Initial commit: The Chaos TTRPG solo campaign skeleton

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Unlocked: session/ (character, world, tweaks, log)
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# Cook the Chaos — Session & Scenario Generation Cards
# Draw from these tables to build a session on the fly.
rumours:
description: "Rumours heard at The Keep. Roll 1d6 or choose."
table:
1: "The old mill has been taken over by something that clicks in the dark."
2: "A merchant caravan went missing on the Eastern road — cargo intact, people gone."
3: "Witchlights have been seen in the marsh. Those who follow them don't come back."
4: "The baron is offering a reward for a 'beast' — but no one who's hunted it has returned."
5: "A tomb was uncovered by the recent rains. Strange symbols glow at night."
6: "Someone in the Keep is paying good silver for old bones — no questions asked."
jobs:
description: "Jobs posted at The Keep. Roll 1d6 or choose."
table:
1: "Escort a nervous scholar to the ruins. Pay: 20 silver."
2: "Clear vermin from the cellar of the Splintered Tankard. Pay: 5 silver."
3: "Deliver a sealed box to a hermit in the hills. Do NOT open it. Pay: 10 silver."
4: "Hunt a wolf pack that's been taking livestock. Pay: 8 silver + pelts."
5: "Investigate why the north well ran red last week. Pay: 12 silver."
6: "Collect a debt from a deadbeat in a dangerous part of town. Pay: 15 silver."
terrain:
description: "What does the Realm look like here? Roll 1d6."
table:
1: { name: "Forest", hint: "Dense trees, poor visibility, lots of cover" }
2: { name: "Marsh", hint: "Slow movement, sinking hazards, biting insects" }
3: { name: "Hills", hint: "Good vantage points, but exhausting climbs" }
4: { name: "Plains", hint: "Exposed, fast travel, little cover" }
5: { name: "Ruins", hint: "Partial cover, unstable floors, hidden chambers" }
6: { name: "Mountains", hint: "Slow travel, avalanches, thin air, caves" }
weather:
description: "What's the weather? Roll 1d6."
table:
1: "Clear and bright — visibility good, travel normal."
2: "Overcast — dim light, muffled sounds."
3: "Heavy rain — reduced visibility, fires hard to light, tracks wash away."
4: "Fog — everything is obscured beyond 20ft."
5: "Wind storm — ranged attacks at disadvantage, noise hides ambushes."
6: "Sweltering heat — exhaustion risk, water consumption doubles."
mishaps:
description: "Something goes wrong. Roll 1d6 when the party travels."
table:
1: "A character twists an ankle. -1 on all rolls until they rest."
2: "Supplies are damaged or lost. Ruined rations, broken gear."
3: "Wrong turn. Add 1 extra watch to travel time."
4: "Loud noise attracts unwanted attention."
5: "A minor injury. Roll 1d6: 1-2 take 1 damage."
6: "Something valuable slips from a pocket or pack unnoticed."
points_of_interest:
description: "Something notable in the area. Roll 2d6."
table:
2: "A forgotten battlefield — bones, broken weapons, a lingering curse."
3: "A hermits hut — the hermit may or may not be friendly."
4: "A collapsed tunnel — may be clearable, or may contain something."
5: "A standing stone circle — hums faintly, odd dreams if slept in."
6: "A corpse with a half-readable map clutched in its hand."
7: "A small shrine to a forgotten god — offerings might be rewarded."
8: "An abandoned campsite — still warm, signs of hasty departure."
9: "A strange tree — its bark looks like faces, its leaves don't move."
10: "A fissure in the ground — warm air rises from it, faint glow below."
11: "A gallows with three cages — one of the occupants is still alive."
12: "A glowing pool — healing? cursed? the water burns going down."
random_encounters:
description: "Who or what crosses the party's path? Roll 2d6."
table:
2: "A powerful creature — dragon, wyrm, or greater fiend."
3: "A patrol of hostile humanoids (bandits, cultists, soldiers)."
4: "A lone traveller — wounded, desperate, or not what they seem."
5: "A pack of small creatures — aggressive but easily routed."
6: "A merchant with a guarded cart — open to trade."
7: "Odd natural phenomenon — lights, sounds, strange smells."
8: "A lost child or animal — needs help getting home."
9: "A scout or spy — watching the party, will report back."
10: "A burial party or funeral procession."
11: "A patrol of friendly soldiers or rangers — can share info."
