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UNSANCTIONED ARCANA

THE WEST JUST GOT MORE WICKED! COMPLETELY UNSANCTIONED, ILLEGAL, RENEGADE RULES FOR OWL HOOT TRAIL. BY Powell Crider
All Material Designated as Open Game License. Original and OGL material Used. OGL Material: OGL Old West, Mongoose Publishing, 2004. Racial Powers 13th Age, Pelgrane Press, 2013

All artwork by Powell Crider Stock Photo Credits for drawings: Corvidcrow (Steampunk girl pg 1) Cowboy with rifle (Dreamstime Stock 21030407)

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Character Racial Powers


Each race has a power they can use Once per battle (Except Shee who get lucky with Fey GraceTheyre special). Characters gain access to their racial power after a taken a breather. A few races have persistent abilities, like small for halflins. Humans Bonus Feat: First level human PCs start with two feats instead of one.
Quick To Fight (Racial Power)

Feat (pre-requisite 5th level): If the Lethal attack reroll is a natural 16+, you can use lethal again later in the same battle. Shee Fey Grace (Racial Power) At the start of each of your turns, roll a die to see if you get an extra action. If your roll is equal to or less than your DRAW, you get an extra action that turn. each action you gain grants a +1 to your draw on the following Fey Grace check. At the start of the battle roll a D6. Each time you successfully gain an extra action, the size of the die roll increases by one step D8, D10, D12.D20. If you get an extra action after rolling the D20, you cant get any more actions. Halflin Evasive (Racial Power) Small: Halflins get a +1 to their DEFENSE score for being so small. Once per battle, force an enemy that hits you with an attack to reroll the attack with a -2 penalty.

For the first round of each battle, roll initiative twice and choose the result you want. Hill Folk That the best you can do? (Racial Power) Once per battle after youve been hit by an enemy attack, you can heal up 1D6 hit points. You cant use this ability if you get knocked out by the attack. The character has to be conscious to sneer at their attacker, wipe the blood off and make some smart ass comment. ORC Lethal (Racial Power) Once per battle, reroll a melee attack and use the roll you prefer as the result.

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Feats
Characters begin with one feat at 1st level. They Gain an additional Feat on ODD levels (3, 5, 7, 9). Feats cannot be chosen more than once unless noted in the Benefits description. Alertness: You are eagle eyed and sharp as a tack. Benefit: Character get +2 on all Listen and Spot checks Amicable: You are just easy to get along with. Benefit: Character get a +1 to their Amity skill checks. Artful Dodger: You have a knack for getting out of the way when things get really rough. Benefit: The character gets a +1 to DEFENSE when they are Trailin. Brawler: You got brawling in your blood, and your enemys blood on your hands. Benefit: You get a +1 bonus when fighting unarmed, or with improvised weapons. You also get a +1 when rolling on the Brawling Injury Chart. This FEAT does stack with the Ruffians class ability. Combat reflexes: You respond quicker than most when the bullets start flying! Benefit: Character gets a +1 bonus to Initiative. Cut Sign: Cutting sign is tracker talk for the art of following a trail. Trackers are at home in the wild.

Benefit: The character gets a +1 bonus on all Wilderness skill checks. The character is adept at following a trail. To find tracks, the character must make a Wilderness + Wits roll. They must make another check any time the tracks become harder to follow. The DC depends on the surface and local conditions. Surface Track DC Very soft Soft Firm Hard 5 10 15 20 Very Soft: Any surface that holds deep clear impressions (Fresh snow, thick dust, mud) Soft: Any surface soft enough to make an impression, but firmer than wet mud of snow, leaving frequent but shallow prints. Firm: Most normal, outdoor or exceptionally soft or dirty indoor environments. Quarry might leave some traces of passage, but only occasional or partial prints are found. Hard: Any surface that does not hold footprints, such as bare rock, concrete, metal decking or indoor floors. The quarry might leave traces like scuff marks.! Characters who can cut sign are able to retake a failed skill test after one hour. The GM might apply other penalties or bonuses to the check depending on the conditions, or other factors. A good rule of thumb is +2 for beneficial factors, -2 for hindering factors. Below are just a few factors to consider.

