You are on page 1of 404

, H~ .

; &

SHATTERED FRONTIER
------------.------------
e-A ROLE PLAYING GAM E"""'"

CREDITS
A uthors: Jo lly R. Bhckh uf n. Brian Jelke. Steve Johansson. David Kenzer. Jennifer Kenzer, Mark Plemmons
Editors: Barbara Blackburn. Jennifer Kcnzer. Bev Shideler
Expert Consultation: Sandy Horn. Mark Kenzer, Rebecca Tudor
P b ytcstcrs: Doug Click, Steve Daniels. Luke Dowskc. Gi gi Epps. Nathaniel Garth. Ra y Javier. Charles Jewell
Mark Kenzer, Mark Lane. Don Morgan, Rand y Nelson. John O'Neill. Adam Nicpomnik. Mark Prater.
Bryan Spcgcl. John Randecker, Jason Riddell. Mike Sta ub. Alex Stclford. Roscoe Stelford . David York, O.M. Zwcrg
Art C redits: Frederic Remington, Chulcs Ru ssell and the o ther Old West artists who brought the fronti er to Jife
aided by Bob Burke:. Ste ven Cummings. Brenda n and Br ian Fraim. Be v S hideler, George Vrbanic (, Craig Zipse

TABLE OF CONTENTS
CHAPTER 1: WELCOME TO ACES & EIGHTS CHAPTER 5: THE ON -GOING GAME
CHAPTER 2: THE BASIC GAME 5.1 - Cattle Ranching ..................... 218
2.1 - Basic Characters .,.".,., ............. 6 5.2 - Running a Cattle Drive ...... . .......225
2.2 - Basic Scrapes .........................8 5.3 - All that Glitters..................... 236
CHAPTER 3: T HE ADVANCED GAME 5.4 - Gamb ling ................. ... ...... 248
3.1 - Character Creation ...................16 5.5 - Goods {, Se rvices ...... . •........... 255
3.2 - Advanced Scrapes ................... .39 5.6 - Frontier Justice ................... .265
3.3 - Wounds {, Healing ........... . ....... 67 5.7 - Drinkin' {, Drugs ................... 275
3.4 - Braw ling ........................... 93 CHAPTER 6: ApPENDICIES
3.5 - Firearms ...........................99 6.1 - History of the Shattered F rootier ..... 292
3.6 - Horses ........................... .122 6.2 - Q ui rk {, Flaw Descriptions .......... .316
3.7 - Advanced Chase Rules .............. .131 6.3 - Skill Descriptions .................. 332
CHAPTER 4: THE CAMPAIGN GAME 6.4 - Taleot Descriptions ................ .378
4.1 - The Aces {, Eights Campaign ........ .138 6.5 - Detailed Character Backgrounds ...... 383
4.2 - Reputation {, Fame ............. . ... .181 6.6 - Frontier Slang .................... .391
4.3 - Awards .................. . ........ .188 6.7 - Index . ........................... .394
4.4 - Profession Paths .................... 193 Silhouettes ............................ .399
Q~es! io ns. Commeots. Product Orders?
Man ufactured in China
Phone: (847) 662·6600
F u: (8'17) 680·8950
I!ENZER AND COMPANY cm~j l: qucs!ioos®kcozetco.com
SI[ W. Greebwood Avenue
Visi! our website ~t
Waukegab.l l 60087
www.kenzerco.com

Th .. book" pro'«I<d •• d" ,.,,, ... ,,.,.aJ ".. "....


d '01'1"81" b ... or ,he U."ed Su,.. PUBL1SHER'S SOTE:
of A",.,ic •. No pm or 'h" book ouy be rep'od.w!. .."h."" ,b ••• pr ... .,,,,,,. 'OOK.' The. i., wo,k 01 fi<lioo. N.",es. ohm""" 1'1".. , •• ,oe,de." "'h" ' r< ,be p,od",. of 'he
of K...., ... eo"'pny. Pet"" .. i.,."8".,ed 1<, 'he 1"',,1u.<, of ,bit prod"", 1<' repro- ,.,bor' ,m,S;""ic>.. 0'''' ..cd fie""., .. I.....d '.Y 1C>Cmbl..« '0 ",.. I I"',soos, l;v'.B Of
doc, ",,'ro.. "f ,b " book fo' pe"" •• 1 uK o.ly. s"k Of ,nd, of ,"c b reI"'od""".,.. .. .c,e!. ..... IS Of 1.,,,1.. i< c.,,,dy <o,.",d,.,,!,
strictly prohib"ed.

Wi'h "'pe<l '0 ".d.mark"


A••• 6- ['Sh,s. ,b. A, .. 6- Eights 1080. Sho..do.... Sho, CI",klOd ,be K•• ,,, ,Dd C<>mp... y!<>go '" ,,,.,m.. k. of K' Ol,r , •• eo",p"'y.
c) Copy"Sh, lOO7.lOO8 Ke.", 6- Co"'puy.I.,. All R,ghts R.Krvcd.
mONO PRINTING
11Introduttion
Welcome to Aces & Eights
hrough the gunsmokc and over the slumped strengths and weaknesses of each character, but his

T corpse of a gambler, beyond the sprawl of graz-


ing buffalo on the high plains, above the din of
a saloon in full swing, and farther than the blue sky
personality is in the hands of the player. T he rulc-
book, the group of players, or one of the participants
(designated as the referee, narrator or judge of the
atOp the open range lies the Shattered Frontier of the game) presents a scena rio to the other player cha rac-
Aas & Eights game. te rs (PCs). Each player then decides how his character
A game about the daring adventures and everyday will act in the given scenario.
lives of people in the O ld \Vest, Aces & Eights lets you The judge, or Gamel\'[aster ( G ~r) , uses madc-up
tell the talc of the \ Vest that could ha\'c been, in your characte rs that arc not controlled by any of the play-
own words, deeds and history. The Aces & Eights game ers (these arc called non-player characters, or N PCs) to
allows for rugged cowboys, brave Indians, murderous interact with the PCs. And so the game goes on wi th
desperados, determined lawmen, sturdy prospectors, the players and the G?vl 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 whe n 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 YOti NEED TO PLAY
time period to enjoy the game, western aficionados To play Aces & Eigllts you need at least one sheet of
will certainly find it engrossing - to say the least. If scratch paper. a pencil, and a se t of standard polyhe-
you conside r 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 . M ultiple dice of diffe rent colors (especially 10-
Aces & Eights is set in the West T hat Never Was, an side rs) arc helpful but not necessary. Throughout
alternative histo ry created to maximize the role-play- these rules we may refer to the different die types as
ing potential of the game by freeing the future from "xd6" where "x" is the num ber of dice of a particular
the inevi table reality of the true West. type you should roll. So 3d6 means roll three six-sided
\\lhile the setting is firmly entrenched in historical dice. A d 100 (or d'>fo) means roll two d lOs, designating
accuracy, a few small changes in American politics (at one as the "tens" SpOt and one for the "ones". A
significant moments in history) create a very believable d 1000 means roll three d lOs, and so on . We also rec-
alternative history of North America. Sprung from ommend YOll download a free characte r record sheet
small changes are new nations, businesses, and a slight from our website.
acceleration in ar ms technology. A standa rd deck of poker playing cards arc needed
Aces & Eights allows you to create a character from to resolve combat in the game, as is the Shol Clock HI
sc ratch, introduce him or her into this detailed frontier ove rlay provided with the rules. Poker chips are also
setting, and forge a new future like so many of the required, if you choose 10 usc the advanced brawling
great pionee rs from the past. Your character's poten- rules. O ther handy (but non -essentia l) items include a
tial is limi tcd 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 vegeLation or hi lls). Most
A role-playing game is a lot like improvisational act- game, model or hobby shops carry items li ke this to
ing. The players create characters thai they pretend to enhance your game experience. Finally, if you usc
be d uring the course of the game. T he rule book miniatures, you'll want to usc a ruler or tape to meas-
describes methods for dete r mining and recording the ure weapon ranges during combat .

3
,-

21 The Basit Game


2.11 Basic Characters

f this is your first outing to the Shatte red Frontier, WEAPONS


I you may wish 10 quickly gene rate a character with
which 10 begin play. Late r on, as you become more
familiar with the mecha nics of the game, you will like-
For basic gunfighting, weapons are restricted to a
fcw gene ral categories of firearms (sec Table 2.1-1:
Basic Firearms). You may cither choose your weapon
ly want to flesh out your characte r's abilities, skills, from this list or roll a d6 to randomly dete r mine your
quirks, flaws and so forth using the methods presented armament. In a basic gunfight, there are no modifiers
to Speed or Accuracy based on the type of fi rearm or
in Clwpter 3./1 Character CreatIOn, Bul if you want a sim -
the number of gunfights the charaCter's been involved
ple bandito or marshal for a quick shoot-ern-up. just
in. Chapter 2.21 Scrapes describes the rules for basic gun-
grab some dice and fead on, com padre. There's no fighting in detail.
need to invest the lime if all you ca re about is lead slin -
gin' (or "s hoatin'" to all you greenhorns . BACKGROUND
If you want to get a "feel" for your gunfighter, you
SPEED AND ACCURACY may also choose to roll on one or more of the quick
To create a basic gunfighter, you need (0 know two background tables found on the following page.
things: Speed and Accuracy. \ Vitn an advanced char- O therwise, you're ready to go!
acter, this would be determined by a combination of
the character's Dexterity, Intelligence and Wisdom
scores, but we're not going to slow you down with all
that he re. Instead, all you need is a single d4.
Speed represent s how quick your gunfighter is on the
draw - the lower the better. Accuracy is JUSt what it
seems and higher numbers are beneficial here.
To determine your gunfighter'S Speed, roll a d4.
Record this number then flip a coin to determine if
the value is positive (heads) or negative (tails). T he
result is your gunfighter'S Speed score - somewhe re
betwee n -4 and 4. Repeat the process to determine
Accuracy.
For example, lei's say Ihal Mark rolls a d4 with a result oj 4
and then flips a coin (it lands tails). Th ir means his gunfight-
er's Spud SCOTt is - 4. That's pretty dumJast! Unfortunately,
he then rolls a 3 for his Auura0' and a coin flip tho! again is
tails, meaning this hombre has a - 3 /l uurary SCOTt.

HIT POINTS
Each character has between 21 and 24 hit points
(hp) determined by rolling a d4 and adding 20 . T his
gives you a measure of how much physical damage
your gunfighter can sustain before keeling over.

6
TABLE 2.1-1: BASIC FIREARMS
Roll (d6) f irc u m Dl magc (bodd Dl magdhead) No. of Shots Reloid Speed
H .... .. P istol .......... d6+1 .......... .. 2d6 . . ........ .6 .. ... .1 cu tr idgc per JO count
5·6 ....... Rifle ..........rl8+ ! ....... ....... 1dS ............. 10 ....... .I c.u tr idgc per 10 count

TAELE 2.1·2: QUICR NAMES (FEMALE) TABLE 2.1-4: QUICR PROFESSIONS


Roll (dlO) Nilmc Roll (d10) P rofe ssion
1 .............. Annil You ng I ........... Band ito
2 .............. Emily Abu ms 1 . · . ... . ..... Banku
3 .............. Esthe r Matthews 3 ............ Bu ber
'1 .............. Hanu h Coronel 4 ............ Bar tender
5 .............. Holl y S.twycr 5 ............ Cowboy
6 .............. b un S lone 6 ............ Dabce Hall Girl
7 .............. Rosa Muti ncz 7 .......... .. 00Cl or
8 .. ...... · .Ruth G udner 8 ........ .... Engineer
9 .. .... · .5m h Snell ing 9 ........ . ... Fumer
10 . .. . . · .Wiushu h Chu mani 10 ........... G ambler
II · .......... Lawman, Deput y
12 · .. ....... .Lawman. M H shal
13 ..... ...... M in er
TABLE 2.1-3: QUICR NAMES (MALE) 14 .... ... .... Poshl Worke r
Roll (dlO) Name
15 .... . . . . . . .P rosti tute
16 ........... Raneher
I .... . . .. . ... A llen H am ilton
2 ........... .Sutch M o ntgome ry 17 · ......... .soldier
w
3 ............ C assidy wDoc Wilso n 18 · ..........S uge Coach Dri ver

4 ............ D us tu Adi hy
19 · ..........Telegraph Operator

5 ............ Ferna ndo Vasquez


20 ....... ... .U nderta ker
w
6 .... . ... . . ..*H andsome Jac k Jones
7 ......... . · .Josiah LedbellCT
8 ............ JUiD de Cisneros
9 ............ M all S antos
10 ........... Zac har iah S mith

7
2.21 Scrapes
Gabe Smith (0011), fosstd 25 PISOS ililo Ihe large pol, raisillg TAKING ACTION
"ll ptrspin'ng t'oqllfrO across from llim. !-It had uason 10 hi If you're an a\'id game playe r, chanccs a rc you're
(Onjidtnl: no o/u had sun him pull tIlt . Iet rif SpadrJ from his used to choosi ng an action o r actions on your '·turn"
s/uu, and Aus Or'tT Kings is a mighlJ' halld indud. Timl' probably from a list of allowable aetions or categories
sumtd to 11011 as II" table sat paficllj' siltnl. u'ailingjOr lilt of act ions. In contrast, ..Ius & E igftls allows you r cha r-
.\lexiran (ow/ullld 10 make /iis mOL'f. Wiping his brou'. the acter to attcmpt any action he wants, at any time.
(o1L'bC!)' filially calltd tilt bel alld hoth pla,}'tTs laid d01('1I Iheir
In real life, to walk across the room, YOli thin k about
hands. Gabe had the hetler halld. hul stopped short as lit
walki ng ac ross the room. then you start mo\'ing and
ft(/{Iud for 'ht mon~); Th t .\lex;run J fOrds flad T<1:o Pair u:itll
after a certa in numbe r of seconds you accomplish the
(III Act kirker lIlt . Iet oj SpadiSf
task, Likewi ~e, in Aus & Eig"lJ, if your character
Looks tiki 01' GObi I/aJ gaUl'll Itillmf! in/a a j(rapr, From \\'ants to take an action such as crossing the sa loon
litft, tIlt acli01l (ould film IIgly ill Slum! Wql'S. Gabt (ould filII floor . ~·o u ~ imply declare hi s intent and, after a certain
10 his horst. illiliotillg a riwSt, lu (ould drau' a Bowie knift alld amount of tim(' if there arc no unexpected obstacl es),
oPljo' a kniftjight. he could draw a porkt/ pistol or m-.hoo/- he completes his action. Thus, Acts & Eighls has no
rr alld S!lQot it out or tT)' his lurk ill a brawl. III thtfOlloll'ill,~ artificialti nH.' "c~mcntat ion such as ··turns,'· '·rounds,"
sutions, /L·t 'Il (01"a Iht t'ariolls 1('a)'s f!! gming out rif a s(rapt "~c~mcnh'" or ··phases,'· In Aus & Eighls, your char-
.for hi'fta or for I(:Orst, acter's ;kction, arc measured by time and time alon e.

* GUN FIGHTS * INITIATIVE AND SPEED


Before di~c u ssin~just ",hat actions arc possible in a
The Acts & EigMs gunfight systcm is a realistic table- gunfi~ht and ho" 10m;: they takc, it's impo n anl that
top simulation o f a Wild \\'est ~ hootout. The fu nda - wc co,·cr JUSt who goes first. Se\'eral fa ctors affect how
menia l premisc of the system is that a shooter ah\'ays fast a character ca n take action, most notably the cha r-
aims for a spC'cific location or target e.g., the "rustler's acter's Speed (the advanced ru les include ot her modi-
gun hand" ) rmher than an abstract wrget (e.g., th e fier s suc h as prior gunfight experience, Fame, weapon
"rust ler"). Th e worse the shooter's aim, the funher model and type, etc.), The final factor is a random
from his mark the shot flie s. T hi s also means that a d I 0 die roll to reprcscnt thc variat ion of one character
"el)' near mi ~s ea n be just as deadly as a bull's ('yc. getting thc drop on another. This die roll is called the
The shooter determines his pr('ci~e ~hot location h~ Initiative roll.
using the T arget Silhouelles and Shot Clocks that
At thc onsct of thc action, each characte r rolls a d I 0
come with the game.
for Initiati,'c and adds it \0 their Speed score. The
A split sccond during a gu nfight can sometimes result i~ the characH'rs Starti ng Initiative. Du ring a
mcan the differcnce betwccn survival and a painful gunfight. each character begins taking action based o n
or e"en monal wound. Thus, while time in other his Starting Initiati,·e. Since actions take place based
areas of the game ocellrs in terms o f seconds, minllte~ on time and the Count Up described later , it 's best to
or eyen days at a time, during a gunfight , timc is ha\'e a low Starting l nit iati,'c, :'\ote that ncgati,'c num-
always handled in tenths of seconds. Each tenth of a bers arc possible for exnmplc, a Speed of 3 plus a
seeond is referred to hereafter as a "Counl. " "I " on thc Itli ti;H ivc roll equals -2}, but rare, The
Everything from drawing a weapon to mounting a Shooting Actions section dcscribes the effects of Ihis
mustang to cra\\'ling behind the water trough occurs in more fully.
temhs of seconds or Counts.
GUNFIGHT PROCEDURE
:w- A N~te ~.Il the 1J~du/af Rule Syste m Players u~ e the following proced ure to resolve all
These sections appear in a modular fa shion so gunfight s:
that your game need not inco rporate all of the rules L When a gunfi ght is aboul to erupt , each player rolls
at once. Play with o nly the rules you feel comfort- a d20. Playe rs declare actions in order of lowest score
able handling. When these become second nature, 10 highest score, In cases where gunfights erupt duc to
you can add mo re advanced rules, or nOt, as you declared actions '· Fo rget negot iations, I draw o n him
prefe r.
Ttmnt r. Clay will finish hi.s draw 01/ 8 (it takts 5 Count to
draw and ht .slnrts acting on 3). ,1Yow. Clay can alro Opl to
TABLE 2.2-1: GUNFIGIIT PROCEIlURES shoot from tlit hip and firt of! a shot on 8 Counl.
I... .. Declue ;an Action Of coum. .sinet /iipshooling is fairly inaccuratt, Clay could
2..... RoIlIDiti~l ivc (dlO) dlOost 10 ignort tht quick shot opportllnilJl right riff tht draw
alld actllally raist liP tht shoo/in' i,oll to makt lIlt shol mort
3..... Calculate SUrling iuiliat i\'c ( Base Speed +
Iikt(~ /0 hit. In Ihis cast, u·htn tht COllllt L;p rtaches 8. Clay
Initiat ive) -
alll/Qlln(t.s lit's aiming IJis u:tapon (4 COllllt), alld whtn Iht
4..... Add Action Couot s to dete rmine when first COllllt (toches 12 (8 +4=12), htfim.
Kl ioD occu rs
Arter a character ta kes his first action, that character
5..... Take ac:t iOD when Coun t Up fCKhcs su m of picks another action and adds the Counts for that
SICP #4 above aClion to the cu rrent num ber in lhe Count Up (i. e., the
same number as his last action occurred on). T he
resultant number is when his next action occurs.
now! "), Ihose blurting oul the ir actions \'oluntarily skip
. \ 'ou~ lil'J J(!.J' Ihal Ollr oldfrirnd Clay Powell (frolll tilt prt-
this first ste p.
l"ious ttamlilt) lI.'alils 10 firt his pistol again. That's 110 /Iud
2. All playe rs ro ll a dlO for lnitiati\'C and calculate jor anollta In ilia/h·t roll: Cltl) simp(), rorks ondfirts IIis piSlol
their Starting Initiative. again. Btcau$t ht laj/fired /Lilt" tht COIIIII Cp rtarhtd 12, ht
3. All players add the CountS required for their action firtJ his pistol agalll u-htn tht COII"I Cp rtoe/lts 17
sec Tahlt 2.2-2: lJasi( SllOolillg Actions'" (12+5=17).
4. One player or the G~ I begins the Count Up - a sim-
ple slow count up from one until Ihe Count ljp reac h· Basic Shooting Actions Explained
es a number where a player has an action declared. Firing a Cocktd II tapon: Firing an already-cocked
5. Wh en the Count Up rC'lchcs a player's sum total for weapon is the simple act of pulling the trigge r; il lakes
his first action, resoke th at fir:;t action. but a tenth or a second I Count. :\I ost other acti\·i-
tics already incorporate this modifie r, and it should nOt
be added a~ an additional time delay 10 other actions
SHOOTING ACTIONS
such as dra\\in~ and aiming. It is listed he re solely for
Shooting act ions include all actions related to
the case where a cha racte r has a cocked weapon
preparing weapons and discharging them. The~e
trained on another ch<lractel".
include loading (and reloading, firing. aiming, draw-
ing, elc. Tablt 2.2-2: Basic Shooting Actions shows Ihe Cocking alld Firmg a Pail/ltd Weapon: It only takes 3
available act ions <lnd the Speed (in Counts) that it Counts to pull bac k the hammer and shoot at someone
takcs to perroI'm eac h of thcsc <l clions. ir your gun is pointed in their direction and has not
been fired for al \caSt one second .
Fi ring th' First Shot Corkillg and Firing a Pislol (2nd+ shots): After the first
The timc it takes to fire ofT the first shot depends on ShOI, it takes a half a seco ndS Count) to coc k a nd fire
the actions or the shooter and whe re the gun is <It the a pistol. Furthermore, a pistOl already brought 10 bear
time. If unholslercd a nd poimed, the weapon mar be or aimed remains in that position while being cocked
fircd in a mere 3 Counts. Ir the weapon is holste rcd. and fired.
the shooter first needs to draw the weapon rrom his Corking and Firing a Riflt (211d+ .shots): Arte r the first
holsler. Drawing includes cocki ng in one fluid motion. shot, it takes 6 Counts to work thc lever <lnd fire a riOe.
so there is no additional adj ustme nt ror cocking a H urried shooters can opt to fire the second shot
weapon added to th e draw time. From thcre. a gun- unaimed; this action ta kes o nly 6 Counts but is obvi-
sli nger can Opt to shoot, thus firing rrom the draw o nly ously less accurate see H ipshooling, below. Careful
takes <IS long as the draw itself I. S o r 10 Counts. shoote rs wi ll opt to re-aim the rifle a 10 total Count.
Actually aimi ng the weapon, or at !cast bringing it up Corking and Firil/g 2"d Shotglm Barrel: After the first
10 eye levcl, takes a nother 4 Counts. shot. it takes H Counts to steady the gun, cock the
For txamplt, Cia)' POII.,tll's Bast Spud is - I. His playr hammer and fire II ir already cocked. H urried
mmo/Illets lhal Iit'll draw his piSlol, tlull rolls 4 all tIlt shooters ca n Opt to fi re the second shot without aim-
Inilia/iL·t, so CIa)' (all slarl (0 acl wlun Iht Count L;p reaches 3 ing; this action takes only 10 Counts (7 ir already
(4-/ =3). 011 3. lit begins /0 draw llis gUll 011 his mellO', Danitl

9
a cumulative penalty if tWO wcapons are drawn at once
TABLE 2.2-2: BASIC SIlOOTING ACTIONS (i.c" each gun takes 10 Cou ntS 10 draw).
Counts Drawing lVithout Holster: D rawing from a boot, belt,
Firins a cocked weapon ............... !- pocket, etc., affords an opportunity for the weapon to
get hung up on clothing or other accouterments.
Cocking and firing a pointed weapon .... J Because the delay could vary from draw to draw, draw-
Cocking and firing i pointed pistol ing without a holster causes a d4 Count penalty.
(2nd+ shots) ..... ............. ...... 5 Fm!firl1lg: Typically, a shooter uses the thumb on the
Cocking and firing iI. rifle (2nd+ shots) ..... 10 (6) hand holding the gun 10 pull back the hammer. In
cont ra st, while fanning the hammer or fanfiring the
Cocking and firing 2nd shotgun barrel ... 14 (10) shooter uses the hand not holding the gun, held palm
Bringing iI. {ireum to bcarlaimiog ... " down. to pull back the hammer in a fanning motion.
Dnwing a weipon: Fanning allows for rapid shooting and affords a -2
Speed bonus. Note, however, that it provides a sub-
P istol/ Knifc/hand axe .............. 5
stantial Accuracy penalty as well. Fanned guns cannot
Riflc/shotgun/spcu/hncelaxc/Silbcr .. 10 be aimed. carefully or otherwise.
Duwing two weapons it once .......... 5 /...Qading: Pistol (per cartridge): It takes 10 Count to load
Drawing with off hand ...... ..... ..... 5 a cartridge into a revolver. Cap and ball revolvers
requi re far more time to reload and arc nOt considered
Drilwing without holsler .......... ..... d4
in the Scrapes section but see Loading: Replacing a
Fanfiring .... ·2 Cylinder,
Loading: /...Qading: Replaring a C)'linder: It takes 10 scco nds or
Pistol (per cut ridge) ................ to 100 Count to remO\'e and replace cylinder on a cap
and ball reml\"er or re\'oh-ing rifle.
Rcphcing a cylinder .... .. .... ....... 100
/...Qading: Rifle (per cartridge): It takes a 10 Count \0 load
Rifle (per cartridge) ............... 10 a cartridge into a rifle.
Shotgun (oDe shell ) .............. 25(23) /...Qading: Shotgun (one shell): It takes a 25 Count to load
Shotgun (two sh ells) ................ 30 (28) a shell into a shotgun. Thi s involves breaking open the
From she ll loop ............ . .... . d4 shotgun and pulling out a spent shell. If no shells need
to be removed, the time drops to 23 Counts.
"This action is free ,,-,hen combined with anorher shooringacrion.
/...Qading: Shotgull (two shells): It takes 30 Count to load
two shel ls into a shotgun . This involves breaking opcn
cocked) but is obviously less accurate (see H ipshoOling, the shotgu n and pulling out the spent shells. If no
below). shells need to be removed. the time drops 10 28
Bringillg a Firearm to Bear/Aiming: This is the time it Counts.
takes 1O b ring a drawn weapon up to an aimed position Loading (From Shell /...Qop): Whil e shell and cartridge
or aim a pointed weapon. You need 1O take this action loops are handy for holding rounds, it takes a mite
or else you'll be shooting less accurately. longer to rcmo\'c the cart ridge or shell from the loop
Drawl1lg a J1IeapOll: Pistol/ K nife/ H and axe: The act than to si mply grab the round from a coat or vest
of pulling the pistol from a holster, knife from a sheath pocket. T he penalty is equal to a d4 per round.
or hand axe from a belt loop takes around 5 Counts.
Drawing a lVeapon: RiOe/Spea r / Lance/ Axe: T he act SHOOTINa PROCEDURE
of pulling the rifle or sabe r from a scabbard , or heft- Whencver any player decides that his character will
ing a spear, lance or axe takes about a 10 Count. discharge a weapon at a target, whether hipshooting,
taking careful aim, bushwhacking, backshooti ng or
Drawing Two Weapons at Ollce: Drawing two weapons othcrwise, he must follow the procedure outlined in
a t once causes a sl ight decrease in draw Speed to the this section :
tunc of an extra 5 Counts (i.e., each gun takcs 10
counts to draw). }. Declare gene ral target
Drawing with 011 Hand: Drawing with the off hand is
Wh en your character takes a shot , the first thing
slower than the primary hand by 5 Counts. Thi s is not
you'll have to do is declare a target. Simply pick out a

10
TABLE 2.3-3: SI!OOTING PROCEDURE
~ Declue gencnl urgct
rr Placc the ccnfer of thc Shot C lock ovcr thc intcndcd urgct loc.uion on the TugCl Silhouette
:r Add l l1 Accuracy modifiers
: r Tlkc the shot (i.e .. roll I d20 Ind Idd III modificrs to the roll)
IT Dnw I cHd to determine exltt sbot loclIion (if Decesu ry)
'IT Roll dlmlge (if necessary)

target, point 10 the target's miniature or state which want 10 hit. For example, if you want to disarm a
characte r you plan to target. ;\ote that in order to drunken brawler that drew on your partner, you can
shoot at a target, the target must be \·isible. Specific try to shoot his gun. On the othe r hand , if your target
advanced rules for checking thi s sort of thing come is a known horse thief you might feci a powerful urge
under the Li ne of Sight rules detailed in Chaptu to target the face or perhaps knee if you're of a mind
3.2l Advallced Scrapes. to ha\'e a hanging. See also Cover & Visibility in
Chapter 3.21 Advanced Scrapes.
2. PIac. lb. cenler of lb. Sbol Clo cl, over lb.
inl.nd.d larg.t location on Ibe 'iiugel Silbouett. J. Add aJJ Accuracy modifi. rs
Pick the appropriate Target Silhouelle based on the :\ow that you've chosen the target and location, add
target's body position i. e., kneeling, laying your modifiers. ~ l odifiers arc covered in some detail
p rone, standing, elc .. Place the Shot hereafter, and include things like range, visibility,
Clock over the Target Silhouelle in movement. personal Accuracy, wounds, etc.
1he exact spot you
4. 1l!ke Ibe shol
Roll a d20 '·To·hit" your mark and add 10 it all
of your modifiers. ~ot e: these modifiers ca n
sometimes be negative, thus deducting from
the roll). You ' ll need a modified 2S or
higher to hit the exact SpOt you've target·
ed , while a roll of 14 or less is a miss.
(Note: if you roll a 20 on the die,
immediately roll a d6- 1 (one 6·,s ided
die minus one) and add the resultant
o to S to your To-hit roll. Con tinue
• rolling and adding the results!) if you
get a result of 6 on the d6. Thus
e\'en at extreme ranges and with a
• poor shooter, there's a lways a
chance albe it, pe rhaps a mite
small one that a shot will strike
t rue).

5, Draw a card to determine


exact sbot location
(i f n.c.ssary)
If your total To-hit roll was 24 or less,
you'll need to draw a ca rd from a standard
poker deck 10 determine where your shot
went. ~ole that the closer you were to 25,
the closer to cente r the shot was; the poker
Positioning the Shot Clock
If )'ou wallt 10 disarm a drunken brawler Ihal drew
II
on your partner, you can try to shoot his gu n.
ca rd merely determines which direction the shot went Accu racy penalty, a shooter needs to look down the
astray (spades = high, clubs = low, diamonds = left, barrel of his firearm or very near it, but need nOt Take
hearts = right) Care ful Aim (as defined later).
Fmifir/llg: Single action revolvers need 10 be cocked
6. Roll damag' manually, and then ha\'e the trigger pulled in orde r to
If the shot hits anywhere on the target, roll damage discharge. ,\I ost shooters pull the hammer back with
(see "Wounding" on the following page). th e thumb of the hand holding the weapon. In orde r
10 get a Speed advantage, some gunslinge rs prefer to
MODIFIERS use their ofT hand in a palm down fanning motion to
Range: Range is simply the distance from shooter to repeatedly pull back the hammer (possibly while hold-
target. If using miniatures, measure ranges from the ing the trigger down). This causes highly inaccurate,
tip of the firin g gun to the cente r of the target figure. though fast, firing. Fanfiring ca n be efTecti\'e if trying
You can use whatever scale is appropriate to your to eO\'er an area with many shots such as when CO\'e r-
game, but 1" = 5 feet is a mighty cOln-eniem scale. par- ing a fl eei ng partner, or making for cover across a
ticularly if you have a I" hex grid or battlemat. Street.
Grabbed by Opponent: If the shoote r has an opponent
Table No. ZJ ..nt grabbing some part of his body, it'll throw ofT his
RAm 10DmERS 10MCURlCY Accuracy. especially so with a long gun .

,,=,. p~ 11"d.r
"'I"""'r ""'"'r-
GI/II orShootillg HaTld/Arm Crabbed by 0ppoTlenl: If some
pesky vaquero actually grabs your shoot in' arm, it'll
T" 1-'1
5
" "
throw ofT your Accuracy a lot. especially with a long
gun. Someone needs to grab any arm or hand to
T" 101-'1 " " throw ofT a long gun, but ob\'iously only the hand with
To 1-'1
15

T" .w 1-'1
To
"' I-'
,z

~

"
,
d
. the gun for a pistOl.
Off Hand: A right-handed person throwing lefty o r
\'ice-\'ersa afTords a -4 penalty to Accuracy.

To ,. I-' ... "


Throwing Two fl/iapolls: T hrowing a weapon from
each hand at the same time incurs a - 4 Accuracy
T.
"I-' ... penalty for each weapon. :\lote that this compounds
T. 1501-'1 ... "

with the OfT Hand Accuracy penalty for a total penal-

T. Uol-' .... ~
ty of -8 for the ofT hand.
Rallge: Range is simply the distance from attacker to
To
""' I-' ~ ... target. If using miniatures, measure ranges from front
JOO r juI ~ ... of the attacking miniature to the celller of the target
figure. You can use whate\'cr scale is appropri ate to
your game. but 1" = 5 feel is a mighty conven ient scale,
Off Hand: A righ t-handed pe rson shooting lefty :01" particularly if you ha\'e a I" hex grid or battlemat.
vice-versa) afTords a -4 penalty to Accuracy. Table 3. J-
Table No. Z _. 1-_ 5 .
/3: Handedlless in the advanced rules allows ambidex-
terity.) SIIUA!IOm 10DIFIIRS TOACCURACY
Fin'lIg Two CUllS: Using a pistol in each hand causes a
-2 penalty for each weapon. Note that this co mpou nd s
with the OfT Hand Accuracy penalty for a total penal-
ty of -6 for the ofThand. NI A
Hipshooting: Hipshooting is a catcha ll term fo r point-
Hy.sJt....&.)
ing a nd shooting, but without taking any sort of aim,
such as from the hip. HipshoOling provides a Speed F=/""J NI A
advamage but also an Accuracy penalty. :\lote that G..aJ,bMi 7- °N..-.i-
revolvers fired from ncar the holster as well as long
guns held at \\'aist height fall into this catego ry. Even G"" ot .Jtodi".) Nu,4 / (lA.m

firing chest high causes this penalty. To avoid this G..aJ,bMi 7- °N",.,w

12
WOUNDING PENETRATION DAMAGE
Any time a resul t indicates a character is wounded, Whenever maximum damage is rolled on a damage
roll the app rop riate damage type for the weapon used d ie (e.g., d6, d4, etc. , the roller immediately fe -rolls
(sec Table 2.2-6: Basic Game If(apons Chart). A characte r that die and adds the new die roll tota l mi nus one to
reduced to 0 or fewe r hit points d ies from his wou nds . the p revio us resul t.
For nOlllplt, Antonio ]UOII Julio M iguel M arlinU.jifts /lis
Table No. J.:......L' rifle at ajluing Aparhe brave. ' -Ie rolls all 8 OIl Ihe damage diL
BAlIC GI!E WEIPONS cam for a total r.if 9 points (d8+ I per Tabfl 2.2-6). Sinu hi rolled
tor.,.. . DAm<lp
11/a\imllm damage (an 8 on an 8-sided die). Antonio gels to roll
the d8 again and subtract onl (i.e., a d8-1 ). If hi rolls a Jfor
....... 1~ ca.) damagl. thl ('{tra damagl is +0 (I-I=O)Jor a total r.if 9. If
for n:ampll. .-J ntonio rolled a 6. ht would add 5 damagt (6
AlUf N."d. .tva. (,"~1)
/1/11I//J I} for a grand 10101 r.if 14 (Iht onginaI9+5=14).
Au, -a~) .t l'ol. (l-af )
This proass can contlllllf indljinite/y as long as Anlonio con-
8","" .U'a. cd,.,..,) limIts 10 roll mo.\imlllll millis (i,e, . all 8 ill this (ose). In Ihal
raSI, his totalu'OIdd hi 9 (onginal Toll) /)IIIS 7 (fiTst d8- I) pIllS
&.ow ... oY... t..p v..; 1~ cd-f.)
allother d8-/ Toll,
~f ;wh>t """t', /,,,,,..-.1, -.t 1~ cd"
C&.b, ,u..
fl'lL ' '"J
F.J, .t-, fJ ,~

mL ,~)
""I'
J-', - ,
u",,) 1r&. cd,)

p..w 1"" ,...,. cd"


~_u ... .t va. cd,.,..1)

R-'f< L .... ,dl.-1)

5;_ .tva. ,.uri)


31 The Advanted Game
-
3.11 Character Creation
The SUI / beal down 011 Ihe weathered slagfcrJadl as it rallied over Welcome to the Shattered Frontier! Like J ohnny,
Ilu bumpy road. Johnny Illilinwrigkt pured eagerly 0111 the window, your character may be new to the \ Vcst, or he may bc
Il/fUryirlg Ihe approaching lown. This was la/lIln)' 's jirst Irip 01.11 a born-and-bred native. Still, no matter what type or
west and. while the hastily-erected pille buildings drew doser. he character you choose to play, you can be sure that it'll
vowed 10 make a new lifo for hilI/self l!fier all, he lI1used. he IlOd be the experience or a liretime. No\\; once you've
a flw dollars In !lis pocket along with a good deal of carpentry mo\'ed beyond single-event "shoot -elll-up scenarios"
experienu. He could open his own bllsiness, find a wife, build (I and are pre pared ror a longer lasting experience,
house and mise a Jam;!)' ~ all as dis/ant as possible from his
you're ready ror the Shattered Frontier, the Aces &
jalher's disapproving qes.
Eighls campaign game. T hc hmdamenta l premise or
The crisp air swirled dusl ar(lUnd )Ollhl1) £ al/kles when he the ongoing campa ign is that characters survive
stepped off <if the siage, hiS senses taking il af! ill. The lailmrs beyond a single night'S session and evolve o\'e r time.
gossipillg on the boardwalk, lI,e IIOTUS wailing at 111m hi/ching Beyond the rew mom ellis or a gunfight. what is your
posts olliside Ihe SOIOO II, Ihe SOl/lid if a blacksmith pounding out cha racter likc? Does he havc a job? A proression? A
horseshoes, a pair tljjollng boys rUllnillg through the street alld. /asl
partner? Friends? Enemies? Famil y lire?
bill not least, Ihe prelty girl smiling 01 him from Ollt flj Ihl' holil
willdows. A II ice, qlliet. peact/ul 10WII. l?s, Ihis u'as difinilt~) lht The most in -depth or Aces & Eights games - the cam-
placefor him. patgn game first takes shape around on -going char-
acters. These characters begin as a simple series or
Acceplmg IllS bagfrom Ihl' driver alld lipping his hat 10 hisftl-
low passengers, JohnllY strolld toward the hotel. The girl at Ihe numbers and entries scrawled on a sheet or paper, but
willdow was now gOlle, bul his speculation abolll I,er reasons for through your de\"elopment and choiccs they take on a
being there was suddenly cut short. Johml.J ttl/sed, starlled b}' Ihe name. a personality and come to lire bcrore you r ve ry
sound flj gu/lfire eruplingfrom somewhere nearby, eyes. Your character emerges as an aller cgo under
you!" control. thrust into the Shattered Frontier to find
Johnny would later recoulIl the nexi fiw seconds on!) as a blur cif
rame. rortune or rate.
actioll, as Iwo masked desperadoes burst out cif the saIOOlI. S1l'lIng
onto IllI'ir waiting horses alld tUTned 10 ride dOIt.'n thl' slrut - in Creating an Afts & Eights characte r is simplc enough
Johnny's direction. They seemed almosl 011 lOp cif him It.·htl/. f((Ol'- ror e\'en the greenest tenderroot, since all you'vc got 10
erillg !lis nerve, JohllTl.J flung his bag away and ran for Ihe holel. do is roIlO\,' a re\\' simple steps. o r coursc, one or the
slumbling over Ihe boardwalk to lalld face firSI on Ihe drug' plallks, first things you should do is figure Out j ust what type or
the wind kllocked oul cif hUll. Harsh laugllter uhoedfrom Ihe n'd- characte r you want to play, and why this character (o r
ers, followed by a pistol shot that splintered the wood Ollry IIIches his parcnts) headcd out wcst. Ir you haven't read thc
from Jol/lllIY 's head, history appcndix yet, this might be a good time ror
Inslinclively, JohnllY flillchtd. co~'ering 1m head with his hands that. It 'll gi\'e you a good reel ror the Shatte red
and mmtalry willing himself inlo as small a larget as possible. He Frontier and the kind or people that live in il.
Iqy fro<.en for what seemed like forew, only darillg to lift his head You should also consider what type or cam pa ign
whtl/ Ihe sound cif galloping hooves Iwd 10llg since fadtd away 11110 you 'Il be playing in. For example, is it going to rows
Iht distanct. As he did so, he saw Ihal three pairs cif fil'l stood
more on backstabbing politics, wilderness adventures,
around him, Iwo if them in hard worn boots, and olle in a dainty
ranching, social mancuvering or prospccting? rr
pair of ladies' shoes. !..<Joking up, heftund himselj flanked by lu:o
men, olle a gn;:.;:led sllQpkuper (IIld (IIIOt/,tT a halldsome }'OIwg cow- you're unsure, chec k with your compadres and sec ir
boy. BoHI Iwd wide grills on Iheir faers, and Ihest got evell wider they can gi\'c you some advice.
as he stumbled clumsily to his feet. The daillly sllQes were filled b)'
an equalry daillly girl ill a prelty dress, slle who had smiled 01 him
from Ihe holel willdow. Now, however. her e,prusion samed olle cif
pity, perhaps eVlll cOlllempl. 1Vilhout so much as a word, she
swished back through Ihe hOiI'I doors, the handsome }'o/lI1g cowbf!Y
following close bellind. The griuled shopkeeper colltill/ud to grill
at Johnny, thtl/ gave a short chuckle as l,e 100 IlIrned away, reltlfn-
ing to Ihe siorifront nexl door,
l1 'e1l, Johnll)' thoughl, as he dusled !limselj off, so muchfor first
impressiolls,

16
* CHARACTER GENERATION * menu from Building Points. especially any changes to
ability sco res. One wa)' to increase ability scores with
To generate an Arts & Eight; character, simply follow BPs is by buying fractional ability points. One BP can
these basic steps, referring 10 the detailed sections fol- incrrase a fractional ability score by 5 points, up to the
10\\ ing for morc informalion. first 100 fractional points purchased for that abilit),.
Be Pre pared . ;'\10\\, before you aClually sit down to For example, raising a 15173 Strength to a 16173
rolt up }"our character. make sure you have at least one Strength costs 20 BPs. After you\'e spe nt 20 building
sheet of scra tch paper, a pendl or pen and a \'arieIY of poims in thi~ manner, the ability increase drops to I
dice d4 , d6, d8, diD. dl2 and d20. You'll also want BP per +points, and continues to dt'creasc in this man-
to do\\ nload the free Acts & Eights character sheet so ner each timo: you incre:lse Ihe ~aJllC abi ljty by anoth-
you can IramfeT th(' numbers from your ~cratch paper. er 100 fractional point~. Wh en a franional abilit}
score ~oc~ O\'er 100, the base ~co rc is raised by one and
I ) Receive Building Points. Each c haracter the 100 i~ discarded. Sec Tobit 3.1- /0: SPilld Slarling
receives 75 Buil ding Points (BPs defined below) for Building PUII/ts.
character creation. Thi s Sinning amount may be fur-
ther modified by such things as ability scores. priors 6) Calcu late Starting Rep utation and Bonus BPs.
:\"0\\ add the w\en :.bilit) ,co re, from Step 2 together
and particulars. quirb and naws. and so on. You 'll
and divide that ~um b) 'C\'{'11 round down any frac-
need to keep tnlck of how many BPs you earn .md
spend during character creat ion . tiam. If Ilece .. ~a.ry. adjust the result b~ the modifiers
for your Chari~ma and Look ~ ~cores, background, or
2) Roll Ability Scores. To determine your charac- quirks and Oaws, Thi ~ is your starting Reputation.
ter'~ abi lity scores, roll 3d6 for each of the foUowing: Record the rcsult on your character sheet. Be su re to
Strength. Intclligen ce, Wisdom, Dexterity, check Tohfr 3. I -8: Rrplltntio1l to see if you rccci"e addi-
Constitution. Looks and Charisma. You'll also need to tional Building Points.
roll d ~'t1 In'prese nted by a dIDO. or twO dlOs of differ-
7) Determine Quirks and Flaws. At this point,
ent colors, one each for lOs and Is for the fractional
you ma)' cho('lse 10 add quirk~ and flaws to your char-
ability of each. This number determines how c1o~e
acter in exthangc for honu~ Building Point ~. Quirks
the character is to reaching thl" next ability score. For
and fla,,, are not rt'quircd, but help bring more depth
example, a Strength of 13/45 means the character
to a character, b~ ,lddin~ tho~e little traits and imper-
must increase his fractional ability by 65 points to gain
a Strength of 14110. fections that make us all indi\'iduak Quirks include
mcnta l traits such as habits and prejudices, while flaw s
If )'ou're unhappy with your roils, you can adjust arc physicaJ traits such as poor cytsi~ht and hearing.
th em. However, inc reasing an ability score by I point To determine which quirks or flaws the character has,
decreases another ability score by 2 points. For exam- thc player may eitlwr roll randomly or choose ("cher-
ple, improving a 13/45 Stn.:ngth to a 1 '~/"5 Strcngth ry pick") specific Cluirk~ or Jlaws.
requires that another abil ity sco re reduce by two (such
8) Purchase Sk ills a nd Talents. Now you can
as a Wisdom 15173 to a Wi sdom 13173),
sl){'nd )our I'cma ining BPs on skills and/or talents.
3) Ch oose a Nationality. AI this point, you should Each time yOlL purcha ~e a skill , you recci\"e one roll of
determine your character's place of origin. Is he a Ibt, maste ry die to improve that ~kill.
native of the USA, o r the CSA? Is he a Tcxican or
9) Roll Hit Points. Each Aft.! & Eigllts character
Sequoyan, or is he a 13ritish or French citizen from
recei\'e~ 20+ I d4 hit points. Thi~ IOtal may be furthe r
their respective colonies? Did hc emigrate from some-
modified by such thin~~ as talclHs, flaws and your
where in Europe? Choosing your nationality no\\ will
character's Constitution ability score,
give you more insight inlO later aspects of the charac-
ter creation process. Howevcr, if you trul) want 10 roll 10) Record Base Speed Ilnd Accuracy. A charac-
randomly, the seClion on priors and particulars pro- te r's Base Spced is determined by his Wisdom and
vides tablcs for your charactc r's nationality. Dexterity modifiers. while Base Accuracy is deter-
mined by his Ill1elligencc aud Dexterity modifiers.
4) Roll Priors and Particulars (optiotlal) . If
you're interested in spending the time to determi ne all II ) Equip Your Ch a ract er, You should reach an
the details of your character's background prior to agreement with the other players and/or Gamc~la s ter
heading out to seck hi s fortunc , turn to Chapler to sec if you arc allowed to (''1uip your character by
6.51 Dt/ailtd ChoTar/tr Backgrounds. choosing off the equi pmt'111 liSIS in Cltapttr 5.51 Coods &
Stroifil. Some groups may choose to limit certain
5) Finali ze Ability Scores and Other
Adjustments. Now it 's timc to finaliz e all your adjust- itcms, or require you 10 role play your character's pllr-

[7
Record 75
Building Points
(p. 18) Option 1: Record Adjusted
Generate Ability Points Characte r Ab ilities
(p.24)

Option 2:
Generate Record Additional
Roll Ability Extra Building Points Calculatc Starting Building Po ints
Scores (p.24·25) Reputation & ~s flcccss~ry from
3d6 + IdlOO Fame Tables 3.1-2,.3,7,8
(p. 24) Option 3: (p. 25) (p. 2Q, 22-23)
Spend Starting
Building P o intS
(p.25)

Proceed to
Priors & Particulars
(p. 25)
chases during the game. If you pu rchase weapons, be Dexterity. Constitution, Looks, Charisma. Reputation
sure to record their statistics on your cha racter sheet as and Fame. T hese building blocks provide the founda -
well. tion of your character, but they arc only the firs t
glimpses of your western character as he or she begins
ElIILDING POINTS to develop in your imagination . T hese character abil-
Players can differentiate and personalize their Acts & ities are described below. Each description gives an
Eights characters by increasing their ability scores, pur- idea of \\·hat that ability encompasses, including tables
chasing skills and talents, and even influencing their with specific game effects and modifiers. Following the
heritage. Pl ayers accomplish thi s customization descriptions are details on how to create your ability
through expenditure of alloted points, known as scores.
"Building Poims" or " BPs". Players most often spend
BPs to buy skills and talems, though they may also be Strength
used to modify ability scores. Furthe rmore, players can Strength (Str defines your charac ter's physical
use BPs to buy re-rolls on unwallled quirks and flaws, b rawn. It measures you r character's ability to muscle
or any of the Priors and Particulars tables ( I BP per re- his way through life. Strength measures a character's
roll). A player need not spend all BPs during character muscle power, and determines the weight a character
creat ion; unused BPs may be held to spend later, or is able to lift and ca rry. Vi tally important to brawling
cashed in to improve starting money (\ BP = S5 . and close quarter comba t, Strength inc reases or
Each new character receives 75 BPs. As you can see decreases the damage a character causes with hand-
on the various ability score tables below, a high held weapons such as axes, butt stocks, bottles and
intelligence, Wisdom, Charisma or Reputation score chairs. Is he as strong as an ox or weak as a lamb?
provides additional BPs. Giving your character quirks Can he knock out a horse with his fist or barely lifl a
or flaws also provides bonus BPs, but with some phys- bucket of fresh milk? Strength is also impo rtant for
ical or emotional penalty (more on this later). loading wagons, carrying sacks of grain and similar
tasks.
Once a campaign begins, characters also receive BP
awards in return for accomplishing certain goals. See DaIllage Modifier: T his modifier appl ies to close-
Chapter 4.3lAwards for more information on gaining quarter combat and weapons used in brawling. Add
BPs during play. th is modifier to the damage roll in sllch situations.
Lift: This figu re represe nts the maximum weigh t of
AEILITY SCORES an object that the character can lift off the ground and
Every character in Aces & Eigllts has nine basic char- carry with difficulty for a few dozen yards be fore hav-
acterist ics or abilities, most of these having correspon- ing to set it down to catch his breath . in no way can
ding ability scores: Strength, Intelligence, Wisdom, the character engage in any other activity while so
encumbered.

18
given with the presumption that the weight is
TABLE 3.1-1: STRENGTH e\'enly distributed a nd stowed in packs bo rn
primaril y on the shoulders, back or wai st.
Ab.ility Store D~m~8e Modifier Ljft (lbs.) Cm.y_(J.b.s.) Dug (lbs.)
Obviously, a character wi th 15 Strength ca r-
1/ 01 ............. ·7 ............ .11 ..........9 .......... 28
rying a 90-pound bag of sih'er coins in his
1/ 51 ........ ·6 ............25 ........ .12 .......... 63
W ....... . 4 ........... ~ ........ ~ ..... . ... ~ arms is going to face restrictions on his ability
2/ 51 ...•.... ·5 . . . ......... .51 ........ .17 . . ....... .128 to gunfight , so some measure of judgment is
3/ 01 ...•.... ·5 . . ..........61 ......... 20 ........ .160 wa l'fanted .
3/51 ............. ·1 .76 .........22 ........ .190 Drag: This is the maximum dead weight
1/ 01 ......... . ... 1 ............88 .... 24 ......... 220 that a character can drag over a wooden Ooo r
1/51 ............. 1 ....99 ......... 26 ......... 248 or hard packed soil at no more than a crawl
5/01 ........ . ·3 ........... .110 ......... ~ ..... 275
speed. T he objec t mu st naturally possess some
5/51 ........•.... ·3 . •......... .120 ......... 31 ......300
sari of hand-holds or have a rope fa stened
6/01 ........ . .... ·3 ........... .130 ......... 32 ......325
6/51 ............. ·Z ... 110 .........31 ......350 about it. This fi gure should be reduced by half
7/01 ............. ·2 ............ 149 .........36 .........373 for unfavorable surfaces such as mud.
7/51 ........... ·2 . .157 ...38 ......... 393
8/01 ........... . . ·1 ... . ........ 166 .........39 ........ AI5 Int.JJig.ne.
8/51 ........... .. ·1 . . ........ . .173 ......... 10 ........ .133
Intelligence (Int) defin es your character's
9/01 ............ . ·1 ............ 181 ...... 12 . . . . .. .153
me mory, reaso nin g and abilit y to think
9/51 ............. ·1 ............ 187 ...... 13 ... . . .... 168
th rough p roblems and situations. It measures
10/ 01 ........ . ... NoDe .......... .191 ........ .11 ..... . . . .185
10/ 51... . .. NoDe ........... 200. . ..... 45 . .. ... . ..500 your character's rational th ought process .
11/ 01 ............ NODe ... . ....... 205 .... . ... .1S . . .. ... . .513 Can he add up his ta b at the hardwarc Slore,
II/ 51 ............ NODe . . . .. . .. ... 210 . . ...... .52 ........ .525 pay for it and not ~et cheated? Does book
12/01 ............. +1 ...... .. . ... 215 .........56 .........538 learning come naturally o r is it a struggle?
12/51 ............. +1 ............220 .........61 .........550 Intellige nce is \'e ry im portant fo r book learn-
13/ 01 ..... . . . . .. .. +1 . . .......... 225 ........66 .. . ..563 inge ngineering, science, history, medicine,
13/ 51 ... +1 ............ 230 ........ .71 ........ .575 etc.!. Intelligence is importa nt to all cha rac-
11/ 01 ............ +2 ............235 .........77 .........588 ters because it also affects shoo ting Accuracy,
14/51 ............ +2 ............ 210 ........81 ......... 600 brawling agilit y and the ability to learn
15/01 ............ +2 ............ 215 .........91 .. ..613
Academia-based skills.
15/51 ............ +3 ............ Z67 ........99 .........668
16/01 .... +3 ............ 291 ........ 108 ..... .728 Accuracy Modifier: The Intelli gence
16/51 . +3 ............ 318 ... 118 ........ .795 Acc u racy modifier combine s with th e
17/01 ............ +1 ............ 317 ........ 129 .........868 Dexterit y Accuracy modifier 10 provide th e
17/51 . +1 ............ 380 ... 1'12 ....950 charact er's Ba se Acc uracy. The Base
18/01 ............ +1 ............ '117 ....... .156 ... .1013 Accuracy, of course, modifies a character's
18/51 ............ +5 ............ 158 . .Ill ..... 1115 chance to hit a target.
19/ 01 .......... +5 ........... 501 .. .... .189 ... .1260
19/51 ............ +6 ........... .551 ........ 209 ... .1385 BP Bonu s: This is a special one-time bonus
20/01 ............ +6 ............ 612 ........231 ........ .1530 rece ived at character creation. The
20/51 ............ +7 ............675 ........ 256 ....... .1688 Intellige nce BP Bonus may only be used on
21/01 ............ +7 .......... .7'17 ........ 285 ....... .1868 skills with Intellige nce as a relevant abilit y, so
21/51 ............ +8 ............828 ........317 ........ Z070 don 't mix them in wilh your other BPs. (BP
22/ 01 ............ +8 ............919 ........351 ........2298 bonuses arc explained later in the Skills sec-
22/ 51 ............ +9 .......... .1021 ........396 ........ 2553 tion.)
23/ 01 ....... . .... +10 ......... .1137 ........ 1'13 ........ 28'13
Skill Learning Modifier: The Intelligence
23/ 51 ........... . +11 .......... .1268 ....... .198 ........3170
21/01 ........... +12 .......... .1'117 ........560 ....... .3513 Skill Learning ~ I odifier represents the case o r
21/ 51 ............ +13 ........... 1)85 ........631 ....3963 difficult y with which a character can lea rn
25/ 01 ........... +11 .......... .1777 ....... .714 ........ 1113 skills based on Int elligence. A positive value
indicates an addition al credit of BPs available
any time a character attempts to learn a skill
Carry: This column lists the weight a character may that requires Int elligence. Thus, an intelligent person
carryon his person wilhout hindering his combat abil- will find learning advanced math easie r than a dimwit.
ity or limiting his movement. Thcse limitations arc
Th e negative modifi ers show the diffi culty that slow

19
(and worse) individuals have learning any Int-based
TABLE 3.1-2: INTELLIGENCE skill. The Skill Learning Modifie r is described more
AhiJi t.y5t.or.c Accumy..Modi.£icr BPJ:pnus SkilU. .wniDg Modifier fully in the Skills section following.
1 . ....... ·3 .. . . .. 0 .............. -9
2 .,........ . -3 ... 0 . . . . ....... -8 Wisdom
3 . -3 ..... 0.. . .. ·7 Wisdom (Wis) defines your character's common
4 ·2 ... 0 . . . ... .. . -6 sense and empathic ability. It 's a combination of how
S -2 ... 0 .............. -5
practically a person thinks, his good judgment,
6 -2 ... 0 . . . . .. ' '1
7 ..... ·1.. . .. 0. .J
willpower, stro ng headedness and how well he can
8 .............. .\ . . .0.. .. ·2 sense the emotions and feelings of othe rs. Can he
9 .\ .. . .. 0 -I sense when a bear is ready to charge? Does he know
10 . . . . 0 .......... 0 .0 bener than to chase buffalo through hostile territory?
11 . . . . 0 . . . . .0 . . . . 0 Is he a good listcner and does he notice when things
12 ... . ........ I ...... .! .............. 1 are amiss? Wisdom is important for animal training,
13 ... . ... I ............ 3 .2 tracking and reacting to others, such as in a gunfight.
14 ..... . ..... I .....6 . . . .3
Speed Modifi er: T he Wisdom Speed Modifi er
IS.. . ... 2 ..... 10.. . ...... 4
combines with the Dexterity Speed J\'l odifier to pro-
16 .. .... 2 ....... [5.......... .5
17 .. . .. 1 .....•.•..•21 . .•. . .. 6 vide the character's Base Speed. The Base Speed, of
18 .. .......... 3 .... 28 ............. 7 course , modifies Initiative and determines how quickly
19 .. 3 ..36 ... ..8 a character can react in a stressful situation .
10 .. .. 3 ........... '15 .. 9 BP Bo nus: This is a special one -tim e bonus received
11 < .... .55 .. . ... JO at character creation. The Wisdom BP Bonus may
< ......66 ........•..•. 11
"
13 4 ......•.. 78 •..•. .1 2
only be used on skills with Wisdom as a relevant abili-
ty, so don 't mix th em in with your othcr BPs. (BP
14 ... .. 5 ..... 91 .. . ... 13
....... 5
bonuses are explained later; see the Skills section of
15 ....... IOS .. 14
this chapter.)
Skill Learning Modifier: The Wisdom Skill
TULE 3.1-3: WISDOM Learning ~ I odifier representS the ease or difficulty
Ahilit):..Smr.c Spetd}.Jodilicr Bf..honus Skill Lwning M.odi!icr \\'ith which a character can learn skills based on
I. ..... 5 ..... 0 .............. ·9 Wisdom. A positive value indicates an additional cred-
2 .............. S .. . . .. 0 ......... ..... ·8 it of BPs available any time a cha racter attempts to
3 ........ S ... 0.. .. ·7 learn a skill that requires Wisdom. Thus, an intuitive-
4 4 ..... 0... . ... -6 ly empathetic person will find learning to train animals
5 4 ....... 0.. .. ·S easier than an insensitive lout. The negative modifiers
6 4 ..... .. 0. . .. ·4 show the difficulty that imperceptive individuals have
7 .............. 3.. . .. 0. . .... ·3 learning any Wisdom-based skill. T he Skill Learning
8 .• 3 •.......... 0 .. -2 Modifier is described more fully in the Skills sect ion
9 . . .... 3 . .. 0 .. .. -1
following .
\0 .. .. . . 2 .. . .. 0 ... .0
II .. 2 .......... 0.. 0
11 .1 . . . ..1 . .. ... . .. 1 Dexterity
13 I ..... 3 ... ... .2 Dexterity (Dex) defines your character's agility, coor-
14 I..... ..6... .. .. 3 dination and deftness. It encompasses reflexes, bal-
IS .. ..0 .. 10.. ..4 ance, Speed and Accuracy. Can he draw fast and
16 .. .. 0 .. 15 S shoot straight? Is he good at riding and bronco bust-
17 .. 0 .... 21. . ... . ... 6
ing? Dexterity is important for shooting, riding, rop-
18 .. .. -\ ..... ... m ... 7 ing and fighting.
19 ·1 .......... .36 ..... 8
20 ... . .. -1 .... .. ..... e ............. 9 Speed Modifier: The Dexterity Speed i'vIodifier
21 ... . ·2 ..... SS .. .10 combines with the Wisdom Speed Modifier to provide
22.. -2 ....66 ... II the character's Base Speed. The Base Speed, of
23.. -2 ..... .78 ..... 12 course, modifies Initiative and determines how quickly
H. ·3 ........... 91 .... . ... 13 a character can react in a stressful situation .
15. ... .•. ·3 ..•........ IOS ........ 14

20
The Base Accuracy, of course, modifies a character's
TABLE 3.1-4: DEXTERITY chance to hit a target at range.
Accuncy 6 To-hit Modifier: T he To-hit M odifier adjusts a
Ahilily.-SrolC Sp_t.cd..M.o.dificr IQ:hil.JnQdiLicr character's chance to hit a target at close quarters.
1/01 .... . .... 8 ..... , .. -5
1/51 .8 ....... ·4
2/ 01 ............ 8 .... ·4 ConsUiution
2/51 ...... 7 . -4 Constitution (Con)
TABLE 3.1·5: CONSTITUTION
3/01 .. .......... 7 . ·4 defines your character's AbiJily...5.rorc l:iit.P..ointModilicr
3/51 ........ 7 . ~ health , hardiness and 1 ..... ·9
4/ 01 .. .......... 6 ....... . ....... ~ stoutne ss . It affects the
z ......... ... .. ·8
4/51 .. . ...... 6 .... . . .J 3 .. . ...... ·7
character's hit points
5/01 .. ..6 . .. .J 4 ... ... ·6
5/51 5 ..... ·2
and chances of survivi ng 5 .. .. -S
6/01 5 .. ·2 surgery and wounds. 6 ......... ·4
6/51 .•. 5 .. -2 How many wounds can 7 ............ ·3
]/01 ........... 4 .. -2 he suITer before suc- 8 .. -Z
7/51 .... 4 ... -J cumbing? Can he march 9 . ·1
S/OI .. 4 ..... .•.•• -1 through miles of bone- 10 ... 0
8/51 .3 ............... . ] bleaching desert without 11 ... 0
9/01 .3 .. -1 stopping for a breather? 12
9/51 .3 .. 0 Does he shake ofT 13 ........ . 2
10/01 .............. 2 ............... 0 14 .•. ... 3
punches, or does he ha\'e
10/51 ... 2 ............ 0 IS ............. ~
II/OJ ... 2 what's called a glass jaw?
.".0 16 . ..... ... .. S
II/51 .. ..0 Constitution is impor-
17 .. ... . ... 6
12/01 I .. ...... \ tant for brawling, resist- IS 7
11/51 ..... . 1 .1 Illg physical lIlJury, 19 ... .8
\3/01 .. . ... 0 .1 recovering from wounds, ZO .•. . ....... 9
13/51 " .0 .I and endurance. 21 . 10
1-'1 /01 ... 0 "' ..... "...... 2 2Z •. . ... II
Hit Point Modifier:
1-'1 /51 · ., .........•.. 2 23 .. . ...... 12
IS/OJ . -1 .2
T he H it Point tvlodifier
H. 13
IS/51 .... • • . ] .2 is added to, or subtract-
2S ... . .. 14
16/01 .... ·2 .. 3 ed from , the hit points
16/51 .. · ·2 . ... 3 for the character (base
17/01 ... 2 .. .. 3 d. + 20).
\7/51 .. ......... ... -3 .. .
IS/ O! .. .J .... .
. ... 3
.. , Looks
IS/SI. . . . -3 ..... 4
Looks (Lks) defines your character's physical attrac-
19/01
I9/SI
.. - ~
.. - ~
..... 4
.. , tiveness and appearance. Looks indicates beauty,
handsomeness and first impressions; it determines ini-
ZO/Ol ....... - ~ .S
20/SI ............. ·S ............... S tial reactions to the character, even al a distance. Do
21/01 ·S .S all tbe ladies swoon as he makes his way past the
21/S1 ...... ·S .S church on Sunday? Do men propose whenever she's
22/01 ·6 ........... 6 alone with them? Do artists and photographers seek
22/SI ·6 6 this person out as a model? Is she best described as
23/01 ·6 .. 6
comely or homely? Looks is important for influence,
23/SI · ·7 .. 6
HIOI ... -7 ........... 7
initial reaction and interaction with the opposite sex.
HISI ... ........ ·7 .... . .. 7 It is important to note here that Looks is not
25/01 ......... ~ .... . .......... 7 Charisma. Looks, however, can affect Charisma on a
permanent basis. A character's Charisma ability score
Accuracy Modifier: The Dexterity Accuracy mod- is modified by the character's Looks score, as seen on
ifier combines with the Intelligence Accuracy modifier Table 3.1-6: Looks.
to provide you with the characte r's Base Accuracy. Charisma Modifier: This modifier indicates the
number that should be initially added to the charac-

21
Charisma
TABLE 3.1-6: LSSRS
Modifier \0 Stuting RepUIllioD STming FlInt
Charisma (Cha) defines your character's cha rm , wit,
AbiliTY Score Chnisnu M.odificr Modifier personal influence and leadership abili ty. It is not a
! ........... -7 ............ ·9 ....... . .... -9 measure of beauty but rather of persona! magnetism
I . .... . ..... -6 ............ -8 ............. -8 and thus IS affected by Looks. Charisma also affects
J ........... ·5 ............ -7 ............. ·7 Reputation and Fame. Can he negotiate a peace
4 ........... ·4 ............ ·6 ........ , .... ·6 treaty between the hostiles and the camp? Can he
5 .•. , •...... -3 ............ -5 .. , .......... -5 influence the town councilor quic kly form a posse?
6 ........... -2 ..... , .... , . .'1 ........... , -'1 Can he talk his way IntO a cheap poke? Charisma IS
7 ........ ·2 .. . ......... -3 ............. -3 important for negotiation , running for elections, wield-
8 .......... . ·1 ............ ·2 ............ ·2
ing influence and intimidating others. It dictates the
9 ........... .] •............ -1 ...........•.. -1
total number of henchmen a character can retain and
10 ......... 0 ..... •....... 0 .............. 0
11 .•......... 0 ..... • ..•.•. ,0 .•.. .......... 0 affects the loyalty of cohorts, henchmen, servants,
IZ ........... 0 ... • ... , •. , •. I .............. I Cfomes. sidckicks and others.
13 ......... • . I . . . • . . . . • . . . . 1 ...... . .. .. ... 2 BP Bonus : T hese bonus BPs arc a one-time bonus
1'1 .••.•.•.. • . 1 ............. 2 .............. 3 rcceiyed at character creation. T his special BP Bonus
15 ........... 2 ............. 2 .............. ~ may on ly be used on skills with Charisma as a relevant
16 ........... 2 .... .. ....... 3 .............. 5 ability, so don't mix them In with your other BPs. (BP
17 ........... 3 ............. ~ .............. 6
bonuses are explained later in the Skills section.)
18 ...... . ... ~ ............. S .. . .... . .... . . 7
19 ........... 5 ............. 6 .... . .. . ...... 8 Skill L earn ing M o di fier: Th e Charisma Skill
20 ........... 6 ............. 7 .... . ......... 9 Learning .\Iodifi er represents the case or difficulty
21 ........... 7 ............. 8 .............. 10 with which a character can learn skills based on
22 ..... .. .... 8 ............. 9 .............. !! Charisma. A positi\'e value indicates an additional
23 ........... 9 ............. 10 ............ 12 credit of BPs a\'ailable any time a character allempts
24 ........... 10 ............ !! ........ . .. .. 13 to learn a skill that reqUIres Charisma . Thus, a cow-
25 ........... II ............ 12 ............. Ii poke with a magnetic personality will find lea rning to
ter's Charisma (this is a one-time modifier.
After character creation, if a characte r's TABLE 3.1-7: CHARISMA
Looks score IS raised or lowered, whether Skill Lwoiog MiX. Number Stifting Rq)lmtioD
by disease, malmmg or some ot her reason, Ab,ilit.y S core BP..Boous Modifier Comp.iIIiols Modifier
Charisma should be similarly affected on a 1 ...........0 ......... .·9 .............0 .............. ·9
2 ...........0 ..........·8 .............0 .............. ·8
point-for-point basis (a loss of one pOll1t of
3 ...........0 ..........·] .............0 ...... . ....... ·]
Looks results In one point of Charisma lost
~ ...........0 .......... ·6 ............ .I .... . ......... ·6
as well). 5 ........0 .... .-5 ........... J ...... . ....... ·5
Starting Reputa tion Modifi e r: The 6 ...........0 .......... ·4 ... . ... .I ............. . ~
Starting Reputation ~ I odifier indicate s the 7.... . ..0 ..........·3 .............2 ............. ·3
number to be added to the character's sta rt- 8 ........... 0 ..........·2 ............. 2 .............. ·2
mg Reputat ion (covered 111 del ail later). 9 ........... 0 ..........·1 ............. 3 .............. ·1
Like it o r not , physical beauty affects how 10 ........... 0 ...........0 ............. 3 .............. 0
11 .......... 0 . ..........0 ............. ~ .............. 0
people are viewed by society. Clearly, news
12 ..•..•..•. .1 ...•. .1 ....•..•.•.. 5 .•..•.•..•.... 1
of a striking individual can spread locally if
13 ..... 3 ........... 2 ............. 6 ............. 2
nOt regionally. 14 ...........6 ...........3 .............8 ........... 3
Starting Fam e Modifier: The Starting 15 ........... 10 .......... ~ ............ .10 .............. ~
Fame i\ lodificr indicates Ihe number to be 16 .......... 15 ..........5 ............. 12 .............. 5
added to tbe character's starting Fame (cov- 1] .......... 21 ..........6 ............ .15 .............. 6
ered 1Il detail later). Like the Reputation 18 .•....... 28 ...•..... .7...... ..20 ............ . . 7
modifie r, news of a st riking individual may 19 ..... 36 ..........8 ............ 25 ... ........... 8
20 ......... .4S ..........9 ............ 30 .............. 9
spread over a wide area.
21 ..........55 .......... 10 ............ ~O ............. 10
22 ..........66 ......... .11 ............ 50 .............. II
23 ......... .78 .......... 12 .........60 ............. 12
2~ ..........91 . ......... 13 ........... .70 ............. 13
25 ......... 105 ......... 14 ............90 ............. 14

22
fast talk others easier than a jerk will, The negative nat e CircumStances,
modifiers show the difficulty that socially inept indi- TABLE 3J.B: REPUTATION might possess a mis-
viduals have tearning any Charisma-based skill. The RCpU Ul ioll Buildiog.I'.oiDIS erable Reputation.
Skitt Learning :\I odificr is described more fully in the I ...............0
Reputation IS
Skills section below. 2 ...............0
3.. . .....0
more a measure of
Max . Numb er Compatriot s: The :\ Iaximum 4.. . .....0 the deeds accom-
l\"umber of CompatriotS statistic states the number of 5.. . .....0 plished by the indi-
non-player characters that can potcntially se rve under 6.. . . ..5 vidual and so me-
the character. Cohorts, followe rs. henchmen , cronies 7 .............. 10 times his family ' , as
and sidekicks arc types that will serve freely in tough 8 .............. 15 well as those with
times and will follow that characte r bccause of who he 9 ... . ... 20 whom he associates
is. In mher words, hired workers and the like do not 10 .............. 25 himself (his partne rs
fait under th is category or count toward the maximum II .............. 25 or gang). It is an
allowed. 12 .............. 25 indication of such
13 ..............30
Starting Reputation Modifi er: The Starting things as success in
14 •....•..•..•.•30
Reputation ~'l odifie r indicates the numbcr to be added gunfights or politics,
15 .. .35
to the character's staning Reputation covered in [6.. . AO loyahy, talent and
delail later). 17..... .. . AS success, qualities
IS ..............50 that can be held by
Abilit y Checks 19 ..............55 anyone character
20 ..............60 regardless of dispo-
At certain times throughout the ad\'anced rules, 21 .............. 65 sinon.
we'l! mcntion ':A.bility Checks." These are situations 22 .. . .. .70
where the affected character mu st roll a d20 under his T o truly ha\'e
23 ... . .. .75
re!evam ability sco re o r, for very difficult checks, under Reputation IS to
24 ......80
half his ability score rounded down. For example, a 25+ ••.•.••.••.••85 command respect.
Wisdom check for a charactcr with 13 /50 Wisdom is " ' hen a characte r
successful on a 13 or less on a d20. The same charac- loses Reputation, he
ter would succeed in a Wisdom check against half his loses honor. Reputation is so essential to the character
Wisdom on a roll of 6 or less 011 a d20 half o f 13/ SO that it i~ renee ted in his \'cry countcnancc. People can
is 6.75 rounded down to 6'. sense hOh much Reputation a PC has just by sta nding
in his presence. ,\ nd sometimes if his Reputation is
Repuiation through the roof' they can tcll JUSt by looking at him.
Reputati on can also dictate what a character bound
Reputation (Rep) defines how thc character meas-
to such a concept will do in a gi\'en situation. For
ures up to society's ideal s of cou rage, integrity and
exam ple, when the men of the blue and the gray
inner strength. Can his partner count on him in a
knowingly marched across that ' narrow deadly space·
scrape? Is his word his bond or is he a liar? Will he let
at Gettysburg to certain death it was a matter of
someone question his honor without a fight? Is he a
Reputation. Th ere was nothing else for such men of
cheat, backshoOter o r cowa rd ? Reputation is impor-
Rcputati on to do when placcd in that situation.
tant because it innuences the way others treat your
Leaving the field of battle in the hands of the cnemy
charaetcr and can affect your luck.
was unthinkable so th ey fought.
As mentioned at the beginning of this chapter, the
How to create your starting Reputalion score is
Reputation ability is treated a bit differently than the
described in the preceding pages. Chapttr 4.21 Reputation
other character abilities. Fo r one thing. you don't roll
& Faille deals with Reputation in more detail and how
3d6 to determine your Reputation. Secondl y,
ii's uscd in thc game. It cxplai ns how you can earn
Reputatio n nuctuates depending on the character's
Reputation and to what usc you can put it.
actions and beha\·ior.
Reputation is not a judgement of good and evil. ;ame
Individuals of high Repu tation are nOt ncccssarily
good and those with low Reputation arc not necessar- (Fame defines how well known the character is.
ily evil. A cruel rail baron may vcry well possess high Docs everyone in tOWI1 know him ? \ Vhen he rides into
Reputation while a goodly prostitute, through unfortu- a new community docs word sp read of his arrival? Do
saloons front him a generous tab to induce him to fre-

23
quent, as a way of anraeling new patrons? Fame Adjusling Abilily Scores
begins low, or even at zero and increases throughout a
Now that you'ye rolled for each ability score, you
character's carec!:
have an opportun ity to adjust a ny of the first six
How to create your starting Fame score is described scores. If you think of the first seven ability scores as
in the following section . your characte r's average potential, then co nsider rais-
ing and Iml"ering scores as practice and development
CREATING ABILITY SCORES of certain abilities at the expense of others. Kote that
Okay, let's get sta rt ed. The very first step in gener- Looks cannot be modified in th is way; a cha racter is
ating a character is rolling his ability scores. So grab slUck with whate\'er beauty or bruti sh ness nature pro-
three 6-sided dice, percentile dice a dlOO, or twO vided. Further, Reputation and Fame are handled dif-
d lOs). a blank charac ter sheet and a pad of scratch ferently and cannot be adjusted during this step.
paper. The first seve n ability scores are determined There arc three options to choose from when adjust-
randomly (beginning Repu tation and Fame arc han- ing scores. You can choose any or all as many times as
dled differently and will be created la st). Scores arc you wish as long as you don't lo\,'cr an ability to less
dete rmin ed by rolling three six-sided dice (3d6) to than I in the p rocess.
obtain a \'alue from 3 (the wo rst) to 18 (th e best) and
Adjust01ent Option 1 - Generate Ability Points:
then a percentage roll to show where in a particular
This option allows you to sac rifice points from one
number range you r charaCier's scores actually rest.
ability score and increase another. Table 3.1 -9: Generalt
Ability Points shows the relative costs to increase one
TABLE 3.1-9: GENERATE ABILITY POINTS ability score at the expense of another. T hink of this
Currcnt Ability s.:orc CoSI 10 as a charac ter letting certain of her abilities degrade
10 be Impro"cd Tudc Up while she hones and impro\'es other skill s.
7Olrkss... . .. .I rorl
8 · 10 .. . ............... HOld For example. if your character had a 10 Str, 18 int,
11-13 ......3fOlrl and a 13 \\'i5 you could sacrifice 2 points of i nt Ireduc -
14 · 16 ........................>1fo,1 ing it from 1810 16 and add I point to your Strength
17 ·20. ... . .............5 for I raising it from 10 to II In this case, your characte r
21+ .. .. .. . .10 for 1 might hm'e been born with an outstanding natural
intellect, but chose to quit school at a young age in
Rolling Ability Scores order to help with farm chores. O n the other hand,
you could add a point to your Wisdom instead (rai sing
Roll the three 6-sided dice (3d61 for each ability; the
it from 13 10 14), but this will decrease your
tOtal shown on the dice is your character's ability
score. Then roll percentage (dOo, d I 00 or two 10-sided Intelligence (or whatever score yot! chose) by 3 points.
dice, to ge t a number from I to 100). Record each You can lower or raise as many abilities as you want
fractional ability on your scratch paper next to the with these few limitations:
appropriate ability like this: xx/yy whe re "xx" is the '3r You can'l sacrifice points from an ability if it
result of the 3d6 and "yy" is the result of the dO,<:.. would result in that abilit)' being lower than 1.
For example, let's say your 3d6 roll for Strength is II 1fjST You can't sacrifice points from twO different
and you just rolled a fractional ability (d%) of 61 . abilities - i.e. you couldn't take I point orr your
Your Strength should now read I 1/61. Repeat this Strength and I point orr you r Wisdom. All points
step for the first seven abilities in order (St re ngt h, must come off the sa me ability.
Intelligence, Wisdom, Dexterity, Constitution, Looks
"S.Ir Only whole integers arc adjusted. You can' t
and Charisma).
adjust Fractional Ability scores during this ste p. A
For purposes of play, Ihe ability score is considered Strength of 14/48 raised one point would result In a
the lowest integer associated with the ability. For 15/48 Strength.
exa mple, a ga mbl er with 3/54 Strength would still be
9r Looks may nOt be raised or lowered.
considered to have 3 Strength. :'-I"ote that it is possible
to have a fractional ability of ! 00, such as a cowboy Adjustment Option II - Generating Extra
with 9/ I 00 Dexte rit),. When a fract ional ability score Building Points: This option allows you to sacrifi ce
goes over 100, the base scorc is raised by one and the points from an ability score in order to generate extra
100 is discarded (th e cowboy would now have I % I Building Points (see the Priors and Particulars section
Strength). for more on BPs). You'll receive a certain amOunt of

2'
Building Points later in the cha racter creation process. add a 14/22 ability as 14.22), divide the total by scven
BPs are used to purchase such things as skills, talents, and round to the neareSt integer.
starti ng money, give you rerolls on ccrtain tables and Now add a ny Reputation :'v[odificr provided by your
ma ke improvcments to your character. Charisma and Looks. Next, add any modifiers from
Fo r eve ry point you sacrifice from one ability, you your character's background tables (if you chose to use
generate 7 Building Points that are recorded and later these), This gives you your starting Re putation score.
added to your starting quot a of Building Points. As Kow you ca n consul t Table 3.1-8: Replltat/oll to see your
with Option I , you can't sac rifice points from an a bili- additional Building Points.
ty if it would result in that ability being lower than 1. Again, reme mber that you can only use your staning
~ote that each option is a separate process. BPs to help adjust your ability scores. BPs gained from
For example, dropping an ability score 2 points Reputation cannot be used to funher adjust your abil-
results in gene rating 14 Building Points OR 1 a bility ity scores.
point (which could be appl ied to another ability score When a cha racter loses Reputat ion such that his
curren tly at 10 or below). It 's one or the other - not score becomes negative , it is called Notoriety,
b o th ! ~otorietr has sim ilar categories as Reputation but
Adju stmen t Op t i on III Spend Startin g offers none of the same be nefits. See Chapter
Buildin g Points : 1.21 Replltation & Faille for marc information on
~ otoricty.
T his option allows you to spend some of your start-
ing Building Points in order to raise fractional ability
scores . T he cOSt is one BP per fi\'e fractional ability Calculating Slar!ing Rlm'
points for the first 100 fractional points purchased for Your character's Fame begins at zero, plus any mod-
that ability. Thereafter, the benefit for further pur- ifie rs from Table 3.1-6: woks. Fame might be furthcr
chases in that ability begins to decrease as shown in modified by the background tables in Priors and
Table 3.1 -10: Spend Startillg Bllildillg Poillts. Particulars, below. If this would bring your character's
final Fame score to less than zero, round up to precise-
TABLE 3.1·10: SPEND STARTINGBUILDING POINTS lY zero a character cannot ha\'e a Fame less than zero),
~ PoinISJncrc~sed
up to l00'1i ........ ... ,.+5% per 1 BP
101 to 200%
201 to 300'1t ..
.. ..+4% per 1 BP
. ... .+~It per 1 BP
* PRIORS AND PARTICULARS *
Your character's ability sco res gi\'e you some basic
301to 400% .. ... .. .. .. ...+2% per 1 BP insight into his raw ta lents, but it's only a skeleton of
4010/-+ '" .. +1% per 1 BP
the character. By now you should be ready to put
some fle sh on those bones and find Out mo re about
For example, if SlIe "Ha/chet" 1ViLwn has a Dexterity of you r character, The following tables determine such
12/86,)'OU call spend 3 BPs and increase ller Dex by 15frac- things as your cha racter's staning age, social class, ci r-
tiona! poillts to 13/01. If ),011 spelld allother 17 BPs (for a cumstances of birth, and so on . You and the ot her
tolal rif 20), her Dex is now 13/86. Sillct)'Ol/'ve 1I0W pl/r- players may make use of this information during the
chased 100 fractional poillts for Dexterity, to Improve her Dex course of your character's caree r to furt her detail his
fllrtlur will cost olle 8 ;>for evuy 4 fractional poillis so 4 more background. Of course, this won't happen overnight
BPs will afford a Dex of 14/02 ( I BPs at +4% per BP is - it'll come to you slowly, over the course of many
+16%). game sessions. You'll find that playing your character
Remember, you ca n only use your starting BPs to suggests background details that you might nOt have
help adjust your ability scores. BPs gained later (from thought of otherwise,
quirks and flaws, Reputation , elc,) canna I be used to For example, let's say that sheriff Andrew Lewisjinds him-
adjusl ability scores. self cui qJf from his posse ill hostile territory wilh a savage
grollp rif Apaches hOllnding his every footstep. He's low 011 hit
Calculaling Slarling Repulalion poillts, and his sitllatioll isn't lookillg too good. At this POillt,
Calcu late your character's starting Reputation by his pla)'er might recollect that he's got a sister who's interested in
saving the souls rif Ihese "poor heathms, ., as she calls them. SI/e
averaging the prcvious scvcn abil itics. Add all scvcn
headed Ollt inlo the Shattered FrOlltier )'ears ago and lIever
abilities (Str, Int, Wis, Dcx, Can, Lks and Cha) tOgeth-
relurned home (that's asJar as Ihe pla),erfleshed out the details),
er (including fractional points as decimal places, e.g.,

25
Choose P lace of Roll
Origin or Roll S!arling y" Ron H andcdncss
on Table 3.1.11 Ago (p. 27)
(p. 26)
"' 2~

Spen4 1 8.P' Sptnd I 8.P'

Roll Roll Determine


Roll Starting
Heigh! Weigh!
y" So<; ial 0." Money
(p.29)
"' 2~ (p. 28)

Spend I B.P.

Spend I B.P.

