splinter-keep/rules/mechanics.md
2026-07-04 21:15:29 +02:00

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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.