Author: august

  • Foci

    Before diving into the individual class Edges, which is the real meat and potatoes of this project, I’ll first do some Foci. I’m not listing all of them, because most of them are unchanged from other XWN sources.

    I think I mentioned this in an earlier post, but there’s no Impervious Defense. With guns around, getting such a big Armor Class boost just doesn’t fit. It’s a really strong focus as is, but I think I would turn it into an Edge (with a small power boost) before making it a foci.

    One of the more interesting things I’ve found when making foci is just how they different from XWN book to book. There are some that accomplish the same thing, like learning about new cultures or obtaining minions, but have somewhat different rules to fit the different genres. This gives me a lot of room to modify similar foci to suit my own vision. Sure you can do that anyways, but it’s nice to have examples.

    For example, here’s the Diplomat focus from Stars Without Number

    Diplomat
    Level 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice
    related to negotiation or diplomacy.

    Level 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.

    And here’s the same focus from Worlds Without Number

    Diplomatic Grace
    Level 1: Gain Convince as a bonus skill. You speak all the languages common to your region of the world and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.
    Level 2: Once per day, silently consecrate a bargain; the target must make a Mental save to break the deal unless their life or something they love as much is imperiled by it. Most NPCs won’t even try to
    break it. The deal must be for something specific and time-limited, and not an open-ended bargain.

    You can see the Level 1 feature is exactly the same, but the Level 2 is completely different. At minimum, it gives me a lot of options to pull from, to mix and match, even if I don’t create anything unique.

    Entertainer

    Level 1: Gain a Contact in your entertainment field of choice. Whenever you are in front of at least a dozen bystanders paying attention to you, you gain a +1 on all skill checks, combat rolls, and saves. When acting in front of at least 50 bystanders, that increases to +2, and +3 when in front of 200 or more bystanders. The crowd has to be watching the entire time. 

    Level 2: Once a week, you can take advantage of the crowd watching you in one of the following ways: You can earn donations and favors totalling $1 per crowd member; you can rally them into a mob to do something immediate for you no more than moderately dangerous or illegal; you can sway and influence their way of thinking about something, making their reactions one step friendlier to your cause.

    This was inspired by the Pop Idol foci from Cities Without Number. Thinking about how such a thing might apply in a western setting, I settled on someone who works best in front of a crowd. It’s tied to the Crowd Pleaser Edge, and like that Edge I’m not too sure how balanced it actually is. We’ll see if anyone plays it and runs it through the grinder.

    Tinker:

    Level 1: Gain Craft as a bonus skill. When crafting items, you can reduce the time or cost in half. Gain a Contact in a crafting or science guild or society. Once per day, you can declare you have a standard item of 2 encumbrance or less and worth $50 or less on your person that you crafted in your spare time. Its makeshift nature is obvious and it lasts for one scene.

    Level 2: When crafting gear, you can reduce the cost and the time in half. You can now use your Tinker ability to create any equipment, including New Science devices, but all other restrictions apply.

    Crafting has been one of the bigger headaches to mess with in the rules department. Partly because it’s not something I have a lot of interest in. Tinker is kind of fun though, I think the scavenger/pack rat archetype is a lot more useful than just excelling at a downtime activity.

    Next are what I call Special Foci, which have some sort of unique caveat to them.

    Faction Agent: You’ve joined a Faction

    Level 1: Gain a Contact with that faction. You are considered a good-standing member of that faction, and gain minor benefits depending on the faction.

    Level 2: You become a member of the faction’s inner circle, and have access to their secrets.

    Restrictions: Different factions may have different restrictions about who they allow in. Characters must prove their complete loyalty to the faction to take level 2.

    There are lots of factions and secret societies in the Deadlands setting. This is a less intensive version of the Organization Asset Edge, which can be applied to nearly any group. It’s mechanical benefits are ambiguous, because detailing every faction possibility would be too much work. I really see this being something that can be earned as a quest reward or the like instead of taking it with a precious foci pick, but if someone wanted to start as a member of a secret society, the option is here.

    Old Ways Vow (Caster): You’ve taken an oath to avoid modern technology, including guns, money, trains, anything mass-produced, or anything related to ghost rock. In return, you gain 1 maximum Effort. Your maximum Effort is lowered by 1 for 24 hours if you break your oath, or by 2 if you use anything powered by ghost rock. If this sets your maximum Effort below what you currently have Committed, you must cancel some effects to get to your new maximum. 

    Restrictions: Cannot have the Huckster, Mad Scientist, or Mad Tinkerer Edge. 

    Old Ways Vow (Martial): You’ve taken an oath to avoid modern technology, including guns, money, trains, anything mass-produced, or anything related to ghost rock. In return, you gain a +1 bonus to attacks and +2 bonus to all damage. You lose this bonus if you break your oath, and take a -1 penalty to all attacks and skill checks if you use anything powered by ghost rock.

