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Old 05-12-2018, 01:18 AM
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Seeking Wild West ideas for Homebrew

Blood River Theme Music

Below is a game I'm creating and would like to hear what other DMs think. Also, what would you suggest be added or altered?

https://www.deviantart.com/art/Buffa...diers-26457115


The TownThe town of Blood River Montana is dedicated to the battle between 27th U.S. Cavalry Regiment and the Koyote alliance ten years prior. The battle was brutal and after three days the ground created a large puddle of blood which looked like a lake.

The town was started by a retired cattle baron James Lawthorn once he discovered the railroad was going to pass through. The town has fresh water in abundance as the water source comes from melting snows from the mountains flowing into a deep ravine. There are mountain ranges that defend the town on three sides and the elevations are too difficult for most to traverse. People are pretty much forced to pass through this valley as the only northern pass through an enormous wall of mountain ridges. The railroad finally completed blasting its way through to the other side into more hospitable Idaho. The pass is wide enough to allow wagon trains through without disturbing the railroad, but travelling in such a manner requires a lot of supplies in order to complete the pass. Good thing those settlers have Blood River to take care of all their travelling needs.


Game Setting SettlersThe year is 1866, everywhere in the east is in the crapper, both north and south alike. Bankers, politicians, and social elites have pretty much pushed everyone else out. In victory or defeat, the cost was immense as our boys returned home missing limbs, broken spirits, and not even a pot to piss in. So you decided to make a new start, those land grants all over the midwest and northwest. Problem was them grants for Oklahoma, Nebraska, Iowa? They nothing but dirt farms and no real towns to speak of. You chose to follow the railroad, you figured you would find a decent town and then farm or whatever along that route.

You got yourself a big $120 from your parents/in-laws to make the move. Then bought an horse, wagon, rifle, bullets, rations, and some odds n ins to start the trip. After two months, you took up with a wagon train in Minnesota on their way out west, the group took several months with small bandit attacks, a few indian raids, but mostly you fought the crappers, the sweats, rough currents in the rivers, and boredom.

The wagon train finally arrived in a small town named Blood River Montana. It was large enough for all of the basic needs, but needed your specialty yet small enough to not be squished like Boston or New York. With a fresh water lake filled by the melting mountain snows, The town next to the B & W railroad, and plenty of opportunities. You decide to stay...At least for now.


Native American StoryNative American tribes (Blackfoot and Crow major tribes) The whites have never cared much for sacred lands, they see no wood tent and they claim the land as their own. They see a single cactus in the desert and they take it. They have already declared war on the bison, taking the hides and letting the meat rot for the crows. We fought them once, a long vicious war. The elders finally gave in, realizing these demons would never stop and it was our people that had to learn how to live in their world. Most of their villages refuse to feed us, force us to walk in the winter without clothing or blankets. This village though, the lands where the river turned red as blood ten years ago. They are accepting of us though some still make statements of hate. The Army patrols this land as well, but this valley is peaceful. We share the waters, we trade, and we work together. Even in peace with the white man, war is here too. The Shoshone resist and survive off of the raids against the Crow and Blackfoot. We are stronger because we have new rifles while they shoot old and broken muskets from the Mexicans.

You live within either the Crow or Blackfoot tribes, this white town has accepted you though comments against the people occur. We have worked with these people by taming their wild mustangs, trading vegetables and fruits of the land, and now that you are old enough to choose your path, it is time to make your way.


Basic Information
Character Name:
Gender:
Age:
Settler or Tribe (Crow or Blackfoot):
Ethnicity; (There were White, Black, Asian, Half Breeds, Mexicans, and N. Amer)
Concept/Profession;
Single or Family:


Character Creation
Attributes; Point buy system. 90 pts 1 for 1 cost max is 18 minimum 6. Average 10 pts/attribute

Strength/Power
Agility/Aim
Gutts/Toughness
Charm/Etiquette
Manipulation/Conviction
Appearance/Attraction
Education/Intelligence
Common Sense/Wits
Perception/Foresight

Attribute Bonus/Penalty: 5-6=-2, 7-8=-1, 9-10=0, 11-12=+1, 13-14=+2, 15-16=+3, 17-18=+4

Hitpoints=Gutts x 2

Starting AC =10 + Agility Bonus + Dodge Bonus (cover +4, Concealment +2)


Restrictions and Notes
  1. This is a human only game,
  2. No Magic; It is also one that has NO MAGIC, although alchemy can create similar functions as known arcane spells.
  3. HPs are set at the beginning (Guts/Toughness Score x2) Good enough not to be able to die in melee/brawl and yet could die from a good shot with a firearm.
  4. AC is determined by 10+Agility/Aim bonus+Cover+Conceal=Total AC. Cover gives +4 bonus, Conceal +2.
  5. Brawl, Melee weapons cause maximum damage doubled on natural 20 for attack.
  6. Firearms cause maximum damage doubled on natural rolls of 19 or 20 for attacks.
  7. To attack player rolls a 1D20 and adds the Die result + Ability Bon + Skill Bon=Hit/Miss. Success is when the roll total matches or exceeds the target's AC (10+Agil bon+Dodge Bon+ Cover (+4)+Conceal (+2)


SKILLSSkill Points 54 (one for one cost. Max 10 Min 0): Skills are used similar to attributes in respect to utilizing score bonuses to improve the chance to successfully achieve an action. When receiving experience points, the player has a choice to either use the experience points to build onto their skills (1 for 1 point cost) OR exchange experience points ($4-1xp)

Maximum points in any skill is 10. Excess experience can be exchanged for money at a rate of $4/1 experience point. Skills are chosen by the player, not by the class to promote a greater variety in concepts.

SkillsAttributeSkillsAttribute
Lift,Pull,CarrySTR or ConDodge/BlockAGIL or Fore 
RunTUF or ConvLocksmithingAGI or Per 
InfluenceWITS or MANMeleeSTR or Gutts 
GamingWits or ForeFirearmsAIM 
Take A PunchGUTSArt/Sing/DanceCharm or Attract 
AlchemyEDU or PerceptClimbSTR 
Quick DrawAGI or ForeJumpingSTR 
Animal HandlingCHA or MANSeduction/FlirtCharm or App 
SurgeryEDU or C. SenSwimSTR 
Sleight of HandAGI or AttractThrowingSTR or AIM 
SurviveEDU or C. SenMarketing/SalesAtt or Man 
TrackingWits or ForeMiningC Sen or Per 
RidingAGI or CharmGambling/BluffApp or Man 
Sense MotiveC. Sen or PerHuntingPer or AIM 
DrinkingGutts or ForeCarpentry/Tent makingSTR or Wits 
CookingWits or EDUBower/FletcherWits or Str 
Musical InstrumentEDU or ManSkinningC. Sen or Tuff 
DrillingEDU or ConBlacksmithPow or ConRope Use
FishingAGI or ConvTrappingCon or Fore 
LanguagesEDU or C. SenInfluenceConv or Cha 
OTHER SpecifyBankingEDU or Wit  
MountaineeringPow or TuffReligionCon or EDU 
SeamstressConv or ForeWagoneerPow or Wits 
Wagon DrivingAGI or PowFire on the moveAIM or Conv 
ExplosivesEDU or Con   

Skill Point Bonuses:
Score
0=-2
1-2=0
3-4=+1
5-6=+2
7-8=+3
9-10=+4


EQUIPMENT/MONEYStarting Money; Gambler, Shop Keeper, Banker, Saloon Owner, Politician, Bounty Hunter, Miner; 500 dollars

Starting Money; Lawman, Doctor, Cowboy, Blacksmith, Gunsmith, Locksmith, Stable Owner, Wagon driver, Carpenter, Lumber Mill Owner, Pony Express rider, Hunter/Trapper, Entertainer, Soldier, Gunslinger. 200 Dollars

Starting Money; Preacher, Farmer, Teacher, Barmaid 50 dollars

Starting Equipment; Native Americans Plains horse, bow/30 arrows, Knife, 15 buffalo hides ($5/hide), 10 Beaver Pelts ($2/pelt)

Items not listed cost under a dollar so will be charged $1 for every 2 on the listed items found in (Deadlands pg 64-68)

Livestock: Horse $150 Mule $50 Chicken $2 Rooster $4 Sheep/Lamb $5 Cow $35 Bull $40 Goat $1 Pig $2/Hog $5
Saddle $25 Saddle bags $5
Clothing; Work Shirt $1 Trousers $2 Boots $8 Shoes $2 Longjohns $2 Duster $10 Winter Coat $15 Chaps $4, Dress shirt $3, Suit $15, Suspenders $1, HATS; Derby $1 Stetson $5 Sombrero $4 (Bonnet $2)
Equipment; Ax $2, Backpack $2, Barbed Wire 5 cents/yard, Bedroll $4, Canteen $1, Tradesman kit $7, Lantern $3, Lamp Oil $1/2 gallons, Cooking kit $3, Mining Kit $5, Rope 50', Guitar $8, Deck of Cards $1.
Cigars $1/2, Tobacco chewing $1/2 tins, Tobacco smoking $1/2 pouches
Services
Bath $1, Burial $5, Dr. Visit Office $2/Home; $5, Room/day; boarding house $1/Cheap Hotel $1/Fancy $2/Elite $5, Meals cheap $1/Meals Fancy $3, Drink cheap bottle $2/Drink fancy bottle $5
Lumber $10/20 boards,
House built; Out House $20, Shack $60, Poor Farm $150, House average $225, House Fancy $600. Characters can seek 'free land' and attempt to build a home at half the cost. Die Roll result + Power Bonus + Carpentry Bonus match or higher goal is (Out House DF 15, Shack DF 18, Poor Farm DF 20, House Average DF 22, House Fancy DF 26)