",m No
a..pcu6.5
Dc.:ide "l.y Chlr.1.Cler
Proceed to Quirks, Flaws , has tn'-ckd \X'est or
Skills and Talents (p. 30) Ron on Table 3.1.17
"' 2~
At this point, a diver pla;·er migltt suggtst to Ihe GamiiIJosler backgroulld is now revealed. O J course, this could flOve an
Ihal Itis devoted sister actually set up a mission in this very uno.pecled twist, such as Andrew arriving at Ihe mission only to
"hoslile tern·lory" in the middle rif which hi now finds himself find it a bumed oul ruill, wilh the weathiTed bOlles rif some poor
strandid. He informs lhe GAl that his sister wrote Itim a letter soul (his sister?) lyillg in what used to be lhe cour!yard, or some
witlt all tile details whin he was )"Ounger, alld lhal Alldrew is other laliT twist Ihal makes the characlif's life more intereslillg.
carejidly making his u:ay to the missioll to seek refuge.
Now, tlte GM mighl (or might not) accept that suggtstion. Place of Origin
Still, it's worlh a shot. .I/ost GJ ls welcomi Ihe opportullif)'fo r \\"ant to know where your character came from? You
a plo]er to expand llis backgroulld in SUell a creatiVl mallller. If can simply choose your place of origin or roll randomly
the GM bzrys this suggtstioll, then another bit rif Ihe charae/iTS on TahIR 3.1-11: Place if Origin/Birth.

TABLE 3.1-11: PLACE OF ORIGIN / BIRTH OUTSIDB NORTH AMBRICA SUBTABLB


Roll (dIOO ) Birthphce
Roll (d20) Birthphce
01·10 . .. .. ... ... Outside No rt h Americl (sec sububle)
01·02 .... .. . ... Enghnd
lJ·JZ ... .. ... .. .Mexico (indigenous)
13-19 . .......... Mexico
. OJ. . .. ..... . . · .Scotilnd
0'1·10 .. . . . . .... .lrehlld
20· Z1 .. ... ..... .Tens ( L ouisiln~n DiSlfitl)
22·Z8 ... ..... .Teus (Gulf Cout)
11·12 .. .. . .... · .Chinl
...
13·18 . . .. ..... · .Germ ~ ny
29 ... ... .. ... .West Tens
30·31 .. ... .. ... .5equopb
.
19·20 .. .. ... . .. St1ndin~vi~
'Europ~a"s, M r",i(ans and Qutbttois are projicient in thdr
32-3'1 ... ..... .lndi ~ n (illdigenous) nat;1Je fMgue. Tluy musl purrhasr (he Language (English) skill if
35·36 ......... Deserel Ihty wanl 10 (ommunirale with the Eng/ish-sJuding majority.
37·39 ... ... ....Cll1~dl (Anglophone)
'10·'11 .. ..... ... .CllUdl (Q~ebewis) '
..
British, S,oltish and Irish immigrants are naturally an e",uption.
Charartas hajJing /rom Fre",h Or/rans are former
4Z· 47 ... ... .... USA: New Eng Iud (ME. NH. VT. MA. CT, RI) Louisianans dissatisjird with French administration. They art all
English speakm .
48-56 . .. . . . .. . .USA: E~ SI (NY, PA. NJ. KN)
... German rharartrrs may a/ternati1Jrly ,hoost to have tmigral-
57·63 ... .. ... .. USA: Cellini (OH. IN, IL. WI, MI) rd from Auurja, Switurland or other German sprding regions of
6'1-69. .. ..... . . USA: South (KY, MO ) untral Europ •.
70·7'1 .. . USA: West (MN. lA, territories)
75·80 ... .. ... . .CSA: Nortbeu! (DE. MD, Columbi~ Count y (formerly DC))
81·87 . . ... . . . ..CSA: Athntic Selboud COld Soutb ~: VA. Cuolius. CAl
88·91 .. ... . . . .. CSA: Southml (FL. CUbl)
92-99 .. ... .. . .. CSA: West (MS, AL. TN)
..
100 .... ....... . Frellch Orlel ns

26
TABLE 3.1-12: AGING EFFECTS
Agc Weight" Abilities
Middling (30 yeus) . . . . . .+2 Bod y Mm Index Modifier .po c h ~ pgc
35 ...... ... +1 Booy Mm Inde x Modifier . . .po ( hi Dge
'10 . . . . . .. .+1 Body Mm Index Modj(jer... . .... . . . .DO elu pge
O ld Timet (45 reus) . .... .... .+Z Body Mm Modifi er . ....... . ..... . .. .... ,-' SIr/ Con: +1 Wis (no Spted bon us ); +1101:
Geezer (60 yem) .. . . . ..+1 Body Mm Modifiu . . . ..... . .-2 Slr! Dex: -I Con: +1 Wis (no Speed bonus): +1101:
°If us ing opliouJ Body l\hss Indo: 10 determ ine weight (see the H eighl l Dd We ight section)

Age Roll on Table 3.1 - /3: Handedness to determine which


hand your characte r favors. If you don't like the
i\'iost characters start play between 15 and 26 years
result, you may purchase a re-roll on this table for a
of age. Calculate your character's base age as
COSt of I BP or choose your handedness for a COSt of 5
14+ldI2. If you roll a 12, apply penetration (add
BP. You may purchase as many re-rolls as you like, as
anothe r 0-11 (d 12- t) and continue to do so as long as
long as you have BPs remaining.
you roll 125 on the die). If you don't like the result, you
may pu rchase a re-roll for a cost of I BP. You may TABLE 3.1-13: IIANDEDNESS
purchase as many re-rolls as you like, as long as you
Roll (d[OO) H ~ ndtdnt SS
have BPs remaining. Alternatively, you may choose 01·90 ...... .. ... .. .. Right
the age you prefer by expending 5 BPs. So if you real- 9 [·9') .. . ..... .Ldt
ly want to playa geezer, you can just spend the S BPs. 100 .•. . .... .. .. . ....Ambide xTrous-

As a characte r ages, his ability scores are directly ·AmJJjd~"tTOUl rharo""f suffir a ~1 Spud pmafty.jor
affected . After all, life on the frontier isn't easy, and tINy often MI;tat. for ajTaaion 0/(1 strand. aJ though

the hard life takes its toll on all men and women. (hoesing 'U'h;ch hand to WI.
Upon reaching 45 years of age, the character loses I
point of Strength and I point of Constitution, but he Heigh t and Weight
ga ins I point each for his Intelligence and Wisdom. To determine the height of your charactel; simply
Upon reaching 60 years, he loses 2 more points of roll randomly on Table 3.1-/-/: C/wracler Hright. If you
Strength, 2 points of Dexterity, and I more point of don't like the result, you may purchase a re-roll on this
Constitution, but he gains I point of Intelligence and table ror a cost of I BP. You may purchase as many re-
Wisdom. Even if an improved Wisdom score due to rolls as you like , as long as you have BPs remaining.
age would norma]!y improve his Speed, ignore this
effect. He also gains a little more weight as he ages. TABLE 3.1-14: CHARACTER IIEIGIIT
All aging adjustments are cumulative. See Table 3.1- Roll (d\OO) Fem ~ le Height (in ) M11e H eight (iD)
12: Aging Effects for a summary of those eITects. OJ . ....60·[d[2 . ... . . .....6S-[dI2
02·03 . .. .. .58 ...... . ........ .. .63
Handedness 04·05 . . ... . .59 ..64
06·12. . .. . .... . ...60 ........ . . ..65
Knowing whether your character is left-handed, 13-20 .. . ..61 .....66
right-handed , or ambidextrous is important in forma- 2]·29 .62 ...67
tion in many situations . 30·'11 .. . .63 ... .. . .. ..... 68
42·61.. . .. .6'1 . ....69
Por example, let's say Texas Pete is lift-handed. if he gels a .. . .70
62-75. .. ... .. ......65
bllilet or a knife throllgh it. thai hand's g01/1W be IIseless for a 76-85 . .. ... .. .. .66 ... .71
while (maybe forever) . He's going 10 have to start usmg his right 86·91 ......67 ...... .. ... .72
hand inslead, giving him a -4 Accuracy penalty alld a +2 Speed 92·96 ...... .... . ... .68 .. . .73
penal!)! for firillg with the off-hand. 97-98 ....69 ..... .74
99 .. .70 . ... .7S
Likewise, a right-handed pickpocket or locksmith ()() ..67 + [dlZ . ..... .. . . . .72 + [dll
would find it harder to operate (-20'% to related skill
checks) without the usc of his main hand. Through Finding your character's weight is equally simple.
time ( ld6 months), a charactcr forced to usc his non - Using Table 3.1-15: Character JIIeigM, locale your height
favored hand for tools or weapons can overcome these range grouping and sex. T he chart lists a base weight
penalties.

27
BODY MASS INDEX BODY MASS INDEX TABLE
An alternative method of determining your character's weight is slight-
ly more complicated. E rst, roll your character's Body ~bss Index on the Roll (d20) Fem~le M~Je

Body ~Iass Index table. Next, multipl y this result by your height in inch- 01 .......... . .. 28 - Id6 .............30 - Id6
es squared, and divide by 1000. You now have your character's weight. 02 .................2] .. 29
0),04 . . .......... 28 ...30
For example, Sally J o, a female, rolls on the Body ~bss Index table for
OS-OS. . ... . . ... 29 .31
a result of 13, giving her a Body l\lass Inde x of 31. Sally stands 64 inch-
09·\1 ..30 . .32
es lall, and multiplying 31 x 4,096 (64 x 64=4,096) gives a result of
!H3 ..... . ......31.. . ..33
126,976. Dividing 126,976 by 1,000 results in 126.975, or 127 pounds.
H .. . .... .32 . . .. .....34
Lei'S try another example JUSt so you've got the hang of it. Te xas Pete [S .................33 ... .. .35
rolls a 20 on the Body l\ lass Index table, for a modifier of 37 + d12. H e 16 .... .34 ......36
rolls a 3 on his d12. This gives him a Body l\lass Total of 40 (37 + 3=40). 17 .. .35 . ..... .37
Texas Pete stands 72 inches tall, and multiplying 40 x 5,184 (72 x 72 = 18 .......36 ..............38
5,184) gives a result of 207,360. Dividing 207,360 by 1,000 results in 19 . . .3] .. .. ..........39
207.360, o r 207 pounds. 10 .. . . .....35 + Idl1 ............37 + Idl1
If you don't like the results, you can spend I BP to purchase are-roll.
You may purchase as many re-rolls as you like, as long as you have BPs to :\Iust be all thai booze, plus the fact that he ain't as lively as he
spend. You may alternatively choose you r starting BM! (from the possible used to be.
range of 24 to 49) by spending 5 BI'. When Pete turns 35 years of age, his Body l\-lass Total of 42
Note that a character's weight also tends to increase slightly with age. becomes 43, and after recalculating his weight, it appears he
When a character reaches 30 years of age, add an additional +2 Body now weighs in at 223 pounds (a gain of 16 pounds over his
:\Iass Modifier to his previous Body :\Iass TotaL For example, when career. Then, at the ripe old age of 40, Pete's Body Mass
Texas Pete reaches 30 years of age, his previous Body ;<..Iass Total of 40 Total of 43 becomes a 44. Again recalculating his weigh t, we
increases to 42. l\lultiplying 42 x 5,184 (72 x 72 = 5,184) gives a result of see Ihal he now weighs 228 pounds. Pete has gained another
217,728. Dividing this by 1,000 results in 217 .728, or 217 pounds. Pete 5 pounds.
has gained 10 pounds since he started his career as a player character.

and a number of dice to roll to determine your actual STARTING MONEY


weight. All player cha racte rs start with some amount of
You may spend I BP and re-rolJ if you are not satis- cash. This nest egg may be your pistOlcer's life savi ngs,
fied wit h the result. You may purchase as many re - a gift from his upper-crust parents, or it might be a bag
rolls as you desire, as long as you have BPs remaining. of gold eagles looted from an unwary cowpoke. H ow
he came by this money is nOt necessarily important ,
but you ought to invent some stOry that fits into your
TABLE 3.1-15: CIIARACTER WEIGilT background, just in case.
Heigbl Fem~Je Weigbt (Ib) ~'hle Wei gbl (Ib) You'll probably spend most of this cash on equ ip-
60" or less ......... .105 + ~d~ .. . ... .109 + 4d6 ment, but be sure to save some for accommodations.
61- - 64" . . . . .. .110 + Sd~ .. . .... .120 + Sd6 You don't want your character to blow all his money
65' - 68" .......... .121 + 5d6 ...... .135 + Sd8 on that sweet new saddle and then find he's got no
69- - ]2" .. . . .. .\28 + 4d8 . . ...1.50 + ~d11
73" - 76" money for a hotel room .
. .I~O + ~dlO ........ .170 + Sdl2
77- or more ... . .1SO + ~dlO . . . .185 + Sdl2 To fi gure out your character's starting money, roll a
dlOOapply the modifiers from his social class back-
ground if you opted to determine those details) and
FAMILY & SOCIAL CLASS consult Table 3.1 -16: Character Starlillg MOlley. This is the
Determining Ihe detail s of your cha racter's family amount in dollars that the character has to obtain
and social class is of great interest to some, wh ile hard- equipment and save for whatever else he needs on
ly a conce rn to others. T he latter a rgue that familial down the trail.
obligations and the strictu res of a rigid social order are
principal reasons behind th eir decision to migrate REASONS TO GO WEST
west. Why did your characte r come to the Shattered
The se reasons notwithstanding, such information Frontier? Some of the most obvious reasons to head
can come intO play during the course of a campaign. west include exploration, fortun e, land, a fresh start
Reference Chapter 6.5 1Detailed Character Backgroullds to and a new identity. O thers may be somewhat less
determine these facts about any player character. obvious - a character with poor health may have come
west to escape the damp and humid air of his home,

28
TABLE 1.1-16: CHARACTER STARTING MONEY roll randomly on this table as well. You do not need to
spend a BP to reroll on this particu la r table.
Roll (diDO) SUrtjog CHh....{l)
<01·05 .HCfcdituy Dcbt· You may also want to tic this decision in with your
06-10 .Busted/ Flu Broke character's ability scores. For example, if your char·
IJ.!5 ... .5 acter has a low Constitution, you may decide he came
16·20 . .5+ld-'l
west for health reasons. Likewise, a character with a
21·25 ..... .10
26-30 ... .I0+ld4 high Charisma may be seeking poli tical office, or one
31-35.. . ....... .15 with a high Strength may have been working on the
36·40 .......... [5+ld6 railroads.
41-45 . . . . . . . . . ..... 20
46-50 ..... 20+ld6
51-55 .................. 25
TABLE 3.1-17: REASONS TO GO WEST
56-60 ... 25+ld6
Roll (dlOO) RmollS
61-65 ..30 01·02 .. Avoiding f,,,ory wOlk
66·70 ... 30+1d8 03·04. . .Open 1 bordel lo
7].75. . ......35
05·08 . .Open 1 sdoon
76·80 ..... 35+ld8 09·16 ..Open I business
81·85 ......... AD 17-19 .Flee i plegDiOCY
86·90 ... 40+ld8 20·23 .. . .Build i IiDch
91·95 ................ .45 24-27 .. .Build i fum
96·100 . .45+ldlO 28-30 ........JouloiliSl seekiog Slories
IOJ-IOS .•..•.••........ .50 31·32 .... Fleeing depressed economy
106·110 ......5O+ldIO 33-35 ........ Writer seekiog new topics
ltJ-llS .... 60+2dlO 36·37 ........ Arti st seekiog oew subjecTS to p,iot/sketch
116+ ... .70+3dlO 38·39.. .Flteing HliDged mil rilge
'Cb#r4<ftr is obfil4ud I. rl"'y h;s p4rt~ts· d,bl w;lh;~ dll 40·43. . .. .Disowned by flmily
"n
lam' m<nlhs. R,·,.." thi' lorbl. 'lnd m"'liply tIK ,..,,,11 by 10 to 44·47. .Freedom from strict fOimil y Sl/Utlurc
d.t ..",in, Ih' "",O"nt __ d. GM duid" to w ham Ih' d.b! is """d
"n
"nd th. pmaltil' for d.fa"lting """,.nt.
48-49 ...... Min ing co,l for llilrOlds
50-51 .... Fleeing miljUTy co nscriptioo
52·53 . . .Bui ldillg "i lr olds
while a strongly religious character may want to save
54·59. . .scck iog hod ownnshjp
the souls of the heathens, or an emigrant from Europe 60-63 .Brought with hmi ly
may desi re to escape agricultural ha rdships, economic 64·65 ....... T lioS£errcd to weSiern regimeot
crises, politica l and religious discontent, or c\'c n popu- 66·68 .... M iliu ry deserter
lation pressure. 69·70 ........ See kiog drin d imue for hnlth TClSOOS
71·72 .S.viog the souls of Ihe huhens
Ideally, you defin e your own reasons for heading into 73-77 .. .Fleeing crimioOi I proseculion
the Shattered Frontier. Some sa mple ideas are pre- 78·87 ........ Lure of ldvcnture
se nted on Table 3. / -/7: Reasons To Go I+'esl. However, if 88·96 .Cold fe ver
you reall y need some inspiration (o r you a re a 97·98.. .Freedom from ncill persecutioo
99-100 ... Freedom from religious perseculioo
GameMaster creating a non· player characte r), you can

29
* QUIRKS AND FLAWS * TABLE 3.1-19: IlUlRB:S &. FLAWS
Quirks and flaws represent those aspects of your RoJJ (dIDO) I.l.ble
character that make him a true individual - those lit- 01·07 ... .Roll on T~ble 3.1·19: Comh u Qu irks
tle imperfections and unique traits that make us all 08·18. .Roll on T~bk 3.1-19: Eco nom ic Quirks
human. Characters with quirks and flaws become 19·27 ........ Roll 0 0 T~ble 3.1·19: Extrovemd Qu irk s
more rcal, as we can all relate to people who arc differ- 28·38.. . .. Roll 00 T~ble 3.1-19: H ~bilud Q uir ks
ent. Besides, learning to deal with challenges along the 39·'17.. . . .Roll on T~hle 3.1-19: Hygie nic Quirks
path to adventure gives role playing its true Oavor. '1S·56 ... Roll on Tlhle 3.1-19: Intro ve rled Quirks
57·65. .Roll 00 T~ hJe 3.1-19: McotJl Quirks
Quirks arc mental in nature, and include habits, prej - 66·73 ... Roll 00 T ~b lc 3.1·19: ReS! ~od RehutioD Qu ir ks
udices, and so on. These quirks affect how a character 7'1-8'1. . ... Ro ll on T.l.bJe 3.1-19: Soei~1 Quirks
behaves in c\"cryday life and how he interacts with oth- 85·98. .Roll on T ~b Je 3.1·20: Commol! Fhws
ers in social situAtions. T hey make him \\"ho he is and 99 .. Roll on T ~b Je 3.1·20: Rue FJlws
often represent innate behaviors he-eannot COntrol.
~
100 ........ Roll twice on T~b k 3.1-18: Q ui. ks Iud Fllws
Flaws, on the other hand, arc physical in nature.
Some examples of flaws arc poor eyesight , facial sca rs, Cherry Piclring
and even missing limbs. They rep resent hardships that
With this option, you can choose which quirks and
need to be overcome and/or compensated for, in order
Oaws you want. Unlike rolling randomly, howe\'er, you
for the character 10 function among people who do not
have that same Oaw. don't earn as many Building Points. Choosing your
first specific quirk or Oaw only provides BPs wonh half
the listed valuc. Choosing additional quirks or flaws
EARNIN~ BP FOR QUIRKS AND FLAWS also drops the BP \'a lue by half, as well as an addition-
You gain extra Building Points for your charaCters by alS BP pe nalty.
ta king quirks and/or Oaws. You ca n choose "cherry
For fxamplf. Hank Stram choosfS Deathwish for his first
pick") which ones you want, or roll for them random -
qui,k. DeathlL'ish is 1I0rmal!;' u:orlh 20 BP, bul Hank receives
ly. Unless specified elsewhere in the rule s, the o nly
on!;' 10 BPs (20xO.5=10). _\ 'ou'. let's say Ihal Hank chooses
time a characte r takes on quirks and/or Oaws for BPs
is during the initial creation process. There may be w::,), for his suolld quirk. w{Y is normally worlh 15 BPs, but
hf loses half (15xO.5=i. rounded down) because III is cherry
other instances in the game wh en the character
picking, alld thm he suffers a -5 BP pmalty (7-5=2) because
receives an additional quirk or flaw (s uch as if he loses
it is his second chosen quirk). So, he receives Ollty 2 BPs for
an arm), but these don't allow tbe character to gain the
choosing the w{Y quirk.
bene fi t of the BPs associated with the co ndition.

Dedine

~i_~Q~Q~";i';k~'~&;R~';"~';}__~:::::::____~:;:::::__~1
Cherry Pick (p. 30)
& Flaws and
Record
add BPQuirks
gained
to total
Choose
Skills
(p.33--34)
Roll Randoml y on
Table 3. 1-18 (p. 30)

Rttord Skills
Record final H it
Roll Base and Mastery
Point [Otal modified Record Talents. Choose
Hit Points Level (p. 36)
by Con and/or Subtract BPs spent Talents
20+1d4 Subtract BP
Flaws & Talents (p.38)
",1~ spent

Record Base Speed


and Base Accuracy &juip Your Charncter
(p. 17) ( Chap'" 5.) I Goods & S mittS )

30
TABLE 3.1-19: ClUIRIIS R<>lL« JQQ) Qw.ks...soci.u BP
01·06 · .B.d Lin ..... 40
RoIL(dlO.O) Quirks. Cambi! Be 07·11 ..... Boiled Shirl ...... 10
01-20 ........ Chupkcd . .. . .............. 20 12·16. .Buck Nun/Nun · .20
2Ho.. ,.De,thwish ......... . .. 20
17-22 . · .Chiv. lrous .......... • .. · .20
4]·60. ....... Doppdg~nl!cr ................. 50
61-80. ....... Holhc,d .. .40. 23·27 · .Clingy · .20
81-100. ...... ,Yellow Belly ... '10 28-33 .......Crude ......•. ..... .. 20
34-38 · .F.nn;c .• 040
RolL(.dlOO) Quirks. Ec.ollomic BP 39-43 · .Fourflusher ...• Z5
01-13 .. Chc'pskuc ... ,. ,40.
44-48 ....... H.yseed .. · .20
14·26 ... Dude/D.ody .. . . .10.
27·39 ... Glutton .... 5 49·53 · .Jingoisl .............. 40
40-S1 ........ Greedy ............... . .IS 54-58 · .Lynch L.wmu ... 30
52·63 ... lndi.n Giver .................. 20 59·63 · .N'ggiDg Conscience .. . .. .15
61-76 ....... PHk Ru ... 20 64-68 ....... Needy ....... 20
]]·88 ....... Soh Touch.. . ..30 69-71 · .Prejudiced Townds Nnion1iily .40
89·10.0. ... SpendThrift .......60. 72-74 .... Prc judic~d Tow1fds Profession .. 20
801L(.dlUO) Quirks. Extr.o.l'.cned BP 75-79 ..... R"isT ............ 40
01·16 ... Dehorn .. .... .. . . ...... 25 80·85 ... Selfish · .25
17·32 ..... Fbnnd MOUTh ................ 20 86·90 ..... Sluighl Shooter .............. 40
33·48 ....... High·Spirited .10 91·95. · .Th ic k Accenl ... .10
49·64 ..... 1I.hdicine Tongue. . . .10 96-100 · .TinhOfn · .20
65-80 ..... Nos y ... 10
81-100 .. Obnoxious ... . .20
TABLE 3.1- 20: FLAWS
RolL(.dH10) Quirks. Hlbitu.l BP
0.1·13 ........ Boor .. .10 RoIL(.dIOO) fh lV'. Common BP
1'1·25 ..... Euly Riser ..... . . .... 5 01·03 ... AcorD C.lf . . ... 35
26·37 .. .iotrus;Yc ... 10
04·06 ....... Anim.1 Antipuhy . . ...... nri.bk
38-52 ... l ue Sleeper ..... . ... 15
53-64 ..... LHy ........... 20 07-09 ....... Bufhlo Muge · .15
65·76 ....... Pider .. .. . ..... ... .. . .. 10 \0·13 ... . .... Bushed ... . . ...........25
77-88 ...... .s,rud~r ............... . .. 10 14·19 ........ Colorblind ........ .5
89·100 ....... T . lk~r .... . . .... 20 20·22 ..... ConsumpTive ....60
23·26 ..... F"i.! Sc" .......25
RoIl(.dlO.O.) Qu.irk.s. H~gicni( BP
OHO ... Clun Fmk .. ... 25 27·34 ....... Fn ·sighted ..... ... .. . .20
41-60 ....... H.les Buhing/ Crooming ... 20 35-37 ..... Cbss J.w ..... 20
61-100 ... Messy ............... . ... 10 38-39 ..... H.m-Fisted .......... . . .. 20
40·43 .. .. .. . Hud of HeHing · .15
Ro.U (dlOO) Qui[k.s..la.tLO.l'.eocd Sf
44-47 ... Impotent ..... .10
01·20 ... Ambiv.lenl ............... .... 15
2HO ... DlUnsy .. . ... .10 48·50 ....... Lisp .. ..... 20
41-60 ... Hnduse ... ....... 5 51·54 ........ Low P.io Tolef1lioo. ...... 35
61·80 ... Ornery .. . ......... 25 55-57 ... Miguines .... .15
81·100 ... Touchy ..... 25 58·62 ..... Missing Digit ... vui. ble
63-67 ... Missiog Eu ..... 20
Roll (dIOO) Quirb.J',teJlu] Sf
01 ·08. . .. AbsenT-minded ........... 20 68·70 ..... Missing Eye. . .......... 45
09-14 · ...... An;m.l Pbobi. . .30/60 71·75 ... Missing Limb ........ . ... vni.blc
15-21 ... S.dm.n ... 25 76·83 ... Nm·sighted ..... 25
22·29 ...Cbuslrophohic ............. 25 84·86 .Ncryous Tic ..... 25
30·36 ...Conspimy Thori$! ........... 10 87·90 ... SJcepw. lkcr ... 20
37-46 ... Feu of Heights ............... \5 91·93 ... STone De.f ... .30/60
47·54 ... Gullible ......... . ...30
94·97 ....... Smoge Body Odo•............ 20
55-60 ... Loco ... AD
61·66 ... Obsusive-Compulsive .........35 98·100 .Trick Knee ... .30
67·76 ....... Pmnoid ... . ........... 25
77·82 ....... SborT·Term Memory Loss ...... 20 RoJJ (diO.O.) Fb'lts. Rue BP
83·89 · ..... .slul!~r ...... . .......... 20 OI·\J .. .Albioo . .... 15
90-100 · ...... SuperstiTious ................. 15 14·26 .Blind in Doc Eye .040
27-38 .Dumb .. .. .... 50
Roll ('!QU) QuiIk.s.JkSJ 6 RchutioD BP 39-50 ....... Epileptic ........ . .040
01·20 ... AbstinenT ....30
21-40 ... Addict ... 040 51·62.. .No Depth Perception ..........35
41-70 ... Chisder .............30 63·74 .Plumb Blind .......90
7\·\00 ... Lusty .. .20 75·87 .Severely l\1.imed ...
88·100 .Sterile . . . . .. . ............. 5

31
Random QU i rks and Flaws array of uses and include such things as Gambling,
Riding, Rope Usc, Tracking, and so forth. They can
When determining quirks and flaws by chance, you
be especially valuable for survival, earning a living and
have vc ry little control o\'cr what quirks or flaws you
helping a panner in need.
receIve you must roll randomly on the quirk and flaw
tables in this section (stan with Tablt 3.1-/8: OJtirks alld In lois senion, we'll discuss how to acquire, improve
Flows). The one protection you do have is that )'OU may and usc skills. A list of skill s is provided on Table 3.1-
spend any of your existing BPs to fe -roll on any of the 21: SJ:ill List, with ,heir specifics found in Chapter 6.31
tables in this chapter. Spending 5 BPs allows you one Skill Descriptions.
re-roll, ignoring the previous result. You can do this as
long as you have BPs \0 spend , afte r which you have to SKILL BASICS
live by the results of your rolls. The upside of random- All skills use some basic principles that rcquire a lit-
ly determining quirks and flaws is that you can earn sig- tle explanation. These are funher defined in the fol-
nificantly more BPs than you earn with che rry picking. lowing text. Each ca n also be found as a column on
Each quirk and flaw and its BP bonus follows on the skill summary table, and is defined a~ follows:
Tables 3.1-19: Quirks and 3./-20: Flaws, with full details -ar BP eost: This column reflects the amoulll of
located in Chapler 6.21 Quirk and Flaw Df5criptiol/J. Building Points a player musl spend to have his cha r-
Th e BPs earned by ro!ling randomly arc gi\'cn in thc acter train in a particular skill.
table. H owe\'er, lhc listed values are only for the fi rst :T R el evant Abili ty Scor e: This column indi-
quirk or flaw taken. Reduce the \'alue of each subse- cates the abilities associaled with that skill. You need
quen1 quirk or flaw rolled by an additional 5 BP. to know your relevant abililY ~co re when you deter-
For examplt, flank Stram randomly rolls the Dealhwish mine yOllr skill mastc ry. The abilities arC li sled in lhe
quirk and rereil'ts 20 BPs. Now. let's Sq)' that flank rolls the ta ble and in the skill description. but the ahilil)' score
La;:,y quirk. This quirk is normally worth 15, but Hank SlY- varies from character to character.
Jers a -5 BP penalty because this is his suond quirk, so he only For (xa mple, tlte relevant ability for . lgrtc/lltIl.Tl is Wisdom.
gets 10 BPs (15-5= 10). Now, lei's say thai Hank mllsJor a Halik Itas a Wisdom qf 16, so tltat's Itis Tllevalll ability score
third lime and gels the Facial Scar Jlaw. Facial Scar is nor- for AgrirultllTl'.. Jim, OIllht otlter halld. Itas a !Visdom if 8, so
mally worlh 25 BPs, bllt Hank (m(y reuh'es 15 BPs (25-5- Ihat's Jlm:~ rt/el'alll ability store for Ihal skill.
5=15, because thIS is Hank's Ihird quirk/Jlaw). Finallj; let's Some ~ kills have sc\'cral reicvan1 abilities. For cxam~
say thaI Hank lhell rolls Jor a fourth time GIld gets tlu Latt plc, Bronc Busting Iis ls Strength, Wisdom and
Sleeper quirk. Late Sleeper is /lsually worth 10 BPs, bUI Itt Charisma. Each is important to a character hoping 10
receives (l - 15 penalty (10-5-5-5=-5, or zero) as this is his bust a bronc, bUl the characler is ha ndicapped by his
4t11 quirkljlaw. Ha nk gill ;:.ero BPs for the Late Slltper quirk. lowest relevant ability.
If he decides to push his hICk and roll pt ago ill, Itis I/ o:l qllirk
Let ~f sqy Halik wanls to {earn Brollc /Justing. If Hank'J
or flaw rolled suffers (l lotal pt1lally cif -20 BPs, and so on.
Strengtlt store is 11, Itis J jfisdom iJ '6, and his Charisma is
When figuring this penalty for subscqucn1 quirks or 10, tlten his relevant abilityfcorl' for this skill is 10 (hIS low-
flaws, do not count quirks or flaws forced upon a play- est rdeVOIII ability).
er (such as those from Abusive or IndifTerent parents,
ri1r Master y Di e : Thi s e ntry indicates the type of
in Priors and Paniculars ).
die the player ma)' roll when training to inc rease mas-
Finally, each player muSI create a ba ckstory for aU tel)' of a skill.
quirks and flaws. If a pl ayer fails to do so, his charac-
rT U ni ver s al : This column notes whether lite skill
ler receives only .50% of the BPs earned (rounded
down) for each quirk and/or flaw without a backstory. is common to cveryone. Universal skills are those skills
that most folks have had some exposure to during their

* SKILLS *
Skills represent learned knowledge your cha racter
life or otherwise can try to use without any kind of for-
mal training. If a skill is not a universal skill, charac-
ters do not even know where to begin and may not
even try to use the skill until they receive some train-
acquired over the years. For a novice character, your
ing for it.
skills probably reflect years of training, work or study.
For experienced characlers learning new skills or hon- r?J"" Pre requisite Skill: Note that some skills
ing existing ones, increasing a skill reprCSCIlIS on-the- require prior learning of a " prerequ isile" skill.
job training, experience and study. Skills have a vaSl Prerequisites must ha\"c been purchased at least once
beforc the character can learn a skill that requires the

32
TABLE 3.1-21: SRILL LIST
SkiU Nimc BP Cost Rclenot Ability Score MutelY Die lliiYCUl! Prel(quis i1C SkiJ]
AccouDtiog ... 3 ........ INT. . ... ld8 ........ No .. ... M uhemHics 850/, or hemT
Administruio o .. .s ...... J NT! WIS!CHA. Id6 ..... Yu .... ,-
Agriculture .. ...... 2 . ..... W1S. . ....... ldlO ........ Yes ..... -
Aui ml l Empuhy . .1 .... WIS! CHA . .. ldtO .. No ..
Aoi mll H erdiog .. .1 • . ... WIS .... .. ldlQ ..No ..
Aoimil H usblodry .•. 1 •. ... WIS .......... .. ]dlQ ... Yes ..
Aoi mll Lore .•. 1 ........... INT .. _ .. ldlO .. No .... .
Anim.!1 Mim icry ... 1 ... WIS ... . ld8 .... y es ... .
Anim.!1 Tuining ............ .10 .... .. ... .INT/ WIS .. ldlD .. No .ADimd Em plthy ud AO;ffill l orc '19% or hemr
Appniul ....... .. .... 1 ... .INT/ WIS. .ldS .. No ..
Anistic Abi lit y ... 1 .. DEX/ WIS. .. ld6 ... y ts .. .. .
Bhcksmi fh ing/Mmlworkin g . .7 ..........STR/ INT . .ld8 .. No ... .
B O~ l ing .... . .. 2 .. .... WIS .. . . ld8 ........ y es .
Bookb inding ...... 1 · .DEX/ INT . .. ldlO .No ..... LCllhcT'II'Olkiog ,ud SClmslress/T,ilOT 85YI or bemT
Botloy ... . ..... 1 ............ INT ... . .ld8 ..... No
Brewiog .. . .. 1 .. . . .INT.. . ....... ldl2 .. No .....
Brooc Bustiog ............... 2 ..STR/ WIS/C HA. .. Id6 ... Yes ..... Riding SO% or bener
C~lIigflphy/Sigom.!kiog ... 1.. . ... DEX. . ....... IdID .. No ..... Rnding Comprchcnsioll/ Pellm.!lIship 9O'1t or betlcr
C~moufhge .. . .. 6.. .. ..... .WIS. IdID .. . .. Yes ..
Cupeolry . . . ........ 2 ............. INT IdID .. .Yes ..
Clrloguphy ... 1 ............ .INT.. . IdS . Yes ..... Re~ding Comprehellsioo/ Penmuship 90% or beller
Chemistry ..... ...... .. A .INT. . . ..ld6 ... No ..... Muhem.l lics S5% or beller
Climbiog ..... 2 ... .5TR/ DEX. . IdS .Yes .....
Cobbliog ... . ......... 1 .. .DEX ............ ldl2 . .... No ..... Lulherworking 85'1. or bemr
Cooking .. .. .1 .. ....... WIS ... id !2 .. . .. Yes .... .
Culture . . .. . . .1 .. .. .INT..... .... Id!2 . .. No ..... -
Curreot Af hirs ... 2 ............. WIS . . ld6 ... Yes.
Deception . .4 . . . .lNT/ CHA .. . .ld6 .Yes.
Demolition ......... . ....... 6 . . . .... .INT.. .. . ..... Id1 .Yes .....
Deot istry ..... ..5 . ........... .INT. ............ IdS ... No .....
Diplomley .A .INT/ CH A . . . .. IdS ... Yes . .. - .
Disguise... . ......1. .INT/ CHA .. . .ld6 ... Yes.
DiSlmlion ................ .1 ............ CHA. .ldS ... Yes.
Dr iyiog. Sl.igccolch/WlgOO .. .3. . . .WIS. .ld20 ........ Yes .
Eogincering Design . . . . . . . .7 .. . .INT . .ld1 .. ... . . .No ..... Mu heml lies 60% or belief
Enginceriog
Locomotiyc/Stumbou ..J. ..... .INT ............ JdlO ... No ..... Engineeriog Design 80"1. or bemr
Esc.lpe An ist . .....8 · .DEX/ INT .......... ld6 . .Yes .....
Fw T.llking ......... . .I .CHA..... . ... ld8 .. . .. Yes .
F ir c - Buildiog/ E~ting uish;og ... 1 . . .. WIS . ... . . ... ld6 .. .Yes .
Fishing ..................... 1 ...•..•.. WIS ............ JdlO .Yes .....
Forgery . .10 .......... DEX/ INT ... . ... Id1 . . . . . . Yes ..... ReJdiog CompreheosioniPeomloship 65% or beller
Forlune Telliog ..... .1 ..... CHA ......... IdS .Yes .....-
G.lmbliog ... . ..... .7 · .WIS/ CHA ......... Id6 ........ No .....'
Glmiog ............ .1 · .DEX/ INT. .. .. IdS .Yes.
Geology ... .. .. ... .. ~ .. ... .lNT . .... .. ld6 . . .No .....
Gino loformnioo .2 .. .. .lNT / WIS/ CHA. .. ld8 ........ Yes .... .
GrlCcful EDlrlDce/Exil .1 .... CHA. ld6 .... Yes .
Gunsmithiog . ..8 · .DEX/INT .. ..... ld6 ........ No .... .
Hidi oS .... . .........3 ... . . DEX/ INT. Id6 .... Yes.
HiSTOry .............. .I ... .lNT ldl2 ... No . .RCldiog Compreheosion/ Peom.loship SO% or bCller
HUDTiog . ..... .... . •. . .. .s .. ..... DEX/ WIS .. Id6 .. .Yes.
Idle Gossip .......... .1 . ...C HA ............ Jdl2 .Yes .
Inlerroguio D .. . ..'.1 ... .STR/WIS .......... ld6 . ... Yes .... .
]ntimiduioo ... ... .2 .CHA... . .ld4 .Yes .. .
Jewele r ..9 .. ... .INT. .... ..... Id6 ........ No ..... Appuiul (miocr.ls) 90% or betIC •
Joke Telli ng .. ... .1 .CHA.. . .ld4 .Yes .. .

33
TABLE 3.1-21: SltlLL LIST (CONTINUED)
SkiJUSmtC BP CoS! Rclcv~D LAb.i J j l y_S,o« MUJn)'-Dic U..n.i'i.c.ml l':.tcl.Cqujsilc5kill
JQurJuJism /Co mposilioD ...... 2 ... .INT.. ld6 .No ..... ReldiDg Comprehensioo/Penmlnship 80% or better
Juggling .. 2 .. OEX ..... id8 .... Yes .. .
bDgU~gt .... ..5 . .I NT ... , ......... IdS .No .. .
Ll'Il ... .. ... .. .6 ............. INT. . ... . .... Id6 .No ..... R e~ding Comprehension/Penmlns!!ip 60% or better
Lcuhcr'l'orkiog . . . ... .! .... . .. DEX ! INT. IdS .No
Limning ...............S ......... WIS ... .ld6 · .Yes.
Lock Pickiog ...8 .DEX/IN T . . . ... Id6 · . Yes ..... ListeniDg 8S% or better (prercq for oombin.ltioo locks only)
LocksmiThing ...... 4 .... DEX/INT. ,ld6 . ...... No
Loggins .................... 3 ...... STR/INT ... , ...... ldZO .. No .. .
Ml thioc Opcwiog/ Rcplirio8 .2 , .... INT .. ... IdS ..No .. .
Muhcmuits .....6 ..... INT . ... IdS · .No ..... Rndio g Comprehension/Penmlns!!ip 90'; ' or better
Medici ne ... .. 10 . ... .DEX/INT .. ... .. . ld'! ..No .... .
Miliury Eogioeering ., ....... 2 .. . . .INT. .Id'l ....... No ..... Engineering Design 80% or bener
Mili,uy S,'ucgyITltlics .... .s.. . .... .INT.... . ... ld6 .. No ..... .
Millinery. ,.... . . .1 ........•... .INT ............ IdlO .... No . ....
Mimic Didect .. . . .1 ....... CHA . IdS ... Yes .
Nursing .... .. ... .. . .3 .WIS .... IdS . .. No
Observuion ................ 6. .WIS .... IdS ... Yes .
OruiOD ........... .2 .INT/CHA. ..ldS ... Yes ... .
Photognphy .......... .1 .. .. .INT .... . . ... IdS ....... No ... Chemistry 8S% or better
Pick Poeket ..9 ...... OEX .... . ..ld6 . .... Yes.
Pottery.. .I .......... OEX/ WIS .ldlO ..... No .....
Primitive R ~nged WnpoD Usc .4 .... OEX. . .. Idl2 ........ No
Primitive We~pon Mlking ....6 ............ DEX ..... . ... Id8 ... No
Prospecting ............ . .. 9. . ... WIS .... . .... ld6 ... Yes .....
Relding Comp.lPcnm~nshjp ... ~ ... .INT.. . . . .... ld6 ...... No
Relding Lips.. ..7 ............ '!f\T .... ......... Idi ... Yes ....o·

Recru iting ... ~ ...CHA ... ..ld8 .Yes ·


Religion..... . ... .s . . .INT ............ ldl2 .. .Yes ·
Resist PersuuioD ............ 2 .. WIS .. .. ld8 .Yes
Riding ..... .. ... . .... 3 ... OEX/ WIS .......... Id8 .Yes ·
Rope Use.... ... ..2 ..DEX ............ ld8 .Yes ·
Sdesmmhip... ..7 ...... .INT/W IS/ CHA ....... ld6 .Yes
Se~mSlrc ss/T~i lor . .1 ......•..•..•OEX ............ ldl2 .No ·
SeHching ... S ....... WIS .. 1d8 .Yes ·
Seduction. Art of .J .. CHA/LKS .ld6 .Yes ·
Sct T rIps ......... . . .. 10 ..... OEX IdS .No ·
Skinning/TInning ......... 3 ... STR/WIS .......... IdS ........ Yes
Sbughter .... .. .2 . ......... STR/ INT .. . · .ldlO ....... Yes ..... -
Sleight of HInd ... 2 ........ DEX .. . ..ld6 .. Yes.
Slick TIlker .. .. ... ... .4 . .. INT/CHA.. Id~ ........ No
SOClking .. ........•..•. 08 ... OEX .. . · .ld6 ... Yes .
Socill Etiquette ... .4 ..... C H A .. . · .ld6 ..No .....
Sionemuonry .. .2 ...... STR/ INT. . .. ldlO ..... No .....
Surviu i ..... . . .7 . .CON/INT/W IS ....... ld6 · .Yes .
Swimming .. . ..... 1 ... ..... STR/CON . Idl2 ..... No ..
Telegup!! Opcruing .... .4 .... .INT.. .ldS ..... No ..... Reldiog Comprehension/Penmillship 90% or bemr
Trlckiog .. ..9. . .... WIS .Idi . .. Yes .
Ventriloquism .........8 .. .INT ............. Idi ..... Yes ..
Weil!!er Sense ..........3 .. WIS ............ Idi ... Yes .. .
Wtivjog .... .I .......... OEX/ INT . . ... Id8 . ..... No .....-
prerequisite. Some skills also indicate that the charac· Acquiring Skills with Bonus Building Poinis
ler must have a ce rt ai n mastery of the prerequisite [Advanced Rule]
skill. We'll discuss imprO\'ing skills later in this section.
Fo r a more advanced game, apply the BP bonuses in
FOT f).ampl" Ranger Stram onfy nuds to hav, purchased the
a prorated r."tshioll. For cJo.:amplc, a skill that uses
the Riding skill Ol/le, bifoTt ht (all acquire tht Brollc Busting Intelligence alone reeeh'es the full BP bonus for high
skill. On th, oth" hand, ht must l/are 60% or btlltr 11/ tht Intelligence. A skill Ihat uses both Intelligence and
.\'Ialhematin skill bifort h, (QlI purdlase th, Engil/uring Design
Dcxtcrit} as the releva nt ability scores receives only
skill. half the bonus; the bonus applies on a basis of onc BP
per twO BPs spe nt. A skillthaillses three ability scores,
ACQUIRING AND IMPROVING SKILLS 011(' of wh ich is IllIclligellce, recci\'es the bonu s only
Your character can acquire or impro\'c a new skill all a ba si~ of one BP per three BPs spent.
si mpl y by spending the indicated number of Building
For t:mlllplt, JOSIah "Slirk" .lIcGTl/iler 11/1.1i a 16 IlIltlligellu
Points. Each time a c harac ter spends BPs to learn a
StOTt alld /I/Us a I j·poillt BP bOIlIlS. This gi/Jt! him I j exIra
new skil!, record one mark or "Tally" neJo.:t to that skill
BPs 10 spl'lld Oil skill.s that I/Jt IlI tdligtna as a rf/evolll ability
on the character record sheet.
store. Slick uus Ollt qf Ilitsf. bonllS pOinl$ (0 pllrchase Brewillg
Charac ters that have been in play may also attempt (normal cost I BP), leavillg 111m IVilh 1.J bOllllS BPs.
to acquire or impro\'c a new skill by spending thc
He decidu 10 also purchase Cookillg (lIorlllal COjl I 8P), bill
required BPs, bu t can't acquire or impro\'1~ a skilt that
Ihil rosts him 2 bOllllS 8Ps bemust Cookillg is baud 011
was not attempt(,d during game play,
Inltlligrnct and lI';'sdom. I\'illl 12 BPs Iif!, III duidts 10 buy
For e:mmpft, Ranger Stram has bWI m/)/'lIIg a (011pie qf Gltan Informat/oll (lIorlllll( cot! 2 BPs). Howeur. this skill
Maifan bandilosfrom O,e lerritories 10 a TuiwlI pnsOIl ..W,r (osts hIm 6 bOil/if BPI btcallu Glfall Infirmation has (hTte rei·
a IIarrowingjourntj. h, arriL'es IIllht holdmg pm and d,liem nanl abi/j~) leorn (lnltlli.r:enu. I,'ildom alld Charisllla).
his qllarry. If he tarned or had sOllie BPI to 5pend and u'unt·
.!/Itr makmg thlI puuhaft. he hal 6' botlUS BPs Itft OL'tr 10
ed to acqllire Iht Ltmguage (Spanish) skill. ht could do so only lISt III a Jlmila' fafh/on. Df}I'/'l forgtt. Ilnustd BP bonllses orr
if h, (on~·trStd or fisttned to til, banditos sptaking thtir nati/!t 10M flrt/.'er.'
10ngUt ~ or olhtnt'ist had bun txposed to or con~'mtd with
someone sptaking Spanisll. Skill Learning Modifier
When a cha racte r wants to improve a skill, he simply
Another way that Intelligence, Wi sdom and /o r
purchases the skill again. However, each additional
Charisma srores affect skill acquisit ion or i.mprove·
purc hase is marc eJo.:pensive than the last cumulati\·ely
ment is through the Skill Learning ?\ Iodific r. A posi·
add the o rgi nal HP cost each time }.
ti\'e modifier l'cp resents .. character's natural ability to
For txamplt, J=ilSt JOIIIIII)I bl!,Ys Ellginun'ng Design at its nor- have a gift for learning skill s mo re easily, while a neg·
mal COJI rif 7 BP if Itt wallts to b,!), Engin€"ing Desigll a StC- at ive modifier represent~ the difficu lty in learning
ond lillie, it (osls him 14 BP (7+7= 14). Bu)'illg Engilleering things that require abilities in which the c haracte r is
Design a third lime (Osts 21 BP (7+7+7=21), and so on. weak.
In the case of positi\'e modifiers, a character Illay
Acquiring Skills with Bonus Building Poinis
purchase an)' ~k ill that uses one of those relevant abili·
Any character with a high Charisma, Intelligcnce lies at a lower COSt b) an amoun t equal to thc Skill
a nd/or Wisdom scorers) begins with "bonus" Building Learning ~I odjfier itsell). A minimum of I ac tual BP
('ainu as shown on th e appropriate abilit), score tables must be spent each ti me a characlcr acquires or
above. Bonus BPs represent the cha racter's capac.it)' to improves a ~kill .
learn skills lhal require abilities in which the character
For t'Campl,. Fast Johllny has a 16 Inltfligena SCOTt, thus giv-
exce ls. When bu ying skills, pla)'er~ spend bonus BP~ ing him an Intelligtnce Skill l..Larning .110dijier of 5. If lit
just like sta nd ard BPs, but they may only bl! spent on
ll'Qnts to b!!)' Enginuring Dts;K" (normal cosl 7 BP), it onfy
skills thai usc the ability score from which the bonus
costs him 2 BP (7·5=2). if ht wants to buy Engineering
BPs were ea rned.
Dwgn a suond time, it ol/(r (osts him 9 lIIort BP (14·5=9).
L~t's say that Handsom, JII(k gains thru bonus BPsfrom a BI!) il/g Engillurillg Desigll a third tillle 0119' (lists 16 lIlort BP
13 Il'isdolll score. Ht must jptlld Ihost bonliS BPs on skifls (21-5=16), ami so 011. f/olL'fI.'er, if Fast Johmty wallts 10 bu)'
that 1/(/I·t Wisdolll (alld onfy Wisdom) as tlltir relevant ability. o4nimlll Lore (normal cosi I BP), ht must bl!,Y it st/Jtral linlts
YOll must usc all BP bonuses during charactcr cre· IIl1til the 5 BP modifier if "e~ptl/('~d'~ alld I actual BP has been
allan. Unused 13» bonuses arc tOSI forever, spent, Fast J ollI/llY /III/st buy Allilllal Lorf onafor I BR agaill
jor 2 BPs, and a third timelor 3 BPs, totaling 6 BPs. He can relevant abili0> .scorefor this skill is 10 (the lownt). He thus has
nowjully expend his 5 BP modifier, reducing the total BP cost to a mastery rif 90% in this skill.
ilJ minimum rif 1. He then spmds 2 BPs (the cost rif that skill) and roll.s 1d 10
A negative BP modifier is also applied to skills that (that skill's Mastery Die) for a result if "4". He sub/raclS this
use the relevant ability score, but makes it harder for a result alollg with his relevant abiliry score (J OJ.from 90 (his cur-
characte r to acquire a skill. rent maJtery levdfoT this skill) for a total rif 76 (90-4- I 0=76).
For example, lel'.s say thai Fa.sIJohnny ha.s a Charisma score Hank's mastery rif Animal Empathy is now 76%.
rif 6 (no wonda lit needs to beja.sl), giving him a BP Hurdle
rif - 4. Still, he wants to acquire the Bronc Bu.stillg .skill (rele- Skill Kaslerf laval,
vant abilitiu Strength, Wisdom and Chari.sma). The normal Table 3.1-22: Skill Mastery Levels categorizes various
co.st rif thi.s .skill i.s Ollly 2 BF, but thallh to Fast Jolmny'.s poor levels of skill maStery in order to help players under-
ChaTi.sma, Ihe Bronc Busting .skill eo.s1S him 4 more,jor a total stand how good a character is at a particular skill.
if 6 BE
TABLE 3.1-22: SRILL MASTERY LEVELS
SKILL MASTERY MUlel): R' bS' (Yo) Skill Level
Before your character can use a skill, you need to 100 .. .. ....... ... Unskilled. Ch, n Clcrs m,y only
determine you r skill mastery level - the indication of use uoivern l skills i t this leve/.
how good he is al a particular skill. i\'ow, in order to 99·75 .. . ...•.. .. .• Novice
7'1·50 . . . .. . . . . ... .Avenge
dete rmine a character's maste ry of a particular skill, '1 9·25 .. .. ... . ...• •AdVlDced
you need to follow a simple little procedure. Z'I.\3 .............Expert
First, the character must expend the listed amount of 12-0 ... . ..• •...•. •Mu tt<
BPs to acquire or improve this skill. T h is ea rn s the
character a roll of the relevant skill mastery die, as list· A ~ovice has basic knowledge of the skill, only with
ed on the skills table. Roll one die of this type. ~o\\" no real training. He or she might have dabbled in it a
subtraCt the result of this roll from 100. along with the few times. This range is typically where most skill
relevant ability score (see Skill Basics on page 32. The mastery scores fall for skills with only one Tally.
total result is you r skill mastery level. T he A\·crage le\·el character has typically had some
FOT example, let's sqy thai ai' Hank buys the nOIl-univasal schooling or training in the skill. He has a working
skill Blacksmithing (with relevant abi/tiu rif Strength and knowledge and has a reasonable chance to perform
Intelligence). Heftrs! spends 7 BPs (the eo.st rif that skill), then routine tasks involving the ski ll though he is unable 10
rolls Id8 (that skill's Mastery Die) for a result rif "6". He effectively teach others what he knows.
subtracts this result along with his lowest relevant ability score A cha racter with Advanced skill mastery has detailed
(1 I, since Hank has all 11 Strength and a 12 Intelligence)jrom knowledge and experience. Only the most complex
100, for a total rif 83 (100·6-1 I =83) . Hank's mastery rif aspects of the skill typically trouble him or he r.
Blachmithillg is now at 83 %. Advanced characte rs can teach basic elements of the
If Halik buys the Blacksmithing skill a suond time, he would skill to others willing 10 learn (students must still spe nd
have to .sptnd 14 BP (recall that the second tally is twice as the corresponding BPs) but only to a skill maStery
expensive). He then rolls a d8 (getting another "6"). He sub- score of 49% .
tracts this result along with his lowuI relevant abiliry Store (1 I) A character with Expert ski ll maSte ry has very
jrom his previous mastery score. Sinre hi.s previous mastery was detailed knowledge and expe rience. He can mastcr
83, he improves Ids mastery to 66% (83-6-11=66). even very complex aspects of the skill much of the time.
Expert characters can teach advanced elements of the
Buying Additional Tallies of Universal Skills skill to others willing to learn (students must still spend
For universal skills, characters will already possess a the corresponding BPs) but only to a skill mastery score
mastery better than 100. Th is must be factored in prior of 24%.
to computi ng thc additional benefits from purchasing M aster characte rs have gone beyond what their
the skill. teachers or mentors were able to teach them and have
For example, Halik wallis to buy a tally in 'lie universal skill learned on their own . T hey are considered among the
Animal Empathy. First, he needs to know ilJ relevallt abiliry utmost authorities on the skill subject matter. They
score. Allimal Empathy is based on lVisdom and Charisma and are capable of expanding the field by developing new
since Hank's Wisdom score is 16 alld his Charisma is 10, his ideas and techniques. Master characters can teach

36
others (students must still spend the corresponding BPs) good at individually. If charaClers have the same skill,
down to a skill mastery of 12%. and conditions allow for it, one character may attempt
A character's skill mastery may nOt improve below 0%. a skil! check to assist the Olher characte r in the task . A
successful check indicates that the primary cha racter
(usually the character with the greatest mastery of that
USING SKILLS
skill) completing the task gains + 10% to his skill check.
Skill checks are required whenever a character
O nly one character may effectively assist in such a
attempts to perform a skill. To make a skill check, the
fashion.
player simply rolls a d I 00 (or 2d I Os as percentile dice,
designating one die as the "tens" and another as the If twO characters have complementary but not iden-
"ones"). If the resu lt is greater than or equal to his tical skills, they may also attempt to assist one another
skill mastery value for that skill, the skill check suc- at the discretion of the GameM aste r. An example of
ceeds and the character has accomplished what he sct complementary skills might include a character with
out to do with a reasonable degree of proficiency. If the Tracking skill helping another character with the
the result is less than his or her skill mastery, then the H unting skill. T he definition of which skills are com-
skill check fai ls and the character is not able to accom- plementary to one another is left to the discretion of
plish the task. the GameJ\ laster.
The situation may require the addition or subtrac- Another way to use complementary skills is when
tion of any conditional modifiers, depending on the characters try to comple te a task for which they might
level of difficulty of the task being attempted. The nOt be qualified on their own.
task level of difficulty is a subjective determination For example, suppose a group if settlers is hting stalked by
based on a variety of facto rs. Examples of factors to hos/ile natives. TIle settlers rtali<.t they nud to build a hasty
conside r when determining level of difficulty include fort to hdp defend themselves against the heathms, and quick{y
weather conditions (rain , heat, cold), noise. use of discuss u'ha/ skills they havt as a group. One person has the
improvised tools, restraints and being rushed or othe r- .\lilitaT)· Enginten'ng skill, another has the Engineering Design
wise distracted. The five levels of difficulty are Trivial , skill alld a third has the Admlllistralioll skill. . In addition,
Easy, Average, Difficult and Very Difficu lt. T he skill twelve if Iht settlers have the Carpmtry skill. As a group, they
check modifie r for each is defined in Tablt 3.1-23: Skill sum to have the neussary skills to build a wooden palisade.
Check Modifiers. The skill mastery numbers are added foget/ur and averaged to
delerlllint the effective mastery if lhe group 01 completing the
TABLE 3.1-23: SKILL CHECK MODIFIERS task. Then a membtr of the group rolls the skill cluck using Ihe
Diffic ulty Modifier to Roll group's skill mastery as the target number to exceed.
Tri vid . . . ....+9(101.
En r .+8{1% PARTIAL SKILL FAILURE [ADVANCED RULE]
A\'er ~8e .... ...... .. +~O%
Difficult ... .001. While a successful skill check means that the charac-
Very Difficult . ... . .. ..·10% ter succeeded in his skill attempt, and a failed check
means fai lure, cha racters thaI "barely fail" at their
check still have some measure of possible success. A
Universal Skills GameMaster may al!ow that, if a skil! failed by less
\ Vhen a characte r attempts to use a universal skill for than 10%, the character can still salvage the failed
which he has no tallies, the calculation works slightly check in some manner.
differently. To use a universal skill, the character rolls Explanations of part ial ski!! failures should be rea-
a d lOO and adds his relevant ability for that skill. If sonable and balanced, but always with a deleterious
the mod ified roll surpasses 100, he has succeeded in impa ct for the character. Partial skill failures are not a
his skill check . The calculation on universal skills is "cheat" for that character. Instead, they represent the
done this way to avoid the need to record every uni - truth that some good can come out of failure.
ve rsal skill on a characte r's record sheet.
For example, let's say t/wl Fast Johnny is brewing up some
hooch. if he fails his Brewing skill check by less than 10%, the
COLLABORATIVE EFFORT brtw is simp{y if poor quali!J, though a skilled liar may still be
T wo or more characters may combine their skills able to sell it at a rtduad rale. A Brewing skill checkfailed by
and areas of expertise in order to accomplish a job or 10% or more, however, indicates that the product is nasry and
perform a task that they couldn't do, or wouldn't be as obvious{y unsellable.

37
In another example, RUllning ll'llter (an Indian) attempts to
lise the Primitive l ~apon Making skill. Hefails his check by
TABLE 3.1-24: TALENTS
less than /0 %, illdlcating that the weapon is slightly q[f bal- Taltal BP ,"O.S J
alice (-J to Accurary checks with that weapon). A checkfailed Advanced Sighting .. ... . . . ......... .70
by 10% or more means thallhe weapon is so poorly made as to Astute Observ.u ion .............. • ........ 50
be unusable.
Bl ind-shooTing .......................... .'IS

* TALENTS * Couuge . ........ .............•.


Cmk Shot .......... ..... •...• _. _....... 50
Damage Bonus ....... .... _.•...•........ .75
.10

Tal ents, like skills, improve your character's abilities


in one manner or anothe r. However, unlike skills that Dead Eye .... _...... .... . . . ..• ___ .. ..... 50
must be learned, talents arc natural gifts that each Dead ly Shot ..... ...... ... _. ••. . .•.... ... 50
cowpoke is born with . For example, a character with Dodge ... ... ... ..... . .•.•...•.•.•....... 25
the Blind-shooting talent is capable of better marks- Endurance ........ . . . . . ... ........... .... 15
manship in conditions of poor or no light, than a char-
Fan Firing ...... ...... .... . . . . . . • ...... .35
acter without this talent.
Fas! Hel ler. . . . . . . . . . . . . . . . . . ......... 10
Each talent costs a certain number of BPs. The tal-
Forgetuble Face .. ........ .•. •.• .•....... 25
ent and its cost can be found on Table 3./-24: Talenls,
with full details locat ed in Chapta 6.-1 I Talent Grelsed Lig htning .... .... • . • . • . • . • ....... 20
Descriptions. Great Ambidexte rity ........ ...... .. ... ... 25
Grit ........ ........ .... . .•.•.•. • ...... .50
Guardian Ange l ........ .. . . . . . . .. •....... 30
Hearty .... ........ . _• ... .. . •.•. •....... 50
H ip Shooter ............... ..... ......... 25
Hit Poin t Bonus ........... _. •.• _•. ...... 20
Hold Your Liquor ......... .... ........... 10
Improved Arc of Fire ........ .. . . . ........ 15
IlIher iUllce ................ .. . ... ....... .10+
Jack Rabbit S peed .............. .... ...... 20
Kelltucky Windage ... ...... . • . ...•....... 45
Mounted MHksmuship ...... . . . . . • ...... .'10
Perceive Tendency .. ........•.•.•......... 20
Quick Aim. . . . . .. ..... . _. _. . .. . .. .'10
Q uick Thinking ...... ...... .............. 10
Rapid Reload . .............. . •.• _.. ...... 20
Re puwioo BODus .............•. • . . .......35
Resist Di seastl IofcClion ...... ............. 20
Shot 00 the Run ............. .. . • . • . .... ..50
Spr inter .................... . ... . .......30
Tough as Nails ......... • . •.. .•. . . ........ 25
Veteran G unfigh te r ... .. • ..... •. .......... 20
Wcapoll Bonus ......... • . • ... •. . .... ..... 50
3.21 Advanced Scrapes
bl uk " .. T •• " _ _ ""~~~~''''"' Shot c.oc~
..II " ..
far we've discussed the vcry basics of gun-

S
O blu," " •
fig hting rules. To add more realism to your I .. • .... ..
pu"pl• • •
game, consider introducing some of the
advanced concep ts desc r ibed in this sec tion.
Some concepts are vcry simple, such as addi -
tional modifiers, while othe rs are more complex
- such as mounted movement.
T he Advanced Rules afC presented in a
modular format so that any advanced rule that
takes your fancy can be added 10 your game.
With few exce ptions, the Advanced Rules are
independent of one anothe r, but a couple
build on one another and make more sense
when used together. While the Ad\'anccd
Rules build upon the basic game, ther intro-
d uce enough new concepts and complexity to
be considered an entirely new role playing
system. :\10 mailer how experienced in west-
ern or ot her R PGs you feel your group is, we
can't stress enough that you shoilid NOT try
to inclilde the Advanced Rilles in your first
game session . The result will inevitably be a
game bogged down in minutia while you pore O\'er
the rules again and again. The good news is that the
basic game plays just fine and so you needn't learn all Figure 3.2-1:
the Advanced Rules in one sitting; it's best to learn and
Shotguns Shot Clock
add them grad ually. Add one or two new rules when
you and your fellow players feel the need 10 expand the
game or make shoot outs more realistic. In no time,
they'll become second nature and you'll be ready for
fifth step determine exact shot location), things begin
still more Advanced Rules.
to change:
1. Declare general target
ACTION ORDER
Unli ke the random method employed in Basic Scrapes, 2. Place t h e c enter of th e Shot C lock over the
each player in order of lowest Wisdom 10 highest intended target location on the Target Silhoue tte
Wisdom declares an ac tion when a gunfight is about 10 3. Add all Accuracy modifie r s
erupt. In cases where gunfights erupt due to declared 4. Take the s hot
act ions (" Forge t negotiations. I draw on him now!" , 5 . Draw a c ard to d e t ermine the ce nter of the
those blurting out their actions voluntarily forfeit this s hot gun blast
potential advantage.
If your total To-hit roll was 24 or less, you' ll need to
draw a card from a standard poker deck to determine
SHOTGUN SHOOTING PROCEDURE the center of your shotgun blast. As with standard
Shotgun shooting is only a bit more complex than shoot ing procedures, the close r you were to 25, the
rifle and pistol shooting. T he added complexity comes closer to center the blast center was; the poker card
from tracking twelve (or twenty-four if firing both bar- merely determines which direction the center of the
rels) separate projectiles. To further complicate mat-
blast shot was located ( . = high, '" = low, • = left,
te rs, each shot pellet heads in slightly different trajec-
• = right).
IOries and thus moves fanher from center with inc reas-
6. Place the cente r of the Shotguns Shot Clock on
ing targe t distance. H owever, the early steps of shot-
the center of the s h otgun blast
gun shooting procedure arc ident ical to the first four
steps of the general shooting procedure (declare tar- The dispersal pattern originates from this poin t.
get, place Shot Clock on target location, add Accuracy 7. Rotate the Shotguns Shot C loc k
modifiers, take the shot (roll d20)). Starting \\'ith the

10
Figure 3.2-2: Shot Clock ExtrapoLation
Draw a card and rotate the Shotgu n Shot Clock so
that the edge of the Shot C lock that has thc card
drawn is pointing directly up. ;"I ake certain to keep
the center of the dispcrsal patte rn on the center spot
as dctcrmined in Step #5.
8. De t e rmine dis p e rsal di a m e t e r based o n range
and trac k shots
Find the range from the target on the Shotgun Shot
Clock (each band has a maximum range listed. Follow
the color codcs associated with the range to track indi-
vid ua l pellcts.
9. Ro ll damage (if n ecessar y)
If any shot hits anywhere on the target, roll damage
(see Chapter 3.31 Wounds and Healillg as well as Chapter
3.5 1Firearms fo r information on determining damage
and resultant incapacit ation).

PRIMITIVE RANGED WEAPONS


Use of prim it ive ranged weapons work a linle differ-
ently than firearms. While anyone can use a primiti\'e
ranged weapon, accurate lise of the bow, spear, thrown
axe and knife takes a lot of practice and skill. So
before a man can shoot a target with an arrow, he'll
need to sllcceed in a skill check for that particular
weapon see the Primitive Ranged Weapon Csc skill
unless he's reached E.xpert maslCry. If successful. he
can use the shot clock to 1'011 To-hit as normal.

Table No. J..J,~


PSlllmB WEAPON ACCURACY IODIFlBns SHOT CLOCK EXTRAPOLATION
In the basic game, all To- hi t rolls of 14 and lower
"-~p ""/-, Au ~ 'i'- s." automatically miss the target. Unfortunately, when tar-
geting certain body locations such as the head or upper
To S jui ~, ., chest, this rule essentially eliminates the possibility of
To 10 jui ~. TO
injuring the target's foot 0 1' vice ve rsa in the case of an
aimed shot at the knee or ankle. Use this ad\'anced
To 1$ jui 0 ~,
rule to bring those possibilities back into play.
To .:.0 jui ... d
The Shot Clock E.xtrapolat ion rule works this way:
To Jo jui .,. rL whene\'er a shot has a result that would move it off of
To 50 jui ... "
the Shot Clock, extrapolate the Shot C lock's radian
lines by one inch for e\'ery num ber below 15 on the
To ~o f'J ~ 0 modified To-hit rol l. For example, if a shooter target-
To 1$0 jut ing the knee rolls a modified 12, measure 3 inches out
~ "-
from the Shot Clock. T he direction measured is. of
To .t.o jut ~
.,. course, determi ned by the random card drawing per
To .300 jui ~ ... usual.

To J.5 0 jut ~ "-


REPUTATION EFFECTS ON SCRAPES
To ~ jut .,.
... Characters of low esteem tend to get rattled and lose
~

.OO~ ;'J ~
their cool when the going gets tough. O n the other

0/1 HANi ... ... hand, those desen'ing of respect arc great individua ls
that rise to the occasion, however difficult . In Ihe Aces
T"'-owlA) Two W".,.~ ... "'0

II
TABLE 3.2-2: REPUTATION EFFECTS ON SCRAPES
they 're up aga inst, Fame has no
Disrepuublc: ...CUlt ... ............... Leave fight immcdi1lCly
effect.
Low .......... 25% or more: HPs losl .. .Immediately seck cover uad flee: if shot at aga in
XOu.) if the infamous killer.
Avenge: ....... SIJI'Io or morc: HPs lost .. .Immediately scck cover lnd flee if injured 19lia
.\Iexican Bob, ambushes a cowbo)' ill
Grell ......... Any ...................Chuae!cr has fu ll cho ice to suy or ru n
a can)'Oll alld the cowpoke Ollfy sus
Lc:gcnduy .... .Any .. ................ ,Chancter may never run fro m .I l igh l gllllsmokefrom behind a rock, he's 1101
afficted by Mexican Bob's Fame.
& Eights game, we measure Ihis by Reputation. If
floweur, if ,\lexicon Boh had called him oul ill a saloon. aliT
you\'c read the Reputation section of this book, you
cou.poke might be shakin' in his boots.
know that Reputation has a great many effects on the
game, one of which is fighting. In gunfights. . \ character of Ayerage Reputation suffers a + I
Reputation affects how a character reacls when faced Speed penally and -I Accuracy pe nalty for e\'ery 25
with her own mortality. If a character has a high points of Fame he is below his opponem . A characte r
Reputation, he' ll sra nd taU in th e face of mortal dan- of Low or Disreputable Reputation suffe rs a +2 Speed
ger. But those of lower Reputation will flee if winged penalty and -2 Accuracy penalty for every 25 points of
or wounded. Table 3.2-2: Reputation Effects 011 ScrapfS Fame he is below his opponent. A character with a
shows just how long a character will stick around if Great or Legendary Reputation, or equal or greater
wounded in a shootout. Fame than his opponent, is never affected by his oppo-
nem's Fame in a gunfighl.
For example, let's say Ihal Caleb Brown has an Average
Reputation. In the pw.'ious example, u:t't'e alread), sun him gtl
shot up for 5 points 10 Ihe torso. 2 poinls 10 the legs. "poinls to FACING
Ihe shoulder, and anothtr arrow hil for 2 points - a total oj 13 Clearly. it's a mite easier to shoot straight ahead than
poinls. Xow, we alread)· ktww ht only has 25 hit points. so he s behind you. It's also a lot harder to sec an opponent
losljust a /illie bil mou Ihal/ .50%. Caleb has to immedialeh "hose stalking at your backside than strolli ng up to
seek cover and}lu if he gels S/IOt again. If lie Iwin'l gollell h~'l your rrotll side. In order to take these mailers into
by Ilwl lasl arrow, he could still sta)' right u'here hes al and account, we'll need to know which way a given char-
fig/II for a spell. Nole Ihal he doesn'l nud 10 flee Ihe fighl after actcr is fac ing at a given momelll in time. T he Facing
he seeks cover; he can continue 10 shoot from behind cour. Bul rules require miniatures for clean adjudication; wit h·
if he suffirs so much as a gra<e, he'll IUed to skeedaddle and out figurines or markers of some SOrt it becomes much
headfor long-Ierm safilJ: more difficult. If you don 't usc miniatures with your
game. the G:\ I and/or other players must decide
FAME EFFECTS ON SCRAPES which way a character is facing based on the p layer's
Even the sturdiest character can get flustered if stated actions or positioning. Application of the
Facing rules is the sam e if miniatures arc used or not.
faced with a famous opponent. Depending on the
Fame and Reputation of a characte r, his opponent can A moving character's front facing is almost always
ca use nervousness and panic before a gun is e\'en the direction in which that character is heading (only
drawn. Of course, if the opponents have no idea \\ho exceptions being when a character is sidestepping or

FIRING
ARc B
FIliNG
FIliNG ARC C
Ate B Front
(chest direction)

FIRING

Figurt 3.2-30: Arcs qf Fift jor a right-kolldrd pistol skoour Figurr 3.2-3b: Arcs oj Firtjor a ngh/-handtd rifftmarl
(also applicabltJor II 11l-halldtd rijltmoll) (also applicabltjor a 11l-handtd pistol shoo/a)

12
backing up. A stationary cha racter's frOllt fa cing is For txamplt, Francis Dodgtr alld Wilbllr .\Iarshall artfirillg
ALWAYS the d irection his chest is facing. A character shots at tadl otlttr ill tilt Wlttr rif .\Inill Stmt. IVilbur's shots
suffers both Speed and Accuracy penalties the further art gtlling pUll)' r/Ost, so Frallcis dtcidts to rUTI down a sid{
Ih at charaeler fires from his front facing. Figurt 3.2-30 slrut, glancing ot·tr his shollldtr alldfin'ng balk at IVilbllr tht
a nd Figurt 3.2-3b: Arcs 0/ Firt defin es Ihe specifi c arcs of whole timt. Sina ht's shooting bthind himstif (in Arc D).
fire. Tablt 3.2-3: Firillg Art .llodifitrS lists associated fir- Francis s~JJtrS a +5 Spud ptllalty alld a -5 Acrurary ptllalty.
ing penahies.
Facing and 11uget Acquisition
TABLE 3.2-3: FIRING ARC MODIFIERS Facing also affects the Speed in which a character
LocHio n Speed Accunc ), can change targets. Depending on a character's facing
Firing in Arc B ........... I ........... -1 relative to the ne\\' target, he suffers a penalty to his
Fir ing in Arc C ......... .2 ........... ·2
Speed as listed ill Tabit 3.2- 4: Targtl Acquisition Penaltits.

F iri ng in Arc 0 .......... 5 ........... ·5 TABLE 3.2-4: TARGET ACQUISITION PENALTIES


Acquisi tion Speed Penalt y
Arc A is always in fro nt of the characte r, so there's
Acquire new tuget < 30° from center . ...... .l
no particular Speed or Accuracy pcnalty for firing
there. Likewise, Arc D is always behind the character. Acquire ncw urget < 90 0 from ce nter ........ 2
Howeve r, the location of Arc B and Arc C \'ary Acquire ncw tuget < 150 0 fro m ce nte r ...... .4
depending on the shooter's weapon hand. For a right- Acquire ncw urget > 1500 from centcr .......8
handed shooter with a pistol. Arc B is on his right and
Arc C on the left. For an hombre with a pistol in his Further. an~ time the shooter looks away completely
left hand , Arc B is o n the left and Arc C on the right. into a different .\re or the target goes out of view and
Hold your gun hand out in front, and then swing it to reappears in a differellt location such as ducking
the side. NO\\' swing it to the othe r side. You'll find it behind a waler t rough and crawling 10 the ot her end
easier to aim on the sa me si de as the gun hand. before poppi ng back up , the shooter will need to re-
Of course, if you' I'c holding a long gun, Ares B a nd acquire his target.
Care gonna swap. For a right -handed shooter with a For txamplt, Itt's say titat Frallcis Dodger stops TUlllling. alld
long gu n, Arc B is on his Icft. For a left-hander with a tums to/aa II i'lbur. _\'Ow ht'sfiring in Arc A again (no addi-
long gu n, Arc B is on lh e right. That's because you 're tiollal Spud or . Imlfary penaltits). Suddtnly, Frallcis decidu
stretch ing the off-hand out to hold the barrel. If you to changt targtts alld sltool at Charles Grant illstead. If IVilbur
want to try it, bring up your arms like you're holding a alld Charles art standillg right IItxt to each other, that's all wtll
shotgun in your off-hand and pu lli ng the trigger with alld good silla C!wrlu is Ius than 30"/rom Frallcis'last lar-
your main hand. Swing your al'lns to one sidc, then to gel (WilbuT), tltert's /10 Spud penall)'for acqllin'lIg a Ilew tar-
the other (with your legs and lower body firmly plant- gtt. Bill wlial if Charles is //Iort Iltan 30' away, 011 the oppo-
ed where they are, of cou rse). As you can sec, it 's eas- site side rif tilt slrut? I II lliailliis installce, Francis Itas to 111m
ier to move to the side with the outstretched hand. his ga<.e, or tWI IItad and body, and look for and acquire his
new target. In t!wt caSt, he suffers a +2 Spud pellall),
I II anothtr txamplt. Frands alld II 'ilbllr art on !lOrs{b alk,
wilh Frallcis ill tht Itad alld II 'ilb"r in pllrsuit. Francis tUTIIS
01 2 aroulld alld ai//ls his pistol at Wilbur a +B ptnalfy to Spud
for utqllirillg a IItW largtt //IOrt thall 150· from (lllttr (in this
cast aboul /BO '). Frands also gtlS an additional +5 ptnalty
10 Spud (+ /3 tOlaf) and a -5 ptlla/l)' to Auuracy for firing in
Art D. I-IOWtt·tr. 011 his stfolld shot, Francis on!J sufftrs the +5
4 Spud ptllalty alld 5 Accuracy jJtllalty, since he's a/flatly
acquirtd Il 'ilbur as a targtt.
0/ courSt, if Frmltis tur"s arollnd/or a whilt, Ilttll lit has to
acquire I Vilbllr as a target agaill. a ll tlie otlier hand, if he stays
looking at Wi/bllr, he dotsll'l ha~·t to acqllirt him as a I/tW tar-
get, and his Spud alld AUllracy penaltits unwill tlte same.

Pe~ulli{1
LINE OF Sla HT etc. - simply place those over the Target Silhouette and
A characte r can only fire on another character if he you're ready to roll.) If the shO! hits cover, roll damage
has a straight line of sigh t to the target - if a player as normal and consult Table 3.2-5: Hardness Values.
can pull an unobstructed piece of string or shoot a
lase r pointer between the miniatures then the shooter TABLE 3.2· 5: HARDNESS VALUES
has line of sight and may fire normally. Note that if Mneri~J One hp_Redu ted Per (iothes)
line of sight is obstructed comp letely or by cover but is Timber/wood. hard (OJ.k. etc.) ..... 1/2-
otherwise straight (i.e. , not firing around a corner), the Timber/wood. soft (piDt. etc. ) ..... ]1/2-
shoote r may still take the shot and hope to shoot Iroo (e.g .. skillet) ........... . ... l/S-
through th e cover (sec "Cover & Visibility") andlor W~ lcr (e.g., io ~ trough ) ,. ... 4-
B~ ltd Hay .. .... . .6-
cause the target to duck down or otherwise remain in
cover (sec " Flinching").
SaDd ......... ..... . .. .. r
Lcnm/dirl .... ..Z-
Clay (e.g .. pottery) ...........•.. I/i -
COVER AND VISIBILITY Leather (e.g .. ndd le) l/f
It 's only natural that a right-minded pe rson wants to Flesh (horse. humlo. tIC.) ..... 11/2-
take cove r while returning fire rather than stand in the BoDe (mao or aoimal) .. .. ... l/f
open. There arc no modifiers for CQ\'cr in the A rts & TiD (taos. sigll. CIt.) ... . ..... 1/2-

Eigflls game. T he Shot Clock system handles this situ-


ation very well without the need for separate modifie rs. Deduct one hil point from the damage for each inch
If a CO\\1)oke is sta nding behind a bouldel; trough or in or fraCiion of an inch of cover material as listed . If
a window, simply use a piece of paper to obscure the the damage number drops to 0, the bullet is lodged in
portion of Ihe Target Silhouette that is behind cove r the cover. If the remaining damage of the bullet is
and use the Shot Clock overlay normally. (If you have greater than 0, the bullet passes th rough th e cover and
a download or accessory with scale cmouts of various if th e shot would ha\'e hit the T arget Silhouette,
sta ndard items - barrels, troughs, windows, doorways, injures the target in the appropriate location.
Figurt 3.2-5: Missed shots Ihal might (QUSt Flinching
For example, let's say that our old buddy Clqy Powell is
slallding at Ihe edge if a porch, beilind a wooden barrel. Some
ornery balldito hiding in the bushes takes a potshol at Clay with
a rifle, but misses his chest and shoots at his legs instead, hil-
ting the barrel for 6 damage. The empty baml is made qf
hardwood and is a half-inch thick (remember, the bullet must
travel through both sides). Instead qf dealing its normal 6
poinls qf damage, the bullet deals only 4 (6-1-1) points qf
damage (assuming it wouldn't have gone between or around
Clay'S legs).
Under certain other conditions, a target might be
obscured due to visibility conditions but not otherwise
under hard cove r. In these cases, the target is simply
harder to see and thus harder to hit. Therefore, the
ta rget rece ives no physical protection from its conceal-
ment, bu t the shooter suffers a visibility modifier to his
To-hit roll as set forth in Table 3.2-6: Visibilit), J/odiJim .

TASLE 3.2-6: VISIEILITY MODIFIERS


VisibililY Modifier
Sbooling blind. complete diTkness . . . . . . . . .. . ..g
Poor visi bilily .. .. . ....... ... -\ 10 ·7
We ~ k moonligbl. dense foli~gc. OVCtC~SI fuJI moon -7
Full moonligbl _.. .... . .. ...... . ..... ......... .. .. ·6
Tbick foli,gc. th ick cum ins . _. .. __ . ...... _.. ... . .. ...... -5
Dim lighting. dusk. silhouettes, hc~vy sbOldo"'s. vcry thic k fog .. - ~
fiTl y d~"'II. forchligbt. fog. Tbick smokc ............... _. -3
0 1",n. hrighTligbts OUTdoors ~ t DigbT. thick hue. smoke .. -2
Light smoke. hn e. Tbin fobg' .. .... ................. . .. ·1

Using the same example as above, Itt's say that Clay was
standing on that porch in the dark, taking a gander at the stars
and musing on his lifo's work. The bandito gets a -6 penalty check his willpower by making a Wisdom check modi-
10 Accurary, because the moon is full, tlu sky isn't clouqy, and fied by deducting one for every gunfight the eharac·
Clay isn't hidden fry any shadows. If Clay's backlit by a win- ter's been in (sec the "Experience" section for more
dow or open door, on tht other hand, he's no harder 10 spot than information on \\'hat is and isn't a gunfight). A failed
if ht Wert III Iht middle qf lHaill Street al II/gh I/oon. result indicates that the target has flinched and ducked
under cover (if available) or othe rwise turned his head
FLINCHING and suffers a Speed penalty to his next non-Movement
Flinching can occur whenever a character is shot or (see '·i\ !o\·ement") action. Likewise, any time a char-
a missed shot comes close enough for the target to feel acter is shot, he must check his willpower by making a
or hear the miss. Wisdom check modified by deduCting one for every
gunfight the characte r's been in and further modified
These instances include the following:
by adding the wound severity/hit points suffered as a
":? Shots hitting a spur, reins, hat, clothing, saddle, result of the wound.
gun or other accout rement.
T he flinching penalty is equal to the number that the
: ? Any miss within one pie slice of a hit or graze to roll failed by_ If the target has cove r, the minimum
the head as shown on the shot clock (see Figure 3.2-5). flinch time for failure is 5 CountS as he drops behind
9r Any miss that hits cove r or other hard terrain the cover. Further, the ducking character loses line of
within two pie slices of a hit or graze anywhere on the sight, any acquired targets and any consecutive shot
body as shown on the shot clock (see Figure 3.2-5). bonus.
A shot that close to a man might give him pause to For example, Itt's say tltat Theodore "Thee" lVilry and
consider his own mortality. T he target's requi red 10 Fernando I'ilsque~ had a bit qf a dispute that tllflltd into a bit

15
qf a gunfight in the salooll. Femando takes a shot at Th ee, alld
Femalldo's playr rolls To -hil. He misses, bill IIie bullel passes TABLE 3.2-9: MOVEMENT ACTION RATES
wilhill Iwo pie stiers qf what would have beell a hit on Ihe SIIOI ACTion CoUDIS
Clock, strikillg Ihe wall jusl behind Tlue. That sound ain'l Drop prone . . . ...... .3 Couo"
Cuwl/molJ ... . . ....... . . .5 £(cl/ 20 CoU ll!
exacl!>' cOl/iforting, so Thee has 10 make a I Vlidom dud 10
W~ l k . .. .. . .... . ..... .5 fw / lD CoU DI
avoidjlinching. His IVisdom's on!>' an II, and he's on(y beell Jog ....... .... ..5 fl/S Count
ill OIU gUlifighl. His pla)'ff rolls a 13, minus one Jor the gUII- Run .s
.. . .. . £« 1/3 CoUOT
fight, Jor a 10101 qf 12. He lleeded all 11 (Thee's Wisdom Spri nt" ' ..... ... .10 fec!lS Count
score) or lower, so Ihal mealls he failed. Thee flillches. He Hd l run/sp rioT ..... .. ......... ..... .. .10 feCI o,'cr 01 10 CoUOI
failed his roll by 1 (12- 11 = 1). so he's gala +1 Spud p(1lol- Chaoge F,,;o8 (I h ee) . . .1 CoUDI
!y 10 his lIeXIIlOIl-AJovemelll actiOlI. Alternalive(y, if Thee fwd Chaoge Flci n8 (2 h ees) . . ... . . . . . . .2 CoUOI
ChOlRgC F" ing (3 fms) . . ...... .. .. . .3 CoUDI
ally cover to drop behilld, he would've had 10 use iI, Mding Sit/ kneel fro m proDe. . . . .3 Couot
behind ilfor 5 CounlJ (instead qf slifftrillg Ihe Spud pellalfy). Knee l/siTfrom shn ding .... . .... . ...2 CoUOI
Suod from sittio g (ground) ..... ..5 Co UDI
EXPERIENCES Suod from koccliog/silliog (chOi ir) .. ... .3 CoUDI
Pick up dropped wcapon . . .. . . . .5 CoUOI
It's a well -known fact that slugs of hot lead heading Check .... clpon: ]nad .. . . ....... .[0 Coull!
in a body's direction tend to make folks uneasy. espe - Chec k wClpon: ..ot king order .. .. .. . .. ..2(1 Co nn!
cially so when the man fi ring the shootin' iron is in a
killing mood. Ofl times the difference betwixt li\'ing '0 CoulH when combined with aDother move on this chart.
and dying is the ability of a man 10 stand firm under " 5 seconds mal' pa hour
Dodging/ol£'uS Spetd by one increment {e.g.. Run becomes l og}
such d ire situations. While most neyer get fully co m-
fortable with being shot at, the edge dulls a bit the Counts associated with it. as listed in Table 3.2-8:
more a man gets exposed to such a hazard. :l lovemelll Aclioll Roles.
Specifically, the more times a charactcr has fired on an Obviousl}; a charactcr ca n't sprint from a sta ndstill,
opponent that eit her fire d first, fired back or was draw- nor stop on (l dime from a full sprint. From a st anding
ing o r otherwise fixin ' to fire back. the beller that char- position. a character can begin to walk or jog immedi-
acter becomes at keeping his cool under fire. Table 3.2-
ately, but nOt run or sprint. A walking or jogging char-
7: Experiener M odifiers shows the Speed and Accuracy actcr can mo\'c to a run or sprint. A character can halt
disadvantage s of inexperience and ad\'antages of a walk or jog at any timc and may halt a run or sprint
experience. Note well that to quali fy for a gu nfight,
over 10 fect and a 10 Count ( I second).
the character must have been shOi at or be in real dan-
ge r of receiving return fire heading in his direction Xote that if (l character docs not havc sufficient
(such as in a showdown, quick draw, etc.). Sniping room in which to halt his run or sprint (e.g. a wall is in
from a second Story window at a target doesn't count hi s way), he will still come to a stop - albeit it grace-
as a gunfight unless th at ta rget spots the yellow-bellied lessly. Running into a solid object req uires a Dex
shooter and returns fire. check. If this is successful, the character only suffers a
10 count penalty. If unsuccessful, he suffe rs d6-4
TABLE 3.2-7: EXPERIENCE MODIFIERS points of damage, incurs a 20 cou nt penalty and must
G unfight s S ur vived Speed Aceurlcy roll on Table 3.2-1-/: .\ (m- Il eapon IlIjllry Localiol/. (Roll
o(g reen ) .. .. .. A .. .·2 3d20+24 to determine injury location and d6 for f\on
1 ...... ••. .2 .. .........0 \\'eapon Injury Type.)
2-3 .I ..... .1
4·6 .. .. .. .... .. ...0 ..2 Sprinting into a solid object is usually more injuri-
7·10 ..·1. .. .3 ous. In this case, the characte r docs not receive a Dex
11+ ... . . ••.. .. ..-2 .. ........ .'1 check to mitigate the impact. He suffers d6~2 points of
damage, a 20+d20 count pena lty and must roll on
TACTICAL MOVEMENT Table 3.2-14: Non- IVeopol/ Injury Localion . (Roll 3d20+24
Despite the excitement of an in-your-face show· to determine injury location and dlO for Non-Weapon
down, at some point most characters want to do more Injury Type.)
than stand in one spot in a tact ical si tuation. T reat A standing, crawling or walking characte r ca n
movement during a shootOut or other time-sensitive change fa cing at any time. A jogging character ca n
situations like d ischarging a weapon; the character change onc or twO facings per move, a running char-
declares where he wants to move and how fast , then acter may only change one facing per move and a
moves. Of course, each move has a certain amount of sprinting character may not change facin g.

