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Scart TN & Dice Tests o’ Will

TN Dice Description Test Aptitude Opposed Aptitude


3 1d6 Gruesome scene Bluff Scrutinize
5 2d6 Vampire, fresh zombie Overawe Guts
7 3d6 Gruesome corpse, grisly Ridicule Ridicule
carnage
Result Effect
9 4d6 Grotesque scene
Success Unnerved
11 5d6 Overwhelming scene
1 raise Distracted
13 6d6 Beyond imagination
2 raises Broken

Scart Table
Roll Effect current event or environment. She
1–3 Uneasy: The character stares for a suffers a –2 penalty to any actions
moment at the scene and loses his when the stimulus of her fear is
next Action Card. present.
4–6 Queasy: The victim stares in horror 22–24 Major Phobia: The character goes
at the scene, loses his next Action Weak in the Knees and gains a
Card, and subtracts –2 from any rolls major phobia (as the loco Hindrance).
made the rest of the round. This is the same as a Minor Phobia
7–9 The Willies: The character staggers except the penalty when the feared
back and stares in horror, missing item, environment, or thing is
his turn for the round. He takes 1d6 present, the penalty is –4.
Wind and his actions are at –2 until 25–27 Corporeal Alteration: The character
he makes a guts check, which he gains a Minor Phobia and suffers
may attempt as an action. a physical defect of some kind, such
10–12 The Heebie-Jeebies: The character as a streak of white hair, his voice
turns white as a sheet and loses his box contracts and he can only speak
entire turn and 1d6 Wind. All actions in whispers, etc.
are at –2 for the remainder of the 28–30 The “Shakes”: The cowpoke gets a
encounter. Major Phobia and must make a
13–15 Weak in the Knees: The victim loses Hard (9) Spirit roll or reduce Deftness
1d6 Wind. At grotesque scenes, he by one step permanently. If the roll
loses his lunch and staggers away. is made, Deftness is reduced only for
At terrible scenes, he puts his tail the next 1d6 days.
between his legs and gets the Hell 31–35 Heart Attack: The poor sap’s heart
out of Dodge. In either case, he skips a beat. He must make a Hard
is completely ineffectual until he (9) Vigor roll. If made, he suffers 3d6
makes the guts check that caused Wind and gains a Major Phobia. If
this result. He remains at –2 for the failed, he suffers 3d6 Wind, his Vigor
remainder of the encounter. is permanently reduced by one step,
16–18 Dead Faint: The character takes and he must make a second Hard
3d6 Wind. If she’s reduced to 0 or (9) Vigor roll. If failed, he has a heart
less, she faints dead away until she attack and dies unless someone else
recovers. If the character has faith, makes an Incredible (11) medicine roll
she must make an Onerous (7) faith within 2d6 rounds (a supernatural
check immediately. If she fails, her healing roll must cure a serious
lack of faith causes her to lose 1 wound though no actual “wound” is
level of faith permanently. inflicted). If the victim’s Vigor falls
19–21 Minor Phobia: The character goes below 4, he kicks the bucket.
Weak in the Knees and gains a 36+ Corporeal Aging: The character has a
minor phobia (as the loco Hindrance) Heart Attack and ages 1 year.
somehow associated with the
Shootin’ Irons
Weapons Shots Caliber ROF Damage Range Increment Price
Automatics
Gatling Gun* 45 .36 3 3d8 20 $1,500
Gatling Pistol* 12 .44 3 3d6 10 $800
Carbines
Sharps ‘55 1 .57 C&B 1 5d8 15 $18
Spencer 7 .56 1 4d8 15 $15
LeMat Carbine 9 .42 1 3d6 15 $35
&Shotgun* 1 16-ga 1 Special 5
Derringers & Pepperboxes
Derringer 2 .44 2 3d6 5 $8
English 1840 Model* 8 .36 C&B 1 2d6 5 $5
Rupertus Pepperbox 8 .22 1 2d4 5 $6
Wesson Dagger-Pistol 2 .41 1 2d6 5 $6
Pistols, Single-Action
Colt Army 6 .44 1 3d6 10 $12
Colt Buntline Special* 6 .45 1 3d6 10 Special
Colt Dragoon 6 .44* 1 3d6 10 $11
Colt Navy 6 .36 1 2d6 10 $10
Colt Peacemaker 6 .45 1 3d6 10 $15
Knuckle-Duster* 5 .32 1 2d6 5 $8
Lemat Grapeshot Pistol 9 .40 1 2d6 10 $25
& Shotgun* 1 16-gauge 1 Special 5 —
Pistols, Double-Action
Colt Frontier 6 .32-20 2 2d6 10 $8
Colt Lightning 6 .38 2 2d6 10 $13
Colt Peacemaker 6 .45 2 3d6 10 $15
Colt Thunderer 6 .41 2 2d6 10 $14
Starr Revolver 6 .44 C&B 2 3d6 10 $9
Rifles
Ballard ‘72 1 .56 C&B 1 5d8 20 $24
Bullard Express 11 .50 1 4d10 20 $30
Colt-Paterson
Model ‘36* 7 .69 C&B 1 5d10 20 $25
Colt Revolving Rifle 5 .56 C&B 1 5d8 20 $24
Enfield Musket* 1 .58 C&B 1 5d8 10 $25
(muzzle-loader)
Evans
Old Model Sporter* 34 .44 Evans 1 4d8 20 $30
Remington ‘71 1 .50-.70 1 4d10 20 $20
Sharp’s Big 50 1 .50 1 4d10 20 $20
Springfield* 1 .58 C&B 1 5d8 20 $8
(muzzle-loader)
Winchester ‘73 15 .44-40 1 4d8 20 $25
Winchester ‘76 15 .45 1 4d8+2 20 $40
Shotguns
Colt Revolving Shotgun 5 12-gauge 1 Special 10 $45
Double barrel 2 12-gauge 2 Special 10 $35
Scattergun 2 12-gauge 2 Special 5 $35
Single barrel 1 12-gauge 1 Special 10 $25
Winchester Lever-Action 4 12-gauge 1 Special 10 $35
Other
Flamethrower 30 — 1d6 1d10/shot 20 Max $2,000
*See Individual weapon notes at the end of this chapter
Other Ranged Weapons
Range
Weapons Ammo ROF Damage Increment Price
Bolas Bolo 1 STR+1d4 5 $3
Bow & arrow Arrow 1 STR+1d6 10 $3
Dynamite* 1 stick 1 3d20 (BR 10) 5 $3
Nitro* 8 oz. bottle 1 3d20 (BR 10) 5 $1.25
Thrown knife Knife 1 STR+1d6 5 $3
Thrown spear Spear 1 STR+2d6 5 $3

