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Massimo De Luca Order Confirmation

The document is a game manual titled 'Massimo De Luca' authored by Corey Ryan Walden, detailing the rules and mechanics for a role-playing game. It includes sections on character creation, gameplay mechanics, combat, and scenarios, along with credits and acknowledgments. The manual is copyrighted in 2015 and provides a comprehensive guide for players and game masters.

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Massimo De Luca
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© © All Rights Reserved
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0% found this document useful (0 votes)
25 views57 pages

Massimo De Luca Order Confirmation

The document is a game manual titled 'Massimo De Luca' authored by Corey Ryan Walden, detailing the rules and mechanics for a role-playing game. It includes sections on character creation, gameplay mechanics, combat, and scenarios, along with credits and acknowledgments. The manual is copyrighted in 2015 and provides a comprehensive guide for players and game masters.

Uploaded by

Massimo De Luca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

MASSIMO DE LUCA (Order #48971010)

MASSIMO DE LUCA (Order #48971010)


MASSIMO DE LUCA (Order #48971010)
Credits
Writing & Design: Corey Ryan Walden
Editing & Proofreading: Ashlee Scholefield, Joseph Salvador
Cartography & Layout: Joseph Salvador, Corey Ryan Walden
Artwork: Erik W. Wilson
Playtesting & Suggestions: Claire Ahuriri, Matthew Breen, James Dunning, Hugh Keal, Ben Middleton, Josef
Richardson, Richard Satherley, Sarah Walden, Chris Kutalik, Eric Fabiaschi , Gus L, Chris S, Edgar Johnson, Michael D,
Matthew Adams.
Free Stuff: [Link]
Contact: coreyrwalden@[Link]

Thanks to… Sarah, for her encouragement, positivity, and support; my parents, Carol and Eric; my regular gaming
group: Ben, Hugh, Jo, and Richard (this game is richer from your input!); Jeff Talanian; Chainsaw; Michael Thomas; the
Dragonsfoot and G+ community. A special mention is given to Joe Salvador for his valuable input and excitement towards
this project. Finally, acknowledgements are due to Gary Gygax & Dave Arneson for birthing the role-playing game, providing
millions with endless adventure.

Copyright 2015 © Corey Ryan Walden ISBN: 978-1-329-44973-2 (PDF Version)


No part of this work may be reproduced or copied without the express permission of the author. Similarities to any person,
living or dead, are entirely coincidental, unless explicitly stated otherwise.

MASSIMO DE LUCA (Order #48971010)


Table of Contents
Credits  ..............................................................................................................................................................................................  4  
Table  of  Contents  ..........................................................................................................................................................................  5  
The  Alpha  Playtest  .......................................................................................................................................................................  8  
Happy Gaming!  .............................................................................................................................................................................  8  
Corey Ryan Walden  .....................................................................................................................................................................  8  
August 9, 2015  ................................................................................................................................................................................  8  
Introduction  ...................................................................................................................................................................................  8  
What  Is  This  Game?  ..........................................................................................................................................................................................  9  
What  You  Need  To  Play  ..................................................................................................................................................................................  9  
What  Is  In  This  Booklet?  ...............................................................................................................................................................................  10  
Chapter  1:  Characters  ..............................................................................................................................................................  11  
Method  A  .............................................................................................................................................................................................................  12  
Method  B  .............................................................................................................................................................................................................  12  
1.  Gender  .........................................................................................................................................................................................  12  
2.  Names  ..........................................................................................................................................................................................  12  
3a.  Quick  Play  Characters  ..........................................................................................................................................................  13  
Folk  Hero  .............................................................................................................................................................................................................  13  
Gambler  ...............................................................................................................................................................................................................  14  
Indian  Brave  ......................................................................................................................................................................................................  14  
Outlaw  ..................................................................................................................................................................................................................  14  
Soldier  ..................................................................................................................................................................................................................  14  
Holy-­‐Roller  (Optional)  ..................................................................................................................................................................................  14  
3b.  Backgrounds  ...........................................................................................................................................................................  15  
Grit  Chart  .............................................................................................................................................................................................................  15  
Grit  Rewards  ......................................................................................................................................................................................................  15  
Folk  Hero  .............................................................................................................................................................................................................  15  
Gambler  ...............................................................................................................................................................................................................  16  
Indian  Brave  ......................................................................................................................................................................................................  17  
Outlaw  ..................................................................................................................................................................................................................  18  
Soldier  ..................................................................................................................................................................................................................  19  
Holy-­‐Roller  (Optional)  ..................................................................................................................................................................................  20  
4.  Skill  Points  .................................................................................................................................................................................  21  
Minimum  Background  Skill  Points  Chart  ..............................................................................................................................................  21  
Highest  &  Lowest  Skill  Points  Chart  ........................................................................................................................................................  21  
Health  ...................................................................................................................................................................................................................  21  
Defense  .................................................................................................................................................................................................................  22  
Gunslinging  ........................................................................................................................................................................................................  22  
Brawling  ..............................................................................................................................................................................................................  22  
Personality  .........................................................................................................................................................................................................  22  
Investigation  ......................................................................................................................................................................................................  22  
Willpower  ...........................................................................................................................................................................................................  22  
Speed  &  The  Fortune  Dice  ...........................................................................................................................................................................  23  
5.  Weapons  &  Provisions  ...........................................................................................................................................................  23  
Starting  Money  .................................................................................................................................................................................................  23  
Weapons  Chart  .................................................................................................................................................................................................  23  
Weapons  Descriptions  ..................................................................................................................................................................................  24  
Provisions  Chart  ...............................................................................................................................................................................................  25  
Provisions  Descriptions  ................................................................................................................................................................................  25  

MASSIMO DE LUCA (Order #48971010)


Example  of  Character  Creation  ..................................................................................................................................................................  27  
Chapter  2:  Playing  Tombstone  .............................................................................................................................................  28  
What  you  need  to  play:  .................................................................................................................................................................................  29  
Tombstone’s  Mechanics  ...............................................................................................................................................................................  29  
Task  Difficulty  Chart  (Roll  Required)  .....................................................................................................................................................  30  
The  Fortune  Dice  .............................................................................................................................................................................................  30  
Exploration  .....................................................................................................................................................................................  30  
Mapping  ...............................................................................................................................................................................................................  30  
Hired  Help  ...........................................................................................................................................................................................................  31  
Hired  Help  Prices  Chart  ................................................................................................................................................................................  31  
Loyalty  ..................................................................................................................................................................................................................  31  
Leadership  ..........................................................................................................................................................................................................  31  
Investigation  ......................................................................................................................................................................................................  31  
Personality  .........................................................................................................................................................................................................  31  
Movement  ...........................................................................................................................................................................................................  32  
Combat  .............................................................................................................................................................................................  33  
Turns  .....................................................................................................................................................................................................................  33  
1.  Bravery  Test  ..................................................................................................................................................................................................  33  
2.  Declaring  Actions  &  Rolling  Initiative  ................................................................................................................................................  33  
3.  Attacking:  Brawling,  Grappling  &  Gunslinging  ..............................................................................................................................  34  
4.  Roll  Damage  ..................................................................................................................................................................................................  34  
Additional  Combat  Options  .........................................................................................................................................................................  35  
Daunting  Chart  .................................................................................................................................................................................................  35  
Special  Conditions  .......................................................................................................................................................................  36  
Cover  Table  ........................................................................................................................................................................................................  36  
Combat  Conditions  Table  .............................................................................................................................................................................  36  
Poisoned  Tables  ...............................................................................................................................................................................................  36  
Chapter  3:  The  Judge  ................................................................................................................................................................  37  
Where  to  Begin  .................................................................................................................................................................................................  38  
Finalising  the  Rules  ........................................................................................................................................................................................  38  
Creating  the  Setting  ........................................................................................................................................................................................  38  
Devising  the  Scenarios  ..................................................................................................................................................................................  39  
Fair  &  Fun  ...........................................................................................................................................................................................................  40  
An  Example  of  Play  ......................................................................................................................................................................  40  
Expanded  Rules  ............................................................................................................................................................................  41  
A  Note  On  Dice  ..................................................................................................................................................................................................  41  
1d3  Chart  .............................................................................................................................................................................................................  41  
Characters  ...........................................................................................................................................................................................................  41  
Character  History  Table  ...............................................................................................................................................................................  42  
Additional  Provisions  &  Weapon  Options  ............................................................................................................................................  42  
Expanded  Combat  Rules  ...............................................................................................................................................................................  43  
Expanded  Brawling  Table  ............................................................................................................................................................................  43  
Expanded  Injury  &  Critical  Hits  Table  ....................................................................................................................................................  43  
Arbitrating  The  Holy-­‐Roller  ........................................................................................................................................................................  44  
Gambling  .............................................................................................................................................................................................................  44  
Adding  Excitement  ..........................................................................................................................................................................................  44  
Excitement  Table  (Town-­‐Based)  ..............................................................................................................................................................  44  
Excitement  Table  (Wilderness-­‐Based)  ..................................................................................................................................................  45  
Madness  ...............................................................................................................................................................................................................  45  
Madness  Table  ..................................................................................................................................................................................................  45  
Debauchery!  .......................................................................................................................................................................................................  45  
Debauchery  Table  ...........................................................................................................................................................................................  45  
Chapter  4:  The  World  ...............................................................................................................................................................  46  
Chapter  4:  The  World  ...............................................................................................................................................................  47  
The  Code  of  the  West  .....................................................................................................................................................................................  47  

MASSIMO DE LUCA (Order #48971010)


Bestiary  ...........................................................................................................................................................................................  48  
Stat  Blocks  Explained  ....................................................................................................................................................................................  48  
Alligator  (Small)  ...............................................................................................................................................................................................  48  
Alligator  (Large)  ..............................................................................................................................................................................................  49  
Bear  (Black)  .......................................................................................................................................................................................................  49  
Bear  (Grizzly)  ....................................................................................................................................................................................................  49  
Boar  .......................................................................................................................................................................................................................  49  
Cowboys  ..............................................................................................................................................................................................................  49  
Indian  Braves  ....................................................................................................................................................................................................  50  
War  Dog  ...............................................................................................................................................................................................................  50  
The  Town  of  Silverton  ................................................................................................................................................................  50  
Scenarios  .........................................................................................................................................................................................  53  
Scenario  I:  Trouble  on  the  Corral  .............................................................................................................................................................  53  
Scenario  II:  Indian  Threat  –  Warpath  .....................................................................................................................................................  53  
Scenario  III:  Indian  Threat  –  The  Politician  .........................................................................................................................................  54  
Scenario  VI:  Murder!  ......................................................................................................................................................................................  54  
Appendix  1:  Glossary  ..................................................................................................................................................................  56  

MASSIMO DE LUCA (Order #48971010)


The Alpha Playtest Why Tombstone?
You may be thinking, “ANOTHER role-playing
game?” I wouldn’t blame you. The market is
You hold in your hands (whether metaphorically
saturated with all manner of role-playing games,
or physically) the Alpha Playtest of Tombstone.
but I do feel Tombstone has its place. Fantasy role-
While this version is sparser than the upcoming
playing games have received a staggering amount
complete version (it contains no art!), and while
of attention. Conversely, Western role-playing
certain sections have been omitted or reduced,
games have received far less input. Those that do
there is certainly enough within this volume to
exist have not satisfied my need for an easy-to-
learn the rules of Tombstone and play it with your
play, but nastily violent, game.
friends. These rules have already been tested
rather thoroughly — in real games, with real
It became my mission to create a game I would
people. I am confident it is a good system, but in
want to play — and indeed I do. This game is
the interest of making the best possible game, I am
designed with simplicity and expedited gameplay
interested in your experiences of Tombstone. As
in mind. The goal was to get rid of the fat, to focus
you read this booklet, and as you play your games,
on designing a Western that was quick and nasty.
I would ask that you note things worth expanding,
When designing Tombstone, the first role-playing
clarifying, or changing. Tell me what works, and
games of the 1970s became a guiding inspiration,
what doesn’t (find my contact details under
though I hope this game simultaneously offers the
Credits section above). Personally, I am very
added benefit of contemporary design.
much looking forward to the final version of this
game. Erik Wilson has done a killer job on the
Creating a character should be quick. The Judge
artwork, and Joe Salvador’s mapping talents are an
(referred to as the Game Master in other games)
invaluable addition. Regardless of whether you
should have no difficulty creating an action-
purchase the full version in a couple of months, or
packed scenario in minutes, providing a sufficient
stick to the playtest copy, I sincerely hope you
framework for an evening of play. One primary
enjoy this game. It has been a real passion and
mechanic guides this game: most situations in
pleasure designing this game, and I hope it fills a
Tombstone are resolved by rolling three six-sided
niche not yet filled.
dice (3d6). Because the rules are light and
modular, you are encouraged to alter them as you
Happy Gaming!
see fit. Make them your own. Play it fast and
Corey Ryan Walden
loose, like a good ol’ western gunfight, or add
August 9, 2015
detail and texture. Port rules from other systems
you love, or stick to the rules outlined in the pages
of this booklet. Tombstone purposely forsakes
Introduction providing a rule for every situation. Trust your
instincts, and use your own judgment. Regardless
Gunshots echo across the clearing, zinging in the of how you play, the manifesto remains: “This
dusty air. Shotgun pellets tear a hole in one man’s game is yours”. No rule is set in concrete. If you
stomach. Blood begins pooling around his corpse. don’t like something, change it.
The other four gunslingers drop for cover, going for
their guns — some within thorny thickets, others The final word is simple: have fun, but always keep
prone on the dusty ground. One gunslinger is quicker your six-shooter loaded.
than his compadres. His rifle sings back at the
assailants, each bullet striking its target true. The
acrid stench of gunpowder and death fills the air…

Welcome to Tombstone. The Wild West ain’t no


place for the faint of heart. Make no mistake —
only those with grit survive out here. Luckily, this
book is packed with everythin’ a damned
greenhorn might need to survive this here hellhole.

MASSIMO DE LUCA (Order #48971010)


Tombstone is simple enough that you can be
What Is This Game? playing again in a matter of minutes. Don’t sweat
This Is A Western it.
Tombstone is set in North America from 1865
onwards. The American Civil War is over. The Dice Conventions
nation has been traumatised and scarred by war, There are two types of dice required to play
but somehow life goes on. Society has changed, Tombstone: the four-sided dice and the six-sided
and new possibilities emerge. Railroads need dice. If you do not own a four-sided dice,
building, the West needs taming, and gold needs Tombstone can be played exclusively with six-sided
mining. The transcontinental railroad is slowly dice. Herein dice are named using standard role-
being constructed, creeping across the continent playing conventions. A four-sided dice is
from the East and West coasts. It finally meets abbreviated to “d4”, while a six-sided dice is
near Salt Lake City, Utah. Mormon country. abbreviated to “d6”. Sometimes the abbreviation
Towns sprout into existence as the railway is will have a number preceding the type of dice. For
completed and as veins of silver and gold are example, the text may say:
discovered. Exuberant and hopeful pioneers
venture into the unknown of the West. “Roll 3d6”
Relationships between Native Americans and
settlers are becoming complex. Tension is building, This would mean three (3) six-sided dice are rolled.
promising to bud into another era of bloodshed. If the text were to say “roll 1d4”, a single four-
Law is lax or nonexistent in many places; it is up to sided dice would be rolled.
you to make your own fortune. While these
histories have already been written, these events The Primary Mechanic
are not set in stone. In Tombstone you are Most actions, attacks, and checks are resolved in
encouraged to change historic details. Your game Tombstone by rolling 3d6 and adding the total.
may resemble a pseudo-history, or you may ditch This generates a numerical range of 3-18.
historicity for the Weird West or an otherwise Sometimes additional numbers may be added or
fictional portrayal. subtracted to this total, hereafter referred to as a
Modifier. Modifiers are typically linked with a
This Is A Role-Playing Game Skill or a circumstance. This cumulative total is
This is a game where each participant adopts the then compared with the Roll Required. If the roll
role of an imagined character. One participant, equals or exceeds the Roll Required, the
known as the “Judge”, is responsible for designing attempted action has generally been successful.
the game world in which the players interact and Single or multiple d6s are rolled to determine the
explore. It is the Judge’s role to create the towns, amount of damage a character has suffered, while
cities, plains, and rivers; to populate the world the d4 is used for the Fortune Dice mechanic.
with the sheriff, gunslinger, or miner; and concoct
misadventure for the players. The final dictum of
the Judge is to arbitrate the rules, attempting to What You Need To Play
ensure a fun and fair game for all. Tombstone can Only a few things are required to play this game:
be played as a “one-shot” session over a few hours.
Alternatively, the Judge can link multiple scenarios 1. The Tombstone rulebook
in an episodic format, creating an ongoing 2. 3d6 & 1d4
narrative. 3. Blank paper, pencil and pens
4. Your imagination
Each of the remaining players create characters
and enjoy the Judge’s creations. Whether your Some other materials are helpful (though not
character is a shotgun-wielding Soldier or an required). Read Chapter 2 for further details.
Indian Brave, that is your decision. Adventure and
excitement await you — but beware — fighting is If you have never played a role-playing game, you
deadly! It is easy to kill other characters in this may want to read Appendix 1: Glossary to
game, but it is also easy for them to kill you. familiarise yourself with the terms used in this
Choose your battles wisely and you may live to booklet.
see another day. If your character does die,

MASSIMO DE LUCA (Order #48971010)


What Is In This Booklet?
This rulebook is divided into the following
chapters:

Chapter 1: Characters
This chapter provides all the necessary
information for choosing or creating a character.

