Résumé des règles
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Résumé des règles
Surprise:
- If expecting: Cognition TN5.
- If not expecting: Cognition TN11.
- If failed, no action this round. Needs a Guts TN5 to be able to do something the next round.
- Quick Draw: draw and fire the weapon in the same Action. TN5.
Initiative:
- Quickness. 2-5: 1card; 6-10: 2 cards; 11-15: 3 cards; 16-20: 4 cards; 21-25: 5 cards (Maximum).
- Count from Joker to Deuces. Suits: Spades, Hearts, Diamonds, Clubs.
- Red Joker: Can act at any time, without rolling Quickness. Draws a Fate Chip, discarded at the end of the round if not used.
- Black Joker: Loses the card, loses any card in the sleeve, Marshall draws a chip, reshuffle the deck.
- Cards in the sleeve:
o If declares action before anyone else, just proceed.
o If declares action to interrupt someone: Quickness vs Quickness. Success = simultaneous, Failure = failed to interrupt (can still Vamoose according to circumstances), Success with 1+ Raise = Interrupted and plays 1st.
- Speed: Number of Action Cards needed to perform the Action (Complex Action).
- Simple Action (cost no Action Card): Talking, Resisting a Hex, Resisting a Test of Wills…
- Complex Actions: Drawing a weapon, Making a Stun check, Initiating a Test of Wills, Reloading a weapon, any kind of movement that requires an Aptitude roll.
Movement:
- Running: double your Pace, but -4 to all your Actions. No Run when Swimmin’ or Climbin’.
- Pickin’ Up the Pace: cost Wind. TN5 if Drivin’, Teamster or Horse Ridin’.
- Carrying a Load: Light (3xStrength): Pace ¾; Medium (6xStrength): Pace ½; Heavy (10xStrength): Pace ¼.
Test of Wills:
o Bluff/Scrutinize, Overawe/Guts, Ridicule/Ridicule.
o 1 success = Unnerved (-4 to next Action, incl. passive defense Aptitude or resisting Test of Wills)
o 2 successes = Distracted (Unnerved + lose highest Action Cards)
o 3 successes = Broken (Unnerved and Distracted, winner draws a Fate Chip).
Shootin’ n Fightin’
- Shootin’: base TN is 5; add modifiers [Range (Point Blank <2yards), Size (+1 if double human size, -1 if half human size), Visibility conditions, Wounds, etc.].
- Special Maneuvres:
o Called Shots: Guts: -2; Legs/Arms: -4; Heads/Hands/Feet: -6; Eyeball/Heart: -10.
o Drawing a Bead: An Action Card spent aiming gives +2 to the Shootin’ roll (max +6).
o Shootin’ from the hip: Fire at a Speed of 1 instead of 2 but -2 to Shootin’ roll.
o Fannin’: Single Action pistols, -2 to Fannin’ roll, split dices between targets, one additional bullet hits per raise, max 6 bullets.
o Two-gun Kid: -2 to each attack, off hand weapon suffers an additional -4. Each shot is a separate roll.
o Rifle Spin: -2 to Shootin’ roll if Rifle used with one hand. To cock the Rifle with one hand only, Deftness TN7, requires no Action but can only be made once per Action.
- Reloadin’: One Action = 1 bullet. Speed-load: TN9 for 2 bullets, TN11 for 3 bullets.
- Throwin’: TN5 +1/5yards. Max Range = Strength x 5 yards. Deviation: 1d12 for direction, 1d20 yards.
- Innocent Bystanders: if missed target, 1 in 6 chances of hitting anyone near the bullet’s path. If Fannin’, Shotgun/Scattergun or Gatling, it increases to 2 in 6 chances. Check for each bullet.
- Fightin’: base TN is 5 + opponent’s level in Fightin’. Add modifiers (Wounds, Defense Bonus of weapon, Etc.).
