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

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.

Saturday, June 9, 2018

Hyboria OSR Update

Updated my Hyborian rules found here.

Fighter Classes:

  • Removed Barbarian. Redundant class with my multi-class rules. Warrior and Scout does it better. Just 'feels' more correct to me.
  • Revamped Scout. More abilities. More utility as a distance and support melee fighter. 
  • Adjusted Pirate/Sailor. Added gambling. 
  • Added Knight for more of a straight warrior horseman as opposed to the Raider as bandit class.
  • Added Thug for an urban warrior class.
Tradesman Classes:
  • Renamed Bard to Entertainer.  
  • Removed Scholar. Replaced with Priest/Shaman. More useful 'wiseman' abilities such as healing, a bit of alchemy, etc. Can still use ritual magic. A bit Thulsa Doomy. 
  • Put a writeup for Hyborian thieves. Includes a +20%  Hyborian competency bonus (D&D thieves are just bad at their skills) and Gambling ability.
Spellcaster classes remain as is.

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

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,

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.

Devotion (III) Preserve the Union at all costs.
Enemy (II) Vampires, and Confederate Assassins.
Sense of Duty (II) Destroy Vampires.

 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.