Author Archives: wrathofzombie

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.

The Trash Dragon (AKA Filth Dragon)- Using DCC stats

Trash Dragon (AKA Filth Dragon)

Trash Dragon 1

Trash Dragon: Init -2; Atk bite +5 (1d4+4), claws +6 (1d6+4)- claws not useable if too corpulent; AC 14; HD 7d8; MV 30’- movement 0’ if too corpulent; Act 2d20 + 6; SP Miasma, Infravision 30’, Disease, Spells- roll randomly, but always has Patron Bond to the Corpulent One; SV Fort +8, Ref +2, Will +7; AL C.

This disgusting pitiful dragon hordes refuse and garbage, whereas their more majestic kin collects treasure and gold.  Trash dragons lurk in the sewers or foundations of large cities, gathering refuse and marinating in the filth that collects around them.  Trash dragons often become corpulent and massive, sometimes to the point where their body exceeds the length of their legs and they become completely immobile.

 

Trash dragons are not the brightest of the dragonkin, but often times will become the hidden leader of a crime syndicate or cult that desires to spread disease and filth throughout the world.  They always have the protection of 2d4 lackeys that are roaming about.

Trash Dragon 2

The lair of a trash dragon is disgusting and horrid.  It is filled with so much trash and excrement that targets must succeed DC 14 Fort save or become nauseated.  The afflicted target rolls one step lower on the die ladder while in the miasma and for one hour after getting to a well ventilated area.

 

Any target hit by trash dragon’s claws or bite must succeed a DC 14 Fort save or become diseased with trash fever (see below).

 

Ironically the blood of a trash dragon, when boiled down, can cure mummy rot- so it is highly sought out by alchemists.

 

There is always a chance for riches to be found in the filthy lair of a trash dragon, even magical items that have been lost, or taken from foolish adventurers who died while wandering the sewers.

 

Trash Fever: The target’s blood turns black and smells putrid.  The target’s complexion becomes pallid and they shiver and shake (suffering -2 to all rolls).  The target has an unsettling urge to lounge in filth and trash, even eating it or making elaborate nests.  The afflicted target receives a second Fort save after one week to shake off the disease.  If they fail, they have this permanently.


High Noon OSR-style Gritty Western RPG- Weird West Class- The Weird Scientist

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!

Posted thus far: Gunslinger, Scout, Cult of Personality, the Pugilist, and the Doctor

Here’s the Weird West Classes: The Knight of Faith, the Shaman, and the Sorcerer

Enjoy the weird class- The Weird Scientist

The Weird Scientist

Weird Scientist 1

Weird scientists are dreamers, always pushing the envelope of conventional science.  They continuously seek to discover and unlock the mysteries of the universe… usually getting themselves and their friends in trouble with terrified and superstitious locals.

 

Where you hear the hum of electricity, the belching of soot and the smell of fried hair, you’re sure to find a weird scientist delving deeper into the mysterious realms of science.

 

Weapon Restrictions: Weird Scientists are proficient with pistols, shotguns, knives, clubs, hammers, and dynamite.

 

Tinker: A weird scientist is able to use the items at hand to create amazing pieces of technology.  Creating an item takes 1 turn and can be used for 24 hours before becoming inert or non-functional.  A Weird Scientist is only able to make a certain number of items per day before running out of supplies (see below).

 

The weird scientist can allow others to use these items instead of themselves.

 

Saving Throws: A weird scientist receives +2 to saves explosions and spells.

 

Skills: A weird scientist begins play with two skills and gains an additional skill every odd level (IE 3rd, 5th, 7th, and 9th).

 

Starting Currency: 3d6 x 10 dollars.

