Weird West 4e
Weird West 4e
The Blessed
Anyone who draws power directly from God (whether holy ground. Yes, this means an actual Deadland becomes
Christian or otherwise), is considered one of “the Blessed.” Fear Level 2 despite being sacred ground; the outside world
These characters use the power system described in GURPS encroaches and corrupts. As a rough guide for duration,
Powers: Divine Favor to call down miracles as needed. subtract the original Fear Level from 7, then square the
Up to three levels of Power Investiture (Divine Favor) result; this is how many hours the miracle is likely to last
[10/level] are available, improving the Blessed’s reaction (e.g., 36 hours for Fear Level 1, or just one hour for Fear
roll. There are no firm requirements for the mandatory Level 6). The GM may adjust this, as always. (This only
religious disadvantages; the GM is the final judge of applies to lands with a Fear Level of 1+; in theory, a land
whether a given trait is “holy” enough. The optional rule with Fear Level 0 could remain consecrated indefinitely.)
allowing a onesecond prayer (at 2 to the petition roll) is The Harrowed, as undead creatures, are vulnerable to
assumed to be in play unless the GM rules otherwise. Protection From Evil – but only if they bear malign intent
For the purpose of Consecrate Ground, any land with a toward the Blessed. True friends of the Blessed, even
Fear Level of 1+ resists using an effective HT of 3×(Fear undead ones, have nothing to fear.
Level+1). If successful, the fear level is temporarily The Blessed may learn and use Exorcism skill without
reduced by four levels (to a minimum of 0) and considered penalty.
Gunslingers
Anyone can learn to shoot, but cinematic gunmen are Speedloaders do exist in this setting. Don’t forget FastDraw
defined by the Gunslinger advantage. It provides the (Ammo), which is required to use Quick Reload!
expanded benefits as detailed in Gun Fu (p. 15); in brief, In Deadlands, the Gunslinger advantage also allows
the gunman adds Acc or half Acc to skill when taking no shooters to learn Blind Fighting, Breaking Blow, and Zen
more than a step, or ignores all movement and close Marksmanship (all for guns only; see Gun Fu). As well, it
combat penalties. Oldfashioned shooters may add Arsenal, opens up all of the techniques from Gun Fu and all the
Guns (20%); Gun Rack, OneHanded Guns Only or Two perks except for Cinematic Knockback, Cinematic Option,
Handed Guns Only (each 40%); or even something as Fireball Shot, Flimsy Cover, Infinite Ammunition, Muzzle
specific as Type, Revolvers Only or BoltAction Rifles Only Flamethrower, No Friendly Fire, Recoil Rocket, Scattergun,
(all 60%). However, some gunslingers may have no Silencer, Tacticool, or Walking Armory. The listed perks
problems transitioning from “real” guns to the crazy beam either don’t suit a Western or just push the limits of
weapons created by mad scientists! “cinematic” a little too much for the setting. (Of course, the
Gunmen should also consider the Akimbo and Quick GM may decide otherwise; this is only a suggestion.)
Reload perks, for reloading quickly even with both hands Concealed Carry Permit is unnecessary for the setting and
full. For the latter, specialize in SwingOut Revolver (with a Cool Under Fire is meaningless to Gunslingers.
speedloader) or Internal Magazine (for most rifles). These options lend themselves to the following two
categories. Unless Gunslinger is limited (by Gun Rack or Thumbing (for singleaction pistols) or FastFiring (for
worse), these are only thematic divisions. doubleaction ones). Remember that Gunslinger gives you
improved defaults for Thumbing and FastFiring. Also
Pistoleros consider Whirlwind Attack.
Be sure to take either Ambidexterity or OffHand
Weapon Training (Pistol). Enhanced Time Sense allows for Riflemen
Bullet Time (see Gun Fu, p. 14) and makes the Area Enhanced Tracking with Multiple LockOns (+20%)
Defense perk useful. Multiple levels of Fastest Gun in the lets you Aim at multiple foes. Zen Marksmanship (Rifle)
West make sense for duelists. Blind Fighting is great for (Gun Fu, p. 24) is worth learning Meditation for (and far
nighttime gun fights, while Breaking Blow fits kickdown more effective than the Precision Aiming technique) and
thedoorstyle gaming. For techniques, first improve your Blind Fighting lets you make shots in pitch darkness.
