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Curious Case of the Gentlemen Chainsaw Duelists

The Second Edition

It is the year 3655 and the nouveau regency of the Sol Star Empire has been taken over by a wild new fad;
Chainsaw duels. When chainsaws where originally discovered during an archeological dig on the ruins of old
Earth, no one new what they might be used for. Curious as to what purpose these pieces of equipment might have
had, further digging was funded. Weeks later, upon finding a considerable number of recordings called "horror-
genre movies" it was discovered they were a weapon of personal vendetta. Again, curiosity struck and modern
reconstructions of these devices were created, however, none of them were as effective as depicted in the
documentary footage they had found. The engineers of Haberdashery Heavy Industries (Llc) created energy-based
replicas. These Laser Chainsaws mimicked the look and feel of the original chainsaws but had the lethal potential as
depicted in the historical recordings. Laser Chainsaws became quite popular for dueling gentlemen, quickly
supplanting the impact rapier as the duelist's weapon of choice. To the shock and awe of both the nobility and the
working class, when the clear-cutters of Foresta IV modified these weapons to use as tools for their menial labour,
they remained a popular dueling weapon!

The first edition of this game was made as a part of a 24-hour create a one-page RPG challenge on 4chan/tg/ by
randomly determining three keywords and a genre. The keywords were Chainsaw, Curiosity and Gentlemen, and
the genre was Space Opera.

Materials Needed to Play: A few people who want to have fun, two six-sided dice, and some pencils and paper.

The Game: The players take on the role of the gentlemen, each one building a character using the rules below.
The rules will make reference to a referee. If a permanent referee isn't established for the game, referee duties fall a
player whose gentleman is not directly involved in the action (randomly chosen, if needed).
As gentlemen living in the upper-crust of society, you fill your days with networking, going to parties, inspecting
your land, and going on safaris. On occasion you may slight one of your peers, and being called to duel to settle this
societal indiscretion. Duels cannot be called willy nilly, lest you be branded bloodthirsty and no longer invited into
polite company. Any call to duel must be justified to the referee.

Gentleman Creation Steps


1. Choose or Roll for a Background
2. Determine Your Numeric Values
3. Determine Your Gentleman's Personality
Choose or Roll for a Background
Roll a six-sided die or pick one
1 Military. Your father was a famed military officer and/or you are an officer who finished at least
one tour. At the very least you were educated at a military academy. This provides you a working
knowledge of military tactics and culture, and are at the peak of physical prowess. You have a +2
Health.
2 Industry. Your family owns multiple worlds that manufacture an important commodity of the
37th-century; such as military equipment, medical supplies or even a mining world. You were
groomed to take over the family business and are well educated in your family's industry. You
have a +1 Wits, and when rolling 2d6 related to your family industry you roll with an extra +2
bonus.
3 Money. Your family is the landed owner of a whole star system and you have much more money
than your peers. This has provided you access to much better equipment, informational tools and
weapons. You have +1 Culture, +1 Wits and +1 Health.
4 Politics. Your family is active in the interstellar political scene, such as sector governor or a seat
in Parliament. You have been groomed to take over the office when your father or uncle enters
into retirement. You have +2 Wits.
5 Large Family. You were born into an already large family of any of the above backgrounds, and
you were sent off to a prestigious boarding school early in your life. You know very little of your
family's business, instead intended to be married off in a political arrangement. You have +3
Culture.
6 Nouveau Riche. You were once, or are the child of, a middle-classer who stumbled upon a
windfall and was inducted into the world of the wealthy and the powerful. Your peers in the
world of polite society are often making remarks that are directly insulting to you and your
heritage, even if they don't know it. And many may not even see you as one of them at all, you
grew up with a lot less money than they did. You have +1 Health and always have a reason to call
all but the most polite and genteel gentleman to a duel.

Determine Your Numeric Values


Gentlemen have thee numeric values; Culture, Wits and Health. These three values start at 1, and are increased
using 5 Points. Each point spent increases one value by 1. Remember to include bonuses granted from the
gentleman's background.

Culture is how refined and gentlemanly your gentleman is, Wits are how quickly he thinks and the degree of his
education, and Health is his physical prowess. Culture rarely has any place within a duel, however is often the only
thing that matters in polite company.

