285 lines
10 KiB
Markdown
285 lines
10 KiB
Markdown
# The Chaos — Full 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 damage mod + other mods - target armour reduction.
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## Equipment
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### Weapons
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| Weapon | Damage Mod | Cost | Note |
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|--------|-----------|------|------|
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| Dagger | +0 | 3 | Small, concealable |
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| Short sword | +0 | 5 | Reliable |
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| Long sword | +1 | 8 | Versatile |
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| Axe | +1 | 7 | Can be thrown |
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| Mace | +1 | 6 | Bypasses some armour |
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| Spear | +0 | 4 | Reach, can be thrown |
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| Bow | +0 | 7 | Two-handed, ranged |
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| Crossbow | +1 | 10 | Two-handed, slow to reload |
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| Staff | -1 | 1 | Two-handed, can be focus |
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| Flail | +1 | 8 | Ignores shield bonus |
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| Hatchet | +0 | 4 | Light, off-hand |
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| Improvised | -1 | 0 | Bottle, chair leg, etc. |
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### Armour
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| Armour | Reduction | Cost | Note |
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|--------|----------|------|------|
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| Padded | -1 | 5 | Quiet |
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| Leather | -1 | 8 | Flexible |
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| Studded leather | -2 | 15 | Light |
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| Chain shirt | -2 | 25 | Covers torso |
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| Scale mail | -3 | 35 | Noisy |
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| Plate | -4 | 50 | Heavy, noisy |
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| Shield | -1 | 10 | Can be used to shove |
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| Helmet | -1 | 8 | Only vs head shots |
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### Equipment Costs
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| Item | Cost | | Item | Cost |
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|------|------|---|------|------|
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| Rope (30ft) | 1 | | Healing salve | 5 |
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| Torches (3) | 1 | | Antitoxin | 5 |
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| Rations (3 days) | 1 | | Fine clothes | 10 |
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| Waterskin | 1 | | Jewellery | 15 |
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| Bedroll | 2 | | Musical instrument | 10 |
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| Crowbar | 2 | | Writing kit | 8 |
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| Grappling hook | 3 | | Spyglass | 20 |
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| Lantern | 3 | | Tent | 3 |
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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 - target armour.
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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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## Travel & Hazards
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### Terrain Effects
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| Terrain | Effect |
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|---------|--------|
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| Forest | Dense trees, poor visibility, lots of cover |
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| Marsh | Slow movement, sinking hazards, biting insects |
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| Hills | Good vantage points, exhausting climbs |
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| Plains | Exposed, fast travel, little cover |
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| Ruins | Partial cover, unstable floors, hidden chambers |
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| Mountains | Slow travel, avalanches, thin air, caves |
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### Weather Effects
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| Weather | Effect |
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|---------|--------|
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| Clear | Good visibility, normal travel |
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| Overcast | Dim light, muffled sounds |
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| Heavy rain | Reduced visibility, fires hard to light, tracks wash away |
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| Fog | Everything obscured beyond 20ft |
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| Wind storm | Ranged attacks at disadvantage, noise hides ambushes |
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| Sweltering heat | Exhaustion risk, water consumption doubles |
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### Travel Mishaps (1d6 when travelling)
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| d6 | Mishap |
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|----|--------|
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| 1 | Character twists an ankle. -1 on all rolls until rest |
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| 2 | Supplies damaged or lost. Ruined rations, broken gear |
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| 3 | Wrong turn. Add 1 extra watch to travel time |
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| 4 | Loud noise attracts unwanted attention |
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| 5 | Minor injury. 1d6: 1-2 take 1 damage |
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| 6 | Something valuable slips from a pocket or pack unnoticed |
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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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## Stress
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Stress builds from traumatic events, supernatural exposure, and sustained hardship.
