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Gareth Hanrahan

Credits Contents
D e v e l o pment and Layout Introduction 2
Richard Neale
Character Creation 9
Cover Art Vocations 30
Randy Nunley Skills and Feats 43
I n t e r i or Illustrations Outfitting 81
Jesus Barony, Eric Bergeron, Anthea Dilly, Marcio Rules of the West 98
Fiorito, Tony Parker, Danilo Moretti, Stacy Drum Shooting, Knife-fighting 118
& Rich Longmore
and Brawling
S t udio Manager Luck 147
Ian Barstow
Horses 151
P r o d uction Manager
Wildlife 156
Alexander Fennell
The Western Town 161
P laytesting
Just Plain Folk 168
Mark Gedak, Kent Little, Murry Perry, Patrick A.
Kossmann, Tammy Gedak, Mark Howe, Mark Native Americans 172
Sizer, Daniel Scothorne, Mark Billanie, Micheal Rogues Gallery 183
Young, Alan Moore, Daniel Haslam, Jamie Games Mastering 194
Godfrey, James Sparling, Shannon Sparling, Western Adventuring 210
Shannon Sparling, Jimi Braun, Jason Thornton,
Tables 221
Bill 'Urklore' Schwartz
Index 232
P r oof Reading
Character Sheet 237
Mark Quennel
Licence 240

OGL Wild West is 2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. OGL Wild West is
presented under the Open Game License. See page 240 for the text of this licence. With the exception of boxed story
text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and
the character advancement rules detailing the effects of applying experience, all text within OGL Wild West is declared
as open content. Printed in Canada.

1
INTRODUCTION
introduction

T
his is a game about the American West. following war includes the infamous battle of the Alamo.
Some of the book is about how it was, 1837: Following the imprisonment of their leaders, the
and some is about how it is remembered. Seminole nation is defeated.
It is up to the players and Games Master to find their own 1838: 18,000 Cherokee are driven from Georgia to the
version of the West, finding their own trail between truth lands west of the Mississippi. One in four die along the
and legend. If the players want a historically accurate game Trail of Tears.
where miles are miles, events occur as they truly did, and 1842: The Oregon trail, a route west from Independence,
death comes more often from disease than a bullet, then Missouri to Fort Vancouver, Washington is begun.
they will find the tools they need in this book. Alternatively, 1844: The telegraph is introduced to the United States.
if the players want a game inspired by movies and dime 1845: The concept of Manifest Destiny is invented it
novels, where the history is just a painted backdrop and is Gods will that the United States should rule North
heroes ride high in the saddle, then they too will find their America.
desires catered for within. 1846-1848: The United States clashes with Mexico over
Texas, which wishes to join the Union. Meanwhile, in
The characters may be counted among those who build California, the Bear Flag Revolt takes control of the region
America, who drove the railroad across the continent and from Mexico and gives it to the Americans. Mexicos
built the Western states. They may be soldiers who fight surrender includes concessions of land in California and
at the famous battles of the West, or adventurers who blaze Texas.
the trails through the wilderness. They can be statesmen 1849: Soon after the United States gains control of
or scoundrels, outlaws or lawmen, the quick or the dead. California, gold is found in the South Fork of the American
They will either become part of the legend, or die in some river. The news sparks a gold rush, and thousands move
godforsaken hot and dusty place and be forgotten. west to seek their fortune. They are referred to as 49ers.
1852: Wells, Fargo & Company stagecoach and banking
company formed.

A Timeline of
1858: Silver strikes in Nevada; gold strikes in Colorado.
1860-1865: The Civil War. The Union battles the
the West Confederates over states rights and abolition. Many troops
are pulled from the western forts, leading to a general
1803: President Thomas Jefferson completes the Louisiana period of lawlessness and chaos on the frontier.
Purchase, doubling the size of the country. The Lewis & 1865: President Abraham Lincoln is assassinated.
Clark expedition is sent out to explore the new reaches of 1866: The Sioux under Red Cloud ambush eighty soldiers
the United States. commanded by Captain Fetterman. The battle is known
1811: The first steamboat to travel the Mississippi, the as the Fetterman Massacre.
New Orleans, takes to the river. 1867: Alaska is purchased for seven million dollars.
1813: The Creek wars pit settler against native in 1867: Joseph McCoy runs the first great cattle drive.
Alabama. Instead of selling meat in the depressed southern markets,
1819: The United States purchases the Spanish territories he drives his herds north to the town of Abilene, where
in Florida after General Jackson conquers them. they are loaded onto the railroads and shipped to the rich
1822: First fur-trapping expeditions up the Missouri. slaughterhouses of Chicago.
1825: The Creek nation cedes its remaining territory to 1868: Colonel Armstrong leads the Seventh Cavalry on
the United States. an attack on the Cheyenne village of Washita.
1827: The Winnebago nation is defeated. 1869: The railroads from west and east meet, forming a
1828: The Cherokee cedes its lands in Arkansas Territory, single railroad that crosses the continent.
and migrate west of the Mississippi. 1872: Dodge City founded.
1832: All territory west of the Mississippi is declared by 1874: Gold is discovered in the sacred Black Hills in
Congress as Indian Territory. Montana, at the heart of Indian territory.
1836: The Republic of Texas secedes from Mexico. The

2
1875-1876: The Sioux fight a war to defend the Black The classic period of the West made famous by movies,
Hills from encroaching miners. The Seventh Cavalry books and legends was from the 1850s to the 1870s.
under Custer loses a battle to Sitting Bull and Crazy Horse Before the California gold rush, the West was relatively
at the Little Big Horn. Despite this victory, the Indians are thinly settled and unexplored. By the 1880s, railroads and
outnumbered and outgunned. They are attacked at winter barbed wire had tied down the frontier and ended the days
camps, starved out, and forced to surrender. of cattle drives and wild cattle towns.
1877: Chief Joseph of the Nez Perces tribe surrenders
after a thousand-mile fight against invaders, during which

The Wild West


he outmanoeuvres a superior force several times.
1881: Sitting Bull emerges from hiding and surrenders.
1881: The gunfight at the OK Corral.
1881: Billy the Kid is shot by Pat Garrett. and OGL Games
1882: Jesse James is shot dead. The basic system used in OGL Wild West is fundamentally
1886: Geronimo of the Apaches surrenders after a fifteen- identical to that used in the other Core books from
year war with the Union. Mongoose Publishing. The skills and feats are similar, as is
1887: The Great Blizzard in Montana causes the Great the combat and task resolution systems. If you are familiar
Die-Up, wiping out vast number of cattle. with other games using the same system, the rest of this
1889: The territory of what would become Oklahoma is chapter can be safely skipped.
given up, to be claimed as farmland.
1889-1890: The Ghost Dance religion, preached by the Characters and Dice
Paiute named Wovoka, claims that the land will soon be When a gang of bandits throw down on you, they may hit
restored to the Indians. It causes widespread unrest in the or they may miss wildly. In a movie, their success or failure
reservations. would be part of the script. In a roleplaying game, this is
1890: Sitting Bull is killed while being arrested. Chief Big determined by random chance based on the skill of the
Foot of the Sioux attempts to move his followers to avoid bandit in question. Since there is a variable involved, dice
military retribution. They are intercepted at Wounded become a necessary part of the roleplaying medium.
Knee Creek by the Seventh Cavalry, and almost half the
Sioux present are killed. When a person goes to a shooting range, the variance of
his shots is mostly based on their skills but can also be
influenced by luck, timing, and a thousand other factors.
These are summed up by rolling a d20 (that is, a 20 sided
States die) with a high number representing most of the factors
Joining The aligning in a favourable way and a low number meaning

Union
the opposite. Dice are used to determine success when
using your characters skills, when deciding how enduring
Arkansas: 1836 or intelligent he might be, and when you absolutely,
Michigan: 1837 positively need to put a bullet in someone and keep it
Florida: 1845 there.
Texas: 1845
On The Naming of Dice
Utah: 1846
Iowa: 1846
Wisconsin: 1849 Dice in roleplaying games go by a series of shorthand codes
California: 1850 that are very easily to learn but look confusing at first
Minnesota: 1858 glance. A four-sided die (the singular form of dice) is also
Oregon: 1859 called a d4. (The d stands for dice.) In this book, dice
Kansas: 1861 will be referred to by this code preceded by the number of
West Virginia: 1863 them needed for any given roll required by the rules.
Nevada: 1864
Colorado: 1876 For example, if a deranged miner Burke Talbot wants to
North Dakota: 1889 throw a bundle of dynamite at an approaching band of
South Dakota: 1889 lawmen, he would need to succeed at an attack roll and
Washington: 1889 his soon to be piecemeal victims would need to roll Reflex
Montana: 1889 saving throws on 1d20. (Do not despair; terminology like
Idaho: 1890 attack roll and Reflex saving throws will be explained soon.)
Wyoming: 1890 If this d20 check is successful, the investigators would only
Oklahoma: 1907 take half damage when the dynamite detonated.

3
The exploding dynamite might deal 10d6 points of Everything a character wishes to do, from waking up and
damage. The 10d6 means Talbots player would roll one putting on his socks to filling a band of miscreants full of
six-sided die, note the number, then roll it again nine more hot lead, is an action. Actions come in different types and
times and add the results to the first roll. Out of 10d6, a have different rules attached to them.
player can get a range of numbers from 10 (all ten dice roll
a 1) to 60 (every die rolls a 6). When multiple dice are Simple actions are things that do not require rolls
indicated by this shorthand code, the values of the rolls are except in the most adverse of conditions. Under normal
always added together. circumstances, a character is allowed to tie his shoes
introduction

without needing to make a die roll for success. If that


One last dice note concerned the idea of a d100, also called same character had just been run over by a stagecoach
a d%. This is also called a percentile roll in roleplaying after staggering out of a saloon blind drunk, it might be
parlance. To do this, roll a d10 twice. The first roll is for a different story. Whenever a character needs to make a
the tens digit; the second roll is for the ones digit. If you simple action, something they can normally do everyday
were to roll a 4 and then a 2, that generates the number with no special skill or talent required, the Games Master
42. When rolling a percentile, two 0s count as the number will generally simply declare success or, like in the example
100. Some dice sets have a special d10 with a two-digit just given, require a roll (also called a check) or simply
number (10, 20, 30 and so on) stamped on each of its declare failure.
faces to make this easier, but such dice are certainly not
necessary. Contested actions make up the largest part of the rule
mechanics for combat and skills in this book. Everything
Multipliers that a character does what might have a chance of
Certain modifications to dice rolls exist within the rules failing because of the actions of someone else, skills, or
that, instead of adding a set number or an addition abilities, the result is a contested roll. Contested checks
die or dice to a roll, multiply the result. These are never guaranteed and even the most masterful of
are listed as x2 or some other multiplication sharpshooters can miss his mark once
value. Multipliers apply to every numeric in a while. Saving throws, which are
modifier and the basic dice involved in the a special type of check made to see if
roll but not to additional dice added as a a character can escape the effects of
modifier to the roll. something adverse, are another kind
of contested roll.
Multipliers can stack but regardless of
their values, they stack in a specific way.
When a check or value has two or more
multipliers, the highest value multiplier
is kept and every addition multiplier
increases the first ones value by 1.

Actions
Once you have a
character and some dice,
you have all the tools you
need to begin playing. Rounds
of play usually consist of the
Games Master (the person
guiding the story and the
action of a game) asking
questions and describing
scenes and players
suggesting
actions their
characters wish to
take in response to
these descriptions.

4
The Core Mechanic Ability Scores
When in doubt about how to resolve any given Every character in a d20 game has six basic abilities. Each
action, keep this simple piece of advice in mind. Any one represents some aspect of that characters mental or
attempted action that has some chance of failure can physical prowess. In most cases, a character will have a
be handled by rolling a twenty-sided die (d20). To positive value of some kind in each of the six scores,
determine if a character, be it a player character or indicating some development (or lack thereof ) in that
one controlled by the Games Master, succeeds at a area.
task, do this:
Ability Modifiers
Roll a d20 Each ability, after changes made because of age or other
campaign factors, generally has a modifier ranging from 5
Add any relevant modifiers to +5. The Ability Modifiers table shows the modifier for
each score. Ability score modifiers can range higher than
Compare the result to a target number +5, but they cannot go lower than -5 because the status of
a creature or object changes when its ability scores drop to
If the result equals or exceeds the target number, the 0. See below for further details.
character succeeds. If the result is lower than the
target number, the character fails. The modifier is the number you apply to the die roll when
your character tries to do something related to that ability.
You also use the modifier with some numbers that are
A term used during contested rolls is DC, short for Difficulty not die rolls. A positive modifier is called a bonus, and a
Class. The DC of a contested check is the number a d20 negative modifier is called a penalty.
check, plus or minus modifiers, that a character must roll
or higher to succeed. A roll that is lower than the given Ability Modifiers
DC for an action fails. The d20 is the most common type Score Modifier
of die rolled during an average gaming session, making it
1 5
crucial to the system and the single most important die for
23 4
any player to own.
45 3
Astute players may have realised at this point that if 67 2
contested checks have to beat a listed DC and they are 89 1
all made using a single d20 then actions with a DC of 1011 0
21 are impossible. On the surface, this is correct, that is 1213 +1
where characters come in. Characters and the skills and 1415 +2
abilities they gain come with modifiers that are added to or 1617 +3
subtracted from certain kinds of checks. These modifiers 1819 +4
can theoretically make ay check possible, no matter how 2021 +5
high the DC might be. 2223 +6
2425 +7
Though it is often a convention with games running
2627 +8
the d20 rules to allow all rolls of 20 on a d20 to be an
automatic success, this is not always the case. By the same 2829 +9
token, a roll of 1 (called a natural 1 because it is the actual 3031 +10
result on the die roll, just as with a natural 20) is not an 3233 +11
automatic failure. Instances in the rules where a natural 1 3435 +12
or 20 indicate automatic success or failure will be clearly 3637 +13
marked in the text of the rules themselves. 3839 +14
4041 +15
4243 +16
4445 +17
Etc

5
The Abilities Constitution (CON)
Each ability partially describes your character and affects Constitution represents your characters health and
some of his actions. Abilities are not the sum total of a stamina. A Constitution bonus increases a characters hit
characters personality or capabilities, but they do provide points, so the ability is important for all classes.
the framework around which skills and d20 checks are
typically made, making them a very important part of the You apply your characters Constitution modifier to:
characters description.
Introduction

Each roll of a Hit Die (though a penalty can never


S t r e n g t h ( S T R) drop a result below 1 - that is, a character always
Strength measures your characters muscle and physical gains at least 1 hit point each time he advances in
power. Strength also limits the amount of equipment your level).
character can carry.
Fortitude saving throws, for resisting poison and
You apply your characters Strength modifier to: similar threats.

Melee attack rolls. Concentration checks. Concentration is a skill


that has Constitution as its key ability.
Damage rolls when using a melee weapon or a
thrown weapon (including a sling). (Exceptions: If a characters Constitution score changes enough to alter
Off-hand attacks receive only one-half the his Constitution modifier, the characters hit points also
characters Strength bonus, while two-handed increase or decrease accordingly.
attacks receive one and a half times the Strength
bonus. A Strength penalty, but not a bonus, applies Intelligence (INT)
to attacks made with a bow that is not a composite Intelligence determines how well your character learns and
bow.) reasons. It is important for any character who wants to
have a wide assortment of skills.
Climb, Jump, and Swim checks. These are the
skills that have Strength as their key ability. You apply your characters Intelligence modifier to:

Strength checks (for breaking down doors and the The number of skill points gained each level. (But
like). your character always gets at least 1 skill point per
level.)
D e x t e r i t y ( D EX)
Dexterity measures hand-eye coordination, agility, reflexes, Craft, Decipher Script, Disable Device, Forgery,
and balance. Knowledge, Repair and Search checks. These are
the skills that have Intelligence as their key ability.
You apply your characters Dexterity modifier to:
An animal has an Intelligence score of 1 or 2. A creature of
Ranged attack rolls; including those for attacks humanlike intelligence has a score of at least 3.
made with bows, pistols and rifles, and other
ranged weapons. Wisdom (WIS)
Wisdom describes a characters willpower, common sense,
Defence, provided that the character can react to perception, and intuition. While Intelligence represents
the attack. ones ability to analyse information, Wisdom represents
being in tune with and aware of ones surroundings. If you
Reflex saving throws, for avoiding explosions want your character to have acute senses, put a high score
and other attacks that you can escape by moving in Wisdom. Every creature has a Wisdom score.
quickly.
You apply your characters Wisdom modifier to:
Balance, Escape, Hide, Move Silently, Open Lock,
Ride, Sleight of Hand, Tumble, and Use Rope Will saving throws (for negating the effect of mind-
checks. These are the skills that have Dexterity as altering phenomena).
their key ability.

6
Listen, Profession, Sense Motive, Spot, Survival While any loss is debilitating, losing all points in an ability
and Treat Injury checks. These are the skills that score can be devastating.
have Wisdom as their key ability.
Strength 0 means that the character cannot move
Charisma (CHA) at all. He lies helpless on the ground.
Charisma measures a characters force of personality,
persuasiveness, personal magnetism, ability to lead and Dexterity 0 means that the character cannot move
physical attractiveness. This ability represents actual at all. He stands motionless, rigid, and helpless.
strength of personality, not merely how one is perceived
by others in a social setting. Every creature has a Charisma Constitution 0 means that the character is dead.
score.
Intelligence 0 means that the character cannot
You apply your characters Charisma modifier to: think and is unconscious in a coma-like stupor,
helpless.
Bluff, Diplomacy, Disguise, Gather Information,
Handle Animal, Intimidate, and Perform checks. Wisdom 0 means that the character is withdrawn
These are the skills that have Charisma as their key into a deep sleep filled with nightmares, helpless.
ability.
Charisma 0 means that the character is withdrawn
Checks that represent attempts to influence into a catatonic, coma-like stupor, helpless.
others.

When an ability score changes,


all attributes associated with
that score change accordingly.
Most of these changes are also
retroactive; a character receives
or loses additional hit points for
previous levels if an increase or
decrease in Constitution occurs.
One important exception to
this retroactive rule regards
Intelligence. A character does
not retroactively get additional
skill points for previous levels if
he increases his intelligence, nor
are skill points lost if Intelligence
is lowered for any reason.

Ability
Score Loss
Various attacks cause ability
score loss, either ability damage
or ability drain. Points lost to
ability damage return at the rate
of 1 point per day (or double that
if the character gets complete bed
rest) to each damaged ability, and
certain chemical or mechanical
effects offset ability damage as
well. Ability drain, however, is
permanent, though some effects
can restore even those lost ability
score points.

7
Keeping track of negative ability score points is never If a characters Constitution score drops, then he loses 1 hit
necessary. A characters ability score cannot drop below 0. point per Hit Die for every point by which his Constitution
Having a score of 0 in an ability is different from having no modifier drops. A hit point score cannot be reduced by
ability score whatsoever. Some effects and abilities impose Constitution damage or drain to less than 1 hit point per
an effective ability score reduction, which is different from Hit Die.
ability score loss. Any such reduction disappears at the
end of the effect or abilitys duration, and the ability score
immediately returns to its former value.
Introduction

He had been riding with Death with three days now, ever since leaving Dodge.

At first, hed put it down to pain from the bullet in his side. His shirt was matted with blood and tangled with the
punctured skin of his flank, and every breath send spikes of pain shooting through him. Still, hed been shot before.
This was different. Though the heat haze rising from the hot ground, he could see that pale horse and skeletal rider.

He had seen it dimly on the first day, but he had ignored it.

On the second day, he had seen Death clearly, riding along beside him. Deaths horse left no prints in the dirt.

And on the third day, hed started to talk to Death.

***

The posse left Dodge a day after Big Bob had been shot. Big Bob had not been a good man, or even a popular man, but
he deserved better than what he got. Dodge was a wild city in those days, and putting down Bobs killer like a rabid dog
was their version of a memorial. Bob had given his own eulogy with his last bullet, wounding his killer in the side.

They cut sign of the killer two miles outside Dodge, and tracked him for two days.

***

The way I figure it, he said to Death, is that youre a fast rider. I shot that fat man in Dodge in the face, and you
mustve been there to take him. But now youre here with me, so you must have rode hard to catch up. You dont need
to stick with me, cos you could come for me right quick when I die.

Youre waiting for something.

They rode in silence for a while, then he glanced over his shoulder. A cloud of dust was rising a few miles behind him.
He was being followed.

Me or them? he asked, but Death did not reply.

He took out his sidearm. One bullet for Bob was gone, but there were still four shots left in the chambers. His other
gun was fully loaded. The posse couldnt have more than six or seven men in it, surely.

He turned his horses head towards the dust cloud and spurred it forwards.

And he could swear that Death rode forward with him.

8
Character
Creation
C
reating a hero for OGL Wild West requires 1st to 3rd level characters are weak and inexperienced they
only a few minutes to assign ability scores, are either fairly young, or have never been challenged or
calculate skill ranks, pick abilities and so on. endangered before.
Before the player begins, though, he should take some time
to consider his characters concept and story and to consult 4th to 6th level characters are average, but competent they
with the Games Master and the other players to make sure have learned to cope with life on the frontier and have
the character works with those of everyone else. doubtless endured tragedy and hardship in their lives.

Co n c e p t 7th to 9th level characters have made a name for themselves.


They are tough and skilled enough to deal with almost
Who is the character? A grizzled veteran, or a greenhorn anything.
just off the train from the east? A cowboy or a soldier? Is
he looking to settle out here, or is he just looking to get 10th to 12th level characters are famous. Stories and rumours
rich on the frontier? Is he meaner than a rattlesnake, or flock around them like buzzards over a wounded buffalo.
an upright and God-fearing citizen of the Union? Young At this level, the character is one of the best, if not the best
or old? White or Black or Red or Yellow? What is his in the West at whatever he does.
name?
Above 12th level, the character is legendary. Such heroes
Talk with the Games Master about how tough and have inhuman degrees of speed and skill. Everyone has
experienced the character is supposed to be. If you are heard of them or fears them.
playing in a game with a 3rd level character, you are not
going to be the fastest gun in the West. You can aspire It is assumed that the characters will begin at 1st level, but
to that title, of course, and maybe even live long enough the Games Master is free to change this.
and gain enough levels to claim it. On the other hand,
if the game is using 10th level characters, then that fastest Give some thought to the characters background, although
gun line does not seem quite so out of place. As a rule of there is no need to lavish vast amounts of time and research
thumb: on this. Three or four lines is enough to for most characters
many people went West to leave their pasts behind, but a
little unfinished business can give the Games Master some
plot hooks to work with.
Character
Generation Make sure that your character has something to distinguish
himself from the other player characters. Having a gang
Checklist of taciturn nameless gunfighters is fine, as long as each one
has some little quirk or dark secret in his background to
Come up with a concept give him his own unique edge.

Ability Scores
Determine ability scores

Choose a character class Each character has six ability scores; Strength, Dexterity,
Constitution, Intelligence, Wisdom and Charisma.
Choose a vocation Beginning scores range from 3 to 18. There are three
methods to determine a characters ability scores the
Select skills and feats Games Master can either let the players pick their favourite
method or just specify which one is used in his game.
Finishing touches

9
U n f i n i s h e d B u s i ness
Character
Most people have left problems behind them. When Classes
Character Creation

creating a player character that is above 3rd level, the In the West, a man was expected to be able to turn his
player should roll 1d8 for every level after 3rd. If the hand to anything a man might start out trying to make
roll is less than the characters level, then the character his fortune by mining, then become an outlaw, then a
has some piece of Unfinished Business. The player castle rustler, then a rancher, then maybe even win the
should consult with the Games Master as to the nature respect of his neighbours and become a sheriff. It was a
of this business perhaps the character left the girl he time when determination and sheer grit counted for far
loved behind, or shot a man whose brother has sworn more than training. Therefore, while a character does have
revenge, or merely owes money to some gambler one or more careers (see below), he is really defined by his
back in Dodge. Roll once for each level after third, character class. This is basically shorthand for what sort of
as a character can have multiple pieces of Unfinished hero the character is.
Business.
There are six character classes

R a n d o m G e n e r a tion The Strong Hero


Roll 4d6 six times, dropping the lowest scoring dice from
each roll. Total each roll, then allocate each result to a The Fast Hero
particular ability score. For example, if you get a 4d6 roll
of 3, 3, 4 and 5, you drop one of the low threes, total the The Tough Hero
result (12) and assign it to one of your ability scores. If you
wanted to have a character of average agility and speed, The Smart Hero
then assign the 12 to his Dexterity score.
The Dedicated Hero

P l a n n e d G e n e r ation The Charismatic Hero


Instead of rolling dice, you may select the scores you want.
You have 25 points to spend on ability scores. Each score Each class has ten levels and beginning characters possess
starts at 8, and the costs to increase a score are given below. one level of one of them, usually determined by their best
You may also drop scores below 8, gaining one point ability score (but not always, as some characters choose a
for every ability point deducted. For example, taking a low score to augment with the capabilities of their chosen
Strength of 3 would give you another 5 points with which class). Players are free to choose any class for their first
to buy other abilities. You may not drop a score below 3 level and may make any choice for levels beyond 1st. See
without the approval of the Games Master. the rules for Multiclassed Characters at the end of this
chapter.
Planned Generation
Score Cost Score Cost Every class uses certain similar terminology. When reading
8 0 14 6 about the capabilities of each class, keep the following
9 1 15 8 terms in mind.
10 2 16 10
11 3 17 13 Hit Point Bonus
12 4 18 16 A characters hit points measure how much damage he can
13 5 sustain before dying. The characters initial hit points are
equal to his Constitution score, but at each level, he gets
S t a n d a r d S c o res
bonus hit points from his character class. His Constitution
modifier is applied to these bonus hit points after first
Finally, you may also just take a set package of ability scores level. So, at first level, a characters hit points are equal to
and assign them as you see fit. This standard package is 15, his Constitution score plus the bonus hit point value for his
14, 13, 12, 10 and 8. class, while at every other level, he gains hit points equal
to his Constitution modifier plus the bonus hit point value
for his class.

10
Class Skills representing the characters innate abilities (the ability
This section of a class description provides a list of class modifier), and a bonus representing the characters
skills and also gives the number of skill points the character experience and training. This third factor depends on the
starts with at 1st level and the number of skill points gained characters class and level. Each class table summarises the
each level thereafter. A characters Intelligence modifier is figures for this third factor.
applied to determine the total skill points gained each level
(but always at least 1 point per level, even for a character Base Attack Bonus
with an Intelligence penalty). Check the table for your characters class. On an attack
roll, apply the number from the Base Attack Bonus column
A 1st level character starts with 4 times the number of skill to the d20 die roll. Use the bonus that corresponds to the
points he receives upon attaining each level beyond 1st. characters level. Numbers after a slash indicate additional
The maximum ranks a character can have in a class skill is attacks at reduced bonuses: +12/+7/+2 means that a
the characters level +3. character of this level makes three attacks per round, with
a base attack bonus of +12 for the first attack, +7 for the
A character can also buy skills from other classes skill lists. second, and +2 for the third. Ability modifiers apply to all
Each skill point buys a half rank in these cross-class skills, these attacks.
and a character can only buy up to half the maximum
ranks of a class skill. When a characters base attack bonus reaches +6, he is
entitled to make an extra attack at a +1 base attack bonus.
Starting Feats However, if the characters attack bonus reaches +6 or
The feats gained at 1st level in the class. If a feat chosen at higher because of modifiers, the character does not get this
this time has a prerequisite, it must be met by the statistics, extra attack. A character only gets these extra attacks when
other feats, talents, and/or skills available to the character using a melee weapon or certain ranged weapons; the attack
at 1st level. rate with a firearm is dictated by the type of firearm.

Class Table
For example, a 6th-level Fast Hero has a base attack bonus
of +4. When using a pistol or other ranged weapon, he
This table details how a character improves as he attains adds his Dexterity modifier. Even if this increases his attack
higher levels in the class. It includes the following bonus to +6 or higher, he does not gain an additional attack.
information. For these purposes, only the base attack bonus counts. If
a character has more than one class, add the base attack
Level: The characters level in the class. bonuses for each class together to determine the characters
base attack bonus. (See the Multiclass Characters section
Base Attack Bonus: The characters base attack for an example.)
bonus and number of attacks.

Fort Save: The base save bonus for Fortitude saving Base Save Bonuses
throws. The characters Constitution modifier also Check the table for your characters class. It lists the base
applies. saving throw bonuses for the three types of saves: Fortitude,
Reflex, and Will. Use the bonuses that correspond to the
Ref Save: The base save bonus for Reflex saving characters level. If a character has more than one class,
throws. The characters Dexterity modifier also add the base save bonuses for each class to determine
applies. the characters base save bonuses. (See the Multiclass
Characters section for an example.)
Will Save: The base save bonus for Will saving
throws. The characters Wisdom modifier also Defence
applies. Check the table for your characters class. It lists the base
defence bonus for your class. This number is added onto
Class Features: Level-dependent class features, your Dexterity modifier and other values to calculate your
each explained in the section that follows. Defence Value. (See Combat, page XX.) Use the bonus
that corresponds to the characters level. If a character has
Class and Level more than one class, add the base defence for each class to

Bonuses
determine the characters base defence. (See the Multiclass
Characters section for an example.)
An attack roll or a saving throw is a combination of three
numbers, each representing a different factor: a random
element (the number you roll on the d20), a number

11
Level Dependant Benefits Ability Increases: This column indicates the levels
Cross-Class at which a character gains ability score increases.
Character Class Skill Skill Max Ability Upon attaining 4th, 8th, 12th, 16th and 20th level,
Character Creation

Level Max Ranks Ranks Feats Increases a character increases one of his ability scores
1st 4 2 1st, 2nd - by 1 point. The player chooses which ability
score to improve. The ability improvement is
2nd 5 2.5 - -
permanent. For multiclass characters, career
3rd 6 3 3rd -
talents, feats and ability score increases are
4th 7 3.5 - 1st gained according to character level, not class
5th 8 4 - - level. Thus, a 3rd level Charismatic Hero/1st
6th 9 4.5 4th - level Strong Hero is a 4th level character and
7th 10 5 - - eligible for her first ability score boost.
8th 11 5.5 - 2nd
9th 12 6 5th - For example, a Charismatic Hero with a
10t 13 6.5 - - starting Charisma of 16 intending to trade with
11th 14 7 - - the Indians might improve to Charisma 17 at
12th 15 7.5 6th 3rd 4th level. At 8th level, the same character might
13th 16 8 - - improve Charisma again (from 17 to 18) as this
would increase his ability modifier for Charisma
14th 17 8.5 - -
to +4. This will occur even if the Charismatic
15th 18 9 7th -
Hero has been moonlighting between 4th and
16th 19 9.5 - 4th 8th level and is a 6th level Charismatic/2nd level
17th 20 10 - - Smart Hero.
18th 21 10.5 8th -
19th 22 11 - -

Class
20th 23 11.5 - 5th

In addition to attack bonuses and saving throw bonuses,


Features
This entry details special characteristics of the class,
all characters gain other benefits from advancing in level.
including bonus feats and unique talents that are gained as
The Level Dependant Benefits table summarises these
a character attains higher levels in the class.
additional benefits.

Class Skill Max Ranks: The maximum number of ranks a Talents


character can have in a class skill is equal to his character Every basic class offers a selection of talents to choose
level +3. A class skill is a skill associated with a particular from. A character may also select talents from his vocation.
class. Class skills are listed in each class description in this A character gains a talent upon attaining each odd-
chapter. numbered level in a class (including 1st level). Talents are
considered to be extraordinary abilities. Some talents have
Cross-Class Skill Max Ranks: For cross-class skills (skills prerequisites that must be met before a character can select
not associated with a characters class), the maximum them. Characters may use available feat selections to take
number of ranks is one-half the maximum for a class skill. talents they qualify for, but only in the same character class
Maxing out a cross-class skill costs the same amount of as the one they just advanced in to get the feat in the first
points as buying the maximum rank in a class skill. (For place or in their current vocation. Level prerequisites listed
example, at 1st level, a character can pay 4 points for 4 for talents refer to the characters total level as opposed to
ranks in a class skill, or spend the same 4 points for 2 ranks specific levels in the class associated with the talent unless
in a cross-class skill.) The half ranks (.5) indicated on the otherwise specified. As with all skill prerequisites, any
table do not improve skill checks; they simply represent number listed with a skill is the number of true ranks before
partial purchase of the next skill rank and indicate that the any statistic or other modifiers.
character is training to improve that skill.
Bonus Feats
Feats: This column indicates the levels at which a character Every basic class offers a selection of bonus feats to choose
gains feats (two at 1st level, one more at 3rd level, and one from. A character gains a bonus feat upon attaining each
more at every 3rd level thereafter). See the Feats Chapter third level, i.e. at 3rd, 6th, 9th, 12th, 15th and 18th level. These
for feat descriptions. bonus feats are not dependent on which class the character
has progressed in; they are given whenever the characters
total level reached the specified value. Some feats have

12
prerequisites that must be met before a character can select Extreme Effort: The effort requires a full-round
them. Bonus feats given from occupations, character action and provides a +2 bonus on the check.
classes, and the two chosen at first level count towards
these prerequisites normally. Improved Extreme Effort: The effort requires
a full-round action and provides a +2 bonus that
stacks with the bonus provided by extreme effort

The St r o n g H e r o
(+4 total).
o Prerequisite: Extreme effort.
This is the brawler and the farmhand, the strongman who
is as dangerous with his bare hands than he is with a gun. Advanced Extreme Effort: The effort requires
This is the man you want on your side in a fistfight or on a a full-round action and provides a +2 bonus that
railroad work-gang - strong as an ox and almost as big. stacks with the bonuses provided by extreme effort
and improved extreme effort (+6 total).
Ability: Strength o Prerequisites: Extreme effort, improved
extreme effort.
Hit Point Bonus: +2

Class Skills: The Strong Heros class skills (and the key
ability for each skill) are: Climb (Str), Craft (any except
chemical and writing) (Int), Demolitions (Int),
Handle Animal (Cha), Jump (Str), Knowledge
(streetwise, tactics) (Int), Profession (Wis),
Ride (Dex), Repair (Int) and Use Rope
(Dex).

Skill Points at 1st Level: (3 + Int modifier)


x4

Skill Points at Each Additional Level: 3 + Int


modifier

Starting Feats
In addition to the two feats all characters get at
1st level, a Strong hero begins play with the Simple
Weapons Proficiency feat.

Class Features
The following are class features of the Strong Hero.

Talents
At 1st, 3rd, 5th, 7th and 9th level, the Strong Hero selects a
talent from the following talent trees or from his vocation.
Some trees have a set order that must be followed, while
others provide a list to choose from. As long as the hero
qualifies, he can select freely from any and all talent trees.
No talent can be selected more than once unless expressly
indicated.

Extreme Effort
T a l en t T r e e
A Strong Hero can push himself to make an
extreme effort. The effort must relate either
to a Strength check or a Strength-based skill
check. You must decide to use this ability
before making the check.

13
The Strong Hero
Base
Character Creation

Class Attack Fort Ref Will Class


Level Bonus Save Save Save Defence Features
1st +1 +1 +0 +0 +1 Talent
2nd +2 +2 +0 +0 +2 Bonus Feat
3rd +3 +2 +1 +1 +2 Talent
4th +4 +2 +1 +1 +3 Bonus Feat
5th +5 +3 +1 +1 +3 Talent
6th +6/+1 +3 +2 +2 +3 Bonus Feat
7th +7/+2 +4 +2 +2 +4 Talent
8th +8/+3 +4 +2 +2 +4 Bonus Feat
9th +9/+4 +4 +3 +3 +4 Talent
10th +10/+5 +5 +3 +3 +5 Bonus Feat

I g n o r e H a r d n ess Bonus Feats


Talent Tree At 2nd, 4th, 6th, 8th and 10th level, the Strong Hero gains
a bonus feat. This feat must be selected from the following
The Strong Hero has an innate talent for finding weaknesses
list, and the Strong Hero must meet any prerequisites.
in objects. This allows a Strong Hero to ignore some of an
objects hardness when making a melee attack to break it.
Animal Affinity, Blind Fight, Builder, Brawler, Crafter,
Cleaver, Endurance, Great Cleave, Great Fortitude, Greater
Ignore Hardness: The Strong Hero ignores 2
Weapon Focus, Martial Weapons Proficiency, Martial
point of an objects hardness.
Longarms Proficiency, Improved Bull Rush, Improvised
Weapon Proficiency, Literacy, Martial Arts, Power Attack,
Improved Ignore Hardness: The Strong Hero
Run, Simple Weapons Proficiency, Simple Sidearms
ignores 2 additional points of an objects hardness
Proficiency, Simple Longarms Proficiency, Spirited
(for a total of 4).
Charge, Trample, Weapon Focus, Weapon Specialisation,
o Prerequisite: Ignore hardness.
Whirlwind Attack.
Advanced Ignore Hardness: The Strong Hero
ignores 2 additional points of an objects hardness
(for a total of 6).
o Prerequisites: Ignore hardness, improved
T h e F a s t H e ro
The Fast Hero relies on his nerves and his speed he has
ignore hardness. whip-fast reactions and is usually an excellent shot. He
may not have the savvy to stay out of trouble, but he can
M e l e e S m a s h T a lent usually dodge the consequences when they come. The Fast
Tree Hero is also a fine rider, and possibly something of a thief.
The Strong Hero has an innate talent that increases melee
Ability: Dexterity
or brawling damage.
Hit Point Bonus: +1
Melee Smash: The Strong Hero receives a +1
bonus on melee or brawling damage.
Class Skills: The Fast Heros class skills (and the key ability
for each skill) are: Balance (Dex), Craft (mechanical) (Int),
Improved Melee Smash: The Strong Hero
Drive (Dex), Escape Artist (Dex), Handle Animal (Cha),
receives an additional +1 bonus on melee or
Hide (Dex), Knowledge (current events, streetwise) (Int),
brawling damage (+2 total).
Move Silently (Dex), Profession (Wis), Ride (Dex), Sleight
o Prerequisite: Melee smash.
of Hand (Dex), Tumble (Dex) and Use Rope (Dex). Also,
the starting occupation the character selects can provide
Advanced Melee Smash: The Strong Hero
additional class skills to choose from.
receives an additional +1 bonus on melee or
brawling damage (+3 total).
Skill Points at 1st Level: (5 + Int modifier) x4.
o Prerequisites: Melee smash, improved
melee smash.
Skill Points at Each Additional Level: 5 + Int modifier.

14
The Fast Hero
Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +0 +1 +0 +3 Talent
2nd +1 +0 +2 +0 +4 Bonus feat
3rd +2 +1 +2 +1 +4 Talent
4th +3 +1 +2 +1 +5 Bonus feat
5th +3 +1 +3 +1 +5 Talent
6th +4 +2 +3 +2 +6 Bonus feat
7th +5 +2 +4 +2 +6 Talent
8th +6/+1 +2 +4 +2 +7 Bonus feat
9th +6/+1 +3 +4 +3 +7 Talent
10th +7/+2 +3 +5 +3 +8 Bonus feat

Starting Feats
In addition to the two feats all characters receive at 1st
level, a Fast Hero begins play with the Simple Sidearms
Proficiency feat.

Class Features
All of the following are class features of the Fast
Hero.

Talents
At 1st, 3rd, 5th, 7th and 9th level, the Fast Hero selects
a talent from the following talent
trees or from his vocation. Some
trees have a set order that must be
followed, while others provide a list
to choose from. As long as the hero
qualifies, he can select freely from
any and all talent trees. No talent can
be selected more than once unless
expressly indicated.

Defensive
Talent Tree
The Fast Hero gains the ability to improve
his innate defensive talents as the hero attains
new levels.

Evasion: If the Fast hero is exposed to


any effect that normally allows a character
to attempt a Reflex saving throw for half
damage, the Fast Hero suffers no
damage if he makes a successful
saving throw. Evasion can only be
used when wearing light armour or
no armour.

Uncanny Dodge: The Fast Hero retains


his Dexterity bonus to Defence regardless

15
of being caught flat-footed or struck by a hidden Advanced Two-Weapon Fighting, Agile Riposte, Alertness,
attacker. (The hero still loses his Dexterity bonus to Blind Fight, Combat Reflexes, Dodge, Elusive Target, Fan,
Defence if the hero is immobilised.) The character Improved Aim, Improved Disarm, Improved Initiative,
Character Creation

does not gain his Reflex bonus when caught Improved Trip, Improved Two-Weapon Fighting,
flatfooted and attacked with a ranged weapon. Lighting Reflexes, Literacy, Martial Arts, Martial Weapons
o Prerequisite: Evasion. Proficiency, Mobility, Mounted Fire, Moving Shot,
Nimble, Point Blank Shot, Precise Shot, Quick Reload,
All-Around Awareness: The Fast Hero can Ride-by Attack, Run, Simple Weapons Proficiency, Simple
no longer be flanked; the character can react to Sidearms Proficiency, Simple Longarms Proficiency, Shot
opponents on opposite sides of himself as easily as on the Run, Skip Shot, Spring Attack, Stealthy, Vehicle
he can react to a single attacker. Dodge, Weapon Finesse.
o Prerequisites: Evasion, Uncanny Dodge.

T h e T o u g h H e ro
Defensive Roll: The Fast Hero can roll with a
potentially lethal attack to take less damage from
it. When the Fast Hero would be reduced to 0 The Tough Hero has grit he keeps going no matter
hit points or less by damage in combat (from a what, forcing his way through the blood haze of a wound,
ranged or melee attack), the Fast Hero can attempt through sandstorm and desert, through whatever the world
to roll with the damage. A Fast Hero spends 1 throws at him. He can take more punishment that a man
luck point to use this talent. Once the point is should be able to bear, and still keep standing.
spent, the hero makes a Reflex saving throw (DC =
damage dealt). If the save succeeds, he takes only Ability: Constitution
half damage. The Fast Hero must be able to react
to the attack to execute a defensive roll - if the hero Hit Point Bonus: +3
is immobilised, he cannot use this talent. Since
this effect would not normally allow a character to Class Skills: The Tough Heros class skills (and the key
make a Reflex save for half damage, the Fast Heros ability for each skill) are: Climb (Str), Concentration
evasion talent does not apply to the defensive roll. (Con), Craft (mechanical, structural) (Int), Drive (Dex),
o Prerequisites: Evasion, uncanny dodge. Handle Animal (Cha), Intimidate (Cha), Knowledge
(current events, streetwise) (Int), Profession (Wis), Ride
I n c r e a s e d S p eed
(Dex), Spot (Wis) and Survival (Wis). Also, the starting
occupation the character selects can provide additional
Talent Tree class skills to choose from.
The Fast Hero can increase his natural base speed.
Skill Points at 1st Level: (3 + Int modifier) x4.
Increased Speed: The Fast Heros base speed
increases by 5 feet. Skill Points at Each Additional Level: 3 + Int modifier.

Improved Increased Speed: The Fast Heros base Starting Feats


speed increases by 5 feet. This talent stacks with In addition to the two feats all characters get at 1st level,
increased speed (10 feet total). a Tough Hero begins play with the Improvised Weapons
o Prerequisite: Increased speed. Proficiency feat.

Class Features
Advanced Increased Speed: The Fast Heros base
speed increases by 5 feet. This talent stacks with
increased speed and improved increased speed (15 All of the following are class features of the Tough Hero.
feet total).
o Prerequisites: Increased speed, improved Talents
increased speed. At 1st, 3rd, 5th, 7th and 9th level, the Tough Hero selects a
talent from the following talent trees. Some trees have
Bonus Feats a set order that must be followed, while others provide a
At 2nd, 4th, 6th, 8th and 10th level, the Fast Hero gains a list to choose from. As long as the hero qualifies, he can
bonus feat. This feat must be selected from the following select freely from any and all talent trees. No talent can be
list, and the Fast Hero must meet any prerequisites. selected more than once unless expressly indicated.

16
The Tough Hero
Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +1 +0 +0 +1 Talent
2nd +1 +2 +0 +0 +2 Bonus feat
3rd +2 +2 +1 +1 +2 Talent
4th +3 +2 +1 +1 +3 Bonus feat
5th +3 +3 +1 +1 +3 Talent
6th +4 +3 +2 +2 +3 Bonus feat
7th +5 +4 +2 +2 +4 Talent
8th +6/+1 +4 +2 +2 +4 Bonus feat
9th +6/+1 +4 +3 +3 +4 Talent
10th +7/+2 +5 +3 +3 +5 Bonus feat

Damage Reduction
Talent Tree
The Tough Hero has an innate talent to ignore a set amount
of damage from attacks. Before the hero can select a talent
from this tree the hero must have previously selected at
least one talent from the Incredible Health or Unbreakable
Talent Tree.

Damage Reduction 1/-: The Tough hero ignores 1


point of damage from melee and ranged weapons.
o Prerequisite: One other talent from either
the Incredible Health Talent Tree or the
Unbreakable Talent Tree.

Damage Reduction 2/-: The Tough hero ignores


an additional 1 point of damage from melee and
ranged weapons (DR 2/- total).
o Prerequisites: Damage reduction 1/-, one
other talent from either the Incredible
Health Talent Tree or the Unbreakable
Talent Tree.

Damage Reduction 3/-: The Tough hero


ignores an additional 1 point of damage from
melee and ranged weapons (DR 3/- total).
o Prerequisites: Damage reduction
1/-, damage reduction 2/-, one
other talent from either
the Incredible Health
Talent Tree or the
Unbreakable
Talent Tree.

17
I n c r e d i b l e H e a lth Animal Affinity, Blind Fight, Builder, Brawl, Cautious,

Talent Tree
Endurance, Fan, Far Shot, Focussed, Great Cleave,
Great Fortitude, Improved Bull Rush, Improved Disarm,
Character Creation

The Tough Hero is particularly resistant to illness, infection Improved Trip, Improvised Weapon Proficiency, Iron Will,
and poison. The following talents can be selected in any Meticulous, Point Blank Shot, Power Attack, Run, Simple
order. Weapons Proficiency, Simple Longarms Proficiency, Simple
Sidearms Proficiency, Sunder, Track, Trample.
Disease Resistance: The Tough Hero has a +4
innate bonus to Fortitude saves against contracting

T h e S m a r t H e ro
diseases, such as cholera.

Infection Resistance: The Tough Hero has a +4 The Smart Hero might be especially well educated,
innate bonus to Fortitude saves against infection coming from some Yankee college back east or even from
from wounds. Europe. He could also just have more brains than most,
and have learned all he knows from books. Most towns
Poison Resistance: The Tough Hero has a +4 have a lawyer, newspaperman or preacher who is notably
innate bonus to Fortitude saves against poison. more learned than the rest of the folk there such people
are Smart Heroes. There are not many of them in West,
U n b r e a k a b l e T alent but the railroads bring more engineers and scientists every

Tree
day.

The Tough Hero is particularly resilient thanks to the Ability: Intelligence


following talents.
Hit Point Bonus: +2
Remain Conscious: The Tough Hero gains the
ability to continue to perform actions when he Class Skills: The Smart Heros class skills (and the key
would otherwise be considered unconscious and ability for each skill) are: Craft (any) (Int), Decipher Script
dying. When the Tough Heros hit points reach (Int), Demolitions (Int), Disable Device (Int), Forgery
1, the hero can perform as though he were (Int), Gather Information (Cha), Knowledge (any) (Int),
disabled, making either an attack action or a move Profession (Wis), Repair (Int), Ride (Dex), Search (Int)
action every round until the hero reaches -10 hit and Treat Injury (Wis).
points (and dies) or the heros hit points return to
1 or higher. The hero can choose to succumb to Skill Points at 1st Level: (9 + Int modifier) x4.
unconsciousness if he thinks that doing so might
prevent him from taking more damage. Skill Points at Each Additional Level: 9 + Int modifier.

Starting Feats
Robust: The Tough Hero becomes especially
robust, gaining a number of hit points equal to his
Tough Hero level as soon as he selects this talent. Smart Heroes get the Literacy feat and two other feats.
Thereafter, the hero gains an additional +1 hit
point with each level of Tough Hero he gains. Class Features
o Prerequisite: Remain conscious. All of the following are class features of the Smart Hero.

Stamina: The Tough Hero recovers twice as fast as


normal. The hero recovers twice his Constitution
Talents
At 1st, 3rd, 5th, 7th and 9th level, the Smart Hero selects a
bonus per evening of rest, 2 points of temporary
talent from the following talent trees. Some trees have
ability damage per evening of rest, and awakens
a set order that must be followed, while others provide a
in half the normal time after being knocked
list to choose from. As long as the hero qualifies, he can
unconscious.
select freely from any and all talent trees. No talent can be
o Prerequisite: Remain conscious, robust.
selected more than once unless expressly indicated.

Bonus Feats Research Talent


At 2nd, 4th, 6th, 8th and 10th level, the Tough Hero gains a
bonus feat. This feat must be selected from the following Tree
list, and the Tough Hero must meet any prerequisites. The Smart hero has a natural aptitude for study and fact-
finding. These talents can be selected in any order.

18
The Smart Hero
Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +0 +0 +1 +0 Talent
2nd +1 +0 +0 +2 +1 Bonus feat
3rd +1 +1 +1 +2 +1 Talent
4th +2 +1 +1 +2 +1 Bonus feat
5th +2 +1 +1 +3 +2 Talent
6th +3 +2 +2 +3 +2 Bonus feat
7th +3 +2 +2 +4 +2 Talent
8th +4 +2 +2 +4 +3 Bonus feat
9th +4 +3 +3 +4 +3 Talent
10th +5 +3 +3 +5 +3 Bonus feat

Savant: Select one of the siills listed in the following


paragraph. The Smart Hero gets to add a bonus
equal to his Smart Hero level when making checks
with that skill. A Smart Hero can take this talent
multiple times; each time it applies to a different
skill. Craft (any single skill), Decipher Script,
Demolitions, Disable Device, Forgery,
Gamble, Handle Animal,
Knowledge (any single skill),
Repair, Search, Treat Injury.

Linguist: With this talent, the Smart Hero becomes


a master linguist. Whenever the hero
encounters a new language,
either spoken or written, he
can make an Intelligence
check to determine if he
can understand it. The check is made
with a bonus equal to the heros Smart
Hero level + the heros
Intelligence modifier. For a
written language, the bonus
applies to a Decipher Script
check instead. The DC for
the check is 20. With this
special ability, a Smart Hero
can glean enough meaning
from a conversation or
document to ascertain the
basic message, but this ability
in no way simulates actually
being able to converse or
fluently read and write in a
given language.
o Prerequisite: At
least two language
Feats.

19
S t r a t e g y T a l ent susceptible to a trick, must be within 30 feet of

Tree
the hero and must be able to hear and understand
the hero. To play a trick on a target, the hero must
Character Creation

The Smart Hero has the brainpower to see solutions in use a full-round action and make an Intelligence
most situations. These talents can be selected in any order, check (DC 15), adding his Smart Hero level as
but before the hero can select a talent from this tree he a bonus. If the Intelligence check succeeds, the
must have previously selected at least one talent from the target can try to think quickly and ignore the trick.
Research Talent Tree. The target resists the trick by making a Reflex
saving throw (DC 10 + Smart Heros class level +
Exploit Weakness: After 1 round of combat, Smart Heros Int bonus). If the saving throw fails,
the Smart Hero can designate one opponent and the target becomes dazed (unable to act, but can
try to find ways to gain an advantage by using defend normally) for 1 round. A trick can only be
brains over brawn. The Smart Hero uses a move played on a particular target once per encounter.
action and makes an Intelligence check (DC 15) After the first trick in an encounter, whether the
with a bonus equal to his Smart Hero level. If attempt succeeds or not, that target becomes wary
the check succeeds, for the rest of the combat the and immune to such ploys.
Smart Hero uses his Intelligence bonus instead of o Prerequisite: One talent from the
either Strength or Dexterity bonus on attack rolls Research Talent Tree.
as the hero finds ways to outthink his opponent

Bonus Feats
and notices weaknesses in his opponents fighting
style.
o Prerequisite: One talent from the At 2nd, 4th, 6th, 8th and 10th level, the Smart Hero gains a
Research Talent Tree. bonus feat. This feat must be selected from the following
list, and the Smart Hero must meet any prerequisites.
Plan: Prior to a dramatic situation, either combat-
or skill-related, the Smart Hero can develop a plan Alertness, Creative, Educated, Elusive Target, Focussed,
of action to handle the situation. Using this talent Improved Aim, Improved Feint, Iron Will, Martial Arts,
requires preparation; a Smart Hero cannot use this Martial Weapon Proficiency, Martial Longarms Proficiency,
talent when surprised or otherwise unprepared Martial Sidearms Proficiency, Medical Expert, Meticulous,
for a particular situation. The Smart Hero makes Simple Weapon Proficiency, Simple Longarms Proficiency,
an Intelligence check (DC 10) with a bonus Simple Sidearms Proficiency, Speak Language, Surgery,
equal to his Smart Hero level. The result of the Track.
check provides the Smart Hero and allies with a
circumstance bonus. A Smart Hero cannot take
10 or 20 when making this check. This bonus can
T h e D e d i c a t ed
Hero
be applied to all skill checks and attack rolls made
by the Smart Hero and his allies, but the bonus
only lasts for the first 3 rounds. After that time, The Dedicated Hero believes in a higher power, or a cause,
reduce the bonus by 1 point (to a minimum of +0) or simply in himself and his own destiny. His willpower
for every additional round the situation continues, is insurmountable the sheer strength of his convictions
as the vagaries of circumstance begin to unravel enables him to endure almost any hardship and overcome
even the best-laid plans. any obstacle. While the Tough Hero has great reserves of
physical might, the Dedicated Heros spirit burns so bright
Check Result Bonus it overcomes the limits of the flesh.
9 or lower +0 (check failed)
1014 +1 Ability: Wisdom
1524 +2
25 or higher +3 Hit Point Bonus: +2

o Prerequisite: One talent from the Class Skills: The Dedicated Heros class skills (and the
Research Talent Tree. key ability for each skill) are: Craft (any) (Int), Drive
(Dex), Gamble (Wis), Handle Animal (Cha), Knowledge
Trick: The Smart hero has the ability to temporarily (any) (Int), Listen (Wis), Profession (Wis), Ride (Dex),
confuse a target (a non player character) through Sense Motive (Wis), Speak Language (none), Spot (Wis),
the use of ploy and deception. The target must Survival (Wis) and Treat Injury (Wis).
have an Intelligence score of 3 or higher to be
Skill Points at 1st Level: (5 + Int modifier) x4.

20
The Dedicated Hero
Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +1 +0 +1 +1 Talent
2nd +1 +2 +0 +2 +2 Bonus feat

3rd +2 +2 +1 +2 +2 Talent
4th +3 +2 +1 +2 +3 Bonus feat
5th +3 +3 +1 +3 +3 Talent
6th +4 +3 +2 +3 +3 Bonus feat
7th +5 +4 +2 +4 +4 Talent
8th +6/+1 +4 +2 +4 +4 Bonus feat
9th +6/+1 +4 +3 +4 +4 Talent
10th +7/+2 +5 +3 +5 +5 Bonus feat

Skill Points at Each Additional Level: 5 + Int modifier.

Starting Feats
In addition to the two feats all characters get at 1st level,
a Dedicated Hero begins play with the Simple Longarms
Proficiency feat.

Class Features
The following are class features of the Dedicated
Hero.

Talents
At 1st, 3rd, 5th, 7th and 9th level, the Dedicated Hero
selects a talent from the following talent trees. Some
trees have a set order that must be followed, while
others provide a list to choose from. As long as the
hero qualifies, he can select freely from any and all talent
trees. No talent can be selected more than once unless
expressly indicated.

Empathic Talent
Tree
The Dedicated Heros innate talents give him a great
capacity for empathy.

Empathy: The Dedicated Hero has a


knack for being sensitive to the feelings
and thoughts of others without
having those feelings and thoughts
communicated in any objectively explicit
manner. This innate talent provides a
bonus on checks involving interaction
skills (Bluff, Diplomacy, Handle
Animal, Intimidate, Perform, and
Sense Motive), provided the hero
spends at least 1 minute observing

21
his target prior to making the skill check. The Aware: The Dedicated Hero is intuitively aware
bonus is equal to the characters Dedicated Hero of his surroundings. The hero adds his base Will
level. saving throw bonus to Listen or Spot checks to
Character Creation

avoid surprise.
Improved Aid Another: The Dedicated Heros o Prerequisite: Skill emphasis.
bonus on attempts to aid another increases by +1
on a successful aid another check. This talent can Cool Under Pressure: The Dedicated Hero selects
be selected multiple times, each time increasing a number of skills equal to 3 + the heros Wisdom
the bonus by +1. modifier. When making a check with one of these
o Prerequisite: Empathy. skills, the Dedicated hero can take 10 even when
distracted or under duress.
Intuition: The Dedicated Hero has an innate o Prerequisite: Skill emphasis, aware.
ability to sense trouble in the air. The Dedicated
Hero can make a Will saving throw (DC 15).
On a successful save, the hero gets a hunch that
Bonus Feats
At 2nd, 4th, 6th, 8th and 10th level, the Dedicated Hero gains
everything is all right, or the hero gets a bad feeling
a bonus feat. This feat must be from this list, and the
about a specific situation, based on the Games
Dedicated Hero must meet any prerequisites.
Masters best guess relating to the circumstances.
This talent is usable a number of times per day
Alertness, Animal Affinity, Blind Fight, Cautious,
equal to the characters Dedicated Hero level.
Confidant, Endurance, Focussed, Improved Aim, Iron
o Prerequisite: Empathy.
Will, Literacy, Lucky, Martial Longarms Proficiency,
Medical Expert, Point Blank Shot, Precise Shot, Run,
H e a l i n g T a l e n t Tree Shot on the Run, Simple Weapons Proficiency, Simple
The Dedicated Hero has a talent for healing. Sidearms Proficiency, Simple Longarms Proficiency, Speak
Language, Surgery, Toughness, Track, Weapon Focus.
Healing Knack: The hero has a knack for the
healing arts. The hero receives a +2 bonus on all

T h e C h a r i s m a tic
Treat Injury skill checks.

Healing Touch 1: The Dedicated Heros ability


to restore damage with a doctors bag or perform Hero
surgery with a surgery kit increases by +2 hit The Charismatic Hero might be a general or a shyster, a
points. shaman or a snake-oil salesman. He is adept at inspiring,
o Prerequisite: Healing knack. guiding and tricking others; his personality is alternately
bright, warm, inspiring or forceful, but never bland or
Healing Touch 2: The Dedicated Heros ability forgettable. He is larger-than-life, a potential legend in his
to restore damage with a doctors bag or perform own lifetime. Many of the most famous heroes of the West
surgery with a surgery kit increases by +2 hit points, were far better at self-promotion than shooting
which stacks with healing touch 1 for a total of +4
hit points. Ability: Charisma
o Prerequisites: Healing knack, healing
touch 1. Hit Point Bonus: +2

I n s i g h t f u l T a l ent
Class Skills: The Charismatic Heros class skills (and
the key ability for each skill) are: Bluff (Cha), Craft
Tree (writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather
The Dedicated Heros innate insightfulness serves him Information (Cha), Handle Animal (Cha), Intimidate
well. (Cha), Knowledge (civics, current events, geography,
streetwise, theology and philosophy) (Int), Perform (any)
Skill Emphasis: The Dedicated Hero chooses a (Cha), Profession (Wis) and Ride (Dex).
single skill and receives a +3 bonus on all checks
with that skill. This bonus does not allow the hero Skill Points at 1st Level: (7 + Int modifier) x4.
to make checks for a trained-only skill if the hero
has no ranks in the skill. Skill Points at Each Additional Level: 7 + Int modifier.

22
The Charismatic Hero
Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +1 +1 +0 +0 Talent
2nd +1 +2 +2 +0 +1 Bonus feat
3rd +1 +2 +2 +1 +1 Talent
4th +2 +2 +2 +1 +1 Bonus feat
5th +2 +3 +3 +1 +2 Talent
6th +3 +3 +3 +2 +2 Bonus feat
7th +3 +4 +4 +2 +2 Talent
8th +4 +4 +4 +2 +3 Bonus feat
9th +4 +4 +4 +3 +3 Talent
10th +5 +5 +5 +3 +3 Bonus feat

Feats
In addition to the two feats all characters get at 1st
level, a Charismatic Hero begins play with the
Simple Sidearms Proficiency feat.

Class Features
All of the following are class features of the
Charismatic Hero.

Talents
At 1st, 3rd, 5th, 7th and 9th level, the Charismatic
Hero selects a talent from the following talent trees.
Some trees have a set order that must be followed,
while others provide a list to choose from. As long
as the hero qualifies, he can select freely from any
and all talent trees. No talent can be selected more
than once unless expressly indicated.

Charm Talent
Tree
The Charismatic Hero has an innate talent for
being charming and captivating.

Charm: The Charismatic Hero


gets a bonus on all Charisma-
based skill checks made to
influence members of his chosen
gender. (Some characters are charming to
members of the opposite gender, others to
members of the same gender.) The bonus
is equal to the characters Charismatic
Hero level. A Charismatic Hero can
only charm non player characters with
attitudes of indifferent or better. The
charm bonus cannot be used against
characters who are unfriendly or
hostile.

23
Favour: The Charismatic Hero has the ability through the use of words and bearing. The target
to acquire minor aid from anyone he meets. By must have an Intelligence score of 3 or higher to be
making a favour check, a Charismatic Hero can gain susceptible to a captivate attempt, must be within
Character Creation

important information without going through the 30 feet of the hero, and must be able to see, hear,
time and trouble of doing a lot of research. Favours and understand the hero. To captivate a target,
can also be used to acquire the loan of equipment the hero must use an attack action and make a
or documents, or to receive other minor assistance Charisma check (DC 15), adding his Charismatic
in the course of an adventure. A Charismatic Hero Hero level as a bonus. If the Charisma check
spends 1 luck point to activate this talent. To make succeeds, the target can try to resist. The target
a favour check, roll a d20 and add the characters resists the captivation attempt by making a Will
favour bonus, equal to the characters Charismatic saving throw (DC 10 + Charismatic Heros class
Hero level. The Games Master sets the DC based level + Charismatic Heros Charisma bonus). If
on the scope of the favour being requested. The the saving throw fails, the hero becomes the targets
DC ranges from 10 for a simple favour to as sole focus. The target pays no attention to anyone
high as 30 for formidable and highly dangerous, else for 1 round. This focusing of the targets
expensive, or illegal favours. A Charismatic hero attention allows other characters to take actions
cannot take 10 or 20 on this check, nor can the of which the captivated target is unaware. The
hero retry the check for the same (or virtually the effect ends immediately if the target is attacked or
same) favour. Favours should help advance the threatened. A Charismatic Hero can concentrate
plot of an adventure. A favour that would enable a to keep a target captivated for additional rounds.
character to avoid an adventure altogether should The Charismatic Hero concentrates all his effort
always be unavailable to the character, regardless on the task, and the target gets to make a new Will
of the result of a favour check. The Games Master save each round. The effect ends when the hero
should carefully monitor a Charismatic Heros use stops concentrating, or when the target succeeds
of favours to ensure that this ability is not abused. on the save.
The success or failure of a mission should not o Prerequisites: Charm, Favour.
hinge on the use of a favour, and getting a favour
should not replace good roleplaying or the use of Fast-Talk Talent
Tree
other skills. The Games Master may disallow any
favour deemed to be disruptive to the game.
o Prerequisite: Charm. The Charismatic Hero has an innate talent for bending the
truth and dazzling others with a combination of words,
Captivate: The Charismatic Hero has the ability to mannerisms, and charm.
temporarily beguile a target (a non player character)

24
Fast-Talk: The Charismatic Hero has a way with and makes a Charisma check (DC 10), the hero
words when attempting to con and deceive. With provides any of his allies within 30 feet a +1 bonus
this talent, he applies his Charismatic level as a on their attack rolls and skill checks. The bonus
bonus on any Bluff, Diplomacy or Gamble checks lasts for a number of rounds equal to the heros
the hero makes while attempting to lie, cheat, or Charisma modifier. The hero can coordinate a
otherwise bend the truth. number of allies equal to one-half his Charismatic
Hero level, rounded down (to a minimum of one
Dazzle: The Charismatic Hero has the ability to ally).
dazzle a target (a non player character) through
sheer force of personality, a winning smile and Inspiration: The Charismatic Hero can inspire
fast-talking. The target must have an Intelligence his allies, bolstering them and improving their
score of 3 or higher to be susceptible to a dazzle chances of success. An ally must listen to and
attempt, must be within 30 feet of the hero and observe the Charismatic Hero for a full round for
must be able to see, hear and understand the hero. the inspiration to take hold and the hero must
To dazzle a target, the hero must use an attack make a Charisma check (DC 10). The effect
action and make a Charisma check (DC 15), lasts for a number of rounds equal to the heros
adding his Charismatic Hero level as a bonus. If Charisma modifier. An inspired ally gains a +2
the Charisma check succeeds, the target can try morale bonus on saving throws, attack rolls, and
to resist. The target resists the dazzle attempt by damage rolls. A Charismatic Hero cannot inspire
making a Will saving throw (DC 10 + Charismatic himself. The hero can inspire a number of allies
Heros class level + Charismatic Heros Charisma equal to one-half his Charismatic level, rounded
bonus). If the save fails, the target receives a 1 down (to a minimum of one ally).
penalty on attack rolls, ability checks, skill checks o Prerequisite: Coordinate.
and saving throws for a number of rounds equal to
the characters Charismatic level. This talent can Greater Inspiration: The Charismatic Hero can
be selected multiple times, each time worsening inspire his allies to even greater heights, bolstering
the dazzled penalty by 1. them and improving their chances of success. An
o Prerequisite: Fast-talk. ally must listen to and observe the Charismatic
Hero for a full round for the greater inspiration
Taunt: The Charismatic Hero has the ability to to take hold, and the hero must make a Charisma
temporarily rattle a target (a non player character) check (DC 10). The effect lasts for a number of
through the use of insults and goading. The target rounds equal to the heros Charisma modifier. An
must have an Intelligence score of 3 or higher to inspired ally gains an additional +1 morale bonus
be susceptible to a taunt, must be within 30 feet of on saving throws, attack rolls, and damage rolls,
the hero and must be able to hear and understand which stacks with the bonus from inspiration for
the hero. To taunt a target, the hero must use an a total of a +3 morale bonus. A Charismatic Hero
attack action and make a Charisma check (DC cannot inspire himself. The hero can inspire a
15), adding his Charismatic level as a bonus. If number of allies equal to one-half his Charismatic
the Charisma check succeeds, the target can try to level, rounded down (to a minimum of one ally).
resist. The target resists the taunt by making a Will o Prerequisites: Coordinate, inspiration.
saving throw (DC 10 + Charismatic Heros class
level + Charismatic Heros Cha bonus). If the save Bonus Feats
fails, the target becomes dazed (unable to act, but At 2nd, 4th, 6th, 8th and 10th level, the Charismatic hero
can defend normally) for 1 round. A taunt can be gains a bonus feat. This feat must be selected from the
played on an opponent any number of times. following list, and the Charismatic Hero must meet any
o Prerequisites: Fast-talk, dazzle. prerequisites.

Leadership Talent Agile Riposte, Animal Affinity, Confidant, Creative,


Tree Deceptive, Dodge, Fan, Improved Feint, Improved
Initiative, Iron Will, Lightning Reflexes, Literacy, Lucky,
The Charismatic Hero has a talent for leadership and
Martial Sidearms Proficiency, Nimble, Run, Simple
inspiration.
Weapons Proficiency, Simple Sidearms Proficiency,
Simple Longarms Proficiency, Speak Language, Stealthy,
Coordinate: The Charismatic Hero has a knack
Trustworthy, Weapon Focus.
for getting people to work together. When the
hero can spend a full round directing his allies

25
Choose a When a character reaches venerable age, the Games
Master should secretly roll their maximum age, which is
Vocation the number from the Venerable column on Aging Effects
Character Creation

After picking your characters starting class, the next step plus the result of the dice roll indicated on the Maximum
is to pick a vocation. The list of vocations is in Chapter Age column on that table, and records the result, which
Three, Vocations. Choose any one of the listed vocations, the player does not know. A character that reaches his
but choose wisely some vocations can only be picked maximum age dies of old age at some time during the
at this step at character generation, while others can be following year.
moved into later in the game. A vocation gives more talent
options, as well as more skills to pick from. It may also The maximum ages are for player characters but exist only
affect a characters Reputation (see below). as a maximum possibility. Most people in the West die
from pestilence, accidents, infections, or violence long
before they reach venerable age.

Sk i l l s , F e a t s
and Talents
Aging Effects
Maximum
The characters class and ability scores determine how Middle Age1 Old2 Venerable3 Age
many skill points and feats he has. Select skills from
35 years 53 years 70 years +2d20 years
Chapter Four. 1
At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis,
and Cha.
Feats are listed in Chapter Four. 2
At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and
Cha.
Talents are listed in the class and vocation descriptions. 3
At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis,
and Cha.
A beginning first level character has at least two feats (plus
any bonus feats from his class), one talent (which can be

Height and Weight


chosen from his class or vocation lists) and the amount of
skill points listed for his class. Remember that a character
can spend a feat slot to take a talent instead. The dice roll given in the Height Modifier column
determines the characters extra height beyond the base
height. That same number multiplied by the dice roll or
Literacy quantity given in the Weight Modifier column determines
the characters extra weight beyond the base weight.
A character with an Intelligence of 9 or more may gain
the Literacy feat for free if he comes from an educated
background.
Random Height and Weight
Gender Base Height Base Weight

Finishing
Height Modifier Weight Modifier
Male 4 10 +2d10 120 lb. (2d4) lb.

Touches Female 4 5 +2d10 85 lb. (2d4) lb.


Select equipment from Chapter Five according to the

Reputation
initial finances from your vocation. Fill out the character
sheet, remembering to take ability score modifiers when
working out skills. A characters Reputation measures how well he is known
in the West. Reputation is partially based on deeds, but

Age
personality and exaggerated rumours also play their part.
A characters Reputation begins at a value equal to his
You can choose or randomly generate your characters age. Charisma bonus plus his level. See Reputation, page XX.
Most characters are adults (16+). With age, a characters

Luck
physical ability scores decrease and his mental ability scores
increase (see Aging Effects). The effects of each aging step
are cumulative. However, none of a characters ability Luck is a characters edge in a fight, a measure of good or
scores can be reduced below 1 in this way. bad fate and fortune. A characters Luck begins at 6+1d4.
See Luck, page XX. Note that characters who begin play
at a higher level do not have any extra Luck.

26
Advancement
Class level is the characters level in a particular class. For
a hero whose levels are all in the same class, character level
A western character improves gradually over the course of and class level are the same.
his career, gaining new levels. He may also switch vocation
Hit Points
with each new level. The rate of advancement is up to the
Games Master, but the following rates are suggested:
A hero gains hit points from each class as his level increases,
In an episodic game, characters should advance adding the new hit point bonus to the previous total.
one level between adventures. Adding a second class, however, only gives access to the
new classs hit point bonus. As such, your first level in the
In a continuing game with no gaps between second class does not receive maximum hit points as they
scenarios, characters should advance once every would at character creation.
four sessions.
Base Attack Bonus
Add the base attack bonuses for each class to get the heros

Mul t i c l a s s
base attack bonus. A resulting value of +6 or higher
provides the hero with multiple attacks. For instance, a
Cha r a c t e r s 6th level Fast Hero/2nd level Strong Hero has a base attack
bonus of +6 (+4 for the Fast Hero levels and +2 for the
A character may add new classes as he progresses in levels,
Strong Hero levels). A base attack bonus of +6 allows a
thereby becoming a multiclass character. The class abilities
second attack with a bonus of +1, even though neither the
from all of a characters classes combine to determine a
+4 from the Fast levels nor the +2 from the Strong levels
multiclass characters overall abilities.
normally allows an additional attack.

Adding a Second Additional Attacks


Class Base Attack Bonus Additional Attacks at
When a character with one class gains a level, he may +6 +1
choose to increase the level of his current class or pick up +7 +2
a new class at 1st level. The character gains the 1st level +8 +3
base attack bonus, base save bonuses, class skills, other +9 +4
class features of the new class, hit points rolled using the
+10 +5
appropriate die type, and the new classs number of skill
+11 +6/+1
points gained at each additional level (not that number x4,
as is the case for a 1st level character). +12 +7/+2
+13 +8/+3
Picking up a new class is not exactly the same as starting a +14 +9/+4
character in that class. Some of the benefits for a 1st level +15 +10/+5
hero represent the advantage of training while the character +16 +11/+6/+1
was young and fresh, with lots of time to practice. The +17 +12/+7/+2
character gains new hit points equal to his new classes hit +18 +13/+8/+3
point bonus plus his Constitution modifier. +19 +14/+9/+4
+20 +15/+10/+5
Class and Level
Features
To use multiple attacks in the same round, you must use
a full attack, which is a full-round action. Attacking and
As a general rule, the abilities of a multiclass character are full-round actions are explained fully in Chapter Seven:
the sum of the abilities provided by each of the characters Combat.
classes.

Saving Throws
Level Add the base save bonuses for each class together. A 3rd
Character level is a characters total number of levels. It level Tough Hero/3rd level Fast Hero gets +3 on Fortitude
is used to determine when feats and ability score increases saving throws (+2 for the Tough levels and +1 for the Fast
are gained, as per the Level Dependant Benefits table (see levels), +3 on Reflex saving throws (+1 and +2), and +2 on
above). Will saving throws (+1 and +1).

27
D e f e n c e B o n us Ability Increases
Add the Defence bonuses for each class together. A 4th level A multiclass character increases one ability score by +1
Strong Hero/ 2nd level Smart Hero has a Defence bonus of every four character levels, regardless of individual class
Character Creation

+3 plus +1, for a total of +4. If the same hero then picked level (see the Level-Dependent Benefits table).
up a level of Dedicated Hero, he would add +1 to increase
his Defence bonus to +5. Advancing a Level
Each time a multiclass character attains a new level,
Skills he either increases one of his current class levels by one
A multiclass hero uses his character level to determine the or picks up a new class at 1st level. When a multiclass
maximum ranks he can have in a skill. If a skill is a class character increases one of his class levels by one, he gets all
skill for any of a multiclass heros classes, then use character the standard benefits that characters receive for attaining
level to determine a skills maximum rank. (The maximum the new level in that class: more hit points, possible
rank of a class skill is 3 + character level.) bonuses on attack rolls, Defence, Reputation, and saving
throws (depending on the class and the new level), a new
C l a s s F e a t u r es class feature (as defined by the class) and new skill points.
The character gets all class features (talents, bonus feats,
or other special abilities) of all classes for the levels he Skill points are spent according to the class that the
possesses. multiclass character just advanced in (see the individual
class descriptions for skill points per level). Skills purchased

Feats
are purchased at the cost appropriate for the class level that
gives them to the character.
A multiclass character receives a new feat every three
character levels, regardless of individual class level (see the
Level-Dependent Benefits table). Taking one level in a new
class does not entitle a character to receive the two feats that
a beginning 1st level character gets.

28
Vocations

A
characters Vocation is his current career. Shoot from the Hip: The gunslinger may gain a
A man was expected to be able to turn +3 bonus to Initiative for every 2 penalty to his
his hand to anything in the West, and attack roll in a duel. For example, a gunslinger who
many went through all sorts of jobs during their lives. accepts a 6 penalty to his attack roll would gain a
Some turned from farmers to outlaws to cattle rustlers to +9 bonus to Initiative. This is 50% better than the
cowboys to sheriffs and back again, all in the space of a normal +1 Initiative for 1 to hit exchange rate
few years. used in a duel.

Each vocation provides a number of class skills for the Twitch: If the gunslinger is outdrawn, he may
character, in addition to the class skills gained from his make a Reflex save (DC equals the Initiative total
class. A vocation also has a list of talents; a character can of the highest Initiative opponent). If the saving
take a talent from a vocation whenever he could normally throw is successful, then the gunslinger acts at the
acquire a new talent. exact same time as his opponent their attacks are
resolved simultaneously.
A character can change vocation whenever he gains a new o Prerequisites: Improved Quick Draw,
level, so long as he fulfils any prerequisites listed. Shoot from the Hip

Trick Shooting
Gun s l i n g e r Talent Tree
The gunslinger is the quintessential hired gun he lives by The gunslinger knows all sorts of trick shots and fancy
the gun and dies by the gun. Most gunslingers drift from moves.
one side of the law to the other. Sometimes, he rides with
bandits and thieves; the next year or the next county, and Improved Skip Shot: The gunslinger suffers no
he is working to defend some homestead against his former attack penalties for making a skip shot, and the
compatriots. His only loyalty is to the gun. damage from the attack is not halved.
o Prerequisite: Skip Shot Feat
Prerequisites: Quick Draw, Simple Sidearms Proficiency.
Exact Shot: The gunslinger gains a +4 insight
Vocation Skills: Intimidate, Spot, Repair and Ride. bonus to his attack roll shooting at a Tiny or smaller
target. He cannot use this bonus when firing at an
Wealth: Poor. enemy, but can use it when trying to shoot a rope,
hare, lantern, nickel, gun out of an enemys hand
Reputation Bonus: The gunslinger gains a Reputation and so on.
bonus whenever he beats another gunslinger in a duel,
if the other gunslinger had a higher Reputation. The Between the Eyes: The gunslinger can now apply
bonus gained is equal to half the Reputation of the other his +4 insight bonus to attack rolls from the Precise
character. Shot feat to called shots against enemies. He only
gains this bonus when making an attack against
Quick Draw Talent a particular location (see page XX, Called Shots

Tree
Against Locations).
o Prerequisite: Precise Shot feat
The gunslinger is a master of drawing before the other
guy.

Improved Quick Draw: The gunslinger gains a


+2 insight bonus to his Initiative score.

29
Dude Genuine Dude Talent
Dudes are relative newcomers or even tourists from more Tree
civilised places or, at least, they affect the fashions and These talents relate to the dudes standing back east.
manners of more civilised people. A dude might be
seen in the silk top hat and dinner jacket of an English Connections: The dude has contacts back home,
nobleman, or be wearing the latest suits from Boston or which he can call upon when he needs to. Each
Washington. Few are adept at gunfighting, but some have time the dude takes this talent, he must write or
trained in boxing Queensbury rules of course or even telegraph back home to call upon one of these
knife fighting. A dude might survive by his wits alone, or contacts. The contacts influence can give the dude
else be merrily wasting an inheritance or investment from a permanent +6 circumstance bonus to any Bluff,
Vocations

backers at home. Diplomacy or Intimidate roll that targets a member


of an organisation with ties back to the Federal
A dude must choose if he is genuine (he really is rich and government, eastern institutions or businesses and
backed by money from the east) or a phoney (he merely so on. Examples would include the US Army, the
pretends to be wealthy and is really a con artist). Wells Fargo stagecoach company, most banks, the
Pinkertons and so on. A different contact (and
Prerequisites: Charisma 13. A character must begin play hence, another use of this talent) must be used
as a genuine dude and cannot take this Vocation later in life to impress each different local organisation. This
under normal circumstances (although there are exceptions talent can therefore be taken multiple times.
a penniless cowboy might turn out to be the heir to a vast
fortune. Such revelations are up to the Games Master.) Backing: The dude can call for money from
A character can become a phoney dude whenever he can back home. Whenever he takes this talent, his
normally change career. current Wealth is reset to Wealthy. This is a once-
off change the dude can spend or squander this
Vocation Skills: Bluff, Diplomacy, Knowledge (art, civics, money again, and his wealth will not reset unless
current affairs, history, theology & philosophy) he takes this talent again. This talent can be taken
multiple times.
Wealth: Varies (Poor to Very Rich).

Reputation Bonus: The genuine dude gains no Reputation


Fancy Pants Talent
bonus, but may make a Diplomacy check at a DC of 10+his Tree
current Reputation to gain a +1d6 Reputation bonus by The dude brings a measure of civility and style to the West
playing on his connections back home. A phoney dude that can impress others.
may use Bluff instead of Diplomacy.

30
The latest style: By dressing in a fancy and Trust nobody 'cept yourself: As long as the
stylish fashion, the dude gains a +2 bonus to Bluff, mountain man has time to prepare the ground, he
Diplomacy and Profession checks. can set up all sorts of traps, weapon caches, hides,
foxholes and other useful tricks. For every twenty
A Confidante of Dame Rumour: The dude minutes spent preparing a site, the mountain man
can spread news of events back east, tales of wars, may set up some trick that acts like an Aid Another
scandals and market crashes that can cause alarm action in this case, the other that the mountain
in the West. He may substitute his 10 + his current man aids is actually himself when he is in the
Reputation for the d20 roll when making a Bluff prepared location. The character does not have to
check. specify what these tricks are in advance the player
may choose in any round to take an Aid Another
Stylish Attack: The dude may substitute his action, as long as he can justify it with some trick
Charisma modifier for his Dexterity modifier when the mountain man could have set up in advance.
making a melee attack with Weapon Finesse. Only the mountain man can use these tricks. A
o Prerequisite: Weapon Finesse feat. character can have a maximum number of these
tricks set up equal to the number of ranks he has
in Craft (traps).

Moun t a i n M a n
o Prerequisites: Trapper

Animal Companion
Fur trappers and early settlers have been living on the edges
of the West for decades. Such grizzled pioneers usually live
alone in log cabins or other isolated settlements. Solitary Talent Tree
and taciturn folk, they prefer to be left alone with the With nothing around except land and sky, some mountain
earth and sky, and fight like cornered grizzlies when their men become quite attached to a wolf, hawk, bear or other
solitude is threatened. animal.

Prerequisites: Constitution 13. Animal Companion: To take this talent, the


mountain man must win the friendship of an
Vocation Skills: Climb, Craft (traps, woodworking), animal and begin taming it with the Handle
Handle Animal, Hide, Survival. Animal skill. He gains a +4 insight bonus to all
Handle Animal checks made with the animal. He
Wealth: Poor. may also handle the animal as a free action or push
it as a move action. The animal companion has
Reputation Bonus: The mountain mans Reputation an Intelligence score of at least 2, as the mountain
increases by +1 per two years spent out in the wilderness. man has a knack of selecting only the smartest
critter to be his companion.
Mo u n t a i n M a n T a l e nt

Tree
Enhance Companion: The animal companion
gains an animal level. This talent may be taken
The mountain man has survived in the wild for years, and multiple times.
has picked up a few tricks that even the Indians do not o Prerequisite: Animal Companion.
know...
Faithful Friend: The animal companion has an
Self-sufficiency: The mountain man has learned eerie affinity with the character. It is always able to
to make his own tools and maintain his own find him, and tends to turn up in the nick of time.
weapons. He has a +4 insight bonus to any Craft, The character may spend a luck point to have his
Repair or Treat Injury checks he makes, but only companion appear nearby.
when making such checks for his own possessions, o Prerequisites: Animal Companion.
his animal companion or on himself. For example,
the mountain man gains a +4 insight bonus when
treating his own wounds, not those of another.

Trapper: The mountain man is a skilled trapper.


He has a +2 insight bonus to Craft (traps) rolls,
and the base DC to find his traps is increased to
15.

31
Miner Prerequisites:
Proficiency.
Good Reputation +3, Simple Sidearms
The lure of gold and other precious metals drew many men
out West. From California to the Black Hills, prospecting Vocation Skills: Gather Information, Intimidate,
and mining is the fastest way to get rich quick or lose it Knowledge (law), Sense Motive.
all on an empty riverbed or worked-out vein. Miners tend
to be interested solely in making their fortune and then Wealth: Poor to Average for most towns; Well Off to Rich
heading home few intended to come out West forever. in more dangerous places.
Prerequisites: None. Reputation Bonus: The lawman gains a Reputation
Vocations

bonus whenever he brings in a criminal, if the criminal


Vocation Skills: Balance, Craft (structural), Demolitions, had a higher Reputation. The bonus gained is equal to half
Repair, Search. the Reputation of the criminal.