    Restrictions: Cannot have the Huckster, Mad Scientist, or Mad Tinkerer Edge.

    The Old Ways is a major part of the Native American lore in Deadlands, and needed to be represented somehow. I went back and forth a lot on how to include it. I decided on foci so it wasn’t as much as a meta commitment as a more limited Edge, and also allows people to take the Vow later in their career. One thing I did decide early is not to have character options limited to races and ethnicity. In theory, an isolated monk or anti-social wilderness survival could take the Vow, or at least something that approximates it.

    War Veteran: You’re a veteran of war, probably the Civil War though other conflicts exist. Gain a Contact in your military unit of choice. You have a heirloom weapon from your service that you gain a +1 bonus when attacking with, either a revolver, rifle, sword (calvary sabre), knife, or large knife. If lost or stolen, the weapon finds its way back to you after a week. Modifying the weapon takes only half the resources.  

    Restrictions: Can only be taken at character creation.

    I went back and forth on character history foci. On one hand I really want them. But on the other hand, coming up with a bunch of background benefits was difficult. In particular because of the time period, where the Civil War and slavery is only a few years ago. One of my early commitments was that I did not want any mechanical benefit to being formerly enslaved, because under no circumstances did I want someone to feel like they had to take that to get some bonus. It’s also why there’s no slave background. If someone wants to have a formerly enslaved character for whatever reason, that’s fine, but I didn’t want people to pick that because of it’s skill array.

    That does limit the scope of such background foci though, especially since you’re also trying to avoid overlap with the background selection. In the end, this has been the only one to be kept, though I will consider adding more if inspiration strikes me. I think this one because everyone likely had some sort of war service, no matter the race or background.

  • Edges Part 3

    This is going to just be a brief overview of the Class Edges, those who come with separate resources or extra complications and abilities. I’ll get into each specifically in a bit. I also want to use this space to brainstorm about new Class Edges to add.

    There are three basic types of casters. I use the Mage from Cities Without Number as a basis for the spell casters.

    Hucksters are the classic mage of the setting. In Deadlands, they draw cards to make poker hands to cast spells. While this is undeniably cool, I can’t figure out a way to make it work with the rest of the XWN system. So they have a version of the Overcast mechanic, but a little more forgiving, to encourage them to use it.

    Hexslingers are a type of Huckster who sacrifice Effort to empower a hex weapon. This was a fun and frustrating class to develop that I went back and forth on a lot. Witches are the other type of Huckster. They learn spells as they level instead of through research.

    Blessed are the priests of the setting, gifted powers by benevolent higher beings. They know fewer spells than Hucksters, but have a roll-to-cast ability that, with a little bit of luck, allows them more spells. They also have mega spells called miracles, which require rituals to cast.

    Shaman are a type of blessed who gain bonuses when using rituals. I want to include some sort of class that allows possession, akin to a voodooist from Deadlands, but am having trouble keeping it simple. Right now, voodooists and Native American shamans are rolled together into this version, just flavored different. Doing something to split them is a priority.

    Mad Scientists are the final spell casting class, and the most radical departure of the base Mage class. They essentially commit all their Effort into spells (called inventions) and can then use those inventions a certain number of times per scene. It needs some heavy play testing I think, but the idea is (probably) solid.

    Scrap Mages are mad scientists who also have huckster-style spell casting. They’re essentially ticking time bombs, as they don’t have enough Effort to do everything so will have to take risks to cast spells. Alchemists can make elixirs that other people can use. It’s kind of a wonky class, and is the last one I’ve done so far.

    Martial Artists are your monk-style class. I took abilities from the Vowed and the… class from Cities whose name escapes me at the moment, and put them in the framework of the Ash Sorcerer from Ashes. Basically they’re abilities are divided into disciplines, and you gain bonuses for filling a discipline.

    The Spirit Caller is essentially the same as it’s base from Cities, and the Sentinel is exactly the same as the Cowboy from Ashes. Sentinel went through several name changes, but that’s about the most interesting thing to talk about there.

    That covers most of the Deadlands options. I did want to do some other things, like redoing the shapeshifter into a skinwalker/werewolf class. That’s still on the agenda, but it took a backseat to the rest of the game. Another one I want to do is revamp the Duelist from Worlds, as I really want a swashbuckler type of character option.

  • Edges Part 2

    Hard To Kill: You are tougher than normal. Roll 1d6+2 per level for hit points instead of 1d6. This applies retroactively if taken at a later level. You can reroll failed saves against artillery, explosions, or other massive damage. The first time each day you are reduced to 0 hit points, you instead survive with 1 hit point, though this ability cannot save you from instantly-lethal trauma such as being blown up, beheaded, crushed, or the like.