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Beneficial Factors Group of targets

Hindering Factors every 24 hours passed since tracks were made Rain Snow

Iron WIll: Your will is stronger than most folks. Benefit: Character gets a +1 bonus to their Mental Defense. Lucky: Some people are just born lucky. Benefit: The characters luck points increase by 2D6. Can be chosen more than once.

Mounted Big target

Dead Eye: You are an excellent shot, able to put rounds on target when the chips are down. Benefit: When firing into a crowd, target only gets a +1 to defense. In addition the chance of hitting a bystander or ally is 30% instead of 50%. Educated: You have attended an institute of higher learning. Benefit: Character has a +1 to all learnin checks. (pick an area the character specializes in to gain a +2 in certain situations with the Judges approval.) Fan: You can fire a single action sidearm multiple times in a turn by fanning the hammer. Benefit: When using a single action pistol, you can make multiple attacks per turn by making a Snap + Level check (DC 15). if the check is failed, you only get off one shot. For each point over 15 scored on the check, you can fire one additional shot, each with a -2 penalty. You must have a free hand to fan the hammer. Greased Lightnin: You are quick and able to outrun most folks, in and out of combat. Benefit: Character can move one zone in combat without Trailin. In addition, the character gets a +2 to any test involving fast movement. Hard Soul: Your body is hardened by toil and hard work. Benefit: Character gets a +1 on all Toughness Skill checks.

Preferred Weapon: Some weapons just seem to fit the hand better than others. Benefit: Pick a specific type of weapon from the equipment list. When armed with that weapon, the character receives a +1 to hit. Quick Reload: You have nimble fingers and can reload your weapons quickly. Benefit: Character reloads so fast, it does not push them back to trailin, or cost them an entire action if trailin to reload. Rich: Your character is loaded. Benefit: Character starts with (or comes into somehow) money. The character starts with $300 dollars instead of $100. In addition, the character has a source of income that provides them with $100 dollars per month. Slippery: You are hard to hit. Benefit: Character gains a +1 to Defense. Weapons Training: You are adept at using weapons not normally used by your class, either from past experience or natural talent. Benefit: Pick a weapon type normally denied to your class. You can now use that weapon without penalty.

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Wily: Some call you slick as a snake, among other things. Benefit: Character gains a +1 to all Wile skill checks.

Gain a bonus to a die roll A player can spend a luck point to gain a +2 luck bonus on a skill check, ability check, attack roll or saving throw. Only one luck point may be spent per roll, and can be spent after the die is cast. Lucky, huh? Player must describe how luck played into their success to the Judges satisfaction for the luck to be spent. Reroll a die roll A player can spend a luck point to reroll a skill check, ability check, attack roll, saving throw or any other roll. This can only be done once per round and the player has to accept the second die roll no matter what. Think of it as testing your own luck and hope lady luck smiles on you. Reduce a wound type Wounds are nasty. When a character takes a wound they can spend two luck points to reduce a wound by one point on the wound scale. (an 11 becomes a 9 for example). The character still takes the hit point damage, just reduces the injury result, and whenever luck is spent, bleeding is negated. A player can also spend the points after the wound has been dealt and the fight is over (conserving their luck during the fight in case its needed). The player must describe how luck reduced the injury caused by the attack to the Judges satisfaction. Halve damage from an attack A character can spend 2 luck points to halve damage from a single attack. The player must provide some reason why luck saved their character from a worsened fate.

Luck
Lady luck is a fickle mistress. Some might scoff at the idea of luck, chalking everything up to divine providence, karma, or even fate. But that dont stop most folks from hoping and praying that lady luck will smile on them, and not their enemies now and again. Beginners Luck A character begins with 6+1d4 luck points. The Lucky Feat can increase the initial total further. This is the maximum luck a character can have at one time. The maximum can only increase if the character takes the lucky feat, or increases in level. Any excess points go into the groups luck pool (see below), if the Judge allows it. Using luck A character can spend luck any time, but only once per round to: Activate a special power Gain a bonus to a die roll Reroll a die roll Reduce a wound type Halve damage from an attack make an attack miss Establish or change an item or event Counter anothers use of luck Activate a special power Some abilities are just plain fickle, and only work when lady luck is smiling on you. The cost for such an activation is listed in the power description.