Law Enforcement
Reputation Bonus: A miners Reputation increases by
+1d6 whenever he makes a strike.
Talent Tree
M i n i n g T a l e n t Tree Bringing the law to the West requires specific talents.
The desire for wealth drives such men, and this is reflected
in their talents. Demand Aid: The lawman may attempt to round
up a posse or obtain other help from upstanding
Obsessive Work: The miner may push himself to people. Anyone he demands aid from must make
an astonishing degree. When making any Craft, a Will save equal to the total of the lawmans
Demolitions or ability score check that requires at Reputation plus their Reputation. (Count bad
least eight hours of work, the miner may take 20 Reputations as negative for the purposes of
in the time it would normally require to take 10 calculating the Will save DC). If the save fails then
for the purposes of volume of work done. A miner the target must give some help to the lawman. This
might not be able to build a better wall in less time, can be no more than token help, but the target
but his obsessive focus does let him build a bigger must do something that will aid the lawman. This
or longer one quickly. ability cannot be used on those actively opposed to
the lawman, but can be used on prisoners, to try to
Familiar Tools: The miner is adept at using convince them to talk.
mining tools to defend himself. He gains a +2
insight bonus to his attacks when using a pick or Silver Star: The lawmans status makes him more
shovel. intimidating. While pursing his duties, he gains
a +4 bonus to Intimidation checks made against
Sixth Sense: The miner is quick to notice cave-ins criminals.
and foul air, and this has trained him to keep his
eyes, ears and especially his nose open. The miner Gets His Man: The lawmans devotion to duty
may spend a luck point to avoid being flat-footed keeps him going against the odds. He may spend
in the face of an ambush or unexpected danger. a luck point to regain a number of hit points equal
to the Reputation of the criminal he is current
Strike!: The miner has found gold or some other chasing. He may use this talent once per day.
precious metal. He may either increase his current o Prerequisite: Silver Star.
wealth category permanently by one, or else by
three for 1d6 months.
Storekeeper
Lawman
Civilisation grew up in the West around trading posts and
general stores. While few famous heroes of the West made
Communities in the West were often lawless save for a their reputation through trading alone, a season or two as
sheriff and a handful of deputies. There are was no formal a storekeeper can be a welcome break for an exhausted or
qualification for becoming a peace officer the townsfolk injured gunslinger.
generally choose someone from among their number who
seemed trustworthy and tough enough to enforce justice. Prerequisites: None.

32
Vocation Skills: Bluff or Diplomacy, Knowledge (civics,
streetwise), Profession. Stableman
A stableman is skilled at taking care of horses, stagecoaches
Wealth: Poor to Average. and other vehicles. Some are stagecoach drivers, whipping
a team of horses across the plains. Others work at way
Reputation Bonus: Storekeepers gain no permanent bonus stations or in stables. Wherever they find themselves,
to Reputation, but gain a temporary bonus depending on stablemen are more comfortable with animals than people
the influence of their store. Having the only store in town and generally reckon that a good horse is more honest than
might be worth a +3 bonus; being just another trader in a most men.
large cowtown might be worth only +1 (or +2 if your stock
is especially good). Prerequisites: Exotic Weapons Proficiency (whip),
Handle Animal 3 ranks.

Trader Talent Tree Vocation Skills: Drive, Handle Animal, Repair, Ride.
In an age where gold strikes, wars and changing fortunes
made the value of a dollar a wild card, the canny trader Wealth: Poor.
learned to read both the market and his customers.
Reputation Bonus: Stablemen gain no Reputation
Sociable: The general store owner gets to know bonuses.
everyone. Each time this talent is taken, the
Stable Talent Tree
storekeeper either gains a +1 Reputation bonus or
a +2 insight bonus to Knowledge (streetwise) and
Gather Information checks. The stableman is talented at taking care and guiding
horses, but can turn his whip into a weapon should the
Careful Trading: The storekeeper knows the need arise.
value of an item. He gains a +4 insight bonus
when trading (see page XX). Insightful Care: The stableman gains a +4 insight
bonus to Handle Animal and Treat Injury checks
Ambitions: Many storekeepers had high hopes when aiding a horse. He may also spend a luck
for the success of their business and dreamed of point to push a horse or team of horses as a free
founding their own mercantile empires to rival the action.
Hudson Bay Company. The storekeeper gains a
+4 insight bonus to running a business (see page Whip-hand: The stableman gains a +2 insight
XX). bonus to attack rolls with whip or lasso.
o Prerequisite: Careful Trading. o Prerequisite: Exotic Weapon Proficiency
with the appropriate weapon.

33
Masterful Driver: Under the stablemans steady Riding the Range
Talent Tree
hand, he can keep a stagecoach moving and intact
no matter what the conditions. The stableman
may choose to transfer damage from a vehicle he Much of the cowboys time is spent out on the range,
is driving to himself as a free action. This damage hunting strays or guarding against rustlers.
takes the form of bruises and fatigue, not wounds.
The Long Ride: Cowboys must ride for long
days, trekking across countryside on the range. A

Cowboy
cowboy may regain hit points over a days ride as if
he were resting in bed.
Vast herds of longhorns and white face cattle now graze
Vocations

where the buffalo once roamed. The huge ranches employ Far Range: The cowboy is adept at pushing his
cowboys to keep watch over their stocks, to bring them mount and finding the best route along a trail. He
in for branding and to drive them north to the cowtowns may travel 10% more miles per day instead of the
and the slaughterhouses. At the end of a drive, gangs of usual amount.
cowboys, flush with pay, ride into town and raise hell.
Life in the Saddle: The cowboy may always take
Prerequisites: Handle Animal 3 ranks. 10 on Ride checks, even in dangerous or stressful
situations such as combat.
Vocation Skills: Handle Animal, Ride.

Wealth: Varies Well Off at the end of a trail drive,


dropping down to Struggling or Penniless later in the Scout
year. The trails were blazed by scouts; they move through the
wilderness like ghosts, appearing when needed or when
Reputation Bonus: Cowboys gain no Reputation they find their quarry. Their paths criss-cross the country,
increases. from sea to shining sea. Many of the best scouts are Indian
or mixed-blood, travelling paths now lost to their people.

C o w p u n c h i n g T alent
The army employs many scouts, while others can be found
on what frontier is left.
Tree
The art of the cattle drive requires its own specialised Prerequisites: Survival 3 ranks, Track feat.
techniques.
Vocation Skills: Handle Animal, Ride, Spot, Survival.
Cowpuncher: A cowboy can bring a steer down
by wrestling it to its knees. When grappling, the Wealth: Poor.
character may ignore size modifiers to grapple
checks when dealing with creatures that are within Reputation Bonus: A scouts Reputation increases by +1
one size category of himself (he may grapple Large every year he spends travelling.
creatures without penalty).
Scouting Talent Tree
Animal Dodge: Dealing with thousands of fearful The scout is astonishingly stealthy and cunning.
stampeding cattle has given the cowboy a sixth
sense when it comes to avoiding getting trampled. Whisper of the Land: The scout has learned to
He gains a +4 dodge bonus to Melee Defence when put his ear to the ground and hear the rumours of
facing a Large animal. the land. He may retry a failed tracking check and
use his Listen skill instead of Survival.
Lariat Master: The cowboy has a +2 insight bonus o Prerequisite: Track feat.
to attack rolls with a lasso.
o Prerequisite: Exotic Weapon Proficiency Trailblazer: The scout may identify the best path
(Lasso) through any terrain. Anyone following a scout
gains a +2 morale bonus to any Fortitude saves,
Drive or Ride checks used to navigate or endure
hardships on the trail.

Stealth: The scout is a master of stealth in the


wilderness. He gains a +2 insight modifier to Hide

34
and Move Silently checks in the wild.
o Prerequisite: Trailblazer. Rustler
Thurs wealth in them thar cows. With free-range grazing

Favoured Horse
being the most common type of ranching in the West, and
good money being paid for beef up north, the practise of
Talent Tree stealing cattle has become common. Almost every cowboy
Most scouts have a single trustworthy steed that has carried has mavericked a calf from a neighbouring ranch and some
them across the land. have become full-time rustlers, raiding cattle from the
herds and illegally selling them to other ranchers even,
Animal Companion: To take this talent, the scout on some occasions, back to their original owners.
must have a suitable horse. He gains a +4 insight
bonus to all Handle Animal or Ride checks made Prerequisites: Exotic Weapons Proficiency (lasso).
with the horse. He may also handle the horse as a
free action or push it as a move action. However, Vocation Skills: Handle Animal, Hide, Ride, Survival.
if the animal companion is slain, the scout loses
all his luck and suffers a 2 morale penalty to all Wealth: Penniless.
rolls until he obtains a replacement companion by
retaking this talent. Reputation Bonus: Rustlers gain no Reputation.

Enhance Companion: The horse gains an animal Rustling Talent


Tree
level. This feat may be taken multiple times.
o Prerequisite: Animal Companion.
Stealing cows out from under the nose of watchful ranches
Faithful Friend: The horse has an eerie affinity requires a certain daring.
with the character. It is always able to find him,
and tends to turn up in the nick of time. The Cause Stampede: The rustler is skilled at
character may spend a luck point to have his scattering and alarming herds of animals. He has
companion appear nearby. a +4 insight bonus to all attempts to cause panic
o Prerequisites: Animal Companion. among animals.

Improved Mount: The scouts companion gains Swift Rope: The rustler can throw a lasso extremely
an extra horse feat. This talent may be taken quickly and accurately. He has a +2 insight bonus
multiple times. to all attack rolls with lassos.
o Prerequisite: Exotic Weapon Proficiency
(lasso)

35
Vanish into the Wild: The DC to track a rustlers Safecracking Talent
Tree
trail is increased by +1 for every two ranks the
rustler has in Survival.
Blowing open a vault with dynamite is the easiest approach,
but is noisy and draws unwelcome attention.

Robber Improved Demolitions: The robber can


The explosion of wealth in the West from mines, land guess just how much explosive to use to blow
claims and so on, coupled with the general lawlessness and open a container. He has a +4 insight bonus to
lack of law enforcement means that many try their hands Demolitions checks when blowing items open
as bank or train robbers, stagecoach hijackers or payroll (but not when blowing items apart, or up)
Vocations

thieves. It is a lot easier to make a fortune by donning a


mask and pointing a pistol in some poor clerks face but Keen Ear: The character can hear the fall of
it is also a quick route to the hangmans noose. tumblers inside a mechanical lock. He may take
10 on an Open Lock check even when stressed or
Prerequisites: None. under fire.

Vocation Skills: Bluff, Intimidate, Hide, Move Silently.

Wealth: Struggling. Boatman


The great Missouri-Mississippi is the border between East
Reputation Bonus: Robbers automatically have a Bad and West, travelled by paddleboats, steamers, floating
Reputation. They gain a +1d4 Reputation increase with casinos and cargo ships of all descriptions. Further West,
every successful robbery. water becomes much less common until the Pacific, but
there are still rivers and lakes to be navigated. The boatman

R a i d i n g T a l e n t Tree
is a crewman or croupier on the larger vessels, or master of
his own smaller ship.
A good robber learns to commit his crimes quickly, then
make for the hills before the law shows up. Prerequisites: None.

Improved Intimidate: The robber may substitute Vocation Skills: Gamble, Repair, Swim.
his 10 + Reputation for the d20 roll when making
an Intimidation check against any character who is Wealth: Average.
of lower level than the robber.
Reputation Bonus: Boatmen do not gain in Reputation.
Planning the Job: If the robber spends one hour

Boatmans Talent
casing a building, he may plot the best method to
attack it. Any cover bonuses are reduced by one
category a clerk hiding behind a desk has only Tree
one-quarter cover, not one-half should the robber The boatman has a few unique talents to call his own.
shoot at him.
Confined Spaces: The boatman is adept at
Overwatch: The robber may ready an action to fighting inside very confined spaces such as below-
shoot anyone within 30 feet. He may act normally decks on a ship. He gains a +1 Dodge bonus to
while holding this readied action, but may not his Defence when there are two walls within ten
attack (mechanically, he has two move actions feet of him, or in conditions where there are lots of
each round). When the robbers readied action obstacles and barriers scattered around.
is triggered, the robber must make a Reflex save
(DC equals the initiative score of the character Knock Overboard: One good solid punch can
who triggered the readied action). If the save is knock a man overboard. The boatman may
successful, the robbers shot happens first; if the choose to knock an opponent back with a brawl
save is failed, then the robber shoots after the other attack instead of dealing damage. The target is
character has acted. knocked back one foot for every point of damage
o Prerequisite: Improved Intimidate that would normally be inflicted. This attack only
works on creatures the same size or smaller than
the boatman. A boatman may only make one
Knock Overboard attack per round.

36
Bar t e n d e r Know Everything That Goes On In Town: The
bartender is a clearing house for rumours. While
Drinking and gambling are the two most common pastimes
running his own bar, he automatically hears any
in the West, and both can be found in the saloon. The
rumours that come through town without having
bartender is often the centre of a community all life passes
to make a Gather Information check. This talent
through his saloon, so he is the first to hear gossip and
can only be used while the bartender is running
rumours. The bartender is often something of an authority
his own drinking establishment for at least two
in town, on a par with the mayor or preacher in terms of
weeks.
influence.

Settler
Prerequisites: None.

Vocation Skills: Diplomacy, Knowledge (streetwise), Sense The vast plains of the Midwest have attracted thousands
Motive. of settlers. Some have their own small farms, others work
on ranches or dwell in small towns practicing some craft.
Wealth: Average. The simple life of a settler is peaceful and perhaps dull
compared to riding the range or working as a hired gun,
Reputation Bonus: Bartenders gain a +1 Reputation but it is warmer in the winter and cooler in the summer,
increase every two years. and offers the chance to raise a family in comparative
security.
Tending Bar Talent
Tree Prerequisites: None.
The bartender has a knack for uncovering secrets.
Vocation Skills: Craft (any), Handle Animal.
Duck Behind The Bar: If the bartender is within
Wealth: Poor.
five feet of a bar or similar cover (water trough, bed),
he may take cover behind it as a free action. He
Reputation Bonus: Settlers do not increase in
may take this action outside of the normal initiative
Reputation.
cycle.

Talkin About It: The bartender may wheedle


secrets out of drinkers at his bar. He gains a +3
insight bonus to Gather Information or Sense Motive
checks made against drunk people. He also gains
a +3 bonus to Fortitude saves against impairment
from drunkenness.

37
S e t t l e r T a l e n t Tree Soiled Dove Talent
Settlers gain few unique talents from their choice of Tree
vocation. Soiled Doves can use their position and talents to gather
information or inspire others.
Leisure Time: Because the settler has time to
practise and relax in the long evenings, he may Pillow Talk: If the soiled dove spends a few
spent two talent choices to gain any other talent minutes talking with a man, she gains a +4 insight
from any vocation. This talent may be taken bonus to Sense Motive and Gather Information
multiple times. checks made against him.
Vocations

Unrecognised Talent: The settler may take this Inspire: The soiled dove can transfer luck points
talent, but gains no immediate benefit from it. to another character. She may transfer up to half
However, when he changes vocation, he may spend her current luck points to another character as
a luck point at any time to change this talent into a free action. This talent may be used once per
a talent granted by the new vocation. This talent day. The soiled dove regains these transferred luck
may be taken multiple times. points normally.
Recover from Injury: Over time, a wounded Rose of the Prairie: Even the cruellest bandit
settler can adapt to a changed situation. If the might pause at the thought of hurting a woman.
character has lost a limb through infection or injury, The soiled dove may spend a luck point to activate
he can learn to cope with his reduced abilities and this talent for ten rounds anyone trying to attack
overcome the penalties caused by amputation. See her must make a Will save at a DC of 10 + her
Amputees, page XX. Charisma bonus or be unable to attack her this
round.
Retire: The final settler talent allows a character
to put his gun aside, settle down and raise a family.

Tenderfoot
The player may transfer half his remaining luck
points to his next player character. This talent
may only be taken by a character who is level 5 or While the dude has come West for only a short time, the
higher. tenderfoot is here to stay assuming he survives. The
tenderfoot has almost no clue about how to survive in the
West, but he is a product of the culture and breeding of the
Soiled Dove civilised East coast and therefore is surely better than any
unwashed cow-herder or Indian.
The West needs women. The ratio of men to women is
heavily tilted away from the fairer sex in some regions, Prerequisites: A character must start play as a tenderfoot
there are forty men or more to one woman. Such a tense to take this vocation.
imbalance has led to the rise of all sorts of immoral activities
dance halls, bordellos and so on. The soiled dove is a Vocation Skills: None.
woman who came West due to involvement in such things
(or perhaps was forced into this life when tragedy and Wealth: Well Off.
penury befell her). Sometimes an object, sometimes a
performer, sometimes a confidant or even a true love, the Reputation Bonus: Tenderfoots do no increase in
soiled dove may be trying to escape her immoral fate or Reputation.
consider it just another way to survive in this harsh world.

Prerequisites: Character must be female. Tenderfoot Talent


Tree
Vocation Skills: Bluff, Diplomacy, Gather Information, Tenderfoots have few applicable talents, other than learning
Perform. quickly.

Wealth: Average to Well Off. Unrecognised Talent: The tenderfoot may take
this talent, but gains no immediate benefit from
Reputation Bonus: Soiled Doves do not increase in it. However, when he changes vocation, he may
Reputation. spend a luck point at any time to change this talent

38
into a talent granted by the new vocation. This Cavalry Talent Tree
talent may be taken multiple times. The famed U.S. Cavalry was formed to fight on the wide-
open plains and prairies.
Beginner's Luck: The tenderfoot gains 1d6 luck
points whenever he does anything amazingly Improved Mounted Combat: The penalties for firing
stupid due to his ignorance of Western culture and weapons from horseback is halved.
conditions. He only gains these luck points the
first time he risks life and limb. Sound the Charge: The familiar bugle of the cavalry
has sounded on many battlefields and killing grounds.
The character gains a +2 morale bonus to attacks and his
Tr o o p e r Defence score when charging.
The United States army has forts throughout the West,
In The Nick Of Time: The cavalry tend to show up just
to keep watch on Indian reservations or to guard the
when they are needed. A cavalry officer gains a +2 bonus
borderlands against Mexican adventurers. Actively serving
to Survival, Spot, Search and Ride checks when searching
troopers can be found in saloons and whorehouses near
for someone in need of rescue.
these forts. Other ex-soldiers went West after the Civil
War; some wanted to forget their pasts, while others hoped
to put their military training to use as hired guns. Infantry Talent
Tree
Prerequisites: None. The Civil War was primarily fought with infantry, marching
through the smoke and carnage of the battlefield. The
Vocation Skills: Ride, Search, Spot. famous Buffalo Soldier units were formed during this
era, made up of black soldiers who were later assigned to
Wealth: Average. western forts.

Reputation Bonus: A trooper gains +2 Reputation Veteran: The soldier has killed before, and is
whenever he is promoted, and a +1d6 increase in Reputation capable of doing so again. He has a +1 bonus to
if in command during a major battle. ranged attacks.

Through the Smoke: The soldier is used to


fighting in difficult conditions. He may reduce the
miss chance due to concealment by up to 25%.

39
Indomitable Endurance: An infantry soldier Reputation Bonus: A journalist or writer gets a +1d6
often carries old wounds, but is tougher and has bonus in Reputation whenever he has a major newspaper
learned to cope with the pain. He may reduce his scoop or popular new novel.
permanent hit point total by up to four points, and
reduce the impairment penalties from wounds by Power of the Press
Talent Tree
an equal amount. This talent may only be taken at
character generation, or after the character takes a
serious (or worse) wound. This talent tree emphasises manipulating public opinion
and fame.
S o l d i e r i n g T a l ent Reputation Boost: By writing an article praising or
Tree
Vocations

damning an individual, the journalist may increase or


This tree of talents relates to a characters rank within the decrease the targets Reputation. The journalist may make
army. High-ranking characters have more experience in a Craft (creative writing) check at a DC of the targets
command. Reputation; if the check fails, then the Reputation is
increased or decreased by one.
Corporal: The officer is or was in charge of a
squad or handful of men. He may use the Smart Moral Outrage: The journalist can write an article that
Heros Plan talent. If he already possesses that attracts a great deal of attention from his readership,
talent, he gains a +5 insight bonus to any attempt provoking strong emotions and even action from them.
to use the Smart Hero Plan talent. This talent also The journalist must make a Craft (writing) check; the DC
counts as being part of the Research tree for the is at least 10, and varies depending on the issue at hand.
purposes of taking that feat. For every point by which the journalists result beats the
DC, 1d6 people take action. Note that only a fraction of
Captain: The officer once commanded a company, these people will take effective action.
and has a certain level of respect and fame. He
may substitute his current 10 + Reputation instead Investigative Talent
Tree
of rolling a d20 when making an Intimidation,
Diplomacy or Charisma check.
o Prerequisite: Corporal This talent tree centres on ferreting out the truth.

General or Major: The officer was once in charge Hard-hitting Questions: By bombarding a target
of a whole regiment. He may request aid from the with a series of questions, the journalist may force
army, requisitioning equipment or even borrowing a target to say something they did not mean to.
soldiers for private enterprises. The journalist may make a Bluff check opposed
o Prerequisite: Captain by the targets Will save; if successful, the target
automatically fails his next Bluff check made
against the journalist.

J o u r n a l i st Pursuit of the Story: The journalist receives a +2


Small-town newspapers were founded in many towns; the morale bonus to Hide, Listen, Move Silently and
journalist was also the editor, printer and publisher. As Spot checks while trying to investigate a potential
the appeal of the West grew, many famous gunslingers story. The journalist must spend a luck point to
and lawmen (and bandits) attracted their own biographers activate this talent.
and chroniclers. Exaggerated tales of heroism and danger

Preacher
became wildly popular, and the myth of the West became
firmly embedded in the public consciousness. The scouts
and cowboys may have built the West, but it was the From well-meaning missionaries trying to bring Christianity
journalists and writers that created it. to the heathens (both white and red) to fire-and-brimstone
preachers, the man of God is a common sight in many
Prerequisites: None. towns. Out in the wilderness of mining camps and
isolated communities, the only religion might come from
Vocation Skills: Bluff, Craft (writing), Diplomacy, Gather the occasional visit of a wandering cleric. Even in larger
Information, Knowledge (any), Search, Sense Motive. towns with multiple religious leaders, the townsfolk often
could not afford a church for each denomination, so the
Wealth: Well Off. various faiths were often forced to share a single building
until the towns wealth and population grew.

40
Prerequisites: None. morale bonus to Will saves and Concentration checks for
the rest of the day.
Vocation Skills: Bluff, Diplomacy, Intimidate, Knowledge
(any), Perform.

Wealth: Well Off. Gambler


A man with sufficient nerve and luck could make a good
Reputation Bonus: A preacher may add his Charisma living as a gambler or card sharp. Games like poker were
modifier to his reputation every year. very popular diversions in the West, so fleecing flush miners
and cowboys of their hard-won money. Unsuccessful
Preacher Talent
gamblers had to be quick with their guns, too; cheating
could lead to shooting in quick order.
Tree
This talent tree covers the power of faith and belief. Prerequisites: None.

Blessing: By firing up his faithful with the power of the Vocation Skills: Bluff, Concentration, Gamble, Gather
Lord, the preacher may transfer up to a quarter his luck Information, Sense Motive, Sleight of Hand.
points to another character or group of characters. The
preacher regains these luck points normally. Wealth: Varies, usually Average.

Moral Outrage: The preacher sways hearts and minds, Reputation Bonus: A Gambler gains a +1 Reputation
provoking strong emotions and even action from his flock. bonus for every $1,000 he wins or loses.
The preacher must make a Perform check; the DC is at
least 10, and varies depending on the issue at hand. For Gambling Talent
Tree
every point by which the preachers result beats the DC,
1d6 people take action. Note that only a fraction of these
people will take effective action. While the gambler normally relies on his Gambling and
Sleight of Hand skills, these talents give him an extra
Righteous Anger: The preacher may make a Knowledge edge.
(theology and philosophy) check to justify his actions
according to his faith; the DC for this check ranges from 5 Poker Face: The gambler is careful to hide any
(genuinely good acts) to 20 (tortuous logic and blind faith signs that might give away his current state of mind.
are needed). If the check succeeds, the preacher gains a +2 He may add half his ranks in Concentration to any
Bluff checks that are being opposed by anothers

41
Sense Motive. This does not make a lie any more Sawbones Talent
Tree
believable, but does ensure that the gamblers face
is virtually unreadable.
A specialised doctor learns several extra talents beyond
Devil's Luck: The gambler gains 2d6 luck points, simple medicine.
but can only use these luck points for gambling.
The gambler may take this talent multiple times. Improved Surgery: The doctor gains a +4 insight
bonus to Treat Injury checks for surgery.
Detect Mark: The gambler has a knack for finding o Prerequisite: Surgery feat.
those with more money than sense. He may make
Improved Care: Patients under the doctors care
Vocations

a Gather Information check (DC 10) to locate any


games of chance in town, or to locate people open regain 6 + their Constitution bonus in hit points
to gambling. per day instead of 4 + their Constitution bonus.

Get Back On Your Feet: The doctor may cure

Doctor
ability score damage. He may make a Treat Injury
roll at a DC of 5 + (amount of ability score damage
In the violent and dangerous West, a doctor was a necessity x 5). If the check is successful, he cures one point
for any community. Anyone with a basic knowledge of of ability score damage. This talent may only be
anatomy and medicine could practise as a surgeon. used once per day on a particular patient.

Prerequisites: Treat Injury +1.

Vocation Skills: Craft (chemical), Knowledge (physical


sciences), Treat Injury.

Reputation Bonus: A doctor gains a +1 bonus to his


Reputation for every year of practising.

42
Skills And
Feats
A
character has a number of skill points (see modifiers can be much higher than 23 once ability bonuses
Chapter Two, Character Creation) that and other factors are added in, but skill ranks themselves
are used to buy skills. The characters can never be higher than 23. When making a skill check,
class and Intelligence modifier determine the number of a character adds his skill ranks to the roll as part of the skill
points received. If the character buys a class skill, he gets 1 modifier.
rank in the skill for each skill point spent. If the character
buys a cross-class skill, he gets rank per skill point spent. Skill Checks and
Automatic Rolls
Half a rank does not add anything to the modifier for
using that skill, but it does allow a check when the skill can
only be used trained. Unlike with attack rolls and saving throws, a natural roll
of 20 on the d20 is not an automatic success when making
Using Skills
a skill check, and a natural roll of 1 is not an automatic
failure. This reflects the fact that bonuses and penalties
To make a skill check, you roll 1d20 and add the with skill checks can often be wider than the twenty point
appropriate skill modifier. Skill modifiers follow a simple margin of the die roll itself, and that some tasks become so
equation: Skill modifier = skill ranks + ability modifier simple and some people become so adept that skills failing
+ miscellaneous modifiers. Miscellaneous modifiers can one time in twenty just is not reasonable.
be anything from synergy bonuses (we will get to those

Difficulty Class
later on) to circumstantial bonuses and penalties based on
where you are doing the skill and how many desperadoes
are blazing away at you. To be a little more specific: Some checks are made against a Difficulty Class (DC). The
DC is a number set by the Games Master (using the skill
Skill Ranks: A characters ranks in a skill is based rules as a guideline) that a character must attain to succeed.
on the number of skill points the character has This number is the sum total of every condition inherent
invested in the skill. Some skills can be used even in the check itself and does not include environmental
if the character has no ranks in the skill; doing this factors or aspects outside the scope of the basic skill. Those
is also called making an untrained skill check. are circumstantial or synergy modifiers and they augment
the check, not the Difficulty Class.
Ability Modifier: The ability modifier used in the
skill check is the modifier for the skills key ability Difficulty Class Examples
(the ability associated with the skills use). The key Difficulty (DC) Example (Skill Used)
ability of a skill is noted in its description. Very easy (0) Notice something very large in plain
sight (Spot)
Miscellaneous Modifiers: Miscellaneous Easy (5) Climb a knotted rope (Climb)
modifiers include bonuses provided by feats
Average (10) Palm a coin (Sleight of Hand)
and class features, and penalties such as the ones
Tough (15) Rig a wagon wheel to fall off
associated with injuries, among others.
(Disable Device)

Acquiring Skill
Challenging Safely ride a horse at full speed over
(20) rocky terrain (Ride)
Ranks Heroic (30) Leap across a 30 foot chasm (Jump)
Ranks indicate how much training, experience, or innate Nearly Track a warparty of Indians across
talent a character has with a given skill. Each skill has a impossible (40) hard ground after 24-hours of heavy
number of ranks, from 0 (for a skill in which a character rainfall (Survival)
has no training at all) to 23 (for a 20th-level character
who has increased a class skill to its maximum rank). Skill

43
O p p o s e d ( C o n t e sted) be used only if the character is trained in the skill; there

Checks
are very few circumstances that will allow untrained use
of such a skill.
Some skill checks are opposed checks. They are made

Favourable and
against a randomised number, usually another characters
Skills and Feats

skill check result. For ties on opposed checks, the character


with the higher base skill bonus wins. If those scores are the Unfavourable
same, the highest key ability score wins the tie. If these are
also the same, every character involved rerolls the check.
Conditions
Some situations may make a skill easier or harder to use,
resulting in a bonus or penalty to the skill modifier or a
Example Opposed Checks change to the skill checks DC. The Games Master can
Attempted Action Skill Opposing Skill alter the odds of success in various ways to take into
Trying to sneak past Move Listen account exceptional circumstances.
a guard dog Silently
Convincing a sheriff Bluff Sense Motive Give the skill user a +2 circumstance bonus to
that you did not represent conditions that improve performance,
see which way they such as having the perfect tool for the job, getting
went help from another character, or working under
Hiding from a war Hide Spot conditions that are significantly better than
party normal.
Chasing after a Ride Drive
stolen stagecoach on Give the skill user a 2 circumstance penalty to
horseback represent conditions that hamper performance,
Disguising yourself Disguise Spot such as being forced to use improvised tools or
as a preacher possessing misleading information.
Grabbing the bag Sleight of Spot
of gold dust off the Hand Give the skill user a +2 synergy bonus for having
counter without another skill that directly aids with the current
being seen task.
Recognising Forgery Forgery
Give the skill user a 4 circumstance penalty for
that a $10 bill is
not having appropriate tools for the job, if the
counterfeit
task requires tools. (Improvised tools reduce the
penalty to 2).

Trying Again Reduce the DC by 2 to represent circumstances


If a character fails a skill check, he can sometimes try that make the task easier, such as having a friendly
again. Check the applicable skill description to find out if, audience when making a Perform check.
and under what circumstances, a character can try again.
Many skills have natural consequences for failing that Increase the DC by 2 to represent circumstances
must be accounted for. Even if these offer another try, the that make the task harder, such as making a
consequence must be suffered first. Some skills cannot be Perform check in front of a hostile audience.
tried again once a check has failed for a particular task. If
the use of a skill carries no penalty for failure, a character Conditions that affect a characters ability to perform the
can take 20, as per the rules given below, and assume that skill change the characters skill modifier. Conditions that
he keeps trying until he eventually succeeds (assuming he modify how well the character must perform the skill
has enough of a modifier to succeed.) to succeed change the Difficulty Class. A bonus on a
characters skill modifier or a reduction in the DC of the
U n t r a i n e d S k ill check has the same result - they create a better chance for
Checks
success. But they represent different circumstances, and
sometimes that distinction is important.
Generally, if a character attempts to use a skill he does
not have any ranks in, the character makes a skill check as
described. The characters skill modifier does not include
skill ranks because the character does not have any. The
character does get other modifiers, though, such as the
ability modifier for the skills key ability. Some skills can

44
Time and Skill making a single check (2 minutes for a skill that

Checks
can normally be checked in 1 round).

Aiding Another
Using a skill might take a round, several rounds, or even
longer. It might take no time at all. Types of actions define
how long activities take to perform within the framework of In some situations, characters can cooperate to accomplish
a combat round (6 seconds) and how movement is treated a given task. One character is designated as the leader in
with respect to the activity. See the skill description for the effort, while the others try to aid the character in his
specifics on how long a skill takes to use. In general, using efforts. A character aids another by making a skill check
a skill that requires concentration while in close combat (DC 10). This is an attack action, and the character cannot
is dangerous. Nearby opponents get to make attacks of take 10 on this check. If the check succeeds, the characters
opportunity against a character when he lets his guard ally gains a +2 circumstance bonus to apply to his skill
down. When people make attacks of opportunity with check to complete the task.
firearms, bleeding happens.

Checks without
Rolls
A skill check represents an attempt to accomplish some
goal, usually in the face of time pressure or distraction.
Sometimes, though, a character can use a skill under more
favourable conditions and eliminate the luck factor. Two
kinds of diceless skill checks exist.

Taking 10: When a


character is not
being threatened or
distracted, he may
choose to take
10. Instead of
rolling 1d20
for the skill
check, calculate
the result as if
the character
had rolled a 10
(an average roll on
a d20). For many
relatively routine
tasks, taking 10 results
in a success. Distractions
and threats make it impossible for a
character to take 10. A character also cannot
take 10 when using a skill untrained, though
the Games Master may allow exceptions for truly
routine activities.

Taking 20: When a character has plenty of time,


is faced with no threats or distractions
and the skill being attempted
carries no penalty for failure, a
character can take 20. Instead of
rolling 1d20 for the skill check, calculate
the result as if the character had rolled a
20. Taking 20 is the equivalent of attempting the
check over and over again until the character gets
it right. Taking 20 takes twenty times as long as

45
In many cases, a characters help will not be beneficial or Special: Any particular notes that apply, such as
only a limited number of characters can help at the same whether a character can take 10 or take 20 when
time. The Games Master may always limit aid another using the skill.
attempts as he sees fit for the conditions.
Untrained: Any details about using a skill
Skills and Feats

M o d i f i e r T y p e s and untrained. If this entry does not appear, it means

Stacking
the skill works the same even when used untrained,
or that an untrained character cannot make checks
A modifier provides a bonus (a positive modifier) or a with this skill (true for skills that are designated
penalty (a negative modifier) to a die roll. Every applicable Trained Only).
modifier, positive and negative, is added to the check result,
but special attention must be given to named modifiers. Time: How much time it takes to make a check
with this skill.
Bonuses with specific descriptors, such as equipment
bonus, generally do not stack (combine for cumulative When reading a skill description, keep the following details
effect) with others of the same type. In those cases, only in mind:
the best bonus of that type applies. The only specific
bonuses that stack are dodge bonuses, synergy bonuses, and Trained Only: If Trained Only appears on the
sometimes circumstance bonuses. Circumstance bonuses line beneath the skill name, a character must have
stack only if they are provided by differing circumstances; if at least 1 rank in the skill to use it. If Trained Only
two circumstance bonuses caused by similar circumstances is omitted, the skill can be used untrained. If any
apply, they do not stack. particular notes apply to trained or untrained use,
they are covered in the Special section (see below).
Specific bonuses that do not stack include competence,
cover, equipment, morale, natural armour, and size. Any Check Penalty: If Check Penalty appears on the
bonus without a descriptor (such as simply a +1 bonus) line beneath the skill name, apply the check penalty
stacks with other bonuses. All penalties stack, regardless for any encumbrance caused by the characters
of their descriptors. equipment load to checks involving this skill.

S k i l l D e s c r i p t ions Balance (Dex; Check


Penalty)
In OGL Wild West, skills are presented in alphabetical order
in the following format. The first line of every skill listing
includes the following: Balance is used when trying to run along a roof-beam in
a barn, inch your way along a rocky ledge high above a
Skill Description Format canyon, walk along the top of a moving train, or in any
other situation where standing tall is a lot harder than
Skill Name (Key Ability) normal.

Trained Only; Check Penalty (if applicable) Check: The character can walk on a precarious surface.
A successful check allows the character to move at half
Key Ability: The abbreviation for the ability whose his speed along the surface as a move action. A failure
modifier applies to the skill check. indicates that the character spends his move action keeping
his balance and does not move. A failure by 5 or more
Below the primary skill line, the following information is indicates that the character falls. The difficulty varies with
given: the conditions of the surface. A damaging surface is any
walking area that causes the character to take damage while
Check: What a character can do with a successful he is contiguous with it, such as a burning window ledge.
skill check, and the checks DC. The majority of
the skills entry occurs in this section. Balance Check DCs
Narrow Surface DC* Difficult Surface DC
Try Again?: Any conditions that apply to repeated 712 in. wide 10 Uneven or angled 10
attempts to use the skill for a particular purpose. 26 in. wide 15 Slippery surface 10
If this entry is omitted, the skill check can be tried Less than 2 in. 20 Damaging surface +5
again without any inherent penalty other than wide
taking additional time. *Add +5 to the DC if the narrow surface is slippery or
angled; add +10 if it is both slippery and angled.

46
Balance Surfaces the target did not so much see through the bluff as prove
Surface DC reluctant to go along with it. If the targets Sense Motive
Moving train roof 15 check succeeds by 11 or more, he has seen through the
bluff, and would have succeeded in doing so even if it had
Crumbling ledge 15
not placed any demand on him (that is, even without the
Tightrope walk 20
+10 bonus).
Being Attacked While Balancing: While balancing, the
A successful Bluff check indicates that the target reacts as
character is flat-footed (the character loses his Dexterity
the character wishes, at least for a short time (usually 1
bonus to Defence, if the character has one), unless the
round or less), or the target believes something that the
character has 5 or more ranks in Balance. If the character
character wants him or her to believe. A bluff requires
takes damage, he must make a Balance check again to
interaction between the character and the target. Targets
remain standing.
unaware of the character cannot be bluffed.
Accelerated Movement: The character can try to cross
a precarious surface more quickly than normal. The Bluff Checks
character can move his full speed, but the character takes Sense Motive Example Circumstances
a 5 penalty on his Balance check. (Moving twice the Modifier
characters speed in a round requires two checks, one for The target wants to believe the character (I 5
each move action.) knew there was gold in those hills).
The bluff is believable and does not affect +0
The character can attempt to charge across a precarious the target much one way or the other (so,
surface. Charging requires one Balance check at a theres a war party of Cheyenne down the
5 penalty for each multiple of the characters speed (or trail? Ill take the left fork instead).
fraction thereof ) that the character charges. The bluff is a little hard to believe or puts +5
the target at some kind of risk. (Ill let you
Special: A character can take 10 when making a Balance take my horse so you can warn the fort, but
check, but cannot take 20. A character with the Focused only if you swear to come back with it right
feat gets a +2 bonus on all Balance checks. after.)
The bluff is hard to believe or entails a +10
Time: Balancing while moving one-half the characters large risk for the target (They hung someone
speed is a move action. Accelerated movement, allowing else for the robbery, so now I can go back to
the character to balance while moving his full speed, is also town?)
a move action. The bluff is way out there; it is almost too +20
incredible to consider. (Whadya mean,
Bluff (Cha) mechanical men?)
This skill is used by liars and cheats to, well, lie and cheat.
A good Bluff can convince a mark that this horse is not
lame (it just walks funny), or that this gold dust is real, or Feinting in Combat: A character can also use Bluff to
that you did not see which way they went, or that there is mislead an opponent in combat so that the opponent
a rattlesnake coiled around their left boot and they really, cannot dodge the characters attack effectively. If the
really should not move a muscle character succeeds, the next attack the character makes
against the target ignores his Dexterity bonus to Defence
Check: A Bluff check is opposed by the targets Sense (if the opponent has one), thus lowering his Defence
Motive check when trying to con or mislead. Favourable score. Using Bluff in this way against a creature of animal
and unfavourable circumstances weigh heavily on the intelligence (Int 1 or 2) requires a 8 penalty on the check.
outcome of a bluff. Two circumstances can work against Against a non-intelligent creature, feinting is impossible.
the character; the bluff is hard to believe or the action that
the bluff requires the target to take goes against the targets Creating a Diversion to Hide: A character can use Bluff
self-interest, nature, personality, or orders. to help him or her hide. A successful Bluff check gives the
character the momentary diversion needed to attempt a
If it is important, the Games Master can distinguish Hide check while people are aware of the character. (See
between a bluff that fails because the target does not the Hide skill).
believe it and one that fails because it asks too much of the
target. For instance, if the target gets a +10 bonus because Sending a Secret Message: A character can use Bluff to
the bluff demands something risky of the target, and the send and understand secret messages while appearing to be
targets Sense Motive check succeeds by 10 or less, then speaking about other things. The DC for a basic message is

47
10. Complex messages or messages trying to communicate Accelerated Climbing: A character can try to climb more
new information have DCs of 15 or 20. Both the sender quickly than normal. The character can move his full
and the receiver must make the check for the secret message speed, but the character takes a 5 penalty on his Climb
to be successfully relayed and understood. check. (Moving twice the characters speed in a round
requires two checks, one for each move action.)
Skills and Feats

Anyone listening in on a secret message can attempt a Sense


Motive check (DC equal to the senders Bluff check result). Catching Yourself When Falling: It is practically
If successful, the eavesdropper realises that a secret message impossible for a character to catch himself on a wall while
is contained in the communication. If the eavesdropper falling. Make a Climb check (DC equal to walls DC + 20)
beats the DC by 5 or more, he understands the secret to do so. A slope or tree is relatively easier to catch on (DC
message. Whether trying to send or intercept a message, equal to slopes DC + 10).
a failure by 5 or more points means that one side or the
other misinterprets the message in some fashion. Special: Someone using a rope can haul a character upward
(or lower the character) by means of sheer strength. Use
Try Again?: Generally, a failed Bluff check makes the two times a characters maximum load to determine how
target too suspicious for the character to try another bluff much weight he can haul in this way.
in the same circumstances. For feinting in combat, the
character may try again freely. A character can take 10 while climbing, but cannot take
20.
Special: A character can take 10 when making a bluff
(except for feinting in combat), but cannot take 20. A A character with the Athletic feat gets a +2 bonus on all
character with the Deceptive feat gets a +2 bonus on all Climb checks.
Bluff checks.
Climb Checks
Time: A bluff takes at least 1 round (and is at least a full- DC Example Wall or Surface or Task
round action) but can take much longer if the character
0 A slope too steep to walk up.
tries something elaborate. Using Bluff as a feint in combat
5 A knotted rope with a wall to brace
is an attack action.
against.

C l i m b ( S t r ; C h eck
10 A rope with a wall to brace against. A
knotted rope.
Penalty) 10 A surface with sizable ledges to hold on to
This skill is used to climb a rope (easy), a wall with plenty and stand on, such as a rugged cliff face.
of handholds (not too bad), a tree, a rocky slope (doable), 15 Any surface with adequate handholds and
or even a sheer cliff (tricky). footholds (natural or artificial), such as a
rough natural rock surface or a tree, or a
Check: With each successful Climb check, the character chain-link fence. An un-knotted rope.
can advance up, down, or across a slope or a wall or other Pulling yourself up when dangling by your
steep incline (or even a ceiling with handholds). A slope hands.
is considered to be any incline of less than 60 degrees; a 20 An uneven surface with just a few narrow
wall is any incline of 60 degrees or steeper. A failed Climb handholds and footholds, such as a coarse
check indicates that the character makes no progress, and a masonry wall or a sheer cliff face with a few
check that fails by 5 or more means that the character falls crevices and small toeholds.
from whatever height he had already attained (unless the 25 A rough surface with no real handholds or
character is secured with a rope or other equipment). footholds, such as a brick wall.
25 Overhang or ceiling with handholds but
The DC of the check depends on the conditions of the no footholds.
climb. If the climb is less than 10 feet, reduce the DC by A perfectly smooth, flat, vertical surface
5. Since the character cannot move to avoid an attack, cannot be climbed.
he is flat-footed while climbing (the character loses any Modifiers Condition
Dexterity bonus to Defence). Any time the character takes
10* Climbing inside a chimney or other
damage while climbing, make a Climb check against the
location where one can brace against two
DC of the slope or wall. Failure means the character falls
opposite walls (reduces normal DC by
from his current height and sustains the appropriate falling
10).
damage.

48
5* Climbing a corner where a character can Violent motion (very rough 15
brace against perpendicular walls (reduces vehicle ride, small boat in rapids,
normal DC by 5). on deck of storm-tossed ship,
+5* Surface is slippery (increases normal DC galloping horse)
by 5). Extraordinarily violent motion 20
*These modifiers are cumulative; use any that apply. (earthquake)
Entangled in net or snare 15
Time: Climbing at one-half your speed is a full-round Grappling or pinned 20
action. Moving half that far (one-fourth the characters Weather is a high wind carrying 5
speed) is a move action. Accelerated climbing, allowing blinding rain or sleet
the character to climb at his full speed, is a full-round Weather is wind-driven hail, dust, 10
action. A character can move half that far (one-half his or debris
speed) as a move action. * Such as an activity that requires more than a single
full-round action. Also from an attack of opportunity or
C o n c e n t r a t i o n ( C o n; readied attack made in response to the action being taken
Some Trained Only) (for activities requiring no more than a full-round action).
** Such as from catching on fire.
Concentration is used to overcome impairment penalties
from wounds. The Games Master may also call for
Concentration checks when a character must focus on a
Try Again?: Yes, though a success does not cancel the
task in difficult circumstances.
effects of a previous failure, such as the disruption of an
action that was being concentrated on.
Check: To ignore the impairment penalties from wounds, a
character must make a Concentration check (DC 15). The
Special: By making a check against DC 15, a character
total impairment penalty is always applied to this roll, but
can use Concentration to attempt an action defensively,
if the Concentration check succeeds, then all impairment
so as to avoid attacks of opportunity altogether. This does
penalties are ignored for the rest of the round. This use of
not apply to other actions that might incur attacks of
Concentration cannot be performed untrained.
opportunity (such as moving). If the Concentration check
succeeds, the character may attempt the action normally
A character makes a Concentration check whenever he
without incurring any attacks of opportunity. A successful
may potentially be distracted (by taking damage, by harsh
Concentration check still does not allow a character to take
weather, and so on) while engaged in some action that
10 on a check when he of she is in a stressful situation;
requires the characters full attention. Such actions include
the character must roll the check as normal. If the
using skills that provoke attacks of opportunity while in
Concentration check fails, the related action automatically
a threatened square. In general, if an action would not
fails (with any appropriate ramifications) and the action
normally incur an attack of opportunity, a character
is wasted, just as if the characters concentration had been
does not need to make a Concentration check to avoid
disrupted by a distraction.
being distracted. If the check succeeds, the character may
continue with the action. If the Concentration check fails,
Special: Since Concentration checks are called for in
the action automatically fails. The check DC depends on
stressful situations, a character cannot take 10 or take 20
the nature of the distraction.
on such checks.

Concentration DCs
Distraction
Craft (Int; Some
DC Trained Only)
Damaged during the action * 10 + damage This skill encompasses several categories, each of them
dealt treated as a separate skill: Craft (blacksmithing), Craft
Taking continuous damage during 10 + half of (bowmaking), Craft (chemical), Craft (gunsmithing), Craft
the action ** continuous (fletching), Craft (leatherworking), Craft (mechanical),
damage last Craft (structural), Craft (woodworking), Craft (writing)
dealt and so on. Craft skills are specifically focused on creating
Vigorous motion (bouncy vehicle 10 objects. To use a Craft skill effectively, a character must
ride, small boat in rough water, have a kit or some other set of basic tools.
below decks in a storm-tossed
ship, riding a horse) To use Craft, first decide what the character is trying to
make and consult the category descriptions below. The

49
character must acquire appropriate raw materials before Craft (chemical) ( Int;
Trained Only)
beginning. If the character succeeds at that check, make
the Craft check against the given DC for the object in
question. If the character fails the check, he does not This skill covers both the production of explosives and
make the object, and the raw materials are wasted (unless other industrial chemicals, as well as drugs and other
Skills and Feats

otherwise noted). pharmaceuticals.

Generally, a character can take 10 when using a Craft skill Type of Chemistry (Examples) Craft DC Time
to construct an object, but cannot take 20 (since doing Simple (acid, gunpowder, 15 1 hr.
so represents multiple attempts, and the character uses up disinfectant)
the raw materials after the first attempt). The exception Moderate (chloroform) 20 12 hr.
is Craft (writing); a character can take 20 because the Complex (dynamite) 25 24 hr.
character does not use up any raw materials.
Special: A character requires the raw materials for the
Craft item he desires, along with specialised equipment.

( b l a c k s m i t h i n g ) (Int;
Craft (gunsmithi ng)
T r a i n e d O n l y)
This skill allows a character to forge items from iron and (Int)
steel. Blacksmithing is also used to make metal melee This skill is used to make firearms and other gunpowder-
weapons, such as knives and sabres. based weapons such as cannon. It is also used to make
bullets.
Type of Blacksmithing
(Examples) Craft DC Time Type of Gunsmithing
Simple (batch of nails) 10 1 hr. (Examples) Craft DC Time
Moderate (horseshoes, 20 12 hr Simple (Cast bullets) 10 4 hr.
hunting knife) Moderate (pistol, rifle) 20 8 hr.
Complex (steam engine parts, 25 24 hr Complex (machine gun) 30 48 hr.
rapier, sabre)
Special: A character with the Crafter feat gets a +2 bonus
Special: A character cannot use blacksmithing without a on all Craft (gunsmithing) checks.
forge and metalworking tools.
Craft (mechanical)
A character with the Builder feat gets a +2 bonus on all
Craft (blacksmithing) checks.
(Int; Trained Only)
This skill allows a character to build mechanical devices
and engines, such as steam engines, oil derricks, mills,
C r a f t ( b o w m a k ing) pumps and so on.
( I n t ; T r a i n e d O nly)
This skill is used to make bows and arrows. It is primarily Type of Scratch-Built
used by Indians, but a few outsiders have learned the Mechanical Device (Examples) Craft DC Time
craft. Simple (tripwire) 15 1 hr
Moderate (mechanical clock) 20 12 hr.
Type of Bowmaking (Examples) Craft DC Time Complex (steam engine) 25 24 hr.
Simple (arrow) 15 1 hr.
Moderate (normal bow) 20 12 hr. Special: A character without a mechanical tool kit takes a
Complex (masterwork bow) 25 24 hr. 4 penalty on Craft (mechanical) checks.

Special: A character with a knife and suitable raw materials A character with the Builder feat gets a +2 bonus on all
can make a bow no special tools are required. Craft (mechanical) checks.

50
Craft (structural) Craft (traps) (Int;
(Int) Trained Only)
This skill allows a character to build wooden or stone This skill allows a character to build and hide traps for
structures from scratch, including bookcases, desks, walls, catching animals or people.
houses, and so forth, and includes such handyman skills as
house painting, roofing, and building cabinets. Type of Trap Craft
(Examples) DC Time Damage
Type of Scratch-Built Simple (tripwire, 10 1 hr Entangle
Structure (Examples) Craft DC Time snare)
Simple (bookcase, false wall) 10 12 hr. Moderate (concealed 15 3 hr. 1d6
Moderate (shed, stable) 15 24 hr. pit, bear trap)
Complex (house) 25 120 hr. Complex (lethal 20 6 hr. By weapon
boobytrap) used
When building a structure from scratch, the character
describes the kind of structure he wants to construct; The base Search DC to find a trap is DC 10 the character
then the Games Master decides if the structure is simple, building the trap may take a penalty to his roll to increase
moderate, or complex (or more!) in scope and difficulty. the Search DC by an equal amount.

Special: A character without basic tools such as a hammer Craft (woodworking)


(Int)
and nails takes a 4 penalty on Craft (structural) checks.

A character with the Builder feat gets a +2 bonus on all Woodworking it used to whittle items from scraps of wood,
Craft (structural) checks. or to carve fine works of art or masks or useful tools. It is
also used to prepare lumber for construction work.

51
Type of Woodworking Craft does.) The Games Master secretly makes both the skill
(Examples) DC Time check and the Wisdom check so the character cannot tell
Just whittlin away, 5 Until Judgement whether the conclusion drawn is accurate or not.
biding my time Day
Try Again?: No, unless conditions change or new
Skills and Feats

Simple (planks of 10 4 hr.


information is uncovered.
lumber)
Moderate (rifle stock, 15 8 hr.
Special: A character can take 10 when making a Decipher
coffin)
Script check, but cannot take 20.
Complex (artistic 25 24 hr.
carving) A character with the Studious feat gets a +2 bonus on all
Decipher Script checks.
Special: A character with the Crafter feat gets a +2 bonus
on all Craft (woodworking) checks.
A character cannot take ranks in this skill without having
the Literacy feat.
C r a f t ( w r i t i n g ) (Int)
This skill allows a character to create short stories, novels,
eloquent diary entries, stage players, newspaper articles,
Demolitions (Int;
and similar works of writing. When creating a work of Trained Only)
writing, the player simply makes a Craft (writing) check, A character does not need this skill to use dynamite and
the result of which determines the quality of the work. other explosives lighting the fuse and running away is
simple enough. However, correct placement and using
Skill Check Result Effort Achieved explosives safely falls within the purview of this skill.
9 or lower Untalented amateur
Check: Setting a simple explosive to blow up at a certain
1019 Talented amateur
spot does not require a check, but connecting and setting
2024 Professional
a detonator does. Also, placing an explosive for maximum
2530 Expert effect against a structure calls for a check, as does disarming
31 or higher Master an explosive device.
Creating a work of writing requires at least 1 hour, but Place Explosive Device: Carefully placing an explosive
usually takes a day, a week, or more, depending on the against a fixed structure (a stationary, unattended inanimate
scope of the project. object) can maximise the damage dealt by exploiting
vulnerabilities in the structures construction. The Games
Special: A character with the Creative feat gets a +2 bonus Master makes the check (so that the character does not
on all Craft (writing) checks. know exactly how well he has done). On a result of 15 or
higher, the explosive deals double damage to the structure
D e c i p h e r S c r i p t (Int; against which it is placed. On a result of 25 or higher, it
T r a i n e d O n l y) deals triple damage to the structure. In all cases, it deals
normal damage to all other targets within its burst radius.
This skill is used for code-breaking, reading cryptic or
foreign documents and other forms of text analysis.
Disarm Explosive Device: Disarming an explosive that
has been set to go off requires a Demolitions check. The
Check: A character can decipher writing in an ancient
DC is usually 10, unless the person who set the detonator
language or, more often, in code. This can also be used
chose a higher disarm DC. If the character fails the check,
to interpret the meaning of an incomplete text. The base
he does not disarm the explosive. If the character fails by
DC is 20 for the simplest messages, 25 for standard codes,
more than 5, the explosive goes off.
and 30 or higher for intricate or complex codes or exotic
messages.
Special: A character can take 10 when using the
Demolitions skill, but cannot take 20.
If the check succeeds, the character understands the
general content of a piece of writing, reading about one
A character with the Cautious feat and at least 1 rank in
page of text or its equivalent in 1 minute. If the check fails,
this skill gets a +2 bonus on all Demolitions checks.
the Games Master makes a Wisdom check (DC 10) for
the character to see if he avoids drawing a false conclusion
Time: Setting a detonator is usually a full-round action.
about the text. (Success means that the character does not
Placing an explosive device takes 1 minute or more,
draw a false conclusion; failure means that the character
depending on the scope of the task.

52
The Games Master chooses the characters
initial attitude based on circumstances.
Most of the time, the people the characters
meet are indifferent toward them, but a
specific situation may call for a different
initial attitude. The DCs given in the
accompanying table show what it takes to
change someones attitude with the use of
the Diplomacy skill. The character does
not declare a specific outcome he is trying
for; instead, make the check and compare
the result to the table on the next page.

Try Again?: Generally, trying again


does not work. Even if the initial check
succeeds, the other character can only be
persuaded so far. If the initial check fails,
the other character has probably become
more firmly committed to his position,
and trying again is futile. The Games
Master is the final authority on retries of
this skill, but second chances should be
expensive in time, gifts, or both.

Special: A character can take 10 when


making a Diplomacy check, but cannot
take 20.

A character with the Trustworthy feat gets


a +2 bonus on all Diplomacy checks.

Time: Diplomacy is at least a full-round


action. The Games Master may determine
that some negotiations require a longer
period of time.

Diplomacy (Cha) Attitude Means Possible Actions


The Diplomacy skill is used for smooth-talking and
Hostile Will take risks Attack, interfere,
persuasion. Styles of diplomacy vary, from a barrage of
to hurt or avoid berate, flee
fast talk or legal mumbo-jumbo to reasoned and respectful
you
debate.
Unfriendly Wishes you ill Mislead, gossip, avoid,
Check: A character can change others attitudes with a watch suspiciously,
successful check (see the table below). In negotiations, insult
participants roll opposed Diplomacy checks to see who Indifferent Does not care Act as socially
gains the advantage. Opposed checks also resolve cases much expected
where two advocates or diplomats plead opposing cases Friendly Wishes you well Chat, advise, offer
before a third party. limited help, advocate
Helpful Will take risks Protect, back up, heal,
Diplomacy can be used to influence a non player characters to help you aid
attitude.

53
Difficulty Table for Diplomacy Checks disable a trap, unless the character is trying to prevent his
Initial New Attitude tampering from being noticed.
Attitude Hostile Unf. Indif. Friendly Helpful
A character with the Cautious feat and at least 1 rank in
Hostile 19 or 20 25 35 45
this skill gets a +2 bonus on all Disable Device checks.
Skills and Feats

less
Unfriendly 4 or 5 15 25 35
Time: Disabling a simple mechanical device is a full-round
less
action. Intricate or complex devices require 2d4 rounds.
Indifferent 0 or 1 15 25

Disguise (Cha)
less
Friendly 0 or 1 15
less This skill is used to walk into a town plastered with Wanted
posters of your ugly mug, or to pretend to be someone
D i sa b l e D e v i c e (Int;
else in a high-stakes poker game. It is a skill for spies and
conmen.
T r a i n e d O n l y)
Disable Device is used to pick locks and safes, sabotage Check: A characters Disguise check result determines
equipment or to disarm traps. It is essentially the opposite how good the disguise is. It is opposed by others Spot
of the Repair skill (see below). check results. Make one Disguise check even if several
people make Spot checks. The Games Master makes the
Check: The Games Master makes the Disable Device check characters Disguise check secretly so that the character is
so that the character does not necessarily know whether he not sure how well his disguise holds up to scrutiny.
has succeeded. This skill can accomplish several different
things, all of which a given character can attempt assuming If the character does not draw any attention to him or
he has the proper equipment on hand to do so. herself, however, others do not get to make Spot checks.
If the character comes to the attention of people who
Open Lock: A character can pick conventional locks or are suspicious, the suspicious person gets to make a Spot
finesse combination locks (such as those on safes). The check. (The Games Master can assume that such observers
character must have a lockpick set. The DC depends on take 10 on their Spot checks.) The effectiveness of the
the quality of the lock. characters disguise depends in part on how much the
character is attempting to change his appearance.
Lock Type (Example) DC
Cheap (house) 20 Disguise Modifier
Average (sheriff s office) 25 Minor details only +5
High quality (bank) 30 Appropriate uniform or costume +2
Disguised as different sex 2
Traps and Sabotage: Disabling (or rigging, or jamming) a Disguised as different age category 2 *
simple mechanical device has a DC of 10. More intricate * Per step of difference between the characters age category
and complex devices have higher DCs. The Games Master and the disguised age category (child, young adult, adult,
rolls the check. If the check succeeds, the character disables middle age, old, or venerable).
the device. If the check fails by 4 or less, the character has
failed but can try again. If the character fails by 5 or more, If the character is impersonating a particular individual,
something goes wrong. If it is a trap, the character springs those who know what that person looks like automatically
it. If it is some sort of sabotage, the character thinks the get to make Spot checks. Furthermore, they get a bonus
device is disabled, but it still works normally. With this on their Spot checks.
skill, a character can rig simple devices to work normally
for a while and then fail some time later (usually after Familiarity Bonus
1d4 rounds or minutes of use). Building anything more Recognises on sight +4
permanent also requires use of the Craft (structural) skill Friend or associate +6
and additional time.
Close friend +8
Intimate +10
Try Again?: Yes, though the character must be aware that
he has failed in order to try again.
Usually, an individual makes a Spot check to detect a
disguise immediately upon meeting the character and
Special: A character can take 10 when making a Disable
each hour thereafter. If the character casually meets many
Device check. A character can take 20 to open a lock or to
different people, each for a short time, the Games Master

54
checks once per day or hour, using an average Spot modifier Check: Routine tasks, such as ordinary driving, do not
for the group (assuming they take 10). require a skill check. Make a check only when some
unusual circumstance exists (such as inclement weather or
Try Again?: No, though the character can assume the an icy surface), or when the character is driving during
same disguise again at a later time. If others saw through a dramatic situation (the character is being chased or
the previous disguise, they are automatically treated as attacked, for example, or is trying to reach a destination in
suspicious if the character assumes the same disguise a limited amount of time).
again.
Try Again?: Most driving checks have consequences for
Special: A character can take 10 or take 20 when failure that make trying again impossible.
establishing a disguise.
Special: A character can take 10 when driving, but cannot
A character without a disguise kit takes a 4 penalty on take 20.
Disguise checks.
Time: A Drive check is a move action.
A character with the Deceptive feat gets a +2 bonus on all
Disguise checks. Escape Artist (Dex;
A character can help someone else create a disguise for him Check Penalty)
or her, treating it as an aid another attempt. A character can use this skill to squirm out of ropes,
handcuffs or other restraints even the hangmans noose.
Time: A Disguise check requires 1d4 x10 minutes of
preparation. The Games Master makes Spot checks for Check: Make a check to escape from restraints or to
those who encounter the character immediately upon squeeze through a tight space.
meeting the character and again each hour or day thereafter,
depending on circumstances. Restraint DC of Escape Check
Ropes Opponents Dex check +20
Drive (Dex) Net 20
This skill is used for controlling a horse, ox or team of Leg Irons 25
such animals as they pull a stagecoach or other vehicle. It Handcuffs 35
is also used to control automobiles, if the campaign is set Tight space 30
late enough to include such innovations. Grappler Opponents grapple check

For ropes and chains, a characters Escape Artist check is


opposed by the Dexterity check result of the opponent
who tied the bonds. Since it is easier to tie someone up

55
than to escape from being tied up, the opponent gets a +20 Check Examination
bonus on his Dexterity check. Document Type Modifier Time
Simple (letter) +0 10 min.
For a tight space, a check is only called for if the characters
head fits but his shoulders do not. If the space is long, such
Skills and Feats

Moderate (claim, -2 20 min.


as in an airshaft, the Games Master may call for multiple
business form)
checks. A character cannot fit through a space that his
Complex (stock -4 1 hr.
head does not fit through.
certificate, legal
document)
A character can make an Escape Artist check opposed by
his opponents grapple check to get out of a grapple or out Difficult (passport) -8 4 hr.
of a pinned condition (so that the character is just being
grappled). Doing so is an attack action, so if the character
escapes the grapple he can move in the same round. Extreme (Banknote) -16 4 hr.

Try Again?: A character can make another check after a


failed check if the character is squeezing through a tight Familiarity* Modifier
space, making multiple checks. If the situation permits, Unfamiliar (seen once for less than a -4
the character can make additional checks as long as he is minute)
not being actively opposed. Fairly familiar (seen for several minutes) +0

Special: A character can take 10 on an Escape Artist check. Quite familiar (on hand, or studied at +4
A character can take 20 if he is not being actively opposed leisure)
(a character can take 20 if he is tied up, even though it is Forger has produced other documents of +4
an opposed check, because the opponent is not actively same type
opposing the character). Document includes specific signature -4

A character with the Nimble feat gets a +2 bonus on all *: Use all modifiers that apply from this list.
Escape checks.
The Games Master makes the characters check secretly so
Time: Making a check to escape from being bound by the character is not sure how good his forgery is. A forger
ropes, handcuffs, or other restraints (except a grappler) is allowed to know the check result and gains a retry if
requires 1 minute. Escaping a net is a full-round action. the documents final check is 10 or less. Quality is hard
Squeezing through a tight space takes at least 1 minute, to judge, but a lousy piece of work is recognisable to all.
maybe longer, depending on the distance that must be Only moderate level forgeries can be attempted without at
crossed. least one rank in this skill.

F o r g e r y ( I n t ; S ome The Forgery skill is also used to detect someone elses

T r a i n e d O n l y)
forgery. The result of the original Forgery check that
created the document is opposed by a Forgery check
The skill of Forgery is used to fake official-looking by the person who examines the document to check its
documents, copy handwriting, print false banknotes and authenticity. If the examiners check result is equal to or
so on. higher than the original Forgery check, the document is
determined to be fraudulent. The examiner gains bonuses
Check: Forgery requires materials appropriate to the or penalties on his check as given in the table below.
document being forged, and some time. To forge a
document the character needs to have seen a similar
Examiners Condition Modifier
document before. The complexity of the document,
the characters degree of familiarity with it, and whether Type of document unknown to examiner 4
the character needs to reproduce the signature or Type of document somewhat known to 2
handwriting of a specific individual, provide modifiers examiner
to the Forgery check, as shown below. Forgery of legal Type of document well known to +0
documents (including coins and banknotes) is known as examiner
counterfeiting. Document is put through additional tests +4
*
Examiner only casually reviews the 2
document *

56
* Cumulative with any of the first three conditions on the Gather Information
(Cha)
table. Apply this modifier along with one of the other
three whenever appropriate.
A character can use this skill to find out what is going on
A document that contradicts procedure, orders, or previous in a town or region; it covers listening to rumours, reading
knowledge, or one that requires the examiner to relinquish between the lines in local newspapers and so on.
a possession or a piece of information, can increase
the examiners suspicion (and thus create favourable Check: By succeeding at a skill check (DC 10) and
circumstances for the examiners opposed Forgery check) spending 1d4+1 hours passing out money and buying
as determined by the Games Master. drinks, a character can get a feel for the major news
items in a neighbourhood. This result assumes that no
Try Again?: No, since the forger is not sure of the quality obvious reasons exist why information would be withheld.
of the original forgery. The higher the check result, the better the information.
Information ranges from general to protected and the cost
Special: To forge documents and detect forgeries, one and DC increases accordingly for the type of information
must be able to read and write the language in question. the character seeks to gather, as given in the table below.

A character can take 10 when making a Forgery check, but Type of Information DC Purchase DC
cannot take 20. General 10 5
Specific 15 10
A character with the Meticulous feat gets a +2 bonus on all Restricted 20 15
Forgery checks. Protected 25 20

A character without a forgery kit takes a 4 penalty on General information concerns local happenings, rumours,
Forgery checks. gossip and the like. Specific information usually relates
to a particular question. Restricted information includes
Time: Forging a short, simple document takes about 1 facts that are not generally known and requires that
minute. Longer or more complex documents take 1d4 the character locate someone who has access to such
minutes per page or longer. information. Protected information is even harder to
come by and might involve some danger, either for the
Gamble (Wis) one asking the questions or the one providing the answer.
A character with the Gamble skill is familiar with games There is a chance that someone will take note of anyone
of chance, and has either a streak of luck a mile wide or is asking about restricted or protected information.
adept at counting cards and calculating odds, or both.
A character can use bribery to loosen tongues an
Check: In simple situations, opposed Gamble checks are appropriate bribe gives a +2 circumstance bonus to the
used to see who won a particular game of chance. For check, but the cost of the bribe varies depending on the
more complex gambling rules, see page XX (Rules of the information desired. Buying a drink counts as a bribe for
West). general information, but trying to convince someone to
tell you where the Hole-in-the-Wall gang hide out would
Try Again?: No, unless the character wants to play another cost far more.
game.
Try Again?: Yes, but it takes 1d4+1 hours for each check,
Special: A character cannot take 10 or take 20 when and characters may draw attention to themselves if they
making a Gamble check. repeatedly pursue a certain type of information.

A character with the Confident feat gets a +2 bonus on all Special: A character can take 10 when making a Gather
Gamble checks. Information check, but cannot take 20.

Time: A Gamble check requires 1 hour. A character with the Trustworthy feat gets a +2 bonus on
all Gather Information checks.

Time: A Gather Information check takes 1d4+1 hours.

57
H a n d l e A n i m a l (Cha; Come (DC 15): The animal comes to the

T r a i n e d O n l y)
character, even if it normally would not do so.

The Handle Animal skill is used to tame and train animals. Defend (DC 20): The animal defends the
It is of paramount importance on cattle drives, hunts, or character (or is ready to defend him if no threat
Skills and Feats

just to keep a horse under control in dangerous situations. is present), even without any command being
given. Alternatively, the character can command
Check: The DC depends on what the character is trying the animal to defend a specific other character.
to do.
Down (DC 15): The animal breaks off from
Task Handle Animal DC combat or otherwise backs down. An animal that
Handle an animal 10 does not know this trick continues to fight until it
Push an animal 25 must flee (due to injury, a fear effect, or the like) or
Teach an animal a trick 15 or 201 its opponent is defeated.
Train an animal for a general 15 or 201
purpose Fetch (DC 15): The animal goes and gets
something. If the character does not point out
Rear a wild animal 15 + HD of animal
a specific item, the animal fetches some random
1
See the specific trick or purpose below.
object.

General Purpose DC General Purpose DC Guard (DC 20): The animal stays in place and
Combat riding 20 Hunting 20 prevents others from approaching.
Fighting 20 Performance 15
Guarding 20 Riding 15 Heel (DC 15): The animal follows the character
Heavy labour 15 closely, even to places where it normally would not
go.
Handle an Animal: This task involves commanding an
animal to perform a task or trick that it knows. If the Perform (DC 15): The animal performs a variety
animal is wounded or has taken any damage, the DC of simple tricks, such as sitting up, rolling over,
increases by 2. If the characters check succeeds, the animal roaring or barking, and so on.
performs the task or trick on its next action.
Seek (DC 15): The animal moves into an area
Push an Animal: To push an animal means to get it and looks around for anything that is obviously
to perform a task or trick that it does not know but is alive or animate.
physically capable of performing. This category also covers
making an animal perform a forced march or forcing it Stay (DC 15): The animal stays in place, waiting
to hustle for more than 1 hour between sleep cycles. If for the character to return. It does not challenge
the animal is wounded or has taken any damage, the DC other creatures that come by, though it still defends
increases by 2. If the characters check succeeds, the animal itself if it needs to.
performs the task or trick on its next action.
Track (DC 20): The animal tracks the scent
Teach an Animal a Trick: A character can teach an animal a presented to it. (This requires the animal to have
specific trick with one week of work and a successful Handle the scent ability)
Animal check against the indicated DC. An animal with
an Intelligence score of 1 can learn a maximum of three Work (DC 15): The animal pulls or pushes a
tricks, while an animal with an Intelligence score of 2 can medium or heavy load.
learn a maximum of six tricks. Possible tricks (and their
associated DCs) include, but are not necessarily limited to, Train an Animal for a Purpose: Rather than teaching an
the following: animal individual tricks, the character can simply train
it for a general purpose. Essentially, an animals purpose
Attack (DC 20): The animal attacks apparent represents a pre-selected set of known tricks that fit into
enemies. The character may point to a particular a common scheme, such as guarding or heavy labour.
creature that he wishes the animal to attack, and it The animal must meet all the normal prerequisites for all
will comply if able. tricks included in the training package. If the package
includes more than three tricks, the animal must have an
Intelligence score of 2.

58
An animal can be trained for only one general purpose, stay. Training an animal for fighting takes three
though if the creature is capable of learning additional weeks.
tricks (above and beyond those included in its general
purpose), it may do so. Training an animal for a purpose Guarding (DC 20): An animal trained to guard
requires fewer checks than teaching individual tricks does, knows the tricks attack, defend, down, and guard.
but no less time. Training an animal for guarding takes four weeks.

Combat Riding (DC 20): An animal trained to Heavy Labour (DC 15): An animal trained for
carry a rider into combat knows the tricks attack, heavy labour knows the tricks come and work.
come, defend, down, guard, and heel. Training Training an animal for heavy labour takes two
an animal for combat riding takes six weeks. weeks.
The trainer may also upgrade an animal trained
for riding to one trained for combat riding by Hunting (DC 20): An animal trained for hunting
spending three weeks and making a successful knows the tricks attack, down, fetch, heel, seek,
Handle Animal check (DC 20). The new general and track. Training an animal for hunting takes six
purpose and tricks completely replace the animals weeks.
previous purpose and any tricks it once knew.
Performance (DC 15): An animal trained
Fighting (DC 20): An animal trained to engage for performance knows the tricks come, fetch,
in combat knows the tricks heel, perform, and stay. Training an animal for
attack, down, and performance takes five weeks.

Riding (DC 15): An animal trained to bear a rider


knows the tricks come, heel, and stay. Training an
animal for riding takes three weeks.

Rear a Wild Animal: To rear an animal means to


raise a wild creature from infancy so that it becomes
domesticated. A handler can rear as many as three
creatures of the same kind at once.

A successfully domesticated animal can be taught


tricks at the same time it is being
raised, or it can be taught as a
domesticated animal later.

59
Action: Varies. Handling an animal is a move action, while Cover or Concealment Circumstance Bonus
pushing an animal is a full-round action. For tasks with Three-quarters +5
specific time frames noted above, the character must spend
Nine-tenths +10
half this time (at the rate of 3 hours per day per animal being
handled) working toward completion of the task before he
Skills and Feats

Creating a Diversion to Hide: A character can use the


can attempt the Handle Animal check. If the check fails, Bluff skill to help him hide. A successful Bluff check
the characters attempt to teach, rear, or train the animal can give the character the momentary diversion needed
fails and he need not complete the teaching, rearing, or to attempt a Hide check while people are aware of the
training time. If the check succeeds, the character must character. While the others turn their attention from the
invest the remainder of the time to complete the teaching, character, he can make a Hide check if the character can
rearing, or training. If the time is interrupted or the task is get to a hiding place of some kind. (As a general guideline,
not followed through to completion, the attempt to teach, the hiding place has to be within 1 foot for every rank the
rear, or train the animal automatically fails. character has in Hide.) This check, however, is at a 10
penalty because the character has to move fast.
Try Again: Yes, except for rearing an animal.
Tailing: Also called shadowing, a character can use Hide
Special: If you have the Animal Affinity feat, you get a +2 to tail a person in public. Using the skill in this manner
bonus on Handle Animal checks. assumes that there are other random people about, among
whom the character can mingle to remain unnoticed. If
Untrained: A character with no ranks in Handle Animal, the subject is worried about being followed, he can make a
uses a Charisma check to handle and push domestic Spot check (opposed by the characters Hide check) every
animals, but he cannot teach, rear, or train animals. time he changes course (goes around a street corner, exits
a building and so on). If he is unsuspecting, he generally
H i d e ( D e x ; C h e ck gets only a Spot check after an hour of tailing.
Penalty) Special: A character can take 10 when making a Hide
The Hide skill is used to skulk in shadows and to conceal
check, but cannot take 20.
yourself. It can also be used to spot places to hide or take
cover.
A character with the Stealthy feat gets a +2 bonus on all
Hide checks.
Check: A characters Hide check is opposed by the
Spot check of anyone who might see the character. The
Time: A Hide check is an attack action.
character can move up to half his normal speed and hide
at no penalty. At more than half and up to the characters
full speed, the character takes a 5 penalty. It is practically Intimidate (Cha or
impossible (20 penalty) to hide while attacking, running, Str, Characters
Choice)
or charging.

The Hide check is also modified by the characters size: There are men you simply do not cross; desperados so
tough and mean that your hand shakes and your will fails
before the force of their mere presence. Intimidation can
Size Modifier
force others to obey you or just terrify them and make
Small +4
them realise who is in charge here.
Medium +0
Large -4 Check: With a successful check, a character can forcibly
persuade another character to perform some task or behave
If people are observing the character, even casually, he in a certain way. A characters Intimidate check is opposed
cannot hide (though talents or feats might alter this). by the targets level check (1d20 + the targets character
The character can run around a corner so that he is out level or Hit Dice). Any modifiers that a target may have
of sight and then hide, but the others then know at least on Will saving throws against fear effects apply to this level
where the character went. Cover and concealment grant check. If the character succeeds, he may treat the target as
circumstance bonuses to Hide checks, as shown below. friendly for 10 minutes, but only for purposes of actions
Note that a character cannot hide if he has less than one- taken while in the characters presence. (That is, the target
half cover or concealment. retains his normal attitude, but will answer questions, offer
limited help, or take simple actions on the characters behalf
while intimidated.) Circumstances can dramatically affect
the effectiveness of an Intimidate check.

60
There are limits to what a successful Intimidate check can than 30 feet, he gains a bonus of +4 for every 10 feet over
do. The character cannot force someone to obey his every 30.
command or do something that endangers that persons
life. If the character fails by more than 5, the target may If the character has ranks in the Jump skill and succeeds on
actually do the opposite of what the character wishes. a check, the character lands on his feet (when appropriate)
and can move as far as the characters remaining movement
Staredown: A staredown (where two characters face off allows. If the character attempts a Jump check untrained,
against each other) can temporarily shatter an opponents the character lands prone unless he beats the DC by 5 or
will. Both characters must choose to enter the staredown more. Standing from a prone position is a move action.
(but Intimidation can be used to force another character
into the staredown.) Both characters then make opposed Distance moved by jumping is counted against maximum
Intimidation checks; the loser must make a Will save (DC movement in a round. A character can start a jump at the
equal to the winners Intimidation check result). If the end of one turn and complete the jump at the beginning
loser fails this Will save, his will is temporarily broken. of your next turn.
He suffers a 4 morale penalty to any Will saves or skill
checks made in opposition to the winner, as well as a 2 Long Jump: This is a horizontal jump, made across a gap
penalty to any attack rolls made against the winner. This such as a chasm or stream. At the midpoint of the jump,
effect is permanent until the loser beats the winner in the character attains a vertical height equal to one-quarter
another staredown or counts some significant coup over the horizontal distance. The DC for the jump is equal to
the winner. the distance jumped (in feet) + 5. The DCs for long jumps
of 5 to 30 feet are given in the table below. A character
Try Again?: No. Even if the initial check succeeds, the cannot jump a distance greater than his normal speed.
other character can only be intimidated so much, and All Jump DCs covered for a Long Jump assume that the
trying again does not help. If the initial check fails, the character can move at least 20 feet in a straight line before
other character has become more firmly resolved to resist attempting the jump. If this is not the case, the DC for
the intimidator, and trying again is futile. the jump is doubled.

Special: A character can take 10 when making an Long Jump Long Jump
Intimidate check, but cannot take 20. Distance DC * Distance DC *
5 feet 10 20 feet 25
A character may add a +2 bonus to his Intimidate check for 10 feet 15 25 feet 30
every size category the character is larger than his target.
15 feet 20 30 feet 35
Conversely, the character takes a 2 penalty to his check * Requires a 20-foot move. Without a 20-foot move,
for every size category the character is smaller than his double the DC.
target.
If the character fails the check by less than 5, he does not
A character with the Confident feat gets a +2 bonus clear the distance, but can make a Reflex save (DC 15)
on all Intimidate checks and on level checks to resist to grab the far edge of the gap. The character ends his
intimidation. movement grasping the far edge. If that leaves the character
dangling over a chasm or gap, getting up requires a move
Time: An Intimidate check is a full-round action. A action and a Climb check (DC 15).
Staredown can take several minutes, depending on how
tough the participants are. High Jump: This is a vertical leap, made to jump up to
grasp something overhead, such as a tree limb or ledge.
Jump (Str; Check The DC for the jump is 2 + the height x4 (in feet). The
Penalty) DCs for high jumps of 1 to 8 feet are given in the table
below. All Jump DCs covered here for the High Jump
Used for impressive and possibly live-saving jumps.
assume that the character can move at least 20 feet in a
straight line before attempting the jump. If this is not the
Check: The DC and the distance the character can
case, the DC for the jump is doubled.
cover vary according to the type of jump the character is
attempting. The characters Jump check is modified by his
speed. The DCs specified below assume a speed of 30 feet
(the speed of a typical human). If the characters speed is
less than 30 feet, he takes a penalty of 6 for every 10 feet
of speed less than 30. If the characters speed is greater

61
High Jump High Jump A character can take 10 when making a Jump check. If
Distance DC * Distance DC * there is no danger associated with failing, the character can
1 foot 6 5 feet 22 take 20.
2 feet 10 6 feet 26
A character with the Acrobatic feat gets a +2 bonus on all
Skills and Feats

3 feet 14 7 feet 30
Jump checks. A character with the Run feat gains a +2
4 feet 18 8 feet 34 competence bonus on Jump checks preceded by a 20-foot
* Requires a 20-foot move. Without a running start,
move.
double the DC.
Synergies: Tumble can provide a +2 synergy bonus on
If the character succeeds on the check, he can reach the
Jump checks.
height. The character grasps the object he was trying
to reach. If the character wishes to pull himself up, the
Time: Using the Jump skill is either a move action or
character can do so with a move action and a Climb check
a full-round action, depending on whether the character
(DC 15). If the character fails the Jump check, he does not
starts and completes the jump during a single move action
reach the height, and lands on his feet in the same square
or a full-round action.
from which the character jumped.

The difficulty of reaching a given height varies according Knowledge (Int; Some
to the size of the character or creature. Generally, the Trained Only)
maximum height a creature can reach without jumping This skill encompasses several categories, each of them
is given in the table below. (As a Medium-size creature, a treated as a separate skill. These categories are identified
typical human can reach 8 feet without jumping.) If the and defined below. The number of Knowledge categories
creature is long instead of tall (such as a horse), treat it as is kept purposely finite. When trying to determine what
one size category smaller. Knowledge skill a particular question or field of expertise
falls under, use a broad interpretation of the existing
Creature Size Maximum Height categories.
Colossal 128 ft.
Gargantuan 64 ft. Check: A character makes a Knowledge check to see if
Huge 32 ft. the character knows something. The DC for answering a
Large 16 ft. question within the characters field of study is 10 for easy
Medium-size 8 ft. questions, 15 for basic questions, and 20 to 30 for tough
Small 4 ft. questions.
Tiny 2 ft.
The Knowledge categories, and the topics each one
Diminutive 1 ft.
encompasses, are as follows.
Fine 0.5 ft.
Appraisal: The fine art of studying goods and
Hop Up: The character can jump up onto an object as
determining their worth.
tall as his waist with a Jump check (DC 10). Doing so
does counts as 10 feet of movement. The character does
Art: Fine arts and graphic arts, including art
not need to get a running start to hop up (the DC is not
history and artistic techniques. Antiques, modern
doubled if the character does not get a running start).
art, photography, and performance art forms such
as music and dance, among others.
Jumping Down: If the character intentionally jumps
from a height, he can take less damage than if he just falls.
Business: Business procedures, investment
The DC to jump down from a height is 15. The character
strategies, and corporate structures. Bureaucratic
does not have to get a running start to jump down (the
procedures and how to navigate them.
DC is not doubled if the character does not get a running
start). If the character succeeds on the check, he takes
Civics: Political and governmental institutions
falling damage as if the character had dropped 10 fewer
and processes. Civil law and legislation.
feet than he actually did.
Current Events: Recent happenings in the news,
Special: Effects that increase a characters speed also
sports, politics, entertainment, and foreign affairs.
increase the characters jumping distance, since the check
is modified by the characters speed.
Geography: Lands, terrain, climate, people.

62
History: Events, personalities, and cultures of the to hear something. A character can also make a Listen
past. Archaeology and antiquities. check voluntarily if he wants to try to hear something in
the characters vicinity. The Games Master may make the
Indian Lore: Customs, traditions and current Listen check in secret so that the character does not know
dispositions of the various native tribes of the whether not hearing anything means that nothing is there
West. or that the character failed the check. A successful Listen
check when there is not anything to hear results in the
Law: Criminal law, law enforcement techniques as character hearing nothing.
well as officers and notorious criminals.
DC Sound
Local: Local events and personalities, rumours. 10 A battle
0 People talking
Nature: Animals, plants, seasons and cycles,
10 An unarmoured person walking at a slow pace,
weather, vermin.
trying not to make any noise
15 A 1st-level Fast hero sneaking up on someone *
Physical Sciences: Astronomy, chemistry,
mathematics, physics, and engineering. 20 A mountain lion stalking prey *
30 A bird flying through the air
Streetwise: Street and urban culture, local +5 Listening through a door
underworld personalities and events. +15 Listening through a solid wall
* This is actually an opposed check; the DC given is a
Theology and Philosophy: Religion and related typical Move Silently check result for such a character or
matters. creature.

Try Again?: No. The check represents what a character Condition Check Penalty
knows, and thinking about a topic a second time does not Per 10 feet of distance 1
let the character know something he never knew in the Listener distracted 5
first place.
Try Again?: A character can make a Listen check every
Special: An untrained Knowledge check is simply an time he has the opportunity to hear something in a reactive
Intelligence check. Without actual training, a character manner. As a move action, the character may attempt to
only knows common knowledge about a given subject. hear something that he failed (or believes he failed) to hear
previously.
A character can take 10 when making a Knowledge check,
but cannot take 20. Special: When several characters are listening to the same
thing, the Games Master can make a single 1d20 roll and
A character with the Educated feat gets a +2 bonus on any use it for all the listeners skill checks.
two types of Knowledge checks.
A character can take 10 or take 20 when making a Listen
The Games Master may decide that having 5 or more ranks check. Taking 20 means the character spends 1 minute
in a specific Knowledge skill provides a character with a +2 attempting to hear something that may or may not be
synergy bonus when making a related skill check. there to hear.

