D&D 3.5 Steampunk Wild West Campaign Setting
November 15, 2016 | Author: spadroon | Category: N/A
Short Description
Drawing it's inspiration from sources such as "Girl Genius", "Wild Wild West", Frank Herbert'...
Description
Wild West 2.0
STEAMPUNK WILD WEST CAMPAIGN SETTING For Dungeons and Dragons 3.5 Michael Robertson
by
(aka Frito Bugger)
In Collaboration With
Zippy Malone
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Wild West 2.0
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Contents
Introduction and Acknowledgments
Key Modifications: Player Races Automaton Racial Traits: Garez Human Motan
Player Classes Barbarian Brujo Druid Fighter Geneticist Gunslinger MMA Fighter Monk Ranger Rogue Technologist
New Prestige Classes Con Artist Combat Engineer Faith Healer Jack of All Trades Master Machinist Sharpshooter
New Skills & Feats Skills Feats
New Weapons & Armor Ammunition Types Firearms Weapon Modifications Armor Armor Modifications
New Items
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3 4 4 4 7 8 9
11 11 11 14 14 14 16 18 20 20 21 21
23 23 23 24 25 25 26
27 27 27
30 30 31 33 34 35
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Rare and Unique Items
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Genetic Manipulation
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Surgical Grafts LAIDEMs
41 43
New Creatures
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Automatons Garez Motan
44 45 46
The Tri-County Territories Folsom County Kimball County Del Lunes County The Boundaries Points of Interest Map of the Tri-County Territories
Alternate Map: The World of Mota Further Resources: Recomended Reading: Recomended Viewing:
48 48 48 48 48 49 49
51 52 52 52
Wild West 2.0 Introduction and Acknowledgments Over the last five years, this campaign setting has been an off and on source of both frustration and amusement. Steampunk Wild West (SWW) 1.0 was originally cowritten by Zippy Malone and Sparks McGhee and tested by D&D Group 001. While Zippy may be one of the funniest people alive and is a great DM, he doesn’t know beans about the game. From a technical standpoint, SSW 1.0 stunk. That’s when I stepped in and eventually turned 36 pages of crap into pure gold. Zippy was supposed to write an equal amount of story to match my gameplay content, but that little bit at the end there is all we’ve got from him so far. It is my hope that SWW 2.0 will be picked up by others and the story continued... Thanks to Zippy Malone and Sparks McGhee for the concept; Rynil Dredeth for graphic design; D&D 001 for endless hours of amusement; and Wizards of the Coast for being awesome.
T
Key Modifications:
he imagined world of the Wild West, with its lawless shantytowns, loan gunmen, and abandoned mines is all too perfect of a setting for D&D. In order to add to the fantasy and increase the awesome, this campaign setting will include ideas of “steam punk”, which technically happens a bit later and in the eastern part of America rather than central/western America. Although there is additional content added to replace it, large portions of the D&D world will simply not fit and the following major swaths are changed in their entirety, as well as all items/skills relating to them. New rules may also be found at the beginnings of pertinent sections. Creatures: All humanoid creatures of the ‘monstrous’ descriptor are removed. The Wild West is predominantly crawling with human scumbags; it destroys the setting to have gnolls running around in the hills. This does not remove monsters with descriptors besides ‘humanoid’ as well. Ergo, the gnoll, a ‘monstrous humanoid’, is removed; however the grell, a “monstrous aberration”, remains. Monstrous half-breeds are also removed. They can, however, be re-included with the DM’s permission. Magic: This is a world of technology, not magic. Although there is some magic, it is weaker and much rarer. Any normal caster class, divine or arcane, must be adapted. The use of Metamagic feats is unchanged. The following are the modifications to the different kinds of magic: Divine: Divine magic is the only real magic. Divine spells that do hit point damage, evocation spells and conjuration spells (except for spells of the healing subschool) are illegal. Motans are the only race that can use, or allow the use of, divine magic.
Arcane: The new name of an arcane spellcaster is ‘Technologist’. Spells are replaced with a technological equivalent (commonly referred to as an “effect”). For example: a normal Fireball spell would be a grenade. Technologists only know a few effects, but they can whip them together in a matter of seconds; this does not mean they are weapon crafters (necessarily). Because complicated somatic components are unnecessary, Technologists do not incur an arcane spell failure chance when wearing any armor they are proficient with; however, spell failure still applies with any non-proficient armors. Most arcane spells must be made illegal because they cannot be readily explained by high tech use. Unless specifically stated, effects are all drawn from the Conjuration, Evocation, Necromancy, Transmutation and Universal schools listed in the Sorcerer/Wizard spell list. Effects not specificly noted in class descriptions should be approved by the DM on a case-by-case basis; this follows the same rules as normal for researching a spell and modifications to the effect is within the DM’s power. Metamagic feats work as normal. Weapons: This is the Wild West; no good gunslinger has a crossbow. While swords, axes and bows can still be found, guns are the primary means of dealing death. Details for firearms are below. Items: All non-magical tools and alchemical items from other D&D sources are still legal, although some may require DM permission.
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Wild West 2.0
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Player Races Automaton Now called Automatons, constructs run on steam power rather than magic and have new characteristics (see New Creatures). Half breeds (Cyborgs) are also possible. Originally created as mindless workers and later made intelligent (but happy to serve) slaves, Automatons have a completely different outlook on life then other races. The term Automaton can be applied equally to the type, race and class that share the name. Personality: Automatons rarely feel inferior to others and treat all people equally, whether they be a noble or a slave. Furthermore, as personal freedom is not considered a right by many Automatons, they have no problem seeing themselves as items which can be bought or sold. They often extend this idea to other creatures, meaning that the purchase and sale of intelligent life is not distasteful to them. They have a strong fascination with all things mechanical and tend to collect interesting odds and ends. Physical Description: Because they are artificial constructs and can (and do) change themselves at will, Automatons are considered a race only because they have common traits. Besides being made of metal and generally having four limbs, two Automatons may share absolutely no physical similarities. They do not have the same emotional attachment to their bodies as humans do, partly because traits are not passed down and partly because body parts that are replaced are treated as mere objects. Automatons at war do not just loot a corpse’s items, they literally loot the corpse as well. Automatons are also completely unfeeling, in that their bodies only register pain as a notification of damage. Because of this, they commonly forget that living creatures cannot just ignore their pain and continue, or that applying pressure in certain areas may cause great distress. A classic example of this is the Automaton who gives his allies a boost by picking them up by their hair. Relations: Social status has little meaning to Automatons, as in their minds it only affects other races. Automatons do not hold any racial grudges; they would greet a slime-dripping mutant from the sewers as eagerly as they might greet royalty. They are also completely honest about their opinions of others and will usually say so. They will band together with almost any alignment as long as they see it as gainful, or hold almost any alliance until it becomes ungainful. Because they have no sense of ‘lineage’, Automatons rarely have ‘family’ or ‘community’ either. This means that a town consisting of only Automatons is unheard of (although possible, if they felt some gain by grouping together; perhaps a mine in a poisonous region). If Monks care about personal perfection and Druids care
about nature, however, Automatons care about fair chances. Automatons who are slaves believe that they should have a fair chance of earning their freedom. Automatons who are hurt beyond their own ability to repair believe that others should give them a hand. A good aligned automation might buy slaves, but will inform them of what services they expect and at what point they will be set free. Even evil Automatons rarely wish pain on people who have not wronged them (possibly because they don’t have anything more then a verbal description of what “pain” is). Automatons are renowned for taking in bums off the street and forming mutually beneficial friendships with people in low-places. This is partly because of a desire to give those who are lowly a chance to pick themselves up and partly because of the benefits of having connections. Alignment: Most Automatons are true neutral, they are too passive to be driven by the great passions that seize other races. Good and evil, or law and chaos are mostly foreign concepts to them; they may have leanings in those directions but are not bound by them. Lands: An Automaton with lands of it’s own is as likely as a Motan leading a Human prayer service. Lacking any strong concept of ownership, they would probably give it away to a passing vagrant. They are mostly found in the cities working in manufacturing plants or doing dangerous jobs such as hardrock mining or hazardous waste disposal. In the towns or desert those not adventuring are attracted to scrapyards and machine shops where they can tinker away. Religion: Automatons follow no religion; their own origins are not mystical or mysterious in any way and need no explanation. Language: One of the few things that Automatons do seem to have in common is their own language. Referred to as “machine code”, it also has its own written system and is extremely difficult for other races to learn. Names: An Automaton’s name is usually a derivation of the name of their maker with a mechanical theme. For example: if the creator’s name was Tom McGhee, the Automaton might call itself Sparks McClank. Adventurers: An Automaton’s main motivation is self betterment. Knowledge, strange technologies, new sights and new friends are the things they seek. In many cases self betterment may be literal; it is not unheard of for Automatons to graft Ancient devices they have found onto themselves, even if they don’t quite know what they are. Although they will join with anyone as long as they see it as beneficial, they will try to find others who also have strong mechanical skills.
Racial Traits: • Unlike other races, an Automaton can modify itself
Wild West 2.0 by taking levels in its own race, thus gaining points to spend on upgrades. For every level taken in the formation of their bodies, an Automaton receives 5 upgrade points (unused points are saved and roll over to the next level). The Automaton can also choose to scrap upgrades; this refunds half the upgrade points that it originally cost. Automaton levels can be taken after taking levels in other classes and do not reduce class choices (a Monk automaTable 1: Automaton Abilities Name
Value
tion can resume Monk levels after taking a level in automation). An unmodified Automaton resembles a medium sized humanoid. • Automaton Hit Die Features: BAB: 3/4; HD: d6; Saves: choose one good save at 1st level, this is permanent; Skill Points: 6+Int; Skills: Appraise, Balance, Climb, Concentration, Craft, Diplomacy, Decipher Script, Disable Device, Hide, Jump, Knowledge (All Skills), Listen,
Benefit
DSLAMs
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Their proper name is “Desert Survival Liquid Acquisition Mandibles”. Using these special teeth, an Automaton can drain 1 week worth of liquid from anything with fluid inside. This includes cactus and other vegetation, but it is more commonly used to drain an enemy of his blood. The opponent must be pinned or helpless; this also inflicts 1d6 CON damage.
Impossible Storage
1
A hidden container inside the Automaton can hold objects weighing up to 1/2 its maximum carrying capacity. This counts against the Automaton’s normal carrying capacity. The Search DC to find the hidden container is 10 + Automaton’s level.
Medium
1
Automaton’s size category becomes Medium.
Small
2
Automaton’s size category becomes Small.
Tiny
3
Automaton’s size category becomes Tiny.
Large
5
Automaton’s size category becomes Large.
Power Jack
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The wild-inefficiencies related to the use of steam power causes incredible heat to radiate from the boiler. This upgrade allows the Automaton to turn this excess heat into electrical power. The Automaton can now power small electrical devices from its own boiler. This does not increase the requirement for fuel.
Rust-Resistant Paint
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A special coating over external metallic surfaces grants the Automaton resistance to environmental damage. The Automaton no longer takes double damage from rust attacks.
Steam Belch
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By ejecting hot steam from its boiler out of its body, the Automaton gains a breath attack. 15ft cone, 3d6 fire damage. Can be performed once per day, doubles the need for water every time it’s used.
Telescopic Vision
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The eyes of the Automaton can now clearly focus at significant distances. Functionally, the Automaton to “zoom in” on points of interest far away. This allows them to make search checks for things at long range as though the distance was 1/5th of the actual distance. This does not aid spot checks as it is a deliberate function to zoom in. Normally, an extra ‘eye’ or ‘camera’ is added when they take this ability.
Trap Focus
1
The Automaton is now skilled with traps and gains the Trapfinding ability.
Burly
2
+6 Str, –6 Dex
Nimble
2
+6 Dex, –6 Str
Forearm Shields
2
Attached to the forearms and legs of the Automaton are large plates of armor. When readied against an opponent or an attack from a certain direction, the Automaton locks the plates together, forming a nearly solid barrier. This counts as a tower shield for all intents and purposes.
Mega-Durability
2
Special attention is given to the thinking and power generation parts of the Automaton. The Automaton is now considered unconscious until -30 hit points.
Periscope
2
The neck of the Automaton can now extend slightly, allowing them to peer from the ground or around corners with 9/10th cover. Air intakes cover the entire body of the Automaton, allowing ‘breathing’ when as much as 10ft away from a source of air.
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Wild West 2.0
6 Name
Value
Winch
2
Added to the body (Automaton’s choice where) is a steam-powered winch attached to a sturdy rope (which can be replaced with chain or whatever). This lets the robot pull things (or themselves) as though they were using their full body, leaving their arms free. They can climb up the rope at their base move speed.
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The Winch is of now significantly higher quality. Movement speeds along the winch are now double the Automaton’s base move. When moving along the winch, the Automaton does not provoke attacks of opportunity.
Airtight Boiler
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An advanced gas recycling system coupled with stored oxygen allows an Automaton to continue when buried without the need for air.
Dig Capability
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Skills as well as small bodily changes allow the Automaton to burrow at a speed of 10ft. Protective coverings on potential jam-points allow the Automaton to be completely covered in sand or mud without internal damage. However, this does not mean that they get enough air to function when completely buried (they must take Airtight Boiler to cancel this or find a way to get air into the hole).
Heat Finder
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Using extremely powerful directional heat sensors, the Automaton can now tell if a strong source of heat is directly in front of it. This ability even functions through walls of less then 6 inches thick. This ability has serious limitations however, only a single spot of hot/normal/cold can be detected (higher then ambient temperature, ambient, or colder then ambient). By moving the focal point in a sweeping pattern, the Automaton can get a good idea of hot/cold areas in a 5x10ft area in front of it. Focusing two turns allows a 10ft arc. Focusing on an object or container can give information as to its contents. When attacking or defending, hidden enemies still gain concealment (although the Automaton may be alerted to their presence and thus not flat-footed).
Self Maintenance
3
The perfection of the Automaton’s design of is now at such a level that only occasional maintenance is necessary. The Automaton now requires only 2 hours of maintenance per day.
Simian Shape
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Rather then feet made for walking and hands for grabbing, both sets of appendages can serve either purpose. The Automaton can choose to walk on 4 legs, increasing their base move by 1/2 and gaining all bonuses of a 4 legged creature. They are nolonger considered fully humanoid for the sake of equipment.
Solar Boiler
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Protruding from the back (or top) of the Automaton are retractable mirrors. The mirrors allow the Automaton to heat its boiler using the power of direct sunlight. 8 hours a day in the sun replaces one day’s worth of fuel.
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A vastly improved design, the Automaton only needs to spend 4 hours in the sun to get a full day’s worth of power.
Upgraded Winch
Benefit
Requirement: Winch.
Advanced Solar Boiler
Requirement: Solar Boiler. Heat Vision
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By combining thousands of heat finders into an aperture, the Automaton can now to effectively ‘see’ heat patterns as well as light. Anything that gives off heat or is remarkably cold comes off as a colored aura around it. This ability can function through 3 inches of stone. It can allow the Automaton to find hidden living creatures or objects which give off heat. However, it also causes fire-based attacks which hit to blind them (no save) for 1d4 rounds; furthermore, sources of extreme heat function as super-strong light sources, obscuring what is behind them. This ability also causes clear surfaces like glass or thin screens of roughly ambient temperature to be effectively hidden from an Automaton. They take -8 on checks to find or examine objects that are of similar temperature to the ambient when using this ability. Requirement: Heat Finder.
Ancient Boiler
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This piece of ancient equipment supplies heat continuously from a radioactive source. The Automaton no longer requires fuel. Biologicals in long term proximity may suffer sterility, cancer, tumors and radiation poisoning. Requirements: level 6, fissionable material.
Wild West 2.0 Move Silently, Open Lock, Profession, Search, Sense Motive, Spot. Proficient with simple weapons. • Favored class: Automaton. Automatic languages: Machine code, common. • They are immune to poison, sleep effects, paralysis, disease, nausea, nonlethal damage, stunning and necromantic or death effects. Because they have a Con score, they are still subject to critical hits, massive damage and other effects requiring a Fort save, as well as fatigue and exhaustion. Rusting attacks do double damage. • When an Automaton is reduced to negative health, they lose consciousness but do not take further damage; they instead heal at 1 HP/minute until at 1 HP. This allows Automatons to operate in groups which do not have people with mechanical skills. They still die if reduced to -10 HP or less. • Automatons can choose to build their own armor plating rather then wearing armor meant for humans. For every 2 points of AC, they gain 5 pounds, take -1 AC Dex bonus penalty and a -1 check penalty. Bonuses over +6 cause the automation to be treated as though it’s wearing heavy armor. Bonuses over +12 double all defects of heavy armor. • Because of their idiosyncratic method of “growth”, individual Automatons are distinctive to the trained eye. A creature can make a Craft (mechanical) check equal to double the Automaton’s level to determine its five highest level upgrades. If successful, a second check equal to three times the Automaton’s level will let you know every upgrade it has that is not deliberately hidden. • An Automaton does not need to eat, but instead needs heat sources for its boiler. It requires 8 hours per day to repair itself or poor maintenance causes fatigue similar to lack of sleep in a human; they remain conscious, but flat footed, as they repair themselves. When an Automaton repairs itself for the day, they gain the normal daily amount of healing that a living creature would; they can also repair themselves using Craft (mechanical) checks in place of Heal checks. • Automatons can choose how hot their boiler gets, allowing them to either conserve fuel or increase movement potential. Under normal circumstances, an Automaton burns fuel decided by its size; however, they can modify this. Changes to their fuel rate are decided after a repairperiod (after they rest, normally in the morning). In return for accepting the effects of a slow spell for the entire day, the Automation burns 1/2 their normal fuel amount. Normal Automatons burn the vast majority of their fuel either during the night or the day, the other time being spent repairing themselves. In addition to burnable fuels, an Automaton also requires a small amount of water to function. Once per week, Automatons need the equiva-
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lent of one standard water ration for a creature of their size to replace losses from normal operations. Small
5 lb fuel per day
Medium
10 lb fuel per day
Large
20 lb fuel per day
Unlike when humans run out of food, an Automaton just stops moving. This is not death; it is simply a lack of power. They take no damage from this, but completely lose consciousness and for all intents and purposes are dead. If heat is returned to their boiler, they will begin moving again (usually complaining about being stiff ). • See Table 1 for a list of Automaton upgrades. Other upgrades can be made with the DM’s approval.
Garez Sly and only marginally trustworthy, they are liked by few. Merchants keep a close eye on their wares when a Garez caravan is sighted. See New Creatures. Personality: Sly, furtive, sneaky, underhanded and light-fingered are all words that come to mind when describing Garez. Their reputation as scoundrels and hard bargainers is well earned; they are always on the lookout for the quick money and the unobservant mark. Garez are all business, all the time; the only enemies they have are people who have tried to cheat them and their best friends are the ones who give them the best deals. This doesn’t necessary mean they are sell-outs, however. While scheming or condescending traders will quickly find themselves bereft of any Garez to deal with, an honest businessman knows that his secrets are safe. A Garez will normally only fight either when cornered or in defense of their tribe. Physical Description: A Garez stands from 2 1/2’ to 3 1/2’ tall and can weigh between 35 to 60 pounds. A short lived race, they come of age at ten years and seldom live past 40. They have very pale skin which is almost never seen because of their garb (it would be possible for an unrobed Garez with a good disguise to pass for a Human midget), dark hair and dark eyes. They dress in layers of assorted rags under a brown, black or gray hooded wool robe which covers them completely. Because almost nobody sees any part of them, wild tales have developed about what they look like under their robes. The tales that are true concern their near legendary ability to survive incredible amounts of physical harm. Their resiliency has given rise to the saying “Never turn your back on a dead Garez, when you turn around he’ll have run away”. Relations: Though Humans don’t like to admit it, Garez trading caravans are an important part of their economy. Only Garez are hardy enough to ply the trade routes between the small towns of the waste, the na-
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Wild West 2.0 tive tribes and the larger communities on the fringes of civilization year-round. They do not do dealings in the large cities; because of the hostility found there they have never been able to get a toehold in those markets except through Human intermediaries. Garez live in tight knit tribal families lead by a headman, although major decisions affecting the tribe require unanimous consent. The tribe is paramount to a Garez; they will sacrifice everything to protect it and die willingly to defend it. A Garez that has been banished from their tribe for a major offense will wander aimlessly, usually taking their own lives unless they find another one willing to accept them. Alignment: Any observation of the laws and codes of other races is merely lip service. While loyal to their clan unto death, a Garez observes...”flexible morals”...when dealing with outsiders. Garez are never lawful or evil; the most common alignments are neutral good, chaotic neutral and chaotic good. Lands: Garez claim the entire desert as their homeland; they merely “tolerate” others to live in it, including the Motans. No one clan claims any particular territory for their own, though. Religion: Garez share a unified, monotheistic religion based on sun worship. They regard the sun, whom they call “Chet”, as the all-father and the provider. While some clans recognize the potential for nature spirits, they still consider Chet to be the one true god. Language: The Garez have a simple, almost primitive language that is easy to learn. Every Garez learns to speak common and they have adopted (stolen) the Human writing system, not originally having one of their own. Names: Garez are named when they reach maturity, either by themselves or the clan. Before that they are known by a simple nickname, which they keep along with their new name. A formal name contains the clan name and the personal name; the personal name in translation usually refers to some event that happened at the time of the Garez’s birth. The nickname is the one used in the clan’s day to day living, the full name is saved for formal use or dealings with outsiders. If the Garez were to enter a new tribe, their full name would be changed to reflect this. Adventurers: A Garez who is part of a clan would normally not go adventuring. As with other races however, a young Garez may get a Human-like urge for new horizons and sneak off. The only other reason one would join an adventuring party is if their tribe was either all dead or had banished them. In either case, the Garez usually considers the party their new tribe and treats their companions accordingly. Racial Traits: • +2 Dex, -2 Str:
• Small size: Base speed 20’; +1 size bonus to AC and attack rolls; +4 size bonus on Hide checks; small weapons; ¾ lift and carry load. • +2 bonus on Hide, Move Silently, Slight of Hand and Tumble checks. • +1 racial bonus on all saving throws. • Defensive Roll: Once per day, when he would be reduced to 0 or fewer hit points by damage from a single attack, a Garez can attempt a Reflex save for half damage (DC=damage dealt). The Garez must be aware of the attack and be able to make a Reflex save for this to work; the Evasion ability does not apply. • Automatic Languages: Common, Garez. • Favored Class: Rogue
Human Unchanged, they are the dominant race in the world. Personality: Humans differ widely in outlook depending on their origins. Desert dwellers are often conservative in their values, but hospitable and friendly to those who treat them with respect. City folk are more accepting of change and diversity (at least among other Humans), but are generally suspicious of people they don’t know personally. Physical Description: Conditioned to living in the sun and heat, Humans have dark skin, hair and eyes. They stand 5 to 6 feet tall and weigh from 125 to 200 pounds with slim to medium builds. Naturally occurring midgets are not uncommon and mostly found working as burglars or novelty butlers for the wealthy. Fancy, colorful clothing and ornamentation is mainly found in the cities; desert dwellers favor loose, utilitarian robes in earth tones. Relations: The majority of Humans, even those who deal directly with other races, maintain a “Human first” policy. The only Motens or Garez found in cities are slaves and Undead are ostracized or sometimes destroyed if discovered. Automatons are accepted because of Human’s fascination with machinery and their willingness to work. Only on the edges of civilization will Humans reach out to the other races of the desert. Tensions even run high among each other as “city slickers” often try to educate their desert brethren on proper culture, who in turn ignore them with disdain as soft weaklings. Alignment: Humans across the world are mostly neutral. Those from the cities are more lawful, while those from the desert are more chaotic. Lands: Human lands are wherever they claim them to be, and if someone else was there first, too bad (this goes for other Humans as well). Humans are the only race to build fixed dwellings and communities; even in the desert they will congregate in small towns and outposts. Some
Wild West 2.0 will embrace a nomadic life, banding together in camel caravans and competing with the Garez for trade. A few Human communities even cut themselves off from civilization entirely, choosing to live in the deep desert and mountains while emulating Motan tribes. Religion: All Humans pray to a single, omnipotent, unknowable, deity simply called “The Traveler” and read it’s teachings from the “Book of the Traveler”, or simply “The Book”. Despite being the one constant in Human culture, they can’t seem to agree even on this. There are many different interpretations and methods of worship, all of them in competition and sometimes conflict. Language: Humans speak common. While they may borrow words and phrases from other languages, they seldom learn them unless there is a good reason to do so. Names: Humans have no distinct naming conventions. Adventurers: As they say, adventuring is Human nature. Conflict, wealth, power, fame, revenge, curiosity and higher causes are all hooks to draw Human adventurers out into the world.
