Tombstone Wild West Role-Playing Game (Alpha Playtest)

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Credits

Writing & Design: Corey Ryan Walden


Editing & Proofreading: Ashlee Scholefield, Joseph Salvador
Cartography & Layout: Joseph Salvador, Corey Ryan Walden
Artwork: Erik W. Wilson
Playtesting & Suggestions: Claire Ahuriri, Matthew Breen, James Dunning, Hugh Keal, Ben Middleton, Josef

Richardson, Richard Satherley, Sarah Walden, Chris Kutalik, Eric Fabiaschi , Gus L, Chris S, Edgar Johnson, Michael D,
Matthew Adams.
Free Stuff: CoreyRyanWalden.Blogspot.Com
Contact: coreyrwalden@gmail.com

Thanks to Sarah, for her encouragement, positivity, and support; my parents, Carol and Eric; my regular gaming
group: Ben, Hugh, Jo, and Richard (this game is richer from your input!); Jeff Talanian; Chainsaw; Michael Thomas; the
Dragonsfoot and G+ community. A special mention is given to Joe Salvador for his valuable input and excitement towards
this project. Finally, acknowledgements are due to Gary Gygax & Dave Arneson for birthing the role-playing game, providing
millions with endless adventure.

Copyright 2015 Corey Ryan Walden


ISBN: 978-1-329-44973-2 (PDF Version)
No part of this work may be reproduced or copied without the express permission of the author. Similarities to any person,
living or dead, are entirely coincidental, unless explicitly stated otherwise.

Table of Contents
Credits .............................................................................................................................................................................................. 4
Table of Contents .......................................................................................................................................................................... 5
The Alpha Playtest ....................................................................................................................................................................... 8
Happy Gaming! ............................................................................................................................................................................. 8
Corey Ryan Walden ..................................................................................................................................................................... 8
August 9, 2015 ................................................................................................................................................................................ 8
Introduction ................................................................................................................................................................................... 8
What Is This Game? .......................................................................................................................................................................................... 9
What You Need To Play .................................................................................................................................................................................. 9
What Is In This Booklet? ............................................................................................................................................................................... 10
Chapter 1: Characters .............................................................................................................................................................. 11
Method A ............................................................................................................................................................................................................. 12
Method B ............................................................................................................................................................................................................. 12
1. Gender ......................................................................................................................................................................................... 12
2. Names .......................................................................................................................................................................................... 12
3a. Quick Play Characters .......................................................................................................................................................... 13
Folk Hero ............................................................................................................................................................................................................. 13
Gambler ............................................................................................................................................................................................................... 14
Indian Brave ...................................................................................................................................................................................................... 14
Outlaw .................................................................................................................................................................................................................. 14
Soldier .................................................................................................................................................................................................................. 14
Holy-Roller (Optional) .................................................................................................................................................................................. 14
3b. Backgrounds ........................................................................................................................................................................... 15
Grit Chart ............................................................................................................................................................................................................. 15
Grit Rewards ...................................................................................................................................................................................................... 15
Folk Hero ............................................................................................................................................................................................................. 15
Gambler ............................................................................................................................................................................................................... 16
Indian Brave ...................................................................................................................................................................................................... 17
Outlaw .................................................................................................................................................................................................................. 18
Soldier .................................................................................................................................................................................................................. 19
Holy-Roller (Optional) .................................................................................................................................................................................. 20
4. Skill Points ................................................................................................................................................................................. 21
Minimum Background Skill Points Chart .............................................................................................................................................. 21
Highest & Lowest Skill Points Chart ........................................................................................................................................................ 21
Health ................................................................................................................................................................................................................... 21
Defense ................................................................................................................................................................................................................. 22
Gunslinging ........................................................................................................................................................................................................ 22
Brawling .............................................................................................................................................................................................................. 22
Personality ......................................................................................................................................................................................................... 22
Investigation ...................................................................................................................................................................................................... 22
Willpower ........................................................................................................................................................................................................... 22
Speed & The Fortune Dice ........................................................................................................................................................................... 23
5. Weapons & Provisions ........................................................................................................................................................... 23
Starting Money ................................................................................................................................................................................................. 23
Weapons Chart ................................................................................................................................................................................................. 23
Weapons Descriptions .................................................................................................................................................................................. 24
Provisions Chart ............................................................................................................................................................................................... 25
Provisions Descriptions ................................................................................................................................................................................ 25

Example of Character Creation .................................................................................................................................................................. 27


Chapter 2: Playing Tombstone ............................................................................................................................................. 28
What you need to play: ................................................................................................................................................................................. 29
Tombstones Mechanics ............................................................................................................................................................................... 29
Task Difficulty Chart (Roll Required) ..................................................................................................................................................... 30
The Fortune Dice ............................................................................................................................................................................................. 30
Exploration ..................................................................................................................................................................................... 30
Mapping ............................................................................................................................................................................................................... 30
Hired Help ........................................................................................................................................................................................................... 31
Hired Help Prices Chart ................................................................................................................................................................................ 31
Loyalty .................................................................................................................................................................................................................. 31
Leadership .......................................................................................................................................................................................................... 31
Investigation ...................................................................................................................................................................................................... 31
Personality ......................................................................................................................................................................................................... 31
Movement ........................................................................................................................................................................................................... 32
Combat ............................................................................................................................................................................................. 33
Turns ..................................................................................................................................................................................................................... 33
1. Bravery Test .................................................................................................................................................................................................. 33
2. Declaring Actions & Rolling Initiative ................................................................................................................................................ 33
3. Attacking: Brawling, Grappling & Gunslinging .............................................................................................................................. 34
4. Roll Damage .................................................................................................................................................................................................. 34
Additional Combat Options ......................................................................................................................................................................... 35
Daunting Chart ................................................................................................................................................................................................. 35
Special Conditions ....................................................................................................................................................................... 36
Cover Table ........................................................................................................................................................................................................ 36
Combat Conditions Table ............................................................................................................................................................................. 36
Poisoned Tables ............................................................................................................................................................................................... 36
Chapter 3: The Judge ................................................................................................................................................................ 37
Where to Begin ................................................................................................................................................................................................. 38
Finalising the Rules ........................................................................................................................................................................................ 38
Creating the Setting ........................................................................................................................................................................................ 38
Devising the Scenarios .................................................................................................................................................................................. 39
Fair & Fun ........................................................................................................................................................................................................... 40
An Example of Play ...................................................................................................................................................................... 40
Expanded Rules ............................................................................................................................................................................ 41
A Note On Dice .................................................................................................................................................................................................. 41
1d3 Chart ............................................................................................................................................................................................................. 41
Characters ........................................................................................................................................................................................................... 41
Character History Table ............................................................................................................................................................................... 42
Additional Provisions & Weapon Options ............................................................................................................................................ 42
Expanded Combat Rules ............................................................................................................................................................................... 43
Expanded Brawling Table ............................................................................................................................................................................ 43
Expanded Injury & Critical Hits Table .................................................................................................................................................... 43
Arbitrating The Holy-Roller ........................................................................................................................................................................ 44
Gambling ............................................................................................................................................................................................................. 44
Adding Excitement .......................................................................................................................................................................................... 44
Excitement Table (Town-Based) .............................................................................................................................................................. 44
Excitement Table (Wilderness-Based) .................................................................................................................................................. 45
Madness ............................................................................................................................................................................................................... 45
Madness Table .................................................................................................................................................................................................. 45
Debauchery! ....................................................................................................................................................................................................... 45
Debauchery Table ........................................................................................................................................................................................... 45
Chapter 4: The World ............................................................................................................................................................... 46
Chapter 4: The World ............................................................................................................................................................... 47
The Code of the West ..................................................................................................................................................................................... 47

Bestiary ........................................................................................................................................................................................... 48
Stat Blocks Explained .................................................................................................................................................................................... 48
Alligator (Small) ............................................................................................................................................................................................... 48
Alligator (Large) .............................................................................................................................................................................................. 49
Bear (Black) ....................................................................................................................................................................................................... 49
Bear (Grizzly) .................................................................................................................................................................................................... 49
Boar ....................................................................................................................................................................................................................... 49
Cowboys .............................................................................................................................................................................................................. 49
Indian Braves .................................................................................................................................................................................................... 50
War Dog ............................................................................................................................................................................................................... 50
The Town of Silverton ................................................................................................................................................................ 50
Scenarios ......................................................................................................................................................................................... 53
Scenario I: Trouble on the Corral ............................................................................................................................................................. 53
Scenario II: Indian Threat Warpath ..................................................................................................................................................... 53
Scenario III: Indian Threat The Politician ......................................................................................................................................... 54
Scenario VI: Murder! ...................................................................................................................................................................................... 54
Appendix 1: Glossary .................................................................................................................................................................. 56

The Alpha Playtest


You hold in your hands (whether metaphorically
or physically) the Alpha Playtest of Tombstone.
While this version is sparser than the upcoming
complete version (it contains no art!), and while
certain sections have been omitted or reduced,
there is certainly enough within this volume to
learn the rules of Tombstone and play it with your
friends. These rules have already been tested
rather thoroughly in real games, with real
people. I am confident it is a good system, but in
the interest of making the best possible game, I am
interested in your experiences of Tombstone. As
you read this booklet, and as you play your games,
I would ask that you note things worth expanding,
clarifying, or changing. Tell me what works, and
what doesnt (find my contact details under
Credits section above). Personally, I am very
much looking forward to the final version of this
game. Erik Wilson has done a killer job on the
artwork, and Joe Salvadors mapping talents are an
invaluable addition. Regardless of whether you
purchase the full version in a couple of months, or
stick to the playtest copy, I sincerely hope you
enjoy this game. It has been a real passion and
pleasure designing this game, and I hope it fills a
niche not yet filled.
Happy Gaming!
Corey Ryan Walden
August 9, 2015

Introduction
Gunshots echo across the clearing, zinging in the
dusty air. Shotgun pellets tear a hole in one mans
stomach. Blood begins pooling around his corpse.
The other four gunslingers drop for cover, going for
their guns some within thorny thickets, others
prone on the dusty ground. One gunslinger is quicker
than his compadres. His rifle sings back at the
assailants, each bullet striking its target true. The
acrid stench of gunpowder and death fills the air
Welcome to Tombstone. The Wild West aint no
place for the faint of heart. Make no mistake
only those with grit survive out here. Luckily, this
book is packed with everythin a damned
greenhorn might need to survive this here hellhole.

Why Tombstone?
You may be thinking, ANOTHER role-playing
game? I wouldnt blame you. The market is
saturated with all manner of role-playing games,
but I do feel Tombstone has its place. Fantasy roleplaying games have received a staggering amount
of attention. Conversely, Western role-playing
games have received far less input. Those that do
exist have not satisfied my need for an easy-toplay, but nastily violent, game.
It became my mission to create a game I would
want to play and indeed I do. This game is
designed with simplicity and expedited gameplay
in mind. The goal was to get rid of the fat, to focus
on designing a Western that was quick and nasty.
When designing Tombstone, the first role-playing
games of the 1970s became a guiding inspiration,
though I hope this game simultaneously offers the
added benefit of contemporary design.
Creating a character should be quick. The Judge
(referred to as the Game Master in other games)
should have no difficulty creating an actionpacked scenario in minutes, providing a sufficient
framework for an evening of play. One primary
mechanic guides this game: most situations in
Tombstone are resolved by rolling three six-sided
dice (3d6). Because the rules are light and
modular, you are encouraged to alter them as you
see fit. Make them your own. Play it fast and
loose, like a good ol western gunfight, or add
detail and texture. Port rules from other systems
you love, or stick to the rules outlined in the pages
of this booklet. Tombstone purposely forsakes
providing a rule for every situation. Trust your
instincts, and use your own judgment. Regardless
of how you play, the manifesto remains: This
game is yours. No rule is set in concrete. If you
dont like something, change it.
The final word is simple: have fun, but always keep
your six-shooter loaded.

What Is This Game?


This Is A Western
Tombstone is set in North America from 1865
onwards. The American Civil War is over. The
nation has been traumatised and scarred by war,
but somehow life goes on. Society has changed,
and new possibilities emerge. Railroads need
building, the West needs taming, and gold needs
mining. The transcontinental railroad is slowly
being constructed, creeping across the continent
from the East and West coasts. It finally meets
near Salt Lake City, Utah. Mormon country.
Towns sprout into existence as the railway is
completed and as veins of silver and gold are
discovered. Exuberant and hopeful pioneers
venture into the unknown of the West.
Relationships between Native Americans and
settlers are becoming complex. Tension is building,
promising to bud into another era of bloodshed.
Law is lax or nonexistent in many places; it is up to
you to make your own fortune. While these
histories have already been written, these events
are not set in stone. In Tombstone you are
encouraged to change historic details. Your game
may resemble a pseudo-history, or you may ditch
historicity for the Weird West or an otherwise
fictional portrayal.
This Is A Role-Playing Game
This is a game where each participant adopts the
role of an imagined character. One participant,
known as the Judge, is responsible for designing
the game world in which the players interact and
explore. It is the Judges role to create the towns,
cities, plains, and rivers; to populate the world
with the sheriff, gunslinger, or miner; and concoct
misadventure for the players. The final dictum of
the Judge is to arbitrate the rules, attempting to
ensure a fun and fair game for all. Tombstone can
be played as a one-shot session over a few hours.
Alternatively, the Judge can link multiple scenarios
in an episodic format, creating an ongoing
narrative.
Each of the remaining players create characters
and enjoy the Judges creations. Whether your
character is a shotgun-wielding Soldier or an
Indian Brave, that is your decision. Adventure and
excitement await you but beware fighting is
deadly! It is easy to kill other characters in this
game, but it is also easy for them to kill you.
Choose your battles wisely and you may live to
see another day. If your character does die,

Tombstone is simple enough that you can be


playing again in a matter of minutes. Dont sweat
it.
Dice Conventions
There are two types of dice required to play
Tombstone: the four-sided dice and the six-sided
dice. If you do not own a four-sided dice,
Tombstone can be played exclusively with six-sided
dice. Herein dice are named using standard roleplaying conventions. A four-sided dice is
abbreviated to d4, while a six-sided dice is
abbreviated to d6. Sometimes the abbreviation
will have a number preceding the type of dice. For
example, the text may say:
Roll 3d6
This would mean three (3) six-sided dice are rolled.
If the text were to say roll 1d4, a single foursided dice would be rolled.
The Primary Mechanic
Most actions, attacks, and checks are resolved in
Tombstone by rolling 3d6 and adding the total.
This generates a numerical range of 3-18.
Sometimes additional numbers may be added or
subtracted to this total, hereafter referred to as a
Modifier. Modifiers are typically linked with a
Skill or a circumstance. This cumulative total is
then compared with the Roll Required. If the roll
equals or exceeds the Roll Required, the
attempted action has generally been successful.
Single or multiple d6s are rolled to determine the
amount of damage a character has suffered, while
the d4 is used for the Fortune Dice mechanic.

What You Need To Play


Only a few things are required to play this game:
1.
2.
3.
4.

The Tombstone rulebook


3d6 & 1d4
Blank paper, pencil and pens
Your imagination

Some other materials are helpful (though not


required). Read Chapter 2 for further details.
If you have never played a role-playing game, you
may want to read Appendix 1: Glossary to
familiarise yourself with the terms used in this
booklet.

What Is In This Booklet?


This rulebook is divided into the following
chapters:
Chapter 1: Characters
This chapter provides all the necessary
information for choosing or creating a character.
Chapter 2: Playing Tombstone
Everything you need to know about playing the
game.
Chapter 3: The Judge
Rules, options, and suggestions for helping the
Judge run a game of Tombstone.
Chapter 4: The World
This chapter outlines the game world, historical
information, the town of Silverton, and some
ready-to-run Tombstone scenarios.
Appendices
The appendices are sections which clarify rules or
details of Tombstone.
Throughout this book are sidebars that look
like this. Sidebars contain optional rules you
may consider including in your game, or
shortcuts for running your games quicker.
Lets get started!

Chapter 1: Characters

Chapter 1: Characters
After reading this chapter, you should have a good
understanding of how to pick or create a
Tombstone character. Character creation should
take five minutes if the Quick Play method is
selected (Method A below). Creating a character
from scratch does not take much longer. If this is
your first time playing Tombstone, it is suggested
you begin by following the steps outlined in
Method A. Try Method B if you have played
Tombstone already, or you feel confident enough
to create a character.

Method A
1. Pick your Gender
2. Name your character
3. Select a Quick Play character

Method B
1. Pick your Gender
2. Name your character
3. Select a Background
4. Assign your Skill Points
5. Buy your Weapons & Provisions
It really is that easy. If you have created a
character following Method A continue to
Chapter 2. Players using Method B should read
through Chapter 1 and Chapter 2 before creating
a character. This will provide you with all the
essential information to get started. The first two
chapters provide a solid understanding of the rules
of Tombstone.