Time: A Knowledge check can be a reaction, but otherwise A character with the Alertness feat gets a +2 bonus on all
requires a full-round action. Listen checks.

Listen (Wis) A sleeping character can make Listen checks, but takes a
The Listen skill is used to hear noises, detect enemies 10 penalty on the checks.
trying to move silently, notice a rifle being cocked, or hear
the whistle of an incoming train. Time: A Listen check is either a reaction (if called for by
the Games Master) or a move action (if a character actively
Check: Make a Listen check against a DC that reflects takes the time to try to hear something).
how quiet the noise is that a character might hear or against
an opposed Move Silently check. The Games Master may
call for a Listen check by a character who is in a position

63
M o v e S i l e n t l y ( Dex; Preach: The character is an orator, capable of

C h e c k P e n a l ty)
holding the attention of a crowd while he speaks
on some topic. If he actually wants to persuade the
Move Silently is, obviously enough, the skill used to sneak crowd of something, he should use a Diplomacy
around quietly, for ambushes and other low-down dirty check while preaching to them.
Skills and Feats

tricks.
Sing: The character is a musician gifted with a
Check: A characters Move Silently check is opposed by talent for producing musical tones with your
the Listen check of anyone who might hear the character. voice.
A character can move up to half his normal speed at no
penalty. At more than half speed and up to the characters
Result Performance
full speed, he takes a 5 penalty. It is practically impossible
(20 penalty) to move silently while attacking, running, 10 Amateur performance. Audience may
or charging. appreciate your performance, but is not
impressed.
Special: A character can take 10 when making a Move 15 Routine performance. Audience enjoys your
Silently check, but cannot take 20. performance, but it is not exceptional.
20 Great performance. Audience highly
A character with the Stealthy feat gets a +2 bonus on all impressed.
Move Silently checks. 25 Memorable performance. Audience
enthusiastic.
Time: Move Silently is a move action. 30 Masterful performance. Audience awed.

P e r f o r m ( C h a) Try Again?: Not for the same performance and audience.


This skill encompasses several categories, each of them
Special: A character can take 10 when making a Perform
treated as a separate skill. These categories are identified
check, but cannot take 20.
and defined below. The number of Perform categories is
kept purposely finite. When trying to determine what
Every time a character takes the Creative feat, he gets a +2
Perform skill a particular type of performance falls under,
bonus on checks involving two Perform skills the player
use a broad interpretation of the existing categories. Also,
designates. See the feat description for more information.
keep in mind that the ability to perform does not make a
character a trained performer in a stage sense; take ranks
Time: A Perform check usually requires at least several
in Profession (performer) if the character should be able to
minutes to an hour or more.
make money and hold known performances with his skill.

Check: The character is accomplished in some type of Profession (Wis)


artistic expression and knows how to put on a performance. The Profession skill covers the basic knowledge and training
The character can impress audiences with his talent and needed to hold down a particular skilled job. It is a mix of
skill. The quality of the characters performance depends rules-of-thumb, experience and specialised knowledge. A
on his check result. The Perform categories, and the Profession can earn the character a living.
qualities each one encompasses, are as follows:
Check: The basic use for a Profession check is to make
Act: The character is a gifted actor, capable of enough money to keep the character fed and sheltered.
performing drama, comedy, or action-oriented Some professions provide more resources, but also require
roles with some level of skill. a greater amount of training and investment. See Running
a Business, page XX.
Dance: The character is a gifted dancer, capable
of performing rhythmic and patterned bodily Repair (Int)
movements to music. The Repair skill is used to jury-trig quick fixes to broken
items. It can be applied to any structure, item, device
Instrument: The character is skilled at playing a or weapon, but any repairs made using the skill will
particular instrument piano, drum, harmonica, probably only last a short time it is a stop-gap skill.
flute, violin and so on. He can also play related More permanent repairs are normally performed using the
instruments (a banjo player could play a guitar) appropriate Craft skill.
with slightly less ease (-2 circumstance penalty to
the Perform check).

64
Check: Most Repair checks are made to fix complex the character fails by more than 5, he loses control of the
electronic or mechanical devices. The DC is set by the animal.
Games Master. In general, simple repairs have a DC
of 10 to 15 and require no more than a few minutes to For animals trained in combat riding, the character does
accomplish. not need to make this check. Instead, the character can
use his move action to have the animal perform a trick
Try Again?: Yes, though in some specific cases, the Games (commonly, to attack). The character can use his attack
Master may decide that a failed Repair check has negative action normally.
ramifications that prevent repeated checks.
Cover (DC 15): The character can react instantly to drop
Special: A character can take 10 or take 20 on a Repair down and hang alongside his mount, using it as one-half
check. cover. The character cannot attack while using his mount
as cover. If the character fails, he does not get the cover
Repair requires tools; if the character does not have the benefit.
appropriate tools, he takes a 4 penalty on the check (or
may be unable to do the repair at all at the Games Masters Soft Fall (DC 15): The character reacts instantly when he
option). falls off a mount, such as when it is killed or when it falls,
to try to avoid taking damage. If the character fails, he
Synergies: Having the appropriate Craft skill gives a +2 takes 1d6 points of falling damage.
synergy bonus to the Repair check.
Leap (DC 15): The character can get his mount to leap
Time: Varies, but repairing an item using Repair is much obstacles as part of its movement. Use the characters
faster than rebuilding it properly. Ride modifier or the mounts Jump modifier (whichever
is lower) when the mount makes its Jump check (see the
Ride (Dex) Jump skill). The character makes a Ride check (DC 15) to
One of the most important skills for the traveller in the stay on the mount when it leaps.
West, Ride is used to guide and control a horse or other
mount. Fast Mount or Dismount (DC 20; Check Penalty
applies): The character can mount or dismount as a
Check: Typical riding actions do not require checks. A free action. If the character fails the check, mounting or
character can saddle, mount, ride, and dismount without a dismounting is a move action. (A character cannot attempt
problem. Mounting or dismounting an animal is a move a fast mount or dismount unless he can perform the mount
action. Some tasks, such as those undertaken in combat or or dismount as a move action this round, should the check
other extreme circumstances, require checks. In addition, fail.)
attempting trick riding or asking the animal to perform an
unusual technique also requires a check. Special: If the character is riding bareback, he takes a 5
penalty on Ride checks.
Guide with Knees (DC 10): The character can react
instantly to guide his mount with his knees so that the A character can take 10 when making a Ride check, but
character can use both hands in combat or to perform some cannot take 20.
other action. Make the check at the start of the characters
round. If the character fails, he can only use one hand Animals ill suited as mounts provide a 2 penalty on their
this round because the character needs to use the other to riders Ride check.
control his mount.
Time: Ride is a move action, except when otherwise noted
Stay in Saddle (DC 10): The character can react instantly for the special tasks listed above.
to try to avoid falling when his mount rears or bolts
unexpectedly or when the character takes damage. Search (Int)
The Search skill is used to closely and methodically
Fight while Mounted (DC 20): While in combat, the investigate an area; searching for tracks, clues, signs of a
character can attempt to control a mount that is not shootout or break-in and so on.
trained in combat riding (see the Handle Animal skill). If
the character succeeds, he uses only a move action, and the Check: The character generally must be within 10 feet
character can use his attack action to do something else. If of the object or surface to be examined. A character can
the character fails, he can do nothing else that round. If examine up to a 5-foot by 5-foot area or a volume of goods
5 feet on a side with a single check. A Search check can turn

65
up individual footprints, but does not allow a character someone is trying to bluff him.) Using Sense Motive to
to follow tracks or tell the character which direction the get a sense of someones trustworthiness takes at least one
creature or creatures went or came from. minute.

DC Task Sleight of Hand (Dex;


Skills and Feats

10 Ransack an area to find a certain object.


Trained Only; Check
Penalty)
20 Notice a typical secret compartment, a simple
trap, or an obscure clue.
25+ Find a complex or well-hidden secret This skill is used to do small conjuring tricks, pick pockets,
compartment or trap; notice an extremely palm cards and so on.
obscure clue.
Check: A check against DC 10 allows a character to palm
Special: A character can take 10 or take 20 when making a coin-sized, unattended object. Minor feats of sleight of
a Search check. hand, such as making a coin disappear, also have a DC of
10 unless an observer is concentrating on noticing what
A character with the Meticulous feat gets a +2 bonus on all the character is doing. When a character performs this
Search checks. skill under close observation, the characters skill check
is opposed by the observers Spot check. The observers
Time: A Search check is a full-round action. check does not prevent the character from performing the
action, just from doing it unnoticed.
S e n s e M o t i v e ( Wis) When a character tries to take something from another
The Sense Motive skill is used to assess a mans honesty,
person, the characters opponent makes a Spot check to
to read his poker face and see if he is telling the truth or
detect the attempt. To obtain the object, the character must
speaks with forked tongue.
get a result of 20 or higher, regardless of the opponents
check result. The opponent detects the attempt if his
Check: A successful check allows the character to avoid
check result beats the characters check result, whether the
being bluffed (see the Bluff skill). The character can also
character takes the object or not.
use the skill to tell when someone is behaving oddly or to
assess someones trustworthiness. In addition, a character
A character can use Sleight of Hand to conceal a small
can use this skill to make an assessment of a social situation.
weapon or object on his body. It can also be used to
With a successful check (DC 20), the character can get the
manipulate a small object in each hand, so long as one
feeling from anothers behaviour that something is wrong.
is coin sized and the other is no larger than a foot in any
Also, the character can get the feeling that someone is
dimension. Used this way, it can conceal the manipulation
trustworthy and honourable.
from others, though it can be opposed by Spot as noted
above.
Try Again?: No, though the character may make a Sense
Motive check for each bluff made on the character.
Try Again?: A second Sleight of Hand attempt against the
same target, or when being watched by the same observer,
Special: A character can take 10 when making a Sense
has a DC 10 higher than the first check if the first check
Motive check, but cannot take 20.
failed or if the attempt was noticed.
A character with the Attentive feat gets a +2 bonus on all
Special: A character can take 10 when making a Sleight of
Sense Motive checks.
Hand check, but cannot take 20.
A character can use Sense Motive to detect that a hidden
A character can make an untrained Sleight of Hand check
message is being transmitted via the Bluff skill (DC equal
to conceal a weapon or object, but must always take 10.
to the bluff check result of the sender). If the characters
check result beats the DC by 5 or more, the character
A character with the Nimble feat and at least 1 rank in this
understands the secret message as well. If the characters
skill gets a +2 bonus on all Sleight of Hand checks.
check fails by 5 or more, the character misinterprets the
message in some fashion.
Time: A Sleight of Hand check is an attack action.
Time: A Sense Motive check may be made as a reaction
to another characters Bluff check. (When that is the case,
the Games Master may roll the characters Sense Motive
check in secret, so the character does not necessarily know

66
Spot (Wis) character or object he is trying to discern. The check
Use this skill to spot bandits sneaking up, to notice that carries a further 5 penalty if the character is in the midst
the gunmans right hand is bandaged and crippled, or to of activity.
see the cavalry on the horizon.
Try Again?: A character can make a Spot check every time
Check: The Spot skill is used to notice items that are he has the opportunity to notice something in a reactive
not immediately obvious and people who are attempting manner. As a full-round action, a character may attempt
to hide. The Games Master may call for a Spot check by to notice something that he failed (or believe he failed) to
a character who is in a position to notice something. A notice previously.
character can also make a Spot check voluntarily if he
wants to try to notice something in his vicinity. The Special: A character can take 10 or take 20 when making
Games Master may make the Spot check in secret so that a Spot check.
the character does not know whether not noticing anything
means that nothing is there or that the character failed the A character with the Alertness feat gets a +2 bonus on all
check. Spot checks.

A successful Spot check when there is not anything to Time: A Spot check is either a reaction (if called for by
notice results in the character noticing nothing. the Games Master) or a full-round action (if a character
actively takes the time to try to notice something).
Spot is often used to notice a person or creature hiding
from view. In such cases, the characters Spot check is Survival (Wis)
opposed by the Hide check of the character trying not to The Survival skill is used to navigate the wilderness, identify
be seen. Spot is also used to detect someone in disguise and avoid dangers, track an enemy across the desert and
(see the Disguise skill), or to notice a concealed weapon on follow trails.
another person.
Check: A character can keep himself and others safe and
A characters Spot check is modified by a 1 penalty for fed in the wild frontier.
every 10 feet of distance between the character and the

67
DC Task Each round, the DC of the check increases by 1. If the
10 Get along in the wild. Move up to half the character fails the check, the character begins to drown.
characters overland speed while hunting and
foraging (no food or water supplies needed). The DC for the Swim check depends on the water:
Skills and Feats

The character can provide food and water for


one other person for every 2 points by which the Water DC
characters check result exceeds 10. Calm water 10
15 Gain a +2 circumstance bonus on Fortitude Rough water 15
saves against severe weather while moving up to Stormy water 20
half the characters overland speed, or gain a +4
circumstance bonus if stationary. The character Each hour that the character swims, make a Swim
may grant the same bonus to one other character check against DC 20. If the character fails, he becomes
for every 1 point by which the characters check fatigued. If the character fails a check while fatigued, the
result exceeds 15. character becomes exhausted. If the character fails a check
18 Avoid getting lost and avoid natural hazards such while exhausted, the character becomes unconscious.
as alkali flats, prairie fires and so on. Unconscious characters go underwater and immediately
begin to drown.
With the Track feat, a character can use Survival checks to
track a character or animal across various terrain types. Try Again?: A new check is allowed the round after a
check is failed.
Special: A character can take 10 when making a Survival
check. A character can take 20 when tracking, or if there is Special: A character takes a penalty of 1 for every 5
no danger or penalty for failure, but not on periodic checks pounds of gear he carries, including armour and weapons.
to get along in the wild.
A character can take 10 when making a Swim check, but
Time: Basic Survival checks occur each day in the cannot take 20.
wilderness or whenever a hazard presents itself. When using
Survival with the Track feat to track a character or animal, A character with the Athletic feat gets a +2 bonus on all
checks are made according to distance, as described in the Swim checks.
Track feat.
Time: A Swim check is either a move action or a full-
S w i m ( S t r ; C h eck round action, as described above.

Penalty) Treat Injury (Wis)


Obviously enough, the Swim skill covers a characters
This is the skill of sawing bones and pulling teeth, not
ability to swim and dive.
to mention sewing up wounds and digging bullets out of
flesh.
Check: A successful Swim check allows a character to
swim one-quarter his speed as a move action or half the
Check: The DC and effect depend on the task attempted.
characters speed as a full-round action. Make a Swim
A specific intent is needed for a Treat injury check, chosen
check once per round. If the character fails, he makes no
from the listed options below.
progress through the water. If the character fails by 5 or
more, he goes underwater. If the character is underwater
Long-Term Care (DC 15): With the aid of a doctors
(from failing a swim check or because the character is
bag, the successful application of this skill allows a
swimming underwater intentionally), the character must
patient to recover hit points and ability points lost to
hold his breath. A character can hold his breath for a
temporary damage at an advanced rate: 5 plus the patients
number of rounds equal to the characters Constitution
Constitution modifier. A new check is made each day; on
score, but only if the character does nothing but take move
a failed check, recovery occurs at the normal rate for that
actions or free actions.
day of rest and care.
If the character takes an attack action or a full-round
A character can tend up to as many patients as he has
action, the amount of breath the character has remaining
ranks in the skill. The patients need to spend all their time
is reduced by 1 round. (Effectively, a character in combat
resting. The character needs to devote at least hour of
can hold his breath only half as long as normal.) After that
the day to each patient the character is caring for.
period of time, the character must make a Constitution
check (DC 10) every round to continue holding his breath.

68
Revive Dazed, Stunned, or Unconscious Character (DC A character can take 10 when making a Treat injury check.
15): With a doctors bag, the character can remove the A character can take 20 only when restoring hit points
dazed, stunned, or unconscious condition from a character. or attempting to revive dazed, stunned, or unconscious
This check is an attack action. characters.

A successful check removes the dazed, stunned, or Most uses of Treat Injury require bandages, hot water,
unconscious condition from an affected character. The medicinal alcohol, tourniquets and so on. Surgery requires
character cannot revive an unconscious character who a surgery kit. If the character does not have the appropriate
is at 1 hit points or lower without first stopping any kit, he takes a 4 penalty on the check.
bleeding.
A character can use the Treat injury skill on himself only
Stem Bleeding (DC10): With a doctors bag, the character to administer first aid, treat disease, or treat poison. The
can reduce the bleed caused by a wound. (If the character character takes a 5 penalty on your check any time he
does not have a doctors bag, any cloth can be used in treats himself.
desperation, but this causes a 4 penalty to the Treat Injury
check). The rate of bleeding changes as follows Time: Treat injury checks take different amounts of time
based on the task at hand, as described above.
Bleed Before Stem Bleeding Bleed After
None None Tumble (Dex; Trained
1/round 1/day
Only; Check Penalty)
2/round 1/hour This skill allows the character to make acrobatic dodges
4/round 1/minute and rolls.
A character can also apply a hot iron to a wound. This Check: A character can land softly when he falls, tumble
deals an extra 1d4 points of damage, but automatically past opponents in combat, or tumble through opponents.
stems any bleeding.
Land Softly: The character can make a Tumble check
Treat Disease (DC 15): A character can tend to a character (DC 15) when falling. If the check succeeds, treat the fall
infected with a treatable disease. Every time the diseased as if it were 10 feet shorter when determining damage.
character makes a saving throw against disease effects (after
the initial contamination), the treating character first makes Tumble past Opponents: With a successful Tumble check
a Treat injury check to help the diseased character fend off (DC 20), the character can weave, dodge, and roll up to
secondary damage. This activity takes 10 minutes. If the 20 feet through squares adjacent to opponents, risking
treating characters check succeeds, the treating character no attacks of opportunity. Failure means the character
provides a bonus on the diseased characters saving throw moves as planned, but provokes attacks of opportunity as
equal to his ranks in this skill. normal.
Treat Poison (DC 15): A character can tend to a poisoned Tumble through Opponents: With a successful Tumble
character. When a poisoned character makes a saving throw check (DC 20), the character can roll, jump, or dive
against a poisons secondary effect, the treating character through squares occupied by opponents, moving over,
first makes a Treat injury check as an attack action. If the under, or around them as if they were not there. Failure
treating characters check succeeds, the character provides means the character moves as planned, but provokes
a bonus on the poisoned characters saving throw equal to attacks of opportunity as normal.
his ranks in this skill.
Try Again?: No.
Reduce Impairment (DC 15): A character can tend to an
injured character, reducing their impairment penalty to a Special: A character with 5 or more ranks in Tumble gains
specific location by 1. Each location can only be treated a +3 dodge bonus to Defence (instead of the normal +2)
once in this manner. when fighting defensively, and a +6 dodge bonus (instead
of the normal +4) when engaging in total defence.
Try Again?: Yes.
A character can take 10 when making a Tumble check, but
Special: The Surgery feat gives a character the extra cannot take 20.
training he needs to use Treat injury to help a wounded
character by means of an operation. A character with the Acrobatic feat and at least 1 rank in
this skill gets a +2 bonus on all Tumble checks.

69
Time: A character can try to reduce damage from a fall as
a reaction once per fall. A character can attempt to tumble Feats
as a free action that must be performed as part of a move Advanced Two-
action. Weapon Fighting
Skills and Feats

You can fight with two weapons at once, and can combine
ranged and melee weapons.
Feats Prerequisites: Dexterity 13, Two-Weapon Fighting, Im-
Feats are gained in four different ways in OGL Wild West.
They can be gained as free feats from a characters class proved Two-Weapon Fighting, base attack bonus +11.
or vocation occupation, they can be purchased when the
character obtains a bonus feat, they can be granted by Benefit: The character gets a third attack with his offhand
certain levels of the talent trees or class features, or they can weapon, albeit at a 10 penalty. This feat also allows the
be bought with the extra feat slot afforded to all characters character to use a melee weapon in one hand and a ranged
at 3rd, 6th, 9th, 12th, 15, and 18th level. Once gained, the weapon in the other.
method of procurement is irrelevant. A character either
has a feat or he does not. Agile Riposte
You can strike when your opponent attacks.
F e a t D e s c r i p t i ons
Here is the format for every feat description found in this Prerequisites: Dexterity 13, Dodge.
sourcebook. Feats are purposefully left a vague as possible
while still providing all of the rules support needed to run Benefit: Once per round, if the opponent the character has
them in a campaign. This way, the same feat taken by two designated as his dodge target (see the Dodge feat) makes a
different characters can simulate different approaches to melee attack or melee touch attack against the character and
the same basic talent. misses, the character may make an attack of opportunity
with a melee weapon against that opponent. Resolve and
Feat Name: The name of the feat. apply the effects from both attacks simultaneously.

Prerequisite: A minimum ability score, another feat or Even a character with the Combat Reflexes feat cannot use
feats, a minimum base attack bonus, and/or the minimum the Agile Riposte feat more than once per round. This
ranks in a skill that a character must have to acquire this feat does not grant more attacks of opportunity than the
feat. This entry is absent if a feat has no prerequisite. character is normally allowed in a round.

A character can gain a feat at the same level at which he Alertness


gains all the prerequisites. You have finely tuned senses.

A character cannot use a feat if the character has lost a Benefit: The character gets a +2 bonus on all Listen checks
prerequisite. and Spot checks.

Benefit: What the feat enables a character to do. Animal Affinity


You are good with animals.
Normal: What a character who does not have this feat is
limited to or restricted from doing. If there is no particular Benefit: The character gets a +2 bonus on all Handle
drawback to not possessing the feat, this entry is absent. Animal checks and Ride checks.
Special: Additional facts about the feat. If there are no Special: Remember that the Handle Animal skill cannot
special features about a feat aside from what it does and its be used untrained.
prerequisites, this entry is also absent.

Athletic
You are especially fit and quick.

Benefit: The character gets a +2 bonus on all Climb


checks and Swim checks.

70
Blind-Fight Brawler
You can fight in darkness. You are especially good at brawling.

Benefit: In melee combat, every time the character misses Prerequisite: Strength 13.
because of concealment, the character can reroll the miss
chance roll one time to see if the character actually hits. Benefit: Enemies suffer a 1 penalty to their Fortitude
saves to avoid being Winded, Dazed or Knocked Out.
The character takes only half the usual penalty to speed
for being unable to see. Darkness and poor visibility in Cautious
general reduces the characters speed to three-quarters of You look before you leap.
normal, instead of one-half.
Benefit: The character gets a +2 bonus on all Demolitions
Builder checks and Disable Device checks.
You have a knack for constructing items.
Special: Remember that the Demolitions skill and the
Benefit: Pick two Craft skills that involve physical Disable Device skill cannot be used untrained.
construction. The character gets a +2 bonus on all checks
with those skills. Cleave
You can keep on chopping.
Special: The character can select this feat twice. The
second time, the character applies it to the two skills he Prerequisites: Strength 13, Power Attack.
did not pick originally.
Benefit: If the character deals an opponent enough
damage to make the opponent drop (either by knocking
the opponent out due to massive damage or by reducing
the opponents hit points to less than 0), the character gets
an immediate extra melee attack against another opponent

71
adjacent to the character. The character cannot take a 5- Special: A character can select this feat twice, selecting
foot step before making this extra attack. The extra attack different skills the second time.
is with the same weapon and at the same bonus as the
attack that dropped the previous opponent. The character Creative
can use this ability once per round.
Skills and Feats

You have a creative streak.

C o m b a t E x p e r tise Benefit: Pick two of either a Perform skill speciality, or a


You are trained in defensive combat. form of Craft that involves creativity and inspiration. You
have a +2 insight bonus to all such skill checks.
Prerequisite: Intelligence 13.
Special: A character can select this feat twice, selecting
Benefit: When the character uses the attack action or the different skills the second time.
full attack action in melee, the character can take a penalty
of up to 5 on his attack roll and add the same number Deceptive
(up to +5) to the characters Defence. This number may Trust me
not exceed the characters base attack bonus. The changes
to attack rolls and Defence last until the characters next Benefit: The character gets a +2 bonus on all Bluff checks
action. The bonus to the characters Defence is a dodge and Disguise checks.
bonus (and as such it stacks with other dodge bonuses the

Dodge
character may have).

Normal: A character without the Combat Expertise feat You are adept at dodging attacks.
can fight defensively while using the attack or full attack
action to take a 4 penalty on attacks and gain a +2 dodge Prerequisite: Dexterity 13.
bonus to Defence.
Benefit: During the characters action, the character
C o m b a t R e f l e xes
designates an opponent and receives a +1 dodge bonus
to Defence against any subsequent attacks from that
You can respond quickly to opponents who let their guard opponent. The character can select a new opponent on
down. any action.
Benefit: The maximum number of attacks of opportunity Special: A condition that makes the character lose his
the character may make each round is equal to the characters Dexterity bonus to Defence also makes the character lose
Dexterity modifier + 1. The character can still only make dodge bonuses. Also, dodge bonuses stack with each other,
one attack of opportunity on a single opponent. unlike most other types of bonuses.
With this feat, the character may also make attacks of

Educated
opportunity when flat-footed.

Normal: A character without the Combat Reflexes feat The benefits of university
can make only one attack of opportunity per round and
cannot make attacks of opportunity when flat-footed. Benefit: Pick two Knowledge skills. The character gets a
+2 bonus on all checks with those skills.
Confident Special: A character can select this feat as many as five
You are naturally self-confident. times. Each time, the character selects two new Knowledge
skills.
Benefit: The character gets a +2 bonus on all Gamble

Elusive Target
checks and Intimidate checks, and on level checks to resist
intimidation.
You can use opponents as cover in combat.
Crafter Prerequisites: Dexterity 13, Martial Arts.
You are skilled with your hands.
Benefit: When fighting an opponent or multiple
Benefit: Pick two of either Repair, or a form of Craft that opponents in melee, other opponents attempting to target
involves making things. You have a +2 insight bonus to all the character with ranged attacks take a 4 penalty. This
such skill checks. penalty is in addition to the normal 4 penalty for firing
into melee, making the penalty to target to character 8.

72
Special: An opponent with the Precise Shot feat has the Benefit: As Cleave, except that the character has no limit
penalty lessened to 4 when targeting the character. to the number of times he can use it per round.

Endurance Great Fortitude


You have great reserves of stamina. You are tougher than normal.

Benefit: The character gains a +4 bonus on the following Benefit: The character gets a +2 bonus on all Fortitude
checks and saves: hourly Swim checks to avoid becoming saving throws.
fatigued, Constitution checks to continue running,
Constitution checks to hold the characters breath, Greater Weapon
Focus
Constitution checks to avoid damage from starvation or
thirst, Fortitude saves to avoid damage from hot or cold
environments and Fortitude saves to resist suffocation or Choose one type of weapon for which you have already
drowning. selected Weapon Focus. You can also choose unarmed
strike or grapple as your weapon for purposes of this feat.
Fan Prerequisites: Proficiency with selected weapon, Weapon
You can fire a single-action sidearm multiple times a round Focus with selected weapon, Base Attack Bonus +8.
by manually fanning the hammer.
Benefit: You gain a +1 bonus on all attack rolls you make
Benefit: When using a single-action pistol, you can fire using the selected weapon. This bonus stacks with other
it multiple times each round by making a Dexterity check bonuses on attack rolls, including the one from Weapon
(DC 15) for each shot. If the check is failed, then the Focus (see below).
character may make no more attacks this round. The
maximum number of shots you can fan is your Dex Special: You can gain Greater Weapon Focus multiple
modifier + 1. times. Its effects do not stack. Each time you take the
feat, it applies to a new type of weapon.
A penalty is applied to each shot if the result of the

Greater Weapon
Dexterity check is less than 20, apply a 2 penalty to the
next attack for every point of different. For example, if
the result of the Dexterity check was 16, then the gunman Specialisation
could make another attack, but would suffer a 8 (20- Choose one type of weapon for which you have already
16=4, x2) penalty to the attack. selected Weapon Specialisation. You can also choose
unarmed strike or grapple as your weapon for purposes of
A character must have both hands free to use the Fan feat. this feat.

Far Shot Prerequisites: Proficiency with selected weapon, Greater


You are good at attacking from long range. Weapon Focus with selected weapon, Weapon Focus with
selected weapon, Weapon Specialisation with selected
Benefit: When the character uses a firearm or bow, its weapon, Base Attack Bonus +12.
range increment increases by one-half (multiply by 1.5).
When the character throws a weapon, its range increment Benefit: You gain a +2 bonus on all damage rolls you make
is doubled. using the selected weapon. This bonus stacks with other
bonuses on damage rolls, including the one from Weapon
Focused
Specialisation (see below).
You keep your cool. Special: You can gain Greater Weapon Specialisation
multiple times. Its effects do not stack. Each time you
Benefit: The character gets get a +2 bonus on all Balance take the feat, it applies to a new type of weapon.
checks and Concentration checks.

G r ea t C l e a v e
You can cut through hosts of enemies.

Prerequisites: Strength 13, Power Attack, Cleave, base


attack bonus +4.

73
Improved Aim If the character trips an opponent in melee combat, the
You are a practised sniper. character immediately gets to make a melee attack against
that opponent as if the character had not used his attack
Prerequisites: Wis 13, Any Longarms Proficiency. action for the trip attempt.
Skills and Feats

Benefit: When making an aim action with a longarm, Improved Two-


you gain an additional +1 bonus to your attack roll for
every round spent aiming, up to a maximum of your Base
Weapon Fighting
You are an expert at fighting with two weapons.
Attack Bonus. This bonus stacks with the +2 or +4 bonus
for aiming.
Prerequisites: Dexterity 13, Two-Weapon Fighting, base
attack bonus +6.
I m p r o v e d B u l l Rush
You know how to push opponents back. Benefit: The character gets a second attack with his
offhand weapon, albeit at a 5 penalty. Also, this feat
Prerequisites: Strength 13, Power Attack. allows the character to use a melee weapon in one hand
and a ranged weapon in the other.
Benefit: When the character performs a bull rush, the
character does not provoke an attack of opportunity from Normal: Without this feat, a character can only get a single
the defender. extra attack with an off-hand weapon, and both weapons
must be of the same type (either both ranged weapons or
I m p r o v e d D i s arm both melee weapons).
You are skilled at disarming opponents.
Iron Will
Prerequisites: Intelligence 13, Combat Expertise. You have a stronger will than normal.

Benefit: The character does not provoke an attack of Benefit: The character gets a +2 bonus on all Will saving
opportunity when the character attempts to disarm an throws.
opponent, nor does the opponent get a chance to disarm
the character.
Lightning Reflexes
You have excellent reflexes.
I m p r o v e d F e i nt
You excel at misdirecting. Benefit: The character gets a +2 bonus on all Reflex saving
throws.
Prerequisites: Intelligence 13, Dodge.

Benefit: The character can make a Bluff check in combat


Literacy
You can read and write.
as a move action. The character receives a +2 bonus on
Bluff checks made to feint in melee combat.
Benefit: The character can read and write fully. Literacy
was far from universal in the West. Without this feat,
Normal: Feinting in combat requires an attack action.
a character can only make out a few common words
(Saloon, Sheriff , Wanted and so on) and cannot write.
I m pr o v e d I n i t i ative
You react quickly in a fight. Special: A character cannot take the Decipher Script skill
without this feat.
Benefit: The character gets a +4 circumstance bonus on
initiative checks.
Lucky
You are unnaturally lucky.
I m p r o v e d T r ip
You can follow through on trip attacks. Benefit: The characters Luck Point total increases by
2d6.
Prerequisites: Intelligence 13, Combat Expertise.
Special: A character can take this feat multiple times.
Benefit: The character does not provoke an attack of Each time, it increases the characters Luck by 2d6 points.
opportunity when the character tries to trip an opponent
while the character is unarmed.

74
Martial Arts Benefit: The penalty to attack rolls caused by the characters
You are trained in scientific boxing or one of the Oriental movement is reduced by 2.
martial arts.
Nimble
Benefit: You can inflict lethal damage with your bare You have exceptional flexibility and manual dexterity.
hands. Your unarmed attacks deal 2 + your Strength bonus
in damage, and you may choose to inflict wounds instead Benefit: The character gets a +2 bonus on all Escape Artist
of brawling. checks and Sleight of Hand checks.

Medical Expert Special: Remember that the Sleight of Hand skill cannot
You are skilled at aiding the sick. be used untrained.

Benefit: The character gets a +2 bonus on all Craft Point Blank Shot
(chemical) checks and Treat Injury checks. You are skilled at making accurate shots at close range.

Special: Remember that the Craft (chemical) skill cannot Benefit: The character gets a +1 bonus on attack and
be used untrained. damage rolls with ranged weapons against opponents
within 30 feet.
Meticulous
You are painstakingly accurate and complete. Power Attack
You can make exceptional powerful attacks.
Benefit: The character gets a +2 bonus on all Forgery
checks and Search checks. Prerequisite: Strength 13.

Mobility Benefit: On the characters action, before making attack


You are skilled at dodging past opponents. rolls for a round, the character may choose to subtract
a number from all melee attack rolls and add the same
Prerequisites: Dexterity 13, Dodge. number to all melee damage rolls. This number may not
exceed the characters base attack bonus. The penalty on
Benefit: The character gets a +4 dodge bonus to Defence attacks and bonus on damage applies until the characters
against attacks of opportunity provoked when the character next action.
moves out of a threatened square.
Precise Shot
Special: A condition that makes a character lose his You are an excellent shot.
Dexterity bonus to Defence also makes the character lose
dodge bonuses. Also, dodge bonuses stack with each other, Prerequisite: Point Blank Shot.
unlike most other types of bonuses.
Benefit: The character can shoot or throw ranged weapons
Mounted Fire at an opponent engaged in melee without penalty.
You are skilled at shooting while mounted.
Normal: A character takes a 4 penalty when using a
Prerequisites: Ride 1 rank. ranged weapon to attack an opponent who is engaged in
melee combat.
Benefit: The penalty you take when using a ranged
weapon while mounted is halved: 2 instead of 4 if your Quick Reload
mount is taking a double move, and 4 instead of 8 if You can reload a gun much more quickly.
your mount is running.
Prerequisite: Quick Draw.
Moving Shot
You keep your hand steady. Benefit: The time needed to reload a firearm is reduced.
Fully reloading a weapon is now a move action. The time
Prerequisites: Point Blank Shot. required to reload a weapon that takes multiple rounds to
reload is reduced by one round, the act of reloading can
never, however, be a free action.

75
R e s i s t I m p a i r m ent Snap Shot
You are too mean to die. You are adept at taking shots when the opportunity
presents itself.
Prerequisite: Toughness.
Skills and Feats

Prerequisites: Point Blank Shot, Precise Shot.


Benefit: Reduce all impairment penalties by one.
Benefit: When armed with a sidearm, you threaten the
Special: A character may take this feat multiple times; its area within two range increments of your weapon.
effects stack.
Normal: A character cannot threaten with a ranged
R i d e - b y A t t a ck weapon, and only threatens the area within his reach.
You are adept at making hit and run attacks when
mounted. Skip Shot
You can bounce attacks around cover.
Prerequisites: Ride 1 rank.
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When you are mounted and use the charge action,
you may move and attack as if with a standard charge Benefit: If the character has a solid, relatively smooth
and then move again (continuing the straight line of the surface on which to skip a bullet (such as a street or a
charge). Your total movement for the round cannot exceed concrete wall), and a target within 10 feet of that surface,
double your mounted speed. You and your mount do not the character may ignore cover between the character and
provoke an attack of opportunity from the opponent that the target. However, the character receives a 2 penalty on
you attack. his attack roll and the damage from the attack is halved.

Run Special: The surface does not have to be perfectly smooth


You are unusually fast. and level; a brick wall or an asphalt road can be used.
The target can have no more than nine-tenths cover for a
Benefit: When running, the character moves a maximum character to attempt a skip shot.
of five times his normal speed instead of four times. If the
character is in heavy armour, the character can move four Speak Language
times his speed rather than three times. If the character You can speak a particular language.
makes a long jump, the character gains a +2 competence
bonus on his Jump check. Benefit: The character can speak a language that is not
commonly known. The most common use for this feat
S h o t o n t h e R un is to speak an Indian dialect (or for Indian translators to
You are a good skirmisher. speak English). Versions of this feat include:

Prerequisites: Dexterity 13, Point Blank Shot, Moving Speak English


Shot, Dodge, Mobility.
Speak French
Benefit: When using an attack action with a ranged
weapon, the character can move both before and after the Speak German
attack, provided that the characters total distance moved is
not greater than his speed. Speak Spanish

Moving in this way does not provoke an attack of Speak Latin


opportunity from the defender the character is attacking
(though it can provoke attacks of opportunity from others, Speak Chinese
as normal).
Speak Sioux

Skill Focus Speak Indian Sign Language


You are especially skilled in one narrow field.
Normal: A character can automatically speak his native
Benefit: Select a skill. You have a +3 insight bonus to all language (English for most characters), but can speak no
skill checks with that skill. other languages.

76
Special: A character can use Decipher Script to decode Normal: A character without this feat incurs an attack of
a particular piece of writing even if he does not speak the opportunity when he strikes at an object held or carried by
language. A character with the Literacy feat can also write another character.
any language he speaks.
Surgery
S p i r it e d C h a r g e You are trained in surgical procedures.
You are highly adept at using a mount to charge into melee
combat. Prerequisite: Treat Injury 4 ranks.

Prerequisites: Ride 1 rank, Ride-By Attack. Benefit: The character can use the Treat Injury skill to
perform surgery without penalty.
Benefit: When mounted and using the charge action,
you deal double damage with a melee weapon (or triple Normal: Characters without this feat take a 4 penalty on
damage with a lance). Treat Injury checks made to perform surgery.

Spring Attack Toughness


You are good at hit-and-run attacks. You are tougher than normal.

Prerequisites: Dexterity 13, Dodge, Mobility, base attack Benefit: The character gains +3 hit points.
bonus +4.
Special: A character may gain this feat multiple times. Its
Benefit: When using an attack action with a melee effects stack.
weapon, the character can move both before and after
the attack, provided that the total distance moved is not Track
greater than the characters speed. You can find and follow a trail.
Moving in this way does not provoke an attack of Benefit: To find tracks or follow them for one mile requires
opportunity from the defender the character is attacking a Survival check. The character must make another Survival
(though it can provoke attacks of opportunity from others, check every time the tracks become difficult to follow.
as normal).
The character moves at half his normal speed (or at the
A character cannot use this feat if he is carrying a heavy characters normal speed with a 5 penalty on the check,
load or wearing heavy armour. or at up to twice the characters speed with a 20 penalty
on the check). The DC depends on the surface and the
Stealthy prevailing conditions.
You go unseen and unheard.
Surface Track DC
Benefit: The character gets a +2 bonus on all Hide checks Very soft 5
and Move Silently checks. Soft 10
Firm 15
Sunder Hard 20
You smash items with lan.
Very Soft: Any surface (fresh snow, thick dust,
Prerequisites: Strength 13, Power Attack. wet mud) that holds deep, clear impressions of
footprints.
Benefit: When the character strikes an object held or
carried by an opponent, such as a weapon, the character Soft: Any surface soft enough to yield to pressure,
does not provoke an attack of opportunity. but firmer than wet mud or fresh snow, in which
the quarry leaves frequent but shallow footprints.
The character gains a +4 bonus on any attack roll made to
attack an object held or carried by another character. The Firm: Most normal outdoor or exceptionally soft
character deals double normal damage to objects, whether or dirty indoor surfaces. The quarry might leave
they are held or carried or not. some traces of its passage, but only occasional or
partial footprints can be found.

77
Hard: Any surface that does not hold footprints at Benefit: When you attempt to overrun an opponent while
all, such as bare rock, concrete, metal decking, or mounted, your target may not choose to avoid you. Your
indoor floors. The quarry leaves only traces, such mount may make one hoof attack against any target you
as scuff marks. knock down, gaining the standard +4 bonus on attack rolls
against prone targets.
Skills and Feats

If the character fails a Survival check, he can retry after 1


hour (outdoors) or 10 minutes (indoors) of searching. Trustworthy
You seem trustworthy.
Normal: A character without this feat can use the Survival
skill to find tracks, but can only follow tracks if the DC Benefit: The character gets a +2 bonus on all Diplomacy
is 10 or less. A character can use the Search skill to find checks and Gather Information checks.
individual footprints, but cannot follow tracks using

Two-Weapon Fighting
Search.

You can fight with a weapon in each hand.


Condition DC Modifier
Prerequisite: Dexterity 13+.
Every three targets in the group being 1
Benefit: The characters penalties for fighting with two
tracked
weapons are reduced; see Chapter 7, Combat. The
Size of targets being tracked: 1 weapons used must both be melee weapons or both be
Fine +8 ranged weapons (the character cannot mix the types). He
Diminutive +4 may also draw two light or one-handed weapons in one
Tiny +2 move action (or free action if he also has the Quick Draw
feat).
Small +1
Vehicle Dodge
Medium +0 You can swerve out of the way of trouble.
Large 1
Prerequisites: Dexterity 13, Drive 6 ranks.
Huge 2
Benefit: When driving a vehicle, during the characters
Gargantuan 4 action the character designates an opposing vehicle or a
Colossal 8 single opponent. The characters vehicle and everyone
aboard it receive a +1 dodge bonus to Defence against
Every 24 hours since the trail was +1 attacks from that vehicle or opponent. The character can
made select a new vehicle or opponent on any action.
Every hour of rain since the trail was +1
made Weapon Finesse
Fresh snow cover since the trail was +10 Choose one light melee weapon the character is skilled at
made wielding it swiftly and adroitly.
Poor visibility: 2
Overcast or moonless night +6 Prerequisites: Proficient with weapon, base attack bonus
Moonlight +3 +1.

Fog or precipitation +3 Benefit: With the selected melee weapon, the character
may use his Dexterity modifier instead of his Strength
Tracked target hides trail (and moves +5 modifier on attack rolls.
at half speed)
1
For a group of mixed sizes, apply only the modifier for Special: A character can gain this feat multiple times.
the largest size category represented. Each time the character takes the feat, the character selects
2
Apply only the largest modifier from this category. a different weapon.

Trample Weapon Focus


You are skilled at making your mount crush foes Choose a specific weapon. A character can choose unarmed
underfoot. strike or grapple for your weapon for purposes of this feat.

Prerequisites: Ride 1 rank.

78
Prerequisites: Proficient with weapon, base attack bonus Benefit: When the character performs a full-round action,
+1. the character can give up his regular attacks and instead
make one melee attack at the characters highest base attack
Benefit: The character adds +1 to all attack rolls he makes bonus against each adjacent opponent.
using the selected weapon.

Weapon
Special: A character can gain this feat multiple times.
Each time the character takes the feat, the character must
select a different weapon.
Proficiencies
Weapon
The various weapons listed in Chapter XX: Outfitting
require weapon proficiencies to use. A character who wishes
Specialisation to use a weapon properly needs to have the appropriate
Choose one type of weapon for which you have already feat. Most people in the West have at least Simple Weapons
selected the Weapon Focus feat. You can also choose Proficiency and Simple Longarms Proficiency, while a
unarmed strike or grapple as your weapon for purposes of soldier will have Martial Weapons Proficiency and Martial
this feat. You deal extra damage when using this weapon. Longarms and Sidearms Proficiencies.

Prerequisites: Proficiency with selected weapon, Weapon Improvised Weapons


Proficiency
Focus with selected weapon, base attack bonus +4.

Benefit: You gain a +2 bonus on all damage rolls you make You can turn anything into a weapon.
using the selected weapon.
Benefit: You may use an Improvised Weapon without
Special: You can gain this feat multiple times. Its effects penalty.
do not stack. Each time you take the feat, it applies to a
new type of weapon. Normal: A character suffers a 2 penalty when attacking
with an improvised weapon.

Whirlwind Attack
You can hit everyone nearby in one attack.

Prerequisites: Dexterity 13, Intelligence 13, Dodge,


Mobility, Spring Attack, Combat Expertise, base attack
bonus +4.

79
S i m p l e W e a p o ns Martial Sidearms
Proficiency Proficiency
You are used to fighting using basic weapons. You are trained in using the choice sidearms of the military
and gunslingers.
Skills and Feats

Benefit: You may use a Simple Melee or Ranged Weapon


without penalty. Benefit: You may use a Martial Sidearm without penalty.

Normal: A character suffers a 4 penalty when attacking Normal: A character suffers a 4 penalty when attacking
with a Simple Weapon without this feat. with a Martial Sidearm without this feat.

M a r t i a l W e a p ons Exotic Sidearms


Proficiency Proficiency
You are trained in using martial weapons such as sabres. You are trained in using rarely encountered handguns such
as the Colt Buntline Special pistol.
Benefit: You may use a Martial Melee or Ranged Weapon
without penalty. Benefit: Choose an exotic sidearm. You may use that
Exotic Sidearm without penalty.
Normal: A character suffers a 4 penalty when attacking
with a Martial Weapon without this feat. Normal: A character suffers a 4 penalty when attacking
with that particular Exotic Sidearm without this feat.
I n d i a n W e a p o ns
Proficiency Simple Longarms
You are trained in using the weapons of the Indians, such Proficiency
as bows and tomahawks. You are trained in using commonly available rifles and
shotguns.
Benefit: You may use an Indian Melee or Ranged Weapon
without penalty. Benefit: You may use a Simple Longarm without
penalty.
Normal: A character suffers a 4 penalty when attacking
with an Indian Weapon without this feat. Normal: A character suffers a 4 penalty when attacking
with a Simple Longarm without this feat.
E x o t i c W e a p o ns
Proficiency Martial Longarms
You are trained in using an exotic weapon such as a lasso. Proficiency
You are trained in using the choice longarms of the military
Benefit: Choose an exotic weapon. You may use that and gunslingers.
particular Exotic Melee or Ranged Weapon without
penalty. Benefit: You may use a Martial Longarm without
penalty.
Normal: A character suffers a 4 penalty when attacking
with the chosen Exotic Weapon without this feat. Normal: A character suffers a 4 penalty when attacking
with a Martial Longarm without this feat.
S i m p l e S i d e a r ms
Proficiency Exotic Longarm
You are trained in using commonly available pistols. Proficiency
You are trained in using rarely encountered guns, such as
Benefit: You may use a Simple Sidearm without penalty. the Colt Revolving rifle.
Normal: A character suffers a 4 penalty when attacking
with a Simple Sidearm without this feat. Benefit: Choose an exotic Longarm. You may use that
Exotic Longarm without penalty.

Normal: A character suffers a 4 penalty when attacking


with that particular Exotic Longarm without this feat.

80
Outfitting
Purchasing Equipment
Equipment
Equipment is rated as common, uncommon or rare. Tables
Common equipment can be obtained almost anywhere, and Equipment items are described by a number of statistics, as
is produced in most settlements and towns. Uncommon shown on the following tables.
items can only be found in larger towns and cities. Rare
items must be shipped from the east, and therefore are Size: The size category of a piece of equipment helps to
found only in the largest cities or are specially ordered. determine how easy that object is to conceal, and it also
indicates whether using the object requires one hand or
Trading
two. In general, a character needs only one hand to use
any object that is of his size category or smaller.
Barter and haggling are accepted parts of trade in the West.
A canny trader can barter a bundle of buffalo hides for a Weight: This column gives the items weight.
shiny new rifle, even when the storekeeper has a big heap of
hides out back. There are several different styles of bartering Cost: The value, in dollars.
a character may use Bluff (claiming that whatever he is
offering is better than it is), Diplomacy (trying to persuade Availability: Common, Uncommon or Rare.
the other to give a good deal), Intimidation (veiled or

Bags and Boxes


obvious threats) or Perform (a practised line of patter).

After choosing their approach, both characters make Sack: A standard burlap sack, once used to hold flour,
an opposed skill check. However, each approach is vegetables or some other goods.
especially effective against one other approach (giving a +4
circumstance bonus to the roll) and especially vulnerable Saddlebag: Retrieving an item from a saddlebag while
to another. riding requires a Ride check (DC 5).

Bluff beats Intimidate and loses to Diplomacy Chest: This is a travel chest, one that a family of settlers
might store their treasured possessions in. Such trunks are
Diplomacy beats Bluff and loses to Perform often quite well made and ornate. A chest is fitted with
a lock that requires a Disable Device check (DC 25) to
Perform beats Diplomacy and loses to open (Break DC 25) and has a Hardness of 8 with 20 hit
Intimidate points.

Intimidate beats Perform and loses to Bluff Strongbox: This strongbox is bound in iron. It is the sort
of container that might be carried on a stagecoach, holding
For every point by which one character beats the others important mail, monies, gold and other valuable items.
roll, he may adjust the worth of his goods up or the worth The strongbox has a lock that requires a Disable Device
of the opponents goods down by 10%. The characters can check (DC 35) to open, a Break DC of 30, a Hardness of
haggle again after the first bout of haggling, but the price 10 and 40 hit points.
change halves to 5%. A third and final round of haggling
has the price change by 2.5% per point of difference. Barrel: Barrels are still one of the most common ways to
store items. Anything that must keep for a long time tends
to be stored in barrels.

81
General Equipment
Object Size Weight Price Availability
Bags and Boxes
Sack Small lb. 5c Common
Saddlebag Medium 8 lb. $8 Common
Chest Medium 25 lb. $3 Common
Strongbox Medium 35 lb. $25 Uncommon
Barrel Large 30 lb. $1 Common
Clothing
Outfitting

Business suit Medium 3 lb. $12 Uncommon


Casual wear Medium 2 lb. $5 Common
Formal dress Medium 4 lb. $15 Rare
Uniform Medium 2 lb. $10 Uncommon
Outerwear
Coat Medium 4 lb. $10 Common
Hat Tiny - $3 Common
Leather chaps Small 2 lb. $4.50 Common
Boots Small 2 lb. $5 Common
Spurs Tiny - 50c Common
Bandana Tiny - 10c Common
Professional Equipment
Doctors Bag Medium 15 lb. $25 Uncommon
Forgery kit Small 6 lb. $15 Uncommon
Handcuffs Tiny 1 lb. $3 Common
Lockpick set Tiny 1 lb. $2 Common
Mechanical tool kit Medium 30 lb. $10 Uncommon
Trail Gear
Telescope Tiny 3 lb. $15 Uncommon
Rope (50 ft.) Large 12 lb. 50c Common
Compass Diminutive - $2 Uncommon
Oil lamp Medium 4 lb. $1.50 Common
Tent Large 30 lb. $6 Common
Canteen Tiny 1 lb. 50c Common
Bedroll Large 10 lb. $4 Common
Blanket Medium 3 lb. 50c Common
Trap Medium 6 lb. $1.50 Common
Branding Iron Small 3 lb. $2 Uncommon
Saddle Large 20 lb. $25 Uncommon
Saddle, Masterwork Large 20 lb. $50 Rare
Shovel Medium 6 lb. $2.50 Common
Saw Small 2 lb. $1 Common
Pick Small 4 lb. $4 Common
Weapon Accessories
Holster Small - $1.50 Common
Pistol belt Small 1 lb. $1 Common
Ammo bandolier Small 1 lb. $1 Common
Ammunition, black powder Medium 3 lb. $1.50 Common
Ammunition, .22 Small 2 lb. $1.40 Common
Ammunition, .32 Small 4 lb. $2.50 Common
Ammunition. 38 Medium 4 lb. $3 Common
Ammunition, .45 Medium 6.5 lb. $3.25 Uncommon
Ammunition, .52 Medium 6.5 lb. $3.50 Common

82
Ammunition, 10 gauge Medium 7 lb. $1 Common
Ammunition, 12 gauge Medium 7 lb. $1.50 Common
Gun cleaning kit Tiny 1 lb. $1.50 Common
Telescopic Sight Diminutive lb. $15 Uncommon
Consumables
Trail rations (one week) Medium 10 lb. $1 Common
Lamp oil Medium 8 lb. 10c Common
Tobacco Diminutive - 10c Common
Luxuries
Banjo Small 12 lb. $12 Uncommon
Deck of Cards Diminutive - 15c Common
Harmonica Diminutive - 50c Uncommon
Newspaper Tiny - 1c Common
Piano Huge 800 lb. $100 Rare
Violin Small 4 lb. $10 Uncommon

Clothing Spurs: A pair of spurs that attaches to any boot heels.


The various outfits listed here have average prices for their Spurs give a +1 bonus to Ride checks, or a +2 if the rider is
various components a character can splash out on a more willing to inflict one point of damage on his mount.
expensive shirt, or buy a second-hand pair of boots to
adjust the price up or down. Bandanna: This little square of cloth is one of the most
useful items to have on the range. It can be used to shade
Business suit: A dark suit, suitable for an undertaker, the back of the neck from the sun, as a dust mask, a towel,
clerk, banker or lawyer. Your average Dude might wear a a strainer for muddy water, a hat tie in windy weather, a
robust version of this. sling or bandage, a face shroud for the dead or a noose for
the guilty. Bandannas are also notoriously used to conceal
Casual wear: Most men in the West wear sensible ones identity when embarking on hold-ups and robberies,
clothing consisting of a cotton shirt, breeches or trousers, simply by tying the scarf around the lower part of the face
an overcoat in wet weather, boots and a hat. Women wear and pulling a hat down low over the eyes. When used in
heavier dresses and shawls. this way, a bandanna will provide a +2 circumstance bonus
to a Disguise check to conceal a characters identity.
Formal dress: This outfit is suitable for a formal dinner,
dance or funeral. Professional
Uniform: An army uniform.
Equipment
Doctors Bag: The bag contains bandages, scalpels,
tourniquets and other tools, as well as a selection of balms,
Coat: This heavy leather or buffalo-hide duster protects
anaesthetics and other drugs. It allows the full use of the
the wearer from cold, precipitation and dust. It is also
Treat Injury skill, including surgery.
heavy enough to provide one point of armour.
Forgery kit: This is a set of papers, pens and inks, as well
Hat: This can be the classic ten-gallon hat of the cowboy,
as a magnifying glass, knives and glue. It can be used to
or a more reasonable derby or sombrero. A hat keeps the
forge documents and letters.
sun and the flies off, holds water, works as a fan, and is also
usable as a flag or signalling device.
Handcuffs: These sturdy steel manacles have a lock that
requires a Disable Device check (DC 20) to open, a Break
Leather chaps: These coverings protect the cowboys legs
DC of 30, a Hardness of 10 and 10 hit points. These
during long rides, as well as from thorny underbrush and
handcuffs can be for the hands or feet (known as leg irons)
harsh weather.
the latter costs an extra dollar.
Boots: A finely made pair of good boots can cost up to
Lockpick set: This set of probes, skeleton keys and picks
thirty dollars, but such fancy footwear is normally the
allows a character to use the Disable Device skill without
mark of the dude or dandy.
penalty.

83
Mechanical tool kit: A box of wrenches, hammers, saws Blanket: A blanket gives a +1 bonus to Fortitude saves
and other tools for use with various Craft skills. against exposure in cold weather.

Trail Gear Trap: Traps come in various sizes, for catching anything
Telescope: A small, collapsible telescope that has a from squirrels to bears (and, occasionally, people). Some
range of 15 miles or so on a clear day. It provides a +2 traps are damaging; others merely entangle the victim. A
circumstance bonus to any Spot check to notice a distant trap for Tiny creatures inflicts 1 point of damage when
object, providing the user takes a full round action in order triggered; a Small trap deals 1d4 damage, a Medium 1d6,
to use it. and a Large trap 1d8.
Outfitting

Rope: Good sturdy honest rope that can be used as a Branding Iron: Heated in a bonfire, this tool is used to
lariat, to tie up a steer, or to corral a horse, not to mention mark cattle with the signature brand of a particular ranch
climb down a cliff or hang a rustler. or trail herd. Can be used as an improvised weapon,
causing damage as a club, plus 1d4 fire damage if heated
Compass: It points north. A compass on its own will not for ten minutes beforehand.
get a traveller anywhere a man needs to know the trails
and routes through the wilderness to avoid dangers. Saddle: A cowboys saddle was among his most prized
(and expensive) possessions.
Oil lamp: At night, the lamp casts bright illumination
within 30 feet and shadowy illumination within 60 feet. Saddle, Masterwork: Gives a +1 equipment bonus to
The lamp has a hardness of 3 and 5 hit points, and spills Ride checks.
burning oil if broken.
Shovel: A useful tool designed for digging holes and
Tent: This little tent provides little protection from the shifting earth. Can also act as an improvised club in an
elements, but does shelter the character from light wind emergency.
and rain.
Saw: Usually used for cutting branches or working wood,
Canteen: A canteen holds three days worth of water. although it is not unheard of for a humble saw to act as an
improvised amputation tool when there is nothing more
Bedroll: Travellers sleeping under the stars need a bedroll suitable available.
for a comfortable night.

A m munition Types
The art of killing advanced greatly during the 19th century. Wars such as the Civil War provided the impetus for new
types of weapons. One of the major advancements came in the field of ammunition. At the start of the century, black
powder weapons were used. Gunpowder was poured into the weapon, packed down with a ramrod, and then the
actual projectile (a lead ball) was added on top. These evolved into paper cartridge weapons. Each paper cartridge
contained a pre-measured amount of gunpowder and a lead ball. The gunner would tear open the cartridge, pour the
gunpowder in, use the paper as wadding, and then add the ball.

Percussion cap ammunition followed, requiring each chamber to be loaded individually, ramming home the charge
and capping the chamber. Experienced shootists tended to preload spare cylinders to save time. Finally came metal
cartridge ammunition, which contain primer, powder and shot in a single capsule. When the hammer falls, it detonates
the primer, which detonates the powder and expels the shot. Hot on its heels came the full-blown metal cartridge
round.

In most games, the majority of weapons will be metal cartridge, which were in widespread use in the latter half of the
19th century.

Each box of ammunition holds 100 bullets and the appropriate amount of powder.

Ammunition in OGL Wild West is deliberately abstracted, to simplify bookkeeping and allowing players characters to
trade ammunition. To allow this, the calibres of several weapons have been changed from their actual values. Similarly
loading times have been simplified to provide that authentic Hollywood feel.

84
Pick: A combination of axe and hammer, used for Luxuries
anything from breaking rocks to digging tunnels. A vital Banjo: A relatively easy instrument to play, banjos are
component of any mining exhibition, a pick can also be used with the Perform skill.
used as an improvised axe if necessary.
Deck of Cards: Used for gambling. See page XX.
Weapon Accessories
Holster: This holster can be attached to a belt and holds Harmonica: A mouth organ, playable with one hand.
a single pistol. A masterwork holster (costing $15) gives The Perform skill is used to play it well.
a +1 equipment bonus when quick drawing a weapon. It
also protects the weapon from exposure to the elements. Newspaper: Newspapers were common in the West many
small towns had their own newspaper, printed locally. The
Pistol belt: This belt holds twenty bullets, which are printer was often the writer, editor and publisher as well;
easily accessible in a fire-fight. Having one allows a gun to vendettas and petty feuds often raged across the columns
be reloaded quickly in a firefight. of newsprint. They also regularly provide alternate means
of employment for feisty female characters.
Rifle cover: This oilcloth or leather cover protects a
longarm from exposure. See Weapon Maintenance, page Piano: This is an upright piano. It could be a status
XX. symbol to a settler, or play jaunty music in a drinking hall
of debauchery and gambling. Remember, never shoot the
Ammo bandolier: An ammo bandolier is usually worn piano player.
over one shoulder and holds another twenty bullets and
gives the same benefits as a pistol belt, although it can also Violin: Perhaps the most popular instrument in the West,
carry rifle bullets and shotgun cartridges. many found themselves making more money playing the
fiddle than they did through mining or ranching.
Telescopic Sight: Effectively a small telescope that allows
a character to aim any rifle with pinpoint accuracy. A Horses
character using a rifle fitted with telescopic sights gains The West ran on horses. The Cavalry was the premier
a +4 bonus when aiming, instead of the usual +2. (See military unit; communications were carried by pony express
Aiming, page XX). and horse-drawn stagecoach some states considered horse
theft a greater crime than murder. Almost every character
Gun cleaning kit: A gun can quickly become jammed will have at least one horse.
with dirt and other foreign particles. This kit contains
cloths, oils and tools to keep a weapon clean. Failing to Detailed horse rules are in Chapter XX, Horses. The cost
maintain a weapon increases the chance of a misfire see of a horse varies depending on its quality, size and age.
Weapon Maintenance, page XX. Each horse has a number of Horse Feats, which are special
abilities possessed by the mount.
Consumables
Trail rations (one week): Trail rations consist of dried Horses
meat, pemmican, beans and other preserved food. Most Horse Type Cost Feats Availability
supplement this measly diet with hunting, fresh food Mule $80 1 Common
traded for along the way, or the contents of a chuckwagon.
Mule, Ornery $100 1d4 Uncommon
Still, those heading into uninhabited territory should take
Pony $50 1 Common
along a few weeks worth of food.
Pony, Loyal $70 1d4 Uncommon
Lamp oil: This is a large jug of oil, containing one pint Horse, Light $50 2 Common
of lamp oil. Horse, Excellent $80 1+1d4 Uncommon
Light
Tobacco: Smoking or chewing. See The Outlaw Josey Horse, Heavy $60 2 Common
Wales for how to handle chewing tobacco appropriately. Horse, Excellent $100 1+1d4 Uncommon
Heavy
Horse feed: There is not always enough grass to feed a
horse, especially out in the desert. A bag of grain can keep
a horse on its feet after a hard ride. This bag contains
enough for one week.

85
Vehicles Wagons & Cove r
Vehicles are described by a number of statistics, as shown A character inside a wagon has nine-tenths cover when
on the Vehicles table below. inside a wagon, or half cover when firing out the front
or the back. As the bed of the wagon slopes upwards, a
C (Crew): The standard number of crew. In character lying in the wagon has total cover.
most cases, only one person is needed to drive the

Circled Wagons
vehicle; other crew members ride shotgun, serve as
porters or engineers and so on.
The most common defence of a wagon train is to
arrange the wagons into a circle, forming a corral in
Outfitting

P (Passengers): The number of passengers (in


addition to the crew) the vehicle is designed to the middle to hold the horses or oxen and providing a
carry. Vehicles that carry passengers can use that defensive line to hold out against attackers. Characters
space to carry additional cargo when passengers can use the wagons for cover and anyone trying to run
are not present. Each unused passenger slot allows between the wagons or crawl under them will have
the vehicle to carry an additional 100 pounds of nowhere to dodge to and therefore will not gain their
cargo. Reflex bonus to Defence.

Team: The number of horses needed to pull Def (Defence): The vehicles Defence.
the vehicle. The number in brackets is the total
Strength needed to pull the vehicle, should the Hard (Hardness): The vehicles hardness.
driver need to use mules or ponies instead of Subtract this number from any damage dealt to
horses. the vehicle.

Cargo Capacity: The amount of cargo the vehicle HP (Hit Points): The vehicles full normal hit
is designed to carry. Many vehicles can carry points.
extra passengers instead of cargo, but doing so
is usually a cramped, uncomfortable, and often Size: Vehicle size categories are defined differently
unsafe experience for those passengers. As a rule from the size categories for weapons and other
of thumb, one additional passenger can be carried objects (they use the creature size categories, not
for each 250 pounds of unused cargo capacity. item sizes).

Init (Initiative): The modifier added to the drivers Cost: The price of the vehicle.
initiative check when operating the vehicle.
Availability: Where the vehicle can be
Man (Manoeuvre): The modifier added to any purchased.
Drive checks attempted with the vehicle.
Light Wagon (Buckboard): This is a small cart with
Top Speed: The vehicles maximum speed. springy suspension under the front seat. It is pulled by
two horses. Another four or five people can be crammed

Vehicles
Top
Vehicle C P Team Cargo Init Man Speed Def Hard HP Size Cost Availability
Light Wagon 1 1 2 650 lb. -2 -2 90 ft. 9 5 12 L $75 Common
(Buckboard) (30)
Chuckwagon 1 1 4 800 lb. -4 -4 60 ft. 8 7 20 H $250 Uncommon
(60)
Conestoga 1 1 6 1,600 -4 -4 60 ft. 8 7 30 H $500 Uncommon
Wagon (90) lb.
Schooner 1 1 4 1,000 -4 -4 60 ft. 8 7 20 H $750 Uncommon
(60) lb.
Stagecoach 2 15 8 +0 +0 120 ft. 8 6 30 H $750 Uncommon
(120)
Buggy 1 1 1 380 lb. -1 +0 120 ft. 9 5 10 L $55 Common
(12)

86
into the back, although it will be an uncomfortable ride for Lifestyle Items
them. The wagon has only a light rail to keep the cargo in, Housing Cost
which provides one-quarter cover. Poor Hotel 25c
Average 75c
Chuckwagon: The chuckwagon accompanies a cattle
Good $2
drive, and contains the cooks equipment and food stores,
along with other supplies such as bedrolls, blankets and Excellent $6
rain slickers. A water barrel sits at the front of the wagon Weeks Rent $1+
and a folding table is at the rear. Underneath is a cowhide Entertainment Cost
sling that holds fuel for the campfires and the wagons Bordello $30+
oven. Early in a drive, the fuel might be dry wood; later, Dance Hall 50c
buffalo chips are used. Tools such as hammers and axes are Musical 50c
stored in a box underneath the drivers seat. Stage Play $1
Whiskey Shot 10c
Conestoga Wagon: This is the classic covered wagon of Long bit (Shot & Beer chaser) 15c
the settler, carrying a whole familys possessions as they Transportation Cost
make for a new life out West. Tools such as the wagon jack
Stagecoach 15 c/mile
for lifting the wagon and changing the wheel are tied to the
Stagecoach, St. Louis to San Francisco $200
sides of the wagon or stored in the back.
Train, cross-country $75
Schooner Wagon: Smaller and lighter than the older Ship, New York to San Francisco $80
Conestoga, schooners appear during the 1840s. Like the
Conestoga, they are covered in canvas. Schooners required
fewer animals to pull them, and their lighter frames were
more suited for crossing rivers and other difficult terrain.
Weapons
The weapons covered here are grouped into three categories
based on their general utility: ranged weapons, explosives
Stagecoach: Stagecoach services started in the 1850s,
and splash weapons, and melee weapons.
carrying passengers, mail and goods across the wide

Ranged Weapons
plains at great speed. Most of the passengers sat inside on
cushioned seats, although a removable leather bench could
be added between the two rows of seats. Another three Ranged weapons fall into four general groups: pistols,
passengers could sit atop the roof seat, behind the drivers longarms, shotguns and other ranged weapons such as
box seat. Beneath the drivers seat is a compartment bows or spears. When using a ranged weapon, the wielder
containing the strongbox, tools, clothes and water. Most applies his Dexterity modifier to the attack roll.
of the cargo was held in the back; excess packages were
strapped to the roof. Ranged Weapon
A character inside a stagecoach has nine-tenths cover; a Traits
character atop the stage has only one-quarter cover. A Ranged weapons are described by a number of statistics, as
team of four or eight horses pulls a stagecoach, depending shown on the Ranged Weapons table below.
on its load and the speed desired.
Range Increment: Any attack at less than this distance is
Buggy: This is a small horse-drawn vehicle, the sort that not penalised for range. However, each full range increment
an honest settler might drive to church in of a Sunday. A causes a cumulative 2 penalty on the attack roll. Ranged
buggy provides no cover. weapons have a maximum range of ten range increments,
except for thrown weapons, which have a maximum range

L if e s t y l e
of five range increments.

Lifestyle items include travel expenses, entertainment and Damage: The damage the weapon deals on a successful
meals beyond the ordinary, and housing. Lifestyle items hit.
are shown on the table below.
Critical: The threat range for a critical hit. If the threat is
confirmed, a weapon deals double damage on a critical hit
(roll damage twice, as if hitting the target two times).

Action: How the weapon is used, which determines its


rate of fire. See the sidebar.

87
F i r i n g A c t i o ns self-cocking weapon. Switching between modes is a move
SA Single Action action.
A single action weapon must be manually cocked
before firing. It can be fired once per round, although LA Lever Action
a character with the Fan feat can fire a single-action gun These have a firing chamber filled by a lever mechanism
more often. that also ejects the old round and cocks the hammer. A
lever action weapon can be fired once per round.
SC - Self-Cocking
Outfitting

A self-cocking gun automatically re-cocks itself after BA Bolt Action


each shot. A character can fire a self-cocking gun twice Bolt action weapons are similar to lever action guns, but
in a round, but the first attack is at a 1 penalty and the are easier to reload. They can be fired once per round.
second is at 3.
BL Breech Loading
DA Double Action A breech loading weapon holds a single cartridge and needs
A double action gun can be used as a single action or a to be reloaded each time it is fired.

Pistols
Weapon Range Inc Damage Crit Action Misfire
Paterson Colt 10 ft. 1d6 19-20/x2 SA 10
Colt Navy 15 ft. 1d6 19-20/x2 SA 15
Remington Army 15 ft. 1d8 19-20/x3 SA 15
Sharps Derringer 5 ft. 1d6 19-20/x2 SA 12
Smith & Wesson no.2 15 ft. 1d6 19-20/x2 SA 14
S&W American 15 ft. 1d8 19-20/x3 SA 14
Remington-Elliot 5 ft. 1d6 19-20/x2 DA 12
Colt Lightning 15 ft. 1d6 19-20/x2 DA 14
Colt Peacemaker 15 ft. 1d8 19-20/x3 SA 16
Walker-Colt Dragoon 20 ft. 2d6 19-20/x3 SA 12
Deane-Adams 15 ft. 1d8 19-20/x3 SC 14
Deane-Adams Pocket 15 ft. 1d6 19-20/x2 SC 14
Tranter Army 15 ft. 2d6 18-20/x3 DA 13
Webley Army 15 ft. 1d10 18-20/x3 SA 13
Tranter 15 ft. 2d6 18-20/x3 SC 14
Le Faucheux 15 ft. 1d8 19-20/x3 SC 15
Adams Improved 15 ft. 1d8 19-20/x3 DA 16
Walch Navy 15 ft. 1d6 19-20/x2 SA 13
Starr Army 15 ft. 1d8 19-20/x3 DA 14
Savage Navy 15 ft. 1d6 19-20/x2 DA 15
Slocum Pocket Arm 15 ft. 1d6 19-20/x2 SA 14
Adams Service 15 ft. 2d6 18-20/x3 DA 16
Colt Cavalry 15 ft. 1d8 19-20/x3 SA 16
Adams Single Action 15 ft. 1d10 19-20/x3 SA 17
Colt Thunderer 15 ft. 1d8 19-20/x3 DA 15
Colt Shopkeeper 15 ft. 1d6 19-20/x2 SA 16
Colt Buntline Special 20 ft. 1d10 19-20/x3 SA 15
Colt Army 15 ft. 1d8 19-20/x3 DA 16
Webley Bulldog 15 ft. 2d6 18-20/x3 DA 16
Schofield S&W Frontier 15 ft. 1d8 19-20/x3 DA 16

88
Misfire: The threat range for a misfire. If a misfire is Size: Size categories for weapons and other objects are
threatened, roll again if the roll is below the listed DC, defined differently from the size categories for creatures.
the weapon misfires. See page XX. The relationship between a weapons size and that of its
wielder defines whether it can be used one-handed, if it
Shots: The weapons magazine capacity and type are given requires two hands, and if it is a light weapon.
in this column. The amount of ammunition a weapon
carries, and hence how many shots it can fire before needing A Medium-size or smaller weapon can be used one-handed
to be reloaded, is determined by its magazine capacity. or two-handed. A Large weapon requires two hands. A
Huge weapon requires two hands and a bipod or other
Reload: The time required to reload the gun. Feats and mount.
talents can reduce the reload time.
A Small or smaller weapon is considered a light weapon. It
Fully reloading most guns is a full-round action. A can be used one-handed and, as a light weapon, is easier to
character can load 1d6 rounds into a pistol, 1d4 rounds use in your off hand.
into a rifle or one shot into a shotgun as a move action,
but a gun cannot be reloaded and fired in the same round.
Weapons that take more than one round to reload cannot
be partially reloaded as a move action.

Shots Ammo Reload Date Cost Category Size


5 .22 1 round 1837 $9 Simple Tiny
6 .32 1 round 1851 $12 Simple Tiny
6 .45 1 round 1857 $15 Simple Tiny
4 .22 1 round 1859 $5 Simple Diminutive
6 .32 1 round 1860 $13 Martial Tiny
6 .45 1 round 1870 $19 Martial Tiny
4 .22 1 round 1870 $5 Martial Diminutive
6 .32 1 round 1877 $17 Martial Tiny
6 .45 1 round 1878 $20 Simple Tiny
6 .45 1 round 1847 $30 Martial Small
5 .45 1 round 1851 $18 Martial Tiny
5 .32 1 round 1851 $15 Martial Tiny
5 .45 1 round 1853 $32 Exotic Small
5 .45 1 round 1856 $20 Martial Small
5 .45 1 round 1857 $30 Exotic Small
7 .45 1 round 1857 $22 Martial Tiny
5 .45 1 round 1857 $22 Martial Tiny
12 .32 2 rounds 1858 $12 Exotic Small
6 .45 1 round 1860 $20 Simple Tiny
6 .32 1 round 1860 $17 Simple Small
5 .32 1 round 1863 $12 Simple Tiny
6 .45 1 round 1867 $40 Exotic Small
6 .45 1 round 1873 $22 Simple Tiny
6 .45 1 round 1875 $26 Exotic Tiny
6 .32 1 round 1877 $20 Simple Tiny
6 .22 1 round 1878 $12 Simple Tiny
6 .32 1 round 1878 $35 Exotic Small
6 .45 1 round 1878 $26 Simple Tiny
6 .45 1 round 1880 $42 Exotic Tiny
6 .32 1 round 1880 $27 Martial Tiny

89
Sidearms Webley Army: While later Webleys were famously
These weapons use the Sidearms proficiencies. efficient, this earlier model is not especially noteworthy.

Paterson Colt: One of the earliest revolvers, the Paterson Tranter: This is the regular, single-trigger form of the
Colt was rather delicate and finicky, but was very popular Tranter.
with the early Texas Rangers.
Le Faucheux: French-designed pistol, most notable for
Colt Navy: This design was popular among Confederate possessing one extra chamber, which can be quite a surprise
officers, as well as gunslingers like Wild Bill Hickok. to an opponent who has counted to six
Outfitting

Remington Army: Reliable and efficient, the Remington Adams Improved: Changes to the locking bolt makes
Army was used by Buffalo Bill Cody. this weapon more resistant to wear and tear.

Sharps Derringer: This vicious little four-barrelled Walch Navy: This gun has double-sized chambers,
pepperbox is especially lethal at close range if it hits an allowing it to carry twice as many bullets.
enemy within 10 feet and the firer rolls a natural 6 on the
damage dice, then he may deal an extra 1d6 damage. Starr Army: Third behind Colt and Remington-made
weapons in popularity during the Civil War.
Smith & Wesson no.2: Despite its nickname of Old
Army, this gun was never issued to soldiers, but was Savage Navy: This curiously designed gun had its
purchased in large quantities by officers and enlisted men cocking lever positioned inside the trigger guard. A
alike. It was also popular on the frontier. character unfamiliar with the gun might accidentally re-
cock the gun instead of firing it.
S&W American: Used by both the American and Russian
armies, this was a popular and powerful revolver. Slocum Pocket Arm: Notable for its elegant design and
front-loading chambers.
Remington-Elliot: This little derringer can be used like a
knuckleduster, adding +1 damage to punch attacks. Adams Service: This gun became popular during the
Crimean war, and was adopted as the British service
Colt Lightning: A fast and light gun, popular with revolver.
couriers, believed to have been favoured by Billy the Kid.
Colt Cavalry: The standard sidearm of the cavalry.
Colt Peacemaker: One of the most famous and
popular guns of the west, the Peacemaker or Frontier as Adams Single Action: A simplified version of the
it was officially known has become the archetypal western Improved model.
sidearm. Peacemakers killed Jesse James, Billy the Kid and
Pat Garrett. Colt Thunderer: One of the earlier double-action
Colts.
Walker-Colt Dragoon: While not as unreliable as the
earlier Walker model, the sheer power packed into the Colt Shopkeeper: A short-barrelled version of the
barrel of the Dragoon means that the gun tends to backfire standard Colt.
badly. Anybody standing in front though is going to know
about it. This is the first genuine hand cannon. Colt Buntline Special: This has a 12-inch long barrel,
giving it a 1 penalty to Initiative in quick draw duels.
Deane-Adams: Originally English-made, this reliable
pistol was also constructed in Boston. Colt Army: The standard army revolver in the latter part
of the 19th century.
Deane-Adams Pocket: A smaller version of the regular
Deane-Adams. Webley Bulldog: A large-calibre British-made pistol.

Tranter Army: This English-made gun had a double Schofield S&W Frontier: A well made and comfortable
trigger mechanism, letting it be fired in single or double- weapon, especially good for those not used to firearms.
action mode. Many aficionados look upon the Tranter as
the epitome of revolver design during the period.

90
Rifles and Muskets Volcanic Rocket-Ball Carbine: Notoriously finicky and
These weapons use the Longarm proficiencies. underpowered. A character using a carbine may reduce the
penalties for firing from horseback by 2.
Indian Trade Musket: This simple weapon was
manufactured by the various fur companies for trading to Dreyse Needle Gun: One of the earliest breech-loaders,
the Indian tribes. The musket was a rough-and-ready gun, the earlier needle-guns were underpowered and unreliable.
lacking the fine lines or decorations of more expensive This more modern design is more powerful but equally
weapons, but it was long lasting. troublesome.

Mississippi Rifle: The M1841 was the first percussion Burnside Carbine: The third most popular cavalry rifle
rifle commonly used in the United States, and was widely of the era. A character using a carbine may reduce the
imitated by other manufacturers. penalties for firing from horseback by 2.

Sharps Rifle: Praised for the high quality of its construction, Starr Carbine: This carbine was plagued with problems
this was the first mass-produced weapon from the Sharps and was very vulnerable to jamming if mistreated. A
factory. character using a carbine may reduce the penalties for
firing from horseback by 2.
Sharps Carbine: A lighter and smaller variant of the
reliable Sharps Rifle, suitable for use on horseback. A Springfield Carbine: This was one of the primary weapons
character using a carbine may reduce the penalties for of the U.S. Army during the western era, and was praised
firing from horseback by 2. for its range and reliability. A character using a carbine
may reduce the penalties for firing from horseback by 2.
Winchester Yellow Boy: One of the earliest repeater
rifles, it earned its nickname thanks to its bright brass Henry Rifle: Technically ahead of its time, but not
stock. especially popular or common.

Trapdoor Springfield Carbine: The trapdoor design Spencer Carbine: Marginally more powerful than the
was originally a compromise conversion of older muzzle- Springfield carbine, the Spensers rimfire cartridges had
loading muskets into something like a more modern a tendency to misfire. A character using a carbine may
breech-loading rifle. The Springfield carbine, however, reduce the penalties for firing from horseback by 2.
was a production model that incorporated the trapdoor.
A character using a carbine may reduce the penalties for Sharps Big 50: Built to satisfy the demand of buffalo
firing from horseback by 2. hunters for a more powerful weapon, the Sharps Big 50
actually came on the market after most of the great herds
Winchester Rifle: The famous Winchester rifle was the were gone.
single most popular rifle of the Wild West. Endorsed by
many famous hunters including Buffalo Bill himself, the Remington Rolling Block: The Remington was
weapons combination of reliability, range and firepower extremely well balanced, giving a +1 equipment bonus to
made it a favourite. hit. However, it lacked penetrating power.

Squirrel Rifle: A cheap hunting rifle, suitable for Sharps Buffalo Gun: Another heavy longarm, designed
shooting small game. to bring down a buffalo with a single shot. A hit from one
of these can cause massive damage.
Hawken Plains Rifle: Popular with settlers and
homesteaders on the Great Plains. Winchester 1-in-1000: A prestige version of the popular
Winchester rifle, this rifle is a masterwork weapon, giving a
US Musket, mod.1842: A mass-produced military +1 equipment bonus to attack rolls.
weapon, many of which found their way out West.
Winchester 76: This is the commonly available version
Colt Revolving Rifle: Essentially a revolver with a rifle- of the 1-in-1000, lacking the precision-made barrel that
length barrel and stock. What may seem like a great idea gives the other gun its superlative accuracy.
in principle turned out to be a nightmare in practice, as
this weapon had a propensity for misfiring and discharging
all remaining cylinders in one go, generally into the left
hand of the holder. You have been warned!

91
Rifles and Muskets
Weapon Range Inc Damage Crit Action Misfire
Indian Trade Musket 80 ft. 1d10 18-20/x3 SA 12
Mississippi Rifle 100 ft. 1d10 18-20/x3 SA 13
Sharps Rifle 120 ft. 1d10 18-20/x3 SA 14
Sharps Carbine 100 ft. 1d8 19-20/x3 SA 14
Winchester Yellow Boy 100 ft. 1d6 19-20/x3 LA 13
Trapdoor Springfield Carbine 100 ft. 1d10 18-20/x3 SA 16
Outfitting

Winchester Rifle 120 ft. 1d8 19-20/x3 LA 15


Squirrel Rifle 80 ft. 1d8 19-20/x3 SA 12
Hawken Plains Rifle 120 ft. 2d6 18-20/x3 SA 14
US Musket, mod.1842 100 ft. 2d6 18-20/x4 SA 14
Colt Revolving Rifle 100 ft. 1d6 19-20/x3 SA 10
Volcanic Rocket-Ball Carbine 80 ft. 1d4 19-20/x2 LA 12
Dreyse Needle Gun 100 ft. 1d10 19-20/x3 BA 13
Burnside Carbine 100 ft. 1d10 18-20/x3 SA 14
Starr Carbine 100 ft. 1d8 18-20/x3 SA 11
Springfield Carbine 100 ft. 1d10 18-20/x3 SA 14
Henry Rifle 120 ft. 1d6 19-20/x3 LA 13
Spencer Carbine 100 ft. 1d10 18-20/x3 LA 12
Sharps Big 50 120 ft. 2d6 18-20/x3 SA 14
Remington Rolling Block 120 ft. 1d8 x2 SA 13
Sharps Buffalo Gun 120 ft. 2d8 19-20/x3 SA 14
Winchester 1-in-1000 150 ft. 1d10 19-20/x3 LA 16
Winchester 76 120 ft. 1d10 19-20/x3 LA 16

Shotguns of targets is equal to the range increment (one at the first


A shotgun or scattergun creates a spray of pellets when increment, two at the second and so on), to a maximum of
fired. This spray means that it is relatively easy to hit with four. A separate attack roll is made for each target, and the
a shotgun (+2 to hit), but the damage is spread all over the damage dice are split between the targets evenly.
target. In game terms, a shotgun does a variable number
of d6 of damage; it does full damage in its first range Some shotguns have a pair of barrels, usually mounted side
increment, and then drops 1d6 per range increment after by side. A double-barrelled weapon is capable of firing
that. Each d6 of damage is a separate hit, and the attacker either one-barrel at a time or both barrels at once. Firing
does not add his margin of success when calculating the both barrels simultaneously causes double damage to any
wounds inflicted. (However, do add up all the damage target hit. Shotguns require the Longarm proficiency.
affecting a single location. 15 points of damage to the
targets chest from three d6s is not three 5-point wounds, Colt Revolving Shotgun: An attempt to combine
it is one 15-point mortal wound). the power of a shotgun with the speed of a revolver, the
Colt Revolving shotgun was a single barrelled, 75-calibre
Furthermore, a shotgun can hit multiple targets at once, if weapon, valued for its speed but with an unfortunate
they are standing within ten feet of each other. The number tendency to jam.

