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This is less an official update and more a quick and dirty list of changes for testing purposes.

Consider this a supplement to the previous edition of the rules. If nothing is mentioned (Roll to
Recover, XP etc) assume it is currently unchanged. This is the roughest of rough drafts
produced for players and for patreon! There are gonna be errors here (spelling and otherwise)
and I’m working on them!

WIP Rules Update

Roll to Do
Roll to act on the world. Throw a baseball, swing a sword, hack a computer or convince
someone of something. Roll 1d20 as well as each of your attribute dice. You may select one of
these attribute dice, and add it to the result of your d20 as well as any associated bonuses the
attribute grants (your Swing). If you do, you become dyed in that color and that dice becomes
Locked In. If you target an enemy who is dyed in a matching color, this roll becomes a Clash. If
your roll is higher than your target’s roll or the difficulty set by the GM, you succeed! If this effort
would deal damage, it deals damage equal to your Swing or 1d6 if no attribute is locked in.

Roll to Dye
Roll to respond to actions done to you. Shrug off attacks, soak in the environment, embody an
emotional moment, or take stock of one’s faculties. Roll all your attribute dice. If you have an
attribute die locked in, you may choose whether or not to reroll that dice as well. Total all your
dice up, and lock in whichever die you want, adding any associated bonuses with that attribute.

Roll to Reflect
You may Roll to Dye whenever you wish outside of a conflict, you must then lock in one of your
attribute dice and share with your fellow players and the GMs how you are embodying that
aspect of your character.

Roll to Defend
If you Roll to Dye as a result of stimuli such as an enemy attack or attempt to persuade you, if
you roll higher than the force that triggered this roll, you may choose whether or not the
incoming attack hits you or not.

Roll to Set an Action


In a Conflict, you may Roll to Dye to prepare to take an action if certain conditions are met. Set
a condition such as “if an enemy moves adjacent to me” or “if my ally misses their attack.”
Others may Roll to Do vs. this Roll to Dye during their turns to determine the condition you set
once per turn. This condition persists until the start of your next turn.

Roll to Focus
In a Conflict or other tense scenario, you may Roll to Dye to focus your mind in place of taking
another action. Roll to Dye, and provide a monologue on how your character is feeling about
their current situation, lock in a die and explain how that attribute is governing your action. If you
do, gain the Boost status, explained below. The result of this roll does not determine your
success or failure, rather, use its result to guide your narration. On a low roll, perhaps you are
shaken. On a high roll, your character may feel confident or like the master of this situation.

Clash
When the target of a Roll to Do is dyed the same color as the one rolling against them, a Clash
occurs. In this instance, both parties Roll to Do against one another. The person with the highest
Roll to Do wins, dealing damage to the loser in a conflict or triumphing gloriously in a skill
challenge. All damage dealt by a Clash is doubled. Both parties can use Ignite effects from both
the Roll to Do and Roll to Dye ignite lists, but must decide on them BEFORE the Clash is rolled.
The results of a Clash, once rolled, cannot be changed unless stated otherwise.

Ignite
While you have an attribute die locked in, you may ignite that die to gain bonus effects on your
action. This should be accompanied by a snippet of narration as your character does something
heroic or risky as you put your skills to the test to accomplish something beyond their normal
capabilities. Igniting an attribute places that die in the Locked Out state, where it will remain until
you Roll to Dye once without it. You may not ignite a die that became Locked In during the same
action in which you Locked it In.

Igniting a Roll to Do
Push: Add 1d6 to the result of your roll. Can be done even after seeing the result of the roll.
Flourish: Add 1d6 damage to your roll. You may knock the target back a number of spaces
equal to the result. You may extend the attack to up to 2 additional targets, using your initial Roll
to Do, but if you do, you cannot deal any additional damage via this effect. In a skill challenge,
your success becomes increasingly impressive granting you further advantages.
Igniting a Roll to Dye
Push: Add 1d6 to the result of your roll. Can be done even after seeing the result of the roll.
Endure: Reduce damage sustained by 1d6.

The GM may choose to set a minimum success threshold for the above ignite effects. If you
incorporate a prop, an ally or a situation that ensures a certain level of success, the GM can
state that you cannot roll below a certain number on the d6. If you utilize the environment in
your narration, the GM can reward you for your excellent RP!

Boost
A state granted by the Roll to Dye action or by the GM in certain circumstances. Can be used in
place of an attribute to gain an ignite effect. Can be used to pick the same ignite effect multiple
times.

Burnout
An advanced state of Lockout. A dice placed in Burnout cannot be used as a part of any Roll
and cannot be unlocked until the conditions detailed in the ability or effect that caused the
Burnout are met.

Support
Lend support to an ally as an action. Both you and your ally Roll to Dye, and you must lock an
attribute dice in. Explain how you are assisting your ally or acting to support them in their course
of action. Until the start of your next turn, whenever your ally rolls you may lend them your aid,
drawing from your currently locked in attribute die. You must explain how your locked in attribute
assists them in the current situation. Add the result of your attribute die without your attribute
bonuses to their roll. This may be done even after the results of the roll are determined but may
only be triggered once per support action.

Skip Support
Additionally, you may take the Support action at any time, granting your ally a bonus on their
current roll equal to your attribute die. You may do so even after the results of the roll are
determined. However, if you do, you and your target do not Roll to Dye, and you skip your next
action during this Conflict. If your target wishes to reject this support, they can without a roll
required. You may choose whether or not to move as a part of this action. If you do, you cannot
move during your next Act.
Rejecting Support
If you do not wish to accept aid from others, you can shut them out. As a rule, the individual with
the higher Roll to Dye determines whether or not the Support roll is a success or failure.

Weakening
In some cases, you may wish for your support to penalize your target instead of aiding them.
For example, if you wish to talk down an aggressive opponent you do not wish to fight you may
perform the Support action to penalize their roll into potentially missing you. In this case, Roll
Support as normal, and if you succeed you may whenever your target rolls choose to apply a
penalty to their roll equal to your current attribute die. This can only be triggered once per
support action.

Modules

Breakthrough
Sometimes the GM will grant you a status called breakthrough. While under the effects of
Breakthrough, you may roll and add an attribute die to your actions if they would apply to your
current effort. Breakthrough 1 allows you to add up to 1 attribute die, 2 up to 2 and so on.
Breakthrough lasts as long as the GM states and applies to situations stated by the GM.

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