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Assassin Class for White Star- Updated

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Yesterday I posted the Assassin class for White Star and got some really good feedback, so I made some changes.  Here you be:

Assassin

Assassin 1

Here’s the PDF- Assassin

Assassins are hired guns that are renowned for getting the job done at any cost.  Some have creeds or rules that they live by, while others are unscrupulous and don’t care about casualties so long as they get the job done and take out their mark.

 

You travel the stars taking on contracts and making sure that the last thing your mark feels is the cold piercing of your blade, or the hot energy from your laser before the light fades from their eyes.

 

Level XP HD BHB ST
1 0 1 +0 15
2 2,000 2 +0 14
3 4,000 3 +1 13
4 8,000 4 +2 12
5 16,000 4+1 +3 11
6 32,000 5 +3 10
7 64,000 5+1 +4 9
8 128,000 6 +4 8
9 256,000 6+1 +5 7
10 512,000 7 +5 6

 

Assassin Abilities

Assassin 2

Weapons and Armor Restrictions: Assassins are trained in all weaponry and trained in wearing light armor.

Deadly Aim: If the Assassin has a sniper rifle (laser or ballistic) and does nothing but aim at a target for three rounds their shot is deadly accurate. The target must succeed a Saving Throw or be killed by the Assassin’s shot. A target that succeeds at their Saving Throw suffers 2d6 damage.

Deadly Strike: If the Assassin has a small blade (either a dagger or mono-dagger), studies a target for three rounds, and successfully sneaks up on a target their attack is deadly accurate. The target must succeed a Saving Throw or be killed by the Assassin’s knife attack. A target that succeeds at their Saving Throw suffers 2d6 damage.

Hand-to-Hand Combat: Assassins are highly trained in hand-to-hand combat and do 1d6+1 damage with their fists.

Stealth: Assassins live in the shadows. When they hide it’s almost as if they are invisible. An Assassin who moves while hiding can do so at up to half their normal pace with no penalty. An assassin can move up to full speed with a -5 to their Dexterity check.

Savings Throw: Assassins gain +2 to Saving Throws against Death and Poisons.



The Changeling Race/Class for White Star

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I wanted to do a class/race inspired by Odo from DS9.  Thought it would be a fun fit for White Star.

 

The Changeling

Changeling 1

Here’s the PDF- The Changeling

Changelings are a strange race that hail from the farthest reaches of the galaxy.  No one knows if these creatures have their own homeworld or a society of their own.  Encountering a changeling is extremely rare and they are usually regarded with suspicion due to their ability to change into nearly any shape they desire.  Changelings have two natural states in which they exist; a liquid state (when they are at rest) and a humanoid form.

 

Changelings are often hired as spies or assassins.  Others take up the mantle of law officer or bounty hunter.

 

Level XP HD BHB ST Shapses/Day
1 0 1+1 +0 13 3
2 3,000 2 +1 12 4
3 6,000 3 +2 11 5
4 12,000 4 +3 10 6
5 24,000 5 +4 9 7
6 48,000 6+1 +4 8 8

 

The Changeling Abilities

Weapons and Armor Restrictions:  Changelings are proficient with clubs, daggers, mono-daggers, swords, mono-swords, laser pistols, and laser rifles.  Changelings tend not to wear any armor as it interferes with their ability to shape change, but can wear up to light armor.  Shape changing out of armor and into a different form takes an additional round.

Shape Change:

Changeling 3

Changelings are able to change their shape into any creature that they have seen or studied previously for at least five rounds.  The creature can be as small as a mouse or as large as a grizzly bear.  The changeling gains any attack that the creature has (IE. claw, bite, tentacle, etc.), and any movement ability (IE. swimming as a fish, speed as a cheetah, flight of a bird, etc.), and any other natural abilities the creature may have.  Changelings do not get special or supernatural type powers when changing into a creature.  A changeling can even coat themselves over technical displays and take on a chameleon-like appearance.  Anyone attempting to notice a changeling in this state must succeed at an Intelligence check -4.  A changeling surprises any target in 1-5 on a d6.

Changelings can take on the appearance of people and aliens as well, but do not gain access to their memories.  Changelings cannot replicate people who have overt cybernetic body parts, as they cannot change into things with gears or many moving parts.  Changelings can transform into inert objects like rocks, trees, fallen logs, vases, furniture, etc. as well.

A changeling can use this ability a number of times per day as indicated on the table above before becoming exhausted and having to remain in the last form or revert to their humanoid form.  Each transformation takes 1 round.

Pseudopods: If a changeling takes no other action (including movement or attack) they can form up to 4 pseudopods that reach up to 10’ and make an attack with each.  They deal 1d6-1 damage.

Unknown Physiology: Changelings do not need to eat or drink, are immune to most (GM’s call) diseases and poisons, and are immune to critical hits (if the GM is using that optional rule).

Regeneration: Every 24 hours a changeling must revert to a liquid state and regenerate for 8 hours.  During this time they regain HP as per the normal rules.  Each hour past the initial 24 a changeling must succeed at a Savings Throw to remain in the shape that they are in.  They cannot shape change at all.  Each additional hour the changeling suffers -1 to their roll (IE. a changeling that has gone on for 29 hours suffers -5 to their Savings Throw).

Changeling 2


White Star Session 1 Recap- Part 1

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Strange Stars Cover

Blast off to ADVENTURE!!!

Sunday saw the kickoff of my Strange Stars campaign using the awesome White Star rules.  This is the first game I’ve run with my group since my burnout nearly 4 months ago.  My original group (peeps I’ve been playing with for about 10-15 years) had sent me text messages (or emails) asking when we were gonna game again- so I decided to keep it small and more manageable and play with just four people.  See if my diminishing burnout could handle that.

So my group looked at the classes from the book and what I created and we ended up with and the races that I stated up from Strange Stars and made their decisions.

Aside: I’m also using the skill rules I ported over from Beyond the Wall:

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 piloting, hacking, security, technology, alien cultures, 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. 

Here’s what we ended up with:

Liam– An Assassin Djagga

Strange Stars pic

Liam choose his two skills of stealth and escape artist.  His race also gave him notice as a skill.

Fletch– A Tech Specialist Kosmonik


Kosmoniks

Fletch choose BLANK as his four skills

Nate- A scoundrel “Cold Egg” Ksaa (he’s an archaeologist, really).

 

Ksaa

 

Nate choose computers, stealth, archaeology, alien history, and xeno-biology as his five skills.

 

The Set Up

When we originally discussed what the group wanted to be, the vote was treasure hunters.  None of them wanted to captain a ship.  They wanted an NPC to “captain” and they would go where adventure led them or through discussion- steer the ship…  That’s Jake with me.

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

 

To be continued- Riding through the jungle!  Ambush! Crashing!  And Death!

Ships


Strange Stars (White Star) Session 1 Recap, Part 2

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Strange Stars Cover

 

Last post I gave the back drop of our campaign using the awesome Strange Stars setting and the kick ass White Star rules.  Today we blast off into ADVENTURE!

