RULES: SPECIAL SYSTEMS


Adventurers are often tasked with traveling long stretches of time without a hint of civilization nearby, relying on their wits and weapons to see them through. The natural perils of hunger and thirst are often as dangerous as the slavering claws of a monster, if not more so! This section has specific rules for braving the wilderness and keeping yourself supplied and alive in the process.  

  

Safe Zones  

In game terms, a Safe Zone is an area of relative civility and comfort. This can run the gamut from a small town, to a massive, well-defended city. In short, if the place is relatively stable and has a few permanent structures lying about, and has access to some form of flow of goods, it qualifies as a Safe Zone.  

  

-While in a Safe Zone, it is assumed you have access to food and water with relative inconvenience. As long as you are in a Safe Zone, you do not need to consume Rations.  

  

Red Zones  

Simply put, a Red Zone is anyplace outside the normal hustle and bustle of a civilized place. Often desolate, lonesome, and dangerous, few venture beyond the comforts of a Safe Zone without being adequately prepared.   

  

Rations  

A living being in a Red Zone consumes a number of Ration points per 24 hours. A child, animal, or Gnome consumes 1 Ration every 24 hours. Non-Gnome Adults consume 2 Rations every 24 hours. If your Vigor score is 3+, then you also consume +1 Rations per day.    

You may acquire Rations through most in-game shopkeepers, and those with the Primal Skill can live off the land and acquire Rations the old-fashioned way (though this takes time). See the Skill section for more information.  

   

Going without Rations can be deadly if it happens long enough. Whenever you are called upon to consume Rations and you do not have the proper amount, then you gain a level of Strain. Each level of Strain stacks up rather unpleasant effects that you’re wise to avoid.   

   

-Strain 1 (Fatigued): You cannot spend Luck Points for any reason.    

   

-Strain 2 (Exhausted): As above, and all your rolls gain Disadvantage. Your Speed is Halved (round down).   

  

-Strain 3 (Starving): As above, but you are now getting desperate, and may have to roll a Smarts (Willpower) test to not take any opportunity to alleviate your condition, like killing innocents to take their supplies, or perhaps even eating your allies...   

  

If you cannot pay your Ration Requirement and are currently at Strain 3, you die in a most excruciating fashion.   

   

Resting for an entire day and consuming 10 points of Rations alleviates one level of Strain. Resting for one full week in a Safe Zone eliminates all levels of Strain.   



With the discovery of a new and bizarre land, a wellspring of new threats and concerns also arise, and a colorful batch of exciting diseases, too! The following list comprises a few of the more common ailments that an adventurer in Valgamma’s Ruin can expect to come across.    

  

Dust Lung  

-What is it: Aptly named, this grueling condition sees the victim’s lungs fill up with gritty dust. Symptoms include a hacking, painful cough (where a cloud of actual dust is expelled through the mouth) and exhaustion.   

  

-Catching it: Whenever a victim spends a week or more in a dry, dusty area, they may have to roll a Vigor (Athletics) test. Failure indicates they come down with Dust Lung. This condition is contagious if you cough on someone, forcing them to roll to resist the condition at the same difficulty.  

  

-Dealing with it: Those affected with Dust Lung gain one level of Strain immediately and can only take Half Actions on their turn while affected. Dust Lung is not fatal, but spreads easily and is quite the annoyance.  

   

-Curing it: Dust lung is commonly encountered in Valgamma’s Ruin, and is relatively easy to cure. Someone with the Heal skill at Adept or higher can treat this ailment with a successful Smarts (Heal) roll. One swig of Miracu-Cure! also alleviates this condition immediately.      

  

Fout  

-What is it: Short for “Finger Gout”, this painful condition makes the victim’s trigger fingers swell up to the size of throbbing, bulging sausages. The pain is not fatal, but being afflicted with this clumsy condition makes it impossible to fire a firearm while afflicted.   

  

-Catching it: A target who rolls a botch on a ranged attack roll with a firearm immediately rolls a Vigor (Athletics) roll. A failure immediately afflicts both trigger fingers with this condition, dropping any firearms they are carrying immediately.   

  

-Dealing with it: Anyone suffering with Fout cannot operate a firearm due to their throbbing trigger finger. Close combat rolls are unaffected by this condition, and you can still make use of non-firearm weapons while affected.  

