Darker Skies 3.2

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11 Δεκ 2013 (πριν από 3 χρόνια και 7 μήνες)

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Darker Skies 3.2







Authors:

Tom Scott: Alpha
-
> 3.2

Will Bennett
: 3.1
-
> 3.2




Darker Skies 3.2 Rules

Released: January 2013

Page
1

of
172

Darker Skies 3.2 ©TomScott

Edition 3.1/3.2 co
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written by Will Bennett

INTRODUCTION:

Welcome to the universe of Darker Skies, a sci
-
fi fantasy RPG where you are a captain of a spaceship.

In the aftermath of the Emperor’s
assassination and the dissolution of the Empire, you find yourself
in Hostile space. Rally together with other captains, expand your armada, and battle vicious enemies
or turn them to your cause. You are the captain, you make the decisions.

MAP OF THE GALA
XY:





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THE FACTIONS:

T
HE EMPIRE OF SOLARIS

The Empire was founded in 2249 after the successful conquest of Earth and its surrounding planets
by the Great Britain and its allies. The
Syrachs

were the first aliens to make contact with Humans and
the two races have become like brothers. After the Genetic tune
-
up the
Syrachs

eliminated all
known diseases and most of the signs of ageing from the human genome making humanity stronger
and more infl
uential in galactic politics, after a few hundred years the
Syrachs

and humans merged
their empires and renamed their land the Empire of Solaris after Sol the star from the Human
system. With their capital planet Earth, Origin of the Human race, the Empire

of Solaris strive to
bring order to the galaxy and keep space safe for all mankind. This however, has made enemies with
other military races such as the Voglions and the Mekanites. The Imperials believe in complete and
unwavering order, justice and equali
ty between the Civilised species (Humans, Syrachs, Vezailians,
Zotrons and when small pockets of the ancients appear, Ananaku and Precursors) this generosity is
not shared among ‘lower’ and uncivilised races and they are often forced into slavery to fuel t
he
imperial war machine, and keep the empire’s economy in good shape.

After 1000 years of glorious
rule, the Emperor was assassinated by the ex
-
imperial General Malek Fastom and with no heirs, and
no clear choice for a replacement The Empire has since bee
n divided between two people, A Human
Star destroyer captain, Osiris Setro and a Syrach politician, Ra Man Getris. Both men are ruthless and
unforgiving, but are kind to their loyal subjects and generous to their most loyal soldiers. They are
always on the

lookout for fresh imperial troops, and talented assassins to deliver the Emperor's
justice.



-

Silver Sentinels: If information is power then the Silver Sentinels are amongst the most powerful
people in the galaxy. Created to keep tabs on corruption, tre
ason and large scale crimes the Silver
sentinels are the MI5/CIA of the 32nd century.


-

Screaming Daemons: Fluff about Screaming daemons and how kick ass they are in space and
boarding combat, undefeated in space combat since they were established. They w
ill never fight
against a rebellion force with Malek fastom is present.


THE REBELLION


The Red Rebellion, or the Red Plague as the Imperials like to call them, are a coalition of various
races of the galaxy, their aim is to free the galaxy from what they see as the oppression of the
Empire, and the indoctrination of the Zoena. They frequentl
y work alongside mercenaries and the
Dark Star Alliance, as their combined forces are far more powerful than either the Zoena or the
Imperial fleets. Their leader Dregna Therim is a 1st Gen Mekanite who was once a Human/Mistair
hybrid.

His ship ‘The Daunt
less’ is an enormous star destroyer forged in the depths of Mekanor. The
second most powerful general in the Red
Rebellion

is Malek Fastom, a former Imperial commander
and the very man who killed the emperor. The Red Rebellion is frequently on the lookout
for worthy
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mercenaries, Privateers and potential rebellion recruits
.


-

Iron curtain: The largest tank
column

in the galaxy, previously unbreachable fortifications have
fallen in mere hours to the massive crushing power of their artillery cannons, built as

part of a
counter
-
attack force on Monoceros the Iron curtain now numbers 80,000 Crawlers all armed to the
teeth with the best the rebs can get
their

hands on. Veteran tank commanders and a
knack

for quick
thinking make this unit extremely hard to defend a
gainst. Listed in one of the reasons why the
imperials were more than happy to accept temporary peace treaties in years past.


-

The Red Dawn: Malek fastom's elite soldiers and personal guard, highly adaptable they are trained
in space, planet
-
side and boa
rding combat, they are taught to pilot every vehicle in the red rebellion
arsenal and any captured vehicle they can get their hands on, highly secretive the Red dawn always
follow Malek wherever he goes and will never fight against the Screaming Daemons, n
o matter what
the cost.

THE DARK STAR ALLIAN
CE

Often just called the Alliance and sometimes The Legion of the Forgotten, this mix of Human,
Mistair, Dreg and Mekanite peoples, believe in advancement through technology, and thus are best
equipped faction in

the galaxy, they control about ¼ of charted space, and have an armada that
easily matches that of the Red Rebellion. Dark Star Ships almost always outgun their Imperial
counterparts but rarely outnumber them. The Dark Star Alliance team up with the Red Re
bellion
often to keep the relentless Zoena and the corrupt Imperials away from their space, and from
invading uncharted territories. The Furer of The Dark Star Alliance is a Mistair called Samoht Gaiden
who is known by his peers as ‘The Dark one’ his elite

squadron the Fallen Falcons are the stuff of
legend. Samoht is always on the lookout for skilled fighter pilots and expert engineers.

-

Striking Shadowfists(SS): The Dark Star's state sponsored assassin's guild. The SS are experts in
stealth and were inst
rumental in the creation of the Dark field shielding which makes the Dark star
such a formidable fighting force. SS operatives are trained in hundreds of different martial arts and
stealth tactics to condition them for the kill, they are ran through intens
ive live ammo training where
they must attempt to kill a real person (usually a captured imperial or red rebellion 'volunteer') this
brutal course of training has been known to produce the most efficient and effective assassins the
galaxy has ever seen.


-

Stormtroopers: The Stormtroopers are the military machine of the Dark Star Alliance. Possibly the
best armed and armoured
foot soldiers

in the galaxy the Stormtroopers are a sight to behold. They
thrive on a planet's surface where they use years of traini
ng and high
-
end equipment to put down
the enemies of the Furer. One example of this was on Lorinthan where despite being massively
outnumbered and cut off from their reinforcements they defeated a voglion ground force at odds of
20/1 (
that’s

20 voglions to

every 1 D
ark

S
tar stormtrooper).


-

Fallen falcons: The Fallen Falcons are the Furer's personal squadron; an elite group of Command
carriers loaded with starfighters and advanced starfighters fitted out with the most advanced
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equipment in the galaxy. Ther
e are tales of this squadron taking down an entire Voglion Battle Fleet,
a Syrach Colony, and an Imperial Star destroyer escort all in one Attack!


