Game rules

This commit is contained in:
Dejvino 2026-07-04 21:15:29 +02:00
parent 49df5a67e8
commit 1c64ac79f4
3 changed files with 411 additions and 5 deletions

157
rules/character_creation.md Normal file
View File

@ -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

58
rules/core_mechanics.md Normal file
View File

@ -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

View File

@ -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.