Motan A long lived aboriginal race, these nomadic tribesmen have a deep connection with nature and are the only ones who maintain the use of Divine magic. They are mistrustful of technology, despising Geneticists and their creations. See New Creatures. Personality: Being the longest lived race in the world, Motans are incredibly patient and have the perspective of deep philosophers. Despite the abuse directed at them, they remain friendly to strangers and consider a guest to be sacred. They would rather avoid a fight and are not known to start them, but if threatened they will not hesitate to respond with overwhelming force. Quiet and contemplative, they can also be single-minded in pursuit of a goal and will not give up until it’s accomplished, even if it takes literally a hundred years. Though they may see the usefulness of certain technological products, they don’t trust them or use them (this includes firearms). Physical Description: Lightly built, a Motan generally stands 5’ to 5 1/2’ tall and weighs 100 to 150lbs with dark skin, hair, eyes and a covering of short, dark hair. They come of age at 40 and often live 400 to 450 years. Wearing nothing but a loincloth, an adult Motan is covered in tattoos. Some of these are tribal, some individual and some have magical significance in the case of a divine spellcaster. Relations: While mostly content to be left alone, Motans have always born the brunt of Human xenophobia. When on their home turf, any direct Human attack on a Motan tribe will end in disaster. Since they are so highly
valued as slaves however, and because the typical Human feelings regarding them are fear and loathing, some slavers and bounty hunters view trying to capture singular or small groups of Motans as worthwhile. In return, more aggressive tribes occasionally mount brutal guerrilla attacks against those who would exploit them or nature. Despite this, people who come with an open mind to learn or trade with them are treated no differently then any other honored guests. Automatons, as creations of technology, are treated with suspicion on general principle; Undead and their Geneticist creators are abominations and worthy only of destruction. Only Garez (who don’t care who you are so long as your money is good) have uniformly good relations with them, a few tribes having accepted the use of certain manufactured items. Motan tribes are organized around an elder matriarch who makes all decisions and a small elder circle who advises her. Males do the hunting, gathering and fighting while women are in charge of domestic affairs. Alignment: Different Motan tribes are distinctly divided from each other along lines of alignment. While all Motans are some form of neutral, differences in philosophy, rituals, language and geography make every tribe unique in their outlook and relations. While this may create friction between tribes with opposing customs, it never causes open conflict. Lands: As nomadic hunter gatherers, every tribe has a particular territory they consider their own. Even though several tribes may claim the same lands, it is never a cause for conflict between them. While most Motans choose to stay away from Human communities, a few towns have declared themselves friendly and welcome any who come. There are rumors of more militant or stubborn tribes who refuse to recognize Human encroachment and still pass through or infiltrate communities in animal shape. Religion: The Motan religion is based entirely around nature worship and balance in the natural world. They believe that nature spirits are present everywhere and can manifest themselves in both magical and physical forms. The demonstrative existence of magic, accessed with various supernatural aids, seems to substantiate these claims. Every Motan acquires or chooses a spirit guide at a young age; the Motan’s character is greatly influenced by their spirit guide’s characteristics. Possible types of spirits include fire, water, earth, air, animal, ancestral, stone, metal, plant, beast, void, etc. Language: All Motans speak some dialect of a complex, multi-tonal language that is difficult for any other race to learn or replicate. This extremely compact tongue has a highly developed symbolic structure, has no written form and frustrates any attempts at written records or direct translation. For the convince of others, many Motans simply learn common. There is a second language
9
10
Wild West 2.0 shared by Brujos and Druids called Spirit Tongue. Only learned and taught by divine spellcasters, it is a heavily guarded secret; so much so that if a spellcaster were to teach it to anyone besides a sworn apprentice they would instantly lose all their powers and require an Atonement spell to regain them. Chants and incantations in the Spirit Tongue are necessary for the creation of infusions and the casting of spells. Because the language is magical in nature, only another divine spellcaster would have any hope of understanding it. Names: Motan names are given at birth and follow no hard and fast rules, but they always have some significance to either the individual or the tribe. It might describe a particular event or place (Twelve Kills), recall an ancestor or spirit (Born of Fire) or describe an expectation set for them (Water Seeker). Adventurers: Motans seldom feel the need to travel away from their tribe. Males are more likely to be seen; a Motan female only leaves their tribe out of great need and always travels accompanied. A Motan traveling in the company of other races is often a mystery to their companions, since they tend to keep quiet about their motives. These might be a special task from their elder, a quest suggested to them by their spirit guide or a simply a walkabout to gain experience. Racial Traits: • Medium humanoid; Base speed 30’, Burrow speed 10’. • -2 str, +2 wis, -2 cha. • +2 bonus on Handle Animal, Knowledge Nature, Ride; +4 bonus on Survival. • Animal Empathy: A Motan is able to make the equivalent of a Diplomacy check against an animal, using 1d20+Cha mod+Hit Die. If the Motan has Animal Empathy from the druid class, the bonus from the class ability supersedes the bonus from the racial ability. A magical beast with an Int of 1 or 2 can be influenced, but with a -4 penalty. • Low light vision: A motan can see twice as far as a human in dim light. • Proficient with light armor, scimitar and shortbow. • Automatic Languages: Common, Motan. • Favored Classes: Druid (female)/Brujo (male)
Wild West 2.0 Player Classes
N
ew rules: Other classes and prestige classes may still be used with the DM’s permission as long as they conform to the rest of the setting. This list includes the regular D&D classes that are still legal along with several new ones:
Barbarian Barbarians mostly come from primitive tribes of humans who live by choice in some of the more inhospitable corners of the world. Adventures: Adventuring is often the only option for barbarians in normal human society. They are often shunned because of their nature worship and association with Motans. While they may be respected or feared for their combat skills, they often feel like outsiders away from their own tribes. Background: By choice or circumstance, Barbarians are always the odd man out even if they are accepted. Coming from some of the harshest natural conditions
imaginable, they have been raised to survive hardships that would kill even the heartiest of Rangers. Emulating the Motans in lifestyle and religion, they seldom use firearms and are always the ones leading the charge or scouting ahead. Races: Humans are the only race to produce Barbarians. No other peoples are just plain crazy enough. Other Classes: Barbarians work well with combat types of any kind, especially Monks, Rangers and MMA Fighters, but prefer the company of divine spellcasters above all others. They view the duplicities of Rogues and the creations of Technologists or Geneticists with distaste, but recognize their value. Game Rule Information: Spot is now a class skill.
Brujo “Smoke up, the universe will be revealed to you!” When danger threatens a Motan tribe, the first, and usually last, thing an attacker sees is a Brujo in animal shape charging them. While their magic isn’t as accessible as that of their cousin the Druid, the Brujo is far more dangerous in close combat. With more powerful animal
Table 2: The Brujo Saves Level BAB
Fort
Ref
Will
Special
1
+0
+2
+0
+2
0/1st Level Infusions, Predator Form, Taboos, Spirit Tongue
2
+1
+3
+0
+3
Wild Empathy
3
+2
+3
+1
+3
2nd Level Infusions
4
+3
+4
+1
+4
Woodland Stride
5
+3
+4
+1
+4
3rd Level Infusions, Aerial Form
6
+4
+5
+2
+5
Trackless Step
7
+5
+5
+2
+5
4th Level Infusions, Nature’s Bounty
8
+6/+1
+6
+2
+6
Slayer Form
9
+6/+1
+6
+3
+6
5th Level Infusions
10
+7/+2
+7
+3
+7
—
11
+8/+3
+7
+3
+7
6th Level Infusions
12
+9/+4
+8
+4
+8
Avenger Form, Quick Harvesting
13
+9/+4
+8
+4
+8
7th Level Infusions
14
+10/+5
+9
+4
+9
Armored Shaping
15
+11/+6/+1
+9
+5
+9
8th Level Infusions
16
+12/+7/+2
+10
+5
+10
Fury Form
17
+12/+7/+2
+10
+5
+10
9th Level Infusions
18
+13/+8/+3
+11
+6
+11
—
19
+14/+9/+4
+11
+6
+11
—
20
+15/+10/+5
+12
+6
+12
Perfect Self
11
Wild West 2.0
12
forms, the Brujo is most often the one holding the front line; the infusions they distribute beforehand also means that they aren’t distracted by having to rush off and heal a comrade in the middle of battle. As with all Motans, they also hate Geneticists and their undead creations with a passion. Adventures: While rare, a Brujo can occasionally be seen in the company of more open minded travelers. However, because of their reverence for nature and their own tribe, their true motives and goals may be very different, even incomprehensible, to others. Because magic is generally mistrusted or feared, they will keep their abilities hidden when among strangers. A Brujo can usually travel through a town or city if needs be by shifting into a large dog or other animal. Characteristics: Brujos are primarily frontline combatants as well as being excellent scouts. The infusions they prepare and distribute beforehand gives everyone in the party access to buff spells and healing magic without taking the Brujo away from combat. This can also be a drawback, as the Brujo needs a lot of downtime to prepare his magic. Alignment: Like the Druid, a Brujo must be of a neutral alignment. Nature, after all, plays no favorites and holds no grudges. Background: A Brujo’s training generally starts at a young age when magical affinity starts to show. The initiation rites are extremely taxing and not all Motans are able to complete it. Those who do are then mentored by all the other Brujos of the tribe. Races: Like Druids, only Motans can automatically qualify to be Brujos. Other races must take the Divine Investment feat. Other Classes: Every member of an adventuring party dreams of having a Divine spellcaster on hand and will aggressively defend their claim to one. Brujos, for their part, favor the company of Druids; other classes that call nature their home, such as Rangers and Barbarians, are also liked. Though having no use for firearms, they respect those who can use them well. Role: As a group’s heavy hitter, a Brujo is expected to hold the line and protect his squishier, gun toting companions. However, don’t overlook the usefulness of smaller animal forms and their stealth skills for scouting and spying. Infusions mean that companions can buff or heal themselves without the Brujo having to be present or well rested.
Game Rule Information: Abilities: Because a Brujo doesn’t cast spells like a normal spellcaster, a high Wisdom score is not as important. Because they are primarily a front-line combat class
Strength, Dexterity and Constitution are all necessary. Alignment: Any Neutral. Hit Die: d8. Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Jump, Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Survival. Skills Points: 6 + Int mod. Proficiencies: Simple weapons, Light/Medium armor. Restrictions: A Brujo cannot shift or create an infusion while wearing metal armor. Teaching anyone who is not a sworn apprentice the spirit tongue language, changing to an alignment other then neutral, or ceasing to revere nature will cause them to lose all class abilities and prohibit them from advancing in this class until they receive an Atonement spell. • Infusions: An infusion is a divine spell stored in a specially treated herb. It must be consumed in some way to activate it; by ingesting, smoking, etc. They vary in appearance but are very small, nearly weightless and last indefinitely; having 9 AC, 1 HP and a break DC of 6. Analyzing an infusion requires a Read Magic spell or a Spellcraft check (DC 15+spell level). Consuming it is a standard action that provokes attacks of opportunity, it requires no other material components or focuses. Anyone can use an infusion, but consuming one blindly is not recommended. The user must have Hit Die at least equal to the spell’s level. If not, the infusion instead acts as a poison and requires a Fort save (DC 10+1/2 caster level) or you become nauseated with secondary 1d4 Wis damage. Creating an infusion is similar to creating a scroll. The creator must have a supply of herbs and all the material components and focuses normally required for that spell. Herbs, components and any XP costs are consumed in the infusion’s preparation. The DM may decide that for certain higher level infusions special or rare herbs are needed. An infusion takes 3 minutes per spell level to create and must be done in a calm environment with no distractions. Applicable metamagic feats may be used in the creation of an infusion with the spell level increasing accordingly. All Brujos carry a pouch of general herbs, components and tools similar to a spell component pouch. Barring the need for special components or focuses, assume that an herb pouch has everything needed to create infusions. A pouch can be replenished by buying herbs, gathering them with a Survival or Knowledge: nature check (DC 15), growing them, or harvesting them while traveling (DC 15, at ½ overland speed). A Brujo does not cast spells normally or have a daily
Wild West 2.0 limit and therefore does not need prayer to replenish his magic. At 1st level they can create 0 and 1st level infusions and they gain access to a new spell level every other caster level afterwards. Spells are taken from the Cleric spell list with the appropriate modifications (see Divine Magic). A Brujo does not need to have a minimum Wisdom score to create an infusion of a certain level, though it is still used to calculate the infusion’s DC (10+infusion level+Wis mod). • Spirit Tongue: Brujos learn the same secret language at 1st level that Druids do. • Taboos: Every time a Brujo gains a more powerful level of infusions, they must also choose a minor taboo to observe. If one of their taboos is broken, they cannot prepare infusions for one day and take 2 points of wisdom damage. Examples include: cannot eat meat, cannot own more then they can carry, must make a daily offering to a spirit, cannot bathe, cannot cut their hair, cannot touch a dead body, cannot drink alcohol, cannot wear a certain color, cannot sit facing a certain direction, cannot sleep indoors, cannot say a certain word, etc. • Shifting: As a supernatural ability, a Brujo can shapeshift into animal or nature oriented forms. They can choose the exact look that their form takes as long as they are familiar with it. Example: a Brujo from the high desert can shift into a puma, but not a panther. Shifting is a swift action; it can be done once per round while still being able to perform a full round action. They can shift freely between two forms and there is no limit as to how long or how many times they can shift. They retain their hit die, hit points, BAB, skill points, base saves, normal ability scores, creature type and subtypes. They keep all the special abilities and attacks of their normal form, except for those requiring anatomy that their new form lacks. All worn gear melds into the new form and becomes nonfunctional. They cannot speak, use weapons, perform tasks which require fine manipulation or create infusions. All natural weapons when shifted gain an enhancement bonus equal to ¼ their Brujo level and starting at 4th level they are treated as magic weapons. If knocked unconscious or killed when shifting, they instantly revert to their normal form. The different forms vary in size, appearance, types of natural attacks and some special abilities. Every time a new form is gained, the base bonuses that apply to all the forms also increase. Since the Brujo’s BAB is retained when shifting, their number of natural attacks in animal form increase accordingly if their BAB increases to allow more then one attack in normal form. • Predator Form: A Brujo can shift into a predatory mammal such as a wolf, panther or a puma. Abilities: Medium size, a bite attack, scent, the mobility feat, base speed 50’.
Base bonuses: +4 Str, +4 Natural AC, 1d6 damage. • Aerial Form: A Brujo can shift into a flying creature such as a dire bat, vulture or an eagle. Abilities: Medium size, a talon attack, low light vision, the flyby attack feat, base speed 10’, fly speed 60’ (good maneuverability). Base bonuses: +6 Str, +6 Natural AC, +2 Ref saves, 1d8 damage. • Slayer Form: A Brujo gains a large predatory form, such as a bear, tiger or dire wolf. Abilities: Large size, a claw attack, 60’ darkvision, the knockdown feat, 40’ base speed. Base bonuses: +8 Str, +8 Natural AC, +2 all saves, 1d10 damage. • Avenger Form: A Brujo can become a giant-like form of either rock or vegetation. Abilities: Large size, a slam attack which is treated as adamantine, 60’ tremorsense, the improved grapple feat, base speed 20’, burrow speed 30’. Base bonuses: +12 Str, +12 Natural AC, +4 all saves, 2d6 damage, DR 5/+1, energy resistance 5. • Fury Form: A Brujo can shift into a towering form of air, earth, fire or water. Abilities: Huge size, a slam attack, 120’ blindsight, the elemental type, the whirlwind attack feat, base speed 40’. Base bonuses: +16 Str, +16 Natural AC, +6 all saves, 2d8 damage, DR 5/-, energy resistance 10, fast healing 1. • Wild Empathy: This is the equivalent of a Diplomacy check made to improve the attitude of an animal. The check is equal to (1d20+level+Cha mod). The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Brujo and the animal must be within 30’ and be able to study each other. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but with a -4 penalty. • Woodland Stride: The Brujo can move through any sort of undergrowth or broken ground at normal speed and without taking damage or any other impairment. However, terrain that has been magically manipulated to impede motion still affects them. • Trackless Step: A Brujo leaves no trail in natural surroundings and cannot be tracked, although they can leave a trail if so desired. • Nature’s Bounty: A Brujo only need 1/2 of their normal amount of food, water and sleep. • Quick Harvesting: A Brujo can gather herbs or forage for food while traveling at full speed without penalty.
13
Wild West 2.0
14
• Armored Shifting: A Brujo retains the armor bonus of any non-metallic armor they are wearing when shifting, even though it still melds into their new form. • Perfect Self: A Brujo’s type changes to native outsider. Base bonuses also increase to: +20 Str, +20 Natural AC, +8 all saves, 2d10 damage, DR 10/-, fast healing 5, energy resistance 15.
Druid Only found among Motans, they are the companion class to the Brujo and share many of the same traits. Adventures: Being mostly made up of the females of a tribe, Druids are even less likely to be found adventuring; those who do are likely in the company of Brujos. The ones traveling with a non-Motan party do so because it benefits nature, their tribe, or the spirits, usually not the party. Fearing persecution, they will often go to great lengths to hide their knowledge of magic from strangers. When having to pass through civilization, they will usually adopt an animal form as disguise if possible. Background: The Druidic initiation rites for a young Motan are done at a later age then those of the Brujo and are not as demanding. This means that Druids slightly outnumber Brujos; the average person is not aware of this because female Motans are less likely to show themselves or get involved in combat. Races: As with the Brujo, only Motans can be Druids. Any other race would have to take the Divine Investment feat. Other Classes: Druids and Brujos will always stick together if possible. Adventuring Druids will work with anyone accepting and open minded enough, however. Barbarians, Rangers, Monks and others who share their outlook do best; Geneticists, of course, being the one exception. Game Rule Information: Spell list is modified, see above; can spontaneously cast Cure spells as a cleric in place of Summon Nature’s Ally spells; learns the Spirit Tongue language as a bonus language in place of Sylvan; gets the Nature’s Bounty ability as a Brujo at fourth level instead of Resist Nature’s Lure. Teaching anyone who is not a sworn apprentice the spirit tongue language, changing to an alignment other then neutral, or ceasing to revere nature will cause a Druid to lose all class abilities and prohibit them from advancing in this class until they receive an Atonement spell.
Fighter These make up the majority of those who make war for a living, from regular armies to paramilitary groups and everywhere in between. Adventures: The ubiquitous combat class, Fighters of
every stripe adventure for as many reasons as Humans normally do. Whether they fight for the thrill of it, for simple profit or because of a sworn duty, a Fighter is always good to have at one’s side. Background: Fighters may be from independent schools or companies, standing militaries, corporate security companies, mercenary or paramilitary groups, local militias, etc, etc. There is no community or sentiment that binds Fighters together, the nature of their profession doesn’t allow it. Races: The majority of Fighters are, of course, Human. Garez tribes sometimes hire Human Fighters to teach them to fight, but they are handicapped because most weapons are Human sized. Other Classes: A good fighter will work with anyone they can find who can support them. Rogues, Geneticists, Technologists and Gunslingers are all welcome so long as everyone is on the same page. Game Rule Information: No changes.
