Combatants roll 1D20 (attack), 1D6 (footing), 1D4 (guard)Multiply the 1D6 x 1D4 to find combined defense
If a defense (D6 x D4) is greater than opposing attack (D20), the attempt is blocked
If not blocked, the raw attack (D20) is reduced by the defender's guard (D4)
Greatest applied damage wins, and equal or no damage is a draw (pass)
☸ VIBES
Targets begin with energy at 0Players roll 1D20 to find their projected power levelPlayers select their target (an enemy, another player, or themselves)Players flip 1 coin to determine their projected polarity
Targets receive projected energy, positive or negative, applied to their ongoing energy value
In one or more rounds, players achieve an intended energy outcome on their target to win
Variants
Bad Vibes - In 3 rounds, 2 or more players (may be teams) contend for the highest energy outcome.
Stop Loss - In 1 round produce greater than or equal to -5 to succeed.
Low Bar - In 1 round produce greater than or equal to 5 to succeed.
Drowner - In 1 round produce less than or equal to -10 to succeed.
Lockpick - Players work for 3 rounds to collectively affect a positive energy outcome for a single collective target.
All Smiles - Players have just 2 rounds to leave each other (or themselves) positive.
Net Zero - Players work for 3 rounds to collectively affect a neutral energy outcome (-5 to +5) for a single collective target.