Chaos Edition
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This work is based on the System Reference Document 5.1 (SRD 5.1) by Wizards of the Coast and is used under the Creative Commons Attribution 4.0 International License.
By adhering to these guidelines, Role-Finale Chaos ensures full compliance with the legal framework of the SRD 5.1 and the associated Creative Commons license.
What is Role-Finale: Chaos Edition?
Role-Finale: Chaos Edition is a reimagining of the Role-Finale Lite ruleset, designed for adventures in a brutal, war-torn galaxy where ancient powers and relentless conflict shape the fate of all. Whether you’re leading massive battles, wielding forbidden psychic powers, or facing nightmarish foes born of chaos, this edition provides streamlined mechanics to capture the epic scale and intensity of a universe at war.
With rules adapted to emphasize large-scale combat, psychic abilities, and the struggle against overwhelming darkness, Chaos Edition retains the simplicity of Role-Finale Lite while introducing powerful relics, devastating weapons, and the ever-present danger of corruption.
Prepare for relentless action and high-stakes storytelling with Role-Finale: Chaos Edition—where survival is for the strong, and glory is for the bold.
Chaos Edition Intriduction
Role-Finale Chaos is a streamlined tabletop role-playing game system set in a brutal, futuristic universe where colossal war machines, ancient religions, and dark forces collide. In this setting, civilizations teeter on the brink of annihilation, and players take on the roles of elite warriors, rogue outcasts, or mysterious psykers fighting for survival.
Why Choose Role-Finale Chaos?
- Epic Battles: Engage in brutal combat featuring massive weapons, psychic powers, and devastating foes.
- Fast and Accessible: Rules are concise and easy to grasp, letting you dive into the action with minimal preparation.
- Customizable Adventures: Whether you’re fighting in galactic war zones, exploring ancient ruins, or battling against chaos itself, the system adapts to your story.
What Makes Role-Finale Chaos Special?
- Grimdark Universe: Every choice is a struggle in a galaxy at war, with danger lurking in every shadow.
- Brutal Simplicity: The streamlined rules focus on fast-paced combat and high-stakes encounters.
- Versatile Mechanics: Combine traditional combat with psychic powers, large-scale warfare, and personal intrigue.
Rules of Role-Finale Chaos
Chapter 1: Creating Your Character
Step 1: Establish Attributes
Characters have six core attributes, reflecting their physical, mental, and spiritual capabilities:
Attribute | Description |
---|---|
Strength (STR): | Physical power and combat prowess. |
Dexterity (DEX): | Speed, reflexes, and precision. |
Constitution (CON): | Resilience and physical durability. |
Intelligence (INT): | Knowledge and technical expertise. |
Wisdom (WIS): | Perception, willpower, and psychic resistance. |
Charisma (CHA): | Leadership and influence. |
- Roll 3d6 six times and assign the scores to your attributes in any order.
- Use this table for modifiers:
Score | Modifier |
---|---|
3 | -2 |
4–6 | -1 |
7–14 | 0 |
15–17 | +1 |
18 | +2 |
Step 2: Choose a Role (Race)
Your role determines your origins and physical or psychic traits.
Role | Traits |
---|---|
Human: | Adaptable and resourceful. Gain +1 to any attribute. |
Genetic Supremist: | Enhanced warriors. Gain +2 STR, +1 CON, and resistance to poison. |
Tech-Adept: | Cybernetically augmented. Gain proficiency in Technology and +1 INT. |
Psyker: | Wielders of psychic powers. Gain Mind Bolt (a ranged psychic attack). |
Step 3: Select a Class
Classes define your character's specialization and playstyle.
Class | Features |
---|---|
Soldier: | Masters of combat. Gain Battle Surge (heal 1d10 + level HP once per short rest). Hit Die: d10. |
Scout: | Experts in stealth and tactics. Gain Sneak Attack (extra 1d6 damage with advantage). Hit Die: d8. |
Psyker: | Manipulators of the warp. Gain access to psychic powers. Hit Die: d6. |
Step 4: Choose a Background
Your background provides additional flavor and proficiencies.