    I’ve gone back and forth on this one. Cleary the default Edge that just gives you extra hit points needs a little boost, so I threw on a couple extra riders. The other option is to add in the benefits from Impervious Defense. ID is a rather notorious focus, and one I don’t include here because armor in general is not a priority. If I did include ID though, it’d be an Edge, maybe combined with the hit point bonus.

    Killing Blow: You are deadlier than most. Gain any combat skill as a bonus skill. When you inflict hit point damage from any source, the damage is increased by half your character level, rounded up. 

    This is unchanged. It does damage, I didn’t want to overcomplicate it. Killing Blow is essentially the only direct damage boost, so if you want to be lethal, you have to consider it.

    Lucky Devil: You are unnaturally lucky. Your Luck save is reduced by 1. You have a +2 bonus on any rolls involving games of chance or gambling. Once per day as an Instant action, you can test your luck when something bad happens to you directly. Roll a d6. On a 1, the event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it’s actually beneficial to you in some way, such as affecting an enemy or giving a bonus. You can do this twice at level 4 and three times at level 8. 

    Like Ghost, this is mostly unchanged except I give it a few extra uses as you level. The real has been the name. I don’t actually remember changing it to Lucky Devil, it’s been Lady Luck, Lady Fortune, and Lucky. I can’t remember why I settled on Lucky Devil, it might get changed again in the future.

    Mad Tinkerer: You have an innate sense on how to make things work better. Gain Create as a bonus skill. Gain a +1 to your Intelligence modifier (max +2). You start out with up to $2000 worth of new science devices (pg 69) that do not malfunction for you. Any ghost rock needed must be bought separately. With a day of tinkering, you can change the devices that benefit from this bonuses, but the total value benefiting cannot exceed $2000.

    This one has gone through several revisions. The idea is similar to Wired from Cities Without Number, which lets you start with a buttload of powerful cyber. This allows for less, but the malfunction prevention is a good bonus I think. I had to do the steampunk-style devices before I could finish this up; $2000 lets you start out with a flamethrower, should one desire.

    As an example of how valuable going through everything has been, I realized Mad Tinkerer originally gave a Craft bonus. I went back and forth on how new science devices would work, before essentially siloing them behind a Create skill. So that makes much more sense for this than Craft, which works on more mundane items.

    Masterful Expertise: You are reliable in a pinch. Once per scene as an Instant action, reroll a failed non-combat skill check. Once per day, you can lend your expertise to an ally you are with who fails a non-combat skill check, allowing them a reroll. 

    Like the other Expert class abilities, Masterful Expertise kind of lacks as a standalone ability. One of my ideas to improve Experts in Worlds Without Number is to let ME be used on another character. This is as good a spot as any to try it out.

    Magical Censor: Magic has a limited effect on you. You gain both levels of the Nullifier focus. In addition, magical effects are half as effective against you. This includes both positive and negative effects, and includes damage, healing, duration, penalties, and bonuses. Once per day you can dispel a magical effect you can touch as per the Dispel spell. You can do this twice per day at level 5, and three times per day at level 10. 

    Similar to other anti-magic abilities, particularly the mageslayer from WWN. I’m not sure how much value it really has, but I can see a few character concepts that use it. It’s another that might be too powerful in a limited situation and not useful otherwise, so it’s something to keep an eye on.

    On Target: You are more reliable than most in combat. You gain a bonus combat Focus. Your base attack bonus is equal to your level, instead of half your level rounded down. 

    XWN Warrior’s really are a well designed class. One complaint about the games that use Edges is you can’t make a Warrior from WWN or even SWN exactly. While that’s intentional, I try to alleviate that a little by changing a bonus skill pick to a bonus focus pick.

    Organization Asset: You join one of the organizations from page 63. You gain that organization as a bonus skill. You can improve that skill normally, and use it for any social checks involving members of that organization. You also gain a monthly income, Contacts, and other benefits depending on the organization and skill rank, as detailed on page 63. 

    This was the last Edge I settled on. The description is probably too vague, but it’s how I decided to handle “classes” that didn’t need a whole write up. In Deadlands, this is the Rangers and the Agency. I’ll detail how I handle those later. I went back and forth whether they should be an Edge or a focus or separate Class Edges or what, and finally settled for this.

    Veteran’s Luck: You are a master of combat. Once per scene as an Instant action, you can trigger this ability to gain one of the following effects: offensively to turn a missed attack from you into a hit, or defensively to turn an attack that hits you into a miss. It can be used offensively when firing a crew-served weapon. It cannot be used defensively against damage that allows a saving throw or damage done to a mount or vehicle they are riding.  

    I said before that Veteran’s Luck is, I think, pretty much the perfect Edge. In every XWN game I’ve run, someone always is a Warrior and gets a ton of milage out of this. No real changes here.