Chapter 2: Playing Tombstone


Everything you need to know about playing the
game.

Chapter 3: The Judge


Rules, options, and suggestions for helping the
Judge run a game of Tombstone.

Chapter 4: The World


This chapter outlines the game world, historical
information, the town of Silverton, and some
ready-to-run Tombstone scenarios.

Appendices
The appendices are sections which clarify rules or
details of Tombstone.

Throughout this book are sidebars that look


like this. Sidebars contain optional rules you
may consider including in your game, or
shortcuts for running your games quicker.

Let’s get started!

MASSIMO DE LUCA (Order #48971010)


Chapter 1: Characters

MASSIMO DE LUCA (Order #48971010)


Chapter 1: Characters 2. Names
The second part of creating a character is selecting
After reading this chapter, you should have a good or inventing a name. While this is not a crucial
understanding of how to pick or create a task, it does add flavor to the gaming experience.
Tombstone character. Character creation should In Tombstone, players immerse themselves in a
take five minutes if the Quick Play method is world of blood, gunpowder, and steel. A well-
selected (Method A below). Creating a character conceived name can accentuate the role-playing
from scratch does not take much longer. If this is experience, and add an additional dynamic to the
your first time playing Tombstone, it is suggested game.
you begin by following the steps outlined in
Method A. Try Method B if you have played It may feel awkward naming your first character,
Tombstone already, or you feel confident enough but it gets easier each time. Below are some
to create a character. female and male names reflective of the time
period of the Old West. Male names can be used
as surnames in many cases. A few historic
Method A examples are provided for inspiration. Native
American names varied tribe to tribe. Some
1. Pick your Gender
examples include Nahuel (jaguar), Miara (wise),
2. Name your character
Ujarak (rock), or Shikoba (feather). Censuses often
3. Select a Quick Play character
misappropriated Native American names,
changing them into English variants (example:
“Dog who turns”, might become “Turningdog”).
Method B Chinese either assumed English names, but added
1. Pick your Gender Ah or China as a prefix (Ah Fong, China Albert), or
2. Name your character retained their Chinese names. African-Americans,
3. Select a Background recently emancipated from slavery, sometimes
4. Assign your Skill Points adopted their ex-masters’ surnames, or chose
5. Buy your Weapons & Provisions English names. Many African-Americans were not
named while slaves. Some assumed the surname
It really is that easy. If you have created a “Freeman” or “Fremon” after receiving freedom.
character following Method A continue to Many were recorded in census records as “Black”
Chapter 2. Players using Method B should read or “Mulatto”. Mexican names strongly resembled
through Chapter 1 and Chapter 2 before creating contemporary counterparts — Garcia, Lopez,
a character. This will provide you with all the Rodriguez, or Carlos being common. When
essential information to get started. The first two naming your character let your imagination run
chapters provide a solid understanding of the rules wild. While you can name your character anything
of Tombstone. you wish, it should reflect the group you are
playing with. In a game where every player has a
“serious” name, it is not advised to name your
character “the burrito bandito”. Though in some
1. Gender games, this will be entirely appropriate.

The first part of creating a character is selecting a Female Examples: Abigail, Ada, Adele, Agnes, Ah,
gender. Society was patriarchal during the era of Allie, Amelia, Anne, Antonia, Ava, Aylen, Beatrice,
the implied Tombstone setting (mid- to late-1800s). Becky, Bernice, Bessie, Charlotte, Citlali, Claire,
In this game however, any notion of gender may Constance, Cynthia, Dorothy, Edith, Edna,
be chosen as an equally viable option. No specific Edwina, Eliza, Ella, Ellie, Eleanor, Elizabeth, Emma,
benefits or drawbacks are afforded any gender Esther, Ethel, Eva, Fanny, Florence, Fong, Frances,
over another. Flora, Geneva, Georgia, Grace, Henrietta, Isabella,
Isi, Jane, Josephine, Julia, Juliet, Katherine, Kee,
Kiowa, Kwong, Laura, Leah, Lee, Lenora, Lila, Lilly,

MASSIMO DE LUCA (Order #48971010)


Lorraine, Lorena, Lottie, Louise, Loy, Lun,
Margaret, Maria, Mary, Martha, Matilda, Maude,
Miara, Molly, Myrtle, Nellie, Nettie, Nizhoni, Nora,
3a. Quick Play Characters
Padilla, Patsy, Peggy, Perez, Philomena, Polly, Poy, The third and final part of creating a Method A
Quan, Quapaw, Red Moon, Rebecca, Rhoda, Rita, character is selecting a Quick Play character. By
Rowena, Ruth, Sally, Savannah, Sing, Star, Stella, now you will have selected a gender and named
Sun, Tong, Victoria, Wayra, Wing, Winifred, Wo, your character. The final task is copying the
Woo, Yee, Yet, Ying, Yuma. Quick Play details onto a piece of paper or
character sheet. All the information required for
Female Nicknames or Full Names: Agatha immediate play is provided. Voila, your character
Martin, Ah Georgee, Antonia Vasquez, Bloody is ready to play.
Mary, Cayuga, China Mary, Christina De La Cruz,
Citali, Deadshot Becky, Deer, Elizabeth Crumney, The six Quick Play characters are:
Isi, Lun Ying, Maria Garcia, Ophelia May, Peggy 1. Folk Hero
Sue, Perez De La Garza, Poy Woo, Red Moon, 2. Gambler
Shotgun Sally, Sitting Wolf, Wayra, Winnie Starr, 3. Indian Brave
Yuma. 4. Outlaw
5. Soldier
Male examples: Aaron, Abraham, Ah, Albert, 6. Holy-Roller (optional)
Alexander, Ambrose, Amos, Antonio, Barnabas,
Bartholomew, Bennett, Blackfoot, Buford, Calvin, Consult section 3b Backgrounds for a description
Carlos, Cayuga, Charles, Chas, Chinaman, of the Quick Play character’s Background.
Christopher, Clarence, Clement, Cole, Columbus,
Daniel, David, Edmund, Edward, Eli, Elijah, Elisha, To play a simplified version of Tombstone, ignore
Emmett, Ezekiel, Ezra, Flying Eagle, Frank, the character abilities described in the sidebars.
Frederick, Garcia, Gabriel, George, Gideon, Hank,
Harrison, Harvey, Henry, Hiawatha, Horace, Folk Hero
Horatio, Huie, Isaiah, Isaac, Jacob, James, Japazaw, Health: 7
Jasper, Jedediah, John, Jorge, Joseph, Josiah, Kee, Defense: 11
Kwong, Lee, Lester, Levi, Little Wing, Lopez, Loy, Offense: Gunslinging +2, Brawling +0
Lucian, Lun, Mario, Matthew, Maxwell, Mordecai, Personality: +1
Morgan, Nathaniel, Ned, Obediah, Octavius, Ora, Investigation: +0
Orville, Oscar, Owen, Opichapan, Patrick, Paul, Willpower: 10
Perez, Perry, Powatan, Poy, Quan, Ralph, Speed: 40 feet
Raymond, Robert, Roderick, Rodriguez, Rudolph, Fortune Dice: 1
Rufus, Samuel, Seth, Silas, So Ho, Sho ho, Sun, Possessions: Two pistols (1d6 damage each),
Tejon, Thaddeus, Thomas, Theodore, Timothy, bowie knife (1d6 damage), hat, trousers, shirt,
Tong, Ulysses, Uriah, Vasquez, Victor, Warren, boots, $3.
Wing, Wo, Wong, Wu, Yee, Yi, Ying, Zachariah.
Bountiful Rewards: When making a
Male Nicknames or Full Names: Alan Augdon, convincing speech and/or a successful
Blackheart Bart, Charley McGuiness, Chas Wong, Personality check you may garner a higher
Isaiah Wriggly, Jorge Lopez, Mordecai James, reward for a job. Add an extra 25% to the
Orville Paul, Elijah the Outlaw, Lun So Ho, No- amount of money you would normally
teeth Neville, Powatan, Quan Wo, Soaring Eagle, receive. This only applies to your reward,
Tom Fremon, Yet Wo. not any of your companions’ rewards. An
ill-conceived speech or failed check may
Historical examples: Abraham Lincoln, Annie result in the normal paid fee rather than the
Oakley, Belle Starr, Billy the Kid, Buffalo Bill, Bountiful Reward.
Calamity Jane, Jesse James, John Wesley Hardin,
Red Cloud, Sitting Bull, Wild Bill Hickok, Wyatt
Earp, Thomas Durant, Ulysses Grant.

MASSIMO DE LUCA (Order #48971010)


Die Hard: You are hard to kill. Although
Gambler you have two Fortune Dice one must be
Health: 6 used to restore Health. The other dice may
Defense: 11 be used for anything the normal rules
Offense: Gunslinging +0, Brawling +0 allow.
Personality: +2
Investigation: +1
Willpower: 11 Soldier
Speed: 40 feet Health: 6
Fortune Dice: 2 Defense: 12
Possessions: Rigged dice or playing cards, pistol Offense: Gunslinging +2, Brawling +1
(1d6 damage), cape, hat, trousers, shirt, boots, Personality: +0
$6.50. Investigation: +0
Willpower: 10
Outrageous Fortune: There is no Speed: 40 feet
denying it: you are lucky. You have two Fortune Dice: 1
Fortune Dice. The Gambler is the only Possessions: Shotgun (2d6/1d6 damage), two six-
Background that can use two Fortune Dice shooters (1d6 damage each), knife (1d6 damage),
simultaneously, though they do not have hat, shirt, trousers, $2.
to.
Military Resolve: If you fail any Bravery
Test you may re-roll it once per combat.
Indian Brave Take the higher of the two rolls.
Health: 7
Defense: 11 Holy-Roller (Optional)
Offense: Gunslinging +1, Brawling +2 Health: 6
Personality: +0 Defense: 10
Investigation: +0 Offense: Gunslinging +0, Brawling +0
Willpower: 10 Personality: +2
Speed: 50 feet Investigation: +1
Fortune Dice: 1 Willpower: 12
Possessions: Buckskin, tomahawk (1d6 damage), Speed: 40 feet
bow or spear (1d6 damage), horse, $1. Fortune Dice: 1
Possessions: Clothing, bible (or
Fearsome Presence: You can only lose a religious/ideological text), cane (1d6 damage), $5.
Bravery Test on a roll of 1. If you initiate
combat your opponent is forced to make a Healing Hands: You can heal injuries.
Bravery Test. Roll 1d6 and add that amount to any
character’s Health. You may only do this
once a day.
Outlaw
Health: 6 Now that you have chosen your Quick Play
Defense: 12 character, you are ready to play! Skip ahead to
Offense: Gunslinging +2, Brawling +0 Chapter 2 for the rest of the Tombstone rules.
Personality: +1 Alternatively if you’d rather create a character,
Investigation: +0 continue to the Backgrounds section below for
Willpower: 10 an in-depth walkthrough.
Speed: 40 feet
Fortune Dice: 2
Possessions: Shotgun (2d6/1d6 damage), pistol
(1d6 damage), knife (1d6 damage), dynamite (3d6),
hat, shirt, trousers, $1.

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Background Ability: At Grits 1, 2, 4, and 6, your
3b. Backgrounds character gains a new ability. This ability will
always be the one listed on your Background chart
If you are following Method B, the third part of for that particular Grit level. Sometimes, the new
creating a character is selecting one of the ability provides two benefits (1. & 2.). Both
available Backgrounds for your character. A benefits are listed under the ability description.
Background is essentially a profession or The character gains both abilities unless specified
archetype that identifies your character. In otherwise.
Tombstone there are six Backgrounds to choose Skill Points: These may be spent on any of the
from when creating a character: following skills: Health, Defense, Gunslinging,
Brawling, Personality, Investigation, or Willpower.
1. Folk Hero At Grit 1, a maximum of 2 Skill Points can be spent
2. Gambler on a single skill. At each new level of Grit, only +1
3. Indian Brave additional Skill Point can be added to each
4. Outlaw existing skill. The exception to this rule is if the
5. Soldier Skill in question is not yet at its maximum.
6. Holy-Roller (optional) Fortune Dice: At Grits 3 and 5, your character
receives an additional Fortune Dice to add to their
Experienced Judges or players may wish to expand Fortune Dice total.
on these six Backgrounds — adding new abilities
to existing Backgrounds or creating new For rules-lite games, Grit and Background
Backgrounds entirely. It is recommended that the Abilities may be ignored. This option may be
Backgrounds presented here are used as guidelines preferable for one-shot games, or for non-
when expanding or creating custom Backgrounds. complex character progression. If this option is
Chapter 3 has an expanded section detailing this used it is recommended the Holy-Roller is
process. removed, as their beginning abilities are
important to their background.
The chart below illustrates the progression of
Tombstone characters. It is usual for characters to
begin at Grit 1, working their way up to Grit 6. Folk Hero
This progression is achieved by completing
scenarios. Once a character has completed the Description
Folk Heroes command the respect of those they
required number of scenarios, they progress to the
next level of Grit, selecting the commensurate encounter. The Folk Hero may be a sheriff, a
rewards for their newly achieved status. vigilante, or a rifle-wielding marksman. Due to
some previous act of heroism, the Folk Hero
possesses a level of renown — locally or more
Grit Chart widely abroad. Their reputation will precede them,
Grit Scenarios Rewards currying certain favours not available to other
1 0-3 5 Skill Points, characters.
Background Ability
2 4-7 +2 Skill Points, 1 new Skill Points
Background Ability To make an effective Folk Hero, it is suggested
3 8-11 +2 Skill Points, 1 Skill Points are distributed between Health,
additional Fortune Dice Defense, Gunslinging, and Personality. This
4 12-15 +2 Skill Points, 1 new represents the Folk Hero’s ability to fight with
Background Ability guns, dodge bullets, sustain injury, and influence
5 16-19 +2 Skill Points, 1 people with their personality.
additional Fortune Dice
6 20+ +2 Skill Points, 1 new Minimum Folk Hero Skill Points:
Background Ability +1 Health, +1 Defense, +1 Gunslinging, +1
Personality
Grit Rewards Speed

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The Folk Hero’s speed is 40 feet. 1. No one beats you in a gunfight. In the blink of
an eye, you can draw your weapon. When rolling
Fortune Dice & Equipment initiative, your weapon speed increases by +2.
The Folk Hero begins the game with 1 Fortune
Dice. Due to their repute, the Folk Hero is 2. Once per day, before a combat has begun, you
generally well equipped, beginning with either can disarm an opponent if you win the first
$45.00 or 1d6 x $10.00 starting cash. initiative roll. This ability is only applicable to
opponents wielding one-handed weapons. The
player must announce this action before taking it.
Folk Hero Grit
Grit/Title Ability If you are playing in a game that doesn’t use
1. Rookie 5 Skill Points, Bountiful weapon speeds, instead add +1 to your side’s
Rewards initiative roll.
2. Bronc Buster +2 Skill Points,
Inspiring Tale Legendary Exploits
3. Ace-High +2 Skill Points, 1 When you enter a new town or meet a new
additional Fortune Dice person, your reputation precedes you. You gain a
4. Folk Hero +2 Skill Points, Quick permanent +1 bonus to any Personality checks. In
Draw addition, any item may be acquired for half the
5. Gunslinger +2 Skill Points, 1 listed price. Some searching may be required
additional Fortune Dice however!
6. Western Hero +2 Skill Points,
Legendary Exploits
Gambler
Description
Folk Hero Abilities The Gambler is perpetually a trickster. They are
Bountiful Rewards always on the lookout for excitement, and may be
When making a convincing speech and/or a found wherever there is laughter, booze, and
successful Personality check you may garner a frivolity. Gamblers have good luck. They make
higher reward for a job. Add an extra 25% onto the friends as easily as they make enemies: quickly!
amount of money you would normally receive.
This only applies to your reward, not any of your Skill Points
companions’ rewards. An ill-conceived speech or To make an effective Gambler, it is suggested Skill
failed check may result in the normal paid fee Points are distributed between Defense,
rather than the Bountiful Reward. Personality, Investigation, and Willpower. This
represents the Gambler’s ability to avoid danger,
Inspiring Tale win people over or deceive them, hatch duplicitous
You can rouse your allies to heroic action, by schemes, and achieve their goals through sheer
drawing on your prior experiences. Inspiring Tale determination.
is limited to once per day, and takes 1 turn to
initiate. For 2 turns (10 seconds) after initiating the Minimum Gambler Skill Points:
tale, you or your allies gain the benefit of either 1 +1 Defense, +1 Personality, +1 Investigation,
free Fortune Dice, or the re-roll of a failed Bravery +1 Willpower
Test. Once the 2 turns elapse, any unused benefits
expire. Inspiring Tale applies to a number of allies Speed
as follows: A Gambler’s Speed is 40 feet.

