Character Creator

  1. First roll [[/r 3D6]] for each of the attributes, the result is the score.

  2. Then pick a class: Wise, Strong, Deft. Make sure to assign the values needed for the image below;

  3. Now assign your slots.

    For Strong Characters: Gain two "fighting Moves" for each slot.

    For Deft Characters: Gain two "Skills" for each slot.

    For Wise Characters: Gain two "Miracles" for each slot.

  4. Now, your groups, for each one, pick;

    A person you know and what they mean to you: Affliation.

    A faction you are a part of and what they do: Affliation.

    A location or terrain type you know: Affliation.

    A people or culture you belong to: Species.

    A title or repuation you hold: Vocation.

    A Job or profession you are: Vocation.

    A class or acutype you belong too: Vocation.

  5. Assing your groups to your attributes, each group can only be assigned once!

  6. Set your starting Crowns with [[/r 3D6*10]] and buy gear.

GM's Tips

This is a survival game, the Deft class will play a critical role should you want to craft equipment! It is also recommended to assign one of your groups to a Vocation.

Note only the Strong can disengage in this system; however, the strong can, as an action, defend someone within their weapons range.

Progression

You gain XP through a multitude of actions.

Upon levelling up, you may unlock new slots or groups; always update them first. You also gain a new HD when rolling your new Max HP roll ALL HD, and only update HP if it is higher than the current max.

Death, Wounds, Recovery

There are no death saves; instead, the game follows this table:

HP

Consequence

0

Knocked out until healed to +HP

Under -1

As above, also gain a wound

Under -3

As above, but dead in d6 rounds.

Under -10

Death

Wounds

Wounds are applied to attributes like groups, they work to give them a negative when both the wound is relevant and the attribute is rolled.

Walking it off

Once per encounter, when a character takes damage, they can "walk it off" by making a save. If the save is a success, the damage is reduced by [[/r D6]]. However, if the roll fails, the character gains the dazed condition until their next turn.

Character Death

When a character dies, they become a ghost for the rest of the session. They can't physically interact with the world without spending HP akin the the Wise Miracles.

Recovery and Healing

If a character has rested, eaten and drunk, they recover 2 HP at the next dawn. In addition, if the character did not drop below 1 HP, they regain an extra point of HP. A character with corruption may also elect to use their recovery, lowering the corruption score instead of recovering HP, but note that a character who gains corruption can not lower it less than 1+level.

Checks

Whitehack (WH) uses a unique "roll under-over" system with a d20.
To succeed, you generally want to roll under your ability score but over the quality (or target number)—if one is set. In most cases, simply rolling under your ability score is enough to succeed.

Your ability score represents your maximum potential—you can't do better than it, but you can certainly do worse.

Example:
Imagine you're a runner. Push too hard and go beyond your limits (roll too high), and you burn out. Pace yourself properly (roll under), and you succeed. Hit your peak (roll equal), and it's a perfect run.

Combat Example:
Fao is attacking a bandit. The bandit has an AC of 3, and Fao has an AV of 11. To deal damage, Fao needs to roll between 3 and 11 over the bandit’s AC, but under their AV.

Targeting

The VTT can do all the math for you if you use the target function. With your cursor over a token, press T, the token will be highlighted. All rolls you do now will be Vs that token and the VTT will tell you directly if you hit them. Remember to remove the target before moving on, though!

Encumberance & Travel Speed

A character can carry 10 items on hand and 5 items in their pack. Each item comes in five bands of weight.

You can carry more than the slot cap, but this will lower your speed in scales.

See the table to dictate movement speeds.

Total Burden

Travel*

Crawling* (ft)

Encounter (ft)

Normal

4 hexes a day

120ft every 10 minutes

30ft a turn

Heavy

3 hexes a day

100ft every 10 minutes

25ft a turn

Severe

2 hexes a day

80ft every 10 minutes

20ft a turn

Massive

1 hex a day

60ft every 10 minutes

15ft a turn

*The party Travels and Crawls at the speed of the slowest party member!

Gear & Weapons

In Chaos Isles, you'll need to focus more on crafting your gear than buying it.

Items

Weapons

Armour

Items are priced based on how common they are in the given market

Common items are 5 Crowns.

Uncommon items are 20 Crowns.

Rare items are 100+ Crowns.

Magic items always cost a minimum of 1,000 Crowns.

Crafting Tools follow the same pricing as above but add an extra 30 Crowns to the cost.


Animals

Poultry 5 Crowns

Small Animals 50 Crowns

Medium Animals 150 Crowns

Large Animals 500 Crowns

Training 100 Crowns/Skill


Services

Common Room 2 Crowns/Night

Private Room 10 Crowns/Night

Building 10% total value / Month

Ration 2 Crowns

Meal 5 Crowns


Building values are split into bands, it's the same cost no matter if it's a new build or an existing structure.

Poor Hovel 100 Crowns

Cottage 1,000 Crowns

House 10k Crowns

Hall 50k Crowns

Church/Tower 100k Crowns

Castle 2mil Crowns

Melee weapons are priced based on size and damage.

Light [[/r D6-1]] costs 50 Crowns.

Normal [[/r D6]] costs 100 Crowns.

Heavy [[/r D6+2]] costs 300 Crowns.


Ranged weapons follow the same idea.

Normal [[/r D6]] costs 100 Crowns.

Heavy [[/r D6+2]] costs 250 Crowns.

Ammo, all ranged weapons need ammo to use. Ammo is sold in sets of 20 at 40 Crowns.


Improvised weapons deal [[/r d6-3]]

Unarmed weapons deal [[/r d4]]. Unless the character is strong then Unarmed weapons deal [[/r D6-3]] without a slot and [[/r D6]] if they have a slot relating to unarmed fighting.


Tags can also be added to the weapon; a tag works much like a group or slot from your class, giving your weapon a unique style.

IE. Applying the "Silvered" tag to a weapon may help you against the undead.

A weapon can have no more than 2 tags at any time.

Each tag costs 150 Crowns.

Armour is made and equipped in sets. Each AC point increases the value of the armour by 200 Crowns.

A helm or shield only adds 1 AC and costs an extra 100 Crowns.


Clothing Sets work much the same way as armour but don't offer any protection.

Poor Clothing 60 Crowns

Humble Outfit 120 Crowns

Wealthy Outfit 240 Crowns

Noble Suit 600 Crowns.

Most uniforms fit under the humble outfit.

Selling Items and Treasures

Items are always sold at half the market price, and treasures you find are sold at the listed value if your character knows it.