- Players
-
1 to 2
- Setting
-
The Frontier
- Genre
-
western fantasy
- Tone
-
serious
- Time
-
short, less than 1 hour
The Campsite
GM Info Controls
Conceal GM info?
Introduction#
This is a quick one-shot adventure to help new GMs and players get familiar with gameplay and the Core Rules.
Note that while PC genders are specified, they can be changed if desired by the player.
The Frontier#
It has been ten years since the Great Storm ended. For generations, the storm was a chaotic swirling mass of sand and lightning. It occupied the north-central region of the continent surrounded by the Stormwelter Mountains on all sides but the south. When the storm suddenly ended and the sand settled, a vast desert stretched across the previously engulfed area.
Before long, flora and fauna reclaimed the land. Explorers from the neighboring nations soon followed. The wilderness became known as the Frontier and new opportunities presented themselves to those with an enterprising disposition.
The Hunter and the Bounty#
The Frontier attracts all types, including those looking to escape the law. To combat this issue, law marshals from the nations employ bounty hunters to apprehend criminal marks hiding out in the desert.
Our story picks up with Lane Doyle being held in custody by Jo Coltfield and Myron Mayford. To claim the bounty on Lane’s head, they must bring him alive to the marshal at Redstone City. The journey has taken longer than expected and rations are running low. They have a day’s worth of water left but the food ran out yesterday.
Jo is on her horse, Wildfire. She holds a rope tied to Lane who trails on foot, hands bound. Myron, also on horseback, follows behind keeping an eye on Lane as well as the horizon. It is nearly dusk and they are still a half-day’s ride from their destination. Jo and Myron decide it is best to make camp for the night.
Characters#
Jo Coltfield - The Hunter#
PC, human female, Digital Character Sheet Bounty hunter and sharpshooter extraordinaire. Jo has made a name for herself as one of the most successful hunters in the Frontier. Accompanied by her steed Wildfire, she will track her marks to the most inhospitable corners of the desert if necessary.
Possessions:
-
Revolver (1d6 ranged damage)
-
Bolt-action rifle (2d6 ranged damage, reload with full action or Agility TN3 free action)
-
Knife (1d6 melee damage)
-
Rope
-
Lantern
Vigor — Intelligence — Technique ♥ — Agility ♥ — Luck — Spirit ♥
Myron Mayford - The Wayfinder#
PC or ally NPC, human male, Digital Character Sheet Myron was born with the gift to wayfind, he is never lost and can feel changes in the weather. These abilities are highly sought after in the Frontier. He has teamed up with Jo several times in the past.
Possessions:
-
Bolt-action rifle (2d6 ranged damage, reload with full action or Agility TN3 free action)
-
Knife (1d6 melee damage)
-
Rope
Vigor — Intelligence ♥ — Technique ♥ — Agility — Luck — Spirit ♥
Lane Doyle - The Bounty#
neutral NPC, human male A small-time criminal and leader of a ragtag group of bandits.
Possessions: None
VCs 2d6 — Attack 2d6 — Damage 0d6 (bound) — Defense 2d6 — Health ♥♥
Horse#
ally/neutral NPC, creature Horses are the primary mode of transportation in the Frontier. While generally docile creatures, they pack a powerful kick if provoked.
Possessions: None
Vigor 2d6 — Intelligence 1d6 — Technique 1d6 — Agility 3d6 — Luck 1d6 — Spirit 1d6
Attack 2d6 — Damage 2d6 (melee) — Defense 4d6 — Health ♥♥♥
While a character is riding a horse, use the horse’s Agility when making rolls such as chase or race actions.
Possessions#
Health Tonic#
Item The Frontier holds many perils but this tonic is guaranteed to cure what ails you! The health tonic has the following effects:
-
If the character has taken Damage but is not Out of Action, all lost VPs are recovered. This is a free action during Initiative.
-
If the character is Out of Action but still alive, another character must apply the tonic. This is a full action during Initiative. The target character then makes a Vigor TN3 roll and recovers two lost VPs if successful otherwise only one VP is recovered.
