Basic Land Cannons
Threw together some basic cannon rules for a bit of fun carnage.
First up: I'm keeping it simple.
Cannons are complicated; there are many different types and designs over the centuries. Ammunition sizes vary greatly depending on the size of the cannon and its purpose. Even the name cannon does not apply to what we generally call 'cannons.' Culverins, demi-culverins, demi-cannons, guns, etc. That's more than I want to get into so I'm keeping it simple for these land cannon rules. Galloper, field, and siege.
Galloper
Lighter artillery guns firing smaller shells they were designed to be pulled by a single horse in front of the gun and carriage with the intention of keeping pace with fast troops and possiblly cavalry. This was often not the case as gun crews were still on foot and the ammunition trundled along behind in ox-carts. This category can also represent small swivel guns.
Field Cannon
Standard artillery guns used by most nations which were typically sited before a battle and not moved until after. This the the type of gun most people think of on a battlefield with wheels on the sides for easier placement and transport. They were used on ships and fort walls. These guns were often captured as the battles swept across the field and their loss was considered a typical even.
Siege Cannon
Massive guns firing up to 60lb or larger shells. These monstrosities were mostly used to batter down walls.
Cannon Damage, Range Inc., Rate of Fire
Galloper: 2d6x2, 200', 1 shot every 1.5 to 2 minutes
Field: 2d6x5, 300', 1 shot every 1.5 to 2 minutes
Siege 2d6x10, 400', 1 shot every 5 minutes
Ammunition
Round Shot (link)
Standard iron ball.
Rolls 1d4x10' from point of impact. If plowing through ranks of men it does possible damage to everyone or thing in a 5' path along its trajectory. Those in its path may make a saving throw to take half damage. If the save is made by 5 or more the victim takes no damage.
Chain Shot
As above except the damage path increases to 10'.
Canister Shot (link)
Used with Gallopers and Field cannon. A Canister round is a can or other container packed with dozens of musketballs or other projectiles which fires out in a cone like a giant shotgun.
The CS fires a cone a width of 30' per 300' it travels. Every target in its zone must make a Saving throw or take 2d6 damage from the shot. Every 300' past the first increment the target gains a +4 bonus to the Saving throw as the shots spread out. A troop 380' out or example would get a +4 bonus. A target out 670' gets a +8 bonus, etc.
Canister rounds are not designed specifically to penetrate cover. They are best vs masses of troops in open fields or open decks. All cover bonuses are added to the Saving throw of those under cover.
Grapeshot
Similar to Canister Shot this load was primarily (but not always) a naval round using fewer and larger balls, had a much shorter effective range, and was expected to hit targets behind cover. When fired it comes out in a cone with a width of 30' per 100' travelled. Every target in its zone must make a Saving throw with a +2 bonus (fewer balls) or take 2d6 damage from the shot. Every 100' past this the target gains a +4 to their Saving throw.
In addition GS ignores 4 points of cover bonus to the Saving throw.
Improvised Explosives
Simple iron balls with gunpowder and fuse were used as grenades.
Sometimes you really had to kill a bunch of motherf@ckers and roll a lit powderkeg at them.
Fused Grenade
2d6, 10' blast radius.
Roll 1d6
⦁ 1-3 explodes at end of round thrown
⦁ 4-6 explodes on thrower' initiative the next round
Powder Keg
4d6, 15' blast radius.
Each additional keg adds +1d6 to damage and 5' to the radius.
Showing posts with label Victorian. Show all posts
Showing posts with label Victorian. Show all posts
Wednesday, August 7, 2019
Wednesday, August 15, 2018
Dr. Theophilus' Traveling Show. A Classic/OSR Murder Circus
I had an urge a while back to build a circus. A shady circus. A murder circus.
This is that attempt.
I think I've left it generic enough to be included without trouble into a variety of genres; fantasy, horror, western, 1920's, etc.
Dr. Theophilus' Traveling Show
The Traveling Show pulls up near a town or village. The head of the circus/ringmaster Dr. Theophilus and the strongman Brunaldi enters town to find the local authority. They will ask permission to camp and put on their shows, sweetening the deal for the local authority by offering bribes and a possible cut of profits.
Once the proper amount is negotiated (or enforced with charm magics) the bright yet shabby tents go up, banners fly, animals are groomed, food stands are fired up, the freaks and performers are prepared, and fliers are handed out by clowns and acrobats. Tickets are available at the booth and the show begins!
While this is happening agents of the Circus will enter the town and find prime locations to rob. They will quietly do so. If seen committing a crime they will ruthlessly kill any witnesess. If anyone in authority challenges the Circus after this, or demands more bribe money, they will be killed with impunity and the Circus will travel on, gating to another place far, far away thanks to the dimensional device in Dr. Theophilus' wagon. Sometimes the performers and freaks give into their dark nature, desires, and frustrations and atendees will turn up missing, mutilated, or dead in the wake of the Traveling Show.
Dr. Alphonsus Theophilus, 48, LE
Conman, magician, and all around shady character. Theophilus is a traveler from another dimension lost in reality. Stranded in his current universe he is obsessed with gathering wealth and magics to find his way back to his home dimension. He heads the Traveling Show and uses its potential for profit, information gathering, and robbery to finance and aid in his dream. He will sacrifice anyone or anything not useful to his quest. He retains the broken dimensional gate device which brought him to this realm. It still functions to open a temporary gate from location to location in this reality, with restrictions. He retains strict control over the behavior of his 'employees' but has to occasionally let their darker natures out or risk rebellion and loss of valuable attractions. He has also grown concerned with the presence of the frighteningly unnatural Boppo the King Clown but has so far kept his composure and avoided confrontations.
Magic User- 5
Hp 15
Ac 7/12 (+2 Ring of Protection)
Save Mu 5/11
Special:
⦁ Int 16, Wis 15, Cha 15
Spells: Dr. Theophilus favors the following spells.
