OGL Wild West

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MGP 6605 Steve Hunting (order #3510822) 2

Transcript of OGL Wild West

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D e v e l o pment and Layout Richard Neale Cover Art Randy Nunley I n t e r i or Illustrations Jesus Barony, Eric Bergeron, Anthea Dilly, Marcio Fiorito, Tony Parker, Danilo Moretti, Stacy Drum & Rich Longmore S t udio Manager Ian Barstow P r o d uction Manager Alexander Fennell P laytesting Mark Gedak, Kent Little, Murry Perry, Patrick A. Kossmann, Tammy Gedak, Mark Howe, Mark Sizer, Daniel Scothorne, Mark Billanie, Micheal Young, Alan Moore, Daniel Haslam, Jamie Godfrey, James Sparling, Shannon Sparling, Shannon Sparling, Jimi Braun, Jason Thornton, Bill 'Urklore' Schwartz P r oof Reading Mark Quennel

Credits

Gareth Hanrahan

Contents2 9 30 43 81 98 118 147 151 156 161 168 172 183 194 210 221 232 237 240

Introduction Character Creation Vocations Skills and Feats Outfitting Rules of the West Shooting, Knife-fighting and Brawling Luck Horses Wildlife The Western Town Just Plain Folk Native Americans Rogues Gallery Games Mastering Western Adventuring Tables Index Character Sheet Licence

OGL Wild West is 2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. OGL Wild West is presented under the Open Game License. See page 240 for the text of this licence. With the exception of boxed story text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing the effects of applying experience, all text within OGL Wild West is declared as open content. Printed in Canada.

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INTRODUCTION

introduction

T

his is a game about the American West. Some of the book is about how it was, and some is about how it is remembered. It is up to the players and Games Master to find their own version of the West, finding their own trail between truth and legend. If the players want a historically accurate game where miles are miles, events occur as they truly did, and death comes more often from disease than a bullet, then they will find the tools they need in this book. Alternatively, if the players want a game inspired by movies and dime novels, where the history is just a painted backdrop and heroes ride high in the saddle, then they too will find their desires catered for within. The characters may be counted among those who build America, who drove the railroad across the continent and built the Western states. They may be soldiers who fight at the famous battles of the West, or adventurers who blaze the trails through the wilderness. They can be statesmen or scoundrels, outlaws or lawmen, the quick or the dead. They will either become part of the legend, or die in some godforsaken hot and dusty place and be forgotten.

1803: President Thomas Jefferson completes the Louisiana Purchase, doubling the size of the country. The Lewis & Clark expedition is sent out to explore the new reaches of the United States. 1811: The first steamboat to travel the Mississippi, the New Orleans, takes to the river. 1813: The Creek wars pit settler against native in Alabama. 1819: The United States purchases the Spanish territories in Florida after General Jackson conquers them. 1822: First fur-trapping expeditions up the Missouri. 1825: The Creek nation cedes its remaining territory to the United States. 1827: The Winnebago nation is defeated. 1828: The Cherokee cedes its lands in Arkansas Territory, and migrate west of the Mississippi. 1832: All territory west of the Mississippi is declared by Congress as Indian Territory. 1836: The Republic of Texas secedes from Mexico. The

A Timeline of the West

following war includes the infamous battle of the Alamo. 1837: Following the imprisonment of their leaders, the Seminole nation is defeated. 1838: 18,000 Cherokee are driven from Georgia to the lands west of the Mississippi. One in four die along the Trail of Tears. 1842: The Oregon trail, a route west from Independence, Missouri to Fort Vancouver, Washington is begun. 1844: The telegraph is introduced to the United States. 1845: The concept of Manifest Destiny is invented it is Gods will that the United States should rule North America. 1846-1848: The United States clashes with Mexico over Texas, which wishes to join the Union. Meanwhile, in California, the Bear Flag Revolt takes control of the region from Mexico and gives it to the Americans. Mexicos surrender includes concessions of land in California and Texas. 1849: Soon after the United States gains control of California, gold is found in the South Fork of the American river. The news sparks a gold rush, and thousands move west to seek their fortune. They are referred to as 49ers. 1852: Wells, Fargo & Company stagecoach and banking company formed. 1858: Silver strikes in Nevada; gold strikes in Colorado. 1860-1865: The Civil War. The Union battles the Confederates over states rights and abolition. Many troops are pulled from the western forts, leading to a general period of lawlessness and chaos on the frontier. 1865: President Abraham Lincoln is assassinated. 1866: The Sioux under Red Cloud ambush eighty soldiers commanded by Captain Fetterman. The battle is known as the Fetterman Massacre. 1867: Alaska is purchased for seven million dollars. 1867: Joseph McCoy runs the first great cattle drive. Instead of selling meat in the depressed southern markets, he drives his herds north to the town of Abilene, where they are loaded onto the railroads and shipped to the rich slaughterhouses of Chicago. 1868: Colonel Armstrong leads the Seventh Cavalry on an attack on the Cheyenne village of Washita. 1869: The railroads from west and east meet, forming a single railroad that crosses the continent. 1872: Dodge City founded. 1874: Gold is discovered in the sacred Black Hills in Montana, at the heart of Indian territory.

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1875-1876: The Sioux fight a war to defend the Black Hills from encroaching miners. The Seventh Cavalry under Custer loses a battle to Sitting Bull and Crazy Horse at the Little Big Horn. Despite this victory, the Indians are outnumbered and outgunned. They are attacked at winter camps, starved out, and forced to surrender. 1877: Chief Joseph of the Nez Perces tribe surrenders after a thousand-mile fight against invaders, during which he outmanoeuvres a superior force several times. 1881: Sitting Bull emerges from hiding and surrenders. 1881: The gunfight at the OK Corral. 1881: Billy the Kid is shot by Pat Garrett. 1882: Jesse James is shot dead. 1886: Geronimo of the Apaches surrenders after a fifteenyear war with the Union. 1887: The Great Blizzard in Montana causes the Great Die-Up, wiping out vast number of cattle. 1889: The territory of what would become Oklahoma is given up, to be claimed as farmland. 1889-1890: The Ghost Dance religion, preached by the Paiute named Wovoka, claims that the land will soon be restored to the Indians. It causes widespread unrest in the reservations. 1890: Sitting Bull is killed while being arrested. Chief Big Foot of the Sioux attempts to move his followers to avoid military retribution. They are intercepted at Wounded Knee Creek by the Seventh Cavalry, and almost half the Sioux present are killed.

The classic period of the West made famous by movies, books and legends was from the 1850s to the 1870s. Before the California gold rush, the West was relatively thinly settled and unexplored. By the 1880s, railroads and barbed wire had tied down the frontier and ended the days of cattle drives and wild cattle towns.

The basic system used in OGL Wild West is fundamentally identical to that used in the other Core books from Mongoose Publishing. The skills and feats are similar, as is the combat and task resolution systems. If you are familiar with other games using the same system, the rest of this chapter can be safely skipped.

The Wild West and OGL Games

When a gang of bandits throw down on you, they may hit or they may miss wildly. In a movie, their success or failure would be part of the script. In a roleplaying game, this is determined by random chance based on the skill of the bandit in question. Since there is a variable involved, dice become a necessary part of the roleplaying medium. When a person goes to a shooting range, the variance of his shots is mostly based on their skills but can also be influenced by luck, timing, and a thousand other factors. These are summed up by rolling a d20 (that is, a 20 sided die) with a high number representing most of the factors aligning in a favourable way and a low number meaning the opposite. Dice are used to determine success when using your characters skills, when deciding how enduring or intelligent he might be, and when you absolutely, positively need to put a bullet in someone and keep it there.

