The legend of Vaklam continues

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The mechanics of Rising of Chaos focuses around Combat and Skills that cannot be replicated through real world aptitude. Most of the skills and abilities in the game use a main skill check system called the Omni Deck System. What follows are the very basics. Whilst the basics can be outlined below here is is a more detailed look at the Omni Deck Operation

What is the Omni Deck?

  • It is used to perform specific actions in the system.
  • It is a deck of cards made up of 22 standard sleeved playing cards.
  • 5 of each suit in number cards and two black jokers.
  • Inside each card the system provides a blue slip.
  • An Orange Slip appears in all but the Black Joker Cards

When is it used and How Does it work?

  • It is used when you are called on to make a skill check.
  • To succeed a skill check you draw a card.
  • If the suit from your Omni Deck matches any of the suits required by the skill check you have passed.

Any Other Times?

  • If you enter a Death Count and are brought back to consciousness.

How does that work?

  • Deathcount usually happens during a Combat
  • When combat has finished pull any card and remove the blue slip: This is a Wound Card.
  • This will tell you how badly you are wounded and what to do.

What is the Orange slip for?

  • After a scene or combat in which you have cast magic you will draw an orange slip: A Backlash Card.
  • This will explain the after effects of your casting.


  • When we are hit in combat or struck with a damaging magical effect we need to understand damage, know when to fall down and when to be dead.
  • Each character starts with 3 HITS
  • Each blow that they receive causes them to lose one of those
  • Any Mighty, Giant or Supernatural Blow has a slilghtly more powerful effect:
  • Mighty causes 2 HITS, Giant causes 3 HITS and Supernatural causes 4 HITS
  • Additionally anyone struck by such a blow becomes Winded


  • A Winded Character must roleplay being slightly off kilter but more than capable of standard Fighting and difficult casting.
  • They may not use Tactical Points at all whilst Winded.
  • If they attempt to cast Magic they increase the Magnitude that they are attempting by 2 Magnitudes. A 1 Magnitude spell would become a 3 Magnitude spell.
  • The Winded condition lasts for approximately 10 seconds

Being Wounded

  • When you have no HITS left you fall to the floor incapacitated
  • Whilst incapacitated you can call for help and crawl slowly around.
  • Whilst incapacitated you count to approximately 20 in seconds
  • This is called your Incap Count.
  • After the count ends you fall unconscious and start to die.


  • Now you start counting again.
  • This time though it is a Death Count.
  • If you reach 30 seconds you have died.
  • If you are healed back to positive HITS before you die you are ready to go again.
  • However at the end of combat you now have to draw a Wound Card from your Omni Deck

Being Healed

  • There are two ways to be healed in The Rising of Chaos: Magically or Medically.
  • These are described in detail later but the very immediate guidlelines to remember are as follows:
  • If you are upright and not in your Incap Count you may be healed immediately by Magic for 1 HIT+ or slowly via Chirurgery for 1 HIT+.
  • If you are in your Incap or Death Count you may be healed magically only by the Spell Fervour which will return you to one HIT or via various Chirurgical procedures.
  • If you have pulled a Wound Card they are, majoratively, healed exclusively via Chirurgery.

Wound Cards

  • When you are wounded it is going to be in one of four ways:
  • Rain of Blows: I was hit a lot of times, this is most likely why I fell over.
  • Cleave: I was hit really hard once this is why I fell over.
  • Magic: I was hit by magic a lot, this is most likely why I fell over.
  • Poison or Disease: I am suffering from a malady, this is most likely why I fell over.
  • Look at your Wound Card and pick the result most applicable to why you fell over.
  • If the result has a card suit on it this will tell your healer how difficult it is to treat your injury.
  • Do not replace the card in the deck: Anyone checking your injury will have to use the card to know what to do.
  • Make sure you roleplay your injury, don’t run around with your wound card – Act Out what is wrong with you.
  • Any effort to cure a Wound Card by someone with the correct skill halts the ongoing effect (I.e. a death count) which will not resume until they have failed in curing that wound.
  • If you are not sure about drawing a Wound Card a rule of thumb should be: I think I should. For example if you hit the deck incapacitated repeatedly in a combat but don’t enter Death Count you may still feel you should draw a card.
  • The process of drawing should take no longer than 10 seconds.

How dangerous are Wound Cards?

  • Pretty dangerous as they show how tough you are and how resilient you are to death.
  • Starting Wound Cards contain the worst injuries
  • Each Wound Card can be enhanced to produce injuries of a reduced Severity.
  • This can be done multiple times
  • A character can increase the rank of their cards as they go through their career
  • They may also wear armour or purchase skills that make them more resilient allowing them to pick lesser damaging effects from the wound card.
  • The Wounds on the cards will be changed on a regular basis so that the player does not get used to the dynamic of each card.

Poison and Disease?

  • Sometimes you may be under the effect of a lingering malady.
  • These will be clearly explained to you but as an example: “Lose 2 HITS at the end of any combat as the poison takes hold – This is immeasurably painful.”
  • If this puts you down at the end of a fight this is when you read the Poison and Disease

Rules of Thumb

  • The game is about roleplaying and reacting to things in the coolest manner that you can.
  • The rules outlined so far are designed to give some structure to combat and to remove the need for any refs from your day to day life.

