Game rules
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rules/character_creation.md
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rules/character_creation.md
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# Character Creation
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## Step 1 — Traits
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Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.**
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| Trait | Range |
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|-------|-------|
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| STR | 3d6 |
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| DEX | 3d6 |
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| WIL | 3d6 |
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## Step 2 — Choose Your Thing
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Your "Thing" is your archetype. It determines your **max health modifier**.
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| Thing | Health Mod | Hint |
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|-------|-----------|------|
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| The Brute | +2 | Strong, tough, direct |
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| The Cunning | +0 | Sly, quick, resourceful |
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| The Guardian | +2 | Protective, sturdy, watchful |
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| The Shadow | +0 | Stealthy, elusive, silent |
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| The Weaver | -1 | Arcane, perceptive, strange |
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| The Zealot | +1 | Driven, faithful, relentless |
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## Step 3 — Max Health
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Roll **2d6 + Thing modifier**. Minimum 2.
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## Step 4 — Starting Cash
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Roll **3d6 × 5** silver.
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## Step 5 — Failed Career
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What you did before adventuring (and failed at). Roll 1d12 or choose.
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| d12 | Failed Career |
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|-----|--------------|
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| 1 | Alchemist's assistant — your master's lab exploded |
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| 2 | Barber-surgeon — you lost more patients than you saved |
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| 3 | City watch — fired for taking bribes or sleeping on duty |
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| 4 | Coin counter — you embezzled and fled |
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| 5 | Ditch digger — hit a sewer main, flooded the street |
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| 6 | Farmhand — the farm was cursed / burned / eaten by beasts |
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| 7 | Grave keeper — the dead started walking, you walked faster |
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| 8 | Hedge knight — your employer died under your protection |
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| 9 | Inn keep — the inn was repossessed or burned down |
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| 10 | Jester — your jokes landed you in a dungeon |
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| 11 | Letter carrier — you lost the mail (all of it) |
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| 12 | Mercenary — your company was routed, sole survivor |
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## Step 6 — Gear
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### Weapons
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| Weapon | Damage Mod | Cost | Note |
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|--------|-----------|------|------|
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| Dagger | +0 | 3 | Small, concealable |
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| Short sword | +0 | 5 | Reliable |
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| Long sword | +1 | 8 | Versatile |
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| Axe | +1 | 7 | Can be thrown |
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| Mace | +1 | 6 | Bypasses some armour |
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| Spear | +0 | 4 | Reach, can be thrown |
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| Bow | +0 | 7 | Two-handed, ranged |
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| Crossbow | +1 | 10 | Two-handed, slow to reload |
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| Staff | -1 | 1 | Two-handed, can be focus |
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| Flail | +1 | 8 | Ignores shield bonus |
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| Hatchet | +0 | 4 | Light, off-hand |
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| Improvised | -1 | 0 | Bottle, chair leg, etc. |
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### Armour
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| Armour | Reduction | Cost | Note |
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|--------|----------|------|------|
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| Padded | -1 | 5 | Quiet |
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| Leather | -1 | 8 | Flexible |
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| Studded leather | -2 | 15 | Light |
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| Chain shirt | -2 | 25 | Covers torso |
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| Scale mail | -3 | 35 | Noisy |
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| Plate | -4 | 50 | Heavy, noisy |
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| Shield | -1 | 10 | Can be used to shove |
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| Helmet | -1 | 8 | Only vs head shots |
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### Equipment
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| Item | Cost |
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|------|------|
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| Rope (30ft) | 1 |
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| Torches (3) | 1 |
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| Rations (3 days) | 1 |
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| Waterskin | 1 |
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| Chalk (10 pieces) | 1 |
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| Candle | 1 |
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| Flint & steel | 1 |
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| Small sack | 1 |
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| Bedroll | 2 |
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| Crowbar | 2 |
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| Grappling hook | 3 |
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| Lantern | 3 |
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| Oil (flask) | 1 |
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| Tent | 3 |
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| Healing salve (restores 1 HP) | 5 |
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| Antitoxin | 5 |
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| Fine clothes | 10 |
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| Jewellery | 15 |
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| Musical instrument | 10 |
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| Writing kit | 8 |
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| Spyglass | 20 |
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## Step 7 — Chains (Ties to the World)
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Who or what ties you to this world? Roll 1d12 or choose.
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| d12 | Chain |
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|-----|-------|
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| 1 | A sibling who depends on you |
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| 2 | An oath you swore and cannot break |
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| 3 | A child you're protecting |
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| 4 | A mentor who taught you everything |
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| 5 | A pet or companion that follows you |
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| 6 | A debt of honour to a family |
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| 7 | A sacred duty to a forgotten god |
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| 8 | A bloodline you're the last of |
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| 9 | A promise to a dying friend |
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| 10 | A community that raised you |
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| 11 | A lover you're searching for |
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| 12 | A kingdom you're trying to restore |
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## Step 8 — Discords (Complications)
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Who or what makes your life harder? Roll 1d12 or choose.