Background | Traits |
---|---|
Imperial Guard: | Proficiency in Athletics and Survival. Gain access to military gear. |
Rogue Trader: | Proficiency in Persuasion and Insight. Start with extra credits. |
Warp Scholar: | Proficiency in Arcana and History. Gain knowledge of psychic anomalies. |
Step 5: Calculate Stats
- Hit Points (HP): Maximum roll of your class's hit die + Constitution modifier at level 1.
- Armor Class (AC): 10 + Dexterity modifier, modified by armor worn.
- Speed: 30 feet (unless modified by race or equipment).
Step 6: Purchase Equipment
Roll 3d6 × 10 credits to determine starting funds. Use these to buy weapons, armor, and gear from the equipment table.
Chapter 2: Core Mechanics
Ability Checks
To resolve actions, roll a d20 and add the appropriate attribute modifier. The result must meet or exceed the Difficulty Class (DC):
-
Standard DCs:
- Easy: 10
- Moderate: 15
- Hard: 20
Combat Basics
- Initiative: Roll a d20 + Dexterity modifier to determine turn order.
- Attacking: Roll a d20 + proficiency bonus + relevant modifier. If the result meets or exceeds the target’s AC, the attack hits.
- Damage: Roll the weapon’s damage die and add the relevant modifier.
| Critical Hits: A natural 20 doubles the damage dice.
| Critical Failures: A natural 1 may cause mishaps, as determined by the GM.
Chapter 3: Psychic Powers and Warp Energy
Psykers manipulate the warp to unleash devastating abilities, but this power comes with significant risks. Overuse or reckless channeling can result in catastrophic consequences.
Psychic Mechanics
- Psykers have a resource called Warp Points (similar to spell slots).
- Level 1 Psykers start with 2 Warp Points, recovering them after a long rest.
- To use a psychic ability, the Psyker must succeed on a Warp Control Check (d20 + Wisdom modifier + proficiency bonus).
Warp DCs: |
---|
Minor Powers: DC 10 |
Moderate Powers: DC 15 |
Major Powers: DC 20 |
Perils of the Warp
If the Psyker rolls a natural 1 on their Warp Control Check, they must roll on the Perils of the Warp Table to determine the consequences.
Example Psychic Powers
Name | Warp Cost | Effect |
---|---|---|
Mind Bolt | 1 Warp Point | Ranged attack, 2d6 psychic damage, range 60 ft. |
Warp Barrier | 1 Warp Point | Grants +2 AC for 1 minute. |
Psychic Scream | 2 Warp Points | All creatures in a 15-ft radius must make a DC 13 Wisdom save or take 3d6 psychic damage. |
Reality Tear | 3 Warp Points | Creates a 10-ft-radius anomaly for 1 minute. Creatures starting their turn within must pass a DC 15 Strength save or take 2d8 damage and be restrained. |
Chapter 4: Enemies and Encounters
Enemy Stat Blocks
Enemies in Role-Finale Chaos include fanatical cultists, warp-spawned horrors, and towering war constructs.
Cultist (CR 1/8)
- AC: 10 (No Armor)
- HP: 6 (1d8 + 2)
- Speed: 30 ft.
- Abilities: STR 0, DEX +1, CON 0, INT -1, WIS -1, CHA -1
-
Actions:
- Dagger: Melee Weapon Attack, +2 to hit, 1d4 piercing damage.
Warp Aberration (CR 1)
- AC: 13 (Natural Armor)
- HP: 22 (3d8 + 8)
- Speed: 30 ft.
- Abilities: STR +3, DEX 0, CON +2, INT -3, WIS -1, CHA -3
-
Traits:
- Warp Instability: Creatures within 10 ft. of the aberration must pass a DC 12 Wisdom save or be frightened until the end of their next turn.
-
Actions:
- Claw Swipe: Melee Weapon Attack, +5 to hit, 1d6+3 slashing damage.
War Machine (CR 5)
- AC: 18 (Plated Armor)
- HP: 85 (10d10 + 30)
- Speed: 30 ft.
- Abilities: STR +4, DEX 0, CON +5, INT -2, WIS 0, CHA -2
-
Actions:
- Chainblade: Melee Weapon Attack, +7 to hit, reach 10 ft., 2d6+4 slashing damage.
