Tuesday, December 15, 2015

A modest rant/proposal for DCC

One thing that DCC does wicked awesome is the scrubbing away of DM-side accounting; if you are a control freak or a world-builder or one of those minutiae oriented Judges, then I think the swingy-ness of DCC probably won't appeal to you.  Built into the system is a risky way to turn the careening of the narrative in the direction you like as a player, right down to 2 little factors.  Occupational vs. untrained skill rolls and the Luck system.  I have in mind a thing that will somewhat complicate that easy-to-run thing, but maybe it'll work nice.


1) the first part is built in to 3.5 or later D&D, I guess.  I'm not sure since those system are anathema to me.  I had Call of Cthulhu d20 and I never felt good about it - I don't know why.  It was a beautiful book but it was pulpy and action-oriented in a way that I felt did a disservice to the source material and those pages and pages of gun specs... I don't know.  Not my cup of tea.  Great book, but I digress.  The idea behind the occupational rolls is that there are things that you've done before you took up adventuring and you were skilled at it but maybe not GREAT or else you would have kept doing that Gongfarming thing and stayed safe.  So you have a lot of background in certain things, and if you can apply that background to a skill roll then it's a d20 versus a d10 skill check for untrained schmucks.  I try to use this when I can in my games, but for a front-end part of the system it rarely gets much play in most of the DCC games I've been in (running or as a player).


2) The Luck system will correct a great number of problems for players.  It's there as a feature and a lot of people don't like it or the Spellburn thing since it can make things hard for DMs... It's not a bug - it's a feature.  And once you embrace that, you really do get some great games, in my humble opinion.  Sure, as a DM a lot of your nefarious plans will get undone, especially in one-shots - BUT- I think it's a system for people who don't mind winging it.


That said, there is this:


http://www.enworld.org/forum/content.php?3076-Why-Aren-t-Designers-Using-The-GUMSHOE-System#.Vm712Eo4FG-


Which says a lot about how certain sub-systems and games fit in some games and not very well in others.  Implicit in most D&D-flavored games is that grinding push to get from nobody to somebody.  To bring your skills from lowly schmuck to world-shaking hero.  I think at the top end that some DCC games must surely fall apart - I tell you I enjoy the funnel on paper but I do a great deal of proselyzation and am growing weary of nervous, shattered cautious wimps.  I chuckle with glee, still, when they get that vibe going around, especially in the Barrowmaze, but I propose it would be better to instill that in some heavier-weight men and women and creatures...  Well, there you need to walk a thin line between the lowly little crumbs and the big meaty adventure tropes.


I usually get a mix of people who enjoy "I press the knob and turn it, and insert my gauntleted fingers into the eye sockets of the altar" and "WHATEVER: I SEARCH - ROLLED A 17".  Which is fine.  But reinforce the stuff you like and people will do it.  One easy way to do this is to award Luck if players are willing to haggle it a little, and another way is to reinforce for stuff they don't do, usually.  Why the preamble?  Well, in DCC, you're going to max out at 4 XP per encounter, RAW.  Everybody is going to get the same XP per session, also, RAW.  So, I propose to throw those 2 little rules away and here's why: it doesn't promote much except LET'S GET THROUGH THIS AS FAST AS POSSIBLE.  A good thing is that most folks I play with don't play this way and it's usually pretty informal.  But, it might drive a certain type of player away from the system entirely!  If you get bogged down in a lot of combat, the game is going to peter out in the middle game and really begin to (ahem) crawl at the top end... I have never played a 4th level or higher DCC character - mainly because I'm not into it, much, and mainly because it would take a very very very long time to get a character that high.


