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Made in us
The Last Chancer Who Survived





Norristown, PA

And suddenly, a bonus figure is born!

   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

 BobtheInquisitor wrote:
Maybe he could be some sort of skinwalker or a mad scientist?


Maybe a scientist who was cursed by a tribal shaman after he exprimented on his people?

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Made in us
Fresh-Faced New User




Mesa, AZ

A scientist looking for 'The Coming Thing' Prof. John Wickwire, he is a sometime associate of bounty hunter Julius Bowler and US Marshall Brisco Campbell?




This message was edited 2 times. Last update was at 2013/02/03 08:46:17


 
   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

 Mr_Barista wrote:
A scientist looking for 'The Coming Thing' Prof. John Wickwire, he is a sometime associate of bounty hunter Julius Bowler and US Marshall Brisco Campbell?


I'd like to pledge my money for these now. Seriously.

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Made in us
The Last Chancer Who Survived





Norristown, PA

Well, we were already going to have Ashford Campbell the monster hunter, but he could have a brother brisco.. with the same chin.

   
Made in us
The Last Chancer Who Survived





Norristown, PA

Some new tweaks .. planning to have 4 main types of Skinwalkers in the main expansion. So, initially we'll have wolves, bears, birds and moth/insects. Werecrocs and Werebats will be a part of the following expansion, crocs living out in the swampy bayou and bats playing off of the bram stroker's dracula bat looking thing for the vampire theme. I think werebug sounds kinda silly, so I'll have to think up another name.. but here's what I have now

Wolf

The most common Skinwalker animal aspect, Werewolves are intelligent and cunning hunters. Tall, strong and vicious pack hunters, they often work together to bring down a foe. If you see only one Werewolf, chances are a whole pack is watching you from the shadows.

Werewolves have +1 Intellect, already added to their Attributes. Werewolves often hunt in packs, thus when attacking in melee combat, a werewolf gains +1 D6 to hit for each friendly model in its personal space.

An Alpha Werewolf also possesses the Throat Ripper Ability - this special attack gains +1D6 to hit and +1 Strengh. Targets taken out of action from this attack cannot be healed.

Bear

Incredibly territorial hunters, Werebears are renowned for their strength and ferocity. Their imposing size and thick hide make them a formidable foe, and have been known to crush their victims into a bloody pulp with power claw-like fists.

Werebears have +1 Strength, already added to their Attributes. They use their massive size and power to deliver crushing blows to their enemies, thus in melee combat, every roll of 6 to hit lowers the target's DP by 1.

An Alpha Werebear has the Bear Hug Ability - in melee combat, when his target makes a saving throw, each unsaved D6 will remove 1HP, instead of just losing 1 HP per attack. For example, if the Alpha Werebear rolled 3 successful hits, and his opponent only managed to save 1, he will lose 2 HP from the attack.

Birds

Dwelling in treetops and mountains, Werehawks often lead a solitary and independent existance, often living alone or in small packs. Though not capable of true flight like a normal bird, they are able to jump and glide, often attacking from above with talloned fingers that slash and tear their prey to bits.

Werebirds have +1 Stamina, already added to their Attributes. They swoop down on their prey, and if they enter melee combat after flying, they gain +1 MC for their first attack.

An Alpha Werebird has the Eye Gouge Ability - in melee combat he will attempt to slash or peck out the eyes of his prey. If a target is wounded from the attack but not out of action, it will lose 1 point of RC for the remainder of the game.

Insects

Portents of doom and chaos, a Werebugs bring death and despair wherever they go. Their thick, chitinous hide protects them from weaker blows, while their spiked, clawed hands can rip flesh from bones with ease.

Werebugs have +1 Quickness, already added to their Attributes. A Werebug is able to capture his victims in a cocoon, trapping in place. A cocooned target move or attack unless it breaks free on its activation, making a strength roll with a target # of 4.

An Alpha Werebug has the Dark Omen Ability - He is counted as 2 models for the purposes of outnumbering in morale and melee combat. Additionally, no human Gamblers or Gang Leaders may use lucky dice to an attack or save against an Alpha Weremoth.

* Though birds and bugs, may have wings, they cannot use them to fly unless they purchase the Flying Ability.


