-- WARNING --

The Core Rules Manual, The Game Master's Manual as well as any information part of WILD WEST 1873 game
have not been translated by professionals for the moment as the Game is not yet commercialized.
 

- BLUE PARTS CAN BE VIEWED -

Table of Contents

 

1 THE GAME ....................................................................................

1.1 Game Presentation .........................................................................................

1.2 Description of this Manual ................................................................................

1.3 Game Terms ...............................................................................................

1.4 The Game System .........................................................................................

1.4.1 Characteristics and skills

1.4.2 How to use dices

1.5 Elements you need for Playing ............................................................................

 

2 THE CHARACTER .............................................................................

2.1 The Character Sheet .....................................................................................

2.2 The Age ....................................................................................................

2.3 The Characteristics .......................................................................................

2.3.1 Roles of characteristics

2.3.2 Determination of characteristics

2.3.3 Age-dependent characteristics adjustment

2.3.4 Bill the Badger!

2.4 The Skills ..................................................................................................

2.4.1 Role of the skills

2.4.2 Determining skillls

2.4.2.1. Basic skills and adjustments

2.4.2.2. Skill categories and adjustments

2.4.3 Maximum skill percentages at the start of the adventure

2.4.4 Adjusting skills according to characteristics

2.5 Hit Points ..................................................................................................

2.6 Bonus/malus on Damage ...................................................................................

2.7 Relationship with the Law, the Army and the Indians .................................................

2.7.1 Excellent relationship with the law

2.7.2 Wanted by the law

2.7.3 Excellent relationship with the Army

2.7.4 Wanted by the Army

2.7.5 Excellent relationship with the Indians

2.7.6 Wanted by the Indians

2.8 Former Jobs................................................................................................

2.8.1 Former Federal Marshall

2.8.2 Former Sheriff

2.8.3 Former Bounty Hunter

2.8.4 Former Hitman

2.9 The Reputation ............................................................................................

2.10 Languages .................................................................................................

2.10.1 Level of language skill

2.10.2 Speaking English

2.10.3 Speaking a language other than English

2.10.3.1. Determining the number of additional languages

2.10.3.2. Choice of additional languages

2.10.3.3. Mastery in additional languages

2.10.4 Reading and writing a language

2.11 Old Friends ...............................................................................................

2.12 The Equipment ............................................................................................

2.12.1 Horses and weapons

2.12.2 Money

2.12.3 Cost of living in the West, circa 1870

2.13 Example of how to determine skill percentages .......................................................

 

3 THE ADVENTURE ............................................................................

3.1 Notions of Rounds and Actions ...........................................................................

3.2 Use of Characteristics ....................................................................................

3.2.1 Attempting an action linked to a characteristic

3.2.2 Bonus/malus assigned to a characteristic for an action

3.2.3 Systematically successful/unsuccessful action

3.2.4 Retrying an action

3.2.5 Opposition action

3.2.6 Competitive action

3.2.7 Critical success

3.2.8 Critical miss

3.2.9 If the character is injured

3.3 Use of Skills ...............................................................................................

3.3.1 Attempting an action linked to a skill

3.3.2 Bonus/malus assigned to a skill for an action

3.3.3 Systematically successful/unsuccessful action

3.3.4 Retrying an action

3.3.5 Opposition action

3.3.6 Competitive action

3.3.7 Critical success

3.3.8 Critical miss

3.3.9 If the character is injured

3.3.10 Creating a new skill on the fly

3.3.11 Explanation of some skills

3.3.11.1. "throw" (throwing an object)

3.3.11.2. "speaking another language" (Indian language)

3.3.11.3. "speaking another language" (sign language)

3.3.11.4. "speaking another language" (Spanish)

3.3.11.5. "discuss/convince" (in a language other than your native tongue)

3.4 The Weapons ..............................................................................................

3.4.1 Firearms

3.4.1.1. A bit of history!

3.4.1.2. Main firearms in the 1870s

3.4.1.3. Prejudices

3.4.2 Bladed weapons

3.4.3 Unusual weapons

3.4.3.1. The whip

3.4.3.2. The dynamite

3.4.3.3. The Gatling machine gun

3.4.4 Weapon category, jamming and broken bladed weapons

3.4.5 Buying a weapon

3.5 The Horses ................................................................................................

3.5.1 Horse class

3.5.2 Buying a horse

3.5.3 Horse chase

3.5.3.1. Requirements

3.5.3.2. Determining the horse class of the two groups

3.5.3.3. Determining the gap between the groups

3.5.3.4. Sequence of the chase

3.5.3.5. Breathlessness of galloping horses

3.5.3.6. Other chases

3.6 Use of Cool, Reputation and Luck ........................................................................

3.6.1 The COOL

3.6.2 The REPUTATION

3.6.2.1. Basic rules

3.6.2.2. Famous character for burying others

3.6.2.3. Famous characters for other reasons

3.6.3 THE LUCK

3.7 Trouble with the Law and/or the Army .................................................................

3.7.1 Wanted characters

3.7.2 Judgment

3.7.3 Friendships and interests

3.8 Falls, Poisoning, Drowning, Choking, Frostbite and Burns ..............................................

3.8.2 Poisoning

3.8.3 Drowning and choking

3.8.4 Frostbite and burns

3.9 Expenses ...................................................................................................

 