16
For example, tHigutl Marlinei! Garcia decides lie's gonna run
down tile slrut and pick up a gun some fool lift selling in Ille
TABLB 3.2-10: MOUNTBD TURNS
dust. His pia)'er rolls a d 10 for initialive, gelling a 4, and Horse Gl i! SOIfd ), Turn Up To: With Ri de Check CIDTurn Up To:
Wl lk . .. . . ... Any . .. . . . ....... ..... N/A
Aliguel's base Spud IS a +3, so lie can start walking or jogging
Tro! . . .. . 60 degrees / I fOieing . .. .. ..90 de grees I I 11I hei ngs
when Ihe Counl Up reaclles 7. On 7 Count, lie starts jogging Lop< ... ~5 degrees Il/~ h eing .....60 degrees I full hci ng
(moving 5 fiet per 5 COllnt). I Vhen the Count Up rearlus 12 GOIHop. ... 30 degrcts II11 filcing .... . .~S degrees I Vi heing
(7+5), he's moved 5 fiel. "vow he can kup jogging or start run-
ning (moving .5 fiet per 3 COUllt). Miglltl decides 10 rull. On ing faster than a walk may be turned no faste r than
15 Count (12+3), he's moved another 5feel (lOfee! total). once per second; the turn takes place at the cnd of any
.l1iguel call keep running or start sprinlillg (lO fiet per 5 full second with no prior turn. The degree of turn
Count). He setS the pistoll,ying Oll[y about 15 feet awa)' alld \'aries by how fast the horse is moving.
knows he'll haL'e to slow down ill a bit, so he keeps rWllling. A trotting horse can turn safely up to 60 degrees
movillg another.5 fiet whelllhe Count Up reacltes 18. He starts one facing or 90 degrees (one and one-half facings)
slowing his mil (to halt at 10 fiet over a 10 Counl), stopping with a successful Riding check (fai!ure indicates the
0/1 28 COUllt almost rigll! 011 top d the pistol. He kneels dowlI horse only turns one facing and requires another
to pick it up, which lakes 2 COUlltS. picks up the gUll for 5 Riding check. failure of the second indicates the rider
COUllts and thell stands liP agaill, wltiell lakes 3 more Counts. has been thrown from Ihe saddle).
011 38, he's standing wilh the pistol in his hand. It look him A loping horse ca n turn -1-5 degrees ('/4of a facing) or
3.B seeo/lds (38 COUllt) to rlln to the pistol and pick it up. less without penalty, 60 degrees a full facing) with a
successfu l Riding check failure indicates the horse
1kctical Mounted .Vovemeni only turns '4 of a facing and requires another Riding
J USt as soon as a characte r manages to buy (or stea l) check. failure of the second indicates the rider bas
a horse, you'll be needi ng rules for horse movement. been thrown from Ihe saddle).
Hand!e mounted movement in much the same way as A galloping horse can turn 30 degrees one half fac-
movement on foot - decla re action and, after a certain ing) without penahy or 45 degrees '% facing \ with a
amount of time. your character and mount have successful Ride skill check failure indicates the horse
moved. Table 3.2·9: MOllllted "lovement Aclion Rates turns one half facing and requires another Riding
shows the rates of mounted movement and other check, failure of the second indicates the rider has
actions. been thrown from the saddle .

TAm 3.2-9: MOUNTED MOVBMBNT ACTION RATBS A skilled rider ca n make a special slide-stop maneu-
ver to stop andlor turn a gaHoping horse faste r than
~e 1ion Speed Modifier
WIlking ...5 fcc1l1O Coun1 normal. With a difficult Riding check, a mount going
Tro1ling. . ..5 fil S Coun! at a full out gallop can stop by gathering its legs under
Loping ... . . ..5 feet/ 2 Count it, sliding with its hind legs (hooves still down) while its
G~lloping .. . . . . .s fect/ l CoUll! forelegs remain moving. The result is a ncar-complete
Turn sunding horse .. .. ..... ....... .3 Count per h eing stop oyer 3 seconds covering a mere fifteen feet with
Turn moving horse I fleing or less . ...0 Coun! the horse turned 90 degrees from original position.
Turn moving horse 2 hcings or less .. ... ..3 Coun!
Turn moving horse 3 h eings or less .. ... . .6 Coun! Furthermore, at the horse or rider's option, the horse
Moun! horse ....... ... ....... .. .....20 can lope right out of the stOP without moving through
Jump from horse's bOie k . .. .. ... .. ... . . . .\0 Count the othe r gaits (the decision to move to a lope mUSt be
made immediately and the move continues as no rmal,
Horses accelerate slower than humans and must i.e. , 2 CountS after the slide-stop is complete the horse
move through eve ry gait when accelerating; a horse moves'; feet in the new direction). Failing the Riding
must first move at a walk, then trOt, then lope then full check indicates that the rider has been thrown.
gallop. A walking or trotting horse ean stop immedi-
Nolt\ whal if Migllel lHarlinei! Garcia wants to mOl/lit a
ately. A loping horse may stop after! 0 Counts and .;
horse and gel tile lull Ollila !OWII? l'I'e saw 111 Ihe previous exam-
feet of movement. A galloping horse can stop on ly
ple thai lie was stalldillg ill the slrut wilh a pistol whm Ihe
after 20 feet of movement over 40 CountS (! 0 feel over
COllnl Up reached 38. I I'ell, let's sa)' he's 011(;' 5feel awa),
10 Counts followed by 10 feet over 30 Counts).
from a horse tied 10 a nearby hitching post. He jogs (moving 5
A standing horse can change facing at any time (at a feet per 5 Count) to the horse, reaching it on 43 COl/III
rate of 3 CountS per face). A walking horse may (38+5=43). It takes him 20 COUllt to unhitch and moulIl the
change up to 3 facings pe r 5 feet moved. Horses mo\'- horse, so he's mOllnted when the Count Up reaches 63. He turns

"
Ihe slmlding horse 2jacings (3 COUll! each,jor a folal of 6), so Loping: T he character suITers I d6-2 points of dam-
if's fumed Ihe way he wanfs fa go when fhe Coullf Up reaches age from the fall. He must also roll on Table 3.2-/4:
69 (63 +6=69). Non-lVeapoll Injury Location . (Roll a d I 0 for Non -
He nudges lhe horse iI/to a walk (5 jeef per 10 COUI/f), so it's Weapon Injury Type.)
moved 5 feet when fhe CO/lilt Up rtaches 79. He speeds up to G a lloping: The character suITers I d6 points of
a Irol (5 ji per 5 Count), so Ihe horse has 'raveled anotiter 5 feet damage from the fall. He must also roll on Table 3.2-
(10 feet loIal) when the Count Up reaches 84. Migud urges the I.J: Xon- ll-eapon Inju ry LocatiOll. (Roll d8+2 for Non-
horse illto a lope (5 feet per 2 COllllt), so il moves allolher 5 jeel Weapon Injury Type.)
all 86 (for a lolal if 15 jeet). Note: For any Hyperextension injury to the back , roll
a d20. A "1" indicates permanent pa ralysis. If such
Thrown f rom Ihe Saddle injury is suffered to the neck , roll a d I 0 with a "I"
Being thrown from a horse can result in serious indicating permanent paralysis.
injury. How serious depends on the speed of the horse.
In all cases, a 30 COUIll penalt), is applied and any Movin g 11ugets
hand-held items are dropped. Further specificity Clearly, mO\'ing targets are more difficult to shoot.
depends on the horse's gait. This truism is reflected in Table 3.2-/ I: Target Movemenl.
Walking : The character suITers I d6--J. points of T here is no Accuracy modifier for moving targets trav-
damage from the fall but recei\'es a Dex check to miti- elling in a direction less than 30 degrees (half a facing)
gate the impact. Failing this means must roll on Table directly away from or directly at th e shoot er. However,
3.2-14: NOI/- ll-eapoll byury Location . (Roll a d6 for Non- dodging modifies the shooter's Accuracy regardl ess of
Weapon Injury Type.) the direction of th e moving target. Furthermore, the
Accuracy penalty for a dodging target compounds
Trotting: T he character suITers ld6-3 points of with any other Accuracy modifier for movement.
damage from the fall but receives a Dex check (made
at a -4 penalty) to mitigate the impact. Failing this
means must roll on Table 3.2-14: ..\ oll- ll eapon IlIju7)' TABLE 3.2-11: TARGET MOVEMENT
.... ction A((u rlcy
Localion. (Roll a d8 for :\'on-Weapol1 Injury Type.
tnwling/ strolling .... . . .-1
wI lking ... . ...-2
JogglDg .. ....J
ru np ing ••-4
dodg ing" .. .-2

moupted"
WIlking ... ,·2
IrOlling . . ... . .. ...-4
loping . ... . ... . .. . ... . . .-6
g)lloping .. . . ... .. ... ... .......... ..·8
"Dodging adds IJ;ith other mOllCmlnt types
"·Con hit horse - ,hed, silhouette for misses

For example, a dodging target (-2 To-hit) moving at


a run -..J. To-hit) will have a combined penalty of - 6 to
the shoote r. If, in the foregoing example, the dodging
runncr was running directly away from the shooter, the
tOtal penalty would only be -2 for the dodge. T he - ..j-
for running doesn't count because the runner is mov-
ing at less than 30 degrees (a half facing) relative to the
shooter.
ut's say Ihal I\1Jiguel !\larlil/ e~ Garcia (from the previous
example) IS still riding Ihal loping IlOne down Ihe slm! towards
Ma rshal Cody and lhe Count is at 86. M arshal Cody already
Iws his g"n drawn, so he aims it (4 Count) at Miguel, bill
decides to Fire Deliberalely (+ 4 Speed, +2 Accura0'), so his

18
SIIOI goes W 011 94 (86+4+4=94). In Ihe meantime, Miguel's Ht spends .j CO/lilt 10 aim, pIllS another 3 buause rif his gal-
horse has slarled galloping (5 fiel per I Counl), mid all 94 he's loping horse (from Table 3.2-1 2), al/d so can fire on Count 101
alreaqy moved 40 fiel. He's passing the marshaL so Cody gets (94+ 7=1 0 ' ). In the meanlime, llis horse galloped allother 35
a - 8 Accuraq penalty 10 hil M iguel. He makes his To -hil roll fiet (5 fiet per I Count), so M iguel's range modifier ml!)' fwv(
alld adds his modifiers (including Ihe +2 Accurary for Firing gal/ell a lillie worst (as has Coqy's). When tlte Count Up
Delibera/ely), bullu misses. Now, if M iguel decides 10 shoot at reaches 10J, he fires a shot at a -3 Accurary pel/alty Jar gal-
Coify, Miguel's penalties will be a little different, since he's Ihe lop/llg - and misses. Normally he couldjiTe his six-shooler olue
one movmg. every 5 Count, but because if Ihe 3 CO/IIII Speed pmaltyfor gal-
loping. he can'lfire again unlill09 (101+ 5+3 -=-109). He
Combining Movemenl and Shooling mous anolher 5 fiel 01/ 102. agalll on 103. J04, 105. 106,
Once you've mastered th e rules ror shoot ing and 107. and 108. On 109, he fires agaill alld moves allotlier 5
movement , you'll naturally want to combine the two. fief. alld so 011.
This adds a whol e new level or complexity to you r Aces T he best way 10 keep track or these tWO types or
& Eights game, so please be certain that you 've mas- actions is separately. ~I ost players find it easiest 10
tercd th e shooting and mO\'ement rules berore using keep a running tall y or when their next move occurs
them both at the same time. BtH don't be put off too and when their next firin g action OCCllrs. \\'henever a
much; arter practicing these rules a couple or times modifier crops up that affects one or the other, simply
mOSt playcrs easily master th ese as welL or course, add th e modifie r to the next action's Count numbe r.
combining movement and shooting gi\'es rise to a sct
or new modifiers list ed in Table 3.2-12: .Ilol.'fmtnt MISHAPS & FAILURES
Modifiers to Shooting. Any time a character rolls an unmodified " I" on his
To-hi t roll. his shot automatically misses (ir it 's even
TABLB3.2-12: MOVEMBNT MODIFIBRS TOSHOOTING fired at all and he probabl y suffers some form or
Sutus Spt:td Penah):' Awmty Penalty mishap or railure. To detcrmine the problem, roll a
t rawlins ..........Must stop .............. Must SlOp
dO,o 1-100 and consult Table 3.2 ·1 3: M ishaps and
strolling ....0 .............0
..alkins .. . .. .1 ..... .. ......... .. ... ~ 1
Failures locatcd on the rollo\\ing page .
jogging ............... 2 .. -3 pistoV ·6 rifle
fUODlOg ... .. A . . -'I pistol! ·8 rifJc Mechanical Rlilure
dodging" .... ..2 ............ 'I pistoV ·8 rif le
Bclow are the descriptions or the possible mcchani-
MouDted cal ra ilures ror firearms. Ir the table indicates a result
studing .......2 ......................0 that does not affect that type or weapon (ror example,
....alking .. .2 .1 broken cylinder rod for a gun without a cylinder), do
trolling . ........ 1 . S pistoV ·10 rifle nOI reroll; the shooter gOt lucky and there's no adverse
Joping ....3 .... .... . . ·3 pistol! ·6 rifle effect ror that mishap .
gaJloping ... . ... . ....3 ...... .. ... .J pistoV 6 rifle
Butts tock/Grip: The buttstoc k (rine or shotgun)
'Mowmenl Spud penaltifs never modify move ment actions. only
gunfight related actions.
or grip (pistol) is badly broken. A long gun with a bro-
"Dodging reducts actual mowment Spud by one degree.
ken buttstock ca n no longer be shoulder fired or aimed
(in other words, all shots are hipshots). A pistol with a
badl y broken grip cannOt be fired.
Since moving and shooling are completely separate
act ions, all players need to keep track or their moving C ylind er Rod: Th e cyl inder will not remain in
and shooting actions separately. T his is handled dur- place and rall s ou! when the cyli nder rod is broken.
ing the Count Up in exactly th e same way as each Obviously, th e gu n cannot bc fired. No effect on gu ns
moving and shooti ng were handled bero re: declare without cylinders.
your action and it occu rs at the time it takes to com- Eje ctor / Extrac tor: A broken ejector (in thc case
plete. of a rine or most pistols) or extractor (in Ihe case of a
For example, M iguel Martine:::. Garcia (from the previous shotgun) won't eject spent cartridge cases. A rine with
example) wants 10 ride his horse down Ihe slmt whilefin'ng as a broken ejector cannot be fired since a casi ng remains
fast as he can from his six-shooler al Marshal Cody, wllo's lodged in the gun. T he affected shotgun barrel cannOt
slandlllg in the slrul. /..e/'s assume this gunjight is afread), in be reloaded. A pistol (or revolving riOe) can no longer
progress, the Count Up is a194, and Coqy hasjuslfirtd a shot be fired on ce oul or shots.
on COUllt 94 - missing M iguel. Miguel already has his weapon HalDlDe r: Wh en the hammer breaks, the firin g pin
drawn . or primer eannot be struck, rendering the gun useless
TAELE 3.2-13: MISHAPS 8. FAILURES SUETABLE 3.2-13A: MECHANICAL FAILURES
BclL(.dJOO) Mi,b.pwil=
RclL(.dllill) Mi,b'pLE,mm
01-09 ......... Buttstock/ grip
01-02 ....... Consult Subublc 3.2-13A:
10·18 .........Cylinder rod
Mcchaic.J.l F~ilurcs
19·27 ......... EjeClor/ exluctor
Ammo FJi/urc
28-36 ......... Himmer
03-]0 ....... Dud
37·'15 ........ .I ntern)l put
11-12 ........ UnderlOid, minor
46-54 ........ Lever
13-14 ....... UnderlOid, ffiljor
55-61 ......... Loiding gile
15 .......... Blown primer or overloid
62-71 ......... Migazine spring
(50% chi OCt of either)
72-80 . . ....... Miinspring
16-19 ....... Cise scpH.l.tion
81-90 . .. ...... Sight
20-21 ...... .Incorrect sizing_ ffi.l.jor
91-100 .. . . .. .. Trigger
22-23 ...... .Incorrect sizing. minor
24 ......... Ch.l.infirc
25 ......... Fhmillg debris
Cedt Flijutc
26 ......... Boot/ foOlgCiT brc.l. ks
27-29 _. _.... S.l.ddlcb.l.8 bmks
30-32 ....... Belt / holster brc.l.ks
33 ... . .. Holster loosens
34-35 .... Shirt lem
36-37 ....... Vest rips
38·40 .. ButtoD pops
41-42 ....... Hat torD
43-44 ....... Piots leH
45-47 ....... Sick/ big/ pucci bmks
AcciacntlJ Shots
48-50 ....... Hil bystander
51 -53 ...... .shot neuby livestock/ horse
54-56 ....... Diffiige building
57 -59 _______ Damige uec/cicluS
60-63 _. _.. __ Fire during duw (dlO: I guze own
fOOl; 2 shoot own fOOl; J.IO shoot ground)
6'1-65 ....... Acc idenlil disc huge
Hindfilnce
66-69 __ .. __ SwCit in eyes
70-73 ....... Smoke in eyes
7'1-77 ....... Sun/ glire in eyes
7S-S0 _..... .smoke obstructs view
Clumsiness
SI-S4 ...... .stumble
S5-S7 ....... Slip
8S·91 ....... Off bilincc
92-94 ....... Dislm.ted
95-97 ....... Drop wCipon
98-100 ...... Non ·weipon injury

:iO
for shooting. Only affects one barrel of a shotgun fired unt il the case is removcd (with a special tool). No
(most recently fired). effect for shotguns or on additional chambers.
Interna l Part : An intern al part breaks preve nting C bainfire: A chain fire ca n only occur with a cap
the gun from revolving or cycling. No effect for shot- and ball revolvcr or Remington re\'olving rifl e. Id6-1
guns. addi donal shots fire . T he shooter suffers Id6-1 dam-
Leve r: When a rifl e's lever breaks the act ion won't age 10 the hand.
cycle and the rifl e call no longe r be fired. No clTecr on Dud: T he cartridge or shell didn't ignite. Apart
pistOls and shotgu ns (or rifles without a levcr). from the dead round being in need of ej ect ion , no
Loading Gate : T he side of the cylinder rCIll<lins other adverse effects.
un covered whc n the load ing gate breaks. When the Fla ming Debris: Flaming debris shoots from the
cylinder is uncove red, the cartridges fall out and /o r ba rrel , se tting firc to any cu rmi ns o r othe r flammabl es
jam the cylinder. O nly affects re\'olving gu ns with in the area.
load ing gates. Inc orreC I Sizing, Minor: T he ca nridge was of
M agazine Spring: 1\"0 effect unless the weapon is the wrong sizc and the shot was never fired. The gun
a rifle with a magazine. When the magazine spring is now j ammed and must be recycled to clear the poor-
brea ks, the cart ridges won't load from t hc magazine ly sized ca rtridge. No effecl for shotguns, pis LOis o r
and shooler will have 10 hand load each bullet. riflc s with cylindc rs.
Mainspring : When Ihe mainspring breaks, the Incorr ect Sizing, Major: The ca rtridge was of
hamm er won't drop and the gun cannot be fired . Only the wrong size and thc shot was nC\'e r fi red. T he gun is
affects one barrel of a shotgun (most recently fired l. now jammed and must bc disasscmbled 10 clear the
Sight: Rifle (or target pistol) has a broken sight no poorly sized ca rtridge. :'\0 effect for shotguns, pistols or
effect for a shotgun or other pistol). Rifle cannOt be rifles with cylinders.
aimed or aimed ca refully. Ove rlo a d : The bullet or shell was packed with LOO
Topl ever: Shotgun's topleyer breaks (no effect for much pm,·de r causing it LO explode in the ba rrel or
rifles or pistols). Since the action can't open, th e gun cylinder (for cylinder-based weapo ns). The gun is
ca nnot be reloaded. destroyed and th e shooter suffers I d4- 1 damage to Ihe
hand. If this results in D, roll Id4- 1 10 the fa ce. If the
Trigger: The trigger mechanism breaks inside the
fa ce result is also D. roll 1(14- 1 to the head. If this
gu n, which can no longer stay cocked. The shooter
results in 0, roll Id4-1 10 th e nec k. If thc ncck result
must now manuall y drop th c hammer or fanfire the
is also 0, the shooter escaped an ago nizing accident.
gun (-2 to Accuracy). O nly afleets one barrel of a
shotgun (most reccntly fired). U nde rload , Minor: A mum ed report lets [he
shoote r know his shot failed to hit the mark beca use il
Ammo ll!iiure dropped h<lrmlessly int o th e dirt due to an underload.

Below arc the descriptions of thc possibl e ammuni- Unde rloa d, Major: r\ major underload has virtu-
tion failure s for firea rms. If the table indicates a result ally no report and moreover the bullet tra\'c!s virtu<llly
that does not affcct that type of weapon (for example, nowhere; il is now lodged in the h<lrrcl rendering the
incorrcct sizing for a pistOl or shotgun), do not rero!!; gun useless until rep aired. Any shooter failing an Int
the shooter got lucky and there's no adverse effect for check with a - 10 bonus to the roll will go ahead and
that mishap. fire fhe next shot. If thi s happens, the gun blasts open
(destroying il) and Ihe shoot er su ffers Id4-1 damage to
Blown Primer: T he primcr blows off causing gas the hand. If this results in 0, roll Id4-1 to the face. If
and/or debris to shoot back into the shooter's facc. the face result is also 0, rollld4-1 to th e head. If this
For pistol s: The shooter suffers Id4- I damage to th e results in 0, roll Id4-1 \0 th e neck. If the neck result
face . If lhe fa ce result is 0, roll Id4-1 to the head. If is also 0, consider the doh lucky. Of coursc, you ha\'c
this results in 0, roll Id4-1 to the neck. If lhe neck to be dumber'n cowcrap \0 shoot a gun again after a
result is also 0, rhe shooter escaped a painful mi shap. major u nderload. Fo r shotgu ns, treat this result as a
For rifles and shotguns: usc th e sa me p rocess but i\'Iinor Underload result.
replace lhe d4 with a d6.
Cas e Separati on : T he case se parates and only the GeBI Failure
head of the ca rtridge is extracted. The rifle cannot be
Belt/Holster Bre aks: Buckl e breaks droppi ng
belt or tears at se am (75/ 25 percent chance of e<leh).

,5 1
Boot/Footgear Breaks: Sale or heel panially IIindrance
separates or tears from top or cracks (50/50 percent
SDloke in Eyes: Shooter has smoke in his eyes and
chance of either).
suffers a -4 Accuracy penalty for any shots fired during
Button Pops: Shooter pops a button on shin, the next 15 Counts.
pants, vest or coat (50/50 percent chance of either).
SDloke Obstructs View: Smoke obstruc ts the
Hat Torn: Shooter tears his hat. If not worn. no shooter's view of the fi ring arc he's shooting in. Any
effect. additional shots fired that direction in the next 10
Holster Loosens: Holster loosens causing a +2d6 Counts arc at a -3 Accuracy penalty.
Speed pena lty to any d raw attempts. If not worn, no Sun lGlare in Eye s: The sun, lamplight or a
effecl. reflection temporarily blinds the shooter. He suffers a
Pants Tear: Shooter tears his pants. If nOt worn. -10 Accuracy penalty for any shots fired during the
no effect. next 5 Counts.
Sack/Bag/Parcel Breaks: A sack, bag or parcel Sweat in Eyes: Shooter has sweat in his eyes and
rips open at the scam, spilling 1-10 percent of its con- suffers a -6 Accuracy penalty for any shots fired during
te nts per second. If more than one bag. roll random- the next 10 Counts.
ly. If not worn, no effect.
Saddle Bag Breaks: A saddlebag rips open al the Clumsiness
scam, spilling 1-10 percent of its coments per second. Distra cted: Something in the \'icinity distracts
If more than one saddle bag, roll randomly. If not shooter: a bird flying past. someone he knows, a pros-
worn, no effecl. tiulle calling, whateycr is appropriate al the time.
Shirt Tears: Shoote r tears a scam or pocket on Shooter suffers a 5 COUIll delay.
shi n (50/50 percent chance of ei lher). Drop Weapon: Shooter drops weapon and must
Vest Rips: Shoote r tears a seam or pocket on \'(Sl retrieve it. Roll a d 12 fo r direction (as a clock with 12
(50/50 percent chance of either). o 'clock the front facing of the shooter) and a d4 for
distance in feet (penetration rules apply).
Accid ental Sbots Off Balance: Shooter falls off balance and suffers
Accide ntal Di scharge: Shooter accidentally dis- a -2 to Accuracy for 10 Counts. If moving at a run or
charges imo the air or ground. sprilll, must make a Dexterity check or fall prone.

Damage Building: Shoote r accidentally shOalS Slip: Shooter slips 011 mud. blood, water, whiskey or
out a window. door hinge. sign. or other building pan whatever else mighl be nearby. If moving faSler tha n
in field of fire. Randomly determine location, if nec- a stroll, he suffers a Speed penalty of 10. Additionally.
essary. If none available, no effect. if moving at a jog, run or sprint, the character must
make a Dexterity check or fail prone. -4 to Accuracy
Damage Tree/Cactus: Shooter accide ntally for 10 Counts.
shoots a tree, cactus or other plant in field of fire. If
none available, no effect. Stumble: Shooter stumbles. If moving fasler than
a walk. he suffers a Speed penalty of +5. If moving at
Fire During Draw: Shooter fires during draw (roll a run or sprint, the character must make a Dexterity
= =
a d 10, I graze own fOO l, 2 shoot own foot. 3- 10 = check or fall prone. -2 to Accuracy for 5 Counts.
shot ground). Disregard if 2nd or later shot andlor
the gun was drawn previous to shol.
NON-WEAPON INJURIES
Hit Bystande r: Shooter acciden tally shoots a A non-weapon injury occurs when a character suf-
bystander in field of fire. Randomly determine injury fers a hyperextension, pulled muscle, sprain or twis!.
location. If none available, no effecl. First. to deter mine injury locat ion, roll d'l!o on Table
Shot Ne arby Livestock/Horse : Shooter acci- 3.2- I 4: . \'i.m~ lI'eapol/ II/jIlT)' Location.
dentully shoots a mount or livestock in field of fire. The following general effects apply to non-weapon
Randomly dete rmine injury location. If none avail- injury results.
able, no effect.
Hyperextension: A body pan bends or extends
beyond its normallimi! to cause bone and lor ligament
damage.

52
Sprain: A sprai n is similar to a pulled muscle, but
TABLE 3.2-14: NON-WEAPON INJURY LOCATION with more stretching and tearing - and much more
RQ1L(dIOO) LOC~lioD painful.
01-06 . ........ foot - rig hT
07-12 ...... .. .fOOT - left Sprain in the back , hips or lower extreIDi-
ties: The character su ffers a +4 penalty to Speed for
13-19 ..... 1Dk1C- rig ht
all movement related actions (but not mounted move-
20·26 ......... lDk lc - left
27-32 .... ... knee - right ment) for Id6 days.
33-38 ......... knee - left Sprain in the arID, shoulder, n eck or back:
39-4'1 ..... .... hip - right T he character suffers +2 Speed penalty for shoot ing-
45·50. . . . .h ip - left related acti\'ities i.e., nOt movement) and a penalty of
51-56 ......... wrist - rig ht - ld4 to Accuracy for ld6-l days. Natu rally, if it is an
57-6 2 ......... wr is t - ltf! arm or shoulder injury, he also d rops any items carried
63-68 ........ elbow - right by that limb.
69-74 ........ elbow - left Twist: When a characte r su ffers a twist, he slightly
75-80 ......... shoulder - right st retches a (non-joim) muscle.
81-86 .... .. ... shoulder - left
Twist in the back , hips or lower e xtreIDities:
87-93 ......... nec k
Th e cha racter suffers a + I penalty 10 Speed for all
94-100 .... .... back
movement related actions (but nOt mounted mm'e-
men!) for I d3 days.
After determining IOCHioD. fol1 a d/O to feuD whH type
of injury results. Twist in the ann, shoulder, nec k or back:
The character suffers + I Speed penalty for shoot ing-
Boll(d.lO) Non:..W.cap.on Injul-r-IyjU: related actiyities i.e., not movement) and a penalty of
01-03 .... .....Twist -I to Accuracy for Id3 days. ~aturally, if it's an a rm
04-06 ... ..... P ulled M uscle or shoulder injury. he immediately drops any items
07-09 .........Spuin carried by that limb.
10 .... ....... Hyperexte nsion

Hyperextension in the bac k, hips or lower


CLOSE QUARTER COMBAT
e xtreIDities: The character su ffers a +5 penalty to Whether a brawl gone bad, a knife fight, a savage
attack or some other situation, at some point you will
Speed for all movement related actions (but nOt
mounted movement) for 2d6 weeks. be faced wilh the situation of mortal combat in close
quarters. Fighting in this manner is resolved in a sim-
Hyperextension in the arID , s houlder, n eck ilar fasbion to gunfights. Even ts still occu r over time,
or back: The character suffers a +3 Speed penalty to but typi cally, attacks are much quicker (sec Table 3.2-
shooting-related activities (i.e., not movement) and a - 15: Basic C1Qse QjtaT(er Actiolls).
I d4 Accuracy penalty for 2d6 weeks. Naturally, if it is
an arm or shoulder injury, he immediately drops auy TABLE 3.2-15: BASIC CLOSE QUARTER ACTIONS
it ems carried by that limb. Coupts
We~pon·bOlSl:d
Pulled Muscle: \\Then a character pulls a muscle, AlUck with R t~dicd Thrusting Wc~poo ........ . . .2
one or more joint tissues stretch or tear. Atuck .... ith Rwlicd Swio ging WClpoD ...•'1

Pulled IDuscle in the bac k , hips or lower WClpons RCld)' Speed Rcco"cr S~td
extreIDeties: The character su ffers a +2 penalty to Axc. hlDd . .1 .............3
Speed for all movement related ac tions (but not ..he. woo<kuttipB . . . .5 .. .. .... .12
mounted movement) for 2d6 days. B l rODt!....... ..1 ..... 2
Bouk ....................... ...2 .. .4
Pulled IDuscle in the arID, shoulder, nec k or Bowie Knife . .... .... ..1 .. ..2
back: the character sutTe rs +2 Speed penalty for Buttsloc k. pommel.............. ..0 . . ..2
shoot ing-related activit ies (i.e., not movement) and a C lub (uble leg. dllir. tIC.) .. ..2 .... . ... ..
penalty of -I d3 to Accuracy for 2d6 days. ~a turally, if iO;lilJ Cub ........ .... ..0 ...... .......2
it is an arm or shoulder inj ury, he immediately drops Kpj(c . .. .....................0 .. ..1
Loog guo. swung. . .......S . . .10
any items carried by that limb.
PiSTol whip .. ....... . ............... .1 .............3
PUDch/mike (fisi . shoulder. knee ) .......0 ........ .2
Spel' ... . . ........... .J •..... ..2

53
---
To make an atlack in close quarter combat, follow weapons that you primarily poke people with. T hese
the Shooting Procedure outlined previously, with one include fists, most knives, bayonets, spears, grabbing
modification: the Target Silhouette for the defendcr people, jabbed buttstocks, etc.
must be chosen based on the type of weapon and/or Attack with Readied Swinging Weapon: It
attack made. Thrusting weapons (knife, bayonet, takes 4 Counts to whack your rival with a readied
spear, buustock) use the standard T arget Silhouette swmgmg weapon. Swinging weapons include all
based on the facing of the opponent (typically directly weapons that you primarily hack, swing or slash at
toward you). If you have additional Target Silhouettes folks. These include clubs, bottles, bowie knives,
(available separatcly), then use a Target Silhouette swung long guns, axes, pistOl whipping, etc.
turned 90 degrees (to the side most likely) for hacking
Recover: Recove r indicates the time it takes to
weapons (axes, bowie knives, clubs, swung long guns,
move a weapon, whether JUS t swung or jabbedlthrust-
etc.). A top view is also possible if the attacker specif-
cd, back to a ready held position. For example, the
ically states a downswing.
time it takes to fe-heft a woodcutting axe after taking
Ready: Ready indicates the time it takes to move a a chop with it is the recovery lime (in this case 12
weapon from a rclaxed hcld position to a ready-to- Count).
attack position. For example, holding a club in your
hand is not a Ready position, but holding it drawn Clo se Quar!er Accuracy Modi fi ers
back to your shoulder, ready to swing on some poor
dude, is the Ready position (for a club). All standard Accuracy modifiers apply, including
those for wounds and range (Accuracy is +8 for under
Attack with Readied Thrusting Weapon: It 5 feet). Beyond Accuracy modifiers, twO additional
takes a mere 2 Counts to poke some feller with a read- modifiers apply to the attacker's To-hit roll: the attack-
ied thrusting weapon. T hrusting weapons include all

5·1
er adds his Dexte rity Accu racy ~'I odifier and deducts tati ng the club hit, the more deep the knife thrust, and
the defender's Dex terity Accuracy Modifier. so on.
Lei's say Ihal Clay Powell is in a salooll, IInder attackJrom NolL', fel's say Ihal Alliollio Jllall Julio Miguel Martint<:.
AnlOllio Jllan Julio JI/igllelll/arline.:, all al/g')' valjuero with (I pulls oul a Bowie kll!ft alld stabs tlte barttl/der in Ihe chtst. 01'
wlliskry hollfe. It takes Antonio 2 Counls to rea1J' Ihis u'eapon Alltollio has (/ +1 Strenglh BOllus (12 Sirenglh), so he denls
and 4 Counts 10 swing i/ (as he would a hacking weapoll), so il Id4+ I poinls rif damage, il/s/tad flj the standard Id4.
lakes 6 Coullifor Alliollio s blow 10 strikt. Bolh comba/allts are
within 5 fotl, so AII/ollio rueives a +8 hOlillS to Accuracy. Wreslling
adding a +1 bO/llls dlle to his 12 Dexterity scort and a -2 Sometimes one or both opponents may want \0
pmallj due 10 Clafs I" Dtxterify score. Alltollio's 10/01 To-hil grapple and wrestle rather than shoot, st ab or beat.
modifitr IS -I (/-2=- 1) plus 8for A[cllra~)" gh·t.) hill! a +7 Perhaps one opponctlt is desirous of subduing the
10101. Afltr his allark. illakes Antonio .j COllllts to bring [/lis
other, or he might be unarmcd and is looking to grab
weapon up IIgaill for (llI o/l,er IIllack. his opponem's \\·eapon. In thesc instances, the <lltac.k-
III allo/Jur example. Alliollio takes care rif CllIlllud moves on er makes a wrestling or grabbing attack. T hese are
to tlu bartender. Bolh combatOllis are willJill 5 Jeel. so Alltollio resolved the same "'ay as Close QuaneI' Combat with
rueives IIIe +8 bOl/us to ACCI/rary for rallge and adds a + 1 all grabbing attacks couming as thrusting wcapons. A
bonlls due 10 his 12 Dexteril)' Storr. Howel'er, Ihe barlrndrr has result th<lt hits anywhere on the opponent's T<lrget
an 8 Dexterity (- I modifier). /11 Ihis case. AII/Mios lotal To- Silhouelle indicates a successful grab in that location.
hil modifitr is +2 (1-(-/)=2) pltu 8Jor Aauracy gll"iS him a Any Accuracy penalties for wounds apply to an to-hit
+ I 0 modifier lotal. and conteslCd rolls during wrestling.
For (.-.:amp":. Bill.;' Bob Oa.·ens gets 11/ a salooll fight with
Close Quarler Wounding Cluestrr Halt:kim. Cht.JfrrS pltl)·tf dedares Ihal Cheslrr draws
Close Quaner Wound damage occurs much like his piswt. Ralhrr tltUII 11"..1' to outdraw Clus/tr: Billy Bob's
with ranged weapons. Each \\'eapon has a range of pla;'tr decidls tllat he'5 goillg If) grab for Cltester's gml !talld.
possible damage just as with guns, but unlike firearms Bif!y Bob's modified Spud alld dec/a red action tet him act wIlen
the attacker adds his Strength bonus (or penalty, but the CoulIl Up rtadus 3, alld 011 this COIIIII. Bif(), Bob grabsJor
remember that damage ca nnOt be reduced to less than Chester's wrisl.
zero). T hus, the stronger the attacker, the more devas-

--,

""
.~

55
Billy Bob's pla),eT makes his To-hil roll as normal, IIsillg Ihe Wisdom check or drop the weapon to the ground.
Slwt Clock alld Targel Sillwutlle. His modified roll and his Only two consecutive Dexte rity -b ased Fi ght for
card draw are bolh good, so he successfully grabs Chester's Weapon attacks will allow either wrestler to gain con -
wrist. Now, these two rascals are wrestlillg witll eadl other. trol of a gun dropped on the ground.
Arter grabbing an opponent, the attac ke r can Any playe r in cont rol of a p istol (but not a long gun)
altempt 10 lOSS him down (except arm results), fight for may attempt to discharge it at his opponent once per
a weapon on the body pari gra bbed, hold him or 20 Count while wrestling. If he wants to take this
injure him. Each of these requires the attacker to beal chance, he'll need to roll a d6 and consult Table 3.2-16:
the defender with a contested attack roll using either Pislol Discharge During IlImtliTlg.
Strength or Dexterity as the basis (attacker's choice). Billy Bob 's determiTled to gel thaI gun awa)' from Chesler. so
To make a contested roll, each player rolls a d 20 and on his next aclioll, he tries tofightfor the weapon. Bil!y Bob's
adds her character's relevant ability (eithe r Strength or Stre1lglh score is 16, and he rolls a d20 for a resull oj II,for
Dexte rity); the highe r roll wins, tied rolls (modified) go a 10101 oj 27. Chesler, on fhe other hand, rolls a 14, but his
to the defender or otherwise result in a draw, but not a Strenglh score is OI/ly II, so his total is 25. Billy Bob willS
reroll. The defender may break away from the hold on again, looselling Cllesler's grip. When his next action comes up
his auack by making a successful cOllies led roll of the (afler another 40 COUlit - 20 Jar Chesler's aclioll 0I1d anolher
defender's choice. Additionally, the grabbed defender 20 IIlIli! Billy Bob's IItxl action), Billy Bob can try 10 gellhe
needn't make a successful grab a\tempt before making pislol olll of Clltsla's hand.
a wrestling attempt he's already locked-in thanks to In the meanlimt. however, Clusler decides to }ire Ihe pistol 01
his opponent's grab. Th e players take turns making Billy Bob while Ihey're strugglillgJor (olltrol. He rolls a 3 all
contested roils, cach roll taking 20 Count in time. a 1d6, meaning Ihe pistol }ires bllt misses Bil!;' Bob (and
Chesler's action COllies up lIexl, and II( duides to try to slip Chester himself, for thai mat/er). Chester can }ire or wrestle
away Jrom Billy Bob IIsillg his Dexterif)' rather Ihml musele his agaill In OIlOlher 40 Count, but Billy /Job 's turn comes bifore
way oul wilh his Strength. Cll(ster rolls a d20 Jar a mull oj thaI.
8, alld adds IllS 14 Dexlerity abili!>, score instead oj his 11 Bil!;' Bob still wallts Ihal Pislol, so 1I0W he makes anolher
Strengtll,for a lotal oj 22. Billy Bob only has a 12 Dt.tleri(l d20 roll (u·ith a mllit oj 6) alld adds his Dexteri!>, (ill Ifljs
score, bu.t ht rolls a 15. for a 10101 oj 2 i. Cllesta isn·t goillg case. 12) for a tolal oj 18. Chesler has a 14 Dexterig; alld he
all)'wlwe. rolls a 19 Jar a resull if 33. Cluster u·ills, so he keeps conlrol
I f a cha rac ter tries to grab another armed character oj ti,e gllll.
and misses, that armed character can go ahead and Billy Bob still wallis Ihal glln, bill what Billy Bob doesn't
shoot but might be delayed if he had to move his gun know is Ihat was Chesler's last shot; the glln is emp!>'. Chesler
or body to dodge the grab. If the aHacker rolled a 15 decides Ill's going 10 try and toss this big oaJ down .
or highe r on his grab attempt , that attack forced the
Toss Opponent Down: To throw an opponel1l
armed defender to movc about and that a rmed char-
down, the attacker needs to sllcceed at either a con-
acter suffe rs a +5 Speed penalty to his next attack.
tested Strength or Dexterity attack . Success with
Fight for Weapon: If the attacker attempts to either throws down his opponen t. Success with a
wrest control of a weapon from the defende r, he needs Strength-based attack inflicts damage up 10 a maxi-
to sLlcceed in one Strength attack to loosen his oppo- mum of the attacke r's damage adjustment (the a11ack-
nem's grip, then a second Dexterity-based Fight for er may choose 10 inflict less or zero damage on the
Wea pon attack to grab co ntrol of the loosened defender). A tie indicates both opponents fall, but nei-
weapon. If the first Strength-based Fight for Weapon the r suffer damage.
attack succeeds and the Dexterity Fight for Weapon
attac k fails, the defender must make a standard The sly Cllesla knows he's 1101 as strollg as Billy Bob, so he
decides to u.se a Dexlen·!>'-based attack 10 toss I,is OPPOlltllt.
Cllester makes a d20 roll (witll a mult oj 10) and adds his 14
TABLE a.2·16: PISTOL DISCHARGE DURING WRESTLING Dfxterity for a lola! oj 24. Bil!;' Bob rolls a 14, addillg his
Roll (d6) Result 12 Dexteri!>, for a resllit oj 26. Chesler's tossillg at/empt Jailfd.
[ ........ Opponent m~y mempt ~ shot with Shot Clock but and bolll combalOllts rell/am upnghl.
wilh no Accur~cy modifier for riDge
2 .. ......unno l dischuge Injure Opponent: To injure an opponcnt, the
3-4 .. . ... .shot dischugcs indfeelivcl)· attacker needs to makc a contested Strength attack.
.>-6 . .... . .shooter m~y mempt I shot with ShOTClock bUT Success injures his opponent in the body part held for
wi th no A ccur~ty modifier for ruge up to a maximum of the attacker's damage adjustment

56
the attacker may choose to inflict less or zero damage adva nced weapon s tables sec Chapttr 3.5!FiTlarms~
on the defender. reflect these differences. Add itionally, certai n modi-
. VOU\ Billy Bob's kinda IIpstt that Chuta trird to toss him, fiers arc ba sed not on the weapon and modell)1)e, but
alld ht's gonna tll:ist Chtsttr's arlllwhm ht's holding it. Bil!y the actual gun itself. Variations in manufacturi ng,
Bob rolls a d20 alld gits a 13, adding his 14 Strmgth for a care, sighting a nd feel ca use shooters (0 be morc accu-
total of 2 7. Chuttr rol/s a 7, al/d adds his I J Strmgth for a rate with their olIn weapons than those borro\\'cd
rrsult tif 17. BilO Bob dials 2 points tif dalllagi, s;nu his pe rhaps from a fallen foe. Tablt3.2-17: Personai l l tapon
/4 /23 Strrllgth storr has a Damagt Alijustmtnt 4 +2. It .\ lodifitrs reflects this handicap in game terms.
IlIIrts, bul Chisltr a;II't givillg up )·tl. UnfalYlili a r With Weapon: Being unfamiliar \\'ith
Hold Opponent: To hold down a cowpoke. the the way a weapon discharges carries penahies 10 both
attacker needs to make a contested Strength attack Speed and Accuracy. Any weapon fired br a character
against an al ready-grabbed opponent. Succcss indi- 100 times eliminates this penalty.
cates he's gOt a firm hold on him. There's nothing Using Your We apon: After flring a weapon 100
stopping more than onc or cven up to six guys from times, the character no longer receives penalties fo r
trying to hold onc man down. T hey each make a sep- being unfamiliar Ilith it. T he character need not actu-
arate Hold O pponent attack on their turn . Attacks arc ally own the weapon ; it can be borrowed, for example.
made at +4 for every additional body grabbing or T he 100 shOis need nOt be fired in anger: simply tak-
holding the victim (including the attacker). O nce held , ing a box of J 00 shells and practicing outside of (O\\'n
a feller can only try to break away and nuthin' more. will do the tric k.
Sinft Chtsler's s/illjigllting. Billy Bob 's gonlla IT)' and hold Using SaOle Weapon Make and Model as
him still. Billy Bob ralls a d20 and gils a 16. adding his 12 Your \Ve apon : While flring a nell' weapon alwars
Slrrng/h for a total oj 28. Chrs/ir rolls a 5. adding his II cau,es a penalty. the differences arc slimmer in the
Sireng/hfor a (otal4 16. Billy &b Ii'ins and managrs to hold ca ...e where a characte r u~cs the same make and model
Chtsler dowI/. of a weapon that he already fired 100 times. For
Break Away : To break away from one or more example, a cha racter that owns a Colt Peacemaker can
foes, the held character needs to make a contested pull a different Peacemaker rrom a dead man"s hol ster
Stre ngth attack. Success loosens the hold of the other and use that almost as effectively as his oll"n Colt.
guy. If there are several dudes holding one guy he 'll Using Your Signature Weapon : Each character
have to beat each of them in a Strength a!lack. ca n make o ne weapon that he's fired at least 500 times
if Billy Bob's holding Chesltr. film Ch esttr can't attack, but his signalUre weapo n. He mU Sl choose a particular
he can attempt 10 brrak away. Of CO/lrSt, he really nttds a good make, model , caliber, et c. Gunmcn oftcn become
roll. Fortllnately, Glm teT rolls a d20 for a resllil oj 18, adding known fo r carrying that particu lar gun. and there's
Ilis J J Stretlglh 10 gel 29. Billy Bob, 011 Ihe olher hand, onty good reason for that: a character gai ns a I point bonus
rolls a 9, adding liis 12 Strength for a total rif 21. O ester to both Speed and Accuracy when using that weapon .
breaks away. A character call ncver change his signature weapon;
once a character chooses a particular gun for this

* MORE ADVANCED RULES * esteemed role, that particular \\'capon is his signa ture
weapon rorcvcr.

ADVANCED WEAPON-BASED MODIFIERS ADVANCED ACTION-BASED MODIFIERS


Certain shooter action s ca n imp rove or reduce firing
O bviously, you ca n draw different wcapons at differ- Accuracy as set ro rth in Table 3.2- 18: A ftion- Bastd
C ill speeds, evcn wit hin thc sa mc category - such as
J/odifim.
revolvers. Fast d raw pieccs \\~th shorter barrels and a
St e ady Hand : This maneuve r im'oh'CS bringing a
quick draw rig d raw far quicker than a long barrelcd
second hand up to hold steady a pistol held in the
model with a cross-draw holste r. T he statistics in the
other hand. A slight loss in Speed is balanced by an
TABLE 3,2-17: PERSONAL WEAPON MODIFIERS increase in Acc uracy. A character ca n on ly perform a
Steady Hand action if the second hand is free/empty.
AClioD Speed Accu n cy
Unfl miliu . itb wupon ................ . ... Z ... .. .. .. -2 This action only applies to p istols.
UsiDg your .. upon . .. ... . .... . ......... . ... 0 ...... , .. 0 Fire Deliberately: T hose gunslingers capablc of
Using ume wel po n model 15 your wCl pon . ... . I .. .. . ..... ·J taking their time in the face of enemy fire, in order to
Using your sigDl turc wu pon .. . ............. 1 . .. , . . ... +1 make their Accuracy more ce rt ain, are known as delib-

5i
Taking C areful Aim: Taking carefu l aim invokes
TABLE 3.2-18: ACTION BASED MODIFIERS sighting a target for 1-2 seconds while maintaining
Action Speed " tCUrley relaxed or controlled breathi ng in order to ma ke the
SIndy Hud (pislol onl y) . ... , ............. 2 ... ... . .. +2
shot count. You cannOt combine this action with
Fi re DdibmtcJy. pislol .. . . ... .. ...... 4 ... .. .. . . +2
Ti king Cm ful Ai m. piSTOl ..•.•....•••..••. 10 ........ +3
Firing Delibe rately. A man Firi ng Deliberately can
Fire Delibmtcl y. rifle . . .... . ............... 8 .. . .. ... . +i choose nOI to shoot and conlinue aim ing to gain the
Ti kiog urdul Ai m. rifle .. . .............. 20 .•••..•• +6 Taking Careful Aim bonus, but only one bon us is
u y; ol! Prone ...... ... . . .. .. .......... 4 . ... .. ... +2 thereby obtained (the greater one - Taking Careful
UOiWUC of Opponept .... . . .. . . ........ 10 ... . ... . 0 Aim). Injuring the shooter disrupts the Taking Careful
Restipg WCipoP ODsolid object , .... , ....... ," ..... . . +2 (+ 1)
Aim aClion; he will have to begin the 1-2 second (10·
ResTing Wupon ODbOIse (live) . .. .. .... . . .. +1 (-4)
lDd shOI i t Slrn c u rgtl ...... . ..............' ......... +1 20 Count action anew if wounded. Likewise, a char-
Jrd+ sbol i l $.l.mc UIgCI .. . ... . ..•.....•....." .... +2 actcr forced to ninch also loses any careful aim bonus
Second shol in <het ...... . .. .. ............." .......... ·1 and must start Taking Careful Aim anew.
Third shoe ill <bee... . ••...................... .J
Laying Pron e : Laying nat allows the shooter to
Fourth shoe ;11 <2 sec . ••. . ......... .. . .. 6
Fiflh ShOTill <2 sec .. . ............... -10 brace himself against a surface be it street, hillock or
SiXTh ShOT;1I <lsee ...... .. .. .. .............· . . . . -15 rooftop. Such a gunman fire s a bit slowly, but increas-
es his chances of a successful shot. Additionally, the
crate shooters. Firing Deliberately rewards with shooter presents a much smaller target to his enemies.
increased Accuracy those with the gutS to stand in
Unaware of Oppon e nt: If one hombre knows the
there and ignore their opponen ts' gunshots. Injuring
other is there and catches him unawa res, it putS such
the shooter d isrupts the Fire Deliberately action; if
an hombre at an advantage. Or, said another way, the
wounded, he must begin the 4· Count action anew to
one caught by surprise is at a disadvantage. Any lime
gain the Fi re Delibe rately modifiers. A ninehing char-
an opponent knows a cha racter is there but the larget
aCler also loses any deliberate fire bonus 'or must start
is unaware of the opponent, the target character suf-
a new Fire Deliberately action.
fers a one second 10 Count penaity.

38
Resting Weapon on Solid Object: A shooter result. This allo\\'s for damage results of one or 0
resting his gu n on a water Irough, rai ling, windowsill , minimum ; no negati\'c results in Cl ose Quarter
dead horse or olher solid object affords himself an Combat sit uations whe re the attacker has a Strength
Accuracy advantage, In most instances, such a solid damage bonus. Thus, e"en characters with 18
object also has the hel pful side effect of affordin g Strength can sometimes injure a foe with a light
cover, Resti ng the weapon against the s ide of a solid sc ratch. One exceptio n: da mage from ranged
object affords only half the Accuracy advantage, weapo ns never penetrates down .
Resting Weapon on Horse: A shoote r resti ng his For tA-amplt, ThtodoTt 'I 'ilty, a strong folia with a +3 10
gu n on a li,'c horse or othe r creature such as mule, damagt Oil alCounl oj his Slrtllgll" whacks a cowpokt in Iht
sheep, dog, partner's shoulder or wounded and pros- htad witl, his rifltjor 2d6 points oj damagt. He rolls a I and
trate individual affords him a small Accuracy advan- a 4 on tht damagt diet. This is 1I0rmoily 5 poinls of damogt
tage, In most instances, such gun rest also has the pillS anolha Ihrtt (3)for his SITtllgih adjustllltlltJor a total of
helpful side effect o f affo rding CO\'e r, at least unti l the 8. 8111 sillet ht ,0Utd 0 I, lit rolls and sublracls a d6-1 {and
fir st shot hits. Note that resting across the rib cage of gtts a 5 all tlu dit. or a 4 for tIlt d6-1 reslllt),for 010101 dam -
a living crealUre provides no bonus, bUl rather a -+ agt of 4 (8--1). TlIOI still smarts bllt could'a bftn a lot worst.
penalt y, so take care to usc the hind quarters, shoulder. Finally. some dice that penetrate usc different pene-
etc. tration dice. The larger dice, d 20 and d% (or d I 00),
2nd Shot at Same Targe t: A second shot at the pe netrate with a d6 and d20 respecti\·ely. Examples of
same non-moving or steadily-moving target lets a use of large r dice include rolling To-hit, Ability
shooter beller home in on his target because he can see Ch ecks and Skill Chec ks.
how fa r off he was and adjust (o r keep doing the sa me
thing in the case of a hit. If the target is dodging, PRIMITIVE RANGED ATTACKS
moving irregularly or if line of sight is broken includ- Ranged attacks with primiti\'e projectiles such as
ing the shooter flin ching or ducking this bonus does kni,·es. axes and the like. are handled in the sa me fash-
not apply. ion as firearm~ .. \ character may shoot arrows or hurl
3rd+ Shot a t Same Target: Each successi"e shot other weapons O\-er an obstacle to hit a target that is
at the sa me non-moving o r steadily moving target letS either behi nd cover or obscured. TobIt 3.2-19: II/dimt
a shooter bette r hone in on his target, but with a max- Firt describes the To-hit penalty for this t)'Pe of attack.
imum adva mage at three shots. As with the second
shot , if the target is dodging, movi ng irregularly or if
line of sight is broken (including the shoote r flinching TABLE 3.2-19: INDIRECT FIRE
or ducking) this bonus docs not apply. Cover AccUrlty Modifier

Second, etc., Shot in less than Two Seconds:


Shooliag bliDd. tOmplele cover ......... .s
PUlil1 Co\'u .............. ·1 10 ·7
Firing more rapidl y than one shot e"ery 2 seconds H c~d sho ..iag oaly .................... ·7
ca uses inaccuracies due to fa ctors such as fast cocking Upper chesl lad neck vi sible .......... .(j
and recoil. Failing to take the time to steady a weapon Solu plexus ~ad lbove vis ible .. . ...... .,;
on ly inc reases the problem. Covered from the 'nisl ............... ·4
Covet from mid·thigh ................ ·3
KDees ud k lo ..... ................. . -2
ADVANCED PENETRATION DICE Feel IDd uklu co\'cted . .............. -I
With Adva nced Penetration Dice you fo llow the
sa me rules for Penetration Dice gi"e n at the end of :\'ote that CO\'e r o n the Target Silhouette should be
ChaP/~r 2.2ISaaPtJ') but for all rolls, i.e .. not merely placed from the pe rspective o f the incoming projectile
damage rolls. Except during cha racte r creation, typica lly at 45 degrees from abo,·c. This means that
wheneve r you roll maximum on a di e e.g., 6 on a d6, the target, unless he has eo,'er from above, loses some
4 on a d4, etc.), you immediately re-roll that die and cover from the front. Adjust your cover representation
add th e new die roll total minus one to the pre,;ous by loweri ng it on the T arget Silhouette by 50°'0 to
result. refl ect this fa ct.
Furthermore , in lhe Ad\'anccd Penetration Dice
La Reala
rules, all dice also penetrat e downwa rd, that is, when-
ever you roll minimum on a die (e.g., I on a d6, I on a Use of 10 rtota, o r the la riat , wo rks a little diffe rent ly
d4 , etc.), you immed iately fe-ro ll that d ie and deduct lhan most other ranged primi tive \\'eapons. Like other
the new die roll tota l minus ail e from the previous primiti\'e ranged wea pons, a man has to have skill,

59
especially to rope a cow or person. Strength check is required to con - be aimed neither Carefully nor
So before a cowboy tries to lasso a trol a roped hombre. Deliberately; further, all rounds a rc
calf or an opponent, he 'll need to Note: Unlike other ranged considered Hipshol with respeCt to
possess the Rope Usc skill at primitive weapons, the lariat is lim- Accuracy modifiers. Explosives. in
Average mastery (or Advanced if ited to a maximum range of 30 the form of dynamite and nitro-
on horseback) and then succeed in feet. glycerin, arc much more common
a skill check. If successfuL he can in the typical tOwn.
usc the Shot Clock to roll his To-
hit. But on a 25 or higher, he's not
ARTILLERY &. EXPLOSIVES Galling Guns
Larger artillery may come into
only successfully hit his mark, he's
play, especially if a military force is The Gatling gun is a ten- barrel
caught the body part in question.
im'olved in the action. although rifle that call fire up to 400 rounds
A roped mall is considered civilians might al~o capture or find per minute unde r ideal eondi-
grabbed and suffe rs all penalties these weapons. The typ ical 1Ions. Turning a crank
associated with being grabbed. weapons of this type to turn up in revolves the barrels and
Two ropers working together or a the Shallered Frontier arc Gatling fires ofT the ~hots.
single mounted roper can control a guns and small cannons. Shots L" n fort una lely,
roped man , but on foot a contested fired from it piece of arliUery may the guns now


become easily fouled in action COunt all .\ Iishap
results of Clumsiness and Ammo Failure as jams that TABLE 3.2-20: DYNAMITE MAXIMUM RANGES
must be cleared by the gun crew taking 100 Count to II of Sticks Muimum RInge
1 ....................... 100
clear. Under careful usc, the Gatling gun fires one
2 .......................90
shot per 3 Counts, but can be fired as fast as one shot
per 2 Counts. In the laller usage case, all :'Ilishap ,
3 .... ..... ... ...........Il!)
........... ........... .70
results count as jams.
T he Galling gun ope rator can change his field of TABLE 3.2-21: EXPLOSIVES DAMAGE a. EFFECTS
fire anywhere within his frOI1l three arcs of fire without Dis\,au (fttl ) Cuds D.lm.lge Die Specid
Speed penalty, but the penalty to .\cc uracy for chan~. ,,3 ......... .10 .. . ......dB .......J:)Wcn. Stun.. 0111 Cold
ing arcs is doubled. J 105 .... ..... J .........d6 ....... J:)Wcn. Sruo, 0111 Cold
1010 ......... ..5 . ........d4 ....... J:)Wcn.SIIlD.0IIICOId
10 IS ..........4 ..... ....dJ .......Dc.lfen
Cannons to 20 ......... .J .........dJ .... .. Dcden
.\ Iost cannons used in the Shallered Frontier hurl ",-, .. ....... 2 .........dJ
l2·pound shells, but can also be llsed for mOrtars and ,,30 ........ . .1 . .... . ... dJ
grapeshot. An experienced anillcry crew can fire a
cannon once per 30 seconds .300 Co unt. Cannons TABLE 3.2-22: SPEED OF IIURLED DYNAMITE
arc typically used for larger scale militar~ operatio ns II of Slicks Mo'·emenl Speed
and rarely come into play. 1 ......................... .s {eel/Coupl
2 ......................... .s fttl/CouPt
Ex pi,,;v,s ,
3 ......................... .s fcct/ ZCounts
......................... .s fcct/Z ClUPIS
Explosi\·es arc far more common in the Shattered
Frontie r than art illery. Because they arc used for min- TABLE3.2·23: HURLED EXPLOSIVE DII!ANCE MODIIIERS
ing and other demolition pu rposes, nitroglycerin and
RInge (feel ) Disupce Modifier (fttl)
dynamite may be found in any mining community. Of 10 ... ........... . . . ............." ,
course, it's incvitable that creati\'c hombres will try to 15 .............. ..... ...... ..... .1
find a way 10 blow their encmies 10 smithercens using 20 ............ • .................dJ
dynamite and possibly nitroglycerin. 30 . ..........•..................d4
'10 ••.•••...••..•••..•••.••••.•••d6
Dynamite, having the distinct advantage of stabilit)~ 11l .... ....... .............. ....dB
is dearly the better choice for throwing at a ri\·al. Four 60 ................••............dlO
is the maximum number of sticks of dynamite that can 80 .... ....... ...................d12
be thrown any considerable distance. Characters that 1110 ........ ...... ...............d12
insist on thl"Owing nitroglycerin run the ri~k of detona-
tion merely by the act of tOssing the cxplosive ' 20% TABLE 2.3·24: EXPLOSIVE DISTANCE IROM TARGET
chance}. In either casc, the following tables gi\·c the To-hil Roll I"cremenls Off Tugel
full results and etTects of explosives thrown a nd delO- 1.1+ .........................0 (Direel hit)
nated ncar li\'ing creatures. For set explosi\'cs that 20·24 .............................. [
happen 10 detonate at a time when folk s arc nearby, 19 ...........•...................2
IS .............................. .J
skip on down to TaM, 2. 3-2/: E\plosit'n Damagt and
17 .............................. .4
t..1fra s. 16 ... ..... ..... ....•••..•••.••• ..5
15 .... ....... .. . ......... . .......6
Determining Loca.tion of lIurled Explosives 10 [5 ..... . ... ..... .............. .7

If a hurled explosive such as dynamite) docs not you might be in trouble. Table 2. 3-23: /-Iurled Explosivn
result in a direct hil, you need to know just where that Dis/allu Modifim and Table 2. 3-24: Etplosives Dis/ali ce
rascal landed. The distance you ' re ofT when ),ou toss a From Targel arc used toget her to let yOlL know just how
stick or more of dynamite depends on your To-h it roll far ofT a throw might be. D raw a card and usc the Shot
.\ ccuracy · and the distance you a rc from the target. If C lock laid nat on the table, to dete rmine in whic h
your throw is otT by a lillie bit , and you 're throwing a direction your toss missed the target.
short distance, there won't be much of an etTect. On
For f mmple. lei's sa)' that Chn Ur It'allts ,eullgt 0 11 Billy
the other haml. if you're throwing a long way, being otT
/Job. alld joT some reasoll dtcides that &lIallli/e is lite wa)' to go.
by JUSt a tad will ca use your tosS to go far wide. If
Late olle lIighl. Itt spots Bill)' Bob abollt 20 JUI away! slagga-
you 're otT by a lot, whether it's short or long distance,

(i!
ing Itome l!fter a good night tif carousing. Cluster lights tlufuse Special: If a special injury (Deafen and/or Stun) is
and Ihmws Ihe stick! listed then there is a chance that additional special
Chester makes his To-hil roll (for txploslves, just a d20 plus effects beyond damage affect the viClim as described
tiny Accllrary bonus willt no range modifiers), gelling a rnull tif below.
12. According to Tablt 2.3-23: Explosives Distance From Deafen: Victim loses all hearing. After one com-
Target, thai mians tht 51ick IS 7 increments r:ifJ the target. Billy plete second , a successful Constitution check indicates
Bob (wlto's 100 daTIl drunk to even notice). that hearing has returned. Every succeeding second
ChiSler's disltlnct modifier for 20 fiil is a d3 (Set Table 2.3- the victim may continue 10 attempt a Con check until
22: Hurled Exp/osivts Distance M adifiers agam), sa Chester's successfu l.
throw is r:ifJ by 7d3 flet - in this case, he rolls a 15 for a lotal Stun: If any of the damage cards drawn were a
tif 15 ficl. Cllester's plapr /lOW places Ihe Shot Clock on the J oker or IWO \\"ere fa ce cards (including Aces), the vic-
table in frolll tif himselj, visualizillg ChiSter as bemg r:ifJ tlte tim is stunned for 2d6 Counts. A stu nned character is
chart, below the . quadrant. He now draws a rard - 5. , dazed, disoriented and otherwise unable to respond to
whicll means llwt Chester's throw is qfJ ta tilt right tif the lar- his su rroundings. After the 2d6 Counts have ticked
gel by 15 Jeet. off, a successfu l Wisdom check indicates that the char-
acte r is no longer stunned. A failed Wisdom check
Maximum Distance indicates that the victim remains s1l1nned for another
;\l OW, a man can thro\\" a stick of dynamite only so
2d6 Counts, at which point he may attempt another
far. Th at distance is 100 feet. Of course, the more Wi sdom check and so on.
sticks of dynamite you throw, the less distance you can Out Cold : If (lilY of the damage cards drawn were
get behind it. Check Tablt 3.2-20: DYllamitt Jlaximum a J oker. or ,,'ere an Ace plus a face card, or three were
Ranges to sec the full ranges for multiple sticks of dyna- face cards, the blast knocks the victim unconscious for
mite. Remember, if you throw more than one stick of 2d6 seconds. After the 2d6 seconds have tic ked off, a
dynamite, you best tic them IOgether. Finally, it's successful Constitution check indicates that the char-
importam 10 note that any particular toss can go some- acter is now stunned see above. A failed Constitution
what beyond the maximum range as a result of an check indicates that the victim remains out cold for
overthrow, and the results from Table 3.2-23: Hurled another 2d6 seconds, at which point he may attempt
Explosivis Distance Modifiers and Table 3.2-24: Explosivn another Constitution check and so Oil.
Distance From Target. l1'ell, as we saw in Ihallast txample, 01' Chesler's throw was
J 5 fiet off to (l,e riglll of Bilry Bob. To figllre 0111 if IllOt was
Explosives Damag' close enough to do any damage, Chester's plrryiT consulls Table
Once you know the location of the blast relative 10 a 3.2-21: Explosives Damage and Efficts and sus Ihat he nuds
person (be they friend , foe or the one that litltossed to draw fOllr cards. These iIId liP beillg a 2, 4, 7 and an Ace.
the explosive), you can determine the damage and any Since onry one tif thest cards (the Ace) equals 10 or mort, he
special effects via Table 3.2-21: Explosivts Damage alld only Iluds 10 roll aile damage die. Checkillg that same tahle. we
EJftcts. T he procedure works as follows - first, draw see it's a d3. He rolls, alld gets a rtsuit tif 2, so Billy Bab only
the number of cards indicated by Table 3.2-21: takes 2 points tif damage (from tht txplosi01l aT Ihe fallout tif
Explosives Damage alld I:.""Jftcts. Second, for each card debris).
that is 10 or higher (i.e. , aID, J , Q, K or A), roll a Hawever, checking that lable again, we see there's also a result
damage die as indicated under the appropriate range tif 'D tafen." Billy Bob loses all hearingfor one complete sec-
(sa me row as the number of cards drawn). Finally, ond (J 0 CaUl/Is). Billy Bob needs ta Tall a SIIccesiful
determine any special cffects as ind icated by Tablt 3.2- Constitulion check each 10 Caunt. IVhen he succeeds, his hear-
21: Explosives Damage and llfftcts. illg retuflls.
Distance: The distance in feet between the explo-
sive and the yictim at the time of detonation. Ti ming Issues
Cards: Number of cards drawn per stick of dyna- Dynamite call be set with a wick of varying length.
mite (or vial of nitroglycerin) used to determine wound A successful Demolitions skill check will let a charactcr
potential at that distance. delermine within d3-1 seconds of accumcy how long a
Damage Die: Die rolled for each wound (as deter- wick will burn (50% chance of being off in either
mined by the cards drawn). direction). If the characte r bas no competency in this
area or fails his skill check, roll a d8-1 to determine
how many seconds oIT in either direction. If the situ-

62
ation requires extreme accuracy, follow with a d I 0- 1 to ~ Gabe Stnith: hp 2 1; Spd 4. Acc 2; SIr 12/24 ,
see how ma ny Count s until the wi ck burns down (to Int 12148, Wis 10/64, Dex 13/65, Can 11171, Cha
give tenths of seconds). To determine where and whe n 11/14; Lks 9/19; Rep I I (Low), Fame 0; Weapons
a Slick of dynamite explodes, you'll have to calculate Colt Bisley . '~5 caliber 5 1/2" barrel revolver (draw 5,
the du ration of Ihe wick, then add the time it takes for aim +, d6+ I body, 2d6 head , 6 shotS); Colt 1868 shot-
tossed explosives to ge t to their target. T hrown dyna- gun (draw 10, a im 4, d4- body, 2d4 head, 2 shots) o n
mite travels at the rates set fonh in Table 3.2-22: Speed horse; Gun fi ghts I (+2 Speed , +0 Accuracy already
qf Hurled Dynamite. factored in)
Now, how did Chester figurejllsl how 10llg 11101 dynam itl'Juse 'I7§T" Rodrigo Baca Guitierrez: hp 25; Spd I, Ace
would bllrn? Firsl he made a slIccl'siful Demolitiolls skill {hnk, 6: Str 11173. [nt [6 / 4 I, \Vis [211 9, Dex 14/39, Con
so he knew wilhill d3 -I seconds (in this {ase. J S({Olld or 10 11/12, Cha 10/67, Lks 11/69; Rep 13 (Low), Fame 0;
Count} how long i/ would take for thejim to bllrn dOlfn. On Weapons Colt SA-\ .45 calibe r 4 31+" barrel re\'olver
the other hand, if ht had Jailed that skill chcck, hl' might hau draw 5, :"lim 4-. d6+ [ body, 2d6 head, 6 shot s);
bUll d! bJ' a d8-1 seconds. Winchester 1863 .38 caliber rine (draw 10, aim 4,
[lie also know how long it look that there t(ynamite 10 reach d6+ I bod}". 2d6 head. 15 shots) on horse; Gunfights 5
Billy Bob. Sill{t Chuter Ollly thrcw aile stick, it traveled 5 JUI 1+0 Speed. +2 Accuracy already factored in)
per Coulli (Iclllh oj a second), for a tolal qf 20 fiet in less thall
a secolld. if Bi/~)' Bob had I/otiud Clmler or the dynamitl' Since a gunfig-ht is about to erupt, the players must
before it weill riff, he might flavt Iried to move awq}' bifore Ihl' dedare actions in order of lowest Wisdom (Cabe 10)
explosion.. or maybe eVlI/ tried 10 shool Ihe stirk olltia the air. to highest \\"i sdom Rod rigo 12. Gabe's pla~'e r
declares Cabe will stand :"Ind draw. then Rodrigo's
Shooting .Dy namite player dedares that Rodrigo wilt also stand and draw.
A bullet through a stick of dynamite is another good By simpl y declaring "dralling" . each can decide later
way to set it ofT. For those attempting this type of shot if he'll hipshoot, aim, fire deliberately, etc.
on purpose, it takes a keen eye and a steady hand - Noll'. both Cabe and Rodrigo's player~ need to rott a
you'll need a 25 on your modified To-hit roll to hit a d I 0 for Initiative and add their base Speed. Cabc rolls
stick of dynamite \I~th a + I bonus To· hit for cvery 3 a 6, adding +4 Speed for a total of 10, and Rodrigo
addit ional sticks. If the dynamite is in mid- flight such rolls 5, adding + I Speed , for a tOlal of 6. At this point ,
as it bcing tOssed in your direction , that 25 To-hit roll the Count Up begins.
is further modified as if it were a targct that's running
I. 2. 3. " 5.
a nd dodging (so if it 's thrown directly at you, the run-
ning modifie r won' t apply, but the dodging will). On 6, Rodrigo can act. Rodrigo stands up from hi s
seat at the table '3 Count) and draws his pistol (5
Bark to our example wilh Chester alld Billy Bob, let's say Ihat
Count)' so th e pistol will be drawn on 14 (6 + 3 stand -
Billy Bob had tried to shoot Ihe dynamite Ollt if tIll' air beftu il
ing + 5 drawing = 14' . Bringing it to bear (aiming)
reached him. He'd lleed to get a 27 all his To -hit roll (becauSl'
takes another 4- Count, but Rodrigo also wantS to Fire
if tht - 2 dodging modifier) to hil Ihat 25. None too likely, Deliberately (another 4 Co unl, but a +2 to Accuracy),
especially since Billy Bob's Ihreer/uels 10 Ihe wind, but ils pos-
so his shot witt go ofT when the Counl Up reaches 22
sible.
(14 + 4 aiming + 4 Fire Deliberately = 22).

* DETAlLED EXAMPLE OF A GUNFIGHT * 7,8,9...


On 10. Cabe stands and draws (keeping sec ret that
he plans to hipshoot at Rodrigo's chest). Standing up
Gab,. Smilh fllld the vaquero across the table stared down at
11M fwo hands oj cards - and tht two Am if spades! Looking from the table takes Gabe 3 Counts, and drawing his
liP. Gabe saw the expressioll on the vaquero'sJau, and he knew pistol takes 5 COUI1I S, so the pist ol wilt be drawn on ! B
- there was no talking his way out if this ont. (10 + 3 standing + 5 drawing = 18). Aiming it nor-
mally takes another 4 Count, bur Gabe decided to hip-
T he following exam ple of play assumes only two
shoot instead (0 Count s, bUI a -4 to Accuracy). Gabe's
players (for simplicity's sake, though there are usua!!y
pistol will discharge when the Count Up reaches 18
more ). T heir characters are Gabe Smith and lhe
vaquero (Rodrigo Baca Gui tierrez), respectively. As
(18 + 0 hipshooting [8).=
we enter the action, Ihe players have just finished a II , J2, J3. J..J. J5. 16. 17...
hand of poker, and Gabe has been caught cheating. On 18, Gabe chooses to hipshoOI, aiming at
Each character's basic statistics are as foHows: Rodrigo's chest. Gabe 's player places the Shot Clock

63
on the Target Silhoueue, centering lhe bullseye on the was the one that got shot. He may determine this
chest (since that's where he declared he was aiming). based on where the players stated they tied up their
Gabe rolls a d20 "To-hit " for a result of 19, adding his horses, or with a random die roll. In any ease, it's not
base +2 Accuracy. -+ for hip shooting and a +8 for a something that Gabe or Rod rigo wi!! be aware of until
range within 5 feet (they are 3 feel apan ), geuing a they go outside, or have it O!henl'ise made known 10
IOtal of 25. The shot hils directly where Gabe aimed them.
at Rodrigo's chesl, dealing d6+ I poillls of damage. H e On 24, Gabe fires at Rodrigo. He places the Shot
rolls a "I" on Ihe die resulting, in this case. in 2 points Clock over the Target Silhouettc, deciding to center
of damage ( I + 1=2). The damage is slight. the bullseye on Rodrigo's c hest. H e rolls an 8, and
Checking the wound se\'erit}" table for the chest with his +4 range modifier (betwee n 5- 10 feet from
re\'cals that such a light wound has no se\'e rc effect on Rodrigo), +2 Ac<.:uracy, + I Accllra<.:y for 2nd shot at
Rodrigo, and since th e \\ ound damage total equaled same target, - I Accuracy fi'om walking, and addition -
less than h"lf the number of total gunfights Rodrigo al - I Accuracy from !iring 2nd shot in less than 2 sec-
h"s been in (5), he receives no delay penalty to his onds, he gets a IOtal of 13 - a miss. H is pistol still
actions. H owever, since th is wound dealt damage - a pointed at Rodrigo, Gabe decides that he']) COll\inue
loss of less than 251)/0 of his hit points - Rodrigo suf- 10 back tOwa rds the door, rather than stop and do
fers a + I Speed and - I Accuracy penalty to shooting something clse. H e can fire again on 30 (24 + 5 cock-
aCtions umilthe wound is healed this penalty docs not ing and firing + I walking penalty = 30). (While his
apply to movement ). Because these pena lties lake weapon is brought to bear on Rodrigo, he doesn't need
place immediately, it delays Rodrigo's currelll :;hOl 10 add the ·1 COUll! for aiming. )
from firing when the Count ep reaches 22; il will no\\" 25. 26. 2i. 28....
fire on 23.
011 29. Rodrigo'~ next shot fires. Rodrigo's player
On 19, Gabe declares he's going to walk backwards puts the Shot Clock 0\'('1' the Target Silhouette, decid-
li'olll the table (and Rodrigo), and fire again. His pis- ing to place the bullseye 011 Gabe's face. H e only rolls
tol is already drawn, but he will bring it to bear -I- a 9. bill with hi~ +4 range modifier, +6 Accuracy, + I
Count) while sta rting to walk towards the open door. Accuracy for 2nd shot at same target, I Accuracy
His pistol should then be brought to bcar on 23 19 + from the wound and I Accuracy for 2nd shot in less
+ aiming = 23). It takes 10 Count one second to walk than 2 seconds. gets a tOlal of 18. (Since G abe is fac-
back 5 reet, so Gabe will ha\'e moved 2 1/2 feet on 24, ing him, and moving directly backwards, Rodrigo does
and the rest or the way on 29. H owever, walking adds not rcce i\'e an Accuracy penalty for shooting 11 moving
a + I Speed modifier to aiming his weapon, so he can't targcl.)
fire his pistol until 24 (23 + I walking penalty = 24).
Rodrigo draws another card, getting a 240 ! Looks
20,21,22 ... like he's hit Gabe's left shoulder - too bad it's not his
On 23, Rodrigo has his revolver aimed and cocked, firing arm. Rodrigo's player now rolls the damage to
and he fires. Rodrigo's player pl aces the Shot Clock the shoulder d6+ I . getting a 3 for a total result of 4
overlay on the "Luget Silhouette, choosing 10 place the ' 3+1=+ !
bull seye on Gabc's face. He rolls his To-hit, and gets a Gabe immediately loses + hit points. and his player
resu lt of I on the die. Uh-ob - that's nOl good. checks the Wound Severity table 10 sec the effect or
Because he rolled that I, Rodrigo's shot automatically this hit. In the "Shoulder" lable, by the number 4, he
misses and he potentially suffe rs some form of mishap. sees that Gabe must make a Strength check or fal!
He rolls percentile dice (a d I 00 or 2d I 0) on Table 3.2- down and drop all the items he's holding (in this case,
13: .l'lislwjJs mid FaiiElfts, and gets a 53, which lists "Shot his pistol). Since Gabe's Strength score is 12, he must
nearby livestock/horse." Since both characters arc roll a 12 or lower on a d20. Fortunately, he rolls a 9,
inside a saloon, it seems that the shot must ha\"c gone so Gabe is still up.
out the window and struc k a horse hitched up outside.
Still, the embarrassed Rodrigo decides \0 keep firing. Because this wound caused hit point damage (a total
He has to spend the next 5 Counts cocking his pistol loss of less than 25% of his hpj, Gabe suffers + I Speed
and - I Accuracy penalties 10 shooting actions (not
for a second shot, and his wound adds a + I penalty, so
movement) until th e wound is healed. Since his move-
he can't fire again until 29 (23 + 5 cocking and firing
+ I wound penalty = 29). ment is unaffected, Gabe will still finish his current
movement on this count. H owever, he cannol fire
Note: At this point, a Gl\'1 mighl secretly decide that again until 31, not 30 (24 + 5 cocking and firing + I
it's a possibility that either Gabe or Rodrigo's horse

61
walking penahy =- 30, but 30 + I Speed penalty from moves at I foot per COllnt1 l1nti l the Count rcaches ~8
wound = 31 ). (oJ5 + I facin g + 2 partial jogging = 48 .
~ I eanw hi le , Rodrigo readies himself to lire again on 46.47...
35 (29 + 5 cocking and firing + I wound penalty = 351. On 48, Rod rigo decides to ~lOp , ~tnd find s himself
On 29, Gabe co mpleted his movc mcnt putting him standing in the open doo rway (no I the smartCSI move
10 fect from Rodrigo with the door directly to hi s he cou ld have madel. Looking Oll t, h" sees Gabe draw-
right. T his i.'! fortunate for Gabe, as he's just realized ing his shotgun . Rod rigo decidcs to lise the sa loon wall
that he onl y had two bullets left in his pistol when the fo r CO\'e r, so he takes one ~ t e p to the side figuring I
poker game began. II 's empt y! Gabc's plarer now Count to wa lk sideways 2 feet, where he will ani)' be
holds Gabe 's actions and lets a f('\\ Counts slip b)' the \'i~ib l e to Gabe if he shows himself. Rodrigo wi ll then
dummy) whi le deciding whether 10 nee or dive into he completely concealed when the Count L'p reaclH:S
dose quarter com bat. Finally. he decides that it 's time 52 148 + oJ walking = 52 .
to get out of here, so hc takes I COUllt (33) to change -19..
Gabe's fa cing towards the doo r.
On 50. Gabe has drawn his shotgun. He nOlI
On 3'1, Gabe stansjoggi ng oUll hc open saloon door dec ides 10 aim it towards till' ope n door, in case
towards hi s horse (since he ca nnot Slal'l at a run), mO\'- Rodrigo co mes outside. This takes anOther 4- Count 10
ing 5 feet every 5 Count. I-I e \\'ill hm'e moved 5 feet bring it to bear on the ce nte r of the open doon"ay, so
when th e Count Up reaches 39 3H5 = 39. Gabc '~ ~hotgtln will he brought to bear on 55 50 + I
On 35, Rodrigo's player places the Shot Clock O\'cr aiming + I ,,'ound pena lty = 55 .
the Target Silhouette. Howeve r. because Gabe i~ fac- 31...
ing sideways, in relation to his enem),. Rodrigo's play-
On 52, Rodrigo's player dcci:lres th at his cha racter
er now uses the appropriate profil e T arge t Silhouette.
I\ill pcek around the wall . brill1\' his gun to bear and
He decides to place th e Shot Clock on Gabe's chest.
fi re on Gabe 4 Count, thcn duck back in fo r covcr.
He rolls a 13 on a d20, :lnd with his +4 range modifi-
His revoker is Slill drawn , so his shot will fi re when Ihc
er, +6 Accuracy, +2 Accuracy for 3rd+ shot at sam e
Count Up reaches 57 52 + + aimi ng + I wound penal-
target, - 3 Accuracy from shooting a moving targel and
3 Accuracy (3rd shot in less than 2 gecondsl gets a
result of 19. He now draws a ca rd the Ace
:\lormally that would be a great shot , bm with Gabe
turned sideways, Rodrigo didn't have a "cry wide tar-
.! ty = 56). As he docs so, hc naturall)' sees Gabe aimi ng
his shotgun at the doorway, but decides to remain
where he is, hoping that his luck will hold OUi ·a nd that
none of Gabc's shotgu n pelle ts will strike his exposed
face and ~lIn hand.
get. It 's a miss.
Also on 52, Gabe sees Rodrigo, and decides to bri ng
Rodrigo now decides to chase after Gabe. He stan s
hi~ shotgun to bear all Rodrigo's exposed chest.
at a jog, and will be in lin e wit h the doorway \ I 0 fect
Howeve r, this fe-aimin g means that Gabe 's shol will go
away) by the lime the COlillt Up reaches 45 (35 + 5
ofT on 57 (52 + 4- aiming + I wound penalty = 571.
jogging + 5 jogging = 45).
53, 54, 55, 56...
36,37, 38...
On 57, bOlh shots firc simultancously. )\ote that
On 39. Cane has jogged 5 feet. and reached his
since Gabe and Rodrigo fo rmerly lost sight of each
horse tied up just outside the saloon door, while
o ther and had to re-acquire their targets in new loca -
Rodrigo is still inside. Gabe brieny considers mount-
tions, they treat each othe r as new ta rge ts, meaning
ing his hor~ e and j ust riding away. bUi he knows Ulat
that Gabe a nd Rodrigo no longer receh'e Accuracy
doing so will take some time, and likely get himself
bo nuses for 2nd or 3rd+ shn l ~ at the same target.
shot in the back. Instead , Gabe decides to drop his
cmpty p istol and take 10 Count 10 rlra\\' his shotgun Rodrigo's player put~ the Shot Clock over the Targct
from its holste r on the horse's back. He will have it Silhouctte, deciding to center th e bullseye on Gabe 's
drawn wh en the Count reaches 50 (39 + 10 drawing + face. He rolls a d 20, and ge t ~ a 20! Using Ihe
I \I Dlmd penalty = 50). Ad\'fulced Penetration Rul es, II-e know tha t Rodrigo's
pl a}cr must now roll a d6. and add the new die roll
-10,41,42,43. U ...
total minus one to the previ ou~ result. He rolls a 4-. so
On oJ5. Rodrigo is in line with the ~ aloo n doo rway. his fi nal "To-hit" result is 23 20+4-1=23. Adding in
It ·s about 2 more feet 10 the door itself, so Rodrigo his base +6 Accuracy, +8 Accuracy fo r range Iwithin 5
decides to change facing towards th e doorway (I fect) and - I Accuracy from the wound, Rod rigo's IOIaI
Cou nt) and keep jogging those 2 feet (since j ogging is 36 (23+6+8-1 =36)! Th :ll's a hit dead center wher!"