12: "A wandering NPC with crucial information or a warning."
wild_magicks:
description: "The Realm bleeds chaos. Roll 1d6 when wild magicks surge."
table:
1: "A character briefly swaps places with their reflection."
2: "Gravity inverts in a 50ft radius — hold on."
3: "All flames turn blue and cold — still burns."
4: "Vegetation rapidly grows, entangling everyone."
5: "A character speaks only in reverse for the next hour."
6: "Time loops for 10 seconds — everyone repeats their last action."
the_destination:
description: "What's at the end of this road? Roll 2d6."
table:
2: "A dungeon entrance — sealed, needs a key or ritual to open."
3: "A ruined tower — partially collapsed, something lives in the basement."
4: "A cave system — dark, winding, filled with echoes."
5: "A hidden glade — peaceful, but not uninhabited."
6: "An active quarry — slaves, monsters, or both."
7: "A small hamlet — suspicious of outsiders, but has a problem."
8: "A bridge — guarded or collapsed, must cross or find another way."
9: "A fishing village — paying for someone to deal with a river beast."
10: "A bandit camp — well-defended, with hostages or loot."
11: "A temple — overgrown, partially submerged, still consecrated."
12: "A floating island — accessible only by rope, magic, or luck."
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# Creatures of the Chaos — Monster Creation Cards
# Roll 2d6 on each table to build a creature from scratch.
type:
description: "It's kind of a..."
table:
2: "Construct or golem"
3: "Demon or devil"
4: "Elemental"
5: "Fiend or beast"
6: "Flyer or serpent"
7: "Humanoid"
8: "Insect"
9: "Monstrosity"
10: "Ooze"
11: "Plant"
12: "Spirit or undead"
appearance:
description: "It looks like it's..."
table:
2: "A ragbag of body or item parts"
3: "About to pop or burst or dissolve"
4: "Been dragged through a meatgrinder"
5: "Glowing in white light, sickly or divine"
6: "Got red eyes, grey/sickly skin or scaly"
7: "Had too many dinners, but still hungry"
8: "Inside out or created by a distracted kid"
9: "Not been fed for a long, long time"
10: "Smeared in — what IS that?"
11: "The result of an experiment gone wrong"
12: "Wounded, scarred, protruding weapon"
size:
description: "How big is it?"
table:
2: "Hand or kitten sized"
3: "Hand or kitten sized"
4: "Seven large bananas, tip to tip"
5: "Seven large bananas, tip to tip"
6: "Seven large bananas, tip to tip"
7: "A Christmas tree"
8: "A Christmas tree"
9: "A Christmas tree"
10: "Basketball hoop height, filled out"
11: "Basketball hoop height, filled out"
12: "Largest thing you've ever seen — and then some"
difficulty:
description: "How dangerous is it?"
options:
easy: { health_formula: "1 + party_total_max_health", to_hit: 0, damage: "1d6-1 (or 3)", grit: "2d6 (or 7)" }
hard: { health_formula: "6 + party_total_max_health", to_hit: 1, damage: "1d6+1 (or 5)", grit: "2d6+2 (or 9)" }
oh_boy: { health_formula: "12 + party_total_max_health", to_hit: 2, damage: "1d6+6 (or 10)", grit: "2d6+3 (or 10)" }
numbers:
description: "How many are there?"
table:
easy: "3d6"
hard: "2d6"
oh_boy: "1d6"
attack:
description: "How does it attack?"
table:
2: "Animates the inanimate — by mind or magnetism"
3: "Bludgeoning, head-butting, or barrelling"
4: "Consuming, sucking, scraping, or deafening"
5: "Drills into the mind — strangles or influences"
6: "Freezes, burns, or radiates inside or out"
7: "Fuses with elements and bends them"
8: "Natural spikes, darts, spores, splashes, or spills"
9: "Pierces or possesses the soul"
10: "Poisons, infects, or corrodes inside or out"
11: "Teeth, claws, or natural weapons"
12: "Wields or projects a weapon of choice"
defence:
description: "How does it protect itself?"
table:
2: { name: "Nothing", reduction: 0 }
3: { name: "Armour scraps", reduction: -1 }
4: { name: "Armour scraps", reduction: -1 }
5: { name: "Another's flesh or bone", reduction: -2 }
6: { name: "Another's flesh or bone", reduction: -2 }
7: { name: "Natural organics", reduction: -3 }
8: { name: "Natural organics", reduction: -3 }
9: { name: "Natural organics", reduction: -3 }
10: { name: "Arcane magicks", reduction: -4 }
11: { name: "Arcane magicks", reduction: -4 }
12: { name: "Incorporeal shifts", reduction: -5 }
feature:
description: "Aside from attack or defend, it can also..."