So, award XP or Luck for things you want to see in your game, things to teach your players how to play the game you want.  Want to handwave it?  Fine - use the RAW - but, I bet that you can shape a game by the rewards you give (It is my opinion that as an almost behavioralist I do this practically every day)

More in a couple of hours

Chimney Sweep World - Procedural Anti-Dungeon

Mary Poppins - my kid is obsessed with her.  A tedious early 60's movie with some weird message about family values that strikes us as tin-earred, now, since DUH - you shouldn't neglect your kids or make them miserable.  Which is why I see so much in the way of Poppins these days...  I said something very naughty about the state of her regenerative organs over on DSR a few nights ago.  With a pretty face, simple charm, a venomous tongue, and a vindictive sensibility full of snark and contempt for others, I imagine the reason why she's practically perfect in every way is that underneath the petticoats there's just like snakes and tentacles and eyes.  Snapping dentatas if you follow. At night I toss and turn and the sentiment of the movie invades everything and I find the most honey-dripping displays make me weepy and the spirit of Christmas returns and I have the urge to fly kites all the time...



These are scant notes that will never see the light but I offer them so that someone may redeem them from nihility

Bert the Chimney Sweep/Everyman (his occupation is literally whatever is needed at the time so he always gets a d20 plus 5 on skills rolls)

This suggests a late Victoriana/Edwardian/Georgian or whatever occupations list - I think there was one of these already floating around.  Screever, chimney sweep, horse racer, party band, french waiter, suffragette, kite salesman

Steppin time - a vicious dance-off/gang rumble between Mephits and redcaps in the rooftops of a soot-stained hell

D3x2 by d8, then a linear array/repetition of d8. These are all the same height in terms of stories, and the next set can go up (1-2) down (3-4) or stay the same height (5-8) on a d8. Buildings within a block will be relatively close together, but there may be alleys and parks and long perilous drops back to material reality. You can get sucked up to the Chimney sweep World anytime you investigate chimneys which are literal liminal zones between the prime and the smoke-lands

Related to: Margaret St. Clair's linear dungeon crawl which I never finished because in retrospect the hero of that Shadow People book had a tough slog of it and the principle was sound in terms of mechanics and simulation but maybe UN-fun overall



Smoke Form Spell - not for people but for using smoke to make semi-material objects. See the soot-city of Haon and Ylill in the Purple Planet boxed set. I still haven't played this chunk of the thing out despite my quantum-ogre-ing trying to kidnap, cajole, and seduce the PP party into it...

Smoke Mephits made from ashes and soot. Triple damage from wind and from brushes but nothing else affects them in the slightest. Unflappable and maliciously cheery.



Efreet Prince of Smoke like Yan C'Bin or that other one. A boss monster. Nattily dressed and imperious. Maybe a tophat

Mary has many wiles: charm, suggestion, levitation, animation of objects, extra-dimensional spaces, and planar step into pseudo-realities. She can speak to animals and see the future. BY GUM SHE IS A WITCH


Sunday, December 13, 2015

HHSOLO2 in the works


Greetings, Programs!

In the works I have laid down the frameworks for a post-apocalyptic DCC oriented solo dungeon crawl game book.  It's not a sequel, but something new.  There was going to be an emphasis on thieves and Deep Ones in the next one but I lost momentum and it needs to wait... Meantime, I have stocked my future donjon with gross mutated monstrosities, robots, and cultists to chew through PCs.  It's going to have a real SPACE DUNGEON feel, and if you missed that campaign (still fetid with glimmers of unholy life), then you can take part of the universe around in your bookbag/satchel/mule-droid.  Also, just now, I developed a system for cajoling robots and computers and low-sentience machines into doing your will in the >>REDACTED<<

Here's the system, use it for what you like and keep me in mind on those lonely winter nights when you want to wander a haunted and irradiated giant >>REDACTED<< with the cultists of the >>REDACTED<< in hot pursuit.

R31) Hacking and Security Clearance – Your security clearance is a measure of your responsibility and trustworthiness in the >>REDACTED<<. Most plebes like you start with a range of zero to 3; entry level positions. It is possible to acquire passkeys (colored cards) and to be invested with higher Security Clearance levels but this was relatively rare: clever people were typically shipped away or otherwise disposed of before the Neuroleptic Plague. You may use your Security Clearance to get through some locked doors – just place your palm against the reader. If your SL is high enough, the door or gate will open, or the interface of the machine will activate.  Higher level passkeys will always open lower level doors.

If your clearance is not high enough, fear not! If you have an Interface for that machine (i.e. Robot/Vending Machine/Turret) and a Battery, then you can try to hack it. A hack attempt is usually an Intelligence or Personality test with a DC given for that particular machine or terminal. You cannot burn Luck for this test! However, you CAN add extra points up to your Security Level, BEFORE your roll. If you win the DC test, then the door opens, the machine capitulates, the robot submits itself to you. If you don’t win the test, you lose the total amount of the SL points you risked and must earn them back somehow… Sometimes a sentry will be alerted or the machine will do what it thinks best to take care of you, the intruder. This can include some very harsh punishments, so think about what you’re doing, Lawbreaker! Randomly encountered robots and machines will state in their stat blocks whether they can be hacked and what happens if you're successful.

Saturday, November 28, 2015

Black Rites of Walmammon - Funnel Free for All



This started as a couple of threads on Geeplus but if its not in 6x9 format these days, then there's almost no point in making it so here you go. If you're dying for a PDF or something, tap me on G+ and say so.  I envisioned some Holloway art with a fat hobbit attacking an old lady beadle, or a mudlark, something like that but you can pretty much fill it in for yourself.  Here's a place holder:

The Ancient Rite of WalMammon the Black


It occurred to me in the relative safety of my living room, madness reigning everywhere else, that I ought to write a Black Friday funnel for DCC in which hordes of 0-levels fight each other for tawdry goods deeply discounted but still (sadly) worthless. I am sick with turkey poisoning and indigestion, and slept the sleep of those who over-indulge. I anticipate days and days of unhappiness and acid reflux; strangely my wife says again and again "DONT THROW IT OUT"... does she not understand this flesh and these sweet potatoes are our dooms? The baby, sensibly, will not eat any of it. She does not yet know Gluttony, my pure and precious little aleax...

Each year on the day after the Day of Feasting and Humility, the Citizens of Aereth approach the terrible zones of conflict closest to their own localities to wrassle, eye gouge, and bite for their piece of the Aerethian Dream. The Chaotic random violence and wild discounts offset almost all the Good and Orderly Charitable Works done the day before by the narrow minded agents of Law

The closest one to you is at the mostly deserted keep of the wizard Halthrag - traditionally cleared of the sleepy and irascible monsters on this most august day. The Dead Cyclops inside and the ramparts and staircases are strewn with 'bargains'. By solemn tradition if you throw some coppers at the Flesh Golems at the gates, they do not smash you as you run out...

For each item you carry, have 1d6 copper pieces to fling at the check-out Golems barring your exit. If you are killed inside your form transitions into one of them, or some other monster (possibly a Beast Man or Zomborg) as appropriate. You get 1 xp for each 'opponent' neutralized and 1 xp for each treasure you get past the morose hulks at the check out counter, but you go deeply into metaphysical and possibly actual monetary debt. Any survivors get the additional "Retail Warrior" lucky modifier, which applies to all attacks on any market or feast day going forward (but only in the market or very nearby).  Of course, if you have not the moneys as you sprint to the exits, then your life and soul are forfeit, although the Chaos powers are happy to extend credit to those who will do their bidding...

"I can't believe Todd put me in for 5 hours today.  What a jerk."
There is, unbeknownst to most, a newly built express check-out lane just over there, but you need to have at least 3 bargain items in your hands to even become aware of it. If you are so encumbered, then with a DC 10 Luck Check, you can scramble toward that check out, where a gnome with a long unkempt beard will take your hastily flung coppers, and as you careen out the exit, you arrive in the first room of some appropriate adventure totally unrelated to the current campaign. Thus, this Chaos Node allows access to many terrible alternate realities. Once you have discovered this express lane exit, it becomes evident to all present and you get another 3 xp for being first through the gates nearby, propelling many Hapless Souls into the clutches of the 9000 Powers of Disorder.

