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  Credits 
   
  Writing & Design: Corey Ryan Walden 
  Editing & Proofreading: Ashlee Scholefield, Joseph Salvador 
  Cartography & Layout: Joseph Salvador, Corey Ryan Walden 
  Artwork: Erik W. Wilson 
  Playtesting & Suggestions: Claire Ahuriri, Matthew Breen, James Dunning, Hugh Keal, Ben Middleton, Josef 
  Richardson, Richard Satherley, Sarah Walden, Chris Kutalik, Eric Fabiaschi , Gus L, Chris S, Edgar Johnson, Michael D, 
  Matthew Adams. 
  Free Stuff: CoreyRyanWalden.Blogspot.Com 
  Contact: coreyrwalden@gmail.com 
   
   
  Thanks to… Sarah, for her encouragement, positivity, and support; my parents, Carol and Eric; my regular gaming 
  group: Ben, Hugh, Jo, and Richard (this game is richer from your input!); Jeff Talanian; Chainsaw; Michael Thomas; the 
  Dragonsfoot and G+ community. A special mention is given to Joe Salvador for his valuable input and excitement towards 
  this project. Finally, acknowledgements are due to Gary Gygax & Dave Arneson for birthing the role-playing game, providing 
  millions with endless adventure.  
   
   
   
   
   
   
   
   
   
   
  Copyright 2015  © Corey Ryan Walden                                       ISBN:  978-1-329-44973-2 (PDF Version) 
  No part of this work may be reproduced or copied without the express permission of the author. Similarities to any person, 
  living or dead, are entirely coincidental, unless explicitly stated otherwise.
  
   
   
  Table of Contents 
  Credits	
    ..............................................................................................................................................................................................	
    4	
    
  Table	
    of	
    Contents	
    ..........................................................................................................................................................................	
    5	
    
  The	
    Alpha	
    Playtest	
    .......................................................................................................................................................................	
    8	
    
  Happy Gaming!	
    .............................................................................................................................................................................	
    8	
    
  Corey Ryan Walden	
    .....................................................................................................................................................................	
    8	
    
  August 9, 2015	
    ................................................................................................................................................................................	
    8	
    
  Introduction	
    ...................................................................................................................................................................................	
    8	
    
  What	
    Is	
    This	
    Game?	
    ..........................................................................................................................................................................................	
    9	
    
  What	
    You	
    Need	
    To	
    Play	
    ..................................................................................................................................................................................	
    9	
    
  What	
    Is	
    In	
    This	
    Booklet?	
    ...............................................................................................................................................................................	
    10	
    
  Chapter	
    1:	
    Characters	
    ..............................................................................................................................................................	
    11	
    
  Method	
    A	
    .............................................................................................................................................................................................................	
    12	
    
  Method	
    B	
    .............................................................................................................................................................................................................	
    12	
    
  1.	
    Gender	
    .........................................................................................................................................................................................	
    12	
    
  2.	
    Names	
    ..........................................................................................................................................................................................	
    12	
    
  3a.	
    Quick	
    Play	
    Characters	
    ..........................................................................................................................................................	
    13	
    
  Folk	
    Hero	
    .............................................................................................................................................................................................................	
    13	
    
  Gambler	
    ...............................................................................................................................................................................................................	
    14	
    
  Indian	
    Brave	
    ......................................................................................................................................................................................................	
    14	
    
  Outlaw	
    ..................................................................................................................................................................................................................	
    14	
    
  Soldier	
    ..................................................................................................................................................................................................................	
    14	
    
  Holy-­‐Roller	
    (Optional)	
    ..................................................................................................................................................................................	
    14	
    
  3b.	
    Backgrounds	
    ...........................................................................................................................................................................	
    15	
    
  Grit	
    Chart	
    .............................................................................................................................................................................................................	
    15	
    
  Grit	
    Rewards	
    ......................................................................................................................................................................................................	
    15	
    
  Folk	
    Hero	
    .............................................................................................................................................................................................................	
    15	
    
  Gambler	
    ...............................................................................................................................................................................................................	
    16	
    
  Indian	
    Brave	
    ......................................................................................................................................................................................................	
    17	
    
  Outlaw	
    ..................................................................................................................................................................................................................	
    18	
    
  Soldier	
    ..................................................................................................................................................................................................................	
    19	
    
  Holy-­‐Roller	
    (Optional)	
    ..................................................................................................................................................................................	
    20	
    
  4.	
    Skill	
    Points	
    .................................................................................................................................................................................	
    21	
    
  Minimum	
    Background	
    Skill	
    Points	
    Chart	
    ..............................................................................................................................................	
    21	
    
  Highest	
    &	
    Lowest	
    Skill	
    Points	
    Chart	
    ........................................................................................................................................................	
    21	
    
  Health	
    ...................................................................................................................................................................................................................	
    21	
    
  Defense	
    .................................................................................................................................................................................................................	
    22	
    
  Gunslinging	
    ........................................................................................................................................................................................................	
    22	
    
  Brawling	
    ..............................................................................................................................................................................................................	
    22	
    
  Personality	
    .........................................................................................................................................................................................................	
    22	
    
  Investigation	
    ......................................................................................................................................................................................................	
    22	
    
  Willpower	
    ...........................................................................................................................................................................................................	
    22	
    
  Speed	
    &	
    The	
    Fortune	
    Dice	
    ...........................................................................................................................................................................	
    23	
    
  5.	
    Weapons	
    &	
    Provisions	
    ...........................................................................................................................................................	
    23	
    
  Starting	
    Money	
    .................................................................................................................................................................................................	
    23	
    
  Weapons	
    Chart	
    .................................................................................................................................................................................................	
    23	
    
  Weapons	
    Descriptions	
    ..................................................................................................................................................................................	
    24	
    
  Provisions	
    Chart	
    ...............................................................................................................................................................................................	
    25	
    
  Provisions	
    Descriptions	
    ................................................................................................................................................................................	
    25	
    
  
   
   
  Example	
    of	
    Character	
    Creation	
    ..................................................................................................................................................................	
    27	
    
  Chapter	
    2:	
    Playing	
    Tombstone	
    .............................................................................................................................................	
    28	
    
  What	
    you	
    need	
    to	
    play:	
    .................................................................................................................................................................................	
    29	
    
  Tombstone’s	
    Mechanics	
    ...............................................................................................................................................................................	
    29	
    
  Task	
    Difficulty	
    Chart	
    (Roll	
    Required)	
    .....................................................................................................................................................	
    30	
    
  The	
    Fortune	
    Dice	
    .............................................................................................................................................................................................	
    30	
    
  Exploration	
    .....................................................................................................................................................................................	
    30	
    
  Mapping	
    ...............................................................................................................................................................................................................	
    30	
    
  Hired	
    Help	
    ...........................................................................................................................................................................................................	
    31	
    
  Hired	
    Help	
    Prices	
    Chart	
    ................................................................................................................................................................................	
    31	
    
  Loyalty	
    ..................................................................................................................................................................................................................	
    31	
    
  Leadership	
    ..........................................................................................................................................................................................................	
    31	
    
  Investigation	
    ......................................................................................................................................................................................................	
    31	
    
  Personality	
    .........................................................................................................................................................................................................	
    31	
    
  Movement	
    ...........................................................................................................................................................................................................	
    32	
    
  Combat	
    .............................................................................................................................................................................................	
    33	
    
  Turns	
    .....................................................................................................................................................................................................................	
    33	
    
  1.	
    Bravery	
    Test	
    ..................................................................................................................................................................................................	
    33	
    
  2.	
    Declaring	
    Actions	
    &	
    Rolling	
    Initiative	
    ................................................................................................................................................	
    33	
    
  3.	
    Attacking:	
    Brawling,	
    Grappling	
    &	
    Gunslinging	
    ..............................................................................................................................	
    34	
    
  4.	
    Roll	
    Damage	
    ..................................................................................................................................................................................................	
    34	
    
  Additional	
    Combat	
    Options	
    .........................................................................................................................................................................	
    35	
    
  Daunting	
    Chart	
    .................................................................................................................................................................................................	
    35	
    
  Special	
    Conditions	
    .......................................................................................................................................................................	
    36	
    
  Cover	
    Table	
    ........................................................................................................................................................................................................	
    36	
    
  Combat	
    Conditions	
    Table	
    .............................................................................................................................................................................	
    36	
    
  Poisoned	
    Tables	
    ...............................................................................................................................................................................................	
    36	
    
  Chapter	
    3:	
    The	
    Judge	
    ................................................................................................................................................................	
    37	
    
  Where	
    to	
    Begin	
    .................................................................................................................................................................................................	
    38	
    
  Finalising	
    the	
    Rules	
    ........................................................................................................................................................................................	
    38	
    
  Creating	
    the	
    Setting	
    ........................................................................................................................................................................................	
    38	
    
  Devising	
    the	
    Scenarios	
    ..................................................................................................................................................................................	
    39	
    
  Fair	
    &	
    Fun	
    ...........................................................................................................................................................................................................	
    40	
    
  An	
    Example	
    of	
    Play	
    ......................................................................................................................................................................	
    40	
    
  Expanded	
    Rules	
    ............................................................................................................................................................................	
    41	
    
  A	
    Note	
    On	
    Dice	
    ..................................................................................................................................................................................................	
    41	
    
  1d3	
    Chart	
    .............................................................................................................................................................................................................	
    41	
    
  Characters	
    ...........................................................................................................................................................................................................	
    41	
    
  Character	
    History	
    Table	
    ...............................................................................................................................................................................	
    42	
    
  Additional	
    Provisions	
    &	
    Weapon	
    Options	
    ............................................................................................................................................	
    42	
    
  Expanded	
    Combat	
    Rules	
    ...............................................................................................................................................................................	
    43	
    
  Expanded	
    Brawling	
    Table	
    ............................................................................................................................................................................	
    43	
    
  Expanded	
    Injury	
    &	
    Critical	
    Hits	
    Table	
    ....................................................................................................................................................	
    43	
    
  Arbitrating	
    The	
    Holy-­‐Roller	
    ........................................................................................................................................................................	
    44	
    
  Gambling	
    .............................................................................................................................................................................................................	
    44	
    
  Adding	
    Excitement	
    ..........................................................................................................................................................................................	
    44	
    
  Excitement	
    Table	
    (Town-­‐Based)	
    ..............................................................................................................................................................	
    44	
    
  Excitement	
    Table	
    (Wilderness-­‐Based)	
    ..................................................................................................................................................	
    45	
    
  Madness	
    ...............................................................................................................................................................................................................	
    45	
    
  Madness	
    Table	
    ..................................................................................................................................................................................................	
    45	
    
  Debauchery!	
    .......................................................................................................................................................................................................	
    45	
    
  Debauchery	
    Table	
    ...........................................................................................................................................................................................	
    45	
    
  Chapter	
    4:	
    The	
    World	
    ...............................................................................................................................................................	
    46	
    
  Chapter	
    4:	
    The	
    World	
    ...............................................................................................................................................................	
    47	
    
  The	
    Code	
    of	
    the	
    West	
    .....................................................................................................................................................................................	
    47	
    
  
   
   
  Bestiary	
    ...........................................................................................................................................................................................	
    48	
    
  Stat	
    Blocks	
    Explained	
    ....................................................................................................................................................................................	
    48	
    
  Alligator	
    (Small)	
    ...............................................................................................................................................................................................	
    48	
    
  Alligator	
    (Large)	
    ..............................................................................................................................................................................................	
    49	
    
  Bear	
    (Black)	
    .......................................................................................................................................................................................................	
    49	
    
  Bear	
    (Grizzly)	
    ....................................................................................................................................................................................................	
    49	
    
  Boar	
    .......................................................................................................................................................................................................................	
    49	
    
  Cowboys	
    ..............................................................................................................................................................................................................	
    49	
    
  Indian	
    Braves	
    ....................................................................................................................................................................................................	
    50	
    
  War	
    Dog	
    ...............................................................................................................................................................................................................	
    50	
    
  The	
    Town	
    of	
    Silverton	
    ................................................................................................................................................................	
    50	
    
  Scenarios	
    .........................................................................................................................................................................................	
    53	
    
  Scenario	
    I:	
    Trouble	
    on	
    the	
    Corral	
    .............................................................................................................................................................	
    53	
    
  Scenario	
    II:	
    Indian	
    Threat	
    –	
    Warpath	
    .....................................................................................................................................................	
    53	
    
  Scenario	
    III:	
    Indian	
    Threat	
    –	
    The	
    Politician	
    .........................................................................................................................................	
    54	
    
  Scenario	
    VI:	
    Murder!	
    ......................................................................................................................................................................................	
    54	
    
  Appendix	
    1:	
    Glossary	
    ..................................................................................................................................................................	
    56	
    
  
   
   
  The Alpha Playtest 
  You hold in your hands (whether metaphorically 
  or physically) the Alpha Playtest of Tombstone. 
  While this version is sparser than the upcoming 
  complete version (it contains no art!), and while 
  certain sections have been omitted or reduced, 
  there is certainly enough within this volume to 
  learn the rules of Tombstone and play it with your 
  friends. These rules have already been tested 
  rather thoroughly — in real games, with real 
  people. I am confident it is a good system, but in 
  the interest of making the best possible game, I am 
  interested in your experiences of Tombstone. As 
  you read this booklet, and as you play your games, 
  I would ask that you note things worth expanding, 
  clarifying, or changing. Tell me what works, and 
  what doesn’t (find my contact details under 
  Credits section above). Personally, I am very 
  much looking forward to the final version of this 
  game. Erik Wilson has done a killer job on the 
  artwork, and Joe Salvador’s mapping talents are an 
  invaluable addition. Regardless of whether you 
  purchase the full version in a couple of months, or 
  stick to the playtest copy, I sincerely hope you 
  enjoy this game. It has been a real passion and 
  pleasure designing this game, and I hope it fills a 
  niche not yet filled.  
   
  Happy Gaming! 
  Corey Ryan Walden  
  August 9, 2015 
   
  Introduction 
  Gunshots echo across the clearing, zinging in the 
  dusty air. Shotgun pellets tear a hole in one man’s 
  stomach. Blood begins pooling around his corpse. 
  The other four gunslingers drop for cover, going for 
  their guns — some within thorny thickets, others 
  prone on the dusty ground. One gunslinger is quicker 
  than his compadres. His rifle sings back at the 
  assailants, each bullet striking its target true. The 
  acrid stench of gunpowder and death fills the air… 
   
  Welcome to Tombstone. The Wild West ain’t no 
  place for the faint of heart. Make no mistake — 
  only those with grit survive out here. Luckily, this 
  book is packed with everythin’ a damned 
  greenhorn might need to survive this here hellhole.  
   
  Why Tombstone? 
  You may be thinking, “ANOTHER role-playing 
  game?” I wouldn’t blame you. The market is 
  saturated with all manner of role-playing games, 
  but I do feel Tombstone has its place. Fantasy role-
  playing games have received a staggering amount 
  of attention. Conversely, Western role-playing 
  games have received far less input. Those that do 
  exist have not satisfied my need for an easy-to-
  play, but nastily violent, game. 
   
  It became my mission to create a game I would 
  want to play — and indeed I do. This game is 
  designed with simplicity and expedited gameplay 
  in mind. The goal was to get rid of the fat, to focus 
  on designing a Western that was quick and nasty. 
  When designing Tombstone, the first role-playing 
  games of the 1970s became a guiding inspiration, 
  though I hope this game simultaneously offers the 
  added benefit of contemporary design. 
   
  Creating a character should be quick. The Judge 
  (referred to as the Game Master in other games) 
  should have no difficulty creating an action-
  packed scenario in minutes, providing a sufficient 
  framework for an evening of play. One primary 
  mechanic guides this game: most situations in 
  Tombstone are resolved by rolling three six-sided 
  dice (3d6). Because the rules are light and 
  modular, you are encouraged to alter them as you 
  see fit. Make them your own. Play it fast and 
  loose, like a good ol’ western gunfight, or add 
  detail and texture. Port rules from other systems 
  you love, or stick to the rules outlined in the pages 
  of this booklet. Tombstone purposely forsakes 
  providing a rule for every situation. Trust your 
  instincts, and use your own judgment. Regardless 
  of how you play, the manifesto remains: “This 
  game is yours”. No rule is set in concrete. If you 
  don’t like something, change it.  
   
  The final word is simple: have fun, but always keep 
  your six-shooter loaded.  
   
   
   
   
   
   
  
   
   
  What Is This Game? 
  This Is A Western 
  Tombstone is set in North America from 1865 
  onwards. The American Civil War is over. The 
  nation has been traumatised and scarred by war, 
  but somehow life goes on. Society has changed, 
  and new possibilities emerge. Railroads need 
  building, the West needs taming, and gold needs 
  mining. The transcontinental railroad is slowly 
  being constructed, creeping across the continent 
  from the East and West coasts. It finally meets 
  near Salt Lake City, Utah. Mormon country. 
  Towns sprout into existence as the railway is 
  completed and as veins of silver and gold are 
  discovered. Exuberant and hopeful pioneers 
  venture into the unknown of the West. 
  Relationships between Native Americans and 
  settlers are becoming complex. Tension is building, 
  promising to bud into another era of bloodshed. 
  Law is lax or nonexistent in many places; it is up to 
  you to make your own fortune. While these 
  histories have already been written, these events 
  are not set in stone. In Tombstone you are 
  encouraged to change historic details. Your game 
  may resemble a pseudo-history, or you may ditch 
  historicity for the Weird West or an otherwise 
  fictional portrayal.  
   
  This Is A Role-Playing Game 
  This is a game where each participant adopts the 
  role of an imagined character. One participant, 
  known as the “Judge”, is responsible for designing 
  the game world in which the players interact and 
  explore. It is the Judge’s role to create the towns, 
  cities, plains, and rivers; to populate the world 
  with the sheriff, gunslinger, or miner; and concoct 
  misadventure for the players. The final dictum of 
  the Judge is to arbitrate the rules, attempting to 
  ensure a fun and fair game for all. Tombstone can 
  be played as a “one-shot” session over a few hours. 
  Alternatively, the Judge can link multiple scenarios 
  in an episodic format, creating an ongoing 
  narrative.  
   
  Each of the remaining players create characters 
  and enjoy the Judge’s creations. Whether your 
  character is a shotgun-wielding Soldier or an 
  Indian Brave, that is your decision. Adventure and 
  excitement await you — but beware — fighting is 
  deadly! It is easy to kill other characters in this 
  game, but it is also easy for them to kill you. 
  Choose your battles wisely and you may live to 
  see another day. If your character does die, 
  Tombstone is simple enough that you can be 
  playing again in a matter of minutes. Don’t sweat 
  it. 
   
  Dice Conventions 
  There are two types of dice required to play 
  Tombstone: the four-sided dice and the six-sided 
  dice. If you do not own a four-sided dice, 
  Tombstone can be played exclusively with six-sided 
  dice. Herein dice are named using standard role-
  playing conventions. A four-sided dice is 
  abbreviated to “d4”, while a six-sided dice is 
  abbreviated to “d6”. Sometimes the abbreviation 
  will have a number preceding the type of dice. For 
  example, the text may say: 
   
  “Roll 3d6”  
   
  This would mean three (3) six-sided dice are rolled. 
  If the text were to say “roll 1d4”, a single four-
  sided dice would be rolled.  
   
  The Primary Mechanic  
  Most actions, attacks, and checks are resolved in 
  Tombstone by rolling 3d6 and adding the total. 
  This generates a numerical range of 3-18. 
  Sometimes additional numbers may be added or 
  subtracted to this total, hereafter referred to as a 
  Modifier. Modifiers are typically linked with a 
  Skill or a circumstance. This cumulative total is 
  then compared with the Roll Required. If the roll 
  equals or exceeds the Roll Required, the 
  attempted action has generally been successful. 
  Single or multiple d6s are rolled to determine the 
  amount of damage a character has suffered, while 
  the d4 is used for the Fortune Dice mechanic.  
   
  What You Need To Play 
  Only a few things are required to play this game: 
   
  1. The Tombstone rulebook 
  2. 3d6 & 1d4 
  3. Blank paper, pencil and pens 
  4. Your imagination  
   
  Some other materials are helpful (though not 
  required). Read Chapter 2 for further details. 
   
  If you have never played a role-playing game, you 
  may want to read Appendix 1: Glossary to 
  familiarise yourself with the terms used in this 
  booklet.  
  
