The quaint little town of Santa Barbara... once a thriving settlement nested against cliffs, the local silver mines providing boon to the populace, Santa Barbara is now a ghost town. Only the dire Scorpions and vile Coyotes, two opposing gangs, battle for dominance, loot and glory in here... and time has come to spill blood once more!Welcome to SHOOTOUT!
It's a team-based deathmatch where people shoot each other with revolvers, rifles and shotguns!
Hide behind barrels, take aim, and snipe that sonuvawitch who killed your brother (or whatever your justification is)!
CHARACTER SHEET:
Name: Character name (User name)
Gang:
Scorpions (A) or
Coyotes (B)
Health: 6, unless modified by Skills
Skill A: from the list below
Skill B: from the list below
Weapon: from the list below
Item A: always a box of ammo for weapon above
Item B: from the list below
Item C: from the list below
RULES:
Each Turn, all of the Characters currently playing SHOOTOUT must post an action. These actions are processed according to the reversed order of applications.
Actions available are:
SHOOT: You shoot at the targeted enemy, expending 1 ammo of your weapon.
AIM: You spend the time carefully aiming at the Target; your next SHOOT against that Target will grant +3 to Hit.
COVER: You take cover behind a nearby object, getting bonus Evasion. Read below for specifics!
RUN'N'GUN: You run and shoot at the targeted enemy; the running lowers your Hit by 1 but increases Evasion by 3.
ITEM/RELOAD: You expend 1 Item from your list of Items, or Reload your weapon with Ammo Item.
COVER:
Cover represents hiding behind a nearby object; each Object can provide cover for only 1 shooter at a time.
At any given time, there are 3 Covers for each Gang. If one is destroyed, another is immediately spawned. All Covers (starting and new) are randomly chosen from list below.
Each Cover has two stats: Toughness, and Evasion.
Toughness refers to Health of the object; once it drops below 0, the object is counted as pulverized by enemy fire, and you no longer benefit from its bonus Evasion.
Evasion refers to the bonus Evasion given to you when you hide behind the specific object.
When your Enemy attacks you, and misses while you're behind Cover, the Cover's Toughness is damaged instead.
You remain at COVER until it is destroyed, or you RUN'N'GUN away from it - or you get killed, obviously.
Types of Covers:
Barrel: 15 Toughness, 2 Evasion.
Saguaro Cactus: 15 Toughness, 4 Evasion.
Large Crate: 20 Toughness, 2 Evasion.
Wooden Fence: 20 Toughness, 3 Evasion.
Wooden Wall: 20 Toughness, 5 Evasion.
Metal-wrought Box: 25 Toughness, 3 Evasion.
Brickwall Piece: 40 Toughness, 5 Evasion.
Flat Boulder: 50 Toughness, 3 Evasion.
Large Rock: 60 Toughness, 6 Evasion.
SKILLS:
You can pick each Skill only once!
Big One: Mutually exclusive with Small Frame. +4 Health, -1 Damage received, -2 Evasion.
Eagle Eye: +2 to Hit.
Fleet-footed: +2 to Evasion when NOT behind Cover.
Gunslinger: Revolver only. +1 Hit and +1 Damage with Revolver.
Healthy: +3 Health.
Jack-of-all-Stats: +1 Health, +1 to Hit, +1 to Evasion.
Quick Load: Revolver only. You reload up to 3 Ammo at once instead of 1.
Rifleman: Rifle only. +1 Hit and +1 Damage with Rifle.
Sharpshooter: Rifle only. +1 Hit with Rifle; extra +2 Hit when AIM'ing.
Shottyman: Shotgun only. +1 Hit and +1 Damage with Shotgun.
Small Frame: Mutually exclusive with Big One. -1 Health, +2 Evasion, extra +1 to Evasion when behind Cover.
Triggerhappy: Revolver only. Doubles your attacks (SHOOT, RUN'N'GUN).
COMBAT:
When a character attacks someone from opposite gang, their Hit is rolled against enemy Evasion. Hit/Evasion rolls use 1d6 dice.
If the Hit is higher than Evasion, the person is shot and Damage is rolled.
The Damage roll depends on weapon used, as well as on certain skills and items.
For example, Joe, with Revolver, SHOOTS Jack, who's hiding behind Wooden Wall.
Joe is both a Gunslinger and an Eagle Eye, giving him a total of +3 to Hit.
Jack is Jack-of-all-Stats, giving him +1 to Evasion, and the Barrel provides further +5 to Evasion.
Joe rolls a 6, Jack rolls a 3.
Joe: 6+1+2 = 9
Jack: 3+1+5 = 9
Joe's total Hit is NOT higher than Jack's total Evasion, meaning that Joe misses Jack, and the Wooden Wall receives damage instead.
Jack lives to see another turn, and has a chance to shoot the bastard back!
WEAPONS:
There are 3 Weapons:
Revolver: No gunslinger can go without one! 4-6 Damage, 6/6 Ammo.
