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Wild West 2.

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STEAMPUNK WILD WEST CAMPAIGN SETTING


For Dungeons and Dragons 3.5
by
Michael Robertson (aka Frito Bugger)
In Collaboration With
Zippy Malone
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Contents Surgical Grafts
LAIDEMs
41
43
Introduction and Acknowledgments 3
New Creatures 44
Key Modifications: 3 Automatons 44
Player Races 4 Garez 45
Automaton 4 Motan 46
Racial Traits:  4 The Tri-County Territories 48
Garez 7 Folsom County 48
Human 8 Kimball County 48
Motan 9 Del Lunes County 48
Player Classes 11 The Boundaries 48
Barbarian 11 Points of Interest 49
Brujo 11 Map of the Tri-County Territories 49
Druid 14 Alternate Map: The World of Mota 51
Fighter 14
Further Resources: 52
Geneticist 14
Recomended Reading: 52
Gunslinger 16
Recomended Viewing: 52
MMA Fighter 18
Monk 20
Ranger 20
Rogue 21
Technologist 21
New Prestige Classes 23
Con Artist 23
Combat Engineer 23
Faith Healer 24
Jack of All Trades 25
Master Machinist 25
Sharpshooter 26
New Skills & Feats 27
Skills 27
Feats 27
New Weapons & Armor 30
Ammunition Types 30
Firearms 31
Weapon Modifications 33
Armor 34
Armor Modifications 35
New Items 36
Rare and Unique Items 39
Genetic Manipulation 41
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Introduction and Acknowledgments Arcane: The new name of an arcane spellcaster is
‘Technologist’. Spells are replaced with a technological
Over the last five years, this campaign setting has been equivalent (commonly referred to as an “effect”). For ex-
an off and on source of both frustration and amusement. ample: a normal Fireball spell would be a grenade. Tech-
Steampunk Wild West (SWW) 1.0 was originally co- nologists only know a few effects, but they can whip them
written by Zippy Malone and Sparks McGhee and tested together in a matter of seconds; this does not mean they
by D&D Group 001. While Zippy may be one of the are weapon crafters (necessarily). Because complicated
funniest people alive and is a great DM, he doesn’t know somatic components are unnecessary, Technologists do
beans about the game. From a technical standpoint, SSW not incur an arcane spell failure chance when wearing
1.0 stunk. That’s when I stepped in and eventually turned any armor they are proficient with; however, spell failure
36 pages of crap into pure gold. Zippy was supposed to still applies with any non-proficient armors. Most arcane
write an equal amount of story to match my gameplay spells must be made illegal because they cannot be readily
content, but that little bit at the end there is all we’ve explained by high tech use. Unless specifically stated, ef-
got from him so far. It is my hope that SWW 2.0 will be fects are all drawn from the Conjuration, Evocation, Nec-
picked up by others and the story continued... romancy, Transmutation and Universal schools listed in
Thanks to Zippy Malone and Sparks McGhee for the the Sorcerer/Wizard spell list. Effects not specificly noted
concept; Rynil Dredeth for graphic design; D&D 001 for in class descriptions should be approved by the DM on a
endless hours of amusement; and Wizards of the Coast case-by-case basis; this follows the same rules as normal
for being awesome. for researching a spell and modifications to the effect is
within the DM’s power. Metamagic feats work as normal.

Key Modifications: Weapons: This is the Wild West; no good gunslinger


has a crossbow. While swords, axes and bows can still be

T he imagined world of the Wild West, with its lawless found, guns are the primary means of dealing death. De-
shantytowns, loan gunmen, and abandoned mines is tails for firearms are below.
all too perfect of a setting for D&D. In order to add to the Items: All non-magical tools and alchemical items
fantasy and increase the awesome, this campaign setting from other D&D sources are still legal, although some
will include ideas of “steam punk”, which technically hap- may require DM permission.
pens a bit later and in the eastern part of America rather
than central/western America.
Although there is additional content added to replace
it, large portions of the D&D world will simply not fit
and the following major swaths are changed in their en-
tirety, as well as all items/skills relating to them. New rules
may also be found at the beginnings of pertinent sections.
Creatures: All humanoid creatures of the ‘monstrous’
descriptor are removed. The Wild West is predominantly
crawling with human scumbags; it destroys the setting
to have gnolls running around in the hills. This does not
remove monsters with descriptors besides ‘humanoid’ as
well. Ergo, the gnoll, a ‘monstrous humanoid’, is removed;
however the grell, a “monstrous aberration”, remains.
Monstrous half-breeds are also removed. They can, how-
ever, be re-included with the DM’s permission.
Magic: This is a world of technology, not magic. Al-
though there is some magic, it is weaker and much rarer.
Any normal caster class, divine or arcane, must be adapt-
ed. The use of Metamagic feats is unchanged. The follow-
ing are the modifications to the different kinds of magic:
Divine: Divine magic is the only real magic. Divine
spells that do hit point damage, evocation spells and con-
juration spells (except for spells of the healing subschool)
are illegal. Motans are the only race that can use, or allow
the use of, divine magic.
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Player Races about nature, however, Automatons care about fair chanc-
es. Automatons who are slaves believe that they should
have a fair chance of earning their freedom. Automatons
Automaton who are hurt beyond their own ability to repair believe
Now called Automatons, constructs run on steam that others should give them a hand. A good aligned au-
power rather than magic and have new characteristics (see tomation might buy slaves, but will inform them of what
New Creatures). Half breeds (Cyborgs) are also possible. services they expect and at what point they will be set free.
Originally created as mindless workers and later made in- Even evil Automatons rarely wish pain on people who
telligent (but happy to serve) slaves, Automatons have a have not wronged them (possibly because they don’t have
completely different outlook on life then other races. The anything more then a verbal description of what “pain”
term Automaton can be applied equally to the type, race is). Automatons are renowned for taking in bums off the
and class that share the name. street and forming mutually beneficial friendships with
people in low-places. This is partly because of a desire to
Personality: Automatons rarely feel inferior to others give those who are lowly a chance to pick themselves up
and treat all people equally, whether they be a noble or a and partly because of the benefits of having connections.
slave. Furthermore, as personal freedom is not considered
a right by many Automatons, they have no problem see- Alignment: Most Automatons are true neutral, they
ing themselves as items which can be bought or sold. They are too passive to be driven by the great passions that seize
often extend this idea to other creatures, meaning that other races. Good and evil, or law and chaos are mostly
the purchase and sale of intelligent life is not distasteful foreign concepts to them; they may have leanings in those
to them. They have a strong fascination with all things directions but are not bound by them.
mechanical and tend to collect interesting odds and ends. Lands: An Automaton with lands of it’s own is as
Physical Description: Because they are artificial con- likely as a Motan leading a Human prayer service. Lack-
structs and can (and do) change themselves at will, Au- ing any strong concept of ownership, they would probably
tomatons are considered a race only because they have give it away to a passing vagrant. They are mostly found in
common traits. Besides being made of metal and gener- the cities working in manufacturing plants or doing dan-
ally having four limbs, two Automatons may share abso- gerous jobs such as hardrock mining or hazardous waste
lutely no physical similarities. They do not have the same disposal. In the towns or desert those not adventuring are
emotional attachment to their bodies as humans do, part- attracted to scrapyards and machine shops where they can
ly because traits are not passed down and partly because tinker away.
body parts that are replaced are treated as mere objects. Religion: Automatons follow no religion; their own
Automatons at war do not just loot a corpse’s items, they origins are not mystical or mysterious in any way and
literally loot the corpse as well. Automatons are also com- need no explanation.
pletely unfeeling, in that their bodies only register pain as Language: One of the few things that Automatons do
a notification of damage. Because of this, they commonly seem to have in common is their own language. Referred
forget that living creatures cannot just ignore their pain to as “machine code”, it also has its own written system
and continue, or that applying pressure in certain areas and is extremely difficult for other races to learn.
may cause great distress. A classic example of this is the Names: An Automaton’s name is usually a derivation
Automaton who gives his allies a boost by picking them of the name of their maker with a mechanical theme. For
up by their hair. example: if the creator’s name was Tom McGhee, the Au-
Relations: Social status has little meaning to Automa- tomaton might call itself Sparks McClank.
tons, as in their minds it only affects other races. Automa- Adventurers: An Automaton’s main motivation is self
tons do not hold any racial grudges; they would greet a betterment. Knowledge, strange technologies, new sights
slime-dripping mutant from the sewers as eagerly as they and new friends are the things they seek. In many cases
might greet royalty. They are also completely honest about self betterment may be literal; it is not unheard of for Au-
their opinions of others and will usually say so. They will tomatons to graft Ancient devices they have found onto
band together with almost any alignment as long as they themselves, even if they don’t quite know what they are.
see it as gainful, or hold almost any alliance until it be- Although they will join with anyone as long as they see
comes ungainful. Because they have no sense of ‘lineage’, it as beneficial, they will try to find others who also have
Automatons rarely have ‘family’ or ‘community’ either. strong mechanical skills.
This means that a town consisting of only Automatons
is unheard of (although possible, if they felt some gain by
grouping together; perhaps a mine in a poisonous region).
Racial Traits:
If Monks care about personal perfection and Druids care • Unlike other races, an Automaton can modify itself
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by taking levels in its own race, thus gaining points to tion can resume Monk levels after taking a level in auto-
spend on upgrades. For every level taken in the formation mation). An unmodified Automaton resembles a medium
of their bodies, an Automaton receives 5 upgrade points sized humanoid.
(unused points are saved and roll over to the next level). • Automaton Hit Die Features: BAB: 3/4; HD: d6;
The Automaton can also choose to scrap upgrades; this Saves: choose one good save at 1st level, this is perma-
refunds half the upgrade points that it originally cost. Au- nent; Skill Points: 6+Int; Skills: Appraise, Balance, Climb,
tomaton levels can be taken after taking levels in other Concentration, Craft, Diplomacy, Decipher Script, Dis-
classes and do not reduce class choices (a Monk automa- able Device, Hide, Jump, Knowledge (All Skills), Listen,
Table 1: Automaton Abilities
Name Value Benefit

DSLAMs 1 Their proper name is “Desert Survival Liquid Acquisition Mandibles”. Using these
special teeth, an Automaton can drain 1 week worth of liquid from anything with fluid
inside. This includes cactus and other vegetation, but it is more commonly used to
drain an enemy of his blood. The opponent must be pinned or helpless; this also
inflicts 1d6 CON damage.
Impossible Storage 1 A hidden container inside the Automaton can hold objects weighing up to 1/2 its
maximum carrying capacity. This counts against the Automaton’s normal carrying
capacity. The Search DC to find the hidden container is 10 + Automaton’s level.
Medium 1 Automaton’s size category becomes Medium.
Small 2 Automaton’s size category becomes Small.
Tiny 3 Automaton’s size category becomes Tiny.
Large 5 Automaton’s size category becomes Large.
Power Jack 1 The wild-inefficiencies related to the use of steam power causes incredible heat to radi-
ate from the boiler. This upgrade allows the Automaton to turn this excess heat into
electrical power. The Automaton can now power small electrical devices from its own
boiler. This does not increase the requirement for fuel.
Rust-Resistant Paint 1 A special coating over external metallic surfaces grants the Automaton resistance to
environmental damage. The Automaton no longer takes double damage from rust
attacks.
Steam Belch 1 By ejecting hot steam from its boiler out of its body, the Automaton gains a breath
attack. 15ft cone, 3d6 fire damage. Can be performed once per day, doubles the need
for water every time it’s used.
Telescopic Vision 1 The eyes of the Automaton can now clearly focus at significant distances. Functionally,
the Automaton to “zoom in” on points of interest far away. This allows them to make
search checks for things at long range as though the distance was 1/5th of the actual
distance. This does not aid spot checks as it is a deliberate function to zoom in. Nor-
mally, an extra ‘eye’ or ‘camera’ is added when they take this ability.
Trap Focus 1 The Automaton is now skilled with traps and gains the Trapfinding ability.

Burly 2 +6 Str, –6 Dex


Nimble 2 +6 Dex, –6 Str
Forearm Shields 2 Attached to the forearms and legs of the Automaton are large plates of armor. When
readied against an opponent or an attack from a certain direction, the Automaton
locks the plates together, forming a nearly solid barrier. This counts as a tower shield
for all intents and purposes.
Mega-Durability 2 Special attention is given to the thinking and power generation parts of the Automa-
ton. The Automaton is now considered unconscious until -30 hit points.
Periscope 2 The neck of the Automaton can now extend slightly, allowing them to peer from the
ground or around corners with 9/10th cover. Air intakes cover the entire body of the
Automaton, allowing ‘breathing’ when as much as 10ft away from a source of air.
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Name Value Benefit

Winch 2 Added to the body (Automaton’s choice where) is a steam-powered winch attached to
a sturdy rope (which can be replaced with chain or whatever). This lets the robot pull
things (or themselves) as though they were using their full body, leaving their arms
free. They can climb up the rope at their base move speed.
Upgraded Winch 2 The Winch is of now significantly higher quality. Movement speeds along the winch
are now double the Automaton’s base move. When moving along the winch, the
Automaton does not provoke attacks of opportunity.
Requirement: Winch.
Airtight Boiler 3 An advanced gas recycling system coupled with stored oxygen allows an Automaton to
continue when buried without the need for air.
Dig Capability 3 Skills as well as small bodily changes allow the Automaton to burrow at a speed of
10ft. Protective coverings on potential jam-points allow the Automaton to be com-
pletely covered in sand or mud without internal damage. However, this does not
mean that they get enough air to function when completely buried (they must take
Airtight Boiler to cancel this or find a way to get air into the hole).
Heat Finder 3 Using extremely powerful directional heat sensors, the Automaton can now tell if a
strong source of heat is directly in front of it. This ability even functions through walls
of less then 6 inches thick. This ability has serious limitations however, only a single
spot of hot/normal/cold can be detected (higher then ambient temperature, ambient,
or colder then ambient). By moving the focal point in a sweeping pattern, the Autom-
aton can get a good idea of hot/cold areas in a 5x10ft area in front of it. Focusing two
turns allows a 10ft arc. Focusing on an object or container can give information as
to its contents. When attacking or defending, hidden enemies still gain concealment
(although the Automaton may be alerted to their presence and thus not flat-footed).
Self Maintenance 3 The perfection of the Automaton’s design of is now at such a level that only occasional
maintenance is necessary. The Automaton now requires only 2 hours of maintenance
per day.
Simian Shape 3 Rather then feet made for walking and hands for grabbing, both sets of appendages
can serve either purpose. The Automaton can choose to walk on 4 legs, increasing
their base move by 1/2 and gaining all bonuses of a 4 legged creature. They are no-
longer considered fully humanoid for the sake of equipment.
Solar Boiler 3 Protruding from the back (or top) of the Automaton are retractable mirrors. The mir-
rors allow the Automaton to heat its boiler using the power of direct sunlight. 8 hours
a day in the sun replaces one day’s worth of fuel.
Advanced Solar Boiler 3 A vastly improved design, the Automaton only needs to spend 4 hours in the sun to
get a full day’s worth of power.
Requirement: Solar Boiler.
Heat Vision 4 By combining thousands of heat finders into an aperture, the Automaton can now
to effectively ‘see’ heat patterns as well as light. Anything that gives off heat or is
remarkably cold comes off as a colored aura around it. This ability can function
through 3 inches of stone. It can allow the Automaton to find hidden living creatures
or objects which give off heat. However, it also causes fire-based attacks which hit to
blind them (no save) for 1d4 rounds; furthermore, sources of extreme heat function
as super-strong light sources, obscuring what is behind them. This ability also causes
clear surfaces like glass or thin screens of roughly ambient temperature to be effec-
tively hidden from an Automaton. They take -8 on checks to find or examine objects
that are of similar temperature to the ambient when using this ability.
Requirement: Heat Finder.
Ancient Boiler 6 This piece of ancient equipment supplies heat continuously from a radioactive source.
The Automaton no longer requires fuel. Biologicals in long term proximity may suffer
sterility, cancer, tumors and radiation poisoning.
Requirements: level 6, fissionable material.
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Move Silently, Open Lock, Profession, Search, Sense lent of one standard water ration for a creature of their
Motive, Spot. Proficient with simple weapons. size to replace losses from normal operations.
• Favored class: Automaton. Automatic languages: Small 5 lb fuel per day
Machine code, common.
Medium 10 lb fuel per day
• They are immune to poison, sleep effects, paralysis,
disease, nausea, nonlethal damage, stunning and necro- Large 20 lb fuel per day
mantic or death effects. Because they have a Con score, Unlike when humans run out of food, an Automaton
they are still subject to critical hits, massive damage and just stops moving. This is not death; it is simply a lack
other effects requiring a Fort save, as well as fatigue and of power. They take no damage from this, but completely
exhaustion. Rusting attacks do double damage. lose consciousness and for all intents and purposes are
• When an Automaton is reduced to negative health, dead. If heat is returned to their boiler, they will begin
they lose consciousness but do not take further damage; moving again (usually complaining about being stiff ).
they instead heal at 1 HP/minute until at 1 HP. This al- • See Table 1 for a list of Automaton upgrades. Other
lows Automatons to operate in groups which do not have upgrades can be made with the DM’s approval.
people with mechanical skills. They still die if reduced to
-10 HP or less. Garez
• Automatons can choose to build their own armor Sly and only marginally trustworthy, they are liked by
plating rather then wearing armor meant for humans. For few. Merchants keep a close eye on their wares when a
every 2 points of AC, they gain 5 pounds, take -1 AC Garez caravan is sighted. See New Creatures.
Dex bonus penalty and a -1 check penalty. Bonuses over Personality: Sly, furtive, sneaky, underhanded and
+6 cause the automation to be treated as though it’s wear- light-fingered are all words that come to mind when de-
ing heavy armor. Bonuses over +12 double all defects of scribing Garez. Their reputation as scoundrels and hard
heavy armor. bargainers is well earned; they are always on the lookout
• Because of their idiosyncratic method of “growth”, for the quick money and the unobservant mark. Garez
individual Automatons are distinctive to the trained eye. are all business, all the time; the only enemies they have
A creature can make a Craft (mechanical) check equal to are people who have tried to cheat them and their best
double the Automaton’s level to determine its five high- friends are the ones who give them the best deals. This
est level upgrades. If successful, a second check equal to doesn’t necessary mean they are sell-outs, however. While
three times the Automaton’s level will let you know every scheming or condescending traders will quickly find
upgrade it has that is not deliberately hidden. themselves bereft of any Garez to deal with, an honest
• An Automaton does not need to eat, but instead businessman knows that his secrets are safe. A Garez will
needs heat sources for its boiler. It requires 8 hours per day normally only fight either when cornered or in defense of
to repair itself or poor maintenance causes fatigue similar their tribe.
to lack of sleep in a human; they remain conscious, but Physical Description: A Garez stands from 2 1/2’ to 3
flat footed, as they repair themselves. When an Automa- 1/2’ tall and can weigh between 35 to 60 pounds. A short
ton repairs itself for the day, they gain the normal daily lived race, they come of age at ten years and seldom live
amount of healing that a living creature would; they can past 40. They have very pale skin which is almost never
also repair themselves using Craft (mechanical) checks in seen because of their garb (it would be possible for an
place of Heal checks. unrobed Garez with a good disguise to pass for a Hu-
• Automatons can choose how hot their boiler gets, al- man midget), dark hair and dark eyes. They dress in lay-
lowing them to either conserve fuel or increase movement ers of assorted rags under a brown, black or gray hooded
potential. Under normal circumstances, an Automaton wool robe which covers them completely. Because almost
burns fuel decided by its size; however, they can modify nobody sees any part of them, wild tales have developed
this. Changes to their fuel rate are decided after a repair- about what they look like under their robes. The tales that
period (after they rest, normally in the morning). In re- are true concern their near legendary ability to survive in-
turn for accepting the effects of a slow spell for the entire credible amounts of physical harm. Their resiliency has
day, the Automation burns 1/2 their normal fuel amount. given rise to the saying “Never turn your back on a dead
Normal Automatons burn the vast majority of their fuel Garez, when you turn around he’ll have run away”.
either during the night or the day, the other time being Relations: Though Humans don’t like to admit it,
spent repairing themselves. In addition to burnable fuels, Garez trading caravans are an important part of their
an Automaton also requires a small amount of water to economy. Only Garez are hardy enough to ply the trade
function. Once per week, Automatons need the equiva- routes between the small towns of the waste, the na-
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tive tribes and the larger communities on the fringes of • Small size: Base speed 20’; +1 size bonus to AC and
civilization year-round. They do not do dealings in the attack rolls; +4 size bonus on Hide checks; small weap-
large cities; because of the hostility found there they have ons; ¾ lift and carry load.
never been able to get a toehold in those markets except • +2 bonus on Hide, Move Silently, Slight of Hand
through Human intermediaries. Garez live in tight knit and Tumble checks.
tribal families lead by a headman, although major deci-
• +1 racial bonus on all saving throws.
sions affecting the tribe require unanimous consent. The
tribe is paramount to a Garez; they will sacrifice every- • Defensive Roll: Once per day, when he would be re-
thing to protect it and die willingly to defend it. A Garez duced to 0 or fewer hit points by damage from a single
that has been banished from their tribe for a major of- attack, a Garez can attempt a Reflex save for half damage
fense will wander aimlessly, usually taking their own lives (DC=damage dealt). The Garez must be aware of the at-
unless they find another one willing to accept them. tack and be able to make a Reflex save for this to work;
the Evasion ability does not apply.
Alignment: Any observation of the laws and codes of
other races is merely lip service. While loyal to their clan • Automatic Languages: Common, Garez.
unto death, a Garez observes...”flexible morals”...when • Favored Class: Rogue
dealing with outsiders. Garez are never lawful or evil; the
most common alignments are neutral good, chaotic neu- Human
tral and chaotic good. Unchanged, they are the dominant race in the world.
Lands: Garez claim the entire desert as their home- Personality: Humans differ widely in outlook depend-
land; they merely “tolerate” others to live in it, including ing on their origins. Desert dwellers are often conserva-
the Motans. No one clan claims any particular territory tive in their values, but hospitable and friendly to those
for their own, though. who treat them with respect. City folk are more accepting
Religion: Garez share a unified, monotheistic reli- of change and diversity (at least among other Humans),
gion based on sun worship. They regard the sun, whom but are generally suspicious of people they don’t know
they call “Chet”, as the all-father and the provider. While personally.
some clans recognize the potential for nature spirits, they Physical Description: Conditioned to living in the
still consider Chet to be the one true god. sun and heat, Humans have dark skin, hair and eyes. They
Language: The Garez have a simple, almost primitive stand 5 to 6 feet tall and weigh from 125 to 200 pounds
language that is easy to learn. Every Garez learns to speak with slim to medium builds. Naturally occurring midgets
common and they have adopted (stolen) the Human are not uncommon and mostly found working as burglars
writing system, not originally having one of their own. or novelty butlers for the wealthy. Fancy, colorful clothing
Names: Garez are named when they reach maturity, and ornamentation is mainly found in the cities; desert
either by themselves or the clan. Before that they are dwellers favor loose, utilitarian robes in earth tones.
known by a simple nickname, which they keep along with Relations: The majority of Humans, even those who
their new name. A formal name contains the clan name deal directly with other races, maintain a “Human first”
and the personal name; the personal name in translation policy. The only Motens or Garez found in cities are
usually refers to some event that happened at the time of slaves and Undead are ostracized or sometimes destroyed
the Garez’s birth. The nickname is the one used in the if discovered. Automatons are accepted because of Hu-
clan’s day to day living, the full name is saved for formal man’s fascination with machinery and their willingness
use or dealings with outsiders. If the Garez were to enter to work. Only on the edges of civilization will Humans
a new tribe, their full name would be changed to reflect reach out to the other races of the desert. Tensions even
this. run high among each other as “city slickers” often try to
Adventurers: A Garez who is part of a clan would educate their desert brethren on proper culture, who in
normally not go adventuring. As with other races how- turn ignore them with disdain as soft weaklings.
ever, a young Garez may get a Human-like urge for new Alignment: Humans across the world are mostly neu-
horizons and sneak off. The only other reason one would tral. Those from the cities are more lawful, while those
join an adventuring party is if their tribe was either all from the desert are more chaotic.
dead or had banished them. In either case, the Garez usu- Lands: Human lands are wherever they claim them to
ally considers the party their new tribe and treats their be, and if someone else was there first, too bad (this goes
companions accordingly. for other Humans as well). Humans are the only race to
Racial Traits: build fixed dwellings and communities; even in the desert
• +2 Dex, -2 Str: they will congregate in small towns and outposts. Some
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will embrace a nomadic life, banding together in camel valued as slaves however, and because the typical Human
caravans and competing with the Garez for trade. A few feelings regarding them are fear and loathing, some sla-
Human communities even cut themselves off from civi- vers and bounty hunters view trying to capture singular or
lization entirely, choosing to live in the deep desert and small groups of Motans as worthwhile. In return, more ag-
mountains while emulating Motan tribes. gressive tribes occasionally mount brutal guerrilla attacks
Religion: All Humans pray to a single, omnipotent, against those who would exploit them or nature. Despite
unknowable, deity simply called “The Traveler” and read this, people who come with an open mind to learn or
it’s teachings from the “Book of the Traveler”, or simply trade with them are treated no differently then any other
“The Book”. Despite being the one constant in Human honored guests. Automatons, as creations of technology,
culture, they can’t seem to agree even on this. There are are treated with suspicion on general principle; Undead
many different interpretations and methods of worship, and their Geneticist creators are abominations and wor-
all of them in competition and sometimes conflict. thy only of destruction. Only Garez (who don’t care who
you are so long as your money is good) have uniformly
Language: Humans speak common. While they may
good relations with them, a few tribes having accepted
borrow words and phrases from other languages, they sel-
the use of certain manufactured items. Motan tribes are
dom learn them unless there is a good reason to do so.
organized around an elder matriarch who makes all deci-
Names: Humans have no distinct naming conven- sions and a small elder circle who advises her. Males do
tions. the hunting, gathering and fighting while women are in
Adventurers: As they say, adventuring is Human na- charge of domestic affairs.
ture. Conflict, wealth, power, fame, revenge, curiosity and Alignment: Different Motan tribes are distinctly di-
higher causes are all hooks to draw Human adventurers vided from each other along lines of alignment. While
out into the world. all Motans are some form of neutral, differences in phi-
losophy, rituals, language and geography make every tribe
Motan unique in their outlook and relations. While this may
A long lived aboriginal race, these nomadic tribesmen create friction between tribes with opposing customs, it
have a deep connection with nature and are the only ones never causes open conflict.
who maintain the use of Divine magic. They are mistrust- Lands: As nomadic hunter gatherers, every tribe has a
ful of technology, despising Geneticists and their cre- particular territory they consider their own. Even though
ations. See New Creatures. several tribes may claim the same lands, it is never a cause
Personality: Being the longest lived race in the world, for conflict between them. While most Motans choose to
Motans are incredibly patient and have the perspective of stay away from Human communities, a few towns have
deep philosophers. Despite the abuse directed at them, declared themselves friendly and welcome any who come.
they remain friendly to strangers and consider a guest to There are rumors of more militant or stubborn tribes who
be sacred. They would rather avoid a fight and are not refuse to recognize Human encroachment and still pass
known to start them, but if threatened they will not hesi- through or infiltrate communities in animal shape.
tate to respond with overwhelming force. Quiet and con- Religion: The Motan religion is based entirely around
templative, they can also be single-minded in pursuit of a nature worship and balance in the natural world. They
goal and will not give up until it’s accomplished, even if it believe that nature spirits are present everywhere and can
takes literally a hundred years. Though they may see the manifest themselves in both magical and physical forms.
usefulness of certain technological products, they don’t The demonstrative existence of magic, accessed with vari-
trust them or use them (this includes firearms). ous supernatural aids, seems to substantiate these claims.
Physical Description: Lightly built, a Motan gener- Every Motan acquires or chooses a spirit guide at a young
ally stands 5’ to 5 1/2’ tall and weighs 100 to 150lbs with age; the Motan’s character is greatly influenced by their
dark skin, hair, eyes and a covering of short, dark hair. spirit guide’s characteristics. Possible types of spirits in-
They come of age at 40 and often live 400 to 450 years. clude fire, water, earth, air, animal, ancestral, stone, metal,
Wearing nothing but a loincloth, an adult Motan is cov- plant, beast, void, etc.
ered in tattoos. Some of these are tribal, some individual Language: All Motans speak some dialect of a com-
and some have magical significance in the case of a divine plex, multi-tonal language that is difficult for any other
spellcaster. race to learn or replicate. This extremely compact tongue
Relations: While mostly content to be left alone, Mo- has a highly developed symbolic structure, has no writ-
tans have always born the brunt of Human xenophobia. ten form and frustrates any attempts at written records or
When on their home turf, any direct Human attack on a direct translation. For the convince of others, many Mo-
Motan tribe will end in disaster. Since they are so highly tans simply learn common. There is a second language
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shared by Brujos and Druids called Spirit Tongue. Only
learned and taught by divine spellcasters, it is a heavily
guarded secret; so much so that if a spellcaster were to
teach it to anyone besides a sworn apprentice they would
instantly lose all their powers and require an Atonement
spell to regain them. Chants and incantations in the
Spirit Tongue are necessary for the creation of infusions
and the casting of spells. Because the language is magical
in nature, only another divine spellcaster would have any
hope of understanding it.
Names: Motan names are given at birth and follow
no hard and fast rules, but they always have some sig-
nificance to either the individual or the tribe. It might
describe a particular event or place (Twelve Kills), recall
an ancestor or spirit (Born of Fire) or describe an expec-
tation set for them (Water Seeker).
Adventurers: Motans seldom feel the need to travel
away from their tribe. Males are more likely to be seen;
a Motan female only leaves their tribe out of great need
and always travels accompanied. A Motan traveling in
the company of other races is often a mystery to their
companions, since they tend to keep quiet about their
motives. These might be a special task from their elder, a
quest suggested to them by their spirit guide or a simply
a walkabout to gain experience.
Racial Traits:
• Medium humanoid; Base speed 30’, Burrow speed
10’.
• -2 str, +2 wis, -2 cha.
• +2 bonus on Handle Animal, Knowledge Nature,
Ride; +4 bonus on Survival.
• Animal Empathy: A Motan is able to make the
equivalent of a Diplomacy check against an animal, using
1d20+Cha mod+Hit Die. If the Motan has Animal Em-
pathy from the druid class, the bonus from the class abil-
ity supersedes the bonus from the racial ability. A magical
beast with an Int of 1 or 2 can be influenced, but with a
-4 penalty.
• Low light vision: A motan can see twice as far as a
human in dim light.
• Proficient with light armor, scimitar and shortbow.
• Automatic Languages: Common, Motan.
• Favored Classes: Druid (female)/Brujo (male)
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Player Classes imaginable, they have been raised to survive hardships
that would kill even the heartiest of Rangers. Emulat-

N ew rules: ing the Motans in lifestyle and religion, they seldom use
firearms and are always the ones leading the charge or
Other classes and prestige classes may still be
scouting ahead.
used with the DM’s permission as long as they conform
to the rest of the setting. This list includes the regular Races: Humans are the only race to produce Barbar-
D&D classes that are still legal along with several new ians. No other peoples are just plain crazy enough.
ones: Other Classes: Barbarians work well with combat
types of any kind, especially Monks, Rangers and MMA
Barbarian Fighters, but prefer the company of divine spellcasters
Barbarians mostly come from primitive tribes of hu- above all others. They view the duplicities of Rogues and
mans who live by choice in some of the more inhospitable the creations of Technologists or Geneticists with dis-
corners of the world. taste, but recognize their value.
Adventures: Adventuring is often the only option Game Rule Information: Spot is now a class skill.
for barbarians in normal human society. They are often
shunned because of their nature worship and association Brujo
with Motans. While they may be respected or feared for “Smoke up, the universe will be revealed to you!”
their combat skills, they often feel like outsiders away When danger threatens a Motan tribe, the first, and
from their own tribes. usually last, thing an attacker sees is a Brujo in animal
Background: By choice or circumstance, Barbarians shape charging them. While their magic isn’t as accessible
are always the odd man out even if they are accepted. as that of their cousin the Druid, the Brujo is far more
Coming from some of the harshest natural conditions dangerous in close combat. With more powerful animal
Table 2: The Brujo
Saves
Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 0/1st Level Infusions, Predator Form, Taboos, Spirit Tongue
2 +1 +3 +0 +3 Wild Empathy
3 +2 +3 +1 +3 2nd Level Infusions
4 +3 +4 +1 +4 Woodland Stride
5 +3 +4 +1 +4 3rd Level Infusions, Aerial Form
6 +4 +5 +2 +5 Trackless Step
7 +5 +5 +2 +5 4th Level Infusions, Nature’s Bounty
8 +6/+1 +6 +2 +6 Slayer Form
9 +6/+1 +6 +3 +6 5th Level Infusions
10 +7/+2 +7 +3 +7 —
11 +8/+3 +7 +3 +7 6th Level Infusions
12 +9/+4 +8 +4 +8 Avenger Form, Quick Harvesting
13 +9/+4 +8 +4 +8 7th Level Infusions
14 +10/+5 +9 +4 +9 Armored Shaping
15 +11/+6/+1 +9 +5 +9 8th Level Infusions
16 +12/+7/+2 +10 +5 +10 Fury Form
17 +12/+7/+2 +10 +5 +10 9th Level Infusions
18 +13/+8/+3 +11 +6 +11 —
19 +14/+9/+4 +11 +6 +11 —
20 +15/+10/+5 +12 +6 +12 Perfect Self
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forms, the Brujo is most often the one holding the front Strength, Dexterity and Constitution are all necessary.
line; the infusions they distribute beforehand also means Alignment: Any Neutral.
that they aren’t distracted by having to rush off and heal a
Hit Die: d8.
comrade in the middle of battle. As with all Motans, they
also hate Geneticists and their undead creations with a Class Skills: Climb, Concentration, Craft, Diplomacy,
passion. Handle Animal, Heal, Hide, Jump, Knowledge (nature),
Listen, Move Silently, Ride, Sense Motive, Spellcraft,
Adventures: While rare, a Brujo can occasionally be
Spot, Survival.
seen in the company of more open minded travelers.
However, because of their reverence for nature and their Skills Points: 6 + Int mod.
own tribe, their true motives and goals may be very dif- Proficiencies: Simple weapons, Light/Medium armor.
ferent, even incomprehensible, to others. Because magic is Restrictions: A Brujo cannot shift or create an infu-
generally mistrusted or feared, they will keep their abili- sion while wearing metal armor. Teaching anyone who
ties hidden when among strangers. A Brujo can usually is not a sworn apprentice the spirit tongue language,
travel through a town or city if needs be by shifting into a changing to an alignment other then neutral, or ceasing
large dog or other animal. to revere nature will cause them to lose all class abilities
Characteristics: Brujos are primarily frontline com- and prohibit them from advancing in this class until they
batants as well as being excellent scouts. The infusions receive an Atonement spell.
they prepare and distribute beforehand gives everyone in • Infusions: An infusion is a divine spell stored in a
the party access to buff spells and healing magic without specially treated herb. It must be consumed in some way
taking the Brujo away from combat. This can also be a to activate it; by ingesting, smoking, etc. They vary in ap-
drawback, as the Brujo needs a lot of downtime to pre- pearance but are very small, nearly weightless and last
pare his magic. indefinitely; having 9 AC, 1 HP and a break DC of 6.
Alignment: Like the Druid, a Brujo must be of a neu- Analyzing an infusion requires a Read Magic spell or a
tral alignment. Nature, after all, plays no favorites and Spellcraft check (DC 15+spell level).
holds no grudges. Consuming it is a standard action that provokes at-
Background: A Brujo’s training generally starts at a tacks of opportunity, it requires no other material com-
young age when magical affinity starts to show. The ini- ponents or focuses. Anyone can use an infusion, but con-
tiation rites are extremely taxing and not all Motans are suming one blindly is not recommended. The user must
able to complete it. Those who do are then mentored by have Hit Die at least equal to the spell’s level. If not, the
all the other Brujos of the tribe. infusion instead acts as a poison and requires a Fort save
Races: Like Druids, only Motans can automatically (DC 10+1/2 caster level) or you become nauseated with
qualify to be Brujos. Other races must take the Divine secondary 1d4 Wis damage.
Investment feat. Creating an infusion is similar to creating a scroll. The
Other Classes: Every member of an adventuring party creator must have a supply of herbs and all the material
dreams of having a Divine spellcaster on hand and will components and focuses normally required for that spell.
aggressively defend their claim to one. Brujos, for their Herbs, components and any XP costs are consumed in
part, favor the company of Druids; other classes that call the infusion’s preparation. The DM may decide that for
nature their home, such as Rangers and Barbarians, are certain higher level infusions special or rare herbs are
also liked. Though having no use for firearms, they respect needed. An infusion takes 3 minutes per spell level to
those who can use them well. create and must be done in a calm environment with no
distractions. Applicable metamagic feats may be used in
Role: As a group’s heavy hitter, a Brujo is expected
the creation of an infusion with the spell level increasing
to hold the line and protect his squishier, gun toting
accordingly.
companions. However, don’t overlook the usefulness of
smaller animal forms and their stealth skills for scouting All Brujos carry a pouch of general herbs, components
and spying. Infusions mean that companions can buff or and tools similar to a spell component pouch. Barring the
heal themselves without the Brujo having to be present need for special components or focuses, assume that an
or well rested. herb pouch has everything needed to create infusions.
A pouch can be replenished by buying herbs, gathering
Game Rule Information: them with a Survival or Knowledge: nature check (DC
Abilities: Because a Brujo doesn’t cast spells like a 15), growing them, or harvesting them while traveling
normal spellcaster, a high Wisdom score is not as impor- (DC 15, at ½ overland speed).
tant. Because they are primarily a front-line combat class A Brujo does not cast spells normally or have a daily
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limit and therefore does not need prayer to replenish his Base bonuses: +4 Str, +4 Natural AC, 1d6 damage.
magic. At 1st level they can create 0 and 1st level infu- • Aerial Form: A Brujo can shift into a flying creature
sions and they gain access to a new spell level every other such as a dire bat, vulture or an eagle.
caster level afterwards. Spells are taken from the Cleric
Abilities: Medium size, a talon attack, low light vision,
spell list with the appropriate modifications (see Divine
the flyby attack feat, base speed 10’, fly speed 60’ (good
Magic). A Brujo does not need to have a minimum Wis-
maneuverability).
dom score to create an infusion of a certain level, though
it is still used to calculate the infusion’s DC (10+infusion Base bonuses: +6 Str, +6 Natural AC, +2 Ref saves,
level+Wis mod). 1d8 damage.
• Spirit Tongue: Brujos learn the same secret language • Slayer Form: A Brujo gains a large predatory form,
at 1st level that Druids do. such as a bear, tiger or dire wolf.
• Taboos: Every time a Brujo gains a more powerful Abilities: Large size, a claw attack, 60’ darkvision, the
level of infusions, they must also choose a minor taboo knockdown feat, 40’ base speed.
to observe. If one of their taboos is broken, they cannot Base bonuses: +8 Str, +8 Natural AC, +2 all saves, 1d10
prepare infusions for one day and take 2 points of wisdom damage.
damage. Examples include: cannot eat meat, cannot own • Avenger Form: A Brujo can become a giant-like form
more then they can carry, must make a daily offering to of either rock or vegetation.
a spirit, cannot bathe, cannot cut their hair, cannot touch
Abilities: Large size, a slam attack which is treated as
a dead body, cannot drink alcohol, cannot wear a certain
adamantine, 60’ tremorsense, the improved grapple feat,
color, cannot sit facing a certain direction, cannot sleep
base speed 20’, burrow speed 30’.
indoors, cannot say a certain word, etc.
Base bonuses: +12 Str, +12 Natural AC, +4 all saves,
• Shifting: As a supernatural ability, a Brujo can
2d6 damage, DR 5/+1, energy resistance 5.
shapeshift into animal or nature oriented forms. They
can choose the exact look that their form takes as long as • Fury Form: A Brujo can shift into a towering form of
they are familiar with it. Example: a Brujo from the high air, earth, fire or water.
desert can shift into a puma, but not a panther. Shift- Abilities: Huge size, a slam attack, 120’ blindsight, the
ing is a swift action; it can be done once per round while elemental type, the whirlwind attack feat, base speed 40’.
still being able to perform a full round action. They can Base bonuses: +16 Str, +16 Natural AC, +6 all saves,
shift freely between two forms and there is no limit as 2d8 damage, DR 5/-, energy resistance 10, fast healing 1.
to how long or how many times they can shift. They re-
• Wild Empathy: This is the equivalent of a Diploma-
tain their hit die, hit points, BAB, skill points, base saves,
cy check made to improve the attitude of an animal. The
normal ability scores, creature type and subtypes. They
check is equal to (1d20+level+Cha mod). The typical do-
keep all the special abilities and attacks of their normal
mestic animal has a starting attitude of indifferent, while
form, except for those requiring anatomy that their new
wild animals are usually unfriendly. To use wild empathy,
form lacks. All worn gear melds into the new form and
the Brujo and the animal must be within 30’ and be able
becomes nonfunctional. They cannot speak, use weapons,
to study each other. Generally, influencing an animal in
perform tasks which require fine manipulation or create
this way takes 1 minute but, as with influencing people, it
infusions. All natural weapons when shifted gain an en-
might take more or less time. You can also use this ability
hancement bonus equal to ¼ their Brujo level and starting
to influence a magical beast with an Intelligence score of
at 4th level they are treated as magic weapons. If knocked
1 or 2, but with a -4 penalty.
unconscious or killed when shifting, they instantly revert
to their normal form. The different forms vary in size, ap- • Woodland Stride: The Brujo can move through any
pearance, types of natural attacks and some special abili- sort of undergrowth or broken ground at normal speed
ties. Every time a new form is gained, the base bonuses and without taking damage or any other impairment.
that apply to all the forms also increase. Since the Brujo’s However, terrain that has been magically manipulated to
BAB is retained when shifting, their number of natural impede motion still affects them.
attacks in animal form increase accordingly if their BAB • Trackless Step: A Brujo leaves no trail in natural sur-
increases to allow more then one attack in normal form. roundings and cannot be tracked, although they can leave
• Predator Form: A Brujo can shift into a predatory a trail if so desired.
mammal such as a wolf, panther or a puma. • Nature’s Bounty: A Brujo only need 1/2 of their nor-
Abilities: Medium size, a bite attack, scent, the mobil- mal amount of food, water and sleep.
ity feat, base speed 50’. • Quick Harvesting: A Brujo can gather herbs or for-
age for food while traveling at full speed without penalty.
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• Armored Shifting: A Brujo retains the armor bonus every stripe adventure for as many reasons as Humans
of any non-metallic armor they are wearing when shift- normally do. Whether they fight for the thrill of it, for
ing, even though it still melds into their new form. simple profit or because of a sworn duty, a Fighter is al-
• Perfect Self: A Brujo’s type changes to native out- ways good to have at one’s side.
sider. Base bonuses also increase to: +20 Str, +20 Natural Background: Fighters may be from independent
AC, +8 all saves, 2d10 damage, DR 10/-, fast healing 5, schools or companies, standing militaries, corporate se-
energy resistance 15. curity companies, mercenary or paramilitary groups, local
militias, etc, etc. There is no community or sentiment that
Druid binds Fighters together, the nature of their profession
Only found among Motans, they are the companion doesn’t allow it.
class to the Brujo and share many of the same traits. Races: The majority of Fighters are, of course, Human.
Adventures: Being mostly made up of the females of Garez tribes sometimes hire Human Fighters to teach
a tribe, Druids are even less likely to be found adventur- them to fight, but they are handicapped because most
ing; those who do are likely in the company of Brujos. weapons are Human sized.
The ones traveling with a non-Motan party do so because Other Classes: A good fighter will work with anyone
it benefits nature, their tribe, or the spirits, usually not they can find who can support them. Rogues, Geneticists,
the party. Fearing persecution, they will often go to great Technologists and Gunslingers are all welcome so long as
lengths to hide their knowledge of magic from strangers. everyone is on the same page.
When having to pass through civilization, they will usu- Game Rule Information: No changes.
ally adopt an animal form as disguise if possible.
Background: The Druidic initiation rites for a young Geneticist
Motan are done at a later age then those of the Brujo and “ Your heart sounds fine…can I please have it when you die?”
are not as demanding. This means that Druids slightly
Picture a stereotypical mad scientist; white lab coat,
outnumber Brujos; the average person is not aware of this
antisocial laughter, surrounded by strange machines and
because female Motans are less likely to show themselves
specimens while the latest creation is lying on the table...
or get involved in combat.
that’s the Geneticist. Only those who are a little unstable
Races: As with the Brujo, only Motans can be Druids. to begin with follow this trade, but since they have a mo-
Any other race would have to take the Divine Investment nopoly on medical science and literally the power over
feat. life and death, most people try to stay on their good side.
Other Classes: Druids and Brujos will always stick The big question everybody asks is that with so many Ge-
together if possible. Adventuring Druids will work with neticists doing experiments all the time, why are so few
anyone accepting and open minded enough, however. zombie outbreaks reported?
Barbarians, Rangers, Monks and others who share their Adventures: Geneticists usually work alone but con-
outlook do best; Geneticists, of course, being the one ex- stantly need to network with their fellows for professional
ception. reasons. Because of their stereotyped social ineptitude
Game Rule Information: Spell list is modified, see and lack of combat ability, they try to hook up with a
above; can spontaneously cast Cure spells as a cleric in party or caravan for protection whenever they travel. It
place of Summon Nature’s Ally spells; learns the Spirit is not unheard of for a Geneticist to get the adventuring
Tongue language as a bonus language in place of Sylvan; bug and hire on for an expedition, but it may take more
gets the Nature’s Bounty ability as a Brujo at fourth level then a little coercion to get them to stay on when they get
instead of Resist Nature’s Lure. Teaching anyone who is back to the lab.
not a sworn apprentice the spirit tongue language, chang- Characteristics: “So you want to have four arms?
ing to an alignment other then neutral, or ceasing to re- Need a buddy brought back from the dead? Cankers and
vere nature will cause a Druid to lose all class abilities kidney stones? No problem!” A Geneticist can do all of
and prohibit them from advancing in this class until they these things and more. More then just the town doctor,
receive an Atonement spell. behind or under any clinic is a fully stocked laboratory
where experiments of a sometimes questionable nature
Fighter are conducted. Being scientists, they look down on magic
These make up the majority of those who make war as superstitious chicanery. While the lab is their favored
for a living, from regular armies to paramilitary groups environment, sterile of both germs and social distractions,
and everywhere in between. they can make a decent combat medic in a pinch when-
Adventures: The ubiquitous combat class, Fighters of ever they do travel; simple mechanical repairs also within
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15
their scope. Because they’re the only party member oth- Other Classes: Geneticists like to have as much mus-
ers would gladly take a bullet for, they have an annoying cle and firepower between them and the enemy as pos-
tendency for inflated egos. sible. Any combat class is welcome, but they bond the
Alignment: Though a Geneticist can be of any align- best with Technologists and other brainy types. Saying
ment, they have developed an unsavory reputation in they don’t like divine spellcasters is a serous understate-
many parts for the few evil ones that make the headlines. ment; blows will follow insults in short order.
For these few, however, there are many who pursue pure Role: A Geneticist’s role in the party is very simple:
science with the best intentions. More often they are sim- they heal people. Given a few hours, an entire party can
ply neutral, staying aloof of whatever the consequences of be restored to the peak of health. If an ally goes down
their research. in combat they can be assured they will not be down for
Background: Geneticists are masters of the biologi- long, even if they’ve been dead a short time.
cal sciences and they guard their position jealously. Any Game Rule Information:
advancements in surgery techniques, medicines, disease
prevention, etc. must be peer reviewed; any new Geneti- Abilities: A geneticist needs a high Wisdom score to
cist must be fully certified, licensed and recognized by boost their Heal checks. Intelligence is also useful for cer-
his fellows. These high professional standards means that tain abilities and a good Constitution will improve their
they are the only choice most people have for medical survivability.
treatment. Almost every town has a clinic/laboratory, so Alignment: Any.
Geneticists are fairly well represented. Hit Die: d6.
Races: The Geneticist is a class by Humans, for Hu- Class Skills: Concentration, Craft, Heal, Listen, Pro-
mans; end of story. Both prejudice and professional stan- fession, Search, Sense Motive, Spot.
dards bar any other race with no exceptions (that are Skill Points: 2 + Int mod.
known).
Table 3: The Geneticist
Saves
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 General Practice: Level 1
2 +1 +0 +0 +3 Deft Hands
3 +1 +1 +1 +3 Crisis Averted
4 +2 +1 +1 +4 ParaGod (1 minute)
5 +2 +1 +1 +4 Lifeguard, Bonus Feat: Skill Focus (Heal)
6 +3 +2 +2 +5 General Practice: Level 2
7 +3 +2 +2 +5 First Responder: Level 1, Frankenstein Complex: Level 1
8 +4 +2 +2 +6 Doctor Moreau Complex: Level 1
9 +4 +3 +3 +6 ParaGod (3 minutes), Frankenstein Complex: Level 2
10 +5 +3 +3 +7 First Responder: Level 2, Bonus Feat: Skill Focus (Heal)
11 +5 +3 +3 +7 General Practice: Level 3, Frankenstein Complex: Level 3
12 +6/+1 +4 +4 +8 Aquired Tolerance, Doctor Moreau Complex: Level 2
13 +6/+1 +4 +4 +8 First Responder: Level 3, Frankenstein Complex: Level 4
14 +7/+2 +4 +4 +9 ParaGod (10 minutes), Doctor Moreau Complex: Level 3
15 +7/+2 +5 +5 +9 True Undeath, Bonus Feat: Skill Focus (Heal)
16 +8/+3 +5 +5 +10 General Practice: Level 4
17 +8/+3 +5 +5 +10 Doctor Moreau Complex: Level 4
18 +9/+4 +6 +6 +11 Mortality Undone
19 +9/+4 +6 +6 +11 —
20 +10/+5 +6 +6 +12 Marvelous Medical Miracle Man
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Proficiencies: Simple weapons and Light armor. with all materials ready; the specimen must be intact and
• General Practice: A Geneticist can heal hit point and in relatively good shape and they can only control two
ability damage in a short time without a Heal check. In HD worth of creatures per Geneticist level.
one hour of work the patent is healed for (1d8+Geneticist • Dr. Moreau Complex: A Geneticist can surgically
level) damage. After the operation, the patient is consid- enhance creatures with grafts. Every graft has a relative
ered to be fatigued. The minimum resources needed are a power value which determines the cost (value x 1500gp)
medical kit and a clean, quiet space without interruptions. and the DC of the Heal check to operate (10 + 5 per
Improvised equipment decreases the total amount healed value). If successful, the patent is exhausted and takes
by ½, while having access to a medical facility increases Con damage equal to half the value. If the operation fails,
the total amount healed by ½. At 6th level healing is in- the patent takes Con and Cha damage equal to the value
creased to 2d8+level damage per ½ hour and simulates and is still exhausted. A graft must be made in a medical
the effects of Lesser Restoration. At 11th level this be- facility with all materials ready and takes two hours of
comes 3d8+level damage every 15 minutes and simulates uninterrupted work per value. At 12th level the procedure
the effects of Restoration. At 16th level this increases takes one hour per value and the damage done if unsuc-
to 4d8+level per 5 minutes and simulates the effects of cessful is halved. At 14th level the patient takes no dam-
Greater Restoration. This ability can only be used once age and is not exhausted with a successful operation. At
every eight hours on any one patient. 17th level it takes only ½ hour per value and there is no
• Deft Hands: A Geneticist can add their Int bonus to penalty for failure except wasted time.
any amount healed with either a Heal check or General • Acquired Tolerance: The Geneticist gains a +4 bonus
Practice. on Fort saves against poisons and diseases.
• Crisis Averted: Once per day when a Geneticist rolls • True Undeath: The Geneticist has become a mas-
a Natural 1 on a heal check, they may instead treat it as if ter of life and death. They can take any intact, recently
they rolled a Natural 20. deceased creature and animate it as an Unlive version of
• Paragod: Geneticists can bring creatures back from itself (see New Creatures). The creature retains its stats
the brink of death. The creature must be intact and have and abilities from when it was alive, the only difference is
been dead for no more then one minute. This takes a full that it is now of the Unlive race. This new creation, still
round action and brings the creature up to -1HP. At 9th having free will, is not under their control like Undead. If
level, the creature can have been dead for up to three min- the Geneticist wants to make it serve them willingly, they
utes and is brought up to 0HP. At 14th level, this increas- get a +4 bonus on their Diplomacy check. Be warned that
es to ten minutes and the creature is brought up to 1HP. if the creature was hostile in life, or did not want to be
animated, it will probably attack you. A creature can be
• Lifeguard: Just by looking at a creature, a Geneti-
raised multiple times, but takes one negative level or hit
cist can automatically tell how damaged it is. It may be
die (as with the Raise Dead spell) each time.
healthy, wounded, critical or near death. A creature trying
to Bluff being injured or healthy can be countered by a • Mortality Undone: This is like True Undeath except
Sense Motive check. that the creature is fully returned to life; it does not be-
come an Unlive creature. The creature retains all stats and
• 1st Responder: If a nearby ally drops to below 0 HP,
abilities, but still loses one level or hit die.
the Geneticist can immediately make a move action to
get to the patient and stabilize him. This can be done even • Marvelous Medical Miracle Man: All healing from
if it’s not the Geneticist’s turn, they simply move to the General Practice is maximized.
top of the initiative order. At 10th level the patent is sta-
bilized, brought up to 1HP and the Geneticist can make Gunslinger
a double move to get to him. At 13th level they incur no “I deal in lead, friend.”
attacks of opportunity when using this ability. The survivor of countless gunfights and showdowns,
• Frankenstein Complex: A Geneticist can create Un- only the very best live long enough to be a veteran Gun-
dead creatures, just like the spell Create Undead. The type slinger. With a quick hand and nerves of steel, he either
of Undead created is strictly limited by their Geneticist deals out his own brand of justice in a lawless world or
level. At 7th level they can only create Zombies. This in- ruthlessly eliminates his competitors in the pursuit of
creases to Ghouls at 9th level; Ghasts at 11th level and wealth and glory.
Mummies at 13th level. No matter how powerful the cre- Adventures: Gunslingers of all stripes can be found
ations, there are limits. They can only animate one crea- just about anywhere and the cost of enlisting ones help
ture at a time; it takes one hour per the creation’s HD of can be anything from the price of a few drinks to an out-
uninterrupted work; it must be done in a medical facility rageous sum. A Gunslinger adventures for as many rea-
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sons as Humans normally do and maybe more, if that nately results in many young would-be heroes dieing as
were possible. they learn that hunting and plinking at cans on a fence
Characteristics: Despite what the dime novels say is not like facing down another man. Rivalries and the
about “running gunfights” and the “showdown at high perceived threat of potential enemies make any sort of
noon”, shootouts most often happen at close range and large organizations or apprenticeships for the most part
in tight quarters. Either alone or in groups, the key to a unworkable.
Gunslinger’s success is getting the drop on his enemies Races: Motans don’t use guns and normal weapons are
and taking them out before they can react. A Gunslinger too large for Garez. Gun play is a Human fascination and
eventually becomes so adapt at sensing danger that they they don’t have a lot of competition for it. An Automaton
are impossible to take by surprise. Gunslinger is rare, but surprisingly effective due to their
Alignment: A Gunslinger can be the noble hero of the unique characteristics.
common people who faces down the blackhearted Gun- Other Classes: Like a Fighter, a good Gunslinger
slinger responsible for terrorizing them, who is then in will work with anyone who can compliment and support
turn taken to jail by the Gunslinger marshal. Alignment them. As experts in close to mid ranged combat, they like
is a non-issue for Gunslingers, proving that the gun is to have people in front of them as a shield and people be-
only a tool in the hand of the user. hind them as support, especially a healer. If other classes
Background: Larger then life tales, scurrilous rumors, aren’t available, Gunslingers are versatile enough to get
cheap novels and outrageous tabloids all make the Gun- along with just each other. A well known and successful
slinger a racial icon for Humans. The Gunslinger’s image adventuring group, long since retired, was composed of
has an allure that calls to youths everywhere. With the four Gunslingers and a Geneticist.
exception of private shooting ranges in some cities which Role: A Gunslinger needs to be close to the action,
offer lessons for a charge, however, gun play is mostly just but far enough to stay out of melee. They can only work
something that’s learned along the way. This unfortu- effectively against a small number of foes at a time, so
Table 4: The Gunslinger
Saves
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Standoff (2 AC), Bonus Feat: Quick Draw
2 +2 +3 +3 +0 Uncanny Reactions
3 +3 +3 +3 +1 Standoff (1d6, 2 AC)
4 +4 +4 +4 +1 Bonus Feat, Uncanny Dodge
5 +5 +4 +4 +1 Standoff (1d6, 4 AC)
6 +6/+1 +5 +5 +2 Improved Reactions +2
7 +7/+2 +5 +5 +2 Standoff (2d6, 4 AC), Close Combat Shot
8 +8/+3 +6 +6 +2 Bonus Feat, Improved Uncanny Dodge
9 +9/+4 +6 +6 +3 Standoff (2d6, 6 AC)
10 +10/+5 +7 +7 +3 Free Attack
11 +11/+6/+1 +7 +7 +3 Standoff (3d6, 6 AC), Smell of Danger
12 +12/+7/+2 +8 +8 +4 Bonus Feat, Inproved Reactions +4
13 +13/+8/+3 +8 +8 +4 Standoff (3d6, 8 AC), Lead Rain
14 +14/+9/+4 +9 +9 +4 Evasion
15 +15/+10/+5 +9 +9 +5 Standoff (4d6, 8 AC), Ricochet
16 +16/+11/+6/+1 +10 +10 +5 Bonus Feat
17 +17/+12/+7/+2 +10 +10 +5 Standoff (4d6, 10 AC), Always Ready
18 +18/+13/+8/+3 +11 +11 +6 Improved Reactions +6
19 +19/+14/+9/+4 +11 +11 +6 Standoff (5d6, 10 AC), Superb Mobility
20 +20/+15/+10/+5 +12 +12 +6 Bonus Feat
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their placement in the fight is key. Because of their quick shot is rolled for separately using the Gunslinger’s (best
reactions they make good scouts, though they can also get attack bonus - 10).
away with being the party spokesman. • Evasion: If an effect or attack allows a Reflex save for
Game Rule Information half damage, a Gunslinger takes no damage with a suc-
cessful save. They must be not be helpless and be wearing
Abilities: Dexterity is needed for a good ranged at- no heavier then light armor.
tack bonus, armor class and initiative. High Wisdom and
Constitution scores improve the Gunslinger’s offensive • Ricochet: As a full round action, a Gunslinger can
and defensive combat abilities. shoot a marked target that is within 15’ of a wall by
bouncing the shot off it. The target is considered flat
Alignment: Any. footed for this attack and remains flatfooted for the rest
Hit Die: d8. of the round.
Class Skills: Bluff, Climb, Diplomacy, Hide, Intimi- • Always Ready: At the start of any combat a Gun-
date, Jump, Listen, Move Silently, Profession, Ride, Sense slinger automatically get a free surprise round.
Motive, Spot, Tumble. • Superb Mobility: A Gunslinger can now make a 10’
Skill Points: 4 + Int mod. adjustment step instead of 5’.
Proficiencies: Simple/Martial Weapons, Light Armor.
• Standoff: At the start of the Gunslinger’s turn or be- MMA Fighter
fore combat begins, they may designate a number of en- “But Monks are supposed to be Lawful!”
emies equal to their Wis mod within 30 feet as “marked In comparison with Monks, with whom they share a
targets”. Against these marked targets they gain a dodge good-natured rivalry, MMA Fighters are highly eclectic
bonus to their AC and extra damage with each shot from and individual in their practice. Eschewing all weapons
any pistol they are using. When choosing targets they and favoring toughness over speed, they specialize in hard
must be aware of them and maintain line of sight to them. fighting styles; powerful, overwhelming attacks and dirty
These bonuses apply only to those targets. The dodge bo- street fighting tricks. Having a sometimes inflated repu-
nus and the Dodge feat stack. tation for being arrogant and confrontational, they can
• Uncanny Reactions: A Gunslinger adds his Wis either be your best friend or your worst enemy.
mod as a bonus to his Initiative checks. Adventures: An MMA Fighter must travel and ad-
• Bonus Feats: Dodge, Mobility, Improved Initiative, venture, how else are they supposed to train? Always
Pistol Sniper, Point Blank Shot, Far Shot, Precise Shot, on the lookout for new teachers, new styles and new
Improved Precise Shot, Shot on the Run, Rapid Reload. challengers, the majority of MMA Fighters who aren’t
• Uncanny Dodge: A Gunslinger cannot be caught teachers themselves spend their lives on the road. Unlike
flatfooted, although they still lose their Dex bonus to AC Monks, who tend to stay with one school, MMA Fight-
if they are immobilized. If they have this ability from an- ers can spend many years traveling and learning from or
other class, they automatically gain Improved Uncanny challenging different teachers.
Dodge. Characteristics: While an MMA Fighter may not
• Improved Reactions: A Gunslinger gain this bonus dodge attacks quite as well as a Monk, anything that does
on Initiative checks. hit them usually doesn’t get a second chance before get-
ting pulped. The incredibly grueling training they subject
• Close Combat Shot: A Gunslinger can shoot in a themselves to makes their bodies hard as iron and their
threatened square without drawing attacks of opportu- fists even harder, to the point of punching through metal
nity. armor. Due to their wide skill base, MMA Fighters can
• Improved Uncanny Dodge: A Gunslinger can no easily find work as burglars, bodyguards, enforcers, hit
longer be flanked except by a character with the sneak men and vigilantes if needs be.
attack ability at least four levels higher then their hit die. Alignment: The polar opposite of the Monk in both
• Free Attack: Once per round when an ally hits a training practices and philosophies, MMA Fighters are
marked target with a melee attack, a Gunslinger can make always some form of chaotic. Whether they observe the
a ranged attack of opportunity against that marked target. law when necessary or disregard it entirely, they always
• Smell of Danger: A Gunslinger may take a full round follow their own path.
action in any surprise round. Background: Every bullied child and victim at some
• Lead Rain: As a full round action a Gunslinger can point decides to either knuckle under or fight back; those
empty a pistol at a single flat-footed marked target. Every who turn to the arts of unarmed destruction take the first
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step in becoming an MMA Fighter. Small martial arts Role: The MMA Fighter is undoubtedly the party
schools seem to crop up everywhere and are very compet- tank. Unlike most melee fighters however, he works best
itive with each other. Both the schools and the students not by holding the line but by rushing right through it
share no common organization but maintain a friendly and pounding on the enemy’s ranged and supporting
rivalry, even when they go out of their way to compete classes. His skill base is also versatile enough to make a
with each other. good scout, thief or even negotiator.
Races: Automatons make good MMA Fighters be- Game Rule Information
cause of their adaptability, but they consider hand to hand
combat highly inefficient compared to modern firepower. Abilities: Wisdom helps power an MMA Fighter’s
Given the choice, a Garez would choose this class over defensive abilities. High Strength, Dexterity and Consti-
Monk to better compensate for their small size. Besides tution scores are important for any front-line combatant,
the obvious lack of willing teachers, Motans have their while a good Intelligence score will help build their skills.
own unarmed martial system which inclines them to- Alignment: Any Chaotic.
wards the Monk class. Humans have both the inclination Hit Die: d10.
and the freedom to travel widely in search of training. Class Skills: Balance, Bluff, Climb, Diplomacy, Escape
Other Classes: An MMA Fighter likes to operate in- Artist, Hide, Intimidate, Jump, Listen, Move Silently,
dependently whenever possible and can be rather protec- Search, Sense Motive, Spot, Tumble
tive of their role in the party. This means they like classes Skill Points: 4 + Int mod.
who can help them do their job better, such as with heal-
ing or buffs. It can be grating for them though to work Proficiencies: None. No weapons, armors or shields.
with classes where their skills overlap and they do not Restrictions: A MMA Fighter who ceases to be cha-
like to be stuck playing a shield for the softer members otic or takes levels in any other class cannot take further
of the party. levels as an MMA Fighter but keeps all class abilities.
Table 5: The MMA Fighter
Saves
Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 Bonus Feat: Improved Unarmed Strike, AC Bonus, Unarmed Damage 1d6
2 +2 +3 +3 +3 Bonus Feat, Evasion
3 +3 +3 +3 +3 Hardened Fists
4 +4 +4 +4 +4 Bonus Feat, Unarmed Damage 1d8
5 +5 +4 +4 +4 Damage Reduction 1/–
6 +6/+1 +5 +5 +5 Bonus Feat, Uncanny Dodge
7 +7/+2 +5 +5 +5 Iron Fists
8 +8/+3 +6 +6 +6 Bonus Feat, Improved Uncanny Dodge, Unarmed Damage 2d6
9 +9/+4 +6 +6 +6 Recuperation
10 +10/+5 +7 +7 +7 Bonus Feat, Damage Reduction 2/–
11 +11/+6/+1 +7 +7 +7 Improved Evasion
12 +12/+7/+2 +8 +8 +8 Bonus Feat, Unarmed Damage 3d6
13 +13/+8/+3 +8 +8 +8 Armor Piercing Fists
14 +14/+9/+4 +9 +9 +9 Bonus Feat
15 +15/+10/+5 +9 +9 +9 Damage Reduction 3/–
16 +16/+11/+6/+1 +10 +10 +10 Bonus Feat, Unarmed Damage 4d6
17 +17/+12/+7/+2 +10 +10 +10 Fists of Force
18 +18/+13/+8/+3 +11 +11 +11 Bonus Feat
19 +19/+14/+9/+4 +11 +11 +11 —
20 +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Damage Reduction 4/–, Unarmed Damage 5d6
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• AC Bonus: When unarmored and unencumbered, an Background: The innumerable small martial arts
MMA Fighter gains their Wisdom mod as a bonus to schools out there are kept in business not by passing dil-
their armor class. This applies even against touch attacks ettantes, but by the everyday citizens who compose the
or when flatfooted. This bonus is lost when they are im- bulk of their students. On the whole, Monks start their
mobilized, helpless, using armor or shields or when car- training young and stay devoted to one school. They may
rying more then a light load. have been taken in as an orphan or have been sold to a
• Unarmed Damage: An MMA Fighter does more master as a legal apprentice; some learn secretive family
damage with his hands and feet then normal people. styles from household teachers. The bond a Monk forms
with their school can never be broken and may override
• Bonus Feat: This can be any martial arts feat.
all other obligations if necessary.
• Evasion: If an effect or attack allows a Reflex save for
Races: Monks are not as well represented as MMA
half damage, an MMA Fighter takes no damage with a
Fighters among Humans and Garez; the patience and
successful save. They must be not be helpless and be wear-
single-minded focus it requires are not commonly found
ing no heavier then light armor.
traits. Motans have an ancient Monk tradition with it’s
• Hardened Fists (Su): An MMA Fighter’s unarmed own distinctive style. This striking and grappling art fea-
strikes are treated as magic weapons for overcoming dam- tures flowing, circular movements and deep meditation; it
age reduction. predates any Human martial art and may be the primary
• Uncanny Dodge: An MMA Fighter cannot be origin of many other styles.
caught flatfooted, although they still lose their Dex bo- Other Classes: A Monk will always try their best to
nus to AC if they are immobilized. If they have this abil- work with with any companions they find themselves
ity from another class, they automatically gain Improved with. While their motivations may seem distant to oth-
Uncanny Dodge. ers, they generally prove themselves to be the solid core
• Iron Fists: An MMA Fighter’s unarmed strikes are of any party.
treated as adamantine weapons. Game Rule Information: Knowledge (Arcana) and
• Improved Uncanny Dodge: An MMA Fighter can Knowledge (Religion) are removed from the class skill
no longer be flanked except by a character with the sneak list.
attack ability at least four levels higher then their hit die.
• Recuperation: An MMA Fighter heals naturally at Ranger
triple the normal daily rate. Dedicated survivalists and outdoorsmen, they make
• Improved Evasion: This works like Evasion, with the up the majority of the hunters, guides and bounty hunt-
addition that if they fail their save they only take half ers out there.
damage. Adventures: Whether tracking game or people, Rang-
• Armor Piercing Fists: An MMA Fighter’s unarmed ers are the best at what they do. Any adventuring party
strikes are treated as touch attacks. that can will try to hire or recruit a Ranger for extended
desert trips. With their knowledge of the outdoors and
• Fists of Force (Su): An MMA Fighter’s unarmed
their trademark style of wielding duel pistols or rifle and
strikes are treated as force effects. They bypass any dam-
bayonet, they also can give most critters a run for their
age reduction and ignore miss chances from incorporeal-
money combatwise. Specialized study of certain creatures
ity. As a free action, they can cause their hands to glow
gives them a definite edge when tracking down those
slightly; though this don’t provide illumination.
wanted for capture or death.
Monk Background: Many Rangers were taught their craft
from an experienced mentor or military outfit, although
Generally having a more detached view of the world
some are fortunate enough to have learned directly from
then MMA fighters, with whom they share a friendly ri-
Motans. They regard the desert as their home, not just
valry, Monks seek truth and self-perfection through their
terrain to be crossed. While a few prefer to lead solitary
chosen fighting style.
lives or work only with a partner, most Rangers are part
Adventures: Other classes may adventure for fame of a well organized, but exclusive, guild which handles all
and fortune, but not the Monk. Every test is a challenge their business affairs.
to be overcome in their quest for personal improvement.
Races: Automatons and Unlive, with their lack of need
They don’t chase after wealth or uphold great causes; it is
for supplies or companionship, make excellent Rang-
just enough that one lives the best one can and serves as a
ers. A Garez Ranger is a valuable asset to any tribe and
model for others. Unlike an MMA Fighter, a Monk just
Motans who are not divine spellcasters often choose this
doesn’t feel the need to be the top dog.
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21
class (they would use thrown weapons instead of pistols). the more opportunities they have to do their thing. Any-
Humans have more competition to deal with here then in one who has skills that they lack, quiet people who can
other venues but many still manage to make a name for back them up when sneaking and especially healers are all
themselves. appreciated. They have cool relations with Monks, Druids
Other Classes: Even though Rangers are masters of and Brujos purely on philosophical grounds.
wilderness survival, they respect the powers and wisdom Game Rule Information: Proficiencies with rapier
(and healing abilities) of divine spellcasters. Anyone who and short sword are changed to revolver and lever action
contributes to the survival of the team is welcome, so long rifle.
as they don’t come with heavy prejudices. The best way to
make an enemy of a Ranger fast is disrespect or abuse of Technologist
nature. “Stand back; I’m going to try SCIENCE!”
Game Rule Information: Can no longer cast spells, A Technologist is the equivalent of an arcane spell-
but instead gets both ranged and two weapon Combat caster, instead of casting spells magically they create tech-
Styles, a +10’ bonus to their base move speed at 5th and nological effects. With their mechanical skills and wide
15th levels and Improved Evasion at 14th level. Addi- knowledge base they are often the brains of the group;
tions to the list of Favored Enemies is as follows: Auto- unfortunately they are far more likely to blow up a prob-
mation, Humanoid (Garez), Humanoid (Motan), Unlive. lem then fix it. The few who aren’t diagnosed pyromaniacs
A Ranger’s animal companion does not get the Share could still not be called sane in any normal sense.
Spells ability.
Adventures: A Technologist’s logic behind adventur-
ing is very straightforward: “There will always be prob-
Rogue lems that can only be solved by the application of ridicu-
Common as flies on a corpse and usually just as wel- lous amounts of high explosives, and I want to be the one
come, Rogues are all out for one thing and one thing to solve them.” This kind of thinking is not appreciated in
only: themselves. urban areas, or anywhere normal people try to live for that
Adventures: If a Rogue were to have one motto it matter. Adventuring is often the only outlet they can find
would be: “Stolen bread tastes twice as good”. Rogues for their talents, unless they manage to score a dream job
seem to be common as lice; from the smooth talking con of working in a military engineering company or explo-
man to the pickpocket urchin they find a place for them- sive ordinance disposal crew.
selves in every niche. Whether for money or experience, Characteristics: A Technologist can provide the
fame or infamy, a free ride or a challenge, a Rogue will try brains for a party, fix a damaged weapon or disable simple
to be on top of any profitable situation. Professionals are traps, but their primary purpose is to be mobile artillery.
often placed on retainer by the wealthy and powerful as A single well prepared Technologist can put out a stag-
quiet “problem solvers”. gering amount of firepower, often decimating an enemy
Background: Many Rogues are trained by mentors in force before they can respond. Knowing well their own
criminal networks, or “underworld guilds”, which pass strengths and weaknesses, they might get away with not
along jobs, information and training in exchange for using weapons but will load themselves down with the
a modest cut of any earnings. Although some are self- heaviest armor they can get away with.
taught, they are not likely to be as successful as those with Alignment: A Technologist can be of any alignment,
the numerous contacts and resources of the underworld. but they are most often some form of chaotic. While it’s
Garez are universally known to have a little Rogue in usually not malicious, they do have a tendency to create a
them; natural and learned talent is honed regularly when- lot of collateral damage that doesn’t square well with the
ever they visit a Human settlement. law-abiding.
Races: Different races seem to gravitate towards dis- Background: The path of a Technologist starts early
tinct specialties. Automaton Rogues are highly capable in life and is usually a subject of concern to those around
and versatile from their ability to modify themselves for them, as most are self taught by way of chemistry text-
a job; they specialize in mechanical traps, locks and poi- books and experimentation. Although Technologists are
sons. Humans, with their many social differences, make not tied together by any established organizations, two of
the most of being gamblers and con men. Garez are the them will never pass up an opportunity to get together
undisputed masters of pickpocketing and cat burglary. and talk shop. It can be a memorable experience when a
Motans do not take to this class at all. dozen or so get together somewhere private for a day to
Other Classes: A Rogue loves to have as many combat compare notes and blast things to scrap.
types around as possible. The more noise and distractions, Races: Humans are unsurprisingly the leaders in this
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22
class; Automatons, with their mechanical fascination, are avoiding and surviving damage.
equally well represented. A Garez Technologist might be Alignment: Any.
self taught or have had the mentoring of an Automaton
Hit Die: d4.
teacher. Motans stick by their mistrust of technology and
extend it to all Technologists on general principle. Class Skills: Concentration, Craft, Disable Device,
Knowledge (all skills), Profession, Search.
Other Classes: Technologists have good relations with
Geneticists and other intellectual types. While they like Skill Points: 4 + Int mod.
to have ranged combat classes with them, they get aggra- • Effects: The technologist may produce effects as de-
vated when melee types insist on charging in and getting scribed earlier. The technologist effect list is as follows:
in the way of their effects. They have a love/hate relation- 0. Acid Splash, Arcane Mark, Flare, Grease, Light, Obscuring
ship with sneaky types and talkers; they can get around Mist, Prestidigitation, Produce Flame, Ray of Frost.
problems without drawing lots of attention, but they can 1. Burning Hands, Chill Touch, Glitterdust, Mage Armor,
also dodge most of a Technologist’s repertoire. Magic Missile, Magic Weapon, Shocking Grasp, Web.
Role: The Technologist wants to get there with the 2. Continual Flame, Darkvision, Flame Trap, Flaming Sphere,
firstist and the mostist. They try to get on top of the ini- Fog Cloud, Melf’s Acid Arrow, Pyrotechnics, Scorching Ray,
tiative order and soften up the enemy before the battle- Shatter, Spider Climb.
field gets cluttered with friendly targets. Powerful area 3. Bear’s Endurance, Bull’s Strength, Cat’s Grace, Fireball,
effects are followed by precision attacks against the foe’s Gust of Wind, Lightning Bolt, Sleet Storm, Stinking Cloud,
stragglers and flanks. Wind Wall.
4. Blast of Flame, Fire Trap, Ice Storm, Shout, Solid Fog,
Game Rule Information Wall of Fire.
Abilities: Intelligence is the single most important 5. Arc of Lightning, Cloudkill, Cone of Cold, Tenser’s Trans-
ability for a Technologist, both for skills and creating formation.
effects. Constitution and Dexterity are also helpful for 6. Acid Fog, Chain
Table 6: The Technologist Lightning, Circle of
Saves Effects Per Day Death, Disintegrate.
7. Delayed Blast Fire-
Level BAB Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
ball, Finger of Death,
1 +0 +0 +0 +2 3 1 — — — — — — — — Waves of Exhaustion.
2 +1 +0 +0 +3 4 2 — — — — — — — — 8. Greater Shout, Hor-
rid Wilting, Incendi-
3 +1 +1 +1 +3 4 2 1 — — — — — — — ary Cloud, Polar Ray,
4 +2 +1 +1 +4 5 3 2 — — — — — — — Sunburst.
5 +2 +1 +1 +4 5 3 2 1 — — — — — — 9. Implosion, Meteor
Swarm.
6 +3 +2 +2 +5 5 3 3 2 — — — — — —
7 +3 +2 +2 +5 6 4 3 2 1 — — — — —
8 +4 +2 +2 +6 6 4 3 3 2 — — — — —
9 +4 +3 +3 +6 6 4 4 3 2 1 — — — —
10 +5 +3 +3 +7 6 4 4 3 3 2 — — — —
11 +5 +3 +3 +7 6 4 4 4 3 2 1 — — —
12 +6/+1 +4 +4 +8 6 4 4 4 3 3 2 — — —
13 +6/+1 +4 +4 +8 6 4 4 4 4 3 2 1 — —
14 +7/+2 +4 +4 +9 6 4 4 4 4 3 3 2 — —
15 +7/+2 +5 +5 +9 6 4 4 4 4 4 3 2 1 —
16 +8/+3 +5 +5 +10 6 4 4 4 4 4 3 3 2 —
17 +8/+3 +5 +5 +10 6 4 4 4 4 4 4 3 2 1
18 +9/+4 +6 +6 +11 6 4 4 4 4 4 4 3 3 2
19 +9/+4 +6 +6 +11 6 4 4 4 4 4 4 4 3 3
20 +10/+5 +6 +6 +12 6 4 4 4 4 4 4 4 4 4
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New Prestige Classes allowed to progress in this class.
• Sneak Attack: A Con Artist deals extra damage when
they attack a target that is either denied its Dex bonus to
Con Artist AC or that they are flanking. Critical hits are not multi-
“Of course it’s a good deal. Would I lie to you?” plied and a Sneak Attack with a ranged weapon must be
The Con Artist is a suave and savvy rogue with the made within 30’. Sneak Attacks do not work with weap-
gift of gab, always on the lookout for a rich sucker and ons that deal nonlethal damage (except saps and unarmed
the quick profit. Depending on the circumstances, they strikes) or on creatures that have no discernable anatomy,
can either be found living big and flashy or be vanish- are immune to critical hits or have concealment.
ingly nondescript; the only thing constant about them is • Tongue of the Devil: A Con Artist adds their INT
that they are never trustworthy. Con Artists usually work mod to all CHA checks and skills.
alone and don’t travel unless they’ve been run out of one • Card Sharp: A Con Artist may use a Bluff check in-
town and are on their way to another where they aren’t stead of a Slight of Hand check to win a game of chance.
known. • Enhance Value: A Con Artist can make an Appraise
Hit Die: d6 or a relevant Craft check on an item over a period of one
Prerequisites: hour. By various small means, the selling value of the item
Alignment: Any Nonlawful, Nongood is increased by a percentage equal to their check. The item
cannot have a fixed market value (such as a coin) and they
Abilities: Minimum Charisma score of 14. can only work on an item once.
Skills: Bluff 8; Diplomacy 8; Sense Motive 8. • Tongue of Silver: A Con Artist is immune to any
Special: Bluff, Diplomacy and Sense Motive must be attempt to determine their alignment.
at maximum ranks. • Prestidigitation: By a combination of suggestion and
Class Skills: Appraise, Balance, Bluff, Climb, Craft, legerdemain, a Con Artist can simulate the effects of a
Diplomacy, Disable Device, Disguise, Escape Art- Prestidigitation spell any time they wish.
ist, Forgery, Gather Info, Heal, Hide, Intimidate, Jump, • Golden Tongue: A Con Artist can add an extra D20
Knowledge: local, Listen, Move Silently, Open Lock, to any CHA skill or check three times per day.
Perform, Search, Sense Motive, Slight of Hand, Spot,
Tumble.
Combat Engineer
Skill points: 8 + Int mod.
“If gun don’t work, use more gun.”
Proficiencies: None
While sometimes put down as the Technologist’s little
• Tongue of Honey: Every level adds a +1 insight bo-
brother or a second rate Master Mechanic, these naysay-
nus to all Bluff, Diplomacy and Sense Motive checks. ers are forced to eat their words when they see a Combat
• Razor Wit: A Con Artist must keep maximum ranksEngineer in action. While they can’t match either of these
classes in their respective areas of specialization, they get
in Bluff, Diplomacy and Sense Motive or they will not be
the best of both worlds by being able to fix some-
Table 7: The Con Artist
thing one minute and blow it to kingdom come the
Saves next. Combat Engineers are constantly traveling and
Level BAB Fort Ref Will Special networking with each other and fellow Technologists;
that is, when they’re not finding new ways of building
1 +0 +0 +2 +2 Tongue of Honey, Razor Wit things or blowing them up.
2 +1 +0 +3 +3 Sneak Attack 1d6 Hit Die: d6
3 +2 +1 +3 +3 Tongue of the Devil Prerequisites:
4 +3 +1 +4 +4 Card Sharp Skills: Any Craft 10.
5 +3 +1 +4 +4 Sneak Attack 2d6 Abilities: Minimum Intelligence score of 14.
6 +4 +2 +5 +5 Enhance Value Feats: Skill Mastery.
7 +5 +2 +5 +5 Tongue of Silver Class Skills: Appraise, Balance, Concentration,
8 +6 +2 +6 +6 Sneak Attack 3d6
Craft, Decipher Script, Disable Device, Forgery,
Jump, Knowledge: ancient, Knowledge: architecture
9 +6 +3 +6 +6 Prestidigitation (at will) and engineering, Listen, Open Lock, Profession,
10 +7 +3 +7 +7 Tongue of Silver Search, Speak Language, Spot, Use Rope.
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Table 8: The Combat Engineer Silently, Perform,
Profession, Search,
Saves Effects per Day
Sense Motive,
Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9 Slight of Hand,
1 +0 +0 +0 +2 Trapfinding, Smart Ass, Effects 3 – – – – – – – – – Spot.
2 +1 +0 +0 +3 4 0 – – – – – – – – Skill Points: 6 +
Int mod.
3 +1 +1 +1 +3 4 1 0 – – – – – – –
Proficiencies:
4 +2 +1 +1 +4 5 2 1 0 – – – – – – None.
5 +2 +1 +1 +4 5 2 2 1 0 – – – – – • Faith Healing:
6 +3 +2 +2 +5 Masterful Craftsmanship 5 2 2 2 1 0 – – – – Through a combi-
7 +3 +2 +2 +5 5 3 2 2 2 1 0 – – – nation of “prayer”,
basic medicine and
8 +4 +2 +2 +6 5 3 3 2 2 2 1 0 – – slight of hand, a
9 +4 +3 +3 +6 5 4 3 3 3 3 2 1 0 – Faith Healer can
10 +5 +3 +3 +7 Craft on the Fly 5 4 4 3 3 3 3 2 1 0 give a subject tem-
porary hit points.
Skill Points: 6 + Int mod.
The hit points are lost at a rate of one per hour after the
Proficiencies: Simple weapons, light armor. operation. Each operation takes five minutes, gives (1d4
• Trapfinding: A Combat Engineer can detect high x level + Cha mod) hit points and may be done (level +
level traps like a Rogue. Cha mod) times per day. At 4th level their healing die
• Smart Ass: At every level a Combat Engineer gains increases to d6. At 7th level these become permanent, real
a +1 bonus on Craft checks. hit points. At 10th level there is no limit to how many
times they can heal in a day and their healing die increas-
• Masterful Craftsmanship: If a Combat Engineer
es to d8.
beats a Craft DC by 10 or roll a natural 20, the item will
automatically be masterwork with no extra effort or re- • Sneak Attack: A Faith Healer deals extra damage
sources. when they attack a target that is either denied its Dex
bonus to AC or that they are flanking. Critical hits are
• Craft on the Fly: A Combat Engineer takes no pen-
not multiplied and a Sneak Attack with a ranged weapon
alties for using improvised tools or materials.
must be made within 30’. Sneak Attacks do not work with
• Effects: An Engineer creates effects as a Technolo- weapons that deal nonlethal damage (except saps and un-
gist with the same effects list. armed strikes) or on creatures that have no discernable
anatomy, are immune to critical hits or have concealment.
Faith Healer • Gather the Crowds: In about an hour, a Faith
“The great Traveller himself gave me this relic!” Healer’s oratory can gather a large crowd in any public
The Faith Healer is the quintessential snake oil sha-
Table 9: The Faith Healer
man, holy-rolling preacher and shady witch doctor all
rolled into one. Although some may actually believe in Saves
what they preach, their bottom line is what they can get Level BAB Fort Ref Will Special
for themselves in this world, not the next. They have a
natural affinity with Con Artists and other smooth talk- 1 +0 +0 +0 +2 Faith Healing
ers and so are more likely to form partnerships. Faith 2 +1 +0 +0 +3 Sneak Attack 1d6
Healers are a dime a dozen and can easily be found any- 3 +2 +1 +1 +3 Gather the Crowds
where, trying to find new converts and new scams.
4 +3 +1 +1 +4 Spare Contributions
Hit Die: d6
5 +3 +1 +1 +4 Sneak Attack 2d6
Requirements:
6 +4 +2 +2 +5 True Confessions
Alignment: Any Nongood.
7 +5 +2 +2 +5 —
Skills: Heal 8, Diplomacy 8, Bluff 5.
8 +6 +2 +2 +6 Sneak Attack 3d6
Class Skills: Bluff, Concentration, Craft, Diploma-
cy, Escape Artist, Gather Info, Heal, Hide, Intimidate, 9 +6 +3 +3 +6 —
Knowledge: local, Knowledge: religion, Listen, Move 10 +7 +3 +3 +7 False Miracle
Wild West 2.0
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venue. They can make Diplomacy checks to influence the Proficiencies: Simple weapons, Light armor.
crowd’s attitude in the normal fashion. At 6th level, they • Trapfinding: You can detect high level traps like a
can make a further Diplomacy check of DC 30 to turn a Rogue.
helpful crowd into a violent mob once per day. They are
• Handyman: A Jack of All Trades gains a bonus on
allowed one set of simple initial instructions before all
Craft checks equal to (Level+Int mod).
control is lost (see mob encounters, DMG II).
• Entrepreneur: A Jack of All Trades gains a bonus on
• Spare Contributions: While healing a subject a
Profession checks equal to (Level+Wis mod).
Faith Healer gains a +4 bonus on slight of hand checks
to pickpocket them. This becomes a +8 bonus at 8th level. • Professor: A Jack of All Trades gains a bonus on
Knowledge checks equal to (Level+Int mod).
• True Confessions: A Faith Healer can make a Di-
plomacy check opposed by another person’s Sense Motive • Masterful Craftsmanship: If a Jack of All Trades
check in any conversation. If successful, the other person beast a Craft DC by 10 or rolls a natural 20, the item
will begin to volunteer personal or confidential informa- will automatically be masterwork with no extra effort or
tion that they might not otherwise share. resources.
• False Miracle: Once per week, a Faith Healer can • Craft on the Fly: A Jack of All Trades takes no pen-
duplicate the effect of a Raise Dead spell. The subject alties for using improvised tools or materials.
must have died in the last 24 hours, be fully intact and
be reasonably undamaged. The effect lasts 48 hours, after Master Machinist
which they immediately die again of the original cause. “Me and my steam suit are telling you not to touch my junk.”
This only works once on any one subject. What Druids are to nature and Geneticists are to
medicine, the Master Machinist is to technology. By fo-
Jack of All Trades cusing exclusively on mechanics and engineering, they
“And a master of none all!” can design, build, dismantle or reverse engineer almost
If you need an answer to any question, need anything anything better then anyone else. For this reason they also
under the sun fixed or have any job that needs doing, find have a near monopoly on ancient research and the cre-
a Jack of All Trades. One of these pack rat, self taught, ation of constructs, so it’s not surprising that many Au-
experts in everything can be found in most scrap yards tomatons are attracted to this class. Because they travel
and repair shops, ready to tell you everything you need to and network constantly, they are better in combat then
know (and usually far more). In fact, they are so ready to most crafting classes. They tend to favor powerful exotic
impress you with their superior knowledge that it some- weaponry, such as steam rifles and machine guns; steam
times requires saint-like patience to deal with them. They suits are highly sought after.
are sometimes found traveling as tinkers or searching for Hit Die: d6
rare items. Requirements:
Hit Die: d4 BAB: 4.
Prerequisites: Skills: Craft: mechanical 9.
Abilities: Minimum Int score of 14. Special: Must have either the Automaton type or the
Skills: Any Craft 8. Craft Automaton feat.
Class Skills: All Skills. Class Skills: Appraise, Craft, Decipher Script, Disable
Skill Points: 12 + Int mod. Device, Knowledge: ancient, Knowledge (architecture
Table 10: The Jack of all Trades and engineering), Open Lock, Profession, Search.
Saves Skill Points: 4 + Int mod.
Level BAB Fort Ref Will Special Proficiencies: Simple/martial weapons, light/me-
dium armor.
1 +0 +0 +2 +2 Trapfinding, Handyman
• Trapfinding: A Master Machinist can detect high
2 +1 +0 +3 +3 Professor, Bonus Feat: level traps like a Rogue.
Skill Mastery
• Mechanical Wizard: Every level a Master Machin-
3 +1 +1 +3 +3 Entrepaneur ist gains a +2 bonus to Craft: mechanical checks.
4 +2 +1 +4 +4 Masterful Craftsmanship, • Bonus Feats: Craft Automation, Exotic Weapon
Bonus Feat: Skill Mastery Proficiency, Steam Suit Proficiency, Automaton Empa-
5 +2 +1 +4 +4 Craft on the Fly thy, Sapper, Point Blank Shot, Far Shot, Rapid Reload,
Wild West 2.0
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Precise Shot. BAB: +5.
Table 11: The Master Machinist Skills: Hide 7, Spot 10.
Saves Feats: Point Blank Shot, Far Shot.
Level BAB Fort Ref Will Special Class Skills: Balance, Climb, Hide, Jump,
Listen, Move Silently, Search, Sense Motive,
1 +0 +2 +0 +2 Trapfinding, Mechanical Wizard
Spot, Survival, Use Rope.
2 +1 +3 +0 +3 Bonus Feat
Skill Points: 4 + Int mod.
3 +2 +3 +1 +3 Reduce Proficiencies: Simple/Martial Weapons,
4 +3 +4 +1 +4 Bonus Feat Light Armor.
5 +3 +4 +1 +4 Reuse • Keen Projectiles: The threat range for
6 +4 +5 +2 +5 Bonus Feat, Masterful Craftsmanship any projectile that a Sharpshooter fires is
doubled. At 5th level the threat range is dou-
7 +5 +5 +2 +5 Recycle bled again.
8 +6 +6 +2 +6 Bonus Feat • Take Aim: By focusing on a single target
9 +6 +6 +3 +6 Craft on the Fly for one full round, a Sharpshooter can add his
10 +7 +7 +3 +7 Bonus Feat, Human/Cyborg Relations
Int mod to his attack roll. If he or his target
changes position when focusing or before he
fires, the focus is lost and he must Take Aim again. At 8th
• Reduce: When crafting an item, a Master Machin-
level, focusing takes a standard action and he can main-
ist’s raw materials cost is ¼ of the total, not 1/3.
tain his focus if the target moves.
• Reuse: It no longer costs a Master Machinist any-
• Expanded Critical: The critical damage multiplier
thing to repair a broken item.
for any projectile a Sharpshooter fires is increased by x1.
• Masterful Craftsmanship: If a Master Machinist
• Head Shot: If a Sharpshooter kills an enemy with a
beats a Craft DC by 10 or roll a natural 20, the item will
critical hit, its death is exceptionally dramatic and gory.
automatically be masterwork with no extra effort or re-
All other enemies with line of sight to your target must
sources.
make a Will save equal to your critical conformation at-
• Recycle: When scrapping an item for raw materi- tack roll or be shaken for the rest of combat.
als, a Master Machinist regains ¾ of the original amount
instead of ½. Table 12: The Sharpshooter
• Craft on the Fly: A Master Machinist Saves
takes no penalties for using improvised tools Level BAB Fort Ref Will Special
or materials.
1 +1 +0 +2 +2 Keen Projectiles, Range Bonus +10’/lvl
• Human/Cyborg Relations: Any Au-
tomaton’s opinion of a Master Machinist is 2 +2 +0 +3 +3 —
automatically improved by one step when 3 +3 +1 +3 +3 Bonus Ranged Weapon Feat
they first meet. 4 +4 +1 +4 +4 Take Aim