table:
2: "Be real tricky to catch, find, hear, or see"
3: "Cast arcane magicks it's marked or infused with"
4: "Give the strange feeling you're actually elsewhere"
5: "Glue together with others and harvest their energy"
6: "Grab you in its thrall if you're not careful"
7: "Grapple, restrain, suffocate, engulf, or turn you mad"
8: "Look entirely like something else — until..."
9: "Nullify, minimise, deflect, or mimic arcane effects"
10: "Regenerate its health — even if it's fallen"
11: "Seem to know in advance what you'll do or say"
12: "Spread fear, stress, blindness, paralysis, or exhaustion"
need:
description: "Right now, it needs to..."
table:
2: "Complete its unfinished business"
3: "Defend its territory, kin, or something unknown"
4: "Destroy or control all in its path"
5: "Escape imprisonment, shackles, tethers, or commands"
6: "Escape or distract a threat yet to present itself"
7: "Find a new purpose, victim, master, friend, soul, or host"
8: "Find what it's looking to hoard, eat, or drink"
9: "Follow the command of its master (who may be en route)"
10: "Learn, adapt, or survive this new environment"
11: "Mate, assimilate, or implant"
12: "Trade or swap something the party has or can find"
# Pre-baked creatures
ready_to_bake:
boneplasm_totem:
description: "One of many in the realm. Harvested from bones of the fallen. May sense movement, cracking open, letting veins, viscera, and eyeballs sluice out."
number: 1
max_health: 9
armour: -3
to_hit: 2
damage: "1d6+1 (acidic)"
grit: null
feature: "Spray boiling blood, reform and suck contents back in"
need: "Guard something of import nearby"
frother:
description: "Disfigured monstrosity, human-sized, mouth of yellowed froth, putrid grey flesh, patches of blood-darkened fur, twisted limbs."
number: "2d6"
max_health: 6
armour: -2
to_hit: 1
damage: "1d6+2 (teeth & claws)"
grit: 9
feature: "Grapple & teleport nearby, infect victims with mutation"
need: "Spread its plague, divide and weaken its prey"
karrion_drone:
description: "Hideous, partially inside-out, child-sized insect, undead, feasting on fresh corpses, leaving behind healing nectar."
number: "1d6"
max_health: 3
armour: -1
to_hit: 0
damage: "1d6 (sting, poison)"
grit: 5
feature: "Pollinate healing nectar, phase into ethereal plane"
need: "Carry rotten nectar to the hive, its gyne & brood"
screebies:
description: "Tiny mechanical construct hive mind insectoids. Seek to burrow under skin to lay eggs."
number: "3d6"
max_health: 2
armour: -1
to_hit: -1
damage: "1d6-2 (bite)"
grit: 7
feature: "Connect host to hive for symbiotic control"
need: "Find a host before internal circuitry fails"
shift_mimic:
description: "Takes any form. Glare at it and you might trade places, trapped, watching it walk off in your body."
number: 1
max_health: "per host"
armour: "per host"
to_hit: "per host"
damage: "per host"
grit: 10
feature: "Automate host to protect itself"
need: "Survive, persuade others it is the host"
volcartek:
description: "Large earthen elemental, volcanic ash coating, molten lava spilling from cracked black rock. Guardian of subterranean tunnels."
number: 1
max_health: 15
armour: -4
to_hit: 2
damage: "1d6+4 (slam or burn)"
grit: 11
feature: "Expand, glide over lava, sense & generate tremors"
need: "Guard against passage through tunnels"
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# Curiosities of the Chaos — Spark & Inspiration Tables
# Use these to add flavour, twists, and colour to any scene.
player_absent:
description: "A player is missing this session. Their character..."
table:
2: "Fell into a deep sleep — needs carted around or used as a prop"
3: "Got waylaid or knackered — behind the party trying to catch up"
4: "Had a wild idea and scarpered off on a solo mission"
5: "Been replaced by a shapeshifter with their own goal"
6: "Suffering crippling bowel movements — needs to rest up"
7: "Phases in and out ethereally — wild magicks lacing this place"
8: "Sneezed into a rift — temporarily lost in a pocket realm"
9: "Vanishes without reason — when they return: 'I'll explain later'"
10: "Eaten then regurgitated safely by a large worm... back soon"
11: "Sent for firewood / to take a leak, hasn't returned"
12: "Summoned by a devil to complete contracted jury duty"
entrance:
description: "The way in, or the next entrance, seems to be..."
table:
2: "Bolted on both sides, numerous locks, maybe arcane"
3: "Coated in sprawling, animated vegetation — snaps and bites"
4: "Err... looking at us?"
