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Wild Cats v0.1
Wild Cats v0.1
1 Classes
You are playing dice poker with guns, and you all are cats! Players are Brawler - 3 tiles range, 4 ammo
members of secret cat society who solve the mysteries of the Wild - attack as a reaction to any enemy
West (inhabited by humanoid animals) and fight weird and dangerous Trigger happy (Passive) FD
action. Can be used multiple times per round
creatures. At the end of the short session they should fight the Boss. Defence - Add AD Defence until the end of the round
Run and Gun - Use 2 AD, Move as a sum of them, make FD Attack
During the game players can make a Guess about the case (Story, Joker - DR 1 and +1 Damage until the end of the round
Lore, Boss mechanics etc). If they are correct players add d6 Clue die
(CD) to the pool, if they are wrong, boss gets a CD against players the Marksman - 12 tiles range, 4 ammo
same way. Players are forced to make at least one Guess at the end of - Ignores 1 DR
the day. In the bossfight players or Boss may replace any of their die High caliber (Passive)
- with min(AD, FD), double Damage
rolls with CD from the pool after the roll. Headshot Attack
Aimed Shot - Use 2 . Change your initiative to the highest of
AD
Round step by step them. On your turn, replace lowest AD with FD, make and AD +
FD Attack
DM rolls Situation Die (SD) in open - shared die Joker - Headshot uses max(AD, FD), Aimed Shot gains +2 to
Each players rolls Initiative Die (ID) in open Attack
DM rolls Initiative Die (ID) for opponents behind the scenes
Wild dice combinations are determined based on ID and SD Gunslinger - 6 tiles range, 6+6 ammo
Combatants act in ascending order. Attackers have a tiebreaker. Fan the hammer (Passive) - When you make an Attack, you can
Combatants with the same ID can use their Action Dice (ADs) in repeat it against the same or adjacent target with -1 penalty
any order. Each combatant has 2 actions by default - ID and SD Quick shot - Attack. Use 2 AD. Make a FD+FD Attack
Preparation - Discard AD. All dice rolls in the next round are
Wild dice (Poker) Lucky
Joker - Reload both revolvers. You ignore all negative attack
Joker - If your ID = SD, you can use Joker ability this round. Joker modifiers until the end of the round. Gain HD
activates in addition to any other combination
From lowest to highest priority - only highest combo takes effect Gunner - 8 tiles range, 6 ammo
4 of a Kind - All HD are Lucky - Any successful Attack adds +2 to all
5 of a Kind - All HD and FD are Lucky
Guiding fire (Passive)
Full House - Enemies lose 1 AD at their choice
Attacks against this target until the end of the round, doesn’t stack
All Odds/All Evens - DM reveals all IDs
-
Suppressive fire Attack . Adds -1 penalty to the first AD of the
Small straight - Players can replace each AD with FD
target for each . No damage
ASR
Big Straight - Players get and extra AD
Dynamite - Throw range tiles. FD Attack, ignores Cover.
AD
Radius 1. Successful attack removes 1 DR until the end of the
round and deals 1 damage.
Keywords Joker (Free action) - Reload weapon. Make 6 FD attacks (normal
CD - Result from Clue dic rolled when someone got a Clue
or suppressive) against targets in range. Reload weapon
ID - Result from Initiative Dic rolled at the start of the round Occultist - 6 tiles range, 4 ammo
SD - Result from Situation Dic rolled at the stat of the round
AD - Action Dic - ID, SD or a Result from an extra Action Dic Foresight (Passive) - When IDs are rolled, you can swap your ID
FD - Free dic. Immediately roll d6 and use a result with an ally
HD - Special help FD. Max one HD can be added to AD Cursed Shot - Attack. First ASR dices of the target are unlucky.
Lucky - When you roll a dic, roll 2 dice, choose one No damage
Unlucky - When you roll a die, roll 2 dice, choose lowest Chain lighting - Attack. Use 2 AD. Change your initiative to
Defence X - Action result should be higher then X to succeed highest of them. On your turn make AD+AD attack add -2 penalty
ASR - Attack Success Rating. 1 if result is higher than Defence or and repeat until it misses. Choose a target in range from the
equal, +1 for each 4 higher than Defence previous one. No ammo cost.
Joker - Choose one - all enemies gain -1 to all ADs or -1 to Defence
Common actions until the end of the round
Movement - Use AD. Move up to AD tiles
Basic Attack - Use AD. AD + modifiers Attack. ASR damage
Help - Use AD. Give HD to one ally with the same ID
Reload - Use AD. Reload 1 weapon
Shrug it off - Discard AD. Remove all temporary modifiers
Action can’t be Used if AD + modifiers <= 0 (e.g Suppressed)
Combat
Base Defence - 4
Height advantage - Add 2 to Attack
Height disadvantage - Subtract 2 from Attack
Half Cover - Add 2 to Defence
Full Cover - Can’t be target of ranged Attacks
Stealth - Add 2 to all ADs and Defence until the end of the round
Difficult terrain\Climbing - Movement cost increased by 1 per tile
DR X - Damage Reduction, reduces damage by X
Ranged characters (including Players) can’t attack in melee
Ranged Attacks cost 1 Ammo by default
Ammo - Number of Attacks can be fired without a Reload