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WIW Cheatsheet? Cheat Sheet (DRAFT) by

attempt at cheatsheet

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Bullet Dice Symbols (pg. 2)

When playing with official bullet dice, there's a small chance one could land standing straight up on its end, resulting in a "no symbol­" outcome. This is referred to as a “Misfire”.

D6 to Official Dice Conversion (pg. 3)

D6
Black
Gold
1
Blank
Blank
2
Blank
Spur
3
Spur
Hit
4
Hit
Hit
5
Hit
Hit
6
Ace
Ace

Range (pg. 40)

Range
In-Game Distance
Physical Distance
Movement Cost
Arms Reach
Within arm’s reach
Within 1 inch
1 Grit
Short
30 yards or less
6 inches or less
1 Grit
Long
30-90 yards
6-18 inches
2-3 Grit
Distant
90+ yards
18+ inches
6 Grit
1 Grit per 30 yds?
 

Grit (pg. 40)

Each player has 6 action points available during each round of combat called
Grit. Grit represents the amount of fortitude, speed, and stamina a character has to take action in a turn. Grit is spent on Actions, like attacking, using items, and reposi­tioning in a battle.

Grit is reloaded at the start of each turn. It is not necessary to track Grit outside of combat
There is also Fools Grit. Once per turn, a player can increase the amount of Grit available to them by 1 in exchange for 1 Health

Repeating Failed Skill Rolls (pg. 13)

If a player fails a skill roll they can choose to try again and reroll. In return, the Warden may determine a negative conseq­uence for doing so.

For example, if successful on a second Charm attempt to convince an outlaw to free you from the county jail, they might let you go, but not without a hefty payment first.
Personal Note: Works almost like COC roll pushing but instead there's a conseq­uence either way.

Helping Rolls (pg. 13, 42)

Players may decide to help each other in accomp­lishing tasks if the Warden agrees that another player could reasonably assist.

The Helping player may roll half of their Skill dice (rounded up) and add the result to the attempting player’s Skill result. If multiple players are Helping, then they all roll half of their dice for the Skill and only the most successful roll is added to the attempting player’s roll,

During Combat, all Helping characters spend the same amount of Grit as the player they are Helping. The Helping charac­ter(s) subtracts the Grit cost from their next turn.
 

Attack (pg. 41)

Spend a Weapon’s Grit cost to roll the attack according to the Range.

Use the Attack Action to deal damage to a target. Spend the weapon's Grit cost then roll the amount and color of dice listed at the approp­riate Range. The target takes damage equal to the number of Hits you roll minus any Defense the target has.

Aim (pg. 41)

Spend 1 Grit to reroll 1 die in your next Attack. Once per turn.

Before taking the Attack Action, you can spend 1 Grit to reroll one of the dice rolled in your next Attack, giving you a better chance to deal more damage. You must announce and spend the Grit to Aim before you make your Attack roll. You must take whatever the final result of the dice is. This Action can only be used once per turn

Dodge (pg. 42)

Roll 1B for every Grit spent to try avoiding damage.

Use the Dodge Action to attempt to avoid damage. For every Grit that you spend to Dodge, roll an equal amount of Black dice. On the next attack against you, subtract the amount of damage taken by how many Hits you rolled. Any unused amount is forfeited upon the start of your next turn.

Improvise (pg. 43)

Spend at least 1 Grit and roll any applicable Skill to attempt a task

Decided by the Warden, improv­ising any other Action requires at least 1 or more Grit and possibly a Skill roll to accomp­lish. If the requested Skill roll fails, the Grit must still be spent for the attempt.

A character may light a torch from your Supplies (no Skill required), or distract a monster (roll with Charm).
If a player uses an Ability that does not have an associated Grit cost, the Warden may decide the Grit cost.

Move (pg. 41)

Move up to 1 Short Range distance for every Grit spent.

Any movement to another location requires a Move Action. Spend 1 Grit for each movement up to Short Range in a turn. Moving to Long Range requires at least two Grit. Moving to Distant Range requires at least two turns and a total of 6 Grit.

Lying down and getting up requires a Move Action, whether you are switching positions by choice or getting up from being knocked down.

The Warden may ask a player to roll with a Skill if the movement is difficult. If the Skill roll is failed, the player still spends the Grit for attempting the Action

If the Warden determines that someone or something is moving through Rough Terrain, the cost to move during combat is doubled

Prepare (pg. 42)

Plan an Action to be taken outside of your turn. Once per turn

When you take the Prepare Action, you are delaying another Action until certain conditions outside of your turn are met. You must name those conditions or whatever will trigger the Action. The Grit is spent on your turn, and the Action is lost if not triggered before your next turn. This Action can only be used once per turn
Helping during Combat

You can also use the Prepare Action for Helping (pg. 13). All Helping characters spend the same amount of Grit as the player they are Helping. The Helping charac­ter(s) subtracts the Grit cost from their next turn.

Use Item (pg. 42)

Spend the item’s Grit cost and roll with any applicable dice or Skills.

Similar to weapons, each item has its own Grit cost and associated dice. To use an item, spend the item’s Grit cost and roll its dice.