5: "Formed from bones of fallen souls — torment those nearby"
6: "Guarded or created by insects or tiny creatures"
7: "Illusory — opaque when disturbed, observed remotely"
8: "Not an entrance at all... painted on the wall maybe?"
9: "Partially submerged within foul, putrid sewage water"
10: "Peppered with traps — some operational, some dormant"
11: "The way into somewhere entirely unexpected... or the way out?"
12: "Warped through age and elements, hard to breach"
small_animal:
description: "That small animal is..."
animal_table:
1: "Covered in coloured boils"
2: "Gazing up in fear at the sky"
3: "Like a furry sponge on legs"
4: "Rolling at speed like a ball"
5: "Screaming wildly but smiling"
6: "Vanishing now and again"
has_table:
1: "A glow that trails after it"
2: "A wound or a fractured limb"
3: "Gnawed at the tip of your boot"
4: "Lots of pals — too many to count"
5: "Snuggled into your clothes"
6: "Torn wings that flutter sadly"
drink_or_drug:
description: "This drink/drug is [colour], smells like [scent], and..."
table:
2: "Burns the throat — taker breathes fire or ice"
3: "Conveys temporary foresight into the near future"
4: "Heals 1 HP, but increases stress by 2"
5: "If consumed daily, enhances something but gives permanent stress"
6: "Long-expired — leaves taker with virulent stomach upset"
7: "Mutates cells — taker transforms in appearance"
8: "Phases the consumer into another realm or place"
9: "Releases eggs into the blood — hatch corrosive insects"
10: "Shrinks or grows the taker considerably"
11: "Taps the consumer into the mind of someone nearby"
12: "Temporarily enhances or inhibits something (GM's discretion)"
trinket:
description: "This little trinket is..."
trinket_table:
1: "Like a spyglass with horns"
2: "Malfunctioning but fixable"
3: "Putty soft but can harden"
4: "Spinning and lit in green"
5: "Stuck halfway into a crack"
6: "Too heavy to lift"
has_table:
1: "A button too tiny for a finger"
2: "A map scroll inside it"
3: "A ticking sound from within"
4: "A unique way of unlocking"
5: "A way of being forgotten quickly"
6: "An identical one elsewhere"
training:
description: "This training/research will take [time + cost], and will..."
table:
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 pal — 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 — leave you with a lasting wound or permanent stress"
8: "Increase your max health by 1"
9: "Not enhance anything — marks you with random arcane power"
10: "Open up a quest when your mentor disappears"
11: "Reveal your mentor is a wanted criminal... but innocent?"
12: "Succeed — attract unwanted repute, rumours, or hassle"
realm_happenings:
description: "What's happening in the Realm right now?"
table_1_3:
factions:
- "The Empire plans to invade & plunder The Realm."
- "The Reaper, serving The Emperor, seeks lichdom in The Realm."
- "The Wilds terrorise The Realm from The Wilderness."
- "The Huntswoman hunts weavers for The Reaper."
table_4_6:
factions:
- "The Darkmal uses The Realm to spawn a beast army."
- "The Ghast (daughter of The Darkmal) works against him."
- "The Ancients cult foretold The Darkmal's coming."
- "The Paragon, if unearthed, may kill The Darkmal."
dodgy_directions:
description: "How did you say we get there?"
table:
2: "Crest the hill, align this doo-dah to the shape of the hills, follow that"
3: "Look for a windmill, abandoned it is — well, apart from..."