Players

Liam- A djagga Assassin

Fletch- A kosminok Tech Specialist

Nate- A “Cold Egg” Ksaa Scoundrel

*Race information here.

Adventure doesn’t always go… according… to plan…

So the three of them are traveling on a medium transport by the name of “Within Arm’s Reach” captained by Reeves “Trick Shot” Hammond.  Trick Shot was a renowned scoundrel in his earlier age, but had taken ill with a rare wasting disease.  He lost his left eye, his right arm, and both his legs before a cure was found.  Trick Shot had a cybernetic eye and arm to replace what he lost, but refused to get his legs replaced, and instead uses a hover chair to cart himself around.

The group had landed on the dying planet of Deshret in the Zuran Expanse after receiving a tip from a friend that they had discovered an energy signature that was most likely a derelict ship that had crashed down in one of the few remaining patches of jungle left on the world.

The adventure starts with them roaring out of Within Arm’s Reach on their “Fingers” (hover bikes) along with two NPCs (a djagga named Fix and a human named Smelly) and Trick Shot and two NPC gunners riding in the Palm (a cargo loader).  See picture below.

Ships
The group roared out of the cargo bay on their “Fingers” and headed into the thick jungle.  Starting on the first round and then every two rounds thereafter I rolled a d6 for each player.  If the die came up a 1 or 2 that meant the player came across a situation on their Finger (IE. thick vines, fallen or live tree, etc.)  The player then had to make a Saving Throw to pull off a cool maneuver to avoid this obstacle.  If they failed the ST, then they hit the obstacle and their Finger takes 1d6 damage.  Nate was the first to get a 1 on his test and failed, resulting in 2 damage to his ride.  The second was Fix (a djagga NPC on a Finger).  He rolled a 1 on his ST.  I gave him a second save to avoid death- NOPE.  CRASH…  BOOM…  DEAD.

So sad- I actually had some cool thoughts for ‘ol Fix.

The group continued whizzing through the jungle when suddenly a whooping and loud roar echoed through the jungle.  Coming out of the jungle towards them was a group of 5 hover bikes that were painted with gold and yellow triangles.  “Oh great!  It’s Zen’s goons!” Yelled Trick Shot over the comlink.  One of the goons took a potshot at one of the players and missed.  “Ok boys!  Open up on them!”

The combat was fast, deadly, and fun!  One of the enemy goons went the same way as poor ‘ol Fix and collided with a tree.  I allowed the players to either fire a one-handed ranged weapon at a -4 (none of them were Swoop Racers, so they got modifiers) or they could make a Dex check (roll under the attribute- or use Piloting skill) to do a fancy move and get behind an enemy and fire their front arc lasers.

Nate stopped his Finger and took two shots at a goon, destroying the vehicle and sending the goon flying off to his death, and then took off again to catch up to the action.  Fletch tried several maneuvers (failing the first) and then finally destroying the goon’s ride.  Liam stopped his Finger and attempted to snipe a goon, but missed, eventually getting back into the fray and zapping a goon with his Finger’s front arc lasers.

When there was only one goon left he made a rude gesture and whizzed off back into the jungle.  The group let him go and continued towards where the energy signature was located.

Eventually they came across a large derelict ship.

Crashed Ship

The group looked at the ship (I’ll post the map once the session is complete) and realized that this was only the back half of the ship (the drive/engineering section).  What happened to the front will probably never be discovered.

The group found a massive hole in the front where the ship had been ripped apart.  Fletch indicated they should go in through there.  As the group made to enter a loud voice echoed through the clearing.  “Why have you come to our sacred area!  Why are you disturbing the God From Above!?  Why is your unworthiness here?”  Everyone looked up to see a strange figure standing atop the crashed ship.  They were wearing armor and a helmet.  In one hand was a wicked-looking pike and in the other a laser pistol.

dead-space

 

The group tried to offer some banter, but failed.  “You hear that my pretties?!  They come here to upset our God!  Kill them!”  Small arrows and spears suddenly erupted from the jungle.  Emerging from the underbrush were small little fuzz balls.  The figure with the helmet swung down a rope and disappeared into the bowels of the ship.

Critter

When I showed this picture to my players they were elated that they got to kill Critters.  15 of the little bastards surged out of the woods.  The fight was a hard one.  Smelly and both NPC’s with Trick Shot fell in combat and Liam and Fletch nearly did as well.

Fletch hooked his Finger up to a small energy port on the outside of the ship and hacked it to turn on any light that would still be working.  He then projected his voice on the system speakers “You have all angered the God From Above!  You will all die!”  The remaining little creatures screeched and fled into the jungle.  Fletch also heard screeching echoing from within the ship.

After the group licked their wounds and recovered they entered the ship.  Fletch stepped in and was immediately attacked by a hidden laser turret.  The group took some pot shots at the turret- destroying it quickly.  The group continued to the large door in front of them and found a large container which housed a deactivated Scout Robot.  Fletch started rubbing his hands together.

The group could hear a humming through the far door on the other side of the room and decided to go through it.

We ended here because Liam had to leave- and the group was already sporting many laser burns and puncture marks from the previous battles.  I gave out XP and we said good night.

Next session is on the 21st of June and hopefully they will finish exploring the crashed ship.


Die Drop Planet Generator for Sci-fi Games

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I am currently working on a book for the awesome White Star system that I’ll be using to aid in my Strange Stars game.   I love die drop charts so I figured I’d create one for this.

 

Simply roll a d4, d6, d8, d10, d10 (%), d12, and a d20.  Then roll a d20 and consult the name chart.  Boom.  Done.  I have also provided two examples that are “flushed out” after I consulted the results.

Planet Two

 

d4- Tech Level

  1. Low
  2. Medium
  3. High
  4. Futuristic

 

d6- Population

  1. Abandoned– The society is gone- abandoned for whatever reason. There may be a few survivors here and there.
  2. Sparse– There are a few colonies throughout the planet. Most likely small outposts.  Probably no more than several tens of thousands inhabitants on the planet.
  3. Decent– A few colonies throughout the world, or a few cities, or one large city. Roughly a population of several million inhabitants.
  4. Busy– The planet is teeming with inhabitants. There are several large cities on the planet.   The planet has roughly a population of several hundred million to billions.
  5. Packed– The planet is bustling with inhabitants. There are several massive cities on the planet.  The population has roughly a population of several billion people.
  6. Metropolis– The planet is over-populated and may even be one giant city (GM’s call). The planet has a population of tens of billions of people.

 Planet Three

d8- Events/Obstacles

  1. A sickness ran rampant through the population, killing roughly 20% of the inhabitants.
  2. A long running conflict has just come to an end and the world (or part of it) is celebrating.
  3. An unrecognized configuration of starship has crashed into the planet.
  4. The leader of the government has been assassinated. The world is in morning.
  5. The Mining Consortium desires to land on the planet and begin an invasive drilling process.
  6. A fleet of ships has arrived and formed a blockade around the planet for some unknown reason.
  7. The sun has been eclipsed for 1d6 days- a completely unnatural occurrence and the local populace does not know the cause behind this strange phenomenon.
  8. Tensions are running high amongst two rival factions. Tension and open hostility are high.

