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A&8 Reloaded

Aces & Eights is a role-playing game set in an alternative history of the Old West, allowing players to create characters and engage in adventures filled with gunfights, gambling, and survival. The game emphasizes character creation, skills, and the dynamics of gameplay without strict turn-based mechanics, enabling players to act freely in response to scenarios presented by a GameMaster. Essential materials for play include dice, character sheets, poker cards, and optional miniatures for enhanced experience.

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0% found this document useful (0 votes)
112 views393 pages

A&8 Reloaded

Aces & Eights is a role-playing game set in an alternative history of the Old West, allowing players to create characters and engage in adventures filled with gunfights, gambling, and survival. The game emphasizes character creation, skills, and the dynamics of gameplay without strict turn-based mechanics, enabling players to act freely in response to scenarios presented by a GameMaster. Essential materials for play include dice, character sheets, poker cards, and optional miniatures for enhanced experience.

Uploaded by

John
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits
Authors: David Kenzer, Jolly R. Blackburn, Brian Jelke, Steve Johansson
Expert Consultation: Sandy Horn, Mark Kenzer, Rebecca Tudor
Art Credits: Frederic Remington, Charles Russell and the other Old West artists who brought the frontier to life
aided by Steven Cummings, Bev Shideler, George Vrbanic & Craig Zipse

Table of Contents

WELCOME TO ACES & EIGHTS Chapter 10: Professions . . . . . . . . . . . . . . . . . . .126


THE BASIC GAME Chapter 11: Goods, Services & Equipment . . .148
Chapter 1: Basic Characters . . . . . . . . . . . . . . . . .6 Beasts of Burden . . . . . . . . . . . . . . . . . . . . . . .158
Chapter 2: Basic Scrapes . . . . . . . . . . . . . . . . . . . .8 Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175
THE ADVANCED GAME Chapter 12: Advanced Scrapes . . . . . . . . . . . . .198
Chapter 3: Character Creation . . . . . . . . . . . . . .16 Chapter 13: Wounds & Healing . . . . . . . . . . . .226
Chapter 4: Ability Scores . . . . . . . . . . . . . . . . .20 Chapter 14: Brawling . . . . . . . . . . . . . . . . . . . . .250
Chapter 5: Reputation & Fame . . . . . . . . . . . . . .28 Chapter 15: The Aces & Eights Campaign . . .256
Chapter 6: Priors & Particulars . . . . . . . . . . . . .36 Chapter 16: Awards . . . . . . . . . . . . . . . . . . . . . .332
Chapter 7: Quirks & Flaws . . . . . . . . . . . . . . . . .50 Chapter 17: Gambling . . . . . . . . . . . . . . . . . . . .337
Chapter 8: Skills . . . . . . . . . . . . . . . . . . . . . . . . .68 Chapter 18: History of the Shattered Frontier . . .344
Chapter 9: Talents . . . . . . . . . . . . . . . . . . . . . . .120 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .380

Questions, Comments, Product Orders?


Phone: (847) 858-6847
KENZER AND COMMPANY
1659 N Claremont Avenue email: questions@kenzerco.com
Chicago, IL 60647 Visit our website at
www.kenzerco.com

This book is protected under international treaties and copyright laws of the United States PUBLISHER’S NOTE:
of America. No part of this book may be reproduced, without the express written consent This is a work of fiction. Names, characters, places and incidents either are the product of the
of Kenzer and Company. Permission is granted to the purchaser of this product to repro- authors’ imaginations or are used fictitiously, and any resemblance to actual persons, living or
duce sections of this book for personal use only. Sale or trade of such reproductions is dead, events or locales is entirely coincidental.
strictly prohibited.

With respect to trademarks:


Aces & Eights Reloaded, the Aces & Eights Reloaded logo, Shot Clock and the Kenzer and Company logo are trademarks of Kenzer and Company.
© Copyright 2018 Kenzer & Company, Inc. All Rights Reserved.
Introduction
Welcome to Aces & Eights
strengths and weaknesses of each character, but his

T
hrough the gunsmoke and over the slumped
corpse of a gambler, beyond the sprawl of graz- personality is in the hands of the player. The rulebook,
ing buffalo on the high plains, above the din of the group of players, or one of the participants (desig-
a saloon in full swing, and farther than the blue sky nated as the referee, narrator or judge of the game)
atop the open range lies the Shattered Frontier of the presents a scenario to the other player characters
Aces & Eights game. (PCs). Each player then decides how his character will
A game about the daring adventures and everyday act in the given scenario.
lives of people in the Old West, Aces & Eights lets you The judge, or GameMaster (GM), uses made-up
tell the tale of the West that could have been, in your characters that are not controlled by any of the play-
own words, deeds and history. The Aces & Eights game ers (these are called non-player characters, or NPCs) to
allows for rugged cowboys, brave Indians, murderous interact with the PCs. And so the game goes on with
desperados, determined lawmen, sturdy prospectors, the players and the GM role-playing the characters
powerful rail barons, and all of the characters we think they created, in a struggle for fame, fortune, or simple
of when we watch a good western movie or read books survival.
about the expansion of the American frontier.
Although you don’t need to know much about this What You Need to Play
time period to enjoy the game, western aficionados To play Aces & Eights you need at least one sheet of
will certainly find it engrossing – to say the least. If scratch paper, a pencil, and a set of standard polyhe-
you consider yourself a western history buff, you might dral dice with the following sides: 4, 6, 8, 10, 12 and
want to set aside what you know and open your mind. 20. Multiple dice of different colors (especially 10-
Aces & Eights is set in the West That Never Was, an siders) are helpful but not necessary. Throughout these
alternative history created to maximize the role-play- rules we may refer to the different die types as “xd6”
ing potential of the game by freeing the future from where “x” is the number of dice of a particular type
the inevitable reality of the true West. you should roll. So 3d6 means roll three six-sided dice.
While the setting is firmly entrenched in historical A d100 (or d%) means roll two d10s, designating one
accuracy, a few small changes in American politics (at as the “tens” spot and one for the “ones”. A d1000
significant moments in history) create a very believable means roll three d10s, and so on. We also recommend
alternative history of North America. Sprung from you download a free character record sheet from our
small changes are new nations, businesses, and a slight website.
acceleration in arms technology. A standard deck of poker playing cards are needed
Aces & Eights allows you to create a character from to resolve combat in the game, as is the Shot Clock™
scratch, introduce him or her into this detailed frontier overlay provided with the rules. Poker chips are also
setting, and forge a new future like so many of the required, if you choose to use the advanced brawling
great pioneers from the past. Your character’s poten- rules. Other handy (but non-essential) items include a
tial is limited only by your imagination and your grit. table to play on, a calculator, miniature figures to rep-
resent your characters, and terrain (such as model
What is a Role-Playing Game? town buildings or simulated vegetation or hills). Most
A role-playing game is a lot like improvisational act- game, model or hobby shops carry items like this to
ing. The players create characters that they pretend to enhance your game experience. Finally, if you use
be during the course of the game. The rulebook miniatures, you’ll want to use a ruler or tape to meas-
describes methods for determining and recording the ure weapon ranges during combat.

3
The Basic Game
1: Basic Characters

f this is your first outing to the Shattered Frontier,

I you may wish to quickly generate a character with


which to begin play. Later on, as you become more
familiar with the mechanics of the game, you will 2
Table 1-1: Speed Score
Die Result (2d6) Speed Score
+3
likely want to flesh out your character’s abilities, skills, 3 +2
quirks, flaws and so forth using the methods presented 4-5 +1
in Chapter 3: Character Creation. But if you want a
6-8 0
simple bandito or marshal for a quick shoot-em-up,
just grab some dice and read on, compadre. There’s no 9-10 -1
need to invest the time if all you care about is lead 11 -2
slingin’ (or “shootin’” to all you greenhorns). 12 -3

S PEED AND A CCURACY Table 1-2: Accuracy Score


Every gunfighter has two primary traits: Speed and Die Result (2d6) Accuracy Score
Accuracy. Determine your character’s Speed score by
2 -3
rolling two six-sided dice and consulting Table 1-1:
Speed Score. Next, generate your character’s Accuracy 3 -2
score by again rolling two six-sided dice and consulting 4-5 -1
Table 1-2: Accuracy Scores. 6-8 0
For example, Jacob rolls two dice for a total result of 9-10 +1
5 (a three and a two). This means his gunfighter’s 11 +2
Speed score is a +1, a tad on the slow side Luckily, he
12 +3
rolls an 11 (a five and a six) for his Accuracy, meaning
this hombre has a +2 Accuracy. If he can survive the
first shot from his opponent, he stands a pretty good
chance of hitting what he aims at. H IT P OINTS
Your gunfighter can only take so many bullets before
the life expires right out of him. In game terms this is
represented by “hit points” or “HP.” Whenever your
gunfighter suffers damage (such as by getting shot up),
he loses hit points from his total. Your character begins
with 20 plus the roll of one d6 (for 21-26 total).

6
1: Basic Characters
W EAPONS
Equip your gunfighter by rolling twice on Table 1-3: Firearms.

Table 1-3: Firearms


Die Result (d6) Gun # shots Damage Damage (head shot) Reload Speed
1 Pocket Pistol 1 d4p+1 2d4p 1 cartridge/10 count
2-5 Pistol 6 d6p+1 2d6p 1 cartridge/10 count
6 Rifle 10 d8p+1 2d8p 1 cartridge/10 count

B ACKGROUND
If you want to get a feel for your gunfighter, you can also roll on one
or more of these background tables. Otherwise, you’re ready to go!

Table 1-4: First Names (female) Table 1-6: Surnames Table 1-7: Quick Professions
Die Result (d10) Name Die Result (d20) Name Die Result (d20) Profession
1 Anna 1 Abrams 1 Bandito
2 Emily 2 Adahy 2 Banker
3 Esther 3 Brown 3 Barber
4 Hannah 4 Chumani 4 Bartender
5 Holly 5 Coronel 5 Cowboy
6 Laura 6 de Cisneros 6 Doctor
7 Mary 7 Gardner 7 Engineer
8 Rosa 8 Hamilton 8 Farmer
9 Ruth 9 Jones 9 Gambler
10 Sarah 10 Martinez 10 Journalist
11 Matthews 11 Lawman, Deputy
Table 1-5: First Names (male)
12 Montgomery 12 Lawman, Marshal
Die Result (d10) Name
13 Santos 13 Prospector
1 Allen
14 Sawyer 14 Preacher
2 Butch
15 Smith 15 Mountain Man
3 “Doc”
16 Snelling 16 Rancher
4 Dusty
17 Stone 17 Soldier
5 Fernando
18 Vasquez 18 Stage Coach Driver
6 “Handsome” Jack
19 Wilson 19 Telegraph Operator
7 Josiah
20 Young 20 Undertaker
8 Juan
9 Matthew
10 Zachariah

7
2: Scrapes

Gabe Smith coolly tossed 25 pesos into the large pot, raising always handled in tenths of a second. Each tenth of a
the perspiring vaquero across from him. He had reason to be second is referred to hereafter as a “Count.”
confident; no one had seen him pull the Ace of Spades from his Everything from drawing a weapon to mounting a
sleeve, and Aces over Kings is a mighty hand indeed. Time mustang to crawling behind the water trough occurs in
seemed to halt as the table sat perfectly silent, waiting for the tenths of seconds or Counts.
Mexican cowhand to make his move. Wiping his brow, the
cowboy finally called the bet and both players laid down their T AKING A CTION
hands. Gabe had the better hand, but stopped short as he reached
If you’re an avid game player, chances are you’re
for the money. The Mexican’s cards read Two Pair with an Ace
used to choosing an action or actions on your “turn”
kicker – the Ace of Spades!
— probably from a list of allowable actions or
Looks like ol’ Gabe has gotten himself into a scrape. From categories of actions. In contrast, much like in real life,
here, the action could turn ugly in several ways. Gabe could run in the Aces & Eights rules your character can attempt
to his horse, initiating a chase, he could draw a Bowie knife and any action he wants at any time. For example, in real
opt for a knife fight, he could draw a pocket pistol or six-shooter life, to walk across the bar, you think about walking
and shoot it out or try his luck in a brawl. In the following across the bar, start moving and after a certain number
sections, we’ll cover the various ways of getting out of a scrape of seconds you accomplish the task. Likewise, in Aces
– for better or for worse. & Eights, if your character wants to take an action

GUNFIGHTS (such as crossing the saloon floor), you simply declare


his intent and, after a certain amount of time (if there
The Aces & Eights gunfight system is a realistic are no unexpected obstacles), he completes his action.
tabletop simulation of a Wild West shootout. The Thus, the Aces & Eights game has no artificial time
fundamental premise of the system is that a shooter segmentation such as “turns,” “rounds,” “segments,”
always aims for a specific location or target (e.g., the or “phases.” In the Aces & Eights game, your charac-
“rustler’s gun hand”) rather than an abstract target ter’s actions are measured by time and time alone.
(e.g., the “rustler”). The worse the shooter’s aim, the
further from his mark the shot flies. This also means I NITIATIVE AND S PEED
that a very near miss can be just as deadly as a bull’s Before discussing just what actions are possible in a
eye. The shooter determines his precise shot location gunfight (and how long they take), it’s important that
by using the Target Silhouettes and Shot Clocks that we cover just who goes first. Several factors affect how
come with the game. fast a character can take action, most notably the
A split second during a gunfight can sometimes character’s Speed (the Advanced Rules include other
mean the difference between survival and a painful – modifiers such as prior gunfight experience, Fame,
or even mortal – wound. Thus, while time in other weapon model and type, etc.). The final factor is a
areas of the game occurs in terms of seconds, minutes random d10 die roll to represent the variation of one
or even days at a time, during a gunfight, time is

8
character getting the drop on another. This die roll is Table 2-1: Gunfight Procedure
called the Initiative roll.
1. Declare an Action
At the onset of the action, each character rolls a ten- 2. Roll initiative (d10)
sided die (d10) for Initiative and adds it to their Speed.
3. Calculate Starting Initiative (Speed + Initiative)*
The result is the character’s Starting Initiative. During
a gunfight, each character begins declaring actions 4. Add Action Counts to determine when first action occurs
and moving based on their Starting Initiative. Since 5. Take action when Count Up reaches sum of Step #4 above
actions occur based on time and the Count Up

2: Scrapes
*In the unlikely event that a character has a negative
(described later), it’s best to have a low Starting number or 0 as his first action number, that character
Initiative. Note that negative numbers are possible but takes action on the “1” Count
rare (for example, a Speed of –3 plus a “1” on the
Initiative roll equals -2). The shooting actions section
below describes the effects of this more fully.
S HOOTING A CTIONS
D ECLARING F IRST A CTION Shooting actions include all actions related to
preparing weapons and discharging them. These
After Starting Initiative has been determined, each
include loading (and reloading), firing, aiming,
player in order of highest to lowest Starting Initiative
drawing, etc. Table 2-2: Basic Shooting Actions shows the
declares one shooting action and, if you are using the
available actions and the Speed (in Counts) that it
movement rules, one movement action. Each of these
takes to perform each of these actions.
actions will take a certain amount of time or Counts to
complete (for example, drawing a pistol takes 5 Table 2-2: Basic Shooting Actions
Counts). That number of counts, added to the
Weapon Based Counts
character’s Starting Initiative result in the time on the
Count Up where that action takes place. For example, Firing a cocked weapon 1
Jack Jones has a 6 as his Starting Initiative. He decides Cocking and firing a pointed weapon 3
to draw his pistol (takes 5 Counts). When the Count Cocking and firing a pointed pistol (2nd+ shots) 5
Up has reached 11 (6+5), Jack has drawn his pistol. Fanfiring -2
Said another way, 1.1 seconds from the beginning of
Cocking and firing a rifle (2nd+ shots) 10 (6)
the fight, Jack’s drawn his pistol. Let’s hope his
opponent took a tad longer. Bringing a firearm to bear/aiming +4
Drawing a Weapon:
GUNFIGHT PROCEDURE Pistol 5

All gunfights follow the following procedure. Rifle 10


Drawing two guns at once +5
1. All players roll a d10 for Initiative and calculate
Drawing with off-hand +5
their Starting Initiative.
Loading:
2. Each player in order of highest to lowest Starting
Initiative declares one shooting action and, if you are Pistol (per cartridge) 10
using the movement rules, one movement action. Rifle (per cartridge) 10
3. All Players add the Counts required for their
action(s) (see Table 2-2: Basic Shooting Actions) Firing a Cocked Weapon: Firing an already-
cocked weapon is the simple act of pulling the trigger
4. One Player or the GM begins the Count Up – a
– takes but a tenth of a second (1 Count). Most other
simple slow count up by ones from one until the Count
activities already incorporate this modifier, and it
Up reaches a number where a player has an action
should not be added as an additional time delay to
that will take effect.
other actions such as drawing and aiming. It is listed
5. When the Count Up reaches a player’s sum total here solely for the case where a character has a cocked
for his first action, resolve that first action. weapon trained on another character.
6. That player then declares a new action and adds Cocking and Firing a Pointed Weapon: It only
that total to his previous total takes 3 Counts to pull back the hammer and shoot at
7. Continue counting until all actions are someone if your gun is pointed in their
completed

9
direction and has not been fired for at least one
F IRING THE F IRST S HOT
second.
The time it takes to fire off the first shot depends on
Cocking and Firing a Pistol (2nd+ shots):
the actions of the shooter and where the gun is at the
After the first shot, it takes a half a second (5 Count)
time. If unholstered and pointed, the weapon may be
to cock and fire a pistol. Furthermore, a pistol already
fired in a mere 3 Counts. If the weapon is holstered,
brought to bear or aimed remains in that position
the shooter first needs to draw the weapon from its
while being cocked and fired.
holster. Drawing includes cocking in one fluid motion,
2: Scrapes

Cocking and Firing a Rifle (2nd+ shots): After so there is no additional adjustment for cocking a
the first shot, it takes 6 Counts to work the lever and weapon added to the draw time. From there, a gun-
fire a rifle. Unlike a pistol, a rifle brought to bear or slinger can opt to shoot, thus, firing from the draw
aimed must be brought down to work the lever — it only takes as long as the draw itself (5 or 10 Counts).
does not remain in an aimed position. Therefore, to Actually aiming the weapon or at least bringing it up
fire a second shot from a rifle, it must be brought to eye level takes another 4 Counts.
down, then back up - a 10 Count total between shots.
For example, Clay Powell’s Speed is –1. His player
Hurried shooters can opt to fire the second shot
announces that he’ll draw his Schofield .45 revolver, then rolls
without bringing the weapon up all the way; this
4 on the Initiative, so Clay can start to act when the Count Up
action takes only 6 Counts but is obviously less
reaches 3 (4-1=3). On 3, he begins to draw his gun on his
accurate (see Hipshooting, below).
enemy, Daniel Tanner. Clay will finish his draw on 8 (it takes
Bringing a Firearm to Bear/Aiming: This is 5 Count to draw and he starts acting on 3). Now, Clay can also
the time it takes to bring a drawn weapon up to an opt to shoot from the hip and fire off a shot on 8 Count.
aimed position. You need to take this action else you’ll
Of course, since hipshooting is fairly inaccurate,
be shootin’ inaccurately from the hip.
Clay could choose to ignore the quick shot opportunity
Drawing a Weapon: Pistol: The act of pulling right off the draw and actually raise up the shootin’
the pistol from a holster takes 5 Counts. iron to make the shot more likely to hit. In this case,
Drawing a Weapon: Rifle: The act of pulling the when the Count Up reaches 8, Clay announces he’s
rifle takes 10 Counts. aiming his weapon (4 Count), and when the Count
Drawing Two Guns at Once: Drawing two guns reaches 12 (8+4=12), he fires.
at once causes a slight decrease in draw speed to the After a character takes his first action, that character
tune of 5 Counts. picks another action and adds the Counts for that
Drawing with Off Hand: Drawing with the off action to the current number in the Count Up (i.e., the
hand is slower than the primary by 5 Counts. This is same number as his last action occurred on). The
not a cumulative penalty if two guns are drawn at resultant number is when his next action occurs.
once. Let’s say that Clay Powell (from the previous example) wants
Fanfiring: Typically, a shooter uses the thumb on to fire a second shot (taking a 5 count to cock and fire his
the hand holding the gun to pull back the hammer. In pistol). There’s no need for another initiative roll, however. Clay
contrast, while fanning the hammer or fanfiring the simply cocks and fires his pistol again. Last time, he fired when
shooter uses the hand not holding the gun, held palm the Count Up reached 12, so he fires his pistol again when the
down, to pull back the hammer in a fanning motion. Count Up reaches 17 (12+5=17).
Fanning allows for rapid shooting and affords a -2
Speed bonus. Note, however, that it provides a S HOOTING P ROCEDURE
substantial accuracy penalty as well. Fanned guns Whenever you, or any player, decide that your
cannot be aimed, carefully or otherwise. character will discharge a weapon at a target, whether
Loading - Pistol (per cartridge): It takes 10 hipshooting, taking careful aim, bushwhacking, back-
Counts to load a cartridge into a revolver. shooting or otherwise, you must follow the procedure
Loading - Rifle (per cartridge): It takes 10 outlined in this section. Integral to the shooting
Counts to load a cartridge into a rifle. procedure are two components at the back of this
book. The first is a silhouette of a gunfighter. The
silhouette represents the target and is hereafter refered
to as the “Target Silhouette”.

10
Table 2-3: Shooting Procedure 2: Scrapes
1. Declare general target

2. Place the center of the Shot Clock over the


intended target location on the Target Silhouette

3. Add all Accuracy modifiers


4. Take the shot
(i.e., roll a d20 and add all modifiers to the roll)
5. Draw a card to determine exact shot location
(if necessary)
6. Roll Damage (if necessary)

11
The second is a clear plastic overlay with a bull’s-eye Table 2-4: Accuracy Modifiers
pattern printed on it known hereafter as the Aces & Range Pistol Modifier Rifle Modifier
Eights Shot Clock or just the “Shot Clock”. After you
To 5 feet +8 +8
take a minute or so to familiarize yourself with the
basic look and feel of those two items, you’re ready to To 10 feet +4 +4
learn the Aces and Eights shooting procedure: To 15 feet +2 +4
To 20 feet 0 +3
1. Declare general target
2: Scrapes

To 30 feet -2 +3
When your character takes a shot, the first thing
To 50 feet -4 +2
you’ll have to do is declare a target. Simply pick out a
target, point to the target’s miniature or state which To 90 feet -8 +1
character you plan to target. Note that in order to To 150 feet -16 0
shoot at a target, the target must be visible. Specific To 240 feet -32 -2
advanced rules for checking this sort of thing come To 300 feet — -4
under the Line of Sight rules later in this book.
300+ feet — -8
2. Place the center of the Shot Clock Other Modifiers
over the intended target location on Firing Two Guns -2 n/a
the Target Silhouette Hipshooting -4 -4
Place the Shot Clock over the Target Silhouette in Fanfiring -6 n/a
the exact spot you want to hit. For example, if you
want to disarm a drunken brawler that drew on your Hipshooting: Hipshooting is a catchall term for
partner, you can try to shoot his gun or hand. On the pointing and shooting, but without taking any sort of
other hand, if your target is a known horse thief you aim, such as from the hip. Hipshooting provides a
might feel a powerful urge to target the face (or Speed advantage (saving 4 counts by not employing the
perhaps knee if you’re of a mind to have a hanging). “Bringing a firearm to bear/aiming action”) but an
Accuracy penalty (-4). Note that revolvers fired from
In general, firing center of mass (as illustrated on the
near the holster as well as long guns held at waist
previous page) affords the best opportunity to hit your
height fall into this category. Even firing chest high
target. However taking a head shot, although more
incurs this penalty.
difficult, is far more likely to severely injure your
adversary. Fanfiring: Single action revolvers need to be
cocked manually, and then have the trigger pulled in
3. Add all Accuracy order to discharge. Most shooters pull the hammer
modifiers back with the thumb of the hand holding the weapon.
Now that you’ve chosen the target and location, add In order to get a Speed advantage (2 counts faster),
your modifiers. Modifiers are covered in some detail some gunslingers prefer to use their off hand in a palm
hereafter, and include things like range and specific down fanning motion to repeatedly pull back the
firing actions. hammer (possibly while holding the trigger down).
This enables highly inaccurate (-6 accuracy), though
Range: Range is simply the distance from shooter fast, firing. Fanfiring can be effective if trying to cover
to target. If using miniatures, measure ranges from the an area with many shots such as when covering a
tip of the firing gun to the center of the target figure. fleeing partner, or making for cover across a street.
You can use whatever scale is appropriate to your
game, but 1”=5 feet is a mighty convenient scale, 4. Take the shot
particularly if you have a 1” hex grid or battlemat.
Roll a d20 “To-Hit” your mark and add to it all of
Off Hand: A right-handed person shooting lefty your modifiers. (Note: these modifiers can sometimes
(or vice-versa) affords a -4 penalty to Accuracy. To be be negative, thus deducting from the roll). You’ll need
ambidextrous, a character must have the talent of that a modified 25 or higher to hit the exact spot you’ve
name. targeted, while a roll of 14 or less is a miss. (Note: if
Firing Two Guns: Using a pistol in each hand you roll a 20 on the die, immediately roll a d6-1 (one
causes a -2 penalty for each weapon. Note that this 6-sided die minus one) and add the resultant 0 to 5 to
compounds with the Off Hand Accuracy penalty for a your To-Hit roll. Continue rolling (and adding the
total penalty of -6 for the off hand. results!) if you get a result of 6 on the d6. Thus even at

12
extreme ranges and with a poor shooter, there’s always
a chance — albeit, perhaps a mite small one — that a
shot will strike true).

5. Draw a card to determine exact shot


location (if necessary)
If your total To-Hit roll was 24 or less, you’ll need to

2: Scrapes
draw a card from a standard poker deck to determine
where your shot went. Note that the closer you were to
25, the closer to center the shot was; the poker card
D ICE P ENETRATION
merely determines which direction the shot went
astray (spades = high, clubs = low, diamonds = left, Throughout these rules you’ll notice that many
hearts = right) references to die rolls are annotated “dXp”. The ‘p’
suffix indicates that this die ‘penetrates’. Should you
6. Roll damage roll the maximum value on this particular die, you
may re-roll and add the result of the extra die, less one
If the shot hits anywhere on the target, roll damage
point, to the total (penetration can actually result in
(see “Wounding” for details).
simply the maximum die value if a 1 is subsequently
rolled, since anyone knows that 1-1=0). This process
W OUNDING continues indefinitely as long as the die in question
Any time a result indicates a character is wounded, continues to come up maximum (there’s always only a
roll the appropriate damage type for the weapon used –1 subtracted from the extra die, even if it’s, say, the
(see Table 1-3: Firearms). A character reduced to 0 or third die of penetration). Note that a d20p uses a d6p
fewer hit points dies from his wounds. to compute additional penetration, while a d100p
utilizes a d20p.
If the rules call for a d6 and you roll a 6, that’s it —
you got a 6. However, if the rules call for a d6p and you
roll a 6, you get to roll that die again and add the
result minus one. If you continue to roll sixes, you add
5 (6-1=5) each time until you stop rolling sixes.
For example, Antonio Martinez fires his pistol at a fleeing
opponent. He rolls a 6 on the damage die for a total of 7 points
(d6p+1 per Table 1-3). Since he rolled maximum damage (a 6
on a six-sided die), Antonio gets to roll the d6 again and
subtract one (i.e., a d6-1). If he rolls a 1 for damage, the extra
damage is +0 (1-1=0) for a total of 7. If, however, Antonio
rolled another 6, he would add 5 damage (6 minus 1) for a
grand total of 12 (the original (6+1)+5=12) and gains yet
another roll. This process can continue indefinitely as long as
Antonio continues to roll maximum results (i.e., a 6 in this
case).
If his third die roll was 5, he would add 4 more points to his
damage roll (5-1) resulting in 16 total points of damage
((6+1)+5+4 for his three die rolls). Since the last roll was not
a 6, he does not get another roll.

You should employ a different silhouette to reflect the nature of the


target. Here an adversary is firing from a prone position offering a
much smaller target. Cover can easily be simulated by placing a sheet
of paper over the portion of the target benefitting from cover.

13
The Advanced Game
3: Character Creation

The sun beat down on the weathered stagecoach as it rattled over around him, two of them in hard worn boots, and one in a dainty
the bumpy road. Johnny Wainwright peered eagerly out the window, pair of ladies’ shoes. Looking up, he found himself flanked by two
surveying the approaching town. This was Johnny’s first trip out men, one a grizzled shopkeeper and another a handsome young
west and, while the hastily-erected pine buildings drew closer, he cowboy. Both had wide grins on their faces, and these got even wider
vowed to make a new life for himself. After all, he mused, he had a as he stumbled clumsily to his feet. The dainty shoes were filled by
few dollars in his pocket along with a good deal of carpentry an equally dainty girl in a pretty dress, she who had smiled at him
experience. He could open his own business, find a wife, build a from the hotel window. Now, however, her expression seemed one of
house and raise a family – all as distant as possible from his pity, perhaps even contempt. Without so much as a word, she
father’s disapproving eyes. swished back through the hotel doors, the handsome young cowboy
The crisp air swirled dust around Johhny’s ankles when he following close behind. The grizzled shopkeeper continued to grin at
stepped off of the stage, his senses taking it all in. The loiterers Johnny, then gave a short chuckle as he too turned away, returning
gossiping on the boardwalk, the horses waiting at their hitching to the storefront next door.
posts outside the saloon, the sound of a blacksmith pounding out Well, Johnny thought, as he dusted himself off, so much for first
horseshoes, a pair of young boys running through the street and, last impressions.
but not least, the pretty girl smiling at him from one of the hotel
Welcome to the Shattered Frontier! Like Johnny,
windows. A nice, quiet, peaceful town. Yes, this was definitely the
place for him.
your character may be new to the West, or he may be
a born-and-bred native. Still, no matter what type of
Accepting his bag from the driver and tipping his hat to his character you choose to play, you can be sure that it’ll
fellow passengers, Johnny strolled toward the hotel. The girl at the
be the experience of a lifetime. Now, once you’ve
window was now gone, but his speculation about her reasons for
moved beyond single-event “shoot-em-up scenarios”
being there was suddenly cut short. Johnny tensed, startled by the
and are prepared for a longer lasting experience,
sound of gunfire erupting from somewhere nearby.
you’re ready for the Shattered Frontier, the Aces &
Johnny would later recount the next few seconds only as a blur Eights campaign game. The fundamental premise of
of action, as two masked desperadoes burst out of the saloon, the ongoing campaign is that characters survive
swung onto their waiting horses and turned to ride down the street beyond a single night’s session and evolve over time.
– in Johnny’s direction. They seemed almost on top of him when,
Beyond the few moments of a gunfight, what is your
recovering his nerve, Johnny flung his bag away and ran for the
character like? Does he have a job? A profession? A
hotel, stumbling over the boardwalk to land face first on the dusty
planks, the wind knocked out of him. Harsh laughter echoed from
partner? Friends? Enemies? Family life?
the riders, followed by a pistol shot that splintered the wood only The most in-depth of Aces & Eights games – the
inches from Johnny’s head. campaign game – first takes shape around on-going
Instinctively, Johnny flinched, covering his head with his hands characters. These characters begin as a simple series
and mentally willing himself into as small a target as possible. He of numbers and entries scrawled on a sheet of paper,
lay frozen for what seemed like forever, only daring to lift his head but through your development and choices they take
when the sound of galloping hooves had long since faded away into on a name, a personality and come to life before your
the distance. As he did so, he saw that three pairs of feet stood very eyes. Your character emerges as an alter ego

16
under your control, thrust into the Shattered S TEP 2: R OLL A BILITY S CORES
Frontier to find fame, fortune or fate.
( SEE C HAPTER 4: A BILITY S CORES )
Creating an Aces & Eights character is simple
enough for even the greenest tenderfoot, since Each character has seven ability scores that
all you’ve got to do is follow a few simple steps. describe them. To determine your character’s
Of course, one of the first things you should do numerical scores, roll 3d6 for each of the
is figure out just what type of character you following: Strength, Intelligence, Wisdom,
want to play, and why this character (or his Dexterity, Constitution, Looks and Charisma.
parents) headed out west. If you haven’t read You’ll also need to roll d% (represented by a
d100 or two d10s of different colors, one each
Chapter 18: History of the Shattered Frontier yet, this
for 10s and 1s) to determine the fractional
might be a good time for that. It’ll give you a
ability of each score (00-99). This number
good feel for the Shattered Frontier and the kind
determines how close the character is to
of people that live in it.
reaching the next ability score. Once a stat

3: Character Creation
You should also consider what type of increases beyond “99”, the stat improves by one
campaign you’ll be playing in. For example, is it integer. Thus, adding 0.05 to a 14.94 Strength
going to focus more on backstabbing politics, score results in a 14.99 Strength score, while
wilderness adventures, ranching, social maneu- adding 0.06 results in a 15.00 Strength score.
vering or prospecting? If you’re unsure, check
with your compadres and see if they can give
you some advice.
S TEP 3: A RRANGE A BILITY S CORES
You may rearrange your ability scores any way
CHARACTER you wish or opt to (1) swap only two ability
GENERATION scores and receive 25 bonus BPs or (2) leave all
ability scores as-is and receive 50 bonus BPs. TIPS: You may
increase your ability
To generate an Aces & Eights character, simply Add the bonus BPs (if any) to your starting total scores at a rate of
follow these basic steps, referring to the detailed from step 1. 0.05 per Building
Point (e.g. 20 BPs
sections following for more information. raise an ability
S TEP 4: A DJUST A BILITY S CORES score by a full
point). Characters
I NITIAL S TEP : B E P REPARED Now it’s time to tabulate all adjustments to with scores below
9.99 may increase
your ability scores such as your Looks ability
them at a rate of
Before you actually sit down to roll up your score possibly modifying your Charisma. You 0.10 per BP until
character, make sure you have at least one sheet may also spend Building Points to raise your they reach 10.00.
scores (see sidebar tip). Note that scores of
of scratch paper, a pencil or pen and a variety of 16.00 or greater
dice (d4, d6, d8, d10, d12, d20 and d100). You’ll You may adjust your ability scores after this receive only 0.03 per
also want to download the free Aces & Eights BP.
step by spending additional BPs (such as those
character sheet so you can transfer the numbers subsequently acquired by opting to take on It may be more
from your scratch paper. Quirks or Flaws) but such increases will not beneficial to keep
count towards your starting Reputation. your scores ‘as
rolled’ and buy up
those abilities that
S TEP 1: R ECEIVE B UILDING P OINTS are close to the
( SEE DISCUSSION AT THE END OF THIS CHAPTER ) STEP 5: CALCULATE STARTING REPUTATION threshold of
receiving an
( SEE C HAPTER 5: R EPUTATION & F AME ) additional bonus.
Each character receives 40 Building Points
(defined hereafter as BPs) for character creation. Add the seven ability scores from Step 2 An easy increase in
This starting amount may be further modified (possibly modified in Step 4) together and divide an ability score can
that sum by seven (round down any fractions). If be had by investing
by his or her ability scores, reputation (and a small amount of
detailed background – if you take the time to necessary, adjust the result by the modifiers for building points into
pursue this additional step). You’ll need to keep your Charisma and Looks scores, background, an ability with an
or quirks and flaws. This is your starting already high frac-
track of how many BPs you earn and spend tional score. For
during character creation. Reputation. Record the result on your character example, a 14.94
sheet. Intelligence can be
increased to 15.04
for only 2 building
points.
17
3: Character Creation

STEP 6: DETERMINE PRIORS & STEP 8: PURCHASE SKILLS AND TALENTS


PARTICULARS ( SEE C HAPTERS 8: S KILLS & 9: T ALENTS )
( SEE C HAPTER 6: P RIORS AND P ARTICULARS )
Now you can spend some or all of your remaining
In this step you will determine your height, weight, BPs on skills and/or talents. Each time you purchase a
age and some background information about your skill, you receive one roll of the mastery die to improve
character including starting money. It will provide a that skill. This procedure is described in greater detail
wealth of details to flesh out your character and thus in Chapters 8 & 9.
assist your role-playing. Random determination of Note that high ability scores in Intelligence, Wisdom
your character’s background is only a convenience or Charisma will provide bonus BPs that may be used
meant for players that do not wish to develop one on to purchase skills relying on exceptional attribute.
their own. You are, of course, free to author a custom
backstory to suit your character vision — provided the
end result meets with their GameMaster’s approval S TEP 9: R OLL H IT P OINTS
(principally such that it does not provide the character
Each Aces & Eights character possesses Hit Points as
with undue advantages).
determined by: Constitution Ability (integer
score) + 10 + 1d6. Talents and flaws may further
STEP 7: DETERMINE QUIRKS AND FLAWS modify this total.
(OPTIONAL — SEE C HAPTER 7: Q UIRKS & F LAWS )
At this point, you may choose to add quirks and STEP 10: RECORD BASE SPEED AND ACCURACY
flaws to your character in exchange for bonus Building A character’s Base Speed is determined by his
Points. Quirks and flaws are not required, but help Wisdom and Dexterity modifiers, while Base Accuracy
bring more depth to a character, by adding those little is determined by his Intelligence and Dexterity
traits and imperfections that make us all individuals. modifiers.
Quirks include mental traits such as habits and
prejudices, while flaws are physical traits such as poor
STEP 11: EQUIP YOUR CHARACTER
eyesight and hearing. To determine which quirks or
flaws the character has, the player may either roll You should reach an agreement with the other
randomly or choose (“cherry pick”) specific quirks or players and/or GameMaster to see if you are allowed
flaws. to equip your character by choosing off the equipment
lists in Chapter 11: Goods & Services. Some groups may

18
choose to limit certain items, or require you to roleplay
your character’s purchases during the game. If you
purchase weapons, be sure to record their statistics on
your character sheet as well.

BUILDING POINTS
Players can differentiate and personalize their Aces &
Eights characters by increasing their ability scores, pur-
chasing skills and talents, and even influencing their
heritage. Players accomplish this customization
through expenditure of alloted points, known as
“Building Points” or “BPs”. Players most often spend
BPs to buy skills and talents, though they may also be

3: Character Creation
used to modify ability scores. Furthermore, players can
use BPs to buy re-rolls on unwanted quirks and flaws,
or any of the Priors and Particulars tables (1 BP per re-
roll). A player need not spend all BPs during character
creation; unused BPs may be held to spend later, or
cashed in to improve starting money (1 BP = $5).
Each new character receives 40 BPs. As you can see
on the various ability score tables in the subsequent
chapter, a high Intelligence, Wisdom, Charisma or
Reputation score provides additional BPs. Giving your
character quirks or flaws also provides bonus BPs, but
with some physical or emotional penalty (more on this
later).
Once a campaign begins, characters also receive BP
awards in return for accomplishing certain goals. See
Chapter 15: Awards for more information on gaining
BPs during play.

The rules contained in this book were purposely written in an engaging literary style rather than in dull and
meticulously dry legalese typical of a software end user license agreement. For those players fond of twisting rules
to their advantage by fallacious logic, duplicitous misinterpretation of synonyms or my favorite “It doesn’t
specifically say I can’t…”, the following rules override all others.
RULE ONE: In Aces & Eights, any rule ambiguity related to character creation and PC abilities is construed
against the player character. If you, as a player, find yourself arguing that a rule is ambiguous, your GM must
simply weigh both side's benefits to your player character and choose the most logical choice in his opinion. If one
choice seems too heavily in favor of your PC and not directly stated in the rules, he has no choice but to rule against
your character.
RULE TWO: A player may dispute a rule at any time as long as it takes less than 10 seconds to point out any
perceived error. The GM may deny any challenge as he sees fit. However, if he denies a challenge, the player has
the right to make a formal challenge one time per game session by calling a 5 minute time out to look up the rule.
If the rule is overturned, the player retains his challenge ability. If the ruling is not overturned, the player may not
dispute a rule call again until the next game session. This rule is designed to keep the game flowing and fun for all
involved.

19
very character in Aces & Eights has nine basic Ability scores are decimal numbers. Thus when a

E characteristics or abilities, the first seven of these


having corresponding ability scores: Strength,
Intelligence, Wisdom, Dexterity, Constitution, Looks
fractional ability score goes over 99, the base score is
raised by one and the 100 begins again at zero (the
character would now have 12.00 Strength).
and Charisma. Reputation and Fame are handled
differently in that they are fluid and largely depend on S TRENGTH
4: Ability Scores

character actions taken during gameplay.


Strength (Str) defines your character’s physical
These building blocks provide the foundation of brawn. It measures your character’s ability to muscle
your character, but they are only the first glimpses of his way through life. Strength measures a character’s
your western character as he or she begins to develop muscle power, and determines the weight a character
in your imagination. These character abilities are is able to lift and carry. Vitally important to brawling
described below. Each description gives an idea of and close quarter combat, Strength increases or
what that ability encompasses, including tables with decreases the damage a character causes with hand-
specific game effects and modifiers. held weapons such as axes, butt stocks, bottles and
chairs. Is he as strong as an ox or weak as a lamb? Can
R OLLING A BILITY S CORES he knock out a horse with his fist or barely lift a buck-
Roll the three 6-sided dice (3d6) for each ability; the et of fresh milk? Strength is also important for loading
total shown on the dice is your character’s ability wagons, carrying sacks of grain and similar tasks.
score. Then roll percentage (d%, d100 or two 10-sided Damage Modifier: This modifier applies to close-
dice, to get a number from 00 to 99). Record each quarter combat and weapons used in brawling. Add
fractional ability on your scratch paper next to the this modifier to the damage roll in such situations.
appropriate ability like this: xx.yy where “xx” is the Feat of Strength: This indicates the character’s
result of the 3d6 and “yy” is the result of the d%. advantage (or penalty) to succeed at a singular action
For example, let’s say your 3d6 roll for Strength is 11 and you requiring physical strength. This could involve
just rolled a fractional ability (d%) of 61. Your Strength should preventing a roped animal from pulling free, pushing
now read 11.61. Repeat this step for the first seven abilities in an immobilized wagon out of mud, a competitive arm
order (Strength, Intelligence, Wisdom, Dexterity, Constitution, wrestling contest or shouldering a locked door.
Looks and Charisma). Feats of Strength are adjudicated by a character
For purposes of play, the ability score is considered rolling a d20p and adding (or subtracting) his Feat of
the lowest integer associated with the ability. For Strength modifier and comparing it to the competing
example, a character with 13.54 Intelligence would roll of a d20p modified by the difficulty of the task.
still be considered to have 13 Intelligence. Strength A character can keep trying after a failed Feat of
and Dexterity have finer gradations of half integer Strength, but each attempt takes time (10 seconds),
ranges for progressive modifiers. gets harder as the character gets tired (-1 per roll,

20
cumulative) and can make a lot of noise. Noise attracts having to set it down to catch his breath. In no way can
attention that is often detrimental. the character engage in any other activity while so
Lift: This figure represents the maximum weight of encumbered.
an object that the character can lift off the ground and Carry: This column lists the weight a character may
carry with difficulty for a few dozen yards before carry on his person without hindering his combat
ability or limiting his movement. These limitations are
Strength Attributes given with the presumption that the weight is evenly
distributed and stowed in packs born primarily on the
Ability Damage Feat of Lift Carry Drag
shoulders, back or waist. Obviously, a character with
Score Modifier Strength (lbs.) (lbs.) (lbs.)
15 Strength carrying a 90-pound bag of silver pesos in
3.00 -5 -10 64 20 160 his arms is going to face restrictions on his ability to
3.50 -4 -9 76 22 190 gunfight, so some measure of judgment is warranted.
4.00 -4 -9 88 24 220 Drag: This is the maximum dead weight that a
4.50 -4 -8 99 26 248 character can drag over a wooden floor or hard packed
5.00 -3 -7 110 29 275
soil at no more than a crawl speed. The object must
naturally possess some sort of hand-holds or have a
5.50 -3 -7 120 31 300
rope fastened about it. This figure should be reduced
6.00 -3 -6 130 32 325 by half for unfavorable surfaces such as mud.
6.50 -2 -5 140 34 350
7.00 -2 -5 149 36 373 I NTELLIGENCE
7.50 -2 -4 157 38 393 Intelligence (Int) defines your character’s memory,
8.00 -1 -3 166 39 415 reasoning and ability to think through problems and
situations. It measures your character’s rational

4: Ability Scores
8.50 -1 -3 173 40 433
thought process. Can he add up his tab at the
9.00 -1 -2 181 42 453
hardware store, pay for it and not get cheated? Does
9.50 -1 -1 187 43 468 book learning come naturally or is it a struggle?
10.00 None None 194 44 485 Intelligence is very important for book learning
10.50 None None 200 45 500 (engineering, science, history, medicine, etc.).
11.00 None None 205 48 513 Intelligence Attributes
11.50 None None 210 52 525 Ability Score Accuracy Modifier BP Bonus
12.00 +1 +1 215 56 538 3 -3 0
12.50 +1 +2 220 61 550 4 -2 0
13.00 +1 +3 225 66 563 5 -2 0
13.50 +1 +4 230 71 575 6 -2 0
14.00 +2 +5 235 77 588 7 -1 0
14.50 +2 +6 240 84 600 8 -1 0
15.00 +2 +7 245 91 613 9 -1 0
15.50 +3 +8 267 99 668 10 0 0
16.00 +3 +9 291 108 728 11 0 1
16.50 +3 +10 318 118 795 12 +1 2
17.00 +4 +11 347 129 868 13 +1 3
17.50 +4 +12 380 142 950 14 +1 6
18.00 +4 +13 417 156 1043 15 +2 10
18.50 +5 +14 458 171 1145 16 +2 15
19.00 +5 +15 504 189 1260 17 +2 21
19.50 +6 +16 554 209 1385 18 +3 28
20.00 +6 +17 612 231 1530 19 +3 36
20.50 +7 +18 675 256 1688 20 +3 45

21
Intelligence is important to all characters because it provide the character’s Base Speed. The Base Speed,
also affects shooting Accuracy, brawling agility and the of course, modifies Initiative and determines how
ability to learn Academia-based skills. quickly a character can react in a stressful situation.
Accuracy Modifier: The Intelligence Accuracy BP Bonus: This is a special one-time bonus received
modifier combines with the Dexterity Accuracy modi- at character creation. The Wisdom BP Bonus may
fier to provide the character’s Base Accuracy. The Base only be used on skills with Wisdom as a relevant
Accuracy, of course, modifies a character’s chance to ability, so don’t mix them in with your other BPs. (BP
hit a target. bonuses are explained in Chapter 8: Skills.)
BP Bonus: This is a special one-time bonus received
Dexterity Attributes
at character creation. The Intelligence BP Bonus may
only be used on skills with Intelligence as a relevant Speed Accuracy Feat of
Ability Score
Modifier Modifier Agility
ability, so don’t mix them in with your other BPs. (BP
bonuses are explained in Chapter 8: Skills.) 3.00 +7 -4 -10
3.50 +7 -3 -9
W ISDOM 4.00 +6 -3 -9
Wisdom (Wis) defines your character’s common 4.50 +6 -3 -8
sense and empathic ability. It’s a combination of how 5.00 +6 -3 -7
practically a person thinks, his good judgment, 5.50 +5 -2 -7
willpower, strong headedness and how well he can 6.00 +5 -2 -6
sense the emotions and feelings of others. Can he
6.50 +5 -2 -5
sense when a bear is ready to charge? Does he know
better than to chase buffalo through hostile territory? 7.00 +4 -2 -5
Is he a good listener and does he notice when things 7.50 +4 -1 -4
4: Ability Scores

are amiss? Wisdom is important for animal training, 8.00 +4 -1 -3


tracking and reacting to others, such as in a gunfight. 8.50 +3 -1 -3
Speed Modifier: The Wisdom Speed Modifier 9.00 +3 -1 -2
combines with the Dexterity Speed Modifier to 9.50 +3 0 -1
10.00 +2 0 None
Wisdom Attributes
10.50 +2 0 None
Ability Score Speed Modifier BP Bonus
11.00 +2 0 None
3 +5 0
11.50 +1 0 None
4 +4 0
12.00 +1 +1 +1
5 +4 0 12.50 +1 +1 +2
6 +4 0 13.00 0 +1 +3
7 +3 0 13.50 0 +1 +4
8 +3 0 14.00 0 +2 +5
9 +3 0 14.50 -1 +2 +6
10 +2 0 15.00 -1 +2 +7
11 +2 1 15.50 -1 +2 +8
12 +1 2 16.00 -2 +3 +9
13 +1 3 16.50 -2 +3 +10
14 +1 6 17.00 -2 +3 +11
15 0 10 17.50 -3 +3 +12
16 0 15 18.00 -3 +4 +13
17 0 21 18.50 -3 +4 +14
18 -1 28 19.00 -4 +4 +15

19 -1 36 19.50 -4 +4 +16

20 -1 45 20.00 -4 +5 +17
20.50 -5 +5 +18

22
D EXTERITY Constitution Attributes

Dexterity (Dex) defines your character’s agility, Ability Score Healing Adjustment
coordination and deftness. It encompasses reflexes, 3 +2
balance, Speed and Accuracy. Can he draw fast and 4 +1
shoot straight? Is he good at riding and bronco
5 +1
busting? Dexterity is important for shooting, riding,
roping and fighting. 6 +1

Speed Modifier: The Dexterity Speed Modifier 7 +1


combines with the Wisdom Speed Modifier to provide 8 0
the character’s Base Speed. The Base Speed, of 9 0
course, modifies Initiative and determines how quickly 10 0
a character can react in a stressful situation.
11 0
Accuracy Modifier: The Dexterity Accuracy
12 0
modifier combines with the Intelligence Accuracy
modifier to provide you with the character’s Base 13 0
Accuracy. The Base Accuracy, of course, modifies a 14 -1
character’s chance to hit a target at range. 15 -1
Feat of Agility: This indicates the character’s 16 -1
advantage (or penalty) to succeed at a singular action 17 -2
requiring finesse. This could involve running across a
18 -2
roof or dodging out of the path of a stampeding bull.
19 -2
Feats of Agility are adjudicated by a character

4: Ability Scores
rolling a d20p and adding (or subtracting) his Feat of 20 -3
Agility modifier and comparing it to the competing
roll of a d20p modified by the difficulty of the task. L OOKS
Looks (Lks) defines your character’s physical
C ONSTITUTION attractiveness and appearance. Looks indicates beauty,
handsomeness and first impressions; it determines
Constitution (Con) defines your character’s health, initial reactions to the character, even at a distance. Do
hardiness and stoutness. It affects the character’s hit all the ladies swoon as he makes his way past the
points and chances of surviving surgery and wounds. church on Sunday? Do men propose whenever she’s
How many wounds can he suffer before succumbing? alone with them? Do artists and photographers seek
Can he march through miles of bone-bleaching desert this person out as a model? Is she best described as
without stopping for a breather? Does he shake off comely or homely? Looks is important for influence,
punches, or does he have what’s called a glass jaw? initial reaction and interaction with the opposite sex. It
Constitution is important for brawling, resisting physical is important to note here that Looks is not Charisma.
injury, recovering from wounds, and endurance. Looks, however, can affect Charisma on a permanent
A character’s initial Hit Point total is significantly basis. A character’s Charisma ability score is modified
impacted by his or her Constitution score since it is by the character’s Looks score, as seen on Table 3.1-6:
determined by: Looks.
g His or her Constitution score plus Charisma Modifier: This modifier indicates the
g 10 hit points plus number that should be initially added to the character’s
Charisma (this is a one-time modifier). After character
g A die roll (d6)
creation, if a character’s Looks score is raised or
Healing Adjustment: Very robust and healthy lowered, whether by disease, maiming or some other
individuals (as indicated by a high Constitution score) will reason, Charisma should be similarly affected on a
recover from injuries more quickly while sickly ones will point-for-point basis (a loss of one point of Looks
languish. Details as how to implement any adjustment results in one point of Charisma lost as well).
are detailed in Chapter 13: Wounds & Healing (see
“Constitution Bonus and Penalties”). Starting Reputation Modifier: The Starting
Reputation Modifier indicates the number to be added
to the character’s starting Reputation (covered in

23
Looks Attributes
detail later). Like it or not, physical beauty affects how
people are viewed by society. Clearly, news of a
Ability Charisma Starting Reputation Starting Fame striking individual can spread locally if not regionally.
Score Modifier Modifier Modifier
Starting Fame Modifier: The Starting Fame
3 -5 -4 +4
Modifier indicates the number to be added to the
4 -4 -3 +2 character’s starting Fame (covered in detail later). Like
5 -3 -3 +1 the Reputation modifier, news of a striking individual
6 -2 -2 +1 may spread over a wide area.
7 -2 -2 0
8 -1 -1 0 C HARISMA
9 -1 -1 0 Charisma (Cha) defines your character’s charm, wit,
personal influence and leadership ability. It is not a
10 0 0 0
measure of beauty but rather of personal magnetism
11 0 0 0
and thus is affected by Looks. Charisma also affects
12 0 +1 0 Reputation and Fame. Can he negotiate a peace treaty
13 +1 +1 0 between the hostiles and the camp? Can he influence
14 +1 +2 +1 the town council or quickly form a posse? Can he talk
his way into a cheap poke? Charisma is important for
15 +2 +2 +2
negotiation, running for elections, wielding influence
16 +2 +3 +3 and intimidating others. It dictates the total number of
17 +3 +3 +5 henchmen a character can retain and affects the
18 +4 +4 +7 loyalty of cohorts, henchmen, servants, cronies,
sidekicks and others.
19 +5 +4 +8
4: Ability Scores

20 +6 +5 +9 Max. Number Compatriots: The Maximum


Number of Compatriots statistic states the number of
Charisma Attributes non-player characters that can potentially serve under
the character. Cohorts, followers, henchmen, cronies
Ability Maximum Starting Reputation
BP Bonus and sidekicks are types that will serve freely in tough
Score Compatriots Modifier
times and will follow that character because of who he
3 1 -4 0
is. In other words, hired workers and the like do not
4 1 -3 0 fall under this category or count toward the maximum
5 1 -3 0 allowed.
6 2 -2 0 Starting Reputation Modifier: The Starting
7 2 -2 0 Reputation Modifier indicates the number to be added
8 2 -1 0
to the character’s starting Reputation (covered in
detail later).
9 2 -1 0
BP Bonus: This is a special one-time bonus received
10 3 0 0
at character creation. The Charisma BP Bonus may
11 3 0 1 only be used on skills with Charisma as a relevant
12 3 +1 2 ability, so don’t mix them in with your other BPs. (BP
13 3 +1 3 bonuses are explained in Chapter 8: Skills.)
14 3 +2 6
15 3 +2 10
A RRANGE A BILITY S CORES
16 4 +3 15
Now that you’ve rolled for each primary ability
score, you have an opportunity to arrange your scores
17 4 +3 21
any way you like. If you choose to only swap two
18 4 +4 28 scores, your character receives a 25 BP bonus. If you
19 4 +4 36 choose to take all the rolls in the order received, your
20 4 +5 45 character receives a 50 BP bonus!
21 5 +5 55
22 5 +6 66

24
Adjusting Ability Scores Strength and 1 point off your Wisdom. All points must
come off the same ability.
Once your abilities are arranged to your liking, you
have an opportunity to adjust any of the first six g Only whole integers are adjusted. You can’t

scores. If you think of the first seven ability scores as adjust Fractional Ability scores during this step. A
your character’s average potential, then consider Strength of 14.48 raised one point would result in a
raising and lowering scores as practice and develop- 15.48 Strength.
ment of certain abilities at the expense of others. Note g Looks may not be raised or lowered.
that Looks cannot be modified in this way; a character
Adjustment Option II - Generating Extra
is stuck with whatever beauty or brutishness nature
Building Points: This option allows you to sacrifice
provided. Further, Reputation and Fame are handled
points from an ability score in order to generate extra
differently and cannot be adjusted during this step.
Building Points.
There are three options to choose from when
For every point you sacrifice from one ability, you
adjusting scores. You can choose any or all as many
generate 7 Building Points that are added to your total.
times as you wish as long as you don’t lower an ability
As with Option I, you can’t sacrifice points from an
to less than 1 in the process.
ability if it would result in that ability being lower than
Adjustment Option I - Generate Ability 3. Note that each option is a separate process.
Points: This option allows you to sacrifice points from
Adjustment Option III - Spend Starting
one ability score and increase another. The table below
Building Points:
shows the relative costs to increase one ability score at
the expense of another. Think of this as a character This option allows you to spend some of your
letting certain of his abilities degrade while he hones starting Building Points in order to raise fractional
and improves other skills. ability scores. You may increase your ability scores at a
rate of 0.05 per Building Point (e.g. 20 BPs raise an

4: Ability Scores
Adjust Ability Scores ability score by a full point). Characters with scores
below 9.99 may increase them at a rate of 0.10 per BP
Current Ability Score
Cost to Trade Up until they reach 10.00. Note that scores of 16.00 or
to be Improved
greater receive only 0.03 per BP.
≥7 1 for 1
For example, if Sue “Hatchet” Wilson has a Dexterity of
8-10 2 for 1
12.86, you can spend 3 BPs and increase her Dex by 15
11-13 3 for 1 fractional points to 13.01. If you spend another 17 BPs (for a
14-16 4 for 1 total of 20), her Dex is now 13.86.
17-20 5 for 1 Remember, you can only use your starting BPs to
help adjust your ability scores. BPs gained later (from
For example, if your character had a 10 Str, 18 Int, quirks and flaws, Reputation, etc.) cannot be used to
and a 13 Wis you could sacrifice 2 points of Int adjust ability scores.
(reducing it from 18 to 16) and add 1 point to your
Strength (raising it from 10 to 11). In this case, your R EPUTATION
character might have been born with an outstanding Reputation (Rep) defines how the character
natural intellect, but chose to quit school at a young measures up to society’s ideals of courage, integrity
age in order to help with farm chores. On the other and inner strength. Can his partner count on him in a
hand, you could add a point to your Wisdom instead scrape? Is his word his bond or is he a liar? Will he let
(raising it from 13 to 14), but this will decrease your someone question his honor without a fight? Is he a
Intelligence (or whatever score you chose) by 3 points. cheat, backshooter or coward? Reputation is
You can lower or raise as many abilities as you want important because it influences the way others treat
with these few limitations: your character and can affect your luck.
g You can’t sacrifice points from an ability if it As mentioned at the beginning of this chapter, the
would result in that ability being lower than 3. Reputation ability is treated a bit differently than the
g Abilities may not be improved beyond 20. other character abilities. For one thing, you don’t roll
3d6 to determine your Reputation. Secondly,
g You can’t sacrifice points from two different
Reputation fluctuates depending on the character’s
abilities — i.e. you couldn’t take 1 point off your actions and behavior.

25
Reputation is not a judgement of good and evil. To truly have Reputation is to command respect.
Individuals of high Reputation are not necessarily When a character loses Reputation, he loses honor.
good and those with low Reputation are not necessar- Reputation is so essential to the character that it is
ily evil. A cruel rail baron may very well possess high reflected in his very countenance. People can sense
Reputation while a goodly prostitute, through how much Reputation a PC has just by standing in his
unfortunate circumstances, might possess a miserable presence. And sometimes (if his Reputation is through
Reputation. the roof) they can tell just by looking at him.
Reputation is more a measure of the deeds Reputation can also dictate what a character bound
accomplished by the individual (and sometimes his to such a concept will do in a given situation. For
family), as well as those with whom he associates example, when the men of the blue and the gray
himself (his partners or gang). It is an indication of knowingly marched across that ‘narrow deadly space’
such things as success in gunfights or politics, loyalty, at Gettysburg to certain death it was a matter of
talent and success, qualities that can be held by any Reputation. There was nothing else for such men of
one character regardless of disposition. Reputation to do when placed in that situation.
4: Ability Scores

26
Reputation Attributes
Again, remember that you can only use your
starting BPs to help adjust your ability scores.
Initial Reputation Bonus Building Points BPs gained from Reputation cannot be used to
1 0 further adjust your ability scores.
2 0 When a character loses Reputation such that his
3 0 score becomes negative, it is called Notoriety.
4 0 Notoriety has similar categories as Reputation but
5 0 offers none of the same benefits. See Chapter 5:
6 5 Reputation & Fame for more information on Notoriety.
7 10
8 15 F AME
9 20 (Fame) defines how well known the character is.
10 25 Does everyone in town know him? When he rides into
11 25 a new community does word spread of his arrival? Do
12 25 saloons front him a generous tab to induce him to
13 30
frequent, as a way of attracting new patrons? Fame
begins low, or even at zero and increases throughout a
14 30
character’s career.
15 35
Your character’s Fame begins at zero, plus any
16 40
modifiers from his Looks ability (see chart on page 24).
17 45
Fame might be further modified by the character’s
18 50 background as determined in Chapter 6: Priors and
19 55 Particulars. Should this bring your character’s initial

4: Ability Scores
20 60 Fame score to less than zero, round up to precisely
21 65 zero (a character cannot have less than zero Fame).
22 70
23 75 A BILITY C HECKS
24 80 At certain times throughout the rules, we’ll mention
≥25 85 “Ability Checks.” These are situations where the
Leaving the field of battle in the hands of the enemy affected character must roll a d20 under his relevant
was unthinkable — so they fought. ability score or, for very difficult checks, under half his
ability score (rounded down). For example, a
How to create your starting Reputation score is Constitution check for a character with 13.50
described below. Chapter 5: Reputation & Fame deals with Constitution is successful on a 13 or less on a d20. The
Reputation in more detail and how it’s used in the same character would succeed in a Constitution check
game. It explains how you can earn Reputation and to against half his Constitution on a roll of 6 or less on a
what use you can put it. d20 (half of 13.50 is 6.75 rounded down to 6). These
checks may be abbreviated as, for example,
Calculating Starting Reputation
“CON check” or “2CON check”.
Calculate your character’s starting Reputation by Feats of Strength and Feats of Agility are special
averaging the previous seven abilities. Add all seven implementations of this rule used for far more
abilities (Str, Int, Wis, Dex, Con, Lks and Cha) together commonplace physical ability checks. These Feats are
including fractional points, divide the total by seven adjudicated by a character rolling a d20p and adding
and round down to the nearest integer (i.e. a prelimi- (or subtracting) his Feat of Strength or Agility
nary calculation of 12.99 based on abilities is 12 modifier and comparing it to the competing roll of a
Reputation). d20p modified by the difficulty of the task. These
Now add any Reputation Modifier provided by your checks may be abbreviated as, for example,
Charisma and Looks. Next, add any modifiers from “FoA (vs. d20+6)” meaning a Feat of Agility check
your character’s background (if you chose to utilize rolled against d20+6 — a fairly difficult challenge.
Chapter 6 to generate this). This gives you your
starting Reputation score. Now you can consult the
following table to view your additional Building Points.

27
n the Shattered Frontier, a character’s Reputation than it is to gain, so characters must carefully consider

I among other folks is no small part of how he meas-


ures his worth. On lonely nights by the fire, a man
might find himself asking all sorts of questions. How
the consequences of their actions. Breaking an oath,
back shooting, cheating, cowardice and unavenged
insults result in a loss of Reputation. Bravery, nerve,
much money do I have? What kind of horseflesh do I self-sacrifice, mastery of skills and honesty earn the
own? What kind of hombre do folks see me as? Do character Reputation.
others place their trust in me? Player characters and ordinary citizens alike benefit
This section describes how Aces & Eights characters from having a high Reputation score. These
can establish their Reputations, what their Reputation characters are perceived as trustworthy, honorable and
means to other folks, and how they can use it in the reliable. Other folks are more likely to listen to and
game. It also discusses what some may consider a believe such a person. Conversely, a merchant or
basic human desire - the need to be well liked or well cowpoke with a low Reputation score might find it
known. difficult to keep his job or to engage in profitable new
5: Reputation & Fame

business dealings.
REPUTATION A character’s Reputation score should not be
As mentioned in the character creation chapter, confused with other abilities used for social interaction
individuals of great Reputation are not necessarily such as Charisma or Looks. Charisma is a measure of
upstanding citizens, and those with low Reputation are a character’s leadership ability and his ability to
not necessarily low-down, dirty banditos. The cruel impose his will on others. Looks simply measure how
owner of the Bar K Ranch may very well possess a attractive he is. A character with good looks has a
high Reputation score while an honest cowboy, well-proportioned body, good symmetry, nice teeth
through unfortunate circumstances, might possess a and bone structure and few, if any, skin blemishes.
miserable Reputation. Charisma and Looks can affect a character’s Starting
Reputation. However, after character creation, the
With high Reputation comes respect, power, character’s actions determine his Reputation.
influence and position. Without it, characters can
expect disrespect, shame and insults. Reputation is so
essential to a man that it is reflected in his very
I NDIVIDUAL R EPUTATION
countenance. People can sometimes tell what kind of A character’s individual Reputation score is what
Reputation a character has just by being in close most players concern themselves with, because they
proximity to him. have direct control over it. Most players find it an
ongoing challenge to maintain their character’s
Reputation is something the character earns through
Reputation. During a typical game session, the
his actions, much like Building Points (BPs). Moreover,
character earns or loses Reputation Points as he makes
Reputation can also be lost, depending on the actions
his way in the world.
of the character. In fact, Reputation is easier to lose

28
A character’s Reputation can rise or fall during a After each gaming session the characters spend
gaming session or between sessions. It is up to the together, the players should recalculate their group
participants to determine if they want to award (or Reputation score (always round down). Each player
penalize) a character’s Reputation Points as events must then adjust his character’s individual Reputation
unfold in the game. This is easier for the players (or one point closer to the group Reputation score. This
available GameMaster) to keep track of, and adds an means those characters with low Reputation will
immediate effect to game play, but may tend to slow benefit by being part of the group and having their
down play for some groups as they stop to change their Reputation raised. Those with high Reputation will
statistics in the middle of play. find their Reputation being slowly dragged down by
Alternatively, keeping track of Reputation score the others. Remember that any henchmen, sidekicks
adjustments and awarding them after the session does or cronies who are part of the group also move one
not slow down play with ability changes, but does point toward the new average.
require the players or GM to keep track of which For example, let’s say that Billy, Hank and Tex are the only
characters should receive bonuses or penalties, and members of their gang. After a night of role-playing, the
why. The choice is up to your individual style of play. Reputation scores of these characters are 10, 15 and 9. They
determine their group Reputation score is 11 (10+15+9=34,
G ROUP R EPUTATION and 34 divided by 3 = 11.3, rounded down to 11). Billy and
Tex improve their scores from 10 to 11, and 9 to 10, respec-
Whenever two or more characters partner up and
tively. However, Tex’s Reputation drops to 14. That’s what he
begin spending time together, they should calculate
gets for hanging around with fellas of lower Reputation.
their group Reputation score (an average of the
Reputation values of those characters comprising the
group). Group Reputation includes the Reputation of F AMILY R EPUTATION
any henchmen, sidekicks or cronies in the group. The Reputation of relations affects the Reputation
Group Reputation also applies to military units, of a character, and vice versa. Family Reputation is
outlaw gangs, secret organizations, etc. only important to those characters that are reared

5: Reputation & Fame

If you hang out with badmen, killers and savages, don’t be surprised if your Reputation score drops right along with theirs...
29
from an established family or have kin that live nearby. Legendary Reputation (101+): When a character’s
Certain results on the charts in Chapter 6: Priors & Reputation score reaches this level he inspires stories,
Particulars affect Starting Reputation. legends and gossip. Some make up stories that make
the character seem larger than life, while others may
C ATEGORIES OF R EPUTATION think the character has gotten too big for his britches.
This level of Reputation can be risky, because young
Depending on a character’s Reputation score, they
tenderfoots sometimes seek these characters out to try
fall into a particular Reputation category. The
their luck at taking them down a few notches.
categories are: Disreputable, Low, Average, Great and
Legendary Reputation does not make a character
Legendary. A character can only exist in one category
famous, but those who meet this character are often
at a time, and the effects of these categories (whether
strongly affected by the experience.
penalties or bonuses) are not cumulative. For example,
a character in the Disreputable category suffers a -1 All characters in this category receive a +1 bonus to
penalty to all die rolls. If he moves into the Low all die rolls and gain an additional 10% on any BPs
Reputation category, this penalty disappears. earned. They also receive two “mulligans” per session.
A mulligan is a free re-roll that can be used for any die
Likewise, a character with Great Reputation receives
roll (combat, damage, initiative, skills, whatever).
a +1 bonus to all die rolls and gains an additional 10%
on any BPs earned. If he moves into the Legendary However, characters in this category draw the ire of
Reputation category, he loses all Great Reputation any hostile character encountered. If a random deter-
bonuses and gains the Legendary Reputation bonuses mination is needed to determine whom adversaries
instead. target, count characters in this category twice.
Disreputable (0-5): Disreputable characters are
looked upon as the dregs of society. They suffer R EPUTATION S CORE AND
harassment and ridicule at the hands of most other R EPUTATION P OINTS
people. Shopkeepers are more likely to take advantage
Beginning at character creation, a character is
of these characters, barroom bullies are more likely to
assigned his Reputation score and an identical number
pick fights, and innkeepers are more likely to turn
of Reputation Points. If a character’s Reputation
them away. Characters in the Disreputable category
score moves up or down, the Reputation Points are
suffer a -1 penalty to all die rolls.
adjusted by the same amount. A character may spend
Low Reputation (6-20): Characters with low Reputation Points (without adjusting his Reputation
Reputation are often distrusted, mistreated or ignored.
5: Reputation & Fame

score) in order to gain advantages in the game.


Since this is the category in which many characters
Reputation Points can be used to gain a re-roll to
begin, they haven’t necessarily done anything to
sway a critical outcome. At any time, a player may
deserve any unjust treatment. They just might not
deduct 10 Reputation Points to re-roll one of his
have gotten a chance to prove themselves yet.
combat rolls, ability checks or skill checks by simply
Average Reputation (21-70): Characters with an declaring that he desires to do so. He can also expend
average Reputation are mostly ordinary citizens who 10 Reputation Points to make others re-roll a roll that
make an honest living. They have carved out a directly affects his person (such as a shot fired at him).
foothold in the Shattered Frontier and are making a The only limit to the number of times a player can do
way for themselves one small step at a time. this is the number of his Reputation Points. For
Great Reputation (71-100): Characters with great example, a player can deduct 30 Reputation Points to
Reputation have proven repeatedly that they have re-roll three times. He need not spend all the points at
what it takes to defend their honor and act with once. He can simply continue to expend 10 points to
integrity. Others know that someone with a great re-roll each time until he gets the desired result.
Reputation is not to be trifled with. A character’s Reputation Points may never be reduced
to less than zero in this manner. In any case, once a
All characters in the Great Reputation category
point is spent, it is gone for good!
receive a +1 bonus to all die rolls and gain an
additional 1 BP for every 10 BP earned. They also For example, let’s say that Jebediah Smith has a total of 23
receive a “mulligan.” This is one free re-roll per game Reputation Points. If Jebediah fails a combat roll (or ability
session that can be used for any die roll (combat, check or skill check), he can spend 10 Reputation Points
damage, initiative, skill rolls, mastery dice, etc.). (reducing his total to 13) and re-roll. If he succeeds, great! If
he fails, he can accept the failure or spend another 10

30
Reputation Points (dropping his total to 3). He can’t try a third adjustments at the end of the game session. This
time since he needs 10 Reputation Points to do so, but only has greatly simplifies bookkeeping.
3 Reputation Points left. Typical Reputation awards are listed on Tables 5-1
Spending Reputation Points helps bring an element through 5-8. The awards listed are by no means
of cinematic drama into the game and allows complete. It is impossible to cover every situation that
characters to do truly larger than life feats. It can also might occur in a typical game session. The players
help prevent the premature death of a character in and/or GameMaster must rely on their judgment,
which you’ve invested a lot of time, but doesn’t using this list as a guideline for situations that are not
necessarily guarantee safety (as the re-roll could strike covered.
true once again, for example). Never forget that Reputation is largely based on the
perception of those who view the character. False
N OTORIETY rumors and misperceptions can taint such perceptions.
When a character loses Reputation such that his Suppose, for example, Fernando Cortez enters a hotel just
score becomes negative, it is no longer called moments after outlaws have robbed the place and murdered the
Reputation, but rather, Notoriety. Notoriety has proprietor. He rings the bell at the counter and when no one is
similar categories as Reputation but offers none of the summoned forth decides to leave and seek lodging elsewhere. It
same benefits. The categories are: is his bad luck that a deputy on patrol sees him leaving the hotel.
Notorious (-1 to –10) Later, when the body of the murdered victim is found, the deputy
remembers seeing Fernando. Fernando is immediately arrested
Low Notoriety (-11 to –20)
and charged with the crime, and his Reputation drops because he
Average Notoriety (-21 to –70) is perceived to be guilty - and likely convicted because of it!
Great Notoriety (-71 to –100)
Legendary Notoriety (-101 and lower) O ATHS
Any character that allows his Reputation to fall to There may be times when your character and his
zero or less is in for some trouble. The character can associates may need to swear an oath. Oaths in the
still perform acts that increase his Reputation score, Shattered Frontier are taken very seriously. A man’s
but he gains no corresponding Reputation Points until word is his honor, and breaking an oath (the strongest
his Reputation becomes positive again. word of honor a character can give) has dire
consequences. When a character swears an oath, he is
In gunfights, Reputation affects how a character
literally swearing by his Reputation. Oaths are

5: Reputation & Fame


reacts when faced with his own mortality. If a character
usually made when a character promises to accomplish
has a high Reputation, he’ll stand tall in the face of
something of extreme importance to him or another
mortal danger, while those of lower Reputation tend to
character.
flee. However, those with negative Reputation
(Notoriety) should take the absolute value of their If he breaks the oath (intentionally or otherwise),
Notoriety score in order to determine the effect of and word gets out about it, the character loses respect
Reputation on how wounds are handled in scrapes. and must immediately roll on Table 5-1: Breaking An
For example, a character with a –10 Notoriety score Oath to determine the result. Always round down.
should consider his Reputation score as 10 for purposes Note that keeping or making good on an oath has no
of his reaction to wounds. See Chapter 12: Advanced extra benefit (other than a possible increase in
Scrapes for more details. Reputation as set forth in the Awards section in
Chapter 16: Awards). A person is expected to keep
his word, so no incentive is given.
G AINING AND L OSING R EPUTATION
When awarding or docking Reputation, the other R EPUTATION AND NPC S
players and/or GameMaster consider both the
Reputation is just as important to Non-Player
individual actions of a character and the actions of his
Characters (NPCs) as it is for Player Characters. For
partners as a whole. However, when a gang decides to
example, no self-respecting gunslinger is going to take
take specific actions as the result of group consensus
lip or back-sass from the guy standing next to him in
(or the leader simply decides what the group is going
the saloon, whether he’s an NPC or not. If they feel
to do and no one objects), the resultant group actions
their Reputation has taken a dent, you can be sure
should be assessed as if single character was
responsible with each individual receiving identical

31
they’re gonna come up for air and attempt to settle the Categories of Fame
score.
Little Known (0-10): Only a few people know you
The Reputation category of an NPC can suggest a exist.
lot. It is a good indication of just how important
Local (11-20): Seems like everyone in town knows
Reputation is to such an individual, and can
who you are and your deeds.
sometimes be used to determine how he reacts to the
group. For example, a disreputable NPC has obviously Minor Celebrity (21-70): Even the wranglers in
been having a tough time of it. More than likely, he’s the next territory know about you. When a character’s
in a foul mood and looking for a way to raise his Fame reaches 50 for the first time, his name begins
Reputation. What better way than to pick a fight or appearing in popular songs and stories as a minor or
attempt to steal Reputation from someone else? Of local hero (or villain) of mention. In addition, there is
course, it’s important to remember that Reputation is a 10% chance per week that a notorious foe starts
not indicative of personality, but it can suggest a boasting of his ability to whip the character (in a gun-
character’s intent and motivation when considered fight, an election, or any other profession-related
with other factors. activity). For example, an outlaw may challenge the
marshal to a shootout, while a carpenter boasts that he
FAME creates better woodwork than the character. On the
other hand, a carpenter who was once a gunfighter
Fame is a measure of how far knowledge of a may find himself challenged by either. If such boasts
character and his exploits extends beyond his own reach the character's ears, and he refuses to seek out
immediate social circle. However, a character’s Fame and defeat the foe, he suffers a loss of 20% of his
can be blown out of proportion if he is good at spreading Reputation Points.
word of his deeds or alleged deeds. Thus, you might For every 50 points of Fame a character has, others
not want to believe everything you hear. suffer a –1 penalty to Accuracy and a +1 penalty to
Note that Fame is not an indication of how well Speed when facing him.
respected or liked a character is, or whether or not he Major Celebrity (71-100): You’re extremely well
is a good or bad person. It simply indicates how well known. For example, the person working on the docks
known the character is. Famous characters may find in New York City has heard of you, and how you shot
that opportunities seek them out, it’s easier to get four Indians with a rusty revolver while blindfolded.
loans, easier to obtain an audience with others of high
Fame, hangers-on and sidekicks are lured to them, Famous (101-200): You and your deeds are
5: Reputation & Fame

they get offers and favors (“come to my saloon and get occasionally heard of even in lands across the ocean.
free drinks”), and so on. They might also find it Epic (201+): When a character’s Fame reaches 201
easier to be elected, and harder to be convicted. he is considered a great hero, suitable material for epic
However, you may also find that people recognize songs, lengthy folktales and the like. Those who might
the character wherever he goes (regardless if he wants like the character are more disposed to treat him with
them to or not), his reputation (good or bad) often respect, while those who are more famous now start to
precedes him, people spread gossip and rumors about treat him as a peer. All penalties when facing this
him, and folks often seek the character out, wanting character are doubled.
something from him. The GM and/or other players
may have their characters seek him out for these very G AINING AND L OSING F AME
reasons. Fame is affected by a character’s actions in much the
Each character’s Fame starts at zero, though this same way as Reputation. However, you can become
may be modified by his Looks score. See Chapter 3: famous for things you haven’t even done. In other
Character Creation for more information. words, one’s fame may not reflect reality. This could
be by accident – people mistakenly attribute deeds to
Individual, Group and Family Fame you – or it could be by design (you go around bragging
Group or family Fame can be calculated in much the about things you’ve never done or taking credit for
same way as group or family Reputation. Likewise, it someone else’s deeds).
also causes the adjustment of the Fame of individual However, just because a character does something to
members of the group on a periodic basis. Follow the boost his fame does not mean he can sit back and coast
same process for adjusting individual Fame due to on that event forever. Eventually people may put a
group Fame as you would for Reputation. character in the back of their mind and perhaps even

32
forget the most daring deeds! In game terms, this is A note on awards or penalties for crime: The
represented by the fact that Fame decreases at a rate Reputation of the accused and the accuser affects
of 1 point per month. Fortunately, this loss of Fame these modifiers. For every Reputation category the
can go no lower than 20% of the highest Fame the characters are away from average Reputation, add or
character ever obtained. Naturally, the character can subtract one Reputation Point from those listed on
continue to perform activities that increase his Fame. Table 5-4: Sample Reputation/Fame Awards - Crimes,
For example, let’s say that Tex has a Fame score as high as depending on whether they are above or below
173, but he loses interest in dramatic deeds and went into seclu- average, respectively. However, if the accuser or the
sion. Over the next few years, his Fame decreases by 1 per accused is of legendary Reputation (and the other is
month as folks gradually stop talking about him, until it stops not), double the modifier after adding or subtracting
at 34 (20% of 173, rounded down). Tex isn’t quite forgotten, the original modifiers.
but he’s not nearly as big a name as he once was.

Sample Reputation/Fame awards


Tables 5-1 through 5-8 provide some guidance on
circumstances warranting such an award.

5: Reputation & Fame

33
Table 5-1: Breaking An Oath Table 5-3: Sample Reputation/Fame Awards: Social/Encounters
Result (d20) % of Reputation Score Lost Action Reputation Fame
1 75% Allowing a personal slight/insult to go
-1 0
unchallenged
2-5 65%
Allowing an inferior (such as servants and
6-9 50% -2 +1
hired hands) to disrespect you
10-13 40%
An outsider laughing/mocking you or a
-1 0
14-17 30% companion
18-19 20% Being admonished by another for a wrongdoing -1 0
20 10% Being publicly insulted or disparaged
-2 0
by an inferior
Table 5-2: Sample Reputation/Fame Awards: Scrapes Being publicly insulted or disparaged
-1 0
by a superior
Action Reputation Fame
Breaking your word -3 0
Allow disarmed opponent to pick up his weapon +1 0
Challenging a slight to one's Reputation +1 0
Allow enemy to draw first +2 +2
Escaping from imprisonment +2 +2
Allow enemy to remove their dead/wounded
+1 0 Caught falsely claiming ‘bragging rights’ that
from the field -3 +3
belong to another
Attacking unarmed or obviously inferior opponent -3 0
Having a book written about you +1 +5
Backshooting -5 +1
Having a news article written about you 0 +1
Being in a gunfight +2 +2
Keeping a difficult promise +1 +1
Being taken prisoner/surrendering -2 0
Killing a host who has provided
Capture battle standard or flag during combat +5 +1 -4 0
you food or shelter
Deliver death blow to a helpless opponent -1 0 Letting someone take advantage of you* -1 0
Dirty fighting (doesn’t apply if the other guy fights dirty first) -2 +1 Marrying into higher social class +2 +1
Entering into a lethal fight without cover +3 +2 Neglecting to properly bury a compatriot -1 0
Exercising your ‘bragging rights’ at a saloon or hotel +1 +2 Paying off an extortionist or shake-down -3 0
Fighting a ‘worthy adversary’ or battle-hardened adversary +1 +1 Perpetrate humiliating prank on enemy +1 +1
5: Reputation & Fame

Flee a fight with an equal opponent -3 +1 Picking up the funeral expenses


+2 0
Flee a fight with a superior opponent -1 +1 of someone you killed
Flee a fight with a weaker opponent -5 +1 Public intoxication -1 0
Flee a battle that's obviously going poorly -1 +1 Publicly humiliating a character of a higher
+2 +1
Reputation**
Flee a battle that's still in question -3 +1
Rash or improper social behavior -1 0
Refuse medical treatment for the good of a friend +2 0
Requesting a favor/charity -1 0
Save the life of another at great risk to own self +5 +3
Snitching or ratting out a character to
Save a life +1 +2 -2 0
authorities/enemy
Survive a gunshot or primitive weapon wound
+1 Taking a bribe -1 0
wound severity
Lose a contest -1 +1
Take a prisoner(s) +1 +1
Refuse a fair contest/challenge -2 +1
Purposely take an arrow or bullet wound
+5 +3 *Such as losing a haggle or paying good money for shoddy product.
meant for someone else
Taunt an enemy into fighting -1 0 **Includes authority figures like deputies, politicians, etc. Award
Reputation Points only if the figure being disparaged is in a position to
Unjustly slaying a prisoner or unarmed do something about it. For example, publicly ridiculing an Indian chief
-5 +1
opponent who has yielded imprisoned behind bars does not warrant points.
Victorious against overwhelming odds +5 +5
Back down from a challenge* -2 +2
Win a brawl +1 +1
*Remember that perception often belays intent. A character that offers to
buy a drink for someone who has just challenged him to a fight could be
construed as "backing down from a fight."

34
Table 5-4: Sample Reputation/Fame Awards – Crimes
Crime Severity Misdemeanor Felony Hanging Offense Treason
Circumstances Reputation Fame Reputation Fame Reputation Fame Reputation Fame
Publicly accused of crime (innocent or not) -1 +1 -3 +2 -5 +3 -5 +4
Charged with a crime -1 +1 -3 +2 -5 +3 -5 +4
Convicted of a crime 0 +1 -1 +1 -2 +3 -10 +5
*Crimes typically considered misdemeanors in the Shattered Frontier include battery, bribery, civil disobedience or disorderly conduct, manslaughter,
trespassing, vagrancy, vandalism and similar crimes. Crimes considered felonies in the Shattered Frontier include blackmail, embezzlement, extortion,
forgery, fraud, grave robbing, kidnapping, perjury, rape, theft, banditry and robbery and similar crimes. Hanging offenses include arson, horse thieving,
cattle rustling, murder and similar crimes.

Table 5-5: Sample Reputation/Fame Awards Table 5-7: Sample Reputation/Fame Awards
Personal Achievements & Failures NPC & Player related
Action Reputation Fame Action Reputation Fame
Acquiring a new skill +1 0 Accepting a significant gift -1 0
Acquiring land (per transaction) +3 +1 Asking an important favor -1 0
Claiming territory from an enemy +5 +1 Giving a significant gift +1 0
Collecting a reward +2 +1 Granting an important favor +1 0
Completing a personal mission +5 0 Player attempting to act on knowledge
-5 0
his character doesn’t have.
Entering into debt -1 0
Failing a personal quest -5 0
Table 5-8: Sample Reputation/Fame Awards
Gaining mastery level in a skill +4 +2 Family & Group related
In possession of a famous or historical item (per item) +8 +3 Action Reputation Fame
Losing a signature weapon -4 0 Avenging murder of family member +5 +1
Losing a weapon -1 0 Banished by family -5 -1
Making an item of extraordinary craftsmanship +1 +2 Defeating a hereditary enemy +10 0
Winning a contest +1 +1

5: Reputation & Fame


Forming an alliance with another family +2 0
Winning an election +5 +4 Fulfill family debt +4 0
Losing a birthright or an inherited item -6 0
Table 5-6: Sample Reputation/Fame Awards
Member of family dies with great Reputation +1 0
Professional
Murder of a family member -8 +1
Action Reputation Fame
Recovering or avenging a stolen or destroyed
Being taken advantage of -1 0 +5 0
family heirloom
Showing off battle scars +2 +1 Refusing one's family leader -5 0
Creating a new useful invention +5 +2 Banished/ousted by gang/company -5 0
First to find valuable ore deposits +2 +3 Death of a fellow with Great Reputation -1 0
Getting caught cheating -3 +1 Group Reputation awards/penalties are given for those actions the group
Hiring an employee +1 0 performs as a group or through group consensus. Points are added to (and
removed from) the group Reputation, not from individual Reputation. At
Losing significantly at gambling -1 0 the end of the session, each group member’s Reputation moved one point
closer to the group Reputation factor (before individual Reputation is
Nursing a character to health +1 0
recalculated per the Reputation rules).
Performing a successful surgery +1 0
Publishing/writing for a paper (per month) 0 +1
Staking a mining claim +2 +1
Starting a business +2 +1
Winning significantly at gambling +1 +1
Writing/publishing a book +2 +1

35
Age .................................................................36 Status of Parents.....................................40 Middle Middle Class ............................45
Handedness ...................................................37 Status of Siblings...................................40 Upper Middle Class ..............................45
Height............................................................37 Quality of Upbringing ..........................41 Lower Upper Class................................46
Weight............................................................37 Social Class ..................................................42 Middle Upper Class..............................46
Body Mass Index ....................................38 Below Lower Class ................................42 Upper Upper Class ................................46
Place of Origin ...........................................39 Lower Lower Class................................43 Starting Money ...........................................47
Family............................................................39 Upper Lower Class................................44 Reasons to Go West....................................47
Circumstances of Birth.........................39 Lower Middle Class..............................44 Names ......................................................48-49

our character’s ability scores give you some with all the details when he was younger, and that Andrew is

Y basic insight into his raw talents, but it’s only a


skeleton of the character. By now you should
be ready to put some flesh on those bones and find out
carefully making his way to the mission to seek refuge.
Now, the GM might (or might not) accept that suggestion.
Still, it’s worth a shot. Most GMs welcome the opportunity for
more about your character. The following tables deter- a player to expand his background in such a creative manner. If
mine such things as your character’s starting age, the GM buys this suggestion, then another bit of the character’s
social class, circumstances of birth, and so on. You and background is now revealed. Of course, this could have an
the other players may make use of this information unexpected twist, such as Andrew arriving at the mission only to
during the course of your character’s career to further find it a burned out ruin, with the weathered bones of some poor
detail his background. Of course, this won’t happen soul (his sister?) lying in what used to be the courtyard, or some
overnight – it’ll come to you slowly, over the course of other later twist that makes the character’s life more interesting.
many game sessions. You’ll find that playing your
character suggests background details that you might A GE
6: Priors & Particulars

not have thought of otherwise.


Most characters start play between 15 and 26 years
For example, let’s say that sheriff Andrew Lewis finds of age. Calculate your character’s base age as
himself cut off from his posse in hostile territory with a savage 14+1d12p. If you roll a 12, apply penetration (add
group of Apaches hounding his every footstep. He’s low on hit another 0-11 (d12-1) and continue to do so as long as
points, and his situation isn’t looking too good. At this point, his you roll 12s on the die). If you don’t like the result, you
player might recollect that he’s got a sister who’s interested in may purchase a re-roll for a cost of 1 BP. You may pur-
saving the souls of these “poor heathens,” as she calls them. She chase as many re-rolls as you like, as long as you have
headed out into the Shattered Frontier years ago and never BPs remaining. Alternatively, you may choose the age
returned home (that’s as far as the player fleshed out the details). you prefer by expending 5 BPs. So if you really want
At this point, a clever player might suggest to the GameMaster to play a geezer, you can just spend the 5 BPs.
that his devoted sister actually set up a mission in this very As a character ages, his ability scores are directly
“hostile territory” in the middle of which he now finds himself affected. After all, life on the frontier isn’t easy, and the
stranded. He informs the GM that his sister wrote him a letter hard life takes its toll on all men and women. Upon

36
Table 6-1: Aging Effects
Age Weight* Abilities
Middling (30 years) +2 Body Mass Index Modifier no change
35 +1 Body Mass Index Modifier no change
40 +1 Body Mass Index Modifier no change
Old Timer (45 years) +2 Body Mass Index Modifier -1 Str/Con; +1 Wis (no Speed bonus); +1 Int
Geezer (60 years) +1 Body Mass Index Modifier -2 Str/Dex; -1 Con; +1 Wis (no Speed bonus); +1 Int
*If using optional Body Mass Index to determine weight (see the Height and Weight section)

reaching 45 years of age, the character loses 1 point of


H EIGHT AND W EIGHT
Strength and 1 point of Constitution, but he gains 1
point each for his Intelligence and Wisdom. Upon To determine the height of your character, simply
reaching 60 years, he loses 2 more points of Strength, roll randomly on Table 6-3: Character Height. If you
2 points of Dexterity, and 1 more point of don’t like the result, you may purchase a re-roll on this
Constitution, but he gains 1 point of Intelligence and table for a cost of 1 BP. You may purchase as many
Wisdom. Even if an improved Wisdom score due to re-rolls as you like, as long as you have BPs remaining.
age would normally improve his Speed, ignore this
Table 6-3: Character Height
effect. He also gains a little more weight as he ages.
Result (d100) Female Height (in) Male Height (in)
All aging adjustments are cumulative. See Table 6-1:
01 60-1d12 65-1d12
Aging Effects for a summary of those effects.
02-03 58 63
H ANDEDNESS 04-05 59 64
Knowing whether your character is left-handed, 06-12 60 65
right-handed, or ambidextrous is important informa-
13-20 61 66
tion in many situations.
21-29 62 67
For example, let’s say Texas Pete is left-handed. If he gets a
bullet or a knife through it, that hand’s gonna be useless for a 30-41 63 68
while (maybe forever). He’s going to have to start using his right 42-61 64 69
hand instead, giving him a –4 Accuracy penalty and a +2 Speed 62-75 65 70
penalty for firing with the off-hand. 76-85 66 71
Likewise, a right-handed pickpocket or locksmith 86-91 67 72
would find it harder to operate (-20% to related skill
92-96 68 73
checks) without the use of his main hand. Through
time (1d6 months), a character forced to use his 97-98 69 74
non-favored hand for tools or weapons can overcome 99 70 75
these penalties. 100 67+1d12 72+1d12

6: Priors & Particulars


Table 6-2: Handedness
Finding your character’s weight is equally simple.
Result (d100) Handedness
Using Table 6-4: Character Weight, locale your height
01-90 Righty range grouping and sex. The chart lists a base weight
91-99 Lefty and a number of dice to roll to determine your actual
100 Ambidextrous* Table 6-4: Character Weight
*Ambidextrous characters suffer a +1 Speed penalty, for they often hesitate for Height Female Weight (lb) Male Weight (lb)
a fraction of a second, as though choosing which hand to use.
60” or less 105 + 4d4 109 + 4d6
Roll on Table 6-2: Handedness to determine which 61” – 64” 110 + 5d4 120 + 5d6
hand your character favors. If you don’t like the result,
65” – 68” 121 + 5d6 135 + 5d8
you may purchase a re-roll on this table for a cost of
1 BP or choose your handedness for a cost of 5 BP. 69” – 72” 128 + 4d8 150 + 4d12
You may purchase as many re-rolls as you like, as long 73” – 76” 140 + 4d10 170 + 5d12
as you have BPs remaining. ≥77” 150 + 4d10 185 + 5d12

37
B ODY MASS I NDEX Body Mass Index Table
An alternative method of determining your character’s Roll (d20) Female Male
weight is slightly more complicated. First, roll your 01 . . . . . . . . . . . . . . .19 – 1d3 . . . . . . . . . . . . .20 – 1d3
character’s Body Mass Index on the Body Mass Index 02 . . . . . . . . . . . . . . . . .18 . . . . . . . . . . . . . . . . . . .19
table. Next, multiply this result by your height in inches 03-04 . . . . . . . . . . . . . . . .19 . . . . . . . . . . . . . . . . . . .20
squared, and divide by 703. You now have your 05-08 . . . . . . . . . . . . . . . .20 . . . . . . . . . . . . . . . . . . .21
character’s weight. 09-11 . . . . . . . . . . . . . . . .21 . . . . . . . . . . . . . . . . . . .22
12-13 . . . . . . . . . . . . . . . .22 . . . . . . . . . . . . . . . . . .23
For example, Sally Jo, a female, rolls on the Body Mass 14 . . . . . . . . . . . . . . . . .23 . . . . . . . . . . . . . . . . . .24
Index table for a result of 13, giving her a Body Mass 15 . . . . . . . . . . . . . . . . .24 . . . . . . . . . . . . . . . . . .25
Index of 22. Sally stands 64 inches tall, and multiplying 16 . . . . . . . . . . . . . . . . .25 . . . . . . . . . . . . . . . . . .26
22 x 4,096 (64 x 64=4,096) gives a result of 90,112. 17 . . . . . . . . . . . . . . . . .26 . . . . . . . . . . . . . . . . . .27
Dividing 90,112 by 703 results in 128.18, or 128 pounds. 18 . . . . . . . . . . . . . . . . .27 . . . . . . . . . . . . . . . . . .28
Let’s try another example just so you’ve got the hang of 19 . . . . . . . . . . . . . . . . .28 . . . . . . . . . . . . . . . . . .29
20 . . . . . . . . . . . . . .27 + 1d8 . . . . . . . . . . . . .28 + 1d10
it. Texas Pete rolls a 20 on the Body Mass Index table, for
a modifier of 28 + d10. He rolls a 3 on his d10. This gives
him a Body Mass Total of 31 (28 + 3=31). Texas Pete 31 increases to 33. Multiplying 33 x 5,184 (72 x 72 =
stands 72 inches tall, and multiplying 31 x 5,184 (72 x 72 5,184) gives a result of 171,072. Dividing this by 703
= 5,184) gives a result of 160,704. Dividing 160,704 by results in 243.35, or 243 pounds. Pete has gained 14
703 results in 228.59, or 229 pounds. pounds since he started his career as a player character.
If you don’t like the results, you can spend 1 BP to Must be all that booze, plus the fact that he ain’t as lively
purchase a re-roll. You may purchase as many re-rolls as as he used to be.
you like, as long as you have BPs to spend. You may When Pete turns 35 years of age, his Body Mass Total
alternatively choose your starting BMI (from the possible of 33 becomes 34, and after recalculating his weight, it
range of 16 to 38) by spending 5 BP. appears he now weighs in at 251 pounds (a gain of 22
Note that a character’s weight also tends to increase pounds over his career). Then, at the ripe old age of 40,
slightly with age. When a character reaches 30 years of Pete’s Body Mass Total of 34 becomes a 35. Again
age, add an additional +2 Body Mass Modifier to his recalculating his weight, we see that he now weighs 258
previous Body Mass Total. For example, when Texas Pete pounds. Pete has gained another 7 pounds.
reaches 30 years of age, his previous Body Mass Total of

Table 6-5: Place of Origin/Birth


Result (d100) Result (d20) Birthplace Result (d100) Birthplace
01-10 Outside North America (see subtable) 35-36 Deseret
01-02 England 37-39 Canada (Anglophone)
03 Scotland 40-41 Canada (Québécois)*
04-10 Ireland 42-47 USA: New England (ME, NH, VT, MA, CT, RI)
11-12 China 48-56 USA: East (NY, PA, NJ, KN)
6: Priors & Particulars

13-18 Germany*** 57-63 USA: Central (OH, IN, IL, WI, MI)
19-20 Scandinavia 64-69 USA: South (AR, KY, MO)
11-12 Mexico (indigenous) 70-74 USA: West (MN, IA, territories)
13-19 Mexico* 75-80 CSA: Northeast (DE, MD, Columbia County (formerly DC))
20-21 Texas (Louisianan District) 81-87 CSA: Atlantic Seaboard (“Old South”; VA, Carolinas, GA)
22-28 Texas (Gulf Coast) 88-91 CSA: Southeast (FL, Cuba)
29 West Texas 92-99 CSA: West (MS, AL, TN)
30-31 Sequoyah 100 French Orleans**
32-34 Indian (indigenous)
*Europeans, Mexicans and Québécois are proficient in their native tongue. They must purchase the Language (English) skill if they want to communicate with the English-speaking
majority. British, Scottish and Irish immigrants are naturally an exception; ** Characters hailing from French Orleans are former Louisianans dissatisfied with French administration.
They are all English speakers; *** German characters may alternatively choose to have emigrated from Austria, Switzerland or other German speaking regions of central Europe.

38
weight. Alternatively, you may wish to determine your
character’s BMI (body mass index) using the method
FAMILY
shown on the previous page. Although a bit more com- Determining the details of your character’s family
plicated, this method offers a more realistic gauge of and social class is of great interest to some, while
weight (and includes a mechanism for gaining weight hardly a concern to others. The latter argue that
as you age). familial obligations and the strictures of a rigid social
You may spend 1 BP and re-roll if you are not satis- order are principal reasons behind their decision to
fied with the result. You may purchase as many re-rolls migrate west.
as you desire, as long as you have BPs remaining. These reasons notwithstanding, such information
can come into play during the course of a campaign.
P LACE OF O RIGIN Regardless of what you might hear around the
Want to know where your character came from? You campfire, that wild desperado everyone’s gossiping about
can simply choose your place of origin or roll randomly isn’t really the son of the devil. Like everyone else, he’s
on Table 6-5: Place of Origin/Birth. the product of countless generations of characters that
came before him. The following tables will help you get a
Now, roll a d100 on Table 6-6: Rural or Urban Background
broad idea of your character’s family.
to determine whether your character comes from a rural
or urban background. Certain backgrounds are more Circumstances of Birth: Generally, birth
common in urban than rural areas, and vice versa. If you circumstances have little effect on a character, except in
don’t like any result from these tables, you may spend 1 the case of illegitimacy. These “bastard” children find it
BP to purchase a re-roll. You may purchase as many more difficult to attain or hold positions of power, if their
re-rolls as you like, as long as you have BPs to spend. secret comes out. To determine your character’s status,
roll on Table 6-7: Circumstances of Birth. If you don’t like
Table 6-6: Rural or Urban background the results, you can spend 1 BP to purchase a re-roll. You
Roll (d100) depending on character’s Place of Origin may purchase as many re-rolls as you like, as long as you
Origin Rural Urban have BPs to spend.
CSA or Canada 01-87 88-100 Table 6-7: Circumstances of Birth
USA 01-55 56-100 Result (d100) Result
Texas 01-92 93-100 Legitimate. Parents were married at the
01-92
time of the character’s birth.
Deseret or Mexico 01-95 96-100
Europe 01-60 61-100 Illegitimate. Parents were not married at
the time of the character’s birth. One rank
Remember, just because your character came from a 93-100 penalty to Table 6-16: Social Class (i.e.
rural background does not necessarily mean that he is of ULC becomes MLC). Also, roll on
Table 6-8: Illegitimate Birth.
poor or humble origin. After all, the mansions and plan-
tations of the rich are not often located within city limits.
As we’ve stated, your character’s ability scores provide Table 6-8: Illegitimate Birth
only basic insight into the character. And though you may Result (d100) Result
know your character’s place of origin, do you really know Character was abandoned at birth. His

6: Priors & Particulars


where he came from? What was his life like in those early 01-03 parents are unknown. GM rolls character’s
days? Did he come from a small family or a large one? other parental and sibling tables in secret.
Did he live in luxury or suffer in poverty? 04-08 Mother was a prostitute. Father unknown.
The following section provides such background mate- 09-12 Mother was a prostitute. Father known.
rial for use during character creation. If you decide to use
Birth was the result of sex before marriage.
this optional material, it will go far in fleshing out your 13-23
Father unknown.
character and greatly enhance your ability to role-play as
you’ll have a lot of biographical information to draw Birth was the result of sex before marriage.
24-56
Father known.
upon and possibly enhance. Note that some results in this
section may affect later aspects of character creation, Birth was the result of an adulterous affair.
57-67
such as starting money or quirks and flaws. Father unknown.
Birth was the result of an adulterous affair.
68-100
Father known.

39
Status of Parents: Now, discover whether your Table 6-10: Number of Siblings
character’s parents are alive or dead, and even if one of
Result (d20) Number of Siblings
them is a celebrity of sorts. A roll of 91 or higher on Table
6-9: Parental Status indicates that the character is an 01 0
orphan. 02 1
If only one parent is deceased there is the chance that 03 2
the character has a step-parent. A result of 15 or more on 04 3
a d20 indicates that the parent remarried. If you don’t
like the results, you can spend 1 BP to purchase a re-roll. 05-06 4
You may purchase as many re-rolls as you like, as long as 07-09 5
you have BPs to spend. 10-14 6
15-17 7
Table 6-9: Parental Status
18 8
Result (d100) Result
19 9
Parent is a celebrity (actress, gunfighter,
renowned military officer or politician, etc). 20 10
Character receives a +d20 bonus to his start-
ing Fame score (the d20 score indicating the Table 6-11: Sibling Status
relative Fame of the parent, 20 being very
01 Result (d100) Status (urban background)
famous and 1 being known locally). Roll again
to determine status of the parent. (A further Died in infancy from infectious
roll of “01” on this table earns another +d20 01-26 disease (measles, scarlet fever,
bonus and corresponding increase in Fame, whooping cough or diphtheria)
etc.)
27-33 Died in childhood from diarrhea
02-50 Both parents living
34-39 Died from pneumonia
51-70 Father deceased
40-41 Died from smallpox
71-80 Mother deceased
42-47 Died from tuberculosis
Both parents are deceased after character
81-90 48-49 Died from typhoid fever
reached teen years.
50-53 Died from influenza
Both parents are deceased. Character is an
orphan. Reduce character’s roll on Table 6-16: 54-57 Died from cholera
Social Class by two social classes. Apply –50 58-66 Died from accidental causes
91-100
penalty to rolls on Table 6-26: Character
Starting Money (ignore hereditary debt result 67+ Living
and roll again). Result (d100) Status (rural background)
Died in infancy from infectious
Status of Siblings: As with parents, siblings (or the
01-22 disease (measles, scarlet fever,
lack of them) are important to a character’s background. whooping cough or diphtheria)
Although they are non-player characters under the con-
23-26 Died in childhood from diarrhea
trol of the GM, they may be able to help when the char-
acter needs something, such as financial or emotional 27-30 Died from pneumonia
6: Priors & Particulars

support. They also tend to be loyal. 31-32 Died from smallpox


There are several steps involved in determining a char- 33-37 Died from tuberculosis
acter’s siblings. Follow each step in order.
38 Died from typhoid fever
1) First, you need to roll on Table 6-10: Number of Siblings
39-42 Died from influenza
to learn how many siblings your cowpoke has.
43-47 Died from accidental causes
2) Now that you know how many children your folks
had, you need to determine their sex. Roll a d6. On a 1- 48+ Living
3, the sibling is a brother. On a 4-6, it’s a sister. typhus, TB and cholera were rampant. Check Table 6-11:
3) In the 19th century, many children died as infants Sibling Status for each sibling’s status.
from sickness or as children from some other ailment or 4) For each surviving sibling, roll a d% (d100 or two
injury. Death from infectious diseases was common even d10s). A roll of 99-100 indicates that this sibling is your
amongst adults, especially in the crowded cities where twin. If the sibling is the same sex as the character, roll a
d8. On a 1, the sibling is an identical twin.

40
5) If the character has at least one sibling, roll ran- ter for the character’s mother or father. The results refer
domly to determine his place (roll a d4 for the character to their parents and siblings, instead of the character’s.
plus three siblings, roll a d5 [a d10, dividing results by Quality of Upbringing: How the character’s par-
two] for the character plus four siblings, etc.) and consult ents acted towards him had a huge impact on how he
Table 6-12: Order of Birth. The firstborn male is usually turned out. A caring, attentive parent better equips his
heir to his father’s estate or possessions. child for adulthood than an uncaring, abusive or absent
Table 6-12: Order of Birth parent. Roll on Table 6-15: Upbringing, adding a +1 for
each sibling the character had. If you don’t like the
Order of Birth Effect results, you can spend 1 BP to purchase a re-roll. You
+10 bonus on Table 6-26: Character may purchase as many re-rolls as you like, as long as you
First
Starting Money have BPs to spend.
+5 bonus on Table 6-26: Character
Second Table 6-15: Upbringing
Starting Money
Third or more no effect Result (d100)* Relationship
Extraordinary Parents. Child grew up
6) Of course, just because your character has some extremely well nurtured and properly
brothers or sisters doesn’t mean that they necessarily like 01-12
cared for.
him. The sibling may think he’s a low-down varmint, or Effect: Five (5) BP bonus.
that butter wouldn’t melt in his mouth. For each sibling, Loving Parents. Child grew up well
roll on Table 6-13: Sibling Rivalry. 13-24 nurtured and properly cared-for.
Effect: Three (3) BP bonus.
Table 6-13: Sibling Rivalry
Average Parents.
Result (2d12)* Relationship 25-54 Parent did an adequate job.
Bitter Enemy. These rivals hold an Effect: One (1) BP Bonus.
4 or less intense hate for some past offense - Ill-Equipped. Parent was well inten-
real or imagined. 55-76
tioned, but poor at raising this child.
Argumentative. For some reason, the Indifferent. Parent viewed this child
5-9 character and his sibling just can’t get as a burden. Child grew up feeling
along without bickering. inadequate and unloved.
77-89
Natural. The character and sibling are Effect: Roll on Table 6-15a:
close, with good family ties, but few Upbringing Quirks and record only
10-16 half BPs listed for the Quirk.
intense feelings except during
special times of sorrow or celebration. Abusive. Child abused by parent.
Very Close. The sibling and character Effect: Roll on Table 6-15a:
90+
17-21 communicate often, and always try to Upbringing Quirks and record only
help the other in times of need. half BPs listed for the Quirk.

Devoted. An extremely close bond


Table 6-15a: Upbringing Quirks
exists between these two, and one
22 or more Result (d100) Indifferent Parents
would easily lay down his life for the
other. 01-25 Ambivalent

6: Priors & Particulars


*Add the character’s starting Reputation modifier 26-50 Daunsy
from Charisma to the result.
51-75 Hardcase
If you don’t like any result from these tables, you may 76-100 Touchy
spend 1 BP to purchase a re-roll. You may purchase as
Result (d100) Abusive Parents
many re-rolls as you like, as long as you have BPs to
spend. 01-20 Badman
Extended Family: Aside from mother, father, broth- 21-30 Claustrophobic
er and sister, a character may also have an extended fam- 31-40 Gullible
ily represented by a stepfather or stepmother, aunts,
41-60 Loco
uncles, cousins, grandparents, and perhaps even great-
grandparents. Generally, only a GM needs this level of 61-70 Obsessive-Compulsive
detail. However, if you want to trace your ancestry back 71-80 Paranoid
a generation or two, simply roll on the tables in this chap- 81-90 Short-Term Memory Loss
91-100 Stutter

41
SOCIAL CLASS Table 6-16: Social Class
Starting Fame Reputation Starting Money
Result (d100) Social Class
Now that you know all about your character’s Modifier Modifier Modifier
family, the next step is to determine the character’s <01-08 Below Lower Class (BLC) 0 -10 -40
upbringing. Was his name spoken in the houses of
09-20 Lower Lower Class (LLC) 0 -5 -20
the rich, or did he grow up on the wrong side of
town? To determine your character’s social class as 21-50 Middle Lower Class (MLC) 0 -3 -15
he grew to adulthood, roll on Table 6-16: Social 51-80 Upper Lower Class (ULC) 0 -1 -10
Class. 81-87 Lower Middle Class (LMC) 0 0 0
It’s important to remember that this is not your 88-92 Middle Middle Class (MMC) 0 0 0
character’s current social class, but that of his fam-
ily and his background. Out West, he has no social 93-97 Upper Middle Class (UMC) 0 0 +5
class. He’s just one of many, and his background is 98 Lower Upper Class (LUC) +1 +1 +10
more important in knowing where he came from, 99 Middle Upper Class (MUC) +5 +5 +15
rather than how people react to him.
100 Upper Upper Class (UUC) +10 +10 +20
Note: European immigrants are all at least
*Apply only when a character is within his Place of Origin (see Table 6-1).
Middle Lower Class (MLC) as immigration agents
weed out socially undesirables. European immi-
Escaped Slave
grants of high social status are usually fleeing domestic
political instability instead of seeking economic opportu- This character's first purchase of the Reading
nities. Comprehension/Penmanship skill has a base cost of 12
BP (Instead of 4 BP), due to the fact that teaching slaves
to read is illegal under Confederate law. Subsequent
B ELOW L OWER C LASS (BLC) purchases are treated normally.
Members of this class typically include escaped slaves, Roll on Table 6-18: Escaped and Freed Slave Characters to
military deserters, and wanted felons. If your character is determine this character's past ‘occupation’. [Characters
part of this class, roll on Table 6-17: Below Lower Class receive their first two tallies in the typical associated skill
Character Status, using the column based on your (if any) for free.] If the character is not black, he cannot
character's place of origin. be an escaped slave. In such a case, he is a deserter on 1-
3 and a felon on a 4-6. Use the appropriate background
Deserter detail.
Such a character is unlikely to be sought by authorities
outside of home, but there's always the possibility of con- Table 6-18: Escaped and Freed Slave characters
flicts with military authorities if discovered. Result (d100) Background Typical Associated Skill
Roll a d6. On a result of 1-4, this character fled con- 01-08 Cook Cooking
scription. On a result of 5-6, he fled the military after
enrollment. 09-79 Farm hand Agriculture

Roll again on Table 6-16: Social Class to determine your 80-100 Laborer none
character's former background before banishment,
desertion or imprisonment. If you roll BLC again, the Felon
6: Priors & Particulars

character’s background is that of a tramp or vagrant. This hombre is wanted for a serious crime committed
in his place of origin. There is a 1 in 8 chance that the
crime is so bad that wanted posters may extend out West.
Table 6-17: Below Lower Class character status This character has no trade, but gains one
free tally in one of the following skills:
Result (d6)* CSA USA Texas Deseret Other
Disguise, Escape Artist, Forgery 1 , Lock
1 Escaped Slave Deserter Deserter Banished Felon Picking2 or Pick Pocket.
2 Escaped Slave Deserter Deserter Banished Felon 1 Character must have Reading Comprehension/

3 Escaped Slave Deserter Felon Banished Felon Penmanship at 35 or better (purchased separately) to choose
this option.
4 Escaped Slave Felon Felon Banished Felon 2Character must have Listening at 15 or better (pur-
5 Deserter Felon Felon Banished Felon chased separately) to utilize this option on combination
6 Felon Felon Felon Banished Felon locks.

*See text for description and special rules.

42
Banished Petty Criminal
The character has committed some grave blasphemy Such individuals resemble vagrants in their lifestyle.
against the Church of Latter Day Saints that has resulted However, they are willing to engage in minor theft and
in his expulsion from Deseret. The nature of said heresy other illicit activity to support themselves. Many find
is for the character to develop and divulge if at all. The themselves forced to drift between communities due to
character should reroll on the social status table with a the efforts of local officials.
–10% penalty to determine the position he formerly held
in the community prior to expulsion. This second roll will M IDDLE L OWER C LASS (MLC)
not vindicate his social status – it merely serves to provide
background. This social class is comprised of the same occupations
as their Upper Lower Class betters with the exception
that many members of this class are socially isolated
L OWER L OWER C LASS (LLC) immigrants readily identifiable by their accents. These
This is mostly beggars, freed slaves, petty criminals and are predominantly Europeans but may include French
other vagabonds. If your character is part of this class, Canadians resettled in the Shattered Frontier. For rural
roll on Table 6-19: Lower Lower Class Characters, using the characters, roll on Table 6-20: Rural Occupations.
column for your character's place of origin. Characters from urban areas should roll on 6-21: Urban
Occupations. Characters receive their first two tallies in the
Freed Slave typical associated skill (if any) for free.
Bigotry, and fear of competition in the labor market,
conspire to place most newly freed slaves in the lowest Table 6-20: Rural Occupations
ranks of the social order. Because a freed slave is born Result (d100) Background Typical Associated Skill
into slavery, this character's first purchase of the Reading
01-02 Cook Cooking
Comprehension/Penmanship skill has a base cost of 12
BP (instead of 4 BP), since teaching slaves to read is 03-04 Drover Driving, Stagecoach/Wagon1
illegal under Confederate law. Subsequent purchases are 05-64 Farm hand Agriculture
treated normally. While the character may originate from 65-84 Farmer Agriculture
outside the Confederate States of America, assume he
85-86 Fisherman or Sailor Fishing or Boating
was released from bondage there. Roll on Table 6-18:
Escaped and Freed Slave Characters to determine his former 87-88 Gardener Agriculture
slave role. This category is only applicable to black 89-90 Hunter Hunting
characters. Those of other races are equally divided
91-92 Laborer (general) no specific skill
between vagrants and petty criminals.
93-94 Mill Hand no specific skill
Vagrant 95-96 Miner Prospecting
The character lived a meager life on the fringes of 97-98 Railroad Hand no specific skill
society (most likely as a ‘street urchin,’ if urban). While 99-100 Lumberjack Logging
many individuals and families ostracized as ‘vagrants’ 1These characters also receive the Animal Empathy skill at 26 mastery
work unskilled jobs when opportunities present
themselves, they have a tendency to frequently relocate

6: Priors & Particulars


and often resort to alms or begging.

Table 6-19: Lower Lower Class character status


Result (d6)* CSA USA/Canada Texas Deseret Other
1 Freed Slave Freed Slave Freed Slave Vagrant Freed Slave
2 Freed Slave Freed Slave Freed Slave Vagrant Vagrant
3 Freed Slave Freed Slave Freed Slave Vagrant Vagrant
4 Freed Slave Vagrant Vagrant Vagrant Vagrant
5 Vagrant Criminal* Criminal* Criminal* Criminal*
6 Criminal* Criminal* Criminal* Criminal* Criminal*
*Character has only committed petty crimes.

43
Table 6-21: Urban Occupations Table 6-22: Artisans
Result (d100) Background Typical Associated Skill Result (d100) Background Typical Associated Skill
01-20 Artisan see Table 6-22 01-02 Artist Artistic Ability (choose one)
21-30 Cook Cooking 03-04 Baker Cooking

31-35 Gardener Agriculture 05-06 Basket Maker Carpentry


07-09 Blacksmith Blacksmithing/Metalworking
36-65 Laborer (general) no specific skill
10 Brickmaker Stonemasonry
66-85 Servant, domestic no specific skill
11-15 Brick Mason Stonemasonry
86-95 Servant, other no specific skill
16-17 Broom Maker Carpentry
96-100 Washing/Ironing no specific skill 18-19 Butcher Slaughter

U PPER L OWER C LASS (ULC)


20-21 Cabinet Maker Carpentry
22-26 Carpenter Carpentry
This class is mostly sod busters, ranch hands, laborers, 27 Carriage/Coachmaker Carpentry
peddlers, actors and unskilled industrial workers. For
28-29 Cooper Carpentry
rural characters, roll on Table 6-20: Rural Occupations.
30-31 Dressmaker Seamstress/Tailor
Characters from urban areas should roll on Table 6-21:
Urban Occupations. 32-34 Founderer Blacksmithing/Metalworking
35 Gunsmith Gunsmithing
Characters receive their first two tallies in the typical
associated skill (if any) for free. 36-37 Harnessmaker/Saddler Leatherworking
38-39 Hatter Millinery

L OWER M IDDLE C LASS (LMC) 40 Lightning Rod Maker Blacksmithing/Metalworking


41-45 Livery Stable Worker Animal Empathy
Members of this class typically include clerks, teachers
46-47 Machinist Machine Operating/Repairing1
and minor government workers. If your character is part
of this class, roll on Table 6-23: Lower Middle Class 48 Master Carpenter Carpentry1
49 Master Mason Stonemasonry1
50-51 Mechanic Machine Operating/Repairing
52-54 Miller (Grist Miller) Machine Operating/Repairing
55-56 Milliner Millinery
57-58 Molder (Moulder) Carpentry
59-61 Painter, commercial Artistic Ability (painting)
62-63 Patternmaker Millinery
64-65 Plasterer Artistic Ability (plastering)
66-67 Potter Pottery
68 Printer Machine Operating/Repairing
69-70 Rock Dresser Stonemasonry
71-73 Sawyer (Wood Sawyer) Carpentry
74-75 Seamstress Seamstress/Tailor
6: Priors & Particulars

76-77 Shoemaker/Bootmaker Cobbling2


78-79 Stonecutter Stonemasonry
80-81 Stonemason Stonemasonry
82-83 Tailor Seamstress/Tailor
84-86 Tanner Skinning/Tanning
87-91 Textile Mill Worker Machine Operating/Repairing
92-93 Tinner (Tinsmith) Blacksmithing/Metalworking
94-95 Wagonmaker Carpentry
96-97 Weaver Weaving
98-99 Wheelwright Carpentry
100 Whitewasher Artistic Ability (painting)
1These characters receive an additional two tallies for free in their
typically associated skill; 2Shoemakers/Bootmakers also receive the
Leatherworking skill at 15 mastery

44
Table 6-23: Lower Middle Class Occupations Occupations. Characters receive their first tally in the
typical associated skill for free.
Result (d100) Background Typical Associated Skill
01-02 Agent Diplomacy
M IDDLE M IDDLE C LASS (MMC)
03-04 Auctioneer Salesmanship
Members of this class typically include such people as
05-06 Banking Accounting1
engineers, sheriffs, shop owners and skilled artisans. If
0708 Barber Glean Information your character is part of this class, roll on Table 6-24:
09-10 Bartender Glean Information
11-12 Boarding House Keeper Glean Information Table 6-24: Middle Middle Class Occupations
13-14 Bookkeeper Accounting1 Result (d100) Background Typical Associated Skill
15-17 Clerk Literacy 01-10 Civil engineer Engineering Design1,4
18-19 Confectioner Cooking 11-18 Clock repair; Watchmaker Engineering Design1,4
20-21 Druggist Chemistry1 19-27 Dentist Dentistry
22-23 Editor Literacy 28-31 Engineer Engineering Design1,4
24-25 Furniture store Carpentry 32-35 Engineer, Loc./Steam Engineering (Loc./Steam)2,4
26-29 Grocer Accounting1
36-43 Jeweler Jeweler3
30-31 Hostler Animal Empathy
44-51 Miller, steam Machine Operating/Repairing
32-33 Insurance agent Appraisal (choose one)
52-59 Nurse Nursing
34-35 Keeper of hotel Glean Information
60-68 Physician; Doctor Medicine
36-37 Keeper of poor house Glean Information
69-76 Railroad Boss Administration
38-39 Land agent Appraisal (businesses or land)
77-84 Silversmith Blacksmith./Metalwork.
40-42 Landlord Glean Information
43-44 Lightning rod seller Accounting1
85-92 Steamboat Captain Boating

45-46 Lumber merchant Accounting1 93-100 Surveyor Cartography4


1These characters also receive the Mathematics skill at 40 mastery
47-54 Merchant, Other Accounting1
2These characters also receive the Mathematics skill at 40 and
55-57 Clergyman; Preacher Religion Engineering Design at 26
58 Music teacher Artistic Ability (music) 3These characters also receive the Appraisal (minerals) skill at 26
4These characters also receive the Literacy skill at 15
59-60 Peddler Salesmanship
61-62 Produce dealer Accounting1
63-66 Selling liquor Brewing
Middle Middle Class Occupations. Just as with Lower Middle
Class citizens, characters receive their first tally in the
67-68 Speculator Appraisal
typical associated skill for free.
69-72 Tobacconist Accounting1
73-74 Tavern/saloon keeper Accounting1
U PPER M IDDLE C LASS (UMC)
75-80 Teacher; School teacher usually Mathematics or Literacy
A member of the Upper Middle Class is often a lawyer,
Government Workers retired military officer, prosperous merchant, banker,

6: Priors & Particulars


81-82 Constable Interrogation large ranch owner or similar person. The character is a
83-84 Express Agent Driving, Stagecoach/Wagon son or daughter of such a prominent individual.
85-86 Fireman Fire-Building/Extinguishing However, this character does not inherit his father's
87-88 Justice of the Peace Interrogation or Oration business, even if prior rolls indicate that the character is
89-90 Mail Carrier Idle Gossip
the firstborn and the father is dead. The player and GM
should explain this with a reason that adds more detail to
91-92 Notary Public Forgery2
the character's background. For example, his father's will
93-94 [Deputy] Postmaster Administration left everything to a younger sibling, business associate or
95-96 Railroad Agent Diplomacy other relative. If your character is part of this class, roll
97-98 Sheriff Interrogation on Table 6-25: Upper Middle Class Occupations. Just as with
99-100 Street Inspector Administration
Middle Middle Class citizens, characters receive their
first tally in the typical associated skill for free.
1These characters also receive the Mathematics skill at 15 mastery &
Literacy at 10 mastery (unless already higher)
2These characters also receive the Literacy skill at 35 mastery

45
Table 6-25: Upper Middle Class Occupations that swept across the plantation, destroying the fields and
the house itself.
Result (d100) Background Typical Associated Skill
01-10 Banker Accounting1
U PPER U PPER C LASS (UUC)
11-20 Jeweler Jeweler2
This character comes from great wealth, political influ-
21-30 Land Owner Administration ence, and “old money.” Members of his family see them-
31-40 Lawyer Law3 selves as a "race of scholars" with a natural aptitude for
41-50 Merchant Diplomacy learning, compared to the “common country bumpkin”
who are fit only for manual labor. They often found cul-
51-60 Military officer (retired) Military Strategy/Tactics
tural institutions such as schools and museums, and fre-
61-70 Mine Owner Administration quently intermarry among their kin to keep the bloodline
71-80 Physician; Doctor Medicine pure.
81-90 Ranch Owner Administration The character is a member of this family. He gains
91-100 Railroad Shareholder Administration
three tallies in Reading Comprehension/Penmanship for
free. He also may choose three free tallies in any of the
1These characters also receive the Mathematics skill at 15 mastery &
Literacy at 10 mastery (unless already higher)
following skills: Artistic Ability, Calligraphy, Culture,
2These characters also receive the Appraisal (minerals) skill at 26 Current Affairs, Diplomacy, Graceful Entrance/Exit,
3These characters also receive the Literacy skill at 40

Table 6-26: Character Starting Money


L OWER U PPER C LASS (LUC)
Result (d100) Starting Cash ($)
The head of this family is usually a retired admiral or
general, a "new money" industrialist, or political leader <01-05 Hereditary Debt*
(no higher than a governor). The character is a son or 06-10 Busted/Flat Broke
daughter of this individual. He gains his first two tallies 11-15 5
in Reading Comprehension/Penmanship for free as well
16-20 5+1d4
as another two tallies in a skill chosen from the following
list: Administration, Culture, Current Affairs, Gaming, 21-25 10
History1, Language (any major European; usually French 26-30 10+1d4
or Latin), or Social Etiquette. 31-35 15
1Raise Literacy skill to 26 mastery in the unlikely chance it is 36-40 15+1d6
not high enough.
41-45 20
However, this character does not inherit his father's
business (if one exists), even should prior rolls indicate 46-50 20+1d6
that the character is the firstborn and the father is dead. 51-55 25
The player and GM should explain this with a reason 56-60 25+1d6
that adds more detail to the character's background.
61-65 30
66-70 30+1d8
M IDDLE U PPER C LASS (MUC)
71-75 35
The head of this family was the owner of a large plan-
6: Priors & Particulars

tation or estate. The character is a son or daughter of this 76-80 35+1d8


wealthy individual. He gains two tallies in Reading 81-85 40
Comprehension/Penmanship for free as well as another 86-90 40+1d8
two tallies in any skill in the following list:
91-95 45
Administration, Culture, Current Affairs, Gaming,
History1, Language (any major European; usually French 96-100 45+1d10
or Latin), or Social Etiquette. 101-105 50
1Raise Literacy skill to 26 mastery in the unlikely chance it is 106-110 50+1d10
not high enough. 111-115 60+2d10
The character does not inherit his father's wealth, even 116+ 70+3d10
if prior rolls indicate that the character is the firstborn
and the father is dead. The player and GM should *Character is obligated to repay his parents’ debt within d12 game months.
Re-roll on this table and multiply the result by 10 to determine the amount
explain this with a reason that adds more detail to the
owed. GM decides to whom the debt is owed and the penalties for defaulting
character's background. For example, an enemy set a fire on payment.

46
History, Language (French), Language (Latin), or Social
Etiquette.
R EASONS TO G O W EST
For some reason, this character does not inherit his Why did your character come to the Shattered
father's wealth, even if he is the firstborn and the father Frontier? Some of the most obvious reasons to head
has passed on. The player and GM should discuss this west include exploration, fortune, land, a fresh start
and create an explanation that adds more detail to the and a new identity. Others may be somewhat less obvi-
character's background. For example, the character's ous – a character with poor health may have come
father cast him out of his will when the character pursued west to escape the damp and humid air of his home,
a girl from the poor side of town. while a strongly religious character may want to save
the souls of the heathens, or an emigrant from Europe
may desire to escape agricultural hardships, economic
crises, political and religious discontent, or even popu-
lation pressure.
S TARTING M ONEY
Ideally, you define your own reasons for heading into
All player characters start with some amount of
the Shattered Frontier. Some sample ideas are present-
cash. This nest egg may be your pistoleer’s life savings,
ed on Table 6-27: Reasons To Go West. However, if you
a gift from his upper-crust parents, or it might be a bag
really need some inspiration (or you are a
of gold eagles looted from an unwary cowpoke. How
GameMaster creating a non-player character), you can
he came by this money is not necessarily important,
roll randomly on this table as well. You do not need to
but you ought to invent some story that fits into your
spend a BP to reroll on this particular table.
background, just in case.
You may also want to tie this decision in with your
You’ll probably spend most of this cash on equip-
character’s ability scores. For example, if your charac-
ment, but be sure to save some for accommodations.
ter has a low Constitution, you may decide he came
You don’t want your character to blow all his money
west for health reasons. Likewise, a character with a
on that sweet new saddle and then find he’s got no
high Charisma may be seeking political office, or one
money for a hotel room.
with a high Strength may have been working on the
To figure out your character’s starting money, roll a railroads.
d100 (apply the modifiers from his social class back-
ground if you opted to determine those details) and
consult Table 6-26: Character Starting Money. This is the
amount in dollars that the character has to obtain
equipment and save for whatever else he needs on
down the trail.

Table 6-27: Reasons to Go West


Result (d100) Birthplace Result (d100) Birthplace
01-02 Avoiding factory work 48-49 Mining coal for railroads
03-04 Open a bordello 50-51 Fleeing military conscription

6: Priors & Particulars


05-08 Open a saloon 52-53 Building railroads
09-16 Open a business 54-59 Seeking land ownership
17-19 Flee a pregnancy 60-63 Brought with family
20-23 Build a ranch 64-65 Transferred to western regiment
24-27 Establish a farm 66-68 Military deserter
28-30 Journalist seeking stories 69-70 Seeking drier climate for health reasons
31-32 Fleeing depressed economy 71-72 Saving the souls of the heathens
33-35 Writer seeking new topics 73-77 Fleeing criminal prosecution
36-37 Artist seeking new subjects to paint/sketch 78-87 Lure of adventure
38-39 Fleeing arranged marriage 88-96 Gold fever
40-43 Disowned by family 97-98 Freedom from racial persecution
44-47 Freedom from strict family structure 99-100 Freedom from religious persecution

47
Table 6-29: Sample Names (Western)

NAMES
Result (d100) Male Female Surname
01-04 John, Johnny Mary Smith

Now, you ought to pick your own name, but if you need 05-08 Bill, Billy, Will Sarah Cassidy
to roll a name for a pistoleer, this section is the place to 09-12 Jim Beth, Elizabeth Garrett
start. Each of the following tables provides a list of names 13-16 Jack Maggie James
for the average citizen in the Shattered Frontier during 17-20 Tom Catherine Boone
this period in its history. Tables are based on the 21-24 Charlie Martha Washington
character’s place of origin. These lists are by no means 25-28 Hank Belle Jackson
exhaustive, and players may choose or roll randomly on 29-32 Joe Anne Carson
these tables, or simply use them as a place to start their
33-36 Sam Jane Morgan
own research. You do not have to spend a BP to re-roll on
37-40 Adam Eliza Jones
the name (or nickname) tables.
41-44 Bob Laura Bullock
Alternatively, these tables can be used by the
45-48 Jake Hannah Hale
GameMaster to generate names on the fly for the myriad
49-52 Dan Carrie Scott
of non-player characters that inhabit the Shattered
53-56 Roy Diana Lane
Frontier.
57-60 Ben Leslie Lee
61-64 Pete Lillian Yates
Table 6-28: Sample Names (Eastern)
65-68 Ike Emma Rogers
Result (d100) Male Female Surname 69-72 Jesse Nettie Slade
01-17 John Mary Smith 73-76 Dick Amelia Fisher
18-30 William Sarah Miller 77-80 Hal Gertrude Starr
31-40 James Elizabeth Davis 81-84 Frank Mattie Cody
41-46 George Margaret Johnson 85-88 Buck Willa Gray
47-52 Thomas Catherine Jones 89-92 Pat Maude Wainwright
53-56 Charles Martha Brown 93-96 Al Annie Colby
57-60 Henry Nancy Taylor 97-100 Wyatt Lucy Donovan
61-63 Joseph Ann White
64-66 Samuel Jane Moore Table 6-30: Sample Names (Cuba, Mexico, West Texas)
67-69 David Eliza Wilson Result (d100) Male Female Surname
70-72 Robert Susan Martin 01-17 Jose Maria Martinez
73-74 Jacob Hannah Thompson 18-30 Juan Guadalupe Garcia
75-76 Daniel Harriet Hall 31-40 Antonio Ana Chavez
77-78 Edward Rebecca Thomas 41-46 Alberto Rosario Sanchez
79-80 Benjamin Maria Anderson 47-52 Roberto Isabel Gonzales
81-82 Peter Caroline Lewis 53-56 Luis Luisa Romero
83-84 Isaac Ellen Walker 57-60 Jorge Rosa Montoya
85-86 Andrew Louisa Cook 61-63 Miguel Carla Trujillo
87-88 Richard Julia Young 64-66 Francisco Eva Lopez
6: Priors & Particulars

89-90 Michael Lucy Clark 67-69 Pedro Marta Lucero


91-92 Francis Rachel Hill 70-72 Carlos Elena Baca
93-94 Lewis Lydia Phillips 73-74 Javier Carmen Gallegos
95-96 Patrick Emily Harris 75-76 Rodrigo Lupita Padilla
97-98 Albert Anna Robinson 77-78 Julio Espana Vigil
99-100 Frederick Frances Wright 79-80 Joaquim Lupe Guitierrez
81-82 Domingo Paloma Sandoval
83-84 Vasco Juanita Rodriguez
85-86 Ignacio Esperanza Hernandez
87-88 Benito Consuelo Torres
89-90 Gaspar Clarita Jaramillo
91-92 Alejandro Alejandra Valdez
93-94 Guillermo Teresa Ortiz
95-96 Matteo Adelaida Salazar
97-98 Rodolfo Novia Herrera
99-100 Enrique Pita Cordova
48
Table 6-31: Sample Names (Cherokee)
Result (d100) Male [phonetic] Anglicized Female Anglicized
01-04 Tsani [Ja nee] John Meli [May lee] Mary
05-08 Wilihama [We lee ha ma] William Segi [Say ge] Sarah
09-12 Tsemi [Jay me] James Alisaqueti [A lee sa kway ti] Elizabeth
13-16 Tsatsi [Jah ji] George Magayeti [Mah gah yea te] Margaret
17-20 Domasi [Doe mah see] Thomas Getawi(ni) [Gay ta ween] Catherine
21-24 Tsali [Ja lee] Charles Mada [Mah da] Martha
25-28 He(ne)wi [Hayn we] Henry Ne(ni)si [Nayn see] Nancy
29-32 Tsosewi [Jo say we] Joseph Tsosewi [Jo say we] Ann
33-36 Sami [Sa me] Samuel Jeni [Jay nee] Jane
37-40 Dewidi [Day we dee] David Elisa [E lee sa] Eliza
41-44 Quaqua [Kwa kwa] Robert Susa(no) [Sue san] Susan
45-48 Tsegoqui [Jay go kwe] Jacob Hana [Ha na] Hannah
49-52 Denili [Day ne lee] Daniel Hequati [Hay kwa te] Harriet
53-56 Ediwadi [A de wah de] Edward Quequega [Kway kway ga] Rebecca
57-60 Que(ni)tsami [Kwayn ja me] Benjamin Maquia [mah kwe a] Maria
61-64 Quida [Kwe da] Peter Qequola(ni) [Gay kwo la ne] Caroline
65-68 Esigi [A see ge] Isaac Eleni [A lay nee] Ellen
69-72 E(ni)dina [Ain di na] Andrew Luwisa [Lou we sa] Louisa
73-76 Quihadi [Kwe ha de] Richard Tsulia [Jew lee a] Julia
77-80 Magali [Mah ga lee] Michael Lusi [lou see] Lucy
81-84 Galv(ni)si [Gah luhn see] Francis Quetseli [Kway jay lee] Rachel
85-88 Luyi [Lou ye] Lewis Lidia [Le de ah] Lydia
89-92 Quaquigi [Kwa kwe ge] Patrick Emeli [A may lee] Emily
93-96 E(li)quati [A l kwa te] Albert Ena [A na] Anna
97-100 Gadequegi [Gah day kwe ge] Frederick Waquesi [Wa kway see] Frances
While there are many Indian tribes, Sequoyah is unique in that it is formally recognized as an independent nation by
European and American governments. Cherokee is the official language of Sequoyah, and most Sequoyans in the
Shattered Frontier will transliterate an English name into Cherokee when conducting affairs in that language. When in
the English world, they frequently adopt an Anglicized name.

Table 6-32: Nicknames


Result (d100) Nickname Example
01-20 [based on place of birth] Mexican Bob
21-40 [based on lowest Ability Score] Slowfoot Jake
41-60 [based on highest Ability Score] Bull Taylor

6: Priors & Particulars


61-80 [based on Quirk or Flaw, if any] Lazy Ike
81-100 [based on favored clothing or gear] Winchester Lucy

49
uirks and flaws represent those aspects of your
C HERRY P ICKING
Q character that make him a true individual —
those little imperfections and unique traits that
make us all human. Characters with quirks and flaws
With this option, you can choose which quirks and
flaws you want. Unlike rolling randomly, however, you
don’t earn as many Building Points. Choosing your
become more real, as we can all relate to people who
are different. Besides, learning to deal with challenges first specific quirk or flaw only provides BPs worth half
along the path to adventure gives roleplaying its true the listed value. Choosing additional quirks or flaws
flavor. also drops the BP value by half, as well as an additional
5 BP penalty.
Quirks are mental in nature, and include habits,
prejudices, and so on. These quirks affect how a For example, Hank Stram chooses Deathwish for his first
character behaves in everyday life and how he interacts quirk. Deathwish is normally worth 20 BP, but Hank receives
with others in social situations. They make him who he only 10 BPs (20x0.5=10). Now, let’s say that Hank chooses
is and often represent innate behaviors he cannot Lazy for his second quirk. Lazy is normally worth 15 BPs, but
control. he loses half (15x0.5=7, rounded down) because he is cherry
picking, and then he suffers a -5 BP penalty (7-5=2) because
Flaws, on the other hand, are physical in nature.
it is his second chosen quirk). So, he receives only 2 BPs for
Some examples of flaws are poor eyesight, facial scars,
choosing the Lazy quirk.
and even missing limbs. They represent hardships that
need to be overcome and/or compensated for, in order
for the character to function among people who do not R ANDOM Q UIRKS AND F LAWS
have that same flaw. When determining quirks and flaws by chance, you
have very little control over what quirks or flaws you
E ARNING BP FOR Q UIRKS AND F LAWS receive – you must roll randomly on the quirk and flaw
tables in this section (start with Table 7-1: Quirks and
You gain extra Building Points for your characters by
Flaws). The one protection you do have is that you may
taking quirks and/or flaws. You can choose (“cherry
spend any of your existing BPs to re-roll on any of the
pick”) which ones you want, or roll for them randomly.
tables in this chapter. Spending 5 BPs allows you one
Unless specified elsewhere in the rules, the only time
re-roll, ignoring the previous result. You can do this as
a character takes on quirks and/or flaws for BPs is
long as you have BPs to spend, after which you have to
during the initial creation process. There may be other
live by the results of your rolls. The upside of randomly
instances in the game when the character receives an
determining quirks and flaws is that you can earn sig-
additional quirk or flaw (such as if he loses an arm),
nificantly more BPs than you earn with cherry picking.
7: Quirks & Flaws

but these don’t allow the character to gain the benefit


of the BPs associated with the condition. Each quirk and flaw and its BP bonus is on this table,
with full details listed thereafter.
The BPs earned by rolling randomly are given in the
table. However, the listed values are only for the first

50
quirk or flaw taken. Reduce the value of each he stopped, be that a campsite or saloon or store, or
subsequent quirk or flaw rolled by an additional 5 BP. missed his date. If the character stated and recorded
For example, Hank Stram randomly rolls the Deathwish on his character sheet the location of each item he
quirk and receives 20 BPs. Now, let’s say that Hank rolls the possesses as he was leaving each place he stopped, he
Lazy quirk. This quirk is normally worth 15, but Hank suffers may ignore this check for items. Items he recorded in
a -5 BP penalty because this is his second quirk, so he only gets the morning and did not move do not need to be
10 BPs (15-5=10). Now, let’s say that Hank rolls for a third recorded again.
time and gets the Facial Scar flaw. Facial Scar is normally Similarly, an Intelligence check must be made to
worth 25 BPs, but Hank only receives 15 BPs (25-5-5=15, remember anything that the character did not
because this is Hank’s third quirk/flaw). Finally, let’s say that specifically state he was writing down (assuming he can
Hank then rolls for a fourth time and gets the Late Sleeper quirk. read and write!). If he did write it down, he must make
Late Sleeper is usually worth 10 BPs, but he receives a –15 an Intelligence check to find the piece of paper. Failure
penalty (10-5-5-5=-5, or zero) as this is his 4th quirk/flaw. means he was unable to remember the information or
Hank gets zero BPs for the Late Sleeper quirk. If he decides to locate the piece of paper.
push his luck and roll yet again, his next quirk or flaw rolled Abstinent (30 BP): This character swore off some-
suffers a total penalty of –20 BPs, and so on. thing that most other folks seem to enjoy. No matter
When figuring this penalty for subsequent quirks or how much they cajole him, wheedle him or call him a
flaws, do not count quirks or flaws forced upon a “stick in the mud,” he refuses to take any part of it.
player (such as those from Abusive or Indifferent Roll a d8.
parents, in Priors and Particulars ).
g If a 1 or 2, the character swore off alcohol.
Finally, each player must create a backstory for all
g If a 3 or 4, he’s sworn off tobacco.
quirks and flaws. If a player fails to do so, his charac-
ter receives only 50% of the BPs earned (rounded g If a 5 or 6, he’s sworn off gambling.
down) for each quirk and/or flaw without a backstory. g If a 7 or 8, he’s sworn off sex.

QUIRK DESCRIPTIONS Alcohol-abstinent characters get drunk much faster


than most folks, if they should take a drink for some
In this section, we list the full descriptions for each reason. When drinking, such characters must make
quirk in alphabetical order for ease of use, followed by their Constitution check versus half their ability score,
the section on flaws. instead of a standard Ability Check (Constitution
modifier still applies). See the free PDF Drinkin’ & Drugs
Following the name of each quirk and flaw is the
for the details on drinking.
number of BPs (Building Points) gained upon receiving
this quirk or flaw. Depending on how the character Addict (40 BP): An addict just can’t get enough of
acquires this quirk or flaw, he may not receive the full something that other persons simply enjoy on an
BP bonus – such circumstances are noted in the infrequent or regular basis. This character spends
relevant rules sections (such as Table 6-15: Upbringing in every bit of spare cash on his habit whenever the
Chapter 6 Detailed Character Backgrounds). opportunity presents itself. After the first indulgence,
he must make a Wisdom check against half his Wisdom
All quirks and flaws require a backstory explaining
score or repeat it. If he runs out of money, he may put
how the character became that way. Any penalties
up his horse, borrow from comrades or even steal. He
listed as “-x/-y%” refer to penalties deducted from d20
may even make deals that he’ll regret later.
and d%/d100 rolls (for example, -2/-10% means –2 to
a d20 roll and –10% to a d%/d100 roll). Table 7-2: Addictions
Absent-Minded (20 BP): Characters with this quirk Result (d20) Addiction
have a hard time remembering things. An absent- 01-10 Alcohol
minded cheater might come to a game without his
11 Drugs (Laudanum)
marked cards, an absent-minded prospector might head
to his claim without his pan or a cowboy may forget to 12 Drugs (Morphine)
7: Quirks & Flaws

meet his girl for their special picnic. Any time this 13 Drugs (Opium)
character wants to retrieve something from his supplies, 14-18 Gambling
use something that’s not in his hands or remember a 19 Whoring/Sex
specific appointment, he must make an Intelligence
20 Roll twice more on this table
check. Failure means he left the item at the last place

51
T ABLE 7-1: R ANDOM D ETERMINATION OF Q UIRKS & F LAWS
d1000 result Quirk Name BP 687- 695 . . . . . . .Paranoid . . . . . . . . . . . . . . . . . . . . . . . .25
001- 007 . . . . . . .Absent-Minded . . . . . . . . . . . . . . . . . . .20 696- 708 . . . . . . .Picker . . . . . . . . . . . . . . . . . . . . . . . . . . .10
008 - 023 . . . . . .Abstinent . . . . . . . . . . . . . . . . . . . . . . . .30 709- 711 . . . . . . .Prejudiced Towards Nationality . . . . . .40
024- 039 . . . . . . .Addict . . . . . . . . . . . . . . . . . . . . . . . . . .40 712- 714 . . . . . . .Prejudiced Towards Profession . . . . . .20
040- 057 . . . . . . .Ambivalent . . . . . . . . . . . . . . . . . . . . . .15 715- 720 . . . . . . .Racist . . . . . . . . . . . . . . . . . . . . . . . . . . .40
058- 063 . . . . . . .Animal Phobia . . . . . . . . . . . . . . . . . .30 (60) 721- 733 . . . . . . .Scratcher . . . . . . . . . . . . . . . . . . . . . . . .10
064- 070 . . . . . .Bad Liar . . . . . . . . . . . . . . . . . . . . . . . . .40 734- 740 . . . . . . .Selfish . . . . . . . . . . . . . . . . . . . . . . . . . .25
071- 076 . . . . . .Badman . . . . . . . . . . . . . . . . . . . . . . . . .25 741- 746 . . . . . . .Short-Term Memory Loss . . . . . . . . . . .20
077- 082 . . . . . . .Boiled Shirt . . . . . . . . . . . . . . . . . . . . . .10 747- 759 . . . . . . .Soft Touch . . . . . . . . . . . . . . . . . . . . . . .30
083- 097 . . . . . . .Boor . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 760- 772 . . . . . . .Spendthrift . . . . . . . . . . . . . . . . . . . . . .60
098- 103 . . . . . . .Buck Nun/Nun . . . . . . . . . . . . . . . . . . . .20 773- 778 . . . . . . .Straight Shooter . . . . . . . . . . . . . . . . . .40
104- 118 . . . . . . .Cheapskate . . . . . . . . . . . . . . . . . . . . . .40 779- 784 . . . . . . .Stutterer . . . . . . . . . . . . . . . . . . . . . . . .20
119- 142 . . . . . . .Chisler . . . . . . . . . . . . . . . . . . . . . . . . . .30 785- 794 . . . . . . .Superstitious . . . . . . . . . . . . . . . . . . . . .15
143- 149 . . . . . . .Chivalrous . . . . . . . . . . . . . . . . . . . . . . .20 795- 807 . . . . . . .Talker . . . . . . . . . . . . . . . . . . . . . . . . . . .20
150- 163 . . . . . . .Chunked . . . . . . . . . . . . . . . . . . . . . . . .20 808- 813 . . . . . . .Thick Accent . . . . . . . . . . . . . . . . . . . . .10
164- 170 . . . . . . .Claustrophobic . . . . . . . . . . . . . . . . . . .25 814- 819 . . . . . . .Tinhorn . . . . . . . . . . . . . . . . . . . . . . . . .20
171- 206 . . . . . . .Clean Freak . . . . . . . . . . . . . . . . . . . . . .25 820- 837 . . . . . . .Touchy . . . . . . . . . . . . . . . . . . . . . . . . . .25
207- 212 . . . . . . .Clingy . . . . . . . . . . . . . . . . . . . . . . . . . . .20 838- 851 . . . . . . .Yellow Belly . . . . . . . . . . . . . . . . . . . . .40
213- 218 . . . . . . .Conspiracy Theorist . . . . . . . . . . . . . . .10
219- 225 . . . . . . .Crude . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Flaw Name BP
226- 243 . . . . . . .Daunsy . . . . . . . . . . . . . . . . . . . . . . . . . .10 852- 855 . . . . . . .Acorn Calf . . . . . . . . . . . . . . . . . . . . . . .35
244- 257 . . . . . . .Deathwish . . . . . . . . . . . . . . . . . . . . . . .20 856 Albino . . . . . . . . . . . . . . . . . . . . . . . . . .15
258- 272 . . . . . . .Dehorn . . . . . . . . . . . . . . . . . . . . . . . . . .25 857- 860 . . . . . . .Animal Antipathy . . . . . . . . . . . . . . . .5-50
273- 286 . . . . . . .Doppelganger . . . . . . . . . . . . . . . . . . . .50 861 Blind in One Eye . . . . . . . . . . . . . . . . . .40
287- 301 . . . . . . .Dude/Dandy . . . . . . . . . . . . . . . . . . . . .10 862- 865 . . . . . . .Buffalo Mange . . . . . . . . . . . . . . . . . . .15
302- 314 . . . . . . .Early Riser . . . . . . . . . . . . . . . . . . . . . . . .5 866- 871 . . . . . . .Bushed . . . . . . . . . . . . . . . . . . . . . . . . . .25
315- 320 . . . . . . .Fanatic . . . . . . . . . . . . . . . . . . . . . . . . . .40 872- 880 . . . . . . .Colorblind . . . . . . . . . . . . . . . . . . . . . . . .5
321- 329 . . . . . . .Fear of Heights . . . . . . . . . . . . . . . . . . .15 881- 884 . . . . . . .Consumptive . . . . . . . . . . . . . . . . . . . . .60
330- 344 . . . . . . .Flannel Mouth . . . . . . . . . . . . . . . . . . . .20 885 Dumb . . . . . . . . . . . . . . . . . . . . . . . . . . .50
345- 350 . . . . . . .Fourflusher . . . . . . . . . . . . . . . . . . . . . .25 886 Epileptic . . . . . . . . . . . . . . . . . . . . . . . . .40
351- 365 . . . . . . .Glutton . . . . . . . . . . . . . . . . . . . . . . . . . .5 887- 892 . . . . . . .Facial Scar . . . . . . . . . . . . . . . . . . . . . . .25
366- 378 . . . . . . .Greedy . . . . . . . . . . . . . . . . . . . . . . . . . .15 893- 903 . . . . . . .Far-sighted . . . . . . . . . . . . . . . . . . . . . .20
379- 385 . . . . . . .Gullible . . . . . . . . . . . . . . . . . . . . . . . . .30 904- 907 . . . . . . .Glass Jaw . . . . . . . . . . . . . . . . . . . . . . . .20
386- 403 . . . . . . .Hardcase . . . . . . . . . . . . . . . . . . . . . . . . .5 908- 910 . . . . . . .Ham-Fisted . . . . . . . . . . . . . . . . . . . . . .20
404- 421 . . . . . . .Hates Bathing/Grooming . . . . . . . . . . .20 911- 916 . . . . . . .Hard of Hearing . . . . . . . . . . . . . . . . . .15
422- 427 . . . . . . .Hayseed . . . . . . . . . . . . . . . . . . . . . . . . .20 917- 922 . . . . . . .Impotent . . . . . . . . . . . . . . . . . . . . . . . .10
428- 442 . . . . . . .High-Spirited . . . . . . . . . . . . . . . . . . . .10 923- 926 . . . . . . .Lisp . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
443- 456 . . . . . . .Hothead . . . . . . . . . . . . . . . . . . . . . . . . .40 927- 935 . . . . . . .Low Pain Tolerance . . . . . . . . . . . . . . . .35
457- 469 . . . . . . .Indian Giver . . . . . . . . . . . . . . . . . . . . . .20 933- 936 . . . . . . .Migranes . . . . . . . . . . . . . . . . . . . . . . . .15
470- 482 . . . . . . .Intrusive . . . . . . . . . . . . . . . . . . . . . . . .20 937- 943 . . . . . . .Missing Digit . . . . . . . . . . . . . . . . . . . .5-60
483- 488 . . . . . . .Jingoist . . . . . . . . . . . . . . . . . . . . . . . . .40 944- 950 . . . . . . .Missing Ear . . . . . . . . . . . . . . . . . . . . . .20
489- 505 . . . . . . .Late Sleeper . . . . . . . . . . . . . . . . . . . . .10 951- 954 . . . . . . .Missing Eye . . . . . . . . . . . . . . . . . . . . . .45
506- 518 . . . . . . .Lazy . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 955- 961 . . . . . . .Missing Limb . . . . . . . . . . . . . . . . . . .35-50
519- 523 . . . . . . .Loco . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 962- 972 . . . . . . .Myopia . . . . . . . . . . . . . . . . . . . . . . . . . .25
524- 547 . . . . . . .Lusty . . . . . . . . . . . . . . . . . . . . . . . . . . .20 973- 976 . . . . . . .Nervous Tic . . . . . . . . . . . . . . . . . . . . . .25
548- 553 . . . . . . .Lynch Lawman . . . . . . . . . . . . . . . . . . .30 977 No Depth Perception . . . . . . . . . . . . . .35
554- 568 . . . . . . .Medicine Tongue . . . . . . . . . . . . . . . . .10 978 Plumb Blind . . . . . . . . . . . . . . . . . . . . .90
569- 604 . . . . . . .Messy . . . . . . . . . . . . . . . . . . . . . . . . . . .10 979 Severely Maimed . . . . . . . . . . . . . . . .25-75
605- 610 . . . . . . .Nagging Conscience . . . . . . . . . . . . . . .15 980- 985 . . . . . . .Sleepwalker . . . . . . . . . . . . . . . . . . . . .20
611- 616 . . . . . . .Needy . . . . . . . . . . . . . . . . . . . . . . . . . .20 986 Sterile . . . . . . . . . . . . . . . . . . . . . . . . . . .5
617- 631 . . . . . . .Nosy . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 987- 990 . . . . . . .Stone Deaf . . . . . . . . . . . . . . . . . . . . .30-60
7: Quirks & Flaws

632- 649 . . . . . . .Obnoxious . . . . . . . . . . . . . . . . . . . . . . .20 991- 996 . . . . . . .Strange Body Odor . . . . . . . . . . . . . . . .20
650- 654 . . . . . . .Obsessive-Compulsive . . . . . . . . . . . . .35 997- 1000 . . . . . .Trick Knee . . . . . . . . . . . . . . . . . . . . . . .30
655- 672 . . . . . . .Ornery . . . . . . . . . . . . . . . . . . . . . . . . . .25
673- 686 . . . . . . .Pack Rat . . . . . . . . . . . . . . . . . . . . . . . . .20

52
Alcoholics tend to spend all their free time at the Table 7-3: Animal Phobias
saloon, or holed up in a hotel with a bottle of whisky,
Result (d100) Animal
while gambling addicts participate in any sort of
gambling activity, from a cock fight to whether or not it 01-06 Bat
will rain before noon. Drug addicts may spend much 07-09 Bear
of their time flat on their back in a candle-lit room 10-11 Beaver
smoking an opium pipe. Obviously, sex addicts spend
12-14 Bobcat
their time holed up in a room with their spouse, beau or
any whore they can find but are not above acting upon 15-16 Buffalo
their desires anywhere (including publicly) with or 17-18 Bull
without a partner(s). 19-21 Cat
Ambivalent (15 BP): This character can’t really 22-23 Chicken and Rooster
work up enough feeling to get excited about something 24-26 Cow
one way or the other, and usually relies on someone else
27-28 Coyote
to make decisions for him. When the choice comes
down to him, he doesn’t really care enough to decide 29-30 Deer
and goes with whatever is status quo. An ambivalent 31-33 Dog
character cannot choose Personal Goals because he 34-35 Donkey and Mule
doesn’t have ambition enough to have any. 36-37 Eagle, Hawk and similar birds of prey
Animal Phobia (30 BP): A person with this quirk 38-39 Fox
has an irrational fear of a certain animal. When
40-41 Goat
encountering a feared animal, the character will
attempt to flee, or he will freeze. Roll a d100 on Table 42-43 Horse*
7-3: Animal Phobias to determine what animal the 44-45 Lizard
character fears. 46-47 Locust
Bad Liar (40 BP): No matter how hard he tries, this 48-49 Moose and Elk
character just can’t lie – at least, not so anyone believes 50-51 Mountain Lion
him. Whenever he tries, he either tells a lie that’s
52-56 Mouse
completely unbelievable (due to circumstances, the
nature of the tall tale or whatever) or he might 57-58 Prairie Dog
stammer, sweat, blush, or give off obvious telltale 59-60 Rabbit
nervous signs that he speaks with a forked tongue. 61-66 Rat
Badman (25 BP): A character with this quirk is not 67-68 Roach
a nice person, and enjoys performing cruel acts against 69-74 Scorpion
others. This aberration may take the form of animal
75-76 Sheep
cruelty or it may become even darker and nastier.
Those associating with a mean-spirited character will 77-81 Skunk
find themselves the victim of cruel jokes or painful 82-87 Snake
“accidents.” When things go wrong, the badman is 88-93 Spider
often sought out first as the cause. He’s 20% more
94-95 Squirrel and Chipmunk
likely to be convicted and whenever he commits an act
that lowers his reputation, he suffers an additional loss 96-98 Vulture
of one on top of the standard reputation adjustment for 99-100 Wolf
the event. *worth double the standard amount of Animal Phobia BPs
Boiled Shirt (10 BP): Also known as a “stiff shirt,”
A boiled shirt miner, for example, might think poorly of
this character is a snob. He looks down on everyone the local rich banker as soft and unmanly because he’s
else and believes that his way of life (whatever it may not gifted mechanically or physically. Whatever the
7: Quirks & Flaws

be) is better. Boiled shirts usually come from an upper cause, the boiled shirt feels compelled to constantly
class background, but even a dirt-poor farmer boiled make his feelings known.
shirt will look down on others (from another region or
relatives, for example) or on another’s way of living Boor (10 BP): Whether it’s that plate of beans he ate
(city living or cooking or cleaning a certain way). last night, or a touch of an infection in his bowels, this

53
varmint frequently lets loose with loud belches and Heck, if he runs out of bullets, maybe he can dare the
flatulence no matter where he’s at, or what company leader to take him on in a brawl.
he’s in. A person with this problem usually does not rise Claustrophobic (25 BP): People with this quirk
very high in society and most people tend to shun a have an irrational fear of confined or enclosed spaces.
boor; therefore, such a character loses 1 point from his Every time the character wants to enter, or finds
Charisma ability score. himself in, a confined space (such as a mine entrance or
Buck Nun/Nun (20 BP): Despite the name, this even a small room), he either refuses to enter or panics
quirk has nothing to do with religion. Rather, it refers until he’s out in the open again. If escape is impossible,
to a reclusive man (“buck nun”) or woman (“nun”) the character huddles in a corner or runs around in
uncomfortable around other people, particularly those circles, also suffering a -2/-10% penalty on all die rolls
of the opposite sex. Such a character finds it difficult to and unable to take any actions.
speak out or voice an opinion even if they disagree, and Clean Freak (25 BP): This character keeps himself,
tongue-tied when talking to an attractive member of his equipment and even his horse so neat and tidy you
the opposite sex. He or she also avoids all social could almost eat off them. He bathes and grooms
engagements when possible, even if that means offending himself (and his horse) frequently, and even washes his
important people. The character’s Charisma is halved clothes in a stream while he’s out on the trail. This
with respect to all social situations and he suffers a character will refuse to go into dirty establishments,
-20% penalty to all Social Etiquette skill checks. urging any companions to instead use the high priced
Cheapskate (40 BP): When given a choice, a saloons, eateries or bordellos instead. Of course, this
character with this quirk always buys the cheapest leads coarser folk to think (and remark) he’s a little bit
goods available. Whether or not it would save money in sissified.
the long run is irrelevant. It’s saving money here and Clingy (20 BP): A character with this quirk needs to
now that matters. For example, given the choice constantly be around others. He never likes to go it
between a well-made $20 shotgun and an $18 shotgun alone and suffers a -2/-10% penalty (-2 on d20 rolls
with a loose stock and a bit of rust, the cheapskate
would decide to save the $2, and get the cheaper
weapon. Old food, stale beer and more are all common
targets for this character.
Chiseler (30 BP): A character with this quirk uses
unfair and downright underhanded practices to meet
his own ends in any deal or situation. He always tries
to get the most loot or money recovered from any
business venture. He’ll lie, cheat or change the terms of
any deal and then adamantly insist that these terms
were the original terms of the deal. He won’t hesitate
to take advantage of friends, acquaintances or
strangers, especially those in need.
Chivalrous (20 BP): Only men suffer from this
quirk (ladies, roll again). Because of their gallant
actions and politeness, chivalrous characters are well
looked upon by members of the opposite sex, but they
also find themselves in harm’s way more often than a
less-trusting character. A chivalrous character always
gives a woman the benefit of the doubt, and occasion-
ally finds himself shot in the back or robbed as a result.
Chunked (20 BP): If a character is “chunked,” then
he’s bold and impetuous, and usually overconfident of
7: Quirks & Flaws

his own ability to survive. He never feels outnumbered


and will never retreat, hide or give up unless the number
of enemies is at least triple those of his own group, and
he’s perfectly willing to stand there and fight it out.