Sharpshooter 5 +5 +1 +4 +4 Keen Projectiles x2

“Boom… Headshot.” 6 +6 +2 +5 +5 Bonus Ranged Weapon Feat

When you see your buddy’s head explode 7 +7 +2 +5 +5 Expanded Critical


and there’s no enemy in sight, you’re in the 8 +8 +2 +6 +6 Improved Take Aim
crosshairs of a Sharpshooter. A cool, profes- 9 +9 +3 +6 +6 Bonus Ranged Weapon Feat
sional, methodical killing machine, he’s the
one who is willing to work for days for that 10 +10 +3 +7 +7 Head Shot
single, perfect shot. Because of his disciplined
and orderly nature, he is more likely to find steady work
with a paramilitary or professional hunting outfit then be
just another hired killer.
Hit Die: d8
Requirements:
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New Skills & Feats Knowledge (Arcana) is changed to Knowledge (An-
cient)

N ew Rules: Books are a powerful but often under-


rated resource. By reading a book on a particular
subject, a character gains a +1 bonus to one related or
Knowledge (Dungeoneering) is now covered by
Knowledge (Architecture and Engineering) and Knowl-
edge (Nature).
indicated skill. This bonus can only be gained once for any Knowledge (Nobility and Royalty) and Knowledge
single skill; multiple readings, even of other books on the (Religion) are now a part of Knowledge (Local).
same subject, have no further effect.
Knowledge (The Planes) is removed.
Skills Speak Language: The only learnable languages are
Garez (written form: Common), Machine Code (written
Craft: New rules for the Craft skill are as follows. Find form: Machine Code) and Motan (no written form).
the cost of the item or have the DM set one; the value of
the raw materials needed is 1/3 of that, although some- Spellcraft: As this skill does not apply to technology,
times special materials may be needed. A Craft check only divine casting classes can have it.
represents one day of work, but it can be made by the Swim: This is now a learned skill; it is removed from
hour by doubling the DC. If you fail, you can redo your every class’s skill list.
check once per day for the next two days. If these also fail, Use Magic Device: This skill is removed permanently.
or you miss the DC by 10 or more, half the raw materials
are ruined and you have to start all over again. The rules Feats
for creating a masterwork item or repairing an item are
New Rules: Any feats that apply to crossbows also ap-
unchanged. An item can be scrapped for ½ its raw mate-
ply to firearms.
rials by making a Craft check equal to half its construc-
tion DC. Aboriginal Studies:
Craft (Mechanical). This Craft skill is specifically fo- Requirements: Be able to speak Motan and Garez.
cused on mechanical devices; from steam powered cre- You have made a detailed study of Motan and Garez
ations like trains and Automatons, to more everyday tools cultures. You gain a +1 bonus on Bluff, Diplomacy,
such as telescopes and pocket watches. This skill requires Knowledge and Sense Motive checks when dealing with
a tool kit, containing an assortment of wrenches, pliers, Motans or Garez. Their initial attitude towards you also
screwdrivers and miscellaneous parts. The DC is deter- automatically improves by one place.
mined by the size and complexity of the item (see table Adrenaline Rush:
13).
Requirements: Con 14, Endurance, Diehard.
Table 13: Craft (Mechanical)
When brought to 1/5 of
Simple Complex Intricate Very Complex your total hit points or less,
(ex: jack-in-the-box) (ex: boiler) (ex: Automaton) (ex: Ancient tech) you gain a +2 bonus to Str
Fine 10 15 25 40 for the rest of combat. This
counts as a Fighter feat.
Diminutive 15 20 30 45
Automaton Empathy:
Tiny 20 25 35 50
Requirements: Be able to
Small 25 30 40 55 understand Machine Code,
Medium 30 35 45 60 have had peaceful contact
Large 35 40 50 65 with Unlive.
Huge 40 45 55 70 You now understand me-
chanical and Unlive beings
Gargantuan 45 50 60 75 as well as you do biological
Colossal 50 55 65 80 and living ones. You gain a
+1 bonus on Bluff, Diplo-
Heal: A Heal check can now be made for the specific macy, Knowledge and Sense Motive checks made involv-
purpose of curing hit point damage over a short period of ing Automatons and Unlive. Their initial attitude towards
time; either for yourself or another. The amount healed is you also automatically improves by one place.
equal to 1/3 your check result, rounded up. This use of the
Body Point Reclamation:
Heal skill requires a medical kit and takes one hour.
Requirement: Automaton type.
Knowledge:
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When scrapping an old upgrade, you get ¾ of the body feat multiple times.
points refunded instead of ½. Fast Metabolism:
Bone Breaker: Requirement: Base Fort save bonus +5. Your natural
Requirements: Improved Unarmed Strike, Improved rate of healing for hit point and ability score damage
Grapple, Crushing Embrace, Str 15+, Heal 5. doubles. In exchange, you take a -1 penalty on Fortitude
You are specially trained in dislocating joints, disrupt- saves. You cannot take both this feat and Slow Metabo-
ing nerve centers and breaking bones. When you pin your lism. Unlive may not take this feat.
opponent in a grapple, you have the option of doing either Firearm CQC:
double your normal unarmed damage (from the Crush- Requirement: BAB 3, proficient with the weapon used.
ing Embrace feat) or doing your normal unarmed dam- You have trained with using both ends of your gun to
age plus 1d4 Con damage. This counts as a Fighter feat. good effect. You can make a melee attack using the butt
Bullet Dodger: or stock of your firearm (bludgeoning damage) or stab
Requirements: Deflect Arrows, Dodge, Improved Un- with a mounted bayonet (piercing damage). This deals
armed Strike. 1d6 damage for a rifle or shotgun and 1d4 damage for a
pistol. This feat only applies to firearms you are proficient
Once per round when you would normally be hit by a
with (see additional rules below). Without this feat you
bullet, you can dodge so that you take no damage from it.
would take a -4 penalty when butt striking or bayoneting
You must be aware of the attack and not flat footed. This
with a firearm. This counts as a Fighter feat.
only works for bullets and other high velocity projectiles
(not arrows, rocks, etc); it does not count as an action. Fortune Finder:
This counts as a Fighter feat. Requirement: Search 6.
Craft Automaton: The amount of cash you find as part of any randomly
Requirement: Craft (mechanical) 8. You are now ca- rolled treasure is increased by 25%.
pable of creating an Automaton. You do not need this feat Greater Steam Weapon Proficiency:
to make repairs to one. Requirements: Improved Steam Weapon Proficiency,
Crushing Embrace: BAB +12.
Requirements: Improved Unarmed Strike, Improved You are able to move and make Reflex saves when
Grapple, Str 15+. charging or holding the charge of a steam weapon. This
You outright crush your opponents when grappling counts as a Fighter feat.
them. When dealing damage with an unarmed attack Improved Steam Weapon Charge:
in a grapple, you automatically critical. This counts as a Requirements: Improved Steam Weapon Proficiency,
Fighter feat. Greater Steam Weapon Proficiency, BAB +15.
Demolitions Expert: Some people look at a building You can charge a steam weapon for one round longer
and admire the architecture; your first thought is: “How then normal; the damage die for the extra damage also
best could I blow this up?” You gain a +3 bonus on any increases by one place. This counts as a Fighter feat.
skill check made involving explosives.
Improved Steam Weapon Proficiency:
Divine Investment:
Requirement: proficiency with a steam weapon, BAB
Requirements: Aboriginal Studies, Wis 15+, any intel- +8.
ligent living creature but a Motan.
Charging a steam weapon is now a standard action and
You have been granted the potential to use divine no longer provokes attacks of opportunity. This counts as
magic by a Motan tribe; you can now take levels in divine a Fighter feat.
spellcasting classes. You must be accepted into the tribe
Pistol Sniper:
by living with them for at least one year by their ways. You
are granted the benefits of the feat through a ritual last- Requirements: Sneak Attack 4d6 or Standoff (2d6, 4
ing 24 hours involving prayer, sacred vows and tattooing AC), Point Blank Shot, Far Shot.
which marks you as an honorary Motan. Simply living A Gunslinger can now choose marked targets out to a
with a tribe does not guarantee acceptance and if you are range of 60’; the range of a Rogue’s sneak attack doubles
successful, you will have to deal with anti-Motan stigmas. from 30’ to 60’.
Extra Body Point: Never Say Die:
Requirement: Automaton type. You gain one extra Requirements: Con 15+, Diehard, Endurance.
body point every Automaton level. You cannot take this
Wild West 2.0
29
Massive stamina and an unbreakable will to live can
let you recover from incredible wounds. You do not die
until your hit point total drops below -15. This counts as
a Fighter feat.
Night Owl: You are one of those people who can never
seem to wake up until it gets dark. At night you gain a +2
bonus on Listen, Search, Sense Motive and Spot checks,
while during the day you take a -1 penalty to these skills.
Sapper:
Requirements: Craft (mechanical 5), Disable Device 5.
You gain a +4 bonus on Disable Devise checks when
sabotaging a mechanical item.
Slow Metabolism:
Requirement: Base Fort save bonus +5.
You gain a +1 bonus on Fortitude saves as well as im-
munity to all ingested poisons and drugs. In exchange,
the amount of hit points you naturally heal when you rest
is decreased by 1. You cannot take both this feat and Fast
Metabolism.
Steam Suit Proficiency:
Requirement: level 4.
You are now fully certified in Steam Suit operational
procedures. Without this feat you would take a -4 penalty
on all checks made when wearing a Steam Suit.
Strong Back: You gain a +2 bonus to Str, but only for
the purpose of determining your carrying capacity.
Sudden Death:
Requirements: Sneak Attack 1d6, Improved Unarmed
Strike, Hide 15, Move Silently 15.
If you hit an opponent that is both flat footed and un-
aware of you with an unarmed strike, you will automati-
cally critical in addition to your sneak attack damage.
Warm Blooded: You gain a +4 resistance bonus on
Fort saves against environmental heat.
Wild West 2.0
30
New Weapons & Armor damage, 19-20/x2 crit, 15 rounds per box. The steam boil-
er in a steam gun can be super-pressurized to add extra

