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Vol. 1, No.

8
WANNABE, ARIZONA
10 Paces “Dueling in the Wild West!” Sunday May 19, 1878

Read This to Get Gunfights and Violence at the Saloon!


10 Paces was designed live on Twitch on 5/19/2019 by Jessica Geyer and Alexander Sprague at twitch.tv/
Started Playing kittycrusade. We make games every Sunday and release them within the week. Find more Wannabe Games
The world of 10 Paces is ruled on DriveThruRPG. This game is licensed under a CC BY-NCSA 3.0 license. http://creativecommons.org/
by the almighty equalizer of the licenses/by-nc-sa/3.0/us/
bullet. Many live in fear of the
threat of violence, and there is Playing the game, matching the pace and rolling dice
little difference between an outlaw All skill checks require an at- DUEL PACE
and the wannabe lawman. With tempt to match pace. There are
OPPOSING PACE
Duel pace is combat for both
prospecting towns popping up 3 distinct ways to match pace Opposing pace is used in com- dueling and shootouts. When
constantly there are fortunes to be “Timed Pace,” “Opposing Pace,” petitions of skill or will between someone touches the butt of their
earned, or stolen. The federal gov- and “Duel pace.” players or NPCs, with the excep- gun, a duel will begin.
ernment has little oversight of the tion of duelling and shootouts. Roll 2D20 to set the pace. All in-
area, making the choice to draw TIMED PACE Roll 2D20 to set the pace. Then, volved fighters state the body part
your gun the most important one Timed pace happens in player players roll their pace dice to try they are aiming for.
you can ever make. vs. environment situations. Roll to match. Whoever’s progress is The opponents will roll their
One person in your group will 2D20 to set the pace or the GM closest without going over the own pace die at the same time,
the GM and the others will be the may decide what the pace is. pace wins. In a tie, whoever did it stating their progress after each
players. The GM should set up a The GM then sets the difficulty in the fewest rolls wins. roll. Each player can then decide
scenario where the players can en- by picking a number of rolls the Overshooting during opposing to shoot or continue rolling. A
gage in duels and shootouts. We player has to match the pace. A face will lead to losing your foot- fighter may choose to fire after
recommend starting in a fiesty low pressure situation like “tying a ing, blurting something out awk- hearing that the other player has
saloon in Wannabe, Arizona as knot” may be 10 rolls, while a high wardly, or having a tell when lying. chosen to fire, but they can not
a rival posse strolls in and causes pressure situation like “jumping When there is a disparity be- choose to fire after both players
trouble. on a speeding train” may only be tween opponents (for example, choose to continue rolling.
This page covers basic rules. 1. one has their hands tied up), the Dueling is also the only time
Everything starts with setting the Often there will be no penalty DM can choose to give a +/- 1-5 you can choose to subtract your
pace. There is a handy progress for overshooting during timed per roll to the person with the ad- pace die if you overshoot: this rep-
chart on the bottom of page 2 to pace. Instead the player can reset vantage. A player granted a resents steadying your aim.
help players keep track of their progress at 0 and try again as long +/- 5 could reach a pace of 10 For example, a player is at 18 to
numbers. The GM is always free to as they still have rolls remaining. with a D4 by rolling a 4 and add- match a pace of 24. They roll 12
declare pace instead of rolling for The GM may decide that get- ing 4, and then rolling a 3 and sub- on a D12 and are now at 30. On
it. In fact, the GM is allowed to do ting close is enough or that pace tracting 1. Adding or subtracting the next roll, they roll 5 on a D10.
whatever they want to make the must be matched exactly depend- cannot be retroactive—it must be They choose to subtract, bringing
game more interesting and fun. ing on if the action the player is done before the next roll. them to 25 and allowing them to
Players can learn how to build a attempting needs to be precise. get off a reasonably accurate shot.
character on page 2.
Combat rules: What to do once all the guns are going off
SET THE PACE ACCURACY DEALING and TAKING RECOIL AFTER A SHOT
Roll 2D20. This sets the pace. Sometimes you don’t need to be DAMAGE Roll recoil whenever you take a
Your goal is to match the pace exact to be successful. When you shot or get shot. All shots in a sin-
Everyone has 4HP. This is how
without overshooting. You try to throw dynamite, you just need to gle round resolve at the same time.
much damage anyone can take.
match the pace by rolling your get it close to blow everything to Start with the pace die you
Bullets are deadly, after all.
pace die once or more and add- hell. A bullet that misses the cen- last used. Roll the die twice.
A shot to a limb will do 1 DMG
ing the cumulative result. This is ter mass could still nick the arm. Add or subtract that number
every time. Roll a 1D4. On a 4 you
called your progress The smaller The GM should consider wheth- from your current progress—
can disarm. Disarmed opponents
your pace die, the more accurate er precision is a factor during any whichever takes you furthest from
are out of the fight (and their gun
your progress can be, but the slow- roll. Is this a horseshoes and hand the pace.
may be damaged), unless you have
er you may be to get to the pace. grenades situation? If so, the roll For example: If a player last
TWO GUNS (see page 2).
For example, if the pace is 24 can have up to +/- 3 leeway. rolled a 1D6 pace die and fired
A shot to the chest does 1D4
and you are rolling D4s, the soon- Accuracy or the lack of has par- their weapon, they must roll re-
DMG.
est you can hope to match the ticular rules. On the next page is a coil. The pace is 18 and their prog-
On a shot to the head, roll a
pace is 6 rolls, but you have less target that allows you to roll accu- ress was 16. They roll 2D6 and get
1D4. On a 1 you are knocked un-
of a chance to overshoot. Someone racy to see if you get lucky with a a 10, so they must subtract to a 6
conscious with 1 HP; any other
rolling D12s can get there in only 2 near miss. Anything more than 3+ progress. If their progress was 20
roll is fatal.
rolls but may overshoot by a wide off will be a miss. Anything else in the same situation, they must
When you take any damage,
margin. has a chance. add, resulting in a 30 progress.
you roll recoil before you continue
rolling your pace die.
Page 2 10 Paces Sunday May 19, 1878

