Showing posts with label weird west. Show all posts
Showing posts with label weird west. Show all posts

Monday, July 29, 2024

Music Monday - The Curse of K.K. Hamond

While on Instagram last week I came across The Curse of K.K. Hammond. Her blues is dark and her ballads are often tinged with horror. I thought some of y'all might dig her work too. It would be great tunes to listen to while getting in the mood for some Weird Frontiers, The Dead West, or Deadlands

I love the inclusion of rougarou in this one.

Going to be honest it took me a bit to realize who this song was about.

I really like this cover and the whole druid/witch funeral possession video.

Gotta love a good murder ballad.

This one makes me want to add a mystic bone collector to my next game.

Wednesday, June 12, 2024

The Dead West Review

Grab you six-shooter and saddle up for SURVIVE THIS!! The Dead West .This one takes the familiar SURVIVE THIS!! rules used in Dark Places & Demogorgons and Bloody Appalachia and slaps it right dab into a demon and undead filled American western setting. Ruleswise it has familiar attributes, thematic classes, and roll a d20 and add your modifiers core rule.  Everything is compatible with other ST content which allows for maximum awesomeness. The setting is based on the American southwest, but isn't the American southwest (and I'll discuss it more in a bit).

Character Creation

After rolling attributes, HP, and Saving Throws, characters can either select or roll for a profession. Much like 5e backgrounds, these give players their starting gear and bonus skills. Then you choose a class. The are:

  • Cowboy - embodiment of the Western lifestyle, you can be a rodeo or range expert.
  • Demon Stalker - warriors dedicated to fighting the supernatural forces of the Dead West.
  • Doc - a sawbones
  • Faithful - individuals attuned to the holy
  • Frontiersman - individuals more at home in the wilds than civilization
  • Gambler - they know when to hold them and when to fold them
  • Gunslinger - these masters of the six-shooter are expert duelists and can do trick shots
  • The Hand - This is all all-round solid jack of all trades class. They don't have any specialties, but they are solid allies
  • Knife Master - graceful warriors skilled with small blades
  • Lettered - scholars and educated types, there are four paths: academic, government, lawyer, and scientist
  • Marshal - you are the long arm of the law
  • Outlaw - these folks don't know the meaning of honest work, and take what they need
  • Pugilist - hand to hand combat experts
  • Riflemen - while gunslingers focus on six-shooters, rifleman are marksman of a different sort
  • Soldier - highly trained warriors 
  • Telesstic - special individuals born with and trained to use unique powers, paths include Life, Arcane, and Decay
The skills section looks familiar to most ST games. You roll a d20 and add the appropriate bonus (based on skill level, class features, and attributes).  New skills include Fighting: Old World Boxing and Horsemanship. We're presented with setting appropriate weapons and equipment, as well as a list of new magic items. 

Game Rules
Again most of the information presented here is standard Survive This stuff. There are new rules for Dueling and Horsemanship (which make perfect sense with the setting). After your standard description of how to play rules, we're presented with a massive 70 pages worth of bestiary. These stat blocks are quite varied. We get stats for undead, elementals, demons, regular folk, and legendary characters in the Dead West. If you play any ST game, this section is quite useful even if you aren't running The Dead West.

The Dead West
While a lot information about the setting can be gleaned from earlier section, we're then presented with 7 pages of Dead West information. The setting is quite interesting.  The town of Raimi Mission and the surrounding areas were enveloped in an impenetrable crimson barrier. The laws of nature changed those that were killed didn't stay dead (hence the name, the Dead West). Additionally powerful elementals and demons stalked the land. Twenty years have past since that fateful event. There are small bastions of civilization that still exist and most of these are connected by a railroad system. Most of these areas are given brief descriptions. 

The book ends with random encounter charts, as well as disaster chart. There's also an index (including references) and finally a bonus urban legend stat block.

Final Thoughts
The book looks gorgeous. It's the first of the standard sized hardcovers from Bloat Games. The art is fantastic.  Bloat Games regular Phil Stone did the cover and Christopher Torres did the interior art. It's got a great style and definitely a great buy for weird west fans. This a complete game and setting that is fantastic on its own. However, you can make it even wilder by using other SURVIVE THIS!! games. Take the vampire as race rules from We Die Young and make a  vampire cowboy. The beasties from the Cryptid Manual all slot into the setting perfectly. I also have to point out that if you're like me and love Deadlands but don't care for the original system of Savage Worlds, you can use the rules from The Dead West and play it.