THE DISCIPLES OF ZOE
NA








A Religious sect that began some 4000 years ago; The Zoena have eradicated 40% of religions in the
galaxy and has converted a further 25 %, This makes them on of the most powerful factions to
reckon with. Their priests are not allowed to draw blood, but t
hey are allowed to blow unbelievers
into atoms, their leader is the Prophet Sagus a talented Zotron monk who has magical powers
beyond that of any other known humanoid, he controls his vast legions of religious fanatics from his
command carrier ‘True Faith
’ The Disciples of Zoena have the largest amount of troops out of all the
factions, yet they hold the smallest amount of territory, this is because many of their followers
reside within Imperial, Rebellion and Alliance territories. The Disciples of Zoena w
ant to convert the
entire galaxy to their faith, if you are unlucky enough to come across them the only way to convince
them to not ‘purge’ you is to renounce your faith and oaths and join the Zoena cause instead, Zoena
will never accept a bribe from a non

Zoena
-
affiliated captain.

THE CROWNKINGDOM OF
VOLGARISS


The Crown Kingdom of Volgariss was previously known as the Voglion Empire, this highly volatile
empire consists of only one species, Voglions. As most Voglions only see other species
as a food
source it was inevitable that an empire would rise up from their Home world in an attempt to
destroy the other weaker races. The Current Crown King is Bromgen Voljak a Voglion of huge size
and strength. Even by his own species’ standards, he is a

veritable Gargantuan, standing at an
imposing 10ft 2 he towers over his subjects, which is why he has become the longest running
monarch ever to have sat on the Voglion throne. The Crown Kingdom will never accept a non
Voglion character into their ranks,
there is no reasoning with them either, if you aren’t Voglion then
you’re food, and it’s as simple as that. The Voglions have out dated and ineffective star ships, but are
far superior to other races when in close combat.

THE ORDER

OF THE VARANII

A secreti
ve and mysterious people who harness an ancient magic that predates recorded history
known to those

who practice it as 'The Vim' o
ften re
ferred to as a cult by many. The Varanii warriors
are greatly

respected in the Imperial sectors as a
neutral
peacekeepi
ng force for good. The
Grandmaster of the Order is the last surviving member of the 9th Legion of the Empire, which
vanished over 2000 years ago, but his name is unknown and even the highest ranking Varanii Knights
address him as 'my lord'

and 'Your eminen
ce'. The
Varanii

Order has the fewest members but has

the most protection for its members as each member is a valuable asset that the Order has spent

a
great
amount of

time and money on in the past.

-
Templars: The Varanii Templars are the passive aggressiv
e side of the Varanii order often
specialising in skills that protect them from harm. As a defensive force the Templars are unmatched.
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Yet despite their more passive tendencies Templars are not without a reputation for being able to go
on the offensive.
On
e instance in particular demonstrates this; the events were set into motion by a
fleet of murk
-
tainted warships commanded by a dark and unforgiving cult
. They

entered a neutral
system and started causing mayhem and destruction. The cult's goal was the near
by frontier world
Sodom IV, this highly populated frontier
planet
had very few defensive capabilities and the only
combat trained group within 4 cycle’s flight was a small contingent of the Templars. The few
settlements outside of the major cities where de
stroyed in a couple of days. The Templars were
deployed in the Capital New Cairo; little is known of what followed other than reports from several
survivors who stated that 'Men with glowing swords saved us.'

Despite giving credit of the defence
of Sodom I
V to the planet's local government the Templars must have performed many heroic deeds
and slain hundreds of corrupted cultists, from what is known of the wounds sustained by the dead
only a staggering 1 in 50 were killed with conventional weapons, the othe
r 49 were killed with a mix
of vim magic and vim blades.

-
Hussar:
The Hussar Varinii are never to be taken lightly. These vim users are experts in offensive
combat techniques. They will always attempt to engage at close quarters and they are known to use
a
bilities that are quite capable of killing even some of the most veteran soldiers. The Hussar Varinii
have proven time and again that a small group of 2 or 3 talented and well trained warriors can be
more devastating than a whole platoon of regular soldier
s. Hussars are often sent out to actively
search and destroy Varanii rouges and other destructive forces magical and non
-
magical alike. These
warriors are exceptional when it comes defeating the enemy with speed, fury and minimal losses.


FOXNET SYNDICATE


A secret society forme
d by the legendary Scarlet lady,

codenamed:

Foxnet
,

an ex
-
imperial spy who
found a life of crime preferable to a life in servitude to the Emperor.

The Syndicate is even r
umoured
to have aided Malek's assassination of the las
t emperor

amongst many other an
t
i
-
imperial acts. She
also was implicated in the siege of Belariana IV where she supposedly had the gates opened from
the inside, ensuring an imperial victory on the planet. The syndicate's motives are unknown and
their methods are ha
rd to
track but we know they exist, we know

that their pockets are deep and
they are thriving
in
the
perpetual
chaos the galaxy is currently in.

If you are fortunate enough to
know anyone from the syndicate pray you stay in their good books because the len
gths and
capabilities of the Foxnet are yet to be tested.

GAME MECHANICS

Players begin by creating a character who will be the captain of their ship, using the character
creation chapter. They must choose a race, occupation and create a back story for them
. Then the
GM (game master) decides an amount of credits (default = 3000 Cr) and each player receives that
amount and any additional credits awarded for previous characters, current occupation or elements
within a characters back story. The players must th
en buy equipment and a vessel with the money
they have been given starting ships are restricted to tier 1 (unless the GM decides otherwise) and
come equipped with no weapons, fossil fuel engines, no shields and 1 steel hull strength (which can
be converted

into any other material if you buy extra hull points like so: Hull points given at start =
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hull points bought +1.

After the ship has been chosen the players must then buy and equip their ship with shields
appropriate weapons additional hull points from t
he lists provided and purchase weapons for the
crew members and captain.

The GM then chooses a suitable situation to commence the mission, you can use your own
imagination, but here are a few ideas to help you out:



The GM is one of the survivors of a
raided space station and needs you to help him/her get
revenge.



The GM is an Ex
-
empire officer of high ranking and wants you to help him/her to regain
order in his/her area.



The GM is a clan/family member of one of the players, who need help after the empi
re falls.

THE BATTLE BEGINS

After a suitable scenario has been chosen the players must decide what to do, as the sector they are
in is particularly hostile they are bound to come into contact with raiders and pirates (The GM plays
these enemy characters, a
nd decides when they appear, usually depending on something the
players does, e.g. scans a piece of space junk only to find it’s a lost probe from a raider vessel). When
enemies appear each player has to choose what they are going to do facing this new adv
ersary.

After choosing what to do, the GM plays out what happens, for example, the player chooses
persuade, and then chooses he/she wants them to join their armada and passes the roll, then the
GM says “Aye, I’ll join your little group of ships, but go ea
sy on my ship; she’s been in the family for
three generations.” Or something similar, thus adding the ‘enemy’ ship to your own armada, this is a
good way of getting new ships and experienced crew for nothing, but it’s not easy to do unless you
have high ch
arisma and ship Style.

PRE
-
BATTLE MECHANICS


Retainers:


You can upgrade a crewmember into a Retainer, once upgraded they gain +d6 health and 2 stat
points to add to their basic stats wherever you wish to place them. They are able to pilot and
command ship
s up to their leadership on your behalf, simply move them on your turn (each captain
has a single action they may perform per turn in addition to their movement, your movement and
your 3 actions). Not only are captains capable of commanding ships and actin
g on your behalf at the
other side of space, but they also level up as a character would and gain experience in the same way
you would. You may only upgrade 1 crew member per ship you control this upgrade Costs 200Cr.


