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Copyright FrontierGaming 2019

Contents
Introduction ….……………………………………………………………………………… Pg. 1
Taking Actions ………………………………………………………………………………. Pg. 2
Dice Rolls ……………………………………………………………………………………...
Passes, Extreme Passes, Fails and Blunders ………………………………………..
Renown and Infamy ……………………………………………………………………….. Pg. 3
Actions Per Turn …………………………………………………………………………… Pg. 4
Investigation …………………………………………………………………………………
Environmental Investigation ……………………………………………………………
Looting ………………………………………………………………………………………… Pg. 5
Combat ………………………………………………………………………………………… Pg. 6
Close Combat …………………………………………………………………………………
Unarmed Combat …………………………………………………………………………...
Melee (Armed) Combat …………………………………………………………………… Pg. 7
Blunt and Bladed Weapon Damage Charts ………………………………………….
Ranged Combat ……………………………………………………………………………... Pg. 8
Ranged Damage …………………………………………………………………………….. Pg. 9
The Quickdraw Rule ……………………………………………………………………….
Cover ……………………………………………………………………………………………
Aimed Shots ………………………………………………………………………………….. Pg. 10
The Wounding Table ……………………………………………………………………….
Healing…………………………………………………………………………………………. Pg. 11
Stealth and The Hide In Shadows Skill ……………………………………………... Pg. 12
Sleight of Hand ………………………………………………………………………………
Lockpicking …………………………………………………………………………………..
Social Actions ……………………………………………………………………………….. Pg. 13
Technical Skills ……………………………………………………………………………..
Character Creation and the Character Sheet ……………………………………… Pg. 13-15
Specialities …………………………………………………………………………………… Pg. 15
Equipment ……………………………………………………………………………………. Pg. 16
Apparel …………………………………………………………………………………………
Additional Items …………………………………………………………………………….
Experience ……………………………………………………………………………………
Awarding Experience ……………………………………………………………………... Pg. 17
The Wounding Table ……………………………………………………………………….
Generating NPCs for Storytellers ……………………………………………………...
Generating New Weapons and Items …………………………………………………. Pg. 18
Ranged Weapon Profiles …………………………………………………………………. Pg. 19
Ranged Weapon Generation Template ……………………………………………….
NPC Generation Templates ……………………………………………………………... Pg. 20
Character Sheet …………………………………………………………………………….. Pg. 21
Guns of Santa Torina

The year is 1911 and the Sun has set on the old frontiers. The days of
gunslingers blazing a trail from state to state are, for the most part, over.
Settlements have evolved into towns and cities, and great steam-powered
locomotives connect them all as they transport money, goods, civilians,
soldiers, and the politicians they serve all around the country. Families
that had started as local proprietors during the first colonisations are
now noted alongside the great and the good, and those that used to earn
a living outside the law are either dead or rotting in prison. The law
itself is now the iron fist, clad in the silk glove bought by them that had
the staying power to usher in this new civilisation. The newsboys and the
glad-handing men of diplomacy have been careful to paint this picture.
The rest of the world looks to the West and sees the beacon shining
brightly, and the new goldrush to the utopian dream has already started.
Everyone from the local Mayor to the President himself will stand by
their words; that no man is above the letter of the law in these United
States. It seems there’s no place for people who won’t toe the line, won’t
be kept in check by authority, and won’t rely on those that seek to
maintain wealth to throw down the ladder behind them. But whilst there
is still a system to fight, money to be made, or a life to be lived to the
fullest, some folk just won’t accept their place. Whether rooted in
idealism, hedonism, or just the sheer pursuit of fortune, there are still
those who wish to live free. This is their story.

Guns of Santa Torina is a pen and paper based roleplaying game, and
the contents of this manual contain the core rules needed to create an
adventure set within the new Wild West. The game is best played with
two to six people, with one person assuming the role of Storyteller. It is
the Storyteller’s job to set the scene and create or improvise non-player
characters for their Players to interact with. The Storyteller also
adjudicates over the proceeding actions of their Players through the
result of dice rolls, logic, or in-game explanation, and adapts the
narrative aspect of the story to befit the outcome of those actions. Rules
for the dice-rolling system and guidelines for modifying the ease or
difficulty of a given action are described within.