   
   
  What Is In This Booklet? 
  This rulebook is divided into the following 
  chapters: 
   
  Chapter 1: Characters 
  This chapter provides all the necessary 
  information for choosing or creating a character. 
   
  Chapter 2: Playing Tombstone 
  Everything you need to know about playing the 
  game.  
   
  Chapter 3: The Judge 
  Rules, options, and suggestions for helping the 
  Judge run a game of Tombstone. 
   
  Chapter 4: The World 
  This chapter outlines the game world, historical 
  information, the town of Silverton, and some 
  ready-to-run Tombstone scenarios. 
   
  Appendices 
  The appendices are sections which clarify rules or 
  details of Tombstone.  
   
  Throughout this book are sidebars that look 
  like this. Sidebars contain optional rules you 
  may consider including in your game, or 
  shortcuts for running your games quicker.  
   
  Let’s get started! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Chapter 1: Characters 
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chapter 1: Characters 
  After reading this chapter, you should have a good 
  understanding of how to pick or create a 
  Tombstone character. Character creation should 
  take five minutes if the Quick Play method is 
  selected (Method A below). Creating a character 
  from scratch does not take much longer. If this is 
  your first time playing Tombstone, it is suggested 
  you begin by following the steps outlined in 
  Method A. Try Method B if you have played 
  Tombstone already, or you feel confident enough 
  to create a character.  
   
   
  Method A 
  1. Pick your Gender 
  2. Name your character 
  3. Select a Quick Play character 
   
   
  Method B 
  1. Pick your Gender 
  2. Name your character 
  3. Select a Background 
  4. Assign your Skill Points 
  5. Buy your Weapons & Provisions 
   
  It really is that easy. If you have created a 
  character following Method A continue to 
  Chapter 2. Players using Method B should read 
  through Chapter 1 and Chapter 2 before creating 
  a character. This will provide you with all the 
  essential information to get started. The first two 
  chapters provide a solid understanding of the rules 
  of Tombstone.  
   
   
  1. Gender 
  The first part of creating a character is selecting a 
  gender. Society was patriarchal during the era of 
  the implied Tombstone setting (mid- to late-1800s). 
  In this game however, any notion of gender may 
  be chosen as an equally viable option. No specific 
  benefits or drawbacks are afforded any gender 
  over another.  
  2. Names 
  The second part of creating a character is selecting 
  or inventing a name. While this is not a crucial 
  task, it does add flavor to the gaming experience. 
  In Tombstone, players immerse themselves in a 
  world of blood, gunpowder, and steel. A well-
  conceived name can accentuate the role-playing 
  experience, and add an additional dynamic to the 
  game.  
   
  It may feel awkward naming your first character, 
  but it gets easier each time. Below are some 
  female and male names reflective of the time 
  period of the Old West. Male names can be used 
  as surnames in many cases. A few historic 
  examples are provided for inspiration. Native 
  American names varied tribe to tribe. Some 
  examples include Nahuel (jaguar), Miara (wise), 
  Ujarak (rock), or Shikoba (feather). Censuses often 
  misappropriated Native American names, 
  changing them into English variants (example: 
  “Dog who turns”, might become “Turningdog”). 
  Chinese either assumed English names, but added 
  Ah or China as a prefix (Ah Fong, China Albert), or 
  retained their Chinese names. African-Americans, 
  recently emancipated from slavery, sometimes 
  adopted their ex-masters’ surnames, or chose 
  English names. Many African-Americans were not 
  named while slaves. Some assumed the surname 
  “Freeman” or “Fremon” after receiving freedom. 
  Many were recorded in census records as “Black” 
  or “Mulatto”. Mexican names strongly resembled 
  contemporary counterparts — Garcia, Lopez, 
  Rodriguez, or Carlos being common. When 
  naming your character let your imagination run 
  wild. While you can name your character anything 
  you wish, it should reflect the group you are 
  playing with. In a game where every player has a 
  “serious” name, it is not advised to name your 
  character “the burrito bandito”. Though in some 
  games, this will be entirely appropriate.  
   
  Female Examples: Abigail, Ada, Adele, Agnes, Ah, 
  Allie, Amelia, Anne, Antonia, Ava, Aylen, Beatrice, 
  Becky, Bernice, Bessie, Charlotte, Citlali, Claire, 
  Constance, Cynthia, Dorothy, Edith, Edna, 
  Edwina, Eliza, Ella, Ellie, Eleanor, Elizabeth, Emma, 
  Esther, Ethel, Eva, Fanny, Florence, Fong, Frances, 
  Flora, Geneva, Georgia, Grace, Henrietta, Isabella, 
  Isi, Jane, Josephine, Julia, Juliet, Katherine, Kee, 
  Kiowa, Kwong, Laura, Leah, Lee, Lenora, Lila, Lilly, 
  
   
   
  Lorraine, Lorena, Lottie, Louise, Loy, Lun, 
  Margaret, Maria, Mary, Martha, Matilda, Maude, 
  Miara, Molly, Myrtle, Nellie, Nettie, Nizhoni, Nora, 
  Padilla, Patsy, Peggy, Perez, Philomena, Polly, Poy, 
  Quan, Quapaw, Red Moon, Rebecca, Rhoda, Rita, 
  Rowena, Ruth, Sally, Savannah, Sing, Star, Stella, 
  Sun, Tong, Victoria, Wayra, Wing, Winifred, Wo, 
  Woo, Yee, Yet, Ying, Yuma. 
   
  Female Nicknames or Full Names: Agatha 
  Martin, Ah Georgee, Antonia Vasquez, Bloody 
  Mary, Cayuga, China Mary, Christina De La Cruz, 
  Citali, Deadshot Becky, Deer, Elizabeth Crumney, 
  Isi, Lun Ying, Maria Garcia, Ophelia May, Peggy 
  Sue, Perez De La Garza, Poy Woo, Red Moon, 
  Shotgun Sally, Sitting Wolf, Wayra, Winnie Starr, 
  Yuma. 
   
  Male examples: Aaron, Abraham, Ah, Albert, 
  Alexander, Ambrose, Amos, Antonio, Barnabas, 
  Bartholomew, Bennett, Blackfoot, Buford, Calvin, 
  Carlos, Cayuga, Charles, Chas, Chinaman, 
  Christopher, Clarence, Clement, Cole, Columbus, 
  Daniel, David, Edmund, Edward, Eli, Elijah, Elisha, 
  Emmett, Ezekiel, Ezra, Flying Eagle, Frank, 
  Frederick, Garcia, Gabriel, George, Gideon, Hank, 
  Harrison, Harvey, Henry, Hiawatha, Horace, 
  Horatio, Huie, Isaiah, Isaac, Jacob, James, Japazaw, 
  Jasper, Jedediah, John, Jorge, Joseph, Josiah, Kee, 
  Kwong, Lee, Lester, Levi, Little Wing, Lopez, Loy, 
  Lucian, Lun, Mario, Matthew, Maxwell, Mordecai, 
  Morgan, Nathaniel, Ned, Obediah, Octavius, Ora, 
  Orville, Oscar, Owen, Opichapan, Patrick, Paul, 
  Perez, Perry, Powatan, Poy, Quan, Ralph, 
  Raymond, Robert, Roderick, Rodriguez, Rudolph, 
  Rufus, Samuel, Seth, Silas, So Ho, Sho ho, Sun, 
  Tejon, Thaddeus, Thomas, Theodore, Timothy, 
  Tong, Ulysses, Uriah, Vasquez, Victor, Warren, 
  Wing, Wo, Wong, Wu, Yee, Yi, Ying, Zachariah. 
   
  Male Nicknames or Full Names: Alan Augdon, 
  Blackheart Bart, Charley McGuiness, Chas Wong, 
  Isaiah Wriggly, Jorge Lopez, Mordecai James, 
  Orville Paul, Elijah the Outlaw, Lun So Ho, No-
  teeth Neville, Powatan, Quan Wo, Soaring Eagle, 
  Tom Fremon, Yet Wo. 
   
  Historical examples: Abraham Lincoln, Annie 
  Oakley, Belle Starr, Billy the Kid, Buffalo Bill, 
  Calamity Jane, Jesse James, John Wesley Hardin, 
  Red Cloud, Sitting Bull, Wild Bill Hickok, Wyatt 
  Earp, Thomas Durant, Ulysses Grant.  
   
  3a. Quick Play Characters 
  The third and final part of creating a Method A 
  character is selecting a Quick Play character. By 
  now you will have selected a gender and named 
  your character. The final task is copying the 
  Quick Play details onto a piece of paper or 
  character sheet. All the information required for 
  immediate play is provided. Voila, your character 
  is ready to play.  
   
  The six Quick Play characters are: 
  1. Folk Hero 
  2. Gambler 
  3. Indian Brave 
  4. Outlaw 
  5. Soldier 
  6. Holy-Roller (optional) 
   
  Consult section 3b Backgrounds for a description 
  of the Quick Play character’s Background.  
   
  To play a simplified version of Tombstone, ignore 
  the character abilities described in the sidebars. 
   
  Folk Hero 
  Health: 7 
  Defense: 11 
  Offense: Gunslinging +2, Brawling +0 
  Personality: +1 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: Two pistols (1d6 damage each), 
  bowie knife (1d6 damage), hat, trousers, shirt, 
  boots, $3. 
   
  Bountiful Rewards: When making a 
  convincing speech and/or a successful 
  Personality check you may garner a higher 
  reward for a job. Add an extra 25% to the 
  amount of money you would normally 
  receive. This only applies to your reward, 
  not any of your companions’ rewards. An 
  ill-conceived speech or failed check may 
  result in the normal paid fee rather than the 
  Bountiful Reward.  
   
   
   
  
   
   
  Gambler 
  Health: 6 
  Defense: 11 
  Offense: Gunslinging +0, Brawling +0 
  Personality: +2 
  Investigation: +1 
  Willpower: 11 
  Speed: 40 feet 
  Fortune Dice: 2 
  Possessions: Rigged dice or playing cards, pistol 
  (1d6 damage), cape, hat, trousers, shirt, boots, 
  $6.50. 
   
  Outrageous Fortune: There is no 
  denying it: you are lucky. You have two 
  Fortune Dice. The Gambler is the only 
  Background that can use two Fortune Dice 
  simultaneously, though they do not have 
  to.  
   
  Indian Brave 
  Health: 7 
  Defense: 11 
  Offense: Gunslinging +1, Brawling +2 
  Personality: +0 
  Investigation: +0 
  Willpower: 10 
  Speed: 50 feet 
  Fortune Dice: 1 
  Possessions: Buckskin, tomahawk (1d6 damage), 
  bow or spear (1d6 damage), horse, $1. 
   
  Fearsome Presence: You can only lose a 
  Bravery Test on a roll of 1. If you initiate 
  combat your opponent is forced to make a 
  Bravery Test. 
   
  Outlaw 
  Health: 6 
  Defense: 12 
  Offense: Gunslinging +2, Brawling +0 
  Personality: +1 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 2 
  Possessions: Shotgun (2d6/1d6 damage), pistol 
  (1d6 damage), knife (1d6 damage), dynamite (3d6), 
  hat, shirt, trousers, $1. 
   
  Die Hard: You are hard to kill. Although 
  you have two Fortune Dice one must be 
  used to restore Health. The other dice may 
  be used for anything the normal rules 
  allow.  
   
  Soldier 
  Health: 6 
  Defense: 12 
  Offense: Gunslinging +2, Brawling +1 
  Personality: +0 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: Shotgun (2d6/1d6 damage), two six-
  shooters (1d6 damage each), knife (1d6 damage), 
  hat, shirt, trousers, $2. 
   
  Military Resolve: If you fail any Bravery 
  Test you may re-roll it once per combat. 
  Take the higher of the two rolls.  
   
  Holy-Roller (Optional) 
  Health: 6 
  Defense: 10 
  Offense: Gunslinging +0, Brawling +0 
  Personality: +2 
  Investigation: +1 
  Willpower: 12 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: Clothing, bible (or 
  religious/ideological text), cane (1d6 damage), $5. 
   
  Healing Hands: You can heal injuries. 
  Roll 1d6 and add that amount to any 
  character’s Health. You may only do this 
  once a day. 
   
  Now that you have chosen your Quick Play 
  character, you are ready to play! Skip ahead to 
  Chapter 2 for the rest of the Tombstone rules. 
  Alternatively if you’d rather create a character, 
  continue to the Backgrounds section below for 
  an in-depth walkthrough.  
   
   
   
   
   
   
  
   
   
  3b. Backgrounds 
  If you are following Method B, the third part of 
  creating a character is selecting one of the 
  available Backgrounds for your character. A 
  Background is essentially a profession or 
  archetype that identifies your character. In 
  Tombstone there are six Backgrounds to choose 
  from when creating a character: 
   
  1. Folk Hero  
  2. Gambler  
  3. Indian Brave  
  4. Outlaw 
  5. Soldier  
  6. Holy-Roller (optional) 
   
  Experienced Judges or players may wish to expand 
  on these six Backgrounds — adding new abilities 
  to existing Backgrounds or creating new 
  Backgrounds entirely. It is recommended that the 
  Backgrounds presented here are used as guidelines 
  when expanding or creating custom Backgrounds. 
  Chapter 3 has an expanded section detailing this 
  process.   
   
  The chart below illustrates the progression of 
  Tombstone characters. It is usual for characters to 
  begin at Grit 1, working their way up to Grit 6. 
  This progression is achieved by completing 
  scenarios. Once a character has completed the 
  required number of scenarios, they progress to the 
  next level of Grit, selecting the commensurate 
  rewards for their newly achieved status. 
   
  Grit Chart 
  Grit 
  Scenarios 
  Rewards 
  1 
  0-3 
  5 Skill Points, 
  Background Ability 
  2 
  4-7 
  +2 Skill Points, 1 new 
  Background Ability 
  3  
  8-11 
  +2 Skill Points, 1 
  additional Fortune Dice 
  4 
  12-15 
  +2 Skill Points, 1 new 
  Background Ability 
  5 
  16-19 
  +2 Skill Points, 1 
  additional Fortune Dice 
  6 
  20+ 
  +2 Skill Points, 1 new 
  Background Ability 
   
  Grit Rewards 
  Background Ability: At Grits 1, 2, 4, and 6, your 
  character gains a new ability. This ability will 
  always be the one listed on your Background chart 
  for that particular Grit level. Sometimes, the new 
  ability provides two benefits (1. & 2.). Both 
  benefits are listed under the ability description. 
  The character gains both abilities unless specified 
  otherwise.  
  Skill Points: These may be spent on any of the 
  following skills: Health, Defense, Gunslinging, 
  Brawling, Personality, Investigation, or Willpower. 
  At Grit 1, a maximum of 2 Skill Points can be spent 
  on a single skill. At each new level of Grit, only +1 
  additional Skill Point can be added to each 
  existing skill. The exception to this rule is if the 
  Skill in question is not yet at its maximum. 
  Fortune Dice: At Grits 3 and 5, your character 
  receives an additional Fortune Dice to add to their 
  Fortune Dice total.  
   
  For rules-lite games, Grit and Background 
  Abilities may be ignored. This option may be 
  preferable for one-shot games, or for non-
  complex character progression. If this option is 
  used it is recommended the Holy-Roller is 
  removed, as their beginning abilities are 
  important to their background.  
   
  Folk Hero 
  Description 
  Folk Heroes command the respect of those they 
  encounter. The Folk Hero may be a sheriff, a 
  vigilante, or a rifle-wielding marksman. Due to 
  some previous act of heroism, the Folk Hero 
  possesses a level of renown — locally or more 
  widely abroad. Their reputation will precede them, 
  currying certain favours not available to other 
  characters. 
   
  Skill Points 
  To make an effective Folk Hero, it is suggested 
  Skill Points are distributed between Health, 
  Defense, Gunslinging, and Personality. This 
  represents the Folk Hero’s ability to fight with 
  guns, dodge bullets, sustain injury, and influence 
  people with their personality. 
   
  Minimum Folk Hero Skill Points: 
  +1 Health, +1 Defense, +1 Gunslinging, +1 
  Personality 
   
  Speed 
  
   
   
  The Folk Hero’s speed is 40 feet.  
   
  Fortune Dice & Equipment 
  The Folk Hero begins the game with 1 Fortune 
  Dice. Due to their repute, the Folk Hero is 
  generally well equipped, beginning with either 
  $45.00 or 1d6 x $10.00 starting cash.  
   
  Folk Hero Grit  
  Grit/Title 
  Ability 
  1. Rookie 
  5 Skill Points, Bountiful 
  Rewards 
  2. Bronc Buster 
  +2 Skill Points, 
  Inspiring Tale 
  3. Ace-High 
  +2 Skill Points, 1 
  additional Fortune Dice 
  4. Folk Hero 
  +2 Skill Points, Quick 
  Draw 
  5. Gunslinger 
  +2 Skill Points, 1 
  additional Fortune Dice 
  6. Western Hero 
  +2 Skill Points, 
  Legendary Exploits 
   
  Folk Hero Abilities 
  Bountiful Rewards 
  When making a convincing speech and/or a 
  successful Personality check you may garner a 
  higher reward for a job. Add an extra 25% onto the 
  amount of money you would normally receive. 
  This only applies to your reward, not any of your 
  companions’ rewards. An ill-conceived speech or 
  failed check may result in the normal paid fee 
  rather than the Bountiful Reward. 
   
  Inspiring Tale 
  You can rouse your allies to heroic action, by 
  drawing on your prior experiences. Inspiring Tale 
  is limited to once per day, and takes 1 turn to 
  initiate. For 2 turns (10 seconds) after initiating the 
  tale, you or your allies gain the benefit of either 1 
  free Fortune Dice, or the re-roll of a failed Bravery 
  Test. Once the 2 turns elapse, any unused benefits 
  expire. Inspiring Tale applies to a number of allies 
  as follows: 
   
  Grit 
  Allies Affected 
  2-3 
  2 
  4-6 
  4 
   
   
   
  Quick Draw 
  1. No one beats you in a gunfight. In the blink of 
  an eye, you can draw your weapon. When rolling 
  initiative, your weapon speed increases by +2.  
   
  2. Once per day, before a combat has begun, you 
  can disarm an opponent if you win the first 
  initiative roll. This ability is only applicable to 
  opponents wielding one-handed weapons. The 
  player must announce this action before taking it. 
   
  If you are playing in a game that doesn’t use 
  weapon speeds, instead add +1 to your side’s 
  initiative roll.  
   
  Legendary Exploits 
  When you enter a new town or meet a new 
  person, your reputation precedes you. You gain a 
  permanent +1 bonus to any Personality checks. In 
  addition, any item may be acquired for half the 
  listed price. Some searching may be required 
  however! 
   
  Gambler 
  Description 
  The Gambler is perpetually a trickster. They are 
  always on the lookout for excitement, and may be 
  found wherever there is laughter, booze, and 
  frivolity. Gamblers have good luck. They make 
  friends as easily as they make enemies: quickly! 
   
  Skill Points 
  To make an effective Gambler, it is suggested Skill 
  Points are distributed between Defense, 
  Personality, Investigation, and Willpower. This 
  represents the Gambler’s ability to avoid danger, 
  win people over or deceive them, hatch duplicitous 
  schemes, and achieve their goals through sheer 
  determination.  
   
  Minimum Gambler Skill Points: 
  +1 Defense, +1 Personality, +1 Investigation, 
  +1 Willpower 
   
  Speed 
  A Gambler’s Speed is 40 feet.  
   
  Fortune Dice & Equipment 
  The Gambler begins the game with two fortune 
  dice. As a grifter or a swindler the Gambler begins 
  the game with either $45.00 or 1d6 x $10.00 cash.  
   
  Gambler Grit  
  
   
   
  Grit/Title 
  Ability 
  1. Miscreant 
  5 Skill Points, 
  Outrageous Fortune 
  2. Card Sharp 
  +2 Skill Points, Card 
  Trick 
  3. Scoundrel 
  +2 Skill Points, 1 
  additional Fortune Dice 
  4. Gambler 
  +2 Skill Points, Wild 
  Feint 
  5. Swindler 
  +2 Skill Points, 1 
  additional Fortune Dice 
  6. Con Man 
  +2 Skill Points, Nasty 
  Strike 
   
  Gambler Abilities 
  Outrageous Fortune 
  There is no denying it: you are lucky. Your 
  character begins the game with 2 Fortune Dice. 
  The Gambler is the only Background that can use 
  2 Fortune Dice simultaneously, though they do not 
  have to.  
   