  

-Curing it: Luckily, a Fout flare-up will go away in time, and taking a Long Rest and soaking your trigger finger in ice will solve the condition. One dose of Miracu-Cure! Will also immediately eradicate the condition.  

  

Cupid’s Caress   

-What is it: The bane of debauchees everywhere, Cupid’s Caress is a curious condition where pleasure receptors of the victim are made exceedingly sensitive, to the point where even the slightest physical contact becomes overwhelming.  

  

-Catching it: As you might expect, you can catch this disease by overindulging in hedonistic pursuits of the flesh. Whenever someone’s celebratory vice reaches extreme levels, they may have to roll a Smarts (Willpower) test. Failure means infection. Cupid’s Caress is not contagious.   

  

-Dealing with it: While afflicted, any physical sensation is amplified tenfold. An afflicted target takes double damage from all sources, as any physical contact made with the afflicted causes searing pain.  

  

-Curing it: Someone with the Heal skill at Adept or higher can treat this ailment with a Smarts (Heal) roll. A dose of Miracu-Cure! will also alleviate this condition immediately. Lastly, Cupid’s Caress will go away on its own after d6 days of complete and total sensory isolation.  

  

Mad Sow Disease  

-What is it: This curious condition causes the target to grow a pig snout and floppy porcine ears. Whenever the afflicted speaks, they find their voice replaced with a series of angry, squealing oinks.   

  

-Catching it: Any contact with a pig or Gore Boar can bring on a bout of this strange condition. Whenever the GM thinks a target might have been infected, they roll a Vigor (Athletics) test, with failure indicating infection.  

  

-Dealing with it: Beyond looking silly, the target also cannot speak in anything other than squealing aggressively. The victim can still write and communicate that way, however. On the plus side, while afflicted, the victim can communicate effortlessly with pigs.  

  

-Curing it: Mad Sow Disease will go away on its own eventually. Whenever the target rises from a Long Rest, they can roll another Vigor (Athletics) test to overcome the condition. One dose of Miracu-Cure! Will also immediately cure this condition. Someone with the Heal skill at Adept rank or higher can treat this ailment with a Smarts (Heal) roll.  

  

Prairie Pox  

-What is it: This is bad news, compadre! Prairie Pox covers its victim in unsightly boils and turns their skin a sickly yellow. Veins of all colors sprout on their skin as the condition takes its hold, and if not treated promptly, an afflicted person will most likely be pushing up daisies sooner rather than later.  

  

-Catching it: Prairie Pox is highly contagious, and can quickly spread through a community, ravaging it in weeks. Prairie Pox only has one cause: A nearby Plague Bandit (See the Bestiary for more information on these gruesome individuals).  

  

-Dealing with it: Whenever exposed to Prairie Pox, a target must roll a Vigor (Athletics) at Disadvantage. Failure means the Pox sets in. The next day, the victim’s skin turns a sickly yellow. The day after that, streaking veins appear throughout the target’s flesh. The day after that, hideous boils break out everywhere. The target finds themselves drawn back to the area afflicted by the Plague Bandit, suffering excruciating pain the further removed from the foul creature’s presence the afflicted gets. Every day after this, an afflicted person rolls a d6. On a result of 1, they die of the Pox.  

  

-Curing it: Sadly, there is only one cure for Prairie Pox. Chugging all the Miracu-Cure! in the world wouldn’t be enough to alleviate this gross condition, and only defeating the Plague Bandit in the area will lift the Pox from the populace. 



 The recently uncovered Region of Spurth known as Valgamma’s Ruin is a strange and mythical place, and that goes right down to the native plants as well. Anyone with the Artisan (Apothecary) Edge can use these strange herbs to craft useful tonics and potions to aid in their adventures.  

 

-Harvesting Herbs requires training in the Primal skill. If you are not trained in the Primal Skill you cannot harvest herbs (simply ripping stuff out of the ground and hoping for the best doesn’t work—I've tried). 

 

-All Herbs have a rarity that is either Common, Uncommon, or Rare. 

 

-Once per day you can attempt to harvest herbs. This takes d6 hours. Spend a point of Luck and make an Agility (Primal) roll. 


-An Herbalist Kit is required to harvest Herbs.

