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.
All D20 rolls are over a target set by the referee.
If a player rolls a 20, they Crit. Something happens better than they expected. Put a star next to the associated ability or stat. If a player rolls a 1, they fumble. The referee will explain how things go badly for them. If the player chooses a worse fate, they can add a star to the associated ability or stat.
If a player is in a particularly good or bad situation, the referee may ask them to roll 2 dice and either keep the highest (advantage) or the lowest (disadvantage).
If you have the skill and the tool, you succeed. If you have the skill or the tool, roll 1d20+Ability. Succeed on a 15+. If you don’t have the skill or the tool, you can’t succeed.
Stealth and Move are special bonuses used in specific situations. If you are trying to jump, climb, swim, or outrun something in a tense situation, roll 1d20+Move over 15. If you are trying to sneak, hide, steal, open, or sabotage with a chance of getting caught, roll 1d20+Sneak over 20.
If you could do the task yourself, you can help someone else. Make an ability test, if successful, add one to an ally’s roll.
If you are in sudden danger, roll 1d20+Save. Avoid the danger on 20+.
Characters have two hit point pools, grit and flesh. Grit is how much you can avoid taking damage, flesh is how much you can survive taking damage.
You regain 1d6 grit by resting for an hour, +1d6 for each of the following you do: Eat a meal (3× per day) Eat a well-prepared meal Eat an ingredient you haven’t tried before Rest in a luxurious/beautiful place Tell a story, play a game, play music, etc. If you have lost any flesh, you can’t regain grit.
Immediately after losing flesh, you may make an ability test to bind the wound to regain 1 flesh. Otherwise, you regain 1 flesh per day spent in a surgeon’s care in a settlement.
You have 1 inventory slot per point of STR. Your weapons, armor, magic items, consumable items and treasure take up inventory slots. Weapons take the number of slots equal to the number of hands needed to use them, each piece of armor takes 2 slots. A single scroll, potion or Spellbook takes a slot. A pile of coins, a bundle of torches or a quiver of arrows takes one slot.
You need some way to carry your belongings, fighting with an armload of gear will put you at a disadvantage. Having a bag of some kind will improve your inventory score: Sack: +4 Backpack: +7
Gear bubbles represent your ability to plan ahead. Cross out a gear bubble to gain a piece of mundane equipment. You may refresh your gear bubbles at a general store, or by using up a sack of supplies.
Each piece of armor gives 1 Defense point, masterwork armor gives 2. You may only wear up to 3 pieces of armor,
Pole arms give advantage when enemies enter a zone, disadvantage in tight spaces.
Whips and chain weapons disarm on a roll of 18+.
On a fumble with a melee weapon, you either drop the weapon out of immediate reach, or hit a friendly target in range (Player’s choice).
Thrown weapons come in sets, on a fumble you have one left. Regain after a fight - unless you flee.
Bows use arrows, on a fumble you have one left. Arrows are destroyed by use. Use a gear bubble to reload with a new quiver.
Firearms ignore armor. They must be reloaded every use. On a fumble, they backfire for 1d4 damage to the wielder.
Torchbearers can carry gear and do small, safe tasks. They expect 1/2 a share of loot, with a 10 cp starting bonus.
Mercenaries fight alongside you, granting their level as bonus to attack and damage rolls, but won’t do anything foolhardy at your behest. If you would take flesh damage, there is a 50% chance one of your Mercenaries will die instead. Level 2 mercenaries expect a full share of loot with a 50 cp starting bonus.
Each player may have up to 4 hirelings.