I went to print these out a moment ago and realized what a pain it is to use Scribd. To fix this I am republishing them right here on the blog. Sorry about republishing old content but this is from 2011 so most of you haven't likely seen it before. Feel free to made any changes you like. If you come up with something cool please post a link in the comments so we can all enjoy.
REALLY
SIMPLE SHOOTOUT RULES
This set of rules is
driven by a normal deck of playing cards with the Jokers left
in.
At the start of the game each player is dealt three cards, these
create the players
“hand” for that turn. The player consults
his cards to see what options are open to him
in this turn; black
cards are movement cards, red ones allow shooting, while Jokers
and
Aces allow both.
In the case of black cards the
numerical value of the card reflects the number of
inches the
character may move. Extra penalties may be imposed by the gamemaster
for
things like climbing walls or clambering up a rope so consult
with him before choosing
your card. Face cards allow you to move
up to ten inches and perform a special move
such as; sprinting
across the street and leaping onto a horse (for more
complicated
moves you should consult the gamemaster as he may
impose a LUCK roll to see if you
succeed). Players may use a black
card to aim at a specific opposing character to shoot with a re-roll in the next turn but may not
move in this turn.
Red cards are simpler; odds allow one
shot, evens allow two. Player may use a card to aim to gain a re-roll in the next
turn.
Aces and Jokers are where things get interesting;
they allow the character to
move up to ten inches AND shoot twice
while doing something special as well, such as;
jumping out the
window of the Saloon onto the balcony while shooting the bad guy
who
is holding the hostage at gun point. Remember that this sort of thing
can go
hysterically wrong if you fail a LUCK roll.
Each turn a player will place his chosen card beside his figure face
down. Play
will proceed with the holders of Aces and Jokers going
first, or choosing to hold, and
then down through the cards until
the lowly Deuce has gone, then the remaining cards
that are face
down will have to act as the count goes back up.
A
“held” cards may act at any time in the lower cards actions,
example a player
places a red king next to his figure hiding in
the alleyway (essentially placing him on
overwatch) later that
turn a player acts on his black ten and runs past the alley,
the
holder of the red king may shoot at him if he so chooses. When
the player holding the
higher value card acts his card is spent
and removed from the table. As cards are spent
they are returned
to the gamemaster.
If a player is dissatisfied with his
hand he may discard all of his cards for new ones but then loses any action for that
turn.
At the end of the turn the gamemaster will shuffle
the deck and give each player
a new card to replace the spent
card.
SKILLS
AND ATTRIBUTES
Each character will have a list of
skills and attributes, these comprise the
following; Expertise
(weapons skill), Fisticuffs, Luck, Strength and Toughness.
Expertise is the level of skill a person has with a
certain weapon. This ranges
from bumbling idiot up to the
steely-eyed, stone-cold killer. When performing any
shooting
action a score of one or two is required to score a hit. The various
skill levels
are reflected by using different dice;
Professional d4
Gunslinger
d6
Soldier d8
Troublemaker d10
Citizen
d12
Slob d20
Neophyte d30
Each character has a preferred
weapon, this will allow them to function at full skill
level. When
using other weapons the character will drop one skill level, they
will drop
three level if trying to use a weapon outside their
cultural norm, ex. A city-slicker
gunslinger trying to use a bow
or a Zulu warrior trying to use a scoped rifle. Cover
considerations
are taken care of in the Hit Location Chart.
Fisticuffs
reflects how skilled a character is at hand to hand combat. When
two
characters engage in hand to hand combat they will compare
their Fisticuffs value
with their opponent, the player with the
higher score gets to add the difference to his
die roll. Players
will then roll 1d8 each and compare the results. If the final score
of one
player is twice that of his opponent he has knocked him
unconscious for as many turns
as the difference was, if it was
less than twice he gets to add an additional one to his
next turns
die roll.
Any weapon held by the character engaging in
fisticuffs is holstered (pistols) or dropped
(long guns of any type). Mark the location when the fight starts if a weapon is dropped so
that the player knows where to go to
retrieve his gun.