Chivalry is not dead, even out on the frontier...

54
and –10% on all d%/d100 rolls) whenever forced to do never sees the positive side of things. His bottle is
anything by himself. The clingy character usually has a always half empty. Each day, a daunsy character has a
specific person that they cling to. The first time this 20% chance of having an episode where they refuse to
character encounters another character or any time a move or act in any way for 30 minutes.
character shows the clingy character any act of Deathwish (20 BP): Like daunsy (above), this quirk
kindness, roll a d12. On a 1 the character has chosen may be caused by a chemical imbalance in the brain
this character as his favorite person to cleave to. Once (25%), but it’s also possible the character suffered a
the clingy character has found the object of his traumatic event in his childhood that scarred him for
clinginess, he will prefer that individual above all others the rest of his life (75%, in this case, create a plausible
unless the clingee commits one act of cruelty toward event and record it on the record sheet). During each
the clingy character for each week they’ve been together combat, the character has a 25% chance of taking an
and the clingy character meets another character and insane risk, believing it doesn’t matter whether he lives
rolls a 1 on a d12 as above. or dies.
Conspiracy Theorist (10 BP): This hombre Dehorn (25 BP): Characters with this quirk combine
believes that certain authority figures are far more a quarrelsome temper with a love of hard drink.
clever, powerful and manipulative than they could ever A mean drunk always tries to out-drink everyone else,
possibly be. In his mind, he interprets uncorrelated and loves to argue on top of it. They often disagree just
events as part of a grand scheme to further some for the sake of argument. If he were a bull, a smart
nefarious end. Naturally, he tries to share his brilliant rancher would saw off those horns as soon as possible.
insight with anyone who will listen.
Doppelganger (50 BP): Through a strange quirk of
Players should develop their own unique conspiracy fate, this character looks just like a known outlaw
theories early in their character’s career: one major (appropriate to the campaign; chosen/developed by the
(national or international level) and d3 minor (local). GM or another player).
The theories need not interrelate in any way. As the
Roll a d10.
game unfolds, it is incumbent upon the player to use
their creativity to incorporate their experiences as g On a 1-6, he is completely unaware of this

examples of the conspiracies they’ve uncovered or strange coincidence.


suspected from the start. The player must invent at g On a 7-10, he is already aware of the fact.
least one per conspiracy theory per game session until
Whether he takes advantage of this quirk or tries to
he reaches the above quota.
hide it, the odds are good it’ll catch up to him
Furthermore, this character is very likely to believe eventually.
other conspiracy theories related by others – even if
Dude/Dandy (10 BP): A dude (or a dandy, for you
they are obvious lies. Any rumors or stories heard
females) always dresses in the best and most expensive
about others will always be believed and fitted into one
store-bought clothes he can find. While this might be
of their conspiracy theories. Finally, every month of
acceptable in town, the character sure looks a mite silly
game-time, roll a d12. On a 1, the character has
out on the range, and folks always peg him as a tender-
developed a new theory based on either (roll a d6) local
foot, even if he’s the fastest gun in the territory.
(1-5) or international events (6).
Early Riser (5 BP): Early to bed and early to rise fits
Crude (20 BP): This character’s language is crude
this character to a “T”. He always gets up before the
enough to make a whore blush. It seems like every
crack of dawn, and beds down shortly after sunset.
third word out of his mouth is profanity of some sort.
Worse, he can’t stand other folk who sleep later than he
It’s a constant stream of “blankety-blank this” and
does, and constantly pesters them to wake up and get
“blankety-blank that” and “those blankety-blank
going or purposely makes a lot of noise as he packs,
blanks” that he just can’t shut off, no matter who he’s
does chores or makes breakfast – often earning himself
talking to or what their social status is. A crude
a punch in the nose or a boot thrown in his face. If the
character loses 1 point of his Charisma ability because
early riser stays up late (has been awake for 16+
of this quirk.
consecutive hours), he suffers a -2/-10% to all his activities.
7: Quirks & Flaws

Daunsy (10 BP): This quirk may be caused by a


Fanatic (40 BP): A character with this quirk is overly
chemical imbalance in the brain of a character (25%),
zealous about a cause or a religion and extols its virtues
or a significant past event (75%, in this case, create a
to everyone he meets. It seems to be all he thinks about,
plausible event and record it on your record sheet).
and certainly what he usually talks about. The character
Either way, this character always seems depressed, and
should begin the game with d3-1 unique causes (make

55
up any cause of the player’s choice). During play, any Fourflusher (25 BP): This character can’t tell the
time the character hears about a new cause that is not truth from a lie. He lies about everything, even things
opposed to a current cause he supports, he must roll that don’t matter. Many of his lies are so outrageous
under his Wisdom or become fanatic about the new that only the most gullible believe them, but he insists
cause as well. If the new cause is related or allied in they are true, even if presented with overwhelming
some way with a cause he’s already fanatically evidence to the contrary. Naturally, this rattlesnake
supporting, the Wisdom check is made against half his finds it hard to make lasting, meaningful friendships.
Wisdom. Glutton (5 BP): This character never met a plate of
Fear of Heights (15 BP): Characters who have this beans he didn’t like. He has an insatiable appetite and
quirk are afraid of heights. They may be fine inside a can be bribed with food. Dinners seem to last for hours
tall building, but freeze up if they find themselves on the for this character. He requires twice the amount of
edge of a roof, high rocky cliff or mountain. These food as a normal character to function. If he does not
characters refuse to climb anything higher than their get this amount, he suffers a -1/-5% penalty to all his
heads. If they are forced to do so, they suffer a -2/-10% die rolls. In this state, he will do anything in his power
penalty on any die roll, and look for any chance to to find more food, including stealing sleeping charac-
escape the situation. ters’ rations for a little midnight snack. When food is
Flannel Mouth (20 BP): Those with this quirk are placed in front of him, he must make a Wisdom check
the worst kind of boasters and braggarts. He brags after finishing. If he fails his check, he must order
about every big (or little) thing he’s done until everyone another helping. He also gains 0-0.5 pounds per week
else is sick to death of hearing about it. Most folks start ((d6-1)x 0.1) up to a maximum of 2.5 times the
to believe he invented the whole story just to gain character’s original body weight.
attention. For every 10 points of Reputation this Greedy (15 BP): Although most characters on the
character earns, deduct one as folks don’t completely frontier live to obtain wealth, characters with this quirk
believe all the stories (even if heard from a third party). can never have enough. They do anything to accumu-
late more and more riches, including lying to, stealing
7: Quirks & Flaws

The Flannel Mouth quirk exists among all cultures.

56
from, or deceiving people (but not friends, neighbors or provocation. They end every argument, no matter how
close associates). minor, with brawling or the drawing of a knife or gun.
Gullible (30 BP): If there’s a sucker born every Indian Giver (20 BP): This character always finds a
minute, this person must have been born twice. A char- way to back out of his agreements, if doing so would
acter with this quirk is the perfect patsy, and falls for benefit him. Of course, he tries to wait until the other
anything he’s told. He’s an especially easy mark to party already completed their part of the bargain, and
chiselers and dishonest shopkeeps. A gullible character he feels no shame for his actions. After all, the other
pays 2d10% higher than the listed price for any item he person shouldn’t have been so foolish as to make the
purchases, and does not know the difference between deal in the first place. This personality quirk is
quality and junk. common to land grubbers, certain politicians back east
Hardcase (5 BP): These characters are hard and and robber barons, but not limited to them. Each time
feelingless. They remain unmoved by emotion. an Indian giver backs out of a deal, while he might gain
Widows and orphans with sob stories, for example, some financial benefit, he loses one point of
need not apply. The hardcase is tough on any in his Reputation.
employ and even on companions, pets and mounts. Intrusive (20 BP): This character doesn’t under-
Hates Bathing/Grooming (20 BP): People with stand the concept of personal space. Whenever a per-
this quirk are unshaven, uncombed, unkempt and son with this quirk engages another in conversation, he
generally unappealing. Whether it stems from a fear of tries to be within one to two feet of his audience. Even
water or simple contrariness, this character simply hates when sitting at a table, he leans forward to be as near
to take a bath. He always looks like he just spent a week the listener as possible. Of course, many folk don’t take
on the trail, or a few days down a mine. Worse, he too kindly to that, and an intrusive character seems to
stinks to high heaven. A character with this quirk loses get into more brawls than most.
a point of Looks. Jingoist (40 BP): A character with this quirk
Hayseed (20 BP): A character with this quirk is fervently believes that his nation of origin is superior to
rough and ignorant. He is not necessarily a boor or a all others. Moreover, he is quick to insult, harass and
jerk – he simply knows nothing about society or the abuse anyone displaying or vocalizing support for a
proper ways of doing things, and doesn’t want to learn. rival nation. This scornful behavior is particularly
He’s the kind of person who buys a stolen animal dismissive toward authority figures. Such characters
without inquiring about the obvious brand on its rump, have great difficulty working for, or taking orders from,
or the person who seeks out the mine owner to ask for anyone whom they strongly associate with a rival country
a job (instead of going to the hiring office). – such as an ex-soldier. However, they are prone to
overlook flaws in fellow countrymen… an attitude that
High-Spirited (10 BP): A character with this quirk
disreputable people may take advantage of.
is festive, and fun to have around – for a short time. He
drinks too much, laughs too loud, and can’t sit still for Late Sleeper (10 BP): It nearly takes a team of wild
more than a few minutes. Such a person is also apt to horses to drag this character out of bed. He always
double over with laughter at the most inopportune misses early morning appointments, and tends to keep
moments. For instance, if his partner ends up tumbling other folk awake at night when they’re trying to sleep.
over a bluff and breaking his leg, the high-spirited Lazy (15 BP): This character’s “git up and go” done
character might start laughing and say something like got up and went. A lazy character would rather take a
“That first step’s a doozy!” Such characters are often siesta than join a posse, even if the job paid hard cash.
forced to engage in fisticuffs. Every task the character completes is half-assed.
Characters with this quirk like to tell jokes that aren’t A character with this quirk puts little effort into
funny and wait smiling for everyone to laugh. He may anything, even learning new things. Every skill this
even repeat the punch line after an awkward silence. character attempts to learn (including skills taken
Additionally, this quirk makes a character prone to during character creation) costs 1 additional BP.
playing practical jokes on people they should not, such Loco (40 BP): This person is just plain crazy.
as pious priests, marshals or Indian chiefs, or blurting Perhaps he was kicked in the head by a mule, or maybe
7: Quirks & Flaws

out playful but insulting comments at the wrong something traumatic happened to him in the past, but
moment. now he’s plumb mad. Players should roll a d8 on Table
Hothead (40 BP): People with this quirk have a short 7-4: Loco to determine the extent of the character’s
fuse, and can be pushed over the edge with little quirk.

57
Table 7-4: Loco of dishonor. His conscience is a silent witness to his
Result (d8) Character Thinks…
shame and accuses him constantly. Any time this
character commits an unlawful act or loses Reputation
He is a dime novel gunslinger and brags
1 or Reputation Points, he must make a Wisdom check.
about accomplishments that aren’t his
If he fails, he must remedy the situation. Until he does
2 Animals are people, and he talks to them so, he suffers a -1/-5% penalty on all his die rolls.
3 He has an imaginary friend, and talks to him These effects are cumulative, so if the PC committed
4 He is a person of another race three acts he must atone for, he suffers a -3/-15%
Someone is following him, and he keeps penalty, and so on.
5
whirling around to catch his assailant Needy (20 BP): A character with this personality
His eyes are tricking him, so he constantly quirk attempts to have all his emotional needs filled by
6
asks others what they see others. He feels a strong urge to be well-liked and
He frequently hears his name in other accepted, so he constantly attempts to please the people
7
people’s conversations, and acts accordingly he’s around and repeatedly asks them questions regarding
8 He is royalty - and acts like it how they feel about this or that. He often asks for help
with the simplest tasks, sometimes just to see if the
Lusty (20 BP): A character with this quirk is always other person likes him enough to agree.
horny. He just can’t get enough, and seems to know the
location of every bordello around. A lusty character Nosy (10 BP): This person is the nosiest darn
must take advantage of every whorehouse’s services hombre you ever saw. A character with this quirk just
whenever the opportunity presents itself. After the first has to know everybody’s business – something many
indulgence, he must roll under half his Wisdom or folk don’t take kindly to. He’s always asking everyone
attempt to repeat it. what they’re up to, listening at keyholes or just plain
making a nuisance of himself.
Lynch Lawman (30 BP): These characters have
what some folk might call an overdeveloped sense of Obnoxious (20 BP): This character thinks he’s the
justice. To them, every offense is a hanging or at least world’s friendliest guy and, generally, he is. However,
a jailing offense. A person with this quirk may be a his behavior makes him extremely unpopular. He wants
civilian who tries to influence local law enforcement, or to be the center of attention at any social gathering,
he may be a rancher protecting his herd. He is not and does whatever he can to get that attention. He
required to be an actual lawman, but heaven help the always drinks too much, and may perform some type of
local outlaws if he is. outrageous behavior to gain attention, such as stripping
to his long johns and jumping into a horse trough. He
Medicine Tongue (10 BP): Don’t let the name fool loses 1 point of Charisma because of this annoying
you – you don’t have to be an Indian or a doctor to have behavior.
this quirk. A character with a medicine tongue, also
known as a “wabash,” is one of those folks who are Obsessive-Compulsive (35 BP): This anxiety
overly talkative. They just can’t seem to shut up, even disorder gives the character recurrent obsessions
when threatened with bodily harm. Whenever he focused on awareness of perceived alarms or threats.
enters a conversation with another character(s), the Hence, the character compulsively performs certain
character with this quirk must make a Wisdom check or repetitive acts (in order to regain some measure of
volunteer any information (that he knows is not already control over the perceived threat). For example, a char-
known) to everyone he is in conversation with. acter may be obsessed with dirt and therefore feel a
compulsion to constantly scrub his surroundings or
Messy (10 BP): This character is a pack rat’s best himself, while a character obsessed with patterns may
friend. He never cleans up after himself, and packs his be compelled to line up like items into parallel rows, or
kit so sloppily that little doodads and gewgaws (pipes, a character with thoughts of socially inappropriate
bullets, shell casings, bits of rope and so on) frequently behavior (like shouting in church) may need to count 25
fall out. This character can’t properly perform certain hats or tap his knee 100 times. Players may create their
tasks that require diligent care or maintenance, such as own obsession, or roll on Table 7-5: Obsessive-Compulsive.
looking after farm or ranch animals. He also frequently
7: Quirks & Flaws

loses things in his desk, home or pack (depending on Ornery (25 BP): Persons with this quirk are just
profession/location). plain mean. They are stubborn, speak as little as
possible (except to argue), sulk when opinion goes
Nagging Conscience (15 BP): A person with this against them, and are simply unpleasant to be around.
quirk is plagued by a conscience that won’t allow him
peace of mind if he’s committed certain crimes or acts

58
Table 7-5: Obsessive-Compulsive
Result (d12) Obsession Compulsion
1 Arrangement, order, or symmetry Organizes multiple items into perfect columns or rows
2 Being overwhelmed Each personal item belongs in a particular place and must be kept there
3 Doubts/Forgetfulness Checking and rechecking an action (closed window, filed claim, loaded gun, etc.)
4 Fear of committing socially inappropriate behavior Repetitious counting or touching
5 Fear of committing violent acts Frequent repeating of a calming word
6 Fear of offending the Lord Constant prayers and/or religious rituals
7 Loss of potentially valuable item Hoarding everything, even worthless items
8 Numbers/Quantities Counts multiples objects/items
9 One particular item Excessive purchasing of that item
10 Presence of dirt Chronic cleaning and washing
11 Security Constant door/window/trail watching, lock checking
12 Starvation/Food waste Eats every bit of food bought or offered to him, including food left by other people

They always take every opportunity to avenge the Prejudiced Toward Nationality (40 BP): A char-
smallest slight against them. acter with this quirk has an unreasonable hatred for
Pack Rat (20 BP): A character with this quirk people of a certain nationality. This hatred has nothing
cannot throw anything away, and cannot keep himself to do with the person’s race, but is based on some slight
from gathering up just about everything that isn’t clearly (real or imagined) that the character suffered from a
owned by someone. When a pack rat comes across a person of that nation, or that person’s government, in
pile of equipment, he gathers everything he wants, the past. Roll randomly on Table 7-6: Prejudiced Toward
whether he can carry it all or not. Unlike an obsessive- Nationality (note that a character may in fact hate his
compulsive, a pack rat gathers items out of necessity, own nation of origin).
appreciation, or financial investment. He has no If the character must work with someone he is
interest in items he perceives to be worthless, but prejudiced against, he suffers a -1/-5% penalty on all
clearly has a fear of losing something that may one day his skill rolls dealing with that person.
be valuable.
Table 7-6: Prejudiced Toward Nationality
Paranoid (25 BP): Paranoid characters think
Result (d100) Nationality
everyone is out to get them. They trust no one – even
their own partners. They usually think there is some 01-06 Irish
plot against them. They closely guard themselves and 07-12 Scots
their goods, finding it hard to sleep for fear of being 13-17 Germans
harmed in some way (physically or financially).
18-27 Confederates
Picker (10 BP): This character can’t stop picking – 28-37 Mormons
himself, that is. A character with this quirk frequently
38-45 English
digs into his nose, ears or navel like he’s mining for
gold. 46-53 French

To determine, roll a d8. 54-63 Mexicans

g If a 1 or 2, he picks his ears 64-73 Texicans


74-83 Sequoyans
g On a 3-6, he picks his nose
84-93 Yankees
g If a 7 or 8, he picks his navel
94-96 Swedes
Persons with this quirk lose a point of their Charisma
ability score and, like stinkers, are never invited to 97-98 Italians
7: Quirks & Flaws

polite social functions more than once. A character 99 Chinese


may have no more than two picker quirks (e.g., ears and 100 Roll again (or choose nationality not on list)
nose).

59
Table 7-7: Prejudiced Toward Profession
Result (d100) Profession Result (d100) Profession Result (d100) Profession
01 Apothecary 33 Expressman 68 Prospector
02 Artist 34 Farmer 69-70 Politician
03-04 Assassin 35 Farrier 71 Preacher
05 Author 36 Freight/Teamster 72 Rancher
06 Baker 37 Gambler 73 Saddler
07 Banker 38-39 Grifter 74 Saloon Owner
08 Barber 40-41 Gun For Hire 75 Sawyer/Lumberjack
09 Basketmaker 42 Gunsmith 76 School Teacher
10 Blacksmith 43-44 Hangman 77 Scout/Guide
11 Boarding House Operator 45 Hotel Operator 78 Signmaker
12 Book Publisher 46 Interpreter 79 Silversmith
13 Bootmaker/Shoemaker 47 Jeweler 80-81 Snake Oil Salesman
14-15 Bounty Hunter 48 Journalist 82-83 Soldier
16 Brewer 49 Judge 84 Spy
17 Brickmaker 50 Land Broker 85 Surveyor/Cartographer
18 Buffalo Hunter 51-52 Lawman 86 Seamstress/Tailor
19 Business Owner 53-54 Lawyer 87 Tanner/Leatherworker
20 Butcher 55 Laundryman 88 Telegraph Operator
21 Carpenter 56 Liveryman 89 Tinsmith
22 Cook 57 Mason 90 Tobacconist
23 Cooper 58 Miller 91 Trailblazer
24 Cowboy 59 Milliner 92 Transporter (stage)
25-26 Dentist 60-61 Mine Owner 93 Trader
27 Detective 62 Mountain Man 94 Undertaker
28 Diplomat 63 Naturalist 95 Veterinarian
29 Doctor 64 Newspaper Publisher 96 Wainwright
30 Engineer 65 Outlaw 97 Weaver
31 Engineer, Railroad 66 Photographer 98-99 Whore
Prejudiced against two professions - Roll
32 Entertainer 67 Printer/Binder 100
again (gain no additional BPs)

Prejudiced Toward Profession (20 BP): A character imagined superiority may come from his upbringing or
with this quirk has an unreasonable hatred toward all some slight (real or imagined) that the character
people of a certain occupation, regardless of any other suffered from a similar person in the past. If the
factor. Like those prejudiced against a certain character is forced to work with someone of another
nationality, this prejudice is based on some slight (real race, he suffers a –10% penalty on all his skill rolls
or imagined) that the character suffered from a similar dealing with that person.
person in the past. You may choose the profession or Scratcher (10 BP): A scratcher is a character who
roll randomly on Table 7-7: Prejudiced Toward Profession. constantly seems to be scratching himself – usually a
If you roll your current profession, ignore and roll part that isn’t too socially acceptable. Like pickers and
again. Your character cannot become a member of any boors, persons with this quirk lose a point of their
profession he is prejudiced against. Charisma ability score and are off the bottom of the
If the character must work with someone he is guest list for social events.
prejudiced against, he suffers a -1/-5% penalty on all
7: Quirks & Flaws

Selfish (25 BP): This character thinks about no one


his skill rolls dealing with that person. and nothing else but himself. He has no idea how any-
Racist (40 BP): A character with this quirk has an one else feels, nor does he care. He assumes everyone
unreasoned feeling of superiority over people of all feels either attracted to him, or jealous of him. He loses
other races, regardless of any other factor. This 1 point of Charisma ability because of his attitude.

60
Short Term Memory Loss (20 BP): People with the extra time is doubled. Stutterers also lose 1 point of
this quirk may be able to remember things that Charisma and are often taunted by bullies.
happened to them as children, but will be unable to tell Superstitious (15 BP): These characters feel they
anyone what they had for dinner. They may forget can control what happens to them by avoiding certain
things like the fact that they checked into a hotel room actions, or performing certain rituals. These people put
and they may try to check into the room over again. a lot of faith in luck and carry a lucky charm of some
They may forget how they got to a particular location, sort – this may be a lucky hat that they never take off,
and not remember how to get back. or a lucky gun they still carry even when it no longer
This character must make an Intelligence check any works.
time he wants to remember something that happened Along with the lucky charm of the player’s choice,
within the last 4 hours of game time. If the check is roll three times on Table 7-8: Superstitions to determine
successful, he has a good, but not perfect, recollection what superstitions the character has. If you roll a
of the thing or event. If the check fails, he has no superstition the character already has, roll again until
memory or merely partial memory of the thing or he gets a new one.
event. The same check must be made if the character
wants to locate an item or other piece of equipment Table 7-8: Superstitions
that they used within the last four hours. This check Result (d12) Character Thinks…
need not be made for items that are carried in their Takes great risks on the day of his lucky
hands or on obvious places on their person, or large, 1
number (roll a d20 to determine).
rarely moved items used in their profession (such as a Always puts his hat on perfectly straight, for
printing press for a printer, or a display stack of canned 2
luck.
beans for a shopkeeper). This latter check can also be Always wears different colored socks on each
avoided if the player states aloud that his character 3
foot, for luck.
records the location of the item used. This character Never puts his hat on a bed - he might be seri-
has difficulty learning from certain past mistakes and 4
ously injured or killed.
suffers a -1 to his Wisdom score.
5 Avoids the color yellow - it brings bad luck.
Soft Touch (30 BP): Every drifter, beggar and con Always shaves before going into a fight, for
artist in town seems to have an eye on this character. 6
luck.
They’re always approaching him for cash, aid or some Thinks dead things are unlucky.
sort of financial backing, and he just hates to turn them 7
Avoids cemeteries, coffins, corpses, etc.
away empty-handed. In every case, there’s a 50% Thinks black cats are unlucky. Goes out of his
chance he tries to fix their situation as best he can, and 8
way to avoid them.
the other 50% of the time he at least gives them a
Thinks breaking a mirror causes seven years of
couple of bucks to tide them over. 9
bad luck.
Spendthrift (60 BP): Money seems to burn a hole in 10 Avoids walking under a ladder.
this character’s pocket. He spends every cent he gets 11 Takes no risks on Friday the 13th.
that’s not needed for the minimum daily food and
Takes no risks on the day of his unlucky
lodging. Heck, if he can go hunting and sleep under the 12
number (roll a d20 to determine).
stars, he spends that money too. Booze, bordellos or
bullets – it doesn’t seem to matter much just as long as Talker (20 BP): Characters with this quirk just can’t
he feels the thrill of spending. seem to get a handle on their voices. They either talk
Straight Shooter (40 BP): A character with this too loud, too soft, or mumble. Others just can’t seem to
quirk is always upright and honest. Though this quirk close the lid on their voicebox when they go to sleep.
might seem like a good thing - and, for the most part, it Roll a d4.
is – sometimes being able to lie, cheat or steal comes in g On a 1, the character is a “loud talker.”
pretty darn handy. A straight shooter can’t do any of
those things, not even to save his life. g On a 2, he’s a soft talker.
g On a 3, he’s a mumbler.
7: Quirks & Flaws

Stutter (20 BP): Characters who stutter have a


difficult time communicating. It takes them 2d20 g On a 4, he talks in his sleep.
percent longer to communicate something. In stressful This last one is especially dangerous if he’s the kind
situations, such as in combat or when being interrogated, of hombre who likes (or needs) to keep secrets.

61
There is a 50% chance that a sleeptalker reveals
things that normally he would not want anyone to
FLAWS
know. He may declare his love for the local dance hall
Acorn Calf (35 BP): A person known as an “acorn
girl. He may spout the location of his stash of goods,
calf,” or the “runt of the litter,” seems scrawny and
or let it out that he’s the one who swiped Jedidiah’s
weak to most folks. Characters with this flaw suffer a
derringer. The things a character says in his sleep,
–1 penalty to their Strength AND Constitution ability.
however, are questionable as to their accuracy. Those
listening are unable to tell if the character is talking Albino (15 BP): Characters with this flaw have a lack
about something real, or something in a dream. of melanin in the skin, hair, and eyes giving them an
extremely pale complexion, light blue eyes, and on
Thick Accent (10 BP): This character has a thick
some occasions pink eyes and pure white hair. Some
accent that immediately identifies him as a person of a
Indians call albinos “ghost people” because of their
particular region or nation. Though his speech may be
somewhat eerie appearance.
proper, other folks still judge him based on how he talks.
For example, a Northerner may assume a character Additionally, the eyes of such a character are very
with a Southern accent is less cultured, or that a char- sensitive to sunlight and other bright light. These
acter from an Indian territory is an ignorant primitive. characters must cover all parts of their skin any time
they are out in the sun, use wide-brimmed hats or veils
Tinhorn (20 BP): A character with this quirk is
to shade their eyes, and protect their heads from harsh
about as cheap and flashy as you can get. He always
sun.
pretends to be much better at his profession than he
actually is, and fakes what he doesn’t know. Such a person An albino character that fails to protect himself
makes friends quickly (if they’re looking to make suffers a severe sunburn and a –5% penalty to all rolls
friends with dudes that have a lot of money), but they for the next 24 hours for every increment of 4 hours of
usually don’t stick around once they realize the truth. exposure. They also temporarily lose 1 point of Looks
because of the blistering. For every five serious burns,
Touchy (25 BP): Maybe it was the way they were
this ability loss is permanent.
raised, or just something in their nature, but characters
with this quirk are overly sensitive and prickly Animal Antipathy (variable BP): Characters with
(“touchy”). Such a person may trash a room because this flaw somehow gained the enmity of a specific type
his bed was lumpy or the person in the next room made of normally domesticated animal. These animals can
too much noise. He may even turn over a table and sense something about the character that disturbs them
storm off if he loses a game of cards. and arouses their primal instincts. They may attack the
character if cornered, but prefer to flee when possible.
Yellow Belly (40 BP): A character with this quirk
doesn’t have a single brave bone in his body. His Oddly, over time this flaw seems to get worse. For
companions can’t count on him in extreme situations, every year a character possesses this flaw, other animal
and he always hangs back in a fight – probably firing types begin to sense the negative vibes emanating from
blindly around a corner, provided he didn’t already the PC. Make a yearly Charisma check, beginning with
sneak away. Any wound (even a graze) in a gunfight or the second year. A failed result means you should roll
brawl causes a yellow belly character to hide under again on Table 7-9. Your character gets no extra BPs for
cover, surrender or to flee the situation in the quickest additional flaws gained in this manner.
and safest possible manner. When determining Table 7-9: Animal Antipathy
flinching, the character suffers a +5 penalty to his roll.
Result (d8) Animal BPs
Furthermore, a yellow belly character receives only
1 Burros, Donkeys and Mules 30
nine Reputation Points for every ten Reputation Points
gained, and loses one additional Reputation Point for 2 Cats 5
every 10 Reputation Points lost. For example, let’s say a 3 Chickens and Roosters 15
yellow belly named Jake has 3 Reputation Points. Jake gains 4 4 Cows 25
more points in one gaming session, and 3 more points the next,
5 Dogs 20
giving him a total of 10 Reputation Points. Since he has reached
6 Goats 15
7: Quirks & Flaws

a total of 10, Jake loses one point of Reputation and drops down
to 9 Reputation Points. Whenever Jake earns 10 more points 7 Horses 50
(putting his score at 19), he again loses one point (dropping him 8 Sheep 20
down to 18).

62
Blind in One Eye (40 BP): A character with this
flaw has hindered vision, giving them a -2 penalty to
Accuracy with ranged weapons, and –2 on To-Hit rolls
when brawling or using melee weapons.
Roll a d4.
g On a result of 1 or 3, the flaw is in the left eye.
g On a 2 or 4, the flaw is in the right eye.
The penalty to Accuracy with ranged weapons dou-
bles to –4 when firing a weapon in this (left or right) arc.
Buffalo Mange (15 BP): Characters with this flaw
suffer from an infestation of head lice. No matter how
many baths he takes or clothes he changes, it seems like
the darn critters are just attracted to him.
Consequently, his head often itches and he seems like
he’s always scratching it. This irritation also increases
the chance of infection from other diseases (+4 penalty
to rolls when determining whether character catches
the disease).
Bushed (25 BP): No matter how much sleep this
character gets, he always feels tired. Characters with
this flaw yawn frequently, and often lose track of
conversations. Worse, they suffer a constant –1 penalty
to Speed.
Colorblind (5 BP): Unable to distinguish between
colors, these characters live life with little problem. g On a roll of 01-50, the character dies of
However, there are times when such a condition can be consumption after the next 3d6 months have passed.
frustrating. Distinguishing between anything with
g On a roll of 51-80, the character dies in d4+1
different color types, such as plants or the red light
years.
signifying a bordello, can be hazardous. In addition,
g On a roll of 81-100, the character dies of
they cannot correctly distinguish the colors used in
signs and other important information – a big problem consumption in 6+2d6 years.
if the character is illiterate. Dumb (50 BP): Dumb characters can communicate
Consumptive (60 BP): This character suffers from only with gestures, or by writing. Sometimes mutes
consumption (tuberculosis). If not a native of the west, anger other people because they fail to understand why
this character probably traveled out west hoping the dry the character is not answering. In addition, the player
air would improve his condition. The character coughs of a dumb character cannot communicate verbally with
frequently, sometimes coughing up small amounts of other players at the table during important situations
blood, and often has fevers and night sweats. Worse, such as combat.
yet, he’s contagious. Those who frequently associate Epileptic (40 BP): This character has some type of
with this character have a 1% chance per week of organic brain disease or damage, causing him to have
catching the disease, with a latent period of d20 months seizures. No one is sure what triggers such attacks, and
before the symptoms present themselves. they seem to be completely random. Therefore, each
Each time the character finishes a strenuous activity day, the player must ask the GM or another player to
(such as running or sprinting), he must make a secretly roll a d10. On a roll of 6 or lower, the charac-
Constitution check. If he fails, he must rest (and do ter suffers a seizure; the GM or other player must now
nothing else) for a 10-second count per second of secretly roll a d12 and a d4. This determines the hour
of the day in which the seizure occurs (d12: hour; d4:
7: Quirks & Flaws

strenuous activity. If he refuses to rest, he suffers severe


chest pain and shortness of breath, losing 1 hit point 1-2=am, 3-4=pm). If necessary, roll a d6 and d10 to
per 2 seconds he continues to strain himself. determine the exact minute as well (d6-1 for 10s digit
and d10-1 for minutes).
The player should ask the GM or another player to
secretly roll a d100.

63
Table 7-10: Epileptic
Result (d12) Type Effect
1 Simple/Sensory Sees lights
2 Simple/Sensory Hears a buzzing sound
3 Simple/Sensory Tastes a strange taste
4 Simple/Sensory Smells a strange smell
5 Simple/Motor Convulsive jerks in leg (cannot walk)
6 Simple/Motor Convulsive jerks in arm (cannot use arm)
7 Simple/Motor Convulsive jerks in head (cannot take action)
8 Simple/Emotional Roll 1d6: anger (1), fear (2-4), joy (5), sadness (6)
9 Complex/Psychomotor Blank look/stare (d4 min), then confusion (2d4 min)
10 Atonic/Drop Lose consciousness, collapse (2d8 seconds)
11 Absence/Petit Mal Blank look/stare (d4+1 seconds), then rapid blinking, breathing or chewing (d4+1 seconds)
12 General/Grand Mal Unconsciousness, then major convulsions (see text)

The GM or other player will not inform the afflicted g On an ability check, he fumbles on a 19 or 20.
player of the result, but instead should interrupt the g If running or dodging, this character must
game when and if the hour of the character’s seizure succeed at a Feat of Agility (vs. d20p) or stumble and fall.
comes around. When it occurs, the player himself
g If galloping, the character must succeed at a
should roll a d12 on Table 7-10: Epileptic.
Ride skill check or fall off his horse.
Should a Grand Mal seizure occur and no one is
g When brawling, he fumbles on a 1 or 2.
around to help, the character swallows his tongue and
may suffocate after a number of minutes equal to his g When in a shootout, he has a mishap or failure

Constitution divided by 3; make a CON check three on a roll of 1 or 2 (on a roll of 2, roll a d20+80 instead
times; failure on all three means his tongue remained of d100 on the Mishaps and Failures table).
lodged in his throat and he dies. The character should Hard of Hearing (15 BP): A character with this
ensure his partners are well informed about his flaw has a hard time hearing. Other folks must repeat
condition – just in case. themselves several times when trying to communicate
Facial Scar (25 BP): Something awful happened to with a hearing impaired character. The hard of
this character. He suffers from a hideous scar that he hearing character has trouble in a crowded or noisy
cannot hide. Such a character suffers -2 to Looks. place, being unable to pick out the conversation of a
friend from the din of the crowd or the sound of
Far-sighted (20 BP): Far-sighted people can see
gunfire. In the heat of battle, such an impairment
objects far away just fine, but have trouble seeing things
might prove fatal. During key times such as this, the
that are near. As such, they suffer a -1 penalty to
character must make an Intelligence check to see if he
brawling and hand-to-hand attack rolls. For most other
was able to pick up the intended communication.
purposes, they suffer very little ill effects, but when
doing things such as playing poker, reading a wanted Impotent (10 BP): Some men and women, no
poster or ordering from a menu, they might have to matter how hard they try, just can’t seem to perform in
strain and hold their cards or paper at arms-length. the sack. This leads to frustration and frequent self-
chastisement. Worse, other folk frequently make fun of
Glass Jaw (20 BP): This cowpoke’s not the best guy
this character when the secret becomes known.
to have on your side during a brawl. If he loses 20% or
Because of their own self-hatred and/or lack of self-
more of his hit points in a blow to the head, he passes
esteem, impotent characters begin the game with a –1
out for d20 minutes minus half his Constitution ability
penalty to Charisma.
score (ignore zero or negative results).
Lisp (20 BP): The person with a lisp suffers little in
Ham-Fisted (20 BP): This character is unusually
7: Quirks & Flaws

the way of damage because of this flaw. However, a


clumsy. He often falls off his horse, trips over rocks and
lisping person loses a point of Charisma due to society’s
drops his gun at the worst possible times.
perception of this speech impediment. Additionally,
g On a skill check, the character has an accident
others may have a hard time understanding the speech
on a roll of 91-100. of a person who lisps. People often make fun of those

64
who talk funny, so lispers may find themselves in more Table 7-11: Missing Digit BP Bonus
brawls than usual.
Cumulative Digit Loss BPs
In noisy or stressful situations, any character attempt- 1-4 fingers (no more than 2 from each hand) 5
ing to understand the lisper must make an Intelligence
thumb OR 3 fingers on individual hand 25
check. If the check roll equals or exceeds twice the
checking character’s Intelligence, he believes the lisper thumb PLUS 3 additional fingers (1 hand) 30
is telling him the opposite thing intended. thumb OR 3 fingers on individual hand,
30
1-2 fingers on other hand
Low Pain Tolerance (35 BP): A character with this
flaw feels pain more strongly than others. A person with thumb PLUS 3 additional fingers (1 hand),
35
1-2 fingers on other hand
LPT is unable to stand even the smallest pain. He
winces and complains just from getting a splinter in his thumb OR 3 fingers on both hands 50
finger. Those with LPT lose a point of Reputation thumb PLUS 3 additional fingers (both hands) 60
every time they react to pain in public. In addition,
A character missing his thumb cannot properly grip
characters with LPT are unable to resist torture and
most things and cannot use a pistol with that hand.
quick to tell an inquisitor anything he wants to know.
Likewise, a character missing more than two fingers
For every point of damage suffered, the effective hit cannot fire a gun with that hand (but can grip most
points lost are doubled until the person reaches zero or other things).
fewer hit points. However, once the combat is over, a
For example, let’s say that Slim White’s player rolls the
person with this malady bounces back, suffering only
Missing Digit flaw. He rolls a d10 (for a result of 1) and learns
actual damage (half that recorded). In brawls, the
he is missing his left pinky. This is worth 5 BP. As chance would
character loses twice the required chips, but regains
have it, he rolls this flaw three additional times with the
chips at twice the standard rate.
additional loss of his left ring finger, right pinky and right
Migraines (15 BP): Characters who have this flaw middle finger (maybe he was a punch press operator back east…)
suffer from excruciating headaches on a regular basis. These four individual flaws, as a whole, still only yield 5 BP
When a migraine strikes a character, he will be unable since the cumulative digit loss does not cross the threshold to
to function. He must rest for the entire day before warrant additional BPs.
resuming any activity. If he opts to continue while in
Note: During character creation, subsequently
pain, all Accuracy and (hand-to-hand) damage rolls
gaining the Missing Limb Flaw (specific to the limb on
suffer a -1 penalty. Anything else he does which causes
which the missing digit was once found) supercedes this
him to roll dice also incurs a one-point or 5% penalty.
flaw and negates any building points gained.
A person with migraines is likely out of commission
once a week due to migraine pain. Missing Ear (20 BP): This flaw affects only a
person’s appearance and his ability to wear certain
Roll a d8 for each week of game time to determine
types of hats. Those who are missing an ear suffer no
the day (1=Sunday, 2=Monday, 3=Tuesday,
loss to hearing except in noisy or stressful circumstances
4=Wednesday, 5= Thursday, 6=Friday, 7=Saturday
(i.e., combat). In this case, they must make an
and 8=no migraine that week and so on). Roll a d12
Intelligence check to understand anything said to them
and d4 to determine exact hour and am/pm
at a distance greater than 15 feet, on the side of the
respectively. (d12: hour; d4: 1-2=am, 3-4=pm). If
missing ear. Looks is also affected. Those missing an
necessary, roll a d6 and d10 to determine the exact
ear lose 1 point per ear from their Looks ability score.
minute as well (d6-1 for 10s and d10-1 for minutes; a
die result of 5 and 6 would therefore be 45 minutes into Roll a d4.
the hour). g If 1 or 3, the left ear is missing.
Missing Digit (variable BP): A person with this g If a 2 or 4, the right ear is missing.
flaw is missing one finger or thumb. This flaw may be This flaw may be rolled or cherry picked twice for
rolled or cherry-picked multiple times for additional both ears missing.
missing digits. Roll a d10 (or less for multiple occur-
rences) to determine the missing digit. Place your hands Missing Eye (45 BP): Those missing an eye lose
7: Quirks & Flaws

flat on the table, palms down, and count the digits from some vision, causing them to suffer a -2 penalty to
left to right. The number you rolled determines the Accuracy with ranged weapons, and –2 on To-Hit rolls
missing digit. Refer to Table 7-11: Missing Digit BP Bonus when brawling. Looks also suffers, with the character in
for specific BP bonuses gained. question losing 1 point from this attribute.

65
Roll a d4. Myopia (25 BP): These characters can see objects
g On a 1 or 3, the left eye is missing. that are near, but have trouble seeing things that are far
away. Therefore, they suffer a -1 penalty on Accuracy
g On a 2 or 4, the right eye is missing.
rolls per every two range increments to the target.
The penalty to Accuracy with ranged weapons doubles
Nervous Tic (25 BP): This flaw causes a character
to –4 when firing a weapon in this (left or right) arc.
to twitch in an uncontrollable way, especially in stress-
Missing Limb (variable BP): Characters with this ful situations such as gunfights or card games. Usually
flaw are missing either an arm or a leg. This flaw may such twitching is limited to the face or neck. Someone
be rolled or cherry picked multiple times for additional with a tic may have one eye that winks involuntarily, or
missing limbs. a muscle on one side of his neck tightens, causing his
Roll a d4 to determine the missing limb. head to bob to the side. Most of the time, this condi-
tion causes no problems. However, imagine what would
g On a 1, the left arm is missing.
happen, say, if a person who has an eye tic is thought to
g If a 2, the right arm is missing. be winking at the wife of some big, burly soldier.
g If a 3, the left leg is missing. Nervous tics can also affect a character’s ability to aim.
Therefore, characters with this flaw suffer -1 penalty to
Table 7-12: Missing Leg Movement Effects Accuracy with firearms and other ranged weapons.
Extent of Disability Effect on Movement No Depth Perception (35 BP): A character with
Sprinting, Running or Jogging this flaw is unable to distinguish whether objects are far
One leg below knee
not possible away or near. This character suffers a -2 penalty to all
Sprinting, Running or Jogging not Accuracy rolls with firearms or other ranged weapons.
One leg above knee possible; Character may only walk
Plumb Blind (90 BP): Blind characters have lost
with crutches
their vision. A player whose character has this
Character may only move devastating physical loss should invent an interesting
Both Legs (any extent)
with aid of wheelchair
background story to explain this. Remember that there
are varying levels of blindness. Some who are
g Or if a 4, the right leg is missing. considered blind can see light and colors, as well as
Roll a d% (d100) to see how much is missing. movement. However, everything appears as a blur, with
g 50% or less indicates the limb is severed near the
little, if any, ability to distinguish detail. Some blind
wrist or ankle. The elbow or knee is still functional. characters can see light, but nothing else. Others are
(value 35 BP) consigned to constant darkness.
g 51% or more indicates the limb is severed near In either case, blind characters suffer a -8 penalty to
the shoulder or hip. (value 50 BP) Accuracy rolls with firearms or other ranged weapons,
but only a –4 on attack rolls while brawling. Although
How such an event took place should add a colorful
such a character cannot see, his other senses are
story to a character’s past. Whatever the cause, such a
heightened, especially hearing and touch. (Characters
character suffers significant problems. A character with
starting off blind can hear twice as well as a normal
a missing arm cannot use two weapons at once, and
person (they gain their first purchase of their Listening
they certainly may not use bows. Those with a
skill for free). Many who are blind have little difficulty
functional elbow may, however, use long guns (with a
getting around, but their movement is cut in half
-2 accuracy penalty). Many other limitations exist, most
because they must venture forth carefully.
of which should be self-evident. Fortunately, most
people who lose the use of one limb compensate for the Severely Maimed (variable BP): A person who is
loss by developing extremely strong muscles in the maimed has some sort of grotesque injury or malady
other. Therefore, amputees missing an arm lose no that decimated his appearance. They may be called
Strength bonuses. “freaks” or “monsters.” Children often run away when
they see a maimed person, or they may taunt him.
Characters who lost a leg have compromised
Bullies often pick on the character. There is a 50%
mobility options as detailed in Table 7-12: Missing Leg
7: Quirks & Flaws

chance that the public reacts with fear when first


Movement Effects.
encountering a maimed person. Failing that, they will
certainly be disrespectful. Players should roll on Table
7-13: Severely Maimed to determine how the character
has been affected.

66
Table 7-13: Severely Maimed
Result (d4) Maiming Effect BPs
Treat wound severity level (any head hit) as one level higher,
1 Misshapen head 25
-1 to Looks score
2 Misshapen body +1 Speed, -1 to brawling attack/damage rolls, -1 to Looks score 35
3 Severe facial burn or intense scarring -3 to Looks score 35
4 Missing/distorted nose, ear and eye No sense of smell, Missing Ear and Missing Eye flaws* (no extra BPs) 75
*Both ear and eye must be on the same side of the head.

Sleepwalker (20 BP): Those who walk in their sleep Deafness does have an advantage, in that deaf
often find themselves in danger. This flaw can bring a characters are unaffected by loud noises. Also, because
completely new meaning to the phrase “he died in his these characters have had to use their eyes much more
sleep.” This character may walk out of a high window, than most people in order to compensate for the loss of
into the middle of a campfire or into an outlaw their hearing, they gain a 25% bonus on all vision
encampment. Friends of this character may find related rolls.
themselves being asked to tie the character down at Strange Body Odor (20 BP): This character has a
night. distinctive stench about him. A strange odor emanates
Sterile (5 BP): Making babies is impossible for from his body, causing him to lose 1 point of Charisma.
cowpokes with this flaw, though there’s nothing He is unwelcome in most social gatherings no matter
stopping them from trying. While some may find this how much he bathes. In addition, he tends to attract
flaw beneficial, there’s still that nagging voice inside unwanted attention.
(and a few grinning folk outside) that implies the sterile Trick Knee (30 BP): A person with a trick knee can
character is less than he should be. This character be walking along and then suddenly have his knee give
starts out with a –1 penalty to Reputation. way. The character with this flaw suffers a +1 penalty
Stone Deaf (variable BP): Those who are deaf can to Speed because he is constantly wary of falling down.
live fairly normal lives despite the loss of their hearing. When climbing, jogging, running, sprinting or carrying
However, life is a bit more difficult. Most deaf a heavy load, a trick knee gives out on a 1 in 12,
characters (75%) are deaf from birth, and have a causing the character to lose his balance and fall to the
further 10% chance to have a deaf parent (roll % for ground. If the character makes sharp, rapid
each parent). The other 25% are deaf as a result of movements such as dodging or dancing, the chance
some sort of occurrence later in life. How such an increases to 1-3 on a d12. Riding a horse is a good
event took place should add a colorful story to a option for this character.
character’s past.
If the character was born deaf (60 BP), roll %. For
each deaf parent, there is a –30% modifier to this roll.
On a result of 01-10, the character does not know how
to speak (take the Dumb flaw and its additional BPs).
Characters who become deaf later in life (30 BP)
know how to speak, but do so loudly (take the Talker
(loud) quirk and its additional BPs).
Those who are deaf and dumb have trouble
communicating with anyone who doesn’t know some
sort of sign language. Of course, if the character can
write, he can use notes to communicate, provided the
person he wishes to communicate with can read. This
can also be a role-playing challenge since the player
7: Quirks & Flaws

should avoid acting on information his character might


not have due to his condition. Deaf characters are
unaware of anything happening outside their line of
sight.

67
Skill Basics .............................................................................................68 Collaborative Effort .........................................................................71
Acquiring and Improving Skills ........................................................69 Partial Skill Failure .........................................................................74
Acquiring Skills with Bonus Building Points...........................69 Aggregate Skill List........................................................................72-73
Skill Mastery .........................................................................................69 Skill Descriptions .................................................................................74
Using Skills ............................................................................................70 Mastery and Difficulty....................................................................74
Universal Skills .................................................................................71 Time and Failed Checks..................................................................74
Opposed Checks ................................................................................71 Individual Skill Descriptions.....................................................75 - 119

kills represent learned knowledge your character score for Rope Use. Jim, on the other hand, has a Dexterity of

S acquired over the years. For a novice character,


your skills probably reflect years of training,
work or study. For seasoned characters learning new
8.62, so Jim’s relevant ability score for that skill is 8.
Some skills have several relevant abilities. For example,
Bronc Busting lists Strength, Wisdom and Charisma.
skills or honing existing ones, increasing a skill repre- Each is important to a character hoping to bust a
sents on-the-job training, experience and study. Skills bronc, but the character is limited in his aptitude by
have a vast array of uses and include such things as his lowest relevant ability.
Gambling, Riding, Rope Use, Tracking, and so forth.
Let’s say Hank wants to learn Bronc Busting. If Hank’s
They can be especially valuable for survival, earning a
Strength score is 14.18, his Wisdom is 13.63, and his
living and helping a partner in need.
Charisma is 10.07, then his relevant ability score for this skill
In this section, we’ll discuss how to acquire, improve is 10 (his lowest relevant ability).
and use skills. A list of skills is provided on Table 8.4:
g BP cost: This column reflects the amount of
Aggregate Skill List, with their descriptions listed in
Building Points a player must spend to have his
detail afterwards.
character train in a particular skill.
g Universal: This column notes whether the skill
S KILL B ASICS
8: Skills

is common to everyone. Universal skills are those skills


All skills use some basic principles that require a that most folks have had some exposure to during their
little explanation. These are further defined in the life and can thus attempt to use without any kind of
following text. Each can also be found as a column on formal training. If a skill is not a universal skill,
the skill summary table, and is defined as follows: characters do not even know where to begin and may
g Relevant Ability Score: This column not even try to use the skill until they receive some
indicates the abilities associated with that skill. You training for it.
need to know your relevant ability score (integer only) g Prerequisite Skill: Some skills require prior
when you determine your skill mastery. The abilities learning of a “prerequisite” skill. This is a related
are listed in the table and in the skill description. aptitude that the character must possess at the listed
For example, the relevant ability for Rope Use is Dexterity. mastery before any proficiency at the dependent skill
Hank has a Dexterity of 16.92, so 16 is his relevant ability may be gained. An exceptional character might

68
possess this competence naturally if it’s a universal only to Charisma based skills) may be interested in
skill, but most people will have to purchase the skill, allocating these towards Administration. This particular
perhaps repeatedly, in order to qualify. We’ll discuss skill has Intelligence, Wisdom and Charisma as
the mechanics of improving skills later in this section. relevant abilities. The Charisma portion of this skill
For example, Ranger Stram only needs to have purchased the comprises 1q points (rounded up to the next integer
the Riding skill once, before he can acquire the Bronc Busting of 2). He may purchase the Administration skill by
skill. On the other hand, he must have 40 or better in the allocating 2 bonus Charisma-based BPs and adding in
Mathematics skill before he can purchase the Engineering Design 3 BPs from his generalized pool of building points.
skill.
S KILL M ASTERY
A CQUIRING AND I MPROVING S KILLS With the initial purchase of a non-universal skill, the
New characters can acquire or improve skills simply PC gains a number of points equal to his relevant ability
by spending the indicated number of Building Points score (or the lowest relevant ability, if multiple are
on Table 8-4: Aggregate Skill List during character listed) plus one roll of the mastery die. The mastery
creation. die listed in Table 8-1 is based on the character’s
Ongoing characters may also improve an existing current mastery level and is the same for all skills. Skill
skill acquire a new one by spending the required BPs. mastery levels begin at 0 and may increase to 100.
However, they can’t acquire or improve a skill that was Table 8-1: Skill Mastery Levels
not attempted during game play (e.g. actively role- Current Skill Current Skill Mastery Die Rolled
played). Level Mastery When Purchasing Skill
For example, Ranger Stram has been escorting a couple of 0 Unskilled d12p
Mexican banditos from the territories to a Texican prison. After 01-25 Novice d12p
a harrowing journey, he arrives at the holding pen and delivers
26-50 Average d8p
his quarry. If he earned or had some BPs to spend and wanted
to acquire the Language (Spanish) skill, he could do so only if 51-75 Advanced d6p
he role-played conversing with the banditos and attempted to pick 76-87 Expert d4p
up some Spanish vocabulary during the relevant game sessions 88-100 Master d3p
(or had previously done so with another Spanish speaker).
Second (and subsequent) purchases of a skill will
When a character wants to improve a skill, he simply
only net the PC a number of points equal to a roll of
purchases the skill again. The numerical procedure for
the mastery die. As characters become more skilled,
completing this step is presented in the following
additional expertise in the skill is increasingly harder
section “Skill Mastery”.
to come by — thus the lower mastery die at each
mastery level.
Acquiring Skills with Bonus Building Points
Although the relevant ability score is only added to
Any character with a high Intelligence, Wisdom
the mastery gained with the initial purchase of a skill,
and/or Charisma score(s) begins with “bonus”
this aptitude (or lack thereof) continues to impact
Building Points as indicated on the appropriate ability
proficiency in that it modifies the mastery die result.
score tables in Chapter 4.
Thus, all mastery die rolls are modified by the skill’s
Bonus BPs represent the character’s capacity to
learn skills that require abilities in which the character Table 8-2: Skill Mastery Die Ability Score Modifiers

8: Skills
excels. When buying skills, players spend bonus BPs Relevant Ability Mastery Die Roll Modifier
just like standard BPs, but they may only be spent on
3 -4
skills that use the ability score from which the bonus
BPs were earned. 4-5 -3
6-7 -2
Let’s say that Handsome Jack gains three bonus BPs from a
13.63 Wisdom score. He must spend those bonus BPs on skills 8-9 -1
that have Wisdom (and only Wisdom) as their relevant ability. 10-11 0
You must use all BP bonuses during character 12-13 +1
creation. Unused BP bonuses are discarded. 14-15 +2
A character may be desirous of obtaining a skill with 16-17 +3
multiple relevant abilities. For example, a character 18-19 +4
with 14 Charisma (and thus 6 bonus BPs applicable 20-22 +5

69
TALLY defined lowest relevant ability, as seen on Table 8-2. A Novice has only basic knowledge of the
(Such adjustments will never reduce a mastery skill, having received little or no training. He can
A “tally” is short- die roll result below 1 as purchasing a skill will likely handle rudimentary aspects of the skill but
hand for the
process of acquir-
always provide some tangible benefit.) will find anything beyond that difficult to
ing additional For example, let’s say that ol’ Hank buys the non-uni- accomplish. This range is typically where most
mastery in a skill. In skill mastery scores fall for skills with only one
the game mechanics,
versal skill Blacksmithing (with relevant abilities of
each iteration Strength and Intelligence). He first spends 7 BPs (the Tally.
involves rolling a cost of that skill). Since it’s his initial purchase of the An individual with Average level mastery has
mastery die
(possibly modified
skill, his base mastery is his lowest relevant ability score typically had some training, practical experience
by the relevant (14, since Hank has an 14.18 Strength and a 15.78 or schooling in the skill. He has a working
ability). Intelligence). He then rolls a d12p (the Mastery Die knowledge of the subject and a reasonable
based on his current unskilled mastery level of 0) and chance of successfully performing routine tasks
The usual process
to gain a tally is by adds +2 to the result since his lowest relevant ability involving the skill. He is unable to effectively
expending Building score mastery die modifier is 14. The die roll is 10 teach others what he knows.
Points (also called yielding a Blacksmithing mastery of 14+10+2 or 26.
‘buying’ a skill). A character possessing Advanced skill mastery
These may come If Hank buys the Blacksmithing skill a second time, has detailed knowledge and experience. Only
from the character’s he would have to spend another 7 BP. He then rolls a d8 the most complex aspects of the skill or unusual
generalized pool of
BPs or from a (since his current mastery is average, the mastery die has exceptions typically trouble him. Advanced
restricted pool of decreased as it’s increasingly difficult to master new characters can teach basic elements of the skill
BP gained via high techniques). He still adds +2 to the result as the lowest to others willing to learn (students must still
Ability scores.
However, tallies relevant ability score mastery die modifier never spend the corresponding BPs) but only to a skill
may also be decreases. Should he roll 7 on the mastery die, his new mastery of 50.
acquired for free Blacksmithing mastery is 26+7+2 or 35.
through results that A character with Expert skill mastery has very
develop the charac- detailed knowledge and likely many years of
ter’s background in Buying Tallies of Universal Skills experience. He can successfully handle very
Chapter 6: Prior &
Particulars.
Universal skills are those that everyone has complex aspects of the skill much of the time.
some basic familiarity with. Accordingly, all Expert characters can teach advanced elements
Universal skills have characters begin with mastery equivalent to their of the skill to others willing to learn (students
a base mastery
equal to the lowest
lowest relevant ability score. Purchasing the skill must still spend the corresponding BPs) but only
relevant ability is treated similarly to the second purchase of a to a skill mastery of 75.
score. These are not non-universal skill (e.g. improvement is Master characters have gone beyond what
tallies as they repre- determined solely by the roll of the mastery die).
sent a baseline their instructors or mentors were able to teach
competency (and For example, Hank wants to buy a tally in the universal them and have learned on their own. They are
no mastery die is skill Disguise. First, he needs to know its relevant ability considered among the utmost authorities on the
rolled).
score. Listening is based on Intelligence and Charisma. skill subject matter. They are capable of expand-
Since Hank’s Intelligence score is 15.78 and his ing the field by developing new ideas and
Charisma is 10.07, his relevant ability score for this skill techniques. Master characters can teach others
is 10 (the lowest). He thus has a mastery of 10 in this (students must still spend the corresponding BPs)
skill. up to a skill mastery 87.
He then spends 4 BPs (the cost of that skill) and rolls A character’s skill mastery may not improve
1d12p (that skill’s Mastery Die based on his current mas- above 100.
8: Skills

tery level) for a result of “4”. He adds this result to his


relevant ability score (10) for a total of 14 (10+4=14). U SING S KILLS
Hank’s mastery of Disguise is now 14. Note that his
Skill checks are required whenever a character
lowest relevant ability score is 10 which offers no bonus or
attempts to perform a skill. To make a skill
penalty to the mastery die roll per Table 8-2.
check, the player simply rolls a d100 (or 2d10s as
percentile dice, designating one die as the “tens”
Skill Mastery Levels
and another as the “ones”). If the result is less
Table 8-1: Skill Mastery Levels categorizes than or equal to his skill mastery value for that
various levels of skill mastery in order to help skill, the skill check succeeds and the character
players understand how good a character is at a has accomplished what he set out to do with a
particular skill. reasonable degree of proficiency. If the result is
greater than his or her skill mastery, then the

70
skill check fails and the character is not able to success and the opposing character’s mastery of a rival
accomplish the task. skill bears directly on the odds. Skills for which this is
Will an average blacksmith really fail at a task two- relevant are signified in Table 8-4: Aggregate Skill List
thirds of the time? No he will not. The reason is that by having the oppositional skill or skills listed in the
the GameMaster must gauge the difficulty of the column Typical Opposed Skills.
attempted task. Only atypical or particularly complex To determine the victor of an opposed skill check,
tasks merit a straight up check. Most routine checks each participant rolls d% and adds the appropriate
will merit a significant bonus meaning that even those skill mastery. The GM determines whether either
with middling experience can usually succeed at character (or both) receives any bonuses or penalties to
mundane aspects of a relevant task. the check due to the difficulty of the situation. The
Per Table 8-3: Skill Check Modifiers, the five levels of winner (e.g. which skill check trumps the other) is the
difficulty are Trivial, Easy, Average, Difficult and Very character with the highest result.
Difficult. The individual skill descriptions provide Depending on the situation, the opposing characters
examples of what conditions or obstacles deserve a may roll the same skill (e.g., two characters attempting
particular ranking. Obviously your individual game to race up parallel hanging ropes would both roll
will foster unique scenarios demanding thoughtful Climbing checks) or different skills as appropriate.
consideration but these broad-brush illustrations For example, Handsome Jack wants to sneak past a guard.
should prove useful in assisting you to determine a Jack’s player rolls d% and adds his Sneaking skill mastery for
rating. a total result of 56. Since the guard is an NPC, the GM rolls
Table 8-3: Skill Check Modifiers d% for him, adding the guard’s Listening or Observation skill
mastery (whichever is better) for a total 73. Since he exceeded
Relevant Ability Mastery Die Roll Modifier
Jack’s score, the guard hears (or sees) him moving about.
Trivial -90
The GM might now describe the scene and give the
Easy -80
player a chance to take action. “Gravel rustles as you
Average -40 cross from behind the barn. Suddenly, you hear a gruff
Difficult 0 voice shout ‘Who’s there?’ from the paddock. What
Very Difficult +10 do you do now?”
The previous example works well for characters
Universal Skills whose mastery is explicitly stated or, for universal skills
that can be extrapolated from relevant abilities. For
Universal skills are those that most folks have been NPCs without a listed ability score, simply roll
exposed to during their life and can employ without d100+d20 any time they must make an opposed check
any formal training. For universal skills in which the versus some player action.
character has no supplemental mastery, roll percentile
dice against the skill’s relevant ability. If two relevant Collaborative Effort
ability scores are listed, use the character’s weakest
score. If a skill is not a universal skill, he doesn’t even Two or more characters may combine their skills
know where to begin and can’t use the skill until he and complimentary areas of expertise in order to
receives some training in it. accomplish a job or perform a task that they couldn’t
do, or wouldn’t be as good at, individually. If charac-
The calculation on universal skills is done this way to ters have the same skill, and conditions allow for it,
avoid the need to record every universal skill on a

8: Skills
one character may attempt a skill check to assist the
character’s record sheet. other character in the task. A successful check indi-
cates that the primary character (usually the character
Opposed Checks with the greatest mastery of that skill) completing the
Some skill checks are contingent solely on the char- task gains +10% to his skill check. Only one character
acter, such as when he needs to remember some his- may effectively assist in such a fashion.
torical fact, use blacksmithing to fabricate a metal part If two characters have complementary but not
or attempt survival in a wasteland and so on. These identical skills, they may also attempt to assist one
checks are pretty straightforward and only require a another at the discretion of the GameMaster. An
percentile roll (with any bonuses or penalties) equal to example of complementary skills might include a char-
or less than the character’s mastery of that skill. acter with the Tracking skill helping another character
However, there are situations where the actions of with the Hunting skill. The definition of which skills
another character will directly impact the chance of

71
Table 8-4: Aggregate Skill List
Skill Relevant Abilities BP Cost Universal Prerequisite Typical Opposed Skills (if any)
Accounting Intelligence 3  Mathematics ≥ 15
Administration Int, Wis & Charisma 5 
Agriculture Wisdom 2 
Animal Empathy Wisdom & Charisma 2 
Animal Herding Wisdom 1 
Animal Husbandry Wisdom 1 
Animal Lore Intelligence 1 
Animal Mimicry Wisdom 1 
Animal Training Intelligence & Wisdom 10  Animal Empathy and Animal Lore ≥ 51
Appraisal Intelligence & Wisdom 1  Forgery
Artistry Wisdom & Dexterity 1  Literacy ≥26 (for written works)
Blacksmithing/Metalworking Strength & Intelligence 7 
Boating Wisdom 2 
Bookbinding Intelligence & Dexterity 1  Leatherworking and Seamstress/Tailor ≥ 15
Botany Intelligence 1 
Brewing Intelligence 1 
Bronc Busting Str, Wis & Charisma 2  Riding ≥ 26
Calligraphy/Signmaking Dexterity 1  Literacy ≥ 10
Camouflage Wisdom 6  Observation
Carpentry/Woodworking Intelligence 2 
Cartography Intelligence 1  Literacy ≥ 10
Chemistry Intelligence 4  Mathematics ≥ 15
Climbing/Rappelling Strength & Dexterity 2 
Cobbling Dexterity 1  Leatherworking ≥ 26
Cooking/Baking Intelligence & Wisdom 1 
Culture Intelligence 1 
Current Affairs Wisdom 2 
Demolition Intelligence 6 
Dentistry Intelligence 5 
Diplomacy Charisma 4  Resist Persuasion
Disguise Intelligence & Charisma 4  Observation
Distraction Charisma 1  Resist Persuasion
Driving, Stagecoach/Wagon Wisdom 3  Animal Empathy ≥ 26
Engineering Design Intelligence 7  Mathematics ≥ 40
Engineering Locomotive/Steamboat Intelligence 3  Engineering Design ≥ 26
Escape Artist Intelligence & Dexterity 4  Rope Use
Fast Talking Charisma 2 
Fire Building Wisdom 1 
Fishing Wisdom 1 
Forgery Intelligence & Dexterity 10  Literacy ≥35 Appraisal
Fortune Telling Charisma 1 
8: Skills

Gambling Wisdom & Charisma 7  Gambling


Gaming Intelligence & Dexterity 1  Gaming
Geology Intelligence 4 
Glean Information Int., Wis & Charisma 2  Resist Persuasion
Graceful Entrance/Exit Charisma 1 
Gunsmithing Intelligence & Dexterity 8 
Hiding Intelligence & Dexterity 3  Listening or Observation
History Intelligence 1  Literacy ≥26 to gain Advanced mastery
Hunting Wisdom & Dexterity 4 
Idle Gossip Charisma 1 
Interrogation Wisdom & Charisma 5  Resist Persuasion
Intimidation Strength & Charisma 2  Resist Persuasion
Jeweler Intelligence & Dexterity 9  Appraisal (minerals) ≥ 26
Joke Telling Charisma 1 
72
Skill Relevant Abilities BP Cost Universal Prerequisite Typical Opposed Skills (if any)
Journalism Intelligence 2  Literacy ≥ 26
Juggling Dexterity 2 
Language Intelligence 3 
Law Intelligence 6  Literacy ≥ 40
Leatherworking Intelligence & Dexterity 1 
Listening Wisdom 5  Listening or Observation
Literacy Intelligence 4 
Lock Picking Intelligence & Dexterity 8  Listening ≥ 26 (combination locks only)
Locksmithing Intelligence & Dexterity 4 
Logging Strength & Intelligence 3 
Machine Operating/Repairing Intelligence 2 
Mathematics Intelligence 6  Literacy ≥ 10
Mining Strength & Intelligence 2 
Medicine Intelligence & Dexterity 10 
Military Engineering Intelligence 2  Engineering Design ≥ 20
Military Strategy/Tactics Intelligence 5 
Millinery Intelligence 1 
Mimic Dialect Charisma 1 
Nursing Wisdom 3 
Observation Wisdom 6  Hiding or Sneaking
Oration Intelligence & Charisma 2 
Persuasion Charisma 3  Resist Persuasion
Photography Intelligence 1  Chemistry ≥ 20
Pick Pocket Dexterity 9  Observation
Pottery Wisdom & Dexterity 1 
Primitive Ranged Weapon Use Dexterity 4 
Primitive Weapon Making Dexterity 6 
Prospecting Wisdom 9 
Reading Lips Intelligence 2 
Recruiting Charisma 3  Resist Persuasion
Religion Intelligence 5 
Resist Persuasion Wisdom 3  many
Riding Wisdom & Dexterity 3 
Rope Use Dexterity 2  Escape Artist
Salesmanship Int, Wis & Charisma 7  Resist Persuasion
Seamstress/Tailor Dexterity 1 
Searching Wisdom 5 
Scrutiny Wisdom 4 
Seduction, Art of Looks & Charisma 4  Resist Persuasion
Set Traps Dexterity 10  Observation
Skinning/Tanning Strength & Wisdom 3 

8: Skills
Skilled Liar Charisma 4  Resist Persuasion
Slaughter Strength & Intelligence 2 
Sleight of Hand Dexterity 2  Observation
Slick Talker Intelligence & Charisma 4  Resist Persuasion
Sneaking Dexterity 8  Listening or Observation
Social Etiquette Charisma 4 
Stonemasonry Strength & Intelligence 2 
Survival Wisdom & Constitution 7 
Swimming Strength & Constitution 1 
Telegraph Operating Intelligence 4  Literacy ≥ 10
Tracking Wisdom 9 
Ventriloquism Intelligence 8 
Weather Sense Wisdom 3 
Weaving Intelligence & Dexterity 1 
73
are complementary to one another is left to the
discretion of the GameMaster.
SKILL DESCRIPTIONS
Another way to use complementary skills is when Skills acquired during character creation represent
characters try to complete a task for which they might knowledge that your character acquired in years past.
not be qualified on their own. Skills have a vast array of uses and include such things
For example, suppose hostile Indians are stalking a group of as Botany, Bronc Busting, Gambling, Hunting,
settlers. The settlers realize they need to build a hasty defensive Oration, and so on. Choose skills that best comple-
position to help defend themselves against an attack, and quick- ment the character you have in mind. For example, do
ly discuss what skills they have as a group. One person has the not choose Mining for a schoolteacher or Engineering
Military Engineering skill, another has the Engineering Design for a fur trader unless you can articulate a well
skill and a third has the Administration skill. In addition, thought-out reason behind it.
twelve of the settlers have the Carpentry skill. As a group, they
seem to have the necessary skills to build a wooden palisade. Mastery and Difficulty
The relevant individual skill masteries should be averaged to Most skills include two tables - a Mastery table and
determine the effective mastery of the group at completing the a Difficulty table. The Mastery table defines what your
task. A member of the group then rolls the skill check using the character can do with this skill; it shows your character’s
group’s skill mastery as the target number. limitations based on his current level of mastery. Take
the Animal Lore skill, for example. A Novice character
Statistically savvy players may argue that this method
can recognize a type of animal by sight, while a
encourages having individuals with low skill masteries not
Master can determine the location of a water hole,
participate in the collaborative effort, as this will raise the
animal herds, predators, or impending danger (such as
average making the aggregate skill check easier. The GM should
a forest fire) simply from observing an animal’s signs
counter by assigning non-participants an effective mastery of 0
and behaviors. Note that the Mastery table is not all-
while continuing to include them in the average mastery
inclusive - such a table would be bigger than this book!
determination.
Rather, it serves as a guideline for a character’s skill
uses and restrictions. It is left to the GM to adjudicate
Partial Skill Failure [Advanced Rule] any unstated potential uses of the skill.
While a successful skill check means that the character
Entries in the mastery tables represent tasks the
succeeded in his skill attempt, and a failed check
character is capable of performing. Tasks listed under
means failure, characters that “barely fail” at their
higher masteries are beyond the character’s skill to
check still have some measure of possible success. A
accomplish.
GameMaster may allow that, if a skill failed by less
than 10%, the character can still salvage the failed The Difficulty table provides some examples of what
check in some manner. might make a skill more difficult to use (such as
darkness, excessive noise, angry animals or hostile
Explanations of partial skill failures should be
characters, etc). For our example, let’s use the Animal
reasonable and balanced, but always with a deleterious
Lore skill again. It would be Trivial (-90%) to identify
impact for the character. Partial skill failures are not a
an animal when it is caged, corraled or within 10 feet
“cheat” for that character. Instead, they represent the
of the character, but it should be Very Difficult (+10%)
truth that some good can come out of failure.
to identify an animal at night in the middle of a
For example, let’s say that Fast Johnny is brewing up some thunderstorm. The Difficulty level is set by the GM.
hooch. If he fails his Brewing skill check by less than 10%, the
8: Skills

liquor may simply be nasty, though a skilled salesman may still Time and Failed Checks
be able to sell it at a reduced rate. A Brewing skill check failed
Since the skill description cannot define how long it
by 10% or more, however, indicates that the product is obviously
takes to perform every conceivable action, simply use
bad and possibly toxic. Attempting to sell it off could have some
your common sense judgment or a group consensus.
very serious consequences…
For example, a player can’t compose an opera that will
In another example, Running Water (an Indian) attempts to be relevant for generations in just one day, but he
use the Primitive Weapon Making skill. He fails his check by might be able to write a simple poem in 30 minutes.
less than 10%, indicating that the weapon is slightly off On the other hand, some things (such as recognizing
balance (-1 to Accuracy checks with that weapon). A check an animal by sight with Animal Lore) may be nearly
failed by 10% or more means that the weapon is so poorly made instantaneous.
as to be unusable.
You should also use your common sense to
determine whether or not a character may re-attempt

74
the same skill check after a failed result. For example, A later successful check reveals any imbalances and their
the character knows when he has failed a Carpentry causes, but does not return profits already lost.
(or similar) check to create an item, since the item is Difficulty Examples
visibly botched or flawed in some way and the resulting Trivial Determining what inventory is moving fastest
piece is worthless except as kindling. If he still wants to Easy . Detecting losses due to theft or employee pilferage
Average Auditing a business’ books
build the item, he may try again, but with new materials. Difficult Engaging in (or discerning) simple financial
To give another example, a player should not typically fraud
be permitted to retry a failed Accounting check, since Very Difficult Engaging in (or discerning) complicated
the character sees no errors and has no reason to financial fraud
recheck his figures.
Administration
Apply a cumulative 15% penalty to each repeated Relevant Abilities: Intelligence, Wisdom and Charisma
skill check to accomplish the same task. (This penalty Cost: 5 BP
does not apply when using the same skill to attempt a Universal: No
different task.) If this penalty accumulates to the point Prerequisite: None
where the character cannot possibly succeed, he must
improve his mastery level in this skill before attempting Mastery Level The character can...
the same task again. Manage a small group of employees or
Novice
subordinates
I NDIVIDUAL S KILL D ESCRIPTIONS Average
Run a fair-sized private business with many
employees (such as a cattle ranch)

Accounting Advanced Administer a medium-sized town


Relevant Ability: Intelligence Expert Administer a large city or state
Cost: 3 BP Administer a nation-state
Master
Universal: No (e.g. Presidential cabinet officer)

Prerequisite: Mathematics 15 or better A character uses this skill to understand the basics of how
governmental, private and civic organizations operate. He can use
Mastery Level The character can... such knowledge to his advantage when he wants to function well
Novice Maintain an accurate inventory within a known governmental system, manage an office, business or
organization. The character knows how to hire staff, keep a budget
Accurately monitor profitability of a small
Average and provide for sanitation and serviceable roadways.
business venture
Accurately monitor profitability of a large A successful (monthly) skill check means the character is doing
Advanced well, and the people under him are reasonably content. A failed skill
business such as a gold mine
check indicates that the character has no idea how his subordinates
Accurately monitor profitability of a
Expert complicated financial trust involving
feel. Additional skill checks may be required within a month for
numerous related business ventures unusual situations beyond the standard monthly administration
(for example, the local dam breaks, or the railroad surveyors are
Master Manage the financial affairs of a nation-state
choosing a town or a new business opens that offers higher wages to
This skill allows a character (usually a business owner) to your employees, etc.).
audit, maintain and process financial information, mostly with The following examples may be useful to gauge task difficulty for
a double-entry bookkeeping system (keeping a debit entry and a the purpose of assigning Skill Check Modifiers.
credit entry for every transaction). With this system, the
character can check for errors and keep his business records Difficulty Examples
neat and tidy. Characters with a business should attempt this Trivial Assign someone to complete a minor task and

8: Skills
skill check once per month. Failure to use this skill means that monitor performance
Easy . Assign someone to complete a major task and
the character is using either no method, or a very primitive
monitor performance
method, of managing his business. Lack of Accounting costs Average Achieve organizational goals in situation that
the business a 1d12% loss per month in profits. presents few challenges
A successful skill check (performed monthly for business Difficult Achieve organizational goals in situation with
owners) means that the character can monitor profitability, active opposition
detect (or add) irregularities, create new financial records, and Very Difficult Achieve organizational goals despite extreme
so on. A failed monthly skill check indicates that the records are conditions such as war or natural disaster
flawed in some way and the business suffers a 1d3% loss per *Minor in context of overall job responsibility. To a novice, making sure
month in profits. These losses are the result of poor inventory someone empties the garbage may be a minor task. For a Master whose job is
management (such as spoiled, damaged, out-of-date or Secretary of State, a minor task might be negotiating a trade dispute with
mismatched parts), dishonest vendors, failure to pay bills on Denmark.
time, failure to send proper invoices, or some other factor that **Again, major is in context of overall job responsibility.
does not become apparent due to incorrect books and records.

75
Agriculture A character with this skill has insight into an animal’s emotions
– he may be able to determine if it is hungry, frightened,
Relevant Ability: Wisdom
maddened, defensive, and so on, and try to show any animal
Cost: 2 BP that he desires either friendship or enmity. He can sometimes
Universal: Yes attempt to use his skill to placate angry animals or taunt them
Prerequisite: None into attacking him, as he sees fit. Wild or rabid animals cannot
Materials/Tools Required: Yes be calmed, although they can be taunted or frightened. A single
successful skill check indicates that the character succeeds in his
task. On a failed check, the character does not understand the
Mastery Level The character can...
animal’s mood, or the animal does not understand or react in
Manage a small plot of land sufficient to feed the way the character hopes.
Novice
their family
Difficulty Examples
Manage a small farm up to 40 acres with a
Average Trivial Empathizing with docile domestic beast
few slaves or hired hands
Easy Empathizing with domesticated animal (dog,
Run a large farm with up to 20 slaves or hired milk cow)
Advanced
hands Average Empathizing with docile nondomesticated
Run a huge plantation with hundreds of animal (range cattle, deer)
Expert Difficult Empathizing with wild, hostile beast (bison,
slaves, tenant farmers or hired hands
bear, cougar)
Manage the agricultural economy of a
Master Very Difficult Empathizing with rabid animal
nation-state

This character understands planting, harvesting and storing Animal Herding (specify animal type)
crops, tending farm animals and similar chores. A character can Relevant Ability: Wisdom
attempt to work a tract of land to produce the most crops, and Cost: 1 BP
he can work at managing a farm as if it were a business,
working with livestock, supervisors and farm hands. The Universal: No
character must have tools appropriate to his task (an axe for Prerequisite: None
chopping wood, a bucket for milking a cow, etc).

Difficulty Examples Mastery Level The character can...


Trivial Performing minor farm chores Guide the herd in a specific direction using
Easy Ensuring success (sufficient food to live off of for Novice constant personal supervision; understand
a small farmer, profitability for a cash crop the hand signals conveyed by other riders
plantation) in a year blessed with good weather
Guide the herd in a specific direction with
Average Ensuring success (sufficient food to live off of for
Average some personal supervision; correctly convey
a small farmer, profitability for a cash crop hand signals to other riders
plantation) given average prevailing weather
conditions Find the best grazing land along the trail;
Advanced
Difficult Ensuring success (sufficient food to live off of for reconnoitering best places to ford streams
a small farmer, profitability for a cash crop Guide the herd in a specific direction using
plantation) despite drought, poor weather, or little personal supervision; manage all
Expert
moderate insect infestation aspects of a large cattle drive and act as trail
Very Difficult Ensuring success (sufficient food to live off of for boss
a small farmer, profitability for a cash crop Plan a cattle drive ahead of time that maxi-
plantation) despite severe drought or massive mizes profit given the variables of trail for-
insect plagues Master
age, water, weather, and potential hazards
(natural or human)
Animal Empathy Skill in this area enables a character to exercise a greater than
Relevant Abilities: Wisdom and Charisma normal degree of control over herds of cattle, sheep or horses
8: Skills

Cost: 2 BP (declared when the skill is chosen). Each type of animal has
Universal: No different characteristics – for example, cattle tend to stick
Prerequisite: None together, while sheep scatter, and horses have a more independent
nature that makes them harder to control. Wild horses cannot
Mastery Level The character can... be herded.
Novice Show animal that the character desires enmity A character with this skill also knows other details about
herding, regardless of the specific animal chosen. For example,
Taunt animal into attacking the character,
Average frighten domestic animal into fleeing from a herder might ride ahead to scout out the trail and then return
the character to relay the information to the trail hands. This is often done
from a distance, by using a system of hand signals to relay the
Determine animal’s mood (hungry,
Advanced information (sitting on a horse facing right or left while waving
frightened, angry, defensive, etc.)
a hat means to turn the herd in that direction).
Show animal that the character desires
Expert friendship; frighten hungry carnivore into
fleeing from the character
Master Calm angry animals

76
Difficulty Examples Difficulty Examples
Trivial Herding under perfect conditions (daylight, Trivial Keeping animal healthy with unlimited access to
good weather, ample forage) high quality food, water and housing in a disease
Easy Herding under favorable conditions and predator-free area of ideal temperature
Average Herding in poor weather Easy Keeping animal healthy with access to good
Difficult Herding excited or agitated animals, herding in food, water and housing in area where disease
a storm (heavy rain, etc) and predators are infrequent with mild
Very Difficult Herding angry or upset animals, herding in a temperature changes
violent storm (dust, hail, etc) Average Keeping animal healthy with access to average
quality food, water and housing in an area with
Animal Husbandry (specify animal type) common disease, predators and temperature
changes
Relevant Ability: Wisdom Difficult Keeping animal healthy with little access to
Cost: 1 BP food, water or shelter in an area where disease
Universal: Yes and predators often appear and temperature is
debilitating
Prerequisite: None Very Difficult Keeping animal healthy with barely any access
Materials/Tools Required: Yes to food, water or shelter in an area saturated
with disease and predators and subject to intense
Mastery Level The character can... climatic variations
Milk cows/goats, collect eggs from poultry;
Novice
Manage (feed, house) up to two animals Animal Lore
Manage (as above, plus breeding) up to a Relevant Ability: Intelligence
dozen animals; increase quantity of stock
Cost: 1 BP
Average through breeding (for poultry - quarterly
check improves quantity x4; for others - Universal: No
annual check adds +20% stock). Prerequisite: None
Manage up to 100 animals with a slave or
hired hand; increase quantity of stock Mastery Level The character can...
Advanced through breeding (for poultry - quarterly
Novice Recognize a type of animal by sight
check improves quantity x6; for others -
annual check adds +25% stock). Average Recognize a type of animal by description
Manage up to 1,000 animals with a few Recognize a type of animal by tracks or a
slaves or hired hands; increase quantity of vague description; know animal’s preferred
Expert stock through breeding (for poultry - quarterly Advanced
foods and habitat; know how dangerous an
check improves quantity x8; for others - animal is
annual check adds +30% stock).
Recognize a type of animal by its droppings,
Manage thousands of animals with several Expert
scratches on a tree, etc.
slaves or hired hands; increase quantity of
Master stock through breeding (for poultry - quarterly Know the location of a water hole, animal
check improves quantity x10; for others - herds, predators, or impending danger (such
Master
annual check adds +40% stock) as a forest fire) from observing an animal’s
signs and behaviors
This character understands the care and breeding of one
This skill gives the character knowledge of animals and how
type of livestock, such as cattle, chickens, ducks, geese, goats,
to interpret their actions. With a successful skill check, the
horses, mules, pigs, sheep or turkeys (declared when the skill is
character knows the animal’s general size, coloration, its
chosen). A character can attempt to breed his animals to
preferred foods and habitat, how dangerous the creature is, and
produce the best stock, and can work at improving production
so on. A successful check means the character remembered his
(i.e. eggs and milk) where appropriate to the animal.
knowledge of the animal. A failed check means that the
The character can also increase the quantity of his stock character doesn’t know or just can’t seem to remember anything
through breeding, as noted on the chart (check every three about this animal.

8: Skills
months for poultry, annual check for other animals). If stock
In addition, a successful Animal Lore check gives a 10%
increases to a point greater than he can manage at his current
bonus to an immediately following Set Traps check when setting
mastery level, he must rid himself of any overstock (sell,
a trap for that animal.
slaughter, etc.) within 1d2 weeks or automatically lose the
overstock to theft, coyote attacks, etc.
On a failed check, your stock depletes by a percentage equal Difficulty Examples
to the difference between the rolled result and your Animal Trivial Viewing the animal in a cage or corral,
Husbandry mastery. or within 10 feet
The character must have appropriate tools (a bucket for Easy Seeing the animal within 100 feet
milking cows, a shovel for cleaning out stables, etc.). Average Viewing the animal through a fog
Difficult Seeing the animal at night
Very Difficult Seeing the animal at night and in bad weather
(heavy rain, etc.)

77
Animal Mimicry Mastery Level The character can...
Relevant Ability: Wisdom Within 1+1d3 weeks: break horse of a stall
Cost: 1 BP vice (through daily exercise); train domestic
Novice pet (cat, dog) a simple order for indoor
Universal: Yes
behavior (scratching at the door when it needs
Prerequisite: None to go outside, no jumping on furniture, etc.)
Within 1+1d3 weeks: break horse of a flight
Mastery Level The character can...
vice; teach animal a simple feat (bear a yoke,
Mimic noises such that they sound a little like Average come, sit, stay, fetch, heel, speak, roll over,
Novice
the real thing etc.) that it performs upon the character’s
Duplicate sounds with a reasonable degree nonverbal or verbal command
Average
of accuracy Within 3 months: break horse of an
aggressive vice; teach animal a general order
Advanced Mimic cries to fool experienced listeners Advanced
(guard, attack, track, hunt, etc) that it
Mimic sounds so that other animal species performs with verbal coaxing from the trainer
Expert
are fooled Within 3 months: teach an animal a general
Duplicate sounds so that other animals of order (guard, attack, track, hunt, pull, etc)
Master Expert
that species are fooled that it performs for a third party (not the
trainer)
This skill allows characters to imitate noises made by various Within 2+2d4 weeks: train animal for specific
animals. While a successful check mimics the noise precisely, a Master feat (attack specific person, retrieve specific
failed check means that the sound differs from the correct noise item)
in some slight way, though this does not mean that all creatures
hearing the noise know that the sound is fake. While creatures Difficulty Examples
and persons familiar with the noise know this automatically, Trivial Training an animal you already successfully
other creatures or characters in earshot require Wisdom checks trained in the same task/action category
to determine if they detect the fake, assuming they know Easy Training a bright, eager and friendly animal
anything at all about the actual sounds. Those clueless as to that Average Training a newly acquired animal
particular beast are still duped. Banditos, natives, and scouts Difficult Training a frightened or abused animal
sometimes use this ability to communicate signals. Very Difficult Training a wild animal

Difficulty Examples Appraisal (specify type)


Trivial Imitating an animal sound common to
character’s background (pigs for pig farmer, etc) Relevant Abilities: Intelligence and Wisdom
Easy Mimicking the sound of character’s animal Cost: 1 BP
companion, or common animal (dog, cat) Universal: No
Average Mimicking an uncommon animal the character
has heard (or heard imitated) at least once Prerequisite: None
Difficult Mimicking a specific animal (such as the Mastery Level The character can...
sheriff ’s guard dog, Rex) or type of bird call
Very Difficult Imitating an animal sound the character has Estimate the worth of the subject within
Novice
never heard. d20+30% of its true value
Estimate the worth of the subject within
Average
Animal Training (specify animal type) d20+20% of its true value
Relevant Abilities: Intelligence and Wisdom Advanced
Estimate the worth of the subject within
d20+10% of its true value
Cost: 10 BP
Universal: No Estimate the worth of the subject within
Expert
d20% of its true value
Prerequisite: Animal Empathy 51 or better
Estimate the worth of the subject within
and Animal Lore 51 or better Master
d20-10% of its true value
8: Skills

Characters with this skill can train one type of animal to


perform feats or to follow specific orders. A character may Characters with this skill have the ability to estimate the value
purchase Animal Training multiple times if he wishes to train of items in certain category types: animals, businesses/land,
other types of animals as well. A trainer can work with only one minerals (including mines, gems, jewelry) or other items. (The
animal at a time, and teach it to follow general orders or “other items” category type includes old books, antiques, works
perform specific feats. He can also eliminate vices, such as those of art, and that sort of thing.) They are well versed in their
in some horses (see Chapter 11: Goods, Services & Equipment respective fields, enough to be able to spot sick animals, poor
(Horses)). An animal can learn any simple order or simple feat, grazing land or the best spot for a new business, a salted mine,
plus up to 2d4 general orders or specific feats. or fake works of art, for example. A character that wants to
It takes 1+1d3 weeks of work to train the animal to follow a estimate the value of something needs to be able to properly
simple order or perform a simple feat, but training for a general examine the item. The method of inspection depends on the
order takes three months. Training for a specific feat requires nature of the item being appraised. Establishing the price for a
2+2d4 weeks. At the end of the training time, make a skill gold mine would entail a lengthy on-site tour whereas
check. If successful, the animal learns the order or feat. If the appraising a piece of jewelry can be accomplished in the
check fails, the animal does not learn the order or feat. appraiser’s office with the aid of a jeweler’s lens. A failed check

78
means that the appraiser has no idea of the object’s true value. Characters use the Artistry skill for various forms of the arts,
This does not, however, limit him from fabricating a value. and must select one category in which they are proficient. These
Difficulty levels reflect the number of similar transactions category types include such things as: composition (songwriting),
typically occurring for like items. For a mineral appraiser living painting, performance, poetry, prose, and sculpture. Artists who
in New York City, estimating the value of a large diamond choose the performance category must further specify acting,
would be a Trivial check because large numbers of gemstones singing, or playing a specific musical instrument (often banjo,
are sold daily - thereby establishing a very good basis on which guitar or piano).
to judge the gemstone’s value. A rare book dealer presented Artists can attempt to create works of art with a successful
with an original copy of the Declaration of Independence Artistry skill check. Success determines the quality of the work,
would face a Very Difficult check to estimate its value. Most real while a failed check indicates that the artist cannot meet his
estate appraisals fall in the Average to Difficult range based artistic ideal, or otherwise becomes frustrated and throws his
upon the size of the lot, but can be easy in areas with large failed attempt in the trash. Characters must have tools and
numbers of similar sales. materials appropriate to their chosen art; a painter must have
If fraud is involved, raise the Difficulty check by one paint and brushes, a sculptor must have stone and chisel,
category (to a maximum of Very Difficult). and so on.
Artistry also confers a 5% bonus (per mastery level) to
Difficulty Examples
Appraisal checks on objects of art related to the chosen art
Trivial Appraising an inexpensive common item
Easy Appraising an item for which there are many form.
potential buyers and sales of similar objects are

8: Skills
common Difficulty Examples
Average Appraising an item for which there are several Trivial Replicating work already in common usage
potential buyers and sales of similar objects are Easy Producing work that is only a minor variation
uncommon on artistry currently in vogue
Difficult Appraising a rare item for which the pool of Average Producing innovative work that appeals to a
potential buyers is very limited small audience
Very Difficult Appraising a one-of-a-kind or extremely unusual Difficult Producing innovative work that still appeals
item to a mass audience; completing a commission
on time when patron is constantly inquiring
as to the status of the project
Artistry (specify type) Very Difficult Producing groundbreaking work that will still
Relevant Abilities: Wisdom and Dexterity be relevant a generation hence
Cost: 1 BP
Universal: No
Prerequisite: None
Materials/Tools Required: Yes

79
Blacksmithing/Metalworking (specify type) A character using the Boating skill can attempt to guide
canoes, kayaks and small boats, and well as try to prevent
Relevant Abilities: Strength and Intelligence
capsizing in rough waters. A successful skill check means that
Cost: 7 BP the character guides the craft where he desires, while a failed
Universal: No skill check indicates that the craft capsizes, runs aground,
Prerequisite: None and so on.
Materials/Tools Required: Yes Note that this skill is used for small craft such as those used
on small lakes, large ponds, and rivers. The Engineering
Mastery Level The character can... (Steamboat) skill is required for such ships.
Know how to operate blacksmithing tools
Novice and equipment; craft simple round or rectan- Difficulty Examples
gular objects (balls, wedge, piton, chisel, etc) Trivial Boating in calm water
Easy Boating in slow or steady current
Craft simple objects with some curves Average Boating in average current with occasional
Average
(crowbars, horseshoes, nails, etc) minor hazards
Craft straight or curved bladed objects Difficult Boating at night or in rapids
Advanced
(scythes, plow blades, bayonets) Very Difficult Boating in rough water at night
Craft complicated or simple multiple-piece
Expert
objects (sabers, hinges, etc) Bookbinding
Craft complex or complicated multiple-piece Relevant Abilities: Intelligence and Dexterity
Master objects (gun barrels, triggers, chambers, Cost: 1 BP
printing press typesets, gears, etc)
Universal: No
A character with the Blacksmithing skill can attempt to make Prerequisite: Leatherworking 15 or better and
simple tools and other items from iron and steel. It takes at least Seamstress/Tailor 15 or better
three hours to create Easy items, six hours for Average items, Materials/Tools Required: Yes
nine hours for Difficult items, and at least 12 hours of work for
Very Difficult items. Only after this time does the smith make Mastery Level The character can...
his skill check. With a successful skill check, the character crafts Replace a loose page or signature (a 4-page
the item. A failed result indicates the work was botched or Novice grouping); bind a small pamphlet (less than
flawed in some way and the resulting piece is worth no more 20,000 words)
than the original materials. Repair a torn page or loose hinge; bind a
Average
Characters may also purchase this skill to work with other short book (up to 40,000 words)
metals, such as silver or tin. However, such skills (such as Repair a broken hinge; repair damaged or
Silversmithing or Tinsmithing) must be purchased separately. Advanced worn corners; repair worn spines; bind a
(Tools are required to do any blacksmith or other metalworking book of 90,000+ words
tasks.) Repair broken spines; bind a book of unusual
Expert
A forge, bellows, tongs, anvil, and hammer are common tools size or shape
of the blacksmith. Rebind or repair a severely damaged book to
Master
look new again
Difficulty Examples
Trivial Repair broken implements The character with this skill can repair and bind books (with
Easy Craft simple tools cloth, paper or leather backings). Of course, the character must
Average Fabricate mechanical parts based on sample have tools (sewing frame, book press, glue, brushes, hammer,
part knife, needle, thread, measuring tape, saw, scissors, etc.) and
Difficult Fabricate mechanical parts based on drawings
materials (cloth, paper or leather) to do so with proficiency. As
Very Difficult Fabricate mechanical parts without drawing
or samples
a general rule, it takes 1d3 hours to repair a book, and 3+1d3
hours to bind or rebind a book. Only after this time does the
bookbinder make his skill check. On a successful skill check, the
Boating
8: Skills

character manages to repair, bind or otherwise use his


Relevant Ability: Wisdom Bookbinding skill to full effect. A failed result indicates the work
Cost: 2 BP was botched or flawed in some way and the binder must begin
Universal: Yes again from scratch.
Prerequisite: None
Difficulty Examples
Mastery Level The character can... Trivial Working with access to a full range of book-
binding tools and extra materials
Guide a raft to follow the current; Paddle a
Novice Easy Working in dim light; working in a noisy
canoe downstream
environment
Average Paddle a canoe upstream Average Working with poor tools
Advanced Use canoes to transport goods Difficult Working with makeshift tools (e.g., a stack of
bricks instead of a book press, or upside-
Safely navigate a heavily laden barge on a down chair instead of a sewing frame)
Expert
large river Very Difficult Working with makeshift tools in dim light
Safely navigate a heavily laden barge (includ-
Master
ing livestock) on a large river

80
Botany (doubles, dunkels, etc.,), double the time in all steps except
Relevant Ability: Intelligence brewing. For red wines and spirits, extended aging for a like
period may increase value with another sucessful Brewing skill
Cost: 1 BP
check (with the value increasing by a pecentage equal to the
Universal: No margin by which the skill check was successful).
Prerequisite: None
Brewers need untensils and tools such as oak kegs, bottles,
Mastery Level The character can... pans, bowls, mixing spoons and raw materials such as hops,
yeast, grapes, malted barley, sugar, clean water, etc. The alcohol
Novice Recognize various species of common plants
must also be stored in a controlled environment during aging
Know under what conditions common plants (usually a cellar) to help it avoid extreme temperatures and
Average grow best; recognize common poisonous exposure to sunlight.
plants from common non-poisonous plants
Recognize various species of common plants Mastery Level The character can...
Advanced from vague descriptions; cultivate a garden
Novice Can brew one batch of beer or wine per day
of indigenous plants
Recognize various species of rare or exotic Brew two batches of beer or wine per day;
Expert plants; grow indigenous plants indoors or build a still for brewing spirits; brew one
Average
exotic plants in a garden batch of spirits per day; produce a drink
capable of attracting a local audience
Recognize rare or exotic plants from vague
descriptions or pictures; discriminate poisonous Produce beer/wine/spirits unfamiliar to the
Master rare or exotic plants from non-poisonous region (sake, aquavit, etc.); brew three batches
varieties; cultivate rare or exotic plants of beer or wine (or two batches of spirits) per
indoors Advanced day; manage an operation capable of supply-
ing a standard saloon (provides at least six
A character that succeeds at a Botany skill check has a knowledge batches per day); produce a drink capable of
of plants and how they grow, while a failed check indicates that attracting a county-wide audience
the character either does not know or cannot remember Manage a local or regional brewery, winery
anything about that plant. This knowledge is more extensive or distillery (provides at least 60 batches per
Expert
than that provided under the Agriculture skill, as it also extends day); produce a drink capable of attracting a
state-wide audience
to plants without obvious food or textile uses.
Produce beer, wine or spirits capable of
Botany also confers a 5% bonus (per mastery level) to Master
attracting a national audience
Agriculture checks related to crops or plants.

Difficulty Examples Difficulty Examples


Trivial Plant is in bloom Trivial Taste testing
Easy Plant is whole Easy Knowing how to operate appropriate
Average Identify plant by fruit, leaves, tubers or seeds equipment.
Difficult Parts of plant incorporated into mixture or Average Producing beer, wine or liquor from standard
food formulae
Very Difficult Identify plant from charred remains Difficult Producing beer, wine or liquor from
non-indigenous plants the character is
unfamiliar with
Brewing (specify type) Very Difficult Producing from very marginal sources such
Relevant Ability: Intelligence as wild grasses
Cost: 1 BP
Universal: No
Prerequisite: None Bronc Busting
Materials/Tools Required: Yes Relevant Abilities: Strength, Wisdom, and Charisma
The character knows the art of either brewing beer, producing Cost: 2 BP

8: Skills
wine or distilling spirits. Each of these is a separate skill, and Universal: No
the character must indicate which specialty he is pursuing. As a Prerequisite: Riding 26 or better
general rule, brewing one 5-gallon batch takes one day,
although fermenting one batch of beer takes 1+1d2 weeks, Mastery Level The character can...
fermenting one batch of wine takes 5+1d2 weeks, and distilling Act as the mugger to distract the horse;
a batch of spirits takes 1+1d4 days. Of course, multiple Novice
Act as the anchor to hold the horse
batches may be fermented simultaneously, and aged for longer
Bust a horse that already lets one (and only
periods. A skill check must be performed after each batch has Average
one) character ride it
fermented. Success indicates a successful batch (the amount by
which one exceeds the minimum generally indicating quality), Advanced Bust a mare
while failure indicates an unpalatable product. Expert Bust a stallion
After it has been determined that the batch is palatable, Bust any horse (including previous abused
Master
proper aging to enhance flavor requires another 1+1d3 weeks horses, etc.)
for standard beers, 6+1d2 months for white wines, 1 year for
reds, and 30+1d12 months for the hard stuff. For specialty beers

81
This skill allows a character to break or bust a wild or ornery
Mastery Level The character can...
horse (i.e., make the horse submit to a saddle and rider). Busting
a bronco generally requires at least three characters – an Write a short note; make a tiny sign or simple
Novice
anchor, a mugger and the rider. The anchor (or anchors) tries to small sign
hold the horse, while the mugger stands in front and attempts to Write a long letter; make a small sign with
Average
distract it. If both these characters succeed in the Bronc Busting some flourishes
checks, the rider with the Bronc Busting skill makes a Riding Write a complex document; make a medium
Advanced
check to saddle and mount the horse. or larger sign with lots of flourishes
Once the rider is mounted, the anchor releases the horse and Expert
Produce a work so admired that members of
the mugger runs off, leaving the rider on his own. A successful the local audience come just to look at it
Average, Difficult or Very Difficult Bronc Busting skill check at Produce a masterwork so attractive that it
Master
this point indicates that, after some bucking, the horse finally will still be admired a generation hence
accepts the rider and settles down.
Difficulty Examples Difficulty Examples
Trivial Horse previously busted or of Quiet Trivial Copying letter or sign from sample
temperament Easy Making new letter/sign from pre-existing
Easy Horse is young, small or weak, or of template
Interested temperament Average Creating an innovative way of making a
Average Horse is of Nervous temperament letter/sign
Difficult Horse is ornery or wild, or of Extremely Difficult Sign/letter in foreign language
Nervous temperament Very Difficult Sign/letter uses non-Latin alphabet and
Very Difficult Horse is ornery and wild; horse is of character cannot read the language
Stubborn or Treacherous temperament (such as Cherokee, Chinese or Cyrillic)

Camouflage
Relevant Ability: Wisdom
Cost: 6 BP
Universal: Yes
Prerequisite: None

Mastery Level The character can...


Novice Hide in an area with lots of natural cover
Average Conceal in an area with some natural cover
Camouflage in an area with little natural
Advanced
cover
Use material uncommon to the environment;
Expert
Bronc Busting is a valued skill in the Shattered Frontier. camouflage in a mostly barren area
Use material foreign to the area (hay in a
Master
desert); camouflage in a barren waste

Calligraphy/Signmaking By using this skill, the character can attempt to aid in


Relevant Ability: Dexterity concealing himself, his companions and inanimate objects by
Cost: 1 BP using natural or man-made materials. In forests, the character
can use shrubbery, mud and other readily available resources.
Universal: No Deserts or similarly barren terrains usually require special
Prerequisite: Literacy 10 or better clothing, paints or other artificial materials (although “digging
Materials/Tools Required: Yes in” is an old trick that may be applicable in such terrain). It
8: Skills

Characters with this skill can make just about any letter or takes a character a successful skill check, plus a half-hour to
sign look real nice. It takes at least one minute to create Easy camouflage himself or any other person, 1d4 hours to conceal
items, 30 minutes for Average items, two hours for Difficult a cart or inanimate object of comparable size, and a half-day to
items, and at least 12 hours of work for Very Difficult items. hide a small building. A failed check indicates that there was
Only after this time does the calligrapher/signmaker make his some flaw, or that the object simply cannot be camoflagued with
skill check. A successful Calligraphy/Signmaking check means the available materials.
that the style of each given letter or symbol is the same, or a Sucessfully camouflaged companions also go unnoticed; only
sign is completed. The effect of the art is largely meant to be one skill check is required for the entire group, though each
experienced all at once, rather like a painting. A failed check extra person or area to be camouflaged increases the time
indicates that the calligraphy/sign is difficult to read, either necessary for the attempt. Camouflaging has no effect on
because the writing is poor, the writer forgot a letter or word, or predators that locate prey by scent or other keen senses; a
the individual letters are too extravagantly embellished to be grizzly can still sniff out a camouflaged hunter. A camouflaged
easily read. person has no protection against a passerby who accidentally
brushes against or bumps into him. Likewise, a camouflaged

82
person may reveal himself if he sneezes, cries out or makes any Cartography
other sound.
Relevant Ability: Intelligence
Note that camouflaging is only necessary for partially or Cost: 1 BP
entirely exposed persons or objects. A person hiding behind a
Universal: Yes
stone wall doesn’t need to be camouflaged to avoid detection,
nor would a completely buried object need any special Prerequisite: Literacy 10 or better
treatment. Materials/Tools Required: Yes
Difficulty Examples Mastery Level The character can...
Trivial Camouflaging a coin sized object
Easy Concealing a watermelon-sized object Draw a fairly accurate map with prominent
Novice
terrain features noted
Average Concealing a person
Difficult Concealing a cart or inanimate object of Create linearly accurate small map such as a
Average
comparable size plat of survey; use survey equipment
Very Difficult Hiding a small building Advanced Create linearly accurate map of any size
Create linearly accurate map of any size with
Carpentry/Woodworking Expert
rough topographical information
Relevant Ability: Intelligence
Create an accurate topographical map to any
Cost: 2 BP Master
scale
Universal: No
This skill allows a character to attempt the creation of
Prerequisite: None
relatively accurate and attractive maps, without the use of
Materials/Tools Required: Yes survey equipment (although survey equipment such as a
compass, chain and telescope gives a character a 20% bonus to
Mastery Level The character can...
his Cartography skill check). He can draw overland routes, local
Use carpenter’s tools and handle materials and regional maps, and so on, provided he can visit the location
Novice
without supervision or has access to the necessary information.
Craft a broom or a basket; build simple
It takes at least one minute to draw Trivial maps, 4+2d4
shelves or similarly sized objects; build a
Average minutes to draw Easy maps, 10+2d10 minutes for Average
simple outhouse, cabinet, table or similarly
sized object maps, 4+1d4 days for Difficult maps, and at least 1+1d4 weeks
of work for Very Difficult maps. Only after this time does the
Build a simple shed or one-room cabin; craft
decorative cabinets, chairs, tables, or similarly cartographer make his skill check. A successful skill check
Advanced indicates that the character correctly draws the map, while a
sized objects; supervise up to a dozen other
lesser skilled carpenters failed check means that the map is wildly inaccurate.
Expert Build a large house, with aid of plans Difficulty Examples
Master Build a large house, without plans Trivial Terrain is perfectly flat (plains, salt flats)
with no distinguishing features
A character with the Carpentry skill is familiar with many Easy Terrain is fairly flat with one distinguishing
aspects of woodworking. It takes at least 4+1d4 hours to create feature (river, hill, etc)
Easy items, 8+2d4 hours for Average items, 4+1d4 days for Average Terrain is varied with a few distinguishing
features
Difficult items, and at least 2+1d4 weeks of work for Very
Difficult Terrain is rough and varied with several dis-
Difficult items. Only after this time does the carpenter make his tinguishing features
skill check. A successful check indicates that the character Very Difficult Terrain is very rough and varied with many
succeeds at building the object, while a failed result indicates distinguishing features
the work was botched or flawed in some way and the resulting
piece is worthless except as kindling. Houses and other large or Chemistry
complex items need a character with the Engineering Design
skill to first prepare the plans. Relevant Ability: Intelligence

8: Skills
Cost: 4 BP
Common tools of a carpenter are a hammer, saw, nails, and
measuring device, although more specialized tools may be Universal: No
needed depending upon the job in question. Prerequisite: Mathematics 15 or better
Difficulty Examples Materials/Tools Required: Yes
Trivial Sawing a board; hammering a nail A chemist generally studies matter and how it interacts with
Easy All parts pre-measured and cut; fixing a other matter, and the distinctions between inorganic and
broken table or chair organic substances. With a successful check, he can talk
Average Building with poor equipment knowledgeably about different chemical compounds and their
Difficult Building with no specialized tools available properties. A failed skill check indicates that the chemist simply
(measuring device, miter box, etc) cannot recall the information he needs at the moment, or that
Very Difficult Building with no carpentry tools available
his lab test produced an inaccurate result.
(using a rock for a hammer, etc.)

83
Mastery Level The character can... Cobbling
Operate chemist’s equipment; identify Relevant Ability: Dexterity
Novice common substances and compounds in their Cost: 1 BP
pure state
Universal: No
Average Perform routine chemical analyses Prerequisite: Leatherworking 26 or better
Set up/manage a small scale batch chemical Materials/Tools Required: Yes
Advanced
process (e.g. mercury amalgam gold extraction)
The character with this skill can try to repair and design
Set up/manage a continuous process boots and other footwear. Of course, the character must have
Expert
(to produce sulfuric acid or potash, etc.)
leatherworking tools (awl, hammer, knife, thread, needles and so
Identify and determine properties of com- on) and materials (leather) to do so with proficiency. It takes up
Master pounds or elements currently unknown to to 1d4 hours to work on Easy items, 4+1d4 hours for Average
science
items, one day for Difficult items, and 4+1d4 days of work for
Very Difficult items. Only after this time does the cobbler make
Difficulty Examples his skill check. On a successful skill check, the character
Trivial Analyzing common compound in a proper manages to repair, craft or otherwise use his Cobbling skill to
chemistry lab full effect. A failed result indicates the work was botched or
Easy Analyzing rare compound in a proper
flawed in some way and the resulting piece is worthless.
chemistry lab
Average Identifying common compounds in a field Mastery Level The character can...
environment
Difficult Identifying rare compounds in a field Use leatherworking tools and handle
environment Novice materials; shine shoes and boots; repair
Very Difficult Analyzing compounds currently unknown to minor scuffs and scrapes
science Average Mend broken soles; replace heels and straps
Repair a severely damaged boot or shoe;
Climbing/Rappelling Advanced
make shoes/boots from raw materials
Relevant Abilities: Strength and Dexterity Design a style of shoe or boot that varies
Expert
Cost: 2 BP from an existing style
Universal: Yes Design and craft a completely new style of
Master
Prerequisite: None shoe or boot

Mastery Level The character can... Difficulty Examples


Climb trees; climb ladders; Climb the side of Trivial Performing repairs in fully stocked cobbler’s
Novice a standard building that has windows or a shop
flagpole Easy Crafting footwear with aid of pre-existing
pattern
Climb a steep hill with many rock handholds
Average Average Crafting footwear without pre-existing
and footholds
pattern
Advanced Climb a sheer cliff with rope or pitons Difficult Crafting footwear from unusual materials
Expert Climb a sheer cliff without rope or pitons (snakeskin)
Very Difficult Crafting footwear with only improvised tools
Master Climb a smooth brick wall available

Characters use this skill to climb or descend trees, buildings


and fences, as well as rock walls. With a successful
Cooking/Baking
Climbing/Rappelling skill check, the character succeeds in Relevant Abilities: Intelligence and Wisdom
climbing the object. However, if the object changes significant- Cost: 1 BP
ly (such as a cliff face changing from sturdy rock to loose shale) Universal: No
8: Skills

or the character changes direction, he must make another Prerequisite: None


Climbing/Rappelling skill check for this new task. On any
failed skill check, the character can climb no further than one- Materials/Tools Required: Yes
fourth his intended distance. A second failed skill check Mastery Level The character can...
(following a first failed check) means that the character loses his
grip and falls. Novice Perform basic frying, roasting and cooking

Lesser skilled characters may find rope or climbing pitons to Make cakes or pies; bake bread;
Average properly preserve meats and fishes;
be extremely useful, depending on the obstacle climbed.
supervise unskilled helpers
Difficulty Examples Advanced Properly preserve fruit and vegetables
Trivial Using a ladder
Easy Using a knotted rope Expert Prepare sumptuous meals fit for gourmands
Average Using an unknotted rope Prepare formal banquets appropriate
Difficult Climbing at night or in rainstorm Master
for royalty
Very Difficult Climbing at night in blizzard or rainstorm;
climbing a greased surface

84
With his pots and pans and a successful Cooking skill check, Current Affairs
a cook can make tasty delights out of just about any edible
Relevant Ability: Wisdom
substance, and can produce hot meals on the trail. A failed
check means that the character’s food is disgusting and inedible. Cost: 2 BP
Cooking a meal generally takes no more than an hour, although Universal: Yes
the preparation of ingredients and dishes may take several. Out Prerequisite: None
on the range, the unspoken rule is that nobody approaches the
chuck wagon without permission, and the range cook is Mastery Level The character knows...
generally within his rights to shoot such a man. Major developments (wars, well-publicized
events) occurring in his local area; Names
Difficulty Examples Novice
and faces of prominent local citizens, major
Trivial Preparing a meal in a proper kitchen with a developments countywide
well stocked pantry
Easy Preparing a meal on the trail with adequate With whom local citizens associate and how
Average
frequently; major developments state-wide
food stores
Average Preparing a meal from game and locally Political leanings/alliances of prominent local
Advanced
gathered roots and berries citizens; major developments nation-wide
Difficult Preparing nutritious and tasty meals from Political leanings/alliances of prominent &
unfamiliar wild sources powerful citizens throughout the state or
Very Difficult Preparing nutritious and tasty meals from Expert
territory; major continent-wide
vermin (rats, insects) developments
Political leanings/alliances of prominent or
Culture (nationality or tribe specific) Master powerful citizens throughout the civilized
Relevant Ability: Intelligence world; major developments worldwide

Cost: 1 BP This skill helps a character know the goings-on in the world
Universal: No* around him. He tries to keep informed of all the latest
developments in any region. The information obtained is
Prerequisite: None
always publicly available knowledge and never secret or
Mastery Level The character can... classified information. With a successful Current Affairs skill
check, the character successfully asks questions and finds (or
Novice Recall famous persons of that culture knows) answers about the local area. On a failed check, people
Recognize famous legends, folk tales and refuse to answer the character’s questions or he can’t seem to
Average remember the knowledge himself.
songs from that culture
Advanced Know common slang and stereotypes
Difficulty Examples
Recognize major aspects of craftsmanship Trivial Asking about obvious facts; character has
Expert (such as pottery painting or metalwork spent over 1 month in the area
designs); know the current fashion styles Easy Asking about common knowledge; character
Know obscure regional folk songs and folk has only spent 3 to 4 weeks in the area
tales; recognize minor aspects of craftsman- Average Seeking detailed (though not purposely
Master
ship (stenciling on the bottom of clay pots, concealed) knowledge; character has only
etc); know various fashion styles spent 2 to 3 weeks in the area
Difficult Seeking detailed knowledge about someone
Characters with this skill know the customs and traditions of who is actively trying to conceal their actions;
one specific nationality or tribe (such as Apache, Cherokee, character has only spent 1 to 2 weeks in the
British, Confederate, French, and so on). The player character area
must select the nationality or tribe he is an expert on, though he Very Difficult Seeking detailed knowledge about a secretive
can purchase this skill multiple times for multiple cultures. character known by very few persons;
Among other things, the character with this skill is able to character has spent less than 1 week in the area
recognize (with a successful skill check) aspects of the nationality
or tribe about which he is an expert. With a failed skill check, Demolition
8: Skills
the character is unfamiliar with that particular aspect of the Relevant Ability: Intelligence
culture – either he never learned about it, or he has temporarily
Cost: 6 BP
forgotten it.
Universal: No
*All characters are considered Experts (76 skill mastery) in
regards to their own culture. Prerequisite: None
Materials/Tools Required: Yes
Difficulty Examples
Trivial Remembering obvious facts The Demolition skill involves handling explosives (e.g.
Easy Recalling well-known customs gunpowder, dynamite paste or rod, and nitroglycerine).
Average Remembering common customs Creating or using any explosive material requires a successful
Difficult Recalling little-known customs check. A failure indicates the possibility of an unexpected
Very Difficult Recalling obscure traditions explosion. After a failed check when using dynamite paste or
rods, or creating or using gunpowder explosive devices, roll
1d10. On a 1, the explosive detonates (often due to mishandling
or an unexpected spark). A failed check when handling liquid
nitroglycerin (such as when creating dynamite) is always an
explosion.
85
Mastery Level The character can... Mastery Level The character can...
Detonate prepared explosives; Handle and Novice Pull front teeth
Novice
move explosives with no danger of explosion
Average Pull any tooth (incl. molars)
Affix blasting caps and fuses to dynamite
Average Use correct amounts of anesthesia to keep
rods or paste for safer ignition Advanced
patient still
Estimate the blast radius of any explosive
Advanced within 50%; cylinder shape dynamite paste Expert Create false teeth; cap teeth with gold
for dynamite rods Master Drill and clean cavities
Estimate the blast radius of any explosive
within 30%; mix proper quantities of liquid The character with this skill knows how to pull teeth, create
Expert false teeth, etc. He knows the correct uses of anesthesia (usually
nitroglycerine with silica to turn it into a
paste (dynamite) ether) to keep the patient still during the operation, and the
Estimate the blast radius of any explosive necessary tools (pliers, scalpels, files, and so on). A successful
within 10%; determine the exact quantities skill check is necessary for the procedure (but not for the
Master of explosive material for the job (e.g., a small anesthetic). If a patient requires multiple procedures, make a
amount for cracking a safe or a larger skill check for each. A failed check indicates that the procedure
amount for blowing up a building) was unsuccessful.
Difficulty Examples
8: Skills

Difficulty Examples Trivial Performing operation in fully stocked


Trivial Working with experienced helpers in operating room with special dental chair
laboratory conditions Easy Performing operation in fully stocked
Easy Working with experienced helpers in field operating room without special dental chair
conditions Average Performing operation in field conditions
Average Working alone Difficult Performing operation with faulty or missing
Difficult Working at night or in poor weather dental equipment
Very Difficult Working with explosives while moving/riding Very Difficult Performing the operation with with only
improvised tools or materials available
Dentistry
Relevant Ability: Intelligence Diplomacy
Cost: 5 BP Relevant Ability: Charisma
Universal: No Cost: 4 BP
Prerequisite: None Universal: Yes
Materials/Tools Required: Yes Prerequisite: None

86
A success means that the character’s disguise is accurate,
Mastery Level The character can...
while a failure means that the character believes that his
Convince one or more friends to join in a disguise is perfect - when actually it is not.
Novice
slightly beneficial agreement
Looks cannot be altered upwards by means of this skill
Convince friends or neutrals to make an
(though a high Looks ability score may be concealed).
Average agreement that does not favor any person or
group over another Obviously, the ability to speak the language of the person you
impersonate is not granted either.
Convince one or more enemies to join in a
Advanced The character may need to purchase special clothes or other
slightly beneficial agreement
materials (padding for stomach, false wigs, etc depending on his
Convince one or more enemies to join in a
Expert disguise.
slightly disadvantageous agreement
Master Completely swindle an avowed enemy Mastery Level The character can...

A character can use this skill to attempt to negotiate treaties, Appear as another individual of the same
Novice
race, sex and age category
conduct relations between political entities, nations and/or
tribes, and establish trade between such groups. He is able to Average Alter one’s apparent sex or apparent age
deal effectively with people. He knows when to compromise and Advanced Alter one’s apparent race
when to take a hard line in order to get what he wants. A skill
check is required, of course, whenever a character wants to Expert Perform multiple combinations of above
establish diplomatic relations with any person or group. Master Impersonate a specific individual
A successful roll means the person being negotiated with
reacts favorably to the character and his offer. A skill check is Difficulty Examples
also required every year after relations have been established. A Trivial Fooling someone totally ignorant of the race
successful check means that relations are still favorable. A failed you are impersonating (e.g. pretending to be
check, naturally, means that the character’s diplomatic efforts a Sioux Indian to a group of recent German
were unsuccessful. immigrants)
Easy Fooling someone who does not approach
Note: Successfully negotiating to obtain a situation closer than 30 feet
detrimental to the opposing side (be it economic or security) is Average Fooling someone with casual contact
only of temporary duration. The time interval before the pact Difficult Fooling someone you must interact with at
is broken is directly related to the extent of inequity. Grossly length
unfair settlements are likely to be broken as soon as the Very Difficult Fooling someone from the same race, social
aggrieved party becomes fully cognizant of being shafted. Very status and geographical background
successful diplomats are either honest brokers or extremely
duplicitous and backed by armed force. Distraction
Difficulty Examples Relevant Ability: Charisma
Trivial Negotiating for a very likely result Cost: 1 BP
Easy Negotiating for a plausible result Universal: Yes
Average Negotiating for a possible, if unlikely, result
Prerequisite: None
Difficult Negotiating for a very unlikely result
Very Difficult Negotiating for a ludicrous or outlandish Mastery Level The character can...
result
Make others look at him briefly (suffer a +1d2
Novice
count Speed penalty)
Disguise
Make others look at him for a few moments
Relevant Abilities: Intelligence and Charisma Average
(suffer a +1d4 count Speed penalty)
Cost: 4 BP
Make others stop what they are doing and
Universal: Yes Advanced look at him (suffer a +1d4+2 count Speed
Prerequisite: None penalty)

8: Skills
Materials/Tools Required: Yes Make others focus only on him (suffer a
Expert
+1d4+4 count Speed penalty)
While any character can use this skill, a character well versed
in the art of disguise can alter his appearance to be totally Temporarily engage someone’s undivided
Master attention (suffer a +1d4+6 count Speed
unrecognizable. There are, of course, common sense limits to
penalty)
this skill. A hairy, middle-aged Mexican ranchero is going to
have one heck of a time pulling off disguising himself as a 17- Successfully using this skill creates such a loud spectacle that
year-old saloon girl. everyone within 40 feet must look at the distracting character
In general, the following limitations apply: and suffer a delay to their current action. Characters that know
g Height: +/-25% of actual height about the distraction before it occurs may ignore it with a
successful opposed Resist Persuasion check (with a 20% bonus
g Weight: +/-50% of actual weight
to the roll). On a failed check, the character fails to distract his
g Sex: Male or female
targets. If he fails his check by 50 points or more, he
g Hair: Any color unfortunately distracts those who expected it in advance (if
g Eyes: Any color any).
g Complexion: Any color
g Facial features: Highly mutable
87
Using this skill creates a loud spectacle. The individual using Engineering Design
this skill may not be engaged in a fight or chase.
Relevant Ability: Intelligence
Difficulty Examples Cost: 7 BP
Trivial Distracting a single person in a quiet
Universal: No
environment
Easy Distracting multiple persons in a quiet Prerequisite: Mathematics 40 or better
environment
Mastery Level The character can...
Average Distracting a single person in a noisy
environment Read and draw up plans; employ proper
Novice
Difficult Distracting multiple persons in a noisy engineering symbology and jargon
environment Prepare plans for a simple item or structure
Very Difficult Distracting multiple persons in a fight or (single story building) with no moving parts,
chase Average
supervise and manage workmen carrying out
the character’s plans
Driving, Stagecoach/Wagon Prepare plans for a large item or structure
Advanced
Relevant Ability: Wisdom with no moving parts
Cost: 3 BP Expert
Prepare plans for a complex item or structure
Universal: No with several moving parts (mills, river locks)

Prerequisite: Animal Empathy 26 or better Prepare plans for a complex item or structure
Master
with many moving parts (locomotive, watch)
Mastery Level The character can...
This skill allows the character to design complex or simple
Handle the reins, friction brake and whip of a items of nearly any size imaginable. It takes at least eight hours
Novice
stagecoach
to draft Easy plans, 16 hours for Average plans, 32 hours for
Determine the shortest route between two Difficult plans, and 64 hours of work for Very Difficult plans.
Average
locations in a familiar area Only after the plans are drafted does an engineer make his
Perform routine maintenance or repairs on a Engineering Design skill check. A successful check at this point
Advanced coach, including its twin thoroughbraces means that there are no errors in the plans, while a failed check
(rawhide springs) indicates that the engineer spots one or more errors. If he finds
Determine the shortest distance or travel errors, he may spend half the previous design time checking his
Expert
time between any two locations plans for more errors and correcting any he finds. After
Perform major repairs on a coach, including corrections, he must again make his skill check. If successful, he
Master its thoroughbraces; use alternative materials has removed all the errors. If failed, he must repeat the review
to make minor (Average) repairs process until he finds no errors in his plans.
A driver hauls mail, cargo or passengers through treacherous The Locomotive Engineering or Steamboat Engineering
terrain and often hazardous weather. A character uses this skill skills, on the other hand, focus on operation instead of design,
much like he uses the Riding skill, but with the rider sitting on and are separate skills. Furthermore, note that this skill does not
a cart or coach, rather than on horseback. A successful skill automatically provide competent workmen to build the device.
check indicates that the character succeeded in his Driving Difficulty Examples
attempt, while a failed check means that he was unable to Trivial Designing a tiny or small object with
accomplish the desired task for one reason or another. Note that no moving parts
minor maintenance generally takes 1d4 hours, while major Easy Designing a medium object with no moving
repairs may take up to a full day, providing the character has the parts
correct replacement parts. Average Designing a large object with no moving
parts
Difficulty Examples Difficult Designing a complex object
Trivial Driving between two towns on a very familiar Very Difficult Designing a novel and complex object
road (a new invention)
Easy Driving on a road
8: Skills

Average Driving off-road Engineering, Locomotive/Steamboat


Difficult Driving in an unfamiliar area
Very Difficult Driving in a heavy thunderstorm Relevant Ability: Intelligence
Cost: 3 BP
Universal: No
Prerequisite: Engineering Design 26 or better
The character with this skill is trained to operate steam
locomotives or steamboats (choose one). He knows how to
manage the pressure in the boiler by operating the safety valves,
monitoring the water level on the firebox, and so on. He also
knows how to speed up and slow down, how to watch the
gauges, how much fuel (coal or wood) is required to remain at a
certain speed, and other such details of engineering for this
mode of travel. The engineer must still have competent

88
workmen (firestokers, mechanics, conductors and so on) to work Difficulty Examples
under him, but he is trained to supervise and manage their Trivial Escaping from confinement with hands and
work. A successful skill check means that the character succeeds feet free, and using proper tools
in his attempt, while a failed check indicates that the engineer Easy Escaping from confinement with hands and
makes a misstep, becomes distracted, and so on. feet free, and using makeshift tools
Average Escaping while bound and using makeshift tools
Mastery Level The character can... Difficult Escaping while bound and confined with no tools
Start up the locomotive or steamboat;
Very Difficult Escaping while bound and underwater with
Novice no tools
employ appropriate terminology or jargon
Bring the locomotive or steamboat to a halt;
Average
supervise and manage workmen
Fast Talking
Bring the locomotive or steamboat smoothly
Relevant Ability: Charisma
to a halt at a precise location (platform or Cost: 1 BP
Advanced
dock); operate the locomotive or steamboat Universal: Yes
under normal conditions
Prerequisite: None
Attempt faster than usual speed increases or
Expert
decreases Mastery Level The character can...
Operate the locomotive or steamboat nor- Increase difficulty of Listening or Observation
Master mally while suffering non-critical mechanical Novice
checks by one level
problems
Increase difficulty of Listening or Observation
Average
checks by two levels
Difficulty Examples
Trivial Operating in poor lighting Increase difficulty of Listening or Observation
Advanced
Easy Operating in poor weather (rain) checks by three levels
Average Operating at night or in fog with working Increase difficulty of Listening or Observation
Expert
lights checks by four levels
Difficult Operating old and worn machinery or with a Make successful Listening or Observation
few unqualified workers; operating in Master
checks impossible
darkness or fog with no lights; operating in
severe storms with working lights A character with this skill knows how to overwhelm someone
Very Difficult Operating with broken machinery or with with a torrent of words. If the fast talker succeeds at his skill
several unqualified workers; operating in check, the target remains to hear him speak, and has more
severe storms with no lights
difficulty suceeding at a Listening or Observation check while
the fast talker rambles on. On a failed check, the target is
Escape Artist unaffected by Fast Talking. Modifiers to the skill check are
Relevant Abilities: Dexterity and Intelligence based on the Intelligence and Wisdom of the target, as shown
Cost: 8 BP on Table 8-5: Fast Talking Target Modifiers.
Universal: Yes Table 8-5: Fast Talking Target Modifiers
Prerequisite: None Target’s INT Modifier Target’s WIS Modifier
Mastery Level The character can... 3 failure 3 +25
Novice Escape tied ropes 4-5 failure 4-5 +15

Average Escape with both hands and feet bound 6-8 +5 6-8 +5
9-12 0 9-12 0
Advanced Remove manacles, chains or handcuffs
13-15 -5 13-15 -5
Expert Remove multiple manacles, chains, cuffs
16-17 -10 16-17 -15
Remove multiple manacles, chains or hand-
Master 18 -15 18 -25
cuffs while locked in a chest

8: Skills
This skill enables a character to escape from shackles or other Modifiers are cumulative. Characters of Intelligence 5 or less
confinement, including handcuffs, ropes and so on. This is are so dim that attempts to fast talk them fail automatically
usually accomplished by using deep inhalations or muscle because they cannot follow what is being said.
tensing when confined (so that the ropes loosen when the body Difficulty Examples
is relaxed), temporarily dislocating a joint, removing a Trivial Fast talking for less than 1 minute
concealed lockpick from a boot, or similar action. When Easy Fast talking for 1 to 2 minutes
performing this task, the escape artist requires 2d12 minutes of Average Fast talking for 3 to 5 minutes
uninterrupted concentration. After this, with a successful skill Difficult Fast talking for 5 to 10 minutes
check, the character escapes his bonds. On a failed check, the Very Difficult Fast talking for 10 to 20 minutes
character remains trapped.

89
Fire-Building The character with the Fishing skill is a good companion to
have along whenever bodies of water are nearby. Roll a Fishing
Relevant Ability: Wisdom
check for every d4 hours spent fishing. If successful, compare
Cost: 1 BP the difference between the roll and the skill score on Table 8-6:
Universal: Yes Fishing.
Prerequisite: None
Table 8-6: Fishing
Mastery Level The character can... Result Catch
Start a fire with burning embers or coal;
<-20 Old branch, wood or other trash
Novice determine how long a campfire will burn;
know how to best extinguish a campfire -20 - 0 nothing
Determine how long a man-sized bonfire will 01 - 10 d3-1 fish
burn; determine how best to extinguish
Average (water, dirt, sand, etc) or halt (dig a firebreak, 11 - 20 d4-1 fish
use water at key locations, and so on) a large 21 - 30 2d4-2 fish
(house-sized) fire’s progress
31 - 40 3d4-3 fish
Start a fire (with sticks) without any adverse
Advanced conditions; determine how best to extinguish 41 - 50 4d4-4 fish
or halt a forest fire (mansion or town-sized)
51+ 5d4-5 fish
Start any fire with an adverse condition (e.g.,
Expert high winds or wet wood); determine how A net catches three times the amounts listed on Table 8-6:
long a large fire will burn
Fishing. Of course, the body of water must be populated with
Start any fire with two adverse conditions fish for any hope of success.
Master (e.g., high winds and wet wood); determine
how long a forest fire will burn Difficulty Examples
Trivial Catching fish in a barrel
A character with the Fire-Building skill knows several ways to
Easy Catching fish in a small pond recently
start a fire, even without matches. In fact, with something to set stocked with fish
alight and a few sticks of dry wood (plus a successful skill check), Average Catching fish in a river or pool during
he can start a fire in 2d12 minutes (3d12 minutes for Difficult or spawning season
higher checks). A failed check indicates the character does not Difficult Catching fish in a river or pool outside of
have the knowledge he needs, or is unable to start a fire. spawning season
Determining information about putting out a fire also Very Difficult Catching fish in steadily or strongly moving
water
requires a successful skill check, but the character must act to
put out the fire if he chooses to – succeeding at the skill check
does not automatically extinguish the fire. Forgery
Relevant Abilities: Intelligence and Dexterity
Difficulty Examples
Trivial Extinguishing/lighting a stove or lamp Cost: 10 BP
Easy Extinguishing/lighting a campfire Universal: No
Average Extinguishing a bonfire; starting a fire with Prerequisite: Literacy
two sticks
Difficult Extinguishing a large fire; starting a fire in 35 or better
high winds or wet wood Materials/Tools Required: Yes
Very Difficult Extinguishing a forest fire; starting a fire in This skill enables the character to detect forgeries, as well as
high winds and wet wood duplicate documents and handwriting on his own. On a

Fishing Mastery Level The character can...


Relevant Ability: Wisdom Identify common forger’s tools (false seals
Cost: 1 BP and stamps, sets of pen nibs, etc); Operate
8: Skills

Universal: Yes forger’s tools; ascertain the authenticity of


Novice
any document if there is any basis to do so
Prerequisite: None (such as having seen the original or knowing
facts about it); forge a signature
Mastery Level The character can...
Forge a short document (such as military
Bait a hook and drop the line in the water; Average orders) where the handwriting is not specific
Novice
Cast the line out into the water to one person
Determine the spawning seasons in familiar Forge a short document where the handwrit-
Average
areas Advanced ing is specific to one person; forge a simple
Determine the spawning seasons in seal or stamp
Advanced
unfamiliar areas Forge a long document where the
Expert handwriting is not specific to one person;
Create new lures and tackle based on
Expert forge a complex seal or stamp
existing designs
Forge a long document where the
Master Create innovative new lures and tackle
Master handwriting is specific to one person; forge a
highly detailed seal or stamp

90
successful skill check, a created forgery passes as genuine except Difficulty Examples
by other characters who are intimately familiar with the Trivial Listener wants to believe in fortune
genuine article, or by other persons with the Forgery skill (see Easy Listener is uncertain whether or not to
below). On a failed check, the forger’s work is so shoddy that it believe in fortune telling
cannot pass examination by anyone. Forging a signature Average Listener is somewhat skeptical
generally takes 1d4 hours of practice, while forging a long Difficult Listener is very skeptical
document takes 4+4d6 hours. Forging a document with one or Very Difficult Listener does not want to believe in fortune
more stamps and seals takes 4+4d6 hours plus another 8 hours
for each new stamp or seal that needs to be crafted. Each stamp Gambling
or seal also requires its own Forgery skill check. Relevant Abilities: Wisdom and Charisma
Note that persons with the Forgery skill may examine a Cost: 7 BP
document to learn if it is a forgery. Also, this skill may be Universal: No
combined with Artistic Ability to create forgeries of artwork
Prerequisite: None
(a successful check is required for both skills).
The character knows most common games of chance and
skill, such as blackjack, faro and poker (also known as “bluff ”).
Difficulty Examples
This skill uses special rules instead of the normal mastery and
Trivial Forging with proper tools and handwriting
difficulty tables. See the gambling rules in Chapter 17: Gambling
sample available
Easy Forging with makeshift tools and for more information.
handwriting sample available
Average Forge a simple seal or stamp with a sample Gaming
Difficult Forging a complex or highly detailed seal or
stamp with a sample Relevant Abilities: Intelligence and Dexterity
Very Difficult Forging handwriting, seal or stamp without a Cost: 1 BP
sample (must have seen the original at one Universal: Yes
time)
Prerequisite: None
Fortune Telling Mastery Level The character can...
Relevant Ability: Charisma Games with almost no rules or no experience
Cost: 1 BP needed (coin tossing, kick the can, tag);
Universal: Yes Novice Games with few rules or little experience
needed (checkers, house variants of Unskilled
Prerequisite: None
games)
This skill covers knowledge of a variety of methods of Games with few rules and little experience
divination – all fake. The character with the Fortune Telling needed (billiards, Chinese checkers,
skill is familiar with tarot cards, palm reading, interpreting the Average
dominoes, house variants of Novice or lower
flight of sparrows the arrangement of a sacrificed animal’s games)
entrails, and so on. The character is familiar enough with these Games with several rules or some experience
practices to make him appear authentic. Even if legitimate Advanced needed (Mah Jongg, house variants of
fortune telling exists, this skill does not allow a character to Average or lower games)
make accurate predictions; the character invents the Games with many rules or much experience
prediction he wishes. Expert needed (chess, house variants of Advanced
or lower games)
A successful check indicates that the customer or client
believes the fortune to be authentic. If the check fails, the sham Games with many rules and much
is discovered, or the prediction is simply too unbelievable in Master experience needed (house variants of
Expert or lower games)
some way (Character: “Your sister will marry soon.” Response:
“My sister’s been dead for years!”). Review the same modifiers The character is familiar with games such as billiards, checkers,
in Table 8-5: Fast Talking Target Modifiers, based on the subjects’ chess, and so on, where gambling is not usually a factor. A
Intelligence and Wisdom, and modified by the believability of

8: Skills
successful Gaming skill check indicates victory, unless the
the fortune. Telling an ignorant, middle-aged miner that he will players choose to actually play out the game in real time instead
be President is somewhat ludicrous, but he will want to believe of using the skill. If two characters that both have the Gaming
that his newborn son will one day be wealthy. skill play each other, each player rolls 5d20 and adds his
Gaming skill – the highest roll wins. Re-roll any ties.
Mastery Level The character can...
A character can attempt to cheat with a successful Gaming
Have the listener believe a fortune that
Novice skill check; success gives a 10% bonus to the check that indicates
already has some basis in fact
victory or defeat.
Average Have the listener believe a plausible fortune
Have the listener believe a possible, Difficulty Examples
Advanced Trivial Playing a game that the character invented
if unlikely, fortune
Easy Playing a game common to the character’s
Have the listener believe a very unlikely
Expert childhood
fortune
Average Playing a popular game in the region
Have the listener believe a ludicrous or out- Difficult Trying a new game for the first time
Master
landish fortune Very Difficult Trying a new game from another culture for
the first time

91
Geology uses, or the weaknesses of a particular military fort. The
possibilities are endless. A skill check needs to be made
Relevant Ability: Intelligence
whenever the character wishes to find out some specific secrets
Cost: 4 BP or rumors.
Universal: No
Since this skill depends on a network of informants and contacts,
Prerequisite: None the character suffers a disadvantage when in an area other than
Materials/Tools Required: Yes his own territory. “Territory” refers to his regular base of
Characters with the Geology skill are extremely knowledgeable operation – a town, one neighborhood of a city, or even a whole
about the Earth and its properties. Most often, they are hired to county. Finally, any time a character needs to make a Glean
hunt out valuable ore, but they also study volcanoes and Information skill check, he must make a small investment of
earthquakes, or hunt for gemstones. They can attempt to money for drinks, bribes and so forth, or he suffers an additional
identify rock types, their nature and structure, and recommend 15% penalty. A typical effort lasts 1d4 hours and costs 1d10
the best mining and digging sites. A successful skill check means dollars, and this money must be spent whether or not the
the geologist succeeds in his task, while a failed check indicates desired information is found. (If the information is still
that he cannot quite grasp the knowledge he needs at the unknown, the character can continue his search the next day,
moment. spending more money and making another check.)
Note: determining geological information requires a successful For example, Joe Bob is in his local saloon when he hears rumors of a
skill check, but the character must act to mine the earth if he recently slain miner to the north. The corpse’s secret mine remains
chooses to – succeeding at the skill check does not automatically undiscovered, but some bragging banditos say that they found a map tucked
provide the character with gold and gemstones. in his boots. Joe Bob approaches the banditos, talks with them, and
probably buys them several drinks. He then makes a Glean Information
Hammers, chisels, picks, small sacks and a magnifying glass check to learn of the map and mine. If he fails, he may approach another
are typical tools of the geologist. person or group and repeat the experience, or wait until the next day and
try the banditos again.
Mastery Level The character can...
Novice Operate lab equipment and geologist tools Mastery Level The character can...
Identify rock types; notice signs of past water Glean facts well-known to most locals;
Average or ancient life; Examine mined ore to Novice Glean vague rumors (“a town official has a
determine if precious metal is present secret vice”)
Advanced Locate ore bodies, veins, or (coal) seams Average Gather general rumors (“the sheriff is a drunk”)
Determine direction and depth of estab- Gather more specific information (“the sheriff
Advanced
lished ore veins for mining and digging; often gets drunk in the jail”)
Expert estimate time of next earthquake based
Gather very specific information (“the sheriff
upon definite time schedules and inspection Expert
gets drunk in the jail every Tuesday at 11 pm”)
of the earth
Determine direction and depth of unseen ore Glean general rumors in hostile areas with
Master
Master veins; estimate time of earthquake based on vastly different language and culture
unconfirmed secondhand reports

Difficulty Examples Difficulty Examples


Trivial Determining a common rock with access to Trivial Gleaning information from a family member
textbooks and lab equipment Easy Gleaning information from a close friend or
Easy Determining an uncommon gem with access ally
to textbooks and lab equipment Average Gleaning information from a stranger or
Average Determining a common rock without access guard
to textbooks and lab equipment Difficult Gleaning information from a member of a
Difficult Determining an uncommon stone without hostile tribe or nation
access to textbooks and lab equipment Very Difficult Gleaning information from a sworn personal
8: Skills

Very Difficult Determining a rare gem based on vague enemy; gleaning information from someone
secondhand descriptions who speaks a foreign language

Glean Information Graceful Entrance/Exit


Relevant Abilities: Intelligence, Wisdom and Charisma Relevant Ability: Charisma
Cost: 2 BP Cost: 1 BP
Universal: Yes Universal: Yes
Prerequisite: None Prerequisite: None
A character using this skill can listen to others talking and A character can use this skill to make an entrance (or exit).
home in on secretive information. He can do this by talking He knows how to leave a room so that people will talk about
directly to the person he would like to get information from, or him afterwards. He leaves an impression in most social
he can listen to conversations being held by other people. He is situations. When this skill is successful, the characer recieves a
able to pick up clues that may help him find out such things as specific bonus to his Reputation (not Reputation Points) in that
where an outlaw is hiding out, what secret route the stagecoach social situation (see the example table). As soon as he leaves the
room, his Reputation drops back to normal. On a failed check,

92
the character gains no temporary Reputation bonus, since no Difficulty Examples
one notices or is impressed with his theatrics. This skill is useful Trivial Repairing a firearm with access to a fully
when in social gatherings and the pecking order is being stocked gunsmith’s shop
established. Easy Modifying or engraving a firearm with
access to fully stocked gunsmith’s shop
Mastery Level The character can... Average Working on a firearm in dim light, in a noisy
Impress people in a quiet environment environment, etc.
Novice Difficult Repairing a firearm with makeshift tools
(+10% to Reputation)
Very Difficult Modifying or engraving a firearm with
Impress people in a standard environment makeshift tools
Average
(+20% to Reputation)
Impress a single person in a noisy Hiding
Advanced
environment (+30% to Reputation)
Relevant Abilities: Intelligence and Dexterity
Impress people in a noisy environment
Expert
(+50% to Reputation)
Cost: 3 BP
Universal: Yes
Impress a large group of persons so that
Master they stop their social activity and look at Prerequisite: None
the character (+100% to Reputation) An individual or creature uses this skill to hide from a casual
observer using available concealment and/or cover. In essence,
he tries to remain motionless and crouched down or prone, so
Difficulty Examples as not to draw attention. Unless he hides behind total
Trivial Impressing a close friend or ally concealment, however, he may still be visible to the careful
Easy Impressing an acquaintance observer.
Average Impressing a stranger
Difficult Impressing a member of a hostile tribe or Mastery Level The character can...
nation Hide in total darkness; hide behind complete
Very Difficult Impressing a sworn personal enemy Novice
cover (huge boulder, etc); Hide behind curtains
Average Hide in an unlit room at twilight
Gunsmithing
Advanced Hide in a large shadow on an overcast day
Relevant Abilities: Intelligence and Dexterity
Cost: 8 BP Expert Hide in a man-sized shadow in daytime
Universal: No Hide in a small shadow in daytime; stand
Master directly behind another person of similar size
Prerequisite: None
and mimic their movements
Materials/Tools Required: Yes
This skill enables a character to engrave, repair or modify any Difficulty Examples
type of firearm. Use of this skill requires gunsmithing tools Trivial Hiding in complete darkness
(screwdriver, wrench, pliers and so on), and such a character Easy Hiding in twilight; hiding behind a large
usually owns and operates a gun shop. boulder
The character cannot make guns from scratch (since doing so Average Hiding in daylight with cover that does not
necessarily obscure the character completely
requires the assistance of a blacksmith and woodworker), but
(barrel, tree, etc)
can perform all sorts of modifications. These include:
Difficult Hiding in daylight with little cover (horse
shortening the barrels, adding/adjusting a sight, removing the trough, small bush)
trigger guard, and so on. Very Difficult Hiding in daylight with almost no cover
With a successful skill check, the character makes the
adjustments to the gun. On a failed check, the character is History
unable to do so, and damages any modifications (like a sight) he Relevant Ability: Intelligence
was adding to the gun. He must purchase or craft a new
Cost: 1 BP

8: Skills
modification (if any).
Universal: No
Mastery Level The character can... Prerequisite: Literacy 26 or better to gain Advanced or
Recognize gunsmithing tools and higher mastery
equipment; recognize all types of guns A character with this skill is a real history buff. He’s studied
Novice manufactured or commonly used in the
all of the major historical events that occurred in the world. He
territory; make one specific type of
modification (choice of type is permanent)
can usually recount stories of the rise and fall of many
kingdoms and nations. He often possesses detailed knowledge
Recognize all types of firearms; make two
about major wars (particularly the War Between the States) and
Average specific types of modification (choice of type
is permanent) usually knows something about the histories of major cities
around the world. He may even know the life stories of major
Advanced Make all types of common modifications historical figures. A successful History skill check indicates that
Make improvements or unusual the character remembers the knowledge he seeks, while a failed
Expert
modifications to an existing design check means that he never knew it, or cannot presently recall
Master Design a new model of firearm pertinant details.

93
Mastery Level The character can... Climate Native Fauna
Remember the opposing nations of a war Arctic or caribou, moose, polar bear, reindeer, tigers,
Novice (such as the Crimean War); recall knowledge Sub-Arctic wolves
from a personal history book
bears (all save polar), beaver, boar, coyote,
Recall the rulers of the opposing nations of a deer, goats, mountain lions, sheep, tigers,
Average war; remember the most famous army Temperate
weasels, wild cattle, wild dogs, wild horses,
leaders; recall knowledge read several times wolves
Remember each nation/state/territory and Tropical or apes, crocodiles, hyena, lions, mountain
Advanced which side of the war they supported; know Savanna lions, tigers, snakes
the major battles
Desert, Arid camels, goats, snakes
Remember every battle; recount oral history
Expert
or knowledge read once
Recollect every regiment and its nickname (if Approaching Game
Master
any); recount obscure oral history A hunter’s primary skill is to stealthfully approach his prey in
order to get within sufficient range to shoot a weapon. Depending
Difficulty Examples on the hunter’s mastery, he may automatically close to within the
Trivial Recalling a well-known historical event with a distance indicated on the chart below without spooking the animal.
personal significance to the character
Easy Recalling a well-known historical event Mastery Level The character can...
Average Recalling an obscure historical event
Novice Approach within 243-540 ft (240+3d100) of prey
Difficult Recalling an obscure historical event from
another culture or language Average Approach within 183-480 ft (180+3d100) of prey
Very Difficult Recalling an obscure historical event while
Advanced Approach within 123-420 ft (120+3d100) of prey
being fired upon or otherwise under severe
distress Expert Approach within 63-360 ft (60+3d100) of prey
Master Approach within 6-300 ft (3+3d100) of prey
Hunting
Relevant Abilities: Wisdom and Dexterity Approaching any closer requires a skill check for each 30 foot
Cost: 5 BP increment the hunter wishes to creep closer (at crawling speed).
Universal: Yes If successful, the game does not notice this movement. Any
failed check means the game becomes aware of the hunter’s
Prerequisite: None
presence. Herbivores will bolt (sprinting to safety) while
This skill equips the character with the techniques and predators may react unpredictably (your GM will gauge their
knowledge to hunt game. This includes identifying local game reaction).
animals by sight and markings, awareness of their preferred
Naturally, this skill does not permit the hunter to effortlessly
nesting and foraging sites and tell-tale clues to search for when
traverse obstacles (such as a body of water). He must find a way
tracking the animal. The principal technique learned is how to
to cross the obstacles himself.
stealthily approach potential game so as to slink within range
for a rifle shot. While this superficially resembles the Sneaking Difficulty Examples
skill, it is limited to specific local game animals since it focuses Trivial Walking over soft prairie grass at night and
on concealing only those sensory cues by which these animals upwind of the animal
readily become spooked. Easy Advancing over soft prairie grass in daytime
The skill also provides the ability to track local quarry. It does and upwind of the animal
not, however, confer a generalized tracking skill. Much of the Average Walking on dry ground in daytime with
tracking component is highly correlated to knowledge of the changing winds
Difficult Moving across a twig-strewn forest floor
game’s habits. As such, the tracker is aided by knowing which
while downwind of the animal
secondary markings to look for and where to logically Very Difficult Walking across dry crunching leaves at high
concentrate his search given the tendencies of the animal.
8: Skills

noon while downwind of the animal


While invaluable for following, for example, a deer, it provides
no useful benefit to tracking humans.
Idle Gossip
This skill is limited to a specific climate of the user’s choice: Relevant Ability: Charisma
arctic/sub-arctic, temperate, tropical and savanna or
Cost: 1 BP
desert/arid. The fauna between these admittedly large climate
groupings is so diverse as to preclude skill transfer Universal: Yes
(an accomplished hunter of reindeer and caribou is likely no Prerequisite: None
better at hunting jungle cats than a lay person). A person uses this skill to spread rumors about another
person and have those rumors believed. A character can use this
skill to ruin the character of someone, thereby lowering that
person’s Reputation. The skill check is modified by the target’s
Reputation (i.e., deduct the Reputation score from the roll). If
it is successful, the rumors he spreads are believed and passed

94
on down the line. If the check fails, the rumor is simply too Difficulty Examples
outrageous or unbelievable in some way. Trivial Target is bound in darkness
Modifiers to the skill check are based on the Intelligence and Easy Target is incarcerated
Wisdom of the target, as shown on Table 8-7: Idle Gossip Target Average Target is alone
Difficult Target has a higher Reputation than the
Modifiers. This skill check may only be performed once per week
character; target is in public location
on a particular target.
surrounded by tough peers
Table 8-7: Idle Gossip Target Modifiers Very Difficult Target is in public location surrounded by
employees or underlings
Target’s INT Modifier Target’s WIS Modifier
3 failure 3 +25 Intimidation
4-5 failure 4-5 +15 Relevant Abilities: Strength and Charisma
6-8 +5 6-8 +5 Cost: 2 BP
9-12 0 9-12 0 Universal: Yes
13-15 -5 13-15 -5 Prerequisite: None
16-17 -10 16-17 -15 Characters use this skill to cause others to back down in a
18 -15 18 -25 contest of wills, to make others afraid to fight or to help with
Interrogation checks. A successful opposed skill check is necessary
Mastery Level The character can... (the subject of the intimidation uses his Resist Persuasion skill to
counter). If the Intimidation skill check is successful, the
Novice Lower target’s Reputation by 1d2 points
character gains a 10% bonus to a subsequent Interrogation skill
Average Lower target’s Reputation by 1d3 points check against the intimidated individual.
Advanced Lower target’s Reputation by 1d4 points
Mastery Level The character can...
Expert Lower target’s Reputation by 1d6 points
Convince target to back down when there are
Master Lower target’s Reputation by 1d8 points Novice
no personal consequences

Convince target to back down when there are


Difficulty Examples Average
almost no personal consequences
Trivial Telling very likely rumors
Easy Telling plausible rumors Convince target to back down even though
Advanced
Average Telling possible, if unlikely, rumors doing so involves inconvenience or loss of face
Difficult Telling very unlikely rumors Convince target to back down even though it
Very Difficult Telling ludicrous or outlandish rumors Expert involves significant loss of face or impedes
attaining goals
Convince target to back down even though
Interrogation Master doing so may jeopardize friends and family or
Relevant Abilities: Wisdom and Charisma subjects opponent to great shame

Cost: 5 BP
Difficulty Examples
Universal: Yes
Trivial Target is bound in darkness
Prerequisite: None Easy Target is incarcerated
A character uses this skill to persuade uncooperative people Average Target is alone
to reveal information against their will. This generally involves Difficult Target has a higher Reputation than the
the use of threats, coercion or other such methods (though not character; target is in public location
physical torture). A successful opposed skill check is necessary surrounded by tough peers
Very Difficult Target is in public location surrounded by
(the subject of the interrogation uses his Resist Persuasion skill
employees or underlings
to counter).

8: Skills
If the roll is successful, the person tells what the character
wants to know, that is, if he actually knows. A failed check
indicates that the target refuses to tell the character what he
knows. Only one attempt may be made per target, per day.

Mastery Level The character can...


Determine that the target knows something
Novice and refuses to tell; Convince target to tell a
secret that has no consequences for himself
Convince target to tell a secret with
Average
almost no consequences for himself
Convince target to tell a secret with
Advanced
inconvenience for himself
Convince target to tell a secret with major
Expert
inconvenience (death or torture) for self Successful Intimidation can keep a difficult
Convince target to tell a secret with major situation from escalating out of control.
Master
inconvenience for himself and family/friends
95
Jeweler Joke Telling
Relevant Abilities: Intelligence and Dexterity Relevant Ability: Charisma
Cost: 9 BP Cost: 1 BP
Universal: No Universal: Yes
Prerequisite: Appraisal (minerals) 26 or better Prerequisite: None
Materials/Tools Required: Yes A character uses this skill to become the life of the party. He
Characters with this skill know how to appraise, design and can tell a good joke that can help him get a good reaction from
work with jewelry and jewelry tools (pliers, tweezers, and so on). folks and entertain others. Roll a Joke Telling skill check
They can create rings, necklaces and other ornamental jewelry. whenever a character wants to tell a joke.
Their work can fetch prices up to ten times the costs of the raw A successful check means the joke is very funny and everyone
materials used (although a buyer must still be found). A successful laughs. On a failed check, no one “gets” the joke, or they just
skill check means that the work is very well done, and worth the don’t find it humorous.
expected amount as shown in Table 8-8: Jeweler Results.
The GameMaster determines the effect a successful joke has
Table 8-8: Jeweler Results on any NPCs.
Modifier Value Time Spent Mastery Level The character can...
Trivial (-90) repairs only Minutes to hours Tell a joke; Tell a joke that makes fun of the
Novice
Easy (-80) 1.5x One day listener’s enemies
Average (-40) 3x Two days Tell a joke satirizing a group that occasionally
Average
Difficult (0) 5x Four days comes into conflict with the listener

Very Difficult (+10) 10x Seven days Tell a joke that requires no special knowledge
Advanced
of the subject
A failed result indicates the work was botched or flawed in Tell a joke that is only similarly related to the
some way and the resulting piece is worth no more than the crowd or requires similar knowledge (a botany
Expert
original materials. This skill also confers a 5% bonus (per level joke to a group of geologists); tell a joke that
above Unskilled) to Appraisal checks involving gems and makes fun of the listener’s friends
jewelry (crafted by other jewelers). Tell a filthy joke with an unexpected twist of
social commentary; successfully tell a joke that
Mastery Level The character can... does not fit the listeners or their general
Master
knowledge (a chemistry joke at a gathering of
Operate jeweler’s tools and handle materials;
Novice farmers); tell a funny joke belittling the
finish rough gems; cut gems
listeners or their families
Repair minor damage to jewelry (usually
Average
replacing clasps and pins)
Difficulty Examples
Mend broken jewelry (usually crafting Trivial Making a close friend or ally laugh
Advanced replacement pieces); copy an existing Easy Making an acquaintance laugh
piece of jewelry (with sample in hand) Average Making a stranger or guard laugh
Repair a severely damaged piece of jewelry; Difficult Making a member of a hostile tribe or nation
Expert design a piece of jewelry based on an existing laugh
style (without a sample) Very Difficult Making a sworn personal enemy laugh
Design a completely new style or piece of
Master
jewelry acclaimed as a work of art Journalism
Relevant Ability: Intelligence
Difficulty Examples Cost: 2 BP
Trivial Repairing an item with access to a fully Universal: No
stocked workshop
Easy Modifying an item with access to a fully Prerequisite: Literacy 26 or better
8: Skills

stocked workshop A character with this skill is familiar with the art of journalism
Average Working on an item in dim light, in a noisy and distributing news to others. Of course, he may also choose
environment, etc. to abuse his power for propaganda or disinformation, possibly
Difficult Working with bad tools lowering a person’s Reputation by 1d6 points. A skill check is
Very Difficult Working with makeshift tools or inferior required modified by the target’s Reputation (i.e., deduct the
materials
Reputation score from the roll). If it is successful, a majority of
readers believe the story. If the check fails, the story is simply
too outrageous or unbelievable for most readers, and the
journalist (and his paper) may suffer a lack of credibility in the
future because of it. This skill only conveys the ability to craft a
convincing news article; it does not mean that the grammar and
punctuation is perfect or filled with attractive prose or poetry.
A successful Journalism check grants a 10% bonus to a
character’s subsequent Glean Information check.

96
Mastery Level The character can... Language (specify)
Conduct interviews; verify reports; write up Relevant Ability: Intelligence
Novice information about current events (including Cost: 3 BP
trends, issues and people)
Universal: No
Average Publish a story where all facts can be verified Prerequisite: None
Publish a plausible story where some facts can The character with this skill has learned to speak a particular
Advanced
be verified language. A successful skill check indicates that the character is
Publish an unlikely (but possible) story where able to speak and understand the language, while a failed skill
Expert
few facts can be verified check means that he has forgotten the correct words – or
Publish a very unlikely story where no facts can cannot understand the words. For convenience’s sake, you can
Master
be verified use the chart below to judge the level of communication
possible by the character.
Difficulty Examples This skill is universal for the character’s native language (such
Trivial Multiple witnesses/interviewees all tell the as English or Spanish). All characters receive skill
same story mastery equal to [37+(INT score x2)+d20p], in this native
Easy Multiple witnesses/interviewees telling language. Naturally, they may improve this further.
slightly varying stories
Average Multiple witnesses/interviewees telling Mastery Level The character can...
greatly differing stories
Difficult No witnesses; working with no sleep Novice Speak a few common words correctly and
Very Difficult No hard facts are available understanding what they mean (“hello,”
“goodbye,” “outhouse,” “water,” etc.);
ability to communicate is limited and must
Juggling be augmented by pantomime
Relevant Ability: Dexterity Average Communicate in the language, vocabulary
Cost: 2 BP is limited and idioms are difficult to
decipher, pronunciation is frequently
Universal: No non-standard and may require many
Prerequisite: None repetitions to comprehend
Characters often use this skill to create diversions, as well as Advanced Speak and understand most normal topics
for the enjoyment of others. With a successful skill check, the of conversation, non-native speakers retain
character juggles all the objects without an error. Failing a a pronounced accent while native speakers
utilize non-standard pronunciation,
check means the juggler drops the objects. If he fails while
grammar and/or inordinate use of epithets
juggling bladed objects, there is a 10% chance for each dropped
object (roll separately) to deal normal damage as it strikes him. Expert Speak and understand conversations,
non-native speakers have only a slight
A successful check also allows a character to catch small items accent, natives use standard pronunciation
(darts, pebbles, etc.) thrown in order to harm him – with a and grammar
successful skill check, of course. However, the juggler still Master True fluency, speech pattern corresponds
suffers half damage (rounded up). On a failure, the juggler to that of societal elites
suffers full damage.

Mastery Level The character can...


