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[DL] D20 Veteran of the WW- Marshals Part 1



 

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)…