Wow.... lots of interesting discussions happened here since i last was here.
I've recently been thinking again about Midnight (as it happens), and took another look at my notes and did some changes (again)
I'll not start with the different Races, i'll leave that for another time as i'm still pondering it.... funny how that is the hardest section for me to convert
Following is my Setting Rules section.
Setting Rules
With almost no books or academies of learning, Lore comes down in the from of tales, songs, and snippets of conversation with other people. Otherwise, it behaves the same as Academics in SWADE.
Herbalism (Smarts)
The ability to create herbal concoctions.
The creation of herbal concoctions is a two step process. Collecting the herbs and creating the concoction:
Languages (Smarts)
Languages in Midnight may be known in four levels: Pidgin (d4), Basic (d6), Fluent (d8), Mastery (d10, dialects, long words, etc..). All characters start Illiterate in all languages.
At character creation, each hero starts with his races’ known languages (speaking only) and half his Smarts dice in Language Points (Orcs start with their Smarts dice in Language Points). These languages points may be used to buy knowledge in other languages or literacy in any language you are proficient in.
Learning
During play you may learn new languages or improve known ones. Learning may be done in several ways:
Language Synergy
Some languages are so similar that they provide synergy with one another. When a character is Fluent in one language it is easier for them to learn a related one. If the language has a synergy with another the Smarts roll to learn the new language has a +1 bonus
Occult* (Smarts)
In addition to the description in SWADE, Occult also covers: Legates and their magic, the Order of Shadow, the armies and generals of the Shadow, religious practices and worship of the Dark God, and black mirrors; as well as magical and supernatural creatures such as: elementals, true fey, outsiders, undead, the Lost, the Eternal, the Whisper etc..
Performance (Spirit)
Some modifiers if using Performance skill as Disguise. This modified is applied to the roll made by anyone to detect the disguise.
Science (Smarts)
The “hard sciences” are even more rare than the liberal arts (Lore) in the world since the Shadow fell. Taking skill points in science must be approved by the GM.
I've recently been thinking again about Midnight (as it happens), and took another look at my notes and did some changes (again)
I'll not start with the different Races, i'll leave that for another time as i'm still pondering it.... funny how that is the hardest section for me to convert

Following is my Setting Rules section.
Setting Rules
- Dynamic Backlash
- Wound Cap
- Creative Combat (maybe, this is something I'll discuss with my players beforehand)
- Characters do not start with any money (as it is meaningless in Midnight)
- Starting equipment should be discussed and agreed upon with the GM
- Cost of equipment should be used as a baseline for barter (the main method of trading in Midnight), and the GM should take into consideration: scarcity of the item, legality or trading it, etc...
- All characters start with the Illiterate hindrance
- Buying skill points in Science must come with an appropriate background and needs to be approved by the GM
- Removed skills: Driving, Piloting, Electronics, Hacking
- Modified/renamed skills: Academics, Occults, Science
With almost no books or academies of learning, Lore comes down in the from of tales, songs, and snippets of conversation with other people. Otherwise, it behaves the same as Academics in SWADE.
Herbalism (Smarts)
The ability to create herbal concoctions.
The creation of herbal concoctions is a two step process. Collecting the herbs and creating the concoction:
- Collecting the herbs is a Survival or Herbalism role (whichever is higher) and might be modified by the GM to symbolize abundance/scarcity of the herbs needed.
- Creating the concoction is a Herbalism role with the following modifiers. A raise on the roll creates two portions. Once prepared the concoction should be used within a week or lose potency.
Proficiency | Herbalism modifier |
Prepare in 1 minute | -2 |
Prepare in 1d4 hours | +0 |
Prepare in a day | +2 |
One month potency | -2 |
Languages (Smarts)
Languages in Midnight may be known in four levels: Pidgin (d4), Basic (d6), Fluent (d8), Mastery (d10, dialects, long words, etc..). All characters start Illiterate in all languages.
At character creation, each hero starts with his races’ known languages (speaking only) and half his Smarts dice in Language Points (Orcs start with their Smarts dice in Language Points). These languages points may be used to buy knowledge in other languages or literacy in any language you are proficient in.
Learning
During play you may learn new languages or improve known ones. Learning may be done in several ways:
- Actively learning from another person with at least Fluent competence in a language or living in an area where the language is spoken primarily for at least two months. In either cases you need to make a Smarts check after two months, modified by your current level of competence. (see table below)
- Once per rank you may use your advance to improve or gain literacy in two different Language skills
Proficiency | Smarts roll modifier |
None to Pidgin | -3 |
All others | -2 |
Language Synergy
Some languages are so similar that they provide synergy with one another. When a character is Fluent in one language it is easier for them to learn a related one. If the language has a synergy with another the Smarts roll to learn the new language has a +1 bonus
Language | Synergy | Comment |
Black Tongue | Pidgin only | |
Colonial | Erenlander, Trader's Tongue | +d10 Courtier (Nobles dialect) |
Dwarven | Trader's Tongue | +d10 is considered Old Dwarven |
Elven | Halfing, Trader's Tongue | +d6 to be properly understood in Elven +d10 High Elven |
Erenlander | Colonial, Norther, Trader's Tongue | |
Halfing | ||
Northern | Erenlander, Trader's Tongue | |
Orcish | Black Tongue | |
Snow Elf Patrol Sign | Restricted; Pidgin only |
|
Sundered Tongues | Restricted; Pidgin only |
|
Sylvan | Restricted; Pidgin only |
|
Trader's Tongue | Colonial, Dwarven, Erenlander, Halfling, Elven, Norther |
Occult* (Smarts)
In addition to the description in SWADE, Occult also covers: Legates and their magic, the Order of Shadow, the armies and generals of the Shadow, religious practices and worship of the Dark God, and black mirrors; as well as magical and supernatural creatures such as: elementals, true fey, outsiders, undead, the Lost, the Eternal, the Whisper etc..
Performance (Spirit)
Some modifiers if using Performance skill as Disguise. This modified is applied to the roll made by anyone to detect the disguise.
Situation | Modifier |
Proper Disguise | -1 to -2 |
Person is know/very well known to target | +1 to +4 |
Different Race / Size /Sex | +1 to +2 |
Science (Smarts)
The “hard sciences” are even more rare than the liberal arts (Lore) in the world since the Shadow fell. Taking skill points in science must be approved by the GM.
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