Tuesday, March 26, 2024

It’s Good To Be Wanted

Outlaws of Thunder Junction is the next MtG set. This one brings together characters from various planes and seems them become an outlaw gang in a fantasy western setting. I think it looks awesome.

Monday, February 20, 2023

Music Monday - Hell's Comin' With Me

A bit of this song was trending on TikTok for a bit and is the reason I decided to check out the full track. I love these folk/Americana/bluegrass style songs. They are great inspiration for weird west games.

Monday, January 17, 2022

Music Monday - New 52 Mixtape

Honestly I've probably shared these before, but I don't care because they are good and deserve another listen. About a decade ago Dr. Awkward released his New 52 Mixtape. It was only four tracks, but damn was it good. Check it out.




Wednesday, March 10, 2021

Jericho Cross and Darkwatch Redeemer (Weird Frontiers)

Darkwatch is a forgotten weird west shooter from 2005. It stars Jericho Cross, an outlaw that robbed the wrong train. This caused him to be turned into a vampire and to be recruited by the Darkwatch, an ancient vampire-hunting organization. He is forced to join the organization and hunt the ancient vampire that turned him, Lazarus Malkoth. 

This game was fun and had style in spades. During the game you could choose to be heroic or villainous, which would alter your abilities. Sadly it never got a sequel. I think Jericho and the Darkwatch would be great additions to Weird Frontiers.


Jericho Cross: Init +5; Atk bite +4 melee (1d3+blood drain) or claw +7 melee (dmg 1d7+4) or Darkwatch Redeemer +7 missile (dmg 1d10); AC 18; HD 10d12; MV 30; Act 3d20; SP  un-dead traits, vampire traits (WF pg 759), blood drain (WF pg 759), regeneration 3/round; SV Fort +7, Ref +6, Will +7; WtL

Here are the stats for Jericho's gun... which are OP overall. 

Model                                Caliber      Type                Ammo       Damage    ROF    Load    Reload 
Darkwatch Redeemer     .44             Single                 Special         d10         2         24         1

The extremely powerful (and advanced) pistols are made exclusively by the gunsmiths of the Darkwatch. Like modern pistols, their ammo is found in clips. While it only takes a round to reload one of these guns, the only way to receive such ammo is to be granted it by the organization or take it from the cold corpses of its agents. The guns handles have silver blades that can be used in melee (and deal 1d6 damage).

Monday, March 1, 2021

Music Monday - Shotgun Guitar

Check out this awesome 3 string guitar/shotgun combination. While you're at it, check out more of Rev. Peyton's Big Damn Band. I recommend Raise a Little Hell, Pot Roast and Kisses, and Poor Until Payday,


This past weekend the Weird Frontiers (formerly known as Dark Trails) core pdf went out to backers. I'll review the weird west DCC offshoot sometime, but for now I'll just give a new special piece of equipment used by the fey-blooded Hellbilly class. 

Three String Guitgun
Single barrel 12 gage             Single Cart.             d14/d10/d7             1             1

Crafting techniques of the guitgun is a closely guarded secret among the hillfolk of Appalachia. They cannont be purchased, only gifted for good deeds done for the community. These weapons can be used as a signature weapon by any Hellbilly (despite shotguns not normally being a signature weapon for the class).  Additionally it provides a +1 bonus on Soulful Balladeer rolls when played.

Thursday, February 18, 2021

Zombicide: Undead or Alive

I love the Zombicide games and CMON make great miniatures. Combine that with my love of the weird west and you know Zombicide: Undead or Alive Kickstarter has my interest. I can't guarantee I'll back it, but I probably will (especially since I could really use some weird west minis).

Sunday, January 3, 2021

Character Creation Challenge - Day 3

 Today's character was created with my own free game, Six-Shooters & Wagons.

Deputy Jedediah Lang
Level 1 Gunslinger

Str 16 (+1)   Int 10
Dex 14         Wis 14
Con 14         Cha 11

HD (6 HP) 
Save: 15 
Movement: 12
AC 9 [10] 

Attacks 
Pistol (+1 to hit, 1d6 dmg, 60' range) 
Pirate Rapier (-4 to hit, 1d6+1)

Other
Quick Draw - Lang's party receives a +1 bonus to their initiative. 
1 on 1d6 chace to track foes in wilderness
1-2 on 1d6 chance to hunt forage in wilderness
1-2 on 1d6 to apply first aid

Equipment 
Horse, backpack, bedroll, flint and steel, 50' rope, crowbar, canteen, bottle of cheep hooch, mess kit, 7 days rations. $5.00

Background
Deputy Jedediah Lang is a young idealistic lawman in the Dakota territories. He is well liked by most folks, though he has earned the ire of a few local land barons. Though he rarely uses it in combat, he carries his great great grandfather's rapier and does his best to maintain it.

