The West That Wasnt - Conflict
You have a Hero, and you know what the numbers mean and how the cards function. Now it is time to begin bringing the narrative to life. A good story is never easy. The protagonist finds obstacles at every turn. Overcoming these obstacles forms the basis of both the Hero and the story. Whenever a Hero is at odds with some element of the universe, there is conflict. When that conflict escalates into the physical, the Judge breaks the game down into "rounds". This may also be referred to as "action time".
Contents
- 1 Action Time
- 2 Resolving Actions
- 3 Combat Actions
- 4 Combat Resolution
- 5 Ranged Attacks
- 6 Melee Combat
- 7 Special Maneuvers
- 8 Applying Results
- 9 Applying Wounds and Concussion
- 10 Wounds
- 11 Healing
Action Time
When the Judge declares action time, the sequence of game play becomes more structured. Each round is divided into four phases (I-IV). After each phase is a continuous action phase (if necessary). Each phase is divided into five counts, one for each Reflex die type (d12, d10, d8, d6 and d4). A character action round is takes 5 counts.
Round Structure
The following diagram details each possible round step. Unnecessary steps can be skipped.
I. Declaration.
II. Phase I
A. d12 Count
B. d10 Count
C. d8 Count
D. d6 Count
E. d4 Count
F. Continuous Action Phase I.
Repeat II for Phase II-IV
VI. End Step.
Surprise
Action often occurs outside the purview of the senses of some characters. When one of more characters may be surprised, the Judge will call for a surprise check. This is a Standard (5) difficulty Acuity check during action time, or if a character expects danger; Difficult (9) at other times. If the check fails, that character is unable to act this round. They can act normally in the next round as long as they make an Easy (3) bravery check.
Miranda leads the way out of the saloon. Her first instinct is always to keep Jonah and Hank safe, since they are from back east and old, respectively. She is consequently very wary of danger and informs the Judge. When a gang of toughs spring from concealment, she will need to make a TN 5 Acuity check to resist surprise, while Hank and Jonah will need 9.
Expecting Danger?
How is it determined whether a character is expecting danger? This is somewhat up to the player, as well as the group, but some guidelines are provided here. First and foremost, no one is expecting danger at all times. A player who attempts to abuse the surprise rules by always indicating the character is looking for danger (such as when entering every room, every new scene, etc.) shall be considered to never be looking for danger. If looking for danger is the first thing the character always does, then that is their default state, not a "looking for danger" state.
Characters who are constantly on the lookout have high Acuity. By purchasing a high Acuity trait, the player gains a high ability to detect danger in the default state.
In general, a character is looking for danger when they inform the Judge, when they have any weapon drawn, or have spoken within a moment or two about drawing a weapon. Otherwise, the character is not considered in a state of heightened awareness.
Initiative
During action time, each character acts in order based on what they wish to do, as well as how fast (and well) they wish to do it. Initiative is discussed here: The West That Wasnt - Initiative And Action Speeds
Resolving Actions
Saying what you want to do is one thing, doing it another. The West That Wasnt is about the latter. There are multiple types of actions that can be performed during action time: skill checks, extended actions, continuous actions, movement and combat actions.
Skill Checks
During action time skill checks work exactly the same as they do during narrative time. Most skill checks are Normal speed actions, though many are Slow. See the Initiative section, referenced above, for more on skill speed.
Extended Actions
Extended actions are complex skill checks that require multiple victories to complete. As with skill checks, above, they work exactly the same in combat as out. Extended actions are Slow speed actions.
Continuous Actions
Continuous actions take place every continuous action phase. They are discussed in the continuous action chapter. Continuous actions are the same in action and narrative time.
Movement
Movement is described under combat actions, below.
Combat Actions
In the abstract, combat is a straight-forward endeavor. Once an attack action is declared (and is ready to be resolved), all you need to do is figure out the Target Number (TN) and draw a card. If the result is equal to or higher than the TN, you've succeeded in some way.
Simple. Section over... Nope.
As a player, it is good practice to figure out as many of the relevant modifiers for the Judge as possible. This frees them up to interpret and narrate the results in grisly detail as well as keep all the bad guys and their modifiers straight. Take a couple seconds to consider your action before you draw; once the card is revealed, no further adjustments can be made. Understand the attempt and the consequences!
Combat Resolution
Resolving a combat action involves a few steps.
I. Movement
II. Declare Target
III. Attack Resolution
Movement
A character may move before, during or after making an attack roll (depending on their declared action type and speed). For purposes of attack penalties, a character is considered to be walking if they move up to their speed value, and running if they move greater than the value. The penalty is applied no matter when the movement occurs, as long as it is combined with the attack action for declaration purposes (happens during the same Phase).
Scale
All distances in TWTW are measured in paces. 1 Pace = 1 Meter. Why not just use meters? Well, pardner, it just ain't right sayin' meters when talkin' cowboy.
Declare Target
Before attempting any resolution a target must be declared. A character may declare a single target or multiple, depending on the attack, weapons, skills and other factors as available. Once a target is established, the Judge will inform the player of all appropriate modifiers. The player should be aware of the TN before a card is drawn.