 

d10- Events/Obstacles

  1. Electric storms are raging through the area causing electronics to short out and shut down.
  2. A large group of pirates have congregated around the planet and are charging a tax to anyone wishing to set down.
  3. A strange fungus has wiped out many of the planet’s crops. The planet is in a state of famine.
  4. Several grizzly murders have occurred in the main city. People are wary of one another and look at everyone with suspicion.
  5. A group of ferocious aliens has set down on the planet and is engaged in a ritualistic hunting event. They don’t care if they hurt others in the process.
  6. Earthquakes rattle the area, destroying many buildings and damaging shuttleports.
  7. A strange breed of fuzzy rat is breeding at an alarming rate. In a few days the cities will be overrun with these cute, but annoying, rodents.
  8. Celebrations turn into riots when a beloved public figure is assassinated during the ceremonies.
  9. An old enemy of one of the PC’s shows up on the planet, and is looking for revenge.
  10. The planet is currently in a state of martial law- making traveling and gathering information extremely difficult.

Planet Four

d10 (%)- Fascinating Structures

  1. A crashed ship that has been turned into a tavern/inn.
  2. An ancient, large black obelisk that rests just outside of the city.
  3. A government building that is built on massive floating lily pads.
  4. An inverted pyramid built into the ground by ancient hands.
  5. A building made from faintly glowing crystal.
  6. An ancient religious temple intricately carved from limestone.
  7. The penal colony is built on a massive crab walker and moves around the planet.
  8. Building is a spaceship that hovers in the sky.
  9. Structure is sculpted from a comet that crashed on the planet thousands of years ago.
  10. Building of soft angles and several stories is constructed completely out of gold.

 

d12- Structures

  1. Prefabricated structures created of metal and fiber-plastic.
  2. Structures are made of stone and mud.
  3. Many of the structures are created from storage/shipping containers.
  4. The structures are created from non-functioning/redesigned starships.
  5. Structures are created from living plant matter.
  6. All structures have a conch shell-like construction.
  7. Buildings are huge arcologies.
  8. Structures are made of a bronze metal that is warm to the touch.
  9. Structures are round glass buildings.
  10. The inside of the buildings are labyrinthine.
  11. The buildings are covered in solar panels.
  12. The buildings are all built on large metal or stone stilts.

 

d20- Environment

  1. Desert planet.
  2. Ice planet.
  3. Lush jungle.
  4. Planet is covered in massive mushrooms.
  5. Patches of the planet are barren rock.
  6. Toxic and covered in a miasma. All cities are built in protective domes.
  7. Giant crystals grow out of the ground and hum when lifeforms are near.
  8. Planet is a gas cloud. All buildings are on floating rocks.
  9. Entire planet is an ocean. All buildings are in protective domes or built above the sea on floating barges.
  10. Swamp planet.
  11. Volcanic planet.
  12. Planet is toxic and barren. All life lives under the planet crust.
  13. Planet is covered in massive sand storms.
  14. Planet is swampy. It rains 90% of its cycle.
  15. Arid planet.
  16. Tundra planet.
  17. Planet of lush vegetation. The vegetation forms a conscious hive mind.
  18. Artificially built planet. No one knows who constructed this wonder.
  19. Planet is a living being and is covered in fleshy membranes.
  20. Roll twice and combine.

 

 

Planet name (roll 1d20)

  1. Tryklar
  2. Abtoss One
  3. Z-7665H
  4. Hyphron
  5. Haven
  6. Yzrak
  7. Port Myth
  8. Nazpar
  9. D-5517
  10. Poplar
  11. Ghystar
  12. Byztine
  13. Klaxon
  14. Beta
  15. P-4832Z
  16. Rockbalt
  17. Carcass
  18. Victory
  19. Whendon
  20. Lythblat

 

Planet One

Example One: Carcass is a failed colony world that was abandoned after the tensions that ran high between two rival factions exploded into a small but fierce civil war. Many argue that the colony didn’t survive due to the low tech that was provided for settlement.  Carcass is an ocean world where all the structures are built upon floating barges.  The architecture of all the buildings resembles large round glass buildings.  Earthquakes are shaking the ocean floor and causing massive waves to rattle the area, destroying many buildings and damaging the abandoned shuttleports.

 

Example Two: D-5517 is planet covered in massive mushrooms that stand 20’-40’ in height, and is renowned for its advanced technology and its highly dense population of tens of billions of inhabitants.  The capital building of D-5517 is a spaceship that hovers in the sky.  Most of the buildings are constructed of a bronze metal that is warm to the touch.  Recently D-5517 has had its share of troubles: a strange breed of fuzzy rat is breeding at an alarming rate.  In a few days the cities will be overrun with these cute, but annoying, rodents.  Also an unrecognized configuration of starship has crash landed in the capital city.


Instaplanet Sci-Fi Generator

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Instaplanet

Coming up with a planet on the fly can be hard… coming with a few locations on that planet on the fly can be even HARDER.  Instaplanet is so you can generate the interesting things in the surrounding area on the fly.  You can use this in conjunction with the Die Drop Planet Generator (pg XX).  Simply take a piece of paper and various dice (see below) and drop them on the paper.  Consult the chart below and mark down the locations (see pictures below in example).

 

As far as the number of the dice you drop, that is your call.  If you want the planet to be densely populated with Landmarks and Population Centers, then drop numerous d6’s and d8s.  If you only want one or two Interesting Features drop a d4 or a d10 (or both) and one Point of Conflict, just drop 1d10 (%).

If you feel a roll on any of these tables is unique, once it has been rolled simply cross it off and create a new one.

 

Once you have your map, you can quickly link them to what you have created with the Die Drop Planet Generator and just fill in some quick gaps.  The distance between each location is your call.  You can do something like each 1″ on apart is 10, 15, 30 miles, etc.  Or roll 2d6 and that’s the number of hours or days the locations are from one another.  Then just fill in the blanks with random encounters, etc.

I have an example below.

d4- Interesting Feature

  1. Ancient Temple
  2. Recently Unearthed Crashed Ship
  3. Blighted Lands
  4. Massive Sink Hole

 

d6- Landmark 1

  1. Lake/River
  2. Badlands
  3. Swamp
  4. Mud Flats
  5. Forest
  6. Canyon

 

d6- Landmark 2

  1. Mountain
  2. Forest
  3. Hills
  4. River
  5. Rocky Outcropping
  6. Desert

 

d8- Population Center

  1. Industrial
  2. Agricultural
  3. Science
  4. Education
  5. Scrap
  6. Settlement
  7. Religious
  8. Mixed (choose two)

 

d10 (%)- Point of Conflict

  1. Two Groups are in Dispute Over Precious Material
  2. Mining Facility Has Collapsed
  3. Robots at Construction Facility Have Gone AWOL
  4. Hover Bike Race
  5. Smuggler Deal Going Down
  6. Smuggler Deal Getting Busted by Authorities
  7. Land Owners Being Bullied to Sell Their Land
  8. Facility That Uses Slave Labor
  9. Strike at Facility That has Erupted into Riots
  10. Military Combat Exercise

 

d10- Interesting Feature 2

  1. Formation of Large Crystals
  2. Massive Power Source
  3. Lone Arcology
  4. Isolated Religious Temple
  5. Isolated Research Facility
  6. Large Cliff With Expertly Carved Faces into the Rock Wall
  7. Hive of Recently Discovered Insects (or Animals)
  8. Colony of Exiled Aliens
  9. Abandoned Penal Colony
  10. Abandoned Research Facility

 

PLANETARY EXAMPLE

First part was generated off of Die Drop Planet Generator

Name– Rockbalt

Tech level– high

Population Density– Sparse- There are a few colonies on the planet.  Roughly tens of thousands of inhabitants.

