I enjoy applying the old school rules to other settings and time periods.
This and the Spaghetti Western are quickly becoming my two favorite nontraditional settings so far.
I am a big fan of the colonial time period between the French and Indian War up through the Revolutionary War. I love the trappings of muskets, the clothing, the exploration all of it. I am also a freak for horror and weird stories. Thus I picked up a copy of Colonial Gothic the RPG a while back (and all of it's supplements since, great stuff, great read). Loved the setting but not the rules set. So we ditched it for Savage Worlds and had a ball. Then I wanted to try it with the old familiar system of Basic D&D. Itchy to mess with my Swords and Wizardry and Labyrinth Lord stuff I did a writeup of PC classes as well as basic firearms. I am building the setting rules with the idea of historical and folkloric versions of witchcraft, alchemy, etc. Thre will be a Witch and Alchemist class later and magic will be slow to cast and center very much on charms, potions, sympathetic magic, poisons, etc. More to come.
Here's what we got so far:
Minister
Hit Die Type: 1d6 per level, gains 1 HP per level after 9th,
Advance As: Cleric
Attack: Cleric
Save As: Cleric
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Wisdom 13+
Class Abilities
Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.
Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.
The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.
The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit
Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once per day per every three levels. Thus a sixth level Minister can cast each spell twice per day.
The spells function as written in the base rule books.
Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.
Physician
Hit Die Type: 1d6 per level, gains 1 HP per level after 9th,
Advance As: Cleric
Attack: As Cleric
Save: As Cleric
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Intelligence 13+
Class Abilities
Diagnose
The Physician can make an Intelligence check with a -1 bonus equal to every three levels of Physician, to diagnose the illness of a patient. The DM can modify this with a penalty based on insidious or obsucure conditions. Once he finds out what hte problem is, he can then treat the problem.
Stabilization
A Physicianis can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below. Once the Physician has reached the patient, he must then make an Intelligence check with a -1 bonus equal to every three levels of Physician, and a -1 penalty for every hit point below 0. If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.
Healing
A Physician may heal 1d6 points of HP damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. If you only use 1d6 healing on a nasty 22 point wound and then later want to use another healing 1d6 on it you cannot. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once, or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects Hit Points.
Scout
Hit Die Type 1d6+1 per level, gains 2 HP per level after 9th,
Advance As: Fighter
Attack: As Fighter
Save: As Fighter
Armor Permitted: Any
Weapons Permitted Any
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Awareness
One of the most important abilities of the Scout is his sharp senses. Many a man in the wilderness has been saved by his sharp hearing or awareness that his surroundings has slightly changed. Scouts can hear noise on a 2 on a d6. They are also only surprised on a 1 on a 1d6.
Runner
The Scout often has to get overland quickly. Their movement rate increases by +1 for every three levels of Scout: movement 13 at third level, 14 at sixth level, 15 at ninth level, 16 at 12th level, 17 at 15th level, and 18 at 18th level.
Sneak
The Scout, by necessity, is adept at moving quietly and staying hidden. The base chance for success is 4 + level + Dex bonus on a d20. A first level Scout with a 13 Dex has a base chance of 6 in 20 to succeed. The same Scout at 10th level has a base chance of 15 in 20 to succeed. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, etc.
Track
Scout’s are also capable trackers, often employed as scouts for the military, hunters, or to track an outlaws trail. The base chance for success is 4 + level + Wis bonus on a d20. A first level Scout with a 13 Wis has a base chance of 6 in 20 to succeed. The same Scout at 10th level has a base chance of 15 in 20 to succeed. This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.
Soldier
Hit Die Type: 1d6+2 per level, gains 3 HP per level after 9th,
Advance As: Fighter
Attack: As Fighter
Save: As Fighter
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength 13+
Class Abilities
Weapon Expert
Trained in musketry and melee fighting, they gain a +1 to hit and +2 to damage with firearms and melee weapons.
Extra Attack:
At level 9 the Soldier gets an extra attack each round.
Weapons
Firearm Dmg Range Ammo
Pocket Pistol 2d6-1 5’ 1.
Flintlock Pistol 2d6 20’ 1
Horse Pistol 2d6+1 15’ 1
Musket 3d6 60' 1
Kentucky Rifle 3d6 70’ 1
Fowler Rifle * 30' 1 +2 to Hit first range increment
*4d6/3d6/1d6/1d6
Melee Weapons Dmg Range
Axe, Hatchet 1d6 10’
Axe, Tomahawk 1d6 10’
Axe, Wood 1d8 10’
Bayonet 1d6 -
Brass Knuckles 1d3 -
Club 1d4 10’
Club, War 1d6 10’
Knife 1d4 10’
Saber, Cavalry 1d8 -
Straight razor 1d3 -
Spear 1d6 20’
Whip 1d2 10’ to 15’ reach
Ranged Weapons Dmg Range Shots/rnd
Bow, Short 1d6 50’ 2
Posted the rules to my blog on this post:
http://theosrlibrary.blogspot.com/2012/ ... nd-ll.html
Any feedback or commentary would be greatly appreciated.
Oh, there's a first playlog up on my blog as well. Lot's of fun so far.