Also thinking about a puma or mountain lion werebeast.

Also planning out the miniatures for each set. Right now the Werewolf set will come with a werewolf alpha, and 2 lesser werewolves.. possibly have one look more like a coyote. And then a chupacabra and jackalope. Jackalopes will be bigger, dog sized critters.. imagining a mostly bald rabit shaped thing, with big horns and nasty pointed teeth, not a cut bunny with antlers So they will be henchmen level creatures.. I decided to keep things simple and remove the 25xp Varmints.

I basically want to have each starter set be 3 of the same werebeast, followed by 2 different familiars. Familiars can also be henchmen though if the something has the ability, so in that case they could be a recently turned person or something like that. And human gangs will be able to take animal familiars in place of a henchman too.

   
Made in us
Regular Dakkanaut






 Necros wrote:

Jackalopes will be bigger, dog sized critters.. imagining a mostly bald rabit shaped thing, with big horns and nasty pointed teeth, not a cut bunny with antlers So they will be henchmen level creatures..


Google "Shope papilloma virus." Some of those rabbits have giant, jagged bone spikes shooting out of their faces in all directions. It's quite disturbing.

-Solo Sam
   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

 Necros wrote:
...bats playing off of the bram stroker's dracula bat looking thing for the vampire theme.


As long as there's a vampire priestess wearing a large white snake around her neck, I'm sold.

I think werebug sounds kinda silly, so I'll have to think up another name.. but here's what I have now


You could go with entothrope (like lycanthrope).

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Made in us
[DCM]
Courageous Space Marine Captain





SoCal

Have you made any homage minis for the characters from Knights of Cydonia?

'Cause I would totally buy some.

   
Made in us
The Last Chancer Who Survived





Norristown, PA

At first I was thinking it would be best to have Skinwalkers be always in animal form forever, once you get the curse you're screwed. But lately I've been wondering if it might be better to allow models to turn into their were-animal whenever they want, Underworld style?

So, before, a skinwalker would just get a generic character card where they all use the same card and have the same stats, every werewolf is the same. But this would personalize things more .. Now a werewolf character would have a regular character model like any other cowboy in the game, then when you activate the model in the game you decide to turn into the wolf for your action instead of shooting or whatever, and swap the cowboy fig for the werewolf mini.

Then, instead of being like a separate faction, you could build any character to be able to become a were-something, basically adding XP cost the same way you would choose a weapon, and different animals grant a bonus skill in animal form, with a couple of attribute buffs. I'm thinking it would just be like +10 points. So a werewolf would get something like +1 MC & +1 Quickness and the Pack Hunter skill in wolf form.

Anyway, what do you guys think? Would it make things too complex or slow the game down with the extra math?

   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

I think that could be a workable option. And you could always play with just the were-form if you wanted to keep things simple.

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Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah that's what I was thinking too. Only thing is it would mean the Skinwalker starter set would have more models .. and cost more. It would be 8 models vs the usual 5. So in a werewolf starter set you'd have 3 werewolf characters, a chupacabra and jackalope. But then we could do support packs for other animal forms, still just 3 models. So you'd have a werebear + human form, and then 1 familiar, instead of 1 professional and 2 henchmen like normal humans.

There would still be supernatural familiars and regular ones. So only a supernatural gang leader could have supernatural familiars, but a normal gang leader could have mundane things like wolves or whatever. Same deal with monsters vs hired guns.


Automatically Appended Next Post:
One other thing though.. would it be better to have something like a werewolf starter set come with werewolves & critters? Or werewolves and human henchmen, fluffed up as folks who were recently tuned but can't transform yet?

Then we could sell the critters separately.. like a pack of 2 or 3 chupacabras, jackalopes, tremorworms, etc? They'd be a little wimpier than your average henchman, but you add them as a whole pack at once for 100xp the same way a human gang would add a hired gun.

This message was edited 1 time. Last update was at 2013/02/07 19:51:16


   
Made in us
Regular Dakkanaut






Then, instead of being like a separate faction, you could build any character to be able to become a were-something,


Cooooooooooooooooooooooooooooooool.