Grit Allies Affected Fortune Dice & Equipment


2-3 2 The Gambler begins the game with two fortune
4-6 4 dice. As a grifter or a swindler the Gambler begins
the game with either $45.00 or 1d6 x $10.00 cash.

Quick Draw Gambler Grit

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Grit/Title Ability You make an opportunistic attack many would
1. Miscreant 5 Skill Points, consider uncouth. Your opponent rolls an
Outrageous Fortune Investigation check against your Willpower to
2. Card Sharp +2 Skill Points, Card sense the attack. If their check fails you may score
Trick a free hit. Nasty Strike deals 2d6 damage in
3. Scoundrel +2 Skill Points, 1 addition to your normal damage roll. This ability
additional Fortune Dice can be used 2 times per day. Every time your
4. Gambler +2 Skill Points, Wild opponent succeeds on their Investigation check, 1
Feint of your daily allotments has been expended.
5. Swindler +2 Skill Points, 1
additional Fortune Dice
6. Con Man +2 Skill Points, Nasty Indian Brave
Strike Description
The Indian Brave has an intimate knowledge of
Gambler Abilities the natural world. Having lived for countless
generations in wilderness spaces, they have both
Outrageous Fortune
There is no denying it: you are lucky. Your the wherewithal and ferocity that a life in the
character begins the game with 2 Fortune Dice. wilderness musters. The Indian Brave makes a
The Gambler is the only Background that can use fearsome foe and a worthy ally.
2 Fortune Dice simultaneously, though they do not
have to. Skill Points
To make an effective Indian Brave, it is suggested
Card Trick Skill Points are distributed to Health, Defense, and
Brawling. This represents the Indian Brave’s
1. Once per day, if you would lose a game of
chance (any card or luck game) you instead win. excellent physique, and their aptitude for
defending themselves in combat.
2. When gambling you can switch any dice roll
Minimum Indian Brave Skill Points:
with an opponent’s. You can even switch the rolls
of two opposing characters. This ability can only +1 Health, +1 Defense, +1 Brawling
be used if you own a set of rigged dice or playing
cards. You may use this trickery 2 times per day. If Speed
An Indian’s Brave Speed is 50 feet.
your opponent is also a Gambler and they attempt
to use this ability, both attempts become nullified.
In this instance your original dice roll is kept. Fortune Dice & Equipment
An Indian Brave begins the game with 1 fortune
dice. A horse and tomahawk are common
Wild Feint
1. Roll a 1d6. You lose this much Health, but so possessions for an Indian Brave, though some
does a single opponent you select. Only one Wild carry firearms too. The Indian Brave begins the
Feint may be used per turn. Wild Feint may be game with either $20.00 or 1d3 x $10.00 cash.
used a number of times per day as reflected on the
table below: Indian Brave Grit
Grit/Title Ability
Grit Times/day 1. Scout 5 Skill Points, Fearsome
4-5 1 Presence
6 2 2. Ranger +2 Skill Points, Animism
3. Warrior +2 Skill Points, 1 additional
2. Once per day, you can switch any dice roll with Fortune Dice
an opponent’s (tests, checks, Fortune Dice, or 4. Brave +2 Skill Points, Precious
anything combat-related). This can be done at any Lands
time during their turn or yours. 5. Warchief +2 Skill Points, 1 additional
Fortune Dice
Nasty Strike 6. Chieftain +2 Skill Points, Scalp

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and Brawling. This represents the Outlaw’s knack
Indian Brave Abilities for escaping trouble, and their ability to hold their
Fearsome Presence own in combat.
You can only lose a Bravery Test on a roll of 1. If
you initiate combat, your opponent is immediately Minimum Outlaw Skill Points:
forced to make a Bravery Test due to your +1 Defense, +1 Gunslinging, +1 Brawling
Fearsome Presence.
Speed
Animism An Outlaw’s Speed is 40 feet.
You may call upon a revered supernatural force to
grant you courage and luck in battle. For 3 turns Fortune Dice & Equipment
add a temporary +1 modifier to all initiative, Outlaws begin the game with 2 Fortune Dice. An
attacks, and damage rolls. Animism may be used a Outlaw’s starting cash is either $30.00 or 1d4 x
number of times per day as reflected on the table $10.00. Outlaws usually use guns, as well as any
below: other tools that can help them in their illegal
professions.
Grit Times/day
2-3 2
4-6 3 Outlaw Grit
Grit/Title Ability
Wilderness Survival 1. Thug 5 Skill Points, Die Hard
1. You can always find water, food, and shelter in 2. Rustler +2 Skill Points, Vanish
the wilderness. You are never lost unless 3. Crook +2 Skill Points, 1 additional
blindfolded, asleep, or unconscious during a Fortune Dice
journey. This caveat does not apply to normal rest 4. Outlaw +2 Skill Points, Desert
at night. Alchemy
5. Cowboy +2 Skill Points, 1 additional
2. You gain a +2 bonus to Investigation checks Fortune Dice
when tracking. 6. Villain +2 Skill Points, Last Stand

Scalp
As a finishing blow you may scalp your opponent. Outlaw Abilities
When an opponent is Mortally Wounded you Die Hard
may use this ability to finish them off. On your 1. You are hard to kill, and start the game with 2
turn, and if you are in Brawling range with your Fortune Dice. Although you can use 2 Fortune
opponent, they must roll 1d6. On a roll of 1-3 your Dice simultaneously, 1 usage must be to restore
opponent is dead. If your opponent survives you Health. The other dice may be used for anything
can attack them normally. This ability may only be the normal rules allow.
used once per turn.
2. Due to your notorious reputation, any Daunting
or Personality checks gain a +1 bonus.
Outlaw
Description Vanish
The Outlaw is a dastardly criminal. They may live You know how to disguise yourself, hide, or
in a secluded hideout, a lawless frontier town, or in assume a new identity. When any Investigation
another location where their misdeeds go checks are made to locate your presence, you
unpunished. One Outlaw character may be on the increase the difficulty of the Roll Required by the
run, notorious for their crimes, while another, bonus listed below:
through wiles and deceptions, may go unnoticed
by the authorities. Grit Bonus
2-3 +2
Skill Points
To make an effective Outlaw, it is suggested Skill 4-6 +4
Points are distributed to Defense, Gunslinging,

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This ability can be particularly useful during Fortune Dice & Equipment
ambushes, forcing opponents to make a Bravery A Soldier begins the game with 1 Fortune Dice.
Test. Soldiers utilise many types of weaponry, and begin
game with $30.00 or 1d4 x $10.00.
2. When people attack you, you often disappear
before they can strike. Add +1 to Defense. This
bonus applies even if your Defense exceeds the
Soldier Grit
maximum permitted for that Grit. Grit/Title Ability
1. Recruit 5 Skill Points, Military
Desert Alchemy Resolve
1. You have learnt how to scrabble together 2. Corporal +2 Skill Points, Military
dynamite. You only pay ⅓ of the list price, Precision
representing your ability to fashion an explosive 3. Lieutenant +2 Skill Points, 1
with minimal resources. Making stable dynamite additional Fortune Dice
consumes at least half a day, but your dynamite is 4. Soldier +2 Skill Points, Military
extra potent — dealing additional 1d6 damage. Specialisation
5. Admiral +2 Skill Points, 1
2. Crude dynamite can be made in 10 minutes. additional Fortune Dice
However, when lighting crude dynamite, roll 1d6. 6. General +2 Skill Points, Military
If 1 is rolled the dynamite detonates prematurely. Valour
Crude dynamite does not deal the extra 1d6
damage. Soldier Abilities
Military Resolve
Last Stand Once per combat, you may re-roll a failed Bravery
When all your options have run out, your Test. Take the higher of the two rolls.
desperado may get you through. When a superior
force overwhelms you, you cannot fail Bravery Military Precision
Tests. If you become Mortally Wounded, you 1. You may choose to re-roll a failed attack. Refer
automatically pass your Willpower check, and to the table below for the frequency per day:
continue to use 3d6 for your rolls.
Soldier
Description
Hardened on the battlefields of war, the Solider is
disciplined, with no aversion to bloodshed. Grit Times/day
Soldiers are skilled in all manner of combat. 2-3 1
Picking a fight with a soldier is foolishness, as they 4-5 2
have honed their martial skills to perfection. 6 3

Skill Points Military Specialisation


To make an effective Soldier, it is suggested Skill You are an expert with a chosen weapon. With
Points are distributed to Defense, Gunslinging, that one weapon you receive a +1 bonus to
and Brawling. This represents the Soldier’s attacks.
physicality, and honed martial skills.
Military Valour
Minimum Soldier Skill Points: 1. You are never required to roll a Bravery Test.
+1 Defense, +2 Gunslinging, +1 Brawling
2. Your relentless attacks cause a single opponent
Speed to become overwhelmed. Roll 1d6. On a result of 1-
A Soldier has a speed of 40 feet. 3 that opponent loses their next turn. This ability
can be used 3 times per day. Every time you roll 4-
6 on your attempt, 1 of your daily allotments has
been wasted.

MASSIMO DE LUCA (Order #48971010)


Holy-Roller (Optional) Holy-Roller Abilities
The Holy-Roller is an optional Background. It Healing Hands
adds an insinuation of “magic” or the divine, You can heal injuries. Roll 1d6 and add it to any
which may not be desirable in a quasi- character’s Health. The amount of time per day
historical western setting. If you are using the you can use this ability is reflected on the chart
Holy-Roller, it is recommended you use every below. This ability takes 1 turn to complete.
Backgrounds’ abilities.
Grit Times/day
Description 1-2 1
Charismatic and possessing the gift of gab, the 3-4 2
Holy-Roller knows how to influence people. They 5-6 3
often travel from town to town preaching their
convictions with a fiery passion. The Holy-Roller is
as likely to be a charlatan as the real deal. Preach to the Masses
Regardless, the Holy-Roller knows how to You may attempt a simultaneous Personality
motivate and inspire people just the same. check against a number of people equal to your
Grit. You can designate whom you use this ability
Skill Points against. Regardless of the group size, only a single
To make an effective Holy-Roller place Skill Points check is made and compared with the average
in Personality, Investigation, and Willpower. The Willpower score of the targets present. Willful
Holy-Roller is usually charismatic, clever, and group leaders may be exempt from this rule at the
willful in their purposes. Judge’s discretion.
Minimum Holy-Roller Skill Points: Prophesy
+2 Personality, +1 Investigation, +1 Willpower You can see into the future to avoid harm, or
inflict harm on your enemies. Choose to negate an
Speed attack that has hit you or an ally; re-roll a failed
A Holy-Roller’s Speed is 40 feet. check; or cause an attack that missed an enemy to
hit them anyway. This can be done a number of
Fortune Dice & Equipment times per day according to the chart below.
The Holy-Roller begins the game with 1 Fortune
Dice and $20.00 or 1d3 x $10.00 starting cash. Grit Times/day
Holy-Rollers sometimes carry concealed weapons, 4 1
and most have religious or propagandist texts.
5-6 2

Holy-Roller Grit Holy Trembling


Grit/Title Ability Cause anyone within 20 feet of you to shake in
1. Preacher 5 Skill Points, Healing fear or joy (your choice). This grants you a +2
Hands bonus to Personality checks against anyone in a
2. Shepherd +2 Skill Points, Preach to 20-foot radius, or 12 people — whichever number is
the Masses higher. Regardless of how large or small the group
3. Evangelist +2 Skill Points, 1 is, only a single check is made and compared with
additional Fortune Dice the average Willpower score of the targets present.
4. Holy-Roller +2 Skill Points, Prophesy You may only use this ability once per.
5. Prophet +2 Skill Points, 1
additional Fortune Dice
6. Messiah +2 Skill Points, Holy
Trembling

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a skill, unless the skill in question is under the
4. Skill Points Highest as shown on the table below.
The fourth part of creating a Method B character
is assigning Skill Points. Skills assist with Highest & Lowest Skill Points Chart
describing a character’s strengths and weaknesses. Grit Lowest Highest
The seven skills are: 1 10/+0 12/+2
2 - 13/+3
• Health 3 - 14/+4
• Defense 4 - 15/+5
• Gunfighting 5 - 16/+6
• Brawling 6 - 17/+7
• Personality
• Investigation Note: The number preceding the slash (-/ ) refers
• Willpower. to Defense or Willpower. The number following
the slash ( /-) refers to Gunslinging, Brawling,
Two rules apply: Personality, or Investigation. A character’s initial
Health score is rolled randomly, though a player
1. At Grit 1 each character receives 5 Skill Points to may still assign Skill Points to it.
distribute among the seven skills as the players
sees fit. Background requirements often determine A character’s highest possible Skill Points at any
where some of these points are spent (see chart level of Grit may be determined with the following
below). At Grit 1 a maximum of 2 Skill Points may two formulas:
be spent on any skill.
• Defense or Willpower: Grit + 11.
• Gunslinging, Brawling, Personality, or
Minimum Background Skill Points Chart Investigation: Grit + 1.
Background Minimum Skill
Points This is reflected on the preceding chart. Hereafter
Folk Hero +1 Health follows a brief explanation of the seven skills. For
+1 Defense more information see Chapter 2.
+1 Gunslinging
+1 Personality
Gambler +1 Defense Health
+1 Personality
Health is a measure of vitality and stamina. The
+1 Investigation
beginning character rolls 1d6+3 to determine the
+1 Willpower
amount of Health they possess, generating a
Indian Brave +1 Health
number between 4 and 9. The total Health score
+1 Defense
represents how much damage you can suffer
+1 Brawling
before becoming Mortally Wounded or Dead
Outlaw +1 Defense
(see the Roll Damage section in Chapter 2). In
+1 Gunslinging
other RPGs, Health is often referred to as “Hit
+1 Brawling
Points”. For obvious reasons a high Health score is
Soldier +1 Defense
preferable.
+2 Gunslinging
+1 Brawling
If you have lost all your Health you are Mortally
Holy-Roller +2 Personality
Wounded; roll 3d6 for a Willpower test. If the
+1 Investigation
result exceeds your Willpower score, you have
+1 Willpower
failed the test, and are dead. If you succeed the
Willpower test you are still alive. However, you are
2. After completing scenarios, and upon attaining a
reduced to using 2d6 for checks/attacks, and may
new level of Grit, an additional +2 Skill Points are
only move at half your speed. This represents the
earned. These +2 Skill Points can be spent on any
injuries your character has sustained. Once you
skill. However, only +1 Skill Point can be added to

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regain Health (by drinking whiskey, resting, or higher than +7, but only due to a special weapon
being healed) you can use 3d6 for checks again, or Background ability.
and move your normal speed.
Brawling Variant
Health Variant Judges may allow characters to apply their
Tombstone is notoriously lethal. To ensure Brawling modifier when making a ranged attack
characters live longer, the Judge may wish to with a thrown weapon.
begin characters with maximum Health (9).
Alternatively it is possible to roll 2d6+3 for
even more robust characters. These variants
Personality
are advisable for campaign play. Personality is a measure of charisma and allure.
Your Personality modifier is added when your
character makes any attempts to charm, use
Defense leadership abilities, or daunt an opponent. To
Defense is the sum of a character’s nimbleness make a Personality check, roll 3d6 and add your
and their ability to avoid danger. In game terms Personality modifier. A sum that equals or exceeds
your Defense score is the target number your opponent’s Willpower (or a “Roll Required”)
opponents must equal or exceed to hit you. In indicates success. All characters begin with a
other RPGs, Defense is often referred to as default Personality score of +0. The maximum
“Armour Class”. All characters begin with a Personality score a character may possess is +7. It
default Defense score of 10. The maximum is possible to have a bonus higher than +7, but
Defense a character may have is 17, though only from a Background ability or equipment.
Background abilities may override this limitation.
Investigation
Gunslinging Investigation is a measure of intellect, information
Gunslinging is a measure of skill and hand/eye gathering, and perception. Your Investigation
coordination when using a ranged weapon. Your modifier is added to any attempts to elicit
Gunslinging modifier is added to all attacks made information, notice peculiarities, spot someone at
with such a weapon. Examples include firearms, a distance, or track an animal or person. Generally,
bows, or thrown weapons. To make a Gunslinging to make an Investigation check 3d6 are rolled. The
attack, roll 3d6 and add your Gunslinging character’s Investigation modifier is added, and if
modifier. A sum that equals or exceeds the target’s this total equals or exceeds an opponent’s
Defense is a hit. Thereafter, weapon damage is Willpower (or a Roll Required), the attempt has
rolled. All characters begin with a default been successful. All characters begin with a default
Gunslinging score of +0. The maximum Investigation score of +0. The maximum
Gunslinging score a character may possess is +7. It Investigation score a character may possess is +7.
is possible to have a bonus higher than +7, but It is possible to have a bonus higher than +7, but
only due to a special weapon or Background only from a Background ability or equipment.
ability.
Willpower
Brawling Willpower is a measure of courage and resolve.
Brawling is a measure of brute force and Your Willpower is the number required for an
physicality. Your Brawling modifier is added to all opponent to mentally dominate you in combat,
attempts to score a physical hit on an opponent. charm, or elicit some information. Willpower is
Examples include using an axe, knife, punching, sometimes linked with Background abilities.
kicking, and grappling. To make a Brawling attack, Willpower is not an active skill but is generally a
roll 3d6 and add your Brawling modifier. A sum number against which an opponent rolls.
that equals or exceeds the target’s Defense is a hit. Sometimes the Judge will ask for a Willpower test.
Thereafter, weapon or unarmed damage is rolled. To do so, roll 3d6. If the result is equal to, or under
All characters begin with a default Brawling score you Willpower score, you have been successful. All
of +0. The maximum Brawling score a character characters begin with a default Willpower score of
may possess is +7. It is possible to have a bonus 10. The maximum Willpower a character may
possess is 17. It is possible to have a bonus higher