SAmmunition
ee Table 14 for a listing of new weapons. damage to an attack. However, this requires careful atten-
tion (a full round action which provokes attacks of oppor-
Types tunity) because over-pressurizing can cause it to rupture.
For every round the weapon can be charged, it adds a set
A box of standard ammunition costs 1 gp. amount of extra damage.
(B/P) Ball & Powder: Flintlock and caplock weapons (P) Pistol Cartridges: Self contained metallic car-
use lead ball and powder, usually packaged together in a tridges last for years and are very stable (unless thrown
wax paper tube. This ammo doesn’t store well and reacts into a fire). A revolver takes a full round action to reload.
predictably to water or fire. Flintlock weapons take a full 2d4 damage, 19-20/x2 crit, 15 rounds per box.
round action to reload. 1d6 damage, x2 crit, 20 rounds
per box. (R) Rifle Cartridges: A single shot rifle takes a stan-
dard action to reload, while a multi-shot rifle takes a full
(C/B) Cap & Ball: Caplock weapons use conical in- round action. 2d6 damage, 19-20/x2 crit, 12 rounds per
stead of ball ammunition, they also require percussion box.
caps (which are included in the package). Though cap
and ball ammo comes in the same type of tube as ball and (S) Shells: A shotgun takes a standard action to reload,
powder, they are not interchangeable. Caplock weapons except for a pump action shotgun which takes a full round
take a full round action to load each barrel. 1d8 damage, action. 2d6 damage, 19-20/x3 crit, 12 rounds per box.
x2 crit, 20 rounds per box. Special Ammunition Types
(N) Nails: Nails are little more than sharpened metal (these may only apply to certain types of ammo)
cylinders. Weapons that use nails provide the propulsion
Ammo Belts: A machine gun is fed by a 200 round
from steam. They require a standard action to reload. 2d4
cloth belt loaded with standard rifle ammo; the belt itself
Table 14: New Weapons
Name Ammo Type Ammo Capacity Range Classification Cost Weight
Flintlock Pistol B/P 1 15’ Simple 6gp 2 lb
Caplock Pistol C/B 6 20’ Simple 10gp 2 lb
Holdout Pistol Pistol 2 10’ Simple 10gp none
Revolver Pistol 6 30’ Martial 15gp 3 lb
Flintlock Rifle B/P 1 50’ Simple 6gp 7 lb
Caplock Rifle C/B 1 80’ Simple 10gp 7 lb
Lever Action Rifle Rifle 10 100’ Martial 15gp 6 lb
Blunderbuss Any 1 10’ Simple 3gp 8 lb
Elephant Gun Rifle 1 150’ Martial 30gp 9 lb
Bolt Action Rifle Rifle 3 200’ Martial 45gp 7 lb
Single/Double Barrel Shotgun Shells 1/2 30’ Simple 10 / 15gp 5 / 6 lb
Sawed-Off Shotgun Shells 2 Melee Simple 15gp 4 lb
Pump Action Shotgun Shells 8 30’ Martial 30gp 7 lb
Steam Projector Nails 1 120’ Exotic 300gp 7 lb
Steam Rifle Nails 5 100’ Exotic 200gp 7 lb
Steam Repeater Nails 100rd belt 70’ Exotic 300gp 150 lb
Machine Gun MG Belt 200rd belt 70’ Martial 100gp 50 lb
Harpoon Gun N/A 1 50’ Simple 100gp 40 lb
Flame-thrower Gas 10/gallon 20’x10’ Cone Martial 150gp 25 lb
Grenades N/A N/A 30’ Martial 30gp 1 lbs
Rockets N/A N/A 150’ Exotic 25gp 15 lb
Wild West 2.0
31
costs 2gp. A Steam Repeater uses a 100 round belt made ment. This gun has a permanent -2 penalty to hit, impro-
of metal links; it costs 6gp and is loaded with standard vised ammo increases this to -6.
nails. A spent belt can be reloaded and reused, or a loaded Bolt-Action Rifle: If you really need to reach out and
belt can be salvaged for the ammo. Due to the cost, a belt touch someone, this is the gun to do it with. This rifle only
is almost never loaded with special ammo. accepts magnum ammo and cannot be fired by a normal
Armor Piercing: (P, R, N) +4 to hit vs. armor, decrease person unless prone or braced against a solid, stable ob-
damage die by one step. 3gp/box. ject. Well worth having one despite the cost.
Chemical: (any type) +1d4 fire, cold, acid or electrical Caplock Pistol: The advantage of this pistol having six
damage. 5gp/box. shots instead of one is offset by the need to take a full
Crappy: (any type) Old or poor quality, -2 to hit and round action to load each chamber. Smart adventurers
damage. ½gp/box. will pack a spare or two instead of bothering to stop and
reload when empty.
Diamond Tipped Nails: Ignores material hardness
and is considered a ranged touch attack. 25gp each. Caplock Rifle: More accurate then it’s predecessor, a
caplock weapon uses a percussion cap for ignition instead
Explosive Nails: +4d6 fire damage, 5’ splash damage
of a flint and steel striker. Percussion caps, conical lead
1d6 fire (Ref ½ DC 15). 25gp each.
bullets and powder are included in the same package.
Explosives: The save for any area of effect weapon
Elephant gun: This weapon resembles a heavy musket,
(rockets, grenades, dynamite, etc) if not otherwise stated
its inherent accuracy and durability makes it the favorite
is Reflex ½ (DC 10+users BAB).
of hunters. The gun cannot be fired by a normal person
Flechette Shells: -4 to hit vs. armor, 17-20/x3 crit. except when prone or braced against a solid, stable object.
3gp/box. If the user’s attack roll exceeds the enemies AC by 10 or
Hollow Point: (P, R, N) -4 to hit vs. armor, +1 die of more, it automatically criticals.
damage. 4gp/box. Flamethrower: Gasoline is expensive, so this bulky
Improvised Nails: 2d4 damage, -4 to hit. No cost. weapon is rarely seen. Its fuel tank holds only one gallon
Low Power: (P, R, S) Ranged is halved, decrease dam- and is well armored enough to be safe from stray bullets...
age die by one step. When used with a silenced weapon, the spare fuel you’ll have to carry may be a different story.
the Listen DC increases by 5. 1/2gp/box. 4d6 fire damage on contact and affected targets must
make a reflex save (DC 20) or catch on fire.
Magnum: (P, R, S) Range is increased by one half, in-
crease damage die by one step. 4gp/box. Flintlock Pistol: The flintlock pistol is the humble
companion to the flintlock rifle. Simple and sturdy, it
Riot: (P, R, S) Range is halved and they do nonlethal
makes for a cheap backup weapon.
damage. 1gp/box.
Flintlock Rifle: This rifle is the simplest and most
Rock Salt Shells: Deals nonlethal damage, 1d6 nonle-
common firearm. It is simple enough that field repairs
thal damage per round for the next 1d4 rounds. 2gp/box.
from a commoner are possible; its simplicity also makes it
Solid Slug Shells: +4 to hit vs. armor, ignores material the most durable weapon of them all.
hardness. 4gp/box.
Grenades: The damage potential of a well timed gre-
nade, combined with its small size and relative stability,
Firearms makes it a respected equalizer against heavily armored
New Rules: It is possible to make melee attacks using foes. In order to discourage their use by anyone but pro-
bayonets and the butt or stock of your firearm. You must fessionals, anyone who is not proficient with them takes a
be proficient with the firearm you are using and have the 20% chance that the grenade will explode as soon as they
Firearm CQC feat or else take a -4 penalty on your at- pull the pin. Be sure to check grenades before use; fuses
tack roll. Bayonets and butt strikes are counted as sepa- can be set from contact up to two rounds.
rate weapons, attacking with both in the same round is
• Chemical: 4d6 fire, cold or acid damage in a 10’ square,
considered to be a two weapon attack with the bayonet
½ damage again on the next round.
always being the primary weapon. Making a melee strike
and firing your weapon in the same round is also a two • Concussion: 3d6 sonic damage in a 15’ square, Fort
weapon attack, the melee strikes being off-hand attacks. DC 17 or be staggered one round, Fort DC 20 or be deaf-
ened.
Blunderbuss: The true poor-mans weapon. The blun-
derbuss can do everything...but erratically. It can shoot • Fragmentation: 5d6 slashing damage in a 15’ square.
any type of ammunition and can even use explosives and • Tear Gas: Spreads a gas cloud that sickens and blinds
rocks to make (albeit poorly) a ball and powder replace- all in a 15’ square (Fort negates, DC 18). It dissipates in
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32
five rounds or two rounds in a strong wind. the longevity of a lever action rifle.
• Thermite: 4d8 fire damage in a 5’ square, ignores ma- Revolver: The revolver is significantly better than its
terial hardness. ancestors in that it can be reloaded quickly, making it a
Harpoon Gun: Originally used to catch large fish or reliable medium ranged main weapon.
secure a rope onto a hostile boat, a harpoon gun has its Rockets: Although its damage is small, its accuracy
origin in navel battles. Train companies have found that minimal, and its cost exorbitant, rockets have their uses.
it works wonders against bandits, as an enemy can be at- Looking like a shell with fins and attached to a long rod,
tached by a large hook to a moving train and be dragged they have a tendency to draw attention. Rockets have a
under the wheels. Looking like a massive steam rifle with chamber in the front which can carry different payloads.
a spiked spear coming out of the front, the harpoon gun All rockets need to be fired by sticking an end into some-
is a fierce weapon. The inherent bulk of the gun gives it a thing stable (the ground) and lighting the fuse, which
-10 to hit. This can be reduced to -4 by bracing it against takes one round to burn down. If attached to a vertical
a solid, stable object. surface (a wall, the side of something) the range incre-
If a hit is established, there is a chance that the har- ment is halved (75 ft). The rocket can be aimed at any
poon will stick in the enemy, binding him to whatever point in a 150’ radius. Make a ranged attack roll against
the user of the harpoon gun has attached the other end the square you are trying to hit; the DC is five plus one
to. Roll a D10: 1-2, no connection; 3-4, Reflex save (equal for every square of range. If you fail, the rocket misses by
to your attack roll) to remove hook before being pulled; 1d10 squares in a random direction. If miss the DC by
5-6, Str check (your attack roll) to remove hook before ten or more, the rocket explodes in your face. If you make
being pulled; 6-8, 3d6 damage to pull the hook out, will the DC, roll a d10. 1-8 means the rocket hit an adjacent
be pulled at least one round; 8-10, 5d6 damage to remove, 5’ radius, 9-10 means you hit the square you were aiming
will be pulled at least one round. A harpoon gun does for.
1d10 base damage. A harpoon gun’s hook costs 40gp, and • Concussion: Upon impact or maximum altitude (150’),
usually has to be specially made for a harpoon gun. A har- it explodes making a VERY loud concussive noise. This is
poon gun takes 1 minute (10 rounds) to reload because useful for diversions, signals, or a sonic attack which can
the rope has to be carefully wound. cause deafness (Fort negates, DC 17) in a 30’ square and
Holdout Pistol: Holdout pistols are prized by ladies, stagger an opponent (Fort negates, DC 20) in a 10’ square
gentlemen and vagabonds alike for their ease of conceal- for two rounds.
ment. Though it only has two shots and isn’t accurate be- • Explosive: Upon impact the rocket deals 3d6 damage
yond the other end of a card table, it packs quite a punch in a 15’ square; normally fired in huge numbers and used
and gives a +2 bonus on Slight of Hand checks to hide it to saturation bomb enemy fortifications.
on one’s person. • Flare: Upon impact or maximum altitude (150’), it
Lever-Action Rifle: Easily the bread and butter gives off a bright light. The effect lasts 3 rounds and cov-
weapon of your average adventurer. It’s the source of the ers a 30’ radius. This will light non-magical darkness like
phrase: “Load on Sunday, shoot all week long.” daylight.
Machine Gun: This weapon has a strong mythology • Fragmentation: Upon impact the rocket’s heavy case
about it. Capable of spitting bullets at a dizzying pace, it is turned into a cloud of shrapnel, doing 2d4 slashing
can be the king of the battlefield, if you can get it there… damage in a 30’ square.
if it doesn’t jam…or get dropped… The machine gun is • Smoke: Upon impact or maximum altitude (150’), it
massive and heavy. Carrying one renders the user encum- explodes into colored smoke covering a 15’ radius. Nor-
bered unless he is larger then medium size. The machine mally used for a signal, a diversion, or to cause confusion.
gun cannot be fired unless it is braced on a solid, stable Under the right circumstances the smoke can give visual
surface like the ground or a ledge. It takes one full round cover and allow concealment. The smoke dissipates nor-
to set up or break down and a full round action to reload. mally in ten rounds or five rounds in a strong wind.
For each attack the user has, they can fire two shots at a
• Tear Gas: Upon impact a gas cloud covers a 15’ radius,
single target. It can also fire a burst of 20 rounds in a 45
all creatures within it are sickened and blinded (Fort ne-
degree arc. Roll 1d4 for everyone in the line of fire to see
gates, DC 20). The gas dissipates normally in ten rounds
how many times they were hit. Then, everyone affected
or five rounds in a strong wind.
rolls a reflex save for half damage with the DC being the
user’s ranged attack bonus plus 10. • White Phosphorus: Upon impact the rocket deals 3d6
fire damage in a 5’ square. The fire continues to burn for
Pump-Action Shotgun: Truly the best of both worlds,
10 rounds.
a weapon with the versatility and power of a shotgun and
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33
Sawed-off Shotgun: A favorite of assassins and those (must be masterwork beforehand, etc.). They take the
that need “make it go away” power at close range. The ac- form of reinforcements, stabilizers and compensators on
curacy of this weapon is so poor it requires the barrel to be your weapon or armor. Each upgrade can only be made
nearly touching the enemy. On the other hand, it counts once to the same item; some upgrades of the same type,
as a melee weapon in that you don’t incur an attack of op- such as sights, will not stack. Regular D&D enhance-
portunity when firing on an adjacent target. ments for weapons or armor may be adapted with the
Single or Double-Barreled Shotgun: As reliable as a DM’s permission. A weapon must be of at least master-
flintlock and much deadlier at close range. The versatil- work quality to be upgraded.
ity of different kinds of ammunition makes it good for Bayonet: The weapon now has a long knife attached to
adventurers who need options. the front of the barrel. It can now be used as a short sword
Steam Projector: The full effect of the steam projector (long arms) or a dagger (pistols). The wielder must have
is something few have lived to tell about. The steam pro- the Firearm CQC feat to be proficient with bayonets,
jector can only fired once in a single round and doing so otherwise he takes a -4 penalty when attacking with one
deals standard damage for a nail gun. It may be charged (see additional rules above). Most military weapons are
up as long as 4 rounds, each round it is charged it gains an made for bayonets and can be found easily; others might
extra 1d6 damage. The user cannot move or perform any be harder.
task which would require him to move (equip equipment, Cost: 10gp.
make reflex saves) when he is charging the weapon, but Chainsaw Bayonet: The energy generated by a steam
he can ready. On the 4th round of charging, the attack rifle can be used for things besides firing nails. Some
becomes a ranged touch. tinkerers have built small chainsaws onto their guns in
Steam Repeater: This weapon is the dream defense of place of bayonets to defend at close range. It’s a melee
any fort or town. Although it takes 2 men to run reliably weapon which deals 2d6 slashing damage, 19-20/x2 crit.
and its weight renders it anything but easily portable, the The chainsaw attachment is bulky at best; the gun, which
Steam Repeater makes a nasty adversary. The Steam Re- must be a steam weapon, now has a -1 to attack. It is pos-
peater is in three parts: a backpack sized boiler, the am- sible to charge your weapon and divert the extra power
munition container (usually strapped to a leg if wielded to the chainsaw; this has the same limitations and does
by a single person) and the actual gun. Normally, these the same extra damage as the charged weapon normally
three parts are separated by sheer necessity. Attaching the would. You are not able to fire and use the chainsaw in
three parts (setting up the weapon) requires a full-round- the same round. These are not sold pre-built, they must
action. Any normal person wielding an assembled Steam be individually crafted to the weapon.
Repeater (the three parts connected) is encumbered, but Cost: 200gp.
can make a DC 20 STR check to maintain their normal
Expanded Magazine: The weapon’s ammo capacity is
move speed. For each attack the user has, they can fire
increased by two rounds. This may only be added to lever-
two shots at a single target. Due to the size of the boiler,
action rifles, bolt action rifles, steam rifles and pump ac-
another person can devote their turn to keeping the boiler
tion shotguns.
at its maximum pressure, but the user cannot pressurize
the gun and fire on their turn. It can be charged for one Cost: 200gp.
round for an extra 1d6 damage. Hair Trigger: This mod has the same effect as the
Steam Rifle: The steam rifle is a rare weapon at best Speed enhancement; it allows the weapon to be fired an
on the outskirts of humanity. The weapon is reliable, ac- extra time at your highest attack modifier. This may only
curate, and deals relatively good damage. Unfortunately, be added to a weapon that can be fired multiple times in
these traits do little to stop battles; those that go flaunting a round.
a steam rifle usually get robbed in the night. This weapon Cost: 300gp.
is wielded traditionally by well equipped mercenaries or Low Light Sight: This grants a limited form of low
special forces units. It can be charged for one round for an light vision. It negates penalties from poor lighting and
extra 1d6 damage. The user cannot move or perform any you can scan a darkened area with it in one round.
task which would require him to move the weapon (equip
Cost: 200gp.
equipment, make reflex saves) when he is charging, but
he can ready. Periscope: These specialized weapons have a folding
mechanism allowing the stock to rotate down from the
Weapon Modifications barrel-end. The use of a periscope allows the gun to be
aimed and fired from full cover. Deploying the periscope
New Rules: Regular enhancement bonuses (+1, +2,
is a standard action. The inherent bulk of the system im-
etc) follow the same rules and costs from normal D&D
Wild West 2.0
34
poses a -2 to hit. Usually made custom for sniper weap- make up for their rarity by being nearly unstoppable in
ons, occasionally a pistol with a mirror is made in a tin- battle. Although weighing two tons, it only counts as a
kerers shop. medium load. The user is flat-footed, but takes no initia-
Cost: 50gp. tive penalty. He also receives a +5 shield AC bonus from
armor plating and a 20% miss chance from concealment.
Red Dot Sight: The small red dot in this sight makes
Besides a +20 Str bonus, every suit has a built in melee
shot placement easier, increasing your crit modifier by x1.
spike that does 1d8 damage with a x4 crit and a launching
Cost: 200gp. rack that can hold up to 10 rockets or grenades. Individual
Reinforced Stock: This is simply a ridged strip of met- suits may have two of the following weapons: a machine
al attached to the butt or stock of the gun. It increases gun, an elephant gun, a steam projector, a harpoon gun or
the damage done when attacking with the butt by one a flamethrower. It has 14 AC, 200hp and a hardness of 20.
die size. Cost: 1750gp, not counting weapons and ammo.
Cost: 2gp. Entry Suit: This heavy suit of armor offers full body
Silencer: This assassin’s tool makes a revolver whisper protection and is reinforced at all key points. Though it
quiet. The shot cannot be heard more then 30’ away and a has the same qualities as a suit of full plate, it is normally
Listen check of DC 20 is needed to recognize the sound. only worn for short periods of time as the penalty for
-2 damage if not using low power ammo. saves against heat is doubled. Because the user only takes
Cost: 75gp. half damage from piercing attacks however, it is some-
times used by local enforcers for raids and dealing with
Speed Loader: This contraption basically gives the
problematic Gunslingers.
user the Quick Reload feat for that weapon.
Cost: 800gp. Weight: 45lbs.
Cost: 100gp.
Improvised Armor: In an age of guns, armor has be-
Telescopic Sight: This device attaches to the top of a
gun finding it way back into the battlefield as stronger
weapon, allowing the user to make more precise shots. It
steel and cheaper (less powerful) ammunition becomes
increases your gun’s range by ½, basically giving you the
more common. Available in many shops are various types
Far Shot feat for that weapon. Does not work on shot-
of medium and heavy armor, made out of scrap metal
guns.
sewn, bolted and strapped together. Although this armor
Cost: 200gp. can give good protection, it is notoriously heavy. For ev-
ery point of AC, your protective hodgepodge also gains
Armor 10 pounds, a -2 check penalty and a -1 to your AC Dex
New Rules: Standard D&D armor works here just bonus.
as well as anywhere else, but stop and imagine clomping Cost: 5gp per point of AC.
through the desert in a suit of full plate! Armor check
Steam Suit: These bulky contraptions were originally
penalties now also apply to Fortitude saves against envi-
designed for construction and impressing friends (the av-
ronmental heat; example: that suit of full plate would add
erage inventor is weak). They look like a contraption of
a -6 penalty to your save against the hot desert sun. The
pistons, boilers and valves in a roughly humanoid metal
armor check penalty for shields does not apply in this way
frame. When wearing a steam suit, the user’s Strength
(wooden shields are not available).
score is increased by 20. However, at 1.5 tons the suit is
Combat Armor: This military grade armor is highly incredibly cumbersome and slow to react; it always counts
coveted. Instead of metal or leather, it uses a combina- as a heavy load. The user is considered flat-footed and re-
tion of ballistic fabrics and form fitting metal plates. It is ceives a -4 initiative penalty. He also he cannot run or
considered masterwork and does not affect saves against make Dex based skill checks. Steam suits are often seen
heat. The most realistic way to get one is to take it from a in construction yards and the occasional Geneticist’s shop
previous wearer’s corpse. (for controlling large creatures), even though they are no-
Light: equivalent to a mst. chain shirt. torious for their bulk. It takes a full round to get in and
Cost: 450gp. Weight: 10lbs. out of and provides no protection for the user except a
cover bonus. Unless the user has the Steam Suit Profi-
Med: equivalent to a mst. breastplate.
ciency feat, he takes a -4 penalty on all checks made when
Cost: 550gp. Weight: 15lbs. wearing one. The suit itself has 9 AC (as a large object),
Heavy: equivalent to mst. banded mail. 120hp and a hardness of 10.
Cost: 650gp. Weight: 20lbs. Cost: 600gp.
Combat Steam Suit: These engines of destruction
Wild West 2.0
35
Armor Modifications
Damage Resistant: Reinforced to be tougher, this
mod gives DR 5/Bludgeoning.
Cost: 1200gp
Energy Resistant: Coated with special chemicals, it
gives you ER 10 against one type of energy damage. This
does not help protect against environmental conditions.
Cost: 1500gp
Fortified: The vital points of your armor are reinforced.
When a sneak attack or critical hit is rolled against you,
there is a chance that it will not do extra damage.
Light: 25%, cost: 500gp.
Medium: 50%, cost: 1000gp.
Heavy: 100%, cost: 2000gp.
Shadow: Given a special adaptive camouflage texture,
you gain a +5 bonus on Hide checks.
Cost: 500gp
Silent: Specially lubricated, your armor gives you a +5
Move Silently bonus.
Cost: 500gp
Slick: Your armor is now constantly oily, giving a +5
bonus to Escape Artist checks.
Cost: 500gp
Ventilated: Studded with tiny vents and cooling fins,
the penalty on saves against heat is decreased by 4.
Cost: 400gp.
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36
New Items gates, DC 20 unless otherwise stated). Sources of bright
light act as cover against the user. Environmental light is

