Roleplaying Game Basic Rulebook
by Stuart Robertson
Published by Robertson Games
http://strangemagic.robertsongames.com/2011/05/weird-west-roleplaying-game-basic.html
Weird West can be purchased for only $1, including both the pocketmod and regular sized pdf versions, at: http://rpg.drivethrustuff.com/product/91122/Weird-West-Roleplaying-Game-Basic-Rulebook
In other exciting news, Weird West exceeded its Indiegogo goal, and will be releasing a full line of miniatures. I showed my support with a token donation.
http://www.indiegogo.com/Weird-West-Miniatures
Since its release, a few fans of the game have come up with their own ideas:
Risus Monkey gives us West Words for inspiration:
http://www.risusmonkey.com/2011/08/westwords-inspiration-for-your-weird.html
Some AWESOME Weird West pregens and an adventure setting:
http://www.stargazersworld.com/2011/05/11/%E2%80%9Cyou-are-all-travelling-in-a-stagecoach%E2%80%A6%E2%80%9D-weird-west-pre-gens/
Dry Gulch, setting outline, npcs, and map for a small Weird West town:
http://fictitiousentry.posterous.com/dry-gulch-a-weird-west-town
Of course, I've also had my own fun with the game.
I converted a few of my favorite old school creatures for Weird West from the AD&D1e Deities and Demigods book and the D&D Rules Cyclopedia, based on Stuart's suggestions for converting Swords and Wizardry creatures.
Shoggoth
Fighting: 20
Defense: 8
Stamina: 20d8
Weapon: 3d10/3d10
Shoggoths attack with two appendages per round. When a charcter first sees a Shoggoth, they must roll a Grit 3 Difficult Task or go insane.
Otyugh
Fighting: 6 to 8
Defense: 6
Stamina: 6 to 8d8
Weapon: 1d8/1d8/1d4+1
Otyughs have limited Telepathy. Bite infects victim with a debilitating (80%) or fatal (20%) disease unless they can make a Grit 5 Difficult Task roll.
Owl Bear
Fighting: 5
Defense: 4
Stamina: 5d8
Weapon: 1d8/1d8/1d8
Owl Bears attack with two claws and a bite. If both claw attacks are successful, the Owl Bear hugs for an additional 2d8 damage.
Troll
Fighting: 6
Defense: 5
Stamina: 6d8+3
Weapon 1d6/1d6/1d10
3 rounds after it is damaged, trolls regenerate 3 Stamina points per combat round, even if dismembered or killed. They do not regenerate damage from fire or acid. They attack with their two talons and a bite, and many also like to carry a blunderbuss (1d10, 2 handed, 1d12 in close combat, single shot)
Goblin
Fighting: 1
Defense: 3
Stamina: 1d8-1
Weapon: varies
Goblins use medieval weapons and any guns they may steal or scavenge. Goblins can see in the dark, but receive a -1 to their combat rolls in full daylight. Goblins sometimes keep Dire Wolves (Fight 4, Def 3, Sta 4d8+1, Bite 2d4) as pets and mounts. each Goblin Tribe has a king (Fight 3, Def 5, Sta 15, Weapon +1 damage) and his 2d6 bodyguards (Fight 2, Def 4, Sta 2d6, weapon). Kings and bodyguards do not suffer the full daylight penalty. Goblin bands are 2d8 in number, and tribes are 6d10 in number.
A few of the characters I created:
Johnny Paladin
Path: Fighter
Level: 1
Fighting: 1 He can use his guns
Grit: 1 and take a punch;
Magic: 2 He's quick, and has God on his side,
Skill: 0 but he still has a lot to learn.
Stamina: 5
Defense: 0
Magic/Special Abilities
Fastest Gun In The West
Rosary Beads (Medicine Bag)
Weapons
2 handguns
sword
knife
Johnny Paladin is a fledgling monster hunter and destroyer of evil. His faith in God in unquestionable.
Little Bear
Path: Gifted
Level: 1
Fighting: 1 He is learning his spear and knife
Grit: 1 and his spirit is strengthening.
Magic: 1 The animals are his friends
Skill: 1 and they teach him their ways.
Stamina: 5
Defense: 1
Magic/Special Abilities
Horse Whisperer
Weapons/Stuff
spear
knife
loincloth
1 dose of mescaline
flint & steel
small pouch
Little Bear is a young brave heading out for his Rite of Passage. He must travel to the Sacred Place, take a Spirit Journey, and discover his Totem Spirit.
I also created a gang of 4 Goblin brother outlaws, using one of each of the four Paths, as an interesting group of characters for playing Weird West from the perspective of the 'Weird' part. These four do not suffer the daylight combat penalty as regular goblins.
Ghorbul Dulfimph
Path: Fighter (Goblin)
Level: 1
Fighting: 2 He lives for his sixguns,
Grit: 1 and an outlaw's image.
Magic: 1 He's fast on the draw,
Skill: 0 and isn't interested in much else.
Stamina: 6
Defense: 0
Magic/Special Abilities
Goblins can see in the dark
Fastest Gun in the West
Weapons
2 revolvers
Duzol Dulfimph
Path: Gifted (Goblin)
Level: 1
Fighting: 1 He can shoot,
Grit: 1 and will stand his ground,
Magic: 1 but he'd rather study machines
Skill: 1 and learn how they work.
Stamina: 2
Defense: 1
Magic/Special Abilities
Goblins can see in the dark
Scientific Mind
Weapons
revolver
Burkul Dulfimph
Path: Adventurer (Goblin)
Level: 1
Fighting: 0 He'll avoid a fight if he can,
Grit: 1 but will defend himself if he must,
Magic: 2 Lady Luck is his friend,
Skill: 1 and he loves to gamble and carouse.
Stamina: 3
Defense: 0
Magic/Special Abilities
Goblins can see in the dark
Lucky Tie Tack (Medicine Bag)
Weapons/Stuff
revolver
derringer
boot knife
Shuzgul Dulfimph
Path: Magician (Goblin)
Level: 1
Fighting: 0 He can't shoot a gun,
Grit: 1 but he's not yellow.
Magic: 3 He spends most of his time with musty old books,
Skill: 0 and not much else.
Stamina: 4
Defense: 0
Magic/Special Abilities
Goblins can see in the dark
Magic Lore (Scientific mind)
Electromancy
Weapons/Stuff
staff
~~~
Copyright © 2012, Paul Ingrassia
The title 'Go West Young Gamer' is an homage to the Western RPG genre, with a particular nod to TSR's old Boot Hill game, and the article of the same name by Steve Winter from way back when in Polyhedron (Issue 13 - Jul 1983). This may grow into a series covering Weird West, Boot Hill, and a few others.
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