The R’lyehwatch System Reference Document (SRD) is a perpetual, irrevocable, and royalty-free license that allows anyone to make their own games based on the core rules found in the tabletop roleplaying game R’lyehwatch.
The R’lyehwatch SRD is released under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0) license.
This is version 1.0 published September 2025.
You must provide attribution when you use any of the text in the following System Reference Document:
This work includes text from the R’lyehwatch SRD (https://rlyehwatch.com/srd/) by Third Chair Games and Hedgemaze Press, based on Tricube Tales by Richard Woolcock, used under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/).
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This work includes text from the R’lyehwatch SRD by Third Chair Games and Hedgemaze Press, based on Tricube Tales by Richard Woolcock, used under CC BY 4.0.
Each player needs 3 six-sided dice (3d6), 3 luck tokens, and 3 grit tokens. These tokens can be coins, poker chips, or some other small item, as long as you can tell the two token types apart.
The referee needs 10 effort tokens for challenges. Since the only tokens the referee uses are effort tokens, the referee can reuse one of the players’ token types for their effort tokens.
When a player faces a challenge, they roll 1, 2, or 3 dice (depending on their character’s stat and role) against a difficulty of 4, 5, or 6 (depending on how hard the challenge is). The player overcomes the challenge when 1 or more of the dice in their roll matches or beats the difficulty.
Characters have perks and quirks. Players spend luck tokens to make a roll easier using their perk, and recover luck tokens by making a roll harder using their quirk. Players lose grit tokens after failing particularly tough challenges, and recover grit tokens by succeeding on a roll made harder with their quirk, or by having a dramatic interlude with another character. A character who runs out of grit tokens is taken out of the current scene.
Players make most of the dice rolls. The referee never rolls dice during a challenge—they only describe the challenge, assign the stat and difficulty, and narrate the outcome.
Feel free to work with your referee to make up your own roles, perks, and quirks. For custom roles, make them specific so you know when a challenge falls far outside your character’s knowledge or abilities. The Athlete is too vague, but The Pro Wrestler gives a clear idea when that role applies to a challenge. Same with custom perks. Make custom quirks more generic so they can be applied in a variety of situations.
A character who is Afraid of the Dark always feels uncomfortable around dim light, even if they’re not currently increasing the difficulty of a challenge, and a character trained in Martial Arts doesn’t forget how to do karate just because they ran out of luck tokens to spend on the perk. Unless a perk or quirk is an object that can be physically removed from your character, perks and quirks are always present in the story.
When a character tries something risky, the referee chooses the challenge’s stat and difficulty: easy 4, average 5, or hard 6.
The player then rolls 1, 2, or 3 six-sided dice. They start with 1 die just for attempting the challenge, but get 1 more die if the challenge matches their character’s stat, and 1 more if the challenge is something their character would be good at because of their role.
The player overcomes the challenge if they get at least 1 success, meaning 1 die matches or beats the difficulty. Getting more than 1 success is called an exceptional success and means the referee grants an extra benefit. If all the dice in the roll show 1, this is called a critical failure and the referee introduces a new complication.
If everyone is comfortable with the idea, players can narrate the outcome of their own challenges, especially an exceptional success or critical failure.
Some challenges require multiple successes over multiple rolls to overcome: chase scenes, winning a battle of the bands, and even combat. The referee sets out effort tokens to track the overall progress. Each success removes 1 token. When all effort tokens are gone, the challenge is fully overcome.
Example: The heroes must help safely evacuate the audience at a burning concert. The referee decides it’ll take 4 effort tokens to succeed. Whether the heroes rush to extinguish the flames (Agile 5), lead the panicked crowd to safety (Crafty 4), or lift a speaker off a fallen roadie (Brawny 6), each success brings them closer to getting everyone to safety.
Enemies typically share a pool of effort tokens, 1-3 per player. A boss might have one large pool of effort all for themselves, while their countless minions share only a few effort tokens. Dodging an enemy’s attack does not remove effort tokens. Everyone—heroes and enemies alike—act in the order that makes the most sense to the referee.
Here are some examples of challenges during combat:
Agile: Shooting a gun, fleeing from battle, throwing an item to an ally, or dodging an attack.
Brawny: Swinging a sword, intimidating an opponent, grappling someone, or blocking a punch.
Crafty: Distracting an enemy, spotting a weakness, using magical objects, or resisting a psychic blast.
Luck represents good fortune, awareness, and seizing an opportunity. Each player starts with 3 luck tokens.