4: "Just past that whopping big tree that looks like it's lookin' back"
5: "Take a left when you see the gallows... don't look at the skeletons"
6: "There are old beacons from here to there, but some are cursed"
7: "There's water, it doesn't move, go around it, don't glare at the light"
8: "Remember there are two entrances — take the left, more scary one"
9: "Rumour has it the arrow only appears at dark... go the other way"
10: "There's a trail of bones that'll take you all the way there"
11: "When you start hearin' whispers, you're on the right track"
12: "You'll see little Banckit sitting on a wall — he'll direct you... if you sing"
watch_out:
description: "Watch out for that..."
table:
2: "Air current — once it shifts, you could lose your head"
3: "Bandit gang... and small rabbits that follow you everywhere"
4: "Bunch of blackened rocks — they don't belong in this world"
5: "Bunch of wildlings out there — hunt in packs, never give up"
6: "Dancing light thing — if you follow it, you're in trouble"
7: "Ground — in some patches, not as firm as it looks"
8: "Grove of flowers — if one of you sees a yellow one, you're doomed"
9: "Howling at night — once it starts, they've smelled you"
10: "Krenva — his gear prices are great, but if your rations start talkin'..."
11: "Red mist — makes your eyes bleed if you ain't careful"
12: "Tower that looks... weird — always seems to be on the move"
creepy_vibe:
description: "This place is creepy — it's like..."
table:
2: "Alive. The entire place is pulsing, breathing."
3: "Closing in around you, suffocating you step by step."
4: "Every sound echoes back, delayed and whispered."
5: "Every step creaks, but the floor is stone."
6: "Illuminated in dim light without a source — turning yellow."
7: "Abandoned, but it feels like something's here."
8: "Someone's watching... is that ticking?"
9: "Burning smell tinged with strawberries."
10: "That flickering orb wants us to follow it."
11: "Shuffling feet getting nearer... or not."
12: "The air is acrid — blood, decay, mint."
13: "Water nearby, but arid dryness in the mouth."
14: "Fog curls and shifts to let you through."
15: "Way warmer than expected, but cold within."
16: "You've been transported elsewhere."
17: "Tapping now and again on your shoulder or the walls."
18: "A sense of falling, though you stand still."
npc_knows:
description: "This NPC knows something about a character's..."
table:
1: "Ex-lover"
2: "Family member"
3: "Hidden birth mark or feature"
4: "Mentor or arch nemesis"
5: "Previous career or home"
6: "Weakness or fear"
chalk_circle:
description: "This chalk circle might..."
table:
3: "Be drawn by an invisible hand as the party arrives"
4: "Be nothing more than a chalk circle"
5: "Rub out in a breeze and become inoperable"
6: "Contain a small bunny — scared or teased out, it evaporates"
7: "Contain a trap concealed by illusion"
8: "Contain something that tries to bargain to escape"
9: "Echo — another circle elsewhere to talk back and forth"
10: "Emit a beautiful scent — inside the circle, poison gas"
11: "Have one treasure within — too heavy to move"
12: "Make those within it dance beyond exhaustion"
13: "Mutate the floor into a mouth — swallows all upon it"
14: "Protect those within it from what's approaching"
15: "Shift colours — devious pixie work"
16: "Summon a presence from another plane"
17: "Teleport you to a random circle elsewhere in The Realm"
18: "Transform the appearance of those within it — permanently?"
only_way_in:
description: "Wait, so the only way in is..."
table:
1: "Also the only way to escape what's behind us?"
2: "Closing fast — and we can see what's waiting inside?"
3: "Doing a job badly, taking the blame, ruining our reputation?"
4: "Sacrificing someone or something we can't live without?"
5: "Past that gang — one of whom has four arms?"
6: "Through the mouth of a huge dead worm — that might not be dead?"
ask_players:
description: "Questions to ask the players during a scene."
table:
3: "As you move, what are you looking for, and how, and why?"
4: "Do you carry an item that means something to you? What is it?"
5: "Didn't you dream about this last night? What happened?"
6: "If not for this, what would you be doing? What do you share?"
7: "In moments like this, what's your likely catch phrase?"
8: "Someone let one rip... own up, who was it?"
9: "Something about your chains, discords, or what's gone wrong?"
10: "Something strikes against your morals here — what is it?"
11: "This rumour or job — what's worrying you about it?"
12: "Something catches your attention? What do you see or hear?"
13: "What's your biggest fear or hope right now? How do you show it?"
14: "What's your plan for after all this? What do you tell the others?"
15: "What's your routine here? What keeps you sane and ready?"
16: "You heard a rumour about something here... what was it?"
17: "You hear something faint — what did it sound like?"
18: "You've got a bad habit — don't we all? What's yours?"