A ncient Books of Physical and Mental Health: Each painful to look at, but rarely blinds the user unless it is
of these ancient books describes exercises that will revealed suddenly. The fuel compartment must be refilled
give a +1, one time increase to one ability score, depend- after 10 minutes of use.
ing on the type of book. You must study the book for one Cost: 800g. Weight: 3lbs.
week for it to take effect. Now if only you understood Dr. Kleaner’s Miracle Cure-All: Miracle drug sales-
ancient... man and wannabe faith healers seem to be as common as
Cost: 2000gp. Weight: 2lbs. lice in the desert. There is one potion, however, which ac-
Ancient Duct-tape: This is not duct-tape from the tually lives up to its hype (partially at least). Drinking this
shoddy production lines of today, but from the ancients. Cure-All instantly gives you the benefits of a Heal spell
When making a craft check, 2ft of duct-tape can replace from a 10th level caster. You had better get somewhere
the needed materials with no penalty. When sticking two safe soon though, because ten minutes after you drink it
objects together, for every 1ft of tape used, the strength you take 2d6 damage to every ability score (to a minimum
check needed to break the bond is doubled. of 1, roll separately for each).
Cost: 20gp/foot. Cost: 500gp.
Ancient Masterwork Mechanical Junk: These assort- Duck-tape: Bonds ducks together permanently. Use-
ed ancient nuts, bolts, gears, etc are pure gold to someone less for any other application, illegal in any city which has
who knows who to use them. When crafting or repairing ducks.
a mechanical device or object, successfully incorporating Cost: 1gp/10 feet.
these parts into it automatically makes it masterwork. Us- Duct-tape: God’s singular perfect gift to man. It has
ing them increases the Craft DC by 10 and there is a 5% a light side, a dark side, and it binds 98% of this world
chance that the finished product will have a new strange together (literally). When rolling a Craft check to repair a
and usually useless additional function. broken object, 2’ of duct-tape can be used rather then the
Cost: 50gp. Weight: 5lbs. required materials. However, the DC of the craft check
Ballistic Poncho: While appearing normal on the out- is increased by 10. Succeeding the base craft check but
side, this poncho is lined with scraps of bulletproof mate- failing the part required for the duct tape (failing the new
rial. Every time the wearer takes damage from a pierc- check by less then 10) halves the item’s durability and re-
ing attack it absorbs up to 10 points of damage; it can duces 1 or more stat (decided by the DM).
absorb 50 points of damage in total before failing. Worn Cost: 1gp/10 feet.
out ponchos can be repaired, but for a hefty fee (5gp per Dynamite: For when you really need to blow some-
point restored). thing up on a budget. A stick of dynamite may not be as
Cost: 750gp. Weight: 12lbs. powerful as military grade explosives, but it’s cheap and
Boiler Safety Override: This inconspicuous looking quite stable, doing 4d6 fire damage in a 10’ square. It is
device can be attached to the regulator of a boiler or pres- instantly ruined by water and there is a 75% chance it
surized tank (Disable Device DC 15). The next time the will explode in a fire. Fuses can be set from five rounds to
boiler is brought up to steam, it will overload with cata- one hour with good accuracy, but it cannot be used as a
strophic results. grenade-like weapon. Bundling dynamite sticks together
increases the blast radius and damage by ½ for every stick
Cost: 20gp.
added.
Boxing Gloves: These regulation 18oz. padded gloves
Cost: 15gp. Weight: 1lb.
force any unarmed strike to do non-lethal damage only.
An unsporting pugilist can use the weighted variety (and Emergency Infusion Kit: This is a sack of otherwise
risk a disqualification), which still allows him to do lethal normal kitchen implements specifically modified for cre-
damage. ating infusions under trying conditions. The components
may be mismatched and improvised, but usually include
Cost: regular 25gp, weighted 40gp. Weight: 2lbs.
tongs, spoons, a ladle, vials, jars and a small cooking pot.
Dark vision goggles: Although these brass goggles When using the kit you can create an infusion in distract-
don’t have the more traditional steam power, they have ing environments and the creation time is halved. The
a small compartment which you need to fill with flam- creation process is extremely hard on the equipment, any
mable matter (most people use bits of hair or pocket lint). kit will become useless after making a total of 25 levels of
When wearing dark vision goggles, you gain darkvision infusions. Assembling the tools for the kit isn’t hard, but
30ft. Explosions and light attacks can blind you (Ref ne-
Wild West 2.0
37
modifying them for the purpose requires a DC 10 Craft ute to don or remove a MCS; it cannot be donned hastily.
check. A MCS is not armor. Any piercing or slashing attack that
Cost: 5gp. Weight: 5lbs. hits the wearer damages the MCS. A damaged suit won’t
work and requires a special patch kit to fix. Patch kits cost
Engineers Tool: When most people think of a multi-
10gp and have ten uses.
tool, they picture a set of pliers with some bits on it. An
Engineers Tool is a bar of steel two feet long, three inches Cost: 125gp. Weight: 12lbs.
thick and somehow containing everything found in a full Nitroglycerin: “Nitro” has a well deserved reputation
sized toolkit. It is designed for hard use applications in for being far more dangerous to the user then to to it’s
any environment and can even be used as a club by the intended target. A shock sensitive liquid explosive with
desperate. While expensive, they are considered a must attitude, any sudden jostling or jarring has a 10% chance
have item by Master Machinists. of setting it off. Heavy impacts, such as dropping it’s glass
Cost: 120gp. Weight: 15lbs. storage vial, will result in instant detonation. Each vial
does 4d4 fire damage in a 10’ square and, due to a lack
Goggles: Helps people to see underwater, through
of manufactured detonators, requires some imagination
heavy particles (sand storms, sleet), and helps ward off
to use. Shock proof containers are available, but carrying
gaseous poison. It grants +1 against gas attacks and pre-
large amounts is not recommended.
vents blinding by particulate or liquids. Good at conceal-
ing one’s face when necessary. Cost: 5gp. Weight: 1lb. Shock proof containers cost an
extra 5gp and weigh 2lbs.
Cost: 2gp. Weight: 1lb.
Personal Moisture Trap: This flower pot shaped device
Hurricane shield: This strange device is relatively
is absolutely essential on long desert treks. When hung
common for how much mystery surrounds it. When
out for a full day, enough moisture is collected from the
the belt is worn, it surrounds the user in what looks like
air for one day’s water ration. A wise adventurer would
rippling heat waves. It grants +15 AC against projectile-
still carry plenty of water.
based long ranged attacks. However, it also gives the user
a -15 to hit when using any ranged attacks. The belt takes Cost: 170gp. Weight: 4lbs.
two rounds to activate after being equipped. Plastic Explosives: More powerful and versatile then
Cost: 3000gp. Weight: 7lbs. ordinary dynamite, this brick of military grade explosives
is completely stable and comes with a timer that can be
Liquid Rage: This fluorescent yellow liquid was origi-
set from one minute to 12 hours. Each brick does 8d8
nally created for making instant shock troops and is only
damage in a 10’ square. Multiple bricks cannot be bundled
used when collateral damage and self preservation are of
together and it cannot be used as a grenade-like weapon.
no concern. By chemically stripping you of all inhibitions,
For some reason animals love to eat the stuff.
its effect is equivalent to the Rage ability of a Barbarian
with the following bonuses: Str +8, Con +8, Will +4, -4 Cost: 150gp. Weight: 2lbs.
AC. You gain an extra attack at your full BAB, +5’ to your Pocket Watch: Tells the time, considered proper for
move speed and can remain fully functional at negative a well to do gentlemen, and the constant ticking noise
hit points. As useful as this may be, there’s a good reason grants +1 to concentration checks.
why its possession, sale and manufacture are a capital of- Cost: 25gp. Weight: 1lb.
fense in most places. When under its influence you take
Pressure tanks: Strewn across the refuse piles of the
two points of non-lethal damage per round and will at-
wastes are tanks which at one point were used to hold
tack without restraint anything you perceive to be a foe.
pressurized gasses. This does not mean they still serve this
Once all enemies are dead you will instantly turn on the
job reliably, however. Poor quality pressurized tanks are
nearest creature, friendly or not. If there is no one else
any scavenged container which can hold a seal. Although
alive, your orgy of chaotic destruction continues until the
any Automaton can quickly fabricate a connector that fits
drug runs its course. The effects last until you fall uncon-
its system, it is impossible to tell if a tank can hold the
scious, after which you are exhausted and take 2d4 dam-
pressure until its pressurized. Smart Automatons fill the
age to Str and Con.
tanks from a distance when they have the time. Gas tanks
Cost: 300gp. have the base AC of their size, hardness 5, 5 HP. When
Moisture Conservation Suit: This bodysuit is made of hit or dropped, roll a d100; on a 1-10 roll they explode.
a slick gray absorbent material that gives a +2 bonus to Armor plating can be added, or they can be kept under
hiding in sand and a +2 bonus against environmental heat the armor of the Automaton (not usually recommended).
effects. The wearer also only needs 1/10th of a normal wa- By completely filling a pressure tank without it exploding,
ter ration even in the hottest conditions. It takes one min- the quality of the tank automatically grows to average.
Wild West 2.0
38
Table 15: Pressure Tanks
Size name: Small Medium Large
Max charge: 6hrs 12hrs 24hrs
Damage: 5’ radius, 1d6 fire + 1d6 bludgeoning 10’ radius, 2d6 fire + 1d6 bludgeoning 15’ radius, 3d6 fire + 2d6
bludgeoning
Cost: 1gp 5gp 15gp
Weight/Size: 3lbs/Diminutive 10lbs/Tiny 20lbs/Small
Average tanks no-longer have the risk of exploding from +2 bonus on Slight of Hand checks to conceal a weapon.
noncombat damage. New tanks or ones that have been Cost: 25gp. Weight: 1lb.
successfully restored are of good quality and have 10HP.
Steam hood: These items are seen on only the most
Some stores sell tanks of fuel that are pre-filled, but they
elite and well-funded warriors of this world. A steam
are rare. Tanks can be repaired. See table 15.
hood looks like a set of brass goggles with a thick head-
Sand Towel: This looks like a fine cloth, silky to the band. The steam hood uses a mixture of good optics and
touch. If it didn’t cause the skin to discolor and itch when brain stimulation to increase dexterity. The headband
worn for long periods it would be a great fashion state- of the Steam Hood is actually a set of electrodes being
ment. Blanket sized pieces of this cloth are found in most pressed against the head of the user. When functioning
explorers’ packs. During the day it can be used as a shade. properly and well adjusted (which they rarely are), the
It slides effortlessly over sand allowing the user to use electrodes increase perception and fine motor skills. Ex-
the blanket like a sled. Explorers use them for heading actly how this works is beyond even the workshops that
down dunes and pulling heavy cargo. When worn against make them, although it is generally believed to be ancient
the skin for days, irritants cause the skin to darken and technology. When wearing a functioning Steam Hood,
become resistant to the sun’s rays, but itch persistently. In the user receives +5 bonus on ranged weapon attack rolls
emergencies the itching aids explorers by keeping them and Spot and Search checks. Cost: 2000gp. Possible side
awake. Calling anything in the desert a ‘towel’ sounds effects include: bleeding from the eyes, nose and ears,
strange, but the absorbent capabilities of the Sand Tow- brain cancer, cerebral edema, paranoia, hallucinations,
el can be useful: it can be used to collect water deposits seizures, or dementia.
which can then be squeezed into a canteen. Sand Towels
Weight: 2lbs.
are normally worn around the neck; a thick strip in one
side of the towel is not coated in the irritant, like a cape Steam Powered Goggles: These heavy brass goggles
or cloak. They come in an array of colors and patterns, attach to your head with a thick leather band. When
and can be used to identify an explorer or his affinities at powered up they continually run range programs and
long range. Military grade towels have one side with sand data analysis routines, which are then projected on the
camouflage and one side with identifying markings made insides of the lenses. This gives the wearer +2 to hit on
to be seen. ranged attacks, x3 magnification and protects the eyes
from harmful environments.
Cost: 5-100gp depending on quality, color, and size;
more expensive ‘greenhorn’ versions are sold without the Cost: 1200gp. Weight: 3lbs.
irritant. Weight: 3-5lbs. Sunglasses: A pair of regular shades protects your eyes
Shrunken Motan Head: The desiccated and shrunken from the harsh sun and grants +2 to saves vs. blinding,
head of a Motan elder, this is bound to get you strange they cost 40gp. A pair of mirrored shades costs 60gp, but
looks wherever you go. The only way to get one is to steal besides looking wicked cool they give a +2 bonus on in-
it from a Motan tribe, which is very dangerous since any timidate checks. Ancient sunglasses are variably tinted;
Motan who sees you with one will try to reclaim it by kill- they give +2 to saves vs. blinding, low light vision and a
ing you. With a successful Concentration check of DC +2 bonus to spot all to the tune of 600gp.
15, you can use it to cast Cure Serious Wounds as a Druid Thunderbolt: This large brown pill is a purgative of
of your level. Every time you cast a spell from the head, incredible power. Sold individually, it has a 75% chance
you take one Con damage; being magical, the damage can of curing any case of poisoning or disease. On the other
only be healed by magical means. hand, some would rather tough out their pain then be
Cost: not for sale. Weight: 5lbs. voiding explosively from both ends for 3 hours.
Spring Loaded Armbands: These handy equalizers are Cost: 5gp
concealed underneath a sleeve. They allow you to draw a X bombs: In the ruins of old cities are many contain-
holdout pistol or a knife as a free action and give you a ers of substances whose uses and names are long forgot-
Wild West 2.0
39
ten. However, it is common knowledge that many are 100 Fort 30 or die
poisonous, corrosive, explosive, or just nasty in general.
Most people just leave these potential disasters alone, let- If a large quantity is injected through a needle or other
ting them stew with time and the sun’s rays. Some brave medical device, saves and positive effects double. If only
warriors, however, have taken to lobbing them at their a small amount of poison enters the body, such as a poi-
enemies. These weapons of chaos are simply dubbed the soned blade or a small inhalation, then the saves and ef-
X bomb (‘something’ bomb). When creating an X bomb, fects are halved.
one or several of these chemicals are attached to an ex-
plosive agent or other means of spreading such as foggers, Rare and Unique Items
compressed air, or even balloons. When ignited, set off, Adventurer’s Pocket Watch: This masterfully crafted
inhaled, or comes in contact with skin or another chemi- watch never needs to be wound and never loses time. Its
cal, roll d100 for each chemical added to see the effect. ticking grants +5 to concentration checks and has enough
Weight: 2lbs. extra features to satisfy even the most anal of adventur-
ers. Functions include: altitude, humidity, barometric
1-5 On the slightest jarring, explodes (as Explosive) pressure, temperature, compass, two extra time zones, the
6-41 Inedible preserved food wearer’s heart rate and blood pressure, today’s date, etc.
41-50 Ignites like alchemist’s fire Weight: 1lb.
51-80 Explosive: as a fireball, roll 1d10 to find the num- Alien Blaster Pistol: The technology in this +5 exotic
ber of damage die weapon seems to surpass even that of the ancients. Sto-
ries tell of a lone adventurer finding it, along with other
81-90 Corrosive: same as fireball, except it does acid
artifacts and humanoid corpses, in what appeared to be
damage
the crash of a strange flying vehicle. When he tried to
91-95 Psychoactive: all creatures inhaling fumes are find it again, it had been swallowed by the desert. This
instantly, horribly drunk and hallucinating for gun has a bloody history, and not just for the number of
the next 1d4 hours. No save.
previous owners that have been killed for it. Any foe slain
96-100 Begins foaming uncontrollably. It expands 1 by its bolt of energy explodes in a shower of gore. It does
square outwards in all directions every round 4d8 damage of a nonspecific energy type, has a 17-20/x2
for 2d10 rounds, forming a sticky goo (DC 20 crit, a 40’ range and weighs 3 pounds. Its batteries hold
Escape Artist or Str check).
enough power for 10 shots; it can be recharged by leaving
Roll the check for each chemical as soon as it is re- it in sunlight for one minute.
moved from its container in any way. Ancient Duck-tape: We really have no idea what the
X Poisons: Rather then simply chucking it at an en- ancients might have been thinking with this...maybe they
emy and hoping it ignites, using the same random sub- didn’t either. It’s only value seemingly is that it’s old. It
stances as a poison is much more to the taste of many still does nothing but bind ducks together permanently
warriors. Poisons must be taken into the body through and is still illegal anywhere there may be ducks.
injection, by a wound, inhalation, or ingestion. Roll d100 Weight: 2lbs.
for each chemical added to see the effect.
The Kicksey-Winsey: This colossal ancient device is
Weight: 2lbs. remarkably well preserved. It looks like it could be re-
1-30 ‘safe’ chemical paired with a few parts and a Craft: mechanical check of
DC 50. Upon examination, it appears to be a manufactur-
31-40 Fort 15 save, 1d6 Str/1d6 Str
ing device. The controls are unfortunately beyond repair,
41-50 Fort 15 save, 1d6 Con/1d6 Con so when you pull the big lever and it starts making dra-
51-60 Fort 15 save, 1d6 Dex/1d6 Dex matically cacophonous noises, you don’t know what you’re
going to get. Roll d%:
61-70 Target becomes hasted for 10 minutes
71-80 Target doubles current health (can over-heal), lasts 1-5 It breaks and needs to be fixed again
10 minutes 6-10 “Adult” toys
81-85 Target becomes horribly drunk 11-15 Fine china tea sets
86-90 Target suffers violent hallucinations for 1d4 hours 16-20 Hats
91-95 Fort 20 or lose consciousness, turns target blue 21-25 Machine parts
96-99 Fort 20 or all but one point from Str, Con and Dex 26-30 Dirt bikes
goes into CHA
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40
31-35 Children’s toys The Old Spit Bucket: Truly a treasure among trea-
sures, this battered old spittoon once resided in the grand-
36-40 Inedible packaged meals est dive of them all, The Skuzzy Mug in El Castillo. The
41-45 Iron dumbbells bucket itself has been the collecting pot of tens of thou-
46-50 Glass panes sands of people’s tobacco juices and other bodily fluids.
This 20 pound antique can never be cleaned out and gives
51-55 Rebar you a -2 Cha penalty just for carrying it, as the stench is
56-60 Cu-cu clocks almost unbearable. Once per day however, the owner can
61-65 Ornate music boxes reach into the festering pool of ooze and attempt to pull...
something... out.
66-70 Marble statuettes
Pouch of Impossibility: When looking into this small
71-75 Ornamental swords drawstring bag with belt loop, the user sees a massive
76-80 various ancient books sack. Anything that can fit into the opening (4in diam-
81-85 Chemistry sets eter) can be stored in the bag (maximum of 200lb) and
does not increase the bag’s weight. However, when the
86-90 Pressure tanks
bag is closed, all items are pressed together with consider-
91-95 Epic duct tape able force. Although one could theoretically take a 200lb
96-100 Gallon jugs of water. weight, put it in the bag, then throw it as though it was a
Items are produced in 100 unit lots. 1lb baseball, the effective damage to objects inside the bag
is as though the 200lb weight flew that far. Objects put
The Liberator: This oversized revolver was custom
inside the bag rapidly become mashed, crumbed, com-
made for a Gunslinger who decided he needed a sidearm
pressed, and in general destroyed. You can always hear a
as big as his ego. Unfortunately for him, it’s shear size
crunching noise as you close the bag and faint crashes or
was cause for ridicule instead of intimidation and he sold
impacts as the different objects come smashing together
it to a collector. Weighing 5 pounds and having a range
inside the bag when it is shaken or disturbed.
of 30’, this revolver fires shotgun shells instead of bullets.
Any wielder must either use two hands or be larger then The Ripper: This rare, exotic weapon might even be
medium size to fire it or take a -8 attack penalty. one of a kind for the number of stories that are told about
it. Really, who wouldn’t want a +3 steam powered flaming
Magic 8-ball: For such an ancient device to still exist
keen vorpal chainsaw machete, if only to carry around?
in numbers is truly a tribute to its power. Magic 8-balls
The Ripper weighs 5 pounds and deals 2d8 slashing dam-
are considered a serious divination tool, and unearthing
age with a 17-20/x3 crit. A 1/2 gallon armored gas tank
an 8-ball is a sign of divine favor. 8-balls return a simple
allows the wielder to douse the blade with a spurt of gaso-
answer to any question you pose them.
line up to 10 times before refilling, this deals an extra 1d6
Cost: 300gp. Weight: 2lbs. After asking a simple yes/ fire damage for one round. On a Nat 20 attack roll, the
no question to a magic 8-ball, the DM rolls a d100 and target is instantly decapitated. Anybody who has it prob-
returns an answer: ably won’t part with it willingly.
1-10 Detailed, but false, answer Steam Powered War Pipes: This ancient and ornate set
of bagpipes has had a backpack sized boiler attached to it.
11-20 (Random piece of trivia)
Although many instruments can be enhanced with steam
21-30 “You suck” (or other, roughly equivalent insult) power (even to the point of adding chainsaw bayonets),
31-40 “Yes” this one supports a full bank of ancient ultra and sub-
sonic amplifiers. Without power it still works as a normal
41-50 “No” instrument; but when brought up to full steam after one
51-60 “Maybe” minute, it can be heard for up to ten miles (depending on
61-70 “Plessey vs. Ferguson” conditions). Everyone without proper hearing protection
(or other random name of something obscure) (including the user) within 60’ must make a DC 19 Fort
save or be deafened. Another function also makes it cov-
71-80 “Head (random direction) as fast as you can” eted by military commanders. It requires a DC 20 Per-
81-90 (Random teammate) has plans to murder you form check, takes effect after a full minute of playing and
[if a teammate does, then name that teammate] lasts for thirty minutes after the end of the performance.
91-99 Actual answer to the question First, the user can give all allies who hear it a +4 morale
(in yes/no/maybe format) bonus on Will saves, attack rolls and damage rolls; also,
all enemies in earshot are shaken (Will negates DC 20).
100 Detailed answer
Weight: 40lbs.
Wild West 2.0
41
Genetic Manipulation the cost (value x 1500gp) and the DC of the Heal check
to operate (10 + 5 per value). A graft must be made in a
medical facility and much depends on the skill level of the
Surgical Grafts surgeon (see the Geneticist’s description). Unless specifi-
Thanks to advanced (we hope) surgical procedures, a cally stated, any graft can only be taken once. Any graft
Geneticist or other surgeon can “enhance” creatures in taken can also be removed for the same amount.
new and interesting ways. The number next to the name See table 16 for the list of grafts. Other grafts may be
is the relative power value of the graft. This determines created with the DM’s approval.

Table 16: Surgical Grafts


Name Value Description
Cosmetic 1 This covers any kind of cosmetic surgery. This may be taken multiple times.
Instant Study 1 You immediately gain one feat of your choice. You must still meet the requirements for the
feat, if any.
Medium 1 You are now of the Medium size category, this cancels out any size modifications you have
taken in the past.
Small 4 You are now of the Small size category, this cancels out any size modifications you have taken
in the past.
Large 8 You are now of the Large size category, this cancels out any size modifications you have taken
in the past.
Brawn 2 Your muscles are now significantly larger and more defined then they were before. You gain
+4 Str.
Agility 2 You are more limber and faster then you were. You gain +4 Dex.
Toughness 2 Your wind is better and you can pump out more reps on the weight pile. You gain +4 Con.
Brains 2 Your brain is retrofitted with extra memory space. You gain +4 Int.
Observant 2 Your senses are keener, this includes common sense. You gain +4 Wis.
Beauty 2 Careful work has gone into constructing you to look beautiful (or handsome, your choice).
You gain +4 Cha.
Kiss of Death 2 You can now secrete a potent toxin into your saliva. After a full round of preparation you can
either deliver the toxin to another person via direct fluid transmission or use it to envenom
a weapon. It can be overcome with a Fort save (DC 19) and deals 1d6 Con damage/uncon-
sciousness.
Learning 2 You can now learn much faster then normal. For every level after you take this boost, you gain
an additional 2 skill points. You may also pick 2 extra class skills.
Warm Blooded 2 You gain a +4 bonus on any Fort save to resist the effects of environmental heat.
Balls of Steel 3 Your vital organs are protected with a layer of armor plate. You do not die until your hit points
drop below -15. This stacks with the Never Say Die feat, if you have it also then you don’t die
until your hit points go below -20. Yes, your balls will be steel.
Blindsight 3 You gain blindsight in a 30’ radius, but only when your eyes are closed.
Claws 3 You now possess claws or fangs. Your un-armed attack now deals either slashing or piercing
damage (pick one) with one die larger damage. Ex: a human would do 1d4, after this boost
it would do 1d6. Requirement: Improved Unarmed Combat.
Darkvision 3 You gain darkvision out to 60’.
Grasshopper 3 Your body is now designed for increased jumping ability. You can always treat a standing
jump as a running jump, your jumping distance is not limited by your height and you get a
+4 bonus on Jump checks.
Hawk Eye 3 Your senses are masterfully developed. If you fail a Spot or Listen check, you get to roll again
and take the higher result; you also gain a +4 bonus on Spot and Listen checks.
Wild West 2.0
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Name Value Description
Heat Sense 3 You can now sense aberrations in temperature. By focusing for 1 round, you detect areas of
relative heat or cold in a 10ft radius or a 30ft cone. Your heat sense is also a weakness; you
must roll an additional Fort save at the same DC as the Reflex against fire and heat attacks
or become staggered until your turn.
Iron Constitution 3 You wash down your morning cyanide with gasoline. You are completely immune to all types
of poisons or poisoning. Requirement: Slow Metabolism.
Mole 3 Your hands are hardened and shaped for tunneling through the earth. You gain a burrow
speed of 10’, but you still can’t breathe underground.
Simian 3 Your hands and feet become more like each other. You take a -2 Dex penalty from your hands
being hard and ready to walk on. On the other hand, you gain 1.5 times your base ability bo-
nus on Str related checks. When walking on all 4 legs you count as a quadruped for carrying
capacity and balance checks.
Vampire 3 Your canine teeth are now longer and sharper. When your opponent is either helpless or you
succeed a grapple, you can drain the enemy of his blood like a vampire. You gain enough
sustenance for one day, and the enemy takes 1d6 Con damage. If done too often, this may
lead to cannibalistic urges.
Adaptive Defense 4 You gain damage reduction 5 against piercing, bludgeoning or slashing damage. The type of
damage you are protected against is whichever type you were last attacked with. If you are
attacked by a different damage type, it will change to that type on your next turn.
Chameleon 4 Your skin can change color to match your surroundings. Unless you actively repress this
tendency, you are always considered to be taking 10 at Hiding and Moving silently. When
actively hiding, you gain a +10 bonus.
Cheetah 4 Your legs are now long and fit; your tendons are like steel cable, your muscles like pistons.
Your base move is now twice what it was originally, but your carrying capacity is decreased
by 1/2.
Danger Sense 4 You cannot be caught flatfooted by a surprise attack or in a surprise round and you gain a
+4 bonus on initiative checks. You can still lose your Dex bonus to AC from other reasons
however.
Duel Brains 4 You have a second brain implanted in you. Whenever you need to roll a will save, roll twice
and choose the higher roll. Additionally, your penalty for fighting with two weapons is
halved.
Energy Protection 4 You gain Energy Resistance 10 against one of the following types: acid, cold, electrical or fire.
Heat Vision 4 You can now sense areas of relative heat or cold in a 100ft radius. You still have the same vul-
nerability as Heat Sense, but if you fail the Fort save you are blinded for one round. Require-
ment: Heat Sense.
Hulk 4 You grow to the upper limit of your size category and gain the size dependent modifiers of the
next largest size. This does not include that size’s stat bonuses.
Human Fly 4 Your appendages are specially designed to ‘stick’ to any surface when desired; you gain a
climb speed of 15’ and a +10 bonus to your Climb skill. You can freely move about any sur-
face, at any angle (ceiling, wall, incline) except glass or other completely slick surfaces.
Regeneration 4 You recover from crippling wounds almost overnight. Your natural rate of healing is 3 times
normal. Requirement: Fast Metabolism.
Thick Hide 4 You gain +5 natural armor. The inherent toughness of your skin reduces motion and you suf-
fer a -2 DEX penalty.
Ghost 5 You can now make a Hide check without cover of any kind at a -10 penalty. Requirement:
Chameleon.
Energy Adaptation 6 You gain total immunity to the previously selected type of energy. Requirement: Energy Pro-
tection.
Wild West 2.0
43
Name Value Description
Green Thumb 7 Your type changes to Plant. You gain a full day’s sustenance by being in the sun for 8 hours,
but do not heal naturally if you are out of the sun for more then 24 hours.