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| d12 | Discord |
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|-----|---------|
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| 1 | A rival who wants what you have |
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| 2 | A faction that hunts your kind |
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| 3 | An ex-partner full of spite |
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| 4 | A religious order that condemns you |
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| 5 | A gang you crossed |
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| 6 | A noble whose name you sullied |
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| 7 | A monster that remembers you |
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| 8 | A liar who spreads rumours about you |
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| 9 | A creditor who never forgets |
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| 10 | A family feud that reignites |
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| 11 | A thief who stole your identity |
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| 12 | A corrupt official with a grudge |
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## Optional — Arcane Weaving (Weaver only)
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If you play a Weaver, roll 1d6 for your arcane flavour.
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| d6 | Arcane Flavour | Description |
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|----|---------------|-------------|
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| 1 | Wild magicks | Unpredictable, surges happen |
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| 2 | Blood magicks | Costs health to cast |
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| 3 | Bone magicks | Requires remains or tokens |
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| 4 | Storm magicks | Tied to weather and sky |
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| 5 | Veil magicks | Deals with spirits and the dead |
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| 6 | Rune magicks | Inscribed, prepared in advance |
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## Damage Formula
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**Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction.
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## Final Steps
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- Choose a name
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- Write a brief description
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- Record starting gear on your character sheet
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rules/core_mechanics.md
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rules/core_mechanics.md
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## Core Mechanics
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### Dice
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- **d6**: All rolls use d6.
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- **Odds**: 1d6, 4+ favourable, 3- trouble.
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- **Traits**: 3d6, roll UNDER trait score.
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### Character
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- **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better.
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- **Max HP**: 2d6 + Thing modifier (min 2).
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- **Starting Cash**: 3d6 × 5 silver.
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- **Damage**: 1d6 ± weapon mod ± armour reduction.
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### Combat (per round ≈10s)
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1. State intentions
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2. Grit (creatures): 2d6 — higher = more determined
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3. Initiative: both 1d6, winner acts first
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4. Turn: 1d6 ± mods, 4+ success, 3- take a hit
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5. Damage: 1d6 ± mods
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#### Encounter Start
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- Distance: 2d6 × 10
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- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither
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- Grit: 2d6
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#### Alternatives to Fighting
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- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate
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### Exploration
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- 6 × 10-min watches per hour
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- Each action → roll (odds/traits) → outcome → mark watch
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- After 6 watches: scene shifts
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### Wounds (0 HP)
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- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed
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### Grit (Creatures/NPCs)
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- 2d6, higher = more determined
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- > grit score → seek exit; ≤ grit score → press attack
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### Modifiers
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| Situation | Mod |
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|---|---|
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| Favourable / Well-prepared | +1 |
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| Risky / Rushed / Poor visibility | -1 |
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| Desperate | -2 |
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### Darkness
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- Most creatures see fine in dark
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- PCs without light: -1 actions, increased surprise, slower exploration
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### Complications ("yes, but...")
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- Success costs (gear/time/HP), noise, secondary problem, escalation
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### Rest & Healing
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- Short rest (few hours): 1d6 HP
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- Long rest (safe haven): full HP
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- Healing salve: +1 HP | Antitoxin: cures poison
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@ -1,4 +1,4 @@
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# The Chaos — Core Mechanics Reference
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# The Chaos — Full Mechanics Reference
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## Core Dice
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@ -11,7 +11,49 @@
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- **Traits** (STR, DEX, WIL): Roll 3d6 for each. Lower is better.
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- **Max Health**: 2d6 + Thing modifier (min 2).
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- **Starting Cash**: 3d6 × 5 silver.
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- **Damage**: 1d6 ± weapon modifier ± armour reduction.
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- **Damage**: 1d6 + weapon damage mod + other mods - target armour reduction.
