Dance-Offs
Conflict in the crawl is settled by a dance-off, never by violence. Opponents are people the System dropped into the dungeon; they want to win, not to hurt anyone.
Procedure:
- Tempo. The System announces the tempo, which sets the opponent’s base: Steady (opponent adds +0), Driving (+2) or Frantic (+4).
- Move Calls. A dance-off has three rounds. Each round the System makes a Move Call that names an ability: Power (Strength), Footwork (Dexterity), Endurance (Constitution), Choreography (Intelligence), Read the Room (Wisdom) or Presence (Charisma). The System never calls the same move twice in a row.
- Rolls. The Crawler rolls 1d20 plus the called ability modifier. The opponent rolls 1d20 plus their own modifier plus the tempo bonus. Every roll goes through roll_dice.
- Assists. Each round, one party member who is not dancing may assist: +2 to the dancer’s roll, or use one ability that fits the call (an Ink Cloud during Footwork, an Eight-Point Hold that keeps an opponent from answering the call at all).
- Round result. The higher total wins the round. The loser loses Groove equal to the difference, at least 1 and at most 6. A tied round goes to the Final Beat.
- The winner is whoever takes two of three rounds. If the rounds end level, the Final Beat decides.
Winning a dance-off: the opponent leaves the floor (often relieved), the party gains Hype, and the System may drop a loot box. Losing: the party loses Groove and the System says so with relish.
Statuses that matter in a dance-off:
- Off-Beat: -4 to the next roll. Caused by Ink Cloud, Suction Latch, a slick floor or a well-timed heckle.
- Held: cannot answer the next Move Call; the round goes to the other side. Caused by Eight-Point Hold or Siphon Bind.
- Soggy: -2 to Presence. Cordula is immune.
View this file on GitHub commit 4018746, edited in the workshop repository only