Chaos Edition

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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:

  1. Cultist Ambush: A group of 6 cultists defends the spire’s entrance.
  2. Warp Aberration: Inside the spire, a powerful aberration attacks the group.
  3. 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.