-Solo Sam

This message was edited 1 time. Last update was at 2013/02/07 20:48:43


 
   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

 Necros wrote:
Only thing is it would mean the Skinwalker starter set would have more models .. and cost more. It would be 8 models vs the usual 5.


Personally, I don't have a problem with that, but it might be worth putting up a poll to see what people think.

But then we could do support packs for other animal forms, still just 3 models. So you'd have a werebear + human form, and then 1 familiar, instead of 1 professional and 2 henchmen like normal humans.


That sounds great.

...but a normal gang leader could have mundane things like wolves or whatever.


That is something I would like to see in the non-weird version of the game. A Native American leader accompanied by a wolf or coyote would be very fun.

One other thing though.. would it be better to have something like a werewolf starter set come with werewolves & critters? Or werewolves and human henchmen, fluffed up as folks who were recently tuned but can't transform yet?


If critters are interchangeable between the different were-factions, it would be a good idea to keep them separate from the starters. The Hired Gun route seems to be the way to go here. That would allow the starter sets to either come with less models, or fill in the empty spaces with additional henchmen.

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Made in us
The Last Chancer Who Survived





Norristown, PA

OK, new update for the Skinwalker rules. Also removed Werebugs and replaced with Werecats. We'll get to the bugs eventually but since each animal form is essentially a new profession, and we're also adding Monster Hunters an Engineers, I wanted to keep it to 4 animal types for now. Can always add more later

Special Rules

Transformation - A Skinwalker may begin the game as a man or beast. He may change forms at will, as long as the animal is not consumed with Bloodlust, but this is a painful often time consuming process. Thus, to transform, a Skinwalker must give up his activation for the transformation to take hold, and then he may act as normal in the following game turn. All Skinwalkers gain +1 MC when they transform into their animal aspect.

Bloodlust - If a Skinwalker takes an enemy out of action in melee combat while in animal form, it will be overcome with Bloodlust and unable to transform back to his human form for the rest of the game.

Feral Attacks - In animal form, a Skinwalker's clawed hands are treated like two 1-handed melee weapons (meaning they may attack twice per activation), and in addition many of them possess special abilities which work the same as a human would use a weapon. A Skinwalker may not use human weapons in animal form, just tooth and claw, but many posess special attacks and abilities.

Supernatural - Supernatural creatures have special abilities and talents that normal animals do not possess. They have been cursed by dark forces, or simply walk closer to the spirit world than morals. All Supernatural creatures are immortal, they will never age or die of natural causes, but can be killed in a variety of ways. All Supernatural creatures are faster than mortal creatures and thus are always able to attack after running, with a +1 to their target number to hit, exactly like the human Run & Gun skill.

Animal Aspects - The types of Skinwalker animal aspects is as varied as the animal world itself. There are wolves, bears, birds, cats, bats, rats, bugs, lizards, and many more. Each animal aspect will grant attribute bonuses and special skills that a Skinwalker may use while in animal form. Essentially, a Skinwalker's animal aspect is treated like a character's profession in game terms.

Werewolves

The most common Skinwalker animal aspect, Werewolves are intelligent and cunning hunters. Tall, strong and vicious pack hunters, they often work together to bring down a foe. If you see only one Werewolf, chances are a whole pack is watching you from the shadows.

Werewolves gain +1 to Intellect, already added to their Character Card. Werewolves gain the Pack Hunter ability - when attacking in melee combat, a werewolf gains +1 D6 to hit for each friendly model in their personal space.

An Alpha Werewolf also possesses the Throat Ripper Ability - this is a special attack that gains +1D6 to hit and +1 Strengh. Targets taken out of action from this attack cannot be healed.

Wearbears

Incredibly territorial hunters, Werebears are renowned for their strength and ferocity. Their imposing size makes them a formidable foe, and have they been known to crush their victims into a bloody pulp with powerful bear-claw fists.

Werebears gain +1 Strength, already added to their Character Card. Werebears gain the Pummeling ability - in melee combat, every roll of 6 to hit lowers the target's DP by 1.

An Alpha Werebear also has the Bear Hug Ability - in melee combat, when his target makes a saving throw, each unsaved D6 will remove 1HP, instead of just losing 1 HP per attack. For example, if the Alpha Werebear rolled 3 successful hits, and his opponent only managed to save 1, he will lose 2 HP from the attack.

