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This is the Color Wheel, the numberless & diceless dice game mechanic for use in any role playing game. You don't even need a GM to play it. To create a Color Wheel character, assign a trait, skill or characteristic to each of the following primary colors: Next, assign a trait, skill or characteristic that the character excels at to each of the following secondary colors: Your Color Wheel character is now complete. The person running the game (or if there is no GM, the person hosting the game) should place five colored dice (same size & shape) into a bag or some other non-transparent container. You should have one each of the following colors: You will also need several more Black and White dice (keep these off to the side). You can also use beans, tokens, poker chips or anything else of the same size, shape...the most important thing is the color of each item. When your character attempts to perform an action, find out which color the action would fall under. Then, pull a die from the bag. If the action is a primary color, then the character needs to exactly match their action's color. Example - If Sue's character was trying to climb a fence and her Blue trait is "Athletic," then the color for her action would be Blue. Sue (or the GM) should now reach into the bag and pull out a die. If the die is Blue, she succeeds. If it is Red or Yellow, she will fail. If the action is a secondary color, then the character needs to pull a die of either color that makes up that color. Consult the color wheel if you are unsure of the two colors that make up a secondary color. Example - Rick's character is trying to talk his way past a guard. He has "Friendly" as his Purple trait. Since Purple is made up of Red and Blue, Rick needs to pull either a Red or Blue die. If the die is Yellow, he fails. If you ever draw a White die, the action is an automatic success. However; if you wish to save this automatic success for later, you may keep this White die and draw again. The GM should then put another White die into the bag. If you get another White die, you may use it to succeed or keep it and draw again...and so on. If you ever fail an action, you may spend one of your saved-up White dice to turn that failure into a success. The more White dice you have, the "luckier" your character is. If you ever draw a Black die, the action is an automatic failure. However; if you wish to save this failure for later, you keep the Black die and draw again. The GM should then put another Black die into the bag. If you get another Black die, you can either fail or keep that die and draw again...and so on. If you have any Black dice saved up and you draw a White die, the Black die automatically cancels that success and is then removed. Also, the GM may opt to turn any success into a failure by removing one of your Black dice. The more Black dice in your possession, the more "unlucky" your character is. At the end of the game, any remaining Black dice cancel out any remaining White dice on a one-to-one basis. If you have more Black dice than White dice, all your White dice are cancelled and your Black dice are all removed. If you have any White Dice remaining (after being cancelled by any of your Black dice), you may trade them in for extra traits. It costs three White dice to gain an additional Primary trait (choose a color) and five White dice to gain an additional Secondary trait (again, choose a color). |