Monday, March 12, 2018

Victorian OSR: A bit of 19th Century Medicine

Our newest Victorian game is in full swing and I decided to flesh out a bit of the horror that is Victorian medicine for unsuspecting player's or to inflict on their beloved NPC allies.
We'll be testing these out as we go along..... (the poison section I have done for a while.)

Anesthetics
The Physician administers the drug and rolls a Diagnosis check with a +4 bonus. The dose takes effect in 1d4 rounds. Each round after the effect hits the patient must make a Constitution check with a cumulative -1 penalty until he fails. He is then unconscious for thirty plus 2d6 minutes. . If the Diagnosis check was failed too much was administered and the patient loses 1d6 hit points due to anesthetic shock.

Once the time of unconsciousness is nearly up the Physician can administered another dose if necessary. The Physician administers the drug and rolls another  Diagnosis check with a +2 bonus. If successful the patient is unconscious for another for thirty plus 2d6 minutes. If the check is failed too much was administered and the patient loses 1d6 hit points due to anesthetic shock. If a natural 20 is rolled on this second or subsequent dosages the patient has a severe reaction and drops to 0 hit points, losing 1d4 per round until a Physician makes a Stabilization check (with appropriate penalties.)

Amputation
The actual removal of an appendage or limb takes 1d6 rounds. The damage done is 1d4 for a hand, foot, or other part such as a large piece of flesh, genitals, etc. Removal of an arm or leg does 1d6 damage.

During the amputation the patient must make a Constitution check or lose half of his current hit points due to shock. This check is made with a +2 bonus if the patient is anesthetized. A finger or toe will cost one hit point but does not require healing rolls to stop bleeding and seal the wound. Infection may set into such an amputation though.

The second step in the surgery is to control the bleeding and hopefully sew up the wound. The patient suffers one hit point loss a round due to blood loss until the Physician makes a successful Healing check (or untrained for non-Physicians). This Healng check does not heal 1d6 hit points as a normal one would; this one instead stops the bleeding and further hit point loss from the actual amputation, nothing  more.

Finally, with the bleeding under control, the Physician (or amateur surgeon) makes another Healing check to close the wound. Again this is not to heal hit points but instead to seal the wound which will be important to stop infection. In fact, in some emergency or complicated situations, the wound may have to be left open and risk infection,

Thus ends the surgery and those in care of the patient can now 'bind wounds' for 1d4 hit points as they treat shock, give meds/whisky, etc.

Now we must check for infection.
The chance for infection is as follows:

  • 5% per hp lost during the procedure (actual amputation and blood loss, do not count binding wounds healng)
  • 2% per round taken to stop bleeding and close the wound. If the wound is not closed only count the bleeding.
  • +25% if wound only wrapped, not sewn shut
  • +25% non-sterile operation
  • x1/2 for a sterile operation

Example:
1. A patient loses a leg doing 4 points of damage. He bleeds for 3 rounds at one hit point per round for a total of 7 hit points x 5% = 35% base.
2. It took 3 rounds to stop the bleeding and 1 round to sew the wound closed for a total of 4 rounds x 2%= 8%. Our total is now 43%.
3. If the operation was non-sterile, perhaps in a civil war tent, we would add +25% for a 68% chance of infection. IF it was in a sterile operating theature we would divide the 43% by 2 (round up) for a 22% chance of infection.

If an infection is present roll a 1d6. One a 1-3 it is a minor infection. On a 4-6 it is a major infection.

Minor Infection
Patient must make a Constitution check each day. If he fails he will heal no hit points that day. If a natural 1 is rolled it turns into a major infection. If the Constituation check is healed two days in a row the infection passes. If on antibiotics or other relevant medication the patient receives a +2 bonus to the Con roll.

Major Infection
Patient must make a Constitution check each day or he will heal no hit points and lose 1d3 Constitution that day. If successful he regains 1d3 Con points and heals normal hit points that day.
If on antibiotics or other relevant medication the patient receives a +2 bonus to the Con roll.

