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Character
Sheet
This indespensible
play-aid allows you to keep track of your Gore Fest
operatives and includes handy reference for playing the game. It is
available in .pdf format for home duplication.
Sheet (and the lovely dice
images)
by
Alessandro Echevarria.
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A
Festival of Gore
It's winter, and the cold has got you
down. You got no cash for a movie, no patience for another
hypnotic season of TV. and no interest
in beating your brain against a vodka rock and waking in the white,
white morning to find out you sliced off the tip of your nose the
night before. Why not have your chums over for Gore Fest, a rousing
adventure game? What, exactly, do you stand to lose?
With Gore Fest,
a placid evening at
home with a few close friends becomes a dangerous and morally
compromised attempt to assassinate the mayor of Cleveland, or a
nightmarish journey into the violence of the Egyptian heroin trade.
Gore Fest is, in the truest sense, an adventure game –– every
game is a blood-soaked, bare-knuckle adventure. In the secret sweat
lodge where they will never die, Jim Thompson is playing Gore Fest with
Ambrose Bierce and Sam Peckinpah is three sheets to the wind and
performing the role of game master,
Playing Gore
Fest requires no math. Its
players do not have to memorize complex rules, and may enter the game
in a matter of minutes. Gore Fest is an adventure game of the
"role-play" type, where one player takes on the special
role of "game master," a kind of referee and story-teller,
and the rest of the group assume the "roles" of characters,
the protagonists and antagonists of the night's story. The latter
group, referred to simply as "players," after the
theatrical term, are responsible for directing the actions of their
character alone. The success and failure of this character's
endeavors are determined by the game master with reference to the
rules and an element of random chance.
Gore Fest, like
poker, is a game of
betting limited resources to ensure the success of audacious bluffs.
Unlike poker, however, its lies are unlimited: each is the
description of the next improbable action in a story, the next
amazing shot in a movie's action sequence. But like a poker bluff,
these lies may
be less than convincing
–– the game master might determine, after the appropriate dice are
rolled, that only 30% or 50% or 75%
of it actually "happens." Other players may lend dice to
these rolls, to help ensure the success of particularly impressive or
beneficial actions. But dice, like character health, are limited. The
challenge of a night of Gore Fest is to accomplish the goal of the
adventure before running out of dice, life and
second chances.
Characters may
be played again and
again, and adventures may be revisited through multiple sessions of
play. A dedicated group of players may amuse themselves on a weekly
(or even more frequent) basis revisiting the same scenario game after
game, so that its story becomes a serial.
Gore Fest tells
stories about hard,
often damaged people struggling with one another and themselves. A
game might take place in a 1970s ghetto, at a modern day military
flash point or at a meticulously mapped and realized parade route,
which the players must turn into the successful assassination of the
president. Often, the actions of its characters end in tragedy or
disaster. But Gore Fest, like all role-play games, is not about
strict winning or losing. Instead, the object of the game is to tell
the most entertaining story possible, a goal shared equally by the
game master and the players. Death and disgrace should be greeted
with a smile because, after all, the game is only that –– a game.
Recreational dying helps clear the sinuses –– and what better
cure is there for a bit of winter boredom, than to expire gracelessly
from bleeding knife wounds while your friends look on and laugh?
Action
Dice
The abilities of Gore Fest characters
are represented by multi-sided dice. These dice are as follows:
[d4] – the
weakest die, used to
represent actions which the character is specially hindered in
performing. A character with a broken leg trying to run would roll a
d4 to resolve the action. Four sided dice look like little pyramids.
[d6] – a
standard rating, reflecting
any action in which a character stands a chance of succeeding but
enjoys no particular advantage. A reasonably dexterous and perceptive
character firing a pistol without special training would roll a d6 to
resolve the action. Six sided dice are cubes.
[d8] – a rating
reflecting some
notable advantage of circumstance or skill. A character's secondary
skills are generally represented with eight sided dice. Eight sided
dice look like two pyramids stuck together, forming a diamond shape.
[d10] – a d10
is thrown when a
character enjoys special expertise in the attempted action. Veterans,
when they use their combat training, throw a ten sided die. The ten
sided die is a rounded diamond. Often they are made so that rolls of
10 appear as “0.”
[d12] – a d12
is thrown in situations
where a character has mastery of the attempted action. Expert martial
artists, when they utilize their skills, roll a twelve sided die.
Twelve sided die have hexagonal faces.
[d20] – the
twenty-sided die is the
most powerful variety available in Gore Fest. When it is rolled, even
impossible actions become possible. Twenty-sided dice have triangular
faces and are the roundest of all the available dice varieties.
[d100]– a
percentile roll is
performed with two ten-sided dice of different colors. One color is
designated before the roll as the “tens” column of the final
result, while the other fills out the “ones.” Taken together,
these dice generate a number between 01 and 100, with the 100
represented by both ten sided dice showing results of 10.
Understanding
Dice Codes
Like most
role-play games that use
polyhedral dice, Gore Fest uses standard dice abbreviations to indicate
required rolls. The formula is
as follows: first the number of dice to be rolled is written,
followed by "d," then the number of sides of the dice to be
rolled. 1d6, then, means to roll one six-sided die, whereas 2d12
means to roll two twelve sided
dice.
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Starting A Character
1. Hit Points [3d6] A measure of
physical strength and vitality. Each operative begins the game with a
number of hit points equal to the throw of three six-sided dice,
added together to produce a final score of 3-18.
2. Stunt Points
[3d4]. Stunt points, or
“Stunts,” are a kind of storytelling currency. A player may spend them
to act out of turn or perform
special abilities related to their character class. Each character
begins the game with a number of stunt points equal to the total
throw of 3d4, added together, producing a final score between 3 and 12.
3. Ability Dice
[Agility, Speed,
Perception & Cool] The basic physical and mental
characteristics
of Gore Fest characters are represented by
action dice. Each ability is rated with a four-sided die, a six-sided
die, an eight-sided die, a
ten-sided die or a twelve-sided die. There are several options for
generating abilities which your
game master might employ, but the quickest method is to simply assign
as desired from a pool
containing a four-sided die, a six-sided die, an eight-sided die and a
ten-sided die. These basic
abilities are Agility, Speed, Perception and Cool.
Character
Abilities
Agility – A
character's natural
dexterity and coordination. Used to dodge incoming attacks as well as
to leap, climb and tumble.
Speed – A
character's alacrity. Used
to determine turn order in combat as well as in tasks requiring pure
quickness, like beating someone to
a draw.
Perception
– Used to measure a
character's alertness, aim and awareness.
Cool – You
know it when you see it.
Does your character know Mandarin? Make a cool roll. Did you remember
to bring the cocaine? Make a
cool roll. Do you win over the crowd with your intimidating presence?
Maybe. Make a cool roll.
Leave me alone.
Advanced
Ability Generation
Assigning dice to determine a
character's abilities is recommended for first-time players, but more
advanced players are encouraged to
generate their character's ability dice randomly. This random method
uses a pool of dice containing 1d4, 2d6, 2d8,1d10 and 1d12. Throw
this pool all at once and select a 'winner' by removing the lowest
rolling die. If more than one die ties for the lowest roll, remove
the die with the greatest number of sides from among the tied
polyhedrons. Winners are removed from the pool and placed to the
side. This roll is repeated four times, until 4 dice have "won"
and been removed. This small pool of winners is then assigned in any
order desired to a character's agility, speed, perception and cool.
Finishing
a Character
4. Quirks [d4] Gore Fest characters
have certain flaws, regrets or odd details that set them apart from
normal people. These quirks are
randomly generated by rolling percentile dice on the Quirk Table.
Each character must roll on this table a number of times equal to a
throw of d4.
5. All Gore
Fest characters have a role
in life and special skills that are determined by their character
class. Each Gore Fest class is a character archetype drawn from
action movies and adventure fiction, such as the tough veteran or
the charismatic kingpin. After generating a character's basic abilities
and quirks, a class
will often suggest itself.
Summary
of Classes
Veteran
– Tough, deadly fighters trained in the use of
modern tactics and weaponry. Veterans have more hit points than other
classes, and their attacks are more punishing. Veterans are easy to
play.
Martial
Artist – Flashy, agile
fighters who use their fists and melee weapons. Martial artists are
adept at avoiding physical damage. Martial Artists are challenging to
play.
Expert
– Experts are highly skilled
in a single skill with few direct combat implications. They may
assist more martial classes with loans of stunt points, and collect
on their debts to assume temporary control of other characters.
Experts are easy to play.
Assassin
– Smooth, stealthy killers
who strike hard and vanish. Assassins are specially empowered when
hired to eliminate a particular target. Assassins also have a
sub-class, the Avenger, for characters whose driving force is a
personal vendetta. Assassins are challenging to play.
Investigator
– Clever detectives who
are able to detect secrets and unravel mysteries that remain closed
to other players. Investigators are some of the toughest, most
survivable characters in the Gore Fest game when they are pursuing a
particular case. Investigators are easy to play.
Mask
– Characters of the Mask class
have two identities: one is relatively mild mannered, with few
relevant skills, while the other is a disguised super-being with
powers that can cross into the supernatural. Masked form may only be
assumed for limited periods of time in play, and players of this
class must master the art of spending this time wisely. Masks are
very difficult to play and are recommended for experienced players.
Kingpin
– Scheming masters of men,
Kingpins prefer to order about an organization of minions rather than
engage in combat directly. Kingpins are difficult to play and are
recommended for experienced players.
Punk
– No-good, two-bit, rotten bums
who persist on sheer grit, luck and bravado. Punks are unskilled but
have special abilities which allow them to manipulate the system of
luck which underpins the Gore Fest game. Punks are easy to play.
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The
Cyberpunk Rule
At the Game Master's
discretion, some Gore Fest games
might take place in a technologically advanced near-future, where
cybernetics and psychic powers are commonplace. If the Cyberpunk rule
is invoked, players may trade any roll on the Quirk Table they are
not satisfied with for either a cybernetic limb or a wild talent,
both of which are quirks which appear rarely on the standard table.
While characters may have more than one cybernetic limb, they may not
have more than one wild talent.
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T H E QUIRK T A B L E
Roll 1d100: |
1-5 |
Heavy Smoker |
6-8 |
Heroin Addict |
9-12 |
Profoundly Alienated
Why?
[d6]
- Since she left, I’m just a
watching a dream.
- I seen too much, done too much, to
allow myself to care.
- The whole world can burn down, as
long as I burn with it.
- I can’t let the sickness inside me
spread. I can’t lose control.
- God talks to me, but I don’t like
what he’s saying.
- I got rid of my feelings a long time
ago. They were only holding me back.
|
13-14 |
Six Months to Live
Why?
[d6]
- Cancer
- Full Blown AIDS
- Old Age
- Tuberculosis
- Drug Addiction
- Appointment with an Assassin
|
15-18 |
On the Run
From
who? [d10]
- Hired Goons
- A Street Gang
- City Police
- State Police
- Intelligence Agency
- The Military
- An International Drug Cartel
- A Human Trafficking Syndicate
- The Secret Rulers of the World
- Your Family
|
19-21 |
Wild Temper
When
I lose control I...[d4]
- Break Things
- Hurt People
- Murder Anyone Who Pisses Me Off
- Murder Indiscriminately
|
22-23 |
Obsessive Compulsive
Disorder |
24-25 |
Pathological Liar |
26 |
Righteous Mullet (+d4 Stunt
Points) |
27-30 |
Missing Limb
Which
limb? [d8]
- 1-2. Missing Finger
- 3-4. Missing Ear
- 5. Missing Hand
- 6. Missing Eye
- 7. Missing Arm
- 8. Missing Leg
|
31 |
Hopeless Romantic |
32-34 |
Stoner |
35 |
Has A Deathlist with
1d4+1 Names |
36-38 |
Cokehead |
39-43 |
Degenerate Gambler
How
deep are you in the hole? [d6]
- Actually, I’m doing very well for
myself.