4 THE COMBATS ...............................................................................

4.1 The Rules ..................................................................................................

4.1.1 The combat round 

4.1.2 Ranged combat

4.1.3 Hand-to-hand combat

4.1.4 Rules specific to firearms

4.2 Resolving a Combat ........................................................................................

4.2.1 The sequence of combat

4.2.2 Determining the order of combat

4.2.2.1. Determining the skill used in a combat

4.2.2.1.1 Skill to use with revolvers

4.2.2.1.2 Skill to use with any other weapons

4.2.2.1.3 Skill to use With bare hands

4.2.2.2. Determining the speed in combat

4.2.2.2.1 Speed in combat (basic)

4.2.2.2.2 Speed in combat (adjustments)

4.2.2.2.2.1 Weapon not ready - Use of two weapons - Character surprised

4.2.2.2.2.2 Watched character

4.2.2.3. Determining the number of shots or blows in the round

4.2.2.4. Order in a combat

4.2.3 Determining the Target

4.2.4 Hit a target

4.2.4.1. Hit percentage (base)

4.2.4.2. Hit percentage (adjustments)

4.2.4.2.1 Protected target

4.2.4.2.2 Distance from target (for firearms or throwing weapons)

4.2.4.2.3 Size of the target

4.2.4.2.4 Target speed

4.2.4.2.5 Character on horseback

4.2.4.2.6 Using two weapons

4.2.4.2.7 Weapon wielded with the secondary hand

4.2.4.2.8 Injured character

4.2.4.3. Parades number per round

4.2.5 Hit location

4.2.5.1. With a weapon

4.2.5.1.1 Success

4.2.5.1.2 Critical success

4.2.5.1.3 Aiming at a specific area with a weapon

4.2.5.1.4 Miss or critical miss

4.2.5.2. With bare hands

4.2.6 Damage inflicted

4.2.6.1. Using a weapon

4.2.6.1.1 On a live target

4.2.6.1.2 On an object

4.2.6.2. Bare hands

4.2.6.2.1 On a live target

4.2.6.2.2 On a object

4.3 Resolving a Combat with numerous PNJs ................................................................

4.4 Duels .......................................................................................................

4.4.1 Basic rules

4.4.2 Challenging a famous character (hazardous)

4.4.3 Consequences of duels on REPUTATION

4.5 Silent Attacks .............................................................................................

4.5.1 Discrete approach

4.5.2 Stunning an opponent

4.5.3 Strangling an opponent

4.5.4 Stabbing an opponent

4.6 Using a Weapon outside a fight ..........................................................................

 

5 INJURIES, HEALING, DEATH .............................................................

5.1 Injuries ....................................................................................................

5.1.1 Impact on characteristics

5.1.2 Impact on skills

5.1.3 Character with less than 5 HP

5.1.4 Handicap if hit

5.1.5 Consequences of a bare hands fight

5.2 The Healing ................................................................................................

5.2.1 Healing a wound

5.2.2 Healing a poisoning

5.3 Recovery ...................................................................................................

5.3.1 Recovery of hit points

5.3.2 Healing time for cracks/fractures/bruises/galling

5.4 Death .......................................................................................................

 

6 PLAYING A SCENARIO ......................................................................

6.1 Start of the Adventure ...................................................................................

6.1.1 The character sheet

6.1.2 Character age

6.2 Playing the Adventure .....................................................................................

6.2.1 A few basic rules

6.2.2 Some

6.3 End of the Adventure .....................................................................................

6.3.1 Congratulations to Bill the badger, he's still alive!

6.3.2 Earnings

6.3.2.1. Gain in characteristics

6.3.2.2. Gain in skills

6.3.3 Modification of character sheet figures

6.3.3.1. EXPERIENCE

6.3.3.2. REPUTATION

6.3.3.3. Checking damage bonuses/malus

6.3.3.4. Number of successful adventures

6.3.3.5. Other (rare!)

6.4 Example of a Game Situation ............................................................................

6.4.1 Example 1

6.4.2 Example 2

 