Fightin’ Weapons Shootin’ Modifiers


Weapon DB Damage Situation Modifier
Price Firer is walking –2
Bolo Firer is running –6
Brass Knuckles — STR+1d4 $1 Firer is mounted –2
Club, small — STR+1d4 — Firer is wounded Varies
Club, large +1 STR+1d6 — Size Varies
Fist — STR — Target moving Pace 20+ –4
Knife +1 STR+1d4 $2 Target totally concealed –4
Knife, large (Bowie) +1 STR+1d6 $4 Torchlight, twilight –4
Rapier +2 STR+2d6 $10 Moonlight –6
Saber +2 STR+2d8 $15 Blind, total darkness –8
Spear +3 STR+2d6 $3
Tomahawk — STR+2d6 $3
Whip +1 STR $10
Lariat — — $4
Fightin’ Modifiers
Situation Modifier
Attacker is running –4
Hit Location Attacker has high position –2
Attacker is wounded Varies
Size Varies
1d20 Location Target totally concealed –4
1–4 Legs Torchlight, twilight –4
5–9 Lower Guts Moonlight –6
10 Gizzards Blind, total darkness –8
11–14 Arms Attacker Armed Weapon’s
15–19 Upper Guts Defensive
20 Noggin Bonus
Modifiers
+2 When fightin’
+/-2 Waist-high height advantage when fightin’ Called-Shots
+/-4 Head-high height advantage when fightin’
+2 Pont blank range when shootin’
Size Penalty
Guts –2
Legs, arms –4
Heads, hands, feet –6
Eyeball, heart –10

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