Modules

These are some ideas for additional rules to use in a campaign that your GM may chose to use. Although sometimes gifts may have additional abilities if a module is active. Knight's ability Former Squire is a good example.

Nat 1s & 20s
When you roll a 1 on a d20 when attacking take 1 Dmg even if your attack succeeds. When you roll a 20 on a d20 when deal 1d6 dmg to your opponent.

The following are based off modules from Modules v0.48.

Starting Boost
At the end of your very first session, your full strength blooms! Each player chooses one of the following:


 * Gain permanent +1 to one Attribute
 * Gain +5 health
 * Gain +10 Speed

Dual Techs
Players may combine their actions and colors to perform a Dual Tech!

All participating players Roll to Do. They MUST all be different colors of Attribute. Their colors are then combined according to the following:

Note: They all are just whatever Player 1's color + Player 2's color is in real life. Also the combined color are used as regular attributes if an npc's number of attributes exceeds 3.


 * Red Player + Blue Player = Action is Dyed Purple
 * Blue Player + Yellow Player = Action is Dyed Green
 * Yellow Player + Red Player = Action is Dyed Orange
 * Red Player + Blue Player + Yellow Player = Action is Dyed Rainbow

Could be two colors if they are one the following combinations


 * Green + Red
 * Purple + Yellow
 * Orange +Blue

The target rolls once in defense and must exceed ALL attacking rolls in order to successfully defend.

Examples: Attacking Purple players roll a 13 and 18. Defending Yellow player rolls a 15. The Purple attack lands. A

Attacking Green players roll a 9 and 11. Defending Red player rolls a 15. Red successfully defends.

Dual Techs are not immune to Clashes! Dual Tech colors will ALWAYS Clash with their “parent” colors; i.e. as follows:


 * Purple will Clash with Red and Blue targets


 * Green will Clash with Blue and Yellow targets
 * Orange will Clash with Yellow and Red targets
 * Rainbow will Clash with ALL colors!

Should the Dual Tech win the Clash, the player that rolled the highest will functionally be regarded as the initiator, while the lower rolls will be discarded and their players treated as if they were tagged to Assist N

Note: In the unlikely event a Dual Tech clashes with another Dual Tech, the highest individual roller wins the Clash for their team.

Pass Turn
Whenever you Clash and win during a Conflict, you may choose an ally and grant them an immediate action. The tagged player may Roll to Do or Roll to Dye as they please. This action is effectively free; it does not consume the tagged player’s turn.