Shivering Eddy and his Sick Dog

(Based on real events)

Shivering Eddy gets his name from his huge drug problem, one that'll kill him in a low number of years. He's an unremarkable fellow, about 5'7", dirty clothes and a dirtier smile. A known boozer and smutmonger, the lights went out of his eyes years ago. He can be found, usually, in an alley way down by the docks trying to acquire scratch for his next fix.

But we're not here to talk about Eddy's troubles or the event that ended his successful mayorship and drove him to this life.

We're here to talk about his dog: Barphie

You see, Barphie is Eddy's only friend. A medium sized, feral looking mutt with wild eyes and a patchy coat, he's got a habit of eating just about anything, while lacking the ability to digest most of it. Eddy, being Eddy, has found a way of profiting off his dog's condition. He jokingly calls it pukeomancy, buts it's actually sortilege by way of canomancy. Not that he knows this. Or cares. For a modest fee, or a serving of beer, he'll read old Barphie's productions and give you a fortune. And people do pay him, mostly out of morbid curiosity, sometimes out of concern for the dog.

Surprise to no one, Eddy is full of shit.

Barphie, however, has never been wrong.

It may be a while since I've seen a dog. Or a horse hoof.

What ya got today, Barphie?
  1. An old ring, still worn on a finger - Fortune. Within the next 24 hours a minor sum of money (1d10 standard currency) will be found.
  2. Rat - Good Health. Any alcoholic drink consumed within the next 12 hours will restore one HP.
  3. A Two and a Half Foot Length of Chain - Imprisonment. You'll be wrongly accused of a crime within the next 24 hours.
  4. Horse Hoof - Luck. If the shoe is still on it (2-in-6 chance) you'll have good luck and will be able to adjust one single roll by 2 point. (Use by end of session) Else wise, you've back luck, and the GM is required to adjust a roll by 2 point against you.
  5. A Living, Unharmed, but Very Confused Bat - Love. The next reaction roll in response to you will be improved by one.
  6. Snake Skins. Yes, Plural - Paranoia. Your greatest enemy knows exactly where you are.
  7. An Old Book - Forgotten Knowledge. A secret will come to you within 24 hours. OR whenever the GM gets time.
  8. Key Ring - Insecurity. One of these keys will open the next lock you encounter. Not sure which one, but there sure are a lot of them. Takes twice as long as lock picking to try them all.
  9. A Child's Doll - Children. You will be kidnapped by an orphan gang next time you sleep.
  10. Teeth. A Lot of Them. They're Not His - Troubled Times Ahead. Chance of random encounters are increased by one tier for the next 12 hours.
  11. Clam Shells - Mysterious bounty. Give the next panhandler 100 money units, and they'll give you a most peculiar item in return. Maybe it's useful. Maybe it can be further traded.
  12. Prosthetic Leg - Hobbled. Your movement speed is reduced by half for the next 24 hours.
  13. Moths, Still Fluttering - Deception. Someone you're working with isn't who they say they are, and are likely to betray you.
  14. A Bag of Drugs - Breath. Saves against Gas attacks are made at a +2 bonus for 24 hours.
  15. Kepi - Vigilance. The next time the PC tries to do something shady, an officer of the law will appear to catch them in the act and question their actions.
  16. Flashlight or Torch Head (Still Smoldering) - Light. For the next 12 hours lights are twice as resilient against guttering checks.
  17. An Uncomfortable Amount of Seaweed - Grim Revelation. Your greatest secret will become known, and possibly soon, should you not take steps to further hide it.
  18. An Upper Class Lady's Carry, Hand Still Clutching - Sturdy. All equipment on your person has a temporary additional condition box for 24 hours.
  19. Fake Eye - Stealth. Your next attempt at an Ambush will be successful, if within 12 hours.
  20. A Still Lit and Very Active Explosive - Panic. You're next few rounds (1d4) are going to be violently busy.


