Appendix O
Time fuses
Campaign
In 15 rounds, we arrive at a forge. We smith spoons. All spoons float off to a dim horizon (moonless dim), finding causes, vanishing into soft reflections of the clear finger deep liquid on the ground & on the ceiling 2 stories up*.
Campaign
In 5 rounds, you have the body you keep inside yourself.
Campaign
In 1 round, explain to the place why you turn and walk away.
Campaign
In the event all dice of a single set read the same value, using the following technique, describe what happens: ▫️ ▫️ ▫️ ▫️ ▫️ ▫️ ▫️ ▫️
* excuse pun pls
The Following Technique
____first. set a bowl of dice between all at the surface. for this bowl, thank your past selves
____inner. in the hand of the one to your right, take 3 dice from the bowl to place in this hand
____outer. roll a dice — add 1 (your self) to this value
if this value is all
with no last value written and no fold:
add that many words to a sheet or chat, fold the sheet to cover, or spoil, all but your last 2 words. write on this fold the result of your dice. pass your sheet, or turn to the left
if this value is less
than the last value written on the fold:
thank your past selves for that dice.
place that dice in the bowl between all. destroy the last value written. fulfilling. pass your sheet, or turn to the left
if this value is more
than the last value written on the fold:
add that many words to a new line, fold the sheet to cover, or spoil, all but your last 2 words. write on this fold the result of your dice. pass your sheet, or turn to the left
_____last. when thanks is given to all the dice. reveal folded, spoiled words. Write words in space a campaign makes for you, cutting away what you need to see it fits.
blown fuse
Fuse dice (any dice type of any number of colors) use a color spectrum to find dice waveform speed: ROYGBIV. Find greenish orange dice faster than indigoish red dice.
Roll 3 pairs of fuse dice. To blow a fuse, start with that. Manipulate results (see blowing techniques below). Then, if the faster dice value of 2 pairs of fuse dice are the same & likewise the slower dice, a fuse is blown.
For each Time Fuse blown, choose on the system clock either to
zSet 1 clock dice to a value of your choice,
or Spin 2 clock dice like tops.
An appropriate tag offers 1 additional Set.
Blowing may be performed any time during 1 Round.
All of the below glassblowing techniques can be used at any time.
Mark (or, if using cards, rotate widdershins) once used. Four marks in a round destroys the fuse you're blowing. Describe why the fuse refused
● to shape,
● your breath,
● this moment,
ending the round.
glassblowing techniques
core-forming. x(: :x: :)x
means: “if at least 3 fuse dice are the same number” halve or double the value of any one fuse dice
casting. dF <10
means: “if the faster color's Total of all 3 pairs of dice is less than <10”
+1 to any one fuse dice
blowing. dF >10
means: “if the faster color's Total of all 3 pairs of dice is greater than >10”
-1 to any one fuse dice
mould-blowing. dS <100
means: “if the slower color's Total of all 3 pairs of dice is less than <100”
+1 to any one fuse dice
pattern-moulding. dS >100
means: “if the slower color's Total of all 3 pairs of dice is greater than >100”
-1 to any one fuse dice
trailing. w(: x(: y(: z:)
means: “if at least 4 fuse dice have values sequential in number”
Rotate any number of fuse dice either up or down 1 and then add to all rotated dice plus or minus double the value of w.
cutting. x(: y(: z:)
means: “if at least 3 values of any of the dice are sequential”
reroll once any of up to 4 fuse dice
fire-polishing. 1(: :)1 or 2(: :)2 or 3(: :)3
means: “if at least 2 dice of either the faster color or the slower color are [1 and 1] or [2 and 2] or [3 and 3]” Flip a [8 or 7 or 6] fuse dice into a [1 or 2 or 3]
marvering. 4(: :)4 or 5(: :)5 or 6(: :)6
means: “if at least 2 dice of either the faster color or the slower color are [4 and 4] or [5 and 5] or [6 and 6]” Flip a [5 or 4 or 3] fuse dice into a [4 or 5 or 6]
weathering. 7(: :)7 or 8(: :)8 or 9(: :)9
means: “if at least 2 dice of either the faster color or the slower color are [7 and 7] or [8 and 8] or [9 and 9]” Flip a [2 or 1 or 0] fuse dice into a [7 or 8 or 9]
Campaign
In 10 rounds, doom.
Campaign
In 20 rounds, you forget what time is.
Campaign
In 30 rounds, daylight. Magic sleeps. In maintenance is our fuse blown to replace some fuse on this leyline clock 1 specific spell cast in the physical realm blew. For each of the 30 rounds, decide: what ass cast that spell? Why?
Campaign
In 25 rounds, the clock is self aware. You remember the clock is your hosts' polycule. You had made each fuse to replace a fuse on the clock 1 specific past hurt blew. For each of the 25 rounds, decide: what hurt blew that fuse? Does the fuse you made better process that hurt? How?
runtime
Dice display this, our clock. Whenever it is accessed, a session begins and its dice arrange themselves at the last values they were on. If it's 0 or it is arranging for the first time, it rolls all its dice: this creates a new session!
Every round, its d100 rotates up by 1; when its d100 loops, it rotates up its d20; when its d20 loops, it rotates up its d12; when its d12 loops, it rotates up its d10; when its d10 loops, it rotates up its d8; when its d8 loops, it rotates up its d6; when its d6 loops, it rotates up its d4; when its d4 loops, it flips over its character sheet.
Flipping its sheet creates time waves, pushing away all other forces. Until it begins its next session, experience changes in time used to look for a way back to the clock.
Time Fuses
Walk away if you've never known what day it is. — note on the machine
A system clock! We all its claws are in; if it has changed, so have we (tags, weather/emotion, fauna, kith, palettes:
it changes at all, this changes everything! It's never not changing! It's now, after reading this, another cool thing!)