Basic Rules

What’s All This?
These are some quick-and-dirty rules designed to get us playing. If something doesn’t work, we’ll make changes. Most of these come from the original GLoG, It’s revised version, RELIC, and The Vanilla Game.

Ability Tests
If you have both the skill and the tools, you can do the thing. If you have either the skill or the tools, roll 1d20+ability, on a 15+ you can do the thing. If you have neither the skill or the tools, you can’t do the thing.

If something would make an action significantly less or more difficult, the referee may ask you to roll with advantage or disadvantage. This means rolling 2d20 and keeping the higher or lower result respectively.

A roll of exactly 20 is a crit, it means that things work out better than you could have expected.

A roll of exactly 1 is a fumble, things work out worse than you could have expected.

Skills are anything you could get better at by practice, with the exception that there are no skills that make you better at fighting.

At the end of a session, choose a skill that would have helped you with an ability test you failed. Roll 1d20+INT, on a 15+, you gain that skill.

You can have skills equal to your INT score. You can replace old skills with new ones.

If you could perform an Ability test, you may make the appropriate roll to help someone. On a success, give them +1 to their roll.

Saving Throws
If you are in sudden, unforseen danger, roll 1d20+Save. On a 20+, you avoid the danger.

Move Test
If you are trying to climb, jump, swim or outrun something, roll 1d20+Move. On a 15+, you succeed.

Stealth Test
If you are trying to hide, sneak, steal or spot something, roll 1d20+Stealth. On a 15+, you succeed.

Inventory Slots
Inventory Slots hold your weapons, armor, magic items and treasure. Weapons take up slots equal to the number of hands required to wield them. Each piece of armor takes one slot. Each potion, scroll, wand, or piece of jewelry takes 1 slot. A pile of coins or gems takes 1 slot.

Mundane adventuring gear takes up no slots—just be reasonable about how much you carry, please.

Gear Bubbles
At any time, you may fill in a Gear Bubble to add any piece of mundane adventuring gear to your inventory, as if it had always been there.

While in a settlement, you may pay to empty all of your Gear Bubbles.

A Sack of Supplies may be used up to empty your gear bubbles while traveling.

When exploring a dungeon, time is measured in turns. A turn is the time it takes a character to do most normal tasks - pick a lock, search a body, examine an altar, etc. It is roughly 10 minutes.

When in a fight, time is measured in rounds. A round is the time it takes to hit somebody with a sword, cast a spell, or dig something from your bag. It is roughly 10 seconds.

While exploring the wilderness, time is measured in watches. A watch is enough time to explore a hex, travel to another hex, or get a good night’s sleep, about 8 hours.

Light sources last a random number of turns. Candle: 1d6 Torch: 2d6 Lantern: 3d6

Grit and Flesh
When you take damage, subtract the damage from your Grit.

If you have no Grit remaining, subtract the damage from your Flesh instead.

At 0 Flesh you are mortally wounded. You may make a save to recover with 1 Flesh 1d6 rounds later. An ally can make a save during a fight or an ability test immediately after to bring you back with 1 Flesh. If you are not brought back within 1 turn, you die.

Special Damage
Falling deals 1d6 damage per 10’

Poison deals damage at the end of every round. Make a saving throw to see if it wears off.

Fire and acid work similarly to poison, with the added 50% chance of destroying something on your person each round. They can be neutralized with water.

Rest and Healing
If you are at full Flesh, resting for 1 hour restores 1d6 Grit, +1d6 for each of the following you do:

Flesh can only be recovered at a rate of 1 per day spent in the care of a surgeon.