Sunday, September 4, 2016

Classes for Period Games. Notes and variations on a theme.

A bit rambling but felt like explaining a few design choices in my period game classes.
I try to keep my period games less power-gamey than pure D&D high fantasy, thus my preference for, and I loathe to use his term but it's Sunday and my brain is in chill mode, 'realistic' classes. Less powerful and fantastic. More grounded in 'reality.' The classic high fantasy versus low fantasy.

Thus traditional D&D Thieves, with their multitude of abilities are split into The Con-Man/Gambler and Burglar/Crook etc. More focused classes. Not a Fantasy James Bond or Batman do it all.  On the flip side I also like my players to have characters who are more competent. That's the man reason I went to my formula of 10 + level (or half level) + ability score modifier for most class abilities/'skills'. Percentiles can still be used as in traditional games but my players found the d20 mechanic smoother for their needs, I like it as well. Sometimes nostalgia hits and I'll refer to percentiles or use the generic 'as a Thief of equal level' to make some of the write ups more accessible to traditional DM's. Such was the case with my Revised and New Fantasy Classes.

The period games classes for Victorians, Westerns, Colonial, Pirates, and even Modern are designed to be used with each setting as needed. That's why most of the classes in different settings (such as the Gambler and Con-Man) are the same, just renamed for flavor, variations on a theme.

The real change is in the setting. Again, I like more competent characters and want my players to enjoy being pretty decent at things when beginning a character, thus for combat I changed the hit bonus to a Combat/Non-Combat class orientation and they still have a better chance to hit than in most traditional D&D games (+1 per level for Combat/+1 per 2 levels for Non-Combat). The Western Setting has everyone using the +1 to hit per level. Thus porting over a Physician requires that slight adjustment but it is fitting for that setting to have the Physician PC be able to fight better. It's a genre convention. Classic Victorian and Colonial Physician characters are non-combat roles.

OSR Victorian Classes Redux

As with my other recent posts I'm revisiting past game material with updates.
They are interchangeable with the Western classes and I've added a few new ones such as the Pugilist and Sailor as well as splitting the Scoundrel into the Con-Man and Crook.
Redone Pulp classes and rules will get their own post soon.

The original post is found here.
Victorian weaponry can be found here. The Western weaponry works as well.

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

Hit Points:
Maximum HP at first level. (OPTION: For grittier horror games, HP limit of 5 levels.)

Save:
Combat Classes: As Fighter; Non-Combat Classes: As Cleric.

Attack:
Combat Classes: +1 hit/level (Max +15); Non-Combat Classes: + 1 hit/2 levels.

Experience:
Each class advances as a Fighter.

Level Limit:
12 or 20 based on Campaign type.
For more 'realistic' games the characters are limited to level 12. They are still competent but do not reach the more pulpish or cinematic characters of a level 20 game.
In my games Call of Cthulhu and Historical Western games are level 12, Modern Fantasy and Spaghetti Westerns are level 20.

Class Ability Formula:
12 limit: 12+ level+Ability Score Bonus , 20 limit: 10+1/2 level+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 subtract modifiers for ease/difficulty of task.

Multiclassing:
Multiclassing is allowed for a stronger skill set. To hit bonuses and Hit Points add on normally. For Saving Throws take the best of the two classes. Class abilities do not stack use the best of both.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 dollars/pounds as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

COMBAT CLASSES

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 9th, +2 hp at 10+.
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.
12 limit: 3, 6, 9, and 12
20 limit: 5, 10, 15, and 20

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).

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.

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

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 9th, +2 hp at 10+.
Armor Permitted: Medium and Light to use Abilities
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

-1 to be surprised.
+1 to surprise.

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.

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. This also includes the ability to track.
12 limit: 10+ level+Int bonus.
20 limit: 10+1/2 level+Int bonus.

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 9th, +2 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dex 13+

Fast Draw
Gunslinger gains a cumulative +1 bonus to Fast Draw initiative at first level and later levels.
12 limit: 3, 6, 9, and 12
20 limit: 5, 10, 15, and 20

The Gunslinger does not receive a -4 penalty to attack for drawing a weapon and attacking in the same round.

If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex Bonus.)