Grit represents health, resolve, and the ability to stay relevant in a scene. Each player starts with 3 grit tokens.
Referees can restore grit as they see fit. Restoring full grit at the start of a new session is a good rule of thumb. If the opportunity presents itself, players can also have a dramatic interlude, roleplaying a scene between their heroes. Those involved restore their full grit by offering up personal details or asking each other questions. It’s the perfect time to thank a friend for saving your life or to make a shocking confession (“I’m not really me... I’m my twin brother!”).
The referee can change how often grit is restored to create different tones for their game. The following modes are both great for one-shots, but have very different results!
Casual Mode: Heroes automatically restore full grit after every scene.
Horror Mode: Heroes only restore 1 grit from dramatic interludes. If they run out of grit in a deadly situation, they die!
Characters get 1 experience point (XP) each session.
Players can spend 1 XP to add a new perk or quirk of their choice. This represents an ability, item, or trait gained during the story.
Players can spend 3 XP to increase either their luck or grit by 1 token, up to a maximum of 6 tokens each.
As the referee, you create scenarios, portray the supporting cast, and tell players when they must roll, assigning each challenge a stat (Agile, Brawny, or Crafty) and a difficulty (easy 4, average 5, or hard 6). You are also the players’ window into the world, describing the smell of fallen leaves in autumn, the watered-down taste of an overpriced drink, and the chill breeze down the back of their necks.
Gameplay is a conversation that flows in a familiar loop:
Repeat until the heroes (or their adversaries) are victorious.
When you play as the referee, keep these three goals in mind:
A game should feel like your favorite action-adventure TV show. You want memorable side characters in need of help, over-the-top villains with evil schemes, locations the players will want to revisit time and again, wild plot twists, and dire cliffhangers.
Give heroes a chance to save lives. Try to provide challenges for each hero. If there are Professors and Nurses, give them libraries to conduct research and sick people to care for. If they’re Pro Wrestlers, work in a championship match. Heroes don’t always have to win, but they should be given the chance to shine.
Don’t worry yourself about how heroes will overcome each challenge. It’s impossible to predict everything the players will come up with. Your time is better spent thinking up the next cool challenge. Players are smart and creative. Even if they don’t overcome the challenge, failure sets them up for a triumphant return.
Ask players to roll when their heroes try something risky, whether they’re taking action or reacting to a threat. When in doubt, just pick a stat and a difficulty (usually 5). If something would be trivially easy or impossible to achieve, don’t ask for a roll.
Generally speaking, players lose grit for failing to avoid misfortune, rather than failing to achieve success. Failing to throw a punch would not cost grit, but failing to dodge a punch would, and failing to dive out of the way of a runaway vehicle definitely would. Warn players before they roll if failure would cost them any grit. They might come up with a different plan. Failure costs 1 grit, critical failure costs 2.
Difficulty is not linked to whether a challenge removes grit. It might be an easy 4 for a Brawny scout to climb a tree for a better view of their surroundings, but if they fail, they’ll tumble onto the forest floor and lose grit.
Only the enemies have effort tokens. Side characters’ injuries and fading bravery are either tracked narratively (whatever makes sense) or by giving them their own grit tokens. Normal people have 1–2 grit.
Players get another die if the challenge suits their character’s role, which means they’ll probably try to apply their roles to most challenges. That’s fine! If it seems a little off, just ask them how their role applies. You should only deny them a die for their role if the challenge falls far outside their character’s knowledge or abilities.
Examples: Anyone can provide basic first aid, but unless they’re a Doctor, their role probably won’t apply when setting a broken leg or removing a bullet. Anyone can sing, but it takes special training to sing opera. Anyone can drive a car, but big commercial vehicles are another story. And some challenges can only be overcome by those with specific knowledge. Without proper training, flying a helicopter would be impossible.
No game is more important than the people at the table. Before the first session, the group should discuss tone and content to establish everyone’s comfort zone.
Make a list of content that will not be referenced during play (“I hate spiders, so, spiders do not exist!”).
Make a list of content that can be referenced “off-camera.” (“Zombies are fine, but please, no graphic details.”)
Players should know that if something makes them (as opposed to their hero) uncomfortable, they should alert the referee (by asking for a “pause” in the game or using some other sign that the group agrees on, such as making an “X” by crossing their arms). The game can pause and rewind, deleting or altering details as necessary. No one has to explain themselves or justify why content makes them uneasy.
For more information about popular safety tools, seek out Ron Edwards’s Lines & Veils, John Stavropoulos’s X-Card, and Beau Jágr Sheldon’s Script Change.