 

-Each Star you earn on this roll allows you to Harvest herbs. Harvesting a Rare Herb costs 3 Stars. Harvesting an Uncommon Herb costs 2 Stars, and harvesting a Common Herb costs 1 Star. For example, if you roll 3 Stars on a harvesting roll, you can choose to harvest 3 Common herbs, or 1 Rare herb, or 1 Uncommon herb and 1 Common herb. It’s up to you. 

 

-If you have Primal at Novice, you can only harvest Common herbs. If you have Primal at Adept, you can harvest Common or Uncommon herbs. If you are a Professional at the Primal skill, you can harvest any rarity of herb! 

 

-In a place where the terrain is sparse of flora it may be harder to acquire Herbs. The GM may feel free to limit what Herbs are available. For example, in a dry desert climate, only common herbs might grow. Harvesting herbs in a place where foliage is rare could also impart Disadvantage on your attempt.



Flora

Below is but a sample of the rare herbs native to this strange region. You can harvest these rare Herbs using the Primal Skill. 

 

Ruin Root (Common) 

A tangle of thin, rust-colored roots makes Ruin Root a fairly drab plant to behold, but its miraculous properties make it a mainstay in the brewing of alchemical wonders.  

 

Bullflower (Common) 

This vivid orange flower resembles a daffodil with a set of small bullhorns sprouting from its dainty petals.  

 

Stankweed (Common) 

Ew! This grubby, slimy and drab plant emits a most putrid stink. A constant cloud of dirt and grit surrounds Stankweed at all times. 

 

Lightning Rose (Uncommon) 

This beautiful yellow rose crackles with an unstable energy. Touching the plant’s petals gives a little electrical jolt that tingles against the flesh.  

 

Melody Vine (Uncommon) 

This swaying blue plant emits a comforting audible song. This herb is commonly potted and used as a pleasant household decoration, filling the room with its enchanting song. 

 

Cindercap (Uncommon) 

These curious little mushrooms are rather warm to the touch and emit a comforting orange glow.  

 

Sterling Nettle (Rare) 

This silver-colored plant almost looks metallic upon first glance, and must be very carefully harvested to avoid getting a nasty cut!   

 

Midnight Dream (Rare) 

This beautiful purple flower can be crushed into a shimmering, faintly glowing powder that can be snorted or smoked, offering the user a euphoric (and highly addictive) psychedelic experience. As soon as its euphoric properties were discovered, a brutal drug trade began, with rival gangs venturing into The Ruin to corner the market on this new, lucrative drug trade. Midnight Dream grows nowhere else in the world, adding to the conflict and building tension as more and more people populate The Ruin.



Okay, so I took the Artisan Edge and was told to come here. What’s this all about?

Welcome to the wonderful world of crafting! Those with the Artisan Edge can make lasting items of beauty and art, and certain types of Artisans can even make Heirlooms (if they are skilled enough)!


You mentioned “Certain types” of Artisans. What does that mean?

When you take this Edge, you should choose whether you want to be an Artist or a Crafter. Artists craft things for the sake of beauty, culture, and artistic passion. Crafters make things that are designed to be used practically. Art is for looking at. Crafting stuff is for use.


Ah, I get it. Do the rules change if you are an Artist or a Crafter?

Kind of. Both Artists and Crafters can spend Experience Points to create lasting items of art, but Crafters (with the right ingredients) can also produce physical items relating to their craft, as well as useful Heirlooms.


Can you give me some examples of what Artists and Crafters can do?

Sure. There are many types of Crafts related to the Artisan Edge. Some crafts for Artists would be: Drawing, Painting, Sculpting, Weaving, and anything else that makes pretty stuff that is designed to be looked at and admired. Some crafts for Crafters would be: Alchemy, Cooking, Blacksmithing, Carpentry, Gunsmithing, Tailoring and Leatherworking.


Remember, the difference between Artists and Crafters is functionality. Artists make pretty things to look at, but Crafters make items designed to be used and handled. Crafters require special components gained from Monsters to forge their rad cool heirlooms, as well as some spare Experience Points to spend as well.


So, I have to spend Experience Points to make stuff?

Yes and no. If you are a Painter and want to do a little doodle of a nice house, that just takes time. If you want to paint a famous Masterwork that will live on through the ages, then you need to invest Experience Points into the endeavor to simulate the investment and time made to craft such a meaningful work of art. If you are a Blacksmith, for instance, and just want to forge a standard dagger, you wouldn’t need to pay Experience Points, but if you wanted to forge an Heirloom, then you’d need to spend more than just time to get it done (as well as be of an appropriate level in your craft).


