Saturday, July 27, 2024

The Darkest Options: Light, Darkness, Long Missions and Resting


Here are a handful of optional materials for Dark Magisters of The Darkest Outcome. These are my own personal rulings, cleaned up a little after being cut from the final books, and meant only a suggestion for how you might implement these ideas in your own game. Enjoy. 


Light

 The Fifth Order works from the shadows, but their quarry lives there. Thus, Darkness itself can be friend or foe. When it is a foe, our weapon is Light

The Order offers pawns a handful of light sources: Torches, Lanterns and Sunsticks are the most common tools for beating back the shadows. Torches and lanterns must be lit, either immediately with an existing flame, or over a minute or two with flint and steel. Sunsticks are lit by Cracking them (usually followed by dropping or throwing them, as they are too hot to hold while burning). 

A single torch provides enough light for the 4 nearest pawns, including the holder; a lantern provides enough light for 6. Larger groups project more shadows and must be more spread out, so multiple light sources are needed to provide enough light. A sunstick will provide very strong light within Medium range, and enough light within Long range. Smaller open flames (such as a campfire) project the same light as a lantern, while a larger fire (from a burning house) project the same light as a Sunstick. Tiny open flames (such as a candle) provide mood lighting and ambiance, but not any meaningful visibility unless they're held up to something.

"Having enough light" means you can see your immediate surroundings clearly enough to see details, interact with them and avoid bumping into things; that you can clearly see and maneuver around fellow pawns; and most importantly, that you have enough time to see an enemy getting Close to you, not be caught off guard by it, and have enough time to get a shot off before it's in melee range. 

Torches and lanterns need to be carried in a free hand (no, you cannot strap one to your belt or backpack, because a shaky hook below chest height a terrible place for a weak light source that can go up in flames if hit). Held light sources can safely be placed on the floor as part of a Swap action. Throwing a lantern will cause it to break, coating anything nearby in fire. A torch doesn't do damage as a thrown weapon, but it can safely be chucked down holes or through gaps to light up the insides. A thrown torch has a 1-in-3 chance of going out if it falls a great distance or lands into something that risks snuffing it out, such as dense foliage or dank moss. A sunstick cannot be extinguished once it is lit - it will even burn brightly underwater.

Darkness 

Darkness is a place of extremes. Someone is always safer in the dark, but that someone might not be you; use darkness with caution. The following rules refer to total or near-total darkness: the insides of windowless structures, caverns and underground expanses, deep forests on starless nights, or other places where light is absent and human eyes cannot see.

When in darkness, pawns get a +1 to any Sneaking rolls, unless trying to get past something that can see clearly in the dark. Similarly, darkness always keeps you Hidden from shooters with normal vision. 

Fighting blind is unpredictable and dangerous: you may never benefit from priority or any innate bonuses or extra dice when in melee with unseen foes, though external bonuses (such as weapons with +1 or the Stagger bonus) still apply. It is impossible to Defend while in darkness, and ranged weapons are out of the question (unless using weapons with no pretenses of accuracy, such as the Blunderbuss). 

Dying in the dark has a special grip on the hearts of men. If a pawn suffers a Serious wound in darkness, they must make a morale check. Furthermore, all morale checks, regardless of their source, have a -1 when in darkness. To make matters worse, any Rally checks in darkness are at a -1 as well. 

Beyond this, any actions that can't be done without vision cannot be attempted in darkness. The upside is that all of the above also applies to human enemies. 

Finally, as an innately un-human force, Weird thrives in darkness; perhaps because it's where imagination is most uninhibited. Whenever a Weird action roll is made in darkness, it receives a +1. While this may be beneficial in certain circumstances, do not forget the morale modifier that darkness incurs. 

Long Missions 

Most missions begin with pawns already at, or within walking distance of, their objective. It is common for the Order to provide a Carriage to transport them (though this not a rule). But for certain missions, your goal will be somewhere inaccessible: an unknown spot in hinterlands, within the borders of an unfriendly nation, the bowels of the earth, or in realms where Weird reigns and no travel is safe. These are Long Missions, as travel to (and from) the objective is a major part of them. 

Long Missions are especially difficult, and require an additional layer of preparation and resources. The Order normally provides 1 or 2 additional gp per pawn for long missions, depending on the expected duration. Part of this budget will usually be spent on Supply

Supply is a resource that encompasses all the things needed to keep pawns functioning: food, water, firewood, minor medical supplies, and any other small goods. For each day spent on a Long Mission, a pawn will consume 1 Supply. 

Each band will receive, for free, the bare minimum amount of Supply needed for the mission. This is the number of pawns in the band, times the minimal needed travel time. This means that, for a 3-day mission for a 2-pawn band, they will be given (3x2) 6 Supply for free. Additional Supply can be purchased, with 1 gp buying you another day's worth of Supply for the band

Supply is heavy: each pawn can carry 3 Supply comfortably. Any more and the pawn becomes Burdened, reducing their movement speed by 1/2. Burdened pawns do not benefit from priority. A pack horse or mule may be purchased to carry Supply, with one such creature usually being strong enough to carry any amount of Supply. 

A pawn that goes without Supply for a day takes 1 Stress that cannot be removed. If they go 2 consecutive days without Supply, they also suffer a -1 to all d6 rolls for the remainder of the mission. A Long Mission is rarely long enough for a pawn to starve to death: usually morale and reduced capability will get them before any organ failure. 