Persuasion:

To persuade an enemy to
either join your armada (enlist) or leave peacefully (intimidate), you must
pass one of these rolls.

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Enlist = Captain’s Chr modifier (an ability modifier is equal to your ability points


10 if it’s a positive
number then you have a modifier otherwise your

modifier is 0) + Ship’s STYL + d6, must beat the
enemy’s Resistance +d6. Or offer them a sum of money equal to or larger than their Price of Service
(this can be overridden by other ships in the same squadron) they get a + 2 resistance bonus for
every shi
p they outnumber you by.

Intimidate = Captain’s Chr modifier + Ship’s STYL + d6, must beat the enemy’s Resistance. Or offer
them a sum of Credits to leave equal to or larger than their Price of Restraint (this can be overridden
by other ships in the same s
quadron) they get a + 2 resistance bonus for every ship they outnumber
you by.

Escape:

Captain decides they can’t win and tries to escape, whether or not they manage to is determined by
this calculation:


Escape = (Ships Speed + d6)


Captain’s Leadership
must be more than 20 if not it’s a failed escape
and leave your ship open for attack/boarding for one action.

BATTLE MECHANICS


Boarding:

Captain moves his/her ship to dock with the enemy vessel, so that you can fight hand to hand (this is
a good idea if t
hey have better weapons than you, but fewer crew members) to work out whether
you achieve this, you declare that you are going to board the enemy ship, then they have to pass a
Evasive Manoeuvres roll if they fail, then the boarding action is a success.

Ev
asive Manoeuvring:

Captain sees an enemy ship or obstacle approaching, and tries to move out of its path. If a successful
evasive manoeuvre is made, you can fire one weapon at the object you just dodged

(this applies to
enemies too, if they dodge you when
you make a boarding action, they can shoot at you).

Evasive Manoeuvres (against missile attacks) = d6 + Vessel MNV if higher than Weapon’s accuracy
rating x 2 it’s a pass.

Evasive Manoeuvres (against moving objects including ships) = d6 + Vessel MNV if hi
gher than 6 + d6
then it’s a pass. Modifiers are applied to this when the object is faster/larger etc.


Destroying a ship:

In order to absolutely destroy any vessel of any class you must after destroying the shields and hull
of a vessel deal damage equivoc
al to that vessel’s chassis strength. Chassis strength is the same as
the max hull stat. Therefore if a battle cruiser has 15 hull strength you must deal another 15 points
of damage after destroying the entire hull. Once a ship’s chassis is destroyed the s
hip is GONE; it’s
utterly destroyed, there’s nothing left but pieces no bigger than a suit case. This rule always applies
whether the crew is alive or dead.

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Melee Attacking:

The process of melee attack is highlighted below; this can be used after a success
ful boarding action.


To work out who goes first it’s the highest Int value (if draw highest roll of a d6)


Unarmed Melee Attack = Roll one dice for each attack your character has, then for each hit (see the
hit table below), calculate your Character’s
strength


enemies strength + strength modifier (if result
would be 0 then it becomes 1 instead).


Armed Melee Attack = Roll one dice for each attack your character has, then for each hit (see the hit
table below), roll what it says on the weapon + unarme
d melee damage.


An attack is always a miss on a 1, regardless of your speed.


Melee
/firearms

to Hit Table:



X

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

1

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

x

x

x

x

x

2

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

x

x

x

x

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

x

x

x

4

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

x

x

5

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

x

6

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

x

7

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

x

8

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

x

9

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

x

10

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

x

11

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

x

12

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

x

13

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

x

14

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

6

15

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

6

16

1

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

6

17

1

1

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

5

18

1

1

1

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

5

19

1

1

1

1

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4

5

20

1

1

1

1

1

1

1

1

1

1

1

1

1

2

2

2

3

3

4

4


Regular Firing:


Captain gets crew members to fire one of the weapons attached to the ship

Regular Fire = Attacking ships speed + weapon accuracy + d6 against the targets base hit index (see
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table below for rolling to hit) + d6


Firing arcs:


A ship’s weapons can only fire in certain arcs, Bow and Stern weapons can only fire 90 degrees
whereas port and starboard weapons may fire a full 180 degrees.


Targeted Firing:

Captain targets a specific area of the enemy vessel, and groups fire at that p
articular point, this
allows ships to be disabled without damaging the ship’s hull, can stop enemies from calling for help,
and can disarm them.

Targeted fire = Fighters and ships with targeting systems or On
-
board AI/VI can use this attack. The
player mus
t choose an area to attack; Engines, Weapons, Shields, Communication systems, Life
support, Gravity systems or Escape pods. Providing the enemy vessel has the selected component,
this then works like a regular attack (see vessel to hit table below), althou
gh damage is dealt to the
components rather than to the ship directly. Each component has ¼ of the ship’s maximum hull
capacity rounded up, unless otherwise stated in the component description.


Broadsiding:

Captain swings the vessel sideways so that all
weapons on the side closest to the enemy can fire
simultaneously. This is only applicable if there are three or more weapons on one side of the ship
and only if you have a class 4 or 5 ship. The benefit of this is that multiple weapons can be fired and
onl
y one speed test is used, the downside is that enemy’s auto hit your ship until your next turn
after you’ve performed a broadside.

When Broadsiding you always hit on a 4+ and all ships in front of the desired target must either
make evasive manoeuvres or t
ake the damage equal to one weapons worth.

Spell Casting:

Captain calls the Murk or the Shimmer to perform tasks for him/her, See the spell description for
details this does not count as a regular action and can be performed alongside another task in a
sin
gle turn (note you may still only use spells once a turn).

Reloading:

Reload currently equipped firearm, this takes up one action, using ammo you have purchased you fill
up your weapon to its highest capacity


Lasting damage:

If your systems are hit with a

virus, EMP damage or are hacked, you may suffer lasting damage to
your ship; which takes time to repair (and can’t be repaired through usual means) either you wait 7
turns or purchase new equipment.

DAMAGE MECHANICS

Normal =If the enemy is hit, they must
use their shields to deflect the attack (see shield section for
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specific saves), if they fail or you can negate their shields then deal weapon damage to the Hull.

Pie
rcing = Roll a d6 on a 4+ your weapon bypasses enemy shields;
deal weapon damage directly
to
enemy hull strength, if
you fail the roll the normal damage mechanic

applies.

Explosive = After normal damage calculation, even if you missed/ the shields deflected it, Roll d6 on
the roll of 6 deal 1 damage to the enemy vessel’s hull. Explosive weapons

have ‘Splash’ damage this
means that any ship within 3 inches of the blast will have to make evasive manoeuvres or take half
the normal weapon damage.

Energy = Normal damage, Damage is dealt to shields instead of hull if possible.

Ballistic = Normal damag
e calculation + d3 damage to enemy crew members who are manning guns.
When dodging against a ballistic weapon, instead of rolling ship speed + d6, if targeted you must
make an evasive manoeuvre action.

EMP = Damage is dealt normally, but damages AI, comput
er systems and comm. systems, also
disables droids.

Beam = Deals damage in a line roughly ½ “wide from the weapon to the maximum range of the
weapon. Dual beams have a full inch width.