Weird Scientist 2

Weird Scientist Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +0 14
3 +1 HP +1 13
4 +1 HP +1 12
5 +1 HP +2 11
6 +1 HP +2 10
7 +1 HP +3 9
8 +1 HP +3 8
9 +1 HP +4 7
10 +1 HP +4 6

 

 

Level Number of Uses
1st 1
2nd and 3rd 2
4th and 5th 3
6th and 7th 4
8th and 9th 5
10th 6

 

Weird Scientist Gadgets

 

Chain Lighting Gun: This gun shoots out a blast of lighting striking any target(s) within 100 feet- including allies. The lightning deals 1d6 damage. The target(s) receives a saving throw for half damage. Once the lightning strikes the first target, it lances off and strikes another target within range. The lightning will strike a number of targets equal to the weird scientists. Each target can only be struck once.  This weapon can be discharged twice before being drained.

 

Control Crown: This item allows the user to attempt to control a target, ensnaring their mind, and making the target treat the wearer as an ally and friend.  The target will do whatever the wearer asks, but will not obey harmful or suicidal orders; giving such an order breaks the enchantment immediately.  The target is allowed a saving throw to avoid this effect.  The spells duration is 1 hour per weird scientist level.

 

Field Meds: When a doctor isn’t handy a weird scientist is able to create a makeshift healing kit.  This device heals 2d6 HP back.

 

Flamethrower: The weird scientist creates a flamethrower.  They are able to use this and spew a jet of fire in an arc, reaching 25’.  Targets caught in the flames take 2d6 fire damage.  Flammable materials instantly catch on fire.  These can be extinguished by normal means.  Targets are allowed a saving throw to take half damage.  The flamethrower can be used twice before being drained.

 

Intangibility Field: This item allows the wearer to pass through walls up to three times per day.  After the third wall, the item is rendered useless.

 

Invisibility Cloak: This item turns the wearer invisible.  The target cannot be attacked unless the attacker knows the invisible person’s exact location.  Should a target swing blindly at the invisible person, their attacks suffer -4.  If the invisible person attacks, the item’s effect is broken immediately.  This effect lasts for 1 turn and can be used three times before being drained.

 

Jet Pack: The weird scientist creates a pack that allows flight.  They can move at 120’ a round and fly up to 1 mile high.  The jet pack can be used for 1 hour before being drained of fuel.

 

Magic Ring: The wearer of this ring is immune to one magical attack or effect.  They do not get to choose which one is blocked, it is the first one that goes off while the item is being worn.  The item is useless after the magical attack or effect is negated.

 

Mechanical Automaton: The weird scientist builds a small clockwork creature that serves them without question.  The creature has a six-shooter (1d6) for one hand and a knife (1d6-1) for another.  When the six-shooter runs out someone must spend 2 rounds reloading it.  The mechanical automaton has the following stats: 10 HP; 15 AC; +2 attack; Saving Throw 10.  If brought to zero HP or after 24 hours, the mechanical automaton falls apart and ceases functioning.

 

Mutagen: The imbiber transforms into a horrifying creature.  They grow 8 feet tall and twice as wide as a normal man.  Any normal clothing and armor is destroyed in this transformation.  The affected targets gains +4 AC and +2 to melee attacks.  The damage with their fists is 2d3+2.  They gain the skill: Intimidation.  While under the effect of the mutagen the target is immune to mind-altering effects.  The mutagen lasts for 1 turn before the target transforms back into their normal self.  The transformation takes 1 round.

 

Personal Shield: This item creates a force field that blocks damage (even spell or falling damage).  The force field absorbs 15 points of damage before shorting out and becoming useless.

 

Smoke Grenade: The weird scientist is able to make three grenades that cause smoke to fill an area 10’ x 10 x 20’ high area with thick choking smoke.  Targets in the area must succeed a saving throw or suffer -2 to all attacks due to choking.  All attacks have a 20% chance to miss while in the cloud.

 

Stun Gun: The weird scientist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.

 

The Teleporter: The weird scientist somehow is able to warp the realm of reality and transport themselves to another location within 1000’.  This device works twice before becoming useless.