Shotguns
Weapon Range Inc Damage Crit Action
Colt Revolving Shotgun 20 ft. 3d6 x2 SC
Colt Stagecoach Shotgun 30 ft. 4d6 x2 BL
Hartford Cowboy Shotgun 40 ft. 4d6 x2 BL
Winchester Lever Action Shotgun 30 ft. 3d6 x2 LA
Springfield Trapdoor Shotgun 30 ft. 3d6 x2 BL
Meteor double-barrelled Street Howitzer 15 ft. 6d6 19-20/x2 BL
Spencer Slide Action Shotgun 20 ft. 3d6 x2 BA

92
Shots Ammo Reload Date Cost Category Size
1* Powder & shot 3 rounds 1835 $9 Simple Large
1* .52 3 rounds 1841 $10 Simple Large
1 .52 3 rounds 1856 $13 Simple Large
1 .52 3 rounds 1856 $10 Simple Medium
12 .38 3 rounds 1866 $28 Simple Medium
1 .45 3 rounds 1867 $15 Martial Medium
15 .45 3 rounds 1873 $32 Martial Large
1* .38 3 rounds 1835 $9 Simple Large
1* .52 3 rounds 1840 $12 Martial Large
1* Powder & shot 3 rounds 1842 $15 Martial Large
6 .52 3 rounds 1851 $17 Exotic Large
15 .38 3 rounds 1851 $10 Martial Medium
1 .54 3 rounds 1854 $15 Martial Large
1 .54 3 rounds 1856 $13 Simple Medium
1 .54 3 rounds 1858 $11 Simple Medium
1* .45 3 rounds 1861 $10 Simple Medium
15 .45 3 rounds 1862 $26 Martial Medium
7 .54 3 rounds 1863 $27 Simple Medium
1 .50 3 rounds 1866 $35 Martial Large
1 .45 3 rounds 1873 $17 Simple Large
1 .45 3 rounds 1874 $55 Martial Large
15 .45 3 rounds 1876 $75 Exotic Medium
15 .45 3 rounds 1876 $40 Exotic Medium

Colt Stagecoach Shotgun: The weapon of choice for firing chamber by operating the lever mechanism, cutting
stagecoach drivers and guards, the Colt Stagecoach was a down on re-loading times dramatically.
very large, 12-gauge double-barrelled shotgun much prized
for its reliability and intimidation value. Springfield Trapdoor Shotgun: A single barrelled
shotgun with a trapdoor reloading method, rather than
Hartford Cowboy Shotgun: Bulky and intimidating, this the more usual breech loading system.
12-gauge double-barrelled shotgun has double cocking
hammers and twin triggers, allowing both barrels to Meteor double-barrelled Street Howitzer: A stocky,
discharge simultaneously. Despite its name, the Hartford hammerless double barrelled shotgun, the Street Howitzer
Cowboy was more likely to be seen in the hands of a is short in range but packs a powerful punch and therefore
stagecoach driver or guard. became the weapon of choice for fighting at close quarters.
It is notorious as the weapon used by Doc Holliday at the
Winchester Lever Action Shotgun: Essentially, the gunfight at the OK Corral. A character stepping off the
Winchester lever action shotgun is a shotgun that has sidewalk toting one of these means business.
been designed to resemble a standard Winchester rifle.
Although only possessing a single barrel, this 12-gauge Spencer Slide-Action Shotgun: A short, single barrel
shotgun is capable of loading six cartridges, forced into the shotgun, the Spencer Slide-Action had a revolutionary

Misfire Shots Ammo Date Cost Category Size


10 4 10-gauge 1855 $75 Exotic Large
16 1 12-gauge 1848 $40 Simple Large
16 1 12-gauge 1860 $45 Simple Large
14 6 10-gauge 1887 $35 Simple Large
16 4 10-gauge 1881 $38 Martial Large
15 1 10-gauge 1878 $125 Simple Large
12 8 10-gauge 1880 $55 Martial Large

93
Machine Guns and Artillery
Weapon Range Inc Damage Crit Action Misfire Shots
Gatling Gun 80 ft. 1d10 19-20/x3 Special 12 Special
Cannon 200 ft. 4d6/5 ft. BL 16 1

Other Ranged Weapons


Weapon Range Inc Damage Crit Type Cost Feat Size
Bow 40 ft. 1d6 20 Piercing - Exotic or Medium
Native
Outfitting

Spear 20 ft. 1d8 19-20/x2 Piercing - Exotic or Large


Native
Throwing Hatchet 10 ft. 1d8 19-20/x2 Piercing - Native Medium
Lasso 10 ft. - - Entangling 50c Exotic Medium
Whip 15 ft. 1d3 20 Slashing 5 Exotic Medium
Throwing Knife 10 ft. 1d4 20 Piercing 1 Exotic Tiny

design that allowed it to carry far more ammunition Other Ranged


Weapons
than a standard shotgun. Cartridges were carried in a
tube beneath the barrel, forced into the firing breech by a
manually operated slider, allowing a much faster rate of fire These weapons use the Simple, Martial or Indian weapons
than a standard breech-loading shotgun. proficiencies.

M a c h i n e G u n s and
Bow: The wooden bow is the favoured weapon of the
native tribes. More advanced compound bows made of
Artillery animal horn count as Masterwork weapons and give a +1
Gatling Gun: One of the earliest incarnations of the bonus to attack rolls with the bow. A Knowledge (Indian
machine gun, the Gatling gun is capable of firing up to Lore) check (DC 15) allows a character to identify which
350 rounds per minute. A character firing a Gatling gun tribes arrows were used in an attack.
may make up to four attack rolls each round, as long as
the targets are within 20 feet of each other and are all on Spear: Indians use their spears as lances, charging into
the same side of the gun. Each successful attack results combat on horseback or foot. They can also be thrown
in 1d4 hits, and each hit does 1d10 damage. Do not add with a range increment of 20 feet.
the margin of success when determining the sort of wound
inflicted by the Gatling gun. If any attack rolls a one, the Throwing Hatchet: This is a smaller hatchet or tomahawk,
Gatling gun jams. which can be thrown in combat.

Cannon: A cannon does explosive damage due to the Lasso: The target of a successful lasso attack is Entangled
force of the impact any characters standing within five (see page XX), and may be Grappled by the lasso wielder
feet of where the cannon strikes take 4d6 damage. The using his lasso attack instead of his normal Grapple score.
cannon targets a square rather than a particular character, If mounted on a horse, then the lasso wielder can use the
and scatters like a grenade. However, the cannon is a horses Strength bonus instead of his own. A lasso cannot
direct-fire weapon, so any characters standing between the inflict wounds. A lasso cannot extend beyond its 10-foot
cannon and its target risk being hit if the cannon ball base range.
passes through their square, they must make a Reflex save
(DC15) or be hit. Whip: A whip can be used to make a Trip attack if the
user hits with a ranged touch attack. A whip cannot inflict
Characters caught in the explosion may make a Reflex save wounds. A whip cannot extend beyond its 15-foot base
(DC15) to take half damage. range.

Throwing Knife: A small knife balanced for throwing. It


can be used as a melee weapon, but only deals 1d3 damage
due to its small size in melee.

94
Ammo Date Cost Category Size
.54 1863 $2,000 Exotic Huge
Shell 1835 $850 Exotic Gargantuan

Explosives and Reflex DC: Any creature caught within the burst radius of

Splash Weapons
an explosive may make a Reflex save against the DC given
in this column for half damage.
These weapons explode or burst, dealing damage to
creatures or objects within an area. Range Increment: If the weapon can be thrown, its
range increment is shown in this column. Explosives with
Explosives can be thrown or set off in place, depending on no range increment must be set in place before being
the type of explosive device. Dynamite and or explosive detonated. (See the Demolitions skill).
charges are examples of these weapons. All explosives must Size: Size categories for weapons and other objects are
be detonated. defined differently from the size categories for creatures.
The relationship between a weapons size and that of its
A splash weapon is a projectile that bursts on impact, wielder defines whether it can be used one-handed, if it
spewing its contents over an area and damaging any requires two hands, and if it is a light weapon.
creature or object within that area. Generally, creatures
directly hit by splash weapons take the most damage, while A Medium-size or smaller weapon can be used one-handed
those nearby take less damage. Splash weapons usually or two-handed.
must be thrown to have effect.
A Small or smaller weapon is considered a light weapon. It
Damage/Direct Hit Damage: The primary damage dealt can be used one-handed and, as a light weapon, is easier to
by the weapon. For explosives, the Damage column shows use in a characters off hand.
the damage dealt to all creatures within the explosives
burst radius. For splash weapons, the Direct Hit Damage Weight: This column gives the weapons weight.
column is used for a target directly struck by the weapon.
Dynamite: One of the most common and straightforward
Burst Radius/Splash Damage: For explosives, the burst explosives, dynamite is very stable under normal conditions.
radius is the area affected by the explosive. All creatures A stick of dynamite requires a fuse or detonator to set it off.
or objects within the burst radius take damage from the Additional sticks can be set off at the same time if they
explosive. For splash weapons, all creatures within 5 feet of are within the burst radius of the first stick, increasing the
the impact point of the weapon take splash damage equal damage and burst radius of the explosion. Each additional
to the amount shown in this column. stick increases the damage by +1d6 (maximum 10d6) and
the burst radius by 5 feet (maximum 20 feet).
Damage Type: Damage from explosives and splash
weapons is classified according to type: energy (of a specific It is possible to wire together several sticks of dynamite
type) or slashing. Some creatures or characters may be for even greater explosive effect. Doing so requires a
resistant or immune to some forms of damage. Demolitions check (DC 10 + 1 per stick). If the character
succeeds on the check, the damage or the burst radius of
Critical: The threat range for a critical hit. If the threat is the explosion increases by 50% (the characters choice).
confirmed, a weapon deals double damage on a critical hit
(roll damage twice, as if hitting the target two times).

Explosives
Radius/Splash
Weapon Damage Critical Type Damage DC Increment Size Weight
Dynamite 4d6 Concussion 5 ft./ 15 10 ft. Tiny 1 lb.
Gunpowder 6d6 Concussion 10 ft./ 15 Medium 5 lb.
Keg
Burning 2d6 Fire /1d6 10 ft. Tiny lb.
bottle of
booze

95
To set off dynamite using a fuse, the fuse must first be lit, Cost: The price of the weapon, in dollars. If no price is
requiring a move action (and a lighter or other source of listed, then the item is either free as it can easily be found,
flame). The amount of time until the dynamite explodes or not generally available for sale.
depends on the length of the fuse - a fuse can be cut short
enough for the dynamite to detonate in the same round Damage Type: Melee weapon damage is classified
(allowing it to be used much like a grenade), or long according to type: bludgeoning (weapons with a blunt
enough to take several minutes to detonate. Cutting the striking surface), piercing (weapons with a sharp point) and
fuse to the appropriate length requires a move action. slashing (weapons with an edged blade). Some creatures or
characters may be resistant or immune to some forms of
Dynamite is sold in boxes of 12 sticks. It is considered damage.
Outfitting

to be a simple explosive for the purpose of using a Craft


(chemical) check to manufacture it. Feat: The feat needed to have proficiency with the weapon.
A character not proficient with the weapon suffers a 4
Gunpowder Keg: A keg of black power can be detonated penalty to attack rolls with the weapon.
in the same way as dynamite, and can be combined with
other kegs or with dynamite. Each additional keg increases Size: Size categories for weapons and other objects are
damage by +2d6 (maximum 10d6) and the burst radius by defined differently from the size categories for creatures.
5 feet (maximum 30 feet). Gunpowder must be placed in The relationship between a weapons size and that of its
position; it cannot be thrown. wielder defines whether it can be used one-handed, if it
requires two hands, and if its a light weapon.
Bottle of Burning Booze: This is a simple incendiary
grenade, make up of a burning rag and particularly strong A Medium-size or smaller weapon can be used one-
whiskey. Being hit by it may be less damaging than handed or two-handed. A Large weapon requires
drinking it. One day some Russian chap might give it a two hands.
proper name. Its worth pointing out that some alcohol
out west is so strong that you may not need to bother with A Small or smaller weapon is considered a light
the rag. weapon. It can be used one-handed and, as a light
weapon, is easier to use in a characters off hand.
M e l e e W e a p o ns
A characters Strength modifier is always added to a melee Weight: This column gives the weapons weight.
weapons attack roll and damage roll.
Brass Knuckles: These increase damage from a punch
Melee Weapons Table attack by +1. A strike from brass knuckles is considered
Melee weapons are described by a number of statistics, as an unarmed attack.
shown on the Melee Weapons table below.
Small Knife: This is a standard kitchen or wood-whittling
Damage: The damage the weapon deals on a successful knife.
hit.
Bowie Knife: The famous razor-sharp trail knife, found in
Critical: The threat range for a critical hit. If the threat is the outfit of most travellers. Tradition has it that it should
confirmed, a weapon deals double damage on a critical hit be made from the broken blade of a sword, although most
(roll damage twice, as if hitting the target two times). are actually made specially.

Club: A cosh or other simple club.

Axe: A wood-chopping axe.

Melee Weapons
Weapon Damage Crit Cost Type Feat Size Weight
Brass knuckles +1 20 2 Bludgeoning - Tiny 1 lb.
Small Knife 1d3 19-20/x2 1 Piercing Simple Tiny 1 lb.
Bowie Knife 1d6 19-20/x2 2 Slashing Simple Tiny 1 lb.
Club 1d4 19-20/x2 - Bludgeoning Simple Small 3 lb.
Axe 1d6 19-20/x2 2 Piercing Simple Medium 4 lb.
Sabre 1d8 19-20/x2 5 Slashing Martial Medium 4 lb.
Hatchet 2d4 19-20/x2 1 Slashing Native Small 4 lb.

96
Sabre: A slashing sword, suitable for using from horseback Heavy Coat: A leather duster or buffalo-hide robe is tough
or as a fencing weapon. Most likely found in the hands of enough to marginally reduce the damage from attacks.
US cavalrymen or captured by Indians.
Wooden Breastplate: Several Plains Indians tribes wear
Hatchet: A heavy metal or stone-bladed Indian hatchet. wooden breastplates into battle.

See also Improvised Weapons, page XX. Metal Breastplate: Worn by some cavalry officers
underneath their jackets, along with Clint Eastwood in A

Ar m o u r
Fistful of Dollars

Armour reduces the damage dealt by attacks. However,


the weight of the armour causes penalty to certain skills Armour Cost Protects Damage Armour
these skills have the note armour penalty listed next Reduction Penalty
to them. Heavy $10 All, save 1/- -1
Coat legs and
Armour was rarely worn in the West, but it can be a head
useful edge for a character with a low Defence. Each Wooden $10 Torso, 2/- -2
item of armour lists its Damage Reduction, the locations Breastplate Abdomen
it covers, and its armour penalty. Metal $50 Torso, 4/- -4
Breastplate Abdomen

97
Rules of
Rules of the West

the West
T
his chapter covers all sorts of conditions load counts as medium or heavy armour for the purpose of
and situations that may arise during a abilities or skills that are restricted by armour. Carrying a
game. There is no need for the players or light load does not encumber a character.
Games Master to memorise all these this chapter should
be consulted whenever it is needed. Lifting and Dragging
A character can lift as much as his maximum load over his
Carrying head. A character can lift as much as double his maximum

Capacity
load off the ground, but he can only stagger around with
it. While overloaded in this way, the character loses any
If you want to determine whether your characters gear Dexterity bonus to Defence and can move only 5 feet per
is heavy enough to slow him down, total the weight of round (as a full-round action). A character can generally
all the characters items, including armour, weapons, and push or drag along the ground as much as five times his
gear. Compare this total to the characters Strength on the maximum load. Favourable conditions can double these
Carrying Capacity table. Depending on how the weight numbers, and bad circumstances can reduce them to one-
compares to the characters carrying capacity, he may be half or less.
carrying a light, medium, or heavy load. Like armour, a
characters load affects his maximum Dexterity bonus to Bigger and Smaller
Creatures
Defence, carries a check penalty, reduces the characters
speed, and affects how fast the character can run, as shown
on the Carrying Loads table. A medium or heavy The figures on Carrying Capacity are
for Medium bipedal creatures. A larger
bipedal creature can
carry more weight
depending on its
size category, as
follows: Large
x2, Huge x4,
Gargantuan x8,
Colossal x16. A
smaller creature can
carry less weight
depending on its size
category, as follows:
Small x3/4, Tiny x1/2,
Diminutive x1/4, Fine
x1/8.

Quadrupeds can carry


heavier loads than
characters can. Instead of
the multipliers given above,
multiply the value corresponding
to the creatures Strength score from
Carrying Capacity by the appropriate
modifier, as follows: Fine x1/4, Diminutive

98
x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, 28 400 lb. or 401800 lb. 801
Huge x6, Gargantuan x12, Colossal x24. less 1,200 lb.
29 466 lb. or 467933 lb. 934
Tremendous less 1,400 lb.
Strength +10 x4 x4 x4
For Strength scores not shown on the Carrying Capacity
table, find the Strength score between 20 and 29 that
has the same number in the ones digit as the creatures Carrying Loads
Strength score does and multiply the numbers in that by Speed
4 for every ten points the creatures strength is above the Max Check
score for that row. Load Dex Penalty (30 ft.) (20 ft.) Run
Medium +3 3 20 ft. 15 ft. x4
Carrying Capacity Heavy +1 6 20 ft. 15 ft. x3
Strength Medium Heavy
Score Light Load Load Load
1 3 lb. or less 46 lb. 710 lb. Armour and
2 6 lb. or less 713 lb. 1420 lb.
Encumbrance for
Other Base Speeds
3 10 lb. or less 1120 lb. 2130 lb.
4 13 lb. or less 1426 lb. 2740 lb.
5 16 lb. or less 1733 lb. 3450 lb. The table below provides reduced speed figures for all base
speeds from 20 feet to 100 feet (in 10-foot increments).
6 20 lb. or less 2140 lb. 4160 lb.
7 23 lb. or less 2446 lb. 4770 lb.
Base Reduced Base Reduced
8 26 lb. or less 2753 lb. 5480 lb.
Speed Speed Speed Speed
9 30 lb. or less 3160 lb. 6190 lb.
20 ft. 15 ft. 70 ft. 50 ft.
10 33 lb. or less 3466 lb. 67100 lb.
30 ft. 20 ft. 80 ft. 55 ft.
11 38 lb. or less 3976 lb. 77115 lb.
40 ft. 30 ft. 90 ft. 60 ft.
12 43 lb. or less 4486 lb. 87130 lb.
50 ft. 35 ft. 100 ft. 70 ft.
13 50 lb. or less 51100 lb. 101150 lb.
60 ft. 40 ft.
14 58 lb. or less 59116 lb. 117175 lb.
15 66 lb. or less 67133 lb. 134200 lb.

Movement
16 76 lb. or less 77153 lb. 154230 lb.
17 86 lb. or less 87173 lb. 174260 lb.
18 100 lb. or 101200 lb. 201300 lb. There are three movement scales, as follows.
less
19 116 lb. or 117233 lb. 234350 lb. Tactical, for combat, measured in feet (or squares)
less per round.
20 133 lb. or 134266 lb. 267400 lb.
less Local, for exploring an area, measured in feet per
21 153 lb. or 154306 lb. 307460 lb. minute.
less
Overland, for getting from place to place, measured
22 173 lb. or 174346 lb. 347520 lb.
in miles per hour or miles per day.
less
23 200 lb. or 201400 lb. 401600 lb.
Modes of Movement: While moving at the different
less
movement scales, creatures generally walk, hustle, or run.
24 233 lb. or 234466 lb. 467700 lb. Each type of movement affects the speed of the character
less and the types of action that can be performed at the same
25 266 lb. or 267533 lb. 534800 lb. time. The Combat chapter will explain simultaneous
less actions in greater detail.
26 306 lb. or 307613 lb. 614920 lb.
less Walk: A walk represents unhurried but purposeful
27 346 lb. or 347693 lb. 694 movement at 3 miles per hour for an unencumbered
less 1,040 lb. person.

99
Hustle: A hustle is a jog at about 6 miles per hour for an In some situations, your movement may be so
unencumbered person. A character moving his speed twice hampered that you do not have sufficient speed even to
in a single round, or moving that speed in the same round move 5 feet (1 square). In such a case, you may use a full-
that he performs a standard action or another move action round action to move 5 feet (1 square) in any direction,
Rules of the West

is hustling when he moves. even diagonally. Even though this looks like a 5-foot
step, it is not, and thus it provokes attacks of opportunity
Run (x4): Moving four times speed is a running pace for normally. (You cannot take advantage of this rule to move
a character. It represents about 12 miles per hour for an through impassable terrain or to move when all movement
unencumbered human, or 8 miles per hour for a character is prohibited to you.)
carrying a load.
You cannot run or charge through any square that would
T a c t i c a l M o v e ment hamper your movement.
Use tactical movement for combat. Characters generally do
not walk during combatthey hustle or run. A character Basic Movement
who moves his speed and takes some action is hustling for Characters exploring an area use basic movement, measured
about half the round and doing something else the other in feet per minute.
half.
Walk: A character can walk without a problem on the
local scale.
Hampered Movement: Difficult terrain, obstacles, or
poor visibility can hamper movement. When movement
Hustle: A character can hustle without a problem on the
is hampered, each square moved into usually counts as two
local scale. See Overland Movement, below, for movement
squares, effectively reducing the distance that a character
measured in miles per hour.
can cover in a move. If more than one condition applies,
multiply together all additional costs that apply. (This is a
Run: A character with a Constitution score of 9 or higher
specific exception to the normal rule for doubling)
can run for a minute without a problem. Generally, a
character can run for a minute or two before having to rest
for a minute.

100
Overland Movement Movement and Distance
Characters covering long distances cross-country use Speed
overland movement. Overland movement is measured in 15 feet 20 feet 30 feet 40 feet
miles per hour or miles per day. A day represents 8 hours One Round (Tactical)*
of actual travel time. Walk 15 ft. 20 ft. 30 ft. 40 ft.
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Walk: A character can walk 8 hours in a day of travel Run (x4) 60 ft. 80 ft. 120 ft. 160 ft.
without a problem. Walking for longer than that can wear
One Minute (Local)
him out (see Forced March, below).
Walk 150 ft. 200 ft. 300 ft. 400 ft.
Hustle: A character can hustle for 1 hour without a Hustle 300 ft. 400 ft. 600 ft. 800 ft.
problem. Hustling for a second hour in between sleep Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.
cycles causes the character to become fatigued. A fatigued One Hour (Overland)
character cannot run or charge and takes a penalty of 2 Walk 1-1/2 2 miles 3 miles 4 miles
to Strength and Dexterity until he has rested for at least miles
one hour. Hustle 3 miles 4 miles 6 miles 8 miles
Run
Run: A character cannot run for an extended period of One Day (Overland)
time. Attempting to run and rest in cycles- the preferred Walk 12 miles 16 24 miles 32 miles
method for long distance overland travel when time is not miles
an important factor or in short supply- effectively works Hustle
out to a hustle. Run
* Tactical movement is often measured in squares on the
Terrain: The terrain through which a character travels battle grid (1 square = 5 feet) rather than feet.
affects how much distance he can cover in an hour or a day
(see Terrain and Overland Movement). A road is typically
a dirt track. A trail is like a road, except that it allows only
single-file travel and does not benefit a party travelling with
Hampered Movement
vehicles. Trackless terrain is a wild area with no paths. Condition Additional Movement Cost
Difficult terrain x2
Forced March: In a day of normal walking, a character Obstacle* x2
walks for 8 hours. The rest of the daylight time is spent Poor visibility x2
making and breaking camp, resting, and eating. A character Impassable
can walk for more than 8 hours in a day by making a forced * May require a skill check
march. For each hour of marching beyond 8 hours, a
Constitution check (DC 10 +2 per extra hour) is required.
If the check fails, the character becomes fatigued. It is very Terrain and Overland Movement
possible for a character to march into unconsciousness by Terrain Road or Trail Trackless
pushing himself too hard on a forced march.
Desert, sandy x1/2 x1/2
Forest x1 x1/2
Mounted Movement: A mount bearing a rider can move
at a hustle. The creature can also be ridden in a forced Hills x3/4 x1/2
march, but it takes 1d6 points of damage per hour of riding Mountains x3/4 x1/2
after it is fatigued instead of falling into unconsciousness. Plains x1 x3/4
The damage is increased to 1d8 if the animal has a Medium Swamp x3/4 x1/2
or Heavy load.

Mounts and Vehicles


Mount/Vehicle Per Hour Per Day
Mount (carrying load)
Light horse 6 miles 48 miles
Light horse (231690 lb.) 1 4 miles 32 miles
Heavy horse 5 miles 40 miles
Heavy horse (301900 lb.) 1 3-1/2 miles 28 miles
Pony 4 miles 32 miles

101
Pony (76225 lb.) 1 3 miles 24 miles Moving Within a
Donkey or mule 3 miles 24 miles Single Square
Donkey (51150 lb.) 1 2 miles 16 miles In general, when the characters are not engaged in round-
Rules of the West

Mule (231690 lb.) 1 2 miles 16 miles by-round combat, they should be able to move anywhere
Cart or wagon 2 miles 16 miles and in any manner that you can imagine real people could.
Stagecoach 8 miles 64 miles A 5-foot square, for instance, can hold several characters;
Ship they just cannot all fight effectively in that small space.
Raft or barge (poled or 1/2 mile 5 miles The rules for movement are important for combat, but
towed) 2 outside combat they can impose unnecessary hindrances
Canoe 1- miles 15 miles on character activities.
Keelboat (rowed) 2 1 mile 10 miles
Rowboat (rowed) 2 1-1/2 miles 15 miles
Paddleboat 3 miles 24 miles Vision and
Lighting
Train 25 miles 150
miles

Conditions
1
Quadrupeds, such as horses, can carry heavier loads than
characters can. See Carrying Capacity, above, for more
information. See the table below for the radius that a light source
2
Rafts, barges, keelboats, canoes, rowboats and paddleboats illuminates and how long it lasts. In an area of bright light,
are used on lakes and rivers. all characters can see clearly. A creature cannot hide in an
If going downstream, add the speed of the current (typically area of bright light unless it is invisible or has cover.
3 miles per hour) to the speed of the vehicle. In addition
to 10 hours of being rowed, the vehicle can also float an In an area of shadowy illumination, a character can see
additional 14 hours, if someone can guide it, so add an dimly. Creatures within this area have concealment
additional 42 miles to the daily distance travelled. These relative to that character. A creature in an area of shadowy
vehicles cannot be rowed against any significant current, illumination can make a Hide check to conceal itself. In
but they can be pulled upstream by draft animals on the addition to the obvious effects, a blinded creature has a
shores. 50% miss chance in combat (all opponents have total
concealment), loses any Dexterity or Reflex bonus to
E v as i o n a n d P u rsuit Defence, takes a 2 penalty to Defence, moves at half
speed, and takes a 4 penalty on Search checks and most
In round-by-round movement, simply counting off
Strength and Dexterity-based skill checks.
squares, it is impossible for a slow character to get away
from a determined fast character without mitigating
circumstances. Likewise, it is no problem for a fast Light Sources and Illumination
character to get away from a slower one. Object Bright Shadowy Duration
Candle n/a1 5 ft. 1 hr.
When the speeds of the two concerned characters are equal, Lantern, oil 30 ft. 60 ft. 6 hr./pint
there is a simple way to resolve a chase: If one creature Torch 20 ft. 40 ft. 1 hr.
is pursuing another, both are moving at the same speed, Campfire 25 ft. 50 ft. 2 hr.
and the chase continues for at least a few rounds, have 1
A candle does not provide bright illumination, only
them make opposed Dexterity skill checks to see who is shadowy illumination.
the faster over those rounds. If the creature being chased
wins, it escapes. If the pursuer wins, it catches the fleeing

Character
creature.

Conditions
Sometimes a chase occurs overland and could last all day,
with the two sides only occasionally getting glimpses of each
other at a distance. In the case of a long chase, an opposed The following conditions can affect a character as a result
Constitution check made by all parties determines which of peculiar injuries.
can keep pace the longest. If the creature being chased
rolls the highest, it gets away. If not, the chaser runs down Ability Damaged
its prey, outlasting it with stamina. The character has lost 1 or more ability score points. The
loss is temporary and these points return at a rate of 1 per
evening of rest. This differs from effective ability loss,

102
which is an effect that goes away when the
condition causing it goes away.

Ability Drained
The character has lost 1 or more ability score
points. The loss is permanent.

Blinded
The character cannot see at all, and thus
everything has total concealment to him.
The character has a 50% chance to miss in
combat. Furthermore, the blinded character
has an effective Dexterity of 3, along with
a 4 penalty on the use of Strength-based
and Dexterity-based skills. This 4 penalty
also applies to Search checks and any other
skill checks for which the Games Master
deems sight to be important. The character
cannot make Spot checks or perform any
other activity (such as reading) that requires
vision. Characters who are blind long-term
(from birth or early in life) grow accustomed
to these drawbacks and can overcome some
of them (at the Games Masters discretion).

Cowering
The character is frozen in fear, loses his
Dexterity bonus, and can take no actions. In
addition, the character takes a 2 penalty to
his Defence. The condition typically lasts 10
rounds.
Dying
Dazed The character is near death and unconscious, with 1 to
Unable to act, a dazed character can take no actions, but 9 wound points. The character can take no actions.
still gets the benefit of his normal Defence. This condition
typically lasts 1 round.
Entangled
Dead
An entangled character takes a 2 penalty on attack rolls
in addition to a 4 penalty to Dexterity. If the entangling
A character dies when his hit points drop to 10 or lower, bonds are anchored to an immobile object, the entangled
or when his Constitution drops to 0. character cannot move. Otherwise, the character can move
at half speed, but cannot run or charge. If another person
Deafened is holding the entangling bonds, then the two must make
The character cannot hear and takes a 4 penalty on opposed Strength checks whenever either moves the
initiative checks. The character cannot make Listen winner determines which direction the pair move in.
checks. Characters who are deafened long-term (from
birth or early in life) grow accustomed to these drawbacks Exhausted
and can overcome some of them (at the Games Masters Characters who are exhausted move at half speed and
discretion). cannot run or charge. Furthermore, they take a 6 penalty
Disabled to Strength and Dexterity. After 1 hour of complete,
The character has 0 hit points. The character can take only uninterrupted rest, an exhausted character becomes
a single move action or attack action, and takes 1 point of fatigued.
damage after any action.

103
Fatigued Shaken
Characters who are fatigued cannot run or charge and take A shaken character takes a 2 penalty on attack rolls, saving
a penalty of 2 to Strength and Dexterity. After 8 hours throws, and skill checks.
Rules of the West

of complete, uninterrupted rest, a fatigued character is no


longer fatigued. Stable
A stable character is no longer dying, but is still
Flat-Footed unconscious.
A character who has not yet acted during a combat is
flat-footed, not reacting normally to the situation. A flat- Stunned
footed character loses his Dexterity bonus to Defence. A character who becomes stunned loses his Dexterity
bonus, drops what he is holding and can take no attack or
Grappled move actions. In addition, the character takes a 2 penalty
When grappled, a character cannot undertake any action to Defence. The condition typically lasts 1 round.
other than attacking with his bare hands, attacking with
a light weapon, or attempting to break free from his Unconscious
opponent. The character loses his Dexterity bonus to An unconscious character is unable to defend himself. The
Defence, except on attacks from characters with whom he character is helpless and typically falls prone.
is grappling.

Helpless
Paralysed, sleeping, or unconscious characters are helpless. E n v i r o n m e nt
A helpless character has an effective Defence of 5 + size
modifier. An attacker can attempt a coup de grace against and Hazards
a helpless character.
Heat and Cold
Nauseated Heat is a major danger in the deserts, while cold is a
Characters who are nauseated are unable to attack or do threat in the winters of the northern Great Plains or in the
anything else requiring attention or concentration. The mountains.
only action such a character can take is a single move
action per turn. Heat and cold deal damage that cannot be recovered
until the character counteracts or escapes the inclement

Panicked
temperature. As soon as the character suffers any damage
from heat or cold, he is considered fatigued.
A panicked character flees as fast as possible and cowers
(see Cowering, above) if unable to get away. The character A character not properly equipped to counteract the heat
defends normally but cannot attack. or cold must attempt a Fortitude saving throw each hour
(DC 15, +1 for each previous check). Failure means that
Paralysed the character loses 1d4 hit points. Heavy clothing or
Characters who are paralysed fall to the ground, unable to armour provides a 4 penalty on saves against heat but
move (they have an effective, but not actual, Dexterity and grants a +4 equipment bonus on saves against cold. A
Strength of 0). They are helpless. character who succeeds at a Survival check (DC 15) gains a
+4 competence bonus on the save (see the Survival skill).
Pinned Searing heat or bitter cold (desert or arctic conditions)
A pinned character is held immobile (but not helpless) in forces a character to make a Fortitude save every 10
a grapple. The character takes a 4 penalty to Defence minutes. Failure means that the character loses 1d6 hit
against melee attacks and loses his Dexterity bonus to points. Appropriate clothing and successful use of the
Defence. Survival skill can modify the save, as noted above.

Prone Catching on Fire


An attacker who is prone (lying on the ground) takes a Characters exposed to open flames might find their clothes,
4 penalty on melee attack rolls and cannot use bows or hair, or equipment on fire. Characters at risk of catching
thrown ranged weapons. The character gains a +4 bonus fire are allowed a Reflex saving throw (DC 15) to avoid
to Defence against ranged attacks, but takes a 4 penalty this fate. If a characters clothes or hair catch fire, he takes
to Defence against melee attacks. 1d6 points of damage immediately. In each subsequent

104
round, the burning character must make another Reflex rounds take 1d6 points of damage. Smoke also obscures
saving throw. Failure means he takes another 1d6 points of vision, giving one-half concealment (20% miss chance) to
damage that round. Success means that the fire has gone characters within it.
out. (That is, once the character succeeds at the saving
throw, he is no longer on fire.) Falling
A character takes 1d6 points of damage for every 10 feet
A character on fire may automatically extinguish the of a fall, to a maximum of 20d6 points. If the character
flames by jumping into enough water to douse himself. succeeds on a Reflex saving throw (DC 10, +1 for each 10
If no body of water is at hand, rolling on the ground or feet fallen), this damage is halved. If the saving throw fails,
smothering the fire with blankets or the like permits the full damage is applied.
character another save with a +4 bonus, although this is a
full-round action. A character can make a Tumble check (DC 15) to treat
a fall as if it were 10 feet shorter when determining the
Starvation and damage and Reflex saving throw DC required by the fall.
Thirst
Sometimes characters might find themselves without food Falling Objects
and water. In normal climates, characters need at least 1/2 Objects that fall upon characters (or creatures or vehicles)
gallon of fluids and about 1/4 pound of decent food per deal damage based on their size and the distance fallen, as
day to avoid the threat of starvation. In very hot climates noted on the Damage from Falling Objects table.
such as the deserts or the plains in summer, characters need
two or three times as much water to avoid dehydration. Objects deal the initial damage given in the table below
if they fall 10 feet or less. An object deals an additional
A character can go without water for one day plus a 1d6 points of damage for every 10-foot increment it falls
number of hours equal to his Constitution score. After beyond the first (to a maximum of 20d6 points of damage).
this, the character must make a Constitution check each Objects of Fine size are too small to deal damage, regardless
hour (DC 10, +1 for each previous check) or take 1d4 of the distance fallen. A successful Reflex save indicates
points of damage. that the target takes half damage. The size of the falling
object determines the save DC.
A character can go without food for three days, in
growing discomfort. After this, the character must make a If the save fails by 10 or more, and the object is at least
Constitution check each day (DC 10, +1 for each previous three size categories larger than the character, the character
check) or sustain 1d4 points of damage. is pinned under the fallen object. A pinned character
cannot move but is not helpless. The character can make a
Damage from thirst or starvation cannot be recovered until Strength check to lift the object off him or an Escape Artist
the character gets water or food, as needed. check (DC 20) to get out from underneath. The Games
Master can modify the DCs for these checks based on the
Drowning circumstances.
A character trapped underwater can hold his breath for a
number of rounds equal to his Constitution score. After Damage from Falling Objects
this period of time, the character must make a Constitution
check (DC 10) every round to continue holding his breath. Initial Reflex Strength
Each round, the DC of the Constitution check increases Object Size Damage Save DC Check DC
by 1. Fine 0 n/a n/a
Diminutive 1 0 n/a
When the character fails one of these Constitution checks, Tiny 1d3 5 n/a
he begins to suffocate or drown. In the next round, the Small 1d4 10 5
character falls unconscious. In the following round, the Medium 1d6 15 10
character is dying. In the third round after failing the Large 2d6 20 20
check, the character dies of suffocation or drowning. Huge 4d6 25 30
Gargantuan 8d6 30 40
Smoke Colossal 10d6 35 50
Characters breathing heavy smoke or similar toxic gases
must make a Constitution check (DC 10, +1 for each
previous check) each round or spend that round choking
and coughing. Characters who choke for 2 consecutive

105
Natural -6 -5 Two Weeks Forty-five

Healing
Days
-7 -6 Week Fifty-two
Rules of the West

A character naturally heals a number of hit points equal to Days


his Constitution bonus after a night of rest, assuming he -8 -7 Day Fifty-three
has no infected wounds. Days
-9 or more -8 Day Fifty-four
Complete bed-rest allows a character to heal a number of Days
points equal to 2 + his Constitution bonus.
Note that there is a peak from 4 to 6; a character can
If the character has medical care from a trained doctor (any quickly recover from even a mortal wound, enough to
character with 4 or more ranks in the Treat Injury skill), he hobble round and perform basic tasks at any rate, but full
can heal a number of points equal to 4 + his Constitution recovery is a slow and arduous process.
bonus.
A character with multiple impairment penalties in different
R e c o v e r i n g f rom locations reduces the impairment penalties simultaneously

Impairment
an injury in an arm may heal while a leg languishes in
pain.
The higher an impairment penalty, the longer it takes a
character to recover from it.

Current Dropping Recovery Time to full Surgery,


Impairment
-1
To
0
Period
Day
recovery
Day
I n f e c t i o n a nd
-2 -1 Day Two Days Disease
-3 -2 Week Nine Days Medicine was rather underdeveloped in the West.
-4 -3 Two Weeks Sixteen Days Almost anyone could set themselves up as a doctor any
-5 -4 Two Weeks Thirty Days qualification, even a degree in Arts, provided justification
for the title of doctor. Some saved more than they killed,

106
but others were more dangerous to their patients than the If the Treat Injury check for surgery fails, then the character
illness. must make a Survive Surgery check anyway, without
gaining any other benefits.
In j u r i e s , W o u n d s a nd
Infection
If a character fails a Survive Surgery check, he loses 2d6 hit
points immediately.
A character who is badly shot generally needs surgery to
Infection
fully recover from the wound. The surgery check varies
depending on how much damage the surgeon wants to
heal and how survivable he wants the operation to be. If a wound has become infected, then it does not heal
The more work the surgeon does, the more damage he naturally without surgery. The doctor must reopen the
can repair, but the greater the chance that the patient will wound and disinfect it. This variant of surgery does not
die on the operating table. Operating on a wound also restore hit points, but does allow the character to heal
removes any bleed or impairment caused by the wound. through bed-rest or further surgery and medical care.

Restore Hit Points Infected Treat Injury


Wound Type DC Survive Surgery
Wound Treat Hit Points Survive
Scratch 10 -
Type Injury DC Restored Surgery
Deep 15 10
Scratch 10 1 -
Plugged 20 15
Deep 15 1d4 5
Mortal 30 20
Plugged 20 1d6 10
Mortal 25 2d6 15 A character can also recover from infection by making a
Fortitude save at the listed Treat Injury DC. One save may
be made each week, and each failure costs the character
The surgeon can reduce the DC of the Survive Surgery 1d4 hit points.
check by increasing the DC of his Treat Injury check on a
one-for-one basis. After the surgery, the patient must make If the infected wound is on a limb, then the surgeon can
a Survive Surgery roll or suffer 2d6 points of damage. This choose to amputate the limb instead of attempting to
is a Fortitude save, but the character suffers a penalty as disinfect the wound. Amputating a limb without causing
follows: further damage requires a Treat Injury check (DC 12), and
has a Survive Surgery DC of 10. If the Treat Injury check
Current Hit Points Fortitude Penalty is failed, then the patient suffers 2d6 damage, and must
Less than 0 -4 make the Survive Surgery save to avoid losing 2d6 more.
0-5 -2
5+ -

A mputees
A character who has lost one leg has his movement reduced to 20 feet per round using crutches, and cannot run.
He can still ride. He loses his Dexterity modifier to Defence (but not his Reflex bonus to Defence). He suffers a 4
penalty to the skills affected by damage to a leg (see Wounds, page XX).

A character who has lost both legs can crawl at five feet per round. He can still ride. He is considered prone in
combat, and loses his Dexterity modifier to Defence. He suffers a 8 penalty to the skills affected by damage to a
leg.

Losing one arm means that the character can obviously not use two-handed melee weapons. He can still rest a
shotgun or rifle on the stump, but suffers a 4 penalty to attacks and any other skills affected by damage to an arm
(see Wounds, page XX) if performing a task that relies on using both hands.

Losing both arms means that the character cannot attack except with kicks (brawl attacks). He cannot use any skills
affected by the use of arms.

A character who takes the Recover from Injury talent (Settler Talent Tree, page XX) can overcome the skill or attack
penalties listed above caused by an injury, but is still limited in movement, available weapons and so on.

107
Diseases A character suffering from tuberculosis suffers 1d4 points of
Cholera was common in the West, especially as its mode damage when he becomes fatigued, and another 1d4 if he
of infection (a bacterium carried in brackish water, infected becomes exhausted.
Rules of the West

drinking or water and waste). It causes terrible dehydration,


diarrhoea, vomiting, and leg cramps. A character who risks
contracting cholera must make a Fortitude save (DC 15)
to avoid infection. If infected, the disease takes 1d4 days
Reputation
A characters Reputation is a vague measure of how well he
to manifest. The character suffers a 4 penalty to all ability
is known in the West. Many small towns had newspapers,
score checks, skill checks, attack rolls and saving throws,
while trail-driving cowboys and stagecoaches brought news
and takes 1d4 points of Constitution damage each day.
and rumour across the country. Bad news travelled faster
The character may make another Fortitude save each day
than wildfire, and stories were retold over and over again
(again at DC 15) to overcome the disease.
in saloons and general stores, magnified each time in the
telling.
While there are plenty of alleged cures and heal-alls for
cholera, few have any effect. A doctor may make a Treat
In short, reputation is about as reliable as a patented cure-
Injury check (DC 15) to give the patient a +4 circumstance
all for cholera, syphilis and baldness.
bonus to his Fortitude save.
Mechanically, a characters Reputation is a bonus that
The scourge of smallpox has partially been dealt with
starts off equal to his Charisma bonus. Reputation can be
due to the invention of inoculation, but it is still a very
increased as follows:
dangerous plague. Smallpox was responsible for wreaking
havoc on the native population whole tribes were wiped
out by epidemics of the disease. A character who has not
been inoculated and is exposed to smallpox
must make a Fortitude save (DC 15) or
become infected. The character shows no
signs of the disease for 6 + 1d10 days, but
is contagious during this time. After this,
the character begins to break out in rash
and becomes feverish. He takes 1d3 points
of Constitution and Charisma damage
each day for the next 6 + 1d6 days. If the
characters Charisma is reduced to 0 by this
damage, the disease permanently blinds
him.

Tuberculosis, a disease of the lungs, is also


known as consumption. It is transmitted by
coughing or sneezing, but is not especially
infectious a character in the presence
of a victim of consumption must make a
Fortitude save (DC 5) to avoid infection,
and holding a handkerchief or taking other
precautions gives a +5 equipment bonus
to the Fortitude save. (The DC for the
Fortitude save increases by +1 for every
other infectious person within the same
room, to a maximum of DC 20). A victim
of tuberculosis must make a Fortitude save
every month (DC 10), or take one point
of Constitution damage. This damage is
only healed if the character recovers from
tuberculosis, by getting a result of 20 or
higher on the Fortitude save. Medical
treatments and a change of air can also give a
bonus of up to +6 to the Fortitude save.

108
When a character gains a level, he may make a of his Reputation does not change, it just switches to Bad
Reputation check (roll 1d20 and add his current instantly.
Reputation against a DC of 5 + his current
character level). If this check succeeds, his Effects of
Reputation
Reputation increases by +1.

Whenever a character rolls a natural 20 when The primary use of Reputation is to see if a character is
performing a very public act (high noon shootout recognised. Roll a Reputation check against the following
in a town, Perform check in a bar, Diplomacy DC:
check in a courthouse), he may make a Charisma
check (DC 10 + his current Reputation). Success Situation Reputation DC
means that the characters Reputation increases by Character being recognised
+1. Is from the local area 10
Lives within a few days ride 15
A character can deliberately try to increase his Has passed this way before 25
Reputation by telling stories and self-promotion. Is a complete stranger to these 30
This requires a Bluff or Perform check (DC 15 parts
+ his current Reputation). A successful check
The observer
increases the characters Reputation by +1. This
Has five or more ranks in +2
check can only be made once per audience the
Gather Information
character can retell his stories in each new town,
or if a stagecoach-load of new visitors come by, Has five or more ranks in +2
but boring his neighbours with the same tales over Spot
and over again gives no mechanical benefit. The character
Is deliberately trying to hide -5
Whenever the character suffers is Plugged or his identity
suffers a Mortal Wound and survives, the scar Introduces himself by deed +2
gives a +1 Reputation bonus when seen. Deep (Im the man who)
head wounds also give a Reputation increase. Other Factors
Wanted posters +2 to +5, depending on
A character may gain Reputation as a reward for quality of the poster
performing particularly impressive deeds. This is Current newspaper article +2 to +5
a reward for completing an adventure the Games Current gossip and rumour +2 to +5
Master should set the base DC for a Charisma about character
check based on the characters Reputation. The
higher the characters Reputation, the harder it is If a character has been recognised, he can use his Reputation
to improve it. to his advantage, by gaining bonuses to specific skill
checks. The size of these Reputation bonuses depend on
Finally, most Vocations list a way for the character to the characters Reputation level.
increase his Reputation.
Reputation Bonus Size
Good and Bad Reputation Bonus
Reputation 5 or less +0
A characters Reputation can be Good, Bad or Neutral this 6-10 +2
largely depends on who the character is interacting with. A 11-15 +3
Good Reputation implies that the character is seen as being 16-20 +4
on the side of law and order and is fair and generous, while 21+ +5
a Bad Reputation carries connotations being a murderous,
dangerous good-for-nothing. An Indian warlord like The bonus is applied to the following skill checks,
Cochise might have a Good Reputation when dealing with depending on whether the characters Reputation is Neutral
Indians who resist the incursions of white men, and a Bad (people have just heard of him), Good (people have heard
Reputation to the authorities. mostly good things about him) or Bad (people have heard
mostly bad things about him).
Importantly, a Reputation can change from Good to Bad
relatively easily. A character with a Good reputation who is
disgraced does not lose Reputation points the magnitude

109
Reputation Affects Well-off $6d20 $10,000
Characters Rich 3d20 x $10 $25,000
Reputation is Skill Checks Affected Very Rich 6d20 x $10 $100,000
Rules of the West

Neutral Bluff, Perform Vast Fortune 3d20 x $100 -


Good Bluff, Diplomacy, Gather
Information, Perform Roll a characters spending money at the start of a scenario
Bad Bluff, Intimidate, Perform in an episodic game, or every 1d4 weeks in a continuing
game. A character is assumed to be have covered basic
expenses like food, drink and basic maintenance before
A characters Reputation also affects how much it costs to rolling for spending money.
hire him for a job. A character can make a Reputation
check (DC 15) if the check is successful, the employer
offers the next highest reward category (see page XX) (or
50% more money, if reward categories are not being used), Running a
assuming that the employer can afford this largesse.
Business
While hired guns may drift from town to town, and starry-
A Bad Reputation can also increase the amount of money
eyed miners dream of striking it rich without ever lifting a
offered as a reward for the character increase the reward
shovel, most folk in the West intend to make their fortune
by 20% for every point of Reputation about 10. Therefore,
through honest hard work. For characters who want to
a character with a Reputation of 20 would be worth three
try their hand at running a business, the following rules
times as much as another criminal who committed the
provide a method for determining how successful their
same offences.
endeavours are.

Wealth and
Each type of business is associated with one or more skills.
Each season (Spring, Summer, Fall, Winter), the character

Purchasing
must make a skill check (or checks). The more successful
the check, the more profitable the business. Different
There are two ways to handle wealth in OGL Wild West. types of business provide different amounts of wealth, as
Some Games Masters may prefer to have the players keep shown on the Businesses table below. Note that in general,
track of every dollar and every grain of gold dust this the more skills required, the more wealth gained.
style of play is best suited to games where the ability of the
characters to survive and prosper in the West is the main The Games Master may choose to reduce or increase the
focus of play, and the Games Master wants to immerse the time between skill checks if a character is retiring for
players in the conditions and decisions of the era. five years to run a quiet saloon, then a check might only
be made each year instead of each season. By contrast, a
The alternative approach is to use semi-abstract wealth saloon in a wild boomtown might require a check every
categories, which show roughly how much spending cash week.
the characters currently have. Each spending category has
a value for how much spending money the characters have,
and also an amount for how much the characters have Complications
if they are prepared to drop into the next lowest wealth Before making the seasonal skill check to see how the
category. This latter amount represents the character business does in the current season, the business owner
selling off personal possessions and assets, taking out loans must first check for complications. To see if a complication
and so on. threatens the characters livelihood, roll 1d20 on the
following table:
The wealth categories are:
Complications
Wealth Category
1d20 Complications
Spending Maximum
<10 0
Wealth Category Money Money
11-15 1
Penniless 1d4 x10 cents -
16-19 2
Struggling $1d6 $20
20+ 1d4+1
Poor $2d6 $200
Average $3d20 $2,000 Add +5 to the roll for the first year of a business most
endeavours meet their challenges early in their lifetimes.

110
Businesses
Business Skills Default Wealth Category
Banker Knowledge (business), Profession (banker) Well-off
Blacksmith Craft (Blacksmithing) Average
Boarding House* Diplomacy Well-off
Candy Store Profession (shopkeeper) Average
Casino* Gamble, Knowledge (business) Rich
Craftsman Craft skill Poor
Doctor or Dentist Treat Injury, Knowledge (physical sciences) Well-off
Farmer, Large Craft (farming), Knowledge (nature) Well-off
Farmer, Small Craft (Farming) Poor
General Store Diplomacy, Profession (shopkeeper) Average
Fur Trapper Craft (Traps) Poor
Lawyer Diplomacy, Knowledge (law), Sense Motive Well-off
Livery Stable Diplomacy, Handle Animal Average
Mining Company Craft (mining), Knowledge (physical sciences) Average
Newspaper Publisher Craft (writing), Gather Information Average
Rancher Handle Animal, Knowledge (nature) Average
Saloon* Diplomacy Average
Undertaker Craft (woodcarving), Knowledge (theology and Average
philosophy)
*: Turbulent business add +1d6 to the roll for Complications.

Businesses
Business Sample Complications
Banker Bank raids, dishonest clerks, devalued currencies
Blacksmith Accidental fires, customers who do not pay, escaped criminals trying to use tools to break their
manacles
Boarding House Puritanical preachers in town, girls running off with current beaus, shootouts and violence on
the premises
Candy Store Over-sugared gunslingers with toothache on the premises, difficulties importing goods from the
east
Casino Card sharps, cheaters, accusations of being a crooked house, shootouts and violence on the
premises
Craftsman Accidents, disease, competition from factories in the east
Doctor or Dentist Accusations of malpractice; criminals and gunslingers coming in for treatment; outbreaks of
plague
Farmer, Large Locust swarms, bad weather, blights, malicious or foolish farmhands
Farmer, Small Locust swarms, bad weather, blights
General Store Lack of supplies, fires, theft
Fur Trapper Unfriendly Indians, over-hunting
Lawyer Rivalry with a judge, vengeful former clients, hanging sheriff in town
Livery Stable Bolted horses, stampedes, thefts
Mining Company Claim jumping, cave-ins
Newspaper Publisher Fires, rivalry with another newspaper
Rancher Rustlers, stampedes, malicious or foolish cowboys, eventful cattle drives
Saloon Brawls, violence or shootouts on the premises, exploding whiskey distilleries
Undertaker Not enough violence and shootouts on other premises

111
Also add +5 if the business is located in a boomtown, and Bonus to the check. A character may also be able to obtain
+1d6 if the business is a turbulent one. other bonuses through in-game events.

The nature of complications vary depending on the For example, our banker with a margin of success of +2 has
Rules of the West

business. In general, a complication is a problem that must an average season; his wealth is Well Off.
be resolved by the owner, caused by unusual situations or
events. A complication often requires either outside aid or Any negative changes to wealth category are permanent,
the use of skills not normally associated with the business so the default wealth category for the business drops; any
in question. (In short, a complication is often an adventure positive changes last only for the current season, and the
seed). If the complication is dealt with successfully, then business resets to the default wealth category next season.
the business may thrive the business owner gains a +2 A character who gets a result of Good or better can choose
bonus to the seasonal skill check for every complication to reinvest his profits in the business if he chooses this
successfully dealt with. However, if the complication is option, then his personal wealth does not increase this
not dealt with properly, then the business will suffer the season. However, if profits are successfully reinvested
business owner suffers a 4 penalty to the seasonal skill four times in a row, then the default wealth category for
check for every complication failed. the business increases by the average amount of profits
reinvested. (For example, assume the banker got results
of +6, +6, +6 and +22. He could choose to be Rich, Rich,
S e a s o n a l S k i l l Check Rich and have a Vast Fortune respectively for four seasons
The DC for the check is normally DC 15, and a character or he could invest the money in his business and increase
may take 10 on the check if no complications arise. If the the banks default wealth category to Very Rich for next
business involves multiple skills, a separate check is made for year).
each of them, and the total margin of success or failure for
all the checks is calculated. (For example, running a bank Cashing Out
requires Knowledge (business) and Profession (banker); A character can choose to reduce himself to the next lowest
both checks are at DC 15. The character running the bank wealth category to gain a lump sum of money (see above).
gets a 20 for his Knowledge (business) check, but only a 12 However, when running a business, the characters finances
for his Profession (banker) check. The first check is passed are tied up in his trade. Should the character sell off his
by 5, the second failed by 3. 5-3=2; the overall result is a possessions to earn money, then the current default wealth
margin of success of +2. category for the business is used. A character cannot
automatically start up an easy business, get a sky-high
The result of the seasonal skill check determines how much result for the first seasons skill check that boosts his wealth
money the business made this season, based on the default to a high wealth category, and then cash out to gain the
wealth category for the business. lump sum for his current wealth category.

Seasonal Skill Result


Margin of Running an
Outfit
Success/
Failure Result Wealth
-10 or more Disastrous Drops by three An outfit is a term for a company of travellers, adventurers
categories or profit-seekers a mining company, cattle drive team or
-9 to 5 Bad Drops by two even a gang of outlaws could be referred to as an outfit.
categories Many western adventures will centre on the characters
-4 to 1 Poor Drops by one having to guide and protect an outfit as it travels or works
categories in dangerous territory, so the Games Master may wish to
0 to +5 Average No change use the rules below to keep track of the status of the outfit.
+6 to +10 Good Increases by one For smaller outfits, numbering only a half-dozen or so
category people, then there is no need for this level of abstraction
+11 to +20 Excellent Increases by two the players can keep track of every hit point and every
categories meal. The intent of these rules is to give the players an
+21+ Outstanding Increases by three idea of the current state of their outfit, and give the Games
categories Master ideas for problems and scenarios along the way.

Add +2 if the business is the only one of its kind in town. The three important qualities of an outfit are:
A character may also add his Good or Neutral Reputation

112
Morale: The general good spirits of the group. A +5. Having wagons or pack animals to carry extra gear
low morale means that challenges to the groups brings the Supplies score up to +10. Every character with
leadership and lack of discipline are common. A five or more ranks in a useful Craft or Repair skill increases
high morale means that everyone in the group is Supplies by +1, to a maximum of +5. Spending money on
positive and hopeful. Morale checks are called for masterwork gear or extra supplies can further increase the
whenever the outfit faces dissension or danger. outfits Supplies.

Supplies: Supplies covers a groups food, Health: Health begins at the average of the Constitution
ammunition and other gear. It is an abstract value scores of the members of the outfit. Having a character
of the outfits ability to cope with problems and with five or more ranks of Treat Injury increases the outfits
construct solutions. Supplies checks are called for health by +4.
whenever the group needs equipment beyond the
norm. Making Checks
A quality is tested by rolling 1d20, adding the quality, and
Health: Finally, health covers the outfits general trying to beat a set DC. An easy check is DC 5, an average
readiness to work or fight. Loss of members, check is DC 10, and checks become progressively harder at
hunger or disease can reduce an outfits Health. DC 15 or more. If the check is failed, then the outfit lacks
the resources to deal with a problem automatically, and the
Each of these qualities has a rating. An outfit may be called players must take action to deal with it.
upon to make a Morale, Supply
or Health check, which is resolved
like other checks (1d20 plus the
appropriate rating, and try to beat
a Difficulty Class set by the Games
Master).

The precise meaning of a rating varies


depending on the outfit in question.
While Morale is universal, a team
of cowboys needs less Supplies than
a prospecting outfit, which in turn
needs less than a railroad crew.

D e t e r mi n i n g
the Initial
Ratings
Generally, these ratings are only
meaningful when comparing outfits
of the same size and purpose.

Morale: An outfits Morale begins


a level equal to the Reputation plus
the Charisma modifier of the leader.
Excellent pay increases the Morale
by up to +4; poor pay decreases it
by up to 4. Having a good cook
increases Morale by +2 if he has five
or more ranks in Craft (cooking).

Supplies: If everyone in the outfit


has the standard equipment for a job
of that sort, and has food and water
to last a reasonable time, then the
outfit has a starting Supplies score of

113
Example Checks then a Supply check can determine how long the outfits
Situation DC remaining supplies last. The DC to last a week is 5 in
Morale the prairies or forests, 10 in the mountains, and 15 in the
deserts or badlands; after the first week, the DC rises by 5
Rules of the West

A native tribe faces an unusually hard winter. 5


each week.
A wagon train is lost in the mountains for a 10
week.
Health: A Health check is the most dangerous check to
An outlaw gang lose one of the members in a 15 fail; a failed result means that the outfit has fallen victim
botched bank raid. to sickness or disease. Either one member of the outfit is
A trail herd is stampeded, scattering the herd, 20 sickened to the point or death, or all are suffering equally
destroying the chuckwagon and killing two from the affliction.
cowboys. The trail boss orders the rest to
continue. If one member is sick, then use the rules for Cholera,
Supplies above.
Does the tribe have sufficient blankets and food 5
to survive? If everyone is sick, then reduce both the Health of the
The outlaw gang try to build a fake signal to stop 10 company and the Constitution scores of everyone by 1 +
a train. 1d4. After a week, make another Health check at the same
The wagon train must rig a ferry to get wagons 15 DC; if the check fails, then the disease continues and the
across a swollen river. temporary penalties remain. If the check succeeds, then
Health the outfit overcomes the illness.
The outlaw gang must heal up and recover from 10
the botched train robbery will they be all healed A Health check can also be used to determine the overall
up in a few months? vigour and strength of a company, to see if they can endure
The tribe is forced to settle in a swamp, far from 15 hardship and fatigue.
the clear mountain air of their ancestral grounds
how badly do they suffer from disease?
Changing Scores
Events and circumstances can cause a quality to rise or fall
F a i l i n g a C h e ck usually fall.
Morale: If a Morale check is failed, then there is either
despair or discontent in the outfit. Despair causes everyone Morale: If there is disease or starvation in an outfit, then
in the outfit to suffer a 2 morale penalty to all skill checks the companys Morale drops by 1 each week until it is
made outside of combat. The period of despair lasts for cured or over. Morale then begins to rise back at a rate
a number of days equal to the DC of the Morale check. of +1 every two weeks. A celebration raises morale by
Despair can be lifted by good events, celebrations and so +1d6, but it then begins to drop back down at the rate
on. of 1 each week. If the leaders Reputation or Charisma
modifier changes, then the outfits morale also changes by
Discontent implies that one or more members of the outfit a like amount.
challenge the leader. Depending on the nature of the outfit,
Sample Outfit s
this challenge might be a legal one (many wagon trains
held elections and drew up complicated constitutions to
abide by) or a physical one (a brawl or even a shootout). The Jones gang are a band of seven outlaws, holed up
in an isolated cabin in the middle of nowhere. The
It is up to the Games Master to determine which route an leader of the Jones gang is Smoky Jones, a fifth level
outfit takes. Fast Hero. He has a Reputation of +6 and a Charisma
of 15, so the gangs beginning Morale is +8.
Supplies: Failing a Supply check means that the outfit
needs to get extra equipment or food from somewhere, or The outlaws have guns, bandanas, ammo and horses
else take another course. The characters must act to obtain what more does a bandit gang need, really? Big Sam
these fresh supplies; they might forage and hunt for what even worked as on the railroad for a while, and has
they need, or trade, or ride into town to buy. Outlaws five ranks in Repair. The gang has an overall Supplies
might also steal the requisite items. of +6.

If an outfits food supplies are in question, due to an Finally, the average Constitution of the group is 11,
accident, spoilage or a trip that takes longer than normal, giving them a Health of +11.

114
Supplies: An outfits Supplies bonus drops by 1 whenever
it has to make a Supplies check, as items are used up along Chasing Trains
the way. Supplies also rise or fall when an outfit loses Obviously, a train is not going to be swerving from side or
resources; for example, if a wagon goes over a cliff, or a fire side or moving through difficult terrain. An engineer on
ruins the outfits camp, then the outfits Supplies drops by a train can try to wring more power out of the locomotive
1d6 or even 1d10. by making Drive checks, but the effectiveness of these
checks are halved i.e., the result of the trains Drive
Health: An outfits Health scores changes due to disease. check is (1d20 + the engineers Drive skill) x + the
Each member of the outfit who dies also lowers Health modifier for the trains speed.
by 1.

give a 2 penalty to horses and a 4 penalty to


Chases vehicles.
A chase can take place between two characters on foot,
or between riders, or even between riders and vehicles. Rough ground such as mud, broken ground or
Sometimes, a chase is easy to resolve; a man on foot cannot forest give a 4 penalty to horses and a 8 penalty
catch a train that is travelling at full steam. However, two to vehicles.
horses that are nominally the same speed can be ridden
quite differently. If one rider brings his horse along the The character being chased may choose to make the
level path, but the other rides through sagebrush and into route more difficult by deliberately taking a harder
potholes, then the first horse will catch the second, even if route; zig-zagging, riding through barricades or
the second is a racer. over narrow paths and so on. For every 4 penalty
that the quarry accepts to his check, then any
A chase is resolved using opposed Ride, Drive or Dexterity pursuers suffer a 1d6 penalty to their checks.
checks. These checks are modified as follows:
If the result of a roll is a 1 or less, then the racer suffers a
For every 10-foot difference in speed between the disaster; a character on foot falls, a horse falls and may take
two racers, the faster one gets a +1 bonus to his damage from the fall and a vehicle may overturn unless the
check. driver makes a successful Drive check (DC 15, modified
by the speed of the vehicle).
Mildly rough ground, such as a rocky plain,
overgrown prairie, hillsides, riverbeds and so on

115
For every five points of difference between the
results of the two racers, the winner increases or Gambling
decreases the distance between the two by 10%. There are no less than four ways to resolve a game of
chance. The two simple options are:
Rules of the West


Drinking
Simply make opposed Gamble checks

Whiskey and beer kept the west lubricated. A huge variety Play out the game of poker (or dice, or whatever)
of drinks were available in different saloons and beer halls in real life, with a real deck of cards
across the land. Refusing a drink, or refusing to buy a
drink were both rather dire insults and could quickly lead One option puts all the weight on the dice and the rules
to a brawl. system; the second puts all the weight on the players, and
ignores any mechanical ability on the part of the characters
A character can drink a number of shots of liquor, or a (so a character with a high Gamble skill will not have any
number of pints of beer equal to his 2 + his Constitution advantage over one with no Gamble skill).
modifier before being affected by alcohol. (Those unused
to strong alcohol, such as those in certain Indian tribes, The other two options are more complicated, but should
begin to be affected after a number of drinks equal to their be used when a game of chance is especially important.
Constitution modifier). Every drink after that causes a
2 penalty to most skill checks and Will saves. However, Resolution using the
Gambling Skill
the character instead gains a +2 bonus to the following
checks:
Complex Gamble check is resolved as follows; firstly, the
Will saves to resist fear Games Master declares how many rounds the game will
go on for (usually three). At each round, each character
Will saves to resist intimidation involved in the game puts forward a stake and then makes
a Gamble check. The results of each characters check are
Concentration checks to overcome impairment revealed. Each character can then choose to fold (losing
penalties from wounds their stake) or keep going to the next round and raise by
putting in another stake which must be at least equal to
Once the penalty from drink exceeds 10, the character the highest stake in the last round. In each round, the
must begin making Fortitude saves (DC 10) after every character gets a bonus to his Gamble check based on his
drink, to avoid falling unconscious. previous result.

Previous Round Modifier


A B o t t l e O f Y our Character got the lowest Gamble result 4
B e s t W h i s k ey Character got a below-average result
Character got the average result*
2
+0
Taos Lightning: San Fernandez de Taos
Skullbender: Custer City Character got an above-average result +2
Apache Tears: Tombstone Character got the highest Gamble result +4
Red Dog: Tucson *: Calculate the average by adding up all the results for that
Pass Whiskey: El Paso round and divide by the number of participants.

Other brands included Red Dynamite, Joy Juice, Forty The winner is the character who gets the highest Gamble
Rods, Tongue Oil, Corpse Reviver and Coffin Varnish. result in the last round.
Rye whiskey was popular in the east; bourbon in the
south and West. Corn whiskey was also popular, but was Bluffing: A character can Bluff, adding up to +4 for his
generally seen as a cheaper, inferior brew. Gamble check for the round. Each participant in the game
may target a number of other people in the game up to his
Wisdom modifier with a Sense Motive check. If the Sense
Motive check beats the characters Bluff check, then the
bonus added to the Gamble check using Bluff becomes a
penalty instead.

Cheating: A character may cheat, by making a Sleight


of Hand check opposed by a Spot check from everyone
else present. All the characters present should make a Spot

116
check, even if no-one elected to make a Sleight of Hand rolls a 1,2,3 or 4 on his attack roll, the gun may not fire
check. Multiple characters may try to cheat, but the same or might jam or misfire. A character with a weapon
set of Spot checks are used for all of them. Any character maintenance kit may make a Repair check (DC 10 + twice
who makes a successful Sleight of Hand check may add +8 the result of the d6 roll) to repair the damage done to the
to their Gamble check. gun.

Resolution using Concealing a Weapon


Live Action A character may attempt to conceal a weapon in a pocket
In this variant, the players deal, draw cards and play poker or under a coat. Other characters can notice the weapon
as normal. However, a characters skills have the following by making Spot checks, at a base DC of 10, modified as
effects on the game: follows:

Gamble: If a character has a Gamble bonus (from a high Circumstance Modifier


Intelligence, ranks in the Gamble skill, feats and so on), Weapon is Diminutive +8
then he may draw extra cards at the start of the game. He Weapon is Tiny +4
may replace a card in his hand with one of these extra cards Weapon is Small -0
at any time; the replaced card is put randomly back in the
Weapon is Medium -4
deck.
Weapon is Large -8
Character is wearing a long coat or other +4
Gamble Bonus Extra Cards concealing garment
Less than +5 0 Character has five or more ranks in Sleight +2
+5 to +10 1 of Hand
+11 to +15 2 Character has five or more ranks in +2
+16 to +20 3 Disguise
+21 or more 4 Clothes are specifically tailored to hide +2
weapon
Cheating: A player may choose to palm cards, deal from
the bottom of the deck and so on. He must make a Sleight A character who uses a concealed weapon may catch his
of Hand check, and it is opposed by the Spot checks of opponents by surprise.
other characters.

Bluffing: Once during each hand, each player may target


one other player with a Sense Motive check. The targeted
player must make a Bluff check; if the Sense Motive result
is higher, then the character making the Sense Motive
check may ask the targeted player one question, which
must be answered truthfully. This question must relate
to the cards in the players hand, but cannot be one that
can only be answered with a specific card. Thus, how
many aces do you have? or do you have any spades are
acceptable, but whats in your hand? or do you hold the
five of diamonds? are not.

Guns
A character is assumed to be taking good care of his guns
under normal circumstances. If a weapon is badly stored,
falls into the water, is buried in a landslide or otherwise
mistreated, then it is much more likely to malfunction
when fired roll 1d6. The gun now misfires if the d20
roll was below the result of the d6 roll.

For example, a character drops his gun into a horse trough.


The Games Master rolls a 4 on the d6; now, if the character

117
Shooting, Knife-
fighting &
Brawling
Combat

C
ombat in a game is played out in rounds, is about to begin and spend more than one minute
and in each round everybody acts in turn in in full view of each other, no one is flat-footed
a regular cycle. Skills, feats and equipment during the first round (except to an attack that
can modify combat rolls in numerous ways, but it does not comes in from outside the visible opponents).
change the basic tenets of how combat operates.
The Games Master determines which characters
Combat usually runs in the following way. are aware of their opponents at the start of the
battle. If some but not all of the combatants are
Each combatant starts the battle flat-footed. Once aware of their opponents, a surprise round happens
a combatant acts, he is no longer flat-footed. If before regular rounds begin. The combatants who
everyone involved in a combat knows that a battle are aware of their opponents can act in the surprise

118
round, so they roll for initiative. In initiative Strength Modifier
order (highest to lowest), combatants who started Strength helps a character swing a weapon harder and
the battle aware of their opponents each take one faster, so a characters Strength modifier applies to melee
move or attack action. Combatants who were attack rolls.
unaware do not get to act in the surprise round. If

Size Modifier
no one or everyone starts the battle aware, there is
no surprise round.
Creature size categories are defined differently from the
Combatants who have not yet rolled initiative do size categories for weapons and other objects. Since this
so. All combatants are now ready to begin their size modifier applies to Defence against a melee weapon
first regular round. attack or a ranged weapon attack, two creatures of the
same size strike each other normally, regardless of what
Combatants act in initiative order. Initiative is size they actually are. Creature sizes are compatible with
calculated using a Dexterity check as detailed vehicle sizes.
below.
Size Modifiers
When everyone has had a turn, whether they take Size (Example) Size Modifier
advantage of it or not, the combatant with the Colossal (blue whale [90 ft. long]) 8
highest initiative acts again, and the previous two Gargantuan (grey whale [40 ft. long]) 4
steps repeat until combat ends. Huge (elephant) 2
Large (buffalo) 1

Atta c k R o l l
Medium (human) +0
Small (dog) +1
An attack roll represents a characters attempts to strike Tiny (housecat) +2
an opponent on the characters turn in a round. When Diminutive (rat) +4
a character makes an attack roll, he rolls 1d20 and adds Fine (horsefly) +8
his attack bonus. If the result equals or beats the targets
Defence, the character hits and deals damage. Many
modifiers can affect the attack roll. Dexterity Modifier
Dexterity measures coordination and steadiness, so a
A natural 1 (the d20 comes up 1) on the attack roll is characters Dexterity modifier applies when the character
always a miss. When using a firearm, a natural 1 is also attacks with a ranged weapon.
a potential misfire. A natural 20 (the d20 comes up 20)

Range Penalty
is always a hit. A natural 20 is also always a threata
possible critical hit.
The range penalty for a ranged weapon depends on what
If the character is not proficient in the weapon he is weapon the character is using and how far away the target
attacking with (the character does not have the appropriate is. All ranged weapons and thrown weapons have a range
Weapon Proficiency feat), that character takes a 4 penalty increment (see the Outfitting chapter). Any attack from a
on the attack roll. distance of less than one range increment is not penalised
for range. However, each full range increment causes a
Attack Bonus
cumulative 2 penalty on the attack roll. A thrown
weapon has a maximum range of five range increments.
A characters attack bonus with a melee weapon is: Ranged weapons that fire projectiles can shoot up to ten
increments.
Base attack bonus + Strength modifier + size
modifier

With a ranged weapon, a characters attack bonus is: Damage


When a character hits with a weapon, he deals damage
Base attack bonus + Dexterity modifier + range according to the type of attack. Firearms and most other
penalty + size modifier weapons inflict both wounds and damage, which bleed
and take a long time to heal. Other attacks (such as
unarmed attacks) just deal damage. A character who is
wounded takes damage both from the wound and from
the subsequent bleeding.

119
Damage is deducted from the targets current hit points. threat ranges, making a critical hit more likely. However,
Attacks against objects are dealt with in a separate section even with these weapons, only a 20 is an automatic hit. The
detailed below. Critical columns on the weapon tables in the Outfitting
chapter indicates the threat range for each weapon on the
M i n i m u m W e a pon tables.

Damage
If penalties to damage bring the damage result below 1, Misfires
a hit still deals 1 point of damage. This can be negated Firearms have a small risk of misfiring due to damage or
by Hardness or Damage Reduction to 0; the minimum flaws in the ammunition or firing chamber. Each firearm
damage of 1 rule only applies to internal penalties on the lists a Misfire range, which works just like a critical threat
damage roll itself. range. For most firearms, the misfire range is 1, meaning
the weapon only risks misfiring on a natural roll of a 1.

S t r e n g t h B o nus
Combat

If a misfire is threatened, then the attacker must make a


When a character hits with a melee weapon or thrown misfire check. Each weapon also lists a Misfire DC. To
weapon, add his Strength modifier to the damage. The see if a potential misfire is a dangerous explosion or merely
Weapon Finesse feat applies only to attack rolls, not a jam, the attacker should roll 1d20 and compare the roll
damage. to the Misfire DC. If the result is equal to or above the
DC, then the gun has jammed and cannot be fired until it
Off-Hand Weapon: When a character deals damage is repaired. It is a full-round action to un-jam a gun and
with a weapon in his off hand, add only half of the requires a Repair check (DC 10). If the result is below
characters Strength bonus. the DC, then the round was a dud and the gun can fire
normally next round. If the result is a natural 20, then
Wielding a Weapon Two-Handed: When a character the gun explodes in the users hand, dealing the weapons
deals damage with a weapon that he is wielding normal damage to the hand.
two-handed, add 1.5 times the characters Strength
bonus. However, the character does not get this

D e f e n c e V a l ue
higher Strength bonus when using a light weapon
two-handed; in such a case, only the characters
normal Strength bonus applies to the damage roll. A characters Defence Value (DV) represents how hard it
is for opponents to land a solid, damaging blow on the
M u l t i p l y i n g D a mage character. It is the attack roll result that an opponent needs
Sometimes damage is multiplied by some factor, generally to achieve to hit the character. The average person has a
a x2 or more due to a critical hit. Roll the damage (with Defence of 10. A characters Defence Value is equal to:
all modifiers) multiple times and total the results. Bonus
damage represented as extra dice is an exception. Do not 10 + Dexterity modifier + equipment bonus + size
multiply bonus damage dice when a character scores a modifier
critical hit.
Dexterity Modifier
Critical Hits If a characters Dexterity is high, he is particularly adept at
When a character makes an attack roll and gets a natural dodging blows or gunfire. If a characters Dexterity is low,
20 (the d20 shows 20), the character hits regardless of the he is particularly inept at it.
targets Defence and the character has scored a threat of a
critical hit. To find out if it is actually a critical hit, the Sometimes a character cannot use his Dexterity bonus,
character immediately makes another attack roll with all whether because of an entanglement, being caught
the same modifiers as the attack roll that scored the threat. flatfooted, or for some other reason. If a character cannot
If the second roll also results in a hit against the targets react to a blow, that character cannot use his Dexterity
Defence, the attack is a critical hit. (The second roll just modifier to Defence.
needs to hit to confirm a critical hit; the character does not
need to roll a second 20.) If the second roll is a miss, then Size Modifier
the attack just deals the damage of a regular hit. The bigger an opponent is, the easier it is to hit in combat.
The smaller it is, the harder it is to hit. Since this same
A critical hit multiplies the characters damage. Unless modifier applies to attack rolls a creature does not have a
otherwise specified, the multiplier is x2. (It is possible hard time attacking another creature of the same size. Size
for some weapons to have higher multipliers, doing more modifiers are shown on the Size Modifiers table, below.
damage on a critical hit.) Some weapons have expanded

120
Size Modifiers
Size Size
Saving Throws
Generally, when a character is subject to an unusual or
Size Modifier Size Modifier magical attack, he gets a saving throw to avoid or reduce
Colossal -8 Small +1 the effect. A saving throw is a 1d20 roll plus a bonus based
Gargantuan -4 Tiny +2 on the characters class and level (the characters base save
Huge -2 Diminutive +4 bonus) and an ability modifier. A natural 1 (the d20 comes
Large -1 Fine +8 up 1) on a saving throw is always a failure. A natural 20
Medium +0 (the d20 comes up 20) is always a success.

A characters saving throw bonus is:


Other Modifiers Base save bonus + ability modifier
Other factors can add to a characters Defence Value.
The Difficulty Class for a save is determined by the attack
Feats: Some feats give a bonus to a characters Defence
or effect itself.
Value.

Dodge Bonuses: Some other Defence bonuses represent Saving Throw Types
actively avoiding blows. These bonuses are called dodge The three different kinds of saving throws are:
bonuses. Any situation that denies a character his Dexterity
bonus also denies his dodge bonuses. Unlike most sorts of Fortitude: These saves measure a characters ability
bonuses, dodge bonuses stack with each other. to stand up to massive physical punishment or
attacks against his vitality and health such as poison
Touch Attacks and paralysis. Apply a characters Constitution
modifier to his Fortitude saving throws.
Some attacks disregard armour. In these cases, the attacker
makes a touch attack roll (either a ranged touch attack
Reflex: These saves test a characters ability to dodge
roll or a melee touch attack roll). The attacker makes his
massive attacks such as explosions or landslides.
attack roll as normal, but a characters Defence does not
(Often, when damage is inevitable, a character gets
include any equipment bonus or armour bonus. All other
to make a Reflex save to take only half damage.)
modifiers, such as Dexterity modifier or size modifier,
Apply the characters Dexterity modifier to his
apply normally.
Reflex saving throws.

Hit Points Will: These saves reflect a characters resistance to


A characters hit points tell how much punishment he mental influence, domination and psychological
can take before dropping. Hit points are based on the effects. Apply the characters Wisdom modifier to
characters class and level, and the characters Constitution his Will saving throws.
modifier applies. When a characters hit point total drops
to 0, he is disabled. When it drops to 1, he is dying.

Initiative
When it drops to 10, the character is dead. Wounds may
hasten a characters demise see Wounds, below.
Every round, each combatant gets to take their allotment
Speed of actions. The combatants initiative checks, from highest
A characters speed tells how far he can move in a move to lowest, determine the order in which they act, from first
action. Humans normally move 30 feet, but some to last.
creatures move faster or slower. Wearing armour can slow
a character down. A character normally moves as a move At the start of a fight, each combatant makes a single
action, leaving an attack action to attack. The character initiative check. An initiative check is a Dexterity check.
can, however, use his attack action as a second move Each character applies his Dexterity modifier to the roll,
action. This could let the character move again, for a total and anyone with the Improved Initiative feat gets an
movement of up to double his normal speed. Another additional +4 bonus on the check. The Games Master
option is to run all out (a full-round action). This lets the finds out what order characters are acting in, counting
character move up to four times his normal speed, but a down from highest result to lowest, and each character acts
character can only run all out in a straight line, and doing in turn. On all following rounds, the characters act in the
so affects the characters Defence (see Run). same order (unless a character takes an action that results
in his initiative changing; see Special Initiative Actions).

121
If two or more combatants have the same initiative check
result, the combatants who are tied go in order of total Quickdraw Duels
initiative modifier (including Dexterity modifier and Pistol duels operate according to slightly different rules.
Improved Initiative bonus, if applicable). If there is still Each participant may gain a bonus to their Initiative by
a tie, roll a die. accepting an equal penalty to any attack rolls made this
round.
Flat-Footed: At the start of a fight, before the character has
had a chance to act (specifically, before the characters first For example, two characters face each other in a pistol
turn in the initiative order), the character is flat-footed. A duel at high noon. One character takes a +10 bonus to
character cannot use his Dexterity bonus to Defence while Initiative, which means that his attack will be at a 10
flat-footed. penalty. The other character takes a +3 bonus, giving
him a 3 penalty. The first character may shoot first,
Joining a Battle: If characters enter a battle after it has but is unlikely to make his mark.
Combat

begun, they roll initiative at that time and act whenever


their turn comes up in the existing order.
The Surprise Round
Surprise
If some but not all of the combatants are aware of their
opponents, a surprise round happens before regular rounds
When a combat starts, if a character was not aware of his begin. The combatants who are aware of the opponents
enemies and they were aware of the character, that character can act in the surprise round, so they roll for initiative.
is surprised. Likewise, a character can surprise his enemies In initiative order (highest to lowest), combatants who
if the character knows about them before they are aware of started the battle aware of their opponents each take an
the character. attack action or move action during the surprise round (see
Action Types, below). If no one or everyone is surprised, a
surprise round does not occur.

Unawa re
Combatants
Combatants who are unaware at the
start of battle do not get to act in the
surprise round. Unaware combatants are
still flat-footed because they have not acted
yet. Because of this, they lose any Dexterity
bonus to Defence.

122
Actions in Combat Use a piece of equipment No
The fundamental actions of moving and attacking cover Climb (one-quarter speed) No
most of what a character wants to do in a battle. They Crawl No
are described here. Other, more specialised options are Draw a weapon3 Yes
touched on in the Actions in Combat table, and covered in Holster a weapon Yes
Special Initiative Actions and Special Attacks. Move a heavy object Yes
Open a door No

The C o m b a t
Pick up an object Yes
Retrieve a stored object Yes

Round
Stand up from prone, sitting of
kneeling No
Each round represents about 6 seconds in the game world. Start/complete full-round action Varies
A round is an opportunity for each character involved Swim No
in a combat to take an action. Anything a person could Use a skill that takes a move
reasonably do in 6 seconds, a character can do in 1 round. action Usually
Full-Round Actions
Each rounds activity begins with the character with the
Bull rush (charge) No
highest initiative result and then proceeds, in order, from
Charge No
there. Each round of a combat uses the same initiative
order. When a characters turn comes up in the initiative Coup de grace Yes
sequence, that character performs his entire rounds worth Full attack No
of actions. (For exceptions, see Attacks of Opportunity Overrun (charge) No
and Special Initiative Actions.) Run Yes
Withdraw No
For almost all purposes, there is no relevance to the end of Extinguish flames No
a round or the beginning of a round. A round can be a Use a skill that takes a full round Usually
set amount of game time starting with the first character Reload a firearm Yes
to act and ending with the last, but it usually means a span Un-jam a firearm Yes
of time from a certain round to the same initiative number Free actions
in the next round. Effects that last a certain number of
Drop an Object No
rounds end just before the same initiative count that they
Drop to prone, sitting or
began on.
kneeling No
Speak No
Actions in Combat Action Type Varies
Attack of Disarm4 Yes
Action Opportunity1
Grapple4 Yes
Attack Actions
Trip an opponent4 No
Attack (melee) No
Use a feat5
Varies
Attack (ranged) Yes
No Action
Attack (unarmed) Yes
Delay No
Attack (aid another) No
5-foot step No
Bull rush (attack) No 1
Regardless of the action, if a character moves out of a
Escape a grapple No threatened square, the character usually provokes an attack
Feint (see the Bluff skill) No of opportunity. This column indicates whether the action
Ready (triggers an attack action) No itself, not moving, provokes an attack of opportunity.
Make a dying character stable Yes 2
If the object is being held, carried, or worn by a creature,
Attack a weapon Yes yes. If not, no.
Attack an object Maybe2
3
If the character has a base attack bonus of +1 or higher,
Total defence No he can combine this action with a regular move. If the
Use a skill that takes an attack Usually character has the Two-Weapon Fighting feat, he can draw
action two light or one-handed weapons in the time it would
normally take to draw one.
Move Actions 4
These attack forms substitute for a melee attack, not
Move your speed Yes
an action. As melee attacks, they can be used once in an
attack or charge action, one or more times in a full attack

123
action, or even as an attack of opportunity. A character can take a move action in the place of an attack
5
The description of a feat defines its effect. action. If a character moves no actual distance in a round,
that character can take one 5-foot step before, during, or
after the action.

Action Types Full-Round Action


The four types of actions are attack actions, move actions,
full-round actions and free actions. In a normal round, a A full-round action consumes all a characters effort during
character can perform an attack action and a move action a round. The only movement the character can take
(or two move actions; a character can always take a move during a full-round action is a 5-foot step before, during,
action in place of an attack action), or a character can or after the action. Some full-round actions do not allow
perform a full-round action. A character can also perform a character to take a 5-foot step. A character can also per-
as many free actions as the Games Master allows. form free actions (see below) as the Games Master allows.
Combat

In some situations (such as in the surprise round) a Free Action


character may be limited to taking only a single attack or Free actions consume a very small amount of time and effort,
move action. and over the span of the round their impact is so minor
that they are considered free. A character can perform one
Attack
Action
An attack action allows
a character to do
something. A character
can make an attack, use a
skill or a feat (unless the
skill or feat requires a full-
round action to perform;
see below), or perform
other similar actions.
During a combat round,
a character can take an
attack action and a move
action. A character can
take a move action before
or after performing an
attack action.

