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>wake up, log on to /tg/ wanna talk about old western Monster Hunters.
>There is no Black Hats thread.
>MFW.

Okay we decided that on the badge of the black hats "LUX" latin for light is printedin the place of "SHERIFF" and on the small metal ring around the inverted star "And the light shineth in the darkness, and the darkness comprehended it not" is printed.

in the meantime:
http://suptg.thisisnotatrueending.com/archive/21327089/

One anon modified the RoS mass combat system to work with the Black Hats World Rules lite system, and we decided character start with 1 luck charm, his special charm, that has a single buff ability, 1 melee weapon, and one ranged weapon.

Also horses are not charms mechanically but they count as charms.
>>
Bumping for content, I've been following this and can't wait for the PDF release
>>
>>21359202

Man we're still in the middle of working out the rules. A PDF is a bit away.
>>
So we've discussed upgrading weapons, that basically works by discussing with the Darm Man what you want to upgrade and how he'll let you do it. This should probably occur with every level up. (We need a western themed name for that...)

Now the important part of this is the fluff we attribute to it, that's all under the player's control.

So far our weapons have a flat damage rate, decently high caliber shotguns and weapons like swords and tomahawks being a 7. Rifles and revolvers do around 5-6 damage. Easily hidden firearms like deringers are 3, along with knives and whathaveyou.

Now we have ranges point blank (for melee), close (for shotguns) far (for rifles) and distant (not many weapons can hit things at this range.)

You get 2-4 refills of ammo per "escapade" and your starting weapons ammo gos like this. Pistol 6, Shotgun 5, rifle 4.

This brings us to our upgrades.

-->
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>>21359405
Wait bro: wasn't it pistols 6, rifles 5 and shotguns 2?
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>>21359202
we're getting there anon. Just be patient, It might take us a month or 2 to have a finished product.

>>21359405
So lets take a look at oyur weapon stats. So far we have 3, damage, ammo capacity, and range.

So lets say I have a 6 shooter. Its stats follow thusly.

Close Range
5 Danage
6 Shots.
Attack, 1 shot per per attack, can be duel wielded if user sacrifices one attack dice.

Now after an escapade or Two my Dark Man decides that I've earned an upgrade. I decide to upgrade my damage by having the gunpowder in my bullets alchemically treated. Now my muzzle flash is bright red and my bullets strike an opponent red hot.

My damage gets bumped up to 6. Now my six shooter is different.

Alchemic Six Shooter
Damage 6
Range Close.
6 shots.
Attack 1 shot per attack, may sacrifice 1 attack die to attack twice if duel wielding pistols.

and yeah I stole the alchemy from one clever anon. It was either that or inscribe a norse runestone on the hammer to charge the bullet with magical lightning.
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>>21359473
I got no clue, I couldn't find it in the thread.

but yeah that does sound like ammo rating we had going.

Disregard my anmmo ratings and use this guys stuff.
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>>21359537
That was me, sorry, forgot to get my name on.
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>>21359566
Ahj cool, I was wondering when you were going to pop up. YeahI couldn't find your ammo post so I made stuff up. I mostly play guns with modern games though so Unles sI'm thinking very carefully I use modern statistics.

'course this is trhe old west, so modern guns aren't what we're going for...
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>>21359405

I think >close (for shotguns) is probably not somewhere you want to go. Shotguns aren't exactly close range arms - there's a reason they use 'em to hunt ducks.
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>>21359687
Indeed, I think the first level action shotgun was a Winchester 1870-1880, so a little bit in the future. Most shotguns before then were single or double barreled.

>>21359736
And close covers any distance from a few meters to Far, which I'd image would be a hundred or so paces. Good for ducks, not so good for werewolves.
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>>21359770
Damn it, forgot my trip again
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>>21359770

Okay, that definitely makes sense. 12-gauge buckshot loses effectiveness at around 40 or so meters.
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While we're here, how is character advancement going to be handled?
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>>21359736
>>21359887
yeah pard, point blank is our melee range, for tomahawks, dueling swords, and a werewolves fangs.

Close, however, covers small distances that could be covered by buckshot or your average pistol (average in the late 1800s anyway) which were pretty inaccurate.

So we got the starting charm, that has a buff of some sort +1 to a stat for instance. As the character levels up I think it should gain additional powers, maybe extra health, maybe additional stat boosts... I think the emphasis on leveling up should be in the power of the character's weapons and their charms.

Oh, and for that matter we need to discuss stat boosts during leveling up.
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>>21359909
I assume we're just gonna say that after a big hunt or important event, the Dark Man will say "Okay, improve something by one and justify it." Though I think we were considering a class/skill tree thing for upgrading your charm. It's assumed that while character stats won't really increase, your Primary Charm will give you bonuses or you find secondary charms that break permenently.
>>
Probably should draft a proper thread introduction so passers-by know what it's about without having to dig through the backlog of things.
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>>21359974
Okay off the top of nmy head we have "Magic/Priest" characters and we can just roll those two together use faith for their cool stuff. "Tech/Alchemy" characters who want to use technology or alchemy/occultech (smarts). and "Heroic/Leader" characters who use their heroism to inspire or gather foillowers (assistant NPCs, heroism obviously.)

So we gotta have some fighter type characters and shooter type characters, how can we fluff these dudes?

An occultech guy could use rune stones to empower his weapons and charms with magic obviously, and an alchemist could use lost alchemical formulas to do stuff.

How do we want to handle the charm boosting level ups? (oh and charms that break but provide extra luck or buffs is a good idea.)
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>>21360178
Maybe we could have "mind" characters (ones who use Heroism, Smarts and Faith) get boosts to their primary charm, and "Combat" characters (Stamina, Shooting and Brawling) can get bonuses to their stats?

And charm boosting level ups we just say the charm got luckier. Now that you've spent so much time with your (insert primary charm) you feel calmer and have a steadier shooting hand/feel closer to god/can think clearer.
>>
>The Dark Man: mysterious leader figure. Not much is known about him, and he manifests in many forms. (This is the Game Master)
>The Lightning Hand: patron of the "Shooting" stat.
>The Hammer: patron of the "Brawling" stat.
>The Untouchable: patron of the "Luck" stat.
>The Thoroughbred: patron of the "Stamina" stat.
>The Learned: patron of the "Smarts" stat.
>The Beloved: patron of the "Charisma" stat.

Okay for the Faith stat you get characters who use magic or relifious faith (magical faith?) to banish demons, perform blessings, and otherwise be amazing.

For Shooting we have ranged characters who can do stuff like trick shooting, increase their weapon range (slugs in shotguns, impressive hand eye coordination etc etc...) and do more damage with guns.

For brawling we have brawlers, they do more damage, incflict status effects, get rerolls on damage, I dunno fighter/barbarian/swordsman style character.

Stamina characters basically are physically fit somehow, I'll figure something out.

-->
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>>21360364
Luck is our health stat so character who specialize in this are tough, we're gonna have to figure out some way to reconcile this with stamina feats of physical might maybe?

Smarts is obviously intelligence based so we could make these the tech/alchemy characters...

and Charisma is fairly obvious.

Now that we've got this out in the open we need to figure out what we're gonna do with it.
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>>21360404
Luck could perhaps have the option to, once per "escapade" they can use their luck stat to "fake" another stat, such as shooting or banishing something. Honestly I don't think we should let the PC's improve the raw luck stat, instead they just get bonuses to LP.

