|Click HERE to grab the Index Card Character Sheet PDF|
How to make your person:
1. Look at the character sheet. You have two skills already chosen for you already. Those are Murder and Shooting.
a. Murder means how rough and tumble and good at killing stuff with swords and shit you are.
b. Shooting means how good you are at shooting things.
2. Figure out three other skills your person would be good at. Like Insurance Actuary or Olympic Swimming or Fire Magic or Hoverbike Riding or Alien Language Hearing or whatever. I don’t know what sort of game you’re in. Fuck. Three skills will be at d8. One skill will be at d6. One skill will be at d4. Figure that shit out. Bigger dice mean your person will be better at doing shit.
a. If a skill is really broad, you can’t begin with it at more than a d6 (except Murder and Shooting). For instance, the skill “Boating” is broad. The skill “Owns a Bass Boat” is not.
3. If you just have to be extra special, leave both Murder and Shooting at d4. Then you can replace one of your assigned d8s with a d10.
4. Decide: What the hell is wrong with your character?
5. Decide: What makes you character such a special fucking snowflake?
6. Note that your person is “Not Hurt, Yet” on the Damage Track.
7. Decide what reasonable stuff your person has with the GM.
8. Figure what your person looks like and a name or whatever.
9. Your person is now ready for murdering.
How to do stuff:
When trying to do stuff, pick an appropriate skill and roll that die. If you roll a 4 or better, your person does the thing you want.
You are a special snowflake so you also get to roll a “Wild Die.” This is a d6. If it is higher than the other die, you can use this roll instead.
If you have no relevant skills, you can roll a d4 (and your “Wild Die”) at -2 on each.
Dice explode. If you roll the max # on a die, you can roll that die again and add them together.
If you roll an 8 or more, you succeed with a raise. Normally this just means that you succeed really hard. Sometimes it means something more specific than that.
You get two Bennies per session. These are special physical tokens you turn over to the GM to be even more special. You can spend one to get to reroll a crappy roll. You can also spend one to declare, “It just so happens I have this totally useful, but mundane, item which we need…” and have that statement be true. Oh yah, you can also spend one to not be Shaken (more on that later). Finally, you spend one to move up one step on the damage track.
If your person’s “What the hell is wrong with my character?” thing comes up and you don’t have your person act like that thing is a problem for him/her, everyone should deride you for not playing along.
If your person’s “Special Snowflake” thing is pertinent, you can act like you’ve got a Bennie to spend without actually spending one.
How to kill stuff:
When murder is happening, it is important to know who is doing what when. Everybody draw a card. Pretend you are playing poker, and everybody acts in order from ace down to two. Jokers stay in and they are wild. If you have a joker you can interrupt somebody. That’s totally annoying and totally fun.
To attack: Roll your person’s Murder or Shooting, a success means the other guy/gal is hit. Mooks are out with one hit. Important bad guys/gals have a Damage Track like characters.
Shooting automatically happens first if the guy/gal/thing being shot is more than 21 feet away.
When somebody is damaged that is not a Mook, they move one step down on the damage track.
On the Damage Track:
- Armor means the armor helped and nothing bad has happened yet.
- Ouch means you are hurt a bit, but it is no big deal yet.
- Damn! means that you are wounded kind of bad; -1 penalty to doing stuff.
- Shit! means you are wounded super bad; -2 to doing stuff and your person will die if nothing is done. Get some bandages. Take a breather. Drink some whiskey.
- Fuck! means that you are like super close to dead, you are Shaken (see below) until healed.
- Dead! means your guy/gal is dead.
A few minutes to chill will remove the Armor portion of the damage track, assuming your Person is actually wearing armor. An hour of rest will remove a check from the Ouch box. Reasonable but unskilled medical attention, a day of rest, and a successful Murder roll will remove a check from the Damn! box. Skilled medical care and a week of rest will uncheck the the Shit! box. One month of skilled medical care and total rest will uncheck the Fuck! box.
The damage track tells you when you will be Shaken. When Shaken, your person is like freaked out or got the wind knocked out of him/her or something. You can only move or try to not be Shaken when your person is Shaken. To not be Shaken, make a successful Murder roll. Not being Shaken anymore
does not remove damage.
Minutia about Killing and Doing Stuff:
- If you attack without a weapon, roll a die one step down.
- If an attack succeeds with a Raise, the victim goes two steps down on the Damage Track.
- GMs will impose penalties between -1 and -4 for doing stuff that is like really hard. GMs are dicks like that.
- If your Person is not wearing armor, mark out the Armor box on the Damage track and just, like, pretend it isn’t there.
- If magic can attack something, treat it just like shooting or murder. Really powerful magic or psionics or laser-eyes should probably like hurt the character or be fueled by bennies or something.
Getting Better at Stuff:
At the end of a session, if your character did something everyone agrees was awesome: then your person can learn a new skill at d4 or raise his/her lowest skill.
Notes for GMs:
Monsters and Obstacles should totally break these rules. Make stuff exciting and give players lots of room to make bad decisions.
Assume Mooks do everything at d6 unless it seems like they’d be bad at it.
If there is no way to do a thing, don’t let people roll dice.
Have fun and try to give the players many interesting problems.
Make sure to get some murdering in if you can.