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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
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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.
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:
Renown
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
Investigation
Environmental Investigation
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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.
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.
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:
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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
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Ranged Damage
+.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
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
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Example of Ranged Combat:
Aimed Shots
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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
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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.
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.
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
Bounty
Character Background
Skills
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
Type: Effect:
Silver Tongued -1 Persuade male vendors
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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.
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:
Apparel
Additional Items
Experience
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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).
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.
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
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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.
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:
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Ranged Weapon Profiles
Name: Background:
Skills:
Name: Background:
Skills:
Name: Background:
Skills:
Name: Background:
Skills:
Specialities