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TinyZine

TinyZine Issue 8
Written by Alan Bahr, Steffie de Vaan, Liz Chaipraditkul, & James M. Spahn
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Nicolás R. Giacondino
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition

Published by Gallant Knight Games, 2018

Tiny Dungeon 2e and TinyD6 are trademarks of Gallant Knight Games.


©2018 by Gallant Knight Games. All rights reserved. Reproduction without
the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and for the blank character sheets, which may be
reproduced for personal use only.

Gallant Knight Games, Ogden UT 84404

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Letter from the Editor
Hail Loyal Gallants!
Welcome to the eighth issue of TinyZine!
We’re reaching for the stars in this issue, with a series of articles
and art around Tiny Frontiers: Revised as well as more content for
our other TinyD6 games!
Steffie returns with our monthly Roll-and-Play, this time
tackling Gladiator Arenas (a staple of science fantasy, fantasy,
space opera and weirder science fiction!)
Liz Chaipraditkul makes her TinyZine debut with an article
and rules expansion for familiars!
Then, James M. Spahn takes us to the stars with Starwing
Blazing Exodus, an anime inspired starfighter micro-setting for
Tiny Frontiers: Revised.
And lastly, your editor will be adding some new Tiny Frontiers:
Revised rules for you!
Alan Bahr, 12/01/2018
PS: As always, we’d also be remiss if we didn’t inform you of
our Gallant Knight Games Patreon, where you can get access
to previews, TinyZines, special Patron only dice, and free GKG
RPGs! Please, feel free to check it out.
www.patreon.com/gallantknightgames
The art in this TinyZine is graciously funded by our Patrons.

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Roll-and-Play:
Roll-and-Play

Tiny Gladiator Arenas


Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create easy, readymade locations, items, and characters for
their game. The concept is simple: grab a d6, and roll on the tables.
This time we’re visiting gladiator arenas,
from blood-soaked pits where men and
women go to die, to training grounds
where Guild fighters engage in
friendly sparring. Whether your
warrior is looking to prove
herself or settle a score,
this is the place!
The tables below
provide roll-and-
play arenas for our
Tiny Dungeons
setting, but you can
adapt them to any other
Tiny setting.

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D6 Name
Roll-and-Play

1 The Cursed Gorge


2 The Dragon Dojo
3 The Hall of Strength
4 The Kalari of Honor
5 The Pit of Souls
6 The Towering Coliseum

D6 Description
1 Set in the great arena of a capital city, this gladiator
spectacle lasts five days. Fighters are matched against each
other in groups of equal strength (but not number), until a
single champion stand victorious.
2 This arena sits on a floating disc inside a volcano. Fumes
rise to shroud the field, and fighters make quick work of
opponents by throwing them over the edge--the nets might
catch them, but ‘leaving’ the arena spells a loss.
3 A cavernous, dark underground holds this arena. Once
the domain of an evil necromancer, the tunnels branching
into the dark are home to a dozen skeletons--they cluster
behind the gates, drawn by the smell of blood.
4 This large amphitheatre is flooded, with fighters arrayed
in teams of three on small boats. Sharks (HP 10, Aquatic,
Fast Swimmer, Vicious Bite) stalking the water certainly
raise the stakes.
5 This arena holds flying jousts on pterodactyls. Fellow
adventurers fly smaller pteranodons below, to catch their
friend if they’re knocked off their mount.
6 This battle royal is set in an abandoned city, fighters
relying stealth as much as they need combat prowess to be
the last one standing. Hooded figures stalk the battlefield,
to quietly retrieve downed fighters.

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Roll-and-Play

D6 Notable Patrons
1 Nobles eager to patron the fighter who impresses them,
through combat prowess or flair, and give them extra funds.
2 The criminal elite, who place grand bets and offer a share to
any leading fighter willing to take a dive.
3 An envoy of a prestigious adventurer’s guild, offering
membership if the fighter shows determination and fair play.
4 An ambitious warlock, who offers a small magic item to
the fighter in exchange for a nail clipping. If the adventurer
agrees, the warlock uses this clipping to create a simulacrum
for his army.
5 A fair lad or lass, who never attended a gladiator fight
before, and has far too romanticized expectations.
6 An information broker, in possession of a map to an
ancient castle and seeking a great fighter to retrieve its
lost treasure.