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Taking Actions be encouraged to think outside
the box and incorporate roleplay
The Players, through roleplay or into problem-solving wherever
describing what their character possible. The Storyteller can also
is doing, will have the chance to recognise where a Player’s
take actions as the story suggestion or description has
progresses. The Storyteller will helped their cause, and can also
decide whether a description or use this to modify the result of
narratively roleplaying the action the roll result.
is sufficient for the action to
succeed, or if a dice roll is Passes, Extreme Passes, Fails
required from the Player. and Blunders

Dice Rolls When the dice result equals or


exceeds the difficulty rating, the
For an action to succeed (or fail) action has “passed” and the
the Storyteller assigns a Storyteller continues the action
difficulty rating to the action, based on this success. If the
and the Player rolls two d6 in an result doubles the required
attempt to equal or better the difficulty (inclusive of attribute
difficulty rating. The Player modifiers) then the character has
Character Sheet lists attributes achieved an extreme Pass and
that will increase proficiency in the Storyteller should reward
certain areas, and add modifiers this with a bonus outcome. If the
to the result of the dice roll. In roll does not equal the difficulty
GOST however, there are no rating the action simply does not
“class restrictions” to prevent a succeed. A blunder occurs
character from taking a whenever a Player rolls a double
particular action. Players should 1 on 2d6 (snake-eyes) and this

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cannot be influenced by attribute modifiers. In addition to the action not
succeeding, the Storyteller should always provide a negative consequence
to the intended attempted action.

Renown and Infamy

Throughout the course of the adventure, there will be opportunities for Players to take
actions that will have a moral impact upon the way in which their characters are
perceived by bystanders, people of importance, and the population at large. If a Player
does not make an attempt to conceal an act that would gain either renown (positive) or
infamy (negative), the Storyteller can instantly assign a point to that Player, which
they mark on the corresponding section of their Character Sheet. This will have an
effect on the way most non-player characters (NPCs) interact with that character in
the future. These effects are generally described on the chart below, taking into
account the balance between the two characteristics:

Infamy 0 1-5 6 - 15 16 - 30 31 - 50 51 - 75 76 – 100+

Renown

0 Little Travelling this path makes Feared and


known most law-abiding folk think mistrusted
twice before trusting you, nationally
and criminals recognise you
1–5 as one of their own

Your good deeds are


6 – 15
Taking the fewer and further
path of renown Known as a between, but the right
16 – 30 is earning you wildcard by friend people recognise you are
a respectable and foe not all bad
reputation
31 – 50

You have made some


51 – 75 tough, and possibly
questionable, decisions
Admired Feared but
76 – 100+ even by respected by
enemies most

Note: Players should keep track where possible of their actions that gain renown or
infamy points. Also, as morality is always a relative concept it is important for the
Storyteller to take into account their NPC’s outlook when deciding how to influence
their interaction with Characters. In exceptional circumstances the Storyteller can
deduct renown or infamy points.

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Actions Per Turn

During the course of an adventure there will be a certain amount of


conversational planning within the Party, banter, and interaction with
NPC’s that simply sets a scene. An adventure would not be such however
without the need for action and the resolution of said action. When the
Storyteller has called for a dice roll to resolve an action, each Player may
take one action per turn. There is no particular order in which the Party
or the Storyteller needs to decide which Player acts, however all Players
must have described or acted out their action for the turn to be
completed. This is to encourage Players to role-play their Character
without rigid limitations. Impulsive Characters would naturally leap to
action, and more reserved and cunning Characters may wish to see how
events unfold. A notable rule of thumb for a pen and paper RPG
experience is to be aware that a Party will contain unique individuals
with varying levels of confidence and experience. A Player may observe
that quick and decisive action may offer a more benefiting experience,
and their rugged Character who previously did not say much (but was
handy in a fight) evolves into a fast-talker who is able to use their
intimidating presence and reputation to pre-empt a conflict. The reverse
may also be true; a Player that rushed decisions may see their plans lack
fruition and take a more supporting role in interactions, backing up
newer Players. The Storyteller may keep a mental, written or verbal note
of the running order when ideas are flying thick and fast, and can
prompt a Player where necessary to describe what their Character is
doing in order to complete the turn.

Investigation

Environmental Investigation

Investigation covers all searches and perception checks. The Storyteller


should explain clearly what is visible to the Party in the immediate, but
have an understanding of any concealed aspects of a location. The Party
may enter a room in a mansion containing lots of valuables upon first
appearances, however an in-depth search of the room may reveal traps
that were previously less conspicuous. As with all Actions in GOST, the

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degree of success should be taken into account by the Storyteller when
revealing aspects of a location that were previously concealed.