⦁ 1st: Charm Person, Detect Magic, Protection from Evil, Read Languages, Read Magic, Sleep
⦁ 2nd: ESP, Invisibility, Locate Object, Phantasmal Force
⦁ 3rd: Hold Person, Lightening Bolt
Items:
⦁ Potions: Extra healing, Gaseus form
⦁ Ring of protection +2
⦁ Wand of Detecting Magic, 20', 11 charges
⦁ Pistol (1d8), whip (1d2, 10' reach)
⦁ Ringmaster hat, clothing
The Gate Device
This collection of whirring gears, smoked mirrors, and cracked crystals fits in a 4'x4' cube. It can be used to open a gate from its current location to a point up to 555 miles distant. The device will allow anyone with spell-casting abilities (spells) scry a safe location and open the gate. It will stay open for one full turn and is large enough to drive a loaded circus wagon through. It can be used once every 24 hours.
Brunaldi the Stongman, 36, NE
Brunaldi is large, bald, mustachioed, and tattooed. He spends his time performing feats of strength and boxing challengers after hours. He is the second in command of Dr Theophilus. Brunaldi is always looking for a way to make himself more valuable to his master and will betray other members of the Circus to put himself in a better position with Theophilus. He is watching Magda the knife-thrower carefully as she has become squeamish with killings.
Hd 5
Hp 34
Ac 8/12 (leather)
Save F5/10
Special:
⦁ Str 18, Con 18
⦁ Unarmed: +2 extra bonus to hit, 1d3 + 3 damage, two attacks per round
Items:
⦁ Axe (1d8+3 dmg)
⦁ knife (1d4+3 dmg)
⦁ Thick leather vest, bracers, wide belt
Sabre-Fist, 30's, LE
Sabre-Fist falls into the category of both performer and freak. The son of a famous mercenary he lost his hands in an accident as a child. His father strapped blades on his stumps instead of prosthetic hands and continued to train him. Sabre grew up to be a lethal mercenary and assassin with his trademark blades, now implanted into his arms. His ego allows him enjoys the lifestyle of the Circus; performing tricks for the crowds and defeating challengers to show his skill, but his true passion in life is the perfection of his fighting skills. Women, drink, money, none holds his interest. He has entertained the idea of fighting Boppo the King Clown; he's seen what the sinister clown can do with his maul, but to his shame is afraid of the King of Clowns. He loathes this cowardice and loathes to take orders from those he considers his lessers and is vying for Brunaldi's position as second in command and this can cause friction between the two. He is attended by a young mute named Minerva (Hd 1) who attends to his personal cares due to his lack of hands.
Hd 5
Hp 37
Ac 3/16
Save F5/10
Special:
⦁ Str 16, Dex 18, Int 13
⦁ Dual weapon attack (no penalty) or parry with one for a +2 Ac bonus.
⦁ Implanted forearm blades (1d6+2), +1 bonus to Initiative: the implanted blades give him a quickness advantage.
Items:
⦁ Chainmail armor, clothing, boots, leather hood and mask
Magda Cordalena the Mistress of the Knives, 31, N
Magda is of Gypsy (Vistani, etc) blood and is an exotic beauty with black hair and eyes. She is a skilled knife thrower and performer and has found a place for her skills performing. She stays with the Circus for a cut of the profits but she is bothered by killings and disappearances caused by the others. She remains out of fear of Dr. Theophilus' magics and of Brunaldi's watching eyes. She is terrified of Boppo the King Clown and avoids him and his clowns when possible, often hissing at his clown's to get out of her way. If the Circus is destroyed she will run far and fast from the remains.
Hd 3
Hp 18
Ac 4/15 (leather armor)
Save Th3/12
Special:
⦁ Dex 18, Int 13, Cha 16
⦁ +2 extra bonus to hit with throwing bladed weapons.
⦁ Can attack four times per round with throwing bladed weapons (no penalty).
⦁ Pick Pockets/Sleight of Hand (70%)
Items:
⦁ Knives (1d4), darts/razor cards/razor blades (1d2)
⦁ Leather armor, clothing, boots
Aluwiscious Doyle the "Magnificent Flame Tongue", 27, NE
A mean, skinny, burn-scarred man dressed in bright yellow and red tones with hair dyed a shocking red. Doyle is a pyromaniac and will burn anything around him that he can get away with. His favorite tactic of attack is to approach a victim from behind and spit a stream of fire on him. Evil little bastard. He is held on a tight leash by Dr. Theophilus and Brunaldi but will be turned loose for maximum carnage when required.
Hd 4
Hp 18
Ac 7/12
Save F4/11
Special:
⦁ Dex 16, Wis 13
⦁ Firebreather: Ranged attack, stream of fire 15' long, 2d6 damage first round/ continues to burn for 1d6 in the 2nd round, Save for half damage. One an attack roll of one: 1 or 2 on a 1d6 chance to light self on fire for damage.
Items:
⦁ Burning brands (1d4 fire damage)
⦁ Fiery bottles: Ranged, 30' range, 15' splash area, 2d6 first round/1d6 2nd round, Save for half damage
⦁ Gaudy clothing
Jessup, the Archer, 38, LE
Jessup is a skilled bowman, a natural hunter, and showman. His past is a mystery to the rest of the circus. Jessup is an assumed name. He is wanted far away for the murder of his brother and sister-in-law in a fit of passionate jealousy and rage. His number one priority is his safety and separation from his former identity. If either is challenged he will attempt to kill the threatening person on the spot and preferably hide the body in the woods. He is paid well by Dr. Theophilus and doesn't mind using his skills to murder for his master. He holds himself above looting, rape, and other practices he considers barbaric. If a particularly lucky or skilled opponent gives him a good fight or chase he may let them escape as long as they do not know his secrets.
Hd 4
Hp 30
Ac 6/14 (leather)
Save F4/11
Special:
⦁ Str 16, Dex, 17, Int 15, Wis 16, Cha 15
⦁ +2 extra bonus to hit with bow attacks
⦁ One extra bow attack per round
⦁ Ranged sneak attack, +4 hit/x2 damage if victim unaware
⦁ Move Silently/ Hide in Shadows (65% outdoors, 33% in non-natural settings)
⦁ Track and Survival (60%)
Items:
⦁ Bow and arrows.
⦁ Dagger (1d4+2)
⦁ Black leather armor, black clothing, boots, belts
The Amazing Vardowski, 45
Vardowski is a Psychic (see Mentalist HERE) of some skill and little self control. Dr. Theophilus keeps him as Vardowski's ESP abilities are of great value in finding marks for robbery and other secrets of value. He drinks heavily to calm his nerves and help prevent him from unleashing his powers when angered or frustrated. When this happens he often unleashes his Frightening Aura ability to force others to leave him alone. He does not have the will nor motivation to escape from Dr. Theophilus' influence. His nerves are fragile and he lives in constant fear of himself and the others. If given the opportunity to escape he will simply return to his wagon and get drunk. If he runs into Boppo the Clown he loses all composure, screaming and foaming at the mouth til he can escape to his wagon, bar the doors, and pacify himself with drink and drugs if he has any. He will never discuss Boppo if asked.
