Core Rules
The referee presents the world and the players interact with it. When something is in doubt, the player characters (PCs) must make saves.
Blackjack Saves
When attempting something that has a chance of failure, make a save by rolling 1d20 under or equal to the character’s relevant stat, but above the difficulty value (DV) of the task. A DV can never be less than 0 (a negative number).
DV of 0 is an easy save. DV of 4 is a difficult save. DV of 8 is nearly impossible.
Whenever there are two or more characters (whether PCs or NPCs) that may make a save, the one who is taking the most risk makes the save.
Saves are only made when there is a risk. Certain actions may automatically succeed or fail based on the fiction.
Impact (Advantages and Disadvantages)
Based on fictional positioning and approaches to a risky situation, PCs may have advantages and disadvantages applied to their saves.
Rather than modifying the dice, determine the impact based on the fiction of the situation.
When risking something under advantageous circumstances, the consequence is subdued and the success is enhanced.
When risking something under disadvantageous circumstances, the consequence is worse than usual and the success is mixed.
Time
- Rounds: The amount of time it takes to attack and move around in combat. ~6 rounds in a minute
- Turns: The amount of time it takes to move through a few rooms or explore one in great detail. ~6 turns in an hour
- Sessions: The amount of time it takes to nurse a drink or play a few hands of poker. ~6 sessions in an hour
- Watches: The amount of time it takes to explore acres or travel leagues. ~6 watches in a day
- Cycle: The amount of time it takes to do a project or two and get some rest and relaxation. ~6 cycles in a season
Range and Distance
- Close: If you are within arm’s reach, you are close. If you are targeted by or if you attempt a melee attack, you are in melee.
- Nearby: If you are paces away, you are nearby. You can call over to individuals in areas that are nearby. You can get there in a round and still do something.
- Far: If you are a bowshot away, you are far. You can see the whites of someone’s eyes. You can get there in a round but you can’t do much else.
- Out of range: Any farther, you are out of range. Maybe you can make out the shape of someone. You can’t get there in a round.
Ability Scores
Saves start as low as 3 and as high as 18. Saves represent how a character performs actions under pressure and do not define the character’s physical or mental qualities. Save scores are static and may increase or decrease over time according to the fiction. Refer to Advancement.
- Accuracy (ACC): Used for shootin’ (shootin’)
- Body (BODY): Used for rootin’ (power, physicality, reflex, speed, melee)
- Control (CTRL): Used for tootin’ (horse riding, presence, mental resilience, concentration)
Improvements
When a PC rolls over a save, they mark 1 next to the save used. Once 3 marks are made, erase them and increase the saving throw ability score by 1. So, when you fail 3 BODY saves, your BODY increases by 1. This is only triggered by rolling over, not by rolling under a DV.
Saves max out at 19.
All other advancement should be diegetic, based on training or weird stuff happening to the PCs.
Burden
Inventory is slot-based. Each PC has 12 slots to start with, representing satchels, rucksacks, holsters, bandoliers, fanny packs, etc. Slots weigh between 2 and 10 pounds. Items without an encumbrance tag take up 1 slot.
Wagons, horses with saddlebags, carts, and other items can add slots.
Slots over 12 may be placed in a character’s injury slot (lesser injury, encumbered). Encumbrance is cleared by dropping an item.
Encumbrance Tags
- Petty: Item takes up 0 slots. Carrying a massive amount of petty items may take up a full slot, per referee’s judgment.
- Bulky: Item takes up 2 slots.
- Bundle: 3 items to a slot. For example, “rations 3/3”.
- Stack: 10 items to a slot. For example, “quiver of arrows 10/10”.
- Body: 12 slots. Represents a human body (riders, kidnapping victims) for horses and vehicles. Equal to the amount of burden slots a person can carry.
Unless they are magical, worn things like clothing, footwear, jewelry, and backpacks do not take up slots and may be considered petty. If a PC carries an additional set of clothing, that may take up a slot, however. Petty items may also be small things that could conceivably fit in someone’s pockets.
Currency
A briefcase of cash takes up 1 slot. Otherwise, banknotes are considered petty. Coinage (as part of a treasure, not pennies, nickels, dimes, or quarters) is 500 to a slot.