  Card Trick 
  1. Once per day, if you would lose a game of 
  chance (any card or luck game) you instead win.  
   
  2. When gambling you can switch any dice roll 
  with an opponent’s. You can even switch the rolls 
  of two opposing characters. This ability can only 
  be used if you own a set of rigged dice or playing 
  cards. You may use this trickery 2 times per day. If 
  your opponent is also a Gambler and they attempt 
  to use this ability, both attempts become nullified. 
  In this instance your original dice roll is kept.  
   
  Wild Feint 
  1. Roll a 1d6. You lose this much Health, but so 
  does a single opponent you select. Only one Wild 
  Feint may be used per turn. Wild Feint may be 
  used a number of times per day as reflected on the 
  table below: 
   
  Grit 
  Times/day 
  4-5 
  1 
  6 
  2 
   
  2. Once per day, you can switch any dice roll with 
  an opponent’s (tests, checks, Fortune Dice, or 
  anything combat-related). This can be done at any 
  time during their turn or yours.  
   
  Nasty Strike 
  You make an opportunistic attack many would 
  consider uncouth. Your opponent rolls an 
  Investigation check against your Willpower to 
  sense the attack. If their check fails you may score 
  a free hit. Nasty Strike deals 2d6 damage in 
  addition to your normal damage roll. This ability 
  can be used 2 times per day. Every time your 
  opponent succeeds on their Investigation check, 1 
  of your daily allotments has been expended. 
   
  Indian Brave 
  Description 
  The Indian Brave has an intimate knowledge of 
  the natural world. Having lived for countless 
  generations in wilderness spaces, they have both 
  the wherewithal and ferocity that a life in the 
  wilderness musters. The Indian Brave makes a 
  fearsome foe and a worthy ally.  
   
  Skill Points 
  To make an effective Indian Brave, it is suggested 
  Skill Points are distributed to Health, Defense, and 
  Brawling. This represents the Indian Brave’s 
  excellent physique, and their aptitude for 
  defending themselves in combat.  
   
  Minimum Indian Brave Skill Points: 
  +1 Health, +1 Defense, +1 Brawling 
   
  Speed 
  An Indian’s Brave Speed is 50 feet. 
   
  Fortune Dice & Equipment 
  An Indian Brave begins the game with 1 fortune 
  dice. A horse and tomahawk are common 
  possessions for an Indian Brave, though some 
  carry firearms too. The Indian Brave begins the 
  game with either $20.00 or 1d3 x $10.00 cash.  
   
  Indian Brave Grit 
  Grit/Title 
  Ability 
  1. Scout 
  5 Skill Points, Fearsome 
  Presence 
  2. Ranger 
  +2 Skill Points, Animism 
  3. Warrior 
  +2 Skill Points, 1 additional 
  Fortune Dice 
  4. Brave 
  +2 Skill Points, Precious 
  Lands 
  5. Warchief 
  +2 Skill Points, 1 additional 
  Fortune Dice 
  6. Chieftain +2 Skill Points, Scalp 
  
   
   
  Indian Brave Abilities 
  Fearsome Presence 
  You can only lose a Bravery Test on a roll of 1. If 
  you initiate combat, your opponent is immediately 
  forced to make a Bravery Test due to your 
  Fearsome Presence. 
   
  Animism  
  You may call upon a revered supernatural force to 
  grant you courage and luck in battle. For 3 turns 
  add a temporary +1 modifier to all initiative, 
  attacks, and damage rolls. Animism may be used a 
  number of times per day as reflected on the table 
  below: 
   
  Grit Times/day 
  2-3 
  2 
  4-6 
  3 
   
  Wilderness Survival 
  1. You can always find water, food, and shelter in 
  the wilderness. You are never lost unless 
  blindfolded, asleep, or unconscious during a 
  journey. This caveat does not apply to normal rest 
  at night. 
   
  2. You gain a +2 bonus to Investigation checks 
  when tracking.  
   
  Scalp 
  As a finishing blow you may scalp your opponent. 
  When an opponent is Mortally Wounded you 
  may use this ability to finish them off. On your 
  turn, and if you are in Brawling range with your 
  opponent, they must roll 1d6. On a roll of 1-3 your 
  opponent is dead. If your opponent survives you 
  can attack them normally. This ability may only be 
  used once per turn. 
   
  Outlaw 
  Description 
  The Outlaw is a dastardly criminal. They may live 
  in a secluded hideout, a lawless frontier town, or in 
  another location where their misdeeds go 
  unpunished. One Outlaw character may be on the 
  run, notorious for their crimes, while another, 
  through wiles and deceptions, may go unnoticed 
  by the authorities. 
   
  Skill Points 
  To make an effective Outlaw, it is suggested Skill 
  Points are distributed to Defense, Gunslinging, 
  and Brawling. This represents the Outlaw’s knack 
  for escaping trouble, and their ability to hold their 
  own in combat.  
   
  Minimum Outlaw Skill Points: 
  +1 Defense, +1 Gunslinging, +1 Brawling 
   
  Speed 
  An Outlaw’s Speed is 40 feet. 
   
  Fortune Dice & Equipment 
  Outlaws begin the game with 2 Fortune Dice. An 
  Outlaw’s starting cash is either $30.00 or 1d4 x 
  $10.00. Outlaws usually use guns, as well as any 
  other tools that can help them in their illegal 
  professions. 
   
  Outlaw Grit 
  Grit/Title 
  Ability 
  1. Thug 
  5 Skill Points, Die Hard 
  2. Rustler 
  +2 Skill Points, Vanish 
  3. Crook 
  +2 Skill Points, 1 additional 
  Fortune Dice 
  4. Outlaw 
  +2 Skill Points, Desert 
  Alchemy 
  5. Cowboy 
  +2 Skill Points, 1 additional 
  Fortune Dice 
  6. Villain 
  +2 Skill Points, Last Stand 
   
  Outlaw Abilities 
  Die Hard 
  1. You are hard to kill, and start the game with 2 
  Fortune Dice. Although you can use 2 Fortune 
  Dice simultaneously, 1 usage must be to restore 
  Health. The other dice may be used for anything 
  the normal rules allow.  
   
  2. Due to your notorious reputation, any Daunting 
  or Personality checks gain a +1 bonus. 
   
  Vanish 
  You know how to disguise yourself, hide, or 
  assume a new identity. When any Investigation 
  checks are made to locate your presence, you 
  increase the difficulty of the Roll Required by the 
  bonus listed below: 
   
  Grit 
  Bonus 
  2-3 
  +2 
  4-6 
  +4 
   
  
   
   
  This ability can be particularly useful during 
  ambushes, forcing opponents to make a Bravery 
  Test.  
   
  2. When people attack you, you often disappear 
  before they can strike. Add +1 to Defense. This 
  bonus applies even if your Defense exceeds the 
  maximum permitted for that Grit. 
   
  Desert Alchemy 
  1. You have learnt how to scrabble together 
  dynamite. You only pay ⅓ of the list price, 
  representing your ability to fashion an explosive 
  with minimal resources. Making stable dynamite 
  consumes at least half a day, but your dynamite is 
  extra potent — dealing additional 1d6 damage. 
   
  2. Crude dynamite can be made in 10 minutes. 
  However, when lighting crude dynamite, roll 1d6. 
  If 1 is rolled the dynamite detonates prematurely. 
  Crude dynamite does not deal the extra 1d6 
  damage. 
   
  Last Stand 
  When all your options have run out, your 
  desperado may get you through. When a superior 
  force overwhelms you, you cannot fail Bravery 
  Tests. If you become Mortally Wounded, you 
  automatically pass your Willpower check, and 
  continue to use 3d6 for your rolls. 
  Soldier 
  Description 
  Hardened on the battlefields of war, the Solider is 
  disciplined, with no aversion to bloodshed. 
  Soldiers are skilled in all manner of combat. 
  Picking a fight with a soldier is foolishness, as they 
  have honed their martial skills to perfection.  
   
  Skill Points 
  To make an effective Soldier, it is suggested Skill 
  Points are distributed to Defense, Gunslinging, 
  and Brawling. This represents the Soldier’s 
  physicality, and honed martial skills.  
   
  Minimum Soldier Skill Points: 
  +1 Defense, +2 Gunslinging, +1 Brawling 
   
  Speed 
  A Soldier has a speed of 40 feet. 
   
   
   
   
  Fortune Dice & Equipment 
  A Soldier begins the game with 1 Fortune Dice. 
  Soldiers utilise many types of weaponry, and begin 
  game with $30.00 or 1d4 x $10.00. 
   
  Soldier Grit 
  Grit/Title 
  Ability 
  1. Recruit 
  5 Skill Points, Military 
  Resolve 
  2. Corporal 
  +2 Skill Points, Military 
  Precision 
  3. Lieutenant 
  +2 Skill Points, 1 
  additional Fortune Dice 
  4. Soldier 
  +2 Skill Points, Military 
  Specialisation 
  5. Admiral 
  +2 Skill Points, 1 
  additional Fortune Dice 
  6. General 
  +2 Skill Points, Military 
  Valour 
   
  Soldier Abilities 
  Military Resolve 
  Once per combat, you may re-roll a failed Bravery 
  Test. Take the higher of the two rolls. 
   
  Military Precision 
  1. You may choose to re-roll a failed attack. Refer 
  to the table below for the frequency per day: 
   
   
   
   
  Grit Times/day 
  2-3 
  1 
  4-5 
  2 
  6 
  3 
   
  Military Specialisation 
  You are an expert with a chosen weapon. With 
  that one weapon you receive a +1 bonus to 
  attacks.  
   
  Military Valour 
  1. You are never required to roll a Bravery Test.  
   
  2. Your relentless attacks cause a single opponent 
  to become overwhelmed. Roll 1d6. On a result of 1-
  3 that opponent loses their next turn. This ability 
  can be used 3 times per day. Every time you roll 4-
  6 on your attempt, 1 of your daily allotments has 
  been wasted. 
   
  
   
   
  Holy-Roller (Optional) 
  The Holy-Roller is an optional Background. It 
  adds an insinuation of “magic” or the divine, 
  which may not be desirable in a quasi-
  historical western setting. If you are using the 
  Holy-Roller, it is recommended you use every 
  Backgrounds’ abilities.  
   
  Description 
  Charismatic and possessing the gift of gab, the 
  Holy-Roller knows how to influence people. They 
  often travel from town to town preaching their 
  convictions with a fiery passion. The Holy-Roller is 
  as likely to be a charlatan as the real deal. 
  Regardless, the Holy-Roller knows how to 
  motivate and inspire people just the same.  
   
  Skill Points 
  To make an effective Holy-Roller place Skill Points 
  in Personality, Investigation, and Willpower. The 
  Holy-Roller is usually charismatic, clever, and 
  willful in their purposes.  
   
  Minimum Holy-Roller Skill Points: 
  +2 Personality, +1 Investigation, +1 Willpower 
   
  Speed 
  A Holy-Roller’s Speed is 40 feet. 
   
  Fortune Dice & Equipment 
  The Holy-Roller begins the game with 1 Fortune 
  Dice and $20.00 or 1d3 x $10.00 starting cash. 
  Holy-Rollers sometimes carry concealed weapons, 
  and most have religious or propagandist texts. 
   
  Holy-Roller Grit 
  Grit/Title 
  Ability 
  1. Preacher 
  5 Skill Points, Healing 
  Hands 
  2. Shepherd 
  +2 Skill Points, Preach to 
  the Masses 
  3. Evangelist 
  +2 Skill Points, 1 
  additional Fortune Dice 
  4. Holy-Roller 
  +2 Skill Points, Prophesy 
  5. Prophet 
  +2 Skill Points, 1 
  additional Fortune Dice 
  6. Messiah 
  +2 Skill Points, Holy 
  Trembling 
   
   
  Holy-Roller Abilities 
  Healing Hands 
  You can heal injuries. Roll 1d6 and add it to any 
  character’s Health. The amount of time per day 
  you can use this ability is reflected on the chart 
  below. This ability takes 1 turn to complete. 
   
  Grit Times/day 
  1-2 
  1 
  3-4 
  2 
  5-6 
  3 
   
   
  Preach to the Masses 
  You may attempt a simultaneous Personality 
  check against a number of people equal to your 
  Grit. You can designate whom you use this ability 
  against. Regardless of the group size, only a single 
  check is made and compared with the average 
  Willpower score of the targets present. Willful 
  group leaders may be exempt from this rule at the 
  Judge’s discretion.  
   
  Prophesy  
  You can see into the future to avoid harm, or 
  inflict harm on your enemies. Choose to negate an 
  attack that has hit you or an ally; re-roll a failed 
  check; or cause an attack that missed an enemy to 
  hit them anyway. This can be done a number of 
  times per day according to the chart below. 
   
  Grit Times/day 
  4 
  1 
  5-6 
  2 
   
  Holy Trembling 
  Cause anyone within 20 feet of you to shake in 
  fear or joy (your choice). This grants you a +2 
  bonus to Personality checks against anyone in a 
  20-foot radius, or 12 people — whichever number is 
  higher. Regardless of how large or small the group 
  is, only a single check is made and compared with 
  the average Willpower score of the targets present. 
  You may only use this ability once per.  
   
   
   
   
   
   
  
   
   
  4. Skill Points 
  The fourth part of creating a Method B character 
  is assigning Skill Points. Skills assist with 
  describing a character’s strengths and weaknesses. 
  The seven skills are:  
   
  • 
  Health  
  • 
  Defense 
  • 
  Gunfighting 
  • 
  Brawling 
  • 
  Personality 
  • 
  Investigation 
  • 
  Willpower.  
   
  Two rules apply: 
   
  1. At Grit 1 each character receives 5 Skill Points to 
  distribute among the seven skills as the players 
  sees fit. Background requirements often determine 
  where some of these points are spent (see chart 
  below). At Grit 1 a maximum of 2 Skill Points may 
  be spent on any skill. 
   
  Minimum Background Skill Points Chart 
  Background Minimum Skill 
  Points 
  Folk Hero 
  +1 Health  
  +1 Defense  
  +1 Gunslinging  
  +1 Personality 
  Gambler 
  +1 Defense  
  +1 Personality  
  +1 Investigation 
  +1 Willpower 
  Indian Brave 
  +1 Health  
  +1 Defense  
  +1 Brawling 
  Outlaw 
  +1 Defense  
  +1 Gunslinging  
  +1 Brawling 
  Soldier 
  +1 Defense  
  +2 Gunslinging  
  +1 Brawling 
  Holy-Roller 
  +2 Personality  
  +1 Investigation 
  +1 Willpower 
   
  2. After completing scenarios, and upon attaining a 
  new level of Grit, an additional +2 Skill Points are 
  earned. These +2 Skill Points can be spent on any 
  skill. However, only +1 Skill Point can be added to 
  a skill, unless the skill in question is under the 
  Highest as shown on the table below. 
   
  Highest & Lowest Skill Points Chart 
  Grit 
  Lowest 
  Highest 
  1 
  10/+0 
  12/+2 
  2 
  - 
  13/+3 
  3 
  - 
  14/+4 
  4 
  - 
  15/+5 
  5 
  - 
  16/+6 
  6 
  - 
  17/+7 
   
  Note: The number preceding the slash (-/ ) refers 
  to Defense or Willpower. The number following 
  the slash ( /-) refers to Gunslinging, Brawling, 
  Personality, or Investigation. A character’s initial 
  Health score is rolled randomly, though a player 
  may still assign Skill Points to it. 
   
  A character’s highest possible Skill Points at any 
  level of Grit may be determined with the following 
  two formulas: 
   
  • 
  Defense or Willpower: Grit + 11. 
  • 
  Gunslinging, Brawling, Personality, or 
  Investigation: Grit + 1.  
   
  This is reflected on the preceding chart. Hereafter 
  follows a brief explanation of the seven skills. For 
  more information see Chapter 2. 
   
  Health 
  Health is a measure of vitality and stamina. The 
  beginning character rolls 1d6+3 to determine the 
  amount of Health they possess, generating a 
  number between 4 and 9. The total Health score 
  represents how much damage you can suffer 
  before becoming Mortally Wounded or Dead 
  (see the Roll Damage section in Chapter 2). In 
  other RPGs, Health is often referred to as “Hit 
  Points”. For obvious reasons a high Health score is 
  preferable.  
   
  If you have lost all your Health you are Mortally 
  Wounded; roll 3d6 for a Willpower test. If the 
  result exceeds your Willpower score, you have 
  failed the test, and are dead. If you succeed the 
  Willpower test you are still alive. However, you are 
  reduced to using 2d6 for checks/attacks, and may 
  only move at half your speed. This represents the 
  injuries your character has sustained. Once you 
  
   
   
  regain Health (by drinking whiskey, resting, or 
  being healed) you can use 3d6 for checks again, 
  and move your normal speed. 
   
  Health Variant 
  Tombstone is notoriously lethal. To ensure 
  characters live longer, the Judge may wish to 
  begin characters with maximum Health (9). 
  Alternatively it is possible to roll 2d6+3 for 
  even more robust characters. These variants 
  are advisable for campaign play.  
   
  Defense 
  Defense is the sum of a character’s nimbleness 
  and their ability to avoid danger. In game terms 
  your Defense score is the target number 
  opponents must equal or exceed to hit you. In 
  other RPGs, Defense is often referred to as 
  “Armour Class”. All characters begin with a 
  default Defense score of 10. The maximum 
  Defense a character may have is 17, though 
  Background abilities may override this limitation.  
   
  Gunslinging 
  Gunslinging is a measure of skill and hand/eye 
  coordination when using a ranged weapon. Your 
  Gunslinging modifier is added to all attacks made 
  with such a weapon. Examples include firearms, 
  bows, or thrown weapons. To make a Gunslinging 
  attack, roll 3d6 and add your Gunslinging 
  modifier. A sum that equals or exceeds the target’s 
  Defense is a hit. Thereafter, weapon damage is 
  rolled. All characters begin with a default 
  Gunslinging score of +0. The maximum 
  Gunslinging score a character may possess is +7. It 
  is possible to have a bonus higher than +7, but 
  only due to a special weapon or Background 
  ability. 
   
  Brawling 
  Brawling is a measure of brute force and 
  physicality. Your Brawling modifier is added to all 
  attempts to score a physical hit on an opponent. 
  Examples include using an axe, knife, punching, 
  kicking, and grappling. To make a Brawling attack, 
  roll 3d6 and add your Brawling modifier. A sum 
  that equals or exceeds the target’s Defense is a hit. 
  Thereafter, weapon or unarmed damage is rolled. 
  All characters begin with a default Brawling score 
  of +0. The maximum Brawling score a character 
  may possess is +7. It is possible to have a bonus 
  higher than +7, but only due to a special weapon 
  or Background ability. 
   
  Brawling Variant 
  Judges may allow characters to apply their 
  Brawling modifier when making a ranged attack 
  with a thrown weapon.  
   
  Personality 
  Personality is a measure of charisma and allure. 
  Your Personality modifier is added when your 
  character makes any attempts to charm, use 
  leadership abilities, or daunt an opponent. To 
  make a Personality check, roll 3d6 and add your 
  Personality modifier. A sum that equals or exceeds 
  your opponent’s Willpower (or a “Roll Required”) 
  indicates success. All characters begin with a 
  default Personality score of +0. The maximum 
  Personality score a character may possess is +7. It 
  is possible to have a bonus higher than +7, but 
  only from a Background ability or equipment. 
   
  Investigation 
  Investigation is a measure of intellect, information 
  gathering, and perception. Your Investigation 
  modifier is added to any attempts to elicit 
  information, notice peculiarities, spot someone at 
  a distance, or track an animal or person. Generally, 
  to make an Investigation check 3d6 are rolled. The 
  character’s Investigation modifier is added, and if 
  this total equals or exceeds an opponent’s 
  Willpower (or a Roll Required), the attempt has 
  been successful. All characters begin with a default 
  Investigation score of +0. The maximum 
  Investigation score a character may possess is +7. 
  It is possible to have a bonus higher than +7, but 
  only from a Background ability or equipment. 
   