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Make an attack miss. This is pushing luck to the extreme, completely pulling ones bacon out of the fire. Five luck points can make an attack miss altogether. The luck points must be spent immdeiately AFTER the damage is rolled. The Player needs to describe some really lucky break that saved them from being hit. (Note: IF the reason is REALLY creative, the Judge may give a 1 point discount on this one, a 2 point discount if it saves them from the attack but provides some other creative event that makes the encounter more fun). Establish or Change an Item or Event The most dramatic, and often the handiest, way to use luck points is for Dramatic Editing. The Judge can overrule a players take on a situation, but it should always be a Yes but, situation, not an outright no. If the Judge does this it would be mighty fine of him to give a discount on the luck spend for the characters trouble. Some uses of luck include: One Point: Minor Items: Character happens to have some common thing needed for a situation (a pocket knife, a piece of string, matches, a nail...). It might be on the character or in the environment near them. Minor Background: A common item or person is established that is lucky for the character (A barrel of water in the corner, a random person wandering the streets that were thought deserted, a wagon full of hay) Minor Event: A common event occurs (The wagon passes right under the characters window, A person stops to talk to the men following you, someone slips in the mud) Two points

Lesser item: The character finds a slightly rarer, useful item- a weapon, ammunition, the tool they need- in a place where its conceivable they could be. Lesser background: A slightly less common item or person is established- the town sheriff is nearby, an NPC from a previous game happens to be in town, there is a stagecoach or train due any minute. Lesser Event: A change in the weather, a useful coincidence such as a lamp blowing over ora door being left unlocked. A horse spooks at the right time and breaks for it. Three Points A one point change happens immediately without the need to establish anything. Instead of something theyd seen earlier, like the wagon full of hay mentioned above, a wagon full of hay that no one had seen just happens to roll under the window. Major Item: The character finds EXACTLY what they are looking for, or finds a useful item in a very unlikely place. Examples might be a character lost in the desert coming upon a corpse with rifle and a full canteen of water, or happening to find the key to a door. Major Background: Establish that a major character is in town, establish there is an unlikely building or facility nearby (fort, railroad outpost), make someone an old friend, or related to you, etc. Major Event: A bomb fuse begins to sputter, giving a bit of extra time to get away or defuse it. A dam breaks, the cavalrys bugle is heard on the wind, Major changes in weather, like an awful snow storm, dust storm or torrential rain. Conversely, the weather might improve a bit too. Note: If a change the player wants to make is acceptable to the Judge, but deemed more expensive, the Judge may increase the cost by a point or two but still allow the luck to be spent. They also might Yes, but and make the character wish that lady lucks gaze had stayed on them a little bit longer.
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Counter Anothers Use of Luck a player can spend luck to counter the Judges or another players use of luck. To counter luck, you spend a the same number of points they did, PLUS ONE. NPCs And Luck Major, names NPCs have luck scores. Mjor NPCs have 1D6 + their level in luck, depending on how important they are to the plot. Luck Checks If the Judge wants randomly determine whether fortune smiles on a character, he can call for a luck check. A luck check works just like any other sort of check- the player rolls a D20 and adds their current luck, trying to beat the established DC. The DC for the luck check varies depending on the whim of the Judge. Any Easy luck check, even without luck has a 50/50 chance of success. DC 15 luck checks are passed by the genuinely lucky, while anything above DC can be considered very lucky indeed. Gaining and Tracking Luck A character that has spent luck does not regain all it automatically. After a good rest, the character will automatically regain 1D4 luck. A character must act if they want to regain luck. Weve found the best, and easiest way to track luck during play is using poker chips. Luck Rewards The simplest method is for the Judge to hand chips out during play. One or two luck for a really good bit of dialogue, a cool scene, good role-playing or other events that impress the Judge and the party.