- Vamoosin’: Discard highest remaining Action Card for an Active Defense roll (Dodge or Fightin’) vs TN = roll of the bad guy to hit you. Must be declared before the Action is rolled. Once bad guy rolled his dice, can’t add any Fate Chip anymore. Must describe the action, and if can’t move at least 1 yard, -4 to the roll.
- If hits, roll Location (d20). Add +-1/Raise. +2 when Fightin’. +2 Height advantage when Fightin’. +2 Point-blank Range when Shootin’.
o Prone target: Hits only if Location is Arms, Upper Guts or Noggin. Else, it’s a miss.
o Cover: any Location behind cover. Roll a d6. 1-3: deflected. 4-6: goes through, reduced by “Armor” value of cover.
Attitude
- Declared before Initiative rolled, else Neutral by default.
o Neutral No changes
o Violent +1 on offensive Actions, TN to be hit drops by 1.
o Ultra-Violent +2 on offensive Actions, TN to be hit drops by 2.
o Safe -1 on offensive Actions, TN to be hit increases by 1.
o Ultra-safe -2 on offensive Actions, TN to be hit increases by 2.
- Doesn’t work for hexes and other magical attacks or long range shootings from safe distance.
- Doesn’t work on mounted weapons that don’t allow movement (Gatling gun and similar weapons).
- Doesn’t apply for Duels.
Bleedin’ & Squealin’
- Add all damage dices and divide by the size of the target. It gives the number of Wounds. For melee weapons with Strength damage, roll Strength as usual taking the highest die.
- Noggin = +2d damages, Gizzards = +1d damages.
- Wounds level:
o Light bruises, superficial irritating cuts, muscles strains.
o Heavy deep but non threatening cuts, multiple bruises.
o Serious broken bones, deep and bloody cuts. Bleeding 1 Wind/rnd.
o Critical life threatening cuts across major arteries, internal bleeding. 2 Winds/rnd.
o Maimed severed/crushed limbs, out of action forever. Dead if guts/noggin. 3 Winds/rnd.
- Stun checks: Vigor vs TN based on Wound level. If bust, unconscious for 1d6 hours (or Medicine TN5)
- Wind: for every Wound level taken, 1d6 Wind. If hit but doesn’t take a Wound, still take 1d6 Wind. If Wind reaches 0 or below, Winded (crawling or cryin’ like a baby), no cards/actions. Every time Winds reaches max Wind value in the negative, take 1 Wound to Guts.
- Nonlethal damages: Subtract Vigor roll from damages. Remaining damage is applied to Wind.
Boom
- One single stick of dynamite does 3d20. Extra sticks add 1d20 to a maximum of 10d20.
- Every 10 yards from the explosion, the damage drops by a die.
- Roll a hit location for each Wound. No extra damage for noggin/guts.
Drownin’
- Swimmim’ roll: Swift Creek TN3, Rapid River TN 5, Rough ocean TN7, Stormy seas TN9.
Fallin’
- 1d6+5 for every 5 yards fallen (max. 20d6+100).
- Wounds applied randomly, no extra damage for noggin/guts.
- Landing in water: reduce damage b half or cancels it entirely if Swimmin’ TN5.
- Landing on a haystack or similar soft obstacle reduces damage by half of Nimbleness TN7.
Fire
- Heavy smoke: every round, Vigor TN7. Fail takes difference in Wind. Check even in unconscious. +2 if wet cloth on the mouth.
- Small fire: 1d6 to areas on fire. Large fire: 2d8 to areas on fire. Totally consumed by flames: 3d12 massive damage.
- Stop fire by rolling: Nimbleness TN5+1/area
Hangin’
- Vigor TN9 or neck snaps and dead. Every round Vigor TN9 and takes difference in Wind until suffocates.
Healin’
- Medicine TN3, takes 5 min, eliminate all Wind.
- Wind gets back at rate of 1 per minute.
- Real Wounds: Medicine roll max 1h after the injury.
