Dark Fantasy is a paper based Fantasy Role Playing Game
where players are transported to a Dark Ages world of Magic and Mystery
in a place not unlike Europe
late in the Dark Ages.
The world of Dark Fantasy appears
much like our own though it is touched by fantasy. It is woven with the
stuff of legends and dreams. Life is the bonding of the elements with
the soul and the subtle forces of macic shape the universe.
Dark Fantasy is a highly structured and well considered game that has
been designed to have the best possible mix of realism and playability.
From the Character to Combat to Magic, the rules have been
designed to have a realistic and logical feel. Our aim was to create an
atmosphere that allows the campaign to become a grand tale, worthy of a
In addition to its advanced Character, Skill, Combat and
Magic systems, Dark Fantasy has an unusual depth providing a
great array of miscellaneous rules such as rates of movement, Fire -
its use, effects and ignition rates and capacities of various
materials, Drowning, Falling, Atrophication of Attributes, Rustiness
from lack of use of skills, Effects of Alcohol, Death and Diseases and
Sleep. In addition, Dark Fantasy includes a range of optional
combat rules that may be ignored to simplify the game, or included to
Never again need your game be spoiled with rules
that do not make sense. Dark Fantasy provides the ultimate
environment for escape with your imagination being the only limit.
Dark Fantasy has a standard whereby any chance is determined by the use
of percentile dice. This enables the rules to be far more internally
consistent as well as allowing a "chance" to be accurately represented. Other dice
are used in Dark Fantasy for events such as Weapon Damage where varying results are
required by different kinds of weapons.
The Dark Fantasy Character is a true representation of a person
from general physical and mental attributes to personality, background,
skills and combat ability.
The primary attributes are:
- Speed: Leg Strength (governs speed of movement)
- Strength: Arm Strength (connected to Bulk)
- Bulk: Physical size and weight
- Appearance: Looks (Attraction of opposite sex)
- Agility: Nimbleness
- Endurance: Stamina
- Will: Will Power
- Mind Power: Reasoning ability - includes all mental
- Empathy: Oneness with the universe and Mana.
- Leadership: Capacity to lead and be followed
Secondary attributes for the Character determine how much 'damage' the
character can take in combat. There are three attributes used to represent this:
Body, the ability of the Character's body to absorb Damage, Might, the ability of
the Character to ignore the effects of wounds and not be physically
affected by Damage and Defence, the ability of the Character to dodge blows.
The prime focus of Dark Fantasy is Role-Playing and therefore, in
generating attributes, it does not matter if Attributes of the Character are very
low or very high as the enjoyment of the game is derived from playing those
facets Character. The game offers a choice of two systems of Attribute
generation. The first is to allow the Player to simply choose the desired value of all
Attributes, and the second is to roll dice.
Regardless of the system used to generate the Dark Fantasy Character,
the rule system helps you to develop a logical and complete character that is
exactly the sort of person you want to play. During play, the sophisticated system
for learning makes it possible to continue development of that character
without ever feeling restricted by rules that do not make sense or allow for
A Dark Fantasy Character may use any weapon they choose though their
chance of hitting their opponent depends not so much on their overall combat
skill, but rather their skill they have attained with that particular weapon. Each
weapon has a base hit chance and a rating representing its difficulty to
Dark Fantasy has an advanced skill system whereby the Character may
have any skill and the chance of succeeding with that skill, and the time it
takes for the Character to learn the Skill, is accurately represented. The game has
over 35 Listed Skills and includes rules for the creation of new skills.
Use of Armour
In Dark Fantasy, Armour encumbers the Character while offering
protection by absorbing Damage, and reducing the chance of the opponent scoring a
"Critical Hit". Under normal circumstances, the Armour being worn absorbs some or
all of the Damage done by the blow though in the case of a Critical Hit, the
Damage from the Hit goes straight onto the Character's Body.
Dark Fantasy has separate Armour statistics for the Head, Torso, Arms
and Legs. Each piece of Armour is listed individually along with statistics for
Effective Weight, Protection Value (the amount of Damage the Armour absorbs), and
the Protection Modifier (the reduction to the opponents Critical Hit
The Combat Round
Dark Fantasy operates on a system of 4 Second combat rounds so that
each round represents roughly 1 exchange of blows. In having 4 second rounds there
is no distortion of time and combats tend to last a realistic amount of time.
The Round does not necessarily represent 1 blow for each of the combatants as
multiple attacks per Round are possible, and the Game Master has the option of
adding rounds to a combat where nothing happens.
There several different kinds of hits that may be recorded in Dark
Fantasy; The Mortal Blow, Critical Hit, Body Blow, Hit, Miss, Automatic Failure and
Fumble. The Character's chance of scoring a Critical, Body and Normal Hit are
initially based on the weapon being used, but are then developed by the
Character. All Chances used in Dark Fantasy are represented as percentages. Hit roles
are treated such that the better the roll the better the hit. There is no
black and white hit or miss.
The game Mechanics section of Dark Fantasy covers a great array of
miscellaneous rules such as rates of movement, Fire - its use, effects and ignition
rates and capacities of various materials, Drowning, Falling, Atrophication of
Attributes, Rustiness from lack of use of skills, Effects of Alcohol, Death and
Diseases and Sleep.
In addition, Dark Fantasy includes a range of optional combat rules
that may be ignored to simplify the game, or included to enhance realism. These
rules include detailed systems to cover grappling and overbearing, disarming, use of
improvised weapons, weapon breakage, customising weapons, exhaustion, wrong handed
weapon use, disarming, encumbrance, hit locations, bleeding and combat
modifiers for things such as lighting, terrain, surprise, etc.