Difficulty Examples
Trivial Understand a person speaking clearly and
Catch items thrown to (not at) the juggler; concisely
Novice
Juggle 2 objects in a simple pattern Easy Understand a person speaking with mouth
Juggle 3-4 objects in a simple pattern; juggle 2 covered
Average Average Conversing in a noisy environment
objects in a crossing pattern
Difficult Understand a person speaking with a thick
Juggle 5-6 objects in a simple pattern; juggle
Advanced accent
3-4 objects in a crossing pattern

8: Skills
Very Difficult Multiple difficulties (person speaking with a
Juggle 7-8 objects in a simple pattern; juggle thick accent in a noisy saloon)
Expert 5-6 objects in a crossing pattern; juggle 3-4
objects in a complex pattern
Law
Juggle 9-10 objects in a simple pattern; juggle
Master 7-8 objects in a crossing pattern; juggle 5-6 Relevant Ability: Intelligence
objects in a complex pattern Cost: 6 BP
Universal: No
Difficulty Examples Prerequisite: Literacy 40 or better
Trivial Juggle small round objects
Easy Juggle small objects with corners A character with this skill can recall case law accurately and
Average Juggle pointed objects act as plaintiff ’s attorney, prosecutor or defense in a trial. Note
Difficult Juggle flaming objects that because of the distance between towns, a frontier lawyer
Very Difficult Juggle bladed objects, catching an item must be prepared to “ride circuit,” meaning to spend hours or
thrown at (not to) the juggler days on the trail between towns, taking what cases he can. The
same is true for judges, who travel throughout their jurisdiction

97
to appear in court on certain days. Judges are often former
lawyers. Difficulty Examples
Characters with this skill gain a 25% bonus to their Oration Trivial Working with access to a full range of
skill checks when related to law, such as defending a client. leatherworking tools and extra materials
Easy Working in dim light; working in a noisy
Mastery Level The character can... environment
Average Working with poor tools
Novice Conduct basic legal research Difficult Working with makeshift tools (a nail instead
Average Prepare standard legal documents of an awl, for example)
Very Difficult Working with makeshift tools in dim light
Try a case (serve as defending or prosecuting
Advanced
attorney)
Listening
Prepare complex transactions;
Expert Relevant Ability: Wisdom
write constitution
Argue a case based on first impressions before
Cost: 5 BP
Master
the Supreme Court Universal: Yes
Prerequisite: None
Difficulty Examples Characters use this skill to focus their sense of hearing. Any
Trivial Researching major legal cases that set time a character stops to carefully listen in order to “hear
precedents throughout North America and something,” he may attempt a skill check to do so.
England in a well stocked law library
Easy Researching documented legal cases in a well For example, a character might hear an approaching enemy, whispers in
stocked law library the darkness or the hissing of a snake.
Average Remembering well-known legal cases without The GM may also roll this skill check any time there is some
access to law books subtle noise that a character might hear (even if the character
Difficult Researching a case with foreign laws;
did not specifically state that he is using this skill). If the
remembering obscure legal cases without
access to law books character succeeds at his skill check, he hears the noise. A failed
Very Difficult Trying a case using foreign laws in a foreign check within 20 points of his mastery level leaves the character
court with the false impression that he ‘heard something’ (as does a
successful check when there’s nothing unusual for him to hear).
Leatherworking If he fails by 20 points or more, he hears nothing.
Relevant Abilities: Intelligence and Dexterity Mastery Level The character can...
Cost: 1 BP Discern subtle changes in tone, pitch, and
Novice
Universal: No inflection of musical notes
Prerequisite: None Hear sounds as if they were 5 ft closer; discern
Materials/Tools Required: Yes Average subtle changes in tone, pitch, and inflection of
animal sounds
The character with this skill can treat leather to craft clothing
Hear sounds as if they were 10 ft closer;
and other items (backpacks, reins, saddles, saddlebags, etc). Of Advanced discern subtle changes in tone, pitch, and
course, the character must have leatherworking tools (awl, inflection of the human voice
hammer, knife, needle, thread, measuring tape, etc) and materials
Hear sounds as if they were 15 ft closer;
(leather) to do so with proficiency. It takes up to 1d4 hours to Expert discern very subtle changes in tone, pitch,
create Easy items, 4+1d4 hours for Average items, one day for and inflection
Difficult items, and 4+1d4 days of work for Very Difficult items. Hear sounds as if they were 20 ft closer; hear
Only after this time does the leatherworker make his skill check. Master noises outside normal human range (high
On a successful skill check, the character manages to repair, tones, e.g., a dog whistle)
craft or otherwise use his Leatherworking skill to full effect.
A failed result indicates the work was botched or flawed in some
Difficulty Examples
way and the resulting piece is worth no more than the original
8: Skills

Trivial Listening in a quiet room


materials.
Easy Listening over light wind or murmured
conversation
Mastery Level The character can...
Average Listening in a small talking crowd or bustling
Operate leatherworking tools and equipment; street
Novice
tan and treat leather. Difficult Listening in a strong wind
Average Craft simple leather objects (straps, bands) Very Difficult Listening in a noisy crowd or storm
Fabricate standard leather objects (bags,
Advanced saddlebags, etc); craft small pieces of clothing Literacy (specify language)
(hats, etc) Relevant Ability: Intelligence
Craft complicated leather objects (backpacks, Cost: 4 BP
Expert harnesses, etc); craft medium pieces of Universal: No
clothing (vests, etc)
Prerequisite: None
Fabricate complex leather objects (saddles,
Master The character can read and write a single language. There
etc); craft large pieces of clothing (dusters, etc)
must be someone available to teach the character for him to

98
earn his first tally. A successful skill check gives a character the Lock Picking
ability to write well enough to be understood, to read and write
Relevant Abilities: Intelligence and Dexterity
letters and such, but does not mean that his words persuade
everyone who reads them. A failed skill check indicates that the Cost: 8 BP
character does not truly comprehend the meaning of the words, Universal: No
even if he can read them, or has made such a mistake in his Prerequisite: Listening (for combination locks only)
penmanship that he must begin his writing again. 26 or better
A character attempting to write a longer document or story Materials/Tools Required: Yes
can write 2,000 words per day by spending 8 hours writing, Lock Picking is the deft use of tiny picks and levers to simu-
followed by a successful skill check. On a failed check, the late the action of the designated key and thereby open the lock.
character is dissatisfied with his writing and destroys his day’s Susceptibility to such manipulation is an inherent weakness of
work or needs to re-write it the next day. all locks owing to the fact that, to serve their intended purpose,
they must open when the mated key is turned. Better quality
Mastery Level The character can...
locks employ more and higher precision tumblers but this comes
Novice Read and generally comprehend at rapidly increasing cost. Such locks do, however, provide a
documents meant for a general audience, greater challenge to the would-be intruder. The GameMaster
writing is rife with spelling and determines the quality of the lock. Combination locks require a
grammatical errors
Listen check (difficulty varying by quality of the lock) as a pre-
Average Read and comprehend documents meant liminary hurdle for a character with the Lock Picking skill.
for a general audience, write documents
with occasional spelling and grammatical The time required to pick a lock varies wildly being both a
errors function of the lockpicker’s skill and the intricacy of the lock. A
Advanced Read and comprehend difficult technical novice burglar may spend d4p-1 minutes fiddling with a shoddy
and academic works or documents written lock while a master may open it in a second. Your GameMaster
in an ancient form of the language, write will provide details when you perform this skill (1d10 minutes of
documents free of spelling and uninterrupted concentration may be used as a default value
grammatical errors sans other input). Note that on a failed check, the lock is simply
Expert Know the complete lexicography of the too hard to open and the character can’t pick this particular
chosen language lock again until he improves this skill.
Master Have a full philological comprehension of
the language with understanding of its Mastery Level The character can...
origins, history and literary traditions Novice Pick a Shoddy quality lock
Average Pick a Good quality lock
Difficulty Examples
Trivial Reading well-lit and excellent penmanship Advanced Pick a Very Good quality lock
(including typewritten) with simple words Expert Pick an Excellent quality lock
and grammar (such as a children’s book);
writing with good materials in a quiet and Master Pick a Superior quality lock
well-lit room
Easy Reading excellent penmanship with common
words and grammar (such as a newspaper); Difficulty Examples
reading excellent penmanship in dim lighting; Trivial Working with a full set of lockpicks on a
writing with good materials and lighting in a padlock and caring nothing about making
room with minor background noise noise
Average Reading a novel; reading good penmanship in Easy Working with a partial set of lockpicks on a
dim light; writing with average materials and padlock; opening a combination lock; making
lighting in a room with obvious background some noise while opening a lock
noise Average Working with improvised tools (such as a bit
Difficult Reading material not part of everyday speech of wire or a thin knife) on a padlock; making
(such as Shakespeare); reading dimly lit only a little noise while opening a lock

8: Skills
and/or poor penmanship; writing with poor Difficult Working in poor light (padlock); working in a
materials and dim lighting in a noisy room noisy environment (combination lock); picking
Very Difficult Reading complex writing (such as a technical a damaged padlock or combination lock;
manual); reading poorly lit and waterlogged making almost no noise picking a lock
or otherwise badly damaged penmanship; Very Difficult Working in darkness (padlock); unable to hear
writing with makeshift materials and bad (combination lock); picking a rusted padlock
lighting in a very noisy environment or combination lock; picking a lock without
making any noise; multiple combinations of
Difficult (such as quietly picking a damaged
padlock in poor light)

99
Locksmithing Difficulty Examples
Relevant Abilities: Intelligence and Dexterity Trivial Repairing a lock with access to a fully
stocked workshop
Cost: 4 BP Easy Creating a lock with access to a fully stocked
Universal: No workshop
Prerequisite: None Average Working on a lock in dim light; working in a
noisy environment
Materials/Tools Required: Yes Difficult Crafting or repairing a lock with poor tools
This skill allows a character to fashion or repair padlocks and Very Difficult Creating or repairing a lock with makeshift
combination locks. A successful skill check accounts for the tools or inferior materials; working with poor
fashioning of the lock itself, while a failed result indicates the tools in a dim light or noisy environment
lock was botched or flawed in some way and the resulting piece
is unusable. An additional Locksmithing skill check is required Logging
to place the lock in an unusual object. Relevant Abilities: Strength and Intelligence
A character with the Locksmithing skill gains a 10% bonus to Cost: 3 BP
Lock Picking skill checks. He needs 1d10x10 minutes, a Universal: Yes
successful Locksmithing skill check and the proper tools (for
Prerequisite: None
padlocks) to make a Lock Picking attempt. Because of his
training with proper tools and such, his difficulty level for Materials/Tools Required: Yes
working with improvised tools increases from Average to A character with this skill has a basic knowledge of trees and
Difficult (see the Lock Picking skill). under what conditions they grow best. Loggers know what trees
are considered suitable for felling (generally those with a
Mastery Level The character can... straight, mostly branchless trunk some 3 to 5 feet in diameter).
Novice Craft/repair a Shoddy quality lock They also know how to move them to the river for the log drive,
and how to guide them down it.
Average Craft/repair a Good quality lock
On a successful skill check, the logger knows his best course
Advanced Craft/repair a Very Good quality lock
of action or remembers his knowledge, while a failed check
Expert Craft/repair an Excellent quality lock indicates that he does not.
Master Craft/repair a Superior quality lock A logger should have an axe or saw to cut down trees, and
ropes or chains for pulling and dragging.
8: Skills

100
Mastery Level The character can... Mathematics
Cut down a tree; Distinguish between Relevant Ability: Intelligence
Novice various types of trees; determine which Cost: 6 BP
trees are suitable for felling
Universal: No
Determine best path to move trees Prerequisite: Literacy
Average
overland (usually to water)
10 or better
Advanced Guide trees over calm water on a log drive
A character with this skill has studied mathematics.
Guide trees over steady currents on a log Depending on his skill mastery, he may also be familiar with
Expert
drive
difficult mathematics such as geometry and trigonometry or
Master Guide trees over rapids on a log drive integral calculus, and be able to calculate complex equations.
The Mathematics skill also confers a 5% bonus (per mastery
level) to Carpentry, Cartography, Engineering (all types), or
Difficulty Examples
Trivial Working with good tools Stonemasonry skill checks.
Easy Logging in dim light
Mastery Level The character can...
Average Logging in poor weather (rain) or steady
currents; working with dull tools General math (addition, subtraction, divi-
Novice
Difficult Logging in bad weather (fog) or strong sion, multiplication)
currents Algebra (area, circumference, equations,
Very Difficult Logging in severe weather (storms) or rapids; fractions, variables, etc); geometry (lines,
working with makeshift tools Average
perimeters, points, angles, polygons,
coordinates, etc.)
Machine Operating/Repairing (specific business) Trigonometry (sines, cosines, tangents,
Relevant Ability: Intelligence Advanced triangles, etc); advanced math
(probabilities, etc.)
Cost: 2 BP
Calculus (paradox, differential equations,
Universal: No Expert
etc.)
Prerequisite: None
Master Advanced calculus and new theories
Materials/Tools Required: Yes
A character with this skill knows how to operate types of
Difficulty Examples
machinery common to his business or background, such as Trivial Work a math problem with no time limit and
printing presses, player pianos, and other types of factory access to reference texts
machines (mostly found back East). He can usually even repair Easy Work a math problem with no time limit
inoperative and damaged machinery. A successful skill check is Average Work a math problem with a reasonable time
required to perfectly operate or to repair such machinery, limit
except on certain occasions where common sense dictates Difficult Work a math problem in head (without access
otherwise. (Simply dropping a coin into a player piano is to writing instrument or paper, etc.)
enough to operate it, and needs no skill check, but repairing it Very Difficult Work a math problem under severe distress
is something else entirely.) (such as gunfire)

Mastery Level The character can... Medicine


Recall knowledge of machinery type and Relevant Abilities: Intelligence and Dexterity
Novice
how to operate it
Cost: 10 BP
Replace gears and minor missing pieces of Universal: No
Average
inoperative machinery
Prerequisite: None
Make minor repairs on inoperative
Advanced Materials/Tools Required: Yes
machinery
A character with this skill has learned common medical

8: Skills
Expert Make major repairs on broken machinery
procedures. However, the procedures he is able to perform are
Piece together and repair severely highly dependent on the skill level he has obtained in this field.
Master
damaged machinery
Use the table on the following page as a guide.
Most, though certainly not all, doctors have an average skill
Difficulty Examples level. Medical knowledge is not, however, limited to this
Trivial Making minor repairs on inoperative
profession. There are many people in the Shattered Frontier
machinery in a fully stocked workshop
that have rudimentary medical skills, including a number of
Easy Working in poor lighting; working on broken
machinery Indian medicine men capable of performing tasks of up to
Average Working with poor tools; working on severely Average mastery.
damaged machinery Note: Anesthetizing patients is essential to providing the best chance of
Difficult Working on machinery similar to (but outside success when performing surgery. Any Advanced or higher medical
of) chosen field; using makeshift tools technique performed upon a conscious patient suffers a –20% penalty to the
Very Difficult Working on machinery very different from skill check.
chosen field; using makeshift replacement
parts

101
Mastery Level The character can... Mastery Level The character can...
Amputate limbs; set broken bones; dress Design a simple emplacement (ditch, moat,
Novice
wounds; apply pressure bandages to pit)
Novice
severely bleeding wounds; diagnose
Design a small emplacement or shelter;
injuries
Average supervise and manage workmen carrying
Extract bullet from limb; anesthetize out the character’s plans
Average
patient Design a large emplacement (simple fort,
Advanced Extract bullet from chest cavity road) on solid ground; design a small
Advanced
emplacement needing support (small
Perform advanced surgeries; extract bullet
bridge)
Expert from head; attempt to remedy internal
bleeding Design a large emplacement needing sup-
port (large bridge); design a complex
Perform advanced surgeries using asepsis
Expert emplacement (fort with multiple towers
Master to reduce the potential of bacterial
and other defensive fortifications) on solid
infection; treat internal hemorrhaging
ground
Design a complex emplacement needing
Difficulty Examples Master support and with moving parts (such as a
Trivial Working in a fully stocked, quiet and well-lit large retractable/ raisable bridge)
doctor’s office; Dress wounds; Apply pressure
bandage to a severely bleeding wound
Easy Working in a fairly quiet and well-lit area; Difficulty Examples
Set broken bones; Diagnose injury Trivial Ideal conditions (unlimited project funding,
Average Working in dim light; working in a noisy expert workmen, optimal soil conditions)
environment Easy Project adequately supported (sufficient
Difficult Working with poor instruments or materials; budget, competent workforce, realistic
working on moving platform (e.g., a train or timetable)
ship); Remove bullets from wounds Average No more than one detrimental condition
Very Difficult Working with makeshift tools or materials; impinging on project completion
working on a violently moving platform (governmental interference, untrained labor,
(e.g., a train or ship); working under severe uncooperative workers, inadequate funding,
distress (such as gunfire) severe time constraints or other similar
impediments)
Difficult Multiple challenges to project completion (see
Military Engineering examples above)
Relevant Ability: Intelligence Very Difficult Bridging a river with green troops under a
Cost: 2 BP withering artillery barrage

Universal: No
Military Strategy/Tactics
Prerequisite: Engineering Design 20 or better
Relevant Ability: Intelligence
Characters with this skill are experts in designing forts,
Cost: 5 BP
bridges, roads, and other offensive and defensive emplacements.
They know the tools and techniques of engineering under Universal: No
combat conditions and, in an emergency, can quickly erect Prerequisite: None
some sort of makeshift protection as well. Characters with this skill know how to organize a military
It takes 1d4 hours for Trivial emplacements, 4+1d4 hours for unit, keep troops properly supplied, and command a unit in
Easy emplacements, at least 8+4d4 hours for Average battle. They also know how to train their army to get the best
emplacements, at least 16+4d4 hours for Difficult out of them. They are even expert in the tactical employment
emplacements, and at least 24+8d4 hours of work for Very of weaponry assigned to the unit.
Difficult emplacements. A successful check means that there are Successful use of this skill allows a character to effectively
no errors in the design, while a failed check indicates that the command his unit. In battle, this ensures that his commands are
8: Skills

character spots one or more errors. If he finds errors, he may carried out. Failure means that his troops do not heed his
have his workmen spend half the previous time correcting any commands. This may take various forms such as improperly
problems. After corrections, he must again make his skill check. executing an attack, delay in conducting a movement,
If successful, he has removed all the problems. If failed, he has retreating from an assigned position or even surrendering.
not removed all the problems, but is unaware of problems that
may be exploited by his enemy. Mastery Level The character can...
Although this character can construct simple, temporary Novice Command a company
structures himself, he needs talented workmen to complete any Average Command a regiment
major project. He has the skill to supervise and manage a crew
of such workers such that the project is completed properly and Advanced Command a division
in the shortest amount of time possible. Expert Command an army corps
Master Command a field army

102
Difficulty Examples A milliner needs tools such as needles/pins and thread,
Trivial Veteran or elite troops scissors, a thimble, tape measure, wax and plenty of material
Easy Regular troops (cloth). A table or board (large enough to lay the entire pattern
Average Green troops upon) as well as paper, sharp shears and weights are also good
Difficult (see below) to have.
Very Difficult (see below)
Mastery Level The character can...
Situation Modifier Operate millinery tools and handle
Routed or poor morale +1 difficulty Novice
materials; fit hats for customers
Night or inclement weather +1 difficulty
Inadequately supplied (food or ammo) +1 difficulty Average Alter hats; repair minor rips and tears
Overwhelming odds +1 difficulty Advanced Mend damaged hats
Repair a severely damaged hat; design a
Note: If modifiers go beyond Very Difficult, the troops will not
Expert pattern of hat that varies slightly from an
obey orders from any commander. For example, green troops that existing style
have not been receiving adequate rations, and who are ordered to
attack a very strong position (overwhelming odds) that they have Master Design and craft a completely novel hat
been bloodily repulsed from previously, would not obey the attack
order even if it came from Napoleon himself.
Difficulty Examples
Trivial Fit a hat with access to a fully stocked
Millinery milliner’s workroom
Relevant Ability: Intelligence Easy Alter or mend damaged hats with access to a
fully stocked workroom
Cost: 1 BP Average Working in dim light; working in windy
Universal: No conditions
Prerequisite: None Difficult Repairing a hat with makeshift tools
Very Difficult Working on a hat with makeshift tools
Materials/Tools Required: Yes
A character with this skill specializes in designing and making
hats. Given some material and the appropriate tools, a
successful skill check allows the milliner to design, cut, fit, alter
and sew almost any sort of hat. A failed result indicates the
work was botched or flawed in some way and the resulting piece
is worthless.

8: Skills

The true test of command is only under duress.


103
Mimic Dialect Mastery Level The character can...
Relevant Ability: Charisma
Novice Excavate 25 cubic feet day
Cost: 1 BP
Act as foreman; Implement rudimentry
Universal: Yes Average structual improvements (shoring up
Prerequisite: None (but see text) tunnels with beams)
A character uses this skill to pass himself off as a member of Implement drainage within mines; Route
a community with a different style of speaking than his own, but Advanced tunnels and passageways through stable
not a different language. For example, with a successful check, rock
a settler from Texas can pass himself off as a New Yorker,
Route tunnels and passageways through
Virginian, Englishman, etc., but not a Frenchman unless he can Expert
unstable rock
speak French. If he fails his check, the listener notices
Design and manage mile deep excavations
something wrong with the mimicked dialect. In order to use this Master
to mine gold and diamonds
skill, a character must have had heard the dialect to be
mimicked.
Difficulty Examples
Mastery Level The character can... Trivial surface mining
Easy softrock mining
Mimic a dialect the character heard many Average hardrock mining
Novice
times
Difficult geologically active region
Mimic a dialect the character heard a few Very Difficult geologically active region,
Average
times shallow groundwater
Advanced Mimic a dialect the character heard once
Mimic a dialect the character heard
Nursing
Expert described by a native speaker of that Relevant Ability: Wisdom
dialect Cost: 3 BP
Mimic a dialect the character heard Universal: No
Master
described by a non-native speaker
Prerequisite: None
This skill allows the character to properly tend to the sick and
Difficulty Examples
Trivial Mimic effectively enough to fool someone who injured. While some basic medical knowledge is inherent in this
never heard that dialect before skill, the nurse’s role is to provide an optimal environment to
Easy Mimic effectively enough to fool someone who facilitate the body’s own recuperative abilities. This is accom-
heard that dialect a few times before plished by closely monitoring the patient and tending to his
Average Mimic effectively enough to fool someone who needs as required. The most basic need for any patient is food
heard that dialect many times before and drink. A nurse will ensure that the injured party is drinking
Difficult Mimic effectively enough to fool someone who sufficient fluids and provided with food that he can keep down
lived among speakers of that dialect for a few and in fact does so. Additional responsibilities include changing
years bandages, keeping watch for infections and excessive bleeding,
Very Difficult Mimic effectively enough to fool a native and applying cold compresses to relieve fever.
speaker of that dialect
Highly skilled nurses are able to perform basic medical
procedures and often serve as the only source of medical care in
Mining remote locations.
Relevant Abilities: Strength and Intelligence Mastery Level The character can...
Cost: 2 BP Properly nurse a patient with a minor
Novice
Universal: Yes wound
Prerequisite: None (but see text) Properly nurse a patient with a major
Average
8: Skills

wound
Miners are skilled at tunneling beneath the earth. Novice
miners do little more than the backbreaking job of excavation Function as a midwife to deliver children;
Advanced
and attacking stone with picks and chisels. With greater diagnose injuries
experience, a miner can act as a foreman and direct the labor Expert Properly set broken bones; amputate limbs
of other miners. He learns how to shore up tunnels for greater
Master Extract bullets from limbs
stability and to plan for drainage. Even greater mastery permits
the miner to excavate increasingly larger and grander
subterranean areas and ensure their integrity by proper design. Difficulty Examples
Trivial Ensure that a patient is properly hydrated
Hard rock mining is slow and grueling work. Miners can only
and fed; Dress wounds
work an eight-hour shift before becoming ineffective. During
Easy Apply pressure bandage to a severely
this shift, a miner can excavate 2 tons of rock (about 25 cubic bleeding wound
feet). Soft rock mining (through loam, clay, coal or salt) allows a Average Set broken bones
miner to be doubly effective. Difficult Diagnose injury
Very Difficult Remove bullets from wounds

104
Observation Mastery Level The character can...
Relevant Ability: Wisdom Notice major details (distinct smell, large
Cost: 6 BP Novice temperature change, unsubtle movement,
footprints in mud, etc)
Universal: Yes
Notice small details (picture frame askew,
Prerequisite: None
Average slight movement, footprints in dust, loose
Characters use this skill to focus certain powers of floorboard, small temperature change, etc)
observation - sight, smell, taste and touch. Any time an Notice minor details (tiny splash of mud on
opportunity to notice nonconformities with one of these senses Advanced boots, mild smell, object weighing barely
occurs, the character makes the skill check. A character also more or less than expected, etc)
uses this skill to notice traps. A GM may roll an Observation Notice minute details (smooth surface on
skill check any time there is something subtly askew that a Expert expectedly rough texture, absence of dust
character might notice, even if he did not specifically state that in a particular shape, etc)
he is scrutinizing his surroundings. A failed check indicates that Notice miniscule details (objects arranged
the character is oblivious until the thing is pointed out to him. Master in a non-customary way but not askew or
For example, CSA spy Joshua Reed questions a supposed carpenter for otherwise unusual)
the Union capitol building, of which Joshua is seeking knowledge. Joshua’s
player rolls a successful Observation check (Very Difficult) and notices that Difficulty Examples
his handshake is smooth and soft, entirely lacking calluses. From this, he Trivial Observing in more than sufficient light while
may deduce that the man is actually posing as a carpenter. He could be a undistracted by surroundings and without
con man taking advantage of a few free drinks, or he may be a Union spy. worry of being noticed or needing to hurry
Easy Observing in dim light (visual); observing in
Observation reveals only the facts, not the motivation. busy surroundings
Average Observing in noisy, chaotic surroundings
Difficult Observing while ill; making quick observation
(e.g., sneaking a fast peek around a corner)
Very Difficult Observing while intoxicated; making instant
observation; or at night (visual)

8: Skills

Observation can be very useful in avoiding ambushes.

105
Oration Mastery Level The character can...
Relevant Abilities: Intelligence and Charisma
Convince a person to do something they
Cost: 2 BP Novice
are already inclined to do anyways
Universal: Yes Convince a person to perform a task that
Prerequisite: None Average results in some minor degree of
A character with mastery in this skill is a powerful speaker inconvenience
with the ability to hold the attention of a crowd and sway Persuade an individual to do something
Advanced
public opinion. With a successful skill check, the character holds not in keeping with his normal personality
the attention of the crowd and sways their opinion or emotion Convince a person to perform a task that
in a desired direction. Depending on the difficultly, a character Expert
results in great inconvenience
may sway a crowd one or more “steps.” In order, these steps are:
Persuade a person to perform an act that
Outraged, Angry, Annoyed, Calm (Ambivalent), Amiable,
Master he finds morally or ethically
Attracted, and Loving. A failed check indicates that the speaker reprehensible
is unable to sway the crowd’s feelings on the subject.
For example, Mayor Varga is attempting to turn an Outraged crowd into Difficulty Examples
a Calm one. If he did not already know the subject of the crowd’s anger Trivial Sloth is only impediment from subject
(himself), he may make a Trivial check to find out. He now has to move performing desired action
the crowd three “steps” (one step from Outraged to Angry, one step from Easy Desired action avoided for reasons of minor
Angry to Annoyed, and one step from Annoyed to Calm) and must succeed social embarrassment
at a Difficult check to do so. If successful, he convinces the crowd that they Average Action may result in social stigmatization
have been misled, and they calm down. If he wishes to put the blame on Difficult Action has very real possibility of resulting in
someone else, he may make another Oration check to make them Annoyed, injury or has legal or financial repercussions
Angry or Outraged at someone else. Very Difficult Action has very real possibility of resulting in
death, severe injury or has significant legal
Mastery Level The character can... repercussions or obvious risk of great
monetary loss
Learn target of audience’s anger/affection;
Novice Know the words to calm or inflame the
crowd
Average Sway a crowd by one step
Photography
Relevant Ability: Intelligence
Advanced Sway a crowd by two steps
Cost: 1 BP
Expert Sway a crowd by three steps
Universal: No
Master Sway a crowd by four steps Prerequisite: Chemistry 15 or better
Materials/Tools Required: Yes
Difficulty Examples
A character with the Photography skill can operate a camera
Trivial Orating from a platform to a quiet audience
that came specifically to hear the character to take photographs. Most photographers in the Shattered
speak Frontier use a “wet plate” camera that imprints a positive image
Easy Orating from a platform to a fairly quiet on a thin plate of glass or metal. However, taking a photograph
gathering with such a camera requires much more than simply aiming the
Average Orating without a platform to an audience lens and pushing a button. Instead, the photographer must coat
that cares little about hearing the character the plate with collodium (cotton soaked in nitric and sulphuric
Difficult Orating inside a noisy crowd that cares acids, thoroughly washed and dried and then dissolved in ether
nothing about hearing the character and alcohol), quickly load the plateholder, take the picture
Very Difficult Orating inside a noisy crowd that hates the (exposing the plate for 2+1d3 minutes), and develop the image
character in a darkroom by dipping it into nitrate of silver before the
collodium can dry. Furthermore, he must perform all of the
8: Skills

above tasks within 4+2d6 minutes, as varying weather,


Persuasion temperature and light all affect how fast the collodium dries. If
Relevant Ability: Charisma the photographer is distracted from completing these tasks
Cost: 3 BP within that amount of time, the photograph is ruined.
Universal: Yes Only after developing the image does the photographer make
Prerequisite: None his Photography skill check. With a successful skill check, the
photograph is clearly visible. After the plate dries completely
Persuasion is the ability to convince another person or from the silver nitrate bath (another 2d12 hours), the photogra-
persons to engage in an activity they might otherwise avoid for pher can make a print by placing the negative on top of photo
a myriad of reasons. As a general rule, the degree to which the paper, laying it flat in a glass frame, and allowing the print to
person is inconvenienced by or appalled by the task sets the develop in sunlight for approximately 2 minutes.
mastery level necessary to have any chance of persuading him
to do it while the probability of negative repercussions sets the A failed result indicates the photograph was botched or
difficulty level. flawed in some way and the resulting photograph is worthless.
Glass plates can only be used once and are usually around 9” x
10” in size (with photographs that size or smaller). Most metal

106
A photographer records the execution of known horse thieves.

plates are of similar size, but can be used for up to eight 4.5” x Average Taking a clear photograph with average
2.5” photographs, then cut into individual plates. A failed check lighting and living subjects indoors or
or delay in development ruins the full glass plate, but only the outdoors with access to a darkroom
used portion of the metal plate. Difficult Taking a clear photograph with dim lighting
and living subjects in field conditions
Mastery Level The character can... (outdoors) and with a makeshift darkroom
Know how to operate a standard wet plate Very Difficult Taking a clear photograph with poor lighting
Novice and moving subjects in noisy field conditions
camera
(outdoors) with make-shift darkroom and
Take a picture and develop its photograph improvised supplies
Average

8: Skills
within 12 minutes
Produce a photograph so attractive that Pick Pocket
Advanced
local persons come simply to view it
Relevant Ability: Dexterity
Produce a photograph so admired that it
Expert
becomes nationally famous
Cost: 9 BP
Universal: Yes
Produce a photograph so attractive that it
Master Prerequisite: None
will still be admired a generation hence
A character can use the Pick Pocket skill to steal small and
Difficulty Examples accessible items from another person. Typical scenarios include
Trivial Taking a clear photograph with excellent a ‘bump and grab’ where innocuous contact with a stranger in
lighting and motionless subjects in a a crowd allows the thief to quickly filch an item while the mark
photographic studio is temporarily distracted. It should be noted that this skill might
Easy Taking a clear photograph with good lighting also be used to place an item into a pocket or pouch.
and motionless subjects indoors with access
to a darkroom Because picking pockets involves close personal contact with
the victim, it is not without potentially grave risks and is subject

107
to limitations. First, the target must be unaware of the thief. Pottery
This does not necessarily mean that he does not actually see the
Relevant Abilities: Wisdom and Dexterity
thief, since it could (most likely) be that he is simply not aware
of the hazard posed by the cutpurse. Rather, the thief must be Cost: 1 BP
seen to be an innocuous “face in the crowd.” It is this that Universal: No
allows close approach. An infamous and well-known pickpocket Prerequisite: None
(surely a career-ending curse) would cause anyone he met to be Materials/Tools Required: Yes
on heightened alert and unwilling to allow him the close contact
necessary to perform his trade. A character uses the Pottery skill to create containers or
decorative objects. Upon a successful skill check, the character
Similarly, only small items carried in a pouch (to include the succesfully crafts the item. A failed result indicates the work was
pouch itself) or within pockets of a garment may be lifted. The botched or flawed in some way and the resulting piece is ruined.
key is to prevent the ‘mark’ from noticing the theft. Items with It takes four hours to create an item less than 3 feet tall, six
considerable weight (such as a pouch of gold coins concealed hours to create an item 3-4 feet tall, and twelve hours to create
under several layers of clothing) are beyond even the best larger items. Each piece must then be fired in the kiln for
pickpocket’s ability to surreptitiously liberate. approximately one day, before it is usable.
As alluded to earlier, there are two measures to success. The Making pottery requires that the character have a kiln and a
first, obviously, is to gain possession of an item. The second and pottery wheel, as well as a supply of materials (usually clay).
perhaps more important to the thief ’s survival, is for the victim
to remain unaware of the attempt. A Pick Pocket attempt is a Mastery Level The character can...
competitive d100 roll with the thief adding his Pick Pocket skill
Novice Operate potter’s tools and equipment
mastery and the victim adding his Observation skill mastery.
(Situational modifiers may also apply.) Average Craft plain, small objects (bowl, plate, etc)
Craft plain medium objects (vase, flowerpot,
Advanced
etc); craft decorative small objects
Skill Check Result Craft plain large objects (large vase, etc);
Expert
Pass Successful Pickpocketing craft decorative small and medium objects
Craft decorative large objects; craft very dec-
Fail by less than 15 Failed attempt but victim is unaware Master
orative small and medium objects
of attempt
Fail by 15 or more Failed attempt and victim is aware of
attempt (response dictated by GM) Difficulty Examples
Trivial Working in a fully stocked, quiet and well-lit
large workroom
Mastery Level The character can... Easy Working in a fully stocked, quiet and well-lit
tiny workroom with little space to move
Pick an item from a mark’s backpack or around in
Novice
satchel Average Working in dim light; in a noisy environment;
Pick an item from a mark’s outer garment too hot or cool room, etc.
Average (jacket, duster, etc); plant something in a Difficult Working with poor quality tools or materials
character’s backpack or satchel Very Difficult Working with makeshift tools or ersatz
Pick another character’s outside pocket materials
Advanced (dungarees); plant an item in a character’s
outer garment
Pick another character’s inside pocket (shirt Primitive Ranged Weapon Use (specify type)
Expert or vest); plant something in a character’s Relevant Ability: Dexterity
outside pocket
Cost: 3 BP
Master Plant an object in a character’s inside pocket
Universal: No
Prerequisite: None
8: Skills

Difficulty Examples This character is skilled in the employment of a knife, axe or


Trivial Victim is asleep javelin as a hurled projectile. He may alternatively learn to use
Easy Victim is drunk a bow.
Average Victim is awake but distracted; victim is in a Ranged use of any of the former dual-use weapons demands
large and bustling crowd a great deal more training than simply using them in hand-to-
Difficult Victim is awake; victim is in a small and open hand combat. As such, a player that has not reached Expert
gathering; victim knows character is there
mastery suffers an Accuracy penalty.
Very Difficult Victim is alert and expecting trouble; victim
can see character Additionally, knives and throwing axes must be specifically
designed for this function. Such weapons are specially weighted
for flight. They can be used in hand-to-hand combat as a
normal weapon but ‘normal’ knives and axes cannot be accu-
rately thrown into combat.

108
Mastery Level The character can... Reading Lips (specify language)
Novice Use weapon with a -6 Accuracy penalty
Relevant Ability: Intelligence
Cost: 2 BP
Average Use weapon with a -4 Accuracy penalty
Universal: Yes
Advanced Use weapon with a -2 Accuracy penalty
Prerequisite: None
Expert Use weapon with no Accuracy penalty
The character with this skill can comprehend what other
Master Use weapon with a +2 Accuracy bonus individuals are expressing verbally, even if he cannot hear them.
With a successful skill check, the character discerns part of the
Note: There are no special Difficulty levels for use with the conversation (because some sounds are visually indistinguish-
Primitive Ranged Weapon Use skill. Simply apply any modifiers able from others, lip readers may never completely understand
as normal. a spoken conversation). The lip reader must have a clear view
of the speaker (at least a three-quarter view). If the skill check
Primitive Weapon Making fails, nothing is learned.
Relevant Ability: Dexterity
Mastery Level The character can...
Cost: 6 BP
Novice Comprehend 10% of the conversation
Universal: No
Prerequisite: None Average Discern 20% of the conversation
Materials/Tools Required: Yes Advanced Understand 50% of the conversation
A character with this skill knows how to fashion bows (and Expert Interpret 70% of the conversation
arrows), tomahawks and other similar weapons, provided he has Master Determine 90% of the conversation
appropriate materials. A successful check means that the
weapon is an average version of the same weapon as listed in
the equipment list, while a failed check indicates that the Difficulty Examples
weapon is poorly crafted and useless. Trivial Reading the lips of a well lit character facing
you about 5-6 feet away
Mastery Level The character can... Easy Reading a well lit character facing you 7-9
feet away
Novice Repair close quarter weapons Average Reading a well lit character facing you 10-12
Craft close quarter weapons (clubs, toma- feet away
Average
hawks, knives); repair ranged ammunition Difficult Reading the lips of someone frequently
moving or with a peculiar pattern of speech
Advanced Fletch arrows; repair damaged bow
(e.g., mumbling, lisping, slurring, shouting);
Expert Craft a bow reading a character occasionally obscuring
his mouth (e.g., hands, cigars); reading a well
Master Craft a magnificent showpiece weapon
lit character facing you 13-20 feet away
Very Difficult Reading someone whose face you can barely
Difficulty Examples see (20-50 feet away, very poor lighting, etc);
Trivial Repairing a weapon with access to proper reading a character frequently obscuring his
tools and materials mouth
Easy Crafting a weapon with access to proper
tools and materials Recruiting
Average Working on a weapon in adverse conditions
Relevant Ability: Charisma
(rushed, in the field, etc)
Difficult Repairing a weapon with makeshift/inferior Cost: 4 BP
tools or materials Universal: Yes
Very Difficult Crafting a weapon with makeshift/inferior
Prerequisite: None
tools or materials
Characters use this skill to recruit employees, gang members,

8: Skills
soldiers or a posse. Of course, an army or gang must be paid,
Prospecting so resolution does not depend solely on the character’s skill.
However, if the pay is good and terms are fair, this character is
Relevant Ability: Wisdom
able to recruit men for his organization and convince them to
Cost: 9 BP follow his orders (posses are temporary and need not be paid
Universal: Yes but may need to be deputized). A skill check is required (a
Prerequisite: None competing check with the recruit employing his Resist
Materials/Tools Required: Yes Persuasion mastery as a counter).

This skill covers the basics of prospecting, and uses special If successful, the character convinces a particular person to
rules instead of the normal mastery and difficulty tables. See sign on with him. A failed check means that particular person
the Aces & Eights: Reloaded Prospecting mini-game for refuses. This skill check may only be performed once per week
additional details. on a particular target with ever increasing difficulty unless the
terms become more generous.

109
Mastery Level The character can... Mastery Level The character can...
Recruit in home territory (e.g. recruiter is Know common beliefs and writings of the
Novice Novice
well known and esteemed) character’s faith
Recruit in neutral territory (e.g. recruiter’s Recall obscure information about the
Average
repute is unknown) character’s faith; know common beliefs of
Average
other religions typical of the character’s
Recruit in enemy territory (e.g. recruiter is
place of origin
Advanced associated with group held in disregard by
majority of local population) Remember obscure beliefs of other
religions practiced in the character’s place
Expert Recruit among openly hostile persons Advanced of birth; know common information about
Recruit among openly hostile persons in religions foreign to the character’s
Master homeland
enemy territory
Identify obscure information on religions
Expert not typically practiced in the character’s
Difficulty Examples
homeland
Trivial Recruiting for a job with great pay and no
hazards Recall rarely known facts or rumors about
Master
Easy Recruiting for a job with good pay and no any religion, offshoot or cult
hazards
Average Recruiting for a job with appropriate pay and Difficulty Examples
no hazards or great pay but some hazards Trivial Recall information with no time limit and
Difficult Recruiting for a job with good pay but is access to reference texts
accompanied by chance of imprisonment or Easy Recall information with no time limit
death Average Recall information with a reasonable time
Very Difficult Recruiting for a job with great pay but is limit
accompanied by significant chance of Difficult Recall information when distracted by
imprisonment or death surroundings
Very Difficult Recall information under severe distress
(such as gunfire)
Religion (specify faith)
Relevant Ability: Intelligence Resist Persuasion
Cost: 5 BP Relevant Ability: Wisdom
Universal: Yes Cost: 2 BP
Prerequisite: None Universal: Yes
Characters with this skill know the doctrinal beliefs of a Prerequisite: None
religion and are versed in performing appropriate ceremonies. Mastery level in this skill is indicative of a character’s ability
Such knowledge is essential to preachers when ministering to to resist various persuasive efforts of another person. Any time
their congregation or attempting to convert unbelievers. such persuasion would compel the character to either perform
Erudition also lends weight to morality crusades or other actions or reveal information undesired by the character’s
attempts at social reform the minister may undertake. player, he can attempt to resist by making a competitive skill
With increasing mastery, the character becomes acquainted check versus the form of persuasion being attempted.
with other faiths and their practices – usually to juxtapose these
with his own beliefs in order to accentuate the latter’s Riding
virtuosity.
Relevant Abilities: Wisdom and Dexterity
On a successful check, the character knows the information Cost: 3 BP
he desires. On a failed check, the character either can’t recall it
Universal: No
or makes a factual error (that may be noticed by another
individual succeeding at a similarly difficult check). Prerequisite: None
8: Skills

Characters use the Riding skill both for riding and for
handling horses. A rider’s skill mastery directly impacts the
degree to which he can control a horse when moving (see
”Tactical Mounted Movement” in Chapter 12 – Advanced
Scrapes).
With respect to more generalized equine actions, a
successful skill check means that the character is able to
compel his horse to accomplish the desired act. On a failed
check, the horse resists, and the character must make
another Riding skill check to see whether he retains his seat
- or falls to the ground.

110
Mastery Level The character can... Mastery Level The character can...
Novice Ride a horse Tie basic knots, including hitches, bends,
Novice
loop knots, and friction hitches
Make the horse walk over 2-foot-tall obsta-
Average Utilize a catch lariat (lasso, or la reata) for
cles; leap across up to 4-foot-wide gaps
picketing or tethering ; Securely bind pris-
Make the horse jump over 3-foot-tall obsta-
Average oners; evaluate quality of rope (especially
Advanced cles; leap across up to 6-foot-wide gaps;
with regard to compromised load bearing
vault onto the saddle of a stationary horse
ability); +3% bonus to Escape Artist skill*
Make the horse jump over 4-foot-tall Use a catch lariat (lasso, or la reata) on
obstacles; leap across up to 8-foot-wide horseback ; Tie knots that appear to less
gaps; guide horse with knees so character Advanced skilled individuals to be secure but can eas-
Expert
can use two-handed weapons (e.g., long ily be loosened; +6% bonus to Escape
guns, bows); vault onto the saddle of a Artist skill*
walking horse
Weave strong rope from scrounged natural
Make the horse jump over 5-foot-tall plant fibers; Design and supervise the con-
obstacles; leap across up to 12-foot-wide Expert
struction of a rope suspension bridge; +9%
Master gaps; vault onto the saddle of a trotting bonus to Escape Artist skill*
horse; leap from the horse’s back onto any
creature or object within 5 feet Years of working with a lasso have made
the character an outstanding roper and
showman. His trick roping skills include flat
Difficulty Examples loops, butterflies, zig-zags, spoke-jumping,
Trivial Handling a horse with a Quiet temperament; Master
forward and reverse ocean waves with
riding in daytime with fine weather and clear jump-throughs, a giant big loop spin and
visibility finally the spell-binding "Texas skip"!; +15%
Easy Handling an Interested horse; riding in dim bonus to Escape Artist skill*
light * applicable if character is bound by a rope
Average Handling a Nervous horse; poor weather
(rain) or darkness
Difficult Handling an Extremely Nervous horse; Difficulty Examples
riding in bad weather (fog) Trivial Using skill with essentially unlimited time
Very Difficult Handling a Stubborn or Treacherous horse; and with personal rope
riding in severe weather (storms) Easy Using skill in average conditions with
personal rope
Average Using rope the character has not personally
Rope Use selected and broken in
Relevant Ability: Dexterity Difficult Using skill in darkness; using skill in very
Cost: 2 BP poor weather; using makeshift ropes (vines,
etc.))
Universal: Yes
Very Difficult Using skill in darkness; using skill in very
Prerequisite: None poor weather with makeshift ropes (vines,
With this skill, the character becomes progressively more etc.)
adept at the usage of rope. Initially this involves simple care and
maintenance (such as identifying compromised strength and Salesmanship
‘whipping’ rope ends) as well as a broad knowledge of knots and Relevant Abilities: Intelligence, Wisdom and Charisma
their appropriate employment. Cost: 7 BP
Further advancement allows the employment of a lariat for Universal: Yes
roping cattle. This rope varies in length from 35 to 50 ft. At one Prerequisite: None
end of the rope is a running knot by means of which a loop or Salesmanship is the art of the deal. While some may
noose is made. The loop is thrown, from as far away as 30 feet, dismissively castigate adroit salesmen as disreputable snakes

8: Skills
around the horns or the feet of an animal and drawn tight. To who desire nothing but the fleecing of their victim’s pockets,
this is a myopic assessment. While an easy mark is seldomly
use it on horseback requires advanced skill of the rider and his
turned away, the skilled operator is keenly aware that
horse—the pull of the captured animal may throw the rider's
successfully brokering transactions is his bread and butter. The
horse, or the horse or rider may become entangled in the rope. profit garnered from a series of deals, none of which on its own
Truly skilled characters are able to perform amazing showman yields a stellar margin, can easily overwhelm a singular shady
feats and stunts with rope. The Rope Use skill also conveys a 5% deal.
bonus (per level above Unskilled) to a character’s Escape Artist As such, the salesman’s interest lies in gauging what his
checks involving ropes, such as when he is tied up with rope. customer is willing pay for an item and provided it adequately
covers his costs, closing the deal. While maximizing his profit is
always the ideal result, a sale lost by alienating a customer not
only results in lost revenue today, but also the loss of
opportunity for repeat business.
The successful salesman can ingratiate himself, putting his
customer at ease and hence lowering his defenses. He extols the

111
virtues of his product while cleverly brushing aside or concealing jam or misfire. In so doing, he cannot distinguish between
any inadequacies through his superior knowledge of the item irrelevant flaws and those that have a true bearing on the
while evaluating his target’s responses before beginning quality of the weapon.
negotiations. Of course, many situations exit where scrutiny can be used to
This skill covers the basics of haggling and bartering but can great effect with only common knowledge. Noticing
be extended to handle any sort of negotiations in which items inconsistent regrowth, for example, may reveal a spot where
or services of value are exchanged. someone has buried gold. A GM may roll a Scrutiny skill check
for the PC any time there is something subtly askew that a
Mastery Level The character can... character might notice, even if he did not specifically state that
Unskilled Engage in haggling at his own fiscal peril he is scrutinizing his surroundings. Any sleuth looking for clues
Novice Recognize a skilled salesman and opt to
will need to be well versed in scrutiny, should he hope to prove
avoid negotiating with him successful in the least. A failed check indicates that the
character is oblivious until the thing is pointed out to him.
Average Be relatively assured of the gross Scrutiny reveals only facts, not deductions or conclusions.
parameters of an offer (such as whether
it’s a complete rip-off, relatively fair offer Mastery Level The character can...
or total steal)
Novice Notice obvious details (curtain flapping in
Advanced Generally obtain favorable terms from a the breeze, bright contrasts, object weigh-
buyer or seller ing a great deal less or more than expect-
Expert Obtain best possible terms a buyer or seller ed, an ajar door, footprints in mud, etc.)
is willing to offer Average Notice details (picture frame askew, foot-
Master Obtain items at or below the seller’s costs prints in dust, loose floorboard, small tem-
perature change, etc.)
Advanced Notice minor details (tiny splash of mud on
Difficulty Examples robes, mild smell, object weighing barely
Trivial Conclude a sale in which the client receives more or less than expected, absence of
terms better than the norm dust, etc.)
Easy Conclude a sale in which the client receives Expert Notice minute details (smooth surface on
terms comparable to which he might receive expectedly rough texture, absence of dust
elsewhere in a particular shape, etc.)
Average Conclude a sale which favors the seller
Master Notice miniscule or obscure details (such as
Difficult Conclude a sale decidedly in favor of the
objects arranged in a non-customary way
seller
but not askew or otherwise unusual)
Very Difficult Convince individual to grossly overpay for
something he has no use/desire for etc.)
Difficulty Examples
Trivial Having all the time in the world to examine
Scrutiny an object in bright lighting
Relevant Ability: Wisdom Easy Calm environment with good lighting
Cost: 4 BP Average Time or other external pressure (e.g. danger)
Difficult Poor lighting/Darkness
Universal: Yes
Very Difficult Rushed in darkness
Prerequisite: None explicitly (though supplemental
knowledge of the object being scrutinized may
prove very useful)
Seamstress/Tailor
Relevant Ability: Dexterity
Unlike Observation, which is more applicable to real-time
situations involving movement, the scrutiny skill permits an Cost: 1 BP
individual to notice small details that a less careful person may Universal: No
not have noticed or considered relevant. This is not to be Prerequisite: None
confused with Eidetic memory in that the latter involves Materials/Tools Required: Yes
8: Skills

astounding powers of recalling information not the ability to


discover said. In its most common application, close scrutiny, an The character with this skill has studied how to sew, mend
individual carefully and methodically examines an object. If and possibly design clothing. A successful check means the
successful, he is able to ferret out minute details – most character succeeded in the task. A failed result indicates the
generally inconsistencies. work was botched or flawed in some way and the character
must begin again. If the character failed while creating a new
This skill can be used to greatest efficacy when coupled with piece, the resulting piece is ruined.
supplemental knowledge for, in truth, it provides no contextual
data. Simply put, without knowing why and to what frequency A seamstress or tailor needs tools such as needles/pins and
irregularities may occur, details may simply overwhelm a thread, scissors, a thimble, tape measure, wax, clothing patterns
master scrutinizer such that he may be unable to make sense of and plenty of material (cloth). A table or board (large enough to
the information. For example, an individual without any lay the pattern upon) as well as paper, sharp shears and weights
knowledge of weaponry may examine a rifle and note are also good to have.
imperfections in surface finish, corrosion or a myriad of other
perceived flaws without knowing that these are inherent to the
manufacturing process and not indicative of a weapon that will

112
Mastery Level The character can... Very Difficult Find something secreted in an unusual
location (e.g., inside hollow table leg), among
Utilize seamstress/tailor tools; handle nearly identical objects (e.g., a particular gold
Novice materials; sew buttons; repair minor rips
nugget in a pile of gold nuggets), or in
and tears
darkness
Alter clothing (e.g. fit clothing for
Average
customers)
Seduction, Art of
Advanced Mend or patch damaged clothing Relevant Abilities: Charisma and Looks
Restore severely damaged clothing; Cost: 4 BP
Expert design an item of clothing based on an
existing style Universal: Yes
Design and sew a new item of clothing in Prerequisite: None
Master
an original style Seduction is employed to influence the actions of another
person. It may be innocently used to attract attention and
Difficulty Examples garner more favorable reactions through flirting or brazenly
Trivial Repairing clothing with access to a fully utilized as a quid pro quo with the implied promise or actual
stocked workroom exchange of sexual congress. In either case, it involves stoking
Easy Alter or mend damaged clothes with access to another’s prurient interest in the character performing the
a fully stocked workroom seduction.
Average Working in dim light; working in adverse
Obtaining more than incidental advantage from this skill
conditions
Difficult Working on clothing with poor tools requires active involvement with and manipulation of the
Very Difficult Working on clothing with makeshift tools target. This may take the form of a prolonged courtship or
intimate relationship with the individual being seduced.
Searching A skilled seductress (or Courtesan) is no mere street whore.
Relevant Ability: Wisdom While ribald promiscuity is quite often a feature of the
relationship, it alone is insufficient. The seductress must
Cost: 5 BP
integrate herself into the victim’s social sphere so as to patiently
Universal: Yes but deliberately poison his mind against his intimates and
Prerequisite: None advisors leaving her alone as his confidant. Only then can she
Any time a character attempts to locate something specific, manipulate his actions so that they favor her own interests and
he makes a Searching skill check to do so. This skill uses a not his own or those of his associates, partners, family or
combination of a character's inferred knowledge, experience, subjects as the case may be.
sense of direction and so on, as he actively works to find some-
thing. The character must specifically state that he is using this Mastery Level The character can...
skill, as well as what he is searching for. After he spends an Seduce an individual with no
appropriate amount of time searching, if his roll succeeds, he Novice
allegiances
finds it (provided it is there to find). If he fails, he finds nothing.
Seduce an individual with weak ties to
Note that this skill cannot be used in tactical combat (such as Average
either a partner or organization
Billy Bob attempting to locate bandits waiting to ambush him).
Seduce an individual with strong ties to
Mastery Level The character can... Advanced either a marriage partner or an
organization
Find a tiny thing in a small area (e.g., ring
Seduce an individual with high social
Novice of keys in a room); Find a big thing in a
Expert standing or leadership role in an
medium area (e.g., trail on a hillside)
organization
Find a small thing in a medium area
Average Seduce an individual of great wealth, pres-
(e.g., shovel on a hillside) Master
tige and social status
Find a big thing in a huge area (e.g., herd
Advanced
of wild cattle on the plains)

8: Skills
Difficulty Examples
Find a sizable thing in a huge area (e.g., Trivial Encourage a favorable reaction
Expert
cabin on a mountainside)
Easy Requesting individual perform actions that
Find a medium thing in a huge area (e.g., result in minor inconvenience
Master
corpse in a forest) Average Requesting individual perform actions that
result in significant inconvenience
Difficult Goading individual into actions that have very
Difficulty Examples
real chance of resulting in injury or have
Trivial Find something in plain sight with
legal or financial repercussions
good lighting
Very Difficult Inducing target into actions that have
Easy Find something partially obscured by other
significant possibility of resulting in death,
objects
severe injury or that have significant legal
Average Find something that is camouflaged (e.g.,
repercussions or risk of great monetary loss
chest covered with blanket, cave covered with
or loss of status and prestige
branches, etc.), or in dim light
Difficult Find something that is well-hidden (e.g.,
document hidden in a book, gold nugget
under a pile of rocks)

113
Set Traps This skill involves removing the skin from an animal with a
minimum amount of damage. A failed check indicates that the
Relevant Ability: Dexterity
skin is too badly damaged or mangled, and cannot be used for
Cost: 10 BP making other items or for taxidermy. The character must have
Universal: No a sharp knife and a dead game animal or livestock in order to
Prerequisite: None perform this skill. A character using this skill can also tan
Materials/Tools Required: Yes animal hides. A failed check means the hide is ruined.
The character can set traps and make snares to catch Mastery Level The character can...
animals. He generally requires wood, rope, or other materials or
Ascertain whether a skin or hide is too
tools needed to construct that particular trap or snare. The badly damaged or mangled; work with
trapper must roll a skill check when initially constructing the Novice
common tiny animals (squirrel, etc.), small
trap or snare, and an additional skill check any time he sets it. animals (rabbit, etc.) and fish
If successful, the trap or snare works when triggered. Work with common medium sized animals
Note: Successfully setting a trap does not imply immediate Average (sheep, etc.) or large animals (cow, deer,
capture of an animal. It is left to the GM to determine the etc.)
frequency that animals visit the location. Work with common Huge animals (buffalo,
Advanced
bears, etc.)
A failed check when constructing the trap indicates that the
snare or trap is useless. Work with exotic terrestrial non-mam-
Expert
malian species (amphibians, lizards, etc.)
A failed check when setting the trap indicates that the
character springs the trap, necessitating a Feat of Agility check Master Work with unusual creatures (jellyfish, etc.)
(vs. d20+ 1 per 5% skill check failed by). Failure indicates that
the character has sprung the trap on himself ! Difficulty Examples
It takes 10+2d10 minutes to set or construct a small trap or Trivial Skinning/tanning an animal with proper tools
snare. Larger traps need another person to assist, and take an Easy Skin/tan a common animal for the first time
additional 2+1d4 hours of work. Average Skin/tan an unusual or exotic/foreign animal
for the first time
Characters that succeed at an Animal Lore skill check gain a Difficult Skin/tan an animal with poor tools
10% bonus to a subsequent Set Traps skill check when setting a Very Difficult Skin/tan an animal with makeshift tools
trap or snare (to capture animals only). This reflects his insight
as to what type of trap should be employed and where it would Skilled Liar
be best situated.
Relevant Ability: Charisma
Mastery Level The character can... Cost: 4 BP
Cognizant of best traps to employ for Universal: Yes
Novice
catching particular animals Prerequisite: None
Set snares and traps to catch small sized While anyone can tell a lie, a skilled liar differentiates himself
Average
game from the disingenuous rabble with the care he takes to make the
Set snares and traps to catch medium sized deception as believable as possible.
Advanced
game
A successful skill check indicates people believe his “stories.”
Set pits and net snares for large sized If the check fails, the lie is simply too outrageous or
Expert
creatures unbelievable in some way.
Master Set man-traps and deadfalls
Mastery Level The character is...
Able to credibly lie about events that are
Difficulty Examples inconsequential or that are difficult to
Trivial Setting a trap with excellent tools and mate- Novice disprove given the immediacy of circum-
rials in good lighting and with no distractions stances (i.e. “Run for it! The deputy is
8: Skills

Easy Setting a trap in dim light or with some heading down the street.”)
distracting noises
Able to tell lies without revealing any
Average Setting a trap with little light or with many Average
physical cues that the tale is suspect
distracting noises
Difficult Setting a trap with poor tools and materials; Able to deftly create intricate backstories
Advanced
setting a trap in darkness and details to legitimize any untruths told
Very Difficult Setting a trap with makeshift tools and Capable of perpetuating a great untruth
materials told to a group of people (a group or
Expert organization numbering up to a dozen or
Skinning/Tanning so principals) by employing trusted third
parties to facilitate believability
Relevant Abilities: Strength and Wisdom
Capable of constructing an intricate web of
Cost: 3 BP lies with great level of detail to convince
Universal: Yes Master swaths of people of a great untruth,
fabricates false evidence and dupes unwit-
Prerequisite: None
ting third parties to corroborate the lie
Materials/Tools Required: Yes

114
Difficulty Examples Difficulty Examples
Trivial Telling a very likely untruth (“A new Trivial Slaughtering an animal
hardware store is opening next week”) Easy Slaughter a common animal for the first time
Easy Telling a plausible lie (“I heard the local Average Slaughter an unusual or exotic/foreign
bandits are on their way here”) animal for the first time
Average Telling a possible, if unlikely, lie (“The Difficult Slaughter an animal with poor tools
President is coming to town to see one of his Very Difficult Slaughter an animal with makeshift tools
relatives”)
Difficult Telling a very unlikely lie (“The bank is Sleight of Hand
giving away $10 to all customers!”)
Very Difficult Telling an absurd lie (“Feed a cow fruit and Relevant Ability: Dexterity
their cowpies will be tasty”) Cost: 2 BP
Universal: No
Prerequisite: None
Slaughter
The practitioner of this skill can attempt minor feats of
Relevant Abilities: Strength and Intelligence apparent illusion by deftly hiding items and distracting
Cost: 2 BP observers’ attention. On a successful opposed skill check (vs. the
Universal: Yes observer’s Observation mastery), the character succeeds, and
Prerequisite: None the observers were fooled as to how he did it. .
Materials/Tools Required: Yes g On a failed roll by 1% to 20%, the practitioner of the
Sleight of Hand simply fails to do what he wanted. .
The character knows the techniques necessary to slaughter
livestock or game animals, and to cut up the carcass to provide g On a roll of 21% or more, something has gone seriously
the most meat. He knows how to trim away the fat, if desired, and noticeably wrong (he drops all the coins, the dove flies away,
and discard everything that is inedible. He must have a sharp etc.).
knife (and the animal, of course) in order to perform this skill.
Large or Huge animals also require a large hammer or similar Mastery Level The character is...
tool. With a successful skill check, the character can butcher the Make a coin-sized object seemingly disap-
Novice
animal or employ his ancillary knowledge. On a failed skill pear or rematerialize
check, he cannot recall the knowledge he needs, or alternative- Manipulate a palm-sized object or 2-3 coin-
Average
ly he decreases the yield of edible meat by half. sized objects
Handle a tiny living creature (dove,
Mastery Level The character can...
Advanced mouse); work with two palm-sized objects;
Employ knives to butcher animals; basic work with 3-4 coin-sized objects
knowledge of which parts of the animal Work with a fist-sized object (apple, ball,
Novice
are edible; yield of dressed meat 50% orange); work with two tiny living crea-
below average Expert
tures; work with three palm-sized objects;
Awareness of commercial uses of inedible work with 5-6 coin-sized objects
Average parts of common animals; yield of dressed Work with a backpack-sized object; work
meat 25% below average with two fist-sized objects; work with six
Master
Knowledge of uses inedible parts of unusu- palm-sized objects; work with 10-12
al animals have; yield of dressed meat con- coin-sized objects
Advanced forms to standard percentages of body
mass as given below; Butcher non-stan-
dard mammals Difficulty Examples
Trivial Performing sleight of hand when no one is
Butcher non-standard animals; Increase the
focused on the individual performing the
Expert yield of edible meat from common live-
trick
stock by 5%
Easy Performing sleight of hand in poor lighting;
Butcher exotic animals; Increase the yield performing for one person

8: Skills
Master of edible meat from common livestock by Average Performing sleight of hand in good light;
10% performing for 2-3 persons
Difficult Performing sleight of hand with few objects
Average dressing percentages for to utilize for misdirection; performing for a
the four major livestock species group
Beef 56-58 Very Difficult Performing sleight of hand in an
environment with no physical objects to
Pork (skin-on) 70-73 employ as distractions; performing for
Sheep (shorn) 50-53 a very attentive crowd

Goat 45-50

115
Slick Talker Mastery Level The character is...
Relevant Abilities: Intelligence and Charisma Sneak through a room with several people
Novice
Cost: 4 BP talking and walking about
Universal: No Sneak through a room with a few people
Average
Prerequisite: None talking and occasionally moving around

A character able to employ this skill speaks with subtle Sneak through a room in which noise
Advanced
nuances, tactical pauses, and a smooth, lilting vocal tone to lure occurs infrequently
a person into revealing himself. With a successful opposed skill Expert Sneak through a quiet room
check (vs. the subject’s Resist Persuasion skill), the character Sneak through a quiet room with a creaky
coaxes or entices his conversational partner to reveal far more Master
floor
than he had ever intended. On a failed check, the target does
not divulge the desired information.
Difficulty Examples
Mastery Level The character is... Trivial Sneaking in a noisy crowd
Easy Sneaking when there is significant ambient
Novice Infer whether his subject is lying noise
Gauge the person’s general intent; find out Average Sneaking by a group of conversing
Average roughly what his subject’s future plans individuals or through a bustling street
entail Difficult Sneaking when there is little ambient noise or
by people engaged in murmured conversation
Learn the names of all the subject’s Very Difficult Sneaking in a quiet room
Advanced
companions

Expert Know how wealthy the subject is Social Etiquette


Determine where subject keeps his wealth, Relevant Ability: Charisma
maps; learn the location and security Cost: 4 BP
Master
details of any important site(s) the target is Universal: No
familiar with
Prerequisite: None
Difficulty Examples This skill provides the character with knowledge of the
Trivial Slick talking a close friend or ally customs, social graces and courtesies demanded by a particular
Easy Slick talking an acquaintance rung of society. Lack of such familiarity will immediately
Average Slick talking a stranger distinguish one as an outsider. In polite society, one could be
Difficult Slick talking a guard branded a boor and be denied access to influential personages.
Very Difficult Slick talking a member of a hostile tribe or Similarly, rough and tumble cowboys may readily label
nation someone as an effete untrustworthy snob to be mercilessly
bullied or robbed. Those without this skill will be hard pressed
Sneaking to pass themselves off as anyone originating outside their own
Relevant Ability: Dexterity social class as their mannerisms will quickly reveal them for who
Cost: 8 BP they are despite any fallacious backstory.
Universal: Yes To know the proper social etiquette in a situation, the
character must succeed at the Social Etiquette skill check. On a
Prerequisite: None
failure, the character cannot act appropriately.
This skill allows a character to move without being heard.
Although he can easily be seen (unless employing some form of Mastery Level The character is...
concealment), a successful competitive check (vs. observer’s Avoid gratuitous faux pas that may be
Listening skill check) avoids drawing the attention of observers Novice
interpreted as obscene or hostile
and thus he can sneak past them if not in their line of sight.
Use the correct tableware; know the
Average
Failure by up to 25 points means the character believes he proper clothing to wear
8: Skills

moved silently when, in fact, he made some noise that draws Recall obscure rules of etiquette specific to
attention. Failure by more than 25 points means the sound was Advanced
one’s own region; effortlessly blend in
so obvious that even the sneak is aware of his failed attempt.
Recall standard rules of etiquette specific
A successful Sneaking skill check imparts a 10% bonus to a Expert
to another region; effortlessly blend in
character’s subsequent Hunting skill check – however a failed Recall obscure rules of etiquette specific to
check will spook the animal the character is stalking. Master
another region

Difficulty Examples
Trivial Understanding of the proper forms of
behavior and address required in character’s
social class
Easy Understanding of the proper forms of
behavior and address for social class one or
two steps away from character’s social class

116
Average Understanding of the proper forms of Average Building on loose earth
behavior and address for social class three or Difficult Building on a slope
four steps away from character’s social class Very Difficult Building on a steep slope
Difficult Understanding of the proper forms of
behavior and address for social class five or Survival
six steps away from character’s social class
Very Difficult Understanding of the proper forms of Relevant Abilities: Wisdom and Constitution
behavior and address for social class seven or Cost: 7 BP
eight steps away from character’s social class Universal: Yes
For example, wealthy ranch owner Jose Sanchez (an Upper Middle Prerequisite: None
Class character) may make a skill check to recall proper social etiquette
This skill gives a character a better chance of survival in hos-
when meeting a duke (an Upper Upper Class character). Because UMC is
tile environments. He knows the dangers each environment
three “steps” away from UUC (one step from UMC to LUC, one step from
presents, particularly the weather. He also knows the proper
LUC to MUC, and one step from MUC to UUC), Jose must make an
steps to lessen the risk of exposure and the methods to locate
Average check. See Table 6-16:Social Class in Chapter 6: Priors &
and gather potable water and how to find basic food (whether it
Particulars for a full listing of social class “steps.”
is appetizing is not guaranteed). Furthermore, a character with
Bear in mind that the character should still be required to this skill can instruct and aid others in the same situation.
roleplay any social encounters. A successful skill check only
When using this skill to forage for food or water, a success
gives him the knowledge – he may still conduct himself howev-
means that the character gathered enough to survive on. If he
er he sees fit.
fails, he can make no more Survival checks that day.

Stonemasonry
Relevant Abilities: Strength and Intelligence Mastery Level The character is...
Cost: 2 BP Recall typical weather and dangers of the
Universal: No specific environment (swamp, desert, high
Novice mountains, etc); Determine approximate
Prerequisite: None
time of day and direction (N, S, E, W) by
Materials/Tools Required: Yes viewing sun, stars, moss on trees, etc.
A character uses the Stonemasonry skill to prepare and lay Forage sufficient food and water for one
Average
hard and soft stone, marble, bricks and any other masonry character/day
materials, for building or repairing stone structures, walls and Avoid natural hazards (quicksand, poison
monumental masonry (stone work for cemeteries). A successful Advanced
ivy, etc)
skill check means that the stonemason completes his task, while Forage adequate food and water for two
a failed skill check indicates that the masonry takes twice as long Expert
characters/day
as normal to complete (a critical failure results in the structure
Forage food and water for 3-5
collapsing). Master
characters/day
Note that unusual and more complicated items (a large
multi-story structure, for example) require plans prepared by an Difficulty Examples
individual with the Engineering Design skill. Trivial Surviving in lush, game-filled forest with
several water sources
Mastery Level The character is...
Easy Surviving in forest or plains with abundant
Cut stone; operate mason’s tools; handle game and few water sources
Novice
materials Average Surviving in region with occasional game and
Build a plain section of wall 8 feet long, at least one water source
Average Difficult Survive in region with little food or water
and 6 feet high in one day
Very Difficult Surviving in a region of extreme cold or heat
Build a nice-looking section of wall 1 8 feet with very little food and water (e.g., Death
Advanced long, and 6 feet high in one day; build Valley)

8: Skills
plain sections in 8 hours
Build an attractive section of wall 8 feet
long, and 6 feet high in one day; build
Swimming
Expert nice-looking sections in 8 hours or plain Relevant Abilities: Strength and Constitution
sections in 6 hours; craft simple stone Cost: 1 BP
carvings like lettering and columns
Universal: No
Build a very attractive section of wall 8 feet
long, and 6 feet high in one day; build Prerequisite: None
attractive sections in 8 hours; build nice- This skill provides the character with knowledge of how to
Master
looking sections in 6 hours; build plain swim. With a successful skill check, the character succeeds in his
sections in 4 hours; craft beautiful carvings, attempt. On a failed check, the character makes a bad dive,
flourishes, etc.
cannot retrieve an object or otherwise must immediately stop
any directional movement.
Difficulty Examples If, after a failed check, the character is unable to immediately
Trivial Building on a strong stone foundation
walk out of the water, he must attempt another Swimming
Easy Building on packed earth
check to float or tread water. If the character fails this second

117
check or had already failed a check for floating/treading, he
Mastery Level The character is...
begins to drown; suffering 1d3p points of damage for every 10
seconds he remains underwater. Operate telegraph equipment; understand
Novice
Morse code
Note: Drowning damage is restored fully in 5 minutes if the
Transmit or receive messages of 10 words
character survives. Average
or less
Mastery Level The character can... Transmit or receive messages of 50 words
Advanced or less; can repair cut or downed telegraph
Tread water (1 min); back float; use floata-
lines
Novice tion device (log, etc.) to swim 25 ft on
stomach Transmit or receive a complicated or coded
Expert message of 50 words or less; transmit a
Tread water (5 min); front/back crawl or
standard message of any length
Average breast stroke 100 ft at crawling speed;
swim underwater 25 ft at crawling speed Transmit and receive a complex or coded
Master
message of any length
Tread water (20 min); front/back crawl or
breaststroke 500 yds at crawling speed;
Advanced breaststroke for 50 yds at walking speed; Difficulty Examples
swim underwater 75 ft at crawling speed; Trivial Working with equipment you personally built
can’t drown in Average difficulty conditions from a kit
Tread water (1 hr); front/back crawl or Easy Reaching a telegraph operator you contact
breaststroke 1650 yds at crawling speed; often
breaststroke 100 yds at walking speed; Average Working with familiar equipment
Expert
underwater swimming 200 ft at crawling Difficult Understanding shorthand (abbreviated) Morse
speed; cannot drown unless two or more code messages from a familiar telegraph
Difficult/Very Difficult conditions exist operator; piecing together broken
Tread water (4 hrs); front/back crawl or transmission
breaststroke 6,000 yds (1 nautical mile) at Very Difficult Understanding shorthand (abbreviated) Morse
crawling speed; breaststroke 250 yds at code messages from an unfamiliar telegraph
Master operator; piecing together garbled
walking speed; underwater swimming 500
ft at crawling speed; cannot drown unless transmission
two or more Very Difficult conditions exist
Tracking
Difficulty Examples Relevant Ability: Wisdom
Trivial Swimming in a shallow pond
Easy Swimming in a calm lake
Cost: 9 BP
Average Swimming in a slow-moving river Universal: Yes
Difficult Swimming in choppy water; swimming in Prerequisite: None
street clothing
Very Difficult Swimming in frigid water; in crashing waves; Characters use this skill to follow the trail of animals and
against strong current; moderately laden other persons. Simply put, a successful Tracking check means
the character found a trail, while failure means he did not. If
the character fails this initial skill check, he can attempt
Telegraph Operating another Tracking check - provided that he spends at least 30
Relevant Ability: Intelligence minutes attempting to pick up the trail again. If he fails this
Cost: 4 BP second check, he simply can’t find that particular trail.
Universal: No After finding a trail, further checks may be necessary depending
Prerequisite: Literacy 10 or better on the situation. Darkness, falling rain/snow, a dust storm,
Materials/Tools Required: Yes
Mastery Level The character can...
A character with this skill is proficient in Morse code, and can
Determine if an area is heavily trafficked;
operate telegraph equipment, attempt to transmit and receive
Novice roughly identify the number of creatures
8: Skills

messages (by key and by ear, respectively), and even attempt to being followed or passed
repair cut or downed telegraph lines. Because trains are
dispatched by telegraph, trained telegraph operators are Determine the approximate height of the
required to manage any telegraph office, or collisions, misrouted creatures leaving tracks (based on the
Average
length of their stride); determine age of
packages and other problems can easily result. A successful skill
tracks
check is required to perfectly send or to receive a telegraph
message. Determine certain attributes of creature(s)
leaving tracks (approx. weight, recent
Advanced injuries, etc.); recognize tracks
or prints of a species the tracker is
familiar with
Exactly identify the number of creatures
being followed or passed; recognize tracks
Expert
or prints of a species the tracker is unfamil-
iar with
Recognize tracks, footprints or boot prints
Master of a specific individual or
creature

118
moving from one terrain to another (such as from sand to rock), This skill enables the character to observe both atmospheric
one trail splitting into two or crossing water are examples why a phenomenon and, with greater skill, subtle changes in flora or
character might need another Tracking check. animal behavior, in order to deduce upcoming weather
conditions. Note that a failed skill check cannot be re-rolled as
Difficulty Examples the character will be convinced of his prediction and dogged in
Trivial Tracking a large group through snow his misinterpretation.
Easy Tracking through thick brush, vines or reeds;
tracking on soft ground Mastery Level The character can...
Average Tracking with occasional signs of passage
Make a prediction for the next few hours-
(on dust, dirt, etc)
Novice will the current weather remain steady or
Difficult Tracking on hard ground or wood floor; with change for the better or worse?
poor lighting (moonlight, starlight or torch-
light); over 12 hours since the trail was made Make a prediction for the next day- will it
Very Difficult Tracking a single person over rocky ground; Average be warmer or cooler with any precipita-
tracked party attempts to hide trail, over 24 tion?
hrs since trail was made Make a prediction for the next few days
Advanced
(what is the extended forecast?)
Ventriloquism Expert
Make a prediction for next 10 days (what
Relevant Ability: Intelligence will be the general weather trend?)

Cost: 8 BP Make a prediction for the next season- will


Master the season be unusually
Universal: Yes wet/dry/warm/cool?
Prerequisite: None
The character using this skill has learned the secrets of Difficulty Examples
“throwing his voice.” Although not actually making sound come Trivial Skill is never trivial
from somewhere else, the character can deceive others into Easy Skill is never easy
believing this to be so. When using ventriloquism, the supposed Average Character is outdoors in natural
source of the sound must be relatively close to the character. surroundings
Difficult Character is in a settled area
The nature of the speaking object and the Observation skill of
Very Difficult Character is in a large town or city
those watching can modify the character’s chance of success.
A successful opposed skill check means the character success- Weaving
fully deceived his audience. The character is limited to sounds
Relevant Abilities: Intelligence and Dexterity
he could normally make (thus, the roar of a lion is somewhat
Cost: 1 BP
beyond him). He is also limited to speaking only languages he
knows. Universal: No
Prerequisite: None
Since ventriloquism relies on deception, people’s knowledge
of speech, and assumptions about what should and should not Materials/Tools Required: Yes
talk, it is obviously ineffective on animals. Furthermore, the A character uses the Weaving skill to create cloth from raw
audience must be watching the character since part of the wool or cotton. The character requires a spinning wheel and a
deception is visual (“Hey, his lips don’t move!”). loom. On a successful Weaving check, the character succeeds in
the task. A failed result indicates the work was botched or
Using the Ventriloquism skill to get someone to look behind flawed in some way and the resulting fabric is worthless.
him will not work, since the voice is not actually behind him. All
but those with the gullibility of children or the extremely fool- Mastery Level The character can...
ish will realize what is truly happening in the case of animals or Operate a loom and spinning apparatus;
inanimate objects. They may be amused - or they may not be. Novice
handle materials

Mastery Level The character can... Average Create a half square yard of material/day

Novice Make a voice seem to come from a puppet Create one square yard of material/day;
Advanced weave a copy of a pattern with an example

8: Skills
Make a voice come from an undefined in hand
Average
individual in a handful of people
Create two square yards of material/day;
Make a single person (PC or NPC) appear to Expert
Advanced produce a rug based on drawings
speak
Create four square yards of material/day;
Expert Make an animal appear to speak Master design a novel pattern or rug of your own
design
Make an obviously inanimate object (a
Master
book, mug, etc.) appear to talk
Difficulty Examples
Trivial Weaving with access to a fully stocked
workroom
Weather Sense Easy Working in dim light
Relevant Ability: Wisdom Average Working with poor quality fibers
Cost: 3 BP Difficult Weaving with poor quality tools and
equipment
Universal: Yes
Very Difficult Weaving with makeshift tools and equipment
Prerequisite: None

119
alents, like skills, improve your character’s Astute Observation (50 BP)

T abilities in one manner or another. However,


unlike skills that must be learned, talents are
natural gifts that each cowpoke is born with. For
Characters with this talent notice what’s going on
around them, and are quick to spot details that
could be important. Where other characters only
example, a character with the Blind-shooting talent “see,” he “observes.” A character with this talent
is capable of better marksmanship in conditions of can spot a journalist by the imprints in his sleeves
poor or no light, than a character without this and the ink stains on his finger, a pugilist by his
talent. cauliflower ears, a miner by his calluses and upper
Each talent costs a certain number of BPs. The body muscles, and so on.
talent and its cost can be found on Table 9: Talents, He also notices strange odors, tastes and
with full details located in the rest of this chapter. textures with no need for a skill check. He has a
Talent descriptions are arranged alphabetically by 1 in 3 chance to notice traps and concealed doors.
name. The bold heading for each talent gives the A GM informs the character any time there is
name of the talent and the Building Point cost. The something subtly askew that a character might
description text gives a general outline of what a notice, even if he did not specifically state that he is
9: Talents

character with that particular talent knows and can scrutinizing his surroundings.
do. Furthermore, some talent descriptions include
rules to cover specific uses or situations, or exact Blind-shooting (45 BP)
instructions on the effects of the talent if successfully A character with a talent for blind-shooting is
used. capable of adequate marksmanship in conditions of
poor or no light. The character suffers only half
Advanced Sighting (70 BP) penalties (rounded down) for shooting in poor
Those with this talent possess an uncanny sixth lighting conditions.
sense with regards to marksmanship. Through a Furthermore, the character retains the
combination of intuition and natural affinity, these capability to use skills that would normally be lost in
rare individuals can shoot at a level wholly darkness (e.g. Tracking) although the effectiveness
unexpected from someone with their physical skills, of these are reduced by one-half (skill checks are
training and experience. made at half the normal score, etc.). Blind-shooting
A character that is off target with a shot does not grant any special protection from attacks.
normally draws one card to determine hit
location. A character with this talent may draw two
cards and choose what he thinks is the better of the
two.

120
Table 9: Talents Courage (10 BP)
Talent BP cost Courageous characters have the ability to
better control their “fight or flight” response to
Advanced Sighting 70
dangerous situations. Such a character receives a
Astute Observation 50 -4 bonus to avoid flinching or ducking back behind
Blind-shooting 45 cover.
Courage 10 Those with the Courage talent are never forced to
flee a gunfight due to wounds regardless of the
Crack Shot 50
character’s Reputation.
Damage Bonus 75
Dead Eye 50 Crack Shot (50 BP)
Deadly Shot 50 Crack shots simply have a good eye for
precision shooting and receive a +1 bonus to their
Dodge 25
Accuracy. This talent does not encompass a broad
Endurance 15 knowledge of marksmanship, however, and so the
Fan Firing 35 bonus is lost versus targets over 30 feet away.
Fast Healer 10
Damage Bonus (75 BP)
Forgettable Face 25
Characters with this talent have a distinct
Greased Lightning 20 ability to make any injury they cause count. A
Great Ambidexterity 25 punch to the face becomes a punch to the nose while
a shot to the chest invariably manages to strike
Grit 50
closer to a vital organ or artery. None of this is
Guardian Angel 30 planned, the character simply gets
Hearty 50 uncanny results from his weapons.
Hip Shooter 25 The character receives a +1 bonus to damage in
all circumstances (brawling, hand-to-hand combat
Hit Point Bonus 20
or with firearms).
Hold Your Liquor 10
Improved Arc of Fire 15 Dead Eye (50 BP)
Inheritance 10+ Through a combination of keen eyesight and

9: Talents
practical knowledge of trajectories, the Dead Eye
Jack Rabbit Speed 20
character can mitigate the disparaging effects of
Kentucky Windage 45 distance on Accuracy. Any target over 30 feet away
Mounted Marksmanship 40 is treated as if one range grouping closer.
Perceive Tendency 20 For example, a target 31-50 feet away (-4 penalty) is
treated as 21-30 feet (-2 penalty), a target 51-90 feet away
Quick Aim 40
(-8 penalty) is treated as 31-50 feet away
Quick Thinking 10 (-4 penalty), and so on.
Rapid Reload 20
Deadly Shot (50 BP)
Reputation Bonus 35
The Deadly Shot, unlike those with the Damage
Resist Disease/Infection 20
Bonus talent, is consciously aware of anatomy and
Shot on the Run 50 can employ that knowledge to his advantage. All
Sprinter 30 wounds caused by this character increase by one in
Severity Level as he is able to better hit his target’s
Tough as Nails 25
more vulnerable portions. Note that there is no
Veteran Gunfighter 20 corresponding increase to HPs of damage, just
Weapon Bonus 50 severity level of the wound.

121
Dodge (25 BP) For example, a 3 hp wound to the arm normally takes six
Characters with the Dodge talent possess an (3+2+1) days to heal, three for the first point healed, two for
acrobat’s finesse and agility when attempting to the next and one for the last point. A character with Fast
camouflage their movement under fire. When Healer would recover in just three and a half days
actively dodging, their moves are so unexpectedly (2+1+0.5).
quick that shooters suffer a –4 penalty to their
Forgettable Face (25 BP)
Accuracy instead of the standard –2 against
dodging characters. He must be actively dodging to Something about this character’s appearance
gain the defensive bonus provided by his fancy simply prevents him from sticking in people’s minds.
footwork. (Note that this talent does not imbue the Unless he engages in meaningful conversation with
character with the ability to actually dodge bullets.) someone, other persons only have a 10% chance to
recall specific details about the character’s face.
As usual, the Accuracy penalty for this dodging
character compounds with any other Accuracy If a character did have a meaningful conversation,
modifier for movement. For example, a dodging his base chance to remember specific details about
character with this talent (-4 to hit) moving at a run that “forgettable” face is 85%.
(-4 to hit) has a combined penalty of –8 to the This chance can be modified by circumstances, as
shooter’s Accuracy. Of course, if the dodging noted here:
character is moving directly toward or away from g High motivation +5%
the shooter, the –4 for running does not apply since
the runner is moving at less than 30 degrees relative g Each previous encounter +5%
to the shooter. g Each week since last meeting –1%

Endurance (15 BP) Greased Lightning (20 BP)


A character with this talent has enhanced This character is extra quick. This talent gives
resistance to fatigue. Whether this is through him a -1 Speed bonus for one specific weapon class:
mental toughness or just because he’s one tough pistol, shotgun, rifle, knife, bow and arrow, and so
son-of-a-bitch is not clear, but a character with a on. This talent may be purchased multiple times for
talent for endurance can last longer in a fight, different weapons.
travel longer without resting, requires less food and
water and so on. Great Ambidexterity (25 BP)
With respect to all fatigue-related activities, this A character with this talent can use either his left
9: Talents

character’s Constitution behaves as if it were or right hand equally well for weapons, writing, etc.
4 points higher. He does not receive the +1 Speed penalty common
to other ambidextrous characters. Ambidextrous
Fan Firing (35 BP) characters normally suffer a +1 Speed penalty, as
A character with the fan firing talent has they often hesitate for a fraction of a second, as
thoroughly mastered this difficult (and usually though choosing which hand to use.
wholly inaccurate) firing technique. As such, he
Grit (50 BP)
suffers a mere –3 penalty to his Accuracy instead of
the standard –6 when performing this maneuver. A character with this talent halves all Speed and
Accuracy penalties from wounds, rounded down.
Fast Healer (10 BP) For example, a character who has suffered 26-50% of
The fast healing individual is blessed with a body their HP in wounds normally has penalties of +3 Speed and
capable of healing faster than normal. He regains -2 Accuracy. A character with Grit who has suffered
hit points at a faster rate than normal. Each wound 26-50% of their HP in wounds has penalties of +1 Speed
point heals, except the final point, one day faster and -1 Accuracy.
than normal. The final point heals in just 12 hours
instead of one day.

122
Guardian Angel (30 BP) Inheritance (10+ BP)
This talent has nothing to do with being a god Some characters were born with a silver spoon in
fearing person. In fact, as Texas McGraw says, their mouth. For each BP spent to purchase this
“Most folks ain’t set foot in a church since the day talent (minimum 10 BP), the character receives an
they been dunked. What’s plain as the nose on yer additional $10 of starting money.
face is that someone’s keeping an eye on ‘em – not
too close an eye mind ya, but an eye regardless. Jack Rabbit Speed (20 BP)
Seems as though near everything bad ‘at coulda A character with this talent is more fleet footed
happened to ‘em sure ‘nuff coulda been worse than most. He can start at a run (rather than at a
after’n ya heard the tale.” jog), and can halt a run or sprint twice as fast as
All injuries sustained by the character are reduced normal (5 feet over a 5 count).
by one in wound severity level. For example, a character
who suffers 7 points of damage still takes that amount of Kentucky Windage (45 BP)
damage, but suffers only the Wound Severity penalties listed "Kentucky windage," or simply "windage," is a
for 6 points of damage. method of firing where the shooter deliberately
aims off-target to compensate for a moving target,
Hearty (50 BP) weather conditions, or just a bad sight on the rifle.
A character with this talent takes one less point of When shooting, a character normally draws one
damage when struck by a ranged attack. card to determine hit location. A character with
For example, a character who would normally this talent may choose to redraw this card, but if he
suffer 6 points of damage takes only 5. He uses the does so he must use the second card drawn –
Wound Severity table column for the actual damage whether it is better or worse than the first.
he suffered (5 instead of 6).
Mounted Marksmanship (40 BP)
Hip Shooter (25 BP) Characters with this talent reduce penalties for
A character with this talent is practiced at hip shooting on horseback. He suffers only a –1
shooting. He reduces his Accuracy penalty for hip Accuracy penalty when mounted on a walking
shooting to -2 instead of –4. horse, -3 (pistol) or -5 (long gun) when trotting, and
–2 (pistol) or -4 (long gun) when loping or galloping.
Hit Point Bonus (20 BP)
A character with this talent receives +1d4 to his Perceive Tendency (20 BP)

9: Talents
starting hit points. A character with this talent gains a -1 bonus to
Initiative rolls in a showdown or duel. Note that the
Hold Your Liquor (10 BP) gunfight must involve the character and one other
Some folks just hold their liquor better than opponent where each is about to take action such as
others. They don’t get more ornery after a few belts when one character realizes the other has cheated in
of whiskey, nor do they pass out too quick. cards or in a classic street fight.
The character is far less susceptible to intoxication. Quick Aim (40 BP)
For purposes of resistance to alcohol, the character
gains a +2 bonus on rolls against the drink’s This talent affords the character the ability for
Tolerance Factor. See the free PDF Drinkin’ & Drugs quicker aiming. He reduces the time it takes to Aim
for more information. a weapon by half. This talent applies only to
standard Aiming, not to Firing Deliberately or
Improved Arc of Fire (15 BP) taking Careful Aim, for example.
The character with this talent is more capable of
trick shots (accurately firing in another direction).
He suffers no Accuracy penalty for firing in Arc B, a
–1 Accuracy penalty for firing in Arc C, and a
–3 Accuracy penalty for firing in Arc D.

123
9: Talents

124
Quick Thinking (10 BP) Furthermore, for every 5 points of internal bleed-
Quick thinkers arrive at conclusions and ing a character suffers, the character makes his
understanding more effectively than most. This Constitution check versus his Con score (instead of
gives them an effective +1 bonus on all Intelligence half his Con score, as is normal).
and Wisdom checks, though it does not affect their
Veteran Gunfighter (20 BP)
actual Ability Scores.
Your character’s been involved in a gunfight at
Rapid Reload (20 BP) some point in his past. The exact details of this
A character with this talent is skilled at reloading scuffle ain’t rightly important, ‘except that you
firearms. He can reload twice as fast as a normal survived the affair. This character begins play with
character. one gunfight survived and any further gunfights
adds to that total. A player that chooses this talent
Reputation Bonus (35 BP) for his character must create a backstory detailing
the prior gunfight.
Something about this character just inspires folks
to talk about him. He gains an additional +1 to Weapon Bonus (50 BP)
Reputation for every 10 points gained.
This character’s a bit sharper than most when it
Resist Disease/Infection (20 BP) comes to using his preferred weapon type. There’s
them that favor the pistol, others the long guns, and
The character has an unusually effective immune
then there’s the varmint with a bowie knife ready to
system. Any Healing checks performed on this
discuss that lucky streak you been having at the
character for the purposes of first aid are made as
table. Whatever the weapon, you can be darn sure
Easy difficulty Healing skill checks (instead of
he’s a bit better’n your average cowpoke at using it.
Average difficulty).
The character gains a +1 Accuracy bonus when
Shot on the Run (50 BP) using a specific weapon type (pistol, rifle, shotgun,
primitive hand-to-hand weapon, or primitive
A character with this talent is especially talented
ranged weapon) chosen by the player. This talent
at shooting while on the move. His penalties for
may be taken multiple times and the effects are
shooting on the run are reduced by one category.
cumulative.
For example, a character firing while jogging suffers
only penalties for firing while walking, a running
character suffers only jogging penalties, and so on.

9: Talents
He suffers no penalties for firing while walking, only
a –1 Accuracy penalty for firing while crawling, and
only half penalties for firing when dodging.

Sprinter (30 BP)


This talent means a character is capable of
amazing bursts of speed. He can sprint for 10
seconds (100 count) per hour. All other rules for
sprinting apply.

Tough as Nails (25 BP)


This character just seems tougher than his
comrades. Attempts to stop internal bleeding are
made with a (Difficult) Healing check (instead of
Very Difficult). Even if he fails, the character’s
Constitution check is made at a penalty
corresponding to only half the severity of the
wound (round up).

125
Apothecary ...................................126 Cowboy .........................................132 Land Broker..................................137 Sawyer/Lumberjack ...................142
Artist ..............................................127 Dentist............................................132 Launderer.......................................138 Schoolteacher...............................143
Assassin ..........................................127 Detective........................................132 Lawman..........................................138 Scout/Guide ................................143
Author............................................127 Diplomat........................................133 Lawyer............................................138 Seamstress/Tailor.......................143
Baker...............................................127 Doctor............................................133 Liveryman .....................................138 Signmaker .....................................144
Banker ............................................128 Engineer.........................................133 Mason.............................................139 Silversmith ...................................144
Barber .............................................128 Entertainer.....................................133 Miller.............................................139 Snake Oil Salesman ...................144
Basketmaker..................................128 Expressman....................................133 Milliner .........................................139 Soldier ...........................................144
Blacksmith ....................................128 Farmer............................................134 Mine Owner.................................139 Spy..................................................144
Boarding House Operator.........129 Farrier ............................................134 Mountain Man .............................140 Surveyor/Cartographer.............145
Book Publisher ............................129 Freightmaster/Teamster ...........134 Naturalist.......................................140 Tanner/Leatherworker ..............145
10: Professions

Bootmaker/Cobbler ..................130 Gambler.........................................134 Newspaper Publisher ..................140 Telegraph Operator.....................145


Bounty Hunter.............................130 Grifter............................................135 Outlaw ...........................................140 Tinsmith ........................................145
Brewer ............................................130 Gun for Hire ................................135 Photographer................................140 Tobacconist ...................................145
Brickmaker....................................130 Gunsmith.......................................136 Politician........................................141 Trailblazer .....................................146
Buffalo Hunter .............................131 Hangman .......................................136 Preacher..........................................141 Trader .............................................146
Business Owner ............................131 Hotel Operator ...........................136 Printer/Binder .............................141 Transporter ....................................147
Butcher ...........................................131 Interpreter .....................................136 Prospector......................................141 Undertaker....................................148
Carpenter........................................131 Jeweler............................................137 Rancher...........................................142 Wainwright ...................................148
Cook...............................................132 Journalist........................................137 Saddler ...........................................142 Weaver............................................148
Cooper ...........................................132 Judge ...............................................137 Saloon Owner..............................142 Whore ............................................148

s stated in Chapter 16: Awards, a Profession Path


A POTHECARY
A is a commitment by a player that indicates how
his character is going to make his way in the
world. Once a profession has been chosen, the player
Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
be (and typically is) a rented location, even a
must stick with that path for the duration of the
current session. At the end of the session, the ramshackle tent on a mere lot. Award: 1 BP.
GameMaster and/or players will consult with the Get a permanent business. Setting up a permanent
Profession Table for that profession and award storefront/building for operation of the business.
Building Points based on the character’s successes Award: 2 BP.
during that session. Any Objective achieved on the Improve to 51 in relevant skill. Improve to 51 or
Path provides one or more BPs. better mastery in the Apothecary skill. Award: 3 BP.
Each Profession Path lists Objectives that you will Hire an apprentice/employee. Taking on a new
monitor (and the other players and/or GM will verify) employee or an apprentice. It need not be a paying
to determine if you are awarded BPs. The Profession position (especially in the case of an apprentice).
Path must be followed roughly in order; no more than Award: 2 BP.
one Objective may be passed over without completion.
Skipped Objectives may be completed at a later time Create an extraordinary item. Create an
and another Objective then later skipped. extraordinary item in the profession (exceed
Apothecary skill roll by 100). Award: 10 BP.

126
Assassinate Famous person out of territory.
A RTIST Assassinate a Famous personage (Fame 101-199) in
Display publicly. Create a work and display it for another territory, without being seen or caught, in
sale in public. Award: 1 BP. exchange for money or other compensation.
Get hired/commissioned. Get hired or commis- Award: 6 BP.
sioned to complete a work not-yet-started. Award: 2 BP. Assassinate multiple people in next town.
Improve to 51 in relevant skill. Improve to 51 or Assassinate at least two persons (Fame of 1+), without
better mastery in the Artistic Ability skill. Award: 3 BP. being seen or caught, in exchange for money or other
compensation. Award: 7 BP.
Hold a viewing/display. Hold a viewing/art
show in town to display your works. Items should be Assassinate multiple Famous people out of
up for sale. Award: 1 BP. territory. Assassinate at least two Famous personages
(Fame 101-199) in another territory, without being
Hold a viewing/display in another town. Hold
seen or caught, in exchange for money or other
a viewing/art show in another town to display your
compensation. Award: 8 BP.
works. Items should be up for sale. Award: 3 BP.
Create an extraordinary work recognized by
East Coast. Create an extraordinary item in the
A UTHOR
profession (exceed Artistic Skill roll by 100). An item Write first book. Write a book of 20,000 to
with a modified skill roll in excess of 125 is recognized 40,000 words. Award: 2 BP.
by the East Coast as a worthy contribution to the arts. Get article published. Have an article published
Award: 5 BP. in a newspaper or magazine. Award: 1 BP.
Create an extraordinary work recognized by Improve to 35 in relevant skill. Improve to 35 or
Europe. Create an extraordinary item in the better mastery in the Literacy skill. Award: 3 BP.
profession (exceed Artistic Ability skill roll by 100). An
Write a full-length book. Write a book of at least
item with a modified skill roll in excess of 149 is
90,000 words. Award: 3 BP.
recognized in Europe as a worthy contribution to the

10: Professions
arts. Award: 10 BP. Sell a book to a publisher. Convince publisher to
buy and publish one of your books. Award: 5 BP.
A SSASSIN
B AKER
Assassinate unknown person nearby.
Assassinate a Little Known or Local personage (Fame Set up for business. Setting up in a known area
20 or less), without being seen or caught, in exchange for sale and/or creation of baked goods. For starters
for money or other compensation. Award: 1 BP. this can be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 1 BP.
Assassinate a Minor Celebrity nearby.
Assassinate a Minor Celebrity (Fame 21-70), without Get a permanent business. Setting up a
being seen or caught, in exchange for money or other permanent storefront/building for operation of the
compensation. Award: 2 BP. business. Award: 2 BP.
Assassinate unknown person in next town. Improve to 51 in relevant skill. Improve to 51 or
Assassinate a Little Known or Local personage (Fame better mastery in Cooking. Award: 3 BP.
20 or less) in a nearby town, without being seen or Operate business for one month. Business must
caught, in exchange for money or other compensation. be diligently operated for one month. Character may
Award: 3 BP. pursue other interests and Personal Goals in off-hours,
Assassinate a Major Celebrity in next town. but must pursue business operations as a serious mat-
Assassinate a Major Celebrity (Fame 71-100) in a nearby ter for 40 or more hours per week for a solid month
town, without being seen or caught, in exchange for without interruption. Award: 3 BP.
money or other compensation. Award: 4 BP. Hire an apprentice/employee. Taking on a new
Assassinate unknown person out of territory. employee or an apprentice. It need not be a paying
Assassinate a Little Known or Local personage (Fame position (especially in the case of an apprentice).
20 or less) in another territory, without being seen or Award: 2 BP.
caught, in exchange for money or other compensation. Create an extraordinary signature baked good.
Award: 5 BP. Create an extraordinary item in the profession (exceed

127
Cooking skill roll by 100). This becomes the
B ARBER
character’s signature food. Award: 10 BP.
Set up for business. Setting up in a known area
for provision of services. For starters this can be (and
B ANKER
typically is) a rented location, even a ramshackle tent
Get a partner/backer or funding. Convince on a mere lot. Award: 1 BP.
another person to act as your partner, or provide you
Buy a lot. Purchase a lot in town suitable for
with funding to set up shop. Award: 1 BP.
building. Award: 2 BP.
Set up shop. Set up in a known area for transac-
Operate business for one month. Business must
tions. This can be a rented location, though it must be
be diligently operated for one month. Character may
secure so that customers have no fear of losing their
pursue other interests and Personal Goals in off-hours,
money. Award: 2 BP.
but must pursue business operations as a serious
Make first transaction. At least one person opens matter for 40 or more hours per week for a solid
an account at your bank. This person should not be month. Award: 3 BP.
an employee or relative of an employee. Award: 2 BP.
Build permanent storefront. Set up a permanent
Buy a lot. Purchase a lot in town suitable for storefront/building for operation of the business.
building. Award: 2 BP. Award: 5 BP.
Operate business for one month. Bank must be Hire an apprentice/employee. Taking on a new
diligently operated for one month. Character may employee or an apprentice. It need not be a paying
pursue other interests and Personal Goals in off-hours, position (especially in the case of an apprentice).
but must keep bank hours and pursue operations as a Award: 2 BP.
serious matter for 40 or more hours per week for a
solid month without interruption. Award: 3 BP.
B ASKETMAKER
Hire employees. Taking on a new employee or an
Set up for business. Setting up in a known area
apprentice. It need not be a paying position (especially
for sale and/or creation of wares. For starters this can
10: Professions

in the case of an apprentice). Award: 2 BP.


be (and typically is) a rented location, even a
Build bank. Set up a permanent bank building. ramshackle tent on a mere lot. Award: 1 BP.
Award: 5 BP.
Get a permanent business. Setting up a
Operate bank for one month. Permanent bank permanent storefront/building for operation of the
must be diligently operated for one month. Character business. Award: 2 BP.
may pursue other interests and Personal Goals in off-
Improve to 51 in relevant skill. Improve to 51 or
hours, but must keep bank hours and pursue opera-
better mastery in Carpentry skill. Award: 3 BP.
tions as a serious matter for 40 or more hours per week
for a solid month without interruption. Award: 3 BP. Hire an apprentice/employee. Taking on a new
employee or an apprentice. It need not be a paying
Hire employees. Take on one or more new
position (especially in the case of an apprentice).
employees to act as tellers and clerks. Award: 2 BP.
Award: 2 BP.
Repel/foil a robbery attempt. An attempted
Create an extraordinary item. Create an
robbery on your bank fails, due to your foresight (such
extraordinary item in the profession (exceed skill roll
as a vault with an impassable lock, hiring a particularly
by 100). Award: 10 BP.
brave teller or guard), or your personal intervention
(using your wits or weapons). Award: 5 BP.
B LACKSMITH
Build another bank in each of two or more
other towns. In two or more other towns, purchase Set up for business. Setting up in a known area
additional lots and build additional banks (for a total for sale and/or creation of wares. For starters this can
minimum of three). Character must actively manage be (and typically is) a rented location, even a
each for a month or longer. Character may pursue ramshackle tent on a mere lot. Award: 1 BP.
other interests and Personal Goals in off-hours, but Get a permanent business. Setting up a
must pursue business management as a serious matter permanent storefront/building for operation of the
for 40 or more hours per week for a solid month business. Award: 2 BP.
without interruption. Award: 15 BP. Improve to 51 in relevant skill. Improve to 51 or
better mastery in Blacksmithing skill. Award: 3 BP.

128
10: Professions
Hire an apprentice/employee. Taking on a new Person of Great or Legendary Reputation
employee or an apprentice. It need not be a paying stays. A character of Great or Legendary Reputation
position (especially in the case of an apprentice). (or Great or Legendary Notoriety) lives at your
Award: 2 BP. boarding house for no less than one week. Award: 3 BP.
Create an extraordinary item. Create an Famous person stays. A Famous person (Fame
extraordinary item in the profession (exceed 101-199) lives at your boarding house for no less than
Blacksmithing skill roll by 100). Award: 10 BP. one week. Award: 5 BP.

B OARDING H OUSE O PERATOR B OOK P UBLISHER


Buy a lot. Purchase a lot in town suitable for Open for business. Open business in a known
building. Award: 1 BP. area. For starters, this can be a rented building.
Build permanent structure. Build or purchase a Award: 1 BP.
house with at least two bedrooms. Award: 5 BP. Acquire equipment. Purchase printing equipment
Set up for business. Open boarding house to and learn how to use it. Award: 1 BP.
paying tenants. Award: 1 BP. Buy a lot. Purchase a lot in town suitable for
Hire employees. Take on a new employee, such as building. Award: 2 BP.
a domestic servant. Award: 2 BP. Build a shop. Build a permanent structure for
Operate for one month. Boarding house must be operation of the business. Award: 2 BP.
diligently operated for one month. Character may Publish first book. Publish your first book of at
pursue other interests and Personal Goals in off-hours, least 20,000 words. Award: 3 BP.
but must pursue business operations as a serious matter Discover a new author. Buy a book from an
for 40 or more hours per week for a solid month. unpublished author and publish it. Award: 2 BP.
Award: 3 BP.

129
Publish a best seller back East. Publish a Bring in a whole gang (4+ members), dead or
popular book in the profession (author exceeds alive. Capture or kill a gang of criminals consisting
Literacy skill roll by 100). A modified skill roll in of at least four members, and take them or their
excess of 125 is recognized by the East Coast as a best bodies to an official lawman for your reward.
seller. Award: 5 BP. Award: 10 BP.
Bring in a whole gang (6+ members), alive.
B OOTMAKER /S HOEMAKER Capture a gang of criminals consisting of at least six
Set up for business. Setting up in a known area members, and take them to an official lawman for your
for sale and/or creation of wares. For starters this can reward. Award: 15 BP.
be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 1 BP. B REWER
Get a permanent business. Setting up a Set up for business. Setting up in a known area
permanent storefront/building for operation of the for sale and/or creation of wares. For starters this can
business. Award: 2 BP. be (and typically is) a rented location, even a
Improve to 51 in relevant skill. Improve to 51 or ramshackle tent on a mere lot. Award: 1 BP.
better mastery in the Cobbling skill. Award: 3 BP. Get a permanent business. Setting up a
Hire an apprentice/employee. Taking on a new permanent storefront/building for operation of the
employee or an apprentice. It need not be a paying business. Award: 2 BP.
position (especially in the case of an apprentice). Hire an apprentice/employee. Taking on a new
Award: 2 BP. employee or an apprentice. It need not be a paying
Create an extraordinary item. Create an position (especially in the case of an apprentice).
extraordinary item in the profession (exceed Cobbling Award: 3 BP.
skill roll by 100). Award: 10 BP. Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Brewing skill. Award: 2 BP.
B OUNTY H UNTER
10: Professions

Create an extraordinary signature brew.


Capture a criminal. Capture a person accused of Create an extraordinary item in the profession (exceed
a crime. Award: 1 BP. Brewing skill roll by 100). This becomes the character’s
signature beer or other liquor. Award: 10 BP.
Bring in a local criminal. Capture a person
accused of a crime and take him to an official lawman
for your reward. Award: 2 BP.
B RICKMAKER
Set up for business. Setting up in a known area for
Bring in a Notorious outlaw (Reputation -1 or
sale of bricks (acting as a rep for a brickmaking firm).
worse), dead or alive. Capture or kill a Notorious
For starters this can be (and typically is) a rented location,
outlaw (Reputation -1 or worse) and take him to an
even a ramshackle tent on a mere lot. Award: 1 BP.
official lawman for your reward. Award: 3 BP.
Get a permanent business. Setting up a
Bring in a Notorious outlaw (Reputation -1 or permanent storefront/building for operation of the
worse), alive. Capture a Notorious outlaw business. Utilize stonemasonry skill to craft and sell stone
(Reputation -1 or worse) and take him to an official merchandise (headstones, etc.) Award: 2 BP.
lawman for your reward. Award: 4 BP.
Improve to 51 in relevant skill. Improve to 51 or
Bring in a Notorious outlaw (Reputation -1 or better mastery in the Stonemasonry skill. Award: 3 BP.
worse) out of the territory/state, dead or alive.
Hire an apprentice/employee. Taking on a new
Capture or kill a Notorious outlaw (Reputation -1 or
employee or an apprentice. It need not be a paying
worse) who dwells outside of the territory or state
position (especially in the case of an apprentice).
where you reside, and take him to an official lawman Award: 2 BP.
for your reward. Award: 6 BP.
Build a kiln. Establish a factory that produces
Bring in a Notorious outlaw (Reputation -1 or stiff-mud/extruded bricks. Award: 10 BP.
worse) out of the territory/state, alive. Capture a
Notorious outlaw (Reputation -1 or worse) who dwells
outside of the territory or state where you reside, and
take him to an official lawman for your reward.
Award: 8 BP.

130
B UFFALO H UNTER
Equip yourself. Purchase a rifle and bullets, plus
any other equipment you desire (horse for travel, food,
cart, etc). Award: 1 BP.
Find a herd. Locate a buffalo herd without
assistance from anyone else. Award: 2 BP.
Shoot buffalo. Shoot and kill at least one buffalo.
Award: 2 BP.
Hunt for one month. Character must hunt dili-
gently for one month. Character may pursue other
interests and Personal Goals in off-hours, but must
hunt as a serious matter for 40 or more hours per week
for a solid month. Award: 3 BP.
Transport hides. Bring 200+ buffalo hides to a
known area. Award: 2 BP.
Sell hides. Sell all of the buffalo hides. Award: 5 BP.
Hire employees. Take on an apprentice or helper.
It need not be a paying position (especially in the case
of an apprentice). Award: 2 BP.
Operate business for one month. Business must
be diligently operated for one month. Character may
BUSINESSOWNER (CAFE, HARDWARE STORE,
GENERAL STORE , ETC ) pursue other interests and Personal Goals in off-hours,
but must pursue business operations as a serious
Set up for business. Setting up in a known area matter for 40 or more hours per week for a solid

10: Professions
for sale and/or creation of wares. For starters this can month. Award: 3 BP.
be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 1 BP. Build permanent storefront. Set up a permanent
storefront/building for operation of the business.
Buy a lot. Purchase a lot in town suitable for Award: 5 BP.
building. Award: 2 BP.
Hire an apprentice/employee. Take on a new
Operate business for one month. Business must employee or an apprentice. It need not be a paying
be diligently operated for one month. Character may position (especially in the case of an apprentice).
pursue other interests and Personal Goals in off-hours, Award: 2 BP.
but must pursue business operations as a serious
matter for 40 or more hours per week for a solid
month. Award: 3 BP. C ARPENTER
Build permanent storefront. Set up a permanent Set up for business. Setting up in a known area
storefront/building for operation of the business. for sale and/or creation of wares. For starters this can
Award: 5 BP. be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 1 BP.
Hire an apprentice/employee. Take on a new
employee, manager or an apprentice. It need not be a Get a permanent business. Setting up a
paying position (especially in the case of an permanent storefront/building for operation of the
apprentice). Award: 2 BP. business. Award: 2 BP.
Improve to 51 in relevant skill. Improve to 51 or
B UTCHER better mastery in the the Carpentry skill. Award: 3 BP.
Set up for business. Setting up in a known area Hire an apprentice/employee. Taking on a new
for sale and/or creation of wares. For starters this can employee or an apprentice. It need not be a paying
be (and typically is) a rented location, even a position (especially in the case of an apprentice).
ramshackle tent on a mere lot. Award: 1 BP. Award: 2 BP.
Buy a lot. Purchase a lot in town suitable for
building. Award: 2 BP.

131
Create an extraordinary item. Create an Buy/acquire own herd. Acquire a herd of your
extraordinary item in the profession (exceed own (at least 15 cows, bulls or steer). Award: 5 BP.
Carpentry skill roll by 100). Award: 10 BP. Drive own herd to railhead/market. Drive your
own herd to the railhead or market, and sell them for
C OOK a profit. Award: 20 BP.
Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Cooking skill. Award: 3 BP. D ENTIST
Set up for business. Setting up in a known area Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can for sale of services. For starters this can be (and
be (and typically is) a rented location, even a typically is) a rented location, even a ramshackle tent
ramshackle tent on a mere lot. Award: 1 BP. on a mere lot. Award: 1 BP.
Get a permanent position/chuck wagon. Get a Treat first patient. Treat your first patient with a
job at a restaurant, boarding house, ranch, etc. successful Dentistry skill check. Award: 2 BP.
Award: 3 BP. Buy a lot. Purchase a lot in town suitable for
Create an extraordinary signature dish. building. Award: 2 BP.
Create an extraordinary item in the profession (roll Improve to 51 in relevant skill. Improve to 51 or
exceeds Cooking skill by 100). This becomes the better mastery in the Dentistry skill. Award: 3 BP.
character’s signature dish. Award: 10 BP.
Build permanent structure. Set up a permanent
office for operation of your practice. Award: 5 BP.
C OOPER
Set up for business. Setting up in a known area D ETECTIVE
for sale and/or creation of wares. For starters this can
Open for business. Setting up in a known area for
be (and typically is) a rented location, even a ram-
business. For starters this can be (and typically is) a
shackle tent on a mere lot. Award: 1 BP.
rented location, even a ramshackle tent on a mere lot.
10: Professions

Get a permanent business. Setting up a perma- Award: 1 BP.


nent storefront/building for operation of the business.
Get hired. Your character is hired to do a job in
Award: 2 BP.
exchange for monetary payment. Award: 2 BP.
Improve to 51 in relevant skill. Improve to 51or
Recover property/money/item. You recover
better mastery in the Carpentry skill. Award: 3 BP.
your client’s property, money or other item as you were
Hire an apprentice/employee. Taking on a new hired to do. Award: 3 BP.
employee or an apprentice. It need not be a paying
Track down a local criminal. You seek out and
position (especially in the case of an apprentice).
find a local criminal, and place him in the hands of the
Award: 2 BP.
law. Award: 4 BP.
Create an extraordinary item. Create an
Solve a mystery. Find the truth behind an event or
extraordinary item in the profession (exceed
situation that is difficult to understand or explain.
Carpentry skill roll by 100). Award: 10 BP.
Award: 5 BP.
C OWBOY Track down a Notorious outlaw. You seek out
and find a Notorious outlaw (Reputation –1 or worse),
Get a job at a ranch/herd. Get hired to work on and place him in the hands of the law. Award: 5 BP.
a ranch. Award: 1 BP.
Recover property/money/item from another
Work a round-up. Award: 2 BP. state/territory. You recover your client’s property,
Buy a horse. Purchase your own horse. Award: 2 BP. money or other item from another state or territory.
Break a horse. Break a horse to the saddle. This Award: 8 BP.
need not be your own horse. Award: 3 BP. Track down a Notorious outlaw in another
Work a long cattle drive. Work on a cattle drive state/territory. You seek out and find a Notorious
from beginning to end (leaving the ranch, to market or outlaw (Reputation –1 or worse) in another state or
railhead in another state or territory). Award: 5 BP. territory, and place him in the hands of the law.
Award: 10 BP.
Pointer on a drive. Work as the lead driver on a
cattle drive. Award: 10 BP.

132
D IPLOMAT E NGINEER
Get appointed at local level. Local government Set up for business. Setting up in a known area
hires you on a long-term basis to mediate solutions for sale of services. For starters, this can be (and
between the local government and outside parties. typically is) a rented location - even a ramshackle tent
Award: 1 BP. on a mere lot. Award: 1 BP.
Resolve local dispute/issue. You resolve a Design first product/structure. Design a
disagreement to the satisfaction of all those involved. product, building or other structure for a paying client.
Award: 2 BP. Award: 2 BP.
Get appointed at state/territory level. State or Improve to 51 in relevant skill. Improve to 51 or
territorial government hires you on a long-term basis better mastery in the Engineering Design skill. Award: 3 BP.
to mediate solutions between them and outside parties. Get a position with a railroad or civil body.
Award: 5 BP. Award: 2 BP.
Resolve state/territory dispute/issue. You Patent or create an extraordinary item. Create
resolve a disagreement to the satisfaction of all those an extraordinary item in the profession (exceed
involved. Award: 4 BP. Engineering skill roll by 100). Award: 10 BP.
Get appointed at national level. National
government hires you on a long-term basis to mediate E NTERTAINER
solutions between them and outside parties.
Perform publicly. Create an act and perform it in
Award: 10 BP.
public. Award: 1 BP.
Resolve national dispute/issue. You resolve a
Get a job. Get hired or commissioned to perform on
disagreement to the satisfaction of all those involved.
a regular basis in an established venue. Award: 2 BP.
Award: 15 BP.
Improve to 51 in relevant skill. Improve to 51 or
Get appointed at international level. Multiple
better mastery in the Artistic Ability skill. Award: 3 BP.
international governments hire you on a long-term

10: Professions
basis to mediate solutions between them and other Headline. Perform at a local engagement where
governments. Award: 10 BP. you are the main attraction. Award: 4 BP.
Resolve international dispute/issue. You Headline in another town. Perform at an
resolve a disagreement to the satisfaction of all those engagement in a nearby town, where you are the main
involved. Award: 20 BP. attraction. Award: 5 BP.
Form a small troupe. Hire at least two employees
D OCTOR or apprentices. It need not be a paying position
(especially in the case of an apprentice). Award: 2 BP.
Set up for business. Setting up in a known area
for sale of services. For starters, this can be (and Headline in another nation. Perform with your
typically is) a rented location - even a ramshackle tent troupe at an engagement in another nation, where you
on a mere lot. Award: 1 BP. are the main attraction. Award: 5 BP.
Treat first patient. Treat your first patient with a
successful Medicine skill check. Award: 3 BP. E XPRESSMAN
Buy a lot. Purchase a lot in town suitable for Acquire transportation. Purchase a horse, horse
building. Award: 2 BP. and cart, or horses and coach. Award: 1 BP.
Improve to 51 in relevant skill. Improve to 51 or Set up for business. Setting up in a known area
better mastery in the Medicine skill. Award: 3 BP. for sale and/or creation of wares. For starters this can
be (and typically is) a rented location, even a
Build permanent structure. Set up a permanent
ramshackle tent on a mere lot. Award: 1 BP.
office for operation of your practice. Award: 3 BP.
Operate business for one month. Business must
Perform amputation. Amputate a patient’s limb
be diligently operated for one month. Character may
(the patient must survive the operation). This
pursue other interests and Personal Goals in off-hours,
amputation must require a (Difficult) Medicine skill
but must pursue business operations as a serious
check. Award: 5 BP.
matter for 40 or more hours per week for a solid
Successfully perform a life or death surgery. month. Award: 2 BP.
Award: 15 BP.

133
Buy a lot. Purchase a lot in town suitable for
F REIGHT MASTER / TEAMSTER
building. Award: 1 BP.
Acquire equipment. Purchase a horse, or horse
Hire employee(s). Take on an employee or
and cart, or horses and stage. Award: 1 BP.
apprentice. It need not be a paying position
(especially in the case of an apprentice). Award: 1 BP. Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters, this can
Build permanent office. Set up a permanent
be (and typically is) a rented location - even a
office where customers can come to send and receive
ramshackle tent on a mere lot. Award: 2 BP.
mail. Award: 2 BP.
Operate for 1 month. Business must be diligently
Build branch offices in two other towns. In two
operated for one month. Character may pursue other
or more other towns, purchase additional lots and
interests and Personal Goals in off-hours, but must
build additional business offices (for a minimum total
pursue business operations as a serious matter for 40
of three). Character must actively manage each for a
or more hours per week for a solid month without
month or longer. Character may pursue other
interruption. Award: 3 BP.
interests and Personal Goals in off-hours, but must
pursue business management as a serious matter for 40 Buy a lot. Purchase a lot in town suitable for building.
or more hours per week for a solid month without Award: 2 BP.
interruption. Award: 6 BP. Hire employee(s). Taking on a new employee or
an apprentice. It need not be a paying position
F ARMER (especially in the case of an apprentice). Award: 2 BP.
Buy/claim land. Purchase or claim a parcel of Build permanent office. Set up a permanent
land suitable for farming. Award: 1 BP. storefront/building for operation of the business.
Award: 5 BP.
Plant crop. Plant and harvest a crop. Award: 1 BP.
Build branch offices in two other towns. In the
Hire employees/workers. Take on an employee
same town or in another, purchase additional lots and
or apprentice. It need not be a paying position
build additional business offices (for a total of three).
10: Professions

(especially in the case of an apprentice). Award: 2 BP.


Character must actively manage each for a month or
Plant second type of crop. Plant and harvest a longer. Character may pursue other interests and
second kind of crop. Award: 2 BP. Personal Goals in off-hours, but must pursue business
Improve to 51 in relevant skill. Improve to 51 or management as a serious matter for 40 or more hours
better mastery in the Agriculture skill. Award: 3 BP. per week for a solid month without interruption.
Sell surplus. Sell any surplus crops and make a Award: 10 BP.
profit. Award: 3 BP.
G AMBLER
F ARRIER Improve to 51 in relevant skill. Improve to 51 or
Set up for business. Setting up in a known area better mastery in Gambling skill. Award: 1 BP.
for sale and/or creation of wares. For starters this can Obtain faro board/box, birdcage or craps
be (and typically is) a rented location, even a table & dice, cards and poker chips or roulette
ramshackle tent on a mere lot. Award: 1 BP. wheel. Purchase or otherwise obtain a gambling
toolkit for your preferred game. Award: 2 BP.
Get a permanent business. Setting up a
permanent storefront/building for operation of the Run a high-stakes faro/poker/dice/roulette
business. Award: 2 BP. game. Run a game where the minimum bet is $5.
Award: 3 BP.
Improve to 51 in relevant skill. Improve to 51 or
Run a permanent faro/poker/dice/roulette game.
better mastery in the Blacksmithing skill. Award: 3 BP.
Game must be diligently operated for one month.
Hire an apprentice/employee. Taking on a new Character may pursue other interests and Personal Goals in
employee or an apprentice. It need not be a paying off-hours, but must run the game as a serious matter for 40
position (especially in the case of an apprentice). or more hours per week for a solid month. Award: 4 BP.
Award: 2 BP. Manage others running high stakes
faro/poker/dice/roulette games. At least one other
employee/apprentice runs a high stakes game from which
you take the house’s winnings. Award: 5 BP.

134
Own gambling establishment. Set up a perma- Bilk a grifter. Intentionally take another grifter’s
nent building for operation of the gambling business. money in exchange for false promises or bad goods.
Award: 10 BP. Award: 5 BP.
Open two more gambling establishments. In Make the big score. Intentionally take someone’s
the same town or in another, purchase additional lots money in exchange for false promises or bad goods
and build additional gambling establishments (for a (must be enough money to allow you to live well for
total of three). Character must actively manage each several years). Award: 20 BP.
for a month or longer. Character may pursue other
interests and Personal Goals in off-hours, but must G UN FOR H IRE
pursue business management as a serious matter for 40
or more hours per week for a solid month without Acquire a signature weapon. Your character
interruption. Award: 20 BP. acquires a signature weapon (see Advanced Weapon-Based
Modifiers in Chapter 12: Advanced Scrapes (p. 216) for
details on signature weapons). Award: 1 BP.
G RIFTER
Get involved in at least two gunfights. Your
Execute a scam. Intentionally take someone’s
money in exchange for false promises or bad goods. character participates in and survives at least two
Award: 2 BP. gunfights. Award: 5 BP.
Improve to 51 in relevant skill. Improve to 51 or Buy speed rig. Purchase a quick draw holster.
better mastery in Fast Talking skill. Award: 3 BP. Award: 2 BP.
Hire an accomplice. Take on a new accomplice as Win a fair gunfight. Your character wins a fair one-
an employee or an apprentice. It need not be a paying on-one gunfight with another person. Award: 5 BP.
position (especially in the case of an apprentice). Get hired for one job. Someone hires your character
Award: 2 BP. to perform a temporary service. Award: 2 BP.
Execute a different unrelated scam. Use a new
way to intentionally take someone’s money in
exchange for false promises or bad goods. Award: 2 BP.

10: Professions

135
Win a gunfight while on the (for hire) job. Your Build permanent structure. Award: 8 BP.
character wins a gunfight in connection with his per- Set up for business. Open for business. Award: 3 BP.
formance of the job he was hired to do. Award: 5 BP.
Hire employees. Taking on at least two new
Land a permanent position. Your character is employees, such as domestic servants. Award: 2 BP.
permanently hired on a job where his abilities with a
Operate for one month. Hotel must be diligently
gun will often be called upon. Award: 5 BP.
operated for one month. Character may pursue other
Win a gunfight while on the (permanent) job. interests and Personal Goals in off-hours, but must
Your character wins a gunfight that occurs because of pursue business operations as a serious matter for 40
his duties in his permanent job. Award: 5 BP. or more hours per week for a solid month without
interruption. Award: 3 BP.
G UNSMITH Person of Great or Legendary Reputation
Set up for business. Setting up in a known area stays. A character of Great or Legendary Reputation
for sale and/or creation of wares. For starters this can (or Great or Legendary Notoriety) resides at your hotel
be (and typically is) a rented location, even a for no less than one week. Award: 3 BP.
ramshackle tent on a mere lot. Award: 1 BP. Famous person stays. A Famous person (Fame
Get a permanent business. Setting up a 101-199) resides at your hotel for no less than one
permanent storefront/building for operation of the week. Award: 5 BP.
business. Award: 2 BP.
Improve to 51 in relevant skill. Improve to 51 or I NTERPRETER
better mastery in the Gunsmithing skill. Award: 3 BP. Improve to 51 in a second language. Improve a
Hire an apprentice/employee. Taking on a new second Language skill to 51 or better mastery. Award: 1 BP.
employee or an apprentice. It need not be a paying Get a job at local level. A town hires you to act as
position (especially in the case of an apprentice). interpreter between the town government and an
Award: 2 BP. outside party. Award: 1 BP.
10: Professions

Improve to 51 in a third language. Improve a


H ANGMAN third Language skill to 51 mastery or better. Award: 1 BP.
Perform a hanging. Act as official hangman after Get a job at state/territory level. A state or
conclusion of a criminal case. Award: 1 BP. territory hires you to act as interpreter between their
Get a contract with town. Town hires you to per- government and an outside party. Award: 2 BP.
form hangings and pays for your services. Award: 3 BP. Improve a Culture skill to 51. Improve a specific
Hang a criminal of Great or Legendary Culture skill (not your own nationality or tribe) to 51
Notoriety. In position as hangman, officially execute a or better mastery. Award: 3 BP.
criminal with Great (Rep –71 to –100) or Legendary Translate an important local or regional
Notoriety (Rep –101 or worse). Award: 3 BP. dispute/treaty/negotiation document. Translate
Get a contract with multiple towns. In the same a document of a local or regional dispute, treaty, or
town or in another, serve as hangman (for a total of at negotiation. Award: 3 BP.
least three towns). Character must be available for Get a job working an important state or national
each town, for a month or longer. Award: 3 BP. dispute/treaty/negotiation. A state or nation hires
Hang a Major Celebrity or Famous criminal. you to work with opposing parties to translate and
In your position as hangman, officially execute a form a final printed version of a dispute, treaty, or
criminal of Major Celebrity (Fame 71 to 100) or negotiation. Award: 5 BP.
Famous (Fame 101-200) stature. Award: 4 BP. Translate an important document for posterity.
Hang a criminal of Epic Fame. In your position Translate a new document that is of such historic and
as hangman, officially execute a criminal of Epic legal importance it will be displayed in prominent
stature (Fame 201+). Award: 5 BP. locations throughout the territory, state or nation, kept
in government records and even mentioned in
H OTEL O PERATOR schools/schoolbooks. Award: 10 BP.
Buy a lot. Purchase a lot in town suitable for
building. Award: 2 BP.

136
Rule in a civil dispute. Make a ruling in a dispute
J EWELER
between two persons or parties. Award: 3 BP.
Set up for business. Setting up in a known area
Oversee a hanging of an outlaw of Great or
for sale and/or creation of wares. For starters this can
Legendary Notoriety. Sentence a character of
be (and typically is) a rented location, even a
Great (-71to -100) or Legendary Notoriety (-101 or
ramshackle tent on a mere lot. Award: 1 BP.
worse) to death by hanging. Award: 5 BP.
Get a permanent business. Setting up a
Get re-elected. Maintain your status as judge by
permanent storefront/building for operation of the
getting re-elected/re-appointed. Award: 10 BP.
business. Award: 2 BP.
Rule in a major case involving a character of
Improve to 51 in relevant skill. Improve to 51 or
Great or Legendary Reputation. Make a ruling in a
better mastery in the Jeweler skill. Award: 3 BP.
case where a character of Great (71-100) or Legendary
Hire an apprentice/employee. Taking on a new Reputation (101+) is involved. Award: 10 BP.
employee or an apprentice. It need not be a paying
Get appointed in recognized state/country. A
position (especially in the case of an apprentice).
government appoints your character as a state,
Award: 2 BP.
territorial, or federal judge. Award: 10 BP.
Create an extraordinary item. Create an
extraordinary item in the profession (exceed Jeweler L AND BROKER
skill roll by 100). Award: 10 BP.
Get a partner/backer or funding. Convince
another person to act as your partner, or provide you
J OURNALIST with funding to set up shop. Award: 1 BP.
Get first story printed. Get first story printed in
Negotiate rights (or buy land) in local area.
a local or regional paper. This cannot be a paper
Purchase land from owner or provide owner, resident
owned by the character. Award: 1 BP.
or claimant of land with money or other inducement
First five columns printed. After the first five to turn over the land to you. Award: 5 BP.
columns/articles that see print in a paper or other

10: Professions
Set up shop. Setting up a permanent storefront or
journal, the character receives 5 BP. However, this
building for operation of the business. Award: 2 BP.
cannot be a paper owned by the character.
Award: 5 BP. Sell first lot of land. Sell an area of land in or
outside of town. Award: 2 BP.
Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Journalism skill. Award: 3 BP. Operate brokerage for one month. Brokerage
must be diligently operated for one month. Character
Get regular column. Character has a regular
may pursue other interests and Personal Goals in off-
column in each issue of the newspaper. Award: 1 BP.
hours, but must pursue business operations as a serious
Get a major scoop. The character writes, and the matter for 40 or more hours per week for a solid
newspaper prints, a story that reveals a startling fact or month without interruption. Award: 3 BP.
series of facts that cause emotional or violent
Buy a lot. Purchase a lot in town suitable for
repercussions among its readers. Award: 3 BP.
building. Award: 2 BP.
Have a story picked up in multiple papers.
Build storefront. Set up a permanent building for
One of the character’s printed columns/articles gets
your business. Award: 5 BP.
noticed by other newspapers and reprinted or
commented upon. Award: 3 BP. Build another brokerage in each of two or more
other towns. In two or more other towns, purchase
Get regular editorial. Character has a regular
additional lots and build additional business offices (for
editorial in each issue of the newspaper. Award: 5 BP.
a minimum total of three). Character must actively
manage each for a month or longer. Character may
J UDGE pursue other interests and Personal Goals in off-hours,
Win election. Win a local election/appointment. but must pursue business management as a serious
Award: 5 BP. matter for 40 or more hours per week for a solid month
Convict a criminal. Convict a criminal (does not without interruption. Award: 10 BP.
have to be death or imprisonment – could be community
service or other punishment). Award: 5 BP.

137
Foil a jailbreak. You successfully stop a captured
L AUNDRER
criminal from escaping jail and capture at least one of
Set up for business. Setting up in a known area his accomplices, if any. Award: 5 BP.
for sale of services. For starters, this can be (and
typically is) a rented location - even a ramshackle tent
on a mere lot. Award: 1 BP. L AWYER
Buy a lot. Purchase a lot in town suitable for Hang your shingle. Set up in a known area and
building. Award: 2 BP. put up a sign advertising your services. For starters
this can be (and typically is) a rented location, even a
Operate laundry for one month. Business must ramshackle tent on a mere lot. Award: 1 BP.
be diligently operated for one month. Character may
pursue other interests and Personal Goals in off-hours, Win first case. Win your first case. Award: 5 BP.
but must pursue business operations as a serious Improve to 51 in relevant skill. Improve to 51 or
matter for 40 or more hours per week for a solid better mastery in Law or Oration. Award: 3 BP.
month without interruption. Award: 3 BP. Defend/prosecute a Notorius criminal. You are
Build permanent storefront. Set up a permanent asked, and agree, to represent or prosecute a Notorius
laundry building. Award: 5 BP. criminal (any level of Notoriety). Award: 3 BP.
Hire an apprentice/employee/manager. Take Represent a person of Great or Legendary
on a new manager, employee or an apprentice. It need Notoriety, or a Famous person in a civil case.
not be a paying position (especially in the case of an You are asked, and agree, to represent a person of
apprentice). Award: 2 BP. Great (Rep -71 to –100) or Legendary (Rep -101 or
worse) Notoriety, or a Famous (Fame 101+) person in
L AWMAN a civil case. Award: 3 BP.
Improve to 51 in relevant skills. Improve to 51
Get deputized. A sheriff or other similar lawman
appoints your character as his permanent deputy. or better mastery in both Law and Oration. Award: 3 BP.
Award: 1 BP. Win case outside of town. You win a case in
10: Professions

Arrest a criminal. Capture a criminal and place


another town, territory, or so on. Award: 5 BP.
him in jail. Award: 2 BP. Win famous case. Win a case where your client is
Win election/appointment. You are appointed a person of Epic (Fame 201+) stature. Award: 10 BP.
or elected to a position greater than Deputy.
Award: 3 BP. L IVERYMAN
Each caught criminal convicted. For each Set up for business. Setting up in a known area
criminal captured and convicted, the character earns for sale of services. For starters, this can be (and
this amount of BPs. Award: 1 BP. typically is) a rented location - even a ramshackle tent
Form a posse. You successfully recruit a posse to on a mere lot. Award: 1 BP.
track down one or more criminals. Award: 1 BP. Buy a lot. Purchase a lot in town suitable for
Track down known criminal. You successfully building. Award: 2 BP.
track down a known criminal and put him in jail. Operate stables for one month. Stables must be
Award: 3 BP. diligently operated for one month. Character may
Disperse vigilantes. You manage to convince a pursue other interests and Personal Goals in off-hours,
group of vigilantes to leave justice in the hands of the but must pursue business operations as a serious
law, rather than take action themselves. Award: 5 BP. matter for 40 or more hours per week for a solid
month without interruption. Award: 3 BP.
Foil an armed robbery. You successfully stop an
armed robbery, return the goods to the victim and put Build permanent stable/barn. Set up a
any surviving criminals in jail. Award: 3 BP. permanent stable or barn. Award: 5 BP.
Hold criminal for hanging. You successfully hold Hire an apprentice/employee/manager. Take
a captured criminal in jail until he is tried and hanged. on a new manager, employee or an apprentice. It need
Award: 2 BP. not be a paying position (especially in the case of an
apprentice). Award: 2 BP.

138
Hire an apprentice/employee. Taking on a new
M ASON
employee or an apprentice. It need not be a paying
Improve to 51 in relevant skill. Improve to 51 or position (especially in the case of an apprentice).
better mastery in the Stonemasonry skill. Award: 1 BP. Award: 2 BP.
Set up for business. Setting up in a known area Create an extraordinary item. Create an
for sale and/or creation of wares. For starters this can extraordinary item in the profession (exceed Skill roll
be (and typically is) a rented location, even a by 100). Award: 10 BP.
ramshackle tent on a mere lot. Award: 2 BP.
Get a permanent business. Setting up a M INE O WNER
permanent storefront/building for operation of the
Buy/stake a claim. Purchase or lay claim to an
business. Award: 3 BP.
area of land you wish to mine. Award: 1 BP.
Hire an apprentice/employee. Taking on a new
Start a mining corporation. Set up in a known
employee or an apprentice. It need not be a paying
area for operation of business. For starters this can be
position (especially in the case of an apprentice).
(and typically is) a rented location, even a ramshackle
Award: 2 BP.
tent on a mere lot. Award: 2 BP.
Create an extraordinary item. Create an
Purchase equipment. Purchase all equipment
extraordinary item in the profession (exceed Skill roll
(shovels, picks, buckets, and so on) needed for miners.
by 100). Award: 10 BP.
Award: 3 BP.
Hire crew. Hire on multiple persons as miners, in
M ILLER
paying positions. Award: 2 BP.
Set up for business. Setting up in a known area
Hit a vein. Strike a vein of ore. See the Aces &
for sale and/or creation of wares. For starters this can
Eights: Reloaded Prospecting mini-game more
be (and typically is) a rented location, even a
information on mining. Award: 5 BP.
ramshackle tent on a mere lot. Award: 1 BP.
Mechanize operation. Award: 10 BP.
Buy a lot. Purchase a lot in town suitable for

10: Professions
building. Award: 2 BP.
Operate mill for one month. Business must be
diligently operated for one month. Character may
pursue other interests and Personal Goals in off-hours,
but must pursue business operations as a serious
matter for 40 or more hours per week for a solid
month without interruption. Award: 3 BP.
Build permanent mill. Set up a permanent mill.
Award: 5 BP.
Hire an apprentice/employee/manager. Take
on a new manager, employee or an apprentice. It need
not be a paying position (especially in the case of an
apprentice). Award: 2 BP.

M ILLINER
Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 1 BP.
Get a permanent business. Setting up a
permanent storefront/building for operation of the
business. Award: 2 BP.
Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Millinery skill. Award: 3 BP.

139
Hit the motherlode. Find a vein that yields a Publish first paper. Print, publish and sell your
profit of at least $2,000 dollars. Award: 20 BP. paper. Award: 2 BP.
Open for business. Set up in a known area for sale
M OUNTAIN M AN and/or creation of wares. For starters this can be (and
Equip yourself. Purchase a gun, knife and other typically is) a rented location, even a ramshackle tent
tools you will need to survive in the wilderness. on a mere lot. Award: 3 BP.
Award: 1 BP. Each paper printed. For each newspaper printed,
Pick/claim location. Claim an area of land for a character earns this number of BPs. Award: 1 BP.
yourself in the wilderness (as such, it is unlikely this Get paying advertisers. Convince businesses to
land needs to be purchased). Award: 2 BP. purchase advertising space in your newspaper, and
Build cabin. Set up permanent cabin. Award: 3 BP. receive their payment. Award: 1 BP.
Set traps and catch prey. Successfully set a trap Buy a lot. Purchase a lot in town suitable for
(successful Set Traps skill check) and catch prey. building. Award: 1 BP.
Award: 5 BP. Build a shop. Set up a permanent building for your
Improve to 51 in relevant skill. Improve to 51 or business. Award: 2 BP.
better mastery in the Set Traps skill. Award: 3 BP. Distribute to two other towns. Distribute your
Attend rendezvous. Meet other trappers and newspaper in other towns (for a total of three).
mountain men at a prearranged location to sell, trade, Character must actively distribute in each for a month
and relax (drink, tell stories, gamble, etc.). Award: 5 BP. or longer. Character may pursue other interests and
Personal Goals in off-hours, but must pursue business
Sell hides. Sell at least 50 animal hides. Award: 5 BP.
management as a serious matter for 40 or more hours
Defend hunting grounds. Successfully defend per week for a solid month without interruption.
personal hunting ground from another person or Award: 5 BP.
group of people. Award: 5 BP.
Hire employees. Taking on a new employee or an O UTLAW
10: Professions

apprentice. It need not be a paying position


Commit a minor crime. Commit a crime for
(especially in the case of an apprentice). Award: 2 BP.
which the punishment is a fine or temporary
imprisonment. Award: 1 BP.
N ATURALIST
Escape arrest. Evade capture for your crime.
Equip yourself. Purchase writing implements, as Award: 2 BP.
well as a gun, knife and other tools you will need to
Evade a posse. Escape from a group of lawmen or
survive in the wilderness. Award: 1 BP.
other deputized persons chasing you for suspicion (or
Travel into wild. Travel at least 20 miles into the certainty) of a committed crime. Award: 5 BP.
wilderness (solo or with an expedition). Award: 2 BP.
Get price on your head. The law offers a reward
Write journal. Complete a journal of at least for your capture (alive). Award: 5 BP.
40,000 words, detailing some aspect of nature or your
Assemble a gang. Taking on at least two persons
journey. Award: 3 BP.
as partners to commit crimes. Award: 2 BP.
Publish article.Sell an article to a newpaper,
Commit a major crime. Commit a crime for
magazine or journal, which is then published.
which the punishment is death. Award: 2 BP.
Award: 3 BP.
Get price on your body. The law offers a reward
Write book. Write a book of 20,000+ words.
for your death or capture (dead or alive). Award: 5 BP.
Award: 4 BP.
Publish book. Convince a publisher to buy and
P HOTOGRAPHER
publish your book. Award: 5 BP.
Purchase equipment. Purchase a camera, plates
and means of developing pictures. Award: 1 BP.
N EWSPAPER PUBLISHER
Set up for business. Setting up in a known area
Acquire equipment. Purchase a printing press.
for sale and/or creation of wares. For starters this can
Award: 1 BP.
be (and typically is) a rented location, even a
ramshackle tent on a mere lot. Award: 2 BP.

140
Get a permanent business. Setting up a Buy a lot. Purchase a lot in town suitable for
permanent storefront/building for operation of the building. Award: 2 BP.
business. Award: 3 BP. Have church built. Set up a permanent church
Improve to 51 in relevant skill. Improve to 51 or building. Award: 3 BP.
better mastery in the Photography skill. Award: 3 BP. Have church built in another town. In the same
Have picture published locally. One or more of town or in another, purchase additional lots and build
your pictures is published in a local newspaper. additional churches (for a total of two). Character
Award: 5 BP. must actively manage each for a month or longer.
Have an extraordinary picture published Character may pursue other interests and Personal
statewide/nationally/territory-wide. Take an Goals in off-hours, but must pursue church manage-
extraordinary photograph (exceed Photography skill ment as a serious matter for 40 or more hours per week
roll by 100). A photograph with a modified for a solid month without interruption. Award: 10 BP.
Photography skill roll in excess of 149 is published in
a paper distributed throughout the state, territory or P RINTER / BINDER
nation. Award: 10 BP. Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
P OLITICIAN be (and typically is) a rented location, even a
Join/form political party. Become a member of, ramshackle tent on a mere lot. Award: 1 BP.
or form, an organization that seeks to hold political Get a permanent business. Setting up a
power. Award: 1 BP. permanent storefront/building for operation of the
Run for election. Make citizens aware of your business. Award: 2 BP.
desire to hold a position of political office. Improve to 51 in relevant skill. Improve to 51 or
Award: 2 BP. better mastery in the Bookbinding skill. Award: 3 BP.
Win local election. Award: 5 BP. Hire an apprentice/employee. Taking on a new

10: Professions
Draft a bill/law/ordinance. Present an idea or employee or an apprentice. It need not be a paying
bill to the political legislation with desire that it position (especially in the case of an apprentice).
become a law or ordinance. Award: 5 BP. Award: 2 BP.
Get re-elected. Citizens re-elect you to serve Create an extraordinary item. Create an
another term in your previous position of political extraordinary item in the profession (exceed
office. Award: 10 BP. Bookbinding skill roll by 100). Award: 10 BP.
Win regional election. Award: 20 BP.
P ROSPECTOR
Push through a bill/law/ordinance. Convince
the political legislature to make your idea or bill into a Buy equipment. Purchase pick, pan, shovel and
law or ordinance. Award: 10 BP. any other equipment needed for mining. Award: 1 BP.
Win state/territory election. Award: 50 BP. Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Prospecting skill. Award: 3 BP.
Win national election. Award: 100 BP.
Find color. Award: 5 BP.
P REACHER Pan for one month. Character must pan diligently
for one month. Character may pursue other interests
Give first public sermon. You preach for at least
and Personal Goals in off-hours, but must pan as a
30 minutes to at least a half-dozen people. Award: 1 BP.
serious matter for 40 or more hours per week for a
Set up for ministry (must give sermon each solid month without interruption. Award: 5 BP.
week). Each week, preach in the same area. For
File a claim. Report to the local government or
starters, this can be outdoors or a rented location -
land office that you wish to be listed as the sole miner
even a ramshackle tent on a mere lot. For each sermon
for a certain area of land. Award: 10 BP.
given, the character earns this amount of BPs.
Award: 1 BP. Upgrade equipment. Use your profits to buy new
and/or better equipment. Award: 3 BP.
Build a congregation of 25 or more. At least 25
people appear each week to listen to your sermons.
Award: 3 BP.

141
Make a strike. You find a deposit of ore with a Hire employees. Taking on a new employee or an
worth greater than what you have spent mining this apprentice. It need not be a paying position (especially
claim. Award: 20 BP. in the case of an apprentice). Award: 2 BP.
Operate for one month. Business must be
R ANCHER ( HORSE, COWS, SHEEP, PIG, ETC) diligently operated for one month. Character may
Buy/acquire a herd. Purchase or otherwise pursue other interests and Personal Goals in off-hours,
acquire a herd of your own (at least 15 animals of the but must pursue business operations as a serious
same type). Award: 1 BP. matter for 40 or more hours per week for a solid
month without interruption. Award: 3 BP.
Hire cowboys. Take on at least one new cowboy in
a paying position. Award: 2 BP. Buy a lot. Purchase a lot in town suitable for
building. Award: 2 BP.
Have a round up. Award: 6 BP.
Build permanent structure. Set up a permanent
Buy/claim ranchland. Purchase or claim an area
saloon. Award: 6 BP.
of land for your ranch. Award: 3 BP.
Hire/acquire entertainment. Hire entertainment
Drive herd to ranch. Purchase or find a herd and
for your saloon as a paying or commission position.
drive them from the market/railhead to your ranch.
Award: 5 BP.
Award: 7 BP.
Hire/acquire 2nd form of entertainment. Hire
Hire ranch hands. Take on at least one new ranch
a second, different form of entertainment for your
hand in a paying position. Award: 2 BP.
saloon as a paying/commission position. Award: 5 BP.
Build/develop ranch. Set up a permanent ranch
Own multiple saloons. In the same town or in
building, cookhouse and at least one bunkhouse.
another, purchase additional lots and build additional
Award: 8 BP.
saloons (for a total of three). Character must actively
Buy/acquire award-winning stud. You have a manage each for a month or longer. Character may
male animal that has won awards at local shows and is pursue other interests and Personal Goals in off-hours,
in demand by other ranchers for breeding purposes. but must pursue business management as a serious
10: Professions

Award: 20 BP. matter for 40 or more hours per week for a solid
month without interruption. Award: 20 BP.
S ADDLER
Set up for business. Setting up in a known area S AWYER /L UMBERJACK
for sale and/or creation of wares. For starters this can Find land/lot. Locate an area of land where you
be (and typically is) a rented location, even a can cut trees. Award: 1 BP.
ramshackle tent on a mere lot. Award: 1 BP.
Buy lumber rights. Purchase the right to cut and
Get a permanent business. Setting up a remove trees from a certain area, or purchase that
permanent storefront/building for operation of the area. Award: 3 BP.
business. Award: 2 BP.
Set up for business. Setting up in a known area
Improve to 51 in relevant skill. Improve to 51 or for sale and/or creation of wares. For starters this can
better mastery in the Leatherworking skill. Award: 3 BP. be (and typically is) a rented location, even a
Hire an apprentice/employee. Taking on a new ramshackle tent on a mere lot. Award: 2 BP.
employee or an apprentice. It need not be a paying Operate business for one month. Business must
position (especially in the case of an apprentice). be diligently operated for one month. Character may
Award: 2 BP. pursue other interests and Personal Goals in off-hours,
Create an extraordinary item. Create an but must pursue business operations as a serious
extraordinary item in the profession (exceed Skill roll matter for 40 or more hours per week for a solid
by 100). Award: 10 BP. month without interruption. Award: 3 BP.
Build permanent sawmill. Set up a permanent
S ALOON OWNER sawmill. Award: 5 BP.
Set up for business. Setting up in a known area Hire an apprentice/employee/manager. Take
for sale and/or creation of wares. For starters this can on a new manager, employee or an apprentice. It need
be (and typically is) a rented location, even a not be a paying position (especially in the case of an
ramshackle tent on a mere lot. Award: 1 BP. apprentice). Award: 2 BP.

142
S COUT /G UIDE
Equip yourself. You purchase a gun, knife and
other tools you will need to survive in the wilderness.
Award: 1 BP.
Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Tracking skill. Award: 3 BP.
Explore local area. Spend at least 7 days (not
necessarily consecutive) exploring a local area
unknown to you. Award: 3 BP.
Get hired to lead others through local areas.
Guide other persons through a local area you
explored, in exchange for money or other
compensation. Award: 3 BP.
Explore regional area unknown to you. Spend
at least 7 days (not necessarily consecutive) exploring a
regional area unknown to you. Award: 3 BP.
Get hired to lead others through regional area.
Guide other persons through a regional area you
explored, in exchange for money or other
compensation. Award: 3 BP.
Explore far-flung area unknown to you. Spend
at least 7 days (not necessarily consecutive) exploring a
distant area unknown to you. Award: 5 BP.
Lead others through more than one territory

10: Professions
and back. Guide persons through two or more territories
and return them to their starting point, in exchange for
S CHOOL T EACHER money or other compensation. Award: 10 BP.
Give first public lecture. You give a public lecture
on an academic subject to a crowd of at least a half-
S EAMSTRESS /T AILOR
dozen people. Award: 1 BP.
Improve to 51 in relevant skill. Improve to 51 or
Obtain students. Parents come to you and ask you
better mastery in the Seamstress/Tailor skill. Award: 1 BP.
to teach their children. Award: 1 BP.
Set up for business. Setting up in a known area
Obtain a lot. Obtain a lot in town suitable for
for sale and/or creation of wares. For starters this can
building. You may purchase this, or it may be a
be (and typically is) a rented location, even a
loan/gift from a person or government. Award: 2 BP.
ramshackle tent on a mere lot. Award: 2 BP.
Build a school. Set up a permanent school
Get a permanent business. Setting up a
building. Award: 3 BP.
permanent storefront/building for operation of the
Equip the school. Provide the school with desks, business. Award: 3 BP.
books and chalkboards. Award: 1 BP.
Hire an apprentice/employee. Taking on a new
Build and equip a school in another town. In employee or an apprentice. It need not be a paying
the same town or in another, purchase an additional position (especially in the case of an apprentice).
lot and build additional school (for a total of two). Award: 2 BP.
Character must actively manage each for a month or
Create an extraordinary item. Create an
longer. Character may pursue other interests and
extraordinary item in the profession (exceed
Personal Goals in off-hours, but must pursue school
Seamstress/Tailor skill roll by 100). Award: 10 BP.
management as a serious matter for 40 or more hours
per week for a solid month without interruption.
Award: 4 BP.

143
Improve to 51 in relevant skill. Improve to 51 or
S IGNMAKER better mastery in the Salesmanship skill. Award: 3 BP.
Set up for business. Setting up in a known area
Get a wagon/cart. Buy or otherwise obtain a
for sale and/or creation of wares. For starters this can
wagon or cart for you and your goods. Each side of
be (and typically is) a rented location, even a
the cart/wagon displays a sign promoting your
ramshackle tent on a mere lot. Award: 1 BP.
concoction(s). Award: 2 BP.
Get a permanent business. Setting up a
Hire an apprentice/shill. Taking on a new
permanent storefront/building for operation of the
employee/shill or an apprentice. It need not be a
business. Award: 2 BP.
paying position (especially in the case of an
Improve to 51 in relevant skill. Improve to 51 or apprentice). Award: 2 BP.
better mastery in the Calligraphy/Signmaking skill.
Cheat 50 customers at once. You sell your
Award: 3 BP.
product to at least 50 persons in a single large crowd.
Hire an apprentice/employee. Taking on a new Award: 5 BP.
employee or an apprentice. It need not be a paying
position (especially in the case of an apprentice).
S OLDIER
Award: 2 BP.
Join/volunteer. You voluntarily accept or seek out
Create an extraordinary item. Create an extraor-
a position in a state, national or territorial army.
dinary item in the profession (exceed your Calligraphy/
Award: 1 BP.
Signmaking skill roll by 100). Award: 10 BP.
Report to duty/post. You report to duty for the
first time. Award: 2 BP.
S ILVERSMITH
Engage enemy. Under command of your
Set up for business. Setting up in a known area
superiors, you fight the enemy. Award: 3 BP.
for sale and/or creation of wares. For starters this can
be (and typically is) a rented location, even a Heroic action witnessed by others. You perform
ramshackle tent on a mere lot. Award: 1 BP. a heroic action that is witnessed and talked about by
10: Professions

others. Award: 5 BP.


Get a permanent business. Setting up a
permanent storefront/building for operation of the Repel/invade enemy. Your enemy retreats,
business. Award: 2 BP. leaving your army to hold their position or take a new
position away from the enemy. Award: 10 BP.
Improve to 51 in relevant skill. Improve to 51 or
better mastery in the Blacksmithing/Metalworking
skill. Award: 3 BP. S PY
Hire an apprentice/employee. Taking on a new Get job at local level. Local individual or govern-
employee or an apprentice. It need not be a paying ment hires you to spy on a person or group. Award: 1 BP.
position (especially in the case of an apprentice). Report/smuggle on local dispute/issue. You
Award: 2 BP. report to the local boss about what you saw or heard,
Create an extraordinary item. Create an or hand over an item you stole or smuggled from the
extraordinary item in the profession (exceed person or group you spied upon. Award: 2 BP.
Blacksmithing/Metalworking skill roll by 100). Get job at state/territory level. State/territorial
Award: 10 BP. government or government individual hires you to spy
on a person or group. Award: 3 BP.
S NAKE OIL SALESMAN Report/smuggle on state/territory dispute or
Create a formula/concoction. You create a other problem. You report to those who hired you
concoction of liquids purportedly designed to have a about what you saw or heard, or hand over an item
healthful effect on the human or animal body. Award: 2 BP. you stole or smuggled from the person or group you
spied upon. Award: 5 BP.
Each new public pitch given. You proclaim the
benefits of your concoction in a public area to at least Get a job at national level. National government
a half-dozen people. You receive this amount of BPs or government individual hires you to spy on a person
the first time you pitch a new product. Award: 1 BP. or group. Award: 10 BP.
Sell to at least 25 customers. You have sold your Report/smuggle on national dispute/issue. You
product to at least 25 people. Award: 5 BP. report to those who hired you about what you saw or

144
heard, or hand over an item you stole or smuggled from Build permanent office. Set up permanent tele-
the person or group you spied upon. Award: 12 BP. graph office for operation of the business. Award: 5 BP.
Report/smuggle on international dispute or Build branch offices in two other towns. In the
other problem. You report to those who hired you same town or in another, purchase additional lots and
about what you saw or heard in a foreign country or build additional business offices (for a total of three).
from a foreign individual/group, or hand over an item Character must actively manage each for a month or
you stole or smuggled from the person or group you longer. Character may pursue other interests and
spied upon. Award: 15 BP. Personal Goals in off-hours, but must pursue business
management as a serious matter for 40 or more hours
S URVEYOR /C ARTOGRAPHER per week for a solid month without interruption.
Award: 10 BP.
Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
be (and typically is) a rented location, even a T INSMITH
ramshackle tent on a mere lot. Award: 1 BP. Set up for business. Setting up in a known area
Get a permanent business. Setting up a perma- for sale and/or creation of wares. For starters this can
nent storefront/building for operation of the business. be (and typically is) a rented location, even a
Award: 5 BP. ramshackle tent on a mere lot. Award: 1 BP.
Improve to 51 in relevant skill. Improve to 51 or Get a permanent business. Setting up a
better mastery in the Cartography skill. Award: 3 BP. permanent storefront/building for operation of the
business. Award: 2 BP.
Hire an apprentice/employee. Taking on a
new employee or an apprentice. It need not be a Improve to 51 in relevant skill. Improve to 51 or
paying position (especially in the case of an better mastery in the Blacksmithing/Metalworking
apprentice). Award: 2 BP. skill. Award: 3 BP.
Hire an apprentice/employee. Taking on a new
T ANNER /L EATHERWORKER employee or an apprentice. It need not be a paying

10: Professions
position (especially in the case of an apprentice).
Improve to 51 in relevant skill. Improve to 51 or
Award: 2 BP.
better mastery in the Skinning/Tanning skill. Award: 1 BP.
Create an extraordinary item. Create an
Set up for business. Setting up in a known area
extraordinary item in the profession (exceed
for sale and/or creation of wares. For starters this can
Blacksmithing/Metalworking skill roll by 100).
be (and typically is) a rented location, even a
Award: 10 BP.
ramshackle tent on a mere lot. Award: 2 BP.
Get a permanent business. Setting up a
T OBACCONIST
permanent storefront/building for operation of the
business. Award: 3 BP. Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
Hire an apprentice/employee. Taking on a new
be (and typically is) a rented location, even a
employee or an apprentice. It need not be a paying
ramshackle tent on a mere lot. Award: 1 BP.
position (especially in the case of an apprentice).
Award: 2 BP. Buy a lot. Purchase a lot in town suitable for
building. Award: 2 BP.
Create an extraordinary item. Create an
extraordinary item in the profession (exceed Operate business for one month. Business must
Skinning/Tanning skill roll by 100). Award: 10 BP. be diligently operated for one month. Character may
pursue other interests and Personal Goals in off-hours,
but must pursue business operations as a serious
T ELEGRAPH O PERATOR
matter for 40 or more hours per week for a solid
Acquire equipment. You purchase, rent or month. Award: 3 BP.
otherwise acquire telegraph equipment. Award: 2 BP.
Build permanent storefront. Set up a permanent
Buy a lot. Purchase a lot in town suitable for shop for operation of the business. Award: 5 BP.
building. Award: 2 BP.
Hire an apprentice/employee/manager. Take
Set up line to another town. You set up a on a new employee, manager or an apprentice. It need
telegraph line to another town. Award: 2 BP.

145
not be a paying position (especially in the case of an
T RANSPORTER ( STAGECOACH OPERATOR )
apprentice). Award: 2 BP.
Acquire equipment. Purchase a stagecoach and
horses to pull it. Award: 2 BP.
T RAILBLAZER
Set up for business. Setting up in a known area
Equip yourself. Purchase a gun, knife and other
for sale and/or creation of wares. For starters this can
tools needed to survive in the wilderness. Award: 1 BP.
be (and typically is) a rented location, even a
Improve to 51 in relevant skill. Improve to 51 or ramshackle tent on a mere lot. Award: 2 BP.
better mastery in the Tracking skill. Award: 3 BP.
Buy a lot. Purchase a lot in town suitable for
Explore local area. Spend at least 7 days (not building. Award: 2 BP.
necessarily consecutive) exploring a local area
Hire employee(s). Taking on a new employee or
unknown to you. Award: 5 BP.
an apprentice. It need not be a paying position
Get hired to lead expedition to (especially in the case of an apprentice). Award: 2 BP.
uncharted/unexplored regional area. Lead
multiple persons through a regional area no one is Build permanent office. Set up a permanent
known to have explored, in exchange for money or building for operation of the business. Award: 5 BP.
other compensation. Award: 5 BP. Build branch offices in two other towns. In the
Lead expedition to find/blaze a new trail same town or in another, purchase additional lots and
beyond territory. Lead multiple persons into build additional business offices (for a total of three).
unknown territory, in exchange for money or other Character must actively manage each for a month or
compensation. Award: 10 BP. longer. Character may pursue other interests and
Personal Goals in off-hours, but must pursue business
Lead others through new trail and back. Lead management as a serious matter for 40 or more hours
multiple persons over a new trail you
blazed into previously unknown territory
and return them to their starting point,
10: Professions

in exchange for money or other compen-


sation. Award: 20 BP.

T RADER (LIVESTOCK, FUR, DRY


GOODS, ETC.)
Find first customer. You make your
first sell, trade or purchase with another
person. Award: 1 BP.
Improve to 51 in relevant skill.
Improve to 51 or better mastery in the
Salesmanship skill. Award: 3 BP.
Find steady supply. You find an
affordable, constant supply of at least
one item you wish to routinely trade in.
Award: 2 BP.
Develop five or more customers or
clients. You make an agreement with
five or more persons to routinely supply
a certain good in exchange for an agreed
upon amount of cash or trade.
Award: 2 BP.