1. Gender
The first part of creating a character is selecting a
gender. Society was patriarchal during the era of
the implied Tombstone setting (mid- to late-1800s).
In this game however, any notion of gender may
be chosen as an equally viable option. No specific
benefits or drawbacks are afforded any gender
over another.

2. Names
The second part of creating a character is selecting
or inventing a name. While this is not a crucial
task, it does add flavor to the gaming experience.
In Tombstone, players immerse themselves in a
world of blood, gunpowder, and steel. A wellconceived name can accentuate the role-playing
experience, and add an additional dynamic to the
game.
It may feel awkward naming your first character,
but it gets easier each time. Below are some
female and male names reflective of the time
period of the Old West. Male names can be used
as surnames in many cases. A few historic
examples are provided for inspiration. Native
American names varied tribe to tribe. Some
examples include Nahuel (jaguar), Miara (wise),
Ujarak (rock), or Shikoba (feather). Censuses often
misappropriated Native American names,
changing them into English variants (example:
Dog who turns, might become Turningdog).
Chinese either assumed English names, but added
Ah or China as a prefix (Ah Fong, China Albert), or
retained their Chinese names. African-Americans,
recently emancipated from slavery, sometimes
adopted their ex-masters surnames, or chose
English names. Many African-Americans were not
named while slaves. Some assumed the surname
Freeman or Fremon after receiving freedom.
Many were recorded in census records as Black
or Mulatto. Mexican names strongly resembled
contemporary counterparts Garcia, Lopez,
Rodriguez, or Carlos being common. When
naming your character let your imagination run
wild. While you can name your character anything
you wish, it should reflect the group you are
playing with. In a game where every player has a
serious name, it is not advised to name your
character the burrito bandito. Though in some
games, this will be entirely appropriate.
Female Examples: Abigail, Ada, Adele, Agnes, Ah,
Allie, Amelia, Anne, Antonia, Ava, Aylen, Beatrice,
Becky, Bernice, Bessie, Charlotte, Citlali, Claire,
Constance, Cynthia, Dorothy, Edith, Edna,
Edwina, Eliza, Ella, Ellie, Eleanor, Elizabeth, Emma,
Esther, Ethel, Eva, Fanny, Florence, Fong, Frances,
Flora, Geneva, Georgia, Grace, Henrietta, Isabella,
Isi, Jane, Josephine, Julia, Juliet, Katherine, Kee,
Kiowa, Kwong, Laura, Leah, Lee, Lenora, Lila, Lilly,

Lorraine, Lorena, Lottie, Louise, Loy, Lun,


Margaret, Maria, Mary, Martha, Matilda, Maude,
Miara, Molly, Myrtle, Nellie, Nettie, Nizhoni, Nora,
Padilla, Patsy, Peggy, Perez, Philomena, Polly, Poy,
Quan, Quapaw, Red Moon, Rebecca, Rhoda, Rita,
Rowena, Ruth, Sally, Savannah, Sing, Star, Stella,
Sun, Tong, Victoria, Wayra, Wing, Winifred, Wo,
Woo, Yee, Yet, Ying, Yuma.
Female Nicknames or Full Names: Agatha
Martin, Ah Georgee, Antonia Vasquez, Bloody
Mary, Cayuga, China Mary, Christina De La Cruz,
Citali, Deadshot Becky, Deer, Elizabeth Crumney,
Isi, Lun Ying, Maria Garcia, Ophelia May, Peggy
Sue, Perez De La Garza, Poy Woo, Red Moon,
Shotgun Sally, Sitting Wolf, Wayra, Winnie Starr,
Yuma.
Male examples: Aaron, Abraham, Ah, Albert,
Alexander, Ambrose, Amos, Antonio, Barnabas,
Bartholomew, Bennett, Blackfoot, Buford, Calvin,
Carlos, Cayuga, Charles, Chas, Chinaman,
Christopher, Clarence, Clement, Cole, Columbus,
Daniel, David, Edmund, Edward, Eli, Elijah, Elisha,
Emmett, Ezekiel, Ezra, Flying Eagle, Frank,
Frederick, Garcia, Gabriel, George, Gideon, Hank,
Harrison, Harvey, Henry, Hiawatha, Horace,
Horatio, Huie, Isaiah, Isaac, Jacob, James, Japazaw,
Jasper, Jedediah, John, Jorge, Joseph, Josiah, Kee,
Kwong, Lee, Lester, Levi, Little Wing, Lopez, Loy,
Lucian, Lun, Mario, Matthew, Maxwell, Mordecai,
Morgan, Nathaniel, Ned, Obediah, Octavius, Ora,
Orville, Oscar, Owen, Opichapan, Patrick, Paul,
Perez, Perry, Powatan, Poy, Quan, Ralph,
Raymond, Robert, Roderick, Rodriguez, Rudolph,
Rufus, Samuel, Seth, Silas, So Ho, Sho ho, Sun,
Tejon, Thaddeus, Thomas, Theodore, Timothy,
Tong, Ulysses, Uriah, Vasquez, Victor, Warren,
Wing, Wo, Wong, Wu, Yee, Yi, Ying, Zachariah.
Male Nicknames or Full Names: Alan Augdon,
Blackheart Bart, Charley McGuiness, Chas Wong,
Isaiah Wriggly, Jorge Lopez, Mordecai James,
Orville Paul, Elijah the Outlaw, Lun So Ho, Noteeth Neville, Powatan, Quan Wo, Soaring Eagle,
Tom Fremon, Yet Wo.
Historical examples: Abraham Lincoln, Annie
Oakley, Belle Starr, Billy the Kid, Buffalo Bill,
Calamity Jane, Jesse James, John Wesley Hardin,
Red Cloud, Sitting Bull, Wild Bill Hickok, Wyatt
Earp, Thomas Durant, Ulysses Grant.

3a. Quick Play Characters


The third and final part of creating a Method A
character is selecting a Quick Play character. By
now you will have selected a gender and named
your character. The final task is copying the
Quick Play details onto a piece of paper or
character sheet. All the information required for
immediate play is provided. Voila, your character
is ready to play.
The six Quick Play characters are:
1. Folk Hero
2. Gambler
3. Indian Brave
4. Outlaw
5. Soldier
6. Holy-Roller (optional)
Consult section 3b Backgrounds for a description
of the Quick Play characters Background.
To play a simplified version of Tombstone, ignore
the character abilities described in the sidebars.

Folk Hero
Health: 7
Defense: 11
Offense: Gunslinging +2, Brawling +0
Personality: +1
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: Two pistols (1d6 damage each),
bowie knife (1d6 damage), hat, trousers, shirt,
boots, $3.
Bountiful Rewards: When making a
convincing speech and/or a successful
Personality check you may garner a higher
reward for a job. Add an extra 25% to the
amount of money you would normally
receive. This only applies to your reward,
not any of your companions rewards. An
ill-conceived speech or failed check may
result in the normal paid fee rather than the
Bountiful Reward.

Gambler
Health: 6
Defense: 11
Offense: Gunslinging +0, Brawling +0
Personality: +2
Investigation: +1
Willpower: 11
Speed: 40 feet
Fortune Dice: 2
Possessions: Rigged dice or playing cards, pistol
(1d6 damage), cape, hat, trousers, shirt, boots,
$6.50.
Outrageous Fortune: There is no
denying it: you are lucky. You have two
Fortune Dice. The Gambler is the only
Background that can use two Fortune Dice
simultaneously, though they do not have
to.

Indian Brave
Health: 7
Defense: 11
Offense: Gunslinging +1, Brawling +2
Personality: +0
Investigation: +0
Willpower: 10
Speed: 50 feet
Fortune Dice: 1
Possessions: Buckskin, tomahawk (1d6 damage),
bow or spear (1d6 damage), horse, $1.
Fearsome Presence: You can only lose a
Bravery Test on a roll of 1. If you initiate
combat your opponent is forced to make a
Bravery Test.

Outlaw
Health: 6
Defense: 12
Offense: Gunslinging +2, Brawling +0
Personality: +1
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 2
Possessions: Shotgun (2d6/1d6 damage), pistol
(1d6 damage), knife (1d6 damage), dynamite (3d6),
hat, shirt, trousers, $1.

Die Hard: You are hard to kill. Although


you have two Fortune Dice one must be
used to restore Health. The other dice may
be used for anything the normal rules
allow.

Soldier
Health: 6
Defense: 12
Offense: Gunslinging +2, Brawling +1
Personality: +0
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: Shotgun (2d6/1d6 damage), two sixshooters (1d6 damage each), knife (1d6 damage),
hat, shirt, trousers, $2.
Military Resolve: If you fail any Bravery
Test you may re-roll it once per combat.
Take the higher of the two rolls.

Holy-Roller (Optional)
Health: 6
Defense: 10
Offense: Gunslinging +0, Brawling +0
Personality: +2
Investigation: +1
Willpower: 12
Speed: 40 feet
Fortune Dice: 1
Possessions: Clothing, bible (or
religious/ideological text), cane (1d6 damage), $5.
Healing Hands: You can heal injuries.
Roll 1d6 and add that amount to any
characters Health. You may only do this
once a day.
Now that you have chosen your Quick Play
character, you are ready to play! Skip ahead to
Chapter 2 for the rest of the Tombstone rules.
Alternatively if youd rather create a character,
continue to the Backgrounds section below for
an in-depth walkthrough.

3b. Backgrounds
If you are following Method B, the third part of
creating a character is selecting one of the
available Backgrounds for your character. A
Background is essentially a profession or
archetype that identifies your character. In
Tombstone there are six Backgrounds to choose
from when creating a character:
1.
2.
3.
4.
5.
6.

Folk Hero
Gambler
Indian Brave
Outlaw
Soldier
Holy-Roller (optional)

Experienced Judges or players may wish to expand


on these six Backgrounds adding new abilities
to existing Backgrounds or creating new
Backgrounds entirely. It is recommended that the
Backgrounds presented here are used as guidelines
when expanding or creating custom Backgrounds.
Chapter 3 has an expanded section detailing this
process.
The chart below illustrates the progression of
Tombstone characters. It is usual for characters to
begin at Grit 1, working their way up to Grit 6.
This progression is achieved by completing
scenarios. Once a character has completed the
required number of scenarios, they progress to the
next level of Grit, selecting the commensurate
rewards for their newly achieved status.

Grit Chart
Grit
1

Scenarios
0-3

4-7

8-11

12-15

16-19

20+

Rewards
5 Skill Points,
Background Ability
+2 Skill Points, 1 new
Background Ability
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, 1 new
Background Ability
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, 1 new
Background Ability

Grit Rewards

Background Ability: At Grits 1, 2, 4, and 6, your


character gains a new ability. This ability will
always be the one listed on your Background chart
for that particular Grit level. Sometimes, the new
ability provides two benefits (1. & 2.). Both
benefits are listed under the ability description.
The character gains both abilities unless specified
otherwise.
Skill Points: These may be spent on any of the
following skills: Health, Defense, Gunslinging,
Brawling, Personality, Investigation, or Willpower.
At Grit 1, a maximum of 2 Skill Points can be spent
on a single skill. At each new level of Grit, only +1
additional Skill Point can be added to each
existing skill. The exception to this rule is if the
Skill in question is not yet at its maximum.
Fortune Dice: At Grits 3 and 5, your character
receives an additional Fortune Dice to add to their
Fortune Dice total.
For rules-lite games, Grit and Background
Abilities may be ignored. This option may be
preferable for one-shot games, or for noncomplex character progression. If this option is
used it is recommended the Holy-Roller is
removed, as their beginning abilities are
important to their background.

Folk Hero
Description
Folk Heroes command the respect of those they
encounter. The Folk Hero may be a sheriff, a
vigilante, or a rifle-wielding marksman. Due to
some previous act of heroism, the Folk Hero
possesses a level of renown locally or more
widely abroad. Their reputation will precede them,
currying certain favours not available to other
characters.
Skill Points
To make an effective Folk Hero, it is suggested
Skill Points are distributed between Health,
Defense, Gunslinging, and Personality. This
represents the Folk Heros ability to fight with
guns, dodge bullets, sustain injury, and influence
people with their personality.
Minimum Folk Hero Skill Points:
+1 Health, +1 Defense, +1 Gunslinging, +1
Personality
Speed

The Folk Heros speed is 40 feet.


Fortune Dice & Equipment
The Folk Hero begins the game with 1 Fortune
Dice. Due to their repute, the Folk Hero is
generally well equipped, beginning with either
$45.00 or 1d6 x $10.00 starting cash.

Folk Hero Grit


Grit/Title
1. Rookie
2. Bronc Buster
3. Ace-High
4. Folk Hero
5. Gunslinger
6. Western Hero

Ability
5 Skill Points, Bountiful
Rewards
+2 Skill Points,
Inspiring Tale
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Quick
Draw
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points,
Legendary Exploits

Folk Hero Abilities


Bountiful Rewards
When making a convincing speech and/or a
successful Personality check you may garner a
higher reward for a job. Add an extra 25% onto the
amount of money you would normally receive.
This only applies to your reward, not any of your
companions rewards. An ill-conceived speech or
failed check may result in the normal paid fee
rather than the Bountiful Reward.
Inspiring Tale
You can rouse your allies to heroic action, by
drawing on your prior experiences. Inspiring Tale
is limited to once per day, and takes 1 turn to
initiate. For 2 turns (10 seconds) after initiating the
tale, you or your allies gain the benefit of either 1
free Fortune Dice, or the re-roll of a failed Bravery
Test. Once the 2 turns elapse, any unused benefits
expire. Inspiring Tale applies to a number of allies
as follows:
Grit
2-3
4-6

Quick Draw

Allies Affected
2
4

1. No one beats you in a gunfight. In the blink of


an eye, you can draw your weapon. When rolling
initiative, your weapon speed increases by +2.
2. Once per day, before a combat has begun, you
can disarm an opponent if you win the first
initiative roll. This ability is only applicable to
opponents wielding one-handed weapons. The
player must announce this action before taking it.
If you are playing in a game that doesnt use
weapon speeds, instead add +1 to your sides
initiative roll.
Legendary Exploits
When you enter a new town or meet a new
person, your reputation precedes you. You gain a
permanent +1 bonus to any Personality checks. In
addition, any item may be acquired for half the
listed price. Some searching may be required
however!

Gambler
Description
The Gambler is perpetually a trickster. They are
always on the lookout for excitement, and may be
found wherever there is laughter, booze, and
frivolity. Gamblers have good luck. They make
friends as easily as they make enemies: quickly!
Skill Points
To make an effective Gambler, it is suggested Skill
Points are distributed between Defense,
Personality, Investigation, and Willpower. This
represents the Gamblers ability to avoid danger,
win people over or deceive them, hatch duplicitous
schemes, and achieve their goals through sheer
determination.
Minimum Gambler Skill Points:
+1 Defense, +1 Personality, +1 Investigation,
+1 Willpower
Speed
A Gamblers Speed is 40 feet.
Fortune Dice & Equipment
The Gambler begins the game with two fortune
dice. As a grifter or a swindler the Gambler begins
the game with either $45.00 or 1d6 x $10.00 cash.

Gambler Grit

Grit/Title
1. Miscreant

Ability
5 Skill Points,
Outrageous Fortune
+2 Skill Points, Card
Trick
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Wild
Feint
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Nasty
Strike

2. Card Sharp
3. Scoundrel
4. Gambler
5. Swindler
6. Con Man

Gambler Abilities
Outrageous Fortune
There is no denying it: you are lucky. Your
character begins the game with 2 Fortune Dice.
The Gambler is the only Background that can use
2 Fortune Dice simultaneously, though they do not
have to.
Card Trick
1. Once per day, if you would lose a game of
chance (any card or luck game) you instead win.
2. When gambling you can switch any dice roll
with an opponents. You can even switch the rolls
of two opposing characters. This ability can only
be used if you own a set of rigged dice or playing
cards. You may use this trickery 2 times per day. If
your opponent is also a Gambler and they attempt
to use this ability, both attempts become nullified.
In this instance your original dice roll is kept.
Wild Feint
1. Roll a 1d6. You lose this much Health, but so
does a single opponent you select. Only one Wild
Feint may be used per turn. Wild Feint may be
used a number of times per day as reflected on the
table below:
Grit
4-5
6

Times/day
1
2

2. Once per day, you can switch any dice roll with
an opponents (tests, checks, Fortune Dice, or
anything combat-related). This can be done at any
time during their turn or yours.
Nasty Strike

You make an opportunistic attack many would


consider uncouth. Your opponent rolls an
Investigation check against your Willpower to
sense the attack. If their check fails you may score
a free hit. Nasty Strike deals 2d6 damage in
addition to your normal damage roll. This ability
can be used 2 times per day. Every time your
opponent succeeds on their Investigation check, 1
of your daily allotments has been expended.