Friday, May 22, 2020

Deer Leg Numb Chucks (DCC Edition)

Someone shared this pic on the Dark Trails RPG Facebook page and I was reminded that I statted them out for D&D 5e. I decided Dark Trails/DCC needed a version of them too


These bizarre mystical weapons are a product of native spirit magic, far eastern martial arts techniques, and 100% pure American weirdness. The weapons deal 1d3 damage and anyone hit by them must make a DC 13 Fortitude save or lose their next action die. Each time these items are used they magically corrupt the person a bit more. Small deer antlers will grow from the wielder's head. They will continue to grow until the wielder has a mighty rack. Once they are full grown the wielder can make a gore attack in addition to their regular attacks for 1d6 damage with an action die of d16. These horns are permanents and even if cut off, they will regrow. 

Monday, August 12, 2019

Bone Tomahawk Tribesman (DCC)

Here is some weird west content for your Dark Trails (quickstarter coming soon) and DCC/MCC games. It was inspired by the antagonists of the amazing western horror flick, Bone Tomahawk. 


Bone Tomahawk Tribesman

Init +2, Atk +1 bone tomahawk (1d6+1) ;  AC 13; HD 2d6+2; MV 30'; Act 1d20; SP unnatural roar; Fort +3, Ref +1, Will +0; AL C

The tribesman communicate with  whistles embedded in their windpipes. Only males are encountered outside of their caves as the females are blinded and have their limbs amputated when they come of child-bearing age. Once per combat, instead of attacking they can release a frightening roar through their throat-whistles. Any opponent hearing this must make a DC 15 Will save or be unable to act their next turn.

Saturday, August 10, 2019

Six-Gun Gorilla (DCC)

Six-Gun Gorilla is a character in the public domain. This npc is appropriate for Dark Trails and Black Powder, Black Magic



Six-Gun Gorilla: Init +2; Atk bite +4 melee (1d4+3) or slam +6 melee (dmg 1d6+3) or six-shooter +4 missile (dmg 1d8); AC 14; HD 5d8; MV 20’ or climb 30’; Act 1d20; SP  quick reload (can reload and fire pistol in the same round); SV Fort +6, Ref +3, Will +1; AL L

The Six-Gun Gorilla is an ape named O'Neill. He was kidnapped as an infant and brought to the States. There he was sold to a prospector named Bart Masters in Colorado. Masters loved the ape like a son and taught him to dig, fetch firewood, cook, clean, gather water, and load and fire a revolver. His life changed the day his "father" was killed by Tutt Strawhan and his gang, who were looking for "the great mother-load" Masters had found. O'Neill swore revenge and now roams the west, in search of Tutt and his gang.

Saturday, January 5, 2019

The Nite Folk

The Nite Folk are a murderous faction in Red Dead Redemption 2. They make perfect villains for Six-Shooters & Wagons and the expanded White Box version of the game I've got in the works.

Human, Nite Folk
Armor Class: 7 [12]
Hit Dice: 1+2
Attack: Weapon
Special: Stealthy
Move: 12
HDE: 2/30

Nite Folk are unnaturally quiet killers that wear tattered clothing and cover themselves in dirt to blend in with their surroundings. They never speak, but do communicate in animal growls and whistles. They eschew the use of firearms, using only bows and knives. Because of their stealthy nature they have a 4 in 6 chance to move unobserved in swampy terrain.

Sunday, December 30, 2018

Six-Shooters & Wagons Redemption

For Christmas, I finally bought myself a copy of Red Dead Redemption 2. While I'm still digging into it, I'm loving it and it seems like a worthy sequel (or rather prequel) to my all-time favorite video game. The game has inspired me to revisit Six-Shooters & Wagons. The original is built off of Swords & Wizardry Continual Light. I think I'm going to expand it to a full White Box length release. Like the original I'm going to keep it straight western, with the thought that I might release some weird west stuff later on.

Until then you should check out the pay what you want version and the content I've created for it.

If you're familiar with my original version, what would you like to see expanded?

Friday, November 16, 2018

You'll Not Find A Stranger or More Fantastic Posse Anywhere Else

Want even more goodness for Six-Shooters & Wagons? Last month Josh Beckelhimer of JB Publishing did a series of posts he called OSRober. Several of them were for Six-Shooters and Wagons and I've decided to link them all in this post.


