Twee
is a character-rich story-focused de-make of the Sentiment ttrpg system. Largely built from the 0.6-0.8 revisions of the beta ruleset, Twee is an attempt to simplify the system even further, optimizing for an open table environment.
Attributes
Every character consists of three unique stats, each with a name and colour.
These Attributes are your character’s core personality traits, convictions, features, and interests.
Names
You may name Attributes in any way, from ‘Crystal Girlie’ to ‘Beatboxing’ to ‘My old Co-Worker Brendan’. Poetry, Unicode characters, drawings, or anything else you can think of to meaningfully represent an aspect of your character are also valid.
These names are critically important, as all three represent your character entirely! Whatever you choose, have a clear idea of what these Attributes represent, and how to communicate that with your facilitator as needed. The concept can and will morph through play but the name may not.
Colours
Each character must have one Attribute for each of the three primary pigment colours: Red, Blue, and Yellow. The assignment of these colours is entirely vibes-based. You are strongly encouraged to form questionably grounded and unreasonably convicted justifications for this choice.
Bonuses
Each Attribute has an associated Bonus, which is added to any roll for which it is used. These bonuses are be increased by taking Wounds.
Initial Bonuses are determined by a roll of your three attribute dice. Any Attribute corresponding to the highest value rolled receives a +1 Bonus.
Dice
Each Attribute is represented by a coloured d6 which are used to act on or react to the world around you. One of these dice must be prominently displayed as your character’s Vibe at all times, as selected by a Roll to Do or Roll to Discern.
You are encouraged to roleplay your character as embodying this active attribute.
Rolls are largely self-determined by player intention, but the facilitator will regularly call strays as they are caught in freeform dialogue.
Roll to Do
Whenever you perform an action or influence something in the world, you Roll to Do.
This could be anything from lifting a box to hitting someone or hitting on them.
A successful roll deals an equal amount of damage (dice value + Bonus).
- Roll all Attribute dice
- Select one to use
- explain yourself
- add attribute bonus
- Indicate your new Vibe
While you will normally want to use the highest value, you will have to justify to the facilitator how and why an Attribute brought forth the action. An emotional and narratively driven justification will always be the most compelling.
Bonuses may be granted by the facilitator based on clever incorporation of context like a prop.
Clashes
To choose a dice which matches the colour of your target’s Vibe, identify a thematic link between the two attributes and describe how they are directly conflicting in this moment. This becomes a Clash.
- If the instigator rolls higher, they deal double damage
- If the target rolls higher, they deal normal damage
- A tie banks the damage and prompts a reroll. This banked damage will be dealt to the losing party along with the value of the winning roll.
- Damage banked by successive tied clashes can stack indefinitely.
Clashing will reveal the name of hidden Attributes in use by the facilitator.
Success
When rolling against another character, you will be contesting a roll to die.
The Roll to Do must meet or exceed the Roll to Die in order to succeed.
In other situations, you may simply roll against a static threshold determined by the facilitator.
Such thresholds have a colour and can be clashed with.
Roll to Die
When acted against, you Roll to Die.
This is your roll to weather external action, influence, or attack.
- Reroll your Vibe
- add attribute bonus
Roll to Discern
At any point outside of a fixed turn order, roll your Attributes to examine your character’s inner thoughts or feelings. The values presented by the dice can help guide character or roleplay decisions. A higher value in one stat might mean a certain tendency or viewpoint is acting up while a lower value could indicate a lack of confidence.
- Roll all Attribute dice
- Assess
- Indicate your new Vibe
Exchanging Damage
A successful Roll to Do deals damage equal to the dice value plus the corresponding Bonus.
This damage is accumulated as an increasing number of tokens on a character as it is dealt to them. When this amount meets or exceeds their Threshold, a character is Wounded.
Damage tokens are transferred from those accumulated by the dealing party, with any remaining introduced from a central supply. Dealing damage removes it from your own character.
Each character starts with a Threshold of 10.
Wounds
When enough damage is accumulated to meet or exceed their Threshold, a character is Wounded.
The Attribute die currently indicating their Vibe is discarded for the remainder of the session, representing critical damage to one of their core aspects. Consider how this would blight or invert their behaviour.
- Discard die of current Vibe
- Discard accumulated damage
- Select an unwounded Attribute
- Permanently increase its Bonus by +1
- Indicate it as your new Vibe
If a character reaches their Threshold with only one dice remaining, they will be narratively obliterated and removed from play.
Progression
To become more powerful, you must take Wounds.
Each Wound increases an Attribute Bonus by 1.