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D6 Reigning Champion
Roll-and-Play

1 Fey Silver Bough uses the arena’s terrain to zir advantage,


keeping opponents at range where zie can pick them off
at leisure.
6 HP; Acrobat, Bow Mastery, Marksman, Quick Shot;
Short Bow
2 Rowan is a Dwarven Shield Maiden, near-impossible to
defeat and even harder to keep down. In fights with multiple
opponents, Rowan offers the strongest adventurer a temporary
alliance.
11 H; Armor Master, Dark Vision, Defender, Die Hard,
Shield Bearer; Great Axe
3 Little Stick the Goblin is quick and evasive, playing the
audience for laughs while he sneaks around his opponents
and stabs them in the back.
7 HP; Fleet of Foot, Goblin Agility, Lucky, Sneaky; Rapier
4 Nihanu is the human star of the arena. Zie is strong, quick
to pounce, and ever the showperson. Audiences love zir,
and mercilessly boo anyone who defeats zir.
9 HP; Armor Master, Cleave, Shield Bearer, Vigilant; Mace
5 Great Onchai, a brown Karhu, towers over her opponents,
knocking them down like pegs. She steadfastly refuses to
kill, and sometimes loses matches as she pulls her punches.
12 HP; Armor Master, Brawler, Powerful Claws, Tough
6 Razza is a small and cruel Lizardfolk. He loves drawing
blood, more than he does winning, and likes to taunt and
mock helpless opponents.
8 HP, Berserker, Cold-Blooded, Die-Hard, Opportunist;
Dual Swords

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D6 Championship Reward
Roll-and-Play

1 Snake is a chained sword (Light Melee Weapon) that


allows you to attack at short range (or the Near zone).
2 Warhammer Bone Breaker (Heavy Melee Weapon)
deals 1 extra damage if your attack roll contains at least
one 6.
3 Anyone hit by an arrow from the Blood Bow (Ranged
Weapon) must Test 1d6 each turn, and suffers 1 damage
on failure. The target can staunch the bleeding by spending
a full round dressing the wound.
4 The iron Bracelets of Power add 1 damage to successful
Focus attacks.
5 The Shield of the Defender lets you challenge any enemy
combatants. These enemies attack only you, moving
towards you if necessary, and ignore all other targets.
6 This Healing Potion heals 3 HP. You can get a new one
by re-visiting the arena and performing a task for the arena
master. This task may include another fight, but you do not
need to win--the potion is yours as former victor.

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D6 Trouble
Roll-and-Play

1 Spilled blood draws a great predator, and gladiators must


band together to fight it off. Tailor the predator to the arena
description: Change the amphitheatre to open water and
introduce a Kraken, or set the Draco-Lich on fighters in the
underground.
2 An evil necromancer releases a poisonous gas that kills any
unconscious warriors, so she can raise them into a new army.
3 One combatant is a golem, and cannot be killed or knocked
unconscious. Physically trapping her is the only way to win.
4 The arena masters release wild predators to ‘spice things
up’, such as a pair of Saber-Tooth Tigers or Wargs.
5 A gladiator coats their blade (or arrows) in a poison that
saps opponents’ strength. Fighters who are cut must
succeed at a Save Test, or make all Tests at Disadvantage
until they are healed.
6 A series of small tremors rocks the arena, creating anything
from large waves (in the amphitheatre) to falling rocks (in
the underground). The GM rolls a d6 every turn: on a 6,
adventurers must make a Save Test or suffer 1 damage.

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Familiars
By Liz Chaipraditkul
Through magical study and arcane might you’ve pulled and
tugged at the threads of the universe and a benevolent power
answered. It took shape next to you and now it travels with you
on your adventures. The relationship isn’t always easy, aside from
Familiars

assisting you the being wants and needs things, but you wouldn’t
have it any other way. You have more than a companion now -
you have a familiar.
This article for Tiny Zine takes an in depth look at magical
familiars of Tiny Dungeons and offers some options for familiars
to grow with your adventurer.