Declare Attack
Besides the target, the attack must also be declared. This not only defines the appropriate skill, but also helps determine modifiers based on range, defense or other factors as dictated by the situation.
Attack Resolution
To resolve an attack, draw an action card and consult the appropriate sections. Apply results as directed.
Ranged Attacks
A ranged attack is a Dexterity check with modifiers based on the situation. Some factors are range, target size, movement and other distractions. Those potential modifiers are discussed below.
Range
The Target Number required is Standard (5) plus any relevant modifiers. Add one to the TN for each full range increment between the firer and target. See the gear section for any applicable range increments or other vital details regarding weaponry.
Jonah Benton wishes to plug an unsuspecting villain in the back with a shot from his .45 Peacemaker, gunslinger model (short barrel). The range increment for this weapon is 8. The TN to hit the villain up to 8 meters away is 5, up to 16 it is 6, etc.
Point Blank
Point-blank range is used when one character is holding a weapon in contact with another character, using him like a shield, holding him hostage, or shooting over a table where they both sit. In general, the weapon should be close enough to touch the target with arms extended.
Prone Targets
A Hero laying down is much harder to hit with a ranged attack than a hooligan standing up in the middle of a street. When you make a successful attack test against a prone target, check hit location normally. Unless the result has the prone attribute, it's a miss (based on facing). If the firer is within 2 meters of the target, ignore this rule.
Modifiers
This is known as the base TN, other modifiers may also be relevant to your check. The environment of a firefight is a chaotic and unpredictable place. The Judge will inform you of any modifiers which are appropriate. Some common modifiers are listed below.
Situation | Modifier | |
Firer is moving | -1/-4 (walk/run) | |
Firer is mounted | -2 | |
Firer is wounded | Varies (See Stun section, below) | |
Size | Varies | |
Target is moving | -1 per 5 meters relative speed |
Move and Fire
If the character is moving, the TN is adjusted by either -1 or -4, depending on the speed. This penalty applies if any part of the current action is movement, including if the character will move after firing. A character who did not take the movement penalty on a shot may not move after the attempt.
Mounted characters are a special case. The modifier listed is used only if it is worse than the movement penalty applied from firer movement. So a stationary or walking mount confers a -2 penalty on shooting, while a galloping mount costs the character a penalty of 4.
Target Size
If the target has a size 3 or less (1/2 human size), add 1 to the TN. If it's two or less, add 2, and so on, to a maximum of -6 (increments at .5, .25 etc). The opposite is also true. A target that is size 12 gives the character a +1 bonus to his result, a target size 18 has a +2 modifier, and so on, up to a maximum of +6.
Target Speed
Of course, it's harder to hit a moving target than one that's standing still. A penalty of one is applied for each 5 meters of relative speed between the firer and target. "Relative" means you need to take into account how fast the target and the shooter are moving in relation to each other.
Miranda is chasing a bandit down Main. She has a Speed of 12, he has a speed of 8. The relative speed is 4, meaning the penalty is 0. If both were running (double speed), the relative speed would be 8, for a penalty of 1.
Reuben is driving his wagon east down Legless Gulch, with Jonah in the back riding shotgun. Jonah spies an ornery vaquero heading west down the mountain trail, leading into the gulch. Jonah knows when the hombre gets into the gulch, he will hightail it and be right behind them in a jiffy, so he wants to take a shot with his shotgun as soon as possible. Reuben is pushing his nags to 18 paces Speed, while the vaquero is going only 8 paces Speed down the rocky trail. Since they are going opposite directions, the relative speed is 26, for a -5.
Throwing Things
The throwing skill works just like shooting for most weapons. The Range Increment for all thrown weapons is +1/(Strength value + 2), so a 2d8 Strength would add +1 to the base TN of Standard (5) for every 5 meters distance. A target at 10 meters is TN 7. The maximum range a character can throw an average size weapon (1-2 pounds) is his Strength trait value x 5 meters.
Aim and Snap Shots
Each ranged weapon has an aim value, expressed as a capital F, N or S followed by a slash and a number (ex: F/-1). The letter is the speed of an aim action for that weapon, and the number is the penalty the weapon takes if used without a preceding aim action. Some weapons have an attribute called Accurate, which is followed by a number in parentheses. If aimed, that number is added to the result before comparing to the TN. A weapon may be aimed up to two consecutive actions for added bonus.
Aim does not persist from shot to shot. Any firing action also nullifies the aim. Anytime a weapon is fired without a preceding aim action at the target it is considered a snap shot.
Advanced Rule: Fields of Fire
Most weapons have a field of fire of 60 degrees (one hex side). What is a field of fire? In TWTW, each combat action has a speed that helps determine when it happens during a round. The field of fire is the area where a given weapon type can be easily manipulated on target within the time of an action.
It is possible that a character may begin an aim action in one round, and conclude it by firing in another. If the target has moved out of the field of fire during the aim, the shot may still be attempted, but the aim will be lost.
Handguns are a special case. Because they are small, light and maneuverable, handguns have a 120 degree field of fire. When determining if a target has left the field of fire, trace a line between the two hexes with the original target position.