    White Hat: You are a natural leader and inspiration. Gain Lead as a bonus skill. Gain a +1 your Charisma modifier (max +2). NPC followers gain a +1 to their Morale score. People will generally believe what you say unless you have given them reason not to. Once per day as an Instant action, you can inspire those around you, giving all allies who can see and hear you a +2 bonus to their next roll during that scene. You cannot choose the Black Hat or Grey Hat Edges.

    The last of the “hate” Edges, this one for the good guys. It’s essentially a leadership ability found in some of the other games. The active ability is kind of basic, and I’m open to changing it if I think of something more interesting.

    One thing I realized talking about all these is I added uses to some abilities, but to the ones I created I left at only once per day. I’m going to switch most of those to 2x at level 4 and 3x at level 8, for consistency if nothing else.

  • Edges: Part 1

    Typing up these posts has already helped clean up several things with my draft. We’ll see if that continues as we get into the meat and potatoes of character creation, the Edges. I’ll go through each of them one by one and talk about them a little.

    Black Hat: You exude intimidation. Gain Talk as a bonus skill. Enemies have a -1 Morale penalty in your presence. Once per scene as a Main action you can force a target who can see and hear you to make a Morale check. Even creatures normally immune to Morale, like the undead, must make Morale checks in your presence. You cannot choose the Grey Hat or White Hat Edges.

    We start with a brand new Edge. I wanted a “Hat” series of Edges thanks to the genre conventions of a western. And while Grey and White Hat modify existing Edges, the Black Hat is brand new. I’m not aware of any other Without Number features that mess with Morale checks, so there’s nothing to really base it off of. Morale is one of those things that the GM has to remember, so I think it gets overlooked. A failed Morale check usually means they run away, so Black Hat offers an original playstyle option of making people piss themselves. I also like the fact that they can be so intimidating that a zombie or whatever would crumble before them.

    Crowd Pleaser: You work best in front of a crowd. Gain both levels of the Entertainer focus. Gain a +1 to your Charisma modifier (max +2). When you use the Entertainer bonus, you can use Perform in place of any other skill for skill checks or combat.

    This is another new one, and a bit of an odd duck. I’m not sure it actually works. The Entertainer foci grants a +1/2/3 bonus to all rolls, depending how many non-participants are observing you. Crowd Pleaser takes it up a notch. The idea is talking is doing things like acting on stage, giving a stump speech, a wrestling match, a duel in public, that sort of thing. But it likely is too powerful in the situations it applies too, and not powerful enough otherwise, though the +1 to Charisma mod is a strong bonus regardless.

    Danger Sense: You instinctively know when trouble is near. Gain a +1 to your Wisdom modifier (max +2) and Notice as a bonus skill. You cannot be surprised, and always go first in combat if you wish. Once per day, if you fail a save from a trap or other unexpected hazard, you can succeed instead.

    This is essentially the Alert foci with a few extras. The goal is to avoid getting into danger, rather than avoiding danger once it’s happening. It’s defensive and not as active as I would like, but puts you in good positions.

    Expert Learner: You have a specialized focus of study. Choose a non-combat skill. That skill is always the maximum rank for your level. Any skill points in it when you take this Edge are refunded and can be put into any non-combat skill.

    The Expert ability that gives an extra skill point is one that is pretty weak in general. Making it an Edge with no changes really shows that it doesn’t measure up to other options. This is my attempt to fix that. It ensures that your favorite skill is always max ranked, and would probably be pretty powerful with something like Craft or another Edge that gives Effort based on a skill.

    Focused: Gain a bonus Focus pick and two skill points. You may choose this Edge more than once.

    The “choose an extra focus” Edge is probably the weakest Edge pick in the base books, but I can see why someone might want it for certain character ideas. I gave it a little boost. It’s still a weak option, but there if someone is trying to do something specific.

    Forged in Fire: You are a mostly normal person, at least at first. This Edge can only be taken during creation and you can have no other Edges during creation. Instead, you gain an Edge pick when reaching 2nd, 3rd, and 4th level. This should reflect something you have done or learned about your character during play, so the GM may not allow all Edges, but can allow Class Edges. You still gain a bonus Edge of your pick at level 5.

    This is essentially unchanged. One of the more fascinating Edge options out there.

    Ghost: You are unnaturally elusive. Gain a +1 to your Dexterity modifier (max +2). You can use the Fighting Withdrawal action as an On Turn action instead of a Main action. Once per scene, you can reroll a failed Sneak check related to being stealthy. Once per day as a Move action, you can move up to 30ft without anyone seeing you move. You can do this twice at level 4 and three times at level 8.

    This one is also mostly unchanged from the base books. My only change is to let it do it’s signature more often as you level. In conjunction with the Dex bonus and the other things it does, it seemed too strong to allow the “teleport” three times at the beginning, but I like things to have a little progression.