Fast Draw initiative is different than normal initiative. Roll 1d6 + Dex bonus + Gunslinger bonus. However, against opponents who already have their weapons in hand, the initiative total is considered to be half (round up.) 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. Therefore, if facing down a Gunslinger who has a holstered weapon and his partner who has a pistol in hand, you would have your full Fast Draw initiative vs. the holstered gun, but only half of the number vs. the pistol already in hand.

Shooter
The bread and butter of the Gunslinger. He receives a +1 to hit with firearms.

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

Pugilist 
Those with training or a natural affinity towards fisticuffs and barehanded mayhem. Boxer, Brawler, Kung Fu Practitioner, etc.
Hit Die Type 1d8, After reaching 10 hit dice, the Pugilist gains only 2 hit points per level
Armor: The Pugilist 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 Pugilist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characters.

He gains a +1 to hit with Unarmed Attacks and receives the following bonuses while in Melee/Unarmed Combat.


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 2 levels (round up) 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.
This ability can be used a limited number of times per day.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

Sailor
Rough tough men who make a living from the sea. Seamen, pirates, fishermen, etc.
Hit Die Type: 1d8 per level up to 9th, +2 hp at 10+.
Armor Permitted: Light
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Constitution 13+

Repair
Sailors must learn to fix their vessel and it's subsystems or be stranded at sea, often in hostile and dangerous climes. This includes not only engines but navigation tools, rudders, breached hulls, etc. This differs from mechanics as it applies to large ship engines and sailing technology. It is more diverse.
To successfully repair the ship they must have the parts, take the time set by the DM, and make a successful check.
12 limit: 10+ level+Int bonus.
20 limit: 10+1/2 level+Int bonus.

Sailing
Steering and working ships from sail to engine powered. This requires an Dexterity check. This ability also includes the art of navigating or finding ones position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc,
The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level and at later levels.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

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 9th, +2 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength 13+

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

Melee Fighter
Gains a +1 to attack with melee weapons.

Shooter
He receives a +1 to hit with firearms.

NON-COMBAT CLASSES

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 9th, +1 hp at 10+.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

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.

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.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

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.

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 increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th 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 difficult and may require a penalty to the open roll.
12 limit: 10+ level+Dex bonus.
20 limit: 10+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.
12 limit: 10+ level+Dex bonus.
20 limit: 10+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 hit-men. 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 9th, +1 hp at 10+.
Armor Permitted: Medium to Light to use Abilities.
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Dexterity 13+

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.

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 required 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.

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 increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th 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 difficult and may require a penalty to the open roll.
12 limit: 10+ level+Dex bonus.
20 limit: 10+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.
12 limit: 10+ level+Dex bonus.
20 limit: 10+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 9th, +1 hp at 10+.
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.
12 limit: 10+ level+Dex bonus.
20 limit: 10+1/2 level+Dex 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 receives a bonus to the Charisma check at higher levels:
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

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.
12 limit: 10+ level+Int bonus..
20 limit: 10+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.
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20

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. The DM can modify this for difficulty.

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 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Wis 13+

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

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 4th, 8th, 12th, 16th, and 20th levels.
The spells function as written in the base rule books.

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 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

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.
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

The DM can modify this with a penalty based on insidious or obscure conditions.
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing
A Physician may heal 1d6 points of hit points damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects hit points.
A patient under a Physician's care 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.
12 limit: 10+ level+Int bonus..
20 limit: 10+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.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+

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.

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
12 limit: 10+ level+Int bonus..
20 limit: 10+1/2 level+Int bonus.

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

As he gains levels the Scholar acquires new fields of study.
12 limit: 3, 6, 9, and 12.
20 limit: 4th, 8th, 12th, 16th, and 20th.

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
12 limit: 10+ level+Int bonus..
20 limit: 10+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.



Saturday, September 3, 2016

OSR in the American West. Traditional and Spaghetti Western Rules Redux.



Much like my redone fantasy classes there has been a bit more play testing and revision for my Western games rules, primarily class revisions of certain abilities and the inclusion of the Detective and Pugilist classes.

The original post can be found here.

The Spaghetti Western vs  The Traditional Western
The game can be run one of two way: the Clint Eastwood, Italian Spaghetti Westerns which were focused on style and violence or the traditional John Wayne, Randolph Scott westerns which were grounded in more 'realism' and fun action. This last category also includes TV shows such as Bonanza, Wanted Dead or Alive, the Rifleman, etc.