Events/Obstacles– An unrecognized configuration of starship has crashed on the planet

Events/Obstacles– Celebration turns into riots when a beloved public figure is assassinated during the ceremonies

Fascinating Structure– An ancient, large black obelisk that rests just outside of the city.

Structures– Prefabricated structures created from metal and fiber-plastic

Planet Type– Lush jungle planet.

Then I dropped some dice on a piece of paper and marked their location.

Instaplanet 1

Then I traced over it all with pen so the picture didn’t look so crappy.

Instaplanet 2

 

Then flushed out these locations with stuff I rolled from the Die Drop chart and what popped into my head.  I left out the assassination and obelisk stuff- figuring those would be good ideas for the jungle area- should the adventures every go there.

Instaplanet Labeled

 

 

All-in-all the process between the two maps took me roughly 20 minutes and I have a baseline for a planet that my players may adventure on, or they may just stop off and kill shit before heading to the stars again.  In the end I have a planet that can be used later- or not- and it only took 30 minutes of my time.


High Noon OSR-style Gritty Western Game- Coming Soon- First Class- The Gunslinger

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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!

 

Gunslinger

Billy_the_Kid_corrected

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
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.


High Noon OSR-style Gritty Western RPG- Second Class- The Scout

$
0
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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

Anyways enjoy the Scout!

Scout

Scout 1

Scouts know the wilds and how to survive in the harshest conditions.  Many scouts prefer the lonesome prairie to the hustle and bustle of the cities.  Often times these men and women offer their knowledge and skills for money, supplies, or trade.

 

Scouts have a keen eye and know how to spot people or animals that may be sneakin’ up on them.  Scouts are said to have been “born in the saddle,” as a horse is one of their most important “tool” in their arsenal, and can fire from horseback with ease.

 

Weapon Restrictions: A scout is proficient with knives, bow and arrows, lassos, clubs, spears, axes, pistols, and rifles.

 

I Gots Me a Horse: Scouts start play with a horse.

Scout 2 

Rugged Survivalist: A scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the scout is attempting will determine which Attribute is being rolled.  The scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a rattlesnake) are doable for the scout.

 

Keen Observer: When an enemy or beast attempts to surprise a scout their threat range is reduced by half (IE. A cougar that surprises foes on a 1-4 normally can only can surprise a scout if they roll a 1-2).

 

Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A scout’s movement is unimpeded when moving in any of these terrain types.

 

Fire From the Saddle: A scout does not incur the normal -4 penalty to attack rolls when firing a ranged weapon from the saddle of a moving horse.

 

Saving Throw: A scout receives +2 to saves against poisons and environmental hazards.

 

Prairie Fort (9th): The scout has assembled a following of loyal people who tromp through the wilds with you.  During your travels you have set up a fort somewhere as a base of operations.  This fort is self-sufficient, but will run into troubles like disease, famine, attacks, etc.

 

Skills: A scout begins play with five skills.

 

Starting Currency: 2d6 x 10 dollars.

Scout 3

Scout 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

 

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- Third Class- The Cult of Personality

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0
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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 and Scout

Enjoy the Cult of Personality

Cult of Personality

Cult of Personality 1

Whether a preacher, opportunistic businessman, a tribal leader, or a snake oil salesman, cult of personalitys survive on their wits, ability to read people, and then manipulate them into doing what they want.  Some cult of personalitys use their gift for oration to achieve power, using their influence to get what they want and flout it.  Others generally care about those that are devoted to them and use their influence to help those in need.

 

The cult of personality is educated, personable (at least on the surface), and charismatic.  They know how quickly people’s opinions can turn from happy to murderous and are cautious to avoid becoming the target of a lynching mob.

 

Weapons Restrictions: Cult of personalitys is proficient with clubs, pistols, knives, swords, and staves.

Loyal Retainer: Even at level 1 the cult of personality has a loyal retainer that follows them around like a lapdog.  This could be a sibling (or other family member), someone enamored with the PC, a body guard, etc.  This retainer is a NPC of a trained skill level.  The player can choose what type of vocation, etc.  Should this character die, a new person will be attracted to the charisma of the cult of personality and glom onto the PC within one month.

Cult of Personality 2

Inspire: The cult of personality uses their silver-tongue to inspire those around them, spurning them to greater heights.  This speech takes one turn to accomplish.  At the end of it all allies receive +1 to attack, skill checks, or saving throws for 1 turn.  The cult of personality can do this once per day at 1st level, twice per day at 5th level, and three times per day at 10th level.

Terrify: Whether it is using the word of god, war-chanting, or veiled threats, a cult of personality can cause unsettling fear in their enemies through the power of their words.  All enemies within 60’ of a cult of personality must succeed a saving throw or suffer -1d6 to their attack roll, skill checks, or saving throws.  This effect lasts as long as the cult of personality keeps speaking (they still receive a movement action), and for 1 round after.  A target that successfully makes their saving throw cannot be affected by this for 24 hours.

Silver-tongued: When a cult of personality is making a charisma-based roll, they roll 2d20 and take the higher of the two.

Well-Read: Once per session a cult of personality is able to recall some historical fact, rumor, or remember something from a book they once read.  They can automatically succeed on an information or history fact or can make a skill roll even if they do not possess the skill.

Saving Throws:  Cult of personality’s receive +2 to resist attempts to influence them or cloud their minds.

Literate: A cult of personality can read and write their native language.

Congregation (4th):  The cult of personality gains a following of loyal (or devout) individuals.  At 4th level this starts as a small congregation of 5 people, but each level increases by 1d6 people.

Mayor (9th):  The cult of personality has become so influential that they become the leader (officially or unofficially) of a town or city.  The cult of personality will need help to run the town and there must be finances and trade coming in or the town will go bust.

Skills: A cult of personality begins play with three skills.

Starting Currency: 3d6 x 10 dollars.

Cult of Personality 3

Cult of Personality 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

 

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

$
0
0

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.


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

$
0
0

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- Weird West Class- The Knight of Faith

$
0
0

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- Weird West Class- The Shaman

$
0
0

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 Sorcerer

$
0
0

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 Weird Scientist

$
0
0

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.



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

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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.