Rule of Cool

  • If it feels cool and you feel like you are in a movie then it is probably right.
  • You and the rest of the cast are the big damn hero/anti hero of said movie so you should have all the best scenes and best lines.
  • So long as you stick to the safety rules, which are much longer and much more complicated you should be fine. inappropriate

One Second and three seconds

  • Sometimes it looks cool to go for a flurry of blows which is fine
  • But that as a rough guideline you should only be taking 1 HIT per second no matter how many times one person is hitting you.
  • When you use some of the skills described later in combat or you use an effect try and put about three seconds between each one for the scene to recover.


  • An Event is filmed in a number of Acts that are determined by the Directors/Storytellers.
  • In the act are a number of scenes whose duration is a number of lined encounters.
  • Most magics have durations based on this:
  • Per Rollover.
  • Per Scene.
  • Most Omni Deck skills can be used per scene before replenishing.
  • Sometimes combats go on for a while and you have some skills that say “You may use these skills once each combat”
  • So you might hear a call of Rollover which could be a whistle blast – The exact nature of how a rollover is signalled will be explained by your Ref team.
  • At that point Tactical Points rollover and you get to use them all over again.


  • When you hit things they WILL suffer damage either with physical blows or magic.
  • At no point does it become worthless to engage in battle against the foe
  • However certain creatures have greater resilience to magics or are susceptible to certain types of metal.
  • If a foe is not being so affected by your magic and your blow that crew member will attempt to make it known to you by using the call Minimal.
  • This gives you the chance to change tactics and employ more damaging methods.
  • We encourage players to do the same where possible

Being Shot

  • Arrows and Bolts might hit you. You should act as though you have been hit by a fast moving, heavy projectile.


  • You might see ribbons tied to things like trees or props – If you have been given a skill sheet at the start of the day react to them, if you haven’t….don’t.


The system does a lot of magic things because it is high fantasy and adding magic to your characters CV makes you interesting in different ways but equally things get a little more complicated.


  • There are five forms of MAGIC
  • They share the same principal directions for the game

Crew vs. Players

  • Players and Crew use magic in very different ways.
  • As mentioned the players are big damn heroes in the film and the crew is the rest of the cast and quite often the villains of the piece.


  • Spells fall into two categories:
  • Combat which requires tighter mechanics than other areas
  • Transcendental which is looser and more dynamic for player interaction
  • Spells are ranked in Magnitude between 0 and 10: As spells rise in power they become more powerful and more difficult to cast.
  • 0: Cantrips that have little effect on the game and are free to cast.
  • 1-3: Easy to cast and basic spells.
  • 4-6: Harder to cast elementary spells that will have more game impact!
  • 7-9: Getting even harder to cast but getting quite powerful; they may change a scene!
  • 10: Really hard to cast but really powerful and may affect the outcome of the day!

Combat Casting the spells

  • Basically they take some time to cast which is about the same for all forms
  • Roughly 4 seconds per Spell
  • Each form has its own described flourish to casting like big words or using props
  • At the end of a Scene or Combat, when there is no more fighting, draw a Backlash Card and follow the instructions therein.
  • This should take about 10 Seconds.

Combat Casting the spells

  • Outside of combat they take about 30 seconds per Magnitude to cast
  • At the end of a Scene or Combat, when there is no more fighting, draw a Backlash Card and follow the instructions therein.

Can I just keep casting?

  • Yes you can with one small caveat you have to wait between spells
  • The three second rule is applied between spell casting
  • So cast, wait 3 seconds before using another skill or casting another spell

What is a Backlash check?

  • It is a pull from your Omni Deck.
  • Each card contains positive and negative effects.
  • These effects are more potent depending on the magnitude of the greatest spell cast in the scene.

What happens if I pass or fail?

  • This will be described on your card

Is there any way I can ignore effects on the Backlash Card?

  • Any flavour of caster comes with what is called Defiance
  • When you experience a negative effect you can spend a point of Defiance to be ok or you can make a casting check.
  • If you make the check you gain the beneficial effect on the card but if you fail you take the negative effect and may no longer use defiance.
  • Defiance comes back every day and you get more as you play.

When do I pull a Backlash Card?

  • At the end of every combat you have cast in draw one
  • After any scene in which you have cast a few spells that have affected the outcome of the scene draw one
  • Any time you cast one spell outside a combat that is under heavy pressure, saved someone’s life or is just generally dramatic draw one.

How do I know what difficulty the card is?

  • Outside of combat you draw for each spell at the conclusion of that spell.
  • After a combat is slightly different:
  • This is Called Combat Magnitude or Comag to differentiate.
  • Combat Spells come between 1 and 5 Magnitudes
  • At the end of combat take the spell that you have cast at the highest Magnitude.
  • Double that Magnitude and draw at that level of Backlash
mechanics.txt · Last modified: 2020/05/21 11:43 by trousers