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than +7, but only from a Background ability or
equipment.
Weapons Chart
Weapon Cost Damage Long Speed*
Range
Speed & The Fortune Dice Ammo (box) $2 -
(feet)
- -
The final act of creating a character, besides Axe $3 1d6 Thrown +3
buying weapons and provisions, is noting their Bow - 1d6 (+1) 200+ +2
Speed and Fortune Dice. These are explained in Brawling - 1d3 - +3
Cannon $200 4d6 12,000+ +0
Chapter 2, but are briefly described here. Dynamite $40-90 3d6-8d6 - +0
Gatling gun $200 6d6 300+ +1
Speed Knife $2 1d6 Thrown +3
A turn represents 5 seconds of time. During Rifle $30 2d6 300+ +2
Scope $8 - - -
combat all characters may run 40 feet per turn. Shotgun, $20 2d6 close/ Special +1
The exception to this rule is the Indian Brave who single barrel 1d6
can run 50 feet per turn. Characters can move half ranged
their speed per turn (20 or 25 feet) and take Shotgun, $25 2d6 close/ Special +2
another action (shoot a gun, throw a rope, make a double 1d6
barrel ranged
brawling attack, etc.). Alternatively a character can Shotgun, $20 3d6 close/ Special +2
move their full speed, but receives a -2 penalty to sawn-off 1d6
attacks and damage. ranged
Six-shooter $15 1d6 200+ +3
Spear - 1d6 Thrown +2
The Fortune Dice Sword $10 1d6 - +3
Fortune Dice represents luck. Characters begin the Tomahawk $2 1d6 Thrown +3
game with 1 Fortune Dice — except for the
Gambler and Outlaw who begin with 2 Fortune
Dice. For further information see Chapter 2. Long Ranged Weapons
When an attack is made with a weapon, and it
equals or exceeds the Long Range threshold,
5. Weapons & Provisions apply a -3 penalty to the attack roll. Mounting a
scope can minimise this penalty.
The fifth part of creating a Method B character is
purchasing essential items for their adventures. Thrown Weapons
This section details weapons and provisions that Thrown weapons have a range of 20 feet. At the
are likely to be available to the character. Each players option, thrown weapons can be hurled
character begins with a starting pool of money, further than 20 feet, but incur a penalty as below.
which they may use to buy weapons, provisions, or
hired help. Characters can roll for starting money Distance Penalty
on the table below or choose the sums for their 21-30 feet -1
background listed below. 31-40 feet -2
41-50 feet -4
Starting Money 51-60 feet -8
Background Starting $
* Weapon Speed
Folk Hero or Gambler 1d6 x $10 or $45
If you wish to add more detail to your Tombstone
Holy-Roller or Indian 1d3 x $10 or $20
games, weapon speed is an enjoyable option. The
Brave
speed for each respective weapon is listed on the
Outlaw or Soldier 1d4 x $10 or $30
Weapon Chart above. Add the listed speed to
individual Initiative rolls. Weapons with a speed
In Tombstone, weapons are purposely broad.
of +0 are slowest and generally take a turn or two
Historical realism has been forfeited in favour of
to ready. At the Judge’s discretion this could take
playability and simplicity. If you enjoy a game
longer. Players engaging in a non-combat activity
with more granularity, there is plenty of scope to
during combat (e.g. a Personality test) should
widen weapon and provision choices.
treat their Weapon Speed as +3.

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Weapons Descriptions Distance Roll
Ammo – This is a box of ammunition for any thrown required
weapon that requires gunpowder. Ammo for (on 3d6)*
Gatling Guns costs $10 per magazine (20-40 0-20 feet 10+
rounds), while Cannons cost $15 per shot. 21-30 feet 12+
Axe – For chopping wood or using as a weapon. 31-40 feet 14+
An axe can be long-handled or short-handled. Axes 41-50 feet 16+
deal 1d6 damage on a successful hit. 51-60 feet 18+
Bow – An Indian Brave can make a bow from raw *Optionally, add +1 to the Roll Required for every
materials gathered. Bows are generally wooden. additional stick bundled beyond the default.
Arrows deal 1d6 damage, and additional +1
damage if attempts are made to dislodge the Example: Pete the outlaw wants to throw a regular
arrow. stick of dynamite up a cliff face and into an alcove
Brawling – “Brawling” includes fists, legs, heads, where some enemies are hiding. The Judge deems
shoulders, elbows, or any other body part in a it to be a 40-foot throw, with the opponent’s
fight. When a successful Brawling hit is scored, receiving a +2 partial cover bonus. Pete needs 16+
the damage dealt is 1d3 (1d6 halved). to hit (14+2). 3d6 are rolled with the Brawling or
Cannon – Circa 1865, a cannon constituted a Gunslinging modifier added (player’s choice). The
heavy battery used in long-range warfare. The outcome is 14. Not enough to hit where the target
cannon is a devastating weapon, dealing 4d6 wishes. The Judge can opt the dynamite rolls back
damage on impact. A cannon’s area of impact is 20 down the cliff and detonates near Pete, or that it
feet. The artillerist makes an attack roll (3d6), gets stuck near the opponents, detonates, but
adding their Gunslinging modifier, against every deals less damage.
person within the 20 foot area. The results are Gatling gun – The Gatling gun was a precursor to
compared with the Defense scores of the targets. the machine gun, capable of devastation. One
Attacks that equal or exceed the Defense scores person may clumsily operate the Gatling gun,
deal damage. A cannon can take anywhere however the magazine must be reloaded every 3
between 1-3 turns to ready and aim. At the Judge’s turns, and it takes 2 whole turns to reload.
arbitration, very strong walls may provide cover Contrastingly, if two people are operating the gun,
against a cannon. one can reload new magazines while the other
Dynamite – Crafted using black powder, and continuously fires. The Gatling gun has a crank
imbued with a fuse, dynamite is a deadly weapon. that must be wound to fire, and each magazine of
It is capable of destroying bridges, or blowing ammunition holds 20-40 rounds. Up to six hits
away solid rock. Fuses can be extended to about 50 may be rolled per turn (3d6 roll is required for each
feet, or shortened to any desired length. Each foot hit versus opponent/s Defense). Hits may be
of fuse takes 1 turn to burn. Dynamite explodes on distributed to one target, or divided between
the same portion of the turn during which it was multiple targets within a shared space of 10 feet.
lit. For example, if someone lit a 1-foot fuse at the Each successful hit deals 1d6 damage per hit.
beginning of their turn, it would explode at the When a Gatling gun is being fired, heavy smoke
beginning of the following turn. A single stick of billows from the gun making it a visible target.
dynamite has an inner blast radius of 15 feet, and Setting the gun up, or moving the gun’s position
an outer radius of 10 feet. Anyone within the inner takes between 1-3 turns.
radius takes 3d6 damage, while anyone in the Knife – In Tombstone a knife constitutes a wide
outer radius suffers 1d6 damage from shrapnel category of short blade — including a bowie knife,
and is stunned for 1-2 turns. Additional sticks of Arkansas toothpick, pocketknife, or hunting knife.
dynamite can be banded together, increasing the On a successful hit, knives deal 1d6 damage.
damage increment by +1d6 and the inner radius Rifle – Included in this category are Sharps-,
by 5 feet. Dynamite sticks can be bundled for a Winchester- or Henry-styled rifles. The rifle deals
recommended maximum inner radius of 50 feet, 2d6 damage, and is very effective. Most rifles can
and 8d6 damage. Throwing burning dynamite is a be outfitted with scopes for greater precision.
fool’s errand, but if a character wishes to, the Rifles like the Winchester “Yellow Boy” hold 15
guideline below can help assess whether the throw rounds. Reloading takes 1 turn.
is successful:

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Scope – A scope fits atop a rifle, allowing greater
control and precision over long distances. The
Provisions Chart
Malcolm-style scope is an example. A scope adds Item Cost
+1 to the roll when shooting with a long ranged Acre of land $3-100
rifle (see long ranged rules above). At the Judge’s Barber $0.25
discretion a high quality scope may be purchased Bible/Book $0.25
for double the price, adding a +2 attack bonus Bridle $10
when shooting within the long range threshold. Candle $0.10
The shooter would still incur a minimum -1 Canteen $1
penalty for shooting long distance. Clothing $10
Shotgun, single barrel – A shotgun that takes a Dice $0.25
single shell, and must be reloaded on alternating Furs/Pelts $10
turns. At close range (point blank to 15 feet) all Gold (per oz.) $20
damage scored is rolled on 2d6. Beyond 15 feet, Harness $10
the shotgun inflicts 1d6 damage. Due to the Horse $115
shotgun’s area of spread, when shooting beyond Horse pack $30
40 feet, anyone directly adjacent to the original Lasso/Rope $1
target may also be hit (roll to determine). If hits Lantern $3
are scored, the flying bearings deal 1d3 damage. Lodgings (per night) $1
Once 50 feet is surpassed, secondary damage is Manacles $10
reduced to 1 point of damage. Meal (standard) $0.25
Shotgun, double barrel – The double-barreled Meal (fancy) $0.50
shotgun fits two shells. Once the two shells are Medical Bag $15
depleted, reloading takes 1 turn. One shell deals Miner’s Kit $10
2d6 damage. Optionally, both shells can be fired Newspaper $0.25
simultaneously for a maximum of 3d6 damage at Pick $3
point blank range (within 15 feet). In all other Playing cards (rigged) $0.25
ways it is identical to the single barrel shotgun Saddle $20
above. Shovel $3
Shotgun, sawn-off – A sawn-off shotgun takes a Silver (per oz) $1.30
single shell, and must be reloaded on alternating Stable (per night) $0.50
turns. The sawn-off shotgun is lethal in close Stagecoach (ride) $10
quarters, dealing 3d6 damage at point blank range. Train (ride) $10
Beyond 15 feet, the sawn-off inflicts 1d6 damage. Wagon (ride) $5
In all other ways it is identical to the single barrel Wagon $50
shotgun above. Whiskey (bottle) $1.50
Six-shooter – Includes pistols and revolvers. Six-
shooters vary in quality. Some common brands Chapter 3 details additional rules and prices for
during the Tombstone time period are Griswold & services and buildings more suited to long-term
Gunnison, Remington 1858, and Colt 1860 Army. campaigns.
Six-shooters deal 1d6 damage. If a hit is scored at
close range the Judge may allow the pistol to deal Provisions Descriptions
2d6 damage. Six-shooters hold 6 bullets, and take 1 Acre of land – Price of land is dependent on
turn to reload when depleted. quality, location, and whether there are any
Spear – A spear can be furnished by an Indian natural resources.
Brave. Spears generally have an adze tip, and a Barber – Provides a hair cut and a shave.
wooden haft. A spear deals 1d6 damage. Bible/Book - For the Holy-Roller this is an
Sword – A sword includes sabers, rapiers, large important item. Wielding a bible or an esoteric
daggers, or a scimitar. Swords deal 1d6 damage. tome gives their messages credibility in the eyes of
Tomahawk – See “Axe” above. the audience. Other characters may carry a bible
  for religious purposes, or simply as an item of
  interest. The pricing listed is for a quality,
  hardback item.

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Bridle – A bridle is required for controlling a for binding and curative purposes — healing 1d3
horse (unless your character is an Indian Brave). points of Health.
Candle – A candle omits a 5-foot radius of light. Miner’s Kit – This kit includes everything a
Canteen – A metal container for holding water or would-be miner requires to get to work — a length
liquids. of rope, lantern, pick, shovel, and pan.
Clothing – A suit of clothing suitable for most Newspaper – The daily rag.
weather. Includes boots, pants, undergarments, Pick – Used for mining.
shirt, jacket and hat; or boots, dress and apron or Playing Cards – Saloons and gambling halls
overcoat for ladies. revolve around a staple of card games. A player
Dice – Gaming dice are used in saloons, and for may elect to purchase a deck rigged for cheating.
making wagers. A set of rigged dice can be It is advised that a Gambler owns a set of rigged
acquired for a similar price as regular dice. It is cards for maximum profitability. Rigged playing
advised that a Gambler owns a set of rigged dice cards add +1 to gambling dice rolls, however there
for maximum profitability. Rigged dice add +1 to is a 3-in-6 chance those without the Gambler
gambling dice rolls, however there is a 3-in-6 Background will be discovered for their
chance those without the Gambler Background dishonesty.
will be discovered for their dishonesty. Saddle – A saddle is required for riding a horse,
Furs/Pelts – The price for a pelt depends on the unless a character is an Indian Brave.
animal. $10.00 is an approximate price only. Shovel – Used by miners or for digging
Gold – For the prospective miner, this gives an holes…duh.
indication of what a rich vein may yield. Silver (per oz.) – When miners extract silver and
Harness – A harness is required to control bring it to the assayer for weighing, it is measured
animals, or for mountaineering. by the ounce. This gives an approximate value of
Horse – The average price for a quality horse. an ounce of silver. This price (along with the price
Thoroughbred horses will be much more costly, of gold) is likely to fluctuate depending on
while lame horses can be acquired cheaply. availability.
Horse Pack – A horse pack contains a saddle, Stable (per night) – The price to lodge a horse for
bridle, blanket, and feed. These items are a night, or for a weary wanderer to kip in some
necessary unless you are playing an Indian Brave straw.
character. If a non-Indian Brave rides bareback for Stagecoach (ride) – A stagecoach ride typically
a day deduct 5 miles from the total amount covers a substantial distance, between cities,
travelled. Additionally the character suffers sometimes for a few hundreds of miles.
Fatigue. Train (ride) – Similar to a stagecoach ride above.
Lasso – A lasso is a length of rope that can be Wagon (ride) – Similar to a stagecoach or train
used for multiple purposes. ride above.
Lantern – A lantern omits a 40-foot radius of Wagon – This price covers the purchase of a
light. wagon.
Lodgings (per night) – Presumes a hotel or Whiskey (bottle) – Whiskey was a favoured
saloon of average decadence. Fancier rooms can be drink in the Old West. If a character is low on
located, as can squalid dives. Health, swigging a mouthful of whiskey can heal
Manacles – Lockable, metal clasps, linked by a 1d3 points of Health.
chain. Manacles are used for binding the hands  
and/or feet of a prisoner.  
Meal (standard) – Assumes a moderately tasty  
meal.  
Meal (fancy) – Assumes a high standard of  
cuisine.  
Medical Bag – This kit is useful for a doctor or  
characters with minor medical knowledge. The kit  
contains bandages, scalpels, ointments, retractors  
and forceps. Correct usage can retract an arrow or  
bullets with no additional damage to the victim, or  
the various bandages and ointments can be used  

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Example of Character Creation
Sally wants to create a rowdy cowgirl character.
She reads the Outlaw information, and decides
this Background fits her concept. Sally rolls 1d6+3
for her Outlaw’s Health and gets the minimum: a
grand total of 4! Sally has 5 Skill Points to
distribute for her Grit 1 character. Referring to the
Outlaw Background, Sally sees she needs a
minimum of +1 Defense, +1 Gunslinging and +1
Brawling. She immediately spends 3 Skill Points in
Defense, Gunslinging, and Brawling. She spends
her final 2 Skill Points on Health and Willpower.
She now has the following:

Health: 5 (originally 4, +1 Skill Point = 5)


Defense: 11 (originally 10, +1 Skill Point = 11)
Offense: Gunslinging +1, Brawling +1 (both
originally +0, but +1 Skill Point spent on each).
Personality: +0
Investigation: +0
Willpower: 11 (originally 10, +1 Skill Point = 11).

Next, Sally refers to the Outlaw Speed, and sees it


is 40 feet. The Outlaw has the Die Hard ability
granting Sally’s character 2 Fortune Dice. Finally,
Sally rolls 1d4 x $10 for her starting money and
gets 3, granting her $30. Sally spends her starting
money on weapons and provisions, names her
character, and is ready to play.

