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.