These rules as written work just fine if you do not use hex maps, or even if you do not use a tactical map at all. Because of the wonders of math, if a target moves more than half of the range from the firer in a perpendicular direction from the firer they have exited a 60 degree arc of fire. If they move more than an equal amount of the range, they have exited a 120 degree arc of fire.
Hey, that isn't so bad after all!
Angus Laroq is staring down Miranda at 10 meters, with his Walker Colt pointed directly at her. Miranda is in a precarious position, her trusty Peacemaker having been shot from her hand by one of his worthless goons wielding a rifle right next to him. Angus and the flunky both aimed with their last action, and are now ready to fire. Next round, Miranda goes first due to her renowned reflexes. Her speed is 12, so if she moves 6 meters directly to her left, she will be out of the firing arc for rifle-toting henchman, but still within for Angus and his Walker. If she uses her full movement, 12 meters, she will be outside both firing arcs.
Procedure
Aim actions can be executed like any other action, or as a continuous action (if for some reason the firer decides not to fire and the target remains in the field of fire). If used as a continuous action, aim may be held over multiple rounds. The center of the field is automatically adjusted each declaration phase (in other words, the facing of the firer is adjusted to the center of the target). For each round after the first where an aim is held, add in the Accurate bonus (in parentheses).
If the target attempts to move after an aim action is complete, a Reflex contest may be attempted by the firer as described under held actions. If he wins, he may fire before the target moves. Otherwise, the shooter may instead choose to hold the aim and follow the target. If the target moves out of the field of fire, the firer loses his aim.
NEW EXAMPLE NEEDED.
Optional Rule: Arc edges. In the preceding figure for 120 degrees, the arc edge is colored in for the hexes that lie on the border, even if a portion of the hex is outside of the 120 degrees (such as in the figure, below). In the 60 degree figure, only the actual angle is colored. For an extra level of gritty detail, if a target is only able to move into a hex that is halfway within the arc, it is possible he has made it into the clear. This can be easily resolved by drawing a card and consulting the toggle result in the bottom right.
When should this card be drawn? This all depends on the desires of your group. The two suggested choices are: when the movement occurs or when the shot is attempted. Each one delivers a different tactical flavor. If it is done when the movement resolves, the aiming character will have a choice with their next action, and can break and do something else. If, instead, it is done as the shot is attempted, the TN could be adjusted significantly. It is suggested that if this optional rule is used, no matter the implementation, that checking the toggle is a resolution, and the card should be used for nothing else.
It could even be handled differently between players and NPCs, skilled and unskilled characters, etc. Play the game you want to play!
Tactical Aiming
Aiming on a range or in a pasture is simple, aiming while .45 caliber slugs whiz past your ears is another thing entirely. In TWTW, aiming is an action that may take all or part of a character turn. To aim during combat, use the following procedures.
1. Determine if the character may lose his aim. A character may lose his aim if: He has been the target of an attack since the aim began, or since their last action.
2. If the character may lose his aim due to being the target of a ranged attack, perform a Standard (5) Bravery check. Add 1 to the TN for each shot after the first that targets the character, and 2 to the TN for each attack that hit the character. If the check succeeds, previous aim is preserved and the character may aim as normal. If the check fails, the action is used but all previous aim is lost and the aim does not resolve.
3. If the character may lose aim due to a melee attack, perform a Difficult (9) Bravery check. Failure indicates loss of aim, as above. If the character was hit by a melee attack of any kind, they may not aim, and any aim they had accumulated was lost.
4. If none of the preceding apply, the character may aim as normal.
In all cases, perform the Bravery check immediately before drawing the card to resolve the action. The player is not allowed to change actions or targets after determining aim status. Resolving the Bravery check is separate from the attack, and requires a new draw.
Aim and Cover
Characters behind cover receive a bonus to performing and maintaining aim. Whenever a character wishes to perform an aim action, add the armor value of the cover to their Bravery result. The character must have been behind cover for their entire turn. If a character moved between two instances of cover during their turn, add the lowest armor value to the result.
Fan Firing
Single action revolvers are capable of an attack called fan firing. When fan firing, the trigger is held down, while the off hand slams, or "fans", the hammer repeatedly, cocking the weapon as it fires. It can be wildly inaccurate, and should only be attempted by skilled practitioners.
When using fan fire, first declare the number of shots to be attempted, and also the targets. For each shot the TN is increased by 1 successively, starting with the first. Each target after the first increases the difficulty an additional 1, successively. Fan-firing is never aimed, even if an aim action was performed before the first shot.
When fan-firing, each shot is resolved separately, so the order and target must be clear before drawing the first card. No changes can be made to the series once the first card is drawn.
Miranda wants to spend her last four rounds on Angus and his two most trusted cronies, cowering near the back door of the hacienda. She declares the first two shots to be on Angus, then one apiece on the other two. Her weapon of choice is a Colt Peacemaker 45, short barrel. The first shot on Angus is -3 (-2 for lack of aim, -1 for fan fire), the second shot is -4 (extra -2 for fan fire). The shot on crony 1 is -6 (an additional -1 for fan fire and -1 for second target) and the last crony is fortunate that her penalty is -8 (-1 for a third target and -1 more for fan fire)...near impossible. She will draw four cards and place them in order, and resolve them one at a time.