- Medicine: General can heal light and heavy Wounds. Surgery for more serious Wounds (or General at -2).
- One roll for each area. Success reduces the Wounds level by one (or stop bleedin’ for Maimed).
- Natural healing: One Vigor roll every 5 days for every area.
Fate Chips and Bounty Points
- White: roll 1 extra die, negates 1 Wound, gain 5 Wind, 1 Bounty point
- Red: add 1 extra die, negates 2 Wounds, gain 10 Wind, 2 Bounty points, Marshall draws a Fate Chip.
- Blue: add 1 extra die, negates 3 Wounds, gain 15 Wind, 3 Bounty points.
- Tradin’ Chips: 2 for 1 + describing the action to help.
- 10 Fate chips Max.
- Raising Trait Die types: triple the new die type; Raising Trait Level or Expert Aptitudes: double the new level.
The Art of the Duel
Duels are often as much a battle of willpower, guts and style as one of flying lead. Survival is still the top priority, but the gunfighter’s reputation is also at stake.
When someone calls your hero out, he’d better stand tall with his six-gun in its holster. If he comes bolting out of the saloon crying like a baby and firing a shotgun, folks will call him a lily-livered, yellow coward. Stay cool, and if you die at least you’ll get a kind epitaph.
Timed Duel
The shooters agree neither one will fire until a predetermined event: the count of three, when a handkerchief hits the ground, the sound of a clock’s bell, and so on.
- Each fighter makes a Quickness roll and draws Action Cards.
- The Marshal draws a single card from his own deck and looks at it secretly. If it’s a Joker or a face card, draw again.
- Place the card face down between the two gunslingers.
- The Marshal calls of the cards like a normal round, starting with the Ace.
- As their Action Cards are called, the fighters may perform tests of will or hold their cards.
- When the Marshall gets to the signal card, he flips it face up and the fighters commence shooting. The duelists make a Quick Draw test, and the fastest gun fires first. Ties are considered simultaneous.
- Each card held the duelist has adds +2 to his Quick Draw roll.
- Cards lower than the signal card have no effect and are discarded.
- Once the shots are resolved, the duelists start off a new normal combat round if they wish.
Staredown Duel
The combatants each wait for the other to go for his gun. If you just skin your hogleg and shoot someone, it’s murder. So the idea is to goad your opponent into going for his gun, then draw and fire yours before him. That way you can kill the son-of-a-gun all nice and legal-like.
- Same as timed duels except the Marshal draws no card. The gunslingers decide when to draw.
- Each fighter makes a Quickness roll and draws cards as usual.
- The Marshal calls of the cards like a normal round, starting with the Ace.
- As their Action Cards are called, the fighters may perform tests of will, draw or hold their cards.
- Each held card, including the “draw” card, adds +2 to the Quick Draw roll.
- Cards lower than the draw have no effect and are discarded.
- If the count gets down to 2s without either fighter drawing, the opponents continue to stare at each other and discard all their cards (no card can be held up the sleeve in a duel). Start again from the top.
Notes:
- Fate: Stepping into a duel, you take fate into your own hands. Fate chips can’t be used to negate wounds.
- Dueling Wills:
o Bluff vs Scrutenize, Overawe vs Guts, Ridicule vs Ridicule.
1 success Distracted
-4 to Quick Draw.
1 raise Unnerved
- 4 to Quick Draw and Shootin’. In a Staredown, must draw on his next available Action Card or try to weasel his way out of the duel.
2 raises Broken
same as Unnerved. In Staredown, must draw immediately (no Action Card, so no +2 on the Quick Draw roll) or turn tail and run.
o Initiating a test o’ will is an action. Resisting one is not an action and is done automatically.
o A shootist who used all his cards for tests of wills can still return fire (he can’t go for his gun first unless he’s broken), but he takes a -4 penalty to his Quick Draw roll.
- No special maneuvers, no attitude.
- If expecting: Cognition TN5.