Decent men will not retreat from a
fight, anyone fleeing an engagement will be
labeled a scoundrel
and shunned by proper civilized people everywhere, likewise
no
gentleman will take action against a downed opponent for fear
of loss of standing.
Bandits, rakes, card-sharks and other
riff-raff will not shun such actions as they are
already unwelcome
in polite society.
Strength is the
measure of the physical power of the character, difficult tasks
are
tested against strength.
Toughness reflects how physically hardened a character
is, it is independent of
weapon skills as certain types could be
very tough without having any particular skill
with a weapon, ex.
a miner or gandydancer would be very strong, resistant to pain
and
discomfort and mentally and physically hardened to injury as
the result of the type of
work they do, whereas a city slicker
could be quite good with a six-gun but a real sissy!
Toughness is tested by rolling a d8 against your Toughness value and
trying to
score equal or less than, if you score higher the
character passes out for the difference
in turns.
Luck is that inestimable value that seems to accompany
some people while
completely ignoring others. Any foolish, risky
or just plain crazy task you wish to
undertake will be rolled
against the character's Luck rating by rolling a d8 and trying
to
score equal or less than the rating.
Any situation or
sequence of events that the player wishes to undertake will
be
explained to the gamemaster. He will then decide if, or how
many, luck rolls need to be
made and the likely results of failing
the roll so that the player has a clue as to what
might happen if
things go poorly. Once the action is begun the player may not
decide
to stop it because of a Luck failure, you have to live (or
die) with your bad decisions.
SHOOTING
Hitting
Roll against the Character's Expertise level, a 1 or 2 indicates the
target has been hit.
Hit
Locations When a character scores a hit the player doing
the shooting rolls two additional dice; 1d6 and 1d8. The d6 indicates
the level of severity and the d8 shows where the hit
occurred.
Knives, Derringers and small pistols always add one to the d6 roll,
Carbines
and rifles subtract one from the d6 roll, shotguns
subtract two from the d6 roll. NOTE
Shotguns run out of ammo after
any double.
Use of Cover If a target is behind
cover roll for the hits as normal, any area that is not
exposed
cannot be hit ex: a character is standing behind a waist-high pile of
crates
therefore all hits below the waist are ignored. All such
hits cause the target to flinch
and duck, if he has not yet fired
or moved this turn he must pass a toughness roll to do so.
If a character is shooting a pistol around a corner the head and
arm holding the
weapon are exposed; for a long gun the head, both
arms, and the chest are exposed. If
the character chooses to shoot
around a corner to his weak side he is either completely
exposed
or drops a expertise level.
WOUND EFFECTS
F= Fatal, your character is killed
instantly, if he was holding a card, too bad, dead.
M= Mortal roll 1d8 to score under
your toughness, the difference is how long your
character remains
conscious before expiring.
W= Wound, check notes on stat
sheet, two wounds in the same place disable a limb,
three become a
mortal wound.
S= Scratch, 'Tis but a scratch, you
may carry on.
CHARACTER SHEET AND HIT LOCATIONS
NAME___________________
EXPERTISE_______
TOUGHNESS________
STRENGTH_______
LUCK______________
PREFERRED WEAPON_________________FISTICUFFS
_______
S=SCRATCH W=WOUND
M=MORTAL F=FATAL
#1
Head
1F 2F
3M 4W
5W 6S
Any head wound and you must test Toughness not to fall
down
#2 Right Arm #3 Chest #4 Left Arm
1M 2M 3W 1F
2F 3M 1M 2M 3W
4W 5W 6S 4W 5W 6S 4W 5W 6S
Any arm wound you must
test against Toughness not to drop your weapon
#5Upper abdomen
1F 2F 3M
4W 5W
6S
#6 Lower Abdomen
1F 2F 3M
4W 5W 6S
#7 Right Leg
#8 Left Leg
1M 1M
2M 2M
3W 3W
4W 4W
5W 5W
6S 6S
Any lower abdomen
or leg wound you must test against Toughness
not to fall down
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