Gunslinger and Preacher

Since I can't stay focused on one thing for any amount of time, here's more Weird West:


Starting Gear: Revolver (d6), Bandoleer, pack of chew
Starting Skills (1d3): 1 - Bounty Hunting, 2 - Law, 3 - Firearms

Gain +1 HP for every Gunslinger template you take

A. Notches
B. Fan the Hammer, attack +1
C. Call Out
D. Dead Eye, attack +1

Each time you attain a total of 10, 20, 30, and 50 kills with a weapon, you unlock a new ability with that weapon, chosen from the below. Note this defers from the Fighter's Notches in that it applies to a single weapon.
    * +1 Damage
    * Expanded Critical Range
    * Special Ability (talk to your GM)

Fan the Hammer
Once per session you can make a number of attacks in a single round equal to your templates

Call Out
This ability only works on creatures that can be offended and can understand you. If you challenge a creature outside of combat, they must make a Save Vs Charm to resist accepting your offer of a duel. Should they accept, conditions for time and place will be worked out, however weapons will be revolvers and the win condition will be not getting shot. Typically.

In combat, you can challenge one creature each turn by yelling at it (free action). They'll then Save vs Charm, attacking you if they fail.

<Sidebar: Duel Rules>
Both sides roll 1d20. Lowest roll wins, as this is a roll under system; loser instant drops to 0 HP with 1d6 lethal damage. If losing side is off by 10+, they instantly die. A tie between 1-10 means both parties have lost. I tie between 11-20 means both parties have missed, and the Duel is technically over. Whether the shooting is, is another matter. Gunslingers are able to spend a point of Conviction before the roll to adjust their's by 2.
</Duel Rules>

Dead Eye
Once per session, outside of a duel, you can fire a single shot and declare it to have hit, as if you rolled a one.

Note: The thought here is for a low magic setting, where such things are super rare and sinful. For something with a little more "oomph," might I suggest Chris Wilson's Convoker?

Starting Equipment: Bible, Bottle of Whiskey, Cassock
Starting Skills (1d3): 1 - Religion, 2 - Occult, 3 - Language

Gain + 1 Save vs Fear for every template taken.

A.  Fear No Evil, Calling the Flock
B.  The Power of Prayer
C.  Walk Through the Valley
D.  Miracle Worker

Fear No Evil
You speak the Good Word, and you believe it fully. This faith shields you from the wicked workings of witches. Their chances of working magic are reduced by 5% per template when turned against you

Calling the Flock
Charisma counts template higher for civilized reactions and Hench hiring

The Power of Prayer
Magic is sinful, praying ain't. You pray harder than most and it's more effective than usual. Roll 2D6 - times you used this today, then consort the list below:

10+ Works as Intended
7-9 Prayer is spoken, but choose one:
  • The Devil hates a show off. You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The man Jesus had days like these; of trial and doubt -- take -1 ongoing to cast a prayer until the next time you take communion.
  • The Lord helps those who help themselves, and this is your time to help yourself. You cannot cast the prayer again until you commune and have it granted to you.
<6 - The Lord works in mysterious ways, and this action is not within His plans.

  • Healing - Restore 1d4 health to target
  • Sanctify - Walking the circle of a campfire and reciting scripture, you force the unholy to make a Save in order to approach into the light
  • Revelation - In reflection and prayer, an insight is provided to the current situation
  • Blessing - Target's AC against unholy is 2 higher. Lasts a day. 
  • Anoint Weapon - A weapon you anoint in oil does an additional 1d4. Lasts until a 4 is rolled on this dice. 

Walk Through the Valley
By holding your bible aloft and reciting the Lord's Prayer, you force the Unholy to Save vs Holy. Those that fail retreat to a (Template) x 5ft radius around you as long as you only hold the bible high and pray aloud. Walking is okay too, though running is out.

Miracle Worker
Once, and ONLY once, you can work with the GM in order to perform a miracle.