Gear Packs
In lieu of a specific item, a PC may carry a gear pack. Potential packs include:
- burglary
- climbing
- disguise
- scribing
- brewer
- miner
- mechanic
- chemist
Most professions can have an associated gear pack. Gear packs take up 5 slots. When a PC wants to use an item from the pack, they declare what the item is and therefore has always been. The item replaces one of the gear pack’s burden slots.
A gear pack slot can also replace a bundle of items. For example, a smithing pack slot can be replaced by nails 10/10. Or a PC wants to have a crowbar. They replace their one burglary gear pack slot with one crowbar. Gear pack slots cannot solely be weapons. (That is, a crowbar could be used as a weapon but that is not its stated function).
One slot of a gear pack always costs $4, the highest typical cost for a standard item. Gear packs cost $20 in total.
Supply
Supply is a nebulous stack representing a quantity of consumable resources. It can only be used to replace consumable resources that a PC already has in a bundle or stack. For ease of use, 1/10 of a supply fills up a portion of a bundle or a stack 1-to-1. Supply always costs $4, the highest typical price of a common item. 1/10 of a supply costs $0.40.
For example, if you have rations 2/3 and 1 supply, you can use 1/10 of the supply to add a torch. Afterwards you now have rations 3/3 and supply 9/10. You may then use another 1/10 supply to fill up arrows 9/10. You would then have supply 8/10 and arrows 10/10.
It cannot stand in for things not already in a PC’s burden do not already have. For example, if you have no rations, you may not replenish rations by adding 1/10 supply.
Skills
PCs will have certain skills that do not have specific mechanical benefits, but are useful in the narrative. Backgrounds may imply skillsets and explicit skills may also be laid out.
To perform a task, a PC must have skill, time, and tools. There may be situations where environmental factors or opportunity substitute for tools or skills.
If they have one or none, the attempt cannot be made. It automatically fails.
If they have two, they make a relevant save to succeed at the task. On a failure, the tool is damaged or additional time is lost if the PC is in a hurry and a new complication may be introduced.
If they have all three, they automatically succeed.
The impact of success or failure may also have nuance based on the skill level of the PC.
Always err on the side of fiction first and consider what the consequences of failure are and if they are even interesting enough to require rolling.
Yield
Whenever a task has a yield (harvesting, hunting, brewing, curing meat), use a dice chain to determine the amount.
The more skill, time, and tools the PC has to perform the task, the higher their yield.
Having none, the attempt is not possible.
Having one, the yield is always 1.
Having two, the yield is d4.
Having all three, the yield is d6.
Environmental circumstances and getting help can increment the yield die by 1 step up to a maximum of d12.
Knowledge Checks
Rather than using skill tests, rely on the fiction to determine whether a PC knows something.
If it is common knowledge, they just know it, unless there is a good reason they would not.
If it is specialized knowledge but related to their background or skills, they may know it.
If it is esoteric knowledge whether related to their background or skills or not, they must seek out an expert or do heavy research to learn more. Research may be considered a skill test.
Perception Checks
There are no perception checks. Consider whether in the fiction something can be perceived and must be interacted with.
- What is easily perceived? The PCs see it unless there is a good reason they do not.
- What is partially obscured or difficult to perceive? The PCs have vague impressions of it.
- What is hidden? The PCs may only gain information if they interact with or investigate the person, place, or thing.
Social Checks
To gauge an NPC’s disposition to any party member, first establish a motivation for the NPC, something that should be determined by the fiction or established ahead of time. This may include protecting a secret, getting rich, or furthering their faction’s goal.
Roll 2d6 or depend on the fictional positioning to determine their disposition toward the party member in conversation.
| 2d6 | Disposition |
|---|---|
| 2 | Hostile |
| 3-5 | Wary, suspicious, unfriendly |
| 6-8 | Curious, uncertain, uninterested |
| 9-11 | Friendly, kind, polite |
| 12 | Helpful |
Positive interactions in role play, such as bribes, arguments, appeasements, or flattery (which need not be fully acted out) can increase or decrease the NPC’s disposition by a level. A CTRL save may be necessary to determine whether an approach has worked.
If an approach does not work, it can be assumed that it will not work on the NPC in order to avoid retreading the same approach.
Hobnobbin’, Bamboozlin’, Negotiatin’, and Gettin’ One Over
When trying to convince someone or negotiate, rely on social checks above. For a more mechanical method, make a CTRL save with a DV equal to the NPC’s Threat.
In an advantageous position (with a bribe, evidence, leverage, subterfuge, etc.), -4 to the DV. If it goes negative, the check passes automatically.
