Babysteps gaming /
NOCTURNAL HERESY /
A Game of Corrupting Darkness /
Óskar Örn Eggertsson /
6/2/2014 /
This is a play-test ready version of the game. As such, it includes notes written by me as to what on earth I was thinking while writing this stuff. It also has some notably empty spaces where I haven’t finished writing something down. I will update that bit when I get the chance and when I’m inspired to do so. /

Contents

Introduction

A Word on Gender

Chapter Breakdown

Terminology

Chapter I The Civilized World

History

1st Age

2nd Age

3rd Age

4th Age

5th Age

6th Age

Geography

Principalities

The First Kingdom

Gottland

The Holy Kingdom

[unnamed former kingdom]

Barbaric Lands

Heretical Lands

Western Mountains

Northern Seas

Eastern Hills

Southern Plains

Religions

The Illuminated Order

The Book of Illuminations

Structure

Chapter II The Basics

What You Need

Rolling the Dice

Formulating Your Success Range

Formulating Your Critical Range

The Disaster Roll

Assisted Rolls

Opposed Rolls

Chapter III Characters

Concept

Destiny

Attributes

Skills

Common Skills

Crafting Skills

Knowledge Skills

Fighting Skills

Talents

Other Traits

Nocturnal Template

Corruption

Aether

Advancing Characters

Character Creation Overview

Starting Character

Nocturnal Template

Other Traits

Advancing Characters (per Experience level)

Chapter IV Destinies

The Acrobat

The Courtier

The Creator

The Destroyer

The Dreamer

The Entertainer

The Healer

The Leader

The Lover

The Masque

The Merchant

The Phantom

The Protector

The Scholar

The Survivor

The Traveler

The Trickster

The Warrior

Chapter V Talents

Accurate Attack

Animal Ken

Artistic

Assassin

Authority Figure

Bargain Price

Birds of a Feather

Bountiful Hunt

Breaker

Bureaucrat

Buy Me a Drink

Captivating

Chemist

Chirurgion

Close Combatant

Compelling

Contacts

Crippling Assault

Cryptologist

Dauntless Travel

Deathly Shift

Demolisher

Devour Aether

Dialogue With the Dead

Diversion

Dread Wings

Dreams of Lunacy

Duck & Weave

Empathic

Expert

Expert Swimmer

Extra Earnings

Eye For Observation

Faith

Fake Death

Fast Crafting

Fast Healer

Fast Reader

Fast Runner

Fearless

Fearsome Aura

Field Medic

Flow of Gold

Followers

Ghostly Step

Great Destiny

Guide

Hard Sell

Home-Wrecker

Improved Attribute

Inconspicuous

Influential

Inspire

Inventor

Jack-of-all-Trades

Jester

Jury-Rigging

Killer

Know the Road

Light Sleeper

Listen to Me

Long Distance Runner

Long Fingers

Manipulator

Master Healer

Mimic

Monkey Climber

Moral Code

Morale Boost

Motivation

Mountain Stance

Musician

Navigator

Nightsight

One Man Wall

One With the Crowd

Outside the Box

Pain Relief

Perfect Balance

Perfect Disguise

Possession

Pretty Face

Psychotherapy

Quality Crafting

Quicken the Dead

Ranger

Regeneration

Resurrection

Riches

Role Shift

Ruination of Thought

Sacrificial Lamb

Sacrificial Parry

Seductive

Shadow Manipulation

Share Power

Sheltered

Shortcut

Silent Step

Silver Tongue

Skilled

Sleight of Hand

Specialist Speaker

Spectral Arms

Spectral Bolt

Stand the Ground

Sunderer

Tall Tales

Threatening Appearance

Tough Skin

Tutor

Unseen & Unheard

Wealthy

Weapon Specialist

Word on the Street

Chapter VI Socializing

Conviction

Influence

Attitude

Pressure

Bribery

Seduction

Intimidation

Deception (again)