Looting

Investigation is also used for looting fallen NPCs. In this case rather
than assigning a specific difficulty to the task (as it is a relative given
that once combat is resolved, a Character will certainly be able to carry
out an Investigation of a fallen foe), the Storyteller reveals an item based
on the success of the roll. Even if the Player has a specific item in mind
that they are looking for, the Blunder Action rule is taken into account
for these kind of searches.

Example of the Blunder Action when looting:

Following a vicious firefight with a posse of Bounty Hunters, the Party


emerge victorious. Chris noted that during the exchange the leader of the
Bounty Hunters had

loaded their revolver with a rare type of incendiary ammunition. Chris


has surmised that the weapon and the ammunition will be lootable and
decides that his Character will perform a search to recover these items.
Chris has an Investigation Skill rating of 4, however he rolls a double 1
on 2d6. The Storyteller now breaks the news that the revolver was
damaged irreparably during the fight, breaking apart as Chris’s
character picks it up, and that the ammunition crumbles into shards of
metal and incendiary powder as soon as it is disturbed.

Nb. Chris may use his action in the next turn to utilise his Repair skill in
an attempt to repair the weapon (at an undoubtedly high difficulty
rating), but it is up to him to reach this conclusion.

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Combat Hand skill, dealing Injury
Damage on the Wounding Table.
All forms of combat in GOST are Unless the Character has a
resolved using the relevant skills Specialisation that states
from the Character Sheet, being otherwise, one successful action
unarmed, melee and ranged. of Hand to Hand combat causes
(Explosives are treated one point of Injury Damage. The
separately as a Skill in their own Storyteller still assigns a
right.) difficulty rating to the nominated
attack, and the attacked Player
Close Combat or NPC has a chance to Block
(difficulty 8) or Dodge (difficulty
Close Combat is unarmed or 10) using their own Hand to
melee combat that takes place Hand skill rating. A successful
when the attacker is not Hiding Block negates the attack and
in Shadows, or has been detected ends the attacker’s turn, and a
(seen or heard) by their intended Dodge allows for an immediate
opponent. Counterattack for free before the
turn passes. The Counterattack
If the Player or NPC has can also be Blocked or Dodged
remained undetected (through based on the same difficulty
Stealth or circumstance), then rating above. A Player or NPC
the intended attack should be may also nominate to perform a
resolved as an action with a Knockout (difficulty starting at
difficulty rating assigned as 12). In addition to causing one
normal by the Storyteller. This point of Injury Damage, a
action can be modified using the Knockout will cause an enemy to
relevant skill from the Character be “stunned” and therefore
Sheet. All other declared attacks unable to take any action for 1d6
fall under Combat and follow the number of turns. A Knockout
rules below. modifier is applicable, reducing
the difficulty by one per point of
Unarmed Combat Injury Damage the attacked
opponent has already sustained.
Unarmed combat takes one turn A Knockout can be Dodged, but
and is resolved using the Hand to cannot be Blocked.

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Example of the Knockout rule:

It is Amy’s turn and her character Xiao Tsun has inflicted two points of
Injury Damage on a bandito NPC in the previous round of combat. Amy
now nominates that Xiao Tsun will perform a flying punch in an attempt
to Knockout the bandito she is facing. The difficulty rating is 10 (starting
at 12 and deducting 2 for the points of Injury Damage already achieved
against her opponent). Xiao Tsun has a Hand to Hand skill level of 3, so
Amy actually needs to roll 7 to complete her attack successfully. Amy
rolls 8, and the Storyteller rolls 9 (failing to Dodge the attack). Xiao Tsun
launches into the air and delivers a knockout punch to the bandito. Amy
then rolls a 3 on 1d6, and her opponent is down for the count, unable to
take any action for three turns.

Once the Injury Table is filled with Injury Damage from unarmed
combat, only then will damage carry over onto Sustained Damage. When
this happens, normal rules for taking further damage apply.