  Willpower 
  Willpower is a measure of courage and resolve. 
  Your Willpower is the number required for an 
  opponent to mentally dominate you in combat, 
  charm, or elicit some information. Willpower is 
  sometimes linked with Background abilities. 
  Willpower is not an active skill but is generally a 
  number against which an opponent rolls. 
  Sometimes the Judge will ask for a Willpower test. 
  To do so, roll 3d6. If the result is equal to, or under 
  you Willpower score, you have been successful. All 
  characters begin with a default Willpower score of 
  10. The maximum Willpower a character may 
  possess is 17. It is possible to have a bonus higher 
  
   
   
  than +7, but only from a Background ability or 
  equipment. 
   
  Speed & The Fortune Dice 
  The final act of creating a character, besides 
  buying weapons and provisions, is noting their 
  Speed and Fortune Dice. These are explained in 
  Chapter 2, but are briefly described here. 
   
  Speed 
  A turn represents 5 seconds of time. During 
  combat all characters may run 40 feet per turn. 
  The exception to this rule is the Indian Brave who 
  can run 50 feet per turn. Characters can move half 
  their speed per turn (20 or 25 feet) and take 
  another action (shoot a gun, throw a rope, make a 
  brawling attack, etc.). Alternatively a character can 
  move their full speed, but receives a -2 penalty to 
  attacks and damage. 
   
  The Fortune Dice 
  Fortune Dice represents luck. Characters begin the 
  game with 1 Fortune Dice — except for the 
  Gambler and Outlaw who begin with 2 Fortune 
  Dice. For further information see Chapter 2.  
   
  5. Weapons & Provisions 
  The fifth part of creating a Method B character is 
  purchasing essential items for their adventures. 
  This section details weapons and provisions that 
  are likely to be available to the character. Each 
  character begins with a starting pool of money, 
  which they may use to buy weapons, provisions, or 
  hired help. Characters can roll for starting money 
  on the table below or choose the sums for their 
  background listed below. 
   
  Starting Money 
  Background 
  Starting $ 
  Folk Hero or Gambler 
  1d6 x $10 or $45 
  Holy-Roller or Indian 
  Brave 
  1d3 x $10 or $20 
  Outlaw or Soldier 
  1d4 x $10 or $30 
   
  In Tombstone, weapons are purposely broad. 
  Historical realism has been forfeited in favour of 
  playability and simplicity. If you enjoy a game 
  with more granularity, there is plenty of scope to 
  widen weapon and provision choices.  
   
  Weapons Chart 
  Weapon 
  Cost 
  Damage 
  Long 
  Range 
  (feet) 
  Speed* 
  Ammo (box) 
  $2 
  - 
  - 
  - 
  Axe 
  $3 
  1d6 
  Thrown 
  +3 
  Bow 
  - 
  1d6 (+1) 
  200+  
  +2 
  Brawling 
  - 
  1d3  
  - 
  +3 
  Cannon 
  $200 
  4d6 
  12,000+ 
  +0 
  Dynamite 
  $40-90 
  3d6-8d6 
  - 
  +0 
  Gatling gun 
  $200 
  6d6 
  300+  
  +1 
  Knife 
  $2 
  1d6 
  Thrown 
  +3 
  Rifle 
  $30 
  2d6  
  300+ 
  +2 
  Scope 
  $8 
  - 
  - 
  - 
  Shotgun, 
  single barrel 
  $20 
  2d6 close/ 
  1d6 
  ranged 
  Special 
  +1 
  Shotgun, 
  double 
  barrel 
  $25 
  2d6 close/ 
  1d6 
  ranged 
  Special 
  +2 
  Shotgun, 
  sawn-off 
  $20 
  3d6 close/ 
  1d6 
  ranged 
  Special 
  +2 
  Six-shooter 
  $15 
  1d6 
  200+  
  +3 
  Spear 
  - 
  1d6 
  Thrown 
  +2 
  Sword 
  $10 
  1d6 
  - 
  +3 
  Tomahawk 
  $2 
  1d6 
  Thrown 
  +3 
   
  Long Ranged Weapons 
  When an attack is made with a weapon, and it 
  equals or exceeds the Long Range threshold, 
  apply a -3 penalty to the attack roll. Mounting a 
  scope can minimise this penalty.  
   
  Thrown Weapons 
  Thrown weapons have a range of 20 feet. At the 
  players option, thrown weapons can be hurled 
  further than 20 feet, but incur a penalty as below. 
    
  Distance 
  Penalty 
  21-30 feet 
  -1 
  31-40 feet 
  -2 
  41-50 feet 
  -4 
  51-60 feet 
  -8 
   
  * Weapon Speed 
  If you wish to add more detail to your Tombstone 
  games, weapon speed is an enjoyable option. The 
  speed for each respective weapon is listed on the 
  Weapon Chart above. Add the listed speed to 
  individual Initiative rolls. Weapons with a speed 
  of +0 are slowest and generally take a turn or two 
  to ready. At the Judge’s discretion this could take 
  longer. Players engaging in a non-combat activity 
  during combat (e.g. a Personality test) should 
  treat their Weapon Speed as +3.   
   
  
   
   
  Weapons Descriptions 
  Ammo – This is a box of ammunition for any 
  weapon that requires gunpowder. Ammo for 
  Gatling Guns costs $10 per magazine (20-40 
  rounds), while Cannons cost $15 per shot. 
  Axe – For chopping wood or using as a weapon. 
  An axe can be long-handled or short-handled. Axes 
  deal 1d6 damage on a successful hit.  
  Bow – An Indian Brave can make a bow from raw 
  materials gathered. Bows are generally wooden. 
  Arrows deal 1d6 damage, and additional +1 
  damage if attempts are made to dislodge the 
  arrow.  
  Brawling – “Brawling” includes fists, legs, heads, 
  shoulders, elbows, or any other body part in a 
  fight. When a successful Brawling hit is scored, 
  the damage dealt is 1d3 (1d6 halved). 
  Cannon – Circa 1865, a cannon constituted a 
  heavy battery used in long-range warfare. The 
  cannon is a devastating weapon, dealing 4d6 
  damage on impact. A cannon’s area of impact is 20 
  feet. The artillerist makes an attack roll (3d6), 
  adding their Gunslinging modifier, against every 
  person within the 20 foot area. The results are 
  compared with the Defense scores of the targets. 
  Attacks that equal or exceed the Defense scores 
  deal damage. A cannon can take anywhere 
  between 1-3 turns to ready and aim. At the Judge’s 
  arbitration, very strong walls may provide cover 
  against a cannon.  
  Dynamite – Crafted using black powder, and 
  imbued with a fuse, dynamite is a deadly weapon. 
  It is capable of destroying bridges, or blowing 
  away solid rock. Fuses can be extended to about 50 
  feet, or shortened to any desired length. Each foot 
  of fuse takes 1 turn to burn. Dynamite explodes on 
  the same portion of the turn during which it was 
  lit. For example, if someone lit a 1-foot fuse at the 
  beginning of their turn, it would explode at the 
  beginning of the following turn. A single stick of 
  dynamite has an inner blast radius of 15 feet, and 
  an outer radius of 10 feet. Anyone within the inner 
  radius takes 3d6 damage, while anyone in the 
  outer radius suffers 1d6 damage from shrapnel 
  and is stunned for 1-2 turns. Additional sticks of 
  dynamite can be banded together, increasing the 
  damage increment by +1d6 and the inner radius 
  by 5 feet. Dynamite sticks can be bundled for a 
  recommended maximum inner radius of 50 feet, 
  and 8d6 damage. Throwing burning dynamite is a 
  fool’s errand, but if a character wishes to, the 
  guideline below can help assess whether the throw 
  is successful:  
   
  Distance 
  thrown 
  Roll 
  required 
  (on 3d6)* 
  0-20 feet 
  10+ 
  21-30 feet 
  12+ 
  31-40 feet 
  14+ 
  41-50 feet 
  16+ 
  51-60 feet 
  18+ 
  *Optionally, add +1 to the Roll Required for every 
  additional stick bundled beyond the default. 
   
  Example: Pete the outlaw wants to throw a regular 
  stick of dynamite up a cliff face and into an alcove 
  where some enemies are hiding. The Judge deems 
  it to be a 40-foot throw, with the opponent’s 
  receiving a +2 partial cover bonus. Pete needs 16+ 
  to hit (14+2). 3d6 are rolled with the Brawling or 
  Gunslinging modifier added (player’s choice). The 
  outcome is 14. Not enough to hit where the target 
  wishes. The Judge can opt the dynamite rolls back 
  down the cliff and detonates near Pete, or that it 
  gets stuck near the opponents, detonates, but 
  deals less damage.  
  Gatling gun – The Gatling gun was a precursor to 
  the machine gun, capable of devastation. One 
  person may clumsily operate the Gatling gun, 
  however the magazine must be reloaded every 3 
  turns, and it takes 2 whole turns to reload. 
  Contrastingly, if two people are operating the gun, 
  one can reload new magazines while the other 
  continuously fires. The Gatling gun has a crank 
  that must be wound to fire, and each magazine of 
  ammunition holds 20-40 rounds. Up to six hits 
  may be rolled per turn (3d6 roll is required for each 
  hit versus opponent/s Defense). Hits may be 
  distributed to one target, or divided between 
  multiple targets within a shared space of 10 feet. 
  Each successful hit deals 1d6 damage per hit. 
  When a Gatling gun is being fired, heavy smoke 
  billows from the gun making it a visible target. 
  Setting the gun up, or moving the gun’s position 
  takes between 1-3 turns.  
  Knife – In Tombstone a knife constitutes a wide 
  category of short blade — including a bowie knife, 
  Arkansas toothpick, pocketknife, or hunting knife. 
  On a successful hit, knives deal 1d6 damage.   
  Rifle – Included in this category are Sharps-, 
  Winchester- or Henry-styled rifles. The rifle deals 
  2d6 damage, and is very effective. Most rifles can 
  be outfitted with scopes for greater precision. 
  Rifles like the Winchester “Yellow Boy” hold 15 
  rounds. Reloading takes 1 turn.  
  
   
   
  Scope – A scope fits atop a rifle, allowing greater 
  control and precision over long distances. The 
  Malcolm-style scope is an example. A scope adds 
  +1 to the roll when shooting with a long ranged 
  rifle (see long ranged rules above). At the Judge’s 
  discretion a high quality scope may be purchased 
  for double the price, adding a +2 attack bonus 
  when shooting within the long range threshold. 
  The shooter would still incur a minimum -1 
  penalty for shooting long distance. 
  Shotgun, single barrel – A shotgun that takes a 
  single shell, and must be reloaded on alternating 
  turns. At close range (point blank to 15 feet) all 
  damage scored is rolled on 2d6. Beyond 15 feet, 
  the shotgun inflicts 1d6 damage. Due to the 
  shotgun’s area of spread, when shooting beyond 
  40 feet, anyone directly adjacent to the original 
  target may also be hit (roll to determine). If hits 
  are scored, the flying bearings deal 1d3 damage. 
  Once 50 feet is surpassed, secondary damage is 
  reduced to 1 point of damage.  
  Shotgun, double barrel – The double-barreled 
  shotgun fits two shells. Once the two shells are 
  depleted, reloading takes 1 turn. One shell deals 
  2d6 damage. Optionally, both shells can be fired 
  simultaneously for a maximum of 3d6 damage at 
  point blank range (within 15 feet). In all other 
  ways it is identical to the single barrel shotgun 
  above.  
  Shotgun, sawn-off – A sawn-off shotgun takes a 
  single shell, and must be reloaded on alternating 
  turns. The sawn-off shotgun is lethal in close 
  quarters, dealing 3d6 damage at point blank range. 
  Beyond 15 feet, the sawn-off inflicts 1d6 damage. 
  In all other ways it is identical to the single barrel 
  shotgun above.  
  Six-shooter – Includes pistols and revolvers. Six-
  shooters vary in quality. Some common brands 
  during the Tombstone time period are Griswold & 
  Gunnison, Remington 1858, and Colt 1860 Army. 
  Six-shooters deal 1d6 damage. If a hit is scored at 
  close range the Judge may allow the pistol to deal 
  2d6 damage. Six-shooters hold 6 bullets, and take 1 
  turn to reload when depleted. 
  Spear – A spear can be furnished by an Indian 
  Brave. Spears generally have an adze tip, and a 
  wooden haft. A spear deals 1d6 damage.  
  Sword – A sword includes sabers, rapiers, large 
  daggers, or a scimitar. Swords deal 1d6 damage.  
  Tomahawk – See “Axe” above. 
  	
    
  	
    
  	
    
  Provisions Chart 
  Item 
  Cost 
  Acre of land 
  $3-100 
  Barber 
  $0.25 
  Bible/Book 
  $0.25 
  Bridle 
  $10 
  Candle 
  $0.10 
  Canteen 
  $1 
  Clothing 
  $10 
  Dice 
  $0.25 
  Furs/Pelts 
  $10 
  Gold (per oz.) 
  $20 
  Harness 
  $10 
  Horse 
  $115 
  Horse pack 
  $30 
  Lasso/Rope 
  $1 
  Lantern 
  $3 
  Lodgings (per night) 
  $1 
  Manacles 
  $10 
  Meal (standard) 
  $0.25 
  Meal (fancy) 
  $0.50 
  Medical Bag 
  $15 
  Miner’s Kit 
  $10 
  Newspaper 
  $0.25 
  Pick 
  $3 
  Playing cards (rigged) $0.25 
  Saddle 
  $20 
  Shovel 
  $3 
  Silver (per oz) 
  $1.30 
  Stable (per night) 
  $0.50 
  Stagecoach (ride) 
  $10 
  Train (ride) 
  $10 
  Wagon (ride) 
  $5 
  Wagon  
  $50 
  Whiskey (bottle) 
  $1.50 
   
  Chapter 3 details additional rules and prices for 
  services and buildings more suited to long-term 
  campaigns. 
   
  Provisions Descriptions 
  Acre of land – Price of land is dependent on 
  quality, location, and whether there are any 
  natural resources. 
  Barber – Provides a hair cut and a shave. 
  Bible/Book - For the Holy-Roller this is an 
  important item. Wielding a bible or an esoteric 
  tome gives their messages credibility in the eyes of 
  the audience. Other characters may carry a bible 
  for religious purposes, or simply as an item of 
  interest. The pricing listed is for a quality, 
  hardback item. 
  
   
   
  Bridle – A bridle is required for controlling a 
  horse (unless your character is an Indian Brave). 
  Candle – A candle omits a 5-foot radius of light.  
  Canteen – A metal container for holding water or 
  liquids. 
  Clothing – A suit of clothing suitable for most 
  weather. Includes boots, pants, undergarments, 
  shirt, jacket and hat; or boots, dress and apron or 
  overcoat for ladies. 
  Dice – Gaming dice are used in saloons, and for 
  making wagers. A set of rigged dice can be 
  acquired for a similar price as regular dice. It is 
  advised that a Gambler owns a set of rigged dice 
  for maximum profitability. Rigged dice add +1 to 
  gambling dice rolls, however there is a 3-in-6 
  chance those without the Gambler Background 
  will be discovered for their dishonesty.  
  Furs/Pelts – The price for a pelt depends on the 
  animal. $10.00 is an approximate price only.  
  Gold – For the prospective miner, this gives an 
  indication of what a rich vein may yield.  
  Harness – A harness is required to control 
  animals, or for mountaineering.  
  Horse – The average price for a quality horse. 
  Thoroughbred horses will be much more costly, 
  while lame horses can be acquired cheaply. 
  Horse Pack – A horse pack contains a saddle, 
  bridle, blanket, and feed. These items are 
  necessary unless you are playing an Indian Brave 
  character. If a non-Indian Brave rides bareback for 
  a day deduct 5 miles from the total amount 
  travelled. Additionally the character suffers 
  Fatigue. 
  Lasso – A lasso is a length of rope that can be 
  used for multiple purposes.  
  Lantern – A lantern omits a 40-foot radius of 
  light.  
  Lodgings (per night) – Presumes a hotel or 
  saloon of average decadence. Fancier rooms can be 
  located, as can squalid dives.  
  Manacles – Lockable, metal clasps, linked by a 
  chain. Manacles are used for binding the hands 
  and/or feet of a prisoner.  
  Meal (standard) – Assumes a moderately tasty 
  meal.  
  Meal (fancy) – Assumes a high standard of 
  cuisine.  
  Medical Bag – This kit is useful for a doctor or 
  characters with minor medical knowledge. The kit 
  contains bandages, scalpels, ointments, retractors 
  and forceps. Correct usage can retract an arrow or 
  bullets with no additional damage to the victim, or 
  the various bandages and ointments can be used 
  for binding and curative purposes — healing 1d3 
  points of Health.  
  Miner’s Kit – This kit includes everything a 
  would-be miner requires to get to work — a length 
  of rope, lantern, pick, shovel, and pan.  
  Newspaper – The daily rag.  
  Pick – Used for mining.  
  Playing Cards – Saloons and gambling halls 
  revolve around a staple of card games. A player 
  may elect to purchase a deck rigged for cheating. 
  It is advised that a Gambler owns a set of rigged 
  cards for maximum profitability. Rigged playing 
  cards add +1 to gambling dice rolls, however there 
  is a 3-in-6 chance those without the Gambler 
  Background will be discovered for their 
  dishonesty. 
  Saddle – A saddle is required for riding a horse, 
  unless a character is an Indian Brave. 
  Shovel – Used by miners or for digging 
  holes…duh. 
  Silver (per oz.) – When miners extract silver and 
  bring it to the assayer for weighing, it is measured 
  by the ounce. This gives an approximate value of 
  an ounce of silver. This price (along with the price 
  of gold) is likely to fluctuate depending on 
  availability.  
  Stable (per night) – The price to lodge a horse for 
  a night, or for a weary wanderer to kip in some 
  straw. 
  Stagecoach (ride) – A stagecoach ride typically 
  covers a substantial distance, between cities, 
  sometimes for a few hundreds of miles.  
  Train (ride) – Similar to a stagecoach ride above. 
  Wagon (ride) – Similar to a stagecoach or train 
  ride above.  
  Wagon – This price covers the purchase of a 
  wagon. 
  Whiskey (bottle) – Whiskey was a favoured 
  drink in the Old West. If a character is low on 
  Health, swigging a mouthful of whiskey can heal 
  1d3 points of Health.  
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
   
   
  Example of Character Creation 
  Sally wants to create a rowdy cowgirl character. 
  She reads the Outlaw information, and decides 
  this Background fits her concept. Sally rolls 1d6+3 
  for her Outlaw’s Health and gets the minimum: a 
  grand total of 4! Sally has 5 Skill Points to 
  distribute for her Grit 1 character. Referring to the 
  Outlaw Background, Sally sees she needs a 
  minimum of +1 Defense, +1 Gunslinging and +1 
  Brawling. She immediately spends 3 Skill Points in 
  Defense, Gunslinging, and Brawling. She spends 
  her final 2 Skill Points on Health and Willpower. 
  She now has the following: 
   
  Health: 5 (originally 4, +1 Skill Point = 5) 
  Defense: 11 (originally 10, +1 Skill Point = 11) 
  Offense: Gunslinging +1, Brawling +1 (both 
  originally +0, but +1 Skill Point spent on each). 
  Personality: +0 
  Investigation: +0 
  Willpower: 11 (originally 10, +1 Skill Point = 11).  
   
  Next, Sally refers to the Outlaw Speed, and sees it 
  is 40 feet. The Outlaw has the Die Hard ability 
  granting Sally’s character 2 Fortune Dice. Finally, 
  Sally rolls 1d4 x $10 for her starting money and 
  gets 3, granting her $30. Sally spends her starting 
  money on weapons and provisions, names her 
  character, and is ready to play. 
  
   
   
   
   
   
   
   
  Chapter 2: Playing Tombstone 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chapter 2: Playing 
  Tombstone 
  If you have read the previous chapter, you should 
  have a reasonable handle on creating a character. 
  This chapter builds on that knowledge, and 
  discusses the rules of the game in more depth. 
  Playing or running a game of Tombstone is 
  intended to be simple and enjoyable.  
   
  What you need to play: 
  • 
  The Tombstone rulebook. 
  • 
  One participant to adopt the role of the 
  Judge.  
  • 
  Two to ten players (3-5 is recommended as 
  an ideal number). 
  • 
  Pencils and paper, or a mobile device with 
  note-taking capabilities 
  • 
  A handful of six-sided dice (d6) and a few 
  four-sided dice (d4) 
  • 
  An imagination 
   
  Participants: 
  Like many role-playing games, Tombstone has two 
  types of participants: the player and the Judge 
  (known as “Game Master” in other games). Players 
  adopt the role of a character. Controlling one 
  character per player is typical, although some 
  games may allow more. The player determines 
  their character’s decisions, and experiences the 
  adventure. Conversely, the Judge is responsible for 
  providing the adventures, creating the fictitious 
  world, and filling it with challenges, interesting 
  places, characters, and rewards. The Judge’s job is 
  more work, but it is very rewarding. 
   