 

Weapon Enhancement: The weird scientist is able to enhance a firearm of their choice, doubling its damage. After the initial attack roll a 1d6, if the result is a 1-3 the weapon shorts out and is useless.  After each shot do this roll to see if the weapon continues to function properly.  The enhancement becomes useless after 24 hours.


High Noon OSR-style Gritty Western RPG- Weird West Class- The Sorcerer

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!

Posted thus far: Gunslinger, Scout, Cult of Personality, the Pugilist, and the Doctor

Here’s the Weird West Classes: The Knight of Faith and the Shaman

Enjoy the weird class- The Sorcerer

Sorcerer

Sorcerer 1

Sorcerer’s wield the strange, powerful and horrific arts of the demons and devils: magic.  These men and women are able to cast powerful foes that hinder and harm their enemies.  These men and women are feared by many, and often end up being lynched by panicked townsfolk.

 

The path of a sorcerer is a dangerous one, but the power and glory make the dangers worth it.

 

Weapon Restrictions: A sorcerer is proficient with pistols, knives, spears, and staves.

 

Familiar: A sorcerer begins play with a familiar.  These creatures have a link to the sorcerer, allowing them to communicate telepathically.  The creature can also deliver spells that require the sorcerer touch the target.  Each familiar grants an ability or bonus.  This is in effect so long as the familiar is alive.  Should the familiar perish, this ability is lost.  A sorcerer chooses one of the following familiars:

 

Bat: Can see in total darkness (not magical)

Cat: Gain the Stealth skill

Fox: Receive +1 to saving throws involving Dexterity

Hawk: Gain the Perception skill

Imp (lesser demon): Receive +1 to saving throws involving Wisdom

Otter: Gain the Swim skill

Owl: Gain low-light vision

Raccoon: Gain the Sleight of Hand skill

Rat: Receive +1 to saving throws involving Constitution

Raven: Gain the Appraise skill

Viper: Receive +1 to Initiative rolls

Toad: Gain additional +2 HP

Weasel: Receive +1 to Initiative rolls.

 

Should a familiar be killed, a sorcerer cannot attempt to bind with another animal for one month.  After which they must spend eight hours in a drug-induced trance before the creature will come and bond with them.

 

Magic: Sorcerers are able to yield the strange and terrifying arcane arts and are able to cast powerful spells.  Magic is a fickle friend and can abandon the sorcerer at a moments notice.

 

A sorcerer is able to cast a number of spells equal to their sorcerer level.  To cast a spell the sorcerer chooses which spell they want to cast and then makes a base saving throw.  If the ST is successful, they spell goes off without a hitch.  Should the ST fail, the spell fizzles and the sorcerer loses the ability to cast any spells until they sleep for night.

 

If the sorcerer critically fails on the saving throw, a gateway to hell opens and a demon emerges and will attempt to drag the sorcerer back to hell.  The demon will attack anyone who attempts to interfere.  Roll 1d3: 1) minor demon (1HD); 2) lesser demon (2HD); 3) demon (4HD).

Demon 1

 

Learning Spells: A sorcerer begins play with three spells of their choice and gains an additional spell with each level they gain.

 

Luck Points: A sorcerer is able to burn a Luck Point to automatically succeed on the saving throw to cast a spell.

 

Spells:

 

Blind/Deafen: The sorcerer touches a target, causing them to become either blind or deaf (sorcerer’s choice).  The target must succeed a saving throw to avoid this affect.  Should the target fail their saving throw, they are afflicted by this curse for a number of days equal to the sorcerer’s level.

 

Blur: The sorcerer is able to touch a target and bring them just out of focus. A target effected this spell is hard to pinpoint. All attacks have a 20% chance of missing the target.  The spell effect lasts a number of minutes equal to the sorcerer’s level.

 

Cause Fear: The sorcerer is able to point at a target with less than 5HD (or levels) within 100’ and cause them to experience absolute terror.  The target must make a saving throw or become panicked and flee from the sorcerer for 1d4+1 rounds.

