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Install the Black Desert Launcher if the game doesn't start.

Install the Black Desert Launcher to start the game.

The launcher will appear if it's installed.
If it doesn't, try to run your downloaded launcher.

Install Guide

1 Run BlackDesert_Installer_NAEU.exe to install the Black Desert launcher.

2 Start the game once installation is complete.

Announcements

GM Notes Jun 4, 2026, 11:15 (UTC) Black Desert TTRPG - Campaign
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Black Desert TabletopRPG
Campaign!

 Join us for a TTRPG adventure!

 

Balenos Chapter One: A New Beginning

       A new, but familiar, story unfolds...

 

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Where? Official Black Desert YouTube and Twitch channel

 

 

 

When? June 6, 2026: 19:00 CEST | 13:00 EDT | 10:00 PDT

 

 

 


"In the land of Ulukita lies the city of Velandir, where the Society of Equilibrium lies. This organisation seeks to unravel the hidden mysteries of our world. Amongst their mix of scholars and field agents, people with unique abilities carry out quests set by the leaders of the Society.
Each of them has their own tale to tell, each has their own reason for joining. But they all seek to safeguard this world from those who would harm it.
Our tale follows a very unique party, even for the standards of the Society of Equilibrium! 

I wonder...how will they best the darkness that aims to strangle the life of our beloved world?"


The Adventurers of our Story!

 Make sure to check out our wonderful Partners! 

CM DM Endlaive: Dungeon Master

The storyteller of our adventure!
Endlaive will guide our party through the world of Black Desert, telling a story both familiar and unfamiliar.
This story will have its own twist, as it's much more the story of the Adventurers who walk its path. 
I wonder...will the tale end in sorrow...or joy?

Zethiann: Stew Gullet

Class: Awakening Sage
Age: 42
Race: Human
"He's a survivor, he liked to travel around, and made sure that he was well fed. Stew Gullet is a little bit on the rounder side, not exactly tall, a little bit older, not real fast, no real pep in his step.

Stew Gullet has loose-fitted pants, chainmail over a baggy sweater that allows it to move around with the body."

Moshi: Elisheva "El"

Class: Awakening Witch
Age: ????
Race: ????
El has white hair in a wolf-cut style. Her eyes are a washed-out blue and her skin has a gray complexion to it, and her body has a medium build.

Her story was always a bit of a mystery; those in the order always assumed she had a rough past, and never pushed her to open up more about it. 
She cares for her party with Sven being a strong pillar of support for her goals...

Mr Rapolas: Sven Nix

Class: Awakening Berserker
Age: 38
Race: Dwarf
Sven is young for a dwarf; he has long black hair with parts in braids, matching his thick beard, which too is platted with ornamental knots of metal that adorn it. His eyes are dark like charcoal with specks of amber almost floating within them. Strung above them are two thick bushy eyebrows. 
Sven was a scavenger and once found an Iron Buster that had been built by his ancestors on the body of a dead giant. He put it on, and can no longer take it off...
With this, he has been able to contribute more to El's party. 

ReiRawr: Truffle

Class: Awakening Woosa
Age: ???
Race: Human
A daughter of mushroom farmers in the Land of the Morning Light. Truffle wanted to be more than this, so she decided to learn the Do Arts.
She lacks the ability to read, but her artistic capabilities are exceptional.
One day, she found a tome with a Barim Brush. 
Her art had even impressed Sahee, allowing Truffle to use the Soul Tome to call forth spirits with art, rather than scripture.



Basic Overview of the Black Desert TTRPG!


How to Play

These rules are shown to provide you with an understanding of how the BDOTTRPG (Tabletop Roleplaying Game) functions. This is not the complete rules, but enough to gain a good grasp of what is happening on stream. 

We hope to expand this further, and we would love to hear your thoughts on how to improve this! Enjoy!

 

1. Attributes and Statistics
Black Desert TTRPG uses standard Attributes to resolve non-combat situations.

Narrative checks use a 20-sided die and add the fitting Attribute Modifier to determine success or failure. 


