This is a six-guns and sorcery setting for Goodman Games' Dungeon Crawl Classics setting. It's a fairly lethal, OSR style game intentionally evocative of it's '70's era predecessors -- set in a supernatural, steampunk, spaghetti western setting.
*Note*
DCC is fairly crazy to begin with, and transporting this to the weird west brings much of the same outlandish feel. We aren't going for realism here.
Main sources of inspiration will be coming from the Deadlands RPG, Sixth-Gun Comic (and RPG), and Hard West Video Game.
Spencer Collin - American Photographer - 2 HP Str 7(-1), Agi 15(+1), Sta 5(-2), Per 14(+1), Int 11, Luc 10.
Ref +1, Fort -2, Will +1
Tekumsah La'Awethikah - Comanche Cowpuncher - 3 HP Str 13(+1), Agi 9, Sta 10, Per 8(-1), Int 6(-1), Luc 11.
Ref 0, Fort 0, Will -1
Roy MacArran - Scottish Wainwright - 2 HP Str 16(+2), Agi 11, Sta 12, Per 8(-1), Int 11, Luc 17(+2)*Additional -3 on Fumbles*.
Ref 0, Fort 0, Will -1
Donovan Twist's Posse:
Miles Standish - Anglo. Am. Farrier - 3 HP Str 13(+1), Agi 8(-1), Sta 10, Per 8(-1), Int 8(-1), Luc 14(+1) *+5' speed*.
Ref -1, Fort 0, Will -1
Diggory Priest - Anglo. Am. Cow-A**-Whooper - 3 HP Str 14(+1), Agi 14(+1), Sta 10, Per 11, Int 14(+1), Luc 13(+1) *Additional -1 to all Fumble rolls*.
Ref +1, Fort 0, Will +1
Edward Leister - Anglo. Am. Book-Keeper - 4 HP Str 11, Agi 13(+1), Sta 14(+1), Per 4(-2), Int 15(+1), Luc 14(+1) *+1 to skill checks*.
Ref +1, Fort +1, Will +1
Hyregoth's Posse:
Henry Weaver - American Weaver - 5 HP Str 12, Agi 8(-1), Sta 16(+2), Per 15(+1), Int 11, Luc 9.
Ref -1, Fort +2, Will +1
Judge Cartwright - American Judge - 5 HP Str 12, Agi 14(+1), Sta 13(+1), Per 13(+1), Int 9, Luc 7(-1) *-1 to turn unholy checks.
Ref +1, Fort +1, Will +1
Ronnie Milsap - American Surveyor - 5 HP Str 10, Agi 9, Sta 15(+1), Per 12, Int 16(+2), Luc 12
Ref 0, Fort +1, Will 0
Junelee's Posse:
Lilly Ann Stewart - American Clothier - 3 HP Str 14(+1), Agi 9, Sta 11, Per 17(+2), Int 8(-1), Luc 12.
Ref 0, Fort 0, Will +2
Samuel J. Wickerhaus - American Saddler - 4 HP Str 5(-2), Agi 8(-1), Sta 13(+1), Per 8(-1), Int 8(-1), Luc 13(+1) *Knows 1 additional language.
Ref -1, Fort +1, Will -1
Hessie McCollum - American Hatter - 1 HP Str 8(-1), Agi 14(+1), Sta 12, Per 13(+1), Int 10, Luc 7(-1) *Knows 1 less language*.
Ref +1, Fort 0, Will +1
Strength - Your physical power and athleticism. This modifier affects your Melee attacks as well as damage (though it can't reduce damage below 1).
Agility - Your grace, speed, finesse, etc. This modifier affects your Armor Class, Ranged attacks, Initiative, and Reflex save. This also affects your ability to fight with a weapon in each hand
Stamina - Your grit and endurance. This modifier affects your Hit Points (even at lvl 0), and Fortitude save. If you have 5 or less Stamina, you automatically take double damage from poisons and diseases.
Personality - Your charm, strength of will, and persuasive talent. This modifier effects your Willpower save. Vital for "clerics"
Intelligence - Your knowledge, discernment, and mental acuity. This determines languages known (7 or less only know common, and 5 or less can't read or write). For "wizards", this determines maximum spell level and number.
Luck - Dumb luck, favor, destiny, etc. This has several quirks:
- - - At creation you rolled a random luck bonus. Your Luck modifier (good or bad) is applied in this random area as well (though it may not matter for your class... tough luck). Note: this modifier doesn't change, even if your luck drops later. It's set from creation.
- - - The Luck modifier affects other rolls as well, such as fumbles or critical hits, as well as select rolls as determined by class.
- - - Luck may be "burned" as detailed below.
- - - Finally, when something is to affect a random PC, I'll look to the character with the highest/lowest Luck, depending on if the event is positive or negative.
Quote:
Burning Luck
A character may cheat fate by permanently dropping his/her luck in order to add an equal bonus to a roll. [/i]e.g. A character could drop her Luck by 6 to add +6 to a crucially important roll.[/i]
This may only be used to affect your own rolls. It may seem drastic, but if the roll is really important, it's well worth it!
You also may replenish lost luck through close adherence to their alignment (or may find it dropping if wildly in conflict with their alignment).
Rogues and Gamblers also gain luck at regular intervals, as defined by the class.
Basic Rolling Mechanic
The most basic roll is 1d20, modified by the applicable attribute and occasionally by context. This roll must tie or exceed a Target Number as defined by the difficulty of the intended task or the contested roll of the opposition (Very similar to Pathfinder).
However, there are no "skills." Any "skillful" actions rolled are determined to be either skilled or unskilled as justified by the character's prior occupation. If the task at hand fits will with their occupation, it's skilled, if not then it is unskilled.
Skilled rolls are made using 1d20 and the applicable attribute.
Unskilled rolls are made using 1d10 and the applicable attribute.
If it's grey (could possibly be justified, but quite a stretch) then it is unskilled, but with a +2 modifier.
Fumbles and Crits
A natural 1 is a Fumble. This is an automatic failure/miss and the character rolls on a Fumble Table. This roll is modified by Luck, but in reverse (since lower is better on the table). e.g. A +1 Luck bonus will modify a Fumble roll by -1.
The die used to roll on the Fumble table is determined by character's class and level. At lvl 0, it is 1d16
A natural 20 (or highest number on a die, if the die changes) is a Crit. This is an automatic success and the character rolls on the applicable Crit Table (determined by level and class). At lvl 0, it is 1d4. This is modified normally (because higher is better) by Luck.
When rolling firearm damage, if you roll the maximum damage (e.g. 6 on a d6, or 12 on a d12, etc.) then that die 'explodes', meaning you get to roll it again and add the second roll to the first. *A damage die from firearms may only explode once, unless specifically stated otherwise.
Reloading takes 1 round, which ordinarily reloads 4 rounds. Passing a DC 10 Agility check will allow you to take ordinary movement in that round as well.
Range penalties apply beyond the closest range: -2 to the roll at medium, -1d at long, and -2d attack and -2d damage at extreme range due to slowing velocity of the bullet.
SA Semi-automatic firearms can choose to fire up to 3 times a round, with the first suffering -1d on attack and each subsequent suffering an additional -1d beyond that (accumulative).