A&8 Reloaded
A&8 Reloaded
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
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.
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
                      6
                                                                                                                                    1: Basic Characters
                                                        W EAPONS
                            Equip your gunfighter by rolling twice on Table 1-3: Firearms.
                                                  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
             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
                                                                                                                             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
                                                       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).
                                                                                                                                       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.
                                                                                                                                  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
                        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
                    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
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
                                                                                                                             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
                    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
                                                                                 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
     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
                       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
                                                                                                                                    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.
                                                                                                                      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
                       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
                                                                                                                                                              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
                          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)
                                                                                                                                                              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
                                                         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
                                                                                                                                   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
                          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.
                                                                                                                                    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.
                          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
                                                                                                                                         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
                          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
                                 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
                          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.
                                                                                                                                      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
                                                                                                                        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
                    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.
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
                    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
                                                                                                                          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
                    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
                                                                                                                                                   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
                    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
                                                                                                                              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
                                                                                                                     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
                    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
                    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
                                                                                                                                   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
            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
                                 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
                                                                                                                                                       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)
  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).
              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
            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
            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.
                                                                                                                                                       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
               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
              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
            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
            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
            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
            Very Difficult       Determining a rare gem based on vague                                   enemy; gleaning information from someone
                                 secondhand descriptions                                                 who speaks a foreign language
            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
            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
  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.
                  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.
                                                                                                                                               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
            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)
                                                                                                                                                  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
                                                                                                        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
                                                                                                                                                    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
            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
            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
            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
            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?)
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)
             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%
             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.
                                                                                                           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
                  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
                  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.
                                                                                                            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
                  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
                  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
                  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
                  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
                  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
                  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
                  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
                  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
                       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
                                                                                                                                                                          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
                       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
                                                                                                                                                                                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
                       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
                       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
                                                                                                                                                                     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
                                                                                                                       157
                                                           Beasts of Burden
                           n the Shattered Frontier, a character’s horse is one     On the trail each cowboy had seven horses – two for
                       158
                                               Figure 11.2: Leg Markings
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.
                       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
  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).
                                                                                                                           161
                                                            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
                       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
                                                                                                                                    163
                                          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
                       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.
  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
                       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
                                                                                                                  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
                                                                                                                     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
                       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
                                                                                                                                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
                                                                                                              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 –
                                                                                      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.
       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
                                                                                                                                                     175
                                                                                                                                 KNUCKLEDUSTER
                                                                                                                Number of Shots . . . . . . . . . . . . .7
                                                                                                                Damage . . . . . . . . . . . . . . . . . . . . .d3p
                                                                                                                Draw Speed Modifier . . . . . . . .0 count
                                                                                                                Reload Speed (per cartridge) . . . . .20
                         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.
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”.
                        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”.
– revolvers –
COLT DRAGOON
                                                                                     Number of Shots . . . . . . . . . . . . .6
                                                                                     Damage . . . . . . . . . . . . . . . . . . . . .d4p+1
                                                                                     Draw Speed Modifier . . . . . . . .+1 count
                                                                                     Reload Speed (cylinder) . . . . . . . . .100
                                                                                                                                             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
                                                                                                                                                               $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
                        178
               GRISWOLD & GUNNISON
LEMAT TWO-BARREL
* applies to both cap & ball and shotgun shells - treat shotgun as sawed-off
                                                                                                                                          179
                                                                                                               REMINGTON NEW ARMY
                                                                                                   Number of Shots . . . . . . . . . . . . .6
                                                                                                   Damage . . . . . . . . . . . . . . . . . . . . .d4p+1
                                       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
Accuracy adjustment +8 +4 +2 0 -2 -4 -6
                         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.
                       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
                                                                                                                 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”.
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
                                                           Ammo prices
                                          65
                                     $2. /box 100 (.44) cartridges
                                                                                                                                                                         $22. 00
                                           REMINGTON 1875
                       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
                                                                                                                                   Ammo prices
                                                                                                                 65
                                                                                                          $2. /box 100 (.44) cartridges
S&W RUSSIAN
                                                                                                                                                 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
                           Number of Shots . . . . . . . . . . . . .5
                           Damage . . . . . . . . . . . . . . . . . . . . .d3p+1
                           Draw Speed Mod. (all barrels) . . . .0 count                        $11. 00
                           Reload Speed (per cartridge) . . . . .8
                        184
                                                   – shotguns –
                        BAKER DRILLING
 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.”
                                                                                                                                                  185
                                                                                                                               L.C. SMITH
                              $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
PARKER
                       186
                          REMINGTON
                                                                                          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.
                                                                                                                                       187
                                 – rifles, carbines & muskets –
$110. 00
                                                                                                                                BALLARD-CREEDMORE
                                                                    Ammo prices
Ammo prices
                                                                                                                   $48. 50
                                                    HENRY RIFLE
                             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
Ammo prices
   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
                                                                                                                                         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
                          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”
Ammo prices
                                                                                                      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
                          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
                                                                                              $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.
    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
                             $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
                                                                                                                                                                                     $27. 95 (.40)
                                                                                                                                                                                     $39. 95 (.45)
                                                                                                                                                                                     $44. 95 (.50)
Ammo prices
                        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
   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
                                                                                                                                                            195
12: Advanced Scrapes
o far we’ve discussed the very basics of gunfighting Table 12-1: Shooting Actions
                                                                                                                          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:
                       200
  The dispersal pattern originates from this
point.
