Against the Darkmaster
Core Rules v1.5Core Mechanic
Roll d100 + skill bonus against a difficulty threshold for skill checks, or against an opponent's defensive bonus for attacks. Rolls of 01–05 are automatic failures (fumbles); rolls of 96–00 are open-ended, allowing a second d100 roll added to the first for explosive results. Attack rolls that exceed the target produce hits on weapon-specific attack tables, with high results triggering critical strikes that cause injuries, bleeding, and conditions beyond simple hit point loss.
Best For
Groups who want an epic good-versus-evil campaign with deep character creation, detailed travel mechanics, and crunchy percentile combat with critical hit tables — especially fans of Rolemaster or MERP looking for a modernized take.
Highlights
Character creation combines Kin, Culture, Vocation, and Background into highly differentiated characters with personal Passions that mechanically drive play. Detailed overland travel system with terrain-specific hazard tables, foraging, camping, and safe haven mechanics. Magic system with 30+ Spell Lores and over 300 spells, available to all Vocations at different costs. The Darkmaster creation system lets the GM build a campaign-defining antagonist with servants, artifacts, and a dark stronghold.
Considerations
574-page core book requires significant reading investment before first play. Open-ended d100 rolls and critical hit tables can produce extreme outcomes that swing encounters unpredictably. No published setting — the GM must build or adapt one, though the included introductory campaign provides a starting framework. Character creation involves multiple layered steps (Stats, Kin, Culture, Vocation, Skills, Backgrounds, Passions) that can take an entire session.