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Chapter 2: Playing Tombstone

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combat. Grid and hex paper can be handy for

Chapter 2: Playing scaling maps, though is not required. Using a


mobile device or computer can assist with
expediting play. This alternative is good for taking

Tombstone notes, recording character details, or uploading


maps and files. Otherwise paper will suffice nicely.

If you have read the previous chapter, you should Dice:


have a reasonable handle on creating a character. Tombstone requires two types of dice: six-sided
This chapter builds on that knowledge, and (d6) and four-sided (d4). It is recommended each
discusses the rules of the game in more depth. player have 3d6s and 1d4 at the table. The d6s are
Playing or running a game of Tombstone is by far the most common — the central mechanic
intended to be simple and enjoyable. in Tombstone is rolling 3d6. The d4 are for “Fortune
Dice”, which will be explained later in this chapter.
What you need to play: Tombstone can be played with d6s only.
• The Tombstone rulebook. Instead of using d4 for the Fortune Dice,
• One participant to adopt the role of the replace it with a d6.
Judge.
• Two to ten players (3-5 is recommended as Miniatures:
an ideal number). Some groups will enjoy using miniatures in
• Pencils and paper, or a mobile device with Tombstone. Miniatures can be used to represent
note-taking capabilities characters and the foes they meet. There are many
• A handful of six-sided dice (d6) and a few websites and hobby stores that supply Wild West
four-sided dice (d4) styled miniatures. Using miniatures can make
• An imagination combat easier to conceptualise, providing a visual
representation to reference. Other groups prefer to
Participants: rely purely on their imaginations, counters, or
Like many role-playing games, Tombstone has two illustrated scraps of paper to represent battle. Do
types of participants: the player and the Judge what works for you.
(known as “Game Master” in other games). Players
adopt the role of a character. Controlling one
character per player is typical, although some Tombstone’s Mechanics
games may allow more. The player determines The main mechanics in Tombstone are divided
their character’s decisions, and experiences the into four basic dice rolls:
adventure. Conversely, the Judge is responsible for
providing the adventures, creating the fictitious • 3d6 for most actions that require some
world, and filling it with challenges, interesting sort of resolution — including attacking
places, characters, and rewards. The Judge’s job is and checks.
more work, but it is very rewarding. • 2d6 for attacking and making checks when
mortally wounded or fatigued; some
Resources: weapons inflict 2d6 damage.
For beginner Judges a few scenarios have been
• 1d6 is used for testing Bravery and
included in this booklet. They can be read and run
Initiative in combat. Most weapons deal
with minimal preparation, or the Judge can read
1d6 damage.
them for ideas and create their own. As far as rules
• 1d4 used for Fortune Dice.
are concerned, everything you need to know is
here in this booklet. It is also advisable to have
The primary mechanic in Tombstone is rolling 3d6
some pencils and erasers, some paper for drawing
to resolve an action. This roll is compared with
illustrations and maps, and to conceptualise
another number — often an opponent’s Defense or

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Willpower for example. Alternatively, Checks may likely.
be resolved by allocating a target number to a
task, rolling 3d6, and having to equal or exceed 3. Lucky Strike: A character can apply a +1-4
that amount in order for success to occur. For modifier to either an attack or damage roll when
example: brawling or gunslinging.

4. Genius & Presence: A character may apply a


Task Difficulty Chart (Roll Required) +1-4 modifier to either an Investigation or
Task Difficulty Roll Required Personality check.
Easy 5+
Average 10+ 5. Flush: A character can add a +1-4 modifier to a
Difficult 15+ gambling game roll.
Heroic 18+
Impossible 20+ The outlaw is the only character who can use two
Fortune Dice simultaneously. The gambler can use
two Fortune Dice simultaneously but only if one of
Sometimes, to alleviate an ill effect, a character the dice is used for Adrenaline. Besides these
may be required to roll 3d6 and roll their exceptions only 1 Fortune Dice may be used per
Willpower score or under to succeed. These turn. Once Fortune Dice are spent they cannot be
mechanics are discussed in more detail in their used again that day. All Fortune Dice are
respective sections, but when in doubt apply the completely regained after a full night of sleep.
above as a guideline. Alternatively the Judge may wish to limit Fortune
Dice to per scenario, or per Grit.
The Fortune Dice
To spend a Fortune Dice roll 1d4 and add it to If you wish to run a game using only six-sided
Health, Bravery, Willpower, Brawling, dice, use a d6 for the Fortune Dice. This can
Gunslinging, Investigation, Personality, or be applied either as a 1-6 point advantage
Gambling. (1d6), or for harsher games as a 1-3 point
advantage (1d3).
Players begin with 1 Fortune Dice, except the
gambler and the outlaw who begin with 2. Fortune
Dice represent outstanding luck during times of
pressure or risk. A Fortune Dice can be used at any
time —during the character’s turn, or in response
Exploration
This section details the exploration rules within
to another character’s actions. The Fortune Dice the Tombstone game. Only general rules are
requires no time to “kick in”, it resolves instantly.
provided for the many possibilities that may arise
during a game. Inevitably, there will be situations
To spend a Fortune Dice, roll 1d4 and apply it to not covered within the rules. It is up to the players
one of the following: and the Judge to negotiate fair outcomes.
1. Adrenaline: Grants +1-4 points of Health.
Adrenaline can be used to add to a character’s Mapping
Health total, negate part or all of the attack It is advised that players make maps when
damage dealt that turn, or to regain Health after a exploring large buildings, caves, or wilderness. This
character has been injured. assists players with gaining their bearings, and
prevents characters from becoming lost. When
2. Bravery & Willpower: A character can add a exploring wilderness environments, hex paper can
+1-4 modifier to any Bravery test, or a character’s be useful. Alternatively, square grid paper is useful
Willpower score. The latter lasts for 1 turn, but during small-scale or indoor explorations.
makes it harder for characters to be tricked or
beguiled. Furthermore, the additional +1-4 bonus
makes Willpower tests easier to succeed, making
instant death (when Mortally Wounded) less

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Task Example Roll required
Hired Help Convincing a friendly and 5+
When undertaking a scenario, hiring a posse can motivated associate to
complement your chances of success. Combat is accompany you on a
designed to be extremely deadly in Tombstone. journey.
Why die when someone else can die for you? Asking hired help to scout 5+
Remember: safety in numbers. Hereafter, the in friendly territory
character hiring the help will be referred to as the Asking hired help or 10+
“Patron”. The chart below provides pricing for followers to complete a
hired services. task they do not wish to
complete.
Hired Help Prices Chart Asking hired help to scout 15+
Help Cost in hostile territory.
Cowboy $30/month A Holy-Roller convincing 18+
Dance Partner $1/dance his cultists to form a death
Skilled Gunman $100/job pact.
Labourer (unskilled) $2-5/week
Labourer (skilled) $16/week Leadership checks should only be used when a
Prostitute $2-$25 situation is uncertain or problematic. Most
Leadership rolls can be forfeited if the task is fairly
reasonable.
Loyalty
Hired help will always have a loyalty value. When
someone’s services are hired, the Judge should roll
Investigation
3d6 in secret. The total is added and recorded: this An Investigation check can be used when
is the hired help’s Loyalty score. This Loyalty score attempting to find information or clues. 3d6 is
can be improved or lessened by applying the rolled and the character’s Investigation modifier is
Patron’s Personality modifier. For instance, if the added to the result. If the modified number equals
Patron has a +2 bonus to Personality, this is added or exceeds a target number, the investigation
to the hired help’s Loyalty score. yields some result. The table below provides some
guidelines for Judges setting difficulties.
Fleeing or Betraying:
In times of considerable stress, danger, or Investigating Roll required
temptation there is a chance the hired help will A patron’s drinking habits 5+
flee or betray their Patron. When this situation Finding footprints after 5+
arises the Judge rolls 3d6 in secret. If the result is rainfall
higher than the hired help’s loyalty score, they Finding an abandoned trail 10+
will betray their Patron or flee from a dangerous Discovering a spring in a 15+
situation. It is the Judge’s decision when to apply desert
this check. Discovering the mayor’s 18+
darkest secret

Leadership An Investigation check should only be used when


Some characters will wish to develop their an outcome is uncertain or unknown. Most
leadership potential. This can be done by investigation attempts can be resolved by players
attracting and retaining hired help, or forming asking intelligent questions.
long-term alliances with an associate. At times, the
guiding leadership of the character may be
required. Resolving this will be the Judge’s
Personality
discretion. If a leadership check is required, the A Personality check may be required at certain
character will roll 3d6, adding their Personality times, to determine how convincing a character is.
modifier. Use the table below, and the “Task This can be used in two ways — in combat, or out
Difficulty Chart” as a guide. of combat. The latter is by far easier, as there is no
imminent pressure to make a convincing show.

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Generally, a Personality check can only be used Running:
against 1 target at a time. Characters can run 40 feet each turn, while Indian
Braves can run 50. During combat characters may
3d6 is rolled, and the character’s Personality move half their speed and attack. If a character
modifier is added to the total. If the total equals or runs their full speed and attacks, they suffer a -2
exceeds their opponent’s Willpower score, some penalty to attacks and damage (but always do a
level of success is indicated. The Judge is welcome minimum of 1 damage).
to add bonuses or penalties depending on the
situation. Generally, a successful check will Moving During Combat:
indicate the opponent will be open to listen to the Characters can move and attack in any order, as
request, provided it is reasonable. Alternatively, long as their maximum speed is not exceeded:
the Judge may set a Roll Required number based
on the “Task Difficulty Chart”. For example: • Move and attack
• Attack and move
Person is attempting Roll • Move, attack, move
Required
To set up a bar tab/To ask a 5+ Fatigue:
friend for a favour Characters can run continuously at their full speed
To obtain an item for a 10+ for an amount of turns equal to their Health score
lesser price when times four (Health x 4 = turns). When this amount
bartering/To make friends has been exceeded the character is fatigued. A
Convince an angered foe 15+ character will become fatigued after staying awake
not to attack/To tell a for long durations (all night or longer). A fatigued
convincing lie character’s…
Convince an attacking foe 18+
to cease/To convince • Speed is halved.
someone to join a cult.
• Checks are rolled on 2d6 rather 3d6.
Note: A charmed or convinced individual will not • Damage rolls suffer a -2 penalty.
do anything that puts them in physical risk or
danger. The Judge may deem the Holy-Roller’s If fatigued characters continue to exert themselves
persuasive abilities to bypass this general rule. for another amount of turns equal to their Health
times two (Health x 2 = turns) they:
A Personality check should only be used when an
outcome is uncertain or unknown. Most social • Cannot move due to exhaustion.
situations can be resolved through role-playing. • Roll checks on 1d6 rather than 3d6.
• Suffer -4 to damage rolls.
• Lose half their Health.
Movement
Characters may: A night’s sleep removes all effects of fatigue.
• Move 40 feet per turn (or 50 for Fatigue induced by strenuous exercise can be
Indian Braves). removed if a character rests for 1 hour afterwards.
• Move half speed and attack (usually
20 feet)
• Move full speed and attack but suffer
-2 to attacks and damage.

Travel Per Day:


Characters can walk 24 miles in a day; Indian
Braves can walk 30. Horses can walk 30 miles a
day, and can run in short bursts at 60 feet a turn.

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1. Bravery Test
Combat Anytime one side has an obvious advantage
1. Roll a Bravery Test (1d6) if either side has an over another, roll 1d6 for the disadvantaged
obvious advantage. party. A roll of 1 indicates the disadvantaged
2. Declare character actions and roll initiative side is surprised or frozen in fear. They cannot
(1d6). act this turn. A roll of 2 indicates the
3. Roll 3d6 to attack. Add the appropriate disadvantaged side has automatically lost their
modifiers and compare the total with the initiative.
opponent’s Defense.
4. If a hit is scored, roll damage. A Bravery Test is used to determine mettle in the
5. If the other side has not acted, it is now their face of danger. A Bravery Test is only required in
turn. some situations — during an ambush, or when one
6. Repeat steps 2-6. If one side has suffered side has superior forces or the upper hand, or if
substantial losses, repeat steps 1-6. two parties are unaware of each other’s presence.
Any side that is disadvantaged must roll a Bravery
Test. Each side (or optionally each combatant on
Combat in Tombstone is fast and lethal. A well- that side) must roll 1d6. If the result is 1, that side
aimed gunshot can kill a character outright. (or character) is frozen in fear. They cannot act
Having high Health and Defense is useful — that turn, but they do retain their Defense score. If
ensuring survivability. This section provides the result is 2, the character has automatically lost
guidelines for resolving combats. their initiative. Some character Backgrounds allow
re-rolls on Bravery Tests, or bypass this
requirement entirely.
Turns
Each turn represents 5 seconds within the “We’re gonna die!”
game world. If one side has lost substantial numbers, are clearly
overwhelmed, or defeat appears imminent, the
Combat is divided into “turns”. Turns are only Judge should require another Bravery Test. This
used when some kind of conflict emerges, or when additional test determines whether the losing
a tighter account of time is required. Like most party remains to fight to the death, or flee in
games, each player gets a turn to act and make terror.
decisions. Each character’s turn represents
approximately 5 seconds of time in the game
world. A character may do anything in a turn that
2. Declaring Actions & Rolling Initiative
could be reasonably achieved within 5 seconds. A • For mass combats roll 1d6 per side.
few examples include: • For duels or small combats roll 2d6
per character, adding weapon speed.
• Moving • Tied initiative rolls are resolved
• Brawling or grappling simultaneously.
• Shooting a gun
After Bravery Tests have been resolved, it is
• Daunting an opponent
necessary for combatants to declare their actions
• Dragging an object
for the upcoming turn, and roll initiative.
• Breaking a window
• Throwing an item Declaring Actions:
• Lighting a fuse This step is literally just informing the Judge what
• Anything else you can think of actions a character intends to take during their
turn. It is important players announce their
For actions that take longer than a turn, the Judge intentions before initiative is rolled, as this can
may decide two or more turns are required to impact on the outcome of combat. Before anyone
accomplish the task. has rolled initiative, the Judge should secretly
decide what the characters not controlled by the
players will be doing.

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Rolling Initiative: scored. Next, roll the appropriate damage for the
After all the players have declared their actions, weapon (usually 1d6) and deduct this number
initiative is rolled. A six-sided dice (1d6) is rolled from the opponent’s Health.
for each side — one for the players, one for the
Judge. The side with the highest number on the d6 Grappling:
wins initiative. Players decide amongst themselves If a grappler scores a hit, they can decide to forego
the order in which they will act, and all combat all damage, pinning their opponent instead. If this
actions are then resolved. Once the winning side option is used an ally may automatically deal
has acted — completing their attacks and rolling damage to the pinned opponent. However, there is
any damage — the losing side acts. Tied initiative a chance they will accidentally hit their friend.
rolls indicate that both sides are acting Roll 1d6. If the result is 1, they hurt their friend
simultaneously. Thus, it is possible for two instead. The grappler doing the pinning may not
opponents to kill each other in the same turn! deal any damage to the pinned opponent that
Once all combat actions have been resolved for turn. The following turn, if the pinned opponent
both sides, it is a new turn. The preceding process has not broken free, the grappler may make an
is repeated until one side surrenders, flees, is attack roll. On a successful hit they can deal
disabled, or killed. damage, as well as maintain the pin. To break a
pin, the pinned character is required to roll 3d6. If
Options & Alternatives: the total number equals, or is less than the pinned
To vary the way initiative is handled a few character’s Defense score, they have broken free.
suggestions are offered.
Gunslinging:
1. If the default initiative system is used, let a Gunslinging involves the discharge of any ranged
different player roll initiative each turn. This weapon — typically a gun. A 3d6 roll is made
means everyone gets a turn at rolling initiative. against the opponent’s Defense score, and the
attacking character’s Gunslinging modifier is
2. If it makes it easier, initiative can be re-rolled to added to the roll. If the opponent’s Defense score
break any ties. is equaled or exceeded, a hit has been scored. Roll
the appropriate damage for the weapon (usually
3. Smaller combats (2-8 combatants) can be 1d6 or 2d6), and deduct this number from the
resolved slightly differently. Roll 2d6 for every target’s Health.
major character in the battle, adding their weapon
speed to the result. The order of initiative goes
from highest to lowest.
4. Roll Damage
If a hit has been scored, roll damage. Most
weapons deal 1d6 or 2d6 damage. Check
3. Attacking: Brawling, Grappling & Gunslinging weapon damage on the Weapons Chart. If a
To attack another character roll 3d6 and add the character has depleted their Health, they are
appropriate modifiers. If the total equals or Mortally Wounded, and may die.
exceeds the opponent’s Defense, a hit has been
scored. If a hit has been scored during combat (see section
3 above), the attacker must roll damage. Generally
Hand-to-hand combat: Roll 3d6 + Brawling weapon damage deals either 1d6 or 2d6 damage,
Ranged combat: Roll 3d6 + Gunslinging but certain weapons may deal less or more. Other
weapons like the Gatling gun deals 6d6 damage!
Brawling: To determine how much damage a weapon deals,
This attack involves any type of hand-to-hand identify the weapon on the Weapons Chart.
combat: grappling, wrestling, bar fights, or Unless otherwise specified, weapons deal damage
attacking with a tomahawk. Optionally, a equal to the amount shown on the dice roll. Some
character’s Brawling modifier can be applied to weapons, like an arrow, will deal more damage in
throw a weapon (like a spear, axe, or dagger). To certain situations.
make a Brawling attack, roll 3d6 and add the
character’s Brawling modifier. If the total equals
or exceeds the opponent’s Defense, a hit has been