Healing from the Amputation
The minimum time for total healing is four weeks.
At the start of the fifth week  the patient must make a Constitution check with a +4 bonus if on relevant medication. If the Constitution check is failed the patient loses that week and it will take another week and another check to see if he is finally healed. If the Con check is failed by 5 points the patient has contracted a minor infection. If failed by 10 or more he has contracted a major infection. Infections must be dealt with as above.

When finally healed the patient is ready for normal activity with a prosthesis.

  • With the loss of a hand/arm the patient can use his prosthesis to hold an object but can do nothing complicated such as firing a bow or pulling a trigger. A hook is also a viable replacement.
  • With the loss of a foot the patient can move normally with a prosthesis. With the loss of a leg the character's movement with a prosthesis is 90'/30' instead of 120'/40'.

Poisons
Strength of the poison is rated in Xd6 in damage. After entering the system the victim rolls a Saving Throw (with penalties if an especially virulent poison) and takes 1d6 damage. The remaining d6's in damage are taken 1d6 at a time after a set amount of time (one round, minute, hour, etc.) With each time increment 1d6 damage is rolled. This continues until there are no more available damage dice and the poison has run its course. If the Saving Throw was made upon the initial exposure all damage taken is halved. If an antidote is introduced it stops all future damage from occurring. 








Saturday, March 3, 2018

Victorian OSR third edition


Previous two versions linked here.

Changes to Class:
  • Multiclassing has been revamped. There are now two classes and the character's choose careers within each class. As long as they choose within the same class the to hit bonus and Saving throw is not affected. If they choose careers from both the classes, they use the highest to hit bonus and Saving throw from both.
  • The career (formerly class) abilities formula has been changed to 11+ half level (round up) +Ability Score Bonus.
  • Career (formerly class) abilities have been modified for several careers most notably Detective, Physician, and Scholar by adding abilities.
  • Two completely new careers, the Thug and the Entertainer, have been added.
Changes to Combat/Weaponry:
  • Attack bonus per level has been changed to line up more closely with base Ascending AC rules.
  • Automatic weapon rate of fire has been adjusted.
  • Fast Draw modifiers and concealing weapon mechanics have been adjusted or added.
  • Firearms categories have been rearranged and expanded. This aligns then more smoothly with the Western rules. 
Other tiny bits I've probably fiddled with and can't remember right now.
Edit: Like the entire Social Class system I added.

VICTORIAN OSR CHARACTERS
Attribute Bonuses/Penalties:
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.

Character Class and Careers:
Character Class is the framework of a character: the basis for attack bonus and saving throws.
There are two character classes: Adventurer and Tradesman. Within each class is a number of Careers.

A Career is a bundle of skills and abilities for the character (what would be class abilities in a normal game) and hit points for each level of career taken.

Adventurer Careers:
Cowboy
Explorer
Gunslinger
Pugulist
Sailor
Soldier
Thug

Tradesman Careers:
Con-Man
Crook
Detective
Entertainer
Minister
Physician
Scholar

Leveling:
Class level is the total of a character's Career level (or Careers if multi-classed, see below) in an individual Class.

Character level is the total of ALL Class levels and is the basis for experience leveling. Characters level up as Fighters ( 2000 exp for 2nd level, etc.) in the Base Books.

For each new Character level gained the character can gain a level in a Career he currently has or gain level one in a new Career.

For Example: 
A character with Careers in Cowboy (level 4) and Soldier (level 2) is a 6th level Adventurer character. When he gains enough exp to reach 7th level he can advance in a current Career or start another.

Maximum total Careers: 3
Duplicate Career abilities do not stack. Take the best of both.

Multi-Classing:
If he chooses a new Career in his current Class his hit bonus and saving throw advance normally.
The character can however choose to gain a Career in a new Class. If he does this he becomes level one in the new Class and is level one in the new Career.

If he gains a new Class (and Career) he tracks the new Class separately and uses the best to hit bonus and Saving throw of his Classes.

Surprise modifiers and armor class bonuses granted by Career do not stack. Neither do +1 attack bonuses granted by Career (such as a Gunslinger's +1 with firearms and a Soldier's +1 with all attacks.)