Stamina: Maybe they can "shrug off" damage to LP's in exchange for losing one point of stamina? So they could go from 4 stamina to 3 but they don't take the 7 damage to Luck Points
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>>21360466

Yeah, maybe they can 'spend' Luck points in the same vein as luck-type stats in other RPGs.
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>>21360466
I like both of those suggestions, fits the setting and it gives the players and Dark Man room for a little strategy.
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>>21360466
I need to stop posting in other threads cuz everytime i do I forget to pt my trip back on.
>>21360541
Maybe, so they can take LP damage and risk death, but maybe add another dice to attack or something?
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>>21360601

Yeah. Risk vs. reward, essentially. Adds a nice gambling motif to the mechanics.
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>>21360601
>>21360641
Okay lets say we give characters 20LP with a luck stat bonus consisting of their luck stat times 2. That should give our gamblers enough luck to play with without putting themselves in undue danger.

Gotta be careful with our poker references because deadlands used poker as their spell casting mechanic.

ancient rome used dice, maybe we can make references to that?
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>>21360951
Maybe? Toss some latin in places it fits? Like Lux?

And I thought we were doing Stamina + Luck x 5?
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>>21361633
oh, right, whatever.

We need a pastebin or something for all the calculations concerning the LP/HP issues.

anyway lets just ignor the gambling metaphors for the moment and come back to it. We're going more Masqerade than overt fantasy western with this. Deadlands eventually gave up and wierdified the world, we want the world to look more or less like the old west but with stuff like ghosts and magic tomahawks and blessed revolvers.

We have a cool gambling mechanism and we're giving stamina characters damage resistance or something anything else we need to to do for those 2?
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>>21361730
All I can think is maybe adding stamina to melee weapon damage? I dunno though.
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>>21361834
I guess? Might wanna make it a single Escapade thing. Maybe give each character type a single power per escapade or special trait?

One guy could have a butler or life long friend who helps him out, a statted NPC that works like an animal companion, only, yknow he has a gun and a knife.

>swingshi significance
Y U So Wierd Captcha?
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>>21362006
That could work. Each aspect gets a per escapade power, and maybe more uses later on, ad one bonus trait.


>Shooting:
Power: Snipe: Once per escape, BH can deal double damage per success.
Trait: Quick Load: Shooter does not lose a die for reloading.

>Brawling:
Power: Trip: Once per escapade, BH can trip an opponent, dealing no damage but removing a defense dice per success.
Trait: Lunge: Brawler may hit at close range without taking a penalty.

>Luck:
Power: Fake it: OPE, BH may use Luck Stat in place of any other for one roll.
Trait: Pushing your luck: BH may spend LP in intervals of 5 to add one dice to a roll.

>Stamina:
Power: Right Hook: OPE, BH may add his Stamina to any damage dealt.
Trait: Shrug it off: BH may spend one stamina to remove one success worth of damage.

>Smarts:
Power: Alchemical Elixer: OPE, BH may restore his or another's LP by his Smarts stat.
Trait: (Not sure)

>Faith:
Power: Pray: OPE, HB may restore another's LP equal his Faith stat x2
Trait: Holy Ignorance: Any attempt to hypnotize or possess BH is rolled on half their stat.

>Heroism:
Power: Rally: OPE, BH may allow an ally to reroll one test using the Hero's Heroism stat.
Trait: Assistant: BH has a butler, servant or close friend who may make Shooting or Brawling attacks in their stead. This is done on the Hero's turn in place of his/her action.

Hows that?
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>>21362299
well that works, but I'm not sure if we're straying too far from rules lite territory, aw well whatever.


Smarts Trait... We need to do somethingvolving science or alchemy or whathaveyou.

We mostly use this for picking locks and building things right? Maybe we could do something with that?
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>>21362401
So maybe Jimmy Lock: BH may roll their Smarts against the lock's DV, if they win the lock is opened, if they may try again, and if they fail the may not attempt again until they get a new lock pick.
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>>21362299

It's always a good idea not to go too overboard, but these are good ways to put a little more control into a player's hands without disrupting flow too much.
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>>21362447
except..you know...western. We're not really out to create a specific class system, even if it's based on western archetypes and whatnot. We need to back up just a little bit and save stuff like escapade powers and such for later. I liked 4ed gamma world but this is beginning to look supiciously similar to classes and powers and stuff and we don't want classes in a western RPG.

Maybe focus on spell casting and blessings for the moment, do some world building concerncing science and alchemy and its applications to monster hunting.

Speaking of world building where's Sombrero Bandido? He had some pretty solid ideas...
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>>21362592

Is it The World time?
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Want me to dump more writfaggotry? Also I am the anon with the cave bear and fist fighting demon story
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>>21362592
I'm trying to find ways to make players not feel so interchangable. But if it doesn't fit lemme know.

Maybe instead it could be Book Learned: BH can read much better granting them an extra die when making or using alchemy or technology.
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>>21362705

Well, even if they're mechanically interchangeable, it's not so much about that as it is about what they do or are. Each players' charms might give them the exact same amount of LP, but the way it's fluffed is entirely different.
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>>21362698
Do it. When the thread for a homebrew I'm in lags I always bump it with write faggotry.

>>21362705
that sounds more fitting. What I would do personally is what gamma world did 2 origins, each with a certain set of powers and statistic. You glom those origins together, explain them, and combine their abilities.

but you're right we need to make it so players don't feel like carbon copies of one another. But I dunno how rules heavy we want to be with the World as opposed to the War. Mmf.
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>>21362764
>>21362738
I agree that we shouldn't get any more detailed than this probably, just give our players some ideas and let them make their own legends and heroes.
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>>21362822
I was thinking of comeing up with 3-4 powers and traits and letting the player choose from them at start, and giving them 2 traits and 2 powers at most. Maybe increasing the effectiveness of those powers and traits as time goes on.

As for lock picking? Requires a lock pick of some sort and smarts, also you can kick down a door. Shouldn't be a player ability or trait, just something covered in the rules, player abilities and traits should make them special.
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>>21362592
Sombrero Bandido Reporting, milord. Been silently observing for the last thread and a half, and at the moment I wholeheartedly approve of every decision that has been made.

A few things that seem like they would fit~

Instead of having your charms physically break, why not just have the "enchantment" be spent on it? You can pay money or go through a ritual to get it recharged, that way you can keep your lucky hawk feather tucked into your cowboy hat, it just isn't very lucky anymore.

Different faith types should be effective against their relative monsters. A priest is better than a pagan at fighting demons, an injun will have an easier time calming a rampaging ancestor spirit.

For the Nasties, we should make two more charts, one for abilities and one for weaknesses. Yeah, it's a Fishman with wings and a rat's tail. But it can also breath fire and takes double damage from anything that's made from iron.

For gun modifications, you should need a higher Shooting skill. I know it makes more logical sense for Smarts to gain weapon improvements, but we don't want to turn the smarts guy into too much of a bad ass considering he already have alchemy.

Also, we need a system for settling things in a traditional western style showdown. The ultimate duel of Gunslingers, used to solve mortal disputes between members of the Black Hats. Which also reminds me, how do we determine combat initiative?

That's about it for now, will offer objections and support as needed.
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>>21360096
Cowboys hunting monsters using the power of faith and luck. Black Hats are these guys who hunt down monsters like vampires, werewolves, wendigos, etc. and they find that faith works good against night spooks.

