Post by grubman on Jul 1, 2013 6:29:07 GMT -6
I'm doing a little write-up of the Lone Ranger and Tonto as a 4th of July freebie for Shotguns & Saddles. This is what I have so far. If you are unfamiliar with the S-n-S game, please check out the preview on RPGnow or Drive Thru (see link in sig) as they shows the complete character generation and a summary of all the attributes and core special abilities shown in these stat blocks. Special abilities for NPC personalities are simply created and customized as needed.
The core game mechanic is OD&D based with some D20 sensibilities (ascending defense (like AC). Attribute checks are 1d20 + Attribute + Level vs. a Target Number.
Characters advance to 6th level, so you can see at 7th level, the Lone Ranger is practically a super hero, or at least one of the best the wild west has to offer. Wyatt Earp and John Wesley Hardin are the only other personalities listed in the core rulebook that exceed level 6 (both of them are also listed at level 7).
I plan on finishing this up tonight and drawing an illustration, so any suggestions or tweaks before then would be appreciated.
The Lone Ranger
Level: 7
Hit Points: 50
Move: 5”
Defense: 19
Attributes: Athletics +1; Book Learning +2; Fighting +2; Frontier +2; Grit +3; Horsemanship +2; Perception +3; Presence +3; Shooting +3; Stealth +1; Strength +1; Quickness +2
Special Abilities: Animal affinity (Silver), Fancy shooting x 3, Hard to kill, Rapid reload. The Lone Ranger never shoots to kill and can take called shots (usually with the effect of shooting the gun out of an opponents hand) without suffering the usual penalty. The Lone Ranger is a master of disguise and anyone who might see through his disguise does so at a perception check at a TN20. Once befriended by the Lone Ranger, any friend within a visual proximity gains a +1 bonus to presence and grit.
Gear: Short barreled pistol, 10d4 silver bullets, 3d10 x 10 dollars, disguise kit (saddle bags), 60’ rope (ties to saddle).
Tonto
Level: 6
Hit Points: 42
Move: 7”
Defense: 19
Attributes: Athletics +3; Book Learning 0; Fighting +2; Frontier +3; Grit +3; Horsemanship +2; Perception +1; Presence +2; Shooting +3; Stealth +3; Strength +1; Quickness +3
Special Abilities: Animal Affinity (Scout), Hard to Kill, Tonto is the iconic sidekick and rises to the occasion if the Lone Ranger is ever captured, gaining a +2 to all rolls directly involved with rescuing him.
Gear: Short barreled pistol, knife
Silver
Level: 4
Hit Points: 35
Move: 12”
Defense: 15
Fighting: +1
Quickness: +1
Special Abilities: Silver is abnormally intelligent for an animal and shows a rudimentary understanding of anything the Lone Ranger tells him. Horses don’t generally fight in battle unless wild or in close quarters and being attacked themselves, but Silver will come to the rescue of Tonto or the Lone Ranger if he sees them mistreated.
Attack Damage: hoof 2D4+1, hoof 2D4+1
Scout
Level: 4
Hit Points: 30
Move: 12”
Defense: 14
Fighting: 0
Quickness: +0
Special Abilities: Horses don’t generally fight in battle unless wild or in close quarters and being attacked themselves, but scout will follow Silver’s lead if he attacks humans. Scout can track Tonto and if he ever finds his owner missing too long he goes searching for him.
Attack Damage: hoof 2D4+1, hoof 2D4+1
The core game mechanic is OD&D based with some D20 sensibilities (ascending defense (like AC). Attribute checks are 1d20 + Attribute + Level vs. a Target Number.
Characters advance to 6th level, so you can see at 7th level, the Lone Ranger is practically a super hero, or at least one of the best the wild west has to offer. Wyatt Earp and John Wesley Hardin are the only other personalities listed in the core rulebook that exceed level 6 (both of them are also listed at level 7).
I plan on finishing this up tonight and drawing an illustration, so any suggestions or tweaks before then would be appreciated.
The Lone Ranger
Level: 7
Hit Points: 50
Move: 5”
Defense: 19
Attributes: Athletics +1; Book Learning +2; Fighting +2; Frontier +2; Grit +3; Horsemanship +2; Perception +3; Presence +3; Shooting +3; Stealth +1; Strength +1; Quickness +2
Special Abilities: Animal affinity (Silver), Fancy shooting x 3, Hard to kill, Rapid reload. The Lone Ranger never shoots to kill and can take called shots (usually with the effect of shooting the gun out of an opponents hand) without suffering the usual penalty. The Lone Ranger is a master of disguise and anyone who might see through his disguise does so at a perception check at a TN20. Once befriended by the Lone Ranger, any friend within a visual proximity gains a +1 bonus to presence and grit.
Gear: Short barreled pistol, 10d4 silver bullets, 3d10 x 10 dollars, disguise kit (saddle bags), 60’ rope (ties to saddle).
Tonto
Level: 6
Hit Points: 42
Move: 7”
Defense: 19
Attributes: Athletics +3; Book Learning 0; Fighting +2; Frontier +3; Grit +3; Horsemanship +2; Perception +1; Presence +2; Shooting +3; Stealth +3; Strength +1; Quickness +3
Special Abilities: Animal Affinity (Scout), Hard to Kill, Tonto is the iconic sidekick and rises to the occasion if the Lone Ranger is ever captured, gaining a +2 to all rolls directly involved with rescuing him.
Gear: Short barreled pistol, knife
Silver
Level: 4
Hit Points: 35
Move: 12”
Defense: 15
Fighting: +1
Quickness: +1
Special Abilities: Silver is abnormally intelligent for an animal and shows a rudimentary understanding of anything the Lone Ranger tells him. Horses don’t generally fight in battle unless wild or in close quarters and being attacked themselves, but Silver will come to the rescue of Tonto or the Lone Ranger if he sees them mistreated.
Attack Damage: hoof 2D4+1, hoof 2D4+1
Scout
Level: 4
Hit Points: 30
Move: 12”
Defense: 14
Fighting: 0
Quickness: +0
Special Abilities: Horses don’t generally fight in battle unless wild or in close quarters and being attacked themselves, but scout will follow Silver’s lead if he attacks humans. Scout can track Tonto and if he ever finds his owner missing too long he goes searching for him.
Attack Damage: hoof 2D4+1, hoof 2D4+1