May be open for abuse... Could be interesting to try out. Plus it'd be good against trenchcoating.
To limit abuse I thought of some not fully fleshed out rules.
1. You cannot roll for the last person who rolled for you. That way you can't fudge the dice of someone who just made you fail your hopscotch check, and totally embarrass you in front of your secret crush.
2. There's 2 different types of rolls. Basic rolls which work like roll to dodge rolls. The other being "Versus" rolls.
When you roll a 6 on a basic roll, you succeed your check, but begin a session of "Versus" Rolls.
Example: You successfully unlock the door, but failed to notice the guards on the other side. Commence vs. roll
5 you succeed and get a little bit extra out of it (one time bonus to next roll)
Example: You successfully unlock the door. And you also receive a boon, which allows you to call upon one of your traits.
4 you succeed.
Example: You successfully unlock the door.
3 you succeed but at a cost.
Example: You successfully unlock the door. However the door is pretty loud and you receive a "negative sounding word" which can be used by any player rolling for you to lower your check by 1 for each "bad thing word", using up the "mean word of -1".
2 you fail, commence versus check.
Example: You fail to unlock the door, also there's guards.
1 you fail, commence versus check. Start out with a disadvantage.
Example: You fail to unlock the door, also there's guards, also you drop your dagger when you pull it from your sheath.
Versus checks start whenever your in a fight, or simply trying to survive. The first check (unless you rolled a 1 when commencing the check) is just like any other check, however if you fail, stuff happens to you, and you gain a disadvantage. A disadvantage is a -1 that applies to the next roll.
If you fail your next versus roll, and you have an disadvantage you are injured, which applies something. I'm thinking of using a trait system (as stated earlier).. When you get injured you either gain or lose a trait. If you fail again you "die" (or get knocked out or imprisoned whichever makes the most sense).
If you succeed a roll while disadvantaged, or injured, you go back to the starting point, or "normal" and then if you succeed again you are no longer in the versus session. This is to prevent you from going from disadvantage to injured to disadvantage to injured, over and over again.
Possibly limit injuries to once per versus banaza, to limit drastic character changes.
More on traits: Using a boon point allows you to use one of your traits (that relate to your action) to receive a +2 to the check.
Example: You have the "deft hands" traits, you use a boon point to receive a +2 to your lock pick attempt.
You could thus lose the "deft hands" trait, from an injury, such as being mauled by a wolf. You could of course gain the "fear of wolves" trait instead of losing your "deft hands" trait. "Fear of Wolves" being a trait that other players can call upon when making a roll for you if it applies, but would be pretty useless for you.
Example: You have the "Fear of Wolves" trait, and are in the woods. You roll a travel check. The player rolling for you, decides to use your "Fear of Wolves" check to take away 1 from your roll. He rolls a 3, and lowers it by 1. Claiming you heard a wolves howl and froze in your tracks, failing your travel check, he then comes up with a challenge in your way, lets say bandits.
Example 2: You have the "Fear of Wolves" trait. You are beset by a wolf. You use a boon point to to use your "Fear of Wolves" in an escape check. The next player rolls a 3, then adds the +2 from your trait use, giving you a 5. You escape the wolf and regain your boon point.
Thoughts? ((wrote way more then I planned))