.
Many things may happen if the action doesn’t go as
predicted: for example, he may produce too much noise,
attracting unwanted attention. Luckily, Herode’s using
his Race’s capabilities, therefore he gets a Bonus Die.
Just to be sure, Daniele decides to spend a Will point,
too, and get another Bonus Die (this is a physical action).
Now our hero can Roll 3 dice for this Action, and choose
the score that best suits him.
You can use your Character’s Race only once
per Scene. It works the same way for Class,
Background, and other Abilities. Of course, you
could even spend several of this capabilities in
the same Action, and add them to your Will or
Equilibrium die. Also, remember that Herode
may even decide to deliberately complicate his life
by choosing a low dice result, just to gain some
extra EXP

PREFERRED SYMBOLS

The “spare Symbols” are called Preferred
Symbols, and in combat you can add them to
your attacks or defenses whenever you like. Only
remember, there’s a limit: Preferred Symbols
are free only the first time you use them during
the same Scene. If you want to use one of those
Symbols again in the same Scene, you have to pay
an extra Action Point.
Preferred Symbols are used to describe specific
capabilities of your Character, his fighting style
or even something related to his Race!
For example, Herode has the Powerful
Symbol. That’s because he’s very strong and
muscular, therefore he can add Powerful to some
of his attacks whenever he pleases! He wants to
represent his iron-hard hooves somehow? No
problem, he just has to add the Ultra Hard
Symbol, for example. As you can see, in the
Darkmoor’s system anything can be translated in
rules! And it’s really easy to do so.
Of course, you have some points to distribute
when you build your character. There are some
restrictions and some freebie points too.

THE BLACK BOOK

The Black Book Deck is an optional cards deck
for Darkmoor RPG containing tons of NPCs, ready
to be used in any adventure! Monsters, ninjas, living
skeletons, and any other kind of creature you may
find in Darkmoor’s world.
You can draw a card whenever you need a
random enemy for your Playing Characters,
or you can create brand new Monster Cards
yourself!
In Darkmoor, NPCs are described just by a
single value established by the Guide (used for
every fight roll) and a bunch of Symbols (only for
expert NPCs) that they’ll be using at will in battle.
Of course, one or two Magic Elements are defined
too.
And the Black Book Deck is also a standard
poker cards deck! This way, not only you can play
with it, but you can also use it to create random
adventures thanks to Darkmoor’s automated
adventures plot generator!

In the book you’ll find a list of NPCs (not only
monsters, there are Ninjas and Thieves too) with
a description and simple stats only. Only a few of
them will be illustrated, the rest will just have a
written description, and a very brief list of game
mechanics!

17

SILENT CAT BELT

Crafted with a special stuffed animal infused
with the magical stealth power of kittens, it will
let you move like a ninja. Silent, lethal, swift!

AMMO PIGGY

This cute little Familiar will EAT your enemy’s
ammo or energy attacks, sending them back to the
attacker.

BURNING RAZORBLADE

Got problems with the Air element? No
problem, this white-hot blade will remove any
superfluous air! And hair too, just in case.