Rifle: Has only one shot - has targeting sights! 5-9 Damage, 1/1 Ammo, +2 to Hit.
Shotgun: Load it up and spray your target with hot lead! 6-12 Damage, 1/1 Ammo. Deals extra 3 damage to Target's Cover on Miss.
ITEMS:
All Items are for personal use only! Ammo are the only Items that can be taken more than once.
Revolver Ammo: A belt of revolver bullets. 12/12 Ammo for Revolver.
Rifle Ammo: A box with rifle bullets. 8/8 Ammo for Rifle.
Shotgun Ammo: A box of shotgun buckshot. 8/8 Ammo for Shotgun.
Cape: +1 to Evasion. Always on.
Leather Jacket: -1 Damage received. Always on.
Metal Plate: -2 Damage received, -1 to Evasion. Always on.
Salve: Restores 3 Health.
Spectacles: +1 to Hit. Always on.
RESPAWN:
If you die, do not fret!
The waitlist is always open. Just pick a new name, set of skills and items, and you will get back into action at earliest opportunity!
7. Name: Jeremy "Tinny" Johnson (Yottawhat)
Gang: Coyotes (B)
Health: 5
Skill A: Small Frame: -1 Health, +2 Evasion, extra +1 to Evasion when behind Cover.
Skill B: Fleet-footed: +2 Evasion outside Cover.
Weapon: Shotgun: 6-12 Damage, 1/1 Ammo. Deals extra 3 damage to Target's Cover on Miss.
Item A: Shotgun Ammo: 8/8 Ammo for Shotgun.
Item B: Cape: +1 to Evasion. Always on.
Item C: Leather Jacket: -1 Damage received. Always on.
6. Name: Doombob (Doomblade187)
Gang: Scorpions (A)
Health: 6
Skill A: Shottyman: +1 Hit/Damage with Shotgun.
Skill B: Fleet Footed: +2 Evasion outside Cover.
Weapon: Shotgun: 6-12 Damage, 1/1 Ammo. Deals extra 3 damage to Target's Cover on Miss.
Item A: Shotgun Ammo: 8/8 Ammo for Shotgun.
Item B: Spectacles: +2 Hit. Always on.
Item C: Salve: Restores 3 Health.
5. Name: Kit Rougard (KitRougard)
Gang: Coyotes (B)
Health: 6
Skill A: Triggerhappy: Doubles Attacks
Skill B: Quick Load: Reloads 3 Revolver Ammo
Weapon: Revolver: 4-6 Damage, 6/6 Ammo.
Item A: Revolver Ammo: 12/12 Ammo for Revolver.
Item B: Revolver Ammo: 12/12 Ammo for Revolver.
Item C: Spectacles: +1 Hit. Always on.
4. Name: Simon Garfunkel (King Zultan)
Gang: Coyotes (B)
Health: 6
Skill A: Rifleman: +1 Hit and +1 Damage with Rifle.
Skill B: Sharpshooter: +1 Hit with Rifle; extra +2 Hit when AIM'ing.
Weapon: Rifle: 4-6 Damage, 1/1 Ammo.
Item A: Rifle Ammo: 8/8 Ammo for Rifle.
Item B: Spectacles: +1 Hit. Always on.
Item C: Leather Jacket: -1 Damage Reduction. Always on.
3. Name: Lenny 'Bronco' Barley (Failbird105)
Gang: Scorpions (A)
Health: 13/13
Skill A: Big One: +4 Health, -1 Damage Reduction, -1 Evasion.
Skill B: Healthy: +3 Health
Weapon: Shotgun: 6-12 Damage, 1/1 Ammo. Deals extra 3 damage to Target's Cover on Miss.
Item A: Shotgun Ammo: 8/8 Ammo for Shotgun.
Item B: Metal Plate: -2 Damage received, -1 to Evasion. Always on.
Item C: Leather Jacket: -1 Damage received. Always on.
2. Name: Bill Tanner (Kashyyk)
Gang: Scorpions (A)
Health: 6/6
Skill A: Rifleman: +1 Hit/Damage with Rifle
Skill B: Eagle Eye: +2 to Hit
Weapon: Rifle: 5-9 Damage, 1/1 Ammo, +2 to Hit.
Item A: Rifle Ammo: 8/8 Ammo for Rifle.
Item B: Spectacles: +1 to Hit. Always on.
Item C: Cape: +1 to Evasion. Always on.
1. Name: Jeremiah Nix (NRDL)
Gang: Coyotes (B)
Health: 7/7
Skill A: Gunslinger: +1 Hit/Damage with Revolver
Skill B: Jack of all stats: +1 Health/Hit/Evasion
Weapon: Revolver: 4-6 Damage, 6/6 Ammo.
Item A: Revolver Ammo: 12/12 Ammo for Revolver.
Item B: Cape: +1 to Evasion. Always on.
Item C: Leather Jacket: -1 Damage received. Always on.