0.';
he aimed! Rodrigo's player now rolls the damage dice range. Gabe's player countS one on the neck and ten
(2d6 for headlface shots), getting a 2 and 3 for a total on the chest, plus another pellet that misssed Rod rigo
result of 5 (2+3=5)! and bit into the saloon wall.
Gabe immediately loses 5 hit poims, and his player Gabe's player then rolls d4 damage for each of the
checks the Wound Seve ri ty table to sec the effect of eleven pellets that stru ck. For the neck, he rolls a 3.
this hit. In the " Face" table, by the number 5, he sees For the ten in the chest, he rolls I, I, 1, 2,2,2,3,3,4
that Gabe's Dexterity temporarily drops by - 3 points and 4 for a total result of 23 points. However, since he
(from 13/65 to 10/65). Because Dexte rity is a key rolled the maximum on IWO dice (4 on a d4), he foHows
component of both Speed and Accuracy, he recalcu - the penetration rule. He must now re-roll those dice
lates his base Speed and Accuracy, which arc now and add the new die roll total minus one to the previ-
Speed 5 and Accuracy I until this wound is healed. ous result.
Gabe must also make a Constitution check, fall On these penetration re-rolls, however, he gets
prone and drop all held items (in this case, his shot- results of .J- and .J- again, for 3 (4-1 =3) and 3 (4-1 =3)
gun). Since Gabe's Constitution score is II, he must morc point s a grand total of 29 (23+6=29).
roll an II or lower on a d20. Unfortunately, he rolls a However, e,'en though those rolls only dealt 3 points of
16, so Gabe falls down and drops his shotgun . Of damage, the actual rolls were 4s, so penetration applies
course, since both Gabe and Rodrigo fired simultane- and he has to roll them again.
ously, Gabe's shot was already hurtling through the air T his time he rolls a 2 - and another 4! That's I more
towards Rodrigo, so these penalties and problems point of damage for the first d4 (2-1 = I), and 3 more
don't affect that shot. 4- 1=3) for 33 tOtal (29 + I +3=33). He follows the pen-
Gabe's player chose to fire one shotgun barrel at the etration rule and rolls the d4 again, getting a 1 - no
visible area of Rodrigo's chest. Howe"er, since add itiona l damage (1-1=0; a wound always docs at
Rodrigo was part ially protected by the wall, Gabe first least I point of damage, but penetration is merely
puts down a piece of paper over the Target Silhoutte. additional damage, so a zero is an acceptable result).
covering up the equivalent amount of Rodrigo's body That's a total of 3.J- points of damage (33+ I =34) JUSt
that the players agree was behind the wall. He no,," to the chest!
puts the Shot Clock over the Ta rget Silhouette. ccnter- It's already clear to both players that the shotgun
ing the bullseye on Rodrigo's chest. This time. he rolls blast will kill Rodrigo, but Gabe's playe r is determined
an II. He recei,'cs his base +2 Accuracy bonus. along to know every last point of damage dealt, so he decides
with a +8 bonus for range and a - I wound penalty, fo r to check if that last pellet (the one tbat struck the wall)
a grand total of 20. Gabe now draws a card to deter- hit Rodrigo. The GM decides that the walls of this
mine the cemer of the shotgun blast. He gets the 5. , cheap saloon arc made of soft wooden planks only '/2"
and now places the center of the special Shotgun Shot thick. According to Table 2.3--/-: Hardlless VaiutJ, this
Clock on top of the hit location (the crosshair where type of wood reduces I hp per W' of thickness. Gabe
the 20 line intersects the 5 . line). Of course, since now rolls a d4- to determine the damage deal by this
every shotgun blast is diffe rent, he now draws another pellet, and gets a 3. The wood absorbs I point of
card - in this case, the 2 • . damage, so Rodrigo stlffers 2 more points (3-1 =2) to
He then rOtates the Shotgun Shot Clock so that the his chest from the pellet that passed through the wall.
2 . line is pointing directly up, keeping the center of Since Rodrigo suffers a total of 36 points of damage
the dispersal pattern on the center Spot determined on from a close range shotgun blast (more hit poims than
the standard Shot Clock. To make the Shotgun Shot he possesses), he dies as the pellets rip into his body.
Clock easier to read, he removes the standard Shot His lifeless corpse falls into the open doorway, striking
Clock and determines the dispersal diameter based on the ground with a sickening thud.
range.
Fortunately for Gabe, he's down but not out. On ce
Since Gabe was less than 5 feet from Rodrigo wben he staggers to his feet, he might be able to ride OUI of
he fired, he checks the range on the Shotgun Shot tOwn before the local lawman (or members of
Clock and sees that for ranges within 10 feet, he counts Rodrigo's gang) a rrive. And Gabe's day had started
all twelve pellets on the Shot Clock that are within that out so well. ..

66
3.31 Wounds & Healing
"Listen up, partner. There's nothing scan"u 10 a cou,'P0ke Ihon
gelling shol up in a gurifight. II can hl/f/ as bad as flaving a brand-
ing iron slllck to )'our backside, bill pain has a way cif fading over
time. The dangerolls part is that those holes ill )'0/11 belly Imd /0
foster. I I's a darned lucky man that can live lhe rest if his nolural
days willI a big 01' ellUl/A- 'if lead where il ollght nol 10 be.
Now, I hope my ealltionary lale ain'l pul)'ol/ tiff atD'. Gelling
shol is bad, 110 doubt 'bolll !I/O!. But le!lillg a mall had )'ou like
Jome longllOTI! SlftT just 'cause }'oll're 100 plumb )'tllou) 01 Ihe
though! of kim putlwg a bullel in JOllr coward!;' gills is a lot worst.
if JOII tkink like Ihis,),oll oughllo have 5/0)'(d back in Connecticut
alld bun happy [0 work dawn /0 dusk in somt jocl0T)' instead tif
buolhing the fret opell air with the mt of 115.
ih9'ways, Olily lilt lIIosl IImle brained among us is goillg to let a
bad woulld jesler. That old sawbOllts may be a drl/llk and all, bill
I'd sooller raise with a pair of dillas tlwn trl/st I'!Y doctoring skills
over his. Heck, he might have leaf/lid his trade ill Ihe [lin I hiard
lelllhat plmty of them soldiiTS Ihal gal shot up liud 10 Set Ihtir kin
agaill. 'Collrse, I aill 'l met ant pemJllallj"
Su, Ihem lit/Ii nicks and seralchts)"Ou /llIghl gfl ain'l I/olhing to
soil )"ollr britclus over. Darned 'liar illiT)'one gets a CIII nou alld
agaill. and )"ou don'l see all of Ihem kuling over. lI s I/u stnol/s
wounds }"Oll have to pay allmlion to. Now, if .1011 'll jllSI sil heff a
minule, I'll til/JOU a lillie more. Heck, il migltt jllsl keep }"ouftom
mding liP ill a pine box ... ,.

GRAZES AND LIGHT WOUNDS


Sometimes wounds as indicated in the Shot Clock arc
less seve re because theY\'e only winged or grazed the \·ic- J·""'i.gure 3.3-1: Shot Clock Pie Slices
tim. Any time that a body pan fills less than half o f a
Shot Clock "pic slice" (sec Fig1lrr 3.3-/: Shot Clock Pie
Slices), the wound is a graze for one point of damage only
TABLB 3.3-1: WOUND MODIFIBRS TO SBOOTING
(i.c., no damage roll is necessary). Type or Sneri ty of WouDd Speed Peu hy' Accurlcy PCDi hy
Further, any time that a body part fills more than half Wounded < 25% of hp I ·1
but less than all of a Shot Clock pic slice, halve the dam-
age rolled for the wound (i.e., roll damage as normal then
Wounded - zs.SO'; ' of hp
Wounded - 51-75% of hp ,3
.,
·2

Woundtd:> 75% of hp 10 ·6
halve and round down).
Elch grue in firing urn/ lun d' o(I)" ·1
Elch wound in (iring urn' Opr ' ·3
WOUND EFFECTS Ed. wound in kg. foot or hip' , (0)" o
All wounds include penalties to Speed and Accuracy Arrow wound' 2 ·2
for each action taken as shown in Table 3.3-/: llimlld
EiCh held wound' I ·2
!lIodijiers. Note that certain modifiers compound.
• [hUlllits compound wilh ofhu wounds
Percentages are the perccntage of the wound's damagc
.. list porfnlhtlical nllmbt!rsfor shooting modifirn
lotal from the character's original hit point total.
Besides mcre hit points of damage and the aforemen- assigncd a se\'crity level cqualto thc hit points in damage
tioncd penalties, cach wound may also impart specific delivcred. T hus, a 5 hp wound is also a sC\'crit)' 5 wound.
debililalive effccts on the victim. Thcse range from drop- To dete r minc the additional effects of a wound, si mply
ping itcms carricd or falling prone to broken bones, cross rcfe rcnce the wound's severity level with the wound
scvcre bleeding, impairmems to mO\'cment or outriglu location and damage type on thc following tables.
death. Thc sc\'crity of these specific effects is dctermined Kote that any spccial cffects of the wound (such as pro-
by the damage associated with thc wound; each wound is fuse bleeding) are unknown to the charactcr unless the

67

,
•o .
~f
r

--.
\'ictim takes one second per scn:rit} level or the wound to ]+4+3+2+/ =
/5). and alIt do) (1 hp:sojuslOlltdoy)forlhl
examine it thus, 60 Counts ror ,I 6 hp wound. The halld. Of (OllTSt, sina alf Iht u'OIlIIds Iltol simu/tOlllOIlJIj, P,'r
ad\TrSC' effects should remain a mysterr until arter exam- jhOll1d ht c~mplrltly hea/,d in fiflull dQ)'J.
ination of Ihe wound. Even then, II ithout the aid or a You d o n ' t use penetrati o n rules fo r h ealing.
doclor, internal bleeding and organ effects should always
remain a mystery, A character lIIay assume he has inter- IIealing and IIlt Points
nal bleeding or a chunk mi5~ing rrom a kidney due to thl'
hole in his gut. but there'~ no way to peck inside and con- As )'ou\e seen, the na~t} pan about wounds is that the
finn it ror sure. more ~e\'t're they are. the longer Ihey lake to heal. An~
hooplchead can understand that. \\'h.\I im't so apparent
Fo' t\amplt. Colth 8'01('11 has 25 I,il poillis. bul jl!i!m a j-
i~ the rate at which they heal. Wounds take a number or
p01ll1 u'oulld to tht lorlO, Sillct a j-pomt lI'Olllld is 20·~iJ oj 25.
da}. equal to their severity to Illl'nd and to bccome, in
tIll UVJ//nd (OUIl.! a I point pnUJIIj' to Spud and II / 10 AcruraC:l:
em·ct. a wound or one les!> severity. A ~cI'erily 5 wound.
Ij /It lattr n!ffm anothtr 2 POll/ts f!f gm::,tJ 10 thl Itg:; and a -I
;.fter lin" day~ ur recuperating, would bccome a sevcrit}
point 111110 lIlt shollldn ({or a total of / / damagt). ht'd ht dou'"
-1 wound, and any pl'llalties .. ~sociatcd wilh the original
4-1 % oj his lIps ( J / oJ! oj 25) allli 111111 IllS Spud W{JII!d hi mod-
injury then change to Ihust: ,Is~ociatcd \Iith a se\'crit) <I-
ified (i,1 toto/) hy 3 arid IllS . lccllm(I' ~l' -2.
wound. While this may entai l ;111 t'xtenclcd period of
If /loor Colth 1(lllT sl@trJ Il/I orrOI/' 1('01(111/ for ollolhtr 2 poiots dowmilllc ror characters s llm' rin~ Ji:ril'vous injuries, )OU
oj dall/agl. //t'/I ftllt:t losl 52° .. f!/' 1m I,ps 01111 11111:> sllj[rr a can take comrort in thc ract that your wounds heal simul -
SprtdlAcrllrac:r pt1lollj' W51-4. HOII 'E I 'ER, lioer Ihat last hit taneousl}.
lI:as flam 1111 amm' io tht thigll (a paillflll aifair) ht sllffrrs all
Fur t\ampll. Itlj re/1I111 to Iht afltrlllalll oj Ptlt j tllCOllllla u'illl
addilionol 21-2 (or a tOlalof 71-6),
lIlt bml(liloJ. Tht IIt'(l dll) afitr gtlllO' shot, his hlllld U'Q5 (om-
So aSjllml "Olt- Ihat Cafth tri~ to dmll' his Colt and Jl/(1al hock pl'lt!~ cllffd. il beillg a IOIl-!), / h/l s(m/(h. T1('o dq)'s 1(lltr (Illftt
at tht /Ildioll Ihot shol Ihl onolt'. Sill(( his pmaltit5 !t'm 71-fi. dqlJ /dtol). hi; artll gtlJ a bil btt/tr. droppillgfro/ll Q 3 hp II'allOd
dra1{'ing his pistol will lakt J2 Cmwl II/Iuod flj' Ihe flandard j 10 a 2 hp it'lI/lOd. TiI'O d"-I'J {aln (fit'( d"-I'1 /01(1), lriJ 2 hp It'IJ/llld
(5 +7=12). Aiming lokl.! (1I/OI/llr 1/ COUII/ (-I .,/olldard +7 for drops to a ! hp /(oulld. alld Ihr IIt\/ d"-) II drops h)' I hp 10 (j lip
Iht wOlmd) alld I/If ucond alld tach uddiliollll/ shol ((quirts orlolh- (hen/rd).
tr J2 COIIllI as u'el/ (5 + 7. o.f!,oill). So il tokts ("llh 23 CoulIl
S{II/II gors for Ih, Ihlgh. Firt d(p's ajl" Ih, i1l1'li/lllfljury. hij j
10 aI/II alld shoot hil firsl shol al/d Ollotllfr 12 10 shOal the suood
hp wOII/ld drops to -I hp. OIld Iht n/(Jl'l'lIlrnl pt/lo/~y ht Jujfrred u'c1I1
shot. /11 Iht 35 COl/ol i/ loklS hI/II to]iTt a mm 2 shots cifJ a
away It/ling him c(lith tht /odiu ht'.! bun rhosiag. Four d"-"l
"eolt~r Caltb (ould ho{'( tmptltd his It'holt 6 shoottT!
laltr (mnt lotal), Iht -I lip 1('olJt/d huomtJ (I 3 lip It.'oUl/d_ alld hu
Additiollal!J\ (Mh shol is 01 610-hit.
Ol\'lerll)' f!tllalty disappears.
AI IhiJ pOilll, Ptltjigum hl'd besl htod 0111 as hiJ si/l'(( is "III
HEALING TIME "ill' Jllo'l. .10 lit heads 0111 01/ (I" tr(1i/. TIm, lIIort d,!.I·j' (I1('rlu
It·~ becn said that timc heals ,Ill wounds, and thcrc's
lotol) flllI/l,is Ihigh wOlllld drops to 2 lip, TlI'o df!Jls laler ([o" rl((o
certainly truth \0 that, particularly in the Shattered !otol), Itis Illigh il/jll~Y htcomrJ II I "11 wound alld I},e Jallrm'illg
Frontie r. Assuming rour wounds don't gl't inrccted more do)~ ii's comp/tlely c/lred. J\ou.'.fiflun da..vs !tlltr. Pele 's ill primt
on this below), they'll heal up ill due course. or course, cOlldi(ioll and ((at!;' 10 },tad riOlt'lI 10 Uti/Illahl/a ill $lordl of
the ratc or heal ing depends on how badly your character Teullgr.
i.s hit.
These rules for healine: as~umt' optimal conditions.
Any wound your character takes will heal in a number Particularl}' sevcre \\'ound~_ lack or proper Ilursing, inrec-
of day~ equal to the damage the wound caused. You then tions and ancillary \\ouud effects all scrve to complicate
grct one hit point back and th~ wound drops \0 tile next mall("r~ making recover.... a more tCnllOll ~ affair.
10\lest 5l'\<c rit }'. t\ -\ hp wound will take 4 days or rest 10
bccollll' a 3 hp wound. Artl'r 3 more day, or rest, anOlh-
Bleeding Damage and II.ali ng Tim e
er hI' is regained and the injur} become a 2 hp wound.
Cenaiu wound~ ma> hal'e all ;Idditional effect of severe
For namplt, It/'s sa)' /hal U\'(/S Pelt gelJ jhol up by a brlllch 0'
bll'cding, internal bleeding or inte rnal hemorrhaging. All
balldilos. He lakes /lifer wounds ;'1 11101 scrap,. Firsl, ht lakts a
of the~e have the potential \0 causc additional hit points
3 IIp woul/d 10 Iht arm. Steond. a j I,p 1('OIlIId 10 Ihe Ihigh alld.
la~t{}l. a / I,p 1('OllIId in (ht halld.
of damage.
In \0 far a£ healing time is cOllcel'lled assuming. or
. \ ou. PtU mnaoglS 10 m(lke il hack 10 a 10ltll u·ilh jUJI (tIol/.f!,h
course, that tin' character has not bled oul . the additiou-
.lItucolI jilin to hall up i'l afritlld~)- litlll 'Jlablishmtlll u:;lh
al hleeding damagc is counted as a separate and distinct
plln~l' oj P"/~)' lodits 10 i!'Qil all 111m. p(1t lIud:. 10 ucuptraftfor
wound from the injury that caused the bleeding to occur.
Jix days 011 Q{(OIW/ oj Ihe hil 10 hiJ (lrm (3 lip; fO afartoria! oj
3 + 2+ /. or 6), jiftull dl!Js jar Ilu llil 10 lilt Iltigh (5 1,/1; lO

69
For example. JosllI/(I. Sm.illt sl!lJers a " lip WOl/nd il/ Ihe abdom.en
olldjails his 'A Co. \. chrek. Ht illCUTS 011 additional 4 hp rif blad- TABLE 3.3-3: WOUND SEVERITY THRESIIOLD
ing damage from Ihe lI.'olllld (over tlu (Ollrse rif 3 hOIlTs) bifore il Loc nio n St\'crilY..Ihrcshold
ceases bleedillg. III the same glllifight. lu also Slisioil/(d a 3 lip Foo! , .... . ...... . ..5
wound 10 Ihe neek u'illt accompall),illg severe bleeding 11/01 caused 5 A nklc .. .. ... . . .5
hp bifore if was slarlllclted willt a pressuTe bandage, Lowcr Icg . . . ..... .... ..... .5
Knee . .s
To compule healing lime. Joshua 1/05 laIal rif jQllr waullds: a
II
T high..... ........... ... ..5
4 lip wound 10 II,e abdolllm. a 4 hp bleedillg /I.·QUlld 10 lite IIbdolllm, H ip/Bull oc k ......... . ....... .... ... .4
a 3 hp wOlllld 10 Ihe neck and II 5 11/, bleedirlg lI.'OIJlld 10 Ihe nuk. Groin.... .. . .......... .3
AbdomcD ........ .4
Con stit ution Bonus and Penalties B~ck .. . .4
C hcst .. . .. .5
Very robust and healthy indi\'iduals as indic<lted by a Arm ... .. .5
high Constitution score will reeo\'(:r from injuries more Fo r~Hm ........... .5
quickly whilc sickly ones will languish. The healing H ud ................. ....... .5
acljusIIlletlt applies to each step of the hit point reco\'e ry Shou lder ...... 4
process but cannot lower the time below one day. Nc~ k .... .5
Flec .. . .5
H Cld ....... ,6
TAiLE a,a·2: CONSTITUTIONAL ADJUSTMENTS 10 BEALING
CON scorc Helling Adjustmcnl during the War of Southe r n Independence, so properly
17 -18 . .. ..... . . . . ..-2 treating an injury can mean life or death.
14-16 .. .. .....-1
S· 7 ........ , •. . ..+1 For any serious wound sustained, a charactcr must
J- 4 ". . ..............+2 make a Constitution check known only \0 the C\I (or
other players if playing without a C \I) 10 ascertain if the
wound has the potential to become infccted. The base
For example, a character SIIslaills a 4 hp wOlllld. Ordillllrilj, Iflis
number to roll under is the character's Constitution .
WOIJ!d take -I dfl)'s 10 ruot'(r tlu firsl hp. II,rII 3 dap Jor Ihe second,
2d lOis used for thi, chec k and the amount by which the
2 dapJor the Ihird alld anoiller dll)'jor Ihe 10.51 poillt,Jor a /()fill rif
wound exceeds the ~e\'erity threshold ,see 'Table 3.3-3:
10 da),s. if ht had a 17 CQI/slillilioll, the tlllle 10 reCOl'ef)' each
II /mild Sarrir) TlmshQId is added 10 the 2dl0 score.
POlllt is reduced flj' 2 (It'ilh a minimum rif I daJ). He IhaifQre
IlIkes 2 dap 10 regllirl lIisftrslll/! (4-2=2). I daJJor Ihe second Let;; 511.)' II dwraeter /I.'as sllOl illllle thigh (Sn'ui!! TllTfshold 5)
(3-2 =1), alld I da.)'jQT e(lcll oj tlu {(malllillg 2 poillis (SlIIce IIQ alld Sllffers 6 IIil poil/ls rif damage. Sillce Ille damage exceeds the
sirp call be redllud in lime below I da.}') jQr a IQlal rif j da.\'J fQ 1I 01llld Saenl)' Tlmsllold ~I' I (6-5=}), lie musl mil 2dl0 alld
recuperalr. add I 10 the roll. if II,e rUlilt is liSS fhall or equal 10 flis
COlislillltiQII abilil)' SCQre, tlu wOl/l/d has nof bewme il!fec/ed.
COI/lJUseljt if he IlIId a " CQIISfil1JfiQII. 2 da)'s /I.:ould bt added
tQ eadl ste/I. He /I.·Quld Iwve IQ restJor 6 da)'s (4+2) to mOl'tr tlte Properly cleaning and dressing wounds in a timely
first hp. 5 Jor the secol/d (3+2), "Jor file Iflird (2+2) IIl/d allolll· manner generall} within an hour) C,lIl mitigate the
tr 310 regaill I,is lasl pQm! (1+2). His IQlal rUQvtr)' till/eft' 1111 chance of infection. For e\'ery 10% over the minimum
idmtical wQI/IId IS 18 da),s. neces~ary 10 wccessfully make th is skill check (Easy for
:'\ursing and Tri\"ial for .\I edicine), the wounded charac-
Nursing ter may sublrac t 1 from the 2d 10 roll abm·e.
If it is determined that a wound is infected, the affect-
Proper nursing is essential to ensure that any injuries
ed characte r must make a Constitution check two days
heal in the quickest time possible. Foregoing nursing will
later to 5ta\'C ofT the resultant disease. This chec k is made
cause wounds to heal more slowly. In game terms, add
against 2d8 and a penalty of +3 is added to the 2d8 roll
one day to the total for each hit point recovered. For
for ,Ibdominal wounds.
example, an un nursed 3 hp wound takes 4 days to reco\'-
er the first point, 3 days to recO\'cr the second and an A successful check results in the character having to
additional two days before the injury is completely endure a mildly d ebilitating illness for I d3 weeks during
healed. which time he suffers a temporary penalty of - 2 to his
Strength, Dexterity and Constitution abilities. Fail ure,
howc\'er, indicates that the wound has become grossly
INFECTIONS
infccted. If the injury is to an extremity such as an arm
Infections arc a frequent side efTcct of bullet wounds
or leg, it will be necessary \0 amputate the limb, If the
"!ld particularly common to injuries caused by edged
infection is endemic to the torso or head, Ihe character
weapons such as knives, axes and arrows ..\I any more sol-
will die of sepsis \\'ilhin 2d 12 days.
diers died of infccted wounds than of the original injury.

70
SPECIFIC INJURIES The injured person s unc r ~ d6·3 hp· of damage per
hour. A lIatural "I" o n the damage roll means the inter-
Bear in mind that all wounds affect a character's com -
nal bleeding has stopped on ilS OW1\.
bat ability. T hese penalties are in addition 10 speci fic
debilitations that may be listed in Ihe wound SC\'C ri ty A char-tcter \\"ith at least Advanced mastery in the
tables located at the e nd of this chapter. i\ ledicine ski ll may attempt surg!'!ry to halt internal bleed-
ing. This call be a risky endeavor. It is both a Difficult
Followi ng arc detailed specific injmies that may result
skill check fo r the surgeon and injurious to the patient .
from combat , their e ffec l~ and remedies the affected
This type of surgery ca uses Id4-1 hp of damage \pene-
character may pursue.
tration applies .. f\ dditionally, si nce onl), the most skilled
Broken Bon es: A broken bone requires a much medical practitioncn are aware of the latest advances in
longer reco\'cry time, typically a number of days equal to an tiseptic theory, the re is great risk of in fection. A pa tient
60+2d8 minus twice .he character's Constitution score. must make a Consti tution check against half his score to
Until Ihe bone is healed, all penalties of the wound con- avoid having his wound fe ster.
tinue to apply.
Internal HeJnorrhaging: This is simila r to internal
For example, if JOIIIIll)' I fain wright (Con 10) II/SIl/i,lS (/ 7 lip bleeding but fa r more severe a nd inevitably fatal. T he
wOlllld tltal breaks his arm. ht conllol list Ihal limb until it is victi m sustail18 d4+ 1 hp· per hour until he dies. As is the
healed. If I,r had bro4t11 ilis (lnkfl~. lit would be unablt to walk case with inlemal blcedin,l{. the \'ictim should not be
wit/lOut the aid oj mllthts untlllht u;t)ulld Ilta/ed. informed of his hit poim loss unless it is diagnosed.
Recovery of hit points is also handled a lil1le different- Surger} ma,· be ;Ittrmptcd to halt internal hemorrhag-
ly. Ordinarily, the 7 hp wound mentioned abo\'(' would ing but it i~ ~ \'ef) Difficult ~ kill check for the surgeOIl.
take 28 days to fully heal (7+6+5+4+3+2+ 1 . However. Except lo r the increased difficult\" of the skill check, the
since a broken bone is involved, the recovery time is surgery is handled as de"cribed under internal bleeding.
increased to 60+2d8- 1O-l 0 days.
Mangled: The e:.:t remit} in question has suffered
Let'S assume we determine that the broken bone and damage beyo nd the ability of a medical practitioner to
hence the wound will take 50 days to heal. We know that repair. This may take the form of severed ligamellls or
an 'ordinary' Ivound of this se\'e rity takes 28 days to heal tendons. nerve damage or catast rophic tissue loss.
see abm·e j. The differenc('" between Ih(' tim(' required to Regardless of the specifics. the body part will scab o\'er in
heal the broken bone 50 days and the ordina ry tim(' the normal healing time for a wound of its sewrilY the
required to heal a wou nd of this ~e\"e rit } 28 days i.s 22 .. e\,en ty of lhr wound exp res~ed as a factorial in days} but
day ~ . This time is added to the time required to recover lIeyer a~'lill will it be functiona l..\t angled body parts
the first hit point mean ing that it will take 29 (22+7; days affect those down~tr('am e.g. a mangled ~ h o u lder rende rs
for the character to recover his first hit poilll of damage the entire arm u~eJes~ . Cha racters with a mangled arm
from the wound. Additional hit points arc then recovered use a shotgun or line with a -3 accuracy penalty.
as normal (i.e. an additiona l 6 days arc required to heal
MoveJnent Type Not Possible: T he damage to the
the second hit point and so fOl"lh ).
alll ictcd body pal"! makes the movcme nt type noted (or
To guarantee proper healing, broken bones must be set an)' fa ster muvement impossible until the wound is
by someone I\'ith the i\ ledicine skill. lypically a doctor. healed.
Failure to do this risks a 50% chance that the bone will
Se vere Bleeding: The \\ound has opcned up a major
heal improperly. In such a case, a mishealed bone in the
\·cin or artery resulting in profuse blood loss. Untreated
foot, leg or ankle will permanently limit the character's
se\'e re bleeding continues to cause damage a t the rate of
maximum mo\'eme m to " walk. Poorly set arm Dr hand
d6·2 hp· per minutc. Howeler, a natu ra l" I" on the dam-
bones permanently increase that character's speed by 5
age roll indicates that the wound has clotted sufficiently
and reduce his accuraq by 2. Untended broken ribs will
on its 0\\ II to halt fu rther hp loss.
result in a permanent + 1 Sprcd and - I Accuracy penahr
..\ character with ei ther the Nursing o r \ fedicine skills
Inte rnal Bleeding: The wound has caused damage
can ~l:lUn c h the bleeding wit h a pressu re bandage. This
to an internal organ, artery or ,'ein such tha t it is bleed-
~quires a minimum of 300 cou nts. Pressure must be
ing into the victim's body cavity. Such wounds are not
maintained thereafter for at least 20 minutes or the
immediately appare nt. If someone wilh the r-.ledicine or
,,'ound will continue to bleed.
Nursing skill docs not diagnose th at the injured character
has internal bleeding, all hit poiTH loses the characler suf- U n consciou snes s: Vi ctim is incapac it ated for
fers should be kept sec ret. 10+2d20 minutes.

71
Lodged Bullets Neilher rif lluse wounds ripresellted all immldiate chance oj
dying so Pete's player waited unlil (ombal was rtsoh'ed to deal with
~ I any of the more sc\'crc wounds liS! 'bulle! lodged' as
the addi/iollal problems his wOIJllds lIIigllt entail.
an ancillary wound effect. T his encompasses only those
bullets too deeply impacted for a lay person to easily Their foray into t01L'1I resulted ill Ihe gang having to high lail il
remove. 10 a pre-arTIIllged meeling pOilll, ..11/ hO/lr aj/er sus/aillhlg his gill/-
sIlO! wounds, Peltji'lOfly has lilllefoT Jorgt to IlJUSS the damage.
While not absolutely mandatory to Ireat , lodged bullets
represent a sc\'crc infection threat. A day after sustaining Jorge /.-nows a lit/It aboul medicille (skilllel'el 85), sufficunl to
~ll("h a wound, the character IllUSt make a Constitution u/ a hroken limb, dress wounds and probabr.), de/crmi'll if Pete has
check \'ersu~ half his score. If unsuccessful. Ihe wound sustaintd mort sm'olls ilyllTies.
has begun to feslcr. Hisjirsllask is 10 dean and harldage up Pdt 's wounds. ThiJ is
A fe stering bullet wound will cause I d+-2 hp per day. a trivial tasl-for him alld as such he gets a +90% modifier 10 llis
Every third day, the character may attempt another j/.-ill chuk. He Tolfs II 76 for Prie's IIrlll wound and a 25 for his
COHSlitulion check to determine if the wound has healed gill wound alld SIlC((S~fll/fY bOlldages tach. He trered hi.f II/inimllll/
on its own. Howc\'cr, each subsequ('!11 check is made al a SCQre h] 86%jor Iftt arm u'ound and 25%]or thegul woulld giv-
cumulative + 1 modifier. For example, a character with a ing Pell' a +8 alld +2 bonus rnpecti!'t!J' wlun determillillg if lIlt]
12 Constitution receives a gunshot that lodges a bullet in buomt irifecled.
his leg. He must roll a 6 ,half his Con sco re o r lower for 77le G.\I tht'f/ rolls 10 detmmnt if the wounds htcomt infield Pete's
the wound not to fester. If it docs, he can anempt anoth- COY JCore U 12. and hi.! arm /t.'fJllI/d ttueds Ihe wound srvtriry thresh-
er Can check in three days time so set: if the wound has old hy 2. Ordinari{", Ihe wound would becollle infec/cd all all 11-20.
healed. However, he must add 1 to the d20 roll meaning Howa'tTj becamt il was (uoned so well Oorgt exued 'lli minimllm score
that the lI'ound is only 25 0 '0 likely to have healed on its fry 86%), onry on 1/ roll if J9-20 on 2d I 0 does fill i'!fiction st! ill. TIll'
own. C. II rolls a 6.
A medical practitioner can anempt to rcmo\'C the bul- Tht gilt It'Oulld is a lillit trickier. TMJ Wail/iii e.tueds Ihe tltresh-
let by making a ~ l ediC'ine skill check although a ccrta in old h)' ont resu/ling in a I penalIJ1 10 the eh((k. Jorg( didn'l cleml
mastery level is required, depending on the bullet's loca- this lim: qllite liS u'ell gll-illg Oll!l' a +2 modifier. Fae/orillg ill tluse
tion: see the ~ I cdicille skill description. Upon succes~ful 1II0difim. Iht u.t(J1md !t'ill buomt IlIfected 0/1 It 13-20 all 21110.
surgery, rhe pariellt must attempt a Constitution check to Tht C.II rolls a. 13 IIItnrling thaI flt'l) days laler Pele u·ill h(//Ielo
determine if thc wound becomes (or remains) infected. makt a Conslltlliioll rlllck againsl 2d8 to sa if Ite sun'ius tilt
2d 10 a rc used for this check and a penalty of + I is itiftetioll.
applied for e\'cry three days the bullet was in the patient Jorge I/ltl has 10 Sfl Pele'J broken arm. Even at his Xouiu mas-
be/ore being remo\'{·d. ter), if Iht ,,\Irdi(ll!(~kill. II,is is a lask fir can altemp! to perform.
If a wound becomes (or continues to bel infected after II's an ltl{l' cliuk so il is ulllikelyJorgr willfail. He rolls a 41 and
surgery to n'l1love a bullet. use the infcction rules abo\'c suc((isjil/!~ sets Pdt's arm.
to determinc the result. r1'Ililf treatirlg Pete. JOlge 1I0ted Ihat he hnd a seriolls glllwOUl/d
Ilnd mighl haue internal bleeding. Irhilt he ISII'I skilletl enough to
SEVERE WOUNDS lreat ill/tTl/al bluding, diagllosing il willallenslllla/.-t Pele aware
While minor wounds wil] heal properly leaving no pcr- of it. (Peft has alre(l(lj' sllstained I hp oj damage frolll the woulld
mancl1l disability, the sallle is not always true for more durillg Ihe lost hOllr a jact ((Irwltry hring kepI from Mill.) This
serious itliu ries. ~ I any of the most severe inju ries list per- too is (III Easy check, Jorge rolls a 22 and ~P slicctsifully diagnos-
manelll consequences that will remain with the charaCler ing Ihe inlernal bleeding leis Pete kllou; tile extenl rif his wounds.
evet] artc r the wound has healed (see the \'ariOl!' wound From now all, Pelt s pla]er is kepi il/firllled oj Ihe hp lie is losing
sC\'crity tables). dllt to illiernal bleeding.
Jorge IlIIs now dOl/ e all he wllfor Pele. Remm"illg the Iwo lodged
Detailed Exa!Jlpl, of Complicat , d Wou nds bllllets and trealing his intmllli bltt/II-ng art b~}'ond his skiflle!.e/
•Wer Iltaling from his lasf w()/I/Id, UX(1J Ptlt joins up wilh a to lUll attempl .
lIew gang. Tflis lime/If lIIakts JUri 10 inelade someolle who k/lows Fortllllately jor PeU. the gong knows if a Ilfel!} good doctor
a bit (Ibolll medicine (a Te;al/o namidJorgt). Sina he has 110 skills (" Jedicine skill mastery 15 %) aboul tII)O days ride aWa)l if Pelt
/t'itll wflich to pursue a lau:·abiding career, he allempts a bank rob· can surllioe al/olher cou/lle rif dIllS, he might liue 10 Itll the talt if
be~p - fhiJ time in ,I ll/skagit. L'nfortllllafe/y, t/lere art a lot mfm Ilu exp/oilS in tile Sha/lered FrOlilier.
peoplt ill Ilu 10lL'n and Ihe at/tm/lled bank job r(Julu ill a wild gun Pele ongillallj' had 23 liP. However, lie has sl!ffirld 12 lip from
bnllie. Pelt is shol ill Ihe ligM arm u.:ith a rifle bullet for 7 hit Ihe gl/nshot wOlil/ds alld 1 hp more from his wlemal hleedillg. OueT
points that also hrokr I,is arm. He was also shot ill the abdolllenfor Ihe lIu/lhrtt hOllrs, he SIIffers I lip, thm J hp aIldJillalry I hp more
5 hp. This u'OI/f1d has tIll po/mlialfor internal bludillg alld abo whm heftlllliry rolfs a "I" indicating thallhf illteTlla! bludillg has
lodged a bl/lltl in his gUI.

i2
slopped on ils own. He has now suslained 18 IIp rif damage and is Pete has now TIm Ihe gauntlel rif medical help. He holes up in a
fieling il. if he Iwd 10 fire his pulol, his Spud penalty would be holel room and hires the doc's nurse to take care rif Mm as he
+13 alld his ;l ccurary -9. (Pele u wOlmdedfor >75% rif his hp sweats aut Ihe infeclion. Forllmately she's liP 10 Ihe lask of nursing
lolal which per Table 3.3-1: iVoulld .Hadifiers la SllOolillg cauus a a severely mjlmd palienl (Xursing skill mastery 72%). Two days
Spud penalty rif + 1 0 and all Accurary penalty of -6. To Ihis musl laler, Pete musl at/empt a entlcal Conslilulion chuk 10 see if ',e
be added the penalties specific 10 allY wOlmds [if applicable). T he 5 survives Ihe infection currently raging in his gill wound. Ordinarily
hp wound 10 his abdomen, allhough il resulted ill inlemal bleedillg, he would have 10 roll a 12 or lower 011 2d8, However, since it's a
does not imparl any addilional Speed or Accurary penalty. The 7 hp gUI wound, a -3 pmalty u applIed. He rolls a 9 and is relieved
wound to his right [firillg} arm has na addltiOlwl penalty lisled 0" that IllS fever breaks.
page 79 but per Table 3.3-1 : l\'imlld Modifiers 10 Shooting, "tacll Having survived his wounds, all he has 10 do now u bide his time
woulld in firing arm/hand" imparls a +3 [shooting) Speed modifi- while his i,yllries heal. To complile healing lime, Pele efficth'ely has
er and a -3 Accurary penalf)') Ihree wounds: a 7 hp gunshot wound 10 Ihe arm (complicated by the
Halfway 10 II,e doc (a day laler), Jorge checks on the condition broken bone wilh Ihe resull Ihal illstead rif laking 28 days 10 Iltal
rif tile Iwo bullels Pele has lodged ill him. Pete has 10 roll under or [7+6+5 +4+3+2+1=28j, illakes 60 + 2d8 -2x Pete's CON
equal 10 half his Constitulion score 10 avoid having Ihe bulletsfes- score. He rolls "16" on 2d8 meaning it will lakes 60+ 16-24=52
ler ill his wounds. He ralls a 6 for his arm woulld wilh Ihe result days to hea!), a 5 hp gunshol wound to the abdomtll and a 6 hp
lilat il scabs over without becomillg iifected, Should he so choou, he bleeding wound 10 Ihe abdomen,
could leave Ihal bullel where il is without al/)'thing worSt omlTring His arm will take 52 days 10 heal. His gill wounds, however,
lilan a nasty scar. UnJortunately he then rolls a 13 Jor h,s gut begin 10 heal immediately. Sina he'll slill be feeling the residual
wound mealllng Ihat ils buome ;,iftCItd. Pete suffers ld4-2 hp (J if/tCIS rif his infection Jor another week (1 d3), he decides to remain
hpj during Ihe secolld day's journl)' to tilt doc. in his bed. He rolls a " ~I"~ meaning 111U! af/er a week lu'U shakes
Il'hen Ihey reach the doc, he Immediately has Pete lifted ontQ his W any remaining pmaltiesfrom Ihe mftction,
table. Because he's performing an Advanced medical procedure, ii's A.fter 5 days. he gaills back I hp from his gill wound. The next
essenlial 10 anesthelhe Pele so Ihal he can have the best chance Jor day (day 6), lu gains a IIp back from the internal bleeding damage
success dllring Ihe operation. This is all Average chuk and rolling alld theJollowing day (day 7) eliminatts the -2 penalty he suffered
an 87 easily accomplishes Ihis. to his Slrmglh, Dexterity and Constitution abilities as a result rif
Removing a bulletff(jm the gUI is a Difficull procedure. Altlwugll tilt iifec/ion.
he's pretty skilled, success is by no meal/s guarallleed. Th e doc lIuds In eigllt more days (day 15) hIS gunshot gut woulld will be com-
to roll a 45 or higher to get the bullet out. Fortunately Jor Pelt. lit plelely' healrd bllt il u:ill be anollter six days (day 21) bifore he's
rolls a 48 and gets Ihe slug out. fully TUouredfrom Ihl blood l()ss. However, it's still len days (da)'
Because the bllllet is now removed, Pele gets a chana to see if 31) bifore hl glts back fhi first rif hIS hil points loslfrom Ihe iI!J'lIry
this clears liP tilt iifeClioll. He at/empls a Constitulion chuk and to his arm.
fails, rolling an 11.

-----------------

73
LOWER LEG -
Woubd
Foot Ankle Knee
Se verit y

"
3
• no additional effect

• Sprinting IlOl possIble


• 00 additional effect

• Sprinting IlOl possible


• 1\0 additional effect

• Sprinting DOl """,ible

• • Spnnllng Of Runnong 001


""",ible
• Spnnung Of Runmng IlOl
"""ible
• Spnnung or Running IlOl
possible

, • Sprulting. RUIIfIIJII or lOUin' • Sprinlln,. Runnm, Of lOU'lli • Sponllng. Runnmg or JOUm,


I'lOl possible noI possible not possible

, • Spriming. Runmng. louin, or • Sprinting. Running. JOCi,ni Of • Spnnl,"g. Runmng. Jogsmg or


Wal~ing IlOl possible Walkmg not poss,ble WalkIng not pos"blt
• Broken Bone • Brulcn Bo,," • Brolen 80 ....
• CIwlocIer may .... ver Spnm .galn

• Sprin11llg. Runnm,. Joai,n, Of • Sponung. Runmng. Jonm, or • Spnnlln,. RIIIIIIlIII . Jon,nl Of


Wa.lhng no! ",,"'ble Walking IlOl possible: Wllbn, IlOl possible:
• BrokC1l Bone • Brokcn Bono • Broten Bono
• Se'"Cfe BleflIlIIg • So,...., BletdJn, • Se'~re Bkcdin,
• O\mocltt may Ole'"'" Sponl ljatn • CIwlocIer may ,,"~r Sponl or
Run qaLO

• • Sprinting. Running. JOSI,n, or


Wal~ing 001 pos.ible
• Sprint.n,. Runn,na. JOUIOIl
Wllling no! po,sible
Of • Sponling. Runn,n,. Jou,na or
Wall'"t not poss,ble
• Broken Bone • Bruhn Bollt • Brulen Bo,,"
• $c"ere Bleed,ng • So,.~ Bleedong • Se,c~ Bleed,ng
• Chanocler may nc"er Spnn( .S~'" • Clw'ac!(r may 1It'~r Sponl Of • Clw'actcr rna) ,,"'.r Spnnl or
Run again Run _,ilLn

, • Sprinting. RUM,n, . l OU'''I or • Sponling. RunnUlI . Jon,nll or • Spooling. Runn'ng . Jou,n,


Wll);,ng IlOl po:»ibk
Of
Walkong noc pot.5ible Walk,ng noI poss,bk
• Broken Bone • Brotm Boac • Broken Boac
• $c"en: Blee,hng • So'-ere Bleedinl • Se,"ere Bleeding
• c::'IwKlC'r moy Ile"« Spnnl or • Owxltt may Ole'~r Sprint or • CIwacter rna) never Sprim. Run
Run ap.in Run again Of Walk again

• Sprinting. Runn,",. 10Uini or • Sprinling. Running . JOIUl,nll Of • Sprinllng. RUnn,"g. Joggms Of


Walking 001 possible Walking OO! po!;$ible Walk,ng DOl po:»ible
• Broken Bone • Bru~cn Bo,," • Bro~en Bone
• Severe Bleedinll • Severe Bleeding • 50,-.... Bleed,"g
• Chanoct .... may 1>C"~r Spoot, Run • Chanctu may ... '-cr SponL. Run • Characler may ,,"'-" Sprinl. Run
or Jog aga.in Of JOI again Of Walk agam

11 • Spnnung. R\lIlnmg. JOUJ"I or • Spnnung. Runn,ng. Jon,ng Of • SprinWlg. RLLIlIlLtII. Jon'", or


WaIkinj DOt ponible Walking IlOl poo>ible Walking IlOl possible
• Broten Bone • Brot... Bone • Broten Bone
• $c"ere Bleeding • So"ere Bleed,ng • Severe Bleedinl
• Clw'atler .... y nco'"tf Spont. Run • ChaTlloClt'r may ooly .... alk .... ,ll! • Clwact.r may ooly walk. ",,"l!
or Jog agwn Cf\JlChe!; 00<;. huled cnuche!; once bealed
• Amputation Rtqu,re(\ • CON check Of unconscious • CON check Of unconscious
• CON check or unconscioul

", • Sprint;n,. Runnlll,. lOC,'nl


po:»;bI<
WaIkin, IlOl
Of • Sprinllng. Runn,nll. JOCll'nll
Walking IlOl """.;ble
Of • Sprinllng. Runni"l!. Jogginll Of
Walki", IlOl """.,b1o:
• Brotm Bono • Brotcn Bono • Broten Bone
• $c'-c~ BletdJn, • $c.-ere BIeed,ng • Se,·.re Bleeding
• CIwacter may OlenT Spmu. Run • CIwlocIer may ooly "''IIlk ",ll! • CIwlocIer may only ",-al); .... ul!
Of Jog aa::lin Cf\Jtcho:$ once healed cnuche!; once healed
• Foot $c\'c~ • Leg .se,·cred at Anl:1e • L.el Se"cred 3,1 Knee
• In CON check Of ulIOOfIscioul • Unconscious • Uncon..... iou.

74
- THIGH -
Wound Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Severit y Wound
• no additional tiT"",! • 00 additional effect • no additional effect • no additional effoct
"
3 • no additional effect • 00 additional effect • no additional effect • no additional effect

, • Sprinting 001 !X>ssible


• STR 'heck or fall prone & drop
• no add,li(mal effect • no additional effect • Sprinllng not possible
• STR ch«k or fall pro"" & drop
all held items all held items

, • 112 STR ch«k or fall pro .... & • STR ched. or fall pro"" & drop • STR ch«k Of fall prone & drop • STR ched Or fall prone & drop
drop aU held items all held items all held items all held items
• Sprinting or Running n~ pouible • Sprinting 001 possible • Sprinting no! possible • Spriming nOi possible

• Sprinting. Running or JoggIng • STR ohed Or fall prooc: & drop • 112 STR check or fall prone & • 112 STR ,""ek or fall prone &
001 possible all held items drop alilleid ilCms drop all h<:1d l1eml
• Fall prone & drop alll>eld items o Sprinting Of Running not o Sprinting or Runoing not o SprintIng or RunnIng nOI
possible po"ible possible

o Spnnling. Running. Jogging or o 112 STR chec~ Of fall prQlle &: o Fall prone &: drop all held items o Fall prone & drop all held items
Wal~ing not possible drop all held ite"", o Sprinting. Running or JoggIng o Sprinting. Running. Jogging or
o Fall Jlf")M & drop all held items o Sprinung. Running or Jogging IKII possible Wal~ing not possible
not possible

• o Sprinting. Running. Jogging or


Walking not possible
o SprintJllg. Running. Jogging or
Wal~lng n01 pos,ible
• Spnnung. RunnIng. Jogg,ng or
Walklllg n01 pos,ible
• Sprinting. Running. Jogging Or
Walking nOl possibk
o Fall prone & drop all held items • Fall prone & drop all held items o Fall prone & drop all held items • Fall prone & drop all held items
o Broken Bone • Broken Bone

, o Sprinting. Running. Jogging or


Walking not possible
• Sprinting. Running. Jogging or
WaI~ing not possible
o Sprinting. Running. Jogging or
Walking not possible
o Spriming. RUnning. Joggmg or
Walking not possible
o Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
o Broken Bone • Broken Bone • Broken Bone
o $e,.... bl«ding

00 o Sprinting. Running. Jogging or o Sprinting. Running. Jogging or o Sprinting. Running. Jog!ing or • Sprinting. Running. Jogging or
Walking not ]XISsible Walking not po"ible Walking nOl pos,ibk Walking not possible
o Fall prone & drop all held items • Fall prone & drop all held ,terns o Fall prone & drop aU held items • Fan prone &: drop all held items
o Broken Bo"" • Broken Bone o Broken Bone • Broken Bone
o $e"ere bl""dlng o Se"ere bl""ding o Seyere bl""ding o Sewre bleedIng

• Character may ne,'er Sprint again

U • Sprinting. Running. Jogging or o Sprinting. Running. Jogging or o Sprinting. Running. Jogging or o Spriming, Running. Jogging or
Walking not possible Walking not possible Walking not possible Walking not possible
• Fall"""", & drop all held items o Fall prone & drop all held items o Fall prone & drop all held ;tems o Fall proM &: drop all held items

• Broken Bone o Broken Bone o Broken Bone o Broken Bone

• $e".re bleeding o 5o"ere blee<ling o Severe bleeding o Se"ere bleeding

• Character may never Sprint or o Character may ne,·.r Sprint o Charact.r may neVer Sprint o Character may ne,'er Sprint

Run again agalll agalll again

• Sprinting. Running. Jogging or o Sprinting. Running. Jogging or o Sprinling. Running. Jogging or o Sprinting. Running. JoUing or
Walking not possible Walling 001 po,sible Walking not possible Walking nol possible
• Fan pn>II<' & drop all held ItemS o Fall prooe & drop all held l1emS o Fall prone & drop all held l1emS o Fall prone &: drop all held items
• Broken B<lne o Se"ere bleeding o Broken Bone o Broken Bone
• $e"ere bleeding o u.g ""ered o Se"en: bleeding o Se"ere bl«ding
• Character may nc,'cr Sprinl, Run o Character may ne,'er Sprinl or o Character may ne,'er Sprint or
or Wal~ again Run again Run again

75
Wound
HIP/BUTTOCK -
Bludgeoning
Severity
Gunshot Wound Slashing Wound Piercing Wound
Wound

", • 00 additi()llal effect

• no additio<tal cffect
o no additional effect

• no additional effect
• no addiliooal effect

• no additional effect
• 1'10 additional effect

• no additiOllal effect

, • Spnnting nOt possibl~


• 5TR check or fall prone & drop
• Sprinting not possible
o STR check or ran prone & drop
• Sprinting not jXl>sible
• STR check or fall prone & drop
o no additiOll.1 effect

all held items all held item, all held item.

5 • In STR check or rail pro"" & o In STR check or fall prot1e & • In STR check Or fall proIIC & • STR check or fall prone & drop
drop all held ite<m drop all held items drop all held items all held items
• Sprinting or Running not ponible o Sprinting or Running I\O! possible • Sprinting or Running I\O! possible • Sprinting not possible

• • Sprinting, Running or Walking


nOl possible
• Sprinung, RunnIng or Walking
I\O! possible
• Spnnting, Running or Walking
I\O! possible
• Sprinting. Running or Walking
not possible
• Fall pro"" & drop all held Itcm, • Fall prone & drop all held Items • Fall prone & drop all held Item, • Fall prone & drop all held items

• Sprin1lng. Running. Jogging or • Sprinting. RunnIng. Jogging or • Sprinting. Running. Jogging or • Sprinting. Running. Jogging or
Walking oot possible Walking not possible Walking 001 possible WalkIng not possible
• Fall proIIC & drop all held items • Fall pro"" & drop all held items • Fall prone & drop all held items • 112 STR check or fall proIIC &
• Effectivc STR ·1 • Effective STR ·1 • Effecti,'. STR ·1 drop all held items
• Effective STR.I

8 • Sprinting. RunnIng. Jogging 0.- o Sprinting. Running. JoggIng or • Spnoting. Running. Jogging or • Sprinting. Running . Jogging Of
Walking not possible Walking not possible WalkIng not pos"ble Walking not possible
• Fall prone & drop all held items o Fall prone & drop all held "ems • Fall prone & drop all held items • Fall prone & drop all tleld Items
• Effecti"e STR ·2 o Effective STR .2 • Effccti'e STR ·2 o EffcclI"c STR·I

• Broken Bone o Brol.en Bone o Broken Bone

• Bullet lodged

• o Sprinting. Running. Jogging or


Walking I\O! possible
• Sprinting. Running, Jogging or
Walking not possible
• Sprinting. Running. Jogging Or
Walking not pos>ible
• SprintIng. RUnnlOS. Jogging or
Walking IIOt possible
• Fall pro"" & drop all held ilems • Fall prone & drop all held ilems • Fall prone & drop all held items • Fall prone & drop all held items
• Effecti,·c STR .J • Effecti"e STR·3 • Effecll"c STR·3 • Effwi"e STR ·2
• Broken Bone • Bullet lodged • Broken Bone • Bullet lodged • Broken Bone • Broken Bone
• Severe bleeding • Seve'" bleeding • Se,-c", bleeding

• Sprinting. Running, Jogging or • Sprinting. RUlll1ing, JoggIng or • Spnnung. RunnIng. Jogging or • Sprinting. RunnIng. JoggIng or
Walking I\O! possible Walking not possible Walking not possible Walking not possible
• Fall proIIC & drop all held items • Fall prone & drop all held items • Fall prone & drop IU held items • Fall prone & drop all held item,
• Effecti"e STR-4 • Effecti,'c STR ·4 • Effectile STR -4 • Effect;"e STR ·3
• STR permanently·1 • STR permanently ·1 • STR permanentl}·1 • STR permanently·1
• Broken Bone 0 Bullet lodged • Brohn Bone • Brokcn Bo"" • Broken Bone
• Se"cre bleeding • Se'e", bleeding • Seve", bleeding • CON check or internal bleeding
• Charnetcr may ne"" Sprint agaIn • Charactcr may ne'-er Sprint again • Character may ne"" Sprint agaIn • Character may ne"er Sprint again

u • Sprinting. Running. Jogging or • Sprinting. Running. Jogging or • Spnnting. Running. Jog,ging Or o CON ctleck or uTlConscioos
Walking IIOt possible Walking not possible \>"atking nOl possible • Sprinting. Running. Jogging or
• Fall prone & drop all held items o Fall prone & drop all held items • Fall prone & dn:>p all held items Walking I\O! possible
• Effecti,'e STR -4 o Effecti"e STR .4 • EffeC1i"e STR-4 • Fall prone & drop all held Items
• STR permanently·1 o STR pennanently.1 • STR permanently·J • Effecti,·c STR-4
• Brokcn Bo"" • Broken Bon<: o Broken Bone • STR permanently ·1
• Severe bleeding • Seve", bleeding o Seve", bleeding • Broken Bone
o Character may never Sprint or o Character may nev.,. Sprint or • Character may nev" Spnnl or • In CON cbeck or internal bleeding
Run again Run again Run again • Characler may ne,'ct Sprint or
o CON check or unconsdoos o CON check or unconscious • CON check or uDC:onsdous Run again

• UnCQn>eious • Unconscions • Unconscious • In CON check or uDC:on>eioos


• Effective STR·~ • EffWi,·c STR·5 • Effecti,'e STR·~ • Sprinting. Running. Jogging or
• STR permanently·2 • STR permanently·2 • STR permanently·2 Walking not possible
• Mangled • Amputation "'quire<! • Mangled • Fall prone &: drop all held items
o $e"ere bleeding • $e'-e", bleeding • Se"e'" bleeJing • Effect;,'e STR ·4
• Character may only walk with • Character may only walk with • Charnet" may only " 'al).: " 'Ilh • STR permanently·1
cnltches once healed crutches 00<:<: healed crutches on<:<: tlealed • broken bone
• CON check or unCQn",ious • CON check or unC<)nsciOllS • internal bleeding
• Character may only walk with
crutches once healed

76
GROIN
Wound Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Seve rity Wound
• no additional cffecl • no additional effect • no additional effect • no additional effecl

3 • CON check or fall prone &: drop • no additi()J\al effect • no additional effect • CON check or fall prone &: drop
all held ilcm' an held items
, • 112 CON check or fall prone &:
drop all held ilems
• CO,,", ehed or fall prone &: drop
all held nems
• CON check or fall prone &: drop
all held items
• 112 CON check or fall prone &:
drop all held items
• Spriming n01 possible • Spnnting noI possible • Sprinl1ng not po,sible • Sprinting not possible

5 • 112 CON check or fall prone &: • ]12 CON check or fall prone &: • 112 CON check or fall prone &: • 112 CO,,", check or fall prone &
drop all hdd items drop all held items drop all held il<m, drop all held ilems
• Sprinling or Running nol possible • Spriming or Running noI possible • Sprinting or Running not possible • Spriming or Running not possible
• Effecti,'e STR·I • EffeCl;,'c STR.I • EffeCli"e STR .I • Effec1i'e STR·I

• Fall prone &: drop all held ile ms


6 • Fall prone &: drop all held ilems • Fall prone & drop all held ilems • Fall prone &: drop all held items
• Sprinting. Running. JQgging or
WalkIng n01 pos,ible • Sprinting. Running. Jogging or • Sprinting. Running. Jogging or • Sprinting. Runnms, Joggmg or
Walking noI po"ible Walking not po;;sibk Walking I>Ot possible
• CON check or i"lcrnal bleeding
• Eff.Cli,. STR·I • EffeCli'e STR·I • CON check or internal bl..,ding
• Effec1ive STR·I
• Effecli"e STR ·2
• OOllelloog«l
1 • Fall prone &: drop all held ilemS • Fall prone &: drop all held items • Fall prone & drop all held items • Fall prone & drop all held items
• Sprinting. Running. JQgging or • Spriming. Running. Jogging or • Sprinung. Running. Jogging or • Sprinting. Running. logging or
Walking n01 possiblc Walking not possible WailIng not pos5ible Walking not possible
• 112 CON ch«k or imernal bleming • EtJec1i~e STR·2 • Effec1"'e STR·2 • ]/2 CON cbeck or intcrnal bleming
• Effecti' e STR·2 • Effffii"e STR ·21SO
• Bulletloogcd

8 • Fall prone &: drop all held item, • Fall prone &: drop all held Items • Fall prone &: drop all held ilems • Fall prone & drop alll>eld itemi
• Sprinting. Running. loggIng or • Spnollng. Runnmg. Jogging Or • Sprimmg. Running. Jogging or • Spnnl1ng. Running. logging or
Walking nol pos,iblc Walking not possible Walking not possible Walking I>Ot por.sible
• Intemal bleeding • Se,-".,.. bleeding • Se,.....,
bleming • Internal bleeding
• Effwi,"e STR ·3 • Eff.cI,,·e STR.3 • Effec1i"e STR·3 • Effecli'e STR ·3
• Bullet looged

9 • Fall prone &: drop all held items • Fall prone & drop all held i!ems • Fall prone & drop all held ile"" • Fall prone & drop all held items
• Spriming. Running. Jogging or • Sprinting , Running. Jogging or • Sprinting, Running. logging or • Sprinting. Running. Jogging or
Walking noI possible Walking not possible Walking not possible Walking not possible
• lntemal bleming • Se,.....,
bleeding • :;e,....., bleeding • Intemal bleeding
• Effective STR-4 • Effe<:livc STR-4 • Effe<:livc STR-4 • Effe<:ti,"<= STR -4
• Bulletloogcd • CON cbe<:k or u"","scious • CON check or UOCQ<liiCious • CON check or unC<lnscious
• CON check or u!>COnsciol"

• Fall prone &: drop all held Items • Fall ~ & drop all held i!ems • Fall prone & drop all held ilems • Fall prone & drop all held items
• Spriming. Running . Jogging or • Sprinting. Running. Jogging or • Sprinting. Running. JoggIng or • Sprinting. Runmng. Jogging or
Walking noI possible Walking not po.Iiible Walking not possible Walbng I>Ot possible
• Im.ma1 bleming • Se,.....,
bleeding • Se,·~ bleeding • Intemal bleeding
• Effecti"e STR·5 • Effccli,'c STR ·5 • Effecti"e STR·5 • Effect"'. STR ·5
• STR pennancmly·1 • STR pennaDemly·1 • STR permanentl} · 1 • STR permanently.l
• Bullet looged • 112 CON check or u!>COnsciou, • 112 CON check or unconscious • 112 CON cheek or unc()J\scious
• 112 CON check or unconscious • Broken bone

H • Unconscious • Unconscious • Unconscious • Unc()J\scious


• Imemal bleeding • Se,....., bleeding • Sevm: bleeding • Internal bleming
• Effec1i,·c STR·6 • Effe<:ti,"<= STR ·51SO • Effe<:ti"e STR ..(j • effec1ivc STR·('
• STR pcrmanenlly.2 • STR permanently·2 • STR permanently·2 • STR pennanently·2
• Bullet looged • Character may ne~er Sprim or • Character may neVer Sprinl again • Character may ne"or Sprim again
• Character may ne"er Sprint again Run again • CON check or internal bleeding ' Broken~

• UnC<lnscious • Unconscious • Unconscious • Unc()J\scious


• ImcmaJ bleeding • Se,....., bleeding • s.,..", biffiJing • Intemal bleming
• EffeCli"e STR·7 • Effecti"e STR ·6 • Effective STR ·6 • Effecti"e STR·7
• STR pennanenlly·3 • STR permanently·3 • STR permanently·3 • STR pennanenlly·3
• Characler is neulered • Character is neutered • Character is neutered • Character is neutered
• Character may never Sprim or • Character may ne".r Sprinl. Run • Character may ne,'cr Sprint or • Character may ne'·.r Sprint or
Run again or Walk again Run again Run agaIn
• 112 CON check or Internal bleedIng • Broken bone

77
Wound
- ABDOMEN -
Bludgeoning
Gun shot Wound Slashing \Vound Piercing Wound
Severity Wound

" • no ilddilional ~m:<'1 • no addilional .ffecl • no addilional effecl • no ilddilional eIT""1

3 • no additional dfe<:1 • no addilional effecl • no addilional effecl • 00 additional "ffe<:l

• 112 STR cilcck Or fall prone & • 112 STR check or ran prone & • 112 STR check or rail prone o 112 STR check Or fall prone &
drop all held it~m s drop all held Ilems o CON check or inlemal bleeding drop all held Items
• CON check Or imemal bleeding

5 • Fall pro"" & drop allileld Uems • Fall prone & drop all held Items • fall prone & drop all held nems • Fall prone & drop all htld ilems
• 112 CON check or imernal • 112 CON check Or in'crnal
bleeding bleedIng
• Bullellodgl'd

• • Fall prone & drop aU beld ilems


• Internal bl""ding
• Fall prone & drop all held ilems • Fall pro""
• 112 CON check or internal
• Fall prone & drop all held ilems

• Bullel lodged bleeding

7 • Fall prone & drop all held ilems • Fall pro"" & drop all htld Ilems • Fall prone • fall prone & drop all held i1ems
• Inlernal bl«:ding • Severe bl«:dmg • [olernal Bleeding • CON check or internal bleeding
• Bullet lodged

8 • Fan pro"" & drop allilcld ilems • Fall prone & drop all held Ue"" • Fall prone & drop all held "em. o fall prone & drop.ll held ilems
• [nlemal bleeding • Se'·ere Bleeding o Internal bleeding o CON check or unconsciou,
• Bullellodgl'd • CON check or unw o><: IOU. o CO N chec k or unconscious - 1.'2 CON ch""k or Inlemal
• CON check or unconscious bleedIng

, • Fall prone & drop alll>eld il~ms • Fall prone & drop all held ilems • Fall prone & drop.1l held ilems o Fall prone & drop all htld ilems
• Internal bleeding - Se'·cre Bleeding • lnlemal bleeding o Inlemal bleeding
• Buller lodged o CON check or unconscious o 112 CON check or unconscious • 112 CON check or unconscious
• In CON check Of uoconsc;ous

• Fall prone & drop all held ilems • Fall prone & drop all held ilems • Fall prone & drop all htld items • Fall prone & drop all held ilems
• CON check or inlernal hemor- • 112 CON check or uncon><:ious • CON check or internal htmor· • CON check or inlernal bcmor·
rhaging (else imernal bleeding) • Severe Bleeding rhagmg (else inremal bleeding) rllasing (else inlemal bleeding)
• Bull"t lodged • 112 CON check Or unconscious • 112 CON check or unconscious
• 112 CON check or unconscious

u • Fan pro"" & drop all htld II"ms • Uoconscious o fall prone & drop alll>eld ilems o Fall prone & drop all htld ilems
• CON check or inlemal htmor- • Se'·.re Bleeding o CON check or inlemal hemor- o CON check or inlernal htmor_
rhaging (else inlemal bleeding) • CON ~nlly lowered by 1 rhaging (else internal bleeding) rllaging (else internal bleeding)
• Bullel [odgl'd • 112 CON check or unconscious • 112 CON check or unconscious
• 112 CON check or uoconscious o CON permanently lo"·,,red by I o CON perma .... mly low~red by I
• CON penn"""nlly lowered by I

12. • Fall prone & drop all held ilems • Dead (disemboweled) • Fan pro .... & drop all htld ilem, • Fall prone & drop all held ilems
• CON check or in,,,rnal hemor- • In CON check or inlemal htm· o CON check or inlemal hemor-
rhaging (else imernal bleeding) orrhaging (else internal bleeding) rllaging (else imemal bleeding)
• Bullel lodged • 1/2 CON check or unconscious o 112 CON check or uncon><:ious
· In CON check or unconscious • CON permanently lo\\"e",d by 2 o CON permanenlly lo"'·ered by 2
• CON penna""ntly lo"·,,red by 2

78
ARM
Wound
Arm (Upper) Forearm Hand
Severity
,2 • no additional effeet o 00 additional effect • 00 additional effect

3 • STR ,bed 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

4 • In STR check Or fall prone & • 112 STR check or roll prone & o STR cheek or fall prone &. drop
drop all held items drop all held items all held items

, • Fall prone & drop all held items • Fall prone &. drop all held items • 112 STR cheek or ran prone &.
drop all held it.""

, o Fall prone & drop all held items • Fall prone & drop an held items • 112 STR cheek or fall prone &.
drop all held lIemS

3 o Fall prone & drop all held items • Fall pron< &: drop all held Items o Fall prone &. drop all held items

o Broken Bone • Broken Bone • Bro~n Bone

8 o Fall pro ... &. drop all hdd items • Fall prone & drop all held items • Fall prone & drop all held "em,
o Brohn Bo ... • Broken Bone o Broken B()!le

o Bullet lodged

9 • Fall prone & drop all held items • Fan pron< & drop all held items • Fall prone &. drop all held itelltJ
o Broken Bone • Broken Bone • Broken Bone
o Bullet lodged

" • Fan prone & drop all held ilCm,


• Broken BOlle
o Bullet lodged
o Fall prone & drop all held items
• Broken Bo ...
• Se'"ert" bleeding
• Fall prone &. drop all held lIems
• Broken Bone

o ~vert" bleeding

o CON check or Unconscious

n o Fall prone & drop all held items • Fall prone &. drop all held lIem! o Fall prone &. drop all held items
o Broken Bone • Broken Bone o Broken Bone

o Bullet lodged • Bulkt lodged • ~'ert bleeding


o ~"ert" bleeding • ~"ert" bleeding • Haod mangled
• Arm mangled o Arm mangled

• In CON check or Unconscious • CON check or Uncon.>cious

". • Fall prone & drop all held items


• Broken Bo ...
• Fall prone &. drop all held items
• Broken Bone
• Fall pro ... & drop all held 'lems
o Broken Bone
o Bullet lodged • Bullet lodged o Bullet lodged
• Se"crt" bleeding o ~"ere bleeding • Severt bleeding
• Arm must be amputated • Arm muSi be amputated • Hand mu,t be amputated
• Unconscious • 112 CON check or Unconscious • CON cheek or Unconscious

79
Wound
- CHEST -
Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Severity Wound
• 110 additional effe<:! • no addi{iOllal dfce! • no addit;OOlal effect • no additional effe<:t
"
3 • no additional effect • no additiooal effoct • 00 additional dfect • no additional dfe<:{

• • Effecti,-. STR_2 • Effe<:li'-e STR·2


• STR check or fall prone & drop
• Effecti'-e STR ·2
• STR check or fall prone & drop
• Effecti". STR ·2
• STR check or fall prone 8:. drop
all held items an held items all held i!em s

, • Effe<;li,'c STR·2 • Effe<:th-c STR ·2 • Effecli--e STR ·2 • Effective STR ·2150


• Broken bone • Broken bone • Broken bone • Broken bone
• CON che<:k or fall prone 8:. drop • CON check or fall prone 8:. drop • CON check or fall prone 8:. drop • CON check or fall pro"" & drop
all held items all held items all held items all held items

• • Effect;'-. STR ·3
• Broken bone
• Effective STR ·3
• 112 CON ehed or fall prone &
• Elfeen'" STR ·3
• Broken bone
• Effect"-. STR .3
• Broken bone
• 112 CON check or faU protl~ & drop all Mid n~m\ o 112 CON checl; Of fall prone &: o 112 CON cl>eck Of fall prone &
drop alll>eld Items drop aU l>eld 'terns drop alll>eld items

, • EIf..::t;"e STR -.l • Elfttth'e STR-.l o Elfecti,-. STR-.l o Elfe<:t;"e STR -.l
o 8roken bone • Fall prone &: drop alll>eld items o Broken bone o Broken bone
o Bullet lodged o CON check or internal bleeding o FaU prone &: drop alll>eld items o Fall prone &: drop all bcld items
o Fall prone &: drop aU l>eld items o CON check or internal bleeding
o CON check or internal bleeding

8 • Elfe<:tive STR·~ o Elfect"·. STR .5 o Elfecll'e STR ·5 o EIf..::ti,·. STR ·5

• Broken bone o broken bone o Brolen bone o Broken bone


o Bullet lodged o Fall prone &: drop alll>eld ltelIt> o Fall prone & drop aJll>eld ,tems o Fall prone & drop aU held items
o Fall prone & drop alll>eld itemS o CO", cMck or ulKOfls.cious o CO'" check or Internal bloed,ng o 112 CON check or internal bloeding
o 112 CON check orimemal bleedins o CON cbec k or unoonsc,ous o CON ch..::k or unconsci()lls
o CON cl>eck or unconscious

, o Effective STR-6 o EIf..::lh·e STR -6 o EIf"::I;ve STR -6 o EIf..::t;'·e STR.6


o Broken bone o Broken bone o Broken bone • Broken bone
o 8ulletlodged o Fall prone & drop all MId ilems o Fall prone & drop all held ilems o Fall prone &: drop alll>eld items
o Fall prone & drop all held items o 112 CON cl>eck Or Se,..,~ bleeding o 112 CON check or Internal bleeding o Imernal bleeding
o Internal bleeding o 112 CON cl>eck Of u!>Conscious o 112 CON check or unconscious o 112 CON check or unconscious
o In CON check Of unconscious o Severe bleeding

o EIf..::ti,·e STR .7 o EIf..::ti,"e STR .; o EIf..::t;,·. STR.; o Elfective STR-;


'" o STR permanently .1
o Broken bone
o STR permanently.1
o Broken bon.
o STR permanently.1 • STR permanently.J
• Broken bone • Broken bone
• Bullet lodged o Severe bl«dlltg o Internal bloedlllg o Internal bleeding
o Internal bl=ling o Unconscious o Unconscious o Unconscious
o Unconscious o Se"ere bleeding

11 • EIf..::tive STR ·8 o Effective STR.8 o Elfecti,'. STR .8 o EIf..::t;'·e STR ·8


o STR permanently.2 o STR permanently.2 o STR permanently.2 o STR permanently.2
o Broken bone o Broken bone o Broken bone o Broken bone
o Bullellodged o Se,=
bleeding o Internal bleeding o Internal bl=ling
o Internal bl«dlO8 o CON check or iIllernal bleeding o Se,= bleeding o Se'"re bleeding
o Se'-ere bl«ding o Unconscious o Unconscious o UIICQfIs.cious
• Unconscious

o Dead (sl>ot through hean) o EIf"::li,"" STR .9 • Dead {aorta ruplured} • EIf..::th·e STR ·9
o STR permanently .3 • STR permanenlly.)
o Broke n bone o Broken bone
o $c'-ere bl=ling o Internal bleeding
o 112 CON d ..d or internal bleeding • Unconscious
o Unconscious

80
- BACK
Wound Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Severit y Wound

", • 00 addit;Oflal effect

• STR cM;k Of fall prone &: drop


• no additional effect

• no i>ddnional df«1
• nO additional effeel

• no addl100nal ~ffe<:t
• 00 additionoJ effect

• no addiuonal dfttt
all held items

• • STR ch«l or fall prone


all bold items
&; drop • STR check or fall prone &: drop
all held "ems
• STR check or fall prone & drop
all ""Id "cm~
• STR m...-k or fall prone &: drop
all held "ems

• • 1/2 STR chttk or fall prone &


drop all held ilems
• 112 STR choed or fall prone &:
drop all held ilCms
• 112 STR ,hotel<. or (all prone &:
drop all held ile"'"
• 112 STR d.eek or fall prone &:
drop all bold items
• STR temporanly.l • STR ttmporarily.) • STR temporarily -I • STR temporarily.j
• Brolcn ~ • Broken Bone • Srolen Bone • Broken Bone

• • Fall prone & drop all hdd lIems


• STR temporarily_\
• Fall prone &: drop all held Item5
• STR temporuil) ·1
• Fall prone &: drop all held lIems
• STR temporanl} ·1
• fall prone &: drop all held items
• STR l(mporanly.J
• Broken Bone • Stolen Bone • Brolen Bone • Brolen flO!\(

• Fall paw: & ckopall held ..... • Fall paw: &: ckop III held III:mS • ~ paw: &: ckop all held _ • I'll paw: &; ckop III held .::ms
• STR Iemporanly·2 • STR temporarily·2 • STR IemponrUy-2 • STll tmIpOrVil)-1
• CON che<:k or internal bleedlllJ • M~lup\t' Brulen Bono:s • Mulupll: Brulen Booes • Brol..cn Bono:
• Bullet lodged • $e,...." Bleeding • $e"en: Bltcdrng

• • Fall f-"OO(: & Wop all hdd iIc:mi


• STR tcmporarily-2
• Fall f-"OO(: & QoqI all hold Rm!i
• STR temporarily-2
• f.¥i pooe &: QoqI all hold IIttm
• STR tempornnl) -2
• fall f-"OO(:&: QoqIall hold IICI11S
• STR temporaril} -I
• CON chock or inlcrnal bl~ong • Multiple Brot.cn Bonc~ • Multiple Brol;.cn BODOS • a.Ql..cn Bones
• Bullet lodged • s."-c,,, BI~lng • $e"e", Bleeding • CON cMd or internal bleed,ng


-.
• ~ pooe & <top all hold ..... • fall pme & QoqI all hold ..... • fall pooe & ~aII hdd lItmi • filii pme& <top all hdd .....
• STlllCmponrily-3 • STlltemponrily_3 • STlltemponn:ly-3 • STR temponrily-2
• Internal bleedi", • 1>bltlpll: Brulen Bono:s • Muh,pII: Brulen Bones • Consl,I\II_ che<:k or internal
• Bullet lodged • 5<:"cn: Bitcdong • $even: Blredin,
• CON chttk Of unronsciouJ • CON check Of unoonsciouJ • CON ehe<:k or unoonscioul; • CON check Of unronscinu.

• Fall prone & <top III hold Ik'mi • Fall pooe &: Wop III hold ...... • Fall prone & <top allldd !Itm'; • Fall pme & <top all hold IICmS
" - STR temporarily-3
• STR perm"""ntly-I
• STR temporarily_3
• Mult'ple Broken Bones
• STR lcmpornnly-3
• M uh'ple Broken Bo"".
• STR lemporanly-2
• Multiple Brot.en Booes
• Intemal bleeding • Se,'en: Bleeding • 5<:"e", Bleeding • 112 CON check or Internal
• Bullet lodged • 112 CON check or unconJoCious • 112 CON check or ullCQflsci()Us Bleed,nll
• 112 CON dv:d or unconscious • 112 CON chec~ or unconsci()Us

11 • fall prone &: <top. h::Id ...,.. • UlICOfI5Cinu, • Fall prone &: drop all beld ilmU • Fall prone &: drop all held ,tems
• STlltemporvily -4 · 5/:,-= BIotd,ng • CON check or internal • CON check or Internal
• STll pe~tlY-2 • CON permanently '""'-ned by I htmoot.aging (else mle:f1lal htrnonh:ai,nl (else ,me-t'ml
• Internal bIced'"g bJcN.rnJ) bieNtI,g)
• Bullet Iodgtd • 112 CON che<:k or uro:onsciouJ • 112 CON chttk or UnconSCIOUS
• 112 CON cltc:ck or unconsciouJ • CON perm10emly '""'~ by I • CON permanently low(:!1!d by I

12. • Fall prone &: QoqI all hdd ......., • Dead (spinal cord severed) • Dead (spinal cord "'''erro) • Unoonsci()Us
• STR temponrily-4 • Internal hcl1lOl'Thaging
• ST1l permanently_2
• Inte-t'ml HCntOI'TaI\'lIi
• Bullet lodged
• UnconsciouJ

81
Wound
- SHOULDER -
Bludgeoning
Gu nshot Wound Slashin g Wound Piercing Wound
Severity Wound
• no addItiOnal .«fa
" • no Iddillonal df«t • 00 adduional cff«t • no IIddJIIODIl eifect

3 • no ldduK'ln.aI cfl'«t • no adduional df«t • no addiTIonal effect • CON ch«k Of fall ~" drop
"'I bold ilt ....
, • STR d~~k or fall
all Mid i,e""
proM &:; drop • STR check or fall proM &. drop
all held items
• STR chook or fall prone &. drop
III held Ilcm!
• STR cbed or raU prone &: drop
all held ;1(:....

• • 112 STR check or fall prone &


drop all held Ilems
• In STR check or fall prone &
drop a11beld 'term
• 112 STR cbeck or fall prone &:
drop all Mid items
• 112 STR che-ck or fall prone &:
drop all held items
• STR & DEX IC:mporarily .] • STR &: DEX temporarily ·1 • STR " DEX temporarily · 1 • STR &. DEX temporarily .]

• • Fall proM & drop all held items


• STR " DEX temporarily .2/.]
o Fall prone &. drop aU hdd items
• STR &. DEX temporarily .2/.]
• Fall prollC &. drop all held "ems
• STR" DEX temporarily ·2/·1
• Falll'f'Ol" & drop all held lIemS
• STR &: DEX temporarily .2/.]