 

Charm Person: The sorcerer is able to speech a soothing word to a target, ensnaring their mind, and making the target treat the sorcerer as an ally and friend.  The target will do whatever the sorcerer asks, but will not obey harmful or suicidal orders; giving such an order breaks the enchantment immediately.  The target is allowed a saving throw to avoid this effect.  The spells duration is 1 hour per sorcerer level.

 

Chain Lightning: The sorcerer builds up a force of static electricity that throbs and hums, finally releasing it with a mere snap of their finger. The static electricity releases as a huge arc of lighting, striking any target(s) within 400 feet- including allies. The lightning deals 1d6 damage. The target(s) receives a saving throw for half damage. Once the lightning strikes the first target, it lances off and strikes another target within range. The lightning will strike a number of targets equal to the sorcerer’s level. Each target can only be struck once.

 

Curse of the Viper: The sorcerer whispers the words of a dark and ancient rite and fixes their gaze upon an adversary’s weapon, which instantly transforms into a python. The python immediately attempts to strike the target with a +5 attack. If struck, the target suffers 1d4 damage and must make a saving throw or die instantly. The weapon transforms back into a weapon the following round.

 

Darkness: The sorcerer causes an impenetrable darkness to fall in a 15’ radius.  Even darkvision will not work in this area.  A light spell will counteract this effect.  Darkness lasts for 1 hour.  The spell can either be cast on an area, where it remains immobile, or on a person, which then becomes mobile.

 

Flaming Hands: The sorcerer stretches their fingertips into a fan like pattern and spews a jet of fire in an arc, reaching 15’.  Targets caught in the flames take 1d4 fire damage for every sorcerer level (max of 4d4).  Flammable materials instantly catch on fire.  These can be extinguished by normal means.  Targets are allowed a saving throw to take half damage.

 

Freedom of Movement: This spell enables the sorcerer and one target they touch to be able to move and attack unimpeded through things like briars, thick brush, or thorns. This spell even breaks the effects of spells like web, paralysis, and slow. Once the duration of this spell ends the mage and target can be affected by web, petrifying gaze, or slow if it is cast on them again.  This effect lasts 1 minute per sorcerer level.

 

Invisibility: The sorcerer is able to turn themselves (or another touched target) invisible.  The target cannot be attacked unless the attacker knows the invisible person’s exact location.  Should a target swing blindly at the invisible person, their attacks suffer -4.  If the invisible person attacks, the spell is broken immediately.  The spell lasts until the sorcerer dispels the effect.

 

At 5th level the spell effect increases to a 10’ radius that moves with the enchanted target (allowing up to four other individuals to become invisible.  The same spell effects mentioned above are still in place.

 

Light: The sorcerer 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 sorcerer level.  A sorcerer can only have one light in effect at a time.

 

Mage Armor:  The mage gains a +4 bonus to their armor class for a number of hours equal to their level (max of 8).

 

Magic Missile: The sorcerer lets bolts of energy fly from their fingertips.  These bolts will home in on their target, even going around cover.  The mage only needs to see part of their target.  The bolts deal 1d4+1 damage.  Every third level, the sorcerer is able to cast an additional magic missile (max of 4).  These bolts can be directed at a single target or multiple targets.

 

Ray of Enfeeblement: A twisting ray of black energy leaves the sorcerer’s hand and strikes her intended target. The target must succeed a saving throw or suffer -4 to all physical rolls including attack and damage rolls. This effect lasts for 1 min/level.

 

Sleep: The sorcerer is able to put enemies into an enchanted slumber.  Any target within a 40’ radius of the spells origin (up to 100’ away from the caster) must make a successful saving throw or fall asleep for one hour.  Targets can be coup de graced in this fashion and are considered helpless.  Normal noises do not wake up the creatures, but causing damage or slapping them does.

