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!
Enjoy the Doctor
Doctors are highly educated and trained professionals that have, whether by choice or necessity have decided to practice frontier medicine. These individuals are highly sought after for cures and remedies for what ails the folks of the west. Doctors are also highly sought after to dislodge bullets from the fleshy parts of people that got on the wrong side of a cattle rustler or gunslinger.
With grit in their eye and nerves of steel, these quacks help the settlers of the west survive another day.
Weapon Restriction: Doctors are proficient with pistols, knives, and clubs.
Healin’: A doctor can administer healing on a target that has been wounded. A doctor can only do this once per day per patient. Healing the target takes 1 hour and at the end of that time the patient receives 2d3+1 HP back.
Salve: A doctor can make a salve that heals a target for 1d3 HP. This salve is highly addictive and should only be used in small amounts (using one a day will not cause a person to become addicted). A doctor can make 1d4 salves per day.
Under the Doctor’s Care: While under the care of a doctor and receiving proper bed rest in a clean location, an injured person recovers 3 hit points back per night. Normally a person only receives 1 HP back per night if they are on the move, such as camping in the wilds), or 2 HP back per night if they are staying in a hotel and resting.
Educated: Change a doctor’s Intelligence score to 16 if the character rolled anything less.
Medicine: Doctor’s know enough about botany and herbal remedies that they are able to make antidotes to (most) poisons as well as tinctures to aid the suffering from sickness and disease. A doctor is able to make one tincture a day (taking roughly 8 hours to stew, ferment, etc.). These tinctures last for one month before becoming ineffective. A person that imbibes a tincture may make a new saving throw against disease, sickness, poison, etc. with a +2 to their roll.
Back From The Dead (5th): A doctor is able to give an injured cowpolk a second shot at life. By administering the tricks of their trade, a person who has been died within the last 10 minutes rolls a d20. If the die comes up 11-20, they have been saved and will live to ride again. If the die comes up 1-10, the poor soul is worm food.
Literate: A doctor knows how to read and write in their common language as well as Latin.
Saving Throw: A doctor receives +2 to saving throws against poisons and diseases.
Practice (4th): A doctor opens a full practice with one other apprentice doctor, a nurse, and a clerical staff.
Skills: A doctor begins play with four skills.
Starting Currency: 4d6 x 10 dollars.
|Doctor 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.