Chaos Reigns Supreme

January 13, 2025

This is still in development! When it’s done I’ll put it up on Itch in a much nicer format. Probably.

Introduction

Chaos Reigns Supreme is a supplement for use with OD&D and retro-clones. Refer to the original rules to fill any gaps.

The name will probably change, because it sucks.

Acknowledgements

Writing by Brandon Yu.
Starting Equipment list from Cairn by Yochai Gal.
Some weapons from Wolves Upon the Coast by Luke Gearing.
Mighty Deeds from Dungeon Crawl Classics.

Combat

Armor

Conversion: TN = (9-AC)/2 (round up)+7

7 TN = Unarmored (AC 9)
8 TN = Leather (AC 7-8)
9 TN = Mail (AC 5-6)
10 TN = Plate (AC 3-4)

Shield adds +1 TN.

Attacks

To attack, roll 2d6. If it is meets or beats the enemy’s TN, the attack hits.

For damage, roll exploding d6s equal to the attacker’s HD - any roll of 6 can be rerolled, with the new value added. The final damage is equivalent to the highest roll.

Natural rolls of 12 add an extra damage die.

Example: Kessler swings at an ogre with his sword. Kessler rolls 2d6: 10, which beats the ogre’s TN of 8. Because Kessler has 4 HD, 4 d6s are rolled: 6, 2, 3 and 6. The 2 6s are re-rolled: 4, 6. The final 6 is re-rolled: 2. Kessler deals 6+6+2=14 damage to the ogre.

HD can be converted into to-hit modifiers.

Example: Kessler, being 4 HD, could have swung at the ogre with a +2 to-hit modifier, but would only roll 2 damage dice.

If the <1 HD is used for the damage dice (for example, if all of the HD is converted into to-hit modifiers), roll 1 damage die at disadvantage (2 dice, pick worst).

Optionally, for solo play, assume that enemies always apply their HD to their damage dice.

Ranged

For ranged attacks, apply -1 to-hit for medium-range shots. Apply -2 to-hit for long-range shots.

Ranged weapons fired into melee hit a random participant.

Magic Weapons

Modifiers from magic weaponry are added to both to-hit rolls and damage dice.

Mighty Deeds (WIP)

Before performing an attack, PCs of the fighter class can declare a Mighty Deed, such as blinding, tripping or shoving an enemy.

Performing a Mighty Deed requires a successful hit and the sacrificing of an otherwise exploding damage die. Once sacrificed, the damage die cannot be re-rolled.

The more exploding damage dice sacrificed, the more potent the Deed. A GM may rule that a particularly Mighty Deed requires sacrificing more than one exploding damage die.

Weapons

Melee Weapon Description
Dagger Throwable. When attacking a prone/unaware target, damage dice explode on 4-6.
Hand-Axe Throwable. On a natural 12, 2 damage dice are added instead of 1.
Staff Increases wielder’s TN by 1.
Sword Attacks against the wielder equal to their TN allow the wielder to attempt to parry. The wielder rolls an attack against their opponent, negating the initial attack if successful.
Battle-Axe If any dice explode, a weapon or shield is ripped from the grip of the opponent.
Morning Star Ignores shields (reduce TN by 1 if the opponent is shielded.)
Spear Reach. Can interrupt anyone moving within reach to attack them regardless of initiative, if wielder sacrifices their free movement.
Mace +1 to-hit against metallic/rigid armor.
Great-Sword Two-handed. On a killing blow, wielder can roll another attack against a nearby enemy.
Pole-Arm Two-handed. Reach. Attacks against a nominated adjacent ally are at -1 (can be stacked to -2).


Ranged Weapon Description
Sling Never runs out of ammo.
Shortbow Can split move and fire (i.e. move fire move).
Longbow +1 to-hit if a round is spent aiming.
Crossbow Reroll any initial damage dice of 1 once. Requires reloading each round, preventing movement.

Saves

For all saves, 1s on any die indicate automatic failure.

Physical checks: 2d6+HD ≥ TN
Fortitude checks: 2d6+HD ≥ 9
Mental checks: 2d6+Level ≥ 9

Advantage: Instead of 2d6, roll 3d6 and take the 2 highest.

Fighters get advantage on saves involving physical agility/strength.
Magic-users get advantage against magic.
Clerics get advantage against poison/paralysis.
Thieves get advantage against traps.

PCs get advantage on background-related saves.
Appropriate items give advantage as well.
Advantage does not stack, but more than 1 advantage means the save is automatically passed.
Each level, choose an additional skill to get advantage in, appropriate to the fiction.

Character Creation

Backgrounds

d66 Background d66 Background
11 Elder 41 Scribe
12 Warrior 42 Noble
13 Hermit 43 Healer
14 Sage 44 Alchemist
15 Merchant 45 Storyteller
16 Bandit 46 Refugee
21 Thief 51 Slave
22 Adventurer 52 Assassin
23 Herdsman 53 Pit Fighter
24 Hunter 54 Executioner
25 Farmer 55 Veteran
26 Mercenary 56 Smuggler
31 Outcast 61 Thug
32 Mystic 62 Cultist
33 Performer 63 Gambler
34 Guide 64 Scout
35 Priest 65 Apprentice
36 Guard 66 Sorcerer

Equipment

PCs start with 2d6*10 gold, a large sack, d6 torches and d6 rations.