Quirks As part of character generation, a player can choose a quirk for their character. Indulging a quirk during play allows the player to regain luck. Some quirks include: Chewing Tobacco (or smokin) Playin the harmonica or singin all the damn time Drinkin Prayin or proselytizing at inopportune times Superstitions, like a lucky rabbits foot and such Long ranting speeches about the evils of the Federated Union, or other such politics Unable to keep opinion to his self even if it means getting into trouble Compulsive gambling Always putting yerself down If the characters quirk comes up in a game session, one previously spent luck point is regained. A quirk can be cashed in on twice per game. For quirks that get tiresome quickly, like long ranting speeches, the Judge should only allow them once per game but give two luck points just the same. The Judge might award a bonus point if the use of the quirk really adds to the roleplaying experience. Quirks are meant to be flaws a character has that they have to deal with, and that might cause unfavorable reactions, health problems, or other interesting story issues for the group to deal with. The list given above are just a few examples. Work with the GM to come up with more. Its also important to note that not having a quirk doesnt mean your character doesnt indulge in any of the above named activities, it just means its not tied to their luck score. Gaining a level When a character gains a level they get a +1 bonus to their maximum luck amount, and gain a number of luck points equal to their level.
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Reputation
Sometimes all one has is their reputation. Reputation is a measure of how well known a character is in the west. Most small towns have newspapers, and trail riding cowpokes and stagecoaches bring news and rumours across the country. Bad news travels like a prairie fire, and stories are told and retold over the camp fire, in general stores and saloons, magnified and embellishes more an more with each telling. In other words, reputation is about as reliable as a Tom Wallfoots Patent tonic (cures baldness, syphilis, and keeps away owl bears). Mechanically, a characters repuation is a bonus that starts off equal to their highest stat bonus (its what theyre known for). When a character gains a level, they make a reputation check (D20 +Reputation) against a DC of 5+ their current level. If this check succeeds, their reputation increases by +1. Whenever a character rolls a natural 20 when performing a very public act (a gunfight on main street, a performance in a bar, a high stakes poker game at the saloon), he can make a check (using whatever characreristic the Judge deems important to the event) at a DC of 10+ current reputation, with a 20 as an automatic success. Success means the characters reputation goes up by +1. A character can try to increase their reputation by telling tall tales about their exploits, and engaging in unabashed self promotion. Other characters can also tell stories about their pards, and other members of their posse to much the same effect. This check requires a WITS + WILE check at a DC 15. A successful check increases the characters

reputation by +1 after the story gets around. This check can only be made once per audiencethe character can retell the stories once per town, or if some new folks come by. But boring the same folks over and over again with the same tale might gain the character a new reputation they might not be so pleased with. It also might just get them shivved one late night for being a blowhard. Whenever the character is plugged, or suffers a mortal wound and survives, the scar gives a +1 reputation bonus to them that see it. Nasty facial scars might just give the same bonus if the Judge allows. A character may gain reputation as a reward for performing impressive or noteworthy deeds. Commonly, characters will received a +1 increase at the end of each adventure if they make a Wits check using the characters current reputation as the DC. It gets harder to increase your rep the higher it gets. A characters class also creates ways to increase their reputation. To gain this increase, the character must make a test using the appropriate characteristic (listed in each description) using their current reputation as the DC. Modifiers for the tests are listed below. Gunslingers gain +2 reputation for every gunfighter duel they win. (Draw) Marshals gain +2 reputation for every outlaw they bring to justice (Dead or Alive) (Wits) Ruffians gain +2 reputation bonus for every brawlin duel they win (Grit) Scoundrels gain +2 reputation for every job they pull (Wits) Scouts gain +2 reputation for showing their metal in the wild (Grit) Gadgeteers gain +2 repuation if their invention proves invaluable in a situation (Wits)

