Locked: rules/ (deck cards + mechanics), tools/ (draw, roll, run) Unlocked: session/ (character, world, tweaks, log) Entry: run.sh launches the Textual TUI
3.1 KiB
3.1 KiB
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)
- Distance: 2d6 × 10 (metres/feet) — how far threat is from character(s).
- Surprise: 1d6 — 1-2 characters surprised, 3-4 creatures surprised, 5 both, 6 neither.
- Grit: 2d6 — check against grit score or grit tables.
During Conflict (Each Round ≈ 10 seconds)
- State Intentions — What does each side want to do?
- Grit (creatures/NPCs) — Roll 2d6, check grit score/tables.
- Initiative — Both sides roll 1d6. Winner acts first. Same = simultaneous.
- Turns — Roll 1d6 ± modifiers. 4+ = success. 3- = take a hit.
- 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.):
- Player states intent
- GM calls for roll (odds or traits)
- Result determines outcome
- 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.