More challenges, guns, and items for Six Gun Sound
Dec 12, 2020 1:35:52 GMT
crinklechips, claudiasboris, and 3 more like this
Post by infierno on Dec 12, 2020 1:35:52 GMT
Since I shared a trick shot challenge in that other thread, I figure I might as well share what I've come up with here. In addition to trick-shot challenges, me and my buddy have been using Items with the latest version of 6 Gun Sound.
The basic idea with Items is that they each provide an extra attribute, but you must roll in the appropriate shop in a Carousing encounter to find it, then pay an upfront Decreasing Rep cost, plus additional upkeep per month. Per the oldschool THW RPG rules, item limit is your rep.
Feel free to share any challenges or items you've come up with. 6 Gun is by far my favorite ruleset setting-wise, so I'll get a kick out of anything you've come up with, no matter how broken
COMBAT CHALLENGES
AKIMBO SHOT:
Difficult challenge (-1 die)
- On success, combine 2 guns in inventory for extra targets for the next shot. Two-handed weapons are not applicable.
AKIMBO SHOT:
Difficult challenge (-1 die)
- On success, combine 2 guns in inventory for extra targets for the next shot. Two-handed weapons are not applicable.
- Roll for shooting normally.
- On fail, drop off-hand gun and forfeit any shot. Must spend a future activation picking gun back up. If battle ends in victory, dropped guns are automatically retrieved.
DISARMING SHOT:
Difficult challenge (-1 die)
1 target maximum.
- On success, victim must roll 2d6 vs. Rep. Count pass 1d6 as pass 2d6.
- If pass, victim Ducks Back and drops weapon. Weapon falls on ground and someone can try to grab it. Weapon's owner gets +1d6 to Grab Dropped Weapon challenge, all others get -1d6.
- If fail, weapon is destroyed. If no backup weapon, victim flees fight.
- On fail, victim immediately returns fire.
GRAB DROPPED WEAPON:
If weapon is yours, Easy challenge (+1 die)
If weapon is NOT yours, Difficult challenge (-1 die)
- If weapon is yours, CAN be performed from Duck Back.
- On success, pick up weapon from ground.
- On fail, character does nothing, counts as having acted this activation.
- If weapon is NOT yours, you are now EXPOSED (no cover) until next activation, wherein you can return to cover and act as normal, or attempt the challenge again.
ITEMS
Maximum items equipped: your rep.
Fancy Hat:
Roll 2d6 vs. 4 rep in a Tailor during Carousing Encounter to find a Fancy Hat. Count pass 1d6 as pass 0d6.
- Gives Smooth attribute (reroll any 1d6 while interacting).
DISARMING SHOT:
Difficult challenge (-1 die)
1 target maximum.
- On success, victim must roll 2d6 vs. Rep. Count pass 1d6 as pass 2d6.
- If pass, victim Ducks Back and drops weapon. Weapon falls on ground and someone can try to grab it. Weapon's owner gets +1d6 to Grab Dropped Weapon challenge, all others get -1d6.
- If fail, weapon is destroyed. If no backup weapon, victim flees fight.
- On fail, victim immediately returns fire.
GRAB DROPPED WEAPON:
If weapon is yours, Easy challenge (+1 die)
If weapon is NOT yours, Difficult challenge (-1 die)
- If weapon is yours, CAN be performed from Duck Back.
- On success, pick up weapon from ground.
- On fail, character does nothing, counts as having acted this activation.
- If weapon is NOT yours, you are now EXPOSED (no cover) until next activation, wherein you can return to cover and act as normal, or attempt the challenge again.
ITEMS
Maximum items equipped: your rep.
Fancy Hat:
Roll 2d6 vs. 4 rep in a Tailor during Carousing Encounter to find a Fancy Hat. Count pass 1d6 as pass 0d6.
- Gives Smooth attribute (reroll any 1d6 while interacting).
- Costs 5 Decreasing repd6 up front.
- Additional 1 Decreasing repd6 upkeep per month (so any character wearing this costs 2 Decreasing repd6 upkeep).
- Must pay this even if Fancy Hat is not equipped or used during the month.
- Can be sold to a Pawn Shop for 2 Increasing repd6.
WEAPON DAMAGE
For heavy-bore weapons with increased damage output (such as a Dragoon Revolver or Buffalo Rifle):
+1 or +2 to roll on Damage table.
-1 or -2 to rep when rolling on Shooting table.
For heavy-bore weapons with increased damage output (such as a Dragoon Revolver or Buffalo Rifle):
+1 or +2 to roll on Damage table.
-1 or -2 to rep when rolling on Shooting table.
GUNS
Gatling Gun - 5 targets
- Requires 1 shooter and 1 loader.
- If no loader present, shooter must spend 1 turn of activation loading weapon BEFORE firing on next activation.
- Crew is never considered In Cover as they are sitting ducks while operating the Gatling.
- Exception is if crew is Ducked Back due to fire result. Once crew recovers from Duck Back, no longer In Cover.
- Characters can spend 1 turn of activation crewing weapon. Crew can each spend 1 turn switching spots or leave weapon and return to In Cover.
Dragoon Revolver - 2 targets, +1 damage
Roll 2d6 vs. 4 rep at a Pawn Shop during Carousing Encounter to find a Dragoon Revolver. Count pass 1d6 as pass 0d6.
- Costs 4 Decreasing repd6 to purchase.
- No further upkeep, but gun is stolen if you ever lose an Encounter.
Buffalo Rifle - 1 target, +2 damage
Roll 2d6 vs. 4 rep at a Pawn Shop during Carousing Encounter to find a Buffalo Rifle. Count pass 1d6 as pass 0d6.
- Costs 2 Decreasing repd6 to purchase.
- Costs 2 Decreasing repd6 to purchase.
- No further upkeep, but gun is stolen if you ever lose an Encounter.