Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 6 January 1993 *************************************************************************** Fast-Draw in TimeLords I. Marc Carlson I had a sudden need for fast-draw rules for an Old West scenario I was running recently under the Timelords Rules. A rapid perusal of the rules gave me the Hip-shooting information (It takes one phase to draw and fire, at a -15 to weapon skill), but that didn't quite fit the flavor of what my players were wanting, so, after a long minute's thought, I whipped out the following: Fast Draw (FSDR) (+3) is a specialization to the weapon skill of a particular weapon, and takes into account the specific model of holster and where it is is slung (These must be specified when the specialization is purchased). When a "Fast Draw" contest is called for, each person uses their FSDR skill, rather than their weapon skill to determine Initiative. This is modified as follows: Allowing the opponent to draw first -6 Drawing against a ready weapon -10 Drawing While Prone -4 Using a Greased Holster +1 FSDR, -1 WeaponSkill Type of Holster: Drawing from a Pocket -4 Drawing from waistband/belt -1 Flap holster -2 Mexican or Kansas Loop Rig +1 "Slim Jim" +0 Swivel Rig +4 FSDR, -2 WeaponSkill "Split" holster +2 Wristspring +4 Hollywood "Fast Draw" Rig +2 Location of Holster (Standing/Sitting): High on Belt, Off Side +2/+1 "Texas Cross Draw" High on Belt, Near Side +0/+0 High on Belt, Near Side, Reversed +1/+0 "High Cavalry Twist" Low, On hip, Off Side -2/-4 Low, On Hip, Near Side +1/-2 Boot, Either Side -5/-2 Shoulder Holster, Off Side +1/+1 Shoulder Holster, Near Side -1/-1 Shoulder Clip, Off Side +3/+2 Shoulder Clip, Near Side +1/+1 Sleeve, Either Side +0/+0 Collar or Back of Neck -1/-1 Trousers or Small of Back -2/-3 Drawing from an unfamiliar location -2 All modifiers are cumulative, and added to the Initiative Roll. The character who has the higher number fires first. The same modifiers are added to the FSDR skill roll, and the amount that this roll was made or failed by is added to the -15 Hipshooting penalty (making the FSDR roll subtracts from the hipshooting penalty). The resulting modifier (to a maximum of -0) is added to the Weapon skill roll for that phase. This same amount is subtracted or added to the subsequant Hipshooting penalties as well. Additional Specializations: "Pistol/TL - x" "Rifle/TL - x" Additional Abilities: AUTOMATIC CALLED SHOT: This ability is both an Advantage as well as a Disadvantage, and as such costs 25 AP, but only gives the character 5 SP. This ability indicates that the character, when using a weapon, will have a specific called shot (Determined when the ability is purchased) that they will invariably do, such as shooting an opponent in the weapon hand. Morover, said called shot is performed with NO added penalties other than for range, etc. This does require that the shooter be able to see the target in question. On the other hand, this ability forces the character to make any other attack (than toward that target) as though it were a called shot, and if the GM deems it appropriate to balance the character, at up to twice the normal penalties incurred toward the shot. [This may not seem like much of a disadvantage, but as shown on the TV series "Paradise/Guns of Paradise" having "Automatic Called Shot - Heart" makes it very difficult to bring in prisoners :) ]