Other Classes
Witch: Skerples' Witch, but Western themed.
The Gang: Skerples' Crew, but also Western themed.
Banker: Skerples' Pirate Financier, but, you know, Western themed.
Orphanarium Operator: Arnold's Rat Master, but with orphans


Eldritch Plains Drifter

Don't judge my inability to take a screenshot without hitting ALL the buttons

"Hey, you seen this funny picture about cowboys being wizards with wands casting the bullet spell?"

"Dang it, boy. Lemme finish this cyberpunk setting before I get distracted by a weird west setting."



I am bound by cruel and ancient pacts to make this:

Eldritch Plains Drifter

Starting Gear: Revolver, Pack of Cigarillos, Poncho
Starting Skill (1d3): 1 - Survival, 2 - Cattleman, 3 - Occult

A.  Hex'n, Summon Horse
B.  +1 Hex'n
C.  Good Smoke, +1 Hex'n
D.  Hunter, +1 Hex'n

You're one of the rare few who've learned a certain...tricks. It ain't witchery, exactly; that'd be a sin. Rather you're focusing your will for sustained, minor effects over reality in a somewhat arcane manner. I said it ain't witching! Ah, spit, whatever you want to call it, you can do a few 'em. While each one has a refresh time, you've hex "slots" equal to your number of Drifter templates, representing how many you can sustain at a time. See below for a list of Hexes. You get one per level, but they're also learnable in world, should you meet someone with the know'n.

Summon Horse
Every cowboy needs to dependable partner on their side, and there ain't no one more dependable than their horse. With a loud whistle you're able to summon your faithful companion, no matter where you left them last.

Good Smoke
Some men take to whiskey for their healing, you've taken to smoking. While smoking a cigarillo, or really any tobacco, you restore an additional 1d4. Takes about 30 minutes.

Pick a type of creature (undead, demons, witches, lycanthrope, etc; preferably ones that done you wrong in some way). You're now a dang nuisance to 'em. You do +2 damage to them, and have a 4-in-6 chance to detect them near, just by being close.

Listed here ain't the entirety, but they should offer you a good start. Anything with a casting time over 30 minutes is probably better done during downtime, but you do what ya gotta.

Bandito Bandanna
Time to Cast: 20 minutes
Through a minor ritual of adjusting your bandanna over your mouth, and changing your hat, and taking the mind frame of someone else, you can completely conceal your identity for a scene. Hex slot is filled for the rest of the day.

Dirty Dealing
Time to Cast: Instant
Through tricky finger work and shuffling, you're able to deal out cards to Template people in a manner you see fit (including yourself). Slot is taken for the rest of the day.

Time to Cast: 30 minutes
Water is a scarcity out here, and a good dowsing is a blessing. Given a y-shaped willow branch and some concentration you're able to find underground water. This hex'n can be adapted to locate other things (buried metals, oil, gravesights, etc) but it ain't a sure thing, about a 2-in-6 chance. Takes up a slot for the rest of the day.

Hand of Glory
Time to Cast: 6 hours
By rendering the fat of a hanged man into wax, and further a candle, you produce an item (a candle) which, when lit, will only show light for the holder. The holder will also be able to see ghosts with it, but they'll also be able to see the candle light, even when not lit. And, boy, do they ever hate it. Hex slot is taken up for as long as the candle exists in a usable fashion. Still subject to standard candle guttering rules.

Horse Brass
Time to Cast: 30 minutes
You take to polishing the ornament on your saddle, imbuing it with your will as you do. Reduces Witches' spells chances of working against the horse or rider by 10%. Stackable, but each usage requires a different ornament. Hex slot is in use until the effect is dismissed.

