All Gods Are Bastards v3
All Gods Are Bastards v3
Foreword 1
Basic Rules and Rolls 1
Checks and Saves 1
Advantage and Disadvantage 1
Player Advice Triangle 1
Character Creation 2
Stats 2
Class 2
Starting Equipment 2
Foreword Weapons 2
The Goblin Laws of Gaming is an open source system Armour 2
template made by Arnold Kemp on his blog Goblinpunch. Race 3
Anyone can come up with classes, mechanics, and systems. Human 4
All Gods Are Bastards is my contribution to the GLOG. Elf 4
This is the 3rd version, featuring Stats as Inventories. Orc 4
Character sheet here. Setting primer found here. Spriggan 4
Shardkin 4
Basic Rolls Wildling 4
AGAB uses a 20 sided dice (d20) to determine success and Mantid 4
failure. Other dice (d4, d6, d8, d10, d12, d100) determine other Dhampir 4
things like damage, injuries, insanity, spells, healing, and more. Body 5
Encumbrance 5
Ideally, rolls should only be called for when both success and
Fatigue 5
failure are impactful. A roll is a risk.
Mind 5
Risks can be mitigated by using equipment or spending time.
Swimming across rapids requires a roll. Felling a tree across Languages 5
the river and walking over does not, but takes more time. Skills 5
Nobody wants to wait for someone to finally roll well enough. Lore 5
If a situation is time sensitive, failure means it takes longer. Stress 5
If there’s no risk and no time pressure, why are they rolling? Cracking and Insanity 5
Soul 6
Checks and Saves Culture 6
Checks and Saves are mechanically identical, the terminology Friends 6
only changes based on what you are rolling for. Best Friends 6
To make a check or save, roll under or equal to a relevant stat. Corruption 6
Having higher stats make it easier to pass checks and saves. Gaining and Losing Corruption 6
Souls and Demonization 6
Checks are used to make things happen. Godpacts 6
For example, lifting heavy rocks, disarming traps, identifying
Gameplay Mechanics 7
magic spells, jumping over spiked pits, and treating wounds.
Saves are used to stop things from happening to you. Hit Points 7
For example, not getting crushed by heavy rocks, dodging Recovering Hit Points 7
traps, resisting magic spells, avoiding spikes when falling into Lunch 7
pits, and trying not to die of blood loss. Levels and Experience 7
Reactions 7
Advantage and Disadvantage Morale 7
Differing circumstances can make rolls easier or harder. Combat 8
Maybe you or a target is drunk, prone, crippled, or cursed. Initiative 8
Advantage = Easier rolls. Disadvantage = Harder rolls. Violence 8
Combat Maneuvers 8
For checks and saves, roll another d20. With Advantage, use Zones 8
the lower result. With Disadvantage, use the higher result. Death and Dismemberment 8
Magical Injuries and Spellscars 8
For damage rolls, add or subtract 2 damage to the total.
Class Dice 8
Spell Storage 8
Having both Advantage and Disadvantage cancels itself out.
GM Resources 9
Time Spans 9
Player Advice Triangle Travel Speed 9
Map it.
Random Encounters 9
Be creative.
Help each other. Quick Society Generator 9
Inspect everything. Racial Demographics 9
Running is an option. References 9
Ask questions, take notes. Classes 10
Have you tried talking to it yet? Rogue 10
You win by having fun, not by killing. Fighter 10
The answer is not always on your sheet. Wizard 12
If you can’t afford to fail, take some Corruption. Cleric 12
Rolling dice is taking a risk, and risks get you killed.
When the GM asks “Are you sure?” seriously consider it.
Weapons
Character Creation Each weapon has a forte, something it is designed to be good
Level 1 character sheets start with the following entries: at. Most fortes increase damage when a condition is met
Body: 5 items from the equipment tables, 1 item from your When attacking a target, roll your weapon’s damage dice and
class, 1 item from your culture. Soul score in silver pieces. subtract the target’s armour.
Mind: 2 skills, 2 languages, 1 Lore.
Soul: 1 Class template, 1 Friend, 1 Culture Lesser Weapons
1d6 damage, 1 slot, requires one hand.
Stats Eg. Dagger, Tree branch, Barstool, Throwing knife, Fist.