Geneticist “ Your heart sounds fine…can I please have it when you die?” Picture a stereotypical mad scientist; white lab coat, antisocial laughter, surrounded by strange machines and specimens while the latest creation is lying on the table... that’s the Geneticist. Only those who are a little unstable to begin with follow this trade, but since they have a monopoly on medical science and literally the power over life and death, most people try to stay on their good side. The big question everybody asks is that with so many Geneticists doing experiments all the time, why are so few zombie outbreaks reported? Adventures: Geneticists usually work alone but constantly need to network with their fellows for professional reasons. Because of their stereotyped social ineptitude and lack of combat ability, they try to hook up with a party or caravan for protection whenever they travel. It is not unheard of for a Geneticist to get the adventuring bug and hire on for an expedition, but it may take more then a little coercion to get them to stay on when they get back to the lab. Characteristics: “So you want to have four arms? Need a buddy brought back from the dead? Cankers and kidney stones? No problem!” A Geneticist can do all of these things and more. More then just the town doctor, behind or under any clinic is a fully stocked laboratory where experiments of a sometimes questionable nature are conducted. Being scientists, they look down on magic as superstitious chicanery. While the lab is their favored environment, sterile of both germs and social distractions, they can make a decent combat medic in a pinch whenever they do travel; simple mechanical repairs also within
Wild West 2.0 their scope. Because they’re the only party member others would gladly take a bullet for, they have an annoying tendency for inflated egos. Alignment: Though a Geneticist can be of any alignment, they have developed an unsavory reputation in many parts for the few evil ones that make the headlines. For these few, however, there are many who pursue pure science with the best intentions. More often they are simply neutral, staying aloof of whatever the consequences of their research. Background: Geneticists are masters of the biological sciences and they guard their position jealously. Any advancements in surgery techniques, medicines, disease prevention, etc. must be peer reviewed; any new Geneticist must be fully certified, licensed and recognized by his fellows. These high professional standards means that they are the only choice most people have for medical treatment. Almost every town has a clinic/laboratory, so Geneticists are fairly well represented. Races: The Geneticist is a class by Humans, for Humans; end of story. Both prejudice and professional standards bar any other race with no exceptions (that are known). Table 3: The Geneticist
Other Classes: Geneticists like to have as much muscle and firepower between them and the enemy as possible. Any combat class is welcome, but they bond the best with Technologists and other brainy types. Saying they don’t like divine spellcasters is a serous understatement; blows will follow insults in short order. Role: A Geneticist’s role in the party is very simple: they heal people. Given a few hours, an entire party can be restored to the peak of health. If an ally goes down in combat they can be assured they will not be down for long, even if they’ve been dead a short time.
Game Rule Information: Abilities: A geneticist needs a high Wisdom score to boost their Heal checks. Intelligence is also useful for certain abilities and a good Constitution will improve their survivability. Alignment: Any. Hit Die: d6. Class Skills: Concentration, Craft, Heal, Listen, Profession, Search, Sense Motive, Spot. Skill Points: 2 + Int mod.
Saves Level BAB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
General Practice: Level 1
2
+1
+0
+0
+3
Deft Hands
3
+1
+1
+1
+3
Crisis Averted
4
+2
+1
+1
+4
ParaGod (1 minute)
5
+2
+1
+1
+4
Lifeguard, Bonus Feat: Skill Focus (Heal)
6
+3
+2
+2
+5
General Practice: Level 2
7
+3
+2
+2
+5
First Responder: Level 1, Frankenstein Complex: Level 1
8
+4
+2
+2
+6
Doctor Moreau Complex: Level 1
9
+4
+3
+3
+6
ParaGod (3 minutes), Frankenstein Complex: Level 2
10
+5
+3
+3
+7
First Responder: Level 2, Bonus Feat: Skill Focus (Heal)
11
+5
+3
+3
+7
General Practice: Level 3, Frankenstein Complex: Level 3
12
+6/+1
+4
+4
+8
Aquired Tolerance, Doctor Moreau Complex: Level 2
13
+6/+1
+4
+4
+8
First Responder: Level 3, Frankenstein Complex: Level 4
14
+7/+2
+4
+4
+9
ParaGod (10 minutes), Doctor Moreau Complex: Level 3
15
+7/+2
+5
+5
+9
True Undeath, Bonus Feat: Skill Focus (Heal)
16
+8/+3
+5
+5
+10
General Practice: Level 4
17
+8/+3
+5
+5
+10
Doctor Moreau Complex: Level 4
18
+9/+4
+6
+6
+11
Mortality Undone
19
+9/+4
+6
+6
+11
—
20
+10/+5
+6
+6
+12
Marvelous Medical Miracle Man
15
16
Wild West 2.0 Proficiencies: Simple weapons and Light armor. • General Practice: A Geneticist can heal hit point and ability damage in a short time without a Heal check. In one hour of work the patent is healed for (1d8+Geneticist level) damage. After the operation, the patient is considered to be fatigued. The minimum resources needed are a medical kit and a clean, quiet space without interruptions. Improvised equipment decreases the total amount healed by ½, while having access to a medical facility increases the total amount healed by ½. At 6th level healing is increased to 2d8+level damage per ½ hour and simulates the effects of Lesser Restoration. At 11th level this becomes 3d8+level damage every 15 minutes and simulates the effects of Restoration. At 16th level this increases to 4d8+level per 5 minutes and simulates the effects of Greater Restoration. This ability can only be used once every eight hours on any one patient. • Deft Hands: A Geneticist can add their Int bonus to any amount healed with either a Heal check or General Practice. • Crisis Averted: Once per day when a Geneticist rolls a Natural 1 on a heal check, they may instead treat it as if they rolled a Natural 20. • Paragod: Geneticists can bring creatures back from the brink of death. The creature must be intact and have been dead for no more then one minute. This takes a full round action and brings the creature up to -1HP. At 9th level, the creature can have been dead for up to three minutes and is brought up to 0HP. At 14th level, this increases to ten minutes and the creature is brought up to 1HP. • Lifeguard: Just by looking at a creature, a Geneticist can automatically tell how damaged it is. It may be healthy, wounded, critical or near death. A creature trying to Bluff being injured or healthy can be countered by a Sense Motive check. • 1st Responder: If a nearby ally drops to below 0 HP, the Geneticist can immediately make a move action to get to the patient and stabilize him. This can be done even if it’s not the Geneticist’s turn, they simply move to the top of the initiative order. At 10th level the patent is stabilized, brought up to 1HP and the Geneticist can make a double move to get to him. At 13th level they incur no attacks of opportunity when using this ability. • Frankenstein Complex: A Geneticist can create Undead creatures, just like the spell Create Undead. The type of Undead created is strictly limited by their Geneticist level. At 7th level they can only create Zombies. This increases to Ghouls at 9th level; Ghasts at 11th level and Mummies at 13th level. No matter how powerful the creations, there are limits. They can only animate one creature at a time; it takes one hour per the creation’s HD of uninterrupted work; it must be done in a medical facility
with all materials ready; the specimen must be intact and in relatively good shape and they can only control two HD worth of creatures per Geneticist level. • Dr. Moreau Complex: A Geneticist can surgically enhance creatures with grafts. Every graft has a relative power value which determines the cost (value x 1500gp) and the DC of the Heal check to operate (10 + 5 per value). If successful, the patent is exhausted and takes Con damage equal to half the value. If the operation fails, the patent takes Con and Cha damage equal to the value and is still exhausted. A graft must be made in a medical facility with all materials ready and takes two hours of uninterrupted work per value. At 12th level the procedure takes one hour per value and the damage done if unsuccessful is halved. At 14th level the patient takes no damage and is not exhausted with a successful operation. At 17th level it takes only ½ hour per value and there is no penalty for failure except wasted time. • Acquired Tolerance: The Geneticist gains a +4 bonus on Fort saves against poisons and diseases. • True Undeath: The Geneticist has become a master of life and death. They can take any intact, recently deceased creature and animate it as an Unlive version of itself (see New Creatures). The creature retains its stats and abilities from when it was alive, the only difference is that it is now of the Unlive race. This new creation, still having free will, is not under their control like Undead. If the Geneticist wants to make it serve them willingly, they get a +4 bonus on their Diplomacy check. Be warned that if the creature was hostile in life, or did not want to be animated, it will probably attack you. A creature can be raised multiple times, but takes one negative level or hit die (as with the Raise Dead spell) each time. • Mortality Undone: This is like True Undeath except that the creature is fully returned to life; it does not become an Unlive creature. The creature retains all stats and abilities, but still loses one level or hit die. • Marvelous Medical Miracle Man: All healing from General Practice is maximized.
Gunslinger “I deal in lead, friend.” The survivor of countless gunfights and showdowns, only the very best live long enough to be a veteran Gunslinger. With a quick hand and nerves of steel, he either deals out his own brand of justice in a lawless world or ruthlessly eliminates his competitors in the pursuit of wealth and glory. Adventures: Gunslingers of all stripes can be found just about anywhere and the cost of enlisting ones help can be anything from the price of a few drinks to an outrageous sum. A Gunslinger adventures for as many rea-
Wild West 2.0 sons as Humans normally do and maybe more, if that were possible. Characteristics: Despite what the dime novels say about “running gunfights” and the “showdown at high noon”, shootouts most often happen at close range and in tight quarters. Either alone or in groups, the key to a Gunslinger’s success is getting the drop on his enemies and taking them out before they can react. A Gunslinger eventually becomes so adapt at sensing danger that they are impossible to take by surprise. Alignment: A Gunslinger can be the noble hero of the common people who faces down the blackhearted Gunslinger responsible for terrorizing them, who is then in turn taken to jail by the Gunslinger marshal. Alignment is a non-issue for Gunslingers, proving that the gun is only a tool in the hand of the user. Background: Larger then life tales, scurrilous rumors, cheap novels and outrageous tabloids all make the Gunslinger a racial icon for Humans. The Gunslinger’s image has an allure that calls to youths everywhere. With the exception of private shooting ranges in some cities which offer lessons for a charge, however, gun play is mostly just something that’s learned along the way. This unfortuTable 4: The Gunslinger
nately results in many young would-be heroes dieing as they learn that hunting and plinking at cans on a fence is not like facing down another man. Rivalries and the perceived threat of potential enemies make any sort of large organizations or apprenticeships for the most part unworkable. Races: Motans don’t use guns and normal weapons are too large for Garez. Gun play is a Human fascination and they don’t have a lot of competition for it. An Automaton Gunslinger is rare, but surprisingly effective due to their unique characteristics. Other Classes: Like a Fighter, a good Gunslinger will work with anyone who can compliment and support them. As experts in close to mid ranged combat, they like to have people in front of them as a shield and people behind them as support, especially a healer. If other classes aren’t available, Gunslingers are versatile enough to get along with just each other. A well known and successful adventuring group, long since retired, was composed of four Gunslingers and a Geneticist. Role: A Gunslinger needs to be close to the action, but far enough to stay out of melee. They can only work effectively against a small number of foes at a time, so
Saves Level BAB
Fort
Ref
Will
Special
1
+1
+2
+2
+0
Standoff (2 AC), Bonus Feat: Quick Draw
2
+2
+3
+3
+0
Uncanny Reactions
3
+3
+3
+3
+1
Standoff (1d6, 2 AC)
4
+4
+4
+4
+1
Bonus Feat, Uncanny Dodge
5
+5
+4
+4
+1
Standoff (1d6, 4 AC)
6
+6/+1
+5
+5
+2
Improved Reactions +2
7
+7/+2
+5
+5
+2
Standoff (2d6, 4 AC), Close Combat Shot
8
+8/+3
+6
+6
+2
Bonus Feat, Improved Uncanny Dodge
9
+9/+4
+6
+6
+3
Standoff (2d6, 6 AC)
10
+10/+5
+7
+7
+3
Free Attack
11
+11/+6/+1
+7
+7
+3
Standoff (3d6, 6 AC), Smell of Danger
12
+12/+7/+2
+8
+8
+4
Bonus Feat, Inproved Reactions +4
13
+13/+8/+3
+8
+8
+4
Standoff (3d6, 8 AC), Lead Rain
14
+14/+9/+4
+9
+9
+4
Evasion
15
+15/+10/+5
+9
+9
+5
Standoff (4d6, 8 AC), Ricochet
16
+16/+11/+6/+1
+10
+10
+5
Bonus Feat
17
+17/+12/+7/+2
+10
+10
+5
Standoff (4d6, 10 AC), Always Ready
18
+18/+13/+8/+3
+11
+11
+6
Improved Reactions +6
19
+19/+14/+9/+4
+11
+11
+6
Standoff (5d6, 10 AC), Superb Mobility
20
+20/+15/+10/+5
+12
+12
+6
Bonus Feat
17
Wild West 2.0
18
their placement in the fight is key. Because of their quick reactions they make good scouts, though they can also get away with being the party spokesman.
Game Rule Information Abilities: Dexterity is needed for a good ranged attack bonus, armor class and initiative. High Wisdom and Constitution scores improve the Gunslinger’s offensive and defensive combat abilities. Alignment: Any. Hit Die: d8. Class Skills: Bluff, Climb, Diplomacy, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Tumble. Skill Points: 4 + Int mod. Proficiencies: Simple/Martial Weapons, Light Armor. • Standoff: At the start of the Gunslinger’s turn or before combat begins, they may designate a number of enemies equal to their Wis mod within 30 feet as “marked targets”. Against these marked targets they gain a dodge bonus to their AC and extra damage with each shot from any pistol they are using. When choosing targets they must be aware of them and maintain line of sight to them. These bonuses apply only to those targets. The dodge bonus and the Dodge feat stack. • Uncanny Reactions: A Gunslinger adds his Wis mod as a bonus to his Initiative checks. • Bonus Feats: Dodge, Mobility, Improved Initiative, Pistol Sniper, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Shot on the Run, Rapid Reload. • Uncanny Dodge: A Gunslinger cannot be caught flatfooted, although they still lose their Dex bonus to AC if they are immobilized. If they have this ability from another class, they automatically gain Improved Uncanny Dodge. • Improved Reactions: A Gunslinger gain this bonus on Initiative checks. • Close Combat Shot: A Gunslinger can shoot in a threatened square without drawing attacks of opportunity. • Improved Uncanny Dodge: A Gunslinger can no longer be flanked except by a character with the sneak attack ability at least four levels higher then their hit die. • Free Attack: Once per round when an ally hits a marked target with a melee attack, a Gunslinger can make a ranged attack of opportunity against that marked target. • Smell of Danger: A Gunslinger may take a full round action in any surprise round. • Lead Rain: As a full round action a Gunslinger can empty a pistol at a single flat-footed marked target. Every
shot is rolled for separately using the Gunslinger’s (best attack bonus - 10). • Evasion: If an effect or attack allows a Reflex save for half damage, a Gunslinger takes no damage with a successful save. They must be not be helpless and be wearing no heavier then light armor. • Ricochet: As a full round action, a Gunslinger can shoot a marked target that is within 15’ of a wall by bouncing the shot off it. The target is considered flat footed for this attack and remains flatfooted for the rest of the round. • Always Ready: At the start of any combat a Gunslinger automatically get a free surprise round. • Superb Mobility: A Gunslinger can now make a 10’ adjustment step instead of 5’.
MMA Fighter “But Monks are supposed to be Lawful!” In comparison with Monks, with whom they share a good-natured rivalry, MMA Fighters are highly eclectic and individual in their practice. Eschewing all weapons and favoring toughness over speed, they specialize in hard fighting styles; powerful, overwhelming attacks and dirty street fighting tricks. Having a sometimes inflated reputation for being arrogant and confrontational, they can either be your best friend or your worst enemy. Adventures: An MMA Fighter must travel and adventure, how else are they supposed to train? Always on the lookout for new teachers, new styles and new challengers, the majority of MMA Fighters who aren’t teachers themselves spend their lives on the road. Unlike Monks, who tend to stay with one school, MMA Fighters can spend many years traveling and learning from or challenging different teachers. Characteristics: While an MMA Fighter may not dodge attacks quite as well as a Monk, anything that does hit them usually doesn’t get a second chance before getting pulped. The incredibly grueling training they subject themselves to makes their bodies hard as iron and their fists even harder, to the point of punching through metal armor. Due to their wide skill base, MMA Fighters can easily find work as burglars, bodyguards, enforcers, hit men and vigilantes if needs be. Alignment: The polar opposite of the Monk in both training practices and philosophies, MMA Fighters are always some form of chaotic. Whether they observe the law when necessary or disregard it entirely, they always follow their own path. Background: Every bullied child and victim at some point decides to either knuckle under or fight back; those who turn to the arts of unarmed destruction take the first
Wild West 2.0 step in becoming an MMA Fighter. Small martial arts schools seem to crop up everywhere and are very competitive with each other. Both the schools and the students share no common organization but maintain a friendly rivalry, even when they go out of their way to compete with each other. Races: Automatons make good MMA Fighters because of their adaptability, but they consider hand to hand combat highly inefficient compared to modern firepower. Given the choice, a Garez would choose this class over Monk to better compensate for their small size. Besides the obvious lack of willing teachers, Motans have their own unarmed martial system which inclines them towards the Monk class. Humans have both the inclination and the freedom to travel widely in search of training. Other Classes: An MMA Fighter likes to operate independently whenever possible and can be rather protective of their role in the party. This means they like classes who can help them do their job better, such as with healing or buffs. It can be grating for them though to work with classes where their skills overlap and they do not like to be stuck playing a shield for the softer members of the party.
Role: The MMA Fighter is undoubtedly the party tank. Unlike most melee fighters however, he works best not by holding the line but by rushing right through it and pounding on the enemy’s ranged and supporting classes. His skill base is also versatile enough to make a good scout, thief or even negotiator.
Game Rule Information Abilities: Wisdom helps power an MMA Fighter’s defensive abilities. High Strength, Dexterity and Constitution scores are important for any front-line combatant, while a good Intelligence score will help build their skills. Alignment: Any Chaotic. Hit Die: d10. Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Tumble Skill Points: 4 + Int mod. Proficiencies: None. No weapons, armors or shields. Restrictions: A MMA Fighter who ceases to be chaotic or takes levels in any other class cannot take further levels as an MMA Fighter but keeps all class abilities.
Table 5: The MMA Fighter Saves Level BAB
Fort
Ref
Will Special
1
+1
+2
+2
+2
Bonus Feat: Improved Unarmed Strike, AC Bonus, Unarmed Damage 1d6
2
+2
+3
+3
+3
Bonus Feat, Evasion
3
+3
+3
+3
+3
Hardened Fists
4
+4
+4
+4
+4
Bonus Feat, Unarmed Damage 1d8
5
+5
+4
+4
+4
Damage Reduction 1/–
6
+6/+1
+5
+5
+5
Bonus Feat, Uncanny Dodge
7
+7/+2
+5
+5
+5
Iron Fists
8
+8/+3
+6
+6
+6
Bonus Feat, Improved Uncanny Dodge, Unarmed Damage 2d6
9
+9/+4
+6
+6
+6
Recuperation
10
+10/+5
+7
+7
+7
Bonus Feat, Damage Reduction 2/–
11
+11/+6/+1
+7
+7
+7
Improved Evasion
12
+12/+7/+2
+8
+8
+8
Bonus Feat, Unarmed Damage 3d6
13
+13/+8/+3
+8
+8
+8
Armor Piercing Fists
14
+14/+9/+4
+9
+9
+9
Bonus Feat
15
+15/+10/+5
+9
+9
+9
Damage Reduction 3/–
16
+16/+11/+6/+1
+10
+10
+10
Bonus Feat, Unarmed Damage 4d6
17
+17/+12/+7/+2
+10
+10
+10
Fists of Force
18
+18/+13/+8/+3
+11
+11
+11
Bonus Feat
19
+19/+14/+9/+4
+11
+11
+11
—
20
+20/+15/+10/+5
+12
+12
+12
Bonus Feat, Damage Reduction 4/–, Unarmed Damage 5d6
19
Wild West 2.0
20
• AC Bonus: When unarmored and unencumbered, an MMA Fighter gains their Wisdom mod as a bonus to their armor class. This applies even against touch attacks or when flatfooted. This bonus is lost when they are immobilized, helpless, using armor or shields or when carrying more then a light load. • Unarmed Damage: An MMA Fighter does more damage with his hands and feet then normal people. • Bonus Feat: This can be any martial arts feat. • Evasion: If an effect or attack allows a Reflex save for half damage, an MMA Fighter takes no damage with a successful save. They must be not be helpless and be wearing no heavier then light armor. • Hardened Fists (Su): An MMA Fighter’s unarmed strikes are treated as magic weapons for overcoming damage reduction. • Uncanny Dodge: An MMA Fighter cannot be caught flatfooted, although they still lose their Dex bonus to AC if they are immobilized. If they have this ability from another class, they automatically gain Improved Uncanny Dodge. • Iron Fists: An MMA Fighter’s unarmed strikes are treated as adamantine weapons. • Improved Uncanny Dodge: An MMA Fighter can no longer be flanked except by a character with the sneak attack ability at least four levels higher then their hit die. • Recuperation: An MMA Fighter heals naturally at triple the normal daily rate. • Improved Evasion: This works like Evasion, with the addition that if they fail their save they only take half damage. • Armor Piercing Fists: An MMA Fighter’s unarmed strikes are treated as touch attacks. • Fists of Force (Su): An MMA Fighter’s unarmed strikes are treated as force effects. They bypass any damage reduction and ignore miss chances from incorporeality. As a free action, they can cause their hands to glow slightly; though this don’t provide illumination.