 

Stinking Cloud: A mustard yellow mist flies from the sorcerer’s hands, up to a location 100ft away, and spreads to a 20ft radius. Any creature in the area must succeed a saving throw or become sickened. The affected targets are unable to attack, cast spells, or do anything that requires concentration. They are only able to move as if they are on difficult terrain. This sickness continues for 1d4+1 round after the target leaves the cloud. If a creature succeeds on their save, but stays in the cloud they must roll for each round.  The cloud is immobile and remains for 1 round per sorcerer level, however a strong wind will immediately dissipate the cloud.

 

Tongues: For one hour the sorcerer can speak and understand any language.

 

Web: The sorcerer causes thick sticky webs to fill an area 10 feet wide, 10 feet long, and 20 feet high.  Anyone who is in the affected area must make a saving throw or become entangled and immobile.  Targets that are immobile can attempt to break free of the webs by succeeding on a Strength check.  Targets that break free (or were successful on their saving throw) move at one quarter their normal speed.  The webs can be cut with a sharp blade or burnt away with a torch.  The webs are not flammable, but melt away from the heat.

 

Fireball (10th): The sorcerer automatically learns this spell at 10th level.  They fill a 30’ radius with fire and brimstone.  Any target caught in the area takes 5d6+5 damage.  Flammable objects are instantly ignited, dealing 1d6 damage per round to those who are wearing them.  Targets can roll a saving throw for half damage.

 

Skills: A sorcerer begins play with two skills.

 

Starting Currency: 2d6 x 10 dollars.

 

Sorcerer 2

Sorcerer Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +0 14
3 +1 HP +1 13
4 +1 HP +1 12
5 +1 HP +2 11
6 +1 HP +2 10
7 +1 HP +3 9
8 +1 HP +3 8
9 +1 HP +4 7
10 +1 HP +4 6

High Noon OSR-style Gritty Western RPG- Weird West Class- The Shaman

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!

Posted thus far: Gunslinger, Scout, Cult of Personality, the Pugilist, and the Doctor

Here’s the Weird West Classes: The Knight of Faith

Enjoy the weird class- The Shaman

 

The Shaman

Shaman 3

Shamans are the spiritual leaders of many Native American tribes.  These men and women are able to commune with nature and spirits in a way that normal mortals cannot.  Many shamans lead their tribes, protecting from danger, and attempting to help them find a place in this new and violent world.

 

The shaman is able to summon the powers of nature to aid their allies and hinder and harm their foes.

 

Weapon Restrictions: Shamans are proficient with knives, bows and arrows, staves, spears, and axes.

 

Animal Form: The shaman is able to transform into a small or medium creature (no larger than a wolf, boar, cougar and no smaller than a dog, cat, pig, eagle, etc.) While in this form the shaman gains the Skill: Notice- scent and a bite attack at a d4 damage (and possibly a claw attack at a d4 as well). Increase the shaman’s AC by +2 and their Initiative bonus by +2 while under the spell.  The shaman cannot communicate with other people while in animal form.  This effect lasts for 1 hour, after which the shaman reverts to their natural shape.  The shaman can use this once per day until 5th level, where it increases to two uses.

 

Shaman Mysticism: A shaman is able to draw energy and power from the natural world and its spirits.  The shaman can use any of the eleven powers (twelve at 10th level) they choose, however only up to a limited number of times per day (see below).  A shaman can push their luck and use more abilities by making a Test of Faith (see below).

Shaman 1

Shaman 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

 

Saving Throws:  A shaman receives +2 to saves against poisons and natural effects (IE. extreme temperatures).

 

Shaman Abilities

 

Animal Growth: The shaman is able to channel the energies of nature and life into a natural creature and cause it to grow in size. The creature can be no large than a grizzly bear. While under the affects of this spell the creature doubles in size and eight times in weight. Increase the creature’s AC by +2 and base attack bonus and damage by +4. The creature’s damage die is increased by one type (IE a lion’s claws go from a d4 to a d6 and its bite from a d10 to a d12). Unwilling creatures are allowed to make a saving throw to resist this effect.

