Rules of the Chaos | During Conflict

If conflict breaks into a fight or chase, time begins to pass in rounds. Each round lasts about 10 seconds, during which each character or creature can do one thing.

 

As GM, follow these rapid steps for each round:

 

1. State Intentions. Ask each player to decide and state what they wish to do, or to try, like move or attack. That’s what their character(s) will focus on trying to do in the next 10 seconds. There’s simply no time to do anything else.

 

2. Grit. You may roll 2d6 for creatures and NPCs, and check their grit score or the grit tables. The result will help determine how those creatures and NPCs act next.

 

3. Initiative. You, and one player on behalf of the group, each roll 1d6. Whoever rolls highest will act in this round. If you and the player(s) roll the same on initiative, both sides act simultaneously, so even if someone dies in this round they’ll get a final chance to make a difference.

 

4. Turn. Only the combatant(s) whose side wins initiative roll 1d6 ± any modifiers, in any order, to see if their stated intentions succeed. See characters’ turns and creatures’ turns. If initiative is shared, it’s like the pace quickens and everyone gets a turn for this round, so all combatants roll their 1d6 ± any modifiers.

 

5. Rinse & Repeat. Check all damage or effects have been applied. Check stressed, drained & other conditions. Repeat from 1 until the conflict is resolved.

 

Click here for some examples of all this in action at the table!

 

what's next?

Ok, so from here you might want to...

...move onto the rules for characters' turns in conflict

...return to the rules of the chaos intro

...or check out the character generation guides

Remember, though, that you can navigate anywhere on the site using the menus on each page, and if you ever get lost, roll 1d6 and we'll see what perils you encounter!