Melee (Armed) Combat

Combat involving melee (Bladed or Blunt) weapons is resolved using the relevant skill
from the Character sheet. Thrown weapons are included under the Close Combat
section of the Character Sheet as they can be used as melee weapons, and vice versa
as melee weapons can also be thrown. Firearms can be used for melee combat, using
the Blunt Weapons skill. As realism plays an integral part to combat in GOST there is
not, unless stated in a weapon’s profile, a gradation of how much damage a melee
weapon will deal. Damage is instead divided into a slightly different result depending
on whether the weapon is Blunt or Bladed, and certain Character Specialisations may
allow for additional damage to be dealt with specific weapon types. When a successful
melee attack is made a d6 is rolled and the result is determined on the following
charts:

Blunt Weapons Bladed Weapons


Result Damage Result Damage
1 One point of Injury 1 One point of Injury
2-5 One point of Sustained 2-4 One point of Sustained
6 One point of Prolonged 5-6 Two points of Prolonged

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The first result represents a of 10. Bladed Weapons may be
grazing or glancing blow, the used to attempt a Knockout
second indicates a more (using the weapon’s handle), but
substantial wound that would be the difficulty rating for this
expected from wielding a melee remains at the standard 12.
weapon. The third result on each Melee weapons can only be
chart represents a more serious Blocked by an opponent if they
(and possibly fatal) wound. too are wielding a weapon (of any
type). The difficulty rating for
A Player wielding a Blunt this is 8. A Dodge can be
Weapon may attempt a Knockout attempted with the difficulty
with the starting difficulty rating rating of 10.

Ranged Combat

Ranged Combat in GOST takes into account the calibre of ammunition in


the firearm, and the range of the shot. Range should be determined by
the Storyteller, and the chart below indicates general guidelines for
adjusting difficulty for range:

Weapon type Thrown Non- Pistols Long Shot Heavy


ballistic guns guns
Range
Point blank (not in combat) -1 -1 -1 -1 -1 -1
Same room or up to 9m - - - - - -
Point blank (in combat) - +2 +1 +1 +1 +2
10-30 meters +1 - - - - -
31-80 meters +2 +1 +2 - +1 -
81 meters + +3 +2 +3 +1 +2 +1

Certain weapon types have different effects on gameplay, such as smaller


calibre pistols (.38 and below) are concealable in casual clothes, and non-
ballistic weapons are fired silently and do not alert NPC’s. Each weapon
has a profile, and as weapons are created their effects and ammunition
types should be recorded on the Weapon Generation sheet (pg. ).

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Ranged Damage

Ranged Damage is allocated on the Wounding Table based on the calibre


of the ammunition loaded into the weapon. Larger calibre weapons deal
more damage. When a successful ranged attack is made, roll a d6 and
determine the damage on the following charts:

.22 - .32 .357 - .45


Result Damage Result Damage
1 One point of Injury 1 One point of Injury
2-3 One point of Sustained 2-4 Two points of Sustained
4-5 Two points of Sustained 4-5 Three points of Sustained
6 One point of Prolonged 6 One point of Prolonged

+.45 Flame
Result Damage Result Damage
1 One point of Injury 1 One point of Injury
2-3 Three points of Sustained 2-3 Two points of Sustained
4-5 One point of Prolonged 4-5 One point of Prolonged
6 Two points of Prolonged 6 Two points of Prolonged

Explosive Non-ballistic
Result Damage Result Damage
1 One point of Injury 1 One point of Injury
2 Three points of Sustained 2-3 One point of Sustained
3-5 One points of Prolonged 4-5 Two points of Sustained
6 Two points of Prolonged 6 Two points of Sustained

The Quickdraw rule

If combat has not been initiated, and the attacking Character is not
already holding a gun in hand, the Storyteller can invoke the Quickdraw
rule. The attacking Character and their opponent (the Storyteller, if an
NPC) each roll a d6. The highest result wins and they initiate combat,
firing their gun first.

Cover

If a Character or NPC is taking cover, the Storyteller should take into


account how sturdy the cover is, and how much of the Character or NPC
is concealed behind cover. This should indicate a higher difficulty rating
for the attack.

