Shotguns Shotguns Shotguns Shotguns Saddles Saddles Saddles Saddles
Shotguns Shotguns Shotguns Shotguns Saddles Saddles Saddles Saddles
Shotguns Saddles
By David Bezio
-N-
Sa m ple file
Shotguns Saddles
Old school old west RPG
By David Bezio
David Bezio 2013, Creative Commons BY-NC-SA Some Rights Reserved
Contents
1. Introduction
1.1 The Real Wild West 1.2 The Game Rules 1.2.1 Youve Done This Before 1.2.2 Dice 1.2.3 Miniature Figures 1.2.4 Game Time (and Rounds) 1.2.5 Measurement 1.2.6 Most Important!
-N-
2. Character Creation
2.1 Summary of Character Creation 2.2 Starting Level 2.3 Rolling Attributes 2.4 Background 2.5 Move and Defense 2.5.1 Move 2.5.2 Defense 2.6 Hit Points 2.7 Alignment 2.7.1 White Hat 2.7.2 Brown Hat 2.7.3 Black Hat 2.8 Starting Special Ability 2.9 Roll for Money / Buy Gear 2.10 Fill in the Details 3.1 Attribute Checks (check) 3.1.1 Making the Attribute Check 3.1.2 Attribute Check Target Number 3.1.3 Opposed Checks 3.1.3 Combat to hit rolls 3.1.4 Know When to Rollem 3.1.5 Secret GM Rolls 3.2 Attribute Descriptions 3.2.1 Athletics 3.2.2 Book Learning 3.2.3 Fighting 3.2.4 Frontier 3.2.5 Grit 3.2.6 Horsemanship 3.2.7 Perception 3.2.8 Presence 3.2.9 Shooting 3.2.10 Stealth 3.2.11 Strength 3.2.12 Quickness 4.1 Special Ability Descriptions 4.1.2 Advantage 4.1.3 Alert 4.1.4 Animal Affinity 4.1.5 Born in the Saddle 4.1.6 Doc 4.1.7 Fancy Shootin! 4.1.8 Fast 4.1.9 Fast Healer 4.1.10 Gunslinger 4.1.11 Hard to Kill 4.1.12 Hit em Hard! 4.1.13 Lucky 4.1.14 Marksman
Sa
ple
file
3. Attributes
4. Special Abilities
4.1.15 Mighty Blow 4.1.16 Plum Loco 4.1.17 Quick 4.1.18 Quick Draw 4.1.19 Rapid Reload 4.1.20 Thief 4.1.21 Tough Hombre
7.8.2.1 Digging in the Spurs 7.8.3 Catching your Opponent 7.8.3.1 Jump to the Wagon 7.8.3.2 Tackle him!
5. Gear
5.1Carrying Capacity 5.2 Basic Equipment 5.2.1 Clothes 5.2.2 Food & Drink 5.2.4 Transportation 5.2.5 Gear 5.3 Weapons 5.3.1 Weapon Details
9. Showdown
9.1 The Showdown isnt Combat 9.2 Summary of a Showdown 9.3 Showdown Total (ST) 9.3.1 Dividing the ST 9.3.2 Revealing the ST 9.4 Resolving the Showdown 9.4.1 Still Alive!? 9.5 Showdown Damage
6. Improving Characters
6.1 Experience Points (XP) 6.1.1 Level 6.1.2 Gaining Hit Points 6.1.3 Gaining New Special Abilities
7. Unpleasant Encounters
7.1 Surprise 7.2 Determine Initiative 7.2.1 Held Initiative 7.2.2 Hirelings Initiative 7.3 The Combat Round 7.3.1 Combat Round Actions 7.3.1.1 Free Actions 7.4 Running or Dodging 7.4.1 Running away from melee 7.5 Attacking 7.5.1 Natural 20s and 1s 7.5.1.1 Fumbles and Gun Jams 7.5.2 Drawing a Weapon 7.5.3 Melee or Ranged Attack? 7.5.4 Moving and Attacking 7.6 Other Encounter Rules 7.6.1 Improvised Weapons 7.6.2 Unarmed Opponent 7.6.3 Advantageous Position 7.6.4 Ganging Up 7.6.5 Using Two Weapons 7.6.6 Defensive Melee Fighting 7.6.7 Shooting into Melee 7.6.8 Called Shots 7.6.9 Reloading 7.6.10 Line of Sight 7.6.11 Aim 7.6.12 Range 7.6.13 Cover 7.6.13.1 Soft Cover 7.6.13.2 Hard Cover 7.6.13.3 Total Cover 7.6.14 Shooter Unstable 7.6.15 Knocked Back or Prone 7.6.16 What in Tarnation!? (The Rule of 2) 7.7 Dynamite 7.7.1 Dynamite Miss Diagram 7.7.2 Dynamite Blast Area 7.7.3 Dynamite is Fun! (And dangerous) 7.8 Horse Chases 7.8.1 Keeping Track of Distance 7.8.2 Horse and Wagon Movement
