Tombstone Wild West Role-Playing Game (Alpha Playtest)
Tombstone Wild West Role-Playing Game (Alpha Playtest)
Tombstone Wild West Role-Playing Game (Alpha Playtest)
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.
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
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
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.
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,
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.
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)
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
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
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
Quick Draw
Allies Affected
2
4
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
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.
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
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,
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
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
Health
Defense
Gunfighting
Brawling
Personality
Investigation
Willpower.
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
Lowest
10/+0
-
Highest
12/+2
13/+3
14/+4
15/+5
16/+6
17/+7
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
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
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
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
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
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.
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
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.
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.
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
Tombstones Mechanics
The main mechanics in Tombstone are divided
into four basic dice rolls:
Roll Required
5+
10+
15+
18+
20+
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.
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+
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+
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.
Roll
Required
5+
10+
15+
18+
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:
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.
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
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.
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.
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.
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
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
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.
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.
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?
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.
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
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.
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
Cost
$1000-$250,000
$25,000
$2400- $250,000
$4000 - $400,000
$0.25 - $50
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.
4
5
6
7
8
9
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.
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.
Drunk cowboy.
A murder occurs.
Someone is hanged/lynched.
10
11
12
Event
Event
A character has an experience with a poisonous
snake (Roll Bravery Test)
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.
Religion/Spirituality
In the 1860s religion was a prominent force in
many peoples lives. The dominant religion in
America was Christianity. Within this religion
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.
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.
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.
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.
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.
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
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.