Spaghetti Western heroes are almost superhuman in their abilities to fast draw, shoot accurately, and take damage and survive. Traditional Westerns are often more focused on character than combat, although that is an integral part of the genre. Traditional Western characters are closer to real life folk in their skills and durability.  To reflect this I implement the following:

Rolling Attributes
Pick your favorite method.

Attribute Bonuses/Penalties
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.
For Traditional: I prefer the S&W method.
For Spaghetti's: I prefer the latter as it gives a wider range to class special abilities and to Fast Draw.

Levels and Class
Character level is the total of all Class levels the character has. The Character level is the basis for attack bonus, saving throws, and experience leveling.

Class levels track each classes level (if multi-classed, see below) and is used for gaining and increasing class abilities.

I am making this distinction for ease of reference if the characters multi-class.

Experience
The Character Level advances as the Fighter class.

Multiclassing
Maximum total classes: 3
To first gain a new Class the character must gain enough experience points to reach a new Character level. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his over-all Character level and, again,  experience is tracked based on the  Character level not individual Class levels.

For example: A 4th level  Character has Gunslinger-2 and Cowboy-1 for Class levels. He will be a 5th level Character at  16,000 exp and continue with Gunslinger or Cowboy or begin a new Class. And so on.

There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new total character level.

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

Character Level Limit 
12 or 20 based on Campaign type.
For more Traditional games the characters are limited to level 12. They are still competent but do not reach the more pulpish or cinematic characters of a Spaghetti Westerns  level 20 game. In Traditional Westerns even the best heroes are rarely beyond level 5 or 6 in skill. Higher levels than this should be ultra-rare, perhaps the best in the West.

Hit Points
Maximum hp at first level.
OPTION: For grittier Western games, especially a very Traditional or historical based game, you can even limit the characters' hp's to a maximum of 5 levels.
Hit bonus, Saving Throws, etc all continue past level 5, but the characters hp are maxxed out at 5.

Attack
+1 to hit per two levels (round up.)

Save 
As Fighter, based on Character level.

Armor Class
Normal Armor class, and modifiers are used.
Firearms ignore armor at different ranges. See firearms section below.

Starting Money
Characters begin with 3d6 x $20 as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x $40 or whatever their DM feels is appropriate to the game.

Class Ability Formula 
Traditional: 11+1/2 level+Ability Score Bonus.
Spaghetti: 10+1/2 level+Ability Score Bonus.

Using non-class abilities:
For normal everyday things such as Riding, Climbing etc:
Attribute check.
If there is a class ability (such as a Cowboy's riding) and it involves an attribute check plus a class modifier use this one.

For Abilities such as Open Locks, Pick Pocket, etc use the following:
5 + Ability  Modifier, DM will add or subtract modifiers for ease/difficulty of task.
If the class ability involves a formulated check use this one.

Character Classes
Cowboy
Detective
Gambler
Gunslinger
Lawman
Pugilist
Scout
Soldier

Cowboy (Cowpoke, Singing Cowboy, Gaucho, Cavalry, etc.)
Hit Die Type 1d8, After reaching 10 hit dice, the Cowboy gains only 2 hit point per level
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.
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20 

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).

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. 

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

Detective (Pinkertons, Reporters, Lawyers, Private Investigators, etc.)
Hit Die Type 1d6 per level up to 9th, +1 hp at 10+.
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Int 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. 
Traditional: 11+1/2 level +Int bonus.
Spaghetti: 10+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:
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20 

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.
Traditional: 11+1/2 level+Int bonus.
Spaghetti: 10+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.
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20 

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.

Gambler (Gambler, Con-Man, Thief, etc.)
Hit Die Type 1d6, After reaching 10 hit dice, the Gambler gains only 1 hit point per level
Armor Permitted: Leather or lighter.
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Int 13+

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

Fast Talk
With a bit of conversation, the Gambler 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 Gambler gains higher levels.
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20 

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, 12th, etc the Gambler gains a cumulative +1 bonus to his gambling checks.

Hear Noise
The Gambler has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level. 
To use this ability he must stop all activity and concentrate.

Open Locks
Gamblers are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll. 
Traditional: 11+1/2 level+Dex bonus.
Spaghetti: 10+1/2 level+Dex bonus.
Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Gambler 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. 
Traditional: 11+1/2 level+Dex bonus.
Spaghetti: 10+1/2 level+Dex bonus.