Imbue Pistol
Time to Cast: 1 hour
Perform a ritual to bless the shots in the revolver with power associated with time performed. Lasts until shots are removed from gun.
  • High Noon - Bullets burn vampires like sunlight
  • Midnight - Act like silver for werewolves
  • Dusk - All hits count as headshots against zombies
  • Dawn - Shots count as holy against them of demonic persuasion (Demons, witches, etc)
Hex slot is in use until the shots have been fully removed from the gun.

Reading the Signs
Time to Cast: Quite a while. Only usable in down time.
Effect: Stolen from here (edit: seems Mmmarques site is gone? And possibly full of malware?). Only the dead know true prophecy, but you've reckoned a way to glean a bit of their knowin'. Choose a method from the ways below, and gain a new one through rolling each time you take a template.

1. Abacomancy - Divination through dust or sand. If there's one damn thing we got out here, it's sand. Not just any sand'll do you, though. It'll need to be from an auspicious location: grave dirt, ashes of a burnt church, et cetera and so forth. Like I said, though, there's plenty of sand and dust out here. Use this too often and you'll start seeing signs in everything.
2. Asterimancy - Divination through stars. There's a big damn sky out here at night, just plum full of stars. And I reckon they seen their fair share of sights. Give 'em a read and they might take to offering what they've seen. Gander at them too long though, and something is likely to gander back.
3. Augury - Divination through the flight of birds. Circling buzzards foretell death; that's an easy one. Other birds got knownings to share, all's ya got to do is watch 'em. I wouldn't trust them dang owls, though.
4. Necromancy - Divination through dead. Sometimes you gotta go to the source itself. The dead ain't keen on giving up their secrets readily, though, so you'll have to be sweet on 'em. Find their skull, place 'em in a dark room, and offer up good whiskey and smoking tobacco. Sometimes they'll need the Good Word to coax 'em into talking. When they do, you'll get all of three questions answered out of them, before they return to their Reward.
5. Pyromancy - Divination through patterns in flames. Strike up a campfire, feed it right, and give it a watch. In time it'l give you it's mysteries. Old prairie coal ain't gonna suffice, though. It'll need old bones, or wood from a tree licked by lightning.
6. Tasseomancy - Divination through patterns in tea leaves or coffee grounds. Brew it up, serve it, leaving plenty enough for the grounds to settle in the cup. The stronger, the better. They say reading your own coffin varnish is bad luck, but what other dang fool you got to do it?

Take a single d6 and roll it when you go to perform your mancy. Add a +1 to your roll if you meet any of the following conditions:
  • You ain't in no rush or under duress.
  • You're unharmed and under no curses, supernatural effects, or other sort of witcher'n.
  • You've the appropriate tools needed for the divination. 
  • You've taken steps to "mystically attune" your mind. (He means peyote)

The following chart shows how exact of an answer should be given by the Referee.
1-2: Vague answers, cryptic, lots of symbols, nothing direct.
3-4: An answer requiring less interpretation, some explanation, familiar things and obvious clues.
5-6: Clear answer, obvious people or creatures, no real trickery, still somewhat encoded.
7+: Exact answer, no room for interpretation.

Every time you perform your divination, the maximum X-in-6 chance you have goes down. On your second try, any roll of 6 becomes 5. On your third try, any roll of 6 or 5 becomes 4, etc. Each reading takes a hex slot that don't refresh until the next down time. The maximum also resets at this time.

It's amazing what you can learn by enjoying a pot of black coffee brewed over a campfire in the grave yard at night.

Shoes of Greased Lightning
Time to Cast: 2 hours
In shoeing your horse with shoes engraved with scripture, you're able to double the speed of your horse, to no ill effect of the beast. Effect waits until activated by a trigger word, then lasts until the sun next crosses the horizon. Hex slot is taken up until the effects end.

Tracking Bullet
Time to Cast: 1 hour
You imbue a bullet with your will and, in doing so, you know exactly which direction this bullet is at all times; or until the sun crosses the horizon after it's been fired. It takes but a moment of concentration to conjure this information. Slot's in use until the bullet has been fired.