Werebirds

Often dwelling in treetops and mountains, Werebirds often lead a solitary and independent existance, often living alone or in small packs. Though not capable of true flight like a normal bird, they are able to jump and glide, often attacking from above with talloned fingers that slash and tear their prey to bits.

Werebirds gain +1 Stamina, already added to their Character Card. They have the Swoop ability - if they enter melee combat after flying, they gain +1 MC for their first attack.

An Alpha Werebird has the Eye Gouge ability - in melee combat he will attempt to slash or peck out the eyes of his prey. If a target is wounded from the attack but not out of action, it will lose 1 point of RC for the remainder of the game.

* Though werebirds may have wings, they cannot use them to fly unless they purchase the Flying Ability.

Werecats

One of the most cunning predators, werecats are known to stalk and ambush their victims often using bating tactics or trickery. They often inhabit mountainous areas, with razor-sharp retractible claws that help them to climb or slash with ease.

Werecats have +1 Quickness, already added to their Character Card. Werecats have the Sure Footed ability - They always land on their feet and may jump or fall any distance without being hurt. Additionally, they may also climb vertical walls, trees or rocks as if they are stairs.

An Alpha Werecat has the 9 Lives ability - If taken out of action, a werecat may immediately roll to heal itself, the same way a doctor would heal a fallen gang member. If successful, the cat will stand back up immediately. If the Alpha Werecat is taken out again, its target number to heal goes up by 1. If a healing roll is ever failed, it will stay down for the remainder of the game.

Beast Packs

You may choose an Alpha Skinwalker as your Gang Leader, and if an Alpha leads your gang is considered a Beast Pack. Like a human, the Alpha has a base of 100 XP along with attributes and skills to match. In his human form, he may have weapons just like any other human, and he will have 2 Supernatural Abilities that may only be used in animal form. An Alpha is also able to transform faster, his transformation process will replace his movement, allowing him to run or attack or perform any other action afterwards, in the same activation. Assitionally, if an Alpha is your leader, all other Skinwalkers in the Beast Pack will benefit from faster transformation as well.

Your Beast Packs also consist of other Skinwalkers, which have a base of 75 XP and a special skill based on their animal form, similar to human Professional skills, and they may use weapons and Supernatural Abilities just like your Alpha. A Skinwalker may have 1 Supernatural Ability.

The remainder of your gang will be made up of human henchmen. These are men and women who have recently been turned, and have joined the pack for protection and guideace. They have no Animal Affinity and are not Supernatural (yet).

Skinwalkers and Alpha Skinwalkers may join a human gang, they are treated just like a human Hired Gun, meaning you must have at least 5 models in your gang before you may add 1 any Skinwalker. Just as Skinwalkers can fight with humans, human Professionals and Gang Leaders may also join a beast pack and are also considered Hired Guns.

Monsters

There are many other strange and terrible monsters living out in the wilds, such as the Sasquach or Hodag. They may join Beast Packs to fight for food, or just for the thrill of the hunt. These are strong creatures, and like human Hired Guns, have a base of 100 XP, and you may have 1 Monster in your Pack for every 5 models. Also, like humans, a second Alpha Skinwalker can be counted as a Monster, however you must designate which Alpha will actually be leading your Beast Pack and be sure your opponent is aware. Monsters will only follow a Skinwalker Alpha, never a human gang leader.

Critters

There are also many small creatures that may join a Beast Pack, such as the Chupacabra or Cactus Cat. Though most are solitary, nocturnal hunters, the call of an Apha Beast is difficut for any wild or supernatural creature to ignore. Critters have a base of 50 XP and are considered henchmen for the purposes of gang and pack creation.

   
Made in us
Regular Dakkanaut






A couple of thoughts:

1) I really like the idea of having the shape-changing power being something that can be added to an existing gang or character, rather than being a faction all its own.

2) Werebear: Reduces target's DP by 1 for how long? A turn, or the whole game? (Sorry, I know the draft is still pretty early to be nitpicking and proofreading)

3) I also like the notion of taking a turn to change. From a strategic perspective, the shape-changing power basically gives a human the ability to switch between melee and shooting "modes." I can see where it would make the game more interesting for a player to have to choose the right time to stop (or hide) and switch "modes" depending on what the situation requires.