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Mentalists gain +2 reputation if their powers or tricks are well respected (Wits) Preachers gain +2 reputation for upholdin the word of God and behavin appropriately (Grit) Shaman gain +2 reputation for showin how the spirits favor them. (Wits) Modifiers listed below should be applied to the check: +1 opponent has higher reputation than the character +2 opponent has double the reputation of the character +1-+3 Exceptional role playing during the encounter. The class reputation increase can only occur once per level, and usually is for the capstone event of the level, but not necessarily. It is up to the Judge to determine when (or if) this check is made. Good and Bad reputation A characters reputation can be good, bad or neutral. This perception is based largely on who the character is interacting with. Opinions. Everyones got one. A good reputation implies that a character is seen as being on the side of law and order, is fair, generous and upstanding. A bad reputation carries the connotation of being murderous, dangerous and good for nothin. An orc warlord might have a good reputation when dealing with orcs, and a really bad one when it comes to dealing with the authorities (or respectable folk in general). A reputation can change from good to bad pretty easily. A character with a good reputation who is disgraced doesnt lose reputation point, the magnitude of his rep doesnt change, it just switches instantly to bad in everyones eyes.

Effects of reputation The primary use of reputation is to see if a character is recognized. Roll a reputation check against the following DCs, with the following modifiers: Situation Character being recognized... Is local 10 Reputation DC

Lives within a few days ride 15 Has passed this way before Is a complete stranger The observer... Has Learnin of 2 or more Has Wits of 2 or more The Character... Is deliberately trying to hide -5 their identity Introduces himself by deed (Im the Shee who killed...) Other Factors... Wanted posters +2 to +5 depending on quality +2 to +5 +2 to +5 +2 +2 +2 25 30

Current newspaper articles Current gossip and rumor about the character

If the character is recognized, he can use his reputation to his advantage, by gaining bonuses to specific skill checks, or attribute tests. The size of the bonus depends on the charcters reputation level.
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Reputation Bonus Reputation Bonus 5 or less 6-10 11-15 16-20 21+ +0 +2 +3 +4 +5

The bonus can be applied to the following skill checks, depending on whether the characters rep is neutral (Yeah, people of heard of em), Good (People have heard mostly good things about em) or bad (People have heard mostly bad things about em). Characters can apply their reputation to AMITY and WILE checks. How they apply them is up to the Judge to decide with the players input. Most importantly, a characters reputation affects how much it costs to hire them for a job. A character can make a reputation check (DC15)- if the check is successful the employer offers 50% more money, assuming the employer can afford it. They might also offer other fringe benefits or perks to try to woo the character a bit. A bad reputation will increase the amount of money being offered as a reward for a character. Increase the award by 20% for every point of reputation above 10, therefore a character with a reputation of 20 would be worth 3 times more than another criminal who commits the same crime.

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Brawlin
Brawlin is unarmed (or armed with improvisational weapons) fighting. Brawls are generally non-lethal affairs, so the normal injury rules are a bit harsh for one. Brawls are a great way for characters to get in a scrap without a chance of dying. Brawls can only be initiated with folks who recognize the difference between brawling and fighting for their life. Its up to the Judge to decide whether you can get in a brawl, or if the normal fighting rules are being used. A character who has the sand can shrug off the effects of a brawling attack (referred to as strikes). Brawling attacks are resolved as a melee attack. The Damage done by an attack in a brawl is equal to characters Level+ Grit. However, if a character is struck by a blow, the target must make a Grit check against a DC of damage Dealt + the margin of success. IF the Grit check is successful, then no damage is dealt by the attack, the victim is tough enough to just ignore the effects of the blow.

If, on the other hand, the check is failed, then the character receives a brawling injury. Roll Effect

2-3 No Effect. It hurts though. 4 5 6 7 8 9 10 11 12 Stunned, lose next action Knocked down Knocked down and stunned Wind knocked out of ya -4 to next GRIT check against attack. Knocked down and winded (see above) Stunned and winded knocked down, stunned, and winded knocked out (for 1D6 rounds) We said brawling was generally non lethal. Generally. Roll on actual injury table.

