General Rules in Rule of Chaos - Arde | World Anvil
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General Rules

Summoning Contract

Summoners often formulate contracts to secure oneself from a possible Demons’ frenzy and to set a goal for the summoned creature(s). This contract specifies what the summoned Demons can and cannot do. When a demon is killed while bound to an unfinished contract, they cease to exist (for this playtesting version).

Breach of Contract

A demon trying to break the contract will find themselves unable to do so and will suffer for the attempt. The standard punishment is losing 5 HP. The GM may modify this punishment as they see fit.

Contract Fulfillment

Once the contract is fulfilled, the Demons are rewarded with an increase in might (they gain experience points) and can return to hell by spending an action. A fulfilled contract is still active, until the Demons return to hell. For example, a contract that states that the Demons cannot harm their summoner prevents Demons from harming their summoner even after they fulfilled the contract.

Impossible Contract

A contract that is impossible to fulfill is invalid. If a summoner tries to create such a contract the summoned Demons are free to return to hell by spending an action or they can do whatever they want.

Languages

  Every demon can speak infernal and abyssal. If they are summoned by a mortal, they can also speak every language that the mortal can speak. They forget these extra languages after being sent back to hell. If they enter the mortal realm by other means the GM can decide if they can speak additional languages. They usually gain the ability to speak Common.

General Immunities

Demons are immune to Disease. They are alsoimmune to the poison condition and poison damage.

General Creature Types rules

The player characters are always considered fiends. They are never considered humanoid, construct, or plants. While the hostbody of a Paraside or Objectoid may be considered – for example – a humanoid or object, the demon within it is always just a fiend.

Chaos Cards

Demons are an embodiment of chaos. And as such they spread chaos whenever they use some of their demonic abilities. This is symbolized by the Chaos Counter. The Chaos Counter starts at 0 and is increased by the following actions:
  • Casting a spell or cantrip increases the Chaos Counter by 1.
  • Casting a spell or cantrip with the tag “Chaos magic” increases the Chaos Counter by 2 instead.
  • Spending a spell slot to use an ability increases the Chaos Counter by 1.
  • Corrupting Land increases the Chaos Counter by 1.
  • Corrupting Mortals increases the Chaos Counter by 1 for each corrupted mortal.
The Chaos Threshold is determined at the start of the play session. It is 2d4+2. Whenever the Chaos Counter is equal or greater than the Chaos Threshold, the Chaos Counter is set to 0 and a Chaos Card is drawn by the GM. If you do not own Chaos Cards, you can roll on the Chaos Table below. The players are informed that a Chaos Card has been drawn, but not what the effects of that Chaos Card are. If not stated otherwise, the chaos effects happen somewhere within a 300 feet radius of the player characters. The GM may implement the effect of the Chaos Card/Chaos Table as soon as they see fit. If the GM sees no way to implement the Chaos Card/Chaos Table into the current situation they can implement the effect at any point in the future. Or they can disregard the effect entirely and choose another effect.   Chaos Table
D12 Effect
1 An NPC of the GMs choosing is convinced that everything happening is some kind of joke and does nottake anything serious that is happening to him. This effect lasts for 1 hour.
2 The next attack that would deal more than 1 damage deals 0 damage instead.
3 The next noncritical attack that hits its target deals damage as if it was a critical success.
4 Every creature within 100 feet of the player Demons drops everything they are holding. They cannot pick anything up or use their hands to interact with objects for 1d4 turns.
5 The next spell that spends at least a level 1 spell slot spends one additional spell slot of the same or greater level. If the additional spell slot cannot be spent, the spell fails and has no effect. The used spell slot is still spent.
6 A useful or valuable (100 GP) object drops out of a portal and hits one of the Demons, dealing 1d4 radiant damage. An object is considered useful if it helps the players with their current problem. The GM decides which demon is hit and what kind of object appears.
7 One randomly determined demon can read the thoughts of an NPC of the GMs choosing. This effect lasts for 1 hour.
8 The next time a spell slot is spent, all the spell slots of the caster are instantly recovered.
9 During the current or next fight, every character’s AC is halved, and every character has advantage on their attacks. This lasts for 1 minute.
10 The GM randomly determines one ability score (1d6). For the next hour, the determined ability score modifier of each demon is doubled.
11 Pleasant music and scents fill the air for 1 hour. The source of scents and music cannot be determined.
12 All ability scores of one NPC of the GMs choosing are permanently increased by 4.

Statistics for Objects

Every object has HP and AC, depending on their size and the substance they are made from. The AC and HP of objects can be found in the tables below.

Object Armor Class

Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Stone 15
Iron, steel 17
Mithral 21
Adamantine 23

Object Hitpoints

Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10x10 ft. window) 5 (1d10) 27 (5d10)

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