Level 1 characters get 24 points to distribute between their Improvised weapons have no forte and may require 2 hands.
three stats. You have as many slots as points in the stat. Fists have no forte, and can’t damage alert/steady opponents.
Throwing a weapon has no fortes, and has a range of 1 zone.
Body: Your physical resilience and inventory.
Agile: +2 if you are grappling your target.
Roll Body checks and saves for physical tasks: Lift heavy
Concealable: +2 if the target isn’t expecting violence.
loads, bend bars, scale cliffs, perform delicate tasks under
Balanced: Throwing range is 1 zone further.
pressure, escape a grapple, dodge traps, resist cold, heat,
some poisons, and drowning.
Body slots hold Equipment and Fatigue. Medium Weapons
1d8 damage, 1 slot, require your main hand.
Eg. Shortsword, Hatchet, Mace, Whip.
Mind: Your mental resilience and mental inventory.
Assault: +2 if you entered the target's zone this round.
Roll Mind checks and saves for mental tasks: Research Lore,
Brutal: +2 if the target is significantly smaller than you.
spot lies, identify treasure, and remember rituals, resist spell
Butchering: +2 if the target has a bestial body plan.
effects, some poisons, and other mind influencing effects.
Domineering: +2 if the target has no weapon.
Mind slots hold Spells, Skills, Languages, Lore, and Stress.
Duelling: +2 if only you and the target are in the zone.
Flaying: +2 if the target has 0 armour.
Soul: Your personal flame.
Roll Soul checks and saves for metaphysical tasks: Soul Large Weapons
surgery, resist corruption, addiction, disease, and anything else
1d10 damage, 2 slots, requires both hands.
that Body and Mind don’t cover.
Eg. Greatsword, Battleaxe, Warhammer, Polearm.
Soul slots hold Class templates, Friends, Pets, and Corruption.
Large weapons can use Medium weapon fortes, or the below.
Defensive: +2 if the target just entered your zone.
Class Felling: +2 if the target is mounted or higher up than you.
Your class is what you do. However it’s not all that you can do. Heavy: +2 if the target has impaired movement.
A class is just a set of tools. Wizards can put on armour and hit Impaling: +2 if the target is at least twice your size.
people with clubs. Fighters can put on robes and use a wand. Puncturing: +2 if the target has at least 4 base armour.
Classes can be found at the end of the document. Reaping: +2 if the target has 2HD or less.
Each class has 4 templates, gained in order (A, B, C, D). Ranged Weapons
At level 1, you start with template A. When you reach level 2, Ranged weapons do not have fortes, and instead have their
you can take template B, or template A of a different class. own damages and ranges. Ammunition stacks up to 20.
Shoot up to double the range for disadvantage on damage.
The most templates you can have is 4. Stats/HP still increase. Sling: 1d6, 3 zones. Uses rocks, which are everywhere.
If you really need more toys to play with, get a Godpact or two. Bow: 1d8, 5 zones, uses arrows.
Crossbow: 1d10, 5 zones, uses arrows. 1 action reload.
Starting Equipment Pistol: 1d10, 1 zone, uses bullets. 5 action reload.
You are assumed to have practical clothing, as well as a Musket: 1d12, 5 zones, uses bullets. 5 action reload.
tinderbox, canteen, backpack, and bedroll.
Start with your Soul score in silver. Consumables stack up 3. Firearms bypass 2 armour.
Roll on the below tables, and pick one item from any of them. Pistols and slings use one hand, everything else needs two.
You get 1 starting item from your Culture, and another from Reloading a weapon requires a number of Interaction actions.
your class. Any other class gear you want must be swapped
with your rolled items on a one-one basis. Armour
D6 Weapons Defenses Armour comes in modular plating that can be strapped on as
1 Lesser weapon x2 Gloves (acid & fire proof) required. Each Body slot filled with Armour reduces incoming
2 Medium weapon + Shield Class robes attack damage by 1. You can wear as much armour as you
3 Large weapon Backup shield like. Magic and fall damage tend to ignore armour.
4 Bow + 20 Arrows 1 Plate More than 2 Armour gives Disadvantage to Stealth rolls.
5 Crossbow + 20 Arrows 2 Plates More than 4 Armour and you can’t swim.
6 Pistol or Musket + 20 Bullets 3 Plates
Class robes: 1 Slot. Can’t be worn with Armour.
