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 Shaman 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 weird class- The Knight of Faith
Knight of Faith
Knights of faith are the harbingers of their deity. They are empowered with mystical powers to deliver the word of their god, to ease the suffering of the masses, and heal the true believers.
Knights of faith are able to unleash divine wrath upon those who anger them, and heal the wounds of allies. These blessed people inspire awe, fear, and even resentment in many communities.
Weapon Restrictions: Knights of Faith are proficient with shotguns, knives, axes, swords, and hammers.
Lay on Hands: A knight of faith is able to channel divine energy and heal anyone they touch (including self). A knight of faith heals 2HP/level. This can be broken up into smaller portions in order to heal multiple people. A knight of faith can use this ability once per day.
Ordained Powers: Knights of faith are able to do extraordinary feats by channeling the divine energy of their beliefs. A knight of faith can use any of the eight (nine at 10th level) powers they choose, however only up to a limited number of times per day (see below). A knight of faith can push their luck and use more abilities by making a Test of Faith (see below).
|Knight of Faith Powers Per Day|
|Level||Number of Uses|
|1st and 2nd||1|
|3rd and 4th||2|
|5th and 6th||3|
|7th and 8th||4|
|9th and 10th||5|
Test of Faith: A knight of faith can push their luck and beseech their deity to grant them additional uses of divine powers. The knight of faith must succeed a saving throw to gain an additional power use. Each success gives a cumulative +5 penalty to their roll. If the knight of faith fails the ability backfires with the inverse affect and the knight suffers -1d3 Wisdom damage (temporary), and they cannot attempt another Test of Faith. If a critical failure is rolled on this saving throw, the knight of faith cannot use any abilities until they repent to their deity (usually having to go on a quest of some kind).
Saving Throws: A knight of faith receives +2 to saves against disease and mind-altering affects.
Knight of Faith Abilities
Light: The knight of faith is able to touch an object and cause it to glow like a torch or lantern. This gives a 20’ radius of illumination. This effect lasts for 1 turn per shaman level. A shaman can only have one light in effect at a time.
Protection: A knight of faith gains +2 to AC, immunity from poisons and diseases, and +2 to saves against spells for a number of rounds equal to knight of faith level. This can be used once per day.
Purify Food and Water: A knight of faith is able to pray over contaminated food and water and make it cleansed and able to be consumed. The amount of food and water purified in this manner is roughly equal to 8 gallons of water and 60 pounds of food.
Remove Fear: By touching a target, the knight of faith is able to remove any fear affects. Additional the target cannot be affected by fear effects for 24 hours.
Remove Poison/Disease: Once per day the knight of faith is able to touch a target and remove a debilitating poison or disease affect from a target or self.
Shield of Faith: When struck by a successful attack the knight of faith can absorb the damage.
Symbol of Faith: The knight of faith displays the symbol of his deity, all allies and believers of knight of faith’s religion gain +2 to all rolls for 1d6 rounds.
True Strike: A knight of faith is able to channel righteous fury into their next attack and gain +20 to the attack.
Turn Enemy: Once per day the knight of faith releases unbridled, righteous fury against any enemy in a 30’ radius. These targets must succeed a saving throw or become frightened of the knight of faith, turning tail and running as fast as possible for a number of rounds equal to the knight of faith’s level. Any damage to the target ends this affect. Those that succeed the saving throw are still rattled and suffer -2 to all actions for the duration.
Resurrection (10th): The knight of faith is able to channel the power of their deity and bring someone back from the dead. The body does not need to be present for this, but it must be someone that the knight of faith knows personally and has a connection to. Unwilling targets are allowed a saving throw to avoid being called back to life. A knight of faith can use this spell once per week.
Skills: A knight of faith begins play with two skills.
Starting Currency: 2d6 x 10 dollars.
|Knight of Faith Level Progression|