Move
Action
A move action allows
a character to move
his speed or perform
an action that takes a
similar amount of time.
A character can move his
speed, climb one-quarter
of his speed, draw or
stow a weapon or other
object, stand up, pick
up an object, or perform
some equivalent action
(see Table: Actions in
Combat).

124
or more free actions while taking another action normally. Note that groups do not apply their Reflex or other
However, the Games Master puts reasonable limits on what Defence bonuses to their Ranged Defence, so it is
a character can really do for free. For instance, dropping very easy to shoot into a group. Creatures smaller
an object, dropping to a prone position and speaking a than Small or larger than Gargantuan cannot be
sentence or two are all free actions. part of a group. To work out which member of a
group is hit, use the Size values to construct a table.
For example, a group of two riders is composed of

Attac k A c t i o n s
two Large creatures (the horses) and two Medium
creatures (the men riding them). Each horse has a
Most common attack actions are described below. More two-in-six chance of being hit, and each rider has
specialised attack actions are mentioned in the Actions in a one-in-six chance.
Combat table and covered in Special Attacks.
All the members of a group must be within five feet
Ranged Attacks of each other to count as being part of a group.
With a ranged weapon, a character can shoot or throw at
any target that is within the ranged weapons maximum As a special exception, a character can apply his
range and in line of sight. A target is in line of sight if own Defence bonus to his mount when riding.
there are no solid obstructions between the character and The pair will still count as a Large target.
the target. The maximum range for a thrown weapon is
five range increments. For weapons that fire projectiles, it Movement: If a character moves more than five
is ten range increments. feet, he suffers a 2 penalty to his ranged attack
roll. (A character moving or a horse or vehicle uses
Shooting or Throwing into a Melee: If a character different modifier see below). For every twenty
shoots or throws a ranged weapon at a target that feet that a character moves in a round, he has a +1
is engaged in melee with an ally, the character dodge bonus to his Ranged Defence value.
takes a 4 penalty on his attack roll because the
character has to aim carefully to avoid hitting the Shooting into Confined Spaces: A character who
ally. Two characters are engaged in melee if they does not have at least three five-foot squares to
are enemies and they are adjacent to one another. dodge into cannot apply his Dexterity bonus to
(An unconscious or otherwise immobilised his Ranged Defence. For example, if a character
character is not considered engaged unless he is has to pass through a narrow gap in some rocks,
actually being attacked.) If the target is so big he cannot dodge and therefore cannot use his
that part of it is 10 feet or farther from the nearest Dexterity bonus. This rule only applies to ranged
ally, the character can avoid the 4 penalty, even attacks.
if it is engaged in melee with an ally. Because of
the weapons unwieldy shape and size, an attacker Aiming: A character can take the time to properly
using a rifle takes a 4 penalty on attacks against aim a gun. In each round spend aiming, the
adjacent opponents. character makes an attack roll against his target. If
this attack hits, then the character has successfully
Shooting at a Group: A character can fire a ranged aimed, and gets a +2 circumstance bonus to his
weapon into a group of targets and aim for the next attack roll against that target. A character
group as a whole instead of individual targets must either aim again or fire next round if the
within it. The group is treated as a single creature. character goes a round without aiming, the bonus
To calculate the effective Defence of the group, is lost. A character using a longarm with sights or
add up the sizes as follows: one resting on a tripod or other support gets a +4
bonus from aiming instead of a +2 bonus.

Shooting into a Group Switching targets with a longarm: A character using


a longarm or shotgun must declare who he is firing
Creature Size Total Size Effective Size at. When he switches to another target, he suffers
Size Value Values (Defence) a 4 penalty to his attack that round. This penalty
Small 1 <3 Medium (-0) is ignored if the new target is within 20 feet of the
Medium 1 3-4 Large (-1) old target.
Large 2 5-6 Huge (-2)
Huge 4 7-10 Gargantuan (-4)
Gargantuan 6 10+ Colossal (-8)

125
M e l e e A t t a c ks damage inflicted by the hit. An accurate shooter can deal
With a normal melee weapon, a character can strike any a mortal wound with even a tiny pistol, but a large-calibre
enemy within 5 feet. (Enemies within 5 feet are considered rifle in the hands of a kid can still blow some damn fools
adjacent to the character.) A character capable of making head off.
more than one melee attack per round must use the full
attack action (see Full-Round Actions, below) in order to Add the margin of success in the attack roll to the damage
make more than one attack. to determine the wound value.

F i g h t i n g D e f e n s ively Wound
Value
Wound
Type Effects
A character can choose to fight defensively while making a
0-4 Scratch None
melee attack. If the character does so, he takes a 4 penalty
on his attack in a round to gain a +2 dodge bonus to 5-8 Deep Bleed 1/round,
Impairment 2, Infection,
Combat

Defence in the same round.


Extra Damage +2

T o t a l D e f e n ce
9-12 Serious Bleed 2/round,
Impairment 4, Infection,
Instead of attacking, a character can use his attack action Surgery, Extra Damage
simply to defend. This is called a total defence action. +4
The character does not get to attack or perform any other 12+ Mortal Bleed 4/round,
activity, but does get a +4 dodge bonus to his Defence for Impairment 8, Infection,
1 round. The characters Defence improves at the start of Surgery, Extra Damage
this action, so it helps against any attacks of opportunity +8
the character is subject to while performing his move
action.

Wounds A Scratch is just a cut or gash it bleeds a little, but not


Firearms and most other weapons cause wounds. The enough to cause continuing damage. Normal wounds
severity of the wound is determined by how much the will heal without any further intervention, and do not risk
attack roll beat the targets Defence, and by the amount of becoming infected.

E x a m p l e B i l l and Aaron shoot the hell


o u t of each other
Bill has a Defence Value of 15, while Aaron has a Defence Value of 12. Bill has an attack bonus with his Colt
Peacemaker of +4, while Aaron has an attack bonus of +2. Aaron has won initiative and so is going first.

Aaron rolls and gets a 14. Adding his attack bonus of +2 gives him a 16 a hit. He rolls damage, and gets a 5. Bill
loses 5 hit points. The margin of success for the hit was only 1 (DV16 - attack of 15); adding that to the 5 hit points
results in a total of 6, a Deep Wound. The wound is on Bills right arm, so Bill suffers a 2 penalty to attack rolls
and skill checks using that arm.

Bills turn. Firstly, he loses another hit point from the Bleed. Bill has the Two Weapon Fighting feat (which allows
any character to use either hand with equal ability), so he flips his gun over to his left hand and shoots with that. He
rolls a natural 20 a potential critical. He rolls again, and gets a 6. 6 + 4 (his attack bonus) is only a 10, less than
Aarons DV of 10, so the critical is not confirmed.

However, it is still a very accurate shot. The margin of success was a huge 24, a full 12 higher than Aarons DV.
Adding the damage (4) gives a total of 16, a mortal wound. Aarons going to lose 4 hit points a round and has an
Impairment of 8. He also takes another 8 damage, killing him stone dead.

On his next round, Bill loses yet another hit point from the Bleed, and starts tying his injured arm up with his
bandana (Treat Injury). If he were not able to shoot with his off-hand so accurately (and did not have the Two
Weapon Fighting feat), he would have suffered a 2 to his attack rolls from Impairment, and so would only have
dealt Aaron a serious wound. It would probably have been enough to kill Aaron, but Bill still counts his lucky
stars

126
A Deep Wound is a much nastier hit perhaps bones Hit Locations
have been broken or an organ grazed. The character now It makes a big difference where a bullet hits a hit to the
has a Bleed of 1/round, an Impairment of 2, and risks leg means the poor target will be limping or crawling, not
Infection. running. A hit to the arm throws your shooting off, while
a wound to the gut there are easier and quicker ways to
Bleed 1/round means that the character continues to lose die.
one hit point each round due to blood loss. A successful
Treat Injury check (see page XX) can stem bleeding, The location of a hit depends on the type of wound.
preventing further loss. Normal wounds are just scratches and cuts, so their location
actually is fairly irrelevant. Do not bother rolling, or just
Impairment 2 means that the character suffers a 2 penalty assume that the target was just winged in the shoulder or
to certain skill or ability checks. The exact skills or checks side.
affected by impairment vary depending on where the
character was hit see Hit Locations, below. A character Deep wounds are normally on the limbs or shoulders,
must keep track of the impairment for each location which tend to be more exposed in a firefight. Serious or
separately. See Recovering from Impairment, page XX. mortal wounds are almost always in the centre of mass
the chest, abdomen or head. The closer a shot is to the
Extra Damage is added onto the damage inflicted by vital organs, the more damaging it is. To determine hit
the attack, but does not increase the type of wound. It location, first work out the type of wound, then roll 2d6
represents systemic shock caused by the attack. on the appropriate table.

Finally, Infection means that there is a chance the


wound will be infected unless properly treated. The
Hit Location
character must make a Fortitude save (DC 10) or be Scratch or
infected. See Infection, page XX (Rules of the West). Roll Deep Serious Mortal
2 Left Hand Stomach Stomach
When a character has a Serious Wound, the wound has 3 Left Shoulder Left Leg Stomach
gone right into an organ or other vital bit of meat, and 4 Left Arm Left Arm Stomach
the character is in real danger of dying. He now has a 5 Left Leg Left Chest
Bleed of 2/round and an Impairment of 4, and must make Shoulder
a Fortitude save (DC 15) to avoid infection. Furthermore, 6 Left Leg Chest Chest
the character will never recover fully until the wound is 7 Chest Chest Chest
operated on (to remove the bullet, set the bone and so on). 8 Right Leg Chest Chest
See Surgery, below. 9 Right Leg Right Chest
Shoulder
A Mortal Wound works the same as a Serious Wound, but
10 Right Arm Right Arm Head
the amount of Bleed, Impairment and extra damage are all
11 Right Shoulder Right Leg Head
increased.
12 Right Hand Head Head

Location Impairment Effects


Location Skills Impaired Ability Score Impaired Actions Impaired
Hand Climb, Craft, Demolitions, Disable Device, Dexterity when Ranged Attacks
Drive, Repair, Sleight of Hand manipulating
Arm Climb, Craft, Drive, Sleight of Hand, Swim - Melee Attacks
Shoulder Climb, Craft, Drive, Swim Strength All Attacks
Leg Balance, Jump, Move Silently, Swim, Tumble Dexterity when moving Movement, Defence
Value
Stomach Climb, Drive, Jump, Ride, Swim Con -
Chest Climb, Swim - -
Head Listen, Spot - All

127
Dexterity when manipulating: Apply the impairment character has a base attack bonus of +1 or higher, he can
penalty to any Dexterity checks that involve the use of draw a weapon as part of his normal movement.
the hands for fine manipulation of items tying a knot,
playing a piano, loading a gun and so on. Standing Up
Standing up from a prone position requires a move action.
Dexterity when moving: Apply the impairment penalty It provokes an attack of opportunity from opponents who
to any Dexterity checks that involve fancy footwork or threaten the character. A character can make a Tumble
agility, such as dancing, dodging, moving over a narrow or check (DC 20) to stand without provoking an attack of
uneven surface and so on. opportunity. If the Tumble check result is 30 or better,
standing is a free action instead of a move action.
Ranged Attacks: Apply the impairment penalty to any

Start/Complete Full-
ranged attack rolls made by the character.

Round Action
Combat

Melee Attacks: Apply the impairment penalty to any


melee attack rolls made by the character. The start/complete full-round action move action lets a
character start undertaking a full-round action (such as
Movement: Multiply the impairment penalty by five, and those listed on the Actions in Combat table, above) at the
subtract that many feet from the characters movement. end of his turn, or complete a full-round action by using
For example, if the character has an impairment of 2, then a move action at the beginning of his turn in the round
subtract 10 feet (5 x 2) from the characters movement. If following the round when the character started the full-
the impairment penalty is 2 or greater, then the character round action. If the character starts a full-round action
cannot run. at the end of his turn, the next action that character takes
must be to complete the full-round action.
Defence Value: The character cannot dodge attacks
as effective; subtract the impairment penalty from the

Full-Round
characters Defence Value.

D a m a g e a n d D y ing
Actions
A full-round action requires an entire round to complete.
A character who is reduced below 0 hit points is considered If it does not involve moving any distance, a character can
to be unconscious. A character does not actually die until combine it with a 5-foot step.
he reaches 10 or lower hit points.

Charge
Move Actions
Charging is a special full-round action that allows a
character to move more than his speed and attack during
With the exception of specific movement-related skills, the action. However, there are tight restrictions on how
most move actions do not require a check. In some cases, and when a character can charge.
ability checks might be required.
Movement during a Charge: The character must move
Movement before his attack, not after. The character must move at
The simplest move action is moving the characters speed. least 10 feet and may move up to twice his speed. All
If a character takes this kind of move action during his movement must be in a straight line, with no backing up
turn, the character cannot also take a 5-foot step. Many allowed. The character must stop as soon as he is within
non-standard modes of movement are also covered under striking range of his target (the character cannot run past
this category, including climbing and swimming (up to the target and attack from another direction). A character
one-quarter the characters speed), crawling (up to 5 feet), cannot take a 5-foot step during the same round as a full
and entering a vehicle. charge.

M a n i p u l a t i ng
During the surprise round (or any other time a character
is limited to taking no more than a single attack action on
Objects his turn) the character can still use the charge action, but
In most cases, moving or manipulating an object is a move he is only allowed to move up to his speed (instead of up
action. This includes drawing or holstering a weapon, to twice his speed).
retrieving or putting away a stored object, picking up an
object, moving a heavy object, and opening a door. If the

128
Attacking after a Charge: After moving, the Firearms and the
Full Attack Action
character may make a single melee attack. The
character gets a +2 bonus on the attack roll. The
character also takes a 2 penalty to his Defence for The number of attacks made with a firearm are restricted
1 round (until the beginning of the characters turn by the weapons Rate of Fire most weapons can only
in the following round). fire once per round. A character armed with a gun that
only fires once per round can only make one attack in a
Even if the character has extra attacks, such as from having round with the gun (although he could combine shooting
a high enough base attack bonus or from using multiple the gun with an unarmed attack or even a melee attack).
weapons, a character only gets to make one attack after Melee weapons, thrown weapons and bows do not suffer
a charge. Instead of attacking the target, a character can from this restriction.
attempt to push the target back. See Bull Rush.
Attacking with Two
Full Attack Weapons
If a character gets more than one attack per action because If the character wields a second weapon in his off hand,
his base attack bonus is high enough, because he fights the character can get one extra attack per round with that
with two weapons, or for some special reason, the character weapon. Fighting in this way is very difficult, however
must use the full attack action to get his additional attacks. the character takes a 6 penalty on the regular attack or
The character does not need to specify the targets of his attacks with his primary hand and a 10 penalty on the
attacks ahead of time. The character can see how the attack with his off hand. Characters fighting with two
earlier attacks turn out before assigning the later ones. weapons can use any weapon that he can comfortably
hold in one hand (typically, Medium or smaller in size)
Full attack is a full-round action. Because of this, the only but both must be melee or both ranged in nature unless
movement a character can take during a full attack is a the character possess the Two-Weapon Fighting feat. A
5-foot step. The character may take the step before, after, character can reduce the penalties inherent in this kind of
or between the attacks. If a character gets multiple attacks combat in two ways.
based on his base attack bonus, the character must make
the attacks in order from highest bonus to lowest. If the If the off-hand weapon is light, the penalties are reduced
character is using two weapons, the character can strike by 2 each. An unarmed strike and pistols of Small size or
with either weapon first. smaller are always considered light. Also, the Two-Weapon
Fighting feat lessens the primary hand penalty by 2, and
Committing to a Full Attack Action: A character does the off-hand penalty by 6. The Two-Weapon Fighting
not have to commit to a full attack until after the Penalties table below summarises the interaction of all
first attack. The character can then decide whether these factors.
to make his remaining attacks or to take a move
action. Of course, if the character has already Double Weapons: A character can use a double
taken a 5-foot step, he cannot use his move action weapon to make an extra attack as if he were
to move any distance, but the character could still fighting with two weapons. The penalties apply as
draw or put away a weapon, for instance (see Move if the off-hand weapon were light.
Actions, above).

Fighting Defensively: A character can choose to


fight defensively when taking a full attack action.
Run
A character can run all out as a full-round action. When a
If the character does so, he takes a 4 penalty on
character runs, he can move up to four times his speed in
all attacks in a round to gain a +2 dodge bonus to
a straight line. (The character does not get a 5-foot step.)
Defence in the same round.
The character loses any Dexterity bonus to Defence since

Two-Weapon Fighting Penalties


Circumstances Primary Hand Off Hand
Normal penalties 6 10
Off-hand weapon is light 4 8
Two-Weapon Fighting feat 4 4
Off-hand weapon is light and Two-Weapon 2 -2
Fighting feat

129
he cannot avoid attacks. However, the character gets a +2
bonus to Defence against ranged attacks while running. M i s c e l l a n e o us
A character can run for a number of rounds equal to
Actions
Some actions do not fit neatly into the above categories.
his Constitution score, but after that the character must Some of the options described below are actions that take
succeed at a Constitution check (DC 10) to continue the place of, or are variations, on the actions described
running. The character must check again each round earlier. For actions not covered in any of this material,
in which he continues to run, and the DC of this check the Games Master determines how long such an action
increases by 1 for each check the character makes. When takes to perform and whether doing so provokes attacks of
the character fails this check, he must stop running. A opportunity from threatening enemies.
character who has run to his limit must rest for 1 minute

Use Feat, Skill or


(10 rounds) before running again. During a rest period, a
character can move normally, but cannot run.
Special Ability
Combat

A run represents a speed of about 14 miles per hour for an Certain feats let a character take special actions in combat.
unencumbered human. Other feats are not actions in themselves, but they give
a character a bonus when attempting something he can
Withdraw already do. Some feats are not intended to be used within
Withdrawing from melee combat is a full-round action. the framework of combat. The individual feat descriptions
When a character withdraws, he can move up to twice his tell a character what he needs to know about them. Most
speed. (The character does not also get a 5-foot step.) The uses of skills or abilities in a combat situation are attack
square the character starts from is not considered threatened actions, but some might be move actions or full-round
for purposes of withdrawing, and therefore enemies do not actions. When appropriate, the description of a talent or a
get attacks of opportunity against the character when he skill provides the time required to use it.
move from that square.

If while withdrawing, the character moves through another


threatened square (other than the one started in) without
stopping, enemies get attacks of opportunity as normal.
Some forms of movement (such as climbing and
swimming) require skill checks from most creatures.
A character may not withdraw using a form of
movement for which that character must make a
skill check.

130
A tt a c k s o f
Exception: Snap
Opportunity
The combat rules assume that combatants are actively Shot
avoiding attacks. A player does not have to declare A character with the Snap Shot feat can threaten an
anything special for his character to be on the defensive. attack of opportunity with a ranged weapon.
Sometimes, however, a combatant in a melee lets his guard
down, and does not maintain a defensive posture as usual.
In this case, combatants near him can take advantage of in Combat table (above) notes many additional
this lapse in defence to attack for free. These attacks are actions that provoke attacks of opportunity.
called attacks of opportunity.
Making an Attack of
Weapon Type Opportunity
A character can use a melee weapon to make attacks of An attack of opportunity is a single attack, and a character
opportunity whenever the conditions for such an attack can only make one per round. A character does not have
are met (see Provoking an Attack of Opportunity, below). to make an attack of opportunity if he does not want to.
In addition, a character can make attacks of opportunity An experienced character gets additional regular attacks (by
with unarmed attacks if the characters unarmed attacks using the full attack action), but at a lower attack bonus.
count as armed (see Armed Unarmed Attacks). A character makes his attack of opportunity, however, at
his normal attack bonus - even if the character has already
T h r e a te n e d S q u a r e s attacked in this round.
A character threatens the squares into which he can make
a melee attack, even when it is not the characters action.
Generally, that is all squares adjacent to the characters
position. An enemy that takes certain actions while in Movement and
a threatened square provokes an attack of opportunity
from the character. A character can only make attacks
Position
When using a grid to represent characters movement, the
of opportunity with melee weapons, never with ranged
standard scale equates 1 inch (or a 1 inch square) to 5 feet
weapons.
in the game world. When rifles come into play, it is often
worth switching to a larger scale (1 inch to 10 feet) to
represent the full range of the rifle on the battlefield. The
Pr o v o k i n g a n A t t a ck smaller scale should be used for situations where pistols
of Opportunity and fists are the more common weapons.
Two actions can provoke attacks of opportunity: moving
out of a threatened square, and performing an action Standard Scale
within a threatened square that distracts from defending
and lets the characters guard down. One inch (or one square) = 5 feet

Moving out of a Threatened Square: When a Next to or adjacent = 1 inch (5 feet) away (or in
character moves out of a threatened square, that adjacent square)
character will generally provoke an attack of
opportunity. There are two important exceptions, 30mm figure = A human-size creature
however. A character does not provoke an attack
of opportunity if all he moves is a 5-foot step, or if A human-size creature occupies an area 1 inch (5
the character withdraws. If the character does not feet) across (or one square)
start in a threatened square, but moves into one,
the character has to stop there, or else he provokes One round = 6 seconds
an attack of opportunity as he leaves that square.

Performing an Action that Distracts the Character:


How Far Can a
Some actions, when performed in a threatened Character Move?
square, provoke attacks of opportunity because Characters normally move 30 feet, although armour can
they make a character divert his attention from the slow a character down. A characters normal speed is
fight at hand. Using a ranged weapon, in particular, sometimes called base speed.
provokes attacks of opportunity. The Actions

131
Encumbrance: A character encumbered by carrying
a large amount of gear or a fallen comrade may
Combat
move slower than normal. Modifiers
This section covers offensive and defensive modifiers
Movement in Combat: Generally, a character can provided by position.
move his speed as a move action. If a character

Favourable and
uses his attack action as a move action, the
character can move again (for a total movement of
up to twice the characters normal speed). If the Unfavourable
character spends the entire round to run all out,
he can move up to four times his normal speed.
Conditions
Generally speaking, any situational modifier created by the
If a character does something that requires a full
attackers position or tactics applies to the attack roll, while
round, he can only take a 5-foot step.
Combat

any situational modifier created by the defenders position,


state, or tactics applies to the defenders Defence. The
Movement in Darkness: If a character moves when
Games Master judges what bonuses and penalties apply,
he cannot see, such as in total darkness, his speed
using the Defence Modifiers table and the Attack Roll
is limited to one-half normal. The Blind-Fight feat
Modifiers table as guides.
reduces this penalty.

P a s s i n g T h r o ugh
Defence Modifiers
Circumstance Melee Ranged
Sometimes a character can pass through an area occupied
by another character, creature, or object. Defender sitting or kneeling1 2 +2
Defender prone1 4 +4
Friendly Character: A character can move through Defender stunned or cowering2 2 2
a square occupied by a friendly character. Defender climbing 2 2
Defender flat-footed +2 +2
Unfriendly Character: There are two ways to Defender running +2 +2
move through a square occupied by a resisting Defender grappling (attacker +2 +2
enemy. The character can attempt an overrun. A not) 3
character can move through a square occupied by Defender pinned4 4 +4
an unfriendly character who does not resist as if Defender helpless (such as 4 6
the character was friendly. paralysed, sleeping, or bound) 4
Defender has cover See Cover
Square Occupied by Creature or Object Three Sizes
Defender concealed See
Larger or Smaller: Any creature can move through
Concealment
a square occupied by a creature or object three size 1
May instead improve bonus to Defence granted by cover.
categories larger or three categories smaller than it See Cover, below.
is. 2
The defender loses any Dexterity bonus to Defence.
3
Roll randomly to see which grappling combatant the
Flanking character strikes. That defender loses any Dexterity bonus
If a character is making a melee attack against an opponent, to Defence.
and an ally directly opposite the character is threatening the 4
Treat the defenders Dexterity as 0 (5 modifier).
opponent, the character and his ally flank the opponent.
The character gains a +2 bonus on his attack roll. The
ally must be on the other side of the opponent so that the Attack Roll Modifiers
opponent is directly between the character and the ally. Circumstance Melee Ranged
Attacker flanking defender1 +2
A character does not gain a bonus for flanking when
Attacker on higher ground +1 2
making a ranged attack.
Attacker prone 4
1
A character flanks a defender when he has an ally on the
opposite side of the defender threatening the defender.
2
Some ranged weapons cannot be used while the attacker
is prone.

132
Cover he has side cover when attacking around a corner or other
obstacle.
The more cover a character has, the bigger the bonus. In
a melee, if a character has cover against an opponent, that A character can hide behind cover, or fire over it. Obviously,
opponent probably has cover against the character, too. hiding gives a bigger bonus to cover, but a character cannot
With ranged weapons, however, it is easy to have better shoot while hiding. A character must choose on his action
cover than the opponent. The Games Master may impose whether he is firing or hiding, and the appropriate cover
other penalties or restrictions on attacks depending on the applies until the characters next action.
details of the cover.

Maximising and
Degree of Cover
Cover is assessed in subjective measurements of how much Moving Cover
protection it offers. The Games Master determines the A character who kneels behind low cover can increase the
value of cover. If the bottom half of a characters body is level of cover by one category, to a maximum of nine-
covered, that only gives one-quarter cover, because most tenths. Lying down can increase the level of low cover by
vital areas are still fully exposed. If one side or the other two categories, again to a maximum of nine-tenths (just
of a characters body is covered, the character gets one-half because a character is cowering behind a rock does not
cover. mean he can obtain total protection from an attack).

Cover Reflex Save


A character can scuttle along, keeping his head low. This
increases cover as if the character were kneeling, but the
Bonus character only moves at half his normal rate and suffers
The Cover table also gives the Reflex save bonuses for a 2 penalty to all attack rolls made while moving. A
different degrees of cover. Add this bonus to Reflex saves character can crawl, increasing cover as if he were lying
against attacks that affect an area. This bonus only applies down, but moves at only five feet per round and suffers
to attacks that originate or burst out from a point on the a 4 penalty to all attack rolls made while moving. A
other side of the cover. character can make a double move, but not a run while
scuttling or crawling.
Hit Locations
Protected Striking the Cover
Some locations will not be hit when the character is behind Instead of a Missed
cover reroll if the result of a wound location is one of Target
the protected locations. If the second result is the same as If it ever becomes important to know whether the cover
the first, then it is caused by a ricochet or other unlikely was actually struck by an incoming attack that misses the
confluence of events. A character has low cover when his intended target, the Games Master should determine if the
legs and lower body are primarily protected by the obstacle; attack roll would have hit the protected target without the

Cover
Hit Locations Protected (Low cover or
Degree of Cover (Examples) Hiding Firing Reflex Saves side cover)
One-quarter +2 +2 +1 Legs or L/R Shoulder & Arm
(standing behind a 3-ft. high wall, standing beside a rock)
One-half +4 +3 +2 Legs & Stomach or L/R Shoulder, Arm &
Leg
(standing at an open window; behind a creature of same size, fighting from around a corner or a tree)
Three-quarters +7 +4 +3 Legs, Stomach, L/R Shoulder, Arm &
Leg
(hiding behind a big rock, peering around a corner or a big tree)
Nine-tenths +10 +5 +4* Legs, Stomach, Head, Off-hand Shoulder,
Arm and Leg
(firing out a narrow window; behind a door that is slightly ajar)
Total
(on the other side of a solid wall)
*: Half damage if save is failed; no damage if successful.

133
cover. If the attack roll falls within a range low enough to Concealment
miss the target with cover but high enough to strike the Concealment (Example) Miss Chance
target if there had been no cover, the object used for cover One-quarter (light fog; light 10%
was struck. foliage)
One-half (shadows; dense fog at 20%
This can be particularly important to know in cases when a
5 ft.)
character uses another character as cover. In such a case, if
Three-quarters (dense foliage) 30%
the cover is struck and the attack roll exceeds the Defence
of the covering character, the covering character takes the Nine-tenths (near total darkness) 40%
damage intended for the target. Total (attacker blind; total 50% and must
darkness; thick smoke; dense fog guess targets
If the covering character has a Dexterity bonus to Defence at 10 ft.) location
or a dodge bonus, and this bonus keeps the covering
Combat

character from being hit, then the original target is hit in-
stead. The covering character has dodged out of the way
Helpless
Defenders
and did not provide cover after all. A covering character
can choose not to apply his Dexterity bonus to Defence
and/or his dodge bonus, if the character so desires. A helpless foe - one who is bound, sleeping, unconscious,
or otherwise at the attackers mercy - is an easy target. A
character can sometimes approach a target who is unaware
Co n c e a l m e n t of his presence, get adjacent to the target, and treat him
as helpless. If the target is in combat or some other tense
Concealment includes all circumstances in which nothing
situation, and therefore in a state of acute awareness and
physically blocks a blow or shot, but something interferes
readiness, or if the target can use his Dexterity bonus to
with an attackers accuracy.
Defence, then that target cannot be considered unaware.
Further, any reasonable precaution taken by a target,
Degree of including stationing bodyguards, placing his back to a
Concealment wall, or being able to make Spot checks, also precludes
Concealment is subjectively measured as to how well catching that target unaware and helpless.
concealed the defender is. Examples of what might
qualify as concealment of various degrees are given in the Regular Attack
Concealment table below. Concealment always depends A helpless defender has an effective Defence of 5 + his size
on the point of view of the attacker. modifier. If a character is attacking with a ranged weapon
and is not adjacent to the target, the character can use a
C o n c e a l m e n t Miss full-round action to make the attack, and gain a +5 bonus

Chance
on the attack roll. If the character is attacking with a melee
weapon, or with a ranged weapon from an adjacent square,
Concealment gives the subject of a successful attack a the character can use a full-round action to deliver a coup
chance that the attacker missed because of the concealment. de grace.
If the attacker hits, the defender must make a miss chance
Coup de Grace
percentile roll to avoid being struck. (Actually, it does not
matter who makes the roll or whether it is rolled before
or after the attack roll. When multiple concealment As a full-round action, a character can use a melee weapon
conditions apply to a defender, use the one that would to deliver a coup de grace to a helpless foe. A character
produce the highest miss chance. Do not add the miss can also use a ranged weapon, provided the character is
chances together.) adjacent to the target. The character automatically hits
and scores a critical hit.

Delivering a coup de grace provokes attacks of opportunity


from threatening foes because it involves focused
concentration and methodical action. A character cannot
deliver a coup de grace against a creature that is immune
to critical hits.

134
Sp e c i a l action, taking the move action on the characters initiative
count and the attack action at a later point. On the
Ini t i a t i v e characters turn, he prepares to take an action later, if a

Ac t i o n s
specific trigger is met. Then, later in the round, if the
readied action is triggered, the character takes it, acting
Usually a character acts as soon as he can in combat, but before the triggering action. Readying does not provoke
sometimes a character wants to act later, at a better time, an attack of opportunity. (The characters move action,
or in response to the actions of someone else. and the attack action he readies, may both provoke attacks
of opportunity normally.)
Delay
By choosing to delay, the character takes no action and Readying an Action
then acts normally at whatever point in the initiative count A character can ready an attack action or a move action.
the character decides to act. When a character delays, he To do so, the character specifies the action he will take
voluntarily reduces his initiative
result for the rest of the combat.
When the characters new, lower
initiative count comes up later in
the same round, the character can
act normally. The character can
specify this new initiative result or
just wait until some time later in
the round and act then, thus fixing
the characters new initiative count
at that point. A character cannot
interrupt anyones action with a
delayed action (as a character can
with a readied action; see below).

Delaying
Limits
The longest a character can delay
before taking an action is until
after everyone else has acted in the
round. At that point, the delaying
character must act or else forfeit any
action in that round. If multiple
characters are delaying, the one
with the highest initiative modifier
(or highest Dexterity, in case of a
tie) has the advantage. If two or
more delaying characters both want
to act on the same initiative count,
the one with the highest initiative
modifier gets to go first. If two or
more delaying characters are trying
to go after one another, the one with
the highest initiative modifier gets
to go last; the others must go first or
lose their action for the round.

Ready
The ready action lets a character
prepare to take an action later,
to interrupt another character.
Essentially, the character splits his

135
and the conditions under which the character will take square. (A character can target a square occupied by a
it. Then, any time before the characters next action, the creature.) Throwing the explosive is an attack action. If
character may take the readied attack action in response the square is within one range increment, you do not need
to those conditions. The readied action occurs just before to make an attack roll. Roll 1d4 and consult the table to
the event that triggers it. If the trigger is part of another see which corner of the square the explosive bounces to:
characters actions, the readied action interrupts the other
character. The other character continues his actions once
the readied action is completed. d4 result Corner of Targeted Square
1 Upper Left
The characters initiative count changes. For the rest of the 2 Upper Right
encounter, it is the count on which the character took the
3 Lower Right
readied action, and the character acts immediately ahead of
4 Lower Left
the character whose action triggered the readied action.
Combat

A character can take a 5-foot step as part of his readied


If the target square is more than one range increment away,
action, but only if the character did not otherwise move
make an attack roll. The square has an effective Defence of
any distance during the round.
10. Thrown explosives require no weapon proficiency, so
a character does not take the 4 non-proficiency penalty.
If the character comes to his next action and has not yet
If the attack succeeds, the explosive lands in the targeted
performed the readied action, the character does not get
square. Roll 1d4 and consult the table above to see which
to take the readied action (though the character can ready
corner of the square the explosive bounces to.
the same action again). If the character takes his readied
action in the next round, before his regular turn comes up,
If the character misses the target, the explosive lands at a
the characters initiative count rises to that new point in
corner of a square nearby in a random direction. Consult
the order of battle, and he does not get your regular action
the tables below to determine where the explosive lands. If
that round.
the weapon was thrown two to three range increments (11
to 30 feet), roll 1d8.

Spe c i a l A t t a c k s Roll on
This section covers firearms, grappling, explosives, attacking
objects and an assortment of other special attacks. d8 Location Struck
1 Upper left corner, one square beyond target
Aid Another 2 Upper right corner, one square beyond target
In combat, a character can help a friend attack or defend 3 Upper right corner, one square right of target
by distracting or interfering with an opponent. If the 4 Lower right corner, one square right of target
character is in position to attack an opponent with which 5 Lower right corner, one square short of target
a friend of the character is engaged in melee combat, the 6 Lower left corner, one square short of target
character can attempt to aid the friend as an attack action. 7 Lower left corner, one square left of target
The character makes an attack roll against a Defence of 8 Upper left corner, one square left of target
10. If the character qucceeds, he does not actually damage
the opponent - but the characters friend gains either
a +2 circumstance bonus against that opponent or a +2 For ranges of up to five range increments (31 to 50 feet),
circumstance bonus to Defence against that opponent roll 1d12.
(aiding characters choice) on the friends next turn.
Roll on
d12 Location Struck
Explosives 1
2
Upper left corner, two squares beyond target
Upper right corner, two squares beyond target
The most common explosive used in the West is dynamite
or TNT, although stocks of gunpowder and other explosive 3 Upper right corner, one square beyond and
compounds can also present a danger. right of target
4 Upper right corner, two squares right of target
T h r o w n E x p l o s ives 5 Lower right corner, two squares right of target
An attack with a thrown explosive such as a stick of 6 Lower right corner, one square short and right
dynamite is a ranged attack made against a specific 5-foot of target

136
7 Lower right corner, two squares short of target Attacking
Objects
8 Lower left corner, two squares short of target
9 Lower left corner, one square short and left of
target Strike an Object
10 Lower left corner, two squares left of target Objects are easier to hit than characters because they
11 Upper left corner, two squares left of target usually do not move, but many are tough enough to shrug
12 Upper left corner, one square beyond and left off some damage from each blow.
of target
Object Defence and Bonuses to Attack: Objects are
harder or easier to hit depending on their size and whether
After determining where the explosive landed, it deals its they are immobile or being held, carried, or worn by
damage to all targets within the burst radius of the weapon. opponents. The base Defence of objects is shown on the
The targets may make Reflex saves (DC varies according to Size and Defence of Objects table.
the explosive type) for half damage.

Planted Explosives Size and Defence of Objects


A planted explosive is set in place through the use of the Size (Example) Defence
Demolitions skill, with a detonator or fuse determining Colossal (whole train) 3
when it goes off. No attack roll is necessary to plant an Gargantuan (train car) 1
explosive; the explosive sits where it is placed until it is Huge (typical cart) 3
moved or explodes. When a planted explosive detonates, Large (big door) 4
it deals its damage to all targets within the burst radius of Medium (bicycle) 5
the weapon. The targets may make Reflex saves (DC varies
Small (chair) 6
according to the explosive type) for half damage.
Tiny (lantern) 7

Splash Weapons
Diminutive (paperback book) 9
Fine (pencil) 13
A splash weapon is a ranged weapon that breaks apart on
impact, splashing or scattering its contents over its target
and nearby creatures or objects. Most splash weapons If a character uses a full-round action to make an attack
consist of liquids in breakable containers. against an inanimate, immobile object, the character gets
an automatic hit with a melee weapon, or a +5 bonus on
To attack with a splash weapon, make a ranged touch his attack roll with a ranged weapon.
attack against the target. Thrown splash weapons require
no weapon proficiency, so characters do not take the 4 An object being held, carried, or worn has a Defence equal
non-proficiency penalty. A hit deals direct hit damage to to the above figure, plus 5 plus the opponents Dexterity
the target and splash damage to all other creatures within modifier plus the opponents class bonus to Defence.
5 feet of the target. Striking a held, carried, or worn object provokes an attack
of opportunity from the character who holds it. (If a
A character can instead target a specific 5-foot square, character has the Sunder feat, he does not incur an attack
including a square occupied by a creature. Use the rules of opportunity for making the attempt.)
for thrown explosives. However, if a character targets a
square, creatures within 5 feet are dealt the splash damage Hardness: Each object has hardnessa number that
and the direct hit damage is not dealt to any creature. If the represents how well it resists damage. Whenever an object
character misses the target (whether aiming at a creature or takes damage, subtract its hardness from the damage.
a square), check to see where the weapon lands, using the Only damage in excess of its hardness is deducted from the
rules for thrown explosives. After determining where the objects hit points (see Table: Substance Hardness and Hit
object landed, it deals splash damage to all creatures within Points and Table: Object Hardness and Hit Points).
5 feet.
Hit Points: An objects hit point total depends on what it is
made of or how big it is (see the Substance Hardness and
Hit Points and the Object Hardness and Hit Points tables
below).

137
Substance Hardness and Hit Points Simple 5 10 13
Substance Hardness Hit Points wooden door
Paper 0 2/inch of thickness Strong 5 20 23
Rope 0 2/inch of thickness wooden door
Glass 1 1/inch of thickness Steel door 10 120 35
Ceramic 1 2/inch of thickness Cinderblock 8 90 35
Ice 0 3/inch of thickness wall
Wood 5 10/inch of thickness Chain 10 5 26
Concrete 8 15/inch of thickness Handcuffs 10 10 30
Steel 10 30/inch of thickness Metal bars 10 15 30
Saloon 1 2 5
window
Combat

Common Armour, Weapon, and Shield * Figures for manufactured objects are minimum values.
The Games Master may adjust these upward to account
Hardness and Hit Points for objects with more strength and durability.
Weapon or Defensive Item Hardness HP1
Knife 10 2
Sabre, tomahawk 10 5 Immunities: Objects are immune to critical hits.
Average small-calibre sidearm 10 10 Saving Throws: Unattended objects never make saving
Average large-calibre sidearm 10 20 throws. They are considered to have failed their saving
Axe or other hafted weapon 5 5 throws. An object attended by a character (being grasped,
Two-handed hafted weapon 5 10 touched, or worn) receives a saving throw just as if the
(shotgun) character herself were making the saving throw.
Projectile weapon (bow) 5 5
Armour Special2 Armour
bonus Breaking Objects
x5 When a character tries to break something with sudden
1
The hp value given is for Medium armour and weapons. force rather than by dealing damage, use a Strength check
Divide by 2 for each size category of the item smaller than to see whether he succeeds. The DC depends more on
Medium, or multiply it by 2 for each size category larger the construction of the object than on the material. If an
than Medium. object has lost half or more of its hit points, the DC to
2
Varies by material; see Substance Hardness and Hit break it decreases by 2.
Points.
Larger and smaller creatures get size bonuses and size
penalties on Strength checks to break open doors as follows:
Object Hardness and Hit Points Fine 16, Diminutive 12, Tiny 8, Small 4, Large +4,
Object Hardness Hit Points Break DC Huge +8, Gargantuan +12, Colossal +16.
Lock
A crowbar or ram improves a characters chance of breaking
Cheap 0 1 10
open a door.
Average 3 5 15
High quality 5 10 20
DCs to Break or Burst Items
Manufactured objects*
Fine 0 1 10 Strength Check to: DC
Diminutive 0 1 10 Break down simple door 13
Tiny 1 2 10 Break down good door 18
Small 3 3 12 Break down strong door 23
Medium 5 5 15 Burst rope bonds 23
Large 5 10 15 Bend iron bars 24
Huge 8 10 20 Break down barred door 25
Gargantuan 8 20 30 Burst chain bonds 26
Colossal 10 30 50 Break down iron door 28
Firearm, 5 7 17
Medium
Rope 0 2 23

138
Repairing Objects Finally, a character who fails his Fortitude save against a
Repairing damage to an object takes a full hour of work and Knockout strike is, unsurprisingly, Knocked Out. He
appropriate tools. (Without the tools, a character takes a remains unconscious for 1d6 - his Constitution modifier
4 penalty on his Craft or Repair check.) At the end of the hours (minimum 10 minutes) or until another character
hour, make a Craft check using the appropriate Craft skill makes a Treat Injury roll to awaken him.
or a Repair check (DC 20). Success restores 2d6 hit points.
If damage remains, the character may continue to make Martial Arts
repairs for as many hours as it takes to restore all the objects A character with the Martial Arts feats (see chapter XX)
hit points. There are certain situations where repairing a can inflict damage with an unarmed attack even if the
specific item works in other ways; these exceptions are part target makes a successful Fortitude save.
of the items description when applicable.
Extra Attacks
A character who makes a Full Attack while brawling can
Bra w l i n g & gain extra attacks, even if his base attack bonus does not

Unarm e d C o m b a t
normally give him extra attacks. He may apply a 2 penalty
to all his attacks this round to gain one extra attack at his
A character who is tough enough can shrug off the effects highest base attack bonus, or apply a 4 penalty to all his
of a punch or kick (brawling attacks are collectively called attacks this round to gain two extra attacks at his highest
strikes) through sheer grit. A brawling attack is resolved base attack bonus.
like a melee attack to determine whether or not the
character is hit. Improvised Weapons
Grabbing bottles, chairs and tables to smash over the head
The damage dealt by an unarmed attack is 1 + the Strength of an opponent is a standard tactic in a bar fight. These
bonus of the attacker. However, if a character is struck by weapons inflict slightly more damage than an unarmed
a blow, the target must make a Fortitude save at a DC of strike, and can make certain effects easier to obtain.
the damage dealt + the margin of success. If this Fortitude However, a character without the Improvised Weapons
save is successful, then no damage is inflicted by the attack Proficiency feat suffers a 2 penalty to attacks with these
the victim is tough enough to just ignore the effects of weapons.
the blow.
Common Improvised Weapons
However, if the Fortitude save is failed, then the character
may be staggered or even knocked out by the blow, Item Damage Critical Special
depending on how powerful the strike was. Bottle 1d2 19-20/ Automatically
x2 Threatens Daze
Bar Stool 1d3 20/x2 -2 penalty to
Strike Value Strike Type Effects saves against
Daze or
0-5 Normal None
Knockout
5-10 Solid Winded
Table 1d4 20/x2 Requires Strength
11-15 Devastating Dazed, Winded
16 or higher,
16+ Knockout Knocked Out automatically
threatens
Knockout
A Normal strike has no further effects if the Fortitude
Wooden 1d4 20/x2 -2 penalty to
saving throw is failed, apart from the damage from the
Two by saves against
attack actually being subtracted from the hit points of the
Four/ Daze or
target.
Branch Knockout
If the Fortitude save against a Solid blow is failed, then Pistol Butt 1d4 19-20/ -2 penalty to
the target is Winded he suffers a 4 penalty to his next x2 saves against
Fortitude save against the effects of a strike. Daze or
Knockout
A character who fails his saving throw against a Devastating Rifle Butt 1d4+1 19-20/ -2 penalty to
attack is both winded and Dazed (cannot act this round). x2 saves against
Daze or
Knockout

139
If a weapon automatically threatens a condition such as stability bonus if he has more than two legs or is otherwise
Dazed or Winded, then the victim of the attack must exceptionally stable.
make a Fortitude save at a DC of the damage dealt plus
the margin of success or suffer that condition. If the attack Bull Rush Results
was powerful enough to threaten the condition anyway, If the character beats the targets Strength check, the
then the victim must still only make one Fortitude save. character pushes the opponent back 5 feet. The character
can push the target back an additional 5 feet for every 5
A free grapple attempt means that the weapon can be points by which the character exceeded the targets check
used to set up a grapple attack the attacker may make a result, provided the character moves with the target. A
grapple check without first needing to make a touch attack character cannot, however, exceed his normal movement
or risking an attack of opportunity. for that action. (The target provokes attacks of opportunity
if moved. So does the character, if he moves with the
See under grappling, below, for rules on slamming enemies target. The target and the character do not provoke
Combat

into obstacles or throwing them through windows. attacks of opportunity from each other as a result of this
movement.)
U s i n g M e l e e W e apons
in a Brawl If the character fails to beat the targets Strength check, the
A melee weapon such as a pistol butt can be used in a brawl character moves 5 feet straight back to where the character
as an improvised weapon it inflicts the same damage as it was before the character moved into the opponents square.
does in a normal melee, but does not deal wounds (meaning If that square is occupied, the character falls prone in the
that a character is much less likely to kill someone in a square.
brawl). However, the character suffers the usual 2 penalty
to attacks for using an improvised weapon.

An improvised weapon can be used to deal wounds a


Overrun
A character can attempt an overrun as an attack action
character can, say, bash someones skull in with a bar stool made during his move action, or as part of a charge. (In
but using an improvised weapon in this fashion incurs a general, a character cannot make an attack action during
4 penalty to attacks. a move action; this is an exception.) In either case, the
character does not get a 5-foot step before, during, or
after the overrun attempt. With an overrun, the character
Bull Rush attempts to move through an opponents area, going past
or over the opponent. A character can only overrun an
A character can attempt a bull rush as an attack action
made during his move action, or as part of a charge. (In opponent who is one size category larger than the character,
general, a character cannot make an attack action during the same size, or smaller. A character can make only one
a move action; this is an exception.) In either case, the overrun attempt per action.
character does not get a 5-foot step before, during, or after
the bull rush attempt. When the character bull rushes, First, the character must move at least 10 feet in a
he attempts to push an opponent straight back instead of straight line into the targets square (provoking attacks of
attacking the opponent. A character can only bull rush an opportunity normally).
opponent who is one size category larger than the character,
the same size, or smaller. Then the target chooses either to avoid the character or to
block the character. If the opponent avoids the character,

I n i t i a t i n g a B ull
the character keeps moving. (A character can always
move through a square occupied by someone who lets
Rush the character by.) If the opponent blocks the character,
First, the character moves into the targets square. Moving make a trip attack against the opponent (see Trip). If the
in this way provokes an attack of opportunity from each character succeeds in tripping his opponent, the character
foe that threatens the character, probably including the can continue his movement as normal.
target.
If the character fails and are tripped in turn, the character
Second, the character and the target make opposed Strength falls prone in the targets square. If the character fails but
checks. If the character and the target are different sizes, is not tripped, the character has to move 5 feet back the
the larger combatant gets a bonus on the Strength check way he came, ending his movement there. If that square is
of +4 per difference in size category. The character gets occupied, the character falls prone in the square.
a +2 bonus if he was charging. The target gets a +4

140
Call e d S h o t s trip attempt, the character can drop the weapon to avoid
being tripped.
A character can attempt to make a called shot against a
particular location. This requires accepting a penalty

Disarm
to the attack roll, but if the attack hits, then the attack
automatically hits the specified location. The penalty for
making a called shot does not apply when determining As a melee attack, a character may attempt to disarm his
what sort of wound was inflicted by the shot. opponent. If the character does so with a weapon, he
knocks the opponents weapon out of his hands and to the
ground. If the character attempts a disarm while unarmed,
Called Shot Penalties the character ends up with the weapon in his hand.
Location Penalty
Hand -6 If a character is attempting to disarm the wielder of a melee
Arm -3 weapon, follow the steps outlined here. Disarming the
wielder of a ranged weapon is slightly different; see below.
Shoulder -3
Leg -4
Step One: The character provokes an attack
Stomach -4 of opportunity from the target he is trying to
Chest -2 disarm.
Head -6
Step Two: The character and the target make
opposed attack rolls with their respective weapons.
Trip If the weapons are different sizes, the combatant
with the larger weapon gets a bonus on the attack
A character can try to trip an opponent, or otherwise knock
roll of +4 per difference in size category. If the
him down, as an unarmed melee attack. A character can
target is using a weapon in two hands, he gets an
only trip an opponent who is one size category larger than
additional +4 bonus. Also, if the combatants are
the character, the same size, or smaller.
different sizes, the larger combatant gets a bonus
on the attack roll of +4 per difference in size
M a k i n g a T r i p A t t a ck category.
Make an unarmed melee touch attack against the target.
Doing this incurs an attack of opportunity from the target Step Three: If the character beats the targets
as normal for unarmed attacks. attack roll, the target is disarmed. If the character
attempted the disarm action unarmed, he now has
If the attack succeeds, make a Strength check opposed by the the weapon. If the character was armed, the targets
targets Dexterity check or Strength check (using whichever weapon is on the ground at the targets feet.
ability score has the higher modifier). If the character and
the target are different sizes, the larger combatant gets a If the character fails the disarm attempt, the target may
bonus on the Strength check of +4 per difference in size immediately react and attempt to disarm the character with
category. The target gets a +4 stability bonus on his check the same sort of opposed melee attack roll. The opponents
if he has more than two legs or is otherwise exceptionally attempt does not provoke an attack of opportunity from
stable. If the character wins, he trips the target. If the the character. If the opponent fails to disarm, the character
character loses, the target may immediately react and make does not get a free disarm attempt against the opponent.
a Strength check opposed by the characters Dexterity
check or Strength check to try to trip the character.
Ranged Weapons
To disarm an opponent wielding a ranged weapon, the
Be i n g T r i p p e d ( P r o n e) character makes a melee attack or unarmed attack to strike
A tripped character is prone (see the Defence Modifiers the weapon in the opponents hand (see Attack an Object).
table). Standing up from a prone position is a move action, If the weapon is held in two hands, he gets a +2 bonus to
as listed above. its Defence. If the characters attack succeeds, the ranged
weapon falls to the ground or winds up in the characters
Tripping with a hands (if the character made the attack unarmed). This

Weapon
kind of disarm attempt provokes an attack of opportunity,
but if the character fails, the target does not get to make a
Some weapons, such as the whip, can be used to make trip disarm attempt against him.
attacks. A character does not incur an attack of opportunity
when doing so. If the character is tripped during his own

141
Disarming an opponent by using a ranged weapon (the Grapple Checks
famous shooting the gun out of the bad guys hand When a character is involved in a grapple, he will need to
manoeuvre beloved of certain Western heroes) is only make opposed grapple checks against an opponentoften
possible if the character doing so possesses the Improved repeatedly. A grapple check is something like a melee attack
Disarm feat. roll. A characters attack bonus on a grapple check is:

G r a b b i n g O b j e cts Base attack bonus + Strength modifier + grapple


A character can also use disarm to snatch away an object modifier
worn by a target. Doing this works the same as a disarm
attempt (see above), except for the following. Grapple Modifier
A creatures size works in its favour when grappling, if that
Attack of Opportunity: If the targets attack of creature is Large or larger in size. Conversely, a creature of
opportunity inflicts any damage, the attempt to
Combat

Small or smaller size is at a disadvantage because of its size


grab the object automatically fails. when grappling. Instead of using a creatures size modifier
on a grapple check (as would be done for a melee or ranged
Modifiers: If the object is well secured or otherwise attack roll), use the appropriate grapple modifier from the
difficult to grab from the target, the target gets Grapple Modifiers table below.
a +4 bonus. On the other hand, if the object is
poorly secured or otherwise easy to snatch or cut
away, the attacker gets a +4 bonus.
Grapple Modifiers
Failed Attempts: Failing an attempt to grab an object Grapple
does not allow the target to attempt to disarm the Size (Example) Modifier
character. Colossal (blue whale [90 ft. long]) +16
Gargantuan (grey whale [40 ft. +12
long])

Grapple
Huge (elephant) +8
Large (lion) +4
Grappling means wrestling and struggling hand-to-hand. Medium (human) +0
Grappling can be a dangerous proposition, but it can be Small (German shepherd) 4
a useful combat option in certain cases where normal Tiny (housecat) 8
methods of assault may not advisable or possible. There are
Diminutive (rat) 12
three stages to grappling: grabbing, holding, and pinning.
Fine (horsefly) 16
Grabbing: Normally, a grab is just the first step
to starting a grapple. If the character grabs
an opponent, but fails to go on to hold him, Starting a Grapple
the character does not actually start a grapple. To start a grapple, a character first needs to grab and hold
However, sometimes all a character wants to do is his target. Attempting to start a grapple is the equivalent
grab the target. of making a melee attack. If the character gets multiple
attacks in a round, he can attempt to start a grapple
Holding: Once a character has established a multiple times (at successively lower base attack bonuses).
hold, he is involved in a grapple. From a hold, Follow these steps.
a character can attempt a number of actions,
including damaging the opponent or pinning the Step One: Attack of Opportunity: A character
opponent. A character cannot get a hold on any provokes an attack of opportunity from the target
creature more than two size categories larger than he is trying to grapple. If the attack of opportunity
the character. (However, such a creature can get a deals the character damage, the character fails to
hold on the character - so while a character cannot start the grapple. If the attack of opportunity
initiate a grapple with a creature more than two misses or otherwise fails to deal damage, proceed
size categories larger than him, a character can still to step two.
end up in one.)
Step Two: Grab: The character makes a melee
Pinning: Getting the opponent in a pin is often touch attack to grab the target. If the character
the goal of a grapple. A pinned character is held fails to hit the target, the character fails to start the
immobile. grapple. If the character succeeds, proceed to step
3.

142
Damage the Opponent: Make an opposed grapple
Step Three: Hold: Make an opposed grapple check; if the character succeeds, he deals damage
check. (This is a free action.) If the character as with an unarmed strike.
succeeds, the character has started the grapple, and
deals damage to the target as if with an unarmed Bash off Object: Make an opposed grapple check;
strike. If the character loses, he fails to start the if the character succeeds, he slams his opponent
grapple. The character automatically loses an into a wall or other hard surface, inflicting damage
attempt to hold if the target is two or more size equal to the (hardness of the surface + characters
categories larger than the character is (but the Strength bonus). This damage is also dealt to the
character can still make an attempt to grab such a object, and may result in the opponent being
target, if thats all he wants to do). slammed through the surface.
Step Four: Maintain the Grapple: To maintain Throw: Make an opposed grapple check; if the
the grapple for later rounds, the character must character succeeds, the opponent is moved one
move into the targets square. (This movement is foot for every point by which the winners grapple
free and does not count as part of the characters check beat the losers (round up to the nearest five
movement for the round movement.) Moving, feet). If the loser runs into an obstacle, treat it as if
as normal, provokes attacks of opportunity from he had been bashed off the object. This manoeuvre
threatening enemies, but not from the target. The can also be used to hurl opponents off of cliffs, off
character and the target are now grappling. the top of buildings and so on. In this case, the
character being thrown also takes falling damage
If the character cannot move into the targets square, equal to the distance fallen.
the character cannot maintain the grapple and must
immediately let go of the target. To grapple again, the Pin: Make an opposed grapple check; if the
character must begin at step one. character succeeds, he holds the opponent immobile
for 1 round. The opponent takes a 4 penalty to
Grappling Defence against all attacks from other people (but
Consequences not from the character); however, the opponent is
not considered helpless. A character cannot use
While a character is grappling, his ability to attack others
a weapon on a pinned character or attempt to
and defend himself is limited.
damage or pin a second opponent while holding
a pin on the first. A pinned character cannot take
No Threatened Squares: A character does not
any action except to attempt to escape from the
threaten any squares while grappling.
pin.
No Dexterity Bonus: A character loses his Dexterity
Escape from Grapple: Make an opposed grapple
bonus to Defence (if the character has one) against
check. If the character succeeds, he can escape the
opponents the character is not grappling. (The
grapple. If more than one opponent is grappling
character can still use it against opponents he is

Thrown Through A
grappling.)

No Movement: A character cannot move while held Window


in a grapple. A character thrown through a window takes damage
equal to (1 + attackers Strength modifier), and
If the Character is must make a Fortitude save to avoid being dazed.
Grappling
The DC for this Fortitude save is equal to the damage
dealt plus the difference in grapple checks. This is a
When a character is grappling (regardless of who started the brawl attack, and does not deal wounds.
grapple), he can attempt any of several actions on his turn.

Sliding Down The


Unless otherwise noted, each of these options is equivalent
to an attack. (If the character normally gets more than one
attack per attack action, he can attempt as many of these Bar
options as he has attacks available, using his successively If a character is adjacent to a saloon bar or other slick
lower attack bonus for each roll.) The character is limited surface, then he can be thrown down it after a grapple.
to these options only; he cannot take any other actions. The character slides twice as far as normal (i.e., twice
the difference between the grapple checks), but takes
no damage.

143
the character, the grapple check result has to beat succeeds. The character still has to make a successful
all their check results to escape. (Opponents do opposed grapple check and move in to be part of the
not have to try to hold a character if they do not grapple.
want to.)
If multiple enemies are already involved in the grapple, the
Drag: The winner of the grapple check may move character picks one against whom to make the opposed
up to one-quarter of his movement, bringing his grapple check.
opponent with him.
Multiple Grapplers
Several combatants can be in a single grapple. Up to
Alternatively, the character can make an Escape Artist four combatants can grapple a single opponent in a given
check opposed by the opponents grapple check to escape round. Creatures that are one size category smaller than the
from the grapple. This is an attack action that the character character count as one-half creature each; creatures that are
Combat

may only attempt once per round, even if the character one size category larger than the cjaracter count as two
gets multiple attacks. If the character has not used his creatures; and creatures two or more size categories larger
move action for the round, the character may do so after than the character count as four creatures.
escaping the grapple.
When involved in a grapple with multiple opponents, the
Escape from Pin: Make an opposed grapple check. character chooses one opponent to make an opposed check
If the character succeeds, he can escape from being against. The exception is an attempt to escape from the
pinned. (Opponents do not have to try to keep grapple; to escape, a characters grapple check must beat
the character pinned if they do not want to.) The the check results of all opponents.
character is still being grappled, however.

S t r a n g u l a t i on
Alternatively, a character can make an Escape Artist check
opposed by the opponents grapple check to escape from
the pin. This is an attack action that the character may When a character is strangled by an instrument or an
only attempt once per round, even if the character gets attacker, use the rules below. A character can strangle
multiple attacks. or choke a target of the same size category or one size
category larger or smaller. The strangling attempt incurs
Break Anothers Pin: Make an opposed grapple an attack of opportunity.
check; if the character succeeds, he can break the
hold that an opponent has over an ally. To begin the choke, the attacker must succeed at an
opposed grapple check. If the grapple succeeds, the
Draw a Light Weapon: A character can draw a light attacker can choose to deal normal unarmed damage as
weapon as a move action. well as choke the target. The target can hold his of her
breath for a number of rounds equal to his Constitution
Attack with a Light Weapon: A character can attack score. After this period of time, the target must make a
with a light weapon while grappling (but not while Constitution check (DC 10, +1 for each previous check)
pinned or pinning). A character cannot attack every round to continue holding his breath. The target
with two weapons while grappling. begins to suffocate on a failed check (see the rules for
Drowning in the Rules of the West chapter).
I f t h e C h a r a c t er is
Pinned
If at any time the target breaks free or slips free of the
grapple, the stranglehold is broken (although any damage
When an opponent has pinned the character, he is held that was dealt remains). Note that a grappled target who
immobile (but not helpless) for 1 round. (The character is not pinned can use his attack action to strangle his
cannot attempt any other action.) On the characters turn, attacker.
he can attempt to escape from the pin. If the character
succeeds, he is still grappling.

J o i n i n g a G r a p ple Reload
If the target is already grappling someone else, a A character can reload a weapon as a full-round action.
character can use an attack to start a grapple, as above, This draws an attack of opportunity if done in a
except that the target does not get an attack of opportunity threatened area. Most guns take one round to reload fully.
against the character and the characters grab automatically A gun can be partially reloaded using a move action; the
character can slot 1d4 bullets into a pistol or one shot into a

144
shotgun. A character must have ammunition immediately A mount acts on the riders initiative count as he directs it.
to hand, in a pistol belt, bandolier or scattered on the The rider moves at the mounts speed, but the mount uses
ground in front of him. Ammunition stored in a box its action to move.
cannot be used to reload on a move action.
A horse is a Large creature and thus takes up a space 10 feet
Longarms take multiple rounds to reload, and cannot be (2 squares) across. For simplicity, assume that the rider
partially reloaded using a move action. shares his mounts space during combat.

Combat while
Mount e d C o m b a t Mounted
The horse is everywhere in the West. While there may With a Ride check (DC 5), a character can guide his mount
be steam engines and trains on the coast or back east, it with his knees so as to use both hands to attack or defend.
is the horse that pulls the wagon and the stagecoach, or This is a free action.
carries the mail or the cavalry trooper through Indian
country. The horse is as ubiquitous and as popular as the When a character attacks a creature smaller than his mount
combustion engine is in the modern day. that is on foot, he gets the +1 bonus on melee attacks for
being on higher ground. If a mount moves more than
Horses in Combat 5 feet, the rider can only make a single melee attack.
Most horses are easily spooked by combat. If the rider Essentially, the rider has to wait until the mount gets to his
does not dismount, he must make a Ride check (DC 20) enemy before attacking, so he cannot make a full attack.
each round as a move action to control such a horse. If he Even at a mounts full speed, the rider does not take any
succeeds, he can perform a standard action after the move penalty on melee attacks while mounted.
action. If he fails, the move action becomes a full round If a mount charges, the rider also takes the Defence penalty
action and the rider cannot do anything else until his next associated with a charge. If he makes an attack at the end of
turn. the charge, he receives the bonus gained from the charge.

145
A character can use ranged weapons while a mount is horse the DC is equal to the result of the Intimidation
taking a double move, but at a 4 penalty on the attack check. The rider may make one Handle Animal check
roll. A rider can use ranged weapons while his mount is immediately as a free action to prevent the horse being
running (quadruple speed), at a 8 penalty. (This does spooked at all; if this first check is failed, then another
not stack with the 2 penalty to ranged attack rolls for check may be made each round as an Attack action.
moving more than 10 feet.) In either case, the rider
makes the attack roll when his mount has completed half A spooked horse runs away from any perceived danger. If a
its movement. A character can make a full attack with a rider tries to regain control of the horse and fails the Handle
ranged weapon while a mount is moving. Likewise, he can Animal check by five or more, then the horse may buck in
take move actions normally. the next round. A bucking horse only makes a normal
move, but the rider must make a Ride check opposed by a
I f A M o u n t F a l ls in Strength check from the horse or fall.

Battle
Combat

V e h i c l e C o m b at
If a mount falls, the rider has to succeed on a Ride check
(DC 15) to make a soft fall and take no damage. There is
a 25% chance that the mount falls on top of the character, The vehicles used in the West are all relatively simple
trapping him. (By raising the DC for the Ride check to horse-drawn carriages and stagecoaches, or the occasional
20, the character can automatically avoid the risk of being train or barge; as such, none of them are especially agile or
trapped). If the check fails, the ex-rider takes 1d6 points fast modes of transport.
of damage from the fall, or 2d6 damage if the horse falls
on top of him. A character driving a wagon or stagecoach may have the
horses or other animals pulling the vehicle speed up, slow
A trapped character must make a Strength check (DC 20) down or turn 45 degrees as a free action. A horse-drawn
to pull himself out from beneath the horse. vehicle speeds up or slows down by one speed category per
round, as follows:
I f T h e R i d e r Is
Dropped
By making a Drive check (DC 15), the driver can make a
60-degree turn or accelerate or slow by up to two categories
If the rider is knocked unconscious, he has a 50% chance on one round. However, a penalty is applied to this Drive
to stay in the saddle. Otherwise, he falls and takes 1d6 check depending on how fast the vehicle is travelling. If
points of damage. the check is failed, then the manoeuvre fails and the driver
must immediately make a second Drive check (again,
Without a rider to guide it, a mount avoids combat. DC 15) to avoid overturning the vehicle (if turning) or
spooking the horses (if changing speed).
Deliberately
S p o o k i n g A H o rse An overturning vehicle inflicts the listed falling damage for
the current speed. The spooked horses will move at full
A character can make an Intimidation check to scare a
speed away from any danger. A successful Handle Animal
horse. The horse must make a Will save (DC equals the
check at DC (15 + 2 per horse) will calm the horses.
result of the Intimidation check). The character gains a
+4 circumstance bonus to his Intimidation check if he can
If a character falls from a moving vehicle, he takes the listed
make a loud noise (say, with a gun) or hits the horse.
falling damage. A successful Acrobatics check at DC15
halves the damage if the character is deliberately jumping
If the horse currently has a rider, then the rider may make
off the wagon.
a Handle Animal check each round to regain control of his

Vehicle Speeds (Wagon or Stagecoach)


Category Speed Drive Penalty Horses Action Falling Damage
Stationary 0 feet - - 0
Slow 15 feet - Move 0
Medium 30 feet - Move 1d3
Fast 45 feet -1 Move 1d6
Very Fast 60 feet -2 Double Move 1d6
Galloping 75 feet -4 Double Move 2d6
Full Tilt 120 feet -8 Run 3d6

146
Luck

A
more poetic individual might describe
it as Manifest Destiny. The faithful Beginners Luck
might call it Providence, or even divine A character starts with 6+1d4 luck points. The
intervention. Chinese railroad workers might call it joss or Lucky feat can increase this initial total still further.
even karma. If the Indians have a word for it, no one has This is the maximum luck that a character can
learned it. Most people just call it luck. possess at any one time. The maximum can only
increase if the character takes the Lucky feat, or
Luck is measured in luck points. increases in level. An excess Luck points are lost.

Usi n g L u c k Gain a bonus to a dice


A character can spend luck at any time, but only once per
round. Luck can be spent to achieve the following effects:
roll
A player can spend a luck point to gain a +4 luck bonus
to a skill check, ability check, attack roll, or saving throw.
Activate a feat or talent
Only one luck point can be spent per roll.

Ignore Impairment
Gain a bonus to a dice roll

Reroll a dice roll By spending a luck point, a character can cancel all
Impairment penalties to rolls that are currently affecting
Reduce a wound type him. This allows a character who has been severely shot to
act normally for one round.
Halve damage from an attack
Reduce a wound type
Make an attack miss A character can spend two luck points to reduce a wound
by one category. A Mortal wound can be reduced to
Establish or change an item or event merely Serious, Serious to Deep, or Deep to a Scratch.
The character still takes the normal hit point damage, but
Counter another's use of luck does not risk bleeding, impairment, infection and so on.

Activate a feat or Note that a player can reduce the wound type after the
talent wound has been inflicted. A character could get shot
during a fight, keep conserving his luck until the fight
Some feats or talents require the expenditure of a luck
is over, and then spend his remaining luck to reduce the
point to activate. The cost for a talent or feat is listed in
wound type to prevent himself bleeding to death.
its description.

Reroll a dice roll Make an attack miss


Five luck points can make an attack miss altogether. The
A player can spend a luck point to reroll a skill check,
luck points must be spent immediately after the damage
ability check, attack roll, saving throw or any other roll.
for the attack is rolled.
This can only be done once per round, and the player must
accept the result of the second roll even if it is less than
the first.

147
E s t a b l i s h o r c h ange window just as a character is thrown out is not entirely

a n i t e m o r e v ent
unexpected. The less immediate the effect, the cheaper
it is.
The most flexible use of luck points is for dramatic editing
changing aspects of the world or having convenient
Two Points
coincidences happen. The Games Master is free to overrule
a players use of luck in this fashion, but should normally
Lesser Item: The character finds a slightly rarer
give the player a bonus luck point as compensation for
useful item a weapon, ammunition, the tool he
overruling him.
needs in a place where it could conceivable be.
Uses of luck include:
Lesser Background: A slightly less common
item or person is established the town sheriff
One Point is nearby, a non player character from a previous
game happens to be in town, there is a stagecoach
Minor Item: The character happens to have a due in the next hour.
Luck

common useful item in his pocket (can opener,


nail, piece of string, pocket knife). Lesser Event: A change in weather, a useful
coincidence such as a lamp blowing over or a door
Minor Background: A common item or person is being left unlocked. A spooked horse breaks free
established (a wagon full of hay, there is a barrel of at just the right time.
water in the corner, an old drunk is wandering the
streets).
Three Points
Minor Event: A common event occurs (the wagon
A one point change happens immediately, without
passes under a window, the drunk begins shouting
the need to establish anything. Instead of the
abuse or begging change off another person).
wagon being seen rolling down the road earlier,
then moving underneath the window, there just
Note that the common events build on things that have
happens to be a wagon there at the right time.
already been established. The players have already seen
the wagon in the game, so it turning up underneath the
Major Item: The character finds exactly the item
he is looking for, or finds a
useful item in an unlikely
place. Examples might
include a character lost in the
desert finding an abandoned
rifle, or happening to find a
dropped key to a door.

Major Background:
Establish that a major
character is in town, establish
that there is an unlikely
building or facility nearby
(fort, railroad outpost),
incredibly fast horse in the
livery stables and so on.

Major Event: A bomb


fuse begins to splutter and
will give out in a few rounds,
a dam begins to break, the
cavalrys bugle is heard on the
wind.

148
Four-point and five-point uses include two- or three- rolls 1d20, adds his current luck, and tries to beat a
point uses happening immediately, or even more unlikely Difficulty Class.
things being established. The Games Master has the final
decision on how much luck a particular change costs. The DC for a Luck check varies depending on the whim
of the Games Master. An easy luck check is DC 10 even
The players should not use this form of luck to solve without Luck, most people have a 50% chance of passing
problems directly it should be used to set up more such a DC. DC 15 Luck checks will only be passed by the
dramatic scenes and make the game more interesting. The genuinely lucky, while anything above DC 20 will only be
emphasis should be on the dramatic. possibly for fortunate player characters.

Counter anothers
use of luck Gaining Luck
Finally, a player can spend luck to counter another players A character that has spent luck does not regain it
or the Games Masters use of luck. This costs the same automatically (however, in an episodic game, the Games
amount of luck again, plus one. Only one person can Master may choose to declare that all characters regain
counter another use of luck if two people wish to attempt luck between stories). A character must act to regain luck,
to counter anothers use of luck at the same time, they must as follows.
make an opposed Luck check. The highest roll may make
the counter attempt. Luck Rewards
The simplest method is for the Games Master to hand
The person whose Luck is being countered may spend luck out luck points in a similar manner to how he distributes
equal to that spent by the countering character, plus one. experience points. One or two luck points can be given
This is an exception to the normal rule about spending for an especially funny line, good roleplaying, cool scene or
luck only once per round. Both characters may continue other event that impresses the Games Master. The higher
to spend luck to counter each other, spending one extra the luck point flow, the more cinematic the game will
point each time, until one gives up and the original use of be.
luck is either countered or is effective.

Quirks
Use Cost As part of character generation, a player can choose a quirk
for their character. Indulging this quirk as part of the game
+4 bonus to skill check, ability check, attack 1
allows the player to regain luck. Same quirks include:
roll or saving throw
Reroll a die 1
Chewing tobacco
Ignore impairment 1
Reduce wound type 2 Playing the harmonica
Make an attack miss 5
Dramatic editing 1 to 5 Drinking
Counter a use of luck +1
Praying

Non player Superstitions like a lucky rabbit's foot

ch a r a c t e r s a n d L u c k Long ranting speeches about the evils of the Union


Major non player characters may also have luck scores. In and how the wrong side won the war
general, a non player character should have Luck equal to
their character level, minus a certain amount depending on If the character's quirk comes up in a game session, he may
how important they are to the plot. Minor characters need regain one previously spent luck point. A quirk can be
not have any luck, but a major antagonist should have his used a maximum of twice per game session. (For quirks
full complement of luck. that would get tiresome if mentioned too often, such as
the long ranting speech, then the Games Master should
Luck Checks only allow the quirk to be used once per session, but have
If the Games Master wishes to randomly decide if fortune it restore two luck points instead of one).
favours a character, he can call for a luck check. A luck
check works just like any other sort of check the player

149
Bonus luck points should be given if the use of the quirk doubt, but that will be affected by player characters actions.
ties into the story that is unfolding. The player writes down the situation, the outcome he is
betting on, and the amount of Luck he is gambling. The
G a i n i n g a L e v el Luck in question comes from the characters permanent
When a character gains a level, he gains one luck point. Luck total, not his current Luck.

G a m b l i n g L u ck
Any Luck gambled by players is added to a pot tied to
that situation. Furthermore, any Luck points spent by non
A player can also choose to gamble the characters luck. player characters are divided among the pots; the division
This can be done once per storyline as a rule of thumb, is proportional to the size of the pot.
once per three game sessions, although groups with
especially short or long sessions may allow gambling luck When the situation is finally resolved, then any players
more often. Luck can only be gambled at times when the whose bets match the outcome share in the pot of Luck.
characters are not in combat or engaged in any important Anyone who made the wrong bet lose whatever Luck
or hazardous tasks. Sitting in a saloon or riding out in the they had allocated. A character may bet multiple times,
Luck

wilderness are perfect times to gamble luck. but only takes the winnings from the last pot he bet on.
Remember that betting can only happen before hazardous
To gamble luck, the player chooses some as yet unresolved and dramatic scenes; scenes where a character would need
situation. The situation must be one whose outcome is in Luck to survive unscathed.

A n E x a m ple of Gambling Luck


Four gunmen Buck, Jed, Caleb and William have been hired to defend an isolated ranch from rustlers and bandits.
Jed ends up falling in love with the ranchers eldest daughter. The characters shoot one of the rustlers, then discover
that the bandit gang is coming that night to burn down the farmhouse. While sitting and waiting for the bandits to
attack, the four players secretly pass their bets to the Games Master.

Both Bucks player and Calebs player bet three points of Luck that they will successfully defend the farmhouse.

Jeds player riskily bets all his Luck (never a good thing) that his character will end up with the girl. Cruelly, Williams
player secretly bets that Jed will not get the girl. So, the final bets are:

Buck: The ranch will survive 3

Caleb: The ranch will survive 3

Ranch Pot: 6

Jed: I will marry Mary-Sue 8

William: Jed will not end up with Mary-Sue 2

Mary-Sue Pot: 10

During the raid, the Games Masters bandits spend another six luck points. These six points are divided amongst both
pots two points to the ranch pot, and four to the Mary-Sue pot. Sadly, Mary-Sue dies when she is taken hostage,
and William fails to shoot her captor before he pulls the trigger. Still, the ranch survives. The final pots, and the final
Luck awards are:

Ranch Pot: 8.

Buck gains 4 Luck. Caleb gains 4 Luck.

Mary-Sue pot: 14.

William gains 14 Luck!

150
Horses
Hor s e F e a t s Benefit: If the DC for a Ride check is 15 or higher, then
the rider gets a +4 insight bonus to his Ride check from
These are special feats only available to horses and other the mount.
mounts. Horses all have at least one feat, plus another

Distinctive
one feat for every 15 Hit Points. Furthermore, a mount
may have one or more bonus feats some horses are just
better than others. However, unlike normal feats, not all This animal has a special marking or brand.
horse feats are beneficial; qualities like Lame or Sickly are
also represented by feats. Think of horse feats as traits Benefit: Anyone who sees the animal automatically
that distinguish one mount from another, not necessarily recognises it if they have seen it before, and the rider has a
advantages. +1 bonus to his Reputation while riding the animal.

Horses may select from the following normal feats in Easy Ride
addition to these special horse feats: This mount is noticeable more gentle and easy-going than
most animals, making it a good mount for ladies and
Alertness, Blind-Fight, Dodge, Endurance, Great Fortitude, tenderfoots.
Improved Bull Rush, Improved Initiative, Improved Trip,
Iron Will, Lightning Reflexes, Mobility, Power Attack, Benefit: This horse gives a +4 insight bonus to Ride
Run, Spring Attack, Stealthy, Toughness, Track. checks, but only on checks with a DC of 10 or less.

Biter (Negative) Fast


The animal has the habit of biting people. The horse runs like the wind.

Benefit: The animal has a Bite attack at its base attack Benefit: Increase the mounts base speed by five feet.
bonus + Strength modifier +2 (add +2 to its Bite attack
Headstrong
bonus if the horse already has a Bite attack). The bite deals
1d4 + Strength modifier in damage, and can be used as part
of the animals normal attack. If anyone moves in front of (Negative)
the mount without making a successful Handle Animal The mount often chooses its own path.
check (DC 10), then the mount makes a bite attack on
them if possible. Benefit: If the rider fails any Ride check, then in the next
round, the animal moves as it wishes. The rider may regain
Charger control by making a Ride check (DC 10).
This horse is capable of surprising bursts of speed.
Heavy-Footed
Benefit: When the horse charges, the distance covered is (Negative)
increased by twenty feet. For example, a horse that would The mount is noticeably slow to react.
normally charge 120 feet can charge for 140 feet with this
feat. Benefit: The animal suffers a 2 penalty to all Reflex
saves.
Cutting Out
This mount is swift and agile, eminently suitable for
herding work.

151
High Jumper Normal: An uncontrolled animal will either stay where it
The mount is capable of impressive jumps. was left, wander off in search of good grass and water or
flee strangers and predators depending on the situation.
Benefit: The mount has a +2 bonus to Jump checks, and
the distance covered is not limited by the mounts size or Stable
base movement. This horse has a notable even and steady gait.

Loyal Benefit: The penalty for shooting from a moving animal


This mount is especially loyal to its current owner. is reduced by two.

Benefit: If anyone other than the mounts owner attempts Steady


to use the Ride or Handle Animal skill on this mount, This mount is used to loud noises and shocks, and is
they suffer a 4 penalty to their Ride or Handle Animal unlikely to bolt or panic.
checks.
Luck

Benefit: This mount has a +4 morale bonus to its Will


K i c k e r ( N e g a t ive) save to avoid being deliberately spooked. The rider does
This mount is liable to kick people who move behind it. not need to make a Ride check to control the mount when
it enters combat.
Benefit: The animal has a Kick attack at its base attack
bonus + Strength modifier +1 (add +2 to the horses Kick Slow (Negative)
attack bonus if it already has a Kick attack). The bite deals This horse is especially slow and soon falls behind.
1d6 + Strength modifier in damage, and can be used as part
of the animals normal attack. If anyone moves behind of Benefit: Reduce the animals base speed by five.
the mount without making a successful Handle Animal
check (DC 10), then the mount makes a kick attack on
them if possible.
Sickly (Negative)
This horse is ill.

N e r v o u s ( N e g a tive) Benefit: The horse suffers a 2 penalty to all Fortitude


This horse tends to rear up when startled. saves.

Benefit: Whenever the rider rolls a 1 on a Ride check,


the horse bucks. The rider must immediately make a Ride
Unbroken (Negative)
This animal is not used to saddles and reins.
or Strength check (riders choice), opposed by the horses
Grapple check. If the horse wins, then the rider is thrown
Benefit: Increase the DC of any Ride checks by +8.
and suffers 1d6 damage from the fall.

O r n e r y ( N e g a t ive) Wild
The animal mistrusts many people, and is unnerved by the
This animal is mean and stubborn.
approach of strangers on foot.
Benefit: Increase the animals Will save and the DC of any
Benefit: The animal takes 10 on all Listen and Spot checks,
Handle Animal or Ride checks by 4.
and will react (neigh, attempt to flee, shuffle nervously)
when it notices other creatures approaching.
S k i t t i s h ( N e g a tive)
This mount is fearful and nervous.

Benefit: The animal suffers a 2 penalty to all Will saves. Animal


Smart
Statistics
This animal is smarter than the average. Donkey
Medium Animal
Benefit: If separated from his horse, the animals owner Hit Points: 11
may spend a Luck point to have the horse go to a particular Initiative: +1
place, such as a ranch or hiding place known to the horse. Speed: 30 ft. (6 squares)
Defence: 13 (+1 Dex, +2 natural), touch 11,

152
R a n dom Traits
When determining the traits present in a group of horses, roll on the following table. The DC of the Handle
Animal check to recognise that a horse has a particular trait is also listed.

Roll (1d4 x 1d10) Feat Handle Animal DC


1 Alertness 30
2 Biter 25
3 Blind-Fight 35
4 Bucker (Negative) 20
5 Charger 20
6 Combat Trained 15
7 Cutting Out 25
8 Distinctive 10
9 Dodge 15
10 Easy Ride 20
11 Endurance 20
12 Fast 20
13 Great Fortitude 25
14 Guide 25
15 Headstrong (Negative) 20
16 Heavy-Footed (Negative) 15
17 High Jumper 20
18 Improved Bull Rush 25
19 Improved Initiative 25
20 Improved Trip 25
21 Iron Will 20
22 Lame (Negative) 15
23 Lightning Reflexes 25
24 Loyal 30
25 Kicker (Negative) 20
26 Mobility 30
27 Power Attack 30
28 Run 20
29 Sickly (Negative) 15
30 Skittish (Negative) 15
31 Slow (Negative) 15
32 Smart 30
33 Spring Attack 30
34 Stable 25
35 Stealthy 30
36 Toughness 25
37 Track 30
38 Unbroken (Negative) 20
39 Wild 15
40 Roll Again Twice -

153
flat-footed 12 Special Qualities: Low-light vision, scent
Base Attack/Grapple: +1/+1 Saves: Fort +5, Ref +4, Will +2
Attack: Bite +1 melee (1d2) Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Full Attack: Bite +1 melee (1d2) Skills: Listen +4, Spot +4
Space/Reach: 5 ft./5 ft. Feats: Two Feats (Usually Endurance and Run)
Special Attacks: Carrying Capacity: A light load for a light horse is up
Special Qualities: Low-light vision, scent to 150 pounds; a medium load, 151300 pounds; and a
Saves: Fort +4, Ref +4, Will +0 heavy load, 301450 pounds. A light horse can drag 2,250
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4 pounds.
Skills: Balance +3, Listen +3, Spot +2
Feats: One feat (usually Endurance)
Carrying Capacity: A light load for a donkey is up to
50 pounds; a medium load, 51100 pounds; and a heavy
Mule
load, 101150 pounds. A donkey can drag 750 pounds. Large Animal
Skills: Donkeys have a +2 racial bonus on Balance Hit Points: 22 hp
Luck

checks. Initiative: +1
Speed: 30 ft. (6 squares)
Defence: 13 (1 size, +1 Dex, +3 natural), touch 10, flat-

Horse, Heavy
footed 12
Base Attack/Grapple: +2/+9
Large Animal Attack: Hoof +4 melee (1d4+3)
Hit Points: 19
Initiative: +1
Speed: 50 ft. (10 squares)
Defence: 13 (1 size, +1 Dex, +3 natural),
touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d6+4)
Full Attack: 2 hooves +4 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis
12, Cha 6
Skills: Listen +4, Spot +4
Feats: Two feats (Endurance, Run)
Carrying Capacity: A light load for a heavy
horse is up to 200 pounds; a medium load,
201400 pounds; and a heavy load, 401
600 pounds. A heavy horse can drag 3,000
pounds.