Survival Kit#
Item Being out in the wilds of the Frontier away from settlements can be hazardous if not prepared. Survival kits are commonly carried in saddlebags and provide enough essentials to last a few days. Kits generally include water, food, a fire striker, a compass, and other essentials needed for survival.
For this adventure, the food rations have run out but there is still enough water for another day of travel.
Reference#
This section provides quick reference material that can be used during gameplay.
Acronyms#
The following are commonly used acronyms:
-
d6 - Six-Sided Dice
-
TN - Target Number
-
GM - Game Master
-
PC - Player Character
-
NPC - Non-Player Character
-
VC - Vital Characteristic
-
VP - Vital Point ♥
Mini-Reference#
The following is an excerpt from the Mini-Reference:
-
Vital Characteristics (VITALS):
-
Vigor - Physical strength/toughness
-
Intelligence - Mental speed/precision
-
Technique - Trained specialization
-
Agility - Physical speed/precision
-
Luck - Chance and good fortune
-
Spirit - Mental strength/toughness
-
-
VC Dice - One d6 in each VC plus additional d6 for each VP ♥ assigned to that VC. Use highest single die result for rolls. If a die lands on 6, roll it again and add to current total for that die.
-
Actions - Roll requested VC dice against Target Number (TN), ≥ passes. If target is willing character or not a character, GM picks TN. If target is unwilling character, acting character rolls to set TN, then target character rolls against TN to negate action.
-
Damage - TN is target’s current VPs+1. If weapon/ability has multiple damage dice, treat each separately. Lose VP ♥ if hit.
-
Initiative - Single d6 decides turn order each round, 6 is first. PCs go before NPCs on ties. Each character gets movement and one full action on their turn. GM may allow free actions. Characters may wait on their turn and act later in the round.
-
Chase/Race - Initiative where each character rolls to determine changes in distance at start of round. Turn order is based on distance to target, 6 (far) to 1 (near). Waiting is not allowed.
Roll Type#
The following table summarizes roll types:
Roll Type |
To Establish TN |
Roll Against TN |
Meet or Exceed TN? |
Less Than TN? |
GM establishes based on appeal details. |
Acting character rolls Luck VC dice. |
Appeal succeeds. |
Appeal fails. |
|
GM establishes based on difficulty. |
Acting character rolls requested VC dice. |
Action succeeds. |
Action fails. |
|
Acting character rolls requested VC dice. |
Target character rolls requested VC dice. |
Effect on target character fails. |
Effect on target character succeeds. |
|
Attacking character rolls attack dice. |
Target character rolls defense dice. |
Attack misses. |
Attack hits, roll Damage. |
|
Target’s current VPs plus one. |
Attacker rolls damage dice, treat each die separately. |
Damage taken, each die causes target to lose one VP ♥. |
No damage taken. |
TN Roll Probability#
The following table summarizes the percentage chance of a roll succeeding with a given TN and number of d6:
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
|
TN2 |
83 |
97 |
99 |
99 |
99 |
TN3 |
66 |
88 |
96 |
98 |
99 |
TN4 |
50 |
75 |
87 |
93 |
96 |
TN5 |
33 |
55 |
70 |
80 |
86 |
TN6|7 |
16 |
30 |
42 |
51 |
59 |
TN8 |
13 |
25 |
36 |
45 |
52 |
TN9 |
11 |
20 |
29 |
37 |
44 |
TN10 |
8 |
15 |
22 |
29 |
35 |
TN16 |
1 |
2 |
4 |
5 |
6 |
TN22 |
<1 |
<1 |
<1 |
<1 |
1 |
Opposed Roll Probability#
The following table summarizes the percentage chance of an acting character succeeding with a given number of dice during an opposed roll against a target with a given number of dice:
Acting→ |
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
1d6 |
42 |
60 |
69 |
74 |
78 |
2d6 |
27 |
42 |
52 |
60 |
65 |
3d6 |
20 |
33 |
42 |
50 |
55 |
4d6 |
15 |
27 |
36 |
43 |
48 |
5d6 |
13 |
23 |
31 |
38 |
43 |