  Resources: 
  For beginner Judges a few scenarios have been 
  included in this booklet. They can be read and run 
  with minimal preparation, or the Judge can read 
  them for ideas and create their own. As far as rules 
  are concerned, everything you need to know is 
  here in this booklet. It is also advisable to have 
  some pencils and erasers, some paper for drawing 
  illustrations and maps, and to conceptualise 
  combat. Grid and hex paper can be handy for 
  scaling maps, though is not required. Using a 
  mobile device or computer can assist with 
  expediting play. This alternative is good for taking 
  notes, recording character details, or uploading 
  maps and files. Otherwise paper will suffice nicely.  
   
  Dice: 
  Tombstone requires two types of dice: six-sided 
  (d6) and four-sided (d4). It is recommended each 
  player have 3d6s and 1d4 at the table. The d6s are 
  by far the most common — the central mechanic 
  in Tombstone is rolling 3d6. The d4 are for “Fortune 
  Dice”, which will be explained later in this chapter. 
   
  Tombstone can be played with d6s only. 
  Instead of using d4 for the Fortune Dice, 
  replace it with a d6.  
   
  Miniatures: 
  Some groups will enjoy using miniatures in 
  Tombstone. Miniatures can be used to represent 
  characters and the foes they meet. There are many 
  websites and hobby stores that supply Wild West 
  styled miniatures. Using miniatures can make 
  combat easier to conceptualise, providing a visual 
  representation to reference. Other groups prefer to 
  rely purely on their imaginations, counters, or 
  illustrated scraps of paper to represent battle. Do 
  what works for you. 
   
  Tombstone’s Mechanics 
  The main mechanics in Tombstone are divided 
  into four basic dice rolls: 
   
  • 
  3d6 for most actions that require some 
  sort of resolution — including attacking 
  and checks. 
  • 
  2d6 for attacking and making checks when 
  mortally wounded or fatigued; some 
  weapons inflict 2d6 damage.  
  • 
  1d6 is used for testing Bravery and 
  Initiative in combat. Most weapons deal 
  1d6 damage. 
  • 
  1d4 used for Fortune Dice. 
   
  The primary mechanic in Tombstone is rolling 3d6 
  to resolve an action. This roll is compared with 
  another number — often an opponent’s Defense or 
  
   
   
  Willpower for example. Alternatively, Checks may 
  be resolved by allocating a target number to a 
  task, rolling 3d6, and having to equal or exceed 
  that amount in order for success to occur. For 
  example: 
   
  Task Difficulty Chart (Roll Required) 
   
   
   
   
   
   
   
   
  Sometimes, to alleviate an ill effect, a character 
  may be required to roll 3d6 and roll their 
  Willpower score or under to succeed. These 
  mechanics are discussed in more detail in their 
  respective sections, but when in doubt apply the 
  above as a guideline.  
   
  The Fortune Dice 
  To spend a Fortune Dice roll 1d4 and add it to 
  Health, Bravery, Willpower, Brawling, 
  Gunslinging, Investigation, Personality, or 
  Gambling.  
   
  Players begin with 1 Fortune Dice, except the 
  gambler and the outlaw who begin with 2. Fortune 
  Dice represent outstanding luck during times of 
  pressure or risk. A Fortune Dice can be used at any 
  time —during the character’s turn, or in response 
  to another character’s actions. The Fortune Dice 
  requires no time to “kick in”, it resolves instantly. 
   
  To spend a Fortune Dice, roll 1d4 and apply it to 
  one of the following:  
   
  1. Adrenaline: Grants +1-4 points of Health. 
  Adrenaline can be used to add to a character’s 
  Health total, negate part or all of the attack 
  damage dealt that turn, or to regain Health after a 
  character has been injured.  
   
  2. Bravery & Willpower: A character can add a 
  +1-4 modifier to any Bravery test, or a character’s 
  Willpower score. The latter lasts for 1 turn, but 
  makes it harder for characters to be tricked or 
  beguiled. Furthermore, the additional +1-4 bonus 
  makes Willpower tests easier to succeed, making 
  instant death (when Mortally Wounded) less 
  likely.  
   
  3. Lucky Strike: A character can apply a +1-4 
  modifier to either an attack or damage roll when 
  brawling or gunslinging. 
   
  4. Genius & Presence: A character may apply a 
  +1-4 modifier to either an Investigation or 
  Personality check.  
   
  5. Flush: A character can add a +1-4 modifier to a 
  gambling game roll. 
   
  The outlaw is the only character who can use two 
  Fortune Dice simultaneously. The gambler can use 
  two Fortune Dice simultaneously but only if one of 
  the dice is used for Adrenaline. Besides these 
  exceptions only 1 Fortune Dice may be used per 
  turn. Once Fortune Dice are spent they cannot be 
  used again that day. All Fortune Dice are 
  completely regained after a full night of sleep. 
  Alternatively the Judge may wish to limit Fortune 
  Dice to per scenario, or per Grit. 
   
  If you wish to run a game using only six-sided 
  dice, use a d6 for the Fortune Dice. This can 
  be applied either as a 1-6 point advantage 
  (1d6), or for harsher games as a 1-3 point 
  advantage (1d3).   
   
   
  Exploration 
  This section details the exploration rules within 
  the Tombstone game. Only general rules are 
  provided for the many possibilities that may arise 
  during a game. Inevitably, there will be situations 
  not covered within the rules. It is up to the players 
  and the Judge to negotiate fair outcomes. 
   
  Mapping 
  It is advised that players make maps when 
  exploring large buildings, caves, or wilderness. This 
  assists players with gaining their bearings, and 
  prevents characters from becoming lost. When 
  exploring wilderness environments, hex paper can 
  be useful. Alternatively, square grid paper is useful 
  during small-scale or indoor explorations.  
    
   
   
  Task Difficulty 
  Roll Required 
  Easy 
  5+ 
  Average 
  10+ 
  Difficult 
  15+ 
  Heroic 
  18+ 
  Impossible 
  20+ 
  
   
   
  Hired Help  
  When undertaking a scenario, hiring a posse can 
  complement your chances of success. Combat is 
  designed to be extremely deadly in Tombstone. 
  Why die when someone else can die for you? 
  Remember: safety in numbers. Hereafter, the 
  character hiring the help will be referred to as the 
  “Patron”. The chart below provides pricing for 
  hired services.  
   
  Hired Help Prices Chart 
  Help 
  Cost 
  Cowboy 
  $30/month 
  Dance Partner 
  $1/dance 
  Skilled Gunman 
  $100/job 
  Labourer (unskilled) 
  $2-5/week 
  Labourer (skilled) 
  $16/week 
  Prostitute 
  $2-$25 
   
  Loyalty 
  Hired help will always have a loyalty value. When 
  someone’s services are hired, the Judge should roll 
  3d6 in secret. The total is added and recorded: this 
  is the hired help’s Loyalty score. This Loyalty score 
  can be improved or lessened by applying the 
  Patron’s Personality modifier. For instance, if the 
  Patron has a +2 bonus to Personality, this is added 
  to the hired help’s Loyalty score.  
   
  Fleeing or Betraying: 
  In times of considerable stress, danger, or 
  temptation there is a chance the hired help will 
  flee or betray their Patron. When this situation 
  arises the Judge rolls 3d6 in secret. If the result is 
  higher than the hired help’s loyalty score, they 
  will betray their Patron or flee from a dangerous 
  situation. It is the Judge’s decision when to apply 
  this check.  
   
  Leadership 
  Some characters will wish to develop their 
  leadership potential. This can be done by 
  attracting and retaining hired help, or forming 
  long-term alliances with an associate. At times, the 
  guiding leadership of the character may be 
  required. Resolving this will be the Judge’s 
  discretion. If a leadership check is required, the 
  character will roll 3d6, adding their Personality 
  modifier. Use the table below, and the “Task 
  Difficulty Chart” as a guide.  
   
  Task Example 
  Roll required 
  Convincing a friendly and 
  motivated associate to 
  accompany you on a 
  journey.  
  5+ 
  Asking hired help to scout 
  in friendly territory 
  5+ 
  Asking hired help or 
  followers to complete a 
  task they do not wish to 
  complete. 
  10+ 
  Asking hired help to scout 
  in hostile territory. 
  15+ 
  A Holy-Roller convincing 
  his cultists to form a death 
  pact. 
  18+ 
   
  Leadership checks should only be used when a 
  situation is uncertain or problematic. Most 
  Leadership rolls can be forfeited if the task is fairly 
  reasonable.  
   
  Investigation 
  An Investigation check can be used when 
  attempting to find information or clues. 3d6 is 
  rolled and the character’s Investigation modifier is 
  added to the result. If the modified number equals 
  or exceeds a target number, the investigation 
  yields some result. The table below provides some 
  guidelines for Judges setting difficulties.  
   
  Investigating 
  Roll required 
  A patron’s drinking habits 
  5+ 
  Finding footprints after 
  rainfall 
  5+ 
  Finding an abandoned trail 
  10+ 
  Discovering a spring in a 
  desert 
  15+ 
  Discovering the mayor’s 
  darkest secret 
  18+ 
   
  An Investigation check should only be used when 
  an outcome is uncertain or unknown. Most 
  investigation attempts can be resolved by players 
  asking intelligent questions.  
   
  Personality 
  A Personality check may be required at certain 
  times, to determine how convincing a character is. 
  This can be used in two ways — in combat, or out 
  of combat. The latter is by far easier, as there is no 
  imminent pressure to make a convincing show. 
  
   
   
  Generally, a Personality check can only be used 
  against 1 target at a time.  
   
  3d6 is rolled, and the character’s Personality 
  modifier is added to the total. If the total equals or 
  exceeds their opponent’s Willpower score, some 
  level of success is indicated. The Judge is welcome 
  to add bonuses or penalties depending on the 
  situation. Generally, a successful check will 
  indicate the opponent will be open to listen to the 
  request, provided it is reasonable. Alternatively, 
  the Judge may set a Roll Required number based 
  on the “Task Difficulty Chart”. For example: 
   
  Person is attempting 
  Roll 
  Required 
  To set up a bar tab/To ask a 
  friend for a favour 
  5+ 
  To obtain an item for a 
  lesser price when 
  bartering/To make friends 
  10+ 
  Convince an angered foe 
  not to attack/To tell a 
  convincing lie 
  15+ 
  Convince an attacking foe 
  to cease/To convince 
  someone to join a cult.  
  18+ 
   
  Note: A charmed or convinced individual will not 
  do anything that puts them in physical risk or 
  danger. The Judge may deem the Holy-Roller’s 
  persuasive abilities to bypass this general rule. 
   
  A Personality check should only be used when an 
  outcome is uncertain or unknown. Most social 
  situations can be resolved through role-playing. 
   
  Movement 
  Characters may: 
  • 
  Move 40 feet per turn (or 50 for 
  Indian Braves). 
  • 
  Move half speed and attack (usually 
  20 feet) 
  • 
  Move full speed and attack but suffer 
  -2 to attacks and damage.   
   
  Travel Per Day: 
  Characters can walk 24 miles in a day; Indian 
  Braves can walk 30. Horses can walk 30 miles a 
  day, and can run in short bursts at 60 feet a turn. 
   
   
   
  Running: 
  Characters can run 40 feet each turn, while Indian 
  Braves can run 50. During combat characters may 
  move half their speed and attack. If a character 
  runs their full speed and attacks, they suffer a -2 
  penalty to attacks and damage (but always do a 
  minimum of 1 damage). 
   
  Moving During Combat: 
  Characters can move and attack in any order, as 
  long as their maximum speed is not exceeded: 
   
  • 
  Move and attack 
  • 
  Attack and move 
  • 
  Move, attack, move 
   
  Fatigue: 
  Characters can run continuously at their full speed 
  for an amount of turns equal to their Health score 
  times four (Health x 4 = turns). When this amount 
  has been exceeded the character is fatigued. A 
  character will become fatigued after staying awake 
  for long durations (all night or longer). A fatigued 
  character’s… 
   
  • 
  Speed is halved. 
  • 
  Checks are rolled on 2d6 rather 3d6.  
  • 
  Damage rolls suffer a -2 penalty. 
   
  If fatigued characters continue to exert themselves 
  for another amount of turns equal to their Health 
  times two (Health x 2 = turns) they: 
   
  • 
  Cannot move due to exhaustion. 
  • 
  Roll checks on 1d6 rather than 3d6. 
  • 
  Suffer -4 to damage rolls. 
  • 
  Lose half their Health. 
   
  A night’s sleep removes all effects of fatigue. 
  Fatigue induced by strenuous exercise can be 
  removed if a character rests for 1 hour afterwards. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Combat 
  1. Roll a Bravery Test (1d6) if either side has an 
  obvious advantage. 
  2. Declare character actions and roll initiative 
  (1d6). 
  3. Roll 3d6 to attack. Add the appropriate 
  modifiers and compare the total with the 
  opponent’s Defense. 
  4. If a hit is scored, roll damage. 
  5. If the other side has not acted, it is now their 
  turn.  
  6. Repeat steps 2-6. If one side has suffered 
  substantial losses, repeat steps 1-6.    
   
   
  Combat in Tombstone is fast and lethal. A well-
  aimed gunshot can kill a character outright. 
  Having high Health and Defense is useful — 
  ensuring survivability. This section provides 
  guidelines for resolving combats.  
   
  Turns 
  Each turn represents 5 seconds within the 
  game world. 
   
  Combat is divided into “turns”. Turns are only 
  used when some kind of conflict emerges, or when 
  a tighter account of time is required. Like most 
  games, each player gets a turn to act and make 
  decisions. Each character’s turn represents 
  approximately 5 seconds of time in the game 
  world. A character may do anything in a turn that 
  could be reasonably achieved within 5 seconds. A 
  few examples include: 
   
  • 
  Moving  
  • 
  Brawling or grappling 
  • 
  Shooting a gun 
  • 
  Daunting an opponent 
  • 
  Dragging an object 
  • 
  Breaking a window 
  • 
  Throwing an item 
  • 
  Lighting a fuse 
  • 
  Anything else you can think of 
   
  For actions that take longer than a turn, the Judge 
  may decide two or more turns are required to 
  accomplish the task.  
   
   
  1. Bravery Test 
  Anytime one side has an obvious advantage 
  over another, roll 1d6 for the disadvantaged 
  party. A roll of 1 indicates the disadvantaged 
  side is surprised or frozen in fear. They cannot 
  act this turn. A roll of 2 indicates the 
  disadvantaged side has automatically lost their 
  initiative.  
   
  A Bravery Test is used to determine mettle in the 
  face of danger. A Bravery Test is only required in 
  some situations — during an ambush, or when one 
  side has superior forces or the upper hand, or if 
  two parties are unaware of each other’s presence. 
  Any side that is disadvantaged must roll a Bravery 
  Test. Each side (or optionally each combatant on 
  that side) must roll 1d6. If the result is 1, that side 
  (or character) is frozen in fear. They cannot act 
  that turn, but they do retain their Defense score. If 
  the result is 2, the character has automatically lost 
  their initiative. Some character Backgrounds allow 
  re-rolls on Bravery Tests, or bypass this 
  requirement entirely.  
   
  “We’re gonna die!” 
  If one side has lost substantial numbers, are clearly 
  overwhelmed, or defeat appears imminent, the 
  Judge should require another Bravery Test. This 
  additional test determines whether the losing 
  party remains to fight to the death, or flee in 
  terror.  
   
  2. Declaring Actions & Rolling Initiative 
  • 
  For mass combats roll 1d6 per side. 
  • 
  For duels or small combats roll 2d6 
  per character, adding weapon speed. 
  • 
  Tied initiative rolls are resolved 
  simultaneously.  
   
  After Bravery Tests have been resolved, it is 
  necessary for combatants to declare their actions 
  for the upcoming turn, and roll initiative. 
   
  Declaring Actions: 
  This step is literally just informing the Judge what 
  actions a character intends to take during their 
  turn. It is important players announce their 
  intentions before initiative is rolled, as this can 
  impact on the outcome of combat. Before anyone 
  has rolled initiative, the Judge should secretly 
  decide what the characters not controlled by the 
  players will be doing.  
  
   
   
  Rolling Initiative: 
  After all the players have declared their actions, 
  initiative is rolled. A six-sided dice (1d6) is rolled 
  for each side — one for the players, one for the 
  Judge. The side with the highest number on the d6 
  wins initiative. Players decide amongst themselves 
  the order in which they will act, and all combat 
  actions are then resolved. Once the winning side 
  has acted — completing their attacks and rolling 
  any damage — the losing side acts. Tied initiative 
  rolls indicate that both sides are acting 
  simultaneously. Thus, it is possible for two 
  opponents to kill each other in the same turn! 
  Once all combat actions have been resolved for 
  both sides, it is a new turn. The preceding process 
  is repeated until one side surrenders, flees, is 
  disabled, or killed.  
   
  Options & Alternatives: 
  To vary the way initiative is handled a few 
  suggestions are offered. 
   
  1. If the default initiative system is used, let a 
  different player roll initiative each turn. This 
  means everyone gets a turn at rolling initiative.  
   
  2. If it makes it easier, initiative can be re-rolled to 
  break any ties.  
   
  3. Smaller combats (2-8 combatants) can be 
  resolved slightly differently. Roll 2d6 for every 
  major character in the battle, adding their weapon 
  speed to the result. The order of initiative goes 
  from highest to lowest.  
   
  3. Attacking: Brawling, Grappling & Gunslinging 
  To attack another character roll 3d6 and add the 
  appropriate modifiers. If the total equals or 
  exceeds the opponent’s Defense, a hit has been 
  scored. 
   
  Hand-to-hand combat: Roll 3d6 + Brawling  
  Ranged combat: Roll 3d6 + Gunslinging 
   
  Brawling: 
  This attack involves any type of hand-to-hand 
  combat: grappling, wrestling, bar fights, or 
  attacking with a tomahawk. Optionally, a 
  character’s Brawling modifier can be applied to 
  throw a weapon (like a spear, axe, or dagger). To 
  make a Brawling attack, roll 3d6 and add the 
  character’s Brawling modifier. If the total equals 
  or exceeds the opponent’s Defense, a hit has been 
  scored. Next, roll the appropriate damage for the 
  weapon (usually 1d6) and deduct this number 
  from the opponent’s Health.  
   
  Grappling: 
  If a grappler scores a hit, they can decide to forego 
  all damage, pinning their opponent instead. If this 
  option is used an ally may automatically deal 
  damage to the pinned opponent. However, there is 
  a chance they will accidentally hit their friend. 
  Roll 1d6. If the result is 1, they hurt their friend 
  instead. The grappler doing the pinning may not 
  deal any damage to the pinned opponent that 
  turn. The following turn, if the pinned opponent 
  has not broken free, the grappler may make an 
  attack roll. On a successful hit they can deal 
  damage, as well as maintain the pin. To break a 
  pin, the pinned character is required to roll 3d6. If 
  the total number equals, or is less than the pinned 
  character’s Defense score, they have broken free.  
   
  Gunslinging: 
  Gunslinging involves the discharge of any ranged 
  weapon — typically a gun. A 3d6 roll is made 
  against the opponent’s Defense score, and the 
  attacking character’s Gunslinging modifier is 
  added to the roll. If the opponent’s Defense score 
  is equaled or exceeded, a hit has been scored. Roll 
  the appropriate damage for the weapon (usually 
  1d6 or 2d6), and deduct this number from the 
  target’s Health.  
   
  4. Roll Damage 
  If a hit has been scored, roll damage. Most 
  weapons deal 1d6 or 2d6 damage. Check 
  weapon damage on the Weapons Chart. If a 
  character has depleted their Health, they are 
  Mortally Wounded, and may die. 
   
  If a hit has been scored during combat (see section 
  3 above), the attacker must roll damage. Generally 
  weapon damage deals either 1d6 or 2d6 damage, 
  but certain weapons may deal less or more. Other 
  weapons like the Gatling gun deals 6d6 damage! 
  To determine how much damage a weapon deals, 
  identify the weapon on the Weapons Chart. 
  Unless otherwise specified, weapons deal damage 
  equal to the amount shown on the dice roll. Some 
  weapons, like an arrow, will deal more damage in 
  certain situations.  
   