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Example of Ranged Combat:

Danny’s character Blackjack McGregor is facing down a lawman who is trying to


enforce a bounty on him. Danny has failed an attempt to dissuade the lawman to move
on, and is now reaching for his gun. The Storyteller calls for the Quickdraw rule and
both he and Danny roll a d6. Danny rolls a 4 and the Storyteller rolls a 3, so Blackjack
draws his .44 revolver first and fires. The lawman is within 2 metres of him in the
same saloon. The Storyteller decides the difficulty to hit the lawman is 7, as the
lawman is yet to take cover and is not running or moving quickly. Danny has two in
Pistols on his Character Sheet, so he needs a 5 on 2d6. The result is 8 and Blackjack
has found his mark, hitting the lawman in the chest. Danny now rolls 1d6 to
determine damage, the result being 5. The lawman receives three points of Sustained
Damage on his Wounding Table, and unless he receives medical attention on the next
turn another point of further Sustained Damage will be allocated, taking all further
damage as Prolonged Damage. The Storyteller decides the lawman does not wish to
continue the firefight and staggers to the saloon bar, calling for a Doctor. Danny takes
this opportunity to escape before the crowd take action; Blackjack flees the saloon with
the rest of his Party.

Aimed Shots

A Player may nominate a specifically Aimed Shot to achieve a specified


purpose. This could be anything from disarming an opponent by shooting
them in the hand to a head shot with a view to killing them outright. The
Storyteller should allocate a significantly higher than usual difficulty
rating for this. If the action is a success, then damage is not rolled for.
Instead the intent of the action comes to fruition, described by the
Storyteller. If the Player has successfully Hid In Shadows on their
previous turn, their Sneak Attack skill is also applied to the difficulty
modifier (along with the skill in the weapon they are using).

The Wounding Table

Each section of the Wounding Table contains a track indicating varying


types of wounds inflicted; from lowest to highest these are Injury
Damage, Sustained Damage and Prolonged Damage. Each time all
squares on a track are filled, any damage taken following this carry over
to the next track (even if the damage

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roll indicates a result on a lower Prolonged Damage which
track). indicates a life-threatening
wound or a number of less
The first track is Injury Damage, serious wounds have been taken.
which does not fill with Whilst the Prolonged Damage
subsequent points if untreated in track does not fill another square
the following turn. This if the wound is not treated,
represents injuries such as flesh Characters who have Prolonged
wounds, bruises and Damage are at a +1 difficulty to
grazing/glancing blows from successfully carry out any action.
melee or ranged attacks. Whilst it is less likely that
Sustained Damage are more unarmed combat will result in
potentially serious wounds, and the death of a Character or NPC
as such in each following turn if (without a considered effort to
Sustained Damage is not treated achieve this), Players should
with medical attention, another keep in mind that any combat
point of Sustained Damage fills involving weapons may have a
one square. The highest track is lethal outcome.

Healing

During or after combat has taken place it will become necessary for the
Characters to heal themselves, or eachother. Quick procedures carried
out in haste during an intense encounter may slow the progress of more
serious injuries, but often for the Party to be brought back to full
strength professional tonics or surgery will be required. The below table
is a guideline for healing, and of course there is room for Players to think
outside the box on how they may wish to go about this.

Healing Chart
Method Difficulty Rating Health Restored
Clean wound with alchohol 5 1 point
Apply bandages/gauss 7 2 points
Cauterisation 8 3 points
Stitches 10 Line
Surgery 12 All

Sustained damage is always halted on the Wounding Table tracker once


a successful healing action has been taken.

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Stealth and The Hide In Shadows Skill

Stealth Skills are used when Players wish for their Character to take
actions they wish to be unobserved by NPCs or even other Characters.
This can be communicated openly by the Player to the Storyteller, or a
note can be passed to the Storyteller. The Storyteller announces the
difficulty and calls for the dice roll as normal, however the Player may
not describe the action taken if they intend to conceal this action from
the rest of the Party.

Players successfully using Hide In Shadows remain concealed from view


on the following turn. This will lower the difficulty for actions that would
otherwise be detrimental if noticed. In combat, actions taken by a
Character that is Hid In Shadows add the Sneak Attack skill modifier to
their dice rolls. The Character remains hidden in shadows for each
consecutive turn until they choose to end this, or another action prevents
this status from being maintained.

Nb. Although the skill is called Hide In Shadows, this can be used for
any action requiring stealth including blending in with crowds or
shadowing an NPC.

Sleight of Hand

The Sleight of Hand skill represents any act of misdirection carried out
in front of, but not noticed by, NPCs or other Players. As such there is no
call for the Character to first use their Hide In Shadows skill to perform
these actions.

Lockpicking

Lockpicking can be used for any lock, only the difficulty rating should
vary depending upon the value of what is concealed behind the locked
door and what method the Character is using.