For Example: 
The level 6 Adventurer (Cowboy-4/Soldier-2) above gains enough exp to gain a new level (and Career advancement) in Adventurer. Instead he opts for a Tradesman Career, Detective. He does so and is now a level 6 Adventurer (Cowboy-4/Soldier-2) and level 1 Tradesman (Detective-1). And so on.

Level Limit:
Level 12. They are still competent but do not reach the more pulpish or cinematic characters of a level 20 game.

Hit Points:
Maximum HP at first level.  HP limit of 5 levels.

Attack and Saving Throws:
Adventurers: +1 to hit per two levels. +1 at levels one and two. +2 at levels three and four, etc.
Tradesman: +1 to hit per three levels. +1 at levels one through three. +2 at levels four through six, etc.

Class Ability Formula:
11+ half level (round up) +Ability Score Bonus
Untrained: Ability check for Driving, Climbing, etc, 5 + Ability Modifier for trained Abilities such as Mechanic, Open Locks, etc.
DM will add or subract modifiers for ease/difficulty of task.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore armor at different ranges. See my firearms rules here.

Social Class:
Victorian society is divided into three strict heirachies: Upper, Middle, and Lower classes.
A person's Social Class affects Charisma checks/reactions, annual income, and starting money.

First find the Character's Social Class based on his beginning Career. When more than one Social Class is possible roll a 1d6 to determine which one it is.

When interacting with a person of the same class there is no modifier. When dealing with a person of a lower class a character has a bonus to his Charisma. When dealing with a person of higher class a character has a penalty to his Charisma. This penalty is larger due to the inherit Victorian disdain for those of a lower class.

Upper Class
Peer: 0 Cha modifier
Vs Middle: +1
Vs Lower:  +2

Middle Class
Peer: 0 Cha modifier
Vs Upper: -2
Vs Lower: +1

Lower Class
Peer: 0 Cha modifier
Vs Upper: -2
Vs Middle: -4

Starting Money:
Characters start with a variable amount of money based on their Social Class. One pound is equal to five dollars.
Upper Class: 2d6 x 100 pounds.
Middle Class: 1d6 x 15 pounds.
Lower Class: 1d2 x 5 pounds.

Characters starting off at higher levels are assumed to have more funds available unless the DM decides otherwise. For each level above level one add one more dice to the starting money roll. A Middle Class character created at third level would roll an extra 2d6 for a total of 3d6 x 15 pounds for beginning money.

ADVENTURER CLASS CAREERS
Cowboy
Those skilled at riding and working on horseback this class represents cowboys of the American West, cavalrymen of any national army, South American gauchos, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Con 13+

Riding
A Dexterity check to guide his animal. This includes situations such as staying mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot or rope, etc.
The Cowboy gets to add a +1 bonus to Riding Dexterity checks at first level and at later levels.
3, 6, 9, and 12

In addition, the Cowboy can do the following:
Use his Dex bonus to increase his mount's AC.
With a successful check, the Cowboy can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC.

With a successful check the Cowboy can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)

With a successful check the Cowboy can coax the horse to leap obstacles and the Cowboy can hang on while the animal is performing the maneuver.

Roping
The Cowboy receives a +2 bonus with the lariat (ranged attack).

Stamina
Riding the range toughens a man. +2 to Saving Throws vs disease and poison.

Shooter
Being proficient with arms is a necessity on the trail. With snakes, coyotes, bandits, and rustlers you have to learn to defend yourself.
The Cowboy receives a +1 to hit with firearms.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Medium and Light to use Abilities
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Explorer's are only surprised on a 1 on a 1d6.

Backstab
The Explorer, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
Adds +4 to climbing (Str) checks. If in armor heavier than leather the bonus is negated.

Shooter
Being proficient with arms is a necessity.
The Explorer receives a +1 to hit with firearms.

Stalker
In natural settings the Explorer can Move Silently and Conceal himself from detection. If in armor heavier than leather the chance is at -4.  In non-natural settings (cities, crypts, etc) the base chance is divided by two (rounded up.)
The base chance for success is 11++1/2 level+Dex bonus.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain.
The base chance for success is 11+level+Int bonus.
This also includes the ability to track.