146
per week for a solid month without interruption.
W EAVER
Award: 10 BP.
Set up for business. Setting up in a known area
for sale and/or creation of wares. For starters this can
U NDERTAKER be (and typically is) a rented location, even a
Perform a burial. You perform a public burial as ramshackle tent on a mere lot. Award: 1 BP.
undertaker. Award: 1 BP. Get a permanent business. Setting up a
Buy a lot. Purchase a lot in town suitable for permanent storefront/building for operation of the
building. Award: 2 BP. business. Award: 2 BP.
Open a parlor. Set up a permanent burial parlor Improve to 51 in relevant skill. Improve to 51 or
for operation of the business. Award: 3 BP. better mastery in the Weaving skill. Award: 3 BP.
Operate parlor for one month. Business must be Hire an apprentice/employee. Taking on a new
diligently worked for one month. Character may employee or an apprentice. It need not be a paying
pursue other interests and Personal Goals in off-hours, position (especially in the case of an apprentice).
but must pursue business opportunities as a serious Award: 2 BP.
matter for 40 or more hours per week for a solid Create an extraordinary item. Create an
month without interruption. Award: 2 BP. extraordinary item in the profession (exceed Weaving
Hold a wake. You watch over a short or overnight skill roll by 100). Award: 10 BP.
gathering of the deceased’s friends and relatives in the
funeral parlor or in a relative’s home. Award: 1 BP.
W HORE
Make an extraordinary coffin. Create an
Turn a trick. Get paid for sex act. Award: 1 BP.
extraordinary coffin (exceed Carpentry skill roll by
100). Award: 3 BP. Become a Pro. Signal your professional availability
by whatever means will convey such intent to your
Make an extraordinary marker/stone. Create
potential client base. Award: 2 BP.
an extraordinary marker or gravestone (exceed
Stonemasonry skill roll by 100). Award: 3 BP. Active in profession for one month. Business

10: Professions
must be diligently worked for one month. Character
may pursue other interests and Personal Goals in off-
W AINWRIGHT hours, but must pursue business opportunities as a
Set up for business. Setting up in a known area serious matter for 40 or more hours per week for a
for sale and/or creation of wares. For starters this can solid month without interruption. Award: 3 BP.
be (and typically is) a rented location, even a Buy a lot. Purchase a lot in town suitable for
ramshackle tent on a mere lot. Award: 1 BP. building. Award: 2 BP.
Get a permanent business. Setting up a Build a brothel house/hotel. See to construction
permanent storefront/building for operation of the of an appropriately sized whorehouse. Award: 5 BP.
business. Award: 2 BP.
Hire other entertainment. Hire additional
Improve to 51 in relevant skill. Improve to 51 or employees to work for the house. Award: 5 BP.
better mastery in the Carpentry skill. Award: 3 BP.
Build, stock and manage two more brothels. In
Hire an apprentice/employee. Taking on a new the same town or in another, purchase additional lots
employee or an apprentice. It need not be a paying and build additional brothels (for a total of three).
position (especially in the case of an apprentice). Character must actively manage each for a month or
Award: 2 BP. longer. Character may pursue other interests and
Create an extraordinary item. Create an Personal Goals in off-hours, but must pursue business
extraordinary item in the profession (exceed management as a serious matter for 40 or more hours
Carpentry skill roll by 100). Award: 10 BP. per week for a solid month without interruption.
Award: 10 BP.

147
11: Goods & Services

hese costs incorporate a standard markup on the However, Silver Gulch is 250 miles from the nearest rail line

T part of the merchant to cover his shipping,


salary and other overhead costs. When it comes
to pricing goods and services, you can typically use the
and so any goods must be transported via wagon. This adds
100% to the base price (250 miles/25 = 10 x 10%).
Additionally, since Silver Gulch is a boomtown, the
prices listed below. abundance of hard currency has an inflationary effect on prices.
However, a few situations exist that require a modi- The GM rolls 5d4 and gets 15 (including penetration). This
fication of the listed prices. The first of these occurs means that prices in Silver Gulch will be 250% ((15 + 10) x
when the point of purchase is not located in close 10) of the base price after the transportation surcharge is calcu-
proximity to a rail stop. Such goods need to be lated.
transported to the location by cart or wagon, and this The shopkeeper will therefore charge Jack $15 for the pan and
additional freight cost should be reflected in the price. shovel (base price $3 + 100% transportation charge = $6 x
A good rule of thumb to employ is to add 10% to the 2.5 inflationary effect = $15).
listed price for every 25 miles the store or trader is
located from a train stop or rail head.
A second extenuating circumstance
occurs when sales take place in the region
of a gold (or silver) camp. The
abundance of hard currency in such
locales guarantees an inflationary effect,
particularly when it comes to mining
tools and similar hardware.
To simulate the inflation, roll 5d4
(using the penetration rule), add 10, and
then multiply the result by 10. This
generates a percentage you must add to
the base price of any item. If the camp is
in a remote location, you may need to
calculate an additional freight surcharge
(as described above) before applying the
inflationary effect.
For example, Jack Murphy has had some
success prospecting for gold and returns to the
fictional boom town of Silver Gulch to buy a
couple of items (a shovel and a mining pan).
The total for these items is three dollars.

148
Apparel Base Price Shoes, mens' dress . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.45
Bathing suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.00 Shoes, plain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.75
Belt, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20¢ Shoes, work (miners', loggers', etc.) . . . . . . . . . . . . . .$1.98
Belt, leather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢ Skirt, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.50
Blouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.50 Socks, wool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18¢
Boots, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$20.00 Stockings, ladies' silk . . . . . . . . . . . . . . . . . . . . . . . . .$1.30
Boots, riding leather . . . . . . . . . . . . . . . . . . . . . . . . .$15.00 Suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$6.75
Button, lapel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.20 Suit, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$10.00
Cane, hickory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢ Suit, plain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$5.00
Cap, hunting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48¢ Suspenders, fancy silk . . . . . . . . . . . . . . . . . . . . . . . . .47¢
Chaps, leather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$5.00 Suspenders, plain . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Chaps, wool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$7.00 Thimble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1¢
Coat, wool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25 Tie, bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Collar, linen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13¢ Tie, neck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7¢
Comb, mens' or ladies' . . . . . . . . . . . . . . . . . . . . . . . .10¢ Traveling bag (16 in., alligator skin) . . . . . . . . . . . . . .65¢
Corset, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75¢ Trousers, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.00
Cotton, weaving (per lb.) . . . . . . . . . . . . . . . . . . . . . . .16¢ Trousers, work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Cuffs, linen (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . . .18¢ Umbrella . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.35

11: Goods & Services


Duster (leather) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$8.90 Underskirt, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.65
Duster (oilskin slicker) . . . . . . . . . . . . . . . . . . . . . . . .$3.50 Underwear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45¢
Dress, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$7.00 Vest, hunting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.40
Dress, plain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00 Vest, men's fancy silk . . . . . . . . . . . . . . . . . . . . . . . . .$5.00
Fabric, denim (per yd.) . . . . . . . . . . . . . . . . . . . . . . . .10¢ Vest, men's leather . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25
Fabric, flannel (per yd.) . . . . . . . . . . . . . . . . . . . . . . . .12¢ Wallet, leather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92¢
Fabric, half wool (per yd.) . . . . . . . . . . . . . . . . . . . . . .13¢ Wig, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$15.00
Fabric, ribbon (per yd.) . . . . . . . . . . . . . . . . . . . . . . . .35¢ Wig, mens' (toupee) . . . . . . . . . . . . . . . . . . . . . . . . .$12.00
Fabric, silk (per yd.) . . . . . . . . . . . . . . . . . . . . . . . . . .50¢ Wrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$15.00
Fabric, Spanish lace (per yd.) . . . . . . . . . . . . . . . . . . . .7¢
Fabric, velvet (per yd.) . . . . . . . . . . . . . . . . . . . . . . . . .75¢ Domestic Items Base Price
Fabric, wool (per yd.) . . . . . . . . . . . . . . . . . . . . . . . . .29¢ Barometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50
Gloves, buckskin . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78¢ Basket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32¢
Gloves, ladies' . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25 Bed room suit, simple wooden . . . . . . . . . . . . . . . . .$10.50
Gloves, tanned buckskin . . . . . . . . . . . . . . . . . . . . . .$1.00 (Includes bed, washstand and dresser)
Grass suit (hunting camouflage) . . . . . . . . . . . . . . . .$1.75 Bed, cast iron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.85
Handkerchief, fancy brocade silk . . . . . . . . . . . . . . . .22¢ Bed, simple wooden . . . . . . . . . . . . . . . . . . . . . . . . .$2.10
Handkerchief, plain linen . . . . . . . . . . . . . . . . . . . . . .5¢ Blanket, bed (per pair) . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Hat, cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.37 Book case, wooden standing . . . . . . . . . . . . . . . . . . .$4.35
Hat, conductor's . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.45 (4'11" h, 32" w; four adjustable shelves)
Hat, cowboy or sombrero (low crown) . . . . . . . . . . . .$3.00 Bread box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65¢
Hat, derby . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50 Brush, hair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38¢
Hat, fedora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25 Brush, shaving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Hat, ladies' fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.25 Can opener . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Hat, sombrero (high crown) . . . . . . . . . . . . . . . . . . . .$5.25 Candles (box of 12) . . . . . . . . . . . . . . . . . . . . . . . . . . .8¢
Hat, straw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢ Carriage, baby . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$6.35
Overalls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95¢ Chair, cloth easy . . . . . . . . . . . . . . . . . . . . . . . . . . . .$12.75
Pants, men's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00 Chair, wooden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60¢
Scarf, common (any color) . . . . . . . . . . . . . . . . . . . . .25¢ Chair, wooden rocking . . . . . . . . . . . . . . . . . . . . . . .$1.68
Scarf, silk (any color) . . . . . . . . . . . . . . . . . . . . . . . . . .50¢ Clock, fancy wooden cabinet . . . . . . . . . . . . . . . . . . .$6.15
Shirt, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25 Clock, plain wooden . . . . . . . . . . . . . . . . . . . . . . . . .$1.45
Shirt, plain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75¢ Cradle, rocking . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$25.00
Shoes, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50 Cup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Shoes, ladies' dress . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00 Cutlery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45¢
(set of 6 knives/forks/spoons)
Cutlery, silver-plated . . . . . . . . . . . . . . . . . . . . . . . . .$2.65
(set of 6 knives/forks/spoons)
Desk, standing wooden office . . . . . . . . . . . . . . . . . .$11.50
(5' long, 2'11" deep, three drawers)
Dinner set, 100-piece china . . . . . . . . . . . . . . . . . . . .$7.95
Dresser, simple wooden (three drawers) . . . . . . . . . . .$6.75

149
Flag, national (5 ft. long) . . . . . . . . . . . . . . . . . . . . . .$1.25 Hunting & Fishing: Base Price
Flask (1 pt.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5¢ Fish hooks (box of 100) . . . . . . . . . . . . . . . . . . . . . . . .5¢
Glassware, plain tumblers (per dozen) . . . . . . . . . . . . .30¢ Fishing flies (per dozen) . . . . . . . . . . . . . . . . . . . . . . .$1.00
Glassware, plain water jug ( 1⁄2 gal.) . . . . . . . . . . . . . . .25¢ Fishing line (25 ft., cotton) . . . . . . . . . . . . . . . . . . . . . .5¢
Glassware, plain wine glass (per dozen) . . . . . . . . . . . .38¢ Fishing reel (80 yd.) . . . . . . . . . . . . . . . . . . . . . . . . . .$1.15
Hammock, Mexican woven sisal Fishing rod, bamboo . . . . . . . . . . . . . . . . . . . . . . . . .$1.05
(6 ft. bed, 12 ft. 6 in. total) . . . . . . . . . . . . . . . . . . . .80¢ Net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Lamp, fancy oil . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.30 Stock marker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25
Lamp, plain oil . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.75 (Tattoo ear marker for horses, cattle, swine, sheep, dogs, etc.)
Lamp, reflecting (with head attachment) . . . . . . . . . .$6.50 Tackle box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.85
Matches (Lucifer), box of 150 . . . . . . . . . . . . . . . . . . .5¢ Trap, bear (spring, jaws, chain) . . . . . . . . . . . . . . . . .$6.00
Mattress, bed springs . . . . . . . . . . . . . . . . . . . . . . . . .$2.25 Trap, beaver (spring, jaws, chain) . . . . . . . . . . . . . . . .70¢
Mattress, filled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.35 Trap, fox/mink (spring, jaws, chain) . . . . . . . . . . . . . .45¢
Mirror, large wooden framed plate (14 in. x 24 in.) . .$1.62 Trap, grizzly bear, moose, cougar (spring, jaws, chain)$11.75
Mirror, small wooden framed plate (7 in. x 9 in.) . . . .30¢ Trap, otter (spring, jaws, chain) . . . . . . . . . . . . . . . . . .60¢
Mug, shaving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.90 Trap, wolf (spring, jaws, chain) . . . . . . . . . . . . . . . . .$1.85
Needle, sewing (per dozen) . . . . . . . . . . . . . . . . . . . . .10¢ Whistle, bird call . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40¢
Pail, square dinner . . . . . . . . . . . . . . . . . . . . . . . . . . .30¢ Whistle, dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
11: Goods & Services

Pan, frying (11 in.) . . . . . . . . . . . . . . . . . . . . . . . . . . .15¢


Picture, framed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69¢
Pillow, feather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.20
Pitcher, water ( 1⁄2 gal.) . . . . . . . . . . . . . . . . . . . . . . . .48¢
Pot, coffee (8 1⁄2 qt.) . . . . . . . . . . . . . . . . . . . . . . . . . . .80¢
Sewing machine . . . . . . . . . . . . . . . . . . . . . . . . . . . .$13.25
Silverware, silver-plated (per set) . . . . . . . . . . . . . . . .$2.00
(each set contains six forks, knives, or spoons)
Slate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80¢
Jewelry Base Price
Soap (one bar) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Bracelet, gold-filled . . . . . . . . . . . . . . . . . . . . . . . . . .$2.45
Spittoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24¢
Brooch pin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.85
Stove . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$10.38
Cuff links (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60¢
Table, dining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.30
Earrings, fancy
Table, small parlor . . . . . . . . . . . . . . . . . . . . . . . . . .$1.35
(14-kt solid gold w/semi-precious stones, pair) . . . . . .$3.75
Table, wooden dining . . . . . . . . . . . . . . . . . . . . . . . .$2.64
Earrings, plain (14-kt gold-filled, pair) . . . . . . . . . . . .35¢
Tea set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$10.80
Earrings (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.10
Thermometer, house . . . . . . . . . . . . . . . . . . . . . . . . . .44¢
Neck chain, gold . . . . . . . . . . . . . . . . . . . . . . . . . . . .$7.80
Thread (per spool) . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Opera glasses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.75
Toothbrush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28¢
Perfume, lilac blossom (4 oz. bottle) . . . . . . . . . . . . . .89¢
Tub, bath (4 ft. long, tin) . . . . . . . . . . . . . . . . . . . . . .$3.73
Ring, emblem/Masonic (14-kt solid gold) . . . . . . . . .$12.00
Tub, bath (6 ft. long, tin) . . . . . . . . . . . . . . . . . . . . . .$5.00
Ring, fancy set large/multiple diamonds . . . . . . . . .$18.40
Tub, wash (22 in. x 17.5 in. x 10.75 in.) . . . . . . . . . . .70¢
Ring, fancy set large/multiple semi-precious stones .$5.40
Ring, fancy set small diamond . . . . . . . . . . . . . . . . . .$4.25
Field Gear Base Price
Ring, fancy set small semi-precious stone . . . . . . . . .$1.50
Bag, traveling (16 in, leather) . . . . . . . . . . . . . . . . . . .$3.10
Ring, plain (14-kt gold-filled) . . . . . . . . . . . . . . . . . . .$1.70
Canteen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Ring, plain (14-kt solid gold) . . . . . . . . . . . . . . . . . . .$4.80
Compass, plain pocket . . . . . . . . . . . . . . . . . . . . . . . .$1.10
Ring, plain set large/multiple diamonds . . . . . . . . . .$14.75
Compass, surveyors' . . . . . . . . . . . . . . . . . . . . . . . . .$21.00
Ring, plain set large/multiple semi-precious stones . .$3.25
Field glasses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$8.50
Ring, plain set small diamond . . . . . . . . . . . . . . . . . .$3.25
Flint and steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Ring, plain set small semi-precious stone . . . . . . . . . .$1.35
Lantern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25
Stick pin, diamond . . . . . . . . . . . . . . . . . . . . . . . . . .$5.25
Mess kit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Stick pin, imitation diamond/emblem . . . . . . . . . . . .53¢
Note book (3 in. x 4.5 in., with pencil) . . . . . . . . . . . .20¢
Vest chain, gold filled . . . . . . . . . . . . . . . . . . . . . . . .$4.00
Railroad Lantern . . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Vest chain, gold plated . . . . . . . . . . . . . . . . . . . . . . .$1.25
Sleeping bag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$13.00
Watch charm, fancy (14-kt gold-filled) . . . . . . . . . . . .$1.35
Suitcase (24 in.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.10
Watch charm, plain (14-kt gold-filled) . . . . . . . . . . . . .25¢
Tent, miner's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$6.70
Watch fob . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00
Tent, wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$13.50
Watch, fancy pocket . . . . . . . . . . . . . . . . . . . . . . . . .$18.85
Tent, wedge (7 ft. x 7 ft. x 7 ft.) . . . . . . . . . . . . . . . . .$4.25
Watch, plain pocket . . . . . . . . . . . . . . . . . . . . . . . . . .$1.75
Trunk (36 in.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.08

150
Leisure Items & Activities Base Price Pig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50
Accordion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.65 Piglet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Banjo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.70 Rooster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Banjo case . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00 Sheep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.00
Baseball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25
Baseball bat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40¢
Baseball mitt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.80
Book, banjo instruction . . . . . . . . . . . . . . . . . . . . . . . .75¢
Book, guitar instruction . . . . . . . . . . . . . . . . . . . . . . .$1.85
Book, music folio (96 songs) . . . . . . . . . . . . . . . . . . . .40¢
Book, piano instruction . . . . . . . . . . . . . . . . . . . . . . .$2.10
Book, popular fiction . . . . . . . . . . . . . . . . . . . . . . . . .70¢
Book, religious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00
Medical, Apothecary & Scientific Base Price
Bugle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.25
Medical Services
Cards, fortune telling . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Advice given, verbal (office visit) . . . . . . . . . . . . .$1.00 to $10.00
Cards, marked playing (1 deck) . . . . . . . . . . . . . . . . .$2.00
Advice given, written . . . . . . . . . . . . . . . . . . . . . .$5.00 to $20.00
Cards, playing (1 deck) . . . . . . . . . . . . . . . . . . . . . . . .15¢
Broken bone (set) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Castanets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Broken bone (splinted) . . . . . . . . . . . . . . . . . . . . . . . .$3.00

11: Goods & Services


Checkers (board and pieces) . . . . . . . . . . . . . . . . . . .$2.50
Buckshot (removed) . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Chess (board and pieces) . . . . . . . . . . . . . . . . . . . . . .$5.00
Bullet (removed) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Cigars, Havana (box of 50) . . . . . . . . . . . . . . . . . . . . .60¢
Bullet hole (patched) . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Concertina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.85
Burns (treated) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Concussion (treated) . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Drum, snare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$6.25
Disease (treated) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Encyclopedia Britannica (full set) . . . . . . . . . . . . . . .$19.95
House call (per mi., $3 minimum charge) . . . . . . . . . .$1
Fiddle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.25
Leeching/bleeding . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Guitar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$5.20
Limb (amputated) . . . . . . . . . . . . . . . . . . . . . . . . . . .$5.00
Guitar case . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Midwife (per delivery) . . . . . . . . . . . . . . . . . . . . . . . .$3.50
Harmonica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55¢
Powder burns (treated) . . . . . . . . . . . . . . . . . . . . . . .$1.00
Mouth organ (Jews' harp) . . . . . . . . . . . . . . . . . . . . . .10¢
Tooth (pulled) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80¢
Newspaper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1¢
Wound (stitched) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Novel, pulp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Organ, upright parlor . . . . . . . . . . . . . . . . . . . . . . .$41.50
Medical Equipment
Piano, upright . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$125.00
Alcohol, chemical (8 oz. bottle) . . . . . . . . . . . . . . . . . .25¢
Pipe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Bag, medical (16 in., leather) . . . . . . . . . . . . . . . . . . .$4.75
Pocket book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Chloroform (4 oz. bottle) . . . . . . . . . . . . . . . . . . . . . .20¢
Poker chips (1000) . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00
Crutches (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70¢
Stereoscope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45¢
Ether (1 lb. bottle) . . . . . . . . . . . . . . . . . . . . . . . . . . . .85¢
Stereoscope picture . . . . . . . . . . . . . . . . . . . . . . . . . . .7¢
Laudanum (4 oz. bottle) . . . . . . . . . . . . . . . . . . . . . . .29¢
Stool, organ or piano . . . . . . . . . . . . . . . . . . . . . . . .$3.25
Paregoric (4 oz. bottle) . . . . . . . . . . . . . . . . . . . . . . . .18¢
Ticket, circus (admit one) . . . . . . . . . . . . . . . . . . . . . .50¢
Razor, barber's . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.15
Ticket, dance hall (one dance) . . . . . . . . . . . . . . . . . .50¢
Razor, straight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Ticket, stage play (admit one) . . . . . . . . . . . . . . . . . .$1.00
Scales, hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
World Atlas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.50
Scales, prescription . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25
Scalpel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.25
Livestock and other Animals Base Price
Scissors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42¢
Bull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$20.00
Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Burro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$10.00
Spectacles, rubber framed . . . . . . . . . . . . . . . . . . . . . .90¢
Chick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Spectacles, solid gold framed . . . . . . . . . . . . . . . . . . .$3.25
Cow, at railhead . . . . . . . . . . . . . . . . . . . . . . . . . .$30 or more
Spectacles, steel framed . . . . . . . . . . . . . . . . . . . . . . .90¢
Cow, calf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00
Thermometer, medical (w/case) . . . . . . . . . . . . . . . .$1.75
Cow, yearling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$8.00
Tooth extractor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35¢
Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.50
Toothache wax (1 oz. bottle) . . . . . . . . . . . . . . . . . . . .10¢
Dog collar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20¢
Dog, herding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$4.00
Scientific Equipment
Hen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Magnifying glass . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Lamb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Measuring scales, personal . . . . . . . . . . . . . . . . . . . .$8.00
Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$20.00
Microscope, gem . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25
Ox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$25.00

151
Microscope, household . . . . . . . . . . . . . . . . . . . . . . .$6.00 Printing press, professional . . . . . . . . . . . . . . . . . . .$500.00
Microscope, professional . . . . . . . . . . . . . . . . . . . . .$39.00 (Comes with 29 sets of type and misc equipment)
Microscope, students' . . . . . . . . . . . . . . . . . . . . . . . .$15.00 Printing press, small . . . . . . . . . . . . . . . . . . . . . . . . .$31.00
Telescope, astronomical or landscape (with tripod) . .$59.00 (Prints only 5 1⁄2” x 8”; 125 lbs.; self-inking, comes with one set of type)
Telescope, spy glass . . . . . . . . . . . . . . . . . . . . . . . . . .$1.85

Mining Equipment
Blasting caps (per dozen) . . . . . . . . . . . . . . . . . . . . . .$2.00
Bucket (12 qt.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72¢
Dynamite (per stick) . . . . . . . . . . . . . . . . . . . . . . . . .$4.50
Fuses (per dozen) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.30
Nitroglycerine, liquid (per oz.) . . . . . . . . . . . . . . . . .$2.00/
Pail, water (wooden) holds 3w gallons . . . . . . . . . . . . .18¢
Pan, mining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.50 Provisions and Food
Pick mattocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45¢ Apples (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9¢
Shovel (round point, solid steel) . . . . . . . . . . . . . . . . .50¢ Bacon (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Baking powder (4 oz. tin) . . . . . . . . . . . . . . . . . . . . . .12¢
Photographic Equipment: Beans (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
11: Goods & Services

Amateur Photographer instruction book . . . . . . . . . . .20¢ Beef (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7¢


Box, negative storing . . . . . . . . . . . . . . . . . . . . . . . . .90¢ Beef jerky (per lb) . . . . . . . . . . . . . . . . . . . . . . . . . . . .20¢
Camera (with lens, shutter and plate holder) . . . . . .$13.60 Beef, dried (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . .20¢
Camera lens, replacement . . . . . . . . . . . . . . . . . . . .$19.00 Beer (20 gal. keg) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50
Camera plate fixing bath . . . . . . . . . . . . . . . . . . . . . .$3.15 Blackberries (2 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . .11¢
Camera plate holder . . . . . . . . . . . . . . . . . . . . . . . . .$2.55 Cheese, Plymouth cheddar (per lb.) . . . . . . . . . . . . . . .11¢
Camera tripod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.95 Chocolate creams, fancy (per lb.) . . . . . . . . . . . . . . . .14¢
Collodium (1 oz. bottle) . . . . . . . . . . . . . . . . . . . . . . .45¢ Cocoa (per 5 lbs.) . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.80
Developer, learner's outfit . . . . . . . . . . . . . . . . . . . . .$2.35 Coffee (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30¢
(Incl. Red lamp, three trays, beaker, frame, collodium, silver nitrate, Corn dodgers (per dozen) . . . . . . . . . . . . . . . . . . . . . .20¢
12 3 1⁄4"x4 1⁄4" printing papers, Amateur Photographer instructions) Corn (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7¢
Lantern, red dark room . . . . . . . . . . . . . . . . . . . . . . .90¢ Corned Beef (1 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . .12¢
Paper, photograph printing (per 9 in. x 11 in. sheet) . .55¢ Flour (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
($5.00 dozen) Ham, boneless (per lb.) . . . . . . . . . . . . . . . . . . . . . . . .10¢
Paste, photo mounting (1 lb.) . . . . . . . . . . . . . . . . . . .45¢ Ham (2 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
Silver nitrate bath solution (1 qt. bottle) . . . . . . . . . .$3.25 Hard tack (per lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . .50¢
Honey, Navajo (per gal.) . . . . . . . . . . . . . . . . . . . . . . .45¢
Mackerel (1 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . .14¢
Meal, cheap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Meal, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Meal, stage station . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
(Bacon, beans, bread and coffee are sold at home stations
on a stage line every 50 miles.)
Milk, condensed (1 lb. tin) . . . . . . . . . . . . . . . . . . . . .15¢
Mustard, prepared (1 qt. jug) . . . . . . . . . . . . . . . . . . .13¢
Mustard powder (2 lb. tin) . . . . . . . . . . . . . . . . . . . . .45¢
Peas (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11¢
Peaches (3 lb tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18¢
Pears (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
Pepper, black (per lb.) . . . . . . . . . . . . . . . . . . . . . . . .$20.00
Pepper, white (per lb.) . . . . . . . . . . . . . . . . . . . . . . . .$25.00
Pickles (per pt.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Preserves, berry (1 lb. tin) . . . . . . . . . . . . . . . . . . . . . .12¢
Root beer, bottle of . . . . . . . . . . . . . . . . . . . . . . . . . . .10¢
Printing Equipment
Salmon (1 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
Ink, black (2 oz. bottle) . . . . . . . . . . . . . . . . . . . . . . . .10¢
Salt, table (3 lb. carton) . . . . . . . . . . . . . . . . . . . . . . . .8¢
Inkstand, single bottle . . . . . . . . . . . . . . . . . . . . . . . . .35¢
Soup, various (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . .30¢
Pen holder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85¢
Strawberries (2 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . .9¢
Pen nib (per dozen) . . . . . . . . . . . . . . . . . . . . . . . . . . .8¢
Tobacco, chewing (per bag) . . . . . . . . . . . . . . . . . . . .10¢
Pen, steel fountain (per dozen) . . . . . . . . . . . . . . . . . . .8¢
Tobacco, smoking . . . . . . . . . . . . . . . . . . . . . . . . . . . .15¢
Pencil (per dozen) . . . . . . . . . . . . . . . . . . . . . . . . . . . .30¢

152
The general store is often a place where you
can pick up both goods and information.
Tomatoes (3 lb. tin) . . . . . . . . . . . . . . . . . . . . . . . . . . .08¢ Telegraph sounder, standard . . . . . . . . . . . . . . . . . . .$2.80
Tonic water (per qt.) . . . . . . . . . . . . . . . . . . . . . . . . .$1.00 Telegraph wire (per mi.) . . . . . . . . . . . . . . . . . . . . . .$24.80
Trail rations (per day) . . . . . . . . . . . . . . . . . . . . . . . .$1.50 Telegraph, learner's outfit . . . . . . . . . . . . . . . . . . . . .$3.00
Whiskey, bottle of common . . . . . . . . . . . . . . . . . . . .$2.00 (Incl. sounder/key, batter, wire, chemicals, instructions)
Whiskey, bottle of good . . . . . . . . . . . . . . . . . . . . . . .$4.00

Salaries
Bartender (per month) . . . . . . . . . . . . . . . . . . . . . . .$50.00
Coroner (per inquest) . . . . . . . . . . . . . . . . . . . . . . . .$5.00
Cowboy/Foreman (per month) . . . . . . . . . . . . . . . . .$45.00
Cowboy/Ranch Hand (per month) . . . . . . . . . . . . .$30.00
Deputies (per month) . . . . . . . . . . . . . . . . . . . . . . . .$50.00
(plus $2 per arrest/conviction)
Guard, prison (per day) . . . . . . . . . . . . . . . . . . . . . . .$3.00
Tools and other Hardware
Hired gunfighter (per day) . . . . . . . . . . . . . . . . . . . . .$5.00
Anvil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.65
(these workers also get expenses)
Awl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6¢
Lawmen (per month, plus $2 per arrest/conviction) .$75.00
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60¢
Lawyer (per month) . . . . . . . . . . . . . . .$100.00 to $1000.00
Bellows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.90
11: Goods & Services

Saloon girl/waitress (per month) . . . . . . . . . . . . . . .$18.00


Bellows, blacksmithing . . . . . . . . . . . . . . . . . . . . . . .$3.30
(these workers also get tips and room and board)
Brush, large paint (5 in.) . . . . . . . . . . . . . . . . . . . . . . .84¢
Scout (per month) . . . . . . . . . . . . . . . . . . . . . . . . . . .$75.00
Brush, small paint (2.5 in.) . . . . . . . . . . . . . . . . . . . . .32¢
Teacher (per month) . . . . . . . . . . . . . . . . . . . . . . . . .$35.00
Brush, tiny paint . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4¢
Teamster (per month) . . . . . . . . . . . . . . . . . . . . . . . .$40.00
Chain, log (per ft.) . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
Undertaker (per burial) . . . . . . . . . . . . . . . . . . . . . .$20.00
Chisel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23¢
Fence, barbed wire (100 lb. bundle) . . . . . . . . . . . . . .$1.50
Services
File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6¢
Bath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75¢
Glass cutter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5¢
Bath, fresh water . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Grindstone (with frame and crank) . . . . . . . . . . . . . .$2.25
Beer, mug of (at establishment) . . . . . . . . . . . . . . . . . .50¢
Hacksaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75¢
Boarding House, average (per day, with meals) . . . . .$1.00
Hammer, heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60¢
Bordello, average (per night) . . . . . . . . . . . . . . . . . .$25.00
Hammer, light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40¢
Corral space (per day, for one horse) . . . . . . . . . . . . .$1.00
Hammer, sledge . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.05
Cot, folding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Handle, Pick, etc. . . . . . . . . . . . . . . . . . . . . . . . . . . . .9¢
Court costs . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00 to $5.00
Hatchet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45¢
Funeral service . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Hoe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.45
Grave sign, fancy or ornate stone . . . . . . . . . . . . . . .$40.00
Knife, farrier's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28¢
Grave sign, stone . . . . . . . . . . . . . . . . . . . . . . . . . . .$10.00
Knife, pocket (two blades) . . . . . . . . . . . . . . . . . . . . . .25¢
Grave sign, wooden . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00
Leather polish (8 oz. bottle or tin) . . . . . . . . . . . . . . . .10¢
Hotel, average (per night) . . . . . . . . . . . . . . . . . . . . . .75¢
Leather tool set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18¢
Hotel, cheap (per night) . . . . . . . . . . . . . . . . . . . . . . .25¢
Measuring tape, common (50 ft.) . . . . . . . . . . . . . . . .25¢
Hotel, elegant (per night) . . . . . . . . . . . . . . . . . . . . .$2.00
Measuring tape, surveyors' linen (100 ft.) . . . . . . . . .$4.00
Justice of the Peace, Fines . . . . . . . . . . . . . .$2.00 to 20.00
Nails, framing (per pound) . . . . . . . . . . . . . . . . . . . . . .3¢
Mailing a letter (up to 10 mi.) . . . . . . . . . . . . . . . . . . .6¢
Padlock, wrought iron . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Mailing a letter (10+ mi. to 60 mi.) . . . . . . . . . . . . . . .8¢
Paint (2 oz. can) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Mailing a letter (60+ mi. and up) . . . . . . . . . . . . . . . .10¢
(add an additional .02 cents per 50 miles above 65) Paint (1 oz. tube) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12¢
Medical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .various Plane, wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.45
(see our Medical, Apothecary and Scientific section above) Pliers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15¢
Shave and a haircut . . . . . . . . . . . . . . . . . . . . . . . . . .25¢ Plow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$9.75
Ticket, stage (St. Louis to San Francisco) . . . . . . . .$200.00 Rope (1 yd.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..25¢
(journey takes 3 weeks) Safe, steel combination . . . . . . . . . . . . . . . . . . . . . . .$32.50
Wedding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$5.00 (inside: 19.75 in. high, 14.25 in. wide, 14.5 in. deep;
outside 34.75 in. high, 22.75 in. wide, 23.25 in. deep)
Whiskey, shot of common (at establishment) . . . . . . . .10¢
Saw, buck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40¢
Whiskey, shot of good (at establishment) . . . . . . . . . . .20¢
Saw, hand (22 in.) . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.10
Saw, two-man (6 ft.) . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Telegraph Equipment:
Screwdriver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18¢
Telegraph battery . . . . . . . . . . . . . . . . . . . . . . . . . . . .60¢
Sealing Wax (4 oz. stick) . . . . . . . . . . . . . . . . . . . . . . .12¢
Telegraph key, standard . . . . . . . . . . . . . . . . . . . . . . .$2.00
Snips, tinner's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.20
Telegraph relay, standard . . . . . . . . . . . . . . . . . . . . .$4.85

154
Tongs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26¢ Weaponry
Trowel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40¢ Firearms: Derringers
Wheelbarrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50 American Arms Derringer (.41) . . . . . . . . . . . . . . . . .$8.25
Wire netting (per bale; 330 ft. long, 22 in. wide) . . . .$5.95 Colt New Line (.41) . . . . . . . . . . . . . . . . . . . . . . . . .$14.00
Knuckleduster Revolver (.22) . . . . . . . . . . . . . . . . . . .$9.70
Transportation Marlin Stonewall Derringer (.41) . . . . . . . . . . . . . . .$7.50
Horses Remington Derringer (.41) . . . . . . . . . . . . . . . . . . . .$11.85
Arabian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$250 Remington Pepperbox (.32) . . . . . . . . . . . . . . . . . . .$15.90
Morgan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$120
Quarter Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$80 Firearms: Revolvers
Thoroughbred . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .varies Colt 1877 Lightning (.38) . . . . . . . . . . . . . . . . . . . . .$25.50
Mustang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$60 Colt 1877 Lightning (.41) . . . . . . . . . . . . . . . . . . . . .$27.00
Percheron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$100 Colt Bisley (.44) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$23.00
Shire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$100 Colt Bisley (.45) . . . . . . . . . . . . . . . . . . . . . . . . . . . .$24.75
Heavy Harness or Coach . . . . . . . . . . . . . . . . . . . . . .$120 Colt Dragoon (.44) . . . . . . . . . . . . . . . . . . . . . . . . . .$24.65
(Prices are for a typical horse of that breed. Outstanding individuals Colt Flattop Target (.45) . . . . . . . . . . . . . . . . . . . . . .$28.00
will command a higher price as determined by the seller.) Colt Navy (.36) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$16.95
Colt Paterson (.36) . . . . . . . . . . . . . . . . . . . . . . . . . .$21.00

11: Goods & Services


Tack and Harness Colt SAA (.44) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$17.00
Blanket, horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.25 Colt SAA (.45) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$18.75
Bridle bits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65¢ Griswold & Gunnison (.36) . . . . . . . . . . . . . . . . . . . .$14.90
Bridle, leather (6 ft. long) . . . . . . . . . . . . . . . . . . . . .$1.65 LeMat Two-Barrel (.42 and 12 gauge) . . . . . . . . . . .$75.00
Comb, horse (10 oz.) . . . . . . . . . . . . . . . . . . . . . . . . . .15¢ Remington 1875 (.44) . . . . . . . . . . . . . . . . . . . . . . . .$22.00
Horseshoe nail . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16¢/lb Remington New Army (.44) . . . . . . . . . . . . . . . . . . .$19.40
Horseshoe, unfitted (full set of 4) . . . . . . . . . . . . . . . .30¢ S&W 44DA (.44) . . . . . . . . . . . . . . . . . . . . . . . . . . .$18.00
Leather skin (1 lb., one sided) . . . . . . . . . . . . . . . . . . .32¢ S&W DA Second Model (.38) . . . . . . . . . . . . . . . . . .$11.00
Muzzle, horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80¢ S&W Russian (.44) . . . . . . . . . . . . . . . . . . . . . . . . . .$15.50
Saddle bags, fancy . . . . . . . . . . . . . . . . . . . . . . . . . . .$6.78 S&W Schofield (.45) . . . . . . . . . . . . . . . . . . . . . . . . .$24.25
Saddle bags, plain . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.90
Saddle bags, used . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50 Firearms: Shotguns
Saddle blanket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90¢ Baker Drilling (12 gauge) . . . . . . . . . . . . . . . . . . . . .$150.00
Saddle, common (w/stirrups) . . . . . . . . . . . . . . . . . .$26.38 Colt 1868 (12 gauge) . . . . . . . . . . . . . . . . . . . . . . . .$71.50
Saddle, fancy (w/stirrups) . . . . . . . . . . . . . . . . . . . . .$48.76 L.C. Smith (12 gauge) . . . . . . . . . . . . . . . . . . . . . . .$60.00
Saddle, Mexican (w/stirrups) . . . . . . . . . . . . . . . . . .$16.75 Parker (12 gauge) . . . . . . . . . . . . . . . . . . . . . . . . . . .$115.00
Saddle, used (w/stirrups) . . . . . . . . . . . . . . . . . . . . . .$9.70 Remington (12 gauge) . . . . . . . . . . . . . . . . . . . . . . .$57.25
Spurs, fancy (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . .$9.50 Winchester (12 gauge) . . . . . . . . . . . . . . . . . . . . . . .$95.00
Spurs, plain (pair) . . . . . . . . . . . . . . . . . . . . . . . . . . .$2.40
Stirrups, leather covered steel . . . . . . . . . . . . . . . . . .$1.45 Firearms: Rifles
Stirrups, wooden . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20¢ Ballard-Creedmore (.45) . . . . . . . . . . . . . . . . . . . . .$110.00
Whip, rawhide (6 ft. 6 in. long) . . . . . . . . . . . . . . . . . .75¢ Henry (.44) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$48.50
Remington Revolving (.44) . . . . . . . . . . . . . . . . . . . .$31.25
Other Transport Remington Rolling Block (.45) . . . . . . . . . . . . . . . . .$42.00
Bicycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$24.95 Richmond Armory Musket (.58) . . . . . . . . . . . . . . . .$2.50
Boat, canvas folding . . . . . . . . . . . . . . . . . . . . . . . . .$35.00 Sharps Carbine Conversion (.50) . . . . . . . . . . . . . . .$32.10
Boat, hunting skiff . . . . . . . . . . . . . . . . . . . . . . . . . .$22.00 Sharps Long Range (.45) . . . . . . . . . . . . . . . . . . . . .$115.00
Buckboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$35.00 Spencer Carbine (.52) . . . . . . . . . . . . . . . . . . . . . . . .$21.50
Buggy, covered . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$40.00 Springfield Rolling Block (.50) . . . . . . . . . . . . . . . . .$38.00
Buggy, open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$30.00 Springfield Trapdoor (.45) . . . . . . . . . . . . . . . . . . . .$22.00
Harness, buggy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$14.00 Winchester 1863, Carbine (.32) . . . . . . . . . . . . . . . .$25.95
Cart (box is 4 ft. long, 2 ft. 6 in. wide, 6 in. high) . . .$6.00 Winchester 1863, Carbine (.38) . . . . . . . . . . . . . . . .$32.50
Wagon cover, canvas . . . . . . . . . . . . . . . . . . . . . . . . .$4.50 Winchester 1863, Carbine (.44) . . . . . . . . . . . . . . . .$42.50
Wagon, farm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$38.45 Winchester 1863, Musket (.32) . . . . . . . . . . . . . . . . .$40.50
(Box is 3 ft. 6 in. wide, farm wagon is 5 ft. wide from wheel to wheel) Winchester 1863, Musket (.38) . . . . . . . . . . . . . . . . .$47.50
Wagon, freight . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$50.00 Winchester 1863, Musket (.44) . . . . . . . . . . . . . . . . .$54.50
Winchester 1863, Rifle (.32) . . . . . . . . . . . . . . . . . . .$39.95
Winchester 1863, Rifle (.38) . . . . . . . . . . . . . . . . . . .$43.50
Winchester 1863, Rifle (.44) . . . . . . . . . . . . . . . . . . .$45.50
Winchester 1866, Carbine (.40) . . . . . . . . . . . . . . . .$27.95
Winchester 1866, Carbine (.45) . . . . . . . . . . . . . . . .$39.95

155
Winchester 1866, Carbine (.50) . . . . . . . . . . . . . . . .$44.95 Sundry Weapons
Winchester 1866, Musket (.40) . . . . . . . . . . . . . . . . .$58.00 Brass knuckles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00
Winchester 1866, Musket (.45) . . . . . . . . . . . . . . . . .$61.50 Knife, Bowie (with leather scabbard) . . . . . . . . . . . . .$4.00
Winchester 1866, Musket (.50) . . . . . . . . . . . . . . . . .$65.00 Knife, hunting/fighting . . . . . . . . . . . . . . . . . . . . . . .$1.00
Winchester 1866, Rifle (.40) . . . . . . . . . . . . . . . . . . .$32.95 Knife, jack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17¢
Winchester 1866, Rifle (.45) . . . . . . . . . . . . . . . . . . .$43.95 Knife, throwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.50
Winchester 1866, Rifle (.50) . . . . . . . . . . . . . . . . . . .$49.95 Lariat (50 ft., cotton) . . . . . . . . . . . . . . . . . . . . . . . . .$2.00
Saber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$7.00

M ISCELLANEOUS N OTES
Field Gear
Compass, plain pocket or surveyors: A plain
Firearms: Ammunition pocket compass is a 2-inch-diameter brass device that
Minie balls (.58 caliber) + caps & paper cartridges (100) . .$5.00 shows direction (N, S, E, W, NE, SW, etc.). The surveyors’
Cap and ball - .36 caliber (100 rounds) . . . . . . . . . . .$1.75 compass has a tripod, folding sights, ball and socket joint
Cap and ball - .44 caliber (100 rounds) . . . . . . . . . . .$2.00 (for movement on tripod) and is 5 inches in diameter.
Cap and ball - LeMat .42 caliber (100 rounds) . . . . .$2.95
11: Goods & Services

Cartridge .22 caliber pistol (100 rounds) . . . . . . . . . .$1.50 Tent, miners, wall and wedge: A miners tent looks
Cartridge .32 caliber pistol (100 rounds) . . . . . . . . . .$1.75 much like a typical Indian tent, with a 9’ base and an
Cartridge .38 caliber pistol (100 rounds) . . . . . . . . . .$2.00 8’ height. Wall tents have a 9 foot length and breadth,
Cartridge .41 caliber pistol (100 rounds) . . . . . . . . . .$2.25 3 foot tall side walls and a 72 foot tall pole, under the
Cartridge .44 caliber pistol (100 rounds) . . . . . . . . . .$2.65 angled roof. Wedge tents, also known as “A-shaped” tents,
Cartridge .45 caliber pistol (100 rounds) . . . . . . . . . .$2.85 have a 9 foot length and breadth and a 7 foot height.
Cartridge .32-20 (100 rounds) . . . . . . . . . . . . . . . . . .$1.75
Cartridge .38-40 (100 rounds) . . . . . . . . . . . . . . . . . .$2.00 Holsters
Cartridge .40-60 (100 rounds) . . . . . . . . . . . . . . . . . .$2.95
Holster, hip shooting: This trick holster incorpo-
Cartridge .44-28 (100 rounds) . . . . . . . . . . . . . . . . . .$2.25
Cartridge .44-40 (100 rounds) . . . . . . . . . . . . . . . . . .$2.65
rates a swivel permitting a gunslinger to reach down to
Cartridge .45-40 (100 rounds) . . . . . . . . . . . . . . . . . .$2.65 his belt and turn the weapon forward to initiate firing
Cartridge .45-70 (100 rounds) . . . . . . . . . . . . . . . . . .$3.10 without actually drawing it from his holster. While this
Cartridge .45-75 (100 rounds) . . . . . . . . . . . . . . . . . .$3.15 is far quicker than drawing the weapon (1 count vs. 5
Cartridge .45-100 (100 rounds) . . . . . . . . . . . . . . . . .$4.00 count), it is also hideously inaccurate (-8 Accuracy).
Cartridge .50-70 (100 rounds) . . . . . . . . . . . . . . . . . .$3.40 Other downsides of this holster are that the shooter
Cartridge .50-95 (100 rounds) . . . . . . . . . . . . . . . . . .$4.05
cannot aim, cannot fanfire and is limited to a 60° arc
Cartridge, Rimfire (56/50) (100 rounds) . . . . . . . . . .$2.80
Brass Shot Shells (box of 25) . . . . . . . . . . . . . . . . . . .$2.50
directly in front of him. The gunslinger can, of course,
Paper Shot Shells (box of 100) . . . . . . . . . . . . . . . . .$1.50 draw the pistol from this holster but it takes a 6 count
rather than the standard 5.
Firearms: Accessories Holster, quick draw: This oiled patent leather
Bayonet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$1.00 holster facilitates speedy draws of a pistol (-1 count to
Bandolier (50 shotgun shells) . . . . . . . . . . . . . . . . . . .$8.00 the Basic Shooting Action “Drawing a Pistol”).
Bandolier (80 rifle rounds) . . . . . . . . . . . . . . . . . . . . .$7.00
However, there’s a 1 in 20 chance that the Quickdraw
Gun belt (without holster) . . . . . . . . . . . . . . . . . . . . .$2.00
will be fumbled. Should that occur, the gunfighter
Gun grease (4 oz. tin) . . . . . . . . . . . . . . . . . . . . . . . . .25¢
Gun oil (1 oz. tube) . . . . . . . . . . . . . . . . . . . . . . . . . . .11¢ drops his weapon. This effect is identical to the clum-
Holster, hip shooting (without belt) . . . . . . . . . . . . . .$5.50 siness mishap “Drop Weapon”. See Chapter 12 –
Holster, quick draw (without belt) . . . . . . . . . . . . . . .$3.00 Advanced Scrapes for details.
Holster, standard (without belt) . . . . . . . . . . . . . . . . .$2.50
Scabbard, Carbine . . . . . . . . . . . . . . . . . . . . . . . . . .$3.00 Hunting and Fishing
Scabbard, Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.50 Stock marker: It is well known that a mark tattooed
into the skin of an animal will remain visible as long as
Firearms: Embellishments
the wearer lives, and will, therefore, prevent fraud and
Engraving . . . . . . . . . . . . . . . . . . . . . . . . .+$1.50 to $5.00
stop all controversies as to the identification of registered
Stock (ivory) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+$3.00
animals. It is the only brand or mark which may be
Stock (pearl) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .+$4.50
Trimming (gold-plated) . . . . . . . . . . . . . . . . . . . . . .+$1.75
applied to a horse without disfiguring. The marker is
fitted with three letters or figures which are included in

156
the price. The letters are interchangeable, and can be Printing press, professional: This great device is
quickly removed and others attached in their place. The ideal for the publisher hoping to set up shop in a thriving
letters are 2 inch square, and cut out of solid metal. If town. It comes complete, with 29 sets of type.
the letters are kept oiled they should last a lifetime.
First, smear the letters with the tattoo oil, punch the Telegraph Equipment
ear, and then rub the oil well into the punctures with the Telegraph, learner’s instrument: For the benefit
thumb or fingers. It takes three to five days for the ear to of those amateurs who are not familiar with the
heal and the brand to be clear and distinct. telegraph, and who are at a loss to know what they should
have, should purchase this instrument, consisting of: full
Photographic Equipment size sounder and key, mounted on polished cherry base;
Developer, learner’s outfit: For the benefit of has full sized battery, with wire, chemicals and complete
those amateurs who are not familiar with photography, book of instructions, with everything necessary for
and who are at a loss to know what they should have, operating practice. This package is suitable for amateur
should purchase this outfit for finishing photographs: a learner’s use only. Professionals will require the better
small ruby lamp for the dark room, trays for developing quality items listed in this catalogue.
and toning (three), glass beaker for measuring liquids, In game terms, a character who experiments with this
printing frame (one), collodium (a 2 ounce bottle), silver item may take the Telegraph Operating skill. He must

11: Goods & Services


nitrate solution (a 4 ounce bottle), and a dozen 34” x still pay any BP cost and meet any other requirements.
44” sensitized papers for making prints, along with one See the Telegraph Operating skill for more information.
copy of the “Amateur Photographer” which gives
complete instructions for developing, printing, etc. This Tools and other Hardware
package is suitable for amateur learner’s use only. Measuring tape, surveyors metallic linen:
Professionals will require the better quality items listed in These tapes are made of linen thread interwoven with
this catalogue. fine brass wire, no so liable to stretch as the usual linen
In game terms, a character who experiments with this tape and better calculated to withstand the effects of
item may take the Photography skill. He must still pay moisture. They have a substantial leather case with
any BP cost and meet any other requirements. See the folding handle.
Photography skill for information on the use of
photographic equipment. Weaponry (Firearms)
All rifles and carbines are furnished with a bullet
Printing Equipment mould, screw driver and nipple wrench, free of charge.
Printing press, small: This fine amateur instru- All shotguns are furnished with wad cutter, screw driver
ment comes with one full set of type, one 4 oz. bottle of and nipple wrench, free of charge. Price listed are for
printing ink and complete book of instructions. This firearms are for “stock” unadorned pieces.
instrument is suitable for sheets of 52” breadth by 8” Embellishments may be added to any gun as noted in the
height only. price list.

157
Beasts of Burden
n the Shattered Frontier, a character’s horse is one On the trail each cowboy had seven horses – two for

I of his most important tools. A horse is much more


than just a mode of transportation – a horse can
pull wagons, shield its rider from enemies, help round
mornings, two for the afternoons, his best two for
night-work, and one to carry him to and from chapel
or the saloon on Sundays. Like the Indian’s, his mobility
up stray cattle, carry a rider across a river, and be a was based on the remuda system, spare horses being
companion in the solitary open spaces. The horse is herded along by the outfit’s horse-wrangler.
also an asset that can be sold or traded. A man’s Horses are bred for speed and agility, strength and
Reputation may even rise or fall depending on the calmness.
horseflesh he rides. After all, would you have greater
respect for a man riding a well-groomed, muscular
B REEDS
stallion or a dirty old gray mare?
Horses come in many shapes, sizes and colors, as
This section provides information on different
well as various temperaments and qualities. These
breeds of horses, their colors and markings, tempera-
characteristics vary considerably from horse to horse
ment and behavior, an overview of the most common
but can be predicted somewhat within the various
11: Goods & Services

skills that horses can be taught and how to integrate


breeds (for specific rules, see the Equine Attributes sec-
this into your Aces & Eights gameplay. It also elabo-
tion, below). Each character should choose the breed
rates upon the basic horse attributes allowing you to
to buy, own or raise based on his profession or other
have game mechanics that make each horse a unique
interest. Some breeds are versatile, while others are
individual.
better suited for specific tasks like draft work or racing.
Note that a horse’s height is defined in “hands.” A
hand is a linear measurement equaling 4 inches, the Light Horse Breeds
fractions being expressed in inches. The height of the
Arabian: Arabians are known for their endurance,
horse is measured in a perpendicular line from the
sure-footedness on rough terrain and the ability to
highest part of the withers (the highest part of a
exist on a sparse diet. Most Arabians have fine
horse’s back; the area at the base of the neck between
features, distinctive dished (concave) faces, and silky
the shoulder blades) to the ground.
manes and coats. They usually stand between 14 and

Irregular star Snip Narrow stripe Star and connected


narrow stripe

Star and Bald face Chin spot


connected snip
Figure 11.1: Head Markings

158
Figure 11.2: Leg Markings

Coronet Half pastern Pastern Pastern and Ankle White to


part of ankle above ankle

11: Goods & Services


Half Three-quarters Full Heel Outside
stocking stocking stocking of heel

154 hands high, and weigh between 900 to 1,000 a popular all-purpose pleasure horse. Some Quarter
pounds. The Arabian breed originates from the Horses are raced extensively across North America,
Middle East, hence the name. most of these being bred for speed. Quarter Horses
Morgan: A very active and versatile breed, Morgans are so named because they are particularly dominant
have boundless stamina and a kindly nature. Morgans in the first quarter mile.
are frequently used as working trail and cow horses. Thoroughbred: Admired for speed and endurance,
They stand between 14.2 and 15.2 hands high, and the Thoroughbred is one of the most versatile horse
weigh between 900 to 1,000 pounds. Known for their breeds. They are popular as cow horses, hunters and
strength, they possess strong shoulders, short and jumpers, as well as racing horses. They stand between
sturdy legs, hard feet and an attractive head set on a 15.1 and 16.2 hands high, and typically weigh between
muscular, crested neck. The Morgan Horse is the first 900 to 1,200 pounds. Thoroughbreds have long
documented American breed, beginning in 1789 smooth muscles, long forearms, long sloping shoulders
Vermont with a stallion that received the name of his and a long distance from the hip to the hock. It also
deceased owner — Justin Morgan. has short cannon bones (the large bone that runs half
Quarter Horse: Adopted by ranchers and cowboys way up the horse’s leg to its hock). These fine animals
to use with range cattle, the Quarter Horse has an were brought from Europe when popular horse racing
inherent instinct (“cow sense”) for herding and cutting distances increased beyond a quarter mile.
cattle. Most Quarter Horses are compact and
attractive, with massive, powerful quarters, strong Mustangs
shoulders, and a short, muscular back. The average Mustangs are feral horses living in areas with scrub-
height is about 15.2 hands, while the average weight is type vegetation. They travel in wild herds and are
around 950 to 1,100 pounds. The Quarter Horse’s favorite mounts of the local Indian tribes. A small,
kind disposition, intelligence and great agility make it inelegant, lightweight horse, the Mustang stands
an exceptionally good mount for working cattle, or as between 14 and 15 hands tall, usually weighs around

159
700 to 800 pounds, and possesses an intractable
M ARKINGS & C OLORATION
temperament. It is an extremely hardy horse, and its
years of foraging for food made it an economical As you probably know, not all bandits ride into town
feeder. The Mustang also has the essential quality of on black horses, and not all lawmen ride white ones. In
“cow-sense”; it always seems to know what a cow will fact, color is probably the last thing you should
do next. Once broken, Mustangs are usually quiet, consider when buying a horse. However, a horse’s
good-tempered mounts. Early settlers to the West colors and color patterns will serve you as a basis for
mated their imported horses with Mustangs to provide identification, because together they are one of the
the foundation stock for the Mustangs that now exist in horse’s most conspicuous traits.
the Shattered Frontier. After all, if your character is told to be on the
lookout for a particular horse, he ought to know the
Draft Horses difference between a roan with a star and a sorrel with
In times past, Europeans used Draft Horses for war a snip!
and as beasts of burden. Thus, they gained a low
center of gravity, large bones, and a generally compact Markings
and strong body. With muscle comes weight, and most The head markings of a horse usually consist of the
11: Goods & Services

Draft Horses weigh between 1,500 to 2,000 pounds. In presence of white hairs in specific areas, as noted in
today’s Shattered Frontier, farmers favor Draft Horses Figure 11.1: Head Markings. The common leg marks are
for their plow-pulling power. shown in Figure 11.2: Leg Markings.
Percheron: The Percheron has better balance, and
is more refined, than many Draft Horse breeds. The Color
ideal specimen is a medium-sized, heavy-boned horse A horse’s coat can be of several basic colors, with
that carries its head high. Stallions stand 16 to 17 multiple variations of patterns.
hands tall, and weigh some 1,800 to 2,000 pounds. Appaloosa: These horses have a variety of spotting
Mares are smaller – only 15 to 16 hands tall and patterns, always with mottling of the skin, striped
weighing 1,500 to 1,600 pounds. Percherons are pre- hooves and an unpigmented sclera (the white of the
dominately black or gray, and are frequently crossbred eye). There are many coat color patterns, but two spot-
with Thoroughbreds to produce hunters and jumpers. ting patterns. The “leopard” color pattern is a white
Shire: Shire Draft Horses are sometimes criticized coat with dark spots scattered over the horse’s body.
for having straight shoulders and pasterns (the foot The “blanket” pattern is a white blanket, usually
area just above the hoof), feathers, and a sluggish containing dark spots, crossing over the horse’s croup
temperament. Shires weigh about 2,000 pounds and (rump), loin and/or back.
stand 16.2 to 17 hands high.

Heavy Harness or Coach


Horses
There are several types of
heavy harness horses,
including: American
Carriage, Cleveland Bay,
French Coach, German
Coach, Hackney, Russian
Orloff and Yorkshire. As
one might suspect, these
horses are primarily used to
pull coaches. However, the
Cleveland Bay can be used
as a general utility horse and
(back East) the Hackney is
used for park driving.

160
Black: A black horse is of a uniformly black color Roan: Like grays, this coat color is characterized by
on the body, mane and tail. The horse’s skin color is white hairs mingled with hairs of the base color.
also black. If the black coat color of a horse fades However, these white hairs are present at birth and do
when exposed to the sun for several days, the color not increase in number as the horse ages. In fact,
pattern is known as a “blackish bay.” A “jet black” unless one knows the pedigree or history of a gray or
horse’s coat does not fade due to the sun. roan horse, one cannot tell them apart. A “blue roan”
Bay: The bay color pattern is characterized by a is a mixture of white and black hairs. A “red roan” is
black mane and tail, black hair below knees and hocks, the roan pattern superimposed upon the basic bay
black muzzle, black tips on the ears and a reddish pattern. “Strawberry roans" are sorrel or chestnut
body. The skin color varies from a light to dark reddish horses with white hairs mixed in.
color. A horse with the dark reddish color is called a White: White horses are born white and remain
“blood bay.” white throughout their lives. They have pure white
Chestnut or sorrel: This horse has brown skin and hair, pink skin, and blue eyes. Two other subsets of the
red hairs. The lighter-colored horses are called white coat color patterns are the “cremello” and the
“sorrel,” whereas the darker ones are “chestnut.” A “prelino.” Cremello horses have an off-white or
very dark chestnut horse is called a “liver chestnut.” cream-colored body and blue eyes, while prelino

11: Goods & Services


horses have an off-white or pearl-white color. In both
Gray: White hairs, mingled with hairs of the base
cases, the mane and tail is a light rust color.
color, characterize the coat color of gray horses. As the
horse gets older, more white hairs appear in the coat.
Colored hairs are continuously being replaced with E QUINE A TTRIBUTES
white hairs, so that older gray horses are almost To determine your mount's statistics, roll 3d6 for
completely white. each horse statistic: Short Speed, Medium Speed,
An “iron” or “steel-gray” horse is a black horse (with Long Speed, Agility, Endurance, Horse Sense,
the gray gene) that has a higher proportion of black Temperament, Mettle, Soundness and Strength. A
hairs than white hairs. Red grays are modifications of horse’s breed will modify these rolls per Table 11-2:
the bay pattern, and chestnut grays are modifications Horse Breed Ability Modifiers. Roll 4d8+20 for the horse’s
of the sorrel and chestnut colors. hit points.. You should also roll once on Table 11-9:
Horse Vices.
Grulla: These horses have a black mane and tail,
black hair below knees and hocks, black muzzle, black
tips on the ears, and sooty black hairs on the rest of Table 11-1: Horse Statistics
the body. Attribute Description
Dun: This color is a modification of the dark bay Short Speed 4 mile
color and may be described as a dingy yellow. The Medium Speed 1 mile
mane and tail may not be as black in some dun horses. Long Speed 5 mile
Buckskin: This color is a modification of the light Ability to turn on a dime, jumping,
Agility
bay color, which has a light yellow body color with the surefootedness over rocky terrain
black mane, tail and legs. Speed over long distances, can survive on little
Endurance
Paint or pinto: The distinguishing character of food and water, perform in adverse weather, etc.
these patterns is the white spotting that occurs. The Horse Sense Ranges from "runs into walls" to "smart as a dog"
tobiano pattern is white spotting that crosses over the Temperment Ranges from "ornery" to "loveable"
top of the horse’s back and extends downward. In the
Ranges from "barely trainable" to "easily
overo pattern, the white extends from the belly and Trainability
trained"
legs toward the back. Horses with black-pigmented
skin and coat color are called “piebald,” and brown- Ranges from "easily spooked" to "steadfast”
Mettle
(even if whipped)
pigmented horses are “skewbalds.” There are four
distinct types: piebald tobianos, piebald overos, Ranges from "sickly/weak" to
Soundness
skewbald tobianos and skewbald overos. "never gets sick/hurt"

Palomino: A palomino horse is characterized by its Strength Ability to pull or carry heavy loads
yellow body color, along with a lighter yellow mane
and tail (these may be almost white or flaxen).

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Table 11-2: Horse Breed Ability Modifiers
Attribute Quarter Horse Arabian Thoroughbred Morgan Mustang Percheron & Shire Heavy Harness & Coach
Short Speed +4 +2 +2 +1 +2 -4 -2
Medium Speed +1 +3 +4 +1 +2 -4 -3
Long Speed +1 +4 +1 +1 +3 -4 -2
Agility +4 +3 -1 +2 +3 -4 -4
Endurance +3 +4 -2 +3 +4 +1 +1
Horse Sense +4 +3 +1 +3 +4 +2 +2
Temperment +4 +2 0 +3 -4 +4 +4
Trainability +4 +3 0 +3 -4 +3 +3
Mettle +3 +2 -2 +2 -4 +4 +4
Soundness +2 +3 0 +3 +3 +3 +3
Strength +1 -1 -1 +3 -2 +4 +2

Horse Abilities Defined


11: Goods & Services

Table 11-3: Agility


Short Speed: This is a representation of the Agility Score Adjustment to Riding skill checks
horse’s ability to sprint at distances up to a quarter ≤3 -30
mile.
4-6 -20
Game Usage: A horse gets a number of red chips
7-8 -10
equal to twice its Short Speed ability for use in the
short chase phase of the Advanced Chase Rules. 9-14 0
15-17 +5
Additional Game Usage: Horses with a Short Speed of
17 or more may move an additional 5 feet for every 18-19 +10
continous 10 Counts spent galloping (in effect, moving 20+ +20
55 feet instead of 50 feet). Applicable only to Riding skill checks made when executing
Medium Speed: This is a representation of the mounted turns.
horse’s ability to run at distances up to a mile. Game Usage: A horse gets a number of white chips
Game Usage: A horse gets a number of red chips equal to twice its Endurance score for use in the
equal to twice its Medium Speed ability for use in the Advanced Chase Rules. If a chase extends into the
medium chase phase of the Advanced Chase Rules. extreme phase, the horse also gets a number of red
Long Speed: This is a representation of the horse’s chips equal to twice its Ability score.
ability to maintain a run at distances up to five miles. Horse Sense: This is a basic measure of the
Game Usage: A horse gets a number of red chips animal’s intelligence compared to others of its species.
equal to twice its Long Speed ability for use in the long Game Usage: In the Advanced Chase Rules, if a
chase phase of the Advanced Chase Rules. mount’s Horse Sense (divided by 2) is less than a hazard
Agility: This is a representation of the horse’s card’s number, the character must make an additional
nimbleness. Riding check. Failure results in loss of one blue chip and
a -1 to his next turn’s base speed.
Game Usage: A horse gets a number of blue chips
equal to twice its Agility score for use in the Advanced Temperament: This is a measure of the animal’s
Chase Rules. ability to interact with humans. A low score indicates
the animal is ornery and difficult to handle, while the
Additional Game Usage: A horse’s Agility score affects converse represents a lovable horse suitable even for
the difficulty of performing facing changes (see children.
Chapter 12: Advanced Scrapes p. 207 “Tactical
Mounted Movement” — specifically Table 12-12: Game Usage: In the Advanced Chase Rules, if a
Mounted Turns). Table 11-2: Horse Breed Ability Modifiers mount’s Temperament (divided by 2) is less than an
summarizes these adjustments. obstacle card’s number, the character must attempt a
Riding check. On a failed Riding check versus obstacles,
Endurance: This is a representation of the horse’s the player suffers the forfeiture of one blue chip, a
grit and perseverance. temporary -1 to his base speed (move only 2 cards

162
+1 card for every 2 red chips on next move), and 1 point Soundness: This is a representation of the horse’s
of damage. health and how free it is from injury and disease.
Trainability: This score is a measure of how Game Usage: A weak or sickly horse has fewer hit
readily the horse can be taught new skills. While points than a robust one. Use Table 11-5: Soundness to
partially a measure of intelligence, aptitude and adjust a horse’s hit point total based on this score.
personality also factor into the ability.
Table 11-5: Soundness
Game Usage: Trainability directly impacts upon a
Soundness Score Hit Point Modifier
character’s Animal Training skill vis-à-vis the animal.
Use Table 11-4: Trainability to adjust the skill check ≤3 -15
based upon the horse’s trainability. 4-5 -12
For example, let’s say that the owner of a Quarter Horse (with 6-7 -7
a Trainability attribute score of 18) decides to have it trained in 8-9 -3
the following skills: Steady Nerves, Jumping and Swimming. 10-11 0
Because the horse’s Trainability is 18, the Horse Trainer receives
12-14 +1
a 15% bonus on all his Animal Training skill checks to teach it
these skills. 15-18 +3

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19+ +5
Table 11-4: Trainability
Total hit points cannot be modified below 1.
Trainability Score Animal Training Skill Modifier
≤3 untrainable Strength: This is a gauge of the animal’s musculature
fitness. A horse’s ability to carry or pull heavy weights
4-6 -30
depends on both its strength and mass so it’s important
7-9 -15 to calculate your horse’s weight as well.
10-12 0 Game Usage: The weight a horse may bear or pull in
13-15 +5 various situations can be determined with Table 11-7:
16-17 +10 Body Weight through Table 11-8: Maximum Load. It can
18-19 +15 also help you determine fodder requirements. A rough
guideline is to make sure your mount has daily access
20+ +20
to two pounds of feed per 100 pounds of body weight
Mettle: This is a representation of the horse’s (donkeys and mules require only half as much).
courage and resolve. Low scores indicate a jumpy and As an example of calculating a horse’s weight and load rat-
easily spooked horse while a high score connotes a ing, let’s assume that a character captures a mustang and wish-
steadfast mount. es to use it as his mount. The horse is determined to weigh 740
pounds and has a strength of 7. From Table 11-8: Maximum
Game Usage: Horses, like all herd animals, can be
Load we learn that its (full day) pack load with a rider is 20%
easily startled by unexpected loud noises such as a of its body weight or 148 pounds. This is further reduced by its
train whistle or gunfire. Sudden movements, especially relatively low strength (it can only bear 82% of the base
in their peripheral vision, can have a similiar effect. weight) to 121 pounds. Clearly this horse in not suitable as a
Horses encountering gunfire and other loud noises, mount since the character weighs 140 pounds alone!
or the rapid (or sudden) approach of an aggressive He then decides to invest in a proper horse - a Morgan. This
individual to their flanks must roll a d20. If the result particular animal weights 912 pounds and has a 14 strength.
exceeds their Mettle score, they attempt to throw their Its base pack load is (912 x 20%) 182 pounds adjusted
rider (necessitating a Riding skill check (Difficult) to upwards to 110% of that value by virtue of its strength for a
stay on the horse). The effects of being thrown from final pack load rating of 200 pounds. This should be adequate
the saddle are covered in Chapter 12 (page 208). The to carry both himself and an ample quantity of gear.
horse also runs a furlong (one-eighth of a mile) in a “Big Bob” Maplethorp, a husky fellow (6’1”, 221 pounds),
random direction. will have to consider a better horse due to his size. He decides to
Horses may be acclimated to gunfire and other take a look at the prize stallion (described on the following page
noises of battle to facilitate their use in warfare (see the under “Attribute Modifiers”). Since it’s also Morgan, we check
Steady Nerves skill). Note that if a horse is struck with Table 11-7: Body Weight and observe that it weighs
a bullet, it automatically fails its mettle check. d100+900 pounds. We roll d100 (getting ‘50’ on the die) and
add 900 for a weight of 950 pounds.

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Table 11-6: Strength Table 11-8: Maximum Load
Strength Score Loading Weight Modifier Circumstance Load (pounds)
1 38% Pack Load w/rider (all day) 20% body weight
2 46% Pack Load (short duration) 35% body weight
3 55% Pulling wheeled load (all day, walking speed) body weight
4 62% Pulling wheeled load (half day, trotting speed 50% body weight
5 69% Dragging load (short duration) body weight
6 76% We already know that the Morgan has a Strength score of 18.
7 82% Looking at Table 11-6: Strength, we see that 18 is listed as
168%. If we want to determine if it meets Big Bob’s needs, we
8 87%
perform some basic math to learn that its pack load rating is
9 92% ((950 x 20%) x 168% [Strength modifier]) or 319 pounds.
10 96% This horse meets Big Bob’s needs. However, as we’ll learn later,
11 100% such an excellent steed may prove cost prohibitive.
12 103% He instead opts for a cheaper Cleveland Bay (a Heavy
11: Goods & Services

Harness or Coach horse). This may not be the best choice if he


13 106%
finds himself in a chase but it’s going to take an unusually big,
14 110% strong (and expensive) Quarter Horse or Morgan to carry his
15 113% bulk and any gear he wishes to bring along.
16 128% His Bay weighs in at 1,985 pounds with a strength of 13.
17 146%
Its base pack load is (1,985 x 20%) 397 pounds adjusted to
106% by virtue of its strength to a final pack load rating of
18 168% 421 pounds. I guess we know who’ll be carrying the gold bars
19 196% his gang plans to steal from the bank.
20 231%
21 274% V ICES
22 330% Most horses, but certainly not all, have one or more
bad habits. These poor behaviors, or “vices,” come in
Table 11-7: Body Weight three categories: aggressive, flight, and stall.
Breed Weight (pounds) g Aggressive vices include charging, striking,
Common Riding & Utility kicking, biting and bucking, and are usually directed
Mustang 700 + d100 against a handler, but can also be directed against
other horses.
Quarter Horse 950 + d100 + 5d10
g Flight responses include rearing, balking,
Morgan 900 + d100
shying, halter pulling, and running away, and are
Work Animals potentially dangerous for the rider or handler.
Donkey, Miniature 200 + d100
g Stall vices include wood chewing, cribbing,
Donkey, Small Standard 400 + d100 weaving, stall walking, bolting food, pawing and tail
Donkey, Large Standard 550 + d100 rubbing, and usually arise out of boredom from lack
Mule, Mining 900 + d100 of exercise.
Mule, Farm 950 + d100 Other causes of vices are poor management,
mishandling or bad treatment on some previous occasion.
Donkey, Mammoth 1000 + d100
Once a horse has a vice, it is difficult to eliminate.
Mule, Draft 1200 + 2d100 Many vices can make it unpleasant to work with a
Percheron 1800 + 2d100 particular horse, and all vices detract from a horse’s
Shire 1900 + 2d100 value and usefulness. Your GM will usually determine
Heavy Harness/Coach 1900 + 2d100 when these behaviors occur, and their effects.
Exotics With work, a trainer can eliminate a vice from a
horse. See the Animal Training skill for more details.
Arabian 900 + d100
Thoroughbred 900 + 3d100

164
Table 11-9: Horse Vices not to mention frustrating, to own a horse with this
Result (d100) Vice
vice.
Aggressive Fighting: Fighting is aggressive behavior by
dominant horses. This vice typically occurs before the
01-02 Attacking
dominance hierarchy is established, and ends once
03-04 Biting established.
05-06 Bucking Halter Pulling: Halter pulling can injure the
07-08 Fighting horse’s neck muscles (and can injure the handler as
09-10 Kicking well).
11-12 Striking Kicking: This vice is usually the result of incompetent
Flight handling. Needless to say, a horse that habitually kicks
at other horses or people is dangerous.
13-15 Difficult to Catch
Pawing: Irrelevant in a pasture or corral, pawing
16-18 Halter Pulling
the stall floor is more of a nuisance than a serious vice.
19-21 Rearing However, it wastes energy and digs holes into the floor
22-24 Resists Saddling that must be filled periodically.

11: Goods & Services


Stall Rearing: Rearing is one of the most dangerous
25-27 Bolting vices a horse can have. When a horse rears up, the
28-30 Cribbing flailing forelegs can cause serious injuries to the
handler, especially to the head.
31-33 Pawing
Resists Grooming: Some horses simply do not like
34-36 Resists Grooming
to be groomed. The horse might kick, bite, shy, shake,
37-39 Shying and generally make the handler’s life miserable.
40-42 Tail Rubbing However, if a rider gives in and fails to groom this
43-45 Weaving horse, he’s looking for serious trouble. Leaving clumps
46-50 Wood Chewing
of mud, burrs or other debris on the mount can cause
saddle sores. It can also make the horse ornery, and
Special
cause other vices (particularly Bucking and Resists
51-95 Horse has no vice Saddling). Not picking, cleaning and trimming the
96-100 Roll two more times on this table horse’s hooves could cause it to go lame -- rendering it
Attacking: This horse deliberately charges or useless until healed.
savages a person or horse. Resists Saddling: A horse with this vice does not
Biting: A horse with this vice bites handlers, like to be saddled. Such a horse may inhale and hold
bystanders or other horses. This vice often occurs the air while it is being cinched. After the horse is led
because of incompetent handling. around or ridden for a few minutes, the saddle
becomes loose, putting the rider at risk.
Bolting: Bolting takes place when a horse gulps
down its grain without chewing. This vice is undesirable Shying: A horse easily spooked by unfamiliar
because the whole grain passes through the digestive objects is dangerous to ride, even for experienced
tract without being digested, leading to digestive riders.
disturbances such as colic. Striking: Striking with the forefeet makes the
Bucking: Bucking is a serious vice. A rider can be handler vulnerable to injury while leading, grooming
bucked off, possibly trampled and injured. or saddling the horse.

Cribbing: When cribbing, a horse sets its upper Tail Rubbing: This vice usually starts when a
incisor teeth against an object, arches its neck, pulls horse’s tail areas is irritated by internal parasites, or a
backward and swallows large quantities of air. This skin affliction. Once the vice is acquired, the horse
vice leads to colic and other digestive disturbances may continue to rub its tail even after the original
(caused by excessive air in the digestive tract). condition has been corrected.

Difficult to Catch: Horses that are difficult to Weaving: Weaving is the rhythmical shifting of the
catch are a big nuisance. It is quite time-consuming, weight of the forehand from one forefoot to the other.
This nervous habit takes a tremendous amount of

165
energy. It results from too much food and insufficient Interested: This is the most desirable temperament
regular exercise. for a horse. These horses are interested in their
Wood Chewing: Wood chewing is one of the most surroundings, and pay attention to what happens
common vices, and quite dangerous because the horse around them. If this horse hears an unexpected noise,
can swallow splinters of wood. or sees an unexpected sudden movement, it responds
by pricking its ears but does not shy or try to escape.
These horses are usually easy to train and are willing
O THER Q UALITIES performers. They have sufficient spirit to give
animation and style to their performances.
Age and Sex
Nervous: Nervous horses are easily excitable and
Young horses are referred to according to their age.
shy away from strange objects, movement and noise.
A young horse is a “foal” until it is weaned (at about
They are safe horses for knowledgeable riders, but not
one year old). The male horse is called a “colt” until it
recommended for novices. Nervous horses will
is three years old, when it is called a stallion. A young
respond to training, and are usually capable of reach-
female horse is a “filly” until it is three years old, at
ing a highly trained state, but become excitable,
which time it becomes a “mare.” A “gelding” is a
flighty, and snort when exposed to new surroundings
neutered stallion.
11: Goods & Services

or unfamiliar objects. As these horses get older and


Generally, the best age to buy a horse is when it is gain experience, their nervous dispositions improve.
between four and 12 years old. Before four years of
Extremely Nervous: The extremely nervous horse
age, the horse is not fully mature, and not ready for
is safe only for very experienced horsemen who under-
hard work and long hours of riding.
stand horse behavior. These horses shy at the least
Most folks make the mistake of buying a horse too provocation, flee without concern for their own safety
young. An inexperienced horseperson can spoil a (and without regard for their handler), and have been
young horse, making it difficult for the horse to ever known to run into fences, equipment and buildings.
reach its performance potential. Beyond 12 years, the
Stubborn: Horses with stubborn temperaments are
usefulness of the horse is limited. The average horse
difficult to train. They are slow to learn, and require
lives about 24 years, but it has little value after 16
tact and patience from the trainer.
years. There are, of course, exceptions to these ages.
Treacherous: Occasionally, a character might
The order of appearance of the teeth and the way
encounter a treacherous horse. These horses have a
they are worn down constitute the most important and
bad temper and are very resentful. They often strike,
accurate cues for estimating the horse’s age, yet other
bite or kick (sometimes without apparent cause and
characteristics play an important role in determining
when least expected).
the horse’s age.
In estimating the age of a young horse, size is a Gaits
principal factor. In older horses, the sides of the face
A horse has five natural gaits: walk, trot, lope, gallop
are more depressed, the poll (the area behind the ears)
and back. Each gait is defined separately below.
is more prominent and sags downward, the joints are
more angular, and white hairs appear around the Walk: There are several forms of the walk, but all
temples, eyes, nostrils and elsewhere. show an even four-beat gait. The sequence of hoof
beats is 1) left hind, 2) left fore, 3) right hind and 4)
Behavior and Temperament right fore.
When it comes to horses, there are six general Trot: The trot is a two-beat gait in which the paired
temperament types: quiet, interested, nervous, diagonal feet strike and leave the ground simultane-
extremely nervous, stubborn and treacherous. Each of ously. Interestingly, there is a period of suspension
these is detailed more fully below. between beats, where all four feet are off the ground.
Quiet: A quiet horse is sluggish and has no interest Lope or canter: This is a three-beat gait, in which
in its surroundings. Such horses are usually safe for the the first and third beats occur when two legs strike the
inexperienced horseperson. Because of their ground independently, and the second beat is made by
temperament, quiet horses seldom advance to a highly two limbs striking the ground simultaneously. The legs
trained state. They are good for teaching beginners that strike the ground independently are called the
how to ride. lead limbs, each bearing the entire weight of the horse
for a short period. Therefore, the lead limbs are more

166
subject to fatigue than the other two legs. In the left have six. They also generally have upright, sparse,
lead, the sequence of beats is 1) right hindleg, 2) left spiky manes with no forelock.
hindleg and right foreleg, and 3) left foreleg. A period A male donkey is called a “jack” while females are
of suspension follows the beat of the left foreleg. called “jennets” (prounounced, and sometimes
Gallop or run: This is a four-beat gait similar to the written, as “jennys”).
lope, except that the paired diagonals do not land Markings & Coloration
simultaneously. Instead, the hindleg hits just before the
foreleg. The lead limbs bear the full weight of the Donkeys come in various colors, but the most
horse. In the left lead, the sequence of beats is 1) right common is the mouse gray called “gray dun”. There
hindleg, 2) left hindleg, 3) right foreleg, and 4) left are also spotted donkeys, white donkeys, various
foreleg. A period of suspension follows the four beats. shades of brown that breeders refer to as “chocolate,”
black donkeys, sorrel donkeys, and even pink donkeys
Back: A horse backs by trotting in reverse, using a
two-beat gait in which the diagonal pairs of legs work (their light, red hair mixes with a gray dun coat to give
together. Back speed is the same as a walk. the illusion of pink). There are also various roan and
frost patterns. Donkeys come with or without a cross,
leg stripes, or collar buttons (dots of black hair on the
D ONKEYS & M ULES

11: Goods & Services


neck, just below the head). Most have white muzzles,
for those seeking a basic pack animal, a horse may eye rings, and light bellies.
not be the best option. Donkeys and mules can ably
Types
perform this utilitarian function, often at a far lower
cost. These animals are detailed hereafter so that you In the Shattered Frontier, most greenhorns use the
can add them to the campaign. word "burro" interchangeably with the word "donkey".
Experienced hands know that smaller donkeys,
DONKEYS descended from original Conquistador stock, are right-
ly called "burros", while those more recently imported
Donkeys evolved in the deserts of southwest Asia, from Europe are called "donkeys". Donkeys vary in
spread through parts of Europe and were eventually size and, like horses, their height is measured in
imported to the North American continent. Due to 4-inch-long “hands” from hoof to withers (where the
these desert origins, a donkey’s body doesn’t waste or neck meets the back).
lose moisture as readily as a horse. The donkey’s body
g Miniature: under 36 inches.
extracts most of the moisture from his own feces and
doesn’t need to sweat as much as a horse would g Small: 36+ to 48 inches.
(a donkey doesn’t have as large a muscle mass to keep g Large: 48+ to 54 inches for jennets; 48+ to
cool), making them better adapted to the arid climate 56 inches for jacks.
of the Shattered Frontier. g Mammoth: 54 inches and up for jennets; 56
The donkey has a mighty bray that allows even inches and over for jacks.
widely spaced donkeys to keep in contact or define Regardless of the breed, almost all donkeys exhibit
their territories. Their big funnel-shaped ears can the same gentle, calm, and slightly mischievous nature.
catch distant calls and help to dissipate heat. Their Behavior & Temperament
ears also serve as a visual communication system,
telegraphing danger or foul moods. They punctuate Donkeys are cautious of changes in their environ-
these messages with tail swishes, other body language, ment and have a strong sense of survival. If they deem
and of course, grunts and moans. some action dangerous, they will not do it. It is not
stubbornness — rather it is an instinctual defense
Other distinguishing characteristics of donkeys are mechanism and they are usually smart enough to know
tough, compact hooves that can handle sand and rock, when they can’t handle something. A handler should
woolly hair that insulates them from heat and cold, never lose his temper or use brute force to accomplish
and a lean body mass that requires relatively little a task because the donkey will thereafter be afraid of
fodder, yet is very strong and enduring. They also have his handler.
a digestive system that can break down almost inedible
roughage while at the same time extracting and saving Donkeys, because of the rugged terrain that they
moisture in an arid environment. Donkeys have only evolved in, could not just bolt from danger. Running
five lumbar vertebrae compared to most horses, which without caution simply placed them in further peril.
Natural selection weeded out the less intelligent, so

167
Table 11-10: Donkey Type Modifiers es, which carry about 65 percent of their
weight on their front legs, mules carry 55 per-
Attribute Miniature (Mediterranean) Small (Burro) Large Standard Mammoth
cent on their front legs. This trait makes
Short Speed -3 -3 -4 -4 them very well balanced and surefooted in
Medium Speed -3 -3 -3 -4 rugged terrain.
Long Speed -3 -3 -3 -3 A mule doesn’t sound exactly like a donkey
Agility -2 -2 -3 -3 or a horse. Instead, a mule makes a sound
Endurance +2 +4 +4 +3 that sounds a bit like a donkey's bray, but also
Horse Sense +3 +3 +3 +2 has the whinnying characteristics of a horse
(often starts with a whinny, ends in a hee-
Temperment -2 -2 -2 -2
haw).
Trainability -2 -2 -3 -3
Markings & Coloration
Mettle +3 +4 +4 +4
Soundness +1 +3 +3 +3 With its short thick head, long ears, thin
limbs, small narrow hooves, short mane,
Strength -5 -3 0 +1
absence of chestnuts (horny growths) inside
Hit Points 3d8+4 3d8+8 3d8+12 4d8+20 the hocks, the mule looks like a donkey.
11: Goods & Services

that now donkeys usually freeze when frightened, or However, in height and body, shape of neck
run a little way then stop to observe what startled and croup, uniformity of coat, and teeth, it appears
them. Donkeys will attack canines to protect them- horse-like.
selves and their young (and if properly trained, a don- Mule coats come in the same varieties as those of
key will also protect sheep and goats). horses (see “Markings & Coloration” on p. 160).
Common colors are: bay, black, chestnut or sorrel,
This strong, calm, intelligent beast, without a ten-
and gray. Less common colors include: dun, palomino,
dency to flee in terror after being spooked and with a
roan (both “blue” and “red”), and white. Paint is even
natural inclination to human control, is easy to take
rarer.
care of and easy to work. Donkeys have been used
throughout history for transportation of supplies, Types
pulling wagons, and when better mounts are unavail- Naturally, with its hybrid background, the mule
able, as riding animals. In the Shattered Frontier, comes in all sizes, shapes and conformities. There are
prospectors prefer this animal because of its ability to mules that look like large draft mules, quarter horses,
carry tools, supplies, and ore. Their sociable disposi- shaggy pony mules, fine-boned racing mules and many
tion and adaptation to human mastery allows a miner more variations, though they are usually divided into
to lead their donkeys without ropes, with the donkey three principal types: mining (pack), farm and draft.
simply following behind its owner. Like horses and donkeys, a mule’s height is meas-
Donkey attributes ured in 4-inch-long “hands” from hoof to withers.
A donkey’s statistics are determined just as a horse’s g Mining: Height up to 52 inches (under 13
using the “Equine Attributes” section on page 161. hands). Mining, or pack, mules are compact, heavy
However, specific breed modifiers are presented in boned creatures with large feet and a strong constitu-
Table 11-10: Donkey Type Modifiers. Some donkeys also tion.
receive fewer hit points than a horse. g Farm: Height varies from 52 to 64 inches (13-16
hands). Farm mules vary widely in appearance, though
MULES many of them are leaner than other mules.
Mules are the hybrid product of a male donkey and g Draft: Height greater than 64 inches (16 hands).

a female horse (usually a Quarter Horse or Draft mules are large, heavy boned, critters used for
Thoroughbred). Male mules are called “johns” and heavy hauling (mostly in construction projects such as
female mules are called “mollies” or “mare mules.” railroad building).
Mollies generally have a gentler disposition than johns. Behavior & Temperament
Interestingly, most mules are smarter than either the Some people think stubbornness is a mule charac-
average horse or donkey. Academics call this “hybrid teristic — stubborn as a mule! Actually, mules are
vigor.” Agility and stamina are also common to mules, intelligent and possess a strong sense of self-preserva-
which make them excellent pack animals. Unlike hors- tion. A packer can’t make a mule do something if the

168
Table 11-11: Mule Type Modifiers A trainer’s mastery level will dictate which skills he is
able to attempt to teach a horse. If he meets the
Attribute Mining (Pack) Farm Draft
requirement, he must then devote the prescribed time
Short Speed -4 -5 -5 listed under each skill to teach the skill to the horse. At
Medium Speed -4 -5 -5 the completion of training, he rolls a skill check. This
Long Speed -3 -4 -4 is possibly modified by the horse’s trainability score
Agility -3 -5 -4 (see Horse Statistics later on). If this skill check is
Endurance +5 +5 +5
successful, the horse has learned the skill. Note that
unlike characters, horses have no mastery levels.
Horse Sense +5 +4 +4
The following is a list of skills that may be taught to
Temperment -4 -4 -3
horses.
Trainability -4 -4 -4
Cutting: A horse trained to cut is adept at isolating
Mettle +6 +4 +5
livestock from the herd and to quickly respond to its
Soundness +5 +2 +3
rider’s prompts. Horses with this skill use intelligence,
Strength +2 +3 +4 speed and agility to make quick starts, stops and turns
Hit Points 3d8+15 4d8+15 4d8+20 to maneuver and ‘cut’ an animal (usually cattle) away

11: Goods & Services


from a herd. An experienced cutter can accomplish the
mule perceives it will get hurt, no matter how much task with little direction from the rider.
persuasion is used. Many people confuse this trait with
stubbornness. Training Requirements: Advanced mastery of the
Animal Training (Horses) skill; 3 month’s time;
Mules form close bonds with horses, especially Average skill check
mares. The bond is so close that a wrangler, or mule
skinner, can often control an entire string of mules Benefits: A character mounted on a horse with this
simply by controlling the bell mare (a mare wearing a skill may apply a 10% bonus to any Animal Herding
bell). At night in the back country, mule skinners can skill checks. Benefits from the Herd skill do not ‘stack’
tie up the bell mare and turn the mules loose. The with this one.
mules disperse and graze freely, yet stay close to the Dressage: This skill isn’t too useful in the
mare and are easy to gather in the morning. Shattered Frontier, but may be encountered with show
Young mules are naturally and easily startled but if and performance animals (such as in a circus). A
treated with great patience and kindness can easily be horse with this skill performs elaborate and impressive
broken in. All harsh treatment of any kind must be movements such as the capriole, the courbette, and the
avoided or it could prove detrimental to successful train- pirouette, all on cue. Basic dressage include galloping
ing. and trotting in place, rearing up on two legs and
holding the pose, and so on.
Mule Statistics
Training Requirements: Mastered the Animal Training
A mules’s statistics are determined just as a horse’s (horses) skill; 3 month’s time; a Difficult skill check
using the Equine Attributes section on page 161.
However, specific breed modifiers are presented in Benefits: Owning and exhibiting such a showy horse
is worth 1d4 points of Reputation and Fame.
Table 11-11: Mule Type Modifiers. Some mules also
receive fewer hit points than horses. Herd: A horse trained to herd is adept at working
closely with its rider and following prompts and cues,
T RAINING H ORSES even to the point of anticipating commands. The
animal is accustomed to working around cattle and the
While most horses are only trained for riding, they noises and confusion that often accompany large herds
can be taught additional tricks, behaviors and work and the trail.
routines here collectively termed skills. This must be
Training Requirements: Novice mastery of the Animal
performed by a character with the Animal Training
Training (horses) skill; 2+2d4 week’s time; an Average
(horses) skill.
difficulty skill check
Prior to any training, a horse must be broken (see the
Benefits: A character mounted on a horse with this
Bronc Busting skill in Chapter 8: Skills. Once this pre-
skill may apply a 5% bonus to any Animal Herding
requisite is fulfilled, the horse can then be transferred
skill checks.
to a trainer in order to be taught those skills its owner
desires.

169
Jumping: A horse trained to jump goes against its
H ORSE T RADING
instincts and jumps over obstacles not knowing what’s
on the other side. Its rider can also convince it to Buying a horse is a significant investment, and this
attempt particularly challenging jumps. Without such kind of purchase shouldn’t be done with the
training a horse may halt or stall when directed toward nonchalance one would exhibit when buying a saddle-
a wall or fence and throw its rider. bag or a tin of beans (though certainly there are folks
Training Requirements: Average mastery of the Animal that do!) Knowing the value of a horse can be of
Training (horses) skill; 1+1d3 week’s time; an Easy significant value when haggling with a horse trader
difficulty skill check and prevent you from getting fleeced. Every horse is a
unique individual with its own personality, quirks and
Benefits: A horse with the Jumping skill is useful when
traits. Some are adept at running, while others excel at
employing the Advanced Chase Rules bonus PDF. A
covering long distances. One horse may be difficult to
rider on such a steed may automatically bypass the
train while another takes to it naturally.
Root (red 2) and Log (red 5) hazards without incident.
Although this chapter lists prices for a typical horse
Saddle Training: A saddle trained horse is
comfortable with a rider and taught to respond to of its breed (including the seller’s markup), the
commands allowing it to be used as a mount. following section should help you determine the
11: Goods & Services

market value of a particular horse (as well as donkeys


Training Requirements: Average Mastery of the Animal and mules).
Training (horses) skill. 1+1d4 weeks time; an average
difficulty check Determining Market Value
Benefits: Only saddle trained horses may be employed Before a horse can be traded or sold, you need to
as mounts. determine its Fair Market Value (FMV). This is the
Steady Nerves: A horse with ‘steady nerves’ has price an experienced horse dealer or honest trader
been specially trained and conditioned not to follow its with a reasonable knowledge of the animal would be
instincts and bolt or run when confronted by loud noises, willing to sell it for.
sudden movement and other such factors (the You can determine Fair Market Value by taking the
discharge of nearby firearms, the rumble of a passing base horse price by breed or type (see Table 11-12: Base
stage/train, the roar of a crowd, etc.). They are Mount Prices) and adding the following modifiers:
trained to rely upon humans to determine when fear
or flight is an appropriate response. Table 11-12: Base Mount Prices
Training Requirements: Novice mastery of the Animal Breed Weight (pounds)
Training (horses) skill; 2+2d4 week’s time; an Average Common Riding & Utility
difficulty skill check
Mustang $60
Benefits: Horses with this skill require no Mettle
Quarter Horse $80
check when their rider discharges a firearm. In all
other circumstances, they receive a +2 bonus to their Morgan $120
Mettle attribute score. Work Animals
Swimming: All horses are natural swimmers, but Donkey, Miniature $20
having the Swimming skill indicates the animal has Donkey, Small $25
been trained to swim while saddled and carrying a Donkey, Large $40
rider or load. Otherwise, a horse is likely to balk and
Mule, Mining $50
not enter the water. Having the Swimming skill always
allows the rider to ‘persuade’ the horse to swim in the Mule, Farm $40
direction he wants. Donkey, Mammoth $45
Training Requirements: Average mastery of the Animal Mule, Draft $50
Training (horses) skill; 1+1d3 week’s time; an Easy Percheron or Shire $100
difficulty skill check Heavy Harness/Coach $120
Benefits: A character mounted on a horse with this Exotics
skill may cross a river without knowing how to swim.
Arabian $250
Thoroughbred varies

170
g Attribute Modifiers Naturally, the age of a horse also affects the price.
g Age Modifier Consult Table 11-14: Horse Age Price Modifiers and apply
the modifier to the horse’s base price.
g Vice Modifiers
g Skill Modifiers Table 11-14: Horse Age Price Modifiers
Age (years) Price Modifier
Attribute Modifiers ≤1 -25%
Horses with exceptional attributes naturally com- 1-2 -10%
mand a higher selling price, while those exhibiting 3-7 +10)%
glaring weaknesses are difficult to sell (without offering
8-11 0
the buyer a financial or other incentive).
12-15 -10%
For example, let’s look at a prize stallion (one of the sample
horses listed at the end of this section) and its attributes. 16+ -25%

Table 11-13: Horse Attribute Price Modifiers Let’s look at the prize stallion example again and see how his
Attribute Score Price Modifier age affects his price. We already know that he’s a stallion, so he

11: Goods & Services


≤3 -(# x50)% must be at least four years old (we’ll assume he’s six). The 3-7
4-6 -(# x30)%
age range adds +10%, and the stallion’s base price is $120.
That means that 10% of that is $12 (120 x 0.10 = 12).
7-9 -(# x15)%
Adding $12 to the stallion’s current Fair Market Value ($336
10-12 0 gives us a total of $348.
13-15 +(# x5)%
16-17 +(# x10)% Vice Modifiers
18-19 +(# x15)% Vices can severely influence the price of a horse
(some more so than others). A buyer may be reluctant
20+ +(# x20)%
to purchase a particular horse if the animal demon-
# is the number of attributes the horse has in this range strates that it is difficult to handle, is violent, or resists
Prize Stallion: hp 46; Morgan; Short 12, Medium 16, saddling, to name only a few examples.
Long 16; Agility 17; Endurance 18; Horse Sense 19;
Temperament 16; Trainability 18; Mettle 17; Soundness 17; Table 11-15: Horse Vice Price Modifiers
Strength 18; Vices tail rubbing. Vice Price Modifier
To determine how its attributes affect the Fair Market Value, Attacking -15%
we consult Table 2-11: Attribute Modifiers. The prize stallion Biting -15%
has six attributes in the 16-17 range (6 x 10% = +60%),
Bolting -20%
and four attributes in the 18-19 range (4 x 30% = +120%),
for a grand total of +180%. The base price for a Morgan is Bucking -25%
$120. Multiplying $120 x 1.8 gives us $216 (the additional Cribbing -20%
value of the horse’s attributes). Adding $120 + $216 = $336, Difficult to Catch -13%
so this prize stallion’s Fair Market Value is $336. Fighting -15%

Age Halter Pulling -5%


Kicking -15%
Horses are categorized by age with the following
descriptors used to denote an animal’s maturity: Pawing -3%

g Foal: Less than 1 year old Rearing -25%

g Yearling: 1-2 years old Resists Grooming -7%


Resists Saddling -12%
g Colt/Filly: Male/Female horse under 4 years
old Shying -10%

g Stallion/Mare: Male/Female horse over 4 years Striking -15%


old Tail Rubbing -3%
g Gelding: Castrated Male horse over 4 years old Weaving -5%
Wood Chewing -6%

171
Assessing the extent of a particular horse’s vices is Let’s assume that the prize stallion we’ve been haggling over
an Easy skill check for someone with the Animal is also broken, saddle trained and possesses the steady nerves
Training (Horses) skill. A scrupulously honest horse skill. These three skills add a total of 35% to the price. The
dealer would naturally fully disclose a horse’s vices to Morgan’s base price is $120, and 35% of that is $42 (120 x
the buyer. However, horse dealers are rarely forthcoming, 0.35 = 42). Adding $42 to the stallion’s accumulated Fair
so caveat emptor. Market Value ($344.40) gives us a grand total of $386.4.
Our prize stallion only has one fairly minor vice. Consulting Clearly a top-notch horse like this one is going to set the buyer
Table 11-15: Horse Vice Price Modifiers shows us that tail back a pretty penny.
rubbing incurs a -3% penalty to the horse’s base price. Doing
a little math, 3% of his $120 base price equals $3.60 (120 x C LOTHING & E QUIPMENT
0.03 = 3.6). Subtracting $3.60 from the stallion’s current Fair This section describes some of the most important
Market Value ($348 including the age modifier) gives us a total pieces of cowboy gear. See the basic price list earlier in
of $344.40. this chapter for more information.
Bit: This small bar, normally made of metal, attaches
Skill Modifiers
to the bridle. It is placed in the horse’s mouth so as to
Training horses is covered earlier in this chapter. In regulate the position of its head, and to help control its
11: Goods & Services

addition to increased utility, a trained horse will also pace and direction.
command a higher price if sold (or conversely cost
Bridle: The bridle is the part of a horse’s saddlery
more if these skills are desired in a new mount). The
or harness that fits around the head.
value of each particular skill is summarized in
Table 11-16: Horse Skill Price Modifiers. Clothing: A cowboy usually wears a wide-brimmed
hat with a flat crown. This shelters him from the sun
Table 11-16: Horse Skill Price Modifiers and rain, protects his head and face when he forces his
Skill Price Modifier way head down through thorn-scrub, and serves as a
Broken +5% pillow at night. A large silk or cotton square, knotted
Cutting +20% loosely round the neck, serves as sweat-rag, bandage,
water-filter, dust-mask and mosquito net. A flannel
Dressage +50%
shirt with close-fitting cuffs is warm, yet less sweaty
Herd +10% and constrictive than a jacket. In winter, a sheepskin
Jumping +15% coat might also be necessary. The cowboy’s trousers
Saddle Trained +15% are loose, tucked into high-heeled boots. These boots
Steady Nerves +15%
can be dug into the ground to help hold a roped steer,
and don’t slip through the wide wooden stirrups.
Swimming +10%
Leather chaps give a good grip on the saddle, are
Broken: Value: A horse that has been broken used as a groundsheet at night, and protect legs against
making it ready for training is worth an additional 5%. the friction of long distance riding (as well as thorns,
kicks, snake-bites and rain). The spurs have huge
Cutting: Value: Horses with this skill command a 20%
rowels, more humane than prick-spurs, making a
premium to their base price.
distinctive clink that a horse recognizes. The lariat is
Dressage: Value: Horses with this skill will sell for a used for roping cattle, tying between trees to make a
50% premium over their base price, though only to a temporary corral, stringing up horse-thieves, and any
few select buyers. number of other purposes. Most cowboys wear a gun
Herd: Value: Horses with this skill command a 10% to dispatch a horse or cow with a broken leg, and to
premium to their base price. scare off coyotes, cougars and rustlers.
Jumping: Value: Horses with this skill are valued at a Hackamore: A hackamore is, essentially, a bit-less
15% premium above their base price. bridle. They are made of a braided rawhide noseband
Saddle Trained: Value: A saddle trained horse is with two leather strips, one on each side of the horse’s
worth an additional 15% markup. head, to act as cheek plates. The cheek plates are very
close to the horse’s eyes. They run down from the top
Steady Nerves: Value: Horses with this skill of the head, where they are attached to a light leather
command a 15% premium on their base price. headstall and a braided rope running around the
Swimming: Value: Horses with the ability to swim horse’s neck. The cheek plates are attached high on
while mounted fetch a 10% premium. the noseband at the two extremes of the nose button,

172
the extra braiding on the top of the noseband. The
S AMPLE H ORSES
ends of the noseband come together under the horse’s
chin. The reins are tied to this point. Coach Horse: hp 38; Cleveland Bay; Short 8,
Medium 7, Long -2; Agility 6; Endurance 11; Horse
Halter: A halter is a hemp rope headpiece with lead
Sense 12; Temperament 14; Trainability 13; Mettle
rope attached. It is used for leading a horse without a
14; Soundness 13; Strength 12; Vices cribbing.
bridle, or for tying up a horse in the stable.
Pad: The pad is a saddle blanket placed in between Hunting Horse: hp 36; Thoroughbred; Short 12,
the saddle and the horse. Medium 14, Long 11; Agility 9; Endurance 8; Horse
Reins: This pair of long narrow straps attaches to Sense 11; Temperament 10; Trainability 10; Mettle 8;
the bit or bridle. The rider uses the reins to guide and Soundness 10; Strength 9; Vices kicking.
control the horse.
Saddle: The cowboy’s saddle is designed to be Nag: hp 29; Quarter Horse; Short 4, Medium 7,
comfortable on a long day’s ride, to prevent inexperi- Long 7; Agility 9; Endurance 9; Horse Sense 4;
enced riders from causing galls (open sores) on the Temperament 10; Trainability 9; Mettle 9; Soundness
horse’s back, and to make it easier to sit on a difficult 8; Strength 7; Vices shying.
horse. A saddle is a cowboy’s trademark, and he takes

11: Goods & Services


particular pride in having the best and most elaborate Plow Horse: hp 36; Percheron; Short 7, Medium
saddle he can afford. Cowboys with fancy saddles and 6, Long 5; Agility 6; Endurance 11; Horse Sense 12;
poor horses are sometimes derided for “putting a $40 Temperament 13; Trainability 12; Mettle 14;
saddle on a $10 horse.” Soundness 13; Strength 14; Vices pawing.
Due to its size and weight, the stock saddle has two
Prize Stallion: hp 46; Morgan; Short 12, Medium
cinches, fore and aft, which hold it firmly in place.
16, Long 16; Agility 17; Endurance 18; Horse Sense
These are made of horsehair or lamp-wick so as not to
19; Temperament 16; Trainability 18; Mettle 17;
cause galls on the belly. The outstanding virtue of the
Soundness 17; Strength 18; Vices -.
stock saddle is that it, and its rider’s weight, are
distributed over a large area. Thus, despite its weight,
Race Horse: hp 37; Arabian; Short 19, Medium
it is comfortable on the horse for long rides.
20, Long 15; Agility 14; Endurance 18; Horse Sense
Shoes: It is important for horses to be shod, 13; Temperament 13; Trainability 14; Mettle 13;
primarily to increase traction and protect the hoof Soundness 15; Strength 10; Vices tail rubbing.
wall from excessive wear and damage. Once a horse is
shod, it is equally important to maintain the horse’s Range Horse: hp 39; Quarter Horse; Short 14,
hooves by regularly cleaning and trimming them, and Medium 11, Long 9; Agility 13; Endurance 14; Horse
replacing shoes as needed. If a horse remains unshod, Sense 14; Temperament 11; Trainability 13; Mettle
or is shod but not taken care of properly, the horse will 12; Soundness 12; Strength 11; Vices resists grooming.
likely become lame, or worse (greater risk of injury).
Wild Horse: hp 42; Mustang; Short 12, Medium
Several sample horses are provided for you in the 12, Long 13; Agility 13; Endurance 14; Horse Sense
column to the right 14; Temperament 6; Trainability 5; Mettle 6;
Soundness 13; Strength 8; Vices difficult to catch,
resists saddling.

173
11: Goods & Services

174
Firearms
Contained in this section are 43 separate firearms There is no absolute maximum range for any
for use with the “advanced” Aces & Eights game. Each projectile – even those shot from a humble derringer.
derringer, revolver, shotgun, carbine, rifle or musket is While statistically improbable, there is still an extremely
listed with full game statistics as well as a common miniscule chance of hitting a target a thousand yards
retail price. Note that this price is only a guide; actual downrange with a derringer bullet. If a character
prices may vary wildly according to the laws of supply wishes to roll “To-hit’ in such an instance, he should be
and demand. allowed to do so. As such, the stated penalty at the
Accuracy adjustments are applied for any distance weapon’s maximum range applies to any shot at a
up to the listed increment. For example, a target 10’ 1” target from that distance to the limit of the character’s
to 15’ distant affords the wielder of a American Arms vision.
Derringer a -2 ‘To-hit’ penalty.

– derringers –

11: Goods & Services


AMERICAN ARMS DERRINGER

Number of Shots . . . . . . . . . . . . .2
Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
Draw Speed Modifier . . . . . . . .0 count
$8. 25 Reload Speed (per cartridge) . . . . .20

If you’re looking for a reliable backup pistol, this walnut grips and a brass frame with a silver-plated
.41 caliber, double-barreled, pocket model isn’t a bad finish. With a barrel length of only 2d”, you can hide
choice. It comes with blued barrels, square-shaped this gun just about anywhere.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’ Ammo prices


Accuracy adjustment +8 0 -2 -5 -10 -20 -50
25
$2. /box 100 cartridges

COLT NEW LINE

Number of Shots . . . . . . . . . . . . .5
Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
Draw Speed Modifier . . . . . . . .0 count $14. 00
Reload Speed (per cartridge) . . . . .20

Here’s a good little .41 caliber pocket gun, if you can get it blued with a casehardened frame, or a nick-
reckon you’ll need a backup squirreled away for emer- el-plated finish instead. Barrels come in 24” or 4”
gencies. This 5-shot revolver usually comes with var- length, whichever you’d prefer.
nished rosewood grips. You

Ammo prices Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’


Accuracy adjustment +8 0 -2 -5 -10 -20 -50
$2. 25 /box 100 cartridges

175
KNUCKLEDUSTER

Number of Shots . . . . . . . . . . . . .7
Damage . . . . . . . . . . . . . . . . . . . . .d3p
Draw Speed Modifier . . . . . . . .0 count
Reload Speed (per cartridge) . . . . .20

At only .22 caliber the hardest punch this little piece


$9. 70 might have is when used with a right jab, which happens to
be what it was designed for.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’ Ammo prices


Accuracy adjustment +8 0 -2 -5 -10 -20 -50
$1. 50 /box 100 cartridges
11: Goods & Services

MARLIN STONEWALL DERRINGER

Number of Shots . . . . . . . . . . . . .1
Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
Draw Speed Modifier . . . . . . . .0 count
$7. 50
Reload Speed (per cartridge) . . . . .20

This single shot, .41 caliber, cartridge derringer fits real easy in the palm of
your hand. The 22” barrel swings sideways to load, and comes with a brass
frame, rosewood grips and blued finish on the barrel.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’


Ammo prices Accuracy adjustment +8 0 -2 -5 -10 -20 -50
$2. 25 /box 100 cartridges

REMINGTON DERRINGER

Number of Shots . . . . . . . . . . . . .2
Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
Draw Speed Modifier . . . . . . . .0 count
$11. 85 Reload Speed (per cartridge) . . . . .20

This two-shot, .41 caliber model isn’t much to look at, but it’s a good backup pis-
tol for emergencies. It comes with a blued or nickel finish and grips of hard rubber,
rosewood or walnut. Barrel length is only 3”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’ Ammo prices


Accuracy adjustment +8 0 -2 -5 -10 -20 -50
25
$2. /box 100 cartridges

176
REMINGTON PEPPERBOX

Number of Shots . . . . . . . . . . . . .4
Damage . . . . . . . . . . . . . . . . . . . . .d4p
Draw Speed Modifier . . . . . . . .0 count
Reload Speed (per cartridge) . . . . .20
$15. 90
This little four-barrel, .32 caliber derringer is a favorite of gamblers.
It comes with hard rubber grips and a blued finish, unless you prefer a
combination nickel and blue finish. Barrel length is 3s”.

11: Goods & Services


Range 5’ 10’ 15’ 20’ 25’ 30’ 40+’ Ammo prices
Accuracy adjustment +8 0 -2 -5 -10 -20 -50
$1. 75 /box 100 cartridges

– revolvers –

COLT DRAGOON

Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d4p+1
Draw Speed Modifier . . . . . . . .+1 count
Reload Speed (cylinder) . . . . . . . . .100

If you’re looking for an intimidating firearm, this


65 .44 caliber, 6-shot cap and ball revolver might be just
$24. what you need. It’s bigger than most, weighing in at
just over 4 lbs, 14 inches long (72” barrel length), and
sure to scare the britches off most folks. It comes with
Ammo prices
a casehardened frame and hammer, blued finish, and
$2. 00 for 100 lead balls, walnut grips.
percussion caps & black powder

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6
50’ 70’ 90’ 120’ 150’ 200’ 250+’
-8 -12 -16 -24 -32 -40 -50

177
COLT NAVY

Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d4p
95
$16. Draw Speed Modifier . . . . . . . .+1 count
Reload Speed (cylinder) . . . . . . . . .100

This .36 caliber, 6-shot, single-action percussion revolver is a favorite out here on
Ammo prices
the frontier. It comes with a casehardened frame, lever and hammer, blued finish
$1. 75 for 100 lead balls, on the rest, and walnut grips. Grip straps appear silver. Barrel length is 72”.
percussion caps & black powder

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6
50’ 70’ 90’ 120’ 150’ 200’ 250+’
11: Goods & Services

-8 -12 -16 -24 -32 -40 -50

$21. 00
COLT PATERSON
Although nicknamed the “Texas
Number of Shots . . . . . . . . . . . . . . . .5 Paterson,” this .36 caliber, 5-shot
Damage . . . . . . . . . . . . . . . . . . . . . . . .d4p cap and ball revolver actually comes
Draw Speed Mod. (4” barrel) . . . . . . .0 count from Paterson, New Jersey. It comes
with a casehardened frame and
Draw Speed Mod. (72” barrel) . . . . .+1 count hammer, blued finish on the rest, and walnut grips.
Draw Speed Mod. (9” barrel) . . . . . . .+3 count Barrel length is usually 72” or 9”, but can be as short as
Draw Speed Mod. (12” barrel) . . . . . .+5 count 4” to as long as 12”.
Ammo prices
Reload Speed (cylinder) . . . . . . . . . . . .100 75
$1. for 100 lead balls,
percussion caps & black powder

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 0 -1 -3 -6 -8
(4” or 72” barrel) 50’ 70’ 90’ 120’ 150’ 200+’
-12 -16 -24 -32 -40 -50

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 0 0 -2 -5 -8
(9” barrel) 50’ 70’ 90’ 120’ 150’ 200+’
-12 -16 -24 -32 -40 -50

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 0 0 -1 -4 -8
(12” barrel) 50’ 70’ 90’ 120’ 150’ 200+’
-12 -16 -24 -32 -40 -50

178
GRISWOLD & GUNNISON

Number of Shots . . . . . . . . . . . . .6 $14. 90


Damage . . . . . . . . . . . . . . . . . . . . .d4p
Draw Speed Modifier . . . . . . . .+1 count
Reload Speed (cylinder) . . . . . . . . .100
This 6-shot, .36 caliber revolver from Griswoldville, GA
looks pretty similar to the Colt Navy. It boasts a 72"
Ammo prices partially octagonal, partially round barrel, with a brass
frame and trigger guard, blued finish and one-piece walnut
$1. 75 for 100 lead balls, grips.
percussion caps & black powder

11: Goods & Services


Range 5’ 10’ 15’ 20’ 25’ 30’ 40’
Accuracy adjustment +8 +4 +2 0 -2 -4 -6
50’ 70’ 90’ 120’ 150’ 200’ 250+’
-8 -12 -16 -24 -32 -40 -50

LEMAT TWO-BARREL

Number of Shots (Pistol) . . . . . .9


Number of Shots (Shotgun) . . . .1
Damage (Pistol) . . . . . . . . . . . . . .d3p+1
00
$75. Damage (Shotgun) . . . . . . . . . . . .d3 per pellet
Draw Speed Modifier . . . . . . . .+1 count
Reload Speed (cylinder) . . . . . . . . .100
This unusual 9-shot, .42 caliber revolver has a second, Reload Speed (shotgun) . . . . . . . . .150
shorter smoothbore 18 gauge barrel below the first. This
second barrel is designed for firing buckshot. The
hammer is fitted with a pivoting striker that allows the Ammo prices
shooter to easily discharge either the lead balls or shot 95
barrel. $2. for 100 lead balls,
percussion caps & black powder
$1. 50 for powder,
Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ shot & primers
Accuracy adjustment* +8 +4 +2 0 -2 -4 -6
sufficient for 100
shotgun firings
50’ 70’ 90’ 120’ 150’ 200’ 250+’
-8 -12 -16 -24 -32 -40 -50

* applies to both cap & ball and shotgun shells - treat shotgun as sawed-off

179
REMINGTON NEW ARMY

Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d4p+1

$19. 40 Draw Speed Modifier . . . . . . . .+2 count


Reload Speed (cylinder) . . . . . . . . .100

This 6-shot, .44 caliber cap and ball revolver has a blued finish,
sturdy steel frame and brass triggerguard, and most folks prefer the Ammo prices
two-piece walnut grips. The octagonal barrel is 8” long. 00
$2. for 100 lead balls,
percussion caps & black powder

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


11: Goods & Services

Accuracy adjustment +8 +4 +2 0 -2 -4 -6

50’ 70’ 90’ 120’ 150’ 200’ 250+’


-8 -12 -16 -24 -32 -40 -50

COLT 1877 LIGHTNING

Number of Shots . . . . . . . . . . . . .6
Damage (.38 caliber) . . . . . . . . . .d3p+1
Damage (.41 caliber) . . . . . . . . . .d4p+1 $25. 50 (.38)
Draw Speed Modifier . . . . . . . .0 count $27. 00 (.41)
Reload Speed (per cartridge) . . . . .10

This 6-shot, .38 caliber is Colt’s first double-action sixgun, and most
come with hard rubber grips embossed with a bucking colt inside an
Ammo prices
oval, and a blued nickel finish. Otherwise, you can get nickel plating
and/or checkered one-piece rosewood grips. Barrel length can be 22” $2. 00 /box 100 (.38) cartridges
or 32” without the ejector, or 42” to 6” with the ejector. $2. 25 /box 100 (.41) cartridges
The .41 caliber version goes by the nickname of the “Thunderer.” It
is available with similiar options and features of its smaller cousin.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6

50’ 70’ 90’ 120’ 150’ 200’ 250+’


-8 -12 -16 -24 -32 -40 -50

180
COLT BISLEY

Number of Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Damage (.44 caliber) . . . . . . . . . . . . . . . . . . . . . . . . . . .d5p+1
Damage (.45 caliber) . . . . . . . . . . . . . . . . . . . . . . . . . . .d6p+1
Draw Speed Mod. (4 3⁄4” or 5 1⁄2” barrel) . . . . . . .0 count $23. 00 (.44)
Draw Speed Mod. (7 1⁄2” barrel) . . . . . . . . . . . . . .+1 count $24. 75 (.45)
Reload Speed (per cartridge) . . . . . . . . . . . . . . . . . . . . . .10

This single-action 6-shot revolver fires .44 caliber cartridges, and tends to have
hard rubber grips embossed with a bucking colt inside an oval, casehardened Ammo prices
frame and barrels with a blued nickel finish. It also has a larger than usual trigger
$2. 65 /box 100 (.44) cartridges
guard, and a slightly wider hammer. Barrel lengths can be 4w”, 52”, or 72”.
Other than firing larger shells, the .45 caliber version isn’t too different. $2. 85 /box 100 (.45) cartridges

11: Goods & Services


Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’
Accuracy adjustment +8 +4 +2 0 -1 -2 -3 -4

70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’


-6 -8 -12 -16 -24 -32 -40 -50

COLT FLATTOP TARGET

Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d6p+1
Draw Speed Modifier . . . . . . . .+1 count
$28. 00 Reload Speed (per cartridge) . . . . .10

This pretty piece gets its name from the flat frame top. It fires
six .45 caliber cartridges, has an adjustable rear sight, and a Ammo prices
slightly higher front sight. Most folks have a Flattop with black
rubber grips, a casehardened frame, and that nice blued finish on $2. 85 /box 100 (.45) cartridges
the barrels, although you can also get checkered walnut grips if
you’re of a mind to. Barrel length is 72”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 (+2) +3 (0) +3 (-1) +2 (-2) +1 (-3) 0 (-4) -1 (-6)

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’


-2 (-8) -4 (-12) -6 (-16) -12 (-24) -15 (-32) -20 (-40) -25 (-50) -50 (-50)

parenthetical numbers apply when hipshooting or otherwise unable to employ the sights

181
COLT SAA

Number of Shots . . . . . . . . . . . . . . . . . . . . . .6
Damage (.44 caliber) . . . . . . . . . . . . . . . . . . .d5p+1
$17. 00 (.44)
Damage (.45 caliber) . . . . . . . . . . . . . . . . . . .d6p+1
$18. 75 (.45)
Draw Speed Mod. (52” barrel or less) . . . . . .0 count
The Colt Single Action Army revolver, also nicknamed the Draw Speed Mod. (72” barrel) . . . . . . . . . .+1 count
Peacemaker, or Frontier Six-Shooter, is an awful popular gun. Draw Speed Mod. (9” barrel) . . . . . . . . . . . .+3 count
It’s a 6-shot pistol with an ejector rod on the right side of the
Draw Speed Mod. (12+” barrel) . . . . . . . . . .+5 count
barrel and available in either .44 or .45 caliber. It tends to have
a standard blued finish on a 52” barrel, casehardened frame Reload Speed (per cartridge) . . . . . . . . . . . . . .10
and hammer, and hard rubber grips. You can also find them
finished in nickel, with walnut, ivory or pearl grips (these last Ammo prices
two are rare), and 4w” or 72” barrel lengths, although lengths 65
$2. /box 100 (.44) cartridges
can be as little as 22” or as long as 16”. $2. 85 /box 100 (.45) cartridges
11: Goods & Services

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’


Accuracy adjustment +8 +4 +2 0 -1 -2 -3 -4
(22” - 72” barrel) 70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’
-6 -8 -12 -16 -24 -32 -40 -50

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’


Accuracy adjustment +8 +4 +2 +1 0 -1 -3 -4
(9” barrel) 70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’
-6 -8 -12 -16 -24 -32 -40 -50

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’


Accuracy adjustment +8 +4 +2 +2 +1 0 -3 -4
(12” barrel) 70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’
-6 -8 -12 -16 -24 -32 -40 -50

Ammo prices
65
$2. /box 100 (.44) cartridges
$22. 00
REMINGTON 1875

Folks prize this 6-shot, .44


Number of Shots . . . . . . . . . . . . . . . .6 caliber revolver for its reliability
Damage . . . . . . . . . . . . . . . . . . . . . . . . .d5p+1 and smooth action. It’s a favorite of
outlaws, and generally has a 72” barrel
Draw Speed Mod. (5 1⁄2” barrel) . . . . . .0 count
with walnut grips, a casehardened hammer
Draw Speed Mod. (7 1⁄2” barrel) . . . . . .+1 count and loading gate with blued finish, or an overall nickel
Reload Speed (per cartridge) . . . . . . . . .10 finish. There’s also a version with a 52” barrel, but you
don’t see them very often.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’


Accuracy adjustment +8 +4 +2 0 -1 -2 -3 -4
70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’
-6 -8 -12 -16 -24 -32 -40 -50

182
Double-Action pistol advantages
and penalties are discussed under
“More Advanced Rules” in Chapter 12:
Advanced Scrapes.

S&W 44DA

Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d5p+1
Draw Speed Mod. (all barrels) . . . .0 count
$18. 00
Reload Speed (per cartridge) . . . . .8

This double-action sixgun fires .44 caliber cartridges, has

11: Goods & Services


Ammo prices
walnut or hard rubber checkered grips, and a blued or nick-
$2. 65 /box 100 (.44) cartridges el finish. Barrel lengths come in 4”, 5”, 6” and 62”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6

50’ 70’ 90’ 120’ 150’ 200’ 250+’


-8 -12 -16 -24 -32 -40 -50

Ammo prices
65
$2. /box 100 (.44) cartridges

S&W RUSSIAN

$15. 50 Number of Shots . . . . . . . . . . . . .6


Damage . . . . . . . . . . . . . . . . . . . . .d5p+1
I hear tell that this 6-shot, .44 caliber Draw Speed Modifier . . . . . . . .0 count
revolver was originally made for the
Reload Speed (per cartridge) . . . . .8
Russian government. Of course, most of the
differences all have to do with the bullet, and don’t
make a difference to folks like you and me. All you need to know is that it’s a good fight-stopper.
It generally comes with checkered hard rubber grips and a blued finish, but you can get it with walnut or
nickel if you’ve a mind to. Barrel length is 5”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’


Accuracy adjustment +8 +4 +2 0 -1 -2 -3 -4

70’ 90’ 120’ 150’ 200’ 250’ 300’ 350+’


-6 -8 -12 -16 -24 -32 -40 -50

183
Ammo prices
$2. 85 /box 100 (.45) cartridges

S&W SCHOFIELD

Number of Shots . . . . . . . . . . . . .6
25
$24. Damage . . . . . . . . . . . . . . . . . . . . .d6p+1
Draw Speed Modifier . . . . . . . .+1 count
Reload Speed (per cartridge) . . . . .8

This here 6-shot, .45 caliber revolver was named after Major George W. Schofield of the U.S. 10th Cavalry.
It’s what we call a “top-break” revolver, because when you release the barrel latch, you can pull down the barrel
and eject your spent cartridges. It tends to come with a blued finish and walnut grips. Barrel length is 7”.
11: Goods & Services

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6
50’ 70’ 90’ 120’ 150’ 200’ 250+’
-8 -12 -16 -24 -32 -40 -50

S&W DA SECOND MODEL

Number of Shots . . . . . . . . . . . . .5
Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
Draw Speed Mod. (all barrels) . . . .0 count $11. 00
Reload Speed (per cartridge) . . . . .8

This double-action, 5-shot revolver fires .38 caliber cartridges. It


Ammo prices comes with a blued or nicked finish, and checkered hard rubber
$2. 00 /box 100 (.38) cartridges grips. Barrel length is 34” or 4”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’


Accuracy adjustment +8 +4 +2 0 -2 -4 -6
50’ 70’ 90’ 120’ 150’ 200’ 250+’
-8 -12 -16 -24 -32 -40 -50

184
– shotguns –
BAKER DRILLING

Number of Shots (Rifle) . . . . . . .1


Number of Shots (Shotgun) . . . .2
Damage (rifle) . . . . . . . . . . . . . . . .d8p+1
Damage (shotgun) . . . . . . . . . . . . . .d4p per pellet
Draw Speed Modifier . . . . . . . .+8 count
Reload Speed (rifle) . . . . . . . . . . .35
Reload Speed (shotgun) . . . . . . . . .25 first shell/30 both
$150. 00
Ammo prices
This three barrel long gun has two 12-gauge shotgun barrels, and a .44 caliber

11: Goods & Services


rifle barrel with its own trigger. By pushing the front trigger forward, you can unlock $2. 65 /box 100 (.44-40) cartridges
and open the breech, then fire the rifle by pulling the rear trigger. The hammer for $1. 50 for 100 shotgun shells
the rifle barrel sits under the receiver and within the trigger guard. It’s made of
Damascus steel, and has a checkered walnut stock.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2
150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

COLT 1868

Number of Shots . . . . . . . . . . . . .2
Damage . . . . . . . . . . . . . . . . . . . . .d4p per pellet $71. 50
Draw Speed Modifier . . . . . . . .+6 count Ammo prices
Reload Speed . . . . . . . . . . . . . . . .25 first shell/30 both
$1. 50 for 100 shotgun shells

This double-barreled, 12-gauge shotgun has two triggers, a casehardened breech, locks and fore end mounts,
blued or brown finish, and checkered walnut stocks. Barrel length is 28”, 30” or 32.”

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

185
L.C. SMITH

$60. 00 Number of Shots . . . . . . . . . . . . .2


Damage . . . . . . . . . . . . . . . . . . . . .d4p per pellet
Draw Speed Modifier . . . . . . . .+5 count
Reload Speed . . . . . . . . . . . . . . . .25 first shell/30 both
Ammo prices

$1. 50 for 100 shotgun shells Hunters often carry this double-barreled, 12-
gauge shotgun. It comes with walnut stock, blued
finish and 28” barrels.
11: Goods & Services

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

PARKER

Number of Shots . . . . . . . . . . . . .2 $115. 00


Damage . . . . . . . . . . . . . . . . . . . . .d4p per pellet
Draw Speed Modifier . . . . . . . .+5 count This hammerless 12-gauge double barrel shot-
gun, nicknamed the “Old Reliable,” has barrels
Reload Speed . . . . . . . . . . . . . . . .25 first shell/30 both
that come all the way from Britain. It generally has
laminated or Damascus steel barrels of 24” to 32”,
and walnut stock with straight grip.
Ammo prices

$1. 50 for 100 shotgun shells

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

186
REMINGTON

Number of Shots . . . . . . . . . . . . .2 $57. 25


Damage . . . . . . . . . . . . . . . . . . . . .d4p per pellet
Draw Speed Modifier . . . . . . . .+6 count
This double-barreled, 12-gauge shotgun is a
Reload Speed (cylinder) . . . . . . . . .25 first shell/30 both
favorite among hardened drovers. It comes with
a blued finish, casehardened locks and actions,
walnut grip and stock, and a hard rubber

11: Goods & Services


Ammo prices buttplate.
$1. 50 for 100 shotgun shells

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’


-2 -4 -6 -12 -15 -20 -25 -50

WINCHESTER
$95. 00
Ammo prices Number of Shots . . . . . . . . . . . . .2
Damage . . . . . . . . . . . . . . . . . . . . .d4p per pellet
$1. 50 for 100 shotgun shells
Draw Speed Modifier . . . . . . . .+7 count
This double barrel, 12-gauge shotgun is as Reload Speed . . . . . . . . . . . . . . . .25 first shell/30 both
reliable as they come. Has checkered walnut
stocks and available in 30” or 32” barrel lengths.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

187
– rifles, carbines & muskets –

$110. 00

BALLARD-CREEDMORE
Ammo prices

$4. 00 /box 100 (.45-100) cartridges Number of Shots . . . . . . . . . . . . .1


Damage . . . . . . . . . . . . . . . . . . . . .2d8p
This single-shot, .45 caliber rifle has an adjustable
rear sight, walnut checked stocks, pistol grip, and a Draw Speed Modifier . . . . . . . .+7 count
Reload Speed . . . . . . . . . . . . . . . .25
11: Goods & Services

34” barrel. The perfect choice for the discriminating


buyer.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400’ 450’


0 -1 -2 -3 -4 -5 -6 -7 -8
500’ 600’ 700’ 800’ 900’ 1000’ 1250’ 1500’
-9 -10 -12 -14 -16 -18 -20 -25

Ammo prices

$2. 25 /box 100 (.44-28) cartridges

$48. 50
HENRY RIFLE

This .44 caliber rifle has a 15-shot spring loaded


Number of Shots . . . . . . . . . . . . .15 magazine slung under a 24” barrel. It weighs 94 lbs,
Damage . . . . . . . . . . . . . . . . . . . . .d6p+1 and it doesn’t have a wooden stock at the front to pro-
Draw Speed Modifier . . . . . . . .+4 count tect your hand from a hot barrel. Still, it does some
serious damage at longer than usual range. It comes
Reload Speed (per round) . . . . . . .35 first/10 thereafter with a walnut buttstock, blued finish and plain brass
frames.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2
150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

188
Ammo prices
00
$2. for 100 lead balls,
percussion caps & black powder

REMINGTON REVOLVING RIFLE


$31. 25
Number of Shots . . . . . . . . . . . . .6
Damage . . . . . . . . . . . . . . . . . . . . .d6p+1
Draw Speed Modifier . . . . . . . .+1 count This 6-shot, .44 caliber cap and ball rifle has a case-
hardened hammer and frame, blued finish, and walnut
Reload Speed (cylinder) . . . . . . . . .100
buttstock. Barrel length is 24”, 26” and 28”. It resembles
an extended six-shooter. From a maker you can trust.

11: Goods & Services


Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

Ammo prices

$3. 10 /box 100 (.45-70) cartridges

$42. 00 REMINGTON ROLLING BLOCK

This reliable .45 caliber, single-shot rifle has a nearly Number of Shots . . . . . . . . . . . . .1
36” long barrel. It comes with a blued finish and walnut Damage . . . . . . . . . . . . . . . . . . . . .2d6p
stocks. This rifle was used by champion shootist Chance
Harding at the Chicago Shoot Off last year. Draw Speed Modifier . . . . . . . .+7 count
Reload Speed . . . . . . . . . . . . . . . .25

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400’ 450’


0 -1 -2 -3 -4 -5 -7 -9 -10
500’ 600’ 700’ 800’ 900+’
-12 -15 -20 -25 -50

189
$2. 50
RICHMOND ARMORY MUSKET
The CSA produced more of these sturdy long guns during
the War than any other. This single-shot, .58 caliber rifle
features a one-piece forged barrel, military sights, a steel Number of Shots . . . . . . . . . . . . .1
trigger guard and barrel band, a brass butt plate and nose Damage . . . . . . . . . . . . . . . . . . . . .d8p+1
cap, and a one-piece walnut stock. Barrel length is 40”. These
Draw Speed Modifier . . . . . . . .+12 count
weapons are cheaply available due to their obsolescence.
Reload Speed . . . . . . . . . . . . . . . .200
Ammo prices
00
$5. for 100 Minie balls,
11: Goods & Services

percussion caps & paper cartridges

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 0 -1
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400+’
-2 -4 -6 -12 -15 -20 -25 -50

SHARPS CARBINE CONVERSION $32. 10 Ammo prices

$3. 40 /box 100 (.50-70) cartridges


Number of Shots . . . . . . . . . . . . .1
Damage . . . . . . . . . . . . . . . . . . . . .d10p+1 Like the Springfield Trapdoor Rifle, this is a per-
Draw Speed Modifier . . . . . . . .0 count cussion rifle converted to cartridge use. This single-
shot, .50 caliber rifle has a shortened, 22” barrel,
Reload Speed . . . . . . . . . . . . . . . .25 along with walnut stocks, casehardened frame and
blued finish.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

190
SHARPS LONG RANGE
$115. 00
Ammo prices
Number of Shots . . . . . . . . . . . . .1
$4. 00 /box 100 (.45-100) cartridges
Damage . . . . . . . . . . . . . . . . . . . . .2d8p
Draw Speed Modifier . . . . . . . .+8 count This single-shot, .45 caliber rifle has a casehardened
Reload Speed . . . . . . . . . . . . . . . .25 frame, buttplate, lever and trigger plate, straight grip
and stock of checkered walnut, and barrel, bands and
level latch of blued finish. Barrel length is 34”

11: Goods & Services


Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0
90’ 120’ 150’ 200’ 250’ 300’ 350’ 400’ 450’
0 -1 -2 -3 -4 -5 -6 -7 -8
500’ 600’ 700’ 800’ 900’ 1000’ 1250’ 1500’
-9 -10 -12 -14 -16 -18 -20 -25

Ammo prices

$2. 80 /box 100 (56/50) rimfire cartridges

SPENCER CARBINE
$21. 50
Number of Shots . . . . . . . . . . . . .7
This 7-shot, .52 caliber weapon was the primary
Damage . . . . . . . . . . . . . . . . . . . . .d8p+1
repeating rifle of the Union during the War. It has
a blued finish, walnut stocks, and casehardened Draw Speed Modifier . . . . . . . .+3 count
buttplate, receiver and barrel bands. Barrel length Reload Speed (per round) . . . . . . .35 first/10 thereafter
is 30”.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

191
$38. 00 SPRINGFIELD ROLLING BLOCK
Ammo prices

$3. 40 /box 100 (.50-70) cartridges


Number of Shots . . . . . . . . . . . . .1
Also called the “Big 50,” this single shot, .50 caliber rifle Damage . . . . . . . . . . . . . . . . . . . . .2d6p
comes with walnut stocks, blued finish, and casehardened Draw Speed Modifier . . . . . . . .+9 count
frame, lock, lever, lever catch, trigger plate and breechblock. Reload Speed . . . . . . . . . . . . . . . .25
Barrel length is 352”.
11: Goods & Services

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2
150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

Ammo prices

$3. 10 /box 100 (.45-70) cartridges

$22. 00
SPRINGFIELD TRAPDOOR RIFLE

Number of Shots . . . . . . . . . . . . .1 After the War, both combatants were left with huge
quantities of obsolete muzzle loading rifled muskets
Damage . . . . . . . . . . . . . . . . . . . . .d10p+1 and insufficient funds to replace them. Springfield’s
Draw Speed Modifier . . . . . . . .+7 count solution was to retrofit a breachloading mechanism to
Reload Speed . . . . . . . . . . . . . . . .25 make this inexpensive single-shot .45 caliber rifle. It has
a casehardened breech and tang, blued finish and 32d”
barrel with adjustable rear sight.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 0 -1

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800+’
-2 -3 -4 -6 -8 -10 -12 -15 -20 -25 -50

192
WINCHESTER 1863 CARBINE
$25. 95 (.32)
.32 caliber .38 caliber .44 caliber
$32. 50 (.38)
Number of Shots 12 12 12 $42. 50 (.44)
Damage d6p+1 d6p+1 d8p+1
This 12-shot, lever action carbine has
Draw Speed Modifier 0 count +1 count +2 count a round 20” barrel, casehardened
Reload Speed (per round) 10 10 10 buttplate, hammer and lever, blued finish
and walnut stocks.

11: Goods & Services


It is available in three distinct calibers.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

Ammo prices
(carbine & rifle use identical cartridges)
$1. 75 /box 100 (.32-20) cartridges
$2. 00 /box 100 (.38-40) cartridges
$2. 65 /box 100 (.44-40) cartridges

This 15-shot
lever action rifle WINCHESTER 1863 RIFLE
95
$39. (.32) has a round or
$43. 50 (.38) octagonal 24”
barrel, sporting .32 caliber .38 caliber .44 caliber
$45. 50 (.44) front and rear Number of Shots 15 15 15
sights, blued fin-
ish, casehardened Damage d6p+1 d6p+1 d8p+1
buttplate, hammer and lever, and straight Draw Speed Modifier +2 count +3 count +4 count
grain uncheckered walnut stocks.
Reload Speed (per round) 10 10 10
This rifle can be chambered for either
.32, .38 or .44 caliber bullets.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 0 -1

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800+’
-2 -3 -4 -6 -8 -10 -12 -15 -20 -25 -50

193
WINCHESTER 1863 MUSKET

$40. 50 (.32) .32 caliber .38 caliber .44 caliber


Number of Shots 17 17 17
$47. 50 (.38)
Damage d6p+1 d6p+1 d8p+1
$54. 50 (.44)
Draw Speed Modifier +4 count +5 count +6 count
Reload Speed (per round) 10 10 10
Ammo prices

$1. 75 /box 100 (.32-20) cartridges This musket has a round 30” barrel, casehardened buttplate, hammer and lever,
$2. 00 /box 100 (.38-40) cartridges blued finish and walnut stocks. It too is available in calibers of .32, .38 or .44.
$2. 65 /box 100 (.44-40) cartridges
11: Goods & Services

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400’ 450’


0 -1 -2 -3 -4 -5 -7 -9 -10
500’ 600’ 700’ 800’ 900+’
-12 -15 -20 -25 -50

$27. 95 (.40)
$39. 95 (.45)
$44. 95 (.50)

Ammo prices

$2. 95 /box 100 (.40-60) cartridges


$3. 15 /box 100 (.45-75) cartridges
$4. 05 /box 100 (.50-95) cartridges

WINCHESTER 1866 CARBINE


This highly desireable car-
.40 caliber .45 caliber .50 caliber bine’s a bit more powerful than
the 1863 version. It’s a 9-shot,
Number of Shots 9 9 9
and chambered for .40, .45 or
Damage d10p+1 2d6p 2d8p .50 caliber shells. Barrel length
Draw Speed Modifier +1 count +2 count +3 count is usually 22”. It’s designed so
you can quickly add a bayonet
Reload Speed (per round) 10 10 10
to the front, if you need to.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 -1 -2

150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700+’
-3 -4 -6 -8 -10 -12 -15 -20 -25 -50

194
$32. 95 (.40) Ammo prices
$43. 95 (.45) $2. 95 /box 100 (.40-60) cartridges
$49. 95 (.50) $3. 15 /box 100 (.45-75) cartridges
$4. 05 /box 100 (.50-95) cartridges

WINCHESTER 1866 RIFLE This rifle’s a bit more powerful


than the 1863 version. It’s a 12-shot,
and available in .40, .45 and .50 cal-
.40 caliber .45 caliber .50 caliber iber varieties. You can get it as a
Number of Shots 12 12 12 sporting rifle with a 26” or 28” round
or octagon barrel. It usually comes
Damage d10p+1 2d6p 2d8p
with a casehardened buttplate, frame,
Draw Speed Modifier +3 count +4 count +5 count hammer and lever, blued finish and

11: Goods & Services


Reload Speed (per round) 10 10 10 walnut stocks.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’
Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0 0 -1
150’ 200’ 250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800+’
-2 -3 -4 -6 -8 -10 -12 -15 -20 -25 -50

Ammo prices

$2. 95 /box 100 (.40-60) cartridges


$3. 15 /box 100 (.45-75) cartridges
$4. 05 /box 100 (.50-95) cartridges

WINCHESTER 1866 MUSKET


$58. 00 (.40) This rugged 13-
shot, musket comes .40 caliber .45 caliber .50 caliber
$61. 50 (.45)
with a 32” round
$65. 00 (.50) Number of Shots 13 13 13
barrel, and fires
either .40, .45 or Damage d10p+1 2d6p 2d8p
.50 caliber shells depending on the Draw Speed Modifier +5 count +6 count +7 count
model. Like the carbine, you can Reload Speed (per round) 10 10 10
easily add a bayonet to the front.

Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’


Accuracy adjustment +8 +4 +4 +3 +3 +2 +1 +1 0

90’ 120’ 150’ 200’ 250’ 300’ 350’ 400’ 450’


0 -1 -2 -3 -4 -5 -7 -9 -10
500’ 600’ 700’ 800’ 900+’
-12 -15 -20 -25 -50

195
12: Advanced Scrapes

Additional Shooting Actions .................199 Flinching......................................................204 Wrestling......................................................214


Action Order ..............................................199 Facing ...........................................................205 Advanced Weapon-Based Modifiers ......216
Wound Effects ............................................199 Facing and Target Acquisition................205 Double-Action Pistols..............................216
Grazes and Light Wounds ........................199 Tactical Movement....................................206 Advanced Action-Based Modifiers ........217
Shotgun Shooting Procedure .................200 Tactical Mounted Movement..................207 Advanced Penetration Dice .....................218
Primitive Ranged Weapons ......................201 Moving Targets ..........................................208 La Reata ........................................................219
Reputation, Fame and Experience Combining Movement and Shooting...209 Artillery & Explosives..............................219
Effect on Scrapes...................................202 Mishaps & Failures....................................209 Detailed Example of a Gufight ..............222
Line of Sight ..............................................203 Non-Weapon Injuries .................................212
Cover and Visibility .................................203 Close Quarter Combat.............................213

o far we’ve discussed the very basics of gunfighting Table 12-1: Shooting Actions

S rules (Chapter 2: Scrapes). To add more realism


to your game, consider introducing some of the
advanced concepts described in this chapter. Some
Weapon Based
Firing a cocked weapon
Cocking & firing a pointed weapon
Counts
1
3
concepts are very simple, such as additional modifiers,
while others are more complex — such as mounted Cocking & firing a pointed pistol (2nd+ shots) 5
movement.
Cocking & firing a pointed DA pistol (2nd+ shots) 4
The Advanced Rules are presented in a modular
format so that any advanced rule that takes your fancy Fanfiring -2
can be added to your game. With few exceptions, the Cocking and firing a rifle (2nd+ shots) 10 (6)
Advanced Rules are independent of one another, but a
Cocking and firing 2nd shotgun barrel 14 (10)
couple build on one another and make more sense
when used together. While the Advanced Rules build Bringing a firearm to bear/aiming +4
upon the basic game, they introduce enough new Drawing a Weapon:
concepts and complexity to be considered an entirely
new role playing system. No matter how experienced Pistol 5
in western or other RPGs you feel your group is, we Rifle 10
can’t stress enough that you should NOT try to include
Drawing two guns at once +5
the Advanced Rules in your first game session. Why
you ask? The result will inevitably be a game bogged Drawing with off-hand +5
down in minutia while you pore over the rules again Drawing without holster +d4
and again. The good news is that the basic game plays
just fine and so you needn’t learn all the Advanced Loading:
Rules in one sitting; it’s best to learn and add them Derringer (per cartridge) 20
gradually. Add one or two new rules when you and
Pistol (per cartridge) consult weapon 8-10
your fellow players feel the need to expand the game
or make shootouts more realistic. In no time, they’ll Replacing a cylinder 100
become second nature and you’ll be ready for still Rifle (per cartridge) consult weapon 10-35
more Advanced Rules.
Shotgun (1 shell/2 shells) 25/30
retrieve shell from shell loop/bandolier +d4
198
A DDITIONAL S HOOTING A CTIONS Table 12-2: Wound Modifiers
Table 12-1: Shooting Actions expands upon that Type/Severity Speed Accuracy
presented in Basic Scrapes. Wounded < 25% of HP +1 -1

12: Advanced Scrapes


Drawing Without Holster: Drawing from a boot, Wounded 25-50% of HP +3 -2
belt, pocket, etc., affords an opportunity for the Wounded 51-75% of HP +5 -4
weapon to get hung up on clothing or other accouter- Wounded > 75% of HP +10 -6
ments. Because the delay could vary from draw to
Each graze in firing arm/hand* +1 -1
draw, drawing without a holster causes a d4 Count
penalty. Each wound in firing arm* +3 -3

Loading (From Shell Loop/Bandolier): While Arrow wound* +2 -2


shell and cartridge loops are handy for holding rounds Each head wound* +5 -2
— and bandoliers are just plain bad ass looking, it *Penalties compound with other wounds
takes a mite longer to remove the cartridge or shell
Movement Modifiers
from the loop than to simply grab the round from a
coat or vest pocket. The penalty is equal to a d4 per Type/Severity Movement Action Rate
round. Each wound in leg, foot or hip +5 counts
Weapon Loading in general: Since specific Penalty applies to movement rates listed on Table 12-10
weapons are used in Advanced Scrapes, please consult dropping items carried or falling prone to broken bones,
Chapter 11: Goods, Services & Equipment for details severe bleeding, impairments to movement or outright
as to the loading speed of your particular weapon(s). death. The severity of these specific effects is determined
Firing with Off Hand: A right-handed person by the damage associated with the wound; each wound is
shooting lefty (or vice-versa) affords a +2 Speed penalty assigned a severity level equal to the hit points in damage
and a -4 Accuracy penalty. (Table 6-2: Handedness in delivered. Thus, a 5 hp wound is also a severity 5 wound.
Chapter 6: Prior & Particular allows ambidexterity.) To determine the additional effects of a wound, simply
cross reference the wound’s severity level with the wound
Firing Two Guns: Using a pistol in each hand
location and damage type on Table(s) 13-3: Wound Effects
causes a -2 penalty for each weapon. Note that this
found in the next chapter.
compounds with the Off Hand Accuracy penalty for a
total penalty of -6 for the offhand. Note that any special effects of the wound (such as
profuse bleeding) are unknown to the character unless the
victim takes one second per severity level of the wound to
A CTION O RDER examine it (thus, 60 Counts for a 6 hp wound). The
Unlike the random method employed in Basic adverse effects should remain a mystery until after
Scrapes, each player in order of lowest Wisdom to examination of the wound. Even then, without the aid of
highest Wisdom declares an action when a gunfight is a doctor, internal bleeding and organ effects should
about to erupt. In cases where gunfights erupt due to always remain a mystery. A character may assume he has
declared actions (“Damn all this talkin’!! -- I draw on internal bleeding or a chunk missing from a kidney due to
him NOW!”), those blurting out their actions the hole in his gut, but there’s no way to peek inside and
voluntarily forfeit this potential advantage. confirm it for sure.
For example, Caleb Brown has 25 hit points, but suffers a
W OUND E FFECTS 5 point wound to the torso. Since a 5 point wound is 20% of 25,
the wound causes a 1 point penalty to Speed and a –1 to Accuracy.
Unlike Basic Scrapes where a gunshot ‘merely’ inflicts If he later suffers another 2 points of grazes to the legs and a 4
an X hit point wound, Advanced Scrapes expands upon point hit to the shoulder (for a total of 11 damage), he’d be down
this mechanic. 44% of his hit points (11 off of 25) and thus his Speed would be
All wounds include penalties to Speed and Accuracy modified (in total) by +3 and his Accuracy by –2.
for each action taken as shown in Table 12-2: Wound If poor Caleb later suffers an arrow wound for another 2 points
Modifiers. Note that certain modifiers compound. of damage, he’ll have lost 52% of his hps and thus suffer a
Percentages are the percentage of the wound’s damage Speed/Accuracy penalty of +5/-4. HOWEVER, since that last
total from the character’s original hit point total. hit was from an arrow in the thigh (an intensely painful affair) he
Besides mere hit points of damage and the aforemen- suffers an additional +2/-2 (or a total of +7/-6).
tioned penalties, each wound may also impart specific So assume now that Caleb tries to draw his Colt and shoot back
debilitative effects on the victim. These range from at the Indian that shot the arrow. Since his penalties were +7/-6,

199
drawing his pistol will take 12 Counts instead of the standard 5 upper chest, this rule essentially eliminates the
(5+7=12). Aiming takes another 11 Counts (4 standard +7 for possibility of injuring the target’s foot (or vice versa in
the wound) and the second and each additional shot requires another the case of an aimed shot at the knee or ankle). Use
12 Counts as well (5 +7, again). So it takes Caleb 23 Counts to this advanced rule to bring those possibilities back into
aim and shoot his first shot and another 12 to fire the second shot.
12: Advanced Scrapes

play.
In the 35 Counts it takes him to fire a mere 2 shots off, a healthy
Caleb could have emptied his whole 6 shooter! Additionally, each
The Shot Clock Extrapolation rule works this way:
shot is at –6 to-hit. whenever a shot has a result that would move it off of
the Shot Clock, extrapolate the Shot Clock’s radian
lines by one inch for every number below 15 on the
G RAZES AND L IGHT W OUNDS modified To-hit roll. For example, if a shooter
Sometimes wounds as indicated in the Shot Clock are targeting the knee rolls a modified 12, measure 3 inches
less severe because they’ve only winged or grazed the out from the Shot Clock. The direction measured is, of
victim. Any time that a body part fills less than half of a course, determined by the random card drawing per
Shot Clock “pie slice” (see Figure 12-1: Shot Clock Pie usual.
Slices), the wound is a graze for one point of damage only
(i.e., no damage roll is necessary).
S HOTGUN S HOOTING P ROCEDURE
Further, any time that a body part fills more than half
but less than all of a Shot Clock pie slice, halve the Shotgun shooting is only a bit more complex than
damage rolled for the wound (i.e., roll damage as normal rifle and pistol shooting. The added complexity comes
then halve and round down). from tracking twelve (or twenty-four if firing both
barrels) separate projectiles. To further complicate
matters, each shot pellet heads in slightly different
S HOT C LOCK E XTRAPOLATION
trajectories and thus moves farther from center with
In the basic game, all To-hit rolls of 14 and lower increasing target distance. However, the early steps of
automatically miss the target. Unfortunately, when shotgun shooting procedure are identical to the first
targeting certain body locations such as the head or four steps of the general shooting procedure (declare
target, place Shot Clock on target location, add
Accuracy modifiers, take the shot (roll d20)). Starting
with the fifth step (determine exact shot location),
things begin to change:

1. Declare general target

2. Place the center of the Shotgun Shot


Clock over the intended target
location on the Target Silhouette

3. Add all Accuracy modifiers

4. Take the shot

5. Draw a card to determine the center


of the shotgun blast
If your total To-hit roll was 24 or less, you’ll need to
draw a card from a standard poker deck to determine
the center of your shotgun blast. As with standard
shooting procedures, the closer you were to 25, the
closer to center the blast center was; the poker card
merely determines which direction the center of the
blast shot was located (; = high, ' = low, l = left,
k = right).

6. Place the center of the Shotgun Shot


Clock on the center of the shotgun blast
Figure 12-1: Shot Clock Pie Slices

200
The dispersal pattern originates from this
point.

7. Rotate the Shotgun Shot Clock

12: Advanced Scrapes


Draw a card and rotate the Shotgun Shot
Clock so that the edge of the Shot Clock
that has the drawn card result is pointing
directly up. Make certain to keep the center
of the dispersal pattern on the center spot
as determined in Step #5.

8. Determine dispersal diameter


based on range and track shots
Find the range from the target on the
Shotgun Shot Clock (each band has a
maximum range listed). Follow the color
codes associated with the range to track
individual pellets.

9. Roll Damage
If any shot hits anywhere on the target,
roll damage (see Chapter 13: Wounds and
Healing as well as Chapter 11: Goods,
Services & Equipment (Firearms) for
information on determining damage and
resultant incapacitation).
Figure 12-2: Shotguns
Shot Clock
P RIMITIVE R ANGED W EAPONS
Table 12-2: Primitive Weapon Accuracy Modifiers
Range Knife/Tomahawk Bow
To 5 feet +8 +8
Use of primitive ranged weapons work a little differ-
To 10 feet +4 +4
ently than firearms. While anyone can use a firearm,
To 15 feet 0 +4 accurate use of the bow, thrown axe and knife takes a
To 20 feet -4 +3 lot of practice and skill. So before a man can shoot a
To 30 feet -8 +2 target with an arrow (or throw a knife or tomahawk),
he’ll need to take the skill Primitive Ranged Weapon
To 50 feet -16 +1
Use skill in that particular weapon.
To 90 feet — 0
Possessing said skill does not imply full proficiency.
To 150 feet — -1 At lower skill masteries, the shooter (or hurler) is
To 240 feet — -2 subject to Accuracy penalties. With this caveat in
To 300 feet — -4 mind, their use parallels shooting a gun in that they
employ the same use of a Shot Clock laid over a target
To 350 feet — -6
silhouette to determine whether or not the target is hit.
To 400 feet — -8
Off Hand: A right-handed person throwing/shoot-
400+ feet — -16 ing lefty or vice-versa affords a -4 penalty to Accuracy.
Other Adjustments Throwing Two Weapons: Throwing a weapon
Off-Hand -4 -4 from each hand at the same time incurs a –4 Accuracy
Throwing 2 weapons -4 n/a penalty for each weapon. Note that this compounds
with the Off Hand Accuracy penalty for a total penalty
of -8 for the off hand.

201
Table 12-3: Primitive Weapon Shooting Actions already seen him get shot up for 5 points to the torso,
2 points to the legs, 4 points to the shoulder, and
Weapon Based Counts
another arrow hit for 2 points – a total of 13 points.
shooting/throwing a readied weapon 1 Now, we already know he only has 25 hit points, so he’s
12: Advanced Scrapes

Bringing a weapon to bear/aiming +4 lost just a little bit more than 50%. A check of Table
Drawing a Weapon: 12-2: Reputation Effects on Scrapes shows us that Caleb
knife/tomahawk 5
has to immediately seek cover and flee if he gets shot
again. If he hadn’t gotten hit by that last arrow, he
bow 10
could still stay right where he’s at and fight for a spell.
Loading: Note that he doesn’t need to flee the fight after he
Bow (per arrow) 12 seeks cover; he can continue to shoot from behind
retrieve arrow from quiver +d6 cover. But if he suffers so much as a graze, he’ll need
to skeedaddle and head for long-term safety.
Damage
Arrow d6p Fame Effects on Scrapes
Knife d3 Even the sturdiest character can get flustered if
Tomahawk d6p+1 faced with a famous opponent. Depending on the
Fame and Reputation of a character, his opponent can
R EPUTATION , F AME AND E XPERIENCE cause nervousness and panic before a gun is even
E FFECT ON S CRAPES drawn. Of course, if the opponents have no idea who
they’re up against, Fame has no effect.
Reputation Effects on Scrapes
Now, if the infamous killer, Mexican Bob, ambushes
Characters of low esteem tend to get rattled and lose a cowboy in a canyon and the cowpoke only sees
their cool when the going gets tough. On the other gunsmoke from behind a rock, he’s not affected by
hand, those deserving of respect are great individuals Mexican Bob’s Fame. However, if Mexican Bob had
that rise to the occasion, however difficult. In the Aces called him out in a saloon, our cowpoke might be
& Eights game, we measure this by Reputation. If shakin’ in his boots.
you’ve read the Reputation section of this book, you
know that Reputation has a great many effects on the A character of Average Reputation suffers a +1
game, one of which is fighting. In gunfights, Speed penalty and -1 Accuracy penalty for every 25
Reputation affects how a character reacts when faced points of Fame he is below his opponent. A character
with her own mortality. If a character has a high of Low or Disreputable Reputation suffers a +2 Speed
Reputation, he’ll stand tall in the face of mortal penalty and -2 Accuracy penalty for every 25 points of
danger. But those of lower Reputation will flee if Fame he is below his opponent. A character with a
winged or wounded. Table 12-3: Reputation Effects on Great or Legendary Reputation, or equal or greater
Scrapes shows just how long a character will stick Table 12-4: Fame Effects on Scrapes
around if wounded in a shootout. Gunfighter w/ Low or Disreputable Reputation
Table 12-3: Reputation Effects on Scrapes Difference in Honor Speed Accuracy
Reputation Wound Sustained Compelled Action 101+ +10 -10
Leave fight 76-100 +8 -8
Disreputable Graze
immediately 51-75 +6 -6
25% or more Immediately seek cover 26-50 +4 -4
Low
HPs lost and flee if shot at again
1-25 +2 -2
50% or more Immediately seek cover
Average Gunfighter w/ Average Reputation
HPs lost and flee if injured again
Character has full choice Difference in Honor Speed Accuracy
Great Any
to stay or run 101+ +5 -5
Character may never 76-100 +4 -4
Legendary Any
run from a fight
51-75 +3 -3
For example, let’s say that Caleb Brown has an 26-50 +2 -2
Average Reputation. In the previous example, we’ve 1-25 +1 -1

202
Fame than his opponent, is never affected by his
C OVER AND V ISIBILITY
opponent’s Fame in a gunfight.
It’s only natural that a right-minded person wants to
Experience take cover while returning fire rather than stand in the
open. There are no modifiers for cover in the Aces &

12: Advanced Scrapes


It’s a well-known fact that slugs of hot lead heading
Eights game. The Shot Clock system handles this
in a body’s direction tend to make folks uneasy,
situation very well without the need for separate
especially so when the man firing the shootin’ iron is in
modifiers. If a cowpoke is standing behind a boulder,
a killing mood. Oft times the difference betwixt living
trough or in a window, simply use a piece of paper to
and dying is the ability of a man to stand firm under
obscure the portion of the Target Silhouette that is
such dire situations. While most never get fully
behind cover and use the Shot Clock overlay normally.
comfortable with being shot at, the edge dulls a bit the
(If you have a download or accessory with scale
more a man gets exposed to such a hazard.
cutouts of various standard items – barrels, troughs,
Specifically, the more times a character has fired on an
windows, doorways, etc. – simply place those over the
opponent that either fired first, fired back or was
Target Silhouette and you’re ready to roll.) If the shot
drawing or otherwise fixin’ to fire back, the better that
hits cover, roll damage as normal and consult
character becomes at keeping his cool under fire.
Table 12-6: Hardness Values.
Table 12-5: Experience Modifiers shows the Speed and
Accuracy disadvantages of inexperience and Table 12-6: Hardness Values
advantages of experience. Note well that to qualify for Range One HP Reduced Per (inches)
a gunfight, the character must have been shot at or be
Timber/wood, hard (oak, etc.) 2”
in real danger of receiving return fire heading in his
direction (such as in a showdown, quick draw, etc.). Timber/wood, soft (pine, etc.) 12”
Sniping from a second story window at a target Iron (e.g., skillet) 8”
doesn’t count as a gunfight unless that target spots the Water (e.g., in a trough) 4”
yellow-bellied shooter and returns fire.
Baled Hay 6”
Table 12-5: Experience Modifiers Sand 2”
Gunfights Survived Speed Accuracy Loam/dirt 2”
0 (green) +4 -2 Clay (e.g., pottery) 4”
1 +2 0 Leather (e.g., saddle) 2”
2 +1 +1 Animal flesh (horse, human, etc.) 12”
3 +1 +2 Bone (man or animal) 2”
4 0 +2 Tin (cans, sign, etc.) 2”
5-6 0 +3 Deduct one hit point from the damage for each inch
7-8 -1 +3 or fraction of an inch of cover material as listed. If the
9-10 -1 +4 damage number drops to 0, the bullet is lodged in the
cover. If the remaining damage of the bullet is greater
11+ -2 +4
than 0, the bullet passes through the cover and if the
shot would have hit the Target Silhouette, injures the
L INE OF S IGHT target in the appropriate location.
A character can only fire on another character if he For example, let’s say that our old buddy Clay Powell is
has a straight line of sight to the target – if a player standing at the edge of a porch, behind a wooden barrel. Some
can pull an unobstructed piece of string or shoot a ornery bandito hiding in the bushes takes a potshot at Clay with
laser pointer between the miniatures then the shooter a rifle, but misses his chest and shoots at his legs instead, hit-
has line of sight and may fire normally. Note that if ting the barrel for 6 damage. The empty barrel is made of hard-
line of sight is obstructed completely or by cover but is wood and is a half-inch thick (remember, the bullet must travel
otherwise straight (i.e., not firing around a corner), the through both sides). Instead of dealing its normal 6 points of
shooter may still take the shot and hope to shoot damage, the bullet deals only 4 (6-1-1) points of damage
through the cover (see “Cover & Visibility”) and/or (assuming it wouldn’t have gone between or around Clay’s legs).
cause the target to duck down or otherwise remain in
Under certain other conditions, a target might be
cover (see “Flinching”).
obscured due to visibility conditions but not otherwise

203
under hard cover. In these cases, the target is simply
harder to see and thus harder to hit. Therefore, the
target receives no physical protection from its
concealment, but the shooter suffers a visibility modi-
12: Advanced Scrapes

fier to his To-hit roll as set forth in Table 12-7: Visibility


Modifiers.
Table 12-7: Visibility Modifiers
Weapon Based Accuracy Penalty
Shooting blind, complete darkness -8
Poor visibility -1 to -7
Weak moonlight, dense foliage,
-7
overcast full moon
Full moonlight -6
Thick foliage, thick curtains -5
Dim lighting, dusk, silhouettes,
-4
heavy shadows, very thick fog
Early dawn, torchlight, fog, thick smoke -3
Dawn, bright lights outdoors at night,
-2
thick haze, smoke
Light Smoke, haze, thin foliage -1

Using the same example as above, let’s say that Clay was Figure 12-3: Missed Shots that might cause Flinching
standing on that porch in the dark, taking a gander at the stars
and musing on his life’s work. The bandito gets a –6 penalty to his head and suffers a Speed penalty to his next non-
Accuracy, because the moon is full, the sky isn’t cloudy, and Clay Movement (see “Movement”) action. Likewise, any
isn’t hidden by any shadows. If Clay’s backlit by a window or time a character is shot, he must check his willpower
open door, on the other hand, he’s no harder to spot than if he by making a Wisdom check modified by deducting one
were in the middle of Main Street at high noon. for every gunfight the character’s been in and further
modified by adding the wound severity/hit points
suffered as a result of the wound.
F LINCHING
The flinching penalty is equal to the number that the
Flinching can occur whenever a character is shot or roll failed by. If the target has cover, the minimum
a missed shot comes close enough for the target to feel flinch time for failure is 5 Counts as he drops behind
or hear the miss. the cover. Further, the ducking character loses line of
These latter instances include the following: sight, any acquired targets and any consecutive shot
• Shots hitting a spur, reins, hat, clothing, saddle, bonus.
gun or other accouterment. For example, let’s say that Theodore “Thee” Wiley and
• Any miss within one pie slice of a hit or graze to Fernando Vasquez had a bit of a dispute that turned into a bit
the head as shown on the shot clock (see Figure 12-3). of a gunfight in the saloon. Fernando takes a shot at Thee, and
Fernando’s player rolls To-hit. He misses, but the bullet passes
• Any miss that hits cover or other hard terrain
within two pie slices of what would have been a hit on the Shot
within two pie slices of a hit or graze anywhere on the
Clock, striking the wall just behind Thee. That sound ain’t
body as shown on the shot clock (see Figure 12-3).
exactly comforting, so Thee has to make a Wisdom check to
A shot that close to a man might give him pause to avoid flinching. His Wisdom’s only an 11, and he’s only been
consider his own mortality. The target’s required to in one gunfight. His player rolls a 13, minus one for the
check his willpower by making a Wisdom check gunfight, for a total of 12. He needed an 11 (Thee’s Wisdom
modified by deducting one for every gunfight the score) or lower, so that means he failed. Thee flinches. He failed
character’s been in (see the “Experience” section for his roll by 1 (12–11=1), so he’s got a +1 Speed penalty to his
more information on what is and isn’t a gunfight). A next non-Movement action. Alternatively, if Thee had any cover
failed result indicates that the target has flinched and to drop behind, he would’ve had to use it, hiding behind it for 5
ducked under cover (if available) or otherwise turned Counts (instead of suffering the Speed penalty).