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Origins
Many familiars appear a common creatures – cats, owls, toads –
however they are anything but. Familiars are created from the pure
power of the universe and within the aether each had their own
unique form and life. Some were once mischievous sprites while
others were gargantuan god-like beings. No matter what they
once were each familiar has a good reason to be with their mage.
When your character gains a familiar it is important to decide
Familiars

what their motivation is. For players who want more mystery
– let your GM decide and discover the familiar’s story yourself.
There are a few common reasons familiars grace mages with
their presence:
Cover Story
Your familiar angered something and that thing is looking for
them. Taking a form in the mortal realms allows them to escape
detection and they’re happy to help a mage out along the way.
Curse
Your familiar was cursed to walk the mortal realms for their
timeless immortal life. They see to break this curse, regain their
power, and return to the aether.
Fortune
Things are great and mysterious within the great weave of magic
and your familiar was small in inconsequential. They entered the
mortal realms looking for someone to appreciate their unique
gifts, who they could help, who they could guide.
Friendship
Living within magic was lonely, relationships were fleeting, and
bonds were easily broken. They came to the mortal realms in
search of a friend and hope that you are the person they’ve been
searching for. Or perhaps your familiar lost their mage to battle
or old age and they seek a new companion…

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Fun
Life dancing within the infinite mysteries of magic became oh so
droll. Your familiar bound themselves to you for some excitement
to see and experience the lands of fleeting, breakable things.

Give & Take


An important aspect of familiars that differentiates them from
animal companions is that familiars expect things from their
Familiars

mage. Most familiars aren’t happy with their mage’s mere


presence, the mage must do something for them. This isn’t to
say all familiars are greedy, in fact the opposite is (mostly) true,
however the relationship between mage and familiar is most
akin to a friendship. If you treat your friend badly they won’t like
you for very long will they?
The more a familiar does for their mage, the more they will
expect. A mage who is happy having a magical cat who follows
them around sometimes speaking to them will be asked for very
little. A mage who regularly sends their familiar into dangerous
situations as a scout will likely be asked for a lot. Just because
familiars reform after being dissipated doesn’t mean getting hit
doesn’t hurt. Plus, when familiars are hit they return to the aether
they have to contend with their lives there until they reform in
the mortal realms – and depending on a familiar’s backstory this
could be very bad for them.

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What to ask
Familiars may ask any number of things proportionally based on
what their mage has asked them to do. If you’re unsure of what
a familiar would ask for, roll 1d6 and select an option for the list
below.
1. A delectable treat – your familiar wants something special to
chow down on, something made of pure magic and might.
2. A trip – something from your familiar’s past has formed in
Familiars

this realm travel to it.


3. A promise – you’ve done something the familiar does not
like, promise to never do it again.
4. A favour – your familiar asks you for a ‘blank-scroll’ favour
in the future, to be determined by them, when and if they
feel like it.
5. An object – your familiar needs an specific object for a
magical practice they wish to perform (or for another reason
which is none of your business).
6. A reckoning – someone made the mistake of crossing your
familiar, deal with them.
If mages refuse to give in to their familiar’s demands, depending
on the relationship, the familiar may have a wicked surprise for
them – a humiliating prank, a cutting quip, or even the refusal to
help at a crucial moment.

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New Mechanics
To deepen your bond with your familiar its important they grow
with you. Below are a list of traits you can take for your familiar to
represent the progress you two made. These traits work the same as
traits for your character, but then for your familiar. Gaining familiar
traits are simple - when you would be able to gain a trait for your
character, you may choose gain a trait for your familiar instead.

Familiar Traits
Familiars

Corporeal
I’m a real boy! Your familiar may become corporeal and incorporeal
at will. While corporeal it may interact with objects as a creature
of the species it mimics. If it attacks and hits, it does one damage.
If you’ve given your familiar extra hit points – it only has the
additional hit points when corporeal.

Hit Point
Hit me with your best shot. Your familiar gains a hit point when
they are corporeal. You may take this trait multiple times and the
hit point bonus is cumulative.
Invisible
Now you see me… Your familiar may turn invisible at will. When
invisibile, all Perception Tests to locate the familiar and all attacks
against the familiar must be made with Disadvantage.
Magical Recall
Your familiar remembers their time within the flow of magic of
the universe and recalls one spell they may use. Use the same
mechanics for casting this spell as you would for your mage. This
trait may be taken multiple times and these spells may be cast by
your familiar even when they are incorporeal.
Voice
You know I can hear you, right? Your familiar summons the magical
power within to create a voice. It speaks the same languages you do.
• Liz wrote her own game about familiars and you can buy it
here: http://angryhamsterpublishing.com/shop.