The gates fly up at promptly 11:59 so bring your coupons...

I needed a long list of cheap crap to punch a nearby turnip farmer and elfin haberdasher over. The amazing G+ community was happy to play along until they also succumbed to the funk.

d64 THINGS FOUND IN THE MIDST OF SHOPPING CHAOS NODES


I started the list with these, and the appropriate conspirators are named before each of their entries (some other individuals are tagged as in-jokes):

1.) Play Set of 4 "The Band" action figures with Shanna Dahaka strangely absent
2.) Silver-Coated Feather Pen (1d3, will hit undead)
3.) Roy the Radish's Barrowmaze Snake Oil +Dave Younce 
4.) Orichalcum Tuning Fork, slightly imperfect +James Bennett 
5.) Waite Family Summer Sausage Set (1d3, attracts ghouls)
6.) Super-Finely Milled Extra Explosive Sack of Flour +Evan Lindsey 

7.) Purple Pony figurine of wondrous power (says on the box will be your friend for life)

8.) A small golden goblin figure, on a wooden stand, that will perform a stiff, jerky dance when music is played.  

9.) Brand New Gongfarming Toolkit

10.) Officially licensed Tootums McGrimm's Junior Bagpipe of Melancholy.
For every little boy or girl who has ever dreamed of leading a funeral procession - just blow and go!  (Only usable by children and wee folk, fascinates undead)


11.) Dr. Milos Prometheus' Aura Repairer (64 D cells not included) +David VC 


12.) A pack of 8 D Cell Tellurian Batteries (minir corrupshuns incurred per use)


13.) Faulty Silgurian Laser Pistol (1d10 damage, on a 1-5 to hit it vaporizes the wielder and makes a perfectly demispherical crater)


14.) A slightly rabid monkey pet, eats geese and pigs and flings poo (AC17, HP 4). In a cage. If it kills its owner it becomes a demonic familiar according to the core rules and attaches to the next character that owns it 


15.) A spare D Cell of the Ancient Moon Dwellers, skittering around on the floor (adds 3 to fumble range as long as it's held)


16.) A gilded hobby horse (3 D cells not included)

17.) A glow in the dark sailors outfit! Looks slimming, and attracts Kraken.


18.) 1st edition Manual of the Puns: any jesters gain +5 to any punning attack rolls (see Dragon #60)


19.) Dr. Xavier's Eye Drops, 3 pack. +Eric Fabiaschi

20.) Home Cocktail Kit with silver shaker, strainer +1, Cobra Fang Juice, Hydrogen Bitters, and a 10 year old bottle of Old Panther.


21.) A fist sized chunk of evilly-glowing rock. Color (1d6) 1: Green 2:Blue-green 3: Blue 4: Pink 5: Purple 6: Jale

22.) Leopard Skin Pill Box Hat, Of Leopard Transformation.
(editor’s note: you know what they say about folks who wear leopard prints)


23.) A half-unwrapped bar of Radox Milk Chocolate, gleaming Platinum Ticket showing underneath the folded corner


24.) A copy of The Hitchhiker's Guide to The Purple Planet, signed by the author and artists


25.) A dingy towel of indeterminate color, suffused with a variety of vitamins and nutrients


26.) Minimizing Glass


27.) Sardonyx Mirror - will not reflect any images whatsoever except those of vampires (possibly useful but breaks into pieces on any attack rolls of 8 or better by the bearer) 


28.) Flumph Detector - 1 D cell included, can be powered by a greenstone shard in a pinch 


29.) Brass Thought Projector - a twisted cap that covers the entire frontal lobe portion of the skull, including the eyes. It bonds painfully and instantly to the wearer, and all of his thoughts are projected nearby with ominous and threatening undertones added. Reduces morale of enemies but reaction rolls are worsened automatically. Kith will automatically attack with no quarter offered or taken . (Editor’s note: I can’t recall but this may have been directly stolen from Purple Planet)


30.) Lunchables, Cold Pepperoni Pizza flavor; cumulative minor corruptions incurred when eaten but stays edible indefinitely forever 


31.) Pet Goose Ghoul-Attractant Pheromone Nullifier - its well known that geese attract ghouls. This subtly alters the pheromones exuded by pet geese so that they attract androids and minotaurs and trolls, instead!