7 ANNEXES .....................................................................................

7.1 Annex 1: Character sheet ................................................................................

7.2 Annex 2: Characteristics description ....................................................................

7.3 Annex 3: The four skills categories description ........................................................

7.4 Annex 4: Main cities in the East ........................................................................

7.5 Annex 5: Main cities in the West .......................................................................

7.6 Annex 6: Main Indian tribes in the West ...............................................................

7.7 Annex 7: Speed and distance table ......................................................................

7.8 Annex 8: Number of rounds for standard actions ......................................................

7.9 Annex 9: Professions in the west ........................................................................

7.10 Annex 10: Main locations in the West .................................................................

7.11 Annex 11: Animals .......................................................................................

7.12 Annex 12: Firearms table................................................................................

7.13 Annex 13: Cost of life circa 1870 .....................................................................

 

 

 

 

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Table of Contents

 

1 THE GAME ................................................................................

1.1 Game Presentation ......................................................................................

1.2 Description of this Manual .............................................................................

1.3 Game Terms ............................................................................................

1.4 The Game System......................................................................................

1.4.1 Characteristics and skills

1.4.2 How to use dices

1.5 Elements you need for Playing .........................................................................

 

2 THE CHARACTER .......................................................................

2.1 The Character Sheet ..................................................................................

2.2 The Age ..................................................................................................

2.3 The Characteristics .....................................................................................

2.3.1 Roles of characteristics

2.3.2 Determination of characteristics

2.3.3 Age-dependent characteristics adjustment

2.3.4 Bill the Badger!

2.4 The Skills ...............................................................................................

2.4.1 Role of the skills

2.4.2 Determining skillls

2.4.2.1. Basic skills and adjustments

2.4.2.2. Skill categories and adjustments

2.4.3 Maximum skill percentages at the start of the adventure

2.4.4 Adjusting skills according to characteristics

2.5 Hit Points ...............................................................................................

2.6 Bonus/malus on Damage .................................................................................

2.7 Relationship with the Law, the Army and the Indians ...............................................

2.7.1 Excellent relationship with the law

2.7.2 Wanted by the law

2.7.3 Excellent relationship with the Army

2.7.4 Wanted by the Army

2.7.5 Excellent relationship with the Indians

2.7.6 Wanted by the Indians

2.8 Former Jobs..............................................................................................

2.8.1 Former Federal Marshall

2.8.2 Former Sheriff

2.8.3 Former Bounty Hunter

2.8.4 Former Hitman

2.9 The Reputation ..........................................................................................

2.10 Language.................................................................................................

2.10.1 Level of language skill

2.10.2 Speaking English

2.10.3 Speaking a language other than English

2.10.3.1. Determining the number of additional languages

2.10.3.2. Choice of additional languages

2.10.3.3. Mastery in additional languages

2.10.4 Reading and writing a language

2.11 Old Friends ............................................................................................

2.12 The Equipment .........................................................................................

2.12.1 Horses and weapons

2.12.2 Money

2.12.3 Cost of living in the West, circa 1870

2.13 Example of how to determine skill percentages .....................................................

 

3 THE ADVENTURE ......................................................................

3.1 Notions of Rounds and Actions ........................................................................

3.2 Use of Characteristicss.................................................................................

3.2.1 Attempting an action linked to a characteristic

3.2.2 Bonus/malus assigned to a characteristic for an action

3.2.3 Systematically successful/unsuccessful action

3.2.4 Retrying an action

3.2.5 Opposition action

3.2.6 Competitive action

3.2.7 Critical success

3.2.8 Critical miss

3.2.9 If the character is injured

3.3 Use of Skills ............................................................................................

3.3.1 Attempting an action linked to a skill

3.3.2 Bonus/malus assigned to a skill for an action

3.3.3 Systematically successful/unsuccessful action

3.3.4 Retrying an action

3.3.5 Opposition action

3.3.6 Competitive action

3.3.7 Critical success

3.3.8 Critical miss

3.3.9 If the character is injured

3.3.10 Creating a new skill on the fly

3.3.11 Explanation of some skills

3.3.11.1. "throw" (throwing an object)

3.3.11.2. "speaking another language" (Indian language)

3.3.11.3. "speaking another language" (sign language)

3.3.11.4. "speaking another language" (Spanish)

3.3.11.5. "discuss/convince" (in a language other than your native tongue)