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# Souls of the Chaos — Character Creation Cards
# Draw from these tables to create or modify a character.
traits:
description: "Roll 3d6 for each trait (STR, DEX, WIL). Lower is better."
sides: 6
count: 3
per_trait: true
thing:
description: "Your character's 'class' or archetype. Determines max health modifier."
table:
1: { name: "The Brute", health_mod: 2, hint: "Strong, tough, direct." }
2: { name: "The Cunning", health_mod: 0, hint: "Sly, quick, resourceful." }
3: { name: "The Guardian", health_mod: 2, hint: "Protective, sturdy, watchful." }
4: { name: "The Shadow", health_mod: 0, hint: "Stealthy, elusive, silent." }
5: { name: "The Weaver", health_mod: -1, hint: "Arcane, perceptive, strange." }
6: { name: "The zealot", health_mod: 1, hint: "Driven, faithful, relentless." }
max_health:
description: "Roll 2d6 + thing modifier. Minimum 2."
formula: "2d6 + thing_mod"
starting_cash:
description: "Roll 3d6 × 5 for starting silver."
formula: "3d6 * 5"
failed_career:
description: "What you did before adventuring (and failed at)."
table:
1: "Alchemist's assistant — your master's lab exploded."
2: "Barber-surgeon — you lost more patients than you saved."
3: "City watch — you were fired for taking bribes / sleeping on duty."
4: "Coin counter — you embezzled and fled."
5: "Ditch digger — you hit a sewer main and flooded the street."
6: "Farmhand — the farm was cursed / burned / eaten by beasts."
7: "Grave keeper — the dead started walking, and you walked faster."
8: "Hedge knight — your employer died under your 'protection'."
9: "Inn keep — the inn was repossessed / burned down."
10: "Jester — your jokes landed you in a dungeon."
11: "Letter carrier — you lost the mail (all of it, somehow)."
12: "Mercenary — your company was routed, you were the sole survivor."
whats_gone_wrong:
description: "Something that's haunting you right now."
table:
1: "A debt you cannot pay is coming due."
2: "A powerful person wants you dead or captured."
3: "You're cursed — minor but annoying."
4: "You lost something irreplaceable."
5: "Someone you love is in danger."
6: "You're being blackmailed."
7: "You have a secret that would destroy your reputation."
8: "An old ally now considers you a betrayer."
9: "You're addicted to something dangerous."
10: "You witnessed something you were never meant to see."
11: "A rival frames you for crimes you didn't commit."
12: "Something from your failed career catches up with you."
chains:
description: "Who or what ties you to this world? Roll or choose."
table:
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."
discords:
description: "Who or what makes your life harder?"
table:
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."
gear:
description: "Starting equipment. Spend cash on this."
table:
cheap:
- { item: "Rope (30ft)", cost: 1 }
- { item: "Torches (3)", cost: 1 }
- { item: "Rations (3 days)", cost: 1 }
- { item: "Waterskin", cost: 1 }
- { item: "Chalk (10 pieces)", cost: 1 }
- { item: "Candle", cost: 1 }
- { item: "Flint & steel", cost: 1 }
- { item: "Small sack", cost: 1 }
- { item: "Bedroll", cost: 2 }
- { item: "Crowbar", cost: 2 }
- { item: "Grappling hook", cost: 3 }
- { item: "Lantern", cost: 3 }
- { item: "Oil (flask)", cost: 1 }
- { item: "Tent", cost: 3 }
- { item: "Healing salve (restores 1 HP)", cost: 5 }
- { item: "Antitoxin", cost: 5 }
luxury:
- { item: "Fine clothes", cost: 10 }
- { item: "Jewellery", cost: 15 }
- { item: "Musical instrument", cost: 10 }
- { item: "Writing kit", cost: 8 }
- { item: "Spyglass", cost: 20 }
hittin_tools:
description: "Weapons. Each has a damage modifier."
