- Players
-
1
- Setting
-
The Frontier
- Genre
-
western fantasy
- Tone
-
serious
- Time
-
medium, 1 to 2 hours
The Storm
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.
Jo and the Frontier#
This one-shot continues the story of Jo Coltfield and her adventures across the Frontier. More information about the setting is available in the first one-shot, The Campsite.
Frontier Travel#
The Frontier is a land scarred by the Great Storm. Even the Stormwelter Mountains are carved away where they border the region, shaped by years of constant violent turbulence. Giant boulders worn smooth are commonplace across the deserts and rolling plains. While relentless sun filtered through a thin haze of dust and sand is the norm, weather in the Frontier can shift as quick as the desert sands. Sudden bursts of high wind can wreck havoc on the unsuspecting. Travelers know to bring equipment to survive such volatile conditions. Wise travelers know to always be ready for the unexpected.
Our story picks up with Jo Coltfield on a trail midway between settlements. The sun is bright and the air calm and clear. Despite the mild weather, Jo is cautious. She is a wise traveler.
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)
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Knife (1d6 melee damage)
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Rope
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Lantern
Vigor — Intelligence — Technique ♥ — Agility ♥ — Luck — Spirit ♥
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.
Reference#
This section provides quick reference material that can be used during gameplay.
Acronyms#
The following are commonly used acronyms:
-
d6 - Six-Sided Dice
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TN - Target Number
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GM - Game Master
-
PC - Player Character
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NPC - Non-Player Character
-
VC - Vital Characteristic
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VP - Vital Point ♥
Mini-Reference#
The following is an excerpt from the Mini-Reference:
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Vital Characteristics (VITALS):
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Vigor - Physical strength/toughness
-
Intelligence - Mental speed/precision
-
Technique - Trained specialization
-
Agility - Physical speed/precision
-
Luck - Chance and good fortune
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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.
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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 |