   
   
  
   
   
  Mortal Wounding: 
  If a character suffers enough damage to drop their 
  Health to 0 or below they become Mortally 
  Wounded. The character must roll 3d6, and if the 
  total is their Willpower score or less they survive. 
  Failure results in death. If the character succeeds 
  their Willpower check, the injured character 
  suffers the following consequences: 
   
  • 
  Speed is halved. 
  • 
  Checks are rolled on 2d6 rather 3d6.  
  • 
  Damage rolls suffer a -2 penalty. 
   
  If the character takes any additional damage after 
  becoming mortally wounded they: 
   
  • 
  Cannot move from their location due to 
  grievous injury. 
  • 
  Roll checks on 1d6 rather than 3d6. 
  • 
  Suffer -4 to damage rolls. 
   
  Any additional damage suffered results in death. 
   
  Rest & Healing: 
  If a character has been injured, rest and medical 
  attention can assist in their recovery. Normal bed 
  rest recovers injuries overnight. If the character 
  has been Mortally Wounded the recovery process 
  takes longer. Two extra days are required to heal. 
  While this system is not exactly “realistic” it 
  allows for characters to get back into the action 
  quickly. In keeping with the spirit of the game, a 
  good ol’ swig-o-whisky can also assist with 
  healing (adding 1d3 points of Health)! 
   
  Additional Combat Options 
  Newcomers to Tombstone may wish to keep the 
  rules as simple as possible. These additional rules 
  are not essential to running the game, but do 
  provide some extra options during combat.  
   
  Blaze of Glory: 
  Against all odds, a character may attempt an 
  action that is incredibly foolish or hazardous — to 
  save their own skin, or a friend’s. A Blaze of Glory 
  may occur when a character chooses to complete 
  an action putting them in a nigh suicidal position. 
  The candidate must have sustained enough 
  damage to drop their Health score to half or below 
  half. During the Blaze of Glory, the character 
  gains a bonus 1d4 Fortune Dice, which may be 
  applied according to normal Fortune Dice 
  conditions. This dice is special however, and may 
  be stacked with any other Fortune Dice, or other 
  modifiers being applied during the Blaze of Glory. 
  It is up to the Judge to deem whether an action 
  warrants a Blaze of Glory. If the action is valiant, 
  albeit a death wish, with the demise of a character 
  appearing imminent, it is probably a Blaze of 
  Glory. Only one Blaze of Glory may be used per 
  scenario. 
   
  Daunting: 
  A character can opt to “daunt” another character, 
  using intimidation, coercion, manipulation, or 
  trickery during combat. The character doing the 
  daunting must expend their whole turn on this 
  action, rolling 3d6. Their Personality modifier is 
  applied to this roll. If the total equals or exceeds 
  their opponent’s Willpower score, roll 1d6. Match 
  the result on the table below: 
   
  Daunting Chart 
  Roll 
  (1d6) 
  Opponent… 
  1 
  Rolls a Bravery Test  
  2 
  Loses next initiative 
  roll 
  3 
  Suffers -2 to attacks 
  4 
  Suffers -2 damage 
  5 
  Suffers -2 to Defense 
  6 
  Flees combat 
   
  During the next turn the daunted opponent may 
  roll 3d6. If the result equals or is under their 
  Willpower score, they can counteract any of the 
  ongoing effects (3-6 on the daunting chart).  
   
  Delaying Actions: 
  During combat, a player may wish to delay their 
  character’s initiative action until later in the turn, 
  or until another turn entirely. A player may elect 
  to wait until a particular event has occurred (“the 
  bandits have emerged from the building”) before 
  enacting their turn. In this way, a character with 
  worse initiative may still act before a winning 
  initiative roll.  
   
  Disarm 
  A disarm can be achieved by rolling 3d6 and 
  adding the attacking character’s Brawling or 
  Gunfighting modifier (whichever is appropriate). If 
  this modified total equals or exceeds the 
  opponent’s Defense, the attacking character has 
  
   
   
  knocked the weapon from the hand of their target. 
  The weapon will scatter 1d6 feet away from the 
  two combatants. It generally takes 1 turn to 
  retrieve a disarmed weapon. 
   
  Special Conditions 
  Occasionally, a situation will warrant certain 
  allowances or penalties within the game. Like the 
  preceding section, these rules are entirely optional, 
  but do offer a greater level of detail to the game. If 
  it benefits your game, use them. 
   
  Cover: 
  Hiding behind cover can provide certain defensive 
  advantages. These are represented in the table 
  below.  
   
  Cover Table 
  Cover 
  Modifier 
  Partial 
  +1 to Defense 
  Half 
  +2 to Defense 
  Almost Hidden 
  +4 to Defense 
  Hidden* 
  Cannot be hit. 
   
  * The structure must be strong enough to defend 
  against bullets or weapons. A curtain may obscure 
  visibility, but it will not defend against a gun. 
  Dynamite or cannon will generally bypass any 
  form of full cover. 
   
  Combat Conditions: 
  Other combat conditions can alter combatants’ 
  ability to attack or defend. 
   
  Combat Conditions Table 
  Condition 
  Modifier 
  Attacking from 
  above 
  +1 to attack rolls & 
  damage 
  Attacking from 
  below 
  -1 to attack rolls & 
  damage 
  Flanking/Crossfiring +2 to attack rolls 
  Fleeing Combat 
  -4 to Defense 
  Prone* 
  -4 to Defense 
  * This assumes the prone combatant is visible and 
  within Brawling range of the attacker. If the prone 
  character is not observable, treat them as 
  “Hidden” on the Cover Table.  
   
   
   
  Poisoned 
  This effect can occur from drunkenness, imbibing 
  drugs, or malicious poisoning. When poisoned, 
  characters suffer a disadvantage. At the worst 
  extremes they may die.  
   
  Poisoned Tables 
  Condition 
  Modifier 
  Inebriated 
  -2 to all checks 
  Poisoned or 
  heavily intoxicated 
  -4 to all checks 
  Heavily Poisoned 
  Mortally wounded 
  Fatally poisoned 
  -6 to all checks and 
  may not move. Will 
  die in 4 turns if not 
  assisted. 
   
  For the price of poisons see “Additional Provisions” 
  in Chapter 3.
  
   
   
  Chapter 3: The Judge 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chapter 3: The Judge 
  The next two chapters are written for the benefit 
  of the person running the game: the Judge. This 
  chapter provides additional options, rules, and 
  suggestions for creating and arbitrating a game of 
  Tombstone. For a more granular or detailed game, 
  variants are offered here which have been 
  purposely omitted from the beginning chapters. 
  This decision is to simplify the initial learning 
  curve of the game. If you have taken up the 
  mantle of running a game, you are faced with the 
  (sometimes daunting) responsibility of: 
   
  1. Finalising the rules. 
  2. Creating the setting. 
  3. Devising a scenario, or adjoining multiple 
  scenarios for campaign play. 
  4. Arbitrating the game to ensure it is both 
  fun and challenging for all involved. 
   
  Some of Chapter 3 has been omitted in this 
  playtest version. 
   
  Where to Begin 
  When running any type of role-playing game 
  (including Tombstone), consider the colloquially 
  named “Rule 0”. Rule 0 refers to the Judge’s ability 
  to change any detail of the game, and make the 
  final ruling when an ambiguous situation arises. 
  Rather than viewing this as an opportunity to lord 
  your “power” over the other players, this is ideally 
  a respectful process. By being a Judge you 
  essentially agree to do your best to run a game you 
  would want to play in. In other words, while you 
  have substantial liberties to bend the game to your 
  druthers, you are better off crafting a game that is 
  both fair and fun. But where to begin? 
   
  Finalising the Rules 
  Finalise the rules. Read through the Tombstone 
  rules, and if there is anything you wish to avoid in 
  your games, make a note. People often refer to this 
  process as “house ruling”. It is a process of 
  formally or informally codifying the rules to suit 
  you, and those you play with. While you do not 
  need an immediate answer to every question, it is 
  good to have broad familiarity with the rules, 
  providing guidance to your players. The process of 
  finalising the rules will happen primarily through 
  playing. For example, you may try the grappling 
  rules, and discover they are not to your liking. 
  That is fine. Work out a better alternative, inform 
  your players, and note this change down. House 
  rules are fluid. They are constantly evolving. 
  Communicate these changes to the players, and 
  make sure they understand. If there is player 
  opposition to these changes, there may be a good 
  reason. Be open to discussion (preferably after the 
  session has ended). In my own gaming 
  experiences, a group discussion can determine a 
  ruling that is not only fairer, but yield more player 
  buy-in because the rule has been talked about. 
  Constantly changing rules will cause confusion 
  among the players. A good rule of thumb is to be 
  as consistent as possible.  
   
  Creating the Setting 
  Chapter 4 explores the inferred setting of 
  Tombstone in more detail. You do not have to use 
  this setting; in fact, you are encouraged to adapt 
  the setting to fit your preferences. For the group 
  new to Tombstone, it is not a bad idea to begin 
  with this information initially, before expanding or 
  diverging from it later. It is an initial safety net to 
  draw upon, until you can run a game instinctually. 
  You may already be a veteran gamer, in which 
  case you will probably be confident to create your 
  own setting. It is recommended that at some 
  stage, you attempt to create your own scenarios 
  and settings. This is a very rewarding aspect of 
  being a Judge. If you feel ready to begin this 
  process, one way is “beginning with a vibe” 
   
  Beginning with a Vibe: 
  This may seem like rather nebulous advice, but 
  there is reason behind it. Determining a “vibe” 
  usually involves asking yourself some questions. 
  Here are a few to begin with: 
   
  • 
  How does the setting taste, smell, appear, 
  or feel? 
  • 
  What media inspires it (books, film, 
  television, something you’ve read on the 
  Internet)? 
  • 
  What do you hope to achieve by drawing 
  on these inspirations? 
  • 
  What do you hope the gameplay 
  experience will be like for your players? 
  • 
  Is the setting governed by natural laws 
  (like science), or is the supernatural or 
  “magic” possible? 
  
   
   
  • 
  Will the setting be like something the 
  players have experienced in real life? If 
  not, how will it differ, and why is this 
  important? 
   
  These types of questions ascertain your motive for 
  running such a game, and help clarify any 
  ambiguities you may have. Once you have 
  established a vibe, progress simply.  
   
  Start Simply: 
  Find a piece of hex paper, grid paper, or blank 
  paper. Begin sketching a rough birds-eye view of a 
  few roads and buildings. The Map of Silverton 
  provides a small town as a guide if you are unsure 
  where to begin. Consider the main geographic 
  features of your setting, the buildings, and key 
  people dwelling in the area. From that starting 
  point, continue to develop. Create entries for 
  important sites. This can be as simple as: 
   
  Saloon: This building has two levels. It is owned by 
  Patsy Cole, and has a range of services, including 
  alcohol, food, and gambling. There are between 3-18 
  (3d6) patrons at any time. One of the patrons lost his 
  horse and wants it found (will offer $5), while 
  another lost his leg in a recent mining accident, and 
  will pay for someone to kill the foreman whom he 
  blames ($30).  
   
  Continue until you have designed a whole town, 
  wilderness area, or state. You do not need to detail 
  every single building or feature. Just the bits you 
  think are important.  
   
  Devising the Scenarios 
  Once you have decided whether you will be 
  running a single game, or a long-term, ongoing 
  campaign, you will need to develop scenarios to 
  run. This should be relatively simple and hopefully 
  fun. There are multiple scenarios outlined in 
  Chapter 4, or you can make your own. A single 
  idea will suffice. I try not to spend more than 5-15 
  minutes preparing for a 4-hour scenario. It is hard 
  to predict how long a scenario may last, but with 
  practice you become accustomed to estimating. 
  You can create a scenario by answering a few 
  simple questions about the scenario: 
   
  1. What happens, where, and who is involved? 
   
  Example: A new sheriff named Mr Cuthbert has 
  arrived in town. He is cleaning things up, but is 
  actually corrupt — taking bribes to overlook various 
  crimes. He has a deputy named Gilsworth, and four 
  brutish henchmen. A disgruntled citizen shares this 
  information to the characters in a drunken stupor, 
  and tells them about a dodgy deal going down in a 
  week on the outskirts of town. 
   
  2. What are the rewards? 
   
  Example: Catching the sheriff in the act, bringing 
  him to justice, and telegraphing the nearest town, 
  should result in a $40 reward for each character. 
   
  3. Mechanical information? 
   
  Example: Use the Soldier Quick Play for Mr 
  Cuthbert and his deputy. The four henchmen have 
  the following: H 5, D 11, GS +1, BR +1, Per +0, Inv 
  +0, Will 10. FD 0, Rifle (2d6), knife (1d6), clothes, $5 
  between all four. 
   
  See Chapter 4 “Bestiary” for more information on 
  creating opponents. Creating this scenario took 5 
  minutes. Once the scenario has been devised, 
  determine whether this challenge is roughly equal 
  to the available resources and strengths of the 
  characters, and whether the scenario will be easy, 
  challenging, difficult, or impossible. The above 
  scenario should prove an adequate challenge for 
  four Grit 1 characters. Using this minimal 
  information, gives the Judge the flexibility to run a 
  game. Every detail or eventuality has not been 
  accounted for, but it doesn’t need to be. Outline 
  the important information only. The rest can be 
  determined during the game. Maybe the 
  characters end up enquiring around town to find 
  other people aware of the sheriff’s subterfuge. 
  Perhaps two other people know about it, and you 
  decide an Investigation or Personality check of 15 
  or higher is required to reveal this information. 
  Allow the scenario to play out however it 
  eventuates, and don’t worry if things don’t go 
  according to plan. That is half the fun! Finally, 
  consider how each scenario might link up to other 
  scenarios for long-term play, if you are playing a 
  campaign style. Initially you may want more 
  information, and detailing the scenario will enable 
  you to feel more relaxed. But Tombstone can be a 
  very low-commitment game, and that is one of its 
  strengths compared with other role-playing 
  games: it’s easy to plan for.  
   
   
  
   
   
  Fair & Fun 
  There will be times where you cannot have a long 
  discussion about the rules. If a discussion is taking 
  longer than 1 minute, it is probably better to 
  acknowledge the issue, but promise to return to it 
  once the game is over. Make a ruling on the spot 
  and move on. Trust your instinct. Usually it will be 
  fair, but even it you botch it up, you can always 
  amend the error later. Over time you will get 
  better at making rulings, but endeavor to learn 
  something from each game.  
   
  An Example of Play 
  A brief example of play is provided, to alleviate 
  any confusion regarding combat. There are four 
  participants at the table — one Judge, and three 
  players. They are playing the scenario “Trouble on 
  the Corral”. 
   
  Players: 
  Judge: Corey 
  John Henry (Soldier): Richard 
  Louis El Bandito (Outlaw): Hugh 
  Eric (Holy-Roller) & Mangle (Outlaw): Jo 
   
  Corey (Judge): Okay, you arrive at the corral. A 
  dusty path departs from the road, winding up the 
  hill. Above is small plateau. You can see a wooden 
  pen filled with cattle, but no cowboys in sight. Oh, 
  and there’s also a copse of trees up on a ridge even 
  further back. 
   
  Richard (John Henry): Can I look around? John 
  Henry will poke around the area and see if he can 
  find any tracks or something.  
   
  Jo (Mangle): Yeah, and I’ll plant some dynamite 
  near the trees. I won’t light it, but I’ll bury it in the 
  ground and maybe hide. 
   
  Corey: Louis? What are you doing? 
   
  Hugh (Louis El Bandito): I’m going to hide in the 
  pen with the cattle, but keep well out of their way. 
   
  Corey knows the cowboys won’t return until the 
  morning, but he pretends to consult his notes 
  anyway. He hopes to give the players a sense that 
  anything may happen at this moment.  
   
  Corey: Sure guys, all that sounds reasonable. Louis 
  climbs into the pen, being extra careful not to 
  scare the cattle. They seem to mostly ignore him 
  as they munch on hay. John Henry searches the 
  area for tracks. He can see many booted prints 
  coming and going around here. Some lead up to 
  the ridge. Mangle has made his way up to the 
  trees, and has a good perspective of the area. He 
  buries his dynamite…where were you burying it 
  Mangle? 
   
  Jo: The direction where I think the cowboys may 
  come from. If they come out of the woods and 
  down the hill, I want them to walk over it.  
   
  Corey: Umm…yeah alright. What’s your 
  Investigation modifier? 
   
  Corey is asking about Mangle’s Investigation ability 
  to see whether he could discern a decent hiding place 
  for the dynamite. After looking at Jo’s sheet he 
  notices it is above average. Rather than rolling an 
  Investigation check, he rewards Mangle for thinking 
  to look up here in the first place. Corey decides after 
  Mangle searches, he would find a suitable spot to 
  hide the dynamite. After exploring the area, and 
  setting up a strategic position, the characters decide 
  to camp out for the night. They are keeping watches 
  in shifts. The night is uninterrupted by trouble. The 
  morning dawns around 6am. At this point the 
  cowboys return to the corral. All hell breaks loose. 
   
  Corey: They look determined and purposeful as 
  they walk down the hill… 
   
  Richard: From behind my mound I’ll line up the 
  leader with my rifle and fire. 
   
  Jo: Remember, I’m hiding just near them, can I get 
  them from where I am? Can I let off the dynamite 
  when they walk near it? 
   
  Corey: (laughing) Okay, okay. I’ll need to work out 
  the order of combat. Everyone roll 1d6 (Or 2d6+ 
  Weapon Speed). 
   
  A Bravery Test could have been rolled for everyone 
  before this point. As both sides are fairly equally 
  matched, both are confident, and both are aware of 
  each other, this roll is forfeited. After rolling 
  initiative, the order of combat is noted.  
   
  Corey: You guys are speedy today, winning 
  initiative. What are you doing? 
  
   
   
  Hugh: I’ll pull out my gun and fire at the nearest 
  cowboy. I’m hiding behind the fence too. Does 
  that give me some cover? 
   
  Corey: Yep! Roll 3d6 and add your Gunslinging 
  modifier. 
   
  Hugh: I got 9, plus Gunslinging…that’s 11. Does 
  that hit? 
   
  Corey consults the stat block for Louis’ opponent. 
  The opponent has a Defense score of 11. Louis’ shot 
  equals this score, so the bullet hits. Hugh rolls 
  damage for Louis, who is using a six-shooter (1d6 
  damage). Louis rolls 4, almost killing his opponent.  
   
  Corey: You fire at a cowboy sprinting down the 
  hill towards you. The shot catches him in the 
  shoulder. From what you can tell it was a good hit. 
  He is definitely injured!  
   
  The rest of the combat progresses like this, until 
  combat is resolved: everyone is dead; one side has 
  won; or one side has fled.  
   
  Expanded Rules 
  The remainder of this chapter provides expanded 
  rules specifically for the Judge, to assist them in 
  their game. 
   
  A Note On Dice 
  Understanding the way dice work can offer a 
  deeper understanding to the Judge. Gary Gygax, 
  one of the founding fathers of the role-playing 
  game, suggested the following: 
   
  Keep in mind that the dice are your tools. 
  Learn to use them properly, and they will 
  serve you well (Dungeon Masters Guide, 
  1979, pg. 10).  
   
  Become acquainted with probabilities, and the 
  effect/s of combining certain dice, and you will 
  find the task of Judge becomes a lot easier to 
  arbitrate fairly. 
   
  Design Intentions: 
  As you will be aware, Tombstone uses two types of 
  dice — d6 and d4. Tombstone was designed around 
  a 3d6 dice roll for a number of reasons. Rolling 3d6 
  generates a range of numbers between 3-18. Many 
  games are based around a twenty-sided dice roll. 
  3d6 gives a similar range of numbers, but removes 
  the highest and lowest extremes. Rather than a 
  linear numerical increment as with a d20, rolling 
  multiple dice generates a bell-curve effect, 
  meaning certain numbers are more likely to 
  appear when multiple dice are used. The average 
  outcome of a 3d6 is 10.5. Characters will be hit 
  roughly 50% of the time in combat. If you wish to 
  mitigate this likelihood, simply add a free +1-3 
  bonus to Defense at the beginning of the game, in 
  addition to the 5 skill points all characters begin 
  with. 
   