By spending 5 Experience Points, an Artist can produce a piece of work to the best of their ability. Basic Artists can make something worth displaying at a gallery by doing this, but an Advanced Artist spending the same amount of Experience Points can produce a masterwork that will gain fame and renown! This takes d4 months for a Basic Artist, and 1 month for an Advanced Artist.


What about making mundane stuff? Is it free?

No, but making your own stuff is definitely cheaper than buying from a store! For instance, if you are a Carpenter, you specialize in making wood items. Any wood item or weapon that your GM agrees to can be made by a Carpenter for half the normal price. For instance, it would be perfectly reasonable for someone with the Artisan (Carpenter) Edge to make their own Long Bow and save money. Someone can forge an item for half the normal cost, as long as it makes sense. For example, if you are a Blacksmith, you could make your own Longsword for half the normal cost of buying one in a store, but a Blacksmith wouldn’t be able to buy Leather Armor at half price (though a Leatherworker certainly could). Even though you are making your own gear, you still need to purchase materials, so it isn’t totally free, just cheaper.


That makes sense. How long does it take for a Crafter to make a mundane item?

It depends on your level in the Edge. Basic Artisans can craft 1 piece of mundane gear in d6 days. Advanced Artisans can craft 1 piece of mundane gear in 1 day.


Ah, so, the better I am at crafting, the faster I can make stuff.

Yea, duh.


What else do I need to get started?

If you take this Edge, you need supplies and materials. Painters need brushes and paints, and Blacksmiths need ore and hammers. Whatever the case, buying a Tool Kit for your Trade of choice has a cost of $50. After paying this, it’s assumed you have what you need to get to crafting!


I wanna craft an Heirloom already! Tell me how at once!

First, you need to have the Artisan Edge at Advanced for whatever Craft you wish to make an Heirloom for. Making Heirlooms is quite difficult, and only the best in their field can do it. Then, you must have the proper ingredients. Tailors can make cloth Heirlooms, Blacksmiths can make metal heirlooms, Carpenters can make wood Heirlooms, and Leatherworkers can make Leather Heirlooms. After acquiring the proper ingredients, you need to spend 7 Experience to craft the artifact of choice. It takes 1 full week to craft the Heirloom in question.


Great! Anything else?

Some Crafts have special rules and require some more detail. Listed below are rules for Alchemy, Cooking, Blacksmithing, Carpentry, Leatherworking and Tailoring.


ALCHEMY

You can brew useful tonics and potions that are highly sought after by those looking for an edge in combat. An Apothecary can brew any potion in the Consumables list (see the Gear section) as long as they have the proper ingredients to do so and are of the proper skill level. Now, go out there and nab yourself some Monster Parts and herbs! A Potion is considered Basic if it has a cost of 50 or less. A Potion is considered Advanced if it has a cost higher than 50. 

  

Basic: You may brew any Basic Potion.  

  

Advanced: You may brew any Basic or Advanced Potion.

  

COOK  

You can whip up dazzling dishes that have amazing effects when chomped upon. Cooks are highly valued in pretty much any party. It takes about one hour to prepare a dish. Your rating in this Edge determines what recipes you know how to cook.

  

Basic: You can prepare Basic Meals. 

  

Advanced: You can prepare Advanced Meals.

  

The following dishes and their recipes are common enough that everyone with the Artisan: Cook Edge at the proper level knows them. Recipes are either Basic or Advanced. Eating ANY of the meals detailed below sustains an individual for 24 hours, no matter how many Ration Points they need to ingest. Beyond preparing specialized meals, having a cook around means that the party’s Rations are particularly delicious (increase the worth of all Rations to all Party Members by 1 if there is a Cook in the party)! It is worth noting that dishes made from special Monster Parts never go bad and are always piping hot. Rare ingredients breed rare culinary creations, for sure!


Stacking Nummies: You can benefit from a number of special foods equal to your Vigor score. For instance, if you have a Vigor score of two, you can eat two of the special treats listed below and retain the benefits of both until they expire. You must wait for any effects you are currently under to wear off before you can benefit from any other foods.