I think that's the gist of it?
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>>21362907
okay cool gimme a second Imma dig up my old chart and work on a weakness and power chart...
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>>21362961

That works for the fluff, but not necessarily the mechanics.
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>>21362907
Only secondary charms "break" they are typically more expendable things, your primary charm never breaks and can be recharged. We don't want to get too meta on the charms so it's not like "Oh my lucky rabbit's foot is out of luck."

I don't know if we want to penalize or reward players based on fluff, like we don't want one Primary charm to be better than another.

I agree that we could use a bit more detail on Nasties. Take some of the work off of the Dark Man.

The gun modifications won't be a skill based thing, but will be used in place of a traditional level system, with players justifying their gun getting better rather than having to roll for it.

And for this I figure we just use the typical shooting mechanics we have, no need to fix what ain't broke.

Also initiative is 1d6 + Luck and stamina.
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>>21363042
This was me btw
>>
Body Chart, you roll on this 5 times, once for the head, arms, legs, and torso.
1: Insectoid/Arachnoid
2: Avian/Chyroptian
3: Mamalian/Marsupial
4:Icthyian/Mollusc/Crustacean
5: Reptilian/Amphibian
6: Humanoid

Weakness Chart
1: Metal (Iron, copper, gold, silver, etc. etc.)
2: Fire/Ice
3: Magic/Faith
4: Stone/Wood/Bone (primitive weaponry of some sort)
5: Turns to stone during the day/night (automatically heals during stone sleep)
6: Amphibous/Landbound Must be near water (will take damage and be weakened if it is not exposed to water once a day) or must not come into contact with water (or it will drown or take stat damage).

Feel free to offer suggestions or nit picks on the weakness chart, working on power chart.
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Why are you using two tenses of pseudolde-english in the motto?

I'd go with something latin, like "In Absentia Luci, Tenebrae Vincunt".
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>>21363255

I think the original plan was to go with the Greek 'καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει, καὶ ἡ σκοτία αὐτὸ οὐ κατέλαβεν', rather than the pseudoenglish

I'm not sure though
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>>21363318

Mostly because Greek lettering is pretty
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>>21363318
>>21363255
No idea. I was not there for that, least I don't think I was, but I remember Lux being on the badges.
>>
Monster Ability Chart
1: Regeneration, this monster heals from damage pick a regeneration level appropiate to your PCs.
2: Undying, this monster is extremely hard to kill, once brought down to 0 LP and SP it will keep going,though it now has a level appropiate penalty to all actions. Pick a body part, that part of the body has to be removed for the creature to truly die.
3: Spitting, this creature can spit fire, ice, poison or some other substance at a range of far, or at a range of close (in this case the creature uses of a cone attack that can engulf multiple PCs.)
4: The creature can hypnotize players, give it an appropiate faith stat and use that to determine its rolls for dominating, charming, or putting players to sleep.
5: Bursting, upon death this creature explodes either dealing damage or releasing 2-6 smaller versions of itself, stat appropiately.
6: Stealthy, this creature is good at hiding, stat appropiately.

again, feel free to offer crticism.
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>>21363255
we're not using greek because its a line from the bible and reciting the lord's prayer in a language other than your own is considered blaphemous, or poor etiquete anyway.

Also I can't into Latin.
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>>21363411
>Undying, this monster is extremely hard to kill, once brought down to 0 LP and SP it will keep going,though it now has a level appropiate penalty to all actions. Pick a body part, that part of the body has to be removed for the creature to truly die.

Are we doing 0 stamina equals death or 0 stats equals death on things? Last I checked we were doing it where every stat had to drop to 0 before they died but I may be mistaken.
>>
Rolled 2, 3, 5, 4, 1, 4 = 19

>>21363411
Rolling me up a Nasty to fluff.
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>>21363318

Heh.
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>>21363479
pretty sure it was at the 0 stat points that death occurred.

we can always reword it. Thre point is that monster doesn't die once you knock out all his HP and stats he just takes some nasty penalties. He only dies once you cut off his head or hands or whatever it is the DM decides its weakness is.
>>
Rolled 1, 5, 3, 3, 5, 5 = 22

>>21363485
>The creature has a gaunt vulture head, with a long and terrible beak and small beady eyes. It's arms are long and hairy, and thick around as an oak tree. It's legs are scaly things that end in monstrously large claws. On it's back rests a giant shell, like an overgrown hermit crab. It can emit a shriek that will pacify weak willed creatures nearby, and gold burns it on contact.
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>>21363572
I'd like to fight that, and I think that means the system works.
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>>21363593
>>21363572
Agreed, once we have the mechanics worked out we can tweak whatever doesn't work and then people can generate their own nasties on the spot.

Also whatever, do we want to use greek letters or latin or what? If we use latin I don't wanna screw up and wind up with some garbled mess that makes us look dumb. Hell that right there is enough reason to use the greek text.
>>
Rolled 1, 6, 1, 5, 5, 3 = 21

>>21363675
Use whatever exists man. Some latin, some greek, throw in some Norse Runes and Moonspeak for good measure. The Black Hats are a mix of many different faiths an backgrounds, same as the monsters that they hunt. Wouldn't make much sense to have a motto in one standard language.
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>>21363014
The mechanics... well, the DM is called the Dark Man. Which can be abbreviated to DM. There are 7 stats in a character, shooting, brawling, luck, stamina, smarts, faith, heroism. Fights are decided with Risk-like rolling, while major fights are modified from Riddle of Steel.

Ask the others about the mechanics, I'm more of a fluff man, really.
>>
We seriously just need to gather all the okayed material up, drop it in a pastebin and sort it out.
>>
eh whatever, next draw thread I'll see if I can get a drawfag to sketch a close up of a Black Hat's badge. for the sake readers I'll request the bit that circles badge to be in english. Someone gimme a translation of that latin...

Anyway in the meantime we have nasties being produced by sorcery, dark magic, industrial pollution, and anything else the DM thinks fits, vampires are made with an emphasis on the undead, our zombies are stuff like wendigos and lesser vampires but dark magicians can command corpses and summon demons.

anything else need covering?
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>>21363965

Mundanes. Is it simple enough to assume that only the Black Hats and their foes have supernatural luck (charms) helping them not die, or do mundanes have their own kind of thing? Plains natives, for example, might have medicine bags as their charms - but what about a Civil War dragoon?
>>
Shooting
Power:
Snipe: Once per escapade, BH can deal double damage per success.
Focused Fire: Once Per escapade any penalties that would normally be applied to this character's attack are ignored.
Rapid Fire: Once per escapade this character can ignore dual wielding penalties or shoot twice per attack.

Trait:
Quick Load: Shooter does not lose a die for reloading.
Unusual Ammunition: Shooter gains 1 extra reload that does X points of additional damage, only replenished when the Dark Man sees fit to allow it. Not compatable with bandoleers and belts. Damage bonus is level appropiate.
Bandoleers and Belts: This character has +2 reloads for his guns and can choose to upgrade his number of reloads when leveling up.

Oh, and whatcha think of these additional character traits and powers guys?
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>>21364103
Lucky rabbits foot is obvious enough, a bible, a manual on warfare, a favorite novel, a family portrait in a locket, a wedding ring etc. etc.

Mundanes can have charms and such too, just stat them out like you would a PC.
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>>21364115
I like them, gives a good amount of choices. but keeps things open.
>>
Stamina:

Power:
Right Hook: OPE, BH may add his Stamina to any damage dealt.
You Hit Like A Pansy: OPE, BH may negate his stamina's worth of damage from an enemy attack.
Just You Wait: OPE, BH may recover LP equal to his Stamina times 2. Extra HP is kept but lost after the Escapade.

Trait:
Shrug It Off: BH may spend one stamina to remove one success worth of damage.
Strong As A Horse: The BH may spend on stamina point to double his Stamina dice for a stamina check. (Die is removed after the roll)
Get On My Level: The BH's rolls have twice the effect they would have when used for climbing, running, swimming, or otherwise moving. This bonus does not apply to dealing or resisting damage.

how about this?
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>>21364159
Maybe give them less stat points to spend. Closer to say, 10 than 14.

>>21364488
I like it, it drives home that stamina is general fitness and not just taking a hit.
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Farmer Tom (NPC)
Shooting:1 (Doesn't have to shoot much)
Brawling:1 (Rarely gets in fights)
Smarts: 2 (Knows when to plant)
Luck: 1 (Not the luckiest chap)
Stamina: 2 (Has to plow those feilds)
Faith: 2 (Reads the good book and prays for good harvests)
Heroism: 1 (Doesn't talk much and isn't that inspirational)
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>>21364488

Good stuff. In a game that's essentially about monster hunting it's good to have options both for combat and exploration.
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>>21364488
Smarts needs something about knowing monster lore or something
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Power:

Trip: Once per escapade, BH can trip an opponent, dealing no damage but removing a defense dice per success.
Snikersnak: OPE, BH may attack twice with his melee weapon.
Strike: OPE, BH may do double damage with his weapon.

Trait:
Lunge: Brawler may hit at close range without taking a penalty.
IronClad: you may negate X damage, X being level appropiate.
Gun Fu: You may use a rifle or a shotgun equipped with a bayonet as a melee weapon. All bonuses aply to melee and ranged damage (except obvious ones like firing rate or ammo ammount)

I think this one was the easiest so far...captcha at mah post though...
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>>21364785
Hmm, I worry that Strike and Iron Clad may slide too far into Stamina territory. I imagined Brawler being more fighting skill.

And I think Iron Clad would be a better Power than a trait, but that may just be me. It seems really powerful. And Strike kinda outclasses Right Hook, since most melee attacks do 5 damage.

I like Gun Fu but it could use a better name. Maybe "Affix Bayonets".
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>>21364856
Oh I thpought I screwed something up there. Iron Clad is supposed to be armor that you wear, being melee guys I figured they'd wear improvised armor and you's start out with a damage negation of 1 and you could level it up as you went along.

Strike might need to be modified but I dunno, brawlers are going against the grain hgere, they're a melee class, they need damage negation and killing abilities that make up for the fact that they're going into point blank range iwth monsters, if anything I think we need to replace lunge.

That's just my two cents.
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>>21364935
Maybe instead of Strike, Parry? Once per Escapade, for every die successfully blocked you can add to your next attack?

And Iron Clad makes sense I suppose. As long as it isn't too high of a protection.
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>>21365024
Level appropiate, depends on how much you invest in it and how much the DM thinks is appropiate for upgrading.

Maybe we should change right hook to something else? I dunno right hook is applied to any attack, strike is applied only to melee attacks, and I still think lunge is OP, especially if you consider that Close refers to pistol and shotgun range.
>>
>>21365112
Maybe instead of Lunge, Grapple: BH can sacrifice one die to force opponent to stay in Point Blank Range?

And I think it makes more sense that Right Hook is a melee attack since your fitness really doesn't help you at range. We can work something out with it I think.
>>
>>21365112
Maybe instead of Right Hook, something that lets the person go first for the battle? I like the idea of Stamina and Brawling going hand in hand as skills.
>>
>>21365138
grapple works.

Actually think about it. Fitness isn't just strength and stamina it's hand eye coordination and fine motor control. A Stamina Character is a character who trains their body till their capable of quite a bit.

If we change Right Hook to say "Do You Even Lift" (Or something like that...) it'll be more appropiate. Bruce Lee did say "I do not fear the man who has practiced 1000 kicks, I do fear the man who has practiced one kick 1000 times." If we view the stamina character as someone who is all about training and whathaveyou then it makes sense that he does less damage than a dedicated brawler but can do stuff like climb buildings or swim against the current.
>>
>>21365255
Okay, I can get behind that. Maybe something like "Practice Makes Perfect"
>>
>>21365218
actually yeah "So Slow" automatically makes you go first when it comes to rolling initiative. I like that.
>>
Faster than a Hare: OPE, BH may forego rolling Initiative and automatically go first.
You Hit Like A Pansy: OPE, BH may negate his stamina's worth of damage from an enemy attack.
Just You Wait: OPE, BH may recover LP equal to his Stamina times 2. Extra HP is kept but lost after the Escapade.

Trait:
Shrug It Off: BH may spend one stamina to remove one success worth of damage.
Strong As A Horse: The BH may spend on stamina point to double his Stamina dice for a stamina check. (Die is removed after the roll)
Get On My Level: The BH's rolls have twice the effect they would have when used for climbing, running, swimming, or otherwise moving. This bonus does not apply to dealing or resisting damage.

So is there anything else we need to upgrade/modify when it comes to stamina? I figure each PC will take 2 origins and get 2 powers and 2 traits from each of them.
>>
>>21365445
I think that may be too much to start. Maybe they can pick either 2 origins or one. If they take two, they get one power and one trait from each, if they take one, they get two powers and two traits from it.
>>
>>21365493
whoops, meant 1 trait and 1 power from each origin and they'd eventually get a second power and trait from the origin, but unless we wind up with like, eight powers and traits for each origin I can't seem them getting 3 powers and traits.
>>
>>21365580
Okay, that sounds good. Make um work for it.
>>
Power:

Fake it: OPE, BH may use Luck Stat in place of any other for one roll.

Russian Roulette: OPE, BH may combine his Attack dice with the Target's attack dice, flip a coin, the loser of the flip takes damage from Russian Roulette, the loser may use defence dice, traits, and powers to negate damage from the roulette power.

Nothing Up My Sleeve: OPE, BH may sacrifice a point of his Luck to gain a reroll for a specified action.

Trait:

Pushing Your Luck: BH may spend LP in intervals of 5 to add one dice to a roll.

Starcrossed: your charms are slightly more effective than other people's charms. You gain an X bonus to LP and Buffs granted to you by charms. (as per usual upgradable during level up and the bonus is determined by the DM. 1.5 seems acceptable for starters.)

Oh Look At That: You always recieve new charms and ammunition during a rest period regardless of the rarity of supplies and ammunition of yor campaign, this trait can also be carried over to scavenging for supplies.

hows this?
>>
>>21365902
Took me a tick to figure out Russian Roulette, but I like it.

Also you're using the word Starcrossed wrong, being Starcrossed means ill-fated. Which is bad.
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>>21365969
I always thought it meant destined not ill fated, however if you have a better alternative I'm more than happy to replace with something more appropiate.


and yeah I like Russian Roulette too, easily one of the most powerful abilities out there, especially if you have Nothing Up My Sleeve.
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>>21366051
Yeah, i did too for the longest time, then I looked it up. How about Auspicious: Giving or being a sign of future success.

We don't want it to be TO good though. Well need to see how it plays.
>>
>>21366104
auspicious is good.

