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Invisible Sun: Return of the Black Cube
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<blockquote data-quote="James Fellows" data-source="post: 9181121" data-attributes="member: 6925999"><p>I have the original Black Cube, and it's the most fantastical game I own. It oozes with lore, and yet allows you to expand to however your collaborative narrative works. Session 0 actively expects all players to contribute to the world, with Neighbourhoods.</p><p></p><p>Base mechanics are 1d10 - much like Cypher, you lower the Challenge using resources - building your Venture - then roll to get the number or above.</p><p></p><p>Against magic, you need to use at least 2d10 - so you have to use magic to even have a chance. Simple.</p><p></p><p>However, roll a zero on a magic dice - you get flux, something magical and random happens.</p><p></p><p>Each order has their own subsystems, rolling dice for summoning, making, researching spells, etc. Weavers combine concepts to make magic on the fly. But there's plenty of general spells ready to go. The core of the magic system runs off an Effects by Level table.</p><p></p><p>Forte gives you another tangent of magical abilities.</p><p></p><p>... and there's a lot more. It's a deep game.</p><p></p><p>I found the game works well by slowly introducing concepts and rules. Build your arcane mastery.</p><p></p><p>The 3rd campaign has already doubled it's initial funding goal... join us.</p><p></p><p>Return to the Actuality, Vislae.</p><p></p><p>[starting yet another campaign next week - it's easy to get players, 2-3 works fine - lots of love on the<a href="https://discord.gg/RMFR2ZC2Ua" target="_blank"> Cypher Unlimited Discord Server!</a>]</p></blockquote><p></p>
[QUOTE="James Fellows, post: 9181121, member: 6925999"] I have the original Black Cube, and it's the most fantastical game I own. It oozes with lore, and yet allows you to expand to however your collaborative narrative works. Session 0 actively expects all players to contribute to the world, with Neighbourhoods. Base mechanics are 1d10 - much like Cypher, you lower the Challenge using resources - building your Venture - then roll to get the number or above. Against magic, you need to use at least 2d10 - so you have to use magic to even have a chance. Simple. However, roll a zero on a magic dice - you get flux, something magical and random happens. Each order has their own subsystems, rolling dice for summoning, making, researching spells, etc. Weavers combine concepts to make magic on the fly. But there's plenty of general spells ready to go. The core of the magic system runs off an Effects by Level table. Forte gives you another tangent of magical abilities. ... and there's a lot more. It's a deep game. I found the game works well by slowly introducing concepts and rules. Build your arcane mastery. The 3rd campaign has already doubled it's initial funding goal... join us. Return to the Actuality, Vislae. [starting yet another campaign next week - it's easy to get players, 2-3 works fine - lots of love on the[URL='https://discord.gg/RMFR2ZC2Ua'] Cypher Unlimited Discord Server![/URL]] [/QUOTE]
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