Indian Brave
Description
The Indian Brave has an intimate knowledge of
the natural world. Having lived for countless
generations in wilderness spaces, they have both
the wherewithal and ferocity that a life in the
wilderness musters. The Indian Brave makes a
fearsome foe and a worthy ally.
Skill Points
To make an effective Indian Brave, it is suggested
Skill Points are distributed to Health, Defense, and
Brawling. This represents the Indian Braves
excellent physique, and their aptitude for
defending themselves in combat.
Minimum Indian Brave Skill Points:
+1 Health, +1 Defense, +1 Brawling
Speed
An Indians Brave Speed is 50 feet.
Fortune Dice & Equipment
An Indian Brave begins the game with 1 fortune
dice. A horse and tomahawk are common
possessions for an Indian Brave, though some
carry firearms too. The Indian Brave begins the
game with either $20.00 or 1d3 x $10.00 cash.

Indian Brave Grit


Grit/Title
1. Scout
2. Ranger
3. Warrior
4. Brave
5. Warchief
6. Chieftain

Ability
5 Skill Points, Fearsome
Presence
+2 Skill Points, Animism
+2 Skill Points, 1 additional
Fortune Dice
+2 Skill Points, Precious
Lands
+2 Skill Points, 1 additional
Fortune Dice
+2 Skill Points, Scalp

Indian Brave Abilities


Fearsome Presence
You can only lose a Bravery Test on a roll of 1. If
you initiate combat, your opponent is immediately
forced to make a Bravery Test due to your
Fearsome Presence.
Animism
You may call upon a revered supernatural force to
grant you courage and luck in battle. For 3 turns
add a temporary +1 modifier to all initiative,
attacks, and damage rolls. Animism may be used a
number of times per day as reflected on the table
below:
Grit
2-3
4-6

Times/day
2
3

Wilderness Survival
1. You can always find water, food, and shelter in
the wilderness. You are never lost unless
blindfolded, asleep, or unconscious during a
journey. This caveat does not apply to normal rest
at night.
2. You gain a +2 bonus to Investigation checks
when tracking.
Scalp
As a finishing blow you may scalp your opponent.
When an opponent is Mortally Wounded you
may use this ability to finish them off. On your
turn, and if you are in Brawling range with your
opponent, they must roll 1d6. On a roll of 1-3 your
opponent is dead. If your opponent survives you
can attack them normally. This ability may only be
used once per turn.

Outlaw
Description
The Outlaw is a dastardly criminal. They may live
in a secluded hideout, a lawless frontier town, or in
another location where their misdeeds go
unpunished. One Outlaw character may be on the
run, notorious for their crimes, while another,
through wiles and deceptions, may go unnoticed
by the authorities.
Skill Points
To make an effective Outlaw, it is suggested Skill
Points are distributed to Defense, Gunslinging,

and Brawling. This represents the Outlaws knack


for escaping trouble, and their ability to hold their
own in combat.
Minimum Outlaw Skill Points:
+1 Defense, +1 Gunslinging, +1 Brawling
Speed
An Outlaws Speed is 40 feet.
Fortune Dice & Equipment
Outlaws begin the game with 2 Fortune Dice. An
Outlaws starting cash is either $30.00 or 1d4 x
$10.00. Outlaws usually use guns, as well as any
other tools that can help them in their illegal
professions.

Outlaw Grit
Grit/Title
1. Thug
2. Rustler
3. Crook
4. Outlaw
5. Cowboy
6. Villain

Ability
5 Skill Points, Die Hard
+2 Skill Points, Vanish
+2 Skill Points, 1 additional
Fortune Dice
+2 Skill Points, Desert
Alchemy
+2 Skill Points, 1 additional
Fortune Dice
+2 Skill Points, Last Stand

Outlaw Abilities
Die Hard
1. You are hard to kill, and start the game with 2
Fortune Dice. Although you can use 2 Fortune
Dice simultaneously, 1 usage must be to restore
Health. The other dice may be used for anything
the normal rules allow.
2. Due to your notorious reputation, any Daunting
or Personality checks gain a +1 bonus.
Vanish
You know how to disguise yourself, hide, or
assume a new identity. When any Investigation
checks are made to locate your presence, you
increase the difficulty of the Roll Required by the
bonus listed below:
Grit
2-3
4-6

Bonus
+2
+4

This ability can be particularly useful during


ambushes, forcing opponents to make a Bravery
Test.
2. When people attack you, you often disappear
before they can strike. Add +1 to Defense. This
bonus applies even if your Defense exceeds the
maximum permitted for that Grit.
Desert Alchemy
1. You have learnt how to scrabble together
dynamite. You only pay of the list price,
representing your ability to fashion an explosive
with minimal resources. Making stable dynamite
consumes at least half a day, but your dynamite is
extra potent dealing additional 1d6 damage.
2. Crude dynamite can be made in 10 minutes.
However, when lighting crude dynamite, roll 1d6.
If 1 is rolled the dynamite detonates prematurely.
Crude dynamite does not deal the extra 1d6
damage.
Last Stand
When all your options have run out, your
desperado may get you through. When a superior
force overwhelms you, you cannot fail Bravery
Tests. If you become Mortally Wounded, you
automatically pass your Willpower check, and
continue to use 3d6 for your rolls.

Fortune Dice & Equipment


A Soldier begins the game with 1 Fortune Dice.
Soldiers utilise many types of weaponry, and begin
game with $30.00 or 1d4 x $10.00.

Soldier Grit
Grit/Title
1. Recruit
2. Corporal
3. Lieutenant
4. Soldier
5. Admiral
6. General

Ability
5 Skill Points, Military
Resolve
+2 Skill Points, Military
Precision
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Military
Specialisation
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Military
Valour

Soldier Abilities
Military Resolve
Once per combat, you may re-roll a failed Bravery
Test. Take the higher of the two rolls.
Military Precision
1. You may choose to re-roll a failed attack. Refer
to the table below for the frequency per day:

Soldier
Description
Hardened on the battlefields of war, the Solider is
disciplined, with no aversion to bloodshed.
Soldiers are skilled in all manner of combat.
Picking a fight with a soldier is foolishness, as they
have honed their martial skills to perfection.
Skill Points
To make an effective Soldier, it is suggested Skill
Points are distributed to Defense, Gunslinging,
and Brawling. This represents the Soldiers
physicality, and honed martial skills.
Minimum Soldier Skill Points:
+1 Defense, +2 Gunslinging, +1 Brawling
Speed
A Soldier has a speed of 40 feet.

Grit Times/day
2-3
1
4-5
2
6
3
Military Specialisation
You are an expert with a chosen weapon. With
that one weapon you receive a +1 bonus to
attacks.
Military Valour
1. You are never required to roll a Bravery Test.
2. Your relentless attacks cause a single opponent
to become overwhelmed. Roll 1d6. On a result of 13 that opponent loses their next turn. This ability
can be used 3 times per day. Every time you roll 46 on your attempt, 1 of your daily allotments has
been wasted.

Holy-Roller (Optional)
The Holy-Roller is an optional Background. It
adds an insinuation of magic or the divine,
which may not be desirable in a quasihistorical western setting. If you are using the
Holy-Roller, it is recommended you use every
Backgrounds abilities.
Description
Charismatic and possessing the gift of gab, the
Holy-Roller knows how to influence people. They
often travel from town to town preaching their
convictions with a fiery passion. The Holy-Roller is
as likely to be a charlatan as the real deal.
Regardless, the Holy-Roller knows how to
motivate and inspire people just the same.
Skill Points
To make an effective Holy-Roller place Skill Points
in Personality, Investigation, and Willpower. The
Holy-Roller is usually charismatic, clever, and
willful in their purposes.
Minimum Holy-Roller Skill Points:
+2 Personality, +1 Investigation, +1 Willpower
Speed
A Holy-Rollers Speed is 40 feet.
Fortune Dice & Equipment
The Holy-Roller begins the game with 1 Fortune
Dice and $20.00 or 1d3 x $10.00 starting cash.
Holy-Rollers sometimes carry concealed weapons,
and most have religious or propagandist texts.

Holy-Roller Grit
Grit/Title
1. Preacher
2. Shepherd
3. Evangelist
4. Holy-Roller
5. Prophet
6. Messiah

Ability
5 Skill Points, Healing
Hands
+2 Skill Points, Preach to
the Masses
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Prophesy
+2 Skill Points, 1
additional Fortune Dice
+2 Skill Points, Holy
Trembling

Holy-Roller Abilities
Healing Hands
You can heal injuries. Roll 1d6 and add it to any
characters Health. The amount of time per day
you can use this ability is reflected on the chart
below. This ability takes 1 turn to complete.
Grit Times/day
1-2
1
3-4
2
5-6
3
Preach to the Masses
You may attempt a simultaneous Personality
check against a number of people equal to your
Grit. You can designate whom you use this ability
against. Regardless of the group size, only a single
check is made and compared with the average
Willpower score of the targets present. Willful
group leaders may be exempt from this rule at the
Judges discretion.
Prophesy
You can see into the future to avoid harm, or
inflict harm on your enemies. Choose to negate an
attack that has hit you or an ally; re-roll a failed
check; or cause an attack that missed an enemy to
hit them anyway. This can be done a number of
times per day according to the chart below.
Grit Times/day
4
1
5-6
2
Holy Trembling
Cause anyone within 20 feet of you to shake in
fear or joy (your choice). This grants you a +2
bonus to Personality checks against anyone in a
20-foot radius, or 12 people whichever number is
higher. Regardless of how large or small the group
is, only a single check is made and compared with
the average Willpower score of the targets present.
You may only use this ability once per.

4. Skill Points

a skill, unless the skill in question is under the


Highest as shown on the table below.

The fourth part of creating a Method B character


is assigning Skill Points. Skills assist with
describing a characters strengths and weaknesses.
The seven skills are:

Health
Defense
Gunfighting
Brawling
Personality
Investigation
Willpower.

Two rules apply:


1. At Grit 1 each character receives 5 Skill Points to
distribute among the seven skills as the players
sees fit. Background requirements often determine
where some of these points are spent (see chart
below). At Grit 1 a maximum of 2 Skill Points may
be spent on any skill.

Minimum Background Skill Points Chart


Background
Folk Hero

Gambler

Indian Brave
Outlaw
Soldier
Holy-Roller

Minimum Skill
Points
+1 Health
+1 Defense
+1 Gunslinging
+1 Personality
+1 Defense
+1 Personality
+1 Investigation
+1 Willpower
+1 Health
+1 Defense
+1 Brawling
+1 Defense
+1 Gunslinging
+1 Brawling
+1 Defense
+2 Gunslinging
+1 Brawling
+2 Personality
+1 Investigation
+1 Willpower

2. After completing scenarios, and upon attaining a


new level of Grit, an additional +2 Skill Points are
earned. These +2 Skill Points can be spent on any
skill. However, only +1 Skill Point can be added to

Highest & Lowest Skill Points Chart


Grit
1
2
3
4
5
6

Lowest
10/+0
-

Highest
12/+2
13/+3
14/+4
15/+5
16/+6
17/+7

Note: The number preceding the slash (-/ ) refers


to Defense or Willpower. The number following
the slash ( /-) refers to Gunslinging, Brawling,
Personality, or Investigation. A characters initial
Health score is rolled randomly, though a player
may still assign Skill Points to it.
A characters highest possible Skill Points at any
level of Grit may be determined with the following
two formulas:

Defense or Willpower: Grit + 11.


Gunslinging, Brawling, Personality, or
Investigation: Grit + 1.

This is reflected on the preceding chart. Hereafter


follows a brief explanation of the seven skills. For
more information see Chapter 2.

Health
Health is a measure of vitality and stamina. The
beginning character rolls 1d6+3 to determine the
amount of Health they possess, generating a
number between 4 and 9. The total Health score
represents how much damage you can suffer
before becoming Mortally Wounded or Dead
(see the Roll Damage section in Chapter 2). In
other RPGs, Health is often referred to as Hit
Points. For obvious reasons a high Health score is
preferable.
If you have lost all your Health you are Mortally
Wounded; roll 3d6 for a Willpower test. If the
result exceeds your Willpower score, you have
failed the test, and are dead. If you succeed the
Willpower test you are still alive. However, you are
reduced to using 2d6 for checks/attacks, and may
only move at half your speed. This represents the
injuries your character has sustained. Once you

regain Health (by drinking whiskey, resting, or


being healed) you can use 3d6 for checks again,
and move your normal speed.
Health Variant
Tombstone is notoriously lethal. To ensure
characters live longer, the Judge may wish to
begin characters with maximum Health (9).
Alternatively it is possible to roll 2d6+3 for
even more robust characters. These variants
are advisable for campaign play.

Defense
Defense is the sum of a characters nimbleness
and their ability to avoid danger. In game terms
your Defense score is the target number
opponents must equal or exceed to hit you. In
other RPGs, Defense is often referred to as
Armour Class. All characters begin with a
default Defense score of 10. The maximum
Defense a character may have is 17, though
Background abilities may override this limitation.

Gunslinging
Gunslinging is a measure of skill and hand/eye
coordination when using a ranged weapon. Your
Gunslinging modifier is added to all attacks made
with such a weapon. Examples include firearms,
bows, or thrown weapons. To make a Gunslinging
attack, roll 3d6 and add your Gunslinging
modifier. A sum that equals or exceeds the targets
Defense is a hit. Thereafter, weapon damage is
rolled. All characters begin with a default
Gunslinging score of +0. The maximum
Gunslinging score a character may possess is +7. It
is possible to have a bonus higher than +7, but
only due to a special weapon or Background
ability.

Brawling
Brawling is a measure of brute force and
physicality. Your Brawling modifier is added to all
attempts to score a physical hit on an opponent.
Examples include using an axe, knife, punching,
kicking, and grappling. To make a Brawling attack,
roll 3d6 and add your Brawling modifier. A sum
that equals or exceeds the targets Defense is a hit.
Thereafter, weapon or unarmed damage is rolled.
All characters begin with a default Brawling score
of +0. The maximum Brawling score a character
may possess is +7. It is possible to have a bonus

higher than +7, but only due to a special weapon


or Background ability.
Brawling Variant
Judges may allow characters to apply their
Brawling modifier when making a ranged attack
with a thrown weapon.

Personality
Personality is a measure of charisma and allure.
Your Personality modifier is added when your
character makes any attempts to charm, use
leadership abilities, or daunt an opponent. To
make a Personality check, roll 3d6 and add your
Personality modifier. A sum that equals or exceeds
your opponents Willpower (or a Roll Required)
indicates success. All characters begin with a
default Personality score of +0. The maximum
Personality score a character may possess is +7. It
is possible to have a bonus higher than +7, but
only from a Background ability or equipment.

Investigation
Investigation is a measure of intellect, information
gathering, and perception. Your Investigation
modifier is added to any attempts to elicit
information, notice peculiarities, spot someone at
a distance, or track an animal or person. Generally,
to make an Investigation check 3d6 are rolled. The
characters Investigation modifier is added, and if
this total equals or exceeds an opponents
Willpower (or a Roll Required), the attempt has
been successful. All characters begin with a default
Investigation score of +0. The maximum
Investigation score a character may possess is +7.
It is possible to have a bonus higher than +7, but
only from a Background ability or equipment.

Willpower
Willpower is a measure of courage and resolve.
Your Willpower is the number required for an
opponent to mentally dominate you in combat,
charm, or elicit some information. Willpower is
sometimes linked with Background abilities.
Willpower is not an active skill but is generally a
number against which an opponent rolls.
Sometimes the Judge will ask for a Willpower test.
To do so, roll 3d6. If the result is equal to, or under
you Willpower score, you have been successful. All
characters begin with a default Willpower score of
10. The maximum Willpower a character may
possess is 17. It is possible to have a bonus higher

than +7, but only from a Background ability or


equipment.

Speed & The Fortune Dice


The final act of creating a character, besides
buying weapons and provisions, is noting their
Speed and Fortune Dice. These are explained in
Chapter 2, but are briefly described here.
Speed
A turn represents 5 seconds of time. During
combat all characters may run 40 feet per turn.
The exception to this rule is the Indian Brave who
can run 50 feet per turn. Characters can move half
their speed per turn (20 or 25 feet) and take
another action (shoot a gun, throw a rope, make a
brawling attack, etc.). Alternatively a character can
move their full speed, but receives a -2 penalty to
attacks and damage.
The Fortune Dice
Fortune Dice represents luck. Characters begin the
game with 1 Fortune Dice except for the
Gambler and Outlaw who begin with 2 Fortune
Dice. For further information see Chapter 2.