    Grey Hat:  You are an inconspicuous presence. Your Charisma modifier is set to 0, regardless of your stat, and cannot be changed. You are never directly attacked in combat if there is someone else to fight unless you are immediately threatening. NPC’s must make a Mental save to remember any interactions with you older than an hour, and even if they succeed they only remember you in vague terms. If in a group of 6 or more people, no one will notice any specifics about you unless you draw attention to yourself. You cannot take the Black Hat or White Hat Edges

    The second Hat Edge, this is essentially the Faceless Edge from Ashes. The Grey Man name of the associated foci is what inspired the Hat Edges idea in the first place. I love the idea of setting a stat to 0 regardless of anything else; it’s so unique. As for the abilities, it might be too powerful in the hands of an assassin-type, but it has drawbacks as well. It’s an Edge that the GM needs to think about. What is “immediately threatening,” what draws attention, things like that. I don’t generally have an issue with that, but some GM’s need a clear cut list of rules on things like that.

  • Edges: Philosophy

    Before going into individual Edges, I thought I’d first talk a little bit about what makes a good Edge. Edges are the building blocks of your character in the later Without Number books. They are defining class abilities, but what that means can be a bit unclear. Especially when you also consider Foci, which can also be defining.

    My philosophy on Edges are they should fall into one of two categories. They either need to Solve a Problem, or make you Significantly Better. The latter category usually means adding an ability modifier. Such upgrades are rare (see my post on Backgrounds about that), so improving a key ability mod is worth the Edge. Not many Foci outside of racial/origin choices give a modifier bonus, and the Edges usually come with a few other things as well.

    The other option for an Edge is that they Solve a Problem. My go to example of this is the Veteran’s Luck Edge. Originally a Warrior ability in Stars and Worlds, I think it’s one of the best abilities in the game. It gives the player options (kill something or not be killed), and it can be used often. It Solves a Problem, the problem being something is about to kill you. When making my own Edges, I try to consider how they compare to Veteran’s Luck.

    Unfortunately, many of the base Edges in Cities and Ashes compare pretty poorly. Something like Educated is a pretty poor choice (being the equivalent of 10ish skill points). That’s not powerful or interesting nor does it really solve anything. One thing I tried to do is improve some of these Edges. Some Edge’s got reworked, others got a smaller boost in how often their abilities can be used.

    One reason I’ve done this is for balance sake, but also for genre. As attested to by Keven Crawford in many reddit posts, characters using Edges in Cities and Ashes are weaker than their Stars and Worlds counterparts. This is for the sake of the genre: cyberpunk characters are assumed to make themselves more powerful with cool cyberware, and post-apocalyptic survivors are meant to be less powerful.

    Neither of those assumptions fit the game I want to run. I plan for characters to go on adventures, fight evil threats, and in general be heroes. There’s no major enhancements like cyberware, or at least none readily available. So characters need to be stronger. Ashes recommends giving an extra Edge at level 3, but I think my reworks will work better and keep characters more focused.

  • Equipment: Artillery and Others

    While it’s not likely a group of characters is going to carting around a cannon or Gatling gun, I don’t think you can have a game in this time period without acknowledging the possibility that they’ll get their hands on some heavy artillery. It’s a thing I didn’t want to spend a ton of time on, because of how rarely it will come up, but there needs to be a process there just in case.

    The various Without Numbers games have a framework for things like grenades and mortars, so mostly I used that. The most important thing is to get the feel right, which means wide-scale destruction that someone survives mostly by luck. If you get hit by cannonfire, I want the effect of everyone around you being blown to bits, even if your PC status gives you some extra protection.

    So all artillery has an area of effect and requires a Luck save to avoid. Shock damage is usually meant for melee combat, but I think it represents well the small damage someone might take by avoiding the main blast. Shock should also works well for “spread” effects like using grapeshot or a shotgun.

    One thing I’ve pondered is misfiring. I wrote misfiring rules for artillery a while ago, and they’re a little specific and complicated, allowing for rerolls and requiring skill checks. More recently, I wrote a misfire table for “new science” devices which is much simpler but doesn’t allow for as much character interaction. For now, I’m going to keep them as is, but it’s possible in the future artillery might just get a similar “misfire table” if artillery proves cumbersome.

    Then there’s armor, which isn’t much of a thing for the time period. I’ve limited it to just “light” and “medium” armor. Since most guns have full armor penetration (some models like the derringer or muskets only have armor piercing at short range), armor isn’t going to be useful as often. So I keep it simple and move on.

    Finally, to wrap up equipment, there’s everything else. The gear, the services, things like that. These can be interesting because it really tells you what kind of game you’ll be playing. If individual meals and services and priced out, you’re probably expected to spend a fair amount of time making decisions about what you’re eating, when you’re sleeping, etc. I prefer a more generic “lifestyle” charge which puts all that in a lump sum.