 

Create Water: The shaman is able to summon forth water from even the most parched and arid ground. The shaman simply thrusts their staff into the ground and rotates it 360 degrees. Once they remove their staff fresh, clean water bubbles up from the ground. The water can be gathered up into water skins or other receptacles and is free of dirt and debris. This ability summons enough water for 5 water skins (or 5 days worth of water if it’s for one person).

 

Cure Light Wounds: The shaman offers a chant to the spirits and is able to heal 3d6+3 HP back to a target within 30’.

 

Endure Elements: The shaman is able to ignore elemental effects (even extreme) for 1hour per shaman level.

 

Entangle: The shaman coaxes all the plant-life within a 40’ radius to reach out and ensnare any target within the area (except the shaman).  Targets are allowed a saving throw to avoid becoming entangled, but move at half their normal rate.

 

Evade Animals: The shaman is able to cause the target of this spell to go by unnoticed by animals of any kind. Attacking or acting aggressive towards the animal breaks the effects of this ability immediately.

 

Neutralize Poison:  The shaman is able to channel the power of the spirits into their body and touch a target, instantly neutralizing any poison coursing through their veins.

 

Speak With Animals: The shaman is able to speak with animals.  This does not mean the animal(s) are friendly towards the shaman, unless they have reason to be.  Wary animals will treat the shaman cautiously.  This effect lasts for 1 minute per shaman level.

 

Speak With Spirits:  The shaman is able to consult with the spirits and chooses one of two actions: A warning of events or the consequences of an action.  If the shaman chooses warning of events, they may choose to reroll a failed save, or evade a successful attack (before the sunrise of the next day).  If the shaman chooses consequences of an action, they will find out if an action will have good or bad consequences.  This will be within a 30 minute period of asking.  This lets the shaman be prepared for a course of action.

 

Summon Animal: The shaman can call the name of one type of animal that is native to the region, and 2d6 available creatures will appear.  These animals can be up to one mile away, so it may take time for them to arrive.  The arrival time depends on the animal summoned.  The animals will help the shaman, but retain their own free will.  They will not needlessly sacrifice themselves for the shaman.  The animals remain for roughly one hour before they return to their normal routine/life.

 

Water Breathing: The shaman is able to cause gills to grow on a touched target, giving them amphibious abilities of breathing in air and water. This effect lasts a number of rounds equal to the shaman’s level.  The shaman is able to touch multiple targets, granting each of them water breathing, but shortening the duration (IE. A 3rd level shaman can touch three characters, granting them each water breathing for an hour, two characters with one and a half hours of water breathing, or one character with three hours of water breathing).

 

Control Weather (10th): The shaman chants and dances and offers prayers to the earth and nature.  The shaman must dance and sing for 1 hour before the effects will manifest.  The shaman is able to alter the weather in a 2 mile radius to whatever effect they desire.  The shaman can summon a violent wind and hail storm, thunder and lightning, a hurricane or tornado, etc.  The effect lasts for 2d6 hours, after which the weather returns to its normal state.

 

Skills: A shaman begins play with two skills.

 

Starting Currency: 2d6 x 10 dollars.

 

Shaman 2

Shaman Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +0 14
3 +1 HP +1 13
4 +1 HP +1 12
5 +1 HP +2 11
6 +1 HP +2 10
7 +1 HP +3 9
8 +1 HP +3 8
9 +1 HP +4 7
10 +1 HP +4 6

High Noon OSR-style Gritty Western RPG- Weird West Class- The Knight of Faith

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!