- I win some and lose some,but I’m
breaking even right now.
- A few hundred bucks. Nothing I can’t
handle.
- A few grand. But I’ll hit a streak
soon.
- More than twenty large,
Christ...What am I gonna do?
- I owe my fucking soul to my debtors.
Who
are you in debt to? [d12]
- The Sicilians
- A Meth Producing Biker Gang
- The Black Cobra Ninja
- The Flame Dragon Ninja
- The Yakuza
- The Russians
- The Pollacks
- The Central Intelligence Agency
- The Orthodox Jews
- The Mexicans
- The Nigerians
- The Frenchmen
|
44-49 |
Family
Man
Your
family contains 1 wife / husband
(50% you are legally married) and 1d6 kids. Each has a 50%
chance of being male or female and is 1d20 years old. You must name
your wife and
children.
How’s
it going? [d8]
- It’s a pain in the ass, but I keep
it up for the kids
- Best decision you’ve ever made
- Haven’t seen them in years
- Worst decision you’ve ever made
- It’s hanging on by a thread
- It fell apart. You share the kids
- It fell apart. You have the kids
- It fell apart. Your spouse has the
kids
|
50-56 |
Mentor
Your
Mentor was... [d6]
- Honorable and hearty
- Old and sharp-tongued
- Seemingly Insane
- Small and insightful
- Seemingly Immortal
- A close, personal friend
What
happened to them... [d8]
- Murdered by a rival
- Murdered by an unknown man, who fled
- They died before imparting your
final lesson, robbing you of the achievement
- You killed them
- They cast you out for failing to
train honorably
- They hope you will be their
successor
- Died at a ripe old age, cursing your
name.
- Died in your presence, at a ripe old
age.
|
57 |
Black
Tank Top (+d4 Stunt Points)
|
58-60 |
Distinctive
Tattoo
|
61-63 |
Grisly
Scar (+d10 Hit Points)
|
64-65 |
Photographic
Memory
|
66 |
Conspiracy
Theorist
How
deep does the rabbit hole go?
[Perception roll]
- 1. There are many men in government who
prefer not to be named; a network of invisible bureaucrats who
consider themselves beyond both recognition and accountability. The
C.I.A. Killed Kennedy.
- 2. In addition, the C.I.A. Is merely
the enforcement arm of a college of international conglomerates and
investment bankers
- 3. (many of whom are Jewish)
- 4. who have for many years been meeting
secretly at Bilderberg gatherings and beneath the demon-owl totem at
Bohemian Grove
- 5. where they discuss the deliberate
engineering of world events and the reactions of the press to benefit
the advancement of their scheme
- 6. which is no more or less than the
conscious design of sabotage, against every human man, woman and
child on this planet, who these secret elite hope to corral beneath
one state and rule
- 7. not as Men but as what they truly
are – Reptile Men from Beyond Arcturus; the poisonous
extraterrestrial species that inspired the very image of Satan in the
Bible!
- 8. But I know how to fight them.
There’s a lot of us, talking about it online.
- 9. Once you swallow the
- chartreuse pill (for they say the
lizards are chartreuse) it all makes sense.
- 10. We’ve been fighting a shadow war
for years.
- 11. Eliminating known Reptilians,
opposed at every turn by their super-human agents in government
disguise
- 12. But I’m going to end it. I’m
going to end the war. I’m the One.
- 13-14. Still, I recognize that these
beliefs seem to be a paranoid delusion. I’m watching myself very
carefully for signs of instability
- 15 - 18. and those signs have certainly
appeared. My behavior has become … erratic, my methods unsound.
- 19.Are my methods unsound?
- 20. By what method can you understand a
temporary universe? This reality is run by a mad man. It’s an
engine of violence and horror and ultimately meaningless.
|
67-68 |
Jazz
Musician
What
is jazz? [Cool roll]
- 1. Played at weddings
- 2-3 A way to pay the bills
- 4-5 The music musicians make to amuse
themselves
- 6-7 A highly structured language of art
– look, dig this Harvey Pekar essay in Downbeat...
- 8-9 The way I confess my sins to the
world, out loud, and beg forgiveness.
- 10-11 The way I talk to god
- 12 No record of comment [In 1d4-1
years, this Operative will die of an unavoidable heroin overdose.]
|
69 |
Taboo
Sexual Fetish
Which
is... [d8]
- Kids
- Shit / Piss
- Dominance and Submission
- Incest
- Animals
- Sexual Sadist
The
Way You Feel About It... [d6]
- I’m trying to resist; to be
‘normal,’ and to keep it under wraps.
- I don’t give a fuck. I do what
/
who I want when I want.
- I get off in secret and am deeply
ashamed
- I get off in secret, but only
because most people wouldn’t understand
- I abstain from sex completely
- I won’t even acknowledge my fetish
to myself... but sometimes I lose control
|
70-72 |
Insomniac
Why?
[d6]
- Sleep hasn’t come easy since the
incident
- Never trusted sleep, even as a child
- This new medicine is doing something
to me... making me sicker...
- With the baby on the way, I just
can’t seem to settle down
- I have no idea; I just can’t sleep
- None of your damn business when I
sleep or don’t sleep. I do what I want.
|
73-75 |
Intense
Self Loathing
How
do you handle it? [d6]
- Keep distant from people. Try to
contain the sickness.
- Ignore it; take any distraction that
comes along, as long as it’s intense
- I’m fine with getting killed. In
fact, I want it to happen.
- I’m going to keep going for a few
more months, then commit suicide. I’m just having fun.
- Rigorous mediation and a reliable
routine.
- I work.
|
76-77 |
Deformed
How?
[d4]
- Hunchback
- Lobster Claw
- Clubfoot
- Third Nipple
|
78-79 |
Sense
Disability
Which?
[d6]
- 1-2. No Sense of Smell
- 3-4. No Sense of Taste
- 5. Deaf
- 6. Blind
|
80-82 |
Racist
Who do
you hate?
[d12,
or choose your
least favorite race]
- 1-2. The Goddamn Jews
- 3-4. The Fucking Towelheads
- 5-6. Those Lazy Coloreds
- 7-8. Those Sneaky Asians
- 9+. Motherfucking Whitey
How
Much? [d6]
- I talk shit when I drink, but that’s
it.
- So I tell a few blue jokes. So what?
- Racist? I’m not racist. Some of my
best friends...
- Biologically, we’re not even the
same species...
- Look, someday soon it’s gonna be
us or them...
- Shoot on sight
|
83 |
Albino
|
84-86 |
Alcoholic
Why
do you drink? [d6]
- I drink to remember.
- I drink to forget.
- Because it’s the only way I can
get to sleep.
- Because there’s nothing else I’d
rather do.
- Because each drink gets me a little
closer to death.
- Because I haven’t been sober in
2d10 years.
|
87-89 |
Religious
In
What Way? [d8]
- I’m a big supporter of the Church
–– financially, at least.
- I attend services on Holidays...
Connects me to my roots.
- I go to services once a week––
and I treasure the ritual.
- I have an intense, personal
relationship with God.
- I live to glorify a higher power. I
do devotions every day.
- God demands I bleed for him, so I
do.
- I lost my faith long ago.
- The Truth has chosen me to be
its
messenger. I’m trying to spread the word.
|
90-95 |
Overwhelmed
with Guilt
Why?
[d6]
- I was born under a bad sign. I feel
responsible for everything.
- I betrayed the only one who ever
loved me.
- I let my comrades down.
- People died because I was weak.
- I committed a crime I’ve come to
regret.
- I let myself lose control once ––
on the night of the incident. Never again.
|
96 |
Impotent |
97 |
Cannibal |
98-99 |
Cybernetic
Limb
Your
character has had part of their
body replaced with a mechanized prosthetic. Cybernetic parts are
rated with action dice, and those dice are rolled in conjunction with
any action which might benefit from the special features of the
prosthetic.
Roll a
pool consisting of a d8, d10,
d12 and d20 to determine the cybernetic’s quality. The lowest
rolling die is the action dice associated with the device. If two or
more of these dice tie one another for lowest roll, choose the one
with the greatest number of sides.
Eye
A
cybernetic eye provides advanced
spatial, thermal and radiological data, and may expand sight into the
infrared or U.V. band. It assists with perception checks and the
aiming of firearms.
Hand
A
cybernetic hand is faster, stronger
and more dexterous than a hand of flesh and blood. It may assist with
any task demanding manual dexterity, or any test of grip.
Arm
Cybernetic
arms are far stronger than
human ones.Punches and other upper-body attacks benefit from
their
action die.
Leg
Cybernetic
legs are lighter and more
dexterous than their flesh alternatives, and stronger too. They
assist in tasks involving sprinting, jumping, climbing or kicking.
Nervous
System
A
cybernetic nervous system greatly
improves quickness and reaction time, at the cost of all sense of
human feeling. An augmented nervous system provides a roll of its
dice in additional stunt points per game session.
Medical
Nanobots
Microscopic
robots patrol your
bloodstream, providing instant medical care. Characters with medical
nanobots may activate them by taking an action. They immediately gain
a number of hit points equal to a roll of this cybernetic
enhancement's quality die. Medical nanobots must charge for 24 hours
between uses.
|
00 |
Wild
Talent
Your
character has a wild talent, a
latent ability to bend the rules of reality that may be developed
into a genuinely threatening psionic power.
You begin the game with a psionic die of d4.
|
|
Veteran
Veterans are
tough, savvy fighters who
have both training and battlefield experience. Soldiers, police
officers, criminal enforcers and
terrorists may all belong to the veteran class.
Skill
Dice:
Service
Training (d10)
Veterans roll a
ten-sided die when
performing any action related to their training and warfare expertise.
This may include
tracking targets over rough terrain, breaching doors or the discharge
of firearms.
Special Abilities:
+ 20 Hit Points
Veterans may add 20 to their beginning
hit point total.
Bounty Hunter (1* Stunt
Points)
Veterans may spend stunt points to
raise the bounty of any damage dealt to targets of their actions. The
damage roll’s bounty is
increased by 2 for each stunt point spent.
Brutal Damage
All damage dealt as the result of an
action undertaken by a Veteran is rolled twice. The Veteran's player
may choose which of these rolls represents the final damage total.
- Kevin
McCurdy
- Veteran
- Hit Points: 30
- Stunt Points: 8
-
- Agility: d8
- Speed: d8
- Perception: d6
- Cool: d6
- Service Training d10
-
- Quirks (4):
- Cokehead
- Racist –– Shoots Arabs on Sight
- Pathological Liar
- Degenerate Gambler –– Owes 20 Large
to a Mexican cartel
Kevin McCurdy lied about his age to
enlist in the armed forces after the September 11th attacks. He served
skillfully in the 101st Airborne division until his problems with drugs
and gambling necessitated his
dishonorable discharge. Being a pathological liar, McCurdy recounts
these events quite differently when questioned about his service.
|

Martial
Artist
Martial artists are character who
specialize in unarmed or armed melee combat. A student of kung-fu, an
expert sword fighter and a knife wielding bravo are all examples of
the martial artist class.
Skill Dice:
There are two varieties of martial
artist: focused and versatile. One of them must be chosen during the
creation of every martial artist
character:
Focused Martial
Artist [Martial Arts: d12]
–– Focused martial
artists concentrate on their martial tradition (be it jiu jitsu, Thai
stick fighting, boxing, etc) at the exclusion
of all other skills. Focused martial artists roll a d12 when
attempting any action related to this martial tradition.
