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Alt rule

YOU A toy gun which shoots soft projectiles or rubber bands.


Either:

WILL The
‘Glass bottle alley’ OR
The
‘Scum bandit’
NEED targets target

Think twice Show your


before pard’ners
rollin’ who’s the
dice! SLICKEST SHOOTER
this side of
!THE BIG NOTHING!

ALTERNATIVE
ABILITY CHECKS DIFFICULTY CHECKS
When an outcome is uncertain and interesting, set up and
attempt to shoot the target(‘s) as described by the RANGE BOTTLES BANDIT
alternative difficulty rating (altDR). If you are able to
se AN
meet the altDR, you succeed just like that.
6 Foolproof Clo 1 Y
H
se
8 Straightforward
Otherwise, something goes wrong: EA
lo 2 D
C
You trip, get hit by a trap, lose/break something, or AN
worse. 10 Could be harder M
id 1 Y
H
Successful or not, an ability check should always move the 12 Standard M
Id 2 EA
D
action forward in some fashion. It’s no good getting stuck
shootin’ for the same thing over and over again.
14 Difficult Lo
n
g
1
AN
Y
H
16 Very difficult
Skilled checks: If one or more of your skills apply to an G EA
ability check and the GM agrees, you can make that check N 2 D
LO H
with advantage. You can have up to 6 skills; to learn any
18 Almost impossible
g EA
more, you’ll have to replace an existing one.
Lo
n 3 R
T
Learning new skills: When you succeed in a particularly
pressured shot or a showboating shot while making an
ability check, you may learn a new skill related to that Unless otherwise noted,
check instead of gaining an Ace.
the default altDR is 12.
+ADVANTAGE+ +GM can choose to provide player with an extra shot , additional aim time or reduce the altDR of check+
-DISADVANTAGE- -GM should make life difficult: Increase altDR / Increase range / Add distraction / Reduce aim time-
Before a player makes a check, compare their characters ability score
RULES to the table below: N/A.
0 Comple
te ability check per alt
e DR.
PC’s must shoot in the style of GM should make shot mor N/A.
a quickdraw, with no more than 3 - 3 difficult. 1 Complete
ability check per altDR.
seconds of aiming per shot. t more
GM can choose to make sho GM can choose to make sho
PC’s have 3 shots to meet altDR.
- 2 difficult. 2 easier t
if they feel like it.
N/A. Player is given an additi
The GM decides the exact - 1 Complete ability check per altDR. 3 sho t to complete check.
onal
definition of each range.
Feeling CONFIDENT? Try shooting with your non-dominant hand!
Alt rule
Instructions

1 2 3

Cut around the Glue to some Stand upright.


dotted lines. cardboard.

!!!GET SHOOTIN’!!!
Alt rule

SCUM BANDIT
WANTED
Alt rule

WARNING
All toy guns that shoot projectiles can be dangerous
if used in an unsafe way. Safety ultimately lies with
the user, so please ensure that you take all nesses-
sary precautions and use the toy in a proper fashion.

Incorrect use could cause pain or even serious injury.

TIPS
+ Never look into the barrel of the toy gun, even if
you think it isn’t loaded.
+ Avoid walking around with your finger on the trig
ger until you are ready to point and aim at the
proper target.
+ Never shoot at the other players or the GM.
+ Make sure all other players and the GM are behind
you when you are shooting at the target(‘s).
+ Never leave a loaded toy gun in reach of a child
or individual that is not able to use the toy
properly and safely.

FRONTIER SCUM is copyright Den of Druids.

Howdy! is an independent production by Red Daruma Games


and is not affiliated with Den of Druids. It is published
under the FRONTIER SCUM Third-Party License.

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