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Gunssmoke & Goblins

Gunssmoke & Goblins

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Published by armornick

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Published by: armornick on Aug 19, 2009
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06/26/2010

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EARLY EARLY EDITIONEDITION June 23, 2008 June 23, 2008
e
GUNSMOKE & GOBLINSGUNSMOKE & GOBLINS
f
AA Microlite20 Microlite20 Game Game 
Well looky here! We got ourselves another rattle-brain come out West way aiming fer treasure n'spooking up trouble. Likely you'll git plenty o thelatter and scarce the former.I reckon there ain't no use trying to set youstraight, so listen close to what Ah'm telling oryou won't live long enough to regret yer daftness.
P
LINEAMENTS
P
There are three telltale qualities that measure thecalibre of a person in these parts. Best hope youmeasure up or else you may be leaving with yerboots higher than yer hat.
Grit
: You gotta be strong and steady.
Tact
: You need to be quick and nimble.
 Wits
: You gotta be level headed and resolute.
P
EXPERTISE
P
Here are the skills that'll keep you alive. If theyain't in yer repertoire, go back wherein ya camefrom.
 Amity
: Folks don't much care for grim looks n'fighting words. A bit of neighborliness and a tip othe hat goes a long way to keeping tempers evenand information flowing.
 Athleticism
: Can't much make anything useful of you if you can't roll up yer sleeves and git to work,or ifin ya can't git out of yer own way fer that mat-ter. The borderlands ain't no place fer a dandy.
Learning
: Now academicians aren't all too com-mon to the Frontier. That's probably cause thesmart ones don't come out here. I reckon thougheducated folk will find getting along a smidgeneasier.
 Wile
: Sometimes you'll find it prudent to keep yer whereabouts and yer business to yerself, special-ly when yer getting into other folk's business.
 Wilderness
: If there's one thing everybody got tobe able to do, its stay alive in the wilds. The bor-derlands an unforgiving place, best stay on itsgood side.Fer example, Climbing would use Athleticism +GRIT bonus. Dodging a falling rock is Athleticism+ TACT bonus. Finding a trap is Wile + WITSbonus. Disabling a trap is Wile + TACT bonus.
P
VOCATIONS
P
Though getting by may be tough out West here,employment comes easy to folks of the followingpersuasions:
Frontiersman
make their homestead whereverthey may roam. They gain +3 bonus to Wildernessand a +1 bonus to hit with Far range firearms. Atfourth level a frontiersman may find himself a wild animal to tame and be a loyal companionprovided he is rough enough to tame it. Frontiers-men use Light and Medium melee weapons, bowsand crossbows. They can use all firearms. You'vegot to have a 12 in GRIT to be a Frontiersman
Gadgeteers
actually believe their wacky contrap-tions will tame the West. They gain +3 bonus toLearning. Gadgetry produces effects like thosefound in a wizard's spellbook, but just can't seemto do all the same things a Prestidigitator can.Gadgeteers use Light melee weapons, Crossbowsand Whips. They can use one firearm of their lik-ing. You've got to have a 12 in WITS and 10 inTACT to be a Gadgeteer.
Gunslingers
solve most disputes with bullets.They gain +3 bonus to Athleticism and a +1 bonusto all damage rolls with guns. Damage bonus in-creases by +1 at 5th level and every five levels.Gunslingers are able to tote a gun in each hand without any hindrance. Gunslingers use Light andMedium melee weapons and any gun that still gota bullet left. You've got to have a 12 in TACT to bea Gunslinger.
Preachers
tote the word of the all-mighty the wayothers tote their shooters. They gain +3 bonus to Amity. Their prayers have a miraculous and cleri-cal effect. Preachers use Light melee weaponsand whips. They can use Pistols. You've got tohave a 12 in WITS to be a Preacher.
Prestidigitators
employ magics of a bewilderingnature. They gain +3 bonus to Wile. A Prestidigita-tor's magic is of the enchanting, illusionary, andmind affecting type. They use Light and Mediummelee and can use Short range pistols. You've gotto have a 12 in WITS to be a Prestidigitator.
Ruffians
can fight with pretty much anything they
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EARLY EARLY EDITIONEDITION June 23, 2008 June 23, 2008
e
GUNSMOKE & GOBLINSGUNSMOKE & GOBLINS
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AA Microlite20 Microlite20 Game Game 
can git their hands on. They gain +3 bonus to Ath-leticism. A Ruffian's Dirty Fighting does 1d6+GRIT damage, increasing by one die type at 5thlevel and every five levels. They can fight withanything (kicks, punches, chairs, etc). A Ruffiancan be enraged once per day which doubles GRITbut halves WITS, lasting 1 round/level. Ruffiansuse all melee weapons and can use
 