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Starwing: Blazing
Exodus
By James M. Spahn
All pilots to your stations! All pilots to your stations! Xeldraxian Battle
Locus inbound! I repeat, All pilots to your stations -- this is not a drill!
Inspirations: Batlestar Galactica (2004), Macross, Robotech, the
Star Wars: X-Wing novels.

The End of the Earth


Starwing: Blazing Exodus

The Earth was at peace. In the aftermath of the third World


War, mankind finally set aside its petty squabbles and an age of
unimagined prosperity begin that lasted for centuries. With peace
came progress and exploration, education and enlightenment.
Humanity turned its gaze to the stars and stood together as one
unified people, gazing into the galaxy for a brighter tomorrow.
Tools of warfare were locked away on great orbital tankers and
abandoned as vessels designed for exploration and scientific study
were elevated above the barbaric purposes of murder and self-
destruction. Humanity, where natural born Earthling or orbital
lab grown Gens worked alongside their Autoborg and Hologram
creations in what became known as the Age of the Star. Yet for all
their exploration, mankind found no new planets to colonize or
terraform and no new species to call friend.
That was before the Xeldraxian came. Great warships, bristling
with strange bio-mechanical weapons arrived in an instant.
Driven by previously unimaginable faster-than-light drives, the
orbital bombardment of Earth lasted less than a day before the
entire planet was “pacified.” In a single rotation, billions died and
the birthplace of mankind was reduced to a ruined husk. Billions
died in less than a minute.

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The only known survivors
were those aboard the
orbital tankers that stored
relics from the age of
warfare. Ironically known
as Redemption-Class
cruisers, these museums
of a darker time held the
last and greatest weapon
known mankind: The
Starwing. These fast, agile,
and deadly starfighters
were operated by ace pilots
Starwing: Blazing Exodus

and their armaments once


laid wasted to nations. But
they were no match for
the Xeldraxian Armada.
So, with artifacts of war
from a bygone era and
with little hope of survival,
fewer than a dozen Redemption-Class tankers were scattered to the
stars by ship captains that were little more than lighthouse keepers.
Caretakers have become fighter pilots and civilian visitors in the
wrong place at the wrong time have become conscripts in this, the
Blazing Exodus of Mankind…

Premise
In Starwing: Blazing Exodus the players take on the role of
characters aboard a Redemption-Class Orbital Cruiser fleeing
the genocidal Xeldraxian Armada. They are living aboard a
starship that is incapable of faster-than-light travel, unarmed, and
unprotected. The only hope for humanity is a weapon that was
once the most deadly weapon Earth has ever known: The Starwing
starfighter. These small, agile, and deadly one-man fighters were
once used by the nations of the now-destroyed Earth to pacify

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nations with white hot laser blasts by highly trained pilots. But the
player characters are not highly trained pilots. They were caretakers
of technology that very nearly brought mankind to the brink of
self-destruction and tourists suddenly caught up in a fight for the
survival of the human race.
Starwing: Blazing Exodus is a setting that only includes Humans,
Gens, Autoborgs, and Holograms. Humanity has yet to discover
other alien species beyond the Xeldraxians. Only a dozen or so
Redemption-Class Orbital Cruisers survived the Xeldraxian attack,
and each is outfitted with a squadron of six Starwing starfighters
and a few basic supplies. Characters will travel across the stars trying
to stay one step ahead of the Xeldraxian Armada in an effort to stay
Starwing: Blazing Exodus

alive as they search for other lost Earth ships, supplies on previously
undiscovered planets, and turn to their Starwing starfighters as the
last hope for the survival of the human race.