3.4 The Weapons ...........................................................................................

3.4.1 Firearms

3.4.1.1. A bit of history!

3.4.1.2. Main firearms in the 1870s

3.4.1.3. Prejudices

3.4.2 Bladed weapons

3.4.3 Unusual weapons

3.4.3.1. The whip

3.4.3.2. The dynamite

3.4.3.3. The Gatling machine gun

3.4.4 Weapon category, jamming and broken bladed weapons

3.4.5 Buying a weapon

3.5 The Horses .............................................................................................

3.5.1 Horse class

3.5.2 Buying a horse

3.5.3 Horse chase

3.5.3.1. Requirements

3.5.3.2. Determining the horse class of the two groups

3.5.3.3. Determining the gap between the groups

3.5.3.4. Sequence of the chase

3.5.3.5. Breathlessness of galloping horses

3.5.3.6. Other chases

3.6 Use of Cool, Reputation and Luck .....................................................................

3.6.1 The COOL

3.6.2 The REPUTATION

3.6.2.1. Basic rules

3.6.2.2. Famous character for burying others

3.6.2.3. Famous characters for other reasons

3.6.3 THE LUCK

3.7 Trouble with the Law and/or the Army ..............................................................

3.7.1 Wanted characters

3.7.2 Judgment

3.7.3 Friendships and interests

3.8 Falls, Poisoning, Drowning, Choking, Frostbite and Burns ...........................................

3.8.2 Poisoning

3.8.3 Drowning and choking

3.8.4 Frostbite and burns

3.9 Expenses ................................................................................................

 

4 THE COMBATS .........................................................................

4.1 The Rules ...............................................................................................

4.1.1 The combat round 

4.1.2 Ranged combat

4.1.3 Hand-to-hand combat

4.1.4 Rules specific to firearms

4.2 Resolving a Combat ....................................................................................

4.2.1 The sequence of combat

4.2.2 Determining the order of combat

4.2.2.1. Determining the skill used in a combat

4.2.2.1.1 Skill to use with revolvers

4.2.2.1.2 Skill to use with any other weapons

4.2.2.1.3 Skill to use With bare hands

4.2.2.2. Determining the speed in combat

4.2.2.2.1 Speed in combat (basic)

4.2.2.2.2 Speed in combat (adjustments)

4.2.2.2.2.1 Weapon not ready - Use of two weapons - Character surprised

4.2.2.2.2.2 Watched character

4.2.2.3. Determining the number of shots or blows in the round

4.2.2.4. Order in a combat

4.2.3 Determining the Target

4.2.4 Hit a target

4.2.4.1. Hit percentage (base)

4.2.4.2. Hit percentage (adjustments)

4.2.4.2.1 Protected target

4.2.4.2.2 Distance from target (for firearms or throwing weapons)

4.2.4.2.3 Size of the target

4.2.4.2.4 Target speed

4.2.4.2.5 Character on horseback

4.2.4.2.6 Using two weapons

4.2.4.2.7 Weapon wielded with the secondary hand

4.2.4.2.8 Injured character

4.2.4.3. Parades number per round

4.2.5 Hit location

4.2.5.1. With a weapon

4.2.5.1.1 Success

4.2.5.1.2 Critical success

4.2.5.1.3 Aiming at a specific area with a weapon

4.2.5.1.4 Miss or critical miss

4.2.5.2. With bare hands

4.2.6 Damage inflicted

4.2.6.1. Using a weapon

4.2.6.1.1 On a live target

4.2.6.1.2 On an object

4.2.6.2. Bare hands

4.2.6.2.1 On a live target

4.2.6.2.2 On a object

4.3 Resolving a Combat with numerous PNJs .............................................................

4.4 Duels ....................................................................................................

4.4.1 Basic rules

4.4.2 Challenging a famous character (hazardous)

4.4.3 Consequences of duels on REPUTATION

4.5 Silent Attacks ..........................................................................................

4.5.1 Discrete approach

4.5.2 Stunning an opponent

4.5.3 Strangling an opponent

4.5.4 Stabbing an opponent

4.6 Using a Weapon outside a fight .......................................................................

 

5 INJURIES, HEALING, DEATH .......................................................

5.1 Injuries .................................................................................................

5.1.1 Impact on characteristics

5.1.2 Impact on skills

5.1.3 Character with less than 5 HP

5.1.4 Handicap if hit

5.1.5 Consequences of a bare hands fight

5.2 The Healing .............................................................................................

5.2.1 Healing a wound

5.2.2 Healing a poisoning

5.3 Recovery ................................................................................................

5.3.1 Recovery of hit points

5.3.2 Healing time for cracks/fractures/bruises/galling

5.4 Death ....................................................................................................

 

6 PLAYING A SCENARIO ................................................................

6.1 Start of the Adventure ................................................................................

6.1.1 The character sheet

6.1.2 Character age

6.2 Playing the Adventure ..................................................................................

6.3 End of the Adventure ..................................................................................

6.3.1 Congratulations to Bill the badger, he's still alive!

6.3.2 Earnings

6.3.2.1. Gain in characteristics

6.3.2.2. Gain in skills

6.3.3 Modification of character sheet figures

6.3.3.1. EXPERIENCE

6.3.3.2. REPUTATION

6.3.3.3. Checking damage bonuses/malus

6.3.3.4. Number of successful adventures

6.3.3.5. Other (rare!)

6.4 Example of a Game Situation ..........................................................................

6.4.1 Example 1

6.4.2 Example 2

 

