# The Chaos — Full 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 damage mod + other mods - target armour reduction.

## Equipment

### Weapons
| Weapon | Damage Mod | Cost | Note |
|--------|-----------|------|------|
| Dagger | +0 | 3 | Small, concealable |
| Short sword | +0 | 5 | Reliable |
| Long sword | +1 | 8 | Versatile |
| Axe | +1 | 7 | Can be thrown |
| Mace | +1 | 6 | Bypasses some armour |
| Spear | +0 | 4 | Reach, can be thrown |
| Bow | +0 | 7 | Two-handed, ranged |
| Crossbow | +1 | 10 | Two-handed, slow to reload |
| Staff | -1 | 1 | Two-handed, can be focus |
| Flail | +1 | 8 | Ignores shield bonus |
| Hatchet | +0 | 4 | Light, off-hand |
| Improvised | -1 | 0 | Bottle, chair leg, etc. |

### Armour
| Armour | Reduction | Cost | Note |
|--------|----------|------|------|
| Padded | -1 | 5 | Quiet |
| Leather | -1 | 8 | Flexible |
| Studded leather | -2 | 15 | Light |
| Chain shirt | -2 | 25 | Covers torso |
| Scale mail | -3 | 35 | Noisy |
| Plate | -4 | 50 | Heavy, noisy |
| Shield | -1 | 10 | Can be used to shove |
| Helmet | -1 | 8 | Only vs head shots |

### Equipment Costs
| Item | Cost | | Item | Cost |
|------|------|---|------|------|
| Rope (30ft) | 1 | | Healing salve | 5 |
| Torches (3) | 1 | | Antitoxin | 5 |
| Rations (3 days) | 1 | | Fine clothes | 10 |
| Waterskin | 1 | | Jewellery | 15 |
| Bedroll | 2 | | Musical instrument | 10 |
| Crowbar | 2 | | Writing kit | 8 |
| Grappling hook | 3 | | Spyglass | 20 |
| Lantern | 3 | | Tent | 3 |

## 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 - target armour.

### 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.).

## Travel & Hazards

### Terrain Effects
| Terrain | Effect |
|---------|--------|
| Forest | Dense trees, poor visibility, lots of cover |
| Marsh | Slow movement, sinking hazards, biting insects |
| Hills | Good vantage points, exhausting climbs |
| Plains | Exposed, fast travel, little cover |
| Ruins | Partial cover, unstable floors, hidden chambers |
| Mountains | Slow travel, avalanches, thin air, caves |

### Weather Effects
| Weather | Effect |
|---------|--------|
| Clear | Good visibility, normal travel |
| Overcast | Dim light, muffled sounds |
| Heavy rain | Reduced visibility, fires hard to light, tracks wash away |
| Fog | Everything obscured beyond 20ft |
| Wind storm | Ranged attacks at disadvantage, noise hides ambushes |
| Sweltering heat | Exhaustion risk, water consumption doubles |

### Travel Mishaps (1d6 when travelling)
| d6 | Mishap |
|----|--------|
| 1 | Character twists an ankle. -1 on all rolls until rest |
| 2 | Supplies damaged or lost. Ruined rations, broken gear |
| 3 | Wrong turn. Add 1 extra watch to travel time |
| 4 | Loud noise attracts unwanted attention |
| 5 | Minor injury. 1d6: 1-2 take 1 damage |
| 6 | Something valuable slips from a pocket or pack unnoticed |

## 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

## Stress

Stress builds from traumatic events, supernatural exposure, and sustained hardship.

### Stress Triggers
- Witnessing death or horror
- Supernatural exposure (wild magicks, curses, possession)
- Prolonged deprivation (no rest, no food, extreme environments)
- Failed grit checks in dire situations

### Stress Effects
- Each point of accumulated stress applies -1 to all rolls
- At stress > WIL score: disadvantage on all actions until stress is reduced
- At stress > 2× WIL: character breaks (flee, freeze, frenzy — GM's call)

### Stress Recovery
- Short rest in safety: reduce stress by 1
- Long rest in safe haven: reduce stress by 1d6
- Healing salve does NOT reduce stress
- Strong drink or drugs may temporarily suppress stress but risk addiction

## Wild Magicks

The Realm bleeds chaos. Wild magicks surge when:
- A Weaver fails a casting roll
- A magical artefact is used carelessly
- The veil between realms is thin (GM's call)
- The dice say "yes, but..." involving magic

