Core Mechanics
Overview of Basic Rules

- Dice Rolls
- The system is based on a dice pool made up of d6s (six-sided dice). These dice are divided into three categories, each with a specific color to represent their source:
- Base Dice:
- Represent your character’s attributes (Strength, Agility, Wits, or Empathy).
Skill Dice:- Represent your character’s skills. The number of dice rolled depends on your skill level in the specific area.
Gear Dice:- Represent tools, weapons, or gear you use to assist with the task.
- Represent tools, weapons, or gear you use to assist with the task.
- Push Mechanics:
- Characters may reroll any number of dice from a failed roll, but this comes at the cost of potential trauma or stress.
- Pushing can result in damage to Attributes or Stress levels, depending on the outcome.
- Reference: Core Rulebook, pg. 44
Combat Rules
Key Combat Rules

- Initiative:
- Combat turn order is determined by rolling initiative dice.
- Roll a D6 for your initiative and add your Agility score.
- Initiative remains fixed unless special actions modify it during combat.
- Reference: Core Rulebook, pg. 79

Actions
An action is a significant, deliberate task that requires effort, focus, or skill. It often involves rolling dice to determine success.
Examples of Actions:
- – Attacking: Shooting a gun, throwing a spear, or punching someone.
- – Performing a Skill Check: For example, fixing a broken item, picking a lock, or convincing someone in a social situation.
- – Using a Mutation: Activating a special mutation ability.
- – Aimed Shot: Spending extra effort to make your attack more accurate.
Key Points About Actions:
- 👉 Actions usually require dice rolls.
- 👉 You can only perform one action per turn during combat.
- 👉 Actions tend to have direct, impactful outcomes (e.g., causing damage, repairing a piece of gear, or persuading someone).
Maneuvers
A maneuver is a smaller, less intensive task that does not usually require a dice roll. It represents quick, simple movements or preparations.
Examples of Maneuvers:
- – Moving: Running or walking a short distance (typically one zone in the game map).
- – Drawing a Weapon: Pulling out a gun, knife, or other gear.
- – Taking Cover: Ducking behind a wall or other protection.
- – Reloading a Weapon: Preparing your weapon to fire again.
- – Helping Another Character: Assisting someone in their action (may require a roll in some cases).
- – Interacting with the Environment: Opening a door, picking up an item, or flipping a switch.
Key Points About Maneuvers:
- 👉 Maneuvers are simpler than actions and usually don’t involve dice rolls.
- 👉 You can perform one maneuver per turn in combat for free.
- 👉 You can perform an additional maneuver by spending a point of your character’s Movement or by using up their action for the turn.
How They Work Together
In a single turn, a character can:
- Perform one action and one maneuver (free).
- Example: Shoot a gun (action) and then take cover (maneuver).
Perform two maneuvers by skipping their action.- Example: Run into cover (maneuver) and then reload their weapon (maneuver).
Critical Injuries:- Severe injuries occur when a character takes significant damage.
- Use the Critical Injury table to determine the effects, including permanent consequences or death.
- Reference: Core Rulebook, pg. 90
Character Progression
Improving Characters

- Experience Points (XP):
- Characters earn XP by accomplishing specific objectives, such as surviving dangerous scenes inside sessions, exploring new locations, or uncovering new lore.
- XP can be spent to improve skills or acquire new talents.
- Reference: Core Rulebook, pg. 25
Talents & Mutations:- Talents are special abilities that enhance character performance or provide unique capabilities.
- Mutations offer extraordinary powers but may come with risks or drawbacks.
- Reference: Core Rulebook, pg. 70
Gear Usage

Handling Equipment
- Encumbrance Limits:
- A character’s carrying capacity is determined by their Strength Attribute.
- Exceeding this limit results in penalties to movement and actions.
- Reference: Core Rulebook, pg. 23
- Crafting & Repairs:
- Characters can create or repair items using appropriate tools, materials, and skills.
- Success depends on skill checks and the quality of materials.
- Reference: Core Rulebook, pg. 46
House Rules
Unique Rules for Darkbound
- Adjusted Mechanics:
- Encounters with Aberrants may trigger additional dice rolls to resist corruption or panic effects.
Custom Crafting Mechanics:- Crafting specialized Darkbound gear requires unique components found only in corrupted zones.
- Reference specific Darkbound crafting tables for recipes and outcomes.
Quick Reference Tables
Skill Checks
Task | Skill | Attribute | Example Scenarios |
---|---|---|---|
Climbing/Swimming | Move | Strength | Climbing walls, swimming across rivers. |
Melee Combat | Fight | Strength | Attacking with fists, knives, or clubs. |
Sneaking | Sneak | Agility | Avoiding detection, moving silently. |
Shooting | Shoot | Agility | Using firearms, bows, or ranged weapons. |
Spotting/Listening | Scout | Wits | Spotting enemies, eavesdropping. |
Picking Locks/Disarming Traps | Tinker | Wits | Breaking into locked rooms, traps. |
Bargaining/Intimidating | Manipulate | Empathy | Convincing NPCs, threatening enemies. |
Healing | Heal | Empathy | Treating injuries, stabilizing a dying ally. |
Combat Actions
Action Type | Examples | Rolls Required? | Notes |
---|---|---|---|
Attack (Action) | Shoot, stab, punch, throw. | Yes | Weapon stats determine bonus dice. |
Aimed Shot (Action) | Focus carefully before firing. | Yes | +2 dice to roll; counts as an action. |
Overwatch (Action) | Guard an area to attack during another’s turn. | Yes | Declare conditions for when you attack. |
Reload (Maneuver) | Load ammunition into your weapon. | No | Can’t fire until weapon is reloaded. |
Move (Maneuver) | Travel one zone (short distance). | No | Typically free unless hindered. |
Take Cover (Maneuver) | Duck behind walls, objects for protection. | No | Reduces chance of being hit. |
Push (Action) | Try harder to succeed at a failed roll. | Yes | Risk damage for rerolling dice. |
Gear Stats
Gear | Bonus Dice | Damage | Special Rules |
---|---|---|---|
Knife | +1 | 1 | Can be thrown. |
Baseball Bat | +2 | 2 | None. |
Bow | +2 | 1 | Silent weapon. |
Pistol | +1 | 2 | Requires reload after 6 shots. |
Rifle | +3 | 2 | Long-range weapon. |
Grenade | +3 | 3 | Hits all targets in a zone. |
Lockpick | +1 | – | Adds bonus to Tinker skill checks. |
Tool Kit | +2 | – | Used for crafting and repairs. |
Additional Resources
- Core Rulebook Access:
- Digital and physical copies of the Mutant: Year Zero core rulebook are available for purchase or download at Free League Publishing.
- Downloadable Reference Sheets:
- Access printable cheat sheets for combat, mutations, and crafting on the Darkbound RPG Discord.