How to Play
Dark All Day uses a unique rules system that lends itself towards fast, narrative gameplay, perfect for pulp cyberpunk adventures. Below is a brief overview of the core Dark All Day dice system.
Attributes and Actions
During the game, whenever a character attempts to do something that is challenging or has a chance of failure, the GM will ask for the player to make an Action Roll in an attempt to equal or beat a Target Number (TN).
The basic dice system of Dark All Day is based around an eight-sided dice known as the Fortune Dice. Every time you make an Action Roll you roll a Fortune Dice. This dice represents luck, fate or fortune.
In addition, you also roll an Attribute Dice. This is the dice that represents your character’s MIND, BODY or SPIRIT capacity.
And finally, you add an Action Modifier for the specific skill you are carrying out if you have one. For example, if you are attempting to skulk in the shadows across a rooftop, you might add your Prowl modifier.
Whenever you roll an 8 on the Fortune Dice you gain a point of Fortune, a resource you can use in times of need to empower yourself and your teammates. Whenever you roll a 1 on the Fortune Dice, you suffer a Misfortune.
The Action Roll
Dark All Day characters have 3 Attributes named MIND, BODY and SPIRIT and each one has a polyhedral dice assigned to it. The more sides on the dice, the better your character's chance of succeeding when carrying out actions that use that Attribute.
Each character also has 12 skills or Action Modifiers. These are additional bonuses to certain skills that the character excels at.
The 4 MIND skills are Search, Intellect, Engineer and Hack.
The 4 BODY skills are Athletics, Precision, Prowl and Force.
The 4 SPIRIT skills are Perform, Command, Intuition and Deceive.
Target Numbers (TN)
It is down to the GM to set the Target Numbers at a level that makes for exciting gameplay.
The Target Number for a somewhat trivial task, such as walking across an unstable plank between two buildings, might have a TN of 6. A trickier task, such as jumping a gap between two buildings, might have a TN of 8. And a difficult task like grabbing a teammate’s hand before they fall to their doom might have a TN of 12.
This core system is central to how Dark All Day plays but the full rulebook also includes many additional rules…
• 50+ Special Abilities to help your characters prevail.
• Harm, Trauma and Healing.
• Credits, Equipment and Cybernetics.
• Simple rules for Hacking that don’t slow the game.
• Flashbacks and Progress Clocks.
• Combat and Vehicle Pursuits.
• Downtime.
• Character and Crew Creation.
• Rules to play as mutants and robots.