204
exceptions being when a character is sidestepping or
F ACING
backing up). A stationary character’s front facing is
Clearly, it’s a mite easier to shoot straight ahead than ALWAYS the direction his chest is facing. A character
behind you. It’s also a lot harder to see an opponent suffers both Speed and Accuracy penalties the further
whose stalking at your backside than strolling up to

12: Advanced Scrapes


that character fires from his front facing. Figure 12-4a
your front side. In order to take these matters into and Figure 12-4b: Arcs of Fire defines the specific arcs
account, we’ll need to know which way a given char- of fire. Table 12-8: Firing Arc Modifiers lists associated
acter is facing at a given moment in time. The Facing firing penalties.
rules require miniatures for clean adjudication; with-
out figurines or markers of some sort it becomes much Table 12-8: Firing Arc Modifiers
more difficult. If you don’t use miniatures with your Location Speed Accuracy
game, the GM and/or other players must decide
Firing in Arc B +1 -1
which way a character is facing based on the player’s
stated actions or positioning. Application of the Facing Firing in Arc C +2 -2
rules is the same if miniatures are used or not. Firing in Arc D +3 -5
A moving character’s front facing is almost always Arc A is always in front of the character, so there’s
the direction in which that character is heading (only no particular Speed or Accuracy penalty for firing
there. Likewise, Arc D is always behind the character.
However, the location of Arc B and Arc C vary
depending on the shooter’s weapon hand. For a right-
handed shooter with a pistol, Arc B is on his right and
Arc C on the left. For an hombre with a pistol in his
left hand, Arc B is on the left and Arc C on the right.
Hold your gun hand out in front, and then swing it to
the side. Now swing it to the other side. You’ll find it
easier to aim on the same side as the gun hand.
Of course, if you’re holding a long gun, Arcs B and
C are gonna swap. For a right-handed shooter with a
long gun, Arc B is on his left. For a left-hander with a
long gun, Arc B is on the right. That’s because you’re
stretching the off-hand out to hold the barrel. If you
want to try it, bring up your arms like you’re holding a
Figure 12-4a: Arcs of Fire for a right-handed pistol shooter shotgun in your off-hand and pulling the trigger with
(also applicable for a left-handed rifleman) your main hand. Swing your arms to one side, then to
the other (with your legs and lower body firmly plant-
ed where they are, of course). As you can see, it’s easi-
er to move to the side with the outstretched hand.
For example, Francis Dodger and Wilbur Marshall are firing
shots at each other in the center of Main Street. Wilbur’s shots
are getting pretty close, so Francis decides to run down a side
street, glancing over his shoulder and firing back at Wilbur the
whole time. Since he’s shooting behind himself (in Arc D),
Francis suffers a +5 Speed penalty and a –5 Accuracy penalty.

F ACING AND T ARGET A CQUISITION


Facing also affects the Speed in which a character
can change targets. Depending on a character’s
facing relative to the new target, he suffers a penalty
to his Speed as listed in Table 12-9: Target Acquisition
Penalties.
Figure 12-4b: Arcs of Fire for a right-handed rifleman
(also applicable for a left-handed pistol shooter)

205
Table 12-9: Target Acquisition Penalties Of course, if Francis turns around for a while, then
he has to acquire Wilbur as a target again. On the
Weapon Based Speed Penalty
other hand, if he stays looking at Wilbur, he doesn’t
Acquire new target < 30º from center +2 have to acquire him as a new target, and his Speed and
12: Advanced Scrapes

Acquire new target < 90º from center +4 Accuracy penalties remain the same.
Acquire new target > 150º from center +8
T ACTICAL M OVEMENT
Despite the excitement of an in-your-face show-
down, at some point most characters want to do more
than stand in one spot in a tactical situation. Treat
movement during a shootout or other time-sensitive
situations like discharging a weapon; the character
declares where he wants to move and how fast, then
moves. Of course, each move has a certain amount of
Counts associated with it, as listed in Table 12-10:
Movement Action Rates.

Table 12-10: Movement Action Rates


Action Counts
Drop prone 3 Count*
Crawl/stroll 5 feet/20 Count
Walk 5 feet/10 Count
Jog 5 ft/5 Count
Figure 12-5: Target Acquisition Penalties
Run 5 ft/3 Count
Further, any time the shooter looks away completely Sprint** 10 ft/5 Count
into a different Arc or the target goes out of view and
Halt run/sprint 10’ over a 10 Count
reappears in a different location (such as ducking
behind a water trough and crawling to the other end Change Facing (1 face) 1 Count
before popping back up), the shooter will need to Change Facing (2 faces) 2 Count
re-acquire his target. Change Facing (3 faces) 3 Count
For example, let’s say that Francis Dodger stops running, and Sit/kneel from prone 3 Count
turns to face Wilbur. Now he’s firing in Arc A again (no Kneel/sit from standing 2 Count
additional Speed or Accuracy penalties). Suddenly, Francis
Stand from kneeling/sitting 3 Count
decides to change targets and shoot at Charles Grant instead.
If Wilbur and Charles are standing right next to each other, Pick up dropped weapon 5 Count
that’s all well and good – since Charles is less than 30º from Check weapon: load 10 Count
Francis’ last target (Wilbur), there’s no Speed penalty for Check weapon: working order 20 Count
acquiring a new target. But what if Charles is more than 30º
Dodging lowers Speed by one increment (e.g., Running &
away, on the opposite side of the street? In that this instance, Dodging covers ground as if Jogging)
Francis has to turn his gaze, or even head and body, and look for
* 0 Count when combined with another move on this chart
and acquire his new target. In that case, he suffers a +2 Speed
** 5 seconds max per hour
penalty.
In another example, Francis and Wilbur are on horseback, Obviously, a character can’t sprint from a standstill,
with Francis in the lead and Wilbur in pursuit. Francis turns nor stop on a dime from a full sprint. From a standing
around and aims his pistol at Wilbur – a +8 penalty to Speed position, a character can begin to walk or jog
for acquiring a new target more than 150º from center (in this immediately, but not run or sprint. A walking or
case about 180º). Francis also gets an additional +5 penalty to jogging character can move to a run or sprint. A char-
Speed (+13 total) and a –5 penalty to Accuracy for firing in acter can halt a walk or jog at any time and may halt
Arc D. However, on his second shot, Francis only suffers the +5 a run or sprint over 10 feet and a 10 Count (1 second).
Speed penalty and –5 Accuracy penalty, since he’s already Note that if a character does not have sufficient
acquired Wilbur as a target. room in which to halt his run or sprint (e.g. a wall is in

206
his way), he will still come to a stop – albeit it grace- Table 12-11: Mounted Movement Action Rates
lessly. Running into a solid object requires a Feat of Action Counts
Agility check (vs. d20p). If this is successful, the char-
Walking 5 feet/10 Count
acter only suffers a 10 count penalty. If unsuccessful,
Trotting 5 ft/5 Count

12: Advanced Scrapes


he suffers d6-4 points of damage, incurs a 20 count
penalty and must roll on Table 12-16: Non-Weapon Injury Loping 5 feet/2 Count
Location (p. 212). (Roll 3d20+24 to determine injury Galloping 5 feet/1 Count
location and d6 for Non Weapon Injury Type.)
Turn standing horse 3 Count per facing
Sprinting into a solid object is usually more injurious.
Turn moving horse 1 facing 0 Count
In this case, the character does not receive a Feat of
Agility check to mitigate the impact. He suffers d6-2 Turn moving horse 2 facings 3 Count
points of damage, a 20+d20 count penalty and must Turn moving horse 3 facings 6 Count
roll on Table 12-16: Non-Weapon Injury Location. (Roll Mount horse 20 Count
3d20+24 to determine injury location and d10 for Jump from horse’s back 10 Count
Non-Weapon Injury Type.)
gallop. A walking or trotting horse can stop immedi-
A standing, crawling or walking character can ately. A loping horse may stop after 10 Counts and 5
change facing at any time. A jogging character can feet of movement. A galloping horse can stop only
change one or two facings per move, a running after 20 feet of movement over 40 Counts (10 feet over
character may only change one facing per move and a 10 Counts followed by 10 feet over 30 Counts).
sprinting character may not change facing.
A standing horse can change facing at any time (at a
For example, Miguel Martinez Garcia decides he’s gonna run rate of 3 Counts per face). A walking horse may
down the street and pick up a gun some fool left setting in the change up to 3 facings per 5 feet moved. Horses
dust. His player rolls a d10 for Initiative, getting a 4, and moving faster than a walk may be turned no faster
Miguel’s base Speed is a +3, so he can start walking or jogging than once per second; the turn takes place at the end
when the Count Up reaches 7. On Count 7, he starts jogging of any full second with no prior turn. The degree of
(moving 5 feet per 5 Count). When the Count Up reaches 12 turn varies by how fast the horse is moving.
(7+5), he’s moved 5 feet. Now he can keep jogging or start
running (moving 5 feet per 3 Count). Miguel decides to run. On A trotting horse can turn safely up to 60 degrees
Count 15 (12+3), he’s moved another 5 feet (10 feet total). (one facing) or 90 degrees (one and one-half facings)
with a successful Riding check (failure indicates the
Miguel can keep running or start sprinting (10 feet per 5 horse only turns one facing and requires another
Count). He sees the pistol lying only about 15 feet away and Riding check, failure of the second indicates the rider
knows he’ll have to slow down in a bit, so he keeps running, has been thrown from the saddle).
moving another 5 feet when the Count Up reaches 18. He starts
slowing his run (to halt at 10 feet over a 10 Count), stopping A loping horse can turn 45 degrees (w of a facing) or
on Count 28 almost right on top of the pistol. He kneels down less without penalty, 60 degrees (a full facing) with a
to pick it up, which takes 2 Counts, picks up the gun for 5 successful Riding check (failure indicates the horse
Counts and then stands up again, which takes 3 more Counts. only turns w of a facing and requires another Riding
On 38, he’s standing with the pistol in his hand. It took him check, failure of the second indicates the rider has
3.8 seconds (38 Counts) to run to the pistol and pick it up. been thrown from the saddle).
A galloping horse can turn 30 degrees (one half
T ACTICAL M OUNTED M OVEMENT facing) without penalty or 45 degrees (w facing) with a
Just as soon as a character manages to buy (or steal) successful Ride skill check (failure indicates the horse
a horse, you’ll be needing rules for horse movement. turns one half facing and requires another Riding
Handle mounted movement in much the same way as check, failure of the second indicates the rider has
movement on foot – declare action and, after a certain been thrown from the saddle).
amount of time, your character and mount have
moved. Table 12-11: Mounted Movement Action Rates Table 12-12: Mounted Turns
shows the rates of mounted movement and other Horse Gait Safely Turn up to w/ Riding check can Turn Up to
actions.
Walk Any Any
Horses accelerate slower than humans and must
Trot 60° / 1 facing 90° / 12 facing
move through every gait when accelerating; a horse
must first move at a walk, then trot, then lope then full Lope 45° / w facing 60° / 1 facing
Gallop 30° / 2 facing 45° / w facing

207
A skilled rider can make a special slide-stop maneuver Weapon Injury Location. (Roll a d10 for Non-Weapon
to stop and/or turn a galloping horse faster than Injury Type.)
normal. With a difficult Riding check, a mount going Galloping: The character suffers 1d6 points of
at a full out gallop can stop by gathering its legs under damage from the fall. He must also roll on
12: Advanced Scrapes

it, sliding with its hind legs (hooves still down) while its Table 12-16: Non-Weapon Injury Location. (Roll d8+2 for
forelegs remain moving. The result is a near-complete Non-Weapon Injury Type.)
stop over 3 seconds covering a mere fifteen feet with
Note: For any Hyperextension injury to the back, roll
the horse turned 90 degrees from original position.
a d20. A “1” indicates permanent paralysis. If such
Furthermore, at the horse or rider’s option, the horse
injury is suffered to the neck, roll a d10 with a “1”
can lope right out of the stop without moving through
indicating permanent paralysis.
the other gaits (the decision to move to a lope must be
made immediately and the move continues as normal,
i.e., 2 Counts after the slide-stop is complete the horse M OVING T ARGETS
moves 5 feet in the new direction). Failing the Riding Clearly, moving targets are more difficult to shoot.
check indicates that the rider has been thrown. This truism is reflected in Table 12-13: Target Movement.
Now, what if Miguel Martinez Garcia wants to mount a
horse and get the hell outta town? We saw in the previous example
that he was standing in the street with a pistol when the Count Table 12-13: Target Movement
Up reached 38. Well, let’s say he’s only 5 feet away from a Target Action Accuracy
horse tied to a nearby hitching post. He jogs (moving 5 feet per Crawling/ Strolling -1
5 Count) to the horse, reaching it on Count 43 (38+5=43). It Walking -2
takes him 20 Counts to unhitch and mount the horse, so he’s
Jogging -3
mounted when the Count Up reaches 63. He turns the standing
horse 2 facings (3 Counts each, for a total of 6), so it’s turned Running -4
the way he wants to go when the Count Up reaches 69 Sprinting -5
(63+6=69). Dodging* -2
He nudges the horse into a walk (5 feet per 10 Count), so it’s Mounted Target Action**
moved 5 feet when the Count Up reaches 79. He speeds up to a Walking -2
trot (5 ft per 5 Count), so the horse has traveled another 5 feet
Trotting -4
(10 feet total) when the Count Up reaches 84. Miguel urges the
horse into a lope (5 feet per 2 Count), so it moves another 5 feet Loping -6
on 86 (for a total of 15 feet). Galloping -8
*Dodging adds with other movement types
**Can hit horse – check silhouette for misses
Thrown from the Saddle
Being thrown from a horse can result in a serious There is no Accuracy modifier for moving targets
injury. How serious depends on the speed of the horse. travelling in a direction less than 30 degrees (half a
In all cases, a 30 Count penalty is applied and any facing) directly away from or directly at the shooter.
hand-held items are dropped. Further specificity However, dodging modifies the shooter’s Accuracy
depends on the horse’s gait. regardless of the direction of the moving target.
Furthermore, the Accuracy penalty for a dodging
Walking: The character suffers 1d6-4 points of target compounds with any other Accuracy modifier
damage from the fall but may attempt a Feat of Agility for movement.
[vs. d20] to mitigate the impact. Failing this means
must roll on Table 12-16: Non-Weapon Injury Location. For example, a dodging target (-2 To-hit) moving at a run
(Roll a d6 for Non-Weapon Injury Type.) (-4 To-hit) will provide a combined penalty of –6 to the shooter.
If, in the foregoing example, the dodging runner was running
Trotting: The character suffers 1d6-3 points of directly away from the shooter, the total penalty would only be
damage from the fall but may attempt a Feat of Agility -2 for the dodge. The -4 for running doesn’t count because the
[vs. d20+5] to mitigate the impact. Failing this means runner is moving at less than 30 degrees (a half facing) relative
must roll on Table 12-16: Non-Weapon Injury Location. to the shooter.
(Roll a d8 for Non-Weapon Injury Type.)
Let’s say that Miguel Martinez Garcia (from the previous
Loping: The character suffers 1d6-2 points of damage example) is still riding that loping horse down the street towards
from the fall. He must also roll on Table 12-16: Non- Marshal Cody and the Count is at 86. Marshal Cody already

208
has his gun drawn, so he aims it (4 Count) at Miguel, but and shooting were handled before: declare your action
decides to Fire Deliberately (+4 Speed, +2 Accuracy), so his and it occurs at the time it takes to complete.
shot goes off on 94 (86+4+4=94). In the meantime, Miguel’s For example, Miguel Martinez Garcia (from the previous
horse has started galloping (5 feet per 1 Count), and on 94 he’s example) wants to ride his horse down the street while firing as

12: Advanced Scrapes


already moved 40 feet. He’s passing the marshal, so Cody gets a fast as he can from his six-shooter at Marshal Cody, who’s
–8 Accuracy penalty to hit Miguel. He makes his To-hit roll standing in the street. Let’s assume this gunfight is already in
and adds his modifiers (including the +2 Accuracy for Firing progress, the Count Up is at 94, and Cody has just fired a shot
Deliberately), but he misses. Now, if Miguel decides to shoot at on Count 94 – missing Miguel. Miguel already has his weapon
Cody, Miguel’s penalties will be a little different, since he’s the drawn.
one moving.
He spends 4 Count to aim, plus another 3 because of his
galloping horse (from Table 12-14), and so can fire on Count
C OMBINING M OVEMENT AND S HOOTING 101 (94+7=101). In the meantime, his horse galloped another
Once you’ve mastered the rules for shooting and 35 feet (5 feet per 1 Count), so Miguel’s range modifier may
movement, you’ll naturally want to combine the two. have gotten a little worse (as has Cody’s). When the Count Up
This adds a whole new level of complexity to your reaches 101, he fires a shot at a -3 Accuracy penalty for
Aces & Eights game, so please be certain that you’ve galloping – and misses. Normally he could fire his six-shooter
mastered the shooting and movement rules before once every 5 Count, but because of the 3 Count Speed penalty
using them both at the same time. But don’t be put off for galloping, he can’t fire again until 109 (101+5+3=109).
too much; after practicing these rules a couple of times He moves another 5 feet on 102, again on 103, 104, 105,
most players easily master these as well. Of course, 106, 107, and 108. On 109, he fires again and moves another
combining movement and shooting gives rise to a set 5 feet, and so on.
of new modifiers listed in Table 12-14: Movement The best way to keep track of these two types of
Modifiers to Shooting. actions is separately. Most players find it easiest to
keep a running tally of when their next move occurs
Table 12-14: Movement Modifiers to Shooting and when their next firing action occurs. Whenever a
Shooter Movement Speed Penalty* Accuracy Penalty modifier crops up that affects one or the other, simply
Crawling cannot shoot cannot shoot add the modifier to the next action’s Count number.
Strolling 0 0
Walking +1 -1
M ISHAPS & F AILURES
Jogging +2 -3 pistol/-6 rifle Any time a character rolls an unmodified “1” on his
To-hit roll, his shot automatically misses (if it’s even
Running +4 -4 pistol/-8 rifle
fired at all) and he probably suffers some form of
Sprinting +6 -6 pistol/-12 rifle mishap or failure. To determine the problem, roll a d%
Dodging** +2 -4 pistol/-8 rifle (1-100) and consult Table 12-15: Mishaps and Failures
Mounted Movement located on the following page.
Standing +2 0
Mechanical Failure
Walking +2 -1
Below are the descriptions of the possible mechanical
Trotting +4 -5 pistol/-10 rifle failures for firearms. If the table indicates a result that
Loping +3 -3 pistol/-6 rifle does not affect that type of weapon (for example,
Galloping +3 -3 pistol/-6 rifle broken cylinder rod for a gun without a cylinder), do
not reroll; the shooter got lucky and there’s no adverse
* Movement speed penalties never modify movement actions, only
gunfight related actions. E.g. a character shooting while jogging adds 2 effect for that mishap.
counts to all shooting actions but still covers 5 feet every 5 counts. Buttstock/Grip: The buttstock (rifle or shotgun) or
** Dodging reduces actual distance covered by one step (e.g. running &
dodging covers 5’/5 count instead of 5’/3 count). The dodging penalty is grip (pistol) is badly broken. A long gun with a broken
additive with shooter’s movement penalty seriously impacting firing a buttstock can no longer be shoulder fired or aimed (in
weapon in these circumstances. other words, all shots are hipshots). A pistol with a
badly broken grip cannot be fired.
Since moving and shooting are completely separate
Cylinder Rod: The cylinder will not remain in place
actions, all players need to keep track of their moving
and falls out when the cylinder rod is broken.
and shooting actions separately. This is handled during
Obviously, the gun cannot be fired. There is no effect
the Count Up in exactly the same way as each moving
on guns without cylinders.

209
Table 12-15: Mishaps and Failures Table 12-15a: Mechanical Failures
Result (d100) Mishap/Failure Result (d100) Mishap/Failure
01-02 Consult Subtable 12-15a: Mechanical Failures 01-09 Buttstock/Grip
10-18 Cylinder rod
12: Advanced Scrapes

Ammo Failure
03-10 Dud 19-27 Ejector/Extractor
11-12 Underload, minor 28-36 Hammer
13-14 Underload, major 37-45 Internal part
Blown primer or Overload 46-54 Lever
15
(50% chance of either) 55-61 Loading gate
16-19 Case separation 62-71 Magazine spring
20-21 Incorrect sizing, major 72-80 Mainspring
22-23 Incorrect sizing, minor 81-90 Sight
24 Chainfire 91-100 Trigger
25 Flaming debris Ejector/Extractor: A broken ejector (in the case of a
Gear Failure rifle or most pistols) or extractor (in the case of a
26 Boot/Footgear breaks shotgun) won’t eject spent cartridge cases. A rifle with
27-29 Saddle bag breaks a broken ejector cannot be fired since a casing remains
lodged in the gun. The affected shotgun barrel cannot
30-32 Belt/Holster breaks
be reloaded. A pistol (or revolving rifle) can no longer
33 Holster loosens be fired once out of shots.
34-35 Shirt tears
Hammer: When the hammer breaks, the firing pin or
36-37 Vest rips primer cannot be struck, rendering the gun useless for
38-40 Button pops shooting. Only affects one barrel of a shotgun (most
41-42 Hat torn recently fired).
43-44 Pants tear Internal Part: An internal part breaks preventing the
45-47 Sack/Bag/Parcel breaks gun from revolving or cycling. No effect for shotguns.
Accidental Shots Lever: When a rifle’s lever breaks the action won’t
48-50 Hit bystander cycle and the rifle can no longer be fired. No effect on
pistols and shotguns (or rifles without a lever).
51-53 Shot nearby livestock/horse
54-56 Damage building
Loading Gate: The side of the cylinder remains
uncovered when the loading gate breaks. When the
57-59 Damage tree/cactus
cylinder is uncovered, the cartridges fall out and/or
Fire during draw (d10: 1 graze own jam the cylinder. Only affects revolving guns with
60-63 foot; 2 shoot own foot; 3-10 shoot loading gates.
ground nearby)
Magazine Spring: No effect unless the weapon is a rifle
64-65 Accidental discharge
with a magazine. When the magazine spring breaks,
Hindrance the cartridges won’t load from the magazine and
66-69 Sweat in eyes shooter will have to hand load each bullet.
70-73 Smoke in eyes Mainspring: When the mainspring breaks, the
74-77 Sun/glare in eyes hammer won’t drop and the gun cannot be fired. Only
78-80 Smoke obstructs view affects one barrel of a shotgun (most recently fired).
Clumsiness Sight: Rifle (or target pistol) has a broken sight (no
81-84 Stumble effect for a shotgun or other pistol). Rifle cannot be
aimed or aimed carefully.
85-87 Slip
8-91 Off balance Toplever: Shotgun’s toplever breaks (no effect for rifles
or pistols). Since the action can’t open, the gun cannot
92-94 Distracted
be reloaded.
95-97 Drop weapon
Trigger: The trigger mechanism breaks inside the
98-100 Non-weapon injury
gun, which can no longer stay cocked. The shooter

210
must now manually drop the hammer or fanfire the Underload, Minor: A muffled report lets the shooter
gun (-2 to Accuracy). Only affects one barrel of a know his shot failed to hit the mark because it dropped
shotgun (most recently fired). harmlessly into the dirt due to an underload.
Underload, Major: A major underload has virtually no
Ammo Failure

12: Advanced Scrapes


report and moreover the bullet travels virtually
Below are the descriptions of the possible ammuni- nowhere; it is now lodged in the barrel rendering the
tion failures for firearms. If the table indicates a result gun useless until repaired. Any shooter failing an
that does not affect that type of weapon (for example, Intelligence ability check with a –10 bonus to the roll
incorrect sizing for a pistol or shotgun), do not reroll; will go ahead and fire the next shot. If this happens,
the shooter got lucky and there’s no adverse effect for the gun blasts open (destroying it) and the shooter
that mishap. suffers 1d4-1 damage to the hand. If this results in 0,
Blown Primer: The primer blows off causing gas roll 1d4-1 to the face. If the face result is also 0, roll
and/or debris to shoot back into the shooter’s face. For 1d4-1 to the head. If this results in 0, roll 1d4-1 to the
pistols: The shooter suffers 1d4-1 damage to the face. neck. If the neck result is also 0, consider the dolt
If the face result is 0, roll 1d4-1 to the head. If this lucky. Of course, you have to be dumber’n cowcrap to
results in 0, roll 1d4-1 to the neck. If the neck result is shoot a gun again after a major underload. For
also 0, the shooter escaped a painful mishap. For rifles shotguns, treat this result as a Minor Underload result.
and shotguns: use the same process but replace the d4
with a d6. Gear Failure
Case Separation: The case separates and only the head Belt/Holster Breaks: Buckle breaks dropping belt or
of the cartridge is extracted. The rifle cannot be fired tears at seam (75/25 percent chance of each).
until the case is removed (with a special tool). No effect Boot/Footgear Breaks: Sole or heel partially separates
for shotguns or on additional chambers. or tears from top or cracks (50/50 percent chance of
Chainfire: A chainfire can only occur with a cap and either).
ball revolver or Remington revolving rifle. 1d6-1 Button Pops: Shooter pops a button on shirt, pants,
additional shots fire. The shooter suffers 1d6-1 vest or coat (50/50 percent chance of either).
damage to the hand. Hat Torn: Shooter tears his hat. If not worn, no
Dud: The cartridge or shell didn’t ignite. Apart from effect.
the dead round being in need of ejection, no other Holster Loosens: Holster loosens causing a +2d6 Speed
adverse effects. penalty to any draw attempts. If not worn, no effect.
Flaming Debris: Flaming debris shoots from the Pants Tear: Shooter tears his pants. If not worn, no
barrel, setting fire to any curtains or other flammables effect.
in the area.
Sack/Bag/Parcel Breaks: A sack, bag or parcel rips
Incorrect Sizing, Minor: The cartridge was of the open at the seam, spilling 1-10 percent of its contents
wrong size and the shot was never fired. The gun is per second. If more than one bag, roll randomly. If
now jammed and must be recycled to clear the poorly not worn, no effect.
sized cartridge. No effect for shotguns, pistols or rifles
Saddle Bag Breaks: A saddlebag rips open at the seam,
with cylinders.
spilling 1-10 percent of its contents per second. If
Incorrect Sizing, Major: The cartridge was of the more than one saddle bag, roll randomly. If not worn,
wrong size and the shot was never fired. The gun is no effect.
now jammed and must be disassembled to clear the
Shirt Tears: Shooter tears a seam or pocket on shirt
poorly sized cartridge. No effect for shotguns, pistols
(50/50 percent chance of either).
or rifles with cylinders.
Vest Rips: Shooter tears a seam or pocket on vest
Overload: The bullet or shell was packed with too
(50/50 percent chance of either).
much powder causing it to explode in the barrel or
cylinder (for cylinder-based weapons). The gun is
destroyed and the shooter suffers 1d4-1 damage to the
Accidental Shots
hand. If this results in 0, roll 1d4-1 to the face. If the Accidental Discharge: Shooter accidentally discharges
face result is also 0, roll 1d4-1 to the head. If this into the air or ground.
results in 0, roll 1d4-1 to the neck. If the neck result is Damage Building: Shooter accidentally shoots out a
also 0, the shooter escaped an agonizing accident. window, door hinge, sign, or other building part in

211
field of fire. Randomly determine location, if Stumble: Shooter stumbles. If moving faster than a
necessary. If none available, no effect. walk, he suffers a Speed penalty of +5. If moving at a
Damage Tree/Cactus: Shooter accidentally shoots a run or sprint, the character must succeed at a Feat of
tree, cactus or other plant in field of fire. If none Agility [vs. d20] or fall prone. Shooter incurs -2 to
12: Advanced Scrapes

available, no effect. Accuracy for 5 Counts.


Fire During Draw: Shooter fires during draw (roll a
d10, 1 = graze own foot, 2 = shoot own foot, 3-10 = N ON -W EAPON I NJURIES
shot ground). Disregard if 2nd or later shot and/or the A non-weapon injury occurs when a character suf-
gun was drawn previous to shot. fers a hyperextension, pulled muscle, sprain or twist.
Hit Bystander: Shooter accidentally shoots a First, to determine injury location, roll d% on Table
bystander in field of fire. Randomly determine injury 12-16: Non-Weapon Injury Location.
location. If none available, no effect. Table 12-16: Non-Weapon Injury Location
Shot Nearby Livestock/Horse: Shooter accidentally Result (d100) Location
shoots a mount or livestock in field of fire. Randomly
01-06 foot (right)
determine injury location. If none available, no effect.
07-12 foot (left)
Hindrance 13-19 ankle (right)
Smoke in Eyes: Shooter has smoke in his eyes and 20-26 ankle (left)
suffers a -4 Accuracy penalty for any shots fired during 27-32 knee – right)
the next 15 Counts. 33-38 knee (left)
Smoke Obstructs View: Smoke obstructs the shooter’s 39-44 hip (right)
view of the firing arc he’s shooting in. Any additional
45-50 hip (left)
shots fired that direction in the next 10 Counts are at
a -3 Accuracy penalty. 51-56 wrist (right)
57-62 wrist (left)
Sun/Glare in Eyes: The sun, lamplight or a reflection
temporarily blinds the shooter. He suffers a -10 63-68 elbow (right)
Accuracy penalty for any shots fired during the next 5 69-74 elbow (left)
Counts. 75-80 shoulder (right)
Sweat in Eyes: Shooter has sweat in his eyes and 81-86 shoulder (left)
suffers a -6 Accuracy penalty for any shots fired during
87-93 neck
the next 10 Counts.
94-100 back
Clumsiness After determining location, roll a d10 to learn what type
of injury results
Distracted: Something in the vicinity distracts the
shooter: a bird flying past, someone he knows, a Result (d10) Non-Weapon Injury Type
prostitute calling, whatever is appropriate at the time. 01-03 Twist
Shooter suffers a 5 Count delay. 04-06 Pulled Muscle
Drop Weapon: Shooter drops weapon and must 07-09 Sprain
retrieve it. Roll a d12 for direction (as a clock with 12 10 Hyperextension
o’clock the front facing of the shooter) and a d4 for
distance in feet (penetration rules apply). The following general effects apply to non-weapon
Off Balance: Shooter falls off balance and suffers a injury results.
-2 to Accuracy for 10 Counts. If moving at a run or Hyperextension: A body part bends or extends beyond
sprint, must make a Dexterity check or fall prone. its normal limit to cause bone and/or ligament
Slip: Shooter slips on mud, blood, water, a spilled damage.
meal or whatever else might be nearby. If moving Hyperextension in the back, hips or lower extremities: The
faster than a stroll, he suffers a Speed penalty of 10. character suffers a +5 penalty to Speed for all
Additionally, if moving at a jog, run or sprint, the movement related actions (but not mounted
character must make a Dexterity check or fall prone. movement) for 2d6 weeks.
Shooter incurs -4 to Accuracy for 10 Counts.

212
Hyperextension in the arm, shoulder, neck or back: The Table 12-17: Basic Close Quarters Actions
character suffers a +3 Speed penalty to shooting-related Weapon Based Counts
activities (i.e., not movement) and a -1d4 Accuracy
Attack with Readied Thrusting Weapon 2
penalty for 2d6 weeks. Naturally, if it is an arm or
Attack with Readied Swinging Weapon 4

12: Advanced Scrapes


shoulder injury, he immediately drops any items
carried by that limb. Weapon Ready Speed Recovery Speed
Pulled Muscle: When a character pulls a muscle, one Axe, woodcutting 5 12
or more joint tissues stretch or tear. Bayonet 1 2
Pulled muscle in the back, hips or lower extremeties: The Bottle 2 4
character suffers a +2 penalty to Speed for all
Bowie Knife 1 2
movement related actions (but not mounted
movement) for 2d6 days. Buttstock, pommel 0 2

Pulled muscle in the arm, shoulder, neck or back: The char- Club (table leg, chair, etc.) 2 4
acter suffers +2 Speed penalty for shooting-related Initial Grab 0 2
activities (i.e., not movement) and a penalty of -1d3 to Knife 0 1
Accuracy for 2d6 days. Naturally, if it is an arm or
Long gun, swung 5 10
shoulder injury, he immediately drops any items
carried by that limb. Pistol whip 1 3

Sprain: A sprain is similar to a pulled muscle, but Punch/strike (fist, shoulder, knee) 0 2
with more stretching and tearing – and much more Saber 2 8
painful. Tomahawk 1 3
Sprain in the back, hips or lower extremities: The charac-
To make an attack in close quarter combat, follow
ter suffers a +4 penalty to Speed for all movement
the Shooting Procedure outlined previously, with two
related actions (but not mounted movement) for 1d6
modifications. First, the Target Silhouette for the
days.
defender must be chosen based on the type of weapon
Sprain in the arm, shoulder, neck or back: The character and/or attack made. Thrusting weapons (knife, bayonet,
suffers +2 Speed penalty for shooting-related activities spear, buttstock) use the standard Target Silhouette
(i.e., not movement) and a penalty of -1d4 to Accuracy based on the facing of the opponent (typically directly
for 1d6-1 days. Naturally, if it is an arm or shoulder toward you). If you have additional Target Silhouettes
injury, he also drops any items carried by that limb. (available separately), then use a Target Silhouette
Twist: When a character suffers a twist, he slightly turned 90 degrees (to the side most likely) for hacking
stretches a (non-joint) muscle. weapons (axes, bowie knives, clubs, swung long guns,
Twist in the back, hips or lower extremities: The character etc.). A top view is also possible if the attacker specifi-
suffers a +1 penalty to Speed for all movement related cally states a downswing. Second, there are certain
actions (but not mounted movement) for 1d3 days. new accuracy modifiers and an additional “Defense
Roll” that comes into play here. See Close Quarter
Twist in the arm, shoulder, neck or back: The character Accuracy Modifiers below for more on this.
suffers +1 Speed penalty for shooting-related activities
(i.e., not movement) and a penalty of -1 to Accuracy Ready: Ready indicates the time it takes to move a
for 1d3 days. Naturally, if it’s an arm or shoulder weapon from a relaxed held position to a ready-to-
injury, he immediately drops any items carried by that attack position. For example, holding a club in your
limb. hand is not a Ready position, but holding it drawn
back to your shoulder, ready to swing on some poor
dude, is the Ready position (for a club).
C LOSE Q UARTER C OMBAT
Attack with Readied Thrusting Weapon: It takes
Whether a brawl gone bad, a knife fight, a savage a mere 2 Counts to poke some feller with a readied
attack or some other situation, at some point you will thrusting weapon. Thrusting weapons include all
be faced with the situation of mortal combat in close weapons that you primarily poke people with. These
quarters. Fighting in this manner is resolved in a simi- include fists, most knives, bayonets, spears, grabbing
lar fashion to gunfights. Events still occur over time, people, jabbed buttstocks, etc.
but typically, attacks are much quicker (see Table 12-17:
Basic Close Quarter Actions). Attack with Readied Swinging Weapon: It takes
4 Counts to whack your rival with a readied swinging

213
weapon. Swinging weapons include all weapons that Close Quarter Wounding
you primarily hack, swing or slash at folks. These
Close Quarter Wound damage occurs much like
include clubs, bottles, bowie knives, swung long guns,
with ranged weapons. Each weapon has a range of
axes, pistol whipping, etc.
possible damage just as with guns, but unlike firearms
12: Advanced Scrapes

Recover: Recover indicates the time it takes to move the attacker adds his Strength bonus (or penalty, but
a weapon, whether just swung or jabbed/thrusted, remember that damage cannot be reduced to less than
back to a ready held position. For example, the time it zero). Thus, the stronger the attacker, the more devas-
takes to re-heft a woodcutting axe after taking a chop tating the club hit, the more deep the knife thrust, and
with it is the recovery time (in this case 12 Count). so on.
Now, let’s say that Antonio Juan Julio Miguel Martinez
Close Quarter Accuracy Modifiers pulls out a Bowie knife and stabs the bartender in the back. Ol’
All standard Accuracy modifiers apply, including Antonio has a +1 Strength Bonus (12 Strength), so he deals
those for wounds and range (Accuracy is +8 for under 1d4p+2 points of damage, instead of the standard 1d4p+1.
5 feet). Beyond Accuracy modifiers, two additional
modifiers apply to the attacker’s To-hit roll: the attacker Table 12-18: Close Quarters Weapon Damage
adds his Dexterity Accuracy Modifier and deducts the Weapon Damage Damage (head)
defender’s Dexterity Accuracy Modifier and defense
Axe, woodcutting 2d4p 4d4p
roll. An active defender (that is, one that ain’t simply
standing there unawares or fiddling’ with his firearm Bayonet d6p+1 2d6p
such as reloadin’) gets an active defense roll of a d12 Bottle d3 d6
to deduct from the attacker’s roll. A feller just standing Bowie Knife d4p+1 2d4p
there (a non-active defender) still gets a d8 to roll for
Buttstock, pommel d4p 2d4p
defense to represent the chance that an attacker could
still screw up and miss the fella completely, even Club (table leg, chair, etc.) d6p 2d6p
though he’s got a clean shot. Knife d3 2d3p
Let’s say that Clay Powell is in a saloon, under attack from Long gun, swung d6p 2d6p
Antonio Juan Julio Miguel Martinez, an angry vaquero with a Pistol whip d4 d6
whiskey bottle. It takes Antonio 2 Counts to ready this weapon
and 4 Counts to swing it (as he would a hacking weapon), so it Punch/strike (fist, shoulder, knee) (d4p-2)+(d4p-2) [(d4p-2)+(d4p-2)]x2
takes 6 Count for Antonio’s blow to strike. Both combatants are Saber d8p+1 2d8p
within 5 feet, so Antonio receives a +8 bonus to Accuracy, Tomahawk d6p+1 2d6p
adding a +1 bonus due to his 12 Dexterity score for a total of
+9. Antonio will then roll a d20 and add it to this +9 total, W RESTLING
while Clay rolls a d12 active defense roll and adds his +2
bonus due to Clay’s 14 Dexterity score. Antonio takes the Sometimes one or both opponents may want to
difference and then consults the shot clock. After his attack, it grapple and wrestle rather than shoot, stab or beat.
takes Antonio 4 Counts to bring this weapon up again for another Perhaps one opponent is desirous of subduing the
attack. other, or he might be unarmed and is looking to grab
his opponent’s weapon. In these instances, the attacker
In another example, Antonio takes care of Clay and moves on makes a wrestling or grabbing attack. These are
to the bartender who is looking out the door (away from Clay) resolved the same way as Close Quarter Combat with
wondering when the sheriff will arrive. Both combatants are all grabbing attacks counting as thrusting weapons. A
within 5 feet, so Antonio receives the +8 bonus to Accuracy for result that hits anywhere on the opponent’s Target
range and adds a +1 bonus due to his 12 Dexterity score and Silhouette indicates a successful grab in that location.
adds his d20 roll for a total of d20+9. However, the bartender Any Accuracy penalties for wounds apply to all to-hit
has an 8 Dexterity (-1 modifier) and only gets a d8 since he and contested rolls during wrestling.
can’t see the attack coming for a total of d8+1. Looks like that
ol’ bartender will be nursin’ a wound come morning. For example, Billy Bob Owens gets in a saloon fight
with Chester Hawkins. Chester’s player declares that
Chester draws his pistol. Rather than try to outdraw
Chester, Billy Bob’s player decides that he’s going to
grab for Chester’s gun hand. Billy Bob’s modified
Speed and declared action let him act when the Count

214
Up reaches 3, and on this Count, Billy Bob grabs for Any player in control of a pistol (but not a long gun)
Chester’s wrist. may attempt to discharge it at his opponent once per
Billy Bob’s player makes his To-hit roll as normal, 20 Count while wrestling. If he wants to take this
using the Shot Clock and Target Silhouette. His mod- chance, he’ll need to roll a d6 and consult Table 12-19:

12: Advanced Scrapes


ified roll (deducting a d8 for Chester who ain’t moving Pistol Discharge During Wrestling.
or evading since he’s drawing) and his card draw are Table 12-19: Pistol Discharge During Wrestling
both good, so he successfully grabs Chester’s wrist. Result (d6) Result
Now, these two rascals are wrestling with each other.
1 Cannot discharge
After grabbing an opponent, the attacker can
2-3 Shot discharges ineffectively
attempt to toss him down (except arm results), fight for
a weapon on the body part grabbed, hold him or Shooter may attempt a shot with Shot Clock
4-6
injure him. Each of these requires the attacker to beat but with no Accuracy modifier for range
the defender with a contested attack roll using either
Strength or Dexterity as the basis (attacker’s choice). Billy Bob’s determined to get that gun away from Chester, so
on his next action, he tries to fight for the weapon. Billy Bob’s
To make a contested roll, each player rolls a d20 and
Strength score is 16, and he rolls a d20 for a result of 11, for
adds her character’s relevant ability (either Strength or
a total of 27. Chester, on the other hand, rolls a 14, but his
Dexterity); the higher roll wins, tied rolls (modified) go
Strength score is only 11, so his total is 25. Billy Bob wins
to the defender or otherwise result in a draw, but not a
again, loosening Chester’s grip. When his next action comes up
reroll. The defender may break away from the hold on
(after another 40 Count – 20 for Chester’s action and another
his attack by making a successful contested roll of the
20 until Billy Bob’s next action), Billy Bob can try to get the
defender’s choice. Additionally, the grabbed defender
pistol out of Chester’s hand.
needn’t make a successful grab attempt before making
a wrestling attempt – he’s already locked-in thanks to In the meantime, however, Chester decides to fire the pistol at
his opponent’s grab. The players take turns making Billy Bob while they’re struggling for control. He rolls a 3 on a
contested rolls, each roll taking 20 Counts in time. 1d6, meaning the pistol fires but misses Billy Bob (and Chester
himself, for that matter). Chester can fire or wrestle again in
Chester’s action comes up next, and he decides to
another 40 Count, but Billy Bob’s turn comes before that.
try to slip away from Billy Bob using his Dexterity
rather than muscle his way out with his Strength. Billy Bob still wants that pistol, so now he makes another
Chester rolls a d20 for a result of 8, and adds his 14 d20 roll (with a result of 6) and adds his Dexterity (in this
Dexterity ability score instead of his 11 Strength, for a case, 12) for a total of 18. Chester has a 14 Dexterity, and he
total of 22. Billy Bob only has a 12 Dexterity score, but rolls a 19 for a result of 33. Chester wins, so he keeps control
he rolls a 15, for a total of 27. Chester isn’t going of the gun.
anywhere. Billy Bob still wants that gun, but what Billy Bob doesn’t
If a character tries to grab another armed character know is that was Chester’s last shot; the gun is empty. Chester
and misses, that armed character can go ahead and decides he’s going to try and toss this big oaf down.
shoot but might be delayed if he had to move his gun Toss Opponent Down: To throw an opponent
or body to dodge the grab. If the attacker rolled a 15 down, the attacker needs to succeed at either a
or higher on his grab attempt, that attack forced the contested Strength or Dexterity attack. Success with
armed defender to move about and that armed either throws his opponent down. Success with a
character suffers a +5 Speed penalty to his next attack. Strength-based attack inflicts damage up to a
Fight for Weapon: If the attacker attempts to maximum of the attacker’s damage adjustment (the
wrest control of a weapon from the defender, he needs attacker may choose to inflict less or zero damage on
to succeed in one Strength attack to loosen his oppo- the defender). A tie indicates both opponents fall, but
nent’s grip, then a second Dexterity-based Fight for neither suffer damage.
Weapon attack to grab control of the loosened The sly Chester knows he’s not as strong as Billy Bob, so he
weapon. If the first Strength-based Fight for Weapon decides to use a Dexterity-based attack to toss his opponent.
attack succeeds and the Dexterity Fight for Weapon Chester makes a d20 roll (with a result of 10) and adds his 14
attack fails, the defender must make a standard Dexterity for a total of 24. Billy Bob rolls a 14, adding his 12
Wisdom check or drop the weapon to the ground. Dexterity for a result of 26. Chester’s tossing attempt failed,
Only two consecutive Dexterity-based Fight for and both combatants remain upright.
Weapon attacks will allow either wrestler to gain Injure Opponent: To injure an opponent, the
control of a gun dropped on the ground. attacker needs to make a contested Strength attack.

215
Success injures his opponent in the body part held for Table 12-20: Personal Weapon Modifiers
up to a maximum of the attacker’s damage adjustment Action Speed Accuracy
(the attacker may choose to inflict less or zero damage
Unfamiliar With Weapon +2 -2
on the defender).
Using your weapon 0 0
12: Advanced Scrapes

Now, Billy Bob’s kinda upset that Chester tried to toss him,
and he’s gonna twist Chester’s arm where he’s holding it. Billy Using same weapon model
+1 -1
Bob rolls a d20 and gets a 13, adding his 14 Strength for a as your weapon
total of 27. Chester rolls a 7, and adds his 11 Strength for a Using your signature weapon -1 +1
result of 17. Billy Bob deals 2 points of damage, since his
weapons than those borrowed – perhaps from a fallen
14.23 Strength score has a Damage Adjustment of +2. It hurts,
foe. Table 12-20: Personal Weapon Modifiers reflects this
but Chester ain’t giving up yet.
handicap in game terms.
Hold Opponent: To hold down a cowpoke, the
Unfamiliar With Weapon: Being unfamiliar with
attacker needs to make a contested Strength attack
the way a weapon discharges carries penalties to both
against an already-grabbed opponent. Success
Speed and Accuracy. Any weapon fired by a character
indicates he’s got a firm hold on him. There’s nothing
100 times eliminates this penalty.
stopping more than one or even up to six guys from
trying to hold one man down. They each make a Using Your Weapon: After firing a weapon 100
separate Hold Opponent attack on their turn. Attacks times, the character no longer receives penalties for
are made at +4 for every additional body grabbing or being unfamiliar with it. The character need not
holding the victim (including the attacker). Once held, actually own the weapon; it can be borrowed, for
a feller can only try to break away and nuthin’ more. example. The 100 shots need not be fired in anger;
simply taking a box of 100 shells and practicing
Since Chester’s still fighting, Billy Bob’s gonna try and hold
outside of town will do the trick.
him still. Billy Bob rolls a d20 and gets a 16, adding his 12
Strength for a total of 28. Chester rolls a 5, adding his 11 Using Same Weapon Make and Model as
Strength for a total of 16. Billy Bob wins and manages to hold Your Weapon: While firing a new weapon always
Chester down. causes a penalty, the differences are slimmer in the
case where a character uses the same make and model
Break Away: To break away from one or more
of a weapon that he already fired 100 times. For example,
foes, the held character needs to make a contested
a character that owns a Colt Peacemaker can pull a
Strength attack. Success loosens the hold of the other
different Peacemaker from a dead man’s holster and
guy. If there are several dudes holding one guy he’ll
use that almost as effectively as his own Colt.
have to beat each of them in a Strength attack.
Using Your Signature Weapon: Each character
If Billy Bob’s holding Chester, then Chester can’t attack, but
can make one weapon that he’s fired at least 500 times
he can attempt to break away. Of course, he really needs a good
his signature weapon. He must choose a particular
roll. Fortunately, Chester rolls a d20 for a result of 18, adding
make, model, caliber, etc. Gunmen often become
his 11 Strength to get 29. Billy Bob, on the other hand, only
known for carrying that particular gun, and there’s
rolls a 9, adding his 12 Strength for a total of 21. Chester
good reason for that: a character gains a 1 point bonus
breaks away.
to both Speed and Accuracy when using that weapon.
MORE ADVANCED RULES A character can never change his signature weapon;
once a character chooses a particular gun for this
A DVANCED W EAPON - BASED M ODIFIERS esteemed role, that particular weapon is his signature
Obviously, you can draw different weapons at different weapon forever.
speeds, even within the same category – such as
revolvers. Fast draw pieces with shorter barrels and a D OUBLE - ACTION PISTOLS
quick draw rig draw far quicker than a long barreled This is a new technology recently introduced by Colt
model with a cross-draw holster. The statistics in the and Smith & Wesson. It is present in the following
advanced weapons tables (see Chapter 11: Goods & weapons: Colt 1877 Lightning, S&W 44DA, S&W DA
Services (Firearms)) reflect these differences. Second Model and the S&W Scholfield.
Additionally, certain modifiers are based not on the
Double-action revolvers may be fired in two ways:
weapon and model type, but the actual gun itself.
Variations in manufacturing, care, sighting and feel 1. The first way is single-action; that is, exactly the
cause shooters to be more accurate with their own same as a single-action revolver; the hammer is cocked

216
with the thumb, which indexes the cylinder, and when Table 12-21: Action-Based Modifiers
the trigger is pulled, the hammer is tripped.
Action Speed Accuracy
2. The second way is double-action, or from a Steady Hand (pistol only) +2 +2
hammer-down position. In this case, the trigger first
Fire Deliberately, pistol +4 +2

12: Advanced Scrapes


cocks the hammer and revolves the cylinder, then trips
the hammer at the rear of the trigger stroke, firing the Taking Careful Aim, pistol +10 +3
round in the chamber. Fire Deliberately, rifle +8 +4
There are advantages and penalties to this technology. Taking Careful Aim, rifle +20 +4
It is quicker to fire than a single-action pistol (specifi- Laying Prone +4 +2
cally, the action “Cocking and firing a pointed pistol
Unaware of Opponent +10 —
(2nd+ shots)” presented in Table 12-1: Shooting Actions
improves from 5 counts to 4 counts. However, a double Resting Weapon on solid object — +2
action revolver has a heavier, longer trigger pull, which Resting Weapon on horse (live) — +1
can be detrimental to accuracy (this is reflected in the 2nd shot at same target — +1
range charts for these weapons). 3rd+ shot at same target — +2
Should a gunslinger opt to employ a DA revolver in Second shot in <2sec — -1
SA mode, he must accept a higher count between
Third shot in <2sec — -3
subsequent shots but gains an accuracy advantages
with these firearms. (For game purposes, you may use Fourth shot in <2 sec — -6
the more accurate range chart listed for the Colt Bisley Fifth shot in <2 sec — -10
revolver). Sixth shot in <2 sec — -15

Injuring the shooter disrupts the Taking Careful Aim


A DVANCED A CTION -B ASED M ODIFIERS action; he will have to begin the 1-2 second (10-20
Certain shooter actions can improve or reduce firing Count) action anew if wounded. Likewise, a character
Accuracy as set forth in Table 12-21: Action-Based forced to flinch also loses any careful aim bonus and
Modifiers. must start Taking Careful Aim anew.
Steady Hand: This maneuver involves bringing a Laying Prone: Laying flat allows the shooter to
second hand up to hold steady a pistol held in the brace himself against a surface be it street, hillock or
other hand. A slight loss in Speed is balanced by an rooftop. Such a gunman fires a bit slowly, but increases
increase in Accuracy. A character can only perform a his chances of a successful shot. Additionally, the
Steady Hand action if the second hand is free/empty. shooter presents a much smaller target to his enemies.
This action only applies to pistols.
Unaware of Opponent: If one hombre knows the
Fire Deliberately: Those gunslingers capable of other is there and catches him unawares, it puts such
taking their time in the face of enemy fire, in order to an hombre at an advantage. Or, said another way, the
make their Accuracy more certain, are known as delib- one caught by surprise is at a disadvantage. Any time
erate shooters. Firing Deliberately rewards with an opponent knows a character is there but the target
increased Accuracy those with the guts to stand in is unaware of the opponent, the target character
there and ignore their opponents’ gunshots. Injuring suffers a one second (10 Count) penalty.
the shooter disrupts the Fire Deliberately action; if
Resting Weapon on Solid Object: A shooter resting
wounded, he must begin the 4 Count action anew to
his gun on a water trough, railing, windowsill, dead
gain the Fire Deliberately modifiers. A flinching
horse or other solid object affords himself an Accuracy
character also loses any deliberate fire bonus (or must
advantage. In most instances, such a solid object also
start a new Fire Deliberately action).
has the helpful side effect of affording cover. Resting
Taking Careful Aim: Taking careful aim involves the weapon against the side of a solid object affords
sighting a target for 1-2 seconds while maintaining only half the Accuracy advantage.
relaxed or controlled breathing in order to make the
Resting Weapon on Horse: A shooter resting his
shot count. You cannot combine this action with Firing
gun on a live horse or other creature such as mule,
Deliberately. A man Firing Deliberately can choose
sheep, dog, partner’s shoulder or wounded and
not to shoot and continue aiming to gain the Taking
prostrate individual affords him a small Accuracy
Careful Aim bonus, but only one bonus is thereby
advantage. In most instances, such gun rest also has
obtained (the greater one – Taking Careful Aim).
the helpful side effect of affording cover, at least until

217
the first shot hits. Note that resting across the rib cage damage rolls. Except during character creation, when-
of a living creature provides no bonus, but rather a –4 ever you roll maximum on a die (e.g., 6 on a d6, 4 on
penalty, so take care to use the hind quarters, shoulder, a d4, etc.), you immediately re-roll that die and add
etc. the new die roll total minus one to the previous result.
12: Advanced Scrapes

2nd Shot at Same Target: A second shot at the Furthermore, in the Advanced Penetration Dice
same non-moving or steadily-moving target lets a rules, all dice also penetrate downward, that is,
shooter better home in on his target because he can see whenever you roll minimum on a die (e.g., 1 on a d6, 1
how far off he was and adjust (or keep doing the same on a d4, etc.), you immediately re-roll that die and
thing in the case of a hit). If the target is dodging, deduct the new die roll total minus one from the pre-
moving irregularly or if line of sight is broken (including vious result. This allows for damage results of zero
the shooter flinching or ducking) this bonus does not (minimum; no negative results) in Close Quarter
apply. Combat situations where the attacker has a Strength
3rd+ Shot at Same Target: Each successive shot at damage bonus. Thus, even characters with 18 Strength
the same non-moving or steadily moving target lets a can sometimes injure a foe with a light scratch. One
shooter better hone in on his target, but with a maxi- exception: damage from ranged weapons never
mum advantage at three shots. As with the second penetrates down.
shot, if the target is dodging, moving irregularly or if For example, Theodore Wiley, a strong fella with a +3 to
line of sight is broken (including the shooter flinching damage on account of his Strength, whacks a cowpoke in the
or ducking) this bonus does not apply. head with his rifle for 2d6 points of damage. He rolls a 1 and
Second, etc., Shot in less than Two Seconds: a 4 on the damage dice. This is normally 5 points of damage
Firing more rapidly than one shot every 2 seconds plus another three (3) for his Strength adjustment for a total of
causes inaccuracies due to factors such as fast cocking 8. But since he rolled a 1, he rolls and subtracts a d6-1 (and
and recoil. Failing to take the time to steady a weapon gets a 5 on the die, or a 4 for the d6-1 result), for a total dam-
only increases the problem. age of 4 (8-4). That still smarts but could’a been a lot worse.
Finally, some dice that penetrate use different
A DVANCED P ENETRATION D ICE penetration dice. The larger dice, d20 and d% (or
d100), penetrate with a d6 and d20 respectively.
With Advanced Penetration Dice you follow the
Examples of use of larger dice include rolling To-hit,
same rules for Penetration Dice (given at the end of
Ability Checks and Skill Checks.
Chapter 2: Scrapes) but for all rolls, i.e., not merely

218
L A R EATA Cannons
Use of la reata, or the lariat, works a little differently Most cannons used in the Shattered Frontier hurl
than most other ranged primitive weapons. Like other 12-pound shells, but can also be used for mortars and
primitive ranged weapons, a man has to have skill, grapeshot. An experienced artillery crew can fire a

12: Advanced Scrapes


especially to rope a cow or person. So before a cowboy cannon once per 30 seconds (300 Count). Cannons are
tries to lasso a calf or an opponent, he’ll need to typically used for larger scale military operations and
possess the Rope Use skill at Average mastery (or rarely come into play.
Advanced if on horseback) and then succeed in a skill
check. If successful, he can use the Shot Clock to roll Explosives
his To-hit. But on a 25 or higher, he’s not only Explosives are far more common in the Shattered
successfully hit his mark, he’s caught the body part in Frontier than artillery. Because they are used for
question. mining and other demolition purposes, nitroglycerin
A roped man is considered grabbed and suffers all and dynamite may be found in any mining community.
penalties associated with being grabbed. Two ropers Of course, it’s inevitable that creative hombres will try
working together or a single mounted roper can control to find a way to blow their enemies to smithereens
a roped man, but on foot a contested Feat of Strength using dynamite and possibly nitroglycerin.
check is required to control a roped hombre. Dynamite, having the distinct advantage of stability,
Note: Unlike other ranged primitive weapons, the is clearly the better choice for throwing at a rival. Four
lariat is limited to a maximum range of 30 feet. is the maximum number of sticks of dynamite that can
be thrown any considerable distance. Characters that
insist on throwing nitroglycerin run the risk of detona-
A RTILLERY & E XPLOSIVES tion merely by the act of tossing the explosive (20%
Larger artillery may come into play, especially if a chance). In either case, the tables on the following
military force is involved in the action, although page give the full results and effects of explosives
civilians might also capture or find these weapons. The thrown and detonated near living creatures. For set
typical weapons of this type to turn up in the explosives that happen to detonate at a time when folks
Shattered Frontier are Gatling guns and small are nearby, skip on down to Table 12-23: Explosives
cannons. Shots fired from a piece of artillery may be Damage and Effects.
aimed neither Carefully nor Deliberately; further, all
Determining Location of Hurled Explosives
rounds are considered Hipshot with respect to
Accuracy modifiers. Explosives, in the form of If a hurled explosive (such as dynamite) does not
dynamite and nitroglycerin, are much more common result in a direct hit, you need to know just where that
in the typical town. rascal landed. The distance you’re off when you toss a
stick or more of dynamite depends on your To-hit roll
Gatling Guns (Accuracy) and the distance you are from the target. If
your throw is off by a little bit, and you’re throwing a
The Gatling gun is a ten-barrel rifle that can fire up
short distance, there won’t be much of an effect. On
to 400 rounds per minute under ideal conditions.
the other hand, if you’re throwing a long way, being
Turning a crank revolves the barrels and fires off the
off by just a tad will cause your toss to go far wide. If
shots. Unfortunately, the guns become easily fouled in
you’re off by a lot, whether it’s short or long distance,
action – count all Mishap results of Clumsiness and
you might be in trouble. Table 12-25: Hurled Explosives
Ammo Failure as jams that must be cleared by the gun
Distance Modifiers and Table 12-26: Explosives Distance
crew (taking 100 Counts to clear). Under careful use,
From Target are used together to let you know just how
the Gatling gun fires one shot per 3 Counts, but can be
far off a throw might be. Draw a card and use the Shot
fired as fast as one shot per 2 Counts. In the latter
Clock (laid flat on the table) to determine in which
usage case, all Mishap results count as jams.
direction your toss missed the target.
The Gatling gun operator can change his field of
For example, let’s say that Chester wants revenge on Billy
fire anywhere within his front three arcs of fire without
Bob, and for some reason decides that dynamite is the way to go.
Speed penalty, but the penalty to Accuracy for
Late one night, he spots Billy Bob about 20 feet away,
changing arcs is doubled.
staggering home after a good night of carousing. Chester lights
the fuse and throws the stick!

219
Chester makes his To-hit roll (for explosives, just a d20 plus Table 12-22: Hurled Dynamite Max. Ranges
any Accuracy bonus with no range modifiers), getting a result of
Number of Sticks Maximum Range
12. According to Table 12-26: Explosives Distance From
Target, that means the stick is 7 increments off the target, Billy 1 100’
2 90’
12: Advanced Scrapes

Bob, who’s too darn drunk to even notice.


Chester’s distance modifier for 20 feet is a d3 (see Table 12- 3 80’
25: Hurled Explosives Distance Modifiers again), so Chester’s 4 70’
throw is off by 7d3 feet – in this case, he rolls a 15 for a total
of 15 feet. Chester’s player now places the Shot Clock on the Table 12-23: Explosives Damage & Effects
table in front of himself, visualizing Chester as being off the Distance Cards Damage DIce Special
chart, below the ' quadrant. He now draws a card – 5k, to 3’ 10 d8 deafen, stun, out cold
which means that Chester’s throw is off to the right of the 3’ - 7’ 7 d6 deafen, stun, out cold
target by 15 feet.
to 10’ 5 d4 deafen, stun, out cold
Maximum Distance
to 15’ 4 d3 deafen
Now, a man can throw a stick of dynamite only so
to 20’ 3 d3 deafen
far. That distance is 100 feet. Of course, the more
sticks of dynamite you throw, the less distance you can to 25’ 2 d3
get behind it. Check Table 12-22: Dynamite Maximum to 30’ 1 d3
Ranges to see the full ranges for multiple sticks of
dynamite. Remember, if you throw more than one Table 12-24: Speed of Hurled Dynamite
stick of dynamite, you best tie them together. Finally, Number of Sticks Maximum Range
it’s important to note that any particular toss can go 1 5 feet/count
somewhat beyond the maximum range as a result of 2 5 feet/count
an overthrow, and the results from Table 12-25: Hurled
3 5 feet/2 counts
Explosives Distance Modifiers and Table 12-26: Explosives
Distance From Target. 4 5 feet/2 counts

Explosives Damage Table 12-25: Hurled Explosives Distance Mod.


Once you know the location of the blast relative to a Range Distance Modifier (ft)
person (be they friend, foe or the one that lit/tossed 10’ 2
the explosive), you can determine the damage and any
15’ 1
special effects via Table 12-23: Explosives Damage and
Effects. The procedure works as follows – first, draw the 20’ d3
number of cards indicated on the chart. Second, for 30’ d4
each card that is 10 or higher (i.e., a 10, J, Q , K or A), 40’ d6
roll a damage die as indicated under the appropriate
50’ d8
range (same row as the number of cards drawn).
Finally, determine any special effects as indicated on 60’ d10
the table. 80’ d12
Distance: The distance in feet between the explo- 100’ d12
sive and the victim at the time of detonation.
Table 12-26: Explosive Distance from Target
Cards: Number of cards drawn per stick of
“To Hit” roll Increments Off Target
dynamite (or vial of nitroglycerin) used to determine
wound potential at that distance. 25+ 0 (direct hit)

Damage Die: Die rolled for each wound (as 20-24 1


determined by the cards drawn). 19 2
Special: If a special injury (Deafen and/or Stun) is 18 3
listed then there is a chance that additional special 17 4
effects beyond damage affect the victim as described 16 5
below.
15 6
Deafen: Victim loses all hearing. After one
to 15 7
complete second, a successful Constitution check

220
indicates that hearing has returned. Every succeeding Timing Issues
second the victim may continue to attempt a Dynamite can be set with a wick of varying length.
Constitution check until successful. A successful Demolitions skill check will let a character
Stun: If any of the damage cards drawn were a determine within d3-1 seconds of accuracy how long a

12: Advanced Scrapes


Joker or if two were face cards (including Aces), the wick will burn (50% chance of being off in either
victim is stunned for 2d6 Counts. A stunned character direction). If the character has no competency in this
is dazed, disoriented and otherwise unable to respond area or fails his skill check, roll a d8-1 to determine
to his surroundings. After the 2d6 Counts have ticked how many seconds off in either direction. If the situa-
off, a successful Wisdom check indicates that the tion requires extreme accuracy, follow with a d10-1 to
character is no longer stunned. A failed Wisdom check see how many Counts until the wick burns down (to
indicates that the victim remains stunned for another give tenths of seconds). To determine where and when
2d6 Counts, at which point he may attempt another a stick of dynamite explodes, you’ll have to calculate
Wisdom check — cycling until he succeeds. the duration of the wick, then add the time it takes for
Out Cold: If any of the damage cards drawn were tossed explosives to get to their target. Thrown
a Joker, or were an Ace plus a face card, or three were dynamite travels at the rates set forth in Table 12-24:
face cards, the blast knocks the victim unconscious for Speed of Hurled Dynamite.
2d6 seconds. After the 2d6 seconds have ticked off, a Now, how did Chester figure just how long that
successful Constitution check indicates that the dynamite fuse would burn? First he made a successful
character recovers to being merely stunned (see Demolitions skill check, so he knew within d3-1
above). A failed Constitution check indicates that the seconds (in this case, 1 second or 10 Count) how long
victim remains out cold for another 2d6 seconds, at it would take for the fuse to burn down. On the other
which point he may attempt another Constitution hand, if he had failed that skill check, he might have
check and so on. been off by a d8-1 seconds.
Well, as we saw in that last example, ol’ Chester’s throw was We also know how long it took that there dynamite
15 feet off to the right of Billy Bob. To figure out if that was to reach Billy Bob. Since Chester only threw one stick,
close enough to do any damage, Chester’s player consults Table it traveled 5 feet per Count (tenth of a second), for a
12-23: Explosives Damage & Effects and sees that he needs to total of 20 feet in less than a second. If Billy Bob had
draw four cards. These end up being a 2, 4, 7 and an Ace. Since noticed Chester or the dynamite before it went off, he
only one of these cards (the Ace) equals 10 or more, he only might have tried to move away before the explosion, or
needs to roll one damage die. Checking that same table, we see maybe even tried to shoot the stick outta the air.
it’s a d3. He rolls, and gets a result of 2, so Billy Bob only Shooting Dynamite
takes 2 points of damage (from the explosion or the fallout of
Putting a bullet through a stick of dynamite is another
debris).
good way to set it off. For those attempting this type of
However, checking that table again, we see there’s also a result shot on purpose, it takes a keen eye and a steady hand
of “Deafen.” Billy Bob loses all hearing for one complete – you’ll need a 25 on your modified To-hit roll to hit a
second (10 Counts). Billy Bob needs to roll a successful stick of dynamite with a +1 bonus To-hit for every 3
Constitution check each 10 Count. When he succeeds, his additional sticks. If the dynamite is in mid- flight such
hearing returns. as it being tossed in your direction, that 25 To-hit roll
is further modified as if it were a target that’s running
and dodging (so if it’s thrown directly at you, the
running modifier won’t apply, but the dodging will).
Back to our example with Chester and Billy Bob, let’s say that
Billy Bob had tried to shoot the dynamite out of the air before it
reached him. He’d need to get a 27 on his To-hit roll (because
of the –2 dodging modifier) to hit that 25. None too likely,
especially since Billy Bob’s three sheets to the wind, but it’s
possible.

221
7, 8, 9...
D ETAILED E XAMPLE OF A G UNFIGHT
On 10, Gabe stands and draws (keeping secret that
Gabe Smith and the vaquero across the table stared
he plans to hipshoot at Rodrigo’s chest). Standing up
down at the two hands of cards – and the two Aces of
from the table takes Gabe 3 Counts, and drawing his
spades! Looking up, Gabe saw the expression on the
12: Advanced Scrapes

pistol takes 5 Counts, so the pistol will be drawn on 18


vaquero’s face, and he knew – there was no talking his
(10 + 3 standing + 5 drawing = 18). Aiming it
way out of this one.
normally takes another 4 Count, but Gabe decided to
The following example of play assumes only two hipshoot instead (0 Counts, but a –4 to Accuracy).
players (for simplicity’s sake, though there are usually Gabe’s pistol will discharge when the Count Up
more). Their characters are Gabe Smith and the reaches 18 (18 + 0 hipshooting = 18).
vaquero (Rodrigo Baca Guitierrez), respectively. As we
11, 12, 13, 14, 15, 16, 17...
enter the action, the players have just finished a hand
of poker, and Gabe has been caught cheating. Each On 18, Gabe chooses to hipshoot, aiming at
character’s basic statistics are as follows: Rodrigo’s chest. Gabe’s player places the Shot Clock
on the Target Silhouette, centering the bullseye on the
Gabe Smith: hp 21; Spd +4, Acc +2; Str 12.24, Int
chest (since that’s where he declared he was aiming).
12.48, Wis 10.64, Dex 13.65, Con 11.71, Cha 11.14;
Gabe rolls a d20 “To-hit” for a result of 19, adding his
Lks 9.19; Rep 11 (Low), Fame 0; Weapons Colt Bisley
base +2 Accuracy, -4 for hip shooting and a +8 for a
.45 caliber 52” barrel revolver (draw 5, aim 4, d6+1 range within 5 feet (they are 3 feet apart), getting a
body, 2d6 head, 6 shots); Colt 1868 shotgun (draw 10,
total of 25. The shot hits directly where Gabe aimed
aim 4, d4 body, 2d4 head, 2 shots) on horse; Gunfights
at Rodrigo’s chest, dealing d6p+1 points of damage.
1 (+2 Speed, +0 Accuracy already factored in)
He rolls a “1” on the die resulting, in this case, in 2
Rodrigo Baca Guitierrez: hp 25; Spd +1, Acc points of damage (1+1=2). The damage is slight.
+6; Str 11.73, Int 16.41, Wis 12.19, Dex 14.39, Con
Checking the wound severity table (Chapter 13) for
11.12, Cha 10.67, Lks 11.69; Rep 13 (Low), Fame 0;
the chest reveals that such a light wound has no severe
Weapons Colt SAA .45 caliber 4w” barrel revolver effect on Rodrigo, and since the wound damage total
(draw 5, aim 4, d6+1 body, 2d6 head, 6 shots); equaled less than half the number of total gunfights
Winchester 1863 .38 caliber rifle (draw 10, aim 4, Rodrigo has been in (5), he receives no delay penalty
d6+1 body, 2d6 head, 15 shots) on horse; Gunfights 5 to his actions. However, since this wound dealt damage
(+0 Speed, +2 Accuracy already factored in) – a loss of less than 25% of his hit points – Rodrigo
suffers a +1 Speed and –1 Accuracy penalty to shoot-
Since a gunfight is about to erupt, the players must ing actions until the wound is healed (this penalty does
declare actions in order of lowest Wisdom (Gabe 10) to not apply to movement). Because these penalties take
highest Wisdom (Rodrigo 12). Gabe’s player declares place immediately, it delays Rodrigo’s current shot
Gabe will stand and draw, then Rodrigo’s player from firing when the Count Up reaches 22; he will
declares that Rodrigo will also stand and draw. By now fire on 23.
simply declaring “drawing”, each can decide later if On 19, Gabe declares he’s going to walk backwards
he’ll hipshoot, aim, fire deliberately, etc. from the table (and Rodrigo), and fire again. His pistol
Now, both Gabe and Rodrigo’s players need to roll a is already drawn, but he will bring it to bear (4 Count)
d10 for Initiative and add their base Speed. Gabe rolls while starting to walk towards the open door. His
a 6, adding +4 Speed for a total of 10, and Rodrigo pistol should then be brought to bear on 23 (19 + 4
rolls 5, adding +1 Speed, for a total of 6. At this point, aiming = 23). It takes 10 Count (one second) to walk
the Count Up begins. back 5 feet, so Gabe will have moved 22 feet on 24,
1, 2, 3, 4, 5... and the rest of the way on 29. However, walking adds
a +1 Speed modifier to aiming his weapon, so he can’t
On 6, Rodrigo can act. Rodrigo stands up from his fire his pistol until 24 (23 + 1 walking penalty = 24).
seat at the table (3 Count) and draws his pistol (5
Count), so the pistol will be drawn on 14 (6 + 3 stand- 20, 21, 22...
ing + 5 drawing = 14). Bringing it to bear (aiming) On 23, Rodrigo has his revolver aimed and cocked,
takes another 4 Count, but Rodrigo also wants to Fire and he fires. Rodrigo’s player places the Shot Clock
Deliberately (another 4 Count, but a +2 to Accuracy), overlay on the Target Silhouette, choosing to place the
so his shot will go off when the Count Up reaches 22 bullseye on Gabe’s face. He rolls his To-hit, and gets a
(14 + 4 aiming + 4 Fire Deliberately = 22). result of 1 on the die. Uh-oh – that’s not good.
Because he rolled that 1, Rodrigo’s shot automatically

222
12: Advanced Scrapes
misses and he potentially suffers some form of mishap. –1 Accuracy from firing 2nd shot in less than 2
He rolls percentile dice (a d100 or 2d10) on Table seconds, he gets a total of 13 – a miss. His pistol still
12-15: Mishaps and Failures, and gets a 53, which lists pointed at Rodrigo, Gabe decides that he’ll continue
“Shot nearby livestock/horse.” Since both characters to back towards the door, rather than stop and do
are inside a saloon, it seems that the shot must have something else. He can fire again on 30 (24 + 5 cock-
gone out the window and struck a horse hitched up ing and firing + 1 walking penalty = 30). (While his
outside. Still, the embarrassed Rodrigo decides to keep weapon is brought to bear on Rodrigo, he doesn’t need
firing. He has to spend the next 5 Counts cocking his to add the 4 Count for aiming.)
pistol for a second shot, and his wound adds a +1 25, 26, 27, 28....
penalty, so he can’t fire again until 29 (23 + 5 cocking
On 29, Rodrigo’s next shot fires. Rodrigo’s player
and firing + 1 wound penalty = 29).
puts the Shot Clock over the Target Silhouette,
Note: At this point, a GM might secretly decide that deciding to place the bullseye on Gabe’s face. He only
it’s a possibility that either Gabe or Rodrigo’s horse rolls a 9, but with his +4 range modifier, +6 Accuracy,
was the one that got shot. He may determine this +1 Accuracy for 2nd shot at same target, –1 Accuracy
based on where the players stated they tied up their from the wound and –1 Accuracy for 2nd shot in less
horses, or with a random die roll. In any case, it’s not than 2 seconds, gets a total of 18. (Since Gabe is
something that Gabe or Rodrigo will be aware of until facing him, and moving directly backwards, Rodrigo
they go outside, or have it otherwise made known to does not receive an Accuracy penalty for shooting a
them. moving target.)
On 24, Gabe fires at Rodrigo. He places the Shot Rodrigo draws another card, getting a 2'! Looks
Clock over the Target Silhouette, deciding to center like he’s hit Gabe’s left shoulder – too bad it’s not his
the bullseye on Rodrigo’s chest. He rolls an 8, and with firing arm. Rodrigo’s player now rolls the damage to
his +4 range modifier (between 5-10 feet from the shoulder (d6p+1), getting a 3 for a total result of 4
Rodrigo), +2 Accuracy, +1 Accuracy for 2nd shot at (3+1=4)!
same target, –1 Accuracy from walking, and additional

223
Gabe immediately loses 4 hit points, and his player his horse and just riding away, but he knows that doing
checks the Wound Severity table to see the effect of so will take some time, and likely get himself shot in
this hit. In the “Shoulder” table, by the number 4, he the back. Instead, Gabe decides to drop his empty
sees that Gabe must make a Strength check or fall pistol and take 10 Count to draw his shotgun from its
down and drop all the items he’s holding (in this case, holster on the horse’s back. He will have it drawn
12: Advanced Scrapes

his pistol). Since Gabe’s Strength score is 12, he must when the Count reaches 50 (39 + 10 drawing + 1
roll a 12 or lower on a d20. Fortunately, he rolls a 9, so wound penalty = 50).
Gabe is still up. 40, 41, 42, 43, 44...
Because this wound caused hit point damage (a total On 45, Rodrigo is in line with the saloon doorway.
loss of less than 25% of his hp), Gabe suffers +1 Speed It’s about 2 more feet to the door itself, so Rodrigo
and –1 Accuracy penalties to shooting actions (not decides to change facing towards the doorway (1
movement) until the wound is healed. Since his move- Count) and keep jogging those 2 feet (since jogging
ment is unaffected, Gabe will still finish his current moves at 1 foot per Count) until the Count reaches 48
movement on this count. However, he cannot fire (45 + 1 facing + 2 partial jogging = 48).
again until 31, not 30 (24 + 5 cocking and firing + 1
walking penalty = 30, but 30 + 1 Speed penalty from 46, 47...
wound = 31). On 48, Rodrigo decides to stop, and finds himself
Meanwhile, Rodrigo readies himself to fire again on standing in the open doorway (not the smartest move
35 (29 + 5 cocking and firing + 1 wound penalty = 35). he could have made). Looking out, he sees Gabe draw-
ing his shotgun. Rodrigo decides to use the saloon wall
On 29, Gabe completed his movement – putting him for cover, so he takes one step to the side (figuring 4
10 feet from Rodrigo – with the door directly to his Count to walk sideways 2 feet), where he will only be
right. This is fortunate for Gabe, as he’s just realized visible to Gabe if he shows himself. Rodrigo will then
that he only had two bullets left in his pistol when the be completely concealed when the Count Up reaches
poker game began. It’s empty! Gabe’s player now 52 (48 + 4 walking = 52).
holds Gabe’s actions and lets a few Counts slip by (the
dummy) while deciding whether to flee or dive into 49...
close quarter combat. Finally, he decides that it’s time On 50, Gabe has drawn his shotgun. He now
to get out of here, so he takes 1 Count (33) to change decides to aim it towards the open door, in case
Gabe’s facing towards the door. Rodrigo comes outside. This takes another 4 Count to
On 34, Gabe starts jogging out the open saloon door bring it to bear on the center of the open doorway, so
towards his horse (since he cannot start at a run), Gabe’s shotgun will be brought to bear on 55 (50 + 4
moving 5 feet every 5 Count. He will have moved 5 aiming + 1 wound penalty = 55).
feet when the Count Up reaches 39 (34+5=39). 51...
On 35, Rodrigo’s player places the Shot Clock over On 52, Rodrigo’s player declares that his character
the Target Silhouette. However, because Gabe is will peek around the wall, bring his gun to bear and
facing sideways, in relation to his enemy, Rodrigo’s fire on Gabe (4 Count), then duck back in for cover.
player now uses the appropriate profile Target His revolver is still drawn, so his shot will fire when the
Silhouette. He decides to place the Shot Clock on Count Up reaches 57 (52 + 4 aiming + 1 wound penalty
Gabe’s chest. He rolls a 13 on a d20, and with his +4 = 56). As he does so, he naturally sees Gabe aiming his
range modifier, +6 Accuracy, +2 Accuracy for 3rd+ shotgun at the doorway, but decides to remain where
shot at same target, –3 Accuracy from shooting a mov- he is, hoping that his luck will hold out (and that none
ing target and –3 Accuracy (3rd shot in less than 2 of Gabe’s shotgun pellets will strike his exposed face
seconds) gets a result of 19. He now draws a card – the and gun hand).
Ace ;! Normally that would be a great shot, but with Also on 52, Gabe sees Rodrigo, and decides to bring
Gabe turned sideways, Rodrigo didn’t have a very his shotgun to bear on Rodrigo’s exposed chest.
wide target. It’s a miss. However, this re-aiming means that Gabe’s shot will go
Rodrigo now decides to chase after Gabe. He starts off on 57 (52 + 4 aiming + 1 wound penalty = 57).
at a jog, and will be in line with the doorway (10 feet 53, 54, 55, 56...
away) by the time the Count Up reaches 45 (35 + 5
On 57, both shots fire simultaneously. Note that
jogging + 5 jogging = 45).
since Gabe and Rodrigo formerly lost sight of each
36, 37, 38... other and had to re-acquire their targets in new loca-
On 39, Gabe has jogged 5 feet, and reached his tions, they treat each other as new targets, meaning
horse (tied up just outside the saloon door), while that Gabe and Rodrigo no longer receive Accuracy
Rodrigo is still inside. Gabe briefly considers mounting bonuses for 2nd or 3rd+ shots at the same target.

224
Rodrigo’s player puts the Shot Clock over the Target Since Gabe was less than 5 feet from Rodrigo when
Silhouette, deciding to center the bullseye on Gabe’s he fired, he checks the range on the Shotgun Shot
face. He rolls a d20, and gets a 20! Using the Clock and sees that for ranges within 10 feet, he counts
Advanced Penetration Rules, we know that Rodrigo’s all twelve pellets on the Shot Clock that are within that
player must now roll a d6, and add the new die roll range. Gabe’s player counts one on the neck and ten

12: Advanced Scrapes


total minus one to the previous result. He rolls a 4, so on the chest, plus another pellet that missed Rodrigo
his final “To-hit” result is 23 (20+4-1=23). Adding in and bit into the saloon wall.
his base +6 Accuracy, +8 Accuracy for range (within 5 Gabe’s player then rolls d4p damage for each of the
feet) and –1 Accuracy from the wound, Rodrigo’s total eleven pellets that struck. For the neck, he rolls a 3. For
is 36 (23+6+8-1=36)! That’s a hit dead center where the ten in the chest, he rolls 1, 1, 1, 2, 2, 2, 3, 3, 4 and
he aimed! Rodrigo’s player now rolls the damage dice 4 for a total result of 23 points. However, since he
(2d6 for head/face shots), getting a 2 and 3 for a total rolled the maximum on two dice (4 on a d4), he follows
result of 5 (2+3=5)! the penetration rule. He must now re-roll those dice
Gabe immediately loses 5 hit points, and his player and add the new die roll total minus one to the
checks the Wound Severity table to see the effect of previous result.
this hit. In the “Face” table, by the number 5, he sees On these penetration re-rolls, however, he gets
that Gabe’s Dexterity temporarily drops by 3 points results of 4 and 4 again, for 3 (4-1=3) and 3 (4-1=3)
(from 13.65 to 10.65). Because Dexterity is a key com- more points – a grand total of 29 (23+6=29).
ponent of both Speed and Accuracy, he recalculates However, even though those rolls only dealt 3 points of
his base Speed and Accuracy, which are now Speed +5 damage, the actual rolls were 4s, so penetration applies
and Accuracy +1 until this wound is healed. and he has to roll them again.
Gabe must also make a Constitution check else he’ll This time he rolls a 2 – and another 4! That’s 1 more
fall prone and drop all held items (in this case, his shot- point of damage for the first d4 (2-1=1), and 3 more
gun). Since Gabe’s Constitution score is 11, he must (4-1=3) for 33 total (29+1+3=33). He follows the
roll an 11 or lower on a d20. Unfortunately, he rolls a penetration rule and rolls the d4 again, getting a 1 –
16, so Gabe falls down and drops his shotgun. Of no additional damage (1-1=0; a wound always does at
course, since both Gabe and Rodrigo fired simultane- least 1 point of damage, but penetration is merely
ously, Gabe’s shot was already hurtling through the air additional damage, so a zero is an acceptable result).
towards Rodrigo, so these penalties and problems That’s a total of 34 points of damage (33+1=34) just
don’t affect that shot. to the chest!
Gabe’s player chose to fire one shotgun barrel at the It’s already clear to both players that the shotgun
visible area of Rodrigo’s chest. However, since blast will kill Rodrigo, but Gabe’s player is determined
Rodrigo was partially protected by the wall, Gabe first to know every last point of damage dealt, so he decides
puts down a piece of paper over the Target Silhoutte, to check if that last pellet (the one that struck the wall)
covering up the equivalent amount of Rodrigo’s body hit Rodrigo. The GM decides that the walls of this
that the players agree was behind the wall. He now cheap saloon are made of hardwood planks only 2”
puts the Shot Clock over the Target Silhouette, center- thick. According to Table 12-6: Hardness Values, this type
ing the bullseye on Rodrigo’s chest. This time, he rolls of wood reduces 1 hp per 2” of thickness. Gabe now
an 11. He receives his base +2 Accuracy bonus, along rolls a d4 to determine the damage deal by this pellet,
with a +8 bonus for range and a –1 wound penalty, for and gets a 3. The wood absorbs 1 point of damage, so
a grand total of 20. Gabe now draws a card to deter- Rodrigo suffers 2 more points (3-1=2) to his chest from
mine the center of the shotgun blast. He gets the 5;, the pellet that passed through the wall.
and now places the center of the special Shotgun Shot
Clock on top of the hit location (the crosshair where Since Rodrigo suffers a total of 36 points of damage
the 20 line intersects the 5; line). Of course, since from a close range shotgun blast (more hit points than
every shotgun blast is different, he now draws another he possesses), he dies as the pellets rip into his body.
card – in this case, the 2l. His lifeless corpse falls into the open doorway, striking
the ground with a sickening thud.
He then rotates the Shotgun Shot Clock so that the
2l line is pointing directly up, keeping the center of Fortunately for Gabe, he’s down but not out. Once
the dispersal pattern on the center spot determined on he staggers to his feet, he might be able to ride out of
the standard Shot Clock. To make the Shotgun Shot town before the local lawman (or members of
Clock easier to read, he removes the standard Shot Rodrigo’s gang) arrive. And Gabe’s day had started
Clock and determines the dispersal diameter based on out so well…
range.

225
13: Wounds & Healing

Healing Time .........................................................................................226 Wound Effects Tables ...............................................................232 - 243


Infections .................................................................................................227 Diseases....................................................................................................244
Specific Injuries.....................................................................................228 Poisons ....................................................................................................248
Severe Wounds ......................................................................................229
“Listen up, partner. There’s nothing scarier to a cowpoke than the rate of healing depends on how badly your character
getting shot up in a gunfight. It can hurt as bad as having a brand- is hit.
ing iron stuck to your backside, but pain has a way of fading over Any wound your character takes will heal in a number
time. The dangerous part is that those holes in your belly tend to of days equal to the damage the wound caused. You then
fester. It’s a darned lucky man that can live the rest of his natural get one hit point back and the wound drops to the next
days with a big ol’ chunk of lead where it ought not to be. lowest severity. A 4 hp wound will take 4 days of rest to
Now, I hope my cautionary tale ain’t put you off any. Getting become a 3 hp wound. After 3 more days of rest, another
shot is bad, no doubt ‘bout that. But letting a man herd you like hp is regained and the injury become a 2 hp wound.
some longhorn steer just ‘cause you’re too plumb yellow at the For example, let’s say that Texas Pete gets shot up by a bunch o’
thought of him putting a bullet in your cowardly guts is a lot worse. banditos. He takes three wounds in that scrape. First, he takes a 3
If you think like this, you ought to have stayed back in Connecticut hp wound to the arm. Second, a 5 hp wound to the thigh and,
and been happy to work dawn to dusk in some factory instead of lastly, a 1 hp wound in the hand.
breathing the free open air with the rest of us.
Now, Pete manages to make it back to a town with just enough
Anyways, only the most mule brained among us is going to let a Mexican silver to hole up in a friendly little establishment – with
bad wound fester. That old sawbones may be a drunk and all, but plenty of pretty ladies to wait on him. Pete needs to recuperate for
I’d sooner raise with a pair of deuces than trust my doctoring skills six days on account of the hit to his arm (3 hp; so a factorial of
over his. Heck, he might have learned his trade in the War. I heard 3+2+1, or 6), fifteen days for the hit to the thigh (5 hp; so
tell that plenty of them soldiers that got shot up lived to see their kin 5+4+3+2+1 = 15), and one day (1 hp; so just one day) for the
again. ‘Course, I ain’t met one personally. hand. Of course, since all the wounds heal simultaneously, Pete
See, them little nicks and scratches you might get ain’t nothing to should be completely healed in fifteen days.
soil your britches over. Darned near everyone gets a cut now and You don’t use penetration rules for healing.
again, and you don’t see all of them keeling over. It’s the serious
wounds you have to pay attention to. Now, if you’ll just sit here a Healing and Hit Points
minute, I’ll tell you a little more. Heck, it might just keep you from
ending up in a pine box…” As you’ve seen, the nasty part about wounds is that the
more severe they are, the longer they take to heal. Any
hooplehead can understand that. What isn’t so apparent
H EALING T IME is the rate at which they heal. Wounds take a number of
It’s been said that time heals all wounds, and there’s days equal to their severity to mend and to become, in
certainly truth to that, particularly in the Shattered effect, a wound of one less severity. A severity 5 wound,
Frontier. Assuming your wounds don’t get infected (more after five days of recuperating, would become a severity
on this below), they’ll heal up in due course. Of course, 4 wound, and any penalties associated with the original
injury then change to those associated with a severity 4

226
wound. While this may entail an extended period of adjustments are listed under “Constitution” in Chapter
downtime for characters suffering grievous injuries, you 4: Ability Scores.
can take comfort in the fact that your wounds heal For example, a character sustains a 4 hp wound. Ordinarily, this
simultaneously. would take 4 days to recover the first hp, then 3 days for the second,
For example, let’s return to the aftermath of Pete’s encounter with 2 days for the third and another day for the last point, for a total
the banditos. The next day after gettin’ shot, his hand was of 10 days. If he had a 17 Constitution, the time to recovery each
completely cured, it being a lowly 1 hp scratch. Two days later point is reduced by 2 (with a minimum of 1 day). He therefore
(three days total), his arm gets a bit better, dropping from a 3 hp takes 2 days to regain his first hp (4-2=2), 1 day for the second
wound to a 2 hp wound. Two days later (five days total), his 2 hp (3-2=1), and 1 day for each of the remaining 2 points (since no
wound drops to a 1 hp wound, and the next day it drops by 1 hp to step can be reduced in time below 1 day) for a total of 5 days to
0 hp (healed). recuperate.
Same goes for the thigh. Five days after the initial injury, his Conversely, if he had a 4 Constitution, 2 days would be added
5 hp wound drops to 4 hp, and the movement penalty he suffered to each step. He would have to rest for 6 days (4+2) to recover the
went away – letting him catch the ladies he’s been chasing. Four first hp, 5 for the second (3+2), 4 for the third (2+2) and another

13: Wounds & Healing


days later (nine total), the 4 hp wound becomes a 3 hp wound, and 3 to regain his last point (1+2). His total recovery time for an
his Dexterity penalty disappears. identical wound is 18 days.
At this point, Pete figures he’d best head out as his silver is
runnin’ short, so he heads out on the trail. Three more days (twelve Nursing
total) and his thigh wound drops to 2 hp. Two days later (fourteen Proper nursing is essential to ensure that any injuries
total), his thigh injury becomes a 1 hp wound and the following heal in the quickest time possible. Foregoing nursing will
day, it’s completely cured. Now, fifteen days later, Pete’s in prime cause wounds to heal more slowly. In game terms, add
condition and ready to head down to Chihuahua in search of one day to the total for each hit point recovered. For
revenge. example, an unnursed 3 hp wound takes 4 days to
These rules for healing assume optimal conditions. recover the first point, 3 days to recover the second and
Particularly severe wounds, lack of proper nursing, an additional two days before the injury is completely
infections and ancillary wound effects all serve to compli- healed.
cate matters making recovery a more tenuous affair.
I NFECTIONS
Bleeding Damage and Healing T ime Infections are a frequent side effect of bullet wounds
Certain wounds may have an additional effect of severe and particularly common to injuries caused by edged
bleeding, internal bleeding or internal hemorrhaging. All weapons such as knives, axes and arrows. Many more
of these have the potential to cause additional hit points soldiers died of infected wounds than of the original
of damage. injury, during the War of Southern Independence, so
In so far as healing time is concerned (assuming, of properly treating an injury can mean life or death.
course, that the character has not bled out), the additional For any serious wound sustained, a character must
bleeding damage is counted as a separate and distinct make a Constitution check known only to the GM (or
wound from the injury that caused the bleeding to occur. other players if playing without a GM) to ascertain if the
For example, Joshua Smith suffers a 4 hp wound in the abdomen wound has the potential to become infected. The base
and fails his 1⁄2 CON check. He incurs an additional 4 hp of number to roll under is the character’s Constitution.
bleeding damage from the wound (over the course of 3 hours) before 2d10 is used for this check and the amount by which the
it ceases bleeding. In the same gunfight, he also sustained a 3 hp wound exceeds the severity threshold (see Table 13-2:
wound to the neck with accompanying severe bleeding that caused Wound Severity Threshold for Infection) is added to the 2d10
5 hp before it was staunched with a pressure bandage. score.
To compute healing time, Joshua has a total of four wounds: a Let’s say a character was shot in the thigh (Severity Threshold 5)
4 hp wound to the abdomen, a 4 hp bleeding wound to the abdomen, and suffers 6 hit points of damage. Since the damage exceeds the
a 3 hp wound to the neck and a 5 hp bleeding wound to the neck. Wound Severity Threshold by 1 (6-5=1), he must roll 2d10 and
add 1 to the roll. If the result is less than or equal to his
Constitution Bonus and Penalties Constitution ability score, the wound has not become infected.
Very robust and healthy individuals (as indicated by a Properly cleaning and dressing wounds in a timely
high Constitution score) will recover from injuries more manner (generally within an hour) can mitigate the
quickly while sickly ones will languish. The healing chance of infection. For every 10% over the minimum
adjustment applies to each step of the hit point recovery necessary to successfully make this skill check (Easy for
process but cannot lower the time below one day. Specific Nursing and Trivial for Medicine), the wounded character
may subtract –1 from the 2d10 roll above.

227
Table 13-2: Wound Severity Threshold for Infections For example, if Johnny Wainwright (Con 10) sustains a 7 hp
Location Severity Threshold
wound that breaks his arm, he cannot use that limb until it is
healed. If he had broken his ankle, he would be unable to walk
Foot 5
without the aid of crutches until the wound healed.
Ankle 5
Recovery of hit points is also handled a little differently.
Lower Leg 5 Ordinarily, the 7 hp wound mentioned above would take
Knee 5 28 days to fully heal (7+6+5+4+3+2+1). However, since
Thigh 5 a broken bone is involved, the recovery time is increased
to 60+2d8-10-10 days.
Hip/Buttock 4
Let’s assume we determine that the broken bone (and
Groin 3
hence the wound) will take 50 days to heal. We know that
Abdomen 4 an ‘ordinary’ wound of this severity takes 28 days to heal
Back 4 (see above). The difference between the time required to
13: Wounds & Healing

Chest 5 heal the broken bone (50 days) and the ordinary time
Arm 5
required to heal a wound of this severity (28 days) is 22
days. This time is added to the time required to recover
Forearm 5
the first hit point meaning that it will take 29 (22+7) days
Hand 5 for the character to recover his first hit point of damage
Shoulder 4 from the wound. Additional hit points are then recovered
Neck 5 as normal (i.e. an additional 6 days are required to heal
the second hit point and so forth).
Face 5
To guarantee proper healing, broken bones must be set
Head 6
by someone with the Medicine skill, typically a doctor.
If it is determined that a wound is infected, the affected Failure to do this risks a 50% chance that the bone will
character must make a Constitution check two days later to heal improperly. In such a case, a mishealed bone in the
stave off the resultant disease. This check is made against foot, leg or ankle will permanently limit the character’s
2d8 [i.e. roll 2d8 and score below your CON — a roll of maximum movement to a walk. Poorly set arm or hand
12 is successful for a character with 12.01 CON]. A penalty bones permanently increase that character’s speed by 5
of +3 is added to the 2d8 roll for abdominal wounds. and reduce his accuracy by 2. Untended broken ribs will
A successful check results in the character having to result in a permanent +1 Speed and –1 Accuracy penalty.
endure a mildly debilitating illness for 1d3 weeks during Internal Bleeding: The wound has caused damage
which time he suffers a temporary penalty of –2 to his to an internal organ, artery or vein such that it is bleeding
Strength, Dexterity and Constitution abilities. Failure, into the victim’s body cavity. Such wounds are not
however, indicates that the wound has become grossly immediately apparent. If someone with the Medicine or
infected. If the injury is to an extremity such as an arm Nursing skill does not diagnose that the injured character
or leg, it will be necessary to amputate the limb. If the has internal bleeding, all hit point loses the character
infection is endemic to the torso or head, the character suffers should be kept secret.
will die of sepsis within 2d12 days.
The injured person suffers d6-3 hp of damage per hour
(rolls of 1-3 indicating no addition damage). A natural
S PECIFIC I NJURIES "1" on the damage roll means the internal bleeding has
Bear in mind that all wounds affect a character’s stopped on its own.
combat ability. These penalties are in addition to specific
A character with at least Advanced mastery in the
debilitations that may be listed in the wound severity
Medicine skill may attempt surgery to halt internal bleeding.
tables located at the end of this chapter.
This can be a risky endeavor. It is both a Difficult skill
Following are detailed specific injuries that may result check for the surgeon and injurious to the patient. This
from combat, their effects and remedies the affected type of surgery causes 1d4p-1 hp of damage.
character may pursue. Additionally, since only the most skilled medical practi-
Broken Bones: A broken bone requires a much tioners are aware of the latest advances in antiseptic
longer recovery time, typically a number of days equal to theory, there is great risk of infection. A patient must
60+2d8 minus twice the character’s Constitution score. make a 2CON check to avoid having his wound fester.
Until the bone is healed, all penalties of the wound Internal Hemorrhaging: This is similar to internal
continue to apply. bleeding but far more severe and inevitably fatal. The

228
victim sustains d4+1 hp per hour until he dies. As is the 12.01 Constitution receives a gunshot that lodges a bullet
case with internal bleeding, the victim should not be in his leg. He must roll a 6 (half his Con score) or lower
informed of his hit point loss unless it is diagnosed. for the wound not to fester. If it does, he can attempt
another Con check in three days time so see if the wound
Surgery may be attempted to halt internal hemorrhag-
has healed. However, he must add 1 to the d20 roll
ing but it is a Very Difficult skill check for the surgeon.
meaning that the wound is only 25% likely to have healed
Except for the increased difficulty of the skill check, the
on its own.
surgery is handled as described under internal bleeding.
A medical practitioner can attempt to remove the
Mangled: The extremity in question has suffered bullet by making a Medicine skill check (although a
damage beyond the ability of a medical practitioner to certain mastery level is required, depending on the
repair. This may take the form of severed ligaments or bullet’s location; see the Medicine skill description on
tendons, nerve damage or catastrophic tissue loss. p. 101). Upon successful surgery, the patient must attempt
Regardless of the specifics, the body part will scab over in a Constitution check to determine if the wound becomes
the normal healing time for a wound of its severity (the (or remains) infected. 2d10 are used for this check and a

13: Wounds & Healing


severity of the wound expressed as a factorial in days) but penalty of +1 is applied for every three full days the
never again will it be functional. Mangled body parts bullet was in the patient before being removed.
affect those downstream (e.g. a mangled shoulder renders If a wound becomes (or continues to be) infected after
the entire arm useless). Characters with a mangled arm surgery to remove a bullet, use the infection rules to
use a shotgun or rifle with a -3 accuracy penalty. determine the result.
Movement Type Not Possible: The damage to the
afflicted body part makes the movement type noted (or S EVERE W OUNDS
any faster movement) impossible until the wound is
While minor wounds will heal properly leaving no
healed.
permanent disability, the same is not always true for more
Severe Bleeding: The wound has opened up a major serious injuries. Many of the most severe injuries list
vein or artery resulting in profuse blood loss. Untreated permanent consequences that will remain with the
severe bleeding continues to cause damage at the rate of character even after the wound has healed (see the
d6-2 hp per minute (rolls of 1-2 indicating no addition various wound severity tables).
damage). However, a natural "1" on the damage roll
indicates that the wound has clotted sufficiently on its Detailed Example of Complicated Wounds
own to halt further hp loss. After healing from his last wound, Texas Pete joins up with a
A character with either the Nursing or Medicine skills new gang. This time he makes sure to include someone who knows
can staunch the bleeding with a pressure bandage. This a bit about medicine (a Tejano named Jorge). Since he has no skills
requires a minimum of 300 counts. Pressure must be with which to pursue a law-abiding career, he attempts a bank
maintained thereafter for at least 20 minutes or the robbery – this time in Muskeegie. Unfortunately, there are a lot
wound will continue to bleed. more people in the town and the attempted bank job results in a wild
gun battle. Pete is shot in the right arm with a rifle bullet for 7 hit
Unconsciousness: Victim is incapacitated for
points that also broke his arm. He was also shot in the abdomen for
10+2d20 minutes. 5 hp. This wound has the potential for internal bleeding and also
lodged a bullet in his gut.
Lodged Bullets
Neither of these wounds represented an immediate chance of
Many of the more severe wounds list ‘bullet lodged’ as dying so Pete’s player waited until combat was resolved to deal with
an ancillary wound effect. This encompasses only those the additional problems his wounds might entail.
bullets too deeply impacted for a lay person to easily
remove. Their foray into town resulted in the gang having to high tail it
to a pre-arranged meeting point. An hour after sustaining his gun-
While not absolutely mandatory to treat, lodged bullets shot wounds, Pete finally has time for Jorge to assess the damage.
represent a severe infection threat. A day after sustaining
such a wound, the character must make a Constitution Jorge knows a little about medicine (skill level 20), sufficient to
check versus half his score. If unsuccessful, the wound set a broken limb, dress wounds and probably determine if Pete has
has begun to fester. sustained more serious injuries.

A festering bullet wound will cause 1d4-2 hp per day. His first task is to clean and bandage up Pete’s wounds. This is
Every third day, the character may attempt another a trivial task for him [bottom p. 225] and as such he gets a +90%
Constitution check to determine if the wound has healed modifier to his skill check. He rolls a 76 for Pete’s arm wound and
on its own. However, each subsequent check is made at a a 15 for his gut wound and successfully bandages each. He exceeded
cumulative +1 modifier. For example, a character with a the threshold score of 100 by 86% for the arm wound

229
(20+90+76=186) and 25% for the gut wound [shooting] Speed modifier and a -3 Accuracy penalty. However, the
(20+90+15=125) giving Pete a +8 and +2 bonus respectively “Broken Bone” effect listed on p. 235 trumps Table 12-2 rendering
when determining if they become infected. [See paragraph 4 under the arm useless. If Pete wished to fire, he would have to do so off-
“Infections” on p. 225] handed. Per p. 199 “Firing with Off Hand”, this imposes a +2
The GM then rolls to determine if the wounds become infected [see Speed and -4 Accuracy penalty.)
“Infections” p. 225]. Pete’s CON score is 12, and his arm wound Halfway to the doc (a day later), Jorge checks on the condition
exceeds the wound severity threshold by 2. Ordinarily, the wound would of the bullet Pete has lodged in him. Pete has to roll under or equal
become infected on an 11-20. However, because it was cleaned so well to half his Constitution score to avoid having the bullet fester in his
(Jorge exceed his minimum score by 86%), only on a roll of 19-20 on gut wound. Unfortunately he rolls a 13 meaning that it’s become
2d10 does an infection set in. The GM rolls a 6. infected. Pete suffers 1d4-2 hp (1 hp) during the second day’s jour-
The gut wound is a little trickier. This wound exceeds the ney to the doc.
threshold by one resulting in a –1 penalty to the check. Jorge didn’t When they reach the doc, he immediately has Pete lifted onto his
clean this one quite as well giving only a +2 modifier. Factoring in table. Because he’s performing an Advanced medical procedure, it’s
these modifiers, the wound will become infected on a 13-20 on essential to anesthetize Pete so that he can have the best chance for
13: Wounds & Healing

2d10. The GM rolls a 13 meaning that two days later Pete will success during the operation. This is an Average check and rolling
have to make a Constitution check against 2d8 to see if he survives an 87 easily accomplishes this.
the infection. Removing a bullet from the gut is a Difficult procedure. Although
Jorge next has to set Pete’s broken arm. Even at his Novice mas- he’s pretty skilled, success is by no means guaranteed. The doc needs
tery of the Medicine skill, this is a task he can attempt to perform. to roll a 45 or higher to get the bullet out. Fortunately for Pete, he
[see Medicine skill p. 101] It’s an easy check so it is unlikely Jorge rolls a 48 and gets the slug out.
will fail. He rolls a 44 (20+80+44>100) and successfully sets Because the bullet is now removed, Pete gets a chance to see if
Pete’s arm. this clears up the infection. He attempts a Constitution check
While treating Pete, Jorge noted that he had a serious gut wound against 2d10 and fails, rolling a 13.
and might have internal bleeding. While he isn’t skilled enough to Pete has now run the gauntlet of medical help. He holes up in a
treat internal bleeding, diagnosing it will at least make Pete aware hotel room and hires the doc’s nurse to take care of him as he sweats
of the severe nature of his injury. (Pete has already sustained 1 hp out the infection. Fortunately she’s up to the task of nursing a
of damage from the wound during the last hour – a fact currently severely injured patient (Nursing skill mastery 28). Two days later,
being kept from him.) This too is an Easy check. Jorge rolls a 22 Pete must attempt a critical Constitution check to see if he survives
and by successfully diagnosing the internal bleeding lets Pete know the infection currently raging in his gut wound [see second para-
the extent of his wounds. From now on, Pete’s player is kept graph p. 226]. Ordinarily he would have to roll a 12 or lower on
informed of the hp he is losing due to internal bleeding. 2d8. However, since it’s a gut wound, a –3 penalty is applied. He
Jorge has now done all he can for Pete. Removing the lodged bullet rolls a 9 and is relieved that his fever breaks.
and treating his internal bleeding are beyond his skill level to even Having survived his wounds, all he has to do now is bide his time
attempt. while his injuries heal. To compute healing time, Pete effectively has
Fortunately for Pete, the gang knows of a pretty good doctor three wounds: a 7 hp gunshot wound to the arm (complicated by the
(Medicine skill mastery 55) about two days ride away. If Pete can broken bone with the result that instead of taking 28 days to heal
survive another couple of days, he might live to tell the tale of his [7+6+5+4+3+2+1=28], it takes 60 + 2d8 -2x Pete’s CON
exploits in the Shattered Frontier. score. He rolls “16” on 2d8 meaning it will takes 60+16-24=52
Pete originally had 23 hp. However, he has suffered 12 hp from days to heal), a 5 hp gunshot wound to the abdomen and a 6 hp
the gunshot wounds and 1 hp more from his internal bleeding. Over bleeding wound to the abdomen.
the next three hours, he suffers 2 hp, then 3 hp and finally 0 hp more His arm will take 52 days to heal. His gut wounds, however,
when he finally rolls a “1” indicating that the internal bleeding has begin to heal immediately. Since he’ll still be feeling the residual
stopped on its own. He has now sustained 18 hp of damage and is effects of his infection for another 1d3 weeks, he decides to remain
feeling it. in his bed. He rolls a “1” meaning that after a week he’ll shakes
off any remaining penalties from the infection.
If he had to fire his pistol, his Speed penalty would be +12 and
After 5 days, he gains back 1 hp from his gut wound. The next
his Accuracy –10. (Pete is wounded for >75% of his hp total
day (day 6), he gains a hp back from the internal bleeding damage
which per Table 12-2: Wound Modifiers causes a Speed penalty of and the following day (day 7) eliminates the -2 penalty he suffered
+10 and an Accuracy penalty of -6. To this must be added the to his Strength, Dexterity and Constitution abilities as a result of
penalties specific to any wounds [if applicable]. The 5 hp wound to the infection.
his abdomen, although it resulted in internal bleeding, does not In eight more days (day 15) his gunshot gut wound will be com-
impart any additional Speed or Accuracy penalty. The 7 hp wound pletely healed but it will be another six days (day 21) before he’s
to his right [firing] arm has no numerical penalty listed on Table fully recovered from the blood loss. However, it’s still ten days (day
13-3: Wound Effects (Arm) on page 235 but per Table 12-2: 31) before he gets back the first of his hit points lost from the injury
Wound Modifiers, “each wound in firing arm/hand” imparts a +3 to his arm.

230
13: Wounds & Healing

231
Table 13-3: Wound Effects
Location: LOWER LEG
Wound
Foot Ankle Knee
Severity
≤2 no additional effect no additional effect no additional effect
3 • Sprinting not possible • Sprinting not possible • Sprinting not possible
4 • Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible
5 • Sprinting, Running or Jogging not possible • Sprinting, Running or Jogging not possible • Sprinting, Running or Jogging not possible
• Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible
6 Walking not possible Walking not possible
• Broken Bone
• Broken Bone • Broken Bone
• Character may never Sprint again
13: Wounds & Healing

• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or


• Sprinting, Running, Jogging or
Walking not possible Walking not possible
Walking not possible
7 • Broken Bone • Broken Bone • Severe Bleeding
• Broken Bone
• Severe Bleeding • Character may never Sprint or
• Severe Bleeding
• Character may never Sprint again Run again
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible
8 • Broken Bone • Broken Bone • Severe Bleeding • Broken Bone • Severe Bleeding
• Severe Bleeding • Character may never Sprint or • Character may never Sprint or
• Character may never Sprint again Run again Run again
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible
9 • Broken Bone • Severe Bleeding • Broken Bone • Severe Bleeding • Broken Bone • Severe Bleeding
• Character may never Sprint or • Character may never Sprint or • Character may never Sprint, Run
Run again Run again or Walk again
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible
• Broken Bone • Broken Bone • Broken Bone
10
• Severe Bleeding • Severe Bleeding • Severe Bleeding
• Character may never Sprint, Run • Character may never Sprint, Run • Character may never Sprint, Run
or Jog again or Jog again or Walk again
• Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible
Walking not possible Walking not possible
• Broken Bone • Severe Bleeding
• Broken Bone • Severe Bleeding • Broken Bone • Severe Bleeding
11 • Character may never Sprint, Run
• Character may only walk with • Character may only walk with
or Jog again
crutches once healed crutches once healed
• Amputation Required
• CON check or unconscious • CON check or unconscious
• CON check or unconscious

• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or


Walking not possible Walking not possible Walking not possible
• Broken Bone • Broken Bone • Broken Bone
• Severe Bleeding • Severe Bleeding • Severe Bleeding
12+
• Character may never Sprint, Run • Character may only walk with • Character may only walk with
or Jog again crutches once healed crutches once healed
• Foot Severed • Leg Severed at Ankle • Leg Severed at Knee
• 2CON check or unconscious • Unconscious • Unconscious

232
Table 13-3: Wound Effects
Location: THIGH
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 no additional effect no additional effect no additional effect no additional effect
• Sprinting not possible • Sprinting not possible
4 • STR check or fall prone & drop no additional effect no additional effect • STR check or fall prone & drop
all held items all held items
• 2STR check or fall prone & • STR check or fall prone & • STR check or fall prone & • STR check or fall prone &
5 drop all held items drop all held items drop all held items drop all held items
• Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible
• STR check or fall prone & drop • 2STR check or fall prone & • 2STR check or fall prone &

13: Wounds & Healing


• Sprinting, Running or Jogging
all held items drop all held items drop all held items
6 not possible
• Sprinting or Running not • Sprinting or Running not • Sprinting or Running not
• Fall prone & drop all held items
possible possible possible
• 2STR check or fall prone &
• Sprinting, Running, Jogging or • Fall prone & drop all held items • Fall prone & drop all held items
drop all held items
7 Walking not possible • Sprinting, Running or Jogging • Sprinting, Running, Jogging or
• Sprinting, Running or Jogging
• Fall prone & drop all held items not possible Walking not possible
not possible
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible
8 Walking not possible Walking not possible
• Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• Broken Bone • Broken Bone
• Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible • Sprinting, Running, Jogging or
Walking not possible Walking not possible
9 • Fall prone & drop all held items Walking not possible
• Fall prone & drop all held items • Fall prone & drop all held items
• Broken Bone • Fall prone & drop all held items
• Broken Bone • Broken Bone
• Severe bleeding

• Sprinting, Running, Jogging or


• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible
Walking not possible Walking not possible Walking not possible
• Fall prone & drop all held items
10 • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Broken Bone
• Broken Bone • Broken Bone • Broken Bone
• Severe bleeding
• Severe bleeding • Severe bleeding • Severe bleeding
• Character may never Sprint again

• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible Walking not possible
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
11 • Broken Bone • Broken Bone • Broken Bone • Broken Bone
• Severe bleeding • Severe bleeding • Severe bleeding • Severe bleeding
• Character may never Sprint or • Character may never Sprint • Character may never Sprint • Character may never Sprint
Run again again again again

• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or


Walking not possible • Sprinting, Running, Jogging or Walking not possible Walking not possible
• Fall prone & drop all held items Walking not possible • Fall prone & drop all held items • Fall prone & drop all held items
12+ • Broken Bone • Fall prone & drop all held items • Broken Bone • Broken Bone
• Severe bleeding • Severe bleeding • Severe bleeding • Severe bleeding
• Character may never Sprint, • Leg severed • Character may never Sprint or • Character may never Sprint or
Runor Walk again Run again Run again

233
Table 13-3: Wound Effects
Location: HIP/BUTTOCK
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 no additional effect no additional effect no additional effect no additional effect
• Sprinting not possible • Sprinting not possible • Sprinting not possible
4 • STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop no additional effect
all held items all held items all held items

• 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone & • STR check or fall prone &
5 drop all held items drop all held items drop all held items drop all held items
• Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible
13: Wounds & Healing

• Sprinting, Running or Walking • Sprinting, Running or Walking • Sprinting, Running or Walking • Sprinting, Running or Walking
6 not possible not possible not possible not possible
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible
Walking not possible Walking not possible Walking not possible
7 • 2STR check or fall prone &
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
drop all held items
• Effective STR -1 • Effective STR -1 • Effective STR -1 • Effective STR -1
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible
Walking not possible
8 • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items
• Effective STR -2 • Broken Bone • Effective STR -2 • Effective STR -1
• Bullet lodged • Effective STR -2 • Broken Bone • Broken Bone
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible
Walking not possible
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
9 • Fall prone & drop all held items
• Effective STR -3 • Effective STR -3 • Effective STR -3
• Effective STR -2
• Broken Bone • Bullet lodged • Broken Bone • Bullet lodged • Broken Bone
• Broken Bone
• Severe bleeding • Severe bleeding • Severe bleeding
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible Walking not possible
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
10 • Effective STR -4; permanently -1 • Effective STR -4; permanently -1 • Effective STR -4; permanently -1 • Effective STR -3; permanently -1
• Broken Bone • Bullet lodged • Broken Bone • Broken Bone • Broken Bone
• Severe bleeding • Severe bleeding • Severe bleeding • CON check or internal bleeding
• Character may never Sprint again • Character may never Sprint again • Character may never Sprint again • Character may never Sprint again
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • CON check or unconscious
Walking not possible Walking not possible Walking not possible • Sprinting, Running, Jogging or
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items Walking not possible
• Effective STR -4; permanently -1 • Effective STR -4; permanently -1 • Effective STR -4; permanently -1 • Fall prone & drop all held items
11
• Broken Bone • Severe bleeding • Broken Bone • Severe bleeding • Broken Bone • Severe bleeding • Effective STR -4; permanently -1
• Character may never Sprint or • Character may never Sprint or • Character may never Sprint or • Broken Bone • Character may
Run again Run again Run again never Sprint orRun again
• CON check or unconscious • CON check or unconscious • CON check or unconscious • 2CON check or internal bleeding
• Unconscious • Unconscious • 2CON check or unconscious
• Unconscious
• Effective STR -5 • Effective STR -5 • Sprinting, Running, Jogging or
• Effective STR -5
• STR permanently -2 • STR permanently -2 Walking not possible
• STR permanently -2
• Amputation required • Mangled • Fall prone & drop all held items
12+ • Mangled
• Severe bleeding • Severe bleeding • Effective STR -4; permanently -1
• Severe bleeding
• Character may only walk with • Character may only walk with • broken bone • internal bleeding
• Character may only walk with
crutches once healed crutches once healed • Character may only walk with
crutches once healed
• CON check or unconscious • CON check or unconscious crutches once healed
234
Table 13-3: Wound Effects
Location: GROIN
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
• CON check or fall prone & drop • CON check or fall prone & drop
3 no additional effect no additional effect
all held items all held items
• 2CON check or fall prone & • CON check or fall prone & • CON check or fall prone & • 2CON check or fall prone &
4 drop all held items drop all held items drop all held items drop all held items
• Sprinting not possible • Sprinting not possible • Sprinting not possible • Sprinting not possible
• 2CON check or fall prone & • 2CON check or fall prone & • 2CON check or fall prone & • 2CON check or fall prone &
drop all held items drop all held items drop all held items drop all held items
5
• Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible • Sprinting or Running not possible
• Effective STR -1 • Effective STR -1 • Effective STR -1 • Effective STR -1

13: Wounds & Healing


• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
6 Walking not possible Walking not possible
Walking not possible Walking not possible
• CON check or internal bleeding • CON check or internal bleeding
• Effective STR -1 • bullet lodged • Effective STR -1 • Effective STR -1 • Effective STR -2
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
7 Walking not possible Walking not possible
Walking not possible Walking not possible
• 2CON check or internal bleeding • 2CON check or internal bleeding
• Effective STR -2 • Bullet lodged • Effective STR -2 • Effective STR -2 • Effective STR -2/50
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
8 Walking not possible Walking not possible Walking not possible Walking not possible
• Internal bleeding • Severe bleeding • Severe bleeding • Internal bleeding
• Effective STR -3 • Bullet lodged • Effective STR -3 • Effective STR -3 • Effective STR -3
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible Walking not possible
9
• Internal bleeding • Severe bleeding • Severe bleeding • Internal bleeding
• Effective STR -4 • Bullet lodged • Effective STR -4 • Effective STR -4 • Effective STR -4
• CON check or unconscious • CON check or unconscious • CON check or unconscious • CON check or unconscious
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or • Sprinting, Running, Jogging or
Walking not possible Walking not possible Walking not possible Walking not possible
10 • Internal bleeding • Severe bleeding • Severe bleeding • Internal bleeding
• Effective STR -5 • Bullet lodged • Effective STR -5 • Effective STR -5 • Effective STR -5, permanently -1
• STR permanently -1 • STR permanently -1 • STR permanently -1 • 2CON check or unconscious
• 2CON check or unconscious • 2CON check or unconscious • 2CON check or unconscious • Broken bone
• Unconscious • Unconscious • Unconscious • Unconscious
• Internal bleeding • Severe bleeding • Severe bleeding • Internal bleeding
• Effective STR -6 • Effective STR -5/50 • Effective STR -6 • effective STR -6
11
• STR permanently -2 • STR permanently -2 • STR permanently -2 • STR permanently -2
• Bullet lodged • Character may never Sprint or • Character may never Sprint again • Character may never Sprint again
• Character may never Sprint again Run again • CON check or internal bleeding • Broken bone
• Unconscious • Severe bleeding • Unconscious • Internal bleeding
• Unconscious • Internal bleeding • Unconscious • Severe bleeding
• Effective STR -6 • Effective STR -7
• Effective STR -7 • Effective STR -6
• STR permanently -3 • STR permanently -3
• STR permanently -3 • STR permanently -3
12+ • Character is neutered • Character is neutered
• Character is neutered • Character is neutered
• Character may never Sprint or • Character may never Sprint or
• Character may never Sprint or • Character may never Sprint,
Run again Run again
Run again Run or Walk again
• 2CON check or internal bleeding • Broken bone
235
Table 13-3: Wound Effects
Location: ABDOMEN
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 no additional effect no additional effect no additional effect no additional effect
• 2STR check or fall prone &
• 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone &
4 drop all held items
drop all held items drop all held items drop all held items
• CON check or internal bleeding
• Fall prone & drop all held items
• Fall prone & drop all held items
• 2CON check or internal
5 • Fall prone & drop all held items • 2CON check or internal • Fall prone & drop all held items
bleeding
bleeding
• Bullet lodged
13: Wounds & Healing

• Fall prone & drop all held items • Fall prone


6 • Internal bleeding • Fall prone & drop all held items • 2CON check or internal • Fall prone & drop all held items
• Bullet lodged bleeding

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone • Fall prone & drop all held items
7 • Internal bleeding
• Severe bleeding • Internal Bleeding • CON check or internal bleeding
• Bullet lodged

• Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• Internal bleeding • CON check or unconscious
8 • Severe Bleeding • Internal bleeding
• Bullet lodged • 2CON check or internal
• CON check or unconscious • CON check or unconscious
• CON check or unconscious bleeding

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Internal bleeding
9 • Severe Bleeding • Internal bleeding • Internal bleeding
• Bullet lodged
• CON check or unconscious • 2CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items
• CON check or internal • Fall prone & drop all held items • CON check or internal
hemorrhaging • CON check or internal
10 • 2CON check or unconscious hemorrhaging hemorrhaging
(else internal bleeding)
• Severe Bleeding (else internal bleeding) (else internal bleeding)
• Bullet lodged
• 2CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious
• Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• CON check or internal
hemorrhaging • Unconscious • CON check or internal • CON check or internal
hemorrhaging hemorrhaging
11 (else internal bleeding) • Severe Bleeding (else internal bleeding) (else internal bleeding)
• Bullet lodged • CON permanently lowered by 1 • 2CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious
• CON permanently lowered by 1 • CON permanently lowered by 1
• CON permanently lowered by 1
• Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• CON check or internal
hemorrhaging • CON check or internal • CON check or internal
hemorrhaging hemorrhaging
12+ (else internal bleeding) • Dead (disemboweled) (else internal bleeding) (else internal bleeding)
• Bullet lodged
• 2CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious
• CON permanently lowered by 2 • CON permanently lowered by 2
• CON permanently lowered by 2

236
Table 13-3: Wound Effects
Location: ARM
Wound
Arm (upper) Forearm Hand
Severity
≤2 no additional effect no additional effect no additional effect
• STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop
3
all held items all held items all held items
• 2STR check or fall prone & drop • 2STR check or fall prone & drop • STR check or fall prone & drop
4
all held items all held items all held items

• 2STR check or fall prone & drop


5 • Fall prone & drop all held items • Fall prone & drop all held items
all held items

13: Wounds & Healing


• 2STR check or fall prone & drop
6 • Fall prone & drop all held items • Fall prone & drop all held items
all held items

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
7
• Broken Bone • Broken Bone • Broken Bone

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items
8 • Broken Bone
• Broken Bone • Broken Bone
• Bullet lodged

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items
9 • Broken Bone
• Broken Bone • Broken Bone
• Bullet lodged

• Fall prone & drop all held items


• Broken Bone • Fall prone & drop all held items
• Fall prone & drop all held items
10 • Bullet lodged • Broken Bone
• Broken Bone
• Severe bleeding • Severe bleeding
• CON check or Unconscious

• Fall prone & drop all held items • Fall prone & drop all held items
• Broken Bone • Broken Bone • Fall prone & drop all held items
• Bullet lodged • Bullet lodged • Broken Bone
11
• Severe bleeding • Severe bleeding • Severe bleeding
• Arm mangled • Arm mangled • Hand mangled
• 2CON check or Unconscious • CON check or Unconscious

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Broken Bone • Broken Bone • Broken Bone
• Bullet lodged • Bullet lodged • Bullet lodged
12+
• Severe bleeding • Severe bleeding • Severe bleeding
• Arm must be amputated • Arm must be amputated • Hand must be amputated
• Unconscious • 2CON check or Unconscious • CON check or Unconscious

237
Table 13-3: Wound Effects
Location: CHEST
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 no additional effect no additional effect no additional effect no additional effect
• Effective STR -2 • Effective STR -2 • Effective STR -2
4 • Effective STR -2 • STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop
all held items all held items all held items
• Effective STR -2 • Effective STR -2 • Effective STR -2 • Effective STR -2/50
• Broken bone • Broken bone • Broken bone • Broken bone
5
• CON check or fall prone & drop • CON check or fall prone & drop • CON check or fall prone & drop • CON check or fall prone & drop
all held items all held items all held items all held items
13: Wounds & Healing

• Effective STR -3 • Effective STR -3 • Effective STR -3


• Effective STR -3
• Broken bone • Broken bone • Broken bone
6 • 2CON check or fall prone &
• 2CON check or fall prone & • 2CON check or fall prone & • 2CON check or fall prone &
drop all held items
drop all held items drop all held items drop all held items
• Effective STR -4 • Effective STR -4
• Broken bone • Effective STR -4 • Effective STR -4
• Broken bone
7 • Bullet lodged • Fall prone & drop all held items • Broken bone
• Fall prone & drop all held items
• Fall prone & drop all held items • CON check or internal bleeding • Fall prone & drop all held items
• CON check or internal bleeding • CON check or internal bleeding
• Effective STR -5 • Effective STR -5 • Effective STR -5
• Broken bone • Effective STR -5
• Broken bone • Broken bone
• Bullet lodged • broken bone
8 • Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• CON check or internal bleeding • 2CON check or internal bleeding
• 2CON check or internal bleeding • CON check or unconscious
• CON check or unconscious • CON check or unconscious • CON check or unconscious
• Effective STR -6 • Effective STR -6 • Effective STR -6 • Effective STR -6
• Broken bone • Broken bone
• Broken bone • Broken bone
• Bullet lodged • Fall prone & drop all held items
9 • Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items • 2CON check or Internal bleeding
• 2CON check or Severe bleeding • Internal bleeding
• Internal bleeding • 2CON check or unconscious
• 2CON check or unconscious • 2CON check or unconscious • Severe bleeding • 2CON check or unconscious
• Effective STR -7 • Effective STR -7 • Effective STR -7 • Effective STR -7
• STR permanently -1 • STR permanently -1
• STR permanently -1 • STR permanently -1
• Broken bone • Broken bone
10 • Broken bone • Broken bone
• Bullet lodged • Internal bleeding
• Severe bleeding • Internal bleeding
• Internal bleeding • Unconscious
• Unconscious • Unconscious • Severe bleeding • Unconscious
• Effective STR -8 • Effective STR -8 • Effective STR -8 • Effective STR -8
• STR permanently -2 • STR permanently -2 • STR permanently -2 • STR permanently -2
• Broken bone
• Broken bone • Broken bone • Broken bone
11 • Bullet lodged
• Severe bleeding • Internal bleeding • Internal bleeding
• Internal bleeding
• Severe bleeding • CON check or internal bleeding • Severe bleeding • Severe bleeding
• Unconscious • Unconscious • Unconscious • Unconscious
• Effective STR -9
• Effective STR -9
• STR permanently -3
• STR permanently -3
• Broken bone
12+ • Dead (shot through heart) • Dead (aorta ruptured) • Broken bone
• Severe bleeding
• Internal bleeding
• 2CON check or internal bleeding
• Unconscious
• Unconscious

238
Table 13-3: Wound Effects
Location: BACK
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
• STR check or fall prone & drop
3 no additional effect no additional effect no additional effect
all held items
• STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop
4
all held items all held items all held items all held items
• 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone &
drop all held items drop all held items drop all held items drop all held items
5
• STR temporarily -1 • STR temporarily -1 • STR temporarily -1 • STR temporarily -1
• Broken Bone • Broken Bone • Broken Bone • Broken Bone

13: Wounds & Healing


• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
6 • STR temporarily -1 • STR temporarily -1 • STR temporarily -1 • STR temporarily -1
• Broken Bone • Broken Bone • Broken Bone • Broken Bone
• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items
• STR temporarily -2 • STR temporarily -2 • STR temporarily -2
7 • STR temporarily -1
• CON check or internal bleeding • Multiple Broken Bones • Multiple Broken Bones
• Broken Bone
• Bullet lodged • Severe Bleeding • Severe Bleeding

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• STR temporarily -2 • STR temporarily -2 • STR temporarily -2 • STR temporarily -1
8
• CON check or internal bleeding • Multiple Broken Bones • Multiple Broken Bones • Broken Bones
• Bullet lodged • Severe Bleeding • Severe Bleeding • CON check or internal bleeding

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• STR temporarily -3 • STR temporarily -3 • STR temporarily -3 • STR temporarily -2
9 • Internal bleeding • Multiple Broken Bones • Multiple Broken Bones • Constitution check or internal
• Bullet lodged • Severe Bleeding • Severe Bleeding bleeding
• CON check or unconscious • CON check or unconscious • CON check or unconscious • CON check or unconscious

• Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items • Fall prone & drop all held items
• STR temporarily -3 • STR temporarily -2
• STR temporarily -3 • STR temporarily -3
• STR permanently -1 • Multiple Broken Bones
10 • Multiple Broken Bones • Multiple Broken Bones
• Internal bleeding • 2CON check or Internal
• Severe Bleeding • Severe Bleeding
• Bullet lodged Bleeding
• 2CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious • 2CON check or unconscious

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• STR temporarily -4 • CON check or internal • CON check or internal
• Unconscious
• STR permanently -2 hemorrhaging (else internal hemorrhaging (else internal
11 • Severe Bleeding
• Internal bleeding bleeding) bleeding)
• CON permanently lowered by 1
• Bullet lodged • 1/2 CON check or unconscious • 2CON check or unconscious
• 2CON check or unconscious • CON permanently lowered by 1 • CON permanently lowered by 1
• Fall prone & drop all held items
• STR temporarily -4
• STR permanently -2 • Unconscious
12+ • Dead (spinal cord severed) • Dead (spinal cord severed)
• Internal Hemorraging • Internal hemorrhaging
• Bullet lodged
• Unconscious

239
Table 13-3: Wound Effects
Location: SHOULDER
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
• STR check or fall prone & drop
3 no additional effect no additional effect no additional effect
all held items

• STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop • STR check or fall prone & drop
4
all held items all held items all held items all held items
• 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone &
5 drop all held items drop all held items drop all held items drop all held items
• STR & DEX temporarily -1 • STR & DEX temporarily -1 • STR & DEX temporarily -1 • STR & DEX temporarily -1
13: Wounds & Healing

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
6
• STR & DEX temporarily -2/-1 • STR & DEX temporarily -2/-1 • STR & DEX temporarily -2/-1 • STR & DEX temporarily -2/-1

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
7 • STR & DEX temporarily -2
• STR & DEX temporarily -2 • STR & DEX temporarily -2 • STR & DEX temporarily -2
• Broken bone

• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Fall prone & drop all held items
8 • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2
• STR & DEX temporarily -3/-2
• Broken bone • Broken bone • Broken bone

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• STR & DEX temporarily -3/-2
9 • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2
• Bullet lodged
• Bullet lodged • Bullet lodged • Bullet lodged
• Broken bone

• Fall prone & drop all held items


• STR & DEX temporarily -3/-2 • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Bullet lodged • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2 • STR & DEX temporarily -3/-2
10
• Broken bone • Broken bone • Broken bone • Broken bone
• STR permanently -1 • STR permanently -1 • STR permanently -1 • STR permanently -1
• CON check or unconscious

• Fall prone & drop all held items


• Fall prone & drop all held items • Fall prone & drop all held items
• STR & DEX temporarily -4/-3 • Fall prone & drop all held items
• STR & DEX temporarily -4/-3 • STR & DEX temporarily -4/-3
• Bullet lodged • STR & DEX temporarily -4/-3
• Broken bone • Broken bone
11 • Broken bone • Broken bone
• STR permanently -2 • STR permanently -2
• STR permanently -2 • STR permanently -2
• DEX permanently -1 • DEX permanently -1
• DEX permanently -1 • DEX permanently -1
• CON check or unconscious • CON check or unconscious
• 1/2 CON check or unconscious

• Unconscious • Unconscious
• Unconscious
• STR & DEX temporarily -5/-3 • Unconscious • STR & DEX temporarily -5/-3
• STR & DEX temporarily -5/-3
• Bullet lodged • STR & DEX temporarily -5/-3 • Broken bone
• Broken bone
• Broken bone • Broken bone • Severe bleeding
12+ • Severe bleeding
• Severe bleeding • Severe bleeding • STR permanently -3
• STR permanently -3
• STR permanently -3 • STR permanently -3 • DEX permanently -2
• DEX permanently -2
• DEX permanently -2 • DEX permanently -2 • Mangled
• Arm requires amputation
• Arm Mangled • CON check or internal bleeding

240
Table 13-3: Wound Effects
Location: NECK
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 no additional effect no additional effect no additional effect no additional effect
• Severe bleeding
4 • Severe bleeding • STR check or fall prone & drop • Severe bleeding no additional effect
all held items
• Severe bleeding • Severe bleeding • Severe bleeding • 2STR check or fall prone &
5 • 2STR check or fall prone & • 2STR check or fall prone & • 2STR check or fall prone & drop all held items
drop all held items drop all held items drop all held items • CON temporarily -2
• Severe bleeding
• Severe bleeding • Severe bleeding • Severe bleeding

13: Wounds & Healing


6 • CON check or Unconscious
• CON check or Unconscious • CON check or Unconscious • CON check or Unconscious
• CON temporarily -2

• Severe bleeding
• Severe bleeding • Severe bleeding • Severe bleeding
7 • CON check or Unconscious
• CON check or Unconscious • CON check or Unconscious • CON check or Unconscious
• CON temporarily -3

• Severe bleeding
• Severe bleeding • Severe bleeding • Severe bleeding
8 • 2CON check or Unconscious
• 2CON check or Unconscious • 2CON check or Unconscious • 2CON check or Unconscious
• CON temporarily -4

• Severe bleeding • Severe bleeding • Severe bleeding • Severe bleeding


9
• Unconscious • Unconscious • Unconscious • Unconscious

• Severe bleeding • Severe bleeding • Severe bleeding • Severe bleeding


10
• Unconscious • Unconscious • Unconscious • Unconscious

• Spinal cord hit, victim is a • Spinal cord hit, victim is a • Spinal cord hit, victim is a
• Severe bleeding
11 Quadriplegic Quadriplegic Quadriplegic
• Unconscious
• Unconscious • Unconscious • Unconscious

Spinal cord severed, victim Spinal cord severed, victim Spinal cord severed, victim
12+ Dead
decapitated (dead) decapitated (dead) decapitated (dead)

241
Table 13-3: Wound Effects
Location: HEAD
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 • DEX temporarily -2 no additional effect no additional effect • DEX temporarily -1
• DEX temporarily -2
4 • DEX temporarily -3 • DEX temporarily -1 • DEX temporarily -1 • CON check or fall prone & drop
all held items
• DEX temporarily -4 • DEX temporarily -3
5 • CON check or fall prone & drop • DEX temporarily -2 • DEX temporarily -2 • 2CON check or fall prone &
all held items drop all held items
• DEX temporarily -5 • DEX temporarily -3 • DEX temporarily -3 • DEX temporarily -4
13: Wounds & Healing

6
• CON check or Unconscious • CON check or Unconscious • CON check or Unconscious • CON check or Unconscious

• DEX temporarily -6 • DEX temporarily -4 • DEX temporarily -4


• DEX temporarily -5
7 • 2CON check or Unconscious • 2CON check or Unconscious • 2CON check or Unconscious
• 2CON check or Unconscious
• DEX permanently -1 • DEX permanently -1 • DEX permanently -1

• DEX temporarily -7 • DEX temporarily -5 • DEX temporarily -5 • DEX temporarily -6


• 2CON check or Unconscious • 2CON check or Unconscious • 2CON check or Unconscious • 2CON check or Unconscious
8
• DEX permanently -2 • DEX permanently -2 • DEX permanently -2 • DEX permanently -1
• Severe bleeding • Severe bleeding • Severe bleeding • Severe bleeding

• DEX temporarily -7
• DEX temporarily -7
• Unconscious • DEX temporarily -6 • DEX temporarily -6
• Unconscious
• DEX permanently -3 • Unconscious • Unconscious
9 • DEX permanently -2
• Severe bleeding • DEX permanently -1 • DEX permanently -1
• Severe bleeding
• Bullet lodged • Severe bleeding • Severe bleeding
• Gain Migranes flaw (no BP)
• Gain Epileptic flaw (no BP)

• DEX temporarily -8
• DEX temporarily -6 • DEX temporarily -7
• Unconscious
• Unconscious • Unconscious
10 Bullet lodges in brain (dead) • DEX permanently -2/50
• DEX permanently -1 • DEX permanently -1/50
• Severe bleeding
• Severe bleeding • Severe bleeding
• Gain Migranes flaw (no BP)

• DEX temporarily -8
• DEX temporarily -7 • Unconscious
• DEX temporarily -6/50 • DEX permanently -2/50
• Unconscious
Large hole blown through skull • Unconscious • Severe bleeding
11 • DEX permanently -2
(dead) • DEX permanently -1/50
• Severe bleeding • CON check or internal
• Severe bleeding hemmorhaging else internal
• Internal hemmorhaging bleeding
• Gain Epileptic flaw (no BP)

12+ Skull exploded (dead) Dead Dead Skull crushed (dead)

242
Table 13-3: Wound Effects
Location: FACE
Wound
Gunshot Slashing Wound Piercing Wound Blugeoning Wound
Severity
≤2 no additional effect no additional effect no additional effect no additional effect
3 • DEX temporarily -1 no additional effect no additional effect • DEX temporarily -1
• DEX temporarily -2
4 • DEX temporarily -2 • DEX temporarily -1 • DEX temporarily -1 • CON check or fall prone & drop
all held items
• DEX temporarily -3 • DEX temporarily -3
5 • CON check or fall prone & drop • DEX temporarily -2 • DEX temporarily -2 • 2CON check or fall prone &
all held items drop all held items
• DEX temporarily -4
• DEX temporarily -4 • DEX temporarily -3 • DEX temporarily -3

13: Wounds & Healing


6 • CON check or Unconscious
• CON check or Unconscious • CON check or Unconscious • CON check or Unconscious
• d6 broken teeth
• DEX temporarily -4
• DEX temporarily -4 • DEX temporarily -5
• DEX temporarily -5 • 2CON check or Unconscious
7 • 2CON check or Unconscious • 2CON check or Unconscious
• 2CON check or Unconscious • DEX permanently -1
• DEX permanently -1 • d6 broken teeth
• Gain Facial Scar flaw (no BP)
• DEX temporarily -5 • DEX temporarily -6
• DEX temporarily -6 • DEX temporarily -5
• 2CON check or Unconscious • 2CON check or Unconscious
• 2CON check or Unconscious • 2CON check or Unconscious
8 • DEX permanently -2 • DEX permanently -1
• DEX permanently -1 • DEX permanently -2
• Severe bleeding • Severe bleeding
• Severe bleeding • Severe bleeding
• Gain Facial Scar flaw (no BP) • d8 broken teeth
• DEX temporarily -7
• DEX temporarily -7 • DEX temporarily -6 • DEX temporarily -6
• Unconscious
• Unconscious • Unconscious • Unconscious
• DEX permanently -2
9 • DEX & LOOKS permanently -2 • DEX permanently -1 • DEX permanently -1
• Severe bleeding
• Severe bleeding • Severe bleeding • Severe bleeding
• Gain Migranes flaw (no BP)
• Gain Epileptic flaw (no BP) • Gain Facial Scar flaw (no BP) • Gain Facial Scar flaw (no BP)
• d10 broken teeth
• DEX temporarily -7
• Unconscious • DEX temporarily -6 • DEX temporarily -7
• DEX temporarily -8
• DEX & LOOKS permanently -3 • Unconscious • Unconscious
• Unconscious
• Severe bleeding • DEX permanently -1 • DEX permanently -1/50
• DEX permanently -2/50
10 • Bullet lodged • Severe bleeding • Severe bleeding
• Severe bleeding
• FoA (vs. d20) or Missing Eye flaw • FoA (vs. d20) or Missing Eye flaw • FoA (vs. d20) or Missing Eye flaw • Gain Migranes flaw (no BP)
(no BP) (no BP) (no BP)
• d12 broken teeth
• CON check or internal bleeding • Gain Facial Scar flaw (no BP) • Gain Facial Scar flaw (no BP)
• Gain Facial Scar flaw (no BP)
• DEX temporarily -7 • DEX temporarily -8
• DEX temporarily -6/50 • Unconscious
• Unconscious
• Unconscious • DEX permanently -2/50
• DEX permanently -2
• DEX permanently -1/50 • Severe bleeding
• Severe bleeding
11 Face mostly blown off (dead) • Severe bleeding
• Internal hemmorhaging • CON check or internal
• FoA (vs. d20+6) or Missing Eye hemmorhaging else internal
flaw (no BP) • FoA (vs. d20+6) or Missing Eye bleeding
flaw (no BP) • Gain Epileptic flaw (no BP)
• Gain Facial Scar flaw (no BP)
• Gain Facial Scar flaw (no BP) • d12 broken teeth
Face blown off (dead), victim
12+ Dead Dead Dead
unrecognizable

243
DISEASES Table 13-5: Conditional Modifiers
Settlement Modifier
There is no true cure for diseases in the Shattered Isolated (farmhouse) +1
Frontier, although there’s a lot of home remedies and
Rural (town) +4
patent medicines, and each man or woman is going to
live or die depending on how hale and hearty they are. City +6
The common diseases of the Shattered Frontier are Crowded encampment +8
listed below, along with details on how you catch them, Sanitation
and how you can get rid of them.
Above average -1
Average +1
C ATCHING D ISEASES
Filthy +10
Every time a character eats undercooked food,
drinks from a pond (or other slow-moving/stagnant Age
13: Wounds & Healing

water source), spends a day in a settlement with crowd- Child (<4 years old) +30
ed living conditions and inadequate sewage facilities or Young (<14 years old) +15
where disease is rampant, comes into contact with Old (>60 years old) +10
another character that’s carrying a disease, he has a
Other Adjustments
chance of contracting an ailment. (Contact is defined
by the disease. For example, it might be skin-to-skin Character under <25% hp when exposed +10
contact or getting breathed/sneezed on, depending on Character already has a disease +10
the disease.) Character has Buffalo Mange flaw +4
To learn whether a character catches a disease, the Character has Consumptive flaw +10
player must first determine which disease the Character has Resist Disease/Infection talent -5
character may have caught. Choose the disease
appropriate to the town or the carrier in your To learn whether the character fights off the disease,
campaign, or roll on Table 13-4: Common Diseases when roll a d20 and add the character’s Constitution ability
a random disease is needed. score to the result. If the total result equals or exceeds
the disease’s Virulence Factor, the character’s immune
Table 13-4: Common Diseases system fights off the ailment. Otherwise, the incuba-
Result (d100) Disease Virulence Factor tion period begins, and Stage One of the disease
01-70 no result n/a begins after a certain amount of time (see the various
71-80 Pneumonia 28
disease descriptions below).
81-83 Croup 25 Hit points temporarily lost to disease return at the
same factorial rate as injuries.
84-86 Influenza 25
87-88 Bronchitis 25
C OMMON D ISEASES
89-90 Malaria 26
91-92 Consumption 27 Brain Fever
93-94 Measles 26 You might get brain fever (“typhoid fever” to you
95-96 Scarlet Fever 28 sawbones) from contaminated food or water, or from
97 Smallpox 28
some hombre that’s already got it. So boil your water
and cook your food, if you’re smart. Stage One begins
98 Diphtheria 29
8+1d6 days after exposure.
99 Brain Fever 30
Stage One: Fever, weakness, stomach pains,
100 Cholera 31 headache, not feeling hungry, contagious (carrier) and
Next, the player should roll a d100, noting any of flat, rose-colored spots on the skin. Cannot perform
the modifiers from Table 13-5: Conditional Modifiers that strenuous labor/activity (such as running, sprinting,
apply in this situation, and add them all to the roll. If heavy lifting). Duration: 4+1d3 days.
the total result equals 71 or higher, the character Stage Two: Same as Stage One, plus skin
caught that disease. Of course, if he’s really healthy, eruptions, bone aches and inflamed bowels. Also has
he may be able to fight it off. difficulty making skill checks – a 20% penalty to all

244
skill checks. Duration: 4+1d3 days. After duration, roll Stage Two: Same symptoms as Stage One, plus the
1d20 + Con against the disease’s Virulence Factor. If following. Character is bedridden. Very weak and
successful, character returns to normal in 1+1d4 days. frequently thirsty, with chills, difficulty breathing and
On a failed roll, proceed to Stage Three. loss of voice. Character’s hit points drop by 50%.
Stage Three: Roll a d100. On a roll of 01-20, Duration: 12+1d12 hours.
character dies. On a roll of 21-100, character returns After the duration, roll 1d20 + Con against the
to normal in 2+1d4 days. If the latter, roll another disease’s Virulence Factor. A failed roll means death in
d100. On a result of 01-05, character is permanently 1d4 hours. A success proceeds to Stage Three.
contagious. Stage Three: Same symptoms as Stage One, but
less severe, plus fever. Character still bedridden. After
Bronchitis 6+1d12 hours, the fever breaks. Penalty to skills
You might get bronchitis from breathing in too much reduces at the rate of 10% per day.
dust, smoke, or just from some nasty germs. The char-
Consumption

13: Wounds & Healing


acter enters Stage One 1+1d3 days after exposure.
Stage One: Sore throat, chills, slight fever, back While you can get consumption (what a sawbones
and muscle pain, fatigue, runny nose. Cannot perform might call “tuberculosis”) from drinking infected
strenuous labor/activity (such as running, sprinting, (unpasteurized) milk, it can also be passed to other
heavy lifting). Duration: 1d3 days. folks through coughing and sneezing – so be careful
Stage Two: Same symptoms as Stage One, plus who you partner with.
cough. Character needs to sleep two hours later than Stage One: No symptoms. Duration: 2d4 weeks.
normal, and has difficulty making skill checks – a 10% After duration, roll 1d20 + Con against the disease’s
penalty to all skill checks. Duration: 1d3 days. Virulence Factor. If successful, the disease becomes
Stage Three: Cough (other symptoms disappear). latent and the character suffers no symptoms.
Character’s hit points drop by 25%. Duration: 1d4 However, if the character suffers another disease later,
weeks. After this duration, roll 1d20 + Con against the there is a 20% possibility that the latent consumption
disease’s Virulence Factor. On a success, character’s becomes active.
body fights off the bronchits. On a failure, proceed to If the roll was unsuccessful, or latent consumption
Stage Four. becomes active, proceed to Stage Two.
Stage Four: Cough. Duration: 1d3 months. After Stage Two: Weight loss, fever, fatigue, night sweats,
1d3 months, the bronchitis seemingly disappears, leav- not feeling hungry, contagious (carrier). Character
ing only an infrequent cough for the next 4+2d4 cannot sprint. Loss of 25% hit points. Duration: 3d4
months. After this time, the Stage One symptoms weeks. After duration, roll 1d20 + Con against the
return for a duration of 1d3 months. They subside, disease’s Virulence Factor. If successful, procced to
then return after another 4+2d4 months. Stage Three. If unsuccessful, the character dies.
Furthermore, the GM or another player should Stage Three: Same as Stage Two, plus a cough and
secretly roll 4d4, and subtract this amount from the difficulty breathing. Loss of hit points increases to
character’s maximum age – already defined in the 50%. Character cannot perform strenuous activity
Priors and Particulars section. (including running/sprinting). Duration: 1d4 weeks.
After duration, roll 1d20 + Con against the disease’s
Cholera Virulence Factor. If successful, the consumption
This disease is picked up primarily through contam- becomes latent. If unsuccessful, proceed to Stage Four.
inated water or food, and not likely to spread through Stage Four: Constant tiredness, wheezing, weight
contact with a diseased person. Still, it’s possible. loss, bloody cough, shortness of breath. The consumption
Some 1d4 days after exposure, the character enters has become chronic. Have the GM or another player
Stage One. secretly roll 1d100. On a roll of 01-50, the character
Stage One: The character can’t perform strenuous dies of consumption after the next 3d6 months have
activity, and suffers vomiting, severe cramps in the gut passed. On a roll of 51-80, the character dies in 1d4+1
and legs, diarrhea, and general weakness. He has great years. On a roll of 81-100, the character dies of
difficulty concentrating – a 30% penalty to all skill consumption in 6+2d6 years.
checks. Duration: 12+1d12 hours. Each time the character finishes a strenuous activity
(such as running or sprinting), he must make a

245
Constitution check. If he fails, he must rest (and do reduced by 10%. There is a 10% chance the character
nothing else) for 10 seconds (100 counts) per each also loses 1 point of Strength and 1 point of
second of strenuous activity. If he refuses to rest, he Constitution (roll for each). The character can perform
suffers severe chest pain and shortness of breath, strenuous activity after 1d4 weeks. Remain contagious
losing 1 hit point per 2 seconds (20 counts) he continues for another 1d4 weeks.
to strain himself. The character’s total hp is
permanently reduced by 10%. Influenza
Also known just as the “flu,” this is another one of
Croup those diseases that sneaks up on you. The character
Trouble breathing and a constant “barking” cough becomes infectious within 1d4 hours after exposure,
might mean you’ve caught the croup. The character and enters Stage One some 1+1d3 days after
enters Stage One some 1d12 hours after exposure. exposure.
Stage One: Difficulty breathing, infrequent cough- Stage One: Infrequent cough, headache, general
13: Wounds & Healing

ing, contagious (carrier). Duration: 1d12+12 hours. weakness, contagious (carrier). Duration: 1d3 days.
Stage Two: Same symptoms as Stage One. After duration, roll 1d20 + Con against the disease’s
Character needs to sleep two hours later than normal. Virulence Factor. On a failed roll, proceed to Stage
Duration: 1d3 days. After duration, roll 1d20 + Con Two. On a success, character returns to normal in
against the disease’s Virulence Factor. On a failed roll, another 1d12 hours.
proceed to Stage Three. On a success, character Stage Two: Character suffers a temporary –1 to
returns to normal in another 1d12+12 hours. Strength, can’t perform strenuous activity (including
Stage Three: Same symptoms as Stage One and running/sprinting), and has frequent cough, fever, sore
Two. The character loses 25% of his hit points. throat, headache, extreme fatigue, contagious (carrier).
Duration: 3+1d4 weeks. Duration: 1d3 days. After duration, roll 1d20 + Con
against the disease’s Virulence Factor. On a failed roll,
Diphtheria proceed to Stage Three. On a success, character
returns to normal in another 1d12 hours.
Normally, a fever and sore throat isn’t too bad. If it’s
diphtheria, though, you better start praying. The Stage Three: Same symptoms as Stage Two, plus
character enters Stage One some 1+1d3 days after loss of 10% hit points. Duration: 2d12 hours. After
exposure. duration, make a Constitution check versus half Con.
On a failure, proceed to Stage One of Pneumonia,
Stage One: Character can’t perform strenuous
below. If successful, character returns to normal in
activity (including running/sprinting), and has severe
12+1d12 hours.
sore throat, light fever, contagious (carrier). Duration:
24+2d12 hours. Malaria
Stage Two: Same symptoms as Stage One, plus loss
You get malaria from infected mosquitoes, though
of 50% hit points. Duration: 2+1d4 days. After dura-
the folks of the Shattered Frontier aren’t aware of that
tion, roll 1d20 + Con against the disease’s Virulence
yet. You’ll have a fever (called the “ague”), and may
Factor. On a failed roll, proceed to Stage Three. On a
feel like you’re getting a flu. Stage One begins
success, character returns to normal in 12+2d12
10+1d20 days after getting bit.
hours. Remain contagious for another 1d4 weeks.
Stage One: Chills and headache. Duration: 3d20
Stage Three: Character has difficulty breathing,
minutes.
rapid heartbeat, pale cold skin, anxious appearance.
Hit points drop to 25% of normal. Duration: 1d3 Stage Two: Temporary loss of 1 point of Strength
days. After duration, make a Constitution check versus and 1 point of Constitution. Character cannot
half Con. On a failure, proceed to Stage Four. If perform strenuous activity (including running,
successful, hit points now return at the rate of 1/day, sprinting), and has fever, nausea, vomiting, headache,
and the character can perform strenuous activity in and intense thirst. Duration: 2+1d4 hours.
12+2d12 hours. Remain contagious for another 1d4 Stage Three: Fever with profuse sweating, fatigue
weeks. (no strenuous activity). Duration: 1+1d3 hours.
Stage Four: Roll 1d10. On a result of 1, character Stage Four: Roll 1d20 + Con against the disease’s
dies. On a 2 through 9, the character shakes off the Virulence Factor. On a success, continue to repeat the
disease. The character’s total hp is permanently

246
above stages every 1d3 days, for the next 1d4 weeks. Duration: 7+1d6 days. After duration, roll 1d20 +
Afterwards, character returns to normal in 24 hours. Con against the disease’s Virulence Factor. On a
On a failure, the malaria becomes chronic. There is success, character returns to normal in 3+1d4 days.
a 20% chance the character permanently loses 1 point On a failure, proceed to Stage Two.
of Strength and 1 point of Constitution (roll for each). Stage One (Viral): Dry cough, muscle pain,
The character can perform strenuous activity after 1d4 fatigue, fever, headache. Character has difficulty
weeks. Remain contagious for another 1d4 weeks. concentrating – a 15% penalty to all skill checks. No
Character must roll 1d100 every day for the rest of his strenuous activity (including running/sprinting).
life. On a result of 1, character has a relapse and Duration: 7+1d6 days. After duration, roll 1d20 +
suffers Stages One through Three. Con against the disease’s Virulence Factor. On a
success, character returns to normal in 3+1d4 days.
Measles On a failure, proceed to Stage Two.
You can spot this springtime disease from small, red, Stage One (Walking): Light cough, fever, mild
fatigue, headache. Character cannot sprint, and suffers

13: Wounds & Healing


irregularly-shaped spots with blue-white centers inside
the mouth. Of course, since most folks don’t look a 5% penalty to all skill checks. Duration: Number of
inside your mouth too often, you might have to wait a days equal to 12+3d6, minus Constitution score
while to see the large flat red to brown blotches that (minimum 3 days). After duration, character returns to
normal in 3+1d4 days.
start popping up all over the skin. Stage One begins
6+1d6 days after exposure. Stage Two: Same symptoms as Stage One, plus
difficulty breathing, nausea, vomiting, mental
Stage One: Runny nose, cough, slight fever that
confusion. Duration: 3+1d4 days. After duration, roll
rises slowly over duration, contagious (carrier).
1d20 + Con against the disease’s Virulence Factor. On
Duration: 4+1d3 days. a success, character returns to normal in another
Stage Two: Fever, red blotchy rash, contagious 3+1d4 days. On a failure, proceed to Stage Three.
(carrier). Character has difficulty concentrating – a Stage Three: Same symptoms as Stage Two, plus
10% penalty to all skill checks. Duration: 4+1d3 days. loss of 25% hit points. Duration: 3+1d4 days. After
After duration, roll 1d20 + Con against the disease’s duration, make a Constitution check versus half Con.
Virulence Factor. On a success, character returns to On a failure, proceed to Stage Four, below.
normal in 1d12+12 hours. On a failure, proceed to If successful, symptoms fade in 3+1d4 days.
Stage Three.
Stage Four: Same symptoms as Stage Three, for
Stage Three: The character suffers complications the next 1d4 weeks, followed by death.
– roll a d100. On a result of 1, character suffers
inflammation of the brain and dies. On a result of Scarlet Fever
02-14, proceed to Stage One of pneumonia, below. In Those darn bacteria – there’s nothing to be done
either case, character becomes immune to future about them. Don’t touch somebody with scarlet fever,
exposures of measles. or eat from the same plate, because you’re sure to get
it. Stage One begins 1+1d3 days after exposure.
Pneumonia Stage One: Sore throat, flushed face, fever, chills,
Once you catch pneumonia, you’ll have some sort of contagious (carrier). Duration: 12+3d12 hours.
cough, at least. It really depends on what kind you Stage Two: Same as Stage One, plus a rash of
caught yerself. little red bumps. Loss of 25% hit points. Duration:
Roll a d20. 12+1d12 hours. After duration, roll 1d20 + Con
g On a 01-06, it’s bacterial. against the disease’s Virulence Factor. On a success,
character returns to normal and rash disappears in
g On a 07-16, it’s viral. another 3+1d4 days. On a failure, proceed to Stage
g On 17-20, it’s “walking pneumonia.” Three.
Of course, to the folks of the Shattered Frontiers, Stage Three: Same symptoms as Stage Two, plus
there’s no difference – it’s all just pneumonia. Stage higher fever, nausea, and vomiting. Hit point loss
One begins 1+1d3 days after exposure. drops to 50%. Duration: 3+1d4 days. After duration,
roll 1d20 + Con against the disease’s Virulence Factor.
Stage One (Bacterial): Chills, shakes, high fever,
On a success, symptoms and rash disappear in 2+1d3
sweating, chest pain, cough with yellow/green mucus.
days. On a failure, character suffers complications and
No strenuous activity (including running/sprinting).
dies.

