If they roll HIGHER they succeed

If The World rolls HIGHER they fail


When two or more characters are acting against each other the same principle is applied

And that’s it.

That’s the basic algorithm on which the entire game is based


– a number of dice is rolled to reflect the level of aptitude with what’s being attempted

versus a number of dice to reflect how hard it is. 


Two characters acting against one another roll dice

reflecting their level of capability in this instance


For example: This particular rock which needs to be lifted, is medium sized and reasonably heavy for one person, but it is also slick with moss, there are no easy hand-holds, and it’s wedged in quite badly, Overall:

– it presents a HIGH degree of DIFFICULTY 5  The Rock will roll 5 dice

The character attempting to lift it is ABOVE AVERAGELY STRONG (ie: They roll 4 dice)

Two characters could attempt it together and combine their STRENGTH Rolls but it could be ruled that there isn’t much room and so they’d suffer a penalty of -1 die each, or whatever seems reasonable and agreeable.


This algorithm can be applied to any conceivable ability and/or problem.

– Application only requires common sense.

  • Note that a roll of all 1s can be considered a Fumble, a fuck-up; and some extra penalty may be imposed on top of failure.


  • Similarly, a roll of all 6s, can be considered a Fluke, a lucky shot; and may earn some extra bonus to success.


  • Extra Dice (or constant numbers) can be added or subtracted for things which enhance or impede performance




Example 1:

  • A character is trying to shove open a door which is jammed. They possess above average strength: – they can roll 4 dice.
  • The door, however, is quite badly stuck, the hinge rusted and presents an obstacle of high difficulty: – the door will roll 5 dice
  • They both roll. The character rolls a 12, the door rolls a 10. 
  • They are just able to slowly push the door open. 
  • An alternative outcome: –  the door rolls 18 and they only roll 8. The door doesn’t budge at all.
  • They may, of course, try again, but it may be ruled that a third attempt requires a short rest first, or will be attempted at -1 die due to becoming fatigued.

Example 2

  • Character B attempts to punch Character A in the head. Character A attempts to dodge the punch. 
  • Chracater B has a High level of ability with the SKILL Strike/Parry they roll 5 dice.
  • Character A, has a Very High level of ability with the SKILL Evade – they roll 6 dice,
  • Person A rolls higher than B (22 to 13) and so they Evade the punch easily.

Example 3

  • A character throws a fist-sized rock, hoping to hit the trunk of a tree. Their ability THROW is Above Average , they may roll 4 dice.
  • The tree, however, is 20 metres away (60′) and only waist width at its widest; and so it is agreed that this presents a High degree of difficulty.
  • In addition it has begun to rain heavily. Making the challenge Very Highly difficult. The tree will roll 6 dice.
  • Or perhaps the tree can roll 5 dice + 3 (ie: add 3 to the roll) if that seems fairer
  • Also – whatever they are trying to THROW, can potentially increase either the difficulty or their ability dice.
  • A too-heavy rock versus a javelin, for example. Inventory can boost skills or abilities.



[Most RPGs use Fixed Probability. eg: roll d20 and beat 14 – which is not how the universe works. Chaos matches typical performance against a World where tiny changes in initial conditions can radically alter outcome ]