Ruleset in Exile13 | World Anvil
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Ruleset

The main campaign of Black Core Ltd is meant to be played as a narrative rich roleplaying experience with strong but light gameplay mechanics.   Most of the campaign is navigated through interactive narrative in an asynchronous format. This means that during each player's turn they describe their intended actions to the storyteller, then the Game Master describes the results of their actions. Asynchronous play is different from a traditional tabletop experience because rather than each player taking their turns consecutively, each player can take their turn at the same time, or even take multiple turns in the same time as another player's turn. This allows for a more fluid and tailored experience as you're never in a rush to take your turn, and can play as leisurely or as actively as you prefer. During your turn, you can describe as many actions as you like, but it is recommended that you only attempt to perform one or two actions per turn. Often when you try to perform multiple actions you will be interrupted by the results of the first action, and any further actions will be ignored.   For certain actions with a difficulty associated with them, we use a modified version of D6 roleplaying rules. These actions have a difficulty check (DC) associated with them. Depending on your character's proficiency with the skill(s) involved, you will roll a number of 6-sided-dice with the typical goal of getting a higher number than the action DC. Certain skills or feats will allow your character to roll additional dice, or re-roll dice they have already rolled in order to get a better (or worse) result. There are some special variations, though:
  • Whenever a die lands on a 1: That die scores zero, is removed, and cannot be re-rolled.
  • Whenever a die lands on a 2, 3, 4, or 5: That die scores 1, 2, 3, or 4 points, respectively.
  • Whenever a die lands on a 6: You may choose between scoring 5 points, or re-rolling it and rolling an additional die, replacing the guaranteed 5 points with anything from 0 - 10, or more, points.
This risk vs. rewards system adds a level of scaling that is unique to this variation of D6 roleplaying rules. It means that a character who is very skilled is less likely to critically fail, and it also means that a character who is inexperienced will NEVER have a guaranteed failure to succeed at a difficult action, it will just be less likely for them to succeed.   As the campaign moves forwards, your characters may also gain unique equipment or feats that provide them with unique abilities and alter their ability to interact with the world. This could be anything from using quality tools to grant an additional die when rolling for certain actions, or gaining a mutation that causes you to become injured whenever you roll a 1, but allows you to choose whether or not you want to re-roll them for a better result, at the risk of becoming injured further.   Succeeding against a task by 5 or more points can result in a better than normal outcome. This is a 'critical success'. Failing against a task by 5 or more points can result in a worse than normal outcome. This is a 'critical failure'.   You can also gain additional dice or re-rolls for certain actions by choosing to spend extra time on it, by choosing to be more reckless and having a chance to damage yourself or your tools, or by choosing to lower the quality of the final result and limiting the effectiveness of a critical success.

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