Into the Ol West

Last week Mad Brew Labs launched a series of posts dealing with the Old West RPG’s. I looked at some of these for inspiration for my Firefly RPG as well as just being a fan of the Old West in general.

One that caught my eye was the Go Fer Yer Gun game which basically uses the rules that seem to be from, or heavily inspired by. Castles and Crusades and is FREE, by the way. It is awesome and extremely rules-lite. Everything you need is in the 81 pages.

Through my exploration of Go Fer Yer Gun I saw people asking if there were any rules for making the game more Weird West. I couldn’t really find any so I decided to throw in three “classes” that add more of a Weird feel to it. Feel free to use this.

Enjoy! Here it is in PDF (Weird Classes for Go Fer Yer Gun)

I also created rules for draws or “High Noon” at the bottom of the article.

Weird Classes for Go Fer Yer Gun

 

Chosen

Where the Preacher can get those to believe and they themselves believe, the Chosen are extensions of their Gods will and can perform miracles that others could only dream of or read about in holy books. Chosen tend to inspire fear and jealousy even from their own religion.  People fear what they do not understand, and the Chosen are just that.

 

Repel the Unworthy– A Chosen can touch the Divine and use it to cause all who would do him harm to shy away from them.  The target(s) must make Willpower save.  If they fail they will cower away from theChosen and try to flee if too close.  All unworthy targets get -4 to rolls against theChosen for the duration of the encounter.  If they succeed against the roll they only suffer -2 to their rolls and do not cower away from theChosen, but feel right uncomfortable.

 

A Chosen can use Repel the Unworthy equal to their Charisma Modifier per day.

 

Lay on Hands-A Chosen can touch a target and heal them for 2 HP per level.   This cannot be divided up among multiple targets.  TheChosen can use this ability on himself.

 

Smite the Unworthy- Once per day a Chosen can call down Divine Retribution and channel that into their weapon, be it a pistol or dagger.  A Chosen gains +20 to hit and deals an extra 1d6 plus an addition +1 per level of damage.  This can only be used on those who are attempting to hurt theChosen.

 

Level 5- Divine Favor- A Chosen can call upon the graces of his deity for blessing.  This allows theChosen to reroll one failed roll, excluding damage.  A Chosen can use this once per day. This increases to twice per day at 10th.

 

Level 6– Aura of Courage-A Chosen radiates an aura of assurance.  Any ally within 10 feet of theChosen receives +4 to saves VS fear.  The Chosen is included in this effect.

 

Level 10- Divine Healing- Once per week aChosen can call upon the Divine and heal an ailing person.  This cures all health, heals terrible injuries, deafness, blindness, or feeblemindedness.  This does not cure negative levels or ability score drain.

 

Chosen Stats

Prime Attribute- Charisma

Hit Dice– d6

Weapons– Stingy Pistol, Pocket Pistol, Medium Pistol, Rifle, Bowie Knife, and Dagger.

 

Level

HD

BTH

BTD

1

D6

0

+2

2

D6

+1

+3

3

D6

+1

+3

4

D6

+2

+3

5

+1

+2

+4

6

+1

+3

+4

7

+1

+3

+4

8

+1

+4

+4

9

+1

+4

+5

10

+1

+5

+5

11

+1

+5

+5

12

+1

+6

+6

13

+1

+6

+6

14

+1

+7

+6

15

+1

+7

+6

16

+1

+8

+7

17

+1

+8

+7

18

+1

+9

+7

19

+1

+9

+8

20

+1

+10

+8

 

Shaman

 

While Scouts and Braves respect nature and can survive in it, Shaman are one with nature.  They are able to channel the energies of nature and the animal spirits to strengthen themselves.  Shamans are highly respected in the Native American tribes, many being leaders, advisers, and priests.

 

Animal Empathy (Charisma or Wisdom)- Shamans respect all living creatures.  When attempting to read, calm, or commune with animals they receive +2 to their attribute roll.

 

Animal Companion– A Shaman’s band with nature can be seen in the love and care they treat their animal companion.  A Shaman may pick one animal native to their area to serve as a faithful companion.  The animal gains +1d8 HP and has the ability to “read” the Shaman’s emotions.  The Animal Companion will obey almost anything the Shaman asks of it, so long as it doesn’t go against the creatures nature.

 

Heal

 

Level 2- Endure Elements (Constitution)-A Shaman receives +2 to any save against any form of elemental damage or hardship.

 

Level 3- Woodland Stride-A Shaman has become one with nature and is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water.  A Shaman will suffer no damage from troubles like Thorns.  A Shaman also leaves no tracts when walking in nature.

 

Level 5- Spirit Talker (Wisdom)– The Shaman will commune with the nature spirits in order to receive direction and guidance.  The Shaman will pose a question that can be yes/no or require explanation.  The Spirits reply may be cryptic, repetitive, and an assault of visions that hit all five of the senses.  If the Shaman preys over a fire and drinks Peyote he receives +4 to his roll, otherwise he suffers a -2 to the roll.

 

A Shaman can do this one per day until level 10 when he can perform this two times.

 

Level 6- Call of the Animal (Wisdom)- A Shaman has the ability to call upon the savagery of nature and channel it into his being.  He must make a successful Wisdom test to call the Animal Spirit into his body.  If he fails the spirits do not heed his call and this consumes his attempt for the day.  If successful the effect lasts a number of rounds equal to the Shaman’s Wisdom.  Each Animal Spirit grants a different bonus (see below).

