Thursday, January 8, 2026

Six Gun Amazing Adventures Rpg Action With The Gun Master (Clay Boone) And Bullet the Gun-Boy NPC's

 In the Amazing Adventures RPG (Troll Lord Games), the Gun Master (Clay Boone) and his sidekick Bullet the Gun-Boy (Bob Tellub) are quintessential "mystery men" of the Old West.



Based on their appearances in Six-Gun Heroes #57–83, here are custom NPC stats formatted for the SIEGE Engine (Amazing Adventures standard).


The Gun Master (Clay Boone)



Clay Boone is a mild-mannered gunsmith who creates a masked persona to fight lawlessness. He doesn't just shoot well; he uses custom-built gadgets and superior firearms knowledge.

  • Class/Level: Raider (5th Level)

  • Attributes: STR 12, DEX 18 (P), CON 14, INT 16 (P), WIS 13, CHA 12

  • HP: 38 | AC: 16 (DEX + Padded Duster)

  • Prime Attributes: Dexterity, Intelligence

  • Special Abilities:

    • The Master's Armory: Clay treats his custom revolvers as "Masterwork." They never jam and provide a +1 to hit (included below).

    • Trick Shot: Can ignore half and three-quarters cover by taking a -2 penalty to the roll.

    • Gunsmith: Clay can repair, modify, or identify any firearm with an Easy Intelligence check.

  • Combat:

    • Twin Custom Six-Guns: +9 to hit, Damage 1d10+1 (Range 60')

    • Unarmed Strike: +5 to hit, Damage 1d3+1


Bullet the Gun-Boy (Bob Tellub)



Bob is the energetic apprentice. In the comics, he is often the "Duo" dynamic, providing distraction and support while Clay takes the precision shots.

  • Class/Level: Hooligan (3rd Level)

  • Attributes: DEX 16 (P), CHA 14 (P), STR 10, CON 12, INT 12, WIS 10

  • HP: 18 | AC: 15 (DEX + Leather)

  • Prime Attributes: Dexterity, Charisma

  • Special Abilities:

    • Evasion: On a successful DEX save against an area effect, Bob takes no damage.

    • Sidekick's Luck: Once per session, Bob can reroll a failed save or attack.

    • Quick Draw: Bob gains a +2 to initiative rolls.

  • Combat:

    • Peacemaker Revolver: +6 to hit, Damage 1d10 (Range 50')

    • Slingshot (Non-lethal): +6 to hit, Damage 1d4 (Range 30')


Running the Gun Masters in Your Game

  1. The Secret Identity: Clay Boone often acts the part of the "cowardly" gunsmith to hide his identity from his boss, Ebenezer Crotch. If the PCs meet him in town, he should seem helpful but physically unassuming.

  2. The Equipment: The Gun Master is a "Gadget" hero in a Western setting. Feel free to give him experimental items like Smoke Pellets or Trick Bullets (e.g., flares, grappling lines) which can be modeled using the Amazing Adventures Gadgeteer rules.

  3. The Code: Unlike many outlaws of the era, the Gun Master is a seeker of justice. He often aims to disarm or incapacitate (using the "Called Shot" rules) rather than kill.

In the Six-Gun Heroes comics (specifically issue #62), The Buffalo Men are depicted as a group of "tough hombres"—former buffalo hunters who turned to highway robbery and crime once the great buffalo herds were hunted to near extinction.

In Amazing Adventures, they serve as excellent "heavy" antagonists. They aren't the quick-draw artists that Boone is; rather, they are rugged, high-stamina survivalists who use high-caliber rifles to dominate from a distance.


The Buffalo Men (Bandit Group)

These men are physically imposing, often wearing furs or weathered buckskins, and carrying heavy Sharps rifles.

  • Class/Level: Fighter (3rd–4th Level)

  • Attributes: STR 16 (P), DEX 12, CON 16 (P), INT 9, WIS 12, CHA 8

  • HP: 32–40 | AC: 14 (DEX + Thick Buffalo Hides/Leathers)

  • Prime Attributes: Strength, Constitution

  • Special Abilities:

    • Buffalo Stand: Once per combat, if they are reduced to 0 HP, they can make a CON save (CL 5) to remain at 1 HP instead.

    • High-Caliber Training: They ignore the "unwieldy" penalties of heavy rifles and gain a +1 to hit when using a weapon with a "Long" range increment.

    • Trackers: +4 to checks involving tracking or wilderness survival in the plains.

Combat & Gear

  • Sharps .50-70 Buffalo Rifle: +5 to hit, Damage 1d12+2 (Range 150'). Note: These rifles pack a punch but are slow to reload (usually 1 shot per 2 rounds unless the GM allows a DEX check).

  • Heavy Bowie Knife: +6 to hit, Damage 1d6+3

  • Tactics: They prefer "The Stand"—finding a ridge or high ground and picking off targets from extreme range before the enemy can get close enough to use revolvers.


"Big" Jedediah (Leader of the Buffalo Men)

The ringleader is usually the most embittered of the bunch, viewing the changing West and lawmen like The Gun Master as threats to his "right" to the land's resources.

  • Class/Level: Fighter (5th Level)

  • Attributes: STR 18 (P), DEX 13, CON 17 (P), INT 10, WIS 14 (P), CHA 13

  • HP: 55 | AC: 15

  • Special Abilities:

    • Intimidating Presence: When Jedediah fires his rifle, any enemies within 30 feet must make a WIS save or be Shaken (-2 to hit) for 1d4 rounds.

    • Point Blank Shot: Jedediah does not take a penalty for using a rifle in close-quarters combat (within 10 feet).

  • Combat:

    • "The Equalizer" (Custom Heavy Rifle): +7 to hit, Damage 2d8+3.

    • Sawn-off Shotgun: +6 to hit, Damage 3d6 (15' cone).


Adventure Hook: The Extinction Vendetta

The Buffalo Men have occupied a water hole crucial for a local cattle drive. They aren't just stealing the cattle; they are slaughtering them out of spite for the "new" West. The local sheriff is pinned down by their long-range fire, and only a "Ghost of the West" like The Gun Master has the gadgets (like smoke bombs or long-range custom scopes) to get close enough to stop them.

The Gun Master (Clay Boone) And Bullet the Gun-Boy along with the villainous Buffalo Men gang are going to be appearing in our upcoming Amazing Adventures rpg campaign featuring the Black Martians from HG Wells War of the Worlds. The Black Martians are a major inter-dimensional NPC enemy faction in our campaigns. 


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