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:

  1. Tempo. The System announces the tempo, which sets the opponent’s base: Steady (opponent adds +0), Driving (+2) or Frantic (+4).
  2. 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.
  3. 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.
  4. 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).
  5. 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.
  6. 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