RULE VARIANTS


Suggested variant rules for 'The Rules With No Name'

These rules are totally unofficial, and are not endorsed by Bryan Ansell, who hasn't even seen them. They are just suggestions by various players. (Any comments in blue italics are mine.)

Alternative Movement System by Carl Parlagreco (Pennsylvania, USA)

There are 4 levels of experience: Citizen, Gunman, Shootist, Legend.

Roll 3 dice to determine movement.

A citizen must move the entire distance rolled in a straight line (as per the standard rules).

A gunman or better can move the distance indicated on one die, turn, move the distance indicated on a second die, turn*, and move the distance on the final die.

A Shootist or better can move the distance indicated on two of the dice, ignoring the third.

A Legend needs only move the distance indicated on one of the dice, ignoring up to two, if desired.

*I don't have any restrictions on how far the figure can turn, as I am unsure if restricting it to 90owould make much difference. (Perhaps to avoid 3" out/2" back fiddles...?) I do think these revised movement rules need more playtesting.

EXAMPLES:

Enoch Weatherdrew rolls 3 dice, and gets 2,2,3, for a total of 7" of movement. Being a citizen, he must move 7" in a straight line.
Chico Kid, a Shootist, rolls 1,5,6. He chooses to move 6" in a straight line and turn, move 1" and turn, and finally move 5".
Lastly, Big John, a Legend, rolls 6,6,3. He likes where he's at, so he moves 3", and ignores the remaining two dice.

Well, there they are. I hope you find them useful.

(Carl sent me these suggestions a while back, and we've been using them for quite a while!)


HIDING & DETECTION by Walter O'Hara (Burke, VA. USA)

A character may elect to start the game hidden for ambush purposes. This implies that the character is laying in wait in a location that provides good cover, waiting for his best shot. In a situation like this, the casting of the character is NOT placed on the playing table.

The player controlling the character places his character card in the Fate deck just like everyone else does. When his card is turned, he may elect to take any of the actions allowed to him (see page 3, Actions). However, the other players may then elect to DETECT him by each rolling 1d6. Characters who have already performed an action in the turn cannot detect a hidden player. Players detect hidden characters by rolling on this table. He cannot be detected if he has taken no action.

Roll 1d6If the hidden character performs an action that isn't firing a weapon (includes throwing dynamite):
1-2Figure detected, place casting on board.
3-4Place a marker indicating the general direction of the character from the character attempting to detect the hidden player.
5-6You don't see anything.
Roll 1d6If the hidden character fires a weapon (includes throwing dynamite)
1-4Figure detected, place casting on board.
5Place a marker more or less the exact location of the character, but don't place him on casting on the board (the character retained hiding, though an action was detected).
6You don't see anything.
Modifiers to detection roll
-2 Character attempting detection is 6" or less from hidden figure. -3Hidden character blazed away when he fired
-1Character attempting detection is 12" or less from hidden figure. +3No line of sight to hidden figure.

Guidelines: Obviously, some level of honesty is expected from the player controlling the hiding figure. Players should turn their backs while the player who controls the hidden figure checks LOS, distance, etc. Some level of common sense must be applied. If the character is attempting to hide without any applicable cover for ambush (a building, a rock, a gully, a tree), then his chance of success is next to nothing. The GM's ruling is law on this issue.

Return to The Rules With No Name

Return to The Foundry


Last Updated Feb 1, 2003 by Tim Peterson