There are also complete maps of two different towns, one a small sleepy town bordering on failure Black Horse and the other Lazarus a booming western town.
Your character immortalized in a sourcebook Less. We have dozens of stretch goals and add-ons ready and waiting for backers if we can hit our goal. Further, you and your gaming group up to 6 adults total are invited to stay at the KenzerCo gaming house in Indianapolis Indiana during GenCon. This website uses cookies to improve your experience while you navigate through the website.
Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are as essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website.
These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Advertise with Us. Welcome, Guest. Please login or register. Did you miss your activation email? Home Help Contact Login Register. This is a site for discussing roleplaying games. Throughout these rules we may refer to the different die types as "xd6" where "x" is the num ber of dice of a particular type you should roll.
So 3d6 means roll three six-sided dice. A d means roll three d lOs, and so on. We also recommend YOll download a free characte r record sheet from our website.
A standa rd deck of poker playing cards arc needed to resolve combat in the game, as is the Shol Clock HI ove rlay provided with the rules. Poker chips are also required, if you choose 10 usc the advanced brawling rules. O ther handy but non -essentia l items include a table to play on, a calculator, miniature figures to represent your characters, and terrain such as model town buildings or simulated vegeLation or hi lls.
Most game, model or hobby shops carry items li ke this to enhance your game experience. Finally, if you usc miniatures, you'll want to usc a ruler or tape to measure weapon ranges during combat. Your character's potential is limi tcd only by your imagination and your grit.
A role-playing game is a lot like improvisational acting. The players create characters thai they pretend to be d uring the course of the game. T he rule book describes methods for dete r mining and recording the. Late r on, as you become more familiar with the mecha nics of the game, you will like-. You may cither choose your weapon from this list or roll a d6 to randomly dete r mine your armament. In a basic gunfight, there are no modifiers to Speed or Accuracy based on the type of fi rearm or the number of gunfights the charaCter's been involved in.
Chapter 2. There's no need to invest the lime if all you ca re about is lead slin gin' or "s hoatin'" to all you greenhorns. O therwise, you're ready to go! Instead, all you need is a single d4. Speed represent s how quick your gunfighter is on the draw - the lower the better. Accuracy is JUSt what it seems and higher numbers are beneficial here. To determine your gunfighter'S Speed, roll a d4. Record this number then flip a coin to determine if the value is positive heads or negative tails.
T he result is your gunfighter'S Speed score - somewhe re betwee n -4 and 4. Repeat the process to determine Accuracy. For example, lei's say Ihal Mark rolls a d4 with a result oj 4 and then flips a coin it lands tails. That's pretty dumJast! Unfortunately, he then rolls a 3 for his Auura0' and a coin flip tho!
T his gives you a measure of how much physical damage your gunfighter can sustain before keeling over. Annil You ng. TAB LE 2. Band ito. Holl y S. Rosa Muti ncz.
Poshl Worke r P rosti tute S uge Coach Dri ver Telegraph Operator. Sutch M o ntgome ry w C assidy w Doc Wilso n Ferna ndo Vasquez. Josiah LedbellCT JU iD de Cisneros M all S antos. Timl' sumtd to as II" table sat paficllj' siltnl. Wiping his brou'.
Iet oj SpadiSf hands. In contrast,.. In real life, to walk across the room, YOli thin k about walki ng ac ross the room. This die roll is called the Initiative roll. Du ring a gunfight.
Th e worse the shooter's aim, the funher from his mark the shot flie s. A split sccond during a gu nfight can sometimes mcan the differcnce betwccn survival and a painful or e"en monal wound. Each tenth of a seeond is referred to hereafter as a "Counl. These sections appear in a modular fa shion so that your game need not inco rporate all of the rules at once. Play with o nly the rules you feel comfortable handling. When these become second nature, you can add mo re advanced rules, or nOt, as you prefe r.
L When a gunfi ght is aboul to erupt , each player rolls a d Playe rs declare actions in order of lowest score 10 highest score, In cases where gunfights erupt duc to declared actions ' Fo rget negot iations, I draw o n him. Ttmnt r. Clay will finish hi. Clay can alro Opl to shoot from tlit hip and firt of! Of coum.
In Ihis cast, uhtn tht COllllt L ;p rtaches 8. Arter a character ta kes his first action, that character picks another action and adds the Counts for that aClion to the cu rrent num ber in lhe Count Up i. T he resultant number is when his next action occurs. Add Action Couot s to dete rmine when first Kl ioD occu rs.