Long Missions are especially taxing on the mind and body. In addition to normal Stress rules, a pawn that reaches 6 Stress has reached their limit: They break from the group and, flee the first chance they get, never to be seen again (or at least not for the remainder of the mission).  

Horses and Carts double your travel speed across favorable terrain, but will negate any attempts at stealth and cannot navigate through rough terrain such as swamps, crags, dense jungle or the like. A War Horse is better at traversing rougher terrain, but still has limits. Both types of steed can carry only one pawn and their equipment, plus any amount of Supplies 

Long Missions are often through dangerous territory, and the pawns may encounter problems along the way. Make 3 Encounter Checks per day, rolling a d6 and having an Encounter on a 1. Explaining what an Encounter is, how to conduct one, or how it's a good idea to make encounter tables for Long Missions, are all beyond the scope of this section. 

Resting 

A group on a long mission must Rest for at least a third of each day traveling. Going a day without Rest has the same effect as going a day without Supply. Resting must be done somewhere relatively safe: a location with no immediate danger, not exposed to the elements, and that has enough room for the group to set up a camp. 

While Resting, pawns can recover from some of the battering they've taken during the day. During Rest, Medicine Bags may be combined with 1 Supply to give the medicine bag two uses instead of one. If doing this, both uses must be applied during the same Rest

There may be a chance of an Encounter during Rest, depending on the location. The encounter, if hostile, will catch the group at Close range with a 1-in-6 chance of each pawn starting the encounter empty-handed. This Encounter will not negate the effects of a Rest unless the group is forced to retreat and abandon camp. 

Each pawn has a Rest Action, determined by their role, which allows them to do something extra during downtime. Each pawn can only use one Rest Action once each Rest, and they often cost Supply to attempt. 

 Brigand: Prepare Camp Ground (1 Supply) 
If you're traveling back the same way you came, you're always able to find your way back to this spot. Resting here again will cost each band 1 less Supply next time (to a minimum of 1). 
 
 Brigand: Tough it Out (0 Supply) 
Roll a d6: On a 3+, the Brigand does not need to consume any Supply for the day. On a failed roll, the Brigand gains a point of Stress, and must consume Supply normally. 

 Jester: Gallows Humor (1 Supply)
Choose a bandmate with Stress, roll d6. If the roll is greater than their current Stress, reduce their Stress by 1. If the d6 shows a 1, they instead gain 1 Stress.

 Jester: Let us do a Play! (2 Supply)
Each bandmate except the Jester rolls a d6: on a 5+, they reduce Stress by 1. If everybody fails the roll, the Jester gains 1 Stress.

 Knave: Reveal Backup Dagger (2 Supply) 
Produce an ordinary Short Blade that was stowed among the group's supply cache. 

 Knave: Prepare Dirty Surprise (1 Supply) 
The next day, the first time someone would have priority against the Knave, the Knave has priority against them instead. 

 Leech: Bite Down on This (2 Supply)
Reduce a bandmate's Serious wound to a Light wound. Roll d6: On a 1 or 2, the bandmate also suffers 1 Stress

 Leech: Dilute Mixture (1 Supply) 
Choose either a Weapon Coat (2+) or an Alchemical Supply worth 1 gp (3+) you have. On a successful roll, the Leech creates an extra copy of it On a failed roll, the duplication fails and the original item is lost.  

 M▒ddler: Dipsomania (1 Supply)
Roll d6. On a 3+, Reduce M▒ddler’s Stress by 1. On a failed roll, gain 1 Stress and learn the direction to the closest Weird thing.   

 M▒ddler: Feed The Little Devils Inside (1 Supply) 
Pick one Talisman. The next time it is used, any affected allies have a +1 on the morale check inflicted by it.

 Sharpshooter: Make The Perfect Spot (1 Supply)
If there’s a night-time encounter, you start it hidden on high ground, and may may get one Aimed shot off before a fight starts.

 Sharpshooter: Firewood into Ammo (2 Supply) 
Create 3 arrows, or 3 bolts, or repair a bow or crossbow that has been damaged. 

 Squire: A Toast to our Hero (2 Supply) 
One bandmate reduces their Stress by 2. This can only be done once per mission, even if you have more than one Squire.

 Squire: Did You Water This Down? (1 Supply) 
 Use a St. Gin's together with a bandmate. You both reduce Stress by 1.  

 Thief: Set Alarms (1 Supply) 
Place a network of early warning signs that will allow you to hear an Encounter coming, giving all pawns three rounds to prepare before you can see what it was.

 Thief: It Was Here The Whole Time! (3 Supply)
Produce any one non-ammo General Supply item worth 1 gp that could have feasibly fit within the thief's pouch (so, no horses or carts). 

 Veteran: Maintain Equipment (1 Supply) 
Restore 1 wound of protection on any armor that hasn't been utterly destroyed (by explosion or acid, for example) 

Veteran: Tell Horror Story (1 Supply) 
The Veteran and 1 Bandmate reduce Stress by 1. Every other pawn rolls a d6: Gain 1 Stress on a roll of 1.

 Any Pawn: Scavange (1 Supply)
The pawn attempts to spend part of the night hunting, setting traps, foraging, fishing, or otherwise trying to find food. Roll a d6: on a 4+, they have found enough Supply for 3 pawns, which can only be used to satisfy hunger/thirst needs and must be used in the same Rest it was acquired. On a roll of 1, the pawn has had complications during the search: They suffer either a Light wound or 1 Stress, as the DM decides is appropriate.

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