Professional Documents
Culture Documents
It is the year 3655 and the nouveau regency of the Sol Star Empire has been taken over by a wild new fad;
Chainsaw duels. When chainsaws where originally discovered during an archeological dig on the ruins of old
Earth, no one new what they might be used for. Curious as to what purpose these pieces of equipment might have
had, further digging was funded. Weeks later, upon finding a considerable number of recordings called "horror-
genre movies" it was discovered they were a weapon of personal vendetta. Again, curiosity struck and modern
reconstructions of these devices were created, however, none of them were as effective as depicted in the
documentary footage they had found. The engineers of Haberdashery Heavy Industries (Llc) created energy-based
replicas. These Laser Chainsaws mimicked the look and feel of the original chainsaws but had the lethal potential as
depicted in the historical recordings. Laser Chainsaws became quite popular for dueling gentlemen, quickly
supplanting the impact rapier as the duelist's weapon of choice. To the shock and awe of both the nobility and the
working class, when the clear-cutters of Foresta IV modified these weapons to use as tools for their menial labour,
they remained a popular dueling weapon!
The first edition of this game was made as a part of a 24-hour create a one-page RPG challenge on 4chan/tg/ by
randomly determining three keywords and a genre. The keywords were Chainsaw, Curiosity and Gentlemen, and
the genre was Space Opera.
Materials Needed to Play: A few people who want to have fun, two six-sided dice, and some pencils and paper.
The Game: The players take on the role of the gentlemen, each one building a character using the rules below.
The rules will make reference to a referee. If a permanent referee isn't established for the game, referee duties fall a
player whose gentleman is not directly involved in the action (randomly chosen, if needed).
As gentlemen living in the upper-crust of society, you fill your days with networking, going to parties, inspecting
your land, and going on safaris. On occasion you may slight one of your peers, and being called to duel to settle this
societal indiscretion. Duels cannot be called willy nilly, lest you be branded bloodthirsty and no longer invited into
polite company. Any call to duel must be justified to the referee.
Culture is how refined and gentlemanly your gentleman is, Wits are how quickly he thinks and the degree of his
education, and Health is his physical prowess. Culture rarely has any place within a duel, however is often the only
thing that matters in polite company.
Dueling: Dueling with laser chainsaws is a fast and furious affair, with both duelists taking swipes with their
weapons in an attempt dismember their opponent. Anything short of death can be healed by a few days in the
Regenerative Vats, so many duels go until first dismemberment.
Dueling is tracked using combat rounds, each consisting of one turn for each of the two gentlemen in the duel.
Some people have been known to skirt the rules of cordiality and partake in brawls, and even battle without their
dueling weapons. Of course, your gentlemen are not so uncouth.
At the start of each round the duelists roll dice with their Wits to determine who acts first that round, rerolling ties.
The gentleman who won the Wits roll as won initiative and will be able to attack first. On their turn a character
may make a Light Attack, a Fierce attack or a Defensive Attack.
Gentleman attack by rolling dice with Health and Evade by rolling dice with Wits. After the first duelist attacks,
the second one is then allowed to attack. A gentleman whose health is reduced to 0 is lower is too wounded to
fight and must forfeit the duel.
Light Attack: A light attack that hits deals 1-2 points of damage (roll one six-sided die and divide the result by 3,
rounding up).
Fierce Attack: A fierce attack that hits deals 1-3 points of damage (roll one six-sided die and divide the result in
half, rounding up), reducing their other gentleman's Health by that much. However every Fierce attack has a
chance of causing the laser chainsaw to snap back, hurting the duelist. Roll a single die after damage is dealt, if
the roll is less than the damage dealt by your attack, the chainsaw recoils back and deals 1 point of damage to you.
Defensive Attack: A defensive attack that hits deals 1 points of damage (still roll the single six-sided die), and on
the next time you roll dice with Wits to evade an attack, you have a +2 bonus.
Regardless a the type of attack used, if the die for damage showed a 6, the gentlemen roll dice with Wits, if the
attacker wins, an extremity (such as hand or arm) is dismembered. If the defender wins or there is a tie he was able
to avoid the bloody fate.
However, if the damage drops the target to 0 or lower Health, the attacker may choose to give a killing blow (such
as stabbing into their opponent's chest or decapitation). There may be societal ramifications to the killing though
never legal ones. It is not illegal to duel to the death, just rude.
Healing Times (Optional): Dueling is a dangerous activity, and if the players decide they wish it to impact the
game world, it takes time takes time to recuperate from really egregious injuries.
Each point of Health lost and each dismemberment requires one Imperial Standard Day of rest in a Regenerative
Vat. Longer if travel to a vat is not quick, but come on! Who doesn't have a full medical bay and family doctor on
their personal yacht?
Advancement: Every duel your gentleman wins earns him a point of Reputation. Reputation is spent to win
when dice are rolled. Instead of rolling your two dice, you spend a point to and your die roll is assumed to be 12,
and your combined total is assumed to be greater than your opponent's roll.
Going on Safari
Safari is when the gentlemen take their private yachts to a death world or established containment world to hunt
big game such as alien great cats, antelope, elephants or bears. Gentlemen rough it in the wild using only the
accommodations found in their yacht's landing craft. The gentlemen roll dice with Wits to find and track prey, and
use long-rifles to shoot them. Attacking with a long rifle is rolling dice with Wits, evaded by the same, and dealing
2-4 points of damage if it hits (roll one die, divide in half then add 1). Big game have a Health of 5-8, a Wits of 3-4
and an attack that deals 2-4 damage on a hit.