01
Basic roll
When an action has real risk, roll:
2d10 + Attribute
| Difficulty | Value |
|---|---|
| Easy | 10 |
| Normal | 14 |
| Hard | 18 |
| Very Hard | 22 |
| Legendaria | 26 |
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
- Choose Origin.
- Choose Faction.
- Choose Profession.
- Distribute Attributes.
- Choose 3 Specializations.
- 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.
| Corruption | Status |
|---|---|
| 0–20 | Stable |
| 21–40 | Sensitive |
| 41–60 | Marked |
| 61–80 | Distorted |
| 81–99 | Consumed |
| 100 | Lost |
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.