All players add the CountS required for their action sec Tahlt 2. Wh en the Count Up rC'lchcs a player's sum total for his first action, resoke th at fir:;t action. Furthermore, a pistOl already brought 10 bear or aimed remains in that position while being cocked and fired.
H urried shooters can opt to fire the second shot unaimed; this action ta kes o nly 6 Counts but is obviously less accurate see H ipshooling, below. Careful shoote rs wi ll opt to re-aim the rifle a 10 total Count. H urried shooters ca n Opt to fi re the second shot without aiming; this action takes only 10 Counts 7 ir already.
Tablt 2. If unholslercd a nd poimed, the weapon mar be fircd in a mere 3 Counts. Ir the weapon is holste rcd. Drawing includes cocki ng in one fluid motion. From thcre. S o r 10 Counts. Actually aimi ng the weapon, or at!
Firins a cocked weapon Cocking and firing a pointed weapon Cocking and firing i. Drawing lVithout Holster: D rawing from a boot, belt, pocket, etc. Because the delay could vary from draw to draw, drawing without a holster causes a d4 Count penalty.
In cont ra st, while fanning the hammer or fanfiring the shooter uses the hand not holding the gun, held palm down. Fanning allows for rapid shooting and affords a -2 Speed bonus. Note, however, that it provides a substantial Accuracy penalty as well.
Fanned guns cannot be aimed. Qading: Pistol per cartridge : It takes 10 Count to load a cartridge into a revolver. Qading: Rifle per cartridge : It takes a 10 Count a cartridge into a rifle. Cocking and firing iI. Drawing with off hand Rcphcing a cylinder Qading: Shotgun one shell : It takes a 25 Count to load a shell into a shotgun. Thi s involves breaking open the shotgun and pulling out a spent shell. If no shells need to be removed, the time drops to 23 Counts.
Qading: Shotgull two shells : It takes 30 Count to load two shel ls into a shotgun. This involves breaking opcn the shotgu n and pulling out the spent shells. If no shells need to be removed. T he penalty is equal to a d4 per round. You need 1O take this action or else you'll be shooting less accurately. Drawing Two Weapons at Ollce: Drawing two weapons a t once causes a sl ight decrease in draw Speed to the tunc of an extra 5 Counts i.
Drawing with Hand: Drawing with the off hand is slower than the primary hand by 5 Counts. Thi s is not. Declare gene ral target Wh en your character takes a shot , the first thing you'll have to do is declare a target. Simply pick out a.
Declue gencnl urgct Placc the ccnfer of thc Shot C lock ovcr thc intcndcd urgct loc. Specific advanced rules for checking thi s sort of thing come under the Li ne of Sight rules detailed in Chaptu 3. For example, if you want to disarm a drunken brawler that drew on your partner, you can try to shoot his gun. Sbol Clo cl, over lb. Pick the appropriate Target Silhouelle based on the target's body position i.
Place the Shot Clock over the Target Silhouelle in 1he exact spot you. Add aJJ Accuracy modifi. You ' ll need a modified 2S or higher to hit the exact SpOt you've target ed , while a roll of 14 or less is a miss.
Note: if you roll a 20 on the die, immediately roll a d6- 1 one 6,s ided die minus one and add the resultant o to S to your To-hit roll. Con tinue rolling and adding the results! If 'ou wallt 10 disarm a drunken brawler Ihal drew on your partner, you can try to shoot his gu n.
Accu racy penalty, a shooter needs to look down the barrel of his firearm or very near it, but need nOt Take Care ful Aim as defined later. Roll damag' If the shot hits anywhere on the target, roll damage see "Wounding" on the following page.
If using miniatures, measure ranges from the tip of the firin g gun to the cente r of the target figure. In orde r 10 get a Speed advantage, some gunslinge rs prefer to use their ofT hand in a palm down fanning motion to repeatedly pull back the hammer possibly while holding the trigger down.
This causes highly inaccurate, though fast, firing. Grabbed by Opponent: If the shoote r has an opponent grabbing some part of his body, it'll throw ofT his Accuracy. I-' 5 Rallge: Range is simply the distance from attacker to target.
If using miniatures, measure ranges from front of the attacking miniature to the celller of the target figure. Off Hand: A righ t-handed pe rson shooting lefty " vice-versa afTords a -4 penalty to Accuracy. Table 3. Note that this co mpou nd s with the OfT Hand Accuracy penalty for a total penalty of -6 for the ofThand. Hipshooting: Hipshooting is a catcha ll term fo r pointing a nd shooting, but without taking any sort of aim, such as from the hip. HipshoOling provides a Speed advamage but also an Accuracy penalty.
