There was some talk that there was no
option for VotWW in D20. I was
discussing translating characters from an old game to D20, and that came
up. This is the option we were
thinking of, and I wanted the list’s opinion. Thanks for your help, Clint Veteran of the Weird West D20 Your character has experienced some of the
horrors of the Weird West, but those horrors have left their mark on you as
well. You start out 2 levels higher than the starting level for the game. The Marshal will advise you of the cost
you pay for this experience. Spoiler Space No Players Beyond this Point! Spoiler Space Hey, you! With the Face!
Back to the Top!! Spoiler Space Okay, Marshals, if your players want to be
a Vet, here’s the cost. Roll a d20
and consult the chart. 1 You did something BAD to survive your run
in with horror. You have been
damned for your actions. The
beneficial powers of the Blessed do not affect you at all. 2 Whatever you faced cursed you. Big time. –2 to all Saving Throws. 3 You got the shakes bad. Your Dexterity is reduced by 2, and you
cannot raise it through a level increase. 4 Your heart couldn’t take what you saw and
never fully recovered. You have a
–2 to Fortitude saves, and you gain hit points as 1 die type less for your
character class (minimum d4). 5 Since your “awakening,” you have been
plagued by night terrors. You must
make a Will save after each time you sleep against a DC of 15. If you fail, you suffer a –1 penalty to
all rolls for the rest of the day.
On the plus side, your nightmares come from the Hunting Grounds. Failing your save means you remember
exact events from your dreams.
This may provide a clue to your current situation at the Marshal’s
discretion. 6-7 You’ve been infected with a chronic illness
by whatever you faced. Your
Constitution is reduced by 2, and any time you roll a natural 1 on a Fortitude
save, you lose an additional point of Constitution permanently. If your Constitution reaches 0, you
die. 8-9 There’s nothing wrong with you. You’re fine. Or you would be if the squirrels would stop asking you to
save their queen. Guess what. You have a dementia. The Marshal will roll on the Mad
Scientists table to determine what it is.
In addition, your affliction gives you a –2 to Wisdom and Charisma based
skills. But hey, the strength of
your “demented” convictions gives you a +1 to Will saves. 10-11 Ooo, that’ll leave a mark. And it did. You’ve been scarred horribly by your encounter with the
supernatural. Reduce your Charisma
by 4 points! You can still raise
it normally as you learn to live with your appearance. You do have one benefit; you get a +4
bonus to your Intimidation skill. Chart continued in Part 2 (the file was too big for the list)… |