2.0 KiB
2.0 KiB
Core Mechanics
Dice
- d6: All rolls use d6.
- Odds: 1d6, 4+ favourable, 3- trouble.
- Traits: 3d6, roll UNDER trait score.
Character
- Traits (STR/DEX/WIL): Roll 3d6 each. Lower is better.
- Max HP: 2d6 + Thing modifier (min 2).
- Starting Cash: 3d6 × 5 silver.
- Damage: 1d6 ± weapon mod ± armour reduction.
Combat (per round ≈10s)
- State intentions
- Grit (creatures): 2d6 — higher = more determined
- Initiative: both 1d6, winner acts first
- Turn: 1d6 ± mods, 4+ success, 3- take a hit
- Damage: 1d6 ± mods
Encounter Start
- Distance: 2d6 × 10
- Surprise: 1d6 — 1-2 PC, 3-4 creature, 5 both, 6 neither
- Grit: 2d6
Alternatives to Fighting
- Run off, Dodge & Parry (+1, 4+ move without hit), Parley, Innovate
Exploration
- 6 × 10-min watches per hour
- Each action → roll (odds/traits) → outcome → mark watch
- After 6 watches: scene shifts
Wounds (0 HP)
- 1d6: 1-2 die, 3-4 -1 max HP, 5-6 -1 all rolls until healed
Grit (Creatures/NPCs)
- 2d6, higher = more determined
-
grit score → seek exit; ≤ grit score → press attack
Modifiers
| Situation | Mod |
|---|---|
| Favourable / Well-prepared | +1 |
| Risky / Rushed / Poor visibility | -1 |
| Desperate | -2 |
Darkness
- Most creatures see fine in dark
- PCs without light: -1 actions, increased surprise, slower exploration
Complications ("yes, but...")
- Success costs (gear/time/HP), noise, secondary problem, escalation
Rest & Healing
- Short rest (few hours): 1d6 HP
- Long rest (safe haven): full HP
- Healing salve: +1 HP | Antitoxin: cures poison
End Game Conditions
The story ends when: the character dies, the main quest reaches a definitive conclusion, the player chooses to retire, or all party members have fallen.
When the story ends, the LLM outputs ### THE END in the narrative, followed by a reason, what happened, and an epilogue describing how the world evolved.
Call read_rules with category: "end_game" for full details on ending the game.