Phaze =
On hit, roll d6, on the roll of a 4+ half your target’s speed

(
rounded up) next turn.

Fire =
Fire damage
deals 1 extra dice per turn until

extinguished
. T
he dice is the same kind of d
ice
used in the weapon's damage.

Bleeding = Bleeding deals 1 extra dice per turn until bandaged. The dice is the same kind of dice
used
in the weapon’s damage.

NON
-
BATTLE MECHANICS

Shielding

Shields can be damaged by Energy weapons and EMP weapons, whenever they are hit by an energy
weapon you remove 1 shield point per point of damage dealt by the weapon and with EMP you
remove 1 shield po
int for every 2 points of damage dealt by the weapon.

When taking damage from
other weapon types i.e. ballistics if your ship takes damage equal to or less than your shielding total
you ignore the damage; however if you take damage over the total of your s
hield strength you will
lose 1 point of shielding per point of damage over your shield strength.


Hull


Hull is the main defensive element of your ship, if your hull is reduced to 0 your ship has been
destroyed, should damage be dealt over the structure po
ints of the ship, that ship can never be
repaired. Some hull

types give you a 'hull save' this represents the strength of the material, when an
attack successfully gets through the shielding

(if you have any) you roll one d6

if you pa
ss the roll;
ignore th
at damage. T
hese rolls are made once for each time a weapon successfully penetrates your
shielding

and/or hits the hull.

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Scanning

Captain attempts to scan an object to find loot or to determine what it is and where it came from,
the ships scans it
automatically, it’s just whether your character has enough intelligence to
un
derstand what the computer says. When scanning roll 1d6; on the roll of a:

1.

Critical failure; your scanning equipment overloads and breaks.

2.

The scanner simply confirms that there i
s a presence there and due to interference can’t tell
you any more than that.

3.

The scanner can only disseminate data on the facing side of what you’re scanning.

4.

The scanner will tell basic information.

5.

The scanner can pick up most of the info and highlights

oddities.

6.

The scanner easily tells you everything you need to know.



Broadcasting

Captain broadcasts a message using short range radio signals, to attempt to find someone/
something, also this can be used as a deterrent, if you character has a high Int

value. Broadcasting
needs no die roll because it’s a built in component in most ships. The test is done like a regular Int
test (player rolls d6 + Int) but it’s up to the GM whether to use it.


Trading

Ven
dors

will not be budged on price no matter what yo
ur CHR

or rank are; as these vendors
represent the massive multi
-
factional corporations that have set prices no matter whom you are or
who you’re with
.


Independent merchants

will not have much money (Max 1000Cr) and will have limi
ted/ineffective
stock of

average player level (i.e. 5)


3 levelled gear (in this case level 2 gear at most).

When looking
for gear from independent merchants roll an extra 1d6; independent merchants will
on
ly have a
regular condition

item
on the roll of a
4+, i
f
the result is
le
ss than 4 it's rusty or broken. To find

independent

merchants; have the GM roll 2
d6, the first dice represents the
number of people willing
to
sell the item

to you, the second dice r
epresents how much
they are looking to sell

the item
, for on
a:



1 the item

you asked for is not available.



2 is 20% increased
price.



3 is 10% increased price.




4 is normal price.




5

is 10% discount.




6 is 20% discount.

T
he same scale is applied to looking for a buyer but reversed, i.e. if you're looking for a buyer and
the G.
M. rolls a 3 on the second dice;

the buyer wants the item, but won’t buy it unless
t
he
y get

a
10% discount (This can be haggled)
.


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Upkeep

Upkeep is a cost which is paid before the start of each game played that covers the daily running of
your fleet; for
example if you have a fossil fuel drive you’ll need to buy fuel to power your ship, and
if you have normal or explosive type weapons you’ll need to buy ammo, this cost also covers the
cost of food and drink for your crew members (or oil for 2
nd

gen Mekanit
es)

Here is the table for working out how much upkeep you have to pay:


Name of upkeep item

Items that need this upkeep
item to work

Cost per week (in credits)

Fossil fuel (eliminate this cost
by buying a Utility replicator)

Fossil fuel engines

100 per
engine.

Food + drink (this cost can be
eliminated by buying a
nourishment replicator)

Human, Syrach,

Merkit,
Vezailian, Mistair, Ananaku,
Dreg,

Voglion and 1
st

gen
Mekanite crew members

50 for most species
, 60 for
Syrachs

and Dregs

and 100 for
Voglions.

Oil

2
nd

gen Mekanite

and Droid

crew members, Plasma and
Piercing type weapons

60 for 2
nd

gen Mekanite and
droid crew members


80 for plasma type weapons,

100 for piercing type weapons,

Repair Hull

Broken hull

(if you’ve
pu牣r慳敤⁨a汬⁰ 楮瑳WbuW
they’ve been
T敳e牯y敤Ib牯步n⁢ ⁥nemy
vessels or a crash, it’s cheaper
瑯⁲数慩爠rhem 瑨慮⁴o⁲ pl慣攠
瑨敭)

䥦⁹ou 慲攠a⁨ m慮⁡湤⁨ v攠
瑨攠扯瑣栠Wob⁳ 楬氬⁙ou⁣慮
牥灡楲⁩琠io爠晲敥.

400⁰敲⁤敳eroy敤⁨e汬⁰ in琮

R
epair Shielding

Broken shielding

100 per destroyed shield point.

Ammo

Normal and Explosive, Ballistic
type weapons, grappling
cannons

10 per normal type weapon,

50 per grappling cannon,

75 per Ballistic weapon,

100 per explosive type
weapon.

If you fail to feed the crew, you have to make a leadership test, should you fail, d6 crewmembers
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leave your ship and take their equipment with them when next docked in a spaces station/
spaceport (or instantly should you already be at a space station)

Hag
gling

2d6/2
rounded up
(+ chr mod when applicable) vs 2d6 for regular people 3d6 for s
pecial characters,
minus the NPC

roll from the haggle roll, i.e. 13

(3,4, mod of 6)
-

5 (2,3) = 8 x 5 = 40% reduction in
price. However should the haggle result be negative i.e 8 (5, 3, no mod)


12

(6,

6) =
-
4 x5 =
-
20%
which would give an increase of 20% in price (as the person is offended you shunned their low low
price
. O
bviously)
.
You can only haggle up to (Your level/2
) Rounded up x 10 % on items. (I
.e. level 5 =
5/2 = 2.5
-

> 3, 30%) unless you roll a 6 when you double the result (i.e. Level 5 = 5/2 = 2.5
-
>
3, 30%
x2 = 60%)
when your charisma mod reaches 10 you may d
ouble the result on a 5 also.

Docking

When docking with a vessel or space station you get a free 2 inches movement from the
station/vessel itself. This represents the docking net designed to bring in ships safely. As long as your
ship is within range of th
ose 2 inches you can dock with the ship/station even if your ship has run out
of movement range. However for the 2 extra inches to apply you MUST actually dock with said
vessel or station, if you try to use the docking net as a catapult you must roll a d20
; on a 1 or 2 your
engines burn out and go critical resulting in a drive detonation, on a 5 or lower take damage to 1/5
of your hull (There is no save for this). If you have docked with a vessel/station you cannot move
your ship again that turn.