In a disadvantageous position (recently disgraced or humiliated, not wearing pants, bad reputation, etc.) +4 to the DV.
As always, add each injury to the DV of the roll as well.
On a failure, the subject requires more to be convinced or is completely implacable based on the fictional circumstances.
Arguin’, Fussin’, and Playin’ the Dozens
When verbally sparring with an enemy in front of an audience or in a public setting (like a courtroom where you’re defending yourself on charges of horse theft, a hoity-toity hifalutin party you’re casin’ the joint at, or a gambling parlor where you’re trying to get into or out of a fight), establish what is at stake.
- One PC and one NPC must be chosen to represent their respective sides.
- Choose (secretly) whether to
- attack: accuse, intimidate, insult boisterously
- defend: cite, reason, flip it on them
- flourish: charm, taunt, subtle dig
- Resolve round. Simultaneously reveal
- Defend beats attack
- Attack beats flourish
- Flourish beats defend
- The loser must make a CTRL save or suffer a lesser injury (lose face). If it is a tie, both sides must make the save. The DV is equal to any accumulated injuries as normal.
- The first time a side suffers a lose face injury as a moderate injury (lose face goes up to publicly shamed), they lose the encounter.
Ties may occur. Ties go in favor of the side that has less to lose, which is determined by the fiction. For example, if you’re on trial, the prosecutor has a lot less to lose than you do, so if the result was a tie, you lose.
In cases where the stakes are low or unclear, the spar may begin anew, be dismissed by the observers, and/or be settled with violence.
Lockpick Checks
When picking locks and you don’t want to smash and grab or use dynamite, use the lockpicking procedure, created by Telecanter and featured in Errant by Ava Islam.
To pick a lock, the character requires lockpicks and picking the correct lockpicking actions in the correct order. The actions are:
- Tap (T)
- Probe (P)
- Rake (R)
- Each lock has three tumblers, each of which which require an action. No two sequential tumblers require the same action.
- Each lock type requires the same set of actions once it is solved. When a lock is solved, every other lock of that type is solved in the same manner. In this manner, the character gains expertise in lockpicking.
- If the wrong action is chosen, the lock becomes stiff until unlocked. If a wrong action is chosen on a stiff lock, the lock becomes jammed and cannot be unlocked.
Every full attempt at unlocking the lock (not each action) counts as 1 turn.
For any DV listed, the character may choose to roll a CTRL save to study the lock and learn the next lockpicking action. Each study check counts as 1 turn.
A failure on a stiff lock results in the lock getting jammed. It must be broken off or otherwise destroyed (loud, messy, obvious).
Creating Locks
For the referee, to create a lock, roll 1d12 per column below (3d12).
| d12 | Lock Type (DV) | Sequence | Complication |
|---|---|---|---|
| 1 | Crude (0) | TPT | |
| 2 | Pin (1) | TPR | |
| 3 | Bolt (2) | TRT | |
| 4 | Screw (3) | TRP | Alarmed |
| 5 | Cylinder (4) | PTP | Cracked |
| 6 | Anchor (5) | PTR | Worn |
| 7 | Warding (6) | PRT | Worn |
| 8 | Holy (7) | PRP | Reinforced |
| 9 | Mystical (8) | RTP | Reinforced |
| 10 | Alien (9) | RTR | Delicate |
| 11 | Ancient (10) | RPT | Delicate |
| 12 | Eldritch (10) | RPR | Trapped |
Once a lock type has a sequence assigned to it, that association is permanent. That is, if a screw lock results in the sequence RPR, that is always the sequence to unlock all future screw locks.
When rolling for a lock, randomize the type of lock (within reason, i.e. an Alien lock probably wouldn’t be found in a fire safe in someone’s home). You may also want to include complications like those below:
| Complication | Effect |
|---|---|
| Cracked | Any action works on the first tumbler |
| Worn | First jam is ignored |
| Reinforced | +4 to the DV (max 10) |
| Delicate | First mistake jams the lock |
| Trapped | Every mistake triggers a trap (needle, spray, etc) inflicting a lesser injury |
| Alarmed | First mistake sounds an alarm which summons guardians |
Damage
Adapted from Blades in the Dark, harm used under CC-BY.
Rather than using hit protection or guard, all characters have Injury Slots. There are four levels of injuries:
- Lesser. Bruised, drained, battered, etc. 2 slots are available for this type of injury.