10. Gambling
10.1 S-n-S Poker 10.2 Summary of a hand of poker 10.3 Ante Up 10.4 Roll the Bones 10.5 Cheating and/or Bluffing 10.5.1 Cheating 10.5.2 Bluffing 10.6 Bidding 10.6.1 Folding 10.7 Winning
Sa
ple
file
13. Folks
13.1 Army Officer 13.2 Army Sergeant 13.3 Army Soldier 13.4 Bad Girl 13.5 Bartender 13.6 Blacksmith 13.7 Bounty Man 13.8 Buffalo Hunter 13.9 Cattle Baron 13.10 Citizen (Townsfolk) 13.11 Cowboy / Cowgirl 13.12 Deputy 13.13 Drunk 13.14 Express Car Guard 13.15 Federal Marshal 13.16 Gambler 13.17 Grub Slinger 13.18 Gun Fighter 13.19 Indian Chief 13.20 Indian Brave 13.21 Kung Fu Wanderer 13.22 Madam 13.23 Mexican Bandito 13.24 Mexican Boss 13.25 Mexican Peasant 13.26 Mountain Man 13.27 Outlaw Boss 13.28 Outlaw Gang Member 13.29 Pinkerton Man 13.30 Pony Express Postman 13.31 Posse Member 13.32 Prairie Nymph 13.33 Prospector 13.34 Rail Boss 13.35 Rail Worker 13.36 Roughneck 13.37 Settler 13.38 Sheriff 13.39 Shotgun 13.40 Soiled Dove 13.41 Stagecoach Driver 13.42 Texas Ranger
14. Critters
14.1 Bear 14.2 Bobcat 14.3 Buffalo 14.4 Cougar 14.5 Coyote 14.6 Dog 14.7 Gila Monster 14.8 Horse 14.9 Jackalope 14.10 Longhorn 14.11 Rattle Snake
Sa
ple
file
1. Introduction
Shotguns & Saddles (S-n-S) is a cinematic role playing game set in the American wild west. The player characters take the role of cowboys, drifters, the town sheriff, or other desperados. The referee creates adventures for these characters full of fast paced action, nail biting showdowns, and barroom shootouts!
1.2.2 Dice
The referee and each player should have a set of six standard polyhedral dice: d4, d6, d8, d10, d12, and d20. When referring to dice the first number given will be the number of dice to be rolled followed by the letter d (die or dice) followed by the die type. Sometimes there may be a modifier listed after the dice. This is simply added or subtracted from the die roll total. For example, 2d6+2 means to roll 2 six sided dice then add 2.
S-n-S uses old school type mechanics inspired by the earliest role playing game. The goal was to develop a familiar, simple, yet comprehensive set of rules that can be learned very quickly. While concise, you will find them extremely versatile and able to satisfactorily handle most situations with a minimum of confusion or guesswork. The game system is designed to fade into the background for most of the actual role playing, delivering quick resolution when needed. During combat, the rules are more specific, designed to provide answers for most situations that might arise and handle them in the simplest way, wile maintaining a high level of strategically choices.
Sa
ple
file
1.2.5 Measurement
Measurements are usually used to tell how far a person can move in a round, or the distance a weapon can be thrown or shot. All of these ranges are given in inches for ease of use with miniatures on the tabletop. 1 is equal to 5 feet real distance if not using miniatures.
2. Character Creation
The first step in playing the game is to create a character. This is a simple matter of rolling some dice, doing a few calculations, and making a few choices. Before you start, print out, or photocopy the character sheet included in the back of this book and record your (players) name.