5. Weapons & Provisions


The fifth part of creating a Method B character is
purchasing essential items for their adventures.
This section details weapons and provisions that
are likely to be available to the character. Each
character begins with a starting pool of money,
which they may use to buy weapons, provisions, or
hired help. Characters can roll for starting money
on the table below or choose the sums for their
background listed below.

Starting Money
Background
Folk Hero or Gambler
Holy-Roller or Indian
Brave
Outlaw or Soldier

Starting $
1d6 x $10 or $45
1d3 x $10 or $20
1d4 x $10 or $30

In Tombstone, weapons are purposely broad.


Historical realism has been forfeited in favour of
playability and simplicity. If you enjoy a game
with more granularity, there is plenty of scope to
widen weapon and provision choices.

Weapons Chart
Weapon

Cost

Damage

Ammo (box)
Axe
Bow
Brawling
Cannon
Dynamite
Gatling gun
Knife
Rifle
Scope
Shotgun,
single barrel

$2
$3
$200
$40-90
$200
$2
$30
$8
$20

1d6
1d6 (+1)
1d3
4d6
3d6-8d6
6d6
1d6
2d6
2d6 close/
1d6
ranged
2d6 close/
1d6
ranged
3d6 close/
1d6
ranged
1d6
1d6
1d6
1d6

Shotgun,
double
barrel
Shotgun,
sawn-off

$25

Six-shooter
Spear
Sword
Tomahawk

$15
$10
$2

$20

Long
Range
(feet)
Thrown
200+
12,000+
300+
Thrown
300+
Special

Speed*

Special

+2

Special

+2

200+
Thrown
Thrown

+3
+2
+3
+3

+3
+2
+3
+0
+0
+1
+3
+2
+1

Long Ranged Weapons


When an attack is made with a weapon, and it
equals or exceeds the Long Range threshold,
apply a -3 penalty to the attack roll. Mounting a
scope can minimise this penalty.
Thrown Weapons
Thrown weapons have a range of 20 feet. At the
players option, thrown weapons can be hurled
further than 20 feet, but incur a penalty as below.
Distance
21-30 feet
31-40 feet
41-50 feet
51-60 feet

Penalty
-1
-2
-4
-8

* Weapon Speed
If you wish to add more detail to your Tombstone
games, weapon speed is an enjoyable option. The
speed for each respective weapon is listed on the
Weapon Chart above. Add the listed speed to
individual Initiative rolls. Weapons with a speed
of +0 are slowest and generally take a turn or two
to ready. At the Judges discretion this could take
longer. Players engaging in a non-combat activity
during combat (e.g. a Personality test) should
treat their Weapon Speed as +3.

Weapons Descriptions
Ammo This is a box of ammunition for any
weapon that requires gunpowder. Ammo for
Gatling Guns costs $10 per magazine (20-40
rounds), while Cannons cost $15 per shot.
Axe For chopping wood or using as a weapon.
An axe can be long-handled or short-handled. Axes
deal 1d6 damage on a successful hit.
Bow An Indian Brave can make a bow from raw
materials gathered. Bows are generally wooden.
Arrows deal 1d6 damage, and additional +1
damage if attempts are made to dislodge the
arrow.
Brawling Brawling includes fists, legs, heads,
shoulders, elbows, or any other body part in a
fight. When a successful Brawling hit is scored,
the damage dealt is 1d3 (1d6 halved).
Cannon Circa 1865, a cannon constituted a
heavy battery used in long-range warfare. The
cannon is a devastating weapon, dealing 4d6
damage on impact. A cannons area of impact is 20
feet. The artillerist makes an attack roll (3d6),
adding their Gunslinging modifier, against every
person within the 20 foot area. The results are
compared with the Defense scores of the targets.
Attacks that equal or exceed the Defense scores
deal damage. A cannon can take anywhere
between 1-3 turns to ready and aim. At the Judges
arbitration, very strong walls may provide cover
against a cannon.
Dynamite Crafted using black powder, and
imbued with a fuse, dynamite is a deadly weapon.
It is capable of destroying bridges, or blowing
away solid rock. Fuses can be extended to about 50
feet, or shortened to any desired length. Each foot
of fuse takes 1 turn to burn. Dynamite explodes on
the same portion of the turn during which it was
lit. For example, if someone lit a 1-foot fuse at the
beginning of their turn, it would explode at the
beginning of the following turn. A single stick of
dynamite has an inner blast radius of 15 feet, and
an outer radius of 10 feet. Anyone within the inner
radius takes 3d6 damage, while anyone in the
outer radius suffers 1d6 damage from shrapnel
and is stunned for 1-2 turns. Additional sticks of
dynamite can be banded together, increasing the
damage increment by +1d6 and the inner radius
by 5 feet. Dynamite sticks can be bundled for a
recommended maximum inner radius of 50 feet,
and 8d6 damage. Throwing burning dynamite is a
fools errand, but if a character wishes to, the
guideline below can help assess whether the throw
is successful:

Distance
thrown

Roll
required
(on 3d6)*
0-20 feet
10+
21-30 feet
12+
31-40 feet
14+
41-50 feet
16+
51-60 feet
18+
*Optionally, add +1 to the Roll Required for every
additional stick bundled beyond the default.
Example: Pete the outlaw wants to throw a regular
stick of dynamite up a cliff face and into an alcove
where some enemies are hiding. The Judge deems
it to be a 40-foot throw, with the opponents
receiving a +2 partial cover bonus. Pete needs 16+
to hit (14+2). 3d6 are rolled with the Brawling or
Gunslinging modifier added (players choice). The
outcome is 14. Not enough to hit where the target
wishes. The Judge can opt the dynamite rolls back
down the cliff and detonates near Pete, or that it
gets stuck near the opponents, detonates, but
deals less damage.
Gatling gun The Gatling gun was a precursor to
the machine gun, capable of devastation. One
person may clumsily operate the Gatling gun,
however the magazine must be reloaded every 3
turns, and it takes 2 whole turns to reload.
Contrastingly, if two people are operating the gun,
one can reload new magazines while the other
continuously fires. The Gatling gun has a crank
that must be wound to fire, and each magazine of
ammunition holds 20-40 rounds. Up to six hits
may be rolled per turn (3d6 roll is required for each
hit versus opponent/s Defense). Hits may be
distributed to one target, or divided between
multiple targets within a shared space of 10 feet.
Each successful hit deals 1d6 damage per hit.
When a Gatling gun is being fired, heavy smoke
billows from the gun making it a visible target.
Setting the gun up, or moving the guns position
takes between 1-3 turns.
Knife In Tombstone a knife constitutes a wide
category of short blade including a bowie knife,
Arkansas toothpick, pocketknife, or hunting knife.
On a successful hit, knives deal 1d6 damage.
Rifle Included in this category are Sharps-,
Winchester- or Henry-styled rifles. The rifle deals
2d6 damage, and is very effective. Most rifles can
be outfitted with scopes for greater precision.
Rifles like the Winchester Yellow Boy hold 15
rounds. Reloading takes 1 turn.

Scope A scope fits atop a rifle, allowing greater


control and precision over long distances. The
Malcolm-style scope is an example. A scope adds
+1 to the roll when shooting with a long ranged
rifle (see long ranged rules above). At the Judges
discretion a high quality scope may be purchased
for double the price, adding a +2 attack bonus
when shooting within the long range threshold.
The shooter would still incur a minimum -1
penalty for shooting long distance.
Shotgun, single barrel A shotgun that takes a
single shell, and must be reloaded on alternating
turns. At close range (point blank to 15 feet) all
damage scored is rolled on 2d6. Beyond 15 feet,
the shotgun inflicts 1d6 damage. Due to the
shotguns area of spread, when shooting beyond
40 feet, anyone directly adjacent to the original
target may also be hit (roll to determine). If hits
are scored, the flying bearings deal 1d3 damage.
Once 50 feet is surpassed, secondary damage is
reduced to 1 point of damage.
Shotgun, double barrel The double-barreled
shotgun fits two shells. Once the two shells are
depleted, reloading takes 1 turn. One shell deals
2d6 damage. Optionally, both shells can be fired
simultaneously for a maximum of 3d6 damage at
point blank range (within 15 feet). In all other
ways it is identical to the single barrel shotgun
above.
Shotgun, sawn-off A sawn-off shotgun takes a
single shell, and must be reloaded on alternating
turns. The sawn-off shotgun is lethal in close
quarters, dealing 3d6 damage at point blank range.
Beyond 15 feet, the sawn-off inflicts 1d6 damage.
In all other ways it is identical to the single barrel
shotgun above.
Six-shooter Includes pistols and revolvers. Sixshooters vary in quality. Some common brands
during the Tombstone time period are Griswold &
Gunnison, Remington 1858, and Colt 1860 Army.
Six-shooters deal 1d6 damage. If a hit is scored at
close range the Judge may allow the pistol to deal
2d6 damage. Six-shooters hold 6 bullets, and take 1
turn to reload when depleted.
Spear A spear can be furnished by an Indian
Brave. Spears generally have an adze tip, and a
wooden haft. A spear deals 1d6 damage.
Sword A sword includes sabers, rapiers, large
daggers, or a scimitar. Swords deal 1d6 damage.
Tomahawk See Axe above.


Provisions Chart
Item
Acre of land
Barber
Bible/Book
Bridle
Candle
Canteen
Clothing
Dice
Furs/Pelts
Gold (per oz.)
Harness
Horse
Horse pack
Lasso/Rope
Lantern
Lodgings (per night)
Manacles
Meal (standard)
Meal (fancy)
Medical Bag
Miners Kit
Newspaper
Pick
Playing cards (rigged)
Saddle
Shovel
Silver (per oz)
Stable (per night)
Stagecoach (ride)
Train (ride)
Wagon (ride)
Wagon
Whiskey (bottle)

Cost
$3-100
$0.25
$0.25
$10
$0.10
$1
$10
$0.25
$10
$20
$10
$115
$30
$1
$3
$1
$10
$0.25
$0.50
$15
$10
$0.25
$3
$0.25
$20
$3
$1.30
$0.50
$10
$10
$5
$50
$1.50

Chapter 3 details additional rules and prices for


services and buildings more suited to long-term
campaigns.

Provisions Descriptions
Acre of land Price of land is dependent on
quality, location, and whether there are any
natural resources.
Barber Provides a hair cut and a shave.
Bible/Book - For the Holy-Roller this is an
important item. Wielding a bible or an esoteric
tome gives their messages credibility in the eyes of
the audience. Other characters may carry a bible
for religious purposes, or simply as an item of
interest. The pricing listed is for a quality,
hardback item.

Bridle A bridle is required for controlling a


horse (unless your character is an Indian Brave).
Candle A candle omits a 5-foot radius of light.
Canteen A metal container for holding water or
liquids.
Clothing A suit of clothing suitable for most
weather. Includes boots, pants, undergarments,
shirt, jacket and hat; or boots, dress and apron or
overcoat for ladies.
Dice Gaming dice are used in saloons, and for
making wagers. A set of rigged dice can be
acquired for a similar price as regular dice. It is
advised that a Gambler owns a set of rigged dice
for maximum profitability. Rigged dice add +1 to
gambling dice rolls, however there is a 3-in-6
chance those without the Gambler Background
will be discovered for their dishonesty.
Furs/Pelts The price for a pelt depends on the
animal. $10.00 is an approximate price only.
Gold For the prospective miner, this gives an
indication of what a rich vein may yield.
Harness A harness is required to control
animals, or for mountaineering.
Horse The average price for a quality horse.
Thoroughbred horses will be much more costly,
while lame horses can be acquired cheaply.
Horse Pack A horse pack contains a saddle,
bridle, blanket, and feed. These items are
necessary unless you are playing an Indian Brave
character. If a non-Indian Brave rides bareback for
a day deduct 5 miles from the total amount
travelled. Additionally the character suffers
Fatigue.
Lasso A lasso is a length of rope that can be
used for multiple purposes.
Lantern A lantern omits a 40-foot radius of
light.
Lodgings (per night) Presumes a hotel or
saloon of average decadence. Fancier rooms can be
located, as can squalid dives.
Manacles Lockable, metal clasps, linked by a
chain. Manacles are used for binding the hands
and/or feet of a prisoner.
Meal (standard) Assumes a moderately tasty
meal.
Meal (fancy) Assumes a high standard of
cuisine.
Medical Bag This kit is useful for a doctor or
characters with minor medical knowledge. The kit
contains bandages, scalpels, ointments, retractors
and forceps. Correct usage can retract an arrow or
bullets with no additional damage to the victim, or
the various bandages and ointments can be used

for binding and curative purposes healing 1d3


points of Health.
Miners Kit This kit includes everything a
would-be miner requires to get to work a length
of rope, lantern, pick, shovel, and pan.
Newspaper The daily rag.
Pick Used for mining.
Playing Cards Saloons and gambling halls
revolve around a staple of card games. A player
may elect to purchase a deck rigged for cheating.
It is advised that a Gambler owns a set of rigged
cards for maximum profitability. Rigged playing
cards add +1 to gambling dice rolls, however there
is a 3-in-6 chance those without the Gambler
Background will be discovered for their
dishonesty.
Saddle A saddle is required for riding a horse,
unless a character is an Indian Brave.
Shovel Used by miners or for digging
holesduh.
Silver (per oz.) When miners extract silver and
bring it to the assayer for weighing, it is measured
by the ounce. This gives an approximate value of
an ounce of silver. This price (along with the price
of gold) is likely to fluctuate depending on
availability.
Stable (per night) The price to lodge a horse for
a night, or for a weary wanderer to kip in some
straw.
Stagecoach (ride) A stagecoach ride typically
covers a substantial distance, between cities,
sometimes for a few hundreds of miles.
Train (ride) Similar to a stagecoach ride above.
Wagon (ride) Similar to a stagecoach or train
ride above.
Wagon This price covers the purchase of a
wagon.
Whiskey (bottle) Whiskey was a favoured
drink in the Old West. If a character is low on
Health, swigging a mouthful of whiskey can heal
1d3 points of Health.











Example of Character Creation


Sally wants to create a rowdy cowgirl character.
She reads the Outlaw information, and decides
this Background fits her concept. Sally rolls 1d6+3
for her Outlaws Health and gets the minimum: a
grand total of 4! Sally has 5 Skill Points to
distribute for her Grit 1 character. Referring to the
Outlaw Background, Sally sees she needs a
minimum of +1 Defense, +1 Gunslinging and +1
Brawling. She immediately spends 3 Skill Points in
Defense, Gunslinging, and Brawling. She spends
her final 2 Skill Points on Health and Willpower.
She now has the following:
Health: 5 (originally 4, +1 Skill Point = 5)
Defense: 11 (originally 10, +1 Skill Point = 11)
Offense: Gunslinging +1, Brawling +1 (both
originally +0, but +1 Skill Point spent on each).
Personality: +0
Investigation: +0
Willpower: 11 (originally 10, +1 Skill Point = 11).
Next, Sally refers to the Outlaw Speed, and sees it
is 40 feet. The Outlaw has the Die Hard ability
granting Sallys character 2 Fortune Dice. Finally,
Sally rolls 1d4 x $10 for her starting money and
gets 3, granting her $30. Sally spends her starting
money on weapons and provisions, names her
character, and is ready to play.

Chapter 2: Playing Tombstone

Chapter 2: Playing
Tombstone
If you have read the previous chapter, you should
have a reasonable handle on creating a character.
This chapter builds on that knowledge, and
discusses the rules of the game in more depth.
Playing or running a game of Tombstone is
intended to be simple and enjoyable.

What you need to play:

The Tombstone rulebook.


One participant to adopt the role of the
Judge.
Two to ten players (3-5 is recommended as
an ideal number).
Pencils and paper, or a mobile device with
note-taking capabilities
A handful of six-sided dice (d6) and a few
four-sided dice (d4)
An imagination

Participants:
Like many role-playing games, Tombstone has two
types of participants: the player and the Judge
(known as Game Master in other games). Players
adopt the role of a character. Controlling one
character per player is typical, although some
games may allow more. The player determines
their characters decisions, and experiences the
adventure. Conversely, the Judge is responsible for
providing the adventures, creating the fictitious
world, and filling it with challenges, interesting
places, characters, and rewards. The Judges job is
more work, but it is very rewarding.
Resources:
For beginner Judges a few scenarios have been
included in this booklet. They can be read and run
with minimal preparation, or the Judge can read
them for ideas and create their own. As far as rules
are concerned, everything you need to know is
here in this booklet. It is also advisable to have
some pencils and erasers, some paper for drawing
illustrations and maps, and to conceptualise

combat. Grid and hex paper can be handy for


scaling maps, though is not required. Using a
mobile device or computer can assist with
expediting play. This alternative is good for taking
notes, recording character details, or uploading
maps and files. Otherwise paper will suffice nicely.
Dice:
Tombstone requires two types of dice: six-sided
(d6) and four-sided (d4). It is recommended each
player have 3d6s and 1d4 at the table. The d6s are
by far the most common the central mechanic
in Tombstone is rolling 3d6. The d4 are for Fortune
Dice, which will be explained later in this chapter.
Tombstone can be played with d6s only.
Instead of using d4 for the Fortune Dice,
replace it with a d6.
Miniatures:
Some groups will enjoy using miniatures in
Tombstone. Miniatures can be used to represent
characters and the foes they meet. There are many
websites and hobby stores that supply Wild West
styled miniatures. Using miniatures can make
combat easier to conceptualise, providing a visual
representation to reference. Other groups prefer to
rely purely on their imaginations, counters, or
illustrated scraps of paper to represent battle. Do
what works for you.