- If not expecting: Cognition TN11.
- If failed, no action this round. Needs a Guts TN5 to be able to do something the next round.
- Quick Draw: draw and fire the weapon in the same Action. TN5.
Initiative:
- Quickness. 2-5: 1card; 6-10: 2 cards; 11-15: 3 cards; 16-20: 4 cards; 21-25: 5 cards (Maximum).
- Count from Joker to Deuces. Suits: Spades, Hearts, Diamonds, Clubs.
- Red Joker: Can act at any time, without rolling Quickness. Draws a Fate Chip, discarded at the end of the round if not used.
- Black Joker: Loses the card, loses any card in the sleeve, Marshall draws a chip, reshuffle the deck.
- Cards in the sleeve:
o If declares action before anyone else, just proceed.
o If declares action to interrupt someone: Quickness vs Quickness. Success = simultaneous, Failure = failed to interrupt (can still Vamoose according to circumstances), Success with 1+ Raise = Interrupted and plays 1st.
- Speed: Number of Action Cards needed to perform the Action (Complex Action).
- Simple Action (cost no Action Card): Talking, Resisting a Hex, Resisting a Test of Wills…
- Complex Actions: Drawing a weapon, Making a Stun check, Initiating a Test of Wills, Reloading a weapon, any kind of movement that requires an Aptitude roll.
Movement:
- Running: double your Pace, but -4 to all your Actions. No Run when Swimmin’ or Climbin’.
- Pickin’ Up the Pace: cost Wind. TN5 if Drivin’, Teamster or Horse Ridin’.
- Carrying a Load: Light (3xStrength): Pace ¾; Medium (6xStrength): Pace ½; Heavy (10xStrength): Pace ¼.
Test of Wills:
o Bluff/Scrutinize, Overawe/Guts, Ridicule/Ridicule.
o 1 success = Unnerved (-4 to next Action, incl. passive defense Aptitude or resisting Test of Wills)
o 2 successes = Distracted (Unnerved + lose highest Action Cards)
o 3 successes = Broken (Unnerved and Distracted, winner draws a Fate Chip).
Shootin’ n Fightin’
- Shootin’: base TN is 5; add modifiers [Range (Point Blank <2yards), Size (+1 if double human size, -1 if half human size), Visibility conditions, Wounds, etc.].
- Special Maneuvres:
o Called Shots: Guts: -2; Legs/Arms: -4; Heads/Hands/Feet: -6; Eyeball/Heart: -10.
o Drawing a Bead: An Action Card spent aiming gives +2 to the Shootin’ roll (max +6).
o Shootin’ from the hip: Fire at a Speed of 1 instead of 2 but -2 to Shootin’ roll.
o Fannin’: Single Action pistols, -2 to Fannin’ roll, split dices between targets, one additional bullet hits per raise, max 6 bullets.
o Two-gun Kid: -2 to each attack, off hand weapon suffers an additional -4. Each shot is a separate roll.
o Rifle Spin: -2 to Shootin’ roll if Rifle used with one hand. To cock the Rifle with one hand only, Deftness TN7, requires no Action but can only be made once per Action.
- Reloadin’: One Action = 1 bullet. Speed-load: TN9 for 2 bullets, TN11 for 3 bullets.
- Throwin’: TN5 +1/5yards. Max Range = Strength x 5 yards. Deviation: 1d12 for direction, 1d20 yards.
- Innocent Bystanders: if missed target, 1 in 6 chances of hitting anyone near the bullet’s path. If Fannin’, Shotgun/Scattergun or Gatling, it increases to 2 in 6 chances. Check for each bullet.
- Fightin’: base TN is 5 + opponent’s level in Fightin’. Add modifiers (Wounds, Defense Bonus of weapon, Etc.).