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## Equipment
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### Weapons
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| Weapon | Damage Mod | Cost | Note |
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|--------|-----------|------|------|
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| Dagger | +0 | 3 | Small, concealable |
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| Short sword | +0 | 5 | Reliable |
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| Long sword | +1 | 8 | Versatile |
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| Axe | +1 | 7 | Can be thrown |
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| Mace | +1 | 6 | Bypasses some armour |
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| Spear | +0 | 4 | Reach, can be thrown |
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| Bow | +0 | 7 | Two-handed, ranged |
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| Crossbow | +1 | 10 | Two-handed, slow to reload |
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| Staff | -1 | 1 | Two-handed, can be focus |
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| Flail | +1 | 8 | Ignores shield bonus |
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| Hatchet | +0 | 4 | Light, off-hand |
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| Improvised | -1 | 0 | Bottle, chair leg, etc. |
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### Armour
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| Armour | Reduction | Cost | Note |
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|--------|----------|------|------|
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| Padded | -1 | 5 | Quiet |
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| Leather | -1 | 8 | Flexible |
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| Studded leather | -2 | 15 | Light |
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| Chain shirt | -2 | 25 | Covers torso |
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| Scale mail | -3 | 35 | Noisy |
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| Plate | -4 | 50 | Heavy, noisy |
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| Shield | -1 | 10 | Can be used to shove |
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| Helmet | -1 | 8 | Only vs head shots |
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### Equipment Costs
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| Item | Cost | | Item | Cost |
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|------|------|---|------|------|
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| Rope (30ft) | 1 | | Healing salve | 5 |
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| Torches (3) | 1 | | Antitoxin | 5 |
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| Rations (3 days) | 1 | | Fine clothes | 10 |
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| Waterskin | 1 | | Jewellery | 15 |
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| Bedroll | 2 | | Musical instrument | 10 |
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| Crowbar | 2 | | Writing kit | 8 |
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| Grappling hook | 3 | | Spyglass | 20 |
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| Lantern | 3 | | Tent | 3 |
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## Conflict (Combat)
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@ -25,7 +67,7 @@
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2. **Grit** (creatures/NPCs) — Roll 2d6, check grit score/tables.
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3. **Initiative** — Both sides roll 1d6. Winner acts first. Same = simultaneous.
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4. **Turns** — Roll 1d6 ± modifiers. 4+ = success. 3- = take a hit.
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5. **Damage** — 1d6 ± weapon mod ± armour reduction.
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5. **Damage** — 1d6 + weapon mod - target armour.
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### New Paths (Alternatives to Fighting)
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- **Run off** — Check conditions and surprise.
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@ -46,6 +88,38 @@ Each meaningful action (search, make noise, deal with trap, etc.):
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After 6 watches, the situation usually changes (random encounter, scene shift, etc.).
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## Travel & Hazards
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### Terrain Effects
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| Terrain | Effect |
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|---------|--------|
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| Forest | Dense trees, poor visibility, lots of cover |
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| Marsh | Slow movement, sinking hazards, biting insects |
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| Hills | Good vantage points, exhausting climbs |
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| Plains | Exposed, fast travel, little cover |
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| Ruins | Partial cover, unstable floors, hidden chambers |
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| Mountains | Slow travel, avalanches, thin air, caves |
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### Weather Effects
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| Weather | Effect |
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|---------|--------|
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| Clear | Good visibility, normal travel |
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| Overcast | Dim light, muffled sounds |
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| Heavy rain | Reduced visibility, fires hard to light, tracks wash away |
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| Fog | Everything obscured beyond 20ft |
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| Wind storm | Ranged attacks at disadvantage, noise hides ambushes |
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| Sweltering heat | Exhaustion risk, water consumption doubles |
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### Travel Mishaps (1d6 when travelling)
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| d6 | Mishap |
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|----|--------|
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| 1 | Character twists an ankle. -1 on all rolls until rest |
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| 2 | Supplies damaged or lost. Ruined rations, broken gear |
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| 3 | Wrong turn. Add 1 extra watch to travel time |
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| 4 | Loud noise attracts unwanted attention |
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| 5 | Minor injury. 1d6: 1-2 take 1 damage |
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| 6 | Something valuable slips from a pocket or pack unnoticed |
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## Wounds & Death
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When reduced to 0 HP, roll 1d6:
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@ -85,9 +159,126 @@ When the dice say "yes, but...":
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- A secondary problem emerges
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- The situation escalates
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## Stress
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Stress builds from traumatic events, supernatural exposure, and sustained hardship.
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### Stress Triggers
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- Witnessing death or horror
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- Supernatural exposure (wild magicks, curses, possession)
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- Prolonged deprivation (no rest, no food, extreme environments)
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- Failed grit checks in dire situations
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### Stress Effects
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- Each point of accumulated stress applies -1 to all rolls
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- At stress > WIL score: disadvantage on all actions until stress is reduced
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- At stress > 2× WIL: character breaks (flee, freeze, frenzy — GM's call)
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### Stress Recovery
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- Short rest in safety: reduce stress by 1
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- Long rest in safe haven: reduce stress by 1d6
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- Healing salve does NOT reduce stress
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- Strong drink or drugs may temporarily suppress stress but risk addiction
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## Wild Magicks
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The Realm bleeds chaos. Wild magicks surge when:
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- A Weaver fails a casting roll
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- A magical artefact is used carelessly
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- The veil between realms is thin (GM's call)
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- The dice say "yes, but..." involving magic
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### Surge Effects (1d6)
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| d6 | Effect |
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|----|--------|
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| 1 | Character briefly swaps places with their reflection |
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| 2 | Gravity inverts in a 50ft radius |
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| 3 | All flames turn blue and cold — still burns |
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| 4 | Vegetation rapidly grows, entangling everyone |
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| 5 | Character speaks only in reverse for the next hour |
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| 6 | Time loops for 10 seconds — everyone repeats their last action |
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## Arcane Weaving
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Weavers channel magic through their chosen flavour. Each flavour has a narrative cost:
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| Flavour | Cost |
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|---------|------|
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| Wild magicks | Unpredictable — each casting risks a surge |
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| Blood magicks | Costs 1 HP per spell |
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| Bone magicks | Requires remains or a token of the dead |
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| Storm magicks | Tied to weather — stronger in storms, weaker in calm |
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| Veil magicks | Deals with spirits — may attract unwanted attention |
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| Rune magicks | Requires preparation — inscribed in advance |
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Weaving a spell: roll **Odds** (1d6, 4+). On 3- the magic fizzles or backfires (GM's discretion).