Tombstones Mechanics
The main mechanics in Tombstone are divided
into four basic dice rolls:

3d6 for most actions that require some


sort of resolution including attacking
and checks.
2d6 for attacking and making checks when
mortally wounded or fatigued; some
weapons inflict 2d6 damage.
1d6 is used for testing Bravery and
Initiative in combat. Most weapons deal
1d6 damage.
1d4 used for Fortune Dice.

The primary mechanic in Tombstone is rolling 3d6


to resolve an action. This roll is compared with
another number often an opponents Defense or

Willpower for example. Alternatively, Checks may


be resolved by allocating a target number to a
task, rolling 3d6, and having to equal or exceed
that amount in order for success to occur. For
example:

Task Difficulty Chart (Roll Required)


Task Difficulty
Easy
Average
Difficult
Heroic
Impossible

Roll Required
5+
10+
15+
18+
20+

Sometimes, to alleviate an ill effect, a character


may be required to roll 3d6 and roll their
Willpower score or under to succeed. These
mechanics are discussed in more detail in their
respective sections, but when in doubt apply the
above as a guideline.

The Fortune Dice


To spend a Fortune Dice roll 1d4 and add it to
Health, Bravery, Willpower, Brawling,
Gunslinging, Investigation, Personality, or
Gambling.
Players begin with 1 Fortune Dice, except the
gambler and the outlaw who begin with 2. Fortune
Dice represent outstanding luck during times of
pressure or risk. A Fortune Dice can be used at any
time during the characters turn, or in response
to another characters actions. The Fortune Dice
requires no time to kick in, it resolves instantly.
To spend a Fortune Dice, roll 1d4 and apply it to
one of the following:
1. Adrenaline: Grants +1-4 points of Health.
Adrenaline can be used to add to a characters
Health total, negate part or all of the attack
damage dealt that turn, or to regain Health after a
character has been injured.
2. Bravery & Willpower: A character can add a
+1-4 modifier to any Bravery test, or a characters
Willpower score. The latter lasts for 1 turn, but
makes it harder for characters to be tricked or
beguiled. Furthermore, the additional +1-4 bonus
makes Willpower tests easier to succeed, making
instant death (when Mortally Wounded) less

likely.
3. Lucky Strike: A character can apply a +1-4
modifier to either an attack or damage roll when
brawling or gunslinging.
4. Genius & Presence: A character may apply a
+1-4 modifier to either an Investigation or
Personality check.
5. Flush: A character can add a +1-4 modifier to a
gambling game roll.
The outlaw is the only character who can use two
Fortune Dice simultaneously. The gambler can use
two Fortune Dice simultaneously but only if one of
the dice is used for Adrenaline. Besides these
exceptions only 1 Fortune Dice may be used per
turn. Once Fortune Dice are spent they cannot be
used again that day. All Fortune Dice are
completely regained after a full night of sleep.
Alternatively the Judge may wish to limit Fortune
Dice to per scenario, or per Grit.
If you wish to run a game using only six-sided
dice, use a d6 for the Fortune Dice. This can
be applied either as a 1-6 point advantage
(1d6), or for harsher games as a 1-3 point
advantage (1d3).

Exploration
This section details the exploration rules within
the Tombstone game. Only general rules are
provided for the many possibilities that may arise
during a game. Inevitably, there will be situations
not covered within the rules. It is up to the players
and the Judge to negotiate fair outcomes.

Mapping
It is advised that players make maps when
exploring large buildings, caves, or wilderness. This
assists players with gaining their bearings, and
prevents characters from becoming lost. When
exploring wilderness environments, hex paper can
be useful. Alternatively, square grid paper is useful
during small-scale or indoor explorations.

Hired Help
When undertaking a scenario, hiring a posse can
complement your chances of success. Combat is
designed to be extremely deadly in Tombstone.
Why die when someone else can die for you?
Remember: safety in numbers. Hereafter, the
character hiring the help will be referred to as the
Patron. The chart below provides pricing for
hired services.

Hired Help Prices Chart


Help
Cowboy
Dance Partner
Skilled Gunman
Labourer (unskilled)
Labourer (skilled)
Prostitute

Cost
$30/month
$1/dance
$100/job
$2-5/week
$16/week
$2-$25

Loyalty
Hired help will always have a loyalty value. When
someones services are hired, the Judge should roll
3d6 in secret. The total is added and recorded: this
is the hired helps Loyalty score. This Loyalty score
can be improved or lessened by applying the
Patrons Personality modifier. For instance, if the
Patron has a +2 bonus to Personality, this is added
to the hired helps Loyalty score.
Fleeing or Betraying:
In times of considerable stress, danger, or
temptation there is a chance the hired help will
flee or betray their Patron. When this situation
arises the Judge rolls 3d6 in secret. If the result is
higher than the hired helps loyalty score, they
will betray their Patron or flee from a dangerous
situation. It is the Judges decision when to apply
this check.

Leadership
Some characters will wish to develop their
leadership potential. This can be done by
attracting and retaining hired help, or forming
long-term alliances with an associate. At times, the
guiding leadership of the character may be
required. Resolving this will be the Judges
discretion. If a leadership check is required, the
character will roll 3d6, adding their Personality
modifier. Use the table below, and the Task
Difficulty Chart as a guide.

Task Example
Convincing a friendly and
motivated associate to
accompany you on a
journey.
Asking hired help to scout
in friendly territory
Asking hired help or
followers to complete a
task they do not wish to
complete.
Asking hired help to scout
in hostile territory.
A Holy-Roller convincing
his cultists to form a death
pact.

Roll required
5+

5+
10+

15+
18+

Leadership checks should only be used when a


situation is uncertain or problematic. Most
Leadership rolls can be forfeited if the task is fairly
reasonable.

Investigation
An Investigation check can be used when
attempting to find information or clues. 3d6 is
rolled and the characters Investigation modifier is
added to the result. If the modified number equals
or exceeds a target number, the investigation
yields some result. The table below provides some
guidelines for Judges setting difficulties.
Investigating
A patrons drinking habits
Finding footprints after
rainfall
Finding an abandoned trail
Discovering a spring in a
desert
Discovering the mayors
darkest secret

Roll required
5+
5+
10+
15+
18+

An Investigation check should only be used when


an outcome is uncertain or unknown. Most
investigation attempts can be resolved by players
asking intelligent questions.

Personality
A Personality check may be required at certain
times, to determine how convincing a character is.
This can be used in two ways in combat, or out
of combat. The latter is by far easier, as there is no
imminent pressure to make a convincing show.

Generally, a Personality check can only be used


against 1 target at a time.
3d6 is rolled, and the characters Personality
modifier is added to the total. If the total equals or
exceeds their opponents Willpower score, some
level of success is indicated. The Judge is welcome
to add bonuses or penalties depending on the
situation. Generally, a successful check will
indicate the opponent will be open to listen to the
request, provided it is reasonable. Alternatively,
the Judge may set a Roll Required number based
on the Task Difficulty Chart. For example:
Person is attempting
To set up a bar tab/To ask a
friend for a favour
To obtain an item for a
lesser price when
bartering/To make friends
Convince an angered foe
not to attack/To tell a
convincing lie
Convince an attacking foe
to cease/To convince
someone to join a cult.

Roll
Required
5+
10+
15+
18+

Note: A charmed or convinced individual will not


do anything that puts them in physical risk or
danger. The Judge may deem the Holy-Rollers
persuasive abilities to bypass this general rule.
A Personality check should only be used when an
outcome is uncertain or unknown. Most social
situations can be resolved through role-playing.

Movement
Characters may:
Move 40 feet per turn (or 50 for
Indian Braves).
Move half speed and attack (usually
20 feet)
Move full speed and attack but suffer
-2 to attacks and damage.
Travel Per Day:
Characters can walk 24 miles in a day; Indian
Braves can walk 30. Horses can walk 30 miles a
day, and can run in short bursts at 60 feet a turn.

Running:
Characters can run 40 feet each turn, while Indian
Braves can run 50. During combat characters may
move half their speed and attack. If a character
runs their full speed and attacks, they suffer a -2
penalty to attacks and damage (but always do a
minimum of 1 damage).
Moving During Combat:
Characters can move and attack in any order, as
long as their maximum speed is not exceeded:

Move and attack


Attack and move
Move, attack, move

Fatigue:
Characters can run continuously at their full speed
for an amount of turns equal to their Health score
times four (Health x 4 = turns). When this amount
has been exceeded the character is fatigued. A
character will become fatigued after staying awake
for long durations (all night or longer). A fatigued
characters

Speed is halved.
Checks are rolled on 2d6 rather 3d6.
Damage rolls suffer a -2 penalty.

If fatigued characters continue to exert themselves


for another amount of turns equal to their Health
times two (Health x 2 = turns) they:

Cannot move due to exhaustion.


Roll checks on 1d6 rather than 3d6.
Suffer -4 to damage rolls.
Lose half their Health.

A nights sleep removes all effects of fatigue.


Fatigue induced by strenuous exercise can be
removed if a character rests for 1 hour afterwards.

Combat
1. Roll a Bravery Test (1d6) if either side has an
obvious advantage.
2. Declare character actions and roll initiative
(1d6).
3. Roll 3d6 to attack. Add the appropriate
modifiers and compare the total with the
opponents Defense.
4. If a hit is scored, roll damage.
5. If the other side has not acted, it is now their
turn.
6. Repeat steps 2-6. If one side has suffered
substantial losses, repeat steps 1-6.
Combat in Tombstone is fast and lethal. A wellaimed gunshot can kill a character outright.
Having high Health and Defense is useful
ensuring survivability. This section provides
guidelines for resolving combats.

Turns
Each turn represents 5 seconds within the
game world.
Combat is divided into turns. Turns are only
used when some kind of conflict emerges, or when
a tighter account of time is required. Like most
games, each player gets a turn to act and make
decisions. Each characters turn represents
approximately 5 seconds of time in the game
world. A character may do anything in a turn that
could be reasonably achieved within 5 seconds. A
few examples include:

Moving
Brawling or grappling
Shooting a gun
Daunting an opponent
Dragging an object
Breaking a window
Throwing an item
Lighting a fuse
Anything else you can think of

For actions that take longer than a turn, the Judge


may decide two or more turns are required to
accomplish the task.

1. Bravery Test
Anytime one side has an obvious advantage
over another, roll 1d6 for the disadvantaged
party. A roll of 1 indicates the disadvantaged
side is surprised or frozen in fear. They cannot
act this turn. A roll of 2 indicates the
disadvantaged side has automatically lost their
initiative.
A Bravery Test is used to determine mettle in the
face of danger. A Bravery Test is only required in
some situations during an ambush, or when one
side has superior forces or the upper hand, or if
two parties are unaware of each others presence.
Any side that is disadvantaged must roll a Bravery
Test. Each side (or optionally each combatant on
that side) must roll 1d6. If the result is 1, that side
(or character) is frozen in fear. They cannot act
that turn, but they do retain their Defense score. If
the result is 2, the character has automatically lost
their initiative. Some character Backgrounds allow
re-rolls on Bravery Tests, or bypass this
requirement entirely.
Were gonna die!
If one side has lost substantial numbers, are clearly
overwhelmed, or defeat appears imminent, the
Judge should require another Bravery Test. This
additional test determines whether the losing
party remains to fight to the death, or flee in
terror.

2. Declaring Actions & Rolling Initiative

For mass combats roll 1d6 per side.


For duels or small combats roll 2d6
per character, adding weapon speed.
Tied initiative rolls are resolved
simultaneously.

After Bravery Tests have been resolved, it is


necessary for combatants to declare their actions
for the upcoming turn, and roll initiative.
Declaring Actions:
This step is literally just informing the Judge what
actions a character intends to take during their
turn. It is important players announce their
intentions before initiative is rolled, as this can
impact on the outcome of combat. Before anyone
has rolled initiative, the Judge should secretly
decide what the characters not controlled by the
players will be doing.

Rolling Initiative:
After all the players have declared their actions,
initiative is rolled. A six-sided dice (1d6) is rolled
for each side one for the players, one for the
Judge. The side with the highest number on the d6
wins initiative. Players decide amongst themselves
the order in which they will act, and all combat
actions are then resolved. Once the winning side
has acted completing their attacks and rolling
any damage the losing side acts. Tied initiative
rolls indicate that both sides are acting
simultaneously. Thus, it is possible for two
opponents to kill each other in the same turn!
Once all combat actions have been resolved for
both sides, it is a new turn. The preceding process
is repeated until one side surrenders, flees, is
disabled, or killed.
Options & Alternatives:
To vary the way initiative is handled a few
suggestions are offered.
1. If the default initiative system is used, let a
different player roll initiative each turn. This
means everyone gets a turn at rolling initiative.
2. If it makes it easier, initiative can be re-rolled to
break any ties.
3. Smaller combats (2-8 combatants) can be
resolved slightly differently. Roll 2d6 for every
major character in the battle, adding their weapon
speed to the result. The order of initiative goes
from highest to lowest.

3. Attacking: Brawling, Grappling & Gunslinging


To attack another character roll 3d6 and add the
appropriate modifiers. If the total equals or
exceeds the opponents Defense, a hit has been
scored.
Hand-to-hand combat: Roll 3d6 + Brawling
Ranged combat: Roll 3d6 + Gunslinging
Brawling:
This attack involves any type of hand-to-hand
combat: grappling, wrestling, bar fights, or
attacking with a tomahawk. Optionally, a
characters Brawling modifier can be applied to
throw a weapon (like a spear, axe, or dagger). To
make a Brawling attack, roll 3d6 and add the
characters Brawling modifier. If the total equals
or exceeds the opponents Defense, a hit has been

scored. Next, roll the appropriate damage for the


weapon (usually 1d6) and deduct this number
from the opponents Health.
Grappling:
If a grappler scores a hit, they can decide to forego
all damage, pinning their opponent instead. If this
option is used an ally may automatically deal
damage to the pinned opponent. However, there is
a chance they will accidentally hit their friend.
Roll 1d6. If the result is 1, they hurt their friend
instead. The grappler doing the pinning may not
deal any damage to the pinned opponent that
turn. The following turn, if the pinned opponent
has not broken free, the grappler may make an
attack roll. On a successful hit they can deal
damage, as well as maintain the pin. To break a
pin, the pinned character is required to roll 3d6. If
the total number equals, or is less than the pinned
characters Defense score, they have broken free.
Gunslinging:
Gunslinging involves the discharge of any ranged
weapon typically a gun. A 3d6 roll is made
against the opponents Defense score, and the
attacking characters Gunslinging modifier is
added to the roll. If the opponents Defense score
is equaled or exceeded, a hit has been scored. Roll
the appropriate damage for the weapon (usually
1d6 or 2d6), and deduct this number from the
targets Health.

4. Roll Damage
If a hit has been scored, roll damage. Most
weapons deal 1d6 or 2d6 damage. Check
weapon damage on the Weapons Chart. If a
character has depleted their Health, they are
Mortally Wounded, and may die.
If a hit has been scored during combat (see section
3 above), the attacker must roll damage. Generally
weapon damage deals either 1d6 or 2d6 damage,
but certain weapons may deal less or more. Other
weapons like the Gatling gun deals 6d6 damage!
To determine how much damage a weapon deals,
identify the weapon on the Weapons Chart.
Unless otherwise specified, weapons deal damage
equal to the amount shown on the dice roll. Some
weapons, like an arrow, will deal more damage in
certain situations.

Mortal Wounding:
If a character suffers enough damage to drop their
Health to 0 or below they become Mortally
Wounded. The character must roll 3d6, and if the
total is their Willpower score or less they survive.
Failure results in death. If the character succeeds
their Willpower check, the injured character
suffers the following consequences:

Speed is halved.
Checks are rolled on 2d6 rather 3d6.
Damage rolls suffer a -2 penalty.