Hd 4
Hp 13
Ac 9/10
Save Mu4/12(Two bonus vs Magic and Mental)
Special:
⦁ Dex 17, Int 15, Wis 16, Cha 15
⦁ Frightening Aura (2 per day, 30', Saving throw -1 penalty or leave his presence for four minutes)
⦁ Charm Person, Silence 15' (1 per day)
⦁ ESP ( 3 per day)
Items:
⦁ Lots of whiskey or other strong drink
⦁ A few doses of depressant drugs
⦁ Shabby suit, tarot cards, fake crystal ball
The Forever Man, 40's, CN
The Star of the Freak show. He was found by the Traveling Show on a blood-soaked battlefield, curled up naked and bathed in blood. His mind was gone. Jessup the Archer fired an arrow into his chest to put him out of his misery. When the Archer retrieved his arrow the Forever Man came back to life. He was immediately chained in a wagon. He is utilized as a geek, eating live chickens and rodents, much to the horror of the Circus attendees. At the after hours show, in a closed and guarded tent, patrons can pay a large amount of coin to torture and even kill him for their amusement. He never stays dead long. A filthy skinny hairless man dressed in rags and chained by the neck. If freed he will attack the nearest person (even the one who freed him) and attempt to strangle that person to death. He will then eat their corpse if allowed.
Hd 2
Hp 8
Ac 9/10
Save F2/14
Special:
Int 3, Wis 3, Chs 3
⦁ Regenerate: 3 hit points per round, even after death, all damage.
⦁ Strangle: if the Forever Man attacks and scores a hit he automatically strangles his victim for 1d6 damage per round unless the victim makes a Strength check with a four penalty to break free.
"The Merman"
Otto, 47, Deep One Hybrid, LE
Otto is a gangly tall mess with a pot belly, protruding eyes, fishy lips and skin, and lanky hair. His hands and feet are webbed. He is content to spend most of his time in his tank and talk shit to passerby's. He will occasionally sneak out at night, unable to stop the call of his lineage, to forcibly pass on his genes to some poor victim. When the Circus does devolve to chaos and murder he will happily join in to vent his evil nature.
Hd 3
Hp 18
Ac 7/12
Save F3/12
Special:
⦁ Str 17, Con 13, Chs 5
⦁ Darkvision 30'
⦁ Gills
⦁ Small claws (1d4+2)
⦁ Swim 150'/50'
Items:
⦁ Dirty fish tank, shabby clothes for his out of tank expeditions
Boppo the King Clown, ?, CE
Boppo is the head clown and a mystery to the others. Dr. Theophilus and the others truly cannot remember when he joined the Circus. They merely have a shadow of a feeling that he joined on at some point and something is dreadfully wrong. He is a silent, sinister force in the Traveling show, always in the background and directing the clowns until he makes his presence known on the mid-way or in the ring with tricks and pratfalls, appearing as a jolly if large clown. When his true nature is revealed, smile dropped and dead flat eyes staring, he becomes terrifying parody of himself to those who behold him. The other performers avoid him when possible and theorize he is a Boogey-man and Theophilus remains silent on the issue. Boppo does as he is asked, accepts no pay, and has thus far not interfered with Theophilus' business.
Hd 6
Hp 40
Ac 5/14
Save Th6/10 (Two bonus vs Poisons)
Special:
⦁ Str 16, Dex 15, Int 17, Wis 15, Cha 14
⦁ Backstab, +4 hit/x3 damage
⦁ Hide in Shadows, Move Silently, Pick Pockets/Sleight of Hand (75%)
⦁ Maniacal Fury (2 melee attacks per round)
⦁ Maniacal Rage (all melee and unarmed damage is one dice higher damage)
⦁ Mute
⦁ Panic (When Boppo drops his smile and shows his true nature those who see his face must make a Saving Throw or all attacks against Boppo are at a -2 to hit. Many will flee for their lives. This is in effect until the victims elude Boppo or honestly believe they have given him the slip.)
⦁ Tough (2 point AC and Save vs Poison bonuses)
Items (with Boppo's Maniacal Rage ability):
⦁ Clown clothes, makeup, trick items
⦁ Garrote (1d4+2)
⦁ Knife, Hammer, etc. (1d6+2)
⦁ Two-handed maul (1d10+2)
Boppo's Clowns, N
Minions of Boppo the Clown they appear as ordinary clowns in makeup. They perform normal clown duties: entering town to pass out fliers, entertain at the mid-way, etc. They appear perfectly normal until called by Boppo to serve his bidding. Smiles fade, eyes glaze into a sinister stare, and they become cult-like in their docility towards the King Clown. They will obey orders from Dr. Theophilus (thus far) but if other performers give then orders they will look to Boppo for permission.
Hd 1
Hp 7
Ac 8/11
Save F1/14
Special:
⦁ Backstab, +4 hit/x2 damage
⦁ Hide in Shadows, Move Silently, Pick Pockets/Sleight of Hand (60%)
Items:
⦁ Clown clothes, makeup, joke and trick items
⦁ Knife, hammer, etc. (1d4)
The Incredible Grimwaldos, N
A small family of circus acrobats and thieves loyal to Dr. Theophilus. Members of the troupe sneak out during performances to rob prime locations or lead the way for others in the Show. If things turn bloody they will hide until the carnage passes. They have no stomach for blood but will defend themselves if attacked.
Hd 2
Hp 10
Ac 6/13
Save Th2/14
Special:
⦁ Backstab, +4 hit/x2 damage
⦁ Hide in Shadows, Move Silently, Open Lock, Pick Pockets/Sleight of Hand (55%)
⦁ Climb Walls/Acrobatics (95%)
Items:
⦁ Performance clothes, lock picks, climb gear, rope, etc
⦁ Knife, club, etc. (1d4)
Attendants
A number of young roustabouts travel with the circus to aid in manual labor or act as assistants in shows. Dr. Theophilus will target troubled youths, runaways, etc with his personal charms and sometimes magic to fill the labor ranks. They mostly keep their mouths shut as they like the pay, food, shelter, and travel. Occasionally one will cause too much trouble or ask too many questions and disappear. They are written off by the others as breaking the Circus code of silence. They are usually 1 Hit Dice NPC's although some may have special abilities such as limited Thief skills, etc.