Monk Generally having a more detached view of the world then MMA fighters, with whom they share a friendly rivalry, Monks seek truth and self-perfection through their chosen fighting style. Adventures: Other classes may adventure for fame and fortune, but not the Monk. Every test is a challenge to be overcome in their quest for personal improvement. They don’t chase after wealth or uphold great causes; it is just enough that one lives the best one can and serves as a model for others. Unlike an MMA Fighter, a Monk just doesn’t feel the need to be the top dog.
Background: The innumerable small martial arts schools out there are kept in business not by passing dilettantes, but by the everyday citizens who compose the bulk of their students. On the whole, Monks start their training young and stay devoted to one school. They may have been taken in as an orphan or have been sold to a master as a legal apprentice; some learn secretive family styles from household teachers. The bond a Monk forms with their school can never be broken and may override all other obligations if necessary. Races: Monks are not as well represented as MMA Fighters among Humans and Garez; the patience and single-minded focus it requires are not commonly found traits. Motans have an ancient Monk tradition with it’s own distinctive style. This striking and grappling art features flowing, circular movements and deep meditation; it predates any Human martial art and may be the primary origin of many other styles. Other Classes: A Monk will always try their best to work with with any companions they find themselves with. While their motivations may seem distant to others, they generally prove themselves to be the solid core of any party. Game Rule Information: Knowledge (Arcana) and Knowledge (Religion) are removed from the class skill list.
Ranger Dedicated survivalists and outdoorsmen, they make up the majority of the hunters, guides and bounty hunters out there. Adventures: Whether tracking game or people, Rangers are the best at what they do. Any adventuring party that can will try to hire or recruit a Ranger for extended desert trips. With their knowledge of the outdoors and their trademark style of wielding duel pistols or rifle and bayonet, they also can give most critters a run for their money combatwise. Specialized study of certain creatures gives them a definite edge when tracking down those wanted for capture or death. Background: Many Rangers were taught their craft from an experienced mentor or military outfit, although some are fortunate enough to have learned directly from Motans. They regard the desert as their home, not just terrain to be crossed. While a few prefer to lead solitary lives or work only with a partner, most Rangers are part of a well organized, but exclusive, guild which handles all their business affairs. Races: Automatons and Unlive, with their lack of need for supplies or companionship, make excellent Rangers. A Garez Ranger is a valuable asset to any tribe and Motans who are not divine spellcasters often choose this
Wild West 2.0 class (they would use thrown weapons instead of pistols). Humans have more competition to deal with here then in other venues but many still manage to make a name for themselves. Other Classes: Even though Rangers are masters of wilderness survival, they respect the powers and wisdom (and healing abilities) of divine spellcasters. Anyone who contributes to the survival of the team is welcome, so long as they don’t come with heavy prejudices. The best way to make an enemy of a Ranger fast is disrespect or abuse of nature. Game Rule Information: Can no longer cast spells, but instead gets both ranged and two weapon Combat Styles, a +10’ bonus to their base move speed at 5th and 15th levels and Improved Evasion at 14th level. Additions to the list of Favored Enemies is as follows: Automation, Humanoid (Garez), Humanoid (Motan), Unlive. A Ranger’s animal companion does not get the Share Spells ability.
Rogue Common as flies on a corpse and usually just as welcome, Rogues are all out for one thing and one thing only: themselves. Adventures: If a Rogue were to have one motto it would be: “Stolen bread tastes twice as good”. Rogues seem to be common as lice; from the smooth talking con man to the pickpocket urchin they find a place for themselves in every niche. Whether for money or experience, fame or infamy, a free ride or a challenge, a Rogue will try to be on top of any profitable situation. Professionals are often placed on retainer by the wealthy and powerful as quiet “problem solvers”. Background: Many Rogues are trained by mentors in criminal networks, or “underworld guilds”, which pass along jobs, information and training in exchange for a modest cut of any earnings. Although some are selftaught, they are not likely to be as successful as those with the numerous contacts and resources of the underworld. Garez are universally known to have a little Rogue in them; natural and learned talent is honed regularly whenever they visit a Human settlement. Races: Different races seem to gravitate towards distinct specialties. Automaton Rogues are highly capable and versatile from their ability to modify themselves for a job; they specialize in mechanical traps, locks and poisons. Humans, with their many social differences, make the most of being gamblers and con men. Garez are the undisputed masters of pickpocketing and cat burglary. Motans do not take to this class at all. Other Classes: A Rogue loves to have as many combat types around as possible. The more noise and distractions,
the more opportunities they have to do their thing. Anyone who has skills that they lack, quiet people who can back them up when sneaking and especially healers are all appreciated. They have cool relations with Monks, Druids and Brujos purely on philosophical grounds. Game Rule Information: Proficiencies with rapier and short sword are changed to revolver and lever action rifle.
Technologist “Stand back; I’m going to try SCIENCE!” A Technologist is the equivalent of an arcane spellcaster, instead of casting spells magically they create technological effects. With their mechanical skills and wide knowledge base they are often the brains of the group; unfortunately they are far more likely to blow up a problem then fix it. The few who aren’t diagnosed pyromaniacs could still not be called sane in any normal sense. Adventures: A Technologist’s logic behind adventuring is very straightforward: “There will always be problems that can only be solved by the application of ridiculous amounts of high explosives, and I want to be the one to solve them.” This kind of thinking is not appreciated in urban areas, or anywhere normal people try to live for that matter. Adventuring is often the only outlet they can find for their talents, unless they manage to score a dream job of working in a military engineering company or explosive ordinance disposal crew. Characteristics: A Technologist can provide the brains for a party, fix a damaged weapon or disable simple traps, but their primary purpose is to be mobile artillery. A single well prepared Technologist can put out a staggering amount of firepower, often decimating an enemy force before they can respond. Knowing well their own strengths and weaknesses, they might get away with not using weapons but will load themselves down with the heaviest armor they can get away with. Alignment: A Technologist can be of any alignment, but they are most often some form of chaotic. While it’s usually not malicious, they do have a tendency to create a lot of collateral damage that doesn’t square well with the law-abiding. Background: The path of a Technologist starts early in life and is usually a subject of concern to those around them, as most are self taught by way of chemistry textbooks and experimentation. Although Technologists are not tied together by any established organizations, two of them will never pass up an opportunity to get together and talk shop. It can be a memorable experience when a dozen or so get together somewhere private for a day to compare notes and blast things to scrap. Races: Humans are unsurprisingly the leaders in this
21
Wild West 2.0
22
avoiding and surviving damage. Alignment: Any. Hit Die: d4. Class Skills: Concentration, Craft, Disable Device, Knowledge (all skills), Profession, Search. Skill Points: 4 + Int mod. • Effects: The technologist may produce effects as described earlier. The technologist effect list is as follows:
class; Automatons, with their mechanical fascination, are equally well represented. A Garez Technologist might be self taught or have had the mentoring of an Automaton teacher. Motans stick by their mistrust of technology and extend it to all Technologists on general principle. Other Classes: Technologists have good relations with Geneticists and other intellectual types. While they like to have ranged combat classes with them, they get aggravated when melee types insist on charging in and getting in the way of their effects. They have a love/hate relationship with sneaky types and talkers; they can get around problems without drawing lots of attention, but they can also dodge most of a Technologist’s repertoire. Role: The Technologist wants to get there with the firstist and the mostist. They try to get on top of the initiative order and soften up the enemy before the battlefield gets cluttered with friendly targets. Powerful area effects are followed by precision attacks against the foe’s stragglers and flanks.
0. Acid Splash, Arcane Mark, Flare, Grease, Light, Obscuring Mist, Prestidigitation, Produce Flame, Ray of Frost. 1. Burning Hands, Chill Touch, Glitterdust, Mage Armor, Magic Missile, Magic Weapon, Shocking Grasp, Web.
2. Continual Flame, Darkvision, Flame Trap, Flaming Sphere, Fog Cloud, Melf’s Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Spider Climb. 3. Bear’s Endurance, Bull’s Strength, Cat’s Grace, Fireball, Gust of Wind, Lightning Bolt, Sleet Storm, Stinking Cloud, Wind Wall. 4. Blast of Flame, Fire Trap, Ice Storm, Shout, Solid Fog, Wall of Fire.
Game Rule Information Abilities: Intelligence is the single most important ability for a Technologist, both for skills and creating effects. Constitution and Dexterity are also helpful for Table 6: The Technologist Saves Level BAB
5. Arc of Lightning, Cloudkill, Cone of Cold, Tenser’s Transformation. 6. Acid Fog, Chain Lightning, Circle of Death, Disintegrate.
Effects Per Day
Fort
Ref
Will
0
7. Delayed Blast Fireball, Finger of Death, — Waves of Exhaustion.
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1
+0
+0
+0
+2
3
1
—
—
—
—
—
—
—
2
+1
+0
+0
+3
4
2
—
—
—
—
—
—
—
3
+1
+1
+1
+3
4
2
1
—
—
—
—
—
—
4
+2
+1
+1
+4
5
3
2
—
—
—
—
—
—
5
+2
+1
+1
+4
5
3
2
1
—
—
—
—
—
6
+3
+2
+2
+5
5
3
3
2
—
—
—
—
—
— 9. Implosion, Meteor Swarm. —
7
+3
+2
+2
+5
6
4
3
2
1
—
—
—
—
—
8
+4
+2
+2
+6
6
4
3
3
2
—
—
—
—
—
9
+4
+3
+3
+6
6
4
4
3
2
1
—
—
—
—
10
+5
+3
+3
+7
6
4
4
3
3
2
—
—
—
—
11
+5
+3
+3
+7
6
4
4
4
3
2
1
—
—
—
12
+6/+1
+4
+4
+8
6
4
4
4
3
3
2
—
—
—
13
+6/+1
+4
+4
+8
6
4
4
4
4
3
2
1
—
—
14
+7/+2
+4
+4
+9
6
4
4
4
4
3
3
2
—
—
15
+7/+2
+5
+5
+9
6
4
4
4
4
4
3
2
1
—
16
+8/+3
+5
+5
+10
6
4
4
4
4
4
3
3
2
—
17
+8/+3
+5
+5
+10
6
4
4
4
4
4
4
3
2
1
18
+9/+4
+6
+6
+11
6
4
4
4
4
4
4
3
3
2
19
+9/+4
+6
+6
+11
6
4
4
4
4
4
4
4
3
3
20
+10/+5
+6
+6
+12
6
4
4
4
4
4
4
4
4
4
— 8. Greater Shout, Horrid Wilting, Incendi— ary Cloud, Polar Ray, — Sunburst.
Wild West 2.0 New Prestige Classes Con Artist “Of course it’s a good deal. Would I lie to you?” The Con Artist is a suave and savvy rogue with the gift of gab, always on the lookout for a rich sucker and the quick profit. Depending on the circumstances, they can either be found living big and flashy or be vanishingly nondescript; the only thing constant about them is that they are never trustworthy. Con Artists usually work alone and don’t travel unless they’ve been run out of one town and are on their way to another where they aren’t known. Hit Die: d6 Prerequisites: Alignment: Any Nonlawful, Nongood Abilities: Minimum Charisma score of 14. Skills: Bluff 8; Diplomacy 8; Sense Motive 8. Special: Bluff, Diplomacy and Sense Motive must be at maximum ranks. Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Info, Heal, Hide, Intimidate, Jump, Knowledge: local, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Slight of Hand, Spot, Tumble. Skill points: 8 + Int mod. Proficiencies: None • Tongue of Honey: Every level adds a +1 insight bonus to all Bluff, Diplomacy and Sense Motive checks. • Razor Wit: A Con Artist must keep maximum ranks in Bluff, Diplomacy and Sense Motive or they will not be
allowed to progress in this class. • Sneak Attack: A Con Artist deals extra damage when they attack a target that is either denied its Dex bonus to AC or that they are flanking. Critical hits are not multiplied and a Sneak Attack with a ranged weapon must be made within 30’. Sneak Attacks do not work with weapons that deal nonlethal damage (except saps and unarmed strikes) or on creatures that have no discernable anatomy, are immune to critical hits or have concealment. • Tongue of the Devil: A Con Artist adds their INT mod to all CHA checks and skills. • Card Sharp: A Con Artist may use a Bluff check instead of a Slight of Hand check to win a game of chance. • Enhance Value: A Con Artist can make an Appraise or a relevant Craft check on an item over a period of one hour. By various small means, the selling value of the item is increased by a percentage equal to their check. The item cannot have a fixed market value (such as a coin) and they can only work on an item once. • Tongue of Silver: A Con Artist is immune to any attempt to determine their alignment. • Prestidigitation: By a combination of suggestion and legerdemain, a Con Artist can simulate the effects of a Prestidigitation spell any time they wish. • Golden Tongue: A Con Artist can add an extra D20 to any CHA skill or check three times per day.
Combat Engineer
“If gun don’t work, use more gun.” While sometimes put down as the Technologist’s little brother or a second rate Master Mechanic, these naysayers are forced to eat their words when they see a Combat Engineer in action. While they can’t match either of these classes in their respective areas of specialization, they get the best of both worlds by being able to fix someTable 7: The Con Artist thing one minute and blow it to kingdom come the Saves next. Combat Engineers are constantly traveling and networking with each other and fellow Technologists; Level BAB Fort Ref Will Special that is, when they’re not finding new ways of building 1 +0 +0 +2 +2 Tongue of Honey, Razor Wit things or blowing them up. 2 +1 +0 +3 +3 Sneak Attack 1d6 Hit Die: d6 3
+2
+1
+3
+3
Tongue of the Devil
4
+3
+1
+4
+4
Card Sharp
5
+3
+1
+4
+4
Sneak Attack 2d6
6
+4
+2
+5
+5
Enhance Value
7
+5
+2
+5
+5
Tongue of Silver
8
+6
+2
+6
+6
Sneak Attack 3d6
9
+6
+3
+6
+6
Prestidigitation (at will)
10
+7
+3
+7
+7
Tongue of Silver
Prerequisites: Skills: Any Craft 10. Abilities: Minimum Intelligence score of 14. Feats: Skill Mastery. Class Skills: Appraise, Balance, Concentration, Craft, Decipher Script, Disable Device, Forgery, Jump, Knowledge: ancient, Knowledge: architecture and engineering, Listen, Open Lock, Profession, Search, Speak Language, Spot, Use Rope.
23
Wild West 2.0
24
Silently, Perform, Profession, Search, Saves Effects per Day Sense Motive, Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9 Slight of Hand, 1 +0 +0 +0 +2 Trapfinding, Smart Ass, Effects 3 – – – – – – – – – Spot. Skill Points: 6 + 2 +1 +0 +0 +3 4 0 – – – – – – – – Int mod. 3 +1 +1 +1 +3 4 1 0 – – – – – – – Proficiencies: 4 +2 +1 +1 +4 5 2 1 0 – – – – – – None. 5 +2 +1 +1 +4 5 2 2 1 0 – – – – – • Faith Healing: 6 +3 +2 +2 +5 Masterful Craftsmanship 5 2 2 2 1 0 – – – – Through a combi7 +3 +2 +2 +5 5 3 2 2 2 1 0 – – – nation of “prayer”, basic medicine and 8 +4 +2 +2 +6 5 3 3 2 2 2 1 0 – – slight of hand, a 9 +4 +3 +3 +6 5 4 3 3 3 3 2 1 0 – Faith Healer can 10 +5 +3 +3 +7 Craft on the Fly 5 4 4 3 3 3 3 2 1 0 give a subject temporary hit points. Skill Points: 6 + Int mod. The hit points are lost at a rate of one per hour after the Proficiencies: Simple weapons, light armor. operation. Each operation takes five minutes, gives (1d4 • Trapfinding: A Combat Engineer can detect high x level + Cha mod) hit points and may be done (level + Cha mod) times per day. At 4th level their healing die level traps like a Rogue. • Smart Ass: At every level a Combat Engineer gains increases to d6. At 7th level these become permanent, real hit points. At 10th level there is no limit to how many a +1 bonus on Craft checks. times they can heal in a day and their healing die increas• Masterful Craftsmanship: If a Combat Engineer es to d8. beats a Craft DC by 10 or roll a natural 20, the item will • Sneak Attack: A Faith Healer deals extra damage automatically be masterwork with no extra effort or rewhen they attack a target that is either denied its Dex sources. bonus to AC or that they are flanking. Critical hits are • Craft on the Fly: A Combat Engineer takes no pennot multiplied and a Sneak Attack with a ranged weapon alties for using improvised tools or materials. must be made within 30’. Sneak Attacks do not work with • Effects: An Engineer creates effects as a Technolo- weapons that deal nonlethal damage (except saps and ungist with the same effects list. armed strikes) or on creatures that have no discernable anatomy, are immune to critical hits or have concealment. • Gather the Crowds: In about an hour, a Faith “The great Traveller himself gave me this relic!” Healer’s oratory can gather a large crowd in any public The Faith Healer is the quintessential snake oil shaTable 9: The Faith Healer man, holy-rolling preacher and shady witch doctor all Saves rolled into one. Although some may actually believe in what they preach, their bottom line is what they can get Level BAB Fort Ref Will Special for themselves in this world, not the next. They have a 1 +0 +0 +0 +2 Faith Healing natural affinity with Con Artists and other smooth talk2 +1 +0 +0 +3 Sneak Attack 1d6 ers and so are more likely to form partnerships. Faith Healers are a dime a dozen and can easily be found any3 +2 +1 +1 +3 Gather the Crowds where, trying to find new converts and new scams. 4 +3 +1 +1 +4 Spare Contributions Hit Die: d6 5 +3 +1 +1 +4 Sneak Attack 2d6 Requirements: 6 +4 +2 +2 +5 True Confessions Alignment: Any Nongood. 7 +5 +2 +2 +5 — Skills: Heal 8, Diplomacy 8, Bluff 5. 8 +6 +2 +2 +6 Sneak Attack 3d6 Class Skills: Bluff, Concentration, Craft, Diploma9 +6 +3 +3 +6 — cy, Escape Artist, Gather Info, Heal, Hide, Intimidate, Knowledge: local, Knowledge: religion, Listen, Move 10 +7 +3 +3 +7 False Miracle
Table 8: The Combat Engineer
Faith Healer
Wild West 2.0 venue. They can make Diplomacy checks to influence the crowd’s attitude in the normal fashion. At 6th level, they can make a further Diplomacy check of DC 30 to turn a helpful crowd into a violent mob once per day. They are allowed one set of simple initial instructions before all control is lost (see mob encounters, DMG II). • Spare Contributions: While healing a subject a Faith Healer gains a +4 bonus on slight of hand checks to pickpocket them. This becomes a +8 bonus at 8th level. • True Confessions: A Faith Healer can make a Diplomacy check opposed by another person’s Sense Motive check in any conversation. If successful, the other person will begin to volunteer personal or confidential information that they might not otherwise share. • False Miracle: Once per week, a Faith Healer can duplicate the effect of a Raise Dead spell. The subject must have died in the last 24 hours, be fully intact and be reasonably undamaged. The effect lasts 48 hours, after which they immediately die again of the original cause. This only works once on any one subject.
Proficiencies: Simple weapons, Light armor. • Trapfinding: You can detect high level traps like a Rogue. • Handyman: A Jack of All Trades gains a bonus on Craft checks equal to (Level+Int mod). • Entrepreneur: A Jack of All Trades gains a bonus on Profession checks equal to (Level+Wis mod). • Professor: A Jack of All Trades gains a bonus on Knowledge checks equal to (Level+Int mod). • Masterful Craftsmanship: If a Jack of All Trades beast a Craft DC by 10 or rolls a natural 20, the item will automatically be masterwork with no extra effort or resources. • Craft on the Fly: A Jack of All Trades takes no penalties for using improvised tools or materials.
Master Machinist
“Me and my steam suit are telling you not to touch my junk.” What Druids are to nature and Geneticists are to medicine, the Master Machinist is to technology. By focusing exclusively on mechanics and engineering, they “And a master of none all!” can design, build, dismantle or reverse engineer almost If you need an answer to any question, need anything anything better then anyone else. For this reason they also under the sun fixed or have any job that needs doing, find have a near monopoly on ancient research and the crea Jack of All Trades. One of these pack rat, self taught, ation of constructs, so it’s not surprising that many Auexperts in everything can be found in most scrap yards tomatons are attracted to this class. Because they travel and repair shops, ready to tell you everything you need to and network constantly, they are better in combat then know (and usually far more). In fact, they are so ready to most crafting classes. They tend to favor powerful exotic impress you with their superior knowledge that it some- weaponry, such as steam rifles and machine guns; steam times requires saint-like patience to deal with them. They suits are highly sought after. Hit Die: d6 are sometimes found traveling as tinkers or searching for rare items. Requirements: Hit Die: d4 BAB: 4. Prerequisites: Skills: Craft: mechanical 9. Abilities: Minimum Int score of 14. Special: Must have either the Automaton type or the Skills: Any Craft 8. Craft Automaton feat. Class Skills: All Skills. Class Skills: Appraise, Craft, Decipher Script, Disable Device, Knowledge: ancient, Knowledge (architecture Skill Points: 12 + Int mod. and engineering), Open Lock, Profession, Search. Table 10: The Jack of all Trades Skill Points: 4 + Int mod. Saves Proficiencies: Simple/martial weapons, light/meLevel BAB Fort Ref Will Special dium armor. 1 +0 +0 +2 +2 Trapfinding, Handyman • Trapfinding: A Master Machinist can detect high 2 +1 +0 +3 +3 Professor, Bonus Feat: level traps like a Rogue. Skill Mastery • Mechanical Wizard: Every level a Master Machin3 +1 +1 +3 +3 Entrepaneur ist gains a +2 bonus to Craft: mechanical checks. 4 +2 +1 +4 +4 Masterful Craftsmanship, • Bonus Feats: Craft Automation, Exotic Weapon Bonus Feat: Skill Mastery Proficiency, Steam Suit Proficiency, Automaton Empa5 +2 +1 +4 +4 Craft on the Fly thy, Sapper, Point Blank Shot, Far Shot, Rapid Reload,
Jack of All Trades
25
Wild West 2.0
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BAB: +5.