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Mortal Wounding: conditions. This dice is special however, and may
If a character suffers enough damage to drop their be stacked with any other Fortune Dice, or other
Health to 0 or below they become Mortally modifiers being applied during the Blaze of Glory.
Wounded. The character must roll 3d6, and if the It is up to the Judge to deem whether an action
total is their Willpower score or less they survive. warrants a Blaze of Glory. If the action is valiant,
Failure results in death. If the character succeeds albeit a death wish, with the demise of a character
their Willpower check, the injured character appearing imminent, it is probably a Blaze of
suffers the following consequences: Glory. Only one Blaze of Glory may be used per
scenario.
• Speed is halved.
• Checks are rolled on 2d6 rather 3d6. Daunting:
• Damage rolls suffer a -2 penalty. A character can opt to “daunt” another character,
using intimidation, coercion, manipulation, or
If the character takes any additional damage after trickery during combat. The character doing the
becoming mortally wounded they: daunting must expend their whole turn on this
action, rolling 3d6. Their Personality modifier is
• Cannot move from their location due to applied to this roll. If the total equals or exceeds
grievous injury. their opponent’s Willpower score, roll 1d6. Match
the result on the table below:
• Roll checks on 1d6 rather than 3d6.
• Suffer -4 to damage rolls.
Daunting Chart
Any additional damage suffered results in death. Roll Opponent…
(1d6)
Rest & Healing: 1 Rolls a Bravery Test
If a character has been injured, rest and medical 2 Loses next initiative
attention can assist in their recovery. Normal bed roll
rest recovers injuries overnight. If the character 3 Suffers -2 to attacks
has been Mortally Wounded the recovery process 4 Suffers -2 damage
takes longer. Two extra days are required to heal. 5 Suffers -2 to Defense
While this system is not exactly “realistic” it 6 Flees combat
allows for characters to get back into the action
quickly. In keeping with the spirit of the game, a During the next turn the daunted opponent may
good ol’ swig-o-whisky can also assist with roll 3d6. If the result equals or is under their
healing (adding 1d3 points of Health)! Willpower score, they can counteract any of the
ongoing effects (3-6 on the daunting chart).
Additional Combat Options
Newcomers to Tombstone may wish to keep the Delaying Actions:
rules as simple as possible. These additional rules During combat, a player may wish to delay their
are not essential to running the game, but do character’s initiative action until later in the turn,
provide some extra options during combat. or until another turn entirely. A player may elect
to wait until a particular event has occurred (“the
Blaze of Glory: bandits have emerged from the building”) before
Against all odds, a character may attempt an enacting their turn. In this way, a character with
action that is incredibly foolish or hazardous — to worse initiative may still act before a winning
save their own skin, or a friend’s. A Blaze of Glory initiative roll.
may occur when a character chooses to complete
an action putting them in a nigh suicidal position. Disarm
The candidate must have sustained enough A disarm can be achieved by rolling 3d6 and
damage to drop their Health score to half or below adding the attacking character’s Brawling or
half. During the Blaze of Glory, the character Gunfighting modifier (whichever is appropriate). If
gains a bonus 1d4 Fortune Dice, which may be this modified total equals or exceeds the
applied according to normal Fortune Dice opponent’s Defense, the attacking character has

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knocked the weapon from the hand of their target. Poisoned
The weapon will scatter 1d6 feet away from the This effect can occur from drunkenness, imbibing
two combatants. It generally takes 1 turn to drugs, or malicious poisoning. When poisoned,
retrieve a disarmed weapon. characters suffer a disadvantage. At the worst
extremes they may die.

Special Conditions Poisoned Tables


Occasionally, a situation will warrant certain Condition Modifier
allowances or penalties within the game. Like the Inebriated -2 to all checks
preceding section, these rules are entirely optional, Poisoned or -4 to all checks
but do offer a greater level of detail to the game. If heavily intoxicated
it benefits your game, use them. Heavily Poisoned Mortally wounded
Fatally poisoned -6 to all checks and
Cover: may not move. Will
Hiding behind cover can provide certain defensive die in 4 turns if not
advantages. These are represented in the table assisted.
below.
For the price of poisons see “Additional Provisions”
in Chapter 3.
Cover Table
Cover Modifier
Partial +1 to Defense
Half +2 to Defense
Almost Hidden +4 to Defense
Hidden* Cannot be hit.

* The structure must be strong enough to defend


against bullets or weapons. A curtain may obscure
visibility, but it will not defend against a gun.
Dynamite or cannon will generally bypass any
form of full cover.

Combat Conditions:
Other combat conditions can alter combatants’
ability to attack or defend.

Combat Conditions Table


Condition Modifier
Attacking from +1 to attack rolls &
above damage
Attacking from -1 to attack rolls &
below damage
Flanking/Crossfiring +2 to attack rolls
Fleeing Combat -4 to Defense
Prone* -4 to Defense
* This assumes the prone combatant is visible and
within Brawling range of the attacker. If the prone
character is not observable, treat them as
“Hidden” on the Cover Table.

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Chapter 3: The Judge

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rules, and discover they are not to your liking.

Chapter 3: The Judge That is fine. Work out a better alternative, inform
your players, and note this change down. House
rules are fluid. They are constantly evolving.
The next two chapters are written for the benefit
Communicate these changes to the players, and
of the person running the game: the Judge. This
make sure they understand. If there is player
chapter provides additional options, rules, and
opposition to these changes, there may be a good
suggestions for creating and arbitrating a game of
reason. Be open to discussion (preferably after the
Tombstone. For a more granular or detailed game,
session has ended). In my own gaming
variants are offered here which have been
experiences, a group discussion can determine a
purposely omitted from the beginning chapters.
ruling that is not only fairer, but yield more player
This decision is to simplify the initial learning
buy-in because the rule has been talked about.
curve of the game. If you have taken up the
Constantly changing rules will cause confusion
mantle of running a game, you are faced with the
among the players. A good rule of thumb is to be
(sometimes daunting) responsibility of:
as consistent as possible.
1. Finalising the rules.
2. Creating the setting. Creating the Setting
3. Devising a scenario, or adjoining multiple Chapter 4 explores the inferred setting of
scenarios for campaign play. Tombstone in more detail. You do not have to use
4. Arbitrating the game to ensure it is both this setting; in fact, you are encouraged to adapt
fun and challenging for all involved. the setting to fit your preferences. For the group
new to Tombstone, it is not a bad idea to begin
Some of Chapter 3 has been omitted in this with this information initially, before expanding or
playtest version. diverging from it later. It is an initial safety net to
draw upon, until you can run a game instinctually.
Where to Begin You may already be a veteran gamer, in which
case you will probably be confident to create your
When running any type of role-playing game
own setting. It is recommended that at some
(including Tombstone), consider the colloquially
stage, you attempt to create your own scenarios
named “Rule 0”. Rule 0 refers to the Judge’s ability
and settings. This is a very rewarding aspect of
to change any detail of the game, and make the
being a Judge. If you feel ready to begin this
final ruling when an ambiguous situation arises.
process, one way is “beginning with a vibe”
Rather than viewing this as an opportunity to lord
your “power” over the other players, this is ideally
Beginning with a Vibe:
a respectful process. By being a Judge you
This may seem like rather nebulous advice, but
essentially agree to do your best to run a game you
there is reason behind it. Determining a “vibe”
would want to play in. In other words, while you
usually involves asking yourself some questions.
have substantial liberties to bend the game to your
Here are a few to begin with:
druthers, you are better off crafting a game that is
both fair and fun. But where to begin?
• How does the setting taste, smell, appear,
or feel?
Finalising the Rules • What media inspires it (books, film,
Finalise the rules. Read through the Tombstone television, something you’ve read on the
rules, and if there is anything you wish to avoid in Internet)?
your games, make a note. People often refer to this • What do you hope to achieve by drawing
process as “house ruling”. It is a process of on these inspirations?
formally or informally codifying the rules to suit • What do you hope the gameplay
you, and those you play with. While you do not experience will be like for your players?
need an immediate answer to every question, it is • Is the setting governed by natural laws
good to have broad familiarity with the rules, (like science), or is the supernatural or
providing guidance to your players. The process of “magic” possible?
finalising the rules will happen primarily through
playing. For example, you may try the grappling

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• Will the setting be like something the actually corrupt — taking bribes to overlook various
players have experienced in real life? If crimes. He has a deputy named Gilsworth, and four
not, how will it differ, and why is this brutish henchmen. A disgruntled citizen shares this
important? information to the characters in a drunken stupor,
and tells them about a dodgy deal going down in a
These types of questions ascertain your motive for week on the outskirts of town.
running such a game, and help clarify any
ambiguities you may have. Once you have 2. What are the rewards?
established a vibe, progress simply.
Example: Catching the sheriff in the act, bringing
Start Simply: him to justice, and telegraphing the nearest town,
Find a piece of hex paper, grid paper, or blank should result in a $40 reward for each character.
paper. Begin sketching a rough birds-eye view of a
few roads and buildings. The Map of Silverton 3. Mechanical information?
provides a small town as a guide if you are unsure
where to begin. Consider the main geographic Example: Use the Soldier Quick Play for Mr
features of your setting, the buildings, and key Cuthbert and his deputy. The four henchmen have
people dwelling in the area. From that starting the following: H 5, D 11, GS +1, BR +1, Per +0, Inv
point, continue to develop. Create entries for +0, Will 10. FD 0, Rifle (2d6), knife (1d6), clothes, $5
important sites. This can be as simple as: between all four.

Saloon: This building has two levels. It is owned by See Chapter 4 “Bestiary” for more information on
Patsy Cole, and has a range of services, including creating opponents. Creating this scenario took 5
alcohol, food, and gambling. There are between 3-18 minutes. Once the scenario has been devised,
(3d6) patrons at any time. One of the patrons lost his determine whether this challenge is roughly equal
horse and wants it found (will offer $5), while to the available resources and strengths of the
another lost his leg in a recent mining accident, and characters, and whether the scenario will be easy,
will pay for someone to kill the foreman whom he challenging, difficult, or impossible. The above
blames ($30). scenario should prove an adequate challenge for
four Grit 1 characters. Using this minimal
Continue until you have designed a whole town, information, gives the Judge the flexibility to run a
wilderness area, or state. You do not need to detail game. Every detail or eventuality has not been
every single building or feature. Just the bits you accounted for, but it doesn’t need to be. Outline
think are important. the important information only. The rest can be
determined during the game. Maybe the
characters end up enquiring around town to find
Devising the Scenarios other people aware of the sheriff’s subterfuge.
Once you have decided whether you will be Perhaps two other people know about it, and you
running a single game, or a long-term, ongoing decide an Investigation or Personality check of 15
campaign, you will need to develop scenarios to or higher is required to reveal this information.
run. This should be relatively simple and hopefully Allow the scenario to play out however it
fun. There are multiple scenarios outlined in eventuates, and don’t worry if things don’t go
Chapter 4, or you can make your own. A single according to plan. That is half the fun! Finally,
idea will suffice. I try not to spend more than 5-15 consider how each scenario might link up to other
minutes preparing for a 4-hour scenario. It is hard scenarios for long-term play, if you are playing a
to predict how long a scenario may last, but with campaign style. Initially you may want more
practice you become accustomed to estimating. information, and detailing the scenario will enable
You can create a scenario by answering a few you to feel more relaxed. But Tombstone can be a
simple questions about the scenario: very low-commitment game, and that is one of its
strengths compared with other role-playing
1. What happens, where, and who is involved? games: it’s easy to plan for.

Example: A new sheriff named Mr Cuthbert has


arrived in town. He is cleaning things up, but is

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Corey: Sure guys, all that sounds reasonable. Louis
Fair & Fun climbs into the pen, being extra careful not to
There will be times where you cannot have a long scare the cattle. They seem to mostly ignore him
discussion about the rules. If a discussion is taking as they munch on hay. John Henry searches the
longer than 1 minute, it is probably better to area for tracks. He can see many booted prints
acknowledge the issue, but promise to return to it coming and going around here. Some lead up to
once the game is over. Make a ruling on the spot the ridge. Mangle has made his way up to the
and move on. Trust your instinct. Usually it will be trees, and has a good perspective of the area. He
fair, but even it you botch it up, you can always buries his dynamite…where were you burying it
amend the error later. Over time you will get Mangle?
better at making rulings, but endeavor to learn
something from each game. Jo: The direction where I think the cowboys may
come from. If they come out of the woods and
down the hill, I want them to walk over it.
An Example of Play Corey: Umm…yeah alright. What’s your
A brief example of play is provided, to alleviate
any confusion regarding combat. There are four Investigation modifier?
participants at the table — one Judge, and three
players. They are playing the scenario “Trouble on Corey is asking about Mangle’s Investigation ability
the Corral”. to see whether he could discern a decent hiding place
for the dynamite. After looking at Jo’s sheet he
Players: notices it is above average. Rather than rolling an
Judge: Corey Investigation check, he rewards Mangle for thinking
John Henry (Soldier): Richard to look up here in the first place. Corey decides after
Louis El Bandito (Outlaw): Hugh Mangle searches, he would find a suitable spot to
Eric (Holy-Roller) & Mangle (Outlaw): Jo hide the dynamite. After exploring the area, and
setting up a strategic position, the characters decide
Corey (Judge): Okay, you arrive at the corral. A to camp out for the night. They are keeping watches
dusty path departs from the road, winding up the in shifts. The night is uninterrupted by trouble. The
hill. Above is small plateau. You can see a wooden morning dawns around 6am. At this point the
pen filled with cattle, but no cowboys in sight. Oh, cowboys return to the corral. All hell breaks loose.
and there’s also a copse of trees up on a ridge even
further back. Corey: They look determined and purposeful as
they walk down the hill…
Richard (John Henry): Can I look around? John
Henry will poke around the area and see if he can Richard: From behind my mound I’ll line up the
find any tracks or something. leader with my rifle and fire.

Jo (Mangle): Yeah, and I’ll plant some dynamite Jo: Remember, I’m hiding just near them, can I get
near the trees. I won’t light it, but I’ll bury it in the them from where I am? Can I let off the dynamite
ground and maybe hide. when they walk near it?

Corey: Louis? What are you doing? Corey: (laughing) Okay, okay. I’ll need to work out
the order of combat. Everyone roll 1d6 (Or 2d6+
Hugh (Louis El Bandito): I’m going to hide in the Weapon Speed).
pen with the cattle, but keep well out of their way.
A Bravery Test could have been rolled for everyone
Corey knows the cowboys won’t return until the before this point. As both sides are fairly equally
morning, but he pretends to consult his notes matched, both are confident, and both are aware of
anyway. He hopes to give the players a sense that each other, this roll is forfeited. After rolling
anything may happen at this moment. initiative, the order of combat is noted.

Corey: You guys are speedy today, winning


initiative. What are you doing?

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Hugh: I’ll pull out my gun and fire at the nearest games are based around a twenty-sided dice roll.
cowboy. I’m hiding behind the fence too. Does 3d6 gives a similar range of numbers, but removes
that give me some cover? the highest and lowest extremes. Rather than a
linear numerical increment as with a d20, rolling
Corey: Yep! Roll 3d6 and add your Gunslinging multiple dice generates a bell-curve effect,
modifier. meaning certain numbers are more likely to
appear when multiple dice are used. The average
Hugh: I got 9, plus Gunslinging…that’s 11. Does outcome of a 3d6 is 10.5. Characters will be hit
that hit? roughly 50% of the time in combat. If you wish to
mitigate this likelihood, simply add a free +1-3
Corey consults the stat block for Louis’ opponent. bonus to Defense at the beginning of the game, in
The opponent has a Defense score of 11. Louis’ shot addition to the 5 skill points all characters begin
equals this score, so the bullet hits. Hugh rolls with.
damage for Louis, who is using a six-shooter (1d6
damage). Louis rolls 4, almost killing his opponent. 1d3 Rolls:
Sometimes, the rules call for a 1d3 dice roll.
Corey: You fire at a cowboy sprinting down the Obviously, 1d3 generates a number between 1-3.
hill towards you. The shot catches him in the This numerical range can be generated on 1d6,
shoulder. From what you can tell it was a good hit. counting a result of 1-2 as 1; 3-4 as 2; and 5-6 as 3.
He is definitely injured! The chart below illustrates this visually.