    I’ve had mixed success with this so far in other games, but I want it to work so I’ll keep trying. Players tend to get enough money pretty quickly that it doesn’t matter much, or they hem and haw about the details trying to get a few dollars shaved off the cost. While the second issue can be rightly ignored, the first is pretty common after a level or two. I think it’s just a reality of how rewards work. If you want players to be able to afford cool guns or whatever, at some point they’ll just take a chunk of that to pay for boring things like food and housing.

    Kind of a rambling post here, but we’re about to get into the good stuff: Edges, what I’ve changed, new ones, and my philosophy on how they’re supposed to work.

  • Equipment: Guns

    What defines a western? That’s not really a question I’m prepared to definitively answer, but it’s an interesting question. We all have certain things we think of when we hear the word. For the purposes of a TTRPG though, one of the most important aspects is the gun. Usually a revolver, sometimes a rifle or shotgun. It’s so defining as a symbol of the genre that if a character is carrying a revolver, it’ll probably be assumed to be a western no matter what else is going on. It’s as ubiquitous in westerns as the cowboy or open frontier, if not more so. If you tell someone you’re playing a western RPG, they’re going to assume you’re going to get into a gun fight or two.

    So the gun list is one of the most important parts of a western RPG. But it can get overwhelming quickly. Other games have pages of guns, with special rules for single action revolvers vs double action, different caliber ammunition, slightly different ranges or damage for slightly different models. Those games have an impressive list, but does it matter?

    I argue “not really,” and, like the rest of the weapons, err on the side of simplicity. We want a wide variety of types of guns, not necessarily of the guns themselves. This fits better into the XWN framework and to my own sensibilities. Since this was originally meant to cover more eras than just the late 1800’s, we have to expand the list a little.

    There’s a lot of guidelines out there for firearms in the Without Number games. The Atlas of Latter Earth covers “primitive” firearms, while both Ashes and Cities Without Number cover more modern but less futuristic weapons. So I had a pretty strong base to work with. Though of course I had to mess with it some.

    One thing I did was give muzzle-loading guns a “Limited Armor Piercing” trait. It bothers me that a musket would have the same bonus against armor that a rifle 100 years later would have, so the muzzle-loaders only get armor piercing in short range. It also applies to the derringer, in an example of making mechanics work with the fiction. A derringer is supposed to be a short range weapon, it makes sense for it to work better at 10 feet than 30 ft.

    I also streamlined the reloading times and definitions. There’s Muzzle Loading, which take 2 rounds to reload. Then there’s Long Reloading, which takes a full round to represent loading multiple rounds, and Slow Reloading to represent single breach-loaders and takes a Main Action. There are no firearms that do regular Reloading; that’s reserved for bows.

    As I’m typing this, I’m wondering if an exception should be made for loading single shots into a Long Reloading weapon like a revolver. Pondering this now, I’m thinking there probably should be, as I can see it coming up a fair amount. To keep it simple, a single round can be loaded as a Main Action. Easy enough.

    Finally, there’s dynamite, which fluctuated between here and the Artillery table. Mechanics wise it just functions as XWN grenades, but I thought it would be fun to let experienced users time the dynamite to explode when they want, and to be able to bundle single sticks together to make a bigger explosion.

    FirearmDamageAttributeRange (ft)TraitsMagazine CostEnc
    Pistol, Derringer1d6Dex15/30LAP, PM, S, SR1$7
    Pistol, Flintlock1d8Dex15/45LAP, ML1$71
    Pistol, Revolver1d8Dex90/300AP, LR6$151
    Rifle1d10Dex200/6002H, AP, SR1$252
    Rifle, Musket1d10Dex75/2002H, LAP, ML1$122
    Rifle, Repeating1d10Dex200/6002H, AP, LR6$402
    Rifle, Long1d12Dex750/20002H, AP, PM, SR1$502
    Shotgun3d4Dex30/902H, AP, SR1$152
    Shotgun, Double-barreled3d4Dex30/902H, AP, LR2$202
    Shotgun, Blunderbuss3d4Dex10/502H, LAP, ML1$102
    Dynamite2d6Str/Dex30/60AP$0.501#
  • Equipment: Weapons

    Equipment is a fun building block of a RPG. Just a glance can tell you a lot about what’s important in a specific game. I’m a big fan of more abstract weapon lists. A lot of lists will have a lot of different options, but very little practical difference between them. If a long sword and a battle ax have the same stats and the game doesn’t do anything do differentiate between them (like special moves or damage types), then you don’t need to fill up your list with both. A “1-handed slashing weapon” or something similar takes care of those cases.

