The Chaos | Quickstart Cheat Sheet

Here's a breakdown of the rules and mechanics of The Chaos ttrpg, with links to the relevant rules. If in doubt, close your eyes, smile, and go with your gut!

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rules & mechanics

when in doubt | more info

  1. Odds. Roll 1d6. 4 or higher, it favours the character(s). 3 or less, success, luck, or clarity isn’t on their side.
  2. Traits. Roll 3d6. If the result is lower than the relevant traits score, the stated intention succeeds.

± Modifiers can be used on any rolls if it seems easier or more difficult in the moment.

 

the exploration loop | more info

When the player(s) explore potentially perilous locations, the game narrows into six 10 minute loops that total an hour. Draw 6 boxes or place a d6 on 1 at the table. Each time the player(s) do something meaningful (search, make noise, deal with trap, etc.), follow this loop:

  1. Ask player(s) what they’re doing, how they’re doing it, what their pace is, how cautious they’re being.
  2. Resolve this with them.
  3. Tick a box, or turn the d6 up to 2.
  4. Every 2nd box or die turn, roll 1 on a 1d6...an encounter happens.
  5. After 6 boxes are ticked, unless something happens or you’re using a timer, torches flicker out, and the party might consider resting unless they want to end up drained.
  6. Clear your ticks and start again for the next hour of exploration.

 

before conflict | more info

If you wish, roll for:

  1. Distance. Roll 2d6 x 10 for how many metres / feet threat is from character(s).
  2. Surprise. Roll 1d6. 1-2 means the character(s) are surprised, 3-4 means the creatures or NPCs are surprised, 5 means both are surprised, and 6 means neither side’s surprised.
  3. Grit. Roll 2d6. If the result is higher than a creature's or NPC's grit score, they look for the exit. Or check the result against the grit tables.

 

during conflict | more info | character turns | creature turns

Each round lasts about 10 seconds, during which each character or creature can do one thing. Follow these steps for each round:

  1. State Intentions. What do they want to do?
  2. Grit. Roll 2d6 for creatures and NPCs. Check their grit score or the grit tables. The result will help determine how they act next.
  3. Initiative. GM & player(s) as a group roll 1d6. Winner acts in this round. If the result is the same, both sides act simultaneously.
  4. Turn. Initiative winner, or both sides if the result was equal, rolls 1d6 ± any modifiers, in any order. 4 or above, stated intentions succeed. 3 or less, roller takes a hit. Damage = 1d6 ± any modifiers (hittin' tools minus whack blunters)
  5. Rinse & Repeat. Check all damage or effects have been applied.  Check stresseddrained & other conditions. Repeat from 1 until the conflict is resolved.

 

new paths around conflict | more info

  1. Run off. Check conditions & if surprise is a factor.
  2. Dodge & Parry. Roll 1d6 + 1. 4 or above - move without taking a hit. If initiative lost, enemy takes a -1 on their usual 1d6 to hit.
  3. Parley. Check grit & use relevant traits, but look to resolve organically.
  4. Innovate. Check complications and grit, again resolving naturally where possible.

 

arcane weavin | more info

Roll 1d6 to weave. 4 or above is a success.

On a success, roll 1d6 for each: weave | thread | target

  1. Conjure & Summon | Dimensions | Chosen Area
  2. Harm & Destroy | Elements | Chosen Target
  3. Manipulate & Enchant | Illusion & Form | Everyone Here
  4. Perceive & Learn | Life & Death | Random Area
  5. Protect & Negate | Light & Dark | Random Target
  6. Vanish & Banish | Space & Time | Self

 

money | more info

1-20 coins = cheap, 21-50 = pricey, 51+ = how the heck can you afford that?!!

 

character stuff

character basics | more info

  1. Traits. Roll 3d6 for brawn, smarts, instinct, agility, vigor, presence. Increase highest score by 1 by decreasing another score by 2, but minimum score of 9.
  2. Your Thing. Choose or roll 1d6. Max health is a minimum of 2.
    1. Brawler (2d6+2 max health | +2 to hit) | if brawn rolled under, +2 to the party’s initiative roll for the first round of a fight, or in any round can do two things instead of one.
    2. Weaver (2d6-2 max health | -1 to hit, except with magicks) | arcane weavin'
    3. Empath (2d6+1 max health | +1 to hit) | can heal, plus if instinct rolled under, can scare undead, give +2 to others' grit, work out if someone's lying.
    4. Rascal (2d6-1 max health | ±0 to hit) | if agility rolled under, can hide, keep silent, hear stuff despite surprise rolls, can find or set traps, can climb walls, can open or repair locks, and can backstab if not seen (+1 to hit, +2 damage).
    5. Tough Nut (2d6+3 max health | +1 to hit) | if vigor rolled under, -1 on damage sustained, or each day can shake off one condition or point of stress.
    6. Charmer (2d6±0 max health | -1 to hit) | if presence rolled under, can intimidate, deceive, persuade, or perform well, negating grit, and can inspire a +1 or -1 boost to others' rolls.
  3. Roll for a failed career and what’s gone wrong.
  4. Roll up & collaborate your chains & discords.
  5. Roll 3d6, multiply by 5 for starting cash. Spend gear, hittin' tools & whack blunters.

 

equipment | gear | hittin' tools | whack blunters

Characters can have gear slots equal to max health + 4.

Free starter pack: your pack | bedroll | clothes & boots | rations (3 days) | rope (25') or tinderbox | torches (3) | waterskin. Takes up 6 gear slots. And add:

  1. Brawler. Woodcarving kit (knife, gouge, small saw)
  2. Weaver. Spell book or a bunch of arcane scrolls
  3. Empath. Holy or spiritual symbol or item
  4. Rascal. Tool kit (small file, lockpicks, small mirror on a metal handle, pair of pliers)
  5. Tough Nut. Mess kit (cups, cutlery, pans, utensils, herbs)
  6. Charmer. Disguise kit (props, cosmetics, hair dye, scissors)

 

health & healing | more info

  1. Max Health. Roll 2d6 ± Your Thing modifiers. Or just 12 + those modifiers.
  2. If wounded. Roll 1d6. 1-2 you die immediately. 3-4 you sustain a lasting wound & reduce max health by 15-6 means -1 modifier on all rolls until healed.
  3. Healing. Empaths can roll under instinct (cumulating -2 for each subsequent roll in one day), to restore 1 point of health on a fail, and max health on a success. Non-empaths can roll 1d6, restoring 1 point of health on a 1.
  4. Lastin' Wounds, Conditions, Stress. Roll 1d63 or under is a fail. Check tables or, with stress, add 1 point until 6 reached then roll on table.