stumbling towards
apotheosis
Home Rules Setting Writeups Links Introduction
Rules : Gameplay Mechanics
The following mechanics are all specific to From Light to Darkness.

Powers

Magic and abilities are referred to as powers. In general, powers are represented by cards or text in a character sheet. Generally, using a power requires showing the ability's rules text to the target character. In general, those who have powers will also have the rules necessary to use them.

There are certain conventions used to represent powers in the game system. These include flags and arm gestures.

Flags

Flags are colored pieces of cloth at least six inches wide by 18 inches long. Different colors represent different effects. If you see a character with a flag and do not know what it means, the character will explain it to you if it affects you.

Arm Gestures

From Light to Darkness uses a few arm gestures to represent game mechanics.

If a character has a power representing stealth, he may indicate that he is concealed by crossing his arms in front of his body and placing a hand on each shoulder. Stealth comes in different levels, represented by holding up a finger on the right hand for each level of stealth possessed. Characters using stealth should be ignored, barring abilities that penetrate stealth. If a concealed character speaks, uses a power that does not specify it can be used while concealed, initiates an attack, or interacts with a object in a noticeable way (like opening a door or moving a chair), their stealth is broken and they may be seen normally. All powers that penetrate stealth function automatically.

Additional arm gestures may be added as game mechanics evolve.

Prestige Points

Prestige is the central currency of Komaru. Within the game world, Prestige points represent favor and support. Physically, Prestige points are represented by violet index cards, which should be signed with your character's name upon receipt. A character may save accumulated Prestige points between sessions.

Prestige points can be used for a number of purposes, including improving characters and accomplishing plot goals. At the end of each session, the storyguides will poll each character, collecting information on any Prestige expenditure the player plans.

Experience

Prestige points are experience points in From Light to Darkness. They may be used to purchase additional traits or improve existing traits. Prestige converts into character points on the pyramid scheme: a one character point trait costs 1 Prestige point, a two character point trait costs 3 (that is, 1 plus 2) Prestige points, and so on. Increasing an existing trait by one costs Prestige points equal to the new level.

For example, buying an Heir (1 character point) costs one Prestige point. Increasing a 5-point title to a 6-point title costs 6 Prestige points. Increasing a 5-point title to a 7-point title costs 13 (6 plus 7) Prestige points.

Trade Contacts and Prestige

Merchants with Trade Contacts can use Prestige points to facilitate their bidding on new goods. Each session, the storyguides will produce a number of lots of merchant goods for auction to all merchants present. Trade points represent "wealth" used to bid for these goods. Normally, Trade points are "empty." However, when combined with a point of Prestige from a noble, a Trade point becomes "full." In the auction, one Full Trade point is worth more than any number of Empty Trade points.

Manipulation

The greatest value of Prestige points is their ability to affect the plot of the game outside the current session. Each game, the storyguides will publish a list of Prestige point costs to accomplish a certain set of deeds. With storyguide permission, players may suggest other possible events that might be encouraged through the expenditure of Prestige points. Some examples of manipulations that can be contrived with Prestige points are listed below. To attempt a different sort of manipulation, see a storyguide for an approximate Prestige cost.

Sample Manipulations Available with the Expenditure of Prestige Points.

EffectCost (in Prestige points)
Throw a party1
Arrange a marriage between two willing nobles1
Have a child1
Refresh a military unit1
Strengthen ties to your family3
Throw a memorable party3
Gain an empty Royal Council seat3
Launch a military attack5
Lift a Church excommunication5
Ask the Church to excommunicate a noble5 + (target's Noble Title level)
Arrange a marriage between one or more unwilling noble parties2 x (the Noble Title level of the unwilling marriage prospect(s))
Invite the Crown Prince to an event of your choice10
Introduce the Crown Prince to his new fiancée20+

Trade Points

Trade points represent material wealth within Komaru. Physically, Trade points are represented by yellow index cards, which should be signed with your character's name upon receipt. A character may save unused Trade points and accumulate Trade points between sessions.

Trade points are used in merchant auctions to bid on goods. Like Prestige points, they may be freely transferred between merchants. Overbidding in a merchant auction (bidding more than the merchant can pay) is a bad idea, and may result in a merchant's Trade Contacts value decreasing.

Books and Research Points

Books are among the most valuable possessions in Komaru. In From Light to Darkness, books are represented by physical props that both contain information on the game and have a Research Point value. Some books also allow their owner to initiate research on a specific topic if the owner has access to enough Research Points. If a character has a book with a Research Topic and enough Research Points to investigate it, he can inform the storyguide of this fact at the end of a session. At the start of the next session, the character will receive a new lore sheet representing his discoveries.