Adventurer Ale (Basic Recipe)

This frothy alcoholic beverage can put a bit of pep in any adventurer’s step, and is rather popular among those in the monster killing business. Drinking an Adventurer Ale increases the maximum Energy total of the drinker by 10 for 1 hour. This cannot be consumed in combat and only works if the imbiber is already at full health. Each time this is crafted, it brews d3 Ales. Take a swig and pass it around!


Recipe: 1 Monster Blood, 1 Wheat


Rejuvenatin’ Bacon (Basic Recipe)

Nothing sets the soul right faster than some nice, crispy Bacon! Besides being delicious, one serving of this crunchy stuff will immediately remove all levels of Strain from the imbiber.   

  

Recipe: 1 Monster Meat


Monster Steak (Basic recipe)

We all know that red meat makes people gloriously VIOLENT, and Monster Steak is no exception. After consuming this perfectly sizzled treat, the imbiber gains Advantage on the next 3 close combat attacks they make in the next hour. Ranged attack rolls are unaffected.   

  

Recipe: 3 Monster Meat


Super Crunchy Nachos (Advanced Recipe) 

Delicious...AND deadly! After consuming this cheesy and crunchy treat, an imbiber can use a Full Action to spit forth sharp bits of shrapnel that are not at all pleasant to pick out of your skin. This attack can be used to target any beings within a 15 foot cone from the user. Anyone in the line of fire of this machine-gun nacho barrage must roll an Agility (Athletics) at Disadvantage. Failure deals d6 x 5 damage and ignores all armor. This attack can be used 3 times in the next hour after consumption.  

  

Recipe: 2 Monster Carapace, Shredded Cheese


Delectable Sammich (Advanced Recipe)

This fantastic sandwich snack fills the imbiber with a feeling of well-being and nourishment that few could ever imagine. Once eaten, the imbiber can spend a Half Action to regenerate d3 Energy at the start of each of their turns for one hour. You may use a Full Action to use this ability twice on your turn.   

  

Recipe: 1 Monster Meat, 1 Monster Blood, 1 Monster Carapace, Crispy Lettuce


Adventurer’s Feast (Advanced Recipe)

What a bounty of treats! An Adventurer’s Feast nourishes a party of up to 5 people, all of whom can partake and benefit from such a yummy banquet. All who enjoy an Adventurer’s Feast immediately gain d3 Bonus Experience Points after spending an hour eating and joking and bonding with their fellow Party Members. This feast can only be indulged in once per month of game time.


Recipe: 5 Monster Meat, 5 Monster Blood, 5 Monster Carapace, 1 pinch of Salt, 1 teaspoon of Love <3


TAILORING/LEATHERWORKING

If you want to make cloth or leather goods, these crafts are for you. An Advanced Tailor can craft any Heirloom made out of cloth, and an Advanced Leatherworker can craft any Heirloom made out of Leather. As always, you must have the necessary materials and spend Experience Points to forge these nifty magical items! See the Gear (Heirlooms) section for examples of what these two types of Crafts can whip up!


Furthermore, someone with Tailoring or Leatherworking can also craft and repair their own Cloth or Leather armor (respectively) for half the normal cost.


BLACKSMITHING/GUNSMITHING/CARPENTRY

These three types of crafters can improve and enhance weapons relating to their discipline by spending Experience Points.


A weapon can hold up to 2 upgrades, and each upgrade costs between 1-5 Experience points. Upgrades that cost more than 3 Experience Points can only be installed by someone with the Advanced version of the Artisan Edge. Below is a list of common example upgrades. You cannot install the same upgrade twice, and some upgrades only apply to one distinct craft. Gunsmiths and Carpenters can also use special ingredients to forge special ammunition or arrows, respectively.


Explosive Rounds 

A Gunsmith can make high velocity, volatile rounds that explode on impact. These rounds deal an extra d6 damage to a target who has taken damage from this attack. Basic Gunsmiths craft 3 rounds per batch, and Advanced Gunsmiths craft 5 rounds per batch. These can be crafted once per day.  

  

Recipe: 1 Demonic Daffodil


Poison Arrows   

A Carpenter can make highly toxic arrows that envenom their target upon impact. A target struck (and dealt at least 1 damage) by a Poison arrow must immediately make a Vigor (Athletics) test. Failure means that the target becomes drowsy and their vision blurs, and all attack rolls they make suffer Disadvantage for the next 3 rounds. Poisoning a target who is already Poisoned has no added effect. Basic Carpenters craft 3 Poison Arrows per batch, and Advanced Carpenters craft 5 Poison Arrows per batch. These can be crafted once per day. 


