From 1c64ac79f45fda608c24c21a1c95e2dfecdaba81 Mon Sep 17 00:00:00 2001 From: Dejvino Date: Sat, 4 Jul 2026 21:15:29 +0200 Subject: [PATCH] Game rules --- rules/character_creation.md | 157 ++++++++++++++++++++++++++++ rules/core_mechanics.md | 58 +++++++++++ rules/mechanics.md | 201 +++++++++++++++++++++++++++++++++++- 3 files changed, 411 insertions(+), 5 deletions(-) create mode 100644 rules/character_creation.md create mode 100644 rules/core_mechanics.md diff --git a/rules/character_creation.md b/rules/character_creation.md new file mode 100644 index 0000000..995c6ce --- /dev/null +++ b/rules/character_creation.md @@ -0,0 +1,157 @@ +# Character Creation + +## Step 1 — Traits +Roll **3d6** for each trait (STR, DEX, WIL). **Lower is better.** + +| Trait | Range | +|-------|-------| +| STR | 3d6 | +| DEX | 3d6 | +| WIL | 3d6 | + +## Step 2 — Choose Your Thing +Your "Thing" is your archetype. It determines your **max health modifier**. + +| Thing | Health Mod | Hint | +|-------|-----------|------| +| The Brute | +2 | Strong, tough, direct | +| The Cunning | +0 | Sly, quick, resourceful | +| The Guardian | +2 | Protective, sturdy, watchful | +| The Shadow | +0 | Stealthy, elusive, silent | +| The Weaver | -1 | Arcane, perceptive, strange | +| The Zealot | +1 | Driven, faithful, relentless | + +## Step 3 — Max Health +Roll **2d6 + Thing modifier**. Minimum 2. + +## Step 4 — Starting Cash +Roll **3d6 × 5** silver. + +## Step 5 — Failed Career +What you did before adventuring (and failed at). Roll 1d12 or choose. + +| d12 | Failed Career | +|-----|--------------| +| 1 | Alchemist's assistant — your master's lab exploded | +| 2 | Barber-surgeon — you lost more patients than you saved | +| 3 | City watch — fired for taking bribes or sleeping on duty | +| 4 | Coin counter — you embezzled and fled | +| 5 | Ditch digger — hit a sewer main, flooded the street | +| 6 | Farmhand — the farm was cursed / burned / eaten by beasts | +| 7 | Grave keeper — the dead started walking, you walked faster | +| 8 | Hedge knight — your employer died under your protection | +| 9 | Inn keep — the inn was repossessed or burned down | +| 10 | Jester — your jokes landed you in a dungeon | +| 11 | Letter carrier — you lost the mail (all of it) | +| 12 | Mercenary — your company was routed, sole survivor | + +## Step 6 — Gear + +### Weapons +| Weapon | Damage Mod | Cost | Note | +|--------|-----------|------|------| +| Dagger | +0 | 3 | Small, concealable | +| Short sword | +0 | 5 | Reliable | +| Long sword | +1 | 8 | Versatile | +| Axe | +1 | 7 | Can be thrown | +| Mace | +1 | 6 | Bypasses some armour | +| Spear | +0 | 4 | Reach, can be thrown | +| Bow | +0 | 7 | Two-handed, ranged | +| Crossbow | +1 | 10 | Two-handed, slow to reload | +| Staff | -1 | 1 | Two-handed, can be focus | +| Flail | +1 | 8 | Ignores shield bonus | +| Hatchet | +0 | 4 | Light, off-hand | +| Improvised | -1 | 0 | Bottle, chair leg, etc. | + +### Armour +| Armour | Reduction | Cost | Note | +|--------|----------|------|------| +| Padded | -1 | 5 | Quiet | +| Leather | -1 | 8 | Flexible | +| Studded leather | -2 | 15 | Light | +| Chain shirt | -2 | 25 | Covers torso | +| Scale mail | -3 | 35 | Noisy | +| Plate | -4 | 50 | Heavy, noisy | +| Shield | -1 | 10 | Can be used to shove | +| Helmet | -1 | 8 | Only vs head shots | + +### Equipment +| Item | Cost | +|------|------| +| Rope (30ft) | 1 | +| Torches (3) | 1 | +| Rations (3 days) | 1 | +| Waterskin | 1 | +| Chalk (10 pieces) | 1 | +| Candle | 1 | +| Flint & steel | 1 | +| Small sack | 1 | +| Bedroll | 2 | +| Crowbar | 2 | +| Grappling hook | 3 | +| Lantern | 3 | +| Oil (flask) | 1 | +| Tent | 3 | +| Healing salve (restores 1 HP) | 5 | +| Antitoxin | 5 | +| Fine clothes | 10 | +| Jewellery | 15 | +| Musical instrument | 10 | +| Writing kit | 8 | +| Spyglass | 20 | + +## Step 7 — Chains (Ties to the World) +Who or what ties you to this world? Roll 1d12 or choose. + +| d12 | Chain | +|-----|-------| +| 1 | A sibling who depends on you | +| 2 | An