splinter-keep/rules/mechanics.md
Dejvino d4a19ef438 Initial commit: The Chaos TTRPG solo campaign skeleton
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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.