Robes increase your max Dice by 1 when worn.
D8 Survival Miscellaneous
Wizard robes grant Magic Dice, Fighter robes grant Stamina
1 Rations, 3 Chocolate bar, 3 Dice, Cleric robes grant Faith Dice, and Rogue robes grant an
2 Spices, 3 Musical instrument extra ability rank. Any other robes increase damage by 1.
3 Bandages, 3 Symbol of faith
4 Torches, 3 Portrait of a loved one Shield: 1 Slot, 1 Armour. When attacked, you may Splinter a
5 Shovel 20 silver pieces shield to reduce incoming damage by d12. The shield’s armour
6 Local almanac Cooking ingredients, 3 still applies to the remaining damage.
7 10m Rope, Grapple, Pitons Empty spell scroll
8 Cooking utensils Empty wand As armour reduces physical damage, some weapons are often
ineffective against a knight in heavy armour with a shield. This
is on purpose. Get a better weapon, use magic, or use combat
maneuvers or magic on them.
Race Shardkin
Each race has three unique traits. Two of them are useful Shardkin are special. Players get to come up with their own
racial abilities and one is a horrifying racial weakness. abilities and weaknesses, (including names) with GM approval.
Pick an element (Acid, Air, Fire, Ice, Lightning, Stone, Water).
Come up with a passive ability. Examples below:
Human Stone: +1 Armour. Air: No fall damage. Water: Waterbreathing.
Jog: You can treat grassland as roads if you’re on foot. If a
You can speak to your element. Come up with an active ability
race/chase lasts longer than 20 minutes, you’ll win.
you can use once per day. Eg: Stone: Create rock barrier,
Good Arm: Thrown objects have +1 zone range. Fire/Acid/Ice/Lightning blast for 3d6 damage, save for half.
Malleable: Magical injuries do not fade, but you can decide Come up with a thematically appropriate downside for your
where they hit and how they manifest. powers. Eg: Stone: Can’t swim. Air: Easy to move.
Humans are born from clay. To make a baby human, you and a Shardkin are created when an elemental encounters and binds
partner mix some of your blood with some clay from the river, itself to a human claybaby. When the baby hatches, It will be a
and sculpt it into a ball. 9 months later, a baby hatches out. shardkin, often to the shock and dismay of the parents.
Sex is just for fun, and gender is whatever you want to be. Shardkin look similar to humans, but with odd skin tones and
The type of clay affects the skin tone. Genetics are a lie. various features reminiscent of their elemental half. Features
include smoking hair, or perpetually damp/dusty skin.
Elf Every shardkin has unique appearances and abilities.
Elves’ abilities change weekly as they cycle through seasons.
Skip to the next season for 4 Fatigue. Wildling
Spring: Talk Summer: Autumn: Can Winter: Eat the Wildlings come in several varieties, and have varying abilities.
to plants, Darkvision, see magical recent dead to read Select one of the following traits:
Immune to Immune to effects, Immune their thoughts, Nightborn: Your claws are Lesser weapons with the Agile
disease sleep to paralysis Immune to poison forte. Climb at double speed.
Pristine: Dirt and filth damage your body as if acid. Not blood Waveborn: You have gills that breathe underwater and double
though, blood is fine. your swim speed.
Elves are originally from the moon. The moon has very fast Woodborn: Ignore mundane terrain (hills, roots, rocks etc).
seasons of 1 week long. Elves mimic these seasons, changing Once per combat, you can dash to an adjacent zone for free.
abilities, as well as hair and eye colour. Select one of the following traits:
Spring: Light Blonde or Brown hair, and Green or Hazel eyes Nightsoul: You can see in dim light as if it was bright light.
Summer: Blonde or Light Brown hair, and Blue or Amber eyes Wavesoul: You can smell as good as a shark can.
Autumn: Red or Chestnut hair, and Brown or Hazel eyes Woodsoul: You can talk to either a type of animal, or plants.
Winter: White, Blonde or Grey hair, and Ice Blue or Grey eyes Claustrophobic: Save or Blind panic when grappled or
restrained.
Orc Wildlings look like feral humans, but with beastlike features.
