Rules of the Chaos | Grit Tables

As an alternative to checking against the grit score of creatures or NPCs, you can roll on these tables when you feel the need to check how creatures or NPCs engaged with the character(s) might act or react. For example, if a creature has lost a number of its fellow creatures during a fight, or if they’ve taken a few hits and their health is failing, or if the character(s) are trying to intimidate or persuade in a parley, or if the creatures become outnumbered, or if something shakes up the surrounding environment, and so on. In essence, it’s a check against creatures’ fear, confidence, and behaviour in the moment.

 

To check the grit before or during fights or conversations, you roll 2d6. The corresponding result on the table chosen by you will help determine how the creatures or NPCs go on to act. However, this is not definitive. If it makes sense for them to act a little differently, you can take the result as inspiration and blend it into how events are unfolding. For example, if the creatures in a fight appear to be faring well, but on a grit check the table suggests their confidence has been shaken, think about why that might be? Do they sense another approaching threat from outside the fight? Does something about the character(s)’ movements or what arcane item they might be carrying, strike sudden fear in the creatures? Is there something else going on?

 

So take results from these tables merely as a starting point that you can use to inform the next round of a fight, or an NPC’s ongoing approach to negotiations during a parley.

 

adjust the 2d6 roll with a + or - if it seems like the creatures need more or less convincing.

 

typic grit

for when it’s not too manic...yet

2-3. Violent. Right, let’s dance. We be fightin’!

4-6. Aggressive. What did you call me? Say that again.

7-9. Guarded. Let’s not get too hasty. Let's thinky thinky.

10-11. Neutral. Meh, not convinced. Easy either way.

12. Chummy. Hey, can we be besties? No threats here.

 

spikin’ grit

for when things might kick off

2-3. Combative. How about a taste of back the hell off?!!

4-6. Suspicious. Somethin’ ain’t right. What are they up to?

7-9. Shrewd. Curious stuff, let’s grab a pinch of caution.

10-11. Troubled. Listen, this is a bad time. Rain check?

12. Peaceable. See this? Backing away. No trouble now.

 

bonkers grit

for when all hell’s breaking loose

2-3. Unhinged. This is going to the bitter end. Guts or glory!

4-6. Regroup. Time to shake up the tactics. We can do this!

7-9. Help. Sound the alarm. We need reinforcements.

10-11. Worried. Too much too much - where’s the exit?

12. Fearful. Drop everything, no questions, ruuuuuun!!!

 

If you want something simpler in the moment, just roll your 2d6 and check the grit score of the creatures or NPCs the character(s) are engaged with, including that of any of the character(s)’ hirelings to check their fear & loyalty. If the result’s higher than their grit score, it’s safe to say the creature or NPC wants no more of this & looks for the exit.

 

what's next?

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

...move onto the complications table

...return to the rules of the chaos intro

...or dive into the character creation rules

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!