### Surge Effects (1d6)
| d6 | Effect |
|----|--------|
| 1 | Character briefly swaps places with their reflection |
| 2 | Gravity inverts in a 50ft radius |
| 3 | All flames turn blue and cold — still burns |
| 4 | Vegetation rapidly grows, entangling everyone |
| 5 | Character speaks only in reverse for the next hour |
| 6 | Time loops for 10 seconds — everyone repeats their last action |

## Arcane Weaving

Weavers channel magic through their chosen flavour. Each flavour has a narrative cost:

| Flavour | Cost |
|---------|------|
| Wild magicks | Unpredictable — each casting risks a surge |
| Blood magicks | Costs 1 HP per spell |
| Bone magicks | Requires remains or a token of the dead |
| Storm magicks | Tied to weather — stronger in storms, weaker in calm |
| Veil magicks | Deals with spirits — may attract unwanted attention |
| Rune magicks | Requires preparation — inscribed in advance |

Weaving a spell: roll **Odds** (1d6, 4+). On 3- the magic fizzles or backfires (GM's discretion).

## Monster Creation

### Difficulty Tiers
| Tier | Health Formula | To-Hit | Damage | Grit |
|------|---------------|--------|--------|------|
| Easy | 1 + party total max HP | 0 | 1d6-1 (or 3) | 2d6 (or 7) |
| Hard | 6 + party total max HP | +1 | 1d6+1 (or 5) | 2d6+2 (or 9) |
| Oh Boy | 12 + party total max HP | +2 | 1d6+6 (or 10) | 2d6+3 (or 10) |

### Number Appearing
| Tier | Count |
|------|-------|
| Easy | 3d6 |
| Hard | 2d6 |
| Oh Boy | 1d6 |

### Creature Anatomy
Creatures have: type, appearance, size, difficulty, attack method, defence/reduction, special features, and a current need/motivation.

### Pre-Baked Creatures
| Creature | HP | Armour | To-Hit | Damage | Grit | Feature |
|----------|----|--------|--------|--------|------|---------|
| Boneplasm Totem | 9 | -3 | +2 | 1d6+1 (acidic) | — | Spray boiling blood, reform |
| Frother | 6 | -2 | +1 | 1d6+2 (teeth & claws) | 9 | Grapple & teleport, mutation |
| Karrion Drone | 3 | -1 | 0 | 1d6 (sting, poison) | 5 | Pollinate nectar, phase ethereal |
| Screebies (swarm) | 2 each | -1 | -1 | 1d6-2 (bite) | 7 | Burrow under skin, hive control |
| Shift Mimic | per host | per host | per host | per host | 10 | Body swap, automate host |
| Volcartek | 15 | -4 | +2 | 1d6+4 (slam/burn) | 11 | Expand, glide over lava |

## Factions of the Realm

The Realm is torn between several powers:

| Faction | Description |
|---------|-------------|
| The Empire | Plans to invade and plunder the Realm |
| The Reaper | Serves the Emperor, seeks lichdom |
| The Wilds | Terrorise the Realm from the Wilderness |
| The Huntswoman | Hunts weavers for the Reaper |
| The Darkmal | Uses the Realm to spawn a beast army |
| The Ghast | Daughter of the Darkmal, works against him |
| The Ancients | Cult that foretold the Darkmal's coming |
| The Paragon | If unearthed, may kill the Darkmal |

## Downtime Activities

### Training & Research
Cost: time (days) + silver (GM's discretion). Roll 2d6 for outcome.

| 2d6 | Outcome |
|-----|---------|
| 2 | Anger your mentor — they wash their hands of you |
| 3 | Burn you out — reduce a trait or max health by 1 |
| 4 | Connect you with a new ally — invites you to join a guild |
| 5 | End — but your mentor seeks help from you and the party |
| 6 | Enhance a trait by 1 |
| 7 | Fail — lasting wound or permanent stress |
| 8 | Increase max health by 1 |
| 9 | Not enhance — marks you with random arcane power |
| 10 | Open a quest when your mentor disappears |
| 11 | Reveal your mentor is a wanted criminal... but innocent? |
| 12 | Succeed — attract unwanted repute, rumours, or hassle |

## Rest & Healing

- **Short rest** (few hours in relative safety): Recover 1d6 HP, reduce stress by 1.
- **Long rest** (full night in safe haven): Recover all HP, reduce stress by 1d6.
- **Healing salve**: Restores 1 HP when applied.
- **Antitoxin**: Cures one poisoning.