247
Smallpox Arsenic
This is a terrible sickness, and even if you survive it, You can get this white, tasteless, odorless powder
you’re going to be left with a right ugly face. Stage down at the apothecary shop. Works great for killing
One begins 7+1d10 days after exposure. rats, but I reckon you could use it for people, too. Of
Stage One: Fever, fatigue, head and body aches, course, I hear that smaller than usual doses don’t
contagious (carrier), and small red spots develop on really affect folks.
mouth and tongue. Loss of 25% hit points. Character Lesser doses cause weakness, secretly reducing the
cannot perform strenuous activity (including character’s hit points by 5% (regained normally).
jogging/running/sprinting). Duration: 12+1d12
hours. Gila Monster
Stage Two: Same as Stage One, but mouth rash This big lizard lives mostly in northwest Mexico,
vanishes and rash spreads to all parts of the body. Hit northwest Arizona, south Nevada, eastern California
point loss increases to 50%. Duration: 12+1d12 hours. and southwest Deseret. They are usually black and
13: Wounds & Healing

Stage Three: Fatigue, head and body aches, conta- pink, or black and coral colored, and might be as big
gious (carrier), with large pus-filled rash all over body. as 20 inches long. Its kin, the Mexican beaded lizard,
Hit point loss increases to 80%. Duration: 1d3 days. can grow up to 3 feet long. It’s hard to get bitten unless
After duration, roll 1d20 + Con against the disease’s you pick one up, so I wouldn’t recommend it.
Virulence Factor. On a success, proceed to Stage Four. For symptoms, see the rattlesnake entry below.
On a failure, roll a d100. On a roll of 01-30, blood
forms under the skin, organs begin to bleed and Moonseed
character dies. On a roll of 31-65, character becomes Also called Texas sarsaparilla, this vine can grow up
blind (as the Plumb Blind flaw). On a roll of 66-100, to 12 feet tall, with broad maple-like leaves. In July,
the disease weakens the character, and he suffers a small yellow or greenish-white flowers bloom, and
permanent –1 penalty to his Strength and Constitution small bunches of black, grape-like fruits appear in
ability. September. These fruits cause trouble, since
Stage Four: Same as Stage Three, but bumps start unknowing kids sometimes pick and eat them.
to crust and scab. Duration: 4+1d3 days.
Poison Oak
Stage Five: Same as Stage Three, but bumps start
to fall off, leaving pitted scars. Duration: 4+1d3 days. This vine or shrub has leaves like an oak tree, but it
After duration, roll 1d20 + Con against the disease’s isn’t nearly as pleasant to touch. Its oil rubs off on the
Virulence Factor. On a success, character suffers a body, causing rashes and blisters wherever it touches.
permanent –1 to his Charisma and –1 Looks ability Of course, if you wash it off quick you have nothing
scores. On a failure, the penalty is –2 to Charisma and to worry about (no roll needed if character washes
–1 to Looks. In either case, the character’s total hp is within 2 hours of exposure).
permanently reduced by 10%.
Scorpion, Bark
POISONS These little straw-colored varmints (about 2-3 inches
long) like to live in trees and moist, dark places. Aside
There aren’t too many hombres who use poison to from the damage they do, you’ll have twitching facial
get rid of their enemies – after all, a bullet is a heck of muscles, cramps and nausea for 1d3 hours.
a lot cheaper and quicker. Of course, you still need to
watch out for snakes… Scorpion, Other
Whenever a character gets poisoned (what we call Most scorpions have colors anywhere from straw to
“pizened”), he needs to roll a d20 and add his brown to black, and length from less than 1 to 5 inches
Constitution score. If this poison Tolerance roll is long. Fortunately, they’re a little less poisonous.
greater than the Poison Factor, the character suffers
only half damage (minimum 1). Each poison and its
damage is listed on Table 13-6: Poisons and Venoms, with
details below.
Hit points lost to poison or venom return at the same
factorial rate as normal injuries.

248
g On a result of 01-25, the character
Table 13-6: Poisons and Venoms
only suffers damage from the bite.
Type Delivery Factor Damage* Cost
g On a result of 26-60, the character
Arsenic Ingested 26 2d20 $0.08
also experiences pain, slight bleeding and
Gila monster Bite 22 2+2d4 swelling.
Moonseed Ingested 20 2d4 g On a result of 61-85, the character
Poison oak Contact 15 1d4 also suffers nausea, vomiting, fatigue, severe
Scorpion, bark Sting 25 2+2d4 pain, and the whole limb swells up.
Scorpion, other Sting 1+1d4 g On a result of 86-100, the character
suffers severe pain and swelling, he has
Snake, copperhead Bite 23 2+1d4
difficulty breathing, and must make a
Snake, coral Bite 22 1+1d4 Constitution check versus half his Con
score. On a failed check, the character lapses

13: Wounds & Healing


Snake, cottonmouth Bite 24 2+2d4
Snake, rattlesnake Arrow, Bite 25 3+2d4 into shock and dies. Symptoms begin
within 5d20 minutes of the bite, and last for
Spider, black widow Bite 25 1+1d4
1d4 hours.
Spider, brown recluse Bite 25 1d4
Spider, Black Widow
Snake, Copperhead
This shiny black spider has a reddish hourglass mark
A western copperhead averages about 3 feet long. on its stomach. You tend to find them in old closets,
Symptoms (see rattlesnake) begin within 5d20 minutes attics, woodpiles, animal burrows, barns, and outhouses.
of the bite, and last for 1d4 hours. The character feels pain around the bite within 3d10
minutes. Difficulty breathing, muscle twitching, eyelid
Snake, Coral swelling, headache, nausea, and pain in the abdomen,
The western coral snake lives in central Mexico and back and legs appears within 1d2 hours.
the western Republic of Texas. Its coloration is red,
yellow, and black, in alternating stripes. Just remember Spider, Brown Recluse
– “red before yellow and you’re a dead fellow.” Unlike Brown recluse spiders like dark corners – be careful
most other snakes, this snake delivers its venom by where you stick your hand! The character feels aching
grooves in the teeth, rather than injecting it. There is around the bite after 4+1d4 hours, and there is a 10%
a 50% chance that you’ll take no damage if you pull chance that the character also suffers from nausea and
the snake off quick (within 2 seconds). high fever, for the next 4+1d3 days. Afterwards, it
Five minutes after the venom enters, the character becomes a black patch of dead tissue that rots and falls
suffers drowsiness, weakness, blurred vision (-4 to off after 1d4 weeks. This deep wound takes 2+1d4
Accuracy) and slurred speech for the next 1d6 hours. months to heal. There is a 10% chance (100% if
If you roll a 1 on your Tolerance roll, roll a d100. The bitten on the face) that this causes the character to
character has a 20% chance (01-20) to die from a heart permanently lose a point of Looks.
attack.

Snake, Cottonmouth
If you find them in or about the water, you’re
probably looking at what we call a “cottonmouth.”
They can get up to 6 feet long, and have a dark brown
body with a lighter yellowish body. Symptoms (see
rattlesnake) appear within 5d20 minutes of the bite,
and last for 1d4 hours.

Snake, Rattlesnake
This snake’s rattle is the best way to figure out if
you’re getting too close.
If bit, roll a d100.

249
hese rules cover situations where brawling itself precisely three varieties. Each player begins with a

T is the center of the action. These situations


might include a challenge to fisticuffs, a heated
fistfight between two arguing characters (especially if
stack of chips defined by their ability scores as follows:
Red Chips (Damage) represent brute strength
and your ability to inflict damage. You receive twice
onlookers are there and honor is at stake), wrestling your Strength score in chips. Red chips determine the
matches, bare-knuckled boxing matches or the classic damage bonus of successful hits. Each red chip bet
barroom brawl. In these instances where the fight gives +1 point of damage.
14: Brawling

itself is the main encounter or epicenter of the action,


Blue Chips (Agility) represent your ability to
these brawling rules provide enhanced play and flexi-
connect with an opponent. You receive a total number
bility as well as a more protracted scenario. If you
of blue chips equal to the total of your Intelligence
enjoy a good barroom brawl complete with makeshift
and Dexterity. Blue chips determine who swings first.
weaponry (e.g., chairs broken over the back or a
Each blue chip bet gives a +1 “To-hit.”
whiskey bottle to the head), these rules will do nicely.
White Chips (Endurance) represent your staying
S ETUP power in a fist fight. You get a number equal to the
sum of your Wisdom and Constitution scores. White
Each character begins with a set number of poker chips reduce any damage suffered from opponents by
chips that represent that character’s ability to deal and 2 points per white chip bet.
withstand damage and hit others. These chips come in
• For a shorter brawl, halve all starting chips.

Examples of Initial Chips Dealt Another character named Jake Carson has the
A character named Bill Garrett has the following stats: following stats
Strength . . . . . . . .12.59 Strength . . . . . . . .11.66
Intelligence . . . . .15.93 Intelligence . . . . .12.63
Wisdom . . . . . . . . . .6.92 Wisdom . . . . . . . . .10.86
Dexterity . . . . . . . . .9.77 Dexterity . . . . . . . .13.47
Constitution . . . . .14.73 Constitution . . . . .12.32
Looks . . . . . . . . . . . .9.60 Looks . . . . . . . . . . . .7.03
Charisma . . . . . . . . .7.21 Charisma . . . . . . . .11.53
Bill is therefore dealt out the following quantities of Jake receives the following chip totals prior to
poker chips prior to the brawl: brawling:
24 Red (Damage): 2 x Strength (12) 22 Red (Damage): 2 x Strength (11)
24 Blue (Agility): Intelligence (15) plus Dexterity (9) 25 Blue (Agility): Intelligence (12) + Dexterity (13)
20 White (Endurance): Wisdom (6) plus Constitution (14) 22 White (Endurance): Wisdom (10) + Constitution (12)

250
Dexterity for a total of 14. Since Jake’s roll beat Bill’s defense,
B ETTING
the attack succeeds.
Each round of brawling is structured somewhat like
The injured player must remove the damage total in
a poker game. Each combatant decides how many, if
chips from his three chip stacks in any combination he
any, of his chips he wishes to utilize in any given round
chooses (e.g., 3 points of damage can be three red
by tossing them into the pot. However, every player
chips, or two red and one blue, or three white, one of
must toss in at least one white “Endurance” chip.
each, etc). Damage dealt by a successful punch is one
Anyone controlling any non-player characters involved
point plus the number of Damage chips (red) bet by
will have to toss in one white chip per character as
the attacking player. However, if the defender bet any
well. These “antes” are then swept (and counted to
white chips, the damage is reduced by two points for
make sure everyone that wants to take an action has
each one Endurance chip (white) bet by the defending
paid a chip) and removed from the fight.
player (note this can reduce damage to zero from a
After anteing, each player utilizes his chosen number would-be damaging blow). If the defending character
of red, blue and white chips by “betting” and tossing is damaged, the defending player must remove a
them into the center of the table (or into the “pot”). number of his own chips (not already in the pot) equal
Each color is handled in turn and each round of to the damage suffered from his stacks. He places them
“betting” goes from the lowest to the highest Wisdom, aside (they are lost from the fight). No hit points are
thus the character with the lowest Wisdom “bets” first. lost, just chips.
The maximum chips that may be bet by any character A natural “1” on the attacker’s roll indicates a very
in any given round of brawling is as follows: poor miss: the attacker suffers the effects listed on the
Red (Damage): 2 Strength score Mishaps chart and the defender may make a free,
Blue (Agility): 2 Dexterity score immediate counter-attack that does not count as his
attack for that turn but is otherwise the same as his
White (Endurance): 2 Constitution score
standard attack for that turn in all respects (i.e., use the
• Note: All scores are rounded down. Thus, a character with

14: Brawling
chip totals bet that round). A natural “1” on the
an 11 Dexterity can bet a maximum of 5 Agility chips. defender’s roll gives the attacker an immediate free
attack (identical to his first attack). A natural roll of
B RAWLING “20” for the attacker does double Damage chips and
Players take their turns in order of the number of the extra Damage chips ignore any Endurance chips
Agility (blue) chips bet. Highest goes first (ties are broken played by the defender (but the first ones bet are not
by Dexterity scores to the 100th place, then Intelligence scores to ignored). A natural roll of "20" by the defender doubles
the 100th place, then a d20 roll). the value of the Endurance (white) chips played.
To hit another character, the player picks any Results of the First Punch and a Counter
adjacent target, rolls a d20 and adds a +1 bonus for
each Agility (blue) chip bet (back at the start of the With his successful attack, Jake deals one point of damage
round). The defender rolls a d20 and adds his plus one point for each red chip he bet (five), for a total of
Accuracy/Hit Probability modifier granted by his 6 points. However, Bill bet three white chips, which remove
Dexterity score. If the attacker’s roll exceeds the 2 points of damage for each white chip bet. That’s three chips
defender’s roll, the attack succeeds (i.e., ties go to the x2 points, for a total of 6. Bill successfully blocked all of Jake’s
defender). damage. Now it’s Bill’s turn to attack.
Bill rolls a d20, getting a result of 8, and adds +1 for each
Example of Betting and the First Punch blue chip bet (two), for a total of 10. To defend, Jake rolls a
Bill Garrett and Jake Carson are havin’ themselves a brawl. d20 and adds his Dexterity defense modifier (+1) for a total of
Both players toss in one white chip for ante, reducing their total 14. Since Bill’s roll failed to beat Jake’s defense, the attack fails.
by one. Now it’s time to prepare. Jake decides he’s going to bet After any round of fighting, a character with zero
the maximum red (five) and blue (six) chips he’s allowed, plus Damage (red) chips is too weak to injure anyone
one white chip. Bill’s gonna be more conservative and bets only beyond one point, any character with zero Agility
three reds and two blues, plus three white chips. (blue) chips is too fatigued to throw a really accurate
Since Jake bet the most blue (Agility) chips, he gets to roll his punch and thus can’t get a bonus to-hit, and any
attack first. He rolls a d20, getting a result of 13, and adds +1 character with zero Endurance (white) chips is winded
for each blue chip bet, for a total of 19. To defend, Bill rolls a and must spend one round resting (see below) or spend
d20 and adds his Accuracy/Hit Probability (+0) from

251
one each of Damage and Agility chips to gain an
T IME
Endurance chip for ante.
Each round of brawling equals 10 seconds of time.
If at any time, a character’s chips are down to zero
Each round of rest (inaction) earns back three chips of
in all three categories, he’s knocked and/or passed out.
Damage beyond the final chip is removed from the the resting character’s choice.
character’s hit point total. This hit point damage is
actual damage – thus, a character without chips can be Example of a Time Out
beaten to death if his opponent’s are not stopped and Let’s suppose that, after a few rounds of brawling, Bill runs
of a mind to do so. out of white chips. On his next round, he’ll take no action
Duration of unconsciousness is equal to 1d10 (either attack or defense). At the beginning of the next round, he
seconds. If the blow that knocked the character receives three white chips. He’ll have to use one of these white
unconscious dealt more damage than the defending chips for ante, unless he spends another round resting.
character had chips (i.e., he would have a negative
number of chips), that character is knocked Stunning
unconscious for an additional 10 seconds per chip he Any round in which a character suffers damage
was shy. Every 10 seconds, the unconscious character equal to half his remaining Endurance chips, he is
may attempt a Constitution check to regain partially stunned for the next round. Partially stunned
consciousness. The character may not act the first 10 characters may bet a maximum of 2 their normal
seconds in which he regains consciousness. maximum (or 4 the relevant original ability score). If
in one blow a character suffers damage equal to or
T HE R AKE greater than his remaining endurance chips, he’s
stunned for one action and cannot take his next action
The highest natural attack roll (i.e., not modified by
(this round of inaction does not count as “Rest”), falls
chips) each round wins that round’s pot, less the rake
prone and is then partially stunned for the following
(see below). These chips are then added to that
14: Brawling

round. Note that a character’s next action could be in


character’s chips and he can use them in future
the same round or in the next round depending on
brawling rounds.
whether he already attacked that round.
A percentage of each type of chip from each pot is
Any character that is stunned (but not partially
removed as follows: one of each type chip for every
stunned) twice within two rounds is knocked
1-10 chips bet or fraction thereof, for every four
unconscious for 1 round.
brawlers that rolled dice or otherwise contributed to
the pot. For example, if the pot consisted of 16
Example of Stunning
Damage, 21 Agility and 9 Endurance chips and there
were 2-4 brawlers, two Damage chips, three Agility For example, let’s suppose that Bill only has four white
chips and one Endurance chip would be removed. If (Endurance) chips left. If he suffers two points of damage, he’s
there were 5-8 brawlers double the chips would be partially stunned. On his next round, he can only bet three red,
removed, and for 9-12 brawlers the players would two blue and three white chips, instead of his normal maximum
remove triple, and so on. The simplest way to keep of six red, four blue and seven white.
track of this is to stack the chips in color groups of 10 On the other hand, let’s say that Bill has four white chips left,
and remove one chip from every stack (including frac- but suffers 4 points or more of damage. He can’t attack or
tional stacks) for every four brawlers. Thus, remove defend during his next action, but gains no white chips for
one per 10 for 1-4 brawlers, 2 per 10 for 5-8 brawlers, resting. The following round, he is only partially stunned, as
etc. In the event of a tie, the chips remain in the pot described above.
and the winner of the following round wins both pots!
M OVING AND S PECIAL A CTIONS
Example of a Rake
Most of the time, a brawl is just two drunk hombres
Jake and Bill have both finished their attacks, so it’s time for cuffing each other about the head and face. However,
the rake. The pot consists of all the chips they anted and bet, if you want to spend some extra chips on your turn,
totaling: eight red chips, eight blue chips and six white chips. you can declare that you’re making a special action.
Since there are only two brawlers and less than 10 chips of each Making a special action is the only time you get to
color, only one of each color is put aside (raked). The remainder spend more chips than you’re normally allowed, since
of the pot (seven red, seven blue and five white) all goes to Jake, their effects are different. You are essentially trading
since he had the highest attack roll. these extra chips in exchange for being able to perform

252
14: Brawling

the special move. These chips are taken out of the character. These include such things as moving,
game – they do not go into the “pot” with the others. jumping behind the bar, picking up a chair, swinging
You can only perform one special action per attack, from the chandelier, or grabbing a pull off that
and the special action is only successful if your attack whiskey bottle that other feller seems to have forgot
hits. about and left unattended-like on the bar. These
Moving, etc.: Moving is really a catch-all for a actions all cost one blue chip.
special action that doesn’t directly affect another

253
Using a Weapon: Actions that do directly affect Action may bet as many blue chips as he desires. If the
another character cost one of each type of chip. This Counter Action has more blue Chips than the Special
includes using a weapon or a makeshift weapon such Action, the Special Action player may choose to add
as a chair, bottle, gun butt, pocket pistol or bowie more blue chips. This bidding process continues until
knife. Damage delivered by hitting a character with a one player is too cowardly to up the stakes any further.
weapon, chair, bottle, and so on, is rolled per the Finally, the players each roll a d20 and add a +1 per
weapon and modified by both Strength modifiers (like blue chip that that character played. If the Special
a normal hit) and Damage chips. The damage total Action player’s total exceeds the Counter Action
without Damage chips (i.e., the weapon damage plus Player’s total, the Special Action may proceed (in this
Strength bonus) is removed from the defender’s hit case, he may fire his pocket pistol at point blank,
point total, and the total damage is removed from the rolling To-hit and following the gunfighting rules
character’s chips (modified by any Endurance chips normally). If the Counter Action player’s total equals
bet, of course). Keep in mind, you’ll likely have to first or exceeds the Special Action player’s total, the Special
perform a Moving action to grab a weapon (unless you Action fails (the players are struggling over the
had a weapon ready when the brawl started). firearm). Mishaps (1s) and natural twenties (20s) are
handled as described above in the standard brawling
Weapon Damage rules.
g Use standard weapon damage
g Chairs do 1d4p for standard chairs, or 1d6p for Example of a Counter Action
heavy chairs Now, if Bill had wanted to stop Jake from hittin’ him with a
g Bottles do 1d3p if empty, 1d4p if half or more full bottle, he could have set aside two red, two blue, and two white
chips for a Counter Action. Seeing that, Jake bets three blue
Example of Using a Weapon chips against Bill’s two blue chips in the Counter Action. (These
particular blue chips don’t add to his attack roll – they’re just to
Let’s say that Jake declares he wants to attack Bill with an
14: Brawling

help him pull off the special action – and do not go into the pot,
empty bottle. Jake bets two red and three blue chips, plus one
but they do disappear from his stack of chips.) If Bill doesn’t
white chip. He also spends one additional blue chip for Moving
bet any more blue chips for the Counter Action, Jake can proceed
to pick up the bottle. Bill bets two reds and two blues, plus two
with his Special Action. The bidding goes back and forth, with
white chips.
Bill adding another two blue chips (four total), then Jake adding
Since Jake bet the most blue (Agility) chips, he gets to roll his another two (five total). Bill decides not to add any more blue
attack first. He rolls a d20, getting a result of 10, and adds +1 chips (he folds).
for each blue chip bet, for a total of 12. To defend, Bill rolls a
Jake rolls a d20 and adds +5 (five Special Action blue
d20 and adds his Accuracy/Hit Probability (+0) from
chips), for a total of 17. Bill also rolls a d20 and adds +4
Dexterity for a total of 9. Since Jake’s roll beat Bill’s defense,
(four Counter Action blue chips), for a total of 16. Jake’s
the attack succeeds.
Special Action can proceed.
With his successful attack, Jake deals 1 point of damage,
Body Blow: A body blow is when you throw a left
plus 2 points of damage for the two red chips he bet, plus 1d3
or right punch to the other guy’s ribs, to his gut, to his
(in this case, +2) for the bottle, and +0 from his Strength
sternum or the center of his body (what some folks call
bonus, for a total of 5 points. Since Bill bet two white chips, he
the solar plexus). You have to spend an extra two red
removes 2 points of damage for each white chip bet. That’s two
chips, but if you hit, aside from the results of your
chips x 2 points, for a total of 4. Bill successfully blocked all
normal damage, your opponent also loses one white
but 1 point of Jake’s damage, so he only loses one chip of his
chip from his stack of unused chips.
choice. However, since Jake used a weapon, Bill also loses 2 hit
points (2 points from the bottle, and 0 from Jake’s Strength). Break Away: Need to break away from that
hombre that’s got a grab or a hold on you? Breaking
Counter Action: To perform this action, a player
away from a grab costs two red and two blue chips, but
simply sets aside two chips of each color (two blue, two
breakin’ away from a hold costs either four red chips
white and two red) when another adjacent character
or four blue chips.
tries to perform a Special Action, such as pulling out a
shooting iron. At that point, the character Using a Cross: The powerful straight punch from the back
Weapon, or Moving, or whatever (in our case drawing fist packs a mighty pop. It costs ya a blue and a white
the pocket pistol with a Moving Action), may add as but adds two red chips to the attack.
many blue (Agility) chips to his Special Action as
desired. Then, the character playing the Counter

254
Grab: If you want to grab that hombre, such as Push: A push, or shove, lets you put this rascal
with the left hand to keep him from avoidin’ yer down on the ground where he belongs. It costs two red
punches from the right, then this move is for you. It and one white chip, but the other guy ends up down on
costs two red chips, but your opponent can’t play more the ground, and he has to spend one of each color next
than one white chip at a time (not includin’ ante, of round to get back on his feet. (He can’t stand back up
course) until he breaks free. and attack in the same round.)
Head Butt: Slammin’ yer head into the other guy’s Rabbit Punch: A rabbit punch is a chopping blow
face is what’s known as a head butt. A head butt costs to the back of the neck. It costs four blue chips, but if
one of each chip, but reduces the other guy’s next successful increases your attack by three red chips.
attack (in the same round, or the next one, depending Spur: If you ever find yourself standing above some
on whether or not he already attacked this round) by poor feller you really don’t like, you can cut him with
two blue chips and one white chip. your spur. It costs three blue chips, but does an extra
two points of weapon damage.
Example of a Head Butt
If Texas Pete wants to head butt Don Francisco, he removes Example of Spurring an Opponent
one red, one blue and one white chip from his pile. If his attack Let’s say that Jake has Bill down on the ground, and wants
hits, Don’s next attack is reduced by two blue chips and one to kick him with his spur. Jake bets two red and two blue chips,
white chip. If Texas Pete’s attack misses, he still loses the chips, and no white chips. He also spends three additional blue chips
but Don suffers no penalties. for trying to deal damage with his spur. Bill bets one red and one
Haymaker: This wild hook from the back fist blue chip, plus three white chips.
carries a big wallop. It’ll cost you two blue and two If Jake’s attack is successful, he deals 1 point of damage,
white but adds three red chips to the attack. plus 2 points of damage for the two red chips he bet, plus 2 more
Hold: Want to grab that varmint and hold him points for the spur, and +0 from his Strength bonus, for a total
while somebody else hits him? It costs two red chips of 4 points. Since Bill bet two white chips, which remove 2

14: Brawling
and two blue chips and you can do it. Once held, that points of damage for each white chip bet. That’s two chips x 2
rascal can’t play any white chips (except for ante, of points, for a total of 4. Bill successfully blocked all of Jake’s
course) or do much other than try to break your hold. damage, so he loses no chips. However, since Jake struck him
Hook: Pivoting around and hitting the other guy on with his spur, Bill also loses 2 hit points (2 points from the spur,
the side of his face with four flush knuckles is what we and 0 from Jake’s Strength modifier).
call a hook. It costs one white chip, but adds one extra Trip: Need to trip your opponent up? All you have
red chip to your attack. to do is stick out your foot at the right time. It costs two
Jab: This quick, straight punch can be pretty useful blue chips, but the other guy can’t bet any more than
when you need to keep a big feller at bay or just want one blue and one white on his next action (he can bet
to punch faster than the other guy. It costs two red as many reds as normal).
chips but adds two blue chips to your attack. Uppercut: Curling your arm and elbow down by
Kick: No, this ain’t no fancy judo stuff. This is your side, and bringing the fist up hard and fast up
kickin’ a man when he’s down on the ground. If you or into the other guy’s chin is what’s known as an
one of your partners have pushed him down, and your uppercut. It costs one of each chip, but your attack
next attack comes before he can get back up, you can stuns your opponent if your damage equals 4 of his
kick him good. It costs three blue and three white chips remaining Endurance (white) chips. (Normally,
but also adds an extra four red chips to your attack. stunning requires the damage to exceed 2 your
Kidney Punch: This is a punch to the lower back, opponent’s remaining white chips).
aimin’ for the other guy’s kidneys. It costs three blue
chips and one white chip, but your opponent cannot
reduce damage from this attack with white chips.
Low Blow: A low blow is a hit to the “equipment”
between the other guy’s legs. This doesn’t really apply
to the ladies, of course. A low blow costs two blue
chips, but if it hits, the opponent can’t bet more than
one blue chip on his next action. Using a Low Blow
also reduces that character’s Reputation by one.

255
Types of Sessions .....................................254 Towns & the Campaign...........................285 The First Step ......................................326
The On-Going Campaign.......................255 Black Horse...........................................285 Settling In..............................................326
The Shattered Frontier...........................256 Lazarus ....................................................287 Friends and Allies................................326
Running the Campaign ............................257 History of the Animas Valley..............287 Finding Work .......................................327
Time and the Campaign......................257 Lazarus Town Directory .........................291 Putting Your Skills to Work...........328
Introducing the Players Notable NPCs ..........................................298 Making Your Own Opportunities....329
to the Sandbox ......................................261 Sample NPCs ............................................316 Staying Alive........................................329
Skirmishes.............................................262 The Deadliest Guns That Ever Lived..323 Staying Out of Harm’s Way ............329
Adventure Hooks.................................272 Playing the Campaign .............................326

kay. So you and your friends have rolled up


TYPES SESSIONS
O your new characters. You’re full of hope and
have a burning desire in your gut to set the
world on fire and show it what you’re made of. You’ve
OF
For those of you new to the world of role-playing
games (RPGs) the following is a quick overview of
got sand, kid. That’s admirable — but before you hit concepts common to most RPGs.
the trail and start slapping leather there’s a few things
Aces & Eights can be played in one of three ways —
you should know.
the skirmish, the one-off adventure or the on-going
Unlike their fantasy role-playing counterparts, campaign.
15: The Campaign Game

western role-playing games have traditionally been


Skirmish: A skirmish is simply an excuse to have a
limited to one-off adventures, with players getting
big gunfight. Players get together, split into teams, and
together, rolling up some characters and quickly
decide on an objective or victory condition. The
finding an excuse to fire their guns and shoot things
victory condition may be as simple as “Last man
up. Robbing a bank, taking on the evil cattle baron
standing wins” or something more noble like “Fight
and his men, or ambushing the payroll stage can be
off the outlaws and prevent the bank from being
great fun, but usually lead to the death of several (if
robbed.” Not only are skirmishes a lot of fun, but they
not all) characters. When the session is finished so is
are a great teaching aid in introducing new players to
the adventure.
the combat rules and whetting their taste for some
This is unfortunate. As a setting, the Old West good western role-playing. Not only will it teach them
provides an abundance of untapped adventure the advantages of such things as taking cover and
opportunities. And although Aces & Eights lends itself laying down suppressing fire, but it’ll also show the
well to one-off adventuring, it has primarily been players just how deadly a gun is.
designed with the on-going campaign in mind.
One-Off Adventure: The one-off adventure is
This section will help guide you in these pursuits and just that. A group of players get together, roll up
more. The information provided here is intended to characters and set about completing an adventure with
help players and GameMasters alike get their some sort of specific goal in mind.
campaigns underway
It may be driving a herd of longhorns hundreds of
miles to a rail head, robbing a stage, or eliminating a
band of notorious cutthroats that have taken over a
small town.

256
The action begins and ends in a single evening’s Perhaps the land-grabbing antics of the much hated
playing session. It’s another great way to introduce cattle baron is more your style. How about founding a
new players to the game who may be hesitant to try it new town and naming it after yourself ?
otherwise. Like an action-adventure movie, one-offs Then again, perhaps your character has simpler
tend to focus on intense action and lots of gunplay, ambitions. Just to own a piece a land he can call his
with players knowing their characters may not come own, stake his destiny and raise a family while making
out alive. Oft times a one-off adventure is simply an an honest living.
excuse to lead the players into a climactic skirmish.
There’s no one way to play Aces & Eights. Players are
When first playing Aces & Eights, players may find free to choose their own goals and pursue them with
they are content with just rolling up characters and nothing stopping them but the iron of their own
running skirmishes and one-offs. As mentioned above, determination and their god-given abilities. Running a
Aces & Eights lends itself well to such activity — and full campaign takes more work for everyone involved
let’s face it, there’s nothing quite so impulsive as a new but it’s also more rewarding.
player with a gun he’s just aching to use.
“Hey guys, is that a bank? Let’s rob it.”
Eventually, it’ll sink in that gunplay is lethal, and
that robbing banks and raising hell every session
results in little more than high mortality rates and
rolling up lots of newcharacters.
If your group enjoys this sort of mayhem and finds
it appealing, more power to you. Have at it and have
fun.

THE ON-GOING CAMPAIGN


When you grow tired of racking up a body count
and start longing for something more substantial,
you’ll be happy to know that Aces & Eights has been
designed from the ground up with the on-going
campaign in mind. This book will allow you to do
much more than stumble down the path of an
outlaw, or simply finding yourself getting gut

15 The Campaign Game


shot week after week.
A campaign is a series of sessions (or
adventures) where events and action from the
previous session carry on to the next. Rob a
bank one week and your characters must deal
with the consequences (or avoid them) the
following week. If a character dies, a new one
is introduced to join up with the other
surviving characters and the campaign
continues.
In the campaign, players concentrate on
establishing their characters in the world
they live in and making them more powerful
and successful. Players can pursue just about
any profession their hearts desire, or any
avenue of opportunity that presents itself.
Maybe your character would like to own a
saloon, or run for mayor. How ‘bout both?
Or maybe rumors of a gold strike in Indian
territory suddenly have you thinking of
trying your luck at prospecting.

257
years on fantasy role-play, where racking up a body
count and looting the corpses was the surest way to get
Let Common Sense Prevail ahead and move up in levels, achieving almost god-like
Be aware that no set of rules can fully cover (or powers and becoming more or less untouchable as
even anticipate) every situation that will come up in their careers progress.
a campaign. Especially in a game with such a broad Unlike fantasy, western RPGs are truer to real life
range of adventuring opportunities as the Old West. expectations. Characters do not possess superpowers
We couldn’t cram everything into one book so such as magic spells or the ability to withstand physical
there will be times when a situation comes up that injuries that would otherwise fell an elephant. Nor do
isn’t covered by a specific rule. the gods grant their adherents the ability to instantly
For example: How much water does a steam recover from catastrophic injuries.
locomotive need to take on to travel 30 miles? Resetting these gaming tropes is essential to long-
Can a buggy withstand the weight of the 100 bars term survival in Aces & Eights. Gunfights are exciting
of gold the players are attempting to load it down but they are also very risky. Mortal combat has a time
with? and place but should not sit atop the list of solutions to
problems. You have alternate means to achieve goals
How much lumber does it take to build a saloon?
and those interested in success will fully explore these
For that matter, how much does it cost to build one?
options before drawing their guns.
Trail Dust Knickerson announces he’s going to
Players may also be used to running characters that
jump from a train onto the back of a galloping
have been pigeon-holed into pre-defined character
horse while firing two six-shooters and then grab
classes or templates. The thief character picks pockets.
the reins in his teeth.
The mage casts spells. The fighter fights. A character’s
These situations and more can come up in a chosen class more or less dictates how the character
typical session. So what to do while you’re waiting behaves and how he earns his keep for life. It’s under-
for the next supplement or official call...? First off standable that many players find it a little unsettling, at
— don’t panic. If you find yourself in a situation first, that most of that is gone in Aces & Eights.
where the rules are silent let common sense be your
In addition, some players quickly learn that they
guide.
really don’t know nearly as much about day to day life
Go with what ‘feels’ right and let the action in the Old West as they thought they did. Other than
continue to flow. If you don’t feel comfortable doing acting out the plots of their favorite western movies
that, pause the game and discuss how it should be and television shows, they find they really don’t know
handled and take a vote. what to do or where to turn once their character is
15: The Campaign Game

After the game you can look for a more dropped into the game.
substantial answer. Visiting the official Aces & Eights Again, this section will help nudge you in the right
internet forums at https://www.kenzerco.com is a direction and arm you with some ideas. In addition, it
good place to start. will provide a wealth of useful information for both
the player and GM to get started.

THE CHALLENGE THE SHATTERED FRONTIER


OF RUNNING A
WESTERN CAMPAIGN While you’re free to run your campaign in any
setting (historical or otherwise), the official setting for
The stories and traditions of the Old West are as Aces & Eights is the Shattered Frontier. This is where
ingrained in most American psyches as baseball and most of your campaign will unfold. It’s also the default
barbecue. In that case, you’d think it would be a snap setting for any future Aces & Eights supplements and
to sit down and start running a western RPG. After all, adventures.
most of us have watched plenty of western themed TV
The Shattered Frontier is based on the American
shows and movies. In fact, when trying to explain how
Old West, but with an alternative history spin. Simply
a role-playing game works to a non-gamer, the
put, events took a different turn at key moments in
example of “ it’s like playing ‘cowboys and Indians’
history, resulting in a very different political landscape.
only with rules” is one of the best you can turn to.
Why an alternative history as opposed to a historical
Surprisingly, many experienced role-players look a
setting? The benefits of an alternative history setting
little lost after rolling up their first characters for a
are manyfold.
western RPG. Most likely they’ve been weaned for

258
For one, it frees the players/GM from history and Known by the Mexicans as “El Diablo’s Caldera” (or
allows them to fill in the blanks and write their own. simply “the Cauldron”) this area of political unrest is
There’s no worry of a player pointing out, “Hey! No the stage for your beginning Aces & Eights campaign. It
fair. Smokeless gunpowder wasn’t invented until is here, around the squatter towns of Lazarus and
1886!” Muskeegie, that your adventure is centered. Once an
It also prevents players from acting on knowledge area deemed suitable only for outlaws in hiding and
their characters wouldn’t have. “Gee, I think I’ll look for trappers running the occasional trap line, the San
for gold over here near Cripple Creek. I’ve got a funny Juan Mountains now have the continent’s undivided
feeling about that spot.” attention. Gold was discovered here in recent months
and the rush is on.
Most importantly, it adds a bit of mystery to the
setting. It gives that feeling of embarking into the
unknown that would otherwise not be possible.
RUNNING THE CAMPAIGN
For those players and GMs who prefer a real history Lucky you — if you’re reading this section you
setting – no problem. The rules themselves apply to probably drew the short straw and will be taking on
both approaches and the library (or the internet for the role of GameMaster (GM). If not, you can skip
that matter) is filled with material covering every ahead to the Player Tutorial section or keep reading,
aspect of the American Old West in minutia. so you‘ll be ready to help out your GM when called
upon.
As the GM it’ll be your job to weave the story and
A B RIEF O VERVIEW OF guide the players along on their adventures. If you’ve
THE S HATTERED F RONTIER ever played a role-playing game before, you already
The “Shattered Frontier” was a term coined by a St. have a pretty good idea of what the job of GM entails.
Louis newspaper publisher, Shawn Griffith Nelson, The GameMaster is the man with the script. He
when describing the lands west of the Mississippi arrives at the table with an adventure and armed with
River. intimate knowledge of the campaign setting and rules
A few months ago, of the game. It’ll be your job to present the adventure
Mr. Nelson made a to the players and then respond accordingly based on
journey from St. Louis the player’s actions.
to the frontier boom- Not only that, but you’ll also be winding the clock-
town of Muskeegie work that keeps the gears whirring as the world the
and chronicled his players stomp around in stays in motion — rumors of

15: The Campaign Game


experiences by tele- distant wars, the sounds of men and hammers as new
graph. rails stretch westward, rich eastern bankers leaning
In his weekly pub- over their maps determined to hammer the west and
lished updates, he bend it to their will — all taking place while your
harped on and on players attempt to find their place in it all and gain a
about the ‘God-given’ foothold.
opportunities present- Shawn Griffith Nelson
Newspaper Publisher Your first job as GM, however, will be coming up
ing themselves out with a few starting adventures and introducing your
West that were, in his opinion, being “squandered” by players to the Shattered Frontier. Before exploring
the Union. some ideas for adventures let’s take a few moments and
“Vast expanses of land and valuable resources claimed by cover some basic RPG concepts.
everyone yet controlled by no one lie in this shattered frontier,”
he wrote in one piece. “Neglecting this territory is akin to T IME AND THE C AMPAIGN
letting fields of fertile soil lay fallow while the starving farmer “Time is money, boys!!! And right now we’re bleeding nickels
picks through the trash for his supper. It’s shameful.” like a sieve. You best commence to haulin’ ass.”
The ‘Shattered Frontier’ as he dubbed it, is a region - Freight master to his wagon drivers
with overlapping claims and contested borders — land
coveted by Imperial Mexico, the Republic of Texas,
Since keeping track of time and record keeping is
Deseret and the United States, but occupied by
important in role-playing games, it bears mentioning
“heathens, squatter towns, Indians and bandits”.

259
the livery stable to clean his gun — another twenty minutes or
C O -O P G AME M ASTERING so pass.
Considering the scope of the typical Aces & Minutes fade into hours. Hours fade into days. Days
Eights campaign, one thing you may want to become weeks. Weeks become months…well, you get
eventually consider is the concept of Co-Op the idea.
GameMastering, with different players taking on Just be aware that game time and real time don’t
the role of GM at different points and sharing the always pass at the same rate. For example, that twenty
load. When a player takes the hat from the acting minutes spent cleaning a rifle only took a few seconds
GM, his player character takes on NPC status until of ‘real’ time. About as fast as muttering the phrase
he, in turn, gives up the role of GM. “I’m cleaning my gun.”
It’s not for everybody. It requires experienced That’s because game time is often sped up in the
players who are able to referee events without interest of keeping the game lively and interesting.
giving the other players (and their own characters) Take the above example. Nobody wants to sit around
special treatment. But, it can (and has) worked. the table for twenty minutes while Bob explains in
In such a campaign, the players work in partner- detail how he’s breaking his gun down and cleaning
ship, with one player being the primary GM and each part. Nor do they want to hear him describe how
the others providing their own input along the way. his character shaved and picked out the clothes he’s
Various aspects of the campaign, such as going to wear in the morning. Such trivial details can
countries, towns and even Indian tribes are treated be glossed over.
like NPCs, each with their own agendas and The same goes for characters pulling an eight hour
motivations. shift tending bar at the local saloon. Unless something
For example, one player may want to run the eventful happens or the player wants to do something
town of Cortez, making decisions on how that specific that needs to be resolved, you can jump ahead.
town will react when Muskeegie lays claim to the On the other hand, game time sometimes slows
newly-discovered gold fields that lie between the down where the seconds (and even tenths of a second)
two towns. Another player may be responsible for creep by. Take that running gun battle which took an
GMing Red Sleeves and his Apache warriors — hour of ‘real’ time to unfold for instance. Most likely
deciding if they honor their agreement of not all that mayhem only represented a fraction of a
harassing Lazarus’ supply lines. Perhaps another minute in ‘game’ time.
player is GMing the railroad company and
deciding in which direction new tracks are laid as Real Time
they creep west.
15: The Campaign Game

Real time is just that – the passage of time in the


As your campaign evolves, you’ll have an real world. While your game session may have lasted
opportunity to add many layers of activity. Co-Op only a few hours in ‘real time’ it is quite possible that
GMing is a way of handling the workload. your character experienced the passage of weeks or
months of ‘game time’ during a single night’s session.
here. There are two types of “time” discussed in this It’s not really all that complicated, but some neophytes
book: Game Time and Real Time. confuse the two types of time.
Game time is the imaginary time that passes for the
characters “in” the game. Real time is the passage of Recording Game Time
time in the real world, the time that physically passes The passage of game time is very important in a
for the players and GM as they play the game. For the campaign and should be diligently tracked and
benefit of those readers who may not have played a recorded. Choosing a player to be the designated
role-playing game before, let’s take a closer look at Time Keeper is always a good idea. Keeping track of
both concepts. time tends to reinforce the consequences of wasting it.
Time waits for no one and marches on regardless of
Game Time how it’s spent.
Time passes within the game world as players move For example, Frank’s character, Kansas Joe, spends six weeks
about, taking on the role of their characters. panning for gold in the wrong section of the Animas River based
For example, if Fetch Anderson walks into a bar, orders a on some bad information. Nice for him if the rest of the world
drink and slams it back while making eyes with the whore sit- stood still while he was wasting his time, but he doesn’t have it
ting in the corner — a few minutes of game time just ticked by. like that. When he eventually crawls back into town empty
And later, when Fetch plops down on a bale of hay in front of handed and with a gnawing belly, he discovers a half dozen new

262
buildings have risen up in what were previously empty lots. Even nothing about the world around them and are unsure
worse, the girl he was pining for has moved on to a new beau what to do first. In short, they’re going to be lost.
and the owner of the hotel won’t let him in his room or at his Likewise, you may be feeling a bit lost too. Don’t
property until he forks over six weeks’ back rent. sweat it. You’ll find your feet in time. The key will be
Keeping track of game time is important for a keeping the action (and the players) moving. If they’re
variety of reasons. That bullet the drunkard of a town standing around looking bewildered, throw an
doctor was kind enough to pry out of your shoulder, encounter or two at them and force them to react.
for instance. It’ll be weeks, maybe months, before To kick off your first session, you may want to
you’ll have full use of your arm again. Maybe even consider having the characters arrive in a group as
longer if the quack botched the job. This is time that newcomers to the area.
must pass within the game.
There are several tried-and-true ways of starting a
Recording time during combat (referred to as the new group of players that will make things go
“Action Count”; also “Count Up” or simply “Count”) smoother.
is especially important since it determines when
1. Parched Strangers: The players start off in a
players can perform shooting and moving actions.
bar where it is assumed they are strangers to one
Action Count is covered in detail in the Scrapes (i.e.
another. Perhaps one player is a local boy down on his
Combat Rules) sections.
luck and looking for opportunity to show its face.
The Impact of Time on the Campaign Another player is simply passing through town and has
stopped to quench that ‘powerful thirst’ that’s been
Of course, the passage of time has an impact on the nagging and to shake off the trail dust. Another
campaign and the characters themselves. For
player still is hitting the faro tables and ‘chasing the
characters there will be expenses. Even if they aren’t
tiger’ — hoping to fatten his coin pouch before
actively role-playing every hour, day or week, they
pressing on.
must still pay for expenses such as room and board,
ammunition, care and stabling of horses, etc. This is a good way for the players to introduce their
For campaign realism, the world around the players characters to one another. Perhaps a loud-mouth Non-
should march on. Buildings will rise up, seasons Player Character (NPC) bully picks a fight with one of
change, rail lines extend, and much more. The world the players and one or more of the PCs jump in and
doesn’t lie dormant waiting for the players to interact come to his aid. After all, nothing bonds a group of
with it. characters like a good barroom brawl.
2. Noon Stage: The players have just completed a
I NTRODUCING THE P LAYERS TO THE
long overland trip by stage and arrived at their final

15: The Campaign Game


destination. The session begins as they disembark from
S ANDBOX the stage and gather up their luggage and belongings.
Okay, so it’s the first session of your first campaign.
The nice thing about this approach is that it assumes
The players have assembled and are raring to use
the PCs have gotten to know each other on their
those shiny new six-shooters they’ve purchased.
journey. Perhaps they’ve already decided to join up
Understandably, your players are going to be a bit
and seek their fortunes together.
disoriented if this is their first session. They know

263
3. Birds of a Feather: The campaign begins with Regardless of which approach you use starting out,
the players in jail. They’ve all been picked up for you’ll find that after the players have a few adventures
minor offenses — public intoxication, brawling, loiter- under their belts they’ll begin to get a better feel for
ing, or whatever. As the session begins, they are being the lay of the land and be more familiar with the
released as the players are roughly roused from their setting. As characters die and new ones are brought in
sleep by a very intimidating sheriff and his deputy. to replace them, players should be able to hit the
After a stern lecture from the sheriff, any belongings ground running.
that may have been confiscated are returned. The GM
may even want to have certain characters pay a fine. S KIRMISHES
The sheriff informs the PCs they must be gainfully Now that your players are ready to explore the
employed within 48 hours or leave town — no Shattered Frontier, you’re on the hook to provide some
vagrants. challenges for them to overcome. As with any new
This approach is good for lighting a fire under the game, you may not be entirely comfortable with the
players’ butts and giving them some motivation to find mechanics. Designing an exciting and well paced
work while avoiding run-ins with the law. scenario without first getting a tactile sense of the
4. End of the Trail: The players all hired on as tempo of gameplay can be difficult for any
cowboys to drive a small herd to town to satisfy its GameMaster regardless of skill.
appetite for fresh meat. The characters have bonded As an introduction to the game, we’ve included a
on the long journey and are looking forward to number of scenarios hereafter to quickly facilitate get-
celebrating a job well done with drinks at the local ting a tabletop game up and running. Each one has
saloon. This will also give them a chance to raise some clearly defined parameters allowing you to quickly set
hell while they wait for the trail boss to settle up (to up and run some gunfights using the rules in this book.
bring them their wages). You may choose these scenarios (or variants thereof)
The GM may opt to pay each player $30.00 (giving either as a learning tool (permitting players to recycle
the players some nice starting cash and an opportunity slain or crippled PCs afterwards) or in real play to
to buy equipment). Alternatively, he may opt to have stir up some action or drama to spur your players
the trail boss slip out of town on the sly and stiff the along when they are acclimating to the idea of
players on their pay (providing an adventure generating their own possibilities by actively driving
opportunity as the players head out to find him and the storyline themselves through initiating interactions
settle the score). in pursuit of their goals rather than waiting for you,
5. End of the Line: The players signed on to work the GM, to spoon-feed them an “adventure”.
for the railroad, busting their backs laying rails on a The following page is a map of a portion of the
15: The Campaign Game

new spur stretching into the West. Work was suddenly town of Lazarus. This layout is intended for use with
halted (lack of financing, weather, etc) and the the scenarios. It is probably most fun if you use some
characters were given their walking papers. After western themed miniatures but any sort of miniature
hoofing it to the nearest town they find they are coin- or counter will be adequate to the task. If you’re
shy and in need of work. feeling ambitious, you may wish to construct buildings
6. Every Gun has a Story: The above, of course, using Fat Dragon Games’ Rio Draco Wild West terrain
are simply suggestions to explain how the players have (provided to Kickstarter backers).
come to find themselves in each others’ company. It is recommended that you not use a mat with a
Another approach is to simply let the players decide pre-printed grid as this allows shooters to unfairly
why they’ve thrown in together. estimate their ranges before firing.
In the Character Creation chapter, each player had Listed hereafter are a number of sample character
an opportunity to pick a reason why he came west (or archetypes with game statistics to fill the role of
to roll for one randomly). If two players are running combatants not controlled by a player (also known as
from the law, perhaps they were partners back East non-player characters or NPCs).
and are fleeing together. Perhaps two or more Once you've mastered the basics, feel free to add to
characters are siblings, or even father and son. them as you see fit or as templates to create your own
Allowing players to share their backgrounds before the Showdowns.
campaign begins is a good way for them to suggest
how and why they happen to be travelling together.

264
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265
SCENARIO 1 Combatants:
Two gunfighters with pistols

SHOWDOWN! Set Up:


Each gunman stands 25 feet apart,
facing one another

Victory Conditions:
Last man standing

his is a simple fast-draw scenario designed

T to allow y’all to become familiar with


basic shooting mechanics and use of the
shot clock. The adversarial gunfighter should
roughly equal the capabilities of the player
character he’s matched against (though you may
wish to give the PC a slight edge). Both
gunfighters may only use pistols.
Mechanically, you simply need to roll initiative
and shoot. Subsequent Showdowns can give you
the opportunity to practice different strategies
such as hip shooting versus deliberate fire. After
a few fights like this, try the more advanced
version of this Scenario as presented in
Scenario 2.
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266
SCENARIO 2
CALLED OUT

Combatants:
Two factions of gunfighters

Set Up:
One faction sets up on the north end
of Main Street. The other
faction sets up on the South End.

Victory Conditions:
Last man standing or left on the map

his scenario is simply the classic gun

T fight — two men (or teams) who don’t


see eye-to-eye and taking it to the street
to resolve their differences with a six-shooter. It
doesn’t get any bloodier than this.
This sort of combat is more ritualized. There Variations
are certain rules involved as well as personal The scenario can easily be modified to make
honor and reputation at stake. So to make it
more interesting, players should agree to abide things more interesting once players have mas-
by certain guidelines before the clock strikes tered the rules and gained some experience.
high noon and the fighting commences.

15: The Campaign Game


Here are some suggestions.
Guidelines can include things such as no one
acts until one side is given the first move or g Place horses, wagons, or wooden crates
someone shouts “Draw!”, no back shooting, no along the edges of the street to provide cover.
shooting at a man who has no firearm, no
shooting a man who is down or begs for mercy, g If you have more than 5 players, try
etc. adding a third faction. Three on three!
This is a good simple scenario for players to
g To make things even more challenging,
learn basic movement tied to combat.
limit the amount of ammo each player can
Notes have. With only six shots to fire every bullet
• No long guns (unless agreed otherwise). must count.
• Anyone leaving Main Street or entering a g If using the above modification, place
building is considered a coward and sustains a
spare weapons or ammo about the play area to
penalty to their Reputation.
spice things up. For example: A rifle is slung on
the saddle of a horse midway down the street.

267
SCENARIO 3 illiam “Billy” Macpherson has sold

THE DEED
W you the deed to his gold mine,
making you rich beyond your widest
dreams. Unfortunately, he’s also sold it to more
than one other party and now he’s gone and
gotten himself shot to death at a crossroads.
You and the others who have each purchased
the deed legally are now closing in on his
Combatants: remains. Whoever holds that deed will be a
Several inexperienced gunfighters wealthy person indeed. The first one to escape
with the deed wins. This is a good scenario for
Set Up: combining movement with gunplay.
A crossroads with several buildings
on the periphery and a nearby corral
with a few cows. The gunfighters Notes
being equal distance (100 feet)
from the prize. g Use a mix of rifles and pistols
g Old Billy is in the open (nothing within
Victory Conditions: 40 feet any direction), but his remains may
Grab the deed and escape provide cover
(to the edge of the map, or last man
standing or mobile) g Scatter light cover around from 40-120
feet – this can be used to advance on
Macpherson’s remains or to hunker down and
snipe would-be deed thieves.
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268
SCENARIO 4
TROUBLE BREWING

Combatants:
Confederate Sympathisers
vs. the Yankees

Set Up:
Confederates set up anywhere in
front of Thunder Horse Saloon. On
board walk, in the street or adjacent.

Union Hot-Heads set up in


front of Barking Mad Saloon.

Victory Conditions:
Faction with their colors (flag) on the
flag pole at the scenario’s end
automatically gains victory.
Otherwise the faction with the
most victory points at the end dare the northern hot heads to act. Finally, a
of two hours (real time).
group of determined rowdies grab the ragged
Victory Points: U.S. flag hanging behind the bar at the Barking
1 pt. — Each wound dealt out. Mad. They head out the saloon doors and make
5 pts. — Each opponent killed.
10 pts. — To Union Faction their way into the street, looking to pull down
for taking down Confederate Flag the Confederate flag and replace it with Old

15: The Campaign Game


Glory.
t’s a hot muggy Fourth of July and the

I Barking Mad Saloon is crowded with Union


Veterans who have spent the afternoon
quaffing rounds of piss warm beer and
Notes
g No rifles are allowed in this scenario.
grumbling about the fact that a Confederate Pistols only.
flag flutters over the Thunder Horse Saloon just
g The Union Faction is allowed to secretly
down the street.
place one of their own men in the alley way
The flag has been a sore spot for months ever behind the Thunder Horse prior to starting.
since the proprietor of the Thunder Horse
g Removing a flag entails climbing the 10
erected the flagpole. Many Union settlers in
foot pole high enough to grab the colors and
Lazarus consider it a slap in the face. Others see
jump (a 70 count action). Climbing the pole
it as a reminder that some townsfolk hope to see
high enough to replace the flag is a 100 count
the town come under Confederate jurisdiction.
action, and securing a flag once up the pole is a
Today, the insults and grousing have turned to 70 count action.
threats of taking action. Word spreads quickly
to the Thunder Horse that trouble may be
coming. A group of Johnny Rebs gathers on the
street in front of the Thunder Horse as if to

269
SCENARIO 5 Combatants:
Longtoothers vs. Knotheads

Set Up:
BLOOD ON THE STREETS Longtoothers begin anywhere in the streets or
alleyways North of the Sheriff ’s Office.

Knotheads begin anywhere in the streets or


alleyways South of Garret’s Dry Goods .
he Longtoothers are a faction in Lazarus

T made up of townsfolk who lived in the quiet


town before the discovery of gold and silver in
the area a few months ago transformed it into a
Victory Conditions:
Last man standing or left on the map
boomtown. The Longtoothers have set out to disrupt the
After recent elections, a newly formed town meeting and stop the vote.
council emerged made up mostly of new arrivals. Members of both factions have armed themselves
They quickly pushed through new laws and set and taken to the streets.
about redrawing old property lines sending the
Longtoothers into a frenzy.
Notes
Known as the ‘Knotheads’, some new arrivals are
bitter about the fact that large tracts of land sit g The Longtoothers may reserve the right to
empty on the outskirts of town and are tied up by place their men on the board before or after the
claims of the Longtoothers who are holding out to Knotheads.
cash in on those claims. g Anyone leaving the edge of the playing area
Tonight the Town Council is preparing to vote on is considered to be eliminated from the game and
the passage of a new law that puts any land not may not reenter.
being ‘developed or being put to a useful purpose’ g Modifiers for darkness apply to all combat
back up for public sale. rolls unless inside a building (consider all outdoor
action to be under dim lighting).
15: The Campaign Game

270
SCENARIO 6 Combatants:
Townsfolk vs. Bandits

BANK ROBBERY!! Set Up:


Bandits start out inside the Bank.

Townsfolk set up anywhere on the playing


area but may not be within 30 feet of the
Bank or within 20 feet of another
It’s a lazy afternoon in Lazarus. Miners Townsfolk.
tenaciously work their claims up in the hills.
Merchants peddle their wares while shopkeep- Victory Conditions:
ers clean and sweep their storefronts. A heavily-
Bandits win if they manage to
ladened freight wagon pulled by oxen creaks get at least half the loot south
down the rut-riddled streets bringing in new past Langdon Street.
supplies.
Townsfolk win if the Bandits
Some have sought relief from the heat and fail to escape with more than half
beating sun by bellying up to the various bars in the loot they begin with.
town and chasing their thirst with rounds of
beer. It looks to be an uneventful day — and Notes
then all hell breaks loose. g Place one small bead or object on the
Down the street the sound of gunfire breaks base of each bandit to represent his portion of
out. Moments later shouts of “The bank’s being the stolen loot being carried.
robbed!” echo along Main Street. Guns are g Loot can be passed to another bandit, or
quickly drawn as the townsfolk of Lazarus turn taken from dead bodies (by either side).
out to defend the bank. Members of both
g Two shares of loot can be carried by one
factions have armed themselves and taken to the
character.
streets.

15: The Campaign Game

271
So it should come as no surprise that that the
SCENARIO 7 good folk of Lazarus were overjoyed when the
sheriff spotted one of Mexican Bob’s thugs
throwing back shots of Apache Sour Mash at
JAILBREAK the Thunder Horse saloon two nights ago.
Enrico Juarez was two sheets to the wind and
offered little resistance when the Sheriff
(backed up by his two deputies) shoved the end
Combatants: of a shotgun barrel against his ribs and
Mexican Bob’s Gang vs. disarmed him.
the Townsfolk of Lazarus
Frontier justice is swift and Enrico was sum-
Set Up: marily found guilty of a half dozen crimes. He
Mexican Bob’s Gang sets up is scheduled to be hung by the neck until dead
at the corner of Bonnie Blue and this very day at high noon. A sort of carnival
Main Streets. They are all mounted atmosphere has settled over Lazarus. People
on horses.
from miles around have descended upon the
Townsfolk: The Sheriff starts outside town to watch the cold blooded murderer meet
the Lazarus Sheriff ’s office. his maker.
Additional Townsfolk (TF) and Ranchers
(R) are placed as follows: Unfortunately, word of Enrico’s capture has
reached Mexican Bob as well. Be it loyalty to
(2) TF outside the Barking Mad Saloon one of his own, or his own warped sense of ego,
(1) TF outside Juanita’s Restaurant the gang leader has decided to launch a daring
(1) TF & (1) R outside the Lone Star Bank jailbreak.
(1) TF outside Sloane’s Leather Goods
(3) TF & (2) R outside the Thunder Horse Saloon The townsfolk of Lazarus are unaware that
(4) TF & (1)R outside the Palace Hotel trouble is riding to their town

Victory Conditions:
The townsfolk win by killing or capturing Mexican Bob: HP 24, Speed -5, Accuracy
15: The Campaign Game

Mexican Bob or two members of his gang. +7. He carries two Schofield pistols (his
If Mexican Bob’s gang fails to free Enrico, this is signature weapon) and has survived nine
also a victory for the townsfolk.
gunfights.
Mexican Bob’s Gang wins by Ulysses Johnson: HP 23, Speed -3,
escaping town with one casualty or less. Accuracy +5. He carries a 17 shot Winchester
1863 rifle (his signature weapon) and has
umors of Mexican Bob and his gang of cut-

R
survived five gunfights.
throats has been wagging tongues in
Manuel Sanchez: HP 23, Speed 0,
Lazarus for weeks. The bandit is like a
Accuracy +2. He carries two Colt Dragoon
ghost. One day it’s reported he’s robbed a bank
pistols (his personal weapons) and has survived
in Muskeegie to the north. The next day there’s
two gunfights.
news of his men robbing the Lowrey Stage
along Wolf Creek Pass far to the east. Esteban Gomez: HP 22, Speed 2, Accuracy
0. He carries a Henry rifle (his personal
It is claimed that the black-hearted Mexican
weapon) and has survived 1 gunfight.
Bob has killed over thirty men, women and chil-
dren during his crime spree across the Shattered Enrico Juarez: HP 22, Speed 2, Accuracy 0.
Frontiers. Some say he even murdered his own Enrico is unarmed and awaiting his hanging in
parents. his jail cell. He has survived one gunfight.

272
Above: The Mexican Bob Gang. From right to left: Enrico Juarez, Manuel Sanchez
Ulysses Johnson, Mexican Bob and Esteban Gomez.

15: The Campaign Game


Sheriff: HP 23, Speed -1, Accuracy +2. He is Notes
armed with a Colt Navy pistol and a Remington g The key to Enrico’s cell is hanging on the
Revolving rifle (his personal weapon). He has wall in plain sight. Grabbing it and releasing
survived two gunfights. Enrico is an additional 100 count action.
Townsfolk (TF): HP 21, Speed 4, Accuracy g There are two loaded 12 shot Winchester
-2. They are armed with Colt Patterson pistols 1863 carbines in a gun rack in the sheriff ’s
(personal weapons). None has been in a gunfight office. These can be taken by anyone in that
(until today...) building.
Ranchers (R): HP 23, Speed 4, Accuracy -2.
g There are two horses in front of each of
They are armed with 12 shot Winchester 1863
the following establishments: Barking Mad
Rifles (personal weapons). None has been in a
Saloon, Thunder Horse Saloon and the Palace
gunfight (until today...)
Hotel. Untying a horse is a 30 count action.

273
A DVENTURE H OOKS B AIT AND T ACKLE
Coming up with new adventures for your players is Bait: to lure, tempt, or entice.
the next order of business. Note that adventures don’t Tackle: to knock an opponent to the
have to be fully fleshed-out works brimming with ground.
details. Coming up with a basic plotline, details on the Bait and Tackle™ presents a series of brief
NPC(s) involved (as well as for others likely to be adventure hooks that a GM can take and flesh out on
encountered), and some idea of what success or failure the fly. They can be useful if the GM finds he’s short
in the adventure means, is often enough to get you on ideas when preparing an adventure, or finds his
started. Players will often do entirely unexpected group has outpaced the night’s adventure and he sud-
things so being able to improvise within the context of denly finds himself having to improvise. Each hook is
the adventure you’ve concocted is often a far better presented in a simple three-part format.
tactic than over preparing and sticking closely to your Setting: This is simply a tag identifying the setting
script. Many of the memorable and humorous or type of adventure hook, i.e. wilderness, city, sub-
moments of an adventure stem from reacting to and terranean, etc.
facilitating the ad-hoc role-playing occurring at the
Bait: Exactly that — the situation or carrot used
table. The important thing is that you keep the players to lure or ‘bait’ the players and prod them in the right
challenged and engaged. direction.
The following are some adventure hooks in our Tackle: This is the hammer or twist that makes
popular Bait and Tackle™ format to help give you the situation dangerous, exciting, or challenging.
some ideas. For ease of use, they are grouped by the Without the tackle what’s the point?
setting in which they are to be presented to the players.
Adversaries and other NPCs can either be taken
TACKLE: It may seem like easy money but, unfortu-
wholesale from the list of sample NPCs on page 250 or
nately for the group, wagging tongues have complicat-
tweaked to suit your needs.
ed the situation. A false rumor has spread that the
Bad Hand businessman is actually smuggling a shipment of gold
out of town (he owes money to a lot of people).
SETTING: Town (Saloon)
Even before the group has rolled out, word of the
BAIT: The PCs are invited to join a table of four ‘shipment’ has spread all over the area. Clueless, the
men in a friendly game of poker. They can get in the players soon find they have a target on their backs.
game with as little as fifty cents a hand.
TACKLE: One of the gamblers at the table cheats. Blue Eyes
15: The Campaign Game

And, he’s an expert at it. It will take a difficult gam- SETTING: Town (Saloon)
bling skill check to discover it. The man is dressed in
BAIT: A lovely young woman seems to be flirting
the finest clothing, is chomping a cigar and wears a red
with one of the male PCs. She’s casting him glances
silk handkerchief in his pocket.
and acting extremely interested in him and very
He has two allies in the game, a heavy-set man with friendly. She is quite attractive, with alluring blue eyes
a gray beard who drinks a lot of whiskey and a tall, and locks of shiny blonde hair.
thin man who doesn’t seem to be able to speak. One of
TACKLE: The woman is married. She’s the wife of a
the bar wenches also appears to be sweet on the cheat-
ranch hand who is very large and very prone to vio-
ing card shark. There will be trouble if he’s accused of
lence. She’s angry with her husband, and so she’s set
cheating.
out to punish him by flirting with other men.
Big Trouble Comes in Big Packages
Cattle Drive
SETTING: Town (Trail)
SETTING: Town
BAIT: A local businessman approaches the players
BAIT: The PCs are approached to help with a cattle
about a job. He wants them to deliver a steamer trunk
drive, and offered a dollar a day each to be paid at the
to a nearby town. He’s providing a wagon and two
end of the drive. Food, of course, will be provided.
horses for the job (to be returned after the job). He
explains the trunk holds an expensive china set and is TACKLE: The cattle are stolen and the individuals
to be delivered to a specific person who will pay them. offering the job are actually the thieves. They’re short
The job pays $50 if the dinnerware arrives unbroken. handed and know the herd will scatter without help.
Their plan is to drive the cattle to one of the gold

274
camps and make some quick cash before departing the TACKLE: The women are con artists. Not only are
area (and stiffing the players). the donations for their own pockets, but, they scope
Alternatively, the cattle are sold and the thieves pay out the homes of those they visit, and later on, have
the players and then depart. The players not suspect- their “boyfriends” come back to clean the places out.
ing anything is amiss may end up hanging around until
the real cattle owners arrive and press charges. Cry of the Wolf
If they’re caught the players may have a hard time SETTING: Town
convincing anyone they’re innocent as they are left BAIT: The inhabitants of a small mining town have
holding the bag. been noticing terrible howling coming from the desert
around the town. Most say it’s wolves, but then, a pack
Charitable Contributions of what appears to be wild dogs, runs into town, look-
SETTING: Town ing bedraggled, sick and dangerous.
BAIT: A group of three ladies are going door-to-door TACKLE: The dogs, it seems, belonged to a hunter or
seeking donations for a “poor family who lost all their mountain man who took ill and died a few years back.
worldly goods to a fire.” Since then, they’ve had to fend for themselves and it

15: The Campaign Game

275
hasn’t been easy. The problem is, they’ve all been I Shot the Sheriff
infected with rabies and should any of them bite a per-
SETTING: Town
son, the result will be deadly. All the dogs will have to
be put down, or the town will face unspeakable BAIT: The group comes into town and almost
destruction. instantly is accosted by a frightened young man with a
pistol hung low on his right hip. He is raving about
Golden Opportunity being framed and that you must help him escape.
Within a few minutes a large posse of ranchers and
SETTING: Town (Saloon)/Wilderness townsfolk surrounds the group. They demand you turn
BAIT: Soon after hitting town the characters are the “convict” over immediately. They carry a rope
spending time in a local watering hole (saloon) when with them and don’t appear to have any legal authori-
they are approached by a stranger with a proposition. ty. There is no sign of any lawmen but the group is
He produces a claim for a dig site barely a day’s ride massively outnumbered and the posse does not appear
from the town. A site, he claims, that has shown color to be patient enough to listen to any argument. They
and looks promising. The problem is that he has just state without equivocation that if you don’t turn him
recieved news from back East that his wife is dying. He over, you’ll be hung as well!
needs to return on the next stage. Since the rights to TACKLE: If there isn’t a very solid diplomat in the
any claim that’s not worked at least once a month are group and the “convict” isn’t turned over immediately,
forfeited, he’s in a bit of a tight spot. things are going to get bloody. The posse is well armed
His proposal? He asks the group to work his claim and riled up something fierce. If either before or after
until he returns. Then they will split any gold recov- they turn the man over the group miraculously man-
ered, they will shake hands and he’ll take over the dig- ages to calm the posse down long enough to at least
ging. hear the charges, they find that the man apparently
murdered the sheriff and the deputy of the town and
The group may find the proposal to be a no lose sit- is a lay about who has spent most of his adult life
uation. All they are really risking is time. The stranger locked up. If they turned him over first, they will only
explains they’ll need to heavily provision themselves. hear him raving “Sheriff John Brown always hated me,
He suggests mules, a wagon, food enough for several for what I don’t know”. Apparently the man does con-
weeks, and firearms. So there will be an investment of fess to killing the sheriff, but states it was self-defense,
money as well. but he adamantly refuses to confess to killing the
TACKLE: The stranger is running a scam. The claim deputy, inferring that perhaps the sheriff had already
is bogus. The stranger and his partners are flat broke killed him?
and attempting to push through the Shattered Frontier Finding out what really happened here will involve
15: The Campaign Game

to California. The plan is to wait at the ‘claim’ and walking a very fine line, and stopping the posse from
ambush the group when they arrive and steal their hanging the convict right there on the spot will take
provisions. fast-talking on an epic scale. Given that the man
By drawing the players out of town and into the admits to killing the only legal authority in town,
wilderness the stranger and his cronies hope to hedge someone he had an adversarial relationship with,
their bet. proving his innocence based only on his strongly
voiced statement, will be nearly impossible. The posse
Hung Jury really doesn’t care about who shot the deputy and
SETTING: Town (Courtroom) would be perfectly willing to hang the man for
shooting the sheriff.
BAIT: The PCs have been put on jury duty at the
trial of a man accused of shooting down a sheriff ’s
Land Grab
deputy in cold blood.
SETTING: Town
TACKLE: The accused is the little brother of a very
powerful outlaw who has sworn vengeance on every- BAIT: Lazarus is booming and the townsfolk are just
one involved if his brother is found guilty. A mysteri- giddy about their town’s future, so much so in fact that
ous man who offers them $100 apiece if his ‘friend’ is they’ve been celebrating. A wealthy banker and land
found innocent approaches the players. speculator, Terrence Brice, arrived too late to cash in
on the bonanza, so he’s looking to found a new town
If the players accept and the outlaw is freed rumors
of his own.
will soon spread that he ‘bought’ the jury.
He has come up with a surefire way to make money.
He has advertised in several small-town newspapers

276
back East that he will be hosting a land-grab contest in This means that the players may have to step up and
a ‘new’ town that he promises will be “booming” in no be heroes and defend the bank. If, however, they chose
time. The winner of this contest, he states, will receive to rob the bank themselves, they will have to deal with
five free lots of land in “Briceburg,” and the winner Jake upstaging their hold up.
will get to pick the lots he wants. All are invited to par-
ticipate. The entry fee for this contest, he advertises, is Raiders of the Stage
a mere $1. SETTING: Town (Wilderness)
Terrance is hoping to rake in thousands. BAIT: An old man named Jim Sanders staggers into
TACKLE: In order to win the contest, a person must town half dead from wounds and exposure. He tells
compete and win several events. The GM can decide anyone who will listen that Indians attacked his stage-
the nature of the contest. A horse race (using the chase coach, and they made off with a pretty young woman
rules), a shooting contest, or a bare knuckles brawl who was travelling to (this town, whatever it is). The
could all be popular with the townsfolk — and the raiders hit Jim over the head and left him for dead. If
players. someone will go after them, maybe they can catch
The person who wins this contest will indeed win them.
the deed for free land, but whether or not it ends up TACKLE: If anyone investigates, the wagon is easy to
having any real value depends if Briceburg gets off the find, only a few miles from town. It's pretty obvious to
ground. the PCs, with appropriate skill checks, that this was no
Indian attack. A gang of local troublemakers is trying
Mining for Trouble to make it look like the Indians did it to wreck the cur-
SETTING: Town (mine) rent peace the town has with the Indians. The trail is
easy to follow, and the PC's can find the abandoned
BAIT: The PCs have been sold the deed to a gold
farmhouse in the wilderness where the kidnappers are
mine.
hiding. How they get the girl back is up to them, but if
TACKLE: The mine has some gold remaining, but it’s they rescue her they will get a good bit of rep and fame
also infested with a pack of wolves who seem intent on with the townsfolk.
staying. The equipment in the mine is also quite old
and most of it doesn’t work. If the PCs can handle the Raise the Colors
situation, they should be able to collect about 200 dol-
SETTING: Town
lars worth of gold ore out of the mine.
BAIT: The players are in a crowded bar soaking up
Posse Forming Up the suds and looking for work when they draw the
attention of some local men. One of the men offers to

15: The Campaign Game


SETTING: Town pay a $5 gold coin to whoever will climb the flag pole
BAIT: The players arrive in a small town that seems across the street and raise the flag he hands them. He
largely deserted. Most of the businesses are closed even gives the coin to the bartender and instructs him
down and the only townsfolk wandering the street are to pay the man who gets the job done.
women, old men and children. TACKLE: If they fall for it, the players are about to
After noticing the saloon is still open, the characters become the victim of a local practical joke. The saloon
decide to get drinks. After bellying up to the bar, they (whose customers are mostly Confederates) has been
learn from the bartender (an old man) that most every- embroiled in a long-term feud with the Saloon across
one who could carry a gun joined up with the posse the street (whose customers are mostly Union sympa-
the sheriff formed up that morning. thizers).
He explains that Three Whiskers Jake and his noto- For the past several months they’ve been raising the
rious gang tried to rob the bank that morning and the Confederate flag on the flag pole and tearing down the
posse was determined to track him down. Union colors. At first, it was all fun and giggles, but the
TACKLE: The GM should emphasize the fact that Yankees in town eventually grew tired of the game.
the town is mostly deserted. Characters may try to rob They have become quite hostile and are insisting the
the bank themselves. If they aren’t criminally inclined, prank cease.
no worries, for Three Whiskers Jake has outwitted the Note that this prank could preface Skirmish
posse. The bandit has backtracked to town and plans Scenario 4 “Trouble Brewing” should you wish.
on another attempt.

277
Show Down
SETTING: Town
BAIT: A wagon pulls into town coming fast. People
have to jump out of the way. The horses are wide-eyed
and almost impossible to rein to a halt. The wagon is
peppered with arrows. The driver is bleeding and has
an arrow embedded in his shoulder. “They’re on the
warpath!” he hollers. The wagon’s canvas is brightly
painted. Inside the wagon are hysterical performers, a
lady singer with a banged up knee and hair frazzled
out of place, a piano man who is dying from a deep
throat wound, a painted red man, and some sort of
emcee/joke teller/magician who just keeps wringing
his hands and moaning, “show’s over... show’s over...”
TACKLE: It appears Apaches, who just might be on a
rampage across the area, ambushed the wagon At least
that’s what the wagon master thinks. “Never saw so
many in one place! They were swarmin’! We had
another wagon with us, they never made it!”
Closer investigation will reveal clues that should
raise doubts. Detailed questioning will elicit descrip-
tions of the “Indians” as ridiculous caricatures of
actual indigenous people (at least to anyone familiar
with local tribes). This is not overt racism on the part
of the sheltered East Coast actors but rather their
naïve belief that this is what Indians actually look like
(the little entertainment troupe’s own Chief Golden
Hawk, née Mario Russo, was to this point deemed a
relatively faithful portrayal). They will adamantly stick Taken
to their account, as it’s actually true.
SETTING: Town
The “Indians” that attacked the entertainers were
BAIT: While spending time in town one evening, the
15: The Campaign Game

actually Caucasian thugs in the employ of a wealthy,


unscrupulous land baron who is funding his own PCs hear a shrill scream that continues to pierce the
troupe, a large, Wild West variety show that he wants night air. It seems the screaming will continue
no competition for. unstopped forever. Someone is obviously hysterical or
enduring something quite painful.
Spurred On TACKLE: A mob of townsfolk run out to investigate,
SETTING: Town as the PCs should probably do. The source of the
screaming is a young mother, Allison McCabe. She has
BAIT: A new spur line is being laid down leading to
been scalped and is dying. Her husband Earl has also
the town of Black Horse were a new silver strike has
been scalped and his chest bristles with an arrow that
been found. Hostile Indians and bandits, however,
has pierced his heart. He is dead. The woman, as she
have been harassing the road crew as it crawls along
is dying cries out, “Olive! Olive!” Upon investigation,
on its way. The PCs have been hired on to provide
it seems that Apaches have attacked the Mormon fam-
their eyes, ears and most importantly their guns.
ily and stolen their young daughter. A wailing baby lies
TACKLE: The foreman in charge of the section the inside the house as well — it’s a boy, newborn, name
PCs have been assigned to is corrupt. He’s been pock- of Will.
eting the payroll to cover his gambling debts hoping to
replace it later. He now has no money to pay the PCs The Hangman Isn’t Hanging
for their services and has been giving them one excuse
SETTING: Town
after another as to why they haven’t been paid.
BAIT: The town up ahead is a massive riot of activi-
ty. The square is full of townsfolk shouting and protest-
ing in front of the sheriff ’s office. The sheriff appears

278
to be a small white-haired portly fellow who would be one or more of the PCs — claiming she recognizes
better suited to handing out candy for Christmas than them and witnessed them committing one of the
staring down a desperado. On the edge of town a crimes.
handful of the very same desperados is laughing and Time to pull out the Frontier Justice mini-game and
turning their horses around in a circle, accosting a for the players to sweat a bit. The traveling judge, who
handsome young Spanish woman. They are well eventually comes to town to oversee the trial views the
armed and appear vicious and ill mannered. The evidence as flimsy and will do his best to give the PCs
townsfolk plead with your group when you enter a fair trial. However, most of the jury members will
“Justice must be done!” “Those murderers are going think them guilty before the trial even starts.
free, they’ll just do it again!”
Those PCs not implicated with have to track down
TACKLE: The marshal responsible for these parts is clues and prove their comrade(s)’ innocence. They
at the train station on the outskirts of town. This has may also have do some fancy lawyering.
always been a peaceful little place and when he arrived
he assumed it would be more of the same. He pro- Traveling Show
ceeded to tie one on at the saloon and saddle up with
SETTING: Town
his favorite Red Lantern girl, and then went to the
sheriff ’s office in the morning, looking to sign a few BAIT: The Professor Majestic Traveling Medicine
papers and go on his way. When he found that the Show has come to town, and is selling medicines and
sheriff had arrested a gang of miscreants for shooting concoctions purported to heal all manner of ailments.
down a farmer and forcing themselves upon the poor The acts are colorful and fun. Professor Majestic is a
man’s widow, he was amazed. First that such a thing very tall, thin, older man with a booming voice who
had happened, then that the little gnome had man- cannot only talk a good game, but he sings too. In his
aged to capture them for it! In no mood for protracted entourage he has a gigantic man who’s supposed to be
time in the little hamlet, he spoke with the gang who an Indian and is called The Medicine Man, an attrac-
appeared hung over and contrite, declared it an acci- tive blonde woman who just stands next to the profes-
dental shooting, and then released them. He hoped to sor and holds the product being talked about, a dwarf
get out of town before anybody found out but the called Rasputin who walks out among the crowd talk-
townsfolk were waiting outside. He barely managed to ing to various people about the products and a older
sneak out but now the train is late. woman who is supposed to read palms and tell the
future.
The group will find the sheriff is unable to repeat his
miraculous arrest without support. The gang is legally TACKLE: Rasputin picks pockets while out in the
free as the marshal supersedes the sheriff. Legally the crowd. The blonde, Miss Veronica, seduces men, slips
knockout drops into their drinks and robs them, and

15: The Campaign Game


only way they can pursue this would be to drag the
marshal back into town and force him to re-examine the Medicine Man is on hand in the evenings as
the evidence, which would make for a very unhappy Professor Majestic invites all comers to a boxing match
marshal. If they do it the hard way, the gang will resist with the big Indian. The Medicine Man is actually an
arrest and things will get bloody, which will brand the ex-furniture salesman from Philly who fights dirty.
group vigilantes. If they just ignore the situation the When his opponent crouches, he pushes the oppo-
gang will repeat their actions, riding into town the next nent’s head with one hand and uses his other hand to
day and abducting the pretty girl they previously throw hooks to the ribs and uppercuts to the face. He
accosted in the street. will also punch an opponent in the liver with an open
palm, which usually causes them to black out. He will
The Innocent Man also head butt, use low blows, stand on the opponent’s
feet while punching, slam elbows to the face or push a
SETTING: Town
forearm into the throat. If all else fails, he’ll smear a
BAIT: The PCs ride into a small remote town to fill greasy concoction on his fingers that he’ll attempt to
their bellies and shake off the trail dust. rub into his opponent’s eyes, temporarily blinding him.
TACKLE: There has been a recent rash of robberies
in and around the town — all attributed to Trouble from the Past
strangers/outsiders but in reality they are the work of SETTING: Town (Indian settlement)
someone who lives in the town.
BAIT: A merchant wants to hire several workers to
The arrival of the PCs provides a convenient scape- accompany him on a trading expedition to an Indian
goat for the perpetrator who fears he’s about to be settlement, a three days’ ride. He needs good men to
found out. He arranges for a whore to falsely accuse perform various tasks, from guarding the merchandise

279
to loading and unloading wagons, translating etc. The TACKLE: A crazed prospector believes he's found
pay is a generous $15.00 for a week’s work. gold in the area. With the aid of a few accomplices, he
TACKLE: The merchant has made a career of trad- threw together a costume of animal parts and they
ing (and cheating) people. Unfortunately, in this situa- break into farmsteads to shred livestock, in the hopes
tion his reputation proceeds him when it comes to the of driving off the residents and buying up the land for
Indians. A few years ago he traded with a group of cheap.
Indians several hundred miles away and swindled Some of the eyewitnesses are his accomplices, play-
them. ing up the story of a strange monster; others simply
He doesn’t realize the settlement he intends to trade glimpsed his odd costume in moonlight and let their
with now is comprised of many of those same Indians. imaginations do the rest.
As soon as he arrives he will be recognized, and those
he has hired will be considered guilty by association. Mystery on the Ranch
SETTING: Ranch
Where There’s Smoke There’s Fire BAIT: A local cattle baron seems to be losing several
SETTING: Town head of cattle every night. Other strange incidents are
BAIT : A new saloon has opened in town. happening around the ranch as well, such as saddle
Unfortunately for the owner the competition isn’t too straps being cut and causing injuries, horses coming up
happy about it. Twice someone has attempted to burn ill, etc. Since he suspects one or more of his hired help
him out, and his girls have been lured or scared away. are involved, he wants to bring in outsiders to investi-
Then, a few nights ago, his barkeep was severely beat- gate.
en with an axe handle. Customers are now avoiding his He has sent his trusted foreman into town to hire
establishment like the plague. His future looks bleak. some new men with no bonds of friendship with his
After the characters wander in (unaware of what’s crew. They’ll be given orders to keep their eyes and
been happening), the friendly owner begins sliding ears open, and will be paid a handsome bonus if they
drinks down the bar — on the house. Once they are turn up anything. The cattle baron doesn’t trust any of
good and liquored up, he makes them an offer. He his own men right now, with the exception of his fore-
needs muscle. He’ll provide room, board and a per- man.
centage of his profits for the next 30 days if they’ll TACKLE: As it turns out, the ranch owner’s youngest
stick around long enough for him to get things under son is secretly working with a rival ranch owner to sab-
control. The competition is just hoping he’ll run with- otage his dad’s ranch, resentful of how much attention
out a fight, he believes. If he takes a stand they’ll soon and responsibility his father gives his oldest brother.
back down. Over the past year he hired ranch hands who answer
15: The Campaign Game

TACKLE: If the players accept the job, they’ll find to him and help him cause havoc around the ranch.
they’ll have their hands full for the next 30 days. Hired The ranch owner will not want to hear that his son
thugs sent to cause trouble begin frequenting the bar, has been sandbagging him. If the son discovers the
and when the players make their way out on the town new “hands” are snooping around and are close to
they find trouble follows them. If they make it through revealing the truth to his father, he may take drastic
the 30 day period — and the owner hasn’t been measures to prevent this.
burned out — he may extend his offer. If successful,
the group may even be able to leverage their talents for A Horse with No Name
part ownership in the bar, making a nice base of oper- SETTING: Road/Trail
ations for future adventures.
BAIT: The group is leisurely strolling when a muscu-
The Mutilator lar young horse comes rushing toward them at a gal-
lop. He is exhausted and appears dehydrated, but is
SETTING: Ranch (Wilderness) not wild at all. In fact he is quite tame and approach-
BAIT: Several animals have turned up dead, some es the group cautiously. When given water the horse
horribly mutilated, on outlying farms. The few who appears quite grateful and will quickly submit to being
claim to be witnesses describe a monstrous creature ridden either saddled or bareback or will allow a pack
with traits of a bear, deer and wolf... saddle and carry it. It’s a beauty and if you don’t
A reward may be posted for the capture or destruc- choose to keep it, it will surely fetch a nice price at the
tion of this beast. open market this weekend. There is no mark of own-
ership or brand upon the horse, though it clearly has

280
been broken and shod and was likely well taken care of Their lair is only a few miles away and some ten out-
until very recently. laws are there, waiting for Wanda and her two com-
TACKLE: When the fortunate horse finders reach the panions who had ridden into a town for supplies, but
town nearby, a rough man with long unkempt hair and were spotted by an observant general store owner. Her
grimy beard almost immediately accosts them. He companions were killed in the shootout, protecting
calls himself “America” and chants that the horse is his her. The outlaws are likely to take revenge or take vio-
and the group must have stolen him. However the lent measures to free her should she be captured.
horse does not appear to know or care for him and the
man cannot say what the horse’s name is or how he got 8 Coaches Long
him. The townsfolk assume that this fellow, who they SETTING: Train
don’t know but wandered into town himself, sunburnt BAIT: Players overhear a drunken soldier in a bar let
and raving, a couple of days ago, is a madman and slip a huge payroll shipment is coming in by rail with
advise you that such a man would almost certainly not minimal guard just a few hours after a decoy train. “If
have the wherewithal to purchase such a fine steed. If I were a dishonest man,” he slurs over his beer, “I’d hit
the group keeps the horse, they will suffer the derisive that train and be set for life!”
rhyming insults of the madman as long as he can keep
TACKLE: The soldier is a lowly peon who tends to
up with them. If they return the horse, he will not
exaggerate to make himself look more important (and
appear to be grateful and the horse will appear down-
more informed) than he is. If the PCs approach him
right angry.
and buy him drinks he will give up other details about
Free Horse? the shipment including its arrival time.
Unfortunately the soldier is only partly right. A
SETTING: Road/Trail
huge ‘shipment’ is coming but it’s not gold at all but
BAIT: The PCs see a beautiful Morgan horse out on whores! To raise morale among the men a local com-
the trail, near a stream drinking. If they examine it, mander has arranged (under a great deal of secrecy) to
they’ll find that it has been shod and has a rope around have a dozen working girls brought in from Fort
its neck. It appears to be fairly docile and saddle Worth.
trained.
TACKLE: The horse was left out by the stream by a Fast Tracks to Trouble
rancher’s three best hands on his orders as bait. SETTING: Train
They’ve been trying to find out who’s been stealing
BAIT: The players are riding a train and enjoying the
their horses. If the PCs try to take the horse, the cow-
magnificent scenery streaming by outside the windows
boys will come out of the brush with guns raised to

15: The Campaign Game


of the passenger car.
take them to the ranch for questioning.
TACKLE: They picked a bad day for a train ride.
Wanted Dead or Alive Bandits are waiting in ambush where the train has to
slow down to make a bend in the rails. They board the
SETTING: Road/Trail
train just behind the engine/tender and begin making
BAIT: The PCs are passed on the road by an indi- their way to the rear of the train (going from car to
vidual riding like hellfire with a gang of 10 riders chas- car) robbing passengers.
ing behind, firing pistols.
Their ultimate goal is to get to the mail car toward
TACKLE: If the PCs are able to stop the person being the end of the train and seize the payroll shipment
chased, they will discover it is none other then Wanda they’ve been tipped off about. Hopefully, the players
“Widowmaker” Stanton, wanted in three states for will step up and be the heroes of the hour and take on
bank robbery and murder. She’s absolutely beautiful the outlaws.
and very charming.
This is a nice adventure hook when the GM wants a
She pleads for the PCs to let her go, or help her, simple linear adventure with cinematic feel (i.e. lots of
lying that the men are outlaws after her because she’s gunplay and action). Combatants will have plenty of
a witness to something evil they have done. She will tell cover as they fight from car to car as well as other
as many tales as she can in order to convince them of options (such as going up on the roof).
her innocence and gain their help. There is a hefty
price on her head of $1000, but she also has a power-
ful gang of cutthroats who are loyal to her.

281
The 3:10 to Misery Cabin of Death
SETTING: Train SETTING: Wilderness
BAIT: The PCs purchase tickets on a train heading BAIT: The PCs may notice, in their travels, a cabin
west and kick back to enjoy the scenery on what they that is well off the beaten path, so to speak, with its
expect will be an uneventful trip. front door sprawled open and two dead men outside
TACKLE: Unbeknownst to them the train is carrying on the ground, riddled with arrows and scalped.
a military payroll shipment and the car carrying the TACKLE: Inside the cabin are a dead woman and
guard detachment has been uncoupled just after leav- child, both scalped. Renegade Apaches have had a
ing the last station! Bandits posing as passengers have field day here, enraged that non-Apaches would build
taken over the baggage car where the gold is being a cabin in a location they consider part of their lands.
stored and have commandeered the locomotive. They are outside, not far away, and are in the process
The train is now speeding toward a rendezvous point of shooting flaming arrows into the cabin to burn it to
along the tracks where the rest of the gang is waiting the ground.
with wagons to off load the loot.
Family Lost
The PCs are made aware of the situation by anoth-
er passenger and must take back control of the train so SETTING: Wilderness
it doesn’t stop — they have just 20 minutes!! BAIT: A local general store owner came West to seek
his fortune until, finally, he is able to send back to
“Bad Company” Kentucky for his family to join him. However, they are
SETTING: Wilderness now a week and a half overdue. The poor man is fran-
tic and is offering a reward to anyone who will help
BAIT: The group is wary, riding through rough
him find them. He has posted signs all over town offer-
country. Abruptly they turn around a bend in the dried
ing a reward of $200.00 (or $500.00 credit at his store)
out creek bed they had been following and nearly ride
to anyone who finds his family and brings them back
into the camp of a group of what certainly appear to
safely. The last he heard from them, his family had
be wild land raiders. Their leader appears to be a pale-
telegraphed that they were a mere five days away.
skinned raw-boned man with a massive crop of curly
black hair. He leaps up along with his band and pistols TACKLE : Months ago, the store owner’s father,
erupt into their hands, with a sawed-off shotgun show- mother, and young wife (who is expecting their first
ing in the leader’s hand. His voice is rough but silky at child) started travelling in a wagon loaded down with
the same time and he demands that you pay tribute to all of their worldly possessions. Just after sending the
his “Bad Company” telegraph, they were approached by a couple of driv-
15: The Campaign Game

ers heading in the same direction. The pair suggested


TACKLE: The raiders are much more talk than fight.
the family travel in their company for protection,
They have cultivated an image as raiders and six-gun
explaining the road ahead was filled with bandits.
fighters, but in reality are little more than wartime
When the weather took a turn for the worst, the group
deserters on the run. They have committed no real
got lost and turned off the main trail, becoming mired
crimes other than attempting to intimidate travelers
in the mud. To make matters worse, Indians stole their
with a show of force, but will back down rather quick-
horses during the night.
ly if the group shows any signs of being real gun-fight-
ers. If they are shown up, they will offer up a rough The players need to use their Tracking skill and
meal as recompense for their audacity. They will then negotiate with Indians to retrieve the family without
offer to sing a song or two. As a band of musicians, gunplay. The rogue tribe demands a ransom for safe
they are much more credible than they are as a com- passage out.
pany of thieves, but insist that they’ll die in the saddle
rather than tame themselves. Unfortunately soon after Gimme Back My Bullets
the group encounters them the cavalry unit that has SETTING: Wilderness
been summoned up to hunt them down will find them BAIT: The group is riding through a rough wash and
and arrest them for the crimes they themselves admit sees a hungry looking thin young man sitting by an
to, but have not actually committed. Convincing them aromatic dung fire. He has a leather belt around his
that sounding tough is not worth dying for will be sur- hip with a poorly maintained Smith and Wesson. He
prisingly difficult. grabs the revolver and points it in shaking hands
toward the group, his long straw-blond hair matted
beneath what looks like a fine beaver-skin hat, the only

282
thing expensive about this ragamuffin. He gives up to make any sort of escape attempts and view the PCs
even the pretense of aggression quickly, sitting back as answered prayer.
down to the fire. “I aint’ got nothing you want any- They will approach the group about helping them —
way” If the group is willing to listen, he tells a sad tale putting the players in a very awkward position. If they
of drunkenness, being fired repeatedly though he end up taking the defectors with them a cross-country
worked hard every day. He asks the heavens for a chase unfolds with a posse of sect members giving
break, any break will do, but seems resigned to his sad chase.
fate.
TACKLE: This poor young man is actually quite well Homestead
off. He is the son of a powerful cattle baron but resent- SETTING: Wilderness
ed the peaceful lifestyle of education and manners he
BAIT: The PCs come across a shack in the middle of
was forced to endure. One day he threw off the civi-
nowhere. It is in extreme disrepair, but does provide
lized trapping and clothes his father wanted for him
some protection from the elements should they need it.
and bolted for the country, buying the pistol from a
ranch-hand along with a bandolier of bullets and a TACKLE: There is actually someone living in the
massive bottle of whiskey. In a drunken stupor, the boy shack. He’s a crazy old man who is a sound sleeper.
managed to drop the bandolier, leaving him with an The PCs may think he’s dead when they first lay eyes
empty revolver. He also didn’t think far enough ahead on him. If they wake him up he becomes agitated and
to bring any pocket money. He has found a few jobs on startled, will grab his old musket and try to shoot
local farms, but his hands are those of a gentleman them, shouting “Trespassers!” at them. If they can get
and the bloody blisters have not yet hardened into cal- him to calm down, he will offer them hospitality.
louses. Besides that he is poorly muscled and the desire Winning his friendship is easier with whiskey or food
to work hard has not yet been able to supplant the lack offerings.
of ability to do so.
If they are able to find out who he is, the group will
Preacher in the Wilderness
find his wealthy father very eager to bring him back SETTING: Wilderness
into the fold and will reward them handsomely for BAIT: The PCs are traveling through the wilderness
finding him, but the young man will be quite miserable and see a man collapse in the distance. Moving in to
and will escape again as soon as he can. If the group investigate, they find he's wearing a preacher's collar,
manages to find him gainful employ and hardens him and near dead from exhaustion and dehydration.
into a man, they will have his eternal gratitude but
If they aid him, he tells them of a town nearby being
might very well alienate the cattle baron if he finds
placed in great peril by a railroad company, trying to

15: The Campaign Game


out. He has no interest in blaming his son for his rebel-
buy everything up and kick everyone out.
lion, but will be quite happy to accuse the group of
kidnapping if they support his son’s dreams of free- TACKLE: The man's story is partially true – but he's
dom. not a priest, he's a radical who's wanted for blowing up
railroad depots (his father died working for the rail-
Heaven’s Gate road and he's been doing everything he can to get back
at them for it). He happened to steal the outfit as he
SETTING: Wilderness
fled a group of railroad-hired goons. The goons show
BAIT: The players unexpectedly stumble upon a up soon, whether the PCs aid him or not. How they
town situated where none should exist. It’s an idyllic react to the PCs is entirely up to what the PCs say and
and serene community of peace-loving townsfolk off do.
the beaten track.
TACKLE: The town is a religious sect and was actu- The Hangin’ Tree
ally founded by a zealot who led his congregation into SETTING: Wilderness
the ‘wilderness’ to a ‘new eden.” He and a dozen or so
BAIT: The PCs come across a band of men in the
“Elders” are stern leaders who view the inhabitants of
process of stringing up another man, who, when he
the town as their flock — sheep they are charged with
sees the PCs cries out for help.
protecting.
TACKLE: If the PCs stop to investigate, the men who
Most of the townsfolk are loyal followers and con-
are doing the hanging will inform the PCs that this
tent but a few are frightened and effectively being held
event is none of their business. They’ll be told that the
against their will — they wish to leave. They’re afraid
man they’re hanging is dangerous and accused of hav-

283
ing his way with a few respectable women and stealing arrested, the sheriff arrests them, then reports they
cattle. have been sent to the city jail, but actually releases
The man in trouble will attempt to tell them that he them to continue their depredations with another local
is innocent and he will scream out that he will offer rancher. The ranchers are beginning to get wise, and
them a huge reward if the PCs rescue him from the the one responsible for catching this rapscallion got
lynch mob. the only honest lawman in town, the deputy, to accom-
pany him without the sheriff ’s knowledge. The group
The man is indeed very rich, and innocent of the
will be between a rock and a hard place, subsidizing
charges against him. He is, however, not completely
the corrupt sheriff and his rustling or fighting against
innocent of all wrongdoing. Turns out he’s wanted for
him and siding with the ranchers. Either way they will
three murders back in Tennessee. His head is worth
be quickly in the mix with some hard men who take no
$500. Seems he is a landed gentleman and the murders
prisoners.
were honor duels. His charming demeanor attracted
many women in his travels, some of whom “belonged” The Trouble with Harry
to members of the mob.
SETTING: Wilderness
Of course, the mob will fight anyone who tries to
rescue the man. They are a group of five cowboys, all BAIT: While traveling along a remote trail, the char-
experienced in fighting with pistols or fists. acters stumble upon a half-decomposed body. Lying
nearby is a satchel filled with banknotes ($250.00 in
The Hangman’s Noose Texican dollars), a fine pair of boots and a fancy hat
with a silver hat band.
SETTING: Wilderness
If the characters examine the body, they notice a
BAIT: The group comes upon a sturdy oak tree
broken stirrup from a saddle wrapped around one
growing near a stream. Upon a vertical branch a rope
ankle, and that the corpse has a broken leg.
hangs down. At the end of that rope a man swings
slowly back and forth. You cannot determine how long The players should be able to quickly deduce that
he has been there, but what is surprising is that his eyes the poor unfortunate was thrown from his horse, got
are still fluttering. He is alive! No sign of the posse who his ankle stuck in the stirrup and was dragged to his
lynched him is about, though there are a lot of shod death.
horse tracks and heavy boot tracks in the soft dirt TACKLE : The downside of this encounter all
around the tree. Your group is well aware that the depends on what the characters do next. Do they bury
harsh justice meted out in this area doesn’t necessarily the body by the trailside and claim the valuables? Do
require a man to be guilty to be sentenced. The man they take the body with them to the nearest town for
appears to be too far gone to notice your appearance, identification and turn over the valuables to the
15: The Campaign Game

and if you don’t act very quickly he won’t take note of authorities?
anything in this world again. The victim was a very well-known gambler named
TACKLE: The fellow who was hung will take some Harry Fontaine. When traveling, he liked to don his
days to regain his voice, presuming the group rescues traveling clothes and put his fancy duds in a satchel. If
him at least long enough to hear his story. If the res- the players turn in the valuables and body, they will be
cuers put him to hard questioning, he will regale them rewarded for their trouble by Harry’s widow ($100.00).
with a tale of being a down-on-his-luck cowhand that If they choose to keep the valuables and don’t report
was framed for stealing cattle, but the truth of the mat- finding the body, it could go badly for them. Anyone
ter is that the owner of the cattle himself has been sell- who knew Harry will recognize his distinctive
ing them off, then claiming they were stolen to get an hat/boots if they see someone else wearing them. This
insurance reward. Finally the authorities were getting will obviously raise questions, especially since Harry is
wise so he accused an unpopular hand of the crime, long overdue. The players may have some explaining
rounded him up with his own posse and hung him. to do and will be suspected of foul play.
The unlucky fellow croaks out that a deputy was with
the posse, but that he is sure the man was on the take Wanted Man
from the cattle rancher. He asks the group to tell his
story to the sheriff in town and that all will be set right. SETTING: Wilderness

The man is right, the sheriff will take his side, but BAIT: The characters are traveling in a remote area
that is because the sheriff is corrupt and on the take, and stop to water their horses at what first appears to
subsidizing the hung rustler and several others working be an abandoned miner’s shack. While tending to their
in other nearby cattle ranches. When the rustlers are

284
business, a rough-looking character rides up with a level of determination some rail crews are able to lay
pair of rabbits slung across his saddle. a mile of track per day.
The stranger seems annoyed to see the characters. With this campaign event, the GM decides what
Still, he invites them to stay and share a meal with communities the railroad links, and advances the rail-
him. Even if the players decline the offer and move on, line as game time passes by. A mile a day is a bit
they are struck by the stranger’s sense of presence. ambitous, so figure 2d3 miles a week and adjust for dif-
If they accept the meal, they learn the stranger (he ficulty of terrain, such as mountains and river cross-
introduces himself as Jack) is extremely charismatic, ings.
loves to talk and seems a bit lonely. He explains he’s With the railroad comes throngs of people: adven-
from back East and trying his luck looking for gold. He ture seekers, opportunists, laborers and more. All of
makes a point of the fact he’s found no color and is these can have a huge impact on the area.
about to throw it in and give up.
TACKLE: When the players arrive at the next town Rumors of War
they ride by a sheriff who is tacking up a wanted This is usually a given for the Shattered Frontier, but
poster. To their astonishment, the likeness on the with this element one or more political or ethnic
poster bears an uncanny resemblance to Jack. The groups are in a state of upheaval. Perhaps the Indians
poster is for a notorious outlaw known as “Three are upset over a treaty violation, or maybe Imperial
Rivers Jake McCoy.” and a $500.00 reward is being Mexico is upset that so many Union settlers are filter-
offered for his capture — dead or alive. ing into the Cauldron. Such political unrest should
always be churning in the backdrop of your campaign,
As much as Jack looks like the man on the wanted but with this campaign element, it’s suddenly up close
poster, the truth is he’s an innocent man. Of course, and personal and not just rumors of events far
chances are the players won’t be convinced and will removed.
want to go for what looks like easy money.
Gold claims could be in jeopardy. Not to mention
If the players decide to return to the shack and the very existence of squatter towns. But it can also
attempt to capture Jack, they will certainly not be very create opportunities for those savvy enough to recog-
warmly received. Despite Jack’s earlier assertion, he nize them. Instability tends to heighten tension in the
has been finding gold in the claim that the previous campaign — just the thing to keep your players on
owners thought had been ‘played out’. It’s not much their toes.
($300.00 in gold), but to him it’s a fortune and he’s
convinced it’s just the beginning. Political Upheaval
When the players ride up, Jack is convinced they Since players tend to gravitate toward towns and use
have returned to rob him and boards himself up in his them as their base of operations, the political arena is
shack. He has a rifle, is a fair shot and will fire on the a great way to get them involved in the welfare of the
group in an attempt to drive them away. community itself.
Should the group capture (or kill) Jack and haul him As the players busy themselves with adventuring, all
in to collect the reward, the mistaken identity will be about them is the buzz of an upcoming election. Up
for grabs is the office of mayor, sheriff and other pos-
revealed and there may be some unexpected conse-
tions of prestige and power. Strong personalities are
quences.
involved (perhaps even one or more of the players) and
the campaigning is getting heated. The potential for
C AMPAIGN E VENTS voting fraud and other dirty politics makes this cam-
In addition to the adventures you’ll be running ses- paign event ripe for adventure opportunities.
sion to session, you’ll also need to think about the over-
all campaign and backstory that drives all the action. Gold Strike
The following are a few campaign elements that can This is already a major campaign element in the
propel events in your campaign and suggest (or even Shattered Frontier, but having a new source of gold or
create) new adventure opportunties for your players to silver pop up is good way to mix things up (and to
change the face of your map).
take on. You can use one or several.
As soon as word hits that gold has been found,
Thundering Rails people flock to the area. Boomtowns rise up overnight.
New trails are cut. Supplies begin pouring in. Of
The railroad is coming and nothing can stand in its course, none of this guarantees how long the color will
way. Yet, with progress comes turmoil, as those in the hold out. Gold busts were a common occurrence.
way get shoved aside. Depending on terrain and the

285
15: The Campaign Game

286
TOWNS & to start their campaigns in a larger town. Just be aware

THE CAMPAIGN that the Lazarus supplement will be detailing the town
in greater depth.
As small enclaves of civilization cast in the sea of an
untamed wilderness, towns are all important in the B LACK H ORSE
Shattered Frontier. The only real source of protection As already mentioned, Black Horse is something of
from the dangers that abound at every turn, towns a blank slate for a GM to make his own and run with.
attempt to bring order to the chaos of the wilderness. All that’s provided here is a brief history of the settle-
Outside a town, players are largely on their own. ment to give the GM a feel for the town, a town direc-
Weak or strong, good or bad, even the most self- tory, and a map.
reliant individuals in the Shattered Frontier need to
stop into town every now and then. They may need to The History of Black Horse
reprovision, sell goods, or just to blow off a little Black Horse, like so many dwindling towns in the
steam. Regardless of the direction your campaign ends Shattered Frontier, has an uncertain future. It is a
up taking, you’ll find a great deal of the players’ time dusty collection of buildings that almost became a real

15: The Campaign Game


is spent in town. town — if only history had been kinder to it.
Two starter towns are provided in this book: the In 1851 a prospector by the name of Jake Peters was
small backwater town of Black Horse and the boom- passing through the area (avoiding a group of bounty
town on the rise, Lazarus. Either town should be suit- hunters on his trail, so the story goes) when his horse,
able as a starting off point for your campaign. tired of being gouged by spurs, threw him then gal-
The advantage of using Black Horse is the fact that loped out of sight.
we have no plans to officially flesh out or develop the For the next several hours Jake sat in the sparse
town. The GameMaster is free to take it and make it shade of a large rock, wrapping three broken ribs and
his own without fear of the designers later releasing cursing the animal that had betrayed him. When a
material that steps on his toes. No details beyond those pair of vultures perched nearby, anticpating an easy
presented here will be published. meal, Jake picked up a rock and was about to toss it at
As something of a two-horse town, Black Horse is one of the scavengers when he froze. There in his
politically insignificant and should remain so if you clenched fist was the glint of gold.
decide to develop it. Another advantage of picking a When Jake eventually made it out of the desert,
small town to base your players is that there will be news of his discovery soon had folks flocking to the dry
fewer NPCs to manage and fewer campaign issues to gulch (dubbed Black Horse in honor of the animal that
juggle from events going on in the outside world. had thrown him) to stake their claim. Unfortunately,
Lazarus is planned to be the first fully fleshed-out just as the town was booming and rising up from the
town/campaign setting for Aces & Eights. Just the basic earth, the gold boom went bust. As it turned out, Jake’s
town map and list of businesses and townsfolk are pre- gold was from the tailings of a Spanish mine aban-
sented in this book — enough for those who may want doned several hundred years before.

287
15: The Campaign Game

288
as many claims on the cheap as they could and set up
B LACK H ORSE T OWN D IRECTORY an office. Rumor has it there are plans for the railroad
1. Lewis & Poole Company Store House to eventually push through to Rancho Bucarelli (12
miles north) and that the Mining Company has hopes
2. Covenant Presbyterian Church
of bringing in big equipment to process the ore.
3. Jake Peter’s Residence
g Jake Peters still lives in Black Horse. Older, but
4. Shy Dog Saloon none the richer, he spends most of his time telling his
5. Barn tale in exchange for free drinks at the Shy Dog Saloon.
6. Lewis & Poole Mining Company He likes to brag that he has a small fortune in gold
‘squirreled away’ but few take him seriously.
7. The Turquoise Star
g Last spring, the Black Horse Bank invested
8. Assay Office money and had a Telegraph spur run to Black Horse
9. Bisbee Restaurant from the main line in Rancho Bucarelli.
10. Curran’s Booter & Leather Works g Doc Barrister recently announced he is closing
11. Sackett’s Dry Goods his office and moving to Muskeegie, meaning the town
will no longer have a doctor.
12. Black Horse Bank
g Jesse Grummun (proprietor of Grummun’s
13. Sheriff ’s Office/Jail
General Store) is rumored to be a wanted man back in
14. Telegraph Office the CSA.
15. Barrister: Doctor of Medicine
16. Desert Rose Hotel/Bathouse L AZARUS
17. Elliot’s Hardware Lazarus is located in a narrow fertile valley on the
southern edge of the San Juan Mountains, formed by
18. Miss Mable’s Baked Goods & Eatery
the rippling mountain waters of the Animas River.
19. Grummun’s General Store Those who live here are fortunate in that the valley
20. El Terruño Smithy floor and nearby mesa tops are well suited for farming
21. Negro Bayo Livery and the grazing of livestock.
22. Dusty Spur Cantina Hardwood forests surrounding the valley provide a
good source of lumber for construction as well as fuel
for fires. The forests are also populated by an
The site hadn’t been completely played out, but the abundance of game and fur-bearing animals. Most

15: The Campaign Game


ore was of poor quality and took more sweat and importantly, the streams and rocky canyons feeding
blood moving hell and earth to get at than most were into the valley are rich in mineral resources such as
willing to endure. Claims were quickly sold off or sim- copper, silver and gold. There are also known deposits
ply abandoned. Buildings stood half-built as the ham- of coal which haven’t been exploited yet.
mers fell silent.
Black Horse isn’t a ghost town, however. A handful History of Animas Valley
of fortune seekers (including Jake himself) stayed on to The first known inhabitants of the Animas Valley
work the mines. They remained convinced there was area were the mysterious Anasazi. Little is known of
still a fortune under the ground, perhaps in that next them today other than the tell-tale ancient remnants
spade full of rocky soil. of their cliff-side fortified dwellings that litter the
Later, when gold was discovered a few days’ north canyon walls. These ruins of broken stone-slab walls
up the trail in Muskeegie and Lazaurus, the town was located in high, nearly inaccessible places are rumored
given a new lease on life as a stopping-off point for by the local Indians to be haunted. In addition, the
cattle herders driving much needed beef to the gold Anasazi also left behind strange conical towers on the
camps. Today, Black Horse is a quiet town (except mesa tops that resemble watch towers. What formida-
when the cattle herders descend upon the community). ble enemy may have lead to their painstaking
It’s occasionally used as a hideaway for those on the construction has been lost to time.
run, or a brief stop for those between destinations. For hundreds of years, Anasazi farmers made good
Items of Interest Concerning Black Horse use of the land, planting crops on the tops of nearby
mesas to supplement their diets of fish, berries and
g The Lewis & Poole Mining Company (based
out of Amarillo) recently sent agents to town to buy up

289
venison. Then, around 500 years ago, the Anasazi dis- Several Spanish settlements, as well as silver and
appeared. gold mines, were established along the River of Lost
They were replaced by the Navajo and Utes, who Souls. These were eventually abandoned, however.
would lay claim to the valley and the surrounding area Harsh winters and hostile Indians — who had tired of
for the next several hundred years. It was only very Spanish attempts to meddle in their way of life —
recently (the last fifty years) that they in turn were eventually drove the Spanish out.
forced out by a new invader — more on them later. By 1838 the political landscape changed dramatically.
Spanish explorers were the first Europeans to reach The Republic of Texas and the burgeoning Mexican
the area. They arrived in the Animas Vally in the mid dictatorship began solidifying their power to the South
-1700’s. Searching for gold and silver, they were led by and the Southeast. Bands of Apache displaced from
Ute scouts following the old Anaszai trails up the those border regions began to move north and
Animas River. This trail is known as “The Old encroach into the Animas Valley region — challenging
Spanish Trail” and is still used by trappers and the Utes and Navajo.
prospectors traveling through the San Juan Mountains After a decade of war, the great Chiricahuan chief,
today. Mangas Coloradas (known to whites as “Red Sleeves”)
These Spanish explorers were the first to map the managed to get the upper hand.
region, and they left their indelible mark on the area With a plentiful supply of food and their control on
by naming the rivers, mountains and passes — many the region uncontested, the Apache used the area as a
of which are still known by their Spanish names today. staging ground to base attacks on their old enemies:
For example, Animas River was originally named the Mexico and the Republic of Texas.
Rio de Las Animas Perdidas (Spanish for “River of Each success brought more guns and prestige to Red
Lost Souls”). Sleeves, as well as more warriors. Braves from the
The Spanish officially claimed the area (on paper Mescalero and Jicarillo joined up with Chiricahua and, by
anyway) for the next sixty years. In reality, the area was 1849, they became a formidable presence in the Shattered
largely controlled by the Ute who held a powerful sway Frontier.
over the region and were unchallenged (for the most In 1852, tired of the Apache raids across its western
part). However, Spanish missionary work, along with border, the Republic of Texas launched a punative
careful diplomacy, managed to extend Spain’s influ- sweep of the San Juan Basin in an attempt to eradicate
ence into the region. the Apache menace. In a series of skirmishes, the
15: The Campaign Game

290
greatly feared Apache army of Red Sleeves suffered when the Apache raids began. Why the truce was shat-
repeated defeat and was again forced to withdraw to tered is unclear, but many believe Red Sleeves was
the west of the Rio Grande. unnerved at the rate the town was growing, and the
Now, caught between Deseret, Mexico and Texas, fact that other settlements were springing up along the
the Apache have been forced into hiding and must Animas River.
choose their battles wisely. However, the Apache threat The settlers of Boureaux spent a great deal of time,
is not gone — far from it. money and labor erecting fortifications. They even
From his mountain strongholds in the San Juan convinced the Republic of Texas to send a small
mountains, Red Sleeve’s warriors continue to harass contingent of Rangers to town, as a signal to Red
both the Texicans and Mexicans. Because of the Sleeves that they had the country’s backing. Yet, it was
constant threat of reprisals, Red Sleeves keeps his all to no avail. In the winter of 1855, Red Sleeves and
people on the move – roving over a large area that his warriors returned to Animas Valley and massacred
extends from the Colorado river in the west to the Rio the town’s inhabitants and burned Boureaux to the
Grande in the east. Largely an army of guerilla style ground.
hit-and-run raiders, the Apache provide for themselves News of the atrocity struck fear in the other settle-
by taking from their neighbors – a tactic that continues ments which had risen up in the region. Many settlers
to this day. pulled up stakes and returned to Deseret and the
Red Sleeves’ sworn agenda is to recapture the tradi- Republic of Texas. For the next decade the Apache
tional homeland of his people to the south, namely held an iron grip over the region. The only settlements
Apache Pass and Apache Springs. Alternatively, he managing to keep their foothold were those stationed
hopes to force a settlement that returns the lands to along the San Juan Road, which enjoyed the presence
Apache hands. In the meantime, he is bent on slowing of heavily armed patrols, keeping the supply lines up
the tide of settlers moving into the area. Barring that, and running. That would all change in the spring of
he will exploit them for guns, money and trade items 1865, when gold was discovered along the Animas, not
to support his cause. far from the ruins of Boureaux.
Even with the Apache threat, however, settlers from In May of that year, Harm Henrrik Muskee, a
Deseret, Mexico and the Republic of Texas continued Mormon exile from Deseret, made his way into the
to trickle into the area. Then, when gold was discov- area with his three wives and four sons to try his hand
ered along the Animas River in 1865, that trickle at trapping along the Animas. After plucking a two
became a torrent, with all three powers as well as the and a half ounce nugget of gold out of the rippling
U.S. and the Confederacy all clamoring to lay claim to waters, any thoughts of further trapping were quickly
the region. abandoned.

15: The Campaign Game


Two weeks later, Harm arrived in the town of
A Tale of Three Towns Rancho Bucareli with a pouch of placer gold, which
he promptly used to buy supplies (including picks,
In 1853 the notorious trapper Luke Boureaux (also shovels and gold pans). The secret was out.
known as “Barbe Rouge”) came down out of the
mountains and settled in the Animas Valley. With the Harm Muskee had barely returned to his camp and
help of his Ute wife he built a trading post near the started erecting a cabin when other fortune-seekers
southern mouth of Animas Valley (about 12 miles began to arrive. Within weeks, the valley was filled
north of current day Lazarus). The aging Boureaux with the sounds of felled trees, rip saws and hammers
had been crippled the previous winter (by a bear, as building after building began to go up.
according to legend) and his days of gathering pelts in The gold camp quickly became a town (named
the high country were over. It was his intention to Muskeegie in honor of Harm) and immediately
barter for furs from other trappers at his trading post became the spigot that thousands of fortune seekers
in exchange for supplies, and then sell them for a high- poured through and into the surrounding mountains
er price at the Texas markets further east. Soon, the in search of gold. In the surrounding hills and
trading post was joined by a blacksmith, a ranch and canyons, men began to attack the rock with pick and
several farms that sprung up along the river. Thus, shovel searching for the gold’s source (the elusive
quite by chance, was born the town of Boureaux. mother lode which has yet to be found 24 months
Boureaux managed to negotiate an uneasy treaty later). The placer gold in the river was soon exhausted,
with the Apache — tributes of weapons and food in but several successful mines were soon producing good
exchange for the settlement remaining unmolested. By quality ore.
1854 the town had grown to a population of 175,

291
As for Harm himself ? His luck soon ran out. The Lazarus and the On-Going Campaign
claim he staked didn’t produce for more than a few
As a boomtown still in the early months of its growth
months. Eventually, he hired on as a miner in the Luck
and development, Lazarus is an ideal place for players
of the Draw mine where he was later killed in a col-
to eventually descend upon. There are shortages of
lapse. All but one of his wives returned to Deseret with
businesses, as well as the skilled tradesmen needed for
his sons. Fidela Muskee (known as the Widow Muskee
a town to grow. There are many niches waiting to be
locally) now runs Fidela’s Boarding House in the
filled. Empty lots are also available (although they are
boomtown of Muskeegie.
going fast), so characters with a little sand and
As Muskeegie began to grow and prosper, the old determination should be able to grab their piece of the
ruins of Boureaux (42 miles to the south) became a dream here.
natural stopping off point for freight wagons and driv-
As with most boomtowns, Lazarus is as short on law
ers heading up the pass. Soon, a new town literally
and order as it is long on opportunities. As the town
rose up from the ashes of Boureaux and was named,
grows, so do its troubles, but the determination of
fittingly enough, Lazarus.
decent folk to tame their community is strong.
Little more than a collection of saloons and flop
houses, Lazarus was never considered a destination,
but just another dusty barter town among dozens of Items of Interest Concerning Lazarus
others scattered along the route between Amarillo and • In hopes of curbing the violence and maintaining
Muskeegie. That is, until the much sought after ‘yellow the peace, the newly-elected town council recently
stuff ’ was found in the surrounding hills six months approved the funds to hire two additional full-time
ago. deputies.
Lazarus quickly transformed into a boom town • Details of Jack McCabe’s deal with Red Sleeves
overnight. Although the deposits don’t seem to be as have recently leaked out — angering many townsfolk.
rich as those near Muskeegie, many are betting the It turns out the Apache were bought off. In exchange
surface has barely been scratched and that Lazarus has for a bi-annual tribute of guns, grain, meat and other
a bright future. commodities, the old war chief agreed to let Lazarus
Today, Lazarus has a telegraph line connecting it to live in peace. This is a tribute the townsfolk of Lazarus
the outside world and is a station on the Kinnard- must burden and, with the Apache still harrassing sup-
Lowery Stage route. Just a few weeks ago the first town ply wagons and trails between Rancho Bucareli and
council was elected, along with a sheriff. In a few Muskeegie, many feel the the deal was a mistake.
months, the townsfolk will elect their first mayor (and • Lazarus is a den of corruption. Competing gangs
with three candidates having tossed their hat in the wrestle for control of the town’s trade for flesh, alcohol
15: The Campaign Game

ring it’s sure to be a heated contest). and gambling. Chief among them is the One Spurs
The current favorite to win is banker Jack Wesley gang — who saw to it that several of their members
McCabe, who recently engineered a peace deal with swept into the Town Council in the recent election.
the Apache that helps guarantee the safety of Lazarus • Some weeks after gold was discovered near
and its inhabitants. Whoever is elected mayor will have Lazarus, Jack McCabe and his partner formed the new
his hands full, for Lazarus is plagued by problems — McCabe-Langdon Land Company, and bought up
some that threaten its very existence if mishandled. most of the available lots in town.

292
Lazarus Town Directory
Courtesy of the Lazarus Spectator Titan P. Corrigan III • Publisher

Block 1 L08 Zedock’s Barbershop . . . . . . . . . . .Jacob “Zee” Zedock


LOT# USAGE OWNER* L09 Morgan’s Guns . . . . . . . . . . . . .Augustus “Gus” Morgan
L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L02 Vacant Lot . . . . . . . . . .McCabe-Langdon Land Company Block 6
L03 Vacant Lot . . . . . . . . . .McCabe-Langdon Land Company LOT# USAGE OWNER*
L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L05 Vacant Lot . . . . . . . . . . . . . . . . . .Lloyd “Pappy” Patterson L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L06 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L03 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L07 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L04 Vacant Lot . . . . . . . . . . . . . . . . . . .Carlos “Foxy” Faustino
L08 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
Block 7
Block 2 LOT# USAGE OWNER*
LOT# USAGE OWNER* L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L03 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L03 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L04 Vacant Lot . . . . . . . . . . . . . . . . . . . . .R. T. “Doc” Merrick L05 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L05 Vacant Lot . . . . . . . . . . . . . . . . . . . . . . . . . . .Juan Navarro L06 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L06 Vacant Lot . . . . . . . . . . . . . . . . . . . . . . . . . . .Juan Navarro L07 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L07 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L08 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L08 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L09 Vacant Lot . . . . . . . . . . . . . . . . . . .Clayton “Clay” Sloane
L10 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
Block 3
LOT# USAGE OWNER* Block 8
L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company LOT# USAGE OWNER*
L02 Residence (Empty) . . . . . . . . . . . . . . . . .Victor MacKennal L01 Thaddeus T. Jackson: Undertaker . . . . .T. T. Jackson
L03 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L02 Coyer Residence . . . . . . . . . . . . . . . .James “Patch” Coyer
L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L03 Sloane’s Leather Goods . . . . . .Clayton “Clay” Sloane

15: The Campaign Game


L05 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L04 Sherriff ’s Office . . . . . . . . . . . . . . . .Municipally Owned
L06 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L04a Jail . . . . . . . . . . . . . . . . . . . . . . . . . . .Municipally Owned
L07 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L05 Garret’s Dry Goods . . . . . . . . . .Henry “Hank” Garret
L06 Moynihan’s Meat Market .Cornelius “Red” Moynihan
Block 4 L07 Thunder Horse Saloon . . . . .Charles “Charlie” Meeker
LOT# USAGE OWNER* L08 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L01 Residence (Empty) . . . . . . . . . . . . . . . . . . . . .Per Johansen L09 Toliver’s Place . . . . . . . McCabe-Langdon Land Company
L02 Morgan Residence . . . . . . . . . . . .Augustus “Gus” Morgan L10 Meeker Residence . . . . . . . . . . .Charles “Charlie” Meeker
L03 Patterson Residence . . . . . . . . . . .Lloyd “Pappy” Patterson
L04 Patterson’s Livery Stable . . . .Lloyd “Pappy” Patterson Block 9
L05 Patterson’s Corral . . . . . . . . . .Lloyd “Pappy” Patterson LOT# USAGE OWNER*
L06 Vacant Lot . . . . . . . . . . . . . . . . . . . . .Jacob “Zee” Zedock L01 Barking Mad Gambling Hall . . . . .Forest R. Langdon
L07 Harper’s Hardware . . . . . . . . . . . . . . . . . .Jesse Harper L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L08 James R. Mullins, Attorney . . . . . . .James R. Mullins L03 Trimble Residence . . . . . . . . . . .Douglas “Doug” Trimble
L09 Back Lot . . . . . . . . . . . . . . . . . . . . . . . . . .James R. Mullins L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L05 Founder’s Shack . . . . . . . . . . . . .Bartholemew T. Hancock
Block 5 L06 Palace Hotel . . . . . . . . . . . . . . . . . . .Jacob “Zee” Zedock
LOT# USAGE OWNER* L07 R.T. Merrick, Doctor . . . . . . . . . .R. T. “Doc” Merrick
L01 Carlos Faustino: Blacksmith .Carlos “Foxy” Faustino L07a Syrus Flayderman, Dentist . . . . .R. T. “Doc” Merrick
L02 Vacant Lot . . . . . . . . . . . . . . . . . . .Carlos “Foxy” Faustino L08 Trimble’s Bakery . . . . . . . . . .Douglas “Doug” Trimble
L03 McCabe Place . . . . . . . . . . . . . . . . . .Jack Wesley McCabe L09 Juanita’s Restaurant . . . . . . . . . . . . . . .Juanita Sanchez
L04 Faustino Residence . . . . . . . . . . . . .Carlos “Foxy” Faustino
L05 Vacant Lot . . . . . . . . . . . . . . . . . . . . .Jacob “Zee” Zedock Block 10
L06 Zedock Residence . . . . . . . . . . . . . . . .Jacob “Zee” Zedock LOT# USAGE OWNER*
L07 McCabe Bank of Lazarus . . . . . .Jack Wesley McCabe L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company

293
L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L04 Vacant Lot . . . . . . . . . . . . . . . . . . .Clayton “Clay” Sloane
L03 Langdon Residence . . . . . . . . . . . . . . . .Forest R. Langdon L05 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L04 Langdon Ranch House . . . . . . . . . . . . .Forest R. Langdon L06 Langdon Barn/Corral . . . . . . . . . . . . . .Forest R. Langdon
L07 Boothill . . . . . . . . . . . . . . . . . . . . . . .Municipally Owned
Block 11 L08 Vacant Lot . . . . . . . . . . . . . . .Thomas “Tommy” McCabe
LOT# USAGE OWNER* L09 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L10 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L11 McCabe-Langdon Land Company . . . . . . . . . . . . . . . .
L03 Vacant Lot . . . . . . . . . . . . . . . . .Charles “Charlie” Meeker Forest R. Langdon/Jack Wesley McCabe
L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company L12 McNair Telegraph Office . . . .McNair Telegraph Line
L05 Vacant Lot . . . . . . . . . . . . . . . . . . . . .Jacob “Zee” Zedock L13 Lazarus Spectator, The . . . . . . .Titan P. Corrigan III

Block 12 Block 14
LOT# USAGE OWNER* LOT# USAGE OWNER*
L01 Kinnard-Lowrey Corral . .Kinnard-Lowrey Stage Line L01 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L02 Rollins’ Residence . . . . . . . . . . . . . .Chester “Taps” Rollins L02 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L03 Lynched Ox Saloon, The . . . . . . . . . . . . .Juan Navarro L03 Vacant Lot . . . . . . . . . . . . . . . . . . . . .Thaddeus T. Jackson
L04 Kinnard-Lowrey Lazarus Office . . . . .K-L Stage Line L04 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L05 Kinnard-Lowrey Bunk House . . . . . . .K-L Stage Line L05 Vacant Lot . . . . . . . . . McCabe-Langdon Land Company
L06 Kinnard-Lowrey Stage Line Barn . . . .K-L Stage Line L06 Vacant Lot . . . . . . . . . . . . . . . . . . . . . . . . . . . .Jesse Harper
L07 Shinborn Residence . . . . . . . . . . . . . . . . .Joseph Shinborn
Block 13 L08 Residence (Empty) . . . . . . . . . . .Charles “Charlie” Meeker
L09 Vacant Lot . . . . . . . . . . . . . . . . .Charles “Charlie” Meeker
LOT# USAGE OWNER* L10 Vacant Lot . . . . . . . . . . . . . . . . .Charles “Charlie” Meeker
L01 Assay Office . . . . . . . . . . . . . . . . . . . .Republic of Texas L11 Vacant Lot . . . . . . . . . . . . . . . . .Charles “Charlie” Meeker
L02 Covenant Presbyterian Church . .Presbyterian Church
L03 McAllister Place (Parish) . . . . . . . . . . .Presbyterian Church
Note that the indicated owner of the property isn’t necessarily the resident.
15: The Campaign Game

296
Townfolk
he following is just a sampling of some of

T colorful characters who inhabit the town


of Lazarus. It is by no means complete
but should prove useful in running adventures
in the town.
Non-Player Characters are listed as being
“Notable” or “Mundane.” Notable NPCs are
just that — characters who have an influence in
the town on some level or impact others. For
example, Syrus “Yank” Flayderman is a dentist,
but he also serves on the Town Council and is a
mover and shaker behind the political scene. A
mundane NPC is someone who lives in the
town but has little power or influence on others.
A listing of sample NPC statistics (arranged
by profession) is also provided for you.

Name Age Occupation/Trade Sex NPC Type


Joe Bob Briggs . . . . . . . . . . . . . . . .28 . . .Gunsmith . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Aggie Bristol . . . . . . . . . . . . . . . . .23 . . .Whore . . . . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
Nathan “Nate” Bueller . . . . . . . . . .41 . . .Outlaw . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Tom Big Cobb . . . . . . . . . . . . . . . .27 . . .Horse Thief . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Titan P. Corrigan III . . . . . . . . . . . .33 . . .Newspaper Publisher/Editor . . .Male . . . . . . . . . .Notable

15: The Campaign Game


Name Age Occupation/Trade Sex NPC Type
James “Patch” Coyer. . . . . . . . . . . . 64 . . .Sherriff . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Henry “Indiana” Dobbs . . . . . . . . . 17 . . .Outlaw . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Dowdy “Doubting” Fagin . . . . . . . . 31 . . .Bartender . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Carlos “Foxy” Faustino . . . . . . . . . . 47 . . .Blacksmith . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Loy “Bloody Mouth” Fergeson . . . . 26 . . .Outlaw . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable

Name Age Occupation/Trade Sex NPC Type


Brom “Blade” Fergeson . . . . . . . . . .30 . . .Outlaw . . . . . . . . . . . . . . . . . . . . Male . . . . . . . . . .Notable
Syrus “Yank” Flayderman . . . . . . . .63 . . .Dentist . . . . . . . . . . . . . . . . . . . . Male . . . . . . . . . .Notable
Maria Fuente . . . . . . . . . . . . . . . . .19 . . .Whore . . . . . . . . . . . . . . . . . . . . Female . . . . . . . .Notable
Alfredo Garcia . . . . . . . . . . . . . . . .30 . . .Bartender . . . . . . . . . . . . . . . . . . Male . . . . . . . . . .Notable
Henry “Hank” Garret . . . . . . . . . . .64 . . .Merchant, Drygoods . . . . . . . . . Male . . . . . . . . . .Mundane

Name Age Occupation/Trade Sex NPC Type


Priscilla “Babe” Garrison . . . . . . . .31 . . .Whore . . . . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
Bartholemew T. Hancock . . . . . . . .34 . . .Pimp . . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . .Notable
Donny “Dutch” Harker . . . . . . . . .27 . . .Deputy, Tracker . . . . . . . . . . . . .Male . . . . . . . . . .Notable

297
Jesse Harper . . . . . . . . . . . . . . . . . .32 . . .Merchant, Hardware . . . . . . . . .Male . . . . . . . . . .Mundane
Beatrice Harper . . . . . . . . . . . . . . .39 . . .Housewife, Merchant . . . . . . . . .Female . . . . . . . .Mundane

Name Age Occupation/Trade Sex NPC Type


Thaddeus T. Jackson . . . . . . . . . . . .35 . . .Undertaker . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane
Julia Jackson . . . . . . . . . . . . . . . . . .32 . . .Housewife, Undertaker’s Asst . . .Female . . . . . . . .Mundane
Mary Jackson . . . . . . . . . . . . . . . . .7 . . . .N/A (child) . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
Forest R. Langdon . . . . . . . . . . . . .55 . . .Land Speculator . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Alejandro Lopez . . . . . . . . . . . . . . .58 . . .Cook . . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane

Name Age Occupation/Trade Sex NPC Type


Amilio Lopez . . . . . . . . . . . . . . . . .24 . . .Outlaw . . . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Morgan “Reverend” McAllister . . .56 . . .Reverend . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Samantha McAllister . . . . . . . . . . .42 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . Mundane
Jack Wesley McCabe . . . . . . . . . . . .39 . . .Bank Owner . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Eleanor McCabe . . . . . . . . . . . . . . .28 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . . Mundane

Name Age Occupation/Trade Sex NPC Type


Thomas “Tommy” McCabe . . . . . .10 . . .N/A (child) . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Mundane
Charles “Charlie” Meeker . . . . . . . .41 . . .Saloon Owner . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
R. T. “Doc” Merrick . . . . . . . . . . . .43 . . .Doctor . . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Augustus “Gus” Morgan . . . . . . . . .51 . . .Gunsmith . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Matilda “Mattie” Morgan . . . . . . . .46 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . . Mundane

Name Age Occupation/Trade Sex NPC Type


Katherine “Kate” Morgan . . . . . . .11 . . .N/A (child) . . . . . . . . . . . . . . . . .Female . . . . . . . . Mundane
Daniel “Danny” Morgan . . . . . . . .9 . . . .N/A (child) . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Mundane
Moxy . . . . . . . . . . . . . . . . . . . . . . .27 . . .Ranch Hand . . . . . . . . . . . . . . .Male. . . . . . . . . . Mundane
Cornelius “Red” Moynihan . . . . . .28 . . .Butcher . . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Mundane
15: The Campaign Game

Megan “May” Moynihan . . . . . . . .25 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . . Mundane

Name Age Occupation/Trade Sex NPC Type


James R. Mullins . . . . . . . . . . . . . . .34 . . .Attorney . . . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable
Frank Myers . . . . . . . . . . . . . . . . . .40 . . .Ranch Boss . . . . . . . . . . . . . . . .Male. . . . . . . . . . Mundane
Juan Navarro . . . . . . . . . . . . . . . . . .37 . . .Bartender/Owner . . . . . . . . . . .Male. . . . . . . . . . Notable
Lloyd “Pappy” Patterson . . . . . . . . .56 . . .Livery Stable Owner . . . . . . . . .Male. . . . . . . . . . Notable
Maria Patterson . . . . . . . . . . . . . . .32 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . . Mundane
Luke Patterson . . . . . . . . . . . . . . . .17 . . .Stable Boy . . . . . . . . . . . . . . . . .Male. . . . . . . . . . Notable

Name Age Occupation/Trade Sex NPC Type


Nathanel “Nacagdocus Nat” Pavey .35 . . .Telegraph Operaor . . . . . . . . . .Male . . . . . . . . . .Notable
Gurdy “Red” Pickens . . . . . . . . . . .29 . . .Piano Player . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Emma “Emmie” Pierce . . . . . . . . . .24 . . .Whore . . . . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
Benjamin “Ben” Pierce . . . . . . . . . .44 . . .Hotel Owner . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane
Dorotha Pierce . . . . . . . . . . . . . . . .39 . . .Hotel Owner . . . . . . . . . . . . . . .Female . . . . . . . .Mundane

Name Age Occupation/Trade Sex NPC Type


Chester “Taps” Rollins . . . . . . . . . .41 . . .Telegraph Operator/Manager . .Male . . . . . . . . . .Mundane
Brian Roony . . . . . . . . . . . . . . . . . .28 . . .Bartender/Bouncer . . . . . . . . . .Male . . . . . . . . . .Mundane

298
Mackey Ross . . . . . . . . . . . . . . . . . .42 . . .Thief . . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Rachel Ross . . . . . . . . . . . . . . . . . .24 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
“Rio” Running River . . . . . . . . . . .22 . . .Ranch Hand . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane

Name Age Occupation/Trade Sex NPC Type


Juanita Sanchez . . . . . . . . . . . . . . .26 . . .Cook/Waitress . . . . . . . . . . . . . .Female . . . . . . . .Notable
Joseph Shinborn . . . . . . . . . . . . . . .32 . . .Stage Station Chief . . . . . . . . . .Male . . . . . . . . . .Mundane
Abatha Abbey Shinborn . . . . . . . . .26 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . .Notable
Clayton “Clay” Sloane . . . . . . . . . .29 . . .Leather Worker . . . . . . . . . . . . .Male . . . . . . . . . .Mundane
William “Roaring Bill” Swain . . . . .58 . . .Circuit Judge . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Winifried “Justice” Toliver . . . . . . .47 . . .Deputy/Merchant . . . . . . . . . . .Male . . . . . . . . . .Notable
Danby “Big Dan” Trask . . . . . . . . .27 . . .Faro Dealer . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Douglas “Doug” Trimble . . . . . . . .29 . . .Baker . . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane
Fernando Vasquez . . . . . . . . . . . . . .44 . . .Rancher . . . . . . . . . . . . . . . . . . .Male . . . . . . . . .Notable
Gus Wiley Windle . . . . . . . . . . . . . .25 . . .Horse Thief . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Jacob “Zee” Zedock . . . . . . . . . . . .34 . . .Barber . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Mundane

ot all NPCs encountered will be residents of Lazarus. Hundreds of people pass through the town each

N day. The following is just a sampling of individuals who may be found in that number. The first seventeen
passers-thru are of particular note and detailed hereafter.

Name Age Occupation/Trade Sex NPC Type


Little Feather . . . . . . . . . . . . . . . . .22 . . . Gambler. . . . . . . . . . . . . . . . . . . Female . . . . . . Notable
George “Slim” Fields . . . . . . . . . . .21 . . . Wagon Driver (Gambler) . . . . . . Male . . . . . . . Notable
Ron “Rails” Gores & family . . . . . .36 . . . Railroad Engineer . . . . . . . . . . . Male . . . . . . . Notable
John Hooker . . . . . . . . . . . . . . . . . .35 . . . Brewer . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Pecos Jake “The El Paso Kid” . . . . .24 . . . Cowboy . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Juliet “Jade” Jarden . . . . . . . . . . . . .26 . . . Singer & Writer . . . . . . . . . . . . . Female . . . . . . Notable

15: The Campaign Game


Willam “Baba” Johnson . . . . . . . . .46 . . . Publicist . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Thomas Albert Jones . . . . . . . . . . .39 . . . Cowboy . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Curtis Lusk . . . . . . . . . . . . . . . . . .28 . . . Outlaw . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Specs “Mad Man” McGovern . . . .26 . . . Bounty Hunter . . . . . . . . . . . . . . Male . . . . . . . Notable
Killian Pettigrew . . . . . . . . . . . . . .28 . . . Doctor . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Doug Rettler . . . . . . . . . . . . . . . . .27 . . . Deputy/Farmer . . . . . . . . . . . . . Male . . . . . . . Notable
Francisco “Paco” Rodriquez . . . . .43 . . . Outlaw . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Dr. Thomas Alva Shaw . . . . . . . . .38 . . . Doctor . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Hershel Suerte . . . . . . . . . . . . . . . .31 . . . Mormon Preacher (Con Man) . . . Male . . . . . . . Notable
Dr. David West . . . . . . . . . . . . . . . .49 . . . Anthropologist . . . . . . . . . . . . . . Male . . . . . . . Notable
Dr. Walter Wolenski . . . . . . . . . . . .23 . . . Doctor . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Notable
Joseph Gaffco . . . . . . . . . . . . . . . . .32 . . . Stage Driver . . . . . . . . . . . . . . . . Male . . . . . . . Mundane
Yancey Kindle . . . . . . . . . . . . . . . . .25 . . . Outlaw . . . . . . . . . . . . . . . . . . . . Male . . . . . . . Mundane
Susan Miles . . . . . . . . . . . . . . . . . .23 . . . Entertainer/Actress . . . . . . . . . . Male . . . . . . . Mundane
Tommy “One Boot” Perry . . . . . . .31 . . . Vagrant . . . . . . . . . . . . . . . . . . . Male . . . . . . . Mundane
Hank Witchem . . . . . . . . . . . . . . . .38 . . . Snake Oil Salesman . . . . . . . . . . Male . . . . . . . Mundane
Aelk Yellow Fawn . . . . . . . . . . . . . .26 . . . Whore . . . . . . . . . . . . . . . . . . . . Female . . . . . . Mundane

299
Washed away down the Medicine Lodge River when
her family’s wagon was swamped during a crossing,
this young girl was found on the riverbank by Kiowa
warriors. The tribe took her in and she was raised as
one of their own.
Given the name Little Feather for the silence of her
passing, she became a skilled hunter. Her small size
forced her to be doubly fierce in her years growing up
with the young Kiowa braves. Separated from her
second family during a cavalry roundup, she was taken
to Fort Laramie where she was to be transferred to an
orphanage in back east where things were more suited
for a young lady.
She promptly severed the big toe of a cavalryman,
chipped the tooth of another with a thrown brick and
fled into the hills on a stolen pony. Despite an extensive
search by the cavalry and trappers who were offered a
reward for her safe return, she was never seen by the
Little Feather cavalry again.
Sometime later, a young girl made a name for herself
in Denver City. She became known as ruthless card
Occupation player who cleaned out more than one gambler who
Gambler underestimated her prowess. She’s as ornery as broken
+4 +2 legged mule and twice as stubborn, but she’s keen as
Strength 11.14
any and loyal to those who earn her trust.
Intelligence 16.11 2
Wisdom 13.87 20 d3p+1 She knows Denver City better than anyone and will
help those she trusts. She despises anyone who slurs an
Dexterity 14.54 22 Indian and will do her best to make their time in
Constitution 9.64 Denver City miserable through her network of little
Looks 14.22 Firearm: ruffians. This band of children (about a dozen orphans
Charisma 8.14 Remington Derringer like herself) are fed through Little Feather’s gambling
15: The Campaign Game

haul and they keep her informed on the comings and


Reputation 26 (average) goings of notable folks in town. The gang of miscre-
Fame 13 (local) ants, who call themselves the Prairie Hawks, aren’t
No. of Gunfights 0 even known to local law enforcement. They maintain a
Handedness Righty few small hideouts in Denver City. Chief among them
is the old Kettle House, an abandoned hotel on the
Place of Origin unknown
edge of town that was partially gutted in a fire years
Quirks: Ornery
Talents: Grit, Guardian Angel
back. Little Feather plans to move out west one day, but
not until she saves enough money to take her entire
Notable Skills: Current Affairs 78, Culture (Kiowa gang.
41), Distraction 52, Escape Artist 55, Gambling 82, Little Feather is an oft underestimated local who is
Glean Information 60, Hiding 44, Idle Gossip 53, much more in the know about things than most anyone
Language (English 58, Kiowa 52), Observation 63, else in town. She uses the information to her advan-
Recruiting 37, Sleight of Hand 28, Sneaking 30, tage. The Prairie Hawks have their eyes and ears on
Survival 38 every corner of town, but they are hardly noticed.
Belongings: non-descript clothing, cards (marked Little Feather can be a great contact for individuals
playing), glass cutter, pocketbook, $180
who manage to earn her trust. Despite her fierce
nature and rough edges, she is a loyal friend once
earned. She loves to read and her gang regularly steals
unwatched books. The top room of the Kettle House
is one of the best libraries in Denver City.

300
Hailing from New York City, George Fields (better known
as 'Slim') came out to the west to make his fortune by
gambling and finding gold. Should the former facilitate the
latter without having to engage in back breaking labor, so
much the better! Actually, that's only half-true and
simply what he tells everyone. He is seeking his fortune in
the west, but it's not why he left New York.
Raised by hard working but ill-equipped parents, George
had no desire to endure the toil his father experienced daily.
Handsome and possessing a personal magnetism, he could
readily diffuse a tense situation with a quick aphorism.
These qualities, coupled with his skill as a
gambler, allowed him to spend and dress well for a young
man of his limited station much to the chagrin of his hard-
scrabble father who dismissed him as a worthless dandy.
The only thing Slim likes more than cards and whiskey is
women. His modest but conspicuous wealth and broad
circle of friends and acquaintances permitted him to lead
the life of a lothario. The ladies loved him as well — for as
George “Slim” Fields
long as they held his attention. While long able to discard
young women he grew bored with after another lovely
caught his wandering eye, this scoundrelry finally caught up
Occupation with him. After a night of cards and drinking, he
Wagon Driver convinced a young woman with who he had just become
(Gambler) +7 -1 acquainted to accompany him to a hotel. After awakening
early with a hangover, he stepped outside for a smoke and
Strength 12.01 simply left.
Intelligence 12.86 What he didn't know is that this particular young lady was
Wisdom 13.40 27 the youngest daughter of a wealthy politician with consider-
Dexterity 11.07 able pull in Tammany Hall. After finding out his precocious
Constitution 14.03 daughter became pregnant by a cad that preemptively
Firearm:
Looks 15.77 George is unarmed, trusting in his abandoned her, her father was furious and wanted his head.

15: The Campaign Game


Charisma 17.82 likeability and social intuition to Though George could not remember her name, she
extricate himself from danger. certainly remembered his. Soon enough, a number of rough
customers were looking for him. Forewarned by his friends,
Slim didn't stick around to give them a chance to find him.
Reputation 42 (average) He slinked off to Grand Central Depot and caught the first
Fame 4 (little known) available train to Chicago. He soon learned that even here
No. of Gunfights 0 people were looking for him and made the decision to take
Handedness Righty the trains as far west as they would go and then head out to
Place of Origin New York, NY (USA) the Shattered Frontier where surely he’d be little known and
could thus escape the consequences of his actions.
Notable Skills: Accounting 19, Culture (affluent east Over the next several months, he scraped by doing odd
coast urbanite) 84, Driving - Stagecoach/Wagon 58, jobs until he landed a position as a wagon driver. Travelling
Fast Talking 100, Gambling 81, Gaming 97, Graceful the circuit around the frontier has allowed him to revive
Entrance/Exit 96, Riding 43, Seduction, Art of 77, some of his former modus operandi of ingratiating
Social Etiquette 41 himself with new people and pocketing their money through
his skill at cards — but never so much as to leave them
Belongings: Work clothes, Vest (leather), bitter, angry and vengeful.
Hat (cowboy), Boots (fancy), Suit (fancy), Shoes (men’s
dress), Wallet, $30 [fancy items other than boots kept He's recently arrived in Black Horse where he hopes he
in alligator skin traveling bag] can do better. And the company of an attractive young lady
would go far to put the memories of prairie harpies to rest…

301
Ron “Rails” Gores was born to Prussian immigrants
in St.Paul, Minnesota. The oldest of seven children,
Ronald excelled at schoolwork due to his mother’s dili-
gence in teaching him his letters and numbers at a very
young age. His father was a famed gunman who traveled
with variety shows showcasing his aptitude. Seeking to
escape his families fame, Ronald leapt at the first oppor-
tunity to leave home, signing on with the Grand Texas
Railroad. Ronnie “Rails” quickly rose to the rank of
engineer within the railroad. He went wherever the rail-
road needed him: inspecting tracks, designing bridges,
and driving locomotives. While on assignment in Austin,
he met and fell in love with a woman in the assayer’s
office there, a young April Primm. When the railroad
decided it was time for him to move on, he married
April and took her with him to Santa Fe where he would
be surveying a proposed new stretch of rail for the
upstart West Texas Railroad.
Ron “Rails” Gores
April “Annie” Primm was born a second-generation
Texan. Her father, a top machinist for the railroad, pro-
vided a very comfortable living for his family. Being the
Occupation middle child, her mother spent more time doting over
Railroad Engineer her older sister and younger brother, leaving April free
+4 +2 to pursue her own interests with little motherly interfer-
Strength 10.48
Intelligence 16.62 2 ence. When her father got her a job working as a bank
30 d4p teller she was excited to be out of the house. Her jovial
Wisdom 15.48
Dexterity 14.28 personality soon earned her much respect within her
22
community. This opened other doors into accounting
Constitution 11.61
and finance within the bank. She tired of working for
Looks 9.53 Firearm: others and wanted to make her own destiny. Her wishes
Charisma 9.16 Remington Shotgun would become a reality when a tall, dark-haired man
15: The Campaign Game

walked in to the assayer’s office in Austin where she was


Reputation 10 (low) auditing their books. Swept off her feet by the intelligent
Fame 0 (little known) young man and excited by the prospect of setting out
No. of Gunfights 4 with her own venture, she married Ron Gores and
Handedness Righty moved with him to the frontier, where she plans to oper-
Place of Origin St. Paul, MN (USA) ate a saloon with the goal of one day owning a
Quirks: Abstinent (tobacco), saloon/boarding house of her own.
Cheapskate, Obsessive/Compulsive
Lorelyn Gores is the first child of Ron and April
Talents: Quick Aim, Quick Thinking, Resist
Disease/Infection Gores. Born on the frontier and growing up in a saloon,
Notable Skills: Accounting 47, Administration 34, Animal the little rascal has learned to have a keen eye for spot-
Herding (cattle) 69, Animal Husbandry (cattle) 69, Boating 60, ting trouble and avoiding it. Her toothy smile and cute
Carpentry 59, Cartography 69, Chemistry 41, Demolition 34, baby-like features endure her to most who meet her.
Driving, Stagecoach/Wagon 65, Engineering Design 60,
Engineering (locomotive) 39, Gaming 66, Geology 40, Hiding 50,
Lorelyn will use her charm to get out of scrapes often
History 58, Hunting 30, Journalism 36, Language (English 81, caused by her own inquisitiveness and penchant for nab-
German 40), Mathematics 63, Medicine 17, Military Engineering bing things that are not hers. Though Lorelyn spends
38, Observation 37, Literacy (English 10 German 9), most her time in the saloon with her momma, she has
Resist Persuasion 57, Riding 47, Rope Use 30, Searching 33,
taken the occasional trek with her father out into the
Swimming 26, Tracking 31
Belongings: Leather traveling bag, set of clothes, cowboy hat, 50
frontier proper on his surveying jaunts. She enjoys the
shotgun shells in bandolier, notebook, pair of dice outdoors and seems to have a kinship with animals.

302
John Hooker is a proud son of the rural confederacy
with all that entails. Raised in the black belt of northeast-
ern Mississippi, his parents were relatively affluent in
comparison to their white sharecropping peers though
this must be taken with a grain of salt as the region is the
poorest of the Confederacy. Although their 50 acres of
short-staple cotton provided a sufficient income, the
Hookers’ true revenue (and status) derived from moon-
shine.
The Hookers stumbled into liquor distillation by acci-
dent. His grandmother was obstinately a prissy school-
marm. Beneath that proper exterior lay a raging alco-
holic – and a mean and ornery one to boot. She would
get drunk and instigate fights with other women and even
men. Now no self-respecting man would hit a woman –
not even in the seediest honkey tonk. However, she was a
disruptive handful at the best of times and eventually
developed such a reputation that she was politely refused
John Hooker entry at an increasing number of establishments. Though
she endeavored to travel farther from home to satisfy her
thirst, she was blackballed from every tavern in a three
Occupation county region. Necessity being the mother of invention,
Brewer she learned the distilling trade from some old timers. She
+4 +3 taught her sons the trade which they eagerly learned if
Strength 11.69 only to sedate their increasingly erratic parent. With her
Intelligence 16.61 2 early death from cirrhosis, they maintained the “business”
30 d4p
Wisdom 11.43 as an extra revenue source.
Dexterity 16.78 29 John’s Mom, Penelope Wallace made a poor choice
Constitution 16.64 marrying into the family. You see, Penelope is often short-
Looks 16.55 Firearm: ened to ‘Penny” and upon her marriage she became
Charisma 11.03 Remington Shotgun “Penny Hooker”. Although an unquestionable virtuous

15: The Campaign Game


woman, the horrible pun stuck like glue for the rest of her
Reputation 16 (low) life. It truly embittered her to her neighbors and the
Fame 5 (little known) region as a whole. From an early age she implored her son
No. of Gunfights 0 to leave this god forsaken land and go somewhere to start
fresh.
Handedness Righty
Place of Origin Rural Mississippi John took heed of these lessons and left Mississippi
Quirks: Myopia when his mother died. Having grown up intimately
Talents: Hold Your Liquor, Inheritance involved with the production and [illegal] selling of
Notable Skills: Agriculture 42, Appraisal (farm liquor, he knew first hand it was a profitable product for
animals) 85, Artistic Ability (banjo) 54, Brewing (55, which there would always be a demand. However, back
Carpentry 75, Cooking 78, Deception 38, Diplomacy country moonshine was too low brow to offer the oppor-
40, Driving Stage/Wagon 39, Fire Building 54, tunities for growth a real legitimate business could. He
Fishing 57, Gaming 79, Hiding 55, Locksmithing 41, has therefore set himself upon the quest to open a brew-
Observation 26, Resist Persuassion 48, Riding 24,
ery. And nowhere offered the purest mountain spring
Seamstress/Tailor 64, Skinning/Tanning 41,
water like Colorado. So he’s taken a heathy grubstake
Slaughter 56, Sleight of Hand 34, Survival 26,
Swimming 35, Weaving 51 inherited from his mother to the Shattered Frontier with
Belongings: Leather traveling bag, sleeping bag, canteen, the eventual intent of not only establishing a brewery but
checker board & pieces, flint & steel, banjo, mess kit, leather dominating the industry. As a new arrival, he’ll have to
duster, riding boots, playing cards, leather wallet, farrier’s learn the lay of the land first. There are definitely worse
knife, 2 set of clothes, straw hat, 100 shotgun shells
research projects than a 500 mile pub crawl…

303
Jake’s a burly cowboy, strong but quick, with a big mouth and
a deceptively dopey grin. Pecos Jake is famous as a gunfighter
thanks to a series of newspaper articles and dime novels
written about his exploits in northwest New Mexico. As a hired
gun in the so-called Magnolia Range War of 1868, he killed six
cowboys from the ranch of Cali Muñoz, two young Apache
raiders, and Marshal Avery Hobbes of Black Horse.
In 1869, he killed an ex-Cali Muñoz cowboy who tried to
collect a bounty on Jake’s head. As deputy marshal of Lazarus
that year, he killed the outlaws Fishy Hooper and Big Tom
Cobb of the One Spur Gang, the famous bounty hunters Joe
Flint and Il Duce, the infamous Apache renegade Shouting
Calf, and a well-known Chicago gun-for-hire named Larson
Gale. He rescued a prospector’s daughter, Susannah Downie,
from Red Sleeves’ camp by challenging her Apache captor to a
wrestling match and winning.
In early 1871, riding with the Blackwells as a hired cowboy,
he gunned down two vicious outlaws who had attacked a
farmer family on the trail. One outlaw died from Jake’s bullet,
the other under his friend Annie Boone’s knife. A couple of
months later, at midnight on the southern edge of the Llano
Estacado, Jake shot six of the twelve Comanche raiders who
Pecos Jake - The El Paso Kid attacked the Blackwell camp in the Creekbed Fight. One lived
long enough to escape.
Still riding with the Blackwells in mid-1871, Jake gunned
Occupation down four cowboys from a rival outfit when their scheme to
take the Blackwell herd turned into a shootout. Two of the
Cowboy cowboys—Big Bill Davis and Charlie White—died from their
0 +7 wounds.
Strength 14.88
A few months later, in the Indian-territory town of Boggy
Intelligence 14.41 9
Depot, Jake encountered Charlie White’s brother, Donovan,
10 2d6p
Wisdom 11.41 riding with five rough companions. Charlie came looking for
Dexterity 14.04 blood. In the restaurant of a town hotel, Jake shot down five of
22
them and the Choctaw town marshal shot the sixth. Three of
Constitution 9.69 the men died, including Donovan White. Jake suffered a grazed
Looks 10.01 wrist and a bullet-hole in his hat.
Firearm:
Charisma 12.52 Winchester 1866 Carbine (.45) A few months after that, on the way to reuniting with his
15: The Campaign Game

signature weapon friends the Blackwells in their winter camp in New Mexico,
Jake encountered a fugitive suspected of murdering the
Reputation 181 (legendary) Blackwells’ father. Jake took the man, Willard Pritchett, prisoner
Fame 140 (famous) —Pritchett’s friends wanted no part of a confrontation with the
No. of Gunfights 21 El Paso Kid—and escorted him to the Blackwells, who held an
impromptu trial and hanged him.
Handedness Righty
Jake remained with the Blackwells through the winter and
Place of Origin Rural West Texas the first half of 1872, as they drove their herd into Wyoming
Quirks: Nosy, Obnoxious and settled into their new position of one of the big families of
Talents: Courage, Deadly Shot, Greased Lightning the territory. Jake hired on as a range detective with the
(rifles), Guardian Angel, Resist Infection and Disease Wyoming Stock and Wool Growers Association, but that didn’t
Notable Skills: Animal Herding (cattle 55, horses last long. Most of the association’s ranchers wanted suspected
56), Bronc Busting 36, Escape Artist 34, Gambling rustlers shot on sight, not brought in for trial. But the rustlers
29, Glean Information 26, Observation 40, Literacy surrendered when the famous Pecos Jake found them, so he
never shot one. When 1872 ended, Jake quit being a range
16, Resist Persuasion 58, Riding 40, Rope Use 47,
detective and rode on, saying he thought he might go
Searching 29, Skilled Liar 43, Slick Talker 28, Sneaking 27 prospecting up north.
Belongings: $483.65, ordinary clothes, fine hat and fur vest
made by Leila Blackwell, Bowie knife in a leather scabbard, Background: White male, age 24, height 5’10”, weight 180
Winchester 1866 "Yellow Boy" carbine (signature weapon), lbs. Born as Jacob Robert Martens in west Texas to loving
bandolier with 50 rifle cartridges, Colt Dragoon in a quick- parents (father was a land agent), both deceased. Second born
draw holster, two loaded Dragoon cylinders in a belt pouch, of five siblings. Has an older sister with an argumentative
Remington derringer in a pocket. Saddle, saddle bags, and relationship; all other siblings deceased. Went west with gold
a lariat on his horse. In saddle bags: bottle of tincture of fever. Notable scars: left shoulder (shot by Black Horse deputy
canchalagua, 3 lbs of marten and fox furs, boxes of 94 rifle and handyman Oral T. Nichols); chest (shot by Black Horse
cartridges, powder and caps for 76 revolver shots, box of 50 deputy and blacksmith Leonard Robinson); lower left leg (shot
derringer cartridges. Morgan horse, a mare of no vices by outlaw turned Lazarus city councilman Nate Bueller).
named Nate.
304
Juliet was born in Bridesburg, Pennsylvania prior to its
incorporation into Philadelphia proper in her teenage
years. Her parents Ronald, a Jewish Scotsman who
worked as a bookkeeper at the Rowland Shovel Works
and Susan, an Irish Catholic woman who was the sole
female notary in the borough, lived comfortably in a
modest home along the Delaware River. Her headstrong
mother, already defying convention by her
unconventional marriage, refused to give up her
lucrative business upon the birth of her first daughter.
After bearing subsequent children, the eldest Juliet was
often left to care for her siblings Nora and Theodore.
From a young age, perhaps too young, she was thrust
into a mothering role. This responsibility was made
doubly difficult by virtue of the fact that little Juliet
endured several life-threatening illnesses leaving her
physically weak and frail. Whereas others may have
become overwhelmed, her altruistic nature and
remarkable fortitude allowed her to persevere.
Juliet “Jade” Jarden Juliet’s overly charitable heart compels her to aid
anyone in perceived need and she will in most instances
try to help them however she can whether it be
materially or via personal assistance. Regrettably, many
Occupation charlatans have taken advantage of her naïveté and in
Singer & Writer one instance attempted to kidnap her after luring her
+2 +3 into a squalid tenemant under false pretenses. That
traumatic incident unhinged her causing her to mentally
Strength 3.01
withdraw for several weeks during which time she spoke
Intelligence 16.31 only to her house cat. Though she seemingly recovered,
Wisdom 15.01 she continues to engage in oddly personal conversations
23
Dexterity 15.24 with animals and prefers their company to that of
Constitution 10.01 people.
Looks 13.83 Firearm: She was not religiously raised, as her parents were
Jade does not carry a weapon ostracized by their respective faiths for their mixed
Charisma 13.26

15: The Campaign Game


marriage. They instead chose a secular life and
immersed themselves into Philadelphia’s vibrant art
Reputation 14 (low) scene. Plays, performances, gardens, and art museums
Fame 2 (little known) were routine weekend entertainments for the family.
No. of Gunfights 0 From a young age Juliet and her sister Nora both
Handedness Righty exhibited a remarkable aptitude for the arts, Juliet as a
Place of Origin Philadelphia, PA (USA) vocalist, artist and writer and Nora as an actress. Their
mother encouraged them in these endeavors, utilizing
both money and social contacts to ensure they received
Quirks: Claustrophobic, Daunsy, Loco (thinks the best training. As adults, the sisters moved in together
animals are people), Nagging Conscience, sharing an apartment in Center City. They achieved a
Obsessive-Compulsive (Security), Soft Touch measure of fame with Nora adopting the stage name
Flaws: Bushed, Migranes “Nora Fullmoon” whilst performing in several
productions at the Chestnut Street Theater and Julia
Talents: Astute Observation, Endurance, Grit,
being an understudy at the Academy of Music.
Quick Thinking
Regrettably, Nora was stricken with Encephalitis and
Notable Skills: Artistry (painting 53, novelist 61, succumbed to the disease. This was more than Julia
singing 84, song writing 58), Appraisal (objet d’art could bear and she lapsed into a deeply melancholic
72), Literacy 78 period of mourning she has never fully recovered from.
She could no longer bear to live in the city and has
migrated to the Shattered Frontier to find meaning in life
again.