Crowds

Coercing PCs

Chapter VII Combat

The Combat Round

Initiative

Actions

Attacking

Get Into Cover

Grappling

Aiming

Readying Weapons or Equipment

Reloading Crossbows

Retreat

Free Actions

Talking

Dropping Weapons or Equipment

Standing Up From Prone

Resisting Ill Effects

Reaction

Blocking Escape

Evading Danger

Long Actions

Reloading Musket or Pistol

Charging

Giving Command and Intimidate

Performing a Ritual

Other Combat Rules

Shield Bonus

Damage

Armor

Health

Breaking Objects

Armor

Weapons

Shields

Extras & Groups

Chapter VIII Special Rules

Commerce & Wealth

Wealth

Critical Roll

Special Note

Relics

Sample Relic: The Mirror of Warmwillow

Sample Relic: Scorched Winds

Sample Relic: The Library City

Conditions

Bleeding

Stunned

Fatigued

Exhausted

Shaken

Terrified

Starving

Poisoned

Sick

Press On

Sources of Harm

Rituals

Sample Rituals

Rite of Summoning

Rite of Warding

Rite of Command

Rite of Banishment

Sickness

Virulence

Lethality

Symptoms

Poison

Toxicity

Lethality

Symptoms

Lunacy

Traveling

Animals & Monsters

Fast

Flight

Underwater

Introduction

Nocturnal Heresy is a game about defeat, revenge, rebellion and corrupting power. It is a game where the Players take on the roles of powerful individuals in a weak and corrupted world, who are hunted for their heresy, and who must decide how they will live out the rest of their lives. Will they hide in the shadows and try to live peacefully or on the run? Or will they rise up against those who murdered their god and bring unto them the same pain and grief? The Nocturnals have the dark power and no master to serve; it is their choice.

Nocturnal Heresy is a game born from a vision I had of a dark fantasy. In the last couple of years, this vision has changed, shifted and turned into something different. What started as a medieval setting has turned to being more of an early 1600s kind of setting or a mixture of the two. The old weapons are mixed with gunpowder; shining armor is mixed with leather. It is still a bit jumbled up, I admit, as I have focused a lot more of my energies into the mechanics and not enough on the setting. That is where you come in.

So far I have been working mostly on the mechanics as I have said, but now it needs to be put to the test. In this file I have included almost every aspect of the mechanics that I have deemed complete enough to try out (at least publicly). Some of the minor mechanics (public debates, detailed crafting rules and traveling) are something I’m still working on, reviewing or utterly in the early stages of brainstorming. The important stuff though, that you can find here.

In this file you will find rules on rolling the dice and how to figure if you’ve succeeded or not. You will also find the complete list of Skills that I have put together for this game, although the list is still open for new Skills to be included if appropriate. You will find rules on how to make a character, a list of available Destinies for your character (more on that later) and a list of Talents (advanced abilities available to your character). You will also find detailed rules for combat and socializing (the latter also has a more simpler option if you prefer). Finally, you will find a list of special rules for the game, such as various sources of harm, relics, acquisition and so forth.

What I aim for with this game is both simplicity and excitement, mixed with a feeling of dread, corruption and mortality. It includes the illusion of power, that feeling that you are unstoppable just before that fatal blow hits you. Don’t be fooled, a good hit will kill you and even a few bad ones will kill you quickly. But what I want from you is to have fun with it. I want to see if it is simple and easy to use, and more importantly if it is any fun.

A Word on Gender

The subject of gender is handled rather freely in the Civilized World. Each city can have their own laws regarding variety of subjects, such as allowing one kind of sexuality while banning another, or have laws that restrict the freedom of one gender while enforcing the social power of the other. However, in most cases both genders are treated with equality and respect. Both Princes and Princesses can have complete control over a city, and women can have seats among the innermost circle of the Illuminated Order. Any status of any organization can be held by either gender, but some cities might discourage it in either direction: Women can have restricted rights in some cities while men have restricted rights in others. It is a matter of personal taste and what the story needs for it to be told properly.