RoF by maximizing DualWeapon Attack (Pistol) and either Targeted Attack (Rifle Shot/Skull) is indispensable.
The Harrowed
This conversion uses High Pain Threshold and Counting Coup
Unkillable, not Supernatural Durability. This makes a During character creation, a Harrowed may purchase
Harrowed very hard to put down for good, but possible to one of the following powers (some of which may require
cripple or knock out without killing. While this is a slight GURPS Powers for game mechanics). He may earn the
deviation from the standard Deadlands approach, it’s an right to buy more (or to upgrade a leveled one) by
intentional one. The lower cost makes it feasible to mix defeating certain abominations. The GM may choose to
normal and Harrowed PCs, while the difference in simply gift him with the power when he defeats one,
durability makes Harrowed enemies scarier than normal without charging character points, but the other players
ones, but not to an overwhelming degree. might (rightfully) find that unfair.
Indian Braves
Tribal training allows braves to learn Heroic Archer Indian archers have access to a new technique. This
(GURPS Martial Arts, p. 45) and Weapon Master. Neither replaces the more complicated rules for quickshooting
advantage allows for cinematic martialarts skills, however! bows (from Martial Arts, p. 119).
(This is a restriction specific to Deadlands. The martial
artists get access to those skills, while the braves get bonus Instant Shot (Hard)
damage.) Default: Bow8 for most archers, Bow5 if you have
Weapon Master adds one additional benefit to ranged either Heroic Archer or a version of Weapon Master that
missile weapons (such as bows): The brave can parry with includes bows, or Bow3 if you have both. Cannot exceed
the weapon using (skill/2)+3, instead of DX, without Bow.
automatically ruining it. Consider this the missileweapon Prerequisite: Bow16+ and FastDraw (Arrow)16+.
equivalent of Weapon Master’s normal parry benefit.
Braves also have access to the special “acrobatic You draw, nock, and fire an arrow all in one smooth
moves” listed for martial artists (below). motion as a single attack (one maneuver instead of three).
The Law
Any PC may wind up freelancing for the Agency, the roughly equal playing field. However, many (but not all)
Texas Rangers, or the U.S. Marshals. Such freelancers have will take the organization as a Patron. This means that
no actual authority and thus require no special traits. But when they get into trouble, there’s a chance that the
actual agents, rangers, and marshals require both Legal organization will help bail them out if they can get hold of
Enforcement Powers [10] and Duty (12 or less or 15 or it. All three groups are considered 20point Patrons;
less; Extremely Hazardous) [15 or 20]. They have the frequency of appearance ranges from “6 or less” to “12 or
right to pursue suspects or conduct investigations across less.” The PC has the option of adding Equipment (+50%),
state lines, to kill if necessary, and to deputize others. in which case the organization supplies him with gear as
Though they work for an organization, Rank is well (when its frequency of appearance comes up); if so, he
unnecessary; all field agents are assumed to be on a starts off with a Gatling pistol for free.
Mad Scientists
“Mads” need Quick Gadgeteer (Required Disadvantage, Complexity Skill Pen. Time
10%; Worse bugs, 20%) [35] and mental disadvantages Simple (up to $100) – 0 2d min.
totaling 10 or worse that the GM agrees are fitting to a Average (up to $10,000) 15+ 2 1d2 hrs.*
mad scientist. Suitable ones include AbsentMindedness, Complex (up to $1M) 18+ 4 1d hrs.
Bad Temper, Delusion, Jealousy, and Paranoia. If he ever Amazing (over $1M) 21+ 8 4d hrs.
lacks at least 10 points in such traits, his Quick Gadgeteer * Minimum 30 minutes.
stops working! No other version of Gadgeteer exists.