305
Willam “Baba” Johnson is a retired railroad engineer that set-
tled in the newly founded town of Prescott in southwestern
Nuevo Mexico. He suffers from consumption and was advised by
company doctors to move to the dry climate if he wished to live
more than a few more years.
When compelled to retire from active engineering with the
Chicago and Rock Island Railroad, company officials noted his
long years of exemplary service with the firm as well as his
expansive practical knowledge of the industry. They offered him
a unique retirement package. For a regular stipend, he was to act
as a “publicity agent” and travel throughout the Kansas,
Colorado and Arapahoe territories as well as Alta California
extolling the virtues of railway service.
The Chicago and Rock Island has longed to build a route far-
ther west than Kansas City — perhaps even to the Pacific coast
— but the firm is undercapitalized to do so… as are their poten-
tial competitors. Only an act of congress could possibly provide
the financial underpinnings to contemplate such an unprece-
dented engineering project. The firm has its lobbyists badgering
congress in New York but a parallel grassroots campaign by
underserved constituents can only help to bolster their efforts.
Willam “Baba” Johnson Having grown accustomed to the vagabond life on the rails,
Willam readily agreed. Although the pay was modest, all that
was called for was to travel from town to town during the sum-
mer months and talk at length about his favorite subject! He had
Occupation little responsibility other than to regularly mail reports of his
Publicist/Writer activities back to Chicago.
+5 0 The first year of his publicity tour was a fine vacation of sorts
Strength 13.22 as Willam’s company expense account covered food, lodging and
Intelligence 15.14 2 “entertainment”. He travelled to Denver City, Pueblo and
Wisdom 13.44 numerous small towns before reaching Topeka. While initially
unsure of himself, offering free drinks to interested parties and
Dexterity 11.15 19 regaling them with his numerous stories of life on the rails proved
Constitution 7.03 easy enough. Incidental tales of the difficulty of travelling by
Looks 11.20 Firearm:
coach, with which he quickly became accustomed, merely
Charisma 14.73 emphasized his espousal of the need for rail service.
“Baba” does not carry a weapon
15: The Campaign Game

As the weather became colder on the Great Plains, he returned


to Prescott. Deprived of his expense account during the off-sea-
Reputation 32 (average) son, life became noticeably harder. In an effort to bolster his
Fame 28 (minor celebrity) income, he made a pitch to the publisher of the Prescott Courier.
No. of Gunfights 0 Would they be interested in printing his stories of life on the
rails? He had related them a hundred times in person this past
Handedness Righty summer to “universal” interest. Though hesitant at the relevan-
Place of Origin Cleveland, OH (USA) cy in this small community so far from any railhead, Willam con-
vinced the editor that the trains were indeed coming and, regard-
less, they would be something his readers might just be interest-
Flaw: Consumptive
ed in.
Talent: Hold Your Liquor
Though the freelancer payments were miniscule, readers
enjoyed the stories. After a couple months, the formerly reluctant
Notable Skills: Current Affairs 53, Engineering editor came to his boarding room and asked for more. Willam
Design 28, Engineering, Locomotive 54, agreed, but for a significant raise. This he received.
Gambling 27, History 22, Idle Gossip 60, Immediately thereafter he sent a package of his published arti-
Mathematics 48, Journalism 47, Literacy cles to the home office in Chicago. In doing so, he sought to pro-
(English 41), Slick Talker 55 cure some extra money for he contended that he was, in fact, still
working as a publicist. To his surprise he received a letter back
with far more money than he had expected and was also
Belongings: Leather traveling bag, Suit, men’s informed that the company had submitted his articles to a num-
dress shoes, pamphlets extolling vitues of the ber of magazines and he had been published nationally.
railroad, atlas, 3 notebooks If encountered in the Shattered Frontier, Baba will be engaged
in his now polished and slick routine of talking up the railways
and urging business owners and others of merit and reputation
to badger their elected officials to do all in their power to bring
306 this life altering wonder to their town.
Thomas is a bit of an oddity. Although he aspires
(for the time being) to be a cowboy, he’s simply not
that good at it. He nonetheless readily finds employ-
ment, as many a savvy trail boss has perceived that
this erudite man possesses skills far more valuable
than any his other professional cowboys bring to the
table. He usually – and unwittingly – fills the role of
bookkeeper and administrator in any organization
he’s a part of. Bosses typically keep him occupied with
secretarial duties, both to take advantage of his
aptitude as well as to prevent him from becoming a
nuisance.
Like many immigrants to the Shattered Frontier,
Thomas has a unique backstory. He’s the son of
William Robert Jones, a noted civilian benefactor of
the Confederacy during the American War. Though
no soldier, Jones was a gifted logistician with a
prescient knowledge of railways. Like many of his
countrymen, he volunteered for service. Given his age
Thomas Albert Jones and professional skillset, he was invited to serve as
Quartermaster of the Army of Northern Virginia.
This task he filled with aplomb, bringing decades of
Occupation civilian experience to the role and never fearing to
Cowboy buck convention. So successfully was he that General
+4 +4
Zachary Taylor personally recommended him for a
commendation, stating, “Mr. Jones’ efforts
Strength 5.77 6 contributed more to the Army’s success than an
Intelligence 15.48 8 d5p+1 additional Corps.”
Wisdom 7.62 Post war, William Jones became an even wealthier
Dexterity 14.57 25
man. His fame opened doors permitting him to
Constitution 12.59 expand his business holdings in the rapidly expanding
Looks 13.21 Firearm: southern railways. He could easily afford the best
Charisma 11.44 S&W 44DA education for his children and ensured they were

15: The Campaign Game


trained to be southern gentlemen ready to one day
Reputation 12 (low) take over the family business.
Fame 11 (locally known) His son Thomas was a bright and courageous boy
No. of Gunfights 2 who nonetheless lacked business acumen. He was
book smart but too ready to believe excuses his
Handedness Righty workers and vendors would offer up when sternly
Place of Origin Cowpens, SC (CSA) pushed. The senior Jones endeavored to disabuse his
son of this deleterious quirk by having him personally
Quirks: Fear of Heights, Gullible accompany his father into the field where difficult
Notable Skills: Accounting 38, Administration labor negotiations were underway with his intransi-
31, Animal Herding (cattle) 12, Cartography 75, gent tracklayers. It was there that a pair of angry
History 71, Language (English 83, Spanish 33), laborers attempted to gun down the elder Jones but
was foiled by the courageous action of Thomas who
Literacy (English 56, Spanish 20), Mathematics 39, shot both men dead.
Riding 16, Rope Use 29, Survival 16, Swimming
Thankful for his son’s bravery but flummoxed by his
14 persistent gullibility, William has sent his son to the
Talents: Courage, Veteran Gunfighter Shattered Frontier — nominally to explore business
Belongings: S&W DA model 44, gun holster, opportunities. In truth, he hopes the boy gets some
gunbelt, 100 rounds ammo, gun grease, traveling sense beat into him courtesy of the school of hard
bag, canteen, straw hat, pants, plain shirt, tin of knocks.
apples, tin of salmon, $1.07 cash.

307
Curtis was born the youngest of eight children in
Ireland and shortly after his birth his family immi-
grated to the United States settling in New York
City. His parents were indifferent to him as were his
two sisters and most of his brothers except the
oldest Liam who doted on Curtis.
When Curtis was in school his classmates made
fun of his accent and tormented him constantly so
he strove to eliminate his accent and soon spoke
perfect unaccented English and could mimic other
accents rather well.
When he was 14, his brother Liam and he went
west to seek their fortunes sometimes venturing into
Mexico where Curtis learned Spanish. On one of
their trips they both contracted smallpox that
racked Curtis’s body leaving him weakened but it
killed Liam.
The loss of his dear brother changed Curtis as he
Curtis Lusk sluggishly recovered in a dingy hotel in Chihuahua.
Whereas he was once a decent man who strived to
make something of himself as a fully assimilated
American, he became mean and vengeful. The
Occupation culminating event in his transformation occurred
Outlaw one night as a tipsy Curtis was describing his recent
+8 0 troubles to a seemingly sympathetic Mexican
Strength 13.76 barmaid when her beau overheard the story and
6
Intelligence 14.15 10
made of fun of his loss and the fact that the senorita
d6p+1
Wisdom 10.45 was only listening to his girlish blabbering in order
22 to receive a better tip. An infuriated Curtis
Dexterity 8.45 challenged the brash but inebriated man to a
Constitution 7.56 gunfight and killed him with a headshot that blew
Looks 13.21 Firearm: his skull apart. The gore didn’t faze him in the least
Charisma 14.37 Colt Flattop Target — in fact it elicited a chuckle. He packed his horse
15: The Campaign Game

that night and returned to the Cauldron forever a


Reputation 14 (low) transformed man.
Fame 2 (little known) He now aspires to become the most famous
No. of Gunfights 1 outlaw. That goal, however, is still a ways off. For
the time being he’s been reduced to seeking manual
Handedness Righty
labor as a prospector or logger to make money
Place of Origin New York, NY (USA) although he does occasionally write letters for
people that can’t themselves (often penning a tonally
Quirks: Badman, Medicine Tongue crueler manuscript than the one orally dictated to
Talents: Courage, Veteran Gunfighter him) . He is always on the lookout for people or
places to rob but is intelligent enough to recognize
Notable Skills: Geology 37, Gunsmithing 19, his own limitations and the difficulty of staging a
solo heist against an armed victim. If approached,
Intimidate 58, Glean Information 11, Language he will be unusually receptive to partnering up with
(English 99, Spanish 39, Literacy (English 43, a band of desperados.
Spanish 32), Logging 43, Mimic Dialect 71, It bugs him to no end if someone doesn’t speak
Riding 57, Swimming 20 properly and he will mock those that don’t with a
Belongings: Trail outfit (jeans, heavy shirt, duster, hat, sarcastic parody of their accent.
boots) Dress outfit (good clothes for dinning and going to
plays etc.) Colt Flattop Target Pistol, 100 rounds of ammo.
Appearance: He is 28 years old standing 6’3” and
Quarter Horse with tack and saddle. $75.00 weighs 177 pounds.

308
“Specs” is just one loco hombre. The son of Irish
immigrants and raised in New York’s infamous Five
Points neighborhood, he fell in with the notoriously
violent Irish gangs at an early age. Even though he was
nothing but an unruly punk, he quickly developed a
reputation as a fearless little bastard that wouldn’t
tolerate any insult or slight no matter how trivial.
Naturally enough, this resulted in him being involved an
inordinate number of fistfights with both his criminal
associates as well as rival gang members. Although
nearly beaten to death on several occasions (twice ending
up in Bellevue Hospital under the care of Jane Wolenski),
he inexplicably survived these thrashings and rose to the
rank of enforcer within his gang The Dead Rabbits.
He was a member of the raiding party that destroyed
the rival Bowery Boy’s headquarters in the incident that
ignited the infamous Dead Rabbits Riots. It is alleged
that he beat two of the Bowery Boys to death with a
baseball bat over a perceived affront made a year prior —
Specs "Mad Man" McGovern an egregious and unplanned escalation of violence that
may have contributed to the ferocity with which the
Bowery Boys retaliated. The resultant warfare drew in
Occupation other gangs such as the Kerryonians looking to settle
Bounty Hunter scores and the municipal policequickly lost control. Only
-3 +9
the armed intervention of the New York State Militia was
able to restore order. In the aftermath, the tabloids
Strength 13.32 6 screamed for justice (née scapegoats) and an informant
Intelligence 12.18 8 d6p+1 allied with the Bowery Boys duly handed them the name
Wisdom 10.56 of one Sean McGovern. The publicity naturally
Dexterity 16.81 31 attracted the interest of the municipal police eager to
Constitution 16.44 avenge their humiliation. Sean (or “Specs” as he later
Looks 6.71 Firearm: became known as) quietly fled the city heading to the
Charisma 11.19 S&W Schofield Shattered Frontier where the thousand-dollar bounty on

15: The Campaign Game


signature weapon his head would be less of an inconvenience.

Reputation 72 (great) Having been a card sharp as a yoot [youth], he


initially plied this trade. Naturally enough, it all too often
Fame 44 (minor celebrity) escalated to violence but the scrappy lad was still favored
No. of Gunfights 11 by lady luck and matured into one hell of a gunslinger.
Handedness Righty One celebratory night Specs had a little too much
Place of Origin New York, NY (USA) whiskey and nitroglycerin, and damn near blew himself
to kingdom come. The incident merely confirmed his
Quirks: Chunked, Hardcase, belief that he can't die. Somewhat ironically, ol’ Specs
Hothead then decided bounty hunting was his claim to fame and
fortune. He knew first hand the potential rewards and,
Flaw: Facial Scar secure in his new disfigured identity, had no fear of being
apprehended.
Notable Skills: Current Affairs 20, Demolition Specs tends to be brash and doesn't have a problem
14, Disguise 18, Gambling 79, Glean Information going forward no matter the obstacle. He tends to
19, Idle Gossip 36, Literacy (English) 16 wander from town to town looking for bounties or
Talents: Courage, Grit, Guardian Angel sometimes even work as a hired gun. He can be quick
tempered, rash, rude, and impulsive, but what else can
one expect from a man who feels he's living on borrowed
time?

309
Killian Pettigrew is an unusual character. At first glance,
many take the tall and well-built blonde man to be just anoth-
er one of the Easterners flooding into the Shattered Frontier.
These presumptions are quickly dismissed when he speaks for
it is thickly Spanish-accented English he uses with Anglos.
Many disbelieving whites often think he’s pulling their leg by
unerringly impersonating the many Mexican inhabitants of the
frontier. Said Mexicans, for their part, are equally disbelieving
of his nationality preferring to instead compliment him on his
excellent Spanish tutelage.
While he might not conform to what many presuppose a
“Mexican” should look like, Killian is most certainly Mexican.
His grandparents emigrated from Normandy in France and
settled in Veracruz. There his grandfather worked as a ship-
wright. His son, François Pettigrew, established a successful
import/export business in the affluent port city. Relatively
affluent and socially connected, he was able to send his bright
son Killian to the Universidad de Guadalajara where he
achieved his ambition of becoming a doctor.
Killian Pettigrew Thirty years of civil war have not been kind to ordinary
Mexicans. While Veracruz, the de facto seat of Emperor
Maximilian (or “Mexamilian” as he’s often derisively referred
to) is relatively safe, the economy has suffered greatly save for
Occupation the select few employed in the war industries or supporting
Doctor logistics functions. This financial stress has often spilled over
+6 0
into personal relationships with families torn apart over their
Strength 16.11 individual politics.
Intelligence 17.47 2
Veracruz is strongly Imperial, especially amongst its many
10 d5p+1
Wisdom 13.09 recent European transplants. Killian however, perhaps due to
Dexterity 8.69 26 his time spent in Guadalajara, is a Republican supporter of
Constitution 14.39 President Benito Juárez. Ironically, save for the vexing issue of
national sovereignty, both sides have many similar progressive
Looks 10.54 Firearm: aspirations in governance policies. Nationalism, however, is a
Charisma 8.50 Colt Bisley .44 caliber galvanizing issue, as parallel political movements in Europe are
15: The Campaign Game

making abundantly clear. On this matter the Pettigrews could


Reputation 60 (average) not find a middle ground and Killian began to interact less and
Fame 27 (minor celebrity) less with his father.
No. of Gunfights 0 While this was disheartening, the final straw prompting
Killian to move to the Shattered Frontier was Imperial inter-
Handedness Righty
ference with his medical practice. He was compelled to treat
Place of Origin Veracruz, Mexico wounded soldiers for a pittance under the implied threat of
Quirks: Greedy, Thick Accent conscription into military service as an army surgeon. With his
Talent: Endurance practice becoming decreasingly profitable, he opted to
terminate his practice and move before he was commissioned
into Maximilian’s regiments.
Notable Skills: Language (Spanish 89,
English 65), Literacy (Spanish 54, English After relocating to Cortez, el médico Pettigrew established a
new and lucrative practice. Not only were trained doctors
33), Mathematics 26, Medicine 53 scarce, but a bilingual one with experience in treating gunshot
wounds was a singularity. Admittedly there are a couple of
Belongings: workman’s clothing, medical American War surgeons plying their trade, but Doc Pettigrew
bag, denatured alcohol, chloroform, scalpels, takes all comers — a particular allure for injured pistoleros
scissors, medical thermometer, leather wallet, wary of American justice. El Blanco Mexicano, as he’s sometimes
known amongst shadier elements of society loosely familiar
notebook, standard holster with his background, charges dearly for his services to those he
deems able to pay. No one to date has complained too loudly as
they unsure of what sort of retribution would be in store for
them should they threaten this upstanding Imperial citizen.

310
Doug "Rattler" Rettler was a Calvary scout in the
US Union Army under the command of Major
General Alfred Pleasonton. He fought in the battle
of Chancellorsville where he was wounded. He
earned his nickname, Rattler, when surrounded by
Confederate troops and out of ammo, he used his
Bowie knife and killed three and wounded two
more before other troops arrived to help.
He was in a hospital for weeks afterwards and suf-
fered a few scars from the encounter. He never fully
recovered from the wounds and still has anguish
over them on cold nights. He was proficient in the
Sharps rifle and was the reason he was in the Scouts
for the forward observation Calvary. After he was
discharged, honorably, he moved out west to seek
solitude. He was approached by the local Sheriff
and asked to be a Deputy. He embraced this role in
his life and tried helping his community as best he
Doug Rettler could.
A young preacher’s daughter named LeAnn took
an interest in the withdrawn veteran now assisting
Occupation the sheriff. Sensing his emotional pain, she sought
Deputy/Farmer to draw him out of his self-imposed shell. Initially,
+2 +4
she would speak with him after church services
when he seemed ill at ease mingling with the con-
Strength 13.18 1 gregation. Over time their friendship grew and she
Intelligence 13.83 25 2d8p could see him for the kind man he had been before
Wisdom 11.27 the cruelties of war so gravely wounded him both
26
Dexterity 15.22 physically and emotionally. In her he found a sym-
Constitution 10.83 pathetic soul with whom he could finally unburden
Looks 8.20 Firearm: some of the anguish he had buried within himself
Charisma 9.87 Sharps Long Range rifle and so, trepidatiously, to finally begin the healing

15: The Campaign Game


process. Over the ensuing months, their friendship
Reputation 37 (average) grew to affection and finally love. He forestalled
Fame 7 (little known) asking for her hand in marriage thinking this angel
too good for a killer like himself. Upon discussing
No. of Gunfights 3
the matter with her father Rev. Chalmers, the pas-
Handedness Righty tor assured him that it was not only in their best
Place of Origin Beloit, WI (USA) interest, but also that of the community that they
wed.
Quirk: Nagging Conscience That was nigh on eight years ago. Today LeAnn
is the local schoolteacher and mother to two young
boys named Joseph and Alex. The Rettlers live on a
Notable Skills: Agriculture 41, Hiding 38, rural farm and enjoy the quiet life. His duties as
Hunting 55, Observation 57, Riding 79 deputy are few and far between so it always him to
Talents: Grit, Veteran Gunfighter focus on farm work.
Doug came from a good, very caring and loving
family. But, after the war everything changed
causing him to distance himself from them. He felt
guilty for the things he did and saw in the war and
needed the peace and quiet of the life on the
western frontier… or so he thought!

311
Francisco “Paco” Rodríguez started at 16 as an outlaw
in Alta California. His petty crimes were of little conse-
quence until when, at age 20, he pilfered a couple of
horses from a cartographer named Frémont. This
thievery would have unforeseen ramifications as the
victim of this heist was none other than US Army Major
John Frémont who had been traveling incognito on a
mission to map the California coast. His subsequent
fruitless interactions with the Mexican authorities while
attempting to spur a more active investigation of the
crime fundamentally altered his perception of Mexico’s
authority to properly govern the region.
The resulting pressure applied by indignant
Sacramento Valley Anglos persuaded Paco that life would
be simpler in the distant coastal village of Los Angeles.
Here he lived discretely until the establishment of the
California Republic. When the Californios, bristling
under the tyranny of their new Yankee masters, staged a
counter-insurgency, Paco joined the rebels as they took up
Francisco “Paco” Rodríguez arms to expel the Anglos.
Being proficient with a rifle, Paco was readily accepted
into Jose Maria Flores’ militia. With this unit he saw
Occupation combat in the Battle (né skirmish) of San Diego. When
the militia was subsumed under the command of Santa
Outlaw Anna's forces, he saw action again at the Battle of San
-2 +7 Luis Obispo.
Strength 12.17
Intelligence 10.37 2 Though content to now live a quiet life in newly freed
10 d5p+1 Alta California after experiencing the horrors of war, the
Wisdom 13.82
California gold rush stirred him from lethargy and stimu-
Dexterity 15.75 24
lated him to chance re-entering the California Republic
Constitution 11.32 in search of fortune. His trepidation at doing so was ill
Looks 7.85 Firearm: founded as people scarcely remembered his infamous
Charisma 13.96 Remington 1875 pistol horse theft (nor could they connect a name to the crime
15: The Campaign Game

“Charon” signature weapon if they had). He was just a face in the swelling crowd of
Reputation 29 (average) immigrants flooding into San Francisco.
Fame 38 (minor celebrity) He was one of the few panners that actually found a
No. of Gunfights 7 substantial quantity of gold. Though not rich, he was
comfortably well off and returned to the Los Angeles
Handedness Righty region to retire. He settled a small ranch and lived well
Place of Origin Sacramento Valley for the next 10 years having become a notable Caballero.
Former Alta California Some years later he became embroiled in a land dispute
Quirks: Greedy, Paranoid with a politically connected neighbor. Said rancher was
Talents: Hold Your Liquor, able to bribe officials into ruling favorably in his flimsy
Veteran Gunfighter case and in the end Paco was compelled to sell his land at
Notable Skills: Joke Telling 29, Language a substantial loss. He gathered what remained of his
fortune and drifted east. Now disgusted with the supposed
(Spanish 75, English 39), Literacy (Spanish rule of law, he returned to his former criminal ways.
25, English 15), Prospecting 35, Social Always looking for the next big score he formed Paco's
Etiquette 42 Galanes, a band of ostracized gentlemen with big
dreams.
Belongings: 2 bandoliers, 100 shotgun His fortunes led him to the city of Espanola where he
shells, sombrero, traveling bag, sleeping bag, heard of a booming town called Lazarus. At 43, armed
mess kit, canteen, $26 with his trusty shotgun, his pistol “Charon” and $26 he
abandoned his “band” (which had never amounted to
much) and left on his newest fantasy of becoming
someone again in Lazarus.
312
Thomas Alva Shaw was born on
March 9th, 1819 in Boston, MA. He
was the second of five children
blessed to George and Emily Shaw.
George was an attorney who operated
his own firm while Emily took care of
their home and children.
Thomas' family was stricken by
tragedy early, with his older sister
Theresa dying during her infancy
from smallpox. Soon after, younger
brother James died while suffering a
bout of pneumonia…only to be
followed by the death of his younger
sister Abigail from the same malady
Thomas Alva Shaw and Robert Hill photgraphed in Temptation, Alta California that their older sister suffered. All
that remained of the Shaw children
were Thomas his youngest sister, Catherine. The two
Dr. Thomas Alva Shaw grew extremely close during their formative years.
Thomas was a bright child, who took to anything and
everything that he could learn. His education saw him
Occupation through his studies in medicine and law, until the
Doctor financial collapse of his family forced him to leave school
to take a job on a railroad to help support his parents.
+2 +4
Strength 13.69 By the time he reached his mid-20s, he had run afoul
Intelligence 17.85 9/1
of the law several times. Most were petty crimes, what
100 d3+1
Wisdom 13.34 his father would call "blowing off steam"…and using
Dexterity 11.52 23 what was left of his political and social influence, was
Constitution 9.24 able to reduce the charges or make them go away
Looks 15.30 altogether. A poor lesson to be sure for the troubled
Firearm: LeMat Two Barrel
Charisma 16.56 young man, for he learned that consequences were

15: The Campaign Game


also owns a Colt New Line
something to be danced around rather than to be forced
Reputation 42 (average) to face. The thrill of taking advantage of desperate
Fame 4 (little known) people was intoxicating, and his schemes became more
No. of Gunfights 4 elaborate over time. It was not long before he alienated
Handedness Righty himself from his family, friends and society. The only
Place of Origin Boston, MA (USA) thing that made him reconsider how he was living his life
was the pleas of his beloved sister Catherine…but even
Quirk: Chisler she could not steer him from the path of damnation.
Notable Skills: Accounting 67, Administration 56, Appraisal
Finally, his father banished him from the family estate in
(Businesses 77, Land 79, Minerals 69), Botany 82, Carpentry
88, Chemistry 58, Climbing/Rappelling 27, Cooking/Baking the hopes that his wayward son would somehow pull his
53, Culture (French 90, Native Americans 88), Current Affairs life together.
58, Diplomacy 36, Disguise 77, Distraction 75, Escape Artist Thomas traveled extensively along the east coast,
23, Fast Talking 100, Forgery 53, Glean Information 90, honing his skills of manipulation and duplicity. The man
Graceful Entrance/Exit 80, History 99, Idle Gossip 87,
was intelligent to be sure, and was able to learn bits and
Interrogation 31, Intimidation 93, Language (English 100,
French 42), Law 44, Mathematics 46, Medicine 41, Mimic pieces of many trades which would later serve him well
Dialect 100, Oration 81, Literacy (English 87, French 64), in his ever-growing charade on the stage of life. He left a
Reading Lips (English 58, French 35), Religion (Catholicism long trail of betrayal and heartache before travelling to
69), Resist Persuasion 50, Riding 73, Rope Use 26, Chicago during the summer of 1849. It was there that he
Salesmanship 69, Searching 32, Seduction 100, Skilled Liar had committed his first murder.
74, Sleight of Hand 35, Slick Talker 71, Sneaking 26, Social
Etiquette 63 Shaw's life became a charade…and he assumed many
Talents: Forgettable Face, Quick Thinking identities over the course of the next few years, some of

313
which he had stolen from victims of his swindles and mur- knowledge spread across a variety of skills has allowed
ders. His manner of speaking and cool demeanor allowed him to fill roles where needed, supplementing his fabricated
him to fill the roles of countless personas. And although stories and invented personas. He can mimic almost any
the man was an expert grifter, he spent his English dialect at will, and is quite accomplished in
ill-gotten gains recklessly. Perhaps it was the excitement of seduction and fast-talking…and the art of his disguises
swindling a new mark, or the rush of the kill when he have fooled dozens of victims and bystanders alike...his
watched the life fade from the eyes of a victim that kept favorite being the "slow and overweight doctor from
him from settling down…after all, he had stolen or Boston". He keeps his hair cropped short, as to avoid
swindled tens of thousands of dollars from hapless people scalping by the Arapaho in the territories around
only to spend it with abandon. What could have been a Temptation. Though not opposed to defending himself
life of comfort instead transformed into the hunt for the with a pistol, he prefers other methods of handling foes.
next mark. Time and again he would put himself in He would rather stab a man in the back, strangle him with
danger for the thrill of the hunt. It was this recklessness a rope, or smother him in his sleep rather than to face-off
that eventually caught up to him during the waning years with an angry foe. Shaw befriends, if only temporarily, all
of The American War. sorts of people to blend in…and it is always good to keep
By now Shaw was a wanted man in several states. His several companions to watch his back. He is the lowest of
aliases of "Elbert Harper", "Jack Morton", and "Geoffrey scum, and will take advantage of any situation that will
Graves" were known to lawmen from Boston to Jefferson further his endeavors. It does not matter to him who he
City. A reward of a thousand dollars was offered for these hurts…man, woman or child…if it furthers his machinations.
"known murderers and thieves". He was nearly undone The fact that he goes by his given name in Temptation
when he learned the victim of his latest murder was none and not an assumed alias belies his overconfidence…as if
other than the fiancé of his beloved sister. He had he is untouchable and unaccountable for his bloody past.
assumed the identity of Samuel Ward and planned on He already has half of Temptation convinced he is a kind
closing the man's accounts at various banks until and decent man, bent only on helping the sick and
Catherine's arrival thwarted the scheme. It was a chance wounded. He has a dozen schemes in play…and has
meeting with his sister at the Clinton Savings Bank that swindled prospectors, settlers and businessmen and
ruined his plans. As he was closing Ward's account there, women of their hard-earned money. He passes himself off
Catherine had arrived to do the same in accordance with as a doctor of medicine, an undertaker, an apothecary, a
her fiancé's last will and testament. In the ensuing preacher man, and a lawyer. He will squeeze every last
confrontation with the bank's manager and a lawman, dollar he can from the town of Temptation before moving
Shaw produced a pistol and mortally wounded the officer. on, or his past catches up with him. To date he has
He skipped town and caught a railroad headed west. He murdered no less than thirty people, some of which whose
15: The Campaign Game

regrets that he had put his sister through more pain, and bodies have never been found.
he hopes that someday she will be able to forgive him. Aliases he has gone by: Elbert Harper, Jack Morton,
Shaw travelled the Kansas and Colorado Territories, Geoffrey Graves, Thomas Coleman, Douglas Grant,
swindling settlers and prospectors alike before finding William Warren, Stuart Freeman, and Cornelius "Big"
himself in the town of Lazarus in Nuevo México. It was Bass.
there that he saw the advertisement for the booming He can be found in his offices on Fox Street or in
frontier town of Temptation, situated in White River various parts of Temptation, sometimes in the company
Valley some 250 miles west of Great Salt Lake City in Alta of a man by the name of Robert Hill…a man that keeps
California. It was the perfect opportunity to start a new his personal life close to the vest himself. Whether they are
life, free from looking over his shoulder for the lawmen of partners in crime, or Hill is a bodyguard or his latest
Boston. After all, nobody would pursue him across the mark, is yet to be seen.
continent, would they? Appearance: Thomas is 38 years old standing 5’10” and
He arrived in Temptation in April of 1856, and quickly weighs 172 pounds. He has brown hair and eyes.
established himself as a "prominent medical practitioner Belongings: Clothes (plain suit, suspenders, belt, dress
from Massachusetts." So confident he was that he would shoes, underwear, wallet), Hat (bowler), Spectacles (flat
be able to leave the past behind, he assumed his proper lens, just for appearances), Cane, Plain pocket watch,
name for his new venture. Doctor's bag (various medical implements and drugs),
Dr. Shaw is an evil man. He is a grifter, thief, swindler, Gun belt with holster for Lemat, Pocket holster for Colt,
and murderer. His ability to slip into a fabricated persona 90 rounds of ammunition for weapons, Morgan horse
is matched only by his determination. His extensive named Salvator, $877.11

314
Hershel is a man with a plan. His goal is to convince
“suckers and marks” that he’s a Mormon holy man.
Once having assumed that role, he plans to build a
religious cult on his pyramid of lies. His sole ambition is
sucker his followers into entrusting him with their life
savings. When things inevitably go south, he plans to flee
to Paris to live a life of drunken luxury.
Hershel’s upbringing was chaotic, certainly setting him
on the path to criminality. Both of his parents died when
he was young rendering him an orphan. As they were
recent settlers to the area, neither had an extended
family that could take in their children. Hershel became
a ward of the local catholic parish. It was here that he
developed a loathing for religion. He and his fellow
orphans were harshly treated, subjected to grueling
labor and underfed. As a weak child, his peers also
bullied him.
Over time he developed a dark and malevolent
personality. Hershel had little empathy for fellow
Hershel Suerte humans, instead viewing them as chumps to be
manipulated or swindled.
Having been raised on the northern shores of Lake
Ontario, Mormon proselytizers hailing from upstate
Occupation New York were not unknown in Canada. These heretics,
Preacher (Con Artist) as the priests called them, had supposedly recently
+1 +2 invented their religion. Hershel never met any Mormons
Strength 7.76 to confirm or deny the disparagement, but the memory
6
remained in his Machiavellian mind. Within a few years,
Intelligence 10.41 10 d4p+1
the harried Canadian Mormon community had
Wisdom 14.07 decamped to Deseret.
22
Dexterity 15.27 Upon reaching adulthood, Hershel decided to leave
Constitution 12.79 Canada for the ostensibly lawless Shattered Frontier. It
Looks 8.23 Firearm: Colt 1877 was here, he imagined, that he could truly prosper. He
Lightning (.41 caliber) would be an unknown entity rather than the amoral
Charisma 10.90

15: The Campaign Game


cheat, pickpocket and larcenist that his fellow Canadians
Reputation 11 (low) knew him as. He could reinvent himself to be whatever
Fame 0 (locally known) the situation called for. And he recalled the Mormons…
No. of Gunfights 0 It was on his journey westward that Hershel began to
Handedness Righty develop his master plan. If, as he was taught, the
Mormons had contrived their faith, he could do likewise.
Place of Origin Toronto, Canada
While traveling west he learned nothing of any value
Quirks: Absent-minded, Daunsy, about the Mormon religion (though he did nearly
Doppelganger instigate several fights when his inquiries were interpreted
as sympathizing with them). What he did learn was that
Flaws: Facial Scar they were universally held to have a good worth ethic
Talents: Forgettable Face, Greased and a general naiveté. This plan proved the sole
Lightning, Hold Your Liquor, motivation to pull him out of his periodic bouts of
Veteran Gunfighter depression.
Notable Skills: Agriculture 25, Current Affairs 25, Hershel faces some formidable challenges, chief of
Cooking/Baking 25, Fishing 20, Gambling 16, Juggling 18, which is his complete ignorance of the Mormon faith he
Listening 18, Observation 29, Oration 25, Pick Pocket 34, plans to finagle his way into. He’s attempted to adopt the
Recruiting 22, Searching 26, Riding 24, Seduction 10 role by assuming a conservative appearance and
Belongings: Shirt, shoes, pants, gunbelt, standard holster, seemingly earnest demeanor while he surreptitiously
red silkscarf, red bathing suit, ladies belt, hickory cane, gathers intelligence. He’s a shrewd and clever boy so
buckskin gloves, derby hat, 50 Havana cigars, box of don’t count him out yet.
fishhooks (100) Appearance: He is 31 years old standing 5’11” and
weighs 175 pounds.
315
Professor David West is a renowned cultural anthropologist
and adjunct professor at Harvard University. His specialization
is in native American societies. For the last twenty years he has
actively documented the history of the five tribes that formed
the nation of Sequoyah penning several academic works. Given
his expertise, he has also served as advisor to several United
States ambassadors to the new nation.
Given Sequoyah’s transformation into a recognized nation
state, his research has taken on less importance as economics,
politics and business take center stage relegating his specialty to
a comparable status as that of historians documenting Britain’s
Georgian era.
Dissatisfied with his endowment’s waning interest, Professor
West has decided to shift his focus to the native tribes
inhabiting the Shattered Frontier. The relatively recent
phenomena of the dime novels by such writers as Ann S.
Stephens, George Munro and Robert DeWitt has stirred
popular interest in the subject opening opportunities for
academics such as himself to provide a more cogent analysis of
tribes such as the Apache that to date have been portrayed as
Professor David West nothing more than bloodthirsty savages in the lurid popular
press.
This decision to abandon a secure, if increasingly stultifying,
position has puzzled his peers. Though they claim to be
Occupation objective, more than a few have undoubtedly been influenced
Anthropologist by the tales hearkening from the wild west depicting a lawless
+5 +2 and dangerous region. Though they’ve wished him well in his
Strength 10.18 new endeavor, rumors have been circulating that he’s clearly
Intelligence 18.57 6 lost his mind
100 d4p
Wisdom 15.55 Professor West and his wife have just recently arrived in
Dexterity 12.22 25 Lazarus after an arduous but ultimately disappointingly
Constitution 13.44 uneventful stagecoach journey through the western US
territories. “You see Emma,” he reportedly told his wife to
Looks 13.16 reassure her, “not a bushwacker, highwayman or scalping in
Firearm:
Charisma 14.21 Colt Navy hundreds of miles.”
15: The Campaign Game

Despite his façade of bravado, David has taken some


Reputation 38 (average) precautions. He learned to handle a pistol at a sportman’s club
Fame 48 (minor celebrity) back in Boston and carries a pistol beneath his coat. He’s also
packed a hundred pounds of the most reputable books he
No. of Gunfights 0 could acquire on the subject of the Indians living in northern
Handedness Righty Mexico.
Place of Origin Boston, Massachusetts His goal is to meet the infamous Chicahuan chief Mangas
Coloradas (known to whites as “Red Slevees”). To this end he’s
Quirks: Straight Shooter been employing Ute and Navaho scouts to initiate talks and
Talents: Quick Thinking discussions with their respective tribes in an attempt to gather
background information in order to gain an objective first hand
Notable Skills: Administration 31, Culture recounting of the regional history that predated current events.
(Sequoyan 88), Current Affairs 58, Glean Information Though he’s been accepted (perhaps somewhat begrudgingly)
77, History 96, Literacy (English 92, Spanish 39, as an innocuous outsider seemingly not beholden to the
Sequoyan 78), Language (English 91, Sequoyan 63), Yankees or Greys, his relentless inquiries are often misunder-
Searching 46, Social Ettiquette 53, stood. However, he’s been unusually deferential and generous
for a white man so his periodic intrusions are tolerated.
Belongings of note: Suit (fancy), dress shoes, duster, As to his interest in Coloradas, both Utes and Navaho have
cowboy hat, bicycle, 8 notebooks, several pencils, tried to caution “Crazy Bird” (e.g. Professor West) from this
shoulder bag course of action. They’ve related different and certainly more
nuanced, but no less despicable, stories of the chief than those
given by white residents of the Cauldron. But all concur,
whatever their agenda, that the chief might just kill the nosy
Professor in cold blood.

316
Walter “The Painless Pole” was born and raised in
New York City in the state of New York. His father
(Bruce) is a doctor and his mother (Jane) is a Nurse at
Bellevue Hospital on 1st Avenue and 24th Street on the
city’s east side.
He graduated at the age of 22 from New York
University, thanks to his parents being on staff with
NYU’s affiliate hospital. Though not at the top of his
class, he was at least in the middle. He believes had he
not learned from assisting his parents in their duties, he
wouldn’t have made it.
Walter’s family is unfortunate. Out of 8 children, only 3
are alive today. Being the children of big city doctors
brings its own hazards with what was brought home from
the hospital. Two siblings died from infectious diseases.
Cholera, smallpox and yellow fever were running
rampant. His brother died due to extreme diarrhea. All
died in the hospital. A run away horse killed his sister
Denise at the tender age of 11. Walter’s surviving younger
brother, Michael, is following in his father and elder
Walter Wolenski brother’s path and is attending NYU. His older sister
Daisy is a nurse like mother. They both live with their
parents, but wedding bells may be ring soon for Daisy.
The Wolenskis live in a nice roomy house near the hospi-
Occupation tal. They also own a small piece of property (25 acres)
Doctor north of the city in the rural area where have a cabin.
Walter enjoyed going hunting in the woods where he
-2 +6
Strength 10.39 learned to ride by renting horses and tack from the farm-
Intelligence 14.01 6 ers in the area. He also got to learn how to rope. It was in
8 d5+1 the woods where he practiced marksmanship. His love of
Wisdom 14.04
the stories of the west had him practicing pistol drawing
Dexterity 16.54 24 until he became fast on the draw. It seemed he had a
Constitution 10.32 natural aiming ability that was honed with every practice.
Looks 10.01 While out on a picnic, the family came back to a cabin.
Firearm: S&W 44DA
Charisma 10.20 Walter thanked the Lord he had his pistol. He opened
also owns a Winchester 1866

15: The Campaign Game


the door first and surprised a man going through their
Reputation 43 .50 caliber Carbine
possessions. Their medical bags were open on the floor.
(average) The thief saw them and drew a gun from the back of his
pants. Walter drew faster than he thought he could. The
Fame 4 (little known)
thief fired first and came close. Somehow, it didn’t bother
No. of Gunfights 1 Walter. He fired and hit him dead in the chest from 20
Handedness Righty feet away. The assailant died before he hit the floor. The
Place of Origin New York, NY (USA) police had no problem with a self-defense plea. The
police knew the burglar but no reward was attached to him.
Quirk: Abstinent (Gambling)
This event led to the talk with the family. They thought
Notable Skills: Cooking/Baking 80, Glean Information it best that, because of the amount of cases they were
58, Hunting 34, Language (English 99), Listening 29, handling, Walter go out west and begin a trade there.
Literacy 54, Medicine 64, Observation 36, Riding 76, They would let him know when they felt it would be safe
Rope Use 37, Searching 33, Survival 24, Swimming 22 for him to return. His brother has to stay to finish his
Talents: Courage, Greased Lightning, Inheritance, education. He think they do not want to lose another
Veteran Gunfighter child. Walter took with him his books on diseases, anatomy,
Belongings: Oilskin duster, fedora, suit, leather belt, surgery, plus some small, specialized texts. He traveled
necktie, wallet, gold vest chain, plain pocket watch, S&W by rail and stage most of the way noting interesting sites
44DA, quick draw holster, Winchester 1866 .50 carbine, as the land changed as he traveled west.
carbine scabbard, 200 rounds of ammo per gun, awl, file,
hacksaw, pliers, medical thermometer, hatchet, mess kit, He purchased his horse and gear at the last big town
can opener, candles, matches, sewing needles, 5 spools of the stage stopped in. Now he’s here to make his future.
thread, notebook, tooth extractor, magnifying glass, bottle Appearance: He is 23 years old standing 5’11” and
of whiskey, 2 bottles of ether, bowie knife, medical books, weighs 166 pounds.
Gladstone bag, scalpel, scissors, 10 doses of laudanum,
Quarter Horse, $399.45
317
0 SAMPLE NPCS 0
tening 23, literacy 17; Talents astute observation, veteran
gunfighter; Gunfights 1; $6; Firearm none.
Some basic examples of common non-player characters Sample Description: This nosy fellow keeps his eyes and
(NPCs) are included below. Note that these sample char- ears open for all the latest news – and he pours a mighty
acters are assumed to have been active for some time. fine drink.
They may have engaged in gunfights, practiced their skills,
achieved personal goals, built a reputation for themselves, Blacksmith: hp 24; Speed +8, Accuracy -1; Str 12.08,
and so on. Thus, their skills and abilities will differ from a Int 9.29, Wis 7.03, Dex 12.70, Con 11.69, Lks 11.52, Cha
similar, newly created player character. Any money or 18.60; Rep 28, Fame 1; Quirks abstinent (alcohol), touchy;
weapons are what they have on their person when encoun- Flaws colorblind; Skills accounting 28, animal empathy
tered, not necessarily their total wealth or worth. Feel free 40, blacksmithing/metalworking 60, intimidation 64,
to modify these characters for your own campaign as you mathematics 31, literacy 14, riding 45, salesmanship 26;
see fit. Talents tough as nails; Gunfights 0; $3; Firearm none.
Sample Description: First off, this fellow doesn’t drink
Baker: hp 21; Speed +5, Accuracy -1; Str 11.40, Int liquor, which is unusual. Second, he has this brawny
9/52, Wis 10.16, Dex 14.72, Con 9.31, Lks 9.86, Cha animal magnetism that seems to draw the womenfolk in
10.51; Rep 36, Fame 0; Quirks lazy; Flaws none; Skills from miles around. Thing is, he gets irritable very fast, and
cooking 86, literacy 12, mathematics 13, riding 49, sales- scares them off as often as not. Naturally, this makes him
manship 37; Talents guardian angel; Gunfights 0; $2.30; even worse to be around. Personally, I think he needs a
Firearm none. drink to calm his nerves, but he isn’t having any.
Sample Description: This baker’s wares are mighty tasty,
and he knows how to sell them, but he’s not too smart Bounty Hunter: hp 24; Speed +4, Accuracy +4; Str
about much else. 12.13, Int 12.34, Wis 9.46, Dex 12.40, Con 11.60, Lks
10.76, Cha 10.51; Rep 27, Fame 4; Quirks ornery; Flaws
Bandito: hp 26; Speed +4, Accuracy +1; Str 12.14, Int none; Skills camouflage 53, medicine 34, literacy 18, rid-
8.74, Wis 10.83, Dex 11.45, Con 11.87, Lks 10.09, Cha ing 97, survival 26, tracking 20; Talents courage, fast heal-
9.63; Rep -1, Fame 3; Quirks hothead; Flaws none; Skills er, hip shooter; Gunfights 6; $1; Firearms two Colt Bisleys
gambling 21, intimidation 60, literacy 11, riding 49, rope (.44), Winchester 1863 Carbine (.44).
use 53; Talents quick aim, tough as nails, veteran gun- Sample Description: This bounty hunter claims to have
fighter; Gunfights 5; $13; Firearms two Colt SAA .45s. brought in dozens of bounties, but no lawman around
Sample Description: This bandito is not someone you want here will vouch for it – leastways, not in public.
to rile up. He’ll put a bullet through your eye as soon as
look at you. Buffalo Hunter: hp 28; Speed +7, Accuracy +1; Str
11.56, Int 16.18, Wis 11.42, Dex 12.05, Con 16.47, Lks
Banker: hp 20; Speed +12, Accuracy +1; Str 11.69, 12.09, Cha 13.49; Rep 39, Fame 1; Quirks touchy; Flaws
Int 13.33, Wis 12.09, Dex 3.43, Con 8.47, Lks 9.43, Cha none; Skills camouflage 31, hunting 99, medicine 37, lit-
9.58; Rep 46, Fame 1; Quirks nagging conscience; Flaws eracy 35, riding 54, skinning/tanning 27, slaughter 54;
15: The Campaign Game

none; Skills accounting 52, mathematics 71, literacy 53; Talents crack shot; Gunfights 0; $5; Firearm Sharps Long
Talents courage, fast healer; Gunfights 0; $12; Firearm Range.
none. Sample Description: This here’s an irritable hombre, but he
Sample Description: This banker has a good head for brings in more buffalo hides than any other hunter
money, but he’s clumsy, making him the butt of many I know. ‘Course, he spends most of it in the saloon and the
jokes. Still, he has a good heart, and always apologizes for whorehouse, so I guess he has to.
any mistakes.
Bushwhacker: hp 22; Speed +3, Accuracy +1; Str
Barber: hp 21; Speed +7, Accuracy -1; Str 10.73, Int 11.28, Int 9.56, Wis 10.24, Dex 14.89, Con 9.43, Lks 9.87,
10.39, Wis 10.14, Dex 12.61, Con 9.26, Lks 10.76, Cha Cha 11.54; Rep -6, Fame 2; Quirks picker (nose); Flaws
11.52; Rep 49, Fame 0; Quirks none; Flaws glass jaw; buffalo mange; Skills hiding 45, intimidation 48, literacy
Skills accounting 15, current affairs 46, gaming 72, idle 12, riding 48, rope use 54; Talents advanced sighting, vet-
gossip 84, joke telling 48, mathematics 28, nursing 13, lit- eran gunfighter; Gunfights 1; $7; Firearms S&W 44DA,
eracy 26, riding 48, slick talker 12, weather sense 22; Colt 1868 shotgun.
Talents dodge, quick thinking, resist disease/infection; Sample Description: You never know where this nasty
Gunfights 0; $3.75; Firearm none. fellow will spring from. Keep your eyes skinned
Sample Description: If you want to know what’s going on whenever you leave town.
in town, you might want to get yourself a haircut. Just
make sure you don’t tell him more than you ought to – he’s Butcher: hp 21; Speed +7, Accuracy -1; Str 12.74, Int
got a way of wheedling secrets out of folk. 10.28, Wis 11.39, Dex 12.86, Con 9.15, Lks 8.34, Cha
10.01; Rep 22, Fame 0; Quirks chiseler; Flaws none; Skills
Bartender: hp 21; Speed +6, Accuracy +1; Str 10.73, accounting 27, cooking 84, gambling 46, mathematics 24,
Int 14.51, Wis 10.06, Dex 11.44, Con 10.19, Lks 10.11, literacy 23, salesmanship 13, skinning/tanning 52, slaugh-
Cha 13.61; Rep 30, Fame 1; Quirks nosy; Flaws none; ter 75; Talents courage, resist disease/infection; Gunfights
Skills current affairs 46, diplomacy 30, gambling 52, lis- 0; $1.25; Firearm none.

318
Sample Description: If you’ve got a carcass that needs han- Sample Description: If you’ve got an ache in your mouth,
dling, this hombre will take care of it as nice as you please stop by and see this fine fellow. Be careful, though. You
– for a small fee, of course. might find his jokes more painful than your tooth.

Carpenter: hp 23; Speed +7, Accuracy 0; Str 12.52, Deputy: hp 22; Speed +4, Accuracy +2; Str 10.59, Int
Int 13.79, Wis 10.39, Dex 12.56, Con 10.18, Lks 5.17, 11.01, Wis 11.84, Dex 12.17, Con 10.40, Lks 10.72, Cha
Cha 8.11; Rep 39, Fame 1; Quirks racist; Flaws none; 11.11; Rep 53, Fame 1; Quirks touchy; Flaws none; Skills
Skills accounting 33, carpentry/woodworking 74, current affairs 25, gambling 25, graceful entrance/exit 25,
engineering design 29, mathematics 49, observation 26, literacy 28, recruiting 52, riding 52, searching 26; Talents
literacy 31, riding 26; Talents hearty; Gunfights 0; $2; deadly shot, veteran gunfighter; Gunfights 2; $8; Firearm
Firearm none. Colt Bisley (.45).
Sample Description: You’d think a man would be more tol- Sample Description: I never saw a deputy with more grace
erant of folks, out here in the frontier where you need all than this one. He’s a good shot, too, but he’s got a bit of a
the help you can get. Not this fellow, though. gambling problem. I hope it doesn’t lead him into trouble.
He hates everybody that doesn’t have his skin color.
I reckon he’s a good carpenter, though. Doctor: hp 21; Speed +8, Accuracy +1; Str 12.14, Int
16.23, Wis 9.55, Dex 12.42, Con 9.32, Lks 9.63, Cha 8.20;
Circuit Judge: See Judge. Rep 23, Fame 1; Quirks gullible, straight shooter; Flaws
none; Skills accounting 22, chemistry 59, glean informa-
Claim Jumper: hp 21; Speed +5, Accuracy +1; Str tion 51; mathematics 38, medicine 72, nursing 26, obser-
9.43, Int 11.65, Wis 11.67, Dex 12.24, Con 9.25, Lks 8.33, vation 47, literacy 61, riding 28, Talents none; Gunfights
Cha 10.07; Rep -3, Fame 1; Quirks none; Flaws facial 0; $4; Firearm none.
scar; Skills skilled liar 46, fast talking 48, hiding 50, intim- Sample Description: This fellow is a right good
idation 47, prospecting 50, sneaking 54; Talents guardian sawbones, and he’ll always tell you the truth and not beat
angel, veteran gunfighter; Gunfights 1; $7; Firearm Colt around the bush doing it. Of course, if you’re shot up real
1877 Lightning (.38). bad, you might not want to hear that you’re not going to
Sample Description: Prospectors beware this owlhoot! make it, but he doesn’t seem to think of that. He’s pretty
Make sure you’ve got your claim filed all nice and legal, or easy to fool, too, and I think he does most of his work on
you might just come back to camp and find this credit – and never gets paid for it.
rascal in possession.
Driver: hp 22; Speed +3, Accuracy +1; Str 12.72,
Cook: hp 25; Speed +7, Accuracy -3; Str 9.41, Int 10.13, Int 9.67, Wis 10.40, Dex 14.51, Con 10.77, Lks 9.65, Cha
Wis 15.84, Dex 8.58, Con 13.68, Lks 10.40, Cha 12.28; Rep 11.84; Rep 39, Fame 1; Quirks none; Flaws trick knee; Skills
41, Fame 2; Quirks yellow belly; Flaws none; Skills cook- animal empathy 30, animal lore 28, bronc busting 23,
ing/baking 99, fishing 70, driving, stagecoach/wagon 40, lis- driving, stagecoach/wagon 90, gambling 22, intimidation
tening 65, medicine 15, literacy 26, religion 20, riding 58, 24, mathematics 15, observation 25, literacy 24, resist
skinning/tanning 61, slaughter 93; Talents dead eye, hearty; persuasion 48, riding 21, tracking 22; Talents deadly shot;

15: The Campaign Game


Gunfights 0; $2; Firearm none. Gunfights 1; $4.50; Firearm Colt 1868 shotgun.
Sample Description: Whoa doggies! This cook rustles up Sample Description: This fellow’s trustworthy enough to
some of the best vittles you ever tasted. She likes the chuck manage your cart, stage or wagon, but only as long as he’s
wagon more than the restaurant scene, though, so about driving it. Every time he steps off to put foot to ground,
the only ways to get some of her cooking is to join up with he’s apt to tumble down in the dust. Maybe a mule kicked
a ranching outfit. him in the head, or maybe he’s just clumsy – I don’t know
for sure.
Cowboy: hp 23; Speed +4, Accuracy +1; Str 14.23, Int
9.04, Wis 12.72, Dex 8.49, Con 10.26, Lks 11.27, Cha Entertainer: hp 21; Speed +7, Accuracy -2; Str 9.25,
10.66; Rep 29, Fame 1; Quirks none; Flaws myopic; Skills Int 10.54, Wis 10.84, Dex 11.62, Con 10.19, Cha 11.22,
animal herding 71, bronc busting 82, medicine 28, literacy Lks 10.49; Rep 33, Fame 3; Quirks high-spirited, tinhorn;
15, riding 98, rope use 22; Talents courage, fast healer, Flaws none; Skills artistry 92 (choose one
quick thinking, rapid reload, veteran gunfighter; performance type), current affairs 23, gaming 24, graceful
Gunfights 7; $1; Firearms two Colt Navys. entrance/exit 75, joke telling 48, mathematics 14, primi-
Sample Description: This hombre has the squint eyes, but tive ranged weapon use (knife) 34, literacy 26, riding 24,
he’s a pretty good gunfighter and all-around cowboy. sleight of hand 50; Talents blind-shooting, hold your
I hear he quit the ranch life and is looking for a gang to liquor, quick thinking; Gunfights 0; $3.70; Firearm
sign on with, but that might just be talk. Griswold & Gunnison revolver.
Sample Description: This person’s act is quite a sight –
Dentist: hp 24; Speed +7, Accuracy -1; Str 9.45, Int mighty entertaining. He doesn’t quite fit in out here in the
13.01, Wis 13.04, Dex 10.66, Con 12.47, Lks 10.84, Cha frontier, but I reckon that most folks of his sort don’t. They
12.56; Rep 44, Fame 1; Quirks bad liar; Flaws none; Skills don’t really have many uses other than
current affairs 59, dentistry 51, joke telling 25, mathemat- performing for us working folk. Still, he’s a nice enough
ics 30, nursing 17, literacy 48; Talents endurance, fast fellow – and a good drinker.
healer, Reputation bonus; Gunfights 0; $12; Firearm none.

319
Farmer: hp 19; Speed +10, Accuracy -1; Str 13.83, Int Cha 9.61; Rep 44, Fame 3; Quirks clean freak; Flaws
14.22, Wis 8.03, Dex 9.58, Con 8.29, Lks 11.08, Cha 7.33; none; Skills accounting 17, animal empathy 29,
Rep 22, Fame 0; Quirks lazy; Flaws none; Skills account- gunsmithing 61, mathematics 36, medicine 17, literacy 35,
ing 16, agriculture 84, animal empathy 13, mathematics riding 25, salesmanship 28; Talents hip shooter; Gunfights
18, literacy 54, riding 21, slaughter 28, skinning/tanning 1; $2; Firearm none.
45, weather sense 12; Talents fast healer; Gunfights 0; Sample Description: You’ve never seen a shop as clean as
$0.50; Firearm none. this fellow’s, nor a gun as clean. Every item in his shop
Sample Description: This farmer came down from Deseret looks like it’s been spit polished to perfection. Of course,
a few years ago to set up a little farm outside of town. I he tends to bump the prices up a little too, but sometimes
reckon he’s doing okay with it, but he hasn’t been to town you can haggle him down.
in a while. I hope nothing’s happened to him. Of course,
he’s probably just too lazy to make the trip into town, Horse Thief: hp 22; Speed +5, Accuracy +1; Str
unless he really has to. 10.84, Int 11.73, Wis 11.87, Dex 12.07, Con 10.85, Lks
9.74, Cha 10.19; Rep -6, Fame 1; Quirks selfish; Flaws
Faro Dealer: hp 21; Speed +5, Accuracy +1; Str none; Skills appraisal (animals) 30, animal lore 15,
10.11, Int 12.41, Wis 10.63, Dex 11.82, Con 9.44, Lks hiding 14, listening 48, literacy 15, mathematics 15, riding
9.23, Cha 10.79; Rep 31, Fame 0; Quirks lusty; Flaws 78, sneaking 50; Talents guardian angel, veteran gunfighter;
none; Skills skilled liar 23, fast talking 24, gambling 95, Gunfights 1; $1.25; Firearm Remington 1875.
mathematics 25, literacy 30, riding 52; Talents veteran Sample Description: Wish I could get my hands on this
gunfighter; Gunfights 1; $11.50; Firearms none. varmint. I just know he’s responsible for filching two of my
Sample Description: This fellow will talk your ear off if you best horses, not to mention lots of other horses all over
let him. I’ve never known him to cheat at faro, but maybe town, but no one can seem to lay a finger on him.
that’s just ‘cause cheating at poker is a heck of a lot easier.
Hotel Owner: hp 23; Speed +8, Accuracy -1; Str 9.82,
Fur Trader: hp 23; Speed +9, Accuracy -1; Str 9.42, Int 12.28, Wis 10.01, Dex 10.34, Con 10.93, Lks 9.44,
Int 12.07, Wis 8.58, Dex 10.43, Con 11.13, Lks 9.39, Cha Cha 10.54; Rep 26, Fame 2; Quirks clean freak; Flaws
11.63; Rep 24, Fame 2; Quirks greedy, ornery; Flaws none; Skills accounting 15, administration 12, carpen-
none; Skills animal lore 96, camouflage 48, literacy 17, try/woodworking 58, cooking/baking 78,
riding 49, rope use 24, set traps 50, slaughter 39; Talents gaming 52, idle gossip 52, language (Spanish) 18,
tough as nails; Gunfights 0; $4; Firearms Colt Navy, mathematics 32, nursing 15, literacy 30, reading lips 28,
Winchester 1866 rifle (.40). social etiquette 23; Talents hearty; Gunfights 0; $13.30;
Sample Description: This hombre’s a good trapper, from Firearm none.
what I hear, but he’s got a mean streak a mile wide. Plus, Sample Description: This dandified fellow keeps a clean
I don’t reckon he’s ever heard the word “cheap.” All his hotel, and expects you to do the same. I don’t know how
furs sell for as much as he can get. he keeps his calm when the cowboys – and their filthy
boots – come calling.
Gambler: hp 23; Speed +6, Accuracy +1; Str 9.43, Int
15: The Campaign Game

12.01, Wis 11.65, Dex 7.20, Con 11.59, Lks 7.86, Cha Housewife: hp 20; Speed +8, Accuracy -2; Str 9.45,
8.58; Rep 9, Fame 3; Quirks bad liar, chiseler; Flaws none; Int 11.75, Wis 11.51, Dex 10.30, Con 8.64, Lks 10.46,
Skills gambling 65, literacy 18; Talents guardian angel; Cha 12.78; Rep 41, Fame 0; Quirks none; Flaws
Gunfights 6; $1; Firearm Knuckleduster. far-sighted; Skills calligraphy/signmaking 15,
Sample Description: This gambler gets himself run out of cooking/baking 97, current affairs 28, diplomacy 26,
town every couple of months, but he keeps coming’ back. gaming 24, graceful entrance/exit 55, idle gossip 60,
I guess folks tolerate him because his lies make everybody intimidation 29, listening 50, mathematics 15, nursing 16,
laugh, even when they catch him cheating. observation 16, literacy 41, resist persuasion 28, seam-
stress/tailor 23, social etiquette 30, swimming 18, weaving
Gun for Hire: hp 27; Speed +5, Accuracy +4; Str 29; Talents fast healer; Gunfights 0; $1.80; Firearm none.
11.53, Int 12.84, Wis 4.71, Dex 10.46, Con 13.65, Lks Sample Description: Here’s a female any fellow would be
9.12, Cha 12.52; Rep -2, Fame 4; Quirks crude, touchy; proud to court – if she wasn’t already married, that is.
Flaws none; Skills animal mimicry 23, intimidation 14, Seems like she’s got all the refinements and beauty a filly
military strategy/tactics 15, literacy 14, recruiting 84, rid- like her should have.
ing 58; Talents fast healer, hip shooter, quick thinking, vet-
eran gunfighter; Gunfights 9; $3; Firearm Colt Bisley (.45) Indian: hp 24; Speed +6, Accuracy +1; Str 12.72, Int
Sample Description: Here’s a pretty irritable hombre, so 11.73, Wis 9.25, Dex 12.62, Con 11.43, Lks 10.45, Cha
watch your step around him. He’s been known to belch a 9.24; Rep 3, Fame 1; Quirks none; Flaws none; Skills hid-
cloud of stink in a man’s face, and then claim he’s been ing 25, hunting 41, language (English) 15, primitive
insulted when the other man makes a face. He’s trying to ranged weapon use (tomahawk) 20, searching 24, survival
round up a gang of his own, but so far, he 42, tracking 39; Talents jack rabbit speed, quick thinking,
hasn’t had any luck. veteran gunfighter; Gunfights 1; $0; Firearm Winchester
1863 musket (.38).
Gunsmith: hp 19; Speed +6, Accuracy +1; Str 11.13,
Int 14.65, Wis 10.39, Dex 11.43, Con 8.13, Lks 11.25,

320
Sample Description: Better hope this savage doesn’t come Leather Worker: hp 23; Speed +10, Accuracy -4; Str
upon you in the dark. Your scalp will be decorating his belt 10.27, Int 9.78, Wis 7.32, Dex 8.64, Con 11.80, Lks 9.50,
come dawn. Cha 9.84; Rep 22, Fame 0; Quirks obnoxious; Flaws none;
Skills animal lore 28, hunting 32, leatherworking 33,
literacy 13, mathematics 13, skinning/tanning 36,
Investor: hp 20; Speed +9, Accuracy -1; Str 9.69, Int
13.82, Wis 11.23, Dex 9.62, Con 8.23, Lks 10.04, Cha slaughter 23; Talents damage bonus; Gunfights 0; $0.75;
12.72; Rep 13, Fame 2; Quirks Indian giver; Flaws none; Firearm none.
Skills accounting 17, appraisal (choose one) 30, current Sample Description: If you’re looking for some decent gear,
affairs 50, fast talking 28, mathematics 31, stop by and give this hombre’s goods a look. There’s
oration 28, literacy 32, resist persuasion 28, riding 44, slick nothing spectacular about them, but don’t tell him that.
talker 41; Talents Reputation bonus; Gunfights 0; $34; He’s got a mean right hook.
Firearm none.
Sample Description: If you need some money to start up a Livery Stable Owner: hp 23; Speed +8, Accuracy -2; Str
business, stake a claim, or some other such dealings, you 10.22, Int 11.62, Wis 10.91, Dex 10.64, Con 12.88, Lks
might want to talk to this fellow. Just make sure he gives 9.60, Cha 8.11; Rep 30, Fame 0; Quirks none; Flaws hard
you fair terms, and you might find yourself with a bit of a of hearing; Skills administration 20, animal empathy 34,
profit. animal lore 32, appraisal (animals) 29, bronc busting 19,
carpentry/woodworking 54, driving, stagecoach/wagon
58, fire-building/extinguishing 66, gambling 38,
Journalist: hp 23; Speed +11, Accuracy -4; Str 9.15, mathematics 15, literacy 27, resist persuasion 34, riding
Int 12.45, Wis 13.66, Dex 5.36, Con 10.24, Lks 10.08,
70, rope use 48; Talents tough as nails; Gunfights 0; $6;
Cha 9.47; Rep 37, Fame 2; Quirks conspiracy theorist,
nosy; Flaws none; Skills fast talking 47, Firearm none.
journalism 61, literacy 65, religion 22, riding 56, slick talk- Sample Description: This fellow loves horses, and I haven’t
er 39; Talents fast healer, hit point bonus; Gunfights 0; $3; heard anything bad said about him. Of course, neither has
Firearm none. he. Speak up when you’re talking to him, or he might not
Sample Description: Watch what you saw to this hear a word you say.
journalist or you’re likely to see it in print in the near
future. Of course, even if you stay away from him, he’s Mayor: hp 24; Speed +10, Accuracy -5; Str 9.79, Int
bound to find out your business sooner or later. Just can’t 9.61, Wis 12.06, Dex 6.14, Con 10.16, Lks 10.95, Cha
keep his nose out of anything. He’s got all kinds of crazy 12.30; Rep 44, Fame 17; Quirks dude; Flaws none; Skills
stories, too, but nobody much listens to him. administration 53, current affairs 54, fast talking 93, gam-
bling 16, mathematics 28, oration 40, literacy 27, recruit-
ing 28, religion 16, riding 23, seduction 25; Talents hold
Judge: hp 23; Speed +7, Accuracy -1; Str 9.68, Int your liquor; Gunfights 0; $9; Firearm none.
13.54, Wis 13.65, Dex 10.05, Con 12.34, Lks 10.34, Cha
11.52; Rep 40, Fame 21; Quirks fear of heights, hardcase; Sample Description: Our mayor always dresses in fancy
Flaws none; Skills law 49, mathematics 17, oration 26, lit- clothes, and I don’t think too much of anything he says,
eracy 48, riding 48; Talents hearty; Gunfights 0; $9; but I reckon that’s true of any politician. The man’s a

15: The Campaign Game


Firearm none. good drinker, though.
Sample Description: This fellow serves as judge for
several towns hereabouts, so he only shows up every cou- Merchant: hp 24; Speed +7, Accuracy -1; Str 10.41,
ple of months or so. Better not find yourself Int 13.42, Wis 13.01, Dex 10.75, Con 12.17, Lks 9.44,
standing in his courtroom, though. He’s not exactly what Cha 10.86; Rep 30, Fame 0; Quirks none; Flaws low pain
I’d call easygoing. toleration; Skills accounting 80, calligraphy/
signmaking 15, carpentry/woodworking 31, current
affairs 29, gaming 48, mathematics 32, literacy 32, resist
Land Speculator: See Investor. persuasion 31, riding 24, salesmanship 69; Talents
forgettable face; Gunfights 0; $7.75; Firearm none.
Lawman: See Deputy or Sheriff. Sample Description: This fellow’s your typical plain-faced
storekeeper. He’s got a variety of goods at decent prices,
but he’s a bit tender. Just step on his foot and you’ll hear a
Lawyer: hp 24; Speed +8, Accuracy -1; Str 10.83, Int howl like a coyote.
12.79, Wis 11.87, Dex 10.39, Con 10.73, Lks 10.07, Cha
12.14; Rep 35, Fame 2; Quirks chivalrous; Flaws none; Mine Owner: hp 22; Speed +10, Accuracy -2; Str
Skills graceful entrance/exit 27, law 60, 8.55, Int 12.83, Wis 11.59, Dex 7.92, Con 11.10, Lks 6.32,
mathematics 19, oration 56, literacy 43, riding 24; Talents
Cha 5.21; Rep 49, Fame 7; Quirks none; Flaws buffalo
hit point bonus; Gunfights 0; $4.80; Firearm none.
mange; Skills accounting 15, appraisal (land) 65, current
Sample Description: This fellow’s got a silver tongue if I’ve affairs 51, demolition 76, mathematics 32, prospecting 25,
ever seen one. He seems to know all about the law, and the literacy 47, riding 24; Talents none; Gunfights 0; $28;
womenfolk around here all adore him. It’s Firearm Remington Pepperbox.
gotten him into trouble a few times, I can tell you!
Sample Description: This old fellow owns most of the land
hereabouts. Some folks call him Scratch – partly because

321
he seems like Old Scratch (the devil), always wanting observation 36, oration 93, literacy 46, religion 47; Talents
more, and partly cause he’s always scratching his head like perceive tendency; Gunfights 0; $2; Firearm none.
he’s got some powerful thoughts on his mind. Sample Description: This man of the cloth’s got a bit of an
attitude problem, seems to me. Always acting like he’s bet-
Newspaper Publisher/Editor: hp 23; Speed +10, ter than the rest of us, even though he gets the jitters if
Accuracy -3; Str 9.44, Int 10.50, Wis 9.38, Dex 9.02, Con you try and take him in a little room. Reckon it’s a good
12.27, Lks 10.02, Cha 11.41; Rep 55, Fame 5; Quirks late thing he doesn’t use one of those
sleeper; Flaws none; Skills accounting 14, administration “confessional” boxes.
21, calligraphy/signmaking 14, current affairs 42, hiding
21, history 23, journalism 52, machine operating/repair- Prospector: hp 24; Speed +8, Accuracy -3; Str 9.86,
ing (printing equipment) 28, mathematics 15, literacy 47, Int 8.34, Wis 11.30, Dex 7.17, Con 10.54, Lks 9.26, Cha
riding 22, slick talker 12; Talents courage; Gunfights 0; 11.88; Rep 39, Fame 0; Quirks messy; Flaws none; Skills
$4.50; Firearm none. prospecting 1, literacy 14, riding 25; Talents fast healer;
Sample Description: The man who runs our local paper is Gunfights 0; $1; Firearm none.
one of the bravest fellows I know. He’ll print stories about Sample Description: You can always tell this hombre’s dig
anybody, and doesn’t care one whit whether they might get site from everyone else’s. There’s clothes and pans and
offended. Best call on him after noon, though. I think he’s tools and all manner of things scattered about like a whirl-
always working late at night. wind’s just blown through. He says he’s going to strike it
rich someday, but who knows?
Outlaw: hp 25; Speed +4, Accuracy +2; Str 7.13, Int
10.48, Wis 11.93, Dex 11.22, Con 12.28, Lks 9.92, Cha Ranch Boss: hp 21; Speed +5, Accuracy +1; Str
10.13; Rep -15, Fame 10; Quirks crude; Flaws none; Skills 11.05, Int 12.37, Wis 11.60, Dex 15.66, Con 9.45, Lks
fast talking 60, gambling 43, literacy 11, recruiting 71, riding 8.59, Cha 6.14; Rep 45, Fame 2; Quirks chunked; Flaws
68; Talents forgettable face; Gunfights 6; $5; Firearms none; Skills accounting 16, administration 30, animal
LeMat Two-Barrel, L.C. Smith shotgun. empathy 11, animal herding (cattle) 32,
Sample Description: This plain-faced outlaw has a tongue gambling 45, mathematics 28, literacy 15, riding 26, rope
on him that’d make the devil himself blush, what with all use 34; Talents courage; Gunfights 0; $4; Firearms
the insults and foul language that spill out. Word has it Griswold & Gunnison revolver, Winchester 1866
that he’s trying to raise some money by gambling so he can carbine (.45).
form his own gang, but I can’t speak to the truth of that, Sample Description: This ranch boss doesn’t let anything
one way or the other. I prefer to stay away from folks with stand in his way. If he’s got something to do, or
prices on their head. somewhere to go, he will. I hear tell that his wife
handles things most of the time, and if she didn’t, his
Piano Player: hp 21; Speed +6, Accuracy +1; Str ranch would fold within a month.
7.67, Int 11.39, Wis 9.92, Dex 10.75, Con 10.68, Lks
12.64, Cha 13.01; Rep 29, Fame 1; Quirks dude; Flaws Ranch Hand: hp 23; Speed +5, Accuracy 0; Str 11.17,
none; Skills artistry (piano playing) 84, skilled liar 25, gam- Int 10.84, Wis 10.53, Dex 14.79, Con 12.64, Lks 9.48,
15: The Campaign Game

bling 21, gaming 48, joke telling 28, listening 42, mathe- Cha 10.75; Rep 37, Fame 1; Quirks ornery; Flaws none;
matics 15, mimic dialect 30, literacy 14, riding 34; Talents Skills animal empathy 30, animal herding (cattle) 59, ani-
guardian angel, veteran gunfighter; Gunfights 3; $3; mal husbandry 75, artistry (harmonica playing) 46, car-
Firearm American Arms derringer. pentry/woodworking 24, gambling 23, joke telling 22, rid-
Sample Description: This red-haired hombre has a mighty ing 72, rope use 32, tracking 22; Talents hearty, hold your
fine set of fingers on him. I often go down to the saloon liquor; Gunfights 0; $3; Firearms Remington New Army,
just to listen to him play. Winchester 1866 rifle (.45).
Sample Description: If you’re looking for a helping hand
Pimp: hp 22; Speed +9, Accuracy -2; Str 7.90, Int out on the ranch, this fellow might be a decent choice.
11.45, Wis 9.67, Dex 10.84, Con 10.70, Lks 12.82, Cha He’s a bit ornery, but those late nights in the saloon don’t
13.12; Rep 40, Fame 5; Quirks badman; Flaws none; Skills affect him as badly as they do some folk.
skilled liar 50, graceful entrance/exit 58,
intimidation 28, interrogation 20, listening 21, Range Boss: hp 24; Speed +4, Accuracy +1; Str
mathematics 15, literacy 14, resist persuasion 44, riding 11.25, Int 10.44, Wis 10.51, Dex 11.82, Con 12.51, Cha
22, slick talker 14; Talents damage bonus; Gunfights 0; $9; 11.68, Lks 8.49; Rep 28, Fame 1; Quirks none; Flaws
Firearm Colt Navy. impotent; Skills administration 23, animal
Sample Description: If you’ve got a hankering to pay for empathy 14, animal herding (cattle) 46, animal
some female companionship, seek this fellow out. Just husbandry 26, animal lore 15, artistry (fiddle playing) 23,
don’t try to skip out on the bill – he’ll find some way to gambling 22, literacy 24, riding 48, rope use 49, weather
make you pay. sense 22; Talents Kentucky windage, veteran gunfighter;
Gunfights 2; $3; Firearms Colt Navy, Sharps Carbine
Preacher: hp 21; Speed +10, Accuracy -2; Str 6.65, Conversion.
Int 12.48, Wis 9.40, Dex 9.22, Con 10.12, Lks 10.59, Cha Sample Description: If you need someone to mind your
11.89; Rep 33, Fame 1; Quirks boiled shirt, cattle and cowboys, I’d recommend this hombre.
claustrophobic; Flaws none; Skills diplomacy 26, Sometimes he gets a little moody ‘cause he and his

322
missus don’t have youngsters, but otherwise he’s a good Snake Oil Salesman: hp 22; Speed +7, Accuracy +1;
egg. Str 9.35, Int 17.69, Wis 10.47, Dex 12.82, Con 11.30, Lks
12.60, Cha 13.10; Rep 27, Fame 2; Quirks Indian giver;
Reverend: See Preacher. Flaws none; Skills accounting 41, brewing 37, dentistry
14, fast talking 90, joke telling 93,
Saddler: hp 21; Speed +11, Accuracy -3; Str 7.59, Int mathematics 63, mimic dialect 98, oration 77, literacy 82,
11.01, Wis 9.54, Dex 7.57, Con 9.77, Lks 11.34, Cha riding 29, salesmanship 69; Talents forgettable face, quick
10.15; Rep 34, Fame 1; Quirks flannel mouth; Flaws none; thinking; Gunfights 0; $3; Firearm Marlin Stonewall der-
Skills accounting 18, leatherworking 82, ringer.
mathematics 33, literacy 33, riding 24, salesmanship 45,
Sample Description: This hombre claims to have
skinning/tanning 45; Talents hit point bonus; Gunfights 0;
schooling in about every subject you could think of, and
$8; Firearms none.
says his elixir will cure any problem from cholera to con-
Sample Description: According to this fellow, he makes the sumption. I don’t know about that, but it sure does taste
best saddles in whole dang frontier, and there’s nothing good. Makes the whiskey in the saloon taste like horse
you can say to convince him otherwise. trough water.
I reckon he thinks the sun doesn’t set on him, but if
I have to listen to his boasting again, he might be soon be Soldier: hp 24; Speed +5, Accuracy +2; Str 14.56, Int
boasting about the biggest black eye he’s ever had. 14.37, Wis 12.63, Dex 8.39, Con 11.44, Lks 11.56, Cha
10.79; Rep 1, Fame 1; Quirks early riser, hardcase; Flaws
Saloon Owner: hp 23; Speed +8, Accuracy -1; Str none; Skills gambling 23, history 20, interrogation 27,
13.18, Int 10.50, Wis 9.03, Dex 9.33, Con 12.24, Lks 9.67, mathematics 20, military strategy/tactics 17,
Cha 10.40; Rep 42, Fame 6; Quirks intrusive; Flaws none; observation 38, literacy 18, riding 40, tracking 26; Talents
Skills accounting 35, current affairs 32, glean information fast healer, guardian angel; $4; Firearm Henry rifle.
60, mathematics 47, literacy 22,
Sample Description: This young man seems like most of his
riding 25; Talents hold your liquor, reputation bonus;
fellows – bright and brave, with maybe a year's experience
Gunfights 1; $25; Firearm Knuckleduster.
under his belt. I just hope he's got a guardian angel look-
Sample Description: Here’s another fellow that just can’t ing after him. A soldier's life ain't easy out here on the
mind his own business. Watch yourself when in his saloon frontier.
– he’s always got one ear turned your way. Still, he stocks
some of the best whiskey for miles. Soldier, Officer: hp 26; Speed +6, Accuracy +1; Str
11.65, Int 14.83, Wis 11.89, Dex 10.27, Con 11.92, Lks
Scout: hp 27; Speed +7, Accuracy 0; Str 7.36, Int 10.43, Cha 12.19; Rep 3, Fame 2; Quirks
13.73, Wis 10.30, Dex 8.62, Con 15.32, Lks 6.39, Cha chivalrous; Flaws none; Skills administration 25,
8.83; Rep 43, Fame 2; Quirks pack rat; Flaws none; Skills cartography 33, gaming 15, mathematics 41, military
fire building 64, hiding 65, hunting 50, literacy 32, riding engineering 16, military strategy/tactics 36, literacy 32,
85, rope use 20, slaughter 34, sneaking 22, survival 18, riding 30; Talents guardian angel, veteran gunfighter;
tracking 22; Talents none; Gunfights 1; $4; Firearms Colt $7.25; Firearms Colt SAA (.44), Henry rifle.

15: The Campaign Game


Bisley (.44), Winchester 1863 rifle (.44).
Sample Description: I reckon this young fella's got a back-
Sample Description: If you want to get somewhere safe and bone to match any grizzled old war hero. Oh, he's as smart
sound, you might want to call on this hombre. He claims and well-spoken as you please, but there's something in his
to be the best frontier scout around, but I’ve never tested eye that makes me think I wouldn't want to cross him.
his abilities myself. His pockets are always bulging with lit-
tle pieces of junk, and I think he might pay good money Spy: hp 22; Speed +2, Accuracy +3; Str 9.48, Int
ever for the most worthless bit of fluff. Maybe that’s why 16.19, Wis 15.85, Dex 13.53, Con 10.33, Lks 11.36, Cha
he’s always broke. 13.97; Rep 37, Fame 1; Quirks paranoid, superstitious;
Flaws none; Skills current affairs 70, skilled liar 95, diplo-
Sheriff: hp 26; Speed +2, Accuracy +4; Str 10.14, Int macy 75, disguise 96, escape artist 34, fast
10.90, Wis 9.11, Dex 14.65, Con 10.09, Lks 10.16, Cha talking 91, glean information 74, listening 64, lock
12.53; Rep 51, Fame 5; Quirks obnoxious; Flaws none; picking 33, mathematics 41, medicine 39, observation 38,
Skills diplomacy 30, observation 46, literacy 23, recruiting reading lips 70, literacy 76, resist persuasion 67,
49, riding 54, slick talker 23; Talents fast healer, hit point riding 62, slick talker 31, sneaking 30, social etiquette 36;
bonus, hold your liquor, veteran Talents fast healer, forgettable face; Gunfights 1; $3;
gunfighter; Gunfights 6; $3; Firearm Colt 1877 Lightning Firearms Colt New Line derringer, S&W Russian.
(.41).
Sample Description: Here’s an hombre I don’t know too
Sample Description: I reckon this is the best dang sheriff much about. He keeps to himself most of the time, and
we’ve had in these parts for a long time. Oh, he can get he’s always looking over his shoulder like he expects to see
under your skin something fierce, but he’s real good at his somebody following him. He’s real superstitious, too.
job. He seems to know when to shoot first or when to ask Some owlhoot shot out the saloon mirror a couple days
questions instead. ago, and I heard him mutter something about seven years
bad luck. He went kind of pale, too. Well,
I reckon it’s harmless enough.

323
Stable Boy: hp 24; Speed +7, Accuracy -2; Str 11.15, cat in the street, though, so I guess if he’s scared of cats
Int 10.01, Wis 10.32, Dex 11.77, Con 11.34, Cha 9.55, he’s not much of a danger to anyone.
Lks 8.49; Rep 19, Fame 0; Quirks greedy; Flaws none;
Skills animal empathy 56, animal lore 60, animal training Undertaker: hp 23; Speed +7, Accuracy -1; Str 8.40,
29, climbing 66, distraction 44, hiding 46, literacy 13, rid- Int 13.46, Wis 13.22, Dex 10.84, Con 11.39, Lks 10.57,
ing 48, swimming 31; Talents endurance; Gunfights 0; Cha 12.63; Rep 50, Fame 1; Quirks medicine tongue;
$0.50; Firearm none. Flaws none; Skills accounting 37,
Sample Description: This young man’s got a way with hors- carpentry/woodworking 83, chemistry 32, mathematics 39,
es that many a cowboy would envy, but he won’t work for literacy 47, religion 45, riding 57; Talents fast
peanuts. He’s always trying to find a way to lighten your healer, hold your liquor, resist disease/infection; Gunfights
purse. 0; $4; Firearm none.
Sample Description: Our undertaker is full of stories about
Stage Driver: See Driver. the folks he’s buried over the years, and it doesn’t take
much to get him started blathering on about them. Still, it
Stage Station Chief: hp 24; Speed +7, Accuracy -3; Str pays to be nice to him. After all, might not be too long
9.44, Int 10.35, Wis 15.72, Dex 8.61, Con 13.52, Lks 10.38, before you’re in need of his services, and you want to look
Cha 11.13; Rep 52, Fame 1; Quirks boor; Flaws none; Skills nice in that pine box, right?
accounting 14, administration 46, driving,
stagecoach/wagon 39, mathematics 28, literacy 26, riding Vagrant: hp 24; Speed +7, Accuracy -2; Str 9.16, Int
40; Talents astute observation; Gunfights 0; $6.50; Firearm 10.41, Wis 10.65, Dex 11.75, Con 12.77, Cha 11.75, Lks
none. 8.45; Rep 4, Fame 0; Quirks none; Flaws strange body
Sample Description: I’ll say it straight out – I can’t stand odor; Skills animal husbandry 77, hiding 70, hunting 46,
this man. Oh, he’s all right at what he does, but he’s a pret- prospecting 23, literacy 13, riding 48; Talents endurance,
ty unpleasant fellow to be around. guardian angel, hit point bonus; Gunfights 0; $0.05;
Firearm none.
Teamster: hp 22; Speed +8, Accuracy -2; Str 7.25, Int Sample Description: This odiferous fellow is not
9.67, Wis 7.49, Dex 8.68, Con 11.82, Lks 10.61, Cha 5.12; someone you want to stand next to – or even near. He
Rep 27, Fame 1; Quirks messy, ornery; Flaws none; Skills stinks to high heaven. Worse, he doesn’t work, and just
animal empathy 12, driving, stagecoach/ wanders around town looking for an easy way to pick up
wagon 87, medicine 15, literacy 15, riding 52; Talents some free food or money.
quick aim; Gunfights 1; $3; Firearm LC Smith shotgun.
Sample Description: If you hire this hombre, it’s best to talk Waitress: See Cook or Housewife.
to him as little as possible. He doesn’t say much except to
argue. And for heaven’s sake don’t complain about his Whore: hp 24; Speed +5, Accuracy +2; Str 9.08, Int
appearance, or how he leaves a trail of junk everywhere he 15.59, Wis 10.79, Dex 14.53, Con 13.69, Lks 13.84, Cha
goes. He’ll bite your head off. 13.48; Rep 14, Fame 3; Quirks paranoid; Flaws none;
Skills accounting 43, current affairs 48, glean information
15: The Campaign Game

Telegraph Operator: hp 20; Speed +9, Accuracy -1; 80, idle gossip 61, mathematics 27, pick pocket 31, litera-
Str 11.04, Int 10.25, Wis 12.74, Dex 7.90, Con 8.52, Lks cy 51, riding 45, seduction (art of) 99, sleight of hand 62,
7.67, Cha 5.30; Rep 38, Fame 1; Quirks dehorn; Flaws slick talker 49; Talents resist disease/infection; Gunfights
none; Skills current affairs 32, idle gossip 20, 0; $6; Firearm Knuckleduster.
literacy 36, riding 45, telegraph operating 80, tracking 28; Sample Description: This woman owns the whorehouse,
Talents improved arc of fire; Gunfights 0; $2; Firearm and knows just about everything going on in town, one
none. way or another. If you’re looking for a good time, or infor-
Sample Description: Best of luck sending a private mation about somebody, she can help you. For a price, of
message in this town. Unless you have something real course.
urgent, you better send a letter, or you can be sure that
he’ll tell somebody sooner or later. That fellow likes talk- Wrangler: hp 21; Speed +5, Accuracy -1; Str 11.06,
ing about other folks more than anything – except drink- Int 9.58, Wis 10.36, Dex 14.65, Con 9.45, Lks 9.76, Cha
ing and quarreling. 11.73; Rep 33, Fame 1; Quirks none; Flaws colorblind;
Skills animal herding 31, bronc busting 46,
Thief: hp 23; Speed +5, Accuracy +3; Str 9.10, Int gambling 23, literacy 12, riding 98; Talents endurance,
17.51, Wis 10.05, Dex 12.55, Con 11.17, Lks 10.62, Cha quick aim; Gunfights 0; $1.75; Firearm Colt SAA.
12.20; Rep -1, Fame 3; Quirks superstitious; Flaws none; Sample Description: I keep telling this fellow that he ought
Skills current affairs 50, skilled liar 56, hiding 81, listening to wear a green neckerchief so he won’t upset that bull
23, literacy 40, riding 45, sneaking 37; Talents great again, but he keeps wearing his red one.
ambidexterity, veteran gunfighter; Gunfights 1; $11.45; I suppose he just doesn’t like taking advice.
Firearm Remington derringer.
Sample Description: I’ve seen this fellow lurking around
town, but I’m not sure why he’s here. Maybe he’s just pass-
ing through. I did see him turn tail when he saw a black

324
The Deadliest Guns
That Ever Lived
I
t wouldn’t be a true western if we didn’t include some famous historical gunslingers to smack down uppity
player braggarts. These are presented in abbreviated statistical form instead of a full character biography for
a few reasons. First, there’s a lot of them (100 if you’re counting). There simply isn’t room for that. Secondly,
each is already a celebrity of sorts with their own readily Internet accessible biography. Third, these characters
are truly outstanding gunslingers — they’re the fastest guns that ever lived! Incorporating them into a campaign
as anything other than a “special guest appearance” is likely to be grossly unbalancing and devalue mere mortal
player characters. However, if you wish to include one or more of these famous NPCs as recurring characters,
you’ll need to flesh them out to the
Name Speed Accuracy Hit Points degree necessary for your own campaign.
Clay Allison -12 +14 32
Apache Kid -3 +14 26
Cullen Baker -9 +15 26
Sam Bass +2 +9 26
Charlie Bassett -6 +10 26
Josie Bassett -4 +9 24
“Queen” Ann Bassett -6 +12 25
Billy the Kid (William Bonney) -12 +14 24
Billy Breakenridge -4 +13 26
Curly Bill Brocious -9 +12 30
Bill Brooks -6 +10 32
Henry Brown -11 +10 26
Charlie "Black Face" Bryant -2 +12 26

15: The Campaign Game


Laura Bullion -5 +11 24 Billy the Kid
Martha “Calamity Jane” Canary 0 +6 23
Frank Canton -10 +14 26
Bill Carver -7 +10 26
Butch Cassidy (George Parker) -1 +12 28
Augustine Chacon -2 +14 28
Ned Christie -1 +16 32
Billy Claibourne -5 +9 24
Billy Clanton -6 +11 34
Finn Clanton -2 +7 26
Ike Clanton 0 +3 24
Old Man Clanton (N.H. Clanton) -4 +13 26
Jim Courtright -14 +15 28
George "Flat Nose" Curry +1 +8 26
Laura Bullion
Harvey "Kid Curry" Logan -11 +16 28
325
Name Speed Accuracy Hit Points
Bill Dalton -4 +13 28
Bob Dalton -4 +15 28
Emmett Dalton -2 +10 28
Frank Dalton -2 +9 26
Grat Dalton -5 +13 26
Bill Doolin -1 +13 30
Tom "Arkansas" Dougherty 0 +12 26
Morgan Earp -8 +12 26
Virgil Earp -6 +12 28
Warren Earp -5 +7 24
Wyatt Earp -12 +14 36
Bill "Colorado" Elliott -6 +9 24
Frank Dalton
Jessie Evans -9 +8 24
John "King" Fisher -14 +16 28
George Flatt -1 +11 26
Patt Garrett -5 +15 28
Jim Gillett -6 +14 26
Bill "Cherokee" Crawford Goldsby -2 +14 26
Charlie "Deaf Charlie" Hanks +1 +8 26
John Wesly Hardin -15 +17 24
"Wild" Bill Hickok -14 +15 30
Doc Holliday -14 +16 14
Cash Hollister -4 +9 26
Tom Horn -6 +17 30
15: The Campaign Game

Temple Houston -6 +14 26


Frank James -4 +14 28
Jesse James -6 +15 26 Wild Bill Hickok
Bill "Canada" Jones -3 +9 24
Sam Ketchum +1 +8 26
Tom "Black jack" Ketchum 0 +11 28
Jeff Kidder -10 +14 26
Ben Kilpatrick "Tall Texican" -6 +9 30
John Langford -9 +9 26
Elza Lay -1 +8 26
Frank "Buckskin" Leslie -10 +11 26
Lonny Logan -3 +11 24
Wild Bill Longley -15 +16 32
"Rowdy" Joe Lowe -7 +11 36
Chris Madsen -10 +16 26
Bat Masterson -12 +14 26
326 Ben Kilpatrick
Name Speed Accuracy Hit Points
Ed Masterson -5 +13 26
Jim Masterson -7 +13 26
"Mysterious Dave" Mathers -12 +11 28
Frank McLaury -7 +11 28
Tom McLaury -2 +9 26
John Meagher +2 +7 26
Mike Meagher +1 +12 26
"Old Bill" Miner +1 +8 26
George "Bitter Creek" Newcomb -9 +9 26
Annie Oakley -7 +20 25
Print Olive -4 +9 26
Bass Outlaw -11 +12 22
George "Big Nose" Parrott -2 +9 28
Etta Place -3 +11 25
Annie Oakley
Bill Raynor -9 +9 26
Johnny Ringo -14 +16 30
Baldy Russell -3 +8 26
Thomas Rynning -8 +16 28
"Old John" Selman -5 +12 24
Luke Short -12 +14 22
Charles Siringo -7 +14 26
Joe Slade -10 +13 38
John Slaughter -11 +16 26
Belle Starr -6 +12

15: The Campaign Game


Charlie Storms -7 +10 26
Dallas Stoudenmire -13 +11 34
Sam Strawhim -3 +8 26
Harry "Sundance Kid" Longabaugh -11 +13 26
Heck Thomas -11 +16 28
Ben Thompson -15 +16 28
Billy Thompson -3 +10 24 Harry Longabaugh & Etta Place
Bill Tilghman -12 +14 28
Harry "Mad Dog" Tracy -4 +16 30
Matt Warner -7 +9 24
Ben Wheeler -6 +9 24
Zip Wyatt +1 +8 26
Bob Younger -4 +14 26
Cole Younger -6 +16 38
Jim Younger -4 +14 26
John Younger -5 +11 26

327
PLAYING THE CAMPAIGN
As mentioned previously, one of the challenges of an
Old West campaign is that players sometimes don’t
know what to do next. A good GM can certainly rem-
edy the situation by nudging the players with a good
adventure and interesting encounters, but what if the
players are simply standing around waiting to be prod-
ded into action? Where’s the fun in that?
To get the most enjoyment out of the campaign,
players need to take charge and be proactive. This
brief tutorial will give you a few examples on how to
do just that.
S ETTLING I N
T HE F IRST S TEP Chances are you spent most of your money on your
stage ticket and only have a few dollars left to your
Okay, so you’ve rolled up your first character. Now
name. First order of business is finding a way to make
what?
some money. You might as well know from the very
Let’s assume the campaign is starting out in Lazarus start - it’s sink or swim time. Nobody is going to hold
and the GameMaster has decided you start off by hav- your hand here. You came here looking for opportuni-
ing your character step off the noon stage with $5 in ty. It’s up to you to seek out those opportunities and
his pocket. make them work for you.
For whatever reason, adventure has called you west- Although every campaign is different, some things
ward and you’ve answered that call. Perhaps it was the are a given. You’ll need to find a place to stay and
siren song of gold and all the possibilities waiting something to eat. You’ll also want to arm yourself. Of
someone who strikes pay dirt, or maybe you’re running course, all of this takes money. You may have to make
from trouble back East and you’ve heard it’s easy to some tough choices, since it isn’t likely you can afford
lose oneself in the San Juan Mountains. everything you need at once. The gun may have to
You step off the mud-spattered stage that carried wait. You might have to settle for a bedroll in a hayloft
you nearly 600 bone-jarring miles from Amarillo to the until you can find work.
streets of Lazarus and step into a strange wild world. Meanwhile, you have to survive and make your way
Your back aches from the week-long ride you just in the world. Here’s some advice on how to do just
15: The Campaign Game

endured. You’re stiff and hungry as hell, but glad to be that.


in one piece.
As the stage driver tosses your bags down at your F RIENDS AND A LLIES
feet, you take in your surroundings. Your senses are “Being alone is a not a way to live, son. It’s just a quick way
overwhelmed. The air is filled with a thousand noises. to die.” — Advice from one cowhand to another
The bellowing of an over-worked mule team straining
to pull a freight wagon buried up to its axles in mud.
The pounding of dozens of hammers nearby driving You’ll find the row you have to till a bit easier if you
nails into hand-hewn beams as new buildings are have like-minded individuals to fall in with. Be they
raised. The drunken shouts of a group of miners mak- true friends with your best interests at heart, or fair-
ing their way out of the tavern they’ve just been weather friends of convenience, having someone
expelled from, and in search of a new watering hole. around who has your back can be a good thing.
Then there are the smells: a mixture of sweat, ripe Perhaps you made a few acquaintances on that long
meat, animal urine, fresh baked bread and a few odors stage ride you just completed. Or… maybe you and
you can’t identify. Everywhere you look, there’s activi- your friends set out for the west together with the idea
ty and motion — so much, in fact, that nobody gives of partnering up. If that’s the case, you’ve got a good
you any notice. You’re just another fortune-seeker head start.
from back east stepping into a town already choked One of the first rules of the Shattered Frontier is
with a thousand others who arrived before you. that everybody needs to belong to a group, be it a
gang, a small circle of friends, a church, an outfit or
even a social club (or secret society). You need some-

328
one that has your back when the chips are down. So, if posing terms. The important thing is to get a roof over
you find yourself alone and friendless, you should be your head and food on the table.
putting some immediate thought into remedying the
situation. F INDING W ORK
Two of the surest ways of making acquaintances It’s time to get some money coming in, which usual-
with others is at the local saloon and on the job. Just be ly means getting a job. Unless you were born with a sil-
careful. Making new enemies is often easier than mak- ver spoon in your mouth, you’ll find any money you
ing new friends. Be mindful of the fact that here out may have squirreled away will rapidly fade — espe-
west it’s not considered proper for a stranger to ask a cially in a gold camp where outrageous prices are the
lot of questions. norm.
Many come to the west If you’ve decided up front you’re going to be the out-
because they’re running Q: “What’s your name, law type and live off the sweat of the brow of others,
away from trouble else- partner?” then an honest day’s work probably isn’t in the cards
where, so people who for you. However, you may still want to read ahead.
smile too much and ask A: “What the hell business Even an outlaw finds he must lay low and blend in
too many questions are is that of yours?!!” from time to time.
often met with suspicion.
When looking for work, the first thing you’ll want to
When you do choose your friends, do so wisely. People
do is get a feel for the town. Walk around and explore.
tend to judge a person by the company he keeps. Your
Tip your hat and make pleasant conversation, read the
reputation can be helped along, or harmed, by those
paper (if you can read, that is), listen for opportunities
you hang with. Not to mention that some unsavory
worth pursuing. Try to get a feel for what’s going on.
types change their friends like they change last week’s
Who are the movers and shakers locally? Who thinks
socks.
he runs the town and who really runs things? What
are the main issues the town confronts? Even though a
M EALS AND L ODGING lot of adventures in Aces & Eights take place in the
wilderness, most campaigns tend to be town-centric
since that’s where the real action is.
“The price of an item isn’t worth the slip of paper it’s writ-
ten on. Barter, haggle and deal! Show me a poor man without a While looking for work and seeking opportunities to
hat and I’ll show you a man who can’t work a deal.” better yourself, it pays to always keep your eyes open
and an ear to the wall. The more you know about your
— Old ranch boss surroundings, the better equipped you’ll be to pounce

15: The Campaign Game


when an opportunity comes by.
When it comes to meals and lodging, finances may The more people you meet the better. Make a men-
dictate your being a creative thinker. A room in the tal note as to who seems to be trustworthy and who
hotel would be nice, but they can run a dollar a night. seems to be trouble. The nature of any work you
That’s $30 a month — more than a month’s wage for decide to take largely depends on your character and
most people (although at many hotels that dollar his skills, as well as what his goals are.
includes a meal). To be sure, you may be ambitious and have lofty
Another option is one of the boarding houses in goals — you may be particular as to what sort of work
town. A bed here will set you back 25 to 50 cents a you’re willing to do, but if your pockets are empty and
night. Plus, you’ll be sharing a room with five to twen- your stomach is knotted up from hunger, you may have
ty others, packed in together like sardines in a can. to take what you can get until you find your footing.
Flophouses are notorious for their foul smells and lice Offering to help the proprietor of the general store
infestations — not to mention the risk of communica- unload that wagon of newly-arrived goods in exchange
ble diseases. They’re also famous for petty thieves. You for a meal and a cot in his backroom might be well
just might wake to find your boots gone. received. Likewise, toting wood or coal for the black-
smith’s forge, sweeping out the jailhouse, or haulin’ the
Occasionally, livery stables will trade out space to
slop bucket from the café out to the hogs might put a
people so they can roll out a bedroll in the hayloft in
roof over your head for another night, or provide a
exchange for shoveling manure or pitching hay. In fact,
meal.
bartering for a place to sleep (and if you’re lucky a
meal) is a common practice. So don’t be shy about pro- In lieu of money, a good strong back and a willing-
ness to use it can often get you through a tough patch.

329
Slopping the hogs and shoveling horse manure may
not be glamorous, but it’s a good way to keep your Keeping Death at Arms’ Length
head above water while you look for something better.
“You ain’t bullet proof, son. And you ain’t immortal.
Especially since such unskilled jobs are plentiful. In the
Them that keeps that in mind are the ones who end up as
West, no one faults a man for being willing to do an
little old men.” — Marshal Fraim to a deputy
honest day’s work.
No one enjoys investing hundreds of hours into
PUTTING YOUR SKILLS TO WORK FOR YOU a character only to have him blown away by the
business end of a shotgun — all because you
You may find skills in Aces & Eights are far more
looked at someone ‘funny’ and they took exception
important to a character’s livelihood than in some
to it.
RPGs you’ve played in the past. Success or failure of
any endeavor you decide to pursue can often hinge on On the other hand, it’s hard to take much pride
the skills you have. in a character who has no worries when it comes to
death.
Are you handy with carpenters’ tools? Then finding
work building houses or businesses may be the obvious Without the threat of death looming over a
route for you starting out. Did you learn how to shoe a player’s head there are really no challenges to face.
horse on your pappy’s farm? Maybe the blacksmith However, there are some things a player can do to
could use some help. Maybe a job at the local saloon hedge his bets and help ensure his character lives
as a bouncer is more to your liking. Do you find town to fight another session.
life a bit stifling? Then head out for the gold fields to As your character rises in stature and power,
try your hand at prospecting. Or, sign on with a cattle think about insulating that character from harm.
outfit and help drive a herd to the railheads in Would James C. Fowler, the aggressive rail baron
Sequoyah. Good with a gun? Perhaps the sheriff has go out personally to ‘muscle’ a local landowner
need of a deputy. Maybe your character has aspira- into giving up his landrights? Of course not. He’d
tions to be the sheriff himself someday. From cattle send out hired guns to do his dirty work for him.
driving to running a business — the possibilities are Hiring others to do your dirty work or simply to
nearly limitless. shield you from harm is key to your long-term
It really falls to you to seek out (and even create) job survival in the campaign. Don’t worry — hiring
opportunities. Working for others and learning a trade help doesn’t mean you have to miss all the fun (or
is fine, but your ultimate goal should be working for gunplay). Running cronies, hired help and other
yourself. NPCs under your character’s control as secondary
15: The Campaign Game

You should view any job as simply another step on player characters is a great way to extend the fun.
your climb up that ladder — a way to pay the bills And should the worst happen and your PC bite
the dust? You’ll have a stable of interesting
characters you’ve already fleshed out and played to
step up as your new character.

while you look for an advantageous move to appear.


You will be presented with an endless choice of oppor-
tunities during the campaign. Take the ones that
appeal to you. You may even want to try your hand at
several different professions during the course of your
PC’s lifetime. Freedom is the spirit of the West, and it
is available to PCs in spades here.
What if you lack the skills needed to obtain the goals
you are striving for? Learning and growing such skills
is one obvious answer. Still, keep in mind you can
always partner up (or even hire) others who have the
skills you lack.

330
a lot of damage, very quickly and permanently. There
M AKING YOUR O WN O PPORTUNITIES
are no tap backs in Aces & Eights. Death is forever.
“If Lady Opportunity doesn’t come knockin’ on yer door then
Also, don’t forget that even though the West has a
it’s time to go find her and drag her ass screaming across your
reputation of lawlessness, that doesn’t mean that any-
threshold.” — General Welcome T. Pettiford, C.S.A.
one can do whatever he wants and not expect to pay
The most important lesson you can take away from the piper. Those who push their luck too far can find
this section is to develop the habit of making your own themselves behind bars, or dangling from the end of a
opportunities. That’s what this tutorial has been all rope. Don’t make yourself a target. The Shattered
about. Life isn’t always about sitting around on your Frontier is filled with men looking for an easy mark
fat duff waiting for that golden ring to come around. and wanting to do others harm.
There are countless ways for you to make a name for Many players come to western RPGs with the mis-
yourself in the Shattered Frontier, and each involve taken belief there’s little to do but rob banks, rustle
their own unique challenges. Some examples include: cattle or engage in an endless string of gunfights.
• Starting a business While going down the outlaw trail is certainly an
• Prospecting for gold option, (and one many players will no doubt take) it
• Herding cattle isn’t the only option. Not by a long shot.
• Entering politics If your chosen career path is the outlaw trail, then
• Bounty hunting go for it. Just keep in mind that such careers are often
short and end violently.
• Trapping or hunting
• Using your skills to turn a dollar
S TAYING OUT OF H ARM ’ S WAY
• Upholding the law
• Running a farm or ranch Speaking of violence, you will find it hard to avoid.
Even upstanding characters will find they are tempted
• Founding a town
to cross the line and break the law from time to time,
And that’s just the tip of the iceberg. Become famil- when in need or if an opportunity presents itself.
iar with the Personal Goals and Profession Paths.
Besides, is it really illegal if the bank you are robbing
They’ll provide you with a wealth of ideas to pursue.
happens to be in Mexico? Many historical figures from
the Old West rode both sides of the fence during their
S TAYING A LIVE careers.
All the plotting and planning in the world isn’t worth Of course, no matter how careful you are, you can
a hill of beans if you get yourself killed in the process. be sure trouble is going to come looking for you —

15: The Campaign Game


Remember that bullets (as well as arrows and knives) do eventually…

331
here are many types of awards in life, be they quality should look for any opportunity to obtain

T monetary, fame, position or success. So too are


there a variety of awards in the Aces & Eights
game. Characters may receive awards in five
Reputation Points. They are the easiest of all awards
to gain, and the easiest to lose.
Reputation Points are extremely important to the
categories: monetary (from success in business, invest- character because they can allow him to avoid fate and
ments, gambling, bounties, robbery, etc.), Reputation sway events ever so slightly in his favor. The difference
Points (for following the Code of the West), Building between a gunshot to the forehead and a hole in your
Points (from learning while using skills and succeeding new Stetson can be measured in inches or even
at a profession or experiencing life), experience (from fractions of inches. Reputation Points can help you
surviving gunfights), and Fame Points (from news of a with that on rare occasion. In short, do what you can
character’s activities spreading far and wide). to build up a solid Reputation score and many

HOW AWARDS WORK Reputation Points. Out in the Shattered Frontier,


you’ll need them.
Each type of award affects a different aspect of your
character. Reputation Points provide your character A WARDING F AME P OINTS
with luck and a sixth sense to help in survival and Fame Points are awarded for activities that are not
advancement. Monetary awards directly correlate to only significant in the eyes of others, but are also widely
power and freedom. Those with monetary resources reported. Such reports may be transmitted by any
can work for themselves and actually hire others to do means, but transmitted they must be. The method can
their bidding, an important ability in a land where be as simple as an eyewitness telling the tale to friends
violence and death come swift to men of action. and relations who then spread the news. The news can
Building Points increase Skills and Talents. Experience spread by newspaper or wire or even by dime novel.
increases your character’s odds of survival in a Each of these manners of publicity for a significant
confrontation. Finally, Fame can affect many aspects achievement will help increase your Fame, though
of the game, including those mentioned before. This different situations increase Fame at different rates.
16: Awards

section describes these various methods of receiving


For example, if your character single-handedly saves an infant
awards and their significance to the character.
from a stampede, his mother might tell the news of your saint-
hood to everyone that will listen. On the other hand, your fame
A WARDING R EPUTATION P OINTS rises that much the better if her brother happens to be the local
Reputation Points are awarded for following the newspaper journalist.
Code of the West. The various amounts and types of The various amounts and types of Fame awards are
Reputation awards are discussed in Chapter 5: Reputation discussed in Chapter 5: Reputation and Fame. Fame can be
and Fame. Reputation Points may be gained at any time earned at any time in a game session, as long as a
in a game session, as long as a proper triggering event proper triggering event has occurred.
has occurred. Characters of honor and upstanding

332
who tend to follow rather than lead. In life, those who
M ONETARY A WARDS
get off their duffs and get out and carve a niche for
Characters receive monetary awards (cash and other themselves in the world are going to fare better.
valuables like gold, deeds to land, claims, goods, etc.)
You can earn Building Points in three ways:
at any time in a game session that they earn it. Certain
monetary gains occur at a set time. Examples include g Profession Paths
salary from paid positions, income from businesses g Personal Goals
whose books are adjusted monthly and so forth. Other g Remarkable Events
types of income happen when they happen. For
example, if your gambler wins a pot of money, he adds
that to his total cash immediately. P ROFESSION P ATHS
A Profession Path is simply a stated commitment by
E XPERIENCE A WARDS a player that indicates how his character is going to
make his way in the world. At the onset of each game
While characters receive all sorts of awards from session, every player at the table should announce (or
experiencing all sorts of events in the Shattered record for the viewing of others) his character’s
Frontier, experience awards is really a term that refers profession. It is quite all right, though perhaps not very
to one specific kind of event: surviving a gunfight. productive, to change professions at the start of each
Each time your character survives a gunfight (as game session. What’s more, your character is free to
described in Chapter 12: Advanced Scrapes), record that pursue any profession his heart desires. Keep in mind
fact because all characters improve their nerve after his skills (or lack thereof) will probably have a lot to do
surviving a gunfight. This improvement is reflected in with his success in any given profession.
increased accuracy and speed modifiers (or decreased
penalties). Of course, the more shootouts your A Profession Path may be a specific professional
character survives, the less dividends experience pays, occupation like a doctor or a lawyer, but beyond the
with the first few being the best learning experience very few “professions” exist a whole world of
and later it getting to be old hat. The details of this vocations, jobs and behaviorally defined lifestyles (like
improvement are described in Chapter 12: Advanced outlaw). Your character’s Profession Path can also be
Scrapes. an unpaid position, such as a seat on the town council
(politician), or perhaps a scientist (naturalist). It’s
Beyond a meager and decreasing improvement in really up to you what your character’s Profession Path
handling yourself in a scrape, your character will not entails and how you pursue it.
earn much for scrapping and brawling. The only other
rewards in those activities will be in the fight itself and Once you’ve chosen a profession you must stick with
learning how to handle yourself and your weapon. that path for the duration of the current session. At the
Besides, learning how not to get your ass kicked is a end of the session the GM and/or players will consult
reward in itself. As you’ll soon learn, gunfights are with the Profession Table for your profession and will
incredibly lethal not to mention unpredictable. The award BPs based on your successes during that session.
more diligent you are in avoiding gun play and bar Any Objective achieved on your Path will afford you
fights the better your chances of living to see the rise one or more BPs. Note well that the Objective must be
of the sun in the morn. Make no mistake — there will obtained during that session. So if ol’ Hank Sharper
be times aplenty when you’ll have to shoot. But as a just became a Lawman, but had previously caught and
general rule you shouldn’t make a habit of looking for hung a horse thief, he doesn’t gain BPs for that. He’ll
one. Especially since there isn’t much to be had as an have to catch another one while he’s declared Lawman
incentive. as his Profession to gain the BPs. 16: Awards
For example, Johnny Cooper has just jumped off the stage in
B UILDING P OINT A WARDS Muskeegie, fresh from the east. With only a few dollars in his
pocket his immediate concern is finding a job and getting a roof
Building Points (BPs) are awarded during the
over his head. Johnny entered the game with some carpenter and
campaign as a character applies himself by taking on
blacksmith skills so he decides to try to find a job that utilizes
challenges, pursuing personal goals and life
those skills.
experience. The amount of BPs garnered and the
speed at which they are earned is entirely up to the For this session he announces to the table that his Profession
player. Slackers who are simply content to eke by Path is Blacksmith. Being a blacksmith may not be Johnny’s
aren’t likely to grow and develop. Neither are those long term goal; it’s simply a way to establish himself and get his
footing until he can move on to other things. He asks around and

333
finds a blacksmith shop that needs extra help shoeing horses. The Multiple Occupations and the Profession Path
job pays $1 a day with a free room over the shed. Johnny is now
It’s entirely possible, even probable, that characters
actively working his chosen profession and can work his way
making some headway in the Shattered Frontier will
through the Blacksmith Profession Path (explained below). The
take on more than one profession. For example, the
following session, Johnny can choose Blacksmith again or he can
local hardware dealer may be elected sheriff or mayor.
move to another line of work.
After that, he might open a saloon while still
Profession Paths are all about your character maintaining the hardware store, a position on the town
pushing and improving himself. If you choose to be a council and the sheriff ’s job. This is a very good
cowboy and end up working for an established situation for the character to be in – he can gain Fame,
rancher you may garner a few BPs the first few Reputation and monetary awards hand-over-fist and
sessions. Should you be content to round up cattle for likely shape the future of the town. However, he still
someone else, scraping up enough just to pay for a can have only one chosen Profession Path at a time
couple of nights a month of raising perdition, you’ll (although he can still change that at the start of any
stop successfully attaining objectives and earning BPs game session). Therefore, he only earns BPs for
for that Path. That is, until you apply yourself, taking completing Objectives listed on his current Profession
on more responsibility, obtaining your own herd or Path. In other words, characters can’t double-dip with
partnering rather than working a job. A Profession respect to BPs earned from professions.
Path is just that – a path. You must stay in motion,
Each Profession Path lists Objectives that you will
otherwise you may find your character in a rut and not
monitor (and the other players and/or GM will verify)
growing.
to determine if you are awarded Building Points. The
Profession Paths and their Objectives are listed in
Chapter 10: Professions.
16: Awards

When you begin your Profession Path, you’ll probably have to start small.
334
Sample Profession Path: Gambler Re-Entering a Profession Path
Improve to 51 in relevant skill. Improve to 51 or As we mentioned above, your character can change
better in Gambling skill. Award: 1 BP. Profession Path anytime your heart desires it.
Obtain faro board/box, birdcage or craps table & Now, let’s suppose that just after earning his BPs for running
dice, cards and poker chips or roulette wheel.
a permanent faro game, ol’ Stanley “Junior” F. (in the previous
Purchase or otherwise obtain a gambling toolkit for your
example) decides to quit the life of a gambler in order to become
preferred game. Award: 2 BP.
a politician for a spell. This is perfectly all right.
Run a high-stakes faro/poker/dice/roulette game.
Run a game where the minimum bet is $5. Award: 3 BP.
Now let’s assume further that Junior tires of being a politi-
cian shortly after losing his first election in an embarrassing
Run a permanent faro/poker/dice/roulette game. landslide due in no small part to a scandal involving a house of
Game must be diligently operated for one month. Character ill repute. So now Junior wants to go back to gambling and
may pursue other interests and Personal Goals in off-hours,
re-enters the Gambling Profession Path. This is quite fine and
but must run the game as a serious matter for 40 or more
a-okay. He can pick right up where he left off as a gambler (but
hours per week for a solid month. Award: 4 BP.
can’t repeat previously completed objectives for additional BPs).
Manage others running high stakes
faro/poker/dice/roulette games. At least one other Personal Goals
employee/apprentice runs a high stakes game from which you
take the house’s winnings. Award: 5 BP. Personal Goals represent your character’s objectives
Own gambling establishment. Set up a
that are unrelated to his profession. Each is a compo-
permanent building for operation of the gambling business. nent of where he hopes to get in life and what he wants
Award: 10 BP. to accomplish. They aren’t ends in themselves. Once
Open two more gambling establishments. In the
achieved, the character simply chooses another one to
same town or in another, purchase additional lots and build pursue. A character’s Personal Goal may be incredibly
additional gambling establishments (for a total of three). ambitious (“marry the president’s daughter”) or a little
Character must actively manage each for a month or longer. more modest (“get hitched”).
Character may pursue other interests and Personal Goals in The rules for choosing a valid Personal Goal are:
off-hours, but must pursue business management as a serious
g It must be a specific goal that can be measured
matter for 40 or more hours per week for a solid month
without interruption. Award: 20 BP. or achieved
g It can’t be related directly to a Profession Path
Following a Profession Path g It can’t be repeated to earn BPs
The Profession Path must be followed roughly in Buying your first horse might be a good goal early in
order; no more than one Objective may be skipped the game, and it might even help you catch on at the
without completion. Skipped Objectives may be next cattle drive for your chosen profession of cowboy,
completed later and another Objective then later but it is not considered to be directly related to your
skipped. profession. On the other hand, capturing an outlaw is
For example, Stanley “Junior” Freesoul has chosen Gambler not a Personal Goal if your profession is lawman – it’s
as his Profession Path. After improving his Gambler skill to 51 part of your profession and not a Personal Goal.
(lower is better with Skills), he obtains a faro board and gains To get you started with your first Personal Goal, take
2 BPs. The next session, July Wilkes, owner of the Bucking a look at Table 16-1: Sample Personal Goals. Obviously,
Tiger Saloon agrees to let Junior work as a permanent faro this list is not exhaustive, as the possibilities are nearly
dealer in the Tiger (for 50% of the take, of course). endless. If a particular goal does not appear on the list,
Junior, although he skipped running a high stakes faro game, bring it to the next game session. A majority vote 16: Awards
gets the 4 BPs he’s earned for a permanent game and may even and/or GM consent will allow it.
start working on finding some employees to manage in order to Your character receives Building Points at the end of
gain his 5 BP Objective. If he somehow got enough money to the session when he accomplishes his chosen goal.
buy his own gambling hall, he wouldn’t get the 10 BPs for that Every player should declare his character’s Personal
Objective as he’d have now skipped two Objectives – running the Goal be it building a house, finding a spouse, opening
high stakes game and managing others. Junior’d be best off a business, and so on before each game session. We do
(from a BP-earning perspective) if he went back and ran that this partly to refresh everyone’s memory and partly to
high stakes game. prompt other characters into helping – or hindering –
your efforts. A Personal Goal must be fully completed
in order to receive BPs for it.

335
Table 16-1: Sample Personal Goals For example, suppose James White has a Personal Goal of
buying a house. He finds one available but the previous owner
Action Building Points
only half-finished it. If James buys and finishes the house, he
Start a family (adopt/have a firstborn) 1
won’t receive the BPs for buying a house until he (or someone he
Buy a weapon 1 hires) finishes it. Now let’s suppose that in the above scenario,
Capture a bandito/robber 1 James’ Personal Goal was to build a house. For this Personal
Survive gunfight 1 Goal he’d receive no BPs at all since he only finished
Rob a store 1 building a house and did not actually build the whole house
Get a job 1 himself.
Get married 2
Remarkable Events
Buy a horse 2
Sometimes, perhaps often, certain unplanned events
Capture a minor outlaw 2
outside of your character’s goal and profession force
Rob a bank 2
your character to reckon with them. They are
Sponsor a festival 2 challenges the character must confront or avoid, but
Pay off all debts 2 weren’t sought out. For example, suppose a character’s
Keep a job (for one month) 2 goal is to purchase a house near a town and further his
Rustle cattle herd 2 profession as a rancher. While he’s heading for the
Buy land 2
next town to evaluate some livestock, he meets a group
of settlers who have been ambushed by a band of
Buy a house 3
savages. One of the pioneers’ children has been
Capture a major outlaw 3 kidnapped. You accept their plea for help and head off
Become a lawman 3 to retrieve the child. After a long journey that involves
Become a local official 3 tracking the band, negotiating her release, and an act
Buy a stagecoach 3 of betrayal, you manage to return the child to her
Successful long-distance delivery (ala Pony Express) 3
family.
Rob a train 3 The event had nothing to do with your character’s
current Profession Path or Personal Goal, but you
Successful cattle drive 4
learned something from the experience that built
Successfully operate business (for one month) 4
character. In this case, you’re awarded one BP and
Successfully operate farm (for one month) 4 likely greater rewards in the areas of Reputation and
Buy a business 4 Fame.
Successfully operate ranch (for one month) 5 Remarkable Events can occur at any time and in any
Successfully operate a mine (for one month) 5 frequency, but in all cases the reward is a maximum of
Buy a ranch 5 one BP. Further, no more than one BP can be earned
Buy a mine 5 per month in this manner; the lion’s share of your
character’s BPs will be earned through attaining
Build a house 6
Personal Goals and success in his Profession Path.
Become a state official 6
Open a business 8
Start a farm 8
Open public institution (school, museum) 8
16: Awards

Buy a locomotive 9
Start a ranch 10
Become a national official 10
Open a mine 10

336
hether in a shady saloon or a gussied-up
CHUCK-A-LUCK
W gambling hall, a single hand can turn the
lowest of men into a winner, or the best of
men into a poor wretch without a cent to his name. In
This dice game (also known as “birdcage” or
“sweat,” among other names), is played by throwing
(“chucking”) three six-sided dice. Punters (“players”)
the Shattered Frontier, card games are king, but dice
games and even the roulette wheel also have a place at place their wagers on a layout labeled “one” through
the table. This section details the most popular games “six.” When all bets are down, the dealer chucks three
and their rules. (and always three) dice onto the table, usually on a felt
throwing area. Only the dealer is allowed to touch the
DICE GAMES dice. If one or more dice falls to the floor, all dice must
be rerolled. Players win even money (1:1), double (2:1)
or triple (3:1) depending on the results.
CRAPS
For example, Billy Zane wagered $2 on a result of 3. If one
A very popular dice game in the Shattered Frontier of the die results is a 3, he wins $2 (and keeps his original two
is “craps.” If the shooter rolls a 7 or 11 on the first roll, dollar bet, of course). If two dice come up 3s he wins $4, or if
he wins. He may throw and bet again, or pass the dice all three dice come up 3s, Billy wins $6. If none of the dice are
to another player. However, if he rolls a 2, 3 or 12 on 3s, the initial wager is lost.
the first roll, he loses.
After all losing bets are collected and all winnings
If the shooter's first throw is 4, 5, 6, 8, 9 or 10, he paid out, new players can join the game. Once all bets
continues to throw until he again rolls the same are down, the dealer chucks the dice again and the
number and wins, or throws 7 (“craps out”) and loses process repeats itself.
both his bet and the dice.
Playin’ Chuck-A-Luck
Playin’ Craps
To play chuck-a-luck, make a simple board or layout
Craps can be as simple or as complex as you wish. labeled with the numbers one through six on which
The common rules for craps (listed above) are players may place their bets. You should have ready
elementary enough for novices to quickly play the access to the three six-sided dice the dealer requires.
game. Saloons will typically add a host of options
allowing for a wide variety of betting opportunities for
both the shooter and observers. A bit of research on
HIGH DICE
your part will discover a myriad of features that you This simple dice game is often called “beat the
can add to a gambling hall’s craps table should you so dealer,” or the “bartender’s game,” since it keeps
17: Gambling

choose. drinkers occupied while they sit at the bar. Players


simply bet 1:1 odds that they can beat the dealer.

337
Play begins with the dealer rolling two six-sided dice. up in a spring-loaded dealer’s box) on the table. Also
On a roll of 2, each player immediately wins even on the table is a faro board, which displays each card
money, while on a roll of 12, the dealer takes all rank (usually ;s, glued or painted on the board).
wagers. Layout is in two rows, with the cards running in a
On any other result (rolls of 3 through 11), the dealer counter-clockwise manner, so the upper row displays
places a marker on a numbered layout or simply uses the 6 through the Ace (left to right), and the lower row
chalk to indicate his score. The player on the dealer’s the 8 up to the King (also left to right). Off to the left,
far left then rolls the dice versus the dealer’s score. If between the two rows, is the 7. The Ace is always the
the result is higher than the dealer’s score, the player lowest card in faro.
wins even money (1:1). Each remaining player (in Players then place wagers (chips) directly on the faro
order of the dealer’s left to right), also rolls in an board. A chip placed directly on a card means that the
attempt to beat the dealer’s score, until all players have player is “backing” only that card rank. Players may
rolled. The dealer wins all ties. If one or both dice falls also bet on multiple card ranks by placing a chip
to the floor, all dice must be rerolled. between a pair of cards (directly between them or on
the diagonal, on the inside or outside). This is called
UNDER AND OVER “splitting,” but does not mean a split wager. For
example, if a player splits the 10-Jack (putting his chips
This three- to six-player dice game (also known as
directly between the 10 and the Jack), he wins his full
“Lucky Number Seven” or “Hi/Lo”) is popular in the
wager on a 10 or a Jack. Players who place their chips
saloons of the Shattered Frontier, and generally uses a
between the 6, 7 and 8 are “betting the pot.” On the
rotating “birdcage” wheel to roll two dice.
other hand, placing chips between four adjacent cards
Players simply place their wagers for a result of is known as a “square” bet.
“under seven” (2 through 6) or “over seven” (8 through
Once all bets are down, the dealer discards the top
12). On a win, they get even money (1:1), while the
card of his deck (known as the “soda card”). The next
dealer takes all losses. Alternatively, punters may
card displayed is the losing card, which the dealer
wager on a roll of 7, for which winners receive 4:1
places on his right, next to his deck or box. The dealer
odds. Variant house or dealer rules may include
(or house) wins any bets placed on the losing card.
wagers on other combinations, such as 15:1 odds on
double 6s. Only the dealer is allowed to touch the dice The next card drawn is the winning card. For
or spin the wheel. example, if the winning card is a 7, all players who bet
on the 7 (either by backing, splitting or betting the pot)
Playin’ Under and Over win. Players who bet on other cards may leave their
bets on the same card for the next draw, remove them
This is another simple game to simulate. Make a
from the board or move the bet to another card. New
simple board or layout with the numbers two through
players can also join the game in between turns. Once
twelve, plus spaces for wagers on house rules. Instead
all bets are down, the dealer draws another winning
of a gambling wheel, simply use a cup to shake and
card, and the process repeats itself.
roll the dice.
Players may also "copper" their first wager, by
CARD GAMES placing a penny or token on top of their chips. This
reverses the bet. The player now wins on the losing
(first) card and loses on the winning (second) card.
FARO Another option for the first wager is a “high card” bet
This card game is easy to learn and simple to play. It – betting that the winning (second) card will be higher
is the most commonly played card game – even more than the losing (first) card. This bet may also be
than poker. After all, in an honest faro (sometimes coppered (reversed).
spelled “pharo”) game, the odds of winning are nearly To keep track of which cards have been played,
1:1 – not bad at all. Bets are also paid off 1:1 (for players make mental or written notes, or watch the
example, a player who makes a dollar bet wins a dollar “coffin.” The “coffin” (also known as the “case,”
– in addition to retaining his original dollar bet, of “counter,” or other terms) is usually an abacus-like box
course). where markers indicate how many cards of each rank
17: Gambling

In faro, one or more players play against the dealer have been played. For example, if the Ace has three
(also known as the “bank”). The dealer shuffles a markers on it, it means that only one Ace is left in the
standard deck of cards and places it face down (or face bank. If a 7 has four markers on it, it means no 7s are

338
left in the bank, and so on. A flat board similar to the er “snowballs” by spreading many large bets across the
faro board may also represent the coffin with chips board), “tiger alley” or “tiger town” (a gambling parlor
placed on each card played. where faro is played), and “whipsaw” (a player who
If a player accidentally leaves a wager on a “dead wins two cards on the same hand).
card” (a card that has already been played four times)
and forgets to remove it, the dealer or any other POKER
player may claim it at the start of the next hand by Standard five-card draw poker (also known as
calling “dead card!” “bluff ”) is another popular card game in the Shattered
When the dealer reaches his last three cards, he may Frontier. Played with three to seven players, each player
continue to run straight hands as normal. Players who is dealt five cards. The players, starting from the left of
bet on the last card (known as the “hock card”) are “in the dealer, then bet or fold out. The remaining players
hock” as the dealer takes any wager left on the board each have the opportunity to replace zero to four of
after the hock card. their cards with new ones from the deck (typically the
Alternatively, the dealer may stop at this point and fourth card may only be drawn if the player shows an
tell the players the ranks of the last three cards. Players Ace). After another round of betting, the cards are
may then “bet the turn,” i.e. betting on the order those revealed with the highest poker hand winning the pot.
last three cards will be dealt. For example, let’s say the Unlike faro, poker is much more prone to cheaters,
last three cards are a 4, 7, and Queen. There are and the Shattered Frontier is rife with professional
always only six possibilities. In this case, they are: gamblers who have the skill to do so.
4-7-Q , 7-Q-4, Q-4-7, 7-4-Q , 4-Q-7, or Q-7-4. The
dealer pays 4:1 odds to the player who correctly “bets Poker Hands
the turn.” If two of these three cards are the same For those who may not already know the ranking of
rank (such as a 4' and a 4l), the dealer pays only 2:1 poker hands, see the brief summary below (listed from
odds. This is called a “cat hop.” If all three cards are highest to lowest). You can find more information at
the same rank (such as a 4', a 4l, and a 4;), the your local library or with an internet search engine.
dealer reshuffles his entire deck for a new deal. This is
called a “case.”
g Royal Flush: A hand containing an Ace, King,
Another alternative is for the dealer to continue to Queen, Jack and 10, all of the same suit.
run straight hands with his last three cards, not revealing
g Straight Flush: Five cards of the same suit in
their ranks but still allowing players to “bet the turn”
if they think they know the remaining card ranks. sequence.
Even if a player misses the first of these last three g Four of a Kind: Four cards of the same rank

ranks, the dealer may still allow them to play the (such as four Kings). The fifth card can be anything.
remaining two cards as straight faro hands. g Full House: Three cards of the same rank
(such as three 5s) and two cards of another rank (such
Playin’ Faro as two Aces).
Faro is an easy game to set up and quick to play. Two g Flush: Five cards of the same suit.
decks are suggested, the second deck used to simulate
g Straight: Five cards of mixed suits in sequence
the faro board and the coffin. One person acts as the
(such as a 3;, 4k, 5l, 6k and 7').
“bank,” while all others are players. Dealers keep their
bank on their right side, behind the six. Players con- g Three of a Kind: Three cards of the same

verting items (pistols, gold, etc) for chips, or getting rank (such as three 7s) and two other cards of any suit
credit from the dealer, are said to be “behind the six.” or rank.
For novice bankers or crowded tables, the dealer g Two Pair: Two cards of equal rank (such as

may employ another person to act as “lookout” or two Jacks), and one other card of any suit or rank.
“coffin driver” to prevent cheating and to assist the g Pair: Two cards of equal rank (such as two 6s)
bank by collecting and paying off bets and handling and three other cards whose ranks do not match the
the coffin. The lookout traditionally sits on the dealer’s pair or each other (such as a 3, 8 and Queen).
17: Gambling

right side. g High Card: When no hand fits any of the


Useful words to sling around the table are: “bucking above combinations, the one with the better high card
the tiger” (playing faro), “piker” (a player who spreads
lots of tiny bets across the board), “snowball” (a play-

339
wins (a Jack beats a 10, for example). If high cards are may draw cards from the honest deck after any initial
equal, compare the next highest card. raises as per normal poker rules. Note that his final
hand, comprising cards from both decks, can only be
Playin’ Poker formed into legitimate poker hands. This means that
Aces & Eights uses a blend of both player and five of a kind is not a legitimate hand even if it is
character knowledge to offer an abridged, yet exciting possible to build one.
and realistic, poker experience that incorporates a Obviously these extra cards afford the player a
cheating mechanism. Each simulated hand represents tremendous advantage. However, this comes with risks.
several actual hands of poker. Play is standard five- If the player stays in to the end and reveals his hand,
card draw. However, a player may only fold out on a all other players should observe his cards to see if any
successful Gambling skill check (Average difficulty). of the cards he may have played from the cheating
A character may elect to cheat by attempting a deck duplicate cards in use from the honest deck. If a
(Difficult) Gambling skill check . Failure accords no duplicate card is noted, his fellow players may now
penalties but success allows the cheater to receive 5 attempt to catch him red-handed. They do this by
additional cards drawn from a second deck hereafter consulting Table 17-1: Chance to Notice Cheating.
called the “cheating deck”. (It is important that this Players may roll on this table once per duplicate card
second deck be easily differentiated from the honest they are aware of. All players are eligible to roll for any
deck, preferably with a different design on the card duplicate cards that are revealed when the pot is
backs.) Any and all players may attempt to cheat. claimed (which may be none if every other player
These attempts should be declared in the order that folds!) Individual players may also roll on this chart if
the players received their cards. the winning hand contains a card that they held in
17: Gambling

The successful cheater may now build his hand with their hand even if they subsequently folded.
a combination of the cards he was fairly dealt as well Anyone catching another player cheating may take
as the cards he received from the cheating deck. He action as he sees fit. Being caught cheating per Table

340
Table 17-1: Chance to Notice Cheating
Gambling Skill Mastery
INT + WIS 1 - 10 11 - 20 21 - 30 31 - 40 41 - 50 51 - 60 61 - 70 71 - 80 81 - 90 91+
6-7 0 0 0 0 0 0 0 0 3 28
8 - 10 0 0 0 0 0 0 0 3 23 48
11 - 13 0 0 0 0 0 0 2 18 38 63
14 - 16 0 0 0 0 0 0 11 27 47 72
17 - 19 0 0 0 0 0 7 19 35 55 80
20 - 22 0 0 0 2 7 15 27 43 63 88
23 - 25 0 2 3 5 10 18 30 46 66 91
26 - 28 2 5 6 8 13 21 33 49 69 94
29 - 32 6 9 10 12 17 25 37 53 73 96
33 - 35 10 13 14 16 21 29 41 57 77 98
36 - 38 14 17 18 20 25 33 45 61 81 99
Note: Players who don’t possess the Gambling skill have no chance of noticing cheating!

17-1 is unambiguous proof of the deed and fulfills any using two cards, the 4' and 5l, from his cheating
evidentiary requirement of a court. draw.
Once the winning hand is determined and any Now it’s time for some betting. Al has a lousy hand
potential cheating is resolved, any cards from the [2', 4k, 5k, Kk, Al] and checks. Bart has a pair
cheating deck are set aside. A player still holding cards [3l, 4', 4l, Q', A;] and so raises two dollars.
from the cheating deck which he opted not to play may Charlie, with a straight, sees the two dollars and raises
either keep these cards or discard them along with any five. Deke has two pair [3k, 5l, 5', J', J;], a
cheating cards that were used. The cheating deck pretty good hand, and so stays in by tossing seven
should not be reshuffled until it appears to be unable dollars into the pot. It’s now back to Al. This is too
to support the next hand’s anticipated cheating or less rich for Al so he decides to fold. However, to do so he
than half the deck remains. must make a successful Gambling check. His
During the next hand, a player may once again Gambling skill is 47, but since it’s an Average check he
attempt to cheat and draw cards from the cheating gets to add +40 to his roll. He needs to roll 13 or higher
deck. He is, however, limited to having no more than to fold and gets a 31. Al’s out of the game losing only
five of these cards in his hand at any given time. his ante. Finally we reach Bart. He has to throw in five
bucks if he wants to stay in. He decides not to but must
A Detailed Example of Cheating roll a 22 or higher to fold (Bart’s Gambling skill is 38 and
he gets a bonus of +40 to the roll, since it’s an Average check).
Four players are playing a friendly game of poker –
He rolls 18 and thus cannot fold and must throw five
Al, Bart, Charlie and Deke. The agreed upon ante for
dollars into the pot.
the game is two dollars and each player tosses his
silver dollars into the pot. Deke is acting as the dealer Next comes the draw phase. Bart elects to discard
this hand and deals five cards to each player beginning everything but his pair and draws three new cards
with Al who is sitting to his left. Upon receiving their [5;, 9', 10l]. He keeps his discards in a stack in
cards, both Bart and Charlie announce they will cheat. front of him should he need to check for cheating at
Bart has a Gambling skill mastery of 38 and rolls a 22 the end of the hand. Charlie decides to discard his Jl
in his attempt to cheat. Since this is a difficult check, and Qk in hopes of getting a flush. He draws a 2;
the roll is made with no bonus and he fails. Charlie has and 7'. He now have several options with varying
a Gambling skill mastery of 52 and succeeds, rolling degrees of risk. By using 2 cards from his cheating
72 on his check. Deke deals him the top five cards off hand, he can build a straight. By using three cards
of the cheating deck. [2', 4', J'], he can build a flush. Finally, he can
Charlie was fairly dealt the following cards: 2k, use the two twos [2k, 2'] to make four of a kind.
3', 6;, Jl, Qk. In addition, he received the fol- The last option is the riskiest since playing this hand
will guarantee that every other player gets to check for
17: Gambling

lowing cards by cheating: 2k, 2', 4', 5l, J'.


From what was a mediocre hand, Charlie now has cheating because he’ll be revealing a duplicate card in
some promising options. He can build a straight by his own hand! (Again, let me state that the extra card
mechanism is merely a simulation for all kinds of cheating –

341
rubbernecking, marking cards, spurious dealing, et cetera – in
addition to the ‘ace up the sleeve’ trick. Playing two identical MISCELLANEOUS GAMES
cards is perfectly legitimate though, of course, not legal.)
Deke is the last player to receive cards. He discards ROULETTE
his 3k and draws a Jk. He now has a full house – a Roulette, or “small wheel,” is yet another popular
very good hand. game in the Shattered Frontier. Players (one to six)
Since Al is out, Bart has the first opportunity to place their bets and then the croupier spins the wheel,
raise. He declines and passes to Charlie. Charlie has a rolling a small ivory ball in the opposite direction
suspicion that Deke has a good hand and instead of along the wheel’s inner edge. As the wheel slows down,
scaring him off by raising wildly, opts to only raise four the ball bounces into one of the slots on the wheel,
dollars. Deke, on his turn, sees the four dollars and, numbered from one to thirty-six, plus a zero and a
confident in his great hand, raises ten. Bart has had double zero. (Red slots alternate with black.) Players
enough of this game and tries once again to fold. He may continue to place bets until the wheel slows down
rolls a 67 and is able to do so. It’s now back to Charlie. and the ball rests in place. The slot that the ball
He sees Deke’s ten dollars and tosses two $20 gold finally drops into is the winning slot.
coins as a raise in hopes of scaring off Deke and Wagers include bets for single numbers (35:1 payout),
coincidentally not having to reveal his cards. Deke’s two adjoining numbers (17:1 payout), three numbers
not about to be bluffed so he calls by tossing in forty across (11:1 payout), four corner numbers (8:1 payout),
dollars of his own. He then reveals his full house six across numbers (5:1 payout), a twelve number
[5l, 5', J', J;, Jk]. section (2:1 payout), or a twelve number column (2:1
Charlie now realizes that his only hope of winning is payout). Bets on one through eighteen, nineteen
to take the riskiest possible move and show four twos. through thirty-six, red, black, odd or even are 1:1 odds.
It’s a $137 pot, so Charlie takes the chance and reveals
the following hand: 3', 2k, 2k, 2', 2;. (Cards Playin’ Roulette
with numbers in bold are from the cheating deck.) Simulating a game of single number roulette is actually
Since there are two identical cards face up on the quite simple. Have each player make his wager, then
table, everyone is entitled to check for cheating. Al’s roll 4d10, subtracting four from the total. A result of 0
Int+Wis is 24 so he has a 10% chance to notice the or –1 means the “ball” dropped into the zero slot,
cheat. He rolls a 31 and fails. Bart’s Int+Wis is only 19 while a result of –2 or –3 simulates the double zero.
giving him no chance to detect the cheating since his Bets on 1 through 18, or 19 through 36, can also be
Gambling skill mastery is only 38. Deke, however, has accomplished with the same method. If a player wants
a Gambling mastery of 82, and his Int+Wis is 27, to bet simply “red” or “black,” roll 1d4, with odd
giving him a 69% chance to notice Charlie’s cheating. results being red and even results being black. Betting
He rolls a 71 and Charlie relaxes thinking he is home on odds or evens also uses 1d4. For the more complex
free. Al, however, reveals the 2' from his discard pile odds, you may wish to consult an actual roulette wheel
which entitles him (and only him) to an additional to see where numbers are located on the wheel.
check. He rolls a 07 and thus catches Charlie in the
act. Since success on Table 17-1 is unambiguous proof, THREE CARD MONTE
Al, Bart & Deke immediately draw their pistols on
Three card monte (also known as “Find the Lady” to
Charlie and commence firing.
the British, or “Bonneteau” to the French) is not really
As an aside, let’s assume that Deke didn’t get a full a game, but a scam or swindle. The appearance of the
house (in this scenario he got a 10k instead of the Jk game is simple. It is played between the dealer (or
resulting in a hand of 5l,5', J', J;,10k). Having tosser), who manipulates the cards and takes the bets,
only to beat two pair, Charlie chooses the least risky and the player (or punter), a more or less gullible
option – a straight built with only the 4' and 5l from member of the public who places a bet on the game in
his cheating draw [2k, 3', 4', 5l, 6;]. This the unrealistic hope of winning some money.
option turns out to be nearly as risky as playing the four
The dealer has three cards, one of which is a Queen.
twos. Deke’s hand contains a 5l as does Charlie’s.
These cards are shown to the punter and then simulta-
Everyone is allowed a chance to check for cheating and
17: Gambling

neously thrown face down on a table. The punter


Bart now gets an additional check since he had a 4' in wagers on which card is the Queen, while the dealer
his hand when he folded (to no effect since he has no chance employs various tricks, often with the help of
of detecting cheating). accomplices, to ensure that the punter loses.

342
Three card monte operators include: Playin’ Three Card Monte
g The Tosser (dealer): the sleight of hand man Unless someone at the gaming table acts as tosser,
who mixes the cards and takes the bets. the simplest way to simulate a three card monte game
g The Shills: accomplices who pose as punters
is with opposed Gambling skill checks. The player
making bets, to give real punters the impression that must make a (Very Difficult) Gambling skill check to
the game can be beaten. find the Queen. If he succeeds, the tosser may attempt
to beat that result with a standard Gambling skill
g The Lookout: watches for the law and signals check of his own. If the tosser succeeds, the player
their approach so that the game can be "folded up" loses.
quickly. If the player succeeds, the tosser may attempt a
g The Muscle Man: takes care of anyone who standard Sleight of Hand skill check – if the tosser
decides to complain. succeeds, he manages to swap the cards so the punter
g The Roper: seeks out likely punters and
loses. If the tosser fails his Sleight of Hand check, he
encourages them to join the game. or an accomplice may attempt a standard Distraction
skill check. If that succeeds, the tosser changes the
cards while the punter is distracted, and the player
If you do happen to bet on the right card, the tosser loses. If that also fails, the tosser either gives up and
employs various tactics, such as accepting instead a lets the player win, or calls in the muscle man to tail
wrong bet from a shill, and refusing your bet on the the punter and take the winnings back by force.
grounds that only one bet can be taken at a time.
Other tactics include swapping the cards while your
attention is distracted, or simply arranging for the
table to be knocked over and declaring the deal void.

17: Gambling

343
The dissolution of the American Republic had its roots in Burr the Presidency of the new confederation. Although
the Industrial Revolution. Though there had been regional Alexander Hamilton wisely put an end to his fellow party
sparring in the nascent democracy dating back to colonial members’ machinations, it was at a dear personal and political
times, the economic changes brought on by industrialization cost. Hamilton would die that same year in a duel with Burr,
served to divide the country on a latitudinal axis. Northern while the secessionist seeds sown in Boston would blossom in
factory owners and, to a lesser degree, their workers demanded southern soil less than three score years hence.
tariff barriers to protect their fledgling enterprises from Prior to 1804, a small number of American traders,
ruinous competition with Great Britain’s established outlaws, and settlers had ventured to the area near the Sabine
manufacturers. Southerners by contrast depended on a cash River called Tejas by Spain. After the Louisiana Purchase, a
crop for their livelihood and saw protectionism as wholly steady stream of migrants began to join them. Numbered
undesirable in two regards. Retaliatory tariffs would reduce among these newcomers were soldiers of fortune called
the profitability of their key export, cotton, while filibusters.
simultaneously raising the price of manufactured goods.
Unfortunately, the western and southern boundaries of
Intertwined in this growing estrangement was the question Louisiana were never officially delineated by Napoleon, for he
of labor, or more directly the South’s ‘peculiar institution’ of did not wish to instigate a diplomatic row with the Spanish
slavery. As the nation matured economically, European crown that he was courting as an ally. The Louisiana Purchase
demand for raw cotton increased exponentially. Free men thus led to a dispute between the United States and Spain over
could not hope to compete with the virtually uncompensated the boundaries of the area the former had bought. The
labor. United States claimed that it stretched all the way to the Rio
The political bickering that ensued from the time of the Grande and the Rocky Mountains. This was wholly
founding of the republic until the 1830s has been well unacceptable to Spain, as it would mean all of Tejas and half
documented by other scholars and to rehash it here would of Nuevo Mexico, both Spanish colonies, would fall under it.
serve no good purpose. There was also disagreement about the ownership of West
Many of the key events that would shape the political map Florida, a strip of land between the Mississippi and Perdido
of the North American continent and, in so doing, lead to the Rivers. The United States claimed it too was included in the
dissolution of the American Republic, occurred outside the purchase; Spain insisted it was not, and that east of the
18: History

borders of the young nation. Mississippi only the city of New Orleans belonged to
Louisiana.
THE BIRTH OF THE LONE STAR REPUBLIC Spanish authority over Nueva España (as her North
In 1804, the United States Senate ratified the treaty by American colonies were known) would soon be assailed on
which America would take possession of the French posses- two fronts. In 1810, after a revolt in West Florida, the United
sions to her west known as “Louisiana.” This was not, as some States annexed the region between the Mississippi and Pearl
now assume, without controversy. The matter so infuriated Rivers. Later that year, a series of rebellions were instigated by
Federalists (who publicly fretted about war with Spain but pri- Miguel de Hidalgo y Costilla, a priest of Spanish descent.
vately feared loss of political influence once the vast territory Though he was eventually captured and executed, Hidalgo's
was brought into the Union) that they went so far as to plot the leadership began a war of independence that culminated on
secession of New England and New York and offering Aaron September 27, 1821, when the rebel leader Vicente Guerrero

344
and the royalist Agustin de Iturbide signed the Treaty of American colonists outnumbered the native Tejanos,
Cordoba. immigrated under the auspices of Mexican Constitution of
The Spanish settlers of Tejas, called Tejanos, were 1824. Under that covenant, Mexican citizens enjoyed a
struggling economically. One of their grievances was that republican form of government with most of the power of
many of them earned livings by domesticating wild mules and government residing at the departmental [state] and local
mustangs and then selling them in the neighboring Louisiana levels. Relations between the American settlers and their
Territory. However, the Spanish crown had recently declared Mexican hosts would begin a precarious downward slide in
all wild animals to be the property of the crown, making this April 1830 when the Mexican government forbade further
practice illegal. Around 1811 the Tejanos, with ample immigration from the United States.
prodding from the American filibusters, finally joined the Mexican federalists had plenty of reasons to mistrust their
rebellion. northern neighbors. They recalled the filibusters’ attempt to
José Bernardo Gutiérrez de Lara and Augustus William secure Texas for the United States. Mexican Secretary of
Magee, with the tacit support of the United States, organized State Lucas Alamán expressed such concern succinctly.
an expedition of about 1,400 mencomposed of Anglos, "Where others send invading armies," he groused, "[the
Tejanos, Indians, and former royalists to wrest Texas from Americans] send their colonists." He understood that
Spain. Adopting a "Green Flag" for a banner, the Republican American newspapermen wrote incendiary articles calling for
Army of the North crossed from Louisiana into Texas on the occupation of Texas. He knew that in 1829 President
August 7, 1812, and soon captured several towns including Andrew Jackson had dispatched the brutish Anthony Butler to
San Antonio, where a declaration of independence was Mexico with an offer to buy Texas. He was also aware that
proclaimed on April 6, 1813. This first republic of Texas, Americans almost constantly spoke of the "reannexation of
however, was short-lived, for Joaquín de Arredondo, Texas," a belief that Texas should have been a part of the
commandant-general of the Provincias Internas, organized Louisiana Purchase owing to the short lived La Salle colony of
an army of 1,830 men and in August marched them from 1685. Little wonder then that Mexican federalists viewed the
Laredo toward San Antonio to quash the rebellion. colossus to the north and its wayfaring citizens as a threat to
Mexican nationhood.
The decisive Battle of Medina was fought on August 18,
1813. Under pressure by Tejanos who wanted to spare San As if to validate Alamán’s concerns, the Battle of Velasco
Antonio from the ravages of battle, the Republican Army (June 26, 1832) witnessed the first bloodshed in the forthcom-
opted to meet the Royalist army south of the city. They ing war between Tejas and Mexico. Domingo de Ugartechea,
encamped about six miles from Arredondo's forces and the Mexican commander of a fort at Velasco, attempted to
planned to ambush the royalists as they traveled through a block attempts by the Texans to transport a cannon for what
defile along the Laredo road. The next morning, however, he believed was possible use against Mexican forces at nearby
Royalist scouts encountered the Republicans and lured them Anahuac. After several days of fighting, the Texans prevailed
into an ambush in a dense oak forest where they had prepared when the Mexicans surrendered after exhausting their
breastworks on favorable ground. After a furious four-hour ammunition. Under the provisions of a hastily negotiated
battle, the Republicans broke ranks and ran. The Royalists truce, Ugartechea and his soldiers were allowed to return to
lost only fifty-five men. Arredondo subsequently established Mexico. When Mexican officials dismissed the Mexican
martial law in San Antonio and severely punished the rebels commander at Anahuac, singularly the cause for the Texican's
and their families. One of Arredondo's more notable subordi- frustration with Mexican authorities in the area, tensions
nates was Lt. Antonio López de Santa Anna, who would apparently eased. The Texicans, however, soon began to take
return to Texas with another army twenty-three years later. a political tact that would provoke further violence.
Having given up on attempts to wrest Tejas from Spain by The Convention of 1833 was a gathering of politicians and
force, the United States resolved its territorial claims with leaders of the state of Coahuila y Tejas in San Felipe on April
Spain through the 1819 Adams-Onís Treaty in 1819. The 1, 1833. It was a successor meeting to the Convention of
treaty provided for the cession of Florida to the United States 1832, whose reforms had been rejected by the Mexican
for payment of $5 million and established the border between government. The volatile William H. Wharton presided over 18: History
Spanish and American lands westward to the Pacific – the meeting, which was attended by numerous regional
specifically along the Sabine, Red and Arkansas Rivers and leaders, including Sam Houston and Stephen F. Austin. The
the 42nd parallel. Under its terms, the United States gave up convention's agenda mirrored the Convention of 1832, with
its claim to Texas, and Spain gave up its claim to the the exception of the addition of a draft constitution
Columbia River basin in the Oregon Territory. (patterned after that of the United States) to be submitted to
the Mexican congress. Austin traveled to Mexico City to
After Mexican independence, new immigrants from the present the petitions to the government. After some initial
United States, many who had been ruined in the Panic of success in his negotiations, Austin came to an impasse and was
1819, settled in the Mexican state of Coahuila y Tejas, often imprisoned in early 1834 without any specific charges.
with generous land grants from the young Mexican
government. Most were grateful to Mexico for the opportunity When Antonio López de Santa Anna revoked the
to make a fresh start. The majority of Texans, for the new Constitution of 1824 and declared himself dictator in 1835,

345
many concluded that liberalism and republicanism in Mexico Stephen Austin was a firebrand in the cause of Texas and
were dead. Norteamericano colonists considered themselves leader of the independence faction. In a rambling letter dated
bound to the old constitution and unsurprisingly dissension January 7, 1836, he neatly summed up the situation.
and discord mounted. “I go for Independence for I have no doubt we shall get aid, as much
They were not, however, alone. Many Federalistias – as we need and perhaps more - and what is of equal importance - the
Mexicans loyal to the Constitution of 1824 – also took up information from Mexico up to late in December says that the Federal
arms to resist Santa Anna's tyrannical regime. The revolt that party has united with Santa Anna against us, owing to what has already
began near Gonzales in October 2, 1835, was a civil war – not been said and done in Texas in favor of Independence so that our present
a bid for complete separation from Mexico. Both Anglo- position under the constitution of 1824, does us no good with the
Texans and the native Tejanos fought for self-government Federalists, and is doing us harm in this country, by keeping away the
within the federalist system created by the Constitution of kind of men we most need[.] [W]ere I in the convention[,] I would urge
1824. an immediate declaration of Independence - unless there be some news
On November 3, 1835 a meeting was held to consider from the [Mexican] interior that changed the face of things - and even
options for more autonomous rule for Texas. The then, it would require very strong reasons to prevent me from the course
"Consultation" drafted a document known as the "Organic I now recommend.”
Law", outlining the organization and functions of a new When the well respected Stephen Fuller Austin spoke,
"Provisional Government". Texan leaders squashed any Texans listened. Now nearly all of them believed that their
mention of independence, fearing that such remarks might best hopes for the future rested on complete separation from
alienate Mexican federalists. They were, however, disappointed Mexico.
when Federalists from the interior did not rush north to Texas Texas leaders understood that they could not win the war
to take up the struggle and so independence began to be alone. If Mexican federalists would not lend a hand, they
openly spoken of. must enlist assistance from the United States. They were not

B ATTLES FOR I NDEPENDENCE


The Texican insurgency was of vital concern to Santa Anna At 4:30 p.m. on April 21, after a scout relayed the burning of
and he aimed to personally deal a final crushing blow to the Vince's Bridge (cutting off the primary avenue of retreat for both
Noteamericanos. In the spring of 1836, he led a force of several armies), the main Texican battle line moved forward. They
thousand Mexican troops northward. They first entered San moved quickly and silently across the high-grass plain, and then,
Antonio and defeated a Texican force at the Battle of the Alamo, when they were only a few dozen yards away, charged Santa
and then shortly afterwards defeated a second Texican force near Anna's camp shouting "Remember the Alamo!" and "Remember
Goliad. Most of the captured men, over 350 all told, were Goliad!," only stopping a few yards from the Mexicans to open
considered outlaws and put to death. fire. Santa Anna's army was composed of professional soldiers
Sam Houston, newly in command of the remaining Texican who were trained in European fashion to fight in ranks, exchang-
army, initially retreated east towards the Sabine River, the border ing volleys with opponents employing similiar tactics. They were
with the United States, where a Federal army had assembled to not trained for hand-to-hand skirmishing and many were also ill-
protect Louisiana in case Santa Anna tried to invade the United prepared and unarmed at the time of the sudden attack.
States after quelling the rebellious Texicans. However, at the Hundreds of the demoralized and confused Mexican soldiers
urgent coaxing of his civilian masters, Houston turned to the routed, and many ran into the marshes along the river. Some of
southeast to act as a blocking force lest the Mexicans capture the the Mexican army rallied and futilely attempted to push the
nascent Texican government. Texans back, but to no avail. General Juan Almonte, command-
Santa Anna had been pursuing Houston and devised a trap in ing what was left of the organized Mexican resistance, soon for-
which three columns of Mexican troops would converge on mally surrendered his remaining men. The rest of Santa Anna's
Houston's force and destroy it. However, the overconfident once-proud army had disintegrated into chaos.
General committed a strategic error by diverting one column to During the short but furious engagement Santa Anna escaped.
attempt to capture the provisional government, and a second one In a mere 18 minutes of combat, the Texican army had killed
to protect his supply lines. Santa Anna’s remaining forces caught about 630 Mexican soldiers, wounded 208 and taken 730
18: History

up to Houston on April 19 near Lynch's Ferry. prisoners.


Believing Houston to be cornered, Santa Anna decided to rest Santa Anna was captured the following day. He attempted to
and reorganize his army and attack in force on April 22. disguise himself by shedding his ornate general's uniform and
On the morning of April 21, Houston decided to launch a was initially thought to be an ordinary soldier. However, when
surprise attack that afternoon with his army of roughly 800 men, placed with other captured soldiers, he was enthusiastically saluted
concerned that Santa Anna might use the extra time to concen- as "El Presidente," and his true identity was revealed. Houston
trate his scattered army which already numbered about 1,400. spared his life, preferring to negotiate an end to the overall
The assault was a dangerous endeavor as it would be made over hostilities and the withdrawal from Texas of Santa Anna's
open ground where the Texican infantry would be exposed to remaining columns.
Mexican volley fire. However, Santa Anna made another crucial Texican independence was a fait accompli, although Mexico did
mistake—during his army's afternoon siesta, he failed to post not officially recognize it until years later.
sentries or skirmishers around his camp.

