JARLS: Just Another Rules-Light System

Just Another Rules-Light System (JARLS) is a fast, flexible framework for modern and near-future tabletop play. Handle tense negotiations, desperate firefights, and high-stakes improvisation without slowing the table with charts or canon. It’s designed for one-shots and short arcs and for scaling up with theme-specific add-ons when you want to deepen the experience.
Character Creation
At character creation, define:
Concept: A brief one-liner ("Streetwise hacker," "Ex-cop medic," "Disgraced spy")
Edge: One area of expertise that gives a +2 bonus when it clearly applies. Examples: Demolitions, Linguistics, Urban Navigation, or First Aid.
Flaw: A weakness that the GM can compel for tension or complications.
Abilities
Assign six points across the four stats, maximum +3.
Strength: Smack, wrestle, lift, intimidate
Agility: Sneak, dodge, drive, shoot
Savvy: Investigate, hack, improvise, read a room, spot danger
Charm: Schmooze, convince, negotiate, seduce
Hit Points 2d4 + Strength
Carrying Capacity Carry Strength + 8 normal-sized items without issue. Strength and Agility DMs increase by 2 if over the limit. Maximum capacity = 2x Strength + 8
Task Resolution
To complete a task successfully, roll equal to or greater than 12 on 1d20 + relevant ability score + Edge bonus
Combat, Weapons, and Armor
Determine initiative by rolling 1d6. 1-3 = opponents act first; 4-6 players act first.
Melee: roll 12+ on 1d20 + Strength to hit; roll weapon damage.
Ranged: roll 12+ on 1d20 + Agility to hit; roll weapon damage.
Defense: roll 12+ on 1d20 + Agility to avoid enemy attack.
Rolling a natural 20:
Attacking: Roll your damage dice twice and take the higher result.
Defending: You gain a free counterattack (resolved immediately, using your normal attack roll).
Rolling a natural 1:
Attacking: Your weapon malfunctions or you drop it.
Defending: Roll the incoming damage dice twice and take the higher result.
Players roll both to attack or defend; enemies generally don't roll dice in combat.
Hit Points: 0 HP = knocked unconscious; negative HP = dead.
A combat round is enough time to traverse a normal-sized room and either attack once or use an item. Ten rounds make up about a minute.
After the fight ends: roll 1d8 for each firearm used, 1-3 indicates an empty magazine; catch your breath and get 1d4 HP.
* Autofire: Make up to two additional attacks at +2 and +4 Difficulty Modifiers. On a hit, apply normal damage. After using autofire, roll an ammo depletion check: 1–3 on 1d8 = empty magazine.
Distance and Cover: At close range, long guns are +2 DM to hit. Targets behind cover are +2 DM to hit.
Non-Combat Conflict Clocks
Use progress clocks to make investigations, social negotiations, and technical sequences feel tense but structured.
Define a 2, 4, or 8 segment clock depending on complexity. Each success fills one segment; failures add opposition or complications. When the clock fills, the action resolves. For example:
Negotiation: Build trust before a rival offers more money.
Hacking: Bypass intrusion systems before security notices.
Surveillance: Tail a target before they shake you.
Threat Templates
Add quick-build NPC profiles for faster prep.
Stress & Tension
Start with 0 Stress. Add +1 Stress when:
- Your HP drops below half your maximum
- You witness trauma
- You push yourself beyond your limits
When Stress exceeds Savvy, roll 1d20 + Savvy vs. 12:
- Success: Pressure clarifies everything. +2 to your next roll.
- Failure: Pick a Complication — panic, freeze, or lash out.
Stress resets after a safe rest or downtime.
Stress doesn’t always mean fear. It’s focus stretched thin — the hum in the skull before a breakthrough or a breakdown.
Recovery & Healing
Campaign Loop
For ongoing play, create a simple rhythm:
- Mission: Operative jobs, survival runs, or investigative arcs.
- Debrief: What went right, what went wrong, who's angry now.
- Downtime: Heal, train, make connections, or gather intel.
- Upgrade: Improve gear, add a narrative asset, or gain an additional Edge.
- Next Hook: Build momentum toward the next operation or twist.
Progression
After each mission: Mark 1 XP for a notable success, 2 for completing a major objective.
Spend 3 XP: Raise one stat by +1 (max 6), or take a new Edge.
Spend 5 XP: Gain a signature move, like once-per-session rerolls or auto-success on a familiar task.
Optional Flavor Modules
Quickly tailor tone without rewriting the core rules:
Cyberpunk: Add hacking complications, drone tables, and cyberware costs.
Action-Cinematic: Allow rerolls when a player invokes a personal trait or dramatic description.
Hard Realism: Track ammo per shot, require stabilization rolls for serious injuries, add range penalties beyond sightlines.
Horror/Survival: Introduce stress escalation clocks, dwindling resources, and permanent trauma.
Credits
Based on MÖRK BORG. This is an independent production by The Grey Ledger Society. It is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. Learn more at: morkborg.com/license