They may buy unlimited Gizmos. Versatile, Scrounging, Versatile and a successful Weird Science roll each give
and Weird Science are all highly recommended. They may +1 to both rolls. A Scrounging roll (or equivalent) – at 2
also buy advantages with gadget limitations; these are for Average, 6 for Complex, or 10 for Amazing gadgets –
automatically subject to the “Using Gadgets” rules below, lets him cannibalize gear on hand worth 1% of what the
except that if they break, they can be repaired (in an hour). device costs instead of using proper lab facilities.
Whether Weird Science was used or not, the gadget
Creating Gadgets may have side effects. The details depend on the Prototype
For simplicity, this table sums up the required skill roll. If the Concept roll was a critical failure, the GM should
level, penalty (“Pen.”) to the Concept/Prototype roll, and use the Prototype result for the device’s apparent bugs, but
time to build a prototype, for each level of Complexity. then add some malicious undetectableuntilit’stoolate
(The Concept roll always takes a flat 1d minutes.) Apply ones as well. (Exception: If the Prototype roll is a critical
penalties from p. B473 as well, plus 5 per +1 TL. success, he’ll realize that his concept was flawed.)
Critical Success: The gadget has no bugs or side effects! use the device, roll against IQ whenever it’s used. If the
Success by 6+: The gadget has one side effect (p. B479). device normally works indefinitely without a skill roll, roll
Success by 4 5: The gadget has one bug (p. B476) and anyway (against skill or IQ as appropriate) when it’s first
one side effect. used, then once again every hour; ignore the effects of
Success by 2 3: The gadget has one bug and 1d/2 side success or normal failure. The GM should also feel free to
effects (round up). require extra rolls any time the device is stressed or pushed
Success by 0 1: The gadget has 1d3 bugs (minimum 1) to its limit in any way.
and 1d/2 side effects (round up). On a critical failure, the gadget disintegrates
Failure: The device doesn’t work at all. spectacularly; see result 18 on the bugs table. If the device
Critical Failure: A horrific accident! At a minimum, this actually has that bug, it’s far worse! The destruction
will be a 2d [1d] crushing explosion, a temporary 20point attracts everyone’s attention (at least +10 to the Sense
disadvantage, or something equivalent. rolls of anyone nearby to notice it) and does 6d of
appropriate injury to the user. He may roll DX, subtracting
Using Gadgets his margin of success (in dice), from this injury; e.g., if he
Every madscientistinvented gadget requires some sort makes his DX roll by 4, he only takes 2d. The gadget
of operation roll. If there’s no operation skill required to cannot be repaired or used for parts.
Martial Artists
Cinematic martial artists take Trained by a Master, for a Acrobatic Moves
wealth of options (GURPS Martial Arts, p. 48). You may All of these moves require Trained by a Master or
not take Weapon Master, which is reserved for Indian Weapon Master, limiting them to martial artists and Indian
braves (see above). braves. Braves can only use them in conjunction with a
You have access to the following Talents; each costs 5 weapon for which they have Weapon Master, however!
points/level. The reaction bonuses (from other martial These are Move and Attack maneuvers, but without the
artists) do not stack; use that of your highest Talent. Skills normal skill cap of 9. Each inflicts 6 on the attack roll, but
with a * appear in Martial Arts (pp. 6162). spending 1 FP when attacking removes this penalty
completely! (Treat this FP cost as extra effort.)
Chi of Earth: Body Control, Breath Control, Esoteric
Medicine, Kiai, Pressure Points, Pressure Secrets. Acrobatic Attack: Roll Acrobatics. If you fail, run up to
Chi of Fire: Autohypnosis, Flying Leap, Jumping, half your Move, then attack (at 6). If you succeed, run up
Meditation, Power Blow, Zen Archery. to your full Move, then attack (at 6), and any ranged
Chi of Metal: Breaking Blow, Immovable Stance, Mental attacks against you this turn add your Move to the range.