oath you swore and cannot break | +| 3 | A child you're protecting | +| 4 | A mentor who taught you everything | +| 5 | A pet or companion that follows you | +| 6 | A debt of honour to a family | +| 7 | A sacred duty to a forgotten god | +| 8 | A bloodline you're the last of | +| 9 | A promise to a dying friend | +| 10 | A community that raised you | +| 11 | A lover you're searching for | +| 12 | A kingdom you're trying to restore | + +## Step 8 — Discords (Complications) +Who or what makes your life harder? Roll 1d12 or choose. + +| d12 | Discord | +|-----|---------| +| 1 | A rival who wants what you have | +| 2 | A faction that hunts your kind | +| 3 | An ex-partner full of spite | +| 4 | A religious order that condemns you | +| 5 | A gang you crossed | +| 6 | A noble whose name you sullied | +| 7 | A monster that remembers you | +| 8 | A liar who spreads rumours about you | +| 9 | A creditor who never forgets | +| 10 | A family feud that reignites | +| 11 | A thief who stole your identity | +| 12 | A corrupt official with a grudge | + +## Optional — Arcane Weaving (Weaver only) +If you play a Weaver, roll 1d6 for your arcane flavour. + +| d6 | Arcane Flavour | Description | +|----|---------------|-------------| +| 1 | Wild magicks | Unpredictable, surges happen | +| 2 | Blood magicks | Costs health to cast | +| 3 | Bone magicks | Requires remains or tokens | +| 4 | Storm magicks | Tied to weather and sky | +| 5 | Veil magicks | Deals with spirits and the dead | +| 6 | Rune magicks | Inscribed, prepared in advance | + +## Damage Formula +**Weapon damage**: 1d6 + weapon damage mod + other mods - target armour reduction. + +## Final Steps +- Choose a name +- Write a brief description +- Record starting gear on your character sheet diff --git a/rules/core_mechanics.md b/rules/core_mechanics.md new file mode 100644 index 0000000..aef7cf8 --- /dev/null +++ b/rules/core_mechanics.md @@ -0,0 +1,58 @@ +## Core Mechanics + +### Dice +- **d6**: All rolls use d6. +- **Odds**: 1d6, 4+ favourable, 3- trouble. +- **Traits**: 3d6, roll UNDER trait score. + +### Character +- **Traits (STR/DEX/WIL)**: Roll 3d6 each. Lower is better. +- **Max HP**: 2d6 + Thing modifier (min 2). +- **Starting Cash**: 3d6 × 5 silver. +- **Damage**: 1d6 ± weapon mod ± armour reduction. + +### Combat (per round ≈10s) +1. State intentions +2. Grit (creatures): 2d6 — higher = more determined +3. Initiative: both 1d6, winner acts first +4. Turn: 1d6 ± mods, 4+ success, 3- take a hit +5. Damage: 1d6 ± mods + +#### Encounter Start +- Distance: 2d6 × 10 +- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither +- Grit: 2d6 + +#### Alternatives to Fighting +- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate + +### Exploration +- 6 × 10-min watches per hour +- Each action → roll (odds/traits) → outcome → mark watch +- After 6 watches: scene shifts + +### Wounds (0 HP) +- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed + +### Grit (Creatures/NPCs) +- 2d6, higher = more determined +- > grit score → seek exit; ≤ grit score → press attack + +### Modifiers +| Situation | Mod | +|---|---| +| Favourable / Well-prepared | +1 | +| Risky / Rushed / Poor visibility | -1 | +| Desperate | -2 | + +### Darkness +- Most creatures see fine in dark +- PCs without light: -1 actions, increased surprise, slower exploration + +### Complications ("yes, but...") +- Success costs (gear/time/HP), noise, secondary problem, escalation + +### Rest & Healing +- Short rest (few hours): 1d6 HP +- Long rest (safe haven): full HP +- Healing salve: +1 HP | Antitoxin: cures poison diff --git a/rules/mechanics.md b/rules/mechanics.md index bfd3ce0..029e7fa 100644 --- a/rules/mechanics.md +++ b/rules/mechanics.md @@ -1,4 +1,4 @@ -# The Chaos — Core Mechanics Reference +# The Chaos — Full Mechanics Reference ## Core Dice @@ -11,7 +11,49 @@ - **Traits** (STR, DEX, WIL): Roll 3d6 for each. Lower is better. - **Max Health**: 2d6 + Thing modifier (min 2). - **Starting Cash**: 3d6 × 5 silver. -- **Damage**: 