Attractions
Freaks
Feats of Skill
Tricks (Mundane, Magic, or Mental)
Animals ( a few thin monkeys, apes, a tiger, and many snakes and reptiles)
Food
Games
Elixirs and Poultices
After Hours
Bawdy Show (acrobats and performer assistants)
Gambling
Boxing with Brunaldi
Sword fighting with Sabre Fist
Torture the Forever Man
Monday, August 6, 2018
The Hyena. OSR Victorian mini-Adventure
A Victorian/Gaslight Adventure originally presented on my lost original blog.
When I ran it with my player's a while back they did very well and had few casualties and many scares.
THE HYENA
This scenario was written for my OSR Victorian game but can be easily re-skinned for other time
periods or settings. The scenario is presented as generic as possible. No maps are included. Maps of London and old estates are easy enough to find online and re purpose.
London, 1890's
October
THE PC'S
(The PC's in this game were created at 5th level using my OSR Victorian rules.)
The hook I used to get them into the adventure is as follows (others can be easily employed.)
They are friends and companions of Lord Talbot, a minor nobleman. He is a member of the
Explorer's Club and they are his frequent guests on hunts, safaries, and other adventures.
THE SETUP
There have been a series of gruesome deaths in London's Richmond Park over the course of the last
three nights. The newspapers are tearing the police apart and they have managed to quell panic of
"The Ripper's Return!" only by the fact the wounds appeared to be the work of a 'wild dog which
probably wandered into the park.'
Small comfort for the family and friends of the victims.
The Victims thus far:
⦁ Night One: Two couples, walking in the evening.
⦁ Night Two: Two tramps, camping in the park at night. (A third survived and can be tracked down as a witness to the deaths.
⦁ Night Three (Last night): One Parks Policemen on patrol, killed and mutilated on his patrol route. Growing desperate the police have asked the Explorer's Club for help, wishing to utilize professional trackers to find and destroy the beast from the Park. Lord Talbot has volunteered his and his companions skills to rid London of the menace.
⦁ A long time friend of Talbot's, and also member of the Explorer's Club, Lord Winston Godfrey has joined the hunt along with his Cameroonian servant M'Buku.
⦁ Accompanied by a heavily armed squad of policemen under the charge of Inspector Aaron Copeland, 35, the Player's party is part of a spread out net of hunters in the park, tracking and waiting for the beast to strike again.
WHAT'S GOING ON
The Park is being hunted by a Were-hyena.
Godfrey and M'Buku know what is going on and are trying to hide the truth and save the
Werehyena.
Godfrey was on a hunt near Lake Chad in Cameroon, in the land of the Kanuri's. M'Buku and
Godfrey became fast friends and Godfrey fell in love with M'Buku's sister, Malaika. They were
secretly married and she poses as his servant here in London. The problem is the youngest brother,
Sani. He was cursed by a witch-man in Cameroon and transforms each night into the Werehyena.
Godfrey and M'Buku kept him caged and safe during the transformations and brought him to
Godfrey's isolated estate on the edges of London. With the help of scientist Dr. Adolf Von Kreider
they seek a scientific cure to his condition.
Sani escaped his capture three days ago and has been hiding in the park, mad with grief and
tormented by his curse. Godfrey and M'Buku have been hunting for him each night trying to subdue
him with traps, nets, and even poison to bring him in alive.
Victor Guerra Art
EVENTS
The Park:
After several hours the PC's will hear the approach of a strangely silent dog-pack. Aware of the
many hunters in the park the Were-hyena has brought the stray pack under his power and has them
attack the hunters and try to kill as many as possible. They will fight to the death under his control.
Immediately after the dogs the Were-hyena will appear and viciously attack the party.
He will use the cover of fog and darkness to his advantage as well as his ability to quickly climb and
launch himself from the trees.
He can be driven off by either losing half of his HP's or being struck by iron pellets from Godfrey or
M'Buku's guns. He will attempt (and probably) escape over the outer wall of the park if chased. He
will then circle the park and head south.
It will be impossible to track him over the pavement and dogs will not willingly follow his scent.
The Next Morning:
Newspaper headlines flash with news of a first victim found outside of the park in nearby Sutton. A
prostitute was savagely torn apart. No witnesses.
CLUES
The Victims:
Each was killed by a massive bite to the throat and their bodies savaged. The bite marks are huge,
larger than any known species of dog in london with pronounced upper and lower canines.
One massive man-sized print was found near the corpes of the tramps. Research into such things
will allow the party to find that the bite pattern and track match that of a Hyena, although of
enormous size.
The surviving tramp witness did not see the attacker but he did hear 'giggling and laughter before
and during the attack.'
The Dog-Pack:
The dog-pack's uncanny silence approaching and willingness to fight to the death, not running even
facing gunfire.
Godfrey and M'Buku:
If questioned about the track or teeth they will feign ignorance. A little research into their past
shows they have dealt with hyenas before and would recognize such signs.
During the fight with the Were-hyena they both are reluctant to fire upon the beast, intentionally
missing as much as possible trying to drive it away.
The PC's will spot this on an awareness check. ( each PC has a chance to spot this: 1 on a 1d6 due to
the chaos of combat.)
If asked about Were-hyena legends they will lie and state that they are said to be harmed with silver
instead of iron.
Sutton:
⦁ Godfrey's estate lies to the south of Sutton.
⦁ The Were-hyena was fleeing in that direction when he left the park.
⦁ If the PC's visit the estate they will be greeted at the door by Malaika, posing as a maid. She will not let them in. Godfrey and M'buku are not at home.
Godfrey's Estate:
All roads lead to here.
The Werehyena is driven by his curse to attampt to kill his sister Malaika. She is currently under the
care of Dr. Von Kreider. They will be in her upstairs bedroom, waiting.
The house is riddled with traps designed to slow Sani down. Shotgun shells hidden under floor
boards, arrow traps, punji pits, explosives, spear traps, snares, etc. The two hunters will be waiting
upstairs for Sani to break in.