Versatile
Martial Arts [Martial
Arts: d10 / Modern
Vehicles & Weaponry d8] –– Versatile
martial artists supplement their martial training with more
contemporary combat skills, including the use of firearms and stunt
driving. They throw a d10 on any action relating to their martial
tradition, and a d8 when attempting any fighting maneuver related to
the tools of modern warfare.
Special
Abilities:
+ 4 Stunt Points
Martial artists may add 4 to their
total starting stunt points.
Bounty Dodger
Martial Artists spend fewer stunt
points than other classes to reduce or negate damage. A Martial
Artist may reduce any roll of lethal damage to 3 H.P. for the 1 stunt
point and reduce any explosive damage roll to 6 H.P. for 2 stunt
points. Martial Artists may negate non-lethal damage completely for 1
stunt point. Lethal damage may be negated for 2 stunts and explosive
damage negated for 4. Basically all costs for reducing damage are cut
in half.
Expert Striking [1*sp]
Martial Artists may pay 1 stunt point
to increase any damage caused as a result of their actions by a roll
of 1d6. As many stunts may be spent in this way as the Martial
Artist's player desires.
- Johnny
Li Khan
- Versatile Martial Artist
- Hit Points: 18
- Stunt Points: 12
-
- Agility: d10
- Speed: d8
- Perception: d12
- Cool: d8
- Skill Dice:
- Martial Arts d10
- Modern Weapons & Vehicles d8
-
- Quirks [1]:
- Devout Buddhist. Does daily devotions.
Johnny Li Khan
is a balanced,
enlightened student of kung-fu and a mercenary warrior. He makes his
living as a bodyguard and prides
himself on his ability to protect his subjects from all manner of
threats. As a versatile martial
artist, he has expertise in both hand-to-hand combat (through his
kung-fu training) and the use of modern
weapons. Although Johnny Li Khan has killed many
men in the line of duty, he does not relish violence and spends much of
his time meditating on
the nature of suffering. To him, killing is merely a method to hasten
the enlightenment of less
fortunate souls.
|
Expert
Experts
specialize in a single
non-combat skill of great utility. Safe crackers, getaway drivers,
computer hackers and surgeons are all
experts with different specializations.
Skill
Dice:
[Expertise d12]
Experts throw d12 skill dice when
undertaking actions related to their field of expertise.
[Inexpertise d6] When
an expert attempts an action
unrelated to their chosen specialty, however, they throw a skill die of
d6.
Special
Abilities:
Improved Ability
Experts may replace one of their
ability dice with a d12. The chosen ability must relate to the
character's area of expertise. A surgeon, for instance, may opt to
have a d12 perception, reflecting the attentiveness necessary to
excel in their chosen field.
Double Stunt Points
Experts may double their starting Stunt
Point total.
Stunt Shark (1* Stunt Points)
Experts may spend stunt points on
behalf of any other player at the table or any other character
involved in a session. These points may be used to help other
characters take action, avoid damage, re-roll unfortunate results or
activate special abilities. Whenever an Expert's offer of stunt
points is accepted by another character, that character is indebted
to the Expert for the number of donated stunt points accepted.
At any time, an
Expert's player may
call another character's debt due. The player of the indebted
character must either spend a number of stunt points equal to the
debt or surrender control of their character to the Expert's player
for the space of one action.
- "Hot"
Chocolate Jones
- Expert Pimp
- Hit Points: 9
- Stunt Points: 16
-
- Agility: d6
- Speed: d8
- Perception: d10
- Cool: d12
- Skill Dice:
- Expertise (Pimping) d12
- Inexpertise d6
-
- Quirks [1]:
- Had a mentor, "Glacier"
Julius, who was a close
- personal friend that went slowly
senile.
“Hot" Chocolate Jones has been
pimping in Harlem for almost a decade. He has a stable of six
fine-ass foxy hos who love their "daddy" completely. Still,
even the most devoted ho has a devious mind –– and "Hot"
Chocolate has made his living staying three steps ahead of the
bitches, the other pimps and the vice squad.
His mentor,
"Glacier" Julius,
taught Chocolate everything there is to know about the pimp game.
Sadly, however, the old pimp has fallen on hard times. Now he hardly
remembers who he is anymore, and requires constant care. Chocolate
cares
for the senile old man, working his girls extra hard to cover
Glacier's living and medical expenses. He's well aware that this
soft-hardheartedness is a vulnerability on the street, and endeavors
to keep his altruism secret.
|
Assassin
Assassin
specialize in killing quickly
and efficiently, then disappearing. They are highly competitive,
dueling with one another for lucrative contracts and the coveted
title of "the greatest assassin in the world." Ninjas,
high-priced hit men and spies "licensed to kill" are all
assassins.
Skill
Dice:
[d12 On the Job]
Assassins throw a 12-sided skill
die when attempting any action which will contribute directly to the
elimination of their
current contract. The contract must be intimated by a third party, or
ordered by the assassin's
superiors.
[d8 Off the Job] Any
other action relating to
firearms, martial arts or other specialized combat skills undertaken
by the assassin is resolved with the throw of an eight-sided die.
Class Features:
Ghosting (2 Stunt Points)
An assassin may spend 2 stunt points to
"ghost" at any time, disappearing into the shadows of their
present location, escaping both harm and detection. Once an assassin
has ghosted, they may not return to play until a new scene begins or
the phase of play changes.
Bounty Hunter (1* Stunt Points)
Veterans may spend stunt points to
raise the bounty of any damage dealt as the result of their actions.
The damage roll’s bounty is increased by 1 for each stunt point
spent.
+4 Stunt Points
Assassins may increase their starting
stunt point total by 4.
Assassin Subclass: Avenger
Avengers are
characters sworn to
revenge themselves on a person or organization who has done them wrong.
They function as assassins, but
may utilize their d12 action dice in the pursuit of any action which is
taken in direct opposition to
the person or force against which they have sworn vengeance.
- Saki
Sugawara
- Assassin
- Hit Points: 19
- Stunt Points: 9
-
- Agility: d10
- Speed: d8
- Perception: d8
- Cool: d12
- Skill Dice:
- On The Job d12
- Off The Job d8
-
- Quirks [4]:
- Photographic Memory
- Hopeless Romantic
- Mentor
- Distinctive Tattoo
Saki Sugawara was the son of a minor
Japanese politician who ran afoul of a powerful Yakuza boss. Beat
Chiba, the assassin who killed his
father, adopted the boy and raised him from the age of eight.
Although Chiba
was seemingly insane,
Sugawara learned to understand the method of his madness. He adopted
Chiba's trade and ultimate
goal –– to become to greatest assassin in the world.
Beat Chiba died
when Sugawara was
eighteen, slain attempting to fulfill a contact against a prominent
Israeli intelligence agent. Sugawara was cheated of Chiba's final
lesson, a loss that he carries to this day. His romantic nature has
made him a
somewhat melancholy man, although he attempts to resist this
sentimental weakness as much as
possible. His natural cool and photographic memory have made him an
excellent killer in any event.
Sugawara proudly sports a Yakuza gang tattoo: coy fish swim up the
entirety of his muscular back.
Pedro
Ramirez
- Avenger
- Hit Points: 17
- Stunt Points: 8
-
- Agility: d6
- Speed: d10
- Perception: d12
- Cool: d6
- Skill Dice:
- On The Job: d12
- Off The Job: d8
-
- Quirks [2]
- Insomniac since "the incident"
- Mentor was Juan Julio Santo, a
sharp-tongued gangster. He was murdered by the Castro gang.
Pedro Ramirez
is a young trigger man
working for the "Saints," a neighborhood gang in Mexico city. The
founder of the gang, Juan
Julio Santo,was like a father to Pedro. When he was assassinated by
the Castro gang, Ramirez swore vengeance. Unable to sleep, he spends
his nights haunting the Mexican underworld, eliminating members of
the Castros one by one.
|
Mask
Masks maintain
a dual identity: one is
a civilian, typically "mild mannered," and the other,
assumed
when going into
action, is a masked
avenger. Masks may physically transform themselves when they change
personae or simply don an intimidating costume. Masks may be colorful
criminals, vigilante crime fighters or inhuman beings living in human
disguise.
Skill
Dice:
[d6 Secret Identity]
When in their civilian identity,
masks throw a d6 skill die for all actions.
[d12 Mask] When in
their masked identity, a
mask may roll a d12 skill die for all actions.
Special
Abilities:
Power
Level
Masks receive bonus stunt points
according to their Game Master determined Power Level.
Henshin! (1* SP)
This ability allows a character of the
Mask class to assume their alternate, powered form. The amount of stunt
points spent determines a
mask’s abilities in this form. Each power costs 1 stunt point per
level. The act of transformation is counted as an action and must be
undertaken while the mask has at least 1 award dice. A mask may
remain in their altered form until either the present scene ends, the
phase of play changes or they exhaust their pool of award dice or
stunt points.
Ghosting (2 Stunt Points)
An mask may spend 2 stunt points to
"ghost" at any time, disappearing into the shadows of their
present location, escaping both harm and detection. Once a mask has
ghosted, they may not return to play until a new scene begins or the
phase of play changes.
Henshin
Powers:
- Super
Strength - Roll a skill die of
1d20 for each level of this power on any action benefiting from
- physical strength.
- Super
Speed - Roll 1d20 as your speed
die for each level of this power. You may make an action
- on each result rolled by these dice
during initiative rolls, taking one turn for each die rolled.
- Super
Durability - At the first level
of this power, all damage a mask takes when in their transformed
- state is capped at 5 hit points. They
may double their current hit point total for every level thereafter.
- Super
Agility - Roll 1d20 as your
agility die for every level of this power.
- Energy
Projection - May project energy
from your body that deals non-lethal damage at the first level of
this power. At the second, this damage is improved to lethal. At the
third, this damage is of the explosive type and produces a ‘small’
size explosion. Every level thereafter increases the explosive size
one step. All energy projections are thrown with a d12 skill die.
Riley
Richards / The Black Acrobat
- Mask
- Hit Points: 16
- Stunt Points: 16 (PL: 1)
-
- Agility: d8
- Speed: d10
- Perception: d6
- Cool: d12
- Skill Dice:
- d6 Secret Identity
- d12 Mask
-
- Quirks [3]
- Insomniac –– I just can't sleep
- Former Catholic, but I lost my faith
long ago
- On the run from the Spades, a New York
street gang
Riley Richards
was born and raised in
Brooklyn. For a time she was an Olympic athlete, a silver medalist in
gymnastics, but this career ended in a painfully public doping
scandal. Disconsolate and angry, she returned from her years abroad
to discover her neighborhood overrun with hoodlums and thugs. Robbed
of everything, even her Catholic faith, Riley found herself unable to
sleep. To work out her rage and disappointment, Richards assumed the
identity of the Black Acrobat, scourge of the underworld. Now she
spends her nights jumping across rooftops, assaulting gangsters with
her almost supernatural gymnastic skills.
|
Kingpin
Kingpins are
bosses, money men and
plotters ordering loyal followers to enact their will while they
remain safely behind the scenes. They might be intelligence agents,
private citizens of considerable wealth, terrorist masterminds or
even police or military officers.
Skill
Dice:
[d8 Tough Boss]
Kingpins roll an eight-sided skill
die for actions related to their personal training and combat skills,
including hand-to-hand fighting and the use of firearms.
Class
Features:
Command Underlings (1-6 Stunt
Points)
Kingpins spend stunt points to assume
control of underlings. The number of underlings they may command and
their efficacy are
determined by the number of stunt points spent. A Kingpin plays these
underlings as he would his own
character. This control lasts until either the underlings mission is
accomplished, aborted or all the
underlings are killed. A Kingpin’s underlings all have 2d6 hit
points, and may either have a d6, d8 or d10
skill die, which is thrown whenever the Kingpin attempts an action on
his underling’s behalf. Groups of underlings working together to
accomplish the same action may roll more than one skill die, as
determined by the group information table.