- Moderate. Winded, deep cut to a limb, concussed, etc. 2 slots are available for this type of injury.
- Severe. Impaled, shattered, burned, etc. 1 slot are available for this type of injury.
- Fatal. Drowned, shot in the heart, exploded, etc. There are no slots for these injury types because suffering this type of injury kills the character, immediately or in short order.
When an injury of a certain level must be marked but the row is already full, then the injury moves up to the next level.
For example, if you suffer a lesser injury and two lesser injuries are already marked, it fills a slot in the next slot up. If a PC must suffer a severe wound but the slot for a severe wound is full, then they suffer a fatal wound.
| Injury Type | Slots | Condition |
|---|---|---|
| Severe | 1 | Need help or will die, potentially permanent damage |
| Moderate | 2 | |
| Lesser | 2 |
Every injury adds +1 to any difficulty value (DV) rolled for any reason.
Metaphysical Wounds
Injuries can be emotional or psychic as well as physical. Such emotional or psychic injuries are inflicted in the fiction when appropriate, by enemy or environmental effects. These start off as lesser injuries.
Certain social encounters may inflict lesser injuries as well.
Environmental Miseries and Conditions
In extreme heat, ration use is doubled as you require more water. If not cooled down or drinking extra water, you must make a BODY save or suffer a lesser injury (dehydrated). At the severe level, you are wasting away.
In extreme cold, unless dressed warmly or resting in a warm shelter, you must make a BODY save or suffer a lesser injury (freezing). At the severe level, you become frostbitten.
Afflictions
Afflictions inflict moderate injuries which worsen when left untreated. Hunger, thirst, poison, snake venom, and disease also inflict injuries. These worsen over time if left untreated and begin as moderate injuries.
Healing
A good night’s rest will clear all lesser or moderate injuries.
Proper treatment or healing will clear any single injury: lesser, moderate, or severe.
Death
When a PC dies, have a funeral for them later. As soon as possible, have the player roll up a new character and introduce them immediately. If you have trouble coming up with a way of doing this, refer to d100 introductions for newly minted PCs.
Weapons
All firearms have a number of shots. Some may have special modifiers. To reload a firearm, you must spend lead and an action to reload.
For bows, blowguns, and other weapons with ammo that are not firearms, ammo is tracked in a stack.
Melee weapons have effects based on the fiction. Some can be thrown, like axes and knives, and use the Accuracy (ACC) save to attack.
| Firearm | Shots | Slots/Hands | Notes |
|---|---|---|---|
| Pistol | 10 | 1 | -1 DV on Nearby Range Shots |
| Revolver | 6 | 1 | Multiple shots per round |
| Repeater | 10 | 2 | Multiple shots per round |
| Shotgun | 2 | 2 | +2 DV, +4 DV on multiple targets |
| Rifle | 5 | 2 | -2 DV on Far Range Shots |
| Scoped Rifle | 1 | 2 | -4 DV on Far Range Shots |
| Ranged Weapon | Hands | Slots | Notes |
|---|---|---|---|
| Bow | 2 | 1 | Cannot be used at Melee range / Can shoot over (not around) cover |
| Blowgun | 2 | 1 | Injuries worsen over time / Shots to the head hit neck, instantly inject dart substance |
| Throwing Axe | 1 | 2 to a slot | Cannot be used at Far range / Melee weapon at Close range |
| Throwing Knife | 1 | 2 to a slot | Cannot be used at Far range / Melee weapon at Close range |
| Melee Weapons | Slots |
|---|---|
| Hand Axe | 1 |
| Hunting knife | 1 |
| Club | 1 |
| Hammer | 1 |
| Hatchet | 1 |
| Cleaver | 1 |
| Machete | 1 |
Lead
Adapted from We Deal in Lead by Colin Le Sueur
Lead is primarily used to reload firearms when they run out of ammo. Lead can be used on any firearm. You only need to spend 1 Lead to reload a firearm to its max ammo.
Lead can also be used for lead-working by ingesting it.
Lead is tracked separately (it does not take up a burden slot).
Lead-Working
Lead-working is magic enabled by ingesting lead as an action during combat (or 10 seconds outside of combat) and subsequently activating a working using another action.
