ADIORA × NULL WESTBreaking the IceLovers’ Field Edition
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ADIORA × NULL WEST // BLUE ROSE FIELD EDITION
notes for a first date / blue rose field ritual no. 01

BREAKING THE ICE

A small machine for first dates, blue longing, wrong turns, sudden tenderness, and the dangerous possibility that two people might actually understand each other.

✦ ✷ ✦

“Love is the first spell. Burn accordingly.”

For the yūdere, the doomed romantics, and anyone willing to interfere with despair. Keep what feels true. Cross out what does not.

I. Make the lovers

Character Creation

Build both characters together: choose colors, make the 12-word webs, turn those ideas into Traits, choose each Conflict, agree on the setting, then carry everything onto the live character sheet.

1

Guidelines, players, colors & setting

Agree on the kind of love story first: Genre sets the tone; Rating sets how intimacy is portrayed. Then build the pair.

Character A

Character B

2

Build the Word Web

For each character, start from the favorite color and alternate adding inspired words until there are 12 total — 6 from each player.

Who starts?
Select the favorite color, then add a word.
0 / 12 words
Player 1Player 2
Tap any existing word in the web to choose what the new word branches from. The app tracks turns and stops at 12.
3

Turn the web into Traits

Create 4–6 starting Traits for each character, with at least one in Self, Work and Play. The imaginative connection is yours; the app just keeps the categories organized.

Character A

Character B

Trait reminder
Self can cover temperament, personality, home, pets, family and friends. Work covers career or calling. Play covers hobbies and interests. You can add more Traits later during play.
4

Choose each Conflict

Ask: What is problematic for this character about going on this date? It may be internal, external, about their life, or about the other character.

Example Conflict ideas from the rules
Babysitting a leopard; never having had sex; dating the other character’s older brother; a jealous ex; a broken leg; nursing a broken heart; a “hero complex.”
5

Finish the sheet

Anything not covered by the creation flow — including each character’s Switch — remains directly editable on the sheet.

Guided Play

This mode walks the table through all three Dates and carries the rules with it. Each stage tells you what happens, what earns dice, what can be re-rolled, and when the fiction moves on — so the manual can stay closed. The free Xd6 roller is still here too.

Date1 / 3
TurnNot started
Active
Guide
Attraction dice1
Compatibilities0

Game guide

The app tracks the procedure; the two of you still decide what actually happens in the fiction.

Rules stitched into the table

The guide above surfaces the relevant rule when you need it. This is the compact whole-game reference if you want to check something without leaving Play Tools.

Dates, Turns & the two player roles

The story is three Dates. Each Date normally contains 4–6 alternating Turns and ends when the characters part. A Turn can cover moments or hours; focus on memorable or pivotal sequences rather than every minute.

Active PlayerSets the scene, establishes how time has moved, narrates good and bad events, makes the Attraction Roll, and has final say on the Turn's resolution after discussion.
GuidePlays the other character, asks questions, makes suggestions, gives feedback, and awards the dice earned by the Active Player's narration.
Set sceneEstablish timeAttraction + BonusRe-RollsResolve

Conflict and Compatibility dice may enter at any point during the Turn.

Attraction, Bonus Dice & Re-Rolls

Attraction Dice equal the current shared Attraction level: every temporary check and permanent filled box counts.

Bonus Dice: the Guide may award up to 3 in a Turn, one per useful narrated element. Good reasons include using an Active Character Trait (including a new Trait), doing something kind for the other character, using a helpful setting element, bringing out an existing Trait of the Guide's character, taking the Guide's suggestion, or giving especially apt / vivid narration.

Re-Rolls: after the Attraction + Bonus pool, each failed die (1–4) is eligible for one Re-Roll if the Guide awards it for narration that puts the Active Character at a disadvantage. Conflict and Compatibility dice never generate or receive Re-Rolls.

Conflict & Compatibilities

Conflict: once per Turn, bring the Active Character's Conflict into the fiction and, if the Guide accepts the invocation, roll 3d6. Those dice cannot be re-rolled.

Compatibility: each shared Compatibility may be used once per Turn for up to 2d6. The Active Player narrates how their character brings the shared trait into the scene for the first die; the Guide narrates how their character joins or affirms it for the second. These dice cannot be re-rolled.

Successes, resolution & ending a Turn

Every 5 or 6 rolled during the Turn is a Success.

3Increase Attraction by one temporary level, then describe why the scene brought them closer.4+Create one new Compatibility from what happened in the scene, or choose Attraction instead.

Only one Attraction level or one Compatibility may be gained in a Turn. If nothing is gained, narrate how the scene leaves them unmoved or more distant.

A Turn ends when an increase is resolved, when every available die has been used without enough Successes, or whenever the Active Player chooses to stop early.

Between Dates & bringing Attraction back

At the end of a Date, roll 1d6 for each Attraction level created during that Date. A 5–6 makes one temporary level permanent; failures fade. Compatibilities remain permanently once created.

For a failed Attraction persistence die, you may try to save that level: narrate a bad event or complication that happens between Dates, write it onto the appropriate character sheet as a new Trait, then Re-Roll that failed level.

Second Date, Final Date & the ending

Dates 2 and 3 use the same Turn sequence. Build on what came before; later Dates can become more personal, intense, or revealing.

Before Date 3, identify what is still unresolved and put those doubts or obstacles on the line. After Date 3, make the Final Levels roll: roll all current Attraction Dice plus 1 die for every Compatibility; each 5–6 can make one temporary Attraction level permanent.

Then take stock of Attraction and Compatibilities and answer the relationship questions: whether they stay together, when each character fell in love, and their long-term chances. A flash-forward is optional.

Rating, intimacy, Lines & Veils

Your chosen Rating controls how explicitly intimacy is portrayed, and it may be changed by mutual agreement during play. Lines define what is outside the story; Veils define what may happen but stays off-screen or lightly described.

If sex becomes part of a Date, handle it like any other activity within the agreed Rating and both players' comfort: it may happen off camera, be the result of an Attraction Roll, or be narrated as part of a scene.

The table's current Rating and boundary notes remain visible in Quick Reference. Agreement at the table always outranks momentum in the fiction.

Live Attraction track

The printed black starter box counts as the first Attraction die. A check mark is new Attraction for the current Date; a filled box is permanent.

new / temporarypermanent

Compatibilities

Created permanently at four Successes. During a Turn, each may contribute one die for the Active character's narration and one for the Guide's affirmation.

Quick reference

Genre / RatingNot set
SettingNot set
Character A ConflictNot set
Character B ConflictNot set

Free Xd6 roller

For anything outside the guided sequence: roll any number of six-sided dice. Tap individual results to select and re-roll them.

Ready to roll.
A 5 or 6 is a Success in Breaking the Ice.
Tap the printed lines to type. The six white Attraction boxes are clickable.