Power
Level
Kingpins receive bonus stunt points
according to their Game Master determined Power Level.
Stunt Cancellation (1* SP)
A Kingpin may cancel any other
character's use of stunt points, negating attempts to re-roll poor
results, take actions or avoid damage. The cost of negating any use
of stunt points is equal to the stunt points spent by the targeted
character, plus 1 additional stunt point. For instance, if a Martial
Artist were to spend 2 stunt points to ignore a roll of lethal
damage, a Kingpin character can cancel this expenditure by spending 3
stunt points themselves.
The target of a
Kingpin's stunt
cancellation may elect to spend additional stunt points to achieve
their desired result, increasing the cost of a cancellation. There is
no limit to the number of stunt points that may be spent in this way.
Kingpin’s
Underlings
Stunt
Points Spent |
Mooks
[d6] |
Goons
[d8] |
Heavies
[d10] |
1 |
d6 |
1 |
0 |
2 |
2d6 |
d6 |
1 |
3 |
3d6 |
2d6 |
d6 |
4 |
4d6 |
3d6 |
2d6 |
5 |
5d6 |
4d6 |
3d6 |
6 |
6d6 |
5d6 |
3d6 |
Chief
Vincent Freeman
- Kingpin
- Hit Points: 12
- Stunt Points: 13 (PL: 2)
-
- Agility: d6
- Speed: d4
- Perception: d8
- Cool: d10
- Skill Die:
- Tough Boss d8
-
- Quirks [3]:
- Jazz Musician –– Jazz is how I talk
to God
- Cokehead
- Deformed –– Hunchback
Chief Freeman
is a squat, hunchbacked
man who has served almost twenty-five years as a cop on the streets of
Baltimore. His years on
the narcotics task force have given him a coke habit he’s unable to
shake, and the sights he’s seen over the years have given him a
reservoir of soul that he pours into his passionate playing of jazz
piano. He haunts jazz clubs late at night, stepping onto the stage to
perform only when he won’t be recognized.
|
Power
Level (Bonus Stunt Points)
All characters of the mask and kingpin
classes receive bonus stunt points. How many depends on their power
level, as determined by the Game Master. Power Level 1 and 2 masks
are relatively human scale, while those of power levels 3, 4 and 5
approach the status of true supermen. Kingpins of power levels 1, 2
and 3 command rackets and gangs of various sizes. At levels 4 and 5
they may be billionaires, corporate heads and holders of high office.
Power
Level |
Stunt
Points |
Mask
Title |
Kingpin
Title |
1 |
+4 SP |
Mystery Man |
Capo |
2 |
+6 SP |
Vigilante |
Boss |
3 |
+8 Stunt Points |
Peak Human |
Chief |
4 |
+10 Stunt Points |
Superhuman |
Senator |
5 |
+12 Stunt Points |
Cosmic |
President |
|
Investigator
The
investigator is a seeker of truth,
a solver of riddles and, sometimes, an agent of justice. Manhunters,
consulting detectives and police inspectors are all examples of the
investigator class.
Skill
Dice:
[d10 On the Case]
When hired or otherwise engaged
in the solving of a particular case, investigators may throw
a ten-sided skill die on any action
directly related to the solving of said case. This may include
following up rumors with underworld contacts, processing physical
evidence, nailing gorgeous dames who were a little too close to a man
who wound up dead, and the use of firearms for offensive or defensive
purposes.
[d8 Off the Job] Any
action undertaken by an
investigator without a case, or not directly related to the case
they are currently working, must be
resolved with the throw of an eight-sided skill die.
Special
Abilities:
Hunch
(1SP)
An investigator
may spend a stunt point
for a “hunch." Each "insight" allows the
investigator to ask the Game Master a question, which
the Game Master is obliged to answer truthfully, if not completely.
Is our contact telling the truth? What is the connection between Rico
and the Colombians? Can this ninja be trusted? All questions that
might easily be resolved, with the spending of a stunt point.
Uncanny Perception (d20)
Investigators are in possession of
amazing perception. Each Investigator may replace their initial
perception die with a d20, the highest polyhedron utilized in Gore
Fest.
Gumshoe's Persistence
When an Investigator working a case is
reduced to 0 hit points or below, they are knocked unconscious,
rather than killed. They may return to play after the end of the
current scene or when the phase of play changes. After being knocked
out an Investigator has 1 hit point and suffers one of the following
injuries, determined by rolling d10:
Investigator
Injuries
Roll Injury [d10]:
- Broken Nose
- Eye Swollen Shut
- Broken Finger
- Broken Toe
- Broken Arm
- Broken Leg
- Grotesquely Split
Lip
- Shattered Rib, in
Constant Pain
- Broken Hip, walks
with a limp
- Deaf in One Ear
Inspector
Nagamine
- Investigator
- Hit Points: 12
- Stunt Points: 6
-
- Agility: d8
- Speed: d12
- Perception: d20
- Cool: d6
- Skill Dice:
- On the Case: d10
- Off the Job: d8
-
- Quirks [3]
- Insomniac, and it's none of your damn
business why.
- On the run from the Tokyo Police
- Missing Finger
Juche Nagamine
was a dirty cop; a Tokyo
police inspector working openly for the Yakuza. He was an idealistic
young detective once ––
but that was before the bosses got wind of it, and took his finger.
Since then he's
been scared –– and
unable to sleep. When Nagamine stumbled across a sex trafficking ring
operating at the highest levels of government, nobody in the
department believed him. Inspector Nagamine, they thought,
was nothing but a criminal –– a monster. But Nagamine knows the
truth. Today he pursues the agents of this conspiracy, hunted by the
very police force which employed him for more than thirty years.
|

Punk
Punks are
hot-shots whose egos are
writing checks their skills can't cash. They might be delivery
drivers, inexperienced wise guys or civilians with few relevant
skills. But Punks make up for their deficient skills with improbable
luck and cunning.
Skill
Dice:
[Punk d6] Punks throw
a d6 skill die for all
actions, as they are generally kinda lousy.
Special
Abilities:
Punk’s Luck (1*SP)
A punk may spend a stunt point to get
lucky. Getting lucky modifies the result of any roll which the Game
Master has fully resolved. If this action was resolved simply, a punk
may spend 1 stunt point to either force to action to fail or succeed.
If the action was resolved on the Complex Action Resolution Table, a
punk may spend one stunt point to modify it percentage of success up
or down by a roll of d10 multiplied by 10, producing a result between
10 and 100. As many stunt points may be spent in this way as the
Punk desires.
For example,
imagine a Punk has just
been slashed by a Samurai sword, and his aggressor has scored a 90%
success. A punk may spend one stunt point to reduce this percentage
by a roll of d10x10 – if this d10 shows a result of 7, the success
of the sword attack is reduced by 70%.
Double Award Dice
Whenever a punk is given an award die
by the Game Master, the die awarded is doubled. A d8 becomes 2d8, a
d12 becomes 2d12, and so on. Only award dice of d20 are excepted from
this rule.
Bounty Dodger
Punks spend fewer stunt points than
other classes to reduce or negate damage. A Punk may reduce any roll
of lethal damage to 3 H.P. for the 1 stunt point and reduce any
explosive damage roll to 6 H.P. for 2 stunt points. Punks may negate
non-lethal damage completely for 1 stunt point. Lethal damage may be
negated for 2 stunts and explosive damage negated for 4.
Patrick
Fitzhue
- Punk
- Hit Points: 9
- Stunt Points: 8
-
- Agility: d4
- Speed: d6
- Perception: d10
- Cool: d6
- Skill Dice:
- Punk: d6
-
- Quirks [1]:
- Mentor –– My father was practically
immortal. He died at a ripe old age, cursing my name.
The Fitzhue
family, like the Bushes,
are a grand name in the history of American espionage. But Patrick
Fitzhue was the black sheep, a fuck-off, idiot reprobate only
employed as a C.I.A. field agent because of nepotism. His father,
William Fitzhue was the power behind the power in the agency for
almost half a century. It broke his heart, having such a
disappointment for a son. Patrick is still sent out on assignment.
Usually, his bosses send him on particularly dangerous missions ––
hoping to remove Fitzhue from the rolls. He's survived 9 years so
far, but the bosses are hoping their next assignment will finally
eliminate the twerp.
|
1.1 The Gore Fest Session
Gore
Fest is a social activity for two or more friends. One of this number,
designated the Game Master, is responsible for acting as the night’s
primary storyteller. He or she will have prepared the session’s
scenario.
It might be an assassination in Tokyo, a prison in mainland China or a
clandestine operation in war-torn Syria. Each Gore Fest session is like
a movie in many ways, and Game Masters resemble directors. Gore Fest
gives them maximum latitude to run the proceedings as they see fit,
controlling
detail and pacing on the fly. When friends gather to play Gore Fest,
the Game Master is in some ways
the
main attraction and in some ways the referee. All other players assume
the role of characters, generated according to the rules appearing at
the beginning of this volume. Gore Fest characters are flawed,
idiosyncratic individuals working in violent or violence-adjacent
professions. It is the responsibility of each player to describe the
actions their character would take with a maximum of creativity and
balls.
On the night or day of a Gore Fest session, its players
assemble with characters in hand and begin by listening to the Game
Master as he or she sets the stage. The concept of the game is to tell,
together, the most outrageous story possible. The Game Master may begin
by describing a common setting (such as a slum, a small town or a
maximum security prison) where all the players’ characters are located.
They may begin by informing the players they have been hired by to
perform a mission, and have six months and a small amount of resources
to plan the job. They may begin, more generally, in any way that grabs
the attention of the players and gives them some set of circumstances
with which their character may interact. From there, the game
progresses like a story told by the whole assembly. The Game Master has
final say over what “happens” in the narrative, but each player
describes the ideal actions of their character, rolling dice to see how
close to this ideal their “true” achievements lie. Players exert
additional control over the session’s narrative by cleverly using award
dice, stunt points and other resources which help ensure the success of
the character they are playing, along with the characters of other
players. The Game Master, who controls the setting and supporting cast
of the night’s story, often acts in opposition to the characters. The
Game Master’s toadies are enemy ninjas, mercenary soldiers, city police
and, sometimes, disgusting mutated monsters. Through them, he or she
tries repeatedly to murder the characters, necessitating that the group
describe outlandish and violent action scenes. As
the life of characters is constantly at risk, players will need to be
on their toes and spend their stunt
points and award dice wisely. Poorly played and unlucky characters die;
they cannot do otherwise.
The
story of the session will often come to a reasonable stopping point
within a few hours, at which point the “session is called,” play
ceases, and the players return to their homes. Often Gore Fest players
will meet on the same night for many successive weeks, telling a single
story in serial form.
1.2
Phases of Play
To aid in the telling of a session’s story, Gore Fest’s rules recognize
three “phases” of play,
distinguished
by their handling of time. These phases are ended and begun by the Game
Master, and pass according to his or her discretion.
1.2.1
Out of Scene
The
first phase is Out of Scene, where time is totally plastic, and weeks
or months or years may pass with a single spoken sentence. In this
phase, the Game Master may describe a general setting or a set of
circumstances to the players. “You find yourselves cooling your heels
on the beach after your last job, rubbing elbows with the criminal
element. What are your characters up to?” Or “You have been charged to
break into the national bank of Shanghai; you have six months to
prepare and whatever resources you can scrounge. Your employer, Mr. X,
has furnished you with a set of blueprints to the bank – but they are
two years out of date...” Or “You are all variously employed around the
small town of Lightning Rod, Arizona. The year is 1940. Where are you
living and what are you doing for work?” The players, speaking as ideas
occur to them or taking turns according to who is seated closest to the
Game Master, may describe their character’s actions in similarly
general terms. “I spend all my time chasing waitresses at ex-pat bars,”
or “I’d like to try and get a military surplus helicopter, calling on
all my old company contacts” or “I’m working as a sign painter under an
assumed name ... I can’t let anybody know what I got up to back East.”
