Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
Starting Funds « Result #3 on Jul 18, 2006, 10:54pm »
A new Hero is assumed to have some wealth and gear amassed from his life prior to hitting the dusty trails and heading west to represent this. Each Character receives a certain amount of starting cash based on his class. He can use this money to purchase gear, or he can horde it for a rainey day or do a little of both.
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
Character Creation Rules « Result #4 on Jul 18, 2006, 10:51pm »
1. When you make your character, you should take into consideration what your character does, his/her lifestyle, have they seen all the horros of the weird west? Do they understand completely everything that is going on?. This could all be added into the history.
2. You will have 25 points to spread out among the following. Skills (Each Skill will have a cost next to it) Proficencies (Each Profincency will have a cost next to it) Aptitudes (Each Aptitude will have a cost next to it.) Hindrences (These points from Hindrences will be used to buy your Edges)
3. When choosing your class, please remember to choose one that will fit the character. Do not just take "Gunslinger" because you get to play with guns, if Huckster will better fit the character.
4. When deciding your characters Worst Nightmare, it should be something that will hinder them if it comes true. This is something they should worry about all the time, but not worry about it so much they cannot function. Ex. Docs Worst Nightmare is losing Lacey to the Reckoners.
5. Starting Equipment will be purchased during character creation. A List of money for each class is in another thread. When you are done purchasing what you need, put the remaining money onto your character sheet. This money will then in turn be added to you Money Hack in your profile.
6. If you have any questions please feel free to ask me, either starting a new thread in the Character Help room or pming me.
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
The Shaman Information « Result #5 on Jul 18, 2006, 5:12pm »
Shamans have known of the spirits for thouands of years. Hucksters play games with the darker denizens of the Hunting Grounds and Mad Scientists court insanity in their quests for power, but Shamans enjoy a perculiar fellowship with the spirits of nature.
Characteristics: A Shaman has communion with the spirits of nature like no other character. Through he understandings and interactions with these beings, he is able to work magic and gain insight to others. His spell abilities are oriented toward the natural order between the Hunting Grounds and the Physical World. His skill and power make him a powerful ally against the horrors of the reckoning.
Backgrounds: Once very rarely encountered outside her tribes' homelands, more and more Shamans are venturing forth to face a greater threat to their people then even the smoke-and-steam-belching iron horses of the white-man. The Reckoners.
Class Skills: Concentration Craft Diplomacy Handle Animal Indian Sign Language, Intuit Direction Knowledge (Indian Lord) Knowledge (Nature) Ritual (Exclusive) Heal Sense Motive Swim Wilderness Lord
Class Features:
Armor and Weapon Proficency: A Shaman is proficient with all simple weapons and short bows. A Shaman is also proficeient with all light armor.
Favors: Shamans call upon Nature Spirits for thier spells called "favors". They do this by performing specific rituals such as sand paintings, ritual scarring, fasting, or smoke sacred pipes. A Shaman uses the ritual skill to call for favors.
Guardian Spirit: A Shaman gains a Guardian Spirit at level 1
Nature Sense: At 2nd level, the Shaman gains an innate tie with the natural world. He can identify normal plants and animal with complete accuracy. He can also determine whether water found in a natural springs is safe to drink.
Vision Quest: At 7th Level, Once per game month, the Shaman may attempt a vision quest. He retires to the wilderness alone for 4 days where he fasts, smokes peyote and communes with nature spirits.
View Hunting Grounds: At 11th level, the Shaman may cast see invisiable at will. This requires no ritual
One With Nature: At 14th level, the Shamans attunement with nature ceases the ravages of natural aging. He no longer ages, he still dies of old age when the time comes, but suffers no physical wear.
Open Portal: At 19th level, the Shaman can open a portal to the Hunting Grounds, allowing himself and others to enter them physically. This requires 6 hours of preperation time and perform a ritual.
Level Special 1 Guardian Spirit and Base Ability 2 Nature Sense 3 ----- 4 ----- 5 Guardian Spirit (1st Special Power) 6 ------ 7 Vision Quest 8 ----- 9 ------ 10 Guardian Spirit (2nd Special Ability) 11 View Hunting Grounds 12 ----- 13 ----- 14 One With Nature 15 Guardian Spirit (3rd Special Ability) 16 ----- 17 ----- 18 ----- 19 Open Portal 20 Guardian Spirit (4th Special Ability)
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
The Scout's information « Result #6 on Jul 18, 2006, 4:41pm »
Most folks tend to feel more comfortable close to the settlements scattered across the west, be they Indian incampments or Boomtowns, with the way things are slittering around in the night. The Scout on the othe hand is more at home in the wilderness. He's as canny as a wolverine and as sneaky as a panther, and woe to anyone---or anything--that crosses him in the wilds.