Characters and Dice

States Joining The UnionArkansas: 1836 Michigan: 1837 Florida: 1845 Texas: 1845 Utah: 1846 Iowa: 1846 Wisconsin: 1849 California: 1850 Minnesota: 1858 Oregon: 1859 Kansas: 1861 West Virginia: 1863 Nevada: 1864 Colorado: 1876 North Dakota: 1889 South Dakota: 1889 Washington: 1889 Montana: 1889 Idaho: 1890 Wyoming: 1890 Oklahoma: 1907

Dice in roleplaying games go by a series of shorthand codes that are very easily to learn but look confusing at first glance. A four-sided die (the singular form of dice) is also called a d4. (The d stands for dice.) In this book, dice will be referred to by this code preceded by the number of them needed for any given roll required by the rules. For example, if a deranged miner Burke Talbot wants to throw a bundle of dynamite at an approaching band of lawmen, he would need to succeed at an attack roll and his soon to be piecemeal victims would need to roll Reflex saving throws on 1d20. (Do not despair; terminology like attack roll and Reflex saving throws will be explained soon.) If this d20 check is successful, the investigators would only take half damage when the dynamite detonated.

On The Naming of Dice

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introduction

The exploding dynamite might deal 10d6 points of damage. The 10d6 means Talbots player would roll one six-sided die, note the number, then roll it again nine more times and add the results to the first roll. Out of 10d6, a player can get a range of numbers from 10 (all ten dice roll a 1) to 60 (every die rolls a 6). When multiple dice are indicated by this shorthand code, the values of the rolls are always added together. One last dice note concerned the idea of a d100, also called a d%. This is also called a percentile roll in roleplaying parlance. To do this, roll a d10 twice. The first roll is for the tens digit; the second roll is for the ones digit. If you were to roll a 4 and then a 2, that generates the number 42. When rolling a percentile, two 0s count as the number 100. Some dice sets have a special d10 with a two-digit number (10, 20, 30 and so on) stamped on each of its faces to make this easier, but such dice are certainly not necessary.

Everything a character wishes to do, from waking up and putting on his socks to filling a band of miscreants full of hot lead, is an action. Actions come in different types and have different rules attached to them. Simple actions are things that do not require rolls except in the most adverse of conditions. Under normal circumstances, a character is allowed to tie his shoes without needing to make a die roll for success. If that same character had just been run over by a stagecoach after staggering out of a saloon blind drunk, it might be a different story. Whenever a character needs to make a simple action, something they can normally do everyday with no special skill or talent required, the Games Master will generally simply declare success or, like in the example just given, require a roll (also called a check) or simply declare failure. Contested actions make up the largest part of the rule mechanics for combat and skills in this book. Everything that a character does what might have a chance of failing because of the actions of someone else, skills, or abilities, the result is a contested roll. Contested checks are never guaranteed and even the most masterful of sharpshooters can miss his mark once in a while. Saving throws, which are a special type of check made to see if a character can escape the effects of something adverse, are another kind of contested roll.

Certain modifications to dice rolls exist within the rules that, instead of adding a set number or an addition die or dice to a roll, multiply the result. These are listed as x2 or some other multiplication value. Multipliers apply to every numeric modifier and the basic dice involved in the roll but not to additional dice added as a modifier to the roll. Multipliers can stack but regardless of their values, they stack in a specific way. When a check or value has two or more multipliers, the highest value multiplier is kept and every addition multiplier increases the first ones value by 1.

Multipliers

Once you have a character and some dice, you have all the tools you need to begin playing. Rounds of play usually consist of the Games Master (the person guiding the story and the action of a game) asking questions and describing scenes and players suggesting actions their characters wish to take in response to these descriptions.

Actions

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When in doubt about how to resolve any given action, keep this simple piece of advice in mind. Any attempted action that has some chance of failure can be handled by rolling a twenty-sided die (d20). To determine if a character, be it a player character or one controlled by the Games Master, succeeds at a task, do this: Roll a d20 Add any relevant modifiers Compare the result to a target number

The Core Mechanic

Every character in a d20 game has six basic abilities. Each one represents some aspect of that characters mental or physical prowess. In most cases, a character will have a positive value of some kind in each of the six scores, indicating some development (or lack thereof ) in that area.

Ability Scores

If the result equals or exceeds the target number, the character succeeds. If the result is lower than the target number, the character fails.

Each ability, after changes made because of age or other campaign factors, generally has a modifier ranging from 5 to +5. The Ability Modifiers table shows the modifier for each score. Ability score modifiers can range higher than +5, but they cannot go lower than -5 because the status of a creature or object changes when its ability scores drop to 0. See below for further details. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that are not die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Ability Modifiers

A term used during contested rolls is DC, short for Difficulty Class. The DC of a contested check is the number a d20 check, plus or minus modifiers, that a character must roll or higher to succeed. A roll that is lower than the given DC for an action fails. The d20 is the most common type of die rolled during an average gaming session, making it crucial to the system and the single most important die for any player to own. Astute players may have realised at this point that if contested checks have to beat a listed DC and they are all made using a single d20 then actions with a DC of 21 are impossible. On the surface, this is correct, that is where characters come in. Characters and the skills and abilities they gain come with modifiers that are added to or subtracted from certain kinds of checks. These modifiers can theoretically make ay check possible, no matter how high the DC might be. Though it is often a convention with games running the d20 rules to allow all rolls of 20 on a d20 to be an automatic success, this is not always the case. By the same token, a roll of 1 (called a natural 1 because it is the actual result on the die roll, just as with a natural 20) is not an automatic failure. Instances in the rules where a natural 1 or 20 indicate automatic success or failure will be clearly marked in the text of the rules themselves.

Ability ModifiersScore 1 23 45 67 89 1011 1213 1415 1617 1819 2021 2223 2425 2627 2829 3031 3233 3435 3637 3839 4041 4243 4445 Etc Modifier 5 4 3 2 1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17

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Introduction

Each ability partially describes your character and affects some of his actions. Abilities are not the sum total of a characters personality or capabilities, but they do provide the framework around which skills and d20 checks are typically made, making them a very important part of the characters description.

The Abilities

Constitution represents your characters health and stamina. A Constitution bonus increases a characters hit points, so the ability is important for all classes. You apply your characters Constitution modifier to: Each roll of a Hit Die (though a penalty can never drop a result below 1 - that is, a character always gains at least 1 hit point each time he advances in level). Fortitude saving throws, for resisting poison and similar threats. Concentration checks. Concentration is a skill that has Constitution as its key ability.

Constitution (CON)

Strength measures your characters muscle and physical power. Strength also limits the amount of equipment your character can carry. You apply your characters Strength modifier to: Melee attack rolls. Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the characters Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability. Strength checks (for breaking down doors and the like).

S t r e n g t h ( S T R)

If a characters Constitution score changes enough to alter his Constitution modifier, the characters hit points also increase or decrease accordingly.

Intelligence determines how well your character learns and reasons. It is important for any character who wants to have a wide assortment of skills. You apply your characters Intelligence modifier to: The number of skill points gained each level. (But your character always gets at least 1 skill point per level.) Craft, Decipher Script, Disable Device, Forgery, Knowledge, Repair and Search checks. These are the skills that have Intelligence as their key ability.