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

Gunslinger (Gunman, Bounty Hunter, etc)
Hit Die Type 1d8, After reaching 10 hit dice, the Gunslinger gains only 2 hit point per level
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Dex 13+

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

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

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

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

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

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

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

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

Lawman (Sheriff, Texas Ranger, Pinkerton, etc.)
Hit Die Type 1d8, After reaching 10 hit dice, the Lawman gains only 2 hit point per level
Armor Permitted: Any
Weapons Permitted: An
Prime Attribute (5% xp bonus) Cha 13+

Badge
The Lawman has authority and can use it. He can arrest anyone who has committed a crime or who he suspects of committing a crime and hold them for trial. Once per day per 2 levels, he can attempt to use his authority to intimidate one person. If the victim fails a Saving Throw, he will obey the order given by the Lawman, be it drop his gun, come with the Lawman, etc. The target will never do anything irrational, such as shooting himself or his friends.
The Saving Throw is made with a cumulative penalty of 1 at levels 3, 6, 9, 12, etc.

Deputies
The Lawman  can deputize and pay a posse. The number of deputies is limited to the characters Charisma score plus half of his level (round up), and it is recommended that most are first level characters. None will be of a higher level than the Lawman. The posse will stay with the Lawman for a number of days equal to 1d3 days plus his Charisma bonus. They will be loyal up to a point: nobody is going to stick for very long with a man who is making poor decisions and probably leading them to their death.

Knowledge
Through both informants and official channels, the Lawman is often in the know on important information, both locally and territorial. Such pertinent information may include who a famous gunman may be, who started a feud with who, or if the mysterious stranger who just rode in town is wanted.  He can attempt this with an Intelligence check with a bonus at higher levels.
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20 

Shooter
Lawmen have to be able to defend themselves and their citizens.
He receives a +1 to hit with firearms. 

Pugilist (Boxer, Brawler, Martial Artist, etc.)
Hit Die Type 1d8, After reaching 10 hit dice, the Pugilist gains only 2 hit points per level
Armor: The Pugilist 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 Pugilist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characters.

He gains a +1 to hit with Unarmed Attacks and receives the following bonuses while in Melee/Unarmed Combat.

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/maximum of 1d12. 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.
Traditional: 3, 6, 9, and 12 
Spaghetti: 5, 10, 15, and 20

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.

Scout (Army Scout, Mountain Man, Tracker, etc.)
Hit Die Type 1d6+1, After reaching 10 hit dice, the Scout gains only 1 hit point per level
Prime Attribute (5% xp bonus) Dex 13+

Awareness
One of the most important abilities of the Scout is his sharp senses. The ability to detect
danger is one of the key abilities of the and can make the difference between life and death.
-1 to be surprised.

Backstab
The Scout, 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.

Runner
The Scout's base movement is 135'/45'.

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 Scout 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.)
Traditional: 11+1/2 level+Dex bonus.
Spaghetti: 10+1/2 level+Dex bonus.

Survival
The 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. This also includes the ability to to Track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. Traditional: 11+1/2 level+Int bonus.
Spaghetti: 10+1/2 level+Int bonus.

Soldier (Military, Fighter, Brave, etc.)
Hit Die Type 1d8, After reaching 10 hit dice, the Soldier gains only 2 hit points per level
Prime Attribute (5% xp bonus) Str 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 weapons including unarmed.

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.

WEAPONS AND RULES
The firearm categories have been kept as generic as possible. Unless the weapon is a gimmick, it does not matter what make or model it is. Only that it is a lethal weapon in the hands of the hero. For game purposes we are only concerned with initiative, rate of fire, range, damage, type of ammunition for reloading times, and how many bullets/charges the firearm holds.

Initiative
Normal combat initiative is 1d6 + Dex bonus. The Gunslinger’s Fast Draw bonus only applies to Fast Draw initiative.

Fast Draw Initiative/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.

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

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

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

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

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

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

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

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

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

Range
Firearms have five range increments, +1 to hit on the first, 0 penalty to the second, and suffer  –1 penalty at third, -2 at fourth, and -3 at fifth.
 Bows and throwing weapons have the standard range increments, +1, 0, -1.

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

Damage
The damage for firearms depends on which type of Western you are running.
For Traditional use the standard multi-polyhedron dice for non-open ended damage.
For Spaghetti's the damage uses d6's and is open-ended: if you roll a six on the dice, roll it again and add the dice. Do this until you don’t get anymore sixes.
The damage listed before the backslash is for Traditional, damage after is for Spaghetti.