7 • Fall prone &: drop all held items • Fall prone &; drop all held items • Fall prone &. drop III held ilem5 • FaU prone &: drop all held Items
o STR &: DEX temporarily.2 o STR &: DE>:: temporarily.2 o STR &: D£X lemp:nrily.2 o STR &: DE>:: tempomily·2

o Broken boDe

8 o Fall prone &: drop all hold l1ems • Fall prone &: drop III held '~!N • Fill prone &: drop III held Items • Fall prone &: drop all held i,ems
o STR &: DE>.:: lemporanl~' .).1 • STR &: DE>.:: ~mporanl) ·)·1 o STR &: DEX lemporanl) ·~·1 • STR &: DEX ICmporanl) ·).'·2
o Broken boDe o BroIo.en bone: • Broken boDe

• • Fall prone &: drop all held lte""


• STR &: DEX temponnly ·31·2
• Fall prone &: drop all held ite""
• STR &: DEX ICmpomily ·31·2
• Fall prone &: drop all held ite""
• STR & DEX ~mporanly ·31·2
• Fill prone &: drop all held ile""
• STR &: DEX temponnly ·31·2
• Bullet lod~ o Broken boDe • Broken bone o Broken booc

• Broken booc

.. • Fall prone &: drop.lI held ilem •


• STR &: DEX tcmpomily .)1·2
• Fall prone &: drop all held i'entS
• STR &: DEX tempomnly ·)/·2
• Fall prone &: drop all held itcms
• STR &: DEX temporarily ·)/·2
o FIn prolle &: drop all held items
• STR &: DEX lemporarily -31.2
• Bull.. lodged • Bro~.n bone o Bro~en bone • Broken oone
o Broken bor.e • STR permallent)y·1 o STR permanently.1 o STR permanently_l

• STR pl'rmanentl)' -I
• CON ~hod 01' unconscious

U • FlU prone &: drop all hold items • Fall proI'II:' &: drop all hold ,tentS o fall prone &: drop all held ,tems • Fall prone &: drop all held items
o STR &: DEX temponnly -41·3 • STR &: DE)( temponrily -4.J o S11I. &: DEX temporanly -41-3 • STIt &: DEX tcmporanly -41_3
o Bullet lodged • Broten bone o Brolen bone • Broken bor.e
o Brokc:n bone • STR permanently·2 o STR perm&ncnlly.2 • STR pennancntly·1
o STR penl\lI'K"IItly.2 • DE>:: permanently_I • DEX pmnanently -1 • DEX pennmenlly ·1
• DE){ pennanently.1 • CON chrck 01' unronsciow • CON chrck 01' UJl('Oftscious
• 112 CON chrck 01' unconscious

• UnconSCIOUS • Unoonscious • UIXOI'ISCIOUI • UlIoCOfUCious


• STR &: DE)( ,.mporanly _y_) • STR &: DEX 'emporanly ·Y-3 • STR &: DEX t.mporanly .~i·3 • STR &: DEX temporarily .y.)
• Bulletlod~ • Broken bone o Broken booc • Broken bone
• BroIo.en bone • ,Sc,'ere bleeding • ,Sc"ere bleNlnll o ,Sc,'.", bleeding
• ,Sc"cre bleedlnll • STR permanently.J • STR pl'rmanently_3 o STR permanently·3
• STR permanenlly.) • DEX pl'rmanenlly·2 • DEX perman<'nlly·2 • DEX permallently·2
• DEX permallently·2 • Arm l'eqUII'C, amput.',on • Mangled
• Manilled • CON chttk or internal bleeding

82
- NECK -
Wou nd Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Severity Wound
• no additional effcct
" • no addit ional effect • 110 additional effcct • no additional effect

3 • no addItIonal effect • no addiuonal effect • no ..Jd'lional df«1 • 110 Iddnional ,,!feet

, · Sc,-= blecdinS • $e".n: bleeding


• STR ebtck or fall ~ &. drop
• Sc'"<=n: bleed,ng • no Id"lJtionaJ effcct

III held lie"",

• • Seven: bIttd,ng
• 112 STR check Of fall prone &:
• Se''Cre bleedln,
• 112 STR check or fan prone &.
• Sev= blttd,ng
• 112 STR check or fall prone &
• 112 STR check Of faJl prone &.
drop all hodd ,Ierm
drop all held Items drop all held Items drop all held ,!tms • CON lemporanly-2

• • s.c'-en: bleeding
• CON ch«k or UncofllelOUs
• Snert bl«<.lms
• CON check or l:noon><ious
• Sc,-c", bltedIng
• CON check or l'ncoo;.coous
• Sc,e", bl«d,ng
• CON chc<:k or UROOr'I!ICious
• CON temporarily-2

7 · s.c,~ bletdmg • Seven: bIeed"'g • Seven: blecdl"ll • $e'en: blced'''1


• CON check or UlI<XInKious • CON check or UlIoCOmCious • CO:-: check or U"""""",;""5 • CON dl«k or Unconscious
• CON temp:nrily.3

8 • $e'-e", bleeding • $e"ere bkeding • St,·Ut bleed;ng • St'·ere bl«dmg


• 1/2 CON cllttk or UnoonsciOlis • 112 CON check Of Uncon",;ous • 112 CON cllttk Of Unron",;ous • In CON cl>cck 01" Unconscious
• CON lCmporviJy .~

• • $ev= bleedln,
• UlICOft>Cious
• St,-= blet<bng
• Unconscious
· Sev=b~bn,
• UlOCOI1l.I:ious

" • $evere bl«ding


• Unron"'ious
• Se,·ere bl«ding
• Unco"",ious
• $e'·ere bleeding
• Uncon",iou,
• St'·ere bl«d,ng
• Uncon",;ou,

• Dumb flaw
" • Quadnpkgot"
• UlICOIISCious
• Quadnplcgic
• UnconSCIOUS • UnconSCIOUS

12~ .",,, .",,,

83
Wound
- HEAD -
Bludgeoning
Gunshot Wound Slashing Wound Piercing Wound
Severit y Wound

", • 00 additional dT«1

• DEX temporarily_2
• nO addnional effect

• no additional effect
• no addillOnal effect

• no additional effect
• I>() additional effect

• DEX temporarily -I

4 • DEX temporarily·3 • DEX temporarily-I • DEX temporarily·l • DEX temporarily·2


• CON check or fall p!'OlI(C &. drop
all Mid items

• • DEX temporarily-4
• CON check (I( fall prone & drop
• OEX «:mporarily-2 • DEX temporarily·2 • DEX temporarily-3
• 112 CON check or fall prone &.
all held items drop all held items

, • DEX temporarily.5 • DEX temporarily-3 • DEX temporarily .J • DEX temporarily-4


• CON check or UnCQnsdous • CON clleck or Unconscious • CON clleck or Unconscious • CON check or Unconscious

7 • DEX temporarily·6 • DEX temporarily-4 • DEX temporarily -4 • DEX temporarily.5


• 112 CON choCk or Unconscious • 112 CON check or Unconscious • 112 CON check or Unconscious • 112 CON <httk or Un<:OIll'Cious
• DEX permanently-I • DEX pemunently_[ • DEX permanently-l

8 • DEX t~mporarily_7 • DEX tcmporarily-~ • DEX temporanl) ·5 • DEX temporarily -6


• In CON check Of Unconscious • In CON check or Unconscious • 1'2 CON check or Unconscious • 112 CON cheek or UnCQnscious
• DEX permanentl}'-2 • DEX permanentl} _2 • DEX permanently-2 • DEX permanently_l
• $e,'Cr'I: bl«ding • $e.-~r'I: bl""ding • Severe bl""d,ng • Se'"ell: bl""d,ng

8 • DEX ICmporarily_7 • DEX temporarily -6 • DEX temporarily -6 • DEX temporarily-7


• Unconscious • Unronscious • Unconscious • Unconscious
• DEX p"rmanenlly-3 • DEX p"rmanently-J • DEX permanently·J • DEX permanently.2
• $e'-CIl: blffi1ing • $e"ell: bleeding • Severe bleeding • Severe bleeding
• Bullet lodged • Gain Migrane5 flaw (no BPi
• Gain Epileptic flaw (no B p)

• DEX temporarily-6 • DEX temporarily-7 • DEX tcmporu.rily-8


• Unconscious • Unconscious • Unconscious
• DEX p"rmaneml) .J • DEX permanently -liSO • DEX permanently ·USO
• $e'-ere bl""ding • $evere bl""ding • $e,..,re bleeding
• Gain Migra""s flaw (no BP)

u .",,,, • DEX tcmporarily-6'SO • DEX temporarily-7 • DEX temporarily-8


• Unconscious • Unconscious • UlICOIlscious
• DEX permanemly ·lISO • DEX permanemly-2 • DEX p"rmanently -USO
• $e'-ere bleeding • $e'"ere bleeding • $e,-ere bl«ding
• lnternall>emmorhaging • CON check or internal hem·
momilling doe internal bleeding
• Gain Epileplic flaw (no BP)

.",,,,

84
FACE -
Wou nd Bludgeo ning
Gunshot Wou nd Slashing Wound Piercing Wound
Se verit y Wound
• 00 additional effecl • no .dditiooal effect • 110 addi lionaleffect • no IIddl1lonai effect
"
3 • DEX temporarily_] • no add,hQll.ll\ effect • no additional d fect • DEX rcmporarily.J

, • DE:< temporanly_2 • DEX It'mponrily .] • DEX rcmporanly-l • DE}( tcmporanly·2


• CON ~h.ck or faU prone 4:: drop
,II held U.1m

• • DEX tempon.rily·]
• CON check or fall prone &; drop
• DEX ICmpcnrily_2 • DEX t=lponrily_2 • DEX ccmporarily ·3
• 112 CON cheel:: or fall prone &
drop all held ncnu
all held items

• DEX temporarily-4 • DEX temporarily -3 • DEX temporarily·3 • DEX temporarily ·J


• CON check or Unconscious • CON .bed Of Unconscious • CON check or Unconscious • CON eh«k or UIICQIl,cious
• d6 broken I«th

• DEX temporarily_S • DE:< ICmporanly-4 • DE>.: tanpcnrlly -4 • DEX temporarily-5


• 112 CON chtck 01 Unoom.cious • 112 CON check or U..::orucious • In CON check or Uncocucious • 1/2 CON cll«k or Unconscious
• DEX permIDmIl}' .J • DEX permanently -I • d6 brokm teeth
• Glm Facial Scar n .... (00 HPJ

• • DEX temporarily-6
• 112 CON check or UnronJtIOUS
• DEX temporarily.~
• 112 CON check or Unconscious
• DEX temporarily-S
• 112 CON check or Unron~ious
• DEX tcmporanl) ..(i
• 112 CON check or Uocoo~iou!
• DEX permantntlY_1 • DEX permanemly-2 • DEX permantntly_2 • DEX perma""mly-l
• .sc,-...., bJe<:,Jing • .sc,-...., bJe<:,Jing • Scvc~ bJe<:,Jing • ScVt~ bJe<:,Jin&
• Gain Facial Scar flaw (no DP) • d8 broken leeth

• • DEX Il'mponrily -7
• UI'ICOIISCi<':tii
• DEX lemponrily -6
• Uncomcious
• DEX lemponrily -6
• U...:omcious
• DEX Itmponrily·7
· Unron~iow
• DEX & LOOKS perrna.nendy-2 • DEX pel1l1Ul(:otly-1 • DEX pentIUItfIuy-1 • DE>: permancmly-2
• $c,-...., bke<l,n, • $c,'...., bl«ding • $c,'...., bl«dina; • $e"ere bke<lill1
• 0 1.111 Epileptic flaw (no DP) • Gam Facial Scar fla,,· (no DP) • Gaon Facoal Scar fllw (no DPj • Oaon M,pmoes fla .. (00 DP)
• dlO brolen leeth

" • DEX lempornrily·'


• Unronscious
• DEX & LOOK S permant".ly-)
• DEX temporarily--6
• Unronsciou\
• DEX permancolly-l
• DEX lemporarily·7
• Unconscious
• DEX perma""ntly _ISO
• DEX lemporarily·8
• Unconsciou,
• DEX perm.""n.ly -!ISO
• ,Sc"ere bleeding • Sc"ere bleed,ng • $c,'''''' blee<,hng • $cvcre bleeding
• Bullellodged • DEX check or mi!0511111 car fla .. • Oo:~ check or m,i,I'ng cj'e flaw • Ga,n M'lJlI""s fla .. (no SP)
• Dt~ chc<:k or miss'lli cyc IlIw • Gaon Facial Scar flaw (no DP) • Gaon Faclll Scar flaw (no DP) • d 12 broten leelh
• CON check or imemal bIeed,n&
• Gam Facoal Scar fla .. (no DP)

II .D<" • DE>: lemponrily -61SO • DE>: lemponrily _7 • DE>: Icmporarily-$


• Uno;orI5ClOlIS • UI'ICOIISCIOUS • UnronSCIOW
• DEX permar,emly -\00 • DEX pmnanently_2 • DEX pmnanemly -2ISO
• ,Sc"ere bke<ling • $c,'...., bleed,"g • $c,'''''' blccding
• 112 DEX check or miSlill1 car • Imemal hemmomagin, • CON check or inlemal hem-
fl •• • 112 Dtx check or misslllg O)'C mOltlllling else in.emal bleeding
• Oaon Facial Scar flaw (no DP) fl,. • Gain Epileptic flaw (no DP)
• Oalll Facial Scar flaw (no BP) • d 12 broken leelh

". . D<" .D<" .D<.. .",,,,

85
* DISEASES *
T here is no true cure for diseases in the Shattered
TABLE 3.3-5: CONDITIONAL MODIFIERS
Sett lement Modifier
Frantic l; although there's a lot of home remedies and lsolatcd farmhollsc .........................+1
patent medicines, and each man or \\'oman is going to Rllrai llow p ....................•...........+4
Ii\'c or die depending on how hale and hearty they are. City ......................................+6
Crowdcd cpumpmcnl ...........••..........+8
The common diseases of the Shattered Frontier are
listed below, along with details on how you catch them, SaniU lio!l
and how you can gel rid of them. Abo,'c i'·CUgC ............................... ·1
A"cugc ...............••...................+1
CATCHING DISEASES Filtby ....................................+10
E\'cry time a character eats undcrcooked food,
AS'
drinks from a pond ,or othe r slow-moving/stagnant Child <4 yUIS old ........................+30
waler source I, spends a day in a settlement with crowd- YoulIg 1<14 ycu s old ....................... +15
ed living conditions and inadequate sewage facilities or Old 1>60 yUtS old .........................+10
where disease is rampant, comes inlO contact with
another character that's carrying a disease, he has a Othcr Adjustmen"
ChanCIer U!ldc! <25% hp when exposed .......+10
chance of contraCling an ailment. Contact is defined ChUitter alrud y hu i discisc ........... .. . .+10
by the disea se . For cxamplc, it might be skin-to-skin Chmttcr hiS Buffalo Minge {II.... ..... .... ...+4
contact or getting breathed/sneezed on, depcnding on ChmtlCf has Consumplive (law ..............+10
the disease." ChUltlCr biS Resist Discasc/lnrectioll ulcllt ... 5
To learn whethe r a character catches a disease, the To tearn whether the character fights ofT the disease,
player must first determi ne which disease the charac- roll a d20 and add thc characte r's Constitution ability
ler may ha\'c caught. Choose the disease appropriate score to the result. If the total result equals or cxceeds
to the town or the carri er in your campaign, or roll on
the di~ea sc's \'irulence Factor, the charactcr's immune
Table 3.3-4: Common DistoJt$ when a random disease is system fighh ofT the ailment. Otherwise, the incuba-
needed. tion pcriod be~n s. and Stage Onc of the disease
begins after a certain amount of time see the various
TABLE 3.3-4: COMMON DISEASES disease de~criptions belo\\ .
Roll (dloo ) Disusc ViTIIlcncc FlCIor Hit points temporarily lost to disease return at the
01-70 ............. No rcslllt ................. same factori al rate as injuries.
71-80 ............. PD(umollia ..............28
81-83 .............Crollp .................. Z5
84-86 ............ .lnUl/cPu ............... .Z5
COMMON DISEASES
87-88 ............. Broncbitis ............... 25
89·90 ............. Maluia ................ .26
Erain Fever
91·92 ........ .. ...Consumption ... .. ....... 27 You might get brain fever "typhoid fc\'cr" to you
93·94 ............. Meulcs .................26 sm,'bones from contaminated food or water, or from
9'>-96 .............$carlet FC\'er . ... .. ... .. .28
some hombre that's alrcady gOt it. So boil your water
97 ....... .. .. .. ...Smallpox ... ............28
98 ................ Diplilheria ..............79 and cook your food, if you're smart. Stage One begins
99 ................ Brain Fcver ............. .3O 8+ I d6 days after exposure.
100 ...............Cholera ............... . .J! Stage One: Fever, weakness, stom ach pains,
headachc, not feeling hungry, contagious (carrier) and
!\"ext, the player shou ld roll a dIOO, noting any of flat. rose-colored spotS on the skin. CannOt pe rform
the modifiers from Table 3.3-5: Conditional .lIodifiers that stre nuous tabor/act ivity such as running, sp rinting,
apply in this situation, and add them all to the roll. If hca\'Y lifting. Duration: 4+ I d3 days.
the total result equals 71 or higher, the character Stage Two: Same as Stage Onc, plus ski n eruptions,
caught that disease. Of course, if he's really healthy, bone aches and inflamed bowels. Also has difficulty
he may be able to fight it oIT. making ski ll checks a 20°'0 penalty to all ski ll checks.
Duratio n: 4+1d3 days. After duration, roll Id20 +
Con against the disease's Virulence Factor. If success-
ful, character returns to normal in 1+ Id4 days. On a
faile d roll, proceed to Stage Three.

86
Stage Three: Roll a dIOO. On a roll of 0[·20, After the duration. roll I d20 + Can against the dis·
charactcr dies. On a roJ[ of 2 [. [00, character returns ease's Virulence Factor. A failed roll means death in
to normal in 2+ld4 days. If the latter, roll another I d4 hours. A success proceeds to Stage T hree.
d I 00. On a resu lt of 0 I ~05, character is pe rmanently Stage Three: Same symptoms as Stage One, but
co ntagious. less severc, plus fever. Character still bedridden. After
6+ I d 12 hours, the fcver breaks. Penalty to skills
Broncbitis reduces at the rate of 10'%) per day.
You might get bronchitis from breathing in too much
dust, smoke, or JUSt from some nasty germs. T he char~ Consumption
acter enters Stage One I + I d 3 days after exposure. While you can get consumption (what a sawbones
Stage One: Sore throat, chills, slight fever, back and might call "tuberculosis") from drinki ng infected
muscle pain, fatigue, runny nose. Cannot perform \unpasteurizedl milk. it can also be passed to othe r
strenuous labor/activity (such as running, sprinting, folks through coughing and sneezing - so be careful
heavy lifting). Duration: Id3 days. who you partner \I'ith,
Stage Two: Same symptoms as Stage One, plus Stage One: No sym ptoms. Duration: 2d4 weeks.
cough. Character needs to sleep two hours later than After duration, roll I d20 + Con against the disease's
normal, and has difficulty making skill checks - a 10% Virulence Factor. If successful, the disease becomes
penallY to all skill checks. Duration: I d3 days. latent and the character su ffers no symptOms.
Stage Three: Cough (other symptoms disappear). Howc\'cr, if the character suffers another disease later,
Character's hit points drop by 25%. Duration: I d-l- there is a 20% possibility that the late nt consumption
weeks. After this duration. roll Id20 + Can against becomes active.
the disease's Virulence Factor. On a success. c harac~ If the roll was unsuccessful, or latent consum pti on
ter's body lights off the bronchits. On a failure, pro~ becomes aClin:. proceed to Stage Two.
ceed 10 Stage Four. Stage Two : Weight loss. fever, fatigue, night sweats,
Stage Four : Cough. Duration: Id3 months. After not feeling hungry, contagious (carrier). Character
Id3 months, the bronchitis seemingly disappears, leav~ cannot spri nt. Loss of 25°0 hit points. Duration: 3d4
ing only an infrequem cough for the next 4+2d4 weeks. After duration, roll I d20 + Con against the
months. After this time, the Stage One symptoms disease's Virulence Factor. If successful, procced to
rcturn for a duration of I d3 months. T hey subside, Stage T hree. If unsuccessful, the character dies.
then return after anothe r 4+2d4 months. Stage Three : Same as Stage Two, plus a co ugh and
Funhcrmorc, the G,M or another player should difficulty breathing. Loss of hit points incn:ases to
secretly roll 4d4, and subtract this amount from the 50%. Character cannot perform strenuous activity
characte r's maximum age - already defined in the (includi ng running/sprinting). Duration: Id4 weeks.
Prio rs and Particulars section. After duration , roll I d20 + Con against tbe disease 's
Virulence Factor. If successful, the consumpt ion
Cholera becomes latent. If unsuccessful, proceed to Stage
This disease is picked up primarily through conta m· Four.
inatcd water or food, and not likely to spread through Stage Four: ConStant tiredness, wheezing, weight
contact with a diseased person. Still. it's possible. loss, bloody cough. shortness of breath. The can·
Some I d4 days afte r exposure, the character enters sumption has become chronic. Have the GM or
Stage One. anOlher player secretly roll I d I 00. On a roll of 0 I ~50,
Stage One: The characte r ca n't perform strenuous the character dies of consumptio n after thc next 3d6
activity, and suffers vomiting, seve re cramps in the gut months have passed. On a roll of 51·80, thc charactcr
and legs, diarrhea, and general weakness. He has dies in I d4+ I years. On a roll of 81 ~ I 00, the charac~
great difficulty concentrating - a 30% penalty to all ter dies of consllmption in 6+2d6 years.
skill checks. Duration: 12+ld12 hours. Each time the character finishes a strenuous activity
Stage Two: Same symptoms as Stage One, plus the (such as running or sprinting), he must make a
following. Character is bedridden. Very weak and fre· Consti tution check. If he fails, he mllst rest (and do
q uemly thirsty, with ch ills, difficulty breathing and loss not hing else) for 10 seconds (100 counts) per each sec·
of voice. Character's hit points drop by 50%. ond of StrellUOUS activity. If he refuses to rest, he s uf~
Duration: 12+ld12 hours. fers severe chest pain and sho rtn ess of breath, losing I

87
hit point per 2 seconds (20 counts) he continues to form strenuous activity after Id4 weeks. Remain con-
strain himself. The cha raCler's total hp is permanent- tagious for anoth er Id4 weeks.
ly reduced by 10% ,
Influenza
Croup Also known just as the "flu ," this is another o ne of
Trouble breathing and a constant ·'barking" cough those diseases that sneaks up on you. The character
might mean you've caught the croup. Th e character becomes infectious within J d '~ hours after exposure,
enters Stage One some 1<112 hours after exposure. and enters Stage One some I + I d3 days after ex po-
Stage One: Difliculty breathing. infrequent cough- sure.
ing, contagious (carrier). Duration: I d 12+ 12 hours. Stage One: Infrequent cough, headachc, general
Stage Two: Same symptoms as SUlgC One. weakness. contagious carrier). Duration: I dS days.
Charaner needs to sleep t\\"o hours later than no rmal. After duration , roll Id20 + Ca n against the disease's
Duration: 1d3 days. After duraTion , roll I d20 + Can Virulence FacIO!". On a failed roll, proceed to Stage
against the di sease's Virulence Factor. On a failed roll , Two. On a success, character returns 10 normal 111
proceed to Stage Three. On a success. charaClcr another I d 12 hours.
returns to normal in another I d 12+ 12 hours. Stage Two: Character suffers il temporary - 1 \0
Stage Thre e : Same symptoms as Stage Onc and Strength, can't perform strenuous activity (including
Two. T he charact er loses 25°'0 of hi~ hi t points. running/sprinting), a nd has frequent cough, fe\'cl~ sore
Durat ion: 3+ I d<\ weeks. throat. headache, extreme fatigue , contagious (ca rri er).
Du ration: Id3 days. After durat ion, roll Id2Q + Con
Dipbtberia, againsll hc diseasc·s Virulence Factor. On a failed roll,
proceed to Stage T hree. On a success, cha racter
Normally, a feve r and sore throat isn't tOO bad. If returns to normal in anothe r I d 12 hours.
it·s diphtheria. though, you better start praying. The
character elllers Stage One some 1+ 1d3 days alicr Stage Three: Sa me ~ymplom~ as Stage T wo, plus
exposure. loss of 10°.1" hi t points. Duration: 2d 12 hours. After
du ra tion, ma ke a Constitution check versus half Con.
Stage One: Character can't pcrform ~ trenuous On a failure, proceed to Stage On e of Pneumonia ,
act ivity (including running/sprinting '. and has ~e\'ere below. If successful, character rcturns to normal in
so re throat , light f('\"cr, contagious carrier. Duration: 12+ld12 hours.
24+2d 12 hours.
Stage Two: Same symptOms as Stagc On e, plus loss Malaria
of 50% hit points. Duration: 2+ I d+ days. After dura-
You get malaria from infected mosquitoes, though
tion, roll 1d20 + Con against the disease's Yirulence
the folk s of the Shallcred Frontier aren't aware of that
FacIOI'. On a failed roll, proceed to Stage T hree. On
yet. You ' ll have a fever (eal!ed the ·'ague "), and may
a success, character returns to normal in 12+2d 12
feci like you're gell ing a flu. St:\ge One begi ns
hOllrs. Remain contagious for another Id4 weeks.
10+ I d20 days a ft er getting bit.
Stage T h ree: CharaCter has diOiculty breathing,
Stage One: Chills and headache. Duration: 3d20
rapid heartbeat, pale cold skin , anxious appeara nce.
minutes.
Hit points drop 10 25% of normal. Duration: Id 3
days. Afler duration , make a Constituti on check ver- Stage Two: Temporary loss of 1 point of Strength
sus half Can. On a failure, proceed to Stage four. If and I point of C onstitution. Character cannot per-
successful, hit points now relurn at the rate of l/day. form Strenuous activity (including running, sprinting),
and the character can perform strenuous activity in a nd has fe,·e r, nausea, vomiting, headache, and int ense
12+2d 12 hours. Remain contagious for another I d4 th irst . Duration: 2+ I d4 hours,
weeks. Stage Thre e : Feve r with profuse sweating, fatigu e
Stage Four: Roll IdIO. On a result of!. character (no strenuous activity). Duration: 1+ Id3 hours.
dies. On a 2 through 9. the character shakes olT the Stage Four: Roll ld20 + Con against the discasc·s
disease. The character's total hp is permanentl y Virulence Factor. On a success, continue to repeat thc
reduced by 10%. Th ere is a 10% chan ce Ihe charac- above stages cvery Id 3 days, for the next lel4 weeks.
ter also loses 1 point of Strength and I point of Afterwards. charactcr returns to normal in 24 hours.
Constitution (roll for each). T he character can per- On a failu re, th e malaria becomes chronic. There is
a 20% chancc the character permanently los!::s I point

88
of Strength and I point of Constitution (ro!! for each). Virulence Factor. On a success, character returns to
The character can perform strenuous activity after I d4 normal in I d 12+ 12 hours. O n a failure , proceed to
weeks. Remain contagious for another I d4 weeks. Stage Three.
Character must roll I d 100 eve ry day for the rest of his Stage Three: Th e character suffers comp licat ions -
life. On a result of I, character has a relapse and suf- roll a d I 00. On a result of I, cha racte r suffers inflam-
fers Stages One through Three. mation of the brain and dies. On a result of 02-14,
proceed to Stage One of pneumonia, below. In either
Measles case, characte r becomes immune to future exposures
You can spOt this springtime disease from small, red. of measles.
irregularly-shaped spots with blue-white cente rs inside
the mouth. Of course, since most folks don't look Pneumonia
inside your mouth too often, you might have to wait a O nce you catch pneumonia, you'll have some sort of
while to see the large flat red to brown blotches that cough, at least. It really depends on what kind you
start popping up all O\'er the skin. Stage One begins caught yersclf.
6+ I d6 days after exposure.
Roll a d20.
Stage One : Runny nose, cough, slight fe"er that
"Br On a 01-06. it's bactcrial.
rises slowly ove r duration, contagious (carrier).
Duration: 4+ I d3 days. rF On a 07 - 16. it's "iraL
Stage Two: Fever, red blotchy rash, contagious ca r- :T On 17-20, it's "walking pneumonia."
rier). Character has difficulty concentrating - a 10°0 Of course. to the folks of the Shattered Frontiers,
penalty to all skill checks. Duration: 4+ I d3 da\·s. there's no difference - it's all just pneumonia . Stage
After du ration, roll I d20 + Con against the disease's On e begins I + I cl3 days after exposure.

89
Stage On e (Bacteria l): Chills, shakes, high fever, drops to 50%. D uration: 3+ I d4 days. After duration,
sweating, chest pain, cough with yellow/green mucus. roB Id20 + Con against the disease's Virulence Factor.
No strenuous activity (including running/spril1ling). On a success, symptoms and rash disappear in 2+ 1d3
Duration: 7+1d6 days. After du ration, roll ld20 + days. O n a failure , character suncrs complications and
Can against the disease's Virulence FaclOr. On a suc· dies.
cess, characwr returns 10 normal in 3+ld~ days. On
a failure , proceed to Stage Two. Small pox
Sta ge One (Viral): Dry cough, muscle pain, This is a terrible sickness, and even if you sUlvive it,
fatigue, fever, headache. Character has difficult), COIl- you're going to be len with a right ugly face. Stage
centrati ng - a 15% penalty to all skill checks. No One begins 7+ld10 da~'s after exposure.
strenuous activity (including running/sprinting).
Stage One: Feve r, fatigue , head and body aches,
Duralion: 7+ Id6 da}'s. After duration, roll Id20 +
contagious (carrier), and small red SpOtS develop on
COil against Ihe disease's Virulence FactOr. On a suc-
mouth and tongue. Loss of 25% hit points. Character
cess, character retur ns to normal in 3+ld4 days. On
cannot perform st renuous activity (including jog-
a failure, proceed to Stage T wo.
ging/running/sprinting). D uratio n: 12 + ld12 hou rs.
Stage On e (Walking): Light cough, fe"cr, mild
Stage Two: Same as Stage One, but mouth rash
fat igue, headache. C haracter cannot sp rint. and suf-
....anishes and rash spreads to all parts of the body. Hit
fers a 5% pena lty 10 all skill checks. Duration:
point loss increases to 50 0 o. Duration:! 2+ 1d 12
Number of days equal 10 12+3d6, minus Constitlluon
hours.
score (minimum 3 days. After duration , charaCler
returns to normal in 3+ I d4 d:\ys. Stage Three: Fatigue, head and body aches, COlHa·
gious (ca rrier), with large pus·fil!ed rash all over body.
Stage Two: Same symptoms as Stage One, plus dif-
Hit point loss increases to 80°/11 . D uration: Id3 days.
ficulty breathing, nausea, vomi ting, mental confusion.
After duration. roll I d20 + Con agai nst thc disease's
Duration: 3+ I d4 days. After d uration, roll I d20 +
Virulence Factor. On a success, proceed to Stage Four.
Con against the disease's Virulence Factor. On a suc-
cess, character !"e turns to normal in anOlber 3+ Id4 On a failure. roll a d!OO. On a roll of 01-30, blood
days. On a failure, proceed to Stage Three. forms under the ~ kin , organs begin to bleed and char-
acter dies. On a roll of 31-65, character becomes
Stage Three : Same symptoms as Stage T\\o. plus
blind as the Plumb Blind flaw. On a roll of 66-100,
loss of 25% hit points. Duration: 3+ I d+ days. After
the disease weakens Ihe character, and he suffers a per-
d uration, make a Constitution check ve rsus half Can.
mane m I penalty to his SIn:.ngth and Constitution
On a failure, proceed to Stage Four, below. If success-
ability.
ful, symptoms fade in 3+ I d~ days.
Stage Four: Same as Stage Three, but bump s start
Stage Four: Same symptoms as Stage Three, for
to crust and scab. Duration: 4+ld3 days.
the nexi Id4 weeks, followed by death.
Stage Five: Same as Stage Three, but bumps start
Scariet I!ver to fall off, leaving pitied scar~. Duration: -I + I d3 days.
After duration. roll Id20 + Can against the disease's
T hose darn bacteria - there's not hing 10 be dune Virulence Factor. On a success, character suffers a
about them. Don't touch somebody with scarlet fever, permanelH I to his Charisma and I Looks ability
or cat from the same plate , because you're sure to get scores. On a failure, the penalty is -2 to Charisma and
it. Stage One begins I + I d3 days after exposure.
- I to Looks. III either case, the cha racter's total hI' is
Stage One: Sore throat, Oushed face, fever, chills, permanently reduced by 10% .
contagious (carrier). D uration: 12+3d12 hours.
Stage Two: Same as Stage O ne, plus a rash of little
red bumps. Loss of 25% hit points. D uration:
* POISONS *
12+ld12 hours. After d uration, roll Id20 + Con Th ere aren't toO many homb res who usc poison to
agai nst the disease's Virulence Factor. On a success, gct rid of their enemies - after all, a bullet is a heck of
character returns to normal and rash disappears in a lot cheaper and quicke r. Of course, you still need to
anothe r 3+ 1d4 days. On a failure, proceed to Stage watch out for snakes ..
T hree. \\'henever a character gets poisoned (what we call
Stage Three: Sallle symptollls as Stage Two, plus "pizened" ), he needs to roll a d20 and add his
higher feve r, nausea, and vomiting. Hit point loss Constitution score. If this poison Tolerance roll is

90
Poison Oak
TABLE 3.3-6: POISONS AND VENOMS This vine or shrub has leaves like an oak tree, but it
T,p< Ddiver ~ Fletor Dlmlgc" CosT isn't nearly as pleasant to touch. Its oil rubs off on the
Arscnic .. . .IDgwed ...... 26 .. Zel20 .... ,$0.08
body, causing rashes and blisters wherever it touches .
Gilt monster . .. .Bile .... . .22 .. .. .2+2d~ .. ,"
MOOllsced . .. . .Iogested ......W ......Zd,! ... ,' Of course, if you wash it off quick you have nothing
PoisoD olk ... . .Coouel .IS ... .. . .ld4 . . .." to worry about (no roll needed if character washes
SeorpioD. buk .stiog ... . .. .25 ..... 2+Zd'1 .... within 2 hours of exposure).
ScorpioD. o ther .sliog ... . .. .l+ld'l .. ,-
$Ol kt. coppc:rhcJd . ... Bile ....... . .23 .... .Z+ld'1 .. .- Scorpion! Bark
$ol ke. co r ~ 1 . . . .. Bilt .. . ...... .22 ... . .l+ld4 .. ,-
SDth. CQ !lonmoulh ... Bile ...24 .... .2+2d4 .... These little straw-colored varmints (about 2-3 inch-
$ol ke. rmJesDlkc .. ...Arrow. Bile ...15 .3+2d4 ....... es long) like to live in trees and moist , dark places .
Spidu. bbck ...idow ... Bile . .25 .... .l+!d4 ...... ,- Aside from the damage they do, you'll ha\·e twitching
Spidu. brown reduse .. Bile ......25 ..... .Id'! ........" facial muscles, cramps and nausea for I d3 hours .
•plus I lly listed dfecTs

greater than the Poison Factor, the character suffers Scorpion! Other
only half damage (minimum I), Each poison and its \Iost scorpions ha\'e colo rs anywhere from straw to
damage is listed on Table 3.3-6: Poisolls alld Velloms, wi th brown to black. and length from less than I to 5 inch-
details below. es long. Fortunately. they·re a little less poisonous.
Hit points lost to poison o r venom return at the same
factorial rate as normal injuries, Snake! Copperhead
A western copperhead a\·erages about 3 feet long.
Arsenic Symptoms see rattlesnake begin within Sd20 minutes
You can ge t this white, tasteless, odorless po\\-der of the bite, and last for I d4 hours,
down at the apothecary shop. Works great for killing
rats, but I reckon you could usc it for people, too, Of Snake! Coral
course, I hea r that smaller than usual doses don't real- The western coral snake lives in cent ral ~1 exico and
ly affect folks. the western Republic of Texas. Its coloration is red,
Lesser doses cause weakness, secretly reducing the yellow, and black, in alternati ng stripes. Just remem-
character's hit points by 5% (regained normally). ber - " red before yellow and you're a dead fellow."
Unlike most other snakes, this snake dcli\·c rs its \'et1Om
Gila Monster by grooves in the teeth, rather than injecting it. There
is a 50% chancc that you'll take no damage if you pull
This big lizard lives mostly in northwest .\ Iexico,
the snakc off quick (within 2 seco nds).
northwest Arizona, south )Jevada, eastern California
and southwest Deserel. They are usually black and Five minutcs after the \·enom enters, the characte r
pink, or black and coral colored, and might be as big suffers drowsiness, weakness, blurred vision (~4 to
as 20 inches long. Its kin, the l\'Iexican beaded lizard, Accuracyl and slurred speech for the next I d6 hours,
can grow up to 3 fect long. Ii 's hard to get bitten If you roll a I on ),our Tolcrance roll, roll a dIOO. The
unless you pick one up, so I wouldn't recommend it. charactcr has a 20°0 cha nce (01-20) 10 die from a heart
attack.
For symptoms, see the rattlesnake entry below.

Moonseed Snake, Cottonmouth


If you find them in or about the water, you're prob~
Also called Texas sarsaparilla, this vine can grow up
abl), looking at what we call a "cottonmouth." They
to 12 feet tall, with broad maple-like leaves. In J uly,
can get up 10 6 fect long, and have a dark brown body
small yellow or greenish-white flowe rs bloom, and
with a lighter yellowish body, SymptOms (see rat-
small bunches of black, grape-like fruits appear in
tlesnake) appear within 5d20 minutes of the bite, and
September. T hese fruits cause trouble, since unknow-
last for I d4 hours.
ing kids sometimes pick and eat them.

91
Snake, Rattlesnake Spider, Black Widow
T his sna ke's rattle is the best way to figure Out if T his shiny black spider has a reddish hourglass mark
you're gelling 100 close. on its stomach. You tend to find them in old closets,
If bit, roll a diDO. allies, woodpiles, animal burrows, barns, and outhous-
es. The character feels pain around the bite within
'i3r On a result of 01-25, the characte r only suffe rs
3d I 0 minutes. Difficulty breathing, muscle twitching,
damage from the bi te.
eyelid swelling, headache, nausea, and pain in the
; ? On a result of 26-60, the character also experi- abdomen, back and legs appears within I d2 hours.
ences pain, sligh t bleeding and swelling.
'i3r On a result of 61-85, the character also suffers Spider, Brown Recluse
nausea, vomiting, fa tigue, severe pain, and the whole Brown recluse spiders like dark corners - be carefu l
limb swells up. whe re you stick your hand! The character feels aching
On a result of 86-100, the character suffers
'Gflr around the bite after 4+ Id4 hours, and there is a 10'%
severe pain and swelling, he has difficulty breathing. chance that the character also suffers from nausea and
and must make a Constitution check \'ersus half his high fe,·er. for the next 4+ I d3 days. Afterwards, it
Con score. On a failed check, the character lapses into becomes a black patch of dead tissue that rots and falls
shock and dies. Symptoms begin within 5d20 minutes off after Id4 weeks. This deep wound takes 2+ld4
of Ihe bite, and last for I d4 hours. months to heal. There is a 10% chance (100% if bit-
ten on the face that this causes the character 10 per-
manently lose a point of Looks.

92
3.41 Brawling
hese rules cover situations where brawling itself White C hips (Endurance ) represent your staying

T is the center of the action. These situations


might include a challenge to fisticuffs, a heated
fi slfight between two arguing characters (especially if
power in a fist fight. You get a number equal to the
sum of your \ Visdom and Constitution scores. White
chips reduce any damage suffered from opponents by
onlookers are there and honor is at stake), wrestling 2 points per while chip bet.
matches, bare- knuckl ed boxing matches or the classic • For a shQr/er brawl, halve all slarting chips.
barroom brawl. In these instances where the fight
itself is the main encounte r or epicente r of the action,
these brawling rules provide enhanced play and nexi-
bility as well as a more protracted scenario. If you
* BETTING *
Each round of brawling is structured somewhat like
enjoy a good barroom brawl complete with makeshift
a poker game. Each combatant decides how many, if
weaponry (e.g., chairs broken over the back or a
<lny. of his chips he wishes to utilize in any given round
whiskey bottle to the head), these rules will do nicel\".
by tossing them into Ihe pot. H owever, every player

* SETUP *
E<lch ch<lracter begins with <I set numbcr of poker
must tO~~ in at lea~t one while " Endurancc" chip.
Anyone controlling any non-player characte rs invoh'ed
will ha\'e to t05S in one white chip pe r character as
\\·ell. Th ese "antes" are then swept and counted 10
chips that represent that c haracter's ability to deal and make sure C\'cryone that wants to lake an action has
withstand damage and hit others. These chips come in paid a chip and remO\'ed from the fight.
precisely three varieties . Each player begins with a
After anteing. each player utilizes his chosen number
stac k of chips defined by the ir ability scores as follows:
of red, blue and white chips by "betting" and tossing
them into the ccnter of the table lor into the "pOI").
Red Chips (Da11l.age) represent brute strength Each color is handled in turn and each round of "bcl-
and you r ability to innict damage. You receive twice ting" goes from the lowest to the highest Wisdom, thus
your Strength score in ch ips. Red c hips dete r mine the the character with the lowest \ Visdom "bets" first.
damage bonus of successful hits. Each red chip bet T he maximum chips that may be bet by any charac-
gives + I point of damage. ter in any given round of brawling is as follows:
Blue C hips (Agility) represent your ability to con - Red (Damage): '/7 Strength score
nect with an opponent. You rece i\'e a IOtal numbe r of
Blue (Agility): '17 Dexte rity score
blue ch ips equal to the total of your Intelligence and
Dexterity. Blue chips determine who swings first. White (Endurance): '17 Constitution score
Each blue chi p bet gives a + I "To- hil." • JVole: All scores are rounded do w lI . Titus, a character
wilh an II Dexterity can bet a maximum of 5 Agili!J' cflips.

EXAMPLES OP INITIAL CHIPS DEAL! 24 Red (D ~m~ge ) : 2" Strength (12) Looks . .7/ 03
A chiueter nimed Bill GHrett h~s 24 Blue (Agilit y): Int elligence (15) ChH;sml .. 11/ 53
the following stlts: plus De"terity (9)

StrengTh .. .12/59 20 WhiTe (EnduUDce): Wisdom (6) Jl ke receives The foJJo~' ing chip touls
plus Constitution (14) prior to bnw ling:

-------
Intelligence .15/93
Wisdom .. .6/91
.. .9177 AnOTher chuieter nimed Jike Cuson 22 Red (D imlgc): 2 " Strength (II)
De"terity
hiS the foUoll'ing Silts
CObstituTion .14/73 25 Bl ue (Agility): InTelligence (1 2) +
Strength ......... 11/66 De"teriTy ( 13)
Loo ks .. .9/60
Intelligence .. · .12/ 63 22 White (EnduUDce): Wisdom (10)
Chuismi .7/ 11
Wisdom · .10/86 + Constitution (12)
Bill is therefore deilt out the follow ·
ing quutities of poker chips prior 10 the De"terity · .13/47
brlw l: Constitution ... . .12/32

93
* BRAWLING * "20'· for the attacker docs double Damage c hips and
the extra Damage chi ps ignore any Enrluf(lIlce chips
played by thc defender (but the first ones bet are not
Players take th eir turns in order of the number of
Agility (blue) c hips beL H ighest goes first (ties are bro- ignored). A natural roll of "20" by the defender dou-
km by Dexterity scores /0 fI,e 10011, place. ' 'til
Intelligence bles the value of the Enduran ce (white) chips played.
scores (0 tlu JOOlh place. then a rf20 roll).
To hit anOTher character, the playe r picks any adja- Results of th' First Punch and a Cou nter
celli target, rolls a d20 and adds a + I bonus for each Wilh his suuesiful af/ack, .Jake deals oru point rif damage
Agility (blue ) chip bet (back at the sian of the round\. plus alit poiflt for tach red chip lit bel (fi~'e), for a 10101 rif 6
Tbe defender rolls a d20 and adds his Accuracy/ H it poiflls. However. Bill bel thru while c/u"ps, which remove 2
Probabilit y modifier gran ted by his Dexterity score. If points rif da7llagefor each whitt cllip hrt. Thai's three chips X
Ihe attacker's roll exceeds the defende r's roll, the 2 poillts.for a lotalof 6. Bill slluesifully blocked 0/1 rif jake's
attack sllcceeds (i.e., tics go to the defender). damagt. ,Vow it's Bill's lurn 10 allark.
Bil/ rolls a d20, gr/lillg a "slIll rif 8, olld adds + I Jar each
Exampl, of }Jetting and the First Pu." h blue chl/; bet (Iu'o). for a 10101 rif J0. To dgelld, .Jake rolls a
Bill Garrett ana Jake Carsoll aTe harill' "ltm.uh'('J a brau.f. d20 and adds IllS Dt>:lrriry dtfinst modifia (+1)fol" a to/aloJ
Bolh plqyers loss in om! while (hip Jor milt. reducing Ih eir total 1-1. Sinct Bill ; rollJoiled 10 beat Jake; defin.ft', Ihe allac/;
by one. Now it's lime to prtpare. Jake decidts he's going (0 btl Jails.
the maximum rei! (five) and blut (six) chips ht's allowed, plus After any round of fighling. a character with zero
aile wllite chip. Bill's gOl/lla be more constn'alille (md bfis only Damage (red) chips is too weak to injure a.nyone
Iltru reds and two bllles, plus (lITer l}.:hife chips. beyond one point. any ch,uacter with zero Agility
SinCf Jake bel flu most blue (Agility) chipJ, fit' gets 10 roll his (blue) chips is too fatigued to throw a really accurate
aifackjirsl. He rolls a d20, gelling a resull if 13, alld adds punch and thus can·t get a bonus to-hit , and any char-
+1 for each blue chip btl,Jor a tolal if 19. To dffind. Bill aCler with zero Endurance white) chips is winded and
rolls a d20 alld adds his AUI/rag/Hil Probabili~)1 (+0) from muSt spend one round resting see below) or spend one
Dextaity for a lolal rif 14. Since Jake; foli beal Bill's difense-. each of D amage and Agility chips to gain an
fht allack succeedJ~ Endurance chip for ante.
Th e injured player must remO\·c Ihc damage total in If at any limc, a character's ch ips arc down to zero
chips from his lhree chi p stacks in any combination he ill all three categories, he's knoc ked and/or pas5ed out.
chooses (e.g., 3 points of damage can be three red Damage beyond the final ch ip is removed from the
chips, or two red and one blue. or threc white, onc of c haracter's hit point total. This hit point damage is
each, ele). Damage dealt by a successful punch is one actual damage - thus, a character without chips can
point plus the number of Damage ch ips (red) bet by be beaten to death if his opponent's are not stopped
the attacki ng player. H oweve r, if the defender bet any and of a mind to do so.
white chi ps. the damage is reduced by two points for Duration of unconsciousness is equal to I d 10 sec-
each one Endurance chip (white) bet by the defending onds. If the blow that knocked the charac ter un con-
player (nOte this can reduce damage to zero from a scious dealt more damage than the defending charac-
would-be damaging blow). If {he defending character ter had chips (i.e., he would have a negative number of
is damagcd, the defe nding playcr must remove a num- chips:, thai character is knocked unconscious for an
ber of hi s own chips (not already in the pOt) equa l 10 additional 10 seconds pcr chip he was shy. Every 10
the damage suffe red from his stacks. He places them seconds, (he unconscious character may al\cmpt a
<lside (the), are lost from the fight ). No hit points arc COlHlitLllion check to regain consciousness. Th e char-
lost, just chips. acter may not act the first 10 seconds in which he
A natur<ll "I'· on the attacker's roll indicates a vcry regaIns conSCIOusness.
poor miss: the attacker suffers the efTects listed on the
~1i s ll<lp s chan and the defende r may make a free, THE RAKE
immediate coull\er-au<l ck that docs not count as his Th e highest natural attack roll (i.e., not modified
attack for that turn but is otherwise the sa me as his by chips) each rou nd wins thal round's pot. less the
standard allack for that turn in all respects (i.e., usc the rake (sec below). These chi ps arc then added 10 that
chip tOtals bel that round), A natural "I" on the character's chips and he can use them in futu re brawl-
defender's roll gives the attacker an immediate free ing rounds.
allack (identical to his first attack). A namral roll of

94
A percentage of eaeh type of c hip from each pot is Sillce there art Oll(y (wo brawlm and less Ihan '0 (ftip.r if each
removed as follows: one of each type chip for every I- color, on(y onf if each (olor is put aside (raked). TIlt remaill -
10 chips bet or fraction thereof, for every four brawlers der rif till' pol (seven ml, swen blut and jiue wltilt) all goes to
that rolled dice or otherwise contributed !O the pOl. Jake. sinet he had tilt highest nltack roll.
For example, if the pot consisted of 16 Damage, 21
Agility and 9 Endurance chips and there we re 2-4 TIME
brawle rs, two Dam age c hi ps, three Agility chips and Each round of b rawling equals 10 seconds of dura-
one Endurance chip would be removed. If there were tion. Ea ch rollnd of rest (inaction) ea rns back three
5-8 b rawle rs double the c hips wou ld be removed. and
chips of the resling character's choice.
for 9- t 2 brawle rs the players would remove triple .
and so on. The simplest way 10 keep track of this is 10
Exam pJe of a Time Out
stack the chips in color groups of 10 and remove one
chip from eveq' stack (including fractional slacks I for uls SIiPPOl( thaI. aptr afew rOllnds rif brawling, Bill runs
every four brawlers. Thus, remove one per 10 for 1-4 Ollt of whitt (hipl. On hiJ ne.\ / round, he'll lakr no !lction
brawlers, 2 per 10 for 5-8 brawlers. C IC. In the en'nt (tilher IlUad.· or d~ftllst). Allht beglllning rif the next roulld, ht
of a tic, the chips remain ill the pal and the winner of rtWrel lIme 1{'IIilf' {hips. Hell hm'e to liSt one rif these white
the following round wins bOth pOts! {ltipsJQr ante, unless he sprnds anotlla rOlllld flStillg.

Example of a Rake STUNNING


Jake alld Bill hm'e bOlhjinishcd thfir attacks, so iI's til/ufor Any round 111 which a character suffe rs damage
the rake. The pOI consists rif all tlte chips Ihey nnled alld bel. equal to half his re maining Endurance chips, he is par-
lo/allllg: eight red cflips, tigltt blue chips and sit; I1'lIilf (hips. tially st unned for the next round. Partially stu nned

95
characters may bet a maximum of '/2 their normal al/ack or deftnd dllrll1g his next action. bul gains no while chips
maximum (or II, the relevant original ability score). If jar resting. Tll ejoflowing fOllnd, lit is only partially stUll/ltd,
in one blow a character suffers damage equal to or (IS descn'bed above.

greater than his remaining endurance chips, he's


stunned for one action and cannot take his next action MOVING AND SPECIAL ACTIONS
(this round of inaction does not count as " Rest"), falls l\ lost of the time, a brawl isjusl twO drunk hombres
prone and is then partially stunned for the following cuffing each other about the head and fa ce. However,
round. Note that a charaeter's next action could be in if you want \0 spend some extra chips on your turn ,
the same round or in the next round depending on you can decla re that you're making a special action.
whether hc already attacked that round. .\ Jaking a special action is the only lime you get \0
Any character that is stunned (but not partially spe nd more chips than you're normally allowed, since
stunned) twice within two rounds is knocked uncon- their effects arc different. You arc essentially trading
scious for I round. these extra chips in exchange for being able \0 perfo rm
the special move. T hese chips are taken out of the
ExampJe of Stunning game Ihey do not go into the "pot" with the others.
For example, let's suppose that Bif{ only' has four tdlile You can only perform one special act ion per attack,
(Endurance) chips Iif!. If lit suffirs 111)0 poinls 0/ damage. he's and the special action is only successful if your attack
partially slunned. 011 his next round. he can only belthrtf red. hits.
two blue alld three white chips. instead 0/ his normal maxi/llll/ll Movjng, etc.: ~ I o\'ing is really a catch·all for a
0/ six ud,jollr bille and seun whitt. special action that doesn't directly affect another char-
On the other hand, lel''s say Ihal Bill hasfour white chips Iif!, acter. The se include
bill SIIffirs 4 points or //lore oj damage. He can't

96
such Ihin g~ as moving, jum ping behind Ihe bar, picking white and twO red l when a nothe r adjaccnt cha racte r
up a chair, swingi ng from the chandel ier, or grabbing lries to pcrform a Special Action. ~ lI ch as pulling out Ok
a pull ofT Ih al whiskcy bottle that ot her feller see ms to shoOl ing iron. At that poi nt, the cha racte r Using a
have forgOl about a nd left unattended-like on the bar. " 'capon. or ~ I oving, or whatever (in our case dra\ling
Th ese actions a ll cost one blu e chip. Ihe poc ket pistol with a )'I ovin g Action), may add as
Using a Weapon: Actions that do directly alleet mallY blue (Agility) chi ps 10 his Special Action as
anothe r character cost one of each type of chip. This desired. Then , the cha racte r playing thc Counter
includes using a wca pon or a makeshift weapon such Actio n m a y bct as many hl ue chips as he desircs. If
as a chai r. hottle, gun butt. pock(·t pislOl or bowie Ihe Counter. \ etion has mo n : blue Chips Ihan the
~p('dal .\ction, the Spf'cia l ,\ el ion player mar choo~e
knife. Da mage delivered by hitting a character \\'ilh a
10 add more blue c hips. This biddin~ process contin-
wcapon , chair, hott le, and 110 on, i~ rolled per the
weapon and modified by bOlh Stren~th modifiers like ues until one player i~ tOO COIl il rd ly to up the sta kes
a norlllal hit l and Da mage chip" Thc damagc total any further.
witho ut Damage chips i.e. , the weapon damage plus f inall), the players each roll a d 20 .Itld add a + I pcr
St rengt h bOllll'i1 is removed from the defender's hit blue chip that that charactl'r played. If the Special
poi rllt otn l, and the IOta I damage is I'i.'mo\'(~d fro m thc .\ etion p layer\ tota l exceeds the Counter Action
ch aractcr's c hips \modifi ed by any Endur;\IlCC ('hips Player's totaL the Special ,\ ct ion may proceed (in this
b e l , of course). Keep in mind, you '1Ilikcly have 10 lir't ca~e. he lila) fire hi, pockcl pi~101 at point blank.
perform a ~Io\'ing action to g rilb ,I wcapon lInlcs~ you rollinl!: Til-hit and rollo\\in~ the' ~ulllighting mit's nor-
had a wcapon read~ whcn the oranl ~tarted . mally. If the Counter .\("Iion plilyer\ total equals or
c ... (·el'd~ the Special .\etion player'~ total, the S pecia l
~apon Damag' .\('(ion fai ls the player~ aft· ~trll~g l ing o\'er the
:3J'" Usc !lta ndard wea pon damage
firearm. ~Ii s haps Is and natural tl\t'lltit'~ 205 arc
h:lndlcd as described above in the ~ta ndard b ra\\ ling
~ Chairs do ld4 for standard chairll, or Id6 for
rules.
heavy c hai rs
Fir Boules do ld3 if empty, l eI! if half or more full Example of • Counter AcUon
Xou~ if Bill had wallied /0 slOP Jllkt from hiltin' him ldth n
Exam ple of Usi ng a ~.pon
bottle, lit could hart stl oSldt 111.'0 red, Iwo blut. and Iwo I(;hill
I~"l Jf!}' 11,01 Jab dlt/arts h~ /L'a"ls 10 attack /Jillll'ilh all chipJ for II Coulller Arlion. Suillg Ihal. JnAe bell Ihru bltlt
~mM~ bot/II'. loki htls two fld and Iliru bl,u c/lips. plus ont CIliPf agaiml Bill'f /It'O blue chips ill tilt COUllttT Aclioll.
u·hiu dlip. 1/, also spcnds one addiriollol h/uf chlpfor ,\loving {ThtJe particula/" bllle rid/IS dOI/'1 add /0 /lis IIl/ack roll tht.v'rt
(0 pick lip Iht boltlt. Bill bets llL'O reds lind Ilt'O blues. plus two jllsi 10 Iltlp hil/l 1'1111 t1J lilt sp((ial aC/1011 alld do 110/ go illio
whilt chips. Ihr /Jol, bIll /h~v do disllpprllr Jrolll his slark 'II (flips.) If 8ill
Siner Joki btl t/it most hlue (Agili!YJ chips, ht gels fo roll his dotSII '1 be/ al!p IllOrr blur clu'psfllr lilt' COli Iller . Iclioll, Jake call
allockjirst. lit Tolb a d20, getting a mull W IOJ lind adds pTocud willt his Special . Icliol/. TIlt biddillg gOlS bac/;, lind
+ I for Mdt bltu chip bel, for a 10/01 of 12. To deftnd. Bill Jorlh. u'i,', Bill adding 1I110lhtr 11/;0 blllt cllipl (follr lotl/I). /hl'll
rolls a d20 01111 adds !Jis AUl/fOry/lIit Probahilil.J (+0) from Jllkt addillg allothtr two (fit·t 10101). 8ill drcidtJ 1/01 to add 0I~l'
DO:ltrily for a lolnl of 9. Sincr la/" 'j roll btat Billj deftl/.It. 1I/0ft blue chips (hefolds).

tilt allock slI((uds. JaAt rolb a d20 alld addJ +5 (/il·t Sp((ial Aclioll blut
II 'iln his SIICWljU/ attack. Joki' dtals , pomt oj damage, chips), fo' a 10/01 qf 17, Bill also fOI/S a d20 and adds + 4
plus 2 points if damage for tnt tlt'O rtfl chip) ht bel. pluJ I d3 (follr CouIII" Aclioll blut cltipJ), jor a lola/ oj 16. Jakr'f
(ill this case, +2) for tltt bottle. (/lid +0 from Itis Strength Spuial Ac/ioll rail proeed.
bOlllls.Jor a tolal of 5/lOillls. Sillre Bill bellwo while c/tips. Body Blow: A body blow is when yOLl throw a left
he TtmOt'tS 2 poillts qf damageJor tad, whilt' chip bel. TIw,/:5 o r right pu nch to the olher guy's ribs. to his g ut , to his
two chipj .\" 2 /lOiflLl.jor a tolal qf 4. Bill slIrmsfully blocked slernum or th(' center of hi s bod y, \\ hal some folks ca ll
off bUI I point qf Joke's damagt. so lit Oll()' losts 0111' chip oj Ihe solar plcx u s~ . You have to spend an extra two red
his choiu. Ilolt:tur. sina Jake used II ll'tllPOII, Bill abo lOla c hips. bill if you hit, aside from thc rcsuhs of your nor-
2 hil poinls (2 poilllS from lilt bollit. and 0 from Jake's ma l da m age, you r opponent al~o losl's o ne white chip
Slrtng/h). from hi ~ stack of unuscd chi ps.
Counter Action: To perform this aClion , a player Break Away : Need lO b rea k away from thai hom-
simply sets aside two chips of each color (two bluc, IWO bre that 's got a g ra b or a hold on you? Brea king awa)

97
from a grab costs two red and lWO blue chips, but chips and one whi te chip, but your opponent cannOt
breakin' away from a hold costs either four red chips reduce damage from this attack with white chips.
or four blue chips. Low Blow: A low blow is a hit to the "equipment"
Cross : T he powerful straight punch from the back bel\\'cen the other guy's legs. T his doesn't really apply
fist packs a might)' pop. It costs ya a blue and a white to the ladies, of coursc. A low blow COStS twO blue
but adds two red chips to the attack. c.hips, but if it hits, the opponcnt can't bet more Ihan
Grab: If you wa nt to grab that hombre, such as one blue chip on his next action. Using a Low Blow
with the lefl hand to keep him from avoidin' yer also reduces that character's Reputation by one,
pu nches from the right, then this move is fo r you. It Push: A push, or shove, lets you put this rascal
costs two red chips, but your opponent can't play more down on the ground where he belongs. It costs two red
[han one white chip al a lime (not includ in' ante, of and one white chip, but the othcr guy ends up down on
course) until he breaks frec. the ground, and he has to spend onc of each color next
Head Butt: Slammin' ycr hcad into the other guy's round to get back on his feel. (H e can't stand back up
face is what's known as a head bU H. A head butt costs and altack in the same round. )
one of each chip, but reduces the other guy's next Rabbit Punch: A rabbit punch is a chopping blow
attack (in the same round, or the next one, de pending to the back of the neck. It costs four blue chips, but if
on whcthe r or not he already attacked this round\ by successful increases your attack by duee rcd chips.
two blue chips and one white chip. Spur : If yotl c\·er find yourself standing above somc
poor feller you really don't like, you can cut him with
Example of a Head Butt your spur. II COSts three blue chips, but docs an ext ra
If uxas Pett wants to head blltt DOli Prtlllcisco, he WIIOIJiS (wo points of weapon damage.
olle red, one blut alld olle It.'hilt chip from his pile. If f,is at/ack
hits, DOli's IIlxl allack is redurtd by two blue chips alld one Example of Spurring an Opponent
white (hip. If Texas Pete's attack lIIisses, he still loses the chips, Let's say thai Jake has Bill dowlI on the ground, and want.s
bul Don sl!Utn 7/0 ptnalties. to kick him with his spur. Jake bets two red alld two blut (hips,
H a ymaker: T his wild hook from the back fist car- and 110 white chips, /-Ie also spends three additional blue chips
ries a big wallop. It'll cost you two blue and two white for trying to deal damage with IIis spur. Bill bets one red and
but adds th ree red chips to the attack. 0I1l bllle chip, plus thru white chips.

Hold: Want to grab that varmint and hold him If Jake's attack is success/ul, he deals i poinl of damage,
wh ile somebody else hits him? It costs two red chips plus 2 point.s if damage jr" the two red chips Iu bet, PillS 2 1II0re
and two blue chips and you can do it. Once held, that points for Ihe spur, and +0 from his Strtngth bonus,for a lotal
rascal can't play any white chips (except for ante, of if 4 poillts. Since Bill bet two white chips, which rtmovt 2
course) or do much other than try to break your hold. points if damagejor each witile chip bel. That's two chips x 2
Hook: Pivoting around and hitting the other guy on points, for a total of 4. Bill sllaessjully blocked all if Jake's
the side of his face with rour flush knuckles is wh at we damage, so he loses 110 chips. However, since Jake struck llim
call a hook . It costs one white chip, but adds one extra with flis spur, Bill also lostS 2 hil points (2 poilltsftom the SPIlr,
red chi p to your attack. and 0 from Jake'S Stullglh modifier).
J a b : T his quick, straight punch can be prelly useful Trip: Need to trip your opponent up? All you have
to do is stick out your foot at the right time. It costs
whcn you need to keep a big feller at bay or just \\"anl
to punch faster than the other guy. It costs two red two blue chips, but rhe other guy can't bet any more
chips but adds two blue chips to your attack. than onc blue and one white on his next action (he can
bet as many reds as normal).
Kick : No, this ain't no fancy judo stull". This is
kic.kin' a man when he's down on the ground. If you Uppe r cut: Curling YOllr arm and elbow down by
or one of your partners have pushed him down, and your side, and bringing the fist up ha rd and fast up
your next attack contes before he can get back up, you into the other guy's chin is what's known as an upper-
can kick him good. It costs three blue and three white cut. It costs one of each chip, but your attack stuns
chips but also adds an cxtra four red chips to your your opponent if your damage equals L/. of his remain-
attack. ing Endurance (\dtite) chips. (Normally, stunning
requires thc damage to exceed Lh your opponent's
Kidney Punch : T his is a punch to the lower back , remaining white chips),
aimin' for thc othe r guy's kidneys. II costs three blue

98
3.51 Firearms
Contained in this chapter arc 43 separate firea r ms There is no absolute maximum range for any pro-
for usc with the "advanced" Acts & Eights game. Each jectile even those shot from a humble derringer.
de rringer, revolver, shotgun, carbine, fine or musket is W hile statistically improbable, the re is still an extreme-
listed with fu ll game statistics as well as a common ly miniscule chance of hitting a ta rge t a thousand
retail price. Note that this price is only a guide; actual yards downrange with a derringer bullet. If a charac-
prices may vary wildly according 10 the laws of supply ter wishes to roll "To-hit ' in such an instance, he
and demand. should be allowed to do so. As such, the stated penalty
Accuracy adjustments arc applied for any distance at the weapon's maximum range appl ies to any shot at
up to the listed increment. For example, a ta rget 10' I" a target fro m Ihat distance to the limit of the charac-
to 15' dista nt affords the wielder of a American Arms te r's vision.
Derringer a -2 'To-hit' penalty.

- DERRINGERS -
AMERICAN ARMS DERRINGER

Number of Shots .2
Damage ........ d3+ I
Draw Speed J\ lodifier . .0 count
$8 . ~
Reload Specd (per cartridgt) ..... 20

If you're looking for a reliable backup piSIOI, this Al walnUl ~rips and a brass fram e with a sih-e r-plalcd fin-
caliber, double-barreled, pocket model isn't a bad ish. \\'ith a barrel length of only 2 i/,", you can hide
choice. It comes with blued barrels, square-shaped this gun j ust about anywhere.

Range 5' 10' 15' 20' 25' 30' 40 + ' Ammo pricCi

Accurary adjustment +H o -2 -5 -10 -20 -50 S2.l..I/ho).: 100 camidgcs

• • •
COLT NEW LI NE

Number or Shots .... 5


Damage .................. d3+ 1
D raw Speed M odifier ........ 0 co un t $ 14.2!l
Reload Speed (per cartridge) ..... 20

Here's a good little ,41 caliber pocket gun, if you You can get it blued with a case hardened rrame, or a
reckon you'll need a backup squi rreled away for nickel-plated fini sh instead. Barrels come in 2 I" " or
emergencies. This 5-shot re\'olver usually comes with 4" length, whichever you'd prefer.
varn ished rosewood grips.

Ammo pricn Range 5' 10' 15' 20' 25' 30' 40+ '
$ 2 .l.I/hox 100 canndgcs Accurary adjustment +8 o -2 -5 -10 -20 -50

99
KNUCKLEDUSTER

Number of Shots ............. 7


Damage ............. d3
Draw Speed Modifier. . ... 0 count
Reload Speed (per cartridge) ..... 20

At on ly .22 calibe r the hardest punch this little piece


$9 P migh t have is when used with a r ight jab, which happens to
be what it was designed for.

Range 5' 10' 15' 20' 25' 30' 40+ ' Ammo price.
Accu ra0' adjustment +8 a -2 -5 -IU -20 -50 $1 ,~/box [00 cartridges

• • •
MARLIN STONEWALL DERRINGER

Number of Shots ............. 1


Damage ..................... d3 + I
Draw Speed lvl odificr .... .. . .0 count
$ 7 ..IQ
Reload Speed (per cartridge) ..... 20

T his single shot, .41 caliber, cartridge derringer fits real easy in the palm of
your hand. The 2 lN' barrel swi ngs sideways to load , a nd comes with a brass
frame, rosewood grips and blued fin ish on the barrel.

Ammo prites Range 5' 10' 15' 20' 25' 30' 40+ '
S2.U/box 100 cartridges
Accurary atijustmenl + 8 a -2 -5 -10 -20 -50

• • •
REMINGTON DERRINGER

Number of Shots ............. 2


Damage .. d3+!
Draw Speed Modifier. . .. 0 count
Reload Speed (per carln·dge) .. 20

T his 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 fin ish and grips of ha rd rubber,
rosewood or walnut. Barrel length is only 3" .

Range 5' 10' 15' 20' 25' 30' 40+ ' Ammo prices
Accu rary atijustment +8 a -2 -5 -10 -20 -50 S2.U/box 100 cartridges

100
REMINGTON PEPPER BOX

Number of Shots. . .. 4
Damage ... d4
Draw Speed :\1odific r . ....... 0 count
Reload Speed (per cartridgt) ..... 20 $15.2.2
T his little four-barrel, .32 caliber derringer is a favorite of gam-
blers. It comes with hard rubber grips and a blued finish, unless you
prefer a combination nickel and blue finish. Barrel length is 3 '/3".

Range 5' 10' 15' 20' 25' 30' 40+' Ammo prices
A ccurary mljustment + 8 o -2 -0 -10 -20 -50 S t .LI/box 100 cartridges

-REVOLVERS -
COLT DRAGOON

Number of Shots .... 6


Damage ........... d4+ 1
Draw Speed ;\ Iodifier ........ +1 count
Reload Speed (o'linder) ......... 100

If you're looking for an intimidating firearm, this .44 cal·


$24 ."" iber, 6-sl1ot cap and baJJ revolver might be just what you
need. It 's bigger than most, weighing in at just over 4 lbs,
14 inches long (7 'N' barrel length), and sure to scare the
• Ammo prices britches ofT most folks. It comes with a casehardened frame
$2 .Qg for 100 lead balls. and hammer, blued finish, and walnut grips .
percussion caps & black powder

Range 5' 10' 15' 20' 25' 30' 40'


A ccura0' adjustment +8 ++ +2 0 -2 -+ -6
50' 70' 90' 120' 150' 200' 250+ '
-8 -12 -16 -2+ -32 -w -50

101
COLT NAVY

Number of Shots ............. 6


Damage ..................... d4
$16. M D raw Speed .M odifier. . .. +1 count
Reload Speed (cylinder) ......... 100

This .36 caliber, 6-shol, single-action percussion revolver is a favorite out here on
• AO'lll'lo prices
the frontier. II comes with a casehardened frame, lever and hammer, blued finish
$ 1 ,Ll for 100 lc;ld balh, on the rest, and walnut glips. Glip straps appear silver. Barrcllcngth is 7 W'.
percllssion caps & black powder

Range 5' 10' 15' 20' 25' 30' 40'


Accurary a4Juslment +8 +{ +2 0 -2 -+ -6
50' 70' 90' 120' 150' 200' 250+'
-8 -12 -16 -u -32 -{O -50

• • •

$21. QQ
COLT PATERSON

Although nicknamed the "Texas


Number of Shots ... 5 Paterson," th is .36 caliber, 5-shot
Damage ....... d4 cap and ball revolver actually comes
Draw Speed ~ I od. (4" balTCl) ....... 0 count from Paterson, New J ersey. It comes
with a casehardened frame and ham-
Draw Speed .\Iod. (7 '1/' balTC1) ..... + I count
mer, blued finish on the rest, and walnut grips. Barrel
DrawSpccd i\ lod. (9"barrcl) ....... +3 count length is usually 7 1//' or 9", but can be as short as 4" to
DrawSpccdi\ lod. (12"barrcl) ...... +5 count
Reload Speed (cylil/der) ............ 100

Range 5' 10' 15'


as long as 12".


perclls~ion
Amm o prict s

S I .u for 100 lead balls,


caps & black powder

40'
20' 25' 30'
Accur(l0' adjustment +8 +{ 0 -I -3 -6 -8
(4"" 7//2" barrel) 50' 70' 90' 120' 150' 200+'
-12 -16 -21 -32 -40 -50

Range 5' 10' 15' 20' 25' 30' 40'


Accura0' adjustment +8 +4 0 0 -2 -5 -8
(9·' barrel) 50' 70' 90' 120' 150' 200+ '
-12 -16 -24 -32 -+0 -50

Range 5' 10' 15' 20' 25' 30' 40'


ACCIlra0' adjustment +8 +4 0 0 -I -{ -8
(12" barrel) 50' 70' 90' 120' 150' 200+'
-12 -16 -2{ -32 -{O -50
102
GRISWOLD & GUNNISON

Number of Shots ............. 6 $14,2.I!


Damage , ............ d4
Draw Speed lvl odificr ........ + 1 count
Reload Speed (cylinder) ......... 100
T his 6-shot, .36 caliber revolver from Griswoldville, GA

o Ammo prit ts
S l.ll for 100 lead balls.
looks pretty similar to the Colt Kavy. il boasts a 7 W' par-
tially octagonal, partially found barrel, with a brass frame
and trigger guard, blued finish and one-piece walnut grips.
percussion caps & black powder

Range 5' 10' 15' 20' 25' 30' 40'


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

• • •

LEMAT TWO-BARREL

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


Number of Shots (Shotgun) .... 1
Damage (Pistol) .... d3 + 1
$ 7 5,M Damage (Shotgun) . , .......... d3 per pellet
Draw Speed !vlodifier ........ + 1 count
Reload Speed (cylinder) ......... 100
This unusual 9-shot, .42 cali ber revolver has a second, Reload Speed (sholgwl) ......... 150
shorter smoothbore 18 gauge barrel below th e first. T his
second barrel is designed for firing buckshot. T he ham-
mer is fitted with a pivoting striker that allows the shoot- • Ammo prices
er to easily discharge either the lead balls or shot barrel. S 2.i.! for 100 lead ba!ls.
percussion caps & black po wder
$ 1 .~ lor powder,
shot & primers
Range 5' 10' 15' 20' 25' 30' 40'
suflicient for 100
Accurary mljuslmenl* +8 +4 +2 0 -2 -4 -6 shotgun firint,'S
50' 70' 90' 120' 150' 200' 250+'
-8 -12 -16 -24 -32 -40 -50

• app/itS 10 b(llh (ap & ball and sh(llgun shells· treat sh(ltgun as sawed·'?!!

103
REMINGTON NEW ARMY

Xumbcr of ShOls ... . ... 6


Damage .. , .. .d4+ 1

$19,~ Draw Speed ,\l odifier ........ +2 count


Reload Speed (rylilldtr) ......... 100

This 6-shol, .44 caliber cap and ball re"olver has a blued fin ish,
sturdy steel frame and brass triggerguard. and most folks prefer the Ammo prit ts
two-piece walnu t g rips. The octagonal barrel is 8" long. S2 ." ]()I' 100 I~ad balk
pe lTu"joli t';IP~ & black powder

Range 5' 10' 15' 20' 25' 30' 40'


ilccuralZ)' adjustment +H + +1 0 -2 --\ -6
50' 70' 90' 120' 150' 200' 250+'
-8 -12 -16 -21 -32 -I () -50

• • •

COLT 1877 LIGHTNING

:\'umbcr of Shots ............. 6


Damage ,.38 caliber .......... d3+ I
Damage (. 41 caliber .. ..... d4+1 $25." (. 38)
Draw Speed :\ Iodificr . .0 count $27." (.41)
Reload Speed (pn taTtn"dgt) .10

T his 6-shot, .38 caliber is Colt's first double-action sixgun, and most
come with hard rubbe r grips embossed with a bucking colt inside an
AQ'lfno pritcs
oval. and a blued nickel finish. Otherwise, you can get nickel plating
and lor checke red one-piece rose\\'ood grips. Barre1lcngth can be 2 Ill" S2 .lIfho\: 100 (.aR) G\nlidge~
or 3 //' without the ejector, or 4 I:" 10 6" with thc ejector. S 2 .uhu\' I OO(. l l)caI1rid~t;:s
Thc .41 caliber \'c rsion goes by the nickname or the "T hundere r." It
is available with sim iliar options and reatures or ih ~ll1aller COllsin.

Range 5' 10' 15' 20' 25' 30' 40'


Accuracy adjustment +8
50'
+1
70'
+2
90'
0
120'
-2
150'
-.
200'
-6
250+ '
-8 .12 - 16 -21 -32 -ft) -50

10•
COLT SISLEY

1\"umber of Shots .............. 6


Damage (.44 caliber) ........... .d5+1
Damage (.45 caliber) ........................... d6+1
Draw Speed :\ 100. 4 'I," or 5 W' b..'l.rrcl .0 count $23.'" (.44)
D ra\\"Specd ~I OO.7 ,/' barrel .............. +1 count $24 .'-' (.45)
Reload Speed (/>n'w'ridg<) ...................... 10

This single-action 6-shot re"oh-er fire s .44 caliber caru'idges, and tends to ha\'e
ha rd rubber grips embossed with a bucking colt inside an o\'al, casehardened Ammo pricu
frame and barrels wit h a blued nickel finish. It also has a la rge r than usual trigger
$2.U/hox 100 (A I) (a r1 1id ~es
guard, and a sl ightly wider hammer. Barrel lengths can be <I 1,",5 'h", or 7
82 .I..I·ho.\ 100 (AS) cal1ridgcs
Othe r than fi ring larger shells, the .45 caliber \'e rsion isn 't too difTerelll.

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accllrary atljllslmenl +H +. +2 0 ·1 ·2 .:3 ••
70' 90' 120' 150' 200' 250' 300' 350+ '
·6 ·8 ·12 ·16 ·H ·32 -.0 -50

• • •

COLT FLAHOP TARGET

Numbe r of Shot s .. . .6
Damage ..... .. .............. d6+1
Draw Speed :\Iodifier ........ +1 count
Reload Speed (IX' cartridgt) ..... 10

T his prelly piece gets its name from the Oat frame top. It fires
six .45 caliber cartridges, has an adjustable rear sight. and a Ammo pricu
slightly higher front sight . :\ IOSI folks have a Flattop with black
rubber grips, a caseha rde ned frame. and that nice blued fi nish on $ 2 .Ufhox LOO (. 1-.5) GII1 ridges
the barrels, although you can also get checkered walnut grips if
you're of a mi nd to. Barrel length is 7 'It"".

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accurary atljllJtment +8 +. +. (+2) +3 (0) +3 (·1) +2 (·2) + 1 (·3) oH) -I (·6)
90' 120' 150' 200' 250' 300' 350' 400+'
-2 (.H) -. (·12) -6 (.16) -1 2 (·21) -15 (·32) -20 HO) -25 (. 50) -50 (·50)

partlltheticQ/ numbus QPply!<"htn hipshooting or otherwise unable to employ the sights

105
COLT SAA

Number of Shots. . ............ 6


Damage (.44 caliber) . . .d5+1
$17." (.44)
Damage (.45 caliber) . , .d6+1
$18.'" (.45) Draw Speed 1\'lod. (4 %" barrel or less) ..... 0 count
Draw Speed Mod. (7 W' barrel) .......... + 1 count
The Colt Single Action Army rcvoh"Cf, also nicknamed the
Peacemaker, or Frontier Six-ShoolClj is an a\\ful popular gun. Draw Speed .Mod. (9" barrel) . ..... +3 count
It's a 6-5hOl 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 smndard blued finish on a 5 'f," 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 o r pearl grips these la:st Ammo price,
lWO are rare), and 4 %" or i 'I," barrellcngths, although lengths
can be as little as 2 'f," or as long as 16". $ 2.U/hox 100 (AU cartridges
$ 2.l.I/hox 100 (..\..j) ca!tridgcs

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accurary atljuslment +8 +4 +2 o -I -2 -3 -4
(2~" - 7'12" barrel) 70' 90' 120' 150' 200' 250' 300' 350+'
-6 -8 -12 -16 -24 -32 -40 -50

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accurary atljustment +8 +1 +2 +1 0 -I -3 -4
(9" barrel) 70' 90' 120' 150' 200' 250' 300' 350+'
-6 -8 -12 -16 -24 -32 -40 -50

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accurary adjustment +8 +4 +2 +2 +1 0 -3 -4
(/2" barrel) 70' 90' 120' 150' 200' 250' 300' 350+ '
-6 -8 -12 -16 -24 -32 -40 -50

AmO'lo prices
S 2.l.l/hox 100 (.44) camidges
$22.M

REMINGTON 1875

Folks prize this 6-shot, .44


Number of Shots .............. ,. 6 calibe r revolver for its reliabili-
Damage. . .................. d5 + 1 ty and smooth action . it's a favorite of out-
Draw Speed Mod. (5 1
/ 2" barrel) .0 count laws, and generally has a 7 IH' barrel wi th
walnut grips, a casehardened hammer and
Draw Speed ~ lod. (7 IN' b.'urd) . . ... + I count loading gate with blued finish, or an overall nickel finis h.
Reload Speed (per cartn'dge) ......... 10 T here's also a version with a 5 IN' barrel, but you don't
seem them too often.

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accurary acljustmellt +8 +4 +2 0 -I -2 -3 -4
70' 90' 120' 150' 200' 250' 300' 350+ '
-6 -8 -12 - 16 -24 -32 -40 -50
106
S6W 44DA

Number of Shots .6
Damage .d5+ 1
Draw Speed :\ [00. all barrels .... 0 count
$ 18.1!.l!
Reload Speed (pa cartridgt) ..... 8

Ammo pricCi This double-action sixgun fires .44 caliber cartridges, has
walnut or hard rubber checkered grips, and a blued or
$2 .0/ho.'l: 100 (.11) cartlidges
nickel fini sh. Barrel lengths come in 4", 5", 6" and 6 '/1".

Range 5' 10' 15' 20' 25' 30' 40'


Accurary adjustment +8 ++ +2 0 -2 -+ -6
50' 70' 90' 120' 150' 200' 250+ '
-8 - 12 -16 -2+ -32 -+0 -50

• • •
Acuno prict .
$ 2 .fJ 'l)()\ 100 (.11l c;u1rid~es

S6WRUSSIAN

$15 ..1.2 Number of Shots ... . .... 6


Damage ... ..... d5+1
I hear tell that this 6-shol, .44 caliber Ora\\' Speed ;l. lodificr ........ 0 count
rc\'oker was originally made for the Reload Speed (pn cartridge) ..... 8
Russian gO\'crnmcnt. Of course, mosl of the dif·
ferences all have to do with the bullet, and don',
ma ke a difference to folks like you and me. All you need to know is that it's a good light-stopper.
It generally comes with checkered hard rubber glips and a blued fi nish, but yOll can get it with walnut or
nickcl if you'vc a mind to. Barrcl length is 5".

Range 5' 10' 15' 20' 25' 30' 40' 50'


Accuracy adjustment +8 +1 +2 o -I -2 -3 -1
70' 90' 120' 150' 200' 250' 300' 350+'
-6 -8 -12 -1 6 -2+ -32 -10 -50

[ 07
Ammo prices

$ 2.l.I/ho:-. 100 (.I.S) camidges

S6W SCHOFIELD

Number of Shots. . . . . . . ... 6


$24.2..\ Damage ... ............... d6+ I
Draw Speed :'-. Iod ifier ........ +1 count
Reload Speed {Jw carlridgt} ..... 8

This here 6-shot, .45 calibcr rC\'olver was named after ~lajor Geo rge \V. Schofield of the U.S. 10th Cava lry.
It's what we call a "top-brea k" revoker, because when you release the barrel latch, you can pull down the bar-
rel and eject you r spe nt cartridges. It tends to come with a blued fin ish and walnut grips. Barrel length is 7".

Range 5' 10' 15' 20' 25' 30' 40'


Accurary atljustmellt +8 +4 +2 0 -2 -I -6
50' 70' 90' 120' 150' 200' 250+'
-8 -12 -16 -H -32 -10 -jll

• • •

S6W DA SECOND MODEL

:-.'umbcr of Shots ............. 5


Damage ........... . .. d3 + J
Draw Speed :'>.Iod. (all h."lrrcls, .... 0 count $11.2J!
Reload Speed (per carlridgt) ..... 8

This double-action, 5-shol revolver fires .38 caliber eal1ridges.


Ammo prien It comes with a blued or nicked fini sh, and checkered hard rubber
SVg/hox 100 (.:18) (O
artridgcs grips. Barrel length is 3 IN' or 4".

Range 5' 10' 15' 20' 25' 30' 40'


Accurary atljuslmenl +8 H +2 0 -2 --I -6
50' 70' 90' 120' 150' 200' 250+ '
-8 -12 -16 -2-1 -32 --10 -jO

108
-SHOTGUNS -
BAKER DRILLING

Number of Shots (R ifle) ....... 1


Number of Shots (Shotgun) .... 2
Damage (rijle) ................ d8+ I
Damage (shotgun) .............. d4 per pellet
Draw Speed ldodifier ........ +8 count
Reload Speed (rifle) ........... 35
Reload Speed (shotgun) ....... . .25 jirst shdf/ 30 both
$150. 00
Ammo prites
This three barrel long gun has twO 12-gauge shotgun barrels. and a .+ 1- caliber
rifle barrel with its own trigger. By pushing the frolll trigger fo rward, you can unlock S 2 .~/box [00 (A .\.-.W) Gulridges
and open the breech, then fire the rifle by pulling Ihe rear nigger. T he hammer for S 1.011 for 100 ShOIb'lLll s hc ll ~
the rifle barrel sits under the receiver and within the trigger guard . It 's made of
Damascus steel, and has a checkered walnut stock.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
Accurary mijuslment +8 ++ ++ +3 +3 +2 +1 +1 0 -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+ '
-3 -+ -6 -8 - 10 - 12 -15 -20 -25 -50

• • •

COLT 1868

Number of Shots ............. 2


Damage ..... d4 per pellet
Draw Speed Ylodifie r ........ +6 count ,"-_ _ _.J Ammo prices
Reload Speed .. 25 first shelll3 0 both
$ 1 .011 for 100 shotgun shells

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

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

109
L.C.SMITH

$60. QQ Number of Shots ............. 2


Damage ..................... d4 per pellet
D raw Speed .\1 odifier ........ +5 count
Reload Speed ........ .25 firsl shell130 both
tI.._ __ JI AminO pri t es
$ l ..i>! for 100 Sh01PUl shells H unters often carry this double-barreled, 12 -
gauge shotgun. It comes with walnut stOck, blued
fin ish and 28" barrels.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accura0' arljustmenl +8 +. +. +3 +3 +2 +1 0 ·1
90' 120' 150' 200' 250' 300' 350' 400+'
-2 --I -6 -12 -I j -20 -25 -50

• • •

PARKER

Nu m ber of Shots. . .... 2


Damage ..................... d4 per pellet
Draw Speed :'vlodi fi e r . . +5 count T his hammerless 12-gauge double barrel shot-
Reload Speed ...... . . .25 jirsl shell/30 both gun, nicknamed the " Old Reliable," has barrels
that come all the way from Brita in. It generally has
laminated or Damascus steel barrels of 24" to 32",
and walnut stock with straight grip .
...._ __ ... Ammo prites

$ 1.J.JI for 100 Sh04,'llll shells

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accurary atljustme1l1 +8 +. +4 +3 +3 +2 +1 o -I
90' 120' 150' 200' 250' 300' 350' 400+'
-2 --I -6 - 12 -15 -20 -25 -50

110
REMINGTON

Number of Shots. . . . ...... . 2 $57.g,j


Damage . .d4 per pellet
D raw Speed ;\lodificr .... ... . +6 count
This double-barreled, 12-gaugc shotgun is a
Reload Speed (cylind(rJ ........ .25 first shdl130 bolh
fa\'orite among harde ned drovers. It comes
with a blued finish, caseharde ned locks and
actions, walnut grip and stoc k, and a hard rub-
""_ _ _J Ammo pr ien ber buttplate.
$ 1.9 for 100 ,holgun ,hell~

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

• • •

WINCHESTER
$95. 00
""_ _ _.8 Ammo prien Numbe r of Shots ... 2
Damage ......... . . .d4 per pellet
$1 .0 for 100 shotgun shells
D raw Speed ~I odific r ....... . +7 co unt
This double barrel, 12-gauge shOlgun is as reli- Reload Speed .... .25 ftrst shel1l3 0 both
able as they come. Has checkered walnut stocks
and available in 30" o r 32" barrel lengths.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accurary adjustment +8 +4 +. +3 +3 +2 +1 0 -I
90' 120' 150' 200' 250' 300' 350' 400+'
-2 -+ -6 - I2 - 15 -20 -25 -50

III
- RIFLES. CARBINES & MUSKETS -
$11 O.2.!!