Recipe: 1 Monster Venom


Beautify (1 Experience Point)

A Beautified weapon has special engraving and masterfully applied cosmetic upgrades. In short, you turn a weapon into a memorable piece of art. Beautifying a weapon does NOT use up an upgrade slot, as it is merely cosmetic in nature. A Beautified weapon is always a conversation piece, and sells for an extra $150 (Basic) or $300 (Advanced) when sold.


Illuminate (1 Experience Point)

The weapon in question can emit an illuminating glow at the mental command of its wielder.


Bane (3 Experience Points)

This devastating modification makes the weapon in question particularly effective against a certain enemy type. Choose an enemy type from the following list: Humans, Elves, Gnomes, Dwarves, Orcs, Outlaws, Lawmen, Beasts (Not Monsters), Undead, etc. Attack rolls made with this weapon against the type chosen gain Advantage and ignore all armor against that enemy type.  


Capacity (3 Experience Points)

This upgrade only applies to Firearms and can only be applied by Gunsmiths. If the weapon is a pistol, increase its capacity by 3. If the weapon is a rifle, increase its capacity by 5. If the weapon is a shotgun, increase its capacity by 2.

  

Devoted (3 Experience Points)   

This specially made handle is meticulously embroidered and only recognizes the owner of the weapon, and cannot be picked up or used by anyone other than the weapon’s owner.   


Sharp (3 Experience Points)

This upgrade cannot be applied to blunt weapons. A sharpened weapon ignores 1 point of Armor Rating. If the weapon in question already ignores 1 point of Armor Rating, it now ignores 2 points of Armor Rating.


Returning (3 Experience Points)

This handy upgrade can only be applied to weapons with the Thrown Special Ability. Returning weapons always come back to their owner’s hand after being thrown.


Bounty Hunting (3 Experience Points)

Whenever the wielder of this weapon defeats a challenging foe (GM’s discretion) they immediately gain d3 x $100.


Spirited (5 Experience Points)

A true Master in a craft can instill a weapon with a personality all its own. A spirited weapon can talk to its owner (and only its owner). Spirited weapons can be helpful at times with aid or advice, but can also be annoying, obnoxious, or downright arrogant!


Leech (5 Experience Points)

Whenever this weapon defeats a foe, its wielder gains d6 Energy.


Vengeful (5 Experience Points)

Once per Short Rest, immediately after the wielder of this weapon takes damage from a close combat attack, the wielder of this weapon can immediately make a melee attack on whoever dealt them damage. This can only be applied to a melee weapon.


Envenomed (5 Experience Points)

This upgrade can only be applied to bladed weapons. Wounds made from an Envenomed weapon cannot be healed until the victim takes a Short Rest.


Deadly (5 Experience Points)

This upgrade increases the lethality of the weapon, increasing its base Damage Value by 1.


UPGRADING ARMOR

Blacksmiths, Leatherworkers and Tailors can upgrade Armor of their particular field. A Blacksmith can upgrade any metallic armor, a Leatherworker can upgrade any Leather Armor, and a Tailor can upgrade any Cloth Armor. Upgrading Armor works the same way as Upgrading weapons does, with the Crafter in question having to spend Experience Points to improve their gear (or the gear of others). Any piece of Armor can hold up to 2 Upgrades. Basic Crafters can perform upgrades that cost 3 or less Experience Points, where only Advanced Crafters can install Upgrades that cost more than 3 Experience Points.


Beautify (1 Experience Point)

A Beautified piece of Armor has special engraving and masterfully applied cosmetic upgrades. In short, you turn a piece of Armor into a memorable piece of art. Beautifying Armor does NOT use up an upgrade slot, as it is merely cosmetic in nature. A Beautified piece of Armor is always a conversation piece, and sells for an extra $150 (Basic) or $300 (Advanced) when sold.


Acclimated (3 Experience Points)

Acclimated Armr is fit for all seasons, offering great protection against both extreme cold, as well as extreme heat. Wearers of Acclimated armor are not affected by extreme weather conditions, and are toasty warm in a blizzard or a heatwave. Furthermore, the wearer of this item only takes half damage (round down) from fire or cold attacks.


