Welcome to Dark Summonings

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Dark Summonings is a live action roleplaying campaign of Occult Adventure set in the year 1926. Occult Adventure isn't exactly horror, although there are strong elements of horror in the genre. Expect there to be mysticism and magic and scary monsters and eerie situations, but overall the campaign is more of an adventure campaign than a horror campaign.

Dark Summonings uses the Rules To Live By live action system, including both the core book, and Rules To Live By: Supernatural. There may be some modified rules in Dark Summonings. Rules To Live By is designed to be modified as the GM sees fit. Feel free to modify the rules as you see fit.

What is Occult Adventure?

The Victorian age saw the advent of mysticism as a popular phenomenon. Seers, mystics, and charlatans all came to fame and popularity around the turn of the century. Organizations, such as the Golden Dawn, and the Thosophist Society allowed the common man access to the occult. However, the Industrial Revolution and the Great War (World War One) changed all that.

By the 1920s, peoples' belief in magic had been replaced by a faith in science. By 1926, the once popular occult lodges were sinking back into the shadows of society.

In the world of Dark Summonings, however, magic is real, demonstrable and potent. And dangerous, very dangerous. The occult societies still sank back into the shadows, but that was because it was easier to operate from behind the scenes, to allow people the illusion that magic was a fiction. Then they could truly gather power.

As a player in Dark Summonings, you will encounter a number of societies all attempting to use magic and the supernatural for their own purposes. Some of these organizations are sinister, serving dark gods who wish to destroy or enslave humanity. Some of these organizations are beneficial, trying to aid humanity and protect the innocent. Most fall in between, simply trying to gather knowledge or attempting to use magic for mundane ends.

At times, your character will be offered the opportunity to join a society. Be careful, some societies require elaborate rituals and may demand your obedience. Many societies do not get along well. And that is where the conflict comes in. Your character may be put in direct conflict with another character. If you aren't careful, you may find yourself the pawn of different factions, all vying to control you. The world of Dark Summonings is dark and shadowy. Be careful who you trust.

What Can I Play?

There are several types of characters and participant roles:

Creating a Player Character

History/Background

The first step when creating a player character is to create a history for that character. Where was your character born/ What were the significant events of your character’s life? A little bit later in the document, we provide a timeline of famous events from 1900-1926 (the year of the game). Was your character involved in any of them? How did they affect your character?

Most of the episodes of this campaign will be set on the East Coast of the United States. The GMs suggest that you choose a character that can travel and would have a reason to go to occult mysteries. We will do our best to provide a reason for your character to be there, but the onus of that responsibility is on the player.

We will be providing a number of secret societies from the Dark Summonings universe. Your character can start as a member of one of some of these societies. Opportunities to join these and other societies will exist in game as well.

Another suggestion is to create a character that is linked to another character. Players can work together to create common histories and backgrounds for their characters.

The GMs do not require a written history or background for a player character, but we will not provide any character specific plots without one. If you put "plot hooks" in with your character, we will try to hit them in game. Don’t expect something every game, though.

The following are the rules for creating a Player Character. Note that continuing Cast Characters are not necessarily bound by these rules, and – as Player Characters gain access to certain in-game resources – experienced PCs may be able to break some of these rules, or gain access to otherwise forbidden Abilities.

Yes, we may be willing to bend some of these rules in certain situations. But for the most part, we request that character creation be done with the following guidelines.

STATs

Characters in Dark Summonings are built on 100 points. All of the four base STATs (Strength, Dexterity, IQ, and Will) must be within human normal range (3 – 7).

Dark Summonings also uses the three additional STATs found in RTLB: Supernatural.

There is no limit on MANA or PSI. Normal humans have 0 in these STATs.

Sanity must start at 3 or higher. There is no upper limit for Sanity. Normal humans have a 5 in Sanity.

Abilities

Players may take any Abilities listed, except as discussed below. Players may not take any Ability at greater than level 5.

Handicaps: RTLB

These are notes about Handicaps from the RTLB Core Rulebook. If a Handicap is not mentioned, then it is allowed. There is no limit to the number of points a player may gain from Handicaps, but the GMs will reign in overzelous players.

