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The Darkness Calls

Tenebra is a rules-lite pulp horror tabletop roleplaying game. It is a hack of Enigma, and serves as an example of how to take the core mechanics and make them your own. Adventures are compatible with both systems, and you can also use Tenebra to run modules of other investigative horror  games like Call of Cthulhu.

The System

The game revolves around a core d6 dice pool mechanic. Add bonus dice from your Keepsakes and Knacks, and use Hope Dice and Lucky Saves to stay out of trouble. Don't let your Peril get too high, or the Director can put you six feet under. 

Gameplay is cinematic and tense, and the enigmatic structure to adventures means you'll never get stuck because you didn't roll well enough for investigation.

Other Resources

Licensing

Tenebra is licensed under Creative Commons Attribution 4.0. That means you can remix it, hack it, translate it, write adventures for it, and sell what you make — just give credit.

Download

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Click download now to get access to the following files:

Tenebra Core Rules.pdf 37 MB
Tenebra Passport (2x) [Letter].pdf 4.4 MB
Tenebra Character Sheet [Letter].pdf 2 MB

Development log

Comments

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(+1)

How much Luck do the Characters start the first game with?

Is there any mechanical use of a Character's profession?

On page 1 the Director is referred to as the Keeper 

Hey! Great Questions!

I realize some things didn't transfer cleanly when I adapted the rules from Enigma. Characters should start the game with 1d6 luck, and add another 1d6 in-between future Affairs. Good catch on the Keeper vs. Director - I think I'm going to just stick with Director and make that change consistent.

As for the profession, there isn't a hard built in rule mechanically speaking but if a player had a good excuse for how their profession might apply I could consider giving them a bonus dice on a roll. Typically speaking though the profession is just character flavor.

(+1)

Cheers!