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Dark War
Dark War
Dark War
DARK WAR
PABLO LÓPEZ
First edition: June 2023
ATTRIBUTIONS
Portada: Foto de Nathan Anderson en Unsplash (modificada)
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DARK WAR
Now imagine that during the story, the players themselves decide
what their characters do as the story unfolds.
In this case, the player taking on the role of the game master must
have a detailed understanding of the setting and story they want
to narrate in order to guide the narrative thread of that story. The
other players will create a character using the rules described here
to progress through the story.
DARK WAR
"Dark War" is an adaptation of the "Cthulhu Dark"© system created
by Graham Walmsley, in which the investigative and horror
elements have been replaced with more generic mechanics
adapted to survival during war.
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https://yopablo.itch.io/la-desbanda
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WHAT DO I NEED TO PLAY?
To play, you will need one person to act as the game master and
between 3 and 5 additional players who will play the characters. It
is possible to play with just 2 players plus the game master,
although there may not be as many synergies between the
players. You can also play with more than 5 players plus the game
master, but there is a risk that managing the story may become
complicated and some players may have limited participation.
CREATING A CHARACTER
Before starting the game, each player must create their character.
To do this, they simply need to choose a name and occupation and
write it down on a character sheet:
Occupation:
Background:
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RULES
To play, the game master must narrate the story, providing details
about the location of the characters and what is happening in
each situation, as if it were a scene.
BREAK
"The level of Break of a character represents how broken they are
morally and physically. All characters start with a Break level of 1.
PERFORMING ACTIONS
When a character is about to perform a non-trivial action, the
player must roll:
✓ 1D6 to determine how the action unfolds.
✓ If the task is related to the character's profession or
background knowledge, an additional 1D6 may be rolled.
✓ If the player wants to take a risk for better chances of
success, they can also add the Break die.
The die with the highest value indicates how well the action is
performed:
✓ With a 1, the minimum success is achieved.
✓ With a 6, the result is brilliant, but it brings you closer to the
Breakdown (and possibly involves making a Break roll).
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Example:
Game master: "While you're hiding in the room of the ruined
building, you hear threatening shouts and gunshots. From what
you can gather, they seem to be enemies, and they're getting
closer to your location. What do you do?"
Player: "I think I'll try to escape through the window" - The player
rolls 1D6:
➢ On a 1, they crash onto a nearby roof and attract the
attention of anyone in the vicinity.
➢ On a 4, they land silently on the roof but leave traces that
their pursuers can follow.
➢ On a 6, they escape without being seen after setting fire to
the building, hearing their pursuers’ terrified screams as
they die inside engulfed by the flames (and then make a
Break roll).
REPEAT ROLLS
If the player included their Break die in the roll and is not satisfied
with the result, they can repeat the roll (with all the dice). If they
didn't include it before, they can add it now and roll again.
If the result of the Break die is higher than any other die, make a
Break roll, even if you have already made one after the previous
roll."
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COMBAT
In "Dark War," PCs do not have hit points; instead, they have a
Break value. For this reason, combat is resolved narratively,
emphasizing the description of actions and their outcomes.
If the PC is the one being attacked, they must decide how they
want to defend themselves and make a roll based on the chosen
action, which often involves hiding or fleeing.
As a general tip, combat does not always have to end with one of
the parties eliminated. Sometimes, it is more interesting for the
enemy to flee.
RECONCILIATION
When a character's Break reaches 5, it can be reduced by taking
an action that helps reconcile with the past or present. Some
examples include:
✓ Piecing things from the past together.
✓ Taking a moment to reflect and find peace.
✓ Helping someone in need.
Each time a character performs such an action, they will roll their
Break die. If the result is lower than their Break value, it will be
reduced by 1. The player can continue to Reconcile until their
Break falls below 5.
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BREAKDOWN
When a character's Break reaches 6, they shatter from within and
can no longer continue. This is a special moment: all attention is
focused on that character and the moment their mind and body
exhaust. The player must decide if their character:
✓ Takes their own life at that moment.
✓ Deserts and abandons any purpose they were pursuing in
the game, accepting the consequences that may entail.
In either case, they should act as they see fit: fight, scream, run, or
collapse. In the case of abandonment, they can narrate an
epilogue at that moment or later, detailing the consequences of
their departure.