Bloodrage: Deal extra melee damage equal to your negative It is believed that Wildlings are made from people that get lost
hit points in the night, at sea, or in the woods.
Blood Debt: Keep track of significant (at least 1 HD) kills you There are three main types, but there can be some crossover.
contribute to. Trade 5 kills for advantage on a roll, 10 to reroll a Nightlings have feline features such as sharp claws and cat
die, or 25 for a miracle (Ask GM for something). eyes and ears. Wavelings have sharklike features such as
Corpsethief: Goods and services from people you aren’t smooth skin, gills, and sharp teeth. Woodlings have deerlike
familiar with cost ~50% more features such as hooves and sometimes antlers.
Orcs are a green skinned race, known for their large muscular
frames and prominent lower canines that resemble tusks. Mantid
Orcs are fungi. All fungi are the same species, the only Telepath: If you touch your antennae to someone’s head, you
difference is where they grow. Meadows grow puffballs, oak can read their thoughts and communicate telepathically.
roots grow truffles, and skeletons grow orcs. Wings: Your wings, while not strong enough for true flight,
Orcs don’t die of old age, instead growing larger, more allow you to jump across a full zone without touching the
aggressive, and less intelligent. Orcs above the age of 60 are ground. You take half damage from falling.
called Uruks, and are often banished from communities. Voiceless: Your mouth cannot form words. At best you can
Orcs are unpopular due to Uruks and their need for corpses. manage a rasping whistle. Most mantids stay silent.
Mantids are a race of slender, insect-like humanoids. They
Spriggan have smooth faces, and dark, compound eyes. Their
Rapid Growth: You can spend an action to switch between foreheads sprout two long antennae that they use for telepathy
your regular and large forms. While you are large, you do +3 and mind reading. They have two pairs of stunning, but fragile
damage, but also take +3 damage when attacked. wings sprouting from their backs. Because they cannot talk,
Adaptation: If you spend a week in one environment, you they are mostly limited to speaking Common. Behind their thin
adapt to its conditions. Advantage on stealth, foraging, and lips is a maw of sharp teeth and tearing mandibles.
resisting weather effects.
Specialised: While in a climate you haven’t adapted to yet, Dhampir
you have 2 Fatigue. Death’s Door: You do not need to breathe. You can smell how
Spriggans are a small and adaptable plant race, known for the many people have died in a room, as well as how long ago.
vibrant and intricate floral patterns upon their bark-like skin, Bloodhound: If you taste a creature’s blood, you can follow
which change with their environment. their tracks for the next 24 hours.
Spriggans are eusocial. Baby spriggans grow like buds on a Hemophage: Meals must include a sapient creature’s blood in
Grovemother, a large 'queen' spriggan who carries the young order to count
in her branches until they are old enough to walk on their own.
Dhampirs are created when a human dies from blood loss
Spriggans originated from the remains of Ohg, a great tree that
while having someone else's blood in their mouth. They are
fell from the moon and brought about the end of the Godswar.
believed to be the result of an ancient curse laid upon the
human bloodline long ago.
They are often referred to as "half vampires" due to their red
eyes and sharp teeth, despite there being no real connection.
Skills
Body A skill is something that you have learned to do consistently.
A Body slot can contain: There are no perception, stealth, trap solving, or social skills.
• 3 Lesser weapons, Bottles, Rations, Torches, Books, etc If a PC has a skill, they automatically succeed at activities
• 1 Medium or ranged weapon, Shield, Lantern, etc. where others would have to roll, and may roll on activities that
• 0.5 Large weapons others would find impossible.
• 20 Arrows or Bullets Skills often come with knowledge of specialized equipment.
• 1 Fatigue
Level 1 characters start with two skills. If you get one from your
Clothing and tiny items don’t use up slots. class, you can use that instead. You may start with an extra
Coin: 100 Copper = 10 Silver = 1 Gold. 1 Copper = about $1. language instead of a skill, should you so choose.
Gain a new skill by spending a week and 5 gold with a trainer.
Carrying a person takes 8 slots + whatever they’re carrying.