Sani will climb the walls and attack from a skylight above.
END GAME
There is no cure for Sani. The only way to stop him permanently is death.
If the PC's can help the hunters destroy him, they have won and will gain new allies. Rich allies.
NPC'S
Lord Jonathan William Talbot, 30
HD 5
AC 12 (Leather Jacket + Dex bonus)
HP 33
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6)
Save 10/F5
Special Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Dex 15, Int 13, Cha 14
Detective Aaron David Copeland, 32
HD 4
AC 10
HP 25
Dmg Pistol (1d6), Nightstick (1d4)
Save 11/T4
Special Assess (60%), Deduction (60%), Local Knowledge (60%)
Int 15, Wis 15 Cha 13
Lord Godfrey, 32
HD 4
AC 13 (Leather Jacket, Dex bonus, Class bonus)
HP 24
Dmg Rifle (2d8), Heavy Pistol (1d8), Saber(1d8+ 1 Str bonus)
Save 11/F4
Special +1 hit with melee weapons, +1 to AC
Str 15, Dex 13, Wis 13, Cha 14
M'Buku, 29
HD 5
AC 12 (Dex bonus)
HP 34
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6 +1 Str bonus)
Save 10
Special Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Str 15, Dex 16, Con 15, Int 13, Wis 15, Cha 13
Malaika, 25
AC 10
HD 1
HP 4
Att +1
Dmg Knife (1d4)
Save 16
Move 12
Int 13, Wis 14, Chs 15
Dr. Adolf Von Kreider, 52
HD 3
AC 10
HP 12
Dmg Heavy Pistol (1d8),Scalpel(1d3)
Save 12/T3
Special Diagnose Illness (70%), Healing (70%) heal 1d6 per person after combat, Stabilize when below 0 hp (70%)
Int 15, Wis 3
POSSIBLE LOCALES
⦁ The Explorer's Club
⦁ Richmond Park
⦁ The Police Station Dead Room (The Morgue)
⦁ Hospital
⦁ Godfrey Hall
MONSTERS
The Were-hyena/Sani
AC 16 (half damage from any weapon other than iron)
HD 6
HP 40
Att +6
Dmg 2 claws (1d4) or bite (1d10)
Save 11
Move 180/90 climbing
Regenerate:
2 points per round unless the damage is from iron.
Climbing:
With his powerful claws the Werehyena can climb wooden walls, trees, cobblestone walls, etc with
a move rate of 9.
Curse:
If a victim is brought below 50 percent HP's by the bite they must make a Save or be cursed to turn
into a Were-hyena on the next month's dark of the moon. After that they will transform each night
at sundown.
The curse turns the Were-hyena into an incarnation of evil itself. They have no pity or regard for
anyone or anything in their path. They are often drawn to seeking out and killing those they love
most.
Dog
AC 12
HD 1+1
HP 6
Dmg Bite (1d4)
Save 16
When I ran it with my player's a while back they did very well and had few casualties and many scares.
THE HYENA
This scenario was written for my OSR Victorian game but can be easily re-skinned for other time
periods or settings. The scenario is presented as generic as possible. No maps are included. Maps of London and old estates are easy enough to find online and re purpose.
London, 1890's
October
THE PC'S
(The PC's in this game were created at 5th level using my OSR Victorian rules.)
The hook I used to get them into the adventure is as follows (others can be easily employed.)
They are friends and companions of Lord Talbot, a minor nobleman. He is a member of the
Explorer's Club and they are his frequent guests on hunts, safaries, and other adventures.
THE SETUP
There have been a series of gruesome deaths in London's Richmond Park over the course of the last
three nights. The newspapers are tearing the police apart and they have managed to quell panic of
"The Ripper's Return!" only by the fact the wounds appeared to be the work of a 'wild dog which
probably wandered into the park.'
Small comfort for the family and friends of the victims.
The Victims thus far:
⦁ Night One: Two couples, walking in the evening.
⦁ Night Two: Two tramps, camping in the park at night. (A third survived and can be tracked down as a witness to the deaths.
⦁ Night Three (Last night): One Parks Policemen on patrol, killed and mutilated on his patrol route. Growing desperate the police have asked the Explorer's Club for help, wishing to utilize professional trackers to find and destroy the beast from the Park. Lord Talbot has volunteered his and his companions skills to rid London of the menace.
⦁ A long time friend of Talbot's, and also member of the Explorer's Club, Lord Winston Godfrey has joined the hunt along with his Cameroonian servant M'Buku.
⦁ Accompanied by a heavily armed squad of policemen under the charge of Inspector Aaron Copeland, 35, the Player's party is part of a spread out net of hunters in the park, tracking and waiting for the beast to strike again.
WHAT'S GOING ON
The Park is being hunted by a Were-hyena.
Godfrey and M'Buku know what is going on and are trying to hide the truth and save the
Werehyena.
Godfrey was on a hunt near Lake Chad in Cameroon, in the land of the Kanuri's. M'Buku and
Godfrey became fast friends and Godfrey fell in love with M'Buku's sister, Malaika. They were
secretly married and she poses as his servant here in London. The problem is the youngest brother,
Sani. He was cursed by a witch-man in Cameroon and transforms each night into the Werehyena.
Godfrey and M'Buku kept him caged and safe during the transformations and brought him to
Godfrey's isolated estate on the edges of London. With the help of scientist Dr. Adolf Von Kreider
they seek a scientific cure to his condition.
Sani escaped his capture three days ago and has been hiding in the park, mad with grief and
tormented by his curse. Godfrey and M'Buku have been hunting for him each night trying to subdue
him with traps, nets, and even poison to bring him in alive.
Victor Guerra Art
EVENTS
The Park:
After several hours the PC's will hear the approach of a strangely silent dog-pack. Aware of the
many hunters in the park the Were-hyena has brought the stray pack under his power and has them
attack the hunters and try to kill as many as possible. They will fight to the death under his control.
Immediately after the dogs the Were-hyena will appear and viciously attack the party.
He will use the cover of fog and darkness to his advantage as well as his ability to quickly climb and
launch himself from the trees.
He can be driven off by either losing half of his HP's or being struck by iron pellets from Godfrey or
M'Buku's guns. He will attempt (and probably) escape over the outer wall of the park if chased. He
will then circle the park and head south.