If any shot scores bumps, those bumps cannot be used on other shots. Each shot is a separate resolution.
Jonah fancies himself a card sharp, and usually he comes home a few dollars richer, while also buying himself a drink or two. This evening, however, he finds himself on the wrong end of two jilted Perkins brothers holding Bowie knives. He has drawn his Peacemaker, but given their close range (3 paces) and shared hatred of him, he knows his only chance is to take them both out at once. Jonah decides to attempt a fan fire, where his skill is 3 and his Dexterity d10. He draws a card...
The standard TN is 5, but he is attempting to fan fire 2 shots, making the new total 8 and 9 (due to lack of aim), plus one additional on the second brother for a total of 10. His results on the first card are 10, 1, 11. Success! The first brother is hit. Now for the second.
Not so lucky here, his results top out at 8. Looks like that second brother will have a stab at him with that Bowie knife, after all.
Advanced Rule: Pushing the Limit
Revolvers are not designed for fan-firing. When using this advanced rule, increase the Rel of any revolver by 1 when fan-firing.
Two Weapons
A Hero using weapons in each hand suffers -1 to each attack. Any action taken with an off hand is made at an additional -3 (for a total of -4). A hero can fire with each hand up to the weapons’ usual rate of fire. Resolve each shot as a separate check.
The previous penalties are in addition to any snap shot penalties for the weapon. Aiming two weapons is only possible if they are pointed together (held closely, so the eyes can see both sights simultaneously), at a single target. This kind of aim takes concentration, so increase the speed of any aim action one level (Fast to Normal, Normal to Slow). It is never possible to aim at two different targets, at least one of the shots must be attempted as a snap shot.
Two handed ranged weapons
Generally speaking, you need two hands to operate a rifle, but it can be done with one. Apply a penalty of 2 to any two-handed ranged weapon being used with one hand. For larger weapons, be sure to consult the weight of the weapon and the Strength of the user. It is even possible to use two rifles at once, but don’t forget about the penalties mentioned above.
Melee Combat
Sometimes, a fight just has to be up close and personal. When a character needs to reach out and touch someone, melee combat is in order. Melee combat is generally a Dexterity based skill check with modifiers described below.
Determining Defense
In melee combat, the TN is determined primarily by opponent skill rather than range. This value is called Defense. The standard TN is 3, adjusted by Fighting skill. Add 1 to Defense for every two levels in skill after the first, rounded down. If using a weapon rather than bare hands, the appropriate weapon skill can be substituted.
Reuben has Fighting: Clubs 3. When armed with a shovel, being used as a club, his Defense in hand to hand combat is 5.
Other factors also may affect Defense. Armed combatants (excluding fist-loads) add +1 to their Defense against unarmed characters. Weapons with a Defend attribute add one to their Defense. If both combatants have weapons with the Defend attribute, the combatant with the higher DV weapon adds one to his DV, the other combatant does not add. This does not stack with the bonus for fighting an unarmed assailant.
Advanced Rule: Weapon Length and Defend
Will come later
Active Defense
If this is a thing, it goes here
Entanglement
Instead of doing brawling damage some weapons can be used to entangle and/or trip a target. Doing either is an opposed contest of the attacker's appropriate fighting skill versus the opponent's Dexterity. If the attacker wins, the opponent is successfully entangled, otherwise, the attempt fails.
A character can break an entanglement by exceeding the TN listed on the weapon table with a Strength check. If the weapon is listed as fragile, it would be broken by this (such as with a lariat or simple net). Otherwise, he has to just plain wriggle his way out of it. This is an opposed Dexterity task versus the attacker's skill with the weapon.
The Judge may apply bonuses and penalties according to the situation. Obviously, if an entangled character is being dragged behind a horse, it's going to be a bit tougher to break free than it might normally be.
Special Maneuvers
Heroes use all kinds of techniques to ensure success where others fail. What follows are some of the little advantages that Heroes may use to gain an advantage.
Called Shots
When your pistol has one shot remaining, you need to be sure and make it count. Hitting a specific spot on your target is a "called shot”. Called shots adjust the TN, with smaller targets causing larger adjustments. The table below is for targeting people, ask the Judge if you need to extrapolate something on a horse, or hit a spittoon or the like.
Size Penalty
torso -2
Legs, arms -4
Heads, hands, feet -6
Eyeball, heart -10
Dodge
Dodge is a derived attribute, and an action that all characters can take. It represents the character’s ability to move quickly when needed, perceive threats, and thereby attempt to avoid them. In terms of game mechanics, the dodge attribute—when a player chooses to have their character perform a dodge action—makes the character more difficult to hit by increasing the TN required for an attacker to land a shot, be it a hand-to-hand, melee or ranged attack.*
If a player wishes to have their character dodge, they will declare that the character is dodging during the declaration phase at the beginning of the round. The character is granted the Dodge attribute for the entire combat round. While a character has the Dodge attribute, the TN of any attack targeting them is increased by the character's dodge attribute score. The Dodge attribute prevents the character from making any attacks, and prevents the use of many skills; the character is focused on all potential threats around them and is preparing to jump out of the way of any incoming attacks.
