Dracurouge:Introduction

From Table Talk Wiki
Revision as of 17:58, 25 September 2017 by Anzelotte (talk | contribs) (Created page with "<pre> TO YE HONORABLE KNIGHTS Welcome to our magnificent Land of the Everdark! This book, "Knights of the Everdark: Dracurouge," is the rulebook for a tabletop role-playing...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
TO YE HONORABLE KNIGHTS

Welcome to our magnificent Land of the Everdark!

This book, "Knights of the Everdark: Dracurouge," is the rulebook for a tabletop role-playing game (henceforth abbreviated as TRPG.) A TRPG is a game in which a single game master, in this game known as "Dracul," cooperates with Player Characters (henceforth abbreviated as PCs) being role-played by individual players in order to create a story.

This book contains the rules that will allow you to create that story, as well as an explanation of the setting. Even if you are already an experienced TEPG player, you should read the entire book thoroughly at least once.

WHAT IS DRACUROUGE?

In the Everdark, the Sun is no longer, and creatures of the night rule the world--clans of noble undead known as "Knights." This TRPG tells the story of these knights.

These knights are haunted by the shadow of their impending fall. They must live with strength, nobility and beauty to resist it. Such is the way of the knights of the Everdark.

THE OBJECTIVE OF THE GAME

The goal of this game is for Dracul and the players to tell a single story together from beginning to end. Though it is called a "game," it is not a competition, nor does it have winners and losers. Discard all such notions from your mind now.

A TRPG is a tapestry on which a variety of different stories can be told, from the pastoral to the thrilling. But it is not woven alone. The players are the threads; Dracul is the loom. Both must cooperate in order to weave a story, and the story reflects what all of them put into it.

That's why it's important to keep in mind that the objective of players in this game is not "to make their PCs win." For instance, even if the PCs end up in conflict, the players must maintain a spirit of mutual cooperation. This will allow them to make the story interesting--this is one of the concepts around which this TRPG is designed.

GLOSSARY

This section is a glossary explaining the various terms used in this book.

WORLD TERMINOLOGY GLOSSARY

- The Everdark -

The setting of this game. 2000 years ago, the ancestor of the knights, Dracul, swallowed up the sun. Knights of his bloodline strive to preserve and defend the world to this day.

- Knights -

Noble clans that uphold the Everdark. They are similar to what we would today call 'vampires', but also possess a mighty power known as 'Realization.' As the Sun has been destroyed, they have few weaknesses and are essentially immortal.

Their main weakness is the condition of "Thirst" brought on by loneliness and fatigue, and the risk of "Falling" if they do not live in keeping with the Knightly Path.

- Realization -

The ability possessed by all Knights to rewrite part of the world. Using this ability, knights can manipulate all their surroundings as they please.

- Falling -

The most common means by which Knights cease to be. When a knight accumulates more Thirst than they can bear, they turn into a creature akin to a beast, something far more fearsome than a knight. This is known as Falling. To fall is the ultimate sin for a knight, and to allow other knights to fall the ultimate shame. As a result, it is the duty of all knights to hunt their fallen comrades.

In order to prevent this from coming to fall, all knights must share affection with their comrades and loves ones in order to erase their Thirst with Warmth. If one's Thirst is not sated, one will Fall and turn into a werewolf, black goat, or night beast and be hunted as an enemy

RULE GLOSSARY

This section explains rule-related terms used in this book.

- Dracul -

Known in most other TRPGs as the GM or game master. They serve as the host of the game, laying out the scenario, maintaining the pace of the game and making sure that everyone follows the rules. In recognition of their authority, Dracurouge portrays them as the creator of the Everdark itself, the great Ancestor Dracul.

Dracul is often distinguished from the other players, but it's important to remember that they are a participant in the game as well--they have the right to enjoy themselves.

- Player -

Do I even need to bother?

- Session -

A session consists of the Pre-Act, Main Act, and Post-Act. The Main Act is divided into scenes known as Acts.

- Character -

- PC -

The PCs are all Knights who became immortal after being decorated. Their abilities are determined by their House, Path, and Renown.

- NPC -

NPCs are divided into Main Roles and Supporting Roles.

- Actions -

Abilities possessed by the players. They are divided into Combat Actions and Social Actions.

- Exemplum -

An ability of a PC's that expresses an effect that is always on.

- Bonds -

- Rouge -

- Noir -

- Warmth -

- Thirst -

- Noblesse Oblige -

- Scenario -

GENERAL TERMS

- nD6 -
- d66 -