The rest of the combat progresses like this, until


combat is resolved: everyone is dead; one side has
1d3 Chart
won; or one side has fled. 1d6 1d3
Result Result
1-2 1

Expanded Rules 3-4


5-6
2
3
The remainder of this chapter provides expanded
rules specifically for the Judge, to assist them in
their game. Characters
The approach to making a character is admittedly
simple in Tombstone. While this is purposeful, this
A Note On Dice section provides some additional modifications
Understanding the way dice work can offer a you may wish to experiment with.
deeper understanding to the Judge. Gary Gygax,
one of the founding fathers of the role-playing Grit:
game, suggested the following: By default, characters progress and gain grit at the
predetermined rate given on the chart below.
Keep in mind that the dice are your tools.
Learn to use them properly, and they will Grit Scenarios Rewards
serve you well (Dungeon Masters Guide, 1 0-3 5 Skill Points, Background
1979, pg. 10). Ability
2 4-7 +2 Skill Points, 1 new
Background Ability
Become acquainted with probabilities, and the 8-11 +2 Skill Points, 1 additional
3
effect/s of combining certain dice, and you will Fortune Dice.
find the task of Judge becomes a lot easier to 4 12-15 +2 Skill Points, 1 new
arbitrate fairly. Background Ability
5 16-19 +2 Skill Points, 1 additional
Fortune Dice.
Design Intentions: 6 20+ +2 Skill Points, 1 new
As you will be aware, Tombstone uses two types of Background Ability
dice — d6 and d4. Tombstone was designed around
a 3d6 dice roll for a number of reasons. Rolling 3d6 Judges can modify the number of Scenarios
generates a range of numbers between 3-18. Many characters are required to complete before gaining

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a new level of Grit. If quicker advancement is Character History
desirable, characters can gain a new level of Grit To add more detail to the game, character
after completing a single Scenario. Alternatively, histories can be generated. Below are some ideas
the Judge may feel the standard rate of for you to develop. Either roll randomly, or pick
progression is too quick. The Judge can increase something from this list. For random generation,
the number of Scenarios required to advance a roll 1d4 for the top (horizontal) column, and 2d6
level of Grit. for the downward (vertical) column.

Rewards:
The rewards associated with each level of Grit can
Character History Table
be altered too. If you feel players are getting
1 2 3 4
damaged too easily, try removing or increasing the 2 Beggar Driver Mason Sailor
highest maximum Skill for Defense, allowing 3 Architect Scout Miner Engineer
players to put more Skill Points towards Defense. 4 Banker Entrepreneur Musician Settler
Similarly, if you feel the rewards are too stingy 5 Blacksmith Explorer Outlaw Shipwright
6 Capitalist Farmer Pimp Slave
each level of Grit, try increasing this number to +3 7 Wainwright Gambler Charlatan Soldier
Skill Points per Grit. Instead, you may wish the +2 8 Chandler Hunter Prostitute Spy
Skill Point bonus to be available on alternating 9 Priest Investor Railway Tanner
Grit levels only. Don’t be afraid to tweak things. 10 Craftsman Laborer Ranger Tradesman
At worst, it doesn’t work, and you change it back 11 Doctor Leatherworker Reverend Carpenter
12 Politician Sheriff Criminal Hostler
to how it was!
Example: A player wants to generate a history for
Grit Progression:
his Soldier character. He rolls 1d4, with the result
You can remove the Grit progression, and
of 2, and 2d6 with a result of 12. Consulting the
Background abilities to run a simple version of
table, he sees his character was a Sheriff.
Tombstone. If Quick Play is being used, ignore the
shaded sidebars, or if Method B is being used,
ignore the Rookie ability. Characters will be Additional Provisions & Weapon Options
effectively “fixed” in their ability, or you may wish Besides the weapons and provisions listed in
to allocate new Skill Points after completing a Chapter 1, additional pricings and options have
certain number of tasks or Scenarios. been provided here. These provisions are suited to
campaign play, rather than one-shots, and are
New Backgrounds: largely up to Judge arbitration for exact prices. For
Creating new Backgrounds should not be difficult. example, a mine can range from $4000 for a poor
Use the Grit Chart as a beginning point. When or small mine, up to $400,000 for a rich vein.
creating Background abilities, use existing Determining the quality of the mine will be
Backgrounds as a reference. It is advisable to indicative of the price. When an exact pricing is
create new Backgrounds that are roughly balanced uncertain, simply approximate.
with existing Backgrounds. This will lessen player
resentment, in the long-term, as each Background Item Cost
will have something important to bring to the Building $1000-$250,000
table. Fort $25,000
House $2400- $250,000
New Background Abilities: Mine $4000 - $400,000
To keep the game fresh, new Background abilities Poison $0.25 - $50
can be added to existing Backgrounds. Again,
attempt to achieve relative game balance. Creating If you wish to add granularity to weapon choices,
new Background abilities will provide players with you can link costs with weapon quality. Cheap,
extra options for their characters. Either introduce poor quality rifles may have a useable range up to
a prerequisite for the new ability, or permit players 150 feet, while high quality rifles may expand this
to choose the new ability at a certain Grit level. threshold up to 450 feet. Similarly, high quality
weapons might be costly, but offer a small bonus
to attacks and/or damage (say +1) due to their

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superior craftsmanship. These types of weapons without penalty. A few rule alternatives are
should be rare and expensive however. provided here.

1. A 3d6 attack roll is made for each weapon, but


Expanded Combat Rules only the highest roll is kept.
Brawling:
Brawling is discussed in Chapter 2. An alternative 2. The first 3d6 attack is rolled normally. The
system is suggested here, if a bit more variation is second suffers a -2 penalty to the roll and any
desired. To attack: damage scored. When a weapon hits, it always
deals at least 1 damage (though Fortune Dice can
• Roll 3d6 adding your character’s Brawling negate this).
modifier.
• Compare this number with your 3. One 3d6 attack roll is made instead of two,
opponent’s Defense score. however damage is rolled twice, and the highest is
• If a score is hit, instead of dealing 1d3 kept, while the lowest is discarded.
damage, roll 2d6 and consult the chart
below. Injury & Critical Hits
Tombstone offers a rather abstracted damaging
Expanded Brawling Table system. For games with slightly more granularity,
the following table can be used when an opponent
2d6 Outcome
is hit. Alternatively, for greater novelty you can
Result
use this chart for when “critical hits” are scored —
2 Normal damage (1d3).
say when a player rolls at least 2 6s on their 3d6
3 Stun* opponent for 1 turn. attack roll. Have the successful attacker to Roll
4 Blundering Miss! Opponent 2d6 and consult the chart below. This is the effect
finds an opening and deals on the opponent.
1d3 damage to you.
5 1d4 damage.
6 Blundering Miss! Opponent Expanded Injury & Critical Hits Table
finds an opening and deals 2d6 Outcome*
1d4 damage to you. Result
7 1d4 damage. 2 You miss and hit an ally instead.
Roll damage against them.
8 Stun opponent for 1d3 turns You suck! Your weapon
3
9 Blundering Miss! Opponent malfunctioned. Roll weapon
brought a gun to a fist fight, damage, deducting -3 from the
and deals 1d6 damage to total.
you.
4 Roll normal weapon damage.
10 Vital hit on opponent. 1d6
5 Weapon jammed. Roll weapon
damage. damage, deducting -2 from the
11 Stun opponent for 1d4 turns. total.
12 Hit opponent in a vital spot. 6 Roll normal weapon damage.
They are either dead or 7 Roll normal weapon damage.
incapacitated. Roll 1d6: 1-4= 8 Roll normal weapon damage.
incapacitated, 5-6 = dead. 9 A body part is permanently
damaged (Roll 1d6): 1 = arms (-2 to
*If a character gets stunned, they lose their turn attacks/damage); 2 = legs (-10 feet
from total speed), 3-4 = torso (-1d4
for the duration listed. Health points); 5 = horrible scarring
to face (-2 Personality points); 6 =
Fighting With Two Weapons: Roll 1d6 again. That body part is
The Tombstone rules assume any character can blown off.
fight with two weapons simultaneously. If a
character wants to wield two six-shooters, and 10 Roll normal weapon damage,
make two attacks per turn they are able to do so adding +2 to the total.
11 Roll normal weapon damage adding

MASSIMO DE LUCA (Order #48971010)


+3 to the total. Slots
12 Headshot! You’re dead sucker. The “house” (Judge) rolls 2d6. Before the outcome
* Optionally, you may allow players to expend a is announced the player must wager an amount
Fortune Dice to increase their 2d6 result. and guess the result. There are three options:

A Note on Dynamite 1. A result above 7


Dynamite is an exciting part of any Wild West 2. A result below 7
adventure, however it should be noted its inclusion 3. A result of exactly 7
has the potential for player abuse. Throwing
dynamite or setting it off at opportune times can A correct guess of either 1 or 2 doubles the
annihilate an entire group of characters in one player’s money, while a correct guess of 7 exactly
swoop. As a rule of thumb, impose the most quadruples the player’s money. An incorrect guess
disadvantageous outcome to the person using it loses all wagered money.
(within reason) to reflect the volatility of
gunpowder, but also to discourage players from Adding Excitement
using it too often in combat. Of course smart use
When the game lulls, the following tables can be
of dynamite should be encouraged, like setting a
used as inspiration to liven things. Either roll 2d6
well-conceived trap for an enemy, or using it to
and match the result to the list below, or pick one
blow up a bank.
that suits. Otherwise make up your own.

Arbitrating The Holy-Roller Excitement Table (Town-Based)


The Holy-Roller can be an enjoyable addition to
Dice Event
any game, though the guidelines for using their
roll
abilities are somewhat more nebulous. For A dog bites someone.
2
example, how far do their persuasive abilities go?
The short answer is, that is up to you, as the 3 Drunk cowboy.
Judge. It is recommended that their abilities have
meaningful outcomes during the game. In some 4 Gambler loses money and causes a brawl.
situations, their ability to persuade groups of A murder occurs.
5
people, to inspire and influence, or to cause
outright harm can be very effective. Of course, if 6 Someone is hanged/lynched.
you have a key character within a scenario who is
7 A chamber-pot is emptied from the hotel window
doggedly stubborn, you may wish to minimise the onto someone’s head.
effect the Holy-Roller can have, especially if
changing this person’s mind could seriously 8 A duel occurs on main street.
compromise the outcome of a scenario, making it
too easy. Conversely, the Holy-Roller’s alluring 9 A prostitute attempts to solicit patronage from a
character.
Personality should be very effective against an
average character who is unimportant, or of lesser 10 An Indian raid sweeps through town.
importance to an overall scenario. 11 A wagon filled with explosives (for mining) gets
stuck in the mud. In an attempt to move it, it blows.
12 A deathly illness begins sweeping through town
Gambling killing most who get sick.
In the old West, Gambling was a favourite pastime
for many. A few suggestions for emulating
gambling games are given below.

Poker
Wagers are decided. All those at the table roll 1d6.
The best of 5 rolls wins that round, collecting the
wagers.

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Excitement Table (Wilderness-Based) Debauchery!
Dice Event Characters may wish to have a big night on the
roll town. Roll 2d6 on the chart below to determine
2 A character has an experience with a poisonous what happens.
snake (Roll Bravery Test)

3 A group of bloodthirsty marauders are encountered. Debauchery Table


A well or spring has dried up. 2d6 Outcome
4
Result
5 A pack of vultures linger in the skyline. Something or 2 Wakes up after a shotgun wedding
someone is dead! (literally).
6 A small building is located in the desert. 3 Roll 1d6 + 1d4. Times total by 10%.
An explosion or the grind of machinery can be That is the amount spent.
7 Imprisoned! Roll 1d6. 1= exposes
discerned in the far-off distance. 4
A small, lone child is found in the woods. self; 2 = projects human waste onto
8 another person; 3 = violent
9 Two escaped convicts are on the run. Both wear outburst; 4 = loud and obnoxious
manacles.
verbal outburst; 5 = murder/deadly
10 Someone rides on horseback with a strange
duel; 6 = theft.
mechanical contraption, and a dog with red fur. Now owns (1d6): 1 = lame horse; 2 =
A stagecoach (full of cash or wealth) is encountered. 5
11 slave (illegally); 3 = a small house; 4
12 A dozen military are encountered, with disastrous = barnyard animals; 5 = medicine
news. (hoax); 6 = a baby crocodile (on a
chain).
6 Boasts to entire bar about (1d6): 1 =
Madness size of “gun”; 2 = prowess in a fight;
Including permanent or temporary madness 3 = prowess with the opposite
effects can be a fun way to add to the chaos of the gender; 4 = vast wealth; 5 = political
acumen; 6 = a trophy kill of
game. If a character has witnessed something legendary status.
particularly horrible, consumed something 7 Roams the street looking for
deleterious (like poison), or has consistently trouble.
escaped death by the barest of threads, you may 8 Urinates or defecates in someone’s
home or business.
wish to make use of the madness table. Firstly, Has alcohol poisoning, lies in a
9
allow the character to make a Willpower test, hopeless heap.
rolling 3d6. The test fails if the result exceeds their 10 Climbs onto a roof (1d6): 1 =,
Willpower score. On a failed Willpower test, roll suffers a tragic “fall” (1d6 damage);
2d6, and consult the table below. 2 = declares true love for someone
unexpected; 3 = won’t come down;
4 = jumps onto another roof; 5 =
Madness Table takes off clothing; 6 = begins to
dance.
2d6 Outcome 11 Plays in gambling game (1d6): 1-2 =
Result loses all money; 3-4 = doubles
2 Compulsive Liar current money; 5 = loses 3
possessions; 6 = has made an
3 Kleptomaniac enemy with a local thug after
4 Schizophrenic cheating.
5 Delusional 12 Gets tired. Goes home at 7pm.
6 Manic Moods “Gotta get an early start.”
7 Homicidal
8 Identity Confusion
9 Paranoia
10 Conspiracy Theorist
11 Twitches or Tics
12 Feverish Ideations

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Chapter 4: The World

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were three main factions: Catholic, Mormon and

Chapter 4: The World Protestant. While there were other religious and
spiritual practices (like Judaism, Native American
religions, or Mysticism), among “civilised” people,
This section is for whoever will be running the
these were the primary divisions.
Tombstone game. If you are a player it is
recommended that you do not read this section, as
Catholic – Many Americans practiced
it contains suggestions and scenarios that your
Catholicism. Irish immigrants held a strong
Game Master might use. Reading through it will
Catholic faith. Those practicing Catholicism held
spoil some of the surprises you might otherwise
Mother Mary in high regard as a religious figure.
have.
Mormon – Some Mormon communities were
This game is named Tombstone after the Old West
almost independent nations, particularly in Utah
town in Arizona. Your games can be set anywhere:
(around Salt Lake City). Mormons practiced the
real or imagined. Maybe you’d like to create a
teaching of founding prophet Joseph Smith.
campaign in the South Dakota town of Deadwood,
or you might prefer to create your own town, for a
Protestant – Protestants held to the old and new
series of gunfights.
testaments of the bible. The Anglican and Quaker
denominations were considered Protestant.
Similar to the preceding chapter, this one has been
Protestants believed in both the old and new
excerpted and reduced for playtesting purposes.
testaments of the bible, and differed in their
The reader is recommended towards the full work
beliefs from Catholic and Mormon faiths.
once it is complete.
Native American Religion – Includes
The Code of the West monotheistic (one god), polytheistic (multiple
Although lawlessness was rife in many western gods), henotheistic (single god with the possibility
towns, there were informal codes for living. of other gods), and animistic (non-human entities
Adding a code to the game can add some interest like plants, animals or objects can contain spiritual
to your campaigns/scenarios, and richen the essence) practices. These beliefs often contained
characters. rituals and oratory traditions.

Here are a few guidelines: In a Tombstone game these religions and spiritual
beliefs can aid in creating in-game tensions or
1. Loyalty — Keep loyal to your friends. Have differences between characters, or assist with
their back, and be ready to defend yourself. creating unique scenarios. Perhaps a Mormon
church is travelling through Indian territories.
2. Mind Your Gawdamn Business — Don’t look Could this mean war? Conflict? Interaction?
too much into someone’s past. Negotiation? Will the Mormon’s try to convert the
Indian’s or will they perceive them as evil
3. Drink Whisky — This is the go-to drink, heathens?
anything weaker is for…well…just drink it. And
make sure you fill yer glass to the brim!

4. Whatcher Say Boy? — When civility goes out


the proverbial window — some greenhorn
seriously offends you, or threatens to cause you
bodily harm — there is always one simple answer.
Blow their damned head off.

Religion/Spirituality
In the 1860s religion was a prominent force in
many people’s lives. The dominant religion in
America was Christianity. Within this religion

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Bestiary Willpower:
Represents the creature’s determination. If a
This section details the various challenges present creature becomes mortally wounded, roll 3d6. If
within the worlds of Tombstone. It is by no means the result is equal or less than their Willpower,
a definitive list. Rather, it is presented to the they are mortally wounded. Otherwise they have
reader in the hope that they can expand and died.
create their own challenges, using this section as a
template. Speed:
The speed a creature can move per turn.
Stat Blocks Explained
If you have read through the previous chapters Fortune Dice:
there should be no surprises in this section. In the Not all creatures will have a Fortune Dice, but all
interest of clarity, a brief overview has been the rules applicable to characters apply.
provided.