1d6 ± weapon modifier ± armour reduction. +- **Damage**: 1d6 + weapon damage mod + other mods - target armour reduction. + +## Equipment + +### Weapons +| Weapon | Damage Mod | Cost | Note | +|--------|-----------|------|------| +| Dagger | +0 | 3 | Small, concealable | +| Short sword | +0 | 5 | Reliable | +| Long sword | +1 | 8 | Versatile | +| Axe | +1 | 7 | Can be thrown | +| Mace | +1 | 6 | Bypasses some armour | +| Spear | +0 | 4 | Reach, can be thrown | +| Bow | +0 | 7 | Two-handed, ranged | +| Crossbow | +1 | 10 | Two-handed, slow to reload | +| Staff | -1 | 1 | Two-handed, can be focus | +| Flail | +1 | 8 | Ignores shield bonus | +| Hatchet | +0 | 4 | Light, off-hand | +| Improvised | -1 | 0 | Bottle, chair leg, etc. | + +### Armour +| Armour | Reduction | Cost | Note | +|--------|----------|------|------| +| Padded | -1 | 5 | Quiet | +| Leather | -1 | 8 | Flexible | +| Studded leather | -2 | 15 | Light | +| Chain shirt | -2 | 25 | Covers torso | +| Scale mail | -3 | 35 | Noisy | +| Plate | -4 | 50 | Heavy, noisy | +| Shield | -1 | 10 | Can be used to shove | +| Helmet | -1 | 8 | Only vs head shots | + +### Equipment Costs +| Item | Cost | | Item | Cost | +|------|------|---|------|------| +| Rope (30ft) | 1 | | Healing salve | 5 | +| Torches (3) | 1 | | Antitoxin | 5 | +| Rations (3 days) | 1 | | Fine clothes | 10 | +| Waterskin | 1 | | Jewellery | 15 | +| Bedroll | 2 | | Musical instrument | 10 | +| Crowbar | 2 | | Writing kit | 8 | +| Grappling hook | 3 | | Spyglass | 20 | +| Lantern | 3 | | Tent | 3 | ## Conflict (Combat) @@ -25,7 +67,7 @@ 2. **Grit** (creatures/NPCs) — Roll 2d6, check grit score/tables. 3. **Initiative** — Both sides roll 1d6. Winner acts first. Same = simultaneous. 4. **Turns** — Roll 1d6 ± modifiers. 4+ = success. 3- = take a hit. -5. **Damage** — 1d6 ± weapon mod ± armour reduction. +5. **Damage** — 1d6 + weapon mod - target armour. ### New Paths (Alternatives to Fighting) - **Run off** — Check conditions and surprise. @@ -46,6 +88,38 @@ Each meaningful action (search, make noise, deal with trap, etc.): After 6 watches, the situation usually changes (random encounter, scene shift, etc.). +## Travel & Hazards + +### Terrain Effects +| Terrain | Effect | +|---------|--------| +| Forest | Dense trees, poor visibility, lots of cover | +| Marsh | Slow movement, sinking hazards, biting insects | +| Hills | Good vantage points, exhausting climbs | +| Plains | Exposed, fast travel, little cover | +| Ruins | Partial cover, unstable floors, hidden chambers | +| Mountains | Slow travel, avalanches, thin air, caves | + +### Weather Effects +| Weather | Effect | +|---------|--------| +| Clear | Good visibility, normal travel | +| Overcast | Dim light, muffled sounds | +| Heavy rain | Reduced visibility, fires hard to light, tracks wash away | +| Fog | Everything obscured beyond 20ft | +| Wind storm | Ranged attacks at disadvantage, noise hides ambushes | +| Sweltering heat | Exhaustion risk, water consumption doubles | + +### Travel Mishaps (1d6 when travelling) +| d6 | Mishap | +|----|--------| +| 1 | Character twists an ankle. -1 on all rolls until rest | +| 2 | Supplies damaged or lost. Ruined rations, broken gear | +| 3 | Wrong turn. Add 1 extra watch to travel time | +| 4 | Loud noise attracts unwanted attention | +| 5 | Minor injury. 1d6: 1-2 take 1 damage | +| 6 | Something valuable slips from a pocket or pack unnoticed | + ## Wounds & Death When reduced to 0 HP, roll 1d6: @@ -85,9 +159,126 @@ When the dice say "yes, but...": - A secondary problem emerges - The situation escalates +## Stress + +Stress builds from traumatic events, supernatural exposure, and sustained hardship. + +### Stress Triggers +- Witnessing death or horror +- Supernatural exposure (wild magicks, curses, possession) +- Prolonged deprivation (no rest, no food, extreme environments) +- Failed grit checks in dire situations + +### Stress Effects +- Each point of accumulated stress applies -1 to all rolls +- At stress > WIL score: disadvantage