A dodging character may move during combat, but must state their intention during the declaration phase of the round. If the character chooses to move, it resolves as a normal speed action. A dodging character may only move up to their Dexterity Trait die type in paces each round. If a dodging character does not move, their Dodge attribute is increased by 1.
If an attack targeting a dodging character misses, the dodging character leaps out of the way of the attack. Consult the scatter element on the attacker's card to determine the direction of travel, and move the target one pace in that direction. This may cause a dodging character to be flushed out from behind cover, or even cause them to dive or fall, if they are dodging near a ledge or while in some other precarious position! If the target cannot move one pace in the indicated direction (for example, if they are near a wall that cannot be vaulted or jumped over), they remain stationary (perhaps going prone for a moment and jumping back up to their feet as the attack sails overhead!) As such, it can be difficult to dodge from certain positions such as while trying to climb up a ladder, while dashing along a fallen log over a crevasse or while near a ledge. Lastly, a dodging character will never move directly toward the attacker; if this result comes up on the attacker's card, the dodging character remains stationary. If a dodging character is flushed out of cover, they may not be protected with the cover's armor value from subsequent attacks.
If a character fails a shock save or is otherwise incapacitated, they immediately lose the Dodge attribute. Additionally, if the character is hit by a weapon with the Entangle attribute, the dodge attribute is immediately cancelled out. At the Judge's discretion, certain scene attributes may hinder a character's ability to dodge by reducing their dodge attribute score. Fog, smoke or darkness may make it more difficult to see incoming threats. Mud, uneven terrain or water may also reduce the character's ability to move quickly out of the way.
A character that is dodging is still subject to the ancillary effects of weapons with the Scatter attribute, such as shotguns, and are still count as eligible targets for the purpose of stray shots.
*Ranged attacks that are area-of-effect in nature such as grenades are not affected by dodge; the attack roll in these cases determine if the attacker places the attack on the target, which is often the ground.
Fast Draw
When life is on the line, speed can be the difference between a ride off into the sunset and a one way trip to boot hill. Fast draw is the art of being a split second quicker, when that split second means the most. In game terms, fast draw is the ability to (potentially) perform the ready item action in an instant. The fast draw skill can only be used on an item or weapon that is already slung or holstered, and otherwise ready to use.
Procedure
During the declarations phase, declare the speed of the action(s) your character wishes to perform if the fast draw is successful. When it is time to resolve your action, inform the Judge of your intent to use the fast draw skill and draw a card. Consult the following table:
Key
Calamity: Dramatic failure as determined by the Judge. Some examples are weapon fires before drawing (hitting the character in the leg), weapon dropped, weapon malfunctions, holster tears, etc.
Hesitate: The character is unable to draw their weapon and their turn is spent.
Draw S: The character successfully draws the weapon as a Slow action (turn ends).
Draw F: The character successfully draws the weapon as a Free action.
+ (one per bump): Add from the following (in order, as needed): Cock weapon, +1 toward snap shot penalty (max 0 penalty)
Fast draw is resolved separately from any other action. Fully resolve the fast draw before moving on to any other actions, if applicable. Discard the card used for the fast draw as soon as it is resolved.
Miranda Valentine is squaring off with one of Angus Laroq's henchmen outside a saloon. The rhetoric has gone too far for reconciliation, so the Judge declares action time. Miranda hopes to plug the mouthy vaquero before he can do likewise to her, so she declares a Fast action (her Peacemaker is a Fast action to fire). Luckily, her turn comes first, and she draws a card to resolve her fast draw. She draws card 37, showing 9 and 1 in the d10 column. Her Peacemaker has the short attribute, making the standard TN 4. She has succeeded with one bump. Miranda has drawn and cocked her Peacemaker, as a free action. I wouldn't trade places with that vaquero for all the gold in San Francisco.
It is possible to attempt to ready items with both hands simultaneously using the fast draw skill. The standard penalties for performing actions with each hand apply(-1 to each, reduce the off hand penalty to -1 extra, total -2). Resolve each check normally, and apply the slowest speed result.
Applying Results
A successful hit result indicates that the intended attack has met the target. Determining the effect this has on him is what follows. Action cards provide all of the necessary detail, and work the same in both hand to hand and ranged combat.
Burst Results
The burst results section of the card is currently only used for fan firing, and is discussed in that section.
Hit Location
Each action card has a hit location section located beneath the burst results, to the left of effect grid. The location stack has four entries, with the second from the bottom being in bold and italic font. This is the standard hit location. Hit location may be changed within the stack via bumps (see below).
The hit location stack is arranged in order, top to bottom. This means, generally, locations at the bottom of the stack are below those at the top. Results closer to the Cause section are referred to as "up" when compared to the standard location, while those closer to the penetration results are considered "down".
Vitals are any of the target's vital parts, such as heart, lungs, throat, etc. Vitals, chest and belly are torso for purposes of wounds and wound modifiers. They are treated separately by the hit locaion chart for cover determination and narrative flavor, as well as the bonus for vitals.
Hit Location Modifiers
+1 bump "UP" When punching or using attacks with the punch attribute
+1 bump "UP" with height advantage when fighting
+1 bump "UP" Point-blank range when firing a weapon
+1 bump "DOWN" when kicking or using an attack with the kick attribute
These bump modifiers are applied if the given situation is present, and are not optional. At the discretion of the Judge, they may be modified or ignored, such as in the case of a character at point-blank who indicates he is pointing at the legs (change the bump to down, instead of up).