4) You've mentioned before that you intend the humans to be shooty and the monsters to be melee-focused. Do you prefer a game where each gang can have a balanced set of characters (for example, one shooty guy, one melee monster, one utilitarian guy)? Or are you going to try to keep some seperation between the factions? (As in, monsters only hang out with other monsters and can never really achieve a shooty team?) Can any random group of humans buy a jackalope or hire a Sasquatch? (I can see advantages both ways)

5) Do Skinwalkers hang out in mixed groups? For example, could I put both Werewolves and Werecats in the same gang? What are the implications for running a single-species gang with basically identical powers vs. a mixed gang that has more variety?

6) Can the Alpha Werecat be a Smilodon? That would be cool.

-Solo Sam
   
Made in nz
Parachuting Para-Commando




Auckland, New Zealand

solosam wrote:
6) Can the Alpha Werecat be a Smilodon? That would be cool.


I was thinking more werepumas from Central America.

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Made in us
Krazed Killa Kan






Columbus, Oh

 Necros wrote:
Well, we were already going to have Ashford Campbell the monster hunter, but he could have a brother brisco.. with the same chin.


I would totally purchase a Brother Blister.. package em togeather.. you know you want to do eeeet.

-P

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

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Made in us
The Last Chancer Who Survived





Norristown, PA

I figured it would be better to just treat a skinwalker like another profession, so Wilt Clancy won't turn into a weresnake one day, but there could be a weresomething fighting with the Clancy Gang one day.

There werebear's -DP is just for that attack.. so he attacks someone and then when they go to make their save they have -1DP, but if the target lives and someone shoots at him next, then he'll be back at his normal DP for that other attack.

And yeah the idea was you could have a shooty mode and a melee mode, but with the penalty that it takes a full turn to change between the two (except for Alphas) and also there's no Bounty Hunter or Gunslinger skinwalkers, you're basically just like a henchman with more xp when you're not in were-mode.

I definitely would like to see gangs with a lot of variety. There's no real reason not to mix werewolves and werecats, other than theme or fluff. One thing I was thinking though is maybe kind of like how human leaders share a skill with the rest of their gang, maybe an Alpha can share a stat bonus with others of his type. That's how I was going to handle the MC bonus at first, so a werewolf alpha would give +1 MC to all other werewolves, but not werebears. I figured it would be more fitting though if all skinwalkers got a MC bonus.

I was thinking the cats would be like pumas and mountain lions, but the alpha would be like a sabertooth just to make em look cool.

   
Made in us
Regular Dakkanaut






 Necros wrote:
I figured it would be better to just treat a skinwalker like another profession, so Wilt Clancy won't turn into a weresnake one day, but there could be a weresomething fighting with the Clancy Gang one day.

There werebear's -DP is just for that attack.. so he attacks someone and then when they go to make their save they have -1DP, but if the target lives and someone shoots at him next, then he'll be back at his normal DP for that other attack.

And yeah the idea was you could have a shooty mode and a melee mode, but with the penalty that it takes a full turn to change between the two (except for Alphas) and also there's no Bounty Hunter or Gunslinger skinwalkers, you're basically just like a henchman with more xp when you're not in were-mode.


I understand now. I was scratching my head at the thought of someone getting their Skinwalker abilities layered on top of their Leader or Professional abilities. It would be like when d20 came out an people joked about making Half-Dragon Vampire Were-badger Minotaur Barbarians. I still like the idea of letting an existing character acquire Skinwalker powers, but the more I think about it the more I realize it would make book keeping a nightmare and unbalance the characters.


I definitely would like to see gangs with a lot of variety. There's no real reason not to mix werewolves and werecats, other than theme or fluff. One thing I was thinking though is maybe kind of like how human leaders share a skill with the rest of their gang, maybe an Alpha can share a stat bonus with others of his type. That's how I was going to handle the MC bonus at first, so a werewolf alpha would give +1 MC to all other werewolves, but not werebears. I figured it would be more fitting though if all skinwalkers got a MC bonus.