BALLARD-CREEDMORE
Ammo prices

$4,U/box 100 (. ~S-IOO) cartndgcs .:\'umbcr of Shots. . ..... 1


Damage .2d8
This single-shot, .45 caliber fiflc has an a(Uustablc
rear sight, walnut checked stocks, pistol grip, and a Draw Speed ~ I odifier. .+7 count
34" ba rrel. T he perfect choice for the discriminating Reload Speed _25
buyer.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accuracy a1justmenl +8 +4 ++ +3 +3 +2 +1 +1 0
90' 120' 150' 200' 250' 300' 350' 400' 450'
0 -I -2 -3 -4 -5 -6 -7 -8
500' 600' 700' 800' 900' 1000' 1250' 1500'
-9 -10 -12 -14 -16 -IS -20 -25

• • •

Ammo prices

32.tl/hox 100 (A ~- 28) GlIl1idgcs

$48. 50
HENRY RIFLE
This .44 ca libe r rifle has a 15-shot spring loaded
Number of Shots ............. 15
magazine slung under a 24" barrel. It weighs 9 1/4
Damage .................. .d6+ 1 lb5. and it doesn't have a woode n stOck at the front to
Draw Speed r...lodilie r .. .... . . +4 count protect your hand from a hot barrel. Still, it docs
Reload Speed (per round) ....... 35 first / 10 thereafter some serious damage at longer than usual range. It
comes with a walnut buttstock, blued fin ish and plain
brass frames.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
Accuracy a<!Justment +S +1 +4 +3 +3 +2 +1 +1 a -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+ '
-3 -f -6 -8 -10 -12 -15 -20 -25 -50

112
o Ammoprku
$2 ." for 100 lead ihl.lIs,
pcr('m~io ncaps & black 1)()IHlcr

REMI NGTON REVOLVING RIFLE

~umbcr of Shots ........ ..... 6


Damage ... . .. , ... ,d6+ I
Draw Speed ,\l odifier ........ + I count This 6·sha! , .H- caliber cap and ba ll rine has a case-
hardened hammer and frame, blued finish, and walnut
Reload Speed (C)'linder) ......... 100
buttStock. Barrcllc ngth is 24", 26" and 28", It resembles
an ex tended six-shooter. From a maker rou can trust.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
A ccuraq atljuslmenl +H +1 +1 +3 +3 +2 +1 0 - I
90' 120' 150' 200' 250' 300' 350' 400+ '
-2 -+ -6 -12 -15 -20 .:r> -jO

• • •

Ammo prictl

$3." /box [00 (, ~.j.70) c;utndgc,

$42.2.!l REMINGTON ROLLING BLOCK

T his rel iable .45 caliber, single-shot rifle has a ncar- Number of Shots..... .. 1
ly 36" long barrel . It comes with a blued fin ish and Damage ............. 2d6
walnUi stocks. T his rifl e was used by champion 5hoo-
Draw Speed :\I odifie r . . . +7 count
tist C ha nce Hard ing at the C hicago Shoot orr last
year. Reload Speed ................ 25

Range 5' 10' IS' 20' 25' 30' 40' 50' 70'
Accurary adjustment +B +1 ++ +3 +3 +2 +1 +1 0
90' 120' 150' 200' 250' 300' 350' 400' 450'
0 -I -2 -3 -I -j -7 -9 - 10
500' 600' 700' 800' 900+ '
- 12 - 15 -20 -25 -jO

113
$2."-2
RICHMOND ARMORY MUSKET
The CSA produced morc of these sturdy long guns during
the War than any other. This single -shot, .58 caliber rifle fea -
;.Jumber of Shots. .. 1
tures a one-piece forged barrel, military sights, a steel trigger
guard and barrel band , a brass butt plate and nose cap, and a Damage .. d8+1
one-p iece walnut stock. Barrel length is 40". T hese weapons Draw Speed ~I odifier ... .... . + 12 count
are cheaply available due to their obsolescence.
Reload Speed ................ 200
Ammo prices

$S .Qg fo r 100 \ Iinie balls.


percussion caps & paper eanridges

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

• • •

SHARPS CARBINE CONVERSION $32.l!! Ammo prices

S3 .~/box 100 (,50·70) Glltridgcs


Numbe r of Shots ............. 1
Damage ................... . .dl0+ 1 Like the Springfield T rapdoor R iOe, tbis is a
Draw Speed Modifi er ........ 0 count percuss ion riOe conve rted to cartridge use. Th is
single-shot, .50 caliber ri Oe has a shortened, 22"
Reload Speed ................ 25
barrel, along with walnut stOcks, caseharde ned frame
and blued finish .

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
A ccu rary adjustment +8 +1 +4 +3 +3 +2 +1 +1 a -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+'
-3 -4 -6 -8 - 10 -12 - 15 -20 -25 -50

114
SH ARPS LONG RANGE
$llS.2Q
Ammo prit:cs
A"umbcr of Shots ............. l
S 4 .H /I)()x 100 (. 1.). 100) cartlidges
Damage .. 2d8
Draw Speed ~ I odifi e r ... ... .. + 8 count This single-shot, AS ca liber rifle has a case hardened
Reload Speed .. .. . ... ........ 25 frame , buttplatc, le\'cr and trigger pl ate, straight grip
and stock of checkered walnut, and barrel, bands and
[cvellat eh of blued fini sh. Barrcllcngth is 34"

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

Ammo prices

$2.~/box 100 (56/50) rirlllirc C<lnridgcs

SPENCER CARBINE
$ 21.,iil
Number o f Shots. . ....... 7
This 7-shol, .52 caliber wcapon was the
Dam age .. . ........ d8 + I
primary rcpealing rifle of the Union duri ng
the War. It ha s a blued finish , wal nut stocks, Draw Speed ~ I o difi cr . .... ... + 3 count
and casehardened buttplatc, receiver and ba r- Reload Speed (Ptr roulld) .. . . ... 35 firs /II 0 !ltertafter
rel bands. Barrcllength is 30" .

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
A ccurflg Q(.(justmellt +8 ++ +-1 +3 +3 +2 +1 +1 0 -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+ '
-3 -I -6 -8 -I () -12 -I j -20 -25 -50

115
$38.2.!l SPRINGFIELD ROLLING BLOCK
Ammo prices

S3.ilI/I)Ox 100 (.50-70) cartridge,


Number of Shots. 1
Also called the " Big 50," this single shot, .50 caliber rifle Damage ...... .2d6
comes with walnut slOcks, blued fini sh, and casehardcncd Draw Spced ~ I odificr ........ +9 count
frame, lock, lever, IC\'cr catch, trigger plate and brccchblock. Reload Speed ............. 25
Barrel length is 35 1// '.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
A ccura0' adjustment +8 +4 ++ +3 +3 +2 +1 +1 o -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+'
-3 -4 -6 -8 -10 -12 -I.) -20 -25 -50

• • •
Ammo prites

S3.1.II/l1O\: 100 (.15-70) cartridges

$ 22.2.!l
SPRINGFIELD TR APDOOR RIFLE

Number of Shots. . ......... 1 After the \ Var, both combatants were left with huge
quantities of obsolete muzzic loading rifled muskets and
Damage" ................... dIO+ I
insufficicnt funds to replace them. Springfield's solution
Draw Speed i\'lodifier . . . +7 count was to retrofit a breach loading mechanism to make this
Reload Speed ................ 25 inexpensive single-shot .45 caliber rifle. It has a casehard -
ened breech and tang, blued finish and 32 5/B" barrel with
adjustable rear sight.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
A ccura0' adjustment +8 +1 +4 +3 +3 +2 +1 +1 0 0 -I
150' 200' 250' 300' 350' 400' 450' 500' 600' 700' 800+'
-2 -3 -+ -6 -8 - 10 -12 -15 -20 -25 -50

116
WINCHESTER 1863 CARBINE
$25." (.32)
.321:;;llibu ,3:8: !,';(!liQ!.:[ .4 -J caliber
$32." (. 38)
;\umbcr of SholS 12 12 12 $42." (.44)
Damage d6+ I d6+1 d8+ I
This 12-5hol , lever action carbine has
D ra w Speed i'.l odificr o count +1 count +2 count a round 20 " barrel , caseharde ned
Reload Speed (p" roulld) 10 10 10 buttplatc , ham mer and lever, blued fini ~ h
and walnut stoc ks.
It is available in thrcc d istinct calibcrs.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
ACCIlYaC)' mljllst mclll +8 +1 +{ +3 +3 +2 +1 +1 o -I -2
150' 200' 250' 300' 350' 400' 450' 500' 600' 700+'
-3 -f -6 -8 - I () -12 -15 -20 -25 -50

Ammo pficu
(cub' ..c 6 rIf le usc .dcllliu l urtridges)
S 1.u,11()\ 100 UI2-20) ca l1iid l;(' ~
$ 2 .U,'hO\ 100 (.38-.10) car1ridl;c,
S 2 .u /hO\ 100 (.11-10) Glrtridl;c,

T his 15 -shol
1elcr actio n Tine WINCHESTER 1863 RIFLE
$39." (.32) has a round o r
octagonal 24"
$43." (.38)
barrel . sport ing .32 \.;!]liil!::[ .38 (!]Iillt[ ,tt c!]libc[
$45." (.44) fro nt and rea r X umbcr of Shots 15 15 15
sights, blued fin-
ish, C(lsclwrdcncd Damagc d6+ I d6+1 d8+ I
buttp Jalc, ha mmer and IC H r, a nd straight Draw Spccd .\ Iodificr +2 count + 3 count +4 count
grai n unchcckercd I,aln ul siocks.
Reload Specd (per roul/d) 10 10 10
This rine can be chambered fo r either
.32, .38 o r .44 caliber bullt'lS.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70' 90' 120'
Accumq adjustmellt +8 +1 +{ +3 +3 +2 +1 +1 0 0 -I
150' 200' 250' 300' 350' 400' 450' 500' 600' 700' 800+'
-2 -3 -f -6 -8 -10 - 12 -15 -20 -25 -50

11 7
WINCHESTER 1863 MUSKET

$40." (.32) 032 !:;alit!:!" .3:8: !,;alib!::[ ,H !,;alit!!:r


Number of Shots 17 17 17
$47 ." (.38)
Damage d6+1 d6+1 d8+1
$54 ." (.44) Draw Speed .\I odificr +4 c ount +5 count +6 count
Reload Speed (prr round) 10 10 10
Ammo prices

S 1,1..1. ho); 100 (,32-20) cat1lidgcs


This musket has a round 30" ba rrei , casehardened bultplate, hammer and lever,
8 2. u/bux 100 (.38-10) C;u1Iidge,
blued finish and walnut stOcks. It 100 is available in calibers of .32, .38 or .44.
S2.t.lJhm 100 1.11-·10) Glr!rid ~~,

Range 5' 10' IS' 20' 25' 30' 40' 50' 70'
Accuracy adjustment +8 +1 ++ +3 +3 +2 +1 +1 0
90' 120' ISO' 200' 250' 300' 350' 400' 450'
0 ·1 ·2 ·3 .+ ·5 ·7 ·9 ·1 0
500' 600' 700' 800' 900+'
·12 ·15 -20 -25 -50

• • • $ 27 .... (.40)
$3 9 .... (.• 5)
$ 44 ." (.50)

Ammoprk es

$2.t.I/hox 100 (. IO.(iO) Gu1!iliIlC'


83 . l.!/ho.\ 100 (.I';-i5) {'am idgc,
8 4.t.I/ho.x 100 (.30-95) c;1I1ridl;cs

WINCHESTER 1866 CARBINE


T hi s hi ghl y des ireable car-
.40 caliber .45 caliber .50 caliber bin e's a bit morc powerful than
the 1863 version. It's a 9-5hot,
Number of Shots 9 9 9
and chambered for .40, .45 or
Damage dlO+ I 2d6 2d8 ,5 0 caliber shell s. Barrel length
Draw Speed .\ Iodifier +1 count +2 count +3 count is usually 22" . It 's designed so
Reload Speed (per round) 10 10 10 you can qui ckl y add a bayonet
to the front , if you need to.

Range 5' 10' IS' 20' 25' 30' 40' 50' 70' 90' 120'
Accuracy ac(justment +8 +, ++ +3 +3 +2 +1 +1 0 -1 -2
ISO' 200' 250' 300' 350' 400' 450' 500' 600' 700+'
-3 -+ -6 -8 -10 - 12 -15 -20 ·25 -50

11 8
$ 3 2. U (.40) Ammo price.
-
.
.~
~.---
...
$4 3 .u (.45 ) $ 2.U/ho.~ 100 (.1%0) c;u1 ri dges
$4 9 .u (.50) say hox 100 (.l5-7S) cartn{iges
S4."Ibo\ 100 (.J()'9S) cartridges

WI NCHESTER 1866 RIFLE This rifle 's a bit morc powerful


than the 1863 version. h 's a 12-shol,
and available in .40, .45 and .50 cal·
tiD I:;/llibt:[ ,1::2 c:alib!::[ ,50 cali ber iber varieties. You can get it as a
Number of Shots 12 12 12 spa rli ng rifl e with a 26" or 28" round
or octago n barrel. It usually com es
Damage dlO+ 1 2d6 2d8
wit h a caseha rdened buttplate, fra me,
Draw Speed ,\ Iodificr +3 count +4 count +5 count hammer and lever, blued fini sh and
Reload Speed (ptT round) 10 10 10 walnut stocks.

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

Ammo pri t e.

$2,urbo'\: 100 (. I().6()) cartridges


S3. wh o x 100 (. IS·i.5) cartridges
$ 4 ,u!1)(),' 100 (.50·95) caltlidgcs

WINCHESTER 1866 MUSKET


$5 8." (. 40) Th is rugged 13-
shot, musket co mes .10 caliber ,45 caliber .50 caliber
$6 1." (.45)
wit h a 32" round 13
Number of Shots 13 13
S65 .Y (.50) barrel , and fi res
either .40 , A5 or Damage dlO+ I 2d6 2d8
.50 caliber shells depe ndi ng on the Draw Speed ~ l odi fi er +5 count +6 count +7 count
model. Like the carbine, you can Reload Speed (ptr roulld) 10 10 10
easil y add a bayonet to the front.

Range 5' 10' 15' 20' 25' 30' 40' 50' 70'
Accuracy adjuJtment +8 +' 1 +1 +3 +3 +2 +1 +1 0
90' 120' 150' 200' 250' 300' 350' 400' 450'
0 -I -2 -3 -I -5 -7 -9 -10
500' 600' 700' 800' 900+ '
-12 -1.1 -20 -25 -50

119
.

56 W Sc60fidd

Mul••
5,....,•• 11
Ot,,,.,.,
R.... o"o. S6W DA
0."'.'0< ColI DUBOOII ".scw.d Moder
Remi'8'O'
Nt. Arm,

Colt 1877
Ctil.old 6 LiB"'IlJII8
Cllllllisoll Co lI Bisle,

Col! PltefJO'
~ i,e" ~
Co/15AA S6W RUSliu

S6W iiDA
R(llli·B'O.I875

ji ;:"~~;;;::::::::~~~~~~::~w;'..:,~.~cstet DOl/ble-Butd 5bol8u,

Puket "Old Rdilble"


Doublc·BltTd 560lBoII

Remi'8'O' Doub/c·Butd
5b0l8uII

..
Bl 1 hrd"Cr~ed m ot~

"
.~ rI ~;~_
~.I :.j_I!~ :".~ .~.~_n.·~.:_~:.~.o~_:~.:_~,JI.l_~:~ •~.~_~~.,:,!I. ~,c,_:!-iL},~~"
Ri8bl Bottom Illd BOltom FI,iIlB PIBe;
Compultive she, (or Vl(;OIlS lmmollitiOIl_
{Nol 10 selle 10 fi,el(mJ lbove.}
...
Winchem:r Carbine 1863

Winchester Rifle 1863

Winchester 1863 Musket

Remington Revolving Rifle

Richmond Armory Musket

Springfield RoJling Block

Sharps Carbine Conversion

Firearms
Size Comparison
3.61 Horses
n the Shattered Frontier, a character's horse is one

I
pounds. T he Arabian breed originates from the
of his most important tools. A ho rse is much more .\ Iiddle East, hence the name.
than juSt a mode of transportation - a horse call Morgan: A very active and versatile breed, ~I organs
pull wagons, shield its rider from enemies, help round ha\'e boundless stamina and a kindly nature. l\ [organs
up stray catlie, carry a rider across a river, and be a are frequently used as working trail and cow horses.
companion in the solitary open spaces. T he horse is T hey stand between 14.2 and IS.2 hands high, and
also an assel that can be sold or traded. A man's weigh between 900 to 1,000 pounds. Known for their
Reputation may cycn rise or fall depending on the strength. they possess strong shoulders, short and stur-
horseflesh he rides. After all, would you ha\'c greater dy legs, hard feet and an attracti\'e head set on a mus-
respect for a man riding a well -groomed, muscular cular, crested neck. The ~d organ Horse is the first
stallion or a diny old gray marc? documented American breed. beginning in 1789
T his section provides information Oll different \"ermont \I'ith a stallion that rece ived the name of his
breeds of horses, their colors and markings, tempera- deceased o\,'ner _. J ustin ;" Iorgan.
ment and behavior, and other important details about Quarter Horse: Adopted by ranchers and cowboys
horseflesh. Note that a horse's height is defined in to use with range cattle, the Q uarter Horse has an
"hands." A hand is a linear measurement equaling 4 inherent instinct ("cow scnse") for herding and cutting
inches, the fractions being expressed in inches. T he cattle. p, [ost Q uaner Horses arc compact and attrac-
hciglll of the horse is mcasured in a perpendicular line tive, with massive, powerful quarters, strong shoulde rs,
from the highest pan of the withers (the highest part and a short, muscular back. T he ave rage he ight is
of a horse's back; the area at the base of the neck about IS.2 hands, while the average weight is around
between Ihe shouldcr blades) 10 the ground. 9S0 to 1,100 pounds. The Quaner Horse's kind dis-
On thc trail cach cowboy had SC\'cn horses - two for posmon. intelligence and great agility make it an
mornings, TWO for the afternoons. his best twO for exceptionally good mount for \\'orking cattle, or as a
night -work, and one to carry him 10 and from chapel popular all-purpose pleasure horse. Some Quaner
or the saloon on Sundays, Like the Indian's, his mobil- Horses are raced extensi\dy across Xonh America,
ity was based on the rcmuda system, sparc horscs most of these being bred for speed. Quarter Horses
being herdcd along by the outfit's horse-wrangler. are so named because they arc particularly dom inant
Horses arc bred for speed and agility, strength and in the first quarte r mile.
cal mness. T h oroughbred: Admi red for speed and endurance,
the Thoroughbred is one of the most \'e rsatile horse

* BREEDS *
Horses come in many shapes, sizes and colors. as
breeds. They are popular as cow ho rses, hunters and
jumpers, as \\'ell as racing horses. They stand between
IS.l and 16.2 hands high, and typically weigh between
well as various temperaments and q ualities. These 900 to 1,200 pounds. T horoughbreds have long
characte ristics vary considerably from horse 10 horse smooth muscles, long forearms, long sloping shoulders
but can be predicted somewhat wit hin the various and a long distance from the hip to the hock. It also
breeds (for specific rules, sec the Equine Attributes sec- has short cannon bones (the large bone that runs half
tion, below). Each character should choose the breed way up the horse's leg to its hock). These fine animals
10 buy, own or raise based on his profession or other were brought from Europe when popular horse racing
interest. Some breeds arc versatile. while others are distances increased beyond a quarte r mile.
better suited for specific tasks like draft work or racmg.
MUSTANGS
LIGHT HORSE BREEDS ~I'l ustangs arc feral ho rses li ving in areas with scrub-

Arabian: Arabians are known for their endurance, type vegetation. T hey travel in wild herds and arc
sUfe-footedness on rough terrain and the ability to fa\'orite mounts of the local Indian tribes. A small,
exist on a sparse diet. ~ I ost Arabians have fine fea- inelegant, lightweight horse, the l\ l ustang stands
tures, distinctive dished (concave) faces, and sil ky between 14- and 15 hands taU, usuaUy weighs around
manes and coats. T hey usually stand bel ween 14 and 700 to 800 pounds, and possesses an intractable tem-
IS.2 hands high, and \"eigh betwcen 900 to 1,000 pe rament. It is an extremely hardy horse, and its years
of forag ing for food made it an economical feeder.

122
T he ~ll ustang also bas the essenti<ll qualit y of "cow- area just above the hoof), feath ers, and a sluggish tem-
sense"; it always seems to know what a cow will do perament. Shires weigh about 2,000 pounds and stand
next. Once broken, ;\ Iustangs arc usually quiet, good- 16.2 to 17 hands high.
tempered mounts. Early se ttlers to the West mated
their imported horses with i\ l uswngs to provide the HEAVY HARNESS OR COACH HORSES
foundation stoc k for the ~'I ustangs that now exist in the T here are se"era l types of heavy harness horses,
Shattered Frontier. including: American Carriage, Cleveland Bay, French
Coach , German Coach , Hackney, Russian OrloIT and
DRAFT HORSES l 'orkshire. As on e might suspect, these horses a rc pri-
In times past , Europeans used Draft Horses for W<lr marily used 10 pull coaches. Howeve r, the Cleveland
and as beasts of burden. T hus, they gained a low cen - Bay can be used as a ge neral utilit), ho rse and (back
ter of gravity, large bones, and a generally compact East) th e Hackney is lIsed for park driving.
and strong body. With muscle comes weight , and mOSt
Draft Horses we igh between 1,500 to 2,000 pounds. In
today's Shattered Frontier, farmers favor Draft Horses
for their plow-pulling power.
* MARKINGS &, COLORATION *
As you probably know, nOt all bandits ride into tOwn
Percheron: T he Percheron has better balance, a nd on black horses, and not all lawmen ri de white ones.
is more refined , than many Draft Horse breeds. The In fact. color is probably th e last thing you should con-
ideal specimen is a medium-sized, hem'y-boned horse sider when buying a horse, However, a horse's colors
that ca rries its head high. Stallions sta nd 16 to Ii and color pallerns will serve you as a basis for ide ntifi-
hands tall, and weigh some 1,800 to 2,000 pounds. cation . because tOgether they are one of the horse's
i\ lares are smaller - only 15 10 16 hands tall and most conspicuous traits.
weighing 1,500 to 1,600 pounds. Percherons arc pre- .\ fter all. if your character is tOld to be on the look-
dominately black or gray, and are frequently crossbred out for a particular horse, he ought to know the diITe r-
with T horoughbreds to produce hunt ers and jumpe rs. enee between a roan \\-ith a star and a sorre l with a
Shire: Shire Draft Horses are somet imes crit icized snip!
for havi ng straight shoulders and paste rns the foot

Irregular star Snip Star and connected


narrow stripe

Star and Bald/ace Chin spot


connected snip
Figllre 3.6-1: Head .\1arkings

123
Figure 3.6-2: Ltg Markings

Coronet H alf pas te rn Pastern Pas te rn alld Ankle White to


part of ankle above allkle

Half Three·qual·ters FilII Heel Outside


stocking stocking stocking of h eel

MARKINGS tern is known as a "'blackish hay"· .\ ·jel black" horsc's


The head markings of a horse u5ually consist of the coat docs nOt fadc due 10 Ihc sun.
presence of white hairs in specific areas, a~ noted in Bay: The bay color pattCI"Il is characterized by a
Figurt 3.6-1 : Htad .l larkings. The common leg marks black mane and tail, black hair below knec s and hocks,
arc shown in Figure 3.6-2: Ltg J larkings. black muzzle, black tips on thc ears and a reddish
hody. The ~kin color ,·aries from a light to dark red-
COLOR di~h color. . \ horsc \Iith the dark reddish color is

A horse's coat can be of several basic colors, with called a ·'blood hay"·
multiple variations of patterns. Chestnut or sorrel: This ho rsc has broll'n ~kin and
Appa loosa: T hese horses have a "ariety of spotting rcd hairs. The li~htcr-colored horses arc called "sor-
patterns, always with mottling of the skin , striped rel.·· IIherea~ thc darker oncs arc ··chestnut"· .\ "cry
1100YCS and an unpigmented sclera Ihc whilc of the dark chestnut horse is called a ·· Ii\·cr chestnut."
eye. There arc many coal color patterns, but IWO Gray: \\"hite hairs, mingled with hairs of Ihe basc
spotting pallcrns. The "leopard" color pall ern is a color, cha racterize the coat color of gray horses. As
white coat with dark spots scattered over thc horsc's thc horse gets older, more whitc hairs appcar in thc
body. Thc ··blanket" pattcrn is a white blanket. usual- coat. Colored hairs arc cont inuollsly being replaced
ly conlaining dark SpOtS, crossing o,·cr Ihe horse's II·jth white hairs. so that older gray horses arc almost
croup rump, loin and/or back. completely white.
Black: A black horse is of a un iformly black color An ··iron" o r "steel-gray" horse is a black horse with
on the body, mane and tail. T he horsc's skin color is the gray gelle Ihal has a higher proportion of black
also black. If Ihc black coal color of a horse fadcs hairs than white hairs. Red grays arc modificat ions of
whcn exposed to Ihe sun for se,·cra l days, the color pat-

124
the bay pallern, and chestnut grays arc modifications
of the sorrel and chestnut colors. * OTHER QtrALITIES *
Grulla: These horses halT a black mane and tail,
black ha ir below knees and hocks, black muzzle, black AGE AND SEX
tips on the cars, and SOOty black hairs o n the rest of Young horses al'e referred 10 according 10 thei r age.
the body. .\ young horsc i~ a "foal'· until il is weaned at about
Dun: This color is a modification of the dark bav one yea r old. Th e male horse is ca lled a "colt" until il
color and may be described as a dingy yellow. Th~ is three years old , when it is called a slallion. :\ young
ma ne and tai l may not be as black in some dun horses. fema le horse is a "filly" until it is three years old , at
\,·hich time il becomes a "mare." :\ '·gelding'· is a
Bucks kin: This color is a modification of the light
neutered Slallion.
bay color, which has a light ye llow body color with the
black mane, tail and legs. Generally, the best a,\,e 10 buy a horse is when it is
betll"cen four and 12 years old. Before fou r rears of
Paint or pinto: Thc distingui~hit1~ character of
a);{e, the hor~e is not fully malllrc, and not ready for
th ese pattCl"l1s is the white ~ p olling that occur~. The
hard work and long hours of ridin'l'.
wbiano pattern is white ~ p otting that crosses o\·er the
top of the horse's back and extends downward. In the ~ I ost folk~ make the mistake of buying a horse too
O\·e l"O pattel"l1, the whi te extends from the belly and you ng. ,"\ n inexperienced hor~eperson can spoil a
legs tOward the back. Horses with black-pigmented young ho rsc, making it difficu lt for Ihe horse to e\Tr
skin and coat color arc call ed "pie bald ," and brown - reach its pe rformance potcn tial. Beyond 12 ~'ears, the
pigmented horses arc "skewbalds"· The re arc four dis- use fuln ess of Ihe horse is limited. The a\·erage horse
tinct types: pieba ld tobianos, piebald O\·cros. skewbald lives aboU! 24 years, but il has littl e value after 16
IObianos and skewbald overos. yea rs. There a rc. of course. exceptions to these ages.
Palomino: t\ palomino horse is characterized b\· ils The order of appearance of the teeth and the way
yellow body color. along with a Ii~hter yellow ~ane they are \'·orn down con~titlllc the most important a nd
and tail these may be almost white or Oaxen . accurate clles for t,\timatinl:\" the horse's age, yet ot her
characleri\li('~ play an important role in determining
Roan: Like grays, this coal color is characte rized by
the horse's "'I'c.
white hairs mingled \1 ith hairs of the base colo~.
However, Ihese whitc hairs arc present al birth and do In estimati ng the age of a young horse, size is a prin-
not increase in number as the hor:;e ages. In facl, cipal factor. In older horses, the sides of the face are
unless onc knows the pedigree or history of a gray or more depressed, the poll the area behind the cars is
roan ho rse, one ca nnot tcll them apart. A "blue roan" more prom inent and sags downward, t he joints are
is a mixture of white and black hairs, t\ " red roan" is more angular, and white hairs appear around the tem-
th e roan pattel"l1 supe ri mposed upon the basic bay pat- ples, eyes, nostrils and elsewherc.
tcrn. "Strawberry roans" are
sorrel or chestnut horses with
white hairs mixed in.
White: Whi te horses arc
born whi te and remain white
throughout their lives. They
ha\·e pure whit e ha ir, pink
skin , and blue eyes. Two other
subsets of the white coat color
palle rns arc Ihe "cre mello"
a nd the "prelino." C remel lo
horses have an ofT·white o r
cream-colored body and blue
eycs, while prelino ho rses have
an ofT-while o r pearl·white
color. In bot h cases, the mane
and ta il is a light rusl color.

125
BEHAVIOR AND TEMPERAMENT ing a highly trained state, but become excitable,
When it comes to horses, there arc six general tem- flighty, and snon when exposed 10 new surrou ndings
perament ty pes: quiet, interested , nervous. ex tremely or unfamiliar objects. As these horses get older and
nc'....olls. stuhborn and treacherous. Each of these is gain experience, their nen'ous dispositions improve.
detai led more full y helow. Extre m e ly Nervous: The extremely nervous horse
Quiet: A quict horse is slug&rish and has no inte rest is sa fe Dilly fo r "ery experienced horsemen who under-
in ils surroundings. Such horses arc usually safe for sta nd horse be havior. These horses shy at the least
the ine xperienced horscpcrson. Because of their tem- pro\·ocatio n. nee without concern for thei r own safcl),
perament , quiet horses seldom advance to a highly and without regard for their handler), and have been
trained Slale. Th ey arc good for Icaching beginne rs knml"ll 10 run into fences, equipm ent and buildings.
how to ride. Stu bborn: H orses with swbbo rn tempcram ents are
Interested : This is the most desirable t('mpcramc nt difficult to train. They arc slow to learn, a nd require
for a hor~c. These horses are inte rested in their sur- tac t and patience from the trainer.
roundings, and pay allention 10 what happens around Trea c h e rous: O ccasio nally, a character might
them . If this ho rse hears an unexpected noise. or sees encounter a treacherous ho rse. Thc ~e horses have a
an unexpec ted sudden movement, it rc~ponds by prick- bad temper a nd are very resen tful. T he)' often strike,
ing its ca rs but do('"s not shy or try to cscapf'. These bite or kick (sometimes without appal'cnt ca use and
hor.\>cs arc usuall y easy to train and a rC' \\ illing pcr- \\ hell lea;;1 {'xpcl'Icd .
formers. Th ey h;1\'(' sufficiem spirit 10 give animaTion
and style to th eir performances. VICES
Nervous: ;'\"e n 'olls horses are easily exci table and ~Iosl horse~. bU I t"e n ain ly nOI all, havc one or more
shy away from strange objects. mO\'cmcnt and noise. bad ha bits. T hese poor behaviors, o r '\-ices, " come in
They are safe horses for knowledgea hle riders. but not Ihree categories: a~gres.i\·e. f1i~ht. and sta ll.
recommend ed for novices. ;\'c rvOliS horses will
:?' Aggressi\'e vices include c h a rgin~. strik.ing,
respond to training, a nd arc usually capa ble o f reach.
kicking, bitin~ a nd bucking. and a re usually directed
al~ainst a ha ndler. but can also be directed against
other hor~es.
rF Fli g ht responses include re,lI'ing, balking,
shying, halte r pulling, and running away, and arc
pote ntially dange rous for the rider or handle r.
t:ir Stall vices include wood chewing, c ribbing,
weavi ng, slall wa lking, bolting food , pawing a nd lail
rubhing, and usually arise out of bo redom from lack of
exercise.
Othe r causes of \·ices arc poo r management, mis·
handli ng or bad treatment on so me previous occasion.
Once a horse has a vice, it is diffi cult to eliminate.
iVlany vices ca n make it unpl easant to work with a par-
ticular horse, and all vices dctract from a horse's value
and usefuln ess. Your G~I will usually dete rmine when
thcse behaviors occur, a nd their effects.
\\,ilh work, a trainer can eliminate a "icc fro m a
horse. Scc the Animal Training skill for more detail s.
Attacking: This horse deliberat ely charges or sa\··
ages a pe rson or horse.
Bitin g: }\ horse with thi s vice bit es handlers,
bystanders o r other horses. Thi s "icc often occurs
because of incompetent handling.
Bolting: Bolting takes place when a horse gulps
down its grain wit ha m che\\·ing. Th is vice is undesir-

126
able because the whole grain passes through the diges- Howc\'e r, it wastcs cnergy and digs holes into the fl oor
ti\·c tract wililOu t being digestcd, lead ing \0 digestive that must be filled periodically.
disturbances such as colic. Rearing: Rea ring is one of thc most dangerous viccs
Bucking: Bucking is a serious vice. A rider can be a horse can ha\·c. Whcn a horsc rears up, the flailin g
buckcd ofT, possibly trampled and injured. forelegs can cause se rious injuries to the handler, espe-
Cribbing: When cribbing, a horse selS its upper cially to the head.
incisor teeth against an object, archcs its neck, pulls Resists Groo ming: Somc horses simply do not like
backward and swallows large quantities of air. This 10 be groomed. The horse might ki ck, bite, shy, shakc,
vice leads to colic and other digestive d isturbances and gene rally make the handler's life mise rable.
caused by excessive air in the digestive tract. Howcvcr, if a ridc r gives in and fail s to groom this
Difficult to Catch: Horses that are difficult to catch horse, he's looking for se rious trouble. Lea\'ing dumps
arc a big nuisance. It is quite time-consu ming, not to of mud , burrs or o ther debris on the mount can cause
mCl1lion frustratin g, to own a horsc with thi s \·icc. saddle sores. It can also make the hor~c ornery, and
cause other vices (particulal"iy Bucking and Resists
TABLE 3.6-1: liGaSE VICES Saddling. :\ot picking, cleaning and trimming the
horse's hoo\'cs could ca use it to go lame -- rendcring it
Roll (dlOO) Viet useless until healed.
Aggressivc
O].{12 ...• ...•..••...•••..••.. Aluckulg Resists Saddling: . \ horse with this vice does not
03-0'1 ............. . .... 8ilillg like to be saddled. Such a horse may inhale and hold
05--06 . ..... . ... ......... .. .8ockulg the air whi le it i~ hcim; ci nched. After the horse is lcd
07·08 ... .......................... r ighting a round or ridden for a fcw minutes, the saddle
09·10 ....... •............. ....... Kiekillg bccomes loose. pUlling the rider at r i ~ k.
11·12 . ... ................ . ... .. ... .slriki ng
Shying: ..-\ horse easily spooked by unfam iliar objects
Flight is dangerous to ride, even for expericnced riders.
IHi .. . .... Difficult to ~t tb
Striking: Striking with the fo rcfect makes the han-
16·18 . . . .... HIller Pulli pg
19·21.. . . _... RC1fing dler vu lnerable to injury while leading, grooming or
22-2'1 ..................... . ...... Rcsists Saddling saddling the horse .
Tail Rubbin g: This vice usuall y starts when a
Sull
horse's tail areas is irritated by interna l parasites, or a
25-V ... _.... _.................... Boltillg
28·30 ........ .. ..................Cubbillg skin affiiction. Once thc \·icc is acquired , thc horsc
31·33 ....................... . .... PI1rlllg may contin ue to rub its ta il e\'en after the origina l can·
3'1·36 ......... . .. .... ..... .. .. .Resists Crooming dition has been co rrectcd.
37·39 ............................Shyillg Weaving: Weaving is the rhythmical shifting of the
40·'12 ................ .. .....Tail Rubbing
'l3·'IS .... ................. .. . .. ...Wclvillg
weight of the forehand from onc forefoot to the other.
46-50 .. •.•.•..••..•••......•••..••Wood Chewing This nervous habit takes a tremendous amount of
energy. It results from tOO much food and insufficient
Spctid regular exe rcise.
SI·9S ................... .. . .. HotS( bls 110 vice
%·100 ... ............... . . .. Rolltwo morc limes Wood Chewing: Wood chewing is one of thc most
on Ihis Uble co mmon vices, and quite dange rou s becausc the horse
ca n swallow splinters of wood.
Fi ghting: Figilling is aggressive behavior by domi-
nant horses. This vicc typically occurs bcfore thc GAITS
dominance hierarchy is established , and ends once A horse has fivc natural gaits: walk, trot, lope, gallop
established. and back. Each gait is defincd se parately below.
Ha lter Pulling: Halter pulling can injure the horse 's Walk: There arc scvcral form s of the walk, but all
neck muscles (and can injure the handler as well). show an even four-bcat gait. The scquence of hoof
Kicking: This vicc is usually the result of incompe- bcats is I left hind, 2 left forc , 3 right hind and 4
tent handling. Needless to say, a horse that habilUally right fore.
kicks at other horses or people is dange rous. Trot: The trot is a two· beat gait in which the paired
Pawing: lrrc1e\'ant in a paSlUrc or co rral, pawing diagonal feet strike and lca\'c the ground simultanc-
thc sHIll floor is marc of a nuisance than a serious vice.

12i
au sly. I ntcrestin~ly, there is a period of suspe nsion kicks, sna ke-bites and rain ). T he sp urs have huge row-
between beats, where all four fcct arc 01T the ground. els, more humane than prick-spurs, making a distinc·
Lop e o r cante.r : Thi s is a three-beat gait, in which tive clink that a h or~e recogn izes. The lariat is used for
the first and third beats oenlr when t\\'o legs stri ke the roping cattle, lying- bel wee n lI'ees 10 make a temporary
ground independelltl)'. and Ih e second beat is made by corral. ~Irin ging up horse·thic\'es, and any number of
twO limbs striking the ground ~ imuhan cous l y. The legs other purpmes. ;\ I o~t cowboys \\ear a gun to dispatch
that stri ke the ground independently arc called the ,I
a horse or cow with broken lc~, and to scare ofT coy-
lead limbs. each hearin~ the enti re wl'i~ht of the hor~e otes, cou~ars and rustlers.
for a short pL'dod. Therefore. the lelld limbs are more Hae kamore: A hackamore i)), essciltially, a bit-less
subject to fatigue than the other two legs. In the left bridle. They arc made of a braided ra\\ hide no ~eba nd
kad, the sequence of beat~ is I, right hind leg. 2 lefr with twO le;lIher 5t l'ips, one on each side of the horse's
hindlcg and right foreleg, and 3 left forclt'g. A period head. to act as check platcs. The check plates arc \'ery
of suspen sion follows the bt~at of the )(oft foreleg. close to the hor~e's cye§. The} nm down from the top
Gall op or run : This i ~ a [our-beat 'l'ait ~imilar to the of the head, where thl'), arc attached to a light leather
lope, except that the paired diagonals do nO! land headHall ~Hld a braickd ropc running around the
simuhaneotlsly. Instead. the hindlcg hih jlL~t before hor~e'~ neck. The cheek platcs art' attached high on

the foreleg. The lead limbs bear the full \\ei'l'ht of thc the noseba nd ,I( the twO ('X lrenW$ of the nose bUlton,
horse. [ n the ld'\lcad. tht· "equenec of bea" is I right the cxtra braiding on the lOp of the noseband, The
hindlcg.2 len hindle/{, 3 right foreleg, and I left fore- ends of the noseband cotlle together under [he horse 's
leg, A period of suspe nsion follows the fOll .' beats. chin. T he reim a rc tied to this point.

Ba ck : ..-\ hors!' backs by trotting in reverse. using a H a lte r : A halter is a hcmp rope headpiece with lead
two-beat gait in which [he dia~onal pair~ of legs work rope atlached. II is used for leading a horse without a
together. Bal'k speed j~ the sa me as a walk. bridle. or for tyinlJ up a horse in the stable.
Pa d : The pad i~ a ~add l e blanket placed in between

* CLOTHING &. EQUIPMENT * the ..addle and the hor~e.


Rei n s: This pair of lon~ narrow .. traps anaches to
This section describe~ some of the mo~t important the bit or bridle. The rider use~ the reins to guide and
pieces of co\\bo) gea r. Sec tht' ba~ic price Ii" in controlthc horse.
Chop'" 5,51 GoodJ & Stmct.1 for more information. Saddle : The co\\bo)"s ~addle is designed to be com-
Bit: This sma ll bar, normally made of metal. aHach- fortable on a long day's ride. to prevent inexperienced
es to the bridle. It is placed in the horse's mouth so as riders from causing galls ;' open sores, on the horse's
10 regulat{· the position of it~ head. and to help control back, and to make it easier to sit on a difficult horse.
its pace and direction . A saddle is a cowboy's trademark, ;lI1d he la kes partic-
BridJ e: The bridle is the part of a horse's saddlery ular pride in having the best and most elaborate ~add l e
or harness that fit s around the head. he ca n alTo rd. Cowboys with fancy saddles and poor
hor~es arc sometinll'S derided for "plltting:l S'W saddle
C lot hin g: A cowboy usually weil rs a wide-brimmed
on a S I 0 hor~e."
hat with a flat c rown. This shelt ers him from the ~un
and rain, protects his head and face when hc forces his Due to it., size and weight, the stoc k sadd le has two
way head dowlI through thorn-scrub, a nd se rves as a cinches, fore and aft, which hold it firmly in place,
pillo\\' at night. ..-\ large silk 0 " cation square. knotted Th ese ;n'e made of horsehair or lamp-wick so as not to
loosely round the neck , ~e r\'es as sweat-rilg, bandage, cause galls on the bell). The outstanding virtue of the
water-filter. dust-mask and mo~quito net. A flannel stock saddle is that it, and iu rider's weight, arc dis-
shi rt with close-fitting curr~ is Wa1'll1, yet le~s sweaty tributed over a large arca. Thus. dc~pite its we ight, it
and conslricti\'e than a jacket. In willler. a sheepskin is comfortable on the horse for long rides.
coat might also be necessary. The cowboy's trOllsers Sh oes : It is import31H for horses 10 be shod. prima-
arc loose, tucked into high-hecled boots. Th e~e booLS rily to increase traction and protect th(' hoof wall from
can be dug into the ~mund to help hold a roped steer. exces~ive wear and damage. Once a horse is shod, it is
and don 't slip through the wide wooden stirrups. equally importalll to maintain the horse's hooves by
Leather chaps gi\'e a good grip o n the ~add le. are regularly cleaning and trimming them , and replacing
used as a groundsheet at ni ~ ht. and protect legs against shoes as needed. If a horse remains unshod. or is shod
the friction of long di<;tancc riding I,U \\ell as thorns. but not taken c:1I'e of properly, the hor~e wilt likf'l y
become lame, o r worse Igreatcr risk of injurYl.

[26
Another method of capture is called "c reasing."
*HORSE RANCHING * Unfortunately, this method is rarely successful. Th e
The first step in planning a horse ranch is determin- act of creasing consists of shooting the wild horse with
ing the size and makeu p of the horse population to be a rifle so precisely that the bullet grazes only the cords
in the top of the animal's neck (jUSt in front of the
kept. It is extremely important to plan for expansion
withe rs about an inch or so deep, close to the spinal
and future changes in the herd. Determi ne the
column. This wound temporarily paralyzes a ner"l"e
amount of space needed for open and fenced areas. center connected to the spinal cord and the brain, and
knocks the horse down. He is thus stunned long
SITE SELECTION enough for the hunter 10 tie him down before he recov-
Th e first thing that should be considered is water ers. Success with this method calls for incredibly
supply. An adequate all -year water supply must be expert marksmanship and an abunda nce of good luck.
a\'ailablc at the site. Wind breaks may be important. for every horse captured this way, fifty arc killed.
Consider the natural protection from the clements A much more suc~essful method than creasing is
provided by wooded areas, knolls, hills and ravines. A "snaring'-· A cowboy makes a noose with his lariat and
minimum of two ac res per mature horse is necessary. places it ncar a lure, such as a salt lick, then draws it
up when the ho rse steps on it. ,\ noose may also be
dropped from a tree, where the hunter sits hiddcn.
CATCHING A WILD HORSE
ProCessional hunters usc a \'aricl), of techniques to The most common method of capllI re, howc\·cr, is
catch the powerful and alert wild horsc~, which like to the chase. The chase is usually long, for a wild horse
moves with great swiftness and agility. The c hase is
slay in their own tcrritory. The hunters camp near the
kept up day and night, leaving the \\'ild little ones littlc
herd and, if possible, between the horses and their time to cal o r ~lce p . The hunters do allow them to
\\'ater su pply. T he white man learned from the Indians reach water at reasonable intervals, because taking on
10 encircle the quarry on their own mounts, causing water slows them down. \\"hen rounding up horses in
the wild animals to make increasingly shorte r turns rough country, t,,·o men arc a 101 better than one, for a
until they can be driven into a box ca nyon, or sur· long, hard relay rlln is usually required to exhaust the
rounded by men. a nd roped. heart of a mustan~ and get him cornered.

129
BREAKING A HORSE
A young hOl'sc can be "forcfootcd" roped around
* EQUINE ATTRIBUTES *
To determine you r mount's statistics. roll 3d6 for
both forefeet as he runs rOllnd the corral. This brings
him down with suc h \"io!cncc that the stuffing, and each horse statistic: Short Speed, :\Iedium Speed,
sometimes the frOIll leeth, arc knocked OUi o f him. Long Speed, Agil it y, Endurance, H orse Sense,
While on the ground , he is sadd led rolled from side to Te mperament, ~ I ettlc, Soundncss and Strength. Roll
side to tighten the ci nch a nd then mOlllllcd. tr the 4d8+20 for the horse's hit points. , "ou should also roll
cowboy can stay on until the horse Stops bucki ng, it's once on Tablt 3.6-1: florst "ius.
been "b roke n." Several sample horses arc provided for you . They
Alternatively, the horse might be saddl ed and are li sted following the ;\PC stat ist ics in Chapttr
mounted when tied \0 a post, or held by a strong man, 4./1 TIl( Am & Eights Campaigll.
II·jlh a rope found the lower jaw. Once mOlltHed, the
ho rse usuall y starts buc king. Each time he bucks, he's
hit on the nose with a quirt (a short, stout stic k with a
TABLE 3.6·2: HORSE STATISTICS
braided leat her la sh). Soon he'll stop bucking. at Auributc Descriptioll
which point he's deemed broken. Shorl Speed ..... 'i, mile
In yet anothe r method. the ho rse is roped by the Medi um Speed ... 1 mile
front feet and thrown to the grou nd . .,..\ hackamore is lollS Speed ...... 5 mile
put on the horse's head, and then a 20-foot-long rope ASilily .. " .... ,AbiliT y TO lur ll 011 i dime. jumpillg. surdootedlless
is tied around the neck and run through the base of o,'cr rocky tertiill
the hackamore under the horse's chin. The other end Enduullce .... , ..Speed o,'cr 10llg disuaccs. CiD survivt on lill ie food
is tied to a tree o r a StOli t post. The horsc, not liking ~nd wuer. perform ,n ~dversc: .. utber. Cle.

the restraint, is then allowed to fight it out. .,..\ horse Horse: Scnsc: ...•. RiIIse. from °rIlD'lato w~llsO TO -smut ~s ~ dog-
might st ruggle for a day or twO bcrore giving lip, all of Tempeumelll .... RillStS from 'orllery' 10 ' IO"uhleo
the while watched by a cowhand. By then his neck and T tiillibility ..... Ringes from °bitely miubk- 10 °tiSiJy Itiiaed"
legs arc sore, and nothing will induce him to pull back Mellie ......... .RIDSes from -usily spooked" TO 'sTudfUT-
on the rope. (even if wbipped)
SollDdllCss .... " .RiDSes from -sickly/welko to
T he co\\'boy may also tic a hind foot to the shoulder,
°1lC"er gets sick/hurt°
known as "side lining" a horse. When a horse accepts
Strellgth ....... ,AbIlity to pull or cury huvy lo.ds
without protest, he is broken and ready for the saddle.
Finall y, a ranche r can tame a wild horse and gel the
animal accustomed to the corral by trimming his
hooves so close that it is painfully difficult to walk,
much less to run or buck.
No matter what form or breaking you choose, a suc-
cess rul Bro nc Busting skill check is required. See
Chap/tr 6.31 Skill Descriptions.

TABLE 3.6·3: BREED MODIFIERS

,,,
AnribulC Quuter Horse Aubiia Thoroughbred Morgill MllSUIIS Percberoll 6 Shire Heivy Huness 6 web
Short Speed +. +1 +1 +1 +1 I
Medium Speed +1 +3 +, +1 +2 3
Lollg Speed
Agility
+1
+.
+,
+3
+,
+1
1
+1
+2
+3
+3 , ,
·1

ElldutiDce +3 2 +3 +, +1 +1
HorK Scfl5C
Temper.meDT
+,
+,
+3
+2
+1
0
+3
+3 ,,
+, +2
+,
+2
+,
Tniubility
Menle
+,
+3
+3
+2
0
·2
+3
+1 , +3
+,
+3
+,
Soundness +2 +3 0 +3 +3 +3 +3
StrellgTh +1 1 1 +3 2 +, +2

130
3.71 Advanced Chase Rules
hese a(kancccl c hase rules arc used for instances i\'ote that if the chase cont inues far enough in dis-

T where a mounted chase or race is Ihe plima lT


focus or a major cn:nt in an (,H'nings pla~. For
basic chases. rerer to the slandard rules.
tance, the lerrain may change for example, from hill ~ to
mountams. The actual campaign map or local area
map of the region should detnminc hO\\ Ihe te rrai n
A chase is broken imo se\'eral difTcrt'ut pha ses: cha nges.
Tactical, Shon, ~kdium , Long and Extreme. T he di ~·
lance between the pursued and the pur~ucr, as well a~ SETUP
the O\'craJl distance of the chase, determines which To play out the chase. you need one sllllmed deck of
phase you start with, as noted 011 Tahir 3. 7-/: Dtlmllinlllg sw ndard playin~ cards include Ihe two jokers and a ~et
CJW$t PlIUStS. of marke rs or chip, II ith at ka~l three different colors.
Each horse mount ill\'ohed in a chase l'ecei\'es a certain
TABLE 3.7·1: DETERMINING CHASE PHASES numbe r or chips to stan Ihe chase. The number or chip$
Su n i"g D is tI nct depends on the horse's allribules. so SOllle horses will be
Iktween Pursuer/Pursued Phnc Speed Chips (# 6 color) better or worse than other hor~cs al ce rtain aspects of
UarleT 300 reel ...•......Tutiul ............1I01lt the chase. Each ho~c recei\'cs a !lumber of red ch ips a ~
Vader 1/4 mile ......... .short ..... 1x ShOTI Speed (red) ~ hown on Tabl! 3. 7-/, abo\'e, blue chips equal 10 double
Uader I mile ..........Medium ....2x Medium Speed (led)
ih . \({i!ity. and while chips equal to double it s
Under Smiles ... """, .long ....... 2x Long Sp«d (red)
O ver S mile, ..... E ~lrcmt ., .. .Z~ Endur,ncc ( ... hile) Endurance. See Cha/ller 3.61 Horst's for information on
mount~ and their ~t"t~.

For example, if the bank robbers and the po~se arc le~~ .\ fter all player, ha\'('lhcir chip~. the chase begins with
than 300 feel from each olher, you be({in th(' chasc in Ihe the pursued characters dra\\-ine; ~ix playing cards and
Tactical Phase. The Tactical Phase i~ typically resoh-ed placing them ill a straight line on the whle, race up and
using the standard combat rules and tllU~, with a fel\ end to end or side 10 side as shown in I-igUft 3.7-/. Thi ~
exceptions, will not be CO\'ereel under these chase rules. rcpresents the path of the chase. ;'\late that using a
A chase can move 10 Ihe Short Chase Phase and out of straight pa1h docs not necessarily mean th<lt the aell1<11
the Tactical Phase at any time if bOlh the pursuer and chase always takes place in a straight line it is simply
the pursued agree. an casy way 10 visual ize the chase wit hout wasling tOO
Howe\'er, if the chase begi ns afte r the bank robbers much table ~pacl'.
already ha\'e a good lead of bet\\een 300 feet and a O nce the ca rd~ are down. the pursued characters then
qua n cr mile, then you begin the chase in the Short place their marker~/min ia1Ures on the 6th c<lHI while the
Chase Phase. Likewise, if the posse <lnd ba ndits arc pursue n place their miniatures/ markers before the first
between a quaner mile and one mile aW<I}; the cha~e card on card "/.ero" as show n in Figllrt' 3.7-/,
begins in the :\ Iedium Chase Phase, and so on. Exception : if the chase begins in tactical mode at less
than 300 feet. by agreement of the playe rs, place only
TERRAIN one card per 50 feCI di stance between the pursuers and
In a chase, it is important 10 know what type of terrain the pursued, rounded lip,
your mounts arc traveling on, because cert <lin hazards <lnd For a mI/pit. lei s say tho! lu:o pla),trS. 7et; (plaJ'illg Ihe slttriiJ)
obstacles can appear. Terrain types include plains, descrt, alld Halik (PlfIJ'illg a halldil), Ia,}' dOlt'1I (/ roU' rf six cards for a
hills, badlands, fores!. ~lI'amp and mountains. Obviousl}; rims! (ill order. tllm art (/ hla(k 10. Ma(k 8. red Q.: red 8. r(d 6
Ihe harsher the terrain is, the greater the opportunity for alld ud . 1). Halik is Ilu pl/rslltd. so ht starts on tht rtd A. I hmA
the riders to face obstacles and diniculties. See the slarts btfort tht red 10 it u'iif bt tht first (ard ht lands 011.
Dangers section below for more information.

7r~ (shrriJ!) Han/.: (handil)

Ngurt 3.7-/: bUlial (hair .(Ilip

131
BEGINNING PLAY lapses and must make a Soundness check (roll a d20 and
Once setup is complete, it's time to begin the chase! get a number equal to or less than its Soundness); if the
T he chase takes place over a series of turns where the mount fails the Soundness check, it dies.
players will "move" along the cards (cards re prese nting For example. let's suppose our lwo pll!)'ers, Tex and Hank, are
the path or road that the pursued characters have taken). involved in a chase through the hills, slarling from a distance r.if
Each mounted character will have the oppon unity to 300 feet (i.e., starling in tlli Short Phase). 80lh plq;-rrs decide to
move their mount once pCI' turn. Each mounted ride r go as fast as possible, bul Tex's horst has a Short Speed r.if 10,
can move at the standard rate of 3 cards per turn. The wllile Hank's Iwrse has a Shorl Speed r.if 16. Th is mtallS Ihal Tex
3 card mQ\'C is the "base" speed, and mar be reduced by can on(}1 bid up to 5 red chips. but Hank call bid as many as 8.
hazards, obstacles, or player choice. Likewise, the 3-card So. Tex decides to bid" rtd chips (mounts onty move + I card for
move may be increased by one additional card for every every 2 rtd (hips. so lu kno/1:s Ilu 51h chip would be wasled).
2 fed chips (Sec Table 3. i-I. above) used. Hank the bandit, lIatllral{y, duides to bid 8 chips.
To add an elemcm of suspense and unpredictability 10 Now that both playe rs know how many red chips they
Ihe chase, the characters simultaneously declare speed. want to bid, each puts that number of red ch ips in his
This is done by secretly palming a number of chips: 2 dosed hand, and holds it up or out over the table to indi-
reds for every card above 3, no chips for precisely thrce cate he is ready to go. When all players have their hands
and onc white chip for cvery card slO\l'er than 3. Red out. they re\'ealtheir chips and the chase begins!
chips palmed in this way arc considered bid or spent, The from-runner pursucd) draws and places a num-
while white chips are merely sho\\'n and returned 10 Ihe ber of additional cards based on his speed face-up on the
horse's allotted white stack. table. then mO\'es his mount along the cards (as if the
For example, a pla)'er ml!)' choose 10 move less than 3 ((lrds by ca rds were spaces on a playing board. After the leade r
sl/owing onr white chip (but not discarding tht chip!) during the has moved, the next lead horse moves a number of cards
dedarefor each ((lrd he plans to reduce his speed. As sud" 3 while equal to his speed - he does not dra\\" cards unless his
chips illdicale the rider has stopped, 2 white cltips illdicale Ihe base speed would move him past the leadn E\'en then, he
speed is reduced by 2 (to I card) for Ihat turn, and 1 whilt chip only draws as many cards as necessary 10 move his
indicates a speed reduced by' 1 (to 2 cards base spud}for that tum. remaining speed i.e., enough to fini sh out his fu ll move).
For each wltitt chip shown and speed reduced Ihallum. the pla)"er \lO\'emcl1l continues until all riders ha\'e mO\'ed their
receives allollter chip r.if m!)' color. See Ihe Dangers sedion below pieces.
for more informalion on redl/{illg speed due to ha<.ards and obsta- ul's go balk 10 our example with Ttx and Hank (Figure 3.7-
des. 2). Since Hank u:as the fr0llt-runller (pursued), he moveSfirst.
A player can spend or bid no more than half his His bandit's mounl moves 7 cards (3 cards + I card for every 2
mount's relevant ability score (in this case, Shon, red chips he bid) ahead. Halik draws 7 cards and adds Ihem 10
Medium or Long Speed). All chips bid arc immediately the path, ready 10 move his horse ahead. Tex, however, can move
discarded (but return at a rate of 3 per hour of game aluad onty 5 (a rds, so he still has a u:ays 10 go.
time).
~o te that you can use any two chips in place of one
chip of anothe r color. If a horse runs out of chips, it col-

--, Figurt 3.7·2: H(lnk, th( pursu(d. opts 10 movt Sf:1:m wrds (buH rnoL'(rnml is 3 wrds plus I for
(l;ffY 2 ((d chips pla)'d - Hank pla)'ed 8 rd chips). He thus draws w:tn cards /rom Ihe deck (lnd

~ pl(lets them infront of his mark(r.

D -0 -.. .. :; 0.... . .... . _ ~ "..


D~
::.0: .

-~ D'"D-D °D -
~ _. '""+ • ..,.

132
TABLB 3.7-2: CARD DISTANCB RBPRBSBNTATIONS TABLB 3.7-4: HAZARDS
~hn(: DiS!luct Card Huard
Tltljell .......... 1 ;lIt b - ,; fttt Joker ...... Hole
Short .......... J cud - SO fccl Red 2 ...... •.............. Roo t
Medium ........ .1 cud - 100 fw Red J ..................Hick brush
Loog ......... .1 cud - 500 feel Red 'I .....................Gull y
Extreme ........ .1 u rd - 1/ '1 milt Red S.............. . . .Log
Red 6 .................... Bunc h
Red 7 ........... . ..Tree
Red 8 .......... ....... .sharp Slope
TABLE 3.7-3: HAZARD AND OBSTACLE RANGES Red 9 .................... Boulder
Te rn;1I SUlldud Ringes WiTh ROld Red 10 ............. .. .... Hillock
Plains ...................Joker 6 2. .... . ... Joke. Red J ........... .small building/ dirt ....111
D~n ................Joker. Z. J 6 " ........... Joker 6 2 Red Q ...........UfgC building/rock ....a11
H iliJ ................J0ker. 2. 3, " 6 5 ......... Joker. 2 (] J
Bldbbds .. ....Joker. Z. 3, 4. 5 6 6 ....... Joker. 2. 3 6 " equal to or greater than the card must make an immed i-
Forell ................Joker. 2. 3. 4. 5, ......... Joker. 2. J. 4. ate [difficult] Riding check. Failure reslIhs in the forfei-
....... ...... .........6, 7. S. 9 6 JO ........... 5, 6. 7 6 8 ture of one blue chip and a -I to base speed for the next
MOUDU;II!, SWlmp ..........Ally ............ Joker. Z. 3, 'I. 5. 6,
turn mo\'e only 2 cards + I card for e\'el)' 2 rcd chips .
........................... _............... ~al ~J.O A successful Riding check indicates that yOll a\'oided the
DANGERS hazard at no penalt):
In a chase, the cards do not exist simply to define the I-I o\\'c\·cr. if the ch:mlctcr succeeded in his Riding
path. The)' also indicate what hazards or obstacles, if check bm his 1l10unt'~ Hor5e Sense di\'ided by 2) is less
any, have presented themseh-es. Hazards can slo\\ a than the hazard card\ number2. the character must
mount's speed, while obstacles mar ~Io\\ a mount's make an additional Riding check. Failure results in loss
speed, cause damage, or even force the rider to StOP and of aile blue chip and a - I to his next turn's base ~pced.
track! Riding checks, speed and othe r factors determine :\OIe that terrain does nOt affect the Horse Sense check.
whether one of these dangers actually affects the ride r. i1Jmiliar 1}.iJ
Table 3.7-3: Ha;:.ard and Obstacle Ranges defines when a
If the route ridden is a famil iar tmil lO a characte r,
card is an obstacle or hazard. in the plai ns, for example,
that character has an advantage. He kno\\'s whe re the
only Jokers and 2 cards may be a danger. In the hills, the
gullies, IO\\,*hampng branches and such arc and can
danger is greater Ookers, 2, 3, 4, and 5 cards and in the
react appropliatc1). Thus, familiality reduces the cffect
mountains, any card may be a danger!
of hazards. Specifically, if a character is \'ery familiar
If the chase follo\\"s a road through this terrain, the with a trail has ridden it daily in the past or many times
value of hazards and obstacles is reduced by t\\"o. (T he recently), his speed is considered two lower for deter-
J okers are always a danger.) mining which hazards affect him and his mount. If a
l\ l ultiple dangers encountered in the same [Urn each character is familiar with a trail e.g., has scomed it out
require an additional Riding check i.e., one check for as an escape route and ridden it a few times in prepara-
one danger, twO checks for the second danger, three tion for fleeing pursuers '. his speed is considered one
checks for the third danger, elc). For example, three dan- lower for determining which hazards affect him and his
ge rs in one move results in six lOtal checks. Players mUSt mount.
make extra Riding checks regardless of success or failure Te.\ is still rhasing flallk tllrollgll tilt hills. so let S Set how
for earlie r checks, and loss of base speed is cumulative. tht)"re doing. III the last exampfl. Halik /(:0$ movillg ahtad 7
You only make Horse Sense checks 'sce below I once per cardJ. !L·hile u:c u'as 1II0r'ing ahead 5 cartiJ. Thlre is no road hm.
hazard, even if there were pre\ious hazards that turn. so u'e know that uxalld Halik u·ill ellto/mtfT all ohstacle or ha;:.-
ard if they reath a card IIlImhmd witlt a Joker. 2, 3. 4 or 5.
Hazards Halik is movillg 7, so af! these IlOzardJ aNIy to him. Ttx is mov-
Red playing cards (heartS or diamonds) as well as illg 5, so tacit rif these IlOzards also applilS to IIim. If either rhar-
J oke rs indicate a hazard (sec Table 3.7-4: Ha<.ards'l. acter was familiar !L'itll this trail. tlley cOllld ignore those red .5
Howeve r, mounts moving with a speed less than the card IIO<.ards (being l'fTy familiar would iglloTe both red 4 and red 5
\'alue l , or in terrain where the hazard does not exist see ha(,ards). L-nfortullately for them. thl)' are 1I0t.
Table 3. 7-3: Ha<.ard alld Ohstacle Rallges, above}, bypass the
Hank starts witll 110 trouble, movillg OUT a bind 9. red K alld
hazard without incident. Characters mO\'ing at a speed
red Q., hilt theflllrtli card lie rrosSfS is a red Joker a Iw<.ard. fie

I Jol.:" /.Jpt na?,ards mal fill'" bt bypassed without ifl(idml 2 Irtat}i1u cards as nm:iflg 1/ ,'a[ut of 10
133
Pigur( 3. 7-3: Ifallk mons JeNII (ards. tcountenllg Iwo ha::ards. Ttt //loves fit"( cords mid (II(ounlers 11011'.

Jhjai/s ~, .. Ii,,""~ ,h,d;,


h",. I"i"~ 2 hi.,(hip, a, 1I

sus his horse IS aboullo slep in a hole.' Forlllllalely. Halik makes sLlers must stop at the next obSlacle and attempt to track
a suc(fsifut Riding dud and lIIanagts 10 at-oid il. Lu(ki~, I/O Ihe pursued*. They cannot proceed until a successful
horse has a Horse Sense low mough 10 be unda a}oka so I/O Hrme Tracking roll picks up the trail.
Sense Check is required. U'!/orlullale!y, Hallk'sJ!flh card is a red
., - all aptJroacllillg gutry. Tillie for allolher Ridillg dud.' TRACKING
This lillie, Hankfails his Ridillg cherk, so he is ullable to slop Until line of sight is re-established (i. e., zero obstacles
his horsefrolll slowing dolt'n illlhegllllJ-. lie loses olle blue chip bel\\"een Ihe pursuers and the pursued), the pursuers
from I/IS pile alld, lIexl 111m, cal/ onry mOlle 2 ((Irds (+ I c(IId for must attempt to Irack Ihe purslled at every obstacle
et'tly 2 red chips. tif rourse) inslead tif 3 cards. r lone. sillce Ihis encountered. Tracking checks made by more than 35%
is hi.'; strolld !w;:ard ill Ihe same turn. he IIIlIsl II/ake a second allow Ihe Irackers to ayoid ha"ing to slo\\" do\\"n while
Riding check. Halik grillds his leelh as !II fails Ihe secolld Ollf as lc~ser degrees of ~uc("ess rcsul! in a pcnalty to subsequelH
/l'ell. He has losl allollier bille {hip and ((III O!l~' II/O /"t J card (+ I mO\Tlllent "ee Table 3.7-3: Trarking Slou-douws' . Three
cardfor eveo' 2 rid chips) IIttllllm. 8 111 HallkJ Iloljilluliedy l failed allcmpts in a row by each Iracking character indi-
he slill has lu'o 1II0re rards to corer. Fortullatebi thtse are a red c;lIe Ihat Ihe pursued 11<I\'e given the pursuers the slip
7 and a black Q Halik stops 011 l/ie black Qalld hrealhfJ a sigh the trail is losi. Inclement weather such as ligln rain
tif relief reduces this to \\\"o failed attempts. while heavy rain
~\QW it's Yex's lurn. He mous ahead 5 cards, over a black 10, reduces it to one failed aHemp\.
black 8, red Q.; red 8. alld eliding all a red 6. . \ 0 ha::.ards for
lucl.y Teo'd Oil his lIex/ lum, the}irsl ((Ird he lands on will he the TABLE 3,7·5: TRACKINGSLOWDOWNS
red A llie uf)' card Hank slarled 011. Forlullatel;, Ihere are I/O Peb~h y
Degree of Success
obslacles befu'ulI llim and Hank. and III call easi~)- flllol/' his :> 35% .......none
trail. 26Y, to 3S% ..... . . ..·1 10 next turb's bue speed
16% to 2S% . .. . . .·2 to uextturn's bue speed
Obstacles O'I, tO 15% ...·3 10 nextturn's b~se speed
hilure ..••.. C~UBOI proceed
Black cards (clubs and spades) represelH obstacles.
Typical obstacles arc slIch Ihings as boulders, or ILIrm
011 his net/lllrn. Hank can Ollry mm'e J card (+ 1 cardfor eV(1)'
and bends in Ihe Irail. T hese obstruct Ihe viewing of the
2 red chips}. Still. he tiffidrs /0 moL'( asfasl as possible ill hopes
pursuers and may present a danger to riders with ornery
mount s (low Temperaments), who take Ihe opportu nil),
if /ojillg Iht sheriff He bids 8 red clii/)s 10 1II01-'r aluad 5 cards.
Five lIe/1..' cards are llOW drO/t'lI alld laidfare 11/) on the lable toforlll
to maneU\'cr their rider imo Ihc obstacle. If a moum's
Tempcramem (divided by 2 is less than the obslacle Ihe IIe\t pari tif Ihe trail.
card's number, the character must attem pt a Riding Crossmg tasi!>, our a red 9. Halik lands 011 !IIS secolld card a
check. On a failed Riding check ,'ersus obstacles, the black 3. His mounts Temptramflll diddfd h)' 2 equals 5. which
player suffe rs the forfeiture of one blue chip, a tempo- is greater Ihall lhe obslacle card:r IlIIlIIber, so his horst avoids Ihe
rary -I to his base speed (move only 2 e ard~ + I card for obslaclt withoul illcitiellt. He crosses a red K allti !llfII hits his
e"ery 2 red chips on next move) and I point of damage. fourth card a blark 5. This lime. his mOIlIlI's TrmpeTfllllflll
di;;ided by 2 is equal/o Ihe obstadl cards lIumber. so he mllsilllake
If allhe end of any turn there arc 1\\"0 or more ob5la-
a Riding dwk (pIllS allother Riding duck, sill(( Ihis is flis second
cles between pursuing and pursued characters, the pur-

* Hf lilt Tradillg jkill dncriplioll 10 gallgr 1M diffi(UI!~ of III' duck based IIPOIl III, Sill/alioli.
13+
dangff Ihis lurn). /-Ie succmis alone. bul f ails Ihe Olher. lal.-ing I regai ns one chip of any color but nC\'cr more than the
poilll qf damage as his ortlery horst slams Halik's Itg inlo a pass- maximum allowed). This includes stopping to track.
ing bouldtr, and losing al/olher blue chip alld slifJtring a - I 10 his III Tex and Halik's gaml, for e>:ampll, 18 ((Irds havt bUll
base spud. ~\ (xltl/m, he ((III move Oil!)' I ((Ird (+ I ((Irdfor t/'l'IJt pla)"td (Iht inilial 6, plus Ihe i from Halik's firsl mowntllt al/d
2 red chips) inslead qf 3. lilt 5 fiom iJis secolld). II nOI Hank rtachu card 20, he /L·jll tIIln-
_\'OU~ ht mous on 10 his fifth alld lasl card a red 3 ha::,ard. tlu.l /edium Chase Phasf. Hank's hom onvt Iws 0.1Iidillm Spud
This is his IMrd dallger Ihis roulld, so ht mll.sl make Ihree mort if 6, so ht rtcrim 12 addiliollal red (iJips. Likt'U'ist, if 7,x
Ridillg checks. /-Ie SI/rcuds al Olle, andfails Ihe olliff lU'o. so he rrac/ud card 20, ht would riceive addilional red (hips bastd 011 his
10Sts Iwo more bll/e c/I//JS alld slifJtrs a - 2 10 ilis bast spud. After horse's .I1edill1ll Spud. Howa'er. Tex 's horse has a :llldill1ll Spud
°
all is said and dOllt, Ilallk morts rards (+ I rardfor t/:er)" 2 rtd
chips) inslead oj 3, 011 llis lIexl lum.
oj 1-1. so he Il'o/Iid rereh'l allolher 28 red (Iiips.

Ttx bid his maximum qf .j red chips.. bul he u'os nol sloll:td ~)' ElD!NG THE CHASE
mV' hazards losllum. and can /1lOl:t 5 cards (3 tards + I cardfor .\ chase ends when either a pursucr movcs 10 within
tUIJ' 2 red ellips). However. ht looks oul illio lilt dislmlft alld sus 300 feet of the pur~ued in which case, mo\'c to normal
IlIalllt has lost sighl qf 1·lallk (dut to tlte 111'0 obslades betweill combat and ("('soke . the pursuer gi\'es up the chase or
Ihem). Still, ma)'be lu'l/ gel lllcl.)'. falls hopelc5sly behind. :\"ote that after twO inte r\'ening
ob~tacles, the pursuer, must attempt to track, possibly
PHASE DURATION AND GAINING NEW CHIPS leuing the pur~ued ("haraClcr~ mO\'e further and further
Any ti me during a Tactical Chase Phase Ihat charac- ahead. At some point they will find the pursued per-
hap~ campi n ~, lose the trail by three failed T racking
ters arc more than 300 feet apan , move to the Short
Chase Phase. After 20 cards tOtal are drawn, move to checks in a ro\\' or the pursued will make it to a popu-
the ,\ Iedium C hase Phase. The i\l edium Chase Phase lated arca 0(" other safe havcn , making tracking impossi-
lasts fo r 34 cards (i.e., until the deck has been used ble.
emirely\. Afler the first deck has entirely played-out, Ltt's go back to /Iallk alld Tt:tfor a IIIOlllelll. w sl /1'e knell(
1110\'C to the Long Chase Phase and play OUI another 7tx U'as a good disla1lre blhilld Halik /l'ith 1/1'0 obsladu betll'UII
entire deck. Following that, 11100'e to the Extreme Chase Illem. Ttx u·illllm'I 10 slop alld lrack al bolh qf tlust. alld dial
Phase until the pursuers gi\'e up, or lose the trail. with all tlu ha::,ards ill hiJ /l'I!): lit kllou's Ilis TracJ..-illg skill is
Once play moves from the Short Chase Phase to the lariblt, alld IIis hont i)/I'! !"e~)" smart, so Ite llirou's 11/) his hal/ds
/1/ di~t:ust and gil tJ liP Ilu chase. . \ ,\! time Itt has to c!IflSt a ban-
i\ ledium Chase Phase, pla)'ers reccive additional red
chips equal to 2x :\!t'diul11 Speed of their mount. dil. hi '{{ kllOll" 10 bnllg morl "'til /L'itlt 'UIII. . 1 paSSl usuallY Itas
Similarly, once play moves from the ~ I edium Chase at ltast a (ouplt if fast hOflts.. alld jomt IIItII u'i!h bttlff Trackillg
Phase to the Long C hase Phase, players recci\'e addi- skills as u·tll. Also, il rouldll't hurt Ttt: to gil a better hom ...
tional red chi ps equal to 2x Long Speed of their mount.
Any lime a rider moves less than 3 cards, his horse
Figurt 3.7·4: lIank mous jiu cards uounlrrmg litO obJ/adtJ and a ha;:ard. I h Ju({udJ
in losing Ttx ~, rir/ut of Ihm bdng 111."0 obJla({tJ blluull IIItm al lilt trill of Iht lurn.

_I." ..... e, '" 't" .1111......;~,tI N ... t ~ 111", "'I"""


If" ...."., T,...,......"" If,,, ~
/I,d,,,, ,.t.Yt< H. ,oJl", tI...
ttl

I .'"'

RuI"" ,40-,h '" '"if'" ~••,"" ....."",.,


" ~'&~ ,w.'Wh I. ~,.~It
""" """" """"t< ~.tI .•, . /H.t, , "",,,II) .~" liu I/o" "'''' (~'p.<.

,-------."" Ih" ••"",,11.

~
~

DD t . .,wJ~:~:'JITai HJ"D
DD~DDD
[35
4.11 The Aces & Eights Campaign

, This is unfortunate. As a setting, the Old West pro·
vidcs an abundance of untapped adventure opportuni.
tics. And although Aas & Eights lends itself well to
onc·ofT adventuring, it has primarily bcen designed
with the on ·going campaign in mind.
This scction will help gu ide you in these pursui ts and
morc. The information provided here is intcnded to
help players and Game~ l asters alike get their cam ·
paigns underway while waiting for additional .'l as &
Eights supporting material to come.

TYPES OF SESSIONS
1-o r those of you new to the world of role· play·
ing games (RPGs) the following is a quick
oYcrview of concepts common to mOSt RPG s.
. Ias & Eights can be played in one of three
ways the skirmish, the one·otT adventure
or tbe on ·goi ng ca mpaign.
Ski rDlis h: A skirmish is simply an cxcuse to
ha\'e a big gunfight. Players get together, splil into
team\, and decide on an objecti\'e or victory condi·
lion. The \'iclory condition may be as simple as
"Last man standing wins" or somcthing more noble
like " Fight otT the outlaws and prevent the bank
from being robbed." 1\ot only arc skirmishes a lot of
fun, but they are a great teaching aid in introduc·
ing new playe rs to the combat rules and whctting
their taSte for some good wcstern role·playing.
:-JOt only will it teach them the advantages of
.. such things as taking cO\'er and laying down
suppressing fire , but it'lI also show the players
JUSt how deadly a gun is.

O kay. So you and your friends have rolled up


your fancy new characters. You're full of hope
and have a burning desire in your gut to sct Ihe world
.'\Jot e: T he Aces & Eights primer, Showdown, was
released with the skirmish player in mind. It presented
just the bare·bone combat rules and a handful of sce·
on fire and show it what you're made of. You 've got narios for players to rUIl large sprawling gun battles.
sand , kid. That 's admirable - but before you hit the One-Off Adve nture: T he one-off adventure is
trail and Start slapping leather there's a few things you just that. t\ group of players get together, roll up char-
should know. acters and se t about completing an adventurc with
Unlike their fantasy role-playing counterparts, west- some SOrt of specific goal in mind.
ern rolc-playing games have traditionally been limited It may be dri\'ing a herd of longhorns hundreds of
\0 one-off ad\'clHllrcS, with players ge ni ng tOgether. miles to a rail head, robbing a Slage, or eliminating a
rolling up some characters and quickly finding an band of notorious cutthroats that have taken over a
excuse 10 fire their guns and shoot things up. Robbing small town.
a bank, taking on the evil cattle baron and his men, or T he action begins and ends in a single evening's
ambushing the payroll stage can be great fun, but usu- playing session. It 's anothe r great way to introduce
ally lead 10 the death of several (if nOt all) characters. new players to the game who may be hesit ant to try it
Whcn the sessio n is finishcd so is the adventure .

138
OIhcrwise. Like an aClion· ad\'cnlUrc movie, one·offs
tend 10 focus on illlense action and lots of gunplay, LET COMMON SENSE PREVAIL
with playcrs knowing their characters ma} not come
Be awa re that no set of rules can fully cover 'o r
out alive. Oft limes a one-off a(kenture is simply an
even a nticipate) evcry situation that will come up
excuse to lead the players into a climaCtic skirm ish.
in a e<lmpaign. Especially in a gam e with such a
W hen first playing ActJ & EighlJ, players may find broad range of advcn turing oppo rtu nities as the
they arc content with just rolling up characters and Ol d West.
ru nning skirmishes and one-om. As mentioned ahon·.
We couldn't cram eve ryt hi ng into one book so
Am & EightJ lends itself well to such activity and
there ,,-ill be times when a situation comes up that
let's face it, therc's nothing quite so impulsi,'(' as a n('\\
isn't CO\'cred by a specific rule.
player with a gun he's j ust aching to u<;c.
For example: How much water does a steam
"H~y gu)'J, is that a baTIk? LttS rob it. ..
locollloti"e need to take on to tra\'cI 30 miles?
E"eiHua lly, it'll sink in that g:unplay is lethal. and
Ca n a buggy withstand the weigh t of the 100
that robbing banks and raising hell every session
bars of gold the players arc atte mpting to load it
results in little more than high mortality rates and
down with?
rolling up lots of characte rs.
How much lumber does it take to build a saloon?
If your group enjoys this SOrt of mayhem and finds
For that matte r, how much does it COSt to bui ld
it appealing, more powcr to you. Ha\'e at it and ha\'e
one?
fun.
Trail Dust Knickerson announces he's going to
jump from a train 01110 the back of a galloping
THE ON-GOIN~ CA MPA!~N hor~e while firing two six -shooters and then gra b
the reins in his teeth.
When you grow tired of racking up a body count
a nd sta rt longing for something more su bsta ntial, These situ at ions a nd more can come up in a typ-
you'll be happy to know that AaJ & EightJ has bee n ical session . So what to do while you're waiting for
designed from thc ground up with the on-going cam- the next su pplement or olli cia l call ... ? First ofT-
paign in mind. T his book' and later supplements will don't panic. I f you fi nd yourself in a si ruation
allow you to do much morc than stumble down the where the ru les are silent let common sense be
pall1 of an outlaw, or simply finding yourself gelling your gu ide.
gut shot week after week. Co \vith what -feels' right and let the action con-
A campaign is a se ries of sessions or ad"elllures tinue to flow. If you don't feci comfortable doing
where e\'ents and action from the previous session that, pallse the game and discuss how it should be
carryon to the next. Rob a ban k one weck and you r ha ndled and take a \'ote.
chat';tcters must deal with the conseque nces (or avoid Aft er the game YOll can look for a more substan-
them) the fo llowing wee k. If a character dies, a new tial answe r. \ 'isiti ng the offi cial Am & Eights in te r-
one is introduced to join up with the othe r survi\'ing ne t fo rums ar hnp:! !www. kenze rco.com is a good
characters and the campaign continues_ place to start.
In thc campaign, players conce ntrate on establ ishi ng
the ir characters in the world they li\·c in and making own, stake his desti ny and ra ise a family while making
the m more powerful and successful. Players can pursue an honest li"ing_
just about any profession their hearts desire, or any T he re's no one way to play ArtJ & EightJ. Players are
avenue of opportunity that presents itself. ~ I a}'be your free to choose their own goals and pursue them with
character would like to 0\"11 a saloon, or run fo r mayor. nothing stopping them but the iron of thcir own de ter-
How 'bout both? O r maybe rumors of a gold strike in mination and the ir god-gi"en a bilities. Run ning a full
Ind ian te rritory suddenly have you th inking of trying cam paign takes more \\'ork for evc ryone il1\'oh'ed but
your luck at prospecting_ it's also more rewarding.
Perhaps the land· grabbing antics of the much hated
callie baron is more your style. How about founding a
new town and naming it after ),olll'Sclf?
Then again, pe rhaps your character has simpler
ambitions. J ust to OW I1 a piece a land hc catl call his

139
THE CHALLENGE OF put, events took a different turn al key moments in his-
tory, resulting in a very different political landscape.
RUNNING A WESTERN CAMPAIGN Why an ahernative history as opposed to a hislOrieal
The SlOries and traditions of the Old West arc as setting? T he benefits of an alternative histo ry selling
ingrained in most American psyches as baseball and arc manyfold.
barbecue. In that case, you'd think it would be a snap For one, it frees the playe rs/G :\I from history and
to sil down and start running a western R PG. After allows them to fill in the blanks and write their own.
all, most of us were bombarded with western TV :\'0 worry of a player pointing out, " H ey! 1\0 fair.
shows and movies growing up. In fact, when trying to Smokeless gunpowder wasn't invented until 1886!"
explain how a role-playing game works 10 a non- It also prevents players from acting on kno\dedge
gamer, the example of <, it's like playing 'co\\'boys and their characters wouldn't ha\·e. <'Gee, I think I'll look
Indians' only with rules" is one of the best you can for gold O\'er here ncar Cripple Creek. I've got a funny
(Urn 10.
fecling about that spo!."
Surprisingly, many experienced role-players look a :\ Iost importantly. it adds a bit of mystery to the set-
little lost after rolling up their first characters for a ting. It gives that feeling of embarking into the
western RPe . ]\'1051 likely they've been weaned for unknown that would otherwise not be possible.
years on fantasy rolc-pla)~ where racking up a body
count and looting the co rpses was the surest way to get For those players and G:\ ls who prefer a real history
ahead and move up in levels, achieving almost god-like setting - no problem. T he rules themselves apply to
powe rs and becoming more or less untouchable as both approaches and the library (or the internet for
their careers progress. that matter) is filled with material covering every
aspect of the American Old West in minutia .
They're used to running characters that have been
pigeon-holed into pre-defined c haracter classes or
templates. T he thief character picks pockets. The A BRIEF OVERVIEW OF
mage casts spells. T he fi ghter fights. A character's cho- THE SHATTERED FRONTIER
sen class more or less dictates how the character The "Shattered Frontier" was a term coined by a SI.
behaves and how he carns his keep for life. It·s under- Louis newspaper publisher, Shawn Griffith 1\c\son,
standable that mallY players find it a little unsettling. at when describing the lands west of the l\ lississ ippi
fi rst, that most of that is gone in Aces & Eights. River.
In addition, some players quickly learn that they A few months ago, ~I'l r. 1\elson made a journey from
rea!!y don't know nearly as much about day to day life SI. Louis to the front ier
in the Old WcSt as they thought they did. Other than boomtown of M uskeegie
acting out the plots of their fa\'orite western movies and chronicled his expe-
and television shows, they find they really don't knoll' riences by telegraph.
what to do or where to turn once Iheir character is
In his we e kly pub-
dropped into the game.
lished updates. he
Again , this seClion will help nudge you in the right harped on and on about
direction and arm you wilh some ideas. In addition, it the 'God-gi\'en' oppor-
will provide a wealth of useful information for both tunities presenting them-
the player and Gl\ 1 to get started. selves out West that
were, in his opinion,
being "squandered " by
THE SHATTERED FRONTIER the Union.
Shawn Griffith Nelson
While you're free 10 run your campa ign in any set- ,. Vast expanses of lalld Newspaper Publisher
ting (historical or othe rwise), the official sert ing for Aces alld valuable resources
& Eights is the Shattered Frontier. T his is where most claimed by evel)"OI/e yet controlled by 110 one lie ill this shattered
of your campaign will unfold . It 's also the default set- frontier. ,. he wrote in one piece. "Neglertillg l!!is lerritory is
ting for any future Aces & EIghts supplements and akil1 to lettillgjields rif Jerlile soil lay fallow while the slarvillg
adventures. farmer picks tllrough the trash for his supper. It's shameful."
T he Shattered Frontier is based 011 the American The 'Shattered Frontier' as he dubbed it, is a region
Old \\"est, but with an alternative history spin. Simply with overlapping claims and contested borders - land

140
coveted by Imperial :\ Iexico, the Republic of Texas, bend it to their will - all taking place wh ile you r play-
Deseret and the United States, but occupied by "hea- ers attempt to find their place in it all and gain a
thens, squatter towns, Indians and bandits". foo thold.
Known by the l\ lexicans as " EI Diablo's Caldera" (o r Your first job as G:\'I, however, will be coming up
simply "th e Cauldron ") this area of polit ical unrest is with a few starting adventu res and introducing you r
the stage for your beginning ActS & Eights campaign. It players to the Shattered Frontier. Before explo ring
is here, around the squatte r towns of Lazarus and some ideas for adventu res let 's take a few moments and
l\luskeegie, that your adve ntu re is ce ntered . Once an CO\'e r some basic RPG concepts.
area deemed suitable only fo r outlaws in hiding and
fo r trappe rs running the occasional trap line, the San TIME AND THE CAMPAlliN
Juan ~ I ountains now ha\'e the eontinelH 's undi"ided
attention. Gold was discovered here in reeem momhs "Timt is mono, boys!!! Alld right now u:t'rt bludil/g lIitktLs
and the rush is o n. like a situ. lOll btst (ommma to lIaulill' ass."
- Freight master to his wagon ell'ivers

Since keeping track of tillle and record keeping is


important in role-playing games. it bears mentioning
here. There are twO type~ of "time" discussed in this
book: Game Time and Real Time.
Game time i~ the ima~nar\" timc that passes fo r the
charactc rs '"in'" the game. Real time is the passage o f
time in the real world, the time that physically passes
for the players and Gi\ 1 as they pl ay the game. For the
bene fi t of those readers who may not have played a
role-playing game before, let's take a closer look at
both con cepts.