Characters in Starwing: Blazing Exodus


Starwing: Blazing Exodus characters vary slightly from standard
Tiny Frontiers Revised characters. All player characters are of
Human, Gen, Autoborg, or Hologram Heritage. There are no
other player character Heritages available, as no alien species have
been discovered in the vast expanse of the universe thus far.
Xenotech has yet to be discovered and utilized by mankind. That
is not to say it doesn’t exist, simply that its introduction should be
a key plot element during a Starwing: Blazing Exodus campaign, if
it is introduced at all.
Starwing: Blazing Exodus makes use of the following optional Zone
rules found in Tiny Frontiers Revised as well the information found
in the Starship Rules found in the Appendix. In addition, Psionic
Disciplines are not used in the Starwing: Blazing Exodus microsetting.
In addition, Game Masters are strongly encouraged to make use
of the Depletion Rules in order to create an atmosphere of tension
and limited resources.

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Redemption-Class Orbital Shuttles
Little more than space worthy warehouses, Redemption-Class
Orbital Shuttles were never designed for long-range travel or
warfare. They’re slow, bulky, but they can take quite a beating. In
addition to storing a dozen Starwing Starfighters, they also house
a number of other pieces of abandoned technology from Earth’s
third World Wars. They are spartan and built for storage, not for
passenger comfort. They use the statistics identical to that of a
Carrier-Class starship as found in Tiny Frontiers Revised, except
they do not have any weapons.

Starwing-Class Starfighters
Starwing: Blazing Exodus

The deadliest weapon in the history of mankind, the Starwing was


once regarded by an enlightened human race as the scythe that
very nearly destroyed the whole of humanity. Ironically, it is now its
most likely savior and
the only thing standing
between the Xeldraxian
Armada and extinction.
Fast, tough, and well-
armed, a skilled pilot is
nigh unstoppable in the
cockpit of the Starwing.
Starwing Starfighters
use the same stastics as
a Striker-Class starship
found in Tiny Frontiers
Revised, except that
they only regular a
single pilot to operate.

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Who are the
Xeldraxian?
The Xeldraxian are a
nebulous, undefined
alien threat that
has all but achieved
victory in its efforts
to destroy mankind
in the Starwing:
Blazing Exodus
setting. But who
Starwing: Blazing Exodus

are the Xeldraxians?


Why has their
armada arrived to
destroy the human
race? Where did
their advanced tech
come from? What
do they look like?
The truth is that
these questions are intentionally unanswered. These are hooks for
Game Master to flesh out in order to suit the stories they want to
tell. They can be a classic alien species that is hellbent on destroying
all other species or pillaging Earth for its resources. They can be
a strange cybernetic species with no greater desire than to draw
humanity into their greater collective. They could even be humans
themselves, perhaps come from the future to destroy their own
past in order to prevent an apocalypse yet to pass.
The Xeldraxians are a plot device to be fleshed out and
implemented as the Game Master sees fit. They can be anything
the Game Master needs them to be and could even be different
in different Starwing: Blazing Exodus campaigns. The Xeldraxians
are, in short, whatever you need them to be.

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Adventure Hooks
Described below are a few adventure hooks you can use in your
Starwing: Blazing Exodus campaigns.
First Exodus: The player characters are all aboard a Redemption-
Class Orbital Transport orbiting Earth when the Xeldraxian
Armada arrives to destroy humanity. They must survive the initial
onslaught, and escape aboard the Redemption carrier if mankind
is to live through the day. Perhaps they have to escape Earth
aboard a shuttle and get to a Redemption-Class Orbital Transport
before it flees, or maybe they’re forced to hop into the cockpit
of a long-dormant Starwing in spite of their lack of experience
and training in hopes of defending their fleeing allies. This is an
excellent adventure to open a Starwing: Blazing Exodus campaign.
Starwing: Blazing Exodus

Dangerous Resources: After weeks on the run, resources aboard their


ship are running dangerously low. But there is hope, a planet rich in
resources like fuel, water, and other consumables has been discovered!
But the planet is dangerous and it will take time to harvest these
resources. Perhaps the atmosphere is hostile to humans, or maybe
there is a beastial alien creature that dominates the planet’s surface, or
even an aggressive sentient species lives there in secret. Meanwhile, the
longer it takes to recover these vital resources the more likely that the
characters’ Redemption-Class Orbital Transport will be discovered by
the Xeldraxian Ardama and be destroyed...
Rogue Xeldraxian: The players discover a Xeldraxian scout ship, but
unlike every other Xeldraxian they encounter, this ship is broadcasting
a comm signal asking for parlay. Are the Xeldraxians suing for peace?
Is this an elaborate trap meant to make the characters lower their
guard? Is there a schism in the Xeldraxian Armada?
First Contact: Upon entering an unfamiliar sector of space, the
characters discover something previously unknown to all of humanity: a
technologically advanced sentient species. Are they potential allies? Are
they warlike and threatening? What if they’re vassals of the Xeldraxian
Armada? Will they trade the location of the player characters to the
Xeldraxians to avoid being in the path of their brutal Armada? This
adventure hook is an excellent opportunity to introduce a new playable
alien species to a Starwing: Blazing Exodus campaign.