Gunslinger
Men who live and die by the gun. Fast with the hands and lethal. Gunman, Quick Draw Artist, Bounty Hunter, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dex 13+

Fast Draw
The Gunslinger does not receive a -2 penalty to attack for drawing a weapon and attacking in the same round. He does receive the -3 penalty but it is reduced due to the Fast Draw bonuses.
See Fast Draw/Drawing a Weapon in the Firearms section below.

The Gunslinger gains a cumulative +1 bonus to Fast Draw initiative at first level and later levels as follows:
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20

The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat many foes who are already armed and ready, even at half the normal value.
If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex Bonus.)

Shootist
The bread and butter of the Gunslinger. He receives a +1 to hit with firearms.
He gains bonuses with firearms as he advances in level.

Level One:
Reduce penalties from multi-shot penalties (single action, double action, fanning hammer, etc - see rate of fire below) by one point.
One extra shot (a total of four) when fanning the hammer (see below.)

Level Four:
Two-Gun Mojo, only a -2 to primary hand /-2 to off-hand  instead of the usual (-2/-4)penalty when shooting with two firearms.

Level Eight:
Reduce penalties from multi-shot penalties by two points.

Level Twelve:
One extra shot with all handheld firearms/maneuvers.
Steely Gaze
At 1st level, the Gunslinger can intimidate a number of creatures with HD equal to his level.
The creatures must be able to see the Gunslinger’s stare to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Gunslinger. Most will flee; only the most determined will stay and fight.
This ability can be used once per day per 2 levels rounded up.

Pugilist 
Those with training or a natural afinity towards fisticuffs and barehanded mayhem. Boxer, Brawler, Kung Fu Practitioner, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor: The Pugulist only gains his AC bonus and Combo ability if in leather or lighter.
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Dex 13+

Fisticuffs (Unarmed Combat)
The Pugulist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characteres.

He gains a +1 to hit with Unarmed Attacks and recieves the following bonuses while in Melee/Unarmed Combat.
Pugilist Level Unarmed Damage AC Bonus vs Melee/Unarmed Attacks
1 1d3 +1
4 1d4 +2
8 1d6 +3
12 1d8 +4

Brass Knuckles:
Pugilists can use with their unarmed damage bonuses to hit, AC, two attacks, etc. They treat the brass knuckle damage as one damage dice higher than their unarmed damage, minimum of 1d4. Therefore at level four the Pugilist's damage with brass knuckles is 1d6.

Combo
The Pugilist can attack with two unarmed attacks around at no penalty. This ability can  only be used if he is only doing two unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO
Once per day per  two levels the Pugilist can fire off a haymaker/power kick/etc.
The attack is made at a -2 penalty to hit. If successful the damage is x2, x3 if a natural 20 is rolled.

Second Wind
If the Pugilist takes a full round to rest he can regain 1d4 hit points. He must do no other action in this round but rest. He cannot defend himself. His AC is 10 + light armor modifier; he receives no Dex or Fisticuffs bonus. At first level he can use this ability once per day. He can use it more frequently at higher levels 3, 6, 9, and 12.

Stick and Move
By sacrificing half of his normal encounter movement a Pugilist can stick and move with an opponent who tries a fighting withdrawal. As long as the Pugiist has so far only moved his half movement in the round he will stay withing 5' of  with his opponent.

Sailor
Rough tough men who make a living from the sea. Seamen, pirates, fishermen, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Brawler
Sailors live a rough life and learn to protect themselves on ship and in port.
They receive a +1 to hit on melee and unarmed attacks.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and Sailors find ways to pass the time. One of their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Sailor gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Sailor receives a +1 to this check and an additional +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level and at levels 3, 6, 9, and 12.

Stamina
+2 to Saving Throws vs disease and poison.

Swimmer
+2 to Swimming (Strength) checks.

Soldier
Those who are trained to fight or have a natural ability at combat. Ruffians, soldiers, adventurers, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength 13+

Cover Up
The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.
+1 to AC.

Fighter
Gains a +1 to attack with all attacks.

Follow Through
At level 3 the Soldier can make an additional melee attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Soldier. He can attempt a third attack at level 12.  If an attack misses follow through ends, any remaining attacks are lost.