My biggest concern was that keeping the entire gang limited to a single species would be kind of bland because they would all have the same power and be effectively locked into a single strategy.

I was thinking the cats would be like pumas and mountain lions, but the alpha would be like a sabertooth just to make em look cool.


Rock.

I am excited now.



This message was edited 2 times. Last update was at 2013/02/09 23:15:48


 
   
Made in us
Regular Dakkanaut






FWIW, I think forbidding the Skinwalkers from using human weapons would remove the opportunities for some really cool minis. I'd love to see a Were-Bear with an axe in each hand, or a cat wielding a sword, or even an owl with a bow:

[Thumb - Untitled.jpg]

   
Made in us
Regular Dakkanaut






Or Halle Berry as Bobcatwoman:
[Thumb - thCAYMLFPI.jpg]

   
Made in us
The Last Chancer Who Survived





Norristown, PA

It could be cool but I don't know if I want to give Skinwalkers weapons.. I wanted them to be more savagey, kinda like the lycans in Underworld. But we could probably have Alphas that carry around a big totemy staff kind of thing, more for looks than to use as a weapon. The special combat abilities are skinwalker weapons.

   
Made in us
The Last Chancer Who Survived





Norristown, PA

So, I'm reworking the campaign rules now, to include them in the expansion and have Skinwalkers added there too so they can earn XP, etc. I want gangs to be a little different and more powerful for campaigns since you'll be making everyone from scratch and not using pre-made characters.

First thing I'm thinking of doing is removing henchmen. Everyone can have a profession, but you don't get your profession skills until your base XP is past henchman levels (51+)? But the max XP for everyone is still 75, except the leader can go to 100. For skinwalkers, I figured they would gain XP as normal, you would just pick your animal the way you would pick your profession, but can't transform until you get to 51xp. Basically everyone is a henchman until they get their XP over 50. Or maybe make the limit 25 or 30 instead of 50, so it doesn't take forever for some to get there?

Hired guns would pretty much be removed as they're pre-made characters, but you can use the models to make a normal gang member. This is so that there's no gangs full of people in the 20's, hiring someone that's 100 XP throwing the balance way off.

You can also add monsters to your beast pack, they would also just start as 0 XP and don't get their special monster skills till 50xp, just like everyone else. But a monster will max at their standard XP on their card.. so a Sasquach is a big monster that can go to 100xp, but a chupacabra can only go up to 50.

For earning XP, going to change that to an XP pool that the whole gang earns.. so if 3 guys get 1 kill each, that's 3 XP for the pool. Then you can distribute XP however you want among the gang. This is mostly so that if a character is maxed, the XP he earns won't get wasted and he can use it to teach others. Experienced gangs can powerlevel their noobs

And another idea I had.. I guess this would have to be optional based on if you had the models.. but, if you're taken out of action by a skinwalker and you don't die there's a chance you'll become one. Maybe a stamina roll to resist it? Then you can pick the animal form you want to take and will lose your profession.

So that's where I'm at now. Any thoughts?

   
Made in us
Ollanius Pius - Savior of the Emperor






Right behind you.

 Necros wrote:
It could be cool but I don't know if I want to give Skinwalkers weapons.. I wanted them to be more savagey, kinda like the lycans in Underworld. But we could probably have Alphas that carry around a big totemy staff kind of thing, more for looks than to use as a weapon. The special combat abilities are skinwalker weapons.

I think that Skinwalkers carrying weapons could actually work to an extent.

Not to shanghai your vision or your game here Necros, but I think that having the more "intelligent" animals like Owls, Wolves, and Foxes as having access to the kind of traditional Native American weaponry could be one way to do it.

Imagine Wereowls/Werehawks with bows, Werewolves with tomahawks, and Werefoxes(is that even a term? I dunno...) with knives.
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah I was actually thinking about that more.. was thinking Primative Weapons would be a general ability you can choose, so if have that, you can pick from a new list of weapons.

So far I'm thinking it'll be spears, tomahawks, totem-staffs, blowpipes, slings and bows. And people would have access to those weapons too.

This message was edited 1 time. Last update was at 2013/02/12 22:07:08


   
Made in us
The Last Chancer Who Survived





Norristown, PA

So I'm backtracking now.. I did some play-against-myself tests the last couple of nights and the whole changing into a werewolf and back again seems off.. like it's just adding extra rules that could slow down the game. I'm starting to think now it might be better from a gameplay perspective to just have were-things always be were-things and revert back to just being an all beast faction vs humans.. no werewolves in human gangs, no humans in werewolf packs normally.. but bring back the old skill I had going where humans could have beasts & animals as pets/henchman, and Skinwalkers can have human henchman. You can have 1 for each normal member of your gang that has the skill, or 2 if the Alpha or Gang Leader has the skill.

So this would also mean the Skinwalker starter sets would have 5 models and not need extra figures for human forms, and thus be probably the same price as the human gang sets.

Then as we go on to other expansions, the vamps/undead would get their own whole faction, and Tommyknockers would get their own faction of gobliny underground type things. I'm just thinking it will make gameplay more streamlined and straight forward this way.

What do you guys think?



Automatically Appended Next Post:
Oh and, we can probably still do the primitive weapons for skinwalkers, I just meant no changing back and forth mid-game.. here's what I have for new weapons so far

Bolas - Level 1
Str: M
Thrown, Primitive
If target fails saving throw they will be unharmed, but unable to move or run on their next activation.

Bow - Level *
Str - M - Short Range: Mx2 - Long Range: Mx4
Primitive
A bow's range is determined by the users Strength, multipled by 2 for short range and 4 for long range. For example, at Str 3 your short range will be 6" and long range will be 12"
* As the Strength of the user can change the weapon's stats, the level for a Bow will be the same as the user's Strength Attribute.

LeMatt Pistol - Level 3
Str 3 - Short Range: 8" - Long Range: 15"
Repeater, Pistol

Smithfield Rotating Rifle - Level 4
Str 4 - Short Range: 5" - Long Range: 9"
Shotgun, Repeater, Complex

Lloyd Arms Repeating Long Range Rifle - Level 5
Str 4 - Short Range: 18" - Long Range: 30"
Longarm, Repeater, Complex

Hand Cannon - Level 6
Str 4 - Short Range: 8" - Long Rang: 15"
Shotgun, Explosive, Complex


Complex Weapons - Engineers tend to design overly complicated weapons and devices that only they know how to use properly. If a weapon is listed as Complex, it may only be fired normally by Enginners. Other professions may use them, but they will have a -1 RC or MC modifier depending on the type of weapon, and all dice need to roll a 6 to hit.

Primitive Weapons - These are more simple or traditional weapons, used by natives and Skinwalkers alike.

This message was edited 2 times. Last update was at 2013/02/15 18:18:57


   
Made in us
Regular Dakkanaut






SImpler is always better.

- Solo Sam
   
Made in us
Regular Dakkanaut






I was goofing around with photoshop today. I wanted to make a character who was a cross between Liam Neeson in "The Grey" and Wolverine. I figure he could be a professional werewolf hunter. I would totally buy this if it were a mini.

-Solo Sam
[Thumb - Untitled.jpg]

   
Made in us
[MOD]
Dankhold Troggoth






Shadeglass Maze

I don't know if this is a bit of the elephant in the room, but is it worth doing a weird west expansion with WWX kickstarted and coming later this year?

It seems like it might be better to stick to a pure wild west theme, instead, to differentiate a bit from that juggernaut... which is almost completely weird west.

If it were me, I feel like it might even be worth making a thread in here / stickying it addressing that issue. Heck, maybe people who pledged for WWX figures will even want to try out BWG! But I feel like it needs to be addressed somewhere (apologies if it is and I've missed it ) as that will be a question on people's minds looking at this game (how does it compare to WWX, why should they get into this game instead of that one?).

Personally, I think BWG actually appeals to me more, but that's because it's more realistic and less "silly". A gritty weird west feel might be able to keep that, but mostly I think it would "muddy the waters" and take away the rather stark differences that currently exist between BWG and WWX, which could make people want to pick up BWG instead.

Apologies if this is somewhat off-topic in this thread, but I think the weird west theme means that question is going to be asked, and better to do so now and have a good answer for it rather than later, especially if it affects what direction you take the game in with expansions, etc.
   
 
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