THE GODS ARE BASTARDS
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The Gods Are Bastards — Quick Rules Reference

Action Economy

Each turn: 1 Standard + 1 Bonus + 1 Movement + 1 Free. Plus 1 Reaction/round.

StandardAttack, Cast (1 action), Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use Object
BonusQuickened spells, off-hand attack, class features, drink potion. Only if granted.
MovementMove up to speed (30ft). Split before/after. Difficult terrain 2:1. Prone stand ½ speed.
FreeTalk, drop item, draw/sheathe 1 weapon, open door, knowledge checks.
ReactionOpp. Attack (enemy leaves reach), Counterspell, Shield. 1/round, resets your turn.

Initiative: d20 + DEX mod. Highest first. Surprise = can't act first turn.

Attacks & Damage

Meleed20 + STR mod + profNat 20Crit (2× dice)
Rangedd20 + DEX mod + profNat 1Auto miss
Spelld20 + cast mod + profHit ifTotal ≥ AC

Cover: Half +2 AC | ¾ +5 AC | Total = untargetable. Resistance: ½ dmg. Vulnerability: 2× dmg.

Checks, Saves & Numbers

Roll: d20 + Ability Mod + Prof (if proficient). Adv: 2d20 take higher. Disadv: take lower.

DC 5Very EasyDC 10EasyDC 15MediumDC 20HardDC 25V.Hard

Prof: L1-4 +2 | L5-8 +3 | L9-12 +4 | L13-16 +5 | L17-20 +6. Mods: 8: −1 | 10: 0 | 12: +1 | 14: +2 | 16: +3 | 18: +4 | 20: +5

Death, Concentration & Exhaustion

At 0 HP: Unconscious. Death saves each turn: d20, no mods. 10+ success, 9− fail, Nat 20 regain 1 HP, Nat 1 = 2 fails. 3 successes = stable. 3 fails = dead. Dmg at 0 HP = 1 fail (crit = 2). Stabilize: DC 10 Medicine.

Concentration: 1 spell at a time. When damaged: CON save DC = 10 or ½ dmg (higher). Opposing area: disadv. Same area: adv.

Exhaustion (cumulative, long rest = −1 level)
1Disadv ability checks4HP max halved
2Speed halved5Speed 0
3Disadv attacks & saves6Death

Conditions

BlindedAuto-fail sight. Disadv attacks. Attacks vs you adv.
CharmedCan't attack charmer. Charmer adv social checks.
FrightenedDisadv checks while source visible. Can't approach.
GrappledSpeed 0. No speed bonuses.
IncapacitatedNo actions or reactions.
InvisibleAttacks vs you disadv. Your attacks adv.
ParalyzedIncap. Can't move/speak. Fail STR/DEX. Melee = crit.
PoisonedDisadv attacks and ability checks.
ProneDisadv attacks. Melee vs you adv, ranged disadv. ½ speed stand.
RestrainedSpeed 0. Disadv attacks & DEX saves. Attacks vs you adv.
StunnedIncap. Speed 0. Fail STR/DEX. Attacks vs you adv.
UnconsciousIncap. Drop items, prone. Fail STR/DEX. Melee = crit.

Movement & Skills

Opp. Attack: Enemy leaves reach → 1 melee (reaction). Avoid: Disengage. Jump: High 3+STR mod | Long STR score ft (10ft run-up).

STR: Athletics. DEX: Acrobatics, Sleight of Hand, Stealth. INT: Arcana*, History, Investigation, Nature*, Religion*, Spellcraft*, Infernallia*. WIS: Animal Handling, Insight, Medicine, Perception, Survival. CHA: Deception, Intimidation, Performance, Persuasion.

*Full casters gain Spellcraft. Magic knowledge: Arcana (arcane), Nature (fae), Religion (divine), Infernallia (infernal).

Four Magic Systems

ResourceStatRecovery
ArcaneMana poolINTLong 100%
DivineDaily/Instant limitWISLong 100%, Short 50%
FaeSpell slotsWISLong all, Short ½ lvl
InfernalTolerance (hidden)CHANo daily limit

Arcane: Base Mana + (INT mod × level). Cost = spell level. No prep.

Divine: Daily = lvl × WIS mod. Instant = prof + WIS mod. Overuse → exhaustion + burns (heal w/ Fae only).

Fae: Half-caster slots. Granted by fey relationships. Safest system.

Infernal: Tolerance = CON mod + lvl (hidden). Overuse → damage, mutations. Pact-based.

Key: 1 spell level = 1 mana = 1 fae slot level

Circle of Interaction

Circle of Interaction
OppositionDivine ↔ Infernal, Arcane ↔ Fae
Interference ↻Divine → Fae → Infernal → Arcane → Divine
Enhancement ↺Divine → Arcane → Infernal → Fae → Divine

Opposition (Violent Clash)

Higher spell level wins. Tied = both fail + force dmg = spell level + 10ft explosion (DEX DC 10+lvl). Within 1 lvl: d20, 1-5 fizzle. Adv on saves/dispel/counterspell vs opposite. Area: disadv attacks, DC −2.

Interference (One-Way)

Reaction: conc. check DC 10 + your spell lvl. Disrupts casting only. Best for enchantments (1 min/lvl, safe). Adv on Dispel vs interfered system.

Enhancement (Reinforcement)

Both expend resources. Roll d20 (+2 in enhancement area):

1-3Catastrophic: 1d6 × combined lvls force dmg
4-10Unstable: works + GM side effects / wild magic
11-17Success: +1d6 dmg/heal, +1 DC, or +50% duration
18-20Spectacular: full enhancement + GM bonus

Infernal→Fae = SAFE (no corruption). Divine = free (no daily limit). Arcane→Infernal adds tolerance.

Counterspelling

Cost ≥ target spell level. Uses reaction.

Same TypeOpposedInterfering
Howd20 + ability + profEnergy contestConc DC 10+lvl
Auto—Your lvl ≥ tgt+2—
RiskModerateV.High (tie=boom)Low
CastModerateBest (Adv)Hardest
Ench.Hard (1m/lvl)Med (1act/lvl)Best (1m/lvl, safe)

Resource Conversion

Along enhancement circle. 1 mana = 1 slot level.

Arc→InfBuffer tolerance 1:1. Check remaining infernal only.
Inf→FaeEnhance fae spell. SAFE — no corruption/tolerance.
Fae→DivSlot offsets divine cost 1:1. No daily limit cost.
Div→ArcEnhance arcane spell. Divine cost free (no daily limit).

Aura & Area Effects

Aura: Casting adds spell lvl to aura. Dissipates 1/hr rest. Short rest purges 1 type. Long rest = full reset.

Opposing mana in aura: Disadv attacks, DC −2, conc. disadv both systems.

Divine + Infernal in aura: Using either → Catastrophic Incident (d20: force dmg + exhaustion + spell fails).

Area Saturation (DM declares)
SameNormal (Adv concentration)
OpposedDisadv attacks, DC −2
InterferedConc. check DC 10-15
EnhancementAdv attacks, +1 DC, +2 enhancement roll

Spell Resistance

Resistance to a system → Adv on saves vs its opposite: Divine res. → Adv vs Infernal. Arcane res. → Adv vs Fae. Vice versa. Does NOT apply to interfering/enhancing.

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