# 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.