revolvers. You've got to have a 12 in GRIT to be a Ruffian.
Shaman
use their mystics to protect the frontier.They gain +3 bonus to Wilderness. Shamans havesome powerful Medicine Magics you may call na-ture spells. They use Light and Medium melee weapons. They also use Bows and Crossbows andone firearm of choice. You've got to have a 12 inWITS and a 10 in GRIT to be a Shaman.
Wearing Two Hats
Some adventures may see fit wear more than onehat. Ifin you live long enough to be of fourth levelyou may find yer head big enough to wear a sec-ond hat.
P
KIN-FOLK
P
Living on the borderland is a dangerous thing andthere ain't many folk daft enough to give it a go,so it takes people of all creeds working togetherto git it done.
Humans
were among the first to venture out be-yond the safe havens of the East. It's that pioneer-ing spirit that drives them on. Humans gain +1 toall skill rolls.
Gnomes
follow their curiosity wherever it maylead. The borderland's about as curious a place ascan be found in the world. Gnomes gain + 1 toTACT and +1 to WITS.
Half-elves
have an unquenchable yearning to runfree in the wilds. Wide open reaches of the Westgive them all the room they need. Half-elves gain+1 to TACT and +1 to two skills of their choice.
Half-orcs
are no stranger to hardships, in fact Ireckon they thrive on it. I'd hate to think of thecondition of things without them. Half orcs gain+2 to GRIT.
P
DISPOSITION
P
Law-abiding
: Most folk understand survival onthe borderlands depends on community. So longkindness and decency are the Law o the West, weall have a fighting chance.
Renegade
: Some out there ain't too keen on beingtold how to make their way in the frontier. Nowdon't git me wrong, most of em are right friendly. Just don't go treading on their claim forcing civilobedience. That's when they ain't so civil.
Dag Nasty
: Sometimes, when you roam too longin the borderlands, the borderlands git insideyou, twist yer mind till it ain't yer own anymore. You become one of the wicked, wandering theWest spreading yer chaos til you're six feet under.
P
WEAPONS & ARMOR
P
Used mainly by the military for a time, swordshave made a bit of a comeback these days along with axes, long knives, bows, crossbows and somespears. What with all the close up fighting, themore distance you can keep between yerself anda nasty the better. Bullets don't last forever youknow.
Melee Weapons
 Light Weapons 
: Damage 1d6
 Medium Weapons 
: Damage 1d8
 Heavy Weapons 
: Damage 1d10
Ranged Weapons
 Bows 
: Medium and Long range, Damage 1d6.
Crossbows 
: Short and Medium range, Damage1d10.
Whips 
: Short range, Damage 1d6.
Armor
Borderlands are so dangerous, folk been actinglike knights of old. Adventurers have taken to wearing protective leathers and hides. Helps theclaws and bites hurt less. Armor has an Armor Value (AV). It increases ACby its value and reduces damage by the samenumber.
 Padded Hide
: AV-1
 Padded Leather 
: AV-2
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EARLY EARLY EDITIONEDITION June 23, 2008 June 23, 2008
e
GUNSMOKE & GOBLINSGUNSMOKE & GOBLINS
f
AA Microlite20 Microlite20 Game Game 
 Leather Plate
: AV-3
P
FIREARMS
P
Everybody, and I mean
 EVERYBODY 
gots to have agun. Because if you don't got one, that's why youneed one.
 Pistol 
: Short range, Single shot, Holds 2, Dam-age 1d8.
 Revolver 
: Medium range, Single shot, Holds 6or 8, Damage 2d6.
 Lever-action rifle
: Long range, Single shot,Holds 15, Damage 2d8.
Sharpshooter rifle
: Far range, Single shot,Holds 1, Damage 2d10.
Shotgun
: Long range, Single shot, Holds 1 or 2,Damage 2d12.
 Drake Tamer 
: Long range, Single shot, Holds 1,Damage 2d20.
P
TRUSTED STEED
P
Only one thing rates as important as yer gun, andthat's yer horse. You ain't got a thing if you ain'tgot a horse. Sometimes you can find a good steedfer sale, or you can acquire a mount who's rideris...um...no longer needing its services, but mostoften you need to wrangle one yerself.Wrangling and breaking a wild stallion is a diffi-cult thing. In fact, all horses have a DC to break. You can use whatever skills you think you got tobreak the horse, the DC is always the same. Whenyou break them, the DC becomes a special linea-ment for horses called SPIRIT. This is treated justlike yer own GRIT, TACT and WITS. You apply thehorse's SPIRIT bonus to all skill checks for riding.Fer example, a horse with a 15 SPIRIT gives itsrider a +2 bonus to ride checks.If you can bond with a horse it'll treat you realgood. To do this, you must check yer Amity vs thehorse's DC. Try once a week. After four successes,you alone gain an additional +1 bonus to ridingyer horse and you add yer Amity to the DC foranybody else to ride it.
P
THE JUDGE
P
The Judge is the person to tell you what's whatand who's who and how yer gonna die. You might just say the Judge's word is the
 Laaaaaaaaaw of the Game
.
 
P
GADGETRY
P
Them thar Gadgeteers are always inventing somecrazy new gizmo supposed to make life easier ferall us. But between you and me, I wouldn't bet theranch on it.Gadgeteers know how to build a number of gad-gets equal to their learning score. Each gadget weighs 1lb per level. Gadgets run on batteriesand drain one battery point per level of gadgetfor each use. When a battery is out of points anew one must be made. New batteries cost $10per point to make, and more to purchase.
P
BULLSEYE
P
Remarkable fighting gets remarkable results. Ona natural to hit roll of 20, damage dealt is auto-matically maximum weapon damage plus abilitymodifier plus a bonus weapon damage roll.
P
WILD CARD
P
When the deck seems to be stacked against youor you just can't bare to fail, consider playing aWild Card. Everybody has 4 Wild Cards to start with and Judges may award further Wild Cards foroutstanding play. Play a Wild Card to gain specialtreatment from the Judge. Examples:
Shoot through wall 
: Ignore cover when shoot-ing at target.
Shot in the belt buckle
: Turn a gunshot woundinto a miraculous miss.
 I ain't dead yet! 
: Don't die when you die (rec-ommend once per character). You can pretty much try any stunt you think of. Judges may require spending more than one WildCard if the use warrants.
P
ACES & EIGHTS
P
Beware the
 Dead Man's Hand 
. Whenever you roll a1 or an 8 on a d20, roll again. If a 1 is followed byan 8 or an 8 followed by a 1, something of woefulconsequence about to happen to ya. The Judge will inform you of yer sentence. Examples:Trip and fall
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