As for Russian Roulette, Nothing Up My Sleeve lets you reroll 1 action, which would mean doing the whole thing over again, and there's still the matter of the coin toss (or die roll) so its largely a matter of how lucky you are in RL.
>>
>>21366131
Maybe we don't let players combine the two? Cuz that takes the extra damage from 50%, to 75%
>>
>>21366192
how so, if you fail the coin toss then you get to reroll, but it would be a reroll meaning all the die used last roll get used this roll, and you still have to win that coin toss.

The point is that if you're lucky you do a whole lot of damage, if you're not you take a whole lot of damage, it's a very widgety power.
>>
>>21366234
Sorry, for some reason my brain said that you'd get to reflip the coin. But no I can see how it'd be risk, but good.
>>
Hey, I'm back. Looks like the combat and abilities are coming along
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>>21366247
yeah see if you're DM is feeling nice he just lets you reflip the coin, or if you just want to not have to roll however many dice you reflip the coin anyway. But if you fail the coin flip you still take the damage.

Now lets say for instance that I'm Playing Tomcat Jones A Shooter/Luck Character.

Lets say for the sake of simplicity that he's got a 2 in all his stats and a lucky Puma Pelt that gives him +1 to his Luck and however many LP...

He rolls russian roulette, he rolls all his dice, he's fighting a moderately tough nasty so that nasty rolls 3 attack dice. So that's 5 attack dice in all.

Really the power is only as devestating as your opponent. You fight a boss and use Russian Roulette? Someone's dying, fight some random vampire henchman and use Rusian Roulette? You might take some nasty damage but you'll survive if you fail the coin toss.
>>
Hmm. Do we want to encourage players trading away their stats? Or will it be for just that fight?

I'm a lot more in favor of keeping stats as part of your character that you just slowly level up
>>
>>21366290

Speaking of combat, what do you think of the current mass combat system? Too loose, or fine?
>>
>>21366389
I'm assuming it would just be for the battle, but damage done after you run out of LP would be permanent.

And you can boost stats, but it comes via charm increases. So at increase 2 your charm may give you +5 LP, +1 Stamina and +2 Shooting or something.

>>21366419
I think it's fine as is, the three stages are very good, it's simple but isn't dumbed down/
>>
Smarts:

Power:

Miracle Elixer: OPE, BH may restore his or another's LP by his Smarts stat.

Home Made Bomb: OPE, BH may make use of an explosive attack that does 8 damage at far range.

Applied Knowledge: OPE, BH can grant his allies an attack or Defense bonus equal to his smarts.

Trait:

Cryptid Chronicler: Your advanced knowledge of monsters grants you a damage bonus of X against monsters. You can increase this damage bonus during your level up.

Tinkerer: You can make items, Explosives, Healing Unguents, Special ammunition, you need a tool kit and the proper environment. Consult with your DM for your limitations and requirments.

Okay I'm stumped on the third trait, lets work this out.
>>
>>21366439
I think damage to stats should be non permanent but require a visit to a hospital, shaman, or faith healer. Miracle Elixer or A Lay On Hands power would be good for that.
>>
>>21366602
The Quiet Type: Due to your quiet nature monsters rarely target you unless you deal the most damage that turn.
>>
>>21366419

Pretty good actually, and I can see it working for not just leader characteres.

What do you normally see when a party has been given the lead of a defence? Each character's specialization comes out. The Learned instructs men to set up bear traps. The Brawler hides under floorboards with a small squad and cut captains throats. The untouchable does something so incredibly stupid it's amazing that he comes back in only tow pieces.

For the actually mechanics, you've just got to give the players something to "hit", let them come up with a soundish plan, and roll em.
>>
>>21366642

I like this, lets the players basically get worn out if they over do it.
>>
Smarts:

Power:

Miracle Elixer: OPE, BH may restore his or another's LP by his Smarts stat.

Home Made Bomb: OPE, BH may make use of an explosive attack that does 8 damage at far range.

Applied Knowledge: OPE, BH can grant his allies an attack or Defense bonus equal to his smarts.

Trait:

Cryptid Chronicler: Your advanced knowledge of monsters grants you a damage bonus of X against monsters. You can increase this damage bonus during your level up.

Tinkerer: You can make items, Explosives, Healing Unguents, Special ammunition, you need a tool kit and the proper environment. Consult with your DM for your limitations and requirments.

The Quiet Type: Due to your quiet nature monsters rarely target you unless you deal the most damage that turn.

okay I think this looks good for a smart character, any adjustments, aside from typo correction, that we need to make?
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>>21366740

So these will be represented by charms? Power is an active effect, trait is passive?
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>>21366709
This way if players screw up but limp away from the fight the DM can have them encounter a circus or caravan that has an indian shaman or a preacher who has gods favor. They get healed, they learn from their experience and next time they're more careful about fighting monsters.

We get to keep a penalty for players who do poorly in combat but give them an out so that their character isn't gimped for all time.
>>
>>21366740
Nope, sounds good.

>>21366762
And no, at creation you can pick two origins, based on one of the seven stats, and you get a power and trait from each. The represent core things your player can do.
>>
>>21366783

And there is always the chance that they will have to fight more monsters before they get healed.

>>21366788

Ok sounds sweet. Charms would be more direct buffs then? +1 dice in certain circumstances, +5 LP etc etc
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>>21366762
Okay lets say I roll up Aleistor Smithe, he's a Learned character with a fondness for alchemy, there for everything he makes has an alchemical flavor to it. His miracle Elixer? An alchemical potion? His homemade bomb? a Phlogiston combustion device.

As for where they came from? Players have to rest inbetween escapades, encounters, so its assumed that the build the devices, buy new ammunition, meditate, whatever.

am I making sense or just rambling...?
>>
>>21366847
Yeah. Secondary Charms would be like +2 LP, +1 AV against Loup Garou. And those can be broken in combat if you aren't careful.
>>
>>21366852

Could do it the way like some games hand out action points; Every two encounters you get to "refill" with one bomb and one elixir. Stops them being overused.

>>21366880
So a character would have like 10HP, one primary charm (5LP) and a couple small charms (2LP, +1 to hit when using a sword), (3LP)
????
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>>21366913
They also get general LP equal to (Luck + Stamina) x 2. And after that they take damage to their actual statistics, once all of them are 0, they are down for the count.
>>
>>21366940
This was me btw
>>
>>21366940
>x 2
I mean x 5
>>
Faith:

Power:

Lay On Hands: OPE, HB may restore another's LP equal his Faith stat x2

Exorcism: OPE, BH rolls his Faith stat, for every success the Monster (must be undead or demonic in nature) takes Stat damage, a critical will destroy it. This ability is of no use against nasties or sorcerors.

Sacred Fury: OPE, BH may add his Faith dice to his normal Attack dice

Trait:

Divine Resistance: Any attempt to hypnotize or possess BH is rolled on half their stat.

Bless Item: The BH may produce a minor charm which provides bonuses against undead or demonic entities. These may only be produced during a rest encounter and their effectiveness is decided by the DM.

and again, I'm stumped on the third trait, what needs to change, what needs to be added?
>>
>>21366913

Actually regarding items, we could have the characters carry around a certain dollar value of "components", which can only be obtained in towns and the such. Components would be used up in rest periods to create these items. I think this is how 4ednd does it with rituals.

>>21366949
ah yep I see
>>
>>21366913
You can have a maximum of 12 charms, horses also function like charms but don't count towards your maximum charms.
>>
>>21366980

So say I have a character with
luck:2
stamina:1
base LP = (2 + 1) * 5 = 15LP
This would be their general "health", after that they start losing stats. Once they are out of stats they die. They can only get their stats back up by visiting a healer of some kind. Sound right?
>>
>>21366991
We never really bothered to get a good economy going, better I suppose to let the narrative handle items and their value. I was thinking of just handling wealth by giving a PC a wealth rating nad having them roll against their wealth rating to aquire stuff.