Out
of Scene play often suggests scenarios which would be fun to see in
more detail. Getting an army surplus helicopter is a good example. What
is the dealer like? What kind of complications might arise having the
machine shipped to Shanghai? To answer these kinds of question, the
Game Master may move to the second phase of Gore Fest play, In Scene.
A Game Master may also contrive scenes involving one or more of the
assembled characters according
to
his or her fancy. “You all find yourselves at the Tortuga Cantina,” or
“Before the job, you all assemble at the Omni Hotel for a final
run-through of the plans and a preparatory dinner” or “Both the punk
and the investigator find themselves attending the same midnight porno
flick.” These scenes may then be resolved in the in scene phase.
1.2.2 In Scene
In
Scene play takes place more or less in real time; during it the Game
Master describes what a player’s character can immediately see or hear.
“The Nicaraguan arms dealer is dressed in a white pinstriped
suit, and he smiles widely, flashing a gold tooth with a diamond stud.
He’s demanding 3 million unmarked, plus costs to fuel the thing and
ship it to San Francisco” or “The dingy theater is humid with the sound
of heavy breathing. The punk and investigator recognize one another –
which kills any arousal either one might have had” or “The bellman is
lingering around the door, taking his time arranging the room service
trays.”
In Scene, players describe their character’s actions
moment-to-moment, taking into account the setting as described by the
Game Master. “I’d like to buy the arms dealer drink after drink. I want
to put him under the table.” or “My investigator gives up trying to
crank it and sidles over to the punk. ‘You didn’t see anything,’ I tell
him, as I slip him a few twenties from my sweaty officer’s pants.’” or
“I want to check out the bellman. Does he look like he’s trying to get
a look at our documents?” Players may
describe these actions whenever they contrive them, or go in ad-hoc
order according to the Game Master calling them by name.
In Scene, the story may progress by a few minutes or a few hours.
Whenever the interaction of the
characters is resolved in a manner satisfactory to the Game Master, Out
of Scene play may resume, and
the players may once again narrate their character’s actions with a
wider view of time and detail.
1.2.3
Action Scenes
Often,
however, a scene will escalate to the point of adventure or violence. A
fist or gun fight may break out, a car chase may be initiated or a
quick footwork Jackie Chan escape may be required. The player
portraying the punk in the porno theater might say: “my character swats
your money away and knees you in the nose” or the helicopter deal may
progress to the point that the Game Master says “the arms dealer’s
henchmen figure out what you’re trying to do; the big one with the
wraparound shades pulls a desert eagle from under his suit jacket” or
the bellman at the Omni might try to hightail it..
Action scenes reduce the progress of the session’s story to seconds and
micro-seconds. Individual
gunshots, dives, feints and hand-to-hand attacks are described in
whatever level of detail is most
agreeable
to the player and Game Master. Order of play progresses in action
scenes according to the Initiative Roll, giving the advantage to
characters with high rolling speed dice. Action scenes end when the
immediate danger for the characters has passed; often this means
casualties on one side or the other. It is advisable to return the
characters to the in scene or out of scene phase following an action
scene, so as to provide a brief respite from the intensity of imagining
the actions of their character second to second.
1.2.4 The Initiative Roll
When an action scene begins, the Game Master will call for initiative
rolls. These rolls are performed
with
a character’s speed die, and the Game Master will roll speed dice for
all the non-player characters they control who are involved in the
action scene. Order of play progresses from the highest roller to the
lowest each round. Tied rolls are considered to act simultaneously.
During
each turn in initiative, a player describes what their character does
in this few seconds of the action scene. “I return fire,” or “the
bodyguard squeezes the trigger of his shining deagle, aiming right for
the veteran’s heart” or “I roundhouse kick the guy in the head.” Each
action is described along with its ideal result. So: “I return fire,
hoping to kill all 3 of the ninjas” or “The bodyguard is shooting to
kill” or “I want to kick off this guy’s head like a soccer ball.”
The
Game Master has several ways to determine how close to this ideal a
character is able to get. Once a full round has passed in initiative,
the Game Master may either allow play to proceed back to the highest
roller, or call for a new initiative roll. The former option provides
consistency to long action scenes, allowing a productive rhythm to
develop at the table. The latter disrupts order, keeping the assembled
players on their toes. The choice between them, as well as the power to
bring action scenes to a close (discharging the initiative order)
belongs to the Game Master. |

2.0 Award Dice
It is the object of the players to receive Award Dice for describing
hilarious, shocking or memorable
actions
for their characters. These Award Dice, given out by the Game Master,
can then be expended to help improve the chances of success of their
character’s actions. Award Dice are action dice of d8, d10, d12 or d20,
and the Game Master awards them to players for describing charming,
clever or successful actions on their character’s behalf. Award Dice
may be given in any stage of play and for any reason the Game Master
may devise.
2.1
Dispersing Award Dice
Game
Masters may give out d8 award dice for actions which are diverting,
productive or entertaining – but which do not particularly resonate and
are not likely to be remembered following the conclusion of the
session. A d8 award die is an appropriate prize for a character
thinking cleverly around a problem, landing an effective one liner or
simply putting themselves out there – testing the limits of their
ability to role-play or improvise, even if the attempt is less than
successful. As many of these should be distributed per session as the
Game Master desires.
- d10 award dice should be given for actions
which result in big wins for the character describing
- them, or actions which truly surprise the
assembly or inspire laughter or clapping. No more than 10
- d10s should typically distributed among all
players during the course of a single Gore Fest session.
- d12 award dice are distributed for actions
which are memorable, creative, hilarious, or violent to the
- utmost degree. Few d12s should be distributed
in comparison to d10s, at a rate of no more than 6 per
- session.
- d20
award dice are the rarest and most valuable of the bunch. A maximum of
3 may be given during each session, reserved for actions which are sure
to be remembered after the session or which provide a moment of
catharsis (or hilarity) for a quorum of the assembled players.
Players are free to give the award dice they have earned to one another
at any time, and for any reason the player desires.
2.3
Provisioning Awards
It
is considered polite for the Game Master to reward the contributions of
his or her players to the practical necessities and comfort of the
session as an evening’s entertainment, according to the following
scheme. These awards may be employed or ignored by the Game Master at
his or her discretion.
Showing Up
(2d10)
Showing up for the session should be rewarded with 2d10 award dice.
Bringing
Snacks, Weed or Drinks (1d8-3d8)
Libations
of any kind should be rewarded with between one and three d8 award dice
according to the financial value or quality of the contribution.
Rides (d10)
Any player who gives rides to other players or assists in the transport
of the Game Master should be given a d10 award die.
Hosting (d12)
The player who volunteers space for the game session should be rewarded
with a d12 award die.
First Session
(2d8, 1d10)
A player’s first ever Gore Fest session is rewarded with 2d8 and 1d10
award dice.
Play By Mail
(1d10-3d10)
If
a player corresponds with the Game Master concerning their character’s
background or actions in the time prior to the actual session, this
after-hours play should be rewarded with between 1 and 3 d10 award
dice, depending on the volume of correspondence involved.
Most Valuable
Player (d20)
If
the Gore Fest narrative is being played serially, with the same players
returning week after week, the game master may call for a vote at the
conclusion of each session to pick the night’s “Most Valuable Player.”
Each player (the Game Master included) has a single vote, and should
describe why they are casting it. The player selected should begin the
next game with a d20 award die. Game Masters cannot be selected as a
session’s MVP.
Special Guest
Star (4d12, 2d20)
In
serial play, players will sometimes skip sessions, or show up for only
one or two of a long series. Such briefly participating players may be
given “special guest star”status at the discretion of the game master,
granting them 4d12 award dice and 2d20 award dice to spend during the
session. This turns occasional players into powerful, if unpredictable,
forces at the table.
2.2
Award Dice & The Action Pool
Players
must track all the award dice they have been given on the sheet of
paper holding their character’s statistics. These dice are used in play
to improve the chances of characters performing the actions their
players describe.
Whenever a player attempts an action with a
chance of failure, the Game Master will call on them to roll a pool of
dice known as an “action pool.” Initially, the pool of any action is
built out the ability dice, skill dice and perk dice of the character
initiating it. If a player with a martial artist character contrives an
action such as “I kick the wind out of the ninja, knocking him back,”
their action pool may begin with their agility die and their martial
arts skill die. A veteran character attempting an action such as “I
take careful aim through the 8x scope attached to my rifle, then blow
Gwyneth Paltrow's jaw off,” might roll their perception die alongside
the d10 skill die granted by the Veteran class. More than one ability
die may be included in this initial pool if the Game Master deems it
appropriate, but no more than 1 skill die may be rolled in any action
pool.
This pool is rolled all together, in combination
with whatever award dice the assembled players would like to spend on
it. The more award dice are contributed to this pool, the greater the
action's chance of succeeding. Once an award die has been
spent
in this way, it is marked off the character record sheet and cannot be
used again. Players may spend their award dice on the actions
undertaken by all other players. Award dice may be contributed to an
action after the initial pool is rolled. The roll is not finished until
all players agree to stop contributing award dice to its pool.
The
final result of the action pool is whatever die rolls the highest: be
it a skill die, an ability die or an award die. The highest roll is the
final result of the action pool.
|

3.0 Stunt Points
Stunt
Points allow players to bend the narrative of a session in favor of
their character. Players begin each session with a number of stunt
points determined in character generation by a roll of 3d4. They may
spend stunt points in any phase of play, deriving different beneficial
effects according to phase. Once a stunt point is spent, it cannot be
regained until the start of a new Gore Fest session.
3.2 Spending Stunt
Points To Take Immediate Action
In
any phase of play, a player may spend a stunt point to take an
"immediate action," describing what their character has elected to do.
In scene and out of scene, spending a stunt point in this way is
essentially a license to talk – giving players a chance to describe
their character’s thoughts in more detail. Immediate actions occur
immediately, regardless of what was happening in the narrative prior to
the spending of the stunt point.
When play is in the action
scene phase, players take turns describing their character’s actions on
a very small timescale – second to second, in most cases. During this
phase, it is common for players to come up with actions bigger than the
several second window each of their turns affords them. Each stunt
point spent during an action scene grants the player spending it an
additional “turn” for their character, another few seconds of action to
describe. A player cannot spend a stunt in this way again until either
the next turn in the initiative order is performed or another player
spends a stunt point to take an immediate action.
Stunt points may be spent in this way at any time, even during another
player or opponent’s turn.
A
good way to avoid damage is to take an immediate action describing
ducking behind cover or performing an amazing dodge -- however, cover
may not always be handy and most lethal and explosive attacks cannot be
credibly dodged by any action with a reasonable chance of success.
3.2.1 Spending Stunt Points To Prevent Immediate Action
During
action scenes, a player whose character is enjoying their turn in the
initiative order may spend 2 stunt points to cancel any other player's
attempt to take an immediate action. This cancellation cannot be
countermanded. A player enjoying their turn in the initiative order may
cancel as many attempted actions as they wish until a new turn begins,
provided they have the necessary stunt points to cancel each with an
expenditure of 2.
3.3.
