TEXT: BLACKMAIL † MURDER † AFFAIR † RUIN † SCANDAL † ABANDON
  many-layered Masks † a missing Guest of Honor † a mysterious Gift † a venomous serpent, gleaming but silent † a discreet assignation † a duel, inappropriate and deadly
  the ballroom floor as a stiffly formal waltz begins † the garden maze, a perfumed breeze and low voices wafting over the hedge † a secret room filled with arcane machinery,
  rumbling and dangerous † a discreet drawing room nearby, the sounds of music and voices tantalizingly close by † the kitchen, hot, deserted, stacked high with dishes † an ill-lit balcony, cool and quiet, overlooking the gardens
  sleek bronze serpent † ornate gold cat † silver filigree butterfly † copper
  swirled fox † horned bone ram † feathery jeweled peacock
  v1-alpha
  Six Hours to Midnight
  ... and no one is precisely who they seem to be, including you.
  There are many people here. One is your Rival, whether you know it or
  not.
  You may have many lovers, but you may have only one Lover tonight.
  You have a purpose. You must succeed or you face ruin.
  You are talked about. They say you are Dutiful † Feckless † Proper
  † Impotent † Wicked † Pure
  You are private. You are Shrewd † Dashing † Creative † Innocent
  † Perceptive † Bold
  You are flawed. You are Wanton † Afraid † Greedy † Strange †
  Arrogant † Maladroit
  You are wearing someone else’s mask † lost † on the guest list †
  obligated to be here † looking for trouble † on someone’s string
  Answer now. What is your goal?
  Play to discover. Why does the Lover want you? Why does the
  Rival hate you? What is your secret?
  You are capable. You are here for a reason. You have a goal.
  Don’t roll to do things you should be able to do. Don’t roll if you are un-
  opposed. Don’t roll if nobody would care if you succeed or fail.
  When you roll, state a goal and a danger or complication. Roll or choose
  a second danger:
  Does it malfunction? If not, it’s completely broken. † Does control slip
  a bit? If not, it goes out of control. † Does something physical happen
  between you? If not, something emotional does. † Do you know anything
  about it? If not, someone taunts you. † Do you hurt them? If not, they hurt
  you. † Does one of your Flaws hinder you? If not, it causes a disaster.
  Roll a d6 for each goal and each complication. If your Flaw or conditi-
  on would hinder, reroll the highest die and take the worst. If one of your
  qualities or assets would help, reroll the lowest die and take the best.
  For the goal, a 1 - 2 is a failure and that way is closed, a 3 - 4 is a partial
  success or the way remains open, and a 5 - 6 is a complete success.
  For a complication, on a 4+ the complication is averted or mild, otherwi-
  se, it comes to pass or is worse. You can use the goal results if those are
  more appropriate.
  A complication may not come to pass immediately. Wait for the right mo-
  ment.
  At the beginning of each hour, roll a d6. If you roll the same, choose that
  event again or a different one. Cross a new result off each time.
  Someone reveals a secret † knows you † whispers in your ear † takes li-
  berties † makes a threat † requests a dance
  After five events, it is midnight, and the Rival will strike.
  The Lover
  She is as capable and as flawed as you are, though it may not
  seem so at first.
  She is always beautiful. She is always dangerous in some way.
  She always wants you though she may not want to.
  She might also be the Rival.
  She is brave † experienced † brilliant † exotic † wealthy † innocent
  She is also foolish † untrusting † naive † stubborn † jaded † cruel
  Her Number begins at 6.
  One of you is resisting. That one is higher born † lower born †
  protected † promised † sworn † forbidden
  Roll an extra die if you invoke:
  someone who is present † an injury or condition you’ll carry forward † a
  partner other than the Lover † a rumor or fact † a past experience that has
  bearing † sheer dumb luck
  Check off each as you use it. Every hours turn or when you choose to fail
  a complication, restore a used Invocation or add a new one.
  Add a die to a roll or your reserve no more than twice per hour if you:
  take the Lover † rebuff the Lover † move towards your Goal † protect
  your secret † help a lover † hinder your Rival † place yourself in a lover’s
  power
  When a lover might act, roll d6 and choose or roll on the Rival’s list. If
  you roll 4+ or Number+, you benefit, otherwise the Rival does. Once per
  hour, if you impress the Lover, reduce the Lover’s number by 1. Any time
  you disappoint her, raise it by 1.
  After you assign dice, move any unassigned dice to your reserve. When
  you roll with no extra dice, you may swap in one from your reserve.
  When the hour’s event is resolved, if you have played both progress dice
  or if it seems inevitable, move to the next hour.
  Risk everything, as often as you can, because you must succeed.
  † Choose the genders that please you. †
  The Rival
  Your Rival is indistinguishable from anyone else until you reveal
  them. You will know when to do this.
  If the Rival is unknown and you are in a lover’s power, roll a d6;
  on a 2-, they are the Rival and they will hurt you.
  The Rival begins the game with one reserve die, set to 4. Any
  time you roll with thwarting them as part of your goal, roll as
  normal; if you succeed, you may also reroll one of their dice.
  If the Rival is not the Lover, the Rival wants the Lover too.
  Each hour, the Rival does at least one thing, but sometimes more;
  if he succeeds at even one of them, he adds a die to his reserve
  at the end of the hour.
  move towards a goal † embarrass you † seduce or impress the
  Lover † learn something of use † reveal an ally or asset already in
  place † put you in a bad position
  The Gift
  After the Gift is opened, negate each of the Rival’s remaining
  dice with one of your own of equal or higher value. Then assign
  your remaining dice as you please. Any option not won is lost.
  I survive. If not, I die.
  My goal is achieved. If not, it fails.
  The Rival fails. If not, he succeeds.
  The Lover survives. If not, she dies.
  The Lover’s goal is met. If not, she fails.
  The Lover’s lot is improved. If not, she is ruined.
  The Lover chooses you. If not, she chooses the Rival.
  † You lose if the Rival wins † the Rival is always cruel †
  play to find out what happens
  Inspired by S\lay w/Me and Lady Blackbird and Ghost/Echo.
  Otherkind dice are from lumpley.
  Designed for solo play, but the roles are easy to divide up.
  https://exposit.github.io/katamoiran/
  . Six Hours to Midnight
  1
  
SOURCE: textdata/thevault/Self-Exploration, Emotional, & Relationship/6HoursToMidnight.pdf