Strength, Mind Block, Parry Missile Weapons, Precognitive Flying Attack: Run up to your full Move, then roll
Parry*. against DX or Jumping. Failure means you fall; your turn is
Chi of Water: Blind Fighting, Hypnotic Hands*, over. Success means you jump for extra distance (half as far
Hypnotism, Invisibility Art, Push, Sensitivity*. as you ran) and then attack (at 6).
Chi of Wood: Acrobatics, Climbing, Light Walk, Lizard Spinning Attack: Spin or backflip in place, attacking
Climb*, Stealth, Throwing Art. any one opponent within reach or range in any direction
(at 6), then end up facing in your original direction.
Shamans
For the most part, shamans use Effect Shaping Path (10 minutes) to add half its margin of success, rounded
Magic, as described on pp. 122134 and 138162 of GURPS down, to the spell.
Thaumatology. This section details any differences.
Magery (Path/Book) is required to work shamanic Available Rituals
magic. Shamans may also learn Channeling, Medium, The Paths from Thaumatology (pp. 140162) are
Spirit Empathy, and Racial Memory (which represents a available, except for the Path of Gadgets, as such things are
spirit guide). the province of the manitous. This includes all rituals
Magery adds to Ritual Magic and to all Path skills. Each defined as part of that Path; e.g., Know Fault is not
Path is an IQ/VH skill with no default. The individual available as a Path of Knowledge ritual, but Ghost Sword is
rituals can be bought up as Average techniques. Other still part of the Path of Spirit. The sole exception is
useful skills include Artist (Drawing or Scuplting), which Gremlins, which remains a Path of Luck ritual.
can avoid a penalty for symbolic representation, and In this setting, Read Memories defaults to Path of
Symbol Drawing, which can be done quickly (1d seconds) Dreams7 or Path of Knowledge7. In addition, Soar with
to avoid a penalty for lacking spiritual symbols or carefully Eagles is available. This new ritual from GURPS
Deadlands: Weird West (p. 86)defaults to Path of of the highestTL piece of gear or transportation the
Dreams4 or Path of Form4 and takes 10 minutes to shaman has used in the past week. Be fair – helping a
perform. friend get a wagon out of a ditch doesn’t count as “using”
the wagon! This modifies all spell casting:
Casting a Spell
The final skill roll must take the following factors into TL Modifier TL Modifier
account. All page references are to GURPS Thaumatology 0 +4 4 1
except for LongDistance Modifiers. 1 +2 5 2
On a critical failure, make an immediate reaction roll, 2 +1 6+ 4
applying only +1 for every level of Magery (Path/Book) 3 0 ^ 6
and +3 for Spirit Empathy. On a Poor or worse result, the
spirits abandon the shaman, letting a manitou through (use The “^” entry refers to any superscience creation
the Backlash rules for hucksters) in addition to the normal (generally the work of gadgeteers) that breaks the laws of
results of a critical failure for that ritual. physics in some way.
General Notes
• The default starting power level is 150 points for what’s going on, while Occultism is the skill of general lore
greenhorns, 175 for seasoned hombres, or 200 points for and popular belief. Occultism is a prerequisite for Hidden
true “veterans.” Lore (The Weird West) and Hidden Lore level cannot
• Anyone may take Extra Attack 1. Neither further exceed Occultism level.
levels nor the MultiStrike enhancement are available. • Some skills have prerequisites. The appropriate type
• Most Indians have Social Stigma (Minority Group). of Magery is required to learn hex or Path skills. Clerical
They may take Racial Memory, which represents a spirit Investment or Divine Favor is required to learn Exorcism;
advisor rather than literal ancestral ties. those without Divine Favor use it at 4. Quick Gadgeteer is
• The settingspecific advantages not required to learn Weird
Initiation, Mystic Symbol, and Spirit Science, but without it one can
Advisor, from GURPS Deadlands: have no more than 4 points in
Weird West, are not available. Use the the skill. All cinematic martial
alternatives here. skills require Trained by a Master
• Hidden Lore (The Weird West) is (not Weapon Master), with three
the skill of understanding the truth of exceptions listed for Gunslingers.