Even firing chest high causes this penalty. To avoid this. A characte r reduced to 0 or fewe r hit points d ies from his wou nds. Antonio gels to roll the d8 again and subtract onl i. If hi rolls a Jfor damagl. If for n:ampll. He could open his own bllsiness, find a wife, build I house and mise a Jam;! A II ice, qlliet. Acceplmg IllS bagfrom Ihl' driver alld lipping his hat 10 hisftllow passengers, JohnllY strolld toward the hotel.
The girl at Ihe willdow was now gOlle, bul his speculation abolll I,er reasons for being there was suddenly cut short. They seemed almosl lOp cif him It. J flung his bag away and ran for Ihe holel.
As he did so, he saw Ihal three pairs cif fil'l stood around him, Iwo if them in hard worn boots, and olle in a dainty pair of ladies' shoes. The daillly sllQes were filled b ' an equalry daillly girl ill a prelty dress, slle who had smiled 01 him from Ihe holel willdow.
Now, however. Y following close bellind. Welcome to the Shattered Frontier! Still, no matter what type or character you choose to play, you can be sure that it'll be the experience or a liretime. Beyond the rew mom ellis or a gunfight. Does he havc a job? A proression? A partner? Famil y lire? Your character emerges as an aller cgo under you!
Ir you haven't read thc history appcndix yet, this might be a good time ror that. You should also consider what type or cam pa ign you 'Il be playing in. For example, is it going to rows more on backstabbing politics, wilderness adventures, ranching, social mancuvering or prospccting? Be Pre pared. I Receive Building Points.
Each c haracter receives 75 Buil ding Points BPs defined below for character creation. Thi s Sinning amount may be further modified by such things as ability scores. You 'll need to keep tnlck of how many BPs you earn. One wa ' to increase ability scores with BPs is by buying fractional ability points. One BP can incrrase a fractional ability score by 5 points, up to the first fractional points purchased for that abilit ,. For example, raising a Strength to a Strength costs 20 BPs.
Sec Tobit 3. To determine your characabi lity scores, roll 3d6 for each of the foUowing: Strength. Intclligen ce, Wisdom, Dexterity, Constitution. Looks and Charisma. If Ilece.. Record the rcsult on your character sheet. Be su re to check Tohfr 3. I Rrplltntio1l to see if you rccci"e additional Building Points. Each Aft.! If 'ou're unhappy with your roils, you can adjust th em. However, inc reasing an ability score by I point decreases another ability score by 2 points. AI this point, you should determine your character's place of origin.
Is he a Tcxican or Sequoyan, or is he a 1 3ritish or French citizen from their respective colonies? Did hc emigrate from somewhere in Europe? Howevcr, if you trul want 10 roll randomly, the seClion on priors and particulars provides tablcs for your charactc r's nationality. If you're interested in spending the time to determi ne all the details of your character's background prior to heading out to seck hi s fortunc , turn to Chapler 6.
Now it 's timc to finaliz e all your adjust-. A characte r's Base Spced is determined by his Wisdom and Dexterity modifiers. Some groups may choose to limit certain itcms, or require you 10 role play your character's pllr-. If you pu rchase weapons, be sure to record their statistics on your cha racter sheet as well.
Constitution, Looks, Charisma. Reputation and Fame. T hese building blocks provide the founda tion of your character, but they arc only the firs t glimpses of your western character as he or she begins to develop in your imagination. T hese character abilities are described below. Following the descriptions are details on how to create your ability scores.
Pl ayers accomplish thi s customization through expenditure of alloted points, known as "Building Poims" or " BPs". Players most often spend BPs to buy skills and talems, though they may also be used to modify ability scores. Furthe rmore, players can use BPs to buy re-rolls on unwallled quirks and flaws, or any of the Priors and Particulars tables I BP per reroll.
Each new character receives 75 BPs. As you can see on the various ability score tables below, a high intelligence, Wisdom, Charisma or Reputation score provides additional BPs. Giving your character quirks or flaws also provides bonus BPs, but with some physical or emotional penalty more on this later.