Intelligence (INT)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. You apply your characters Dexterity modifier to: Ranged attack rolls; including those for attacks made with bows, pistols and rifles, and other ranged weapons. Defence, provided that the character can react to the attack. Reflex saving throws, for avoiding explosions and other attacks that you can escape by moving quickly. Balance, Escape, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.

D e x t e r i t y ( D EX)

An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.

Wisdom describes a characters willpower, common sense, perception, and intuition. While Intelligence represents ones ability to analyse information, Wisdom represents being in tune with and aware of ones surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your characters Wisdom modifier to:

Wisdom (WIS)

Will saving throws (for negating the effect of mindaltering phenomena).

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Listen, Profession, Sense Motive, Spot, Survival and Treat Injury checks. These are the skills that have Wisdom as their key ability.

While any loss is debilitating, losing all points in an ability score can be devastating. Strength 0 means that the character cannot move at all. He lies helpless on the ground. Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless. Constitution 0 means that the character is dead. Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless. Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless. Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.

Charisma measures a characters force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Every creature has a Charisma score. You apply your characters Charisma modifier to: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, and Perform checks. These are the skills that have Charisma as their key ability. Checks that represent attempts to influence others.

Charisma (CHA)

When an ability score changes, all attributes associated with that score change accordingly. Most of these changes are also retroactive; a character receives or loses additional hit points for previous levels if an increase or decrease in Constitution occurs. One important exception to this retroactive rule regards Intelligence. A character does not retroactively get additional skill points for previous levels if he increases his intelligence, nor are skill points lost if Intelligence is lowered for any reason.

Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and certain chemical or mechanical effects offset ability damage as well. Ability drain, however, is permanent, though some effects can restore even those lost ability score points.

Ability Score Loss

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Keeping track of negative ability score points is never necessary. A characters ability score cannot drop below 0. Having a score of 0 in an ability is different from having no ability score whatsoever. Some effects and abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the effect or abilitys duration, and the ability score immediately returns to its former value.

If a characters Constitution score drops, then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. A hit point score cannot be reduced by Constitution damage or drain to less than 1 hit point per Hit Die.

He had been riding with Death with three days now, ever since leaving Dodge. At first, hed put it down to pain from the bullet in his side. His shirt was matted with blood and tangled with the punctured skin of his flank, and every breath send spikes of pain shooting through him. Still, hed been shot before. This was different. Though the heat haze rising from the hot ground, he could see that pale horse and skeletal rider. He had seen it dimly on the first day, but he had ignored it. On the second day, he had seen Death clearly, riding along beside him. Deaths horse left no prints in the dirt. And on the third day, hed started to talk to Death. *** The posse left Dodge a day after Big Bob had been shot. Big Bob had not been a good man, or even a popular man, but he deserved better than what he got. Dodge was a wild city in those days, and putting down Bobs killer like a rabid dog was their version of a memorial. Bob had given his own eulogy with his last bullet, wounding his killer in the side. They cut sign of the killer two miles outside Dodge, and tracked him for two days. *** The way I figure it, he said to Death, is that youre a fast rider. I shot that fat man in Dodge in the face, and you mustve been there to take him. But now youre here with me, so you must have rode hard to catch up. You dont need to stick with me, cos you could come for me right quick when I die. Youre waiting for something. They rode in silence for a while, then he glanced over his shoulder. A cloud of dust was rising a few miles behind him. He was being followed. Me or them? he asked, but Death did not reply. He took out his sidearm. One bullet for Bob was gone, but there were still four shots left in the chambers. His other gun was fully loaded. The posse couldnt have more than six or seven men in it, surely. He turned his horses head towards the dust cloud and spurred it forwards. And he could swear that Death rode forward with him.

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C

Character Creation1st to 3rd level characters are weak and inexperienced they are either fairly young, or have never been challenged or endangered before. 4th to 6th level characters are average, but competent they have learned to cope with life on the frontier and have doubtless endured tragedy and hardship in their lives. 7th to 9th level characters have made a name for themselves. They are tough and skilled enough to deal with almost anything. 10th to 12th level characters are famous. Stories and rumours flock around them like buzzards over a wounded buffalo. At this level, the character is one of the best, if not the best in the West at whatever he does. Above 12th level, the character is legendary. Such heroes have inhuman degrees of speed and skill. Everyone has heard of them or fears them. It is assumed that the characters will begin at 1st level, but the Games Master is free to change this. Give some thought to the characters background, although there is no need to lavish vast amounts of time and research on this. Three or four lines is enough to for most characters many people went West to leave their pasts behind, but a little unfinished business can give the Games Master some plot hooks to work with. Make sure that your character has something to distinguish himself from the other player characters. Having a gang of taciturn nameless gunfighters is fine, as long as each one has some little quirk or dark secret in his background to give him his own unique edge.

reating a hero for OGL Wild West requires only a few minutes to assign ability scores, calculate skill ranks, pick abilities and so on. Before the player begins, though, he should take some time to consider his characters concept and story and to consult with the Games Master and the other players to make sure the character works with those of everyone else.

Who is the character? A grizzled veteran, or a greenhorn just off the train from the east? A cowboy or a soldier? Is he looking to settle out here, or is he just looking to get rich on the frontier? Is he meaner than a rattlesnake, or an upright and God-fearing citizen of the Union? Young or old? White or Black or Red or Yellow? What is his name? Talk with the Games Master about how tough and experienced the character is supposed to be. If you are playing in a game with a 3rd level character, you are not going to be the fastest gun in the West. You can aspire to that title, of course, and maybe even live long enough and gain enough levels to claim it. On the other hand, if the game is using 10th level characters, then that fastest gun line does not seem quite so out of place. As a rule of thumb:

Co n c e p t

Character Generation ChecklistCome up with a concept Determine ability scores Choose a character class Choose a vocation Select skills and feats Finishing touches

Each character has six ability scores; Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Beginning scores range from 3 to 18. There are three methods to determine a characters ability scores the Games Master can either let the players pick their favourite method or just specify which one is used in his game.

Ability Scores

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Most people have left problems behind them. When creating a player character that is above 3rd level, the player should roll 1d8 for every level after 3rd. If the roll is less than the characters level, then the character has some piece of Unfinished Business. The player should consult with the Games Master as to the nature of this business perhaps the character left the girl he loved behind, or shot a man whose brother has sworn revenge, or merely owes money to some gambler back in Dodge. Roll once for each level after third, as a character can have multiple pieces of Unfinished Business.

U n f i n i s h e d B u s i ness

In the West, a man was expected to be able to turn his hand to anything a man might start out trying to make his fortune by mining, then become an outlaw, then a castle rustler, then a rancher, then maybe even win the respect of his neighbours and become a sheriff. It was a time when determination and sheer grit counted for far more than training. Therefore, while a character does have one or more careers (see below), he is really defined by his character class. This is basically shorthand for what sort of hero the character is. There are six character classes

Character Classes

Roll 4d6 six times, dropping the lowest scoring dice from each roll. Total each roll, then allocate each result to a particular ability score. For example, if you get a 4d6 roll of 3, 3, 4 and 5, you drop one of the low threes, total the result (12) and assign it to one of your ability scores. If you wanted to have a character of average agility and speed, then assign the 12 to his Dexterity score.

R a n d o m G e n e r a tion

The Strong Hero The Fast Hero The Tough Hero The Smart Hero The Dedicated Hero The Charismatic Hero

Instead of rolling dice, you may select the scores you want. You have 25 points to spend on ability scores. Each score starts at 8, and the costs to increase a score are given below. You may also drop scores below 8, gaining one point for every ability point deducted. For example, taking a Strength of 3 would give you another 5 points with which to buy other abilities. You may not drop a score below 3 without the approval of the Games Master.

P l a n n e d G e n e r ation

Planned GenerationScore 8 9 10 11 12 13 Cost 0 1 2 3 4 5 Score 14 15 16 17 18 Cost 6 8 10 13 16

Each class has ten levels and beginning characters possess one level of one of them, usually determined by their best ability score (but not always, as some characters choose a low score to augment with the capabilities of their chosen class). Players are free to choose any class for their first level and may make any choice for levels beyond 1st. See the rules for Multiclassed Characters at the end of this chapter. Every class uses certain similar terminology. When reading about the capabilities of each class, keep the following terms in mind.

Finally, you may also just take a set package of ability scores and assign them as you see fit. This standard package is 15, 14, 13, 12, 10 and 8.

S t a n d a r d S c o res

A characters hit points measure how much damage he can sustain before dying. The characters initial hit points are equal to his Constitution score, but at each level, he gets bonus hit points from his character class. His Constitution modifier is applied to these bonus hit points after first level. So, at first level, a characters hit points are equal to his Constitution score plus the bonus hit point value for his class, while at every other level, he gains hit points equal to his Constitution modifier plus the bonus hit point value for his class.

Hit Point Bonus

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This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. A characters Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty). A 1st level character starts with 4 times the number of skill points he receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the characters level +3. A character can also buy skills from other classes skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.

Class Skills

representing the characters innate abilities (the ability modifier), and a bonus representing the characters experience and training. This third factor depends on the characters class and level. Each class table summarises the figures for this third factor.

Check the table for your characters class. On an attack roll, apply the number from the Base Attack Bonus column to the d20 die roll. Use the bonus that corresponds to the characters level. Numbers after a slash indicate additional attacks at reduced bonuses: +12/+7/+2 means that a character of this level makes three attacks per round, with a base attack bonus of +12 for the first attack, +7 for the second, and +2 for the third. Ability modifiers apply to all these attacks. When a characters base attack bonus reaches +6, he is entitled to make an extra attack at a +1 base attack bonus. However, if the characters attack bonus reaches +6 or higher because of modifiers, the character does not get this extra attack. A character only gets these extra attacks when using a melee weapon or certain ranged weapons; the attack rate with a firearm is dictated by the type of firearm. For example, a 6th-level Fast Hero has a base attack bonus of +4. When using a pistol or other ranged weapon, he adds his Dexterity modifier. Even if this increases his attack bonus to +6 or higher, he does not gain an additional attack. For these purposes, only the base attack bonus counts. If a character has more than one class, add the base attack bonuses for each class together to determine the characters base attack bonus. (See the Multiclass Characters section for an example.)

Base Attack Bonus

The feats gained at 1st level in the class. If a feat chosen at this time has a prerequisite, it must be met by the statistics, other feats, talents, and/or skills available to the character at 1st level.

Starting Feats

This table details how a character improves as he attains higher levels in the class. It includes the following information. Level: The characters level in the class. Base Attack Bonus: The characters base attack bonus and number of attacks. Fort Save: The base save bonus for Fortitude saving throws. The characters Constitution modifier also applies. Ref Save: The base save bonus for Reflex saving throws. The characters Dexterity modifier also applies. Will Save: The base save bonus for Will saving throws. The characters Wisdom modifier also applies. Class Features: Level-dependent class features, each explained in the section that follows.

Class Table

Check the table for your characters class. It lists the base saving throw bonuses for the three types of saves: Fortitude, Reflex, and Will. Use the bonuses that correspond to the characters level. If a character has more than one class, add the base save bonuses for each class to determine the characters base save bonuses. (See the Multiclass Characters section for an example.)

Base Save Bonuses

An attack roll or a saving throw is a combination of three numbers, each representing a different factor: a random element (the number you roll on the d20), a number

Class and Level Bonuses

Check the table for your characters class. It lists the base defence bonus for your class. This number is added onto your Dexterity modifier and other values to calculate your Defence Value. (See Combat, page XX.) Use the bonus that corresponds to the characters level. If a character has more than one class, add the base defence for each class to determine the characters base defence. (See the Multiclass Characters section for an example.)

Defence

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Level Dependant BenefitsCharacter Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10t 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Class Skill Max Ranks 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 Cross-Class Skill Max Ranks 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 Feats 1st, 2nd 3rd 4th 5th 6th 7th 8th Ability Increases 1st 2nd 3rd 4th 5th

Character Creation

Ability Increases: This column indicates the levels at which a character gains ability score increases. Upon attaining 4th, 8th, 12th, 16th and 20th level, a character increases one of his ability scores by 1 point. The player chooses which ability score to improve. The ability improvement is permanent. For multiclass characters, career talents, feats and ability score increases are gained according to character level, not class level. Thus, a 3rd level Charismatic Hero/1st level Strong Hero is a 4th level character and eligible for her first ability score boost. For example, a Charismatic Hero with a starting Charisma of 16 intending to trade with the Indians might improve to Charisma 17 at 4th level. At 8th level, the same character might improve Charisma again (from 17 to 18) as this would increase his ability modifier for Charisma to +4. This will occur even if the Charismatic Hero has been moonlighting between 4th and 8th level and is a 6th level Charismatic/2nd level Smart Hero.

In addition to attack bonuses and saving throw bonuses, all characters gain other benefits from advancing in level. The Level Dependant Benefits table summarises these additional benefits. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his character level +3. A class skill is a skill associated with a particular class. Class skills are listed in each class description in this chapter. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a characters class), the maximum number of ranks is one-half the maximum for a class skill. Maxing out a cross-class skill costs the same amount of points as buying the maximum rank in a class skill. (For example, at 1st level, a character can pay 4 points for 4 ranks in a class skill, or spend the same 4 points for 2 ranks in a cross-class skill.) The half ranks (.5) indicated on the table do not improve skill checks; they simply represent partial purchase of the next skill rank and indicate that the character is training to improve that skill. Feats: This column indicates the levels at which a character gains feats (two at 1st level, one more at 3rd level, and one more at every 3rd level thereafter). See the Feats Chapter for feat descriptions.

This entry details special characteristics of the class, including bonus feats and unique talents that are gained as a character attains higher levels in the class.

Class Features

Every basic class offers a selection of talents to choose from. A character may also select talents from his vocation. A character gains a talent upon attaining each oddnumbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them. Characters may use available feat selections to take talents they qualify for, but only in the same character class as the one they just advanced in to get the feat in the first place or in their current vocation. Level prerequisites listed for talents refer to the characters total level as opposed to specific levels in the class associated with the talent unless otherwise specified. As with all skill prerequisites, any number listed with a skill is the number of true ranks before any statistic or other modifiers.

Talents

Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each third level, i.e. at 3rd, 6th, 9th, 12th, 15th and 18th level. These bonus feats are not dependent on which class the character has progressed in; they are given whenever the characters total level reached the specified value. Some feats have

Bonus Feats

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prerequisites that must be met before a character can select them. Bonus feats given from occupations, character classes, and the two chosen at first level count towards these prerequisites normally.

Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check. Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total). o Prerequisite: Extreme effort. Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total). o Prerequisites: Extreme effort, improved extreme effort.