7 ANNEXES ...............................................................................

7.1 Annex 1: Character sheet .............................................................................

7.2 Annex 2: Characteristics description .................................................................

7.3 Annex 3: The four skills categories description ......................................................

7.4 Annex 4: Main cities in the East .....................................................................

7.5 Annex 5: Main cities in the West .....................................................................

7.6 Annex 6: Main Indian tribes in the West ............................................................

7.7 Annex 7: Speed and distance table ....................................................................

7.8 Annex 8: Number of rounds for standard actions ....................................................

7.9 Annex 9: Professions in the west .....................................................................

7.10 Annex 10: Main locations in the West ..............................................................

7.11 Annex 11: Animals ....................................................................................

7.12 Annex 12: Firearms table ............................................................................

7.13 Annex 13: Cost of life circa 1870 ..................................................................

 

 

 

 

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Table of Contents

 

1 THE GAME .......................................................

1.1 Game Presentation .........................................................

1.2 Description of this Manual ................................................

1.3 Game Terms ................................................................

1.4 The Game System .........................................................

1.4.1 Characteristics and skills

1.4.2 How to use dices

1.5 Elements you need for Playing ...........................................

 

2 THE CHARACTER ................................................

2.1 The Character Sheet .....................................................

2.2 The Age ...................................................................

2.3 The Characteristics .......................................................

2.3.1 Roles of characteristics

2.3.2 Determination of characteristics

2.3.3 Age-dependent characteristics adjustment

2.3.4 Bill the Badger!

2.4 The Skills ..................................................................

2.4.1 Role of the skills

2.4.2 Determining skillls

2.4.2.1. Basic skills and adjustments

2.4.2.2. Skill categories and adjustments

2.4.3 Maximum skill percentages at the start of the adventure

2.4.4 Adjusting skills according to characteristics

2.5 Hit Points ...................................................................

2.6 Bonus/malus on Damage ....................................................

2.7 Relationship with the Law, the Army and the Indians ...................

2.7.1 Excellent relationship with the law

2.7.2 Wanted by the law

2.7.3 Excellent relationship with the Army

2.7.4 Wanted by the Army

2.7.5 Excellent relationship with the Indians

2.7.6 Wanted by the Indians

2.8 Former Jobs...............................................................

2.8.1 Former Federal Marshall

2.8.2 Former Sheriff

2.8.3 Former Bounty Hunter

2.8.4 Former Hitman

2.9 The Reputation ............................................................

2.10 Languages .................................................................

2.10.1 Level of language skill

2.10.2 Speaking English

2.10.3 Speaking a language other than English

2.10.3.1. Determining the number of additional languages

2.10.3.2. Choice of additional languages

2.10.3.3. Mastery in additional languages

2.10.4 Reading and writing a language

2.11 Old Friends ..............................................................

2.12 The Equipment ............................................................

2.12.1 Horses and weapons

2.12.2 Money

2.12.3 Cost of living in the West, circa 1870

2.13 Example of how to determine skill percentages ........................

 

3 THE ADVENTURE ...............................................

3.1 Notions of Rounds and Actions ...........................................

3.2 Use of Characteristics ....................................................

3.2.1 Attempting an action linked to a characteristic

3.2.2 Bonus/malus assigned to a characteristic for an action

3.2.3 Systematically successful/unsuccessful action

3.2.4 Retrying an action

3.2.5 Opposition action

3.2.6 Competitive action

3.2.7 Critical success

3.2.8 Critical miss

3.2.9 If the character is injured

3.3 Use of Skills ...............................................................

3.3.1 Attempting an action linked to a skill

3.3.2 Bonus/malus assigned to a skill for an action

3.3.3 Systematically successful/unsuccessful action

3.3.4 Retrying an action

3.3.5 Opposition action

3.3.6 Competitive action

3.3.7 Critical success

3.3.8 Critical miss

3.3.9 If the character is injured

3.3.10 Creating a new skill on the fly

3.3.11 Explanation of some skills

3.3.11.1. "throw" (throwing an object)

3.3.11.2. "speaking another language" (Indian language)

3.3.11.3. "speaking another language" (sign language)

3.3.11.4. "speaking another language" (Spanish)

3.3.11.5. "discuss/convince" (in a language other than your native tongue)

3.4 The Weapons ...............................................................

3.4.1 Firearms

3.4.1.1. A bit of history!

3.4.1.2. Main firearms in the 1870s

3.4.1.3. Prejudices

3.4.2 Bladed weapons

3.4.3 Unusual weapons

3.4.3.1. The whip

3.4.3.2. The dynamite

3.4.3.3. The Gatling machine gun

3.4.4 Weapon category, jamming and broken bladed weapons

3.4.5 Buying a weapon

3.5 The Horses .................................................................

3.5.1 Horse class

3.5.2 Buying a horse

3.5.3 Horse chase

3.5.3.1. Requirements

3.5.3.2. Determining the horse class of the two groups

3.5.3.3. Determining the gap between the groups

3.5.3.4. Sequence of the chase

3.5.3.5. Breathlessness of galloping horses

3.5.3.6. Other chases

3.6 Use of Cool, Reputation and Luck .........................................

3.6.1 The COOL

3.6.2 The REPUTATION

3.6.2.1. Basic rules

3.6.2.2. Famous character for burying others

3.6.2.3. Famous characters for other reasons

3.6.3 THE LUCK

3.7 Trouble with the Law and/or the Army ..................................

3.7.1 Wanted characters

3.7.2 Judgment

3.7.3 Friendships and interests

3.8 Falls, Poisoning, Drowning, Choking, Frostbite and Burns ..............

3.8.2 Poisoning

3.8.3 Drowning and choking

3.8.4 Frostbite and burns

3.9 Expenses ...................................................................

 

4 THE COMBATS ..................................................

4.1 The Rules ...................................................................

4.1.1 The combat round 

4.1.2 Ranged combat

4.1.3 Hand-to-hand combat

4.1.4 Rules specific to firearms

4.2 Resolving a Combat .........................................................

4.2.1 The sequence of combat

4.2.2 Determining the order of combat

4.2.2.1. Determining the skill used in a combat

4.2.2.1.1 Skill to use with revolvers

4.2.2.1.2 Skill to use with any other weapons

4.2.2.1.3 Skill to use With bare hands

4.2.2.2. Determining the speed in combat

4.2.2.2.1 Speed in combat (basic)

4.2.2.2.2 Speed in combat (adjustments)

4.2.2.2.2.1 Weapon not ready - Use of two weapons - Character surprised

4.2.2.2.2.2 Watched character

4.2.2.3. Determining the number of shots or blows in the round

4.2.2.4. Order in a combat

4.2.3 Determining the Target

4.2.4 Hit a target

4.2.4.1. Hit percentage (base)

4.2.4.2. Hit percentage (adjustments)

4.2.4.2.1 Protected target

4.2.4.2.2 Distance from target (for firearms or throwing weapons)

4.2.4.2.3 Size of the target

4.2.4.2.4 Target speed

4.2.4.2.5 Character on horseback

4.2.4.2.6 Using two weapons

4.2.4.2.7 Weapon wielded with the secondary hand

4.2.4.2.8 Injured character

4.2.4.3. Parades number per round

4.2.5 Hit location

4.2.5.1. With a weapon

4.2.5.1.1 Success

4.2.5.1.2 Critical success

4.2.5.1.3 Aiming at a specific area with a weapon

4.2.5.1.4 Miss or critical miss

4.2.5.2. With bare hands

4.2.6 Damage inflicted

4.2.6.1. Using a weapon

4.2.6.1.1 On a live target

4.2.6.1.2 On an object

4.2.6.2. Bare hands

4.2.6.2.1 On a live target

4.2.6.2.2 On a object

4.3 Resolving a Combat with numerous NPCs .................................

4.4 Duels ........................................................................

4.4.1 Basic rules

4.4.2 Challenging a famous character (hazardous)

4.4.3 Consequences of duels on REPUTATION

4.5 Silent Attacks ..............................................................

4.5.1 Discrete approach

4.5.2 Stunning an opponent

4.5.3 Strangling an opponent

4.5.4 Stabbing an opponent

4.6 Using a Weapon outside a fight ..........................................

 

5 INJURIES, HEALING, DEATH ................................

5.1 Injuries .....................................................................

5.1.1 Impact on characteristics

5.1.2 Impact on skills

5.1.3 Character with less than 5 HP

5.1.4 Handicap if hit

5.1.5 Consequences of a bare hands fight

5.2 The Healing ...............................................................

5.2.1 Healing a wound

5.2.2 Healing a poisoning

5.3 Recovery ...................................................................

5.3.1 Recovery of hit points

5.3.2 Healing time for cracks/fractures/bruises/galling

5.4 Death .......................................................................

 

6 PLAYING A SCENARIO .........................................

6.1 Start of the Adventure ...................................................

6.1.1 The character sheet

6.1.2 Character age

6.2 Playing the Adventure .....................................................

6.2.1 A few basic rules

6.2.2 Some

6.3 End of the Adventure ......................................................

6.3.1 Congratulations to Bill the badger, he's still alive!

6.3.2 Earnings

6.3.2.1. Gain in characteristics

6.3.2.2. Gain in skills

6.3.3 Modification of character sheet figures

6.3.3.1. EXPERIENCE

6.3.3.2. REPUTATION

6.3.3.3. Checking damage bonuses/malus

6.3.3.4. Number of successful adventures

6.3.3.5. Other (rare!)

6.4 Example of a Game Situation ..............................................

6.4.1 Example 1

6.4.2 Example 2

 