Once a campaign begins, characters also receive BP awards in return for accomplishing certain goals. See Chapter 4. Strength Strength Str defines your charac ter's physical b rawn. It measures you r character's ability to muscle his way through life. Strength measures a character's muscle power, and determines the weight a character is able to lift and ca rry. Vi tally important to brawling and close quarter comba t, Strength inc reases or decreases the damage a character causes with handheld weapons such as axes, butt stocks, bottles and chairs.
Is he as strong as an ox or weak as a lamb? Can he knock out a horse with his fist or barely lifl a bucket of fresh milk? Strength is also impo rtant for loading wagons, carrying sacks of grain and similar tasks.
DaIllage Modifier: T his modifier appl ies to closequarter combat and weapons used in brawling. Add th is modifier to the damage roll in sllch situations. Lift: This figu re represe nts the maximum weigh t of an object that the character can lift off the ground and carry with difficulty for a few dozen yards be fore having to set it down to catch his breath. TABLE 3.
Dug lbs. Obviously, a character wi th 15 Strength ca rrying a pound bag of sih'er coins in his arms is going to face restrictions on his ability to gunfight , so some measure of judgment is wa l'fanted. Drag: This is the maximum dead weight that a character can drag over a wooden Ooo r or hard packed soil at no more than a crawl speed. T he objec t mu st naturally possess some sari of hand-holds or have a rope fa stened about it.
This fi gure should be reduced by half for unfavorable surfaces such as mud. Intelligence Int defin es your character's me mory, reaso nin g and abilit y to think th rough p roblems and situations. It measures your character's rational th ought process. Does book learning come naturally o r is it a struggle? Intelligence is importa nt to all cha racters because it also affects shoo ting Accuracy, brawling agilit y and the ability to learn Academia-based skills. Accuracy Modifier: The Intelli gence Acc u racy modifier combine s with th e Dexterit y Accuracy modifier 10 provide th e charact er's Ba se Acc uracy.
The Base Accuracy, of course, modifies a character's chance to hit a target. BP Bonu s: This is a special one-time bonus rece ived at character creation. The Intellige nce BP Bonus may only be used on skills with Intellige nce as a relevant abilit y, so don 't mix them in wilh your other BPs.
BP bonuses arc explained later in the Skills section. Carry: This column lists the weight a character may carryon his person wilhout hindering his combat ability or limiting his movement.
Thcse limitations arc. A positive value indicates an addition al credit of BPs available any time a character attempts to learn a skill that requires Int elligence. Thus, an intelligent person will find learning advanced math easie r than a dimwit.
Th e negative modifi ers show the diffi culty that slow. The Skill Learning Modifie r is described more fully in the Skills section following. Wisdom Wisdom Wis defines your character's common sense and empathic ability. It 's a combination of how practically a person thinks, his good judgment, willpower, stro ng headedness and how well he can sense the emotions and feelings of othe rs.
Can he sense when a bear is ready to charge? Does he know bener than to chase buffalo through hostile territory? Is he a good listcner and does he notice when things are amiss? Wisdom is important for animal training, tracking and reacting to others, such as in a gunfight. The Base Speed, of course , modifies Initiative and determines how quickly a character can react in a stressful situation.
BP Bo nus: This is a special one -tim e bonus received at character creation. BP bonuses are explained later; see the Skills section of this chapter. A positive value indicates an additional credit of BPs available any time a cha racter attempts to learn a skill that requires Wisdom.
Thus, an intuitively empathetic person will find learning to train animals easier than an insensitive lout. The negative modifiers show the difficulty that imperceptive individuals have learning any Wisdom-based skill. T he Skill Learning Modifier is described more fully in the Skills sect ion following. Dexterity Dexterity Dex defines your character's agility, coordination and deftness. It encompasses reflexes, balance, Speed and Accuracy.
Can he draw fast and shoot straight? Is he good at riding and bronco busting? Dexterity is important for shooting, riding, roping and fighting. The Deck of Many Stagecoach Passengers.
What's new? Wichita Faro. Test Page. I have found some of these documents while randomly surfing the web and I have forgotten where a lot of them have come from.
If you are the original author and do not want them disseminated here please contact me at Killbeggar gmail. I apologize for the microscopic type below, I can't seem to get it any bigger at the moment.
It should save some time looking up the rules in the book. This table includes some changes Kevin made in his personal game. A consolidated rules as written table is available here as well. Navigation Welcome to my homestead pardner.
All original material is copyright by its original author except where it conflicts with the above. The ever prolific Kevin Ennis has made a single consolidated wound table. The ever prolific Kevin Ennis has made a single consolidated fumble table. This handy.
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