The first big piece of news is that the Hubris Kickstarter will be going live soon! I’m very excited about this! I look forward to finally seeing this book in print with tons of kickass art by some really talented people!
Anyways- that full announcement will be coming soon! On to new projects.
A few weeks ago I was watching the newest season of Hell on Wheels to hit Netflix Streaming (season 4) and was really enjoying it (especially the first half- the second half kinda goes heavy-handed in how they resolved many of the characters story arcs).
Anyways every time I watch a season of Hell on Wheels, I get the urge to run a western (or weird west) game. Thus far it hasn’t happened. However I decided that I wanted to write my own. The mechanics are inspired by White Star, Swords and Wizardry, Beyond the Wall, along with some stuff inspired by games like Savage Worlds, etc.
I figured I’d post a couple of the classes over the next few days. I’ll be posting the Gunslinger, the Scout, the Cult of Personality, the Pugilist, and the Doctor.
Full class list when the book will be released will also have: Rifleman, Maverick, and Monk
High Noon will also have a chapter called “But I Want it Weird” with rules on Weird West. This chapter will have Knight of Faith, Sorcerer, Shaman, Weird Scientist, and The Showman. I’ll post Knight of Faith and Sorcerer as well!
The book is bout 50-75% done for first draft already- so I’m hoping it’ll release in the next couple of months!
Anyways enjoy the Gunslinger!
Gunslingers are lightning-quick with their pistols, deadly accurate, and eager (most are) to make a name for themselves across the old plains. Gunslingers come from all walks of life, but the temptation of glory, money, or just the thrill of getting the drop on their opponent (or the thrill of killing) has caused these people to become a pistoleer and strike out into the plains. There is only one thing certain for a gunslinger, you have to be quick and accurate, or you’re gonna end up pushing daisies.
Weapon Restrictions: A gunslinger is proficient with pistols, rifles, shotguns, and knives.
Quick Draw: Pulling out a pistol is a free action for gunslingers.
Quick Shootin’: When using pistols, a gunslinger receives free extra attacks per round, up to their level, against foes with 1 HD or less.
Fan the Hammer: By holding down on the trigger and using their other hand to strike the hammer, a gunslinger is able to send hot lead flying from their six-shooter. A gunslinger must unload four or more bullets at a time. The gunslinger can fire the bullets at any targets that are within 5’ of one another. Each attack is made at a -3.
Duels: Gunslingers live to get he draw on the opponent. When dueling, a gunslinger adds +2 to their duel roll (see Duels, pg XX).
Extra Attack (5th): A gunslinger knows how to get off a quick second shot, gaining an extra attack per round.
Saving Throw: Gunslingers receive +2 to saves against explosions and death.
Establish a Gang (9th): The gunslinger becomes the leader of a band. This could be a band of thuggish outlaws, brave lawmen, or opportunistic bounty hunters.
Skills: A gunslinger begins play with two skills.
Starting Currency: 2d6 x 10 dollars.
|Gunslinger Level Progression|
Hit Point Option 1- The Gritty: At level 1 each characters starts with 10 HP + their Constitution Modifier + 1 HP. Each additional level the characters only gain 1 HP (+ their Constitution Modifer). A couple blows from a club or a shotgun blast (even at higher levels) will put a character out of action.
Hit Point Option 2- The Not as Gritty: At level 1 each character starts with their Constitution score + their Constitution Modifier +1d6 HP (or +2d4 for fighting-type classes- see below) +1 HP. Each additional level the characters only gain 1 HP (+ their Constitution Modifer). This keeps combat deadly, but the heroes are more robust.
Gunslinger: +2d4 HP
Scout: +1d6 HP
Cult of Personality: +1d6 HP
Pugilist: +2d6 HP
Hit Point Option 3- The Traditional: This follows the more traditional route that many RPGers are accustomed to. At level 1 each character starts with 6 HP + their Constitution Modifier. Each additional level the character rolls 1d6 for their HP and adds their Constitution Modifier.
Skills: Each class, unless stated in their description starts with two skills of their choice. Rather than creating an extensive list of skills, let the player come up with their own skills. These can be things like riding, survival, security, blacksmithing, history, trade, persuasion, intimidation, etc.
By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.). To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute. If they roll over, the attempt fails. When a player character has a skill, they receive a +2 bonus. A player may take a skill twice, giving them a +4 bonus.
Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker. The GM asks if he has an appropriate skill. James has sleight of hand, which the GM feels is more than appropriate for this situation. Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill. Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand.