Post by vladtaltos on Oct 21, 2015 11:55:27 GMT -5
Character Creation:
In the Weird Weird West those that confront the horrors of the Frontier come from hardy stock. ST, DX, and IQ begin at 8, with eleven discretionary points at your disposal. No attribute can start higher than 15. You also have 9 skill points to spend. Max skill for any one weapon = 2. You have the option of using these points for attack or damage rolls. Your intent must be stated before each combat. The default is a boon to the attack roll.
Equipment:
There’s several more equipment options available to the public in the strange universe of the Weird West than in more mundane universes. A PC can carry up to three weapons, and ten items total (counting weapons). Clothing, handcuffs, a badge, a map, a horse, a saddle, and saddlebags do not count toward this total.
Extra Armor Options (in addition to those in the UW rules):
* Longcoat, with reinforced sheets on the underside of the garment. 2/0 A/R.
* Bullet-Proof Vest. 4/2
* Fire Dragon Scale Armor--counts as 2 items; 6/3.
Extra Weapon Options (in addition to those in the UW rules):
* Gatling Pistol. In the Weird Weird West this strange pistol was invented by some nutty scientist. The gun chambers twelve bullets, and can fire a spurt of three bullets in a round (three separate rolls per round; damage = 2d6 per bullet). Gatling Pistols are notoriously unreliable and unwieldy, however, and firing them comes at a DX-2 penalty.
The Gatling Pistol
* Revolver. 2d6+2. You can specify a particular model if you wish, but they all do the same damage. Holds six rounds.
* Repeating Rifle. 3d6. Holds 16 rounds plus 1 chambered. (Speed -1. Subtract 1 from Initiative rolls when using a rifle.)
* Shotgun. Single shot. 3d6+3 (Speed -1).
* Lariat: Entangling weapon. No damage. PC makes a DX-3 check to lasso and pull foe to the ground. Foe’s DX is reduced by 4 until a successful DX-2 check is made, wherein they free themselves and get to their feet.
* Bola: Entangling and damage weapon. A DX-3 hits, DX-5 entangles, no intent has to be made. It does d6 damage, as well as halving foe’s DX until they untangle themselves (DX-3 to untangle).
* Whip: Entangling, disarm, and damage weapon (A successful DX-3 roll entangles; a DX-7 disarms foe from primary weapon). Damage will always occur on any successful DX check. State purpose to disarm or entangle before dice are thrown. Neither entangle nor disarm are “on.” Your intent must be stated before a roll is made. If nothing is stated before combat, only damage occurs. The whip does d6-1 damage. Foe disentangles on successful DX check. If entangled, foe is at DX-2.
* Brass Knuckles: Packs more punch than a ... well, a punch. Damage: d4
* Saber: 2d6 (H:10) This replaces the saber in the rules.
* Rapier: 2d6-1(H: 8) A fancy sword made somewhere across the big pond.
Odds and Ends:
* Patch-Up Kit: Contains an assortment of healing salves, sutures, bandages, and painkillers. Each kit has three uses. You must have this kit to use the Medic skill. A successful check restores Skill+4 to ST. A missed Medic check results in half of the would-be ST restored (fractions rounded down).
* Extra Cylinders: For revolvers only. They come with six bullets pre-loaded. You carry them somewhere on your person. They can be retrieved and slapped into place in two rounds. Each cylinder counts as one item toward your allotment.
* Belt of 20 bullets, with holster. Only one belt may be worn.
* Crossbelt of 50 bullets: It does not come with a holster.
* Holster
Miscellaneous Items: Each counts as one item. Lanterns, blankets, rations, canteen of water, rope (needed if one weapon is a lariat) etc., can be had to fill out your inventory. Anything within reason.
* Walkin’ Around Money: Does not count toward your allotment of nine items. If you have a rifle (shotguns are not rifles), you have $10. If you do not have a rifle, you have $20.
Extra and Modified Skills:
* Quick Reloading: Reloading one bullet into a firearm takes one round. Passing a 3/DX against Quick Reloading enables you to slam six bullets into your iron in one round. Fail the check, and you load two bullets. You can make your Move Allotment while reloading.
* Good Eye: This skill enables you to pick out the fine details of a scene at a glance, especially when looking for items, clues, or evidence. 3/IQ.
* Intimidation: Maybe it’s your height, size, or that crazed serial-killer look in your eye. Whatever it is, you unsettle people when you really try. Passing a 3/ST against Intimidation before a fight penalizes your human opponent. They’re DX-1 for the duration of a fight.
* Charisma: For our game, this skill is enhanced to include the ability to talk your way out of jams, bluffing, and getting others to believe the lies you’re tellin’. It also involves talking someone into providing aid, or information. Think of it as a catch-all verbal skill that isn’t Diplomacy. Success is winning a contested IQ check.
* Diplomacy: Modified to represent the use of well-reasoned arguments to soothe or ease-over a volatile situation, leaving no bad blood among the participants. 3/IQ
* Lariat. Weapon Skill.
* Bola. Weapon Skill.
* Whip. Weapon Skill.
