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Gunsmoke

Land of the broken souls

Character Creation
Choose between 3 kinds of characters:

- Balanced : 12 Character Points and 2 Specializations


- Specialized: 13 Character Points and 1 Specialization
- Versatile: 11 Character Points and 3 Specializations

Divide the Character Points between the four Stats:

Vigor – Strength, agility, athletic skills and hand to hand combat.


Precision – Perception, coordination, picking locks, sneaking and ranged combat.
Mind – Knowledge, cunning, charm, reaction.
Endurance – Vitality, resistance to drugs, sleep, pain and torture. Also determines Hit Points.

Hit Points are Endurance x2

Normally each character can make one action each turn and move (or move twice), if the damage received is more
than the Endurance rating the character can perform only one action OR move and has -1 penalty to all rolls.
When hit points are 0 the character is unconscious, if below 0 the character is dead.

Then choose your Specialization(s). There is no fixed list, here’s some examples:

Athletic, Cooking, Bargaining, Explosives, Feats of Strength, Fast Talk, Fencing, Gambling, Intimidate, Iron Will,
Knives, Lightning Reflexes, Medicine, Pistols, Perceptive, Provoking Insults, Rifles, Seduction, Sneaky, Survival.
Rules
The game is really simple: when attempting an action you roll 2 d6 and add the relevant Stat. A result of 12 is always
a success, 2 is a failure, otherwise the basic target number is 10.
But this value can be lowered or increased depending from the circumstances, normally a +/-1 is added for each
condition.

For example, I want to shoot the bad guy.


+1 difficulty because he’s at long range
+1 difficulty because he’s moving
+1 difficulty because I’m moving
+1 difficulty because it’s a foggy day

So the final difficulty would be 14! It’s difficult!

But sometimes you can have some advantage… maybe I’ve an exceptional custom rifle that gives a +1 for its great
accuracy. Maybe this rifle is scoped, and this remove the penalty for long range. Maybe I stop moving… and then the
final difficulty is 11. A bit better.

But wait, there’s more! If the specialization can be applied (in this case it means I’ve “Rifle” among my
specializations) you roll THREE dices and discard the lowest. This is how the Specializations work.

KARMA dices: whenever a character rolls a 2, he fails the action, as stated above, but he earn a KARMA dice. This is
an extra, bonus dice, that can be rolled and the result is added or subtracted to any roll that influences the
characters. So this can be a bonus dice to one of his actions, or to the damage he inflicts, or it can be used to reduce
the opponent roll. Once used, it is gone, so use wisely the Karma dices. Each character starts with one Karma dice.

Combat
Initiative order is rolled: 2d6 + Mind (Specializations like Lightning Reflexes applies as usual)

Then each character can perform one action and move or move two times. Moving two times changes the
distance between two characters. There are four distances:

1- Melee (distance for attacking in melee with fists, knives and swords)
2- Close (under 20 metres, distance of thrown weapons and flamethrowers)
3- Medium (20-50 metres, distance of pistols, shotguns and bows)
4- Long (more than 50 metres, only rifles can reach this distance)

Typical damage is 1d6-1 for unarmed attacks.


A knife, gun, bow or improvised weapon does 1d6 damage (but -1 to attack rolls for improvised weapons)
A sword or rifle does 1d6+1 damage
Really big rifles and weapons do 1d6+2 damage
1d6+3 damage is reserved for fixed weapons like cannons, gatlings and explosives.

You can use two one handed weapons with a -1 penalty (added to the others, but hey, you attack twice!
A roll of 2 means that you finish ammunition, the weapon is jammed or you drop the weapon.