Horse, Light
Large Animal
Hit Points: 19 hp
Initiative: +1
Speed: 60 ft. (12 squares)
Defence: 13 (1 size, +1 Dex, +3 natural),
touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof +3 melee (1d4+3)
Full Attack: 2 hooves +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:

154
Full Attack: 2 hooves +4 melee (1d4+3) pounds; a medium load, 76150 pounds; and a heavy
Space/Reach: 10 ft./5 ft. load, 151225 pounds. A pony can drag 1,125 pounds.
Special Attacks:

Advancement
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6 A characters horse can improve over time, just like a
Skills: Listen +6, Spot +6 character can. Whenever a character gains a level, one of
Feats: Two feats (Usually Alertness, Endurance) his horses can also be improved. Even if the character rides
several horses, or drove a team pulling a stagecoach, each
Mules are sterile crossbreeds of donkeys and horses. A level advancement can improve only one horse.
mule is similar to a light horse, but slightly stronger and
more agile. Animal levels work in a similar fashion to normal class
levels.
Carrying Capacity: A light load for a mule is up to 230
pounds; a medium load, 231460 pounds; and a heavy At each level, the animal also gains 3 hit points and 2 skill
load, 461690 pounds. A mule can drag 3,450 pounds. points. Every third level, the animal gains a bonus feat,
which can be taken from the list of horse feats.
Skills: Mules have a +2 racial bonus on Dexterity checks
to avoid slipping or falling. The Scout and Mountain Man talent trees also allow the
character to improve his companion more quickly.

Pony
Medium Animal Fatigue and
Mounts
Hit Dice: 11 hp
Initiative: +1
Speed: 40 ft. (8 squares) A horse can move for eight hours at a moderate pace
Defence: 13 (+1 Dex, +2 natural), touch 11, flat-footed without much trouble, as long as it takes time to rest
12 and graze at intervals. A heavy load slows the animal, as
Base Attack/Grapple: +1/+2 does bearing a rider. Often, a character will bring several
Attack: Hoof +2 melee (1d3+2) horses, switching between them to prevent any one from
Full Attack: 2 hooves +2 melee (1d3+2) becoming exhausted.
Space/Reach: 5 ft./5 ft.
Special Attacks: A horse can maintain a run (gallop) for a number of minutes
Special Qualities: Low-light vision, scent equal to its half its Constitution score. After that, it must
Saves: Fort +4, Ref +4, Will +0 begin making Fortitude checks every minute. The DC
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4 for this check begins at DC 5, and increases by +1 every
Skills: Listen +5, Spot +5 round. If the check fails, then the horse either takes 1d6
Feats: One Feat (Usually Endurance) points of damage or becomes fatigued (riders choice).
Carrying Capacity: A light load for a pony is up to 75

The Animal Hero


Base
Class Attack Fort Ref Will Class
Level Bonus Save Save Save Defence Features
1st +0 +1 +0 +0 +1 Bonus Feat
2nd +1 +2 +0 +0 +2
3rd +1 +2 +1 +1 +2
4th +2 +2 +1 +1 +3 Bonus Feat
5th +2 +3 +1 +1 +3
6th +3 +3 +2 +2 +3
7th +3 +4 +2 +2 +4 Bonus Feat
8th +4 +4 +2 +2 +4
9th +4 +4 +3 +3 +4
10th +5 +5 +3 +3 +5 Bonus Feat

155
Wildlife

W
hile the deserts and mountains Special Qualities: Low-light vision, scent
Wildlife

of the West support all sorts Saves: Fort +4, Ref +5, Will +1
of animals, only the more Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
dangerous creatures are described below. Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track

Buffalo
The statistics presented here describe a fairly small dog of
about 20 to 50 pounds in weight. They also can be used
Large Animal for small wild canines such as coyotes.
Hit Points: 37 hp
Initiative: +0 Skills: Dogs have a +4 racial bonus on Jump checks.
Speed: 40 ft.
Defence: 15 (1 size, +6 natural), touch 9, flat-footed 15 *Dogs have a +4 racial bonus on Survival checks when
Base Attack/Grapple: +3/+13 tracking by scent.
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9) Grizzly Bear
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede Large Animal
Special Qualities: Low-light vision, scent Hit Points: 51 hp
Saves: Fort +7, Ref +4, Will +1 Initiative: +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4 Speed: 40 ft.
Skills: Listen +7, Spot +5 Defence: 15 (1 size, +1 Dex, +5 natural), touch 10, flat-
Feats: Alertness, Endurance footed 14
Stampede: A frightened herd of buffalo flees as a group in a Base Attack/Grapple: +4/+16
random direction (but always away from the perceived Attack: Claw +11 melee (1d8+8)
source of danger). Anything caught in the stampede takes Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee
1d10 damage per round per buffalo, to a maximum of 5d10 (2d6+4)
per round. The character may make a Reflex save (DC 18) Space/Reach: 10 ft./5 ft.
to halve the damage and may subtract his Defence score Special Attacks: Improved grab
from the damage dealt. A character caught in a stampede Special Qualities: Low-light vision, scent
must also make a Balance check (DC 15) each round or Saves: Fort +9, Ref +6, Will +3
will fall prone. Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12

C o y o t e o r D og
Feats: Endurance, Run, Track

Small Animal These massive carnivores weigh more than 1,800 pounds
Hit Dice: 6 hp and stand nearly 9 feet tall when they rear up on their hind
Initiative: +3 legs. They are bad-tempered and territorial.
Speed: 40 ft.
Defence: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat- Improved Grab: To use this ability, a grizzly bear must hit
footed 12 with a claw attack. It can then attempt to start a grapple as
Base Attack/Grapple: +0/3 a free action without provoking an attack of opportunity.
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1) Skills: A grizzly bear has a +4 racial bonus on Swim
Space/Reach: 5 ft./5 ft. checks.
Special Attacks:

156
Improved Grab: To use this ability, a puma
must hit with its bite attack. It can then
attempt to start a grapple as a free action
without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold
and can rake.

Pounce: If a puma charges a foe, it can make a


full attack, including two rake attacks.

Rake: Attack bonus +6 melee, damage 1d3+1.

Skills: Pumas have a +8 racial bonus on Jump


checks and a +4 racial bonus on Hide and
Move Silently checks. Pumas have a +8 racial
bonus on Balance and Climb checks. A puma
can always choose to take 10 on a Climb check,
even if rushed or threatened.

Rattlesnake
Tiny Animal
Hit Points: 1 hp
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 ft., swim
15 ft.
Defence: 17 (+2 size, +3 Dex, +2 natural),
touch 15, flat-footed 14
Base Attack/Grapple: +0/11
Attack: Bite +5 melee (1 plus poison)
Full Attack: Bite +5 melee (1 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 4, Dex 17, Con 11, Int 1, Wis
Puma
12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot
Medium Animal +6, Swim +5
Hit Dice: 19 hp Feats: Weapon Finesse
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft. Poison: A snake has a poisonous bite that deals initial and
Defence: 15 (+4 Dex, +1 natural), touch 14, flat-footed secondary damage of 1d6 Con. To resist, the victim must
11 make a Fortitude save (DC equals 8 + the margin of success
Base Attack/Grapple: +2/+5 of the snakes attack).
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +2 melee
(1d3+1)
Scorpion
Space/Reach: 5 ft./5 ft. Tiny Vermin
Special Attacks: Improved grab, pounce, rake 1d3+1 Hit Points: 4 hp
Special Qualities: Low-light vision, scent Initiative: +0
Saves: Fort +5, Ref +7, Will +2 Speed: 20 ft. (4 squares)
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Defence: 14 (+2 size, +2 natural), touch 12, flat-footed
Skills: Balance +12, Climb +11, Hide +8*, Jump +11, 14
Listen +6, Move Silently +8, Spot +6 Base Attack/Grapple: +0/8
Feats: Alertness, Weapon Finesse (Claws) Attack: Sting +2 melee (Poison)
Full Attack: Sting +2 melee (Poison)
Space/Reach: 2-1/2 ft./0 ft.

157
A nimal Abilities
While most special abilities possessed by animals are described in the individual entry for each species, a few abilities
are common:

Low-light vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight,
and similar conditions of shadowy illumination. It retains the ability to distinguish colour and detail under these
conditions.

Poison: Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent
on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the
Wildlife

result of the first save) to avoid secondary damage. A creatures descriptive text provides the details.

A creature with a poison attack is immune to its own poison and the poison of others of its kind. A successful save
avoids (negates) the damage.

Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense
of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to
60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the
ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed - only its presence somewhere within
range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the sources location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check
to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This
DC increases or decreases depending on how strong the quarrys odour is, the number of creatures and the age of the
trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track
feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Special Attacks: Poison Skills: A scorpion has a +4 racial bonus on Climb, Hide,
Special Qualities: Darkvision 60 ft., tremorsense 60 ft. and Spot checks.
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 3, Dex 10, Con 14, Int , Wis 10, Cha 2 Scorpion Swarm
Skills: Climb +0, Hide +12, Spot +4
Feats: Weapon Finesse Diminutive Vermin (Swarm)
Hit Points: 31 hp
Poison: A scorpion has a poisonous sting that deals initial Initiative: +4
and secondary damage of 1d4 Con. To resist, the victim Speed: 20 ft., climb 20 ft.
must make a Fortitude save (DC equals 8 + the margin of Defence: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
success of the scorpions attack). Base Attack/Grapple: +6/
Attack: Swarm (2d6 plus poison)
Darkvision: Scorpions can see in the dark out to 60 feet. Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Tremorsense: A scorpion can sense vibrations in the Special Attacks: Distraction, poison
ground, and can locate hidden creatures using these Special Qualities: Darkvision 60 ft., immune to weapon
tremors. A character must use Move Silently, opposed by damage, swarm traits, tremorsense 30 ft.
the scorpions Spot to move within 60 feet of the creature Saves: Fort +5, Ref +7, Will +3
without being detected, even if there is no line of sight Abilities: Str 1, Dex 19, Con 8, Int , Wis 10, Cha 2
between the two. Skills: Climb +12, Spot +4
Feats: Weapon Finesse

158
Swarm
Swarms are dense masses of Fine, Diminutive or Tiny creatures that would not be particularly dangerous individually or
in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes, a swarm is defined as
a single creature with a space of 10 feet - gigantic hordes are actually composed of dozens of swarms in close proximity.
A swarm has a single pool of hit points, a single initiative modifier, a single speed, and a single Defence score. It makes
saving throws as a single creature.

In order to attack, a single swarm moves into opponents spaces, which provokes an attack of opportunity. It can
occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot
space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.

Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it
can squeeze through any space large enough to contain one of its component creatures.

V u l n e r a b i lities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as
follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares
adjacent to where it breaks.

Distraction: Any living creature that begins its turn with Disease: Rats carry all sorts of diseases - Fortitude DC
a scorpion swarm in its space must succeed on a Fortitude 12, incubation period 1d3 days, damage 1d3 Dex and 1d3
save (DC 13) or be nauseated for 1 round. The save DC Con. The save DC is Constitution-based.
is Constitution-based.
Distraction: Any living creature that begins its turn with
Poison: Injury, Fortitude DC 13, initial and secondary a swarm in its square must succeed on a Fortitude save
damage 1d4 Con. The save DC is Constitution-based. (DC 12) or be nauseated for 1 round. The save DC is
Constitution-based.
Rat Swarm
Skills: A rat swarm has a +4 racial bonus on Hide and Move
Tiny Animal (Swarm) Silently checks, and a +8 racial bonus on Balance, Climb,
Hit Points: 13 hp and Swim checks. A rat swarm can always choose to take
Initiative: +2 10 on all Climb checks, even if rushed or threatened. A rat
Speed: 15 ft. (3 squares), climb 15 ft. swarm uses its Dexterity modifier instead of its Strength
Defence: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 modifier for Climb and Swim checks. A rat swarm has
Base Attack/Grapple: +3/ a +8 racial bonus on any Swim check to perform some
Attack: Swarm (1d6 plus disease) special action or avoid a hazard. It can always choose to
Full Attack: Swarm (1d6 plus disease) take 10 on a Swim check, even if distracted or endangered.
Space/Reach: 10 ft./0 ft. It can use the run action while swimming, provided it
Special Attacks: Disease, distraction swims in a straight line.
Special Qualities: Half damage from slashing and piercing,

Small Furry Animal


low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Tiny Animal
Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot Hit Dice: 3 hp
+7, Swim +10 Initiative: +2
Feats: Alertness, Weapon Finesse Speed: 30 ft.
Defence: 14 (+2 Dex, +2 size), touch 14, flat-footed 14
A rat swarm seeks to surround and attack any warm- Base Attack/Grapple: +0/-12
blooded prey it encounters. A swarm deals 1d6 points of Attack: Bite +4 melee (1)
damage to any creature whose space it occupies at the end Full Attack: Bite +4 melee (1)
of its move. Space/Reach: 2 1/2 ft./0 ft.

159
Special Attacks: Survival +1*
Special Qualities: Low-light vision, scent Feats: Track, Weapon Focus (bite)
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 11, Cha 6 Trip: A wolf that hits with a bite attack can attempt to
Skills: Listen +4, Hide +4, Spot +4 trip the opponent (+1 check modifier) as a free action
Feats: Weapon Finesse (bite) without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
This category covers creatures such as hares, prairie dogs react to trip the wolf.
and other small, harmless animals that do not pose a
combat threat to a character, but might still be shot at for Skills: *Wolves have a +4 racial bonus on Survival checks
food or fur. when tracking by scent.
Wildlife

Steer Wolverine
Large Animal Medium Animal
Hit Points: 20 hp Hit Points: 28 hp
Initiative: +0 Initiative: +2
Speed: 40 ft. Speed: 30 ft., burrow 10 ft., climb 10 ft.
Defence: 15 (1 size, +6 natural), touch 9, flat-footed 15 Defence: 14 (+2 Dex, +2 natural), touch 12, flat-footed
Base Attack/Grapple: +2/+10 12
Attack: Kick or trample +5 melee (1d8+6) Base Attack/Grapple: +2/+4
Full Attack: Kick or trample +5 melee (1d8+6) Attack: Claw +4 melee (1d4+2)
Space/Reach: 10 ft./5 ft. Full Attack: 2 claws +4 melee (1d4+2) and bite 1 melee
Special Attacks: Stampede (1d6+1)
Special Qualities: Low-light vision, scent Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +3, Will +1 Special Attacks: Rage
Abilities: Str 18, Dex 10, Con 14, Int 2, Wis 11, Cha 4 Special Qualities: Low-light vision, scent
Skills: Listen +7, Spot +5 Saves: Fort +7, Ref +5, Will +2
Feats: Alertness, Endurance Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +10, Listen +6, Spot +6
Stampede: A frightened herd of cattle flees as a group in Feats: Alertness, Toughness, Track
a random direction (but always away from the perceived
source of danger). Anything caught in the stampede takes Rage: A wolverine that takes damage in combat flies
1d8 damage per round per steer, to a maximum of 5d8 per into a berserk rage on its next turn, clawing and biting
round. The character may make a Reflex save (DC 18) madly until either it or its opponent is dead. It gains +4
to halve the damage, and may subtract his Defence score to Strength, +4 to Constitution, and 2 to Defence. The
from the damage dealt. A character caught in a stampede creature cannot end its rage voluntarily.
must also make a Balance check (DC 15) each round or
fall prone. Skills: Wolverines have a +8 racial bonus on Climb checks
and can always choose to take 10 on Climb checks, even if

Wolf
rushed or threatened.

Medium Animal
Hit Points: 13 hp
Initiative: +2
Speed: 50 ft.
Defence: 14 (+2 Dex, +2 natural), touch 12, flat-footed
12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3,

160
The Western
Town
T
he town is one of the greatest symbols more in larger towns), while the rest will be some sort of
of civilisation in the West, and therefore commercial enterprise.
must be defended by the guns of the
player characters. Western towns varied depending on their Settlements and towns that grew up from settlements are
location and origin, but do fall into a few simple categories. built around a grid pattern, centring on one main street.
This can be used as templates to design a town. The earliest buildings in the town will line along this main
street; as the town grows, other buildings will be located
Settlements are small communities established by a in side streets. Assume that there are roughly twenty
handful of settlers, looking for a new life in the West. Some buildings per block. Special buildings, such as a cemetery,
of these towns would slowly grow into larger cities; others were always built on the outskirts of town.
would turn into mining or trail towns if a boom hit.
Mining towns and other scratch-built boomtowns were
Mining Towns sprang up near the mines, at whatever far less regular, with buildings and tents being thrown up
half-suitable locations they could find. These towns were wherever they would fit. Such places generally had a main
built to service the needs of the miners, so they were full street of sorts, but it could extend indefinitely along a rail
of drinking establishments and other entertainments, as line, twist back on itself, or just degenerate into a mess of
well as tool shops and assayers. Mining towns appeared, lean-tos and randomly placed buildings.
flourished and vanished at breathtaking speed when the
claims were producing gold, then the towns were bustling, The tables below list common and uncommon buildings
raucous places; but when the claims were worked out, the for each sort of town.
towns were soon abandoned. Similar towns grew up around
other industries, such as trapping or buffalo hunting.
Settlement
Trail Towns were settlements near a railroad. Cattle Common Business
drives were brought to such towns, so the beeves could be
Blacksmith
shipped north to the slaughterhouses and the markets. Of
General Store
course, the cattle drives also brought cowboys and drovers,
hurrahing as they rode into town in search of drink and Saloon
women. Few trail towns lasted more than a few years, as Schoolhouse
the railroad moved onto a more convenient settlement or Uncommon Business
the town leaders ordered that the cowboys move on. Stage Station
Trading Post
Railroad Towns were equally wild places, built alongside
the growing railroads to support the needs of the workers.
Mining Town
Finally, the ultimate fate of a community was to either Common Business
become an Established Town, big and rich and civilised, Bank
or an abandoned Ghost Town.
Gambling Den
General Store
Town Layout Hardware
As a rule of thumb, a town has one building for every Restaurant
four or five people living there, so the Games Master Saloon
can just divide the population of the town by five to give
Uncommon Business
the number of buildings. Many of these will be private
Armourer
homes (half in a smaller community, up to four-fifths or

161
Barber Saddlemaker
Blacksmith Saloon
Bordello Stable
The Western Town

Cemetery Uncommon Business


Church Armourer
Dentist Bank
Dry Goods Barber
Surgery Church
Cemetery
Clothier
Buffalo/Trapping Dentist
Business Hardware
Armourer Newspaper
Bank Post Office
Corral Sheriff s Office
Dry Goods Stage Station
Gambling Den Surgery
General Store Train Station
Restaurant Undertaker
Saddlemaker
Saloon
Stable Rail
Trading Post Common Business
Uncommon Business Bordello
Barber Gambling Den
Blacksmith Saloon
Bordello Surgery
Church Restaurant
Cemetery Train Station
Clothier Uncommon Business
Dentist Armourer
Hardware Barber
Hotel Blacksmith
Newspaper Dentist
Post Office Drugstore
Sheriff s Office Dry Goods
Stage Station General Store
Surgery Hardware
Train Station
Undertaker
Established
Common Business
Cow Town Armourer
Common Business Bank
Blacksmith Barber
Bordello Blacksmith
Corral Clothier
Dry Goods Corral
Gambling Den Dry Goods
General Store Gambling Den
Hotel General Store
Restaurant Hardware

162
Restaurant False-Front
Buildings
Saloon
Saddlemaker
These are fake structures that make a one-story board
Schoolhouse
or log building look like an elaborate two-storey edifice.
Uncommon Business Most saloons and many other businesses had false
Bordello fronts, to make them appear much more impressive and
Cemetery sophisticated. Bizarrely, this gave historical Western
Church towns the appearance of a movie set
Courthouse
Dentist
behind a counter that gives them half cover, although
Distillery banks in more dangerous places have grills and windows
Drugstore that give three-quarters cover. A bank has either a safe
Hotel (DC 30, 30 hit points) or a large bank vault (DC 40, 60
Newspaper hit points).
Post Office
Sheriff s Office Barber
Stable Marked by their signature striped red-and-white poles, the
Stage Station barber was usually the first stop for a cowboy just off the
Surgery trail, to have his hair cut and his moustache waxed and
Theatre shaped to the height of fashion. A barbers razor deals 1d4
Train Station slashing damage, threatens a critical on a 17-20, but is an
Town Hall Improvised Weapon. In some towns, the local barber also
Trading Post doubled up as a surgeon.
Undertaker
Blacksmith
Blacksmiths tended to be located on the edge of town,
Ghost towns have the same spread of businesses as they did because of the risk of fire. Most tools and metal goods
before the bust, but only the common businesses might were made back east the West could not compete with
still be operating. The saloon was normally the last to go. established industries, although there were numerous
attempts to start factories and foundries. Most blacksmiths
were therefore employed in repairing items and shoeing
Armourer horses.
An armourer sells pistols, rifles and other firearms, along
with ammunition and other accessories. Firearms were Bordello
commonly available in the West at trading posts and general Call it a whorehouse, cathouse or brothel; the bordello was
stores, so a gunman only needed to visit an armourer when a fixture in the wilder Western towns. As a town became
looking for a Martial or Exotic firearm. Gunstore owners more civilised, the bordello might become less obvious,
were usually adept at using their goods, and took further or just move to the edge of town (the Devils Addition
precautions to dissuade theft, such as good quality locks in Abilene, for example). The prostitutes, euphemised
(DC 25 to Disable), heavy doors (Break DC 25) and as fancy women, soiled doves or fallen angels, were
barred windows. comparatively respected in society the scarcity of women
brought out chivalry in the miners and cowboys, and once
Bank such a woman was married, her past was politely ignored.
Local banks were common in new towns, but the volatile,
boom-and-bust nature of the Western economy meant The term red light district originated in rail-town
that few financial institutions had any significant cash whorehouses, where customers would hang the red warning
reserves. It took backing from an established eastern bank lanterns from the trains on the door, to show that the place
or financier for a Western bank to have any sort of stability. was occupied.
Western banks also issued their own currency and bonds,
but these were of uncertain value. Gold dust or silver were Cemetery
preferred in the early days of the West. The graveyard in Dodge City was on Boot Hill, because
it was for those who died with their boots on i.e., were
A bank has good quality locks (DC 25), heavy doors (Break shot dead. The term was later applied to any cemetery in
DC 25) and barred windows. The clerks are generally a wild town. Funerals tended to be elaborate affairs in the

163
West, with the whole town turning out ensure that he did not lose any of the popular ones to
to mourn a respected or famed citizen. marriage. Still, dance halls were wildly popular.

Dentist
The Western Town

Grave markers were often less impressive


while some did pay for an impressively Dentistry was a rough-and-ready affair in the 19th century,
carved headstone, many were buried but the agonies of toothache drove people to any lengths
beneath a simple wooden marker or to relieve the pain. Pliers and laudanum were the
cross. common tools of the trade. Like a barber, it was not
unheard of for a dentist to double up as a surgeon.
Church
Churches were built by Distillery
donations from the public, and Distilling spirits locally made great economic sense
the theft of church funds was in the West leaving aside any jokes about a ready
common. The denomination market for booze, barrels of whiskey or other liquids
of the church varied depending were far more portable than big sacks of grain. A
on the local population in distillery was a sign of a growing and confidant town.
some towns, several faiths shared (With player characters around, though, the distillery
the same building. Church pastors may be a sign of an explosive and burning town. For
were expected to give entertaining any missed shot in a distillery, roll 1d20. On a 20, then
sermons from the pulpit. the bullet has hit something flammable and caused a
fire. Every round after that, there is a cumulative 5%
Clothier chance of an explosion.)
High fashion was important. Men
dressed up in suits, or sometimes Drugstore
more ornate version of the usual Selling both genuine medicines and a selection of
cowpoke outfit. Women preferred the cure-alls and snake oils; the 19th century was a time of
latest fashions from the east, or even enthusiastic medical experimentation.
Paris and London.

Dry Goods
Courthouse The dry goods store sold clothing, blankets and other non-
Any county with more than a hundred perishable goods.
and fifty people was supposed to have

Gambling Den
a courthouse, and simple courts were
convened in log buildings or even prayer
halls or saloons. The courthouse was a Some gambling halls were part of saloons; others were
surprisingly violent place not only were dedicated solely to gaming. Faro was the miners game;
there criminals and lawmen shooting the place up, poker was preferred in cow country (see Gambling, page
but rival communities might raid a courthouse, as XX). Gambling halls varied from simple tents to ornate
the town that possessed the county courthouse was gaming palaces. Many had secret passages, concealed
significantly more politically influential and prosperous. mirrors or spy-holes so that cheats and thieves could be
spotted easily.
Corral Gambling dens were popular, raucous places, the centre
A corral is a pen for horses or other animals on the edge of many communities. The oddest people could be found
of town. within as well as gamblers, dealers, pretty waitresses and
thieves, preachers and professors used to lecture in gambling
Dance Hall halls, and the buildings were also used as courthouses or
The dance hall was a curious western institution. The men even chapels.
bought tickets to enter; the women were in the employ
of the owner. The real money, though, was made with General Store
the drinks. The men were expected to buy the women The general store provided everything a small community
expensive cocktails and champagnes (up to five dollars a might need, from basic food supplies to clothes and
glass), which were actually non-alcoholic drinks like weak ammunition. They also served as a meeting place, post
tea. The dancing girls got a commission on each drink office, stage station and de facto town hall. As the town
purchased. The owner kept a careful eye on his girls, to

164
grew, the general stores role might be usurped by multiple
specialised shops. In most towns, though, the general store Telegrams and
was the most important building in town. Communications
costs
Hardware A telegram cost 50 cents a word. Letters cost two or
Selling tools, nails, building material and so on. One three cents when the mail service was established; during
controversial development in the West was the cheap the earlier part of the century, messages home could cost
production of barbed wire, which signalled the end of the anything up to five dollars.
open range.

Hotel whatever printed material was available to the town. It was


While many towns had a hotel, the quality and purpose often used to produce wanted posters.
of the hotel varied greatly. Cow-towns had a hotel to
provide accommodation for the drovers who brought the Post Office
herds of animals in; such places provided a bed, a bath and The post was carried by pony express in the early days,
little more at a high price. Other hotels were far more then stagecoach, then by rail. With the coming of the
upmarket, to cater for eastern tourists or investors. railway came the telegraph wires, linking the town to the
rest of the country.
Newspaper
Many towns would print their own newspaper, detailing Restaurant
all local events as well as whatever world events the editor A meal cost two bits (25c) on average. Food was generally
had been able to discover (although they were often wildly composed of whatever could be shot nearby, but this gave
inaccurate). The newspaper office usually held the only many eateries a surprisingly wide menu, from loin of buffalo
printing press in the town, so would also be responsible for to antelope steak in mushroom sauce. Others relied on
the classic four Bs - sourdough biscuits, beef, beans and
bacon, with wild onions
on the side to protect
against scurvy. Coffee
was the only commonly
available drink.

165
Saloon Saddlemaker
The saloon is the most instantly recognisable part of the The saddle was one of the cowboys most prized possessions,
western town; immortalised in a thousand movies. The and the saddlemaker was a respected craftsman.
The Western Town

historical saloon was largely identical to its cinematic


counterpart, from the swing doors to the upright pianner Schoolhouse
in the corner (although it is unlikely that every town A schoolhouse appears only in towns with enough
included an elderly piano player whose sole task was to children to warrant the employment of a schoolmaster
stop playing suddenly whenever a stranger moseyed into or schoolmarm. Early schoolhouses were just one-room
the saloon). Early saloons were little more than beer tents, cabins, with a second-rate teacher (an educated man could
but impressive mirrors and long walnut counters were make more money as a clerk). Later, as the towns grew,
brought in by train and steamer as soon as possible. a standardised curriculum and better teachers greatly
improved the schools. Higher education was limited,
Saloons were incredibly common Deadwood had more although some religious groups such as the Methodists ran
saloons than it had other types of business, combined, academies.
while Leadville, Arizona had 4 banks, 4 churches, 10 dry

Sheriffs Office/Jail
goods stores, 31 restaurants, 19 beer halls, 120 saloons,
and 118 gambling houses and private clubs selling liquor.
In boomtowns, most of these places were open 24-hours The building of a jail and the hiring of a sheriff or city
a day. marshal was another step on a towns growth towards
maturity. The office was normally quite fortified, to
The bar was always located on the left-hand side of the protect against drunks with guns. The jail contained
saloon. Towels and spittoons were lined up along the bar, several barred cells. Some were used as drying-out tanks;
one per four customers. (In a brawl, spittoons were used others held criminals awaiting trial.
as impromptu gauntlets). A brass rail ran along the bar
at foot-height, for patrons to rest their boot-heels on. A The jail walls are foot-thick cinderblock walls (hardness
large mirror, called the altar, stood behind the bar. Light 8, 90 hit points, break DC 35). The doors are hardened
was provided by hanging oil or kerosene lamps, or from a (hardness 5, 20 hit points, Break DC 28) and locked
chandelier. (Disable Device, DC 25), while the individual cells also
have their own locks on the doors. The bars have hardness
Most saloons were decorated with paintings and murals 10, 15 hit points, and a break DC of 30. The sheriff and
(often semi-tasteful classical nudes), or stuffed animal his deputies have copies of the keys to the cells.
heads. In the 1880s, Budweiser distributed thousands of
copies of a heroic rendition of Custers Last Stand, which Stable
caused innumerable brawls because of disagreements over The livery stable provides horses for sale or hire, as well as
what actually happened at the battle. providing stabling and grooming for a small fee. A horse
could be hired for a dollar a day.
A spittoon acts like a knuckleduster, increasing the
damage from a punch by +1. Stage Station
A stagecoach station had a ticket office, a room for
Swinging from the chandelier requires a Jump overnight passengers to rest, and a team of fresh horses
check (DC 15) to get up there, and gives the waiting for the next couch.
character a +4 bonus to his next Jump check. A
falling chandelier inflicts 2d6 damage, although a Surgery
successful Reflex save (DC 15) allows a character A doctors surgery, containing an examining table or
to dodge out of the way in time to avoid any chair (complete with straps to tie down patients awaiting
damage. amputation), medicines, surgical tools, towels and hot
water, and (presumably) a doctor. A visit to a doctor
A thrown bottle deals 1d3 damage. would cost five dollars or more, depending on the nature
of the complaint.
To keep playing a piano during a bar fight, the

Theatre
player must make a Perform check (DC 10 at
least), and cannot take 10 on the check, unless he
has the Cool Under Pressure talent. Theatres or opera houses were built in larger towns.
Eastern theatre companies and singers toured the lucrative
Western circuit, although many Western audiences were
considerably rowdier than they expected. Lectures on

166
various topics were also given in theatres. A ticket cost Trading Post
50 cents. The network of trading posts was established by the fur
companies in the early days of the West. Trappers would
Train Station bring their furs to the post and exchange them for goods
At its simplest, a Western train station was a raised platform and money. Later, the posts began trading with Indian
on the side of the track, next to a water tower. It might also hunters or buffalo hunters - the discovery that buffalo hide
have a bunker containing fuel (coal or wood) for the train, made excellent belting for industrial machinery revitalised
or a metal hook on which a mailbag was hung. Using a the fur trade. Some trading posts became the seeds from
special hook, the train could collect the mail as it sped past which larger towns grew.
without stopping. Larger stations had ticket offices and
signal huts. The presence of the railroad is another sign Undertaker
that a town is making it big. A growth industry in many Western towns. In case any
character tries hiding in a coffin, the wood has hardness 5
Town Hall and 10 hit points.
Another major sign of an established town. Generally
somewhere to head when you urgently want to shoot the
mayor.

167
Just Plain
Folk
Just Plain Folk

T
he following cast of minor non-player Vocation: Cowboy.
characters covers most of the random Talents: Cowpunching: Animal Dodge.
encounters and trivial meetings in most
games. To give them a bit more character, roll on the
Physical Quirk or Personality Quirk tables. A selection of Experienced Cowboy
names is also provided. Fast Hero 2/Tough Hero 2; HP 29; Init +2; Spd 30 ft.;
Defence 18, touch 18, flat-footed 16; BAB +2; Grap
+4; Atk +4 melee (3, punch) or +4 ranged (1d6/19-20,
Cowboy S&W No. 2); Full Atk +4 melee (3, punch) or +4 ranged
Fast Hero 1; HP 16; Init +2; Spd 30 ft.; Defence 15, touch (1d6/19-20, S&W No. 2); Space/Reach 5 ft./5 ft.; SV Fort
15, flat-footed 13; BAB +0; Grap +1; Atk +1 melee (2, +4, Ref +4, Will -1; Rep +5; Str 14, Dex 14, Con 15, Int
punch) or +2 ranged (1d6/19-20, S&W No. 2); Full Atk 10, Wis 8, Cha 12.
+1 melee (2, punch) or +2 ranged (1d6/19-20, S&W No. Skills: Craft (woodworking) +2, Gamble +2, Handle
2); Space/Reach 5 ft./5 ft.; SV Fort +2, Ref +3, Will -1; Animal +6, Ride +6, Survival +5, Use Rope +6.
Rep +2; Str 13, Dex 14, Con 15, Int 10, Wis 8, Cha 12. Feats: Simple Sidearms Proficiency, Simple Longarms
Skills: Gamble +1, Handle Animal +7, Ride +8, Survival Proficiency, Animal Affinity, Literacy.
+1, Use Rope +6. Vocation: Cowboy.
Feats: Simple Sidearms Proficiency, Simple Longarms Talents: Cowpunching: Animal Dodge, Cowpuncher;
Proficiency, Animal Affinity. Unbreakable: Remain Conscious; Riding the Range: Long
Ride.

Random Quirks
Roll Physical Personality
1 Very tall Charming
2 Very short Irritating
3 Unusual hair colour/bald Very religious
4 Squints/wears glasses Very political
5 Limps Longwinded
6 Terrible cough Curt or quiet
7 Sunburnt Suspicious
8 Dresses ostentatiously Very open-minded
9 Unusual scar or birthmark Generous
10 Allergic to common item Jealous
11 Very thin Easily angered
12 Very fat Cowardly
13 Unkempt Well-informed
14 Fastidious Deceitful
15 Alcoholic Nave
16 Teetotaller Calm
17 No sense of balance/cant ride Volatile
18 Amputee/missing fingers Dour
19 Handsome/beautiful Happy
20 Bearded Insane

168
Random Names
Roll Male Female Family
1 Robert Anne Williams
2 Jack Sarah Tucker
3 William Mary Smith
4 Samuel Jessie Roberts
5 Clint Elizabeth Phillips
6 Charles Cynthia Murphy
7 Edward Rebecca Moody
8 Frank Mae McCarthy
9 George Rose Johnson
10 Jim Sallie Jennings
11 Tom Kate Hill
12 John Caroline Jones
13 James Lillie Casey
14 Peter Amanda Kilkenny
15 Henry Dora Clay
16 Benjamin Jane Brown
17 Abraham Virginia Dixon
18 Lewis Eliza Fortune
19 Michael Chastity Harris
20 Ezekiel Prudence Summers

Ranch Boss Feats: Simple Longarms Proficiency, Iron Will, Great


Fast Hero 3/Tough Hero 3/Smart Hero 1; HP 41; Init +2; Fortitude.
Spd 30 ft.; Defence 18, touch 18, flat-footed 16; BAB +4; Vocation: Settler.
Grap +6; Atk +6 melee (3, punch) or +6 ranged (1d6/19- Talents: Empathic: Empathy.
20, S&W No. 2); Full Atk +6 melee (3, punch) or +6
ranged (1d6/19-20, S&W No. 2); Space/Reach 5 ft./5 ft.;
SV Fort +5, Ref +5, Will +2; Rep +8; Str 14, Dex 14, Con Established Settler
15, Int 11, Wis 8, Cha 12. Dedicated Hero 3; HP 25; Init +1; Spd 30 ft.; Defence 13,
Skills: Craft (woodworking) +4, Gamble +2, Handle touch 13, flat-footed 12; BAB +2; Grap +3; Atk +3 melee
Animal +10, Knowledge (business) +4, Ride +8, Search (2, punch) or +3 ranged (1d8/19-20/x3, Sharps Carbine);
+5, Survival +7, Use Rope +8. Full Atk +3 melee (2, punch) or +3 ranged (1d8/19-20/x3,
Feats: Simple Sidearms Proficiency, Simple Longarms Sharps Carbine); Space/Reach 5 ft./5 ft.; SV Fort +6, Ref
Proficiency, Animal Affinity, Literacy, Iron Will, Guide. +2, Will +6; Rep +2; Str 13, Dex 12, Con 15, Int 10, Wis
Vocation: Cowboy. 14, Cha 8.
Talents: Cowpunching: Animal Dodge, Cowpuncher, Skills: Craft (structural) +6, Handle Animal +6, Drive +6,
Unbreakable: Remain Conscious, Damage Reduction 1/-; Knowledge (civics) +4, Perform +1, Profession (farmer)
Riding the Range: Long Ride, Life in the Saddle; Strategy: +6.
Plan. Feats: Simple Longarms Proficiency, Iron Will, Great
Fortitude.
Vocation: Settler.
Settler Talents: Empathic: Empathy, Improved Aid Another;
Dedicated Hero 1; HP 17; Init +1; Spd 30 ft.; Defence 12, Settler: Unrecognised Talent.
touch 12, flat-footed 11; BAB +0; Grap +1; Atk +1 melee
(2, punch) or +1 ranged (1d8/19-20/x3, Sharps Carbine);
Full Atk +1 melee (2, punch) or +1 ranged (1d8/19-20/x3, General Store
Sharps Carbine); Space/Reach 5 ft./5 ft.; SV Fort +5, Ref
+1, Will +5; Rep +0; Str 13, Dex 12, Con 15, Int 10, Wis
Owner
Dedicated Hero 1/Charismatic Hero 1; HP 14; Init -1; Spd
14, Cha 8.
30 ft.; Defence 10, touch 10, flat-footed 10; BAB +0; Grap
Skills: Craft (structural) +4, Handle Animal +5, Drive +5,
+1; Atk +1 melee (2, punch) or 1 ranged (Winchester
Knowledge (civics) +4, Profession (farmer) +4.
Shotgun 3d6/x3); Full Atk +1 melee (2, punch) or -1

169
ranged (Winchester Shotgun 3d6/x3); Space/Reach 5 ft./5 Talents: Healing: Healing Knack; Sawbones: Get Back On
ft.; SV Fort +2, Ref +0, Will +3; Rep +3; Str 12, Dex 8, Your Feet.
Con 10, Int 15, Wis 14, Cha 13.
Skills: Bluff +5, Diplomacy +7, Gather Information +8,
Knowledge (Appraisal) +5, Knowledge (Business) +6, 49er
Knowledge (Civics) +5, Knowledge (Current Events) +8,
Just Plain Folk

Strong Hero 1/Tough Hero 1; HP 22; Init +1; Spd 30 ft.;


Knowledge (local) +4, Profession (Shopkeeper) +6, Sense Defence 13, touch 13, flat-footed 12; BAB +1; Grap +3;
Motive +6. Atk +3 melee (3, punch) or +2 ranged (1d8/19-20/x3,
Feats: Simple Longarms Proficiency, Simple Shotgun Winchester); Full Atk +3 melee (3, punch) or +2 ranged
Proficiency, Skill Focus (Knowledge (Current Events)), (1d8/19-20/x3, Winchester); Space/Reach 5 ft./5 ft.; SV
Trustworthy. Fort +4, Ref +1, Will +3; Rep +2; Str 14, Dex 12, Con 15,
Vocation: Storekeeper. Int 8, Wis 13, Cha 10.
Talents: Trader: Careful Trading, Sociable. Skills: Craft (structural) +3, Gamble +2, Profession
(miner) +5.
Feats: Endurance, Iron Will, Simple Longarms Proficiency,
S a l o o n O w n er Simple Weapons Proficiency.
Tough Hero 2/Charismatic Hero 2; HP 20; Init +1; Spd Vocation: Miner.
30 ft.; Defence 14, touch 14, flat-footed 13; BAB +2; Grap Talents: Miner: Obsessive Work; Extreme Effort: Extreme
+4; Atk +4 melee (3, punch) or +3 ranged (Winchester Effort.
Shotgun 3d6/x3); Full Atk +4 melee (3, punch) or +3
ranged (Winchester Shotgun 3d6/x3); Space/Reach 5 ft./5
ft.; SV Fort +4, Ref +3, Will +2; Rep +6;
Str 14, Dex 12, Con 10, Int 8, Wis 15,
Cha 14.
Skills: Bluff +6, Diplomacy +6, Gather
Information +6, Knowledge (local) +2,
Profession (bartender) +5, Sense Motive
+6, Treat Injury +5.
Feats: Simple Shotgun Proficiency,
Trustworthy, Skill Focus (profession).
Vocation: Bartender.
Talents: Tending Bar: Duck Behind
the Bar, Talkin About It; Unbreakable:
Remain Conscious.

Doctor
Smart Hero 2/Dedicated Hero 2; HP 18;
Init +2; Spd 30 ft.; Defence 15, touch 15,
flat-footed 13; BAB +2; Grap +1; Atk +1
melee (0, punch); Full Atk +1 melee (0,
punch); Space/Reach 5 ft./5 ft.; SV Fort
+2, Ref +2, Will +6; Rep +5; Str 8, Dex
14, Con 10, Int 15, Wis 14, Cha 12.
Skills: Craft (chemical) +9, Decipher
Script +9, Diplomacy +4, Gather
Information +6, Knowledge (natural
history) +9, Knowledge (Physical Science)
+9, Knowledge (Civics) +9, Knowledge
(theology and philosophy) +7, Profession
(Doctor) +9, Ride +7, Treat Injury +16.
Feats: Endurance, Literacy, Medical
Expert, Run, Surgery, Skill Focus (treat
injury).
Vocation: Doctor.

170
Outlaw Deputy
Fast Hero 1/Tough Hero 1; HP 18; Init +2; Spd 30 ft.; Tough Hero 3; HP 25; Init +2; Spd 30 ft.; Defence 14,
Defence 16, touch 16, flat-footed 14; BAB +0; Grap +2; touch 14, flat-footed 12; BAB +2; Grap +3; Atk +3 melee
Atk +2 melee (3, punch) or +3 ranged (1d6/19-20, Colt (2, punch) or +5 ranged (1d8/19-20/x3, Colt Peacemaker);
Lightning); Full Atk +2 melee (3, punch) or +3 ranged Full Atk +3 melee (2, punch) or +5 ranged (1d8/19-20/x3,
(1d6/19-20, Colt Lightning); Space/Reach 5 ft./5 ft.; SV Colt Peacemaker); Space/Reach 5 ft./5 ft.; SV Fort +3, Ref
Fort +2, Ref +3, Will -1; Rep +3; Str 14, Dex 15, Con 13, +3, Will +3; Rep +4; Str 12, Dex 15, Con 13, Int 8, Wis
Int 10, Wis 8, Cha 12. 14, Cha 10.
Skills: Hide +6, Intimidate +5, Knowledge (streetwise) +4, Skills: Sense Motive +6, Spot +5, Ride +7.
Move Silently +6, Ride +6, Survival +3. Feats: Simple Sidearms Proficiency, Simple Longarms
Feats: Simple Sidearms Proficiency, Simple Longarms Proficiency, Weapon Focus (Colt), Improvised Weapon
Proficiency, Weapon Focus (Colt). Proficiency.
Vocation: Robber. Vocation: Lawman.
Talents: Raiding: Improved Intimidate, Overwatch. Talents: Unbreakable: Remain Conscious; Damage
Reduction: Damage Reduction 1/-.

Tougher Outlaw
Fast Hero 2/Tough Hero 2; HP 24; Init +7; Spd 30 ft.; Sheriff
Defence 19, touch 19, flat-footed 16; BAB +2; Grap +4; Tough Hero 3/Charismatic Hero 3; HP 33; Init +7; Spd
Atk +4 melee (3, punch) or +6 ranged (1d6/19-20, Colt 30 ft.; Defence 16, touch 16, flat-footed 13; BAB +3; Grap
Lightning); Full Atk +4 melee (3, punch) or +6 ranged +4; Atk +4 melee (2, punch) or +7 ranged (1d8/19-20/
(1d6/19-20, Colt Lightning); Space/Reach 5 ft./5 ft.; SV x3, Colt Peacemaker); Full Atk +4 melee (2, punch) or +7
Fort +3, Ref +5, Will -1; Rep +5; Str 14, Dex 16, Con 13, ranged (1d8/19-20/x3, Colt Peacemaker); Space/Reach 5
Int 10, Wis 8, Cha 12. ft./5 ft.; SV Fort +5, Ref +6, Will +4; Rep +6; Str 12, Dex
Skills: Hide +7, Intimidate +5, Knowledge (streetwise) +7, 16, Con 13, Int 8, Wis 14, Cha 10.
Move Silently +7, Ride +8, Survival +5. Skills: Knowledge (law) +4, Gather Information +5, Ride
Feats: Simple Sidearms Proficiency, Simple Longarms +8, Sense Motive +7, Spot +7, Survival +7.
Proficiency, Weapon Focus (Colt), Improved Initiative. Feats: Simple Sidearms Proficiency, Simple Longarms
Vocation: Robber. Proficiency, Weapon Focus (Colt), Improvised Weapon
Talents: Raiding: Improved Intimidate, Overwatch, Proficiency, Track, Improved Initiative.
Planning the Job. Vocation: Lawman.
Talents: Unbreakable: Remain Conscious; Damage
Toughest Outlaw Reduction: Damage Reduction 1/-, 2/-, Law Enforcement:
Fast Hero 4/Tough Hero 4; HP 36; Init +7; Spd 30 ft.; Demand Aid, Silver Star.
Defence 21, touch 21, flat-footed 18; BAB +6; Grap +8;
Atk +8 melee (3, punch) or +10 ranged (1d6/19-20, Colt
Lightning); Full Atk +8 melee (3, punch) or +3 ranged Cavalry Officer
(1d6/19-20, Colt Lightning); Space/Reach 5 ft./5 ft.; SV Fast Hero 4/Charismatic Hero 4; HP 31; Init +3; Spd 30
Fort +4, Ref +6, Will +1; Rep +9; Str 14, Dex 16, Con 13, ft.; Defence 19, touch 19, flat-footed 16; BAB +5; Grap +6;
Int 10, Wis 8, Cha 13. Atk +6 melee (1d8+1/19-20, sabre) or +8 ranged (1d8/19-
Skills: Balance +4, Climb +3, Drive +6, Escape Artist +5, 20/x3, Colt Army); Full Atk +6 melee (1d8+1/19-20,
Handle Animal +5, Hide +5, Intimidate +3, Knowledge sabre) or +8 ranged (1d8/19-20/x3, Colt Army); Space/
(current events) +4, Knowledge (streetwise) +4, Move Reach 5 ft./5 ft.; SV Fort +4, Ref +7, Will +2; Rep +10; Str
Silently +5, Ride +7, Sleight of Hand +5, Spot +1, Tumble 12, Dex 16, Con 12, Int 10, Wis 10, Cha 14.
+5, Use Rope +5. Skills: Diplomacy +9, Knowledge (civics) +4, Knowledge
Feats: Dodge, Simple Sidearms Proficiency, Simple (history) +4, Handle Animal +4, Hide +7, Intimidate +8,
Longarms Proficiency, Weapon Focus (Colt), Improved Move Silently +7, Ride +12, Search +6, Survival +5.
Initiative, Quick Reload. Feats: Dodge, Mounted Fire, Moving Shot, Martial
Vocation: Robber. Weapons Proficiency, Ride-by Attack, Simple Sidearms
Talents: Raiding: Improved Intimidate, Overwatch, Proficiency, Simple Longarms Proficiency, Spirited Charge,
Planning the Job; Defensive: Evasion, Uncanny Dodge 1; Trample.
Unbreakable: Remain Conscious, Stamina. Vocation: Trooper.
Talents: Officer: Corporal, Captain; Cavalry: Improved
Mounted Combat, Sound the Charge.

171
Native
Native Americans

Americans
B Apache
efore the arrival of Europeans, the North
American continent and the land that was The nomadic Apaches lived in the mountains. They were
to be the West was the home of dozens of skilled raiders, preying on the neighbouring Pueblo bands
native tribes and nations. A few common bonds of culture as well as on other Apache and Navahos, not to mention
and religion connected the tribes, a shared respect for whatever settlers claimed the land. The Apaches were a
nature and the land. Wars between nations were common, problem for successive Spanish, Mexican and American
although mass bloodshed was rare compared to slave governments. One chief, Cochise, fought a war with
taking, scalping and counting coup. invading white settlers for almost a decade. His chief
opponents were General George Cook and the famous
The tribes were divided into groups numbering less scout, Kit Carson.
than three hundred, called bands. Among the nomadic
northern tribes, these bands lived in villages of tipis or In 1871, an Apache village was attacked by settlers and
huts and followed the buffalo during the summer months. other Indians, and over a hundred Apaches were killed.
In the south, the tribes practised agriculture and dwelt in Following a series of battles and negotiations, Cochise
more permanent structures. accepted a treaty with the United States and the Apaches
were moved to reservations. However, this did not spell
The 19th century and the great push West broke the the end of the Apache Wars resistance movements fought
nations. Hopelessly outnumbered by technologically against invaders from 1877-1880, under Victorio, and
superior settlers and soldiers, the various tribes were pushed from 1881-1886 under the great Geronimo.
and herded onto reservations. A series of Acts of Congress
and other laws alternately granted and took land from the The Apaches were loosely organised into small bands only
Indian tribes. a great chief possessed of extraordinary force of personality
could unite the nation.
The Tribes
This is only a fraction of the various tribes and nations that
exist, but these are the ones that are likely to play a part in
a Western game.
1787: The Northwest Ordinance promises that the
N a t i v e v s . I n d ian
utmost good faith shall always be observed towards the
Indians.
Indian was, of course, erroneously used by Columbus 1830: The Indian Removal Act moves all Indians west
and the other early explorers as a term for the native of the Mississippi.
peoples of the American continent the explorers were 1834: The Trade and Intercourse Act creates an Indian
looking for a route to the Far East, but instead they Territory between the Red and Missouri rivers. This
found the West. Throughout most of this book, the term territory is for Indians alone; no white settlements
Indian is used; from cowboys and Indians to the look would be permitted, and only licensed traders would
out! Injuns! of dozens of movies, it is much too much a be allowed do business with the Indians.
part of the genre to be ignored. Most of the rest of this 1871: No Indian nation or tribe is considered an
book presents Indians from the perspective of the white independent power with whom the United States may
settlers, as savages (noble or fearsome) or enemies. contract by treaty.
1887: The reservations are divided into parcels of
This chapter, on the other hand, is intended to briefly land and divided among the natives; the surplus
describe the native tribes as they see themselves and the of more than half the reservation land is allocated to
West. Hence, the term native is mostly used. homesteaders.

172
Cheyenne continued after the Comanche were placed in a reservation,
The Cheyenne were one of the group known as the Plains the Texas Rangers and the army launched campaigns
Indians, horse-riding buffalo hunters and nomads. They against the Comanche.
were organised into the Council of Forty-Four, made up of
the chiefs of the various bands who made decisions about The Civil War drew off many of the troops facing the
alliances and treaties. Their warriors were also part of Comanche (indeed, the Confederates even supplied the
military societies, such as the Bowstring Wolves and Dog Comanche with guns in the hopes of winning their loyalty).
Soldiers. During the middle part of the 19th century, the Kit Carsons troops continued the attacks, and found that
Cheyenne were divided into the Northern Cheyenne, who attacking during the winter was far more effective. The
lived at the headwaters of the Platte River, and the Southern natives were used to fighting during the summer and living
Cheyenne of Kansas and Colorado. The Northerners were peacefully off stockpiled supplies during the winter, so the
allied with the mighty Sioux; the Southern Cheyenne were whites willingness to attack in the cold months proved
alternately enemies and allies of the Arapaho, Comanche surprising. This practise continued after the war.
and Comanche.
More damaging, though, was the virtual extinction of
In 1858, gold was discovered in the territory of the Southern the buffalo. Like the other Plains Indians, it was a vital
Cheyenne, and attempts were made to force the tribe off part of the Comanches lifestyle. Food supplies began to
their hunting grounds. In 1864, Colonel John Chivington dwindle. Under their leader, the well-educated half-breed
launched a brutal attack on the Cheyenne. Black Kettle, Quanah Parker, the Comanche allied with the Arapaho,
the chief of the Cheyenee,
brought six hundred of his
people to Sand Creek near
Fort Lyon to surrender.
Chivington attacked instead
this became known as the
Sand Creek massacre. The
few survivors spread word
of the massacre to the other
tribes, sparking off a long
series of intermittent wars
across the Plains, lasting
until Wounded Knee in
1890.

The Northern Cheyenne


under Dull Knife allied
with the Sioux, and their
warriors were among those
who defeated Custer at
Little Big Horn.

The Cheyenne were known


for their elaborate rituals,
both religious and social.

Comanche
Known as raiders and horse-
thieves, the Comanche lands
were in the Southern Plains,
primarily Texas and New
Mexico. They had no tribal
councils or any authorities
other than peace and war
chiefs for each band. They
raided wagon trains during
the 1850s; when these raids

173
Cheyenne and Kiowa and began to raid settlements and Kiowa
attack buffalo hunters. General Sheridan drew troops from Allies of the Comanche, the Kiowa are notable for their
Texas, Kansas and New Mexico to quell the resistance, and strong tradition of warrior societies. The greatest of these
eventually defeated the alliance at Palo Duro Canyon. was the Koitsenko, the Principal Dogs, made up of the ten
Native Americans

Quanah surrendered in 1875, later becoming a significant best warriors of the tribe. The leader of this society bore a
statesman and religious leader. long sash, which he fastened to the ground with a spear in
battle. He could not retreat from this spot unless another
F i v e C i v i l i s e d T ribes Principal Dog removed the spear. Other elements of Kiowa
These tribes were among the first to contact white settlers, culture, such as their tradition of inscribing tribal records
as their traditional grounds were along the east coast. in pictograms on buffalo hide, suggest a connection to the
The tribes adopted white customs and beliefs, becoming ancient cultures of the far South.
Christians, owning farms, livestock and slaves, and
intermarrying with the settlers. Despite this, the 1830 The Kiowa also produced some of the greatest leaders of
Indian Removal Act moved them West. the era, such as the warriors Sitting Bear and Big Tree, as
well as the diplomat Kicking Bird and the shaman Sky
This forced move, which killed nearly a third of the Walker.
Civilised Tribes, was known as the Trail of Tears.
Navaho
Cherokee: The Cherokee were staunch allies of the The shepherding Navaho were one of the largest tribes.
Americans; one of their chiefs even saved Andrew Jacksons Allies of the Apache, the Navaho fought in many of
life during the Creek Wars. They established a republican their wars. They also clashed with the white settlers over
government for themselves, developed their own written grazing and water rights. In the 1860s, Kit Carson led
language and had their own tribal constitution and a campaign against them, targeting the Navajo farms
newspaper by 1828. Still, the discovery of gold on and livestock. Many thousands of Navaho surrendered.
Cherokee land forced their removal along the terrible Trail They were relocated to a reservation in the barren Pecos
of Tears to the Indian Territory. River valley, where many sickened and died. In 1868, the
survivors were permitted to return to a new reservation on
Chickasaw: The Chickasaw were famed for their law of traditional Navaho land.
hospitality, which dictated that they provide generously
for guests. Many of the tribe voluntarily moved west in the The Navaho are known for their sandpainting and other
1820s, and the nation as a whole did not suffer as much as fine arts.
others did on the Trail of Tears. Disease haunted them in

Nez Perce
the Indian Territories, diminishing their power.

Choctaw: This tribe also adopted many white customs This North-Eastern plateau tribe was untroubled for most
and fought in the American armies. of the century. It was a proud claim of their tribe that
they had never killed a white man. Then, in 1871, the
Creek: The Creek were skilled farmers, and built strong tribe was ordered to relocate to a reservation and leave their
permanent villages. During the early part of the 19th ancestral valley behind. The Nez Perce under their young
century, they became divided into the White Stick and chief Joseph refused, and violence erupted.
Red Stick factions; the Red Sticks supported Tecumsehs
revolt in 1809-11, and launched their own rebellion, the Joseph proved to be a skilled general. The Nez Perce war
Creek Wars, in 1813-14. began when army soldiers fired at six Nez Perce, who were
approaching under a flag of truce. In the ensuing battle,
Seminole: The Seminole dwelled in the Florida Everglades. 34 soldiers were killed, but not a single Nez Perce fell.
Many were opposed to slavery, and provided shelter to Still, the Nez Perce retreated for 1,7000 miles. Joseph
runaways. This policy sparked the punitive First Seminole had decided to lead his people to Canada, and brought
War in 1817-18. Like the other Civilised Tribes, many his band of refugees through the wilderness for months.
of the Seminole were forced West along the Trail of Tears. No less than three armies were dispatched to stop the Nez
However, a large portion of the tribe hid in the Everglades, Perce, and Joseph managed to evade or defeat them all for
resisting even the attempts made to force them out (the months. He was finally stopped only thirty miles short of
Second and Third Seminole Wars). the border by the sympathetic General Oliver Howard.

Josephs surrender speech is one of the most famous and


most quoted statements from the entire century.

174
all the nations by arguing that no single Indian or tribe
I am tired of fighting. Our chiefs are killed. Looking had the right to give up their lands, as the land belonged
Glass is dead. Toohulhulsote is dead. The old men to all. He tried to form a united military and indeed, he
are all dead. It is the young men who say yes or no. had a genuine gift for both oratory and strategy. He was
He who led the young men is dead. also highly educated and informed, having studied world
history and politics to prepare for the construction of
It is cold and we have no blankets. The little children an Indian nation. Tecumseh travelled to many different
are freezing to death. My people, some of them, have tribes, trying to forge this alliance.
run away to the hills and have no blankets, no food.
No one knows where they are - perhaps freezing to An attack on the Shawnee lands disrupted his efforts,
death. I want to have time to look for my children especially after his brother drew the Shawnee into a fruitless
and see how many I can find. Maybe I shall find battle. Tecumseh later allied with the British during the
them among the dead. War of 1812, and was made a brigadier general. He
proved himself to be a masterful commander, but was shot
Hear me, my chiefs. I am tired. My heart is sick dead in 1813. If Tecumseh had lived, history might have
and sad. From where the sun now stands, I will fight taken a very different course. The Shawnee were pushed
no more forever. southeast, beyond the Mississippi.

Before the Flight of the Nez Perces, the tribe was known Sioux Nation
for farming, fishing and horse-breeding. The Sioux Nation dominated the Great Planes. They are
perhaps closest to the stereotypical image of an Indian,
Paiute with their bright warbonnets and painted tipis. They were
skilled horseriders and hunters. The Sioux are divided into
The Paiute of the Great Basin were known contemptuously
the Dakota, Lakota and Nakota tribes. They were among
by settlers of California and Oregon as digger Indians, as
the most resistant to the expansion of the Union.
a major part of their diet came from foraged roots, nuts
and grubs. The Northern Paiute were known for raiding
The Sioux Wars lasted for most of the latter half of the 19th
mining camps, stagecoaches, ranches and other outposts.
century, and recounting them all in detail is beyond the
Punitive campaigns were launched against them during
scope of this section. They include:
the 1860s.
The Grattan Affair, 1854-1855: A Mormon
The Paiute also produced the famed shaman Wovoka, who
family travelling West lost a cow, which wandered
founded the Ghost Dance religion. According to this belief,
into a Sioux camp. The Sioux were accused of
if all the tribes performed the Ghost Dance and ritually
stealing the cow by an over-ambitious military
purified themselves, then the world would be destroyed
officer. The argument escalated into a military
and reborn in a renewed form, to be inhabited by the tribes
confrontation.
alone. The Ghost Dance unsettled many reservations, and
lead to the massacre at Wounded Knee in 1890.
The Minnesota Uprising, 1862: Militant Sioux
attacked settlers in Minnesota. Their chief, Little
Pueblo Crow, initially argued for peace, but when the war
The pueblo tribes of the Southeast were farmers. The began, he fought as well as he could. The Sioux
Hopi and Zuni were the largest of the tribes, and lived on were eventually routed; many warriors including
the Colorado plateau. The Pueblo Indians were known Little Crow fled into the wilderness, and the
for their large, multi-level apartment buildings, built from ringleaders who remained were hung.
stone and adobe bricks. The Pueblo clashed with the
Mexicans before their territories were handed over to the The War for the Bozeman Trail, 1865-66: The
United States, but lived (mostly) in peace during the 19th Sioux begin raiding miners and caravans travelling
century. to Montana, in concert with the Cheyenne and
Arapaho. The natives used guerrilla tactics,
Shawnee striking at a wagon train then fading back into the
The glory days of the Shawnee during the 19th century wilderness. Red Cloud, the leader of the Sioux
came during its early years. Two great twins rose to rule fighters, offers a compromise if no more forts are
the tribe. One was the shaman Tenskwatawa (Shawnee built, the war will stop. The army refuse. Soon
Prophet to the whites), who preaches that the Indians must after, 80 soldiers are killed in an ambush by a
give up Christian religion and alcohol and return to their 1,500-strong Sioux force under Crazy Horse. The
traditional ways. His brother, Tecumseh, tried to unite subsequent slaughter is known as the Fetterman

175
massacre. New weapons are sent to the army, but
to no avail in 1868, they accede to Red Clouds C o m m o n C u s t oms
demands. While each tribe and band has its own unique culture
and traditions, there are some customs that extend across
many native tribes. The most significant cultural group
Native Americans

The War for the Black Hills, 1876-1877: Gold


was discovered in the sacred Black Hills, and when encountered during the 19th century was the Plains Indians,
the Sioux hunting parties nearby were forced onto made up of the Sioux, Cheyenne, Comanche, Apache and
the reservations, war broke out. The Sioux and their several other tribes, and the customs described below are
allies under Sitting Bull and Crazy Horse fought drawn from their beliefs.
against the army sent to keep their hunting parties
on the reservation. Initially, the war went very Counting Coup
well for the Sioux a cavalry attack was repulsed, Counting coup involved striking another warrior in battle
an army routed, and at Little Big Horn, Custers without injuring him. A special coup stick was normally
Seventh Cavalry was destroyed. This was the last used, although a bare hand or even a lance or other weapon
great Indian victory Dull Knifes Cheyenne were could be used. A warriors prowess was measured not in
soon routed, and almost all the Sioux generals had kills, but in how often he had counted coup upon enemies.
all surrendered or been captured by 1877. Capturing enemy possessions and scalps was also worthy
of praise.
The Ghost Dance and Wounded Knee: By
1890, the Ghost Dance religion had spread
to the Sioux reservations. The army became
worried about the unrest, and ordered the arrest A native character may attempt to count coup by making
of the great surviving Sioux chief, Sitting Bull. A a successful touch attack on an enemy. This draws an
fight broke out, and Sitting Bull was killed. The attack of opportunity from the target. If the attack hits,
Ghost Dance fever continued, culminating in then the warrior has counted coup, and gains a +1 morale
the massacre at Wounded Knee. Ghost Dancers, bonus to all attacks for the rest of the day (maximum of +3
convinced their magic shirts would protect them, morale bonus from counting coup). He may also make a
attempted to retain their firearms when the army Reputation check (DC of 10 + his current Reputation) if
tried to take them. A gun went off when a soldier successful, he may increase his Reputation by +1.
tried to confiscate it; more fighting broke out. The
artillery fired. And it was over. If the victim of a coup attack follows native beliefs, then
he suffers a 2 morale penalty to all attacks for the rest of
Ute the battle.
Relatives of the Paiute and sharing much of their culture,
the Ute were known for their skills at archery. They also
had more mounted warriors than the Paiute. The warlike
Ute clashed with other tribes, and fought white settlers Sacred Pipe
in 1853 and in the 1860s. They exchanged much of the Tobacco was considered a sacred source of magic, and the
lands for a reservation in 1859, after gold was discovered ornate ceremonial pipes used to smoke it were important
in their hunting grounds. Under the leadership of the relics. The pipe was also referred to as the peace pipe, as
skilled diplomat and lawyer Chief Ouray, they lived in most outsiders only saw it as part of negotiations for the
relative peace until1879, when the Ute clashed with the cessation of hostilities. A character who smokes the sacred
Indian Agent Nathan Meeker, who was trying to bring pipe gains a +4 circumstance bonus to Charisma for the
Christianity and agriculture to the tribe. This sparked an purposes of diplomacy and negotiation. (Those unused
armed conflict with the military. An initial expedition to to the pungent tobacco must make a Fortitude save (DC
support Meeker was surrounded and besieged; by the time 10) to avoid choking.)
a relief force broke through, they found that Meeker had
been killed and the agency raided. Scalping
Both sides in the Indian Wars practised scalping it was a
This could have lead to all-out war with the Ute, but Chief convenient way to bring back proof of an enemys demise,
Ouray negotiated a peace and the release of hostages taken as well as an item of ritual significance. Bounties of tens
by his warriors. or even hundreds of dollars were paid for Indian scalps.
Scalping involved cutting a circle with a knife through the
skin of the crown of the head, then pulling. A character
might survive a scalping, but the attack deals 10 damage
and causes a Serious Wound.

176
Sun Dance
During the summer, the various bands of a tribe gather Undergoing a Vision
Quest
together for communal buffalo hunt. Their tipis are
arranged in a great circle, and various celebrations such as
horse races and hunts were held. The sacred Sun Dance was To undergo a vision quest, the character must travel into
held near the end of the summer, and involved the raising the wilderness and wait. Every six hours, he may make
of a ceremonial tree trunk, dancing and meditation. One a Concentration check (DC 25) to receive a vision. He
notable aspect of the ceremony involved self-mutilation gets a +1 insight bonus to the check for every point of
the dancers were impaled with wooden or bone skewers. damage he has suffered from thirst and hunger. For
These skewers were driven into the dancers chest or limbs. example, a character who gone without drinking for
Some skewers were tied to the ceremonial pole; others four days and taken 8 points of damage would gain a +8
dragged buffalo skulls. This mutilation brought visions bonus to his Concentration check.
for the dancers, and good luck to the tribe.

The Sun Dance is the Sioux form for the ritual; other tribes

Life on the
call it by different names.

Vision Quests
Contact with the spirit world was an important part of
Plains
Life for the Plains Tribes had changed greatly in the
native beliefs. The vision quest was the usual method for centuries before the 19th the horse had replaced the dog
establishing contact with the spirits; an individual would as their main beast of burden, and they had become expert
purify himself in a sweat lodge, then strip naked and paint horsemen. The horse could drag a larger travois (a sled,
himself with white clay. He would then fast in an isolated which used tipi poles for its framework) and carry more
place, until exposure, hunger, thirst and pain brought on possessions and even transport those who would otherwise
a vision. be too sick or elderly to travel. They could now travel
further and easier, and so became more nomadic, following
The vision often involved an aspect of the natural world, the buffalo.
such as a tree or animal. A shaman would then advise
and help interpret the vision, and help prepare a medicine The buffalo was vital to the Plains Indians. Before the
bundle that encapsulated the vision. Vision quests were horse, their hunting had been limited to sneaking up on
usually undertaken before a major event, such as a war.

177
the buffalo or stampeding them off cliffs or into traps. A crooked, taking advantage of their virtual monopoly on
horseman, however, could keep up with the running buffalo the reservation.
and bring them down with well-placed arrows (or, later, a
more efficient rifle). Meat from the prized buffalo hump

Character
Native Americans

as well as the rest of the body and the tongue, liver and
other organs was eaten or made into pemmican or jerky.
Practically every scrap of the animal was used the skin
was made into leather or rawhide clothing or tipis; thread, Generation
rope and other tools were made from the sinew, and hoof Native characters follow the same rules as other characters,
and horns were also made into tools or ceremonial items. with the following differences:
Campfires were fuelled with dried buffalo chips. Antelope,
deer, elk, bear and other animals were also hunted. Instead of gaining the Simple Longarms, Simple
Sidearms, or Improvised Weapons Proficiency feats
The mobile villages of the tribes mostly consisted of tipis; from their starting class, native characters gain the
buffalo-hide tents erected on wooden poles. The entrance Indian Weapons Proficiency feat.
faced east, away from the prevailing westerly winds. A
smoke-hole at the top allowed fumes from the fire to escape, Native characters speak the language of their tribe
and the main entrance could be sealed tightly, allowing the automatically, and must take the Speak Language
tipi to stay warm in winter. In addition to being homes feat to converse with outsiders.
and shelters, they were sacred places containing altars and
symbolising the world. Native characters have access to the vocations
below.

L i f e o n t he Vocations
Re s e r v a t i o n s Depending on circumstances, a native character can follow
The various Indian Territories and reservations were any of the vocations listed in Chapter XX (especially the
sometimes on marginal land unwanted by the settlers, Scout). Similarly, a white character adopted or honoured
although others were simply placed in isolated regions. by a tribe can follow one of these vocations.
The Indians were expected to keep to their reservations,
while most outsiders were similarly expected to keep out.
The army forts enforced this law. As the buffalo herds paid
no heed to the borders of reservations, the natives desired Brave
to follow the buffalo on their migrations to continue their This is the path of the warrior, fighting against other braves
hunts, leading to clashes with the army. or against the cavalry of the white man. Braves are often
inducted into secret societies within their tribe as they

I n d i a n A g e n ts
advance in rank and Reputation. A brave can win great
honour in battle, but also faces the thundering guns of the
The Department of Indian Affairs assigned Indian Agents enemy.
to each reservation. Part ombudsman, part social worker,
the agent was responsible for helping the tribes and keeping Prerequisites: Indian Weapons Proficiency.
them in check. Some agents tried to convert their tribes to
agriculture, others tried to spread Christianity. The agent Vocation Skills: Balance, Climb, Concentration, Craft
was responsible for issuing passes and licenses to leave the (bowmaking or woodworking only), Handle Animal,
reservation or operate trading posts there. Jump, Listen, Ride, Survival, Swim.

The agent was also responsible for distributing the rations Reputation Bonus: A warrior gains a +1d6 Reputation
of food and ammunition to those on the reservation. bonus after each battle. He may also gain Reputation by
Many succumbed to despair, living off the meagre rations counting coup on others.
provided by the agency and trading for whiskey and
Brave Warrior
firewater.

T r a d i n g P o s ts Talent Tree
Trading posts run by licensed traders exchanged goods This tree covers skills used on the battlefield.
such as blankets and rifles for furs and other products of
those living on the reservation. Many of these traders were Dedication: The brave is used to enduring pain,
from experience in vision quests and the Sun

178
Dance. He may reduce the impairment penalty Expert Rider Talent
Tree
from wounds by 2. This talent may be taken
multiple times; its effects stack.
Rage: The brave may enter a rage as a free The natives quickly adapted to fighting and living on
action. While raging, the brave gains a +4 bonus horseback. They can take talents from the Riding the
to Strength and Constitution, but suffers a 2 to Range talent tree or Favoured Horse talent tree, in addition
Defence and cannot use any skills that require to the following talents:
careful thought or concentration. This rage lasts for
a number of rounds equal to 3 + the braves newly Improved Mounted Archery: When using a bow,
improved Constitution modifier. The increase in the character suffers no penalties to attack rolls
Constitution also increases the braves hit points when fighting from a moving horse.
by +2 per level; these are temporary hit points o Prerequisite: Mounted Fire
that vanish when the rage ends. After a rage, the
character is fatigued (-
2 to Strength and
Constitution) for a
number of rounds equal
to the original duration
of the rage. A rage can
be ended prematurely.
This talent can only
be used once per day.
This talent may be
taken multiple times;
each extra talent gives
another use of Rage per
day.
o Prerequisite:
Dedication

Strike from Ambush:


The brave is skilled at
attacking from ambush.
He may use the Ride-
by Attack or Spring
Attack feats if attacking
a flat-footed opponent,
even if he does not
possess these feats or
their prerequisites.

179
Moving Cover: The character is adept at using Vocation Skills: Bluff, Concentration, Diplomacy, Gather
his horse for cover. He may make a Ride check Information, Handle Animal, Intimidate, Knowledge
(DC 15). If this check is successful, then he may (Indian lore), Ride, Survival.
count his horse as one-half cover against attacks by
Native Americans

swinging down behind the horses flanks. Reputation Bonus: A chief s Reputation increases by
+1d4 every year.

Hunter Chieftain Talent


Few native tribes practised agriculture, so a successful Tree
hunt was vital to ensure the survival of the band. Hunters Most chiefs will have levels as Smart or Charismatic Hero,
were adept at tracking and trapping smaller animals, and giving them access to the Strategy and Leadership Talent
bringing down the mighty buffalo. Hunters are trained trees.
in stealth and survival, allowing them to vanish into the
wilderness. Smoke the Sacred Pipe: The chief may use 10
+ his Reputation instead of rolling a die when
Prerequisites: Indian Weapons Proficiency. making Diplomacy or Intimidation checks against
other chieftains or members of his band.
Vocation Skills: Concentration, Craft (traps), Handle
Animal, Hide, Listen, Move Silently, Ride, Search, Spot, Send Them On The War Path: The chief may
Survival, Swim. transfer up to half his luck to other members of
the tribe. The chief regains these luck points
Reputation Bonus: A hunters Reputation increases by normally.
+1 every year.
Wise Leadership: The chief gains a +4 insight
H u n t e r T a l e n t Tree bonus to any rolls relating to day-to-day leadership
of the tribe in non-stressful situations.
The hunter may take Talents from the Scouting Talent
Tree in addition to the talents listed below.

Vanish into the Wild: The DC to track a hunters


trail is increased by +1 for every two ranks the
Shaman
Tribal shamans are responsible for interpreting omens and
hunter has in Survival. vision quests, and for ensuring that the spirits continue to
favour the tribe.
Read the Land: The hunter is attuned to the
movements of animals and birds, and notices signs Prerequisites: Wisdom 13.
that betray the presence of other humans. The
hunter may spend a luck point to avoid being flat- Vocation Skills: Bluff, Concentration, Diplomacy, Gather
footed when surprised. Furthermore, he may make Information, Handle Animal, Intimidate, Knowledge
a Survival check (DC 15) to notice when there are (Indian lore, nature, theology and philosophy), Listen,
other humans within three miles. Perform (preach), Ride, Sense Motive.

Reputation Bonus: A shaman does not gain in Reputation


Chief under most circumstances. Successful interpretation of
major omens can give the shaman a +1d6 or higher bonus,
The chief of a band bears the awesome responsibility of
but this is a rare event.
leadership. He must guide his followers, ensuring that
the hunts go well and that the Sun Dance is properly
performed, so that the tribe can survive the year. He Shaman Talent Tree
decides when the young braves shall go to war, and when Vision Interpretation: After a vision quest,
they shall hunt. The coming of the white man has made the shaman may make a Knowledge (theology
the duties of the chiefs even more difficult the bitterest of and philosophy) check (DC 12). If the check is
choices now lies before the nations of the people. successful, then the character who went on the
vision quest gains a +2 morale bonus to two skills,
Prerequisites: Indian Weapons Proficiency, Good or a +1 bonus to base attack bonus or Defence,
Reputation +10 or more among the tribe. depending on what animal the character saw. A
totem animal of a wolf might give a bonus to
attacks, while an owl might give a bonus to Spot

180
and Move Silently. These vision bonuses last for
2d6 days. Sample

Characters
Low-level brave
Medicine Pouch: The shaman may spend a luck
point to give another character +1d6 luck points.
This talent may only be used once per character Strong Hero 2/Fast Hero 1; HP 26; Init +2; Spd 30 ft.;
per year. Defence 17, touch 17, flat-footed 15; BAB +2; Grap +3;
Atk +3 melee (2d4+1/19-20, hatchet) or +5 ranged (1d6,
Furious Spirits: This works just like the Moral bow); Full Atk +3 melee (2d4+1/19-20, hatchet) or +5
Outrage talent from the Preaching Talent Tree. ranged (1d6, bow); Space/Reach: 5 ft./5 ft. SV Fort +4,
Ref +3, Will +1; Rep +2; Str 13, Dex 15, Con 14, Int 10,
Wis 12, Cha 8.
Skills: Hide +7, Move Silently +6, Ride +8, Survival +7
Feats: Indian Weapons Proficiency, Stealthy, Weapon
Focus (bow), Point Blank Shot, Toughness.
Vocation: Brave
Talents: Brave: Dedication, Rage

181
M e d i u m - l e v e l b rave Chief
Strong Hero 2/Fast Hero 2/Tough Hero 1; HP 31; Init Strong Hero 2/Fast Hero 2/Tough Hero 1/Charismatic
+6; Spd 30 ft.; Defence 19, touch 19, flat-footed 17; BAB Hero 2; HP 39; Init +6; Spd 30 ft.; Defence 20, touch
+3; Grap +5; Atk +5 melee (2d4+2/19-20, hatchet) or 20, flat-footed 18; BAB +4; Grap +3; Atk +3 melee (2d4-
Native Americans

+6 ranged (1d6, bow); Full Atk +5 melee (2d4+2/19-20, 1/19-20, hatchet) or +7 ranged (1d6, bow); Full Atk +2
hatchet) or +6 ranged (1d6, bow); Space/Reach 5 ft./5 ft; melee (2d4-1/19-20, hatchet) or +7 ranged (1d6, bow);
SV Fort +5, Ref +4, Will +1; Rep +4; Str 14, Dex 15, Con Space/Reach 5 ft./5ft.; SV Fort +7, Ref +6, Will +1; Rep
14, Int 10, Wis 12, Cha 8. +10; Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 14.
Skills: Handle Animal +3, Hide +7, Move Silently +7, Skills: Bluff +4, Diplomacy +8, Gather Information +4,
Ride +9, Survival +9 Handle Animal +3, Hide +7, Move Silently +6, Ride +8,
Feats: Indian Weapons Proficiency, Stealthy, Weapon Sense Motive +5, Survival +8
Focus (bow), Point Blank Shot, Improved Initiative Feats: Indian Weapons Proficiency, Stealthy, Weapon
Vocation: Brave Focus (bow), Point Blank Shot, Improved Initiative,
Talents: Brave: Dedication, Rage; Unbreakable: Remain Trustworthy.
Conscious; Damage Reduction: DR1/-. Vocation: Brave, Chief
Talents: Brave: Dedication, Rage; Unbreakable: Remain
Conscious; Damage Reduction: DR1/-; Chief: Wise
S k i l l e d b r a ve Leadership, Smoke the Sacred Pipe.
Strong Hero 3/Fast Hero 2/Tough Hero 2; HP 40; Init
+6; Spd 30 ft.; Defence 21, touch 21, flat-footed 19; BAB
+5; Grap +7; Atk +7 melee (2d4+2/19-20, hatchet) or +8 Shaman
ranged (1d6+2, bow); Full Atk +7 melee (2d4+2/19-20, Dedicated Hero 2/Smart Hero 2; HP 24; Init +0; Spd 30
hatchet) or +8 ranged (1d6+2, bow); Space/Reach 5 ft./5ft, ft.; Defence 13, touch 13, flat-footed 13; BAB +2; Grap
SV Fort +6, Ref +5, Will +2; Rep +6; Str 14, Dex 15, Con +1; Atk +1 melee (0, punch); Full Atk +1 melee (0, punch);
14, Int 10, Wis 12, Cha 8. Space/Reach 5 ft./5ft.;SV Fort +3, Ref +0, Will +9; Rep
Skills: Handle Animal +3, Hide +7, Listen +3, Move +2; Str 8, Dex 10, Con 13, Int 14, Wis 15, Cha 13.
Silently +7, Ride +10, Spot +4, Survival +10 Skills: Bluff +3, Craft (woodcarving) +9, Handle Animal
Feats: Indian Weapons Proficiency, Stealthy, Weapon +8, Knowledge (Indian Lore) +11, Knowledge (theology
Focus (bow), Point Blank Shot, Improved Initiative, & philosophy) +11, Perform +11, Ride +7, Sense Motive
Weapon Specialisation (bow), Endurance. +9, Survival +9, Treat Injury +9
Vocation: Brave Feats: Literacy, Speak Language (English), Iron Will,
Talents: Brave: Dedication, Rage, Strike from Ambush; Educated
Unbreakable: Remain Conscious; Damage Reduction: Vocation: Shaman
DR1/-. Talents: Shaman: Vision Interpretation, Medicine Pouch;
Healing Talent: Healing Knack; Insightful Talent: Skill
Emphasis (Perform)

182
Rogues
Gallery
O
ne of the great appeals of historical Billy and the other ranch-hands (known as the Regulators),
gaming is interacting with historical led by Dick Brewer, killed two of the posse, and managed
figures, serving under Andrew Jackson to obtain warrants for the rest. However, the Kid and four
or getting arrested by Wyatt Earp. Games Masters with others took the war to the streets of Lincoln. They lay in
a concern for historical accuracy may wish to ensure that wait for Sheriff Brady, who was one of the syndicates men.
the player characters cannot send reality off the rails by When he passed by, they rose up and shot him before
killing President Lincoln early, and have the characters escaping on horseback.
only encounter historical personages in quick cameos or
carefully planned scenes. Those willing to deviate from More skirmishes ensued, during which Dick Brewer was
history, however, can include historical characters in their killed, and Billy killed Dicks killer, one Buckshot Roberts.
games as major non player characters or even player The high point of the war came soon after. Billy and
characters. Putting the players into a famous situation, like Alexander McSween were besieged in Chisums ranch
the Battle at Little Big Horn or the Gunfight at the O.K. house by a small army of Murphy loyalists. Chisums
Corral can be an interesting mini-campaign. (For extra cowboys rode back from a roundup to relieve the siege,
amusement for the Games Master at least, put the players but also brought word of other Regulators in trouble in
on the losing side, and let them try to avoid their fate.) Lincoln. Billy led the posse into town, but they were too
late, and ended up barricading themselves into McSweens
big townhouse.

Billy t h e K i d By dawn, the townhouse was surrounded by Murphys men.


Aka Henry McCarthy, William Bonney. An exchange of fire between the trapped Regulators and
Born 1859, Indiana, Died July 14, 1881, Fort Sumner, New those outside turned into a bitter three-day siege. On the
Mexico evening of the third day, a company of infantry from Fort
Stanton arrived under the command of Colonel Nathan
The young Henry McCarthys family moved to Kansas, Dudley. The colonel was sympathetic towards McSween,
then New Mexico during the Civil War. There, his mother but Murphys new sheriff, George Peppin, was legally the
died in 1874, and Billy became involved in petty crime. sheriff of Lincoln and hence the siege was justifiable in
He escaped jail, then headed to Arizona where he worked the eyes of the law. During the colonels parlay with the
as a cowboy and labourer in Graham County. In August Regulators, Peppins men set fire to the house.
of 1877, in a saloon he quarrelled with an Irish blacksmith
named Cahill. Cahill threw Billy to the ground; Billy McSween tried to surrender to buy the lives of his friends,
pulled a revolved and shot the blacksmith. He fled to but was shot dead. The rest of the broken Regulators fled,
New Mexico, and got a job on a ranch operated by John and last to leave was the Kid. After the siege, Chisums
Tunstall. faction was gone and the cattle magnate no longer had any
interest in Lincoln. The war was over except for Billy.
Tunstall was involved with a lawyer named Alexander
McSween and a cattle baron named John Chisum in He continued his campaign against the killers of Tunstall
a partnership to break the power of a rival syndicate, and McSween. He fled into the countryside, and from there
the Murphy-Dolan-Riley faction, who operated almost he ambushed ranchers who he suspected of participating
everything from the saloon to the law in Lincoln County. in the siege. To end the Kids crusade, the ranchers called
The rivalry between the two factions escalated, and the on the President for aid, who appointed a new governor,
local magistrate attempted to interdict McSweens ranch, General Lew Wallace. Wallace offered the Kid amnesty if
which was run by Tunstall. John Tunstall went into town he gave up his arms or left, but Billy refused.
to discuss the matter, and was shot by a posse of some thirty
men in the service of the syndicate. Tunstalls employees, A new posse under Pat Garrett was formed to hunt down
including Billy the Kid, vowed revenge, and began what the Kid. They caught him in 1881, and arranged for him
became known as the Lincoln County War.

183
to be hanged. The night before, though, he tricked one of +14; Str 12, Dex 18, Con 13, Int 12, Wis 8, Cha 14.
the guards into playing cards with him. Billy pretended to Skills: Escape Artist +10, Handle Animal +5, Gamble +1,
drop a card, bent down to pick it up and came back up Hide +11, Intimidate +5, Listen +4, Move Silently +12,
holding the guards own gun instead. (Another variation Ride +14, Spot +4, Sleight of Hand +7, Use Rope +10.
of the story has the Kid stop to use an outhouse, where he Feats: Literacy, Simple Sidearms Proficiency, Weapon
managed to free his hands and steal or find a gun). He Focus (Colt), Dodge, Improved Initiative, Quick Reload,
Rogues Gallery

shot two guards and escaped on horseback. Quick Draw, Iron Will.
Luck: 10.
Two months later, Pat Garrett finally got his man, shooting Vocations: Cowboy, Gunslinger.
Billy the Kid by tracking him to a sweethearts house and Talents: Defensive: Evasion, Uncanny Dodge, All-Around
ambushing him. Awareness; Gunslinger: Improved Quick Draw.