  1d3 Rolls: 
  Sometimes, the rules call for a 1d3 dice roll. 
  Obviously, 1d3 generates a number between 1-3. 
  This numerical range can be generated on 1d6, 
  counting a result of 1-2 as 1; 3-4 as 2; and 5-6 as 3. 
  The chart below illustrates this visually. 
   
  1d3 Chart 
  1d6 
  Result 
  1d3 
  Result 
  1-2 
  1 
  3-4 
  2 
  5-6 
  3 
   
  Characters 
  The approach to making a character is admittedly 
  simple in Tombstone. While this is purposeful, this 
  section provides some additional modifications 
  you may wish to experiment with. 
   
  Grit: 
  By default, characters progress and gain grit at the 
  predetermined rate given on the chart below.  
   
  Grit 
  Scenarios 
  Rewards 
  1 
  0-3 
  5 Skill Points, Background 
  Ability 
  2 
  4-7 
  +2 Skill Points, 1 new 
  Background Ability 
  3  
  8-11 
  +2 Skill Points, 1 additional 
  Fortune Dice. 
  4 
  12-15 
  +2 Skill Points, 1 new 
  Background Ability 
  5 
  16-19 
  +2 Skill Points, 1 additional 
  Fortune Dice. 
  6 
  20+ 
  +2 Skill Points, 1 new 
  Background Ability 
   
  Judges can modify the number of Scenarios 
  characters are required to complete before gaining 
  
   
   
  a new level of Grit. If quicker advancement is 
  desirable, characters can gain a new level of Grit 
  after completing a single Scenario. Alternatively, 
  the Judge may feel the standard rate of 
  progression is too quick. The Judge can increase 
  the number of Scenarios required to advance a 
  level of Grit.  
   
  Rewards: 
  The rewards associated with each level of Grit can 
  be altered too. If you feel players are getting 
  damaged too easily, try removing or increasing the 
  highest maximum Skill for Defense, allowing 
  players to put more Skill Points towards Defense. 
  Similarly, if you feel the rewards are too stingy 
  each level of Grit, try increasing this number to +3 
  Skill Points per Grit. Instead, you may wish the +2 
  Skill Point bonus to be available on alternating 
  Grit levels only. Don’t be afraid to tweak things. 
  At worst, it doesn’t work, and you change it back 
  to how it was! 
   
  Grit Progression: 
  You can remove the Grit progression, and 
  Background abilities to run a simple version of 
  Tombstone. If Quick Play is being used, ignore the 
  shaded sidebars, or if Method B is being used, 
  ignore the Rookie ability. Characters will be 
  effectively “fixed” in their ability, or you may wish 
  to allocate new Skill Points after completing a 
  certain number of tasks or Scenarios.  
   
  New Backgrounds: 
  Creating new Backgrounds should not be difficult. 
  Use the Grit Chart as a beginning point. When 
  creating Background abilities, use existing 
  Backgrounds as a reference. It is advisable to 
  create new Backgrounds that are roughly balanced 
  with existing Backgrounds. This will lessen player 
  resentment, in the long-term, as each Background 
  will have something important to bring to the 
  table. 
   
  New Background Abilities: 
  To keep the game fresh, new Background abilities 
  can be added to existing Backgrounds. Again, 
  attempt to achieve relative game balance. Creating 
  new Background abilities will provide players with 
  extra options for their characters. Either introduce 
  a prerequisite for the new ability, or permit players 
  to choose the new ability at a certain Grit level.  
   
   
   
  Character History 
  To add more detail to the game, character 
  histories can be generated. Below are some ideas 
  for you to develop. Either roll randomly, or pick 
  something from this list. For random generation, 
  roll 1d4 for the top (horizontal) column, and 2d6 
  for the downward (vertical) column.  
   
  Character History Table 
   
   
  1 
  2 
  3 
  4 
  2 
  Beggar 
  Driver 
  Mason 
  Sailor 
  3 
  Architect 
  Scout 
  Miner 
  Engineer 
  4 
  Banker 
  Entrepreneur 
  Musician 
  Settler 
  5 
  Blacksmith 
  Explorer 
  Outlaw 
  Shipwright 
  6 
  Capitalist 
  Farmer 
  Pimp 
  Slave 
  7 
  Wainwright 
  Gambler 
  Charlatan 
  Soldier 
  8 
  Chandler 
  Hunter 
  Prostitute 
  Spy 
  9 
  Priest 
  Investor 
  Railway 
  Tanner 
  10 
  Craftsman 
  Laborer 
  Ranger 
  Tradesman 
  11 
  Doctor 
  Leatherworker  
  Reverend 
  Carpenter 
  12 
  Politician 
  Sheriff 
  Criminal 
  Hostler 
   
  Example: A player wants to generate a history for 
  his Soldier character. He rolls 1d4, with the result 
  of 2, and 2d6 with a result of 12. Consulting the 
  table, he sees his character was a Sheriff.  
   
  Additional Provisions & Weapon Options 
  Besides the weapons and provisions listed in 
  Chapter 1, additional pricings and options have 
  been provided here. These provisions are suited to 
  campaign play, rather than one-shots, and are 
  largely up to Judge arbitration for exact prices. For 
  example, a mine can range from $4000 for a poor 
  or small mine, up to $400,000 for a rich vein. 
  Determining the quality of the mine will be 
  indicative of the price. When an exact pricing is 
  uncertain, simply approximate. 
   
  Item 
  Cost 
  Building 
  $1000-$250,000 
  Fort 
  $25,000 
  House 
  $2400- $250,000 
  Mine 
  $4000 - $400,000 
  Poison   
  $0.25 - $50 
   
  If you wish to add granularity to weapon choices, 
  you can link costs with weapon quality. Cheap, 
  poor quality rifles may have a useable range up to 
  150 feet, while high quality rifles may expand this 
  threshold up to 450 feet. Similarly, high quality 
  weapons might be costly, but offer a small bonus 
  to attacks and/or damage (say +1) due to their 
  
   
   
  superior craftsmanship. These types of weapons 
  should be rare and expensive however. 
   
  Expanded Combat Rules 
  Brawling: 
  Brawling is discussed in Chapter 2. An alternative 
  system is suggested here, if a bit more variation is 
  desired. To attack: 
   
  • 
  Roll 3d6 adding your character’s Brawling 
  modifier. 
  • 
  Compare this number with your 
  opponent’s Defense score. 
  • 
  If a score is hit, instead of dealing 1d3 
  damage, roll 2d6 and consult the chart 
  below.  
   
  Expanded Brawling Table 
  2d6 
  Result 
  Outcome 
  2 
  Normal damage (1d3). 
  3 
  Stun* opponent for 1 turn. 
  4 
  Blundering Miss! Opponent 
  finds an opening and deals 
  1d3 damage to you. 
  5 
  1d4 damage. 
  6 
  Blundering Miss! Opponent 
  finds an opening and deals 
  1d4 damage to you.  
  7 
  1d4 damage. 
  8 
  Stun opponent for 1d3 turns 
  9 
  Blundering Miss! Opponent 
  brought a gun to a fist fight, 
  and deals 1d6 damage to 
  you. 
  10 
  Vital hit on opponent. 1d6 
  damage. 
  11 
  Stun opponent for 1d4 turns. 
  12 
  Hit opponent in a vital spot. 
  They are either dead or 
  incapacitated. Roll 1d6: 1-4= 
  incapacitated, 5-6 = dead. 
   
  *If a character gets stunned, they lose their turn 
  for the duration listed.  
   
  Fighting With Two Weapons: 
  The Tombstone rules assume any character can 
  fight with two weapons simultaneously. If a 
  character wants to wield two six-shooters, and 
  make two attacks per turn they are able to do so 
  without penalty. A few rule alternatives are 
  provided here. 
   
  1. A 3d6 attack roll is made for each weapon, but 
  only the highest roll is kept. 
   
  2. The first 3d6 attack is rolled normally. The 
  second suffers a -2 penalty to the roll and any 
  damage scored. When a weapon hits, it always 
  deals at least 1 damage (though Fortune Dice can 
  negate this).  
   
  3. One 3d6 attack roll is made instead of two, 
  however damage is rolled twice, and the highest is 
  kept, while the lowest is discarded.  
   
  Injury & Critical Hits 
  Tombstone offers a rather abstracted damaging 
  system. For games with slightly more granularity, 
  the following table can be used when an opponent 
  is hit. Alternatively, for greater novelty you can 
  use this chart for when “critical hits” are scored — 
  say when a player rolls at least 2 6s on their 3d6 
  attack roll. Have the successful attacker to Roll 
  2d6 and consult the chart below. This is the effect 
  on the opponent.  
   
  Expanded Injury & Critical Hits Table 
  2d6 
  Result 
  Outcome* 
  2 
  You miss and hit an ally instead. 
  Roll damage against them. 
  3 
  You suck! Your weapon 
  malfunctioned. Roll weapon 
  damage, deducting -3 from the 
  total.   
   
  4 
  Roll normal weapon damage. 
  5 
  Weapon jammed. Roll weapon 
  damage, deducting -2 from the 
  total.   
  6 
  Roll normal weapon damage.  
  7 
  Roll normal weapon damage. 
  8 
  Roll normal weapon damage. 
  9 
  A body part is permanently 
  damaged (Roll 1d6): 1 = arms (-2 to 
  attacks/damage); 2 = legs (-10 feet 
  from total speed), 3-4 = torso (-1d4 
  Health points); 5 = horrible scarring 
  to face (-2 Personality points); 6 = 
  Roll 1d6 again. That body part is 
  blown off.  
   
   
  10 
  Roll normal weapon damage, 
  adding +2 to the total. 
  11 
  Roll normal weapon damage adding 
  
   
   
  +3 to the total. 
  12 
  Headshot! You’re dead sucker. 
  * Optionally, you may allow players to expend a 
  Fortune Dice to increase their 2d6 result. 
   
  A Note on Dynamite 
  Dynamite is an exciting part of any Wild West 
  adventure, however it should be noted its inclusion 
  has the potential for player abuse. Throwing 
  dynamite or setting it off at opportune times can 
  annihilate an entire group of characters in one 
  swoop. As a rule of thumb, impose the most 
  disadvantageous outcome to the person using it 
  (within reason) to reflect the volatility of 
  gunpowder, but also to discourage players from 
  using it too often in combat. Of course smart use 
  of dynamite should be encouraged, like setting a 
  well-conceived trap for an enemy, or using it to 
  blow up a bank.  
   
  Arbitrating The Holy-Roller 
  The Holy-Roller can be an enjoyable addition to 
  any game, though the guidelines for using their 
  abilities are somewhat more nebulous. For 
  example, how far do their persuasive abilities go? 
  The short answer is, that is up to you, as the 
  Judge. It is recommended that their abilities have 
  meaningful outcomes during the game. In some 
  situations, their ability to persuade groups of 
  people, to inspire and influence, or to cause 
  outright harm can be very effective. Of course, if 
  you have a key character within a scenario who is 
  doggedly stubborn, you may wish to minimise the 
  effect the Holy-Roller can have, especially if 
  changing this person’s mind could seriously 
  compromise the outcome of a scenario, making it 
  too easy. Conversely, the Holy-Roller’s alluring 
  Personality should be very effective against an 
  average character who is unimportant, or of lesser 
  importance to an overall scenario. 
   
  Gambling 
  In the old West, Gambling was a favourite pastime 
  for many. A few suggestions for emulating 
  gambling games are given below. 
   
  Poker 
  Wagers are decided. All those at the table roll 1d6. 
  The best of 5 rolls wins that round, collecting the 
  wagers. 
   
   
  Slots 
  The “house” (Judge) rolls 2d6. Before the outcome 
  is announced the player must wager an amount 
  and guess the result. There are three options: 
   
  1. A result above 7 
  2. A result below 7 
  3. A result of exactly 7 
   
  A correct guess of either 1 or 2 doubles the 
  player’s money, while a correct guess of 7 exactly 
  quadruples the player’s money. An incorrect guess 
  loses all wagered money. 
   
  Adding Excitement 
  When the game lulls, the following tables can be 
  used as inspiration to liven things. Either roll 2d6 
  and match the result to the list below, or pick one 
  that suits. Otherwise make up your own.  
   
  Excitement Table (Town-Based) 
  Dice 
  roll 
  Event 
  2 
  A dog bites someone. 
   
  3 
  Drunk cowboy. 
   
  4 
  Gambler loses money and causes a brawl. 
   
  5 
  A murder occurs. 
   
  6 
  Someone is hanged/lynched. 
   
  7 
  A chamber-pot is emptied from the hotel window 
  onto someone’s head. 
   
  8 
  A duel occurs on main street. 
   
  9 
  A prostitute attempts to solicit patronage from a 
  character. 
   
  10 
  An Indian raid sweeps through town. 
  11 
  A wagon filled with explosives (for mining) gets 
  stuck in the mud. In an attempt to move it, it blows. 
  12 
  A deathly illness begins sweeping through town 
  killing most who get sick. 
   
   
   
   
   
   
   
   
   
   
  
   
   
  Excitement Table (Wilderness-Based) 
  Dice 
  roll 
  Event 
  2 
  A character has an experience with a poisonous 
  snake (Roll Bravery Test) 
   
  3 
  A group of bloodthirsty marauders are encountered. 
   
  4 
  A well or spring has dried up. 
   
  5 
  A pack of vultures linger in the skyline. Something or 
  someone is dead! 
  6 
  A small building is located in the desert. 
  7 
  An explosion or the grind of machinery can be 
  discerned in the far-off distance. 
  8 
  A small, lone child is found in the woods. 
  9 
  Two escaped convicts are on the run. Both wear 
  manacles. 
  10 
  Someone rides on horseback with a strange 
  mechanical contraption, and a dog with red fur.  
  11 
  A stagecoach (full of cash or wealth) is encountered. 
  12 
  A dozen military are encountered, with disastrous 
  news. 
   
  Madness  
  Including permanent or temporary madness 
  effects can be a fun way to add to the chaos of the 
  game. If a character has witnessed something 
  particularly horrible, consumed something 
  deleterious (like poison), or has consistently 
  escaped death by the barest of threads, you may 
  wish to make use of the madness table. Firstly, 
  allow the character to make a Willpower test, 
  rolling 3d6. The test fails if the result exceeds their 
  Willpower score. On a failed Willpower test, roll 
  2d6, and consult the table below. 
   
  Madness Table 
  2d6 
  Result 
  Outcome 
  2 
  Compulsive Liar 
  3 
  Kleptomaniac 
  4 
  Schizophrenic 
  5 
  Delusional 
  6 
  Manic Moods 
  7 
  Homicidal 
  8 
  Identity Confusion 
  9 
  Paranoia 
  10 
  Conspiracy Theorist 
  11 
  Twitches or Tics 
  12 
  Feverish Ideations 
   
   
  Debauchery! 
  Characters may wish to have a big night on the 
  town. Roll 2d6 on the chart below to determine 
  what happens. 
   
  Debauchery Table 
  2d6 
  Result 
  Outcome 
  2 
  Wakes up after a shotgun wedding 
  (literally). 
  3 
  Roll 1d6 + 1d4. Times total by 10%. 
  That is the amount spent. 
  4 
  Imprisoned! Roll 1d6. 1= exposes 
  self; 2 = projects human waste onto 
  another person; 3 = violent 
  outburst; 4 = loud and obnoxious 
  verbal outburst; 5 = murder/deadly 
  duel; 6 = theft. 
  5 
  Now owns (1d6): 1 = lame horse; 2 = 
  slave (illegally); 3 = a small house; 4 
  = barnyard animals; 5 = medicine 
  (hoax); 6 = a baby crocodile (on a 
  chain). 
  6 
  Boasts to entire bar about (1d6): 1 = 
  size of “gun”; 2 = prowess in a fight; 
  3 = prowess with the opposite 
  gender; 4 = vast wealth; 5 = political 
  acumen; 6 = a trophy kill of 
  legendary status. 
  7 
  Roams the street looking for 
  trouble. 
  8 
  Urinates or defecates in someone’s 
  home or business. 
  9 
  Has alcohol poisoning, lies in a 
  hopeless heap. 
  10 
  Climbs onto a roof (1d6): 1 =, 
  suffers a tragic “fall” (1d6 damage); 
  2 = declares true love for someone 
  unexpected; 3 = won’t come down; 
  4 = jumps onto another roof; 5 = 
  takes off clothing; 6 = begins to 
  dance. 
  11 
  Plays in gambling game (1d6): 1-2 = 
  loses all money; 3-4 = doubles 
  current money; 5 = loses 3 
  possessions; 6 = has made an 
  enemy with a local thug after 
  cheating.  
  12 
  Gets tired. Goes home at 7pm. 
  “Gotta get an early start.” 
   
   
  
   
   
   
  Chapter 4: The World 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chapter 4: The World 
  This section is for whoever will be running the 
  Tombstone game. If you are a player it is 
  recommended that you do not read this section, as 
  it contains suggestions and scenarios that your 
  Game Master might use. Reading through it will 
  spoil some of the surprises you might otherwise 
  have.  
   
  This game is named Tombstone after the Old West 
  town in Arizona. Your games can be set anywhere: 
  real or imagined. Maybe you’d like to create a 
  campaign in the South Dakota town of Deadwood, 
  or you might prefer to create your own town, for a 
  series of gunfights. 
   
  Similar to the preceding chapter, this one has been 
  excerpted and reduced for playtesting purposes. 
  The reader is recommended towards the full work 
  once it is complete. 
   
  The Code of the West 
  Although lawlessness was rife in many western 
  towns, there were informal codes for living. 
  Adding a code to the game can add some interest 
  to your campaigns/scenarios, and richen the 
  characters. 
   
  Here are a few guidelines: 
   
  1. Loyalty — Keep loyal to your friends. Have 
  their back, and be ready to defend yourself. 
   
  2. Mind Your Gawdamn Business — Don’t look 
  too much into someone’s past. 
   
  3. Drink Whisky — This is the go-to drink, 
  anything weaker is for…well…just drink it. And 
  make sure you fill yer glass to the brim! 
   
  4. Whatcher Say Boy? — When civility goes out 
  the proverbial window — some greenhorn 
  seriously offends you, or threatens to cause you 
  bodily harm — there is always one simple answer. 
  Blow their damned head off. 
   
  Religion/Spirituality 
  In the 1860s religion was a prominent force in 
  many people’s lives. The dominant religion in 
  America was Christianity. Within this religion 
  were three main factions: Catholic, Mormon and 
  Protestant. While there were other religious and 
  spiritual practices (like Judaism, Native American 
  religions, or Mysticism), among “civilised” people, 
  these were the primary divisions. 
   
  Catholic – Many Americans practiced 
  Catholicism. Irish immigrants held a strong 
  Catholic faith. Those practicing Catholicism held 
  Mother Mary in high regard as a religious figure. 
   
  Mormon – Some Mormon communities were 
  almost independent nations, particularly in Utah 
  (around Salt Lake City). Mormons practiced the 
  teaching of founding prophet Joseph Smith. 
   
  Protestant – Protestants held to the old and new 
  testaments of the bible. The Anglican and Quaker 
  denominations were considered Protestant. 
  Protestants believed in both the old and new 
  testaments of the bible, and differed in their 
  beliefs from Catholic and Mormon faiths. 
   
  Native American Religion – Includes 
  monotheistic (one god), polytheistic (multiple 
  gods), henotheistic (single god with the possibility 
  of other gods), and animistic (non-human entities 
  like plants, animals or objects can contain spiritual 
  essence) practices. These beliefs often contained 
  rituals and oratory traditions. 
   
  In a Tombstone game these religions and spiritual 
  beliefs can aid in creating in-game tensions or 
  differences between characters, or assist with 
  creating unique scenarios. Perhaps a Mormon 
  church is travelling through Indian territories. 
  Could this mean war? Conflict? Interaction? 
  Negotiation? Will the Mormon’s try to convert the 
  Indian’s or will they perceive them as evil 
  heathens? 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Bestiary 
  This section details the various challenges present 
  within the worlds of Tombstone. It is by no means 
  a definitive list. Rather, it is presented to the 
  reader in the hope that they can expand and 
  create their own challenges, using this section as a 
  template. 
   
  Stat Blocks Explained 
  If you have read through the previous chapters 
  there should be no surprises in this section. In the 
  interest of clarity, a brief overview has been 
  provided.  
   
  Title: 
  Each entry will have a title. This is to identify the 
  name of the challenge or creature.  
   