Sturdy (3 Experience Points)

A Sturdy suit of Armor is made of truly sterner stuff and never requires repair, no matter how much damage it takes!


Well Oiled (3 Experience Points)

Some heavy armors are a bit on the bulky and noisy side, granting Disadvantage to all checks to move silently. This Upgrade negates this restriction.


Chameleon (3 Experience Points)

Armor with this Upgrade seems to shift in color and tone, making the wearer more seamlessly blend into the background. This Upgrade can only be installed in Armor with an Armor Rating of 1 or 2. As long as the sun is out, the wearer gains Advantage on all Agility (Stealth) rolls.


Crafty Pockets (3 Experience Points)

Armor with this Upgrade has a number of cleverly concealed hidden pockets that can hold up to 5 pounds of questionably attained items that can fit in the palm of one hand. If the wearer is searched, the searcher must earn 3+ Stars on a Smarts (Perception) roll at Disadvantage.


Indomitable (5 Experience Points)

This upgrade makes your Armor able to take a licking and keep on ticking. This Upgrade can only be applied to Armor Rating 2 or 3 items. Once per Short Rest, the wearer of this Armor can spend a point of Luck to reduce the damage of an attack by half (round down).


Lucky (5 Experience Points)

Whenever the wearer of Lucky Armor spends a point of Luck, roll a d6. On a result of 6, the Luck Point is refunded.


Magic Resistance (5 Experience Points)

Whenever the wearer of this armor is targeted by a Power from someone with the Mysterious Blood Edge, roll a d6. On a result of 1-4, nothing happens. On a result of 5, the Power has no effect. On a result of 6, the Power is reflected back onto the caster. Once this power negates or reflects a magical attack, it cannot be used again until the wearer takes a Short Rest.


Comeback (5 Experience Points)

When the wearer of this Armor is reduced to 0 or less Energy, roll 5d6 dice. Any of these dice that roll a 5 or 6 immediately restore the wearer of 5 Energy. Once this upgrade is triggered, it cannot be used again for one week.



The following rules are not meant to be ultra in-depth, game-spanning rules for every situation, and are merely here to add a bit of color to the setting of GUTSHOT!.


Important: There is one all-important rule when it comes to gambling that all risk-takers must acknowledge: There are no re-rolls. Luck Points cannot be spent to re-roll any Gambling related rolls. What comes up on the dice is sacrosanct in gambling parlors and Saloons across Spurth.


Step One: Find a Game

How much are you willing to wager? Decide on a number of Buckaroos you are willing to risk. This is called your Stake.  Friendly Games have stakes no higher than $10. Low Stakes Games have stakes no higher than $50. High Stakes Games have stakes no lower than $100 and very rarely have limits...


It's no use deciding you're going to play a High Stakes game if everyone around you is playing for buttons and cigarettes. You need to be in an area with enough high rollers to bet against your bulging pockets! Once you've found a game that can take your action (GM's Discretion), you can get to gambling.


Step Two: Test Your Luck

Roll a Gambling Skill test depending on the game you are attempting (see the Gambling Skill). One Gambling roll encompasses an entire evening of play to keep things simple.


Step Three: Compare Stars

Compare Stars you earn with other players at the table. Whoever has the highest number of Stars wins. Exactly what you win depends on the type of game you are playing.


-Blackjack: Roll against the Dealer. You win double your initial bet.


-Poker: Roll against everyone else at the table and compare Stars earned. Whoever gains the most Stars wins the Pot. The Pot equals your Initial Stake multiplied by the number of players at the table. If you don't roll the most Stars at the table, you lose your Stake.


-Roulette or Dice: Roll against no one. Each Star you roll nets you an increment of half your initial Stake, in addition to your initial Stake. Failure costs you your initial Stake.


Botching

If you Botch a Gambling roll, you lose your initial Stake, as well as gamble away something of exceedingly high value to your character, like an heirloom or other valuable item. At GM's discretion, you also can end up heavily indebted to a nefarious individual who requires a difficult task or service in exchange for payment!


Cheating

If you want to try to cheat, you can roll a Contested Agility (Thievery) test before you roll a Gambling test (Roll against the highest Smarts (Perception) rating at the table). Should you succeed, you manage to rig the game somehow, and can roll your Gambling test with Advantage. Cheating at a High Stakes game is rolled at Disadvantage due to the sharp-eyed security often watching over such large sums of money.