A character may simultaneously research as many topics as he has Research Points to cover, but multiple copies of the same book do not provide additional Research Points. Unused Research Points do not accumulate between years. Some books have Research Points on a particular subject; only one book on a subject may be used in a year. (Example: Crescentino Sone has a book worth one Research Point on the subject of Air Magic and another book worth two Research Points on the subject of Air Magic. He may only use one or the other during his year of study, not both. He wisely chooses to use the one worth two Research Points.)

Copying Books

Although the Church considers it a sin, books may be copied. Players who take books out of game at the end of a session and do not use their Research Points for study may make copies of the books. There is no limit on the number of copies that can be made between sessions, but the more common a book is, the less valuable it becomes.

Writing New Books

During the course of the game, player characters may wish to write new books. This is highly encouraged. Mechanically, a book written by a player character will be worth up to as many Research Points as the character’s most valuable book with a subject, according to the player’s preference, and will inherit the subject of the book used to generate its Research Point value. (Example: Crescentino Sone has a book worth two Research Points on the subject of Air Magic. He can write books worth one or two Research Points, but all will have the subject of Air Magic.) Storyguide intervention may grant PC-written books other traits.

The War Game

From Light to Darkness uses a simple rock-paper-scissors style game to simulate large-scale military confrontations. When two forces meet in battle, each side consists of one or more people and any military forces they possess. Army Cards represent military forces, and come in four basic types: infantry, pikemen, cavalry, and artillery. The battle itself is resolved in a series of engagements. In each engagement, each side simultaneously reveals one Army Card and compares it to the opponent's card. The loser of the engagement discards his card, while the winner returns his to his hand. Players may withdraw their troops from the battle after any engagement; once they do so, they are no longer part of the battle. When one side runs out of Army Cards, the battle ends.

When two units meet in an engagement:

  • Cavalry BEATS Artillery
  • Artillery BEATS Infantry and Pikemen
  • Pikemen BEAT Cavalry

All other results are decided by comparing the units' Strength; the unit with greater Strength wins. Ties are decided by comparing the units' Experience; the unit with greater Experience wins. If the units are still tied, both lose.

Special units

Special units modify the rules of the engagement. Special units generally possess one of the following traits:

Arcane

If you discard an Arcane Army Card from your hand immediately after both cards in an engagement are revealed, your opponent must set his current card aside and play another Army Card out of his hand. If he cannot play another card, he must discard any cards he has set aside as though they lost an engagement. After the engagement ends, he may return the card he set aside to his hand. Multiple Arcane Army Cards may be played during a single engagement.

If you hold an Arcane card in your hand when your opponent attempts to use his own Arcane card, you may show your Arcane card to prevent him from using his card.

Engineer

If you discard an Engineer Army Card from your hand after both cards in an engagement are revealed, the battle is resolved by a direct Strength comparison, followed by a direct Experience comparison in the case of a tie.

Healer

You may discard a Healer Army Card from you hand at any time to return one of your discarded cards to your hand.

Scout

If you play a Scout Army Card in an engagement, you may discard it and replace it with any other card in your side's hand after seeing your opponent's choice of card.

Spy

If you play a Spy Army Card in an engagement, you may discard it and replace it with any other card in your side's hand after seeing your opponent's choice of card.

If you hold a Spy card in your hand when your opponent attempts to replace a Scout or Spy Army Card with another card, you may show your Spy card to stop him from replacing his Scout or Spy.

When a Scout or Spy is played simultaneously by both sides, both players should pick up their card and then simultaneously play either the same card or a new card. If a new card is played, the Scout or Spy is discarded normally. If the Scout or Spy was played again, it was not replaced, and participates in the engagement normally.

Purchasing Units

Characters capable of purchasing Army Cards will be provided with an army list, including unit types, strengths, and costs. Units purchased for the base cost may be used for a single battle. By paying twice a unit's base cost, a general may buy permanent armies. Permanent armies are owned by the purchaser, and have two additional traits: Experience, and Wounds. Both traits start at zero for all permanent armies.

A permanent army accumulates a point of Experience each time it wins an engagement. Experience is used to break Strength ties, and may also allow the purchase of additional unit abilities.

A permanent army accumulates a Wound each time it loses an engagement. If an army accumulates two Wounds, it is destroyed, rather than discarded. A character may spend a Prestige point to heal an army's Wounds at any point.

At the end of a battle, the owner of a permanent army may keep it for the next session, as long as it was not destroyed during the battle. Except when specified by game design, a permanent army may only be used in one battle per game session.