Characteristics: The Scout is an able fighter, more than capable of taking care of himself, however his true strengths lie in his stealth andknowledge of the wilderness.He knows how to move quickly and strike suddenly. Taking his foes off guard and fading back into the shadows of the night. He's also familiar with a variety of cultures and people inhabiting the west as his travels often take him far and wide.
Backgrounds: Scouts are highly sought after by just about every organization and government with stakes in the frontier.
Class Skills Climb Craft Gather Information Handle Animal Hide Holdout Indian sign Language Intuit Direction Knowledge (Local) Knowldge (Indian Lord) Knowledge (Nature) Language Listen Move Silently Ride Search Spot Swim Wilderness Lord
Class Features
Armor and Weapon Proficency: Scouts are proficent with all simple weapons and firearms
Bonus Language: Begin play with own Native Tongue, plus two more Languages.
Alertness: Gain Alertness feat as a bonus feat at 2nd level, This feat can only be choosen once.
Sixth Sense: At 3rd Level, a Scout gains the ability to detect ambushes and traps.
Sneak Attack: Beginning at 4th level, a Scout can attack an unsuspecting opponent
Skill Focus: At 6th level, a Scout gains a bonus feat skill focus. The scout gains this feat agian at 9th, 13th, and 18th levels. This can only be applied to a Scout class skill and the same skill cannot be selected twice.
Tracks: The Scout gains the Track feat as a bonus at level 1
Level Special 1 Bonus Language and Track 2 Alertness +2 3 ----- 4 Sneak Attack 5 Alertness +3 and Bonus Language 6 Skill Focus 7 Bonus Language 8 Alertness +4 9 Skill Focus 10 Bonus Language 11 Alertness +5 12 ------ 13 Skill focus 14 Alertness +6 15 Bonus Language 16 ------ 17 Alertness +7 18 Skill Focus 19 ------ 20 ------
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
The Rowdy Information « Result #7 on Jul 18, 2006, 4:21pm »
Rail workers forge steel trails across the praire, while Ghost rock miners claw deadly ore from the earth. Trail hands roam the isolated high plains and lumberjacks fell gigantic trees in the forbidden forest of the northern wilderness. All of these pursuits draw folks as tough as the elements they battle, men and women used to guts and muscle. The Rowdy is tough as leather and as mean as an angry Badger.
Characteristics: The Rowdy is a dangerous opponent. While he lacks the deadly skill with firearms that makes the Gunslinger so fearsome, he's used to settling matters with his fists, a club, or an axe handle. His weapons seldom run out of ammunition and are always handy.
Backgrounds: Rowdys earn their livelihoods in the hardest jobs on the frontier. Maze runners, Ghostrock miners, lumberjacks, rail workers and the likes. The innate toughness also makes them well suited for others.
Armor and Weapon Proficencies: Rowdy are proficient with all simple weapos and firearms.
Bonus Feat: Beginning at 1st level, The Rowdy gains a bonus feat. The Rowdy gains 1 bonus feat at 1st level and then again at 5th level, 10th, 14th, 17th. These bonus feats must be selected form the following. Blind Fighting Expertise (Improved Disarm, Improved Trip) Grim Servant O' Death Unarmed Strike Iron Will Level Headed Nerves O' Steel Weapon Finesse Weapon Focus
Thick Skin: At 2nd Level, the Rowdy gains the ability to shrug off light damage from bar brawls and the like.
Weapon Specialization: The Rowdy may specialize in any blunt simple weapon, or martial weapon at 4th level or higher. Most Rowdys choose their fists of hickory ax handles (clubs) for skull cracking. Indian Rowdys favor Skull-Crushers.
Tough as Nails: At 11th Level, the Rowdy's high tolerance for pain gives her a limited form of damage resistence.
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
Maverick Information « Result #8 on Jul 18, 2006, 4:00pm »
Riverboat Gamblers and Saloon Girls, snake oil salesman and swindlers, spies, and stret smart criminals---all in one. Making their living by their wits and by staying one step ahead of the law. Mavericks are those folks who live on the fringes of civilized society and rely on their smarts and quick hands to keep out of trouble--or at least get them out of it once their in it.
Characteristics: The Maverick is the Jack-of-all-Trades, educated in the ways of the world. She may be a smooth-talking diplomat or a light fringed pickpocket. Whatever he specialty she counts on her smarts, reflexes, looks and good old fashioned luck to keep her scalp on her head.
Backgrounds: Mavericks typically bounce from livlihood to livlihood or at least town to town. No job or place can keep these active adventures interested for long, or that's what many claim anyway.
