Thursday, October 1, 2015

The Gunslinger for DCC

(Oct. 1, evening)

I have this DCC Weird West Barrowmaze thing, ostensibly starting up a couple of weeks ago and creaking to life slowly.  Spurred forward by the arrival on the scene of the Black Powder, Black Magic zine by Stormlord Publishing and also my grokking of the terrific Shudder Mountain Boxed Set.  It set in motion some hankerin' for some 1870's-era quick draw things, and so I present to you a rudimentary version of the DCC Gunslinger.  I found a couple of different systems for Wild West games, namely 2nd edition Boot Hill (which is clumsy and needs patching but has a distinct merit about it), a little free thing called Go Fer Yer Gun! which I have linked to in the past, and obviously Carl and Eric's stuff in BPBM 1.  That is shoehorned on top of Transylvanian Adventures' fumble/crits/fear/general play system and further sprinkled with Autarch's Ravenloft book for d20, as well as Barrowmaze Complete.  Why?  I don't know.  Why not?

If you choose to be a gunslinger, what you sort of are is a base Warrior from DCC core book, but you take away the mighty deeds with various weapons and specialize with a pistol of some kind (in my brain imagination zone there are different flavors of pistols, but we'll see how it plays out) or pistols, generally.

You get a d10 fast draw die, which you add to your initiative with pistols (and maybe to Reflex saves in a pinch), in addition to your Agility initiative bonus and level.  For shots or trick shots with your pistol, you also get your Agility and level.  You get the fanning feat from BPBM 1, which is cool, and all your shots with pistols count as short range, within the normal range of the pistol.  You can burn a Luck point to avoid jams and fumbles with your pistol, and your crit range is equal to your Level (so 20 at Level 1, 19-20 at Level 2, etc).  You do get a Trick Shot die with pistols, same as a regular Warrior but you lose deeds with other weapons.  Further, you can burn 1 Luck to move your critical hit result up or down 1 as you like, whichever suits you best.

NPC's banditos/bad guys/Cowboys are generally going to have the quick draw die, and an agility mod, HP and that's it.  I mean, no need to get complicated with stats etc.  I have been working on a Rogue's Gallery thing with 100 Western NPCs, but it's more an experiment in Excel than anything else (note I did this once before for vanilla DCC).  A pretty cool thing about Boot Hill is that it has stats for all kinds of thugs and luminaries from our actual (regretably gun-violence oriented) Mythical American Past, and some of these cats were really sunsabitches of the worst sort.  Even the Earps and Doc Holliday were prone to casual murder...  (Funny, I examine this last sentence here, and maybe I don't need to post a thing about gunslinging today, owing to all the horrible news... I just took the wind out of my own sails with reality.  Gonna park this one here and come back to it tomorrow or something.)

Let me tell you later about the Dalton Gang and Coffeyville, the Death of Johnny Ringo, the Le Mat 9-shot pistol, and some other things.  But not today. Also, following Boot Hill 2.0 I think everyone probably ought to have a Gambler Rating

More later

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