    This is even more important depending on the genre. In Stars Without Number, where it is assumed you are mostly using laser rifles and such, the melee weapon list is generic and sparse. But in Worlds, it’s a lot more detailed because it’s assumed you are mixing it up in melee more often.

    So for our frontier hack, what are our assumptions? Guns, mostly. Revolvers and rifles and cannons and the like should play a prominent part. But as I’ve said before, it’s a transition period from the past to the present, so both should be represented. As the original project was intended to cover the 18th and 19th centuries, melee weapons do play their part. So I decided to get a little more specific for melee weapons. Plus it’s fun to stat these things up.

    Fortunately, between WWN, CWN, AWN, and the Atlas of Latter Earth, there’s quite an extensive list of XWN equipment out there. It would be relatively easy to just copy what I wanted. Never one to do it the easy way though, I more or less built my list from scratch, though the aforementioned games where very useful in using as reference.

    One of the most important things to keep in mind is that every weapon needs a purpose. Sometimes that purpose is balance, sometimes it’s just because it’s something I want there. Like it’s not probable that anyone is going to be using a great sword, but I have a mental image of someone running around with a macuahuitl (big stick lined with obsidian), so in it goes. Other times the purpose is even less important; my equipment list has a “club” because having an extra line there makes the formatting better.

    With that in mind, I started with a list of weapons I wanted, stuff that is iconic in the genre. The Bowie knife. Calvary saber and rapier, for Zorro-esque adventures. Native American weapons like the tomahawk and gunstock club. Then I started statting them out. You can think of doing so as a simple point buy system. Weapons start at d4 with no traits. Each bump in damage or positive trait costs a point, a negative trait refunds a point. It’s not a perfectly balanced system, but the intention is just to get the weapons in the same ballpark, powerwise, while keeping some uniqueness. XWN has the advantage of also having Shock damage, with gives us another lever to pull for balance and individuality.

    This leads to some initial ideas not making the cut. In a game without damage types, there’s really not enough difference between a calvary saber and a rapier for them to have separate listing, especially considering how rare actually using them would be. The same goes for larger weapons. While a character might want to use a giant ax or sledgehammer, it’s not going to be common enough to fill up the table with every possible large weapon, so those get grouped under “Work Tools.”

    But if I could give a weapon a unique trait to put on there, I did. The Sword Cane is a Subtle sword that does less damage. The War Club, Tomahawk, and Large Knife are all d6 weapons, but have unique traits or different Shock values. I think weapons are fun, so I tried to add as many as feasible.

    Weapon, MeleeDamageShockAttributeRange (ft)TraitsCostEnc
    Club1d4NoneStr/Dex10/30T1
    Club, War1d61/AC 18Str/Dex30/60T$31
    Club, Gunstock1d102/AC 18Str2H$62
    Improvised1d4NoneStr/Dex10/301
    Knife1d42/AC 15Str/Dex30/60PM, T, S$21
    Knife, Large1d62/AC 18Str/Dex$51
    Knuckles, Brass1d41/AC 13Str/DexS$0.5
    Spear1d62/AC 13Str/Dex30/60T$31
    Spear, War1d102/AC 15Str2H, R$62
    Staff1d61/AC 13Str/Dex2H$31
    Sword1d82/AC 13Str/Dex$81
    Sword, Cane1d62/AC 13Str/DexS$51
    Sword, Large1d122/AC 15Str2H$202
    Tomahawk1d62/AC 15Str/Dex30/60T$31
    Unarmed1d2 + skillNoneStr/Dex
    Work Tools1d121/AC 18Str2H$72
    Weapon, RangedDamageShockAttributeRange (ft)TraitsCostEnc
    Bow, Small1d6NoneDex50/3002H, RL$101
    Bow, Large1d8NoneDex100/6002H, RL$252
    Crossbow1d10NoneDex100/3002H, AP SR$202
    Crossbow, Hand1d6NoneDex30/100SR$351
    Weapon, SpecialDamageShockAttributeRange (ft)TraitsCostEnc
    Blowgun1d4NoneDex30/1002H, RL$11
    Bullwhip1d4NoneStr/DexR$21
    LassoSpecialNoneStr/Dex20/40$0.252

    Apologies for formatting issues with the table, still trying to figure WordPress out.

  • Backgrounds Example

    I thought I would do a quick follow up on the last post, to take one background and combine the tables and see what it looks like. Here is the original, a cowboy background

    Free SkillD6/8GrowthLearning
    Wrangle-01+1 Any StatAny Combat
    2+2 PhysicalCraft
    Quick Skills3+2 PhysicalExert
    Exert-04+2 MentalNotice
    Survive-05ExertPerform
    6Any SkillSurvive
    7Talk
    8Wrangle

    And here is the updated idea

    Free SkillsD12IncreaseD12Increase
    Survive-01Any Combat7Talk
    Wrangle-02Craft8Wrangle
    3Exert9+1 Any Stat
    4Notice10+2 Physical
    5Perform11+2 Physical
    6Survive12+2 Mental

    One annoying thing about backgrounds I haven’t mentioned yet is they are a pain in the ass to format on Google docs, at least when doing 2 column pages. I was hoping this would make it smaller, but it really doesn’t. Regardless of formatting, it still needs some adjustment on number of picks. I like giving another skill for free, as I like skills, but it’ll take more time to pick appropriate skills for each background without making some choices too much better than others.

