Neon lights glow through the science of excited atoms. When electricity passes through a sealed tube of neon gas, electrons jump to higher energy levels. As they return, they release energy as vibrant light, creating dazzling displays in cities worldwide.


Fundamental Rules


Building block rules for Twenty-sided Worlds

Rules of Your Turn

  1. You can attempt one action and make one move on your turn.
    1. You can sacrifice your move to gain advantage on your action.
    2. You can sacrifice your action to move twice.
    3. You cannot perform more than one magic action on your turn. Inviolable.
  2. You cannot act outside of your turn unless an Item or Feature grants you the ability to use a reaction.
    1. You cannot use a reaction more than once between two of your turns. Inviolable. 
    2. You cannot use a reaction during your turn. Inviolable.
  3. One hit deals one die of impact to one target on your turn.
  4. One critical hit deals one extra die of impact to one target on your turn.
    1. You may sacrifice all extra dice of impact to instead use a special critical effect
  5. You cannot benefit from a critical hit when it isn’t your turn.
  6. You cannot spend a spotlight when it isn’t your turn.

Rules of Risk and Prudence

  1. You can achieve greater impact by using the right tools, the right plan, or  the right training, because prudent preparation is rewarded with greater effect.
  2. You can achieve greater impact by attempting actions that risk more severe consequences because this is an adventure game played for entertainment, and risky actions can be entertaining.
  3. You can increase impact by accepting greater consequences for failure.
  4. You can minimize the chance of failure at the cost of reduced impact.

Rules of Cost

  1. You cannot sacrifice what you don’t have, nor can you sacrifice what you have already spent.
  2. If a rule asks you to choose between sacrifice or X, you must choose to sacrifice before doing X, whatever X might be.
  3. If you cannot complete the full sacrifice, you cannot make the sacrifice 

Rules of Limits

  1. AC/DC 23 is the highest AC/DC a player-controlled character can set
    1. Companions are player-controlled
    2. NPCs/Monsters are not player-controlled, and not subject to this limit 
  2. The highest level attainable by a PC in any of the three categories is 10
  3. Individual Features and Items can be improved no more than 3 times.