- Autocannon: Ranged Weapon Attack, +5 to hit, range 100/400 ft., 4d6 piercing damage.
Chapter 5: Leveling Up
- Experience Points (XP): Characters gain XP for defeating enemies, completing missions, and advancing the narrative. Use the following progression table:
Level | XP to Next Level |
---|---|
1 | 300 |
2 | 600 |
3 | 1,800 |
4 | 3,800 |
5 | 7,500 |
Leveling Benefits:
- Gain additional HP by rolling your class's hit die and adding your Constitution modifier.
- Improve class-specific abilities (e.g., more Warp Points for Psykers).
Chapter 6: Equipment and Resources
Weapons
Weapon | Cost (Credits) | Damage | Properties |
---|---|---|---|
Combat Knife | 25 | 1d4 piercing | Light, finesse |
Chainsword | 150 | 1d8 slashing | Heavy, high critical |
Lasgun | 200 | 1d8 radiant | Ranged (60/240), ammunition (energy cells) |
Plasma Rifle | 750 | 2d8 radiant | Ranged (40/160), overheats on critical fail |
Missile Launcher | 1,000 | 3d10 piercing | Ranged (120/300), explosive (10-ft radius) |
Armor
Armor | Cost (Credits) | AC | Properties |
---|---|---|---|
Flak Vest | 100 | 12 + DEX | Light |
Carapace Armor | 400 | 15 + DEX (max 2) | Medium |
Power Armor | 1,200 | 18 | Heavy, requires STR 15, disadvantage on stealth |
Utility Gear
Item | Cost (Credits) | Description |
---|---|---|
Medkit | 50 | Heals 2d4 + 2 HP outside combat. |
Auspex Scanner | 250 | Grants advantage on Perception checks to detect hidden enemies or traps. |
Void Shield | 500 | Grants +2 AC for 10 minutes when activated. |
Chapter 7: Game Master Tips
The Game Master (GM) weaves the story, narrates events, and manages encounters.
Creating a Grimdark Universe
- Themes of Desperation: Emphasize the struggles of survival in a galaxy where hope is scarce.
- Moral Dilemmas: Force players to make difficult decisions, often with no perfect solution.
Managing Combat and Storytelling
- High-Stakes Encounters: Include massive foes like War Machines to challenge the group.
- Exploration and Mystery: Add ancient ruins, forbidden artifacts, and warp anomalies for intrigue.
Chapter 8: Example Adventure - The Broken Spire
Synopsis:
The players are sent to investigate an ancient spire emitting a warp signal, causing havoc across the region.
Setup:
- The spire is guarded by cultists and warp-spawned horrors.
- Inside, the players discover an unstable warp core threatening to detonate.
Encounters:
- Cultist Ambush: A group of 6 cultists defends the spire’s entrance.
- Warp Aberration: Inside the spire, a powerful aberration attacks the group.
- Core Shutdown: The players must make a series of DC 15 Intelligence checks to stabilize the core, all while defending against waves of enemies.
Rewards:
- Credits: 1,000 (to divide among the group).
- Warp Artifact: Grants +1 to Warp Control checks but risks corruption (roll d20; on a 1, suffer psychic damage).
Appendix 1: Relics and Artifacts of Role-Finale Chaos
In a galaxy ravaged by war, powerful relics and ancient artifacts are highly sought after. These items can turn the tide of battle but are often shrouded in mystery.
Weapons and Relics
Relic | Cost (₡) | Effect |
---|---|---|
Relic Chainsword | 3,000 | Adds +2 to attack and damage rolls; reroll all damage dice results of 1. |
Plasma Repeater | 5,000 | Ranged (50/200), 3d6 radiant damage. Overheats only on natural 1. |
Warpblade | 4,000 | 1d10 slashing damage + 1d6 psychic damage. Can bypass non-magical armor. |
Hellgun | 6,000 | Ranged (100/400), 2d12 fire damage. On critical hit, deals double damage dice. |
Hammer of Oblivion | 8,000 | 2d8 bludgeoning damage + 2d6 radiant damage. Grants advantage on Strength checks. |
Armor
Armor Relic | Cost (₡) | Effect |
---|---|---|
Aegis Shield Unit | 4,500 | Grants +3 AC; can absorb one ranged attack per short rest (no damage taken). |
Warp-Touched Armor | 6,000 | AC 16, provides resistance to psychic damage. |
Void Plate | 8,000 | AC 18; wearer cannot be detected by technological means. |
Utility Relics
Item | Cost (₡) | Effect |
---|---|---|
Chrono Trigger | 10,000 | Once per day, allows the user to act twice in a single round. |
Warp Beacon | 7,500 | Can teleport the user and up to 5 allies to a pre-set location. |
Omni-Scanner | 3,500 | Detects hidden enemies and traps within 50 feet. |
Appendix 2: Chaos Creatures and Foes
The galaxy of Role-Finale Chaos is teeming with monstrous creatures, war-hardened soldiers, and nightmarish entities from beyond the Warp.