7 ANNEXES .......................................................

7.1 Annex 1: Character sheet .................................................

7.2 Annex 2: Characteristics description .....................................

7.3 Annex 3: The four skills categories description .........................

7.4 Annex 4: Main cities in the East .........................................

7.5 Annex 5: Main cities in the West ........................................

7.6 Annex 6: Main Indian tribes in the West ................................

7.7 Annex 7: Speed and distance table .......................................

7.8 Annex 8: Number of rounds for standard actions ......................

7.9 Annex 9: Professions in the west ........................................

7.10 Annex 10: Main locations in the West ..................................

7.11 Annex 11: Animals .......................................................

7.12 Annex 12: Table of firearms ...........................................

7.13 Annex 13: Cost of life circa 1870 ......................................

 

 

 

 

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Table of Contents

 

1 THE GAME

1.1 Game Presentation

1.2 Description of this Manual

1.3 Game Terms

1.4 The Game System

1.4.1 Characteristics and skills

1.4.2 How to use dices

1.5 Elements you need for Playing

 

2 THE CHARACTER

2.1 The Character Sheet

2.2 The Age

2.3 The Characteristics

2.3.1 Roles of characteristics

2.3.2 Determination of characteristics

2.3.3 Age-dependent characteristics adjustment

2.3.4 Bill the Badger!

2.4 The Skills

2.4.1 Role of the skills

2.4.2 Determining skillls

2.4.2.1. Basic skills and adjustments

2.4.2.2. Skill categories and adjustments

2.4.3 Maximum skill percentages at the start of the adventure

2.4.4 Adjusting skills according to characteristics

2.5 Hit Points

2.6 Bonus/malus on Damage

2.7 Relationships 

2.7.1 Excellent relationship with the law

2.7.2 Wanted by the law

2.7.3 Excellent relationship with the Army

2.7.4 Wanted by the Army

2.7.5 Excellent relationship with the Indians

2.7.6 Wanted by the Indians

2.8 Former Jobs

2.8.1 Former Federal Marshall

2.8.2 Former Sheriff

2.8.3 Former Bounty Hunter

2.8.4 Former Hitman

2.9 The Reputation

2.10 Languages

2.10.1 Level of language skill

2.10.2 Speaking English

2.10.3 Speaking a language other than English

2.10.3.1. Determining the number of additional languages

2.10.3.2. Choice of additional languages

2.10.3.3. Mastery in additional languages

2.10.4 Reading and writing a language

2.11 Old Friends

2.12 The Equipment

2.12.1 Horses and weapons

2.12.2 Money

2.12.3 Cost of living in the West, circa 1870

2.13 How to determine skill percentages

 

3 THE ADVENTURE

3.1 Notions of Rounds and Actions

3.2 Use of Characteristics

3.2.1 Attempting an action

3.2.2 Bonus/malus for an action

3.2.3 Systematically (un)successful action

3.2.4 Retrying an action

3.2.5 Opposition action

3.2.6 Competitive action

3.2.7 Critical success

3.2.8 Critical miss

3.2.9 If the character is injured

3.3 Use of Skills

3.3.1 Attempting an action linked to a skill

3.3.2 Bonus/malus for an action

3.3.3 Systematically (un)successful action

3.3.4 Retrying an action

3.3.5 Opposition action

3.3.6 Competitive action

3.3.7 Critical success

3.3.8 Critical miss

3.3.9 If the character is injured

3.3.10 Creating a new skill on the fly

3.3.11 Explanation of some skills

3.3.11.1. "throw" (throwing an object)

3.3.11.2. "speaking Indian language"

3.3.11.3. "speaking sign language"

3.3.11.4. "speaking Spanish"

3.3.11.5. "discuss/convince" (in a language other than your native tongue)

3.4 The Weapons

3.4.1 Firearms

3.4.1.1. A bit of history!

3.4.1.2. Main firearms in the 1870s

3.4.1.3. Prejudices

3.4.2 Bladed weapons

3.4.3 Unusual weapons

3.4.3.1. The whip

3.4.3.2. The dynamite

3.4.3.3. The Gatling machine gun

3.4.4 Weapon category, jamming and broken bladed weapons

3.4.5 Buying a weapon

3.5 The Horses

3.5.1 Horse class

3.5.2 Buying a horse

3.5.3 Horse chase

3.5.3.1. Requirements

3.5.3.2. Horse class of the two groups

3.5.3.3. Gap between the groups

3.5.3.4. Sequence of the chase

3.5.3.5. Breathlessness of galloping horses

3.5.3.6. Other chases

3.6 Use of Cool, Reputation and Luck

3.6.1 The COOL

3.6.2 The REPUTATION

3.6.2.1. Basic rules

3.6.2.2. Famous for burying others

3.6.2.3. Famous for other reasons

3.6.3 THE LUCK

3.7 Trouble with the Law & the Army

3.7.1 Wanted characters

3.7.2 Judgment

3.7.3 Friendships and interests

3.8 Falls, Poisoning, Drowning ...

3.8.2 Poisoning

3.8.3 Drowning and choking

3.8.4 Frostbite and burns

3.9 Expenses

 