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### Stress Triggers
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- Witnessing death or horror
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- Supernatural exposure (wild magicks, curses, possession)
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- Prolonged deprivation (no rest, no food, extreme environments)
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- Failed grit checks in dire situations
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### Stress Effects
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- Each point of accumulated stress applies -1 to all rolls
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- At stress > WIL score: disadvantage on all actions until stress is reduced
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- At stress > 2× WIL: character breaks (flee, freeze, frenzy — GM's call)
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### Stress Recovery
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- Short rest in safety: reduce stress by 1
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- Long rest in safe haven: reduce stress by 1d6
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- Healing salve does NOT reduce stress
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- Strong drink or drugs may temporarily suppress stress but risk addiction
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## Wild Magicks
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The Realm bleeds chaos. Wild magicks surge when:
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- A Weaver fails a casting roll
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- A magical artefact is used carelessly
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- The veil between realms is thin (GM's call)
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- The dice say "yes, but..." involving magic
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### Surge Effects (1d6)
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| d6 | Effect |
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|----|--------|
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| 1 | Character briefly swaps places with their reflection |
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| 2 | Gravity inverts in a 50ft radius |
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| 3 | All flames turn blue and cold — still burns |
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| 4 | Vegetation rapidly grows, entangling everyone |
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| 5 | Character speaks only in reverse for the next hour |
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| 6 | Time loops for 10 seconds — everyone repeats their last action |
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## Arcane Weaving
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Weavers channel magic through their chosen flavour. Each flavour has a narrative cost:
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| Flavour | Cost |
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| Wild magicks | Unpredictable — each casting risks a surge |
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| Blood magicks | Costs 1 HP per spell |
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| Bone magicks | Requires remains or a token of the dead |
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| Storm magicks | Tied to weather — stronger in storms, weaker in calm |
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| Veil magicks | Deals with spirits — may attract unwanted attention |
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| Rune magicks | Requires preparation — inscribed in advance |
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Weaving a spell: roll **Odds** (1d6, 4+). On 3- the magic fizzles or backfires (GM's discretion).
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## Monster Creation
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### Difficulty Tiers
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| Tier | Health Formula | To-Hit | Damage | Grit |
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|------|---------------|--------|--------|------|
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| Easy | 1 + party total max HP | 0 | 1d6-1 (or 3) | 2d6 (or 7) |
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| Hard | 6 + party total max HP | +1 | 1d6+1 (or 5) | 2d6+2 (or 9) |
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| Oh Boy | 12 + party total max HP | +2 | 1d6+6 (or 10) | 2d6+3 (or 10) |
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### Number Appearing
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| Tier | Count |
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|------|-------|
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| Easy | 3d6 |
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| Hard | 2d6 |
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| Oh Boy | 1d6 |
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### Creature Anatomy
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Creatures have: type, appearance, size, difficulty, attack method, defence/reduction, special features, and a current need/motivation.
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### Pre-Baked Creatures
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| Creature | HP | Armour | To-Hit | Damage | Grit | Feature |
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|----------|----|--------|--------|--------|------|---------|
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| Boneplasm Totem | 9 | -3 | +2 | 1d6+1 (acidic) | — | Spray boiling blood, reform |
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| Frother | 6 | -2 | +1 | 1d6+2 (teeth & claws) | 9 | Grapple & teleport, mutation |
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| Karrion Drone | 3 | -1 | 0 | 1d6 (sting, poison) | 5 | Pollinate nectar, phase ethereal |
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| Screebies (swarm) | 2 each | -1 | -1 | 1d6-2 (bite) | 7 | Burrow under skin, hive control |
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| Shift Mimic | per host | per host | per host | per host | 10 | Body swap, automate host |
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| Volcartek | 15 | -4 | +2 | 1d6+4 (slam/burn) | 11 | Expand, glide over lava |
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## Factions of the Realm
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The Realm is torn between several powers:
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| Faction | Description |
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| The Empire | Plans to invade and plunder the Realm |
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| The Reaper | Serves the Emperor, seeks lichdom |
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| The Wilds | Terrorise the Realm from the Wilderness |
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| The Huntswoman | Hunts weavers for the Reaper |
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| The Darkmal | Uses the Realm to spawn a beast army |
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| The Ghast | Daughter of the Darkmal, works against him |
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| The Ancients | Cult that foretold the Darkmal's coming |
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| The Paragon | If unearthed, may kill the Darkmal |
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## Downtime Activities
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### Training & Research
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Cost: time (days) + silver (GM's discretion). Roll 2d6 for outcome.
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| 2d6 | Outcome |
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| 2 | Anger your mentor — they wash their hands of you |
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| 3 | Burn you out — reduce a trait or max health by 1 |
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| 4 | Connect you with a new ally — invites you to join a guild |
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| 5 | End — but your mentor seeks help from you and the party |
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| 6 | Enhance a trait by 1 |
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| 7 | Fail — lasting wound or permanent stress |
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| 8 | Increase max health by 1 |
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| 9 | Not enhance — marks you with random arcane power |
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| 10 | Open a quest when your mentor disappears |
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| 11 | Reveal your mentor is a wanted criminal... but innocent? |
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| 12 | Succeed — attract unwanted repute, rumours, or hassle |
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## Rest & Healing
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- **Short rest** (few hours in relative safety): Recover 1d6 HP, reduce stress by 1.
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- **Long rest** (full night in safe haven): Recover all HP, reduce stress by 1d6.
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- **Healing salve**: Restores 1 HP when applied.
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- **Antitoxin**: Cures one poisoning.
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