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All For Me Grog
All For Me Grog
All For Me Grog
Found out!
Illustrations appearing in and on the covers of this book are by Howard Pyle and
were taken from works in the public domain. Specifically, images were taken
from the Project Gutenberg edition of Howard Pyle’s Book of Pirates,
http://www.gutenberg.org/ebooks/26862.
Special thanks to the Rivergods: Mike Barnes, David Carden, James Cobb, Jason
Duncan, Will Duncan, Brandon Pisani, Thom “Old School” Smith, and Will
Worthy.
My thanks also go to Ray Otus for help in developing the text, editing, layout,
and design.
Character Concept
A character concept is a phrase or even a short paragraph describing a character.
There is some logic to starting the character building process with a clear idea of
what you want the character to be like at the end, including his or her name.
Some players, however, like to work their way through creating the character’s
Example Concept
Black Thom is a pirate aboard the Gorgon, known for telling great
stories both to entertain and to get out of a tight spot. He is wanted for
filching goods in Charles Towne and is pretty good shot with a musket
or pistol. He has recently taken up the concertina to impress a lass in
Tortuga.
Attributes
Each character has three attributes: Bloode, Skull, and Grog. In other games
Bloode, Skull, and Grog would be Body, Mind, and Spirit, but this is a game
about lecherous pirates who stagger around poking skeletons with their hangers
(that’s pirate for cutlass, mate).
Divvy up 9 points between the three attributes. Each must have at least
1 point (no 0’s).
Salt
Your character also starts with 9 points of Salt. Salt is more than a measure of
physical well-being; it represents the sum total of what keeps the character going.
While attributes do not vary during a game, Salt can go up or down (but never
above its starting value). Additionally, a player may never roll more dice than his
current Salt.
Example Attributes/Salt
Black Thom is a wit and a quick-thinker. He’s pretty good in a fight
too, but he can be moody and apathetic.
Bloode, 3
Skull, 4
Grog, 2
Salt, 9
Vocations
Vocations each represent a set or range of skills, rather than a single skill. A
vocation is a profession or focus of study for the character. With some care and
GM approval, a vocation may also be used to express something habitual about
the nature of your character or an obsession. 'Idler 3,' 'Drunk 4,' or 'Exotic
Example Vocations
Able Seaman, 5
Teller of Tall Tales, 3
Musketeer, 3
Thief, 2
Concertina Player, 2
Embellishments
A character is generally assumed to have access to the normal gear required by his
or her Vocations. Most characters also have a possession or two of superior
quality or rarity. These are called embellishments.
An embellishment can be anything: a piece of equipment, a bit of lore, a
secret. In play, they are used to add dice to a roll. Describe your embellishments
in a few words and divide 3 points among them.
Example Embellishments
Black Thom has two possessions he prizes:
Blackbeard’s very own pistol, 2
Fine concertina, 1
Don’t worry if you can’t think of any. Sometimes you have to walk around in
your character’s skin for a while first. If you want to wait, write “Unknown 3”
and change it when an idea come to you during play.
Black Thom
A pirate aboard the Gorgon, Black Thom is known for telling great stories both
to entertain and to get out of a tight spot. He is wanted for filching goods in
Charles Towne and is pretty good with a musket or pistol. He has recently taken
up the concertina to impress a lass in Tortuga.
Attributes
Bloode, 3
Skull, 4
Grog, 2
Salt, 9
Vocations
Able Seaman, 5
Teller of Tall Tales, 3
Musketeer, 3
Thief, 2
Concertina Player, 2
Embellishments
Blackbeard’s pistol, 2
Fine concertina, 1
All For Me Grog is based on a dead simple mechanic, as befits a game about
perpetually drunken illiterates: roll some dice, then count the ones showing an
even number.
When do you roll and how many dice? Read on!
Risk
Game play can involve quite a bit of back-and-forth between the players without
any dice hitting the table. Generally, you don’t roll dice unless there is a risk.
