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Velvet Chains & Voidlight — Core Mechanics Manual ⚙️⛓️✨

“Mechanics are choreography — every roll a heartbeat.”


Velvet Chains & Voidlight fuses the dual-dice storytelling engine of Daggerheart with the emotional economy of Thirsty Sword Lesbians, recast through the aesthetics of the Ebonverse.

It is a game of Hope and Fear, Love and Power, and the rituals that keep those forces in balance.


When you act and fate is uncertain, roll two d12s:

  • The Hope Die shines with trust and vulnerability.
  • The Fear Die trembles with consequence.

Add your relevant Trait modifier and any bonuses, then compare the total to the Difficulty set by the Guide.

OutcomeResultNarrative Cue
Hope > Fear & meets DifficultySuccess with HopeYou succeed gracefully; gain 1 Hope Token.
Fear > Hope & meets DifficultySuccess with FearYou succeed but at a cost; the Guide gains 1 Fear Token.
Hope > Fear & fail DifficultyFailure with HopeYou fail softly; gain 1 Hope Token, the Guide acts gently.
Fear > Hope & fail DifficultyFailure with FearThe Guide makes a Hard Move and gains 1 Fear Token.
Matching DiceCritical HarmonyAuto-success; clear 1 Stress and gain 1 Hope Token.

Characters use the six Daggerheart traits, but each is linked to one of the Ebonverse Engines.

TraitEngineUsed for…
PresenceVelvetCharm, persuasion, seduction, performance
AgilityChainsGrace, movement, physical risk
StrengthChainsDefiance, endurance, physical force
InstinctVelvetEmpathy, reading the room, animal cunning
FinesseVoidlightPrecision, illusion, deception
KnowledgeVoidlightStrategy, investigation, mysticism

When you roll, you may narrate which Engine powers the act — this colors both the description and the consequence.


Earned through triumph, inspiration, or vulnerability. Spend 1 Hope to:

  • Add an Experience bonus (+2) to a roll.
  • Activate class or ritual abilities.
  • Fuel the “Help an Ally” action.

Collected by the Guide through Fear results. Spent to:

  • Trigger Guide Moves (environment shifts, new adversaries, emotional twists).
  • Empower adversary rituals.

Generated through relational scenes or explicit reaffirmation of safety. Spend 1 to:

  • Cancel a Fear result after rolling.
  • Transform a threat into an emotional negotiation.
  • Author a shared flashback or consent ritual scene.

Stress represents emotional and mental strain. You have six Stress slots. When you mark the last slot, describe your breaking moment — panic, revelation, surrender. You are not destroyed; you transform. Clear Stress through rest, ritual, or intimacy scenes.

Permanent changes are marked as Scars — emotional truths that alter your play. When a Scar guides your actions, gain advantage on relevant rolls.


  1. State your Intention — what you want and how you pursue it.
  2. Invoke an Engine — Velvet, Chains, or Voidlight.
  3. Gather Dice — Duality Dice + bonuses.
  4. Roll & Read the Dance — interpret Hope/Fear.
  5. Narrate the Consequence — player on Hope, Guide on Fear.

These reframe Thirsty Sword Lesbians’ playbook actions into universal Ritual Moves anyone can attempt.

MoveTriggerResolution
Entwine HeartsWhen you share genuine emotion or attraction.Roll with Velvet. On Hope: form a Thread; both gain Consent Tokens. On Fear: reveal a vulnerability; the Guide gains Fear.
Defy CommandWhen you resist coercion or expectation.Roll with Chains. On Hope: you stand free. On Fear: you resist, but someone else is hurt.
Unmask DesireWhen you reveal what you truly want.Roll with Voidlight. On Hope: clarity unites you. On Fear: temptation clouds reason.
Mend the BrokenWhen you heal or forgive.Spend 1 Hope and roll with Velvet. Success clears Stress or restores a relationship.
Command the StormWhen you act with reckless courage.Roll with Chains; on Fear, gain a Scar but achieve your goal.
Gaze into the VoidlightWhen you seek forbidden knowledge.Roll with Voidlight; on Fear, you learn the truth but lose comfort.

These replace TSL’s moves but follow its philosophy: every success opens a door; every failure changes the room.


Your sheet has four sections:

  1. Heritage (Ancestry + Community, per Daggerheart)
  2. Archetype (re-flavored Class)
  3. Experiences (short phrases, +2 modifiers)
  4. Threads & Scars (emotional evolution tracker)

Leveling follows Daggerheart’s rules, but narrative milestones are achieved through the Transformation Table (see Grimoire §VII).


Combat is storytelling at high speed. Use standard Daggerheart combat flow but with emotional layering:

  • Before violence, each combatant declares what they fight for.
  • On Fear results, the Guide may offer a Consent Break: pause, renegotiate intent.
  • Any time you spare an enemy, gain a Hope Token.
  • Killing without consent or narrative weight adds a Scar.

Add a d6 when circumstances or support favor you. Spend 1 Hope to roll with advantage even without justification.

Connections between PCs. When you help or protect someone you have a Thread with, gain advantage. When a Thread is strained or severed, both parties mark Stress.

Any two PCs may spend 3 Hope total to act together. Both roll; choose the better result to apply to both. If Fear dominates, both earn 1 Scar or Consent Dilemma.


Between voyages or emotional storms, take Rest Scenes:

  • Reflect: Clear 2 Stress by sharing your fears aloud.
  • Train: Gain +1 to next roll using a chosen trait.
  • Connect: Offer another player a Thread or Consent Token.
  • Perform a Ritual: Invoke a minor spell, prayer, or sensual art.

Each Rest Scene is a chance to re-affirm boundaries and tone.


When you complete a major arc or personal revelation:

  1. Write a sentence beginning with “I have learned that…”
  2. Gain one of:
    • +1 to a trait (max +3)
    • A new Ritual (class-based or emotional)
    • A permanent Thread
  3. If the statement resolves a Scar, convert it to a Virtue — a source of advantage once per session.

Whenever tension — romantic, psychological, or narrative — becomes uncomfortable, any player may say “fiction.” The Guide pauses immediately; no explanation required. After discussion, decide:

  • Resume the scene differently,
  • Fade to black, or
  • Skip forward in time.

“Fiction” is both spell and shield.


  1. The Captain seduces an informant (Entwine Hearts → Hope).
  2. The rogue resists an order (Defy Command → Fear).
  3. The Guide spends Fear to summon rival Corsairs.
  4. Crew performs a Tag Team ritual (Chains + Velvet).
  5. The final roll matches — Critical Harmony — the ship ascends in aurora light.

The rhythm mirrors Daggerheart’s Spotlight and PbtA’s Soft/Hard Moves.


At session end, answer together:

  1. Did we honor consent?
  2. Did we reveal our desires truthfully?
  3. Did we risk our hearts for wonder?

Each “yes” restores 1 Hope Token. Each “no” grants 1 Scar and a vow to do better.


“The dice are not gods. They are mirrors. What they reveal is what you already dared to feel.”