Thursday, May 23, 2019

Dark Trails (and Space Cowboy!)

Image result for dark trails

If you're not already a backer, you should go right now and back the Dark Trails Kickstarter. Dave Baity is an amazing guy and a pillar of the DCC community. He's worked for years perfecting what will no doubt be an incredible book: you won't want to miss out on this game!
https://www.kickstarter.com/projects/2059365241/dark-trails-rpg

Inspired by Dark Trails, I've created a new Star Crawl class, the Space Cowboy! This is a gunslinger inspired by "space western" characters like Firefly's Captain Reynolds and Cowboy Bebop's Spike.

This is a first draft of the class, completely untested. I'll be playtesting it & will likely include a revised version in a future release. I'm eager to hear your thoughts if you try it out in your own games!
Space Cowboy Rule Sheet
Space Cowboy Character Sheet


Space Cowboy

Bounty hunters, duelists, and trackers: space cowboys ride the wild frontiers of space, surviving with guts & guns. Though valued by most crews for their combat prowess, they are just as likely to strike out on their own. When creating a space cowboy, high Agility and Luck statistics will be especially helpful.
Hit Points: Space cowboys gain 1d10 hit points at each level.
Quickdraw: Space cowboys are always ready for trouble and don’t hesitate to throw the first punch. They add their level to Initiative checks.
Trick Shot: Making their living at the end of a gun, space cowboys are the undisputed masters of firearms. The Trick Shot die should be rolled when a space cowboy makes a ranged attack. This result is added to all ranged attack and damage rolls this round (cumulative with any other bonuses).  Before making a ranged attack roll, a space cowboy may declare a Trick Shot. This can be a special maneuver specific to the situation such as shooting a gun out of the target’s hand, reflecting a photon beam off a mirror to hit the target in the back, or the “road agent spin” (flipping a gun being surrendered to make a surprise attack). If the Trick Shot die roll is 3 or higher and the modified attack roll is a success, the space cowboy pulls off the shot. If no special maneuver is attempted and the space cowboy gets a critical hit, add the Trick Shot die roll to the final result on the critical hit table.
True Grit: Space cowboys are just tougher than most other folks, able to survive situations that would lay most low. Any time a space cowboy spends a Luck point to modify a saving throw result, roll their Trick Shot die and add the result to the saving throw total. 
Tracking: A space cowboy gains +1 die type when attempting to track, follow, or otherwise find a target (typically resulting in a d24 for such checks).
Lone Wolf: The space cowboy is accustomed to fighting against the odds. In situations where foes might gain an advantage for attacking in numbers (such as flanking bonuses or pack fighting special abilities), they do not gain such benefits against the space cowboy.

  
Space Cowboy Level Advancement
Level
Attack
Crit Die/ Table
Action Dice
Ref
Fort
Will
Trick Shot Die
1
+1
1d10/II
1d20
+1
+1
+1
d3
2
+1
1d12/II
1d20
+1
+1
+1
d4
3
+2
1d14/II
1d20
+2
+2
+1
d4
4
+2
1d16/II
1d20
+2
+2
+2
d5
5
+3
1d16/II
1d20+1d14
+3
+3
+2
d6
6
+3
1d20/II
1d20+1d16
+3
+3
+2
d6
7
+3
1d20/II
1d20 (x2)
+4
+3
+3
d7
8
+4
1d24/II
1d20 (x2)
+4
+4
+3
d8
9
+4
1d24/II
1d20 (x2)
+5
+4
+3
d8
10
+5
1d30/II
1d20 (x2) +1d14
+6
+5
+4
d10