A d v e n t u r e I d eas
Characters could easily be involved in one side or Buffalo Bill
Cody
another during the Lincoln Country War. If the
characters are part of the Regulators, they will have
to choose between the wildness of the Kid and the Aka William F. Cody
more reasonable leadership of Dick Brewer. If part Born Iowa, 1846. Died January 10th, 1917.
of the other faction, then they face being hunted
down and killed by vengeful Regulators. The legend of Buffalo Bill is as much a testament to the
power of showmanship as it is to Codys own skills. He
The government responded to the rancher's pleas grew up on the plains, working from an early age as a horse
by sending a new governor but that was not the wrangler and messenger. He joined the Pony Express
only action they could have taken. The characters at age 14. He served as a Union scout in campaigns
could be sent in to undercover the root cause of against the Kiowa and Comanche, then with the Seventh
the Lincoln Country War and bring all those Kansas Cavalry back east. He then worked as a scout and
responsible for unlawful acts to justice. messenger again in Kansas.

Billy the Kid In 1867, he won the title of Buffalo Bill when he took
Fast Hero 5/Dedicated Hero 2; HP 28; Init +10; Spd 30 a job with the Kansas Pacific Railroad. The rail-workers
ft.; Defence 21, touch 21, flat-footed 17; BAB +4; Grap +5; needed food, and tons of its was on the hoof across the
Atk +1 melee (1d6+1,bowie knife) or +9 ranged (1d8/19- plains - in the form of buffalo. Cody killed thousands of
20/x2, Colt Thunderer); Full Atk +1 melee (1d6+1, bowie the animals with his rifle. During this time, he had an
knife) or +9 ranged (1d8/19-20/x2, Colt Thunderer); eight-hour shooting match with William Comstock, who
Space/Reach 5 ft./5 ft/; SV Fort +4, Ref +7, Will +4; Rep also called himself Buffalo Bill. Cody won, and over a

184
seventeen-month period, he killed 4,280 buffalo by his Adventure Ideas
own count. The buffalo hunting in 1867 is fertile ground for
adventures. The characters could be rival hunters
1868 found him back with the army, serving with the Fifth vying for the title of the best shot, employees of
Cavalry under Custer as a scout. He participated in some another railroad trying to disrupt the hunt, or even
sixteen battles with the Indians and won the Congressional vengeful Indians trying to stem the slaughter.
Medal of Honour. Around this time, he met the writer
E.Z.C. Judson, better known as Ned Buntline, who used The Wild West Show offers the chance to take
Codys exploits as source material for a series of books, the West around the world. If the characters
beginning with Buffalo Bill, the King of the Border Men. are performers in the show, then they could get
Buffalo Bill became famous. Three years later, in 1872, involved in all sorts of escapades in exotic locations
Bill was in New York, starring in a stage play called Scouts like London or Paris. They could tangle with Jack
of the Prairie. Following a dispute with Buntline, Codys the Ripper (who was suspected of being an escaped
myth was upheld by Prentiss Ingraham, who wrote many Indian from the show), or be hired to assassinate
of the hundreds of frontier tales published in the 1880s. an archduke in the audience.
Between theatre seasons, Cody went back west, escorting

Buffalo Bill Cody


rich tourists or even serving as an army scout in 1876,
following the death of Custer. (During this time, he either
shot, stabbed, or just found the corpse of a chief named Strong Hero 3/Tough Hero 3/Charismatic Hero 4; HP
Yellow Hair (or Hand), and scalped him. The event was 56; Init +2; Spd 30 ft.; Defence 17, touch 17, flat-footed
being recreated on stage as Buffalo Bills First Scalp for 15; BAB +7; Grap +9; Atk +11 melee (1d3, whip) or +9
General Custer within a few weeks.) ranged (1d8, Winchester); Full Atk +11/+6 melee (1d3,
whip) or +9 ranged (1d8, Winchester); Space/Reach 5 ft./5
Buffalo Bills famous Wild West show started in 1883, ft/;SV Fort +8, Ref +6, Will +4; Rep +20; Str 15, Dex 15,
and was a tremendous success. It toured the country and Con 15, Int 12, Wis 13, Cha 16.
abroad for three decades. It was so impressive that many Skills: Bluff +6, Diplomacy +8, Drive +10, Gamble +6,
visitors to the 1893 Columbia Exposition (Worlds Fair) Handle Animal +8, Knowledge (Indian Lore) +6, Ride
in Chicago went home after seeing the Wild West show +11, Perform +8 (ringmaster), Survival +9, Use Rope +6.
outside the fair, believing that they had seen all that there Feats: Literacy, Simple Longarms Proficiency, Simple
was to see there. (The Wild West Show was not an official Sidearms Proficiency, Martial Longarms Proficiency,
part of the show, due to a dispute between Cody and the Simple Weapons Proficiency, Far Shot, Improved Aim,
fairs management). The show included a buffalo hunt, an Moving Fire, Track, Exotic Weapon Proficiency (whip).
attack on a stagecoach, a Pony Express Ride, trick shooting Luck: 15.
and riding, marksmanship, and climaxed in a recreation of Vocations: Stableman, Scout.
Custers Last Stand. The shows cast even included Sitting Talents: Stable Talent: Whip Hand, Masterful Driver;
Bull of the Sioux, whose forces had fought at Little Big Scouting: Trailblazer, Stealth; Charm Talent: Charm;
Horn. Leadership: Co-ordinate.

In 1890, Cody was called back to the West to aid in quelling


the Ghost Dance uprisings. He proposed arresting Sitting
Bull at one point, on the grounds that the chief would
Butch Cassidy
listen to his old friend (especially if Cody brought a wagon & the Sundance
Kid
load of candy with him). The army staff at Fort Yates
worried about the effect this might have, so they decided
to get Buffalo Bill drunk and wire Washington to call Bill Butch Cassidy, aka Robert LeRoy Parker
home. It took the entire command of the fort, drinking in Born Utah, 1866. Died Washington, 1937.
shifts, to keep Bill in place, and even then they only barely
managed to stop Cody from riding off. The Sundance Kid, aka Harry Longabaugh.
Born Pennsylvania, 1861. Died Bolivia, 1908.
The Wild West show continued, growing in popularity for
a time, but it declined in the late 1890s as Codys health The Sundance Kid was arrested for horse stealing in
and finances deteriorated and his best acts split off to Wyoming when he was sixteen. He continued his criminal
form their own shows. He finally retired to his ranch in career after serving an eighteen-month sentence, moving
Wyoming. to the fabled Robbers Roost hideout. He held up a train
in 1892 with two other thieves the trio were soon caught,
but Longabaugh escaped.

185
Meanwhile, Robert Parker had befriended an older thief becoming a sheriff and bootlegger. He might have
called Mike Cassidy, who gave the youngster a gun and a known where Cassidy left the money
saddle. Parker ran with Cassidy for a while, which brought
him to the Robbers Roost in Hole-in-the-Wall country. Butch Cassidy
There, he met many other outlaws, including some who Smart Hero 3/Charismatic Hero 3; HP 29; Init +0; Spd 30
he would later bring into his Wild Bunch gang, such as
Rogues Gallery

ft.; Defence 12, touch 12, flat-footed 12; BAB +2; Grap
Longabaugh. In 1887, Parker tried to hold up a train, +2; Atk +2 melee (0, punch) or +2 ranged (1d8/19-20/x3,
and robbed banks in 1889. He then hid in Wyoming for Colt Army); Full Atk +2 melee (0, punch) or +2 ranged
a while, calling himself George Cassidy and working as a (1d8/19-20/x3, Colt Army); Space/Reach 5 ft./5 ft/;SV
cowboy or butcher (acquiring his nickname of Butch). Fort +4, Ref +3, Will +5; Rep +10; Str 10, Dex 10, Con
He was arrested for rustling in 1892, and after a delayed 12, Int 14, Wis 15, Cha 15.
trial served two years. Skills: Bluff +10, Demolitions +7, Diplomacy +7, Disable
Device +5, Drive +5, Forgery +5, Gather Information +9,
In 1896 Butch Cassidy was released, and formed the Handle Animal +7, Hide +5, Intimidate +7, Knowledge
Wild Bunch gang with several other notorious criminals, (law) +7, Move Silently +5, Repair +7, Ride +5, Search +7,
including the Sundance Kid. Cassidy masterminded Sense Motive +7, Survival +7, Treat Injury +6.
the Bunchs operations, which included numerous bank Feats: Literacy, Simple Sidearms Proficiency, Simple
raids. When one of the gang, Matt Warner, was captured, Longarms Proficiency, Combat Expertise, Improved Aim,
Cassidy decided rescuing him would be too risky, so Point Blank Shot.
instead they robbed another bank and spent the money Luck: 6.
on lawyers. After Warners arrest, the Wild Bunch targeted Vocations: Robber.
trains instead. Talents: Raiding Talent: Improved Intimidate, Planning
the Job; Research: Law Savant; Strategy: Exploit Weakness,
The Union Pacific train company tried to buy Cassidy off Plan.
by offering him a job, but he robbed another train instead,

The Sundance Kid


then he, the Kid, and Etta Place, a schoolteacher involved
with the Kid fled to South America. There, they robbed
banks and alternately stole or guarded mining company Fast Hero 6; HP 24; Init +2; Spd 30 ft.; Defence 18, touch
payrolls. In 1908, the Bolivian army hunted down the 18, flat-footed 16; BAB +4; Grap +5; Atk +1 melee (1d4+1,
pair. Longabaugh was shot dead, but Cassidy may have knife) or +7 ranged (1d8+2/19-20/x2, Colt Army); Full
escaped back to the United States where he lived for Atk +1 melee (1d4+1, knife) or +7 ranged (1d8+2/19-20/
another twenty years. x2, Colt Army); Space/Reach 5 ft./5 ft/;SV Fort +3, Ref
+5, Will +2; Rep +10; Str 12, Dex 15, Con 13, Int 11, Wis
During their criminal career, the charismatic Cassidy 10, Cha 12.
prided on never killing a man, and he was involved in Skills: Bluff +6, Handle Animal +5, Hide +8, Intimidate
only a handful of shootouts. The Kid, by contrast, was a +6, Move Silently +8, Ride +8, Survival +5, Use Rope +4.
considerably wilder and more dangerous sort. Feats: Literacy, Simple Sidearms Proficiency, Simple
Longarms Proficiency, Point Blank Shot, Weapon Focus
A d v e n t u r e I d eas
(Colt), Weapon Specialisation (Colt), Moving Shot, Exotic
Weapon Proficiency (lasso).
The careers of Cassidy and the Kid can serve as Luck: 6.
models for those of outlaw player characters. From Vocations: Robber, Rustler.
their hideout at Robber's Roost to their series of Talents: Rustler: Vanish into the Wild; Robber: Improved
bank robberies and trying to keep the Wild Bunch Intimidate, Overwatch.
under control, their exploits can be replicated or
beaten by clever player characters. The player

Cochise
characters could also be sent to bring the Wild
Bunch to justice.
Born Arizona, 1812. Died Arizona, 1874.
Cassidy returned to his old haunts in Wyoming
several times before his death, looking for money Cochise was the son-in-law of a great Apache chief,
from bank robberies that he buried years before. Mangas Coloradas, of the Chiricahua Apaches. They
He never found this loot could it have been were committed enemies of the Mexicans, but when their
removed sometime in the intervening years? territory became part of the United States, the Chiricahuas
Matt Warner, for example, was freed after five were initially welcoming towards the Americans. Cochise
years thanks to Cassidy's lawyers, and ended up agreed to allow travellers to cross his country on the way to
California, and his people even worked for the Butterfield

186
Overland Mail, cutting wood to construct a state way In 1865, the government offered a peace treaty to
station in Apache Pass. the Apache, but it required them to move to the hated
reservation at Bosque Redondo. Not a single Indian
In 1861, Cochise was called to come into the station. accepted the offer.
Expecting it to be routine matter, Cochise took five members
of his family with him. However, what Cochise did not 1871 found the Commissioner of Indian Affairs sending
know was that a company of soldiers under Lieutenant messengers to look for Cochise. The government had
George Bascom was waiting. Cattle and a half-breed child decided that it would take the word of the great chief to
named Mickey Free had been taken from the nearby ranch bring the Apaches round, but Cochise was hidden in the
of John Ward, and Bascom believed the Chiricahuas were mountains and they were unable to track him down. That
responsible. When Bascom asked him about the incident, April, an unofficial war party from Tucson slaughtered an
Cochise said that another band of Apache, the Coyoteros Apache camp near Camp Grant, in retaliation for a series of
had raided the Ward ranch, but that he might be able to raids on ranches and outposts. The commander of Camp
arrange a ransom. Grant, Lieutenant Whitman, had allowed the Apaches to
make camp there as they had surrendered their firearms
Bascom continued to accused Cochise, and ordered that and considered themselves prisoners of war. He attempted
the chief and his family be arrested. Cochise sprang back to bring the party from Tucson to justice, but the eventual
and managed to cut a hole in the tent to escape, but the trial was a farce and the attackers were exonerated.
rest of his family were captured. Cochise then captured
three white travellers on the trail, and attempted to use The Camp Grant massacre did refocus government
them to ransom his family. Bascom refused to make the attention on Cochise. General George Crook was sent out
trade unless the kidnapped boy and stolen cattle were with Vincent Coyler of the Indian Bureau to negotiate with
included. Cochice had a very strong sense of personal the Apache chiefs. Crook, the Grey Wolf to the Apaches,
honour, and was greatly angered that Bascom refused to sent out five companies of cavalry to find Cochise. They
believe that the Chiricahuas were innocent. After trying a failed, but Cochise did agree to meet with another general,
second time to exchange prisoners, Cochise had the three General Granger. Granger offered peace, if the Apaches
travellers executed. Bascom responded by hanging three of stayed on another reservation, this one in nearby Canada
Cochises family his brother and two nephews. Alamosa. Cochise agreed, but then word came that the
Apache were to be moved to yet another reservation, at
It was tantamount to a declaration of war. Cochice Tularosa, far from their beloved mountains.
joined forces with his father-in-law, the war chief Mangas
Coloradas, and their bands blocked Apache Pass, raided Finally, in 1872, the one emissary that Cochise could trust
wagon trails, stagecoaches and mail deliveries, and drove came to him. A white man named Taglito Jeffords had
several hundred miners off their land. Their guerrilla won Cochises respect by demanding a personal treaty with
campaign continued for months, until an army under him, back when Jeffords was a mail carrier and Cochise
the command of General Carleton was sent to stop them. was only just beginning to ambush travellers in Apache
Cochise knew that the army would need the water supply Pass. Between Jeffords, Cochise and General Howard,
at the abandoned stage station, so he and Mangas set up an agreement was made to turn a part of the Chiricahuas
an ambush there. However, the army had new cannon territory into a reservation, with Jefford appointed as agent
with them, far more powerful than the little artillery for the reservation.
pieces the Apache had encountered fighting the Mexicans.
Cochises forces were driven back, and Mangas was severely Adventure Ideas
wounded. The hunt for Cochise could keep a party of bounty
hunters busy for years. A diverse party of characters
Rather than trust Mangas to the medicine men, Cochise say, a diplomat from the Indian Bureau, a half-
brought the older man into Mexico, to a village where there breed scout (like a grown-up Mickey Free), a few
lived a great surgeon. Cochise rode up to the surgeons soldiers and an old mountain man might be sent
house and said Make him well. If he dies, this town will to find the legendary chief and bring an end to the
die. war.
Mangas lived, and continued the war against the army for A Mexican general, still smarting from the loss of
some months. He was captured in 1863 when visiting California, hits upon a plan. If the Apache attacks
an army camp under flag of truce, tortured and killed. on traffic to California could increase greatly, then
Cochise and the other Apache chiefs, such as Victorio, the Southwest could be partially cut off from the
redoubled their war. east and vulnerable to a second take-over. All he
has to do is supply a great deal of weapons and

187
ammunition to the Apache. Of course, given their Another of his saloon girls was Hollidays companion
long rivalry with the Mexicans, the Apache are not (and, according to some accounts, his wife) Kate Fisher.
going to accept the general's overtures. What he Kate saved Hollidays life in 1878, when he was captured
needs to do is hire some middlemen to smuggle the by the friends of a gambler he had shot. The posse had
guns into the United States and get the Apaches to locked Holliday in a hotel room; Kate set fire to the hotel
accept them and widen their war. Enter the player to distract most of the guards, then threw down on the
Rogues Gallery

characters remaining guard with her six-shooter, forced him to free


Holliday, then escaped with him.
Cochise
Strong Hero 2/Fast Hero 3/Tough Hero 2/Dedicated Hero When Wyatt Earp moved to Tombstone, Holliday followed
2/Charismatic Hero 3; HP 60; Init +3; Spd 30 ft.; Defence him. There, Earp became town sheriff, and Holliday was
24, touch 24, flat-footed 21; BAB +7; Grap +10; Atk +10 deputised just in time to fight at the OK Corral against the
melee (2d4+3/19-20, hatchet) or +11 ranged (1d6+2, Clanton brothers. He killed Tom Laury with a shotgun,
bow); Full Atk +10/+5 melee (2d4+3/19-20, hatchet) or but missed a shot at Ike Clanton with his pistol. Later, he
+11/+6 ranged (1d6+2, bow); Space/Reach 5 ft./5 ft/;SV helped a posse lead by the Earps hunt down Virgil Earps
Fort +11, Ref +7, Will +7; Rep +15; Str 17, Dex 16, Con suspected murderers, Frank Stilson and Florentino Cruz.
15, Int 14, Wis 13, Cha 12.
Skills: Balance +8, Climb +11, Diplomacy +8, Escape Holliday separated from Fisher in 1881, and died six years
Artist +8, Handle Animal +6, Hide +10, Intimidate +6, later at a health resort from his old nemesis, tuberculosis.
Jump +8, Listen +6, Move Silently +10, Ride +8, Search With his distinctive cough, Southern charm and deadly
+7, Sense Motive +8, Spot +6, Survival +11, Treat Injury accuracy (not to mention being part of the most famous
+7 gunfight in history), Hollidays reputation spread far and
Feats: Indian Weapons Proficiency, Simple Longarms wide across the West.
Proficiency, Speak English, Iron Will, Dodge, Mobility,
Spring Attack, Weapon Focus (bow), Weapon Specialisation Adventure Ideas
(bow). Doc Holliday is one of those characters that players
Luck: 10. love to encounter. (Tombstone is pretty much
Vocations: Brave, Hunter, Chief. required viewing before running a game involving
Talents: Brave Warrior: Dedication, Rage, Strike from him, and a Southern drawl is an easy accent to do.)
Ambush; Hunter: Vanish into the Wild, Read the Land; Bring him into a poker game, and let the players
Chief: Send them on the War Path, Smoke the Sacred Pipe, work out who they are up against.
Wise Leadership; Leadership: Co-ordinate, Inspiration.
Holliday's reputation and devil-may-care attitude
can combine to trouble the players. Let them

Do c H o l l i d a y
take the place of John Joshua Webb, and go into
business in Vegas with Holliday. 'How can we lose',
Aka John Henry Holliday think the players, 'with one of the West's foremost
Born Georgia, 1852. Died Colorado, 1887. gamblers and shootists here with us?' Then they
discover that Holliday is an unstable drunkard
Made famous by his participation at the Gunfight at with a talent for getting into gunfights. Can they
the OK Corral, Doc Holliday was born the son of a rich keep Holliday, the business and themselves alive?
Southern family. He studied dentistry, but contracted
Doc Holliday
tuberculosis in his early twenties, and went west in the
hopes of finding a climate more amiable to his weakening
lungs. He found the wild nature of life in the West to his Fast Hero 7/Charismatic Hero 3; HP 23; Init +10; Spd 30
liking he made his living as a gambler, travelling from ft.; Defence 21, touch 21, flat-footed 16; BAB +6; Grap
boomtown to boomtown. He showed up in Dallas and Fort +6; Atk +2 melee (1d6/19-20, bowie knife) or +11 ranged
Griffin in Texas, Cheyenne in Wyoming, Dodge in Kansas, (1d10/19-20/x3, Colt Thunderer); Full Atk +2/-3 melee
Denver, Leadville and Pueblo in Colorado, Las Vegas in (1d6/19-20, bowie knife) or +11 ranged (1d10/19-20/x3,
New Mexico, and Tucson and Tombstone in Arizona. Colt Thunderer); Space/Reach 5 ft./5 ft/; SV Fort +4, Ref
+8, Will +3; Rep +14; Str 10, Dex 18, Con 10, Int 14, Wis
While in Dodge, he befriended Wyatt Earp, the sheriff of 10, Cha 16.
the town. He also met a peace officer named John Joshua Skills: Bluff +13, Diplomacy +11, Gamble +18, Intimidate
Webb, with whom he opened a saloon in Las Vegas. +11, Ride +7, Sense Motive +10, Spot +10, Sleight of
There, he shot a former army scout called Mike Gordon, Hand +14, Treat Injury +6.
whose former mistress was one of Hollidays saloon girls. Feats: Literacy, Simple Sidearms Proficiency, Simple
Longarms Proficiency, Improved Initiative, Point Blank

188
Shot, Weapon Focus (Colt), Improved Initiative, Improved Adventure Seeds
Feint, Precise Shot. While Carson's exploits occur before the time
Luck: 15. of most Western campaigns, his deeds can serve
Vocations: Gambler, Gunslinger. as a template for games set in the first half of
Talents: Gambler: Poker Face, Devils Luck; Trick the nineteenth century. Such games would have
Shooting: Exact Shot, Between the Eyes; Quick Draw: fewer shootouts and lack many of the fun Western
Improved Quick Draw, Shoot from the Hip. stereotypes, but have the advantage of being set in
a wilder and unmapped West.

Kit C a r s o n Carson criss-crossed the continent during his


travels. A game centring on his legacy could be
Born Missouri, 1809. Died Colorado, 1868.
very interesting. For example, the characters come
across a page of Carson's diary, describing how he
One of the foremost scouts and adventurers of the West,
found a vein of gold when travelling with Fremont,
Kit Carson was a legend in his own lifetime. He left home
but never had a chance to return to exploit it.
for New Mexico when he was seventeen, and set up a base
However, the characters need to find the preceding
in Taos. From there, he ranged west and north on fur-
diary page to work out where the vein actually is
trapping expeditions, reaching as far as California. During
and that diary page could have been lost anywhere
his expeditions, he became friends with several Indian
along Carson's many paths
tribes, including the Arapaho and Cheyenne. He also
became a skilled hunter and respected mountain man.
Kit Carson
After a short period as a hunter in the early 1840s, he went Dedicated Hero 10; HP 53; Init +2; Spd 30 ft.; Defence
home to visit his family in Missouri. There, he met John 17, touch 17, flat-footed 14; BAB +7; Grap +9; Atk +9
Fremont, an explorer who was sent to do an extensive melee (1d4+2, knife) or +10 ranged (1d10, Mississippi
survey of the West. He hired Carson as a guide, and the Rifle); Full Atk +9/+4 melee (1d4+2, knife) or +10 ranged
two travelled the west for several years. Fremonts report (1d10, Mississippi Rifle); Space/Reach 5 ft./5 ft/;SV Fort
would be widely read and make Carsons reputation as an +7, Ref +5, Will +7; Rep +16; Str 15, Dex 15, Con 15, Int
almost superhuman scout. 12, Wis 14, Cha 12.
Skills: Diplomacy +7, Handle Animal +8, Knowledge
While guiding Fremont, the pair became involved in the (Indian Lore) +9, Listen +17, Ride +8, Spot +17, Survival
Bear Flag revolt and the Mexican-American war. Carson +15, Treat Injury +7.
guided soldiers under the command of General Stephen Feats: Literacy, Simple Longarms Proficiency, Martial
Kearney into California to help defend Los Angeles against Longarms Proficiency, Track, Alertness, Far Shot, Improved
rebels. After leaving Fremonts service, Carson returned Aim, Weapon Focus (Mississippi Rifle), Speak Indian,
to New Mexico and became a rancher and sheep farmer. Simple Weapons Proficiency.
He used his old trails to bring sheep to the California gold Luck: 10.
mines in 1853, making a handsome profit. Vocations: Scout, Trooper.
Talents: Scouting: Whisper of the Land, Trailblazer,
Carson was then appointed Federal Indian Agent for Stealth; Cavalry: In the Nick of Time; Insightful: Skill
Northern New Mexico, a post he held until the Civil War. Emphasis (survival), Aware, Cool Under Pressure.
During the war, he led a campaign against the Navaho,
attacking their camps and crops to force them into
submission. Some 8,000 surrendered to him in 1864, and
Carson sent them on the brutal three-hundred-mile Long Judge Roy Bean
Walk from Arizona to New Mexico. Born Kentucky, 1823. Died Texas 1903.

Carson retired to a ranch in Colorado soon after the Civil One of the most colourful figures of the West, Roy Bean
War, and died in 1868. was a famed judge and saloon owner. His bizarre career
started when he went on a wagon train to New Mexico,
Kit Carson was known for his temperance and politeness (a following his two older brothers. He worked for some
great contrast to most other mountain men of his day) and time with his brother Sam at a trading post in Mexico;
courage. As one of the Wests foremost scouts, many of his then Roy headed onto San Diego, where eldest brother
trails and techniques continued to be used for generations Joshua was making a name for himself.
after him.
Joshua had, in fact, become Mayor of San Diego. When
Roy arrived, he was soon appointed a lieutenant in the

189
state militia and bartender of the Headquarters, Joshuas with the settlements that were sure to grow up along the
saloon. Both brothers got into trouble in 1852 Roy shot route of the new railroad. Bean posted a thousand-dollar
and wounded a man, and was arrested for it. Joshua was bond and became a Justice of the Peace. The Jersey Lilly
later killed in by a romantic rival. was his courtroom; anyone who was in the bar at the time
was the jury.
Roy headed back to New Mexico, where Sam Bean had
Rogues Gallery

become a sheriff. He worked in Sams saloon for years, Never let it be said that Judge Roy Bean was unprepared
tending bar and smuggling weapons to the Confederates for his legal duties. He had a copy of the Revised Statutes
from Mexico. After that, he married a Mexican teenager of Texas, 1879 edition, which he used exclusively. Other
and sold stolen booze to support his growing family in San law books, such as the new editions of the Revised Statues,
Antonio. served as firewood. He would open proceedings in court
with Gents, this honourable court in now in session, an if any
In 1882, construction started of a railroad across the of you gander-eyed galoots wants a snort afore we start, let him
scorching Chihuahuan desert between San Antonio and El step up to the bar and name his brand.
Paso, Texas. Sensing opportunity, Roy left his family and
went out to the tiny settlement of Vinegaroon to sell beer. Tales of Judge Roy Beans creative interpretation of the law
He set himself up with a beer tent in the even smaller tent are legendary. He was said to keep a pet bear chained up
village of Langtry, next to the railroad. The village was outside, and prisoners were seated next to the bear to await
named for the foreman who built it, but Bean preferred to trial. He regularly and drunkenly sentenced men to be
think of it as being named after the actress Lillie Langtry. hung from the nearest tree (although the lack of trees in
He built a saloon, the Jersey Lilly, and put a picture of her the desert made such sentences hard to carry out). On one
behind the bar. He lived, worked and was his own best occasion, a railroad worker was accused of killing a Chinese
customer in the bar. laundryman. Friends of the railroad worker threatened
Bean if he found the worker guilty. Bean made a great show
While in Vingeroon, Bean had heard that the county of looking through his book, and eventually declared that
commissioners were eager to establish a courthouse to deal this here book, which is a Texas law book, says that hommycide

190
is th killin of a human, male or female. They is many kinds ft/; SV Fort +6, Ref +4, Will +1; Rep +10; Str 14, Dex 12,
of hommycide murder, manslaughter, neglgent hommycide, Con 16, Int 10, Wis 8, Cha 15.
justifible hommycide an praiseworthy hommycide. They is Skills: Bluff +9, Craft (chemical) +4, Diplomacy +8,
three kinds of human white men, niggers, and Mexicans. Escape Artist +4, Gamble +4, Gather Information +9,
It stans to reason thet if a Chinymn was human, killin of Intimidate +11, Knowledge (law) +2, Ride +6, Perform
him would come under the head of praiseworthy hommycide. (acting) +9.
The prisner is discharged on condition he pays f r havin the Feats: Literacy, Simple Longarms Proficiency, Simple
Chinee buried. Another time, he asked a cattle rustler if he Sidearms Proficiency, Improvised Weapon Proficiency,
pleaded guilty or innocent. The unfortunate rustler spoke Brawler, Confident.
no English, and responded in Spanish. Court accepts your Luck: 12.
plea of guilty, replied Bean, the jury will now deliberate, Vocations: Bartender.
and if n it brings in a verdict short of hangin, itll be declared Talents: Tending Bar: Duck Behind The Bar; Fast Talk:
in contempt. The verdict was guilty as hell. Fast Talk, Dazzle, Taunt; Charm: Charm.

Bean was practised at lining his own pockets. A corpse

Sitting Bull
was found with 40 dollars and a gun in his pocket. Bean
fined the corpse 40 dollars for carrying a concealed weapon
and pocketed the money. He also built his saloon just far Born South Dakota, 1831. Died North Dakota, 1890.
enough from the railroad that thirsty travellers could see it
when the train stopped to take on water. A traveller might One of the greatest of the Indian Chiefs, Sitting Bull was of
run up to the Jersey Lilly and hand over a ten-dollar bill for the influential and powerful Hunkpapa band of the Lakota
an outrageously priced one-dollar bottle of ice-cold beer. Sioux. He fought in several wars against the rival Crow
Roy would promise to give change in just one moment Indians as well as the US Army, and was a member of the
then the train whistle would blow, forcing travellers to Strong Heart and Silent Eater warrior societies. In 1868,
sprint back to the train or be stranded in Langtry. Those Sitting Bull became head of the Lakota Sioux.
who tried to argue were fined for cursing, and the amount
of the fine was strangely equal to the amount of change The sacred Black Hills lay in the heart of Lakota country, a
they demanded. region granted to the Indians by treaty in 1868. Rumours
began to spread of the vast gold reserves contained in the
Bean died after a drinking binge in 1903. hills, and many white miners began to break the law and
sneak into Indian territory to prospect for gold. These early
Adventure Seeds
miners were killed or driven out by the Sioux, but public
clamour rose until the government sent a reconnaissance
Using a saloon as a courthouse was far from expedition into the Black Hills, led by General Custer. He
unheard of, and while Bean was one of the more reported the hills were filled with gold from the grass roots
corrupt judges, he certainly was not alone. Players down. More and more miners followed his expedition in,
expecting due process from the law might be and his route came to be known as the Thieves Road.
surprised by the state of the judge, and be forced
to have their characters take justice into their own A delegation was sent from Washington to obtain the Black
hands. Hills. The Sioux were offered first money for the hills, then
just for the mining rights. Sitting Bull utterly refused the
The practise of having those sitting in the bar first offer, and the second was met with incomprehension
act as the jury could backfire on the characters. and anger. Finally, the delegates returned to Washington
They happen to be sitting there when a murderer empty-handed, and recommended that the Hills be
is sentenced to death. The murderer's brother, obtained by forced purchase.
a notorious gunman, hears about the case and
declares that he will kill each and every man who In 1876, troops began to marshal for a campaign in the
sat in judgement on his beloved little brother. The Black Hills. The Sioux and their allies knew war was
characters and all the other patrons of the bar are coming, and they too began to prepare. Sitting Bull
now marked men. participated in the Sun Dance, and after three days he had
a vision of the white soldiers falling like grasshoppers into
Judge Roy Bean the camp, and he interpreted this as the Great Spirit giving
Charismatic Hero 6; HP 43; Init +1; Spd 30 ft.; Defence the soldiers to the Indians to be killed. Soon afterwards,
13, touch 13, flat-footed 12; BAB +3; Grap +5; Atk +5 another mystic, Crazy Horse, led his warriors to victory
melee (3, punch) or +4 ranged (1d10/x2, Remington over a column of soldiers at the Battle of the Rosebud (the
Rolling Block); Full Atk +5 melee (3, punch) or +4 ranged Battle Where The Girl Saved Her Brother, to the Sioux)
(1d10/x2, Remington Rolling Block); Space/Reach 5 ft./5 and forced them to retreat.

191
Sitting Bull was unconvinced that this victory matched his captured by the latter, the fate would be much less
vision, and he was proved right some weeks later. A column pleasant.
of troops under General Custer attacked a Sioux camp on
the Little Big Horn. Sitting Bulls adopted brother and war When Sitting Bull took refuge in Canada, he was
chief of the tribe, a strong warrior named Gall, rallied the virtually ignored by the government there, and
fleeing Sioux and forced one of the armys flanks to turn given no aid or shelter. The characters could be
Rogues Gallery

back. More Sioux and Cheyenne from nearby camps came American agents sent into Canada to scout the
to the battle, and ambushed the main column of Custers Sioux encampments, or to persuade Sitting Bull
men as they passed through a ravine. The battle quickly to surrender. Alternatively, Canadian diplomats
became a massacre. Custer made a last stand on a ridge, could be sent to the Sioux, or even to drive them
but was surrounded and destroyed. back into the United States.

Following this victory, the Sioux were hunted. More and A few of the Nez Perces Indians under Joseph
more white soldiers came to the Black Hills, and Sitting did made it across the border, and met up with
Bull was forced to lead his people north into Canada. the Sioux. If Sitting Bull had known of Joseph's
Those Sioux who remained were either hunted down or intentions, perhaps he could have sent aid and
forced to surrender and move to a new reservation. By guides and helped the rest of the Nez Perces cross
1881, Sitting Bull too was forced to surrender there were into Canada. The characters could be sent by
too few buffalo left alive to support his band. He was Joseph to send word to Sitting Bull.
taken as a prisoner of war, and moved to a reservation. He
was the last Sioux to surrender his firearm. Sitting Bull
Strong Hero 5/Dedicated Hero 4/Charismatic Hero 4; HP
He left the reservation briefly in 1885, to participate in 65; Init +2; Spd 30 ft.; Defence 19, touch 19, flat-footed
Buffalo Bill Codys Wild West Show, during which he met 17; BAB +10; Grap +13; Atk +13 melee (2d4+3/19-20,
President Cleveland, but Sitting Bull quickly tired of white hatchet) or +12 ranged (1d10/18-20/x3, Indian Trade
civilisation, and returned home. He remained defiant and Musket); Full Atk +13/+8 melee (2d4+3/19-20, hatchet)
proud, still considering himself great chief of the Sioux or +12 ranged (1d10/18-20/x3, Indian Trade Musket);
and keeping to the old ways, although he did acknowledge Space/Reach 5 ft./5 ft/;SV Fort +9, Ref +6, Will +6; Rep
the importance of the next generation of Sioux learning to +25; Str 16, Dex 15, Con 15, Int 12, Wis 14, Cha 17.
read, write and use the weapons and technologies of the Skills: Concentration +12, Diplomacy +21, Handle
white men. Animal +5, Intimidate +13, Perform (oratory) +13, Ride
+14, Sense Motive +12, Spot +12, Survival +12.
In 1890, the Ghost Dance religion reached the reservation Feats: Indian Weapons Proficiency, Simple Longarms
of the Sioux. Fearing that Sitting Bull would take advantage Proficiency, Power Attack, Cleave, Dodge, Track,
of the unrest caused by the Dance, the government decided Trustworthy, Combat Reflexes, Animal Affinity, Speak
to have him arrested. After considering various options, English.
they sent a squad of Indian policeman to bring the great Luck: 18.
chief in. A group of Sitting Bulls ardent supporters tried Vocations: Hunter, Brave, Chief.
to stop them, and in the fight that broke out Sitting Bull Talents: Hunter: Vanish into the Wild, Read the Land;
was shot twice, and died on the spot. Brave: Dedication, Rage; Chief: Smoke the Sacred
Pipe, Send Them On The War Path, Wise Leadership;
A d v e n t u r e I d eas Leadership: Co-ordinate, Inspiration, Greater Inspiration.
As one of the greatest Indian chiefs, the mere
invocation of Sitting Bull's name can be a significant

W i l d B i l l H i c kok
event. Rumours of his coming, even if entirely
untrue, could cause great turmoil in a community.
Characters might have to stop local bands of Sioux Aka James Butler Hickok.
from doing something foolish because they believe Born Illinois, 1837. Died 1876, South Dakota.
Sitting Bull will soon be joining them in a war on
the white man. Hickoks father was a general store owner, but also operated
a branch of the Underground Railroad for runaway slaves.
Characters trying to get rich quick could risk Hickok was obliged to help his father in this, but in 1855
mining the Black Hills. They would have to avoid he fled to Kansas after a fistfight with another teamster
army patrols and the bands of Sioux warriors. If Hickok believed he had killed Charlie Hudson, but had
found by the former, they would be arrested; if in fact merely injured him badly. There, Hickok joined
the militia, and briefly became constable of Monticello
township.

192
He took a job as a stagecoach driver on the Santa Fe Trail, one was going to shoot him in the back. A drifter named
then became a wagon master of freight trains working for Jack McCall came in he had lost $110 dollars to Bill the
Russell, Majors & Waddell. While leading a train through day before, and had possibly been paid $200 dollars by
Raton Pass, he was attacked by a bear. Hickok killed the enemies to shoot Wild Bill. Just as Wild Bill Hickok was
bear with pistols and knife, but was badly mauled, and the deal the famous dead mans hand of a queen, aces and
freight company sent him for treatment in Kansas City. eights, McCall shot him in the back of the head.
To recuperate, he was then sent to Rock Creek Station
on the Oregon Trail. There, he began seeing a woman Adventure Ideas
called Sarah Shull, who was also the mistress of a rancher The career of Wild Bill shows that almost any
named Dave McCanles. Tensions rose between the two, character can become a lawman if he has the
until McCanles attacked the stage depot. Hickok shot him skills to enforce the law. A bunch of characters
dead, and a short fight broke out between the crew of the could be hired as sheriff and deputies in a growing
stage depot and McCanles cousin and ranch hand, which town, even if they have no real idea how to police
ended in the cousin being hacked to death with a hoe, and a community. Having a loose cannon like Wild
the ranch hand being blasted with a shotgun. Bill in town could make their lives even more
difficult.
Later that year, Hickok joined the Federal army, serving as
a wagon master, and later as a spy and guide. He obtained After accidentally shooting his deputy, Mike
his nickname during this time, for facing down a lynch Williams, in Abilene, it is said that Wild Bill
mob. After the war, he became a gambler in Springfield, never again fired a gun at another human being.
Missouri, where he killed Dave Tutt after an argument over This refusal to fight could bring Bill into trouble,
cards and a girl named Susanna Moore. He left Springfield especially if some young gunslinger decides to make
and moved to Fort Riley where his brother worked, and his reputation by going up against the legendary
became a scout for Custers Seventh Cavalry. He tried to marshal of Abilene. If the characters are friends
become sheriff of Ellsworth Country, but lost the election. of Bill, they might have to deal with the young
He became a deputy marshal instead, hunting down gunfighter without violence.
deserters.

1869 saw him become sheriff of Ellis County, which Wild Bill Hickok
included Hays City, a wild frontier town. During his Fast Hero 5/Tough Hero 5; HP 52; Init +5; Spd 30 ft.;
tenure there, he shot a cavalryman named Mulrey for Defence 21, touch 21, flat-footed 18; BAB +6; Grap +8;
resisting arrest, and a teamster called Strawhim for shooting Atk +8 melee (1d6+2/19-20, bowie knife) or +9 ranged
up a bar and causing a riot. He lost the next election for (1d6/19-20, Colt Navy); Full Atk +8/+3 melee (1d6+2/19-
sheriff to his own deputy, and ended up fleeing Hays after 20, bowie knife) or +9 ranged (1d6/19-20, Colt Navy);
drunkenly shooting two soldiers in a bar brawl. Space/Reach 5 ft./5 ft/; SV Fort +6, Ref +7, Will +3; Rep
+10; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 15.
In 1871, he accepted the post of city marshal in the wilder Skills: Concentration +5, Drive +6, Gamble +5, Diplomacy
cowtown of Abilene, at the impressive rate of $150 dollars +6, Handle Animal +9, Intimidate +7, Knowledge (law)
a month plus a percentage of fines. He served there for less +5, Ride +10, Search +6, Survival +7.
than a year he got into an argument with the owners of Feats: Literacy, Simple Sidearms Proficiency, Simple
the Bulls Head Saloon (the dcor offended the city council Longarms Proficiency, Simple Weapons Proficiency,
of Abilene), and in the ensuing brawl, Hickok killed one of Two-Weapon Fighting, Improved Two-Weapon Fighting,
the owners and (accidentally) his own deputy. The Texans Animal Affinity, Fan, Quick Reload, Brawler, Track.
put a bounty of eleven thousand dollars on his head, and Luck: 5.
he left the job at the end of 1871. Vocations: Stableman, Scout, Lawman, Gunslinger.
Talents: Stable: Masterful Driver; Scout: Trailblazer;
From 1872 to 1874, he worked for Buffalo Bill on his Law Enforcement: Silver Star; Gunslinger: Improved
Wild West Show, before drifting westwards once more. He Quick Draw; Unbreakable: Remain Conscious; Damage
married a circus owner called Agnes Lake, but soon went Reduction: DR 1/-.
prospecting in Deadwood. In actuality, he went there
to gamble. On August 2nd, 1876, he was playing poker
in Deadwoods Saloon No. 10 against owner Carl Mann,
gambler Charles Rich, and riverboatman Frank Massie.
Wild Bill twice asked Massie to switch seats, so Bill could
sit against the wall, but Massie refused, laughing that no-

193
Games
Mastering
Games Mastering

R
oleplaying in the Wild West presents may have a debt to that he must repay. Whatever
a unique set of tools and challenges the source of the duty, he will discharge it or die
for the Games Master. This chapter trying.
describes how the Games Master should adapt his play
style to the genre. To make this work in a roleplaying game, there
must be a strong reason for the character to not
do what he has gotta do. Overwhelming odds are

Th e W e s t e r n
one option, although some players are quite happy
to go out in a blaze of glory. More effective is a
Genre conflict of interest if the character completing
his duty will ruin something else, then the choice
Westerns immediately conjure up images of cowboys to complete the duty becomes much more
riding the range, of duels at high noon and lawmen interesting.
blasting away at outlaws. Two broad trends can be tracked,
in fact the earlier Westerns had shining, faultless heroes Revenge: This is a variation on A Mans Gotta Do,
as their protagonists, while later reactionary movies and but important enough to be worth emphasising
novels focussed more on antiheroes. (The depiction of on its own. Coming back to exact vengeance on
Native Americans similarly changed, from stereotyped a wrongdoer is a common theme. The target of
Indian savages to a more generous portrayal as a noble and the revenge may be someone who wronged the
wise tribal people). The genre manages to be both timeless characters, or the characters may have been hired
almost every Western story that is not directly tied to to be the agents of someone elses revenge.
a historical event takes place in a mythical, eternal West
and simultaneously fading, as nostalgia for a vanishing This is probably the simplest Western plot the
West is a common part of almost every story. conflict is a very literal one. The characters have to
find their target and destroy him.
The Games Master should discuss with his players what
sort of Western game they will play together. If the Games Taming the Frontier: This is perhaps a misnomer;
Master wants to run a slightly cheesy 50s Western where very little of the West is really unexplored by the
the characters are all God-fearing square-jawed sharp- time of the classic Western. However, the final
shooting heroes who do good and save the day, then having shape of the land is still very much undecided.
the players show up with a consumptive gambler, a feisty Different groups farmers, ranchers, dispossessed
prostitute and a one-legged miner with a dark secret is less natives, different religious groups and so on all
than ideal. Similarly, a darker game set in a more realistic clashed over the land. It was a wild time, when
version of the West calls for a drifting gunfighter and a there was no clear authority and no generally
crooked thief, not a posse of morally perfect heroes. accepted way forward. The flipside of this theme
is community building, where different groups
W e s t e r n T h e mes learn to live and work together.
There are several classic themes that show up again and
again in Westerns. Using one of these as the basis for a Games where neither side is definitively right and
game will make it feel much more like a familiar Western. where disputes cannot be arbitrated by a high authority
push the burden of resolving the story onto the players.
A Man's Gotta Do What A Man's Gotta Do: A Governments and legal authorities are a far-off thing in
character has some duty that he must complete. the West, so it is up to the characters to choose a side and
He may have given his word to do something, it ensure that it wins out.
could be a result of his chosen profession, or he

194
The Power of the Gun: The gun has an
obviously iconic status in the Western.
Western
Characters who live by the gun tend to die by
the gun; they cannot put their status as killers
Characters
The Western is a character-driven setting; even scenarios
behind them, no matter how hard they try. The about mining or survival in the wilderness will turn on
gunfighter is outside civilisation he may a characters personality and decisions. Having player
intersect with it in saloons and jail cells, he may characters that work in the setting is the foundation of a
be the danger from outside as an outlaw, he may good Western game.
even defend it as a lawman or hired gun, but he is

Why Is The Character


never part of it.

This theme fits very well with the mission-based Out West?
structure of roleplaying games. The player Really, there are only three answers to this question. The
characters are already set apart from others by character might have come from the east, and is now
their very nature as player characters, so it makes trying to make a new or better life for himself or to find
sense to reinforce this by setting them apart as his fortune. Secondly, the character may be born and bred
killers and gunslingers too. in the West, a second or even third-generation settler.
Thirdly, the character may be drifting, apparently devoid
Cavalry vs. Indians: The long-running of a past.
Indian Wars provide the backdrop for many
classic stories, ranging from simple shootouts, In the first option, the character has some driving goal
chases and rescues of virtuous frontier women to accomplish out West, which can serve as the hook for
kidnapped by dastardly Injuns, to more complex scenarios. Characters who came from the east may be
questions about the morality of war and the clash still be somewhat green and unsure of themselves, or they
of cultures. might be well prepared and even arrogant.

Any military game must deal with the problem


of chain of command if one player character
is in charge of the others, there can be internal
tensions and disputes within the group. If kept
in character, then this tension can provide an
interesting story; if the dispute boils over
into the out-of-character arena, it can cause
problems. The best solution is to keep all the
characters at the same rank or give them all
unique specialities that are outside the chain
of command.

195
If the character is from the West, the character has family
relatively nearby what are the characters parents doing?
Are they still alive, or is the character hunting down the
outlaw that shot his pa? Reputations and past associations
mean a lot in the West characters will usually have heard
Games Mastering

of others in the same field as themselves, so one gunslinger


may have dealt with another in the past.

Finally, a character who is apparently without a past is


almost certainly hiding some dark secret or tragedy. Will
this be uncovered in the course of play, or will it merely
be hinted at? Who was the character before he started
drifting? (As an aside, it is generally best to leave this sort
of background to higher-level characters. It is rather silly
to have a first-level character walking around with a big
dark secret in his past unless the dark secret belongs to
his family as opposed to the character himself, or unless he
just recently started drifting).

Personality
What sort of person is the character? Generous or miserly?
Kind or cruel? Does he laugh easily, or is he stern and
sober? How does he relax? Did he favour the Union or
the Confederacy, or does he not care either way? What is
the characters attitude towards Native Americans?

It is not necessary for the player to plan every aspect of


the characters personality in advance; a few broad strokes
are fine, as most of the personality should be revealed or
discovered in the course of play.

The Hero Alone


One major aspect of the Western is largely incompatible
with roleplaying games the classic Western hero is a lone
hero, a taciturn gunslinger possessed of an indomitable
will. While the lone hero works very well in movies or
books, where the characters inner psychological struggles
or single-handed victory against all odds can be explored
for the benefit of the audience. Roleplaying games, on the
other hand, are fundamentally group activities, and have
an ensemble cast. The Games Master should make it clear
that having nothing but drifting clones of Clint Eastwood
will not work. Lone heroes do not work in most games
(there are exceptions, which are discussed below in Group
Structures).

Even if the character is a tough, lonesome drifter, then


he should be distinguished from other tough, lonesome
drifters. Give the character a personality quirk or tic that
makes him memorable. (See Quirks, page XX).

Back Histories
Indeed, it is common in Westerns to tie characters together
through previous associations characters who know each
other through previous adventures, or who once rode with
the father of another character, or who shot each other

196
back in Abilene ten years ago. Having the players discuss next job or next adventure together. This can be a bit
their characters backgrounds and past histories can weave bland, though, unless the players also include conflicts or
their characters into the plot. tensions within the group. These tensions should not be
so great that the group dissolves in the first session, but
A character should not have too many connections or there should always be an undercurrent of danger that can
events in his back history; you want to make the characters be played up in important scenes.
legend during play, not start at the end of a characters
career. See Unfinished Business in Character Creation, A variant on this structure is to have all the characters be
page XX. related to each other. Bands of brothers are a common
theme in Westerns, as well as in Western history (the Earps,
for example). Having all the characters be members of the

Group
same family can be a very useful structure, as it gives the
characters a bond to each other without necessarily having
Str u c t u r e s to get on; it gives the Games Master lots of extra non player
characters to play with or put in danger (youve all got to
Making a Western character is easy enough; all players have ride down to El Paso to rescue your sister Daisy).
seen the movies or even read the novels. As mentioned

The Company
earlier, though, most Western heroes tend to be solitary
how does the Games Master bring all the player characters
together? All the characters work for the same organisation. They
could all work on the same ranch, or be members of the
There are two basic ways to do this either the Games Pinkertons detective agency, or all be part of the same
Master and the players choose a group structure, and mining company or wagon train. This is a variation on
all the characters are designed to fit into this structure, the Posse structure, but instead of the characters pursing
or else the Games Master and players work to form the a single overarching main goal and getting into smaller
group of player characters during the early sessions of the adventures along the way, here the characters are dealing
campaign. The first option is easier and ensures group with a series of problems or challenges that face their
cohesion; the second can produce more interesting inter- mutual company.
character dynamics and plots, but also runs the risk of
the characters never meeting up properly and going off in Hero & Supporting
Cast
different directions, forcing the Games Master to run four
or five parallel games for four or five characters who have
no connection to each other. This structure is trickier than the others, and may not suit
every player, but it does get the lone gunman style down
Sample group structures include: pat. Here, one player has the gunslinging character, and
everyone else plays the support cast the love interest,

The Posse
the innocent settler who is being defended, the plucky
young greenhorn who idolises the gunman and so on. The
All the characters are part of a posse, assembled to hunt gunman will usually be several levels higher than the rest
down some miscreant. This structure works best for mini- of the group, and will carry the bulk of the action. Still,
campaigns with a set end in sight, as the posse will dissolve this structure works well for one-offs and emulating several
once their quarry is found (unless the members of the classic Westerns. Some players also really enjoy the chance
posse have become friends and continue to work together to get into a minor role.
afterwards). The aim of the posse does not have to be
about bringing someone to justice; this structure works

Working
equally well with a group of characters working to defend
a town, or to bring the runaway son of a rich industrialist

Without A Group
back to Boston. The characters all have a mutual goal,
but each of them can have a different set of skills that help
them reach that goal.
Structure
Friends & Family
If the Games Master does not want to impose a structure
onto the group, then he must try to bring the characters
A simple option is just to declare that all the characters are together to a degree.
friends. The players should co-ordinate their characters
back stories to explain how the characters met up and
became friends. They travel together because that is what
they have done for years, and they will move on to the

197
Y o u A l l M e e t U p In A introductions and set-up entirely over to the players works

Saloon
very well (OK, I need all your characters to be in the
church at sundown, and willing to work for a good cause
It works in fantasy games, and can also work in Westerns. sort it out).
All the characters happen to be in the same bar when a
Games Mastering

stranger walks in and offers them a job. This really only The downside is that the characters may never meet up,
works when all the characters are open to being hired for a and that any plot the Games Master has in mind may not
similar job; a Games Master can work his head into knots capture (involve) all the characters.
trying to come up with a job that might appeal to a soiled

Recruitment
dove, wandering preacher, bank robber on the run and
half-breed scout.
A variation on chance meetings; give one character a
Still, you all meet up in a saloon is quick and easy and can mission, and have him recruit the other characters to help
work with many common groups of characters. him with it. This lets the players form their own inter-
character relationships, but also ensures that no one gets

O n A S t a g e c o ach
left behind or out of the group, which is a problem with
the Chance Meeting option. For Recruitment to work,
Or on a train carriage, or waiting in a doctors office, or though, all of the characters must have clearly useful
in any other place where characters of different types and abilities to offer.
different social strata would rub shoulders. A stagecoach
has a special appeal, as it can easily be isolated or overturned

C a m p a i g n D e s ign
in the middle of nowhere to force the characters to work
together to survive. Here, the key is getting the characters
together for the first session once the group of characters Before getting into the actual plot of the campaign, the
is together, they tend to stay together. Games Master should decide on the following options:

C h a n c e M e e t i ngs Time: Episodic,


Here, the characters just happen to encounter each other
and fall into a company. This can be very interesting if
Discrete or
done correctly, as the characters form relationships in play Continuous
that would never have been predicted normally. All the An episodic game behaves like a series of movies; characters
Games Master needs to do is put the characters in the same may recur from one adventure to another, but each plot is
town, and let them meet up. Often, handing the initial largely self-contained. There may be an overarching plot,
but it may never get resolved. One game may lead right

198
into the next one, with no gap of time between the two, is that it is hardly history at all, and the players cannot be
or there may be weeks or even years of downtime between sure what events have actually happened. If the year is not
game sessions. set, then could a character have lost a brother at Custers
last stand at Little Big Horn?
A discrete game has each adventure be entirely self-
contained. Recurring characters other than the player Life: Precious, Cheap
or Variable
characters are rare, and there is no overarching plot. There
are always large gaps of downtime between sessions, and
gains made by characters may be lost by the start of the Hollywood has lied to us; the streets of every town were
next adventure (it does not really matter if the gambler not littered with lead-riddled corpses. Certainly, killing
made his big score at the end of the last game he always was alarmingly common in the West, but even the most
fritters it away during downtime and starts penniless at the famous gunfighters were involved in no more than a dozen
beginning of every adventure). shootouts. Few gunmen ever actually killed anyone, and
those who shot multiple people were even rarer. Killing
A continuous game has no gaps at all time progresses had consequences, too; while the law was far away in
just as it does in real life, and plots may resolve themselves most places, it had a long memory and the penalties for
or linger on indefinitely. This is the best structure for a shooting could catch up with a gunfighter years later.
realistic historical gaming; the other two are much more By contrast, many movies have the hero blasting away and
suited to a style of play based on fiction. piling up bodies left right and centre without remorse or

History: Real,
Flexible or Mythic
There is a wealth of information on the historical West,
so it is entirely possible to run a game based directly on
historical events. A sufficiently motivated Games Master
can dig up photographical references, diaries, maps,
handouts and so on, and put the players in the place of
historical figures. (Try starting a game with youre at the
OK Corral, facing down the Earps. Roll for initiative). The
downside of historical gaming is that sources do not always
agree, and the game can get lost in arguments over the
cost of flour in 1860s California, or the exact penetrating
power of a Peacemaker. This style of play works best with
players who are enthused about genuine history if a
well-meaning Games Master spends ages researching and
designing his game, he is likely to be disappointed when a
bunch of players who just want to be Clint Eastwood run
around shooting people and fail to appreciate his careful
reconstruction of Dodge City.

Flexible history tries for the best of both worlds it bases


itself on real events, but leaves enough wiggle room to
cope with the wild-card actions of players. It is a slightly
exaggerated version of the West, focussing more on the
style and atmosphere instead of the niggling details of
correct history. Flexible history tries to get the history
right, but when history and game clash, print the legend
and run the game.

Finally, mythic history ignores real-life events and facts in


favour of an idealised, iconic West. Instead of working
out what the nearest reservation would have been, there
are simply doggone Injuns in those hills. Every town
is a single dusty street with a swinging-door saloon and
moustachioed barman; the good guys wear white hats and
the bad guys wear black. The downside of mythic history

199
consequence. (For that matter, other roleplaying games on movies this takes the episodic structure to extremes,
also tend to teach the players that the only good enemy with a different setup to the game every time.
is a dead enemy, and that lethal force is usually the best
option). A campaign structure outlines both how the different game
sessions will be connected, but also what the overarching
Games Mastering

In a game where life is precious, then a killing is an plots of the campaign, if any, will be.
important thing. Any death will attract attention, and the
characters may have to leave town to avoid being arrested. High Plains Drifters
Warrants and bounty hunters may dog their heels for years. The characters are wanderers and vagabonds, drifting
While this is historically accurate, and also encourages through the West without any real direction. Each scenario
players to consider their action and use tactics other than in the campaign has the characters running across some
gunfire, it can throw the Games Masters plot off course. situation that needs their intervention. One week, they are
If a character gets into an argument in the saloon and hired to defend a community against outlaws; in the next,
shoots someone before the game really even begins, then a saloon keeper falls ill and asks them to run his bar for a
the plot will once again turn into the characters run from few weeks; the week after that, they come across the corpse
the law. of a murdered miner and are involved in a race with his
killers to a find a cache of gold. The characters never put
A game where life is cheap, then killings are common and down roots or make long-term connections to anything;
the characters can blaze away with impunity. While there the end of every game has them riding off into the sunset
may be consequences for a killing, this will be a rare plot once more.
point, not the usual result of a shootout. The characters
can shoot freely as can the non-player characters. It may This structure is suited to an episodic campaign, and does
not be realistic, but combat is fun in roleplaying games. let the players play through any possible Western plot
imaginable. It gives the Games Master a great deal of
Finally, a game where the value of life is variable is flexibility; the characters are basically wandering around
something of a cheat, but works quite well in a roleplaying looking for plot hooks to get involved in. The downside of
game. Here, the characters can shoot the nameless extras this structure is that the players are encouraged not to get
without worrying about consequences, but the shooting too involved with any of the plots they must always ride
of a character significant to the plot will have bigger on. To keep the players involved, the game should focus
ramifications. As a rule of thumb, assume that any on the relationships between the characters, which will be
character with a name is significant to the plot. (This the major continuing element of the game.
mirrors some movies very well, where the plot is kicked off
by an important killing, but the killings in vast bloodbath This style of play can include an overarching plot the
at the end of the movie are barely mentioned and are far characters could be searching for something, or on the run,
less significant.) but it is best to use this plot as a reason for the characters
to keep moving instead of a source of adventures; if the
The key is to give the characters an idea of how much overarching plot gets resolved, then the characters may
consequence there is in the game. Most games have either have no reason to stay together and keep drifting.
areas where there is no legal consequence (killing things in
a dungeon) or where consequence must be avoided (the A gang of former outlaws have a Road-to-
police cant handle the cult of cosmic evil; we have to deal Damascus style conversion following a meeting
with the cult without alerting the authorities). Westerns with a mysterious preacher, and decide to redeem
vary greatly in the severity of the consequences of killing, themselves by helping those in need. They ride
so the players need to know how their characters should through the West, looking for situations where
behave in the current campaign. their skills can be used for good. They are being
hunted by a vengeful sheriff who wants to arrest
them for their previous misdeeds.
Campaign
Structures
A beautiful young girl is looking for her long-lost
father. She travels with a band of characters who
An aside: campaign is a term derived from military have vowed to protect her one is a mysterious
wargaming, which has come to be applied to continuing gunslinger, another is her brother, another an old
roleplaying games. The term series may be more suited to friend of her father and so on.
an episodic game. This can be expanded to miniseries for
a finite campaign, with a definite ending in store for the
game. A more extreme option is to model the campaign

200
The Law iron horse right into the heart of America and make war on
The characters are sheriffs, deputies, bounty hunters, the streets of Washington.
soldiers or just hired guns with a knack for investigating
mysteries. The various stagecoach and rail companies Another team of miners using dynamite accidentally
employed detectives to keep an eye on their vehicles; trigger a huge landslide. The team are killed,
the larger ranches also employed men to hunt down but the player characters discover that half their
troublesome rustlers. In this structure, the characters have dynamite supplies are still up on the mountain.
a regular source of missions crimes to solve, problems to The dynamite is old and rather shoddily made, and
deal with, outlaws to hunt down and so on. could explode at any moment. There is a town in
the valley below that will be buried if the dynamite
This structure does limit the sort of characters that the triggers a second landslide. The characters have to
players can have, but it is a quick and easy way of getting climb the mountain, recover the unstable dynamite
them involved in interesting and potentially violent and deal with it safely. Their efforts are hampered
challenges. by a grief-crazed settler, whose family was crushed
in the initial landslide and who now blames all
A large landowner contacts the characters, miners for his loss.
claiming that a few mountain men and outlaws
have been causing trouble on the edge of his land. The characters are sponsored by an eccentric
The landowner is known to be trying to expand nobleman from Europe, who seems to have almost
his holdings there is a well near the edge of his endless resources of cash. Then, rumours start that
land which is the only water for miles around, and their benefactor is actually a thief and swindler,
which would be worth killing over. However, he who is using the characters to launder his dirty
is also a close personal friend of the governor, and money. The characters need this cash to stay in
therefore the characters must be very careful when business what do they do?
investigating the matter.
Building a Town
A member of a well-known and wanted gang of This variant campaign combines both the Law and the
bank robbers is found dead drunk on the floor of Business campaigns. Let each player take a specific role in
the local saloon. The characters arrest him, and a town one might run the saloon, another could be the
soon the word on the street is that the gang are sheriff, another owns the general store, another the mayor
going to try to bust him out. Then, the prisoner or preacher or judge and so on. The characters must
tells the characters that the gang are actually going protect and guide the development of their town, making
to hit a stagecoach a few miles outside town. Do decision on how it will grow and keeping the law there.
the characters stay in town and guard their jail, or Most adventures have the characters dealing with some
head out and save the stagecoach? Is the prisoner threat to their town a flood, a war, a blood feud between
lying to them as part of some cunning feint? two local families and so on. Inter-character politics can
also play a part; the preacher might want to ban gambling
A famed killer rides into town. He has numerous and alcohol in town, while the saloonkeeper wishes for
warrants out for his arrest, but his reputation is a more people to indulge.
fearsome one he is a stone cold killer, and faster
than greased lightening. He is, in fact, far more A famous opera singer is doing a tour of the West;
dangerous and skilled than any of the characters. bringing her to the town would be a significant and
If they try to arrest him, there is a good chance profitable coup for the characters. However, the
they will all end up dead. What do they do? singer is something of a diva, and will only work in
the best of conditions. The characters must make
The Business their rough-and-ready town acceptable to a finicky
The characters are all working for the same business; a European singer, not to mention dealing with
mining company, a ranch, a newspaper, even an outlaw drunken cowboys who do not appreciate opera,
gang. Their adventures stem from threats to their business her money-grabbing manager, a deranged assassin
the ranchers must go on a cattle drive each year, the and a dangerous outlaw who is coming to town to
miners have to defend their claim against claim jumpers hear her sing.
and thieves. The actual adventures can of course be much
more interesting and complex, but the business provides Strange lights have been seen on Boot Hill.
the initial hook. For example, a team of newspaper Rumours of ghosts and spectres are running
journalists are on the train to meet their investor, when the rampant. Graves are being desecrated and bodies
train is hijacked by an Indian chief who intends to ride the

201
exhumed. What is going on? Grave robbers and o Harsh and tough
moonshiners, or something more sinister? o Drunken and aging

Cowboys: Even if the nature of the cattle business never

Adventure
plays a part in the scenario, cattle and their handlers were
Games Mastering

a major part of the West. Cowboys can be heroes, villains

Design or mere bystanders.


Dealing with rustlers
A good Western adventure requires careful planning. Part Driving a trail herd
of the appeal of the Western genre is that there are a set Young and inexperienced
number of elements that recur again and again in different Old and leathery
combinations. The Games Master needs to arrange things
so the elements lead up to a classic confrontation. A Army: Like the law, the army is a symbol of authority
(partial) list of such elements might include: and law, a step in the civilising of the West. Unlike the
law, however, the army and especially the cavalry is usually
People portrayed as an unstoppable force when the army shows
Gunslingers: Most Westerns end with a shootout, up, then the game is over, one way or the other. By
so those who live by the gun are important figures. contrast, games where the characters are part of the army
A non player character shootist should either be a will emphasise discipline, lack of resources, and being
major threat to the characters, or a wild card that asked to do the impossible.
they must win over in order to survive. Getting help from the nearest fort
o Reluctant and retired
o Mysterious and mean
o Young and eager

Settlers: Usually, ordinary people are the victims


who must be rescued or protected. Sometimes,
they must be rallied to a cause, or taught to fight
for themselves, or learn to survive in the West.
o Honest pilgrims heading West
o Looking for a male relative who went
West earlier
o Helpless greenhorns
o Being menaced by another group

Outlaws: Switching between the two sides of the


law was relatively common. A character might be
an outlaw one season and a farmer the next, turning
to crime only when things are hard. Others are
habitual criminals, who will keep killing until it
kills them.
o Despicable and cruel
o Planning a big heist
o Framed and innocent
o Feuding and self-destructive

Lawmen: The presence or absence of the law makes


a huge difference in a Western. If the embodiment
of the law is absent or corrupt, then it is up to
the characters to take the law into their own hands
and do what is right. If the law is present, then
the characters must ensure that it wins out over
dishonesty.
o Honest and upstanding
o Corrupt, in the pockets of local
authorities

202
Local problems have to be sorted before they arrive o Rail bridge
Escorting an important cargo or dignitary o Stagecoach way station

Indians: Historically, the threat of attack from natives Travelling Locations: These locations may also
was exaggerated they were massively outnumbered play a part in the game.
and outgunned, making their few victories all the more o Stagecoach
impressive. Native tribes can also be allies, hiding places, o Trains
advisers or local colour. o Pony Express
Hostile and dangerous o Wagon Train
Old friends of a character o Cattle herd
Defeated and diminished o Buffalo herd

Locations Plots
Towns: The main street of town tends to be the Classic plotlines include:
setting for any big confrontation, from shootouts
to hangings. Dispute over some contested resource: Multiple
o Tiny one-horse towns in the middle of sides are after something land, a box full of gold,
nowhere a woman, control of a town or water supply or
o Chaotic and wild boom towns some other valuable item. Perhaps one side has
o Cities trying for growth and a genuine claim on the resource, or it may be a
respectability simple situation of might makes right.
o Ghost towns Variations:
o A contest of skill (shooting, gambling)
Places in town: In addition to being a vital part will determine who gets the resource
of the towns economy, any of these could be the o The problem is finding the resource
setting for a shootout.
o Saloons Revenge: Someone has wronged someone else,
o Bank and they are out for revenge. They may intend to
o Sheriff s Office/Jail use the player characters as instruments (or targets)
o Livery Stables of this vengeance.
o Brothels Variations:
o General Stores o The revenge is misguided.
o Dry Goods o Lots of people have a grudge against the
o Church character, and the character does not
o Courthouse know which of them is currently trying
o Opera House to kill him.
o Dance Hall o The character has no idea why the avenger
hates him.
Outside Town: Out in the wilderness, the characters
have no one to rely on except themselves. The mission: The characters must deliver an item
o Badlands full of mesas and broken rock or a person safely through hostile territory.
o Deserts Variations:
o Scrubland o The item is dangerous, or the person does
o Mountains not want to go.
o Forested hills o There is a time limit on the mission.
o Farmland
o Open range Survival: The characters have to survive in
dangerous conditions, and may require help from
Places outside town: Getting to any of these others in order to live.
places will require passing through the wilderness. Variations:
o Mining camp o The danger comes from a temporary
o Small settlement phenomenon, such as a storm or blizzard.
o Indian village or reservation Soon, the characters will be able to move
o Army fort on assuming they live long enough.
o River crossing or ferry o The danger comes from the current

203
location; keep moving, and you will Another useful trick is starting the game off with a cut-scene
survive. describe events happening elsewhere that the characters
do not know about, but that will interest the players in
Defence of the homestead: A location is going the plot. The Games Master could describe the attack
to be attacked for some reason, and the characters on the farmhouse by a gang of outlaws lead by a vicious
Games Mastering

must act to defend it. half-breed with a tattooed hand, who carry off the farmer
Variations: for some reason. This immediately shows the players who
o The characters know they will soon be the villains of the scenario will be (and, usefully, it lets the
attacked, and must find a secure location Games Master describe the villains and build them up as
to defend. threats without trigger-happy players taking pot shots the
o The characters must break out of a moment the bad guys show up.)
besieged location and go for help.
If cut scenes are used, then it is generally a good idea to
C o m p l i c a t i o ns give the characters the same information that the players
Every plot needs a twist of some sort, an added complication have as soon as possible. In the above example, the
to keep the players on their toes. Complications include: characters should be told of the attack of the farmhouse
early in the game. Forcing the players to make in-character
A change in weather or conditions decisions while ignoring out-of-character information is
rarely well received (that said, it can work once for a nice
A betrayal tense scenario the players know that their employer is a
murderous villain and traitor, but their characters do not,
The arrival of a third party or other 'wild card' then the players will be on edge waiting for the gun to go
off ).
A change in the goals of one party
Most Western characters are tough and able, and willing
An unusual condition (the sheriff bans firearms in to work if hired. They will also protect those in need,
his town) although they tend to complain and pretend to be much
more uncaring than they actually are. In general, it is
better to let the players get their characters involved than it

Putting The
is to force them into a scenario that does not directly affect
them. Mix adventures where the characters intervene on

Elements
behalf of a non player character with adventures where
they themselves are threatened or hired directly at the

Together beginning of the game.

Once the basic elements of the adventure have been selected One useful trick players enjoy the Western sightseeing
from the lists above, the Games Master must start putting part of Western games. Do not be afraid to let the characters
them together. A scenario needs a beginning, a middle and ride into town and amuse themselves for a while before
an end, just like a story, but there must also be plenty of getting the plot kick-started. While modern characters
room for the player characters to affect events. Often, the tend to sit around nervously and wait for the plot to start,
Games Master will design scenes that may or may not take Western characters usually head into the saloon and get
place, ones that can be slid around. These set-pieces (the drunk/into barroom brawls/insult the sheriff s patronage/
term is drawn from movies, referring to elaborate, carefully spontaneously decide to turn outlaw/fall in lust with
planned and visually breathtaking scenes) will often be females and so on.
shootouts or other dramatic confrontations.

Middles
Beginnings One very useful tool for plotting a Western game is
The beginning of a scenario needs to hook both the plotting the various elements in a diagram. Most Western
characters and the players. A dramatic opening scene plots hinge on a very limited number of characters and
works wonders dropping the characters into a hazardous locations. Indeed, ambiguous relationships and past
situation or describing some wide-open vista and letting associations between characters are common themes. Try
the characters ride in. Having a little mystery works well giving every element in the diagram at least two links to
if the characters come across the burnt-out ruins of a other elements.
farmhouse, and find signs that someone was carried off by
the raiders, then the players are immediately interested in For example, imagine a scenario where the characters are
finding out what went on. hired to defend a town against outlaws (ala the Magnificent

204
Seven). The elements of the adventure are: sheriff wants to keep the gold a secret from the characters
until after the outlaws have stolen it, the fearful townsfolk
The three player characters are likely the only way for the characters to find out about
the gold.
Three factions within the town
E: The fighting townsfolk intend to take the fight to the
o The townsfolk who hired the characters outlaws having some of the townsfolk get killed will
show the players that the outlaws are dangerous. These
o Townsfolk who fear the coming battle, townsfolk can also be used to disrupt the players plans by
and think that the village should buy the shooting too earlier, triggering ambushes and so on.
outlaws off with food and money
F: The sheriff is in cahoots with the outlaws, intending to
o Townsfolk who believe that they can fight use them to cement his authority in town.
their own battles, and that the characters
are unwelcome and untrustworthy G: The gold is the outlaws payoff.

The town sheriff H: The outlaws, of course, intend to backstab the sheriff
and take all the gold.
The outlaws
I: The sheriff lives in a small cabin outside of town he
As a complication, the sheriff is actually in league with likes his privacy.
the outlaws he is increasingly unpopular in town, and
intends to let the characters die before he
heroically drives the outlaws off. To pay
the outlaws, the sheriff has arranged for a
shipment of gold to come into town. By
telling the outlaws about the characters
and their plans to defend the town, he
can ensure that the characters fail to stop
the outlaws stealing the gold. The sheriff
and the outlaws then split the gold, the
failure is blamed on the characters, and
the sheriff can win glory by driving off
the outlaws and cleaning up at least some
of the character's messes.

A diagram might look something like


this:

A: The townsfolk who hired the


characters are their initial hook into the
scenario. They look to the characters to
solve all the problems of the town

B: and have decided that the sheriff is


of no use in solving these problems. It is
these townsfolk that the sheriff is trying
to win over in his plot with the outlaws.

C: The townsfolk who hired the


characters generally agree with those
who are willing to fight, but believe that
they need professional killers.

D: The fearful townsfolk know about


the gold shipment perhaps one of them
is the town mayor, or the banker. As the

205
J: The gold is actually hidden in the sheriff s cabin the Flexibility is key instead of planning everything that
box that the outlaws steal will actually be empty. Once happens in advance, just plan the dramatic set-piece scenes
the gold has been stolen, it can be split secretly between and rely on improvisation for the rest. As there are only a
sheriff and outlaws. limited number of elements, it is relatively easy to come up
with an encounter on the fly.
Games Mastering

K: The outlaws will meet the sheriff at his cabin.


Endings
The blank spaces on the diagram are almost as important Most adventures will end with a shootout or other
as the established relationships between elements. It is the confrontation why mess with a classic climax? Of course,
characters actions that will determine how the fighting or the Games Master cannot always predict how the adventure
fearful townsfolk will react to them. (As an aside, abstract will run, as no scenario survives contact with players. One
groups like fighting townsfolk should be personified by of the best methods is to design a dramatic finale that does
detailing one or two non player characters who belong to not involve the characters, and then let their presence alter
the group). it as they see fit let the characters tip the balance one way
or the other.
There can also be links between elements that are not
immediately apparent at the start of the adventure. The end of the adventure should resolve the initial hook
Currently, for example, there is only one link between the and most of the relationships between elements. It should
three player characters and the rest of the scenario. What also, ideally, have a moral or a twist to make it memorable,
if a different connection is made between each of the three perhaps passing judgement on one of the Western themes
characters and three different elements? One character mentioned above.
might know one of the outlaws, having ridden with him in
Texas five years ago. Another might have a relative in the In the example above, the finale takes place at the sheriff s
town, or be offered a job as deputy by the sheriff if he gets cabin. If the characters arrive early, they can confront the
rid of the other two. sheriff over his treachery, and deal with him themselves. If
they arrive late, they might stand aside and let the outlaws
By combining one or more of the elements from the main murder the sheriff, or join forces with the sheriff and take
part of the diagram with the player characters and the cover within his cabin while they fight off the outlaws.
list of locations, the Games Master can assemble scenes They might switch the gold for a box of dynamite and
and encounters. (It is worth breaking the town down a timer, or rally the townsfolk to bring both outlaws and
into discrete locations, as the players will probably need sheriff to justice.
a tactical map of the town if they are to defend it). For
example, the characters could track the outlaws to their

N o t e s & S u n d ry
camp, or visit the sheriff s cabin before being ordered out
of town.

The sequence of events in the middle of the scenario is: The Cinematic Game
The stereotypes of Western films are very well established,
The characters arrive in town, having been hired. and the Games Master should use them. He can use classic
scenes from movies to describe events or locations in game,
They meet up with the various characters and assuming all the players have seen them. Just saying the
factions. These scenes can take place at any time house is like the one at the end of The Outlaw Josey Wales
and in any order. not only conveys to the players that the house is a tough
sod house with narrow windows and only two entrances,
The characters hear that the outlaws are coming to but also gets them in the mood for a vicious siege.
town.
Characters can also be borrowed from the movies, or
The outlaws raid the bank, carrying off a box. history for that matter. Using famous characters lets the
The sheriff warns them of whatever traps the Games Master use all the pre-existing weight they have in
players have set. the players minds. If the Games Master describes a skilled
and dangerous gambler and gunslinger, he needs to sell
The players lick their wounds, recover from the him to the players, show that he is as skilled and dangerous
attack, and eventually either track the outlaws to as he needs to be for the plot. However, if the characters run
the sheriff's cabin or else work out that the sheriff into Doc Holliday, then all that work is already done for
betrayed them and head after him. the Games Master all the players already know that Doc
is a brilliant gambler and deadly shot. Similarly, just saying
The final shootout comes at the sheriff's cabin. that a mean-looking drifter bears a strong resemblance to

206
Clint Eastwoods Man With No Name instantly puts the Ranching Terms
fear of God into the players. Beef: A cow ready for market (over four years). Plural
beeves.
Cinematic gaming is more than just borrowing the sets
and actors from movies and history, though. The Games Bell mare: a female horse outfitted with a bell, used to
Master should use distinct scenes, and emphasise scene aid ranchers on the open range; the horses naturally follow
framing. Instead of just letting events drift into each the female and thus the ringing of the bell indicates the
other, have definite beginnings and endings to scenes. Use location of the entire remuda, even in the dark when the
cinematic language instead of just saying you ride from horses cannot be seen.
town to the ranch, then describe the terrain, or even have a
montage of images and stirring music as the characters ride. Bronco: Wild or half-tame horse.
Start and finish scenes dramatically; instead of beginning
a bar scene by running through how the characters arrive Cimarrone: Wild longhorn cow.
(so, you all ride inare you tying your horses outside?
Anybody checking round the back of the bar?), just Cowpoke: A railroad employee in charge of penned cattle,
describe the scene in the bar and let the players narrate or a cowboy.
their own entrances (bursting in dramatically through the
saloon doors, silhouetted by the sun, the piano player in Drag: The rear end of trail herd; riding drag meant keeping
the corner losing his place as they come in). Similarly, the straggler cattle in position, amid the dust and heat.
finish scenes definitively and abruptly, cutting once the Metaphorically, riding drag was any unpleasant or difficult
climax of events has been reached. duty.

Be generous with luck points and dramatic


licence, but do not let the game spiral out of
control. Think of the game as a movie with
a budget big action scenes and special
effects cost money, so they should only be
used sparingly and when they will have the
most impact.

Involve the players as much as possible


unlike other games, where the accumulation
of power and wealth is a major impetus,
players in a Western game tend to be more
interested in acting like movie characters
and being involved in cool shootouts.
Indulge them in this.

Western
Language
Most of the colourful terms and metaphors
that show up in the Western vocabulary
are drawn from the various industries
(ranching, mining), or from Spanish or
Indian languages. In general, try to keep
the language a character using close to
whatever that character does for a living
the players should be able to distinguish
a cowpoke from a miner from a greenhorn
just by the way they talk.

207
Drover: Anyone who drives animals to market. Make wolf meat: Leaving a dead man where he fell, as a
final insult.
Lariat: Another term for lasso, used in Texas.
Make meat: To hunt for and lay in a good store of meat;
Maverick: Unbranded or wild cattle. more generally, prepare supplies and stocks for a long
Games Mastering

winter or siege.
Mossyhorn: An old longhorn.
Reading sign: Tracking.
Point rider: The cowboy in front of the herd; the lead
element in a situation. Skookum: An Indian word meaning good.

Remuda: Herd of horses accompanying a drive. Wampum: An Indian term for belts of small beads or shells
that were used as money. Many mountain men adopted
Mining Terms this term to mean all money.
Claim jumper: One who takes a claim belonging to
another. Stagecoach Terms
Bullwhacker: One who drives an oxen team.
Colour: Signs of gold; a good omen.
Leaders: The lead horses in a team.
Hydraulic mining: Redirecting a river against a hillside to
tear up the terrain. Jehu: A stagecoach driver, taken from the name of a
Biblical character who drove fast and furiously.
Panning: Sifting dirt through a pan to find specks of gold.
Muleskinner: One who drives a mule team.
Pinch: Literally, a pinch of gold dust, the basic unit of
currency in mining circles. Long nails or digging too deep Rig: Harness.
into another mans pouch were discouraged, but there were
large variations in the size of a pinch (hence the expression Road agent: A stagecoach robber.
how much can you raise in a pinch?)
Road agent spin: Offering a pistol butt-first, then spinning
Plasser: Gold on a riverbed or sandbar. it around into firing position.

Poke: Leather bag to hold gold dust and nuggets. Wheelers: The horses nearest the front of a stagecoach.

Rocker: Wooden box rocked back and forth to separate General Terms
gold from rock and dirt; sometimes it is called a cradle Boot Hill: The graveyard in Dodge City, also applied to any
because of its resemblance to a babys cradle. frontier cemetery.

Mountain Man & Carpetbaggers: Northerners rebuilding the South, named


H u n t e r T e r ms for their luggage.
Arkansas toothpick: A large, pointed dagger used mostly by
river men and gamblers. Dry gulch: Ambush.

Buffaloed: Confused, lost or tricked. Nester: Homesteader.

Buffalo lick: A natural saltlick used by buffalo and other Sodbuster: Settler.
game animals. Usually a very good place to find game.
Sod house: Cabin built out of piled sod.
Cut for sign: Looking for signs of passage.
A Western drawl, interspersed with innumerable ah
Firewater: Whiskey. This term comes from the Indian reckons and other clichs can be fun, but putting on any
practice of throwing a cup of whiskey into a fire to see if accent can be seen as a challenge by the players for them to
it would burn. If it would not flame up, it would not be put on worse ones. Remember that a few carefully chosen
accepted. words can be more effective than a long diatribe.

208
Sho o t o u t s brambles; the enemy is on the other. Anyone
trying to close the distance will be forced to move
A good shootout is the climax of many Western adventures. slowly through the obstacle, and be an easy target
The Games Master should attempt to plan when and for shooting.
where the characters will end up fighting the antagonists,
but given the unpredictability of players, he should be The Rocky Plain: Plenty of small rocks to hide
ready to improvise. behind, but no clear strongpoints.
The first factor in a shootout is the location. The location Range is the second factor if the characters are far away
should offer plenty of cover, but no completely safe from the enemy, then aimed shots with longarms are the
locations you want the players and their enemies to be order of the day, and the fight will really come down to
scurrying around, darting behind barrels and jumping over who has the best attack bonuses and luck. Up close, the
rocks. Locations for a shootout include: fighting will be mostly with sidearms, and be much more
frenetic. Characters will also be able to use other tactics
The Besieged House: The characters are all inside against enemies, such as melee attacks, bluffs and feints
a house or other building, and their attackers are and so on.
outside (or vice versa). Those inside the house have
the advantage of defence, but are outnumbered Mix the ranges that the characters are engaged at; do not
and cannot retreat or resupply. The attackers have have every opponent attack at the same range. Force the
to find a way into the house; those inside have to players to adapt their tactics to each new situation.
keep watch over every possible entrance.
The third factor in a memorable shootout is the
The Barn: Or a livery stable, or construction site, complication what makes this gun battle unique.
or forest. This is a place where there is plenty of Complications might include:
small pieces of cover, but no definite strongpoint.
The characters might hide behind a beam or stack Time Limit for the Attackers: The cavalry or some
of bales, but holding the place in a siege is not other relief is coming. At midnight, the characters
an option. The fight is made more complicated claim on the land will become legal. The attackers
because there are multiple levels characters could have a very limited amount of ammunition.
climb trees, or up to the attic of the barn.
Time Limit for the Defenders: One of the
The Saloon: Lots of tables to be overturned for defenders is injured, and needs medical attention
cover, and ducking behind the bar is also an option. soon. More attackers are coming. The place being
There is plenty of glass to shoot, possibly causing defended is on fire or collapsing.
minor injuries to those in the area of shattering
glass. Alcohol might also be set alight, causing a Time Limit for Everyone: The dam is breaking
fire. and the area will be flooded. The whole area is on
fire. The dynamite will soon explode.
Main Street: A wide-open area in the centre, with
bits of cover like barrels and horse troughs off to Difficult Situation: The gunfight takes place in
the side. the middle of a sandstorm/snowstorm/rainstorm/
high wind/billowing smoke, making fighting
Running Battle Through Town: A gunfight difficult.
might boil out of control, and be taken to the
streets and houses of the townsfolk. Characters Dangerous Situation: The whole area is unstable/
might burst into the kitchen of some poor widow, on fire/filled with scorpions/filled with unstable
or exchange shots with bandits from the cover of scorpions on fire.
the candy store or funeral home.
A Third Party: A rival gang/vicious rattlesnake/
The Dry Gulch: The characters are at the bottom deranged mountain man is fighting against both
of a canyon or gully; their attackers are on the sides.
heights above. The characters have to find cover
in the flat bottom, then make their way up the hill
to engage the enemy.