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Grit, Shootouts &
Bounties
By Alan Bahr
These rules were first tested as
A classic science fiction trope is
a draft for Tiny Gunslingers, but
that of the Bounty Hunter and
as that game currently isn’t on
the Science Western genre.
our release schedule, they’ve
Below are a set of rules for
been repurposed here. If we
Grit, Shootouts & Bounties!
ever do move back to Tiny
You will need a set of playing Gunslingers, you’re likely to see
cards with the jokers removed a version of these rules there.
to utilize the Shootout rules.

Grit
At the start of every session, each Explorers in the posse gets 2
Grit. Grit is a representation of willpower, fortitude, and savvy
that all folks out in the frontiers of space seem to possess in
spades. It’s recommended you use poker chips to represent Grit
Grit, Shootouts & Bounties

(though you can use any tokens you want).


Explorers can spend Grit for a number of effects.
• 1 Grit will give you a reroll on a failed Test. The reroll is
made with Disadvantage. You can’t reroll a Test that has
already been rerolled.
• 1 Grit will let you look at a facedown card in a Shootout.
• 2 Grit will let you swap out a facedown card in a Shootout
(yes, even your opponents).
• 3 Grit will make an attack that hits you miss instead.
Recoverin’ Grit is pretty essential. The only way to recover Grit
during gameplay is to collect “Bounty” on a folk. If you kill,
capture, or arrest someone with a Bounty, you recover 1 per point

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of Bounty that the wanted scum has. This can be distributed
however you want.
You can never have more than 3 Grit though, unless you have a
special rule that says so, so any extra you better share with your
posse.
Bounty isn’t always around, so be wise when you decide to use
Grit.

Bounty
Bounty is a stat that represents how wanted a folk or varmint
is. Bounty has no upper limit but use this handy table below as
a benchmark. Bounty is assigned by the GM at their discretion,
but there are some abilities that allow others to increase or
decrease Bounty.
D6 Infraction
1 Petty Crimes
2 Stole somefolk’s ride
3 Killed someone
4 Killed a whole passel of someones
Grit, Shootouts & Bounties

5 Most wanted outlaw in the redion

Gunplay and Shootouts


A key component of science fiction westerns are shootouts,
quick-draws, and staredowns in the main spaceport dock in
town.
Here’s how we adjudicate that: with an awesome version of
Blackjack! The table will need a single deck of playing cards with
the Jokers removed (we mentioned that early, if y’all will recall).
A shootout is between two characters (either Explorers or
NPCs). After determining who is in the shootout, the GM will
take the deck of cards and deal one card face up to each player.
Then the GM will deal one card facedown to each player.

21
The Explorers or GM can look at the facedown card in front of
them, but no one else should see it.
Then, starting with the character with the highest value card
faceup in front of them, they can choose one of the following
three options:
• Hit. A character who chooses hit gets another face-up card.
• Stand. They get no card, but hold.
• Shoot. If they shoot, everyone reveals the cards they have.
If all shootout participants
Remember, the Explorers are
stand consecutively, give them
the focus of the story. You
one more chance to pick an
should never have a shootout
option, and if they all stand
without at least one player
again, proceed to the Shoot
being involved
option.
Once someone picks shoot, the lasers start to fly. Immediately
stop dealing cards. The player with the highest total on the cards
that doesn’t exceed 21 gets to make an attack. This attack will
automatically hit and deal 1d6 damage. If the other participants
are still standing, in descending order of value, allow them to
make an attack that deals 1d6 damage.
Grit, Shootouts & Bounties

Once everyone has made their attack, collect the cards and roll
initiative as normal.

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