Title: Alligator (Small)


Each entry will have a title. This is to identify the Health: 9
name of the challenge or creature. Defense: 13 (Thick Skin)
Offense: Brawling +3 (Bite 1d6)
Health: Investigation: +0
This number equals the amount of damage the Willpower: 10
creature can suffer before becoming mortally Speed: 40 feet (swim 60 feet)
wounded (or dead). Fortune Dice: 1
Abilities:
Defense:
This is the number required to bypass the Stealth:
creature’s defensive capabilities. The creature’s Alligators can remain very still, striking suddenly.
opponent generally rolls a 3d6. They receive a +2 bonus to the Roll Required to
locate them when an Investigation check is being
Offense: made. If an opponent rolls a Bravery Test against
Offense is a measure of attacking capabilities. This the alligator, a result of 1-2 indicate frozen in fear,
ability is represented by the Gunslinging and while 3 indicates the character has lost their
Brawling entries. Every creature should have at initiative for that turn.
least one of these abilities, otherwise they are
considered a non-combatant. The modifier is the Thrash:
number added to any 3d6 attack rolls. Generally If an Alligator makes a successful grapple check,
the type of attack and damage is included in this and pins its opponent, it can clamp its jaws,
entry in parenthesis. I.E: (Bite 1d6) would indicate flailing its victim. This attack inflicts 2d6 damage
this creature’s primary attack is a bite, which deals per turn. Furthermore, breaking from this pin,
1d6 damage on a successful hit. requires a character to roll 3d6 and get under their
Defense score, as though it were 4 points lower (-
Personality: 4).
Many animals and creatures will not have an entry
for this. If a number is needed assume it is +0.
Otherwise, the number represents the personal
magnetism and persuasiveness of the individual.

Investigation:
Investigation represents the creature’s
observational abilities and overall intelligence.
Some creatures may be observant, but not
particularly intelligent.

MASSIMO DE LUCA (Order #48971010)


Alligator (Large) Bear (Grizzly)
Health: 14 Health: 20
Defense: 13 (Thick Skin) Defense: 13
Offense: Brawling +5 (Bite 1d6) Offense: Brawling +6 (Bite & 2 Claws 1d6)
Investigation: +0 Investigation: +2
Willpower: 12 Willpower: 11
Speed: 40 feet (swim 60 feet) Speed: 40 feet
Fortune Dice: 2 Fortune Dice: 1
Abilities: Abilities:

Stealth: Multiple Attacks:


Alligators can remain very still, striking suddenly. If a Grizzly becomes enraged and attacks, it can
They receive a +2 bonus to the Roll Required to attack 3 times in 1 turn: 1 bite and 2 claws.
locate them when an Investigation check is being
made. If an opponent rolls a Bravery Test against Maul:
the alligator, a result of 1-2 indicate frozen in fear, As an alternative attack, the Grizzly can use its
while 3 indicates the character has lost their bulk and weight to maul a victim. On a successful
initiative for that turn. grapple check, the grizzly can choose to pin its
Thrash: victim, or grab it with its claws. A mauling attack
If an Alligator makes a successful grapple check, deals 2d6 damage per turn.
and pins its opponent, it can clamp its jaws,
flailing its victim. This attack inflicts 2d6 damage
per turn. Furthermore, breaking from this pin,
Boar
requires a character to roll 3d6 and get under their Health: 6
Defense score, as though it were 4 points lower (- Defense: 10
4). Offense: Brawling +3 (Bite & Gore 1d6)
Investigation: +0
Willpower: 10
Bear (Black) Speed: 40 feet
Health: 10 Fortune Dice: 1
Defense: 13 Abilities:
Offense: Brawling +5 (Bite & 2 Claws 1d6)
Investigation: +2 Gore:
Willpower: 11 A Boar can gore an opponent. This attack may be
Speed: 40 feet used when charging into a fight, adding +1 to
Fortune Dice: 1 attack rolls and damage, increasing the Boar’s
Abilities: damage output to 1d6+1 for a charging gore
attack.
Multiple Attacks:
Although Black Bears are not as aggressive as
grizzly bears, it is better not to get into an
Cowboys
altercation with them! If they become enraged and Health: 7 (average)
attack, they can attack 3 times in 1 turn: 1 bite and Defense: 12
2 claws. Offense:
Brawling +0 (Knife 1d6)
Climb: Gunslinging +2 (Six-shooter 1d6; Rifle 2d6)
If threatened, smaller Black Bears may climb a tree Personality: +0
to escape. Investigation: +1
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: $2d6, clothes, weapons (listed
above).

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1. Boothill Cemetery
Indian Braves Where cowboys go to die.
Health: 7 (average)
Defense: 12 2. Houses
Offense: Most houses are small and basic. Some miners live
Brawling +2 (Tomahawk, Spear, or Bow 1d6) there, while others reside permanently in the Gem.
Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6)
Personality: +0 3. Pearson Corral
Investigation: +0 (+2 to tracking) A local businessman named Uriah Joseph Pearson
Willpower: 10 owns this large corral (see Scenario I) in addition
Speed: 50 feet to one 5 miles outside Silverton. He also owns a
Fortune Dice: 1 nice house next door (see 4 below).
Possessions: $1d6, buckskin clothing, weapons
(listed above). 4. Pearson’s House
Abilities: Uriah Pearson’s Home (see 3 above).
Fearsome Presence: 5. Whiskey Bar
Can only lose a Bravery Test on a roll of 1. If the Owned by Clegg and his business partner Oscar.
Brave initiates combat the opponent is forced to They’ve opened recently and aim to compete with
make a Bravery Test. the saloon. Prices match the Weapons &
Provisions section.

War Dog Patrons:


Health: 7 (average) John Dwyer
Defense: 11 Nathan Fiske
Offense: Lucy Fiske
Brawling +2 (Bite 1d6) Charlotte Bell
Investigation: +0 (+2 to tracking) Horace
Willpower: 10 Jimmy West
Speed: 50 feet
Fortune Dice: 0 6. Silverton Chapel
Abilities: Run and maintained by the good Reverend
Zedlock. Donations welcome.
Maul:
Provided a war dog manages to score a biting 7. Blacksmith
attack, thereafter, for the next two turns, it may Silas Hawthorne works here with his apprentice
clamp onto its victim, rending flesh for 2d6 Little Levi. They make horseshoes and other things
damage automatically. for the town.

8. Gem Stables
The Town of Silverton The Gem Stables are owned by the Gem Hotel.
Travellers can house their horses here for a small
Silverton is a small (and fictitious), but quickly fee.
expanding town. For reference see the map below
two pages down. Silverton is imagined to be 9. The Gem Hotel
located within Arizona. It is in close proximity to a Uriah Camp and his mistress Mary Frances Drake
silver vein, bringing prospectors, and new run this hotel. Rooms are reasonable and clean
businesses. For this Alpha Playtest, no statistics (See Weapon & Provisions for approximate
have been provided for notable characters. If these pricing).
are required use either Quick Play characters, the
ones listed in the Bestiary. Otherwise make up
your own. 10. Assayers Office
Buys and weighs gold and silver finds. Stakes
claims. Orville Samuel is the manager.

MASSIMO DE LUCA (Order #48971010)


11. General Store
Owned by couple Peggy-Ann and Dwayne Briar.
Sells most items in the Weapons & Provisions
section.

12. Pony Express Post Office


The pony express has delivery services. Telegraphs
may be sent or received here. Mordecai Lewis and
Lucius Harrison are the owners. A cowboy named
Buckshot Jo is sending a delivery and a telegram.

13. Bucking Bronco Saloon


Jasper Hall is the owner and proprietor. He is a
pimp and bootlegger. The Bucking Bronco is the
site of excessive drinking, gambling, and other
debauchery.

Patrons:
Philomena Dorset
Badeye
Saul Grigg

14. Land Office


Settles land claims. A man named Columbus
Hilcock is the manager.

15. The Bank of Silverton


The two bankers are named Isaiah Henry and
Sally-Ann. Two armed guards stand outside
(Harrison Beaumont and Greg MacKenzie).

Roll 2d6 and multiply the total by 100. That is the


amount of gold/money within the safe. Only keys
or dynamite can destroy the safe.

16. Buford & Sons Barbers


Lucas Buford and his two sons Lucas Jr. and
Jedediah do cuts here. Cuts are $0.25 (see
Weapons & Provisions chart).

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MASSIMO DE LUCA (Order #48971010)
Cowboys
Scenarios Health: 7, 6, 4, 6, 9, 9
Here are some scenarios for the Judge to use as Defense: 12
written, or borrow ideas from. A scenario need not Offense:
to be complicated, rather a rough road map to Brawling +0 (Knife 1d6)
guide the Judge. Scenario maps have not been Gunslinging +2 (4 x six-shooters 1d6; 2x rifles 2d6)
included in this Alpha playtest version, and some Personality: +0
scenarios appearing in the final version of Investigation: +1
Tombstone are omitted. Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Scenario I: Trouble on the Corral Possessions: $1d4 each, clothes, box of
This scenario is set in a small town between 1865 ammunition, weapons (listed above).
and 1870. It is assumed to take place in a mining
town with minimal law enforcement, but the
Judge may, and should, alter this scenario to fit Rewards
their needs. The town of Silverton (above) is an • $30 for each player (Folk Heroes can elicit
appropriate setting for this scenario. It can be run more as their special ability).
as a one-off for some instant action, or as part of
• 1 scenario’s experience
an episodic campaign.
• If the characters find out the truth, award
While in town, the characters are approach by a a +1 bonus to Personality checks while
“businessman” (If using Silverton, use Uriah, Area within town.
3). He professes to have overheard rumours, that
his cattle are to be rustled from his corral 5 miles If the characters spare the cowboys’ lives, one or
out of town. A handful of Cowboys are the two will offer to join their ranks. This will make an
suspects, and he wants justice done before they enemy of the businessman however.
can steal his herd. As there is no official “law” in
town, he offers each character $30 (around $500 Name Suggestions
modern) to ambush the rogue ranchers and kill Businessman: Uriah Pearson
them. They have a secret camp on the outskirts of Cowboys: Alistair Moretti, Dunstan Taggert, Cleo
town near the businessman’s corral. Muster, Coyote One-Shot, Lucky Giovanni and
Wild Coat Oscar.
The businessman neglects to mention, that he
owes these “cowboys” money for their work. Their Scenario II: Indian Threat – Warpath
job was to protect the herd from a group of Braves During the last year, the area has been quiet
in the area. The “cowboys” feel like they are taking (around Silverton). New rumours abound that
what is rightfully theirs — as payment for their Indians are on the warpath. A family was attacked
work. The businessman (Uriah) tells the characters and scalped on the northern road. Their remains,
to strike quickly as one is an “expert marksman”, and wagon, can be located 10 miles out of town.
hoping the characters will dispose of the problem
before asking questions. To protect the town, the characters have been
asked to investigate and stop the threat if possible.
Opponents & Strategy For every topknot the characters bring back to
There are 6 “cowboys” total. They approach the town, $13 can be earned.
corral from the east at 6am the next day, exiting a
game trail. The cowboys will (rightly) assume the Opponents & Strategy
businessman has hired a new posse to protect his There are a dozen braves and four war dogs. If the
herd, and will attack presuming they have an characters discover the wagon and bodies, the
advantage. If 2 of their number become injured or Indians will attack, having laid an ambush. The
they are obviously outnumbered, they will flee. numbers may need adjusting for a smaller group,
or lower Grit. Halving the opponents would not be
amiss in this case. If a sizeable posse is formed in

MASSIMO DE LUCA (Order #48971010)


town, do not alter the numbers. If the characters
are taking precautions to track and scout carefully,
Scenario III: Indian Threat – The Politician
adjust the ambush accordingly (maybe it is An important politician is coming to visit
detected). A Bravery Test or an Investigation Silverton. He arrives by rail at the nearest town
Check may be required. some 30 miles away. A group of willing
bodyguards are required to accompany his
stagecoach to Silverton. The politician will pay any
bodyguards a sum of $30 each.
Indian Braves
Health: 7 (average) When the politician arrives safely in Silverton he
Defense: 12 will pay the characters from his deposit box at the
Offense: bank. The politician may be coming to set up a
Brawling +2 (Tomahawk 1d6) business, spread the rail to Silverton, or any other
Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6) ideas you may have.
Personality: +0
Investigation: +0 (+2 to tracking) Opponents & Strategy
Willpower: 10 A party of Indians will attack during the journey.
Speed: 50 feet They will descend from a valley as the road
Fortune Dice: 1 narrows. This encounter should be scaled roughly
Possessions: $1d4 each, clothes, weapons (listed to group size. Presuming a group of 3-5 players,
above). there will be 6 warriors on horseback. 3 will have
Abilities: rifles, the rest have bows (1d6+1 damage) and/or
tomahawks (1d6 damage). Use the Indian Brave
Fearsome Presence: statistics from the previous Scenario, or modify
Can only lose a Bravery Test on a roll of 1. If the the challenge to better suit your group.
Brave initiates combat the opponent is forced to
make a Bravery Test. Rewards
• $13 per topknot (see Scenario II above)
War Dogs • $30 per character on completion of
Health: 7 (average) mission.
Defense: 11 • 1 scenario experience
Offense:
Brawling +2 (Bite 1d6)
Investigation: +0 (+2 to tracking) Scenario VI: Murder!
Willpower: 10 A prostitute has been found, murdered and thrown
Speed: 50 feet behind the stables. The Saloon owner (her
Fortune Dice: 0 employer) wants recompense. The murderer/s
Abilities: must be found and hanged. The Saloon owner will
offer $10 each to anyone who can provide him
Maul: with information, or better yet, find the culprit.
Provided a war dog manages to score a biting
attack, thereafter, for the next two turns, it may Opponents & Strategy
clamp onto its victim, rending flesh for 2d6 The culprit is a scrawny, weasel-like man named
damage automatically. Peterson. He gambles and drinks at the Whiskey
Bar most days. The only person he has confided in
is a drinking buddy named Lars. Lars can be
Rewards bribed, threatened, or persuaded into talking. He is
• $13 per brave topknot greedy and will rat out his “friend” for a fairly
• 1 scenario experience small price. If this happens, he feels immediately
guilty, telling Peterson about it (though he tells
Peterson someone else must have seen him in the
act and spread the rumour).

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Peterson will steal a horse from the stable and
attempt to flee town at the first possible
opportunity.

Peterson
Health: 5
Defense: 11
Offense:
Brawling +1 (Fist 1d3, Knife 1d6)
Gunslinging +1 (Six-shooter 1d6)
Personality: +2
Investigation: +0
Willpower: 10
Speed: 40 feet
Fortune Dice: 1
Possessions: $2d6, clothes, weapons (listed
above).
Abilities:

Compulsive Liar:
Peterson can re-roll 1 failed Personality test to
convince someone of his innocence.

Rewards
• $10.00 for any information.
• This amount can be doubled (or tripled) if
the culprit is found and hanged.
• In the latter case, the Saloon owner will
offer a 30% discount on any pleasure for 1
month.

MASSIMO DE LUCA (Order #48971010)


Appendix 1: Glossary Roll Required: A number against which a player
rolls. For instance, a Roll Required of 15 would
This glossary contains recurrent terms that are mean on a 3d6 roll, 15 must be equaled or
used in Tombstone. exceeded.
Background: Think of a character’s Background Session: A single game of Tombstone, usually over
as their profession. It is the archetype that best a 2-4 hour period.
describes them. In some games, this is referred to
as “class”.

Character: This refers to either your character or


another character in the game, belonging to
another player, or run by the Judge.

Checks & Tests: Making a “check” or a “test”


refers to rolling a single dice or certain number of
dice to find out what happens in a situation. In
Tombstone, the most common check is made by
rolling three six-sided dice (3d6).

Damage: If you take damage it means your


Health is dropping. If you take enough damage
you will die. Usually damage is determined by
rolling six-sided dice (d6s).

Dice: The only dice required for Tombstone are


six-sided dice and four-sided dice. You can raid a
board game or two for at least three six-sided dice.
Buy a few four-sided dice from your local hobby
store or online. In Tombstone a six-sided dice is
referred to as a d6, a four-sided dice a d4. This is a
common convention found in most role-playing
games. If you cannot find/afford a d4, there are
rules within this booklet for using d6s only.

Grit: Refers to a character’s expertise. In other


role-playing games, Grit is often referred to as
“level”.

Judge: The Judge is a player who assumes the


responsibility for creating the game world, running
scenarios, and creating the various characters or
beasts in the world (besides the player’s
characters). In any game there is usually only one
Judge; the rest are players.

Modifier: A modifier is a number you add to a


dice roll (usually). Having a Gunfighting score of
+3, for instance, means you add a “modifier” of +3
to you dice rolls when attacking with a six-
shooter.

Player: Someone playing a game of Tombstone.

MASSIMO DE LUCA (Order #48971010)


Have you enjoyed these rules? The full version of
Tombstone is coming soon! Thank you for
downloading and supporting the Alpha Playtest.

MASSIMO DE LUCA (Order #48971010)

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