The dockin
g rule applies to class 4 vessels or higher only, class 3 vessels
have no docking net so the docking rule doesn’t apply therefore the 2 extra free inches cannot be
gained.

Ship theft

If a player does not leave sufficient crew
-
members or hire guards to def
end their ship they run the
risk of it being stolen if a player spends more than 1 turn on a station roll d6 on a 4+ the ship is fine,
on a 3 or lower a group of thieves will attempt t
o steal the ship, the G.M. will determine the number
of NPC’
s attempting

to steal it and their equipment based on the station you are docked on and the
class of the ship.

Minimum C
rew

The minimum crew
members required to pilot a ship is equal to the ship's class (1 for class 1, 2 for
class 2, 3 for class 3 etc.) The only excep
tions to this are the class 4 Adv starfighter (which can be
crewed by 2 people) and the class 5 adv gunship (which can be crewed by 3 people)

STATION STRUCTURE

This clearly sets out role play elements for characters when looking for/exploring any civilised station
in space.
Deck layout on stations

is fairly standard
there are

typically

9 decks (from top to bottom)

9
-

Command centre, Observation decks, Officer's

living quarters

8
-

Living quarters of station staff and merchants

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7
-

Market, Gunsmith/Equipment broker, temples/spiritual places, Greenhouses

6
-

Docking bay, Cargo bay, Hangar,

5
-

Scrap yard and Shipyard, Replication matrix controls

4
-

Living quar
ters for the regular people

3
-

Engine deck, power supplies and Life
-
support systems, Maintenance

2
-

Boilers and central station heating systems, water supply

1
-

Refuse and waste disposal, incinerators, bottom of ventilation shafts


STAT LIMITS


Stre
ngth

-

The maximum a player ca
n pick up is 2 tons, and for a V
oglion 3 tons, Players cannot
punch through shields and only deal (strength mo
d /3 damage) to ships hulls.

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Speed

-

Players cannot move fast all the time, flash
-
stepping counts as an action. Players will not
automatically hit in melee or ranged combat, if you roll a 1 it is still a miss no matter what

the
difference in speed is.

Intelligence

-

Players cannot spontane
ously know things, despite be extremely clever you will still
have to spend time 'looking' and 'thinking' about things thus adding to the number of ac
tions you
perform in a turn.

Charisma

-

Players cannot convince people to go against their prime directive
s or against their true
dispositions, for example you could not convince a loyal imperial soldier to shoot his comman
der
unless he was predisposed to do so.

Leadership

-

Cannot command ships that are
farther than 36" away.

Link

-

Players c
annot sense other

players or NPC’s who are non
-
magical unless scrying, cannot talk
telepathically to droids or machines.

ALLEGIENCES

Faction players have many bonuses including gaining access to technologies that Neutral players are
unable to receive and Larger and more ad
vanced Star ships (at a high rank).

Players who start in a
faction begin the game with 800 credits + their starting wage.

THE EMPIRE OF SOLARI
S

Characters who join the Imperials are known as Marines by other players and NPC’s (this is
regardless of rank,
for example if a Rank 6 Imperial was to talk to a weapon smith, if the weapon
smith wasn't Imperial he'd call him 'Marine' if he was imperial he'd call him 'Captain').

BENEFITS OF BEING WI
TH THIS FACTION:



Imperial Marines have the highest starting wage, 20
0 Cr per week.



Explosive weaponry on starting ship.



Imperial Marines even at Rank 1 can call for reinforcements once a session (amount of
reinforcements depends on rank).



Largest amount of territory and largest galactic Navy; you'll always be in calling di
stance of
allies.

DISADVANTAGES OF JOI
NING THE FACTION:



The Empire of Solaris has the largest number of Enemies



Low Rank Imperial Marines must follow the orders of their superior officers



Low Rank Imperial Marines can only fire on Hostiles (not neutrals) u
nless given clearance by
a Rank 5

(First Officer) or higher Imperial Officer

STARTING GEAR
:

Ship
Equipment

1 x Escape Pod

1x Missile Launcher

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Character Equipment

1 x Flintlock Pistol



THE RED REBELLION


Characters that join the Rebels are known as
Soldiers and sometimes freedom fighters by other
players and NPC’s (regardless of rank).


BENEFITS OF BEING WI
TH THIS FACTION:




Good starting gear including a

radar jammer and three space suits.



Discount at rebellion space stations (percentage depends on
rank).



Powerful NPC Heroes like Malek Fastom, who can help you in your fight to control the
galaxy.


DISADVANTAGES OF JOI
NING THE FACTION:



Red Rebellion is the poorest faction and has the lowest starting wage, only 50 Cr a week



Like the Imperials, Low Rank

Rebel soldiers must follow the orders of their superior officers.



Low Rank Rebel soldiers cannot fire in friendly zones unless given clearance by a Rank 5

(Master Chief) or higher Rebel Officer.

STARTING GEAR
:

Ship
Equipment

3 x Space Suits,
1 x
Radar Jam
mer

2 x Hull
-
mounted Ballista

Character Equipment

N/A


THE DARK STAR ALLIAN
CE


Characters that join the Dark star are known as Pilots by other players and NPC’s (regardless of
rank).


BENEFITS OF BEING WI
TH THIS FACTION:




Medium starting wage, 100 Cr per

week.



Cloaking Technology Available.



Dark Star pilots may call support, which means that they can purchase any Item that they
can equip (to themselves or their ship) which is then sent to the nearest friendly (Half
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normal price) or neutral station (at ful
l price of item) may only be used twice per game.



Dark Star pilots higher than Rank 3 can reroll any failed rolls to hit and dodge in space
combat.


DISADVANTAGES OF JOI
NING THE FACTION:




The Dark Star Alliance doesn’t send reinforcements to Officers below

Rank 6 (Captain).



Low Rank Dark Star pilots must follow the orders of their superior officers.



Low Rank Dark Star pilots must stay cloaked (if cloaking device is equipped), and only return
fire, unless given clearance by a Rank 5(Squadron Leader) or highe
r Dark Star Officer.

STARTING GEAR
:

Ship
Equipment

1 x Resource Collector

2 x Harpoon Launcher

Character Equipment

1 x Cutlass



T
HE DISCIPLES OF ZOEN
A



Characters who join the Zoena are known as 'father' or 'mother' as we would modern day priests
and
nuns, by other players and NPC’
s (regardless of rank).


BENEFITS OF BEING WI
TH THIS FACTION:




Upkeep Paid by the Zoena



You can cast 1 extra spell a turn every 2 ranks (e.g. Rank 4 extra 2 spells a turn, Rank 6 an
ext
ra 3 etc.
)
.



Zoena players start with one

additional special skill (racial)
.



Zoena can learn spells for free at Zoena Space Stations or Shrines
.



Zoena players get an additional 1500 credits at the start of the game
.



Zoena cannot be charmed, fooled or haggled by anyone other than a Rank 5

(Deacon)

upwards Zoena officer, or Zoena Saint.



Mistair Zoena, after mind
-
cleansing can learn Shimmer magic but can no longer use Murk.


DISADVANTAGES OF JOI
NING THE FACTION:




No wage for ranks 1
-
6



Zoena must pray (period of time between is determined by rank) at
Rank 1 it's every 3 turns

(praying takes an entire turn)

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Zoena cannot learn Murk magic
.



