Outgunned Cheat Sheet
Outgunned Cheat Sheet
Outgunned Cheat Sheet
Action Rolls: What you do is up to you. You’re free to choose what Attribute and Skill to call into play, describe your
action, and roll the dice.
Reaction Rolls: The Director tells you what is happening and how to react. The Attribute and Skill you must use is
up to them.
After choosing an Attribute and a Skill, add up the two scores. The total is the number of dice you must roll. To play
outgunned you can use the special Action Dice, made to allow you to spot successes easily, but you can also use
common 6-sided dice.
Adrenaline, Conditions, and Gear can all modify your chances of success. Add one die for each +1 and remove one
for each -1. When you are acting under favorable circumstances or make smart choices, the Director
can also reward you with +1 to your roll. Similarly, when you act recklessly or the circumstances are against you, the
Director can slap you with a -1.
All things considered, you can never roll less than 2 or more than 9 dice.
You get a Success for each set of two or more dice that land on the same side.
Re-roll
You can’t always get it right on the first try. If, after rolling the dice, you have scored at least one Basic Success, you
can Re-roll.
When Re-rolling, you take all dice that weren’t part of a combination and roll them again.
If, after a Re-roll, your result is better than the first, congratulations. Otherwise, you lose one of the previously
scored successes. You choose which. Your new roll is considered better than the first if you roll an additional
success or if you transformed one of your successes into a greater success.
Some Feats allow you to make Free Re-rolls in specific circumstances, or when you take specific actions.
A Free Re-roll takes the place of your normal Re-roll, but it’s far better, because:
♦ When you make a Free Re-roll, you never risk losing your initial success.
♦ You can make a Free Re-roll even if you didn’t score any successes on your
first roll.
If after making a Re-roll or Free Re-roll you got a better result, you can still choose to go All In.
Once more, roll all dice that weren’t part of a success, like you would for a normal Re-roll.
If you get a better result, Lady Luck has smiled upon you.
But if you do not get a better result, you lose all previous successes. It’s called going all in for a reason.
Whenever you score extra successes, you can spend them to take extra actions
Heroes begin the game with 1 Adrenaline and automatically gain 2 Adrenaline
when they fill in the Hot Box on their Grit track.
Additionally, the Director can award a Hero 1 Adrenaline whenever:
♦ They get the success they needed against all odds
♦ They get a far greater success than they needed
♦ They have an idea that rocks the story
♦ They make a great sacrifice
♦ They induce strong emotions
♦ They captivate people with their portrayal
♦ They’re at the center of an epic scene
♦ Everyone cheers
You can have up to 3 Spotlights at the same time, and can spend
one to:
♦ Get an Extreme Success automatically, instead of rolling the dice.
♦ Save a Friend who has lost at the Death Roulette. Your friend adds another Lethal Bullet to their roulette, but at
least they won’t be dead.
♦ Remove a Condition of any kind, including Broken.
♦ Save a Ride when it’s about to be destroyed.
♦ Do whatever you want. If you want to do something that you normally couldn’t, discuss it with the Director. If you
both agree, the Spotlight makes everything possible!
The difference between a normal roll and a dangerous roll is that if you fail a dangerous roll, you don’t face the usual
consequences for a failure. Instead, you lose a set amount of Grit depending on the difficulty of the failed roll.
♦ BASIC: You lose 1 Grit
♦ CRITICAL: You lose 3 Grit
♦ EXTREME: You lose 9 Grit
♦ IMPOSSIBLE: You lose All Grit
When you lose an amount of Grit, you must fill in an equal number of Grit boxes on your Hero Sheet.
Once all boxes are full, it means you have lost all Grit. Your next mistake could prove fatal.
When you make a Roll and fail to score the success you need, you can use any smaller successes to do Damage
Control. You take some small desperate action to try to avoid losing at least some Grit. It’s better than doing nothing
at all.
For every Basic Success you score, you can avoid losing 1 Grit, and for every
Critical Success, you can avoid losing 3 Grit.
But when you make an Impossible Roll , you can’t do Damage Control.
Next to your Conditions, there is a 6-bullet cylinder that represents the Death Roulette. The more this cylinder fills
up with Lethal Bullets, the closer you are to your doom. When you’re about to be Left for Dead, the Director will let
you take a spin on the Death Roulette, and this single die roll will decide whether you survive or you
have finally rolled your last. That’s quite the stakes, right?
When the Director asks you to take a spin on the Death Roulette, roll a numeric six-sided die.
If the result is greater than the number of Lethal Bullets in your roulette, you have a narrow escape. Add
a Lethal Bullet to your cylinder, describe how you managed to cheat death once again, and keep
on playing.
If the result is equal to the number of Lethal Bullets in your roulette or lower, I’m afraid to say that
you’ll be Left for Dead... unless a friend saves you at the last second by using one of their Spotlights.
Remember, you begin the game with 1 Lethal Bullet in the cylinder,
Cover
When you’re being shot at, you usually react with Brawn+Stunt.
♦ Partial Cover: +1 to Reaction Rolls, -1 to Action Rolls.
You can reach Partial Cover with a Quick Action.
♦ Total Cover: Automatic Success to Reaction Rolls, -3 to Action Rolls.
You can get behind Total Cover by spending your whole turn and forgoing your usual Action Roll.