Sabrina Spellman
Dr. Frank N Furter
Two-Face
Joker
Frank Castle
The Rocketeer
Dr. Jekyll/Mr. Hyde
Count Orlock

Also, remember Josh did a one page adventure. Blood Mask & Envy.

It's really great to see other folks make content for Six-Shooters. One of these days, I'll hop back in the saddle and finish some of the things I had planned.


Thursday, November 15, 2018

Undead To The End

I haven't posted new content for Six-Shooters and Wagons for a while, so I decided to write up stats for John Marston as of the end of Red Dead Redemption Undead Nightmare


John Marston
Level 7 Soldier (Lingerin' Dead)

Dead Points: 5

Str 15 (+1)    Int 10
Dex 16 (+1)  Wis 12
Con 18 (+1)   Cha 9 (-1)

HD (40 HP) Save:10 Movement: 12

AC 8 [11] (Dex)

Attacks: Volcanic Pistol (+7 to hit, 1d6 dmg, 60' range) or Repeater Carbine (+7, 1d6, 120' range) or Knife (+7, 1d6+1 damage) or Holy Water (+7 to hit, 3d6 damage (undead and demon only), 20' range) or zombie bite (1 damage, 20' range, undead move to bait and are distracted for 1d6 rounds)

Other: 7 attacks a round against foes of 1 HD or fewer, +1 save vs. death and poison, no penalty for fighting from horseback. 1 chance on a 1d6 to track foes in wilderness, 1-2 chance to hunt/forage for food in the wilderness, 1-2 chance on 1d6 to administer first aid

Equipment: Volcanic Pistol, Repeater Carbine, Knife, Undead Horse (treat as horse with lingerin' dead quality and a piss poor attitude), lasso, backpack, canteen, 1 vial of holy water, 3 zombie baits

Saturday, June 23, 2018

Saddle Up!

The amazing Josh Beckelhimer has released his newest one page adventure and this time it's for Six-Shooters & Wagons!  The adventure (or episode) as Josh calls it is really good. There's a lot of good background info and the villain is very memorable. Do yourself a favor and check it out. You can find the adventure in this post on Josh's page.


Monday, April 30, 2018

Z is for Zorro

I realize Zorro was set before what is considered the old west, but I think it's still appropriate for Six-Shooters & Wagons. Also, my Zorro stats are for his successor.  

Zorro
Real Name: Alejandro Muiretta 
Level 7 Vigilante
Str 15 (+1)    Int 12
Dex 16 (+1)  Wis 11
Con 13          Cha 16 (+1)
5 HD (24 HP) Save: 9 Movement: 12
AC 8 [11]
Attacks: Saber (+7 to hit, 1d6+1 dmg) or Whip (+7 to hit, 1d6+1 dmg, 20' range) 
Other: Backstab (+4 to attack and double damage vs surprised foes), 1-5 chance on a 1d6 to climb walls and cliffs without tools, hear noise behind closed doors, and forge documents, Feign Injury/Play Possum, Open Locks, Hide in Shadows, or Move Silently,  1 chance on a 1d6 to track foes in wilderness, 1-2 chance to hunt/forage for food in the wilderness, 1-2 chance on 1d6 to administer first aid
Equipment: Saber, whip

Saturday, April 28, 2018

Y is for Yellow Belly

Here's an optional morale rule for Six-Shooters & Wagons.

Yellow Bellied - When the posse is getting the upper hand on no-good varmints they might be able to cause their foes to turn tail and run. In groups of 5 or more, when half the number are killed, the rest must make a saving throw or flee in fear. This is done again when the group is reduced to 1/3 or its original number. You might also have a group do this if their leader is taken down in spectacular fashion (blown up, taken out with one bullet, etc).

Friday, April 27, 2018

X is for X Marks the Spot

I'm cheating with this one but it's hard to find wild west things that start with X. This is from a cover of a public domain comic I found on Comic Book Plus. I don't remember what issue and to be honest, I'm too lazy to go looking for it. It's still a great picture and silly idea. So who would say "X marks the spot" in a Six-Shooters & Wagons game? Why pirate bank robbers of course!!!!




The Pirate Gang
AC 8 [11]   HD: 2+1    Attacks: Pistol (1d6, range 60') or cutlass (1d6+1) Move: 12/12 (swim) 

These spur-wearing buccaneers are a strange sight, even in the weird west. They dress and talk like pirates. Those first encountering the gang must make a saving throw or be unable to act due to the sheer bizarre nature of the group.