That bears repeating; don’t roll dice unless there is a risk! If an action's
outcome is both significant and uncertain, then you know it is a risk. To be
significant, the outcome must matter to the characters and the players. To be
uncertain, the outcome must be in doubt; it’s not blatantly obvious which way
the thing will go.
What’s at Risk?
AFMG contains no formalized steps for negotiating what is at stake in a risk. In
many cases, it will be obvious. Even so, it’s a good idea for the players and GM
to quickly hash out what is at risk and come to an understanding before the roll
is made. Not every combat is a duel to the death. In fact, that really doesn’t fit
the swashbuckling genre. A more likely outcome is that one combatant is left
hanging for his life from a balcony railing or forced to lay down arms and be put
in chains.
Resolution
To resolve a risk, roll a number of dice equal to a single attribute plus a single
vocation. You may add an embellishment as well, if one applies.
Regardless of the total of these scores, you may not roll more dice than
your current Salt. (Note that word “current!” When you take damage to your
Salt, the max number of dice you can use starts to shrink.)
If it’s not immediately obvious which combination of attribute and
vocation is appropriate, discuss it with the GM and other players. You may not
have an appropriate vocation, and that’s okay. Just don’t add one to your roll.
When you roll, count the dice that come up even. If you roll at least
three evens you succeed.
Conditions
Sometimes circumstances surrounding a risk will make it easier or harder for
your pirate to succeed. Favorable situations grant a bonus. Unfavorable
situations impose a penalty.
Penalties and bonuses always add or subtract dice from your roll.
Whenever the text specifies a +1 or -2 or any other modifier, it is always a
change in the number of dice rolled, not a literal number added or subtracted
from your total of successes.
The above example is a bit overblown for the purpose of illustration. Usually
there won’t be so many Conditions affecting one roll. Generally, GM’s should be
careful about applying too many Conditions. If every roll is affected by multiple
conditions, they can stop adding interest to the rolls and make game play feel
like accounting.
Sometimes conditions can be “sticky,” and are a neat way to impose an
ongoing penalty or bonus. Sticky conditions usually last until the end of a scene
or until a specified event occurs.
Contested Risks
When one character is actively opposing another it is called a contested risk. The
opponents each roll dice equal to an attribute plus vocation (and/or an
embellishment) and then compare results. As above, only one attribute, one
vocation, and one embellishment may be used and the player may not roll more
dice than his or her current Salt.
In a contested risk roll, there is no need to see who goes first as the
exchange represents the sum of a sequence of events, not just one momentary
action.
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Example Assist
Black Thom is trapped under a fallen mast. He owes money to
Longsocks, who understandably tries to lift the mast so that Thom can
free himself and live to pay off his debt. Thom also owes money to
Bartholomew, who decides to aid Longsocks, even though they are
otherwise sworn enemies. Bartholomew adds 1 die for his Bloode, and 1
die because he was once a “Strongman” in a troupe of entertainers.
Longsocks has a Bloode of 3, but no applicable vocations or
embellishments, so he rolls 5 dice.
Taking Damage
Risks sometimes involve damage. A failed risk roll to successfully climb a cliff,
for example, could result in a bad fall. When determining whether a risk would
involve damage, keep in mind that mental and emotional damage can be just as
possible as physical damage. Failing to win a favor from a lass who doesn’t
return your love can put you in a black mood! Think of damage in terms of
physical, mental, or emotional stress. Contested risks especially tend to result in
one of the characters taking some kind of damage.
Damage taken in combat is covered below, but in general, if no other
rules apply, damage is taken in the form of a character subtracting 1 point of
Salt. Ties in contested risk rolls usually inflict 1 point of Salt damage to both
characters. When marking off points of Salt, use a pencil and make tally marks
next to the attribute that was used in the roll. The character sheet has “bubbles”
for tracking Salt damage by attribute over the course of a game session.