If the character takes any additional damage after


becoming mortally wounded they:

Cannot move from their location due to


grievous injury.
Roll checks on 1d6 rather than 3d6.
Suffer -4 to damage rolls.

Any additional damage suffered results in death.


Rest & Healing:
If a character has been injured, rest and medical
attention can assist in their recovery. Normal bed
rest recovers injuries overnight. If the character
has been Mortally Wounded the recovery process
takes longer. Two extra days are required to heal.
While this system is not exactly realistic it
allows for characters to get back into the action
quickly. In keeping with the spirit of the game, a
good ol swig-o-whisky can also assist with
healing (adding 1d3 points of Health)!

conditions. This dice is special however, and may


be stacked with any other Fortune Dice, or other
modifiers being applied during the Blaze of Glory.
It is up to the Judge to deem whether an action
warrants a Blaze of Glory. If the action is valiant,
albeit a death wish, with the demise of a character
appearing imminent, it is probably a Blaze of
Glory. Only one Blaze of Glory may be used per
scenario.
Daunting:
A character can opt to daunt another character,
using intimidation, coercion, manipulation, or
trickery during combat. The character doing the
daunting must expend their whole turn on this
action, rolling 3d6. Their Personality modifier is
applied to this roll. If the total equals or exceeds
their opponents Willpower score, roll 1d6. Match
the result on the table below:

Daunting Chart
Roll
(1d6)
1
2
3
4
5
6

Opponent
Rolls a Bravery Test
Loses next initiative
roll
Suffers -2 to attacks
Suffers -2 damage
Suffers -2 to Defense
Flees combat

During the next turn the daunted opponent may


roll 3d6. If the result equals or is under their
Willpower score, they can counteract any of the
ongoing effects (3-6 on the daunting chart).

Additional Combat Options


Newcomers to Tombstone may wish to keep the
rules as simple as possible. These additional rules
are not essential to running the game, but do
provide some extra options during combat.
Blaze of Glory:
Against all odds, a character may attempt an
action that is incredibly foolish or hazardous to
save their own skin, or a friends. A Blaze of Glory
may occur when a character chooses to complete
an action putting them in a nigh suicidal position.
The candidate must have sustained enough
damage to drop their Health score to half or below
half. During the Blaze of Glory, the character
gains a bonus 1d4 Fortune Dice, which may be
applied according to normal Fortune Dice

Delaying Actions:
During combat, a player may wish to delay their
characters initiative action until later in the turn,
or until another turn entirely. A player may elect
to wait until a particular event has occurred (the
bandits have emerged from the building) before
enacting their turn. In this way, a character with
worse initiative may still act before a winning
initiative roll.
Disarm
A disarm can be achieved by rolling 3d6 and
adding the attacking characters Brawling or
Gunfighting modifier (whichever is appropriate). If
this modified total equals or exceeds the
opponents Defense, the attacking character has

knocked the weapon from the hand of their target.


The weapon will scatter 1d6 feet away from the
two combatants. It generally takes 1 turn to
retrieve a disarmed weapon.

Special Conditions
Occasionally, a situation will warrant certain
allowances or penalties within the game. Like the
preceding section, these rules are entirely optional,
but do offer a greater level of detail to the game. If
it benefits your game, use them.
Cover:
Hiding behind cover can provide certain defensive
advantages. These are represented in the table
below.

Cover Table
Cover
Partial
Half
Almost Hidden
Hidden*

Modifier
+1 to Defense
+2 to Defense
+4 to Defense
Cannot be hit.

* The structure must be strong enough to defend


against bullets or weapons. A curtain may obscure
visibility, but it will not defend against a gun.
Dynamite or cannon will generally bypass any
form of full cover.
Combat Conditions:
Other combat conditions can alter combatants
ability to attack or defend.

Combat Conditions Table


Condition
Modifier
Attacking from
+1 to attack rolls &
above
damage
Attacking from
-1 to attack rolls &
below
damage
Flanking/Crossfiring +2 to attack rolls
Fleeing Combat
-4 to Defense
Prone*
-4 to Defense
* This assumes the prone combatant is visible and
within Brawling range of the attacker. If the prone
character is not observable, treat them as
Hidden on the Cover Table.

Poisoned
This effect can occur from drunkenness, imbibing
drugs, or malicious poisoning. When poisoned,
characters suffer a disadvantage. At the worst
extremes they may die.

Poisoned Tables
Condition
Inebriated
Poisoned or
heavily intoxicated
Heavily Poisoned
Fatally poisoned

Modifier
-2 to all checks
-4 to all checks
Mortally wounded
-6 to all checks and
may not move. Will
die in 4 turns if not
assisted.

For the price of poisons see Additional Provisions


in Chapter 3.

Chapter 3: The Judge

Chapter 3: The Judge


The next two chapters are written for the benefit
of the person running the game: the Judge. This
chapter provides additional options, rules, and
suggestions for creating and arbitrating a game of
Tombstone. For a more granular or detailed game,
variants are offered here which have been
purposely omitted from the beginning chapters.
This decision is to simplify the initial learning
curve of the game. If you have taken up the
mantle of running a game, you are faced with the
(sometimes daunting) responsibility of:
1. Finalising the rules.
2. Creating the setting.
3. Devising a scenario, or adjoining multiple
scenarios for campaign play.
4. Arbitrating the game to ensure it is both
fun and challenging for all involved.
Some of Chapter 3 has been omitted in this
playtest version.

Where to Begin
When running any type of role-playing game
(including Tombstone), consider the colloquially
named Rule 0. Rule 0 refers to the Judges ability
to change any detail of the game, and make the
final ruling when an ambiguous situation arises.
Rather than viewing this as an opportunity to lord
your power over the other players, this is ideally
a respectful process. By being a Judge you
essentially agree to do your best to run a game you
would want to play in. In other words, while you
have substantial liberties to bend the game to your
druthers, you are better off crafting a game that is
both fair and fun. But where to begin?

Finalising the Rules


Finalise the rules. Read through the Tombstone
rules, and if there is anything you wish to avoid in
your games, make a note. People often refer to this
process as house ruling. It is a process of
formally or informally codifying the rules to suit
you, and those you play with. While you do not
need an immediate answer to every question, it is
good to have broad familiarity with the rules,
providing guidance to your players. The process of
finalising the rules will happen primarily through
playing. For example, you may try the grappling

rules, and discover they are not to your liking.


That is fine. Work out a better alternative, inform
your players, and note this change down. House
rules are fluid. They are constantly evolving.
Communicate these changes to the players, and
make sure they understand. If there is player
opposition to these changes, there may be a good
reason. Be open to discussion (preferably after the
session has ended). In my own gaming
experiences, a group discussion can determine a
ruling that is not only fairer, but yield more player
buy-in because the rule has been talked about.
Constantly changing rules will cause confusion
among the players. A good rule of thumb is to be
as consistent as possible.

Creating the Setting


Chapter 4 explores the inferred setting of
Tombstone in more detail. You do not have to use
this setting; in fact, you are encouraged to adapt
the setting to fit your preferences. For the group
new to Tombstone, it is not a bad idea to begin
with this information initially, before expanding or
diverging from it later. It is an initial safety net to
draw upon, until you can run a game instinctually.
You may already be a veteran gamer, in which
case you will probably be confident to create your
own setting. It is recommended that at some
stage, you attempt to create your own scenarios
and settings. This is a very rewarding aspect of
being a Judge. If you feel ready to begin this
process, one way is beginning with a vibe
Beginning with a Vibe:
This may seem like rather nebulous advice, but
there is reason behind it. Determining a vibe
usually involves asking yourself some questions.
Here are a few to begin with:

How does the setting taste, smell, appear,


or feel?
What media inspires it (books, film,
television, something youve read on the
Internet)?
What do you hope to achieve by drawing
on these inspirations?
What do you hope the gameplay
experience will be like for your players?
Is the setting governed by natural laws
(like science), or is the supernatural or
magic possible?

Will the setting be like something the


players have experienced in real life? If
not, how will it differ, and why is this
important?

These types of questions ascertain your motive for


running such a game, and help clarify any
ambiguities you may have. Once you have
established a vibe, progress simply.
Start Simply:
Find a piece of hex paper, grid paper, or blank
paper. Begin sketching a rough birds-eye view of a
few roads and buildings. The Map of Silverton
provides a small town as a guide if you are unsure
where to begin. Consider the main geographic
features of your setting, the buildings, and key
people dwelling in the area. From that starting
point, continue to develop. Create entries for
important sites. This can be as simple as:
Saloon: This building has two levels. It is owned by
Patsy Cole, and has a range of services, including
alcohol, food, and gambling. There are between 3-18
(3d6) patrons at any time. One of the patrons lost his
horse and wants it found (will offer $5), while
another lost his leg in a recent mining accident, and
will pay for someone to kill the foreman whom he
blames ($30).
Continue until you have designed a whole town,
wilderness area, or state. You do not need to detail
every single building or feature. Just the bits you
think are important.

Devising the Scenarios


Once you have decided whether you will be
running a single game, or a long-term, ongoing
campaign, you will need to develop scenarios to
run. This should be relatively simple and hopefully
fun. There are multiple scenarios outlined in
Chapter 4, or you can make your own. A single
idea will suffice. I try not to spend more than 5-15
minutes preparing for a 4-hour scenario. It is hard
to predict how long a scenario may last, but with
practice you become accustomed to estimating.
You can create a scenario by answering a few
simple questions about the scenario:
1. What happens, where, and who is involved?
Example: A new sheriff named Mr Cuthbert has
arrived in town. He is cleaning things up, but is

actually corrupt taking bribes to overlook various


crimes. He has a deputy named Gilsworth, and four
brutish henchmen. A disgruntled citizen shares this
information to the characters in a drunken stupor,
and tells them about a dodgy deal going down in a
week on the outskirts of town.
2. What are the rewards?
Example: Catching the sheriff in the act, bringing
him to justice, and telegraphing the nearest town,
should result in a $40 reward for each character.
3. Mechanical information?
Example: Use the Soldier Quick Play for Mr
Cuthbert and his deputy. The four henchmen have
the following: H 5, D 11, GS +1, BR +1, Per +0, Inv
+0, Will 10. FD 0, Rifle (2d6), knife (1d6), clothes, $5
between all four.
See Chapter 4 Bestiary for more information on
creating opponents. Creating this scenario took 5
minutes. Once the scenario has been devised,
determine whether this challenge is roughly equal
to the available resources and strengths of the
characters, and whether the scenario will be easy,
challenging, difficult, or impossible. The above
scenario should prove an adequate challenge for
four Grit 1 characters. Using this minimal
information, gives the Judge the flexibility to run a
game. Every detail or eventuality has not been
accounted for, but it doesnt need to be. Outline
the important information only. The rest can be
determined during the game. Maybe the
characters end up enquiring around town to find
other people aware of the sheriffs subterfuge.
Perhaps two other people know about it, and you
decide an Investigation or Personality check of 15
or higher is required to reveal this information.
Allow the scenario to play out however it
eventuates, and dont worry if things dont go
according to plan. That is half the fun! Finally,
consider how each scenario might link up to other
scenarios for long-term play, if you are playing a
campaign style. Initially you may want more
information, and detailing the scenario will enable
you to feel more relaxed. But Tombstone can be a
very low-commitment game, and that is one of its
strengths compared with other role-playing
games: its easy to plan for.

Fair & Fun


There will be times where you cannot have a long
discussion about the rules. If a discussion is taking
longer than 1 minute, it is probably better to
acknowledge the issue, but promise to return to it
once the game is over. Make a ruling on the spot
and move on. Trust your instinct. Usually it will be
fair, but even it you botch it up, you can always
amend the error later. Over time you will get
better at making rulings, but endeavor to learn
something from each game.

An Example of Play
A brief example of play is provided, to alleviate
any confusion regarding combat. There are four
participants at the table one Judge, and three
players. They are playing the scenario Trouble on
the Corral.
Players:
Judge: Corey
John Henry (Soldier): Richard
Louis El Bandito (Outlaw): Hugh
Eric (Holy-Roller) & Mangle (Outlaw): Jo
Corey (Judge): Okay, you arrive at the corral. A
dusty path departs from the road, winding up the
hill. Above is small plateau. You can see a wooden
pen filled with cattle, but no cowboys in sight. Oh,
and theres also a copse of trees up on a ridge even
further back.

Corey: Sure guys, all that sounds reasonable. Louis


climbs into the pen, being extra careful not to
scare the cattle. They seem to mostly ignore him
as they munch on hay. John Henry searches the
area for tracks. He can see many booted prints
coming and going around here. Some lead up to
the ridge. Mangle has made his way up to the
trees, and has a good perspective of the area. He
buries his dynamitewhere were you burying it
Mangle?
Jo: The direction where I think the cowboys may
come from. If they come out of the woods and
down the hill, I want them to walk over it.
Corey: Ummyeah alright. Whats your
Investigation modifier?
Corey is asking about Mangles Investigation ability
to see whether he could discern a decent hiding place
for the dynamite. After looking at Jos sheet he
notices it is above average. Rather than rolling an
Investigation check, he rewards Mangle for thinking
to look up here in the first place. Corey decides after
Mangle searches, he would find a suitable spot to
hide the dynamite. After exploring the area, and
setting up a strategic position, the characters decide
to camp out for the night. They are keeping watches
in shifts. The night is uninterrupted by trouble. The
morning dawns around 6am. At this point the
cowboys return to the corral. All hell breaks loose.
Corey: They look determined and purposeful as
they walk down the hill

Richard (John Henry): Can I look around? John


Henry will poke around the area and see if he can
find any tracks or something.

Richard: From behind my mound Ill line up the


leader with my rifle and fire.

Jo (Mangle): Yeah, and Ill plant some dynamite


near the trees. I wont light it, but Ill bury it in the
ground and maybe hide.

Jo: Remember, Im hiding just near them, can I get


them from where I am? Can I let off the dynamite
when they walk near it?

Corey: Louis? What are you doing?

Corey: (laughing) Okay, okay. Ill need to work out


the order of combat. Everyone roll 1d6 (Or 2d6+
Weapon Speed).

Hugh (Louis El Bandito): Im going to hide in the


pen with the cattle, but keep well out of their way.
Corey knows the cowboys wont return until the
morning, but he pretends to consult his notes
anyway. He hopes to give the players a sense that
anything may happen at this moment.

A Bravery Test could have been rolled for everyone


before this point. As both sides are fairly equally
matched, both are confident, and both are aware of
each other, this roll is forfeited. After rolling
initiative, the order of combat is noted.
Corey: You guys are speedy today, winning
initiative. What are you doing?

Hugh: Ill pull out my gun and fire at the nearest


cowboy. Im hiding behind the fence too. Does
that give me some cover?
Corey: Yep! Roll 3d6 and add your Gunslinging
modifier.
Hugh: I got 9, plus Gunslingingthats 11. Does
that hit?
Corey consults the stat block for Louis opponent.
The opponent has a Defense score of 11. Louis shot
equals this score, so the bullet hits. Hugh rolls
damage for Louis, who is using a six-shooter (1d6
damage). Louis rolls 4, almost killing his opponent.
Corey: You fire at a cowboy sprinting down the
hill towards you. The shot catches him in the
shoulder. From what you can tell it was a good hit.
He is definitely injured!

games are based around a twenty-sided dice roll.


3d6 gives a similar range of numbers, but removes
the highest and lowest extremes. Rather than a
linear numerical increment as with a d20, rolling
multiple dice generates a bell-curve effect,
meaning certain numbers are more likely to
appear when multiple dice are used. The average
outcome of a 3d6 is 10.5. Characters will be hit
roughly 50% of the time in combat. If you wish to
mitigate this likelihood, simply add a free +1-3
bonus to Defense at the beginning of the game, in
addition to the 5 skill points all characters begin
with.
1d3 Rolls:
Sometimes, the rules call for a 1d3 dice roll.
Obviously, 1d3 generates a number between 1-3.
This numerical range can be generated on 1d6,
counting a result of 1-2 as 1; 3-4 as 2; and 5-6 as 3.
The chart below illustrates this visually.

The rest of the combat progresses like this, until


combat is resolved: everyone is dead; one side has
won; or one side has fled.

1d3 Chart
1d6
Result
1-2
3-4
5-6

Expanded Rules
The remainder of this chapter provides expanded
rules specifically for the Judge, to assist them in
their game.

