Locked: rules/ (deck cards + mechanics), tools/ (draw, roll, run) Unlocked: session/ (character, world, tweaks, log) Entry: run.sh launches the Textual TUI
94 lines
3.1 KiB
Markdown
94 lines
3.1 KiB
Markdown
# The Chaos — Core Mechanics Reference
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## Core Dice
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- **d6**: Standard six-sided die. All rolls use d6.
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- **Odds (Rapid Rulin')**: Roll 1d6. 4+ favours the character(s). 3- is trouble.
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- **Traits**: Roll 3d6. If result is **lower than** the relevant trait score, you succeed.
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## Character Stats
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- **Traits** (STR, DEX, WIL): Roll 3d6 for each. Lower is better.
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- **Max Health**: 2d6 + Thing modifier (min 2).
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- **Starting Cash**: 3d6 × 5 silver.
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- **Damage**: 1d6 ± weapon modifier ± armour reduction.
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## Conflict (Combat)
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### Before Conflict (Encounter Start)
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1. **Distance**: 2d6 × 10 (metres/feet) — how far threat is from character(s).
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2. **Surprise**: 1d6 — 1-2 characters surprised, 3-4 creatures surprised, 5 both, 6 neither.
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3. **Grit**: 2d6 — check against grit score or grit tables.
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### During Conflict (Each Round ≈ 10 seconds)
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1. **State Intentions** — What does each side want to do?
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2. **Grit** (creatures/NPCs) — Roll 2d6, check grit score/tables.
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3. **Initiative** — Both sides roll 1d6. Winner acts first. Same = simultaneous.
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4. **Turns** — Roll 1d6 ± modifiers. 4+ = success. 3- = take a hit.
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5. **Damage** — 1d6 ± weapon mod ± armour reduction.
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### New Paths (Alternatives to Fighting)
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- **Run off** — Check conditions and surprise.
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- **Dodge & Parry** — Roll 1d6 + 1. 4+ move without hit. If lost initiative, enemy gets -1 to hit.
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- **Parley** — Check grit, use relevant traits. Resolve organically.
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- **Innovate** — Check complications and grit. Resolve naturally.
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## Exploration Loop
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When exploring perilous areas, time narrows into **6 ten-minute watches** (total = 1 hour).
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Each meaningful action (search, make noise, deal with trap, etc.):
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1. Player states intent
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2. GM calls for roll (odds or traits)
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3. Result determines outcome
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4. Mark a watch box
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After 6 watches, the situation usually changes (random encounter, scene shift, etc.).
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## Wounds & Death
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When reduced to 0 HP, roll 1d6:
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- **1-2**: Die immediately.
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- **3-4**: Lasting wound — reduce max health by 1.
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- **5-6**: -1 modifier on all rolls until healed.
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## Grit Mechanic
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Creatures and NPCs roll 2d6 for grit. Higher = more determined. Check against grit score or:
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- Result > grit score → they look for the exit.
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- Result ≤ grit score → they press the attack.
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## Roll Modifiers
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| Situation | Modifier |
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|-----------|----------|
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| Favourable position | +1 |
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| Risky or rushed | -1 |
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| Desperate | -2 |
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| Well-prepared | +1 |
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| Poor visibility | -1 |
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| Using a relevant trait | +1 |
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## Darkness
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Most creatures see fine in the dark. Characters without a light source:
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- Roll at -1 on actions
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- Surprise chance increases
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- Exploration loop takes longer
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## Complications
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When the dice say "yes, but...":
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- Success costs something (gear, time, health)
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- Unexpected noise attracts attention
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- A secondary problem emerges
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- The situation escalates
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## Rest & Healing
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- **Short rest** (few hours in relative safety): Recover 1d6 HP.
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- **Long rest** (full night in safe haven): Recover all HP.
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- **Healing salve**: Restores 1 HP when applied.
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- **Antitoxin**: Cures one poisoning.
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