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Kāos Engine

Capturing the semblance of chaos in a set of rules for tabletop roleplay, the Kāos Engine drives games forward, minimizing setup and maximizing session shenanigans, so you can focus on having a whole lot of fun!

Core Mechanics

  • 3 stats, 3 dice. Pick which die (d4, d6, d8) goes with which stat. You’ll derive other attributes from this, but that’s the foundation. Stat names may vary for a specific game but typically follow a Mind/Body/Spirit model.

    3 derived attributes. Derived attributes are based on the max value of a given stat die. Again, names may vary for a specific game but typically follow the following formulas:

    • Mind + 1 = Awareness;

    • Body + 1 = Health;

    • Spirit - 1 = Defense.

    12 skills, 4 per stat. You can assign 7 upgrade dice, up to 2 per skill. Upgrade dice (from a d6 up to a d12 depending on the skill’s base stat die and number of upgrades) are added to the stat die to form a dice pool you roll when taking an action that uses that skill.

  • Equipment and other augmentations. To keep things simple, characters typically get two active gear slots which add dice to a pool or a flat bonus to a roll or attribute. Gear can also determine at what range or distance a skill or action is effective.

    Heroic effort. Stats, skills, and equipment create dice pools of d4s through d12s, but when an extra boost is needed, players can pull out the d20s to help ensure success. The number of times a character can do so is determined at the beginning of a session and is tracked as a resource that can be used and restored during gameplay.

    Injured reserve. Dropping to zero Health doesn’t have to mean a character is out of the game. Getting back up is possible, but each time they do (until they retreat to a safe place to recover), they’ll suffer cumulative penalties to their rolls:

    • first, they lose access to all their upgrade dice;

    • second, all their stat dice become a d4;

    • third, their Defense and Awareness drop to 0.

    Dropping to zero Health a fourth time puts characters at the mercy of either their allies, who can carry them to safety; or their enemies, who can capture them, leave them to die, or simply finish them off.

  • Dice Pool vs. Difficulty. When players describe what they are trying to accomplish, anytime there’s a chance of failure for an action of consequence, the results are determined by the dice. Based on the action, they roll a pool of dice against a difficulty determined by the circumstances. Difficulty benchmarks:

    • Straightforward: 3

    • Moderate: 6

    • Challenging: 8

    • Heroic: 10

    • Nigh-Impossible: 20

    In combat situations, melee attacks are typically made against the target’s Defense while ranged attacks are made against the target’s Awareness.

    For a routine task or an action of little to no consequence, there’s no need to roll. The task or action succeeds as described.

    Likewise, for truly impossible tasks no dice are needed. The player can allow the action to fail or decide to attempt something else instead.

    Exploding dice. When a rolled die results in its maximum value, that die explodes; it is rolled again and the subsequent result is added to the prior result.

    Crits and Fumbles. If the highest die in a dice pool rolls its maximum value (e.g. a d6 rolls a 6), not only does the die explode, but the roll grants an additional benefit, even if the overall action doesn’t succeed.

    Likewise, if the lowest die in a dice pool rolls a 1, the roll results in a negative consequence that occurs even if the desired action succeeds.

What’s More

  • The Other. People and monsters with which the characters interact are defined in terms much like characters themselves (e.g. 3 stats, 3 dice, 3 attributes, etc.) but they don’t always follow the same creation rules nor have the same constraints. Monsters designed to be encountered in greater numbers and are more easily defeated might only have 1 Health and/or 1 Defense rather than having those attributes calculated from their stats. On the other hand, the big bad evil guy will probably get 1 or 2 extra gear slots, have double the standard Health, gain 3 to 4 extra upgrade dice, and may even have unique skills.

  • Planes, trains, automobiles, …and dragons! Some settings or genres may benefit from additional game rules.

    Turbo Shifters (a giant transforming robot RPG) for example adds a game mechanic that alter a character’s stats or skills if they are in vehicle mode. Dragon Tamers (in development!) includes rules for befriending and riding on dragons.

    With slight changes to the flavor text, such rules might be applied in other settings or games, e.g. rules for vehicle mode might apply to exoskeleton armor in a space saga setting; rules for befriending dragons could be extended to acquiring a wizard’s familiar in a fantasy setting; and rules for riding dragons might be expanded to include driving vehicles in a modern setting.

  • Stress and long-term effects. Heroic feats are often the result of an ordinary person putting forth extraordinary effort — which in turn can take a physical or mental toll over time. At some tables, adding rules that reflect the consequences of pushing too hard can add to the drama and overall excitement of the roleplay experience.

    Base of operations and strongholds. Building out, maintaining, and upgrading a home base facility can be rewarding over the course of multi-session campaigns. It can also create an anchor point for episodic roleplay.

    Leveling up. The base Kāos Engine rules emphasize progression in terms of story arcs and individual character (or interpersonal) development. However, for games that want to focus on increasing skills or power, characters can begin play with fewer upgrade dice and earn them through gameplay and gained experience. At higher tiers of play, additional upgrade dice may be awarded or stat dice might be increased.

Roll, Play, Enjoy, Repeat

  • Self-contained sessions. Ideally, one session of play equals one complete episode that includes a beginning, middle, and end.

    Sustainable continuity. Like a good Saturday morning cartoon, weekly sitcom, or daytime drama, distinct episodes can build on one another or be more loosely connected.

  • Cards and random numbers.
    Dice aren’t the only way to enjoy the game. The Hand of Kāos (coming soon to DriveThruCards) is deck of playing cards which can also serve as a random dice result generator. Each playing card has 7 dice results, one for each polyhedral dice type used in tabletop roleplaying games (d4, d6, d8, d10, d12, and d20). Shuffle the deck, choose a die to roll, draw a card, and check the corresponding die result on the card.