346
so naïve as to believe that President Jackson would risk an With news of the Texan victory at San Jacinto, the Burnet
international incident by openly supporting the Texas rebels government hastened to the battlefield and began
against Mexico. They did, however, hope to enlist the support negotiations to end the war. On May 14 at Velasco, Texas
of individual Americans who believed in their cause. The ad officials had Santa Anna sign two treaties, one public and one
interim government dispatched Branch T. Archer, William H. secret. The public treaty ended hostilities and restored private
Wharton, and Stephen F. Austin to the United States to property. Texan and Mexican prisoners were to be released,
solicit men, money, supplies, and sympathy for the Texas and Mexican troops would retire beyond the Rio Grande. By
cause. At New Orleans, in early January of 1836, the agents the terms of the secret treaty, Texas was to take Santa Anna
found enthusiastic support, but advised that aid would not be to Veracruz and release him. In return, he agreed to seek
forthcoming so long as Texans squabbled over whether to Mexican government approval of the two treaties and to
sustain the Mexican constitution. negotiate a permanent treaty that acknowledged Texas
Southerners wholeheartedly embraced the Texicans’ cause independence and recognized its boundary as the Rio
for they anticipated that an independent Texas would remain Grande. However, word soon reached Texas that the
so for only a few months before entering the union as a slave Mexican Congress had repudiated Santa Anna, rejected his
state. At the time, the United States had an equal number of treaties, and ordered the war with Texas to continue.
free and slave states. Since both free and slave states voted as
Seeking Recognition
a block, it created a legislative gridlock with neither side being
able to gain advantage. Southerners believed that adding Two days after the constitutional convention adjourned,
Texas to the block of slave states would tilt the congressional interim President Burnet sent George Childress and Robert
balance of power in their favor. Such was the strength of their Hamilton, probably the wealthiest man in Texas, to
conviction that many Southerners enlisted in the Texican Washington to seek recognition of the new republic. These
army as organized regional units, the Kentucky Rifles and two men joined the three agents (Austin, Archer, and
New Orleans Greys most notably. Wharton) already there. Childress and Hamilton met with
Secretary of State John Forsyth, but they carried no official
In March of 1836, a constitutional convention was
documents to prove that Texas had a de facto government,
convened. This convention, held at Washington, was quite
and therefore he refused to negotiate. In May Burnet recalled
different from the acquiescent Consultation of the previous
all the agents and appointed James Collinsworth, who had
year. The convention delegates knew they must declare
been Burnet's secretary of state from April 29 to May 23, and
independence or submit to Mexican authority. If they chose
Peter W. Grayson, the attorney general, to replace them. They
independence, they had to draft a constitution for a new
were instructed to ask the United States to mediate the
nation, establish a strong provisional government, and
hostilities between Texas and Mexico and obtain recognition
prepare to combat the Mexican armies invading Texas.
of Texican independence. They also were to stress the
On March 1, George C. Childress, who had recently republic's interest in annexation.
visited President Jackson in Tennessee, presented a resolution
During the summer of 1836, U.S. President Andrew
calling for independence. At its adoption, the chairman of the
Jackson sent Henry M. Morfit, a State Department clerk, as a
convention appointed Childress to head a committee of five to
special agent to Texas to collect information on the republic's
draft a declaration of independence. When the committee
population, strength, and ability to maintain independence. In
met that evening, Childress drew from his pocket a statement
August, Morfit filed his report. He estimated the population at
he had brought from Tennessee that followed the outline and
30,000 Anglo-Americans, 3,478 Tejanos, 14,200 Indians, of
main features of the United States Declaration of
which 8,000 belonged to civilized tribes that had migrated
Independence. The next day, March 2, the delegates
from the United States, and a slave population of 5,000, plus
unanimously adopted Childress's suggestion for
a few free blacks. The population was small, Texas independ-
independence. Ultimately, fifty-eight members signed the
ence was far from secure, the government had a heavy debt,
document. Thus was born the second Republic of Texas.
and there was a vast tract of contested vacant land between
David G. Burnet was chosen as interim President of the
the settlements and the Rio Grande. Morfit advised the
Republic. Sam Houston, a former United States congressman 18: History
United States to delay recognition. In his annual message to
and governor of Tennessee and a close friend of Andrew
Congress on December 21, 1836, Jackson cited Morfit's
Jackson, was chosen commander-in-chief of the revolutionary
report and stated that the United States traditionally had
army and left the convention early to take charge of all troops
accorded recognition only when a new community could
in the field-militia, volunteers, and regular army enlistees.
maintain its independence. Texas was threatened by "an
With news that the Alamo had fallen and Mexican armies immense disparity of physical force on the side of Mexico,"
were marching eastward, the convention hastily adopted the which might recover its lost dominion. Jackson left the
constitution, signed it, and elected an ad interim government. disposition of the matter to Congress.
The delegates then quickly abandoned Washington. The
By July, Burnet and his cabinet began preparations for the
government officers, learning that Houston's army had
transition to a permanent government. The ad-interim
crossed the Colorado River on March 17 and was retreating
president called an election for the first Monday in September
eastward, fled to Harrisburg and then to Galveston Island.

347
1836 to set up a government under the constitution. The case of a Mexican invasion, Congress empowered Houston to
voters were asked to (1) approve the constitution, (2) authorize accept 40,000 volunteers from the United States. President
Congress to amend the constitution, (3) elect a president, Houston took a more practical view of the situation. He
other officers, and members of Congress, and (4) express their downplayed Mexican threats, labeling them braggadocio and
views on annexation to the United States. bombast. If the enemy invaded, he reasoned, Texans would
The choice of a president caused concern. Henry Smith, rush to defend their homes. Ranger units on the frontier could
formerly governor of Texas prior to the Convention of 1836, handle the Indian situation. Houston's primary concern was
became an unwilling candidate after being nominated by to negotiate treaties with the Indians ensuring fair treatment.
associates of his. Stephen F. Austin also entered the race, but As for the army, Houston feared that Felix Huston, the
he had accumulated enemies because of the land speculations commander and a military adventurer, might commit a rash
of his business associates. Eleven days before the election, act. He was proven correct. Huston came to Houston and
Sam Houston finally bowed to pressure and announced his raised a clamor for a campaign against Mexico. Houston
candidacy. treated him cordially, but promptly ordered acting secretary
On election day, September 5, Houston received 5,119 of war William S. Fisher to furlough three of the four army
votes, Smith 743, and Austin 587. Houston received strong regiments. The remaining troops were gradually disbanded.
support from the army and from those who believed that his Houston planned to depend for defense on the militia, ranger
election would ensure internal stability and hasten recognition companies, and troops called for special duty.
by world powers and early annexation to the United States. Houston dispatched William H. Wharton to Washington
He was also expected to stand firm against Mexico and seek D.C. with instructions to seek recognition on both de jure and
recognition of Texas independence. The people voted over- de facto grounds. If Wharton succeeded he would present his
whelmingly to accept the constitution and to seek annexation, credentials as minister. Memucan Hunt soon joined him.
but they denied Congress the power of amendment. They reported that Powhatan Ellis, United States minister to
The First Texas Congress assembled on October 3, 1836. It Mexico, had arrived in Washington and stated that Mexico
consisted of fourteen senators and twenty-nine representa- was filled with anarchy, revolution, and bankruptcy. It would
tives. The next day ad interim President Burnet delivered a be impossible for her to invade Texas. France, Great Britain,
valedictory address. He urged Congress to authorize land and the United States were clamoring for the payment of
grants to the veterans of the revolution and reminded his claims of their citizens against Mexico. On March 1, 1837,
listeners that the national debt stood at $1,250,000. On the United States Congress, receiving memorials and petitions
October 22 Houston took the oath of office as president demanding the recognition of Texas independence, passed a
before a joint session of Congress. In his inaugural, he stressed resolution to provide money for "a diplomatic agent" to Texas.
the need for peace treaties with the Indians and for constant Jackson signed the resolution and appointed Alcée Louis La
vigilance regarding "our national enemies – the Mexicans." Branche of Louisiana to be chargé d'affaires to the Republic
He hoped to see Texas annexed to the United States. Houston of Texas. The United States Congress adjourned on July 9,
requested the Senate to confirm his cabinet appointments. He 1838, without acting upon the question of annexation.
named Stephen F. Austin to be secretary of state; Henry Houston replaced Wharton with Anson Jones, a member of
Smith, secretary of the treasury; Thomas J. Rusk and Samuel the Texas Congress. Jones had introduced a resolution urging
Rhoads Fisher secretary of war and secretary of the navy, Houston to withdraw the offer of annexation, saying that
respectively; and James Pinckney Henderson, attorney Texas had grown in strength and resources and no longer
general. needed ties with the United States. In Washington D.C. on
On December 19, 1836, the Texas Congress unilaterally set October 12, 1838, Jones informed Secretary Forsyth that
the boundaries of the republic. It declared the Rio Grande to Texas had withdrawn its request for annexation. The issue lay
be the southern and western boundary, even though Mexico dormant for several years.
had refused to recognize Texas independence. The eastern In the fall of 1838, Houston sent James Pinckney
border with Louisiana presented problems. Houston took up Henderson abroad to seek recognition of Texas by England
18: History

the matter with the United States through diplomatic and France. The withdrawal of the annexation proposal in
channels, and a treaty was signed in Washington on April 25, Washington helped facilitate his mission. France, currently at
1838, which provided that each government would appoint a war with Mexico, readily signed a treaty on September 25,
commissioner and a surveyor to formally demark the 1839 recognizing Texican independence. England, in spite of
boundary. slavery in the young republic and her desire to see the
National defense and frontier protection were paramount to abolition of slavery worldwide, could not stand idly by and see
Texans. Threats of a Mexican invasion and the fear of Indian France gain influence and trade privileges in Texas. Also,
raids kept the western counties in turmoil. Congress passed since she had just settled the Maine and Oregon boundary
several acts dealing with frontier defense. In December 1836, issues in the Aroostook War with the United States,
it authorized a military force of 3,587 men and a battalion of recognition of Texas would be unlikely to provoke a
280 mounted riflemen, and appropriated funds to build forts diplomatic row. In the fall of 1840, Lord Aberdeen
and trading posts to encourage and supervise Indian trade. In announced that Her Majesty's government would recognize

348
Texican independence, and on November 13-16, three states. Tension increased when Lamar threatened to launch
treaties were signed that dealt with independence, commerce an offensive against Mexico if that nation refused to recognize
and navigation, and suppression of the African slave trade. A Texas independence. Texan military units crossed the Rio
month earlier, on September 18, Texas had concluded a treaty Grande and joined the Mexican Federalists, ignoring Lamar's
of amity, commerce, and navigation with the Netherlands. call to return. In February 1839 Lamar increased the pressure
Houston named Ashbel Smith minister to Great Britain and on Mexico. He appointed Secretary of State Bee minister
France and sent James Reily to represent Texas in extraordinary and plenipotentiary to Mexico to request
Washington, D.C. He instructed both men to urge the three recognition of Texas independence and to conclude a treaty
nations to exert pressure on Mexico for peace and of peace, amity, and commerce. Bee also was to seek an
recognition. agreement fixing the national boundary at the Rio Grande
Toward the end of Houston's term as President (Presidents from its mouth to its source. If Mexico refused these requests,
of the republic could not succeed themselves) Lamar Bee would offer $5 million for the territory that Texas claimed
announced his candidacy. Houston supporters tried to get by the act of December 19, 1836, territory that lay outside the
Rusk to run, but he refused. They next endorsed Peter W. bounds recognized by Mexican law. When Bee reached
Grayson, the attorney general, who had worked in Veracruz, the French had withdrawn and the Centralists were
Washington, but on his way back to Texas, Grayson strengthening their position. However, Juan Vitalba, a secret
committed suicide. The Houstonites then approached Chief agent of Santa Anna who was serving temporarily as
Justice James Collinsworth, but in late July he fell overboard in president, made overtures and hinted at possible negotiations.
Galveston Bay and drowned. Lamar campaigned on a Lamar asked James Treat, a former resident of Mexico who
promise to remedy the mistakes of the Houston administra- knew Santa Anna and other Mexican leaders, to act as a
tion and easily won by a vote of 6,995 to 252 over the confidential agent and attempt negotiations. Unfortunately,
relatively unknown state Senator Robert Wilson. David Treat reached Veracruz on November 28, 1839 just as the
Burnet, the former ad interim president, was elected vice Federalists and their Texican allies approached the gates of
president. At the Lamar inaugural in Houston on December Matamoros. The alliance between the rogue Texicans and the
10, Houston appeared in colonial costume and powdered wig Federales blocked his plans. When Treat proposed an
and gave a three-hour "Farewell Address." Algernon P. extended armistice to the Mexican minister of foreign affairs
Thompson, Lamar's secretary, reported that the new a year later, he was again ignored.
president was indisposed and read his inaugural remarks. A Mexican invasion of Texas was now rumored. General
In his message to the Texas Congress on December 21, Felix Huston proposed sending an expedition of 1,000 men
President Lamar spoke against annexation. He saw no value into Chihuahua, believing the move would force any Mexican
in a tie with the United States and predicted that Texas would army that crossed the Rio Grande downstream to withdraw.
someday become a great nation extending to the Pacific. He Congress did not concur with this plan, however, and in
urged that the municipal code be reformed to consolidate March 1841 Lamar appointed James Webb, former attorney
Mexican and United States law in the republic. He also general, to replace Bee as secretary of state and sent him to
wanted increased protection for the western frontier. Lamar Mexico with another peace proposal. Webb was denied
recommended the building of military posts along the borders permission to land at Veracruz. Slighted by this affront, the
and the formation of a standing army capable of protecting President on June 29 recommended that Texas recognize the
the nation's borders. He promised to prosecute the war independence of Yucatán and Tabasco and join in a
against Mexico until she recognized Texas independence. He declaration of war against Mexico. Lamar also urged
also stated that Texas needed a navy to protect its commerce attention to the upper part of the Rio Grande. The Fifth
on the high seas and urged legislation to reserve all minerals Congress agreed to finance an expedition to establish Texican
for government use as well as a program to turn them to the authority over its far-western claims.
advantage of the nation. Lamar favored continuing the tariff, Lamar believed that Texas must extend its authority over its
but hoped some day to see Texas ports free and open. western claims and divert a portion of the Santa Fe -St. Louis
Congress responded to his message by authorizing a force of trade through its ports. He also sought to encourage the
fifteen companies to be stationed in military colonies at eight 80,000 inhabitants of Nuevo Mexico to sever their ties with 18: History
places on the frontier. Congress also set aside $5,000 to recruit Mexico and turn to Texas. If the United States took control
and maintain a company of fifty-six rangers to patrol the Rio of Nuevo Mexico, it could extend its influence to the Pacific
Grande from El Paso to Santa Fe and three mounted and supercede Texican claims by force of arms.
companies for immediate service against the hostile Apache On June 20, 1841, a large caravan, officially designated
Indians. the Santa Fe Pioneers, left the Austin vicinity. Dr. Richard F.
At the beginning of the Lamar administration, Mexico was Brenham, William G. Cooke, and José Antonio Navarro
temporarily distracted. Because of unresolved French claims, traveled along as commissioners to treat with the inhabitants
the French Navy had blockaded the Mexican coast and of Nuevo Mexico. Gen. Hugh McLeod commanded a
shelled and captured Veracruz. The Centralist Mexican military escort of 270 men. The civilian component included
government also faced a revolt by Federalists in its northern fifty-one persons, principally merchants, traders, and

349
teamsters, with twenty-one wagons. After crossing the vast November 25, Somervell headed for the border with more
plains of West Texas under great hardship, on September 17 than 750 men and seized Laredo. In December, Somervell led
the expedition reached the village of Anton Chico, east of the rest downriver, crossed the Rio Grande, and seized
Santa Fe. There they met a small Mexican cavalry force and Guerrero. Unable to find provisions, he recrossed into Texas
drove them off thus removing Mexico City’s influence from and ordered his men to prepare to return home. The border
the western Rio Grande. war would thereafter settle down into an uneasy and unofficial
In the fall of 1841, Houston and Burnet were candidates for truce.
president. On September 6, Houston easily won a second Like Lamar, Houston expressed concern over the western
term, and Burleson beat out Hunt for vice president. In his boundaries of Texas. In February 1843, his administration
second administration, Houston reversed many of Lamar's authorized Jacob Snively to raise a volunteer group to make a
policies. He sought peace treaties with the Indians, took a show of force in the northwest territory claimed by Texas.
defensive stand against Mexico, and encouraged trade along They hoped to prey on the Mexican caravans traveling that
the southern and western borders. Houston was vitally section of the Santa Fe Trail that crossed Texas territory. The
concerned with the location of the capital. Austin was on the men were to mount, arm, and equip themselves and share
frontier, far from the center of population. If Indian or half the spoils; the other half would go to the republic. Earlier,
Mexican intruders captured and burned the capital, the in August 1842, Charles A. Warfield had received a similar
prestige of the government would suffer. In early March 1842, commission, recruited a small party largely in Missouri, and
when Mexican General Rafael Vásquez crossed the Rio briefly occupied a Mexican town on the overland trail. Snively
Grande with 700 soldiers and raided San Antonio, Houston organized 175 men and in April 1843 they rode north. From
seized the opportunity to order removal of the national his camp about forty miles below where the Santa Fe Trail
archives from Austin, but local citizens blocked the move. crossed the Arkansas River, Snively captured a Mexican patrol
During the session of Congress called to discuss the Vásquez guarding the trail. The ensuing foray was short-lived. United
invasion, Houston pushed through moving the capital. In States dragoons escorting merchant caravans through Indian
October the government offices were moved to Washington. country arrested and disarmed the Texans, allegedly for being
The Texas seat of government remained at Washington ever on United States soil, and sent them home. The United States
since. later paid for the arms they had taken from the Texans but
On October 9, 1841, Santa Anna reestablished himself as offered no apology.
provisional president of Mexico and determined to renew While in Perote Prison as a prisoner of the Battle of Salado
hostilities against Texas. In early January of 1842, General Creek, James W. Robinson, a former acting governor of Texas
Mariano Arista, commanding the Army of the North, during the Consultation, sought an interview with Santa
announced his intention of invading the "the Department of Anna. He stated that if granted an audience, he could show
Tejas." After Vásquez seized San Antonio in March, the how to arrange a lasting peace between Mexico and Texas.
western counties demanded a retaliatory strike at Mexico. Santa Anna, currently distracted by the war with Yucatán,
Houston knew that such a campaign was beyond Texas’ agreed to hear Robinson. Under his proposals Texas would
means, but decided to let the agitators learn for themselves. become an independent department in the Mexican
On March 17 he approved the undertaking and sent agents to federation, be represented in the Mexican Congress, and be
the United States to recruit volunteers and obtain arms, allowed to make its own laws. Texas would be granted
munitions, and provisions. The soldiers, assembling on the amnesty for past acts against Mexico, and Mexico would
Nueces near San Patricio, quickly became restless. Provisions station no troops in Texas. Santa Anna approved the
were short, and gambling and drunkenness prevailed. proposals on February 18, 1843, and released Robinson to
Learning of the disorder, a Mexican force launched a surprise convey them to Texas. Houston studied the proposals and
attack on the Texan camp on July 7 driving it off. reasoned that Santa Anna's Yucatán problem might lead the
The Mexican government was determined to keep the Mexican president to agree to more favorable peace terms.
Texas frontier in turmoil. Santa Anna ordered Gen. Adrián Houston asked Charles Elliot, the British chargé d'affaires to
Woll to again attack San Antonio and informed the Mexican Texas, to ask Richard Pakenham, the British minister in
18: History

Congress that he planned to resubjugate Texas. Woll crossed Mexico, to seek an armistice. Robinson wrote Santa Anna
the Rio Grande and made a surprise attack on San Antonio that Houston wanted an armistice of several months to give
on the morning of September 11. The defenders, learning the people of Texas an opportunity to consider the proposals.
that the soldiers were Mexican regulars, surrendered. On the When Santa Anna received Robinson's letter, he agreed to a
eighteenth Woll moved to Salado Creek, assaulted the Texans truce. Houston proclaimed an armistice on June 15, 1843,
assembled on the creek east of San Antonio, then withdrew to and sent Samuel M. Williams and George W. Hockley as
San Antonio and shortly afterwards returned to Mexico. commissioners to meet their counterparts at Sabinas, near the
Rio Grande. They were to arrange a general armistice and
After the battle of Salado Creek, Texans demanded request that a commission meet in Mexico City to discuss a
retaliation and rushed to San Antonio as individuals, in permanent peace. The Texas and Mexican commissioners
companies, and in small groups. Houston sent Brig. Gen. agreed on a permanent armistice on February 18, 1844, but
Alexander Somervell to take charge of the force there. On

350
I NDIAN R ELATIONS
President Houston hoped, by keeping military units out of the Upon taking office in December 1838, Lamar was convinced
Indian country and seeking treaties with various tribes, to avoid that the Comanches were in treasonable correspondence with the
difficulties with the Indians. He sent friendly "talks" to all of the Mexicans, and launched a campaign that drove them from Texas.
tribes that had been relocated from their lands in the east. The In 1839 ranger parties based in San Antonio invaded Comanche
most pressing problem involved the Cherokees, who had settled country and fought several engagements. The Comanches sent a
on rich lands along the Sabine and elsewhere in East Texas. small delegation to San Antonio to talk peace. Texas authorities
Neither Spain nor Mexico had given them title to their lands. At agreed to negotiate if the Indians brought in their white captives.
the time of the Texas Revolution, the Consultation, hoping to On March 19, 1840, sixty-five Comanches showed up with one
keep the Cherokees and their associated bands quiet, sent Sam white prisoner, a twelve-year old girl by the name of Matilda
Houston to make a treaty guaranteeing them title to their land, Lockhart. Matilda said the Comanches had other prisoners. The
and they had remained quiet during the difficult days. When Texicans demanded the remaining prisoners and tried to hold the
Houston became president, he submitted the Cherokee treaty to Indians as hostages. In what became known as the Council
the Senate for ratification, which that body ratified in December House Fight, thirty-five Indians and seven Texans were killed.
1837. Furious over the massacre, the Comanches killed their captives
After the defeat at San Jacinto, Mexico sought to stir up and descended several hundred strong on San Antonio but were
discontent in Texas. Mexican commanders suspected that there unable to coax a fight and therefore rode away. Beginning in July
were restless groups around among various Indian tribes, and the Comanches hit the frontier counties in force.
sent agents to Texas to promote dissension. While they had little In subsequent years, Texas would build upon earlier treaties
success with tribes in the east, the Apache in west Texas were and develop close diplomatic and trade ties with the Cheroke-led
eager to take the arms offered by Mexican agents and were nation of Sequoyah. The Apache and Commanche though
subsequently responsible for causing all sorts of mayhem. would remain bitter enemies and a constant threat in west Texas.

Houston filed the document away without taking action on June 4, and he immediately announced a preliminary
because it referred to Texas as a Mexican department. peace with Mexico.
In the Texas presidential race of 1844, Vice President President Jones issued a call on May 5 for a convention to
Edward Burleson faced Secretary of State Anson Jones, who be elected by the people to meet in Austin on July 4. At his
had the support of Houston. Jones won by a large vote. After call, the Texas Congress assembled on June 16 in special
he was inaugurated on December 9, he launched a policy of session at Washington and accepted the peace treaty and
economy, peaceful relations with the civilized Indians, and a approved elections for a convention. The convention met in
nonaggressive policy toward Mexico. Jones favored Austin on July 4 and passed an ordinance to accept the Smith-
annexation to the United States but events would unfold in Cuevas treaty. It then drafted the Constitution of 1845 and
Washington D.C. that dashed his hopes. submitted both the annexation agreement and proposed
The annexation of Texas had become a major issue in the constitution to a popular vote. On October 13 annexation was
United States election of 1844. Former Vice-President John approved by a vote of 4,245 to 257, and the constitution by a
Tyler had lured away a significant portion of southern vote of 4,174 to 312. The fledgling republic was now
democrats spurned by candidate Van Buren’s anti-annexation officially at peace.
platform. This action split the democratic vote and ensured The establishment of an independent Republic of Texas
that Henry Clay would become President. Though the was soon to have profound political effects on the United
Whigs and Clay attempted to obfuscate the position for States. The 36°30' proviso of the Missouri Compromise
political reasons, once in office they were prepared to join with legally barred any further expansion of slave territory as
the European powers in brokering a peace with an Texas now controlled land to the west of the USA below that
independent Republic of Texas. line.
The British Foreign Office, with French support, advised During the early years of the republic, the population of
18: History
Ashbel Smith, the Texan agent to Great Britain and France, Texas increased about 7,000 per year, primarily from
that a "diplomatic act" was needed to force Mexico to make immigration. By 1847, the white population, including
peace with Texas and recognize its independence. Houston Mexican immigrants, had risen to 102,961 and the
also favored a "diplomatic act," and Anson Jones, the number of slaves to 38,753. The growth was due largely to
president elect, with his hopes for US statehood dashed, liberal land policies and expanding opportunities. Texas
reluctantly agreed. acquired a reputation as a land of sharp dealers, lawlessness,
The British, French and American emissaries reached rowdiness, and fraudulence. Land frauds were numerous and
Mexico City in mid-April. Luis G. Cuevas, minister of foreign law enforcement agencies were weak or nonexistent, but
relations, placed their proposals before the Mexican Congress, Texicans have developed an ability to handle challenges.
and in late April Mexico recognized Texas independence.
The British minister handed a copy of the document to Jones

351
The potential admission of California to the Union
T HE C ALIFORNIA R EPUBLIC
provoked an intense period of crisis in the United States
Mexico paid little attention to its far-flung northern during which time the new Republic continued along in
possession until November 1845, when American settlers in political limbo.
the Sacramento Valley, sensing the weakness in Mexico City
The Gold Rush that began in 1849 was to bring
due to the strife between the Federalist and Centralist factions,
matters to a head. It established California as a viable
revolted and established the California Republic. John C.
political entity. Before this, there were too few people there
Frémont, a U.S. Army cartographer and trail blazer, arrived
even to consider statehood. The distant Pacific Coast would
the following January with a company of men intent of
have taken decades to acquire the population necessary to
mapping the Pacific coast. Though initially reluctant to
maintain a proper government. The Gold Rush changed all
involve himself (and by virtue of his commission the U.S.
that as hundreds of thousands of people flocked there,
government) in an internal Mexican dispute, his subsequent
walking the trails across the continent, or braving the perilous
altercation with Mexican authorities over an alleged horse
10,000-mile- ocean journey around the treacherous Cabo de
thieving incident changed his mind. The rebellious settlers
Hornos.
subsequently gave him command of their militia – a move
legitimized by Commodore Stockton, commander of U.S. Before California was formally admitted into the U.S. as
Pacific naval forces. part of the Compromise of 1850, it occupied an ambiguous
place politically. Nominally a free Republic, it’s independence
The Centralist leader General Parades entered Mexico City
went unrecognized by major European powers and more
at the head of an army on January 2, 1846. Federalist
importantly Mexico. The vast influx of colonists, however,
President Herrera fled, and Parades, who assumed the presi-
made the prospect of reconquest a distant hope at best.
dency on January 4, set about to quash any nascent rebellion
before Mexico’s northern territories were eroded any further. Finally, on May 30, 1850, it was admitted in the
Compromise of 1850 as the 31st state and a free one as well.
In June, weary of the oppressive martial law administered
In order to abide by the Missouri Compromise, a treaty was
by the new Anglo dominated republic, Californios precipitated
formally signed with Mexico delineating the southern
a counter-revolt in southern California. What began as a
boundary of the state as 36° 30’ north.
number of separate civil disturbances soon coalesced into a
full scale insurrection under the leadership of Jose Maria D ESERET
Flores. The Californios soon expelled the Anglo-Californians
from Los Angeles and San Diego and by the end of Joseph Smith founded The Church of Jesus Christ of
September they were joined by Mexican regulars under the Latter-day Saints in 1830 after years earlier claiming to have
command of Santa Anna. received visitations from an angel that decried all other
Protestant denominations as erroneous and revealing
On December 6, 1846, Frémont, unaware of the arrival of additions to the Christian scriptures later to be known as the
Santa Anna, marched his militia south to put down the Book of Mormon. The sect attracted over 1,000 members
Californio revolt. En route to San Diego, he met the Mexican during its first year.
forces in an indecisive action at the Battle of San Luis Obispo.
Though both sides suffered heavily, it was a victory for Santa Smith and a small band of followers first moved from
Anna as Frémont’s militia retreated and most of southern western New York to Kirtland, Ohio where an entire
California was now liberated from the California Republic. congregation had converted to the new faith. This church
grew so rapidly that it became the epicenter of Mormonism.
On January 13, Frémont met with Santa Anna at Salinas Despite, or perhaps due to, heightening numbers and
and signed the Truce of Monterey. This truce only allowed for prosperity, the church alienated the local community who
the cessation of regular and irregular military activity along eventually tarred and feathered Smith. This spurred the
the temporary line of Monterey Bay. No formal recognition Mormons’ relocation to Jackson County, Missouri. Church
of the California Republic was given by Santa Anna. Seeing members were again routinely persecuted, in part because
as how Santa Anna could well march north into the their neighbors believed that the church was promoting the
Sacramento Valley, Frémont figured this was the best he could
18: History

establishment of a religious dictatorship but more so because


hope for. It would buy time to strengthen his position. of the church's heretical belief that the Book of Mormon was
In May 1847, the self-proclaimed California Republic the revealed work of God, with the same status as the Bible.
convened a constitutional convention in San Francisco. Their The church was eventually expelled and resettled in an area
drafted constitution paralled that of the United States, of western Missouri that had been reserved for them. The
however it expressly prohibited slavery. It was ratified on July Mormons were not welcomed here either and within a year
4 by popular vote. Richard B. Mason was appointed as the 17 Mormon settlers were murdered.
first President of the Republic of California and his first A public organization called the Dantites was formed in the
official act was to dispatch Colonel Stephen Kearny, the Mormon community to organize defense, construct homes
former military governor of California, to Washington D.C. and obtain provisions. In late 1838, violence broke out again,
to ask for admission into the Union. as the original settlers of the area attacked the Mormons out

352
of fear that the church might become a political majority in were authorized, gambling was suppressed, and the use of
their county. The Missouri state militia became involved after water, timber, and other natural resources was regulated.
an officer in the Dantites persuaded his men to become a Brigham Young institutionalized racism within the Church
"covert renegade band" and to mount revenge attacks against of Latter Day Saints. Under his leadership, Deseret endorsed
the Mormons’ adversaries. slavery and openly supported the Confederacy after it
Faced with diminishing supplies, the approach of winter, declared independence. Blacks were banned from the
and an extermination order from the Governor, 15,000 priesthood and interracial marriages were prohibited under
Mormons capitulated and agreed to move. Their destination penalty of death.
was Commerce, Illinois (renamed Nauvoo in 1839). Here In May 1851, officials left Great Salt Lake City to serve
local politicians anxious for the votes of the community notice to Mexico authorities that the Church of Latter Day
unexpectedly welcomed them. At long last it seemed the Saints was executing their property rights and seceding from
church had found a place to live peaceably. the Republic laying claim to an area encompassing much of
Trouble again surfaced though its genesis was internal. Alta California. Earlier, a slate of officers, all Mormon, had
Smith began practicing polygamy (“celestial marriages” in been endorsed in a mass meeting and the Nation of Deseret
Mormon parlance that superceded ‘earthly’ ones) and later had begun to function under President Brigham Young.
revealed it as doctrine. By 1844, this resulted in a schism as Mexican officials were doubly outraged not only at the
husbands of the women Smith seduced challenged his seizure of their territory by another band of American settlers
leadership. These dissenters took their case to the community but also at the affront the Mormon state posed to their Roman
by publishing a newspaper that assailed his policies. Imbued Catholic religion. The Mormons were quickly arrested and all
with the intemperate spirit that had subtly begun to infiltrate but one was subsequently executed. A single representative
the church hierarchy, Smith instructed a group of loyal men was permitted to return to Great Salt Lake City with notice
to destroy the press used by the rogue ecclesiastics. that their illegal and heretical communities were to be
For this act, Smith and his brother Hyrum were charged evacuated and that the Mexican Army was within its legal
with violating the First Amendment. A mob later broke into rights to kill any Mormon that chose to remain within
the jail and assassinated both of them. Mexican territory.
The death of the founder provoked a major crisis. The Brigham Young took Mexico’s warning as an idle threat.
Twelve Apostles of the church eventually decided that the Santa Ana would be hard pressed to make good on his word,
reluctant Brigham Young should be the second president of for Salt Lake was on the farthest fringes of Mexican Territory
the church. and reaching it posed a considerable challenge – as most of
Having once again become entangled in a bloody conflict the recently arrived Mormons knew only too well. In doing so
with the surrounding community, Young led most of the he underestimated the effect Deseret had on Mexico’s
church in 1846 on a long and difficult 1,300 mile exodus to Catholics. This was not simply a challenge to the civil
the Great Salt Lake in the Mexican state of Alta California authorities as the revolts in Texas and California had been. A
where they could establish a new Zion sequestered from heretical cult had rooted itself within the nation and dared
disapproving neighbors. the church to respond.
Though the region was desolate, it was not wholly In 1852, with the blessing of Pope Pius IX, a Mexican army
unoccupied. A mountain man named Miles Goodyear made its way from San Diego to the Great Salt Lake. Though
operated a trading post along a wagon road leading to the the journey was arduous, the soldiers were filled with a
Oregon Territory. He was of particular interest because he religious zeal that the large number of clergy accompanying
claimed to hold a Mexican territorial grant to the region. them kept at a fevered pitch. The first Mormon settlement
Establishing a legitimate claim was sufficiently important to they encountered was Manti. The frightened inhabitants
the new immigrants that they settled for a price of $2,000 understood no Spanish and so sheltered themselves within
with Goodyear to buy out any interest he might claim to land their homes rather than fleeing. The two score members of
within the new colony. the Nauvoo Legion fired upon the Mexicans but to no avail.
They were all quickly killed and the town burned to the 18: History
Young christened the region Deseret. A General Assembly ground incinerating most of the women and children.
met in January 1850 and intermittently thereafter to enact
ordinances having the force of law. No judges were initially The smoke was visible from Provo, alerting that town to the
selected, but a judicial system and a criminal code were later danger they now faced. The men sent their families north to
provided. Laws regulating elections were also passed. In Great Salt Lake City and grimly awaited their fate. Two days
practice, however, voters simply ratified choices previously later, the Mexicans would engage them in the Battle of Provo.
made by church leaders. Functioning within the framework of Though they fought to the last man, the outnumbered
the ecclesiastically created constitution, the General Assembly Mormons were no match for professional soldiers. Provo too
organized county governments and incorporated Great Salt was put to the torch.
Lake City, Ogden, Provo, and Manti. A militia (the Nauvoo Panic now ensued in Great Salt Lake City. Again, wives and
Legion) was also established. Taxes on property and liquor daughters were sent away, this time to Ogden. Every man and

353
boy that could carry a rifle remained behind to defend the city. with “Martin Van Ruin” and opened the door for the newly
When the Mexicans arrived, they fought with bitter tenacity. formed Whig party.
When their first assault failed, the Mexicans opened up with Henry Clay of Kentucky was the early favorite at the Whig
cannons destroying the tabernacle. Another two days of convention in Harrisburg, Pennsylvania, in December 1839.
fighting would occur, much of it brutal hand-to-hand combat He was, however, a Mason, and anti-mason feeling was strong
in burning buildings. The Mexicans finally prevailed though enough to block his nomination. In the final ballot Harrison
at great loss. After destroying what little remained of the city, was nominated with 148 votes to Clay's 90 and Scott's 16.
the Mexican Army, having sustained significant casualties and John Tyler was nominated as the Vice Presidential candidate.
apparently unaware of the existence of the last sizeable
Mormon town at Ogden, began the long march home Despite an oratorical masterpiece of an inaugural address,
confident that whatever Mormons remained would soon President Harrison’s administration was beset by internal
return to the United States. disunity as would be expected in a party composed of
disparate factions headed by a chief executive whose political
In the aftermath of this terrible raid, the Mormons vowed ability was held in low regard. Nonetheless, during the 27th
to rebuild. Much as the Israelites had overcome the Hittites Congress he signed into law several important pieces of
and Philistines to survive and prosper in Canaan, they would legislation sponsored by the Whigs including the rechartering
do likewise. of the Bank of the United States and stiffer protective tariffs
Though their reputation for industriousness would never whose revenue was earmarked for federally sponsored
meet a greater challenge, the remaining Mormons rebuilt communication projects (subsidies for railroad and
Great Salt Lake City within six months time. However, a canal-building corporations).
noticeable change had overtaken the people. The once friendly This nationalistic economic policy (known as the
Mormons, usually eager to trade agricultural commodities for "American System") would be a source of future political
manufactured goods, were now hostile and reluctant to trade. friction. Northern manufacturers and merchants were clearly
President Brigham Young issued a proclamation of martial the chief beneficiary of such policies in that their fledgling
law that, among other things, forbade people from traveling enterprises were guaranteed both profits and subsidized access
through the territory without a pass. The citizens of Utah to the rapidly developing markets of the interior. Southern
were discouraged from selling food to immigrants, especially plantation owners had little need for infrastructure improve-
for animal use. ments as the most productive land was already within easy
The Nauvoo Legion, which included every able-bodied reach of the seaports from which their cotton was shipped to
man between the ages of 18 and 45, was on full alert. Staff markets in Europe. Further inflaming matters was the fact
officers, who were also church and civic officials, were that their tax burden was disproportionately severe. As tariffs
dispatched to every remaining settlement under their were structured along mercantilist lines of discouraging
command to explain and enforce militia decisions. George A. imports, the southern states, with less than half of the nation’s
Smith, who commanded all of the southern militia units, population, were contributing over three-quarters of the funds
began the task of preparing the people psychologically, available to the national treasury.
militarily, and materially for war. The Whigs' activist economic program was quickly
It was during this time of particularly high tensions that the challenged by both increasing economic prosperity and
Mountain Meadows Massacre occurred: A group of democratic dissension that led to a disastrous showing in the
Mormons, aided by Southern Paiute Indians, deceived and 1842 congressional elections in which they lost control of the
attacked a group of 137 pioneers who were attempting to House.
travel from Iowa, through Utah, on their way to California. Harrison’s pledge, "Under no circumstances will I consent
This act triggered a condemnation from the United States to serve a second term" ensured that little of substance would
Senate and in a rare act of unity with Mexico, a declaration be accomplished during his remaining time in office.
of Deseret as an unrecognized rogue state. Aspirants to the presidency began to mark out positions. Vice-
President John Taylor advocated for the annexation of Texas
P RESIDENTIAL P OLITICS
18: History

much to the chagrin of both Harrison and Clay. Although the


Scholars point to the election of 1840 as the seminal point proposition was untimely, for it surely would have been
for events that would very soon lead to the American Civil defeated in the Senate had it been brought before that body, it
War and the subsequent founding of the Confederate States forced the Whigs to evoke the name of their nemesis Andrew
of America. Jackson in stating that was and continues to be the policy of
Martin Van Buren had inherited a pending economic crisis the United States not to engage in armed conflict with the
stemming from his predecessor Andrew Jackson’s war with the Republic of Mexico. Tyler, after four years of ineffectually
Bank of the United States. The storm broke in a serious working against Whig policies, finally severed his ties with the
depression that became known as the Panic of 1837. The party and returned to the Democratic camp.
resulting years of economic hardship and the international As the Democrats convened their May 1844 presidential
humiliation of the Aroostook War left the electorate disgusted convention in Baltimore, the expected candidate was former

354
A ROOSTOOK W AR
The Treaty of Paris, which concluded hostilities between the to prevent another blow to American pride. Shooting had begun
British crown and her American colonists, was an inexact between the two militia forces in early 1838, perhaps catalyzed by
document that left a number of borders along the Great Lakes liquor. Once initiated, a series of skirmishes quickly followed in
and Saint Lawrence seaway open to interpretation. the Aroostook and St. John valleys.
The subsequent War of 1812 and the U.S. purchase of the The U.S. was at a considerable disadvantage, for Maine had no
Louisiana territory from France would bring these border issues good route into the territory while the British
to the forefront. regulars, supplied along the Halifax road, repeated the trouncing
In 1820, the state of Maine was formed from the discontigous given American militia soldiers in the War of 1812 when they last
northern portion of Massachusetts. Eager to assert their attempted an invasion of Canada.
territorial claims, the puerile Maine legislature began granting By the summer of 1839, the British were in firm control of the
settlement claims north of the St. John’s river in British claimed region, as well as the nearby disputed area of northern New
territory already inhabited by Acadians. Not wishing to engage in Hampshire known as “Indian Stream”. Their case made, they
a third conflict with America, Britain sought to settle the issue then agreed to formal negotiations to settle the various border
diplomatically. The U.S. Senate, perhaps with an eye to making issues once and for all.
another attempt to wrest Canada, chose to ignore this attempted In November 1839, an agreement was reached known as the
rapprochement. Webster-Ashburton Treaty. Having judged the terms concluding 16: History
The issue reached a crisis point in late 1837, when New the War of 1812 too generous in having returned all pre-war ter-
Brunswick officials arrested a Maine census taker. Maine reacted ritory, the British presented the Americans with a border that
by dispatching a company of militia to enter the granted the Aroostook valley to New Brunswick, the Indian
disputed territory and establish a fort along the Aroostook river. Stream region to Quebec and the Mesabi Hills region along Lake
New Brunswick, fearing another American invasion, mobilized Superior to Ontario.
her militia and called for British aid from regular troops stationed Though humiliating to the brash Americans, they could at
in Quebec while Maine called up several thousand of her own least console themselves that Britain had not pressed her claims
militia to press her claims. further as well she could have. Soon though, the dreams of
Though General Winfred Scott, commander of the US Army, acquiring more territory would become forgotten as the United
hastened north to mediate a compromise before the belligerent States struggled to retain her domestic integrity.
Mainers dragged the United States into war, he arrived too late

355
President Van Buren. The question of Texas annexation had, on the Republic of Mexico settling all claims on the territory
however, by this time gained a significant following, especially and formally recognizing her sovereignty.
among southern delegates. These delegates reinstituted an On June 23, 1845, Mexico signed the Smith-Cuevas treaty
old rule that required a two-thirds majority for nomination, recognizing Texas independence. On July 4, 1845 the Texas
which threatened to render it impossible for the anti-annexa- Senate, its hopes of annexation now forever dashed, accepted
tion platform to be adopted. Van Buren didn't receive the the Smith-Cuevas treaty (8-6). The Republic of Texas was
required two-thirds vote until the seventh ballot. now formally at peace with Mexico.
In the wake of the divisive Democratic convention, Freed of these international distractions, Clay was now able
former Vice-President John Tyler presented himself as a third to turn his attention to domestic matters. Many of America’s
party candidate that would be supportive of the annexation of territories were quickly growing and had reached the state of
Texas. Sizeable numbers of southern democrats feeling political maturity that a generation ago would have
spurned by their party, rallied behind his banner. The Whigs guaranteed them statehood. Maintaining the delicate balance
unanimously chose Henry Clay as their candidate despite his between free and slave states, however, would be more difficult
having lost two prior presidential elections. than ever. Glancing at a map of the unorganized western
Another candidate of historical interest was Joseph Smith, territories, it was clear that the nation’s future growth would
Jr., founder of The Church of Jesus Christ of Latter-day be to the north and west, territory designated as future free
Saints. The effort was aborted in June when Smith was states under the Missouri compromise.
murdered along with his brother Hyrum in Illinois. For the time being, the admission of Florida would be
The campaign itself was a sordid affair. Tyler’s candidacy paired with Iowa as the two states joined the union on March
inflamed sectional rivalries and newspapers made no small 15, 1845 and December 12, 1846 as the 27th and 28th states
show of partisanship by vociferously denigrating the character respectively.
of all but their chosen man. The late entrance of yet another On February 1, 1848, Wisconsin ratified its state
third party candidate, the abolitionist James Bireny, truly constitution and petitioned to join the union. Southern
exposed the growing discontent within each of the major congressmen openly balked at the idea of another free state.
parties that Van Buren and Clay had both attempted to When a representative from the territory addressed the
conceal. congress and demonstrated that not only does the territory
The 1844 presidential election ended with Henry Clay have greater population but also a more mature civic structure
amassing a mere 50.9% of the electoral college. The popular, than states now in the union, South Carolinian Senator John
or unpopular as some newspapers groused, vote was closer Calhoun sarcastically announced that, “then perhaps the
still. Clearly Tyler’s candidacy had given the election to the more fortuitous course of action to present to this body would
Whigs as they won the states of Pennsylvania, North Carolina be to seek recognition of your national sovereignty, a
and Illinois with barely over forty percent of the popular vote. approbation we gentlemen have of late graced with greater
The democratic party had been split along sectional lines, a aplomb than statehood.”
rift that would soon widen. Notwithstanding Calhoun’s block’s intransigence, Clay set
Although the question of Texas annexation had ironically to work building a quorum that would ratify Wisconsin’s
enough made possible his presidency, Clay clearly saw the admission. Various compromises were offered including the
danger in allowing this matter to fester in the American body admittance of Kansas as a slave state (an idea vehemently
politic. Not only had it engendered palpable ill will among opposed in the North, as it clearly violated the Missouri
southerners but it also served as a rallying point for the compromise and would set a precedent for the entire western
growing abolitionist movement in the northeast. This vexing territories to be opened to slavery) and the purchase of Cuba
issue to which no compromise could likely be brokered (to be earmarked as a slave state) from Spain. It was the latter
between increasingly entrenched interests had to be settled. that gained the tacit approval of key Southern leaders who
Although a “war hawk” in his youth, Clay had known for indicated their willingness to approve the Wisconsin petition if
years that annexation would provoke an unnecessary and this feat could be accomplished.
18: History

costly war with Mexico, one he felt the nation was wholly Clay directed his Secretary of State Daniel Webster to
unprepared for. The humbling experience of the Aroostook confer with the United States Ministers to Spain, France and
War was still fresh in his mind and so he sought a diplomatic Great Britain in order to decide if it was feasible to persuade
remedy. Spain to sell Cuba to the States, while avoiding dissonances
In April 1845, Daniel Webster was dispatched to Mexico with France and Great Britain. The four men came together
City to join his British and French counterparts in negotiating at Ostend, Belgium in the summer of 1848.
an end to the war that had been dragging on for over a The British were to extract a price for their cooperation.
decade. Webster informed the Mexican government that the Since 1818, they had engaged in a joint occupation of the
United States was prepared to recognize Texas as an Oregon Territory. In the early 1840s as large numbers of
independent Republic and to hereafter dispense with any numbers of American settlers poured into the disputed area
notion of annexation. This promise was however contingent over the Oregon Trail, their position weakened. Rather than

356
waiting for the inexorable tide of American settlement to major parties would, however, subsume the party’s agenda
transform the territory into a de facto American possession, under a new and more potent banner.
the British wanted to see the southern boundary of British The New York Democratic Party had already fractured
Columbia established at the Columbia River and based their along abolitionist lines in 1847. The radical ‘Barnburner’
claims on the Hudson's Bay Company's long history in the faction, together with delegations from Connecticut,
area. Massachusetts, Ohio and Illinois, met in Utica, NY on June 22
In return for British aid in securing Cuba, Webster agreed to nominate their own candidate for President – Martin Van
to the Oregon Treaty. Senate ratification was, however, Buren. The convention then called for another national
contingent on a successful conclusion to the negotiations with convention to unite the country on a Free-Soil basis. This was
Spain. scheduled for August 8.
Having secured Britain’s assistance, they publicly issued Meanwhile, the ambiguous stance towards slavery taken by
their deliberations in August of the same year. The diplomats the Whig party led so-called "Conscience Whigs", prominent
proposed to threaten Spain with the invasion of Cuba, if among them William H. Seward, Schuyler Colfax, Charles
Spain was not willing to sell the island to the United States. Sumner, Salmon P. Chase and Horace Greeley, to call the
The document, known as the Ostend Manifesto, caused People's Convention of Friends of Free Territory in
enormous disturbances and served as a new rally cry for the Columbus, Ohio on June 27. Calling themselves the Free
growing abolitionist movement in the North. Whig Party, they nominated Thomas Corwin as their
On September 30, 1848, after tense saber-rattling on the presidential candidate.
part of the US (from which Clay would have backed down if During the lull after the breakaway conventions, Van Buren
his bluff were called), Queen Isabella II, her position already made overtures to Senator Seward seeking his
weakened by the Carlist Wars and the implicit threat posed by support. He argued that the Whig and Democrat
a powerful British squadron moored at Gibraltar, decided splinters were pursuing the same goals and that to run
against war and a treaty was negotiated wherein the USA candidates in parallel would simply dilute their potential
would purchase the island of Cuba for $100 million. The new strength. Since he [Van Buren] had previously been chief
territories were to be granted statehood as soon as a executive, it would only make sense for him to lead the ticket.
constitution could be drawn up. The constitutional congresses He was, however, mindful of the Conscience Whigs’
for the territory was little more than a charade as wealthy objectives and would do all in his power to see their positions
Southern aristocrats hastily emigrated to the island and incorporated, even going so far as to adopt their candidate as
subsequently dominated its body. Much of this was his vice president.
overlooked as President Clay left office with a legacy of When the free soilers met for their national convention in
having preserved the Union. August, Van Buren’s work appeared to have been fruitful.
Seward and the Conscience Whigs were present as well as
T HE E LECTION OF 1848:
representatives from the Liberty party and their National
D EATH K NELL OF THE R EPUBLIC
Reform allies. Much effort was spent by Van Buren in
In ailing health, Henry Clay declined to consider another reigning in the more radical elements of the barnburners so
term (he would die in the summer of 1849). In his stead, the as to create a unified platform to which all of the parties could
Whigs chose Daniel Webster as their candidate despite his unite behind. In the end the Free Republic party (as they
poor showing in the election of 1836. Millard Fillmore finally agreed upon calling themselves) offered a platform
received the party's nomination as Vice President. opposing any further spread of slavery, abolition of slavery in
The Democrats were determined not to repeat their the District of Columbia, as well as support for infrastructural
missteps of 1844 by adopting either a divisive candidate or improvements to be paid by continuation of the high tariff
platform. In so doing they chose the bland Lewis Cass, a policy.
former Governor and Senator from Michigan. He advocated While Webster and Cass refused to acknowledge their
“popular sovereignty” on the slavery issue, meaning that each breakaway kin and conducted a wholly civil campaign whose
territory should decide the question for itself. Jefferson Davis, blandness was in stark contrast to the raucous election of 18: History
the junior Senator from Mississippi, was chosen as the vice 1844, the Free Republicans felt no need to be so encumbered.
presidential candidate. Despite their best efforts at unity, the Through Greeley’s New Yorker and Colfax’s St. Joseph Valley
Democratic Party would once again experience a split – only Register, the Free Republicans launched a constant barrage of
this time from their Northern ranks. attacks on the main parties seeking to inflame fears that
Both of the major parties hoped to avoid the slavery issue's Kansas, Nebraska and even Minnesota could become slave
divisiveness in 1848. This proved impossible with the states. To Greeley’s eastern audience this was preached with
emergence of abolitionist political parties. The Liberty Party, moral overtones, while Colfax’s Indiana press played to the
which had some success on with an anti-slavery platform in fear that the west would be dominated by slave-run
1844, intended to run again in 1848. Defections from the plantations whose owners would crowd out any opportunity
that free men would have to make a fresh start in virgin lands.

357
This inflammatory campaign served Cass better than it did In June, California ratified a state constitution and sent
Webster. Anti-abolitionism was a stronger force among representatives to formally petition for admission. Initial gold-
Democratic voters, and the New Englander Webster obliquely fever enthusiasm had waned amongst southern legislators as
suffered from anti-Republican rhetoric, especially in the they realized that California would clearly be admitted as a
South. While the Free Republicans only managed to win one free state. With no ready slave state to balance out California,
state, in itself a remarkable achievement for the party (though southerners were unwilling to consider statehood or even
they did so by the barest of margins winning only 36 percent admission as a territory for they knew it would simply be a
of the popular vote in that state), this fact denied Cass a matter of a few years before such a territory would simply
majority in the electoral college. For the first time in the have to be admitted to statehood.
history of the Republic, its President would be selected by a The matter was an open filibustering sore. Southern
vote of the House of Representatives. Cass, having won 16 of Senators had dug in their heels and were prepared to wait
the 28 states, easily collected the required majority (each state forever if necessary. Senator Calhoun of South Carolina even
casting only one vote) and thus was declared victorious. dared to go so far as to broach the subject of secession.
On March 5, 1849 Lewis Cass was sworn in as the 11th Another related matter stood on the congressional agenda.
President of the United States. His inaugural address might The organization of the vast Platte River valley west of Iowa
have gone unnoticed save for the fact that he chose this and Missouri was overdue. As an isolated issue, territorial
occasion to confirm to the nation the rumors that had been organization of this area was not problematic. It was, however,
steadily making their way eastward over the past months. irrevocably bound to the bitter sectional controversy over the
Gold had been discovered in California. This was no small extension of slavery into the territories. Under no
find. Indeed, thousands of miners were already pulling circumstances would proslavery Congressmen allow a free
fortunes from the hills around San Francisco. The fledgling territory west of Missouri. The West was expanding rapidly
California Republic had petitioned for statehood and now was and territorial organization, despite these difficulties, could
the time to take decisive action lest this bounty of nature fall no longer be postponed. Four attempts to organize a single
prey to other national interests. territory for this area had already been defeated in Congress,
largely because of Southern opposition.
T HE C ALIFORNIA Q UESTION
To break the impasse, Cass proposed to organize the Platte
That California should be admitted to the Union was a
River valley into several smaller territories. Three territories
question beyond reproach. Within a week of taking office, a
would be formed South of the Platte River: Kansas,
squadron of warships was embarked for the dangerous voyage
Arapahoe and Colorado. To the north and bounded by the
around Cape Horn to California. Formal diplomatic notice
Missouri river two additional territories, Nebraska and
was given to both Mexico and Texas that it was the will of the
Ogallala, would also be created. Additionally, the balance of
Californian people to join the United States and all measures
the old Iowa territory would form the new Minnesota territory.
necessary to enforce this will would be employed.
These “New Territories” would decide the question of slavery
Formal annexation would take some time with California for themselves. The obvious inference—at least to
having yet to adopt a constitution and formally petition for Southerners—was that many of the territories would be
admission. In the meantime, the admission of Wisconsin, admitted as slave states to maintain the fragile balance of slave
tabled for over a year, could be resolved now that Cuba had and free states.
been acquired. On April 15, 1849, Wisconsin was admitted as
After weeks of cajoling, the California Act was signed into
the 29th state. A month later, Cuba was admitted as the 30th.
law. Through this measure the U.S. Congress
California presented some other difficulties. She was established the new territories of Kansas, Nebraska, Ogallala,
technically still at war with Mexico (who still regarded her as Arapahoe, Minnesota and Colorado and admitted California
a rebellious territory). Cass’ Secretary of State, Joe Dude, was as the 31st state. The bill contained the provision that the
sent to Mexico City to negotiate a peace treaty. The Mexicans, question of slavery should be left to the decision of the
realizing that California was lost, were willing to accept the territorial settlers themselves. This was the compromise
line 36° 30’ N as the southern border of the territory (a line
18: History

principle upon which Cass campaigned called popular


that would clearly mark the territory as a free state by virtue sovereignty. The California Act flatly contradicted the
of the Missouri compromise). However, they voiced great provisions of the Missouri Compromise (under which slavery
concerns over the new settlements around the Great Salt Lake would have been barred from all of these territories); indeed,
and the rumors of impending recognition of the settlers by an amendment was added specifically repealing that
Washington. In return for America declaring the Mormons to compromise. This latter aspect of the bill in particular
be illegal squatters on sovereign Mexican territory and formal enraged the antislavery forces, but after weeks of bitter debate
recognition of the northern border of Alta California to be in Congress, President Cass and the Southerners saw it
42° N, the Mexicans would sign the treaty. On May 3, 1849, adopted. Its effects were anything but reassuring to those who
the Treaty of Monterey was signed formalizing the had hoped for a peaceful solution. The popular sovereignty
agreement. provision caused both pro-slavery and anti-slavery forces to
marshal strength and exert full pressure to determine the

358
“popular” decision in Kansas in their own favor. The result 16 to 15 and with the prospect of being outnumbered by
was the tragedy of “bleeding” Kansas. Northerners and perhaps 22 to 15 and with no clear possibility of
Southerners were aroused to such passions that sectional additional slave territory for acquisition, southern states decided
division reached a point that precluded reconciliation. to secede from the Union. South Carolina was first on
The reaction from the Abolitionists was immediate. Eli December 3, 1851 followed quickly by Mississippi, Alabama,
Thayer organized the New England Emigrant Aid Company, Missouri, Louisiana, Florida, Georgia, Tennessee, Cuba,
which sent settlers to Kansas to secure it as a free territory. By North Carolina, Arkansas and Virginia. These 12 states
the spring of 1850, approximately 1,200 New Englanders had formed the Confederate States of America. The slave states of
made the journey to the new territory, armed to fight for Kentucky, Maryland and Delaware did not, however, join the
freedom. The abolitionist minister Henry Ward Beecher secession. The following January, several western counties of
furnished settlers with Sharps rifles, which came to be known Virginia voted to remain within the Union and sever their ties
as "Beecher's Bibles." with the state government in Richmond. They proposed to
call their new state Kanawha and its admission to the Union
Rumors had spread through the South that 20,000 New was completed within five days.
Englanders were descending on Kansas. To blunt this move,
thousands of Southerners, mostly from Missouri, poured over President Cass declared these secessions illegal and federal
the line to vote for a proslavery congressional delegate in July warrants were issued for all legislative members of these
1850. Only half the ballots were cast by registered voters, and states. General Winfield Scott, head of the US Army, was
at one location, only 20 of over 600 voters were legal instructed to mobilize all forces under his command.
residents. Predictably, the proslavery forces won the election. In early March 1852, rumors reached President Cass that
On November 4, 1850, another election was held to choose the secessionist states were planning to hold a constitutional
members of the territorial legislature. The Missourians, or convention in Richmond, Virginia. Seeing an opportunity to
"Border Ruffians" as they were called by their opponents, end the rebellion in one fell swoop, and against the advice of
again poured over the line. This time their influence resulted General Scott who urged that more time be given to prepara-
in 6,307 actual ballots cast from a population of 2,905 tion, he ordered Federal troops to march on Richmond.
registered voters. Only 791 voted against slavery. The US army had not fought a war since 1812 and it
The new state legislature enacted what Abolitionists called showed. The Federal army was miniscule and ill-equipped,
the "Bogus Laws," which incorporated the Missouri slave with weapons obsolete by European standards. Scott was able
code. These laws leveled severe penalties against anyone who to muster only 20,000 garrison troops to send to Richmond.
spoke or wrote against slaveholding; those who assisted The time required to mobilize even this meager force gave
fugitives would be put to death or sentenced to ten years hard ample warning to the Confederacy that, in turn, mobilized
labor. The Northerners were outraged, and set up their own local militia to form the infant Confederate Army.
Free State legislature at Topeka. There were now two Lieutenant General Edward Blacher was given field
governments established in Kansas, each outlawing the other. command of the Federal Army and tasked with the mission
President Cass chose to recognize the proslavery legislature as of capturing Richmond. He proposed a 40-mile dash across
legitimate. country to Fredericksburg. Such a maneuver would position
As the two factions struggled for control of the territory, the Federal army on the direct road to Richmond, the
tensions increased. In 1851, the proslavery territorial capital Confederate capital, as well as ensure a secure supply line to
was moved to Lecompton, a town only 12 miles from Washington.
Lawrence, a Free State stronghold. In August of that year, a President Cass approved Blacher's initiative but advised him
three-man congressional investigating committee arrived in to march quickly. Blacher took the President at his word and
Lecompton to investigate the Kansan dual governments. The launched his army toward Fredericksburg on March 15. The
majority report of the committee found the elections to be blueclad soldiers covered the distance at a brisk pace and on
fraudulent and reported that the free state government March 17 the lead units arrived opposite Fredericksburg on
represented the will of the majority. The federal government Stafford Heights.
agreed to follow its recommendations and altered its position 18: History
The Federals could not move south, however, without first
to recognize the free legislature as the legitimate government crossing the Rappahannock River, the largest of several river
of Kansas. barriers that flowed across his path to Richmond. Blacher
crossed the river on March 18, despite fierce fire from
T HE A MERICAN W AR , P T . 1: 1851-1852
Confederate snipers concealed in buildings along the city's
With official sanctioning of the anti-slavery government as riverfront. When the Confederates withdrew, Federal soldiers
legitimate, it became clear to southerners that the “New looted the town, from which the inhabitants had been
Territories” would all eventually be admitted to the Union as evacuated. By March 20, Blacher was prepared to launch a
free states. Their hope for Kansas, Arapahoe and Colorado to two-pronged attack to drive Zachary Taylor's forces from an
be admitted as slave states thereby balancing out California, imposing set of hills just outside Fredericksburg.
Oregon and Minnesota was dashed. Already outnumbered by

359
“.... Oh, I know where Taylor's forces are, and I expect to surprise him, commanders on both sides had the Napoleonic opinion that
I expect to cross and occupy the hills before he can bring anything serious defensive structures like rifle pits and trenches were
to meet me.” unnecessary and demoralizing to the troops. As a result, the
The main assault struck south of the city. Federal encampment at Pittsburg Landing had no defenses
Misunderstandings and bungled leadership on the part of the other than troops on picket duty, and very few of those. In
commander of the Federal left, Major General Talley, limited addition, the generals in the Federal command staff were
the attacking force to two small divisions - Brigadier General convinced that Morgan and his army were bottled up in
Hilbun to lead; Brigadier General Smith in support. Hilbun's Nashville awaiting Worth’s attack. Wool was confident
troops broke through an unguarded gap in the Confederate enough about the safety of his position that he left the camp
lines, but a corps led by General Clarke expelled the and headed upriver for a meeting with General Worth.
unsupported Federals, inflicting heavy losses. Blacher Unknown to the relaxing Federals, by late May 25th, Morgan
launched his second attack from Fredericksburg against the had moved his army within two miles of Wool's forces, and
Confederate left on Marye's Heights. Wave after wave of was preparing for a surprise attack. The rebel force was close
Federal attackers were mown down by Confederate troops enough that they could clearly hear the drums of the Union
firing from an unassailable position in a sunken road protected Army beating and Yankee bands playing in the evening.
by a stone wall. Over the course of the afternoon, seven At the appearance of faint predawn light on April 6th,
successive Federal brigades charged the wall of Confederate Morgan's 7,000 men charged screaming from the woods
fire. Not a single Federal soldier reached the line. around Pittsburg Landing, driving the sleepy pickets back in
On March 22, Blacher ordered his beaten army back across confusion on the Federal camp. Federal units rallied here and
the Rappahannock.The Union had lost 6,000 soldiers in a there to attempt to hold back the attack, but many of the
battle in which the dreadful carnage was matched only by its green troops simply fled the field, gathering by the river in
futility. Federal morale plummeted, and Blacher was swiftly frightened groups. Some even waded into the river in an
relieved of his command. By contrast, Confederate casualties attempt to escape the fighting. Units engaged in the fighting
had been considerably lighter than the Union's, totaling only on both sides had little organization, and few combat skills,
2,500. Taylor's substantial victory at Fredericksburg, won with resulting in a fight that many described as something like a
relative ease, substantially increased the confidence of the new fierce, bloody riot. Despite (or perhaps because of) this
Confederate Army. confusion, the Union forces were able to hold back the
Confederate assaults long enough for Wool to return, and to
At Washington, the scenes that followed the battle were establish a defensive line along the river. Gen. Morgan halted
disheartening for the Federal cause. The city openly avowed the attack near evening.
its satisfaction at the Confederate victory. The volunteers
showed up badly after their defeat. Discipline was at an end; By the end of the day more than 4,500 casualties of both
drunkenness and disorder of the worst kind reigned supreme. sides lay on the battlefield. Many of the wounded would die
The gravest anxiety prevailed, at all events from that moment without receiving any treatment, due to an inadequate
it was recognized by the Administration that the military medical organization. Some would die when the surrounding
problem was one for experts, and could not be solved by a woodlands caught fire, a horrific scene that would be repeated
handful of improperly organized three months' volunteers. in other battles in following years. Both sides were learning
This point would be driven home by the subsequent disaster some hard lessons. As the sun set, the Confederates had failed
in Tennessee. to achieve their objective of driving the Union force into the
river, but it appeared that they would be able to make short
In May 1852, Major General Wool, in command of the work of their shattered foes the next morning, May 26th.
8,000 man Federal Army of the West, took Forts Henry and
Donaldson along the Tennessee River. At about the same Had Worth been able to link up with Wool’s beleaguered
time, Major General Worth and his Army of the Ohio were forces, perhaps the result would have been different. However,
advancing through Kentucky toward Nashville, which was the Union forces did not possess sufficient riverboats to permit
occupied by Confederate General Morgan's Volunteer Army a strategic movement of this scale. The result was a foregone
conclusion. Outnumbered and overwhelmed, the Federals
18: History

of Tennessee. Morgan, sensing that Nashville had become


indefensible in the face of this dual advance, chose to surrendered to Morgan’s forces that evening. The overall
abandon the city and turn to the offensive, instead. His plan casualty count had now risen to around 6,000 men of both
was to attack and destroy one of the two advancing Federal sides and Wool’s Army of the West was eliminated.
armies before they could link up. He chose to attack General Worth’s forces arrived two days after the battle. A feeble
Wool. Union pursuit sent to pursue the Confederate army, was
Wool had advanced his army to a place called Pittsburg stopped by Morgan's rear guard. Worth was forced to return
Landing, Tennessee, on the banks of the Tennessee River. to Pittsburg Landing. After the battle of Shiloh, General Wool
Nearby was a small chapel with the name of Shiloh. Worth's was roundly criticized in the press for being surprised at
Army of the Ohio was moving to link up with Wool, but they Pittsburg Landing. He doubtless would have lost his
were still on the opposite (eastern) side of the Tennessee River. commission had he not been a Confederate prisoner.
Neither side had any battle experience. In particular, the

360
Indian Territory Transformed element to cross relatively unharmed. This group was able to
take the Cherokee and Creek in the flank and disrupt their
The only military success against the Confederacy during
defense of the southern crossing. The militiamen, once they
the first year of the war was ironically to be achieved by the
had closed with the Indians, set upon them with brutal
Five Tribes of the Indian Territory and not a Union Army. In
savagery. Of the 196 men Jameson had placed there, only four
the wake of their successes in Virginia, the Confederacy
escaped. Johnston’s officers lost control of their men as they
moved to expand their territory westward. In August 1852, a
wildly hacked the dead and dying to pieces.
force of 2500 militia from Missouri and Arkansas commanded
by Colonel Daniel Johnston crossed the Mississippi into Once order was restored, the Confederates proceeded to
Indian Territory with the intention of capturing that territory march on Muskeegee. From afar, the town appeared to be
for the South. Success seemed favorable, as in every village abandoned. This illusion was quickly dispelled once they
they entered the Indians fled from the militiamen. On August approached within rifle range. From concealed points behind
23, Johnston’s men reached Fort Eglah, a small garrison windows and rooftops, rifle and musket fire erupted. The 2nd
manned by Union troops. This was quickly captured at the Arkansas was in the lead and suffered devastating losses. Here,
cost of 16 men killed and another 43 wounded. 135 men were killed including most of their cadre and
another 173 wounded. The men broke under this barrage and
In the wake of the invasion, General Pleasant Jameson,
Johnston signaled a tactical retreat to reassess the situation.
Principal Chief of the Creeks, had set about organizing the
defense of Muskeegee. From his own nation and the Rather than being discouraged by this setback, the militia-
neighboring Cherokee and Seminole tribes, he was able to men, particularly those from Arkansas, were enraged and
muster nearly 2000 soldiers. Unbeknownst to their Federal grimly determined to avenge their kin by burning the town. A
overseers, in the intervening years since resettlement, the plan was devised to approach the town from four directions
tribes had stockpiled muskets and rifles and now they would avoiding the solid defenses in the northeast. The attack would
be put to good use. be made under the cover of darkness so as to offer some
measure of concealment from rifle fire. Johnston disliked the
An advanced guard was posted along the shores of the
idea of attacking at night for it would make the already
Arkansas River where two fording sites of the Texas Trail
difficult job of controlling his often unruly force that much
crossed that waterway north and south of its confluence with
harder. However, he knew this would ultimately be a hand-to-
the Neosho. All river barges were withdrawn to the western
hand contest in which organized fire lines would play no part,
shores to inhibit their capture and subsequent use by the
so he agreed to the operation.
Confederates. Meanwhile, Jameson set about organizing the
defense of Muskeegee. The flat open land dictated that the At midnight the Confederate forces moved on Muskeegee.
town itself was the only position worth defending and so his The defenders were hampered by the darkness and could do
men positioned themselves within the building and awaited little to stem the swarm that soon engulfed them. The town
Johnston’s forces. was soon ablaze and “Illuminated in the fires of an angry
native god” as one survivor would later put it. The battle
Johnston meanwhile, after consolidating his forces,
degenerated into a series of individual gunfights fought at
detached a group of riders to probe the Arkansas river
arms length, the combatants using pistols, knives and even
crossings. These men were fired upon by Cherokee and Creek
their bare fists. Both sides amassed appalling casualties as no
riflemen as they approached the far shore. Unprepared for
quarter was given and many wounded men were left to burn
such stiff resistance, the Confederates broke and ran. Of the
alive in the fires from which they could not extricate
55 men dispatched, 14 were killed and another 20 wounded.
themselves.
When informed of the ambush, Colonel Johnston realized he
had a fight on his hands and that the tribes were not about to When day broke over the charred remains of the town,
simply concede. Johnston knew that he had failed. From his position in the
Episcopalian church, one of the few buildings to have escaped
Upon performing a proper reconnaissance, Johnston
the fires, he was informed that fewer than 700 able bodied
decided to split his forces in two and attempt a simultaneous
men could be accounted for. Though they controlled the
crossing of the Arkansas above and below the Neosho. It was
southern half of the town, and possibly isolated pockets 18: History
late in the year and the waters were low enough to permit men
elsewhere as sporadic gunfire would seem to suggest, he had
to march across, but in so doing they would be at a great
not the forces remaining to secure the territory. It had been a
disadvantage. Having no artillery, he would have to depend on
Pyrrhic victory for although he had effectively destroyed
his own men on the far shore to provide covering fire during
Muskeegee, the Indians were still capable of defense. His
the crossing. He hoped that by crossing at two points, the
objective was to subdue Indian resistance and in so doing
Indian force would be diluted and that the crossing could be
secure their territory for the Confederacy – a goal that was
accomplished with a minimal loss of life.
now clearly out of reach.
The river crossing proved less deadly than Johnston had
His only course now clear, Johnston set about extricating
feared. The Indian forces had concentrated at the southern
his forces from Muskeegee. Along the sixty mile trek back to
crossing where they had previously chastened Johnston’s
Fort Smith Arkansas, his forces incurred further losses as fresh
scouts. Losses were significant but they allowed the northern
Choctaw riders, belatedly answering the mustering call of

361
General Jameson, harried his beaten troops. From his original Election of 1852
force of 2,500 only 583 men returned.
The bloody disasters of Fredericksburg and Shiloh doomed
Aftermath of the Battle of Muskeegee the Cass administration. The debacle of Shiloh occurred just
a month before the Democratic convention and a pall of
Stories of Union defeats in the east had made their way defeat was in the air. When Cass stood to address the
westward and from these reports it had become abundantly delegates, he was so loudly jeered that he could not complete
clear that the five tribes could not depend upon Washington his address. Not even the brilliant oratory of Stephen
to protect them from further incursions by the Confederacy. Douglass, finally chosen as their candidate, could alter their
The movement to secure independence for the Indian mood.
Territory began in September 1852, with a convention in The Free Republic convention, by contrast, was a raucous
Eufaula consisting of representatives of the Five Civilized affair. Secession caused many Northerners outside the
Tribes. The representatives met again in September to abolitionist ranks to question the decades-long policy of
organize a constitutional convention. compromise with the South. It had also robbed the
The Constitutional Convention met at the partially rebuilt Democrats of much of their strength. Within the confines of
town of Muskeegee in October 21, 1852. General Pleasant the shrunken Union, the dominance of the Free Republican
Jameson, Principal Chief of the Creeks and victor of the seemed assured.
Battle of Muskeegee, was chosen president by the elected General Winfield Scott, having abandoned the now defunct
delegates from the several districts. The delegates decided that Whig Party, addressed the assembled delegates on the
the vice-presidents would be the executive officers of the Five grievous errors of judgment forced upon him by President
Civilized tribes. There were five Vice-Presidents: Principal Cass. The war had been waged rashly in hopes of a quick
Chief of the Cherokees, Douglass J. Jefferson; Edward H. victory.
Murray, appointed by Chickasaw Governor Frederick H.
Johnston to represent the Chickasaws; Chief Green McShane “Our foes are not the frontier savages so handily beaten during the past
of the Choctaws; Chief Elmer White of the Seminoles; and threescore years. Rather, they are an errant sibling schooled in the same
John Haskell, selected to represent the Creeks as General military arts as ourselves. We are therefore matched by an opponent who
Jameson had been elected President. Sequoyah, named in is our equal in the field. To think otherwise would be to deny the lessons
honor of the great Cherokee, Sequoyah, was the name of Fredericksburg and Shiloh. He fights for his home soil and in that we
chosen for the new nation. are disadvantaged.
The convention organized a government for Indian Do not, however, believe that I advocate capitulation to the
Territory, wrote the constitution, drew up a map of the dissolution of the Union. I have spoken these words in the hope that you
counties, and elected a proposed set of delegates to Congress. will appreciate the gravity of our common task. Our southern brethren,
These proposals were sent to a vote by the citizens of Indian though they have withstood our martial efforts, are themselves
Territory and passed overwhelmingly. The delegation disadvantaged. War on the scale we contemplate must be waged by armies
received a cool reception in Washington, however. Having wholly unlike those this nation now fields. These new armies must be
already lost the South to secession, no one viewed kindly the raised, trained, armed and fed. This difficult course is not beyond us for
aspirations of another region to withdraw from the Union. we possess the capability to manufacture the rifles and cannon necessary
Douglass Jefferson, however, made clear in a speech to to equip an irresistible army. The secessionists have not the means to
Congress that what the Nation of Sequoyah desired was to follow suit and in that their downfall must lie.”
“…stand together with the United States as bosom allies united as The confidence with which Scott spoke and his assurance
partners against a common villainy. Do we Creeks, Cherokee, Choctaw, of victory led to a clamor for him to accept the nomination for
Osage and Seminole not share a common ailment with the proud Union? president. He declined the offer, citing the need to manage the
Have these southern gentlemen not claimed dominion over lands that were great task he had set before the nation. William Seward, with
our nation as well? Only recently have you felt the same loss that my the backing of Scott, was subsequently chosen as their
people have endured for a generation now. Gentlemen, do not disparage candidate.
this open offer of friendship and good will for in crisis times such as these
18: History

Despite several noteworthy debates between Douglass and


a willing ally serves your purposes better than a conquered foe.” Seward, the election was a forgone conclusion. The electorate
Jefferson had played a strong hand. The Union was in no was in no mood for talk of diplomatic solutions. The South
position to spare the forces necessary to prevent the secession had committed the most grievous of sins, treason, and she was
of the Indian Territory. The alliance he offered, however, not to be lightly forgiven.
could serve to force the Confederacy to divert some attention Seward carried all but the border states of Kentucky,
to the west and away from the important eastern front. It Maryland and Delaware and thus became the 12th President
might also check advances into the western territories. of the United States.
After vigorous, but ultimately pointless debate, there was
but one prudent course of action – the United States agreed
to recognize Sequoyah as a sovereign nation.

362
An Armed Camp was demonstrably proven in August of 1853 when a
Confederate ship (the impounded revenue cutter Washington)
Upon assuming office, Seward was faced with many
attempted to intercept a British merchant vessel outside of
difficulties. The most pressing, namely the formation of an
Galveston. She was promptly set upon by three Union sailing
expanded Federal Army, was ultimately the easiest to
sloops and burned to the keel.
accomplish. With Californian gold flowing into the national
coffers, the currency shortages that had so hampered Texan neutrality proved to be a boon for the young
commercial development in the past were solved. This alone Republic. Shortages caused by the Federal blockade ensured
could not provide the necessary financing so an income and that eager buyers paid handsomely for every bale of cotton
various other taxes were instituted in 1853. These were, quite that could be delivered to Galveston. Cotton acreage
naturally, unpopular but the ‘war fever’ of the North was such increased by nearly fifty percent in 1854. Sorely needed
that these elicited only passing grumbles. investment capital also began to pour into the country. British
financiers, seeking a safe haven for monies once invested in the
Scott had advocated a naval blockade of Southern ports to
now warring American States, funded road and railway
starve her European cotton trade. If this were allowed to
construction. The influx of quantities of British specie,
continue, she could simply buy the munitions that she could
especially the silver shilling, alleviated the need to depend
not produce herself. Indeed, Federal agents in Europe reported
solely on paper script and stabilized the economy.
that large orders were already being placed with British and
French arms makers. The Federal Navy, though, was woefully The cotton dearth also benefited the Indian Nation of
short of ships with which to effectively blockage Southern Sequoyah. The Cherokee people were experienced in
ports. Four heavy side-wheelers had been launched in 1850. plantation agriculture from their period of assimilation in the
The balance of the navy, however, consisted of sailing ships; southeast. The demand for cotton stimulated a boom in the
line-of-battle ships, frigates, sloops, and brigs. Splendid vessels cultivation of ‘white gold’ within the young nation. They did
as they had been in their day, these ships were now obsolete as not, however, have the ready access to markets that so
vessels of war. Despite their grave vulnerabilities, these ships benefited Texas. The Arkansas River was closed to them
were capable of interdicting unarmed merchant vessels and so below Fort Smith so cotton had to travel by wagon to either
were deployed outside the South’s principal Atlantic and Gulf Fort Worth, Texas or Omaha City, Iowa. This prompted the
ports. The keels for six new screw frigates had been laid down construction of an indigenously built railway line that would
in the last days of the Cass administration and orders were eventually link the United States and Texas.
placed for another dozen. It would be 1854 before any of Texan and Sequoyahan cotton fields could hardly satisfy the
these new ships could join the blockade. enormous appetite of the mills in Lancaster, New England
A more politically lethal development was the threat of and Fourmies. In an effort to provoke the British and French
recognition of the Confederacy by England and France. Both into action, "cotton bonds" were floated in London and Paris’
nations had sent representatives to Washington and stock exchanges. These bonds were rapidly bought up for they
Richmond following the military setbacks of 1852. Cautious were redeemable in cotton far below the going market price.
of picking the wrong horse, they sat on the sideline awaiting a They were, however, redeemable only in the Confederacy.
more decisive outcome. The CSA was, however, recognized Given these economic incentives, individual ship captains ran
by the Republic of Texas in February 1853. Though a small the porous US blockade with general success but some were
gesture on the world stage, it bolstered the Confederate cause caught and their vessels impounded and crews imprisoned.
for legitimacy. Tension mounted between London, Paris and Washington
over the course of the year.
S OUTHERN D IPLOMACY In early 1854, Seward’s extremely capable minister to
Sympathetic ears in Maryland warned that the US was England, Charles Francis Adams, the son of John Quincy
gearing up for total war. This was more than mere campaign Adams and grandson of John Adams, successfully brokered a
rhetoric on the part of the Free Republicans. Already new diplomatic understanding. The cotton blockade was not as
armies were being formed throughout the North as a flood of injurious to British financial interests as the Confederacy had
volunteers flocked to the colors. More sensible members of wished. Sources in Texas, Egypt and India were able to fulfill 18: History
the Confederate Congress knew that they could never much of the demand. Sober reflection revealed that Britain’s
withstand an onslaught of hundreds of thousand of Union economic relations with the industrialized North far
troops. They might, with great effort, field a comparably sized outweighed those with the rural South, cotton notwithstand-
army but they could not possibly hope to provide the rifles and ing. The Union was Britain’s best customer, providing a large
cannon necessary to make it an effective force. market for British goods and attracting large amounts of
The Northern blockade, though still porous, was British capital as investments in railroads, lands, and
nonetheless beginning to make its effects felt. A few British securities. It also exported large quantities of foodstuffs and
firms had begun to trade exclusively with Texas. Seward had raw materials to the British Isles. The conflict had greatly
labored hard in courting Texas to remain neutral with the stimulated trade between the two countries. Hostilities would
promise that the United States would guarantee the also have left the long border with British Canada vulnerable.
accessibility of her ports to the European cotton trade. This

363
Great Britain was also very much a democracy and her fighting became pitched as the gray clad infantry arrived. The
politicians were subject to an extraordinarily free press. The next day, at dawn, fighting began again around Beech Hill as
party in power was as susceptible to public opinion as any a Union division advanced up the pike, halting just before the
elected government. With the Napoleonic war (1804-1815) Confederate line. The fighting then stopped for a time.
and the Second American war (1812-1815), still fresh in the After noon, a Confederate division struck the Union left
elder generation’s minds, it may be fairly supposed that flank and forced it to fall back. When more Confederate
English people were tired of wars and the economic hardships divisions joined the fray, the Union line made a stubborn
they caused. No politician wanted to be the one to start stand, counterattacked, but finally fell back with some troops
another. routed. The Confederate commander, Major General Booker,
The same could not be said for France. In November 1852, did not know of the happenings on the field, or he would have
a new plebiscite overwhelmingly approved the establishment sent forward some reserves. Even so, the Union troops on the
of the Second Empire, and Louis Napoleon became Emperor left flank, reinforced by two brigades, stabilized their line, and
Napoleon III. France did not have the same access to the Rebel attack sputtered to a halt.
alternative sources of cotton as did Great Britain and her Later, a Rebel brigade assaulted the Union division on the
industries suffered accordingly. Napoleon publicly Barksdale Pike but was repulsed and fell back into Hartsville.
condemned the war that had exhausted "one of the most fruitful The Yankees pursued, and skirmishing occurred in the streets
of [French] industries." in the evening before dark. Union reinforcements were
Emperor Napoleon III sympathized with the South and threatening the Rebel left flank by now.
while Adams was securing British neutrality, he took the step Booker, short of men and supplies, withdrew during the
of recognizing the South as a belligerent and expressed night, and, after pausing at Lebanon, continued the
interest in mediating the conflict. The North adamantly Confederate retrograde by way of Cumberland Gap into
refused to consider the idea. eastern Tennessee.
THE AMERICAN WAR, PT. II: 1854-1855 Command of the Federal Army of the Potomac had been
given to Daniel Roberts after Blacher had been relieved in
The North had spent 1853 rebuilding a vast new army and
1852. Roberts reorganized the army and formed a cavalry
in April 1854 it would be employed. The first attack would be
corps. This work had been completed by the end of 1853 but
an effort to eliminate the Missouri salient.
too late for that year’s campaigning season. In April 1854, as
The Army of Illinois, having formed for battle at Camp part of the tripartite campaign, he was ordered into Virginia
Jackson, marched, under the command of Major General to bring the Confederate forces to battle and destroy them.
Mulligan, on Jefferson City. Colonel Williams commanded
He wanted to strike at Taylor's army while a sizable portion
the entrenched Missouri State Guard garrison of about 3,500
was detached under Price in the Suffolk area. The Federal
men. Mulligan's men first encountered skirmishers on April
commander left a substantial force at Fredericksburg to tie
13 south of town and pushed them back into the fortifications.
Taylor to the hills where Blacher had been defeated two years
Having bottled the Confederate troops up in Jefferson City,
earlier. Another Union force disappeared westward, crossed
Mulligan decided to await his ammunition wagons, other
the Rapidan and Rappahannock rivers, and converged on
supplies, and reinforcements before assaulting the
Fredericksburg from the west. The Federal cavalry would
fortifications. By the 18th, he was ready and ordered an
open the campaign with a raid on Taylor's line of
assault. The Union troops moved forward amidst sporadic
communications with the Confederate capital at Richmond.
Confederate artillery fire and pushed the enemy back into
Convinced that Taylor would have to retreat, Roberts trusted
their inner works. On the 19th, the Illinois men consolidated
that his troops could defeat the Confederates as they tried to
their positions, kept the Missourians under heavy artillery fire
escape his trap.
and prepared for the final attack. Early on the morning of the
20th, Mulligan's men advanced behind mobile breastworks, On April 29, Roberts' cavalry and three army corps crossed
18: History

made of hemp, close enough to take the rebel works in a final Kelly's Ford. His columns split; with the cavalry pushing to the
rush. Williams requested surrender terms after noon, and by west while the army corps secured Getmanna and Ely's fords.
2 pm his men had vacated their works and stacked their arms. The next day these columns reunited at Chancellorsville.
This Confederate stronghold had fallen, bolstering Union Taylor reacted to the news of the Federals in the Wilderness
sentiment and consolidating Federal control in the Missouri by sending General Gideon J. Pillow’s division to investigate.
Valley. Finding the Northerners massing in the woods around
Chancellorsville; Pillow commenced the construction of
Major General Riley’s Union Army of the Cumberland
earthworks at Zoan Church. Confederate reinforcements
mounted a simultaneous push into Tennessee. On April 7,
under David Twiggs marched to help block the Federal
they converged on the town of Hartsville in three columns.
advance, but did not arrive until May 1. The Confederates
Union forces first skirmished with Rebel cavalry before the
had no intention of retreating as Roberts had predicted.

364
Roberts' troops rested at Chancellorsville after executing In July 1854, General Roberts proposed a plan for
what is often considered to be the most daring march of the transporting his troops by sea to Fort Monroe (at the tip of the
war. They had slipped across Taylor's front undetected. To peninsula between the York and James rivers), and from there
some the hardest part of the campaign seemed to be behind advancing on Richmond. President Seward, who preferred
them; to others, the most difficult had yet to be encountered. another overland advance, reluctantly agreed to Roberts'
The cavalry raid had faltered in its initial efforts and Roberts's plan, provided that a force was left behind to protect
main force was trapped in the tangles of the Wilderness Washington.
without any cavalry to alert them of Taylor's approach. By August, Roberts had about 100,000 men at Fort
As the Federal army converged on Chancellorsville, Monroe. Rather than attempting to break through the
General Roberts expected Taylor to retreat from his forces, Confederate line across the peninsula, he prepared to besiege
which totaled nearly 115,000. Although heavily outnumbered Yorktown, the strongest point in the line. However, General
with just under 60,000 troops - Taylor had no intention of Twiggs evacuated Yorktown just as Roberts had completed his
retreating. The Confederate commander divided his army: preparations. An indecisive, though severely contested,
one part remained to guard Fredericksburg, while the other rear-guard action was fought at Williamsburg (August 14) as
raced west to meet Roberts's advance. When the van of the Confederates withdrew toward Richmond. The
Roberts's column clashed with the Confederates' on May 1, evacuation of Yorktown opened up the York River to the
Roberts pulled his troops back to Chancellorsville, a lone Union fleet, and on Aug 25, Roberts established his base at
tavern at a crossroads in a dense wood known locally as The White House Landing about 20 miles east of Richmond on
Wilderness. Here Roberts took up a defensive line, hoping the Pamunkey River.
Taylor's need to carry out an uncoordinated attack through Late in August, heavy rains swelled the Chickahominy so
the dense undergrowth would leave the Confederate forces that communication between the two wings of Roberts's army
disorganized and vulnerable. became precarious. On September 9, Twiggs moved against
To retain the initiative, Taylor risked dividing his forces still the left wing (on the south side of the river), where the lines
further, retaining two divisions to focus Roberts's attention, extended to Fair Oaks, a railroad station six miles east of
while David Twiggs marched the bulk of the Confederate Richmond. The Confederate attack was badly executed in the
army west across the front of the Federal line to a position ensuing battle of Fair Oaks (September 10-11). With the help
opposite its exposed right flank. Twiggs executed this daring of some divisions of II Corps, which had managed to
and dangerous maneuver throughout the morning and struggle across the river, the Union left wing held its ground.
afternoon of May 2. Striking two hours before dusk, Twiggs’ The defeated Twiggs withdrew his forces to Richmond.
men routed the astonished Federals in their camps. In the Taylor, commanding the Confederate Army of Northern
gathering darkness, amid the brambles of the Wilderness, the Virginia, mounted an offensive against the exposed II Union
Confederate line became confused and halted at 9 p.m. to Corps in order to cut Roberts off from his base at White
regroup. House Landing. Between September 26 and October 2,
On May 3, Twiggs initiated the bloodiest day of the battle Union and Confederate forces fought a series of battles:
when attempting to reunite his troops with Taylor's. Despite Mechanicsville (September 26-27), Gaines's Mill (September
an obstinate defense by the Federals, Roberts ordered them to 27), Savage's Station (September 29), Frayser's Farm
withdraw north of the Chancellor House. The Confederates (September 30), and Malvern Hill (October 1). In the battle of
were converging on Chancellorsville to finish Roberts when a Malvern Hill, the Union troops repeatedly repulsed the
message came that Federal troops had broken through at Confederate attacks in some of the hardest fighting of the
Fredericksburg. At Salem Church, Taylor threw a cordon war. On the next day, however, Roberts, declining to take the
around these Federals, forcing them to retreat across the offensive, withdrew to Harrison's Landing on the James River
Rappahannock. Disappointed, Taylor returned to thus ending the Peninsular Campaign. Taylor had suffered the
Chancellorsville, only to find that Roberts had also retreated heavier losses, and he had been unsuccessful in his attempts to
18: History
across the river. dismember Roberts's retreating army.
Chancellorsville was considered Taylor's greatest victory, A New Ally
although the Confederate commander's daring and skill met
The victory at Chancellorsville and in the Peninsular
little resistance from the inept generalship of Daniel Roberts.
Campaign, though they checked Union advances in the
Using cunning, and dividing their forces repeatedly, the
eastern theater, had been costly. Taylor had prevailed through
massively outnumbered Confederates drove the Federal army
excellent generalship and good fortune but in so doing his
from the battlefield. The cost had been frightful. The
armies had been seriously weakened. Further incursions by
Confederates suffered 14,000 casualties, while inflicting
such overwhelming forces would eventually prevail.
17,000.
As if to prove this point, Union advances west of the
Appalachians were proceeding apace. In July, the Army of

365
Illinois completed their capture of Missouri by destroying the As 1854 drew to a close, the situation was mixed for the
fortifications at New Madrid thereby opening the Mississippi Confederacy. She had held off all attempts at the invasion of
River down to Fort Pillow, Tennessee. Riley’s Army of the her vital eastern coast. She had also gained a new ally in
Columbia had captured Knoxville and were advancing on France and access to the guns and ammunition she needed to
Chattanooga. survive. However, the situation in the west was deteriorating.
As fate would have it, a diplomatic incident would offer the Missouri, Arkansas and much of Tennessee were under
South a desperately needed ally. Confederate Ministers James Union control and Arkansas was being threatened by both a
Berry and John Phillips, on their way to France in October Union Army to the North and raiding Chactow and Seminole
1854, were "kidnapped" by a Federal gunboat off the French from the west.
mail packet Vergt. The Emperor reared up and roared. Precious little could be done about this for much of her
Napoleon fired off an ultimatum giving Washington seven militia was distracted battling the rebellious Louisianans. If
days to liberate the emissaries and apologize, or else. the war was to be won and her independence assured, she
While Seward and his cabinet debated their response, knew that she had to alter tactics and assume the offensive.
Confederate President John Hugh Means authorized his Only by forcing a decisive battle and capturing Washington
remaining diplomatic mission in France to make a secret offer could she bring her enemies to the bargaining table before
to the Emperor certain to appeal to the dictator’s desires for a they slowly ground her down.
return of Napoleonic glory. In return for warships, arms and The Last Huzzah
French troops, the Confederacy would return the City of New
On April 3, 1855, the invasion of the North by General
Orleans and its surrounding county to the French.
Zachary Taylor, the South's Commander in Chief, had
When Seward replied that the Confederate Ministers would brought several components of his army into the vicinity of
not be released as they were guilty of violating the Federal Gettysburg, in southern Pennsylvania. A general engagement
blockade, the die was cast. On October 23, the Empire of developed, which endured furiously for three days. On the
France recognized the Confederate States of America and third, Taylor decided to attempt the envelopment of the
announced that she would aid the CSA in her war of Union right, while his fresh reserves under General Twiggs
Independence. were to attempt a direct break through the Union center at
When this news crossed the Atlantic, it appeared on the Cemetery Hill. The former operation broke down, but the
front page of every paper. All across the North, Napoleon and latter, in one of the fiercest actions in military history,
the French were vilified. Communities with francophone succeeded – the North's line was penetrated and the
names voted to change their names. commitment of his French reserves allowed Taylor to follow
In the South, the news brought a new hope and zeal to the up Twiggs' charge with the rout of the Union Army.
war effort – except in Louisiana. The deal to carve off Taylor's victory at Gettysburg did not itself immediately
Orleans County had been concluded without their knowledge settle the issue. Further losses in the year would however bring
or consent. Rioting began almost immediately and a division the Seward administration to the bargaining table.
of Confederate troops had to be dispatched from Mississippi After a long, strenuous campaign through Missouri and
to keep order. Arkansas, General John Cadwalader had finally come upon
The Louisiana state senate declared the act illegal and the city that held the Mississippi River for the Confederacy –
demanded its immediate reversal. When informed by Vicksburg. Four times he had failed in attempting to bypass
Richmond that the deal was necessary to save the the city from upriver. After contemplating his alternatives for
Confederacy, the Louisianans immediately voted to secede the campaign, Cadwalader finally decided to march overland
from the confederacy. Additional troops from Mississippi and to Vicksburg.
Arkansas were dispatched to quell the insurgency. Northern Cadwalader ordered numerous diversions to confuse
papers had good sport in reporting the irony. Lieutenant General John C. Pemberton, stretching the
18: History

On December 1, a squadron of French warships outnumbered Confederate forces into dangerously thin gray
approached the Virginia coast escorting a small fleet of lines. After bitter struggles at Port Gibson, Raymond, and
merchant vessels. Though sighted by the Sloop of war later at Champion Hill, Cadwalader was within site of his
Constitution, the venerable sailing ship offered no resistance to goal. Cadwalader's forces quickly surrounded the city and
their passage. At Norfolk, the ships offloaded their precious opened an extended artillery barrage .
cargoes of rifles and cannon. They were reloaded with cotton At 10 a.m. on May 22, 1855, brigades from three corps of
for the return journey to France. The ships of the line, Cadwalader's army assaulted the city. A long bitter struggle
Marengo and Algiers, along with their trained crews, took place and although the assault showed some success at
remained in the Chesapeake. first, the Confederates quickly restored their original lines of

366
defense. The Union army suffered 3,199 casualties, while On April 5, 1855, the first 1,236 names were drawn from a
Pemberton's forces lost less than 500 men. wheel to determine who would be drafted into the army. The
Realizing that the city could not be taken by assault, next day as the casualty list from Gettysburg was being
Cadwalader ordered his engineers to begin siege operations. posted, the names of these draftees were listed in morning
The siege cut off all supplies going into the city and the papers and posted around the city. It did not take long for
constant hammering of siege artillery drove many of the chaos to ensue.
citizens into caves dug into the hillsides. On April 7, the draft office at Third and Forty-sixth was set
The siege finally ended when on June 15, 1855, a French fire by a mob of angry draftees. "Instead of putting out the fire, a
force under General P.J.F. Bosquet arrived from New Orleans. fire brigade, angry that their jobs no longer entitled them to an official
His 2nd Division were veterans of years of combat in Algiers exemption [from the draft], joined the mob". For four days the angry
and their experience showed. In the Battle of the Yazoo Hills, New Yorkers, mostly immigrants, rampaged through the
the French routed the Union XV Corps that held open streets targeting the chief of police and the office of the
Cadwalader’s vital supply lines. The Union forces, having outspoken abolitionist Horace Greeley.
suffered in excess of 4,000 casualties, were forced to retreat Aftermath
across the Mississippi River to Louisiana leaving their siege
In the wake of increasing resistance to what was
guns to fall into Confederate hands.
increasingly being seen as a futile cause, the Seward
In the center front, Bragg's Army of Tennessee, after their administration finally, in October, acquiesced to the repeated
defeat in 1854, had established a fortified line along the Duck French pleas to negotiate a truce. Even though hostilities had
River from Shelbyville to McMinnville. The Army of the ceased, the war had not. Both Confederate and Union armies
Cumberland made two major assault s on the line during the began to entrench and fortify their positions. Northern
summer of 1855 but were repulsed with heavy losses at the Maryland became a no-man’s land as a solid belt of
Battles of Hoover Gap and Liberty Gap respectively. fortifications was built from the Chesapeake to the
The war was now at a stalemate. Both sides had suffered Alleghenies.
grievous losses and war weariness was setting in. Thirteen months later, the peace talks had hardly
In the North, the enlistment rate had fallen off sharply by progressed. It would not be until 1857 when the Democrats
August 1854. Further calls for men were adhered to by more came back into power under Stephen Douglass that a peace
than 400,000 men between May and July, but the rate in treaty would finally be signed recognizing Southern
which they appeared became slow. So in August, Congress Independence.
took the unprecedented step of authorizing a draft for states Confederate troops occupied the Union state of Maryland
whose enlistment quotas were not met. while Federal troops still held Missouri and portions of
Northern response to the draft appeared wearing the ugly Tennessee and Arkansas. Louisiana also disputed the
face of violence and angry protests in every state of the territorial claims of the French government to New Orleans.
Union, with a telling illustration of this coming from New It was agreed that territory in possession of the belligerent
York City in July 1855. Much of the opposition to the draft powers would form the boundaries between the two nations.
stemmed from its inherent unfairness in one's ability to hire a The United States decided to move the capital to New York
substitute (only the rich men could truly afford to do this). City and the District of Columbia was absorbed into
Another issue was race relations. And much of this tension Maryland as Columbia county.
was centered in urban areas, the residences of the working The grant of New Orleans to France was an act of the
class and immigrants. For instance, white workingmen Confederate government and the southern delegates felt they
listened to the oratories of folks like Democratic Congressman were in no position to declare the grant null and void lest they
Samuel S. Cox of Ohio, who warned that the result of their anger their French allies who had ensured their independence
serving in the Army would be to find “blacks filling their and whose financial and industrial backing would guarantee
places” on the job. 18: History
it. It thus became a domestic matter for the Confederacy to
New York City was a significant anti-draft center for other solve. True to their word, the Louisianans pressed ahead with
reasons. The anti-war movement had many powerful voices in secession and petitioned to join the Republic of Texas. The
the city, including its own mayor. The Governor, Democrat Texas Senate ratified this in October 1856 after a brief
Horatio Seymour, had outwardly expressed his opposition to conflict known as the “Cajun War” illustrated that the
the draft and enumerated his reasons for it. Additionally, Confederacy would be unable to hold the region by force of
struggling immigrant groups, particularly the Irish, whose arms.
wages weren't enough to adapt to rising wartime inflation did
not enjoy the thought of going to War to perpetuate their
economic struggle. They also viewed the replacement of their
striking longshoremen with blacks with great contempt .

367
CONFEDERATE STATES

The South Today


AT A GLANCE... The Southern War of Independence, while establishing the sov-
ereignty of the Confederate States of America, did so at a terrible
cost. Untold thousands of her young men were killed in that conflict
Geography: Confederate States
and many more were permanently disabled or disfigured.
Location: East Central North America, bordering More insidious was the damage done to the nation’s institutions.
both the Atlantic and Gulf of México Wartime necessity betrayed many of the ideals for which the con-
Area: 431,757 square miles
Border Countries: United States, Republic of Texas flict was extensively fought over. The tyrant in Washington was
Climate: Warm temperate ranging to subtropical merely traded for a new master in Richmond.
Terrain: Low mountains in east, swampy coastal
plains along gulf coast The secession of western Louisiana to Texas, an act that the
Natural Resources: Small deposits of iron and coal, national authorities were powerless to prevent, prompted fears that
extremely fertile agricultural land
other states would follow when they deemed it to be in their best
People: Confederate States
Population: 9,172,305
interests. The government was bankrupt at the close of hostilities yet
Ethnic Groups: White 54%, Black 46% saddled with enormous responsibilities. Union troops were still
Religions: Protestant 80%, Roman Catholic 17% entrenched in New Jersey, Pennsylvania, Tennessee and Arkansas.
Languages: English 83%, Spanish 17%
To secure the borders meant permanently garrisoning large num-
Government: Confederate States bers of soldiers along the northern frontier. Naturally this did not sit
Country Name: Confederate States of America
well with the men called upon to perform such service. Many were
Government Type: Confederacy
Capital: Richmond
volunteers eager to return to farm and family. Desertions were ram-
Administrative Districts: 12 states pant prompting harsh discipline and the eventual nationalization of
Independence: December 3, 1851 from United States all state militias and locally raised units into the Confederate States
Chief of State: President Zebulon Vance Army headquartered in Richmond.
Economy: Confederate States With their hopes for emancipation dashed and with the certain
Economic Overview: The Confederate economy is dominated
by export oriented plantation agriculture,
knowledge that they no longer risked repatriation should they
very little industrialization as most escape to the United States, slaves attempted to escape their masters
manufactured goods purchsed from
overseas, minor domestic iron works
in unprecedented numbers. Whites in the deep south feared a gen-
and fabrication facilities in northeast, eral slave uprising – a genuine fear as much of the region’s able-bod-
subsistance farming prevelant in back
country
ied men were either dead, disabled or deployed. The paranoia
Exports: Cotton, tobacco, sugar, rice became so pervasive that many regions reverted to martial law as
Export Partners: France, Britain Army troops were sent in to quell revolts and keep order.
Currency: Confederate Dollar
It was hoped that the end of hostilities would bring about an eco-
(1 oz. gold = $CS 113.68)
(1 oz. silver = $CS 7.10) nomic renaissance as once again world markets would be open to
Military: Confederate States
the cotton, tobacco and sugar cane that had previously formed the
Military Branches: Army and Navy
basis of the southern export economy. Such was not the case. The
Standing Forces: 150,000 new cotton acreage brought under cultivation in Texas, Sequoyah,
Transnational Issues: Confederate States Kansas, Egypt and India during the war led to falling prices as
Disputes – International: The C.S. claims ownership of all pre- Confederate supply once again became available. By 1858, prices
18: History

war territory belonging to Arkansas and had fallen to two-thirds that of the pre-war period with little hope
Tennessee, cavalier attitude towards
Mexican sovereignity has raised threat of recovery.
of war
Alliances : Aligned with France Continual functioning of the government and debt service
required sums vastly in excess of those collected prior to independ-
ence. Tax burdens, including an unprecedented tax on income,
became onerous leading to grumbling in the state legislatures and
open talk of a second secession by Cuba.
Through the use of emergency executive powers, President
Alexander Stephens instituted various measures that aggregated
Richmond’s control of the state to an unprecedented extent. In
response to widespread evasion, revenue agents were given broad
discretion with regards to tax evaders, and their powers were backed

368
by the military. To maintain a firm hand in Cuba, a naval base Southern Attitudes
was built in Havana and garrisoned by troops from Virginia and There can be no disputing that the past decade has been one
the Carolinas. Now with the power of the purse and the sword of economic distress for the average Southerner. Hunger and
firmly in Richmond’s control, future notions of dissent were violence have touched far too many of them not to have left a
effectively stifled. permanent mark on the national psyche.
Given the Confederacy’s inevitable position with an To outsiders, they come across as angry, hard-bitten men.
entrenched enemy to the north, an alienated population to the Many feel personally vindicated in that they successfully resisted
west and weak internal finances, they are casting an avaricious the destruction of their traditional way of life and most are
eye to México’s insecure northern frontier. In an unprecedented adamant about their Southern virtues, even those who previ-
diplomatic move, they have claimed Nuevo México as ously may not have held such resolute faith in Dixie. Most of
Confederate territory. This has caused a diplomatic row with their anger is directed at Northerners for starting the war that
both the USA and Texas (who though plotting such a move caused such economic hardships. Texicans are hardly viewed in
themselves have been more reticent in their official positions) a better light. Many see them as fair-weather friends who stood
and led to near open hostilities with México. idly by while their cousins were bled white by the Federals and
CSA policy is to encourage migration to Nuevo México and finally stabbed them in the back by taking Louisiana while they
Alta California. This serves a two-fold purpose. Domestically, it lay prostrate. One would think that the French, integral to the
acts as a safety valve for the most disaffected of her population. Confederacy’s eventual freedom, would be seen most positively
Strategically, facilitating the resettlement of Southerners to the but that’s hardly the case. Differences in language and culture
territory and supporting their claims with official recognition ensured that the two allies never fully warmed to each other.
and incorporation of their towns, the Confederacy hopes to lay The price of New Orleans for their aid also tainted the rela-
de facto claim to the territory. tionship, making it seem as if they were merely paid mercenar-
ies rather than the benevolent Republicans of Lafayette.

18: History

369
DESERET

AT A GLANCE...

Geography: Deseret
Location: West Central North America, roughly
centered on the Great Salt Lake
Area: 125,680 square miles (claimed)
Land Boundaries: Deseret’s claims lie entirely within the
Mexican District of Alta California and
the United States’ Oregon Territory
Climate: Semiarid to arid with mild winters in
lower inhabited elevations
Terrain: Mountainous north with Alpine-like river
valleys, arid desert in south
Natural Resources: Copper, other ores, timber
People: Deseret
Population: 86, 044
Ethnic Groups: White 99%
Religions: Church of Jesus Christ of Latter-day Saints 99%
Languages: English
Government: Deseret
Country Name: State of Deseret
Government Type: Representative Democracy (Theocracy)
Capital: Great Salt Lake City
Administrative Districts: 6 counties
Founding: July 24, 1847
Chief of State: President Brigham Young
Economy: Deseret s a result of their persecution, the Mormons have
Economic Overview: Deseret engages in self-sustaining
agricultural and handicraft production.
Imports are discouraged and trade with
A become a closed society suspicious of strangers. Well-
armed units of the Nauvoo Legion regularly patrol all
non-church members is forbidden. All
external commerce handled through approaches to the Great Salt Lake basin and are brusque
church-controlled Zion Cooperative
Mercantile Institution.
with travelers. The few non-Mormons who enter Deseret are
Exports: None closely watched and made to feel unwelcome.
Currency: Mormon Dollar
It is, however, a tenant of the faith that all Mormons must
(1 oz. gold = $M 16.00)
(1 oz. silver = $M 1.00) go out into the world and proselytize. As such, Mormons are
Mormon coins are notable for .99 fine often encountered throughout the Shattered Frontier. They
metal content. Significant ‘barter script’
in circulation.
are wary to stay clear of Mexican authorities as an encounter
Military: Deseret
is more likely than not to end in gunfire. Most Yankees fear
Military Branches: Nauvoo Legion (militia) the Mormons whom they regard as dangerous murdering
Standing Forces: Unknown zealots. The Confederacy, however, views the Mormons as
potential allies. Their cold war with both México and the
18: History

Transnational Issues: Deseret


Disputes – International: Deseret asserts a territorial claim to United States, both rivals to Richmond’s planned expansion
broad stretches of land principally with
in the Mexican District of Alta California in the area, serves as a vital distraction. Indeed, they are the
but also overlapping the United States’ only North American power to recognize Deseret’s claim to
Oregon Territory. Neither nation
recognizes said claims nor the national sovereignty as legitimate and as such maintain some
legitimacy of Deseret.
Disputes – National: Conflict periodically erupts with the
measure of a trading relationship with the Mormon state.
Shoshone and Ute peoples displaced The Texicans have had little direct contact with Deseret and
by Mormon settlement.
Alliances : Deseret is recognized as a sovereign for the most part see them as someone else’s problem.
nation by the Confederate States of
America. Diplomatic missions have
been exchanged and a mutually
beneficial exchange of arms for hard
currency exists.

370
MÉXICO

ueva España was the crown jewel of Spain's colonies and comprised
N the territories of present day México, the Republic of Texas (save
for the recent addition of Louisiana), California, the Spanish Caribbean
AT A GLANCE...
islands, and Central America up to and including Costa Rica. Spanish
landowners and their white descendents dominated most of this land. It
was heavily taxed, ruled directly from Spain, and permitted no autonomy.
Geography: México
The seeds of Mexican independence were planted when Napoleon con- Location: Central North America, bordering both
quered Spain in 1808. When the French Emperor placed his brother on the the Atlantic and Pacific Oceans,
Spanish throne, México's elite began to clamor for self-rule. An unlikely Area: 1,165,224 square miles
alliance was thus formed. Mexican Conservadores and rich landowners Land Boundaries: Republic of Texas (NE), US (north)
Climate: Varies from tropical to desert
who supported Spain's deposed Bourbons and objected to the compara- Terrain: High, rugged mountains; low coastal
tively more liberal Napoleonic policies joined forces with Liberales who plains; high plateaus; desert
favored a democratic México. These two elements agreed only that México Natural Resources: Silver, gold, timber
must achieve independence and determine her own destiny. People: México
The war for independence started September 15, 1810, and was insti- Population: 9,250,000
gated by Miguel de Hidalgo y Costilla, a priest of Spanish descent. Though Nationality: Mexican
Ethnic Groups: Mestizo 50%, Spanish 12%,
he was eventually captured and executed, Hidalgo's leadership began a war
Indian 35%, Black 3%
of independence that culminated on September 27, 1821, when the rebel Religions: Roman Catholic (official)
leader Vicente Guerrero and the royalist Agustin de Iturbide signed the Languages: Spanish (official), native languages
Treaty of Cordoba. spoken by many inhabitants esp. in south

De Iturbide, a former Spanish general who switched sides to fight for Government: México
Mexican independence, proclaimed himself emperor – officially as a tem- Country Name: Empire of México
porary measure until a member of European royalty could be persuaded to Government Type: Monarchy
become monarch of México. A revolt against Iturbide in 1823 established Capital: México City
the United Mexican States and in 1824 Guadalupe Victoria became the Administrative Districts: 21 Departments
first president of the new country. Independence: September 16, 1810 (from Spain)
Chief of State: Maximilian I, Emperor of México
The wars of independence and the chaos that followed ruined the
nation's economy and destroyed the legitimacy of its institutions. Between Economy: México
1821 and 1850 only the first president, Guadalupe Victoria, completed his Economic Overview: The current civil war has significantly
term of office. His success was primarily attributable to the two large for- disrupted economic activity, silver mining
eign loans negotiated in 1824 and 1825 that gave his administration finan- - the principal source of foreign exchange
operates at one-fifth the level of a decade
cial latitude. During the next twenty years the Republic endured three con- past, most areas areas reduced to
stitutions, twenty governments, and more than 100 cabinets. As succeeding subsistance agriculture
administrations proved unable to maintain order and protect lives and Exports: Silver
property, the country sank into anarchy. Fear and uncertainty became com- Export Partners: US, Spain
monplace. Ex-soldiers turned bandits infested the highways, obstructing Currency: Peso, older Real in circulation
commerce and threatening small towns. These, and other manifestations of (1 oz. gold = 16 Pesos)
social dissolution, contributed to México's instability. The situation wors- (1 oz. silver = 1 Peso)
ened when political conflict degenerated into outright civil war in 1834. Military: México
Large sections of the country were ravaged as federalists and centralists, Military Branches: Imperial Army
liberals and conservatives fought for political control. During 1835-1845, Standing Forces: Exact figures unknown
secessionists established the republics of Yucatan, Texas, and the Rio Transnational Issues: México
Grande, but only Texas managed to consolidate its independence. The Disputes – International: México considers Deseret territorial 18: History
other regions, however, maintained their autonomy, if not their independ- claims to be illegal and it’s residents
ence, from the national government by force of arms. outlaw squatters, numerous towns
within Alta California and Nuevo
Machinations of men such as Santa Anna certainly contributed to México that claim allegiance to the
United States, the Confederate States
México’s instability. In 1828 he used his military influence to lift the losing or Texas are equally regarded as illegal
candidate into the presidency, being rewarded in turn with appointment as settlements
the highest-ranking general in the land. His reputation and influence were Alliances : The Emporer is strongly aligned to
further strengthened by his critical role in defeating an 1829 Spanish effort France and to Britian and Spain to a
lesser degree, the Juarez rebels dispute
to reconquer their former colony. these alliances as illegal
In 1833 Santa Anna was overwhelmingly elected President of México.
Unfortunately, what began as a promise to unite the nation soon deterio-
rated into chaos. From 1833 to 1855 México had no fewer than thirty-six
changes in its presidency; Santa Anna himself holding the office eleven
times. He soon became bored in his first presidency, leaving the real work

371
to his vice-president who soon launched an ambitious reform of church, at an early age by progressivism and consequently upheld several liber-
state and army. In 1835, when the proposed reforms infuriated vested al policies proposed by the Juárez administration, such as land reforms
interests in the army and church, Santa Anna reasserted his authority and religious freedoms. He cherishes the vain hope that his liberalism
and led a military coup against his own government. will enable a reconciliation of the republican opposition and has offered
Santa Anna's repudiation of México's 1824 constitution and substi- Juárez and his followers an amnesty if they will swear allegiance to the
tution of a much more centralized and less democratic form of govern- crown. Unfortunately, he does not seem to understand that the vast
ment was instrumental in sparking the Texican secession, for it ulti-
majority of Mexicans do not want an emperor, no matter how liberal.
mately convinced both Anglo colonists and many Mexicans in Texas
that they had nothing to gain by remaining under Mexican rule. When
the revolution came in 1835, Santa Anna personally led the Mexican México Today
counter-attack, enforcing a "take-no-prisoners" policy at the Alamo and
ordering the execution of those captured at Goliad. In the end, howev- Because the country again finds itself embroiled in yet another civil
er, his over-confidence and tactical carelessness allowed Sam Houston war, little attention is focused on the northern states of Alta California,
to win a crushing victory at the battle of San Jacinto. Nuevo México, Sonora or Chihuahua. These territories are virtually
Although his failure to suppress the Texican revolution discredited unguarded and what few officials remain are unlikely to receive aid or
him enormously, Santa Anna was able to reestablish much of his assistance from their national government. This vacuum of power has
authority when he defeated a French invasion force at Vera Cruz in encouraged settlement by pioneers from Texas, the United States and
1838. His personal heroism in battle, which resulted in having several the Confederacy who have become so emboldened as to plant their
horses shot out from under him and the loss of half of his left leg,
respective national flags on Mexican soil. In point of fact, these rouge
became the basis of his subsequent effort to secure his power by creat-
towns are usually the only organized governments able to effectively
ing a cult of personality around himself.
administer large swathes of the northern Mexican states. It is common
Anglo settlers took further advantage of México's continuing internal
knowledge that the only effective lawmen in Nuevo México are not the
turmoil when, in 1845, residents of Alta California’s Sacramento valley
declared an independent California Republic. Nevertheless, Santa Federales but rather the Texas Rangers. It is not uncommon for
Anna remained the most powerful individual in México until 1853, Mexican citizens to seek justice from the Rangers or to settle their dif-
when his savage campaign against Deseret united liberal opposition ferences in a Confederate or American town’s court.
against him. He was soon deposed and never again returned to politi- The average Mexican has endured over thirty years of intermittent
cal office.
civil war during which they have seen their institutions crumble and
In 1855, Ignacio Comonfort, leader of the Moderados (moderates), their lives become increasingly destitute. Though most would prefer to
was elected president. They attempted to craft a middle ground live under a Mexican flag, they are pragmatic enough to welcome any-
between the nation's Liberals and Conservatives. During Comonfort's
one that can provide stability and order. As such, many are welcoming
presidency a new Constitution was drafted. The Constitution of 1857
retained most of the Roman Catholic Church's Colonial era privileges of the new immigrants to northern México and generally inclined to
and revenues but, unlike the earlier constitution, did not mandate partake in economic opportunities that the new settlement might afford.
Catholicism as the nation's exclusive religion. Such reforms were unac- Of course, thirty years of civil war has produced a generation of
ceptable to both the Catholic hierarchy and the Conservatives. shiftless young men, well armed and indoctrinated in violence. Many of
Comonfort and his administration were excommunicated and a revolt
these have drifted to the lawless north fleeing justice or seeking easy tar-
was declared. This led to the War of Reform from December 1857 to
January 1861. This civil war became increasingly bloody and polarized gets. Their own countrymen and white settlers alike fear these banditos.
the nation's politics. Many of the Moderados came over to the side of
the Liberales, convinced that the great political power of the Church
needed to be curbed. For some time the Liberals and Conservatives
had their own governments; the Conservatives in México City and the
Liberals in Veracruz. The war ended with a Liberal victory and the
new President Benito Juárez moved his administration to México City.
Juárez’s forces were victorious, but the war bankrupted México
causing it to default on its foreign debt payments. An army of inter-
vention consisting of Spanish, English and French troops landed in
México to enforce payment of the huge obligations of the Mexican
18: History

republic. The Spanish and English soon withdrew, but Napoleon III
retained French troops in México in order to establish a conservative,
pro-French regime. To achieve this end, he decided to re-establish a
monarchy. In October, 1863 a Mexican delegation of monarchists
again offered the crown to Ferdinand Maximilian Joseph, Prince
Imperial and Archduke of Austria. He had refused their initial offer in
1859 but now bowed to Napoleon’s pressure and the presumed legiti-
macy of a plebiscite.
Upon his arrival at Vera Cruz, he was horrified to discover that his
new realm was still embroiled in civil war. The French had achieved
the upper hand but the liberals and republicans were still offering bit-
ter resistance under their President, Benito Juárez. If Maximilian was
disillusioned and disappointed, his supporters were soon equally dis-
appointed in their new emperor. The Emperador had been influenced

372
SEQUOYAH

AT A GLANCE...
Geography: Sequoyah
Location: Central North America, between
the United States and Texas
Area: 62,947 square miles
Land Boundaries: US to north, Texas to south
Climate: Mild and humid, semi-arid in NW
Terrain: Flat plains and low hills
Natural Resources: Fertile soils
People: Sequoyah
Population: 79,263
Nationality: Various Indian tribes
Ethnic Groups: Native American 85%, White 8%, Black 7%
Religions: Tribal beliefs, not properly categorized as
religions per se, are practiced by a
equoyah’s history begins with the expulsion of the five ‘civi-
S lized’ tribes (the Cherokee, Chickasaw, Choctaw, Creek, and
Seminole) from their homelands in the southeastern United States.
Languages:
majority of Sequoyahs though a sizeable
Christian minority exists
Various tribal languages are spoken
though Cherokee is becoming prominant
These expulsions were not a single event but rather the aggregate Government: Sequoyah
result of treaties, forced concessions and outright war. Prior to reset- Country Name: Nation of Sequoyah
tlement, the five Indian nations were distinct entities with unique Government Type: Tribal democracy
cultures, languages and territory. The Choctaw were in fact enemies Capital: New Echota
of the Creek and Chickasaw against whom they had fought several Administrative Districts: 28 districts
Independence: December 12, 1852 from United States
wars.
Chief of State: None
What set these tribes apart from their northern kin such as the Economy: Sequoyah
Shawnee, Ottawa, Fox or Sauk was an advanced farming culture Economic Overview: Sequoyah’s economy is dominated by
that more closely resembled that of their white neighbors. The subsistance agriculture though plantation
growth of cotton for export has become
Creek confederacy consisted of over 50 towns with a national coun- prevalent since the States War. The
cil and a governance structure based on a mixture of democratic establishment of a rail line between Texas
and the US has allowed Sequoyah to
and communal principals. It was the Cherokee, however, that inte- enter the services sector and New Echota
grated white culture most fully into their own traditions. has become a rail hub specializing in
cattle and supporting a wide variety of
In 1820 they adopted a republican form of government, and in related industries
1827 they established themselves as the Cherokee Nation, with their Exports: Cotton
Export Partners: United States, United Kingdom
capital at New Echota under a constitution providing for an elective
Currency: None - foreign currency used at
principal chief, a senate, and a house of representatives. The inven- equivalent value
tion of a Cherokee syllabic alphabet permitted literacy amongst the Military: Sequoyah
Cherokee. Its 85 characters, representing the syllables of the Military Branches: Tribal militia
Cherokee language, initially allowed for the keeping of tribal Standing Forces: None
records but later, once literacy became widespread, saw wide use in Transnational Issues: Sequoyah 18: History
newspapers and translated textbooks. Disputes – International: None
Alliances : Sequoyah disavows any political or
The 1830s discovery of gold by whites in Cherokee territory (the military alliances though it has it has
Cherokee had long known of its existance and had been hoarding strong economic ties and linkages with
both the US and Texas. The
the precious metal for years) resulted in pressure to obtain their Confederacy is still viewed with
lands. A treaty was extracted from a small part of the tribe, binding suspicion though current borders and
economic conditions result in little
the whole people to move beyond the Mississippi River within three interaction between the two.
years. Although the Cherokee overwhelmingly repudiated this doc-
ument and the U.S. Supreme Court upheld the nation's autonomy,
the state of Georgia secured an order for their removal, which was
accomplished by military force. President Andrew Jackson refused to
intervene, and in 1838 the tribe was deported to the Indian

373
Territory. Thousands died on the march, known as the “Trail of posed a formidable problem. Through dint of negotiation and
Tears,” or from subsequent hardships. the guarantee of free freight for any of the far-flung North
The Cherokee made their new capital at Tahlequah, institut- Texican communities that would grant them passage, the
ed a public school system, published newspapers, and quickly Sequoyahans finally succeeded in building a gerrymandered rail
became the most prominant of the Five Civilized Tribes. line that connected to the fledgling Texas National Line north
of Houston.
While the Cherokee, Choctaw and Chickasaw were uprooted
from their lands with relatively little violence, the same was not But it was not only the British that demanded cotton. New
true for the Creeks or Seminoles. The Creek War of 1813-14 England mills were also desperate to purchase the white gold.
resulted in the loss of two-thirds of their territory, while the First They were, however, shut out from Texican ports by British
Seminole War of 1818 effectively banished Florida’s Seminoles exclusivity. Sensing another opportunity, the Sequoyahans start-
to the interior of that territory. ed group work on another rail line to St. Louis – now firmly in
the hands of Union forces. By the end of the War between the
The Second Seminole War began in 1835 and dragged on for States, the Sequoyahan National line linked the United States
nearly eight years, until 1842 when the last Creek and Seminole with Texas via rail. Although post war prices for cotton fell dra-
tribes in Georgia and Florida were finally removed from matically, the profitability of the line did not. The advantages of
American Territory. a rail link to the United States were enormous and as the
Members of the Five Nations that survived these brutal years Texican economy expanded so did the amount of freight carried
of war and relocation did their best to rebuild their shattered on the line. Soon beef overtook cotton as the most important
societies in the arid land of the Indian Territory. Less than a gen- cargo.
eration later, they once again found themselves threatened by Because of the more communal economic order of
whites seeking to take their land. Confederate militia in Missouri Sequoyahan society, the profits were generally dispersed to the
and Arkansas saw the Indian Territory as easy plunder and whole of the nation that had contributed to its development.
undertook to capture that territory for inclusion into the new Much is held in trust for future development. The experience
Confederate States of America. and wealth the Sequoyahans gained in building their first rail
The tribes had, however, learned a valuable lesson from their line has allowed them to extend the reach of their network into
expulsions. Under the lax eyes of the few Federal forts located in the western territories of the United States. As Indians with a
the Indian Territory, the tribes had smuggled in thousands of predilection to favor their own, they have faced far fewer prob-
rifles, many purchased with gold the Cherokee had recovered lems with the Great Plains tribes than white settlers have experi-
before being relocated. The wisdom of this move would be vali- enced.
dated at the Battle of Muskogee in which an army comprised of People: The great national challenges the civilized tribes
members of all five tribes repulsed the Confederate invasion. have endured together from the Battle of Muskogee to the build-
In the aftermath of this battle, the five tribal councils sent rep- ing of the railroad have bound them together as one great tribe.
resentatives to Washington to announce their de facto sovereign- Though the individual tribes still govern themselves, it is likely
ty. Circumstances being what they were, the United States had that in the not too distant future the Sequoyahans will unite
little choice but to recognize the new nation of Sequoyah and under a single Chief-President. The Cherokee language is
accepted their promise of aid in the war against the already displacing Seminole and Choctaw due to the wide dis-
Confederacy. semination of newspapers written in that language.
While the Sequoyahs held true to their word and sent two reg- The Sequoyahans have learned to be a pragmatic lot. They
iments to fight in the lower Mississippi campaign, the most dra- recognize that they will never be fully accepted by white society
matic effects of the war were to occur at home. The but that to survive they must adapt certain aspects of those cul-
Sequoyahans took advantage of opportunities opened to them. tures to retain their own. Most prefer the company of their own
When Britain turned to Texas for the cotton her industries races, forming few close friendships with whites. That being said,
required, they immediately saw the potential wealth that could many are fluent in English and certainly capable of operating
within the confines of broader North American cultures.
18: History

be gained from participating in this seller’s market. Many of the


tribes had experience in cotton growing and within a year, cot- However, they retain a deep loathing of the Confederacy. Few
ton cultivation expanded from almost nothing to thousands of would let their feeling show too overtly but the years of mis-
acres. Access to the gulf ports via the Mississippi River was treatment at Southern hands makes it slow to be forgotton.
blocked due to the war so cotton had to be brought to Galveston
via mule-drawn carts. This was slow and costly.
The great dream was to build a rail line that would be able to
provide access to the gulf ports. No American, British or Texican
financiers were interested in the project so the Sequoyahans set
about to build one themselves. Communal participation saw
members of all five tribes, men and women alike, undertake the
vast project. The last remaining Cherokee gold was sufficient to
acquire the rails, but right-of-ways though Texican territory still

374
TEXAS

AT A GLANCE...
Geography: Texas
Location: South Central North America, bordering
the Gulf of Mexico
Area: 360,503 square miles
Land Boundaries: Rio Grande to west, US and Sequoyah to
north, Confederacy to east
Climate: Subtropical along gulf coast, increasing
arid as one travels west
Terrain: Broad coastal plain in SE, rough
and intermittant mountainous terrain in
west
Natural Resources: Farm and grazing land, timber
People: Texas
Population: 1,439,358
Nationality: Texican
Ethnic Groups: White 33%, Mestizo 30%, Black 33%,
espite the fact that a sizeable proportion of her most
D influential citizenry originally hailed from the states
that were to secede and form the CSA, Texas remained offi-
Religions:
Languages:
Indian 4%
Protestant 60%, Roman Catholic 40%
English 70%, Spanish 30%
Government: Texas
cially neutral during the Southern War of Independence. Of Country Name: Republic of Texas
course, numerous volunteer units fought in the Mississippi Government Type: Republic
Valley campaigns under Confederate colors. Capital: Washington
Administrative Districts: 30 counties
As mentioned in the historical section, the reasons for her Independence: October 13, 1845 from México
neutrality were many. Certainly the most important was the Chief of State: President Richard Coke
intervention of Britain. Her textile manufacturers, with royal Economy: Texas
support and under the protection of the Imperial Navy, Economic Overview: The War between the States offered a
unique opportunity for Texas’ cotton
entered into contracts to purchase any and all cotton Texican planters to both prosper and to establish
growers could supply. Agreeing to these terms put the young inroads into the lucrative British market.
Contraction of that market has been more
nation at odds with her eastern neighbor, whose self-imposed than compensated by a huge new market
cotton embargo was meant to draw Britain into the conflict made available for beef. West Texas is
undergoing an economic boom as vast
on the Confederate side. stretch of land are being developed for
this industry.
The war years were, ironically, a time of great prosperity Exports: Beef, cotton, rice
for the young nation and a period in which she began to Export Partners: United Kingdom, United States, France
solidify a national identity. The influx of British sterling and Currency: Texican Dolares
(1 oz. gold = $TX 32.00)
investment jump-started development and Galveston was
(1 oz. silver = $TX 2.00)
transformed into a first class seaport.
Military: United States
The British influence had other far-reaching effects in Military Branches: Army, Navy and Rangers 18: History
Texas. Under pressure from a British Parliament uneasy with Standing Forces: Approximately 600 Rangers
such close relation to a slave holding nation, Texas abolished Transnational Issues: United States
the institution in 1860. Disputes – International: Official demarkation and ownership of
the Santa Fe trail remains an open issue
with the United States. Texas has
allowed its Rangers to operate as
Texas Today lawmen within Nuevo México due to
general lawlessness. México strongly
The Texican volunteer troops fighting in the western the- disputes their authority but is
powerless to contend their presence or
ater were primarily stationed in Arkansas and Mississippi. to properly administer the district.
Alliances : Texas is aligned with the United
Upon enaction of the truce of 1854, most of the troops Kingdom and dependant upon the
decided to return to their homes. While the volunteers dis- Royal Navy to ensure the neutrality of
the Guf of Mexico.
banded their units and began the long trek home, the resi-

375
dents of Louisiana revolted against their government in events by encouraging the growth of towns such as Santa
Richmond and sought to join Texas instead of simply Fe, Albuquerque and El Paso on their western frontier and
turning over New Orleans and its surrounding territory to unofficially sponsoring settlement throughout Nuevo
the French. The Confederate government sent troops to México. No official move has yet been made to recognize
quell the disturbances but they were met by the texican these towns, as Washington does not wish to provoke a
volunteers. These former brothers-in-arms now saw an war with France, the real power behind Emperador
opportunity to bears arms for their own nation, the Maximiliano I De México and possessor of a formidable
Republic of Texas. The Cajun Wars (really just a collec- force in nearby New Orleans. Rather, the Texicans are
tion of small skirmishes and guerilla activity) pitted these laying the groundwork for an eventual fait de accompli
Texicans against Confederate troops from Arkansas and when their settlements and substantive governance of the
Mississippi as well as French regulars. After four months, region will allow the entire frontier to be annexed at the
the war weary and bankrupt Richmond administration stroke of a pen.
succumbed to the insurrection and agreed to the partition A large factor in Washington’s reticence to risk war is
of Louisiana along the Mississippi River. her lack of a standing army. From the earliest days of the
Foreign observers remark that Texas is probably the Republic, the nation has encountered difficulties with
most truly “American” of the three English-speaking rogue generals. Since President Huston furloughed the
nation states on the North American continent. Founded standing army in 1836, Texas has depended upon the
by frontiersmen and barely thirty years old, Texas does Rangers and militia units to defend her territory. This
not have an entrenched upper class. Societal standing is practice has served her well, for the militia is unusually
extremely fluid allowing the energetic young man plenty capable and experienced. Nonetheless, it is not an offen-
of room to better himself and improve his lot in life. Merit sive force and its efficacy if used in that role is question-
is the most important determiner of social standing and able.
Mexican born Texicans are accorded much the same Cotton continues to be the major driver of the Texican
opportunities as Anglos. In all strata of society, one is economy. However, the reentry of the Confederate States
equally likely to encounter individuals with Spanish sur- of America into the world cotton market has caused
names as British ones. prices to fall from their artificially high war years prices.
Texicans on the whole are brash and forthright and not This has caused an economic recession in the Lone Star
given to mincing words. Even their leaders are unusually Republic and forced many marginal growers to seek alter-
outspoken. native means of making a living. Many of these people
(farmers and their hired hands) have left the gulf coast in
As a young nation, their world view is disproportionate-
search of better opportunities in the sparsely populated
ly shaped by recent events. While many Texicans had felt
western expanses of the country.
a bond of kinship with the Confederacy, the frontier war
with that nation has soured that bond in favor of a height- The national government has actively, though not offi-
ened sense of Texican unity. If anything, these two cially, encouraged many of its citizens hurt by the cotton
nations are now rivals, though many have not yet come to crash to migrate to the west. Migrants are given free pas-
see that fact. sage to Santa Fe or Albuquerque and the opportunity to
be given title to land there simply by occupying and
The discovery of gold and silver west of the Rio Grande improving it for a period of two years. Of course, much
has sparked Texicans’ interest in expansion. To them, the of this land is barely arable and many of the settlers
lands of the Shattered Frontier lie wholly within Texas’ quickly abandon the thought of settling down in favor of
sphere of influence (despite the fact that it is Mexican ter- seeking their fortune in the Shattered Frontier – all with a
ritory). The general lawlessness of the region, due in large nod and wink from Washington.
18: History

part from inattention by México, has prompted


Washington to deploy several units of Texas Rangers Texas is still economically immature. Her natural
within the territory, nominally to protect the property and resources are not comparable to that of the United States
or the United Kingdom nor does she possess the dense
persons of its settler communities. However, they are
urban settlements necessary for industrialization. She is
almost uniformly recognized as the de facto authority by
dependant on those nations for most manufactured goods
non-Texicans as well, for they provide the only organized
yet maintains a net surplus balance, such is the quantita-
policing force within the frontier and serve to check the
tive robustness of Texas’ farms and ranches.
activity of hostile Indian tribes.
Territorial claims by the CSA west of the Rio Grande
have sparked a diplomatic row between the two nations.
The Texican legislature has reacted to these turns of

376
UNITED STATES

AT A GLANCE...

Geography: United States


Location: Central North America, bordering both
the Atlantic and Pacific Oceans,
Area: 2,172,973 square miles
Border Countries: Confederate States of America, Republic
of Texas, Nation of Sequoyah, México,
espite her loss in the War for Southern Independence, the United Dominion of Canada, other British North
D States remains far and away the most powerful nation in North
America. Some even argue that the secession of her agrarian south may Climate:
American possessions north of
Columbia River or 48th parallel
Temperate east of Mississippi River,
have been a boon, in that it hastened the transition to an industrial econo- semi-arid in western territories, wet but
mild along Pacific coast
my by severing the ties to her agrarian past. Terrain: Low mountains along eastern seaboard,
Whatever the truth of the matter, there can be no question that the vast central plain rising to rugged
mountains in west
United States more closely resembles the economies of Northern Europe Natural Resources: Coal, iron, timber, precious metals, vast
in rates of urbanization and proportion of the workforce engaged in indus- fertile central plain
try than any other New World nation. The city of Pittsburgh is a rival to People: United States
Sheffield and Dortmund as a principal manufacturer of steel, and a dense Population: 28,787,101
network of rail lines links the the southern Great Lakes and Ohio river val- Nationality: American
ley to the northeast. Ethnic Groups: White 96%, Black 3.5%, Amerindian 0.5%
Religions: Protestant 93%, Roman Catholic 6%,
The loss of southern agricultural areas has focused development on the Jewish 0.4%
vast central and western plains. Though not as lucrative as cotton, tobac- Languages: English 85%, German 12%
co and sugar, corn and wheat production have been far more amenable to Government: United States
mechanization, and so this traditional sector of the economy has benefit- Country Name: United States of America
ted greatly from industrialization and now produces a consistent surplus. Government Type: Federal Republic
The United States does, however, face several challenges. Relations with Capital: New York City
her southern neighbor have not improved appreciably since the conclusion Administrative Districts: 22 States and 11 territories
Independence: July 4, 1776 from Kingdom of Great Britian
of the war. This may in large part be attributed to captured territory in the
Chief of State: President Schuyler Colfax
former western theater that the United States has refused to relinquish.
Maintaining control of this territory and the construction of the “Scott Economy: United States
Economic Overview: The United States, with its unparalleled
Line” of fortifications on Pennsylvania’s southeastern border has required advantages in raw materials, population
a peacetime army of such magnitude that the U.S. is hard pressed to main- and technology is unquestionably the
tain it from a conscription resistant populace. The western territories are leading economic power in the
Americas.
under-garrisoned and Federal Cavalry is often unable to effectively blunt
Exports: Manufactured goods and equipment,
the many warlike Indian Nations living therein or to decidedly eject cereal grains, processed meats, textiles
Mormon settlements. Currency: US Dollar
The United States has come of age on the international stage and is rec- (1 oz. gold = $US 20.67)
ognized as a peer among the great nations of Europe. She has strong finan- (1 oz. silver = $US 1.29)
cial ties with Britain owing to the relative immaturity of her banking sys- Military: United States
tem. British neutrality in the War of Southern Independence also served to Military Branches: Army, Navy and Marine Corps
18: History
mollify the ill-will resulting from the Aroostook War. French involvement Standing Forces: Approximately 250,000
on the side of the Confederacy has imbued a deep seeded resentment and Transnational Issues: United States
the U.S. holds her as an enemy. An alliance with France’s bitter rival, Disputes – International: Simmering tensions with Confederate
Prussia, was a natural outgrowth. States of America and France, claims all
pre-war territory of Maryland, Delaware
A long period of inward looking consolidation under the Douglass pres- and Dictrict of Columbia, dispute with
Deseret over infringing claims in Oregon
idency has given way to a more expansionist mood under the Republican Territory, dispute with Texas over
Colfax. Though unwilling and likely unable to engage in a war with ownership and demarkation of the
México, the U.S. eyes the rich mineral wealth lying south of her western Santa Fe trail
Disputes – National: Conflict periodically erupts with the
territories. With knowledge that both Texas and the CSA are casting equal- Native Peoples of the territories
ly envious glances at México’s northern districts, the U.S. has encouraged Alliances : Aligned with Prussia against France,
settlement with the promise of full recognition of the rights and privileges non-belligerency pact with Britian
of any of its citizens settling in the ambiguous western reaches of the
Colorado and Arapahoe territories.

377
8 Coaches long (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . .281 Black Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .287
A Detailed Example of Cheating . . . . . . . . . . . . . . . . . . . . . . . . . . .341 Black Horse Town Directory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .289
A Horse with No Name (adventure hook) . . . . . . . . . . . . . . . . . .280 Blacksmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
A New Ally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .365 Blacksmithing/Metalworking (specify type) . . . . . . . . . . . . . . . . .80
A Tale of Three Towns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .291 Bleeding Damage and Healing Time . . . . . . . . . . . . . . . . . . . . . . .227
Ability Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Blind-shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Accidental Shots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Blue Eyes (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .274
Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 Boarding House Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Acquiring and Improving Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 Boating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Acquiring Skills with Bonus Building Points . . . . . . . . . . . . . . . . .69 Body mass Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Action Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199 Body Mass Index Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Additional Shooting Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199 Book Publisher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Adjusting Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Bookbinding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Administration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 Bootmaker/Shoemaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Advanced Action-Based Modifiers . . . . . . . . . . . . . . . . . . . . . . . . .217 Botany . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Advanced Penetration Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Bounty Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Advanced Sighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Brain Fever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244
Advanced Weapon-based Modifiers . . . . . . . . . . . . . . . . . . . . . . .216 Brawling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251
Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .274 Breeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .367 Brewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Aftermath of the Battle of Muskeegee . . . . . . . . . . . . . . . . . . . . .362 Brewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Brickmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171 Bronc Busting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Age and Sex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Bronchitis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245
Agriculture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Buffalo Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
American Arms Derringer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 Building Point Awards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .333
Ammo Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211 Building Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
An Armed Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .363 Business owner (cafe, hardware store, general store, etc) . .131
Animal Empathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Butcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Animal Herding (specify animal type) . . . . . . . . . . . . . . . . . . . . . . .76 Buying Tallies of Universal Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Animal Husbandry (specify animal type) . . . . . . . . . . . . . . . . . . . .77 Cabin of Death (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . .282
Animal Lore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77 Calculating Starting Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Animal Mimicry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78 Calligraphy/Signmaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Animal Training (specify animal type) . . . . . . . . . . . . . . . . . . . . . . .78 Camouflage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Apothecary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126 Campaign Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285
Appraisal (specify type) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78 Cannons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219
Aroostook War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .355 Card games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .338
Arrange Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Carpenter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Arsenic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248 Carpentry/Woodworking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Artillery & Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219 Cartography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Catching Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244
Artistry (specify type) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79 Categories of Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Categories of Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Index

Astute Observation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Cattle Drive (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . .274


Attribute Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171 Character Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Charisma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Awarding Fame Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .332 Charitable Contributions (adventure hook) . . . . . . . . . . . . . . . .275
Awarding Reputation Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .332 Chemistry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Cherry Picking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Bad Company (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . .282 Cholera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245
Bad Hand (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .274 Chuck-a-Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337
Bait and Tackle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .272 Climbing/Rappelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Baker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 Close Quarter Accuracy Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . .214
Baker Drilling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 Close Quarter Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213
Ballard-Creedmore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188 Close Quarter Wounding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214
Banished . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Clothing & Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172
Banker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128 Clumsiness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212
Barber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128 Co-Op GameMastering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262
Basketmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128 Cobbling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Battles for Independence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .346 Collaborative Effort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Behavior and Temperament . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
Below Lower Class (BLC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Colt 1868 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Betting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251 Colt 1877 Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180
Big Trouble Comes in Big Packages (adventure hook) . . . . . .274 Colt Bisley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .181

380
Colt Dragoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177 Example of a Time Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252
Colt Flattop Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .181 Example of Betting and the First Punch . . . . . . . . . . . . . . . . . . . .251
Colt Navy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 Example of Spurring an Opponent . . . . . . . . . . . . . . . . . . . . . . . .255
Colt New Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 Example of Stunning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252
Colt Paterson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 Example of Using a Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .254
Colt SAA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182 Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .203
Combining Movement and Shooting . . . . . . . . . . . . . . . . . . . . .209 Experience Awards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .333
Common Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244 Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220
Constitution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Expressman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
Constitution Bonus and Penalties . . . . . . . . . . . . . . . . . . . . . . . . .227 Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
Consumption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 Facing and Target Acquisition . . . . . . . . . . . . . . . . . . . . . . . . . . .205
Cook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Cooking/Baking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Cooper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Fame Effects on Scrapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .202
Courage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Family . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Cover and Visibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .203 Family Lost (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .282
Cowboy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Family Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Crack Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Fan Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Craps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337 Farmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Croup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 Faro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .338
Cry of the Wolf (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . .275 Farrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Culture (nationality or tribe specific) . . . . . . . . . . . . . . . . . . . . . . . .85 Fast Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Current Affairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Fast Talking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Damage Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Fast Tracks to Trouble (adventure hook) . . . . . . . . . . . . . . . . . . .281
Dead Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Felon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Deadly Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Field Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
Declaring First Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Finding Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .329
Demolition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Fire-Building . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Dentist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Firing the First Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Dentistry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86 Fishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Deseret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .352 Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Deserter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Flinching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204
Detailed Example of a Gunfight . . . . . . . . . . . . . . . . . . . . . . . . . . .222 Following a Profession Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335
Detailed Example of Complicated Wounds . . . . . . . . . . . . . . . .229 Forgery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Forgettable Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Determining Market Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 Fortune Telling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Free Horse? (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . .281
Dice Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337 Freed Slave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Diphtheria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 Freight master/teamster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86 Friends and Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .328
Diplomat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Gaining and Losing Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244 Gaining and Losing Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Disguise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87 Gaits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166

Index
Distraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87 Gambler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Doctor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Gambling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Dodge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Game Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262
Donkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167 Gaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Donkeys & Mules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167 Gatling Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219
Double-action pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 Gear Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
Draft Horses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 Geology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Driving, Stagecoach/Wagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Gila Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248
Earning BP for Quirks and Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Gimme Back My Bullets (adventure hook) . . . . . . . . . . . . . . . . . .282
Election of 1852 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .362 Glean Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Endurance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122 Gold Strike (campaign event) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285
Engineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Golden Opportunity (adventure hook) . . . . . . . . . . . . . . . . . . . . .276
Engineering Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Graceful Entrance/Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Engineering, Locomotive/Steamboat . . . . . . . . . . . . . . . . . . . . . .88 Grazes and Light Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
Entertainer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Greased Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Equine Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161 Great Ambidexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Escape Artist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Grifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Escaped Slave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Griswold & Gunnison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179
Example of a Counter Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .254 Grit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Example of a Head Butt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .255 Group Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Example of a Rake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252 Guardian Angel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122

381
Gun for Hire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 Language (specify) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Gunfight Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Laundrer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
Gunfights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Law . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Gunsmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Lawman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Gunsmithing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 Lawyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Handedness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Lazarus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .289
Hangman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Lazarus and the On-Going Campaign . . . . . . . . . . . . . . . . . . . . . .292
Healing and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .226 Leatherworking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Healing Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .226 LeMat two-barrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179
Hearty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Let Common Sense Prevail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258
Heaven’s Gate (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . .283 Light Horse Breeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158
Heavy Harness or Coach Horses . . . . . . . . . . . . . . . . . . . . . . . . . . .160 Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .203
Height and Weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Listening . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Henry Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188 Literacy (specify language) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Hiding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 Liveryman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
High Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337 Lock Picking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Hindrance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Locksmithing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Hip Shooter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Lodged Bullets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .229
History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 Logging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
History of Animas Valley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .289 Looks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Hit Point Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Lower Lower Class (LLC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Hold Your Liquor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Lower Middle Class (LMC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Holsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 Lower Upper Class (LUC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Homestead (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .283 Machine Operating/Repairing . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Horse Abilities Defined . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162 Making your Own Opportunities . . . . . . . . . . . . . . . . . . . . . . . . . .331
Horse Trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170 Malaria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246
Hotel Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Markings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
How Awards Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .332 Markings & Coloration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
Hung Jury (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .276 Marlin Stonewall Derringer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
Hunting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Mason . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Hunting and Fishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156 Mastery and Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
I Shot the Sheriff (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . .276 Mathematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Idle Gossip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Meals and Lodging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .329
Improved Arc of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Measles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247
Indian Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .351 Mechanical Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209
Indian Territory Transformed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .361 Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Individual Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Middle Lower Class (MLC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Individual Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 Middle Middle Class (MMC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Individual, Group and Family Fame . . . . . . . . . . . . . . . . . . . . . . . . .32 Middle Upper Class (MUC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Infections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227 Military Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Influenza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .246 Military Strategy/Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Inheritance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Miller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Initiative and Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Milliner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Index

Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Millinery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103


Interpreter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 Mimic Dialect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Interrogation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Mine Owner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Mining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Introducing the Players to the Sandbox . . . . . . . . . . . . . . . . . . .263 Mining for Trouble (adventure hook) . . . . . . . . . . . . . . . . . . . . . .277
Items of Interest Concerning Lazarus . . . . . . . . . . . . . . . . . . . . . .289 Miscellaneous Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .342
Jack Rabbit Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Miscellaneous Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
Jeweler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Mishaps & Failures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209
Jeweler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137 Monetary Awards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .333
Joke Telling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Moonseed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248
Journalism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 More Advanced Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216
Journalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137 Mountain Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Judge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137 Mounted Marksmanship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Juggling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Moving and Special Actions (brawling) . . . . . . . . . . . . . . . . . . . .252
Keeping Death at Arms’ Length . . . . . . . . . . . . . . . . . . . . . . . . . . .330 Moving Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208
Kentucky Windage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Mules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
Knuckleduster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176 Multiple Occupations and the Profession Path . . . . . . . . . . . . .334
L.C. Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 Mustangs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
La Reata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219 Mystery on the Ranch (adventure hook) . . . . . . . . . . . . . . . . . . .280
Land broker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137 Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Land Grab (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .276 Naturalist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140

382
Newspaper publisher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Recruiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Non-Weapon Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Religion (specify faith) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Notoriety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Remarkable Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .336
Nursing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104 Remington . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .187
Nursing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227 Remington 1875 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182
Oaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Remington Derringer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
Observation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 Remington New Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180
Opposed Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 Remington Pepperbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
Oration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106 Remington Revolving Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
OtherQualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Remington Rolling Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
Outlaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25, 28
Parker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 Reputation and NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Partial Skill Failure [Advanced Rule] . . . . . . . . . . . . . . . . . . . . . . . . .74 Reputation Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Perceive Tendency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123 Reputation Effects on Scrapes . . . . . . . . . . . . . . . . . . . . . . . . . . . .202
Personal Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335 Reputation Score and Reputation Points . . . . . . . . . . . . . . . . . . . .30
Persuasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106 Reputation, Fame and Experience Effect on Scrapes . . . . . . .202
Petty Criminal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Resist Disease/Infection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Photographer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Resist Persuasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Photographic Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157 Results of the First Punch and a Counter (brawling) . . . . . . . .251
Photography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106 Richmond Armory Musket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
Pick Pocket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107 Riding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Place of Origin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Rolling Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Playin’ Chuck-A-Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337 Rope Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Playin’ Craps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .337 Roulette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .342
Playin’ Faro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .339 Rumors of War (campaign event) . . . . . . . . . . . . . . . . . . . . . . . . . .285
Playin’ Poker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 Running the Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259
Playin’ Roulette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .342 S&W 44DA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .183
Playin’ Three Card Monte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .343 S&W DA Second Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184
Playin’ Under and Over . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .338 S&W Russian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .183
Playing the Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .328 S&W Schofield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184
Pneumonia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247 Saddler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Poison Oak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248 Salesmanship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248 Saloon owner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Poker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .339 Sample Horses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .173
Poker Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .339 Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .318
Political Upheaval (campaign event) . . . . . . . . . . . . . . . . . . . . . . .285 Sample Reputation/Fame awards . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Politician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141 Sawyer/Lumberjack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Posse Forming Up (adventure hook) . . . . . . . . . . . . . . . . . . . . . . .277 Scarlet Fever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247
Pottery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108 School Teacher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Preacher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141 Scorpion, Bark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248
Preacher in the Wilderness (adventure hook) . . . . . . . . . . . . . .283 Scorpion, Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248
Presidential Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .354 Scout/Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Primitive Ranged Weapon Use (specify type) . . . . . . . . . . . . . . .108 Scrutiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112

Index
Primitive Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .201 Seamstress/Tailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Primitive Weapon Making . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109 Seamstress/Tailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Printer/binder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141 Searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Printing Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157 Seduction, Art of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Profession Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .333 Seeking Recognition (Texas) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .345
Prospecting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109 Set Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Prospector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141 Settling In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .322
Putting Your Skills to Work for You . . . . . . . . . . . . . . . . . . . . . . . .330 Setup (brawling) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250
Quick Aim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 Severe Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .229
Quick Thinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 Sharps Carbine Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
Quirk Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 Sharps Long Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191
Raiders of the Stage (adventure hook) . . . . . . . . . . . . . . . . . . . .277 Shooting Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Raise the Colors (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . .277 Shooting Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Rancher (horse, cows, sheep, pig, etc) . . . . . . . . . . . . . . . . . . . . .142 Shot Clock Extrapolation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
Random Quirks and Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Shot on the Run . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Rapid Reload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 Shotgun Shooting Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
Re-Entering a Profession Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335 Show Down (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278
Reading Lips (specify language) . . . . . . . . . . . . . . . . . . . . . . . . . . .109 Signmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Real Time (in the campaign) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262 Silversmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Reasons to Go West . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Skill Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Recording Game Time (campaign) . . . . . . . . . . . . . . . . . . . . . . . . .262 Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74

383
Skill Mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 The Shattered Frontier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258
Skill Mastery Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 The Trouble with Harry (adventure hook) . . . . . . . . . . . . . . . . . .284
Skill Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172 The Impact of Time on the Campaign . . . . . . . . . . . . . . . . . . . . . .263
Skilled Liar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Three Card Monte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340
Skinning/Tanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Thundering Rails (campaign event) . . . . . . . . . . . . . . . . . . . . . . . .285
Skirmishes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .264 Time and Failed Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Slaughter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Time and the Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259
Sleight of Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115 Tinsmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Slick Talker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Tobacconist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Smallpox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248 Tools and other Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
Snake oil salesman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144 Tough as Nails . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Snake, Copperhead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Towns & the Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .287
Snake, Coral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Snake, Cottonmouth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Trader (Livestock, Fur, Dry goods, etc.) . . . . . . . . . . . . . . . . . . . . .146
Snake, Rattlesnake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Trailblazer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Sneaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Training Horses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
Social Etiquette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Transporter (stagecoach operator) . . . . . . . . . . . . . . . . . . . . . . . .146
Social Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Traveling Show (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . .279
Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144 Trouble from the Past (adventure hook) . . . . . . . . . . . . . . . . . . .279
Southern Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .363 Types of Sessions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .256
Specific Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .228 Under and Over . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .338
Speed and Accuracy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Undertaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Spencer Carbine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 Universal Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Spider, Black Widow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Upper Lower Class (ULC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Spider, Brown Recluse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249 Upper Middle Class (UMC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Springfield Rolling Block . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192 Upper Upper Class (UUC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Springfield Trapdoor Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192 Using Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Sprinter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 Vagrant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Spurred On (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278 Ventriloquism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144 Veteran Gunfighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Starting Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Vice Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171
Staying Alive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .331 Vices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164
Staying out of Harm’s way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .331 Wainwright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Stonemasonry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Wanted Dead or Alive (adventure hook) . . . . . . . . . . . . . . . . . . .281
Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 Wanted Man (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . .284
Stunning (brawling) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252 Weapon Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Surveyor/Cartographer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 Weapon Damage (Brawling) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .254
Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Weaponry (Firearms) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
Swimming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Tactical Mounted Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .207 Weather Sense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Tactical Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206 Weaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Taken (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .278 Weaving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Taking Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 What is a Role-Playing Game? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Index

Tanner/Leatherworker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 What You Need to Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3


Telegraph Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157 Where There’s Smoke There’s Fire (adventure hook) . . . . . . .280
Telegraph Operating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118 Whore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Telegraph Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 Winchester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .187
The 3:10 to Misery (adventure hook) . . . . . . . . . . . . . . . . . . . . . . .282 Winchester 1863 Carbine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .193
The American War, Pt. 1: 1851-1852 . . . . . . . . . . . . . . . . . . . . . . .359 Winchester 1863 Musket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .194
The American War, Pt. II: 1854-1855 . . . . . . . . . . . . . . . . . . . . . . .364 Winchester 1863 Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .193
The Birth of the Lone Star Republic . . . . . . . . . . . . . . . . . . . . . . . .344 Winchester 1866 Carbine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .194
The California Question . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .358 Winchester 1866 musket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195
The California Republic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .352 Winchester 1866 rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195
The Challenge of Running a Western Campaign . . . . . . . . . . .258 Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
The Election of 1848: Death Knell of the Republic . . . . . . . . . .357 Wound effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199
The Hangin’ Tree (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . .283 Wounding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
The Hangman Isn’t Hanging (adventure hook) . . . . . . . . . . . . .278 Wrestling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .214
The Hangman’s Noose (adventure hook) . . . . . . . . . . . . . . . . . .284
The History of Black Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .287
The Innocent Man (adventure hook) . . . . . . . . . . . . . . . . . . . . . . .279
The Last Huzzah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .366
The Mutilator (adventure hook) . . . . . . . . . . . . . . . . . . . . . . . . . . .280
The On-Going Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .257
The Rake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252

384
Character Name _____________________ Player ________________ BPs _______
Nationality _____________ Residence _____________ Race _____________
Profession _____________ Religion _____________ Handedness _____________
Sex ___ Age ___ Height ___ Weight ____ Hair Color _______ Eye Color _____

ABILITIES SPEED Base Speed (Wis mod + Dex mod) _________


Adjusted Speed Temp. Penalty
Modifiers Adjustment
DMG. FEAT
STR . MOD. OF STR.
Lift ______lbs. ____________________ _______
ACCURACY Carry ______lbs. ____________________ _______
INT . MOD. ____________________ _______
SPPED Drag ______lbs. ____________________ _______
WIS . MOD. all modifiers included
____________________ _______
SPEED ACCURACY FEAT OF
DEX . MOD. MOD. AGILITY
____________________ _______
HEALING
CON . ADJ. ACCURACY Base Accuracy (Int mod + Dex mod) ________
HIT POINTS: _____ Modifiers Adjustment
LKS . Adjusted Accuracy Temp. Penalty
____________________ _______
qqqqq qqqqq
MAX. ____________________ _______
CHA . COMPATRIOTS
qqqqq qqqqq ____________________ _______
REPUTATION
REP CATEGORY
qqqqq qqqqq all modifiers included
____________________ _______
FAME
____________________ _______
FAME CATEGORY qqqqq qqqqq ____________________ _______

W ____ in __________ ; heals in ______ ____ in __________ ; heals in ______ ____ in __________ ; heals in ______
location days location days location days
O Points Points Points

U ____ in __________ ; heals in ______ ____ in __________ ; heals in ______ ____ in __________ ; heals in ______
N Points location days Points location days Points location days

D
____ in __________ ; heals in ______ ____ in __________ ; heals in ______ ____ in __________ ; heals in ______
S Points location days Points location days Points location days

W Type __________________________ Draw Speed _____ Accuracy _____ Damage/Shot _____ Reload Speed _____
E
A Shots Fired mmmmmm mmmmmm mmmmmm Other Details ____________________________________________
P
Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’ 150’ 200’
O
N Accuracy adjustment ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800’ 900’ 1000’ 1250’ 1500’
#1 ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

W Type __________________________ Draw Speed _____ Accuracy _____ Damage/Shot _____ Reload Speed _____
E
A Shots Fired mmmmmm mmmmmm mmmmmm Other Details ____________________________________________
P
Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’ 150’ 200’
O
Accuracy adjustment ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
N
250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800’ 900’ 1000’ 1250’ 1500’
#2 ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

W Type __________________________ Draw Speed _____ Accuracy _____ Damage/Shot _____ Reload Speed _____
E
A Shots Fired mmmmmm mmmmmm mmmmmm Other Details ____________________________________________
P
Range 5’ 10’ 15’ 20’ 25’ 30’ 40’ 50’ 70’ 90’ 120’ 150’ 200’
O
Accuracy adjustment ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
N
250’ 300’ 350’ 400’ 450’ 500’ 600’ 700’ 800’ 900’ 1000’ 1250’ 1500’
#3 ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___

Skill Name Mastery Skill Name Mastery Skill Name Mastery Skill Name Mastery
S ________________ ____ ________________ ____ ________________ ____ ________________ ____
K ________________ ____ ________________ ____ ________________ ____ ________________ ____
I ________________ ____ ________________ ____ ________________ ____ ________________ ____
L ________________ ____ ________________ ____ ________________ ____ ________________ ____
L ________________ ____ ________________ ____ ________________ ____ ________________ ____
S ________________ ____ ________________ ____ ________________ ____ ________________ ____
TALENTS QUIRKS & FLAWS GEAR & LOOT
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HORSE
_______________________________________________
Name __________________ Breed _______________ _______________________________________________
Short Speed _______ Medium Speed _______ Long Speed _______ _______________________________________________
Agility _________ Endurance _________ Horse Sense _________ _______________________________________________
Temperament ___________ Trainability _______________ _______________________________________________
Mettle __________ Soundness __________ Strength __________ _______________________________________________
Hit Points _______ Vices ___________________________________ _______________________________________________
Markings ________________________________________________ _______________________________________________

PROFESSION PATHS BP earned notes


PERSONAL GOALS Completed?

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FAMILY HISTORY
Circumstances of Birth _________________________ Birth Date __________________ Legitimate? (y/n) _____ No. of Siblings __________________
Birth Order ____________ Mother ___________________________ (deceased? Y / N ) Father___________________________ (deceased? Y / N )
Notes on Siblings _________________________________________________________________________________________________________
Upbringing ________________________________ Place of Origin ______________________________ Social Class _______________________
Background _____________________________________________________________________________________________________________
Profession ________________________________ Reason you went West ____________________________________________________________

ALLIES & ENEMIES max. no. of compatriots ________ NOTES


_______________________________________________
Name Relation _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________ _______________________________________________
_________________________ _____________________
© Copyright 2018 Kenzer and Company. All rights reserved.
The following pages contain the
Aces & Eights Shot Clock game aid and
Aces & Eights ShotGUN Clock game aid.

To use these, you MUST print them on


Transparency Film such as
u 3M Recycled Inkjet Transparency Film
u Apollo Transparency Film for Inkjet Printers

Transparency Film can be purchased


at any office supply store.

©Cop
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©Cop
yri
ght2018Kenz
erandCompan
y.Al
lri
ght
sres
erv
ed.Ac
es&Ei
ght
s,t
heAc
es&Ei
ght
slogoandShotCl
ockar
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ademar
ksofKenz
erandCompan
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