A weapon can have other bonuses or penalties and can also have two ratings: Perforation and Fast
Shooting.
- Perforation is a number that reduces the armor rating of the target attacked. Mind that this isn’t just the
armor worn, but also works on inanimate items like cover, walls and so on.
- Fast Shooting is reserved to weapons that can fire rapidly, like repeating rifles and gatlings. The number
indicate how many attacks the weapon can do (normally 2 or 3), but each of these these attacks suffer a -1
penalty.
Sample guns:

Revolver Rifle Wrist gun


Range: medium Range: long Range: medium
Damage: 1d6 Damage: 1d6+1 Damage: 1d6
Perforation 1 only 1 shot each combat
You act first, if not surprised

Musket Perforator Gun Hand cannon


Range: long Range: medium Range: medium
Damage: 1d6+1 Damage: 1d6 Damage: 1d6+2
1 round reload after each shot Perforation 4 -1 extra to attack if moving

Sawed-off Sniper Rifle Deluxe Revolver


Range: medium Range: long Range: medium
Damage: 1d6 Damage: 1d6+2 Damage: 1d6+1
+1 Attack roll and Damage at -1 extra if used while moving Perforation 1
Close range Scope: no penalty for Long range +1 to attack roll

Shotgun Repeating Rifle Repeating Gun


Range: medium Range: long Range: medium
Damage: 1d6+1 Damage: 1d6 Damage: 1d6
+1 Damage at Close range Fast Shooting: 2 Fast Shooting: 3
Derringer Elephant Rifle Revolver Rifle
Range: medium Range: long Range: medium
Damage: 1d6 Damage: 1d6+2 Damage: 1d6
-1 Attack roll if not at Close range Perforation 2 Perforation 1
+1 to initiative rolls -1 extra if used while moving +1 to Attack roll

Remember that also melee weapons can have qualities:

Throwing Knife: 1d6 damage, +1 attack if thrown, -1 to attack if used in melee.


Exquisite Sabre: 1d6+1 damage, Perforation 1, +1 to attack rolls.
Large and rusty Anchor: 1d6+2 damage, -1 attack rolls, no move action if used to attack.

Armors
- light armor (leather coat, bone cuirass, furs): -1 damage
- medium armor (reinforced duster, metal breastplate): -2 damage, -1 penalty to sneak and athletic rolls
- heavy armor (plate armor): -3 damage, -2 penalty to sneak and athletic rolls

When a character is behind a wall the Protection is added to the armor damage reduction. A typical
wooden wall has 3-4 protection, 5 for a stone wall, 6 for a reinforced stone wall.

Armors can have qualities too: a black leather armor can give a +1 to sneak rolls
The same applies to any other item, for example a good lockpick set gives a +1 bonus to any attempt.

Sample Characters

Oliver Wilson, gambler and adventurer


Vigor 2 Specializations: Gambling, Pistols, Seduction.
Precision 3 Hit points: 6
Mind 3 Karma dices: 1
Endurance 3

Coctaw, indian scout


Vigor 3 Specializations: Perceptive, Survival.
Precision 4 Hit points: 4
Mind 3 Karma dices: 1
Endurance 2

Bud Stanton, big guy


Vigor 4 Specializations: Intimidation
Precision 3 Hit points: 8
Mind 2 Karma dices: 1
Endurance 4
Sample Opponents and Critters

Bandit
Vigor 2 Specializations: none
Precision 2 Hit points: 4
Mind 2 note: carries a knife (1d6) and one random gun
Endurance 2

Gunfighter
Vigor 2 Specializations: none
Precision 3 Hit points: 4
Mind 3 note: carries a knife (1d6) and one or two guns
Endurance 2

Elite Sharpshooter
Vigor 3 Specializations: Sneaking
Precision 3 Hit points: 4
Mind 2 note: carries a knife (1d6) and a rifle
Endurance 2

Giant alligator
Vigor 3 Specializations: Attacking from water
Precision 2 Hit points: 10
Instinct 2 note: -2 damage as for medium armor, 1d6+2 bite damage
Endurance 5

Coyote/Wolf
Vigor 2 Specializations: Scenting
Precision 3 Hit points: 2
Instinct 3 note: 1d6 bite damage
Endurance 1

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