cp1:start
Cowpunchers
House Rules/Clarifications
Character Generation
- Attributes: Roll 4d6 4 times. Drop 1 die from each pool. Pick 3 of the results, assign as you see fit to Vigor, Finesse, Smarts. So if you have a 14, 13, 8 and 6 as your rolls, you can assign any of those values to the score you see fit.
- Hit points: Average your attributes, round up. Add the bonus dice from your highest attribute bonus as extra hit points. For example, if you have Vigor of 11, Finesse of 13 and Smarts of 15, you'd have 13 hit points. Add the bonus dice from a 15 smarts (2), giving a total of 15 hit points.
Tests
Core Die | Successes on other dice? | Result |
---|---|---|
1 | No | Critical failure, something bad happens. Also, your parents don't like you |
1 | Yes | You may succeed (based on additional successes), but… something non-catastrophic but interesting happens |
2-5 | Maybe | You succeed, maybe, depending on the number of successes you need and the # of successes you got |
6 | Maybe | If opposed roll, you get an additional success (the 6 counts as 2). If standalone role, something positive occurs if possible if you have enough successes. Doesn't guarantee success |
Combat
- Initiative: Instead of resolving combat simultaneously RAW, at the beginning of hostilities roll Finesse + Smarts + Core Die. Going from most ⇒ least successes, players state when they want to go. After order is pinned down, characters get their move and their action(s).
cp1/start.txt · Last modified: 2024/02/18 18:04 by chris