on all actions until stress is reduced +- At stress > 2× WIL: character breaks (flee, freeze, frenzy — GM's call) + +### Stress Recovery +- Short rest in safety: reduce stress by 1 +- Long rest in safe haven: reduce stress by 1d6 +- Healing salve does NOT reduce stress +- Strong drink or drugs may temporarily suppress stress but risk addiction + +## Wild Magicks + +The Realm bleeds chaos. Wild magicks surge when: +- A Weaver fails a casting roll +- A magical artefact is used carelessly +- The veil between realms is thin (GM's call) +- The dice say "yes, but..." involving magic + +### Surge Effects (1d6) +| d6 | Effect | +|----|--------| +| 1 | Character briefly swaps places with their reflection | +| 2 | Gravity inverts in a 50ft radius | +| 3 | All flames turn blue and cold — still burns | +| 4 | Vegetation rapidly grows, entangling everyone | +| 5 | Character speaks only in reverse for the next hour | +| 6 | Time loops for 10 seconds — everyone repeats their last action | + +## Arcane Weaving + +Weavers channel magic through their chosen flavour. Each flavour has a narrative cost: + +| Flavour | Cost | +|---------|------| +| Wild magicks | Unpredictable — each casting risks a surge | +| Blood magicks | Costs 1 HP per spell | +| Bone magicks | Requires remains or a token of the dead | +| Storm magicks | Tied to weather — stronger in storms, weaker in calm | +| Veil magicks | Deals with spirits — may attract unwanted attention | +| Rune magicks | Requires preparation — inscribed in advance | + +Weaving a spell: roll **Odds** (1d6, 4+). On 3- the magic fizzles or backfires (GM's discretion). + +## Monster Creation + +### Difficulty Tiers +| Tier | Health Formula | To-Hit | Damage | Grit | +|------|---------------|--------|--------|------| +| Easy | 1 + party total max HP | 0 | 1d6-1 (or 3) | 2d6 (or 7) | +| Hard | 6 + party total max HP | +1 | 1d6+1 (or 5) | 2d6+2 (or 9) | +| Oh Boy | 12 + party total max HP | +2 | 1d6+6 (or 10) | 2d6+3 (or 10) | + +### Number Appearing +| Tier | Count | +|------|-------| +| Easy | 3d6 | +| Hard | 2d6 | +| Oh Boy | 1d6 | + +### Creature Anatomy +Creatures have: type, appearance, size, difficulty, attack method, defence/reduction, special features, and a current need/motivation. + +### Pre-Baked Creatures +| Creature | HP | Armour | To-Hit | Damage | Grit | Feature | +|----------|----|--------|--------|--------|------|---------| +| Boneplasm Totem | 9 | -3 | +2 | 1d6+1 (acidic) | — | Spray boiling blood, reform | +| Frother | 6 | -2 | +1 | 1d6+2 (teeth & claws) | 9 | Grapple & teleport, mutation | +| Karrion Drone | 3 | -1 | 0 | 1d6 (sting, poison) | 5 | Pollinate nectar, phase ethereal | +| Screebies (swarm) | 2 each | -1 | -1 | 1d6-2 (bite) | 7 | Burrow under skin, hive control | +| Shift Mimic | per host | per host | per host | per host | 10 | Body swap, automate host | +| Volcartek | 15 | -4 | +2 | 1d6+4 (slam/burn) | 11 | Expand, glide over lava | + +## Factions of the Realm + +The Realm is torn between several powers: + +| Faction | Description | +|---------|-------------| +| The Empire | Plans to invade and plunder the Realm | +| The Reaper | Serves the Emperor, seeks lichdom | +| The Wilds | Terrorise the Realm from the Wilderness | +| The Huntswoman | Hunts weavers for the Reaper | +| The Darkmal | Uses the Realm to spawn a beast army | +| The Ghast | Daughter of the Darkmal, works against him | +| The Ancients | Cult that foretold the Darkmal's coming | +| The Paragon | If unearthed, may kill the Darkmal | + +## Downtime Activities + +### Training & Research +Cost: time (days) + silver (GM's discretion). Roll 2d6 for outcome. + +| 2d6 | Outcome | +|-----|---------| +| 2 | Anger your mentor — they wash their hands of you | +| 3 | Burn you out — reduce a trait or max health by 1 | +| 4 | Connect you with a new ally — invites you to join a guild | +| 5 | End — but your mentor seeks help from you and the party | +| 6 | Enhance a trait by 1 | +| 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.