Spending Stunt Points to Avoid Damage
Gore
Fest characters live dangerous lives. Often, they must spend stunt
points simply to avoid being violently killed. Any roll of damage may
be negated or reduced by paying its “bounty." The bounty is the cost in
stunt points of avoiding damage. Pay the bounty, and either avoid the
damage entirely or reduce it to a survivable level. Narratively, this
is translated as a miraculously lucky or stupid save, executed at the
last second. Shot in the head? It reflected off your thick skull,
leaving a flesh wound behind. Sprayed with machine-gun fire? Your pecs
are so shiny they melted the bullets.
Damage in Gore Fest comes
in three varieties: non-lethal, lethal and explosive. Each incurs a
damage roll, which is subtracted from the hit points of the character
suffering the damage. A small bounty may be paid to replace this damage
roll with a manageable amount of lost hit points. A larger bounty may
be paid to negate the damage completely.
To reduce damage,
the initial bounty is 1 stunt for non-lethal, 2 stunts for lethal and 4
stunts for explosive. Reduced damage still causes the suffering
character to lose hit points. Reduced non-lethal damage is 1 H.P.,
reduced lethal damage is 3 H.P. and reduced explosive damage is 6 H.P..
To
negate damage completely, suffering no loss of hit points, the initial
bounty is 2 stunts for non-lethal, 4 stunts for lethal and 8 stunts for
explosive.
Characters of the Punk and Martial Artist class spend
fewer stunt points to reduce or negate damage. The initial bounty for
characters of these classes to reduce damage is 1 stunt for lethal and
2 stunts for explosive. They may negate damage for an initial bounty of
1 stunt for non-lethal, 2 stunts for lethal and 4 stunts for explosive.
Tough
hombres of the Veteran and Assassin classes (plus some nasty non-player
characters) have the ability to raise the bounty of the damage they
deal, making hare-raising saves costly in terms of stunt points. Any
additional cost is added to the damage's initial bounty.
The cost of reducing or negating damage is summarized on the Damage
Bounty Table.
3.3.1
The Damage Bounty Table
Damage
Type |
Bounty
to Reduce (Damage Taken) |
Bounty
to Negate |
Non-Lethal |
1sp (1hp) |
2sp |
Lethal |
2sp (3hp) |
4sp |
Explosive |
4sp (6hp) |
8sp |
For Punk & Martial
Artist |
Non-Lethal |
N/A |
1sp |
Lethal |
1sp (3hp) |
2sp |
Explosive |
2sp (6hp) |
4sp |
|
4.0 Resolving In-Game
Actions
No
matter the phase of play, Gore Fest players interact with the story
through “actions” – descriptions of the actions their characters take
when presented with the circumstances of the world described by the
game master.
In the out of scene phase, these actions may be
general descriptions of how a player’s character spends months or years
of time. In scene, actions are limited to how a character conducts
themselves in a particular place or time – and in action scenes, these
descriptions will often be limited to individual shots, bursts, kicks,
headbutts – wild swings and desperate feints.
Unlike other role-play games, Gore Fest actions are complete – as in,
each action must contain not
only what a player thinks their character would do, but also the result
they would expect to see after the
action is performed. “I would like to steal a brand new Mustang and get
away scott-free” or “I’d
like to spray the corridor with my Uzi, killing all the mobsters” are
both appropriate Gore Fest actions.
The
player rolls dice to determine how well the action goes. The action is
then “resolved” by the Game Master, who explains how the player’s
desired action actually goes. The Game Master may always elect to
simply tell the player how their action resolves, but this should be
reserved for actions of little
consequence to the characters
involved. All other actions should be resolved with either simple
action resolution or the complex action resolution table at the Game
Master’s discretion.
4.1 Simple Action Resolution
When
an action needs a simple, direct and non-time consuming resolution, the
Game Master may elect to solve it simply. Simple actions require the
roll of only a single skill or ability dice, although award dice may be
spent normally to increase their action pool. If this die shows a
result of 4, the character's action succeeds as described. If the
result is 1, 2 or 3, the action fails. The Game Master will tell you
how.
Roll 4 or
higher, you did it. That’s it.
4.1.1
Simple Action Difficulties
If
the Game Master wishes to resolve a simple action with a higher chance
of failure than normal, the “difficulty:” of the action may be raised.
Difficulty |
Roll
to Succeed |
Routine |
4 |
Challenging |
6 |
Difficult |
8 |
Hard |
10 |
Very Hard |
12 |
As a general rule , any action that may result in damage should be
resolved on the Complex Action Resolution Table.
4.1.2
Cool Rolls
Gore Fest players are given a wide degree of latitude concerning their
character’s background and
accomplishments.
Often, they will assert something about their character which has not
been previously established but portrays the character as particularly
clever, well-connected, accomplished or charismatic. “Oh course I know
mandarin.” “I never leave the house without an Uzi in a shoulder
holster,
and I remembered the extended clip.” “Jane Mansfield? Yeah, I fucked
her. She was a lousy lay.” The Game Master may demand a Cool roll for
all such wild assertions.
Cool rolls are simple actions. A
result of 1-3 means failure, and the dismissal of the Cool roll’s
assertion. The character does not know mandarin, does not carry an
extremely specific and ridiculous gun at all times and has never even
been in the same zip code as Jane Mansfield. A roll of 4 or better is
success – and the confirmation that the character is, at least
mechanically, “cool.”
The difficulty of this roll is at the Game
Master’s discretion. Cool rolls may be simply cosmetic, or may be used
to adjudicate actions (such as tooling up with an Uzi) that make a
serious material difference in play. If a player in an action scene
wishes to act as if their character has prepared extensively
beforehand, or contrived some clever scheme, a cool roll may be made to
see if they pulled it off. This allows play to flow easily, without
pursuing a digression.
Cool rolls heavily favor the player. As
such, they produce little tension at the table. But affirming an
audacious boast is fun, and having it denied is only mildly
disappointing. Properly used, the calling of Cool rolls can add a
low-risk mechanical crunch to scenes of pure role-play.
4.2
Dangerous Actions
If
an action does not threaten to cause damage to anyone but the character
attempting it, it is a "dangerous actions." Dangerous actions deal
non-lethal damage to the character attempting them if the box around
the success percentage on the Complex Action Resolution Table is
organge. This damage is increased to lethal if the box is red.
4.3 Using The Complex Action Resolution Table
Actions
of particular interest to players and actions that have the potential
to deal damage to either their owners or targets should be resolved
with reference to the Complex Action Resolution Table. The operation of
the table will produce a percentage – between 0% and 200% – which the
Game Master will use to determine the efficacy of the player’s action.
A 100% on this table indicates that the action is performed as the
player wished, results included. 200% indicates that the action
succeeds well beyond the player’s intentions – doubling its desired
outcome. 10%, 25%, 75% and so on all indicate that the action is
partially performed, or that its results fall short of the player’s
ambitions.
It is best to think of the Complex Action Resolution
Table as answering a question: how true is the player’s description of
their character’s action? 0%, then, makes the description totally false
– a failed attempt – a lie. Each increasing percentage indicates a
greater degree of “accuracy,” until the percentage grows higher than
100%. After that, the player has underestimated their own efficacy. The
Game Master describes the final resolution, and determines which
characters involved require damage rolls. The final description of all
actions is left to the at the discretion of the Game Master, but the
general information provided by the Complex Resolution Table cannot be
contradicted.
4.3.1 Assigning Action
Difficulty
In
complex resolution, much depends on the “difficulty” of the action as
determined by the Game Master. This difficulty may be determined based
on a number of factors, arranged on the horizontal axis of the Complex
Action Resolution table.
4.3.2
Resistance Rolls
If
an action is undertaken in direct opposition to another character
(whether that character is under the control of a player or the Game
Master) its difficulty may be determined by an action die roll from the
character being acted upon. Attempting to land a blow against a skilled
martial artist, for instance, could easily be determined by having both
the attacker and defender roll their martial arts action die. Under
such circumstances, the target of the action makes a resistance roll,
with their result determining the appropriate column to use on the
complex action resolution table. Resistance rolls, like all action
rolls, may be augmented with award dice.
4.3.3
Range and Cover
Firearms are often involved in Gore Fest actions, given their rightful
prominence in the real world as
an instrument of social change. General firearms terms are thus
included, to be augmented by the
special expertise of the players.
4.3.4
General Difficulty
The
most generally applicable method for determining difficulty is simply
for the Game Master to develop an understanding of the complex action
resolution table, and the various uses of its difficulty
classifications. A brief summary of them is presented below:
4.3.5
Easy Difficulty
Easy
actions never result in disaster for the character attempting them and
even lower types of action dice such as d6 and d8 may score success
percentages of 100% or greater somewhat reliably. High action dice will
very often score success percentages in excess of 100%. Easy actions
never deal damage to those who attempt them. Easy actions can provide a
cathartic victory if used sparingly throughout a session. Used too
often, their victories will start to seem hollow. In some ways, this
column is even more forgiving to the player and more supportive of
their contributions to the session than even simple action resolution.
4.3.6 Routine Difficulty
Routine actions enjoy a reasonable chance of both failure and success
although they have no capacity
for
truly disastrous misfires. Reasonably high action dice such as d8s and
d10s will reliably score favorably, and d12s enjoy almost a 50% chance
of meeting or exceeding a success percentage of
90%. Routine actions
have no capacity to deal damage to those attempting them, making this
column a slightly more rigorous alternative to easy difficulty.
4.3.7 Challenging Difficulty
At the challenging difficulty it is possible to roll a “fumble,” or a
disastrous failure. It is also possible
that
the character attempting the action may take non-lethal damage should
the final result of their roll be low enough. Challenging actions, in
other words, are risky – if only slightly. d8s will flounder at this
difficulty, but d12s and d10s remain reasonably effective.
4.3.8 Difficult Difficulty (haha)
Difficult
actions are even harder to accomplish and more dangerous than
challenging ones. They carry the same risk of fumbling, but with an
increased chance that damage will be suffered – even if the action
achieves a success percentage of 90% or 99%. Low rolls, and success
percentages of 0% to 75%, may even deal lethal damage to the character
attempting the action.
4.3.9
Hard & Very Hard Difficulty
Hard
and very hard actions are both difficult to perform and risky for the
character trying. Each can deal damage even at success percentages in
excess of 90%, the distinction between the two being primarily the
thresholds at which this potential damages changes from lethal to
non-lethal. At these
difficulty tiers, award dice are practically required to score a
favorable result. Low dice types such as
d6 and d8 are useless at these difficulties.
4.3.10 Impossible Difficulty
Impossible
actions are the most trying category in the Gore Fest game. They have
the potential to deal damage at any level of success. Only success
percentages of greater than 100% enjoy the dubious distinction of
rendering this potential damage non-lethal. Impossible actions demand
the expenditure of many award dice. They will only go favorably for the
character attempting them if the player rolling on that character’s
behalf is willing to go for broke.
4.3.11
Fumbles
A
fumble occurs when a 1 is rolled by any dice in action pool of an
action belonging to the challenging, difficult, hard, very hard or
impossible actions. Fumbles are misfortunes such as running
out
of ammunition, a weapon backfiring, dropping a weapon as well as other
unlucky slips, tumbles, crashes and jams. Roll on the Fumble table to
determine the nature of this unlucky development.
4.3.12
The Fumble Table (d8)
- 1–4
Reload! -- This fumble renders your character's weapon temporarily
unusable. Typically, this means running out of ammunition with a
firearm. Melee weapons should be tossed away, dropped, stuck in
something or similarly removed from the character's immediate grasp.
- 5-6.
Loss of Footing -- This fumble renders your character off-balance.
Maybe you tumble over, maybe you lose control of a vehicle and maybe
your strike exposes you more than you would hope. This momentary loss
of footing makes your character vulnerable; until the beginning of the
next initiative turn, they may not spend stunt points to avoid damage.