This is the brawler and the farmhand, the strongman who is as dangerous with his bare hands than he is with a gun. This is the man you want on your side in a fistfight or on a railroad work-gang - strong as an ox and almost as big. Ability: Strength Hit Point Bonus: +2 Class Skills: The Strong Heros class skills (and the key ability for each skill) are: Climb (Str), Craft (any except chemical and writing) (Int), Demolitions (Int), Handle Animal (Cha), Jump (Str), Knowledge (streetwise, tactics) (Int), Profession (Wis), Ride (Dex), Repair (Int) and Use Rope (Dex). Skill Points at 1st Level: (3 + Int modifier) x4 Skill Points at Each Additional Level: 3 + Int modifier

The St r o n g H e r o

In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.

Starting Feats

The following are class features of the Strong Hero.

Class Features Talents

At 1st, 3rd, 5th, 7th and 9th level, the Strong Hero selects a talent from the following talent trees or from his vocation. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

A Strong Hero can push himself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.

Extreme Effort T a l en t T r e e

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The Strong HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +1 +2 +2 +3 +3 +3 +4 +4 +4 +5 Class Features Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat

Character Creation

The Strong Hero has an innate talent for finding weaknesses in objects. This allows a Strong Hero to ignore some of an objects hardness when making a melee attack to break it. Ignore Hardness: The Strong Hero ignores 2 point of an objects hardness. Improved Ignore Hardness: The Strong Hero ignores 2 additional points of an objects hardness (for a total of 4). o Prerequisite: Ignore hardness. Advanced Ignore Hardness: The Strong Hero ignores 2 additional points of an objects hardness (for a total of 6). o Prerequisites: Ignore hardness, improved ignore hardness.

I g n o r e H a r d n ess Talent Tree

At 2nd, 4th, 6th, 8th and 10th level, the Strong Hero gains a bonus feat. This feat must be selected from the following list, and the Strong Hero must meet any prerequisites. Animal Affinity, Blind Fight, Builder, Brawler, Crafter, Cleaver, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus, Martial Weapons Proficiency, Martial Longarms Proficiency, Improved Bull Rush, Improvised Weapon Proficiency, Literacy, Martial Arts, Power Attack, Run, Simple Weapons Proficiency, Simple Sidearms Proficiency, Simple Longarms Proficiency, Spirited Charge, Trample, Weapon Focus, Weapon Specialisation, Whirlwind Attack.

Bonus Feats

The Strong Hero has an innate talent that increases melee or brawling damage. Melee Smash: The Strong Hero receives a +1 bonus on melee or brawling damage. Improved Melee Smash: The Strong Hero receives an additional +1 bonus on melee or brawling damage (+2 total). o Prerequisite: Melee smash. Advanced Melee Smash: The Strong Hero receives an additional +1 bonus on melee or brawling damage (+3 total). o Prerequisites: Melee smash, improved melee smash.

M e l e e S m a s h T a lent Tree

The Fast Hero relies on his nerves and his speed he has whip-fast reactions and is usually an excellent shot. He may not have the savvy to stay out of trouble, but he can usually dodge the consequences when they come. The Fast Hero is also a fine rider, and possibly something of a thief. Ability: Dexterity Hit Point Bonus: +1 Class Skills: The Fast Heros class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (current events, streetwise) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Tumble (Dex) and Use Rope (Dex). Also, the starting occupation the character selects can provide additional class skills to choose from. Skill Points at 1st Level: (5 + Int modifier) x4. Skill Points at Each Additional Level: 5 + Int modifier.

T h e F a s t H e ro

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The Fast HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat

In addition to the two feats all characters receive at 1st level, a Fast Hero begins play with the Simple Sidearms Proficiency feat.

Starting Feats

All of the following are class features of the Fast Hero.

Class Features Talents

At 1st, 3rd, 5th, 7th and 9th level, the Fast Hero selects a talent from the following talent trees or from his vocation. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

The Fast Hero gains the ability to improve his innate defensive talents as the hero attains new levels. Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast Hero suffers no damage if he makes a successful saving throw. Evasion can only be used when wearing light armour or no armour. Uncanny Dodge: The Fast Hero retains his Dexterity bonus to Defence regardless

Defensive Talent Tree

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of being caught flat-footed or struck by a hidden attacker. (The hero still loses his Dexterity bonus to Defence if the hero is immobilised.) The character does not gain his Reflex bonus when caught flatfooted and attacked with a ranged weapon. o Prerequisite: Evasion. All-Around Awareness: The Fast Hero can no longer be flanked; the character can react to opponents on opposite sides of himself as easily as he can react to a single attacker. o Prerequisites: Evasion, Uncanny Dodge. Defensive Roll: The Fast Hero can roll with a potentially lethal attack to take less damage from it. When the Fast Hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast Hero can attempt to roll with the damage. A Fast Hero spends 1 luck point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage. The Fast Hero must be able to react to the attack to execute a defensive roll - if the hero is immobilised, he cannot use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast Heros evasion talent does not apply to the defensive roll. o Prerequisites: Evasion, uncanny dodge.

Advanced Two-Weapon Fighting, Agile Riposte, Alertness, Blind Fight, Combat Reflexes, Dodge, Elusive Target, Fan, Improved Aim, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Lighting Reflexes, Literacy, Martial Arts, Martial Weapons Proficiency, Mobility, Mounted Fire, Moving Shot, Nimble, Point Blank Shot, Precise Shot, Quick Reload, Ride-by Attack, Run, Simple Weapons Proficiency, Simple Sidearms Proficiency, Simple Longarms Proficiency, Shot on the Run, Skip Shot, Spring Attack, Stealthy, Vehicle Dodge, Weapon Finesse.

The Tough Hero has grit he keeps going no matter what, forcing his way through the blood haze of a wound, through sandstorm and desert, through whatever the world throws at him. He can take more punishment that a man should be able to bear, and still keep standing. Ability: Constitution Hit Point Bonus: +3 Class Skills: The Tough Heros class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (current events, streetwise) (Int), Profession (Wis), Ride (Dex), Spot (Wis) and Survival (Wis). Also, the starting occupation the character selects can provide additional class skills to choose from. Skill Points at 1st Level: (3 + Int modifier) x4.

T h e T o u g h H e ro

The Fast Hero can increase his natural base speed.

I n c r e a s e d S p eed Talent TreeIncreased Speed: The Fast Heros base speed increases by 5 feet. Improved Increased Speed: The Fast Heros base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). o Prerequisite: Increased speed. Advanced Increased Speed: The Fast Heros base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). o Prerequisites: Increased speed, improved increased speed.

Skill Points at Each Additional Level: 3 + Int modifier.

In addition to the two feats all characters get at 1st level, a Tough Hero begins play with the Improvised Weapons Proficiency feat.

Starting Feats

All of the following are class features of the Tough Hero.

Class Features Talents

At 2nd, 4th, 6th, 8th and 10th level, the Fast Hero gains a bonus feat. This feat must be selected from the following list, and the Fast Hero must meet any prerequisites.