- Vamoosin’: Discard highest remaining Action Card for an Active Defense roll (Dodge or Fightin’) vs TN = roll of the bad guy to hit you. Must be declared before the Action is rolled. Once bad guy rolled his dice, can’t add any Fate Chip anymore. Must describe the action, and if can’t move at least 1 yard, -4 to the roll.
- If hits, roll Location (d20). Add +-1/Raise. +2 when Fightin’. +2 Height advantage when Fightin’. +2 Point-blank Range when Shootin’.
o Prone target: Hits only if Location is Arms, Upper Guts or Noggin. Else, it’s a miss.
o Cover: any Location behind cover. Roll a d6. 1-3: deflected. 4-6: goes through, reduced by “Armor” value of cover.
Attitude
- Declared before Initiative rolled, else Neutral by default.
o Neutral No changes
o Violent +1 on offensive Actions, TN to be hit drops by 1.
o Ultra-Violent +2 on offensive Actions, TN to be hit drops by 2.
o Safe -1 on offensive Actions, TN to be hit increases by 1.
o Ultra-safe -2 on offensive Actions, TN to be hit increases by 2.
- Doesn’t work for hexes and other magical attacks or long range shootings from safe distance.
- Doesn’t work on mounted weapons that don’t allow movement (Gatling gun and similar weapons).
- Doesn’t apply for Duels.
Bleedin’ & Squealin’
- Add all damage dices and divide by the size of the target. It gives the number of Wounds. For melee weapons with Strength damage, roll Strength as usual taking the highest die.
- Noggin = +2d damages, Gizzards = +1d damages.
- Wounds level:
o Light bruises, superficial irritating cuts, muscles strains.
o Heavy deep but non threatening cuts, multiple bruises.
o Serious broken bones, deep and bloody cuts. Bleeding 1 Wind/rnd.
o Critical life threatening cuts across major arteries, internal bleeding. 2 Winds/rnd.
o Maimed severed/crushed limbs, out of action forever. Dead if guts/noggin. 3 Winds/rnd.
- Stun checks: Vigor vs TN based on Wound level. If bust, unconscious for 1d6 hours (or Medicine TN5)
- Wind: for every Wound level taken, 1d6 Wind. If hit but doesn’t take a Wound, still take 1d6 Wind. If Wind reaches 0 or below, Winded (crawling or cryin’ like a baby), no cards/actions. Every time Winds reaches max Wind value in the negative, take 1 Wound to Guts.
- Nonlethal damages: Subtract Vigor roll from damages. Remaining damage is applied to Wind.
Boom
- One single stick of dynamite does 3d20. Extra sticks add 1d20 to a maximum of 10d20.
- Every 10 yards from the explosion, the damage drops by a die.
- Roll a hit location for each Wound. No extra damage for noggin/guts.
Drownin’
- Swimmim’ roll: Swift Creek TN3, Rapid River TN 5, Rough ocean TN7, Stormy seas TN9.
Fallin’
- 1d6+5 for every 5 yards fallen (max. 20d6+100).
- Wounds applied randomly, no extra damage for noggin/guts.
- Landing in water: reduce damage b half or cancels it entirely if Swimmin’ TN5.
- Landing on a haystack or similar soft obstacle reduces damage by half of Nimbleness TN7.
Fire
- Heavy smoke: every round, Vigor TN7. Fail takes difference in Wind. Check even in unconscious. +2 if wet cloth on the mouth.
- Small fire: 1d6 to areas on fire. Large fire: 2d8 to areas on fire. Totally consumed by flames: 3d12 massive damage.
- Stop fire by rolling: Nimbleness TN5+1/area
Hangin’
- Vigor TN9 or neck snaps and dead. Every round Vigor TN9 and takes difference in Wind until suffocates.
Healin’
- Medicine TN3, takes 5 min, eliminate all Wind.
- Wind gets back at rate of 1 per minute.
- Real Wounds: Medicine roll max 1h after the injury.
- Medicine: General can heal light and heavy Wounds. Surgery for more serious Wounds (or General at -2).