Monster hunting on a large scale can be an expensive thing.
>>
>>21367030
I saw it more as that 15 LP would serve as a buffer, after that it uses the LP of your charms, which break when that's spent (except for your Main Charm) and the it's stat damage.

So yes. Exactly.

>>21366987
Sacrificial Lamb: The BH elect to take damage in the place of one of his allies he is near.
>>
>>21366987

trait: Earth's Rhythm

+2 dice for any "perception" check of surroundings.

I.e. If there's a bounder coming or a wolf you get a bonus to rolling shooting to detect it. It's also more like something a native witch doctor would have; remember, faiths not just priests.
>>
>>21367082

Yea that's a good idea to use that as the buffer, stops players having to get new charms all the time.

>>21367051
Good point, the economy isn't really that important; like all mythic actiony stuff, the heroes always manage to get what they need and make most of it themselves from junk. Also, quests with item rewards seems to be what we're going for.
>>
Faith:

Power:

Lay On Hands: OPE, HB may restore another's LP equal his Faith stat x2

Exorcism: OPE, BH rolls his Faith stat, for every success the Monster (must be undead or demonic in nature) takes Stat damage, a critical will destroy it. This ability is of no use against nasties or sorcerors.

Sacred Fury: OPE, BH may add his Faith dice to his normal Attack dice

Trait:

Divine Resistance: Any attempt to hypnotize or possess BH is rolled on half their stat.

Bless Item: The BH may produce a minor charm which provides bonuses against undead or demonic entities. These may only be produced during a rest encounter and their effectiveness is decided by the DM.

Earth's Rhythm

+2 dice for any "perception" check of surroundings.

I think we'll need something like 10 to 8 powers and traits for the origins by the time we're done but we really should get a playtest version ready.

In the mean time; Wealth, how we do it?
>>
>>21367172
I think we just assume, and for really hard thing, roll a Heroics vs Smarts.
>>
Heroism:


Power:

Rally: OPE, BH may allow an ally to reroll one test using the Hero's Heroism stat.

Charge: OPE, BH may colse distance to Point Black range and do an attack that combines his Brawling or Shooting Dice with his Heroism Stat.

WarCry:: OPE, BH may attempt to demoralize or terrify his opponent rolling his Heroism against their Faith. Every success removes one dice from either their attack or defence pool.

Trait:

Assistant: BH has a butler, servant or close friend who is statted with 10 points. They are controlled by the player and make actions independent of the player.

Heirloom: Your character has a special Charm or Weapon, discuss it with your DM. The item in question should be useful and unusual but not over powered.

ugh by the seven I'm tired, need more Traits, anyway once we get a playtest going we'll expand on powers and traits and make some universal starting traits, hell I think I should make some universal starting traits and make the heirloom one of them...
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>>21367285
Battlefield Presence: You may use your Heroism stat twice for Large Battles.
>>
>>21367172

Ok wealth. What do characters actually need wealth for?

1)GUNS; They would be more quest loot anyway. There's also the consideration that the black hats is a large and well funded operation; you could simply be given some weapons when appropriate to the story.

2) Food: Could just rely on the kindness of stangers, or maybe more of a wanderers way of living; Come into town, help with a small task (skill challenge?), get meats. Also, hunting.

3)Ammo/potions; The only reason I would want to put a value on these is for the whole survival thing; It makes sense (and adds difficulty) to run out of ammo and potions (but then again that could be a pain to keep track off). These are also not that cheap, so it's hard to just say that they were given them for free. Hmm. The BHs could give you them, but that doesn't really work when you constantly need to resupply.
And before I forget; Are we going to have a tracking mechanic?


>>21367285
PLAYTEST
>>
>>21367353
okay battlefield presence is our 3rd heroic trait.

As for wealth, lets just assign a wealth value to our characters at the start of the game.

Poor 1d6
Moderate 2d6
Wealthy 3d6
Very Wealthy 4d6

as per usual we use the risk style system to purchase things, but Black Hats don't purchase small crap, they buy in bulk, giving them a place to live, food to eat, ammo put in their guns.

Also my computer is busted so I'm stuck on a PS3 until I can land a job again, that said I'm be happy to serve as a Dm for a playtest if you're willing to play on 4chan.

In the meantime though lets work out wealth, ammuntion and all that stuff.
>>
I'm going to start making a doc, how do we feel about google docs? It'll mostly be a list of what we have worked out and what we need to do.>>21367421 damnit
>>
>>21367421
Ammo I think we had down pat. 3-ish reloads, Pistols 6 shots, rifles 5, shotguns 2.
>>
>>21367450
Amusingly enough the PS3 OS crashes when exposed to google docs, however make one anyway if that's easier since most people don't have that problem.
>>
>>21367486

Yea I'm making one right now

https://docs.google.com/document/d/1W0ZX2PI-twvmhsBGL5FhZjbUQv-Hm_eTz7PXZ0gxSmM/edit

ask for permission and i'll give it if you're "named"
>>
Alright lets say you need 30 units of food per month, we'll call them Ration units. each week is worth 1 success on the wealth aquisition thing.

So lets say I have 5 Black Hats. Each of those Black Hats is poor but they pool their wealth to buy food for a month.

they roll 4,4,5,6,1

and the DM rolls 4,4,2,5, That's a success all around. They have rations for a month.

Now normally it's assumed that you have some income, if only in the manner of being woodsy enough to hunt and kill your own game or forage frood from plants and insects. But these guys are going on a hunt, they need food so they can go out and get on a hunting expedition.

Make sense so far?
>>
>>21367543
So far I follow
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>>21367580

Oh god I know your name the mystery is gone.
>>
>>21367608
As do I! Looks good though. I need to get to bed now, big day tomorrow so I won't be around much.

Keep the seven boys.
>>
>>21367622

alright, keep the seven
>>
>>21367622
Good night shooter, have a nice night.

Okay this expedition mechanic is there solely if the DM wants to be all Survivalist about his Escapades. Now the Black Hats can't use their remaining wealth to buy bullets because the DM has deemed that they're out of money, this wouldn't matter anyway because the town doesn't get much in the way of trade, this is mainly due to the bandits that live in a nearby fortress and scare away trade.

So the Black Hats get together, rally the townspeople, kill the bandits and claim the fortress for their own. They contact HQ and get some guys sent over to help them man the fort, they charge travellers a toll and in return their group takes care of bandits and the like.

This brings up the income of the group, they all now have a moderate wealth rating giving them more money, and more importantly making the town wealthier. They buy some bullets from town.

1,1,1,4, 2, 5,3, 6, 6,

5,4,4,3

-->
>>
>>21367734
so that last guy gets a critical, he can bump up his purchase to something only a wealthy character could buy. The town doesn't have anything like that so it's sadly wasted. They do however decide to buy ammo and dynamite. with that crit they have more of it than they could ever need so they store it in their new fortress.

The DM rules that they've spent all their money for the month so they delay their trip and then he decides to throw a curveball at them, a merchant won't pay the toll he's fairly wealthy and has some nasty bodyguards with him. He's also forcing other folk to sell him their land.

He's got a rail line tycoon backing him though. Our Black Hats not being wusses confront him and his bodyguards. They kill him in combat thus earning the wrath of this Tycoon, but also earning the gratitude of the townsfolk.