Bonus Feats

At 1st, 3rd, 5th, 7th and 9th level, the Tough Hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

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The Tough HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +1 +2 +2 +3 +3 +3 +4 +4 +4 +5 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat

The Tough Hero has an innate talent to ignore a set amount of damage from attacks. Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Incredible Health or Unbreakable Talent Tree. Damage Reduction 1/-: The Tough hero ignores 1 point of damage from melee and ranged weapons. o Prerequisite: One other talent from either the Incredible Health Talent Tree or the Unbreakable Talent Tree. Damage Reduction 2/-: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total). o Prerequisites: Damage reduction 1/-, one other talent from either the Incredible Health Talent Tree or the Unbreakable Talent Tree. Damage Reduction 3/-: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/- total). o Prerequisites: Damage reduction 1/-, damage reduction 2/-, one other talent from either the Incredible Health Talent Tree or the Unbreakable Talent Tree.

Damage Reduction Talent Tree

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The Tough Hero is particularly resistant to illness, infection and poison. The following talents can be selected in any order. Disease Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against contracting diseases, such as cholera. Infection Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against infection from wounds. Poison Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against poison.

I n c r e d i b l e H e a lth Talent Tree

Animal Affinity, Blind Fight, Builder, Brawl, Cautious, Endurance, Fan, Far Shot, Focussed, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Trip, Improvised Weapon Proficiency, Iron Will, Meticulous, Point Blank Shot, Power Attack, Run, Simple Weapons Proficiency, Simple Longarms Proficiency, Simple Sidearms Proficiency, Sunder, Track, Trample.

The Tough Hero is particularly resilient thanks to the following talents. Remain Conscious: The Tough Hero gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Tough Heros hit points reach 1, the hero can perform as though he were disabled, making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the heros hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. Robust: The Tough Hero becomes especially robust, gaining a number of hit points equal to his Tough Hero level as soon as he selects this talent. Thereafter, the hero gains an additional +1 hit point with each level of Tough Hero he gains. o Prerequisite: Remain conscious. Stamina: The Tough Hero recovers twice as fast as normal. The hero recovers twice his Constitution bonus per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious. o Prerequisite: Remain conscious, robust.

U n b r e a k a b l e T alent Tree

The Smart Hero might be especially well educated, coming from some Yankee college back east or even from Europe. He could also just have more brains than most, and have learned all he knows from books. Most towns have a lawyer, newspaperman or preacher who is notably more learned than the rest of the folk there such people are Smart Heroes. There are not many of them in West, but the railroads bring more engineers and scientists every day. Ability: Intelligence Hit Point Bonus: +2 Class Skills: The Smart Heros class skills (and the key ability for each skill) are: Craft (any) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (any) (Int), Profession (Wis), Repair (Int), Ride (Dex), Search (Int) and Treat Injury (Wis). Skill Points at 1st Level: (9 + Int modifier) x4. Skill Points at Each Additional Level: 9 + Int modifier.

T h e S m a r t H e ro

Smart Heroes get the Literacy feat and two other feats.

Starting Feats Class Features Talents

All of the following are class features of the Smart Hero.

At 1st, 3rd, 5th, 7th and 9th level, the Smart Hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

At 2nd, 4th, 6th, 8th and 10th level, the Tough Hero gains a bonus feat. This feat must be selected from the following list, and the Tough Hero must meet any prerequisites.

Bonus Feats

The Smart hero has a natural aptitude for study and factfinding. These talents can be selected in any order.

Research Talent Tree

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The Smart HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Defence +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat

Savant: Select one of the siills listed in the following paragraph. The Smart Hero gets to add a bonus equal to his Smart Hero level when making checks with that skill. A Smart Hero can take this talent multiple times; each time it applies to a different skill. Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Gamble, Handle Animal, Knowledge (any single skill), Repair, Search, Treat Injury. Linguist: With this talent, the Smart Hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to the heros Smart Hero level + the heros Intelligence modifier. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check is 20. With this special ability, a Smart Hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. o Prerequisite: At least two language Feats.

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The Smart Hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he must have previously selected at least one talent from the Research Talent Tree. Exploit Weakness: After 1 round of combat, the Smart Hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart Hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his Smart Hero level. If the check succeeds, for the rest of the combat the Smart Hero uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponents fighting style. o Prerequisite: One talent from the Research Talent Tree. Plan: Prior to a dramatic situation, either combator skill-related, the Smart Hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart Hero cannot use this talent when surprised or otherwise unprepared for a particular situation. The Smart Hero makes an Intelligence check (DC 10) with a bonus equal to his Smart Hero level. The result of the check provides the Smart Hero and allies with a circumstance bonus. A Smart Hero cannot take 10 or 20 when making this check. This bonus can be applied to all skill checks and attack rolls made by the Smart Hero and his allies, but the bonus only lasts for the first 3 rounds. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. Bonus +0 (check failed) +1 +2 +3 o Prerequisite: One talent from the Research Talent Tree.

S t r a t e g y T a l ent Tree

susceptible to a trick, must be within 30 feet of the hero and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his Smart Hero level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Reflex saving throw (DC 10 + Smart Heros class level + Smart Heros Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. o Prerequisite: One talent from the Research Talent Tree.

At 2nd, 4th, 6th, 8th and 10th level, the Smart Hero gains a bonus feat. This feat must be selected from the following list, and the Smart Hero must meet any prerequisites. Alertness, Creative, Educated, Elusive Target, Focussed, Improved Aim, Improved Feint, Iron Will, Martial Arts, Martial Weapon Proficiency, Martial Longarms Proficiency, Martial Sidearms Proficiency, Medical Expert, Meticulous, Simple Weapon Proficiency, Simple Longarms Proficiency, Simple Sidearms Proficiency, Speak Language, Surgery, Track.

Bonus Feats

Check Result 9 or lower 1014 1524 25 or higher

The Dedicated Hero believes in a higher power, or a cause, or simply in himself and his own destiny. His willpower is insurmountable the sheer strength of his convictions enables him to endure almost any hardship and overcome any obstacle. While the Tough Hero has great reserves of physical might, the Dedicated Heros spirit burns so bright it overcomes the limits of the flesh. Ability: Wisdom Hit Point Bonus: +2 Class Skills: The Dedicated Heros class skills (and the key ability for each skill) are: Craft (any) (Int), Drive (Dex), Gamble (Wis), Handle Animal (Cha), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis) and Treat Injury (Wis). Skill Points at 1st Level: (5 + Int modifier) x4.

T h e D e d i c a t ed Hero

Trick: The Smart hero has the ability to temporarily confuse a target (a non player character) through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be

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The Dedicated HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Defence +1 +2 +2 +3 +3 +3 +4 +4 +4 +5 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat

Skill Points at Each Additional Level: 5 + Int modifier.

In addition to the two feats all characters get at 1st level, a Dedicated Hero begins play with the Simple Longarms Proficiency feat.

Starting Feats

The following are class features of the Dedicated Hero.

Class Features Talents

At 1st, 3rd, 5th, 7th and 9th level, the Dedicated Hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

The Dedicated Heros innate talents give him a great capacity for empathy. Empathy: The Dedicated Hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing

Empathic Talent Tree

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his target prior to making the skill check. The bonus is equal to the characters Dedicated Hero level. Improved Aid Another: The Dedicated Heros bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1. o Prerequisite: Empathy. Intuition: The Dedicated Hero has an innate ability to sense trouble in the air. The Dedicated Hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the Games Masters best guess relating to the circumstances. This talent is usable a number of times per day equal to the characters Dedicated Hero level. o Prerequisite: Empathy.

Aware: The Dedicated Hero is intuitively aware of his surroundings. The hero adds his base Will saving throw bonus to Listen or Spot checks to avoid surprise. o Prerequisite: Skill emphasis. Cool Under Pressure: The Dedicated Hero selects a number of skills equal to 3 + the heros Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress. o Prerequisite: Skill emphasis, aware.

At 2nd, 4th, 6th, 8th and 10th level, the Dedicated Hero gains a bonus feat. This feat must be from this list, and the Dedicated Hero must meet any prerequisites. Alertness, Animal Affinity, Blind Fight, Cautious, Confidant, Endurance, Focussed, Improved Aim, Iron Will, Literacy, Lucky, Martial Longarms Proficiency, Medical Expert, Point Blank Shot, Precise Shot, Run, Shot on the Run, Simple Weapons Proficiency, Simple Sidearms Proficiency, Simple Longarms Proficiency, Speak Language, Surgery, Toughness, Track, Weapon Focus.

Bonus Feats

The Dedicated Hero has a talent for healing.

H e a l i n g T a l e n t TreeHealing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks. Healing Touch 1: The Dedicated Heros ability to restore damage with a doctors bag or perform surgery with a surgery kit increases by +2 hit points. o Prerequisite: Healing knack. Healing Touch 2: The Dedicated Heros ability to restore damage with a doctors bag or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points. o Prerequisites: Healing knack, healing touch 1.

The Charismatic Hero might be a general or a shyster, a shaman or a snake-oil salesman. He is adept at inspiring, guiding and tricking others; his personality is alternately bright, warm, inspiring or forceful, but never bland or forgettable. He is larger-than-life, a potential legend in his own lifetime. Many of the most famous heroes of the West were far better at self-promotion than shooting Ability: Charisma Hit Point Bonus: +2 Class Skills: The Charismatic Heros class skills (and the key ability for each skill) are: Bluff (Cha), Craft (writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (civics, current events, geography, streetwise, theology and philosophy) (Int), Perform (any) (Cha), Profession (Wis) and Ride (Dex). Skill Points at 1st Level: (7 + Int modifier) x4. Skill Points at Each Additional Level: 7 + Int modifier.

T h e C h a r i s m a tic Hero

The Dedicated Heros innate insightfulness serves him well. Skill Emphasis: The Dedicated Hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill.

I n s i g h t f u l T a l ent Tree

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The Charismatic HeroClass Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat

In addition to the two feats all characters get at 1st level, a Charismatic Hero begins play with the Simple Sidearms Proficiency feat.

Feats

All of the following are class features of the Charismatic Hero.

Class Features Talents

At 1st, 3rd, 5th, 7th and 9th level, the Charismatic Hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

The Charismatic Hero has an innate talent for being charming and captivating. Charm: The Charismatic Hero gets a bonus on all Charismabased skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the characters Charismatic Hero level. A Charismatic Hero can only charm non player characters with attitudes of indifferent or better. The charm bonus cannot be used against characters who are unfriendly or hostile.

Charm Talent Tree

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Favour: The Charismatic Hero has the ability to acquire minor aid from anyone he meets. By making a favour check, a Charismatic Hero can gain important information without going through the time and trouble of doing a lot of research. Favours can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. A Charismatic Hero spends 1 luck point to activate this talent. To make a favour check, roll a d20 and add the characters favour bonus, equal to the characters Charismatic Hero level. The Games Master sets the DC based on the scope of the favour being requested. The DC ranges from 10 for a simple favour to as high as 30 for formidable and highly dangerous, expensive, or illegal favours. A Charismatic hero cannot take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favour. Favours should help advance the plot of an adventure. A favour that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favour check. The Games Master should carefully monitor a Charismatic Heros use of favours to ensure that this ability is not abused. The success or failure of a mission should not hinge on the use of a favour, and getting a favour should not replace good roleplaying or the use of other skills. The Games Master may disallow any favour deemed to be disruptive to the game. o Prerequisite: Charm. Captivate: The Charismatic Hero has the ability to temporarily beguile a target (a non player character)

through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To captivate a target, the hero must use an attack action and make a Charisma check (DC 15), adding his Charismatic Hero level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic Heros class level + Charismatic Heros Charisma bonus). If the saving throw fails, the hero becomes the targets sole focus. The target pays no attention to anyone else for 1 round. This focusing of the targets attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic Hero can concentrate to keep a target captivated for additional rounds. The Charismatic Hero concentrates all his effort on the task, and the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. o Prerequisites: Charm, Favour.

The Charismatic Hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm.

Fast-Talk Talent Tree

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Fast-Talk: The Charismatic Hero has a way with words when attempting to con and deceive. With this talent, he applies his Charismatic level as a bonus on any Bluff, Diplomacy or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth. Dazzle: The Charismatic Hero has the ability to dazzle a target (a non player character) through sheer force of personality, a winning smile and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero and must be able to see, hear and understand the hero. To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his Charismatic Hero level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic Heros class level + Charismatic Heros Charisma bonus). If the save fails, the target receives a 1 penalty on attack rolls, ability checks, skill checks and saving throws for a number of rounds equal to the characters Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by 1. o Prerequisite: Fast-talk. Taunt: The Charismatic Hero has the ability to temporarily rattle a target (a non player character) through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic Heros class level + Charismatic Heros Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times. o Prerequisites: Fast-talk, dazzle.

and makes a Charisma check (DC 10), the hero provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the heros Charisma modifier. The hero can coordinate a number of allies equal to one-half his Charismatic Hero level, rounded down (to a minimum of one ally). Inspiration: The Charismatic Hero can inspire his allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic Hero for a full round for the inspiration to take hold and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the heros Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic Hero cannot inspire himself. The hero can inspire a number of allies equal to one-half his Charismatic level, rounded down (to a minimum of one ally). o Prerequisite: Coordinate. Greater Inspiration: The Charismatic Hero can inspire his allies to even greater heights, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic Hero for a full round for the greater inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the heros Charisma modifier. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. A Charismatic Hero cannot inspire himself. The hero can inspire a number of allies equal to one-half his Charismatic level, rounded down (to a minimum of one ally). o Prerequisites: Coordinate, inspiration.

At 2nd, 4th, 6th, 8th and 10th level, the Charismatic hero gains a bonus feat. This feat must be selected from the following list, and the Charismatic Hero must meet any prerequisites. Agile Riposte, Animal Affinity, Confidant, Creative, Deceptive, Dodge, Fan, Improved Feint, Improved Initiative, Iron Will, Lightning Reflexes, Literacy, Lucky, Martial Sidearms Proficiency, Nimble, Run, Simple Weapons Proficiency, Simple Sidearms Proficiency, Simple Longarms Proficiency, Speak Language, Stealthy, Trustworthy, Weapon Focus.

Bonus Feats

The Charismatic Hero has a talent for leadership and inspiration. Coordinate: The Charismatic Hero has a knack for getting people to work together. When the hero can spend a full round directing his allies

Leadership Talent Tree

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After picking your characters starting class, the next step is to pick a vocation. The list of vocations is in Chapter Three, Vocations. Choose any one of the listed vocations, but choose wisely some vocations can only be picked at this step at character generation, while others can be moved into later in the game. A vocation gives more talent options, as well as more skills to pick from. It may also affect a characters Reputation (see below).

Choose a Vocation

When a character reaches venerable age, the Games Master should secretly roll their maximum age, which is the number from the Venerable column on Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character that reaches his maximum age dies of old age at some time during the following year. The maximum ages are for player characters but exist only as a maximum possibility. Most people in the West die from pestilence, accidents, infections, or violence long before they reach venerable age.