A character’s Threshold may also be increased in exchange for an Attribute Bonus. Subtract the cost from the current Bonus to increase their Threshold to the next stage. This cost must be deducted from a single Attribute.
| Cost | Threshold |
|---|---|
| +3 | 15 |
| +4 | 20 |
| +5 | 25 |
This can be performed at any point, including to avoid a Wound.
Renaming an Attribute
It may sometimes be desired or even necessary to rename an Attribute. Perhaps a character has grown beyond it, lost faith, or you are simply stumped by how to use it in play. This can be a potent representation of a character’s arc and a golden opportunity to share with the table in great detail.
In order to do so, all other Attributes must first be Wounded.
Then, you must fail a Roll to Do.
- Discard accumulated damage
- Half the relevant Bonus (rounded down)
- Announce the Attribute name
An Attribute must have a Bonus of at least 1 to be renamed.
Retiring a Character
If you no longer wish to continue playing a character, you can choose to Retire them. Redeem half their lifetime Attribute Bonus total (rounded up) to spend on a new character. This is the sum of current bonuses plus any amount spent to upgrade their Threshold.
Can only be done after or outside of session.
Advanced
Optional System Mechanics
Additional system mechanics exist. Though available to any player that cares to read and bring them up in session, they will not be introduced until a player becomes more familiar and comfortable with the basic system, beginning to crave complexity.
Exhaustion
Certain extraordinary actions may fall at the limit of a character’s ability. To push past this, you may be given the option to Exhaust a die. Place the die representing your current Vibe to the side. This leaves a character defenceless until they next act, when they may select a new Vibe.
Take a Breath
When one or more dice is exhausted a character may spend an action to Breathe Describe how your character stops to reset, regaining their composure and restoring all exhausted attributes. A new Vibe may also be selected.
Attribute Compulsion
Knowing the name of an attribute represents a significant degree of vulnerability between characters; both a weakness and a strength. While the attributes of player characters are shared, those of NPCs must be discovered through play. (Clashing with an NPC Attribute will reveal it’s name)
Bond Tokens
Sharing a character moment, developing a friendship, stoking a rivalry, or even just a solid role-play scene will grant you a Bond Token for the relevant character. This includes PCs and NPCs.
Bond Tokens can then be spent in play to bolster or incapacitate the target.
Invoking an Attribute
To support a struggling ally, you may spend a Bond Token to call upon one of their attributes by name, temporarily granting them use of that die as their Vibe, even if it is wounded. The effect persists until that character takes a wound (in which case the invoked attribute is wounded) or locks in another attribute (in which case the effect is lost). Mechanically, this grants an extra wound but forces the character to use only the invoked attribute (if they choose to keep the effect).
You must be able to narratively justify how to call out the target attribute in this moment.
Example
To invoke an ally’s Heroism attribute, you might give them a rousing speech about a time they saved you.
-Sentiment 0.8.1 Rules
It may also be useful in certain scenarios to invoke an enemy attribute to compel certain behaviour or trains of thought.
Banning an Attribute
To partially incapacitate a target, you may spend a Bond Token and Roll to Do to Ban a known attribute. On a success, it is functionally Exhausted and can only be restored by the following:
- The scene ends
- Your character allows the attribute to return
- The target successfully Bans one of your character’s attributes
- The banned attribute is Invoked
Example
Your target is a proud knight, whose dirty secrets you are aware of. In discovering their misdeeds, you gain knowledge that their Red Attribute is named The One Good Nobleman. You Ban this Attribute by announcing their misdeeds to a crowded town square, nullifying their ability to call upon it.
-Sentiment 0.8.1 Rules
[By] getting to know a dragon and learning that their Blue Attribute is Unending Hunger, you may Roll to Do to prepare a feast of poisoned meat for them, Banning their Attribute.
-Sentiment 0.8.1 Rules
Gifts
Special equipment and character abilities are codified as Gifts.
Especially potent character moments can be crystallized by the facilitator, codifying a mechanical representation of ingenuity, courage, or vulnerability into this form of lasting reusable empowerment. The availability of this option is based on the presence of a compelling idea and it’s relevance to your character.
You are welcome to suggest Gifts of your own from moments you found important. Gifts may also grow in power under narratively appropriate conditions.
Examples
I Know A Guy
Once per Session - Name and conjure an individual fit to tackle the issue at hand.
Roll a number of d6s determined by the facilitator based on their potential helpfulness.
The lowest die value decides your relationship with this individual.
A Gun
On a Hit - Deal 2 wounds.
You can’t bring a gun to school.
If someone sees you with a gun, they will call the police.
The police also have guns.