Attribute Table
Description Poor Below Average Average Above Average Great Score -2 -1 0 +1 +2
2.4 Background
Despite your characters current position in life, they didnt just come into being. Roll 1D20 and consult Background Table below to determine your characters past role. Each background has 2 - 4 Attributes listed; add +1 to these attributes.
1D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Background Lawman Preacher Soiled Dove Outlaw Kid Gambler Sod Buster Frontier Widow Scout Mountain Man Indian Outcast Buffalo Hunter Teacher Medicine Man Cowboy Shopkeeper Railroad Worker Launderer Tender-foot Immigrant
Sa
Background Table
Attributes +1 Fighting, Frontier, Grit, Shooting Book Learning, Perception, Presence, Frontier, Grit, Perception, Presence Fighting, Grit, Horsemanship, Stealth Athletics, Horsemanship, Quickness Frontier, Perception, Presence, Stealth Frontier, Grit, Shooting, Strength Frontier, Perception, Shooting, Quickness Fighting, Frontier, Grit, Stealth Fighting, Frontier, Shooting, Strength Athletics, Frontier, Horsemanship, Stealth Fighting, Frontier, Shooting, Stealth Book Learning, Perception, Perception, Presence, Stealth, Quickness Fighting, Frontier, Grit, Horsemanship, Perception, Stealth, Quickness Frontier, Grit, Strength, Athletics, Fighting, Stealth, Quickness Book Learning, Stealth, Fighting, Horsemanship, Shooting, Strength
ple
file
2.5.1 Move
Move is how far your character can move, it is used primarily during combat. Movement is measured in inches per 3 second round. To determine your move score look at your athletics attribute and check the table below Athletics -2 -1 0 +1 +2 +3 Move 2 3 4 5 6 7
Sa
Defense is used during combat and tells how hard it is to hit you with weapons or fists. It reflects a combination of dodging, weaving, toughness, and luck. Defense is equal to 10 plus the characters quickness attribute plus the characters level (remember, all characters start out at level 0, but that will go up with time).
ple
2.7 Alignment
Your characters alignment is an outline of his moral code. The character you play has his own personality, motivations, or reasons for doing the things he does. On occasion, with good reason, he may act outside his alignment, but he will usually go with his gut and do the right thing in his mind. There are 3 alignments to choose from, White Hat, Brown Hat, and Black Hat.
file
2.7.1 White Hat
White hats are the good guys of the wild west. They seek justice and fairness for all. They believe in order, law, honesty, and honor. A White Hat puts others before himself and always does the right thing.
2.5.2 Defense
themselves and their loved ones than they are with always doing the right thing. A brown hat weighs out a situation, and then does what he thinks is best in that particular circumstance.
D20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Special Ability Advantage Alert Animal Affinity Born in the Saddle Doc Fancy Shootin! Fast Fast Healer Gunslinger Hard to Kill Hit em Hard! Lucky Marksman Mighty Blow Plum Loco Quick Quick Draw Rapid Reload Thief Tough Hombre
Summary Draw stingy pistol as a free action; +3 to initiative and to hit first round Never surprised in combat; +1 to perception checks Avoids animal attacks; Animal companion; +1 horsemanship +2 to all horsemanship; Can shoot while riding with no penalty Can heal 1-3 D4 HP; Within 1 hour of damage; 10 minutes to perform 2 attacks at -2 penalty; If taken twice -1; 3rd time, no penalty +2 to move score; Can be taken up to 3 times +2 to his natural healing roll every day; +4 if taken twice In a showdown, +2 to ST, +4 if taken a second time +1 to any roll made on the critical hit table +1 to all damage rolls; + 2 If taken a second time Can reroll once per game session; Can be taken up to 3 times No penalty at long range; +4 instead of +2 from a round of aiming -2 from his attack roll, +3 to his damage roll 2 fighting attacks at -1 to hit; Defense drops -2 until his next turn +2 to his Initiative roll Draw as free action; High initiative = bonus attack at -2; +1 ST reloads any weapons as a free action Knows how to pick locks and pockets +2 HP per hit die rolled after special ability is chosen
Sa
ple
file