The characters class and ability scores determine how many skill points and feats he has. Select skills from Chapter Four. Feats are listed in Chapter Four. Talents are listed in the class and vocation descriptions. A beginning first level character has at least two feats (plus any bonus feats from his class), one talent (which can be chosen from his class or vocation lists) and the amount of skill points listed for his class. Remember that a character can spend a feat slot to take a talent instead.

Sk i l l s , F e a t s and Talents

Aging EffectsMaximum Middle Age1 Old2 Venerable3 Age 35 years 53 years 70 years +2d20 years 1 At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 2 At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 3 At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

A character with an Intelligence of 9 or more may gain the Literacy feat for free if he comes from an educated background.

Literacy

The dice roll given in the Height Modifier column determines the characters extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the characters extra weight beyond the base weight.

Height and Weight

Random Height and WeightGender Male Female Base Height 4 10 4 5 Height Modifier +2d10 +2d10 Base Weight 120 lb. 85 lb. Weight Modifier (2d4) lb. (2d4) lb.

Select equipment from Chapter Five according to the initial finances from your vocation. Fill out the character sheet, remembering to take ability score modifiers when working out skills.

Finishing Touches

You can choose or randomly generate your characters age. Most characters are adults (16+). With age, a characters physical ability scores decrease and his mental ability scores increase (see Aging Effects). The effects of each aging step are cumulative. However, none of a characters ability scores can be reduced below 1 in this way.

Age

A characters Reputation measures how well he is known in the West. Reputation is partially based on deeds, but personality and exaggerated rumours also play their part. A characters Reputation begins at a value equal to his Charisma bonus plus his level. See Reputation, page XX.

Reputation

Luck is a characters edge in a fight, a measure of good or bad fate and fortune. A characters Luck begins at 6+1d4. See Luck, page XX. Note that characters who begin play at a higher level do not have any extra Luck.

Luck

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A western character improves gradually over the course of his career, gaining new levels. He may also switch vocation with each new level. The rate of advancement is up to the Games Master, but the following rates are suggested: In an episodic game, characters should advance one level between adventures. In a continuing game with no gaps between scenarios, characters should advance once every four sessions.

Advancement

Class level is the characters level in a particular class. For a hero whose levels are all in the same class, character level and class level are the same.

A hero gains hit points from each class as his level increases, adding the new hit point bonus to the previous total. Adding a second class, however, only gives access to the new classs hit point bonus. As such, your first level in the second class does not receive maximum hit points as they would at character creation.

Hit Points

A character may add new classes as he progresses in levels, thereby becoming a multiclass character. The class abilities from all of a characters classes combine to determine a multiclass characters overall abilities.

Mul t i c l a s s Cha r a c t e r s

Add the base attack bonuses for each class to get the heros base attack bonus. A resulting value of +6 or higher provides the hero with multiple attacks. For instance, a 6th level Fast Hero/2nd level Strong Hero has a base attack bonus of +6 (+4 for the Fast Hero levels and +2 for the Strong Hero levels). A base attack bonus of +6 allows a second attack with a bonus of +1, even though neither the +4 from the Fast levels nor the +2 from the Strong levels normally allows an additional attack.

Base Attack Bonus

When a character with one class gains a level, he may choose to increase the level of his current class or pick up a new class at 1st level. The character gains the 1st level base attack bonus, base save bonuses, class skills, other class features of the new class, hit points rolled using the appropriate die type, and the new classs number of skill points gained at each additional level (not that number x4, as is the case for a 1st level character). Picking up a new class is not exactly the same as starting a character in that class. Some of the benefits for a 1st level hero represent the advantage of training while the character was young and fresh, with lots of time to practice. The character gains new hit points equal to his new classes hit point bonus plus his Constitution modifier.

Adding a Second Class

Additional AttacksBase Attack Bonus +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Additional Attacks at +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

As a general rule, the abilities of a multiclass character are the sum of the abilities provided by each of the characters classes.

Class and Level Features

To use multiple attacks in the same round, you must use a full attack, which is a full-round action. Attacking and full-round actions are explained fully in Chapter Seven: Combat.

Character level is a characters total number of levels. It is used to determine when feats and ability score increases are gained, as per the Level Dependant Benefits table (see above).

Level

Add the base save bonuses for each class together. A 3rd level Tough Hero/3rd level Fast Hero gets +3 on Fortitude saving throws (+2 for the Tough levels and +1 for the Fast levels), +3 on Reflex saving throws (+1 and +2), and +2 on Will saving throws (+1 and +1).

Saving Throws

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Add the Defence bonuses for each class together. A 4th level Strong Hero/ 2nd level Smart Hero has a Defence bonus of +3 plus +1, for a total of +4. If the same hero then picked up a level of Dedicated Hero, he would add +1 to increase his Defence bonus to +5.

D e f e n c e B o n us

A multiclass character increases one ability score by +1 every four character levels, regardless of individual class level (see the Level-Dependent Benefits table).

Ability Increases

A multiclass hero uses his character level to determine the maximum ranks he can have in a skill. If a skill is a class skill for any of a multiclass heros classes, then use character level to determine a skills maximum rank. (The maximum rank of a class skill is 3 + character level.)

Skills

The character gets all class features (talents, bonus feats, or other special abilities) of all classes for the levels he possesses.

C l a s s F e a t u r es

Each time a multiclass character attains a new level, he either increases one of his current class levels by one or picks up a new class at 1st level. When a multiclass character increases one of his class levels by one, he gets all the standard benefits that characters receive for attaining the new level in that class: more hit points, possible bonuses on attack rolls, Defence, Reputation, and saving throws (depending on the class and the new level), a new class feature (as defined by the class) and new skill points. Skill points are spent according to the class that the multiclass character just advanced in (see the individual class descriptions for skill points per level). Skills purchased are purchased at the cost appropriate for the class level that gives them to the character.

Advancing a Level

A multiclass character receives a new feat every three character levels, regardless of individual class level (see the Level-Dependent Benefits table). Taking one level in a new class does not entitle a character to receive the two feats that a beginning 1st level character gets.

Feats

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Vocations

A

characters Vocation is his current career. A man was expected to be able to turn his hand to anything in the West, and many went through all sorts of jobs during their lives. Some turned from farmers to outlaws to cattle rustlers to cowboys to sheriffs and back again, all in the space of a few years. Each vocation provides a number of class skills for the character, in addition to the class skills gained from his class. A vocation also has a list of talents; a character can take a talent from a vocation whenever he could normally acquire a new talent. A character can change vocation whenever he gains a new level, so long as he fulfils any prerequisites listed.

Shoot from the Hip: The gunslinger may gain a +3 bonus to Initiative for every 2 penalty to his attack roll in a duel. For example, a gunslinger who accepts a 6 penalty to his attack roll would gain a +9 bonus to Initiative. This is 50% better than the normal +1 Initiative for 1 to hit exchange rate used in a duel. Twitch: If the gunslinger is outdrawn, he may make a Reflex save (DC equals the Initiative total of the highest Initiative opponent). If the saving throw is successful, then the gunslinger acts at the exact same time as his opponent their attacks are resolved simultaneously. o Prerequisites: Improved Quick Draw, Shoot from the Hip

The gunslinger is the quintessential hired gun he lives by the gun and dies by the gun. Most gunslingers drift from one side of the law to the other. Sometimes, he rides with bandits and thieves; the next year or the next county, and he is working to defend som