Really looking forward to the stuff that'll come out of this! As for other games that might benefit, I humbly submit my own:
Recent community posts
Hey there! Thanks for the support!
R:D10 represents Doyle's level of Renown.
And you have the right idea with the Mother and the Skulls, that's a typo I've been meaning to fix for a while.
Sorry for any confusion!
Hey there! Thanks for your support, glad to hear you're enjoying the game!
Alright, bear with me, Renown wasn't my strongest bit of writing here:
The way I see it, a low renown player is the lowest of the low - a nobody without any bearing on society at large. So, if such an individual were to commit a crime then they would have to face the full force of the law and a bounty to match. A high bounty player on the other hand is a celebrity of sorts - a mythical figure whose name is known far and wide. If this is their first time breaking the law, maybe their reputation softens the bounty on their head? Maybe the sheriff looks the other way and muddles the details of the crime? Conversely, if this isn't their first time committing a crime then what difference will a few hundred more on their bounty make really?
Ah, okay, I see where your confusion is coming from. Duels are treated differently than normal combat, so instead of rolling the standard 3d6 you roll Renown + Weapon Damage. An instant kill triggers when the total is less than or equal to your level.
Sorry about the confusion, I'm not the best at writing rules clearly and I'll be hiring an editor for future endeavors.
A level 6 cowpoke would instant kill on a roll of 3, 4, 5, or 6. Leveling up increases your instant kill range, not change the number.
Level 1 cowpokes would also instant kill on a roll of 3, the range doesn't really increase until level 4.
Sorry again for any confusion!
Lower is better when it comes to Renown rolls. Anything other than a 1 isn't an outright failure, just not the best possible outcome. In my games I usually treat it as a 50/50 chance of success.
I purposefully made the rules for Dueling vague so judges would be able to make their own interpretations and judgments. Myself, I determine it to be a 50/50 shot whether an opponent is merely wounded, or killed outright. This makes Dueling as scary as I imagine it to be, as this means a player gambles with the life of their cowpoke with every confrontation. Writing about this now, I can't help but imagine making this into a tournament bracket con game where players face off in Duel after Duel, leaving one cowpoke to reap the rewards and the carnage.
Alright, here goes.
Alternatively CTHULHU GOONS if you're feeling squirrely.
Game Structure A mystic interprets and describes the world to players who then describe how their investigators act in the world.
Action Roll When an action’s success is uncertain, an investigator rolls 3d4 and adds points from the relevant class and a point for any relevant items. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.
Difficulty Scores Guidelines: Trivial: 4 Easy: 8 Moderate: 10 Hard: 12
Dangerous Actions If an action has a risk of physical danger, the difference between the roll and Difficulty Score is the amount of damage the endangered participant takes.
Example: As an action, an investigator fends off a malevolent spirit with a DS of 10. The player rolls 3d4 and adds 2 from their Occultist Score, 1 from their crucifix, and 1 from their box of salt. The total is 12. The difference between 12 and 10 is 2, so the spirit takes 2 damage. A non player character’s DS is also their Health Points, so now the spirit’s Difficulty Score is 8. If the roll was 8 then the investigator would have lost 2 health.
Inventory Your Inventory Score is how many items you can carry comfortably. For each item that exceeds your Inventory Score subtract 1 from any Hunter or Skeptic Rolls.
Death & Insanity When an investigator’s Health Points reach zero, they die. Alternatively, a player may elect for their investigator to simply go insane. Their investigator must be committed to a mental institute for a number of weeks equal to their Health Points in order to overcome their affliction.
Advancement Level up at the end of every investigation. Each level, raise a class score by 1 and raise either Health or Inventory Score by 1. For an extra point to any score, investigators may publish their findings for the wider paranormal community. Investigators may not advance from the confines of a mental institution.
Healing Regain lost Health Points by spending the night in a safe spot.
Name your character.
Health Points are 10
Inventory Score is 8
Distribute 3 points between these classes:
Hunter: Cryptozoology, Tactics, etc.
Occultist: Lore, Symbolism, etc.
Skeptic: Rational thinking, problem solving, etc.
Choose 3 Starting Items: Crucifix, Tarot Cards, Crystal Ball, Tape Recorder, Camera, Flashlight, Journal, Revolver, Dagger, Mirror, Flask, Matches, Candle, Scissors, Tent, Motor Car, Holy Water, Book of Folklore (specify)