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Shotguns
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Saddles
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1.2.6 Most Important!
2. Character Creation
2.1 Summary of Character Creation
2.2 Starting Level
2.3 Rolling Attributes
Old school old west RPG
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2.4 Background
2.5 Move and Defense
By David Bezio 2.5.1 Move
2.5.2 Defense
2.6 Hit Points
© David Bezio 2013, Creative Commons 2.7 Alignment
BY-NC-SA Some Rights Reserved 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
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
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3.2.11 Strength
3.2.12 Quickness
4. Special Abilities
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
4.1.15 Mighty Blow 7.8.2.1 Digging in the Spurs
4.1.16 Plum Loco 7.8.3 Catching your Opponent
4.1.17 Quick 7.8.3.1 Jump to the Wagon
4.1.18 Quick Draw 7.8.3.2 Tackle him!
4.1.19 Rapid Reload 8. Damage and Death
4.1.20 Thief 8.1 Taking Damage
4.1.21 Tough Hombre 8.1.1 Weapon Damage
5. Gear 8.1.2 Falling
5.1Carrying Capacity 8.1.3 Poison
5.2 Basic Equipment 8.1.4 Fire
5.2.1 Clothes 8.2 Damage Effects
5.2.2 Food & Drink 8.2.1 Critical Hit Table
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5.2.4 Transportation 8.3 Healing
5.2.5 Gear 8.4 Death
5.3 Weapons 9. Showdown
5.3.1 Weapon Details 9.1 The Showdown isn’t Combat
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6. Improving Characters 9.2 Summary of a Showdown
6.1 Experience Points (XP) 9.3 Showdown Total (ST)
6.1.1 Level 9.3.1 Dividing the ST
6.1.2 Gaining Hit Points 9.3.2 Revealing the ST
6.1.3 Gaining New Special Abilities 9.4 Resolving the Showdown
7. Unpleasant Encounters 9.4.1 Still Alive!?
7.1 Surprise 9.5 Showdown Damage
7.2 Determine Initiative 10. Gambling
7.2.1 Held Initiative 10.1 S-n-S Poker
7.2.2 Hirelings Initiative 10.2 Summary of a hand of poker
7.3 The Combat Round 10.3 Ante Up
7.3.1 Combat Round Actions
7.3.1.1 Free Actions
7.4 Running or Dodging e
7.4.1 Running away from melee
7.5 Attacking
10.4 Roll the Bones
10.5 Cheating and/or Bluffing
10.5.1 Cheating
10.5.2 Bluffing
10.6 Bidding
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7.5.1 Natural 20’s and 1’s 10.6.1 Folding
7.5.1.1 Fumbles and Gun Jams 10.7 Winning
7.5.2 Drawing a Weapon 11. The S-n-S Wild West
7.5.3 Melee or Ranged Attack? 11.1 Cinematic Wild West
7.5.4 Moving and Attacking 11.2 The Boring Reality
7.6 Other Encounter Rules 11.3 The Shotguns & Saddles World
7.6.1 Improvised Weapons 11.4 Bad Girls
7.6.2 Unarmed Opponent
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13.2 Army Sergeant
13.3 Army Soldier 15.10 Crazy Horse
13.4 Bad Girl 15.11 Cochise
13.5 Bartender 15.12 Doc Holliday
13.6 Blacksmith 15.13 Frank Canton
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13.7 Bounty Man 15.14 Geronimo
13.8 Buffalo Hunter 15.15 Heck Thomas
13.9 Cattle Baron 15.16 Henry Starr
13.10 Citizen (Townsfolk) 15.17 Jesse & Frank James
13.11 Cowboy / Cowgirl 15.18 Johnny Ringo
13.12 Deputy 15.19 John Wesley Hardin
13.13 Drunk 15.20 Sitting Bull
13.14 Express Car Guard 15.21 Texas John Slaughter
13.15 Federal Marshal 15.22 Tom Horn
13.16 Gambler 15.23 Wild Bill Hickok
13.17 Grub Slinger 15.24 Wyatt Earp
13.18 Gun Fighter
13.19 Indian Chief
13.20 Indian Brave
13.21 Kung Fu Wanderer
13.22 Madam
e 16. Tumbleweed Valley
16.1 Adventure Background
16.2 Referee information
16.3 Adventure Summary
16.4 Players Introduction
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13.23 Mexican Bandito 16.5 Scene One: The Saloon
13.24 Mexican Boss 16.5.1 The Door Guard
13.25 Mexican Peasant 16.5.2 The Drunk Mexican
13.26 Mountain Man 16.5.3 The Job Offer
13.27 Outlaw Boss 16.5.4 Gunfire in the Saloon
13.28 Outlaw Gang Member 16.6 Scene Two: Tumbleweed Valley
13.29 Pinkerton Man 16.6.1 The New Morning Ranch (El Rancho de
13.30 Pony Express Postman nuevo mañana)
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2d6+2 means to roll 2 six sided dice then add 2.