It will be impossible to track him over the pavement and dogs will not willingly follow his scent.
The Next Morning:
Newspaper headlines flash with news of a first victim found outside of the park in nearby Sutton. A
prostitute was savagely torn apart. No witnesses.
CLUES
The Victims:
Each was killed by a massive bite to the throat and their bodies savaged. The bite marks are huge,
larger than any known species of dog in london with pronounced upper and lower canines.
One massive man-sized print was found near the corpes of the tramps. Research into such things
will allow the party to find that the bite pattern and track match that of a Hyena, although of
enormous size.
The surviving tramp witness did not see the attacker but he did hear 'giggling and laughter before
and during the attack.'
The Dog-Pack:
The dog-pack's uncanny silence approaching and willingness to fight to the death, not running even
facing gunfire.
Godfrey and M'Buku:
If questioned about the track or teeth they will feign ignorance. A little research into their past
shows they have dealt with hyenas before and would recognize such signs.
During the fight with the Were-hyena they both are reluctant to fire upon the beast, intentionally
missing as much as possible trying to drive it away.
The PC's will spot this on an awareness check. ( each PC has a chance to spot this: 1 on a 1d6 due to
the chaos of combat.)
If asked about Were-hyena legends they will lie and state that they are said to be harmed with silver
instead of iron.
Sutton:
⦁ Godfrey's estate lies to the south of Sutton.
⦁ The Were-hyena was fleeing in that direction when he left the park.
⦁ If the PC's visit the estate they will be greeted at the door by Malaika, posing as a maid. She will not let them in. Godfrey and M'buku are not at home.
Godfrey's Estate:
All roads lead to here.
The Werehyena is driven by his curse to attampt to kill his sister Malaika. She is currently under the
care of Dr. Von Kreider. They will be in her upstairs bedroom, waiting.
The house is riddled with traps designed to slow Sani down. Shotgun shells hidden under floor
boards, arrow traps, punji pits, explosives, spear traps, snares, etc. The two hunters will be waiting
upstairs for Sani to break in.
Sani will climb the walls and attack from a skylight above.
END GAME
There is no cure for Sani. The only way to stop him permanently is death.
If the PC's can help the hunters destroy him, they have won and will gain new allies. Rich allies.
NPC'S
Lord Jonathan William Talbot, 30
HD 5
AC 12 (Leather Jacket + Dex bonus)
HP 33
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6)
Save 10/F5
Special Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Dex 15, Int 13, Cha 14
Detective Aaron David Copeland, 32
HD 4
AC 10
HP 25
Dmg Pistol (1d6), Nightstick (1d4)
Save 11/T4
Special Assess (60%), Deduction (60%), Local Knowledge (60%)
Int 15, Wis 15 Cha 13
Lord Godfrey, 32
HD 4
AC 13 (Leather Jacket, Dex bonus, Class bonus)
HP 24
Dmg Rifle (2d8), Heavy Pistol (1d8), Saber(1d8+ 1 Str bonus)
Save 11/F4
Special +1 hit with melee weapons, +1 to AC
Str 15, Dex 13, Wis 13, Cha 14
M'Buku, 29
HD 5
AC 12 (Dex bonus)
HP 34
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6 +1 Str bonus)
Save 10
Special Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Str 15, Dex 16, Con 15, Int 13, Wis 15, Cha 13
Malaika, 25
AC 10
HD 1
HP 4
Att +1
Dmg Knife (1d4)
Save 16
Move 12
Int 13, Wis 14, Chs 15
Dr. Adolf Von Kreider, 52
HD 3
AC 10
HP 12
Dmg Heavy Pistol (1d8),Scalpel(1d3)
Save 12/T3
Special Diagnose Illness (70%), Healing (70%) heal 1d6 per person after combat, Stabilize when below 0 hp (70%)
Int 15, Wis 3
POSSIBLE LOCALES
⦁ The Explorer's Club
⦁ Richmond Park
⦁ The Police Station Dead Room (The Morgue)
⦁ Hospital
⦁ Godfrey Hall
MONSTERS
The Were-hyena/Sani
AC 16 (half damage from any weapon other than iron)
HD 6
HP 40
Att +6
Dmg 2 claws (1d4) or bite (1d10)
Save 11
Move 180/90 climbing
Regenerate:
2 points per round unless the damage is from iron.
Climbing:
With his powerful claws the Werehyena can climb wooden walls, trees, cobblestone walls, etc with
a move rate of 9.
Curse:
If a victim is brought below 50 percent HP's by the bite they must make a Save or be cursed to turn
into a Were-hyena on the next month's dark of the moon. After that they will transform each night
at sundown.
The curse turns the Were-hyena into an incarnation of evil itself. They have no pity or regard for
anyone or anything in their path. They are often drawn to seeking out and killing those they love
most.
Dog
AC 12
HD 1+1
HP 6
Dmg Bite (1d4)
Save 16
Tuesday, July 3, 2018
Psoglav: a Slavic Ghoul for your OSR games
The Psoglav is a ghoulish creature of Serban and Croatian mythology. The creature is described as having a human torso and arms with horse legs, a dog's head, and a a single eye either in the forehead or just the left eye. It has numerous sharp iron teeth in it's muzzle.
They are corpse eaters, often digging up graves for fresh human carrion. They will kill for human meat as well, stalking the endless forests and pouncing on unwary travelers and woodcutters. They are highly intelligent and more than capable of setting ambush and even traps for their prey..
They are said to dwell in deep caves which possibly connects to a dark land below with numerous gemstones and other shiny trinkets collected from the dead.
It is also possible that the Psoglav is a cursed man or woman, a Slavic version of a Lovecraftian ghoul or wendigo. A cannibal who is cursed and twisted by some dark god, chaos, or other force into a monstrous boogieman of the forests.
Psoglav
No. Enc.: 1d4
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 4/15
Hit Dice: 5
Attacks: weapon or 1 bite (iron teeth)
Damage: weapon damage or 1d6 plus rip (see below)
Save: F5/13
Morale: 10
Hoard Class: XXI
XP: 800
In combat the creature attacks with one bite with its iron teeth. If the Psoglav's bite beats the target AC by 5 or more on the attack it has latched onto the with its iron teeth and viciously shakes its head ripping open a gory wound doing an extra 1d8 damage.