Machine Fusion 8 Your type changes to Automaton and you can now take Automaton levels. This also requires a
Craft: mechanical check of DC 30. Level adjustment: +1
Unlife 8 Your type changes to Unlive without having to go through the messy process of dying first.
This is equivalent to the Geneticist’s True Undeath ability. Level Adjustment: +1

LAIDEMs
In every Crazy Eddie store there is a mysterious booth
in the back left corner of the shop labeled “Lenscap
Alchemy Intelligent Design Manipulator”. This device al-
lows you to buy basic abilities and stat bonuses for your
character. It also allows you to sell your basic stats for
ready cash at a 1/3 loss. A LAIDEM should not be used
more then once per day; you can, but you will take 1d6
Con damage and usually acquire some minor, permanent
cosmetic flaw. Listed below is what you can buy, the form
the bonus takes and the cost formula.
• Armor Class: Insight bonus, #2 × 2000gp
• Attack Bonus: Competence bonus, #2 × 2000gp (this
is not a base attack bonus)
• Base Ability Score: Enhancement bonus, #2 × 1000gp
• Experience Points: #2 × .1gp (you can buy no more
then 500 XP at a time)
• Feats: #2 × 1000gp
• Hit Points: #2 × 500gp
• Saving Throw: Resistance bonus, #2 × 1000gp
• Skill Points: #2 × 100gp
LAIDEMs are also programmed to perform grafts.
The operation is more expensive (value × 2000gp), but
the devise counts as a 20th level Geneticist with no pos-
sibility of failure.
Wild West 2.0
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New Creatures +6 cause the automation to be treated as though it’s wear-
ing heavy armor. Bonuses over +12 double all defects of
heavy armor.
Automatons • Because of their idiosyncratic method of “growth”,
Automatons are Human-made mechanical constructs, individual Automatons are distinctive to the trained eye.
designed to be a happy to serve and expendable work- A creature can make a Craft: mechanical check equal to
force. They therefore don’t consider personal freedom to double the Automaton’s level to determine its five high-
be a right and have no trouble with slavery, as long as they est level upgrades. If successful, a second check equal to
have a decent chance to work themselves out of it. Besides three times the Automaton’s level will let you know every
being made of metal and generally having four limbs, two upgrade it has that is not deliberately hidden.
Automatons may share absolutely no physical similarities. • An Automaton does not need to eat, but instead
Though they start out resembling a medium sized hu- needs heat sources for its boiler. It requires 8 hours per
manoid, constant tinkering and self modifications make day to repair itself or poor maintenance causes fatigue
every Automaton unique eventually. Automatons speak similar to lack of sleep in a human; they remain conscious,
Common and a language called Machine Code. Their fa- but flat footed, as they repair themselves. When an Au-
vored race is themselves, the sample presented is of a 1st tomaton repairs itself for the day, they gain the normal
level Automaton. daily amount of healing that a living creature would; they
Combat: Automatons approach combat with me- can also repair themselves using Craft: mechanical checks
chanical efficiency. Close combat is rather messy and in place of Heal checks.
dangerous, why not blow them up from a distance? Ex- • Automatons can choose how hot their boiler gets,
plosives, steam weapons, traps and poison are all favorite allowing them to either conserve fuel or increase move-
parts of an Automaton’s arsenal. Booby traps to soften ment potential. Under normal circumstances, an Au-
the enemy are followed by heavy weapons support and tomaton burns fuel decided by its size; however, they can
sniping attacks. modify this. Changes to their fuel rate are decided after a
Automaton Traits: repair-period (after they rest, normally in the morning).
• Unlike other races, an Automaton can modify itself In return for accepting the effects of a slow spell for the
by taking levels in its own race. Automaton levels can be entire day, the Automation burns 1/2 their normal fuel
taken after taking levels in other classes and do not reduce amount. Normal Automatons burn the vast majority of
class choices (a Monk automation can resume Monk lev- their fuel either during the night or the day, the other
els after taking a level in automation). An unmodified time being spent repairing themselves. Once per week,
Automaton resembles a medium sized humanoid. Automatons need the equivalent of one standard water
ration for a creature of their size to replace losses from
• Level Modifiers: BAB: 3/4; HD: d6; Saves: choose normal operations.
one good save at 1st level, this is permanent; Skill Points:
6+Int; Skills: Appraise, Balance, Climb, Concentration, Small: 5lb/fuel per day
Craft, Diplomacy, Decipher Script, Disable Device, Hide, Medium: 10lb/fuel per day
Jump, Knowledge (All Skills), Listen, Move Silently, Large: 20lb/fuel per day
Open Lock, Profession, Search, Sense Motive, Spot. Pro- Unlike when humans run out of food, an Automaton
ficient with simple weapons. simply stops moving. This is not death; it is simply a lack
• They are immune to poison, sleep effects, paralysis, of power. They take no damage from this, but completely
disease, nausea, nonlethal damage, stunning and necro- lose consciousness. If heat is returned to their boiler, they
mantic or death effects. Because they have a Con score, will begin moving again (usually complaining about be-
they are still subject to critical hits, massive damage and ing stiff ).
other effects requiring a Fort save, as well as fatigue and Society: Social status has little meaning to Automa-
exhaustion. Rusting attacks do double damage. tons and they do not hold any racial grudges. They will
• When an Automaton is reduced to negative health, band together with almost anyone as long as they see it as
they lose consciousness but do not take further damage; gainful, or hold almost any alliance until it becomes un-
they instead heal at 1 HP/minute until at 1 HP. They still gainful. Because they have no sense of ‘lineage’, Automa-
die if reduced to -10 HP or less. tons rarely have ‘family’ or ‘community’ either. This means
• Automatons can choose to build their own armor that a town consisting of only Automatons is unheard
plating rather then wearing armor meant for humans. For of, although possible if they felt some gain by grouping
every 2 points of AC, they gain 5 pounds, take -1 AC together. Not having or wanting lands of their own, they
Dex bonus penalty and a -1 check penalty. Bonuses over get work where they can; usually in hazardous industry or
Wild West 2.0
45
menial service jobs. will keep their distance and snipe the enemy from cover.
If an entire clan is attacked, they will swarm the enemy
Sample Automaton: 1st Level Automaton and overwhelm them with tumbling and flanking attacks.
Medium Automaton Garez Traits:
Hit Dice: 1d6+1 (7hp) • +2 Dex, –2 Str:
Initiative: +6 • Small size: Base speed 20’; +1 size bonus to AC and
attack rolls; +4 size bonus on Hide checks; small weap-
Speed: 30’
ons; ¾ lift and carry load.
Armor Class: 14 (+0 Dex, +4 Armor), Touch 10,
Flatfooted 14
• +2 bonus on Hide, Listen, Move Silently and Slight
of Hand checks.
Base Attack/Grapple: +0/+0
• +1 racial bonus on all saving throws.
Attack: Blunderbuss +0 ranged (2d6/19-
• Defensive Roll: Once per day, when he would be re-
20x2)
duced to 0 or fewer hit points by damage from a single
Full Attack: Blunderbuss +0 ranged (2d6/19- attack, a Garez can attempt a Reflex save for half damage
20x2) (DC=damage dealt). The Garez must be aware of the at-
Space/Reach: 5’/5’ tack and be able to make a Reflex save for this to work;
Special Attacks: Steam Belch the Evasion ability does not apply.
Special Qualities: Steam Belch, Simian Shape, • Automatic Languages: Common, Garez.
Wrench • Favored Class: Rogue
Saves: Fort 1, Ref 4, Will 0 Society: Garez have shaped their entire society around
Abilities: Str 12, Dex 15, Con 13, Int 14, Wis
trade. Year round, their caravans make endless circuits of
10, Cha 8 the trade routes that supply the various communities of
the desert. Garez live in tight knit tribal families lead by
Skills: Balance +4, Craft +6, Diplomacy
a headman, although major decisions affecting the tribe
+3, Disable Device +6, Listen +4,
Search +6, Spot +4.
require unanimous consent. The tribe is paramount to a
Garez; they will sacrifice everything to protect it and die
Feats: Improved Initiative willingly to defend it. A Garez that has been banished
Environment: City, Desert from their tribe for a major offense will wander aimlessly,
Organization: Solitary sometimes taking their own lives unless they find another
tribe willing to accept them. They claim the entire desert
Challenge Rating: ½ as their own and worship a monotheistic sun god named
Treasure: None Chet.
Alignment: Always Neutral Sample Garez: 1st Level Rogue
Advancement: By Class
Small Humanoid
Level Adjustment: +0
Hit Dice: 1d6+1 (7hp)
Garez Initiative: +3
Garez are businessmen at heart. Though they have a Speed: 20’
well deserved reputation for being light fingered, a re- Armor Class: 16 (+3 Dex, +2 Leather Armor, +1
liable trading partner is always given a square deal. A Size)
Garez stands from 2 1/2’ to 3 1/2’ tall and can weigh
Base Attack/Grapple: +0/-5
between 35 to 60 pounds. A short lived race, they come
of age at ten years and seldom live past 40. They have Attack: Dagger +4 melee (1d3-1/19-20x2)
very light skin which is completely covered in layers of Full Attack: Dagger +4 melee (1d3-1/19-20x2)
assorted rags under a brown, black or gray hooded wool
Space/Reach: 5’/5’
robe. Garez speak Garez and Common. Almost all Garez
have at least one level in Rogue, the sample presented is Special Attacks: Sneak Attack 1d6
of a 1st level Rogue. Special Qualities: Defensive Roll, Trapfinding
Combat: Garez try to avoid combat whenever pos- Saves: Fort +2, Ref +6, Will +1
sible. If they feel cornered or threatened however, they
Wild West 2.0
46
Abilities: Str 8, Dex 17, Con 12, Int 14, Wis ing 1d20 + Cha mod + Hit Die. If the Motan has Ani-
8, Cha 13 mal Empathy from the druid class, the bonus from the
class ability supersedes the bonus from the racial ability.
Skills: Appraise 6, Bluff 5, Diplomacy 5,
A magical beast with an Int of 1 or 2 can be influenced,
Hide 9, Listen 5, Move Silently 9,
Sense Motive 3, Slight of Hand 9,
but with a –4 penalty.
Spot 3, Tumble 7 • Low light vision: A motan can see twice as far as a
Feats: Weapon Finesse (Dagger) human in dim light.
• Proficient with light armor, scimitar and shortbow.
Environment: Desert
Society: Motan tribes are hunter/gatherer based and
Organization: Tribe (15-40 +50% noncomba-
tants, 3-8 3rd level sergeants, 1-3
are organized around a matriarch who makes all decisions
5th level lieutenants, 1 7th level and a small elder circle who advises her. They travel within
captain) a set territory that may be shared with other tribes. Males
do the hunting, gathering and fighting while women are
Challenge Rating: 1
in charge of domestic affairs. While the entire tribe will
Treasure: Standard instantly respond to a threat with overwhelming force,
Alignment: Usually Chaotic Neutral friendly guests are treated well.
Advancement: By Level Sample Motan: 1st Level Brujo
Level Adjustment: +0
Medium Humanoid

Motan Hit Dice: 1d8+1 (9hp)

Motans are a long-lived aboriginal race who live in Initiative: +1


hunter/gatherer groups in the deep desert. They are the Speed: 30’, Burrow 10’
only race that can use, or grant the use of, divine magic. Armor Class: 13 (+1 Dex, +2 Leather Armor)
Distrustful of high technology, they hate Geneticists and
their creatures as unnatural creations. A Motan stands 5’ Base Attack/Grapple: +0/+1
to 5½’ tall and weighs 100 to 130 lbs; coming of age at 40, Attack: Scimitar +1 melee (1d6+1/18-20x2)
they often live 400 to 450 years, They have dark skin, hair, or Shortbow +1 ranged (1d6/x3)
eyes and a covering of short, dark hair.. Wearing nothing Full Attack: Scimitar +1 melee (1d6+1/18-20x2)
but a loincloth, an adult Motan is covered in tattoos of or Shortbow +1 ranged (1d6/x3)
varying significance. A Motan speaks Common and Mo-
Space/Reach: 5’/5’
tan. Their favored classes are Brujo for males and Druid
for females; Monks and Rangers are also seen. The sample Special Attacks: Predator Form
presented here is of a 1st level Brujo. Special Qualities: Animal Empathy, Infusions, Ta-
Combat: Motans prefer a straightforward approach to boos, Spirit Tongue
combat. While they may use their bows to harass the en- Saves: Fort +3, Ref +1, Will +4
emy from cover, what they like best is to get up close and Abilities: Str 12, Dex 12, Con 13, Int 8, Wis
personal. A disconcerting habit they have is to advance on 15, Cha 8
an enemy from underground using their burrow ability
Skills: Climb +5, Handle Animal +5, Jump
instead of charging in the open. Whenever possible, they
+5, Knowledge: Nature +1, Ride
use a specialized ambush tactic involving burrowing un-
+5, Survival +10
der an enemy and then springing up out of the sand next
to them. If a tribe is threatened on their home ground, Feats: Track
every one of them can be counted on to fight to the death. Environment: Desert
Motan Traits: Organization: Tribe (30-80 +10% noncombatants,
• Medium humanoid; Base speed 30’, Burrow speed 1 3rd level sergeant per 5 adults,
10’. 5 5th level lieutenants, 3 7th level
captains, 1 12th level elder)
• –2 str, +2 wis, –2 cha.
Challenge Rating: 1
• +2 bonus on Handle Animal, Knowledge Nature,
Ride; +4 bonus on Survival. Treasure: Standard

• Animal Empathy: A Motan is able to make the Alignment: Always Neutral


equivalent of a Diplomacy check against an animal, us-
Wild West 2.0
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Advancement: By Class Religion: Unlive will keep whichever brand of religion
they had in life. Even a crazy Unlive would usually not
Level Adjustment: +0 renounce it’s faith.
Language: Unlive do not have a language of their
Unlive Type own; they retain and speak any languages they knew.
Unlive are the creations of science, not magic, and
Names: Unlive may keep their original names or
therefore have different traits then normal Undead. Those
change names to avoid being found out.
that have been created from scratch, using the Geneti-
cist’s Frankenstein Complex ability, are true Undead and Adventurers: If their friends and family are under-
follow the descriptions in the Monster Manual. Creatures standing, Unlive can be comfortable doing what they did
that have been brought back to life by a Geneticist’s True in life. This is rarely the case however, and adventuring
Undeath ability are the ones described here. provides a way to escape from persecution and unwanted
memories.
Personality: Some Unlive manage to retain their orig-
inal personalities in spite of the stigmas they face, usu- Racial Traits:
ally because they were able to hold onto something of An Unlive keeps all class levels and abilities, hit die
their previous lives. Quite a few of them over time though and surgical modifications from it’s previous existence.
develop a persecution complex and other socially related The process of resurrection is extremely traumatic how-
neurosis. Unless they manage to find some measure of ever; in addition to the normal level loss from death it
stability, Unlive generally suffer a nervous breakdown takes a –2 penalty to Cha from general feelings of insecu-
and go insane, seeking nothing but revenge on those who rity. All other Human racial traits are unchanged.
drove them to madness. An Unlive’s slower metabolism is a tradeoff. They
Physical Description: Unlive were always Human, receive a +2 bonus on Fort saves, a +2 resistance bonus
as no self-respecting Geneticist would waste time on a against poison and disease and they only require a third of
Garez and the process does not work on Motans or Au- the food, water and air needed by a normal Human. Any
tomatons. Unlive who try to exist in regular communi- surgical modifications done to them cost 1/3 less then
ties will normally disguise themselves, using makeup and normal. On the other hand, their natural healing rate is
surgery to appear like other Humans. Though their vital halved and any healing done to them, magical or other-
processes are not stopped completely like true Undead, wise, has only half the effect.
they are extremely slow and inefficient. Unlive seldom
live more then twenty years past their original death.
Relations: Being accepted in very few places, Un-
live lead an uncertain existence. Human’s acceptance of
variation does not include them; they risk ridicule and
indignities in towns and lynchings in the cities, although
they are valued as slaves because they need so little to
survive. Motans believe them an affront to nature and de-
stroy them on sight. Only Automatons and Garez hold
nothing against them. They might find sanctuary in small,
open minded frontier towns or traveling with small trad-
ing caravans. There are rumors of Unlive communities in
the desert, but they haven’t been investigated. Not sur-
prisingly, Rogues and Con Artists are the most successful
at surviving due to their talents for disguise.
Alignment: Stable Unlive at first keep the alignment
they were in life, although reactions to their new condi-
tion may change that very quickly. Those who have gone
insane are always chaotic evil.
Lands: Unlive can neither claim nor own lands of
their own. It is rare for an Unlive to be able to stay in
the same place from when he was alive. Adventuring or
traveling in general is usually far preferable to the scorn of
former loved ones, despite the inherent dangers.
Wild West 2.0
48
The Tri-County Territories some of the strangest and most dangerous creatures, man
and monster alike. The northern end of the valley which

“I t was a great place once, you know. Good, honest people eventually feeds out into the lowlands of Folsom County
worked the land they could find and brought riches for us are marked by dense forest and extremely unforgiving
back here, so our lives could be easier. I visited Fortune City mountains. It is the resource breadbasket of The Trinity
once as a child, about your age. Sad to think that beautiful and home to lumber and mining businesses. People here
place is now a den of such fiendish men.” are extremely territorial and with no major cities or roads,
except for the regional capital of Timber, any wrong step
“Going into the Sandsea? Take my advice, don’t go into the
could be your last. Timber is governed by the Redwood
Sandsea.”
Barons, a greedy and expansionist corporation at odds
Thousands of miles west from the factories, shipyards with the Mafioso. The wilderness is not necessarily owned
and apartments of the civilized world, in a large valley by any group of people, but rumors of an isolationist cult
encroached upon by endless deserts, rugged mountain named The Feyd, patrolling the extreme trails and can-
ranges and lush forests, lies what some of the toughest nibalizing outsiders, persist.
individuals who walk the earth call home. One of the last
truly lawless areas on the planet and the furthest away Del Lunes County
from any known civilization, the Tri-County Territories
The largest and least populated (by humans at least)
(commonly known as The Trinity) are largely unexplored
county of The Trinity, Del Lunes County is a desolate
and rife with abandoned mines, ancient ruins, tribal se-
wasteland surrounded and encompassed by deserts, salt
crets and more. The lifeblood of what could be called it’s
flats and the feared Omir Sandsea. With it’s only arable
economy lies in the large mob or gang-run husks of for-
land situated just opposite of Folsom County across Kru-
mer cities, the most infamous being the sinfully twisted
per Lake, most of Del Lunes’ inhabitants live in Mortoon,
resort of Fortune City.
the center of the slave trade for entire West. The majority
The Trinity denotes three separate counties, each with of the frontier consists of ever-shrinking native Motan
their own internal influences and micro-governments. reservations and the small dusty towns that go up in their
They are Folsom County, Kimball County and Del Lunes wake. The laws here are harsh, bordering on outrageous,
County. “Wars” between vying interests are common and and are firmly enforced by the Knights of Lunes and their
laws between each border can vary wildly. The apt adven- more covert branch, La Muerte Verde. The Knights tend
turer would best research their ultimate destination and to not allow newcomers and border crossing is a crime
the safest route to get there, lest they find themselves de- punishable by death without trial, so much of what lies
tained by “border patrol”. within is unknown. This excepts most of the research-
ers who come to the edge of the Omir Sandsea from the
Folsom County East, in order to not arouse nationalist attention. Locals
Folsom County encompasses the smallest amount of have reported sightings of unfathomably large worms
land, but contains the only working railroad and extends who dwell deep in the sand, though this is usually dis-
from the central oasis of Fortune City east towards the missed as just a tall tale.
Panhandle. It is the most populous county and is primar-
ily ruled by the Mafioso, though a strong Eastern Nation- The Boundaries
alist presence still persists. Folsom dominates the Water, It is not generally recommended to travel beyond The
Gambling and Manufacturing industries for The Trinity, Trinity, though there are stories of those who have suc-
though the majority of it’s work force are either tempo- cessfully done it and returned. Except returning to civi-
rary hired hands or slaves bought from the less lawful Del lization through neighboring Garfield Territory through
Lunes County. A lowland, Folsom County has no mining the Panhandle, every direction from The Trinity is an in-
sources and consists mainly of scrub wasteland with the hospitable place. It has been said that north of Kimball
only arable land being on the Panhandle. The only major County lies an endless chain of snow-topped mountains
water source left, Kruper Lake, is exploited to serve as with a gargantuan, ever-looming volcano at the highest
the main source of steam among the citizens here. People point. To the south of Del Lunes lies the Twilight Des-
new to The Trinity typically arrive here, and all too often ert, a wasteland of black sand under eternal moonlight.
are buried here as well. Motan tribals hail it as the Land of the Gods, where they
return to in death. To the west of Del Lunes is the en-
Kimball County thralling Omir Sandsea, a literal ocean of golden sand
The idyllic scenery of the northern Kimball County and water that churns endlessly. With a consistency of
should not be taken at face value; the county is home to quicksand, specialized boats are the only craft to have
Wild West 2.0
49

ferry transportation in the region; Oldtown, the decrepit


Map of the Tri-County Territories ruins of the early steam factories now occupied as tene-
ever had any success traversing it, though none have ever
ment housing by the most run down of criminals; The
returned. Atmospheric phenomena is commonly seen
Hill, the world-famous gated downtown home to dozens
during eclipses here.
of casinos, clubs and businesses; Coin-Op City, the aver-
age man’s playhouse complete with streets and streets of
Points of Interest shops, restaurants, strip clubs, slavers and opportunities;
Fortune City: The lawless self-proclaimed center of and finally Kruper Crest, the heavily patrolled industrial
Trinity Territories is also the largest city in the area by far, sector responsible for processing all of the goods from
with the most to offer adventurers of all walks of life. It is across the territory and it’s wholesaling at the Grand
an eclectic city, built out of the ruins of the old resort built Trinity Exchange.
60 years ago during better times, and therefore a jum- Large City Accommodations—Steam Power Available
bled mass of extravagance and steam-powered hodge-
podge. The city itself is broken up into the Trainyards, North Fortune: Not too far north from it’s sister city,
with Acquisition Station being the hub of all train and North Fortune is a port city primarily responsible for the
Wild West 2.0
50
shipping of lumber from Timber to Folsom County. It
is considerably smaller than Fortune City, but retains a
large work force imported from Mortoon during the tree-
pulling season. North Fortune is also home to the Folsom
County Resource Bureau (FCRB) a highly corrupt or-
ganization that ‘oversees’ the ‘fair exchange’ of goods and
services throughout the region. Most long-term residents
tend to be lower-middle class merchants or those too
poor to live in Fortune City, but too weak to brave it out
in Oldtown.
Medium City Accommodations—Limited Steam Power
Green Sands: Situated just on the edge of the Fol-
som Steppe lies Green Sands, an unassuming town often
overlooked as the last outpost before Fortune City. Green
Sands is home to the headquarters of many adventurer
guilds given it’s approximation to the largely untravelled
Folsom Steppe, as well as the Mafioso’s estates outside of
their Hill high-rises. Given this, the town is considered
the safest in the region, with the majority of the wealthy
denizens and extravagant shops located within. There is
an extensive tunnel system that once connected Green
Sands with Folunes and Delsom, among other spidering
caverns. It has been long since condemned.
Medium City Accommodations—Steam Power Available
Wild West 2.0
51
Alternate Map: The World of Mota

Map by Zippy Malone


Wild West 2.0
52
Further Resources: Recomended Viewing:
• Winchester ‘73: 1950; James Stewart, Shelly Winters
Recomended Reading: • High Noon: 1952; Gary Cooper, Grace Kelly, Lloyd
Bridges
• Revolt in the Desert; by T. E. Laurence; George H.
Doran Company 1926 • Shane: 1953; Alan Ladd, Jack Palance
• Dune: by Frank Herbert; Penguin Putnam Inc. 1965 • The Searchers: 1956; John Wayne, Natalie Wood, Jef-
frey Hunter
• The Dark Tower Series; by Stephen King; Grant,
Publisher, Inc. 1982-2004 • Rio Bravo: 1959; John Wayne, Dean Martin, Ricky
Nelson
• Girl Genius; by Phil and Kaja Foglio; Studio Foglio
LLC 2001-2012 • The Magnificent Seven: 1960; Yul Brynner, Steve Mc-
Queen, Charles Bronson, James Coburn
• Desert Punk; by Usune Masatoshi; Enterbrain Pub-
lishing 2004-2005 • The Man Who Shot Liberty Valance: 1962; James Stew-
art, John Wayne, Lee Marvin
• Wild Wild West: 1965; Robert Conrad, Ross Martin
• The Good, the Bad, and the Ugly: 1966; Clint Eastwood
• The Professionals: 1966; Lee Marvin, Burt Lancaster,
Robert Ryan
• Once Upon a Time in the West: 1968; Henry Fonda,
Claudia Cardinale, Charles Bronson
• Butch Cassidy and the Sundance Kid: 1969; Paul New-
man, Robert Redford
• The Wild Bunch: 1969: William Holden, Ernest Bor-
gnine
• Kung Fu: 1972; David Carradine
• The Outlaw Josey Wales: 1976; Clint Eastwood, Son-
dra Locke
• Unforgiven: 1992; Clint Eastwood, Jaimz Woolvet,
Gene Hackman, Richard Harris
• Tombstone: 1993; Kurt Russell, Val Kilmer, Bill Pax-
ton, Sam Elliott
• Wyatt Earp (Special Edition): 1994; Kevin Costner,
Gene Hackman, Dennis Quaid
• Wild Wild West: 1999; Will Smith, Kevin Kline
• 3:10 to Yuma: 2007; Christian Bale, Russell Crowe
• Appaloosa: 2008; Viggo Mortensen, Ed Harris, Jer-
emy Irons, Renee Zellweger
• True Grit: 2010; Hailee Steinfield, Jeff Bridges, Matt
Damon, Josh Brolin

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