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.

Cap and ball firearms require two rounds to load a single load, or one round to replace a cylinder. No other action except movement may be attempted when reloading. If you’re reloading pistol loads one at a time, you cannot move faster than a walk and still reload. Cylinders can be reloaded on the run,

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 -4 penalty in addition to normal penalties 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 fourth 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.

Firearms Categories
Pistols
Most pistols of the mid-to-late 1800’s are single-action revolvers. Double-actions exist, but are not as common and are more costly, not replacing the single-action until the end of the century. Most pistols hold six bullets, although some rare models, such as the LeMat revolver, held up to nine shots. Most of these non-six shooters suffered from delicate mechanical parts or odd caliber bullets which were difficult to find and purchase. Almost all revolvers during the Civil War are cap and ball, with the rare exception such as the LeMat and it’s hard to find ammo. Derringers were fairly common, multi-barreled small pocket pistols, easily hidden and often used as a means of last resort self defense.

Rifles and Carbines
Civil war rifles were almost universally cap and ball single shot rifles. When metallic cartridges became widely available many of the older rifles were modified to accept the new ammunition. Even when the old Civil War rifles were phased out military rifles were almost universally single shot breach loading firearms to conserve ammunition.

The first widely produced repeating rifles were Spencer and Henry rifles. Before these came about there was the rare cap and ball revolving rifle such as the 6 shot Colt Revolving Riifle. Eventually the Spencer and Henry Rifles gave way to the more reliable Winchesters and later models. Repeating rifles were most commonly lever action and chambered in pistol cartridges, often up to fifteen cartridges in a fully loaded rifle. Later models began to be chambered in larger rifle cartridges for big game use but at the cost of a reduced number of shells in the weapon.

The Buffalo rifle is a powerful weapon, often used to bring down large game such as bear, elk, and most famously, buffalo. The most common such rifle is the Sharps big single shot .50.

Carbines
Carbines are essentially shortened rifles, usually chambered with pistol cartridges, and made for ease of use while in the saddle or on a wagon. During the Civil War, many were cap and ball models, with the occasional metallic cartridge carbine. Heavy carbines are chambered with rifle cartridges giving them more power but with a reduced amount of ammo in the weapon.

Shotguns
Most common shotguns were 16 gauge. Models are single barrel, double barrel, or the very rare 5 shot revolving shotgun (Colt.) In the late 1880’s lever action shotguns were introduced (5 shot) and in the 1890’s pump, or slide-action, shotguns first appeared (5 shots).

Coach guns were shorter barrel versions of the shotgun, named so because of their use on guards riding “shotgun” on stagecoaches. They are much easier to use on horseback than a regular shotgun, and most shotguns in the hands of gunmen, outlaws, and lawmen will be these shorter models.

Sawed off shotguns have their barrels cut extremely short, often with most of the stock removed, to form a lethal pistol sized shotgun.

Gatling Gun
The most famous repeat-fire weapon of the west. Capable of throwing out a tremendous amount of bullets, it was hand-crank operated, had multiple rotating barrels which facilitated cooling and synchronized the load-fire process, and had a top fed 50 shot magazine. After 1871 a 400 shot ammo drum was available.
Expensive and deadly, it is rarely seen outside of the military.



My post on unusual weapons found in the Spaghetti Westerns can be found here

Miscellaneous 
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. It's heroic and fits in the western genre.
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 Gamblers gambling ability apply.

Cheating
Dexterity check for a +1 bonus.
 A Gambler 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 wagon 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.







New and Revised Classes for OSR Games Redux

Updates and changes from a previous post here.
Redid a few class abilities most notably the Fighter, Barbarian and Brute. The big change was taking out extra attacks gained at higher levels and replacing them with more damage abilities. That seemed to work better for our group and it felt less overpowering with multiple attacks.
Added in the Gladiator and Warrior Bard from previous posts.


Revisions to the Cleric, Magic User, Fighter, and Thief
Cleric and Magic User
Make my ritual and diabolic magic options available.

Fighter (Revised)
Prime Requ: Str
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Any.
Weapons: Any

Class Abilities
Defensive Fighting
+1 to AC.

Follow Through
At level 3 the Warrior can make an additional 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 Warrior. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.