  Health:  
  This number equals the amount of damage the 
  creature can suffer before becoming mortally 
  wounded (or dead). 
   
  Defense:  
  This is the number required to bypass the 
  creature’s defensive capabilities. The creature’s 
  opponent generally rolls a 3d6. 
   
  Offense: 
  Offense is a measure of attacking capabilities. This 
  ability is represented by the Gunslinging and 
  Brawling entries. Every creature should have at 
  least one of these abilities, otherwise they are 
  considered a non-combatant. The modifier is the 
  number added to any 3d6 attack rolls. Generally 
  the type of attack and damage is included in this 
  entry in parenthesis. I.E: (Bite 1d6) would indicate 
  this creature’s primary attack is a bite, which deals 
  1d6 damage on a successful hit. 
   
  Personality: 
  Many animals and creatures will not have an entry 
  for this. If a number is needed assume it is +0. 
  Otherwise, the number represents the personal 
  magnetism and persuasiveness of the individual. 
   
  Investigation: 
  Investigation represents the creature’s 
  observational abilities and overall intelligence. 
  Some creatures may be observant, but not 
  particularly intelligent.  
   
  Willpower: 
  Represents the creature’s determination. If a 
  creature becomes mortally wounded, roll 3d6. If 
  the result is equal or less than their Willpower, 
  they are mortally wounded. Otherwise they have 
  died.  
   
  Speed: 
  The speed a creature can move per turn. 
   
  Fortune Dice: 
  Not all creatures will have a Fortune Dice, but all 
  the rules applicable to characters apply.  
   
   
  Alligator (Small) 
  Health: 9 
  Defense: 13 (Thick Skin) 
  Offense: Brawling +3 (Bite 1d6) 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet (swim 60 feet) 
  Fortune Dice: 1 
  Abilities: 
   
  Stealth:  
  Alligators can remain very still, striking suddenly. 
  They receive a +2 bonus to the Roll Required to 
  locate them when an Investigation check is being 
  made. If an opponent rolls a Bravery Test against 
  the alligator, a result of 1-2 indicate frozen in fear, 
  while 3 indicates the character has lost their 
  initiative for that turn. 
   
  Thrash:  
  If an Alligator makes a successful grapple check, 
  and pins its opponent, it can clamp its jaws, 
  flailing its victim. This attack inflicts 2d6 damage 
  per turn. Furthermore, breaking from this pin, 
  requires a character to roll 3d6 and get under their 
  Defense score, as though it were 4 points lower (-
  4). 
   
   
   
   
   
   
   
   
   
  
   
   
  Alligator (Large) 
  Health: 14 
  Defense: 13 (Thick Skin) 
  Offense: Brawling +5 (Bite 1d6) 
  Investigation: +0 
  Willpower: 12 
  Speed: 40 feet (swim 60 feet) 
  Fortune Dice: 2 
  Abilities:  
   
  Stealth:  
  Alligators can remain very still, striking suddenly. 
  They receive a +2 bonus to the Roll Required to 
  locate them when an Investigation check is being 
  made. If an opponent rolls a Bravery Test against 
  the alligator, a result of 1-2 indicate frozen in fear, 
  while 3 indicates the character has lost their 
  initiative for that turn. 
  Thrash:  
  If an Alligator makes a successful grapple check, 
  and pins its opponent, it can clamp its jaws, 
  flailing its victim. This attack inflicts 2d6 damage 
  per turn. Furthermore, breaking from this pin, 
  requires a character to roll 3d6 and get under their 
  Defense score, as though it were 4 points lower (-
  4). 
   
  Bear (Black) 
  Health: 10 
  Defense: 13 
  Offense: Brawling +5 (Bite & 2 Claws 1d6) 
  Investigation: +2 
  Willpower: 11 
  Speed: 40 feet 
  Fortune Dice: 1 
  Abilities: 
   
  Multiple Attacks: 
  Although Black Bears are not as aggressive as 
  grizzly bears, it is better not to get into an 
  altercation with them! If they become enraged and 
  attack, they can attack 3 times in 1 turn: 1 bite and 
  2 claws.  
   
  Climb: 
  If threatened, smaller Black Bears may climb a tree 
  to escape. 
   
   
   
   
   
  Bear (Grizzly) 
  Health: 20 
  Defense: 13  
  Offense: Brawling +6 (Bite & 2 Claws 1d6) 
  Investigation: +2 
  Willpower: 11 
  Speed: 40 feet 
  Fortune Dice: 1 
  Abilities: 
   
  Multiple Attacks: 
  If a Grizzly becomes enraged and attacks, it can 
  attack 3 times in 1 turn: 1 bite and 2 claws.  
   
  Maul: 
  As an alternative attack, the Grizzly can use its 
  bulk and weight to maul a victim. On a successful 
  grapple check, the grizzly can choose to pin its 
  victim, or grab it with its claws. A mauling attack 
  deals 2d6 damage per turn.  
   
  Boar 
  Health: 6 
  Defense: 10 
  Offense: Brawling +3 (Bite & Gore 1d6) 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Abilities: 
   
  Gore: 
  A Boar can gore an opponent. This attack may be 
  used when charging into a fight, adding +1 to 
  attack rolls and damage, increasing the Boar’s 
  damage output to 1d6+1 for a charging gore 
  attack. 
   
  Cowboys 
  Health: 7 (average) 
  Defense: 12 
  Offense:  
  Brawling +0 (Knife 1d6) 
  Gunslinging +2 (Six-shooter 1d6; Rifle 2d6) 
  Personality: +0 
  Investigation: +1 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: $2d6, clothes, weapons (listed 
  above). 
   
  
   
   
  Indian Braves 
  Health: 7 (average) 
  Defense: 12 
  Offense:  
  Brawling +2 (Tomahawk, Spear, or Bow 1d6) 
  Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6) 
  Personality: +0 
  Investigation: +0 (+2 to tracking) 
  Willpower: 10 
  Speed: 50 feet 
  Fortune Dice: 1 
  Possessions: $1d6, buckskin clothing, weapons 
  (listed above). 
  Abilities:  
   
  Fearsome Presence:  
  Can only lose a Bravery Test on a roll of 1. If the 
  Brave initiates combat the opponent is forced to 
  make a Bravery Test. 
   
   
  War Dog 
  Health: 7 (average) 
  Defense: 11 
  Offense:  
  Brawling +2 (Bite 1d6) 
  Investigation: +0 (+2 to tracking) 
  Willpower: 10 
  Speed: 50 feet 
  Fortune Dice: 0 
  Abilities:  
   
  Maul:  
  Provided a war dog manages to score a biting 
  attack, thereafter, for the next two turns, it may 
  clamp onto its victim, rending flesh for 2d6 
  damage automatically.  
   
  The Town of Silverton 
  Silverton is a small (and fictitious), but quickly 
  expanding town. For reference see the map below 
  two pages down. Silverton is imagined to be 
  located within Arizona. It is in close proximity to a 
  silver vein, bringing prospectors, and new 
  businesses. For this Alpha Playtest, no statistics 
  have been provided for notable characters. If these 
  are required use either Quick Play characters, the 
  ones listed in the Bestiary. Otherwise make up 
  your own. 
   
   
  1. Boothill Cemetery 
  Where cowboys go to die. 
   
  2. Houses 
  Most houses are small and basic. Some miners live 
  there, while others reside permanently in the Gem.  
   
  3. Pearson Corral  
  A local businessman named Uriah Joseph Pearson 
  owns this large corral (see Scenario I) in addition 
  to one 5 miles outside Silverton. He also owns a 
  nice house next door (see 4 below). 
   
  4. Pearson’s House 
  Uriah Pearson’s Home (see 3 above). 
   
  5. Whiskey Bar 
  Owned by Clegg and his business partner Oscar. 
  They’ve opened recently and aim to compete with 
  the saloon. Prices match the Weapons & 
  Provisions section. 
   
  Patrons: 
  John Dwyer 
  Nathan Fiske 
  Lucy Fiske 
  Charlotte Bell 
  Horace 
  Jimmy West 
   
  6. Silverton Chapel 
  Run and maintained by the good Reverend 
  Zedlock. Donations welcome.  
   
  7. Blacksmith 
  Silas Hawthorne works here with his apprentice 
  Little Levi. They make horseshoes and other things 
  for the town.  
   
  8. Gem Stables 
  The Gem Stables are owned by the Gem Hotel. 
  Travellers can house their horses here for a small 
  fee.  
   
  9. The Gem Hotel 
  Uriah Camp and his mistress Mary Frances Drake 
  run this hotel. Rooms are reasonable and clean 
  (See Weapon & Provisions for approximate 
  pricing).  
   
   
  10. Assayers Office 
  Buys and weighs gold and silver finds. Stakes 
  claims. Orville Samuel is the manager. 
  
   
   
   
  11. General Store 
  Owned by couple Peggy-Ann and Dwayne Briar. 
  Sells most items in the Weapons & Provisions 
  section.  
   
  12. Pony Express Post Office 
  The pony express has delivery services. Telegraphs 
  may be sent or received here. Mordecai Lewis and 
  Lucius Harrison are the owners. A cowboy named 
  Buckshot Jo is sending a delivery and a telegram. 
   
  13. Bucking Bronco Saloon 
  Jasper Hall is the owner and proprietor. He is a 
  pimp and bootlegger. The Bucking Bronco is the 
  site of excessive drinking, gambling, and other 
  debauchery.  
   
  Patrons: 
  Philomena Dorset 
  Badeye 
  Saul Grigg 
   
  14. Land Office 
  Settles land claims. A man named Columbus 
  Hilcock is the manager.  
   
  15. The Bank of Silverton 
  The two bankers are named Isaiah Henry and 
  Sally-Ann. Two armed guards stand outside 
  (Harrison Beaumont and Greg MacKenzie). 
   
  Roll 2d6 and multiply the total by 100. That is the 
  amount of gold/money within the safe. Only keys 
  or dynamite can destroy the safe. 
   
  16. Buford & Sons Barbers 
  Lucas Buford and his two sons Lucas Jr. and 
  Jedediah do cuts here. Cuts are $0.25 (see 
  Weapons & Provisions chart). 
   
   
   
   
   
   
   
  
   
   
   
   
  
   
   
  Scenarios 
  Here are some scenarios for the Judge to use as 
  written, or borrow ideas from. A scenario need not 
  to be complicated, rather a rough road map to 
  guide the Judge. Scenario maps have not been 
  included in this Alpha playtest version, and some 
  scenarios appearing in the final version of 
  Tombstone are omitted. 
   
  Scenario I: Trouble on the Corral 
  This scenario is set in a small town between 1865 
  and 1870. It is assumed to take place in a mining 
  town with minimal law enforcement, but the 
  Judge may, and should, alter this scenario to fit 
  their needs. The town of Silverton (above) is an 
  appropriate setting for this scenario. It can be run 
  as a one-off for some instant action, or as part of 
  an episodic campaign. 
   
  While in town, the characters are approach by a 
  “businessman” (If using Silverton, use Uriah, Area 
  3). He professes to have overheard rumours, that 
  his cattle are to be rustled from his corral 5 miles 
  out of town. A handful of Cowboys are the 
  suspects, and he wants justice done before they 
  can steal his herd. As there is no official “law” in 
  town, he offers each character $30 (around $500 
  modern) to ambush the rogue ranchers and kill 
  them. They have a secret camp on the outskirts of 
  town near the businessman’s corral. 
   
  The businessman neglects to mention, that he 
  owes these “cowboys” money for their work. Their 
  job was to protect the herd from a group of Braves 
  in the area. The “cowboys” feel like they are taking 
  what is rightfully theirs — as payment for their 
  work. The businessman (Uriah) tells the characters 
  to strike quickly as one is an “expert marksman”, 
  hoping the characters will dispose of the problem 
  before asking questions. 
   
  Opponents & Strategy 
  There are 6 “cowboys” total. They approach the 
  corral from the east at 6am the next day, exiting a 
  game trail. The cowboys will (rightly) assume the 
  businessman has hired a new posse to protect his 
  herd, and will attack presuming they have an 
  advantage. If 2 of their number become injured or 
  they are obviously outnumbered, they will flee.  
   
   
  Cowboys 
  Health: 7, 6, 4, 6, 9, 9 
  Defense: 12 
  Offense:  
  Brawling +0 (Knife 1d6) 
  Gunslinging +2 (4 x six-shooters 1d6; 2x rifles 2d6) 
  Personality: +0 
  Investigation: +1 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: $1d4 each, clothes, box of 
  ammunition, weapons (listed above). 
   
   
  Rewards 
  • 
  $30 for each player (Folk Heroes can elicit 
  more as their special ability). 
  • 
  1 scenario’s experience 
  • 
  If the characters find out the truth, award 
  a +1 bonus to Personality checks while 
  within town.  
   
  If the characters spare the cowboys’ lives, one or 
  two will offer to join their ranks. This will make an 
  enemy of the businessman however.  
   
  Name Suggestions 
  Businessman: Uriah Pearson 
  Cowboys: Alistair Moretti, Dunstan Taggert, Cleo 
  Muster, Coyote One-Shot, Lucky Giovanni and 
  Wild Coat Oscar. 
   
  Scenario II: Indian Threat – Warpath 
  During the last year, the area has been quiet 
  (around Silverton). New rumours abound that 
  Indians are on the warpath. A family was attacked 
  and scalped on the northern road. Their remains, 
  and wagon, can be located 10 miles out of town. 
   
  To protect the town, the characters have been 
  asked to investigate and stop the threat if possible. 
  For every topknot the characters bring back to 
  town, $13 can be earned.  
   
  Opponents & Strategy 
  There are a dozen braves and four war dogs. If the 
  characters discover the wagon and bodies, the 
  Indians will attack, having laid an ambush. The 
  numbers may need adjusting for a smaller group, 
  or lower Grit. Halving the opponents would not be 
  amiss in this case. If a sizeable posse is formed in 
  
   
   
  town, do not alter the numbers. If the characters 
  are taking precautions to track and scout carefully, 
  adjust the ambush accordingly (maybe it is 
  detected). A Bravery Test or an Investigation 
  Check may be required. 
   
  Indian Braves 
  Health: 7 (average) 
  Defense: 12 
  Offense:  
  Brawling +2 (Tomahawk 1d6) 
  Gunslinging +1 (Six-shooter 1d6 or Rifle 2d6) 
  Personality: +0 
  Investigation: +0 (+2 to tracking) 
  Willpower: 10 
  Speed: 50 feet 
  Fortune Dice: 1 
  Possessions: $1d4 each, clothes, weapons (listed 
  above). 
  Abilities:  
   
  Fearsome Presence:  
  Can only lose a Bravery Test on a roll of 1. If the 
  Brave initiates combat the opponent is forced to 
  make a Bravery Test. 
   
  War Dogs 
  Health: 7 (average) 
  Defense: 11 
  Offense:  
  Brawling +2 (Bite 1d6) 
  Investigation: +0 (+2 to tracking) 
  Willpower: 10 
  Speed: 50 feet 
  Fortune Dice: 0 
  Abilities:  
   
  Maul:  
  Provided a war dog manages to score a biting 
  attack, thereafter, for the next two turns, it may 
  clamp onto its victim, rending flesh for 2d6 
  damage automatically.  
   
   
  Rewards 
  • 
  $13 per brave topknot 
  • 
  1 scenario experience 
   
   
   
   
  Scenario III: Indian Threat – The Politician 
  An important politician is coming to visit 
  Silverton. He arrives by rail at the nearest town 
  some 30 miles away. A group of willing 
  bodyguards are required to accompany his 
  stagecoach to Silverton. The politician will pay any 
  bodyguards a sum of $30 each. 
   
  When the politician arrives safely in Silverton he 
  will pay the characters from his deposit box at the 
  bank. The politician may be coming to set up a 
  business, spread the rail to Silverton, or any other 
  ideas you may have. 
   
  Opponents & Strategy 
  A party of Indians will attack during the journey. 
  They will descend from a valley as the road 
  narrows. This encounter should be scaled roughly 
  to group size. Presuming a group of 3-5 players, 
  there will be 6 warriors on horseback. 3 will have 
  rifles, the rest have bows (1d6+1 damage) and/or 
  tomahawks (1d6 damage). Use the Indian Brave 
  statistics from the previous Scenario, or modify 
  the challenge to better suit your group.  
   
  Rewards 
  • 
  $13 per topknot (see Scenario II above) 
  • 
  $30 per character on completion of 
  mission. 
  • 
  1 scenario experience 
   
  Scenario VI: Murder! 
  A prostitute has been found, murdered and thrown 
  behind the stables. The Saloon owner (her 
  employer) wants recompense. The murderer/s 
  must be found and hanged. The Saloon owner will 
  offer $10 each to anyone who can provide him 
  with information, or better yet, find the culprit. 
   
  Opponents & Strategy 
  The culprit is a scrawny, weasel-like man named 
  Peterson. He gambles and drinks at the Whiskey 
  Bar most days. The only person he has confided in 
  is a drinking buddy named Lars. Lars can be 
  bribed, threatened, or persuaded into talking. He is 
  greedy and will rat out his “friend” for a fairly 
  small price. If this happens, he feels immediately 
  guilty, telling Peterson about it (though he tells 
  Peterson someone else must have seen him in the 
  act and spread the rumour). 
   
  
   
   
  Peterson will steal a horse from the stable and 
  attempt to flee town at the first possible 
  opportunity.  
   
  Peterson 
  Health: 5 
  Defense: 11 
  Offense:  
  Brawling +1 (Fist 1d3, Knife 1d6) 
  Gunslinging +1 (Six-shooter 1d6) 
  Personality: +2 
  Investigation: +0 
  Willpower: 10 
  Speed: 40 feet 
  Fortune Dice: 1 
  Possessions: $2d6, clothes, weapons (listed 
  above). 
  Abilities:  
   
  Compulsive Liar:  
  Peterson can re-roll 1 failed Personality test to 
  convince someone of his innocence. 
   
   
  Rewards 
  • 
  $10.00 for any information. 
  • 
  This amount can be doubled (or tripled) if 
  the culprit is found and hanged. 
  • 
  In the latter case, the Saloon owner will 
  offer a 30% discount on any pleasure for 1 
  month. 
   
   
  
   
   
  Appendix 1: Glossary 
  This glossary contains recurrent terms that are 
  used in Tombstone. 
   
  Background: Think of a character’s Background 
  as their profession. It is the archetype that best 
  describes them. In some games, this is referred to 
  as “class”. 
   
  Character: This refers to either your character or 
  another character in the game, belonging to 
  another player, or run by the Judge. 
   
  Checks & Tests: Making a “check” or a “test” 
  refers to rolling a single dice or certain number of 
  dice to find out what happens in a situation. In 
  Tombstone, the most common check is made by 
  rolling three six-sided dice (3d6).  
   
  Damage: If you take damage it means your 
  Health is dropping. If you take enough damage 
  you will die. Usually damage is determined by 
  rolling six-sided dice (d6s).  
   
  Dice: The only dice required for Tombstone are 
  six-sided dice and four-sided dice. You can raid a 
  board game or two for at least three six-sided dice. 
  Buy a few four-sided dice from your local hobby 
  store or online. In Tombstone a six-sided dice is 
  referred to as a d6, a four-sided dice a d4. This is a 
  common convention found in most role-playing 
  games. If you cannot find/afford a d4, there are 
  rules within this booklet for using d6s only. 
   
  Grit: Refers to a character’s expertise. In other 
  role-playing games, Grit is often referred to as 
  “level”. 
   
  Judge: The Judge is a player who assumes the 
  responsibility for creating the game world, running 
  scenarios, and creating the various characters or 
  beasts in the world (besides the player’s 
  characters). In any game there is usually only one 
  Judge; the rest are players.  
   
  Modifier: A modifier is a number you add to a 
  dice roll (usually). Having a Gunfighting score of 
  +3, for instance, means you add a “modifier” of +3 
  to you dice rolls when attacking with a six-
  shooter.  
   
  Player: Someone playing a game of Tombstone. 
   
  Roll Required: A number against which a player 
  rolls. For instance, a Roll Required of 15 would 
  mean on a 3d6 roll, 15 must be equaled or 
  exceeded. 
   
  Session: A single game of Tombstone, usually over 
  a 2-4 hour period. 
   
  
   
   
  Have you enjoyed these rules? The full version of 
  Tombstone is coming soon! Thank you for 
  downloading and supporting the Alpha Playtest. 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Tombstone/Tombstone Alpha Playtest v1.pdf