Posted thus far: Gunslinger, Scout, Cult of Personality, the Pugilist, and the Doctor

Enjoy the weird class- The Knight of Faith

Knight of Faith

Knight of Faith 1

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 3

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 2

 

Knight of Faith Level Progression
Level HP BAB ST
1 HP Option +0 15
2 +1 HP +1 14
3 +1 HP +2 13
4 +1 HP +3 12
5 +1 HP +4 11
6 +1 HP +5 10
7 +1 HP +5 9
8 +1 HP +6 8
9 +1 HP +7 7
10 +1 HP +8 6

High Noon OSR-style Gritty Western RPG- Fifth Class- The Doctor

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!

Posted thus far: Gunslinger, Scout, Cult of Personality, and the Pugilist

Enjoy the Doctor

Doctor

Doctor 1

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.

Doctor 2

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
Level HP BAB ST
1 HP Option +0 14
2 +1 HP +0 13
3 +1 HP +1 12
4 +1 HP +1 11
5 +1 HP +2 10
6 +1 HP +2 9
7 +1 HP +3 8
8 +1 HP +3 7
9 +1 HP +4 6
10 +1 HP +4 6

Other Information

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

Doctor: +1d6

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.


High Noon OSR-style Gritty Western RPG- Fourth Class- The Pugilist

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!

Posted thus far: Gunslinger, Scout, and Cult of Personality

Enjoy the Pugilist

Pugilist

Pugilist 1

Pugilists survive by their agility and the ham-fisted knocks of their fists.  Expert boxers and fighters, they earn their way in the west by showmanship and their ability to clobber their opponents into submission.

Pugilists live for the cry of the crowd, the smell of blood and sweat, and the huge payoff should they arise victorious (or are paid handsomely to take a dive).  Many people know the only thing quicker than a pugilist’s fists is their temper, and to be caught on the wrong side of that ain’t the brightest thing to do.

 

Weapon Restrictions: A pugilist is proficient with brass knuckles, pistols, shotguns, knives, and clubs.

 

Unarmed Combat: A pugilist knows how to put the hurt on with their fists, dealing 1d6 damage with their punches.

Pugilist 2

Intimidate: Targets can become intimidated by the thuggish demeanor of a pugilist, suffering -2 to all actions for a number of rounds equal to the pugilist’s level.  The pugilist must take a threatening posture for one round, after which the victims must succeed a saving throw or become intimidated.  A target cannot be affected by this more than once in 24 hours.

Hearty: Pugilists come from healthy stock.  They start off with an additional 2d4 HP at level 1.

Unbridled Wrath: For the duration of one combat the pugilist gains + 2 to attack and damage and + 2 saves against mild-altering and fear effects, but suffers -2 to AC.  After combat the pugilist is exhausted and suffers -2 to all rolls and AC until they rest fully for one hour.  This ability cannot be used again until the exhaustion has passed.

Flying Fists: When using their fists, knives, or clubs, the pugilist receives free extra attacks per round, up to their level, against foes with 1 HD or less.

Hard-Hitter (5th): The pugilist gains an extra attack each round with their fists.  Also the damage from their fists is increased to 1d6+1.

Saving Throw: Pugilists receive +2 to saves against poison and death.

Master of the Ring (5th): The pugilist has become renowned for their ability and has opened their own boxing/wrestling ring.  Each week roll 1d3: 1) bad week- roll 1d6x10 dollars; 2) decent week- roll 2d6x20 dollars; 3) great week- 3d6x20 dollars.  This is the house take home from the fights that week.

Skills: A pugilist begins play with two skills.

Starting Currency: 2d6 x 10 dollars.

Pugilist 3

Pugilist Level Progression
Level HP BAB ST
1 HP Option +1 14
2 +1 HP +2 13
3 +1 HP +3 12
4 +1 HP +4 11
5 +1 HP +5 10
6 +1 HP +6 9
7 +1 HP +7 8
8 +1 HP +8 7
9 +1 HP +9 6
10 +1 HP +10 6

Other Information

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

Doctor: +1d6

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.


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