Zoena cannot attack innocents unless they insult the name of Zoena, Zoena cannot attack
other Zoena.



Voglions
, Merkits

and Mekanites can't join the Zoena as they are 'The Unclean'.



No Starting
gear

of any kind.










THE CROWN KINGDOM OF

VOLGARISS


Characters that join the Volgariss are known as Warriors by other players and NPC’s (regardless of
rank)
.


BENEFITS OF BEI
NG WITH THIS FACTION
:




Free Voglion crew members from Vogariss space stations or territories.



Can call for backup (Number of Reinforcements = Rank
-
1).



No restrictions on what you can and can't kill, that includes other Voglions.



Fast Rank Progression from

1 to 6.



Grappling cannons can be mounted on any ship, and cost 500 Cr less.



In a boarding action, Volgariss always go fi
rst (even if not attacking,
unless any opponents
have a quick loader).


DISADVANTAGES OF JOI
NING THE FACTION:




No wage for Ranks 1
-
6.



T
he Crown Kingdom of Volgariss has no allies.



If a Volgariss Warrior has a higher strength stat than you, you must obey his orders
regardless of other stats, unless you are Rank 7 and above.

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Shimmer spells that effect entire crews will kill any Voglions on
your ship below strength 20.


STARTING GEAR
:


Ship
Equipment

1 x Grappling Cannon

4 x Machine Guns

Character Equipment

N/A



CHARACTER CREATION

The First thing when deciding your character is gender, do you want to be male or female, this will
determine
your stats and how other players and enemies react to you. The explanations of all the
different stats for your character are as follows:

Strength (Str) = How strong a character is, this is used for melee combat, and determines the
number of items you can
carry in your inventory.

Speed (SPD) = How fast and agile the character is, this is used for melee and evasion

Intelligence (Int) = How clever the character is, this is used for spell casting and evaluating enemies

Charisma (Chr) = How Charismatic and pers
uasive the character is, used for persuasion and
diplomacy

Leadership (Ldr) = How good a leader the character is, this stat determines how many ships the
character can command without losing control. A character can control ships up to a number equal
to ha
lf of their leadership rounded up compared to the ships class; therefore a character with 8
leadership can control 4 class 1 vessels, 2 class 2 vessels, 1 class 3 vessel and 1 class 1 vessel or 1
class 4 vessel.

Health Points (HP) = how much damage the cha
racter can take before being killed (d6 plus strength,
+d6 per level)

Experience Points (XP) = How experienced the character is

Alignment = During character creation the player must choose an alignment (according to racial
prejudice and own personal views
) Alignment determines what kind of magic you can use, If you are
any of the good alignments (Lawful Good, Neutral Good, Chaotic Good) you can use Shimmer magic.
If you are any of the Evil alignments (Lawful Evil, Neutral Evil, Chaotic Evil) then you can u
se Murk
magic.

Allegiance = This is normally not applied during character creation, unless the back story and GM
permits it, this field denotes to which faction (if any) your character belongs to, this can aid you by
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gaining reinforcements, lowering prices

and making friends, on the flipside though if you are in an
area that leans towards another faction, then prices will be higher, and more battles will occur.

Attacks = This field symbolizes how good the character is in close combat, for each attack point,

you
may roll one dice to hit an opponent, follow the below table to see if the attack was successful, then
if it was, you roll for damage and work out how much damage you have done to your opponent.

Base damage allocates a number depending on your startin
g strength (strength
-
6) if the result is
lower than 1 it becomes one, if it is higher than 4 then it becomes 4. This damage is then dealt in
unarmed melee and in armed melee (not including firearms or thrown weapons) you add this to the
damage dealt by yo
ur weapon.


RACES:

After deciding whether you are male or female the next thing you must decide upon is what race
you would like to be.

HUMANS

A fairly young species, naturally quick thinking and agile, although not the strongest or most
intelligent race,
Humans are by far the most brave, resourceful and likable species.

Sub race
s:

Outlander:

Stat

Male

Female

Strength (Str)

8

7

Speed (SPD)

7

8

Intelligence (Int)

7

7

Charisma (Chr)

10

10

Leadership (Ldr)

9

9


Link (Lnk)


6


6

Attacks(Atk)

2

2


Outlanders are the human settlers on the most outer rim colonies, where there is little law
enforcement. Various human fleets were occupied in more central deployments; this left the
outlanders exposed. Within no more than a few generations corruption and
organised crime
became endemic throughout the outer space systems. Realising that they were alone, the
outlanders learned to fight for themselves. The Settlers of the outer rim colonies quickly embraced
the lawlessness and criminal hierarchy imposed upon t
hem.

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Botch job = during battle, rather than attacking, a human captain can attempt to repair part
of his/her own ship, choose either

Hull or Shield, you can heal 2 + another 2

for every two
points

in your Int modifier.



Blind rage = Add 2

damage to close qu
arter combat hits, however players receive an auto hit
penalty.



Shady connections = Add +1 to any
intimidate action

(Continuous effect)
.





Star born:

Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

7

8

Intelligence (Int)

9

9

Charisma (Chr)

10

10

Leadership (Ldr)

9

9


Link (Lnk)


6


6

Attacks(Atk)

2

2


After centuries of living in space on various orbital stations and super star destroyers like the
Imperator,

humans became adapted to living in space. Whilst living under long period of martial law
since war was declared, during the empire's early expansion, caused the newly named 'Star born'
humans to incorporate entirely new tactics for living, working and fig
hting in space. Because of this
The Star born are amongst the greatest fighter pilots in the known universe.



Military traditions =
During a boarding action add 2

to leadership.



Tenacity = Once per battle you can reroll a failed evasive manoeuvre action.



Fl
ight training = Add +1 to Manoeuvrability to fighters, advance fighters and transport ships
(Continuous effect).





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Solarian:

Stat

Male

Female

Strength (Str)

7

6

Speed (SPD)

7

8

Intelligence (Int)

8

8

Charisma (Chr)

10

10

Leadership (Ldr)

9

9


Link (Lnk)


6


6

Attacks(Atk)

2

2


They are the closest descendants to modern day humans. After the destruction of Earth’s eco sphere
in the 25
th

century, the Solarians

chose to remain in the Solaris system and try to repair the crippled
planet. Before Gaia was slain in the murk wars of the gods she bestowed her power upon the
children of those that saved her home.



Gaia’s Children

=

Add +1 to link (Continuous effect).



Double Bluff = Reroll a failed Enlist or Intimidate roll.



Ambition

=

Plus 2

charisma.






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VOGLION

The Voglions are a race of large reptilian creatures that evolved in extremely harsh conditions, on a
planet far from those of the humans and
Syrachs. They are Strong and swift although not as
intelligent as the other species. The Voglions are amongst the eldest species in the universe, but
their technology hasn’t progressed much in the past 1000 years, their ships are normally heavily
armoured
and slow, but they never needed much speed in their own solar system because they
were the only space fairing race in it.