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## Monster Creation
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### Difficulty Tiers
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| Tier | Health Formula | To-Hit | Damage | Grit |
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|------|---------------|--------|--------|------|
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| Easy | 1 + party total max HP | 0 | 1d6-1 (or 3) | 2d6 (or 7) |
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| Hard | 6 + party total max HP | +1 | 1d6+1 (or 5) | 2d6+2 (or 9) |
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| Oh Boy | 12 + party total max HP | +2 | 1d6+6 (or 10) | 2d6+3 (or 10) |
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### Number Appearing
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| Tier | Count |
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|------|-------|
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| Easy | 3d6 |
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| Hard | 2d6 |
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| Oh Boy | 1d6 |
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### Creature Anatomy
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Creatures have: type, appearance, size, difficulty, attack method, defence/reduction, special features, and a current need/motivation.
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### Pre-Baked Creatures
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| Creature | HP | Armour | To-Hit | Damage | Grit | Feature |
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|----------|----|--------|--------|--------|------|---------|
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| Boneplasm Totem | 9 | -3 | +2 | 1d6+1 (acidic) | — | Spray boiling blood, reform |
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| Frother | 6 | -2 | +1 | 1d6+2 (teeth & claws) | 9 | Grapple & teleport, mutation |
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| Karrion Drone | 3 | -1 | 0 | 1d6 (sting, poison) | 5 | Pollinate nectar, phase ethereal |
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| Screebies (swarm) | 2 each | -1 | -1 | 1d6-2 (bite) | 7 | Burrow under skin, hive control |
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| Shift Mimic | per host | per host | per host | per host | 10 | Body swap, automate host |
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| Volcartek | 15 | -4 | +2 | 1d6+4 (slam/burn) | 11 | Expand, glide over lava |
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## Factions of the Realm
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The Realm is torn between several powers:
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| Faction | Description |
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|---------|-------------|
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| The Empire | Plans to invade and plunder the Realm |
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| The Reaper | Serves the Emperor, seeks lichdom |
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| The Wilds | Terrorise the Realm from the Wilderness |
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| The Huntswoman | Hunts weavers for the Reaper |
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| The Darkmal | Uses the Realm to spawn a beast army |
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| The Ghast | Daughter of the Darkmal, works against him |
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| The Ancients | Cult that foretold the Darkmal's coming |
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| The Paragon | If unearthed, may kill the Darkmal |
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## Downtime Activities
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### Training & Research
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Cost: time (days) + silver (GM's discretion). Roll 2d6 for outcome.
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| 2d6 | Outcome |
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|-----|---------|
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| 2 | Anger your mentor — they wash their hands of you |
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| 3 | Burn you out — reduce a trait or max health by 1 |
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| 4 | Connect you with a new ally — invites you to join a guild |
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| 5 | End — but your mentor seeks help from you and the party |
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| 6 | Enhance a trait by 1 |
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| 7 | Fail — lasting wound or permanent stress |
|
||||
| 8 | Increase max health by 1 |
|
||||
| 9 | Not enhance — marks you with random arcane power |
|
||||
| 10 | Open a quest when your mentor disappears |
|
||||
| 11 | Reveal your mentor is a wanted criminal... but innocent? |
|
||||
| 12 | Succeed — attract unwanted repute, rumours, or hassle |
|
||||
|
||||
## Rest & Healing
|
||||
|
||||
- **Short rest** (few hours in relative safety): Recover 1d6 HP.
|
||||
- **Long rest** (full night in safe haven): Recover all HP.
|
||||
- **Short rest** (few hours in relative safety): Recover 1d6 HP, reduce stress by 1.
|
||||
- **Long rest** (full night in safe haven): Recover all HP, reduce stress by 1d6.
|
||||
- **Healing salve**: Restores 1 HP when applied.
|
||||
- **Antitoxin**: Cures one poisoning.
|
||||
|
||||
Loading…
Reference in New Issue
Block a user