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Ruffians are a special case. They can choose to do regular fighting damage, or brawling damage when they hit a target. In addition, their DIRTY FIGHTING ability damage can be used in brawling instead of the normal LEVEL + GRIT damage in brawling. Brawling is, after all, their raison d'tre. Ruffians also add +1 to damage done on the Brawling Injury table. Keep in mind though, that if a Ruffian escalates the brawl to deadly ends, then others might follow suit and the brawl might spin out of control.

gadgeteers and mad science


As written, the rules for Gadgeteers in the OHT main rulebook ports the OGL Magic User spells over as gadgets in a very clever and unique way. But, they really dont seem like gadgets much. A fella by the name of Ralph Mazza, prolly a mad scientist of sorts himself, came up with a set of rules to make gadgets more..well, gadgety. Thank Ralph next time you see him. Gadget Special Rules Initial Gadgets:Players start with gadgets already built, based on their starting powers. (OHT pg. 25) New Gadgets: Each new level requires $10/ Rank + 1 week/rank to design a new gadget from scratch or 1 day/rank to build from existing plans. (Existing plans is for rebuilding a gadget, or making a duplicate gadget) Gadgets: Each spell is a gadget, an actual physical device (usually made of brass, with lots of gears, bobbles, and gubbinz all over it) that generates or creates a power effect (Like in the monster rules). hit points: Gadgets, being physical devices, have hit points and can be damaged. Small gadgets, capable of fitting in a pocket: 5 HP + 2 per rank above 1

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Medium gadgets, capable of being carried but hard to conceal: 10 HP+ 5 per rank above 1 Large gadgets may be liftable, but not carried for any significant distance without requiring (or being for that matter) a vehicle: 15 HP +7 per rank above 1. Repairing gadgets : $1 & 1 hour per HP to repair. (The money represents the cost of materials. Money alone wont make much.) Defense: 10 = 2x rank Small gadgets, can only be targetted if the person carrying them is hit with a critical hit. Damage to the gadget is inflicted instead of damage to the character (Saves the character, but damages the gadget.) Medium gadgets carried by a person can only be hit if the attack would defeat both the gadgets defense and the targets defense (hard to do, I tell ya). If you manage to beat both defenses, or roll a natural 20 on your roll, you can target the gadget instead of the target. Large gadgets can be targeted normally. Those behind or in a large gadget may force an attacker to target the gadget instead. Skill tests: Use 1 power slot to give a gadget the ability to make skill tests or provide skill bonuses. The skill covers 1 ability/skill combo when designed. Autonomous Skills: Allow the gadget to make its own D20 test on its own initiative. Skill Rank=2x the rank of the power slot used. Skill Bonus: Gives the user of the gadget a bonus to their own skill test. Skill Test= Rank of the power slot used. Amalgamated Gadgets: Multiple powers can be combined into a single device. Each power has its own HP, and Defense and can be targeted seperately.

Enhancements/ Glitches: Fragile (Glitch): The power uses 1 rank lower power slot than normal (minimum 1) but has 1/2 as many hit points and burns out as if 1 rank higher than normal. Armored (Enhancement) : Use 1 power slot to give another gadget or device an armor value equal to the rank of the slot used. Reduce any damage to the gadget by the value of the armor. Amped (Enhancement): Use 1 power slot to increase the power of a gadget or device capable of inflicting damage. Increase both damage and injury rulls by an amount equal to the rank of the slot used.

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Malfunctions: Malfunctions are injuries for machines. When an item is damaged, roll 2D6. +1 per previous, un-repaired malfunction.
roll 2 3 Malfunction No Effect. Whew! Dropped. Applied to carried devices only. Otherwise no effect. Recover dropped item at end of battle. Dropped. Applied to carried devices only. Otherwise no effect. Recover dropped item at end of battle. Glitch. Lose next action. Glitch. Lose next action. Burn out per normal rules. Recover at end of battle. Burn out per normal rules. Recover at end of battle. Short/Jam. Fail. Non functional. Recover when all HP are repaired. Short/Jam. Fail. Non functional. Recover when all HP are repaired. Destroyed. Must be rebuilt. Boom! Explodes or shatters. Range 0-1: Damage rank x D6

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