table:
1: { name: "Dagger", damage_mod: 0, cost: 3, note: "Small, concealable" }
2: { name: "Short sword", damage_mod: 0, cost: 5, note: "Reliable" }
3: { name: "Long sword", damage_mod: 1, cost: 8, note: "Versatile" }
4: { name: "Axe", damage_mod: 1, cost: 7, note: "Can be thrown" }
5: { name: "Mace", damage_mod: 1, cost: 6, note: "Bypasses some armour" }
6: { name: "Spear", damage_mod: 0, cost: 4, note: "Reach, can be thrown" }
7: { name: "Bow", damage_mod: 0, cost: 7, note: "Two-handed, ranged" }
8: { name: "Crossbow", damage_mod: 1, cost: 10, note: "Two-handed, slow to reload" }
9: { name: "Staff", damage_mod: -1, cost: 1, note: "Two-handed, can be focus" }
10: { name: "Flail", damage_mod: 1, cost: 8, note: "Ignores shield bonus" }
11: { name: "Hatchet", damage_mod: 0, cost: 4, note: "Light, off-hand" }
12: { name: "Improvised", damage_mod: -1, cost: 0, note: "Bottle, chair leg, etc." }
whack_blunters:
description: "Armour reduces incoming damage."
table:
1: { name: "Padded", reduction: -1, cost: 5, note: "Quiet" }
2: { name: "Leather", reduction: -1, cost: 8, note: "Flexible" }
3: { name: "Studded leather", reduction: -2, cost: 15, note: "Light" }
4: { name: "Chain shirt", reduction: -2, cost: 25, note: "Covers torso" }
5: { name: "Scale mail", reduction: -3, cost: 35, note: "Noisy" }
6: { name: "Plate", reduction: -4, cost: 50, note: "Heavy, noisy" }
7: { name: "Shield", reduction: -1, cost: 10, note: "Can be used to shove" }
8: { name: "Helmet", reduction: -1, cost: 8, note: "Only vs head shots" }
arcane_weavin:
description: "Optional. If you play a Weaver, roll to see your arcane flavour."
table:
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."
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# The Chaos — Core Mechanics Reference
## Core Dice
- **d6**: Standard six-sided die. All rolls use d6.
- **Odds (Rapid Rulin')**: Roll 1d6. 4+ favours the character(s). 3- is trouble.
- **Traits**: Roll 3d6. If result is **lower than** the relevant trait score, you succeed.
## Character Stats
- **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.
## Conflict (Combat)
### Before Conflict (Encounter Start)
1. **Distance**: 2d6 × 10 (metres/feet) — how far threat is from character(s).
2. **Surprise**: 1d6 — 1-2 characters surprised, 3-4 creatures surprised, 5 both, 6 neither.
3. **Grit**: 2d6 — check against grit score or grit tables.
### During Conflict (Each Round ≈ 10 seconds)
1. **State Intentions** — What does each side want to do?
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.
### New Paths (Alternatives to Fighting)
- **Run off** — Check conditions and surprise.
- **Dodge & Parry** — Roll 1d6 + 1. 4+ move without hit. If lost initiative, enemy gets -1 to hit.
- **Parley** — Check grit, use relevant traits. Resolve organically.
- **Innovate** — Check complications and grit. Resolve naturally.
## Exploration Loop
When exploring perilous areas, time narrows into **6 ten-minute watches** (total = 1 hour).
Each meaningful action (search, make noise, deal with trap, etc.):
1. Player states intent
2. GM calls for roll (odds or traits)
3. Result determines outcome
4. Mark a watch box
After 6 watches, the situation usually changes (random encounter, scene shift, etc.).
## Wounds & Death
When reduced to 0 HP, roll 1d6:
- **1-2**: Die immediately.
- **3-4**: Lasting wound — reduce max health by 1.
- **5-6**: -1 modifier on all rolls until healed.
## Grit Mechanic
Creatures and NPCs roll 2d6 for grit. Higher = more determined. Check against grit score or:
- Result > grit score → they look for the exit.
- Result ≤ grit score → they press the attack.
## Roll Modifiers
| Situation | Modifier |
|-----------|----------|
| Favourable position | +1 |
| Risky or rushed | -1 |
| Desperate | -2 |
| Well-prepared | +1 |
| Poor visibility | -1 |
| Using a relevant trait | +1 |
## Darkness
Most creatures see fine in the dark. Characters without a light source:
- Roll at -1 on actions
- Surprise chance increases
- Exploration loop takes longer
## Complications
When the dice say "yes, but...":
- Success costs something (gear, time, health)
- Unexpected noise attracts attention
- A secondary problem emerges
- The situation escalates
## Rest & Healing
- **Short rest** (few hours in relative safety): Recover 1d6 HP.
- **Long rest** (full night in safe haven): Recover all HP.
- **Healing salve**: Restores 1 HP when applied.
- **Antitoxin**: Cures one poisoning.