Class Skills: Appraise Balance Bluff Climb Craft Decipher Script Demolitions Diplomacy Disable Device Disquise Escape Artist Forgery Gamblin' Gather Information Hide Holdout Innuendo Intimidate Knowledge (History) Listen MOve Silently Open Lock Perform Pick Pocket Profession Read Lips Ridicule Search Sense Motive Slight O' Hand Spot Tale Tellin' Tumble
Class Features:
Armor and Weapon Proficency: Mavricks are proficient with simple weapons and firearms
Extrodinary Luck: You got some great luck
Evasion: At 2nd Level, a Maverick gains the special ability of Evasion
Skill Focus: At 5th Level, the Maverick gains the bonus feat skill focus Then he gains it again at 8th, 11th, 14thh and 20th. This feat may only be added to a Mavericks class skills and cannot be added twice to the same skill.
Special Ability: On Achieving 10th level and again at 13th, 16th and 20th, the Maverick gains a special ability of choice from the following. Improved Evasion Skill Mastery Slippery Mind Sneak Attack
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
Mad Scientist Information « Result #9 on Jul 18, 2006, 3:42pm »
Clockworks and steam engines, Ghost rock and steel--these are the tools of the Mad Scientist. Working on the fringes of sanity, she crafts inventions and concocts gizmos beyond the imagination of most folks, and some claim only a fool would use them. Regardless of what the less enlightened say, the Mad Scientist's infernal devices are among the most powerful weapons avaliable to humanity in the weird west.
Charateristics: A mad Scientist tends toward planning more then impulse. His gizmos while powerful, can't be thrown together in the heat of battle. He needs time to prepare the lueprints and assemble the inventions.
Backgrounds: A few inventions of this sort land cushy positions with private corporations like SMith and Robands or Hellstromme industries, tech in prestigeous universities back East or join "Academic" societies like Doomtowns Collegium.
Class Skills: Alchemy Craft Decipher Script Demolitions Disable Device Drive Knowledge (Any) Language Mad Science (Exclusive) Open Lock Heal Tinkerin'
Class Features
Armor and Weapon Proficencies: Mad Scientistare proficent with all simple weapons and firearms. In addition a Mad Scientist is also proficient with any weapon or armor he designs or builds (Including the one he starts with).
Mad Science: Through bursts of unexplanable insights, a Mad Scientist can design and build unique gizmos that are more technologically advanced than current science allows.
Alchemy: Mad Scientists can select the Alchemy skill and use it.
Starting Gadget: A Mad Scientist begins play with any on egizmo selected from the list of if detailed on they created.
Academic Mastery: At level 5, and again at 10th, 16th and 20th a Mad Scientist gains the skill focus feat. This feat can only be applied to the following skills. Demolitions Disable Device Knowledge (any science) Heal Tinkerin'
Jury Rig: At 2nd Level, the Mad Scientist can rig any deivce to work for a short period of time.
Doc Administrator Gunslinger Head ST Casino/Hotel Owner Lacey's Lover Former Texas Ranger[M:NaN] member is offline
GunSlinger
Joined: Jul 2006 Gender: Male Posts: 31 Karma: 1
Huckster Information « Result #10 on Jul 18, 2006, 3:23pm »
A Huckster is a mysterious soul who has learned the secrets hidden in one of the most inconspicuos of all magical texts,Hoyles book on games. Within there cryptic text are said to be encoded messages revealing ancient rituals and arcane secrets. Some folks claim Hucksters are just fakes and frauds, but others say hucksters cast hexes more deadly than a Gunslingers bullets.
Characteristics: Hucksters work their magic though powerful Hexes gleaned from Hoyles book of games. Sir Edmund Hoyle learned arcane secrets in his travels in the late 18th century.
Backgrounds: Huckster learn their craft from many sources, some learn from the basics of the ocult, some learn from others and then some learn by deciphering Hoyles Book on games. Since the average resident of the west can't tell a Hex from true black magic, Huckster tend to be careful in public places. Nothing puts a damper on a night on the town, like being burned at the stake for witchcraft.
Class Skills: Bluff Concentration Craft Decipher Script Gambling Gather Information Hexslingin' Knowledge (Occult) Knowledge (Local) Perform Profession Ridicule Sense MOtive Slieght of Hand Spellcraft
Class Features:
Armor and Weapon Proficencies: Hucksters are proficient with all simple weapons and firearms.
Hexes: Hucksters tap the Hunting Grounds to cast magical spells called Hexes
Hoyles Book of Games: Hucksters are constently on the lookout for early additions because latter versions have been edited and their codes changed and diluted. Hoyles original addition is extremely valuable, Hucksters would kill to own it.
Blood Magic: At Level 9 a Huckster may substitute his own blood to cast Hexes