Dark Secret: Be very careful when choosing this Handicap. All Dark Secrets of Level 2 and higher will be revealed at some point during the campaign. Players must supply their own Dark Secrets in a written background; GMs will not create the Secrets for you.

Resources: RTLB

These are notes about Resources from the RTLB Core Rulebook. If a Resource is not mentioned, then it is allowed. Players should read the section on the new mechanics for Secret Societies before spending points on Resources.

Stash Site: There are no virtual locations during game runtime. A stash site is a virtual location used by your character between games to store items. It can only be accessed as part of a between game action.

Skills: RTLB

These are notes about Skills from the RTLB Core Rulebook. If a Skill is not mentioned, then it is allowed.

Area of Knowledge: Occult is Hard. Specializing in a specific form of Occult, such as Kaballah, Ghosts, or Somnomancy, is Easy.

Computer Science: May not be taken by PCs.

Conceal in Virtual Location: Dark Summonings will not be using virtual locations during game runtime. Virtual locations can only be accessed as part of a between game action.

Fast Talk: May not be taken by PCs.

Logic/Deduction: PCs may not take this at higher than Level 1.

Orate: May not be taken by PCs.

Persuade: May not be taken by PCs.

Psychoanalysis: Dark Summonings uses the updated version in RTLB: Supernatural.

Ranged Weapons: Unlike Marin County and Mary Celeste, Ranged Weapons does not default to DEX. If you do not take this Skill, you cannot shoot a gun.

Read Coded Info: There are no name badges or item cards in Dark Summonings. Players may take this skill, but it is completely useless.

Search Virtual Location: Dark Summonings will not be using virtual locations during game runtime. Virtual locations can only be accessed as part of a between game action. Players must take this Skill if they wish to be able to search other characters’ stash sites between games.

See Through Disguise: May not be taken by PCs.

Truth Sense: May not be taken by PCs.

Aptitudes: RTLB

These are notes about Aptitudes from the RTLB Core Rulebook. If an Aptitude is not mentioned, then it is allowed.

Fierce: PCs may not take this at higher than Level 1.

Forceful Punch: PCs may not take this at higher than Level 1.

Tough: Tough will change slightly for Dark Summonings. Instead of subtracting your level from damage taken each round, players will ignore the first star of damage taken each round of combat for as many levels as they have Tough. A new Supernatural Ability will be created that will work as the original RTLB: Tough. Players may take the new Tough to level 5.

Optional Mechanics: RTLB

These are notes about the Optional Mechanics from the RTLB Core Rulebook. If an Optional Mechanic is not discussed, then it is not being used.

Contingency Envelopes: Dark Summonings may make use of Contingency Envelopes.

Collateral Damage: Dark Summonings may use the Collateral Damage Rules on a case by case basis as determined by whomever is running the combat at the time.

Called Shots: Are allowed in Dark Summonings.

Point Blank: Is allowed in Dark Summonings.

Grappling: Is allowed in Dark Summonings.

Gambling: These mechanics are used in Dark Summonings.

Quick & Easy Combat System: Some DS games may use this system at times.

Training: PCs may train other PCs. PCs may also receive training from Secret Societies and from Continuing Cast Characters.

Area Effect Weapons: Dark Summonings may use the Area Effect Rules on a case by case basis as determined by whomever is running the combat at the time.

Finger Flings: Finger Flings will be used if dice are unavailable. The GMs of Dark Summonings strongly suggest that all players equip themselves with electronic dice or bicubic randomizers before the start of each episode.

Psionics: RTLB: Supernatural

These are notes about the Abilities in the Psionics section of the RTLB: Supernatural Rulebook. If an Ability from this section is not mentioned, then it is allowed.

Detect Lie: May not be taken by PCs.

Mental Link: It is the players’ responsibility to bring an out of game transmission for the mental link. If the out of game materials are not brought, the ability does not work.

Precognitive Visions: It is suggested that PCs not take this Ability.

Teleaverse: May not be taken by PCs.

Telecommand: May not be taken by PCs.

