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update
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zeruhur committed Nov 30, 2024
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2 changes: 1 addition & 1 deletion en/geared_towards_loner/cog_compass.md
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Expand Up @@ -298,7 +298,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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2 changes: 1 addition & 1 deletion en/geared_towards_loner/legends_of_camelot.md
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Expand Up @@ -264,7 +264,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.

| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
|:----------:|:--------------------------:|:---------------------:|
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2 changes: 1 addition & 1 deletion en/geared_towards_loner/mech_requiem.md
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Expand Up @@ -584,7 +584,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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2 changes: 1 addition & 1 deletion en/loner-en.md
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Expand Up @@ -158,7 +158,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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2 changes: 1 addition & 1 deletion en/loner_companion.md
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Expand Up @@ -451,7 +451,7 @@ Using these modifiers helps create dynamic, layered storytelling. A “Yes, but

When the Chance and Risk dice show the same number, it signals an especially positive result — but with a twist on the horizon. This outcome is read as “Yes, and…,” but it also contributes to the **Twist Counter**, which adds suspense and unpredictability.

- **Equal Dice (Yes, and…)**: Here, the answer is “Yes, and…” with an extra benefit, providing the protagonist with a strong advantage. It’s an outcome that favors the protagonist’s goals, but it also builds up the Twist Counter.
- **Equal Dice (Yes, but…)**: Here, the answer is “Yes, but…”. It’s an outcome that favors the protagonist’s goals, but it also builds up the Twist Counter.

- **Twist Counter**: Each time you roll equal numbers on the dice, add 1 to the Twist Counter. When it hits a certain threshold (typically 3), a **Twist** event occurs, resetting the counter to 0. A Twist is a narrative disruption—maybe an unexpected character appears, the setting shifts, or a new goal comes into focus.

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2 changes: 1 addition & 1 deletion en/loner_creator_kit.md
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Expand Up @@ -201,7 +201,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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2 changes: 1 addition & 1 deletion en/wip/arabian_nights_adventures.md
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Expand Up @@ -214,7 +214,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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2 changes: 1 addition & 1 deletion en/wip/dino_breach.md
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Expand Up @@ -231,7 +231,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
Expand Down
2 changes: 1 addition & 1 deletion en/wip/pulp_adventures.md
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Expand Up @@ -298,7 +298,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
Expand Down
2 changes: 1 addition & 1 deletion en/wip/steel_and_sorcery.md
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Expand Up @@ -206,7 +206,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
Expand Down
2 changes: 1 addition & 1 deletion en/wip/the_shattered_reach.md
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Expand Up @@ -296,7 +296,7 @@ To resolve a closed question, roll one **Chance Die** and one **Risk Die**:
- If the Risk Die is highest, the answer is **No**.
- If both are low (3 or less), add a **but...**.
- If both are high (4 or more), add an **and...**.
- If both are equal, the answer is **Yes, and...**. Add a point to the **[Twist Counter](#twist-counter)**.
- If both are equal, the answer is **Yes, but...**. Add a point to the **[Twist Counter](#twist-counter)**.


| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
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