Game Time
* RUNNING THE CAMPAIGN * Time passes within the game world as players
about , taking on the role of thei r characters.
mO\'C

Lucky you - if you' re reading this section you prob- For txamplt, if Ftlch Alldusoll wallw illto a bar, ordt rs a
ably drew the short straw and will be taking on the role drink and slams it back whilt makillg O'u with Iht whort sit-
of Gamel\ laster (GM). If not, you can skip ahead to tillg ill tht corntr - a fiw millutts of game limt just licked by.
the Player T utorial seClion or keep reading, so you'll be And lattr, whtn Ftlch plops dowlI 011 a hale of hay illfumt rif
ready to help out your G~'I when called upon. tilt [hay stable to cltan his gUll allothtr twenry mil/utes or
As the GM it 'll be your job to weave the story and so pass.
guide the players along on their adven tures. If you've :\ Iinutes fade into hours. Hours fade into days.
eve r played a role-playing ga me before, you already Days become weeks. Weeks become months ... well ,
have a pretty good idea o f what the job of G:\ l emails. you get the idea.
The Game:\'laster is th e ma n wi th the script. He J USt be aware that game time and real lime don't
a rrives at the tabl e with an adve nt ure and ar med with always pass at the same rate. For examp le, that twen-
intimate knowledge of the ca mpaign setting a nd rules ty minutes spe nt cleaning a ri fl e only took a few sec-
of the game. It ' ll be your job to present the adventure onds of 'real ' time. About as fast as muttering the
to the players and then respo nd accordingly based on phrase " I'm cleaning my gun. "
the playe r's actions.
That's because game time is often sped up in the
1\01 only th at, but you'll also be winding the clock- interest of keeping the game lively and interesting.
work that keeps the gea rs whirring as the world the Take the above example. 1\obody \\'ants to sit around
players stomp a round in stays in motion - rumors of the table fo r twenty minu tes wh ile Bob explains in
distant wars, the sounds of men and hammers as new detail how he's brea king his gun down and clea ning
rails stretch westward, rich easte rn bankers leaning each part. Nor do th ey want to hear him desc ribe how
over thei r maps determined to hammer the west and his charact er shaved and picked out the clothes he's

141
• I 0 ,
V E
"

o ,

, /
,
/-
Real Time
CO-()P GAMEMASTERING Rcal time is just that the passage of time in the
Considering the scope of the typical ACtS & r e al world. While your game session may ha\'c lasted
Eights campaign, one thing you may want to even- only a few hours in 'real time ' it is quite possible that
tually consider LS the concept of Co-Or your characte r experienced the passage of weeks or
GameMaslcring, with different players laking on months of 'game time' during a single night'S session.
the role of G~vl at different points and sharing the It 's not really all that complicated, bUI some neophytes
load. When a player takes the hat from the acting confuse the two types of time.
OM, his player character ta kes on NPC status until
he, in turn, gives up the role of OM. Recording Game Ti me
It 's not for everybody. It requires experienced The passage of game time is \'cry ImpOrtant III a
players who arc able to referee eve nts without giv- campaign and sho uld be diligently tracked and record-
ing the other players (and their own characters) ed. Choosing a player to be the designated Tim e
special treatment. But, it can (and has) worked. Keeper is always a good idea. Keeping track of time
In such a campaign, the players work in panner- tends to reinforce the consequenccs of wasting it.
ship, with one player being the primary GM and Time waits for no one and marches on regardless of
the others providing their own input along the way. how it's spent.
Various aspects of the cam paign, slIch as coun- For example. Frank's character, Kansas Joe. spends six weeks
tries, tOwns and even Indian tribes arc treated like panningJor gold ill the wrollg seclion rif the Allimas River based
N PCs, each with their own agendas and motiva- 011 some bad iliformation. Nirefor him if Ihe rest rif Ihe world
tions. slood still u.-hilt he was wastmg llis time, bllt he doesn't have it
For example, one player may want to run the like thai. IVhell lit e/"eIIlualty crawls back inlo (OWII empty
town of Cortez, making decisions on how that handed and It·ilh a glla/Ll1Ig beIU'. he discovtrs a half dO<:'(11 ntw
town will reao when :\luskeegie lays claim 10 the buildings hau risen up In /Liwt l1.'rrt previousty tmpty lois. Evt!ll
newly-d iscovered gold fields that lie between the worSt!. I/u girl he IWS pining for has moved on fa a !ltW beau
twO towns. Another playe r may be responsible for and Iht oU'/Ier rif Ihe hOlel u:on't let Mm in his room or al Ius
Gi\ l ing Red Sleeves and his Apache warriors - properIJ until he forks our six werks ' back rent.
deciding if they honor their agreement of not Keeping track of game time is important for a vari-
harassing Lazarus' supply lines. Perhaps another ety of reasons. That bullet the drunkard of a town
player is G:\1ing the railroad company and decid- doctor was kind enough to pry out of your shoulder,
ing in which direction new tracks are laid as they for instance. It'll be weeks, maybe months, before
creep west. you'll have full usc of your arm again. Maybe even
As your campaign evolves, you'll have an oppor- longer if the quack botched the job. Thi s is time that
tunity to add many layers of activity. Co-Op must pass within thc game.
GMing is a way of handling the workload. Recording time during com bat (referred to as the
"Action Count "; also "Count Up" or simply "Count")
going to wear in the morning. Such trivial details can is especially important since it dete rmines when play-
be glossed over. ers can perform shooting and moving actions. Action
The same goes for characters pulling an eight hour Count is cO\'e red in detail in the Scrapes sections.
shift tending bar al the local saloon. Unless something
eventful happens or the player wants to do something llJe Impacl of Ti me on Ibe Campaign
specific that needs to be resolved, you can jump ahead. Of coursc, the passage of time has an impact on the
campaign and the characters themselves. For charac-
On the other hand, game time sometimcs slows
ters there will be expenses. Even if th ey aren't actively
down where the seconds (and even tenths of a second)
role-playing every hour, day or week, they must still
creep by. Take that running gun battle which took an
pay for expc nses such as room and board, ammuni-
hour of 'real' lime to unfold for instance. i\lost likely
tion, care and stabling of borses, etc.
all that mayhcm only represented a fraction of a
minute in 'game' time. For campaign realism, the world around the players
should march on. Buildings will risc up, seasons
change, rail lines extend, and much more. The world
doesn't lie dormant waiting for the players to inte ract
with it.

144
INTRODllCIN~ THE PLAYERS TO THE SANDBOX 2. Noon Stage: The players have just completed a
Okay, so it's the first session of your first campaign. long o\"Criand trip by stage and arri\'ed at their final
The players have assembled and arc raring to usc destination. T he session begins as they disembark from
those sh iny new six -shooters they've purchased. the stage and gather up their luggage and belongings.
Understandably, your players are going to be a bit dis- The nice thing about this approach is thai it assumes
oriented if this is their first session. They know noth- the PCs have gotten to know each other on their jour-
ing about the world around them and arc unsure what ney. Perhaps they've already decided to join up and
to do first. in short, they're going to be lost. seek their fortunes tOgether.
Likewise, you may be feeling a bit lost tOO, Don't 3. Birds of a Feather: T he campa ign begins wilh
sweat it. You'll find your fect in lime. The key will be the players in jail. T heY'\'e all been picked up for
keeping the action (and the players) moving. If they're minor offenses - public intoxication , brawling, loiter-
sta nding around looking bewildered, throw an ing, or whatt'\·er.. \ s the session begins, they arc being
e ncount er or two at them and force them to react. released as Ihe players arc roughly roused from Iheir
To kick off you r first session, you may want 10 COIl- sleep by a very intimidating she riff and his deputy.
sider having the characters arrh'c In a group as new- After a stern lecture from the sheriff, any belongings
comers to the area, that may ha\'C bcen confiscated arc returned . The G\ !
may eyen want to han' certain c haracte rs pay a fine.
The sheriff informs the PCs they must be gainfully
employed within 48 hour, or lcm'e IOlI"n no
\·agrants.
Thi s approach is good for lighting a fire undcr the
players' butts and gi\'ing them some moti\·ation to find
work while a\'oiding run-ins with the law.
4. End of the Trail: The players all hired on as
cowboys to d ri ve a small herd to lOwn to satisfy its
appe tite for fresh meat. The cha ractcrs ha\'e bonded
on the long journey and are looking forward to cele-
brating ajob \I'cll done with drinks at the local saloon.
This will also gh'e them a chance 10 raise some hell
while they wait for the trail boss to settle up (to bring
Ihem their wages).
The G\ l may opt to pay each player $30.00 (giving
The re arc several tried-and-t rue ways of start ing a the playcrs some nicc starting cash and an opportuni-
new group of players that will mak e things go ty to buy equipmcnt). Altcrnati\'c1y, he may Opt lO
smoother. have the trail boss slip out of lOwn on the sly and st iff
the players on their pay providing an ad\'enture
1_ Parc hed Strangers: T he players start off in a
opportunity as thc players head out to find him and
bar where it is assumed they are st rangers to olle
settle the score .
another. Perhaps one player is a local boy down on his
luck and looking for opportunity to shOll" its face, 5 . End of the Line: The players signed on to work
Another player is sim ply passing through town and has for the railroad, bust ing their backs laying rails on a
stopped to quench that 'powerful thirst' that's been new spur stretching into the West. Work was suddenly
nagging and to shake off the trail dust. Another play- halted (lack of financing, weatbel~ elc) and the charac-
er still is hitting the faro tables and 'chasing the tiger' ters were given their walking papers. After hoofing it
- hoping to fatten his coin pouch before pressing 011 . to Ihe nearest town they find they arc coin-shy and in
need of work.
This is a good way for the players to introduce their
characters to one another. Perhaps a loud-mouth Non- 6. Every Gun has a Story: The abm'e, of course,
Player Character (N PC) bully picks a fight with one of arc simply suggestions to explain how the players haw
the players and one or more of the PCs jump in and come to find themseh-es in each othc rs' company.
come to his aid. Afte r all, nothing bonds a grou p of Another a pproach is lO simply le t the players dccide
characte rs like a good barroom brawl. why they've thrown in lOgether.

145
In the Character Creation chapter, each player had weeks, and firearms. So tbere will be an investment of
an opportunity 10 pick a reason why he came west (o r money as well.
to rol! for one random ly). If two players arc running T AC KLE : T he stranger is running a scam. T he claim
from the law, perhaps they were partners back East is bogus. T he stranger and his partners arc flat broke
and arc fleeing together. Perhaps two or more charac- and attempting to push through the Shattered Frontier
ters arc siblings, or even fathe r and son. Allowing to California. The plan is to wait at the 'claim' and
players to share their backgrounds be fore the cam- ambush the group when they arrive and steal their
paign begins is a good way for them to suggest how p rovISIons.
and \\'hy they happen 10 be travelling togethe r.
By drawing the playe rs out of town and into the
Regardless of which approach you usc starting out, wilderness the stranger and his cronies hope to hedge
you'll find that after the playe rs have a few adven tures their bel.
under their belts they' ll begin to get a better feel for
the lay of the land and be more familiar with the set- Big 1!ouble Comes in Big Packages
ting. As charaCters die and new ones arc brought in to
replace them, players should be able to hit the ground SETTING : Town/T rail Beginning Characters)
running. BAIT: A local businessman approaches the players
about ajob. He wams them to deliver a steamer trunk
ADVE NTURE HOOKS to a nearby town . He's providing a wagon and two
Coming up with nell" adventures for your players is horses for the job (10 be returned after the job). He
the next order of business. I\'ote that adventures don't explains the trunk holds an expensive china set and is
have to be fully fle shed-out works brimming lI"ith 10 be delivered to a specific person who will pay them.
details. Coming up with a basic plodine, details on the The job pays 550 if the dinnerware arri\'Cs unbroken.
I\' PC(s) im'oked (as well as fo r others likely to be T ACKLE: It may seem like easy mane), but , unfortu-
encountered), and some idea of whal success or failure nately for the group. wagging tongues ha\'e complicat -
in the adventu re means, is often enough \0 get you ed the ~ituation .. \ fal se rumor has sp read that the
started. T he important thing is that you keep tile play- businessman is actually smuggling a shi pment of gold
ers challenged and engaged. out of town he owes money to a lot of people).
T he following arc some ad\'enture hooks in our pop-
ular Bait and Tackle nI format to help gi\'e you some BAIT AND TACKLE "
ideas. Bait: to lur e, te mpt, o r entice.
Tack le: to knock a n opponent to th e gro und.
Golden Opportunity Bait and Tack leT.\1 presents a se ries of brief
SETTING: Town/ Wilderness (Beginn ing CharaCle rs) adventure hooks that a GJ\ l can take and flesh out on
BAIT: Soon after hilling town the characters arc the fly. T hey can be useful if the G!\ I finds he's short
spending time in a loca! watering hole sa loon wilen on ideas when preparing an adventure, or finds his
Ihey are approached by a stranger wilh a proposition. group has outpaced the night's adventure and he sud-
denly finds himself ha""ing to improvise. Each hook
He produces a claim for a dig site barely a day's ride is presented in a simple three-part format.
from the town. A site, he cl aims, that has shown color
Setting: T his is simply a tag identifying the setting
and looks p romising. T he problem is that he has just
or type of ad\'enture hook, i.e. wilderness, city, sub-
recleved news from back East that his wife is dying. He
terranean, etc.
needs to return on the next stage, Since the rights to
any claim that 's not worked at least once a month are Bait: Exactly that - the situation or carrOt used 10
lure or 'bait' the players and prod them in the righ t
forfeite d , he's in a bit of a tight spot.
direction.
His proposal? He asks the group 10 work his claim
Tack le : T his is the hammer or twist that makes
umil he returns. T hen they will split any gold recov-
the situation dangerous, exciting, or challenging.
ercd, they will shake hands and he' ll take over the dig- \\·ilhout Ihe tackle what's the point?
ging.
You can find more Bail and Tackle adventure
The group may find the p roposal to be a no lose sit- hooks on our Acts & Eights website and forums at
uation. All they are really ris king is time. T he stranger http://www.kenzerco.com.
explains they'll need 10 heavily provision themseh-es.
He suggests mules, a wagon, food enough for sevef(ll

146
E.ven berore the group has rolled out, word or the the body by the trailside and claim th e I"aluables? Do
"shipment' has sp read all O\'er the area. Clueless, th e they take the body with them to the nearest town for
players soon find they have a target on their backs. identification and turn O\'er the valuables to the
authorities?
The I'ictim was a \'e ry well -known gambler Ilamed
SErrING: Town Beginn ing to :\I oderate Characters Harry Fontaine. When traveling, he liked to don his
B AIT : A new saloon has opened in town.
tfa\'cling clothes and put his fan cy duds in a satch el. Ir
Unrortunately ro r the owner the competition isn't too the players turn in the valuables and body, they will be
happy about it. Twice someone has attempted to burn rell arded ror thei r t rouble by Harry"s widow (S I 00.00),
him out, and his gi rls have been lured 0 1' scared away.
Then , a rew nights ago, his barkeep was se\'e rcly beat-
en wi th an axe handle. Customers arc now avoidi ng
his esta blishment like the plague. His ruture looks
bleak.
After the characters wander in unaware of what's
been happening " the friendl y owner begins s lidin ~
drinks down the bar on the home. Once they arc
good and liquored up, he makes them a n ofTe r. He
needs muscle. He'll prO\'ide room, board and a per-
centage of his profit s for the next 30 days if they'll
stick around long enough ror him 10 ge t things under
control. T he competit ion is just hoping he'll run with-
out a fight , he bclieves. If he takes a sta nd they 'll soon
back down.
TAC KLE: If th e players accept the job, they'll find
If the), choose to keep the \'aluables and don"t report
they 'll have their hands rull ror the next 30 days. Hired finding the body, it could go bad ly ror them. Anyone
thugs sent to cause trouble begin frequeming the bar, who knel\" Harry will rccogniz(" hi~ distinct i\'('
a nd when the playe rs make their way out on the tOWI1 hat/boots ir they ,e(' someone cl ~e wearing them. Thi ~
they find trouble rollows them. If they make it through \\ ill obviou<;ly rai~e que~tions, especially since Harry is
the 30 day period and the owner hasn't been long O\'crdue, The players may hm'e ~ome explaining
burned out - he may exte nd his ofTer. If succe5sru l, to do and will be suspected of foul play.
the group may even be able 10 le\'e rage their talents ro r
part ownership in the bar, making a ni ce base of oper- Posse ibrming Up
ations for future advcntures.
SETTlNG: To\I' 1l

The 1!ouble witb JIarry BAIT: The players arri\'e in a small town that seems

SETTING: Wilderness/Trail Beginning CharaCters largely desertcd, ). Iost of the businesses arc closed
do\\ n and the only townsfolk wandering the street arc
BAIT: While traveling along a remote trail, the char- women, old men and children.
acters stumble upon a half-decomposed body. Lying
nearby is a satchel filled with banknotcs (S250.00 in After noticing the saloon is still open, the charactcrs
Texican dollars), a fine pair of boots and a fancy hat decide to get drinks. After bellying lip to the bar, the)'
with a sih-er hat band. learn rrom the bartender an old man that most every-
o ne who cou ld carry a gun joi ned up with the posse
Ir the charac ters examine the body, the)' notice a Ihe sherifT formed up that morning.
broken stirrup rrom a saddle wrapped around one
ankle, and that the corpse has a broken leg. He explains that Three Whiskers Jake and his noto-
rious gang tried to rob the bank that morning and th e
T he playe rs shou ld be able to quickly deduce that posse was determined to track him down.
the poor unrortunate was thrown from his horse, got
TAC KLE: The G:\ l should emph asize the fa ci that
his ankle slUck in the stirrup and was dragged to his
death, the town is mostly deserted hoperully the characters
will take the bait and try to rob the bank themselves.
TACKLE: The d ownside of this enco unte r all
If they don 't take the bait , no worries, for Three
depends on what the cha racters do next. Do they bury

147
Whiskers J ake has outwitted the posse. The bandit has poster is for a nOlOrious outlaw known as "Three
backtracked to town and plans on another attempt. R ivers Jake i\'IcCoy." and a S500 .00 reward is being
This means that the players may ha"e to step up and olTered for his capture - dead or alive.
be heroes and defend the bank. If, however, they As much as J ack !ooks like the man on the wanted
choose to rob the bank themselves, it could be a race poster, the truth is he's an innocent man. Of course,
to see who hits it first. chances are the players won't be convinced and will
want to go for what looks like easy money.
Rai se Ibe Color s I f the players
SETTING: Town decide to return
10 the shack and
BAIT: T he players are in a crowded bar soaking up
attempt to ca p-
the suds and looking for work when they draw the
ture Jack, they
attention of some local men. One of the men olTers to
will certainly nOt f.~",,_;;;
pay a S5 gold coin to whoe"er will elimb the nag pole be very \\"anniy
across the street and raise the nag he hands them. He
recei\"t~d. Despite
even gives the coin to the bartender and instructS him
Jack's earlier
to pay the man who gets the job done.
assertion. he has
TAC KLE: If they fall for it, the players are about to been finding gold
become the victim of a local practical joke. The saloon in the claim that
(whose custOmers are mostly Confederates) has been the previous owne rs
embroiled in a long-term feud with the Saloon across thought had been 'played Out' . It·s not much (S300 .00
the street (whose custOmers are mostly Union sympa- in gold), but to him it's a fortune and he 's convinced
thizers). it's just the beginning.
For the past several months theY\'e been raising the When the players ride up, J ack is convinced they
Confederate nag on the nag polc and tearing do\\"n the have returned to rob him and boards himself up in hi s
Union colo rs. At first, it was all fun and giggles. but the shack. He has a rine, is a fair shot and will fire on the
Yankees in town eventually gre'\" tired of the game. group in an attempt to dri\"e them away.
They have become quite hostile and arc insisting the
Should the group capture or kill).Jack and baul him
prank cease.
in to collect the reward, the mistaken identity will be
revealed and there may be some unexpected conse-
Wanled Man quences.
SETTING: Wilderness
BAIT: The characters arc tra"eling in a remote area Family Losl
and stop to water their horses at what first appears to SETTING: Wilderness (Semi-experienced Characters)
be an abandoned miner's shack . While tending to BAIT: A local general store owner came \Vest to seck
their business. a rough -looking charaCter rides up with his fortune until, finally, be is able 10 send back 10
a pair of rabbits slung across his saddle. Kentucky for his family 10 join him. However, they are
Th e stranger seems annoyed to see the characters. now a week a nd a half overdue. The poor man is fran ·
Still, he invites them to stay and share a meal with tic and is olTe ring a reward to anyone who will help
him. Even if the players decline the olTer and mo,'e on, him find thcm. He has posted signs all over lawn olTer·
they are struck by the stra nger's se nse of presence. ing a reward of $200.00 (or $500.00 credit at his store)
If they accept the meal, they learn the stranger (he to anyone \\"ho finds his family and brings them back
introduces himself as J ack) is extremely chari smatic, safely. The last he heard from them, his family had
loves to talk and seems a bit lonely. He explains he's telegraphed that they were a mere five days away.
from back East and trying his luck looking for gold. He TACKLE: :"10nt hs ago, the sto re owner's father,
makes a point of the fact he's found no color and is mother, and you ng wife (who is expecting their fir st
abou t to throw it in and give up. child) started travelling in a wagon loaded down with
TACKLE: \Vhen the players arrive at the next town all of th eir worldly possessions. Just after sending the
lhey ride by a sherilT who is tacking up a wanted telegraph, they were approached by a couple of driv-
poster. To their astonishment, the likeness on lhe crs heading in the same direction. The pair suggested
posler bears an uncanny resemblance 10 Jack. The the family travel in their company for proteetion,

148
expla ining the road ahead was fi lled with bandits. Indians sevcral hundred miles away and swi ndled
\ Vhen the weather took a turn for the wo rst, the group them.
got lost and turned off the main trail, becoming mired He doesn't real ize the
in the mud. To make matte rs worse, Ind ians stole the ir selliemcnt he intends to
horses d uring the night. trade with now is com-
T he players need to usc their T racking skill and prised of many of those
negotiate with Indians to retrieve the family without same Indians. As soon
gun play, T he rogue tribe demands a ransom for safe as he arrives he will be
passage out. recognized, and those
he has hired will be con-
Mystery on Ih' Ranch sidered guilty by associa-
SE"ITI NG : Ranch (Beginning Characters tion.

BAIT: A local cattle baron seems to be losing se\'eral


La nd Gra b
bead of cattle every night. Other strange incidents are
happening around the ranch as well, such as saddle S ETTI N G : Towl1
straps being cut and causing injuries. horses coming up B AIT : Lazarus IS
ill, elc. Since he suspeclS one or more of his hired help booming and thc
arc involved, he wanlS to bring in outsiders to im·esti- townsfolk arc JU St
ga le. giddy about their 1O\\n's future. 50 much so in fact that
He has se nt his trusted fo reman into town to hire they've been celebrating. A wealthy banker and land
some new me n with no bonds of frie nds hip with his speculator, Terrence Brice, arrivcd tOO late to cash in
crew. They' ll be given orders to keep the ir eyes and on the bona nza, so he's looking 10 found a new lown
cars open, a nd will be pa id a handsome bon us if they of his own,
turn up anything, The cattle baron doesn't trust any of He has come up with a surefire way 10 make money.
his own men right now, with the exception of his fore- He has adyen ised in several small-town newspapers
man. back East that hl' wilt be hosting a land-grab con test in
TAC KLE : As it turns out, the ranch owne r's youngest a 'new' town that he promises will be ·'booming" in no
son is secretly working with a ri,·al ranch owner to sab- lime. The winner of this contest. he Mates, lI·ill recei\"l'
otage his dad's ranch, resentful of how much attention fi,'c free lOIS of land in " Briceburg," and the winner
and responsibility his father gives his oldest brother. will get 10 pick the lots he wants. All are im·ited to par-
O\·e r the past year he hired ranch hands who answe r ticipate. The entry fcc for this contcst, he ad,'cnises, is
to hi m and help him cause havoc around the ranch. a mere 51.
T he ranch owner will not want to hear that his so n Terrance is hoping 10 rake in thousands.
has been sandbagging him. If the son discovers the TAC KLE: In order to win the contest, a pe rson must
new "ha nds" are snooping around and are close to compete and win several e,"ents. T he G;\. I can decide
revealing the truth to his father. he may lake drastic the nature of the contest. A horse racc using the chasc
measures to p revent this, rules, a shooting contest, or a bare knuckles b rawl
could all be popular with the townsfolk and the
1}oub), f rom Ih' Pasl players.
SETTI NG: Indian sctt lement (Begi nn ing Characters' The person who willS this contest will indeed win
BAIT: A merchant wants to hire several workers to
the deed for free land, but whethcr or not it ends up
accom pany him on a trading expedition to an Indian having any real value depends if Briceburg gets ofT the
selliement, a th ree days' ride. He needs good men to ground,
perform various tasks, from guarding the merchandise
to loadi ng and u nloading wagons, translating etc. T he
Rl si 1}acks 10 1}oub),
pay is a generous 515.00 fo r a wec k's wo rk . SE"ITING : T rain
TAC KLE : The merchant has made a career of trad- BAIT: The players are riding a train and enjoying the
ing 'and cheating people. Unfortu nately, in this situa- magnificent scenery stream ing by outside the windows
tion his reputation p roceeds hi m when it comes to the of the passe nger car,
Indians. A few years ago he traded with a group of

149
TAC KLE : They picked a bad day for a train ridc, and personal and nOt just rumors of e\'cnts far
Bandits arc waiting in ambush where the train has to removed.
slow down to make a bend in the rails, They board the Gold claims could be in jeopardy. ;\ot to memion
train just behind the engineltender and begin making thc very existence of squatter towns. But it can also
their way to the rear of the train (going from car ·to c reate opportunities for those say\'}' enough to recog-
car) robbing passengers. nize them . Instability tends to heighten tension in the
Their ultimate goal is to get to the mail car toward campaign just the thing to keep your players on
the end of the train and seize the payroll shipment their tocs.
they\re been tipped oIT about. Hopefully, the players
wi!! Step up and be the heroes of the hour and take on Political Upb eaval
the outlaws.
Since playcrs tend to g ravitate tOward towns and usc
This is a nice adventure hook when the G :\! wilm s a them as their base of operat ions, the political arena is
simple linear adventu re with cinematic feel i.e. lots of a great \\"ay to get them involved in the welfa re of the
gunplay and action). Combatants will h,l\'c plenty of community itself.
cover as they fight from car to car as \\'ell as other As the playe rs busy themselves with adventuring, all
options (such as going up on the roof). about them is the buzz of an upcoming election. Up
for g rabs is the oflice of mayor, sheriIT and other pos-
CAMPAIGN EVENTS tions of prestige and powe r. Strong personalities arc
In addition to the acl\-entures you'll be rUllnlllg ses- involved (perhaps even one or mo re of the players) and
sion to session. you'll also need to think aboUl the o\'er- the campaigning is getting heated. The potemial for
all campaign and backstory that drives all the action. \'oting fraud and other dirty politics makes this cam-
T he following arc a few campaign elements that can p;:llgn C\'ent ripe for advcnture oppo rt unities.
propel cvents in your campaign and suggeSt or c\'en
,
create) new adventu rc opportunties for your players to
ta ke on. You can usc one or se\'eral.

Thundering Rails
MU5KEEGIE
.. _ " ' _ . ...... _
rJ
' .... _ %
HERALD
'"-7 - . .... , ::en<

APACHE UPRISING!
The railroad is coming and nothing can stand in its
way. Yet, with progress co mes turmoil, as those in the
way get shoved aside. Depending on terrain and the
• RBJ) SLEEVES 8t'RNS OUT SE'l'TLEMENTS! •
le\'cl of dete r mination some rail crews arc able to lay CUTS OFF SUP?L'l ROUTES TO SlI,vER TOWN!!
a mile of track per day.
clllmm
With this campaign e\'el1l, the G:\ ! decides \\"hat WI! CBIIF
communities the railroad links, and ac\\'ances the rail- raLLO.S
line as game time passes by, A mile a day is a bit mam
ambitous, so figure 2d3 miles a week and adjust for dif- . 1111
ficulty of terrain, such as mountains and ri\'er c ross- IBm!! !
mgs.
" 'ith the railroad comes throngs of people: adven-
ture seekers, opportunists, laborers and morc, All of
these can ha\'e a huge impact on the <lrea.

Rumors of ~r
This is usually a given for the Shattered Frontier, but
with this clement one or more politic<ll or cthnic
groups <Ire in a state of uphea\·al. Perhaps the Indians
arc upset o\'er a treaty violation, or m<lybe Imperial
:\! exico is upset th<lt so many Gnion settle rs arc filter-
ing imo Ihe Cauldron. Such political unrest should
always be churning in the backdrop of your campaign,
but with this campaign elemem, it's suddenly up close

150
Gold Strike .\ s soon as word hits that gold has been found, peo-
ple flock to Ihe area. Boomlowns rise up o\·ernight.
This is already a major campaign clement in the
New Irails arc Cut. Supplies begin pouring in. Of
Shattered Fronti cr, but having a new sOll rce of gold or
course, none of this guarantees how long the colo r will
silver pop up is good way to mix things up ,'and to
hold out. Gold busts were a common occu rrence.
change the face of your map).

The lOwn Builders A new town can shift the center of power in a region
and have a fa r reaching impact both politically and eco-
One of the most fascinating cam paign opportunities
nomically. T he Old West was all about expansion, and
is the creation of new lowns and com munities where
the re's no reason yOllr players should be lefl Out of the
none existed before. This can be e\'en more exciting
act ion.
when players gct in on the action.
T he foll owi ng pages provide more information about
Be it to exploit a local resource gold, lumber. ealtlc.
to\\ ns in the Ae($ & Eights campaign, and even provide
etc), 10 fill a niche :such as taking advantage of Ihe nO\\
\wo sample towns for your usc!
of people and materia l along a trade rout or simpl~ to
gain a footho ld in an open territory for sponsers o r
ilWCSlO f S back cast, there arc many reasons why a new
town may spring up.
152
* TOWNS &. THE CAMPAIGN * to start their cam paigns in a larger town. J ust be aware
that the Lazarus suppleme nt will be detail ing lhe town
As small enclaves of civilization cast in the sea of an in greater depth.
untamed wilderness, towns are all importal1l in the
Shattered Frontier. The only real source of protection BLACK HORSE
from the dangers that abound at every turn, towns As already mentioned, Black Horse is something of
attempt to bring order to the chaos of the wilderness. a blank slate for a GM to make his own and run with.
Outside a town, players arc largely on their own . A[[ that's provided here is a brie f history of the settle-
Weak o r strong, good or bad, even the most self. ment to give the GM a feel for the to\\ln, a town direc-
reliant individuals in the Shattered Frontier need 10 to ry, and a map.
stOp into town evcry now and then. They may need to
rcprovision, sell goods, or JU St to blow orr a little The His tory of Bla ck Horse
steam. Regardless of the direction your campaign Bl ack Horse. like so many dwindling towns in lhe
ends up taking, you'll find a great deal of the players' Shattered Frontier, has an uncertain future. It is a
lime is spent in lawn. dusty collection of buildings that almost became a rcal
Two starter towns are provided in this book: the town - if only history had been kinde r to it.
smal! backwater town of Black H orse and the boom- In l85! a prospecto r by the name of J ake Peters was
town on the rise, Lazaru s . Either town should be passing through the area (avoiding a group of bounty
sui table as a starting off point for your campaign. hunte rs on his trail, so the story goes) when his horse,
The advamage of using Black Horse is the fact that tired of being gouged by spu rs, th rew him then gal -
we ha\·e no plans to officially flesh OUI or develop the loped out of sight.
town. The Ca m e~ l aster is free to take it and make it For the next several hours J ake sat in the sparse
his own without fear of the designers later releasing shade of a large rock, wrapping three broken ribs and
materia l that steps on his toes. No details beyond those cursing the animal that had betrayed him. When a
presented here will be published. pai r of vultures perched nearby, anticpating an easy
As something of a two-horse town, Black Horse is meal , Jake picked up a rock and was about to toss it at
poli tically insignificant and should remain so if you one of the scavengers whe n he froze. The re in his
decide to develop it. Another advantage of picking a clenched fist was the glint of gold.
sma[[ town to base your players is that the re will be When J ake eventua lly made it out of the desert,
fewer N PCs to ma nage and fewer ca mpaign issues to news of his discovery soon had folks flocking to the dry
juggle from events going on in the outside world. gulch dubbed Black Horse in hono r of the animal that
Lazarus is planned to be the first fully fleshed -out had thrown him) to stake their claim. Unfortunately,
town/campaign setting for Acts & Eights. J ust the basic just as the town was booming and rising up from the
town map and list of businesses and townsfolk are pre- earth, the gold boom wem bust. As it turned out, J ake's
sented in this book - enough for those who may want gold was from the tailings of a Span ish mine aban-
doned seve ral hund red years before.

153
• r
"
\
" ,'

I\~
I
,
, ,
,.
, r i' ,
"
)

-
i
t::t1 ~ \
~
,
I

• .. I
)
, ~ n ~
'"0
~

"
. ,
-

C>
,1. \
."
;
,
,!
l,
I:i
~
~ '"
~ .

", :C.'
\ 0
,
~ 0 ...
C

r , .,'
, fA
-, I
,• • , n

, '

\
1\
( ,l
r
,
\ I,


1.

"

\ .

.{ ,l ,,'.

Ite Dls of Inte r est C oncerning Black Horse
BLACE HORSE TOWN DII\ECTOI\Y
W- T he Lewis & Poole i\ l ining Company (based
I. Lewis & Poole Company Store House out of Amarillo) recently sent age nts to town to buy up
2. Covenant Presbyterian Church as many claims on the cheap as they could and set up
an office. Rumor has it there arc plans for the r"i lroad
3. Jake Peter's Residence
10 eventually push th rough [0 Rancho Bucarelli 12
4. Shy Dog Saloon miles nonh and th"t the ~ J ining Company has hopes
5. Barn of bringing in big equipment 10 process the ore.
6. Lewis & Poole it. l ining Company 'IT Jake Peters slilllives in Bl ack Horse. Older, but
7. T he Turquoise Star none the richc r, he spends most of his lime telling his
tale in exchange for free drinks at the Shy Dog Saloon.
8. Assay Office
He likes to brag that he has a small fortune in gold
9. Bisbee Restaurant 'squirreled ,,\\"ay' but fe\,· take him se riously.
10. Curran's Booter & Leather Works ;;:;g- Last spring, the Black Horse Bank invested
II. Sackett's D ry Goods money and had a Telegraph spur run to Black Horse
12. Black Ho rse Bank from the main line in Rancho Buc"rell i.
13. Sheriff's Office/Jail ~ Doc Barri~lcr recently announced he is closing
his office and mo\-in~ to ~luskcegit'. meaning the town
14. Telegraph Office
will no longer haw a doctor.
15. Barrister: Doctor of ~ I edicine
;;:;g- J esse Grummun proprietor of Grummun's
16. Desert Rose l-I otcll Bathousc General Store is rumored to be a "anted man back in
17. Elliot's Hardwa re the CSA.
18. ~ I iss ~ I ablc's Baked Goods & Eatery
19. Grummun's General Store LAZARUS
Lazarus is located in a narrow fertile valley on Ihe
20. EI Terrui'io Smithy
southcrn edge of the San j uan ~ I ollntains, formed by
21. Negro Baya Livery the rippling mountain waters of the Animas R iver.
22. D usty Spur Cantina Those who li\'C here arc fortunate in that the \'alley
noor and nearby mesa tops arc \,'cll mit cd for farmin g
and the grazing of Ih·estock.
The site hadn't been completely played Ollt, but the
Hardwood forests su rrounding the \'alley pro\'ide a
o rc was of poor qualit y and took more sweat and
good source of lumber for construction "s \\"ell as fucl
blood moving hell and carth to gel at than most were
fo r fi res. The fore sts are also popu lated by an abun-
willing to endure. C laims were quickly sold ofT or sim-
dance of game and fur-bearing animals. ~ I ost impor-
ply abandoned. Buildings stood half-built as the ham-
tantly, the streams and rocky canyons feeding into the
mers fell silent.
\'"lIey are rich in mineral resources slich as copper, sil -
Black Horse isn't a ghost town, however.. \ handful Yer and gold. There arc also known deposits of coal
of fortune seekers inciuding J ake himsclr stayed on to which haycn·t been exploited ret.
work the mines. They remained convinced there was
sti ll a fortune uncler the ground, pcrhaps in that next lIistory of Ani mas Vall,y
spade full of rocky soil.
T hc first known inhabitants of the Animas Valiey
Later, when gold \\'as disco\'Cred a few days' north area ,,'ere the mysterious Anasazi. Lillie is known of
up the trail in ~Iu skeegie and L'lzaurlls, the !Own was them today other than the tell-talc ancient remnants of
given a new lease on life as a stoppi ng-ofT point for their clifT-side fortified dwellings that litter the c"n),on
cattle he rders driving much needed beef to the gold walls. T hese ruins of broken stone-slab walls locat ed in
c"mps. Today, Black Horse is a quiet town (except high , nearly ina ccess ible places arc rumored by the
when the cattle herders descend upon the community). local Indian s to be haunted. In addition, the Anasazi
It 's occasionally used as a hideaway fo r those on the also left be hind stra nge conical towers on the mesa
run , or a brief stop for those between destinations. tOpS that resemble watch towcrs. What formidablc
enemy may have lead to their painstaking construction
has been lost to time.

155
For hund reds of years, Anasazi farmers made good part. Howeve r, Spanish missionary work, along with
use of the land, planting crops o n the tOpS of nearby careful diplomacy, managed to exte nd Spa in's influ-
mesas to supplement their diets of fish, berries and ence into the region.
ven ison. Then, around 500 years ago, the Anasazi dis- Several Spa nish settlements, as well as silve r and
appeared . gold mines, were established along the Rive r of Lost
T hey \\·ere replaced by the Navaj o and Utes, who Souls. T hese were eventually abandoned, however.
would lay clai m to the va ll ey and the surrou nding area Ha rsh wi nters and hostile India ns - who had tired of
for the next several hundred yea rs. It was only very Spa nish attempts to meddle in their way of life -
rece ntly (t he last fi fty years) that they in turn were e\·e ntually drove the Spanish OUI.
forced out by a new invade r more on them later. By 1838 the political landscape changed dramatical-
Spanish explorers were the first Europeans to reach ly. The Republic of Texas a nd t he burgeoning
the area. T hey a rrived in the Animas \'ally in the mid !\l exica n dictatorship began solidifying thei r powe r to
- 1700's. Sea rching for gold and silver, they were led by the Sou th a nd the Southeast. Bands of Apache dis-
Ule scouts fo llowing the old Anaszai trails up the placed from those borde r regions began 10 mm·c nort h
Animas River. T his trail is known as '·T he Old and encroach into the Animas VaUey region - chal-
Spanish T rail" and is still used by trappe rs and lenging the Utes and Navajo.
prospectors traveling through the San j uan .\I ountains Aner a decade of war, tbe great C hiricahuan chief,
today. .\l angas Coloradas (known to whites as " Red Sleeves")
T hese Spanish explorers were the first 10 map the managed 10 get the upper hand.
region, and they lert thei r indelible mark on the area With a plemiful supply of rood and their control on
by naming the rivers, mou ntai ns and passes - many the region uncontested. the .' pache used the area as a
of which a re still known by their Spanish names today. staging ground to ba~c attacks on the ir old enemies:
For example, Animas Rive r was origi nally named the ?\ Iexico and the Republi c of Texas.
Rio de Las Animas Perdidas Spanish for "River of
Each success brought more guns and prestige to Red
Lost Souls").
Sleeves. as \,.eU as more warriors. Braves from the
The Spanish officially claimed the area on paper .\lescalero andJ icarillo joined up with Cbiricahua and, by
anyway) for the next sixty years. In reality, the area was 1849, they became a formidable presence in the Shattered
la rgely cont rolled by the Ule who held a powerfu l sway Frontier.
over the region and were unchallenged (for the most

156
In 1852, tired of the Apache raids across its western Boureaux managed to negotiate an uneasy treaty
border, the Republic of Texas launched a punative with the Apache tributes of weapons and food in
sweep of the Sanjuan Basin in an attempt to eradicale e.xchange for the se ttlemenl rcmnining unmolested.
the Apache menace. In a series of ski rmishes, the By 1854 the town had g rown to a popUlation of 175,
g reatly feared Apache army of Red Slecves 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 belicve Red Sleeves was
the west of the Rio Grande. unnerved at the rate the tOwn was growing. and the
Now, caught between Deserel. :\Iexico and T exas. fact that other settlements were spri nging up along the
Ihe Apache have been forced into hiding and must Animas R iver.
choose their battles wisely. However, the Apach e The settlers of Boureaux spe nt a great deal of timc,
threat is not gone - far from it. mOlle)' and labor erecting fortificat ions. They even
From his mountain strongholds in the San J uan convinced the Republic of Texas 10 scud a small con-
mou ntains, R ed Sleeve's warriors continue to harass tingent of Range rs to IOW11, as a signal to Red Sleeves
both the Texicans and Mexicans. Because of the con- that they had the COUlllry'S backi ng. Yet, it was all to
stant threat of reprisals, Red Slee\'es keeps his peoplc no avail. In the winter of 1855, Red Sleeves and his
on the move roving over a large area that extends warriors retu rned to Animas Valley ;\I1d massacred the
from the Colorado ri ver in the west to the Rio Grande IOlI'n's inhabital1ls and burned Boureaux to the
in the casl. Largely an army of guerilla Style hit-and- fitround.
run raiders, the Apache provlde for themsel ..'Cs b~ ' tak- :\e\\'s of the atrocity struck fear in the other settle-
ing fmm their neighbors - a taclic that continues to menB \Ihich had riscn up in t he region. ':\'Iany sett lers
this day. pulled up stakes and returned to Deseret and the
Red Sleeves' swo rn agenda is to recapture the tradi- Republic of Texa~. For the next decade the Apache
tional homeland of bis people to the south , namely held an iron grip over the region. The only se ttleme nts
Apache Pass and Apache Springs. Ahermllively, he managi ng to keep their footho ld were those stationed
hopes to force a settlement that relUrns the lands to along the San J uan Road, which enjoyed the presence
Apache hands. In tht meantime. he is bent o n slowing of heavi ly armed patrols, keeping the supply lines up
,he tide of settlers movi ng into 'he area. Barring that , and runni ng. That would all change in the spri ng of
hc will exploit thcm for guns, money and trade items 1865. when gold was d iscovered along the Animas, not
to support hi s cause. far from the ruins of Boureaux.

Evcn with the Apache threat, however, selliers from In .\ Iay or that year, Harm Henrrik .\luskee, a
Deserel, :\Iexico and the Republic of Texas continued :\ Iormon exile from Deseret, made his \\ay il1lo the
to trickle into the area. Then , when gold was d isco\'- area I,'ith his three wives and rour ~ons 10 try his hand
ered along the Animas River in 1865, that trickle at trapping along the Animas. Ancr plucking a two
became a torrent, with all three powers as well as the and a half ou nce nugget of gold out of the rippling
U.S. and the Conft;:de racy all clamoring to lay claim 10 waters, any thoughts or further tr:!pping were quickly
the region. abandoned.
Two weeks later, Harm arrived in the tOll'n of
A 1111. af Three 22>w ns Rancho Buca rcli with a pouch or placer gold, which
he promptly used \0 buy supplies including picks,
In 1853 the notorious trappcr Luke Boureaux al.5o
shovels and gold pans). The secret was out.
known as " Barbe Rouge ") came down out of the
mountains and settlcd in the Animas Valley. With the Har m Muskee had barely returned to his camp and
help of his Ute wife he built a trading POSt near the started erecting a ca bin when other fortune- seekers
southe rn mouth of Animas Valley (about 12 miles began to arri\-e. \\'ithin weeks, the valley was filled
north of current day Lazarus. The aging Boureaux with the sounds of felled cree;), rip saws and hammers
had been crippled the previous winter (b)' a bear, as building after building began to go up.
according 10 legend) and his days of gathering pelts in The gold camp quickly became a town (named
the high counlly were ovcr. It was his intention to i\ l uskeegie in ho nor of Harm) and immediately
barte r for furs from other trappers at his trading post became the spigot that thousands of fortune seeke rs
in exchange for su pplies, and then seillhem for a high- poured through and into the surrounding mOlLntains
er price at the Texas markets further east. Soon, the in search of gold. In the surrounding hills and
trading POSt was joined by a blacksmith, a ranch and ca nyons, men began to attack the rock \I>ith pick and
several farms that sprung up along the river. T hus, ~ h o\'eI searchin g for the gold's sou rce (the elusive
quite by chance, was bol'll the town of Boureaux. mother lode wh ich has yet to be found 24 months

157
later). The placer gold in the river was soon exhaust cd, Lazarus and the On-Going Campaign
but several successful mines were soon producing good
As a boomtown st ill in the carly months of its growth
quality ore.
and development, Laza rus is an ideal pl ace for players
As for Harm himself? His luck soon ran out. The to eventually descend upon. Th ere are sho rtages of
elaim he sta ked didn't produce for more than a few businesses, as well as Ihe ski lled tradesmen needed for
months. Eventually, he hired on as a miner in the a tOwn to grow. Th ere are many niches waiting to be
Luck of the Draw mine where he was later killed in a filled. Empty lots are also available (although they are
collapse. All but one of his wives returned to Deseret going fast ), so characters with a little sand and deter-
with his sons. Fidela ;\ht skee (known as the Widow mination should be able to grab their piece of the
Muskee locally) noll' runs Fidela 's Boarding House in dream here.
the boomtOwn of .M uskeegie.
As lI·ilh mOSt boom tOwns, Lazaru s is as short on law
As ;\'i uskeegie began to g row and prosper, Ihe old and order as it is long on opportunities. As the town
ruins of Boureaux (42 miles to the south became a grol\·S. so do its troubles, but the determination of
natural stopping off point for freight wagons and dril'- decent folk to tame their community is strong.
ers heading up the pass. Soon, a new tOwn lite rally
rose up from the ashes of Boureaux and II"a5 named.
fittingly enough, Lazarus. Items of Interest Concerning Lazarus
Little more than a colleClion of saloons and Oop • In hopes of curbing the \'iolence and maintaining
houses, Lazarus was never cons idered a destination, the peace, the neIdy-elected to\\"n cou ncil recently
but just another dusty barter t01l'1l among dozens of approved the funds to hire tWO additional full -time
others scatte red along the route between Amarillo and deputies.
;" luskeegie. That is, until the much sought after 'yellow • Details of J ack ;,,'IcCabe's deal with Red Sleel'es
stuff' was found in the sur rounding hills six months hal'c recently leaked Out - angering ma ny tOwnsfolk.
ago. It turns out the Apache were bought off. In exchange
Lazarus quickly transformed into a boom town for a bi-annualtribute of guns, grain, meat and othe r
overnight. Although the deposits don't seem to be as commodities. the old war chief agreed to let Lazarus
rich as those near ;" ]uskeegie, many are betting the li\'e in peace. T his is a tribute the tOwnsfolk of Lazarus
surface has barely been scratchcd and that Lazarus has must burden and, with the Apache still harrassing sup-
a bright future. ply wagons and trails between Rancho Bucareli and
;",Iuskeegie, many feel the the deal was a mistake.
Today, Lazarus has a telegraph line connecting it to
the outside world and is a station on the Kinnard- • Lazarus is a den of corruption. Competing gangs
Lowe ry Stage route. JUSt a few wee ks ago the first wrestle for control of the town's trade for fl esh, alcohol
town counci l was elected, along with a sheriff. In a few and gambling. Chief among them is the One Spurs
months, the tOwnsfolk will elect their firs t mayor (and gang - who saw to it that several of their members
with th ree candidates having tossed their hat in the swept imo the Town Council in the recent electi on.
ring it's su re to be a heated contest). • Some weeks after gold was discol'ered near
T he current favorite to win is banker Jack Wesley Lazarus, Jack ;"IcCabe and his partner formed the
;"'IcCabe, who recently engineered a peace deal with new .\IcC abe -Langdon Land Company, and bought
the Apache that helps guarantee the safety of Lazarus up most of the availa ble lots in town.
and its inhabitants. Whoever is elected mayor will
have his hands fuB, for Lazarus is plagued by problems
- some that threaten ils very existe nce if mishandled.

ISB
Lazarus Town Directory
LAZARUS @SPECTATOR

Courtesy of the Lazarus Spectator Titan P. Corrigan III • Publisher

B!aclt J E!02 S
LOTII U SACE O W!SEJI ' LOT" US.\CE
LOI Vacant Lot · ........ .\IcCabe-Langdoll L1nd Compan~ LOI Carlos Fatjstillo; Blacksmith .Carlos " ~oxr" Faustino
L02 \';Ieanl Lot · ..\IcCabe.Langcloli La nd Compan~ 1.02 \ 'acam Lot ............. ,Carlos " ~oxr" Faustino
L03 Vacant Lot . . . . . . . . . . .\IcCabe-L1ngdon L1nd Compan~ L03 ~IcCabe Place ... , . Jack Wcsley ~IcCabe
LO' \ "acam Lot · . .\IcCabc.Langdon Land Compall" LO. Fau.tino R('_idenC<' .....Carlos " Foxy" Faustino
L05 \ 'ileam Lot ...... Uo·..d " Pap!>'" Patterson Ul5 \aCant Lot , J acob "Zcc" Zcdock
L06 "aeam Lot · . .\IcCa be -La n~on 1_11\d Compan~ UJ6 Zedock Re.idcnce . Jacob "Zee" Zedock
L07 Vacant Lot · . .\IcCabe-L.1rll!;don L1nd Compan~ Ul; J\lc Cabe Balik of uuart,s Jack \\"e~I~' ~ IcCabc
L08 Vacant Lot · . .\IcCabe-Langdon Land Compam L08 Zedock 's Barbe rs hop . ......... j acob --Zee" Z('dock
L09 Aforgall 's G illiS . . . . . . . . . . . . , A tu~u\tu~ "Gus" ,'d organ
Block 2
l OT" U St.CE O.:l'..'<£R" Blo2 6
LOI Yucan! Lot · :\ IcCabe.Langdon L'l.nd Compall) LOTII Us..\CE O OWSER·
L02 \ 'acant Lot · ........ .\IcCabe-L1ngdon Land Company LOI Vacant Lot ....... . ~IcCabc.L"lngdon Land Company
L03 Vacant Lot · .\ IcCabe.Langdon Land Company L02 Va(ant Lot .. :\IcCab(- Langdon Land COmpall)
LO. Vacant Lot . . . . . . . . . ........ R. T "Doc" ~d crrick L03 Vacant Lot · ........ ~kCabc .La ngdon Land Company
L05 Vacant Lot . . Juan :\"avarro LO' Va(anl 1...0 \ · .......... Carlos " I'oxy" Faustino
L06 Vacant Lot .... Juan Xavarro
L07 Vacant Lot · .\ IcCabe-Langdon Land Compam Blo:k 7
L08 Vacant Lot · ....... , :\ IcCabe-Lano;;don Land Compam O.Ei:U"
LOT" USM;[
LOI Ya<:alll Lot , , :\ IcCabe- Langdon Land Comp-any
Block J L02 \ 'a(am Lot .. ;\ IcCabc-L."lngdon Land Company
LOTII U SAGE L03 Vacant Lol ..... ~IcCabc- Langdon Land Company
WI Vacant Lot , McCabe-Langdon Land Com pan)' LO" Vacant Lot · ... ... . . ;\IcCabc.Langdol1 Land Company
L02 Residence Empty' ...... ..... ,Victor ;\ lacKennal LOS Vacant Lot .... , '\lcCabe-I..angdon Land Comp."lllY
L03 \ :"lcant Lot ... ".". ;\IcCabe-La ngdon I~"lnd Company L06 Vacant Lot · ~ IcCabe.Lan~don Land Company
L04 Vacant Lot ... "IcCabe.Langdon Land Company 1))7 Vacant Lol .... ~ IcCabe-Langdon Land Company
L05 \'acant Lot .. ".". "IcCabe-Langdon Land Company L08 Vacant Lot · ~IcCabe-La ngdon Land Company
IJl6 Vacam Lol ... "IcCabc.Langdon Land Company L09 Vacant Lot , , .Cla)'lOn "Clay" Sloanc
L07 Vacant Lot , , , . , , . McCabe-langdon L"lnd Company LIO Vacant Lot · ...... , . ;\IcCabe-Langdon Land Compan)

Block 4 Black 8
LOlli Us.-\C£ LOTII USACE OWNER "
LOI Residence Empty ..... . ..... , .. , . LO I Thaddeus T.Jackson: Underta k er ,.T. T. J ackson
11)2 ~ I o rgan Reside nce ........ .... Augustus "Gus" ~ Iorgan 1))2 Coyer Rc~idcnce ."... . . James " Patch" Coyer
L03 Patterson Residence. . . . .. Uo)'d " Pap~" Panerson L03 Sloan e 's uather Goods .. Clayton "Clay" Sloane
LO.J Patte rson 's LiWlry Stable . ... Uo)'d " Pappy" Panerson 11l.J Sherriff's Office , , . , , .. "hmicipally Owned
L05 Patte rson 's Co rral . ......... Uo)'d " Pappy" Pattcrson L04a Jail . ....... . .................. ~ l unicipally O wned
LOG Vacant Lot ................ , . Jacob "Zee"' Zedock L05 Garret 's Dry Goods ..... Henry " Hank" Garret
L07 Harper's Hardwa re ... .... J esse Harper L06 Moynihan 's Meat A1arket .Cornelius " Red" ;\ Ioynihan
L08 James R . Ilfljllins, A ttorney .. James R. ~luUins L07 Thunde r Horse S aloon . , .. ,Charles "Charlie" "lceker
L09 Back Lot ..... " . , . . ... James R. :\lulJins L08 \'a(a nt Lot ,."., ... ~kCabc-L"lngdon I_"lnd Company
L09 l o li\'l:r"s l'lace .. , . , , . ~ l cCabe-Langdon Land Compall)
Lt O ~ I eckcr Residence, . . . , .Charles "Charlie" " ' eeker

159
-
•• ••• • • • • I
43 Miles
Lot

••• •• •
10
Muskeegie
L02

.. .. •
• ,:• ••••
• •••••
• \ L03

L04
••
••• ••••••• • t"'
""
00

•• ••• ••
• • • ••• • LOS
LO! ~ K

• •
•••• • • • •
L03 L04
L04


.- ••• ••• •
LOS

L06
LOS

• ••••
L07

•• ••• LO! L02 oL03 ~


•• • ••••
•••• •• LlO L03 :J \Lo~l
• •••
L09 , L04
L09
! : @8
•••
.... I
LOB LOS d I L06 ~
•• L07 L06 LOB ~ L07 t
• • LO! L02

L04 L03
L06

t"'
-""
t"'
""
N
b
w -"" --
t"' t"'

27Miles

• • • •• ••
to RUlCho
Bucmlli
I
\L...._~l
LOI
••
LOB

L07 • • ,
L06 • e
LOS • e•
e • o
L02 LO!
e
L09
a
L02

L03 e
LOB o
Q. LO~ L04
Lazarus •
LO!
at'Ma
McCabe- Langdon
L02 Land Coo>pany
. 1867·
LEGEND

EldPTYLOT

o 25 50
I ',0 I '? I
Distance in Feel

..•
L10 • 0 •
0
.. o ..
O.
e
,, •
-
L09 o eO • 0- "'.:. '" 0 I)

L07
e
LOB
••• ~-

o· •
-
Block 9 fJlo:k JJ
LOT- USAC£ LOT' USAGE
LOI Barki" g Alad Gflmbling Hall ... Forest R. Langdon LOI Assay OffiCII ... , . " . " .. , .. Republic of Tcxas
L02 \ 'acam Lot ......... ;\IcCabe-Langdon Land Company L02 Cove" tmt Pusby te rilm Church . . Presbylcrian Church
L03 Trimble Rc\idclICC ... Douglas " Doug" Trimble L03 :\\cAllistcr Placr Parish.".".". ,I'resbytcrian Church
LO' \"acalll Lot ........ , :\ILCabc-Langdon Land Company U).I \ 'acam Lot ................... Clayton "Clay" Sloane
LOS ~oundcr'! Shad. .. . . ... Hanholemc"W T Hancock LOS Vacant Lot ......... "IcCabe.L"lngdon Land Company
L06 Palfl clI HollIl , ................ , J acob "Zee" Zedock L06 Langdon ]Jam/Corral ... , .. , ....... Forest R. Langdon
L07 R , T. Aferrick , Doctor .. , .. R, T "Doc" "ltrriek 1.1)7 Boo thill .,. . . , .. , . , .. ~Iunicipal
L07a Sy rus Flay d ll ruunI, De ntis t . , .. R, 1: "Doc" :\ Icrrick IJlB \'acam Lot ."." .........Thoma!! "Tommy" :\IcCabe
L08 Trimble 's 8 ak llry .,. . .Douglas " Doug" Trimble L09 \'a(,lIll Lot ....... , :\IcCabe-Langdon Land Company
L09 JIIII1';tll '. R lls taurant , , . " . " . Juanita Sanchez LIO \'acant Lol .. ,., :\IcCabe-L"lngdon Land Compan)
LII AfcCo.be.Ltmg doPl Lttlld Company . . , ...... .
B~ck 10 l'Oresl R. L"ll1gdon/J ack \\bkl ~ l cCabc
LOTII USt.CE Ll2 M cNuir Tll iegraph OffiCII ... ,:\IcX"ir Tclegrnph Lilw
Ll3 La~arus Spectator, The ..Titan 1'. Corrigan II I
LOI V:l(;am Lol .. ~IcCabc-La ngdon L"lnd Compan)
L02 Vactlm Lol ......... ~ Ic Cabc- l..a ngdon Land Compauy
L03 Langdon Rc~idcncc ................ tOrcsl R. Langdon !Jlock 14
LO. L"lngdotl Ranch I'louse .. FOfCSl R . L"lngdon LOTII USACE
IJlI Vacant Lol :\IcCabc" _"lngdon Land Company
Block 11 1..02 \'aC;\UI LUI ~IcCabc- '_"lngdon Land Company

LOTII USAGE O'l;SU" L03 \'ae-am UJ( . , • .Thaddeus T.Jackson

LOI \ 'acant 1..01 ...• , .•.. ~IcCabe.Langdon Lwd Compan~ 1M Vacam Lol :\IcCabe-Langdoll Land Company
L02 Vaeam Lol ., .. ,.,. :\IcCabe-Langdon Land Company LOS \'<tUlli Lot ~IcCabe.Langdon Land Company

L03 \ 'acant Lol. ., .. , ..... , .. Charlco; "Charlie" "'eeker L06 Vacant Lm ' . , , . , .. , . J esse Ha'l>er
1M Vacalll Lol .. , . " . :\IcCabc-Langdon Land Comp.."lll) W7 Shinborn Ri:sidellec . , . , .. J oseph Shinborn
L08 R.e~idenrr: Em])l) .. ,Charles -Charlie" ~ I eeker
LOS Vacant Lot ........ , .. , .. ,Jacob "'Zec" Zedock
L09 Vacant Lol ., .. " . " ., . " ... Charles "Charlie"" :\ Iet:ker
B!a:k J} LlO Vacam Lol .. , .. , .' " . ,Charles "Charlie"" ~ ' ttker
Lll \ acam Lol .". .. " ..Charles "Charlie" ~I ttker
LOT' USAGE
LOI Kinnard-Lo wny Co nal . ,Kinnard-Lowrey Stae;e Line
L02 Rollins' Residence. , . . ..... ChC"t("r "Tap.' RoUin,
UJ3 Ly n chlld Ox SlIloon, Th e ., .. ,." .. ,. Juan ::\"a\"arro
l1l4 Kinnard_Low rey La:: fl r u", OfficII , . .K-I., Stage Line
LOS Kinnllrd.Lo llJny Blink Ho u se , , . X-I., Stage I..ine
L06 Kin,lard.Low rey Stage Line Burn . .K-I.. Stage Line

. Note the indicated owner of the property isn 't necessarily the resident.

NOTICB LAND FOR SALE! •

IN THE BOOMING MINING COMMUNITY OF

LAZARUS
LOCAL aGENT IN MUSEURIE TO IANDLE TRaNSACTIONS
SEE - L&W!tENCE DATNE - aTTORNEY' PRaTT & MaIN
UTS rulS LlnLE 15 S laD, FlIMr LaC&TIDIf5 DIM&1I5T1U'I' 15 LlnLE 15 SlOG
PAY BA!J' UP I'BONT III BESliBVIi 1M - IIAlJ' UPON TUNSl'liB Dr OIliD.
LDAIS CUll &BIlRDED TO noSE Gr DODD S'I'&1D11fI AID 5II'1'ULII COLUTEIlL.

* McCabe-Langdon Land ~ompany *


162
Townfolk
he following is juSt a sa mpling of somc of

T colorful characters who inhabit the to\\n


of Lazarus. It is by no means campleu:
hut should provc useful in funning adventures
in the town.
1\on- Playc r CharaClcr~ arc listed as being
"r-;otablc" 01' ";-' Iundanc. " :"ratable ~PC s art'
just that c haracters who ha\'c an inOucncc in
the lown on some len'i or impaCt OIhcr~. For
example, Syrus "Yank" Flaydcrman is a dcnti~1.
but he al~o serves on Iht" '1'011'11 C ouncil and i" a
Illo\'cr and sha ke r behind the political \CCIlt', , \
mundane ;\' PC is someone who 1i'"('5 in the
town but has lillte power or influence 011 otbers .
. \ listing of sample N PC statistics (arranged
by profession is also provided for yOu.

Name ~ Occupation/Trad e Nrc Type


J oe Bob Briggs .......... 28 ... Gummilh .................. i'.lale .......... Xot<lblc
Aggie Bristol .............. 23 ... Whore ....... ... .......... Female ........ \ Iund<lne
~:llhan "N<lte" Bueller .......... +1 ... Outl<lw ....... ......... .... \lak .......... Xot<lblc
Tom Big Cobb ............ .2i ... Horse Thief ................ \lak .......... Xotable
Titan P. Corrigan III ............ 33 ... Newspape r Publisher/Editor ... \blc .......... Xotable

~ Occupation/Trad e ill Nrc Type


J a mes " Patch" Coye r ............ 64 ... SherrifT ...... . ......... 1>. lale . · .... Notable
He nry " Indiana" Dobbs ........ . Ii . .. Outlaw .................... \Iale .......... Xotable
Dowdy " Doubting" Fagin ........ 31 ... Bartender ............ ...... i'.lale .......... Xotablc
Ca rlos " Foxy" Faustino .......... +7 ... Blacksmith .. •...••• ...... 1>.lale . · .... Notable
Loy " Bloody \ Iouth" Fe rgeson .... 26 ... Outlaw ..... . ......... \l:\le . · .... Xotable

~ ~ Occupation/Trade ill NrC Type


Brom " Blade" Fergesoll .......... 30 ... Outlaw. . ................. ,\l aic ........ Xotable
Syrus " Yank" Flayderman ........ 63 ... De ntist .................... \Iale . . .. Xotable
i'. laria Fuente ................. 19 ... Whore .................... Female · .... Notable
Alfredo Garcia ................ 30 . Bartender .. .......... \ Ialc .......... Xotable
Henry " H ank" Garre t ........... 6+ ... \lcrehalll , D rygoods ........ )'lalc · .... ).Iundane

163
An Occupation/Trade Nrc Type
Priscilla " Babe" Garrison ........ 31 ... Whore .................... Fema le ........ ~lundan e
Bartholemew T. Hancock ........ 34 ... Pi mp ..................... Male ......... Notable
Donny " Dutch" Harker ......... 27 ... Deputy, Tracker ............. ~1 ale .......... ::"{otablc
J esse Harper .................. 32 . .. ~ l erchalH , Hardware ......... ~Ial e . . . . . .. ~lund a nc
Beatrice Harper .... ..... ...... 39 ... Housewife, ~ ( erc h a nl ......... Female ...... .. ~Iundan e

An O ccupation/Trade NPC Type


Thaddeus T. J ackson ..... . ...... 35 ... undertaker ................. ~'lal e .......... ~ I undane
JuliaJackson ........... . ...... 32 .. H ousewife, Underta ker's Asst ... Female ........ l\ lundanc
~ l a ry J ackson ................. 7 ... . N / A (child ................ . Female ........ ivl undane
Forest R. Langdon ............. 55 .. Land SpeculatOr .. ........... l\hl e .. .... ... .Notable
Alejandro Lopez .... . . . ...... 58 ... Cook .... ................. Male .......... Mund ane

&ml: An Occupation/Tra d e ill NrC Type


Amilia Lopez ................. 2<l ... Outlaw ....... . ....... .... . ~Ialc .......... Notable
~ll organ "Reverend" ~ l cAlli ste r ... 56 ... Re"erend .................. .\lale .. . .. Aotable
Samantha .\IcAllister .......... .42 ... Housewife ................. Fe male ....... .\ (undane
J ac k Wesley l\IcCabc ............ 39 . .. Bank Owner ................ Male .......... :\otable
Eleanor ~fcCa be ............... 28 ... Housewife ................. Female ........ M undane

&ml: An Occ upation /Trad e x NPC Type


Thomas "Tom my" ~IcCabe ., ,10 ... ':\ /Achild ............. ~Iale. . ...... :\ Iundane
Charles "C harlie" l\ leeker. , ... ,. Al ... Saloon Owner .... . ... .\ Iale, , . , ...... :--iotable
R. T. "Doc" l\fcrrick ............ 43 .. ,Doctor , , . , ............... .\ Iale ... , , ..... Notable
Augustus "Gus" M organ ......... 51 ... Gunsmith ... , .............. .\ Iale. , , , , ..... Notable
M atilda "Mattie" l\ lorga n ..... , ,.46 ... Housewife ................ . Fema le ........ Mundane

~ Occupation /Trade Nrc Type


Katherine " Kate" Morgan ....... 11 ... N/ A (child) ... , , , ... , , , , , , , . Female ........ J\'lundane
Daniel " Danny" M organ ........ 9 .... t" / A (child ... . . ..... , , .. Male .......... l\lundane
Moxy ....................... 27 ... Ranch Hand ....••••••.... J\'lale .......... :...Iundane
Cornelius " Red" Moynihan ...... 28 .. ,Butcher ...... , . •. .• . • ..... 1'Iale .......... Mundane
l\'[egan "l\lay" l\loynihan ........ 25 ... Housewife ................. Female ........ Mundane

&ml: Age Occupa tion /Trade illNPC Typ e


Frank l\lyers .................. 40 .Ranch Boss .................\Iale .......... .\ (undane
Juan Navarro .................. 37 .Bartender/Owner ........... l\l ale .......... t"otable
Lloyd " Pappy" Panerson ......... 56 .Livery Stable Owner ......... Male .......... ;\lotable
1'Iaria Patterson ............ ... 32 .Housewife ................. Female ........ l\ lundane
Luke Patterson .....••..• . ..... I 7 ... Stable Boy .. ............... Male ..... , , , , . Notable

164
~ An Occ u pation/Trade ill Nrc Typ e
Nathanel "),Iacagdocus Nat" Pavey .35 ... Telegraph Operaor ...... .?-..! ale ... ... l"otable
Curdy " Red" Pickens ........... 29 ... Piano Player ...... . . .... }d ale . ......... Notable
Emma " Emmie" Pierce .......... 24 ... Whore ............... . .. Female .. :\ Iunda ne
Benjamin " Ben" Pierce .. ..... 44 ... Hotel Owner .. .\ Iale . . ... .\ Iunda ne
Dorotha Pierce ... .... 39 ... Hotel Owner ...... Fe male . .. .\ Jundane

An O ccu patio n / Trad e Nrc Type


Chester "T aps" Rollins ....•..... 41 ... Telegraph Operator/i\ lanager .. i\ lale. . ...... i\ lundane
Brian Rocny .................. 28 ... Bartender/ Bouncer .......... M ale . . ..... i\ t undane
.\ Iackey Ross .................. 42 .. .Thief ..................... .\ Iale .......... Notable
Rachel Ross ........... . .. . .24 ... Housewire ... . ... Female ........ ,\l undane
" Rio" Running River. . . .... 22 ... Ranch Hand ............... i\ lale .......... " Iundane

l'!Jom< An O ccu patio n / Trad e ill Nrc Type


Juanita Sanchez .26 ... Cook/Waitress .... · .... Female .. Notable
Joseph Shinborn ............... 32 ... Stage Station Chier .......... ).Iale .......... ,\l undane
Abat ha Abbey Shinborn ......... 26 ... Housewire .......... . ...... Female ........ i\'otable
Clayton "C lay" Sloane .......... 29 ... Leather Worker ............. Male .......... Mundane
William " Roa ring Bill" Swain ..... 58 ... Circuit J udge ............... i\ lale .......... Nolable
Winirried 'J ustice" Toliver ...... Deputy/i\ lerchant ........... M ale .......... Notable
Dan by " Big Dan" Trask ... 27 ... Faro Dealer ...... . . ... i\ laic .... .. .... Notable
Douglas "Doug" Trimble ... 29 ... Baker ..................... " Iale .......... :\ Iundane
Fernando Vasquez ................... Rancher ................... :\ l ale ........ l':olable
Gus \\'iley Windle ...... .. ...... 25 ... Horse T hief .. ...... . . . ..... ~ I ale. . .... Notable
J acob "lee" Zedock .... . . •..... 34 ... Barber .................... ~ I ale .......... i\ lundane

Passers Thru
ot all NP Cs encountered will be residents of Lazarus. Hundreds or people pass through the lOwn each

N day. T he following is j ust a sam pli ng or individua ls who may be round in that numbe r.

l'!Jom< An O cc u pati on/Trade ill NPC Type


J oseph Caffco ............ 32 ... Stage Driver ..... . · .... :\ Iale ... Notable
Aclk Yellow Fawn .............. 26 ... Whore ...... . . ......... female ...... i\ l undane
J ack "Wormy" Masters .......... 29 ... Driver, Freight .............. .\ Iale .... j\ Iundane
Witliam " Bloody Bi ll" Pavey ...... 38 ... G un Fo r Hire ............... .\ Iale ... Notable
Susan ~ l i l es .................. 23 ... EllIertaincr/ Actress . · .... ~ I ale ....... Notable
Tommy "One BOO1 " Perry ....... 31 ... Vagram ................... ~ I a le .... M undane
Yancey Kind le ................. 25 ... Ou tlaw .................... !>. Ia\e .. Notable
Hank Witchem ......•......... 38 ... Snake Oil Salesman .......... ~ I ale ....... Notable

165
* SAMPLE NPCs * ship 74'-'/0, riding 52° '0. slick talker 88%, weathe r sense
78°'0; Talents dodgt", quick thinking, resist disease/il1fee·
tion; Guntight~ 0: 53.75; Fin·afms none.
Some bask cxamplc~ of cOlllmon non-pl:tycr charac-
le I's (N PCs) arc included below. Note that these sample Sample Description: If you want 10 know what\ going
characters :He assumed to have been a'ti\'(~ for some on in IOwn. you might wanl to get you rself a haircut.
lime. T hc~ may han." engaged in gunfights, pnll"lice:d Just make sure you don '( lell him more than you ought
their i>kills. achieved personal goals, built a reputation to - he's got a way of whc(:dling secrets Out of folk.
for themselves, and ~o on. Thus, their skills and ahilities
will differ from a similar, newly created player character. Bartender: hp 21; Speed 6, Accuracy I: Sir 10173,
Any money or weapons arc whal they h<lvc on their per- Int 11/51 , \\'i~ 10/06, De:.: II/ 'H, Con 10119, Lks
son when encountered, not necl:"s~arily their IOlal wealth 10/11. Cila 13/61: Rep 30. Fa me 1: Quirks nosy; Flaws
or worth. Feel free \0 modir, these characters for rOllr none: SkjJls current affairs 54%, diplomacy 70°0, gam-
own campaign a~ you sec iiI. bling 48" 0 , listenin,l!.: 77°o, reading compro::hcnsioll/pen·
tl1an~hip R3°u: Ta!t:nts astute obse lvation, \'eteran gun·
fi~hter: Gunfi~lm I: S6: Firearm~ nOlle.
Baker: hp 21; Speed 5, .\ ccuracy -I; Sir IINO, IIlI
9/52, \Vis 10/16, Dcx 14/72. Can 9131. Us 9/86. eha 'iample De~criplion: T hi~ nosy fellow keeps his eyes
1U/51; Rl'p 36, F:ul1c 0; Quirks lazy: Flaws none; Skills and cars opcn for all the 1;II~SI news - and he pours a
cookin g 14°0, reading comprehension/penmanship mighty fine drink.
88 u,o, mathematics 87°0, riding 310. 0 , salcsman~hip
Blac ksmith : hp 22: Speed 8, Accuracy -I: Str 12108,
63°0; Talents guardian ~1Il~cl; Gunfiglm 0; 52,30;
11119/29. Wis 7/03, Dex 12170, Con 11/(j9. Lks II/52,
Fire;lrms none.
Cha 18/60; Rep 2B, fame I: Quirks abstinent (alcohol),
Sample Description: This bakn's wares arc mighty touchy; Flaws colorblind; Skills accollnting 72%. animal
tasty, and he know~ how 10 sell them. bUI he's not too empathy 60 0 ' 0. black~ll1jl hin g/mctalll'orking 40°o,
smart aboul much else. intimidation 36 Q o, mathematics 69°'0. reading compre-
hen~i o n/p e lllnan ship 86°'<1 . riding 55°0, ~alesman~hip
Bandito: hp 22: Speed I, Accuracy I: Sir 12114. Int 740. 0 : Talent~ lou~h a" nails; Gunlighh 0; 53: Firearms
8/74. \Vis 10/83. Dex 11/45. Con 11 / 87, Lk.. 10/ml.
no ne.
Cha 9/63; Rep - J, Fame 3; Quirk~ hothead: Fhl\\-~ none;
Skills gambling 79°o, illlimidation ·10° 0. reading com- Sample De~cription; Fir~1 off. Ihi~ fello\\ doesn't drink
prehension/penmanship 89°'0, riding 51°,'0., rope u~e liquor. whic h i~ unusual. Second. he has this hrawny
.1-7°' 0: Talents quick aim, tough as nails, \'ctcran gUIl- animal tll;lgnelism th;lt seems to dra'> the womenfolk in
lighter; Gunfights 5; 513; Firearms lWO Colt SAA ,43 ... from Illiles around. Thing is, he gets irritable ve ry last,
and scares them off 'IS often as not. ;'\Iaturally, this
Sample DC<icription: This bandito is not someone you makes him even \I orse to be around. Per wnally, I think
want to rile up. He'll put a hullet through your eye <l5 he needs a drink to calm his nerves. but he isn't having
soon as look at you.
any.
Banker: hp 20: Speed 12. t\ccuracy I; Str 11/69, lilt Bounty Hunter! hp 23; Speed +, Accuracy +: Str
13/33, \\'is 12109, Dc..... 3143. Con 8/47, Us 9/43, Cha 12113. 1m 12134, \\'i~ 9/46. Dex 12NO. COil 11/60,
9/58: Rep 46, F,lITH! I; Quirks nagging conscience; Lks 10/76. Cha 10/51: Rep 2i, Fame 4: Quirks ornery;
Flaws nOlle: Skills accounting 48°'0. mathematics 29%, Flaws none: Skill~ camouflage +7°0, medicine 66%,
reading comprehension/penmanship +7>},,~ Talent s reading comprehen~ion/pclllllanship 82%. riding 3" 0,
courage, fa~t healer: Guntighh 0; S 12: Firearrn~ none. ~urvival HU'u, tracking 800:0; 1"'1Ient~ courage, f~1.St heal -
Sample Description: This banker has a good head for er. hip shOOle r: Gunfights 6; SI; Firearms two Colt
mone)" but he's clumsy, m<lking him the butt of m:1l1y Ri skys .H ), \\"inch('~tcr 186+ Carbine (.44).
jokes. Still, he has a good hean, and always apoJogiles Sample De ~criplion: This bounty hunter claims to
for any mistakes. ha\'c brought in dozens of bounties, but no lawman
around here will \'ouch for it lcasr",ays. not in public.
Barber: hp 21: Speed 7, Accuracy -I ; St r 10173, Inl
10/39, \\'is 10/14, Dcx 12161, Con 9126, Lks 10176,
Burralo Hunte r : hp 2i: Speed 7. Accuracy 1; Str
Cha II /52: Rcp ~ 9, Fame 0; Quirks nOlle: Flaws glas~
J1/56, Int 16/18, \ \"is 11/42, Dcx 12105. Con 16/47,
jaw; Skills accounting 85%, current affairs 54"0, gaming Lks 12/09, eha 13/'19; Rep 39, Famc I: Quirks louchy;
28%. idle gossip 16 u o, joke tdling 52°'0, mathematics Flaws none; Skills ca mou flage 69 0 o, huming I Ufo, medi-
72°'u. nursing 8;°'0, reading comprehension/pellman-

166
ci ne 63°'0. reading compre hension/penmanship 65" ", +6%: Talents guardian angel, vetera n gunfighter:
riding 46 11 0, skinningltanni ng 73° 0, slaughter 46° 0: Gunfights I; Si: Firea rms Colt 1877 Lightning (.38.
Talent ~ crack shot; GunfightS 0; 55; Firea r ms Shal"p~ Sample Description: Prospectors beware this owlhoot!
Long Range, l\ lake sure you\'e got your claim filed all nice and kgal,
Sample Descri ption: T his he rc's an irritable hombre. or you might JUSt come back to ca mp and find this ras-
but he brings in more buff.'llo hides than any other cal in possession.
hunte r I know. 'Course, he spends most of it in the
saloon a nd the whorehouse, so I gue~~ he has to. C ook: hp 25; Speed 7, Accuracy -3; St r 9/41, 1m
10/13, Wis 15/84. Dex 8/58. Con 13/68. Lks 10/40, Cha
Bu s hwhac k er: hp 21: Speed 3. Accuracy I; Str 12128: Rep 41 , fam e 2: Quirk.~ yellow belly: Flaws none;
11128. i m 9/56, Wis 10124, Dex 14 /89. Con 9/43. Lks Skills cooking 10 o. fi shing 30°0, driving,
9/87, Cha II /54: Rep -6. Fame 2; Quirk:" picker nose); stagecoach/wagon 60° 0. listening 35"'0, medicine 850 ,°,
Flaws bufi""a lo mange; Skills hiding 55 0 o. intimidation reading comprehcnsion/penlllan~hip 74°'0, religion 80%,
52%. reading comprehension/penmanship 81:1°-'0, riding riding 42%, skinningltanning 39° 0, , laughter 7°-'0; Talents
52 0.0, !"Ope use 46%; Talents a(h-anced sighting, VCle ran dead eye, heal"ty; Gu nfights 0; S2; Firearms none.
gunfightcr; Gunlights I; S7; Firearms S&\\' H DA. Colt Sample Description: Whoa doggies! T his cook rustics
1868 shotgun. up some or the best vittles you ever tasted. She likes the
Sample Description: You never kno\\ whe re this nasty chuck wagon more than the restaurant scene, though, so
fellow will spring from. Keep your t'yes ~kinned \\"I1el1- about the ani) ways to gCI some of her cooking is to join
evcr you leave town. up \\ith a ranching ou tfi t.