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Armed Attack Damage causes Salt loss equal to the difference in the number of
successes. (E.g. if one player rolls 4 successes and the other 2, the losing player
takes 2 points of Salt damage.)
Ranged Attacks are special armed attacks that are often affected by one or more
adverse firing conditions (distance, visibility, cover, an unstable firing platform).
The intended target gets to roll, as in any contested risk, using any attribute,
vocation, or embellishment that applies. For instance, the target could roll
Bloode to dodge, Skull to try a ruse, or simply do something like fire back.
When a Character Faces Multiple Foes (alone) he or she suffers a 1 die penalty
per extra attacker from the condition of being “outnumbered.” When applying
this penalty, mooks don’t count and gangs count as one each. (See Incidental
Characters below.)
Surprise Attacks give the side that launched the attack a bonus die. (The Salt cap
applies, as always.) Characters of significance each get this bonus die, but gangs
of incidental characters get 1 die bonus per group (not per character in the
group).
Example of Combat
Black Thom is fighting with his nemesis, Baba, the Fox of Malta. Baba
aims a vicious cut at Thom’s face and Thom jabs a loaded flintlock into
the vicinity of Baba’s gut and fires! Both players roll. Thom rolls his
Bloode (3), Musketeer (3), and the embellishment “Blackbeard’s very
own pistol” (2). The result is 5 successes. Baba rolls his Bloode plus his
Pirate vocation and achieves 3 successes. Baba takes 2 points of damage
to Salt (Bloode).
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Gangs with more than six mooks should often be split into several, smaller gangs
for convenience and to keep their dice pools from becoming insurmountable.
Healing
Characters regain Salt depending on how it was lost. Salt lost in combat is
regained slowly, while Salt lost haggling is regained quickly. This is why Salt loss
is tracked by making tally marks in pencil next to the affected attribute.
At the end of each scene in which a character takes no damage and is
not under undue stress, the player may erase 2 (total) damage marks from Grog
and/or Skull or 1 Bloode damage mark.
Of course, if the characters ever take a significant in-game break lasting
days, the GM can declare that all damage is healed before starting the next scene.
Characters can also seek healing from a physician. The doctor rolls a standard
risk and, if successful, heals 2 points of Bloode.
Panache
Destiny plays a hand in what happens to your character, and you, the player, get
to decide when and where that destiny applies. To reflect this power over one’s
own story, all player characters, and only player characters, have Panache. All
player characters get 1 Panache point at the start of the game, which they can
spend to influence the story.
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Players retain unspent Panache points from one game session to another. If a
player character begins a game session with no Panache, he or she automatically
gets 1 new Panache point.
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Sailing ships are an important component of pirate stories. But unlike in other
nautical stories, they are the backdrop for derring-do rather than a featured part
of it. Pirate stories rarely include great naval battles with broadside after
broadside being fired. Instead, there is a boom of cannons and an explosion as
the ships range alongside. Then the heroes swing across the gunwale with a
sword in their teeth.
When ships engage in a battle, you should have one of the players roll
Grog+Captain (or other applicable combo) against the Captain of the opposing
ship. This could be a rousing speech to encourage the crew, a wicked stratagem,
or just outmaneuvering the enemy. The winner of the roll has the difference in
dice to distribute to the rest of the characters as a onetime bonus during the
upcoming action. In the result of a tie, neither side gets a bonus.
If you would like to indulge in more detailed ship combat, see the appendix,
“Naval Engagements.”
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All for Me Grog is set in a fanciful and romanticized version of the real world.
Setting material can be found in any number of adventure movies, pulp
literature, and historical works. The following pages contain various additional
assets, including advice for running the game, lists of items and names, a rogue’s
gallery of ready-made characters, quick references, and even a sample adventure.