The Skum- Monster for DCC

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The Skum

Scum pile

The Skum: Init +3; Atk as weapon +2; AC as armor; HD 2d8+5; MV 30’; Act 1d20 + 2; SP consume nightmare, immune to fear, spores, Scare spell 1x/day (as if The Skum rolled a 22-25); SV Fort +3, Ref +2, Will +0; AL N.

 

The Skum, in their natural form, hail from the native plane of nightmares and fear.  These pathetic creatures are able to break the barrier between realms and cross over to our where someone has died from the fear of an illusion or dream.  They feed on the remaining energies, growing into a large spot of mold (roughly the size of a toddler).  Eventually when a creature passes by, spores erupt out and infect the target with The Skum’s consciousness and personality, which begins devouring the infected person’s life essence over the course of a month (DC 14 Fort save to resist).  For the first month there is no way to tell if a target has been taken over by Skum, because even the infected do not realize what is going on.  Only under the light of the moon at 2-3am can anyone tell something is wrong.  The creature is phosphorescent, and will glow a pale green color.

The Skum glow faintly under the light of the moon.

The Skum glow faintly under the light of the moon.

Note: a player character can be infected with this for one month and act completely normal for the first month and not know they are consuming dreams at night. 

 

An infected person acts just like normal, however they do not sleep.  Instead they will wait until their companions sleep and then siphon the nightmares out of them.  The Skum opens their mouth and small moth-like creatures attached to cobwebs flutter down and go into a target’s ear- draining 1 point of Wisdom per night (this is reflected in the target’s dreams being consumed).  Should a target be drained to zero Wisdom they immediately die and 1d3 nights later rise as a second stage Skum.

Mold man

Second-stage Skum

Second-stage Skum occur after one month has passed.  The infected target’s essence has been fully consumed and they are now gone.  Sores and patches of mold grow on the target’s flesh.  Their hair falls out in clumps, as does their teeth and nails.  The second-stage Skum has one more month before this shell crumples down into a heap of Skum (beginning the whole process over again).  Second-stage Skum are dangerous because any slashing weapon damage releases spores from their innards.  Targets in a 5ft radius must succeed a DC 14 Fort save or suffer 2d3 Wisdom damage.  Should a target be reduced to 0 Wisdom, they will crumble into a pile of soggy mulch-like debris.  1d3 rounds after the target will rise up as a Skum husk.

 

Skum Husk: Init +1; Atk claws +2 (1d4+1); AC 11; HD 1d8+2; MV 30’; Act 1d20 + 2; SP immune to fear, spores; SV Fort +0, Ref +2, Will +0; AL N.

Skum Husk

Skum Husk


Blood Magic for Beyond the Wall.

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I’ve always really liked blood magic from Dragon Age.  I’ve recently started re-playing Dragon Age: Inquisition (elf female, dual-wield rogue build– I actually grew bored with this build and am now trying an Archer build- liking it much more.

Anyways-  I love Beyond the Wall and was thinking that it would actually make a great system to play Dragon Age with (more so than I enjoyed the AGE system).  It’s got character backgrounds (much like origin stories from Dragon Age Origins) and it only has the three classes: Warrior, Rogue, and Mage.

So I thought it would be fun to create blood magic rules for Beyond the Wall.

Blood Magic

Blood Mage 3

A mage who dabbles in blood magic is able to empower their spells, becoming an even more dangerous and powerful adversary.  Mages who use blood magic must be wary for this power comes with risk; gaining the notice of demons and other malevolent spirits.

Cantrips

A mage who uses blood magic on a cantrip can:

  • Automatically succeed on a cantrip (the mage must sacrifice 1d3 HP from themselves or another target).
  • Do max damage or extend the spell’s duration to max time limit (the mage must sacrifice 1d4 HP from themselves or another target).

Spells

Blood Mage 2

A mage who uses blood magic to cast a spell can:

  • Do max damage with a spell (the mage must sacrifice 1d6 HP from themselves or another target).
  • Be considered 1 level higher for purpose of “caster level” (the mage must sacrifice 2d4 HP from themselves or another target).
  • Cast another spell even after they have cast all spells for the day (the mage must sacrifice 1d8 HP from themselves or another target).

 

Rituals

Blood Mage 1

A mage who uses blood magic to cast a ritual can:

  • Reduce the casting time of the ritual by a desired number of hours (the mage must sacrifice 1d6 HP per hour from themselves or another target). IE- a 3rd level ritual can be cast and take effect immediately, but the mage (or another target) takes 3d6 damage.  The mage still needs to roll for success and needs all required components.
  • Automatically succeed on a ritual (the mage must sacrifice 1d10/ritual level HP from themselves or another target).  IE- a mage uses blood magic to automatically succeed on the 6th level ritual, Contagion, but they (or another target) suffers 6d10 damage after doing so.  
  • Forgo the ingredients needed to cast a ritual, instead using their own blood to fuel the spell.  (the mage must sacrifice 1d10 HP/level from themselves ONLY).

The Perils of Blood Magic

Demon 1

Each time a mage uses blood magic they must make a savings throw VS spells or attract unwanted attention.  The mage suffers a negative modifier to their save depending on the type of magic used.

Cantrip: -2

Spells: -3

Rituals: negative modifier is equal to the level of the ritual (IE- a mage using blood magic to enhance a level 10 ritual would only not attract attention on a 20- as should be with using such powerful magic.

If attention is attracted roll 2d20 and consult the table below:

2-5) Possession- the target becomes possessed by a demon for 1d4 days.  The demon merely wants to explore the world and will gladly venture forth with the party.

6-8) Possession- the target becomes possessed by a demon for 2d4 days.  and desires freedom and to spread corruption far and wide.  It will attempt to flee the party.

9-12) The mage is wrapped in delusions and cannot distinguish reality from fantasy.  The mage rolls 2d20 for all perception and thought-based rolls and takes the lower of the two.  This lasts for 2d4 days.  

13-14) Magic is siphoned from the mage.  They are unable to cast any spells for 1d3 days.

15-16) Magic is siphoned from the mage.  They are unable to cast any spells for 1d6 days.  

17-19) The mage is drained of all vitality.  Their physical attributes are halved for 1d3 days.

20-22) The mage is drained of all vitality.  Their physical attributes are halved for 1d6 days. 

23) The blood that was sacrificed was not enough.  All targets within 45 ft of the mage must make a save VS spells or suffer 1d3/level damage as blood is sucked from their body into the realm of shadow.

24) A demon (GM’s choice of type) (BtW, pg 78) appears and attacks the party.

25-28) A hellhound (BtW, pg 85) appears and attacks the party.

29-32) An insect swarm (BtW, pg 86) manifests around the mage and begins attacking them.

33) A monstrosity (GM’s choice of type) (BtW, pg 88) appears and goes for the mage.

34-361d4 skeletons (BtW, pg 91) appear and attack the party.

37) A spectre (BtW, pg 91) appears before the mage and attacks them.

38-40) 2d4 zombies (BtW, pg 99) rise from the ground and attack the party.  