Sub races
:

Slave race:

Stat

Male

Female

Strength (Str)

10

10

Speed (SPD)

8

8

Intelligence (Int)

6

7

Charisma (Chr)

6

6

Leadership

(Ldr)

7

6


Link (Lnk)


4


4

Attacks(Atk)

4

4


Magically altered to be super soldiers for the noble Voglions six thousand years ago; due to this
Voglions of the slave race cannot use magic of any kind. After the uprising and overturn of the
nobles the
slaves became the dominant race of the Voglion Empire through strength in numbers.
The slave Voglions are much larger due to their primal nature, and muscular structure.



Primal aggression

=

Add +1 attack
-
2 intelligence (Continuous effect).

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Shed

skin = Onc
e per day, recover 2

health points.



Reptilian Assault = You may reroll melee hits during a boarding action you started.








Noble race:

Stat

Male

Female

Strength (Str)

8

6

Speed (SPD)

8

8

Intelligence (Int)

8

9

Charisma (Chr)

6

6

Leadership (Ldr)

7

6


Link (Lnk)


4


4

Attacks(Atk)

4

4


The nobles were the original Voglions; they bred the slave race and augmented them with murk
magic to create super soldiers for the murk wars. One such creation turned the slaves against the
empire and over threw
the noble leaders destroying their way of life, losing all their knowledge, the
mastery of the murk and bringing the nobles to the very brink of extinction. The remainders of the
nobles are mocked and persecuted where ever they go with in the Voglion Empir
e, but are more
respected by other races due to their higher intellect.



Ancient Knowledge

= When a ship appears you don’t need to scan to know what it is,
Voglions have bee
n around long enough

(Continuous effect)
.



Murk vessel

=

Once per battle you can auto

cast any murk spell that you have in your spell

book.



Perfect balance

=

Reroll failed dodge rolls in close quarters.



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SYRACHS

The Syrachs are a race of blue/green skinned humanoids thought to be the first species to get into
space, definitely one

of the most wise and clever races in the known universe. The Syrachs gave the
Humans the Interstellar drive technology they needed to leave the earth’s solar system

Sub races:

Varren:

Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

7

7

Intelligence (
Int)

10

10

Charisma (Chr)

6

7

Leadership (Ldr)

6

6


Link (Lnk)


9


9

Attacks(Atk)

2

2


Varren

were the vanguard of the ancient Syrach Empire, masters of hand to hand combat and are
widely considered, even today, to be extremely fierce warriors across the galaxy in any situation.
Varren have very short tempers and are extremely hard on their childr
en in an attempt to make
them better warriors. Varren have distinguishing features that can be seen, even from far away.
Varren almost always have white hair and paler skin than other Syrach races, along with red eyes
which make them very imposing closer u
p. Varren still fight with hand held bladed weapons despite
developing advanced weapon technology. Also Varren prefer to board an enemy in combat with
bladed weapons to look their enemy in the eye as they take their life.

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Blade of the vanguard

=

Add 2

to a
ll bladed weapon d
amage in close quarter battles
(Continuous effect)
.



Blade of the hawk

=

Once per battle you may automatically strike a critical hit.



Blade of the lion

=

Add 2

strength when an ally is below 25% health.







Thirshan:

Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

7

7

Intelligence (Int)

10

10

Charisma (Chr)

7

8

Leadership (Ldr)

5

5


Link (Lnk)


10


10

Attacks(Atk)

1

1


Originally nomads in the Syrach Empire they became monks to retreat from an ever increasingly
violent
existence. Through centuries of meditation, study and training they became masters of the
vim and shimmer magic. When the Syrach Empire merged with the human empire they gifted the
humans with interstellar technology improving diplomatic relations between
the two nations,
cementing the bond between them and preventing a war of worlds. Simultaneously allowing
humans to grow as a people; becoming less xenophobic.



Healing Touch = During a boarding action, Roll 2d6. On a double restore all hp your captain
lost
in the last melee attack action.



Holy Wrath

= When attacking an enemy vessel, If that vessel’s captain has used murk magic
during the course of this battle, then on your next attack, all your weapons gain the
Penetrating damage type in addition to their or
iginal weapon damage type(s).



Scholar

=

Add +1 intelligence. Scholars know much about the universe and their knowledge
rivals that of the noble Voglions, for this

reason a Scholar may ask the G.M.

at any time the
stats and condition of any visible item on a character on the same ve
ssel, station or
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planetary area

(Continuous effect)
.









Shivan:

Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

7

7

Intelligence (Int)

10

10

Charisma (Chr)

6

7

Leadership (Ldr)

6

6


Link (Lnk)


9


9

Attacks(Atk)

1

1


Shivans embraced modern technology at every turn; often forgetting their cultural traditions and
replacing them with materialistic ideals. Shivans

are naturally competitive and hate their Mistair
cousins; this has caused many battles between the two contradicting races. Scince the emergence of
the human empire human and Syrach scientists have created technology that even inspires envy in
the Mistair
.



Syrach Style = Add 2 to the Style of your captain’s ship (Continuous effect).



Modification = Add 1 max shield to any class three or below vessel (This takes three turns to
take effect).



Ge
ne Therapy = Add extra 2

hp at the start of the game, regenerate
1hp per turn.



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MEKANITES

The Mekanites are a race of bio
-
mechanical warriors, their mechanical parts make them quite strong
but they lack speed and charisma. The Mekanites are a result of a Sy
rach experiment that went
wrong; the Syrachs attempted to merge Murk and shimmer magic on two planets, the planet
Mekanor and the planet Darog. Little did they know the consequences of their rash actions and
idiotic theories would have. During the first se
t of experiments only small explosions occurred and to
the dismay of the gods, the Syrachs assumed they simply needed more power in order to make a
successful merger. The

enormous magical an
d chemical explosion that resulted caused the local
populace of m
iners and settlers became merged to/with anything they were holding at the time. For
the most part this consisted of simple mining technology, farming equipment and cutlery.

Sub races:

1
st

Generation:

Stat

Male

Female

Strength (Str)

9

8

Speed (SPD)

8

8

Intelligence (Int)

8

8

Charisma (Chr)

5

6

Leadership (Ldr)

6

6


Link (Lnk)


7


7

Attacks(Atk)

3

3


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These people were once miners and settlers upon the planets Mekanor and Darog, the first
generation of Mekanites were created in the initial
murk/shimmer explosion created by the Syrach
government at the time. They are unsightly and mutated; the magic and radiation changed their
bodies and made their skin change to a greenish, grey colour.



Limbs of Steel = When attacking in a boarding action a
dd 1 to your strength modifier.



Hyper Articulation = You can move twice as fast in water and cannot be restrained by non
-
magical means, in addition you get +1 SPD wh
en opponents are rolling to hit

(Continuous
effect)
.



Meka
-
sync = Can talk to machines, incl
uding living ships and AI on a machine code level. This
gives all Meka
-
Sync Mekanites a better chance at persuading them and also a way of
communicating and hacking without using a Virtual interface.








2
nd

Generation:

Stat

Male

Female

Strength (Str)

9

8

Speed (SPD)

9

9

Intelligence (Int)

7

7

Charisma (Chr)

7

8

Leadership (Ldr)

6

6


Link (Lnk)


5


5

Attacks(Atk)

3

3


Created by the 1
st

gen Mekanites when they discovered that the radiation had made them infertile,
these almost fully cybernetic bein
gs have freedom of thought, but few

traces of emotion and
human
nature.