Precise Shot. Table 11: The Master Machinist
Skills: Hide 7, Spot 10. Feats: Point Blank Shot, Far Shot. Saves Class Skills: Balance, Climb, Hide, Jump, Level BAB Fort Ref Will Special Listen, Move Silently, Search, Sense Motive, 1 +0 +2 +0 +2 Trapfinding, Mechanical Wizard Spot, Survival, Use Rope. 2 +1 +3 +0 +3 Bonus Feat Skill Points: 4 + Int mod. 3 +2 +3 +1 +3 Reduce Proficiencies: Simple/Martial Weapons, 4 +3 +4 +1 +4 Bonus Feat Light Armor. • Keen Projectiles: The threat range for 5 +3 +4 +1 +4 Reuse any projectile that a Sharpshooter fires is 6 +4 +5 +2 +5 Bonus Feat, Masterful Craftsmanship doubled. At 5th level the threat range is dou7 +5 +5 +2 +5 Recycle bled again. 8 +6 +6 +2 +6 Bonus Feat • Take Aim: By focusing on a single target for one full round, a Sharpshooter can add his 9 +6 +6 +3 +6 Craft on the Fly Int mod to his attack roll. If he or his target 10 +7 +7 +3 +7 Bonus Feat, Human/Cyborg Relations changes position when focusing or before he fires, the focus is lost and he must Take Aim again. At 8th • Reduce: When crafting an item, a Master Machinlevel, focusing takes a standard action and he can mainist’s raw materials cost is ¼ of the total, not 1/3. tain his focus if the target moves. • Reuse: It no longer costs a Master Machinist any• Expanded Critical: The critical damage multiplier thing to repair a broken item. for any projectile a Sharpshooter fires is increased by x1. • Masterful Craftsmanship: If a Master Machinist • Head Shot: If a Sharpshooter kills an enemy with a beats a Craft DC by 10 or roll a natural 20, the item will critical hit, its death is exceptionally dramatic and gory. automatically be masterwork with no extra effort or reAll other enemies with line of sight to your target must sources. make a Will save equal to your critical conformation at• Recycle: When scrapping an item for raw materi- tack roll or be shaken for the rest of combat. als, a Master Machinist regains ¾ of the original amount Table 12: The Sharpshooter instead of ½. Saves • Craft on the Fly: A Master Machinist takes no penalties for using improvised tools Level BAB Fort Ref Will Special or materials. 1 +1 +0 +2 +2 Keen Projectiles, Range Bonus +10’/lvl • Human/Cyborg Relations: Any Au+2 +0 +3 +3 — tomaton’s opinion of a Master Machinist is 2 automatically improved by one step when 3 +3 +1 +3 +3 Bonus Ranged Weapon Feat they first meet. 4 +4 +1 +4 +4 Take Aim
Sharpshooter
5
+5
6 +6 “Boom… Headshot.” +7 When you see your buddy’s head explode 7 and there’s no enemy in sight, you’re in the 8 +8 crosshairs of a Sharpshooter. A cool, profes- 9 +9 sional, methodical killing machine, he’s the one who is willing to work for days for that 10 +10 single, perfect shot. Because of his disciplined and orderly nature, he is more likely to find steady work with a paramilitary or professional hunting outfit then be just another hired killer. Hit Die: d8 Requirements:
+1
+4
+4
Keen Projectiles x2
+2
+5
+5
Bonus Ranged Weapon Feat
+2
+5
+5
Expanded Critical
+2
+6
+6
Improved Take Aim
+3
+6
+6
Bonus Ranged Weapon Feat
+3
+7
+7
Head Shot
Wild West 2.0 New Skills & Feats
N
ew Rules: Books are a powerful but often underrated resource. By reading a book on a particular subject, a character gains a +1 bonus to one related or indicated skill. This bonus can only be gained once for any single skill; multiple readings, even of other books on the same subject, have no further effect.
Skills Craft: New rules for the Craft skill are as follows. Find the cost of the item or have the DM set one; the value of the raw materials needed is 1/3 of that, although sometimes special materials may be needed. A Craft check represents one day of work, but it can be made by the hour by doubling the DC. If you fail, you can redo your check once per day for the next two days. If these also fail, or you miss the DC by 10 or more, half the raw materials are ruined and you have to start all over again. The rules for creating a masterwork item or repairing an item are unchanged. An item can be scrapped for ½ its raw materials by making a Craft check equal to half its construction DC. Craft (Mechanical). This Craft skill is specifically focused on mechanical devices; from steam powered creations like trains and Automatons, to more everyday tools such as telescopes and pocket watches. This skill requires a tool kit, containing an assortment of wrenches, pliers, screwdrivers and miscellaneous parts. The DC is determined by the size and complexity of the item (see table 13). Table 13: Craft (Mechanical)
Knowledge (Arcana) is changed to Knowledge (Ancient) Knowledge (Dungeoneering) is now covered by Knowledge (Architecture and Engineering) and Knowledge (Nature). Knowledge (Nobility and Royalty) and Knowledge (Religion) are now a part of Knowledge (Local). Knowledge (The Planes) is removed. Speak Language: The only learnable languages are Garez (written form: Common), Machine Code (written form: Machine Code) and Motan (no written form). Spellcraft: As this skill does not apply to technology, only divine casting classes can have it. Swim: This is now a learned skill; it is removed from every class’s skill list. Use Magic Device: This skill is removed permanently.
Feats
New Rules: Any feats that apply to crossbows also apply to firearms. Aboriginal Studies: Requirements: Be able to speak Motan and Garez. You have made a detailed study of Motan and Garez cultures. You gain a +1 bonus on Bluff, Diplomacy, Knowledge and Sense Motive checks when dealing with Motans or Garez. Their initial attitude towards you also automatically improves by one place. Adrenaline Rush: Requirements: Con 14, Endurance, Diehard. When brought to 1/5 of Simple Complex Intricate Very Complex your total hit points or less, (ex: jack-in-the-box) (ex: boiler) (ex: Automaton) (ex: Ancient tech) you gain a +2 bonus to Str for the rest of combat. This Fine 10 15 25 40 counts as a Fighter feat. Diminutive 15 20 30 45 Automaton Empathy: Tiny 20 25 35 50 Requirements: Be able to Small 25 30 40 55 understand Machine Code, Medium 30 35 45 60 have had peaceful contact with Unlive. Large 35 40 50 65 You now understand meHuge 40 45 55 70 chanical and Unlive beings Gargantuan 45 50 60 75 as well as you do biological Colossal 50 55 65 80 and living ones. You gain a +1 bonus on Bluff, DiploHeal: A Heal check can now be made for the specific macy, Knowledge and Sense Motive checks made involvpurpose of curing hit point damage over a short period of ing Automatons and Unlive. Their initial attitude towards time; either for yourself or another. The amount healed is you also automatically improves by one place. equal to 1/3 your check result, rounded up. This use of the Body Point Reclamation: Heal skill requires a medical kit and takes one hour. Requirement: Automaton type. Knowledge:
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Wild West 2.0 When scrapping an old upgrade, you get ¾ of the body points refunded instead of ½. Bone Breaker: Requirements: Improved Unarmed Strike, Improved Grapple, Crushing Embrace, Str 15+, Heal 5. You are specially trained in dislocating joints, disrupting nerve centers and breaking bones. When you pin your opponent in a grapple, you have the option of doing either double your normal unarmed damage (from the Crushing Embrace feat) or doing your normal unarmed damage plus 1d4 Con damage. This counts as a Fighter feat. Bullet Dodger: Requirements: Deflect Arrows, Dodge, Improved Unarmed Strike. Once per round when you would normally be hit by a bullet, you can dodge so that you take no damage from it. You must be aware of the attack and not flat footed. This only works for bullets and other high velocity projectiles (not arrows, rocks, etc); it does not count as an action. This counts as a Fighter feat. Craft Automaton: Requirement: Craft (mechanical) 8. You are now capable of creating an Automaton. You do not need this feat to make repairs to one. Crushing Embrace: Requirements: Improved Unarmed Strike, Improved Grapple, Str 15+. You outright crush your opponents when grappling them. When dealing damage with an unarmed attack in a grapple, you automatically critical. This counts as a Fighter feat. Demolitions Expert: Some people look at a building and admire the architecture; your first thought is: “How best could I blow this up?” You gain a +3 bonus on any skill check made involving explosives. Divine Investment: Requirements: Aboriginal Studies, Wis 15+, any intelligent living creature but a Motan. You have been granted the potential to use divine magic by a Motan tribe; you can now take levels in divine spellcasting classes. You must be accepted into the tribe by living with them for at least one year by their ways. You are granted the benefits of the feat through a ritual lasting 24 hours involving prayer, sacred vows and tattooing which marks you as an honorary Motan. Simply living with a tribe does not guarantee acceptance and if you are successful, you will have to deal with anti-Motan stigmas. Extra Body Point: Requirement: Automaton type. You gain one extra body point every Automaton level. You cannot take this
feat multiple times. Fast Metabolism: Requirement: Base Fort save bonus +5. Your natural rate of healing for hit point and ability score damage doubles. In exchange, you take a -1 penalty on Fortitude saves. You cannot take both this feat and Slow Metabolism. Unlive may not take this feat. Firearm CQC: Requirement: BAB 3, proficient with the weapon used. You have trained with using both ends of your gun to good effect. You can make a melee attack using the butt or stock of your firearm (bludgeoning damage) or stab with a mounted bayonet (piercing damage). This deals 1d6 damage for a rifle or shotgun and 1d4 damage for a pistol. This feat only applies to firearms you are proficient with (see additional rules below). Without this feat you would take a -4 penalty when butt striking or bayoneting with a firearm. This counts as a Fighter feat. Fortune Finder: Requirement: Search 6. The amount of cash you find as part of any randomly rolled treasure is increased by 25%. Greater Steam Weapon Proficiency: Requirements: Improved Steam Weapon Proficiency, BAB +12. You are able to move and make Reflex saves when charging or holding the charge of a steam weapon. This counts as a Fighter feat. Improved Steam Weapon Charge: Requirements: Improved Steam Weapon Proficiency, Greater Steam Weapon Proficiency, BAB +15. You can charge a steam weapon for one round longer then normal; the damage die for the extra damage also increases by one place. This counts as a Fighter feat. Improved Steam Weapon Proficiency: Requirement: proficiency with a steam weapon, BAB +8. Charging a steam weapon is now a standard action and no longer provokes attacks of opportunity. This counts as a Fighter feat. Pistol Sniper: Requirements: Sneak Attack 4d6 or Standoff (2d6, 4 AC), Point Blank Shot, Far Shot. A Gunslinger can now choose marked targets out to a range of 60’; the range of a Rogue’s sneak attack doubles from 30’ to 60’. Never Say Die: Requirements: Con 15+, Diehard, Endurance.
Wild West 2.0 Massive stamina and an unbreakable will to live can let you recover from incredible wounds. You do not die until your hit point total drops below -15. This counts as a Fighter feat. Night Owl: You are one of those people who can never seem to wake up until it gets dark. At night you gain a +2 bonus on Listen, Search, Sense Motive and Spot checks, while during the day you take a -1 penalty to these skills. Sapper: Requirements: Craft (mechanical 5), Disable Device 5. You gain a +4 bonus on Disable Devise checks when sabotaging a mechanical item. Slow Metabolism: Requirement: Base Fort save bonus +5. You gain a +1 bonus on Fortitude saves as well as immunity to all ingested poisons and drugs. In exchange, the amount of hit points you naturally heal when you rest is decreased by 1. You cannot take both this feat and Fast Metabolism. Steam Suit Proficiency: Requirement: level 4. You are now fully certified in Steam Suit operational procedures. Without this feat you would take a -4 penalty on all checks made when wearing a Steam Suit. Strong Back: You gain a +2 bonus to Str, but only for the purpose of determining your carrying capacity. Sudden Death: Requirements: Sneak Attack 1d6, Improved Unarmed Strike, Hide 15, Move Silently 15. If you hit an opponent that is both flat footed and unaware of you with an unarmed strike, you will automatically critical in addition to your sneak attack damage. Warm Blooded: You gain a +4 resistance bonus on Fort saves against environmental heat.
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New Weapons & Armor
SAmmunition
ee Table 14 for a listing of new weapons.
Types
A box of standard ammunition costs 1 gp. (B/P) Ball & Powder: Flintlock and caplock weapons use lead ball and powder, usually packaged together in a wax paper tube. This ammo doesn’t store well and reacts predictably to water or fire. Flintlock weapons take a full round action to reload. 1d6 damage, x2 crit, 20 rounds per box. (C/B) Cap & Ball: Caplock weapons use conical instead of ball ammunition, they also require percussion caps (which are included in the package). Though cap and ball ammo comes in the same type of tube as ball and powder, they are not interchangeable. Caplock weapons take a full round action to load each barrel. 1d8 damage, x2 crit, 20 rounds per box. (N) Nails: Nails are little more than sharpened metal cylinders. Weapons that use nails provide the propulsion from steam. They require a standard action to reload. 2d4 Table 14: New Weapons Name
damage, 19-20/x2 crit, 15 rounds per box. The steam boiler in a steam gun can be super-pressurized to add extra damage to an attack. However, this requires careful attention (a full round action which provokes attacks of opportunity) because over-pressurizing can cause it to rupture. For every round the weapon can be charged, it adds a set amount of extra damage. (P) Pistol Cartridges: Self contained metallic cartridges last for years and are very stable (unless thrown into a fire). A revolver takes a full round action to reload. 2d4 damage, 19-20/x2 crit, 15 rounds per box. (R) Rifle Cartridges: A single shot rifle takes a standard action to reload, while a multi-shot rifle takes a full round action. 2d6 damage, 19-20/x2 crit, 12 rounds per box. (S) Shells: A shotgun takes a standard action to reload, except for a pump action shotgun which takes a full round action. 2d6 damage, 19-20/x3 crit, 12 rounds per box.
Special Ammunition Types (these may only apply to certain types of ammo) Ammo Belts: A machine gun is fed by a 200 round cloth belt loaded with standard rifle ammo; the belt itself
Ammo Type Ammo Capacity
Range
Classification
Cost
Weight
Flintlock Pistol
B/P
1
15’
Simple
6gp
2 lb
Caplock Pistol
C/B
6
20’
Simple
10gp
2 lb
Holdout Pistol
Pistol
2
10’
Simple
10gp
none
Revolver
Pistol
6
30’
Martial
15gp
3 lb
Flintlock Rifle
B/P
1
50’
Simple
6gp
7 lb
Caplock Rifle
C/B
1
80’
Simple
10gp
7 lb
Lever Action Rifle
Rifle
10
100’
Martial
15gp
6 lb
Blunderbuss
Any
1
10’
Simple
3gp
8 lb
Elephant Gun
Rifle
1
150’
Martial
30gp
9 lb
Bolt Action Rifle
Rifle
3
200’
Martial
45gp
7 lb
Single/Double Barrel Shotgun
Shells
1/2
30’
Simple
10 / 15gp
5 / 6 lb
Sawed-Off Shotgun
Shells
2
Melee
Simple
15gp
4 lb
Pump Action Shotgun
Shells
8
30’
Martial
30gp
7 lb
Steam Projector
Nails
1
120’
Exotic
300gp
7 lb
Steam Rifle
Nails
5
100’
Exotic
200gp
7 lb
Steam Repeater
Nails
100rd belt
70’
Exotic
300gp
150 lb
Machine Gun
MG Belt
200rd belt
70’
Martial
100gp
50 lb
Harpoon Gun
N/A
1
50’
Simple
100gp
40 lb
Flame-thrower
Gas
10/gallon
20’x10’ Cone
Martial
150gp
25 lb
Grenades
N/A
N/A
30’
Martial
30gp
1 lbs
Rockets
N/A
N/A
150’
Exotic
25gp
15 lb
Wild West 2.0 costs 2gp. A Steam Repeater uses a 100 round belt made of metal links; it costs 6gp and is loaded with standard nails. A spent belt can be reloaded and reused, or a loaded belt can be salvaged for the ammo. Due to the cost, a belt is almost never loaded with special ammo. Armor Piercing: (P, R, N) +4 to hit vs. armor, decrease damage die by one step. 3gp/box. Chemical: (any type) +1d4 fire, cold, acid or electrical damage. 5gp/box. Crappy: (any type) Old or poor quality, -2 to hit and damage. ½gp/box. Diamond Tipped Nails: Ignores material hardness and is considered a ranged touch attack. 25gp each. Explosive Nails: +4d6 fire damage, 5’ splash damage 1d6 fire (Ref ½ DC 15). 25gp each. Explosives: The save for any area of effect weapon (rockets, grenades, dynamite, etc) if not otherwise stated is Reflex ½ (DC 10+users BAB). Flechette Shells: -4 to hit vs. armor, 17-20/x3 crit. 3gp/box. Hollow Point: (P, R, N) -4 to hit vs. armor, +1 die of damage. 4gp/box. Improvised Nails: 2d4 damage, -4 to hit. No cost. Low Power: (P, R, S) Ranged is halved, decrease damage die by one step. When used with a silenced weapon, the Listen DC increases by 5. 1/2gp/box. Magnum: (P, R, S) Range is increased by one half, increase damage die by one step. 4gp/box. Riot: (P, R, S) Range is halved and they do nonlethal damage. 1gp/box. Rock Salt Shells: Deals nonlethal damage, 1d6 nonlethal damage per round for the next 1d4 rounds. 2gp/box. Solid Slug Shells: +4 to hit vs. armor, ignores material hardness. 4gp/box.
Firearms New Rules: It is possible to make melee attacks using bayonets and the butt or stock of your firearm. You must be proficient with the firearm you are using and have the Firearm CQC feat or else take a -4 penalty on your attack roll. Bayonets and butt strikes are counted as separate weapons, attacking with both in the same round is considered to be a two weapon attack with the bayonet always being the primary weapon. Making a melee strike and firing your weapon in the same round is also a two weapon attack, the melee strikes being off-hand attacks. Blunderbuss: The true poor-mans weapon. The blunderbuss can do everything...but erratically. It can shoot any type of ammunition and can even use explosives and rocks to make (albeit poorly) a ball and powder replace-
ment. This gun has a permanent -2 penalty to hit, improvised ammo increases this to -6. Bolt-Action Rifle: If you really need to reach out and touch someone, this is the gun to do it with. This rifle only accepts magnum ammo and cannot be fired by a normal person unless prone or braced against a solid, stable object. Well worth having one despite the cost. Caplock Pistol: The advantage of this pistol having six shots instead of one is offset by the need to take a full round action to load each chamber. Smart adventurers will pack a spare or two instead of bothering to stop and reload when empty. Caplock Rifle: More accurate then it’s predecessor, a caplock weapon uses a percussion cap for ignition instead of a flint and steel striker. Percussion caps, conical lead bullets and powder are included in the same package. Elephant gun: This weapon resembles a heavy musket, its inherent accuracy and durability makes it the favorite of hunters. The gun cannot be fired by a normal person except when prone or braced against a solid, stable object. If the user’s attack roll exceeds the enemies AC by 10 or more, it automatically criticals. Flamethrower: Gasoline is expensive, so this bulky weapon is rarely seen. Its fuel tank holds only one gallon and is well armored enough to be safe from stray bullets... the spare fuel you’ll have to carry may be a different story. 4d6 fire damage on contact and affected targets must make a reflex save (DC 20) or catch on fire. Flintlock Pistol: The flintlock pistol is the humble companion to the flintlock rifle. Simple and sturdy, it makes for a cheap backup weapon. Flintlock Rifle: This rifle is the simplest and most common firearm. It is simple enough that field repairs from a commoner are possible; its simplicity also makes it the most durable weapon of them all. Grenades: The damage potential of a well timed grenade, combined with its small size and relative stability, makes it a respected equalizer against heavily armored foes. In order to discourage their use by anyone but professionals, anyone who is not proficient with them takes a 20% chance that the grenade will explode as soon as they pull the pin. Be sure to check grenades before use; fuses can be set from contact up to two rounds. • Chemical: 4d6 fire, cold or acid damage in a 10’ square, ½ damage again on the next round. • Concussion: 3d6 sonic damage in a 15’ square, Fort DC 17 or be staggered one round, Fort DC 20 or be deafened. • Fragmentation: 5d6 slashing damage in a 15’ square. • Tear Gas: Spreads a gas cloud that sickens and blinds all in a 15’ square (Fort negates, DC 18). It dissipates in
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Wild West 2.0 five rounds or two rounds in a strong wind. • Thermite: 4d8 fire damage in a 5’ square, ignores material hardness. Harpoon Gun: Originally used to catch large fish or secure a rope onto a hostile boat, a harpoon gun has its origin in navel battles. Train companies have found that it works wonders against bandits, as an enemy can be attached by a large hook to a moving train and be dragged under the wheels. Looking like a massive steam rifle with a spiked spear coming out of the front, the harpoon gun is a fierce weapon. The inherent bulk of the gun gives it a -10 to hit. This can be reduced to -4 by bracing it against a solid, stable object. If a hit is established, there is a chance that the harpoon will stick in the enemy, binding him to whatever the user of the harpoon gun has attached the other end to. Roll a D10: 1-2, no connection; 3-4, Reflex save (equal to your attack roll) to remove hook before being pulled; 5-6, Str check (your attack roll) to remove hook before being pulled; 6-8, 3d6 damage to pull the hook out, will be pulled at least one round; 8-10, 5d6 damage to remove, will be pulled at least one round. A harpoon gun does 1d10 base damage. A harpoon gun’s hook costs 40gp, and usually has to be specially made for a harpoon gun. A harpoon gun takes 1 minute (10 rounds) to reload because the rope has to be carefully wound. Holdout Pistol: Holdout pistols are prized by ladies, gentlemen and vagabonds alike for their ease of concealment. Though it only has two shots and isn’t accurate beyond the other end of a card table, it packs quite a punch and gives a +2 bonus on Slight of Hand checks to hide it on one’s person. Lever-Action Rifle: Easily the bread and butter weapon of your average adventurer. It’s the source of the phrase: “Load on Sunday, shoot all week long.” Machine Gun: This weapon has a strong mythology about it. Capable of spitting bullets at a dizzying pace, it can be the king of the battlefield, if you can get it there… if it doesn’t jam…or get dropped… The machine gun is massive and heavy. Carrying one renders the user encumbered unless he is larger then medium size. The machine gun cannot be fired unless it is braced on a solid, stable surface like the ground or a ledge. It takes one full round to set up or break down and a full round action to reload. For each attack the user has, they can fire two shots at a single target. It can also fire a burst of 20 rounds in a 45 degree arc. Roll 1d4 for everyone in the line of fire to see how many times they were hit. Then, everyone affected rolls a reflex save for half damage with the DC being the user’s ranged attack bonus plus 10. Pump-Action Shotgun: Truly the best of both worlds, a weapon with the versatility and power of a shotgun and
the longevity of a lever action rifle. Revolver: The revolver is significantly better than its ancestors in that it can be reloaded quickly, making it a reliable medium ranged main weapon. Rockets: Although its damage is small, its accuracy minimal, and its cost exorbitant, rockets have their uses. Looking like a shell with fins and attached to a long rod, they have a tendency to draw attention. Rockets have a chamber in the front which can carry different payloads. All rockets need to be fired by sticking an end into something stable (the ground) and lighting the fuse, which takes one round to burn down. If attached to a vertical surface (a wall, the side of something) the range increment is halved (75 ft). The rocket can be aimed at any point in a 150’ radius. Make a ranged attack roll against the square you are trying to hit; the DC is five plus one for every square of range. If you fail, the rocket misses by 1d10 squares in a random direction. If miss the DC by ten or more, the rocket explodes in your face. If you make the DC, roll a d10. 1-8 means the rocket hit an adjacent 5’ radius, 9-10 means you hit the square you were aiming for. • Concussion: Upon impact or maximum altitude (150’), it explodes making a VERY loud concussive noise. This is useful for diversions, signals, or a sonic attack which can cause deafness (Fort negates, DC 17) in a 30’ square and stagger an opponent (Fort negates, DC 20) in a 10’ square for two rounds. • Explosive: Upon impact the rocket deals 3d6 damage in a 15’ square; normally fired in huge numbers and used to saturation bomb enemy fortifications. • Flare: Upon impact or maximum altitude (150’), it gives off a bright light. The effect lasts 3 rounds and covers a 30’ radius. This will light non-magical darkness like daylight. • Fragmentation: Upon impact the rocket’s heavy case is turned into a cloud of shrapnel, doing 2d4 slashing damage in a 30’ square. • Smoke: Upon impact or maximum altitude (150’), it explodes into colored smoke covering a 15’ radius. Normally used for a signal, a diversion, or to cause confusion. Under the right circumstances the smoke can give visual cover and allow concealment. The smoke dissipates normally in ten rounds or five rounds in a strong wind. • Tear Gas: Upon impact a gas cloud covers a 15’ radius, all creatures within it are sickened and blinded (Fort negates, DC 20). The gas dissipates normally in ten rounds or five rounds in a strong wind. • White Phosphorus: Upon impact the rocket deals 3d6 fire damage in a 5’ square. The fire continues to burn for 10 rounds.