Speaking of which, I will try to avoid using gender specific pronouns in this playtest file. But since it is just for playtesting and not a final product, it will not go through heavy editing process and so I won’t promise anything I am not entirely certain I can keep. I will try to use the ‘they’ pronoun as often as possible so that I won’t accidentally insult anyone. When the final product is complete, hopefully I will not confuse anyone by using every possible pronoun. That being said, I will refer to both Princes and Princesses, as well as other significant positions of power, by the masculine form when speaking of them in general. If the character is specifically feminine, I will refer to her as such. I choose to do this to avoid too frequent uses of phrases like ‘Princes and/or Princesses’ that would otherwise likely occur. I apologize if anyone finds this discriminating.

Chapter Breakdown

The book is presented in a handful of chapters.

  • Introduction is this chapter, the one you’re currently reading, where I introduce the game and explain why I wanted to make it.
  • Chapter 1: The Civilized World focuses on the setting of Nocturnal Heresy. Here you will find information about the setting, such as the principalities and their politics, the Illuminated Order, history and some information about the lands outside the Civilized World, seen through the eyes of those who claim to be civilized.
  • Chapter 2: Basicsincludes the basic rules needed to play the game. It explains what sort of dice you roll (12-sided, in case you were wondering) and how to read the result of your roll.
  • In Chapter 3: Characters, we look at how to make a character using the rules in this book/file/thing. Here I explain how derived traits are calculated from your Attributes and what Skills are available.
  • Chapter 4: Destinies explains what Destinies are available to your characters and what benefits come with which Destiny. Each Destiny has an effect on how your character is created, so the chapter is worth looking into before or while you’re making your own Nocturnal.
  • Chapter 5: Talents lists more than 100 Talents available to your character and what mechanical benefits they offer. They are listed alphabetically.
  • Chapter 6: Socializing explains the more detailed version of the social rules which makes use of Influence, Conviction and Attitude, among other things.
  • In Chapter 7: Combat you can find all the rules you need to fight your enemies in a violent manner.
  • Finally, in Chapter 8: Special Rules I have put some special rules which can apply to your game. They are pretty much an expansion of the basics presented in chapter 2, but the GM is not required to use them unless they want to. This chapter pretty much serves as the GM’s chapter, but it does not have any information specifically intended for the GM. It is, in short, an incomplete GM’s chapter. I plan on rectifying that.

Terminology

I use several terms in this game which you should be fairly familiar with if you are an experienced role-player. If not, some of these terms will still be familiar but are explained below, as well as in the text itself. When abbreviated, the abbreviation appears after the word inside brackets. The same applies when I use a shorter version of the word.