Across the River: Characters are on one side of


a river or other obstacle, like a field of briars and

209
Western
WesternAdventuring

Adventuring
M
aking ones fortune out West was and other people, and so had to be tough and resourceful
the primary reason why so many left enough to deal with disease and wild animals like bears,
the comparative safety of the settled wolves or men.
states. There was vast land and wealth to be won west of
the Missouri River. Of course, this wealth had to be won As the fur trade diminished, attention turned to the huge
at the expense of the frontier land and the native Indian, or buffalo herds. Millions of buffalo roamed the plains in
at the expense of blood and sweat. Wealth brought thieves the 1850s in gigantic herds. The buffalo was a vital source
and bandits, and there was no law save what the common for meat, hide and sinew for the native tribes, but their
folk made for themselves. hunts made no impact on the vast numbers of buffalo. By
contrast, white buffalo hunters with firearms effectively
wiped out the buffalo in a scant few years.

Trapping & Initially, the buffalo were just hunted for meat or hide,
Buf f a l o H u n t i n g but when it was discovered that buffalo hide make good
machine belting, the demand back east exploded and
Until gold was found and the Indian lands opened up to buffalo hunting became an industry. The trick was to
ranching and nesting, fur trapping was the major economic keep the buffalo milling around in a rough circle instead
activity of the Western lands. Trappers working for the of stampeding off; a new target would move into view
Hudsons Bay or American Fur companies would head after each shot, allowing a hunter to keep firing again and
up the Missouri river into the mountains. Beaver pelts again. A good hunter could kill up to a hundred buffalo
were the most sought after, and would sell for $5. Otter, a day. Some used Sharps rifles with telescopic sights
muskrat, mink, fox and buffalo were also hunted for their mounted on a tripod; others just rode up to the herd with
hides. Initially, the fur companies traded with the Indians; rifles or shotguns blazing.
later, most furs were gathered by the mountain men, white
trappers who lived in isolated areas and intermarried with When a buffalo was killed, skinners would descend on the
the native tribes (referred to as squaw men). corpse with their knives and peel the animal. The hide
was then pegged to the ground and left in the sun to dry.
Beaver pelts were taken down the mountain to trading The remainder of the animal was left to the buzzards and
posts established by the fur companies to be exchanged for the flies. A buffalo hide sold for about $1.50. The wiping
money or goods brought from St. Louis. out of the buffalo herds left the plains open to cattle
grazing, ushering in the next phase of the west.
A character making a living through trapping uses the
Craft (traps) skill to set snares. The traps for beavers were Statistics for buffalo are on page XX. If a character makes
hidden underwater and baited with beaver musk. Other a successful Handle Animal check (DC 15), he can work
traps were hidden in underbrush along animal trails. A out how to shoot to keep the herd milling, thus keeping
trapper lived out in the wilderness, isolated from civilisation the herd together and allowing him to count the whole
herd as a single target (and thus get the attack bonus for
F u r C o m p a n i es a Colossal target). Skinning a buffalo uses the Survival
American Fur Company skill (DC 5). The main dangers during a buffalo hunt are
Columbia Fur Company stampedes or reprisals from local Indians.
Missouri Fur Company
Pacific Fur Company
North West Company
Hudsons Bay Company
Rocky Mountain Fur Company

210
T r a p p i n g & B u f f alo Hunting Adventure
Seeds
While travelling in the mountains, the characters happen upon a broken trap. It looks like a wolf was caught
in a trap meant for a smaller animal such as a mink, and managed to break free. However, the local mountain
man blames the characters for breaking his trap and begins to harass them as they pass through his domain. He
knows the land much better than the characters do and can stay one step ahead of them. The mountain man
has been alone much too long and is quite willing to murder the characters in revenge for breaking his property.
Meanwhile, there is also an injured and angry wolf roaming the forest

The characters are being guided through the mountains by a mountain man. According to rumour, a hostile
Indian tribe lives nearby. The characters are taken to the mountain man's cabin, where they meet his wife a
squaw. Is their guide's loyalty to the tribe, and is he leading them into a trap?

A dude comes West to hunt buffalo, and accidentally starts a stampede. He manages to ride off and stay ahead
of the charging buffalo, but his horse dies of exhaustion and he is lost in the wilderness. The characters must
locate the lost dude and bring him back alive. The best trackers, though, are the local Indians, but they are
none too happy with the mass slaughter of the buffalo.

Mining Commandments of
Mining is something of a misnomer; much of the gold
gathered in the West was found in riverbeds. Panning the 49ers
for gold involved filtering out the speck and fragments 1. Thou shalt have no other claim than one.
of precious metal out of silt-filled water. This required
little talent or specialised equipment. As the loose gold 2. Thou shalt not make unto thyself a false claim,
became harder to find, more elaborate methods were used. nor shall you jump one.
Ore-bearing quartz rocks were crushed and mixed with
water, then the resulting milky liquid was panned for gold. 3. Thou shalt not go prospecting before your claim
Rivers were redirected to smash into cliff faces and hillsides runs out.
to break up earth and rock. Larger mechanical rockers
processed much greater volumes of water than a hand-held 4. Thou shalt not remember what your friends do at
pan could. home on the Sabbath day, lest that remembrance
compare unfavourably with what thou doest in
In other strikes, such as the Comstock lode in Nevada, the your cabin.
gold and silver was found deep underground, so miners
had to sink long shafts to reach the metal. This was more 5. Thou shalt not inquire into your neighbours
expensive and difficult than the panning of the Californian name in the states, or whatsoever he did there,
riverbeds, and required much greater skill. Gold nuggets lest he inquire into your past.
and dust were gathered and exchanged for paper money
or coinage in some regions, or used directly as currency in 6. Thou shalt not steal a pick or shovel or pan from
wilder places. a fellow miner, nor borrow tools he cannot spare,
nor return them broken, nor wash takings from
his sluices mouth.
As early as 1848, an informal miners code dealt with
disputes over claims. A miner or mining company would 7. Thou shalt not tell false tales about good
stake out an area and defend it against claim jumpers diggings in the mountains, to profit your mule
trying to steal the area. If a company could be driven off, and provision business.
another group of miners could move in. Claims could be
registered, but there was little law and less enforcement 8. Thou shalt not keep one or two squaws when a
for decades. Criminals could also salt an area with gold maiden pines for you in your old home.
nuggets and then sell the claim on the salted earth. Claim
trading was common if a miner did not want to put in
the work needed to develop a claim, he could sell his share
of a company onto another.

211
M i n i n g Adventure Seeds
A mining company starts up on a claim, but finds nothing. One by one, the miners lose faith and leave the
WesternAdventuring

company, selling their shares onto those who remain. The last one decides to fraudulently salt the claim with
gold and sell it on. However, when he sells it on, the company that takes over strike it big. Now, the other
miners believe that the last one was hiding the strike all along, and merely waited until they all sold their shares
to him before exploiting it. They are willing to attack both the new miners on the claim and the last miner
from the old company.

A classic seed a grizzled old '49er prospecting up in the mountains discovers a rich vein of gold. He draws
a map marking the location of the vein, walks back into town, goes to the saloon to celebrate and dies of
alcohol poisoning. Now, everyone in town is after the map, and blood is going to be shed.

A gang of thieves raid a series of isolated mining camps. Their attacks are not random; in each raid, the thieves
carry off the camp's supply of explosives in addition to money, gold dust, nuggets or whatever else they can
steal. Someone is assembling a great quantity of dynamite for some reason

A mine accidentally breaks through into a vast underground cavern complex, like the famous Mammoth
Caverns. The miners fall through a shaft into the midst of the caves. Climbing back out is impossible to
survive, the miners will have to pick their way through the caves to the surface.

Gold or silver was tested for purity in town in an assayers stone. (The routes were described in dozens of pamphlets
office. and newspaper articles that exhorted pilgrims to go West,
praising the virtues and fecundity of the far West.) Beyond
A character involved in panning for gold need have no the Platte, the wagon trains had to wind their way through
particular skills, although Spot, Search and Survival are the Rocky Mountains. After the first mountain crossing,
usually necessary for success. A deep vein miner needs the trails divided at Fort Hall, north of the Great Salt
Craft (mining) and Demolitions to dig into the hard rock. Lake.
Miners underground are from risk of cave-ins, foul air,
accidental explosions and banditry gold is easy to steal, The Oregon Trail followed the treacherous Snake River
so most miners had to be ready to defend their claims with north across harsh, volcanic plains to Fort Boise, then
force of arms. west to the almost impassable Cascade Range. The key
to success on the Oregon Trail was ensuring that the train
A character can make a living working for a large mining crossed the mountains before winter. Early in the 19th
company, but will not strike it rich. Quick wealth only century, ownership of the Oregon Territory was contested
comes with having shares of a company, or finding a fresh by both the United States and the British Empire, and
vein of gold. See the Miner Talent Tree, page XX. having plenty of American settlers there was considered
desirable.

Wa g o n T r a i n s &
The California Trail became popular during the gold rush
of 49, but was still used for decades due to the economic
Settlers growth of the southwest. The gold rush brought thousands
West, many with poor supplies and even worse preparations
Great wagon trains of settlers set out west along the for the hardship of the trail.
Oregon or California trails throughout the middle of the
19th century. Each train would contain a half-dozen or Even while the route was guarded by the US Cavalry,
more wagons, usually drawn by oxen or mules. Some it was far from a safe or easy journey. Disease was a big
trains contained tens of wagons and hundreds of travellers. danger; cholera was a major killer on the trail. Wagon
Other animals were tethered to the back of the wagons. trains sent scouts out to find water or buffalo to hunt,
Progress was relatively slow, often no more than a dozen but an unusually hot spell could dry out a water hole and
miles a day. Crossing the plains could take months. leave travellers both hungry and thirsty. Many settlers
overloaded their wagons and had to abandon treasured
Both of the major trails started in Missouri. Following possessions on the trail to avoid killing their oxen. Raids
the course of the Platte river west, the wagons passed from Indians were also not unknown, although stealing
along a series of well-known landmarks such as Chimney valued mules was more common than all-out attack. For
Rock, Courthouse Rock and Independence Rock, where safety, the wagon train was normally arranged into a circle
previous travellers had inscribed their names in the soft

212
C a l i f o r n i a Trail Events
The dates of these events vary greatly, depending on how fast the wagon train moved and weather conditions.

Day Event/Encounters
0 Departure from Independence, Missouri (or a nearby place such as Fort Leavenworth or St. Joseph).
7 Cross into Indian Territory. The tribes here are mostly peaceable Shawnee and Potawatomis. The
once-dangerous Pawnee have most been destroyed by predation from the Sioux and smallpox.
18 Hit the Big Sandy Creek or Little Blue River; follow it upstream to its source.
24 Meet the Platte river at Fort Kearny.
29 Ford the north branch of the Platte and keep on following the river.
34 Enter Sioux territory.
38 Pass Chimney Rock.
44 Reach Fort Laramie.
50 Cross the Platte again at the Mormon ferry.
51-70 Pass through the mountains to South Pass.
71 Reach Dry Sandy Stream. At this point, the company must choose whether or not to take the longer
route south along the Mormon trail to Fort Bridger and Salt Lake City and re-supply, or head straight
west along Sublettes Cut-Off. The territory ahead is more difficult a mountainous wilderness with
no west-east river valleys to follow.
83 (Sublettes Cutoff ) Reach Raft River, the turn-off for the California Trail.
(Mormon Trail) Reach Salt Lake City.
93 (Sublettes Cutoff ) Reach Steeple Rocks, the junction with the trail from Salt Lake City. Those who
detoured south to Salt Lake City will reach this point two weeks later.
94 Steep descent from the mountains.
97 Reach Thousand Springs Valley.
99 Hit the Humboldt River, and follow it downstream. The terrain becomes progressively more desert-
like. The threat of Indians reappears, due to the Shoshoni and Paiute tribes.
106 Reach Lassens cut-off, a short-cut established in 1849 that crosses the Black Rock desert.
107 Rabbit Hole Wells, the last watering hole before the desert.
108 The Black Rock Desert.
115 Reach High Rock Canyon. The land beyond becomes much more mountainous and difficult.
127 Cross the Warner Range of mountains.
129 Hit the Pit River and follow it downstream to the eastern edge of the mountains.
145 Cross the Sierra Nevada.
153 Reach Lassens Ranch, the easternmost outpost of California.

at night, corralling the oxen or mules as well as any cattle When a wagon train arrived at its destination, the settlers
brought for meat or milk along the trail. would build their first homes log cabins if lumber was
plentiful, or sod houses made of earth on the open plains.
A character travelling with a wagon train faces a series of
challenges; a single failure will not destroy the train, but
each unsuccessful encounter will wear away at the wagon An overlander should have in his wagon two hundred
trains resources and resolve. Encounters include buffalo pounds of flour, 150 pounds of bacon, ten pounds of
hunts to replenish meat supplies; rivers to be forded; coffee, twenty pounds of sugar and ten pounds of
thirsty crossings of dry deserts and fouled water; trading salt.
with Indians and fort commanders; accidents and injuries
along the way; arguments and clashes between settlers; - Lansford Hastings The Emigrants Guide to Oregon
mountains to be climbed and routes to be navigated. and California.

213
W a g o n T rain Adventure Seeds
The characters are accompanying a wagon train through difficult terrain. More and more, they are forced to
WesternAdventuring

rely on the skills of one of the settlers, a man who is notably stronger and more skilled than the rest. Without
his help, the wagon train would have been destroyed or lost several times. Then, the train overtakes and
incorporates another wagon, also heading West. One of the children travelling with this new wagon recognises
the characters' ally he saw him murder a woman back in Philadephia. Could the child's testimony be true,
and how do the characters deal with a serial killer in the wagon train?

More generally, the concept of the wagon train allows the Games Master to introduce almost any non player
character for a session. A traveller could confront the players with a problem to be solved one week; then vanish
back into the anonymity of the train next week.

Debates over the correct route West runs rampant on most trains. While there are distinct trails to be followed,
there are always shortcuts and cut-offs that could get the train across the mountains much more quickly. A
traveller with the train claims to know a shortcut across the mountains into Oregon, and support for the route
is growing among the settlers. The characters are sent to investigate this supposed cut-off. They must scout
it for hidden dangers and see for sure if it leads through the mountains as quickly as they can, before winter
descends on the caravan.

A wealthy settler heading out West brings several expensive heirlooms with her, such as an ornate cabinet or
other pieces of furniture. When the wagon train runs into difficulty, these items have to be abandoned along
the trail, hidden in a secret cache. The characters are hired to go out into the desert and retrieve the hidden
valuables.

Ca t t l e D r i v e s Once cutting out is completed, the drive proper can begin.


The cowboys drive the assembled adult cattle before them,
The cattle drives were inevitable in retrospect, formed by forming the herd into a rough wedge or column. To help
the invisible hand of economics and circumstance. Cattle keep the herd in order, a lead steer was put at the head
grazed the western lands newly cleared of buffalo herds; of the herd this was generally the biggest and meanest
the cities of the east were growing quickly, and the fighting animal in the herd, and all the others would fall into place
armies of the Civil War needed food; the railroad was behind it. Often, the same lead steer would be used on
winding out from the coast to the interior of the continent. several trail drives. Having a strong lead steer gives a +1 to
Steers could be bought for about $5 in Texas and sold for +3 bonus to Handle Animal checks when trying to change
$30 or more at the end of a drive. the direction of the whole herd.
Cattle were gathered on the ranches and ranges of the The trail boss, the lead cowboy on the drive, moved a few
south; then herded north to the railhead, where they were miles ahead of the herd, looking for watering holes and
loaded onto trains and brought to the stockyards and campsites. Behind him came the chuckwagon, driven by
slaughterhouses of the north. The trail-driving days lasted the cook and carrying supplies and food for the cowboys.
until barbed wire and smaller farms tied down the open A good cook was always hard to find, so cooks had a great
range towards the end of the century. deal of influence and privilege on the trail.
A classic cattle drive began with the roundup, as the cattle Then came the youngest of the cowboys on the trail,
were gathered from all over the ranch. Wilder animals the horse wrangler. The horse wrangler was responsible
would have to be chased down and caught with lassos. for the remuda, the horse herd accompanying the drive.
The animals were driven into a corral and held there until There could be anything up to ten horses per cowboy, to
cutting out began. Cutting out is the process of separating ensure that each hand always had a fresh mount or a horse
the mature, ready-for-market cattle from the young calves. specialised in a particular task (cutting out, night herding,
Cowboys would ride into the herd, find the calves, drive fast riding and so on).
them out and rope them. Unbranded calves would be
dragged off to be marked with the ranchs symbol; calves Near the remuda came the herd of cattle. Point riders
were then returned to the range. Cattle without a brand moved along near the lead steer, while swing and flank
could be claimed by anyone (unbranded animals are riders kept the column together. Finally, the worst job went
known as mavericks). to the tail or drag riders, who had to ride along behind the
herd, riding through huge clouds of dust and heat.

214
C u tting Out
Firstly, the cowboy must locate a calf and chase it down, using a Ride check opposed by the calf s Dexterity. He must
then drive it out of the herd, using a Handle Animal or Intimidate check at DC 5 + 1d20. If this check is failed by
more than 10, he causes a stampede. Once the calf is separated from the herd, it must be brought to the ground using
a lasso or bulldogging (Grappling). Finally, it is tied up (Use Rope check opposed by the calf s Dexterity).

B randing
Often, further Grapple or opposed Strength checks are needed to drag a calf up to the branding fire. Applying a
branding iron does not require any check, but the result of a Handle Animal check can be used to determine how neat
and legible a particular brand is.

The Forgery skill can be used to alter a brand, to make one calf appear to be the property of another ranch. Different
ranchers used symbols that were as different as possible, to make such rustling difficult. The DC for the Forgery check
is therefore at least DC 10, and can go as high as DC 30. A failed Forgery check means that the brand is blotched
and has obviously been altered. Using a special iron called a running iron gives a +5 equipment bonus to the Forgery
check, but possession of a running iron is illegal.

At night, some cowboys would be assigned to be the night these. It also acquired plenty of trouble; the unsavoury
watch, keeping the cattle settled and watching for rustlers. extensions to town were referred to as the Devils Addition.
A herd could travel up to fifteen miles a day, but it could The town also employed a marshal, Tom Smith, to keep
still take up to three months to move from the ranch to the peace. Despite Smiths banning of guns in town,
the railhead. Abilenes reputation for violence continued to grow. In
1872, it was announced that cattle drives would not longer
The main dangers faced on a drive were rustlers, flash be welcome there.
floods, Indian attacks and especially a stampede (see
Animals, Page XX). A lack of water was also dangerous Other cowtowns took over from Abilene Ellworth,
while a man or a horse could survive for a few days Wichita and Hays City. Whole buildings, like the Drovers
without water, cattle were much more vulnerable to death Cottage, were disassembled and shipped by rail from
by thirst double the damage caused by dehydration for Abilene (giving rise to the expression, Hell on Wheels,
cattle. Rustling was almost an accepted part of the trail; if which was later applied to any drinking or gambling house
a steer wandered off from the main herd of another drive, shipped by rail). In each case, the wild cowboys brought
then it could be claimed as a maverick. These animals were violence, chaos, sin and money to town. Some of the most
often given to Indians along the way, as payment for the famous marshals were employed to keep the towns under
Indians not attacking the drive. control Whitney in Ellsworth, Wyatt Earp in Wichita,
Wild Bill Hickok in Hays.

Cowt o w n s a n d
Cowtowns were a subset of the so-called boomtowns;
when wealth appeared, places to spend it appeared there
Boo m t o w n s almost instantly. Mining towns exploded in California or
Colorado; Dodge City grew up to service buffalo hunters.
At the end of a cattle drive, the cowboys would bring A boomtown could grow from nothing to a sprawling,
their cattle into town; the cattle would be loaded into chaotic town in a few months, then vanish again when the
railcars and the cowboys would be paid. A cowtown was boom went bust. Ghost towns littered the west, marking
a small town with a railroad, grass for cattle and places places that never made it.
for the cowboys to spend their money. Stores, saloons,
whorehouses, casinos, music-halls, barbershops, opera See Page XX for notes and rules on designing a western
houses, dance halls and with all those armed drunken town. Running a business in a boomtown is both
cowboys around, the funeral parlours and gravediggers had unusually dangerous and unusually profitable apply a +5
a large share of the trade too. bonus to the roll for Complications, but also to the result
of the seasonal skill check (note that this second modifier is
Abilene was the first of the cowtowns, lasting from 1867 applied after the skill check is made being in a boomtown
to 1871. It changed from a town of a dozen log huts near does not help a business directly, but does make it more
Fort Riley in 1866 into a town with ten boarding houses, profitable if run correctly).
ten saloons, five general stores and four hotels in 1870.
The Drovers Cottage was the first and most famous of

215
T r a i l D r i ving Adventure Seeds
Two ranches border on each other, and both are dependant on the success of this season's drive to survive. If
WesternAdventuring

one ranch does not get its cattle to market, then the owners will be bankrupt and the other ranch can take its
territory. The characters are cowboys employed by one ranch on the cattle drive. They discover that the rival
ranch is driving its beef steers north at the same time along the same trail. How do the characters defend their
herd from saboteurs and rustlers, and do they attack the other herd to stampede it?

Clashes between cowboys and settlers were common; barbed wire and enclosed land were hated by the free-
spirited ranchers. Along the trail, the characters encounter a rich landowner who despises the wild cowboys. He
has deliberately set up farmhouses and fences along the trail route that force the characters to bring their cattle
along more dangerous terrain. Do the characters knuckle under and risk their herd, or cross the landowner's
holdings and risk battle with his farmhands.

The characters receive word that a fort, mining camp or other isolated settlement is in dire need of meat. There
is no railroad there, and no established cattle trail. If the characters could drive a herd of steers through the
wilderness, over mountains and prairies that have never been crossed by cattle before, then they could sell their
beef at a huge profit. The trick is getting there.

One night, one of the characters notices a steer in their own herd that seems to bear the brand of another ranch.
By daylight, they can see that the brand was altered to match the other herd. If the steer had been rustled and
added to the other herd, that would make sense; but it has been left in the characters' herd. The only explanation
is that someone is trying to make others believe that the characters are rustlers. The trail ends in three days, and
the characters will be accused of rustling and lynched unless they get rid of the branded steers and find out who
is framing them.

B o o m t o wn Adventure Seeds
To be honest, just having a group of player characters walk into town with money in their pockets will get them into
plenty of trouble. A badly chosen word or minor argument can result in brawling or even a gunfight and once the
characters have made enemies in town, their revenge can be an adventure in itself.

Similarly, just mentioning a famous marshal can encourage some players to misbehave. Characters could try their hand
(and lose) against Bat Masterson or Wyatt Earp

Refusing a drink could be a deadly insult. One tenderfoot who asked for the wrong drink was physically dragged on
an epic saloon crawl around town by a gang of angry cowboys, determined to show him how to drink in the West.
Even experienced characters can get into trouble in the bar for example, the characters walk into a bar ahead of an
important meeting with a teetotal puritan, and an old cowpuncher or miner tells them to have a drink on him of
the bars most lethal firewater. If the characters refuse, the miner will be furious with them; if they accept, they risk
meeting their puritan contact while drunk.

Even the most mundane activities in a boomtown offer the chance for adventure. An old friend of the characters
opens a business (such as a saloon, hotel or newspaper) and immediately runs into trouble with local toughs or rival
companies. Anything goes in these wild towns, so he asks the characters to help him sort out his problems.

The Law Fortunately for most communities, many problems


could be solved with rough justice. Petty theft was rare;
Law is a product of civilisation. As Western communities overcharging, confidence tricks and other minor crimes
grew from a handful of rude cabins into thriving towns, faced the disapproval of the community, and in small
they put their own lawmen and marshals in place. The towns, everyone knew everyone else and social pressure
influence of eastern law and order was limited to the was strong. Rustling was a common problem, but crimes
presence of the US Army in forts and billets across the committed out on the range were often solved and justice
land. Often, the nearest law was several days ride away, so dispatched out on the range also. For larger problems, a
communities had to deal with their own problems. marshal or judge could be summoned from another city.

216
L ynching
A character being lynched can survive for a number of rounds equal to half his Constitution score (being strangled
by the full weight of ones own body is more damaging than simply being throttled). Once this time has elapsed, the
character must make a Fortitude save (DC 10) each round; the DC for this check increases by +1 each round. Once
the first check is failed, the character falls unconscious. In the second round after the check is failed, the character is
dying; in the third round, the character dies.

Supporting a characters legs by force alone requires a Strength check each round; the DC for this Strength check begins
at DC 5, but increases by +1 each round.

T h e L a w Adventure Seeds
Adventures centring around law enforcement are easy to set up just give the characters a crime to solve
or a troublemaker to bring in, and let them sort out the details. For example, a dangerous drifter shoots a
farmhand after an argument. The drifter is seen again a few days later, out in the badlands. The family of the
murdered farmhand demand that the characters ride out and arrest the killer, or they will send out a posse and
deal with the murderer themselves.

Keeping the peace without resorting to firearms can be a big challenge for characters, especially in cases where
there is no obvious 'right' answer. A town built on the edge of a reservation or Indian territory would face
clashes between the dispossessed Indians and the settlers from the east.

Going to get the local marshal can also be an adventure especially if the criminals are between the characters
and the nearest civilisation. An isolated village might be at the mercy of a railroad crew trying to drive the
rails through their farmland, or a large rancher with a number of armed cowboys in employ. If the characters
going to fetch the marshal are shot dead in the desert and no one ever finds their bones, is it really a crime?

As a town grew, the townsfolk appointed their own marshal


or sheriff. A respected and capable man was selected from Wanted, Dead or
among the townsfolk, or a famed law dog was brought
in from elsewhere. The cowtowns and boomtowns were
Alive
Bounties were often placed on the heads of especially
especially needful of a strong hand to keep the peace. A
wanted criminals. Some of these bounties were put up
sheriff could choose deputies to aid him.
by the state; others by whatever persons or companies
the criminals had wronged. A bounty usually begins
Court was often relatively informal; only the larger towns
at $50 to $100 dollars, but criminals with a high
had a courthouse and a permanent judge. Hearings were
Reputation can carry a far higher price.
more often held in church halls or even saloons. Many
settlers had a surprisingly good grasp of legal jargon and
Billy the Kid: $500
trivia.
Frank James: $15,000
Jesse James: $10,000
A sheriff s office and town jail were hallmarks of a
community with an established justice system. An

Outlaws &
overflowing Boot Hill (graveyard, originally named after
the one in Dodge City) and hanging tree spoke of one

Rustlers
where the gun held sway.

The Pinkerton detective agency was founded in 1850, and Characters can also play on the other side of the law.
was heavily involved in intelligence gathering for the Union Holding up trains and stagecoaches is a western clich, but
during the civil war. After the war, Pinkerton agents rode one well grounded in history. The stagecoach and the train
shotgun on stagecoaches and railroads as well as hunting were vulnerable to attack as they crossed the wilderness
down wanted criminals that could not be captured by local between towns. A band of outlaws with fast horses and a
law enforcement. The Pinkertons pioneered the use of knowledge of the terrain could ambush a stagecoach as it
photographs and other detection methods in the West to travelled, stealing the strongbox and the valuables of the
catch criminals. passengers. One famed thief, Black Bart, was known as the
Po8 for his habit of leaving bad poems when he robbed a

217
O u t l a w s & R ustlers Adventure Ideas
The characters discover that a bank vault in San Francisco was designed by a man who has since succumbed
WesternAdventuring

to the vices of drink, or perhaps even opium. If the characters can track down the designer, they can find
out if there are any weaknesses or hidden ways into the vault. All they need to do find one drunk out of the
thousands wandering San Francisco's docks and saloons.

A stagecoach carrying a rich cargo is soon to pass through the characters' territory. A trio of famous gunfighters
will be riding shotgun to protect the stage, and a detachment of cavalry is rumoured to be nearby, waiting to
protect the cargo on the next section of its journey. It would be utter suicide to try to steal that cargo then
the characters find out that the stagecoach vanished, that they are being blamed for the theft, and that the
cavalry are coming to get them. The stagecoach has been stolen by the gunfighters guarding it, who hope that
by the time the cavalry kill the player characters; they will have gotten away with the treasure.

A rustler player character is caught by a posse of cowboys, and hung from a tree. Just before he chokes to death
in the noose, he is cut down by a shadowy figure. The character is in no shape to identify his rescuer who
would rescue a common thief, and why?

stagecoach. To dissuade attack, a stagecoach normally had Irish and Chinese workers employed by the Central
a guard, riding shotgun alongside the driver. Pacific and Union Pacific laid miles of track every day as
the first transcontinental railroad crossed the continent.
Trains were robbed when they stopped for water or at It was completed in 1869.
a station, by damaging the rails, or by falsifying signals.
Robbing a train was a far more lucrative, and more A train travelled at around 25 miles per hour (although
hazardous prospect. In addition to the guards in the mail later, in the 1880s, speeds increased to 40 miles per hour
car, some rail companies passed out guns to the passengers or more). Most engines pulled about thirty cars in their
to blast away at robbers. train, a mix of passenger cars and cargo. Sleeper cars for
passengers were common, although richer passengers
Bank robberies required the thieves to ride into town, but often had their own luxurious private cars.
many towns were wilder than the wilderness. In addition to
the town sheriff and peace officers, most banks employed a At the head of the train, behind the locomotive, was the
guard or two, especially if they suspected trouble was in the express car containing the trains safe the main target of
offing. Player character outlaws should be put up against would-be train robbers. The safe contained money, gold
such difficult odds; running into town guns blazing will dust and other valuables, not to mention an expressman
get them killed, so they must carefully plan their raids, security guard. Robbing a train required stopping it or
stake out the bank, arrange distractions for the sheriff, get getting on board an especially skilled rider could leap
the guards drunk and so on. from a galloping horse onto a moving train, but more
commonly a train could be attacked when it was stopped
Games centring on rustling will involve less gunplay than at a station or to take on water and fuel, or ambushed
bank robberies, but are still dangerous rustlers were by putting a barricade on the track or damaging the rails
lynched without trial out on the range. The best way to ahead of it.
run a rustling game is to draw a map of an area, populate
it with a few ranches, and let the characters run around Before the rise of the railroad, the stagecoach was the
freely, looking for a good hiding place, scouting the primary means of travel and communication between
ranches, finding buyers for their stolen cattle, and fleeing east and west. Drawn by teams of horses, stagecoaches
from vengeful cowboys. rocketed across the deserts and the plains. Every twelve
miles, the coach would stop at a waystation to change
horses and give the passengers on board a break.
Railroads &
St a g e c o a c h e s War
Railroads were astonishingly successful in the West. They
The West was a violent place, and armed soldiers were
quickly outstripped every other form of transport and were
never far away. The major American conflict of the era
a major part of the American economy by the end of the
was of course the Civil War, but numerous other wars
century, employing nearly five percent of the population.
took place during the 19th century.

218
R a i l r o a d & S t a g e coach Adventure Seeds
Both modes of transport are ideal ways to kick off a campaign involving disparate player characters. Where else
might a gunslinger running from his past, an earnest young doctor out to help the sick and infirm, a recently
freed slave, a miner who wasted his hard-earned money and is now looking for work and a beautiful, fiery young
woman searching for her lost beau all meet up? All the characters are travelling in the same stagecoach or railcar
when some disaster happens, such as the vehicle being attacked or a gunfight breaking out on board. The
characters have to work together, and so become friends.

Speaking of disasters a train offers the chance to run a classic disaster scenario in a western setting. Bridges
could collapse, or a shoddily constructed rail might buckle and bend. Imagine a train that is partially derailed
high above a canyon the locomotive and a few cars run over the edge, but the rest of the train stays jammed in
the rocks above. By some miracle, the whole train stays together. The characters must climb down through the
carriages that are hanging vertically into the chasm, rescuing the survivors and retrieving important documents
from the express car. By the way, the locomotive is on fire and there is a crate of dynamite somewhere in the first
five cars

The construction of the railroads was opposed by many, from Indian tribes to competing stagecoach companies.
To further complicate matters, different railroad companies used different rail gauges, meaning their tracks were
incompatible with each other. Only one rail company could therefore use each route, so the first to make it to a
particular town or pass would have a significant advantage. Every dirty trick and tactic was used to win the rail
race.

W a r A d venture Seeds
A detachment of soldiers come to the area where the characters are currently employed. They are searching for
a band of Indians, who intelligence suggests will soon raid this area. As the weeks drag on, though, there is no
sign of attack, and off-duty soldiers are causing more and more trouble. The characters are asked to tell the
soldiers to move on but what if the army is sent home, and the Indians attack when the area is defenceless?

The characters come upon a wagon in the middle of the trail. The driver is slumped over the reins, the victim
of some slow disease that finally claimed him. The wagon is loaded down with boxes and boxes of ammunition
and rifles. The driver was clearly smuggling weapons, probably stolen from an army fort. If the characters take
the weapons, they may be accused of stealing them; but if they leave them, whose hands will they fall into?

Deserters fleeing the army often travelled west. A group of them take up residence in an abandoned ranch
house. The son of the former rancher arrives in town, and hires the characters to drive the deserters off so he
can claim his inheritance.

In 1812, the United States clashed with the British Empire.


In the south, the United States fought with Mexico over Gambling
the status of Texas in 1845, and nearly went to war over The fever for gambling in the West was as strong as that for
California around the same time. Texas had fought its own gold or land. As soon as men started making money, they
war for independence from Mexico a decade earlier. While started gambling it. Gambling saloons sprang up wherever
determining the course of such a war or participating in a there was money (as the railroads spread, gambling houses
pitched battle is somewhat outside the scope of this book, were often built into railcars and travelled from place to
the wars can provide excellent background for characters. place), beginning as rough tents, but quickly transforming
themselves into luxurious and fanciful pleasure palaces.
The Indian wars drove the native tribes off their old
territories and hunting grounds, forcing them onto the The games were poker, faro and roulette, although almost
reservations and opening up new land for white settlement. anything could be gambled on, from shooting matches to
These wars are more suitable for adventuring, as they were jumping grasshoppers. Gambling was a huge industry in
composed mainly of long-running guerrilla campaigns and Dodge City at its height, there were a hundred and fifty
small skirmishes. Scouts were much in demand, to lead professional gamblers in town. Some ran their own games
companies of cavalry or infantry up into the hiding places in the gambling halls, hiring a table from the owner for a
of the Indians. day. Others drifted from game to game, preying on the

219
Faro
The game of faro was believed to be fairer and less corrupt than poker. The rules were simple the faro dealer drew
WesternAdventuring

cards in pairs, and the gambler bet whether or not a specific card would come up. If the chosen card was the first
card of the pair drawn, the player lost. If the chosen card was the second card, the player won. If neither card was
the chosen card, the player could bet again. Drawn cards were placed face-up on the table, so the player could see
what cards were left in the deck and attempt to calculate what was likely to come up. The faro dealer could, with
Sleight of Hand, cheat and arrange cards so the players lost.

Faro cards were drawn from special boxes, usually decorated with a picture of a tiger, hence the game was also
known as bucking the tiger.

G a m b l i ng Adventure Seeds
A big-stakes game can create trouble before anyone even gets near the table all those gamblers carrying all
that money in easily-stealable bags are prime targets for thieves and outlaws. Characters hired to provide
security for a tournament might have to deal with half-a-dozen different gangs of robbers or scam artists.

Curious gambling games can be used for scenarios. For example, an eccentric Russian duke bets the characters'
employer that a band of Indians can easily beat a team of cowboys in a race through a section of badlands. The
characters then find that the team hired by their employer to compete against the Indians have all been killed
by a single assailant armed with a tomahawk. One of the apparently peaceful Creek Indians hired to lose the
race may be an angry and vengeful Apache in disguise and now the characters have to take part in the race
for the honour of their employer.

unfortunate amateur gamblers who were expected to bet


high and lose big.

Professional gamblers, for their part, were quite popular


figures the knights of the green table as one writer put it
and often played on this reputation by giving large sums
to charities or the unfortunate. They were also comparative
chivalrous towards women, and female gamblers were
counted among the best. However, most gamblers were
less than heroic when it came to defending themselves if
an opponent did not lose gracefully, concealed pistols and
knives were the order of the day for solving disputes.

220
Tables
Feats
Name Prerequisites Benefit
Advanced Two-Weapon Dexterity 13, Two-Weapon Fighting, Improved Third Attack with Offhand Weapon
Fighting Two-Weapon Fighting, base attack bonus +11.
Agile Riposte Dexterity 13, Dodge. Get an attack of opportunity against
Dodge target
Alertness +2 to Listen and Spot
Animal Affinity +2 to Handle Animal and Ride
Athletic +2 to Climb and Swim
Blind Fight Reduces darkness penalties
Builder +2 to two Craft skills
Brawler Strength 13 Enemies suffer penalties to Brawl saves
Cautious +2 to Demolitions and Disable Device
Cleave Strength 13, Power Attack Extra attack if you drop target
Combat Expertise Intelligence 13 Increase defence by penalising your
attack
Combat Reflexes Bonus Attacks of Opportunity
Confident +2 to Gamble and Intimidate
Crafter +2 to Repair and Craft
Creative +2 to Perform and Craft
Deceptive +2 to Bluff and Disguise
Dodge Dexterity 13 +1 Defence against nominated target
Educated +2 to two Knowledge skills
Elusive Target Dexterity 13, Martial Arts Use enemies as cover
Endurance +4 bonus to saves against fatigue
Fan Extra pistol attacks
Far Shot Increases range of attacks
Focussed +2 to Balance and Concentration
Great Cleave Strength 13, Power Attack, Cleave, base attack Extra Cleave Attack
bonus +4
Great Fortitude +2 bonus to Fortitude saves
Greater Weapon Focus Proficiency with selected weapon, Weapon +1 to attack rolls with selected weapon
Focus with selected weapon, fighter level 8th.
Greater Weapon Proficiency with selected weapon, Greater +2 to damage with selected weapon
Specialisation Weapon Focus with selected weapon,
Weapon Focus with selected weapon, Weapon
Specialisation with selected weapon.
Improved Aim Wis 13, Longarms Proficiency Bonus to aiming
Improved Bull Rush Strength 13, Power Attack No Attacks of Opportunity for Bull
Rush attempts
Improved Disarm Intelligence 13, Combat Expertise No Attacks of Opportunity for Disarm
attempts
Improved Feint Intelligence 13, Dodge Feint as a move action

221
Improved Initiative +4 to Initiative
Improved Trip Intelligence 13, Combat Expertise No Attacks of Opportunity for Trip
attempts
Improved Two-Weapon Dexterity 13, Two-Weapon Fighting, base Second attack with offhand weapon
Fighting attack bonus +
Iron Will +2 bonus to Will saves
Lightning Reflexes +2 bonus to Reflex saves
Literacy You can read and write
Lucky +2d6 luck
Martial Arts Lethal damage with bare hands
Medical Expert +2 Craft (chemical) and Treat Injury
Meticulous +2 Forgery and Search
Tables

Mobility Dexterity 13, Dodge +4 Defence to avoid Attacks of


Opportunity caused by movement
Mounted Fire Ride 1 rank Halve penalties for mounted movement
Moving Shot Point Blank Shot Reduce penalties for moving fire
Nimble +2 to Escape Artist and Sleight of Hand
Point Blank Shot +1 to attack and damage at close range
Power Attack Strength 13 Increase damage from attacks
Precise Shot Point Blank Shots No penalties for firing into melee
Quick Reload Reduce reload time
Resist Impairment Toughness Reduce impairment by 1
Ride-by Attack Ride 1 rank Make move-by attacks on horseback
Run Increase run speed
Shot on the Run Move-by firearms attacks
Skip Shot Point Blank Shot, Precise Shot Ignore cover
Speak Language Speak an unusual language
Spirited Charge Ride 1 rank, Ride-by Attack Double damage from mounted charge
Spring Attack Dexterity 13, Dodge, Mobility, base attack Move-by melee attacks
bonus +4
Stealthy +2 to Hide and Move Silently
Sunder Strength 13, Power Attack No Attacks of Opportunity for break
item attempts
Surgery Treat Injury 4 ranks You can perform surgery
Toughness +3 hit points
Track Follow a trail
Trample Ride 1 rank Improves overrun attempts
Trustworthy +2 to Diplomacy and Gather
Information
Vehicle Dodge Dexterity 13, Drive 6 ranks, Vehicle Expert
Weapon Finesse Proficient with weapon, base attack bonus +1 Use Dexterity instead of Strength when
attacking with selected weapon
Weapon Focus Proficient with weapon, base attack bonus +1 +1 to attack rolls with selected weapon
Weapon Specialisation Proficiency with selected weapon, Weapon +2 to damage with selected weapon
Focus with selected weapon
Whirlwind Attack Dexterity 13, Intelligence 13, Dodge, Mobility, Hit all adjacent opponents
Spring Attack, Combat Expertise, base attack
bonus +4

222
Weapon Proficiency Feats
Name Lets you use
Improved Weapon Anything as a weapon
Simple Weapons Basic weapons such as knives and spears
Martial Weapons Sabres and other military weapons
Indian Weapons Bows and tomahawks
Exotic Weapons A selected exotic weapon
Simple Sidearms Basic, commonly available pistols
Martial Sidearms Military pistols
Exotic Sidearms Unusual variant weapons
Simple Longarms Basic, commonly available rifles and muskets
Martial Longarms Military rifles
Exotic Longarms Unusual variant weapons

Class Talents
Tree Talent Effect
Strong Hero
Extreme Effort Extreme Effort +2 to Strength-based check
Extreme Effort Improved Extreme Effort +4 to Strength-based check
Extreme Effort Advanced Extreme Effort +6 to Strength-based check
Ignore Hardness Ignore Hardness Reduce hardness by 2
Ignore Hardness Improved Ignore Hardness Reduce hardness by 4
Ignore Hardness Advanced Ignore Hardness Reduce hardness by 6
Melee Smash Melee Smash +1 melee or brawling damage
Melee Smash Improved Melee Smash +2 melee or brawling damage
Melee Smash Advanced Melee Smash +3 melee or brawling damage
Fast Hero
Defensive Talent Evasion Half damage from explosions
Defensive Talent Uncanny Dodge Retain Dex bonus when flatfooted
Defensive Talent All-Around Awareness Cannot be flanked
Defensive Talent Defensive Roll Dodge lethal attacks
Increased Speed Increased Speed +5 movement
Increased Speed Improved Increased Speed +10 movement
Increased Speed Advanced Increased Speed +15 movement
Tough Hero
Damage Reduction Damage Reduction 1/- Reduce all damage by 1
Damage Reduction Damage Reduction 2/- Reduce all damage by 2
Damage Reduction Damage Reduction 3/- Reduce all damage by 3
Incredible Health Disease Resistance +4 to saves against Disease
Incredible Health Infection Resistance +4 to saves against Infection
Incredible Health Poison Resistance +4 to saves against Poison
Unbreakable Remain Conscious Keep going after 0 hit points
Unbreakable Robust Gain extra hit points
Unbreakable Stamina Heal quicker
Smart Hero
Research Talent Savant Bonus to chosen Int skill
Research Talent Linguist Understand strange languages
Strategy Talent Exploit Weakness Use Int bonus in combat
Strategy Talent Plan Give bonuses to allies
Strategy Talent Trick Confuse target
Dedicated Hero

223
Empathic Talent Empathy Bonuses to interpersonal skills
Empathic Talent Improved Aid Another Increase aid another bonus
Empathic Talent Intuition Sense trouble
Healing Talent Healing Knack +2 to Treat Injury
Healing Talent Healing Touch 1 Restore +2 damage
Healing Talent Healing Touch 2 Restore +4 damage
Insightful Talent Skill Emphasis +3 to chosen skill
Insightful Talent Aware Bonus to Listen and Spot
Insightful Talent Cool Under Pressure Take 10 on selected skills
Charismatic Hero
Charm Talent Charm Bonus to interaction with opposite gender
Charm Talent Favour Get minor aid
Tables

Charm Talent Captivate Beguile target


Fast Talk Talent Fast Talk Bonus to Bluff, Diplomacy and Gamble
Fast Talk Talent Dazzle Distract target
Fast Talk Talent Taunt Anger target
Leadership Talent Co-ordinate Give bonuses to allies
Leadership Talent Inspiration Inspire allies
Leadership Talent Greater Inspiration Inspire allies even more

Vocation Talents
Tree Talent Effect
Gunslinger
Quick Draw Improved Quick Draw +2 Initiative
Quick Draw Shoot from the Hip Better initiative bonus in quick-draw duel
Quick Draw Twitch Reflex save to fire at same time as enemy
Trick Shooting Improved Skip Shot No penalties for skip shot
Trick Shooting Exact Shot +4 bonus to attacks on Tiny targets
Trick Shooting Between the Eyes Use Exact Shot on Called Shot
Dude
Genuine Dude Connections +6 to Bluff, Diplomacy or Intimidate against
certain officials
Genuine Dude Backing Reset Wealth
Fancy Pants The Latest Style +2 to Bluff, Diplomacy and Profession
Fancy Pants A Confidante of Dame Rumour Use Reputation when Bluffing
Fancy Pants Stylish Attack Substitute Charisma for Dexterity in melee
Mountain Man
Mountain Man Self-sufficiency +4 to Craft, Repair and Treat Injury
Mountain Man Trapper +2 to Craft (traps)
Mountain Man Trust nobody cept yourself Prepare traps
Animal Companion Animal Companion Gain a companion
Animal Companion Enhance Companion Increase companion level
Animal Companion Faithful Friend Summon companion
Miner
Mining Talent Obsessive Work Take 20 quickly
Mining Talent Familiar Tools +2 to attacks with mining tools
Mining Talent Sixth Sense Notice danger
Mining Talent Strike Gain wealth
Lawman
Law Enforcement Demand Aid Get help
Law Enforcement Silver Star +4 to Intimidate against criminals

224
Law Enforcement Gets his Man Regain health
Storekeeper
Trader Talent Sociable +2 to Knowledge (local) and Gather
Information
Trader Talent Careful Trading +4 to trading rolls
Trader Talent Ambitions +4 to business rolls
Stableman
Stable Talent Insightful Care +4 insight to horse care
Stable Talent Whip-hand +2 to whip or lasso attacks
Stable Talent Masterful Driver Transfer damage from vehicle
Cowboy
Cowpunching Talent Cowpuncher Grapple Large creatures
Cowpunching Talent Animal Dodge Dodge Large creatures
Cowpunching Talent Lariat Master +2 to lasso attacks
Riding the Range The Long Ride Regain hit points while travelling
Riding the Range Far Range 10% extra distance covered
Riding the Range Life in the Saddle Take 10 on Ride
Scout
Scouting Talent Whisper of the Land Retry Tracking using Listen
Scouting Talent Trailblazer Bonus to Fortitude saves, Drive and Ride in
wilderness
Scouting Talent Stealth +2 to Hide and Move Silently in wilderness
Favoured Horse Animal Companion Gain a companion
Favoured Horse Enhance Companion Companion gains a level
Favoured Horse Faithful Friend Summon companion
Favoured Horse Improved Mount Companion gains a feat
Rustler
Rustling Talent Cause Stampede +4 to cause panic
Rustling Talent Swift Rope +2 to attack rolls with lasso
Rustling Talent Vanish into the Wild Make Tracking harder
Robber
Raiding Talent Improved Intimidate Use Reputation when Intimidating
Rustling Talent Planning the Job Reduce cover
Rustling Talent Overwatch Shoot people who move
Safecracking Improved Demolitions +4 to Demolitions
Safecracking Keen Ear Take 10 on Open Lock
Boatman
Boatmans Talent Confined Spaces +1 to Defence in confined areas
Boatmans Talent Knock Overboard Knock back opponents in brawl
Bartender
Tending Bar Duck Behind the Bar Take cover as free action
Tending Bar Talkin About It Bonuses when extracting info from drunks
Tending Bar Know Everything That Goes On Automatically hear rumours
In Town
Settler
Settler Talent Leisure Time Gain talent from any vocation
Settler Talent Unrecognised Talent Gain talent from new vocation
Settler Talent Recover from Injury Adapt to injury
Settler Talent Retire Leave game
Soiled Dove
Soiled Dove Talent Pillow Talk +4 to Sense Motive and Gather Information
Soiled Dove Talent Inspire Transfer luck

225
Soiled Dove Talent Rose of the Prairie Men cannot attack you
Tenderfoot
Tenderfoot Talent Unrecognised Talent Gain talent from new vocation
Tenderfoot Talent Beginners Luck Gain luck points
Trooper
Cavalry Improved Mounted Charge Halve penalties for firing from horseback
Cavalry Sound the Charge +2 bonus to attacks and Defence when
charging
Cavalry In the Nick of Time +2 bonus to skills when searching
Infantry Veteran +1 bonus to ranged attacks
Infantry Through the smoke Reduce concealment
Infantry Indomitable Endurance Reduce impairment penalty
Tables

Soldiering Corporal Bonuses to Plan talent


Soldiering Captain Use Reputation for Charisma
Soldiering General Request Aid from army
Journalist
Power of the Press Reputation Bonus Increase Reputation of target
Power of the Press Moral Outrage Inspire emotions
Investigative Talent Hard-hitting Questions Force target to fail Bluffs
Investigative Talent Pursuit of the Story +2 bonus to skills when investigating
Preacher
Preacher Talent Blessing Transfer luck points
Preacher Talent Moral Outrage Inspire emotions
Preacher Talent Righteous Anger +2 to Will and Concentration
Gambler
Gambling Talent Poker Face Bonus to Bluff checks
Gambling Talent Devils Luck +2d6 luck points for gambling
Gambling Talent Detect Mark Notice those vulnerable to gambling
Doctor
Sawbones Talent Improved Surgery +4 to surgery rolls
Sawbones Talent Improved Care Patients regain more hit points
Sawbones Talent Get Back on your Feet Cure ability score damage

Wound Value Wound Type Effects


0-4 Scratch None
5-8 Deep Bleed 1/round, Impairment 2, Infection, Extra Damage +2
9-12 Serious Bleed 2/round, Impairment 4, Infection, Surgery, Extra Damage
+4
12+ Mortal Bleed 4/round, Impairment 8, Infection, Surgery, Extra Damage
+8

Hit Location
Scratch or 7 Chest Chest Chest
Roll Deep Serious Mortal 8 Right Leg Chest Chest
2 Left Hand Stomach Stomach 9 Right Leg Right Chest
3 Left Shoulder Left Leg Stomach Shoulder
4 Left Arm Left Arm Stomach 10 Right Arm Right Arm Head
5 Left Leg Left Chest 11 Right Shoulder Right Leg Head
Shoulder 12 Right Hand Head Head
6 Left Leg Chest Chest

226
Location Impairment Effects
Location Skills Impaired Ability Score Impaired Actions Impaired
Hand Climb, Craft, Demolitions, Disable Device, Dexterity when Ranged Attacks
Drive, Repair, Sleight of Hand manipulating
Arm Climb, Craft, Drive, Sleight of Hand, - Melee Attacks
Swim
Shoulder Climb, Craft, Drive, Swim Strength All Attacks
Leg Balance, Jump, Move Silently, Swim, Dexterity when moving Movement, Defence Value
Tumble
Stomach Climb, Drive, Jump, Ride, Swim Con -
Chest Climb, Swim - -
Head Listen, Spot - All

Balance Check DCs


Narrow Surface DC* Difficult Surface DC 10 A surface with sizable ledges to hold on to
712 in. wide 10 Uneven or angled 10 and stand on, such as a rugged cliff face.
26 in. wide 15 Slippery surface 10 15 Any surface with adequate handholds and
Less than 2 in. 20 Damaging surface +5 footholds (natural or artificial), such as a
wide rough natural rock surface or a tree, or a
*Add +5 to the DC if the narrow surface is slippery or chain-link fence. An un-knotted rope.
angled; add +10 if it is both slippery and angled. Pulling yourself up when dangling by your
hands.
20 An uneven surface with just a few narrow
Bluff Checks handholds and footholds, such as a coarse
masonry wall or a sheer cliff face with a few
Sense Motive Example Circumstances
crevices and small toeholds.
Modifier
25 A rough surface with no real handholds or
The target wants to believe the character (I 5
footholds, such as a brick wall.
knew there was gold in those hills).
25 Overhang or ceiling with handholds but
The bluff is believable and does not affect +0
no footholds.
the target much one way or the other (so,
A perfectly smooth, flat, vertical surface
theres a war party of Cheyenne down the
cannot be climbed.
trail? Ill take the left fork instead).
Modifiers Condition
The bluff is a little hard to believe or puts +5
the target at some kind of risk. (Ill let you 10* Climbing inside a chimney or other
take my horse so you can warn the fort, but location where one can brace against two
only if you swear to come back with it right opposite walls (reduces normal DC by
after.) 10).
The bluff is hard to believe or entails a +10 5* Climbing a corner where a character can
large risk for the target (They hung someone brace against perpendicular walls (reduces
else for the robbery, so now I can go back to normal DC by 5).
town?) +5* Surface is slippery (increases normal DC
The bluff is way out there; it is almost too +20 by 5).
*These modifiers are cumulative; use any that apply.
incredible to consider. (Whadya mean,
mechanical men?)

Climb Checks
DC Example Wall or Surface or Task
0 A slope too steep to walk up.
5 A knotted rope with a wall to brace
against.
10 A rope with a wall to brace against. A
knotted rope.

227
Concentration DCs Moderate (chloroform) 20 12 hr.
Distraction Complex (dynamite) 25 24 hr.
DC
Damaged during the action * 10 + damage
dealt Craft (gunsmithing) (Int)
Taking continuous damage during 10 + half of Type of Gunsmithing
the action ** continuous (Examples) Craft DC Time
damage last Simple (Cast bullets) 10 4 hr.
dealt Moderate (pistol, rifle) 20 8 hr.
Vigorous motion (bouncy vehicle 10 Complex (machine gun) 30 48 hr.
ride, small boat in rough water,
below decks in a storm-tossed
ship, riding a horse)
Tables

Craft (mechanical) (Int) Trained Only


Type of Scratch-Built
Violent motion (very rough 15
Mechanical Device (Examples) Craft DC Time
vehicle ride, small boat in rapids,
on deck of storm-tossed ship, Simple (tripwire) 15 1 hr
galloping horse) Moderate (mechanical clock) 20 12 hr.
Extraordinarily violent motion 20 Complex (steam engine) 25 24 hr.
(earthquake)
Entangled in net or snare 15
Grappling or pinned 20 Craft (structural) (Int)
Weather is a high wind carrying 5 Type of Scratch-Built
blinding rain or sleet Structure (Examples) Craft DC Time
Weather is wind-driven hail, dust, 10 Simple (bookcase, false wall) 10 12 hr.
or debris Moderate (shed, stable) 15 24 hr.
* Such as an activity that requires more than a single
Complex (house) 25 120 hr.
full-round action. Also from an attack of opportunity or
readied attack made in response to the action being taken
(for activities requiring no more than a full-round action).
** Such as from catching on fire. Craft (traps) (Int) Trained Only
Type of Trap Craft
(Examples) DC Time Damage
Craft (blacksmithing) (Int) Trained Only Simple (tripwire, 10 1 hr Entangle
Type of Blacksmithing snare)
(Examples) Craft DC Time Moderate (concealed 15 3 hr. 1d6
Simple (batch of nails) 10 1 hr. pit, bear trap)
Moderate (horseshoes, 20 12 hr Complex (lethal 20 6 hr. By weapon
hunting knife) boobytrap) used
Complex (steam engine parts, 25 24 hr
rapier, sabre)
Craft (woodworking) (Int)
Type of Woodworking Craft
Craft (bowmaking) (Int) Trained Only (Examples) DC Time
Type of Bowmaking (Examples) Craft DC Time Just whittlin away, 5 Until Judgement
Simple (arrow) 15 1 hr. biding my time Day
Moderate (normal bow) 20 12 hr. Simple (planks of 10 4 hr.
lumber)
Complex (masterwork bow) 25 24 hr.
Moderate (rifle stock, 15 8 hr.
coffin)
Complex (artistic 25 24 hr.
Craft (chemical) (Int) Trained Only
carving)
Type of Chemistry (Examples) Craft DC Time
Simple (acid, gunpowder, 15 1 hr.
disinfectant)

228
Craft (writing) (Int) Familiarity Bonus
Skill Check Result Effort Achieved Recognises on sight +4
9 or lower Untalented amateur Friend or associate +6
1019 Talented amateur Close friend +8
2024 Professional Intimate +10
2530 Expert
31 or higher Master
Escape Artist (Dex) Armour Penalty
Restraint DC of Escape Check
Diplomacy (Cha) Ropes Opponents Dex check +20
Attitude Means Possible Actions Net 20
Hostile Will take risks Attack, interfere, Leg Irons 25
to hurt or avoid berate, flee Handcuffs 35
you Tight space 30
Unfriendly Wishes you ill Mislead, gossip, avoid, Grappler Opponents grapple check
watch suspiciously,
insult
Indifferent Does not care Act as socially Forgery (Int) Some Trained Only
much expected
Check Examination
Friendly Wishes you well Chat, advise, offer Document Type Modifier Time
limited help, advocate
Simple (letter) +0 10 min.
Helpful Will take risks Protect, back up, heal,
to help you aid
Moderate (claim, -2 20 min.
business form)
Difficulty Table for Diplomacy Checks Complex (stock -4 1 hr.
Initial New Attitude certificate, legal
Attitude Hostile Unf. Indif. Friendly Helpful document)
Hostile 19 or 20 25 35 45 Difficult (passport) -8 4 hr.
less
Unfriendly 4 or 5 15 25 35
less Extreme (Banknote) -16 4 hr.
Indifferent 0 or 1 15 25
less
Friendly 0 or 1 15 Familiarity* Modifier
less Unfamiliar (seen once for less than a -4
minute)
Fairly familiar (seen for several minutes) +0
Disable Device (Int) Trained Only
Lock Type (Example) DC Quite familiar (on hand, or studied at +4
Cheap (house) 20 leisure)
Average (sheriff s office) 25 Forger has produced other documents of +4
High quality (bank) 30 same type
Document includes specific signature -4

*: Use all modifiers that apply from this list.


Disguise (Cha)
Disguise Modifier
Examiners Condition Modifier
Minor details only +5
Type of document unknown to examiner 4
Appropriate uniform or costume +2
Type of document somewhat known to 2
Disguised as different sex 2
examiner
Disguised as different age category 2 *
Type of document well known to +0
* Per step of difference between the characters age category
examiner
and the disguised age category (child, young adult, adult,
middle age, old, or venerable).

229
Document is put through additional tests +4 High Jump High Jump
* Distance DC * Distance DC *
Examiner only casually reviews the 2 1 foot 6 5 feet 22
document * 2 feet 10 6 feet 26
* Cumulative with any of the first three conditions on the 3 feet 14 7 feet 30
table. Apply this modifier along with one of the other 4 feet 18 8 feet 34
three whenever appropriate. * Requires a 20-foot move. Without a running start,
double the DC.

Gather Information (Cha) Creature Size Maximum Height


Type of Information DC Purchase DC Colossal 128 ft.
General 10 5 Gargantuan 64 ft.
Tables

Specific 15 10 Huge 32 ft.


Restricted 20 15 Large 16 ft.
Protected 25 20 Medium-size 8 ft.
Small 4 ft.
Tiny 2 ft.
Handle Animal (Cha; Trained Only) Diminutive 1 ft.
Task Handle Animal DC Fine 0.5 ft.
Handle an animal 10
Push an animal 25
Teach an animal a trick 15 or 201 Listen (Wis)
Train an animal for a general 15 or 201 DC Sound
purpose 10 A battle
Rear a wild animal 15 + HD of animal 0 People talking
1
See the specific trick or purpose below. 10 An unarmoured person walking at a slow pace,
trying not to make any noise
General Purpose DC General Purpose DC 15 A 1st-level Fast hero sneaking up on someone *
Combat riding 20 Hunting 20 20 A mountain lion stalking prey *
Fighting 20 Performance 15 30 A bird flying through the air
Guarding 20 Riding 15 +5 Listening through a door
Heavy labour 15 +15 Listening through a solid wall
* This is actually an opposed check; the DC given is a
typical Move Silently check result for such a character or
creature.
Hide (Dex) Armour Penalty
Size Modifier
Condition Check Penalty
Small +4
Per 10 feet of distance 1
Medium +0
Listener distracted 5
Large -4

Cover or Concealment Circumstance Bonus


Perform (Cha)
Three-quarters +5
Result Performance
Nine-tenths +10
10 Amateur performance. Audience may
appreciate your performance, but is not
impressed.
Jump (Str) Armour Penalty
15 Routine performance. Audience enjoys your
Long Jump Long Jump performance, but it is not exceptional.
Distance DC * Distance DC * 20 Great performance. Audience highly
5 feet 10 20 feet 25 impressed.
10 feet 15 25 feet 30 25 Memorable performance. Audience
15 feet 20 30 feet 35 enthusiastic.
* Requires a 20-foot move. Without a 20-foot move, 30 Masterful performance. Audience awed.
double the DC.

230
Search (Int) 15 Gain a +2 circumstance bonus on Fortitude
DC Task saves against severe weather while moving up to
10 Ransack an area to find a certain object. half the characters overland speed, or gain a +4
20 Notice a typical secret compartment, a simple circumstance bonus if stationary. The character
trap, or an obscure clue. may grant the same bonus to one other character
25+ Find a complex or well-hidden secret for every 1 point by which the characters check
compartment or trap; notice an extremely result exceeds 15.
obscure clue. 18 Avoid getting lost and avoid natural hazards such
as alkali flats, prairie fires and so on.
Survival (Wis)
DC Task
Treat Injury (Wis)
10 Get along in the wild. Move up to half the
characters overland speed while hunting and Bleed Before Stem Bleeding Bleed After
foraging (no food or water supplies needed). None None
The character can provide food and water for 1/round 1/day
one other person for every 2 points by which the 2/round 1/hour
characters check result exceeds 10. 4/round 1/minute
Tumble (Dex) Trained Only; Armour Penalty

231
Index
A Between the Eyes 29 Catching on Fire 104
Billy the Kid 183 Cattle Drives 214
Ability Damaged 102 Biter 151 Cause Stampede 35
Index

Ability Drained 103 Blacksmith 163 Cautious 71


Adams Improved 90 Blanket 84 Cavalry Ofcer 171
Adams Service 90 Blessing 41 Cavalry Talent Tree 39
Adams Single Action 90 Blind-Fight 71 Cemetery 163
Advanced Two-Weapon Fighting 70 Blinded 103 Charge 128
Advancement 27 Bluff 47 Charger 151
Adventure Design 202 Boatman 36 Charismatic Hero 22
Age 26 Boatmans Talent Tree 36 Charisma (CHA) 7
Agile Riposte 70 Boots 83 Charm Talent Tree 23
Aging Effects 26 Bordello 163 Chases 115
Aiding Another 45 Bottle of Burning Booze 96 Chasing Trains 115
Aid Another 136 Bow 94 Checks without Rolls 45
Alertness 70 Bowie Knife 96 Cherokee 174
Ambitions 33 Branding Iron 84 Chest 81
Ammo bandolier 85 Brass Knuckles 96 Cheyenne 173
Ammunition Types 84 Brave 178 Chickasaw 174
Amputees 107 Brave Warrior Talent Tree 178 Chief 180
Animal Abilities 158 Brawler 71 Chieftain Talent Tree 180
Animal Afnity 70 Brawling & Unarmed Combat 139 Choctaw 174
Animal Companion 31, 35 Breaking Objects 138 Chuckwagon 87
Animal Companion Talent Tree 31 Buffalo 156 Church 164
Apache 172 Buffalo/Trapping 162 Cleave 71
Armourer 163 Buffalo Bill Cody 184 Climb 48
Athletic 70 Buggy 87 Clothier 164
Attacks of Opportunity 131 Builder 71 Club 96
Attack Action 124 Bull Rush 140 Coat 83
Attack Bonus 119 Burnside Carbine 91 Cochise 186
Attack Roll 119 Businesses 111 Colt Army 90
Attack Roll Modiers 132 Business suit 83 Colt Buntline Special 90
A Condante of Dame Rumour 31 Colt Cavalry 90
C Colt Lightning 90
B Colt Navy 90
Called Shots 141
Backing 30 Colt Peacemaker 90
Campaign Design 198
Balance 46 Colt Revolving Rie 91
Campaign Structures 200
Bandanna 83 Colt Revolving Shotgun 92
Cannon 94
Banjo 85 Colt Shopkeeper 90
Canteen 84
Bank 163 Colt Stagecoach Shotgun 93
Captain 40
Barber 163 Colt Thunderer 90
Careful Trading 33
Barrel 81 Comanche 173
Carrying Capacity 98, 99
Bartender 37 Combat Expertise 72
Carrying Loads 99
Bedroll 84 Combat Modiers 132
Cashing Out 112
Beginners Luck 39 Combat Reexes 72
Casual wear 83
Beginners Luck 147 Combat Round 123

232
Compass 84 Demand Aid 32 F
Concealing a Weapon 117 Demolitions 52
Concealment 134 Dentist 164 Faithful Friend 31, 35
Concentration 49 Deputy 171 Falling 105
Conestoga Wagon 87 Detect Mark 42 Falling Objects 105
Condent 72 Devils Luck 42 False-Front Buildings 163
Conned Spaces 36 Dexterity (DEX) 6 Familiar Tools 32
Connections 30 Dexterity Modier 119, 120 Fan 73
Constitution (CON) 6 Difculty Class Examples 43 Fancy Pants Talent Tree 30
Corporal 40 Diplomacy 53 Faro 220
Corral 164 Disabled 103 Far Range 34
Counting Coup 176 Disable Device 54 Far Shot 73
Coup de Grace 134 Disarm 141 Fast 151
Courthouse 164 Diseases 108 Fast-Talk Talent Tree 24
Cover 133 Disguise 54 Fast Hero 14
Cowboy 34, 168 Distillery 164 Fatigued 104
Cowering 103 Distinctive 151 Fatigue and Mounts 155
Cowpunching Talent Tree 34 Doctor 42, 170 Favourable and Unfavourable Condi-
Cowtowns and Boomtowns 215 Doctors Bag 83 tions 44
Cow Town 162 Doc Holliday 188 Favoured Horse Talent Tree 35
Coyote 156 Dodge 72 Feats 70
Craft 49 Dog 156 Fighting Defensively 126
Crafter 72 Donkey 152 Firing Actions 88
Craft (blacksmithing) 50 Dreyse Needle Gun 91 Five Civilised Tribes 174
Craft (bowmaking) 50 Drinking 116 Flat-Footed 104
Craft (chemical) 50 Drive 55 Focused 73
Craft (gunsmithing) 50 Drowning 105 Forgery 56
Craft (mechanical) 50 Drugstore 164 Forgery kit 83
Craft (structural) 51 Dry Goods 164 Formal dress 83
Craft (traps) 51 Duck Behind The Bar 37 49er 170
Craft (woodworking) 51 Dude 30 Free Action 124
Craft (writing) 52 Dying 103 Full-Round Action 124
Creative 72 Dynamite 95 Full Attack 129
Creek 174 Fur Companies 210
Critical Hits 120 E
Cutting Out 151
G
Easy Ride 151
Educated 72 Gaining Luck 149
D Gamble 57
Effects of Reputation 109
Damage 119 Elusive Target 72 Gambler 41
Damage from Falling Objects 105 Empathic Talent Tree 21 Gambling 116, 219
Damage Reduction Talent Tree 17 Endurance 73 Gambling Den 164
Dance Hall 164 Enhance Companion 31, 35 Gambling Talent Tree 41
Dazed 103 Entangled 103 Gather Information 57
Dead 103 Escape Artist 55 Gatling Gun 94
Deafened 103 Established 162 General or Major 40
Deane-Adams 90 Evasion and Pursuit 102 General Store 164
Deane-Adams Pocket 90 Exact Shot 29 General Store Owner 169
Deceptive 72 Example Opposed Checks 44 General Terms 208
Decipher Script 52 Exhausted 103 Genuine Dude Talent Tree 30
Deck of Cards 85 Exotic Longarm Prociency 80 Gets His Man 32
Dedicated Hero 20 Exotic Sidearms Prociency 80 Get Back On Your Feet 42
Defence Modiers 132 Exotic Weapons Prociency 80 Grabbing Objects 142
Defence Value 120 Expert Rider Talent Tree 179 Grapple 142
Defensive Talent Tree 15 Explosives 136 Grappled 104
Delay 135 Extreme Effort Talent Tree 13 Grapple Modiers 142
Delaying Limits 135 Greater Weapon Focus 73
Greater Weapon Specialisation 73

233
Great Cleave 73 Improved Surgery 42 Loyal 152
Great Fortitude 73 Improved Trip 74 Luck 26, 147
Grizzly Bear 156 Improved Two-Weapon Fighting 74 Lucky 74
Group Structures 197 Improvised Weapons Prociency 79
Gunpowder Keg 96 Increased Speed Talent Tree 16 M
Guns 117 Incredible Health Talent Tree 18 Mississippi Rie 91
Gunslinger 29 Indian Agents 178 Martial Arts 75
Gun cleaning kit 85 Indian Trade Musket 91 Martial Longarms Prociency 80
Indian Weapons Prociency 80 Martial Sidearms Prociency 80
H Indomitable Endurance 40 Martial Weapons Prociency 80
Hampered Movement 101 Infantry Talent Tree 39 Mechanical tool kit 84
Handcuffs 83 Infection 107 Medical Expert 75
Handle Animal 58 Initiative 121 Melee Attacks 126
Hard-hitting Questions 40 Injuries, Wounds and Infection 107 Melee Smash Talent Tree 14
Index

Hardware 165 Insightful Care 33 Metal Breastplate 97


Harmonica 85 Inspire 38 Meteor double-barrelled Street How-
Hartford Cowboy Shotgun 93 Intelligence (INT) 6 itzer 93
Hat 83 Intimidate 60 Meticulous 75
Hatchet 97 Investigative Talent Tree 40 Miner 32
Hawken Plains Rie 91 In The Nick Of Time 39 Minimum Weapon Damage 120
Headstrong 151 Iron Will 74 Mining 211
Healing Talent Tree 22 J Mining Talent Tree 32
Heat and Cold 104 Mining Terms 208
Heavy-Footed 151 Journalist 40 Mining Town 161
Heavy Coat 97 Judge Roy Bean 189 Misres 120
Helpless 104 Jump 61 Mobility 75
Helpless Defenders 134 Moral Outrage 40, 41
Henry Rie 91 K Mountain Man 31
Hide 60 Keen Ear 36 Mountain Man & Hunter Terms 208
High Jumper 152 Kicker 152 Mountain Man Talent Tree 31
Hit Location 127 Kiowa 174 Mounted Combat 145
Hit Locations 127 Kit Carson 189 Mounted Fire 75
Hit Points 121 Knock Overboard 36 Mounts and Vehicles 101
Holster 85 Knowledge 62 Movement 99
Horse, Heavy 154 Know Everything That Goes On In Movement and Distance 101
Horse, Light 154 Town 37 Movement and Position 131
Horse Feats 151 Move Action 124
Horse feed 85 L Move Silently 64
Hotel 165 Moving Shot 75
Hunter 180 Lamp oil 85 Mule 154
Hunter Talent Tree 180 Lasso 94 Multiclass Characters 27
Lawman 32 Multiplying Damage 120
I Law Enforcement Talent Tree 32
Leadership Talent Tree 25 N
Ignore Hardness Talent Tree 14 Leather chap 83
Improved Aim 74 Leisure Time 38 Nauseated 104
Improved Bull Rush 74 Level Dependant Benets 12 Navaho 174
Improved Care 42 Le Faucheux 90 Nervous 152
Improved Demolitions 36 Life in the Saddle 34 Newspaper 85, 165
Improved Disarm 74 Lightning Reexes 74 Nez Perce 174
Improved Feint 74 Light Sources and Illumination 102 Nimble 75
Improved Initiative 74 Light Wagon (Buckboard) 86
Improved Intimidate 36 O
Listen 63
Improved Mount 35 Literacy 26, 74 Obsessive Work 32
Improved Mounted Combat 39 Location Impairment Effects 127 Oil lamp 84
Improved Quick Draw 29 Lockpick set 83 Ornery 152
Improved Skip Shot 29 Outlaw 171

234
Outlaws & Rustlers 217 Repair 64 Shaken 104
Overrun 140 Repairing Objects 139 Shaman 180
Overwatch 36 Reputation 26, 108 Shaman Talent Tree 180
Reputation Bonus Size 109 Sharps Big 50 91
P Reputation Boost 40 Sharps Buffalo Gun 91
Paiute 175 Research Talent Tree 18 Sharps Carbine 91
Panicked 104 Resist Impairment 76 Sharps Derringer 90
Paralysed 104 Restaurant 165 Sharps Rie 91
Paterson Colt 90 Restore Hit Points 107 Shawnee 175
Perform 64 Retire 38 Sheriff 171
Piano 85 Ride 65 Sheriffs Ofce/Jail 166
Pick 85 Ride-by Attack 76 Shootouts 209
Pillow Talk 38 Riding the Range Talent Tree 34 Shoot from the Hip 29
Pinned 104 Rie cover 85 Shot on the Run 76
Pistol belt 85 Righteous Anger 41 Shovel 84
Planning the Job 36 Robber 36 Sickly 152
Point Blank Shot 75 Rope 84 Silver Star 32
Poker Face 41 Rose of the Prairie 38 Simple Longarms Prociency 80
Pony 155 Run 76, 129 Simple Sidearms Prociency 80
Post Ofce 165 Running an Outt 112 Simple Weapons Prociency 80
Power Attack 75 Running a Business 110 Sioux Nation 175
Power of the Press Talent Tree 40 Rustler 35 Sitting Bull 191
Preacher 40 Rustling Talent Tree 35 Sixth Sense 32
Precise Shot 75 Size Modier 119, 120
S Skill Focus 76
Profession 64
Prone 104 Squirrel Rie 91 Skip Shot 76
Pueblo 175 S&W American 90 Skittish 152
Puma 157 Sabre 97 Sleight of Hand 66
Pursuit of the Story 40 Sack 81 Sliding Down The Bar 143
Sacred Pipe 176 Slocum Pocket Arm 90
Q Saddle 84 Slow 152
Saddle, Masterwork 84 Small Furry Animal 159
Quickdraw Duels 122 Small Knife 96
Quick Draw Talent Tree 29 Saddlebag 81
Saddlemaker 166 Smart 152
Quick Reload 75 Smart Hero 18
Quirks 149 Safecracking Talent Tree 36
Saloon 166 Smith & Wesson no.2 90
Saloon Owner 170 Smoke 105
R Snap Shot 76
Savage Navy 90
Raiding Talent Tree 36 Saving Throws 121 Sociable 33
Rail 162 Saw 84 Soiled Dove 38
Railroads & Stagecoaches 218 Sawbones Talent Tree 42 Soiled Dove Talent Tree 38
Ranching Terms 207 Scalping 176 Soldiering Talent Tree 40
Ranch Boss 169 Schoeld S&W Frontier 90 Sound the Charge 39
Random Height and Weight 26 Schoolhouse 166 Speak Language 76
Ranged Attacks 125 Schooner Wagon 87 Spear 94
Range Penalty 119 Scorpion 157 Speed 121
Rattlesnake 157 Scorpion Swarm 158 Spencer Carbine 91
Rat Swarm 159 Scout 34 Spencer Slide-Action Shotgun 93
Ready 135 Scouting Talent Tree 34 Spirited Charge 77
Readying an Action 135 Search 65 Spot 67
Recovering from Impairment 106 Self-sufciency 31 Springeld Carbine 91
Recover from Injury 38 Seminole 174 Springeld Trapdoor Shotgun 93
Reload 144 Sense Motive 66 Spring Attack 77
Remington-Elliot 90 Settlement 161 Spurs 83
Remington Army 90 Settler 37, 169 Stable 104, 152, 166
Remington Rolling Block 91 Settler Talent Tree 38 Stableman 33
Stable Talent Tree 33

235
Stagecoach 87 Through the Smoke 39 US Musket, mod.1842 91
Stagecoach Terms 208 Throwing Hatchet 94 Ute 176
Stage Station 166 Throwing Knife 94
Starr Army 90 Thrown Through A Window 143 V
Starr Carbine 91 Timeline of the West 2 Vanish into the Wild 36
Starvation and Thirst 105 Time and Skill Checks 45 Vehicle Combat 146
Steady 152 Tobacco 85 Vehicle Dodge 78
Stealth 34 Total Defence 126 Vehicle Speeds 146
Stealthy 77 Touch Attacks 121 Veteran 39
Steer 160 Toughness 77 Violin 85
Storekeeper 32 Tough Hero 16 Vision Quests 177
Strangulation 144 Town Hall 167 Volcanic Rocket-Ball Carbine 91
Strategy Talent Tree 20 Town Layout 161
Strength (STR) 6 Track 77 W
Index

Strength Bonus 120 Trader Talent Tree 33


Strength Modier 119 Trading 81 Wagon Trains & Settlers 212
Strike 32 Trading Post 167 Walch Navy 90
Strike an Object 137 Trading Posts 178 Walker-Colt Dragoon 90
Strongbox 81 Trailblazer 34 Wanted, Dead or Alive 217
Strong Hero 13 Trail rations 85 War 218
Stunned 104 Train Station 167 Wealth and Purchasing 110
Stylish Attack 31 Trample 78 Wealth Category 110
Sunder 77 Tranter 90 Weapon Finesse 78
Sun Dance 177 Tranter Army 90 Weapon Focus 78
Surgery 77, 166 Trap 84 Weapon Prociencies 79
Surprise 122 Trapper 31 Weapon Specialisation 79
Survival 67 Trapping & Buffalo Hunting 210 Webley Army 90
Swarm 159 Treat Injury 68 Webley Bulldog 90
Swift Rope 35 Trick Shooting Talent Tree 29 Western Characters 195
Swim 68 Trip 141 Western Language 207
Trooper 39 Western Themes 194
T Trustworthy 78 Whip 94
Trust nobody cept yourself 31 Whip-hand 33
Trapdoor Springeld Carbine 91 Whirlwind Attack 79
Talkin About It 37 Trying Again 44
Tumble 69 Whisper of the Land 34
Telegrams 165 Wild 152
Telescope 84 Twitch 29
Two-Weapon Fighting 78 Wild Bill Hickok 192
Telescopic Sight 85 Winchester 1-in-1000 91
Tenderfoot 38 Two-Weapon Fighting Penalties 129
Winchester 76 91
Tenderfoot Talent Tree 38 U Winchester Yellow Boy 91
Tending Bar Talent Tree 37 Winchester Lever Action Shotgun 93
Tent 84 Unbreakable Talent Tree 18 Winchester Rie 91
Terrain and Overland Movement 101 Unbroken 152 Wisdom (WIS) 6
Theatre 166 Unconscious 104 Withdraw 130
The Cinematic Game 206 Undertaker 167 Wolf 160
The latest style 31 Uniform 83 Wolverine 160
The Law 216 Unrecognised Talent 38 Wooden Breastplate 97
The Long Ride 34 Untrained Skill Checks 44 Wounds 126
the Sundance Kid 185 Use Feat, Skill or Special Ability 130

OGL WILD WEST


236
Ability Ability Temp. Temp. Base Ability Misc. Misc. Misc. Misc.
Score Modifier Score Modifier Save Modifier Modifier Modifier Modifier Modifier
ST R F o rt
Strength CON

DEX Ref
Dexterity DEX

C ON Will
Constitution WIS

IN T
Intelligence Current Maximum Temp. Subdual Hit Dice Misc.

H I T PO I N T S
W IS
Wisdom

CH A WOUND S
Charisma

Base Strength Size Misc. Misc. Misc. Misc. Misc. Temp.


Total Attack Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier
M E LE E = + + + + + + + +
Attack Bonus
Total Attack
Weapon Bonus Damage Critical Range Type Size Weight Notes

Base Dexterity Size Misc. Misc. Misc. Misc. Misc. Temp.


Total Attack Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier
R A N GE D = + + + + + + + +
Attack Bonus
Total Attack
Weapon Bonus Damage Critical Range R.O.F Mag Size Weight Restriction

Misc. Misc.
Total Modifier Modifier
INITIATIVE LU C K REP
= +

Base Dexterity Size Armour Misc. Misc. Misc. Misc.


Total Bonus Modifier Modifier Bonus Modifier Modifier Modifier Modifier
D E F E N CE
Value
= + + + + + + + + 10
Armour Notes DV when Touch Max Dex. Armour
Flat-Footed Attacks Bonus Penalty

237
Key Cross Modifiers
S k ill N a m e Ability Class Total Ability Ranks Misc.
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft ( ) INT
Craft ( ) INT
Decipher Script INT
Demolitions INT
Diplomacy CHA
Index

Disable Device DEX


Disguise CHA
Drive DEX
Escape Artist DEX
Forgery INT
Gamble WIS
Gather Information CHA
Handle Animal CHA
Hide DEX
Intimidate CHA/STR
Jump STR
Knowledge ( ) INT
Knowledge ( ) INT
Knowledge ( ) INT
Knowledge ( ) INT
Listen WIS
Move Silently DEX
Perform ( ) CHA
Profession ( ) WIS
Repair INT
Ride DEX
Search INT
Sleight of Hand DEX
Spot WIS
Survival WIS
Swim STR
Treat Injury WIS
Tumble DEX
Use Rope DEX
These Skills may be used with 0 ranks.
Armour check penalties apply to these skills. Total Skill Points

Maximum Skill Ranks Maximum X-Class Skill Ranks


(Level + 3) ((Level + 3)2)

238
Player: EQUIPMENT
Cha ra c t e r :
Le v e l : Class:
Occupation:
Group:
Ge n d e r :
Age: Hair:
Eyes: Hand ed :
Height: Weight:

F E A TS DESCRIPTION

C LA S S A B I L I T Y DESCRIP T IO N

MOUNT Name: FAMILIAR N


Creature: Creature:
STR DEX CON INT WIS CHA STR DEX C

Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier M

LA N G U A G E S
Fort Reflex Will Fort R
Save Save Save Save

HIT INITIATIVE HIT


Points Points
Hit Dice: Bonus: Hit Dice:
Speed: Speed:
DV: AC:
Attacks: Attacks:
NOT ES Space/Reach: Space/Reach:
Skills: Skills:

Feats: Feats:

Special Abilities: Special Abilities:

MOUNT
239
Name: COMPANION N
Creature: Creature:
STR DEX CON INT WIS CHA STR DEX C
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as Open Game Content by the Contributor, and The use of any Product Identity in Open Game Content
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distributed using this License. Open Game License v 1.0a Copyright 2000, Wizards
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agreeing to use this License, the Contributors grant You by Jonathan Tweet, Monte Cook, Skip Williams,
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You represent that Your Contributions are Your original

240
This is a game about the American West. Some of the book is about how it was, and some is about how
it is remembered. It is up to the players and Games Master to nd their own version of the West, nding
their own trail between truth and legend. If the players want a historically accurate game where miles
are miles, events occur as they truly did, and death comes more often from disease than a bullet, then
they will nd the tools they need in this book. Alternatively, if the players want a game inspired by
movies and dime novels, where the history is just a painted backdrop and heroes ride high in the saddle,
then they too will nd their desires catered for within.

The characters may be counted among those who build America, who drove the railroad across the
continent and built the Western states. They may be soldiers who ght at the famous battles of the
West, or adventurers who blaze the trails through the wilderness. They can be statesmen or scoundrels,
outlaws or lawmen, the quick or the dead. They will either become part of the legend, or die in some
godforsaken hot and dusty place and be forgotten.

He had been riding with Death with three days now, ever since leaving Dodge.

At rst, hed put it down to pain from the bullet in his side. His shirt was matted with blood and tangled
with the punctured skin of his ank, and every breath send spikes of pain shooting through him. Still,
hed been shot before. This was different. Though the heat haze rising from the hot ground, he could see
that pale horse and skeletal rider.

He had seen it dimly on the rst day, but he had ignored it.

On the second day, he had seen Death clearly, riding along beside him. Deaths horse left no prints in
the dirt.

And on the third day, hed started to talk to Death.

Mongoose Publishing
www.mongoosepublishing.com
US $34.95

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