32.) The Sword of Castle Greyskull - can never kill anything, ever, ever, but if the PC's strength is less than 7 it allows him or her a radical identity change and to raise the Strength score to 19/85. The change last for 1d4+(Personality modifier) turns


33.) Zik Zak Orb of Chaos - 12 pack. Cast cantrip as the scroll with a minimum 3 point spellburn. Add 2 mercurial effects per casting and the Orbs vaporize immediately upon use 


34.) 14" HiDef God Eye, deity/patron determined randomly, 2 D cells not included (editor’s note: this is for ASE and the various spin-offs, which are terrific)


35.) A Pumpkin-Headed bipedal Steel Chassis with a Santa-cleric hat affixed to the rotten pumpkin with hot glue. If you flip the switch, your identity is sucked inside by old magicks (editor’s note: +Taylor Frank’s character from Space Dungeon)


36.) IKEA Brand Magic Wardrobe: it only goes to (1d4) 1) Alfgrim 2) The southeast section of the Barrowmaze 3) The Purple Planet 4) a service closet on the space station that orbits the tomb planet of Nebulmor.  This is encumbering on account the box is awkward.

Point of purchase item at the registers:
37.) Packets of "Pock Rocks" - Small granular substance in foil lined packs. Rip open and fling contents at victim. Substance adheres to and reacts to moisture in skin. Erupts with loud popping sounds all over surface of skin, ripping out small craters of flesh. Roll 1D10 for number of wounds. For each wound roll 1D2 for it's damage. 


38.) A shaker-can of Professor Action's Animation Powder, very much past the expiration date. Any inanimate object this can is shaken upon becomes sentient, mobile, and hostile and acquires some detrimental monomaniacal drive in direct conflict with the owner of the can


39.) A pack of Magic: The Bothering cards, all the rares having been removed. Throwing the cards in the ground will convert the surface of whole area permanently into a mucky bog, a stagnant pool of water, a peaty forest floor, a sandy expanse, or a rocky mountain side. Any summoned monster hit by the card's effects does its best to reduce the user's hit points to 0 in preference to all other targets 


40.) A burial mask of some random material that grants undead (only!) the ability to cast a first level Wizard or Cleric spell

41.) The three last packs of Ice Cream Gum.


42.) A dinner plate of about an inch thickness, glowing softly with weak light (actually a data-disc; see the Christmas 2015 Crawling Under a Broken Moon) +David VC +Reid San Filippo. A random symbol-icon is inscribed on the surface  (Editor’s note: consider this an advertisement for the Christmas issue of CUaBM)


43.) TLC's Jars of Essential Saltes of Various Dead Celebrities and the Level 4 Wizard spell instructions to animate them but you don't necessarily get any bonuses to the process but please o please you're welcome to cast it anyways (any non-successful casting rolls are rerolled and you pile on corruptions and negative effects as you reroll).  The minimum DC for an actual success is 18, and its really Summon Demon II with a celebrity personality injected

44.) KY Condom Bombs Condoms filled to near bursting with KY jelly. Thrown at the feet of adversaries racing to beat you to the next Blue Light Special. Causes target to run at 10X their normal speed yet never move from the spot the bomb exploded on. Victims legs spin like in a Scooby Doo cartoon.


45.) Special Edition Holodisc Collections of the "Galactic Warriors of Zeta 19" with all the original physical effects edited out and character development sanitized. If you watch it somehow before you rise to level 1, you may addend to your funnel occupation "and Star Warrior Initiate". You're our only hope.