1.1 Core Attributes

STR | Strength Physical power: Carrying, climbing, breaking.
DEX | Dexterity Agility, reflexes, stealth, sleight of hand, balance.
CON | Constitution Endurance, vitality, HP, resisting poison, and exhaustion.
INT | Intelligence Knowledge, analysis, investigation, crafting, lore.
WIS | Wisdom Awareness, insight, Perception, intuition, willpower.
CHA | Charisma Influence, presence, persuasion, intimidation, leadership.
  • Ability Modifiers [Mod]: Derived from the attribute value, with 10 as the baseline +0
  • Every +2 to increases the result in the Modifier by 1 (14 Strength = +2 Strength [Mod])

 

1.2 Derived Statistics

  • HP (Health Points): Class Base HP + [Con-Mod]
    • +1 every level and + [Con-Mod] every 10 Levels
    • Classes' Base HP are listed in the Class sections
  • WP (Willpower): 5 + Class Modifier + 2 every 5 levels
  • Attack Speed: Determines total Attack Actions per cycle (Min: 1, Max: 5). Base is 1, plus any item Bonuses
  • Movement Speed (MS): Determines total distance and movement fluidity (Min: 1, Max: 5). Base is 1, plus any item Bonuses
  • Stun, Floating, Knockdown/Bound, and Grab Resistance: Each Crowd Control type (Stun, Floating, Knockdown/Bound, Grab) has an individual Resistance score.
    • The base Resistance for all CC types is 25, plus any item or feat Bonuses.
    • Knockdown and Bound share the same resistance value

Example: A Level 34 Warrior with Base HP of 15 and a Strength and Constitution Score of 15, a level 34 Character will have 56 HP and 19 WP

 

 

2. Combat: Turns Structure and CC System

2.1 Action Economy

  • Each Turn cycle, you gain access to these resources and can spend them for various actions during combat.
    • Action Pools: You gain Attack Actions equal to your Attack Speed (AS) and Move Actions equal to your Movement Speed (MS).
    • Movement (MOV): You can move 5 + [MS] or use Movement Skills equal to your amount of remaining [MOV]
    • Collision: You can move through allies but are blocked by enemies unless a specific skill allows passage. 
    • Willpower (WP): Used to fuel skills. You regenerate 1 WP at the start of every turn. 


2.2 The Reactive Stack

  • Don't just wait for your turn; your character can act out of sequence by responding to an opponent’s completed action.
  • The Cost of Bravery: Acting out of turn increases your WP strain and can reduce your AP.
  • Penalties: Your first reactive action costs +1 WP; the second costs +2 WP and imposes a -5 AP penalty.
    • These reset at the start of your turn. 


3. The Dual-Dice System

  • We use 2 10-sided dice to make a d100 roll to simulate the difference between AP and DP to determine levels of success for the Hit Check and the CC Check:
    • Full Hit: Add your Attack Power (AP) to the roll. If it meets or beats the target’s Defense Power (DP), you deal full damage (Skills Hit Dice + Class Modifier multiplied by Skills Scaling)
    • Partical Hit: If your total is within 15 points below the target's DP, you still deal the skill's Damage Dice
  • The CC Check: Compare the Natural d100 (the number on the die) to the target’s Resistance. If the roll is higher, the effect applies.
  • Criticals: A natural 95+ always succeeds on both checks, dealing bonus damage dice and ignoring CC resistance; a natural 1-5 will always fail.


4. Protections & Crowd Control (CC)

  • Defense in this game isn't just about high DP—it's about "Protections" maintained during skills.
  • Protection Types:
    • Forward Guard (FG): Covers the Front and adjacent Front-Left/Right hex faces.
      • Prevents all damage and CC except Grabs from these 3 directions.
      • FG offers no protection from outside its defined three-hex arc.
      • On a critical hit, a Forward Guard breaks, applying the damage and Crowd Control effects to the target.
    • Super Armor (SA): Prevents all CC except for Grabs.
    • Invincible: Prevents all damage and ignores Grabs.
  • Crowd Controll Types(CC)
    • Stun: Until the start of the target's next turn, the target cannot act or react.
    • Bound: Until the start of the target's next turn, the target is prone and unable to act.
    • Float: Until the end of the attacker's turn (then Bound), the target is lifted and unable to act.
    • Knockdown: Until the start of the target's second turn, the target cannot act or react.
    • Grabs: These can bypass FG and SA and apply a corresponding CC

 

5. Special Attacks

  • Successful CC isn't just a debuff; it's a damage multiplier.
    • Skill Tags: If your skill has the [Down Attack] tag, you deal +1 Damage Die to targets in a Bound or Knockdown state.
    • Air Attacks: Skills with the [Air Attack] tag deal +2 Damage Dice to floating targets.
 
Please note, this is Alpha 0.1 and also does not include the full rules to the TTRPG. We are working on this and plan to expand on your feedback. We hope you enjoy the show, and that these basic rules overview help you to understand what you watch!

 
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