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Social Actions

The choices and interactions made by the Party will influence the
outcome of events within an adventure. When interacting with NPCs or
eachother, the Storyteller should look at the way in which a statement is
roleplayed by the Player when assigning a difficulty rating for a
successful interaction. Persuasion and Intimidation are key skills for
these interactions, and the Storyteller should look for conviction and
relevance when adjusting the difficulty for these interactions
particularly.

Technical Skills

Players will have the opportunity to craft, upgrade and repair weapons
and items as well as brewing concoctions. The Skills for these are listed
on the Character Sheet. The Player should keep in mind when using
these Skills the materials required as well as the realistic possibility of
success. The Player then nominates and describes the action to the
Storyteller who decides the difficulty for the nominated action.

Character Creation and the Character Sheet

Player

Write the name of the Player assuming the role of the Character here.

Character

This is the name of the Character who will be controlled by the Player.

Renown and Infamy start at 0 for new Players. This may be influenced if
agreed by the Storyteller, providing the Player produces a compelling
back-story for their Character.

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Cash

Cash is all currency in dollars possessed by the Character throughout the


adventure. Other currencies obtained by the Character stay in the
Additional Items section on the Character Sheet.

Bounty

A Character’s Bounty is given by law enforcers who witness or have had


reported to them illegal activities carried out by the Character. Bounties
may pertain to one specific area and expand to other areas as the bounty
increases.

Character Background

This is where your Players have the opportunity to expand on their


Character’s background. Starting weapons and equipment are
determined by the Storyteller once they have read the Character
Background and had a discussion with the Player.

Skills

Skills are listed on the Character Sheet next to squared boxes, to be


shaded in when a character increases their level in that skill. Each skill
box gives a +1 modifier to the result of the dice roll for any given action.
Skills are divided into six different categories depending upon the type of
skills they govern.

When creating a new Character, the Player has 20 Skill points to spend
across all Skills.

Close Combat
Hand to Hand All forms of unarmed combat
Bladed Weapons Any weapon with a sharpened edge or point
Blunt Weapons Any weapon without a sharpened edge. Usually weighted
Thrown Missiles All thrown weapons, conventional and improvised
Ranged Weapons
Pistols All single hand-held firearms
Long Guns All two-handed firearms, except shotguns

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Shotguns All shotguns
Heavy Weapons All firearms with ammunition above .50 calibre
Non-ballistic All projectile weapons not propelled by gunpowder
Stealth
Lockpicking All lockpicking attempts
Hiding in Shadows Attempts to become unnoticed through any means of stealth
Sneak attack Attacks not pre-empted or in open combat, often from stealth
Sleight of hand Concealing items, pickpocketing, misdirection
Technical
ExplosivesHandling of all combustible substances or containers
Horse-riding
Riding horseback or steering horse-drawn vehicles
DrivingAll motorised vehicles
RepairingRepairing any item
Crafting and upgrades Crafting or enhancing any item
Social
Commerce All interactions surrounding money and finance
Diplomacy All interactions around negotiating terms
Law All interactions requiring knowledge of the law
Politics All interactions based on politics or spin
Personal
Medicine Administering medicine and healing techniques
Brewing Crafting liquors, medicines, tonics and poisons
Investigation All searching and perception actions
Persuasion Using charisma or positive persuasion conversationally
Intimidation Using intimidation conversationally

Specialities

Specialities are additional abilities that a Character has. When a new


Character is created this section is left blank, and the Storyteller creates
and assigns Specialities that are in line with the way the Player
roleplays their Character throughout the adventure. Specialities are
more specific to an action than to a skill as a whole, for example the
Storyteller may wish to assign a Speciality called Silver Tongued to a
Player who has successfully used their Persuasion skill to obtain
discounts from merchants who are of the opposite gender. On the
Character Sheet this would appear as follows:

Type: Effect:
Silver Tongued -1 Persuade male vendors

The Storyteller alone is responsible for creating and assigning


Specialities.

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Equipment

All weapons, apparel and additional items noted on the Character Sheet
are limited to what can be carried about the character’s person. Players
can improvise ways to carry items with them such as straps, crafted or
purchased holsters and satchels, or concealment. The Storyteller always
has the final decision on what items are reasonably able to be carried.