Melee Focus
+1 to attack with melee weapons.

Weapon Expert
At levels 1, 4, 8, 12, 16, and 20 the Fighter may choose a melee weapon type (sword, two-handed sword,dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.

NOTE: This is my revised  Fighter and it will outstrip Basic rules classes. I would not use this with anything but my other revised classes to keep the fighting levels on a closer scale.

Thief
I add twenty percent to all percentile thieve's abilities except climb walls. I like my PC's and major NPC's more competent at lower levels.

Fast Talk
With a bit of conversation, the Thief 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 penalty roll for the Scoundrel level at 1st and every fourth level after at 4, 8, 12 ,16, and 20.

If the Save is failed the individual will give up some bit of information, do a small favor, or otherwise not hinder the Thief as long as the Thief appears to be friendly. This is not a magical effect: if the individual finds out the Thief is lying to him or some other situation arises to change his view of the Thief he may act normally.

New Classes
Archer
Ability Requirements: Str 13, Dex 13
Prime Requ: Dex
Exp: As Fighting-Man.
HD: 1d6
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Up to chain and shield.
Weapons: Any except two-handed melee.

Class Abilities
Bow Expertise
+1 to hit with a bow.

Dead Shot
After aiming for one full round with a bow, the archer receives a +4 bonus to his bowshot the next round. If he has Rapid Shot the second attack does not receive this bonus. 

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Trick Shot
At level six all called shot penalties with a bow are reduced by half.

Long Shot
At third level the range increment of a bow in use by Archer increases by 50 percent.

Rapid Shot
At level nine an extra bow attack is gained.

Assassin
Prime Requ: Dex
Exp: As Fighting-Man.
HD:  1d6
Save:  As Thief.
Attack:  As Thief
Armor:  As Thief.
Weapons:  Any.

Class Abilities
Death Attack (completely copped from C&C)
Usable once per day per 2 levels.
If an assassin studies a victim for 3 consecutive rounds and makes a sneak attack (see below) that successfully deals damage, the sneak attack can potentially kill the target instantly. While studying a victim prior to an attack, the assassin can undertake other minor actions, but must stay focused on the target. If the target knows the assassin is present, a death attack is not possible. The victim of such an attack must make a saving throw. If the saving throw fails, the victim dies instantly. If the saving throw succeeds, the attack is treated as a normal sneak attack.

After completing 3 rounds of study, the assassin must attack within the next 3 rounds to use this ability. If a death attack is attempted and fails because the victim succeeds at the saving throw, the assassin cannot make another attempt at a death attack in this circumstance because the victim will almost certainly be aware of the assassin’s status as an enemy. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before another death attack attempt can be made.

NOTE: If you feel the Death Attack is too powerful for your games scale it back to a standard Thief backstab. Combined with the Poisons ability below the Assassin should still be a formidable class.

Poisons
Given an hour of brew time, and the proper ingredients  the Assassin can create a virulent poisons. The poison can be ingested, contact, or injected as the Assassin desires. At first level the Assassin's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the victim is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.

The Assassin can also make an antidote for the poison. When given it stops all damage.

Both poison and antidote have a shelf life of a number of days equal to the Assassin's level.

Thief Abilities
Pick Locks, Move Silently, Climb Walls, Hide in Shadow.

NOTES: This version sets itself further from the classic Thief class. This one is all about stealth and  murder and lacks many of the essential treasure finding skills of the Thief.

Barbarian (Hillman)
Prime Requ: Str
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Chain and shield. May wear heavier but lose special abilities while in the heavier armor.
Weapons: Any

Class Abilities
Alert
Only surprised on a 1 on a 1d6.

Battle Fury
Once per day per 2 levels (round up)  the Barbarian can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage.  -2 to the attack roll but doing x2 damage, x3 if a natural 20 is rolled.

Climb
As Thief

Destroyer
At third level the Barbarian can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed

Pantherish Dodge
+1 to AC in chain armor or lighter.

Brute 
Prime Requ: Con
Exp: As Fighting-Man.
HD: 1d10
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Any.
Weapons: Any but greatly prefer melee weapons.
Brutes are vicious combatants whom dish out massive amounts of damage due to their strength and ferociousness in melee combat. Fighters have a better chance to hit and can wear better armor but the Brute makes up for this with greater hit points, intimidation and damage potential. They function best in armor and with big, brutal melee weapons. A well armored Brute turned loose on a battlefield of 1HD opponents is a frightening thing to behold.