Determine Your Gentleman's Personality


Simply jot down a few distinguishing features about their appearance and personality.
Game Rules
Rolling Dice: CCGCD calls the act of rolling two six-sided dice Rolling Dice. When the referee calls for you
to roll dice you roll the two dice then add one numeric value to the result. You then compare that combined result
against the roll of another gentleman or Lady Luck. Whomever has the higher result has won the roll, outside of
dueling the referee will determine a middle-ground result on ties. Lady Luck is a roll of two dice without any
bonuses.

Dueling: Dueling with laser chainsaws is a fast and furious affair, with both duelists taking swipes with their
weapons in an attempt dismember their opponent. Anything short of death can be healed by a few days in the
Regenerative Vats, so many duels go until first dismemberment.

Dueling is tracked using combat rounds, each consisting of one turn for each of the two gentlemen in the duel.
Some people have been known to skirt the rules of cordiality and partake in brawls, and even battle without their
dueling weapons. Of course, your gentlemen are not so uncouth.

At the start of each round the duelists roll dice with their Wits to determine who acts first that round, rerolling ties.
The gentleman who won the Wits roll as won initiative and will be able to attack first. On their turn a character
may make a Light Attack, a Fierce attack or a Defensive Attack.
Gentleman attack by rolling dice with Health and Evade by rolling dice with Wits. After the first duelist attacks,
the second one is then allowed to attack. A gentleman whose health is reduced to 0 is lower is too wounded to
fight and must forfeit the duel.

Light Attack: A light attack that hits deals 1-2 points of damage (roll one six-sided die and divide the result by 3,
rounding up).

Fierce Attack: A fierce attack that hits deals 1-3 points of damage (roll one six-sided die and divide the result in
half, rounding up), reducing their other gentleman's Health by that much. However every Fierce attack has a
chance of causing the laser chainsaw to snap back, hurting the duelist. Roll a single die after damage is dealt, if
the roll is less than the damage dealt by your attack, the chainsaw recoils back and deals 1 point of damage to you.

Defensive Attack: A defensive attack that hits deals 1 points of damage (still roll the single six-sided die), and on
the next time you roll dice with Wits to evade an attack, you have a +2 bonus.

Regardless a the type of attack used, if the die for damage showed a 6, the gentlemen roll dice with Wits, if the
attacker wins, an extremity (such as hand or arm) is dismembered. If the defender wins or there is a tie he was able
to avoid the bloody fate.

However, if the damage drops the target to 0 or lower Health, the attacker may choose to give a killing blow (such
as stabbing into their opponent's chest or decapitation). There may be societal ramifications to the killing though
never legal ones. It is not illegal to duel to the death, just rude.
Healing Times (Optional): Dueling is a dangerous activity, and if the players decide they wish it to impact the
game world, it takes time takes time to recuperate from really egregious injuries.
Each point of Health lost and each dismemberment requires one Imperial Standard Day of rest in a Regenerative
Vat. Longer if travel to a vat is not quick, but come on! Who doesn't have a full medical bay and family doctor on
their personal yacht?

Advancement: Every duel your gentleman wins earns him a point of Reputation. Reputation is spent to win
when dice are rolled. Instead of rolling your two dice, you spend a point to and your die roll is assumed to be 12,
and your combined total is assumed to be greater than your opponent's roll.

Sample Character: Victor Dan Claude


Second son of a tobacco plantation world landlord, he knows little of the business. Instead betrothed to a lady from
a military house, in an attempt to start a private army for the Dan Claude tobacco empire.
Brash, arrogant, confident
Background: Large Family (+2 Culture)
Values: Health 4/4 | Wits 2 | Culture 4

Going on Safari
Safari is when the gentlemen take their private yachts to a death world or established containment world to hunt
big game such as alien great cats, antelope, elephants or bears. Gentlemen rough it in the wild using only the
accommodations found in their yacht's landing craft. The gentlemen roll dice with Wits to find and track prey, and
use long-rifles to shoot them. Attacking with a long rifle is rolling dice with Wits, evaded by the same, and dealing
2-4 points of damage if it hits (roll one die, divide in half then add 1). Big game have a Health of 5-8, a Wits of 3-4
and an attack that deals 2-4 damage on a hit.

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