Telecompulse: May not be taken by PCs.

Teleconvince: May not be taken by PCs.

Telekinesis: PCs may take this Ability; however, if there is no person available to simulate the Ability, it automatically fails. Any Backlash taken is still taken.

Teleread: May not be taken by PCs.

Magic: RTLB: Supernatural

These are notes about the Abilities in the Magic section of the RTLB: Supernatural Rulebook. If an Ability from this section is not mentioned, then it is allowed.

Familiar: It is the player’s responsibility to bring a physical representation for his or her familiar. If the phys rep isn’t brought to the game, the familiar is not present.

Alchemy: The Alchemy system on page 17 will be used in Dark Summonings.

Create Item: It is the player’s responsibility to bring a physical representation for all items created. If no phys rep is available, the spell fails and all points are still spent.

Invisibility: May not be taken by PCs.

Light: It is the player’s responsibility to bring an out-of-game light source. If no light source is available, the spell fails and all points are still spent.

Minor Exorcism: May only be taken by PCs who are members of the clergy.

Port: May not be taken by PCs.

Remove Enchantment: May not be taken by PCs.

Summon: It is the player’s responsibility to bring a physical representation for all creatures summoned. If no phys rep is available or no non-player is available to play the creature, the spell fails and all points are still spent.

Transmogrify: Only certain Abilities will be allowed. Transmogrify does allow access to otherwise forbidden Abilities, such as Supernatural Abilities. These will decided upon on a case by case basis.

Alchemy: RTLB: Supernatural

Alchemy in Dark Summonings will use the optional system in RTLB: Supernatural.

Creating Rituals: RTLB: Supernatural

Rituals will be created by the GMs as needed for plots. Players may not create rituals.

Enchanting Items: RTLB: Supernatural

Players may enchant items; however, the Abilities to do so (all Abilities in the Section, as well as Remove Enchantment) are not available to starting players.

Colleges of Magic: RTLB: Supernatural

These rules are not used in Dark Summonings.

Sanity: RTLB: Supernatural

These are notes about the Abilities in the Sanity section of the RTLB: Supernatural Rulebook. If an Ability from this section is not mentioned, then it is allowed. Players will have Sanity checks, and characters may experience insanity and psychotic episodes.

Delusional: Be very careful when choosing this Handicap. The GMs will not allow obviously delusional characters.

Hideous Visage: May not be taken by PCs.

Insane Effort: Errata. The chart in Insane Effort belongs to Functional Insanity. The correct page is available at www.Interactivitiesink.com under Larps->RTLB: Supernatural.

Supernatural Creatures: RTLB: Supernatural

The Supernatural Creatures rules are in effect for Dark Summonings. Players may not play Supernatural Creatures. The only Ability from this section allowed to Player Characters is: Monster Magnet.

Animals: RTLB: Supernatural

Players may only play Animal Characters if they are playing other characters’ familiars. We will not allow Dark Summonings to turn into a menagerie and will not allow more than 1 familiar player character for every 15 players. The GMs reserve the right to be arbitrary and capricious as to which familiars may be players.

Weird Science: RTLB: Supernatural

These are notes about the Abilities in the Weird Science section of the RTLB: Supernatural Rulebook. If an Ability from this section is not mentioned, then it is allowed. Weird Science in Dark Summonings will used the mechanics from this section.

Illiterate: Players taking this Handicap must submit a written background to the GMs explaining why they have not learned to read and write.

Alien Language: May not be taken by starting PCs.

Weird Science: May not be taken by starting PCs.

Secret Societies

In Dark Summonings, the players have an opportunity to join, and fight against, a number of varied secret societies. Note that secret society is a generic term. Some of these societies operate completely publicly. Some are a society in the loosest tense.

The societies described here are those that starting characters can be a member of. There are many secret societies that the players will encounter that are not described here. Players may have the opportunity to join these later.

There are several reasons to join a secret society. The first is that you can get information and aid between games. Another is that some secret societies allow players access to the more powerful, normally forbidden Abilities.

Dark Summonings will be available for sale as a sourcebook for RTLB in 2003.