RELATIONSHIPS

Every character lives two lives at once. Both have mechanics, and both can hurt you.

Ordinary Life

School, jobs, crushes, family. Pick 2-3 important mundane relationships and give each a Connection score from 1 to 5. If you neglect a relationship, its score drops. Hit 0, and it breaks, transforming into a brand-new problem for your character.

RELATIONSHIP TAGS BETWEEN PLAYERS

Every character has a short tag describing how they feel about each teammate. These can shift as the story goes.

Examples: Secret Crush, Sibling Rivalry, Indebted, Would Die For Them.

Bonus: If you intentionally engage another character's Idée Fixe (their obsession), you earn a reward token.

ADVERSITY TOKENS

Earned when you fail a roll. Spend one to give a teammate +1 on their roll, but you must narrate exactly how your character is helping.

PLAYING EACH OTHER'S NPCS

When a character's family, friend, or love interest shows up in a scene, another player at the table plays that NPC. This keeps everyone involved, even during someone else's personal drama.

SITUATION PROMPTS (CHARACTER CREATION)

During character creation, pass prompts around the table. Each player answers one positive and one negative prompt about the character to their left. Those answers become that character's starting Relationship Tags. Write them on your sheet.

EXAMPLE: HOW THIS PLAYS OUT

Talia always kisses her daughter Kamari goodbye before school. The GM calls for a roll — and Kamari's Emotional Weakness tag works against her in front of her classmates. Kamari's player invokes the Weakness on purpose, letting her classmates witness the embarrassing moment, and earns an Insight Token for playing it truthfully. She rolls a 6 — she doesn't pull away in time, and gains an Embarrassed (2) Status. Her mood visibly shifts the weather (a brief drizzle, just over her head), and the GM nudges the Kamari/Talia Relationship Track down slightly.