Doesn't matter - shoot the bastard on the other side of the street and walk away alive and rich, or become caretaker's newest burden...
WILD WEST SHOOTOUT
Each Player makes a Character with 5 Stat Points to allocate.
Name: Billy the Kid, Samuel "Blackbeard" Rockson, Richard Swiftpaw the 3rd, Manuel Maria Pereira de Santa Cruz, or Jackie "Blood Morning" Headhunter - have fun with this!
Initiative: This plus 1d10 roll determines the first bullet; if you have 10 more than the other guy, you shoot first anyway. If the difference is 5 or less, both Guys will be able to shoot a Bullet. Starts at 10.
Hit: Chance to hit the other guy, starts at 20.
Evade: Chance to avoid the bullet of the other guy, starts at 15.
Skill: Chance to deal 1 extra wound to the other guy on hit, starts at 15.
Wounds System:
At its base, every Guy can withstand 3 Wounds to his name.
At its base, each Gun deals 3 Wounds with them shots. You can see where this goes, right?
If you are at or below 50% Wounds, you gain a penalty of -10 Hit and Evade. So avoid getting Wounded!
INVENTORY:
At start you have 20$ to spend on Stuff, and you gotta pick a Weapon, and optionally, an Armor.
Weapons:
Peashooter: Standard gun, can't go around playing Wild West Shootout without it! 0$
Rev 1869: +5 Hit bonus. 5$
Rev 1875: +10 Hit bonus. 10$
Rev 1884: +15 Hit bonus. 15$
Rev 1892: +20 Hit bonus. 20$
Big Iron: +33 Skill bonus. 15$
Biggest Iron: +66 Skill bonus. 30$
Steelboy Mk1: +1 Wound per shot. 40$
Steelboy Mk2: +10 Hit bonus, +1 Wound per shot. 55$
Steelboy Mk3: +20 Hit bonus, +1 Wound per shot. 70$
Merry Capper: +2 Initiative bonus. 10$
Roundmaster'82: +5 Hit bonus, +5 Skill bonus, +1 Initiative bonus. 35$
Roundmaster'90: +15 Hit bonus, +15 Skill bonus, +2 Initiative bonus. 65$
Armors:
Cape: +5 Evade bonus. 5$
Leather Jacket: +1 max Wound. 10$
Coat w/Cape: +15 Evade bonus. 15$
Steel Plate: +2 max Wounds, -15 Evade penalty. 20$
Trenchoat: +1 max Wound, +10 Evade bonus. 25$
Full Metal Jacket: +2 max Wounds. 40$
Cavalry Uniform: +2 max Wounds, +10 Evade bonus. 65$
Starting Perks: You can choose 1 Base Perk and request up to 3 extra Perks, which are chosen randomly - are ya feeling lucky?
Base Perks:
1 Good Eye: +3 Hit.
2 Fast Draw: +1 Initiative.
3 Fleet-Footed: +3 Evade.
4 Healthy: +1 Max Wound.
5 Rich Kid: +5$.
6 Surgical: +3 Skill.
Additional Perks:
7 Bloodlust: +10 Skill for each Wound below Maximum.
8 Born Gunslinger: +2 Initiative, Hit, Evade, Skill.
9 Chicken: -15 Hit, +15 Evade.
10 Cross-Eyed: -10 Hit.
11 Cursed-at-Birth: Enemy gains +20 Skill against you.
12 Falcon: +10 Hit.
13 Hurricane: +15 Evade.
14 Inept: -5 Hit, -5 Evade, -5 Skill.
15 Intuition: +5 Hit, +5 Evade.
16 Iron-Hide: Receives 1 Wound less from all Guns.
17 Lucky Star: Enemy gains -40 Skill against you.
18 One Shot Wonder: -1 Max Wound, +25 Skill.
19 Owl: +15 Hit.
20 Providence: Cannot be killed with 1st bullet; instead goes down to 1 Wound remaining.
21 Reckless: +10 Hit and Skill, -15 Evade.
22 Robust: +2 Max Wounds, -10 Evade.
23 Sickly: -1 Max Wound.
24 Sluggish: -3 Initiative.
25 Snake: +5 Hit, +5 Skill.
26 Trigger-Happy: +3 Initiative, -5 Hit.
27 Tycoon's Heir: +20$.
28 Viper: +1 Initiative, +5 Skill.
29 War Veteran: +5 Hit, +5 Evade, +5 Skill.
30 Zephyr: +10 Evade.
THE HIGH NOON:
The inevitable meeting between two Guys.
A random Guy is chosen as the 1st participant; then they can choose they Opponent from the List of Guys.
Bullets have base 50 Hit chance, we add Guy's Hit and substract Other Guy's Evade, and a 1d100 roll is performed; if the result is equal OR lower than resultant Hit number, the Bullet hits and deals Wounds.
Once the two Guys begin combat, the outcome for one is Death, and for the other Victory. Except those rare times both gonna kill each other, but, well, that's how it goes sometimes.
LAST MAN STANDING:
Once the shots are resolved, and both participants are still alive, we go for another round.
If a Guy has died, the Other Guy that is still alive gets 5$ (+$ held by the now dead Guy) and 5 Skill points to allocate, and his Wounds are restored so that he's ready to meet Another Guy.
How long this continues? Why, until there is peace in the Wild West once again!... (so never)
Aleister Quade: KILLS: 4
Max Wounds: 3+1 = 4
Initiative: (10+2+3+1+1)+1+2 = 20
Hit: (20+3+2)+15+2 = 42
Evade: (15+2+2)+2+10 = 31
Skill: (15+2+2)+2+33 = 54
Perks: Fast Draw (+1 Initiative), Owl (+15 Hit), Tycoon's Heir (+20$), Born Gunslinger (+2 Initiative, Hit, Evade, Skill)
Equipment (10$): Big Iron (+33 Skill) // Trenchcoat (+1 max Wound, +10 Evade)