- One roll for each area. Success reduces the Wounds level by one (or stop bleedin’ for Maimed).
- Natural healing: One Vigor roll every 5 days for every area.
Fate Chips and Bounty Points
- White: roll 1 extra die, negates 1 Wound, gain 5 Wind, 1 Bounty point
- Red: add 1 extra die, negates 2 Wounds, gain 10 Wind, 2 Bounty points, Marshall draws a Fate Chip.
- Blue: add 1 extra die, negates 3 Wounds, gain 15 Wind, 3 Bounty points.
- Tradin’ Chips: 2 for 1 + describing the action to help.
- 10 Fate chips Max.
- Raising Trait Die types: triple the new die type; Raising Trait Level or Expert Aptitudes: double the new level.
The Art of the Duel
Duels are often as much a battle of willpower, guts and style as one of flying lead. Survival is still the top priority, but the gunfighter’s reputation is also at stake.
When someone calls your hero out, he’d better stand tall with his six-gun in its holster. If he comes bolting out of the saloon crying like a baby and firing a shotgun, folks will call him a lily-livered, yellow coward. Stay cool, and if you die at least you’ll get a kind epitaph.
Timed Duel
The shooters agree neither one will fire until a predetermined event: the count of three, when a handkerchief hits the ground, the sound of a clock’s bell, and so on.
- Each fighter makes a Quickness roll and draws Action Cards.
- The Marshal draws a single card from his own deck and looks at it secretly. If it’s a Joker or a face card, draw again.
- Place the card face down between the two gunslingers.
- The Marshal calls of the cards like a normal round, starting with the Ace.
- As their Action Cards are called, the fighters may perform tests of will or hold their cards.
- When the Marshall gets to the signal card, he flips it face up and the fighters commence shooting. The duelists make a Quick Draw test, and the fastest gun fires first. Ties are considered simultaneous.
- Each card held the duelist has adds +2 to his Quick Draw roll.
- Cards lower than the signal card have no effect and are discarded.
- Once the shots are resolved, the duelists start off a new normal combat round if they wish.
Staredown Duel
The combatants each wait for the other to go for his gun. If you just skin your hogleg and shoot someone, it’s murder. So the idea is to goad your opponent into going for his gun, then draw and fire yours before him. That way you can kill the son-of-a-gun all nice and legal-like.
- Same as timed duels except the Marshal draws no card. The gunslingers decide when to draw.
- Each fighter makes a Quickness roll and draws cards as usual.
- The Marshal calls of the cards like a normal round, starting with the Ace.
- As their Action Cards are called, the fighters may perform tests of will, draw or hold their cards.
- Each held card, including the “draw” card, adds +2 to the Quick Draw roll.
- Cards lower than the draw have no effect and are discarded.
- If the count gets down to 2s without either fighter drawing, the opponents continue to stare at each other and discard all their cards (no card can be held up the sleeve in a duel). Start again from the top.
Notes:
- Fate: Stepping into a duel, you take fate into your own hands. Fate chips can’t be used to negate wounds.
- Dueling Wills:
o Bluff vs Scrutenize, Overawe vs Guts, Ridicule vs Ridicule.
1 success Distracted
-4 to Quick Draw.
1 raise Unnerved
- 4 to Quick Draw and Shootin’. In a Staredown, must draw on his next available Action Card or try to weasel his way out of the duel.
2 raises Broken
same as Unnerved. In Staredown, must draw immediately (no Action Card, so no +2 on the Quick Draw roll) or turn tail and run.
o Initiating a test o’ will is an action. Resisting one is not an action and is done automatically.
o A shootist who used all his cards for tests of wills can still return fire (he can’t go for his gun first unless he’s broken), but he takes a -4 penalty to his Quick Draw roll.
- No special maneuvers, no attitude.
Romeo- Messages : 162
Date d'inscription : 08/03/2010
Age : 41
Localisation : Ho Chi Minh ville
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