 

A Shaman can use this ability once per day.  This increases to two times per day at level 10.

 

Animal Spirit

Granted Bonus

Mountain Lion +2 to Dexterity Attribute checks and movement is now ’40.
Grizzly Bear Fists harden and nails grow slightly longer.  1d6 + str dmg.
Fox Foxes are fast and hard to hit.  Increase defense by +2.
Wolf Pack Leader- Add +2 to intimidation rolls and +2 to charisma.
Coyote Gain the ability to track by scent.
Hawk Gain Hawk Eye Ability as Drifter (pg 13).
Owl Ability to see clearly in the dark.
Snake Gains Back Attack Ability as Scout (pg 25).
Mouse Gain Move Silently Ability as Scout (pg 25).
Elk Inspires those around him.  Adds +2 to all Attribute rolls.

 

Shaman Stats

Prime Attribute- Wisdom

Hit Dice– d8

Weapons– Medium Pistol, Rifle, Shotgun, Shortbow, Hatchet, Spear, Staff, and Tomahawk.

 

Level

HD

BTH

BTD

1

D8

0

+2

2

D8

+1

+3

3

D8

+1

+3

4

D8

+2

+3

5

+2

+2

+4

6

+2

+3

+4

7

+2

+3

+5

8

+2

+4

+5

9

+2

+4

+5

10

+2

+5

+6

11

+2

+5

+6

12

+2

+6

+7

13

+2

+6

+7

14

+2

+7

+7

15

+2

+7

+8

16

+2

+8

+8

17

+2

+8

+9

18

+2

+9

+9

19

+2

+9

+9

20

+2

+10

+10

 

Witch-

 

Bewitch– A witch is able to beguile a person into believing that she is his best friend.  The target must succeed a Willpower check VS the Witches Charisma roll or he will do pretty much anything that the Witch asks.  If the Witch asks the target to attack friends and allies he is allowed a second Willpower save with a +2. This lasts 1 hour per level.

 

Blood Boil– Once per day a Witch can draw dark power from within herself and make the blood of a target boil.  They must succeed at a Constitution Save -2 or be wracked with feverish pain as the innards are cooked.  Targets take 4d6 damage.  Successful save means target takes half damage.

 

Nightmare– The Witch is a thing of nightmares.  A Witch can turn her gaze upon a target and cause them to see horrible visions.  The Target must succeed a Willpower save VS the Witches Charisma roll or become frightened of the witch, running full bore away from her.  This lasts a number of rounds equal to the Witches Charisma Modifier.

 

A Witch can use this once per day till level 5 where it increases to two times per day.

 

 

Level 5- Succubus/Incubus- You are somehow you have been imbued with the ability of being able to heal yourself by absorbing another person’s life essence through sex.

You and the target (if unwilling) must make opposing Attribute rolls; Your Charisma VS the targets Constitution.  The victim receives a +2 modifier.  If you succeed you heal yourself for 1d6 damage while the target takes that amount.

If you continue to feed on the same victim for more than a 3 of days the target will start looking pale, fatigued, and sickly.  The wounds taken do not show up physically except that they will have low energy and perhaps look starved.

If they succeed against you, you are unable to feed off of them for 24 hours.

 

Level 5- Hex– A Witch is able to tap into dark powers and direct them at a foe, hindering them.   The target of this check must make a Willpower check -2 or suffer terrible misfortune.   If successful the next roll the target makes must be rerolled and they must take the lowest of the two.

 

A Witch can cast this once per day until level 8 when it increases to twice a day.

 

Level 10- Death Hex- The Witch has become shrouded by Dark Powers.  She is able to reach in and snuff out the life energies of an individual.  The target must make a Constitution Save +2.  Failure means the target’s life force starts fading and the target will die in 1d6 rounds.  Success means the target takes 3d6 damage.

 

A Witch can use this ability once per day.

 

Witch Stats

Prime Attribute- Charisma

Hit Dice– d6

Weapons– Stingy Pistol, Pocket Pistol, Club, Dagger, and Staff.

 

Level

HD

BTH

BTD

1

D6

0

+2

2

D6

+1

+3

3

D6

+1

+3

4

D6

+2

+3

5

+1

+2

+4

6

+1

+3

+4

7

+1

+3

+4

8

+1

+4

+4

9

+1

+4

+5

10

+1

+5

+5

11

+1

+5

+5

12

+1

+6

+6

13

+1

+6

+6

14

+1

+7

+6

15

+1

+7

+6

16

+1

+8

+7

17

+1

+8

+7

18

+1

+9

+7

19

+1

+9

+8

20

+1

+10

+8

 

 High Noon

 

Both characters make Charisma checks- this is to psych the opponent out.  If a target fails they become rattled at take -2 to their Initiative roll.  If successful opponent adds +2 to Initiative roll.  If both opponents succeed or fail this cancels the effect out.

 

The opponents then roll initiative factoring appropriate modifiers.  Whoever goes first gets to attack.  Roll to hit.  If successful roll damage.  Damage is slightly different here.  Damage can explode and once the total number is calculated, multiply that by 2.

 

If the first attacker misses resolve the attack for the second opponent.

 

If both opponents miss it can be considered a draw or can continue as a regular gunfight, although the law might step in by that point.

 

A duel is a dangerous matter and most men don’t take it lightly because they know they are one bullet away from worm food.

 

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

2 responses to “Into the Ol West

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