46.) A Black Thomas The Death Engine playse, complete with colliery, steam works, and glow in the dark summoning circle appliqué which can actually be used to summon tiny demons 

47.) Jolly Shardshers: Tiny edible green-apple-flavored shards of arcane crystal. Imported from the Purple Planet and packaged in Kith sweatshops.

48.) Flubber inflatable humanoid, gendered and anatomically approximal. 

49.) Macrame bag of marketeering. 50% chance of withdrawing a spongy polymer, badly painted, replica of any item stored in the bag.

50.) Set of single use Jingzoo knives (1d20). The haft of each knife is a poorly sculpted random animal.

51.) Scamois. Lustrous square of baby pink cloth. Objects polished with the cloth become filthy an smell terrible.

52.) My rock VI. A stone tablet displaying ever changing text and images. Consult the object to determine what your second cousin had for breakfast.

53.) Maxxxy Go bar food replacement amalgam. Provides energy and sustenance for four hours +1d4 temporary hp +1d4 Str. Followed by 8 hours of exhaustion -1d8 Str, impotence.

54.) Can'o'Wyrms.

55.) Scissors of Regret. Normal, sharp well-cast steel haberdasher's scissors. Owner will stab themselves with the scissors a number of times equal to the amount of loved ones they have abandoned in their life. 1d4 per stab.

56.) Alpha Uno special sauce. Renders any living matter it is applied to into a delicious hot sweet and savoury meal. 1d20 applications.

57.) Slonky. Ultra compact coil of high tensile climbing cable, 100’ extended. Not quiet when in use makes spooky metallic reverberant sounds. Also goes down stairs.

58.) Cowls of Ever-Dreaming. Poorly made silver coloured cloth eye masks with loose non-adjustable band available in bulk point-of-sale bins 20% chance or part of ticket price for long voyages or found used in busy ports. A user of these eye masks will appear to be in a deep sleep while they are actually transported to the moon court of faerie King of Bougheye where they will be trapped in a major dance among the stardust.

59.) Slankets of all different sizes and materials and each one has a wondrous image of the logo of some local favorite sporting club (The Innsmouth Tadpoles are represented, for example).  You can grab 1d4 and run, OR you can get a special one with your favorite logo on it with a DC 14 Luck check. Add an extra XP if you make it to the counters with this one, but if you fail then a Random Monster arrives to give you trouble RIGHT NOW 

60.) Tickle Me Elzemon- a mini Elzemon that when tickled in JUST the right way (at least 1 point of spellburn) will summon Elzemon. He's a real fucker. Gives audible clues when tickled incorrectly. 

61.) Sexx Boxx One- deck and two controllers- allows swapping of gender via controller link. Hook it up to a flailsnail and see what happens!

62.) Crabbage Pack Kids (trap)- will look all cute and shit and then animate and grow to full height (8ft tall) in 1d8 rounds. Init starts at minus4 and goes to +4 depending on height. Also have variable to hit bonus (minus 4 to +4) and do one attack on a d20- smother- target is grappled unless successful Reflex save (scales from DC 7 up to DC 15). 1d4 damage each round smothered in crabbage leaves. Cannot move.

63.) Scented Candle Set (1d3+1). They burn brighter than normal and the smell of cats will keep rats and other small vermin at bay.

64.) The Fruitcake of Perpetual Storage - restores those adventurers who dare break the cellophane seal! (Editor’s note: I can’t help but add a link to +Daniel Bishop’s Christmas adventure in which a sentient and evil fruitcake plays a pivotal role.)





Wednesday, November 25, 2015

Gunslingers and Galoots

Listening to the Sanctum Secorum Halloween Episode whilst on the ole stationary-bike-in-the-basement (as a Florida native I am not interested in doing exercise when it's chilly).  It's chock full of good stuff and you ought to check it out if you like Appendix N Book Club-type situation and also free DCC content and ideas (since the time I wrote this, they put out another episode or two!)