Thug
Professional criminals with a penchant for violence. They have a reputation and have made various contacts in the world of crime. This class could also be used for professional assassins, Thugee cultists, etc.
Hit Die Type: 1d8 per level up to 5th.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back.
When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again.
They receive a +1 to hit on melee and unarmed attacks.

Gambling
The Thug often supplements his income with a bit of cards and dice.
At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets, and Sneak
11+ 1/2 level +Dex bonus.

TRADESMAN CLASS CAREERS
Con-Man
Anyone who uses their quick hands and wits to make money off of the unwary or foolish. This class represents the gambler, the pick pocket, the grifter,and charlatan.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

Fast Talk
With a bit of conversation, the Con-Man is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flattering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 as the Con-Man gains higher levels.
3, 6, 9, and 12.

Gambling
A gambler, a card sharp and sometimes a cheat, supplementing his living by the cards, dice, and his wits. At 1st level and at 3rd, 6th, 9th, and 12th the Con-Man gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Backstab
When attacking with surprise, from behind, the Con-Man gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Con-Man above level 8 such an attack inflicts quadruple damage.

Hear Noise
The Con-Man has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level.
To use this ability he must stop all activity and concentrate.

Open Locks
Con-Men are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.
11+ 1/2 level +Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Con-Man is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket.
11+ 1/2 level +Dex bonus.

If the Con-Man fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

 If the Con-Man rolls a natural 20, he has been spotted by his victim or victims if he is picking a pocket, cheating, etc.

Crook
Thieves, burglars, and safecrackers. These men make their living by stealing. Some are subtle burglars while others are brutal robbers and killers.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+
Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Crook is skilled in making difficult climbs. When a Climb check is reguired it is a Str check. The Crook adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Thief Skills
Back Stab
If the Crook successfully sneaks up on an unaware target, he can add a +4 bonus to his attack, and inflict x2 dmg. At levels 5-8, damage is tripled, and from a Crook above level 8 such an attack inflicts quadruple damage. This applies to ranged and melee damage.

Hear Noise
The Crook has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level.
To use this ability he must stop all activity and concentrate.

Open Locks
Crooks are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.
11+ 1/2 level +Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Sneak
Crooks are sneaky by necessity. Whether breaking in somewhere or sneaking past a sleeping security guard, stealth is sometimes the name of the game. Almost anyone can move quietly or hide when there is adequate cover but the Crook takes these skills to the professional level.
11+ 1/2 level+Dex bonus.
This roll can be modified b the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Cha 13+

Assess
The Detective can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on the Detective's experience and training.
11+ 1/2 level +Int bonus.

Contacts
With a successful Charisma check the Detective may ask one favor of a contact such as a county coroner to view a body, a lawman to talk to a prisoner, etc. The favor will be things not generaly available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.
The Detective recieves a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check.
11+ 1/2 level +Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and can ask more questions at higher levels.
3, 6, 9, and 12.

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. This ability increases by +1 at levels 4, 8, and 12. The DM can modify this for difficulty.

Thief Skills
Due to the nauture of their trade Detectives pick up a few skills to get information. Hear Noise and Open Locks  as a Crook.
11+ 1/2 level+Dex bonus.

Entertainer
Trained dancers, singers, musicians, actors, etc.  Entertainers are adept at manipulating those around them and make excellent sources of information.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Charisma 13+

Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.
The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been  gained.

Influence Reactions
A powerful tool of the Entertainer to manipulate a crowd.
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever can get the audience's attention: a song, a dance, jokes, magic, Shakespeare, etc.

Everyone in the group listening must roll a Saving Throw (if the crowd is large, make Saving Throws for groups of people using average hit dice). The die roll is modified by -1 penalty for every three experience levels of the Entertainer (round fractions down). If the Saving Throw fails the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Languages
The Entertainer receives an extra language slot at first level and every third level thereafter.

Thief Skills
Singing and dancing doesn't always pay the bills. Entertainer's are pro's at getting information to gossip or trade.
Hear Noise, Open Locks, and  Pick Pockets as a Con-Man.
11+ 1/2 level+Dex bonus.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Wis 13+

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once at 1st level and an extra time at 3, 6, 9, and 12.
The spells function as written in the base rule books.

Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
The humble country Physician to the London surgeon. This is the one to see when you
are sick or wounded.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.
11+ 1/2 level+Int bonus.

The DM can modify this with a penalty based on insidious or obsucure conditions.

Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a combination of whiskey, drugs, and whatever else the Physician adds to stimulate the patient. It restores 1d4 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day in a proper laboratory. The brew time is 10 minutes for a daily dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per two levels of the Physician.

Healing
The Physician may attempt to  heal 1d6 hit points of damage to himself or another. The healing attempt must be rolled each time it is used and the target number is 11+ 1/2 level+Int bonus or less on a 1d20. He or another Physician can attempt the healng check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Physician the check has a 2 bonus.

No attempt at healing by The Physician or a collegue of his skill or lower will give more hit points to those sets of wounds. If another Physician of greater skill comes along he can attempt to heal the wound again. If he succeeds on the healing check he will roll the 1d6 and compare it to the original roll. If it is greater the extra hit points are gained (not added, the new better 1d6 roll replaces the original 1d6 hit point roll.) If he rolls less it is ignored and the original Physician's healing stands as is. The only way the patient will lose hit points this way is if the New Physician rolls a natural 20 failure on the healng check.

If a character is wounded again The Physician can attempt to heal the new set of wounds, but no matter how good his healng roll, he will not heal the patient of more hit points than were lost in the new set of wounds.

For example: A Soldier has lost ten hit points in a fight. The Physician makes a successful healng check and rolls to heal five hit points. He nor another Physician can attempt to heal more of these lost hit points from this set of wounds unless it is attempted by a Physician of a higer skill. Later The Soldier is damaged again for three more points of damage. The Physician makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.

This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which takes away hit points.

If a successful Diagnosis check is made before the healing check a +1 bonus to hit points healed is gained.

A patient under a The Physician's direct care also heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below.

Once the Physician has reached the patient, he must then make a check with a -1 penalty for every hit point below 0.
11+ 1/2 level+Int bonus.

If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

If a successful Diagnosis check is made before the Stabilizaton check a +2 bonus to the check is gained.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Hit Die Type 1d6 per level up to 5th.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

Bonus Languages
The Scholar picks up a number of languages in the course of their studies. They receive and extra language slot at level on and another at levels 3, 6, 9, and 12.

Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.
The fields of study include (but are not limited to):

Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Law
Knowledge of various legal systems, laws, required paperwork, sundry red tape, and general lawyery subjects. Obscure laws and preperation for court cases can take time to research and prepare.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribblings on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Victorian psychologists are referred to as Alienists. They have training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.
The base chance for success is
11+ 1/2 level+Int bonus.

This roll can be modified by the DM for circumstances such as a bonus for commo  information or penalty for more obscure information in the field.

As he gains levels the Scholar acquires new fields of study.
3, 6, 9, and12.

These additional fields are calculated as if the Scholar is at first level when he gains each new one. The new field chances advance normally from there.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc.
The base chance for success is
11+ 1/2 level+Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Rituals
With access to genuine spellbooks, scrolls, or other written sources a Scholar can attempt to translate and attempt to cast a discovered spell as a ritual.

Learning a Spell:
The Spell must be in a format the caster can understand:
This could be being translated from an ancient language to one the caster understand, verbally communicated from a teacher and written down, read magic cast upon it (if previously learned), etc.

Learning how to cast the spell takes eight hours per spell level. A fifth level spell would take forty hours of study and practice to learn.

Time and Distance:
Casting requires time, ten minutes per spell level. A fifth level Spell takes fifty minutes minimum to cast.
Spells can be cast at targets over a distance of one mile per three levels of the Scholar.

Casting the Spell: 
Depending on the spell level the Scholar may not have a penalty to cast a ritual.
If the Scholar is level 1-3 there is no penalty for level 1 spells.
If the Scholar is level 4-6 there is no penalty for level 2 spells or lower.
If the Scholar is level 7-9 there is no penalty for level 3 spells or lower.
If the Scholar is level 10+ there is no penalty for level 4 spells or lower.
Spells of 5th level or higher are always penalized.