- 7.
Minor Catastrophe -- This fumble is an act of god, a total disaster
that deals non-lethal damage to the unfortunate character who rolled
it. This damage roll is made in addition to any damage resulting from
the action.
- 8.
Major
Catastrophe -- This fumble is a complete disaster nobody could have
anticipated, and it deals lethal damage to the character who rolled it.
This damage roll is made in addition to any damage resulting from the
action.
|
The Complex Action
Resolution Table |
Resistance
Roll: |
1 |
2-3 |
4-6 |
7-8 |
9-11 |
12-15 |
16+ |
Range |
Point Blank |
Short |
Medium |
Long |
Extreme |
|
|
Cover |
|
|
25% |
50% |
75% |
90% |
99% |
Difficulty:
Roll: |
Easy |
Routine |
Challenging |
Difficult |
Hard |
Very Hard |
Impossible |
1 |
25% |
0% |
Fumble |
2 |
50% |
10% |
0% |
0% |
0% |
0% |
0% |
3 |
75% |
25% |
10% |
0% |
0% |
0% |
0% |
4 |
90% |
50% |
25% |
10% |
0% |
0% |
0% |
5 |
99% |
75% |
50% |
25% |
10% |
0% |
0% |
6 |
100% |
90% |
75% |
50% |
25% |
10% |
0% |
7 |
110% |
99% |
90% |
75% |
50% |
25% |
10% |
8 |
150% |
100% |
99% |
90% |
75% |
50% |
25% |
9 |
150% |
110% |
100% |
99% |
90% |
75% |
50% |
10 |
200% |
150% |
110% |
100% |
99% |
90% |
75% |
11 |
200% |
150% |
150% |
100% |
100% |
99% |
90% |
12 |
200% |
200% |
150% |
110% |
100% |
100% |
99% |
13-15 |
200% |
200% |
200% |
150% |
110% |
110% |
100% |
16-17 |
200% |
200% |
200% |
150% |
150% |
150% |
100% |
18-19 |
200% |
200% |
200% |
200% |
150% |
150% |
110% |
20 |
200% |
200% |
200% |
200% |
200% |
200% |
150% |
5.0. Damage Healing
& Death
All damage a character takes is subtracted from their total hit points.
If a character reaches zero hit
points or below, they die.
5.1.
Dealing Damage
Most
damage to player characters should be dealt as the result of actions
initiated by any player in the game, including the Game Master. The
Game Master may deal damage by fiat (forgoing a die roll on his
victim’s behalf) but such damage may never exceed 1d12 in die type.
5.1.2
Dealing Damage with Actions
If
the Game Master determines that an action should result in damage to
its target or owner, they must also determine if this damage is of the
lethal, non-lethal or explosive type. Owners may take non-lethal damage
if their final result box on the Complex Action Resolution table is
orange. If the box is red, they may potentially take lethal damage, at
the Game Master's discretion.
5.1.3
Damage Rolls
All damage is resolved with a roll:
Non-Lethal
(d6)
Non-lethal damage includes punches, kicks, grazed shots and other
near-misses. Its damage roll is 1d6.
Lethal (d20)
Lethal damage includes being stabbed, shot and otherwise injured. Its
damage roll is 1d20.
Less Lethal
(d12)
At the GM’s discretion, a d12 may be rolled in all instances of lethal
damage, rather than d20. This
makes character death a rarer thing.
Explosive
Damage
Explosive damage varies depending on the size of the explosion and the
proximity of characters to its
epicenter, as shown on the explosives table.
5.1.4.
Explosives Table
Size
|
Epicenter |
Main
Blast |
Splash Damage |
Small |
5ft 2d20hp |
15ft 1d20hp |
30ft 1d6 |
Medium |
10ft 3d20hp |
30ft 2d20hp |
60ft 1d10 |
Large |
20ft 4d20hp |
40ft 2d20hp |
80ft 1d12 |
Very Large |
50ft 4d20hp |
100ft 2d20 |
150ft 1d20 |
5.2
Healing
Hit
Points may be restored during a Gore Fest session by undertaking
different actions such as taking a swig of liquor, enjoying bed rest
and/or refreshing morphine. This information is on the Healing Table.
5.2.1
The Healing Table
- Swig of liquor d4 HP
- Bandages / First Aid d8 HP
- Painkillers d10 HP
- 1 Week bed rest 2d6 HP
- 1 Week hospital care 4d6 HP
5.3 Gaining New Hit Points
If a character suffers a massive amount of damage and survives,
finishing a session with less than 6 Hit
Points, the Game Master may elect to reward them with an additional 1d6
roll of Hit Points added to their maximum. |
6.0 Groups of
Multiple Characters
The Game Master and players of the Kingpin class may control large
numbers of non-player characters.
These groups have several unique properties.
6.1
Group Actions
Often
characters under control of either the Game Master or a player with a
Kingpin character will act in tandem, performing their actions as a
group. When more than one character works together on the same action
in this way, they may roll additional action dice according to the
number of characters involved. This information is presented in The
Group Information Table.
This rule assumes that the characters
acting in tandem all share the same type of action dice and are
relatively indistinguishable from one another. Highly distinct
characters under direct player control should resolve even their most
cooperative actions with separate rolls, rather than using the above
method.
6.2
Group Initiative
Large
groups make multiple initiative rolls, taking one action on each number
rolled. Should a tie occur, that initiative count will contain both
actions in sequence. The number of initiative rolls made by a group is
presented according to size on the Group Information Table.
6.3 The Group Information Table
Number
of Characters
|
Action
Dice |
Initative
Rolls |
1 |
1 |
1 |
2-4 |
2 |
2 |
5-9 |
3 |
3 |
10-19 |
4 |
4 |
20+ |
5 |
5 |
|

7.0 Learning New
Skills
During the course of a Gore Fest session, players will sometimes wish
for their characters to learn new
skills.
The exact nature of the skill they hope to acquire is not important.
Skills acquired during play should be very specific however: more akin
to “wrestling” than “martial arts,” “handguns” rather than “firearms.”
A
player must state their character’s intention to train in this
discipline during the out-of-scene phase. If the Game Master agrees
that this program of training is feasible, the character is granted a
new skill die – a d4 – associated with the chosen skill. They will have
the chance to improve this die by making improvement rolls.
7.1
Improvement Rolls
Improvement
rolls occur whenever the GM desires, although they are most often
granted when a character performs an action with a newly acquired skill
successfully, or when a certain amount of training time has passed in
the Out of Scene phase. Easy to pick up skills may grant an improvement
roll once per in-game week of training. More difficult ones may grant a
roll for every month or even year spent practicing the discipline.
Improvement rolls are made with the skill die which the player hopes to
improve. The roll succeeds if it is either the ultimate or penultimate
result of the die type thrown: 3-4 on a d4, 5-6 on a d6 and so on. A
successful improvement roll increases the skill die in question one
action dice category. If unsuccessful, the skill die does not change.
This information is summarized on the training table.
7.2
The Training Table
Skill
Die
|
Improvement
Roll Success |
Improves
To |
d4 |
3-4
|
d6 |
d6 |
5-6
|
d8 |
d8 |
7-8 |
d10 |
d10 |
9-10 |
d12 |
|

8.0 Montaging
Montaging
is a rapid-fire sequence during a Gore Fest session designed to allow
players to call out moments of their characters' lives in the form of a
cinematic montage, where many different images are presented in rapid
sequence. Montages may be employed only during the In Scene and Out of
Scene phases. Usually, as in film, a Gore Fest montage is timed to a
song chosen by the Game Master.
While it plays, each player
takes turns describing a short image of their character. These images
are subject to a few restrictions. They cannot feature specific
dialogue, cannot last longer than a few seconds and cannot break the
timescale of the current phase of play. They also cannot place a
character in any significant peril or propose any action whose failure
or success would unduly effect the session. Montages are an opportunity
for everyone assembled to throw out quick little descriptions, rapid
fire, as a palette cleanser and change of pace.
No dice are
rolled to see if the images described during a montage “occur.” Montage
images are simply allowed and, if necessary, ignored after the fact.
Each image a player is able to contribute to a montage may be rewarded
with an award die of d8, d10 or d12. A good montage, liberally
rewarded, can help replenish award dice before significant or deadly
sequences.
8.1
The Training Montage
A training montage is the quickest way for Gore Fest characters to gain
new skills. In its particulars,
it
resembles a standard montage but with the additional restriction that
all images described must relate to the acquisition of a particular
skill. Each image is rewarded with an improvement roll for the skill
being trained. Since a player can contrive many images during the
duration of a montage, this is an easy way to quickly attain a higher
skill die. |

9.0 Psionics
Within
all of us, in the rearranging pathways of our minds, rests the
potential for Godhood and access to powers long confined to the world
of the “extra-normal.” Telepathy and telekinetics are Man’s rugged
ascent from darkness – nothing more or less than the pupating egg of
our shared destiny among the stars. Gore Fest provides its more
advanced players with a factual preview of what is to come through its
rules governing Psionics.
By rolling a 00 on the quirk table (or
by Game Master’s discretion) a Gore Fest character may find themselves
in possession of a Wild Talent. This talent is worth a d4 skill die in
psionics, and a preview of the fantastic abilities soon awaiting the
human race.
9.1 Wild Talents
All Wild Talents come in 4 varieties, determined randomly. This Wild
Talent is associated with a d4
Psionic Action Die. Using Wild Talents does not cost stunt points as do
other psionic actions.
- Flashes
of Insight –
During a game session, the Game Master may call for a psionic roll from
this character at any time. If this roll is 4 or better, the character
receives a sudden visionary insight pertaining to the circumstances of
the session. The appearance of this insight is left to the Game Master.
- Universal
Force Sensitive --
During a session, a character with this talent may throw their Psionic
Die as often as they want to attempt to pull any object rifle-size or
smaller into their hands from a range of up to 120ft. The difficulty of
each pull is determined by a resistance roll of d12.
- Traveler
In Dreams -
Characters with this Wild Talent spend their nighttime hours in The
Astral Plane, traveling through the world of dreaming in the form of a
“shade” which can witness events but not affect them. To attempt to
deliberately enter the Dreamlands requires a sleepy or appropriately
drugged character and a roll of 4 on their Psionic Action Die.
- Firestarter
-
Characters with the firestarter talent start fires in moments of
intense emotional distress. Whenever the character is upset, they may
roll their Psionic Action Die. If the result is 4 or better, a small
fire ignites somewhere within 300 feet of the Firestarter character.
9.1.2 Wild Talent Table (d4)
- 1 - Flashes of Insight
- 2 - Universal Force Sensitive
- 3 - Traveler in Dreams
- 4 - Firestarter
9.2 Developing Psionics
A
character’s psionic skill may make an improvement roll once per
session. This roll is generally made after the cessation of play, and
can only be made if the character being rolled for succeeded in an
action using their psionic die during the session preceding. If it
succeeds, the charaltycter’s psionic die is improved according to the
training table. As a character’s Psionic Die improves they also gain
Power Points according to the power point Table.
For each power point gained, a psionic character may add 1 to their
maximum Stunt Points per session.
9.2.1
Power Point Table
Psionic
Die
|
Added
PP |
Total
PP
|
d4 |
0 |
0 |
d6 |
1 |
1 |
d8 |
1 |
2 |
d10 |
2 |
4 |
d12 |
2 |
6 |
9.3 Psionic Actions
Psionic
actions cannot initially be augmented with award dice belonging to any
player. Every psionic action attempted beyond the use of wild talents
costs stunt points, as determined by the difficulty of the action
attempted. Psionic actions always deal non-lethal damage to their owner
should their result on the Complex Action Resolution Table permit it.