1.1 The “Real” Wild West
1.2.3 Miniature Figures
The American wild west is a period in history that
Miniatures are not needed to play S-n-S. However,
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only ran about 20 years (1865-1885). However,
many of the elements that people associate with the tactical combat system rules are designed to
this genre actually happened in the decades just be used easily with miniatures in the 25-28mm
before or after. Many of these specific elements, range. The choice to use them or not is yours.
occurrences, and people only crossed paths
briefly, and some, never at all. 1.2.4 Game Time (and Rounds)
S-n-S takes its cue from the movies, books, and TV Time isn’t important unless the referee determines
shows that dramatized this period. It downplays it is. If the PCs are waiting for a train that will arrive
the importance of specific dates and continuity the next day, and nothing of importance is going
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while focusing on the romance, drama, action,
and adventure of a good western tale. This allows
the referee to include any of the trappings of the
genre, whether historically accurate or not.
to happen till it arrives, then just skip forward in
time to the train’s arrival. Control time abstractly
as needed. The Only instance that game time
becomes very important is during combat, or
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other intense action sequences. When these
action sequences take place you will need to
1.2 The Game Rules know how long things take, and who gets to do
things first. When this happens, the game time
S-n-S uses old school type mechanics inspired by breaks down into Rounds. Rounds are 3 second
the earliest role playing game. The goal was to periods of time during which individual character
develop a familiar, simple, yet comprehensive set can usually take a single action.
of rules that can be learned very quickly. While
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combat, the rules are more specific, designed to miniatures on the tabletop. 1” is equal to 5 feet
provide answers for most situations that might arise real distance if not using miniatures.
and handle them in the simplest way, wile
maintaining a high level of strategically choices. 1.2.6 Most Important!
1.2.1 You’ve Done This Before Anything in this book should be thought of as
changeable! This book should simply be thought
This game assumes that the reader is familiar with of as guidelines for you to create the type of
what a role playing game is, standard game game you desire. Remember, S-N-S is an “old
terms, how to referee (game master), and how to school” style game. It doesn’t include rules and
design adventures. There is little space used modifiers for every single possible situation. It is
defining and describing things you already know. purposely designed like this to allow you to
customize and create your own style of play and
house rules, like in the “good old days”.
2.3 Rolling Attributes
2. Character Creation
Each character has 12 attributes: Athletics, Book
The first step in playing the game is to create a Learning, Fighting, Frontier, Grit, Horsemanship,
character. This is a simple matter of rolling some Perception, Presence, Shooting, Stealth, Strength,
dice, doing a few calculations, and making a few and Quickness. These are described in section 3.
choices. Before you start, print out, or photocopy
the character sheet included in the back of this For each of the 12 attributes roll 3D6, add the
book and record your (players) name. result, and record the score listed on the Attribute
table below.
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2.1 Summary of Character Creation
Attribute Table
Grab a character sheet, record level (0)
Roll for each attribute 3D6 Description Score
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Roll for background (modify attributes) 3-4 Poor -2
Calculate move and defense 5-8 Below Average -1
Roll for Hit Points 9-12 Average 0
Choose alignment 13-16 Above Average +1
Roll a special ability
17-18 Great +2
Roll for money / Buy gear
Fill in the details
2.4 Background
2.2 Starting Level
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All characters start out at level zero (0). Level is a
simple way of defining how competent your
character is. Your character level will be used as
a modifier to many rolls reflecting his experience.
Despite your characters current position in life,
they didn’t 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.
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Background Table
2.5.1 Move
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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
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Athletics Move
-2 2”
-1 3”
0 4”
+1 5”
+2 6”
+3 7”
2.5.2 Defense
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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,
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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).
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their own life. A black hat will shoot someone in
the back and steal his nugget of gold without any Money comes in two forms, coins and paper.
though beyond how he is going to spend his new Paper money isn’t given much value by most
found wealth. people as it is printed up by individual banks, and
they won’t redeem other banks notes most of the
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time. Coins are the most common currency. To
keep things simple we will stick to 3 coins.