Hubris: A World of Visceral Adventure- Kickstarter now LIVE

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Print

Saturday saw the launch of my Hubris Kickstarter!  Thus far in two days we are already at 50% of our baseline goal!

Hubris is a weird fantasy, horror setting (scope out the full page of stuff I’ve put on the blog over the years) that is compatible the awesome DCC rules.  However I have designed it so that the setting, at large, can be used with pretty much any system.  The classes and monsters are stated for DCC, but the setting stuff itself is, by and large, system free.

I’ve also designed the book to be useful at the table- I kept the territories down to minimal fluff (enough to give flavor, but not go overboard) and then the charts and tables for each territory can be used on the fly to generate encounters and strange and new locations.  The goal is that each group’s Hubris will be different.  Here’s an example: The Great Plains of Unbidden Sorrow.

Also in Hubris, you’ll find 11 terrible gods, four patrons (with a full list of spells, invoke ability, and spellburn), three new spells, and a host of new classes and races for the setting.  Then in the GM section there is a plethora of charts and table to use on the fly or get the creative juices flowing.

Oh and the best part- THE WRITING FOR HUBRIS HAS BEEN COMPLETED!  So has two of the proofs.  This kickstarter is paying for the layout by the amazing Alex Mayo and art by the talented David Lewis Johnson, Jez Gordon, Doug Kovacs, and Jeremy Duncan!  Also possibly many more!

 

The world of Hubris

The world of Hubris

 

 

Shameless Plugs

Chuck Thorin over at Geek Life Project (who helped playtest Hubris and was the first death EVER)- stated some kind words about Hubris.

Mark Van Vlack from Dust Pan Games has thrown his hat into the ring and given vocal support of Hubris.

David Lewis Johnson said some very kind words about me yesterday:

“Full disclaimer: I’m working on this and I’ve been friends with +Mike Evans since the year 2000.

I want this book to back.

Mike has written a master course on brutal world design from start to finish, and it’s immense. Furthermore, it’s not just setting fluff.

Mike is a toolmaker. This ENTIRE book is an extensive toolbox, like for master mechanics – and if you’re a GM on about the OSR, you know the difference between knockoff tools and heavy duty ones. I believe this book is the latter – it gives you everything you need to make your OWN world in the spirit of the brutal, spastic framework that Mike has dreamed over and over.

And it’s awesome.

Where do I pay my Joesky tax?”

 

Finally- I’ll be on Drink Spin Run tonight, being grilled by the awesome Adam Muszkiewicz and epic Donn Stroud at 9pm Eastern.  It’ll be up on their website in a few days if you miss it!

Thanks to all for the support!  I’m looking forward to Hubris crossing the finish line!

 

Kickstarter Image - Copy

 


The Blighted Sands, Home of the Klind- A Hubris Territory, Awesome Art, and the Kickstarter

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PrintOn Saturday I launched the Hubris: A World of Visceral Adventure Kickstarter (here’s a post I did about it) and we are already at 67%!  I have a great team assembled to do additional work (art, layout, stretch goals, etc.).  I have also opened up three more Art and Fart Level 4 ($70) pledges (these go quick)!

World of Hubris- labeled

World of Hubris- labeled

 

The Blighted Sands- Rolling dunes of sand stretch as far as the eye can see.  Eerie sensual voices seem to be carried on the wind of this desolate desert whispering promises, both too horrible and wonderful, to conceive, while the sand shifts, moving almost as if it were slithering like a snake.

 

Believed to have long ago been a land of rich resources and treasure, it is now a dangerous inhospitable wasteland.  The horrors here are some of the most dangerous and only the strongest and most terrible survive in the Blighted Sands.

 

The Klind Empire; the invaders, the slavers, the deviants, the worshippers of the serpentine god, Set, have made their home in this horrid land.  They roam the lands of Hubris in their bio-organic suits using the knowledge of their flesh weavers to create abominations and gather more slaves and sacrifices to be offerings to their dark god.

 

Devastating sandstorms, raging gigantic beasts, harsh environments, and a psychotic empire is all that stands in the way between an adventurer and unimagined riches from a long forgotten age.

 

Lay of the Land- The Blighted Sands

1-15 Large expanse of hot empty desert

16-17 Oasis that has been corrupted by malignant presence.  Any who drinks from this water gains 1d3 mutations: Roll 1d6: 1-3) cosmetic mutation; 4-5) power mutation; 6) calamitous mutation (pg XX).

18-20 Volcanic region, lava and geysers erupt sending sulfur and ash into the sky.

21-25 Expanse of sand dunes that if watched closely seem to be rising up and down as if breathing.

26-27 Long-forgotten mine of ancient empire.  Holds unimagined wealth, ore, and horrors.

28-29 A single magnolia tree in the midst of the desert.  The white blossoms bring a calming effect to all who inhale their intoxicating scent.

30 A field of grass and flowers.  The flowers can be dried and ground up to make an extremely powerful hallucinogen.

31-32 Ancient weathered statue of anthropomorphic elephant.

33-34 Ruins with doorway that resembles a bloated toad.

35 Whirlpool of sand, in the center is a single glowing rose.

36 Sun-bleached skeleton of a gigantic snake.

37-40 Field of colorful sand that swirls around in the wind to create beautiful pictures of the inner-most desire of any character that walks up to it.

41 Stone slab shaped like a table.  Skeletons are arranged on rocks, sitting as if at a tea party.

42-45 The remains of an ancient town.

46-50 Jagged rocks jut out of the sand for several hundred feet  There is a 35% chance the area will have patches of quicksand, 25’ radius (3d10+10 ft deep).

51-55 Klind enclave that is heavily fortified (2d16 slaves in area with 10+1d10 guards always present).

56-57 Outcropping of rocks that stand about 10’ tall.  Upon closer inspection each resembles one of the characters.

58-60 A small oasis- 1d4 sprites guard this sacred land.

61-62 A small oasis 2d4 bandits have claimed as home.

63 Ruins made of a bright red sandstone, half buried in the sand.

64-65 A stationary sandstorm, with flashes of lighting in the sky.  A strange structure is barely visible through the rolling sands.

66-67 Recently attacked Klind outpost, dead slaves, klind warriors, and orcs litter the area.

68 Medium oasis with waterfall where the water is falling up.

69-71 Small trading outpost of merchants from all over Hubris.

72-74 Field of volcanic rock lined with obsidian.

75-77 Field of sand that has been heat blasted into glass.

78 Dank sinkhole.  Walls are wet with mucus.  A chittering noise echoes from the sinkholes depths.

79 Large depression in the sand.  Healthy pine trees are growing out of the desert floor.

80 The remains of a large stone crafted city, mostly buried in sand.

81 Klind outpost overrun with orcs that they have heavily fortified.  Air around it shimmers due to large vat of alchemical substance.

82-83 3 mile area of wet sand that is a nesting field for water bears.  The sand slows movement by ½ and there is a 30% chance per 100’ to fall into a sink hole that is 3d10’ deep.

