# The Chaos — Full 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 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) ### 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 - target armour. ### 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.). ## 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: - **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 ## 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, 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.