First roll [[/r 3D6]] for each of the attributes, the result is the score.
Then pick a class: Wise, Strong, Deft. Make sure to assign the values needed for the image below;
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.
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.
Assing your groups to your attributes, each group can only be assigned once!
Set your starting Crowns with [[/r 3D6*10]] and buy gear.
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.
You gain XP through a multitude of actions.
Overcoming obstacles and foes. XP is awarded based on the challenge and HD.
Quests or missions. XP is awarded based on the challenge.
Investing in a settlement, to build or develop something. XP = Crowns invested.
Donations. XP = Crowns donated.
Carousing. XP = Crowns spent + event.
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.
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 are applied to attributes like groups, they work to give them a negative when both the wound is relevant and the attribute is rolled.
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.
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.
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.
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.
Rolling above your ability score means failure; the task is beyond your capability.
Rolling under your ability score means the task is within your grasp.
The higher the success roll, the better the outcome. Rolling exactly equal to your ability score is a critical success, the best possible result.
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.
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!
A character can carry 10 items on hand and 5 items in their pack. Each item comes in five bands of weight.
Heavy uses 2 slots. Items that need two hands to carry/use.
Regular items take 1 slot. Most items and weapons.
Small takes 0.5 slots. Mostly treasure items or very light items.
Minnor uses 0.2 slots and is mostly just trinkets.
Negligible is 0.01 slots and is for items you can palm, like coinage.
You can carry more than the slot cap, but this will lower your speed in scales.
Heavy for 0.01 point over.
Severe for 1 point over.
Massive for 3 points over.
Unable to move at 5 points over.
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!
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. |
Items are always sold at half the market price, and treasures you find are sold at the listed value if your character knows it.