Items arranged in lists are numbered so that a d20 will produce a
random result. Some lists contain an additional 10 items that are more exotic,
fanciful, or even supernatural in nature. You can get to these by choice, by
rolling d20+d10, or by adding +X modifiers to the roll.
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Seaworthiness
Unlike characters in AFMG, ships don’t begin with a fixed maximum value for
attributes. Instead, the number of points spread among a ship’s attributes is
primarily determined by its size. Typical ships range from 11 to 13 points in
construction. This total is the ship’s Seaworthiness. Like a character’s Salt, a
ship’s Seaworthiness limits the total number of dice that can be rolled when the
ship takes an action, and when a ship takes damage it loses points of
Seaworthiness.
If a ship’s Seaworthiness ever reaches zero, it slips beneath the waves or
is scrapped.
Example Ships
Gold Ship: Oak 4, Iron 3, Canvas 3, Seaworthiness 10
Ship o’ the Line: Oak 5, Iron 5, Canvas 3, Seaworthiness 13
Frigate: Oak 4, Iron 4, Canvas 4, Seaworthiness 12
Sloop: Oak 3, Iron 3, Canvas 5, Seaworthiness 11
Ship Embellishments
Like characters, ships can have special features called embellishments. A ship
might have “experimental cannons” or a “lucky figurehead” or even a temporary
enhancement like “fresh canvas.”
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1. The Chase
When 2 ships spot each other, determine the distance. Long Range is 1; Extreme
Range is 2; Speck of Sail is 3.
For as long as they are in sight of each other, the ships’ captains will
maneuver with Chase rolls, to flee or gain advantage. The “captain” can be any
character with an appropriate Vocation.
Roll the appropriate vocation and the ship’s Canvas. The total dice
cannot be more than the ship’s Seaworthiness. If no character has an appropriate
vocation, simply roll the Canvas.
If both ships are closing, declare the distance to be 1. The winner gets a
free attack before the distance become 0.
If a ship is fleeing, the winner of the Chase roll can change the distance
by 1. If the distance exceeds 3, the fleeing ship has given the pursuer the slip.
Ships at a distance of 1 can fire on one another with a -2 condition
(Long Range).
2. Broadsides
When the distance reaches 0, both ships can fire simultaneously.
Determine your target Canvas, Oak, or Iron. You can split your attack
between two targets. Roll the ship’s Iron and a character’s Gunner. The total
dice cannot be more than the ship’s Seaworthiness. If no character has an
appropriate vocation, simply roll the Canvas.
All successes do damage. Mark off the appropriate stat. If Iron is zeroed
out, the ship cannot attack. If Canvas is zeroed out, the ship can’t move. If Oak
is zeroed out the ship is foundering.
A ship may attempt to flee, reverting to the Chase stage.
3. Boarding
At any time during the broadside phase, the crew may attempt to board an
opponent. At this point, the actual ship battle should fade into the background
as the characters swing across and fight. Use the normal rules to play out the
boarding action.
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3s 4s 5s 6s 7s 8s
3d 13%
4d 31% 6%
5d 47% 19% 3%
6d 65% 32% 11% 2%
7d 76% 49% 21% 6% 1%
8d 85% 63% 36% 14% 3% <1%
9d 91% 75% 50% 25% 9% 2%
10d 96% 84% 63% 38% 17% 5%
Risk Summary
1. Make sure you understand the risk, including if there is any potential for
damage. If there is no risk, put the dice away and keep playing.
2. Gather a pool of dice equal to the relevant attribute plus a vocation and/or
an embellishment, if any apply.
3. Remove any number of dice greater than the character’s current Salt.
4. Adjust for any conditions.
5. Roll the dice and count any that show even numbers.
6. If the risk is contested, compare rolls to see which player rolled more
successes. If the risk was not contested, you succeed if there are three or more
evens.
7. Apply any damage by making tally marks in pencil next to the attribute
affected.
Player
Concept
Vocations Embellishments
__________________: ____ __________________: ____