Create Your Character Magic and Weird Abilities Weird West Fights Weapon Dice
Your Weird West character has attributes for Fighting, Grit, Magic, Magic in the Weird West can take the form of mystical spells a A fight is divided into rounds where each combatant chooses and Axe d6
and Skill. Allocate 4 points between your attributes to create your character casts, or unusual abilities they possess. New characters resolves an action. Higher-level characters act first, and players go Bow d6 2-handed, canʼt be used in close combat
character. You must have at least one point in Grit. Think of a few pick one of the following for each point of Magic: first in case of a tie. Special abilities may change the normal order. Club d4 can be used as a non-lethal weapon
descriptive words for your character to explain these attributes. Electromancy – You can direct bolts of electricity against your foes. Compare your Fighting attribute to your targetʼs Defence score on Handgun d8 (6 shots)
Choose a Path Requires: Magic 2. 3 times/day. Ignores Armour. Weapon: d12 the Fight Chart (see back cover). This is the number you need to Knife d4
Escape Artist – You can escape from the sturdiest of bonds. roll on a d20 to succeed. If you are successful roll your weapon Rifle d10 2-handed, canʼt be used in close combat
This determines why your character is involved in Weird West
Requires: Magic 1 and Skill 1. Difficult Task. dice and reduce the targetʼs Stamina by that amount. Shotgun d8 2-handed, d10 in close combat (2 shots)
adventures and which attributes increase when your character
Fastest Gun in the West – Take your action before everyone else. Slingshot d2 non-lethal weapon
gains a level. Starting characters do not receive these bonuses. Fight Actions
Requires: Magic 1. If still tied use Fighting to determine order. Spear d8 2-handed
Adventurer: Fighting + Skill every 2 levels Aim No attack this round, +2 Fighting next round Sword d8 close combat only
Hypnosis – Your subject will answer a question or carry out a task.
Gifted: Fighting every 2 levels, Magic + Skill every 3 levels Attack Regular attack roll this round Unarmed d2 non-lethal weapon
Requires: Magic 2 and 5 minutes. Difficult Task.
Catch Breath Regain 1 Stamina (once per fight)
Fighter: Fighting every level, Skill every 3 levels Horse Whisperer – Skills is +3 when dealing with animals. Note: Firearms cannot be reloaded in close combat.
Dodge +4 Defence, No attack roll
Requires: Magic 1. Difficult Task. Maximum Weapon Dice
Magician: Magic every level, Fighting + Skill every 3 levels Evasion +2 Defence -2 Fighting
Innocence – Canʼt be targeted by lethal attacks unless only target.
All characters also gain one point of Grit each level. Parry +2 Defence in close combat, No attack roll. If A characterʼs path determines the maximum dice size that can be
Requires: Magic 1. Can only make non-lethal attacks.
opponent misses use their attack roll as your own against them. rolled for a normal one-handed weapon. Magicians are limited to a
Character Levels Magnetic Shield – Protected from ranged attacks by metal objects.
Stunt On success Target picks stunt effect or stamina loss. d4, Adventurers and Gifted characters to a d6, while Fighters have
Weird West Characters normally begin at level 1 and gain Requires: Magic 2. Your own attacks are similarly blocked.
Defence Modifiers no limit on the maximum dice size they roll for weapons. A two-
additional levels during their adventures. Your group will decide Medicine Bag – You can add a d6 to the total of any other dice roll.
handed weapon can use one dice-size larger (eg. d4 > d6).
on how often this will be. It could be as frequent as each session, Requires: Magic 2. Usable 3 times per day. A Targetʼs Defence is equal to their Skill modified by the following:
or as infrequent as whenever a major adventure is completed. Scientific Mind – You can learn any language and technology. Heavy Plate Armor +6 (-3 to Skill for Difficult Tasks) Non-lethal Weapons
Requires: Magic 1. Difficult Task. Chainmail Armour +4* (-2 to Skill for Difficult Tasks) Half Stamina Point loss is temporary and regained after the fight.
Roll Stamina Points Shaolin Monk – Fighting is +2. Unarmed attacks use d6. Heavy Furs and Leathers +2* (-1 to Skill for Difficult Tasks) If weapon roll is more than half of remaining Stamina Points, the
Each game session roll one dice for each point of Grit your Requires: Magic 1. Can only make unarmed attacks. Shield +1* defender is stunned and loses their next action. A stunned target
character has. Roll a d8 for a Fighter, d6 for Adventurer and Concealment/Cover/Dark +1 to +4
In addition to these choices, your character can learn different hit by another attack is knocked unconscious for 1d4 rounds.
Gifted, and d4 for Magician. If the total is higher than your *Firearms ignore these Defence bonuses
spells and find special items during their Weird West adventures.
characterʼs current Stamina use the new amount for this session.
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Stuart Robertson
and look for additional Weird West material soon!
If less, subtract the difference instead.
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These are only the basic rules for the game. Add your own material
higher than the challenge level, add the difference to your die roll.
Referee should simply narrate what will happen next. d6 roll with 5+ succeeding. If your characterʼs relevant attribute is
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When the group does not wish to leave the results to chance, the character succeeds at a difficult task they are attempting. This is a
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During the game you may be asked roll the dice to see if your
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Tasks) the dice can be rolled as outlined in these rules.
whether a character would succeed at an action (Fights, Difficult Difficult Tasks
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Referee narrating the results of those actions. When itʼs unclear
Advanced Science discovered during adventures.
other players describing the actions of their characters and the (as decided by the group) or by the use of Spells, Gifts, or
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Referee) describing a scene, and then alternating between the Wounds can be healed between game sessions with sufficient time
Fighting Chart
A Weird West adventure typically begins with one player (the
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© 2011 Robertson Games
Stamina Points the character started the session with.
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Weird West Adventures
way, or by catching your breath in a fight, cannot exceed the
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Swinging from chandelier Skill 3
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minutes and regain d4 Stamina points. Stamina regained in this
Defence
Shooting bottles on fence Fighting 1 After each fight or difficult task a character may rest for 10
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Playing cards Skill (skill level of other player)
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Regaining Stamina AND Healing Wounds
Rattlesnake bite Grit 2
* Reroll maximum Stamina for this game session.
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Learning a new spell Magic (level of spell)
Leaping onto horse Skill 1 1. Death
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2. Mortal Wound - As above and fatal in 2d6 rounds
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Hiding in the wilderness Skill 1 - 3
Escaping from rope bonds Skill 3 (requires: Escape Artist) 3. Serious Wound - As above and reduce another attribute by 1
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Rodrigo Ditz (Order #44827327)
4. Wounded - As above and reduce Grit to 1 until healed*
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Desert Heat and Exposure Grit 2
Calming spooked horse Skill 2 5. Unconscious - 2d6 rounds
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Difficult Task. The player needs to roll a 4 or higher to succeed. 6. Stunned - lose next action
Roleplaying Game Basic Rulebook them. His Skill is 3 and the Referee decides the jump is a level 2 is at 0 Stamina Points after being hit by a lethal attack, roll d6:
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attempts a difficult task leaping across a wide crevice to evade knocked unconscious for the remainder of the fight. If a character
A Cowboy is being chased by a pack of hungry ghouls and Characters reduced to 0 Stamina Points by a non-lethal attack are
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Fighting Examples of Difficult Tasks Running Out of Stamina Points