This sections covers the changes to combat, standard equipment and general rules.
- No Coin Weight
- Players will decide how much of their wealth is carried in trade goods and how much is in the currency of any given city state. This is meant to be an abstract approach and so the exact trade goods are not important just knowing how much is in each bucket is.
- A Natural 20 automatically confirms as a critical. All other criticals must be confirmed according to the standard Pathfinder rules.
- Firearms make ranged touch attacks for their first range increment against any armor that is not designed to be used against firearms.
- Soft cover provides only half of its value against firearm attacks.
- All classes are proficent with Firearms unless the class description says otherwise.
- Single action firearms can be used to make one attack per round with a standard action. A player looses one attack on a full attack action since they have to cock the hammer after each shot.
- Double action firearms can be used to make one attack per round with a standard action and a number of attacks equal to the number of attacks the character gets or the number of rounds loaded in the firearm.
- Lever action firearms can be used to make one attack per round with a standard action and a number of attacks equal to the number of attacks the character gets or the number of rounds loaded in the firearm.
- Bolt action firearms can be used to make one attack per round with a standard action and a number of attacks equal to the number of attacks the character gets or the number of rounds loaded in the firearm.
Aide Tokens are rewards given to the group at the discretion of the Game Master. They are given for good roleplaying, clever jokes, great ideas and pretty much anything that makes the game more fun, but that what the GM giveth, the GM can taketh away. Tokens will be removed for things that disrupt or hurt the game such as bad jokes, inappropriate selfish actions or working against the party.
What can you use them for? Aide Tokens can be used to get an extra dice to add to a roll or to get a hint or information from the GM. They can be used to pay for contacts using the “I Know A Guy” rule or any situation where the player needs an edge.
There are three color tokens: red, white and blue. Each token provides a dice benefit and can be used to pay for help. Lower value tokens can be combined to by higher value items. The type of token rewarded is based on the GM’s discretion.
|Token||Die||Exchange||Benefits/Notes||d4||-||Red tokens can be used to pay for contacts and get very basic information about a situation|
|d6||2 Red||White tokens can be used to pay for contacts and get general information about a situation|
|d8||2 White||Blue tokens can be used to pay for contacts, get hidden information about a situation, and take supervised narrative control of a scene|
Using the blue tokens to gain narrative control has some special rules. The cost is two blue tokens to be able to do it. Additionally the cost must be paid with blue tokens, in this case the player cannot use other color tokens to get a blue token equivalent. This option can only be used once a session, and finally the GM can veto or alter the player’s narration if he sees fit.
Stolen from John Wick
I Know a Guy
The “I Know a Guy” rule allows a player to say they know someone or have a contact in a city. This must be declared when the player first enters a new place or at a dramatically appropriate moment. The player must define the guy in terms of who is and what he could be useful for.
Depending on the nature of the contact the player may have to pay for it with a chip. Basic people with limited influence or use they are free. More powerful contacts will have to be paid for. If the player wants to declare a second guy he will have to pay for that one regardless of what type of contact. The need to pay is at the discretion of the GM.
Stolen from Jill