Wild West 2.0 Sawed-off Shotgun: A favorite of assassins and those that need “make it go away” power at close range. The accuracy of this weapon is so poor it requires the barrel to be nearly touching the enemy. On the other hand, it counts as a melee weapon in that you don’t incur an attack of opportunity when firing on an adjacent target. Single or Double-Barreled Shotgun: As reliable as a flintlock and much deadlier at close range. The versatility of different kinds of ammunition makes it good for adventurers who need options. Steam Projector: The full effect of the steam projector is something few have lived to tell about. The steam projector can only fired once in a single round and doing so deals standard damage for a nail gun. It may be charged up as long as 4 rounds, each round it is charged it gains an extra 1d6 damage. The user cannot move or perform any task which would require him to move (equip equipment, make reflex saves) when he is charging the weapon, but he can ready. On the 4th round of charging, the attack becomes a ranged touch. Steam Repeater: This weapon is the dream defense of any fort or town. Although it takes 2 men to run reliably and its weight renders it anything but easily portable, the Steam Repeater makes a nasty adversary. The Steam Repeater is in three parts: a backpack sized boiler, the ammunition container (usually strapped to a leg if wielded by a single person) and the actual gun. Normally, these three parts are separated by sheer necessity. Attaching the three parts (setting up the weapon) requires a full-roundaction. Any normal person wielding an assembled Steam Repeater (the three parts connected) is encumbered, but can make a DC 20 STR check to maintain their normal move speed. For each attack the user has, they can fire two shots at a single target. Due to the size of the boiler, another person can devote their turn to keeping the boiler at its maximum pressure, but the user cannot pressurize the gun and fire on their turn. It can be charged for one round for an extra 1d6 damage. Steam Rifle: The steam rifle is a rare weapon at best on the outskirts of humanity. The weapon is reliable, accurate, and deals relatively good damage. Unfortunately, these traits do little to stop battles; those that go flaunting a steam rifle usually get robbed in the night. This weapon is wielded traditionally by well equipped mercenaries or special forces units. It can be charged for one round for an extra 1d6 damage. The user cannot move or perform any task which would require him to move the weapon (equip equipment, make reflex saves) when he is charging, but he can ready.
Weapon Modifications New Rules: Regular enhancement bonuses (+1, +2, etc) follow the same rules and costs from normal D&D
(must be masterwork beforehand, etc.). They take the form of reinforcements, stabilizers and compensators on your weapon or armor. Each upgrade can only be made once to the same item; some upgrades of the same type, such as sights, will not stack. Regular D&D enhancements for weapons or armor may be adapted with the DM’s permission. A weapon must be of at least masterwork quality to be upgraded. Bayonet: The weapon now has a long knife attached to the front of the barrel. It can now be used as a short sword (long arms) or a dagger (pistols). The wielder must have the Firearm CQC feat to be proficient with bayonets, otherwise he takes a -4 penalty when attacking with one (see additional rules above). Most military weapons are made for bayonets and can be found easily; others might be harder. Cost: 10gp. Chainsaw Bayonet: The energy generated by a steam rifle can be used for things besides firing nails. Some tinkerers have built small chainsaws onto their guns in place of bayonets to defend at close range. It’s a melee weapon which deals 2d6 slashing damage, 19-20/x2 crit. The chainsaw attachment is bulky at best; the gun, which must be a steam weapon, now has a -1 to attack. It is possible to charge your weapon and divert the extra power to the chainsaw; this has the same limitations and does the same extra damage as the charged weapon normally would. You are not able to fire and use the chainsaw in the same round. These are not sold pre-built, they must be individually crafted to the weapon. Cost: 200gp. Expanded Magazine: The weapon’s ammo capacity is increased by two rounds. This may only be added to leveraction rifles, bolt action rifles, steam rifles and pump action shotguns. Cost: 200gp. Hair Trigger: This mod has the same effect as the Speed enhancement; it allows the weapon to be fired an extra time at your highest attack modifier. This may only be added to a weapon that can be fired multiple times in a round. Cost: 300gp. Low Light Sight: This grants a limited form of low light vision. It negates penalties from poor lighting and you can scan a darkened area with it in one round. Cost: 200gp. Periscope: These specialized weapons have a folding mechanism allowing the stock to rotate down from the barrel-end. The use of a periscope allows the gun to be aimed and fired from full cover. Deploying the periscope is a standard action. The inherent bulk of the system im-
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Wild West 2.0
34
poses a -2 to hit. Usually made custom for sniper weapons, occasionally a pistol with a mirror is made in a tinkerers shop. Cost: 50gp. Red Dot Sight: The small red dot in this sight makes shot placement easier, increasing your crit modifier by x1. Cost: 200gp. Reinforced Stock: This is simply a ridged strip of metal attached to the butt or stock of the gun. It increases the damage done when attacking with the butt by one die size. Cost: 2gp. Silencer: This assassin’s tool makes a revolver whisper quiet. The shot cannot be heard more then 30’ away and a Listen check of DC 20 is needed to recognize the sound. -2 damage if not using low power ammo. Cost: 75gp. Speed Loader: This contraption basically gives the user the Quick Reload feat for that weapon. Cost: 100gp. Telescopic Sight: This device attaches to the top of a weapon, allowing the user to make more precise shots. It increases your gun’s range by ½, basically giving you the Far Shot feat for that weapon. Does not work on shotguns. Cost: 200gp.
Armor New Rules: Standard D&D armor works here just as well as anywhere else, but stop and imagine clomping through the desert in a suit of full plate! Armor check penalties now also apply to Fortitude saves against environmental heat; example: that suit of full plate would add a -6 penalty to your save against the hot desert sun. The armor check penalty for shields does not apply in this way (wooden shields are not available). Combat Armor: This military grade armor is highly coveted. Instead of metal or leather, it uses a combination of ballistic fabrics and form fitting metal plates. It is considered masterwork and does not affect saves against heat. The most realistic way to get one is to take it from a previous wearer’s corpse. Light: equivalent to a mst. chain shirt. Cost: 450gp. Weight: 10lbs. Med: equivalent to a mst. breastplate. Cost: 550gp. Weight: 15lbs. Heavy: equivalent to mst. banded mail. Cost: 650gp. Weight: 20lbs. Combat Steam Suit: These engines of destruction
make up for their rarity by being nearly unstoppable in battle. Although weighing two tons, it only counts as a medium load. The user is flat-footed, but takes no initiative penalty. He also receives a +5 shield AC bonus from armor plating and a 20% miss chance from concealment. Besides a +20 Str bonus, every suit has a built in melee spike that does 1d8 damage with a x4 crit and a launching rack that can hold up to 10 rockets or grenades. Individual suits may have two of the following weapons: a machine gun, an elephant gun, a steam projector, a harpoon gun or a flamethrower. It has 14 AC, 200hp and a hardness of 20. Cost: 1750gp, not counting weapons and ammo. Entry Suit: This heavy suit of armor offers full body protection and is reinforced at all key points. Though it has the same qualities as a suit of full plate, it is normally only worn for short periods of time as the penalty for saves against heat is doubled. Because the user only takes half damage from piercing attacks however, it is sometimes used by local enforcers for raids and dealing with problematic Gunslingers. Cost: 800gp. Weight: 45lbs. Improvised Armor: In an age of guns, armor has begun finding it way back into the battlefield as stronger steel and cheaper (less powerful) ammunition becomes more common. Available in many shops are various types of medium and heavy armor, made out of scrap metal sewn, bolted and strapped together. Although this armor can give good protection, it is notoriously heavy. For every point of AC, your protective hodgepodge also gains 10 pounds, a -2 check penalty and a -1 to your AC Dex bonus. Cost: 5gp per point of AC. Steam Suit: These bulky contraptions were originally designed for construction and impressing friends (the average inventor is weak). They look like a contraption of pistons, boilers and valves in a roughly humanoid metal frame. When wearing a steam suit, the user’s Strength score is increased by 20. However, at 1.5 tons the suit is incredibly cumbersome and slow to react; it always counts as a heavy load. The user is considered flat-footed and receives a -4 initiative penalty. He also he cannot run or make Dex based skill checks. Steam suits are often seen in construction yards and the occasional Geneticist’s shop (for controlling large creatures), even though they are notorious for their bulk. It takes a full round to get in and out of and provides no protection for the user except a cover bonus. Unless the user has the Steam Suit Proficiency feat, he takes a -4 penalty on all checks made when wearing one. The suit itself has 9 AC (as a large object), 120hp and a hardness of 10. Cost: 600gp.
Wild West 2.0 Armor Modifications Damage Resistant: Reinforced to be tougher, this mod gives DR 5/Bludgeoning. Cost: 1200gp Energy Resistant: Coated with special chemicals, it gives you ER 10 against one type of energy damage. This does not help protect against environmental conditions. Cost: 1500gp Fortified: The vital points of your armor are reinforced. When a sneak attack or critical hit is rolled against you, there is a chance that it will not do extra damage. Light: 25%, cost: 500gp. Medium: 50%, cost: 1000gp. Heavy: 100%, cost: 2000gp. Shadow: Given a special adaptive camouflage texture, you gain a +5 bonus on Hide checks. Cost: 500gp Silent: Specially lubricated, your armor gives you a +5 Move Silently bonus. Cost: 500gp Slick: Your armor is now constantly oily, giving a +5 bonus to Escape Artist checks. Cost: 500gp Ventilated: Studded with tiny vents and cooling fins, the penalty on saves against heat is decreased by 4. Cost: 400gp.
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36
A
New Items
ncient Books of Physical and Mental Health: Each of these ancient books describes exercises that will give a +1, one time increase to one ability score, depending on the type of book. You must study the book for one week for it to take effect. Now if only you understood ancient... Cost: 2000gp. Weight: 2lbs. Ancient Duct-tape: This is not duct-tape from the shoddy production lines of today, but from the ancients. When making a craft check, 2ft of duct-tape can replace the needed materials with no penalty. When sticking two objects together, for every 1ft of tape used, the strength check needed to break the bond is doubled. Cost: 20gp/foot. Ancient Masterwork Mechanical Junk: These assorted ancient nuts, bolts, gears, etc are pure gold to someone who knows who to use them. When crafting or repairing a mechanical device or object, successfully incorporating these parts into it automatically makes it masterwork. Using them increases the Craft DC by 10 and there is a 5% chance that the finished product will have a new strange and usually useless additional function. Cost: 50gp. Weight: 5lbs. Ballistic Poncho: While appearing normal on the outside, this poncho is lined with scraps of bulletproof material. Every time the wearer takes damage from a piercing attack it absorbs up to 10 points of damage; it can absorb 50 points of damage in total before failing. Worn out ponchos can be repaired, but for a hefty fee (5gp per point restored). Cost: 750gp. Weight: 12lbs. Boiler Safety Override: This inconspicuous looking device can be attached to the regulator of a boiler or pressurized tank (Disable Device DC 15). The next time the boiler is brought up to steam, it will overload with catastrophic results. Cost: 20gp. Boxing Gloves: These regulation 18oz. padded gloves force any unarmed strike to do non-lethal damage only. An unsporting pugilist can use the weighted variety (and risk a disqualification), which still allows him to do lethal damage. Cost: regular 25gp, weighted 40gp. Weight: 2lbs. Dark vision goggles: Although these brass goggles don’t have the more traditional steam power, they have a small compartment which you need to fill with flammable matter (most people use bits of hair or pocket lint). When wearing dark vision goggles, you gain darkvision 30ft. Explosions and light attacks can blind you (Ref ne-
gates, DC 20 unless otherwise stated). Sources of bright light act as cover against the user. Environmental light is painful to look at, but rarely blinds the user unless it is revealed suddenly. The fuel compartment must be refilled after 10 minutes of use. Cost: 800g. Weight: 3lbs. Dr. Kleaner’s Miracle Cure-All: Miracle drug salesman and wannabe faith healers seem to be as common as lice in the desert. There is one potion, however, which actually lives up to its hype (partially at least). Drinking this Cure-All instantly gives you the benefits of a Heal spell from a 10th level caster. You had better get somewhere safe soon though, because ten minutes after you drink it you take 2d6 damage to every ability score (to a minimum of 1, roll separately for each).
Cost: 500gp. Duck-tape: Bonds ducks together permanently. Useless for any other application, illegal in any city which has ducks. Cost: 1gp/10 feet. Duct-tape: God’s singular perfect gift to man. It has a light side, a dark side, and it binds 98% of this world together (literally). When rolling a Craft check to repair a broken object, 2’ of duct-tape can be used rather then the required materials. However, the DC of the craft check is increased by 10. Succeeding the base craft check but failing the part required for the duct tape (failing the new check by less then 10) halves the item’s durability and reduces 1 or more stat (decided by the DM). Cost: 1gp/10 feet. Dynamite: For when you really need to blow something up on a budget. A stick of dynamite may not be as powerful as military grade explosives, but it’s cheap and quite stable, doing 4d6 fire damage in a 10’ square. It is instantly ruined by water and there is a 75% chance it will explode in a fire. Fuses can be set from five rounds to one hour with good accuracy, but it cannot be used as a grenade-like weapon. Bundling dynamite sticks together increases the blast radius and damage by ½ for every stick added. Cost: 15gp. Weight: 1lb. Emergency Infusion Kit: This is a sack of otherwise normal kitchen implements specifically modified for creating infusions under trying conditions. The components may be mismatched and improvised, but usually include tongs, spoons, a ladle, vials, jars and a small cooking pot. When using the kit you can create an infusion in distracting environments and the creation time is halved. The creation process is extremely hard on the equipment, any kit will become useless after making a total of 25 levels of infusions. Assembling the tools for the kit isn’t hard, but
Wild West 2.0 modifying them for the purpose requires a DC 10 Craft check. Cost: 5gp. Weight: 5lbs. Engineers Tool: When most people think of a multitool, they picture a set of pliers with some bits on it. An Engineers Tool is a bar of steel two feet long, three inches thick and somehow containing everything found in a full sized toolkit. It is designed for hard use applications in any environment and can even be used as a club by the desperate. While expensive, they are considered a must have item by Master Machinists. Cost: 120gp. Weight: 15lbs. Goggles: Helps people to see underwater, through heavy particles (sand storms, sleet), and helps ward off gaseous poison. It grants +1 against gas attacks and prevents blinding by particulate or liquids. Good at concealing one’s face when necessary. Cost: 2gp. Weight: 1lb. Hurricane shield: This strange device is relatively common for how much mystery surrounds it. When the belt is worn, it surrounds the user in what looks like rippling heat waves. It grants +15 AC against projectilebased long ranged attacks. However, it also gives the user a -15 to hit when using any ranged attacks. The belt takes two rounds to activate after being equipped.
Cost: 3000gp. Weight: 7lbs. Liquid Rage: This fluorescent yellow liquid was originally created for making instant shock troops and is only used when collateral damage and self preservation are of no concern. By chemically stripping you of all inhibitions, its effect is equivalent to the Rage ability of a Barbarian with the following bonuses: Str +8, Con +8, Will +4, -4 AC. You gain an extra attack at your full BAB, +5’ to your move speed and can remain fully functional at negative hit points. As useful as this may be, there’s a good reason why its possession, sale and manufacture are a capital offense in most places. When under its influence you take two points of non-lethal damage per round and will attack without restraint anything you perceive to be a foe. Once all enemies are dead you will instantly turn on the nearest creature, friendly or not. If there is no one else alive, your orgy of chaotic destruction continues until the drug runs its course. The effects last until you fall unconscious, after which you are exhausted and take 2d4 damage to Str and Con. Cost: 300gp. Moisture Conservation Suit: This bodysuit is made of a slick gray absorbent material that gives a +2 bonus to hiding in sand and a +2 bonus against environmental heat effects. The wearer also only needs 1/10th of a normal water ration even in the hottest conditions. It takes one min-
ute to don or remove a MCS; it cannot be donned hastily. A MCS is not armor. Any piercing or slashing attack that hits the wearer damages the MCS. A damaged suit won’t work and requires a special patch kit to fix. Patch kits cost 10gp and have ten uses. Cost: 125gp. Weight: 12lbs. Nitroglycerin: “Nitro” has a well deserved reputation for being far more dangerous to the user then to to it’s intended target. A shock sensitive liquid explosive with attitude, any sudden jostling or jarring has a 10% chance of setting it off. Heavy impacts, such as dropping it’s glass storage vial, will result in instant detonation. Each vial does 4d4 fire damage in a 10’ square and, due to a lack of manufactured detonators, requires some imagination to use. Shock proof containers are available, but carrying large amounts is not recommended. Cost: 5gp. Weight: 1lb. Shock proof containers cost an extra 5gp and weigh 2lbs. Personal Moisture Trap: This flower pot shaped device is absolutely essential on long desert treks. When hung out for a full day, enough moisture is collected from the air for one day’s water ration. A wise adventurer would still carry plenty of water. Cost: 170gp. Weight: 4lbs. Plastic Explosives: More powerful and versatile then ordinary dynamite, this brick of military grade explosives is completely stable and comes with a timer that can be set from one minute to 12 hours. Each brick does 8d8 damage in a 10’ square. Multiple bricks cannot be bundled together and it cannot be used as a grenade-like weapon. For some reason animals love to eat the stuff. Cost: 150gp. Weight: 2lbs. Pocket Watch: Tells the time, considered proper for a well to do gentlemen, and the constant ticking noise grants +1 to concentration checks. Cost: 25gp. Weight: 1lb. Pressure tanks: Strewn across the refuse piles of the wastes are tanks which at one point were used to hold pressurized gasses. This does not mean they still serve this job reliably, however. Poor quality pressurized tanks are any scavenged container which can hold a seal. Although any Automaton can quickly fabricate a connector that fits its system, it is impossible to tell if a tank can hold the pressure until its pressurized. Smart Automatons fill the tanks from a distance when they have the time. Gas tanks have the base AC of their size, hardness 5, 5 HP. When hit or dropped, roll a d100; on a 1-10 roll they explode. Armor plating can be added, or they can be kept under the armor of the Automaton (not usually recommended). By completely filling a pressure tank without it exploding, the quality of the tank automatically grows to average.