To cast these spell the Scholar must know the spell, take the required casting time off ten minutes per spell level, use any material components outlined/required for the ritual, and make an Intelligence check. If he succeeds the spell works.

Penalties for Spells Above the Scholar's Level:
If the spell is of high enough level to impose a penalty, the Int check is made with a penalty equal to twice the Spell Level. A character with an Int of 13 attempts to cast a fifth level spell. The Spell will succeed if he rolls a 1-3 on a 1d20.

Extra casting time can increase the Casting Roll. For each full casting time increment past the minimum the caster can add a + 2 to the roll.
Four times the minimum is the most that this method can be used.
For the fifth level spell: if the time taken is 50 minutes the roll is still a 3.
If 100 minutes is taken the roll is now 5.
For 150 Minutes the roll is 7.
For 200 minutes the roll is 9.

If the Casting Roll fails:
Time and consumable materials are lost. The Scholar can attempt the Spell again with an additional -4 penalty to the total Intelligence check or he can wait 24 hours and avoid this penalty.

Multiple Casters:
The person leading the ritual uses his Intelligence. For each additional caster add a +1 to the roll. The maximum bonus is equal to the Spell's level. The fifth level Spell would have a maximum of a +5 bonus no matter how many actually participated in the ritual.

Used in conjunction with extra casting time this option can really increase the chance of the Intelligence roll's success.

Saving throws and all normal mechanics (other than casting time and range to cast) apply to a successful spell.


FIREARMS COMBAT
Initiative:
Normal combat initiative is 1d6 + Dex bonus.

Drawing a Weapon
A character can draw a weapon and use it in the same round but with a penalty of -3 to the initiative roll and a -2 to the attack roll. This can be further modified by equipment bonus or penalty and character ability such as the Gunfighter fast draw ability.

Example: A character has a +1 Dex bonus and is using a pocket pistol for an additional +1. He rolls a 5 on his initiative -3 for pulling a weapon in the same round +2 for bonuses for a total of 4 on initiative.

The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat many foes who are already armed and ready, even at half the normal value.

Equipment Modifiers for Drawing a Weapon (-3 to initiative)
These bonuses/penalties only apply when Fast Drawing a weapon, not normal initiative.Z
Derringer or Pocket Pistol +1
Heavy Pistol, Carbine, Sawed Shotgun, Coach Gun -1
Heavy Carbine, Rifles, Shotguns -2
Short Barrel +1, extra –1 to range penalties
Long Barrel -1, increase range increment by fifty percent
Flap/Army Holster -1
Swivel Rig +1, -1 to hit, must unhook to reload
Spring-sleeve Holster +1

Rate of Fire:
Anyone can make one attack per round with no penalty.

Single Action Pistols
The shooter can make two attacks with a -3 penalty per shot.

Double Action Pistols
With a double-action pistol, the gunman cannot fan the hammer, but he can take two shots per round with a –2 per shot.

Fan the Hammer/Flick the Lever
Holding down on the trigger and fanning the hammer of a single-action revolver with your off hand or quickly flicking the lever and pulling the trigger of a lever-action carbine or rifle to fire rapidly.
3 attacks, -4 per attack.

Gatling/Automatics
Early automatic weapons fire at a slower rate and are mounted on tripods, walls, or vehicles due to size. They can attack up to four times per round with a penalty of -2 per attack. Each attack uses five rounds of ammunition. The sheer number of bullets fired adds a bonus dice to the weapons damage but it is difficult to control the weapon even with the tripod, etc. The trade-off for this is the opportunity for more attacks even at a penalty.

Aiming with Firearms:
Take a round, gain a +2 bonus to one shot. This can be done for two straight rounds for a total bonus of +4.

Two Weapons:
-2 penalty primary hand, -4 off hand. This is reduced with Point Blank fire (see Range below.)

You can use the multiple attack options with this. Example: firing two double action pistols twice.
-2 for each shot is added to the Two Weapon penalties for a total of -4 primary/-6 secondary with a total of four shots.

Range:
Firearms and bows have ten range increments, and suffer the standard –2 penalty per increment after the first.
Throwing weapons have only five range increments.

