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Dark Side is a tabletop role playing game experience that mixes elements of science fiction and sword and sorcery. The world of Dark Side contains a supercontinent with cities that tower into the clouds, massive landscapes and an enormous ocean. Players will take up the mantle of various classes and species as they forge their path and shape the world around them. Whether you are a hero, a villain, or just a mercenary for hire you will discover on Dark Side all actions have consequences.


4/25/24: The Redesigned Mage is live. The mage is now able to combine their spell schools into a variety of spells. Their masteries have been reworked to divorce them from the spell schools and give them expanded style of gameplay. Mage's resources have been halved for easier tracking and expanded uses. These change will give better variety for additional play styles.

3/3/24: The vehicle rules and attributes have been overhauled. The vehicle armaments are also going to be looked at to see if they need adjusting. In addition the baseline species health of player characters has been increased.

8/8/23: New updates have been added to reflect changes to the Gamemaster and Running Combat pages. Morality has been replaced with Goals, Sacrifices, and Limits. Goals, Sacrifices, and Limits better relate to characters as they grow, develop, and accomplish or fail at the things they set out to do. For players, it gives them an easier grasp of what motivates their characters, what they are will to do, and what they are not.

Toepba, have been added to the Beta Classes section. Toepba is the name of those afflicted with nexus energy since birth. To their very atoms they are shadow magic. They are able to reshape their bodies as they wish and give off powerful visages to affect those around them. Toepba can also manipulate shadow energy to create solid thought formed constructs. They have six masteries, varying several party roles.


Machinists, the technological wizards of the world have been added to the Beta Classes section. They are craftsmen that design a wearable armor called an armature that allows them to serve various rolls in combat and the world. Their masteries allow them to craft a larger variety of armaments to vary up their actions from battle to battle as they swap them and sometimes even armatures between combat. These tech experts also can write programs disable and control technology. Machinists start weak but grow in power as they build more advanced tech to aid them.

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