Roll for armor:

d6 Armor
1-2 Unarmored (6 TN)
3-4 Leather (7 TN)
5 Mail (8 TN)
6 Plate (9 TN)

Roll for weapon:

d6 Weapon
1 Dagger/Staff/Hand-Axe
2 Spear/Mace
3 Sword/Battle-Axe
4 Greatsword
5 Bow/Sling
6 Crossbow

If you rolled 1-3 (one-handed weapons), roll a d6 — on a 1-2, you also get a shield (+1 TN)

Roll for 3 pieces of starting equipment:

d66 Equipment d66 Equipment
11 Fire Oil 41 Marbles
12 Grappling Hook 42 Spyglass
13 Lockpicks 43 Antitoxin
14 50’ Rope 44 Net
15 10’ Pole 45 Small Bell
16 Crowbar 46 Fake Gems
21 Bucket 51 Incense
22 Chisel 52 10’ Chain
23 Chalk 53 Caltrops
24 Shovel 54 Grease
25 Hammer 55 Fishing Rod
26 Glue 56 Saw
31 Horn 61 Sleeping Bag
32 Dice 62 Nails
33 Mirror 63 Perfume
34 Quill & Ink 64 Manacles
35 Soap
65 Tongs
36 Whistle 66 Bottle

Motivation

d66 Motivation d66 Motivation
11 Master Skill 41 Prove Worth
12 Accumulate Wealth 42 Advance Status
13 Vengeance 43 Kill Creature
14 Protect Family 44 Secure Resources
15 Gain Respect 45 Complete Ritual
16 Fulfill Prophecy 46 Pay Debt
21 Heal Curse 51 Wanderlust
22 Achieve Glory 52 Find Resource
23 Spread Faith 53 Defend Area
24 Increase Strength 54 Reach Destination
25 Right Wrong 55 Obtain Redemption
26 Build Relationship 56 Protect Reputation
31 Fulfill Duty 61 Seek Thrills
32 Gain Knowledge 62 Impress Upper Power
33 Reach Enlightenment 63 Uphold Honor
34 Seize Power 64 Avoid Past
35 Find Person 65 Shirk Duty
36 Obtain Object 66 Roll Twice

Encounters

Surprise

When meeting a random encounter, there is a 2-in-6 chance (by default) of surprise on either side.

Distance

For each surprised side, add +1 to the distance roll:

d6 Encounter Distance Flee Difficulty
1 Very Far 6
2 Far 7
3-5 Medium 8
6 Near 9

To flee, roll 2d6 and meet or beat the flee difficulty.

Using a surprise round (assuming the other is not also surprised) to flee adds +3 to the roll.
Being encumbered deducts -2 from the roll.

Reaction

2d6 Reaction Parley Difficulty Notes
2-3 Attack!! 9 Initiates combat when possible
4-5 Hostile 9 Parley required to prevent combat
6-8 Uncertain 8 Does not initiate combat but will not assist
9-11 Friendly 7 Willing to assist for a price
12 Very Helpful Willing to assist for minimal to no price

Reaction is rolled whenever the encounter is about to attempt their first action.

Parley

Parleys can improve reactions - roll 2d6 and meet or beat the parley difficulty.

Common modifiers:
Relevant background: +1
No common language: -2
Using surprise round to parley: +1
Trading desired items: +1/+2

Rolls ≥12 add 2 tiers.
Rolls ≤2 deduct 2 tiers.

Parleys while in combat require sacrificing a combat round to attempt.

Parleys can be attempted multiple times, but there is a +1 cumulative difficulty after each parley attempt.

Portents

d66 Situation d66 Situation
11 Betrayal 41 Broken
12 Guidance 42 Survival
13 Destruction 43 Tragic
14 Warning 44 Conflict
15 Loss 45 Separation
16 Victory 46 Revenge
21 Chase 51 Enlightenment
22 Transformation 52 Trickery
23 Corruption 53 Return
24 Fate 54 Friendship
25 Hunt 55 Feud
26 Ascension 56 Lucrative
31 Corruption 61 Personal
32 Obtained 62 Fortune
33 Sacrifice 63 Curse
34 Retreat 64 Honor
35 Surrender 65 Guilt
36 Temptation 66 Defense


d66 Descriptor d66 Descriptor
11 Abundance 41 Abandoned
12 Primitive 42 Strange
13 Sacred 43 Stark
14 Powerful 44 Damaged
15 Weakness 45 Conflicted
16 Illusory 46 Hospitable
21 Mysterious 51 Concealed
22 Corrupted 52 Imposing
23 Unyielding 53 Desolate
24 Protected 54 Menacing
25 Grim 55 Diseased
26 Horrific 56 Profane
31 Beautiful 61 Prosperous
32 Temporary 62 Hopeful
33 Ruined 63 Burden
34 Opulent 64 Problem
35 Shining 65 Knowledgeable
36 Natural 66 Connected