WEAPONS/DAMAGE
Melee WeaponsBonusesRate of FireAmmoDamageCost 
Punch=20STR bon0 
Large Club+1 Bon attack10STR+1D60 
Knife=10STR +1D4$2 
Bowie Knife=10STR +1D6$4 
Tomahawk=10STR + 2D6$3 
Spear=10STR + 2D6$3 
Sabre=10STR + 2D8$15 

Single Shot PistolShotsROFRANGEDamageCost 
.44 Army61103D6$12 
.34 Navy61102D6$10 
.44 Derringer2153D6$8 
.45 Peacemaker61103D6$15 

RiflesShotsROFRangeDamageCost 
.44-40 Winchester 63151204D8$25 
.50 Sharp's Big 5011204D10$20 
.58 Springfield11205D8$8 
Shotgun Single11102D6+4D6$25 
Shotgun Double22102D6+4D6$35 
Shotgun Scatter2252D6+4D6$35 

OTHER WEAPONSAmmoROFRangeDamageCost 
Bow and Arrow1210STR+1D6$3 
Throwing Knife115STR+1D6$3 
Throwing Spear115STR+2D6$3 
Throwing Tomahawk115STR+2D6$3 

Ranges (Short/Med -2/Long -4) (5/10/15; 10/20/30; 20/40/60)

AMMO BOX; Shotgun shells (20/box; $2/box); Pistols & Rifles (50/box; P $3; R $6); Arrows (20/quiver $2)


MAGIC There is no magic in this world, however alchemy can perform some of these functions.

MethodSpellRangeDamageMethodSpellRangeDamage 
Alchemy vial/clay shellAcid Spray51D6+1TotemAid00 
Totem/PrayerBless Water00Alchemy vial/shellBlur50 
Totem/PrayerCreate Food and Water00Alchemy/PrayerCure Lt. Wounds0 Heal 1D6 
Alchemy/PrayerCure Mod. Wounds0 Heal 2D6Alchemy/PrayerDelay Poison00 
TalismanDetect Traps and Pits50TalismanFear50 
TalismanDetect Traps00TalismanFlame Arrow00 
AlchemyFog Cloud00AlchemyForesight00 
TalismanGhost Sound00Alchemy vial/shellMagic Missile00 
TalismanMisdirection00Alchemy/shellNightmare00 
TalismanNondetection00TalismanPass Without Trace00 
Alchemy/ShellPlant Growth00AlchemyPoison00 
TalismanRage00AlchemyRemove Curse00 
AlchemyRemove Disease00AlchemyRemove Poison00 
TalismanMinor Shout301D6 sonic DamageTalismanModerate Shout2D6 sonic Damage  
TalismanGreater Shout504D6 sonic Damage     
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Last edited by Sarge6; 05-12-2018 at 05:37 PM.
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  #2  
Old 05-14-2018, 02:58 PM
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What system are you using?

-me
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Old 05-14-2018, 03:51 PM
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I took the price list of items from Deadlands and spell names from DnD, but the rest I created myself. I posted things up and don't want to miss anything.

I wanted to create a system that even a beginner could accidentally shoot/kill the sheriff or become that hero. It is dangerous.

To do anything people will get Roll # + Ability Bonus (max +4) + Skill Bonus (max +4) and is successful if the total exceeds the roll # of the opponent (whether it is a lock or a gun slinger). Easy stuff won't need to be rolled and there is no rolling in character creation. Everything is a point buy system. The hardest part is probably buying equipment.

Starting money is based on what concept a person is wanting to play.
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Last edited by Sarge6; 05-14-2018 at 03:57 PM.
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Old 05-16-2018, 03:08 PM
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I like your system. Simple and dynamic.

You should check out Boot Hill 3rd edition; An old TSR product and precursor to D20 (perhaps)

Damage in that system is 1d6, 1-3 light wound, 4-5 moderate and 6+ is dead. moderate wounds gave cumulative penalties and a 6 was dead/destroyed based off of hit location and weapon damage mod. You rolled d20 for hit location modified +/- by weapon skill and applied damage bonus based on location chest and head,+1, arms -1. Total damage taken off Hit Points.

Funnest, most tense game I’ve ever played.
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