Casting a Working
When casting a working, the caster must roll 1d6 for each lead ingested. On a result of 6, the caster suffers powderburn as a lesser injury. As usual, any lesser injury taken without a slot available becomes a moderate injury and so on to a severe injury, and finally, a fatal injury.
Rather than suffering powderburn, the caster may instead suffer a catastrophe for each 6 rolled. Catastrophes may result in other injuries.
If the working has an unwilling target, each lead ingested adds +1 DV to a CTRL save that the target must make. On a failure, the target suffers the effect of the working. If the working has no target, it happens.
Relevant catastrophes can be retrieved from Wonder & Wickedness and The Book of Gaub.
Workings
Workings take up 1 burden slot. A working may be cast once per day safely. A caster may choose to cast the working again at the cost of a lesser injury (powderburn).
Workings must be learned. To learn a working, make a CTRL save after studying it. If you fail, you can never learn the working.
Adapting Spells from Other Systems
If the working has spell levels to refer to when taken from another system, the level equals how much lead must be ingested.
NPC Stats
Adapted from Errant by Ava Islam and Old School Essentials by Gavin Norman.
NPCs have simplified stats: Threat + Morale + Special.
Mundane NPCs have four injury slots like PCs do. Supernatural creatures may have additional injury slots. Size is medium unless otherwise stated.
Threat
Their Threat level represents their power, ranging from 1-10.
When a PC must make a save against an NPC’s effect, the DV is equal to their Threat level.
When the NPC must make a save (including shooting a firearm), they must save under or equal to their Threat + 8. If an NPC would be deficient in something, divide their Threat in half first (rounding up) before adding 8.
Morale
Their Morale is a measure of their courage in battle, ranging from 2-12, the higher, the more courageous.
2: NPC will not fight. No morale checks should be made.
12: NPC will fight to the death, never checking morale.
The referee rolls 2d6 and compares the result against the NPC’s morale score whenever
- They suffer the first casualty on their side
- Half their number is taken out of combat
- (If alone) they suffer 2 moderate injuries
Damage Modifiers
If a creature is resistant to something, it reduces injuries by 1 step (fatal injuries become severe, severe injuries become moderate, moderate injuries become lesser, lesser injuries are ignored).
If a creature is weak to something, it increases injuries by 1 step (fatal injuries remain fatal, severe injuries become fatal, moderate injuries become severe, lesser injuries become moderate).
Supernatural Creatures (Monsters)
Some enemies may not be beasts or gunslingers but straight-up monsters. Monsters may have different injury tables to gunslingers.
For example, a dragon using its breath weapon may inflict fatal injuries more commonly. Give the monsters special abilities that are not just inflicting injuries on the party, like conditions with fictional ramifications (sleep, agony, blinding, deafening, muting, body-swapping, gravity inversion, polymorphing, etc).
For additional monster abilities, refer to d100 Monster Special Attacks.
Example stat lines
Outlaw T 3 ML 7 ▢▢|▢▢|▢ Machete. 2 Revolvers
Pinkerton T 4 ML 9 ▢▢|▢▢|▢ Knife. Repeater
Preacher T 2 ML 5 ▢▢|▢▢|▢ Prayer book. Rusty revolver (jams on 19+). Immunity: snake venom.
- Working: Healing hands, restore 1 injury slot.
Bear T 4 ML 7, Large ▢▢|▢▢|▢ Claws. Bite.
- Bear hug: BOD save or be grappled, suffer lesser injury (crushed)
Fire Dragon T 10 ML 12, Gargantuan ▢▢|▢▢|▢▢|▢ Claws. Tail. Bite. Ironscales: +1 DV to mundane bullets
- Buffeting wings: BOD save or fall prone.
- Fire breath (2-in-6 recharge): Inhale 1 round, multiple targets, lights flammable items; BOD save or suffer severe injury (horribly burned).
Hexpaper Witch T 8 ML 5 ▢▢|▢▢|▢ Staff.
- Working: Hex. Draws a crude sketch of you. CTRL save or suffer +2 DV until the paper is destroyed
- Working: Naming. Writes down your name. CTRL save or suffer severe injury (agony). Can only be removed if the paper is destroyed
- Working: Hag eye. Enchants an eyeball that can be used to spy on people
Skeleton T 1 ML 12 ▢▢|▢▢|▢ Pirate sword. Resists: Piercing, slashing. Weak: Bludgeoning. Immunity: Effects that would affect living creatures (poison, venom, mind control, mind reading)