Cimarron Rose here was associated with George Newcombe in the real world!
Meanwhile, I release the Gunslinger to you in easy-to-read, plain n' simple 6x9 no frills format. Sometimes, you gotta have a guy or gal who will kill people with a gun and by definition these folks ought to be better at it than your average schmuck.  So there you have it.





As for average schmucks, I kin offer the following:




The way Boot Hill does it, it separates all characters into a couple of different stats, those being things like tracking (superfluous for me in DCC), horsemanship (also superfluous), bravery (DCC doesn't do morale too much/well but for me it varies and I use the Moldvay way), and drawing speed (LOOK OUT NOW!) and accuracy (VERY IMPORTANT WHEN A PERSON HAS A BEAD ON YOU).  I think it's easier to keep accuracy and speed as a single thing but YMMV.  I included a rudimentary morale and fleeing system in my own DCC rules lite solo book, and I believe in these things in my heart.




Now, since there's no demi-humans, mostly, and no goblinoid or orky bad guys n such, but there are a great number of apathetic men of low character who would like to shoot you, I offer a very simple and no-frills stat block - suitable for a wide range of games - to pepper your Old West with gun-toting thugs and desperadoes.  Assume Neutral or Chaotic alignments, as you like, since it seems to me law-abidin' folks don't go about shooting up citizens, but hey your dog may hunt otherwise.  Things like Personality/Wisdom and Strength are superfluous but can be generated on the fly


I assume knives, bowie knives, clubs, pistols (1d8), shotguns (2d6, 6s explode another die), carbines (1d12), and rifles (1d12) for gear.  If you use Transylvanian Adventures rules, then you can steal Ruin points to give these folks an edge that would likely let a party cruise right over them.  Maybe an occasional fool would have a boomerang, sword, or staff but for the most part in the West, if you're not packing heat then you're not a viable opponent.




Common Thug
HD: 4 HP
AC: 9
Morale (Low: 6-7)


Other Scores (2d6+2)


Bandito/Desperado/"Cowboy" (note "cowboy" in the pejorative sense of 1880s)
HD (Average Party level -2) or 1, whichever is more.  I figure about 6 HP each, and a good clean shot with a small arms, or a knife blade, ought to finish these folks off or prompt an immediate withdrawal or surrender...
AC (12)
Morale (Average: 7-8)
Other scores (2d8 when needed)


Gunfighter
HD (Average Party Level) I figure about 6 HP per HD
AC (10+d6 - assume these folks to be taking cover, crouching, relatively quick)
Morale (High: 9-10)
Other Scores (2d6+4 when needed, a focus on Agility for DCC)
Arms and equipment will be slightly better.  Can critical hit like Warriors or Thieves/Specialists/Valiants
In terms of Boot Hill 2, these folks will have survived 2d6+2 gunfights, and killed 1d10 men or women.  Gunfighters ought to have attack bonuses for high Agility when shooting, IMHO


Star Bad Guys
HD (Average Party Level +2) again at about 6-8 HP per HD depending upon the needs of the thing
AC (10+d8 skilled killers would be deft and survive owing to Luck)
Morale (high to fanatical, so about 9-12)
Other Scores (3d6 as PCs, maybe one ability at 15 or above)


Kellri has put out a terrific rip of the Boot Hill 2 stats blocks, and with his permission I might do a little conversion with his document so as to make some of the historical gunfighters and the in-system fictional ones.  At the link you'll find a PDF of a good number of the things, but mine would be a rough approximation with some spreadsheet calculations to put the dudes (almost all dudes, IIRC maybe Calamity Jane the exception) into a DCC or d20 stats framework.


Hmm.  Seems to me we could use some fairer-sexed gunslingers in this Weird West world.  +Doug Kovacs has it locked on Catastrophe Jane, and +Brenda Wolfe may soon advance her professor of phrenology (I think it was phrenology) into the adventuring classes.  I envision Head Acolyte +Jen Brinkman as some sort of Galadriel spooky-fast sea-faring pirate gunslinger but that's just me.


Keep your powder dry, cowpokes!












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