We are using a three-die system where you keep the middle number unless otherwise stated. You take a Power and Quality of your choice, and your Zone as your dice pool. Keep all of your rolled dice out until the end of your turn as they may be used for additional effects. When lacking an applicable Power or Quality, roll a d4 for that die.
Attack
Boost
Hinder
Overcome (skill checks, saves, etc.)
Defend
Risky Actions — Add an extra effect to a basic action by accepting a minor twist (pages 29–30)
Damage equals the number on the die.
Enemies roll a Save using their own die. If the result is equal to or greater than the incoming damage, they survive but drop a die size (if possible). If they fail, they are defeated.
PCs take damage directly. No Save
Used for anything outside of standard actions. Major and Catastrophic Twists likely not present outside of Action Scenes. If they are, players will be alerted before attempting. Should you be required to roll an Overcome using a D4 as a Power or Quality, but still gain a Success Beyond Expectations of a 12+, you will gain a new appropriate D6 Power or Quality.
Effect Die | Outcome
0 or less — Action utterly, spectacularly fails. If attempted Action is in an Action Scene, a Catastrophic Twist may occur.
1–3 — Action fails. If in an Action Scene, add a Major Twist. Situational possibility of success only if a major decision is present.
4–7 — Action succeeds with a Minor Twist.
8–11 — Complete success.
12+ — Success beyond expectations and granting a boon to at least one participant.
Example: You attempt to disarm a bomb.
Minor Twist: You have to focus all of your attention on the problem and take damage while doing so.
Major Twist: You half the amount of remaining time on the bomb timer.
Catastrophic Twist: The bomb goes off
Adds or subtracts from a target’s next roll.
Effect Die | Bonus/Penalty
0 or less — No effect
1–3 — ±1
4–7 — ±2
8–11 — ±3
12+ — ±
Reduce the next instance of damage to a target (self or ally) by the number rolled.
Occasionally, an Attack looks so serious that you want to throw yourself into a defensive position, heedless of other dangers. A basic Defend action can be done once per round, out of turn, as a reaction by activating a minor twist (page 30). You may only Defend yourself this way and not others.
Occasionally, an Attack that is directed towards another looks so serious or comes so suddenly that you feel instinctively obligated to throw yourself in its path, heedless of all danger to your person. This may only be done in protection of an NPC (or a PC that is at critical HP and in danger of going down). Out of turn and using a Reaction, you may choose to either absorb all of the damage yourself or take a Twist. Should you choose to take the damage, reduce the damage taken to yourself by the Mid die on your Defend roll. Should you choose the Twist, gain a Catastrophic Twist on a 7 or lower and a Major Twist on an 8-12. Should you somehow manage a 13 or higher, only take a Minor Twist and 1 point of emotional damage as your DM curses you for finding a way to pull off the impossible.
Persistent: Persistent mods last until an effect gets rid of them, until it makes sense
for them to stop (someone makes an Overcome action to stop it, for example), or until the end of the scene at the longest.
Exclusive: You can only use one exclusive bonus and one exclusive penalty per roll. You may
use other mods alongside exclusive mods, but only one exclusive positive and one negative mod.
At the end of each session, each player awards one 1d4 Limit Break die to another player based on roleplaying or creative contribution. These dice:
Last only for the next session
May support another character (but not by request)
Are added after rolling, not before
We are not using “pass the baton” initiative. Instead:
A set turn order is established at the start of combat
The GM creates an initiative list, generally alternating PCs and NPCs
Players may request to swap their position in initiative, where they’ll remain until changed again
Players can act on the same turn if coordinated
The Environment acts at the top of the Round and cannot be skipped or rearranged
16 lines total, alternating between players (8 turns each).
Each turn consists of:
A rhymed line to the last line spoken by the opponent.
A second line of your choice to be rhymed by opponent’s new first
Either of these two lines using a word from the Lore Tree.
Person
Object
Creature
Emotion
Action
Breaking world logic (e.g., impossible tech, world-breaking magic).
Controlling the opponent’s character or actions.
Failing to incorporate assigned word.
Failing to rhyme.
Overtly nonsensical lines.
At the end of each round, audience reaction is represented mechanically with an Overcome roll by the appropriate side. Based on the roll’s outcome, Valero will gain or lose points to reflect how favorably the performance was received. Each party member can only Boost whoever is doing the Audience Roll ONCE for the entire event.
Fail: +2 Valero points
Major Twist: +1 Valero point
Minor Twist: +0 Valero points
Success: –1 Valero point
Overwhelming Success: –2 Valero points
Fail: –2 Valero points
Major Twist: –1 Valero point
Minor Twist: +0 Valero points
Success: +1 Valero point
Overwhelming Success: +2 Valero points
Where an Eryatsun is a competitive lore or story clash and an Eryoncato is a musical way of healing through the communal creation of a story.
Is the song about a:
Person / Group / Faction
Place
Thing (Object, Event, Battle, Concept)
Is it a single person or a group?
Male or female?
Pick one:
Drinking Song
Work Song
Protest Song
Hymn
Training Montage
Lullaby
Sea Shanty
Battle Anthem
Mourning Song
Hard Choice Monologue
Corporate Jingle
Love Song
Villain Theme
Proclamation of Identity
Other
Pick one primary emotion.
Examples:
Defiant
Triumphant
Jealous
Yearning
Bitter
Hopeful
Nostalgic
Furious
Lonely
Reverant
Silly
Sweet
Rock
Hip-Hop
Country
Pop
Metal
Opera
Funk
Blues
Jazz
Regee
Synthwave
Folk
Choral
EDM
Spoken Word
Other
Group writes 4 lines that will make up the chorus, one line per person (does not need to rhyme yet)
2 Verses of 4 lines each, pair off and do 2 lines each (does not need to rhyme yet)