Rules of the Chaos | Rapid Rulin'
roll the odds...
choose whichever method feels right and fair in the moment.
Ideally in this game, as GM if you feel there’s enough info on the table to make a ruling on something, leave the dice to one side. If any decision or answer is uncertain, though, or in the event, say, of an opposed check outside of a fight or chase (for example an arm wrestle or drinking contest between foes), either you or the player(s) may roll 1d6. If the result is 4 or higher, it favours the character(s). If it’s 3 or less, success, luck, or clarity isn’t on their side. You may allow a ± modifier on the roll if the outcome seems more or less difficult to achieve in the moment.
...or roll the traits
The player(s) should be encouraged to narrate clearly their characters’ stated intention during scenarios, to ask questions of you to help flesh out and inform that intention, and to explain how their characters intend to act. If this makes fictional sense in the moment, if it seems like it could work, then you may rule simply that it happens, although you should always have in mind what might flow naturally from that. However, if there’s ever any doubt, or if the intended action is like a reaction under pressure, the player(s) may roll 3d6. If the result is lower than their characters’ relevant traits score being used, their stated intention succeeds. For example, you may ask them to roll under their brawn score to break down a stuck door during a chase, or roll under their agility score to navigate a thin wooden plank over a dark crevasse. Again, you may allow a ± modifier on the roll if the outcome seems more or less difficult to achieve in the moment. Once they’ve rolled, maybe ask them to roll condition or stress checks.
what's next?
Ok, so from here you might want to...
...move onto how to play dirty in this game
...return to the rules of the chaos intro
...or head to the character generation part
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!