Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hard Six: The Devil's West

An adventure TTRPG about devilish gunslingers in a hellish West · By izzypetersart@gmail.com

Magic, spells, factions, and posses

A topic by izzypetersart@gmail.com created Jul 30, 2024 Views: 39 Replies: 1
Viewing posts 1 to 2
Developer(+1)

A hearty howdy to you all, gunslingers 

I've finalized how magic works, finally, and have written about 15 spells (so far). Gunslingers with a talent for witchery will be able to choose different effects for each spell depending how much time they want to spend casting it - just need a small advantage? Spend less time. Need to create a cataclysm? Spend more time. Incidentally, there will be three sources of magical power on the Range:

-Rust and Stone 

-Root and Ash

-Blood and Bone 

Each power requires special components to tap into, and each grants access to a different range of spells!

Factions

I recently finished working about the major factions gunslingers can ally or align with. The major powers on the Range are:

-The Range Confederation 

-The Iron Rail

-The Congregation of Ghosts 

-The Ranchers' League 

-The Syndicate

-The Lawless 

Each faction grants advantages if they're happy with you, and each can make DEADLY enemies.

I'll post a couple sample spells and faction benefits on Twitter (ugh, "X") soon, so make sure your following over there for more-regular Hard Six updates. 

Bonus! I made a playlist of some of the music I've been listening to while writing, give it a listen! https://open.spotify.com/playlist/00Fpzq9AG61fGrieeV6w3W?si=kRtwypN3QmqzYIT72K2V...

(+1)

I'm really interested in the difference between the three spell types and how that will play into the kinds of things each spellcaster can do