Brutes are often the first ones boarding a grappled ship or over the walls of a castle to clear the way for their mates.

This class can represent anything from a dockside brawler to rampaging Uruk Hai berserkers on the walls of Helm's Deep.

Class Abilities
Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to their normal Strength bonus). They know where to hurt people and hit like a freight train.

Battle Fury
Once per day per level the Brute can make a single brutal attack on his opponent, sacrificing accuracy and finesse for sheer damage. The attack is at a -2 to the attack roll but does  x2 damage if successful, x3 if a natural 20 is rolled.

Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.

Intimidation
Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation 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 Brute. Most will flee; only the most determined will stay and fight.

Iron Constitution
Brutes make saving throws against disease and poison with a +4 bonus.

Gladiator
Prime Requ: Dex
Exp: As Fighter
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
Weapons: Any
Armor: Any with restrictions (See below.)

Class Abilities
Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Agile Fighter
+1 to AC in Chain or Lighter.

Melee Focus or Quick with a Blade (choose one)
Melee Focus
+1 hit with melee weapons.

Quick with a Blade
The Gladiator is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks.

Dual Weapon Fighting
At third level the Gladiator's off hand penalty when using two melee weapoinse is reduced from 0/-4 to 0/-2 .

Slave Class
-4 Cha to interactions with those of higher social rank. Even Freeman gladiators who choose to fight in the arena suffer this social stigma from the higher classes.

Ranger (Traditional Fantasy)
Prime Requ: Dex
Exp: As Fighting-Man.
HD: 1d8
Save: As Fighting-Man.
Attack: As Fighting-Man.
Armor: Chain and shield. Will lose Move Silently while in armor heavier than Leather.
Weapons: Any

Class Abilities
Agile Fighter
+1 to AC. This applies in chain armor or lighter.

Alertness
The ability to detect danger. -1 to be surprised on a 1d6.

Backstab
Rangers are expert guerilla fighters. They backstab as a Thief of equal level. This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
As a Thief of equal level. If in chain armor  the chance is at -20 percent.

Runner
The Ranger's base movement is 135'/45'.

Stalker
In natural settings the Ranger can Move Silently and Hide in Shadows at a base 40 percent plus five percent at every even level. If in chain armor the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)

Survival
The 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. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

Warrior Bard 
Prime Requ: Cha
Exp: As Magic User
HD: 1d8
Save: as Thief
Attack: As Fighter
Weapons: Any.
Armor: Leather and shield to use thief abilities.

Class Abilities
Extra Languages
The Bard  begins with half again as many extra languages as normal (round up.) For example: if the Bard  would normally get one extra, he would get two (1.5 rounded up). If he would get two extra he would get three, etc.

Influence Reactions
When performing before a group that is not attacking (and not intending to attack in just seconds), the Bard  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 is most suitable to the situation at the moment -- a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a Saving Throw (vs Paralyzation in LL, etc) (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 Bard  (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
The music, poetry, and stories of the Bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Bard  can heroically inspire his companions (immortalizing them in word and song), 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 Bard  must spend at least three full rounds singing or reciting before the battle begins.
This affects those within a range of 10 feet per experience level of the Bard .

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, troops who have withdrawn from combat can be inspired again by the Bard 's words.

Lore
Bards learn a little bit of everything in their studies and travels. Bards have a 5% chance per experience level to know local events and history. They also use the same chance to identify the general purpose and function of any magical item. The Bard  need not handle the item but must examine it closely taking 1d10 rounds. Even if successful, the exact function of the item is not revealed, only its general nature.

Read Language
This is an important ability since the Warrior Bard  has no ready access to Read Language spells. He has an  80% chance to read any normal writing or language (including simple codes, dead languages, treasure maps, and so on, but not magical writings). If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.

Thief Abilities
Hear Noise, Pick Locks, and  Pick Pockets as a thief of equivalent level.

Level 10: A Bard  can read and cast magic from magic-user (and elf) scrolls with 90% accuracy, just like a thief.

Magical Items:
Bard s may employ any magical weapons not specifically restricted to a single class (of course, the weapon must be of a type Bards can normally use). They may wear magical armor of the type appropriate to their armor restrictions. They may also use all other magic items usable by Fighters and Thieves and may use a Horn of Valhalla.