-->
>>
and now I realize I haven't bothered to figure out how many dice you roll for an item. Hum.

5 poor guys rolling dice for a months supply of rations is obvious, hell 5 moderately wealthy guys rolling for bullets and ammo is obvious but is 4 dice appropiate for dynamite and bullets?

Econmoics is a pain...
>>
>>21367815

>Econmoics is a pain...

Yes it is. I'm working on the doc right now, trying to bring it together.
>>
>>21367831

Wait that came out wrong. I'm not working on the ecomics
>>
>>21367837
that's fine, you work on the doc, I'll get the economics together.
>>
Okay each character has income, once a month your income gives you money, you have to roleplay or fluff how you're given that money (courier, local bank account, family connections etc. etc. ) or it doesn't count. Deal With It.

1 week of rations= 1 poor purchase.
1 month of rations=1 very wealthy purchase

1 package of dynamite (6 sticks)= 1 wealthy purchase
1 reload of bullets= 1 moderate purchase

1 package of medicinal/mechanical/occult/sanctified supplies= moderate purchase (I.E. the stuff players use to make items)

1 horse=1 wealthy purchase

1 wagon/carriage= 1 very wealthy purchase.

This sound sensible so far?
>>
>>21367914
I'd say one reload would be a poor purchase, since it's only 6-2 rounds.
>>
>>21367973
Good point. I was thinking that myself.

Anyway Imma have to write up a paragraph on availability and scarcity and stuff like that.

So far I'm thinking magical items, and texts, and stuff like that can be earned as adventuring loot, and that technology and stuff like that will be earned via contacts, maybe doing quests for the Pinkerton agency.

I mean even if you are wealthy the U.S. Army isn't going to let you buy a Gatling Gun or Artillery piece. Assuming you did purchase one of those you'd have to haul it into the wilderness.

But knowing players there's agrup of people who will want to do EXACTLY that so I have to get together an infrastructure that supports that.
>>
>>21367914

Sounds pretty good.
So purchases are
Free
Poor
Moderate
Wealthy
Very Wealthy

Could start a list of examples of each level
>>
Free:
Basic supplies such as food, water, and ammunition provided you're in "civilised" terrotories where the Black Hats, you're famliy or some other support can reach you.
Now if you want to do a hunting expedition you're gonna need supplies, here are your basic supplies.
Poor:
1 week of rations, includes horse feed,potable water, and long lasting food suplies.
1 reload of bullets. (counts for whole party)


Moderate
Dynamite, 1 package (6 sticks)
2 reloads of bullets (counts for whole party)
1 package of "Supples". (these are items used by players to build things, good for the construction of 1 item per purchase of supplies)
1 Mule/Donkey

Wealthy
1 Trained Hunting Dog
1 Decent Horse.
1 set of Exploration supplies (compass, sextant, telescope, maps, cartography supplies, manual for their usage. and a water proofed case)

Very Wealthy
1 waggon or carriage
1 crate of bullets
1 month's rations

What else can we add?
>>
Anyone know what we decided for base weapon damage, and the range penitiles?
>>
>>21368320
Pistols/Rifles 5 Shotguns/melee 7

Pistols and shotguns at close
Melee at point blank
rifles at far

Each distance up or down is -1 die
>>
>>21368201
You know what? Ammunition cost revision.

1 reload for 1 person is a poor purchase.

4 reloads for one person is a moderate purchase.

8 reloads for 1 person is wealthy purchase.

Okay I'm signing off, keep the 7 boys. See you in the morning.
>>
The town was silent again that night, as it had been for the past week. The townsfolk cowered in cellars, in cupboards, under tables, anywhere that gave the illusion of safety. All they knew is that it had come down from the hills, and it hunted men. The Sherriff stood his ground the first night, and he died. A posse of farmhands stood their ground the second night, and they died. Now the town hides at night, waiting for deliverance.

She could hear it, outside the window, the wet, throaty growls that were its breath. She tightened her grip on her husband, desperately trying not to scream.

The sound of gunfire in the main street made her jump. Gunfire, and the swish of an axe. Roars, of man and beast. It seemed to go on for ever. Until, eventually, silence fell.

A voice: "God damn, bastardin' thing smashed my flask! Had that since I started this game!, Still, saved my hide....."

Another: "Quit moaning and help me move this thing!"

The sounds of a carcass being dragged away faded into the distance. Morning came, and the town knew they were free. The wisest among them knew who by, but they held their peace. Only a number 7, carved into the dirt, gave any indication.

A woman walked past a shop, and saw a glint of light on the floor. It was a broken hip-flask, casually thrown away. She picked it up, and put it in her pocket. Now she felt safe.
>>
>>21367914

Needs to be a way for povertous characters to acquire gear.

Probably just charitable donations and junk.
>>
>>21373757
All characters stary out with a melee weapon and a ranged weapon, as they level up they upgrade the weapon with magic or alchemy or blessings or whatever.

It can be assumed that a poor character's income is brought in by hunting animals and selling pelts and stuff like that, these are monster hunters after all.

We don't have armor, we have charms, people don't find rare amgical swords they find saintly relics and alchemical tomes and shamanistic tokens which grant them powers.

I'm thinking we'll let the DM decide how valuable the loot they find is, if that's not enough though I could come up with a chart or something.
>>
>>21375502

Yeah the system is wholly dependent on more of a narrative thing. Basically, people get their shit, but they have to justify it.
>>
Once, long ago, my people owned these lands. We lived in peace with the spirits, we fought our own battles with our own demons, and more often than not we knew victory. When the white men came from across the mountains, they brought with them their war and their slaves, and the monsters that had hunted them in the dark of their homelands.
Eventually we came to settle with each other, an uneasy peace deal between two factions that wished nothing to do with each other. Centuries later, I stand with two Irishmen and an Oriental, ready to face the darkness that has descended over us all. Together we will hunt, and together some of us will die.
My rifle is a White Man's gun, but my heart is still Apache. My clothes are made of china silk, but my heart is still Apache. I have fought the nightmares of many countries and the demons of many beliefs, and through it all my heart has stayed that of an Apache. But beyond that, beyond my ancestors or the ancestors of Aedan Donnelly or The Chinaman, I am human.

This Black Hat I wear upon my head is a symbol of that humanity. It begs no accolades or rewards. It is not a shining beacon, but a hidden mark. The Black Hat is a ward to keep That What Lurks away. It is a symbol of Humanity United, standing at the edge of the abyss, and bringing our light into the darkness.
>>
>>21377588
"From the personal journal of Apache warrior Little River Snake, Black Hat circa. 1889"
>>
File: 1351733327084.jpg-(46 KB, 166x206, 1319682580741.jpg)
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>>21372590
>>21377588
>>21377627
Excellent, well done all around guys. hit SGT Briggs Draw thread if you want to see a drawfriend's (PhotoshopFriend?) version of the Lux Badge.

>>21376491
>>21377431
>>21377542
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>>21377627

>little river snake

Man, whoever named him was a bitch.

To be honest though Apaches have names more like "House-in-the-Woods" or "He-Just-Sits-There" or "Leads-the-Way" or "Red-Coloured-Sleeves" than 'Little River Snake'.
>>
>>21368402

Is 'poor' really the term you want to use? Maybe 'cheap' might actually be more accurate.
>>
>>21378915
Good point.