    We can still do a “pick or roll” format. You can pick 2 from the first 8 choices, or roll three times. With some quick math, we can see the odds of rolling a +2 stat boost goes from 50% to 25%. Likewise though, the odds of rolling a skill you want goes from 12.5% to 8.33%. I think that’s probably a good tradeoff. As a proof of concept I think this works pretty well. I’ll probably spend some time converting the rest of the backgrounds over. That doesn’t solve all my issues with backgrounds, but it at least limits intentional min-maxing.

  • Backgrounds

    There are some problems with backgrounds. This is a common problem in RPGs. Though some of my favorite games use backgrounds to great effect (13th Age, Barbarians of Lemuria, for instance), for most they are an after thought. Which makes sense for a player. After all, a character evolves as it is played, due to the decisions a player and their group makes. Someone might start off as a farmer or a soldier, but after a few levels, the choices made since the game started will matter much more.

    So how much attention should we pay to designing backgrounds? XWN typically has 20 backgrounds in each game. And assigning 20 backgrounds skills and giving them a write up takes up a lot of time. While some skill choices are pretty obvious, what’s the 8th more important of thematic skill to a trader? It ends up getting a bit arbitrary. Add in that you don’t want to fill a background with all valuable skills (the rankings from the previous post help here) so there’s no one obvious choice, and it just takes up a lot of time that probably could have been better spent on other things.

    They’re also just not very fun. Some games put a lot of emphasis on backgrounds, turning it into a little minigame. Traveller is most famous for it, but other games have “lifepaths” as well. That approach has a lot of advantages. It introduces players to the setting, and creates more three dimensional characters, with built in problems, rivals, friends, and personality. In general I love this approach, but others chafe at the random results. If I had time, I’d make a lifepath system for this, but replacing backgrounds right now is a low priority. I talked about scope creep before, this is a prime example.

    XWN goes for quick and easy background, which is fine. I would be even more fine with it except for one thing: while most of the time a background is just a few skill points that will soon not matter that much, it can also be the most important choice a character can make.

    To understand why, we have to dive into skills and stats. I have been assuming at least a passing familiarity with the XWN systems so far, and will continue to do so, but I want to make sure each step of my train of thought is clear.

    Most of XWN is skill + stat vs a DC. Skills can be a bit broad, but mostly focus on a singular concept or theme. Stats meanwhile are very broad, and can apply to many different activities. Dexterity is often considered the best at this, applying to the widest array of activities, so it’s what I’ll be using for examples. So while Sneak is used to pick a pocket, and Shoot to hit a target, and Perform to do a juggling act, Dexterity is also used for all those things. There is more value in increasing Dexterity than the individual skills. Having a +1 in a stat is powerful and often character defining.

    Typically this isn’t a problem because stat increases are rare in XWN. There aren’t any foci that increase stats; the only way to increase them is using skill points at level up, which quickly gets expensive and can only be done a few times anyways. Meanwhile, skills level relatively easy. I think this is relatively balanced.

    But with backgrounds, we have the only time where it’s not just possible to raise stats, it’s actually easier. If a player rolls on the Growth table they could have up to 6 stat points to raise their abilities, potentially giving them several stats that reach the critical 14/18 thresholds. While it all depends on dice rolls, the odds are pretty good of at least getting one extra 14+ in a stat.

    This is a shame to me because I like skills and think they are more interesting than stats. You get a better overview of a character by seeing they have character Sneak-1 and Perform-0 than Dexterity 14. And in my experience, most players don’t care and will roll for skills because those are more fun. But experienced players will see that the discrepancies and take advantage of the rare time to raise stats, giving them a potential power boost that will likely not be able to be made up.

    What are the solutions? I’ve said before (and will probably say again), I’m not here to re-balance the XWN system, so right now I just made my backgrounds as standard. Removing Growth is the most obvious, but I think there should be a way to raise stats, just not as prominent as it is now. You could limit the number of times you can roll on Growth, but that starts getting meta-gamey and I prefer to not do that as much as I can.

    I think the easiest, and one I might do if the mood strikes, is combine the Growth and Learning table into a single d12 table. There might need to be a changing around of how many skills you get automatically and how many rolls you get, but I think the idea is solid. Might workshop that one some more.