Vigilance Vigilance represents how attentive you are when you are not actively looking out, so whenever you are not making an awareness check. This is used to detect others that are trying to sneak up on you or trying to move past you undetected. In that case, the GM makes a stealth check for the […]
Category: Rules
Aspects and Counters
Aspects and Counters Both aspects and counters model the current state of your character. Aspects describe binary states that are not time-limited while counters describe states that have varying degrees and/or are time-limited. Character Aspects Gaining an aspect can be the result of outside circumstances or sometimes your own decision. Character Counters A character can […]
Background and Motivation
On page two of the character sheet, you will find the following fields that describe your aspects: This is my motivation for adventure This always gets me into trouble This event shaped my outlook on life These are my roots This is how I appear to others People tell these rumors about me These sections […]
Adventuring Gear
Items
Mundane Items The equipment you take on your adventures plays an important role. Especially weapons, armor and shields may decide over life and death in a dicey situation. At the beginning of the game, the GM tells how much money you have available to purchase equipment and adventuring gear. The costs of listed items are […]
Favor and Rituals
Favor While adventuring, you will come across places of spiritual importance or creatures of divine origin, witness some supernatural event or accomplish a goal of your deity and thus garner divine favor in the form of favor counters. You cannot have more than a number of favor counters equal to your level divided by four […]
Combat and Actions
Turn Order When combat ensues, the game becomes turn-based. The turn order is determined by the combatants’ vigilance where those with the highest value go first. During one round of combat, each combatant gets a turn in the turn order. If you have the same vigilance value as an NPC, you may go first. If […]
Resting and Exhaustion
Resting and Exhaustion There are two types of rest you can take to replenish some of your resources: short and long. Each one has a different effect on your well-being according to your comfort during that rest. Short Rest A short rest requires you to be comfortable and not do anything strenuous for at least […]
Damage and Stress
Damage and Stress Your vitality is modeled by two values – damage and stress. Whenever you are physically harmed, you take damage and whenever you are mentally harmed, you take stress. Damage You start the game with 0 damage and you can take a maximum of 40 damage plus the modifier of your ability toughness. […]
Vigor and Focus
Vigor and Focus Vigor and focus are expendable resources you may spend to amplify your ability checks. Assigning AP to certain abilities increases the maximum vigor or focus of your character. Both resources replenish when resting. Some of your actions cost either vigor or favor. If you have depleted your vigor reserves, you pay the […]
Abilities, Talents and Traumas
Abilities Your character has a set of abilities that cover all actions you may want to take. Whenever you want to do something where success or failure leads to an interesting outcome, the game master (GM) will prompt you to roll for the ability that fits your described action the best. Sometimes multiple abilities are […]
Dice and General Rules
Dice The most important tool for playing FoG besides your imagination are the dice that determine the outcome of a situation. One dice roll can contain one or multiple dice. The standard dice notation is 1d6 for a single six-sided die, 2d6 for two of them or 1d10 for a single ten-sided die. The first […]