Gunplay is meant to be a fast set of generic skirmish rules for simple tabletop skirmish games. These rules can also be used as a fast combat system for convention games, or as a simple replacement for overly complicated combat rules in your otherwise favourite game.
This is just one of several sets of intermediate modules. Add the parts you like to the basic rules and ignore the rest. For the basic rules click HERE.
All characters start off basically the same, it's their assigned or earned Traits that customize them, and give them different levels of power - the more Traits a character possesses, the more powerful they usually are. Characters can also possess Handicaps, used to further customize the character or to limit how powerful they are.
When first creating a character, decide on what kind of character you want. Choose the Traits that you think will best customize this character, while keeping within the power limits you intended. Choosing Handicaps can help you limit a character's power or allow for additional positive traits. Very few Traits (or none) should be given to characters meant to be simple followers or minions.
There are two types of Traits, Talents and Skills.
Talents - Talents are abilities that tend to be inherent to the character, things that they were born with. It should be very difficult to change a character's Talents. Some sample Talents are: fast, strong, tough. You can also have Handicaps (negative Talents) things that hinder the character and make them weaker, such as slow, weak, frail.
Example Talents
Fast - character's basic speed is 4 (1 inch faster than normal)
Strong - character gains a positive Difficulty Level shift whenever using strength
Tough - character gains a positive Difficulty Level shift when rolling a Toughness test
Example Handicaps
Slow - opposite of Swift, character's basic speed is 2 (1 inch slower than normal)
Weak - opposite of Strong, character gains a negative Difficulty Level shift whenever using strength
Frail - opposite of Tough, character gains a negative Difficulty Level shift whenever taking a Toughness test
Skills - Skills are abilities that the character gains with experience. In a campaign, skills can be increased by doing exceptionally well during game play. Skill levels cannot be greater than 2 in the basic rules. There are no negative Skills. Some sample skills are: firearms, melee, firearms 1 (one level of improved shooting skill). The basic starting skill level is assumed to be level 0 ("firearms" skill is a short form for "firearms 0").
Example Skills
Firearms - ability to shoot all types of firearm
Melee - ability to engage in hand to hand fighting, including punching & kicking
(all characters have this skill)
Basic shooting ability is represented by the Firearms skill, which has a maximum level of 2. This skill is used for all types of shooting because it actually represents skill in the very basics of using firearms. This allows the one skill to be used for all types of shooting. However, once you've gone beyond the very basics you will need to specialize in order to advance any further in shooting skills.
Once a character has the Firearms (2) skill, these other skill options become available: Rifle, Shotgun, Pistol, and Special. All further increases in the Firearms skill must be taken in one of these specialized shooting skills. The new skill starts at level 3 since the 2 levels of basic Firearms counts towards the new specialized skill. This new skill now advances like normal and the old skill of Firearms (2) still counts for all other shooting skills. The Special option is unique to each special type of weapon, such as flame thrower, LMG, grenades, etc.
For example, a character with the Firearms (2) skill gains another shooting skill increase. At this point they cannot increase their shooting to Firearms (3) since they cannot increase past Firearms (2), so they must choose to specialize. Since the miniature is cast with a rifle, the player decides to choose the Rifle skill and the character gets Rifle (3). If they gain another shooting skill increase later they are not limited to the Rifle skill. Instead of choosing Rifle (4) they may choose to spread out their specialization and instead pick Pistol (3). The Firearms skill does not add with the new specialized skill since it is already included.