4 THE COMBATS

4.1 The Rules

4.1.1 The combat round 

4.1.2 Ranged combat

4.1.3 Hand-to-hand combat

4.1.4 Rules specific to firearms

4.2 Resolving a Combat

4.2.1 The sequence of combat

4.2.2 Determining the order of combat

4.2.2.1. Skill used in a combat

4.2.2.1.1 Skill to use with revolvers

4.2.2.1.2 Skill with any other weapons

4.2.2.1.3 Skill to use With bare hands

4.2.2.2. Determining the speed in combat

4.2.2.2.1 Speed in combat (basic)

4.2.2.2.2 Speed in combat (adjustments)

4.2.2.2.2.1 Weapon not ready - Use of two weapons - Character surprised

4.2.2.2.2.2 Watched character

4.2.2.3. Determining the number of shots or blows in the round

4.2.2.4. Order in a combat

4.2.3 Determining the Target

4.2.4 Hit a target

4.2.4.1. Hit percentage (base)

4.2.4.2. Hit percentage (adjustments)

4.2.4.2.1 Protected target 68

4.2.4.2.2 Distance from target (for firearms or throwing weapons)

4.2.4.2.3 Size of the target

4.2.4.2.4 Target speed

4.2.4.2.5 Character on horseback

4.2.4.2.6 Using two weapons

4.2.4.2.7 Weapon wielded with the secondary hand

4.2.4.2.8 Injured character

4.2.4.3. Parades number per round

4.2.5 Hit location

4.2.5.1. With a weapon

4.2.5.1.1 Success

4.2.5.1.2 Critical success

4.2.5.1.3 Aiming at a specific area

4.2.5.1.4 Miss or critical miss

4.2.5.2. With bare hands

4.2.6 Damage inflicted

4.2.6.1. Using a weapon

4.2.6.1.1 On a live target

4.2.6.1.2 On an object

4.2.6.2. Bare hands

4.2.6.2.1 On a live target

4.2.6.2.2 On a object

4.3 Resolving a Combat with many PNJs

4.4 Duels

4.4.1 Basic rules

4.4.2 Challenging some famous (hazardous)

4.4.3 Consequences of duels on REPUTATION

4.5 Silent Attacks

4.5.1 Discrete approach

4.5.2 Stunning an opponent

4.5.3 Strangling an opponent

4.5.4 Stabbing an opponent

4.6 Using a Weapon outside a fight

 

5 INJURIES HEALING DEATH

5.1 Injuries 

5.1.1 Impact on characteristics

5.1.2 Impact on skills

5.1.3 Character with less than 5 HP

5.1.4 Handicap if hit

5.1.5 Consequences of a bare hands fight

5.2 The Healing

5.2.1 Healing a wound

5.2.2 Healing a poisoning

5.3 Recovery

5.3.1 Recovery of hit points

5.3.2 Healing time for cracks/fractures/bruises/galling

5.4 Death

 

6 PLAYING A SCENARIO

6.1 Start of the Adventure

6.1.1 The character sheet

6.1.2 Character age

6.2 Playing the Adventure

6.3 End of the Adventure

6.3.1 Congratulations to Bill the badger

6.3.2 Earnings

6.3.2.1. Gain in characteristics

6.3.2.2. Gain in skills

6.3.3 Modifying character sheet figures

6.3.3.1. EXPERIENCE

6.3.3.2. REPUTATION

6.3.3.3. Checking damage bonuses/malus

6.3.3.4. Number of successful adventures

6.3.3.5. Other (rare!)

6.4 Example of a Game Situation

6.4.1 Example 1

6.4.2 Example 2

 

7 ANNEXES

7.1 Annex 1: Character sheet

7.2 Annex 2: Characteristics

7.3 Annex 3: Skills categories

7.4 Annex 4: Main cities in the East

7.5 Annex 5: Main cities in the West

7.6 Annex 6: Main west Indian tribes

7.7 Annex 7: Speed and distance table

7.8 Annex 8: Standard actions

7.9 Annex 9: Professions in the west

7.10 Annex 10: Locations in the West

7.11 Annex 11: Animals

7.12 Annex 12: Firearms table

7.13 Annex 13: Cost of life circa 1870