S P A C E G U N S
Players go up against ruthless outlaws, old friends turned enemy, bounty hunters, one another, et cetera, et cetera.
You have a revolving pistol with six shots and 10 base HP. Percentages indicate the likelihood of the result occurring, each sub-result has an equal chance of occurring. That is to say: 1/6 for each Hit sub-result, and 1/3 for each Malfunction sub-result. The numbers near the listed body parts beneath Hit indicate the amount of damage done.
Hit 50%
-Head 10
-Body 5
-Right Arm 3 [victim drops his gun, if he shoots with this arm he's 10% LESS likely to hit his opponent, condition is permanent until the fight is concluded]
-Left Arm 3
-Right Leg 4 [victim is 10% MORE likely to be hit if struck in one leg and can't run, 25% more likely to be hit if struck in both and can only crawl, condition is permanent until the fight is concluded]
-Left Leg 4
Miss 40%
Malfunction 10%
-Jam [turn is wasted, cylinder doesn't rotate]
-Misfire [chambered round is rendered useless, cylinder rotates as normal]
-Explosion [weapon destroyed, shooting arm damaged]
After the result has been determined, there is always a 1% chance of the result being Critical, which upgrades the result by one tier.
Malfunction > Miss > Hit > Automatic Headshot
I roll a d6 for each player every turn, if it's EVEN you're fast, if it's ODD you're slow. The fast man acts first, but if you're both fast or slow you act at the same time.
Actions
You get one action each turn. Some basic actions you can perform: pull the trigger, rotate the cylinder once in either direction, spin the cylinder (which randomly lands you on one of the six chambers), pick up your fallen gun if you've dropped it, strike your opponent with your weapon if you're close enough, and more. Moving and talking are free actions. Moving is especially important as the scene around you changes whilst your duel unfolds. Talking (roleplaying) helps set the mood and is vital to understand why the two players are fighting, it also makes everything a hell of a lot more fun. Banter and insults are encouraged.
Level
You increase by one level for every fight you win.
You win a fight if you're alive (unconscious, wounded, cut in half, as long as you're not dead) and your opponent is either dead or helpless, or he decides to surrender. After that, it's up to you to decide to spare his life or not. Fights can also end in a draw, if both participants decide they no longer want to fight and lose all their stuff, or if they're both somehow incapacitated.
[Name]
HP 10/10
PISTOL [o] o o o o o
LVL 0
Chamber Key
[] = Active Chamber
o = Loaded
x = Empty
- = Misfired
The active chamber moves to the right every time you pull the trigger, unless you jam, and loops on back to the first once it's reached the end. Hopefully you're familiar with how revolvers work.
How to Play
Each player takes turns being the Challenger. The Challenger can choose to fight an NPC at the same level he is, or any other player at or above his current level. You may not challenge players at a lower level than you. If you die, you lose all earned items and upgrades and you have to start from level 0 again.
If you beat someone above your level, you gain the difference between his level and yours, plus the reward for winning the fight.