  • Game Master (GM): The player who’s role is to supply the plot and role-play any minor or major NPCs in the game.
  • Player: Anyone playing the game, although it usually excludes the GM.
  • Player Character (PC): The character created by a player to represent them within the story. A PC has stats and all their actions are determined by the player and the roll of the dice.
  • Non-Player Character (NPC): Any character in the story that does not represent one of the players. NPCs are usually controlled by the GM although the PCs can affect their behavior with their own actions. There are two types of NPCs: Minor NPCs, which are the less important characters; and Major NPCs, which are the more important characters. Minor NPCs rarely have complete set of stats and are easy to deal with. Major NPCs can have as complete stats as the PCs and provide noteworthy challenges.
  • Nocturnal: The protagonists of the game and standard character types for players. They are the chosen servants of a dead god, tasked with protecting the mortals from the monsters of the night. They are hunted as heretics by the Illuminated Order and some seek revenge for their dead patron.
  • Civilized World, the: The principalities in which the majority of the setting takes place.
  • Terra: The world of Nocturnal Heresy. The majority of the setting takes place in the Civilized World, but the world itself stretches outwards to all directions.
  • Dreaming Realm, the: World of fairies, goblins and dragons.
  • Infernal Realm, the: Home to daemons.
  • Bright Realm, the: Heaven equivalent, home to angelic beings and the goddess Lumia. It is represented on the sky by the sun.
  • Dark Realm, the: World of the dead, home to ghosts and the god Nocturne. It was represented on the sky by the moon, until the moon was destroyed ten years ago. The event destroyed the Dark Realm and killed Nocturne.
  • Monster: Any creature that is out of the norm. Sometimes, the line between a monster and an animal seems blurry, but monsters often have supernatural powers or are made from such source.
  • Illuminated Order, the: A religious organization that has great political power in the Civilized World. It focuses its efforts on hunting down heresy and witchcraft, at least officially.
  • Saint: The chosen champions of Lumia and the bright reflections to Nocturnals. They use holy powers to hunt down heresy and witchcraft.
  • Nocturne: The dead god of darkness and death. His Dark Realm was destroyed with the moon and he was killed. However, his champions are still awakening which gives hope to his inevitable resurrection.
  • Lumia: Goddess of light and life. Her Bright Realm is the sun and she commands the host of celestial beings called Empyreals. She is worshipped by the Illuminated Order.
  • Mortal: Any human being who is not touched by the supernatural.
  • Witch: A human being who has acquired sorcerous powers. These powers often come from daemons or hags.
  • Hag: A powerful witch that has consorted with daemons. They are rarely without a coven of fellow witches.
  • Destiny: A mechanic in the game that provides characters with roles to fill, as well as some special Talents.
  • Talents: Abilities beyond what Skills and Attributes can provide. There are three types of Talents: Character, Destiny and Supernatural, and the Supernatural Talents are further divided between the different types of supernatural creatures. For example, the Nocturnals have access to Talents that most other supernatural beings do not.
  • Lunacy: Mental illness caused by prolonged exposure to lunar fragments that crashed into Terra after the moon was destroyed.
  • Daemon: An infernal being of blasphemous power. Daemons exist in the Infernal Realm but can enter Terra when summoned by diabolists.
  • Faustian: A diabolist who has made a pact with a daemon involving the possession of the diabolist in exchange for inhuman power. They rival both Nocturnals and Saints in terms of supernatural abilities, but tend to burn up after a few weeks.
  • Aether: The lifeforce of any living being and the source of supernatural power.
  • Success Range (SR): This is a number from 1 to 10 and is usually found by combining the appropriate Attribute and Skill for any given action. If you roll a die and it shows a number equal to or less than the SR, your action has succeeded. Used in context, you will be required to roll against the SR of Attribute + Skill when your character attempts an action where success is not already guaranteed. For example, when you are trying to solve a difficult puzzle, you roll against the SR of Knowledge + Enigmas. Sometimes, as a more simplified turn of phrase, you must roll against Attribute + Skill. Mechanically, both phrases mean the same thing.
  • Critical Range (CR): This is a number that starts at 1 and can be increased with bonuses from various sources, most notably Talents. If you roll a die that shows a number equal to or less than the CR, your action scores a critical success. The effect of a critical success depends on the action, but is usually something worth more than just a simple success.
  • Disaster Range (DR): This is an optional mechanic. If an action fails, and it is dramatically appropriate, the GM can roll a die against the DR, which is represented with a number ranging from 1 to 10, depending on how likely things could go badly. If the die shows a number equal to or less than the DR, not only is the action a failure, but the person performing it suffers an additional disaster of some kind.
  • Action: Anything a character decides to do that requires a die to be rolled to determine whether or not it is successful.
  • Dramatic Action: An action that can take hours, days or even years to complete. The die is only rolled once, however.
  • Realms, the: The planes of existence, usually referring to the five Realms: The Mortal Realm, the Dreaming Realm, the Infernal Realm, the Dark Realm and the Bright Realm. Other Realms might exist but are only theoretical.

Chapter IThe Civilized World

This chapter is a work in progress. I intend to write this chapter and update it regularly, but until then it may feel a bit unfinished. It focuses on the setting of the Nocturnal Heresy, the Civilized World. The Civilized World is a coalition of principalities; each ruled separately but held together by the Illuminated Order. It has history (one of the things I intend to properly flesh out) but nobody really knows what happened before the 5th Age. This chapter also speaks a bit about diplomatic politics between states, the different Realms of Reality, religion of the Illuminated Order and the common folks, and what lies beyond the boundaries of the Civilized World. This is a lot of stuff to write down, so I hope you won’t hold it against me if I haven’t completed the whole thing yet.