Interference


= During a battle, Roll d20, if the result is sm
aller t
han your Int then shut down
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2 points of

the enemy ship’s shield (this counts as an action but cannot be dodged or
saved).



Weapons Expert = When attacking an enemy vessel you may use one extra weapon when
pe
rforming a normal attack action

(Continuous effec
t)
.



Nano
-
Regeneration = Severed limbs can be reattached without magic or medical know
-
how,
and health regenerates 1hp a turn.















MISTAIR

The Mistair are a race of shadow dwelling assassins and Hit men. Because on their planet of origin
the sun only rises and sets once a year, the Mistair are very good in the dark. Their Homeworld,
Mistaris is the perfect habitat for large and fearsome preda
tors, so the Mistair evolved to have
heightened senses and became much faster than their blood cousins the Syrachs. They are the ones
who invented the Cloaking device and the temporal displacement device. They are masters of
deception and covert operations
, The Mistair generally fight for the Dark Star Alliance (as the
majority of Mistair colonies are with Alliance space) or the Rebellion.

Sub races:

Shadow clan:


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Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

11

11

Intelligence (Int)

7

7

Charisma (Chr
)

7

8

Leadership (Ldr)

5

5


Link (Lnk)


8


8

Attacks(Atk)

2

2




Stealth Tactics = When an opponent tries to scan the area for ships, you may roll d6 if the
result is 4+ then the scan does not reveal your position even if they are in line of sight and
within the visual range.



Cat
-
like reflexes = Character with Cat like reflexes c
an redirect thrown

weaponry as long as
they have a spare hand; they take no damage from falling or being thrown wh
ile conscious.



Hitman = If an opponent has a bount
y on their
head you get +2

to your hit rolls and a +1
damage bonus
,

in add
ition when looking for a bounty

you are twice as likely to find them as
regular players.





Shoto clan:

Stat

Male

Female

Strength (Str)

5

4

Speed (SPD)

9

9

Intelligence (Int)

8

8

Charisma

(Chr)

7

8

Leadership (Ldr)

6

6


Link (Lnk)


9


9

Attacks(Atk)

2

2


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Tactical Mastery =

Add +1 Ldr (Continuous effect).



Pressure point strike = Once per boarding action add Int/2 damage to any melee attack.



Blood Sacrifice = by dealing x damage to
character and/or fellow crew members you add
twice X to the damage (or equivalent effectiveness) of any spell.
















Shogun clan:

Stat

Male

Female

Strength (Str)

6

5

Speed (SPD)

10

10

Intelligence (Int)

7

7

Charisma (Chr)

7

8

Leadership (Ldr)

6

6


Link (Lnk)


8


8

Attacks(Atk)

2

2


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Pure Speed = When in close combat, roll d20 before an attack and add 4, if you roll higher
than 15 your strength modifier becomes equal to your speed modifier.



A Test of Might

= Once per battle you can challenge another character or enemy to 1 on 1
combat, which
cannot be refused
unless they are 5 or more levels higher or 5 or more levels
lower.



Battle Ready = +2 weapon proficiency points at creation. Also, once per battle you c
an use
the weapon proficiency of your best weapon, on another weapon type.















ZOTRONS

The Zotrons are green skinned plant humanoids who look remarkably like humans, yet do not share
a common ancestor. Unlike the other races in the galaxy the Zotrons are plant life; they are a highly
evolved form of solar radiation dependant flora, their hom
e planet Zotros is a lush and plentiful
garden where predators no longer exist, Zotrons are omnivores, but they prefer to eat vegetation.
The Zotrons

where first discovered when a M
istair cruise ship landed on Zarphen VI where a wanted
criminal was taking
refuge, only they were attacked by green skinned ‘monsters’ and fled back to
their fleet. The Planet, and its inhabitants, were vaporised by a nearby Mistair Star Destroyer, in the
hope that destroying the planet would eradicate the beasts, while still get
ting the ‘dead’ reward for
the fugitive. Little did they know that Zarphen VI was just a small colony for the Zotrons, The
destruction of Zarphen VI is still talked about today as a Great War crime that the Mistair
committed, whereas they see it as a Great

military victory. The Zotrons hate the Mistair for this very
reason.

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Sub races:

Flora:

Stat

Male

Female

Strength (Str)

6

7

Speed (SPD)

5

5

Intelligence (Int)

7

7

Charisma (Chr)

8

9

Leadership (Ldr)

10

10


Link (Lnk)


8


8

Attacks(Atk)

2

2




Photosynthesis = When not in combat, you may roll d6 if y
ou get higher than a 4 regain 3

hp,
skip an action.



Bloom

=

A character with bloom gains 2

charisma.



Pheromones = Once per game, as long as you are physically near your target, automatically
pass all

charisma rolls and you can make charisma rolls even if you couldn’t normally.







Fauna:

Stat

Male

Female

Strength (Str)

8

9

Speed (SPD)

5

5

Intelligence (Int)

6

6

Charisma (Chr)

7

8

Leadership (Ldr)

10

10




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Link (Lnk)

8

8

Attacks(Atk)

2

2




Memory spores = If this character is destroyed totally (plasma weapon, piercing weapon
eaten etc.) if you can retrieve a sample of the spores left behind you can regenerate the
entire body within one week.



Thicken bark

=

The charact
ers skin thickens to pre
vent 2

combat damage to this character.



Deep wood = Add +1 Str (Continuous effect)
.














Tarpa:

Stat

Male

Female

Strength (Str)

7

8

Speed (SPD)

5

5

Intelligence (Int)

7

7

Charisma (Chr)

7

8

Leadership (Ldr)

10

10


Link (Lnk)


8


8

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Attacks(
Atk)

2

2




Natural Poisons = When fighting in close combat, if you strike an enemy they lose an extra
+d3 damage each turn if not given an antidote.



Hyper
-
adaptivity

= When fighting in close combat, once you’ve taken damage from a certain
type of damage, for the rest of combat you gai
n the ability to ignore (2 + level
) damage of
that type each time you take damage

(e.g. you get shot with a plasma rifle, the next time
a
plasma rifl
e shoots you, you can ignore 2
+4 of it).



Sapling joints

=

Plus 2 speed

(Continuous effect)
.















DREGS

Sub races:

Dwarmear:

Stat

Male

Female

Strength (Str)

9

8

Speed (SPD)

6

6

Intelligence (Int)

7

7

Charisma (Chr)

8

8

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Leadership
(Ldr)

7

7


Link (Lnk)


6


7

Attacks(Atk)

2

2




Arcane resistance

=Take 2

l
ess damage from magical attacks

(Continuous effect)
.



Brute force will

=

1 less weapon proficiency required to use heavy weapons.



Walking tankard

=

T
ake 1d3 less damage caused by
poisons.















Erakear:

Stat

Male

Female

Strength (Str)

7

6

Speed (SPD)

6

6

Intelligence (Int)

8

8

Charisma (Chr)

8

8

Leadership (Ldr)

7

7




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Link (Lnk)

7

8

Attacks(Atk)

2

2




Civility

=

Add +2 charisma (Continuous effect).



Mercantile

=

Once

a game reroll charisma rolls while trying to buy or sell items.



Sleez

=

Add 10% discount when purchasing goods. This counts as an action.