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38 Table 15: Pressure Tanks Size name:
Small
Medium
Large
Max charge:
6hrs
12hrs
24hrs
Damage:
5’ radius, 1d6 fire + 1d6 bludgeoning 10’ radius, 2d6 fire + 1d6 bludgeoning 15’ radius, 3d6 fire + 2d6 bludgeoning
Cost:
1gp
Weight/Size: 3lbs/Diminutive
5gp
15gp
10lbs/Tiny
20lbs/Small
Average tanks no-longer have the risk of exploding from noncombat damage. New tanks or ones that have been successfully restored are of good quality and have 10HP. Some stores sell tanks of fuel that are pre-filled, but they are rare. Tanks can be repaired. See table 15. Sand Towel: This looks like a fine cloth, silky to the touch. If it didn’t cause the skin to discolor and itch when worn for long periods it would be a great fashion statement. Blanket sized pieces of this cloth are found in most explorers’ packs. During the day it can be used as a shade. It slides effortlessly over sand allowing the user to use the blanket like a sled. Explorers use them for heading down dunes and pulling heavy cargo. When worn against the skin for days, irritants cause the skin to darken and become resistant to the sun’s rays, but itch persistently. In emergencies the itching aids explorers by keeping them awake. Calling anything in the desert a ‘towel’ sounds strange, but the absorbent capabilities of the Sand Towel can be useful: it can be used to collect water deposits which can then be squeezed into a canteen. Sand Towels are normally worn around the neck; a thick strip in one side of the towel is not coated in the irritant, like a cape or cloak. They come in an array of colors and patterns, and can be used to identify an explorer or his affinities at long range. Military grade towels have one side with sand camouflage and one side with identifying markings made to be seen. Cost: 5-100gp depending on quality, color, and size; more expensive ‘greenhorn’ versions are sold without the irritant. Weight: 3-5lbs. Shrunken Motan Head: The desiccated and shrunken head of a Motan elder, this is bound to get you strange looks wherever you go. The only way to get one is to steal it from a Motan tribe, which is very dangerous since any Motan who sees you with one will try to reclaim it by killing you. With a successful Concentration check of DC 15, you can use it to cast Cure Serious Wounds as a Druid of your level. Every time you cast a spell from the head, you take one Con damage; being magical, the damage can only be healed by magical means. Cost: not for sale. Weight: 5lbs. Spring Loaded Armbands: These handy equalizers are concealed underneath a sleeve. They allow you to draw a holdout pistol or a knife as a free action and give you a
+2 bonus on Slight of Hand checks to conceal a weapon. Cost: 25gp. Weight: 1lb. Steam hood: These items are seen on only the most elite and well-funded warriors of this world. A steam hood looks like a set of brass goggles with a thick headband. The steam hood uses a mixture of good optics and brain stimulation to increase dexterity. The headband of the Steam Hood is actually a set of electrodes being pressed against the head of the user. When functioning properly and well adjusted (which they rarely are), the electrodes increase perception and fine motor skills. Exactly how this works is beyond even the workshops that make them, although it is generally believed to be ancient technology. When wearing a functioning Steam Hood, the user receives +5 bonus on ranged weapon attack rolls and Spot and Search checks. Cost: 2000gp. Possible side effects include: bleeding from the eyes, nose and ears, brain cancer, cerebral edema, paranoia, hallucinations, seizures, or dementia. Weight: 2lbs. Steam Powered Goggles: These heavy brass goggles attach to your head with a thick leather band. When powered up they continually run range programs and data analysis routines, which are then projected on the insides of the lenses. This gives the wearer +2 to hit on ranged attacks, x3 magnification and protects the eyes from harmful environments. Cost: 1200gp. Weight: 3lbs. Sunglasses: A pair of regular shades protects your eyes from the harsh sun and grants +2 to saves vs. blinding, they cost 40gp. A pair of mirrored shades costs 60gp, but besides looking wicked cool they give a +2 bonus on intimidate checks. Ancient sunglasses are variably tinted; they give +2 to saves vs. blinding, low light vision and a +2 bonus to spot all to the tune of 600gp. Thunderbolt: This large brown pill is a purgative of incredible power. Sold individually, it has a 75% chance of curing any case of poisoning or disease. On the other hand, some would rather tough out their pain then be voiding explosively from both ends for 3 hours. Cost: 5gp X bombs: In the ruins of old cities are many containers of substances whose uses and names are long forgot-
Wild West 2.0 ten. However, it is common knowledge that many are poisonous, corrosive, explosive, or just nasty in general. Most people just leave these potential disasters alone, letting them stew with time and the sun’s rays. Some brave warriors, however, have taken to lobbing them at their enemies. These weapons of chaos are simply dubbed the X bomb (‘something’ bomb). When creating an X bomb, one or several of these chemicals are attached to an explosive agent or other means of spreading such as foggers, compressed air, or even balloons. When ignited, set off, inhaled, or comes in contact with skin or another chemical, roll d100 for each chemical added to see the effect. Weight: 2lbs. 1-5
On the slightest jarring, explodes (as Explosive)
6-41
Inedible preserved food
41-50
Ignites like alchemist’s fire
51-80
Explosive: as a fireball, roll 1d10 to find the number of damage die
81-90
Corrosive: same as fireball, except it does acid damage
91-95
Psychoactive: all creatures inhaling fumes are instantly, horribly drunk and hallucinating for the next 1d4 hours. No save.
96-100 Begins foaming uncontrollably. It expands 1 square outwards in all directions every round for 2d10 rounds, forming a sticky goo (DC 20 Escape Artist or Str check).
Roll the check for each chemical as soon as it is removed from its container in any way. X Poisons: Rather then simply chucking it at an enemy and hoping it ignites, using the same random substances as a poison is much more to the taste of many warriors. Poisons must be taken into the body through injection, by a wound, inhalation, or ingestion. Roll d100 for each chemical added to see the effect. Weight: 2lbs.
100
Fort 30 or die
If a large quantity is injected through a needle or other medical device, saves and positive effects double. If only a small amount of poison enters the body, such as a poisoned blade or a small inhalation, then the saves and effects are halved.
Rare and Unique Items Adventurer’s Pocket Watch: This masterfully crafted watch never needs to be wound and never loses time. Its ticking grants +5 to concentration checks and has enough extra features to satisfy even the most anal of adventurers. Functions include: altitude, humidity, barometric pressure, temperature, compass, two extra time zones, the wearer’s heart rate and blood pressure, today’s date, etc. Weight: 1lb. Alien Blaster Pistol: The technology in this +5 exotic weapon seems to surpass even that of the ancients. Stories tell of a lone adventurer finding it, along with other artifacts and humanoid corpses, in what appeared to be the crash of a strange flying vehicle. When he tried to find it again, it had been swallowed by the desert. This gun has a bloody history, and not just for the number of previous owners that have been killed for it. Any foe slain by its bolt of energy explodes in a shower of gore. It does 4d8 damage of a nonspecific energy type, has a 17-20/x2 crit, a 40’ range and weighs 3 pounds. Its batteries hold enough power for 10 shots; it can be recharged by leaving it in sunlight for one minute. Ancient Duck-tape: We really have no idea what the ancients might have been thinking with this...maybe they didn’t either. It’s only value seemingly is that it’s old. It still does nothing but bind ducks together permanently and is still illegal anywhere there may be ducks. Weight: 2lbs. The Kicksey-Winsey: This colossal ancient device is remarkably well preserved. It looks like it could be repaired with a few parts and a Craft: mechanical check of DC 50. Upon examination, it appears to be a manufacturing device. The controls are unfortunately beyond repair, so when you pull the big lever and it starts making dramatically cacophonous noises, you don’t know what you’re going to get. Roll d%:
1-30
‘safe’ chemical
31-40
Fort 15 save, 1d6 Str/1d6 Str
41-50
Fort 15 save, 1d6 Con/1d6 Con
51-60
Fort 15 save, 1d6 Dex/1d6 Dex
61-70
Target becomes hasted for 10 minutes
71-80
Target doubles current health (can over-heal), lasts 10 minutes
1-5
It breaks and needs to be fixed again
6-10
“Adult” toys
81-85
Target becomes horribly drunk
11-15
Fine china tea sets
86-90
Target suffers violent hallucinations for 1d4 hours
16-20
Hats
91-95
Fort 20 or lose consciousness, turns target blue
21-25
Machine parts
96-99
Fort 20 or all but one point from Str, Con and Dex goes into CHA
26-30
Dirt bikes
39
Wild West 2.0
40 31-35
Children’s toys
36-40
Inedible packaged meals
41-45
Iron dumbbells
46-50
Glass panes
51-55
Rebar
56-60
Cu-cu clocks
61-65
Ornate music boxes
66-70
Marble statuettes
71-75
Ornamental swords
76-80
various ancient books
81-85
Chemistry sets
86-90
Pressure tanks
91-95
Epic duct tape
96-100 Gallon jugs of water.
Items are produced in 100 unit lots. The Liberator: This oversized revolver was custom made for a Gunslinger who decided he needed a sidearm as big as his ego. Unfortunately for him, it’s shear size was cause for ridicule instead of intimidation and he sold it to a collector. Weighing 5 pounds and having a range of 30’, this revolver fires shotgun shells instead of bullets. Any wielder must either use two hands or be larger then medium size to fire it or take a -8 attack penalty. Magic 8-ball: For such an ancient device to still exist in numbers is truly a tribute to its power. Magic 8-balls are considered a serious divination tool, and unearthing an 8-ball is a sign of divine favor. 8-balls return a simple answer to any question you pose them. Cost: 300gp. Weight: 2lbs. After asking a simple yes/ no question to a magic 8-ball, the DM rolls a d100 and returns an answer: 1-10
Detailed, but false, answer
11-20 (Random piece of trivia) 21-30 “You suck” (or other, roughly equivalent insult) 31-40 “Yes” 41-50 “No” 51-60 “Maybe” 61-70 “Plessey vs. Ferguson” (or other random name of something obscure) 71-80 “Head (random direction) as fast as you can” 81-90 (Random teammate) has plans to murder you [if a teammate does, then name that teammate] 91-99 Actual answer to the question (in yes/no/maybe format) 100
Detailed answer
The Old Spit Bucket: Truly a treasure among treasures, this battered old spittoon once resided in the grandest dive of them all, The Skuzzy Mug in El Castillo. The bucket itself has been the collecting pot of tens of thousands of people’s tobacco juices and other bodily fluids. This 20 pound antique can never be cleaned out and gives you a -2 Cha penalty just for carrying it, as the stench is almost unbearable. Once per day however, the owner can reach into the festering pool of ooze and attempt to pull... something... out. Pouch of Impossibility: When looking into this small drawstring bag with belt loop, the user sees a massive sack. Anything that can fit into the opening (4in diameter) can be stored in the bag (maximum of 200lb) and does not increase the bag’s weight. However, when the bag is closed, all items are pressed together with considerable force. Although one could theoretically take a 200lb weight, put it in the bag, then throw it as though it was a 1lb baseball, the effective damage to objects inside the bag is as though the 200lb weight flew that far. Objects put inside the bag rapidly become mashed, crumbed, compressed, and in general destroyed. You can always hear a crunching noise as you close the bag and faint crashes or impacts as the different objects come smashing together inside the bag when it is shaken or disturbed. The Ripper: This rare, exotic weapon might even be one of a kind for the number of stories that are told about it. Really, who wouldn’t want a +3 steam powered flaming keen vorpal chainsaw machete, if only to carry around? The Ripper weighs 5 pounds and deals 2d8 slashing damage with a 17-20/x3 crit. A 1/2 gallon armored gas tank allows the wielder to douse the blade with a spurt of gasoline up to 10 times before refilling, this deals an extra 1d6 fire damage for one round. On a Nat 20 attack roll, the target is instantly decapitated. Anybody who has it probably won’t part with it willingly. Steam Powered War Pipes: This ancient and ornate set of bagpipes has had a backpack sized boiler attached to it. Although many instruments can be enhanced with steam power (even to the point of adding chainsaw bayonets), this one supports a full bank of ancient ultra and subsonic amplifiers. Without power it still works as a normal instrument; but when brought up to full steam after one minute, it can be heard for up to ten miles (depending on conditions). Everyone without proper hearing protection (including the user) within 60’ must make a DC 19 Fort save or be deafened. Another function also makes it coveted by military commanders. It requires a DC 20 Perform check, takes effect after a full minute of playing and lasts for thirty minutes after the end of the performance. First, the user can give all allies who hear it a +4 morale bonus on Will saves, attack rolls and damage rolls; also, all enemies in earshot are shaken (Will negates DC 20). Weight: 40lbs.
Wild West 2.0 Genetic Manipulation Surgical Grafts Thanks to advanced (we hope) surgical procedures, a Geneticist or other surgeon can “enhance” creatures in new and interesting ways. The number next to the name is the relative power value of the graft. This determines
the cost (value x 1500gp) and the DC of the Heal check to operate (10 + 5 per value). A graft must be made in a medical facility and much depends on the skill level of the surgeon (see the Geneticist’s description). Unless specifically stated, any graft can only be taken once. Any graft taken can also be removed for the same amount. See table 16 for the list of grafts. Other grafts may be created with the DM’s approval.
Table 16: Surgical Grafts Name
Value Description
Cosmetic
1
This covers any kind of cosmetic surgery. This may be taken multiple times.
Instant Study
1
You immediately gain one feat of your choice. You must still meet the requirements for the feat, if any.
Medium
1
You are now of the Medium size category, this cancels out any size modifications you have taken in the past.
Small
4
You are now of the Small size category, this cancels out any size modifications you have taken in the past.
Large
8
You are now of the Large size category, this cancels out any size modifications you have taken in the past.
Brawn
2
Your muscles are now significantly larger and more defined then they were before. You gain +4 Str.
Agility
2
You are more limber and faster then you were. You gain +4 Dex.
Toughness
2
Your wind is better and you can pump out more reps on the weight pile. You gain +4 Con.
Brains
2
Your brain is retrofitted with extra memory space. You gain +4 Int.
Observant
2
Your senses are keener, this includes common sense. You gain +4 Wis.
Beauty
2
Careful work has gone into constructing you to look beautiful (or handsome, your choice). You gain +4 Cha.
Kiss of Death
2
You can now secrete a potent toxin into your saliva. After a full round of preparation you can either deliver the toxin to another person via direct fluid transmission or use it to envenom a weapon. It can be overcome with a Fort save (DC 19) and deals 1d6 Con damage/unconsciousness.
Learning
2
You can now learn much faster then normal. For every level after you take this boost, you gain an additional 2 skill points. You may also pick 2 extra class skills.
Warm Blooded
2
You gain a +4 bonus on any Fort save to resist the effects of environmental heat.
Balls of Steel
3
Your vital organs are protected with a layer of armor plate. You do not die until your hit points drop below -15. This stacks with the Never Say Die feat, if you have it also then you don’t die until your hit points go below -20. Yes, your balls will be steel.
Blindsight
3
You gain blindsight in a 30’ radius, but only when your eyes are closed.
Claws
3
You now possess claws or fangs. Your un-armed attack now deals either slashing or piercing damage (pick one) with one die larger damage. Ex: a human would do 1d4, after this boost it would do 1d6. Requirement: Improved Unarmed Combat.
Darkvision
3
You gain darkvision out to 60’.
Grasshopper
3
Your body is now designed for increased jumping ability. You can always treat a standing jump as a running jump, your jumping distance is not limited by your height and you get a +4 bonus on Jump checks.
Hawk Eye
3
Your senses are masterfully developed. If you fail a Spot or Listen check, you get to roll again and take the higher result; you also gain a +4 bonus on Spot and Listen checks.
41
Wild West 2.0
42 Name
Value Description
Heat Sense
3
You can now sense aberrations in temperature. By focusing for 1 round, you detect areas of relative heat or cold in a 10ft radius or a 30ft cone. Your heat sense is also a weakness; you must roll an additional Fort save at the same DC as the Reflex against fire and heat attacks or become staggered until your turn.
Iron Constitution
3
You wash down your morning cyanide with gasoline. You are completely immune to all types of poisons or poisoning. Requirement: Slow Metabolism.
Mole
3
Your hands are hardened and shaped for tunneling through the earth. You gain a burrow speed of 10’, but you still can’t breathe underground.
Simian
3
Your hands and feet become more like each other. You take a -2 Dex penalty from your hands being hard and ready to walk on. On the other hand, you gain 1.5 times your base ability bonus on Str related checks. When walking on all 4 legs you count as a quadruped for carrying capacity and balance checks.
Vampire
3
Your canine teeth are now longer and sharper. When your opponent is either helpless or you succeed a grapple, you can drain the enemy of his blood like a vampire. You gain enough sustenance for one day, and the enemy takes 1d6 Con damage. If done too often, this may lead to cannibalistic urges.
Adaptive Defense
4
You gain damage reduction 5 against piercing, bludgeoning or slashing damage. The type of damage you are protected against is whichever type you were last attacked with. If you are attacked by a different damage type, it will change to that type on your next turn.
Chameleon
4
Your skin can change color to match your surroundings. Unless you actively repress this tendency, you are always considered to be taking 10 at Hiding and Moving silently. When actively hiding, you gain a +10 bonus.
Cheetah
4
Your legs are now long and fit; your tendons are like steel cable, your muscles like pistons. Your base move is now twice what it was originally, but your carrying capacity is decreased by 1/2.
Danger Sense
4
You cannot be caught flatfooted by a surprise attack or in a surprise round and you gain a +4 bonus on initiative checks. You can still lose your Dex bonus to AC from other reasons however.
Duel Brains
4
You have a second brain implanted in you. Whenever you need to roll a will save, roll twice and choose the higher roll. Additionally, your penalty for fighting with two weapons is halved.
Energy Protection
4
You gain Energy Resistance 10 against one of the following types: acid, cold, electrical or fire.
Heat Vision
4
You can now sense areas of relative heat or cold in a 100ft radius. You still have the same vulnerability as Heat Sense, but if you fail the Fort save you are blinded for one round. Requirement: Heat Sense.
Hulk
4
You grow to the upper limit of your size category and gain the size dependent modifiers of the next largest size. This does not include that size’s stat bonuses.
Human Fly
4
Your appendages are specially designed to ‘stick’ to any surface when desired; you gain a climb speed of 15’ and a +10 bonus to your Climb skill. You can freely move about any surface, at any angle (ceiling, wall, incline) except glass or other completely slick surfaces.
Regeneration
4
You recover from crippling wounds almost overnight. Your natural rate of healing is 3 times normal. Requirement: Fast Metabolism.
Thick Hide
4
You gain +5 natural armor. The inherent toughness of your skin reduces motion and you suffer a -2 DEX penalty.
Ghost
5
You can now make a Hide check without cover of any kind at a -10 penalty. Requirement: Chameleon.
Energy Adaptation
6
You gain total immunity to the previously selected type of energy. Requirement: Energy Protection.
Wild West 2.0 Name
Value Description
Green Thumb
7
Your type changes to Plant. You gain a full day’s sustenance by being in the sun for 8 hours, but do not heal naturally if you are out of the sun for more then 24 hours.
Machine Fusion
8
Your type changes to Automaton and you can now take Automaton levels. This also requires a Craft: mechanical check of DC 30. Level adjustment: +1
Unlife
8
Your type changes to Unlive without having to go through the messy process of dying first. This is equivalent to the Geneticist’s True Undeath ability. Level Adjustment: +1
LAIDEMs In every Crazy Eddie store there is a mysterious booth in the back left corner of the shop labeled “Lenscap
Alchemy Intelligent Design Manipulator”. This device al-
lows you to buy basic abilities and stat bonuses for your character. It also allows you to sell your basic stats for ready cash at a 1/3 loss. A LAIDEM should not be used more then once per day; you can, but you will take 1d6 Con damage and usually acquire some minor, permanent cosmetic flaw. Listed below is what you can buy, the form the bonus takes and the cost formula. • Armor Class: Insight bonus, #2 × 2000gp • Attack Bonus: Competence bonus, #2 × 2000gp (this is not a base attack bonus) • Base Ability Score: Enhancement bonus, #2 × 1000gp • Experience Points: #2 × .1gp (you can buy no more then 500 XP at a time) • Feats: #2 × 1000gp • Hit Points: #2 × 500gp • Saving Throw: Resistance bonus, #2 × 1000gp • Skill Points: #2 × 100gp LAIDEMs are also programmed to perform grafts. The operation is more expensive (value × 2000gp), but the devise counts as a 20th level Geneticist with no possibility of failure.
