2d6CORE (ARG23 RESOLVER, SPIDERMIND EDITION) Dice glyphs: ⚀1 ⚁2 ⚂3 ⚃4 ⚄5 ⚅6 Why roll - To resolve ambiguity, pick a branch, or check stability. - Rolls advise; Consentual Reality is still opt‑in. Stats (roll once per session or import) - SKILL = 1d6 + 6 (your precision / throughput) - COHERENCE = 2d6 + 12 (how intact your branch is) - ENTROPY = 1d6 + 6 (risk budget; goes down when pushed) Example: SKILL ⚃4+6=10, COHERENCE ⚄5+⚁2+12=19, ENTROPY ⚂3+6=9. Resolver (default move) 1) Declare layer: physical / virch / daemon‑stack / narrative. 2) Roll 2d6 (two dice), sum them. 3) Apply any layer modifier (below). 4) Read the band (below). Context modifiers (use when semiosis is the problem) Use these when the difficulty is “how this is being read” (frame/scope/provenance), not the physical situation. - Frame stable: +0 - Frame contested (play→authority, metaphor→dogma): −1 - Provenance verified (fork header present, consent logged): +1 - Provenance missing/unclear: −1 and quarantine (log it, don’t spread it) - Scope mismatch (private rule pushed public / wrong shard): treat as Divergence on 2–7 Rule: pick at most one context modifier and one layer modifier. Layer modifiers (only one) - Physical host: +0 - Autopoietic virch: +1 if self‑correcting, −1 if retrocausal edits/time‑stutter. - Recursive virch: roll twice; keep the total that preserves declared /home/. - Air‑gapped virch: drop the lower die (keep the higher); sum = dominant attractor. - Narrative‑only shard: +1 if harmonizes with upstream + intention; −1 if contradicts canon. Quick pick: • Space heals itself → autopoietic. • You feel forks/loops → recursive. • Upstream can’t reach here → air‑gapped. • Only story is at stake → narrative‑only. Bands (after modifier) - 2–4 Divergence: unstable. Log /home/, cool down, don’t force. - 5–7 Drift: mixed. Small shift; ground with hum/tea. - 8–9 Convergence: clean align. Proceed as written. - 10–12 Lock: strong align. Safe for recursion; note DREAM skew. Example: roll ⚁2+⚅6=8 → Convergence. "Clean merge." Combat (when a foe is a process) - You Attack = 2d6 + SKILL - Foe Attack = 2d6 + ENEMY_SKILL - Higher attack deals 2 COHERENCE damage to loser. Tie = none. - Collapse when COHERENCE ≤ 0. Escape costs you 2 COHERENCE. Narrative devices (combat gear) These are story-items that behave like modifiers. They are not “loot”; they are setup/payoff. Rules: - You may apply at most one device on your attack and one device on defense per exchange. - Device bonuses do not stack above +2 on a single roll. - Each device is 1/scene unless noted; mark it spent when used. Chekhov’s Gun (offense) - Type: Wall-Hanger (+1) — you mentioned it earlier; now it matters. - Type: Smoking (+2) — payoff lands clean; spend it on an attack roll. Plot Armor (defense) Use when you are being attacked (after seeing Foe Attack total, before damage). - Type: Thin (+1) — the blow glances; add +1 to your Defense total (treat as +1 to your Attack for comparison). - Type: Thick (+2) — the scene refuses to end you; add +2 to your Defense total. Other narrative item rules (optional) - Red Herring (+1 defense): once/scene, force the foe to reroll one die (keep the new die). You must narrate a plausible distraction. - Foreshadow Token (+1 next attack): spend on your turn to tag an object/line as “set up”; next exchange, gain +1 on your attack if you reference the setup. - Callback Coupon (+1 COHERENCE): after you win an exchange, spend to regain 1 COHERENCE (cannot exceed your start COHERENCE). - Cliffhanger Hook (avoid collapse): if you would collapse, spend to stay at COHERENCE = 1 and immediately exit the scene (no further actions this scene). - Deus Ex Patch (reroll): once per long rest, reroll a single 2d6 combat roll (yours or foe’s) but you must accept the second result. ENTROPY test (push your luck) - Roll 2d6. - If total ≤ ENTROPY: Resolved Without Merge Conflicts. - Else: Merge Conflict Detected. - ENTROPY −= 1 after each test. Example: ENTROPY 5, roll ⚂3+⚃4=7 → conflict; stop or pay cost. Optional “git moves” (cost ENTROPY) - Cherry‑pick (1 ENTROPY): keep one die; next roll you may reuse it. - Rebase (1/scene): reroll and accept second result. - Stash (1 ENTROPY): bank a token; later ignore one 2‑COHERENCE hit. Prediction cache (1 ENTROPY) - Roll 2d6 now, store total. - Later, replace any roll’s total with the cache (mods after). - One cache at a time; clears on long rest. Safety - Declare /home/ before any virch roll. - Don’t double‑roll recursion more than twice without an exit anchor. - Double ⚀1⚀1 in recursive virch → collapse to DREAM; exit and re‑enter safer. - Double ⚅6⚅6 in narrative shard → valid branch; don’t over‑interpret. - If a roll feels “wrong,” check context before rerolling: scope/frame/provenance/consent often explains the mismatch better than more dice. Rest - Short rest (1/scene): regain 1d6 COHERENCE (to max) and +1 ENTROPY (to start). - Long rest: reset COHERENCE/ENTROPY to start; clear stashes/kept dice/caches. Exit notes - After Divergence: re‑affirm Consentual Reality boundaries. - After Lock: log one sentence to Blackwall/UltraBlueWall. Footer - Hacked remix of Fighting Fantasy (1982), tuned for HONK/DREAM braids.