The creature can leap up to ten feet high and a distance of thirty feet. It can see in the dark out to 60'. It also has a keen sense of smell and can track a creature on a 1-3 on a 1d6 and is only surprised on a 1 on a 1d6.
Finally it is resistant to damage due to its unnatural nature. It is only hit and damaged with iron, magic, or fire.
They are corpse eaters, often digging up graves for fresh human carrion. They will kill for human meat as well, stalking the endless forests and pouncing on unwary travelers and woodcutters. They are highly intelligent and more than capable of setting ambush and even traps for their prey..
They are said to dwell in deep caves which possibly connects to a dark land below with numerous gemstones and other shiny trinkets collected from the dead.
It is also possible that the Psoglav is a cursed man or woman, a Slavic version of a Lovecraftian ghoul or wendigo. A cannibal who is cursed and twisted by some dark god, chaos, or other force into a monstrous boogieman of the forests.
Psoglav
No. Enc.: 1d4
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 4/15
Hit Dice: 5
Attacks: weapon or 1 bite (iron teeth)
Damage: weapon damage or 1d6 plus rip (see below)
Save: F5/13
Morale: 10
Hoard Class: XXI
XP: 800
In combat the creature attacks with one bite with its iron teeth. If the Psoglav's bite beats the target AC by 5 or more on the attack it has latched onto the with its iron teeth and viciously shakes its head ripping open a gory wound doing an extra 1d8 damage.
The creature can leap up to ten feet high and a distance of thirty feet. It can see in the dark out to 60'. It also has a keen sense of smell and can track a creature on a 1-3 on a 1d6 and is only surprised on a 1 on a 1d6.
Finally it is resistant to damage due to its unnatural nature. It is only hit and damaged with iron, magic, or fire.
Saturday, June 16, 2018
Expanded Gunfighting Duel and Gambling Rules. Western OSR
Clarified a couple of rules which came up in our Western game the other day.
The gunfighter duel is based off of my Oriental OSR dueling rules found at the bottom of the page here.
Gunfighter Duel
1. Two or more gunfighters square off and begin the duel.
2. They take a number of rounds staring each other down, each round of the stare-down adds to potential damage done when they draw and fire (see below.) They may use abilities such as Steely Gaze, etc. They do not roll initiative in the combat until one decides to draw.
3. On the round one decides to draw they all roll Fast Draw initiative. 1d6+Dex bonus+any Fast Draw bonus from the Gunfighter class.
4. The winner goes first and makes his attack roll. If he hits the first shot (if more than one taken) is multiplied by the damage modifier from the number of rounds they were in the stare-down. If the one shot is still alive he gets his turn on his initiative. Normal combat then ensues.
Staredown damage multiplier:
1 round: x2
2 rounds: x3
3 rounds: x4
4 rounds: x5
5+ rounds: x6
For Example:
Two Gunslingers square off and stare-down for four rounds: the damage multiplier is x5.
One decides to draw and initiative is rolled. The winner draws first and fires, rolling a successful hit. He rolls 1d8 damage for his Army revolver. He gets a 5 on the roll. The damage is x5 so his shot does 25 damage to his foe.
Multiple shot rules such as fanning the hammer can be used in the attack: it is a normal attack roll and any of my attack options can be used. One of our guys fanned the hammer against his foe during their duel and hit with all four shots although only the first shot rolled gets the damage multiplier.
The gunmen are making no extra attempt to defend themselves and the extra time lets them place their shot in a vital are if they hit their target, thus the damage multiplier.
Optional modifiers for non-firearms:
Small melee (dagger, fist, etc) +1 fast draw
Medium (machete, sabre, hatchet, etc) no modifier
Large (two-handed sword, wood-axe, etc) -1 fast draw
Bows: -1 fast draw (Archer class may ignore this)
Crossbows: -1 fast draw
etc
Expanded Gambling Rules
For simple gambling in my games the gamblers declare how much they are betting, roll a gambling (and cheating check if they are inclined) and the winner wins the bets.
For slightly more in-depth and money risk rules use the following:
1. The gamblers make the initial bet.
2. Those gambling in the game each roll a secret gambling and cheat roll with only the DM watching.
3. Each gambler can up the bet in turn. The other player's much match it or drop out. This continues until one calls and everyone reveals what they rolled plus modifiers. High number gets the bets.
This is simple enough to cover must cards games and adds an element of strategy, bluffing, and risk as well as excitement rather than a standard roll.
The gunfighter duel is based off of my Oriental OSR dueling rules found at the bottom of the page here.
Gunfighter Duel
1. Two or more gunfighters square off and begin the duel.
2. They take a number of rounds staring each other down, each round of the stare-down adds to potential damage done when they draw and fire (see below.) They may use abilities such as Steely Gaze, etc. They do not roll initiative in the combat until one decides to draw.
3. On the round one decides to draw they all roll Fast Draw initiative. 1d6+Dex bonus+any Fast Draw bonus from the Gunfighter class.
4. The winner goes first and makes his attack roll. If he hits the first shot (if more than one taken) is multiplied by the damage modifier from the number of rounds they were in the stare-down. If the one shot is still alive he gets his turn on his initiative. Normal combat then ensues.
Staredown damage multiplier:
1 round: x2
2 rounds: x3
3 rounds: x4
4 rounds: x5
5+ rounds: x6
For Example:
Two Gunslingers square off and stare-down for four rounds: the damage multiplier is x5.
One decides to draw and initiative is rolled. The winner draws first and fires, rolling a successful hit. He rolls 1d8 damage for his Army revolver. He gets a 5 on the roll. The damage is x5 so his shot does 25 damage to his foe.
Multiple shot rules such as fanning the hammer can be used in the attack: it is a normal attack roll and any of my attack options can be used. One of our guys fanned the hammer against his foe during their duel and hit with all four shots although only the first shot rolled gets the damage multiplier.
The gunmen are making no extra attempt to defend themselves and the extra time lets them place their shot in a vital are if they hit their target, thus the damage multiplier.
Optional modifiers for non-firearms:
Small melee (dagger, fist, etc) +1 fast draw
Medium (machete, sabre, hatchet, etc) no modifier
Large (two-handed sword, wood-axe, etc) -1 fast draw
Bows: -1 fast draw (Archer class may ignore this)
Crossbows: -1 fast draw
etc
Expanded Gambling Rules
For simple gambling in my games the gamblers declare how much they are betting, roll a gambling (and cheating check if they are inclined) and the winner wins the bets.