43
Wild West 2.0
44
New Creatures Automatons Automatons are Human-made mechanical constructs, designed to be a happy to serve and expendable workforce. They therefore don’t consider personal freedom to be a right and have no trouble with slavery, as long as they have a decent chance to work themselves out of it. Besides being made of metal and generally having four limbs, two Automatons may share absolutely no physical similarities. Though they start out resembling a medium sized humanoid, constant tinkering and self modifications make every Automaton unique eventually. Automatons speak Common and a language called Machine Code. Their favored race is themselves, the sample presented is of a 1st level Automaton. Combat: Automatons approach combat with mechanical efficiency. Close combat is rather messy and dangerous, why not blow them up from a distance? Explosives, steam weapons, traps and poison are all favorite parts of an Automaton’s arsenal. Booby traps to soften the enemy are followed by heavy weapons support and sniping attacks. Automaton Traits: • Unlike other races, an Automaton can modify itself by taking levels in its own race. Automaton levels can be taken after taking levels in other classes and do not reduce class choices (a Monk automation can resume Monk levels after taking a level in automation). An unmodified Automaton resembles a medium sized humanoid. • Level Modifiers: BAB: 3/4; HD: d6; Saves: choose one good save at 1st level, this is permanent; Skill Points: 6+Int; Skills: Appraise, Balance, Climb, Concentration, Craft, Diplomacy, Decipher Script, Disable Device, Hide, Jump, Knowledge (All Skills), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spot. Proficient with simple weapons. • They are immune to poison, sleep effects, paralysis, disease, nausea, nonlethal damage, stunning and necromantic or death effects. Because they have a Con score, they are still subject to critical hits, massive damage and other effects requiring a Fort save, as well as fatigue and exhaustion. Rusting attacks do double damage. • When an Automaton is reduced to negative health, they lose consciousness but do not take further damage; they instead heal at 1 HP/minute until at 1 HP. They still die if reduced to -10 HP or less. • Automatons can choose to build their own armor plating rather then wearing armor meant for humans. For every 2 points of AC, they gain 5 pounds, take -1 AC Dex bonus penalty and a -1 check penalty. Bonuses over
+6 cause the automation to be treated as though it’s wearing heavy armor. Bonuses over +12 double all defects of heavy armor. • Because of their idiosyncratic method of “growth”, individual Automatons are distinctive to the trained eye. A creature can make a Craft: mechanical check equal to double the Automaton’s level to determine its five highest level upgrades. If successful, a second check equal to three times the Automaton’s level will let you know every upgrade it has that is not deliberately hidden. • An Automaton does not need to eat, but instead needs heat sources for its boiler. It requires 8 hours per day to repair itself or poor maintenance causes fatigue similar to lack of sleep in a human; they remain conscious, but flat footed, as they repair themselves. When an Automaton repairs itself for the day, they gain the normal daily amount of healing that a living creature would; they can also repair themselves using Craft: mechanical checks in place of Heal checks. • Automatons can choose how hot their boiler gets, allowing them to either conserve fuel or increase movement potential. Under normal circumstances, an Automaton burns fuel decided by its size; however, they can modify this. Changes to their fuel rate are decided after a repair-period (after they rest, normally in the morning). In return for accepting the effects of a slow spell for the entire day, the Automation burns 1/2 their normal fuel amount. Normal Automatons burn the vast majority of their fuel either during the night or the day, the other time being spent repairing themselves. Once per week, Automatons need the equivalent of one standard water ration for a creature of their size to replace losses from normal operations. Small: 5lb/fuel per day Medium: 10lb/fuel per day Large: 20lb/fuel per day Unlike when humans run out of food, an Automaton simply stops moving. This is not death; it is simply a lack of power. They take no damage from this, but completely lose consciousness. If heat is returned to their boiler, they will begin moving again (usually complaining about being stiff ). Society: Social status has little meaning to Automatons and they do not hold any racial grudges. They will band together with almost anyone as long as they see it as gainful, or hold almost any alliance until it becomes ungainful. Because they have no sense of ‘lineage’, Automatons rarely have ‘family’ or ‘community’ either. This means that a town consisting of only Automatons is unheard of, although possible if they felt some gain by grouping together. Not having or wanting lands of their own, they get work where they can; usually in hazardous industry or
Wild West 2.0 menial service jobs.
Sample Automaton: 1st Level Automaton Medium Automaton Hit Dice: 1d6+1 (7hp) Initiative: +6 Speed: 30’ Armor Class: 14 (+0 Dex, +4 Armor), Touch 10, Flatfooted 14 Base Attack/Grapple: +0/+0 Attack: Blunderbuss +0 ranged (2d6/1920x2) Full Attack: Blunderbuss +0 ranged (2d6/1920x2) Space/Reach: 5’/5’ Special Attacks: Steam Belch Special Qualities: Steam Belch, Simian Shape, Wrench Saves: Fort 1, Ref 4, Will 0 Abilities: Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8 Skills: Balance +4, Craft +6, Diplomacy +3, Disable Device +6, Listen +4, Search +6, Spot +4. Feats: Improved Initiative Environment: City, Desert Organization: Solitary Challenge Rating: ½ Treasure: None Alignment: Always Neutral
will keep their distance and snipe the enemy from cover. If an entire clan is attacked, they will swarm the enemy and overwhelm them with tumbling and flanking attacks. Garez Traits: • +2 Dex, –2 Str: • Small size: Base speed 20’; +1 size bonus to AC and attack rolls; +4 size bonus on Hide checks; small weapons; ¾ lift and carry load. • +2 bonus on Hide, Listen, Move Silently and Slight of Hand checks. • +1 racial bonus on all saving throws. • Defensive Roll: Once per day, when he would be reduced to 0 or fewer hit points by damage from a single attack, a Garez can attempt a Reflex save for half damage (DC=damage dealt). The Garez must be aware of the attack and be able to make a Reflex save for this to work; the Evasion ability does not apply. • Automatic Languages: Common, Garez. • Favored Class: Rogue Society: Garez have shaped their entire society around trade. Year round, their caravans make endless circuits of the trade routes that supply the various communities of the desert. Garez live in tight knit tribal families lead by a headman, although major decisions affecting the tribe require unanimous consent. The tribe is paramount to a Garez; they will sacrifice everything to protect it and die willingly to defend it. A Garez that has been banished from their tribe for a major offense will wander aimlessly, sometimes taking their own lives unless they find another tribe willing to accept them. They claim the entire desert as their own and worship a monotheistic sun god named Chet.
Sample Garez: 1st Level Rogue
Advancement: By Class Level Adjustment: +0
Garez Garez are businessmen at heart. Though they have a well deserved reputation for being light fingered, a reliable trading partner is always given a square deal. A Garez stands from 2 1/2’ to 3 1/2’ tall and can weigh between 35 to 60 pounds. A short lived race, they come of age at ten years and seldom live past 40. They have very light skin which is completely covered in layers of assorted rags under a brown, black or gray hooded wool robe. Garez speak Garez and Common. Almost all Garez have at least one level in Rogue, the sample presented is of a 1st level Rogue. Combat: Garez try to avoid combat whenever possible. If they feel cornered or threatened however, they
Small Humanoid Hit Dice:
1d6+1 (7hp)
Initiative:
+3
Speed:
20’
Armor Class:
16 (+3 Dex, +2 Leather Armor, +1 Size)
Base Attack/Grapple: +0/-5 Attack:
Dagger +4 melee (1d3-1/19-20x2)
Full Attack:
Dagger +4 melee (1d3-1/19-20x2)
Space/Reach:
5’/5’
Special Attacks:
Sneak Attack 1d6
Special Qualities:
Defensive Roll, Trapfinding
Saves:
Fort +2, Ref +6, Will +1
45
Wild West 2.0
46 Abilities:
Str 8, Dex 17, Con 12, Int 14, Wis 8, Cha 13
Skills:
Appraise 6, Bluff 5, Diplomacy 5, Hide 9, Listen 5, Move Silently 9, Sense Motive 3, Slight of Hand 9, Spot 3, Tumble 7
Feats:
Weapon Finesse (Dagger)
Environment:
Desert
Organization:
Tribe (15-40 +50% noncombatants, 3-8 3rd level sergeants, 1-3 5th level lieutenants, 1 7th level captain)
Challenge Rating:
1
Treasure:
Standard
Alignment:
Usually Chaotic Neutral
ing 1d20 + Cha mod + Hit Die. If the Motan has Animal Empathy from the druid class, the bonus from the class ability supersedes the bonus from the racial ability. A magical beast with an Int of 1 or 2 can be influenced, but with a –4 penalty. • Low light vision: A motan can see twice as far as a human in dim light. • Proficient with light armor, scimitar and shortbow. Society: Motan tribes are hunter/gatherer based and are organized around a matriarch who makes all decisions and a small elder circle who advises her. They travel within a set territory that may be shared with other tribes. Males do the hunting, gathering and fighting while women are in charge of domestic affairs. While the entire tribe will instantly respond to a threat with overwhelming force, friendly guests are treated well.
Advancement:
By Level
Sample Motan: 1st Level Brujo
Level Adjustment:
+0
Motan Motans are a long-lived aboriginal race who live in hunter/gatherer groups in the deep desert. They are the only race that can use, or grant the use of, divine magic. Distrustful of high technology, they hate Geneticists and their creatures as unnatural creations. A Motan stands 5’ to 5½’ tall and weighs 100 to 130 lbs; coming of age at 40, they often live 400 to 450 years, They have dark skin, hair, eyes and a covering of short, dark hair.. Wearing nothing but a loincloth, an adult Motan is covered in tattoos of varying significance. A Motan speaks Common and Motan. Their favored classes are Brujo for males and Druid for females; Monks and Rangers are also seen. The sample presented here is of a 1st level Brujo. Combat: Motans prefer a straightforward approach to combat. While they may use their bows to harass the enemy from cover, what they like best is to get up close and personal. A disconcerting habit they have is to advance on an enemy from underground using their burrow ability instead of charging in the open. Whenever possible, they use a specialized ambush tactic involving burrowing under an enemy and then springing up out of the sand next to them. If a tribe is threatened on their home ground, every one of them can be counted on to fight to the death. Motan Traits: • Medium humanoid; Base speed 30’, Burrow speed 10’. • –2 str, +2 wis, –2 cha. • +2 bonus on Handle Animal, Knowledge Nature, Ride; +4 bonus on Survival. • Animal Empathy: A Motan is able to make the equivalent of a Diplomacy check against an animal, us-
Medium Humanoid Hit Dice:
1d8+1 (9hp)
Initiative:
+1
Speed:
30’, Burrow 10’
Armor Class:
13 (+1 Dex, +2 Leather Armor)
Base Attack/Grapple: +0/+1 Attack:
Scimitar +1 melee (1d6+1/18-20x2) or Shortbow +1 ranged (1d6/x3)
Full Attack:
Scimitar +1 melee (1d6+1/18-20x2) or Shortbow +1 ranged (1d6/x3)
Space/Reach:
5’/5’
Special Attacks:
Predator Form
Special Qualities:
Animal Empathy, Infusions, Taboos, Spirit Tongue
Saves:
Fort +3, Ref +1, Will +4
Abilities:
Str 12, Dex 12, Con 13, Int 8, Wis 15, Cha 8
Skills:
Climb +5, Handle Animal +5, Jump +5, Knowledge: Nature +1, Ride +5, Survival +10
Feats:
Track
Environment:
Desert
Organization:
Tribe (30-80 +10% noncombatants, 1 3rd level sergeant per 5 adults, 5 5th level lieutenants, 3 7th level captains, 1 12th level elder)
Challenge Rating:
1
Treasure:
Standard
Alignment:
Always Neutral
Wild West 2.0 Advancement:
By Class
Level Adjustment:
+0
Unlive Type Unlive are the creations of science, not magic, and therefore have different traits then normal Undead. Those that have been created from scratch, using the Geneticist’s Frankenstein Complex ability, are true Undead and follow the descriptions in the Monster Manual. Creatures that have been brought back to life by a Geneticist’s True Undeath ability are the ones described here. Personality: Some Unlive manage to retain their original personalities in spite of the stigmas they face, usually because they were able to hold onto something of their previous lives. Quite a few of them over time though develop a persecution complex and other socially related neurosis. Unless they manage to find some measure of stability, Unlive generally suffer a nervous breakdown and go insane, seeking nothing but revenge on those who drove them to madness. Physical Description: Unlive were always Human, as no self-respecting Geneticist would waste time on a Garez and the process does not work on Motans or Automatons. Unlive who try to exist in regular communities will normally disguise themselves, using makeup and surgery to appear like other Humans. Though their vital processes are not stopped completely like true Undead, they are extremely slow and inefficient. Unlive seldom live more then twenty years past their original death. Relations: Being accepted in very few places, Unlive lead an uncertain existence. Human’s acceptance of variation does not include them; they risk ridicule and indignities in towns and lynchings in the cities, although they are valued as slaves because they need so little to survive. Motans believe them an affront to nature and destroy them on sight. Only Automatons and Garez hold nothing against them. They might find sanctuary in small, open minded frontier towns or traveling with small trading caravans. There are rumors of Unlive communities in the desert, but they haven’t been investigated. Not surprisingly, Rogues and Con Artists are the most successful at surviving due to their talents for disguise. Alignment: Stable Unlive at first keep the alignment they were in life, although reactions to their new condition may change that very quickly. Those who have gone insane are always chaotic evil. Lands: Unlive can neither claim nor own lands of their own. It is rare for an Unlive to be able to stay in the same place from when he was alive. Adventuring or traveling in general is usually far preferable to the scorn of former loved ones, despite the inherent dangers.
Religion: Unlive will keep whichever brand of religion they had in life. Even a crazy Unlive would usually not renounce it’s faith. Language: Unlive do not have a language of their own; they retain and speak any languages they knew. Names: Unlive may keep their original names or change names to avoid being found out. Adventurers: If their friends and family are understanding, Unlive can be comfortable doing what they did in life. This is rarely the case however, and adventuring provides a way to escape from persecution and unwanted memories. Racial Traits: An Unlive keeps all class levels and abilities, hit die and surgical modifications from it’s previous existence. The process of resurrection is extremely traumatic however; in addition to the normal level loss from death it takes a –2 penalty to Cha from general feelings of insecurity. All other Human racial traits are unchanged. An Unlive’s slower metabolism is a tradeoff. They receive a +2 bonus on Fort saves, a +2 resistance bonus against poison and disease and they only require a third of the food, water and air needed by a normal Human. Any surgical modifications done to them cost 1/3 less then normal. On the other hand, their natural healing rate is halved and any healing done to them, magical or otherwise, has only half the effect.
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The Tri-County Territories
“I
t was a great place once, you know. Good, honest people worked the land they could find and brought riches for us back here, so our lives could be easier. I visited Fortune City once as a child, about your age. Sad to think that beautiful place is now a den of such fiendish men.” “Going into the Sandsea? Take my advice, don’t go into the Sandsea.” Thousands of miles west from the factories, shipyards and apartments of the civilized world, in a large valley encroached upon by endless deserts, rugged mountain ranges and lush forests, lies what some of the toughest individuals who walk the earth call home. One of the last truly lawless areas on the planet and the furthest away from any known civilization, the Tri-County Territories (commonly known as The Trinity) are largely unexplored and rife with abandoned mines, ancient ruins, tribal secrets and more. The lifeblood of what could be called it’s economy lies in the large mob or gang-run husks of former cities, the most infamous being the sinfully twisted resort of Fortune City. The Trinity denotes three separate counties, each with their own internal influences and micro-governments. They are Folsom County, Kimball County and Del Lunes County. “Wars” between vying interests are common and laws between each border can vary wildly. The apt adventurer would best research their ultimate destination and the safest route to get there, lest they find themselves detained by “border patrol”.
Folsom County Folsom County encompasses the smallest amount of land, but contains the only working railroad and extends from the central oasis of Fortune City east towards the Panhandle. It is the most populous county and is primarily ruled by the Mafioso, though a strong Eastern Nationalist presence still persists. Folsom dominates the Water, Gambling and Manufacturing industries for The Trinity, though the majority of it’s work force are either temporary hired hands or slaves bought from the less lawful Del Lunes County. A lowland, Folsom County has no mining sources and consists mainly of scrub wasteland with the only arable land being on the Panhandle. The only major water source left, Kruper Lake, is exploited to serve as the main source of steam among the citizens here. People new to The Trinity typically arrive here, and all too often are buried here as well.
Kimball County The idyllic scenery of the northern Kimball County should not be taken at face value; the county is home to
some of the strangest and most dangerous creatures, man and monster alike. The northern end of the valley which eventually feeds out into the lowlands of Folsom County are marked by dense forest and extremely unforgiving mountains. It is the resource breadbasket of The Trinity and home to lumber and mining businesses. People here are extremely territorial and with no major cities or roads, except for the regional capital of Timber, any wrong step could be your last. Timber is governed by the Redwood Barons, a greedy and expansionist corporation at odds with the Mafioso. The wilderness is not necessarily owned by any group of people, but rumors of an isolationist cult named The Feyd, patrolling the extreme trails and cannibalizing outsiders, persist.
Del Lunes County The largest and least populated (by humans at least) county of The Trinity, Del Lunes County is a desolate wasteland surrounded and encompassed by deserts, salt flats and the feared Omir Sandsea. With it’s only arable land situated just opposite of Folsom County across Kruper Lake, most of Del Lunes’ inhabitants live in Mortoon, the center of the slave trade for entire West. The majority of the frontier consists of ever-shrinking native Motan reservations and the small dusty towns that go up in their wake. The laws here are harsh, bordering on outrageous, and are firmly enforced by the Knights of Lunes and their more covert branch, La Muerte Verde. The Knights tend to not allow newcomers and border crossing is a crime punishable by death without trial, so much of what lies within is unknown. This excepts most of the researchers who come to the edge of the Omir Sandsea from the East, in order to not arouse nationalist attention. Locals have reported sightings of unfathomably large worms who dwell deep in the sand, though this is usually dismissed as just a tall tale.
The Boundaries It is not generally recommended to travel beyond The Trinity, though there are stories of those who have successfully done it and returned. Except returning to civilization through neighboring Garfield Territory through the Panhandle, every direction from The Trinity is an inhospitable place. It has been said that north of Kimball County lies an endless chain of snow-topped mountains with a gargantuan, ever-looming volcano at the highest point. To the south of Del Lunes lies the Twilight Desert, a wasteland of black sand under eternal moonlight. Motan tribals hail it as the Land of the Gods, where they return to in death. To the west of Del Lunes is the enthralling Omir Sandsea, a literal ocean of golden sand and water that churns endlessly. With a consistency of quicksand, specialized boats are the only craft to have
Wild West 2.0
Map of the Tri-County Territories
ever had any success traversing it, though none have ever returned. Atmospheric phenomena is commonly seen during eclipses here.
Points of Interest Fortune City: The lawless self-proclaimed center of Trinity Territories is also the largest city in the area by far, with the most to offer adventurers of all walks of life. It is an eclectic city, built out of the ruins of the old resort built 60 years ago during better times, and therefore a jumbled mass of extravagance and steam-powered hodgepodge. The city itself is broken up into the Trainyards, with Acquisition Station being the hub of all train and
ferry transportation in the region; Oldtown, the decrepit ruins of the early steam factories now occupied as tenement housing by the most run down of criminals; The Hill, the world-famous gated downtown home to dozens of casinos, clubs and businesses; Coin-Op City, the average man’s playhouse complete with streets and streets of shops, restaurants, strip clubs, slavers and opportunities; and finally Kruper Crest, the heavily patrolled industrial sector responsible for processing all of the goods from across the territory and it’s wholesaling at the Grand Trinity Exchange. Large City Accommodations—Steam Power Available North Fortune: Not too far north from it’s sister city, North Fortune is a port city primarily responsible for the
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Wild West 2.0 shipping of lumber from Timber to Folsom County. It is considerably smaller than Fortune City, but retains a large work force imported from Mortoon during the treepulling season. North Fortune is also home to the Folsom County Resource Bureau (FCRB) a highly corrupt organization that ‘oversees’ the ‘fair exchange’ of goods and services throughout the region. Most long-term residents tend to be lower-middle class merchants or those too poor to live in Fortune City, but too weak to brave it out in Oldtown. Medium City Accommodations—Limited Steam Power Green Sands: Situated just on the edge of the Folsom Steppe lies Green Sands, an unassuming town often overlooked as the last outpost before Fortune City. Green Sands is home to the headquarters of many adventurer guilds given it’s approximation to the largely untravelled Folsom Steppe, as well as the Mafioso’s estates outside of their Hill high-rises. Given this, the town is considered the safest in the region, with the majority of the wealthy denizens and extravagant shops located within. There is an extensive tunnel system that once connected Green Sands with Folunes and Delsom, among other spidering caverns. It has been long since condemned. Medium City Accommodations—Steam Power Available
Wild West 2.0 Alternate Map: The World of Mota
Map by Zippy Malone
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Further Resources: Recomended Reading: • Revolt in the Desert; by T. E. Laurence; George H. Doran Company 1926 • Dune: by Frank Herbert; Penguin Putnam Inc. 1965 • The Dark Tower Series; by Stephen King; Grant, Publisher, Inc. 1982-2004 • Girl Genius; by Phil and Kaja Foglio; Studio Foglio LLC 2001-2012 • Desert Punk; by Usune Masatoshi; Enterbrain Publishing 2004-2005
Recomended Viewing: • Winchester ‘73: 1950; James Stewart, Shelly Winters • High Noon: 1952; Gary Cooper, Grace Kelly, Lloyd Bridges • Shane: 1953; Alan Ladd, Jack Palance • The Searchers: 1956; John Wayne, Natalie Wood, Jeffrey Hunter • Rio Bravo: 1959; John Wayne, Dean Martin, Ricky Nelson • The Magnificent Seven: 1960; Yul Brynner, Steve McQueen, Charles Bronson, James Coburn • The Man Who Shot Liberty Valance: 1962; James Stewart, John Wayne, Lee Marvin • Wild Wild West: 1965; Robert Conrad, Ross Martin • The Good, the Bad, and the Ugly: 1966; Clint Eastwood • The Professionals: 1966; Lee Marvin, Burt Lancaster, Robert Ryan • Once Upon a Time in the West: 1968; Henry Fonda, Claudia Cardinale, Charles Bronson • Butch Cassidy and the Sundance Kid: 1969; Paul Newman, Robert Redford • The Wild Bunch: 1969: William Holden, Ernest Borgnine • Kung Fu: 1972; David Carradine • The Outlaw Josey Wales: 1976; Clint Eastwood, Sondra Locke • Unforgiven: 1992; Clint Eastwood, Jaimz Woolvet, Gene Hackman, Richard Harris • Tombstone: 1993; Kurt Russell, Val Kilmer, Bill Paxton, Sam Elliott • Wyatt Earp (Special Edition): 1994; Kevin Costner, Gene Hackman, Dennis Quaid • Wild Wild West: 1999; Will Smith, Kevin Kline • 3:10 to Yuma: 2007; Christian Bale, Russell Crowe • Appaloosa: 2008; Viggo Mortensen, Ed Harris, Jeremy Irons, Renee Zellweger • True Grit: 2010; Hailee Steinfield, Jeff Bridges, Matt Damon, Josh Brolin
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