A Note On Dice
Understanding the way dice work can offer a
deeper understanding to the Judge. Gary Gygax,
one of the founding fathers of the role-playing
game, suggested the following:
Keep in mind that the dice are your tools.
Learn to use them properly, and they will
serve you well (Dungeon Masters Guide,
1979, pg. 10).
Become acquainted with probabilities, and the
effect/s of combining certain dice, and you will
find the task of Judge becomes a lot easier to
arbitrate fairly.
Design Intentions:
As you will be aware, Tombstone uses two types of
dice d6 and d4. Tombstone was designed around
a 3d6 dice roll for a number of reasons. Rolling 3d6
generates a range of numbers between 3-18. Many

1d3
Result
1
2
3

Characters
The approach to making a character is admittedly
simple in Tombstone. While this is purposeful, this
section provides some additional modifications
you may wish to experiment with.
Grit:
By default, characters progress and gain grit at the
predetermined rate given on the chart below.
Grit
1

Scenarios

4-7

8-11

12-15

16-19

20+

0-3

Rewards

5 Skill Points, Background


Ability
+2 Skill Points, 1 new
Background Ability
+2 Skill Points, 1 additional
Fortune Dice.
+2 Skill Points, 1 new
Background Ability
+2 Skill Points, 1 additional
Fortune Dice.
+2 Skill Points, 1 new
Background Ability

Judges can modify the number of Scenarios


characters are required to complete before gaining

a new level of Grit. If quicker advancement is


desirable, characters can gain a new level of Grit
after completing a single Scenario. Alternatively,
the Judge may feel the standard rate of
progression is too quick. The Judge can increase
the number of Scenarios required to advance a
level of Grit.
Rewards:
The rewards associated with each level of Grit can
be altered too. If you feel players are getting
damaged too easily, try removing or increasing the
highest maximum Skill for Defense, allowing
players to put more Skill Points towards Defense.
Similarly, if you feel the rewards are too stingy
each level of Grit, try increasing this number to +3
Skill Points per Grit. Instead, you may wish the +2
Skill Point bonus to be available on alternating
Grit levels only. Dont be afraid to tweak things.
At worst, it doesnt work, and you change it back
to how it was!
Grit Progression:
You can remove the Grit progression, and
Background abilities to run a simple version of
Tombstone. If Quick Play is being used, ignore the
shaded sidebars, or if Method B is being used,
ignore the Rookie ability. Characters will be
effectively fixed in their ability, or you may wish
to allocate new Skill Points after completing a
certain number of tasks or Scenarios.
New Backgrounds:
Creating new Backgrounds should not be difficult.
Use the Grit Chart as a beginning point. When
creating Background abilities, use existing
Backgrounds as a reference. It is advisable to
create new Backgrounds that are roughly balanced
with existing Backgrounds. This will lessen player
resentment, in the long-term, as each Background
will have something important to bring to the
table.
New Background Abilities:
To keep the game fresh, new Background abilities
can be added to existing Backgrounds. Again,
attempt to achieve relative game balance. Creating
new Background abilities will provide players with
extra options for their characters. Either introduce
a prerequisite for the new ability, or permit players
to choose the new ability at a certain Grit level.

Character History
To add more detail to the game, character
histories can be generated. Below are some ideas
for you to develop. Either roll randomly, or pick
something from this list. For random generation,
roll 1d4 for the top (horizontal) column, and 2d6
for the downward (vertical) column.

Character History Table


2
3
4
5
6
7
8
9
10
11
12

1
Beggar
Architect
Banker
Blacksmith
Capitalist
Wainwright
Chandler
Priest
Craftsman
Doctor
Politician

2
Driver
Scout
Entrepreneur
Explorer
Farmer
Gambler
Hunter
Investor
Laborer
Leatherworker
Sheriff

3
Mason
Miner
Musician
Outlaw
Pimp
Charlatan
Prostitute
Railway
Ranger
Reverend
Criminal

4
Sailor
Engineer
Settler
Shipwright
Slave
Soldier
Spy
Tanner
Tradesman
Carpenter
Hostler

Example: A player wants to generate a history for


his Soldier character. He rolls 1d4, with the result
of 2, and 2d6 with a result of 12. Consulting the
table, he sees his character was a Sheriff.

Additional Provisions & Weapon Options


Besides the weapons and provisions listed in
Chapter 1, additional pricings and options have
been provided here. These provisions are suited to
campaign play, rather than one-shots, and are
largely up to Judge arbitration for exact prices. For
example, a mine can range from $4000 for a poor
or small mine, up to $400,000 for a rich vein.
Determining the quality of the mine will be
indicative of the price. When an exact pricing is
uncertain, simply approximate.
Item
Building
Fort
House
Mine
Poison

Cost
$1000-$250,000
$25,000
$2400- $250,000
$4000 - $400,000
$0.25 - $50

If you wish to add granularity to weapon choices,


you can link costs with weapon quality. Cheap,
poor quality rifles may have a useable range up to
150 feet, while high quality rifles may expand this
threshold up to 450 feet. Similarly, high quality
weapons might be costly, but offer a small bonus
to attacks and/or damage (say +1) due to their

superior craftsmanship. These types of weapons


should be rare and expensive however.

Expanded Combat Rules


Brawling:
Brawling is discussed in Chapter 2. An alternative
system is suggested here, if a bit more variation is
desired. To attack:

Roll 3d6 adding your characters Brawling


modifier.
Compare this number with your
opponents Defense score.
If a score is hit, instead of dealing 1d3
damage, roll 2d6 and consult the chart
below.

Expanded Brawling Table


2d6
Result
2
3
4
5
6
7
8
9

10
11
12

Outcome
Normal damage (1d3).
Stun* opponent for 1 turn.
Blundering Miss! Opponent
finds an opening and deals
1d3 damage to you.
1d4 damage.
Blundering Miss! Opponent
finds an opening and deals
1d4 damage to you.
1d4 damage.
Stun opponent for 1d3 turns
Blundering Miss! Opponent
brought a gun to a fist fight,
and deals 1d6 damage to
you.
Vital hit on opponent. 1d6
damage.
Stun opponent for 1d4 turns.
Hit opponent in a vital spot.
They are either dead or
incapacitated. Roll 1d6: 1-4=
incapacitated, 5-6 = dead.

without penalty. A few rule alternatives are


provided here.
1. A 3d6 attack roll is made for each weapon, but
only the highest roll is kept.
2. The first 3d6 attack is rolled normally. The
second suffers a -2 penalty to the roll and any
damage scored. When a weapon hits, it always
deals at least 1 damage (though Fortune Dice can
negate this).
3. One 3d6 attack roll is made instead of two,
however damage is rolled twice, and the highest is
kept, while the lowest is discarded.
Injury & Critical Hits
Tombstone offers a rather abstracted damaging
system. For games with slightly more granularity,
the following table can be used when an opponent
is hit. Alternatively, for greater novelty you can
use this chart for when critical hits are scored
say when a player rolls at least 2 6s on their 3d6
attack roll. Have the successful attacker to Roll
2d6 and consult the chart below. This is the effect
on the opponent.

Expanded Injury & Critical Hits Table


2d6
Result
2
3

4
5
6
7
8
9

*If a character gets stunned, they lose their turn


for the duration listed.
Fighting With Two Weapons:
The Tombstone rules assume any character can
fight with two weapons simultaneously. If a
character wants to wield two six-shooters, and
make two attacks per turn they are able to do so

10
11

Outcome*
You miss and hit an ally instead.
Roll damage against them.
You suck! Your weapon
malfunctioned. Roll weapon
damage, deducting -3 from the
total.
Roll normal weapon damage.
Weapon jammed. Roll weapon
damage, deducting -2 from the
total.
Roll normal weapon damage.
Roll normal weapon damage.
Roll normal weapon damage.
A body part is permanently
damaged (Roll 1d6): 1 = arms (-2 to
attacks/damage); 2 = legs (-10 feet
from total speed), 3-4 = torso (-1d4
Health points); 5 = horrible scarring
to face (-2 Personality points); 6 =
Roll 1d6 again. That body part is
blown off.
Roll normal weapon damage,
adding +2 to the total.
Roll normal weapon damage adding

+3 to the total.
Headshot! Youre dead sucker.
12
* Optionally, you may allow players to expend a
Fortune Dice to increase their 2d6 result.

A Note on Dynamite
Dynamite is an exciting part of any Wild West
adventure, however it should be noted its inclusion
has the potential for player abuse. Throwing
dynamite or setting it off at opportune times can
annihilate an entire group of characters in one
swoop. As a rule of thumb, impose the most
disadvantageous outcome to the person using it
(within reason) to reflect the volatility of
gunpowder, but also to discourage players from
using it too often in combat. Of course smart use
of dynamite should be encouraged, like setting a
well-conceived trap for an enemy, or using it to
blow up a bank.

Slots
The house (Judge) rolls 2d6. Before the outcome
is announced the player must wager an amount
and guess the result. There are three options:
1. A result above 7
2. A result below 7
3. A result of exactly 7
A correct guess of either 1 or 2 doubles the
players money, while a correct guess of 7 exactly
quadruples the players money. An incorrect guess
loses all wagered money.

Adding Excitement
When the game lulls, the following tables can be
used as inspiration to liven things. Either roll 2d6
and match the result to the list below, or pick one
that suits. Otherwise make up your own.

Arbitrating The Holy-Roller


The Holy-Roller can be an enjoyable addition to
any game, though the guidelines for using their
abilities are somewhat more nebulous. For
example, how far do their persuasive abilities go?
The short answer is, that is up to you, as the
Judge. It is recommended that their abilities have
meaningful outcomes during the game. In some
situations, their ability to persuade groups of
people, to inspire and influence, or to cause
outright harm can be very effective. Of course, if
you have a key character within a scenario who is
doggedly stubborn, you may wish to minimise the
effect the Holy-Roller can have, especially if
changing this persons mind could seriously
compromise the outcome of a scenario, making it
too easy. Conversely, the Holy-Rollers alluring
Personality should be very effective against an
average character who is unimportant, or of lesser
importance to an overall scenario.

Gambling
In the old West, Gambling was a favourite pastime
for many. A few suggestions for emulating
gambling games are given below.
Poker
Wagers are decided. All those at the table roll 1d6.
The best of 5 rolls wins that round, collecting the
wagers.

Excitement Table (Town-Based)


Dice
roll
2

A dog bites someone.

Drunk cowboy.

Gambler loses money and causes a brawl.

A murder occurs.

Someone is hanged/lynched.

A chamber-pot is emptied from the hotel window


onto someones head.

A duel occurs on main street.

A prostitute attempts to solicit patronage from a


character.

10
11

An Indian raid sweeps through town.


A wagon filled with explosives (for mining) gets
stuck in the mud. In an attempt to move it, it blows.
A deathly illness begins sweeping through town
killing most who get sick.

12

Event

Excitement Table (Wilderness-Based)


Dice
roll
2

Event
A character has an experience with a poisonous
snake (Roll Bravery Test)

A group of bloodthirsty marauders are encountered.

A well or spring has dried up.

A pack of vultures linger in the skyline. Something or


someone is dead!
A small building is located in the desert.
An explosion or the grind of machinery can be
discerned in the far-off distance.
A small, lone child is found in the woods.
Two escaped convicts are on the run. Both wear
manacles.
Someone rides on horseback with a strange
mechanical contraption, and a dog with red fur.
A stagecoach (full of cash or wealth) is encountered.
A dozen military are encountered, with disastrous
news.

6
7
8
9
10
11
12

Madness
Including permanent or temporary madness
effects can be a fun way to add to the chaos of the
game. If a character has witnessed something
particularly horrible, consumed something
deleterious (like poison), or has consistently
escaped death by the barest of threads, you may
wish to make use of the madness table. Firstly,
allow the character to make a Willpower test,
rolling 3d6. The test fails if the result exceeds their
Willpower score. On a failed Willpower test, roll
2d6, and consult the table below.

Debauchery!
Characters may wish to have a big night on the
town. Roll 2d6 on the chart below to determine
what happens.

Debauchery Table
2d6
Result
2
3
4

7
8
9
10

Madness Table
2d6
Result
2
3
4
5
6
7
8
9
10
11
12

Outcome
Compulsive Liar
Kleptomaniac
Schizophrenic
Delusional
Manic Moods
Homicidal
Identity Confusion
Paranoia
Conspiracy Theorist
Twitches or Tics
Feverish Ideations

11

12

Outcome
Wakes up after a shotgun wedding
(literally).
Roll 1d6 + 1d4. Times total by 10%.
That is the amount spent.
Imprisoned! Roll 1d6. 1= exposes
self; 2 = projects human waste onto
another person; 3 = violent
outburst; 4 = loud and obnoxious
verbal outburst; 5 = murder/deadly
duel; 6 = theft.
Now owns (1d6): 1 = lame horse; 2 =
slave (illegally); 3 = a small house; 4
= barnyard animals; 5 = medicine
(hoax); 6 = a baby crocodile (on a
chain).
Boasts to entire bar about (1d6): 1 =
size of gun; 2 = prowess in a fight;
3 = prowess with the opposite
gender; 4 = vast wealth; 5 = political
acumen; 6 = a trophy kill of
legendary status.
Roams the street looking for
trouble.
Urinates or defecates in someones
home or business.
Has alcohol poisoning, lies in a
hopeless heap.
Climbs onto a roof (1d6): 1 =,
suffers a tragic fall (1d6 damage);
2 = declares true love for someone
unexpected; 3 = wont come down;
4 = jumps onto another roof; 5 =
takes off clothing; 6 = begins to
dance.
Plays in gambling game (1d6): 1-2 =
loses all money; 3-4 = doubles
current money; 5 = loses 3
possessions; 6 = has made an
enemy with a local thug after
cheating.
Gets tired. Goes home at 7pm.
Gotta get an early start.

Chapter 4: The World

Chapter 4: The World


This section is for whoever will be running the
Tombstone game. If you are a player it is
recommended that you do not read this section, as
it contains suggestions and scenarios that your
Game Master might use. Reading through it will
spoil some of the surprises you might otherwise
have.
This game is named Tombstone after the Old West
town in Arizona. Your games can be set anywhere:
real or imagined. Maybe youd like to create a
campaign in the South Dakota town of Deadwood,
or you might prefer to create your own town, for a
series of gunfights.
Similar to the preceding chapter, this one has been
excerpted and reduced for playtesting purposes.
The reader is recommended towards the full work
once it is complete.

The Code of the West


Although lawlessness was rife in many western
towns, there were informal codes for living.
Adding a code to the game can add some interest
to your campaigns/scenarios, and richen the
characters.
Here are a few guidelines:
1. Loyalty Keep loyal to your friends. Have
their back, and be ready to defend yourself.
2. Mind Your Gawdamn Business Dont look
too much into someones past.
3. Drink Whisky This is the go-to drink,
anything weaker is forwelljust drink it. And
make sure you fill yer glass to the brim!
4. Whatcher Say Boy? When civility goes out
the proverbial window some greenhorn
seriously offends you, or threatens to cause you
bodily harm there is always one simple answer.
Blow their damned head off.

Religion/Spirituality
In the 1860s religion was a prominent force in
many peoples lives. The dominant religion in
America was Christianity. Within this religion

were three main factions: Catholic, Mormon and


Protestant. While there were other religious and
spiritual practices (like Judaism, Native American
religions, or Mysticism), among civilised people,
these were the primary divisions.
Catholic Many Americans practiced
Catholicism. Irish immigrants held a strong
Catholic faith. Those practicing Catholicism held
Mother Mary in high regard as a religious figure.
Mormon Some Mormon communities were
almost independent nations, particularly in Utah
(around Salt Lake City). Mormons practiced the
teaching of founding prophet Joseph Smith.
Protestant Protestants held to the old and new
testaments of the bible. The Anglican and Quaker
denominations were considered Protestant.
Protestants believed in both the old and new
testaments of the bible, and differed in their
beliefs from Catholic and Mormon faiths.
Native American Religion Includes
monotheistic (one god), polytheistic (multiple
gods), henotheistic (single god with the possibility
of other gods), and animistic (non-human entities
like plants, animals or objects can contain spiritual
essence) practices. These beliefs often contained
rituals and oratory traditions.
In a Tombstone game these religions and spiritual
beliefs can aid in creating in-game tensions or
differences between characters, or assist with
creating unique scenarios. Perhaps a Mormon
church is travelling through Indian territories.
Could this mean war? Conflict? Interaction?
Negotiation? Will the Mormons try to convert the
Indians or will they perceive them as evil
heathens?

Bestiary
This section details the various challenges present
within the worlds of Tombstone. It is by no means
a definitive list. Rather, it is presented to the
reader in the hope that they can expand and
create their own challenges, using this section as a
template.