For slightly more in-depth and money risk rules use the following:
1. The gamblers make the initial bet.
2. Those gambling in the game each roll a secret gambling and cheat roll with only the DM watching.
3. Each gambler can up the bet in turn. The other player's much match it or drop out. This continues until one calls and everyone reveals what they rolled plus modifiers. High number gets the bets.
This is simple enough to cover must cards games and adds an element of strategy, bluffing, and risk as well as excitement rather than a standard roll.
Tuesday, June 5, 2018
RePost for Brutorz Bill.... Lincoln, Vampire Hunter and Apes
Brutorz Bill at the Green Skeleton Gaming Guild requested a repost of a couple of writeups I did and were lost on the old blog.
He requested it four years ago. I am that oblivious at times. Sorry dude.
Here's the writeups if they are of any use still.
First the D6 followed by the Savage Worlds.
Abraham Lincoln, Vampire Hunter
Agi 3D
Str 3D+1
Kno 3D +2
Per 3D
Mech 2D
Tech 3D
Fate Points: 2
Character Points: 5
Str Dmg: 2D
Move: 10
BP: 30
Skills:
Bargain 8D, Bureaucracy 8D, Brawling 5D, Business 4D, Climb/Jump 5D, Command 5D, Con 7D, Dodge 5D, Firearms 5D, Hide 5D, Investigation 6D, Language (Latin) 4D, Medicine 4D, Melee 8D, Missile Weapons 6D, Riding 6D, Running 5D, Scholar (Law) 6D, Scholar (Occult) 8D, Search 6D, Sneak 5D, Stamina 5D, Streetwise 5D, Survival 4D, Swim 4D, Tactics 5D, Throwing 6D, Willpower 8D,
Advantages:
Authority (III) President of the United States of America.
Contacts (II) The United States Government and Forces.
Equipment (III) He has available any equipment or special equipment in the power of the United States although he prefers a simple pistol, stake, and axe.
Fame (II) He’s the freakin’ President.
Drawbacks:
Devotion (III) Preserve the Union at all costs.
Enemy (II) Vampires, and Confederate Assassins.
Sense of Duty (II) Destroy Vampires.
Gear:
Cap & Ball Revolver (4d+2, silver bullets)
Wooden Stake (Str+1d)
Wood Axe (Str+2d)
Holy water, crucifix, bible, top hat and coat.
Abraham Lincoln, Vampire Hunter (WC)
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d10, Guts d10, Knowledge (Law) d10, Knowledge (Occult) d10, Lockpicking d8, Notice d8, Persuasion d12, Riding d8, Shooting d8, Stealth d8, Survival d6, Swimming d6, Taunt d10, Throwing d8, Tracking d8
Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
Hindrances: Code of Honor, Loyal, Ugly, Vow (destroy all vampires)
Edges: Block, Charismatic, Command, Dodge, Inspire, Level Headed
Gear: Cap & ball revolver (2d6+1, silver bullets), wooden stake (Str+d4), woodaxe (Str+d6), holy water, crucifix, bible, top hat and coat.
Apemen for Bill.
http://theosrlibrary.blogspot.com/2014/10/weird-and-horror-races-for-victorian.html
http://theosrlibrary.blogspot.com/2017/02/lovecraftian-racial-classes-part-ii-osr.html
http://theosrlibrary.blogspot.com/2016/11/caveman-vs-fire-apes-classicosr-funnel.html
He requested it four years ago. I am that oblivious at times. Sorry dude.
Here's the writeups if they are of any use still.
First the D6 followed by the Savage Worlds.
Abraham Lincoln, Vampire Hunter
Agi 3D
Str 3D+1
Kno 3D +2
Per 3D
Mech 2D
Tech 3D
Fate Points: 2
Character Points: 5
Str Dmg: 2D
Move: 10
BP: 30
Skills:
Bargain 8D, Bureaucracy 8D, Brawling 5D, Business 4D, Climb/Jump 5D, Command 5D, Con 7D, Dodge 5D, Firearms 5D, Hide 5D, Investigation 6D, Language (Latin) 4D, Medicine 4D, Melee 8D, Missile Weapons 6D, Riding 6D, Running 5D, Scholar (Law) 6D, Scholar (Occult) 8D, Search 6D, Sneak 5D, Stamina 5D, Streetwise 5D, Survival 4D, Swim 4D, Tactics 5D, Throwing 6D, Willpower 8D,
Advantages:
Authority (III) President of the United States of America.
Contacts (II) The United States Government and Forces.
Equipment (III) He has available any equipment or special equipment in the power of the United States although he prefers a simple pistol, stake, and axe.
Fame (II) He’s the freakin’ President.
Drawbacks:
Devotion (III) Preserve the Union at all costs.
Enemy (II) Vampires, and Confederate Assassins.
Sense of Duty (II) Destroy Vampires.
Gear:
Cap & Ball Revolver (4d+2, silver bullets)
Wooden Stake (Str+1d)
Wood Axe (Str+2d)
Holy water, crucifix, bible, top hat and coat.
Abraham Lincoln, Vampire Hunter (WC)
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d10, Guts d10, Knowledge (Law) d10, Knowledge (Occult) d10, Lockpicking d8, Notice d8, Persuasion d12, Riding d8, Shooting d8, Stealth d8, Survival d6, Swimming d6, Taunt d10, Throwing d8, Tracking d8
Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
Hindrances: Code of Honor, Loyal, Ugly, Vow (destroy all vampires)
Edges: Block, Charismatic, Command, Dodge, Inspire, Level Headed
Gear: Cap & ball revolver (2d6+1, silver bullets), wooden stake (Str+d4), woodaxe (Str+d6), holy water, crucifix, bible, top hat and coat.
http://theosrlibrary.blogspot.com/2014/10/weird-and-horror-races-for-victorian.html
http://theosrlibrary.blogspot.com/2017/02/lovecraftian-racial-classes-part-ii-osr.html
http://theosrlibrary.blogspot.com/2016/11/caveman-vs-fire-apes-classicosr-funnel.html
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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:
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.
Poisons
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.
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.
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.
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.
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.
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.
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