84 Small village of exiled klind.

85 Wall made of the heads of humanoids, each is in a state of decay, oozing blood, pus, or ichor.  All are alive and willing to chat.

86-88 Ancient temple to long forgotten god.

89 Large wooden ship birthed in a huge sand dune.

90 Area of land that severs the connection with the divine.  Passing through causes a cleric to not be able to use spells and abilities for 1d3 days.

91 Gigantic sculpted face, peering through the eyes shows a different location in Hubris, changes ever 1d7 hours.  Next to it is a huge hourglass counting down until change.

92 20’ pool of thick tar.  Standing in it for more than 1 min causes skin to become dyed permanently black; also melts metal instantly.

93 Tomb of a forgotten civilization of giants that served gods from beyond the Void.

94-96 Area where sand is black and white, all magic is 1) amplified (+5 to rolls); 2) dampened (-5 to rolls).

97 Gnarled and twisted singing bush.

98 Remains of a floating citadel that crashed into a small mountain.

99 Wishing well in the middle of nowhere that is home to an angry fire genie.  He is willing to grant a wish, but will ask a terrible price in return.

00 Field of ooze- 40’ x 40’- travel is cut down to ¼ of original speed.  Targets take 1d2 damage/rnd while in the area.

 

Encounters- The Blighted Sands

1-10 2d8 Klind slavers prowling the Blighted Sands, one is a cleric of Set (lvl 1d3).

11-12 1d4 orcs and a giant snake abomination.

13 Nest of large sand wasps, 2d4 wasps present at any time.

14-15 Caravan of traveling merchants making their way from Klind to Shadowfall.

16-21 Skeletal Runners of the Black Queen, making their way to Klind.

22-24 A gigantic serpent that escaped control of a Klind priest has been wreaking havoc in the wastes.

25 A water bear bursts from the sand and wants to snack on the characters.

26-27 2d8 escaped slaves, covered in congealed blood and sand wander aimlessly in the wastes.

28 The cursed mummy of a 1) klind; 2) kenku; 3) water bear; 4) human; 5) goblin; 6) orc lingers around collapsed ruins, which houses the Squelching Wish of the Envious Winged Monkey.  The powerful protections around the ruin cursed the poor creature to become a protector of this valuable treasure.

29-32 Warband of 20+1d20 marauding orcs.  They have a full siege weaponry and look to be heading towards the Klind capital.

33-34 A ball-like shape of 100+2d100 dead bodies rolls along in the desert.  Hidden in the center of this grotesque monster is a Necrotic Demon.

35-36 Cave full of scorpions.  Also full of 3+2d20 gems worth 25pg each.  At any time there are 2d10 small scorpions, 1d6 medium scorpions, and 1d3 large scorpions.  There is also 2d6 dead and half eaten carcasses at the cave entrance (half of which are animals, the other half are humanoids).

37 Exiled Dreamer Upon High of the Temple of the Lucid Dreamers is levitating slightly above a painful looking rock.  Behind him is his keep; an upside down pyramid.

38-39 2d6 Venomous Red Scales are prowling the desert in search of a kidnapped young initiate priestess.

41-45 A caravan that is completely undamaged, but covered with a fine layer of sand.  All the herd animals and people are dead, dehydrated, covered in spider webs, and small scurrying brown spiders.

46-47 A 20’ high, roughly hewn stone face that likes to talk in riddles about each of the character’s past.

48 The High Priest of Set, traveling the wastes looking for a suitable place to create a new tower for his serpentine god.  Accompanying him are 10 Venomous Red Scales, 200 troops, 1000 slaves, caravan of goods, animals, entertainers, nobles, merchants, and supplies.

49-52 A desert troll sitting atop a sand dune eating a giant scorpion.

53-54 1d3 giant lizards.

55-57 1d6 klind fighting 1d10 orcs, also being attacked by 1 water bear.

58 A blight hag rests atop a jagged outcropping of rocks, singing a song of death and decay.  Any who listen to the words risk madness and mutation.

59 Ritual of Set occurring in the dead of night in the wastes.  A child of Set is born out of the womb of a tied up slave, who dies during birth.

60-62 Field of cactuses with sharp crystalline thorns.

63 1d3 Elephant like creatures with emaciated bodies, overlong trunks, on 25’ high spindly legs.

64-66 Emissary from Fairweather on his way to Klind, under attack by 1d6 large desert spiders.

67-70 2d20 troops from Eisenbar bringing the pain of Drallic the Flayer to the heathen and blasphemous Klind.

71 30’ area of pulsating flesh with 2d8 bulbous mounds.  Closer inspection of the mounds reveal fetuses with malformed body parts.  These body parts will attempt to throttle any who dig them up.

72-73 Whirlwind with lightning and large hail whipping through the wastes.

74-76 3d6 Giant fire salamanders are attacking a Klind outpost.

77-80 Orcs riding on corrupted moths dropping alchemical compounds that melt through flesh and rust metal.

81-82 Fire beetles have made a hive in the carapace of water bear.

83 A drake flies overhead, breathing flame and smoke on the characters.

84 Sink hole trap created by a giant sand wasp.  Will sting and incapacitate any who falls into the hole.  Eggs will be laid on the back of the target immediately and hatch in 1d3 days and begin eating target’s flesh.

85-86 Caravan attempting to flee from the Slithering Peaks after having confiscated several of the deadly red asps from the holy mountains.

87 2d30 gnoll slavers bringing in “cargo” from all over Hubris for trade with the Klind Empire.

88-91 Herder making his way to an oasis with his flock of giant beetles.

92-93 What seems to be a massive sand dune is lumbering across the wastes.  The dune is actually a gigantic sand turtle.  An old hermit lives on the creature’s back.

94 Sentient inky black pool of malevolent intelligence that seeks to corrupt those who come near to its shore.

95 2d6 raiders setting up ambush on caravan approaching in the distance.

96-97 Weathered and ancient book sitting on stone dais in the desert; pages are dripping in a disgusting substance (that fits chosen patron).  Book contains the ritual of the patron bond spell (Judge’s choice).

98 Raiders have unearthed an entrance to a catacomb.  They are being slaughtered by 10’ necrotic beetles and scorpions.

99 A group of 3d5 bald, blind albino half human half centipede creatures are laying eggs on the belly of a dead water bear.

00 A powerful ritual by a group of klind priests and sex prophets bring forth a spectral manifestation of Set.

 

Locations

 

Caverns of Maddening Unearthly Pleasures

 

This cave has been created and shaped through dark rituals and the twisted Klind Flesh Weavers.  The inside of the cavern is not rock, but flesh.  Two thousand slaves were subjected to equal amounts of torment and pleasure as the ritual was cast.  Through the blessings and will of Set, the flesh of these pitiful people was melded together into a gigantic pulsating mass.  Their faces, visible throughout the cavern, express both the horror of their plight and the constant throngs of ecstasy that the will of Set perpetuates.

 

The Sex Prophets of the Klind make pilgrimages here to feed on the sexual energies and be granted powerful visions.