Weapons and Ammunition

All weapons possessed by the Character are listed here, along with the
amount of ammo carried. It is advisable to note the calibre of weapon
alongside its name, and chambered ammunition should be noted
separately from the total amount. For example:

Weapons and Ammunition:


.357 Revolver 6/19
Coach Gun 2/11
Longbow 8
Throwing knives 3
Tomahawk

Apparel

Apparel is noted here. This is mostly an aesthetic choice however finer


attire can influence the way in which NPC’s react to a Character. Whilst
most clothing will offer little or no defense against weapons, the
Storyteller may wish to take into account any armor or protective
clothing the Character is wearing when deciding the difficulty rating to
hit them.

Additional Items

All other items and equipment are listed in this section.

Experience

XP is awarded by the Storyteller at the end of each chapter of the


adventure. XP is spent to upgrade Skills. Each Skill costs 10 XP to learn

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initially (if no boxes are shaded already), and the cost to upgrade doubles
per skill level. Whilst there are no class restrictions at all in GOST, it is
highly important that Players consider what they will want from their
Character (especially as it will cost a total of 310 XP to max out any
Skill).

Current XP is the running total Experience Points gained by that


Character. Gained XP is the amount of Experience Points awarded at the
end of the session. This helps Players keep track of XP they need to
spend if, after a particularly long session, it is to be spent at the
beginning of the next session. This also helps the Storyteller keep track
of total XP compared with skill levels and ensures fair allocation of XP
points.

Awarding Experience

Whilst the rules above lay out the technical guidelines for how the game
is played, the adventure is driven by storytelling and roleplay. A very
fortunate dice roll is rewarding to the Player involved however the
Storyteller should also be on the lookout for interactions and problem
solving role-played within character by the Party. Actions that take great
risk but offer high reward should also be noted. If the Storyteller or the
Party as a whole are impressed by an action or interaction then this is a
good indicator that XP should be given. Any amount of XP may be
awarded for a particular action, and a general rule to help with
consistency is to keep a 1-10 rating in mind. Ultimately, the Storyteller
has the final say on for what and how much XP is awarded.

The Wounding Table

The Wounding Table is left blank when a new Character is created.


Throughout the course of an adventure the Wounding Table comes into
play as described on pg. .

Generating NPCs for Storytellers

NPCs play an important part of your story. Not all Skills from the
Character Sheet may be necessary to note down but the relevant Skills

- Page 17 -
for an NPC should be noted on templates provided on pg. or a separate
sheet of paper. You should consider the purpose the NPC will play within
your story. Henchmen tend to be more proficient with combat skills
whilst their leaders may be more skilled with social interactions.
Merchants and officials may also be highly skilled with Persuasion,
presenting more of a challenge for Characters who interact with them.

Generating New Weapons and Items

Characters with a high enough Crafting and Upgrading skill are able to
gather materials and create new weapons and items. This includes
provisioning, tailoring, butchering, smithing or any process of creating a
new physical item. Players who wish to take this action should be on the
lookout for basic parts and materials they can loot during gameplay. The
Player should also have some understanding of the type of weapon or
item they are looking to create. If a new weapon is to be created, the
Player should have knowledge or have researched the weapon type,
ammunition it will take and the special characteristics it may have.
Crafted weapons are unique and often valuable. Crafting should be done
in conjunction with the Storyteller, who will still assign a difficulty
rating at each stage of creation.
Example of weapon creation:

Gareth has gathered a revolver


frame, screws, oak, gun oil and a
damaged barrel during the
adventure. At the workbench at
his Party’s camp, Gareth decides to
attempt to craft a .44 Magnum
revolver with an extended barrel.
The difficulty rating is 9 as this is
a powerful handgun. Gareth’s
character has a Crafting &
Upgrades skill of 3. He rolls a 7, so
he is successful, and his Character
is now in possession of a custom
weapon with the below profile:

Type Cal. Feed RoF Characteristics


Custom Magnum Revolver .44 6 Single Extended barrel, +1 to Aimed Shots

- Page 18 -
Ranged Weapon Profiles

Type Cal. Feed Rate of Fire Characteristics


Pistols
Rimfire Derringer .22 4 Single Concealable
Crowning FN 1906 .25 6 Semi-auto Concealable, 2 shots per turn
Bolt 1903 Hammerless .32 8 Semi-auto 2 shots per turn
F&W Magnum .357 6 Single
F&W Model 10 Revolver .38 6 Single
Hauser C96 8mm 10 Semi-auto 2 shots per turn
Crowning FN 1903 9mm 7 Semi-auto 2 shots per turn
F&W 1869 Revolver .44 6 Single
Bolt M1911 .45 7 Semi-auto 2 shots per turn
Long Guns +1 to aimed shots
Bolt Lightning Lever-Action .22 12 Single
Ruben 1911 Rifle .25 8 Single
Levi-Infield Bolt Action Rifle .303 10 Single
Lincoln Repeater .357 15 Single
Bolt-Sturgess Carbine .44 12 Single
Dorchester Repeater .45 9 Single
Harps Military Carbine .50 1 Single
Shotguns +1 less than 10m
Dorchester 1897 Pump-Action 16g 5 Single
Dorchester Model 37 12g 5 Single
Capibara Sawn-Off 12g 2 Double 1 or 2 shots per turn
Dorchester Lever-Action 12g 6 Single
Coach Gun Break-Action 10g 2 Double 1 or 2 shots per turn
Heavy Weapons
Bolt Express Pistol .470 8 Semi-auto 2 shots per turn
Ely Revolver .476 6 Single
Rawlington Navy Rifle .50 8 Single
Gibson Bolt-Action Rifle .505 5 Single
Rhinoceros Shotgun 8.g 2 Double 1 or 2 shots per turn
Karlov Trench Gun 6.5mm 25 Auto 4 shots per turn
Marsden Machine Gun 7.62mm 40 Auto 4 shots per turn
Non-Ballistic
Reflex Hunting Bow .25” 1 Single Silent
Oakwood Longbow .40” 1 Single Silent
Thrown
Molotov Cocktail - 1 Single Fire damage
Thrown Object Blunt - 1 Single Blunt damage
Thrown Object Bladed - 1 Single Bladed damage

Ranged Weapon Generation Template


Type Cal. Feed Rate of Fire Characteristics
NPC Generation Templates

Name: Background:
Skills:

Weapons, Apparel and Equipment: Damage:


Injury □□□□□
Sustained □ □ □ □
Prolonged □ □ □

Name: Background:
Skills:

Weapons, Apparel and Equipment: Damage:


Injury □□□□□
Sustained □ □ □ □
Prolonged □ □ □

Name: Background:
Skills:

Weapons, Apparel and Equipment: Damage:


Injury □□□□□
Sustained □ □ □ □
Prolonged □ □ □

Name: Background:
Skills:

Weapons, Apparel and Equipment: Damage:


Injury □□□□□
Sustained □ □ □ □
Prolonged □ □ □
GUNS OF SANTA TORINA CHARACTER SHEET
Player: …………………………………………………. Character: ……………………………………………
Renown ………….. Infamy ………….. Cash $………….. Bounty $…………..
Character Background
…………………………………………………………………………………………………………………………….
…………………………………………………………………………………………………………………………….
…………………………………………………………………………………………………………………………….
…………………………………………………………………………………………………………………………….
…………………………………………………………………………………………………………………………….
Skills

Close Combat Stealth Social


Hand to Hand Lockpicking Commerce
Bladed Weapons Hide In Shadows Diplomacy
Blunt Weapons Sneak Attack Law
Thrown Missiles Sleight Of Hand Politics
Ranged Weapons Technical Personal
Pistols Explosives Medicine
Long Guns Horse-riding Brewing
Shotguns Driving Investigation
Heavy Weapons Repairing Persuasion
Non-ballistic Crafting & Upgrades Intimidation

Specialities

Type: Effect: Type: Effect: Type: Effect:


………………. …………………… ………………. …………………… ………………. ……………………
………………. …………………… ………………. …………………… ………………. ……………………
………………. …………………… ………………. …………………… ………………. ……………………
Equipment Experience

Weapons and Ammunition: Apparel: Current XP: …………………..


……………………………………………. ………………………………. Gained XP: …………………...
……………………………………………. ……………………………….
Wounding Table
……………………………………………. ……………………………….
……………………………………………. ………………………………. Injury Damage □ □ □ □ □
……………………………………………. ………………………………. Injury Damage will not impair action
……………………………………………. ……………………………….
……………………………………………. ………………………………. Sustained Damage □ □ □ □
Additional Items: Sustained Damage becomes
………………………………………………………………………………… Prolonged Damage if left untreated
…………………………………………………………………………………
………………………………………………………………………………… Prolonged Damage □ □ □
………………………………………………………………………………… All actions are +1 difficulty, and once
………………………………………………………………………………… the Prolonged Damage bar is full,
………………………………………………………………………………… your Character is dead
…………………………………………………………………………………

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