Within 10' of a target (5' for derringers) the shooter gains a +4 bonus to hit.

Ammunition Type and Reloading:  
A cartridge weapon can be reloaded with three bullets per round. No other action except movement can be attempted while reloading. However, a shooter can, if desperate, reload one shell and attack with a –4 penalty for rushing the attack.

Firearms which require a magazine (Gatling) take only one round to reload and ready. However a desperate shooter can hurry the reload and attack with a –2 penalty for rushing the attack.

Firearms Vs Armor
Pistols and Longarms are effective vs armor at close range and reduce the effectiveness of the armor's AC bonus. This applies only to that portion of the character's Armor Class that comes from wearing armor and shields; Dexterity bonuses are unaffected as are cover bonuses. The penalty cannot make a character's Armor Class worse than if he was wearing no armor.

Pistols (this includes carbines, repeating rifles, etc that used pistol ammunition)
At the first range increment pistols ignore three points of armor, at second pistols ignore two points, at third pistols ignore one point. Beyond this no armor is ignored.

Longarms (this includes rifles, shotguns, etc that used rifle and heavy ammunition.)
At the first range increment longarms ignore five points of armor, at second longarms ignore three points, at third longarms two points, at third longarms ignore one point. Beyond this no armor is ignored.

For creatures, if the DM decides that their AC includes natural armor, the firearm would ignore it as well. If you're unsure of how much to ignore removing 2 points of creature AC is a good rule of thumb. Remove more if you feel you should.

Concealing a Firearm: 
When concealed on a person's body an observer must be actively looking for a weapon to get a chance to notice the bulge or outline of a weapon. The chance that it remains hidden is listed below on a 1d6. The location listed with the weapon is the minimum needed to get the hide chance.
If it is hidden in a location one step smaller the chance drops to 1-2.
It cannot be concealed a second step smaller.

If concealed in a location one step or more larger the chance of concealment increases by +1 (Derringers and Pocket Pistols will be completely concealed.)







MISCELLANIA
Binding Wounds
As this is inherently a no magic setting, it is recommended that this optional rule is used, allowing characters to regain 1d4 hit points  immediately after combats.

Short Rest
This represents recovering from wounds, combat fatigue, etc that are all rolled into the nebulous use of hit points. Also it's a great way to get some hp back in low magic healing settings.
Usable a maximum of 3 times per day.
The PC(s) must completely rest for 10 minutes: no fighting, ability checks, walking, etc. Just rest.
At the end of this period the PC(s) regain half of hp below max hp's.
They may continue on normally or take another Short Rest, up to the max of 3 per day.

Gambling
1d6 + Int modifier, highest roll wins. Modifiers such as the Thug's gambling ability apply.

Cheating
Dexterity check for a +1 bonus.
 A cheater may substitute his Pick Pockets roll if he has a better chance.

 If the cheater fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

 If the cheater rolls a natural 20, he has been spotted by his victim or victims.

Riding
Dexterity check with modifiers as decided by the DM.
Falling off a moving horse or carriage does damage depending on the horses movement. For careful the damage is 1d4, for walking the damage is 1d6, and for running the damage is 2d6.

Roping
Normal ranged attack roll with a range of 30’. Once roped, the target can immediately make a Saving Throw at –4 to slip out of the lariat. If the victim fails, he or it is hooked on the cowboys line and can be dragged for 1d6. To avoid this the victim can immediately make a Str check (-4) vs. the cowboy’s Str to pull the rope out of the cowboy’s hands.

A called shot at –4 can be made to rope a leg, weapon, etc. The victim must make a penalized Str roll, as above, vs. the cowboy’s strength to retain a weapon, not have a leg pulled out from under him, etc.

Stampede!
If the character is caught in a stampede, he can either take cover or get stomped.
Sturdy cover such as a large boulder, tree, or a good thick wall will protect the character.
If no cover is available, the character can try to kill one of the stampeding animals and take cover behind its carcass. If this happens, the character automatically takes only half damage and can make a Saving Throw to take no damage at all.

If no cover is available the character takes 6d6 damage as he is stomped and gored by the panicked herd.