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 &
                                                                                                                            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
                          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
                                                                                                                                    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.
                       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
                                                                                                                              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
                                                                                                                                        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
                                                                                                                    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
                       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
  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:
                                                                                                                          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
                                                                                                                      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
                                                                                                                            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
                       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
                                                                                                                                   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
                       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
                                                                                                                      225
13: Wounds & Healing
                       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
                                                                                                                                          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
  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
                       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 &
           • 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
                                                                                                                                                         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
                                   • 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
                       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
           • 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
           • 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
                       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
           • 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
                              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
                                   • 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
                                                                                                                • 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
           • 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 -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)
                       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
                                                                                                                                                       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
                                                                                                                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
                                                                                                              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
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
                         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
               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
                        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.
                                                                                                                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.
                        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
                                                                                                                                 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
                        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
                                                                                                                       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
15: The Campaign Game
                        265
                              SCENARIO 1           Combatants:
                                             Two gunfighters with pistols
                                                   Victory Conditions:
                                                     Last man standing
                        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
                                                                                                   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.
15: The Campaign Game
                        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.
           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
                                                                                                   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.
                        270
          SCENARIO 6                                             Combatants:
                                                              Townsfolk vs. Bandits
                                                                                                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.
                                                                                                  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
                                                                                                               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
                                                                                                                     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
                        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
                                                                                                                 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
                                                                                                                  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
                        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
                                                                                                                   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
                                                                                                                  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
                                                                                                               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.
                                                                                                               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
                                                                                                                                                                              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
                                                                                                                                         297
                        Jesse Harper . . . . . . . . . . . . . . . . . .32 . . .Merchant, Hardware . . . . . . . . .Male . . . . . . . . . .Mundane
                        Beatrice Harper . . . . . . . . . . . . . . .39 . . .Housewife, Merchant . . . . . . . . .Female . . . . . . . .Mundane
                        298
Mackey Ross . . . . . . . . . . . . . . . . . .42 . . .Thief . . . . . . . . . . . . . . . . . . . . .Male . . . . . . . . . .Notable
Rachel Ross . . . . . . . . . . . . . . . . . .24 . . .Housewife . . . . . . . . . . . . . . . . .Female . . . . . . . .Mundane
“Rio” Running River . . . . . . . . . . .22 . . .Ranch Hand . . . . . . . . . . . . . . .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.
                                                                                                                                          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
                        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.
                                                                                                                         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
                        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
                                                                                                                           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
                                                                                                               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
                                                                                                         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
                        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
                                                                                                             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
                        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
                                                                                                    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
                                                                                                                              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
                                                                                 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
                        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;
                                                                                                                             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
                                                                                                                            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.
                                                                                                                           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
                                                                                                  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
                        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
                                                                                                                          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.
                        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 —
                                                                                                                         331
                    here are many types of awards in life, be they      quality should look for any opportunity to obtain
             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
                                                                                                                            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
                                                                                                                     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
                                                                                                                                   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
               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
                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
                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
                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
                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
                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
                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
                                            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
              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
                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
                376
                            UNITED STATES
AT A GLANCE...
                                                                                                                                                    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
        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
        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
        384
Character Name _____________________ Player ________________ BPs _______
Nationality _____________ Residence _____________ Race _____________
Profession _____________ Religion _____________ Handedness _____________
Sex ___ Age ___ Height ___ Weight ____ Hair Color _______ Eye Color _____
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
                                                                      _______________________________________________
____________________              ____________________
                                                                      _______________________________________________
____________________              ____________________                _______________________________________________
____________________              ____________________                _______________________________________________
                                                                      _______________________________________________
____________________              ____________________
                                                                      _______________________________________________
____________________              ____________________                _______________________________________________
____________________              ____________________                _______________________________________________
                                                                      _______________________________________________
                                                                      _______________________________________________
HORSE
                                                                      _______________________________________________
Name __________________       Breed _______________                   _______________________________________________
Short Speed _______ Medium Speed _______ Long Speed _______           _______________________________________________
Agility _________ Endurance _________ Horse Sense _________           _______________________________________________
Temperament ___________ Trainability _______________                  _______________________________________________
Mettle __________ Soundness __________ Strength __________            _______________________________________________
Hit Points _______ Vices ___________________________________          _______________________________________________
Markings ________________________________________________             _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
_______________________________________________                                                                   q
                                                                      _______________________________________________
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 ____________________________________________________________
©Cop
   yri
     ght2018Kenz
               erandCompan
                         y.Al
                            lri
                              ght
                                sres
                                   erv
                                     ed.Ac
                                         es&Ei
                                             ght
                                               s,t
                                                 heAc
                                                    es&Ei
                                                        ght
                                                          slogoandShotCl
                                                                       ockar
                                                                           etr
                                                                             ademar
                                                                                  ksofKenz
                                                                                         erandCompan
                                                                                                   y.
                                                                                                        ™
©Cop
   yri
     ght2018Kenz
               erandCompan
                         y.Al
                            lri
                              ght
                                sres
                                   erv
                                     ed.Ac
                                         es&Ei
                                             ght
                                               s,t
                                                 heAc
                                                    es&Ei
                                                        ght
                                                          slogoandShotCl
                                                                       ockar
                                                                           etr
                                                                             ademar
                                                                                  ksofKenz
                                                                                         erandCompan
                                                                                                   y.