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 novel.

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 enhance realism.

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.

Chance

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.

Character Attributes

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:

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 unusual circumstances.

Weapon Use

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 learn.

Skills

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 Chance).

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.

Hit Types

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.

Game Mechanics

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.

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