The cost in stunt points of various psionic actions are presented on
the Psionic Action Table.
9.3.1 The Psionic Action Table
Difficulty |
Cost
in Stunt Points |
Easy |
1 |
Routine |
2 |
Challenging |
3 |
Difficult |
4 |
Hard |
5 |
Very Hard |
6 |
Impossible |
7 |
9.4
Power Points
Whenever
a character gains a Power Point, they may invest it in psionic powers.
One level of each power may be purchased for a power point.
9.5
Psionic Powers
Telepathy
– allows characters to read human minds. At level 1 this is an arduous
task, requiring 1d6 minutes before a Psionic roll to read a mind may be
made. The reading is easier if the thoughts sought for are superficial,
but harder reads may delve deeper into the psyche. At level 2, this d6
minute requirement is dropped and by reading (or “scanning”) a target,
the telepath may elect to deal non-lethal damage. At level 3 this
damage may be lethal, should the telepath wish.
Telekinesis –
allows a character to lift, levitate, push and pull objects they are
not touching with the power of the mind alone. Easier actions will
attempt to lift nearby and light weight objects. Difficulty increases
according to mass and distance from the telekinetic. At level 1, no
telekinetic action can result in damage. At level 2 these actions can
deal non-lethal damage. At level 3 these actions can deal lethal damage.
Pyrokinesis
allows characters to start fires and cause targets to spontaneously
combust. All fires started by the pyrokinetic must be within 60 feet of
the character initiating them, at least when they begin. Dry conditions
and good kindling make these actions easy, while moisture makes them
hard. At level 1, pyrokinesis may be used to deal non- lethal damage to
characters. At level 2, this damage may be lethal. At level 3, this
damage causes a small explosion. and thus deals damage of the explosive
type.
Psychic
Training -
Psychic training disciplines a character’s psionic skills. At level 1,
it allows the use of award dice on Psionic Actions. At levels 2 and 3,
psychic training provides skill sets1d6 additional Stunt Points. At
level 3 a character will have gained 2d6 bonus stunt points from their
Psychic Training. In addition, at level 3 of this power the character
may never take non-lethal damage from a psionic action they are the
owner of.
Awareness -
At level 1 of the Awareness power, the character has heightened their
senses to be especially attuned to the Astral Plane. Their Psychic
Action roll to ascend to the Astral is only 4 instead of 8. At levels 2
and 3 of this power, the character gains 2d20 bonus award dice per
game. These die are usable only on psionic actions. At level 3
Awareness, characters are aware that they are being played in a role
playing game and that their ‘reality’ is bullshit. They also have a
total of 4d20 bonus dice per game to spend on psionic actions.
Body
Development -
For every level of this power, a Psionic character gains 1d6 hit points
and may replace one of their ability dice (agility, speed, perception
or cool) with a d12. If the die replaced is already d12, it may be
raised to d20.
|

10.0 The Astral Plane
All
characters with a psionic action die may attempt to access the Astral
Plane, a dimension of pure thought where all things become possible and
characters of superior awareness may meet to perform the final contest:
the confrontation of mind against mind.
10.1
Travel to the Astral Plane
Requires 1 hour of quiet meditation, and a psionic action to make the
attempt. A roll of 8 or better is
required
to ascend. Once ascended, the character attains an astral body with
double their maximum amount of Hit Points and their full complement of
stunt points. While in their Astral Body, a character’s corporeal form
is vulnerable and insensate.
10.2
Conditions on the Astral Plane
On the Astral Plane, psionic actions do not require stunt points, for
all actions are psionic actions. The
environment
is of the Game Master’s contrivance and should be generally surreal. If
one should be depleted of either hit points or stunt points on the
Astral Plane, the character’s corporeal form dies. All phases of play
are combined on the Astral Plane, and actions may take up any length of
time the players participating in an astral encounter desire. |

12.0 The Pimp Award
Deserving
characters may be given the Pimp Award should the Game Master and a
majority of assembled players agree on it. Recipients of the Pimp Award
may never make Easy rolls, because pimpin’ ain’t easy. But they may not
roll in the Impossible column either. For a pimp, nothing is
impossible. This rule is hereby signed into law in honor of Pinky
Smoothtoes, played by Aaron Watts.
|

Non-Player Characters
NPCs can be created more simply than player characters, because all
elements are simple chosen by the Game Master.
1.
Hit Points. NPCs may have a number of hit points between one and
thirty. 3d6, or between 3 and 18, is the standard for player
characters, although players may roll as many as 5d6 if they are
fortunate with quirks. Veterans add 20 to their starting Hit Points.
2.
Stunt Points. NPCs may have between 0 and 30 Stunt Points, and may have
special abilities according to the Game Master’s discretion. Martial
Artists receive +4 stunt points while Masks and Kingpins may greatly
increase their rolls depending on their power level. Player characters
roll 3d4
Stunt Points initially, but may roll as many as 5d4 if lucky on the
quirk table.
3B.
N.P.C. Special Abilities
Non-player
characters, like many Gore Fest characters, have special abilities
which they may spend stunt points to perform. Roll 1d20 to determine
them randomly:
1 – Bounty
Dodger
This
non-player character spends less stunt points to reduce or negate
damage, as if they were a character of the punk or martial artist
class. This non-player character may reduce any roll of lethal damage
to 3 H.P. for the 1 stunt point and reduce any explosive damage roll to
6 H.P. for 2 stunt points. This character may negate non-lethal damage
completely for 1 stunt point. Lethal damage may be negated for 2 stunts
and explosive damage negated for 4.
2 – Bounty
Hunter
This
non-player character may increase the bounty on all damage dealt as a
result of their actions by spending stunt points. Each stunt point
spent increases a damage roll's bounty by 1. Some particularly tough
characters increase the bounty by 2 or 3 for each stunt point spent.
These increased totals count as separate special abilities: increasing
by 2 takes up two special ability slots, and increasing by 3 takes up
3.
3 – Damage
Immunity & Vulnerability
This
non-player character may spend 1 stunt point to ignore any damage roll
of any two types, but may not spend stunt points to avoid damage of the
third type. Roll 1d6 to determine the nature of this immunity /
vulnerability:
Damage Immunity & Vulnerability
Roll
|
Non-Lethal |
Lethal
|
Explosive
|
1-3 |
I |
I |
V |
2-4 |
I |
V |
I |
5-6 |
V |
I |
I |
4 – Command
Underlings
This
non-player character may summon and command underlings as if they were
of the Kingpin class. The number of underlings summoned, and their
quality, may be determined by the Kingpin's
goons table.
5 – Life
Draining
Every
time this non-player character deals damage to a character, that
character loses a number of stunt points. Every level of life draining
counts as another special ability slot.
Life
Draining Level
|
Stunt
Points Lost |
1 |
1 |
2 |
d4 |
3 |
2d4 |
4 |
3d4 |
6 – Weak Spot
This
ability counts as a negative slot; if taken on, the non-player
character may immediately select another 2 abilities. A non-player
character with a weak spot has a chink in their armor; a particular
location on their body which, when hit, causes momentary weakness. When
the weak spot is hit and the non-player character suffers a damage
roll, they lose stunt points equal to this roll, regardless of whether
they ultimately pay the bounty of the hit point damage or not.
7 – Punk's
Luck
This
character may spend a stunt point to get lucky. Getting lucky modifies
the result of any roll which the Game Master has fully resolved. If
this action was resolved simply, this NPC may spend 1 stunt point to
either force to action to fail or succeed. If the action was resolved
on the Complex Action Resolution Table, a punk may spend one stunt
point to modify it percentage of success up or down by a roll of d10
multiplied by 10, producing a result between 10 and 100. As
many
stunt points may be spent in this way as the Game Master desires.
8 – Multiple
Actions
This
character may take multiple turns to act during action scenes. They
make multiple initiative rolls, taking an action on each turn. Each
level of this ability counts as a separate ability slot.
Multiple
Actions Level
|
Initiative
Rolls |
1 |
2 |
2 |
3 |
3 |
4 |
9 -
Extra-Normal Powers
Each
ability slot spent on extra-normal powers earns 2 power points, to
purchase levels of extra-normal powers. Each level costs one power
point. These powers are found with the Mask
class.
10
- Ghosting and Advanced Ghosting
This
character may vanish from a scene as a character of the Mask or
Assassin class at a cost of 2 stunt points. They may not reappear until
a new scene begins or the phase of play changes. An additional ability
slot may be spent to make this ability Advanced Ghosting, which costs
only 1 stunt point.
3C. Designing N.P.C.
Encounters
To
create challenging and action-packed encounters with non-player
characters is a rare skill. If the forces controlled by the Game Master
are too easy, the scene will seem non-threatening and pat. If they are
too hard, the Game Master can appear sadistic, rather than
entertaining. Some guidelines for designing encounters with non-player
characters are provided below.
Not every encounter need be
meticulously planned, but players often appreciate a large action scene
with a good variety of challenges, and Game Masters who can deliver
about one per session are rewarded with the approval of their assembled
friends.
In anticipation of or at the outset of an action
scene, the Game Master should group together all the player characters
working together toward a common goal. This “party” of player
characters (a typical Gore Fest session may contain two or more parties
arrayed at cross-purposes) should then be evaluated based on the total
number of stunt points available to it. If this scene is meant to serve
as the climax of a session, it should be built based on the maximum
stunt points of all characters involved. This makes all stunts spent
outside of the scene a severe disadvantage which must be overcome in
play.
Once the party's stunt points have been totaled,
this number may be used to determine an appropriate opposing force of
non-player characters, as shown on the Encounter Table. Details are
sketchy for the encounters listed on this table; Game Masters are
encouraged to flesh them out, changing ability dice, skill dice and etc.
Party's Total
Stunt Points
|
Encounter
Type |
Mob
A mob of weak enemies. |
Squad
A small group of more powerful enemies. |
Boss
A single powerful enemy |
0-18 |
2 members of the mob for
every party member. 2D6 hit points each. Skill dice of d8 and all
ability dice d6. No stunt points.
|
1 less member of
the team than total number of party
members. 2D10 hit points each. Each member of the team has 8 stunt
points but they lack special abilities.
|
30 hit
points. 12 Stunt Points. D12 skill die and d10 ability dice. 1 special
ability.
|
|
19-29 |
6 members
of the mob for every party member. 3D6 hit point each. Skill dice of
d10 and ability dice of d8. 2 stunt points for each member of the mob.
1 collective special ability.
|
|
2 team members
of the team for each party member.
4D10 hit points each. Each member of the team has 18 stunt points and
1 special ability. Each has a skill die of d12 and an ability die of
d10.
|
40 hit
points. 24 stunt points. 2D12 skill dice and 1d12 ability dice. 3
special abilities.
|
|
30-49 |
6 members of the
mob for every party member. 3D6 hit
point each. Skill dice of d10 and ability dice of d8. 2 stunt points
for each member of the mob. 1 collective special ability.
|
2 team members
of the team for each party member.
4D10 hit points each. Each member of the team has 18 stunt points and
1 special ability. Each has a skill die of d12 and an ability die of
d10.
|
40 hit points.
24 stunt points. 2D12 skill dice and
1d12 ability dice. 3 special abilities.
|
50+
|
10 members
of the mob for every party member. 3D6 hit points each. Skill dice of
d12 and ability dice of d8. 2 stunt points for each member of the mob.
2 collective special abilities.
|
|
2 members of the
team for each party member. 4D10 hit
points each. Each member of the team has 24 stunt points and 2
special abilities. Each has a skill die of d12 and ability dice of
d10.
|
50 hit
points. 30 stunt points. 2D12 skill dice and 1d12 ability dice. 3
special abilities.
|
|
|
|