Horses have 20 Body slots, saddle counts as 1. Lore
Lore represents research and knowledge. Gain Lore by
Encumbrance making a Mind check when reading a book during Rest, or by
You gain 1 point of Encumbrance for every excess Body slot spending a day in a well-stocked library.
you have filled. Every combat with Encumbrance raises your Lore occupies Mind slots. Expend Lore to have a question of
Fatigue by the same amount. your choice automatically answered as best your character
Each point of Encumbrance gives a penalty of 1 to Body rolls. could know it. The more specific your questions, the more
Every 2 Encumbrance points increases damage you take, and detailed a response you’re obligated to get.
reduces damage you do by 1.
More than 4 Encumbrance makes you travel at half speed. Stress
Stress fills up your Mind slots, and overwrites Mind entries if
Fatigue there's no empty slots. You can't use stressed slots until you
Fleeing, traveling without rest, or excessively tiring activities relax. If you have no unstressed slots, gain Fatigue instead
inflict Fatigue, which takes up Body slots. Gain Stress when:
Fatigue is removed by sleep or by shifting it into your Mind • You take damage or fail a save
slots as Stress (Can be done whenever you like). • You or an ally falls to 0 HP or dies
• You run out of light or food
When you sleep, regain 1d6 HP and Fatigue. Resting requires
a safe place, a heat source, and a ration. Every day you go Losing Stress always has a cost: Time, light, sound, money,
without Rest, your current and gained Stress doubles, you etc. Make up your own, improvise rules.
have disadvantage on all rolls, and you gain 1d4 Fatigue. Here are some ways to decompress. Assume 30 minutes per.
• Having Lunch removes Stress based on meal quality.
1
Governance (d8)
Conqueror’s Rule
Cultural Touchstone (d12)
Painting or Writing
References
• Arnold Kemp for making the GLOG possible.
2 Council Music or Dance
• Oblidisedaryptch for BONES, which I stole everything from.
3 Democracy Fashion
• Whoever made the OLOG Orc Armoury, for weapon fortes.
4 Republic Architecture • CyberChronometer, Niosis, Evil G_d, and CommonUse from
5 Fealty/Magistrate Body Art the GLOG discord for help with resolution mechanics, combat
6 Monarchy Gluttony (indulgence) advantage, actions, and editing.
7 Theocracy Lust (passion) • Sidecarstories from itch.io for the Society builder
8 Shadow Government (reroll) Greed (dishonesty) • Bugbearslug for the Magical Injuries
9 Despair (pessimism) • Logan Knight (Last Gasp Grimoire) for some of the Insanities.
10 Wrath (glorious violence) • Everyone who made the cool classes that I stole and then
11 Sloth (island time) subsequently bastardized (sorry about that Lexi).
12 Pride (arrogance) • My players for putting up with my numerous revisions.
Spells are magic creatures that live in your Mind Slots. Starting Equipment: A prayer book.
Magic Dice (MD) represent the amount of mental energy you A: 3 Words, 1 Faith Dice, Divine Patron, Strain
have for channeling spells. B: 4 Words, +1 Faith Dice, Stolen Faith
Spells that don’t fit in your Mind Slots have to live elsewhere, C: 5 Words, +1 Faith Dice, Words of Power
such as in a spellbook, scroll, or wand. D: 6 Words, +1 Faith Dice, Miracle
To cast a spell, roll as many of your MD (d6) as you like. Divine Patron:
A spell’s effectiveness depends on the number of [dice] rolled You worship a Divine Patron, who has Six Divine Words
and the total [sum] of numbers they show. associated with them. You know 3 of them at level 1. Learn a
new word every level, eventually having all 6. Your Words are
Rolling doubles on MD triggers a Mishap, an annoying side stored in your Mind Slots. Excess words can be kept in a
effect to the spell. Rolling triples triggers a Doom, a disastrous Prayer book. It’s a spellbook but for words instead of spells.
side effect. Getting three Dooms is usually game over.
Mishaps and Dooms are listed in your wizard school. Your Patron provides Faith Dice (d6) equal to your Cleric level.
Faith Dice (FD) can be used as much as you like. You can
MD that show 1-3 return to your pool and can be used again. combine any two Words you know (including any permutations
MD that show 4-6 are expended and return after a night's rest. or linking words) and cast them as a spell. Your FD determine
If you didn't sleep, make a Mind Save for each MD to have the strength of the spell. Your GM determines what the spell
them return to your pool anyway. does, but you should write down your favorite combinations.