All right, gents. I think I've given you some things to think about. A Character thread will be created next.
In the Weird Weird West those that confront the horrors of the Frontier come from hardy stock. ST, DX, and IQ begin at 8, with eleven discretionary points at your disposal. No attribute can start higher than 15. You also have 9 skill points to spend. Max skill for any one weapon = 2. You have the option of using these points for attack or damage rolls. Your intent must be stated before each combat. The default is a boon to the attack roll.
Equipment:
There’s several more equipment options available to the public in the strange universe of the Weird West than in more mundane universes. A PC can carry up to three weapons, and ten items total (counting weapons). Clothing, handcuffs, a badge, a map, a horse, a saddle, and saddlebags do not count toward this total.
Extra Armor Options (in addition to those in the UW rules):
* Longcoat, with reinforced sheets on the underside of the garment. 2/0 A/R.
* Bullet-Proof Vest. 4/2
* Fire Dragon Scale Armor--counts as 2 items; 6/3.
Extra Weapon Options (in addition to those in the UW rules):
* Gatling Pistol. In the Weird Weird West this strange pistol was invented by some nutty scientist. The gun chambers twelve bullets, and can fire a spurt of three bullets in a round (three separate rolls per round; damage = 2d6 per bullet). Gatling Pistols are notoriously unreliable and unwieldy, however, and firing them comes at a DX-2 penalty.
The Gatling Pistol
* Revolver. 2d6+2. You can specify a particular model if you wish, but they all do the same damage. Holds six rounds.
* Repeating Rifle. 3d6. Holds 16 rounds plus 1 chambered. (Speed -1. Subtract 1 from Initiative rolls when using a rifle.)
* Shotgun. Single shot. 3d6+3 (Speed -1).
* Lariat: Entangling weapon. No damage. PC makes a DX-3 check to lasso and pull foe to the ground. Foe’s DX is reduced by 4 until a successful DX-2 check is made, wherein they free themselves and get to their feet.
* Bola: Entangling and damage weapon. A DX-3 hits, DX-5 entangles, no intent has to be made. It does d6 damage, as well as halving foe’s DX until they untangle themselves (DX-3 to untangle).
* Whip: Entangling, disarm, and damage weapon (A successful DX-3 roll entangles; a DX-7 disarms foe from primary weapon). Damage will always occur on any successful DX check. State purpose to disarm or entangle before dice are thrown. Neither entangle nor disarm are “on.” Your intent must be stated before a roll is made. If nothing is stated before combat, only damage occurs. The whip does d6-1 damage. Foe disentangles on successful DX check. If entangled, foe is at DX-2.
* Brass Knuckles: Packs more punch than a ... well, a punch. Damage: d4
* Saber: 2d6 (H:10) This replaces the saber in the rules.
* Rapier: 2d6-1(H: 8) A fancy sword made somewhere across the big pond.
Odds and Ends:
* Patch-Up Kit: Contains an assortment of healing salves, sutures, bandages, and painkillers. Each kit has three uses. You must have this kit to use the Medic skill. A successful check restores Skill+4 to ST. A missed Medic check results in half of the would-be ST restored (fractions rounded down).
* Extra Cylinders: For revolvers only. They come with six bullets pre-loaded. You carry them somewhere on your person. They can be retrieved and slapped into place in two rounds. Each cylinder counts as one item toward your allotment.
* Belt of 20 bullets, with holster. Only one belt may be worn.
* Crossbelt of 50 bullets: It does not come with a holster.
* Holster
Miscellaneous Items: Each counts as one item. Lanterns, blankets, rations, canteen of water, rope (needed if one weapon is a lariat) etc., can be had to fill out your inventory. Anything within reason.
* Walkin’ Around Money: Does not count toward your allotment of nine items. If you have a rifle (shotguns are not rifles), you have $10. If you do not have a rifle, you have $20.
Extra and Modified Skills:
* Quick Reloading: Reloading one bullet into a firearm takes one round. Passing a 3/DX against Quick Reloading enables you to slam six bullets into your iron in one round. Fail the check, and you load two bullets. You can make your Move Allotment while reloading.
* Good Eye: This skill enables you to pick out the fine details of a scene at a glance, especially when looking for items, clues, or evidence. 3/IQ.
* Intimidation: Maybe it’s your height, size, or that crazed serial-killer look in your eye. Whatever it is, you unsettle people when you really try. Passing a 3/ST against Intimidation before a fight penalizes your human opponent. They’re DX-1 for the duration of a fight.
* Charisma: For our game, this skill is enhanced to include the ability to talk your way out of jams, bluffing, and getting others to believe the lies you’re tellin’. It also involves talking someone into providing aid, or information. Think of it as a catch-all verbal skill that isn’t Diplomacy. Success is winning a contested IQ check.
* Diplomacy: Modified to represent the use of well-reasoned arguments to soothe or ease-over a volatile situation, leaving no bad blood among the participants. 3/IQ
* Lariat. Weapon Skill.
* Bola. Weapon Skill.
* Whip. Weapon Skill.
All right, gents. I think I've given you some things to think about. A Character thread will be created next.