Aiming, Accuracy and Aces


Before you begin rolling duel ing a hat it hits them in the head.
pace, you must declare what part However, if you ace your shot
of the body you’re aiming for. and match the pace exactly in
This will determine how you cal- only one roll, you can hit any
culate accuracy. body part you choose, even if you
Some shots are more difficult were originally aiming for some-
than others. For precision and thing else.
called shots such as a headshot, The GM is encouraged to
hand shot, or shooting a bottle change up bad guys stances and
out of the air, you have to match allow different rolls to hit body
the pace exactly in order to hit. parts.
Aiming for the chest allows you An example of rolling for ac-
a little leeway in accuracy. The curacy:
bullseye chart to the right shows You are trying to match a pace
how this works. of 26 and have said you’re aiming
If you match the pace exactly, for the chest. You reach a prog-
you get a direct hit. ress of 25 and decide to take the
If you are +/- 1 off the pace, shot. You are only 1 off pace, so
you roll a D6 and have a chance you roll a D6. You get a 3 and
at a hit. A 5 hits the hand and 6 miss, shooting right between your
hits the head. opponent’s legs.
When you are +/- 2 off the Next time, you match the pace
pace, you roll a D12. A 10 hits the exactly. You don’t need to roll­—
opponent’s gun and a 12 shoots you hit your target in the chest.
their hat off. If they are not wear-

Choosing Your Skills


Every player will choose their ing, while one with a large die will
skills. These skills will decide your be more comfortable blowing the
pace dice. Mark them in the space lock off with TNT. TEMPERANCE
on the right. You can choose any Draw is special because every-
that you want, but only mark one one can use any die when rolling
die per skill. Duel Pace. Untrained, you can
Education is used for actions move only 1 die step between rolls
that require knowledge--a small and have no bonuses. For every
die favors planning and study point towards quickdraw you can
while a large die favors spontane- move 1 more die step between DARING
ous action. rolls. A quickdraw player can
Temperance involves emotion move from a D12 to D10, D8 or
and social interaction--a small die D6 in only 1 turn. For every point
is calm and collected and a large towards sharpshooter you can
die is fiery and short-tempered. add +1 to a roll. A sharpshooter
Daring will influence events can add +1 or +2 to their pace die
that involve physical skill--a play- result. This must be added before EDUCATION
er with a small die will be good at rolling the next pace die.
precise tasks such as safe crack- Finally, choose a specialty!

CUSTOMIZE YOUR COWPOKE: SPECIALTY CATALOGUE


TB: You’re really sweaty. You Laudanum: Ignore recoil from
can fake death once. being shot once.
Baby-faced: You have 1 chance Balanced handle: Only roll 1
DRAW
to roll back (subtract your die recoil die after your first shot.
by 1 roll) a temperance situation Quick Draw Holster: Roll an
you’ve overstepped. extra D6 pace die on your first
Badge: You have 1 chance to duel pace roll.
roll back a daring situation you’ve I’m your Huckleberry: Take
overstepped the place of someone that is being
2 guns: Ignore recoil once and challenged to a fight. SHARPSHOOTER QUICKDRAW
start firing from 0 on the pace die. Make your own! It’s a lawless
world.

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