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Delving in DarknessA world submerged in the deepest Darkness. The fragile lives within threatened by extinction from the hunger of the beasts created out of this morass lacking any light of its own... ![]() The dungeons are an unnatural addition to the world. Representatives of the ever encroaching darkness. SystemThis version of Delving in Darkness is using Pathfinder 1st edition for its core rules. Any changes to the system will be noted here. TraitsTraits to illustrate your character's background. FeatsThe thousands of feats of core pathfinder trimmed down somewhat, as well as rules for obtaining new feats without needing to spend your precious slots! Gear and EquipmentMundane tools, kits, weapons, and armor(?) that exist in the setting. Magic ItemsSome new and unique magical equipment! Martial TechniquesA combat subsystem for martial characters. Your pact and subclass choices will determine which schools you have access to. ArtsAkin to spellcasting, Delving in Darkness uses Arts, which increase in potency as you progress in the circles of each. Food and HungerTo help illustrate the more survival horror nature of the setting, there are more defined rules for starvation, but to compensate, a large variety of foods and bonuses for eating! This section was copypasted directly from the clasew version. Some trimming will be required as well as moving things about. The SanctuaryThe people of the Sanctuary were once entirely of the same species (now referred to as the precursors or "hornless"), but have changed in form thanks to pacts made with the powerful patrons that protect their world from falling completely. Known as the blood pact, the changes to their form provides them with abilities similar to that of their patron to protect them from the Dark's influence. The horned folk are still of similar shape, with ungulate legs, pointed ears, a tail, and horns growing from around the crown of their skull (typically two, though the abyssals are an exception). They are omnivorous, with a trend more toward vegetable matter over animal matter in preference. They are cyclical hermaphrodites, identifying themselves by the general time of their egg-laying period as either "spring" or "autumn", though this distinction isn't often needed or used as they have no sexual dimorphism whatsoever. Once six, these five factions are divided in philosophy and culture, but united against the all-consuming Dark. ![]() AbyssAbyssiria is a primordial of the original world from which the Sanctuary was sundered. Powerful and feral, she is not unintelligent, though she is nonetheless difficult to deal with. The cold and violet abyssal moon commands the element of water and night. Those of her blood pact are known as Abyssals, though they are also sometimes called Vampires due to their strong bloodlust. Abyssals – The traits they inherit from their primordial patron grants Abyssals the ability to survive in nearly any environment, though they greatly prefer the watery depths to dry land. Evolving greater defenses as they grow in strength, they are well-admired for their toughness and durability. Soul Pacts: Abyssiria's soul pacts reflect her nature as one in total command of her body, as well as her raw physical prowess.
Alliance Bonus: The strange alchemy and knowledge of the Abyssals increases the quality of all goods produced, and their command of water increases their trade reach. ![]() BastionThe White Moon is the Bastion itself, an inevitable that still saw potential for these remnants; though it has no blood to give in pact, it has provided a way for the Aachians to accept a piece of it into their own bodies. The nature of the magic involved in the blood pact still altered their bodies, causing them to not have arms and legs of their own, and instead receiving ones from the Bastion upon reaching adulthood. Aachians? – Their minds affected more by their patron than their bodies, beyond the strange material from which their limbs are made, their mental resilience is known to be just as incredible as their strange machinery. Soul Pacts: The Bastion's soul pacts follow its nature as a machine with both a will and a conscience; protect those who need it, heal those you can, and weather any assault until you can strike back.
Alliance Bonus: Tools granted by the Bastion decreases the time required to produce building supplies, though the cost of tools increases slightly. ![]() FlameThe Brass Star was in the sky before the Fall, and in it is bound a powerful Efreet. Saved from destruction by Lucuhael, she is repaying this debt by accepting the Blood Pact and protecting the sanctuary with her brilliant flame. Despite her nature as evil and greedy, she has come to care greatly for those with whom she has shared her blood. Efwein? – The Blood Pact came with a hefty price for the Efwein, forcing them to accept some of the burden of a life debt. Still, their mastery of fire and access to unique magical abilities proves worth it... most of the time. Soul Pacts: The Brass Star's soul pacts grant great powers, such as controlling flame and poison. However, they offer little in the manner of defense, perhaps revealing a weakness of the patron herself.
Alliance Bonus: The Efreet's wealth attracts more wealth; raw metals and materials are obtained more easily. ![]() GreenmotherThe Green Moon resembles an eye more than a mere star, as it is the Greenmother's physical presence. She watches from beyond the Dark, her reasons for accepting the Blood Pact inscrutable and known only to her. Shabbali? – Perhaps the most changed physically by the blood pact, the Shabbali possess two tails and three eyes, as well as four breasts; each change said to be a totem of a different aspect of the Greenmother. The ability to look into the minds of others is a curious one, and the telepathy granted by such makes them particularly odd even with everything else about the Shabbali. Soul Pacts: The Greenmother's soul pacts invoke her curious arts involving flesh and affinity for beasts of all kinds. Despite the variety in capabilities, they do lack in offensive power.
Alliance Bonus: The Greenmother's blessing improves the yield of crops and livestock, increasing food availability. ![]() LightThe Lamp is the resting place of Lucuhael, a powerful solar, who burned much of her power to create the Sanctuary and tie together the fates of each patron to it. Her heart still beats, and each pulse brings a new dawn. Gossamer? – The blood pact blessed the Gossamer with an inner light that shines through their bodies and burns away at the Dark. The crystalline horns upon their heads are quite similar to the crystals that grow upon the soil touched by Lucuhael's tears. Soul Pacts: Lucuhael's soul pacts bestow the power of holy light, and purifying power to restore wounds and fatigue alike.
Alliance Bonus: The Light eases the mind of civilian and delver alike; the safety bonus of settlements increases, and recovery of sanity and morale improve. OutcastsVarious beings are outcast from their society for their dalliances with the Dark. Whether they succumb or not is yet to be said...
Alliance Bonus: The details of dungeons are much easier to discern, however, the bonuses provided by other factions decreases. The Lost MoonBroken and lightless due to war and the beasts of the Dark growing strong on the bloodshed, this remnant of the Sixth is a grim reminder to not raise arms against fellow mortals. Perhaps if the Dark is pushed out of the former lands of the Sixth, its glow might return... At least there is much treasure and power to be found within the dungeons of this once shining land, but at considerable risk. Tetlians? Twinned souls sharing a single vessel, they mirror their patrons.
Downtime RulesDowntime is an important aspect of Delving in Darkness. Characters do need a place to return to to recover from injuries and stress, sell their loot, purchase more supplies, and various other things. Village Building?The base of operations from which all expeditions into the dungeons occur. As such, building a village is important, and many funds will be poured into it more than a character's own coffers. Bestiary?The various sorts of critters unique to the dungeons. |