Cheap makes way more sense... This kids, is why you don't come up with terms at like... 3 AM.

anyway gimme a minute write faggotry incoming.
>>
"Just about th only advantage I ever got outta being half white was a guilt old priest who did his best to teach me mathematics, literature, and the bible. I used to hate that man's guts.

Then I saw a priest tie a little boy to a radiator for speaking french I- What? Well of course I shot his ass, what else was I gonna do? Where was I...? Oh right, My old man wasn't so bad, and eventually I made up with him, saw that he got a decent grave.

That led me to joining the black hats. You ever hear oif a ghoul? They're people who eat the flesh of the dead. They look human, some even manage to carry on "normal" lives. Apparently their "diet" lets them live for centuries. Others though...they don't look human at all.

Now as I've said I saw Padre Jones was laid to rest and went my way, hooked up with this circus and did some shows for a little while. I came back to pay my respects to my old man about a year and a half later.

I almost died."

-->
>>
>>21379169
"There were six of them, three I recognized. Old Man Jenkins, the grocer, Sweet Telulah the Madame, and Jeorg the Blacksmith. With 'em were three... Things. Like humans but with eyes that glowed like hot coals, thin cadaverous bodies, and long talons. They were eating the dead, they'd cracked open a bunch of caskets and dug up some graves.

God strike me down if I lie but I swear they had a great big cauldron set up and that they were preparing a stew of the dead, the old rotted bones of long dead corpse sthrown in with the freshly putrefied flesh of the recently dead. They spotted me right away and targeted me as one, silently they attacked.

You get in a lot of fights when you're an injun, and Mister Armstrong down at the Circus was kind enough to train with me so I'm fitter and more battle ready than most men. Even so an angel must have been with me for those creatures were stronger and faster than any normal man."

-->
>>
"They came at me silent as death with knives and cleavers clutched in their hands and I swear before Gabriel that I put three bullets into Old Man Jenkins chest but that he only went down when I cleaved his head open with my tomahawk.

The fight didn't last that long and I only managed to kill two of them before I black out. I woke up in an old monastery a few days later. Turns out some Black Hats had been huntin those ghouls and I just had the bad luck to encounter them when I felt like apologizing to my daddys ghost for being an angry kid.

I joined up with the Black Hats a few days later, now I hunt ghouls. It's harder than you'd think. A lot of them look human, they act human, but they worship old gods, bad gods, Like Moloch who demands the blood of children as tribute. They feast on the dead to gain vitality and can live for centuries.

Oh, and they're alot stronger than they look. Sometimes they hang out with vampires. Be wary around graveyards at night kid, not even the dead are safe from what lurks."
>>
>>21379169
>>21379260
>>21379348
Tomcat Jones on Ghouls and the Dangers they pose.
>>
>>21379360

I like it.

We've got a lot of fluff, is there anything mechanical that needs chopping out?
>>
>>21379406

Or rather, hashing out. Wrong idiom.
>>
>>21379406
well we have an economy, we have a battle system, for both mass battles and small scale battles, we have origins, powers, and abilities.

I guess we could use more abilities and traits, maybe 8ish for each origin with some universal traits. You get on universal trait and two from your origins methinks.
>>
>>21379554

And of course, encourage the players to work out traits of their own with the Dark Man...
>>
Faster than a Hare: OPE, BH may forego rolling Initiative and automatically go first.
You Hit Like A Pansy: OPE, BH may negate his stamina's worth of damage from an enemy attack.
Just You Wait: OPE, BH may recover LP equal to his Stamina times 2. Extra HP is kept but lost after the Escapade.
Yoinks & Away: OPE, BH may move from his current location to "distant" range in relation to a single enemy.

Trait:
Shrug It Off: BH may spend one stamina to remove one success worth of damage.
Strong As A Horse: The BH may spend on stamina point to double his Stamina dice for a stamina check. (Die is removed after the roll)
Get On My Level: The BH's rolls have twice the effect they would have when used for climbing, running, swimming, or otherwise moving. This bonus does not apply to dealing or resisting damage.
Heal Real Good: You recover twice the LP and Stat Points that you would from abilities and items used on you, this does not apply to your own abilities however.
>>
>>21380046
Do You Even Lift: The BH gains a bonus to Stamina and Heroism, but all nearby enemies now focus their attacks at the BH.
>>
Power:

Do You Even Lift: OPE, BH gains X bonus to Stamina and Heroism, but all nearby enemies now focus their attacks at the BH. X being a level appropiate bonus decided by the Dark Man can be improved on level up.

Practice Makes Perfect: OPE, Bh can add stamina to attack or defense.

Trait:

Mind, Body, and Soul: The BH has trained his mind body and soul together reaching spiritual enlightment through physical fitness. He can now roll Stamina instead of Faith to resist supernatural attacks.

Daily Regimen: Your incredible daily work out has made you resistant to poison and disease, your stamina rolls are now doubled when it comes to resisting poison and disease.

I was thinking of using Do You Even Lift for Get On My Level but decided we needed a hieght pun for that one. Either way we're getting places with this.
>>
>>21380398
Wild West stamina monks who fight zombies and demons? I can dig it.

Also, how are we going to do XP and level progression? What will our level cap be? Should we even have levels?
>>
>>21380481
EXP is good for computer games and console games... Not so much table top guns.

We'll have milestones. The DM decides the party needs to be stronger so he lets them upgrade. They get to upgrade 1 ability, one weapon, maybe they get a new weapon or charm, and they get to add a resistance or buff to their starter charm.

do we need anything else for our level up equivilent?
>>
>>21380481

Levels are an ungood idea, and plenty of D&D DM's (myself included) don't really bother with XP, just throwing levels the party's way at appropriate times (in my case, every session.
>>
>>21380664

"Stamina monk" is a funny sentence though.
>>
>>21380598

>do we need anything else for our level up equivilent?

No, I think that's good.
>>
>>21380664
Tjhat's what I always did, and I threw out the XP cost for making magical items and tied it into a story thing. They want to make a magical item? Turn it into a quest, hell combine it with quest that furthers a side quest or the main plot. Don't penalize your players for making magical items, reward them for showing initiative, and make them work for it.

>>21380756
Hey we need to be able to cover all the spaghetti western stereotypes, martial artist or samurai in the old west fits real good, might as well have powers and traits that display that.
>>
Power:
Grapple: OPE, BH may roll brawling to keep an enemy from moving out of Point Blank Range

Trip: Once per escapade, BH can trip an opponent, dealing no damage but removing a defense dice per success.

Snikersnak: OPE, BH may attack twice with his melee weapon.

Strike: OPE, BH may do double damage with his weapon.

Trait:

Heave Ho: You may hurl your weapon and use it like a ranged weapon doing full damage with it. All thrown Melee weapons have a range of Close. You must physically recover your weapon before you are able to use it again.

IronClad: you may negate X damage, X being level appropiate.

Affix Bayonet: You may use a rifle or a shotgun equipped with a bayonet as a melee weapon. All bonuses aply to melee and ranged damage (except obvious ones like firing rate or ammo ammount)

Honorable: You live by an Iron Bound code of honor, acting against this code will net you penalties, however as long as you adhere to this code you can use Brawling in place of Heroism rolls.
>>
Just popping in, I'm too busy to really help out much. I should have a lot more time after tomorrow.
>>
>>21383390

Oh and link. I've set it so anyone can view.

https://docs.google.com/document/d/1W0ZX2PI-twvmhsBGL5FhZjbUQv-Hm_eTz7PXZ0gxSmM/edit



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