Starter Player Guide web

Learn to Play

A compact web version of the Player Starter Guide so any player can understand Nightfall Dominion before their first session.

Welcome to Nightfall Dominion

Eight hundred years ago, the Fall happened. The world survived, but it was broken. In this RPG, you do not play heroes destined to save it: you play people seeking answers in ruins, relics, and territories altered by the Veil.

Exploration

Secrets are buried.

Survival

Every resource matters.

Discovery

Truth is the reward.

Corruption

Power always collects.

Moral Decisions

There are no clean answers.

The World in 10 Minutes

The Fall

A catastrophe broke the history, biology, and reality of the continent.

The Veil

A violet and red anomaly remains at the center of the continent.

The Heartbeat

Some feel a call from the east, like a pulse in the bones.

Relics

Altered objects that offer power at a price.

Corruption

The Veil’s influence over body, mind, memory, and spirit.

Major Factions

Fortress of Dawn

Smiths, hunters, and defenders of the frontier.

Arcane Eclipse

Mages and researchers of the Veil.

Crimson Mountains

Vampiric houses, ancient memory, and intrigue.

Werewolf Woods

Lycanthrope clans and wild guardians.

Necromancer Wastes

Keepers of memory and death.

Tide Nomads

Explorers, sailors, merchants, and cartographers.

Create Character

  1. Choose Origin.
  2. Choose Faction.
  3. Choose Profession.
  4. Distribute Attributes.
  5. Choose 3 Specializations.
  6. Choose a Unique Trait.
  7. Complete the Quadrant: Secret, Fear, Scar, and Question.
  8. Choose Motivation.
Open Character Builder

Basic Rules

2d10 + Attribute + Specialization

DifficultyValue
Easy10
Normal14
Hard18
Extreme22

Advantage: Roll 3d10s and keep the two highest. Disadvantage: Roll 3d10s and keep the two lowest.

Critical: 10 y 10. Critical failure: 1 y 1.

Survival

Fatigue

Maximum Fatigue = 5 + Body. Above half, you take disadvantage on physical tests.

Wounds

Healthy, Wounded, Severely Wounded, and Dying.

Rest

Short: 1 hour and recover 1 Fatigue. Long: 8 hours and recover all Fatigue.

Corruption

The Veil alters body, mind, memories, dreams, and emotions.

Combat

Combat is fast and dangerous. On your turn you have 1 Main Action, 1 Minor Action, and reasonable movement.

ActionRule
Melee Attack2d10 + Body + Combat
Ranged Attack2d10 + Mind o Blood + Combat
Dodge2d10 + Body
Resist2d10 + Body

Avoiding a fight is often better than winning it with severe wounds.

Starting Equipment

Equipment does not exist to add infinite numbers. It exists to make the expedition possible.

Weapons

Knife, short sword, longsword, axe, spear, bow, and crossbow.

Armor

Reinforced clothing, leather, mail, plates, and shield.

Tools

Rope, compass, medical kit, writing kit, lantern, and artisan tools.

Supplies

Rations, water, blanket, bedroll, tinder, flint, and tent.

Basic Ritualism

Rituals require Resonance + Ritualism. They are slow, dangerous, and always leave a mark.

RitualDifficulty
Minor10
Common14
Complex18
Forbidden22

Examples: Threshold Light, Distant Echo, Explorer’s Eye, Listen to Memories, Blood Mark, Minor Veil, Relic Detection, Purification, Fragmented Vision, and Temporary Seal.

Common Creatures

Bearman

Territorial, intelligent, and rarely aggressive without provocation.

Silicon Devourer

Consumes stone, metal, and ancient structures.

Living Echo

An intense memory that gained presence.

Altered Wolves

Intelligent, fast packs touched by the Veil.

Veil Shadows

Unstable manifestations of unknown nature.

Vampires, Lycanthropes, and Necromancers

They are not merely monsters: they are cultures with memory, territory, and secrets.

Your First Session

  • Present name, profession, faction, appearance, and motivation.
  • Describe actions in fiction, not in rules.
  • Ask questions constantly.
  • Take notes on names, places, rumors, clues, and promises.
  • Do not fight every battle.
  • Do not touch every relic.
  • Respect the Veil.