Enemy Stat Blocks
Warp Mutant (CR 1):
- AC: 13 (Natural Armor)
- HP: 20 (3d8 + 6)
- Speed: 30 ft.
- Abilities: STR +2, DEX 0, CON +2, INT -3, WIS -1, CHA -2
-
Traits:
- Mutant Resilience: Resistance to non-magical bludgeoning, piercing, and slashing damage.
-
Actions:
- Claw Attack: Melee Weapon Attack, +4 to hit, reach 5 ft., 1d6 + 2 slashing damage.
Warp Beast (CR 3):
- AC: 15 (Natural Armor)
- HP: 45 (6d10 + 12)
- Speed: 40 ft.
- Abilities: STR +4, DEX +1, CON +3, INT -4, WIS 0, CHA -2
-
Traits:
- Warp Aura: Creatures within 10 ft. take 1d6 psychic damage at the start of their turn.
-
Actions:
- Savage Bite: Melee Weapon Attack, +6 to hit, reach 5 ft., 2d8 + 4 piercing damage.
Chaos Cult Leader (CR 4):
- AC: 14 (Reinforced Robes)
- HP: 60 (8d8 + 16)
- Speed: 30 ft.
- Abilities: STR 0, DEX +1, CON +2, INT +1, WIS +2, CHA +4
-
Traits:
- Dark Inspiration: Allies within 10 ft. gain +1 to attack rolls.
-
Actions:
- Warp Blast (Recharge 5–6): A 20-ft. radius explosion deals 5d8 psychic damage (DC 15 Dexterity save for half).
- Command Minions: Two nearby cultists take an immediate action.
Greater Warp Entity (CR 8):
- AC: 18 (Ethereal Form)
- HP: 120 (16d10 + 32)
- Speed: Fly 50 ft.
- Abilities: STR +4, DEX +2, CON +4, INT +2, WIS +3, CHA +5
-
Traits:
- Regeneration: Regains 10 HP at the start of its turn unless damaged by psychic or radiant energy.
- Terrifying Presence: Creatures within 30 ft. must succeed on a DC 16 Wisdom save or become frightened for 1 minute.
-
Actions:
- Warp Rend: Melee Weapon Attack, +8 to hit, reach 10 ft., 3d10 + 4 psychic damage.
- Chaos Vortex (Recharge 6): All creatures in a 30-ft. radius take 6d10 psychic damage and are pulled 10 ft. closer.
Appendix 3: Utility and Narrative Gear
Adventuring Tools
Item | Cost (₡) | Description |
---|---|---|
Emergency Beacon | 1,500 | Calls for extraction; arrival in 1d6 hours. |
Void Breather Mask | 500 | Grants immunity to vacuum or toxic gases. |
Warp Signal Disruptor | 3,000 | Prevents Warp Entities from manifesting within 50 ft. for 1 hour. |
Explosives
Item | Cost (₡) | Description |
---|---|---|
Plasma Grenade | 750 | 15-ft. radius explosion, 4d6 fire damage. |
Gravity Bomb | 1,500 | Pulls all creatures within 30 ft. to the center, dealing 3d8 bludgeoning damage. |
Narrative Gear
Item | Cost (₡) | Description |
---|---|---|
Ancient Artifact | 5,000 | A mysterious object tied to an epic questline. |
Cursed Relic | 3,000 | Grants power but causes random Warp Consequences. |
Data Cache | 1,000 | Contains classified information valuable to factions. |