Stat Blocks Explained


If you have read through the previous chapters
there should be no surprises in this section. In the
interest of clarity, a brief overview has been
provided.
Title:
Each entry will have a title. This is to identify the
name of the challenge or creature.
Health:
This number equals the amount of damage the
creature can suffer before becoming mortally
wounded (or dead).
Defense:
This is the number required to bypass the
creatures defensive capabilities. The creatures
opponent generally rolls a 3d6.
Offense:
Offense is a measure of attacking capabilities. This
ability is represented by the Gunslinging and
Brawling entries. Every creature should have at
least one of these abilities, otherwise they are
considered a non-combatant. The modifier is the
number added to any 3d6 attack rolls. Generally
the type of attack and damage is included in this
entry in parenthesis. I.E: (Bite 1d6) would indicate
this creatures primary attack is a bite, which deals
1d6 damage on a successful hit.
Personality:
Many animals and creatures will not have an entry
for this. If a number is needed assume it is +0.
Otherwise, the number represents the personal
magnetism and persuasiveness of the individual.
Investigation:
Investigation represents the creatures
observational abilities and overall intelligence.
Some creatures may be observant, but not
particularly intelligent.

Willpower:
Represents the creatures determination. If a
creature becomes mortally wounded, roll 3d6. If
the result is equal or less than their Willpower,
they are mortally wounded. Otherwise they have
died.
Speed:
The speed a creature can move per turn.
Fortune Dice:
Not all creatures will have a Fortune Dice, but all
the rules applicable to characters apply.

Alligator (Small)
Health: 9
Defense: 13 (Thick Skin)
Offense: Brawling +3 (Bite 1d6)
Investigation: +0
Willpower: 10
Speed: 40 feet (swim 60 feet)
Fortune Dice: 1
Abilities:
Stealth:
Alligators can remain very still, striking suddenly.
They receive a +2 bonus to the Roll Required to
locate them when an Investigation check is being
made. If an opponent rolls a Bravery Test against
the alligator, a result of 1-2 indicate frozen in fear,
while 3 indicates the character has lost their
initiative for that turn.
Thrash:
If an Alligator makes a successful grapple check,
and pins its opponent, it can clamp its jaws,
flailing its victim. This attack inflicts 2d6 damage
per turn. Furthermore, breaking from this pin,
requires a character to roll 3d6 and get under their
Defense score, as though it were 4 points lower (4).

Alligator (Large)

Bear (Grizzly)

Health: 14
Defense: 13 (Thick Skin)
Offense: Brawling +5 (Bite 1d6)
Investigation: +0
Willpower: 12
Speed: 40 feet (swim 60 feet)
Fortune Dice: 2
Abilities:

Health: 20
Defense: 13
Offense: Brawling +6 (Bite & 2 Claws 1d6)
Investigation: +2
Willpower: 11
Speed: 40 feet
Fortune Dice: 1
Abilities:

Stealth:
Alligators can remain very still, striking suddenly.
They receive a +2 bonus to the Roll Required to
locate them when an Investigation check is being
made. If an opponent rolls a Bravery Test against
the alligator, a result of 1-2 indicate frozen in fear,
while 3 indicates the character has lost their
initiative for that turn.
Thrash:
If an Alligator makes a successful grapple check,
and pins its opponent, it can clamp its jaws,
flailing its victim. This attack inflicts 2d6 damage
per turn. Furthermore, breaking from this pin,
requires a character to roll 3d6 and get under their
Defense score, as though it were 4 points lower (4).

Multiple Attacks:
If a Grizzly becomes enraged and attacks, it can
attack 3 times in 1 turn: 1 bite and 2 claws.

Bear (Black)
Health: 10
Defense: 13
Offense: Brawling +5 (Bite & 2 Claws 1d6)
Investigation: +2
Willpower: 11
Speed: 40 feet
Fortune Dice: 1
Abilities:
Multiple Attacks:
Although Black Bears are not as aggressive as
grizzly bears, it is better not to get into an
altercation with them! If they become enraged and
attack, they can attack 3 times in 1 turn: 1 bite and
2 claws.
Climb:
If threatened, smaller Black Bears may climb a tree
to escape.

Maul:
As an alternative attack, the Grizzly can use its
bulk and weight to maul a victim. On a successful
grapple check, the grizzly can choose to pin its
victim, or grab it with its claws. A mauling attack
deals 2d6 damage per turn.

Boar
Health: 6
Defense: 10
Offense: Brawling +3 (Bite & Gore 1d6)
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Abilities:
Gore:
A Boar can gore an opponent. This attack may be
used when charging into a fight, adding +1 to
attack rolls and damage, increasing the Boars
damage output to 1d6+1 for a charging gore
attack.

Cowboys
Health: 7 (average)
Defense: 12
Offense:
Brawling +0 (Knife 1d6)
Gunslinging +2 (Six-shooter 1d6; Rifle 2d6)
Personality: +0
Investigation: +1
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: $2d6, clothes, weapons (listed
above).

Indian Braves
Health: 7 (average)
Defense: 12
Offense:
Brawling +2 (Tomahawk, Spear, or Bow 1d6)
Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6)
Personality: +0
Investigation: +0 (+2 to tracking)
Willpower: 10
Speed: 50 feet
Fortune Dice: 1
Possessions: $1d6, buckskin clothing, weapons
(listed above).
Abilities:
Fearsome Presence:
Can only lose a Bravery Test on a roll of 1. If the
Brave initiates combat the opponent is forced to
make a Bravery Test.

War Dog
Health: 7 (average)
Defense: 11
Offense:
Brawling +2 (Bite 1d6)
Investigation: +0 (+2 to tracking)
Willpower: 10
Speed: 50 feet
Fortune Dice: 0
Abilities:
Maul:
Provided a war dog manages to score a biting
attack, thereafter, for the next two turns, it may
clamp onto its victim, rending flesh for 2d6
damage automatically.

The Town of Silverton


Silverton is a small (and fictitious), but quickly
expanding town. For reference see the map below
two pages down. Silverton is imagined to be
located within Arizona. It is in close proximity to a
silver vein, bringing prospectors, and new
businesses. For this Alpha Playtest, no statistics
have been provided for notable characters. If these
are required use either Quick Play characters, the
ones listed in the Bestiary. Otherwise make up
your own.

1. Boothill Cemetery
Where cowboys go to die.
2. Houses
Most houses are small and basic. Some miners live
there, while others reside permanently in the Gem.
3. Pearson Corral
A local businessman named Uriah Joseph Pearson
owns this large corral (see Scenario I) in addition
to one 5 miles outside Silverton. He also owns a
nice house next door (see 4 below).
4. Pearsons House
Uriah Pearsons Home (see 3 above).
5. Whiskey Bar
Owned by Clegg and his business partner Oscar.
Theyve opened recently and aim to compete with
the saloon. Prices match the Weapons &
Provisions section.
Patrons:
John Dwyer
Nathan Fiske
Lucy Fiske
Charlotte Bell
Horace
Jimmy West
6. Silverton Chapel
Run and maintained by the good Reverend
Zedlock. Donations welcome.
7. Blacksmith
Silas Hawthorne works here with his apprentice
Little Levi. They make horseshoes and other things
for the town.
8. Gem Stables
The Gem Stables are owned by the Gem Hotel.
Travellers can house their horses here for a small
fee.
9. The Gem Hotel
Uriah Camp and his mistress Mary Frances Drake
run this hotel. Rooms are reasonable and clean
(See Weapon & Provisions for approximate
pricing).
10. Assayers Office
Buys and weighs gold and silver finds. Stakes
claims. Orville Samuel is the manager.

11. General Store


Owned by couple Peggy-Ann and Dwayne Briar.
Sells most items in the Weapons & Provisions
section.
12. Pony Express Post Office
The pony express has delivery services. Telegraphs
may be sent or received here. Mordecai Lewis and
Lucius Harrison are the owners. A cowboy named
Buckshot Jo is sending a delivery and a telegram.
13. Bucking Bronco Saloon
Jasper Hall is the owner and proprietor. He is a
pimp and bootlegger. The Bucking Bronco is the
site of excessive drinking, gambling, and other
debauchery.
Patrons:
Philomena Dorset
Badeye
Saul Grigg
14. Land Office
Settles land claims. A man named Columbus
Hilcock is the manager.
15. The Bank of Silverton
The two bankers are named Isaiah Henry and
Sally-Ann. Two armed guards stand outside
(Harrison Beaumont and Greg MacKenzie).
Roll 2d6 and multiply the total by 100. That is the
amount of gold/money within the safe. Only keys
or dynamite can destroy the safe.
16. Buford & Sons Barbers
Lucas Buford and his two sons Lucas Jr. and
Jedediah do cuts here. Cuts are $0.25 (see
Weapons & Provisions chart).

Scenarios
Here are some scenarios for the Judge to use as
written, or borrow ideas from. A scenario need not
to be complicated, rather a rough road map to
guide the Judge. Scenario maps have not been
included in this Alpha playtest version, and some
scenarios appearing in the final version of
Tombstone are omitted.

Scenario I: Trouble on the Corral


This scenario is set in a small town between 1865
and 1870. It is assumed to take place in a mining
town with minimal law enforcement, but the
Judge may, and should, alter this scenario to fit
their needs. The town of Silverton (above) is an
appropriate setting for this scenario. It can be run
as a one-off for some instant action, or as part of
an episodic campaign.
While in town, the characters are approach by a
businessman (If using Silverton, use Uriah, Area
3). He professes to have overheard rumours, that
his cattle are to be rustled from his corral 5 miles
out of town. A handful of Cowboys are the
suspects, and he wants justice done before they
can steal his herd. As there is no official law in
town, he offers each character $30 (around $500
modern) to ambush the rogue ranchers and kill
them. They have a secret camp on the outskirts of
town near the businessmans corral.
The businessman neglects to mention, that he
owes these cowboys money for their work. Their
job was to protect the herd from a group of Braves
in the area. The cowboys feel like they are taking
what is rightfully theirs as payment for their
work. The businessman (Uriah) tells the characters
to strike quickly as one is an expert marksman,
hoping the characters will dispose of the problem
before asking questions.
Opponents & Strategy
There are 6 cowboys total. They approach the
corral from the east at 6am the next day, exiting a
game trail. The cowboys will (rightly) assume the
businessman has hired a new posse to protect his
herd, and will attack presuming they have an
advantage. If 2 of their number become injured or
they are obviously outnumbered, they will flee.

Cowboys
Health: 7, 6, 4, 6, 9, 9
Defense: 12
Offense:
Brawling +0 (Knife 1d6)
Gunslinging +2 (4 x six-shooters 1d6; 2x rifles 2d6)
Personality: +0
Investigation: +1
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: $1d4 each, clothes, box of
ammunition, weapons (listed above).
Rewards
$30 for each player (Folk Heroes can elicit
more as their special ability).
1 scenarios experience
If the characters find out the truth, award
a +1 bonus to Personality checks while
within town.
If the characters spare the cowboys lives, one or
two will offer to join their ranks. This will make an
enemy of the businessman however.
Name Suggestions
Businessman: Uriah Pearson
Cowboys: Alistair Moretti, Dunstan Taggert, Cleo
Muster, Coyote One-Shot, Lucky Giovanni and
Wild Coat Oscar.

Scenario II: Indian Threat Warpath


During the last year, the area has been quiet
(around Silverton). New rumours abound that
Indians are on the warpath. A family was attacked
and scalped on the northern road. Their remains,
and wagon, can be located 10 miles out of town.
To protect the town, the characters have been
asked to investigate and stop the threat if possible.
For every topknot the characters bring back to
town, $13 can be earned.
Opponents & Strategy
There are a dozen braves and four war dogs. If the
characters discover the wagon and bodies, the
Indians will attack, having laid an ambush. The
numbers may need adjusting for a smaller group,
or lower Grit. Halving the opponents would not be
amiss in this case. If a sizeable posse is formed in

town, do not alter the numbers. If the characters


are taking precautions to track and scout carefully,
adjust the ambush accordingly (maybe it is
detected). A Bravery Test or an Investigation
Check may be required.

Indian Braves
Health: 7 (average)
Defense: 12
Offense:
Brawling +2 (Tomahawk 1d6)
Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6)
Personality: +0
Investigation: +0 (+2 to tracking)
Willpower: 10
Speed: 50 feet
Fortune Dice: 1
Possessions: $1d4 each, clothes, weapons (listed
above).
Abilities:
Fearsome Presence:
Can only lose a Bravery Test on a roll of 1. If the
Brave initiates combat the opponent is forced to
make a Bravery Test.

War Dogs
Health: 7 (average)
Defense: 11
Offense:
Brawling +2 (Bite 1d6)
Investigation: +0 (+2 to tracking)
Willpower: 10
Speed: 50 feet
Fortune Dice: 0
Abilities:
Maul:
Provided a war dog manages to score a biting
attack, thereafter, for the next two turns, it may
clamp onto its victim, rending flesh for 2d6
damage automatically.
Rewards
$13 per brave topknot
1 scenario experience

Scenario III: Indian Threat The Politician


An important politician is coming to visit
Silverton. He arrives by rail at the nearest town
some 30 miles away. A group of willing
bodyguards are required to accompany his
stagecoach to Silverton. The politician will pay any
bodyguards a sum of $30 each.
When the politician arrives safely in Silverton he
will pay the characters from his deposit box at the
bank. The politician may be coming to set up a
business, spread the rail to Silverton, or any other
ideas you may have.
Opponents & Strategy
A party of Indians will attack during the journey.
They will descend from a valley as the road
narrows. This encounter should be scaled roughly
to group size. Presuming a group of 3-5 players,
there will be 6 warriors on horseback. 3 will have
rifles, the rest have bows (1d6+1 damage) and/or
tomahawks (1d6 damage). Use the Indian Brave
statistics from the previous Scenario, or modify
the challenge to better suit your group.
Rewards
$13 per topknot (see Scenario II above)
$30 per character on completion of
mission.
1 scenario experience

Scenario VI: Murder!


A prostitute has been found, murdered and thrown
behind the stables. The Saloon owner (her
employer) wants recompense. The murderer/s
must be found and hanged. The Saloon owner will
offer $10 each to anyone who can provide him
with information, or better yet, find the culprit.
Opponents & Strategy
The culprit is a scrawny, weasel-like man named
Peterson. He gambles and drinks at the Whiskey
Bar most days. The only person he has confided in
is a drinking buddy named Lars. Lars can be
bribed, threatened, or persuaded into talking. He is
greedy and will rat out his friend for a fairly
small price. If this happens, he feels immediately
guilty, telling Peterson about it (though he tells
Peterson someone else must have seen him in the
act and spread the rumour).

Peterson will steal a horse from the stable and


attempt to flee town at the first possible
opportunity.

Peterson
Health: 5
Defense: 11
Offense:
Brawling +1 (Fist 1d3, Knife 1d6)
Gunslinging +1 (Six-shooter 1d6)
Personality: +2
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: $2d6, clothes, weapons (listed
above).
Abilities:
Compulsive Liar:
Peterson can re-roll 1 failed Personality test to
convince someone of his innocence.
Rewards
$10.00 for any information.
This amount can be doubled (or tripled) if
the culprit is found and hanged.
In the latter case, the Saloon owner will
offer a 30% discount on any pleasure for 1
month.

Appendix 1: Glossary
This glossary contains recurrent terms that are
used in Tombstone.
Background: Think of a characters Background
as their profession. It is the archetype that best
describes them. In some games, this is referred to
as class.
Character: This refers to either your character or
another character in the game, belonging to
another player, or run by the Judge.
Checks & Tests: Making a check or a test
refers to rolling a single dice or certain number of
dice to find out what happens in a situation. In
Tombstone, the most common check is made by
rolling three six-sided dice (3d6).
Damage: If you take damage it means your
Health is dropping. If you take enough damage
you will die. Usually damage is determined by
rolling six-sided dice (d6s).
Dice: The only dice required for Tombstone are
six-sided dice and four-sided dice. You can raid a
board game or two for at least three six-sided dice.
Buy a few four-sided dice from your local hobby
store or online. In Tombstone a six-sided dice is
referred to as a d6, a four-sided dice a d4. This is a
common convention found in most role-playing
games. If you cannot find/afford a d4, there are
rules within this booklet for using d6s only.
Grit: Refers to a characters expertise. In other
role-playing games, Grit is often referred to as
level.
Judge: The Judge is a player who assumes the
responsibility for creating the game world, running
scenarios, and creating the various characters or
beasts in the world (besides the players
characters). In any game there is usually only one
Judge; the rest are players.
Modifier: A modifier is a number you add to a
dice roll (usually). Having a Gunfighting score of
+3, for instance, means you add a modifier of +3
to you dice rolls when attacking with a sixshooter.
Player: Someone playing a game of Tombstone.

Roll Required: A number against which a player


rolls. For instance, a Roll Required of 15 would
mean on a 3d6 roll, 15 must be equaled or
exceeded.
Session: A single game of Tombstone, usually over
a 2-4 hour period.

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