Quick Reference

Basic Rules

Everything needed to understand Nightfall Dominion RPG before opening the full Player Guide.

01

Basic roll

When an action has real risk, roll:

2d10 + Attribute

DifficultyValue
Easy10
Normal14
Hard18
Very Hard22
Legendaria26

If you have a suitable specialization, add +2.

02

The Five Attributes

Body

Strength, endurance, physical combat, and movement.

Mind

Investigation, analysis, observation, and knowledge.

Will

Courage, discipline, fear, leadership and mental resilience.

Blood

Instinct, presence, vitality, and social intuition.

Resonance

Magic, relics, anomalies, and sensitivity to the Veil.

03

Character Creation

  1. Choose Origin.
  2. Choose Faction.
  3. Choose Profession.
  4. Distribute Attributes.
  5. Choose 3 Specializations.
  6. Answer the Quadrant: Secret, Fear, Scar y Question.

In Nightfall Dominion, you do not create a hero. You create a person trying to survive a broken world.

04

Combat

Combat is fast, lethal, and narrative. A battle is a decision, not an obligation.

Body to body

2d10 + Body

Distance

2d10 + Mind

Ritual

2d10 + Resonance

Wounds

There are no hit points. Wounds are Light, Severe, Critical, or Mortal.

05

Exploration

The basic unit is the Exploration Turn.

1 turn = 10 minutes

Common actions: Investigate, Explore, Map, Gather, Rest, Study Relic, Examine Anomaly, or Search for Hidden Entrances.

Threat

Threat measures expedition tension on a 0 to 10 scale. It rises when time passes, the group makes noise, uses magic, fails tests, or activates anomalies.

06

Veil Corruption

The Veil does not merely harm: it transforms. Corruption measures how much a character has changed.

CorruptionStatus
0–20Stable
21–40Sensitive
41–60Marked
61–80Distorted
81–99Consumed
100Lost

Veil Resistance = Will + Resonance.

07

Rules for the Game Master

  • Never explain everything.
  • Truth is worse than monsters.
  • Corruption is temptation, not punishment.
  • Every relic solves one problem and creates a worse one.
  • Every expedition must change someone.