 

Rumors/Adventure Hooks

1) The power of the cavern is weakening.  The Klind are setting out in earnest to find another two thousand slaves worthy of strengthening the bond of the ritual.

2) The ritual holding the slaves in the cavern breaks.  The undulating mass of flesh bursts free of its confinement and begins roaming toward the civilized territories, attacking and absorbing all flesh it comes in contact with.

________________________________________________________________________

 

Emerald Oasis

 

Ancient texts speak of the Emerald Oasis as a primordial life blood of Hubris and the shimmering emerald waters are believed to have healing properties.  Gigantic slathering water bears borrow under the desert floor around the oasis, consuming any who foolishly stumble across their sinkholes.  Several small islands dot the waters and a derelict ship which holds wondrous treasure rests along the beach, guarded by three sirens.

 

Rumors/Adventure Hooks

1) The water bears around the oasis have become agitated and have begun borrowing deeper than normal.  The activity is causing small quakes in the area that has cracked the water bed, causing the oasis to start to drain.

2) Traders leaving the Blighted Sands have mentioned that the Klind enclave has set up an outpost at the edge of the oasis.  They have begun dumping a smoking, bubbling concoction into the waters.

________________________________________________________________________

 

Holy Temple of Set

 

This immaculate temple has been painstakingly crafted over fifty years.  Over 100,000 slaves worked on the construction, and over 10,000 perished from harsh conditions and overwork.  Those that did not perish from the work were sacrificed upon the temples completion to satiate the hunger of Set.  The temple was constructed as a visage of Set and reaches 500 feet into the air.

 

Sathiss, the High Priest of Sets rules the empire from top of the temple, staring out of the ruby eyes of the serpent temple.  The eyes grant the priest the ability to scry on anywhere in Hubris.

 

Rumors/Adventure Hooks

1) Rumors have reached the civilized nations of Hubris that the Klind are setting forth to cast a dark ritual to return Set to the Material Plane.  The Klind have sent out invasion forces to distract all the nations from their true purpose.

2) A dark portal opens in the sky above the city that the characters are adventuring.  A gargantuan snake head slithers out of the portal and begins destroying several of the structures, causing devastation and chaos.  Eventually the snake disappears back into the portal.  The snake is actually the Holy Temple of Set and the high priest has just demonstrated one of its many powers.

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Klind

Set Pic

A temple of Set

 

The Klind are a race of humanoids devoted to their serpentine god, Set.  They seek to dominate Hubris and bring all into Set’s fold, either through conquest, corruption, or as a suitable sacrifice.

 

For over 300 years the Klind have schemed, fought, and plagued Hubris.  Most people of Hubris have only heard of the Klind whispered as frightening tales, from the safety of their homes or taverns.  The true visage of a klind, armored in their bio-organic suits, with bizarre and dangerous weapons, marching ceaselessly across the territories of Hubris in search of slaves and sacrifices is not something that can be accurately captured in story.

 

The capital of the empire is built around the Great Ziggurat of Depravity where sacrifices of the pitiful and unworthy are made to satiate the hunger of Set.  The Venomous Red Scales are the elite guard to the High Priest of Set.  These terrifying warriors police the streets, gather those suitable for sacrifice, and carry out the High Priests wishes.  While risky and dangerous, outsiders still come to Klind to trade or search for treasures in the Blighted Sands.

 

Rumors/Adventure Hooks

1) The Venomous Red Scales are searching the streets of Klind furiously.  A thief has stolen a large red ruby from the Ziggurat.  There is a red glint coming from the alley way across from the characters.

2) A parade is proceeding down the main street to the Ziggurat, the High Priest has arrived to perform a ritual, bestowing the blessing of Set to the worthy.

3) Screams ring out around the Great Ziggurat of Depravity.  Serpent men covered in blood burst through the door branding obsidian blades.

4) Klind Sex Prophets form a circle in the central bazaar and begin to dance, the masses topple over, cries of torment and ecstasy issue from their throats as their energies are being leached from their bodies.  In the center of the circle a rift opens and a gigantic red eye can be seen.

5) The Klind are amassing a large invasion force, their sights set on conquering the Bogwood Swamp, which is a great staging point for the rest of Hubris.

6) Explosions rock through Klind.  High in the air orcs ride on a sky whale abomination, firing down mortars into the city.

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Ruins of the Deranged Elephant Emperor

 

Long ago, before the kingdoms were founded, the great Elephant Emperor ruled over much of Hubris from his ivory tower, crafted from the bones and tusks of his rivals and enemies.  His wisdom crafted many wonders that are now lost to the ravages of time, space and the greed of the inferior races.

 

Like all things in Hubris, eventually the Elephant Emperor went mad, lost in the grips of a prophecy that spoke of doom from the stars and from the belly of Hubris itself.  In an attempt to understand the meaning of this prophecy, the Elephant Emperor began conducting terrible experiments on his subjects.  As a result he was eventually overthrown, his body desecrated and his spirit locked within a mutilated and feeble shell, trapping him forever.

 

Eventually his tower was swallowed by immense sandstorms that ravaged the area, giving birth to the Blighted Sands.  His name and tower were lost and forgotten to Hubris for millennia.  Now, thousands of years later, the tower has reemerged, and the Elephant Emperor hungers…

 

Rumors/Adventure Hooks

1) A bright yellow light has begun appearing in several cities across Hubris, showing a gorgeous and pristine ivory tower.  A deep and prideful voice echoes on the wind, “Come, my children.  Come home.”  People all across Hubris have begun a pilgrimage to the east in a deep trance.

2) One book in the halls of the Temple of the Lucid Dreamers mentions the Elephant Emperor and the ritual used to bind him.  Three pieces of a staff are needed to put the fiend back into his slumber.  The staff pieces are located in the Mountains that Crawl, the Razorback Mountains, and the Whispering Mountains.

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Slithering Peaks

 

The coarse rock of the Slithering Peaks have become pitted and jagged from centuries of harsh sandstorms, but are laced with veins of natural riches.  The clanging of pickaxes and hammers fill the air; the sound of over a thousand slaves working at break neck speed to mine ore and obsidian for the Klind Empire.

 

The Slithering Peaks received its name due to the thousands of red asps that make their home in these craggy mountains.  Potential recruits hoping to become a member of the Venomous Red Scales must survive the bite of a red asp and complete the Ritual of the Serpent, a vile act that transforms them into a member of the elite guard and something less than man.

 

Rumors/Adventure Hooks

1) A dozen potential recruits for the Venomous Red Scales are being lead up the mountain pass to begin the Ritual of the Serpent.  The slaves are agitated and fearful.  The mountains are more live with red asps than usual.

2)   A gigantic cyclone has enveloped an entire range of the mountain as numerous water bears burst through the sand, swallowing up the few stragglers that escaped the storm.  The Klind are rushing to discover what caused this and to reclaim their mountain range.  Both Fairweather and Eisenbar are now anxious to claim the range as their own and deliver a blow to the Klind.

 

The terrifying monstrosity, the Water Bear

The terrifying monstrosity, the Water Bear

 


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