Hit Location and Cover
Past Participle does not assess to hit penalties to targets within cover. As long as any part of the target can be seen, or reasonably discerned (targets that are not visible behind cover can be attacked at -4), an attack may be attempted. After determining hit location, the effect of cover can be determined. If the intervening cover is between the target and the attacker, the cover will be hit instead. The Judge should clarify which locations are covered, if applicable, before the card is drawn.
If the cover is hit, proceed to the penetration rules to determine if the attack penetrates, and, if so, whether or not the target is affected.
Hit Location and Damage
Some hit locations have special damage rules. Any hit to the head provides 2 damage bumps. Any hit to vitals provides 1.
Anytime a location takes a 5th wound it is disabled. For a limb, such as arm or leg, the location is either severed or otherwise rendered useless. In most cases this is permanent. If the location is the torso (chest plus belly and vitals) or head, disabling results in death.
Cover Penetration
When a target is behind cover, the cover has an opportunity to deflect the attack before damage is applied. The table below lists some common obstacles and their Armor Values (AV). To determine if an attack penetrates armor, add the penetration result from the action card to the Pen of the weapon, then compare the result (called PV) to the AV of the cover.
Armor Value | Obstacle | |
2 | Thin wood | |
3 | hardwood | |
4 | Bricks, iron plating |
There are three possible results: P, A, and D. The P (penetrate) result occurs when the PV is 2 or more greater than the AV. In this case, deal the DMG amount listed for the attack to the target. An A (ablate) result is indicated when the PV is equal to or one greater than the AV. In this case, deal the RD to the target. Finally, if the PV is less than the AV, the attack deflects (D).
Dealing Damage
Every weapon in Past Participle has a listing for "DMG" as well as "RD". These will be listed like (2)6, which refers to the appropriate spot in the effects section of the action card. Firearms have fixed damage, such as (3)6 (for a .45 Peacemaker, for example). For every full multiple of the target's Size, the attack causes one wound. Any remainder is dealt in CT. Most humans have a Size of 6, but animals vary considerably. The target takes the wound(s) in the area shown in the Hit Location section of the Action Card.
Why Not 3d6?
In most games, number and type of dice are listed using a standard convention, such as 3d6, where three dice with six sides each are referenced. Since PP uses action cards instead of dice, the convention is modified slightly to clarify exactly where on the card should be referenced. Both "6" columns on the card act like six sided dice (see Future Imperfect: Appendix - 1, Action Cards for more on dice and columns), but in the cause section each cell is a single die, while in the effect section, the cells are the sum of the given number of dice. This means that cause section references are multiple cells, while effect section references are a single cell only.
To avoid confusion, the tables are labeled differently, and referenced by these labels.
If you see 3d6, this is always a cause table reference, if you see (3)6, this is always effect.
Damage Bumps
Some situations provide conditional "damage only" bumps. These add directly to the effect row before any other effects are applied.
Brawling
Certain kinds of attacks, like fighting: brawling, are generally considered non-lethal. Non-lethal combat can still be dangerous. For each multiple of the target size, deal 3 CT. For each double of the target size, deal 1 wound. Truncate all fractions.
Any weapon using the impact attribute is considered non-lethal, however it deals damage differently. Deal wounds as listed above, but also deal one point of CT per point of effect.
Melee and Hand to hand damage
When a hand to hand weapon hits, consult the weapon table for the damage the weapon does. Weapon attributes will also detail how character Strength adjusts the damage dealt by the weapon.
Ancillary Effects
There are three types of ancillary effects: scatter, equipment failure and unintended targets. They are always applied last, after any other indicated effects.
Scatter
Not to be confused with the Scatter weapon attribute, the scatter ancillary effect is invoked when a thrown item is not accurately placed (it "misses"). It may miss the target, but it has to go somewhere. In the case of explosives this could be very important, indeed. Consult the clock face in the upper right of the Action Card, placing the target in the middle and the 6 directly back toward the shooter/thrower. The number in the clock face is the relative direction the projectile lands.
Subtract the result from the TN and add that to the step and scatter the projectile this many meters. The Judge should use judgment (and creativity!) in scattering when large distances are indicated. The projectile may not scatter further than half the distance of the initial throw. If a thrower critically fails, scatter the projectile from the thrower instead.
Equipment Failure
Every piece of equipment has a reliability value (Rel) notated in the description. This number is from 1-13, with lower numbers representing more reliable equipment. Any time a piece of equipment is being used it could potentially fail. If the failure result is lower than the Rel, the equipment fails. If no number is present, failure is not possible.
In the case of equipment with a Rel of 1, special rules need to be observed. The most reliable types of equipment fails significantly less than 2% of the time. To simulate this, if an item with a Rel value of 1 is being used, and the 1 result is present on the card being resolved, check the discard pile. If the "2" failure result is in the discard pile, the equipment fails. Otherwise, the equipment performs normally.
Unintended Targets
Sometimes it is necessary to determine if a missed shot could hit someone or something near or along the trajectory of the shot. Potential unintended targets are within one pace of the path of the projectile.
Any projectiles that miss are called stray shots. Compare the number of stray shots to the numbers in the figure icons in the unintended targets section of the action card. If the number is equal to or less than the number of stray shots, then an unintended target is hit.
Declaring Unintended Targets
Unlike other action card results, unintended targets can be determined after the card flip. The Judge should choose the most likely target. Generally, only important items or living creatures should be considered targets for this purpose.
If multiple important, living targets exist, the Judge should inform the player of the order before the card flip.
Scatter and Unintended Targets
Any weapon with the scatter attribute treats unintended targets differently. These weapons increase the number of stray shots depending on range. Apply this adjustment before determining if any extraneous targets are hit, and before any other adjustment.
Unintended Targets and Melee
When firing in to melee combat, or any scrum where the target is in physical contact (or within an inch or two) with other characters, double the stray shots before determining hits.
Reuben is mad, fightin' mad. Angus Laroq has killed both the nags he uses to pull his wagon, and the darn thing is so full of gold bricks there is no way it will move without them. Reuben has his trusty shotgun, but only a single barrel is loaded, and he is plum out of shells. Not normally the calculating type, he horrifies everyone and aims right at Angus...who is rolling about on the ground with Jonah.
The shotgun has the scatter attribute, so the stray shots are minimum of 1. Jonah and Angus are in physical contact, so that number is doubled, meaning that if he successfully shoots Angus, both target results 1 and 2 will result in Jonah being hit. If he misses Angus, Jonah will be hit on target results 1-4!
Applying Wounds and Concussion
Each hit location is considered separately for would application. Each location can take up to 5 wound points. Consult the following chart for general descriptions of the wound levels.
Wounds | Description |
1 | Scratched |
2 | Light |
3 | Heavy |
4 | Serious |
5 | Critical |
Descriptions of the actual wounds are left up to the Judge, with player input, of course. Critical wounds in an appendage such as an arm or leg means the limb is severed/destroyed. It will never be functional again (save the miraculous). Still, it is better than what happens when the head or torso becomes critical: A one way trip to boot hill.
Wound Markers
Damage can be taken in six locations: head, torso, right arm, left arm, right leg and left leg. The character wound level is the highest wound inflicted, regardless of location. Wounds are only added together when they're taken in the same location. For instance, a character who takes a light wound to the right arm in one round and another light wound in the same arm later would then have a serious wound in that arm. If a character takes a light wound to the head and then takes a heavy wound to his leg, his wound level is heavy.
Characters never die from arm or leg wounds (assume a ruptured femoral artery is covered under vitals). Further damage in critically injured limbs cause no more wounds, but continue to cause CT. Figure wounds and CT normally, but ignore the new wounds.
Wound Modifiers
Wounds are a terrible burden. Shock distorts senses, pain distracts concentration, and damage to arms and legs make holding things and movement of any type nearly unbearable. All of this is manifested with check penalties based on the highest wound the Hero has been inflicted. Consult the table below for details regarding the magnitude of these penalties. Wound penalties are never subtracted from "effect" totals from tools (like weapons), but they do apply to everything else (including other kinds of effect generated by the character, such as social directives or punching damage).
Wound | Modifier | Stun |
Flesh Wound | -1 | 3 |
Light | -2 | 5 |
Heavy | -3 | 7 |
Serious | -4 | 9 |
Critical (limbs) | -5 | 11 |
The penalty depends on the highest-level wound your hero has suffered. If he has a light and a serious wound, for instance, subtract the penalty for serious wounds (-3) from all action totals, irrespective of wound location.
Shock might be more than a lingering distraction, it might conspire to cause a Hero to miss an action or two. Whenever a character is dealt damage they must check Fortitude, called a Stun check. Wound penalties from previous wounds apply (do not apply the current wound yet). The TN is listed in the Stun column of the wound penalty table. Success, of course, means the character is not stunned (but the damage is still applied).
Failure causes a character to be stunned until a successful recovery check is made. Each round, stunned characters use their action (Recover, a Slow action) to attempt a recovery check to shake off the stun. Any character that critically fails a recovery check immediately falls unconscious for 1d6 hours or until someone makes a Standard (5) medicine roll to revive.
Taking Concussion
When a character is reduced to 0 CT or lower he becomes “Concussed”. This doesn’t necessarily mean he’s passed out, but he is otherwise unable to participate in the combat. Concussed characters take no actions (at Judge discretion, of course). Heroes who continue to take CT after they reach zero risk death.
Wounds
Everyone — Heroes, villains, and geriatrics alike - can take the same number of wounds in each body part: five. Most heroes can shrug off a wound or two, but more than that is real trouble. The following table describes wound penalties.
Wound Level | Description | Stun | Stun Save |
1 | Scratched* | -1 | 3 |
2 | Light | -1 | 5 |
3 | Serious | -2 | 7 |
4 | Critical | -3 | 9 |
Scratches are bruises, shallow but irritating cuts, and muscle strains.
Light wounds are sprains, deep but non-threatening cuts, or multiple bruises.
Serious wounds encompass fractured or broken bones or deep and bloody cuts.
Critical wounds are the worst case scenario. He is one step from death.
*The Stun Save value for Scratched applies for wounds consisting exclusively of CT, as well.
Figuring Wound Level
There is no need to keep track of every wound a character takes to determine penalties. Only the highest value wound determines what penalties the character suffers. Therefore, if a new wound is inflicted, and it is not higher than what is already inflicted, the wound level is not adjusted. The character still must make a Stun test for the new wound, however!
Wound Markers
Damage can be taken in six locations: head, torso, right arm, left arm, right leg and left leg. The wound level is the highest wound inflicted. Wounds are only added together when they're taken in the same location. For instance, a character who takes a light wound to the right arm in one round and another light wound in the same arm later would then have a serious wound in that arm. If a character takes a light wound to the head and then takes a heavy wound to his leg, they aren’t added together.
A character can’t be killed by wounds to the arms or legs. He can take enough Concussion (see below) to put himself out of action, but he can’t die until he bleeds to death or someone plugs him in the head or torso. Only a hit to the head or torso will spell the end.
Wound Modifiers
Wounds are a terrible burden. Shock distorts senses, pain distracts concentration, and damage to arms and legs make holding things and movement of any type nearly unbearable. All of this is manifested with check penalties based on the highest wound that has been inflicted. The previous wound chart lists them in the Stun column. Wound penalties are never subtracted from "effect" totals such as damage dealt by weapons, but they do apply to everything else (including other kinds of effect generated by the character, such as social directives).
The penalty depends on the highest-level wound your hero has suffered. If he has a light and a serious wound, for instance, subtract the penalty for serious wounds (-2) from all action totals, irrespective of wound location.
Shock might be more than a lingering distraction, it might conspire to cause a Hero to miss an action or two. Whenever a character is dealt damage he must make a Fortitude check, called a Stun check. Previous wound penalties apply, but do not adjust the TN for the current wound. The TN is listed in the Stun column of the wound penalty table. Failure causes the character to be stunned until he succeeds in a recovery check. Each round, stunned characters use their action to make recovery check to shake off the stun, with a TN determined by the current wound level. Your character needs to make a stun check every time he takes a wound unless he's already stunned. Success, of course, means the character is not affected by Stun.
Optional Bleeding Rules
Serious damage greatly increases bleeding. Whenever a character takes a heavy wound, he begins bleeding, losing 1 CT per round. Seriously wounded characters bleed 2 CT per round. Critically wounded limbs bleed 3 CT per round. A character reduced to negative his starting CT level by bleeding has bled to death.
Risk
One of the most important concepts in TWTW is know your players, and play the game you want to play. Rules are malleable, and we strive to make a system that can work within many sets of constraints that your group may have to ensure the game is fun for them.
Risk is an optional system. Without it, the game is assumed to always be in a state of risk. In other words, Heroes can always die if the appropriate amount of damage is dealt. If, however, your group feels that true heroes will never die in an unimportant circumstance, then the risk system is made for you.
When using the optional risk system, any wound that would be critical in the head or torso is instead treated as a serious wound and the Hero is out of action for the remainder of the scene. The Hero should devise or accept some kind of complication (permanent or temporary) related to the situation, and the player and Judge should describe how the situation resolves itself.
During any combat scene (the Judge has the final say on which scenes qualify) a player may designate that his Hero will risk death. This declaration must be made during (or very near, Judge discretion) the first round of combat. A player may make this declaration no more than once per session. At the conclusion of the session the Hero (if he survived, of course) is awarded one extra experience point.
It goes without saying, that if you choose to risk death with your Hero, nothing can save you. The combat may be taking place next to a coach full of doctors, but if you declare the risk, then for some reason your character cannot be saved by any means once that final wound is taken.
Recovery
A hero may try to recover from being stunned during any action. This is called a "recovery check", and it takes one entire action. A recovery roll is made just like a stun check, except the difficulty is your highest current wound level. Any character that critically fails a recovery check immediately falls unconscious. The amount of time he stays down is 1d6 hours or until someone makes a Fair (5) First Aid roll to wake him up.
When a character is reduced to 0 CT or lower he becomes “Concussed”. This doesn’t necessarily mean he’s passed out, but he is otherwise unable to participate in the combat. Concussed characters generally fall by the wayside, and are not able to participate in combat at all (not even to talk). Heroes who continue to take CT after they reach zero risk death (if applicable).
Healing
Concussion is easy to get rid of. On a simple (3) Medicine check anyone can provide the necessary care to restore all CT in about 2 minutes. Otherwise your hero gets his CT back at the rate of 1 per minute.
Only those skilled in first aid (the Medicine skill) may attempt to treat real wounds. This attempt may be made up to one hour after an injury. The doctor may check once for each wounded area. If successful, reduce the wounds in the given location by one. The TN depends on the wound level.
Wound Level | TN |
Wind | 3 |
Light | 5 |
Serious | 7 |
Critical | 9 |
A character may attempt a Fortitude check every week, against the listed difficulties, to heal any wound. If the roll succeeds, the wound improves by one level. Natural healing rolls are made for each area individually. A character with wounds to an arm and his torso would check twice, possibly improving the condition of each location by one would level.