Butc her: hp 2 1; Speed 7.. \ cC UJ"a0 - I: Str 12/74. iot Cowboy: hp 22: Speed 4. ' \ ('curacy 1: Str 1-1123, 1111
10128, Wis 11 /39, Dex 12186, COil 9/15. Lks 8/34. 9/04. \\is JUn, Dex 8/49, Con 10/26. Lks 11/27.
Cha I % I ; Rep 22, Fame 0; Quirks chiseler; Flaws C ha 10/66; Rep 29. Fame I; Quirks none: Flaws near-
none; Skills accounting 73 0.'(" cooking \6°0, gambling sightcd: Skills animal herding 29°", hronc bust.ing 18%,
54%, mathtmatics 76%. reading comprehe nsion / pe n- medicine 72%. reading comprehension/penmanship
manship 77%, salesmanship 87°0, skinning/ tanning 85°0, riding 2%. rope usc 78%; Ta lents COUr.lgC, fast
-18°'0. slaught e r 25°'0; T aknts courage. resist heale r, quick thinking, rapid reload, veteran gunfighter;
disease/ infection: Gunfights 0; S 1.25: Firea rms none. Gunfights 7; SI; Firearms IWO Colt :\a\'ys.
Sample Description: If you\·t= got a carcass that needs Sam ple Desc ription: This hombre has the squint eyes.
handling, this hombre wi ll take carl' of il as nice as you but he's a pretty good gunfighle r and all-around cowboy.
please for a small fee. of course. I hear he quit the ranch life and is looking for a b',lIlg lO
~i~n on with. but Ihat might ju~t be talk.
Carpe nte r: hp 24; Speed 7, Accuracy 0: Slr 12/52.
1m 13179, \Vis 10 /39, Dex 12150, Con 10118, Lks D e nrist: hp U: Speed i . Accuracy -I; SIr 9/45, 1m
5/ I 7. Cha 8/ II ; Rep 39, Fame I: Quirks r<:leis!: Fla\\"~ 13/01. \\"is 13/04, Dex 10/66, Con 12147, Lks 10/84,
none: Skills accounting 67 11'°, carpentry 2611'0, engineer- eha 12156: Rep 4+. Fa me I; Quirks bad liar; Flaws
ing des.ign 7 10/0, mathematics 51 11'0, obse rvation 74·0~. none: Skill, c urrent affairs 4 1°o, dentistry 49°'0. joke
readi ng comprche n ~ion /pell ma n s hip 69°'0. riding 7+°'0: tellin~ i5° 0. mathematics 70° 0, nursing 83°'0, reading
Talents heart)': Gunfights 0; 52; fire:wms none. comprehension/ penmanship 52° 0; Tale nts endurance,
Sample DesCliption: You 'd think a man wou ld be fast healer. Repu ta tion bo nus; Gunfights 0: S 12;
more tole rant of folks. OtH here in the frontier where you Firearms none.
need all the help you can get. Not th is fellow, though. Sample Description: If you·ve gOt an ache ill yoU/"
I-I e hates everybody th a t doesn't havc his skin color. I mouth , stop by and see this fine fellow. Be careful,
reckoll he's a good carpcnter, though. though. You might find his jokes more painful than your
tooth.
Circ uit Judge: See J udge.
D e puty: hp 22; Speed 4, Accuracy 2: St r 10/59. l ilt
C laim Jumpe r: hp 21; Speed 5, ,\ ec urae) I: Sir 11/01, Wi ~ 11/84, Dex 12117, COil 10/40. U s 10/72,
9/43, Int 11 /65, Wis 11/67, Dex 12124 , Con 9/25, Lks Cha 11/ II; Rep 53, Fame I: Quirks touchy; Flaws
8/33, Cha 10/07; Rep -3. Fame I; Quirks none: Flaws none: Skills current afT.'lirs 7Y' o, gambli ng i5°'0. grace-
facial scar; Skills deception 54°0. fast talking 52%, hid- ful entrance/exit 75%, reading comprehension/ pen<
ing 50%, intim id:Hion 53%. prospecting 50° 0, sneaking manship 72°'0, recruiting 48°0, riding 4800, searching

167
74%; Talents deadly shot , veteran gunfighter; don' t. They don't really have many uses other than per-
Gunfights 2; 58; Firearms Colt Bisley (.45). forming for us working folk. Still, he's a nice cnough
Sample D escription: I never saw a deputy with more fellow - and a good drinker.
grace than this one. H e's a good shot, too, but he's got
Farmer: hp 19; Speed 10, Accuracy -I ; Str 13/83,
a bit of a gambling problem. I hope it doesn't lead him
into trouble. lilt 14/22, Wis B/03, Dex 9/58, Con 8129, Lks 11 /08,
Cha 7/33; Rep 22, Fame 0; Quirks Jaz)'; Flaws none;
Doctor: hp 2 1; Speed 8, Accuracy I; Str 121 14, Int Skill s accounting 84%, agriculture 16%, animal e mpa-
16/23, Wis 9/55, Dex 12142, Can 9/.32, Lks 9/63, thy 87%, mathematics 82%, reading
Gha 8120; Rep 23, Fame I; Quirks gullible, straight com pre hension / penmanship 46%, riding 79%, slaugh-
IeI' 72%, skinningltanning 55%, weather sense 88%;
shooter; Flaws none; Skills accounting 78%, chemistry
41 %, glean information 49%; mathematics 62%, med- Talents fast heale r; Gunfights 0; SO.50; Firearms none.
icine 28%, nursing 74%, observation 53%, reading Sample Description: This farmer came down from
comprehension/penmanship 39%, riding 72%, Talents Deseret a few yea rs ago to set up a little farm outside of
none; Gunfights 0: 54; Firearms none. town. I reckon he's doi ng okay with ii , but he hasn't
Samp le Description: This fellow is a right good saw- been to town in a while. I hope nothing'S happened to
bones, and he'll always tell you the truth and not beat him. Of course. he's probably juSt too lazy to make the
around the bush doing it. Of course, if you're shot up trip into town, unless he really has to.
reill bad, you might not want to hear that you' re not
Faro D eal e r : hp 21; Speed 5, Accu racy I; Str
going to make it, but he doesn't see m to think of that.
10/11, Int 12/41, Wis 10/63, Dex 11/82, Con 9/H.
H e's prelly easy to fool , too, and 1 think he docs most of
his work on credit - and nc\'er gets paid for it. U s 9/23, Cha 10/79; Rep 31, Fame 0; Quirks lusty;
Flaws none; Skills decep tion 77%, fast talking 76%,
Driver: hp 22; Speed 3, Accuracy I; Str 12172, l nt gambling 5%, mathematics 75%, reading comprt;hen-
9/67. Wis 10/ 40, Dcx 14/5 1, Can 10/77. Lks 9/65 , Cha sion /penmanship 70%, riding 48%,; Talents vcteran
11/84; Rep 39, Fame I ; Quirks none: Flaws trick knee; gunfighter; Gunfights I; S 11.50; Firearms none.
Skills animal empathy 70%1, animalloJ'e 72°/0, bronc bust- Sample Description: This fellow will talk your ear ofT
ing 77%, driving, stagecoach/wagon 10°0, gambling if you let him. I\'e never known him to cheat at faro,
78%, intimidation 760"0, mathematics 85%. observation but maybe that'sjusl 'cause cheating at poker is a heck
75%, reading comprehension/penmanship 76°'0, resist of a lot easier.
persuasion 52%, riding 79%, tracking 78%; Talents dead-
ly shot; Gunfights I ; S4.50; Firearms Colt 1868 shotgun. Fur Trader: hp 23; Speed 9, Accu racy -I; SIr 9/42,
1m 12107, Wis 8/58, Dex 10 / 43 , C a n 11/13, Lks
Sample Description: This fellow 's trustwonhy enough
9/39, Gha 11 /63; Rep 24, Fame 2: Q uirks greedy,
to manage your can, stage or wagon, but only as long
ornery; Flaws none; Skills animal lore 4%, camouflage
as he's driving it. Every lime he steps ofT to put fOOl to
52%. reacling comprehension/penma nship 83%, riding
ground, he's apt to tumble down in the dust. l'''faybc a
51 %, rope use 76%, sel traps 50%" slaugh ter 61 %;
mulc kicked him in the head, or maybe he's just clumsy
Tale nts tough as nails; Gunfights 0; 54; Firearms C olt
- r don 't know for sure.
Navy, Wincheste r 1866 rifle (.40).
Entertainer: hp 22; Speed 7, Accuracy -2; Str 9125, Sample Description: T his hombre's a good trapper,
Inl 10/54, Wis 10/84, D ex 11 /62, Can 10/19, Cha from what I hear, but he 's got a mean streak a mile
11/22, Lks 10/49; Rep 33, Fame 3; Quirks high-spirit- wide. Plus, I don't reckon he's ever heard the word
ed, tinhorn ; Flaws none; Skills artistic ability 8% "cheap." All his furs sell fo r as muc h as he can ge L
(choose one performance type), current affairs 77%,
gaming 76%, graceful ent rance /exit 2.3%, joke telling Gambler: hp 23; Speed 6, Accuracy I; 511' 9/43, 1m
52%, mathematics 86%, primitive ranged weapon use 12/01, \Vis 11/65, D ex 7120 , Can II /59, U s 7/86,
(knife) 66%, reading comprehension/penmanship 74%, Cha 8/58; Rep 9, Fam e 3: Quirks bad liar, chiseler;
riding 176%, sleight of hand 50%; Talents blind-shoot- Flaws none; Skills gambling 35%, reading compre hcn-
ing, hold your liquor, quic k thinking; Gunfights 0; sian/penmanship 82%; Tal e nts guardian angel;
53.70; Firear ms Griswold & Gunnison revolver. Gunfights 6; I; Firearms K nuckledusrer.
Sample Description: This pe rson's act is quite a sight Sample Descr iption: T his gambler gelS himself run
- mighty entertaining. H e doesn't quite fit in out here out of town every couple of months, but he keeps com-
in the frontier, but I reckon that most folks of his so rt ing' back. I guess folk s tolerate him becausc his lies

168
make eve rybody laugh, even when Ihey catch him 68 0 '0, nursing 85°'0, reading comprehension / penman-
cheating. ship 70%, reading lips 72%, socia l etiquette 77°'0:
T alclHs heany; Gunlights 0; 5 13. 30; Firearms none.
Gun for Hire : hp 24; Speed 5, Accuracy 4; Str
Sample Desc riptio n: T his dandified fellow keeps a
II/53, Int 12184 , \Vis 4171 , Dex 10 / 46, Con 13 /65,
clean hotel, and expects you to do the sa me. I don't
U s 9/12, Cha 12152; Rep -2, fame 4: Quirks crude,
know how he kec p~ his calm when the cowboys and
touchy; Flaws none: Skills animal mimicry 77°'0, intim-
their fihhy boots cOllle calling.
idation 86%, military s lralcgy/ ta c tic~ 85°'0, reading
comprcl lension/pe nmansb ip 860 /0, recruiting 160/0 . rid- Housewife: hI' 20: Speed 8, Accuracy -2; Str 9 / 45,
ing 42%; Talents fast heale r, hip shooter, quick think- lilt 11175, Wis II /51, Dex 10 /30. Con 8/64, Lks
ing, veteran gunfighter; Gunfights 9; 3; Firearms Colt 10/46, eha 12178; Rep .J.l, Fam(' 0; Quirks none;
Bisley,.45. Fla\\'S far-sighted: Skills cal Jigra ph y/~ i~nmaking 85 0 o,
Sample Description: H ere's a pretty irritable hombre, cooki ng 3° 0 , curre nt affairs 72° 0, diplomacy 74°0. gam-
so watch your step around him. H e-s bee n known to ing 76°0. gracerul entrance /exit 45°0. idle gossip _10°o,
belch a cloud of stillk in a man-s fa ce. and then claim intimidation 71",0, listening 50%. m:uhematics 85°0,
he's bee n insulted when the other man makes a face. nur~in~ 8~o 0, ob~c rva tion 84%, reading comprehcn-
He's trying to round up a gang of hi~ own. but so far. sio n / pelllnan~hip .)9°'0. resist persuasion 72°0. seam-
he hasn't had any luck. ,tres$ltai lor 77°0. ~ocia l et iquette 700 '0, swimming
82°'0. \\·t'"avin~ 71 II 0: Talent~ fast henle r: Gunfights 0;
Gunsm.ith: hp 19; Speed 6, .\ ccuracy I; Str 11/13. S 1.80; Firearms none.
Int 14 / 65, Wis 10/39, Dex 11 /43, Con 8/13, U s
Sample Description: Hcre'~ a female any fellow
11125, Cha 9/6 J; Rep 44 , F.-lnlC 3; Quirks clean frcak;
would be proud to court if ~ h e wasn't already mar-
Flaws none; Skills ,lccoulHing 83%, animal empat hy
lied. that is. Sccm~ lik(' ,he's gOt all the refinements and
71%, gunsmithing 39 % , mathematics 6-!°o. medicine
beauty a filly lik(' her ~hould ha\·c.
83°io. reading comprehension/penman~hip 65°'0. riding
75%, salesmansh ip 72°0; T alents hip shooter; Indian: hp 22: Speed 6, Accural') I: SIr 12172, Int
Gunfigh ts I; 2: firea r ms none. 11 173, \Vis 9/25, Dex 12/62, COil 11 /43, Lks 10/45,
Sample Descriplion: You've neve r seen a shop as Cha 9124; Rep ~i , Fame I ; Quirks none; Flaws mi ssing
c1can as this fellow's, nor a gu n as d('an. Every item in car; Skills hiding 75% . hunting 59%, language (English
hi ~ shop looks like it's becn spit polished to perf('ction. 85 0,0, primitive ranged weapon u ~ e (spear 80 0io, search-
Of course, he tends to bump the prices up a little too. ing 76°0, sll rvi\'al 580 '0, tracking 61 0 0 ; Talents jack rab-
but sometimes you can haggle him down . bit speed , quick thin kin~, veteran gunfighter: Gunfights
I; SO; Firearms Winchester 1863 musket .38.
Horse Thi ef: bp 22; Speed 5, Accuracy I; SIr
Sample D cscription: Better hope Ihis sa\'agc doesn't
10/84, Int 11/73, Wis 11/87, D ex 12/07 , Con 10/85,
com e upon you in til(' dark. YOlll' scalp will be decOl'at-
Lks 9174, Cha 10/ 19; Rep ·6, Fame I ; Quirks selfish;
ing his belt come dawn.
Flaws none; Skills appra isal animals) 70%, animal lore
85°'°, hidi ng 860 '0, listening 520,'0, mathematics 850 '0 . lnve sto r : hp 2U: Speed 9, Accuracy - I; Str 9/69, Int
reading comprehe nsion/ pe nmanship 85 0 '0. riding 22 0 '0. 13/82, Wis 11/23, Dex 9/62, Con 8123, Lks 10/0+.
sneaking 50°'0; Talents guardian angel, \'etc ra n gun - Cha 12172: Rep 13, Fame 2; Quirk ~ Indian giver;
fighter; Gunfigh tS I; 1.25; Firea r m~ Re mington 1875. Flaws none; Ski ll s accounti ng 83%, appraisal (choose
Sample Descriplion: Wish I could get my hands on one) 7011 0. currcllt affairs 50%, fast talking 72%, math-
thi ~ varmint. I JUSt know he's responsible for ruching ematics 69 11 0, o ratio n 73°'0, reading
two of my best horses. not to mention lots of other compre hension/penmanship 68°.'0. resist persuasion
horses all O\'er town, but no one can seem to lay a fill- 73 0 '0, riding 560/0, slick wIker 59°'0; Talents Reputation
ge l' on him. bonus; Gunfights 0; 534; Firearms nOlle.
Sample Desc ripti on: If you need some money to start
Hotel Owner: hp 23; Speed 8, Accul"acy - I; 5t r
up a business, Sla ke a claim, or some other such deal-
9/82, Int 12/28, \Vis 10/ 01 , Dex 10/3 1, Con 10/93,
ings, you migh t \vant to talk lO th is lellow. Just make
Lks 9/44, Cha 10/54; Rep 26. Fame 2; Quirks clean
sure he gives you fair terms, and you might find your-
rreak; Flaws none: Skills accounting 85°'0, administra-
self wilh a bit of a profit.
tion 880'0, carpentry 42°'0, cooking 22°'0, gaming 48°'0,
idle gossip 48%, language (Spanish 82"'0. ma thematics

169
Journalist: hp 25: Speed II, Accuracy -1,; St r 9/15, Sample Description: If you're looking for sOllie
1m 12/45, \ris 13/66, Dex 5/36, Can 10124, Lks decem gcar. Stop by and give this hombre's goods a
10/08, Cha 9/+7; Rep 37, F•• me 2; Quirks conspiracy look. There's nothing spectacu lar about them. but
theorist, nosy; Flaws none; Skills fast talking 53%.jour- don't tell him that. H e's got a mean light hook.
nalism/composition 39%, reading comprehension/
penmanship 35°,0, rl'ligion 78%. riding ++%, slick talk- Live ry Stable Owner: hp 23: Speed 8, Accuracy -
er 6[%; Talents fast healer, hit point bonus; Gunfigills 2: Str 10122, 1m I 1/62, \Vis 10/9 I , Dex 10/6-1-, COil
0; 53; Firearms none. 12/88. Lks 9/60, Cha 8/11: Rep 30. Fame 0; Quirks
none; Flaws hard of hearing; Skills administration
Sample Descri ption: Watch what you saw to this jour-
80°0, (lnimal empathy 76%, animal lore 68%, apprais-
nalist or you're likely to sec it in prim in the ncar fUlHre.
al ' ~nimals \ 71°u, bronc busti ng 8 1%, carpcntry 46°u,
Of course, e"en if you stay away from him, he's bound
driving. stagecoach/wagon 42°0. fire -building/extin-
to find Out your business sooner or later. J ust Gm't keep
his nose out of anything. He's got all kinds of c razy stO- guishing 34°'0. gambling 62 u o. mathematics 85%. read-
ries, 100, but nobody much listens to him. ing comprehension/penmanship 73%, resist persuasion
76%, riding 30%. rope lise 52° 0: Talents tOugh as nails:
Judge: hp 23: Speed 7, Accuracy -I; Str 9/68, Int Gunfights 0; S6; Firearms non e.
13/54, Wis 13/65, Dcx 10/OS, Con 12/34. Lks 10/3-1-. Sample D escription: This fellow loves horses, and I
eha II/52; Rep -1-0, Fame 21; Quirks fear of heights, ha\'t~n't hea rd a nything bad said about him. or course,
hardcase; Flaws none; Skills law 51°/a. mathematics neither has Ill'. Speak lip when you're t(llking to him, or
83%, oration 74° '0, reading comprehemion/penman- he mig:ht not hear a \,'ord you say.
,hip 52%, liding 52°0; T alents hearty; Gunfights 0; 59;
Fi rearms none. Mayor: hp 24: Speed 10, Accu racy -5: Str 9179, Int
9/6 1. \ris 12106, Oex 6/14. COli 10/16, Lks 10/95,
Sample Descript ion: This fe llow serves as judge for
eha 12/30: Rep 44. Fame 17; Quirks dude; Flaws
several towns hereabouts. so he only shows up evel1'
none; Skills administration -1-7 0 0, current affairs 46%.
couple of months or so. Beller not find yourself stand-
fast talking 7u o. gambling llJ.u,o. mathematics 72%, ora-
ing in his courtroom. though. He's not exactly what I'd
lion 60u ,0, reading comprehension/penmanship 73%,
call easygoing.
recruiting 72"'0 . religion 8-1-°'0. riding 77 % , seduction
Land Speculator: Sec InveslOr. art 01' 75° '0 : T;,d ents hold your liquo r: Gunfiglns 0: 59;
Firearms none.
Lawtnan: See Deputy or SheriIT. Sample Description: Our mayor always d resses in
raner clothes. and I don't think too much of anything
Lawyer: hp 26; Speed 8, Accuracy -I; Str 10/83, tnt
he says, but I reckon that's true of any politician. T he
12/79, Wis 11/87, Dex 10/39, Call 10/73, Lks 10/07,
man's a good drinker, though.
Cha 12/14; Rep 35. Fame 2; Quirks chivalrous; Flaws
none; Skills graceful e ntrance/exit 73%, law 40%, Merchant: hp 24; Speed 7, .·\ ceuracy -I; Str 10/41,
mathematics 81 %, oration 44%, reading comprehen- Int 13/'12, Wis 13/01, Dex 10175, Con 12117, Lks
sion/penma nship 57%, riding 76%; Talellls hit point 9/44, eha 10/86; Rep 30. Fame 0: Quirks none; Flaws
bonus; Gunfights 0: 54.80; firearms none. low pain toleration; Skills accoullting 80%, calligra -
Sample Descliption: T his fellow's gOt a siker tongue phy/sig-nmaking 85° '<), carpentry 69"/0. current atTairs
ir I've ever seen one. H e seems 10 know all about the 7! 0,<), gaming 52%, mathematics 68%. reading compre-
law, and the womenfolk :!round here all adore him. It 's hension/penmanship 68%, resist persuasion 69%. rid-
gotte n him illto trouble a few limes, I ca n tell you! ing 76°'0, salesmanshi p 3 I %; Talents forgettable face;
Gunfights 0; S7.75; Firearms none.
Leather Worker: hp 21; Speed 10, Accuracy -.J-: Str
Sample Description: Thi s fellow's your typical plain -
10/27, 1m 9/78, Wis 7/32, Dex 8/64, Con II/SO, Lks
f..ced storekeeper. He's gal a \'aricty or goods at decellt
9/50, Cha 9/84; Rep 22, Fame 0; Quirks obnoxious;
prices, but he's a bit tender. Ju st step on his foot and
Flaws none: Skills :!nimal lore 72%. hunting 6S%,
you' ll hear a ho\\ I like a coyote.
Jcathc rworking 67%, mathcmatics 87%, reading com-
prehension/penmanship 87%, skinning/tan ning 64%,
slaughte r 77%; Ta1ellls damage bonus; Gunfights 0; Mine Owner: hp 22; Speed 10, Accur~ey -2; Str
SO.75; Firearms none. 8/55. Int 12/83, Wis II/59, Dex 7/92, Con 11/10,
Lks 6/32, eha 5/21; Rep 49. Fame 7; Quirks none;
Flaws buITalo mange; Skills accollllting 85%. appraisal

170
land 35°0, currelU an"airs 49°0, demolition 24°0, Sample Desc ription: This red-haired hombre has a
mathematics 6800, prospcCli ng 75°0. reading comprc- mighty fine set of fingf'!"s on him. I often go down to
hcmion/pcnmall~hip 53° 0, riding 76(1'0 ; TalelUs !lOlle; the saloon ju~t to lislen to him pia}".
Gunfight~ 0: 28; Firearms Remington Pcpperbox.
Pimp: hI' 22; Speed 9, ,\ccumc)" ·2: Str 7/90, lnt
Sample Description: This old fellO\I owns mo~t of the
11 /45. \Vis 9167, Dex 10/84. Con 10nO, Lb 12182,
land her{"aboub. Some folks call him Scr:uch partl)
eha 13/12; Rep -10, Famc 5; Quirk.~ badman; Flaws
becau~e he seems lik(" Old Scratch the dc\·il . always
none; Skills deception 50"0, ~ raccful entrance/exit
wanting more, and partly calise he's al\lays scratching
12°(1, intimidation 72%, interrogation BOo,o. listcning
his head like hc-'s gOt 'Otnc powcrful though t ~ on his
79°0. mathemalics 85%, readi ng comprehension/pen-
mind.
manship 86° 0. resist persuasion 56" 0, riding 78°'0. ~l i ck
Newspaper Publish er/Editor: hp 23; Speed In. talker 86°0: Talent~ damage bonm: Gunfights 0; S9;
. \ ccuraC)'·3; Str 9/4 1, Int 10/50, \\"i s 9/38, Dex 9/02, Fi rearms Colt .:\"a\'y.
Con 12127. Lk.s 10102, Cha 11/41; Rep 55, Fame 5; Sam ple D e~cription: If you '\'e got a hnllkc ring 10 pay
Qui rb latc sleeper; Flaw ~ none; Skills accounting 86 u,o, for some female companionship, seck this fellow out.
.Idmini stration 79°·;., ,alligraphy/signmakillg 86%, cur· J USt don't t1') 10 ~kip OUI on the bill 11(" il lind some
rent affairs 58" 0. hiding 79° 0. history 77° 0, journal- II'ny \0 make you pa~.
ism/compos i tion~8" '0, machine opcnlting-/repairing
printing equ ipmelll 72°'0. mathematic ~ 85" o. readin~ Preach e r: hI' 21: !-'pet"d 10, .\ ccura(·y -2; Str 6/65,
comprehension/pcnm:mship 47° 1>, ridinl!; 78° o. ,lick Inl 12N8. \\'i~ 9/40, Dex 9/22. Can 10/12, Lks
talker 88"0: T."llent ~ courage; Gunli~ht, 0: S-1-..50; 10/.')9. Cha 11/89; Rep 33. Fame I: Quirks boiled
Firearms none. ~hin. daustrophobi('; Fla\I'~ none; Skills diplomacy
74°0, ob~cn;ation tit-on, oration 7°0, reading comprt"
Sample Description: The man who rum our local
hCllSion/penmalhhip .HOI,o, rc1il{ion 53 11 0: Talents per-
papt'!" is onc of the bravcst fcllow~ I knOll". Hc' lI print
ceive lendency: GlInfi~hls 0: 52: Firearms nonc.
<,toric\ about an,bod)", and doesn't carc one whit
Ilhet lwr Ihey might get oHe nded. Best call on him after Sample Descri ption : This man of the cloth's got a bit
noon , though. I think he's always \\'orkin~ late 011 night. of an altitude problem , see ms to me .. \Iways acting like
he\ betlcr than the rest of liS, even though he gets the
Oul1aw: hp 24; Spe('d +, Accuracy 2; Str 7/13. 1m jitters if you try and take him in a little room. Reckon
10148, Wis 11/93. Dc:.: 11/22, COli 12128, Lks 9/92. it's a good thin~ lu' doesn't me one of those "confes·
Cha 10/13: Rcp ·I S, Fame 10: Quirks crude; Fla\l ~ sional" hoxf's.
none; Skills fast talking '40° '0 . gambling 57 01 0, readinl!;
comprehcnsion /p('nma nship 89°'0, recruiting 29° 0, rid- Prospector: hp 14: Speed H, "\cCllraq -3; Str 9/86,
ing 32°0: Talent~ forgettahle face; Guntights 6: S5: 1m 8/34, Wi~ IIt:W. Dex 7/17. COil 10/54, Lks 9126,
Fin'arms Lc.\ la\ Two- Barrel, L.e. Smith shotgun. C hn 11/88; Rcp :19, Fame 0; Quirks messy; Flaws none;
Skills prospecting I Q 0, reading comp rehemion/pen.
Sample Desc ription: This plain-facl'd utillaw has a
Illanship 86 u0, ridi ng ]5°"-0; Talents fast heal er;
longue on him Ihat'd make the dcvil himself blush.
Gunfighb 0: S I: Firearms 1l01le.
\Ihat wi lh all the insult.s and foullans,;-uas,;-<.· thal spill out.
\\'onl has it that hc '~ uy ing to rai se some mOlley b~ Sample Description: You can alway, tell this hom-
gambling: so he can form his own gang, but I ca n't speak bre's dig ~ite from eve ryone clse'~. T herc's clothes and
to the trUlh of thnt, one way or tht: olhe r. I prcfe r to pan!\ and tools and ,,11 mnnner of th ings scallered about
stn), away from folks with prices on their head. like a whirlwind's JUSt blown through. He says he's
~oillg 10 strikc it rich ~omcday. but \\ ho knows?
Piano Player: hI' 2 1; Speed 6, .\ ccuracy I; Str 7/67,
l ilt 11/39, Wis 9/92, Dcx 10175 , Con 10/68, U s Ranch Boss: hp 21; Speed .), r\ Ccumq I; Str
12164, Cha 13/01; Rq> 29, Fame I; Quirks dude; 11/05, Int 12137, \Vis 11 /60, Dex 15/66, COil 9/45,
FI :1\\ ~ none; Skills artistic ability Ipiano playing\ 16%, Lks 8/59, eha 6/14; Rep 45, Fame 2: Quirks chunked ;
dt·ccption 75%. gnm bling 79%, gaming 52(1,'0, joke Flaws nonc; Skills accounting 84%, administration
telling 72°'0, listening 58°0, mathematics 85°". mimic 70%. "!l imal empathy 89°'0, animal herding (Cat Lie}
dialect 70%. reading comprche nsion/pen manship 68° 0, gambling 55°'0, mathematics 72°'0, reading com-
86% • riding 66°0; TalclH ~ guardia n angel. \'eteran gUIl- prehension/pellm:m~hip 85°0, riding 74°0. rope lIS('
fi'J:hter; Gunfights 3: 3; Firearms America n .·\ rms der- 66° 0; T ale nts cou ra ge; Gunfights 0: S4: Firearms
ringer.

171
Griswold & Gunnison revolver. Winchester 1866 car- I reckon he thinks the sun doesn't set on him , but ir I
binc (.45). have to listen to his boasting again, he might be soon be
Sample Description: T his ranch boss doesn't lei any- boasting about thc biggest black eye he's ever had.
thing stand in his way. Ir hc's gOt something to do, or
Saloon Owner: hp 23: Speed 8, Accuracy -I; Str
somcwhere to go, he will. I hear tell that his wire han-
dles things most or the time, and if she didn't, his ranch 13/18, Jnl 10/50, \Vis 9103, Dex 9/33, Can 12124,
would raid within a month. Lks 9/67, Cha 10/40; Rep 42. Fame 6; Quirks intru-
si\'e; Flaws none: Skills accounting 65%, current affairs
Ranch Hand: hp 23: Speed 5. Accuracy 0; Str 68%, glean in/ormation 40%. mathematics 53%. read-
III! 7, lilt 10/84, \\'is 10/53. Dex 14179, Can 12/64, ing comprehension/penmanship 78%. riding 75%;
Lks 9/48, Cha 10175: Rep 37, Fame I; Quirks ornery: Talents hold your liquor, reputation bonus; Gunfights
Flaws none; Skills animal empathy 70%, animal herd- I; 525; Firearms Krmckleduster.
ing (cattle) .~ I %, animal husband ry 25%, artistic ability Sample Descript ion : Here's anothe r rellow that just
(harmonica playing) 54%, carpentry 76%, gambli ng can't mind his own business. \Vatch yourselr when in
77%, joke telling 78%, riding 28%, rope use 68%, his saloon - he's always got one ear turned your way.
tracking 78%; Talents hearty. hold yOllr liquo r; Srill, he stocks some or the best whiskey for miles.
Gunfights 0; S3; Firearms Remingtoll r\ew Army.
Winchester 1866 rifle (.45). Scout: hp 27; Speed 7, Accuracy 0; Str 7/36. 1m
13173, "'is [0/30, Dex 8/62, Con 15/32, Lks 6/39,
Sample Description: Ir you're looking for a helping
eha 8/83; Rep 43, Fame 2; Quirks pack rat; Flaws
hand OUI on the ranch. this rellow might be a decent
none: Skills fire-building/extinguishing 36%, hiding
choice. He's a bit orne ry, but those late nights in the
35%, hunring 50°o, reading comprehension/penman-
saloon don't affect him as badly as thc)" do some folk.
ship 68%, riding 15° 0 . rope use 80%, slaughter 66%,
Range Boss: hp 23; Speed 4, Accuracy I; Str 11125, sneaking 78 u ,0, survival 82°'(0, tracking 78%; Talents
Int 10/44, \Vis 10/51 , Dex 11/82, Can 12/51, eha none: Gunfights I: 54: Firearms Colt Bisley (.+4),
11/68. Lks 8149; Rep 28, Fame!; Quirks none: Flaws Winchester 1863 rifle .44.
impotcnt; Skills administration 77%, animal empathy Sample Description: Ir you want to get somcwhere
86%, animal herding (cattle) 54°'0. animal husbandry sare and sound, you might want to call on this hombre.
74%, animal lore 85°,u. artistic ability (fiddle playing) He claims to be the best rrontier scou t around, but I've
77%, gam bling 78° '0, reading comprehcn~ion/penman­ ne\'er tested his abilities myself. His pockets arc always
ship 76%, riding 52%, rope use 51 %, wealher sense bulging with little pieces of junk, and I think he might
78%; Talents Kentucky windage, vcteran gun fight er; pay good money ever for the most worthless bit of fluff.
Gunfights 2; S3; Firea rms Colt Navy, Sharps Carbine l\Iaybe that 's why he's always broke.
Conversion.
Sheriff: hp 26: Speed 2, Accuracy 4; Str JOI 14, 1m
Sample Description : Ir you need someone to mind
10/90, Wis 9/1 l. Dex 14/65, Can 10109 , Lks JOI [6.
your cattle and cowboys, I'd recommcnd this hombre,
Cha 12/53; Rep 51. Fame 5; Quirks obnoxious; Flaws
Sometimes he gets a little moody 'cause he and his mis-
none; Skills diplomacy 70%, observation 54%, reading
sus don't have youngsters, but otherwise he 's a good
comprehension / penmanship 77%, recruiting 51 "to, rid-
egg.
ing 4-6%, slick talker 87%; Ta.lents rast hcaler, hit point
Reverend: See Preacher. bonus, hold your liquor, vete ran gunfighter; Gunfights
6; 3; Firearms Colt 1877 Lightning (.41 ),
Saddler: hp 2..J.: Speed II \ Accuracy -3; Str 7/59, Int Sample Description: I reckon this is the best dang
11/01, Wis 9/54, Dex 7/57, Con 9/77. Lks 11/34, sheriff we\'e had in these parts for a long time. Oh, he
Cha 10/15; Rep 34, Fame I; Quirks flannel mouth ; can get under your skin something fierce, but he's real
Flaws nOlle; Skills accounting 82%, leathcrworking good at his job. He seems to know when to shoot first
18%, mathematics 67%, reading comprehension/ pen- or when to ask questions instead.
manship 67 %, riding 76%, salesmanship 55%, skin-
ningltanning 55%; Talents hit point bonus; Gunfights
0; S8; Firearms none. Snake Oil Salesman: hp 22; Speed 7, Accuracy!;
Str 9/35, Int 17/69, \Vis J0/47 , Dex 12/82, Con
Sample Description: According to this rellow, he
11/30, Lks 12/60, C ha 13/10; Rep 27, Fame 2; Quirks
makes the best saddles in whole dang frontier, and
Indian giver; Flaws none; Skills accounting 59%, brew-
there's nothing you can say to convince him otherwise.
ing 63%, dcmistry 86% . rast talking 10%, joke telling

172
7%, mathematics 37°10, mimic dialect 2%, oration 23%, Gunfights I; 53; Firearms Colt ~ew Line derringer,
reading comprehension/penmanship 18%, riding 71 %, S&W Russia n.
sa lesmanship 31 °'0; Talents forgettabl e fa ce, quick Sample Description : Here 's an hombre I don't know
thinking; Gunfights OJ S3; Firearms i>. larlin Stonewall tOO much about. He keeps to himscJr 1ll0St or the time,
derringer. and he's always looking ove r his shoulder like he
Sample Description: This hombre claims to han: expects to see somebody rollowing him. He's real
schooling in abom every su bject you could think or, and supersti tious, too. Some owlhoot shot out Ihe saloon
says his elixir will cure any problem from cholera 10 mirror a couple days ago, and I hea rd him muller
consumption. I don' t know about that, but it sure does something about seven years bad luck. He went kind or
taste good. :\ Iakes the whiskey in the saloon taste like pale. too. Well, I reckon it's harmless enough.
horse trough water.
SLable Boy: hp 24; Speed 7, Accu racy -2; Str 11/15.
Soldier: hp 24: Speed 5, Accuracy 2; Str 14/56, lot 1m 10/01, "'is 10/32. Dcx 11 177. Con 11 /34, Cha
14/37, "~ s 12163, Dex 8/39, Con II / H, Lks 11/56, 9/55, Lks 8f-.1.9: Rep 19, Fame 0: Quirks greedy; Flaws
Cha 10179; Rep I. Fame I; Quirks carly riser, hard- none; Skills an imal empathy +-1%, animal lore 40°0,
case; Flaws -j Skills gam bling n°·o, histol)" 80°o, inter- animal training 7 1Q 0. climbing 34"'Q, di~traetion 56° o.
rogation 73°0, m'llhematics 80°o. military 'tratt·~·/ hiding- 54°0. readin~ comprc hension/penma nship
tactics 83° 0, obse rvation 62°'0. reading comprehen- 87°0, riding 52°0, ,\\imming 69°0; Talents endurance:
sion/penmanship 82%, riding GO" 0, tracking H O 0: Gunfights 0: SO. 50; Fi rearms none.
Talents fast healer, guardian angel; S4; Firearms Hcnf) Sample Description: This young ma n's got a way with
rine. horses that many a cowboy would eIlVY, but he won't
Sample Description: This young man seems like most work for peanuts. He's always trying to find a way to
of his fellow s bright and brave, with maybe a yca r' ~ lighten your purse.
experience under his belt. I just hope he's got a
guardian angel looking arter him . A ~o ldi cr's life ain't Stage Dri ve r: See Driver.
easy out here o n the rrolllier.
Stage Station C hief: hp 24: Speed 7, Accu racy -3; Str
Sold ier, Officer: hI' 22; Speed 6, Accuracy I; SIT 9/H , 1m 10/35, \\is 15li2. Dex 8/6 1, Con 13/52, Lks
11/65, Inl 14/83, Wis I 1/89, Dex 10127, Con 11 /92, 10/38, Cha 11 / 13; Rep 52, Fame I; Quirks boor: Flaw:,;
Lks 10/43, Cha 12119; Rep 3, Fame 2j Quirks chival- none; Skills accounting 86°'0. administration 54%, driv-
rous; Flaws -; Skills administration 75%, ca rtography ing, stagecoach/wa~n 61°.0, mathematics 72°.'0. reading
67%, gaming 85%, mathematics 590111, military engi- comprehension/penmanship 74°'0, riding 60%; Talents
neering 84%, militaf)' strategyltactics 64%, reading astute observation: Cunfights 0: S6.50; Firea.rms none.
comprehension/penmanship 68%, riding 70%; Talents Sample Description: I'll say it straight Out J ca.n't
guardian angel, veteran gunfighter; S7.25; Firearms stand th is man. Oh, he's all right at what he docs, but
Colt SAA (.44), Henry rine. he's a prell)' unpleasa nt rellow to be :lround.
Sample Description: I reckon this you ng rella's got a
backbone to match any grizzled old war hero. Oh, he's TeamSLe r : hp 21: Speed 8, Accuracy -2; Su 7125,
1m 9/67, Wis 7149. Dex 8/68, Con 11 /82, Lks 10 /6 1,
as smart and well-spoken as you please, but there's
somet hing in his eye that makes me think I wouldn't Cha 5/12; Rep 27, Fame I; Quirks messy, ornef);
want to cross him. Flaws none; Skills animal empathy 88%, dliving, stage--
coach/wagon 13%, medicine 85%, reading comprehen-
Spy: hp 22 ; Speed 2, Accuracy 3; Str 9/ 48, Int sion / penmanship 85%, riding 48"/0: Talents quick ai m;
16/19, \Vis 15 /85, Dex 13/53, Co n 10/33, U s 11/36, Gunfights I: 3: Firearms LC Smith shotgun.
Cha 13/97; Rep 37, Fame I; Quirks paranoid, super- Sample Description : lr you hire this hombre, it's best
stitious; Flaws none; Skills current affajrs 30%, decep- to talk (Q him as liltle as possible. He doesn't say much
tion 5%, diplomacy 25%, disguise 4%, escape artist except to argue. And ror heaven's sake don't complain
66%, fast talking 9%, glean inrormation 26%, listening abOllt his appearance, or how he leaves a trai l or jUllk
36%, lock picking 67%, mathematics 59%, medicine e\'erywhere he gocs. He'll bite your head off.
61 %, observation 62%, reading lips 30°'0, reading com -
prehension / penmanship 2+° 0, resist persuasion 33°0. Telegraph Ope rator: hp 20; Speed 9, Accurary -I :
riding 38%, slick talker 69°'11, sneaking 70"0, social cti- SIr 11/04. fill 10125, Wis 12174, Dc): 7190, Con 8/52,
quell c 64%; Talents rast healer, rorgetta ble race; U s 7/67 . Cha 5/30; Rep 38, Fame I; Quirks dehorn;

173
flaws none; Skills current affairs 68°0. idle gossip 80°'0, Waitre ss: See Cook or Housc\,·ife.
reOlding eomprehension/penman~hip 64 0 10, riding 55% ,
telegraph operating 20 0'0, tracking 72°'0; Talent s Whore: hp 24: Speed 5, Aecuraq 2; Str 9/08, l ilt
improvcd arc of fire: Gunfigh t ~ 0; 2; Firearms none. 1.')/59, \Vi s 10179, Dex 14 /53, Con 13/69. Lks 13/8~,
eha 13/48; Re p I~, Fame 3; Quirks paranoid; Flaws
SOImplc Desc ription: Hest of lu ck sending a private
none; Ski lls accounling 57%, current affairs 52°10 , glean
message in this town. UnlC'ss you ha\'c somet hing real
info r mation 20° '0, idle go~sip 39°0, mathematics 73 v/o.
urgent. you better ~end a leuer. or you can be sure that
pick pocket 69() o. reading com prchcn~ion / penlllanship
he'll tell ~ome body sooner or latcr. That fe llow likes
~9° 'Q, riding 55°0, seciu('liol1 art ol~ Ou fl. sleight of hand
talking about othe r folks morc than anyliling except
38° o. slick talker 51 ° 0; Taleill s resist diseascl infection ;
drinking and quarreling.
GunfiglHS 0: 56; FirCOInm Knuekleduster.
Thief: hp 22: Speed 5, AccUl"aCY 3; Sir 9/10, Int Sample Dcseription: This female owns the whol'e-
17/5 1. Wis 10/05, Dex 12155, Con 11/ I 7. Lks 10/62. hOll~(" and know, just aboUi cverYlhing going on ill
Cha 12/20; Rep -I, Fame 3: Quirks superstitious: Fla\\ ~ to\\ n. one way or OInolher. If you're looking for a good
none ; Skills currcnt a!T.1irs 50°0, deception { {U o, hidin~ time, or information abollt ~ornehod)', she can help you.
19~),u, listening 77%. rending com lll'c hension/ pcnman- For a price, of course.
sh ip 60 0 u, riding 55 1\1. slll>;tking 63°,'~; TalC'llIs great
ambidexterity. \'etcran gunfightcr: Gunfights I: 511.45; Wra n gl er: hp 21; Speed 5, Accuracy - I: Str 11/06.
Firearms Remington derringer. Int 9/58, \ris 10/36. Dex 11 /65. Con 914-5. Lks 9176.
Cha 11/73; Rep 33. Fame I: Quirks none: Flaws color-
SOImple Description: I've SCCII th is feUow lurking
blind; Skills animal herding 69°'0 . bronc busting 54 0 o.
around town. but I'm not sure \\h) he's here. Maybe
gOlmbling 77°0. reading comprchension/penmamhip
he'sjusl passing through. I d id sec him turn !ail when
88°'0. ridi ng 2°'0: Talents endurance, quick aim:
he saw a black cat in the st reet, though. so I guess if he's
Gunfights 0; S1.75; Firearm s Colt Sr\.A...
~ca rcd of cats he's not milch of a danger to an)Ollc.
Sample De.~e ription: I kc(' p tcJlin~ this fellow Ihal he
Undertaker: hI' 23; Speed 7. Accuracy -I: Str 8/10. oU1:I\I 10 wear a grCCIl Ilecket'{:hicf so he \\'on't upse t
1m 13/46, \Vis 13122. Dex IO/8.t.. Can 11/39. Lk~ that hull a~ain. but he keq} ~ \\'t:arin~ his red one. I sup-
10/57. Cha 12/63: Rep 50. Fame I: Quirk.~ medicinc po~c he just doesn't likl' takin~ advice.
tonguc; Flaws lIone; Skills accoul1lin~ 63°0. carpentr~
17°0, chemistry 68°'0, malh(' matics 61 0. 0, reading com-
prehension/penmanshi p 53 0'°, religion 55%. riding
43%; Talents fast healer, hold }'our liquor, resist dis-
* SAMPLE HORSES *
Coach Hors e : hp 38; Cleveland Bay; Short B.
ease/infection: Gunfighl ~ 0; S4; Firear ms none. Medium 7. Long -2: A'{ililY 6: Endurance 11: Horse
Sample Description: Our undertaker is full of stories Sense 12; Tem peram('tU 14; Trainability 13; " Ielllt'
aboul the folks he's buried oV("r the years. and it doesn't 14; Sou ndness 13; Strength 12; Vices cribbing.
take much to get hjm started blalhering on about Ihem.
Still, it pay'l to be nice to him. After all. might no\ he Hunting Horse: hI' 36; Thoroughbred: Short 12,
tOO long before you're in need of his services. and you i-. ledium l-l. Long II; Agility 9; End urance 8; Horse
walll to look nice in that pine box, right? Sense II: Temperament 10; Trainabilit), 10; i-. lellie 8;
Soundness 10; Strength 9; Vices kicking.
Vagrant: hp 27: Speed 7, Accuracy -2; Sir 9/16, Inl
IO/~ I, \Vis 10/65, Dex 11175. Can 12177, eha 11175.
Nag: hp 29; Quarter H or~e; Shan 4, !>.lcdium 7,
Lks 8/45; Rep 4, Fame 0; Quirks none; Flaws strange Long 7: Agility 9: Endurance 9; H or~c Sense ~;
hody odor; Skills animal husbandry 23°0, hiding 30%, Temperament 10; Trainability 9; Mettle 9; Soundness
hunling 54%, prospecting 77%, read ing comprehen- 8; Strength 7; Vices shy ing.
sion/ penmanship 87°iO , riding 52%; Talen ts endurance,
Plow H o rse: hp 36: Pen:hcron ; Short 7. t>. lcd ium 6,
gua rdian angel, hit point bon us; Gunfights 0; 50.05:
Long: 5; Agility 6; Endurance 1 I; Horse Sense 12;
Firea rms none.
Temperament 13; T rainabil il), 12; ),I ettle II:
Sample Descript.ion : This odife rOliS fellow is not Soundness 13; Strength I I; Vices pawing.
someone you wall( to stand next to or even ncar. He
sti nks to high hca\·en. Worse, he doesn't work, and just Prize Stallion: hp 46; i-. lorgan; Short 12. ), Iedi um
wander~ around town looking for an cas) way to pick 16. Long 16; Agility 17; Endumnce 18; H or~c Scnse
up some free food or money

IH
19; Temperament 16; Trainability 18; ~ l ctt1c 17; Wild Hors e: hp 42; ~ I ustang; Short 12, ~ I edium
Soundness 17; Strength 18; Vices-, 12, Long 13; Agility 13; Endurance 14; Horse Sense
14; Te mperament 6; Trainabilitr 5: :\lcttle 6;
Race Horse: hI' 37; Arabian; Short 19, :\Iedium Soundness 13; Strength 8; Vices diflicult lO catch,
20, Long 15; Agility 14; Endurance 18; Horse Sense resists saddling.
13; Tempe rament 13; Trainability 14; )\ I cttle 13;
Soundness 15; Strength 10; Vices tail rubbing,

Range H o r se: hp 39; Quarter Horse: Short 14-,


i\ledium II, Long 9; Agilil)' 13; Endurance ,<I; Horse
Sense 14; Temperament II; Trainability 13; i\ lettle
12; Soundness 12; Strength 1 I; \ "ices resists grooming,
* PLAYING THE CAMPAIGN *
As mentioned previously, one of the cballenges of an
Old West campaign is that players sometimes don't
know what to do next. A good Clivi can certainly rem-
edy the situation by nudging the players with a good
adventure and interesting encounters, but what if the
players arc simply standing around waiting to be prod-
ded into action? Whcre's the fun in thai?
To gel the most enjoyment oul of the campaign,
players need to take charge and be proactive. This
brief tutOrial wi]) gi\'c you a few examples on how to
do just that. SETTLING IN
Chances are rou spent most or your money on your
THE FIRST STEP stage ticket and only ha\'c a few dollars left to your
O kay, so you've rolled up your first character. .'\ow 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 slart - il's sink or swim lime. :'\obody is going to hold
and the Game:'l laster has decided you start ofT by hav- your hand here. You came here looking ror opportuni-
ing your character step off the noon stage with 55 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 answe red that call. Perhaps it was the arc a given. You'll need to find a place to stay and
siren song or gold and all the possibilities waiting something to eat. You']] 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 j uan .\·l ountains. everything you need at once. The gun may have to
wa it. You might have to settle for a bedroll in a haylort
You step off the mud-spattered stage that carried
until you can find work.
you nearly 600 bone-jarring miles from Amarillo to the
streets of Lazarus and step into a strange wild world. Meanwhile, you have to survive and make your way
Your back aches from thc week-long ride you just in the world. Here's some advice on how to do just
endured. You're stiff and hungry as hell, but glad to that.
be in one piecc.
As the stage driver tosses your bags down at your FRIENDS AND ALLIES
feet, you take in your surroundings. Your senses are
overwhelmed. T he air is filled with a thousand noises. "Being alone iJ a not a way 10 live, JOII. II'JjuJI a quick way
T he bellowing or an ove r- worked mule team straining 10 die." - Advice from one cowhand to another
to pull a freight wagon buried up to its axles in mud.
T he pounding of dozens of hammers nearby driving
You'll find the row you have to till a bit easier if you
nails into hand-hewn beams as new build ings a re
have like-minded individuals to fall in with. Be they
raised. The d runke n shouts or a group of miners mak-
true friends with your best interests at hean, or fair-
ing their way out of the tavern theY\'e JUSt been
weat her rriends o f convenience, having someone
expelled rrom, and in search or a nell' watering hole.
around who has your back can be a good thing.
Then there are the smel ls: a mixture of sweat, ripe
Perhaps you made a few acquaintances on that long
meat, animal urine, fresh baked bread and a few odors
stage ride you just completed. Or.. maybe you and
you can't identify. Everywhere you look, there's activi-
your rriends set oUI for the west together with the idea
ty and motion - so much, in fact, that nobody gi\'es
of pannering up. If that's {he case, you've got a good
you any notice. You're just another rortune-seeker
head start.
from back cast stepping into a IOwn already choked
with a thousand othe rs who arrived before you. O ne of the first rules of the Shatte red Frontier is
that everybody needs to belong to a group, be it a
gang, a small circle of friends, a church, an outfit or

I i6
even a social club (or secret society). You need some·
one that has your back whcn the chips are down . So, if KEEPING nEATI! AT ARMS' LENGTI!
you find yourself alone and friendless , you should be
"lou aill't bullet prorif, SOli. And )'011. ain', immortal.
putting some immediate thought into remedying the
Them that keeps that ill mind art tlte Olles who end up as
si tuation.
little old men." ~ I arshal Fraim to a depuTy
Two of the surest ways of making acquaintances
with others is at the local saloon and on thejob. J ust be ~o one enjoys investing hundreds of hours into
careful. Making nell' enemies is oftcn easier than mak- a character only to have him blown away by the
ing nell' friends. Be mindful of the fa ct that here out business end of a shotgun - all becausc you
west it 's not considered proper for a st ranger 10 ask a looked at someone 'funny' and they tOok exception
lot of questions. to it.
j"lany come to the west because they're running On the other hand, it's hard to take much pride
away from trouble elsewhere, so people who sm ile toO in a character who has no worries when it comes to
much and ask tOO many questions are often met with death.
suspiCion. \Vhen you do Without the threat of death looming over a play-
choose your friends , do so er's head there are really no challenges 10 face.
Q- " I Vlwt's )'our name,
wisely, People tend to However, there are some things a player can do 10
partner?"
judge a person by the hedge his bets and help ensure his character lives
company he keeps. Your A: "Wha! the hell business to fight another session.
reputation can be helped is that rif )'ours?//" As your charaCTer rises in stature and power,
along, or harmed , by
think about insu lating that character from harm.
those you hang with. :-':ot to mention that some unsa·
Would J ames C, Fowlel; the aggressive rail baron
vary types change their friend s like they change last
go Out personally to 'muscle' a local landowner
week's socks.
into giving up his landrights? Of course not. He'd
send out hired guns to do his dirty work for him.
MEALS AND LODGING Hiring others to do your dirty work or simply to
shield you from harm is key to your long-term sur-
"The price of an item isn't worth the slip rif paper it 's 11;rit- vi\'al in the campa ign. Don't worry - hiring help
tm on. Barter, haggle and deal.l Show me a poor man without a doesn't mean you ha\'e to miss all the fun (or gun-
hat and I'll show)'ou a man who (an', work a deal, " play), Running cronies, hired help and other NPCs
under your character's control as secondary player
- Old ranch boss
characte rs is a great way to extend the fun,
And should the worst happen and your PC bite
When it comes to meals and lodging, finance s may the dust? You'll have a stable of interesting char·
dictate your being a creative thinker, A room in the acters you'vc already fle shed out and played to step
hotel would be nice, but they can run a dollar a night. up as your new character.
That's S30 a month - more than a month's wage for
moSl people (although at many hotels that dollar
includes a meal). pOSing terms. The important thing is to get a roof
o\'er your head and food on the table.
Another option is one of the boarding houses in
town, A bed here will set you back 25 to 50 cents a
night. Plus, you'll be sharing a room with five to twen- FINDING WORK
ty others, packed in tOgether like sardines in a can. It 's time to get some money coming in, which usual-
Flophouses are notOrious for their foul smells and lice ly means getting ajob. Unless you were born with a sil-
infestations - not to mention the risk of communica- ver spoon in your mouth, you'll find any money you
ble diseases. They're also famous for petty thieves. You may have squirreled away will rapidly fade - espe-
just might wake to find your boots gone. cially in a gold camp where outrageous prices are the
norm,
Occasionally, livery stables will trade out space to
people so they can roll out a bedroll in the hayloft in If you've decided up front you'rc going 10 be the out-
exchange for shoveling manure or pitching hay. In fact, law type and live off the sweat of the brow of othe rs,
bartering for a place to sleep (and if you're lucky a then an honest day's work probably isn't in the ca rds
meal) is a common practice. So don't be shy about pro- for you. Howeve r, you may still want to read ahead.

I is
Even an out law fi nds he must lay loll' and blend in Arc you handy with carpell ters' tool s? Then finding
from time to time. work build ing houses or businesses rna)' be the ob\'ious
When looking for \\"ork, the first thing you'll want to rou te for you sla ni ng OUI. Did you learn how to ~hoe
do is get a feel for the town. Walk around and explore. a horse on your pappy's farm ? ~ I aybe the blacksmith
Tip your hat and ma ke pleasant conversat ion, read the could usc some help. ~I a ybc a job at the local saloon
paper if you c an read, that is" listen for oppo nun ities as a bouncer is more to your liking. Do you find town
wonh pursuing. Try to gel a feel for what's going on. life a bit stifling? Then head Ollt for the gold field s to
Who arc the movers and shakers locall y? Who thinks try your hand at prospecting. Or, sign on with a cattle
he runs the tOwn and who r ea lly runs things? Wh at out fi t and help drive a he rd to the railheads in
arc the main issues the town confronts? E\'en though a Sequoyah. Good with a gun? Perhaps the sheriff has
lot of ad\'entu res in ..l as & Eights take place in the need of a deputr ~ I aybe you r character has aspira-
wilderness, most campaigns telld to be towll-cemri,
since that's where the real action is.
\\"hile looking for work a nd seeking opponunities 10
better you rself, it pays to always keep your eyes open
and an car \0 the wall. T he more you know about your
surround ings, the better equipped you'll be to pounce
when a n opponunity comes by.
The more people you meet the beller. ~ I ake a men-
tal note as to who seems to be trustworthy and \\'ho
see ms to be trouble. The nature of any work you
decide to take largely depends on your character and
hi s skill s, as well as what his goals arc.
To be sure, you may be ambitious and have lofty
goals you may be particular as 10 what SOrt of \\"ork
you' re wi lling to do, bu t if your pockets a rc empty and
your stomach is knOl1ed up from hunger, you may have
to take what you can get until you find you r footing.
Offering to help the proprielOr of the general ~tore
unload th at wagon of ncwl),-arrived goods in
cxchange for a mea l a nd a cot in his back room might
be well rceeived. Likewise, toti ng wood or coal for the tions to be the sheriff him~c1f ~o meday. From catl lc
blacksmith's forge, sweeping out the jailhou se, o r driving to running a business the pos~i bilitie s
are
haulin ' the slop bucket from the cafe out to th e hogs nca rly limitless.
might put a roof over your head for anoth er night , or It rea lly falls to you to seck out and C\'cn create) job
provide a meal. opportunitics. Working for others and lea rning a trade
In lieu of mone)', a good strong back and a willing- is fine, but your ultimate goal should be working for
ness to use it can often get you through a tough patch. yourself.
Slopping the hogs and shoveling horse manure may You should vie\\ any job as simpl y anot her ste p o n
not be glamorous, but it's a good way to keep your you r climb up that ladder a way to pay the bills
head above water while you look for someth ing bctler. while you look for an adva ntageous move to appear.
Especia lly since suc h unskilled jobs are pl entiful. In the You will be presented with an endless choice of oppor-
West, no one faults a man for be ing willing to do an tunities during the cam paign, T ake the ones that
honest day's work. appeal to you. You may e\'e n want to try your hand at
se\'eral differcnt professions during the cou rse of your
PC's lifeti me. Freedo m is the spiri t of the West, and it
PUTTING YOUR SKILLS TO WORK FOR YOU
is available to PCs in spades here.
You may find skills in Act.!' & Eights a rc fa r more
important to a charac ter's liYelihood th an in some Wh at if you lack the skills needed to obtain the goals
R PGs YOll 'VC played in the past. Sueccss o r failure of you arc striving for? Learning and growing such skills
any endeavor you decide to purSlie can often hinge on is onc obvious answcr. Still, kcep in mind you can
the ski lls you have. always part ner up (o r cycn hire) others who have the
ski lls you lack.

l i9
MAKING YOtTR OWN OPPORTtTNITIES a lot of damage, very quickly and permanently. There
"If Lady Opportunity dQun't c01lle knockin' on )'tr door Ihm are no tap backs in A m & Eights. Dealh is forever.
il S limt to go find htr ond drag htr ass sutaming across ),ollr Also, don't forget that even though the \\'est has a
thrtshold. " General Welcome T. Pcniford , C.S.A. reputation of lawlessness, Ihat doesn' t mean that any-
The most importalll lesson yotl can take away from one ca n do whalc\'cr he wantS and not expect to pay
this section is to dc\"clop the habit of making your own the piper. Those who pu sh their luck tOO far can find
opportunities. That 's what this tutorial has been all themseh'es behind bars, or dangling from the end of a
about. Life isn't always about sitting around on your rope. Don't make yourself a target. The Shattered
fat duff waiting for that golden ring to come around. Fronti er is filled with mcn looking for an easy mark
and wanting to do others harm.
There arc coun tless ways for you to make a name for
yourself in the Shatlcrcd Fronticr, and each inyoiYc ~ lany playcrs come to western RPGs with the mis-

their o\\'n unique challenges. Some examples include: taken belief there's little to do but rob banks, rustle
cattle or en'J:agc in an endless SIring 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 catt le isn't the only opt ion . .'\0\ by a long shot.
• Entering politics If your chosen career path is the outlaw trail, then
• BOllnty hunting go for it. J USI keep in mind that such careers are often
short and end violently.
• Trapping or hunting
• Using your skills to turn a dollar STAYING OtTT OF HARM'S WAY
• Upholding the taw Speakin~ of violence, you will find it hard to avoid.
• Running a farm or ranch Even upstandin~ characters will find they are templed
to cross the line and break the law from lime 10 time,
• Founding a town
when in need or an opportunity presents iucle.
And th:u'sjust the tip of the iceberg. Become famil-
Besides. i:-. it really illegal if the bank you arc robbing
iar with the Personal Goals and Profession Path~.
happens 10 be in ~Iexico? ~Iany historical figures from
They' ll provide you with a wealth of ideas to pursue.
the Old West rode bOlh sides of the fence during their
careers.
STAYING ALIVE
Of cou rse, no matter how careful you are, you can
All the plotting and planning in the world isn't worth
be slife IfOuble is going 10 come looking fo r you
a hill of beans if you get yourself killed in the process.
eventually ...
Remember thaI bullets (as well as arrows and knives' do

. ~_\

180 - .--'.
4.21 Reputation & Fame
n the Shallcrcd Frontie r, a character's Repu tation A ch:mlcte r's Repu tation score shou ld not bc con-

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


ures his worth. On lonely nights b) the rire, a man
might find himself a~kil1g all sons of questions. Ho\\
fused with othcr abi lities used for soda l interaction
such as Charisma o r Looks. Charisma is a measure of
a character's leadership ahi lity and his abilit), to
much money do I h"\'e? What kind of borscncsh do I impose hi s will on ot hers. Looks simpl}' mcasurc how
own? What kind of hombre do lolks see me as? Do :utractl\'c he is. A character with good looks has a
others place their trusl in me? "ell-proportioned body. good symmetry, nice teet h
This section describes hO\I ArtS & Eigllls characters and bone stru cture and few, if any, skin blemishes.
can estahlish their Reputations. what their Reputation Charisma and Looks can .,fTect a character's Starting
means 10 other folks, and how they can usc it in the Reputation. However, after character creation. the
game. II also discusses what some may consider a character\ actions determine his Reputation.
basic human desire· the need to be \\ell liked or well
known. INDIVIDUAL REPUTATION
.\ l-haraeter's indi\idual Reputation score is what

* REPUTATION *
As mentioned in the character creation section, indi-
most players concern thenhekes with, because they
have direct control on~r it. .\l 05t players find it an
ongoing challenge to maintain their character's
viduals of great Reputation are not necessarily Reputation. During a t~ pical game session, the char-
upstanding citize ns, and those widl low Repmation are acter earns or loses Reputation Points as he makes his
nOI necessarily low-down, diny banditos. T he crucl way in the world.
owner of the Bar K Ranch may very well possess a A character's Rcputation can rise or fall during a
high Reputat ion score while an honest cowbo), gaming session or between sessions. It is up 10 the par-
through unfortunate circumstances, might possess a ticipants 10 determine if th ey want to award (or penal-
miserable Reputation. ize . a chamcte r\ Reputation Points as e\'ents unfold in
With high Repuull ioll come$ respect. power. influ - the game. This i~ ea~i('r ror Ihe players or available
ence and position. Without it, characters can expect Gamc).l.l$I~r 10 k~ep track of. and adds an immediate

disrespect, shame and insults. Reputation is so essen- effect 10 game pia" but may tend to slow down play for
tial to a ma n that it is reflected in his very counte- some groups a5 the)' stop to change their statistics in
nance. People can som eti mes tcU what kind of the middle of play.
Reputatio n a character has JUSt by being in close prox- Ahernati"el), keeping track of Reputation score
imity to him. adjustments anc! awarding them afte r the session docs
Reputation is something the character carns through not ~Iow down play with ability changes, but docs
his actions, much like Building Points BPs. ~Ioreo"er, require the players or G~ I to keep track of which char-
Reputation can aha be lost, depe nding all the actions acter, should receive bonuses or penalties, and why.
of Ihe ch<lracter. In fact, Reputati on is casier to lose The choice is up to your indi\'idual Style of play.
than it is to gain, so ch aracters must carefully consider
the cOiln'quences or their actions. Breaking a n oath, GROl1P REPUTATION
back shooting, cheating, cowardice aud un:wengcd "'hel1e\'cr twO or more charactcrs partner up and
insult s result in a loss of Reputation. Bravcry, ncr.e, begin spending time togethcr. they ~hould calculate
sel f-sacrifice, mastery of skills and honesty earn the thl"ir group Reputation score (a n averagc of the
characte r Reputation. Reputation values of those characters comprising the
Player charaCters and ordinary citizens alike benefit group). Group Reputation includes the Reputation of
li'om having a high Reputation score. The ~c charac- any henchmen , si dckick ~ or cronies in the group.
ters art' perceived as trustworthy, honorable and reli- Group Reputatioll also applies 10 military units, out-
able. Other folks are more likely LO listen to and law gangs, secret organizations, elc.
bclie\'e such a person. Conversely, a me rchant or cow- After each ga ming session the cha racters spend
poke \\·itb a low Reputation score might find it difficult together, the players should recalculate their group
to keep hi~ job or to engage in p rofitable new business Reputatio n score always found down. Each player
deal ings. must then adjust his character's individual Reputa tion

181
one poi nt closer to the group Repmation score. This CATEGORIES OF REPUTATION
means those characters with low Reputat ion will ben· Depending all a character's Reputation sco re, they
efit by being part of the group and ha\'ing their fall into a particular Reputation category. The cate·
Reputatio n raised. Those with high Reputat ion will gories arc: Disreputable, Low, t\\·e rage. Great and
find their Reputat ion being slowly dragged down by Lege nda .·}'. A character can only exist in one category
the others. Remember that any henchmen. sidekicks at a timc, a nd the effects of these categories whet her
or cronies who a rc part of the group also mO\'e one penalt ies o r bonuses a rc nOt cumulative. ~o r example.
point toward the new average. a eh:u'acte r in the Disreputable category su ffers a .\
For t.\ample, lel$ SO)' tltal Billy, /-lank and Ttl; are lIlt onb' penaity to all die rolls. If he mO\'es into the Low
membm 0/ IllIir gang. After a nighl of role·pla)"ing, lIlt Reputati on category, Ihis penalty disappears.
Repllialioll SCOTtS of 111t.Si dtamclUs art 10. 15 and 9. ThO' Likewise, a character with Greal Reput ation receives
delermine Ilitir group Reputalion SCOTt is II (JO+ 1 5+9~34. a + I bonu s to all die rolls and gains an additional 10°'0
and 31 dh-ided b)' 3 ~ 11.3, roundrd dou'nlo II). Billy GIld on any BPs earned. If he moyes into the Legendary
ux imp fOl'e Iluir scores ftom 10 10 11, and 9 10 10, resper· Reput ation ca tegory, he loses all Greal Reputation
Ih'eb'. However. Texs Rtpllialion drops 10 /4. Thai's whal he bonuses and ga ins the Legenda ry Reputation bonu ses
gels/or hanging around wilhfillas of lower Repulation. instead .
Di s r eputabl e (0·5): Disreputable characters arc
FAMILY REPUTATION looked upon as the dregs of society. They sufTer
'f he Reputation of relations affects the Reputatio n harassment and ridicule at the hands of most other
of a cha racte r, and vice versa. Family Reputation is people. Shopkeepe rs arc more likely to take ad\'antage
on ly import ant to those characters that are reared of these charaCters, barroom bullies arc more likely to
from an established family or h",'c kin that li\·c nearby. pick fi~hh, and innkeepe rs arc more likely to turn
Certain r('suhs on the cham in Chapler 6.5 1Delailed them away. Character~ in the Disreputable category
Character Backgro/lnds affect Starting Reputation. ,ufTer a -\ penalty to all die rolk

• -=:.L- f ~~'=:'·'"~·""''''''''~~'''''bo''__
''_-7

If )'OU hl/llg out will, bar/nUll. killers mid samges, dOIl'1 br sllrJ!ristd if )'our Re/mlalioll score drops right alollg wi/Ii Iheirs...

182
Low Reputation (6-20): Characters wilil low Reputation Poims can be used to gain a re-roll to
Reputation arc often distrtlSled, mistreated or ignored. sway a critica l ollicome. At an)' time, a player may
Since this is the category in which many characters deduct 10 Reputation Points to re- roll one of his com-
begin, they haHn't necessarily done anything to bat rolls, ability checks or ski ll checks by simply declar-
deserve allY unjust treatment They just might not ing that he desires to do so. Hc can also expend 10
have gotten a chance to prove Ihem~elve s yet. Reputation Poin ts 10 make others re-roll a roll that
Average Reputation (2 1-70): Charactcrs with an directly affects his person (such as a shot fired at him).
ave rage Reputation are mostly ordinary citizens who The onl y limit to the number of limes a player can do
make an honesi living. They ha\'e can'ed out a this is the number of his Reputation Points. For exam-
foothold in the Shattered Frontier and are making a ple, a player can deduct 30 Reputation Points to re-roll
way for themseh-es one small step at a lime. three times. He need not spe nd all the points at once.
Great Reputation (7 1-100): Characters with great He can simply conti nue to expend 10 points to re-roll
Reputation have proyen repeatedly Ihat they haw each time until he gets the desired resuh. A charac-
what it takes to defend their hOllor and act with ter's Reputat ion Points may never be reduced 10 less
illlegl'ity. Others know thnt someone \\ith a great than zero in this manner. In any case, once a point is
Reputat ion is not to be trifled with. spe llt. it is gone for good!

All characters in the Great Reput ation category For tramplt. ltls st!J tlwi J tbtdiah Smith has a total of 23
rcceh'c a + I bonus to all die rolls and gain an addi - Rtplltation PomiJ. If Jthedialt fails a comhat roll (or abili!)'
tional I BP for every 10 HP earned. They also receive e"tek or skill chtek), ht can sptnd 10 Rtputation Points (rtdllc-
a "mu lligan." This is one free re-roll per game session ing his total to / 3) alld rt-roll. If ht sucutds, guat! If lit
that can be used for any die roll combat, damage, ini- fails, ht can accept the failure or sptnd allothff 10 Reputation
tiati\'e, skill rolls, mastery dice, etC, I. Points (dropping his 10101 to 3). Ht (an'l try a t"ird lime sina
Ite needs 10 Reputation Poinls to do so. bllt on(y has 3
Lege ndary Reputation (101+): When a characte r's Replltation Poillts lift.
Reputation score reaches thi s le\'el he inspires stories,
legend s and gossip. Some make up stories that make Spending Reputation Point s helps bring an clement
the cha racter secm larger than life, while others may of cin('matic drama into Ihe game and allows charac-
thi nk the cha racte r has gotten too big for his britche~. ters to do truly larger than life feats. It can also help
This le\'('1 of Reputatio n can be risky. because young pr('\'cnt the premature death of a character in which
tenderfoots sometimes seck these characters out to try you\'e invested a lot of time. but doesn't necessa rily
their luck at taking them do\\ n a few notches. guarantee safety as the re-roll could strike true once
Legendary Reputation docs not make a cha racter again, for exa mple.
fam ous, but those who meet this character a rc often
strongly affected by the experience.
All characters in this cillegory rece ive a + I bonus to
all die rolls and gain an additional 10 0 0 on any BPs
earned. They also receive two "mulligans" per scssio n.
A mulligan is a free re-roll that can be used for any die
roll combat. damage. initiati\'e, skills, whatc\'er .
Howevcr. characters in this category draw the ire of
any host ile character encou ntered. If a random deter-
mination is needed to detcrmine whom adversaries
target, count characters in this category twice.

REPUTATION SCORE AND REPUTATION POINTS


Beginn ing at character creation, a character is
assigned his Replllation score and an identical number
of Repumtion Points. If a character's Reputation
score mo\'('s up or down, the Reputation Points arc
adjusted by the same amount. A charactc r may spe nd
Reputation Points without a<ljusting his Reputation
score) in order to gain advantages in the game.
II III/Illifiating way 10 lost Nepull/lion Poil/ls.

183
NOTORIETY proprirtor. Nt nllgs tht bell 01 lIlt COllllter and It'htn 110 alit is
SUII/lltolltd jorlll daides 10 Itavt alld suk lodging elsewhere. 1/
When a ch;lr:t('lc r loses RCpul;lIion such that his
score becomes negative, it is no longer called iJ IIis bad Ilirk Ihal a deputy oll/mtrol SUJ Itim lem:ing lIlt hole!.
Reputation , but ralher, ;'\'otoricty. ;\l oloricI), has simi- Laler, u:hl'll lite body rif the IIIlIrdmd ric/illl iJjOulld. Ihe deplI!J
lar categories as Rcpulation hut orrcr~ nOlle of the remembiTS suing Ftrnando. FtTntlllda ij immedia/elJ' arrtsltd
same benefits. The categories arc: and charged wilh Iht (filllt, alld his Ileplltalion drops berar4.f( lit
is pmtil'td to ht g/lil~)' - and IiktlJ' cOIll"icled buaust rif il/
Notorious (-I to - 10)
Low Notori e ty (-11 to -20) OATHS
Average Notoriety (- 2 1 to - 70) There Illa} be times when your character and his
Great Notorie ty (-71 to - 100) associates may need to swear an oath. Oath s in the
Shattered Frontier arc taken \"cry seriously. A man',:;
Lege ndary No tori e ty (-101 and lower)
\,'ord is his honor, ilnd breaking an oath the strongest
.An)' character that allows his Reputation 10 rail 10 \\ord of honor a charaC(cr ca n gi\'e has din- eon~e­
zero or less is in for sOllle trouble. Th e characte r can quenee~. \\'lll.: n a character ~\\'cars an oat h. he i ~ liter-
~ I ill perform acts Ihal incrc;.m: hi~ Reputation ~co r{'. ally swearin~ by his Reputation. Oaths arc usually
hut he gains no corresponding Reputation Points until made ....·hell a charaCter promises to aecompli~h some-
hi~ Reputation becomes POSiliH' ag-,lin. thing of extreme importance to him or another c har-
In gunfiglHs. Reputation atlecH how a ch;UOKtCf ancr.
reacts when faced \Iilh his 0\111 monalir). If a char.tt- If he breaks the oath intentionally or otherwise).
tel" has a high Rep utation . he'll \ta nd tall in the fa ce of and \\ord gets out about il. the char:lctel' loses respcct
mortal danger. while those of lo\\er Re p Ulalioll tend to and mllst immediately roll on Tablt .J.2-1: BrtakillK All
n ee. HO\\c\'cr. Iho~c with negative Reputation Oalh to determine the result. Ah\ays round down.
NOlOriery' ~ hould take the absolute \'alue of their Xotl' that keepi ng or making good on an oath has no
::\otoriet) score in order 10 determine the eneCt of extra benefit other than a possible increa se in
Reputation on how wounds arc handled in scrape ... Reputatio n a ~ ~et forth in the .\wards section in Chapttr
For example, a character with a 10 :'\otorit't} ~(orl" .J.3I J 1('Ofdr" •\ person is e xp ect e d to kee p hi~ word.
should con~ider hi~ Reputat ion ~co re ;h 10 for pllrpo~­ ,0 no incenth'(' i~ ~i\·en.
es of hi s reaction to wounds. Sec {,hapla 3.21 Adt'Ollml
S(ra/Jts for more details. Reputation and NPCs
Reputation i~ just a~ imponant to NOIl- I}layer
GAINING AND LOSING REPlTTATION Charaner, XPCs as it is for Pla.ye r Charac ters. Fo r
When awarding or docking Reputat ion. the oth("r {'xample. no \('Ir-rt'~pcctin~ gunslinge r is going to take
players and/or Camei'. lasler con~ider both the indi- lip or back- ~a" from the guy standing next to him in
vidual act ions of a character and the actions of his the ~ alo on. \dwther he's an N PC or not. If tilt') feel
partners as a whole. Like\\i se. when a gang decides to their Reputat ion has taken a dent , YOll ca n he sure
tak(" a specific action as the result of grou p co n se n su~ they're ~onna come up for air and attempt to settle the
or the leader simply decides \dHH the group is going
:.core.
to do and no one objects ', the ga ng is treated as a char-
acter and awarded or docked the points appropriately. The Reputati on category of an N PC can suggest a
lot. It i, a good indication of just how important
Typical Reputation awards an' li sted on Table.\ 4.2-/ Reputation is 10 such an individual, and can wme-
through -1.2-8. The awards li ~le d arc by no means times be u~ed to determine ho\\ he reacts to the group.
complete. It is impossible 10 con'" every situation that Fo r exa mple, a disreputabk :'\PC has obviomly been
might occur ill a t}11ical g:lme session. The players ha\'in~ a tough time of it. i'. lore than Likely, he 's in a
and/or Game~ l aster must rely on their judgment. foul mood and looking for a way to rai se his
using this lisl as it guidelint: for situations that arc not Repmation. What better way than to pick a fight or
co\'ered. attempt to steal Reputation from someone else? Of
:-.lever forget that Replttatioll is largely based on the course. it's important to remember that Reputation is
perception of thosc who \·iew the cha ractcr. Fal~e not indicath'(' of personalit}. but it can suggest a c har-
rumors and misperceplions can taint such perception';. acter's intent and mOlivation when considen-d with
Sr/ppoJt. jOr twmplt, Frrnando Corle: (111m a holtl JrUI other faClor~.
mOll/ttlls qfttr oul/art·s }WI't robbtd lilt place alld murdtr,d 1111
TABLE 4.2-1: BREAKING AN OATil TABLB 4.2-3: SAMPLEREPUTATIGN/ FAIiIE AWARDS
RoJJ (dZO) % of RepufitioD S CO.IC LQSJ
- SOCIAL/ BNCGUNTBRS
ACiion RcpUUlion Flme
I .. . .............. .75% AlIo...mg I patOnll s1igbt/illSUll 10 80 uacbillcnged ...... ·1 ...0
2-5................. . .. 65% Allowing .n inferior
(suell u servanlS .nd hired h.nds) to disrespect you .. 2 . .1
6-9 ......•• • •••. . . . ....... 50%
AD ouuider bugllillg/ modlillg you or I complnlon .·1 ,.. . ...0
10-13 .....•.•.•.• _• _...... .'100/. BeiDg ldmoaished by lDOther for l wrongdoing, ..... -1 ........0
14-17 .....•.•.•.•..........30% Beillg publicly ,"sulted or displ.Ugcd by III illferior .·2 ........0
BeiDg puhlicly insulted or dispmged hy," superior .. ] , ... " ..0
18-19 .....•.••••. . . . ...... .20%
B.elking your .... ord ......... ,', ................. 3 ........0
20 _........ . ............. 10% Ch.llellging I slighl TO Olle's Repuutioo .......... ,.1 ........0
Esa.ping from imprisonmenT., .... , .... , ... , ......2 .. .2
uught blsely cl.iming 'bugsiog rIghts'
TABLE 4.2·2: SAMPLB REPUTATIGN/FAMBAWARDS tbll beloDg 10 lDOTber ...... .......... ...... " ...-3 .. .3
. SCRAPES HlviDg l book .... rittcn lboul you ., ............... .1 ...5
HlViDg I ne'llS Htide wrillCD IhoUT you ...........0" ••. ".1
AClioll R ~pUUljOIl Flme
Keeping l dIfficult promise ....... " .. , .......... .l ....... .1
Allow diSirmcd opponeDI 10 pick up his we_poD ••.. .I _.......0
Killing. host 'IIho h.s pro\'ided you food or shelter. " ........0
Allow ( llemy 10 dr .... firsT... ....... .:Z ....... J
LetTillg someone uke ld,'uugc of you· , .... , .. " .. -] ........0
Allow (llemy to rcmo'~ their dCld/woulldcd
Muryillg IlItO IIlgher soci.1 tlw ." ...............2 ....... .1
from the fidd ............................ .I ........0
Negleeliag to properly hury l compUlloT .. , ... " ... ] ........0
Amck unumcd or ob\·jously inferior opponeDT ...• ,-3 ........0
Plyi ng off III extortionist 0' 'hlke·down ...........·3 ........0
Ehckshootillg ...................................-5 ....... J
Perpemle hum ililling prlllk on ellCmy ., .... , ... , . .1 , •....• J
Bein8 ill • gUllfighl ..............................2 ........2
Pickillg up the fUl>C.r,j expenses of somtOI>C you killed ..2 ........0
Being Illten pnsoner/surrendering ................ 2 ....... ,0
Public iDIOxicuion .......................... , ...·1 ... , ....0
uplure b.mle 5undud or flag during comblt ... , .. .5 ... " .. .1
Publicly humilialing. wrKler of i lIigller Rq>ulilioll·· .2 .. .1
Deliver deit h blow to l helpless opponent " ... " ...·1 .,', .. , ,0
Ruh or improper soci.! beh.vior ....·1 ........0
Dir ty fighting (docsn't ,pply i{ the other guy
Requesting I bvor/chuilY ....................... -I ....... ,0
fighl5 diTly first) .. ".,', ... " ... , ... , .... , .... ,-2 .. , .... .1
s.,iTcltiIIg or rmins ()O,II HNlJCtcr 10 .uthorities!enemy .. ·2 ... .. ..0
Enleri llg illto a Ielhll fighl without cover ........ .3 ........2
T,kiog' b"be .......................... . ... 1 .. " ....0
Exercising your 'brlgs;ng rigbli U I ",loon or hOlel .. .1 •.......2
Lose l tontcsl ., .... " .. ,', .. " ... , ..............] ....... .1
Figbtingl 'W()o'Ihy .-I>'eJSU)" or b.1I1Jc.1wdo:ncd ~\'O'SIt)' .t .. " ... .1
Refuse I flit cOlllcu/c b.!lellgc .................. , 2 ....... .1
Flee l fig ht wilh In equII opponent .... , ............J ....... .1
Flee l figh t with l superior opponelll ... , ......... ,-I .. , .... .1 • Such as losing a haggle or paying good money for shoddy producl,
Flee I fighlwilh I weiker opponenl .............. -5 ....... .1 " Includts authority figures liltt deputies. politicians. etc. AWQrcI
Flee l lnnle thlt's obviously going poorly ... , ... , ,·1 .. , .... .1 RepulDlion Points only if the figure INing disporagcd is in a position
Flee, Inttle Ihu's still in qucstion ................ -3 ....... .1 10 do something about it. For txample. publicly ridiculing an Indian
Refuse medicd trutmellt for the good of l frielld ... 2 ........0 chief imprisoned INhind bars does IIOt WlJrrDnl poinls.
S,ve the lifc of ,nother u greu ris k 10 own self .... .5 " ... , ..3
Save I life .................. ,', .. " ............ .1 ........2 blown out of proportion if he is good at sprcading
Survi~ l gunWIol or primiti\1: ~ wool!d .... woul!d r."C:tiry ic>1:i .I word of his deeds or alleged deeds. ThllS, you might
Tlke. prisoner (J) ....... , ... " ... ,.... . ... .1 ....... .1 nOt want to belieye e\'erything you hear.
Purposely uke n lrrow or bullel wound
.\"OtC that Fame is not an indication or how well
mc.nt {Of someone else , ........ ,. .. ... .s ....3
Tau ll t In ene my ;nt o fig ll ti llg , ... ,', .. , .. .. -I . ...0 respected or liked a charactcr is, or whether or not he
Unjustly slaying I prisoncr or unumed is a good or bad person. It si mply indicates how \,'ell
oppollent who hu yielded ...... " ... ,.. .. 5 .. .I known the character is. Famous characters may find
Victorious 19linlt overwhelmillg odds ........... ,.s , .... , ..5 that opportunities seck them out, it's easier to get
Blck dowlI from' chdlcngc' .... , ................ -2 ........2 loans, easier 10 obta in an audience with others of high
\Vin I btlII'I ... . ........ , ... " ... , .... .1 ., .••.. .1
Fame, hangers-on and side kicks arc lurcd 10 them,
• Remcmbu thai perception often INlays intent. A character thai they get offcrs and fa\'ors "come to my saloon and get
oilers 10 buy a drink for someone ",'ho has just challenged him to a free drinks" , and so on. They might also find it casi-
fight could IN construed as 'backing do".'n from a fight. ·
er 10 be elected, and harder 10 be cOlwicted.

* FAME *
Fame is a measure of how far knowledge of a char·
Howe\'cr, you ma)' also find that people recognize
thc cha racter whcrC\'cr he gocs (regardless if he wants
them to or nOt, his rcputation good or bad oftcn pre·
acter and his exploits extends beyond his own immedi · cedes him, people spread gossip and rumors about
ate social circle, Howcn' r, a character's Fame can be him, and folks often seck the characte r out, wanting
something from him. The C:\ [ and/or othcr players

185
may have th eir charactcrs seek him out for th ese vcry also cau ses the adjustm ent of the Fam e of individu al
reasons. members of the group on a periodic basis. Follow the
Each character's Fa me stans at zero, though thi s same process for adjusting indi\'idual Fame due to
may be modified by his Looks score. See Chapter 3.1 1 group Fame as you would for Reputation.
Character Creation for morc information.
Calegories of iIlme
Individual, Group and iIlmily iIlme Little Kn own (0-10): Only a few peopl e know you
Group or famil y Fame can be calcul ated in much the exi st.
same way as group or family Reputation . Likewise. it

TABLE 4.2-4: SAMPLE REPUTATIONi PAME AWARDS - CRIMES


Crime $e1',r;IY'
Misdeme~ nor Fe1oo): Hagiog Offe~se Trnsoo
Ci"umst~oces R, p Flme R,p F~me R,p F~me R,p Flme
Publi<:ly OICCU!lI:d of crime (ioDOCC:ol or 001) .... [ .. 1 .... ....·3 ........ 2 ........·S .... .... 3 .. ..... .·S .. ... ..A
Chuged wilh I crime ................ .·1 ....... .1 .... ....·3 ........ 2 ........ -S . ..... .3 ........·S ....... .'1
Coovicted of 1 crime ..... . ....... . .. .. .0 ....... .I .. .. ..... [ .... .. .. I ... .....·2 ... .....3 .. .... .·10 .......5

• Crimes typically considered misdemeanors in the Shattered Frontier include &mery. bribery. ciIJil disobedience or disorderly conduct.
manslaughter. trespassing. vagranC!J. vandalism and similar crimes. Crimes considered felonies in the Shattered Frontier include block·
mail. embezzlement. extortion.forger!J.fraud. grow robbing. kidnapping. perjur!J. rope. theft. banditr!J and robbery and similar crimes.
Hanging offenses include arson. horse thiecing. cattle rustling. murder and similar crimes.

TABLE 4.2-5: SAMPLE REPUTATION/ FAME AWARDS


- PERSONAL ACHIEVEMENTS a. FAILURES TABLE 4.2-7: SAMPLE REPUTATION/ FAME AWARDS
AClioo RepU lllion F~ me - NPC &PLAYER RELATED
Acquiring 1 DeW skill ... ... ...... ...... ............ ... .. .1 ... .. ... .. .0 AC Tioo RepuuTion Flme
Acquiring Uod (per 1T1IlS1CTioo) ... .... . ... .... . ........ .3 . .... . ... .1 AccepTing 1siguifiaoTgill .... .......... .. ....... ...... I ........ . .0
Chiming Territory from olD el>ClTly ..• ................ ... 5 .......... .! ... n
Asking olD importolDt b\l()f .. .. .. ... .. .. .. ..... ... . ... .. .. ! .. .
o,llecting ~ rewvd .• .... ... ........ . ................... 1 .......... .1 Civing ~ sigoifiuul gift ••• ..••...••...••....••...••...••. .1 •• .. ..... .0
Complc:ting 1 pcnow.I mission ..• ........... ............ 5 ... .. .... .0 Crlnling olD importolDI £1.,'Or . ............ ..... .......... .1 .. ........0
Enttring inlo debT .............. ....... .. .... .. .. .... .·1 ..........0 Phycr mempliog to KT on knowlc:dgc
Fliliog 1 pef5()ll.ll quest ..... ....... ......... .... ..... .. ..S .. ........0 his dW1Ctcr docsn ·r1UVc. ......... ........ .............. .·5 ... .. ..0 .
Gaining mISlay bel in ~ skill .. .................. ..... .4 ......... 1
[n ~ion of ~ fUllOUSor historiu.l item (ptr item) .... .8 .... .... .3
Losiog 1 siglUlUrt \\"Upon .......................... .... ..-1 ......... .0 TABLE 4.2-S: SAMPLE REPUTATION/ FAME AWARDS
l.o5iog iI\1.npOD ...... .... .. .... . ................. .. ....·1 . .... ... .0 - FAMILY a. GROUP RELATED
Mlking olD item of extrrordilUry cnftsmmship .... ..... . . .1 ... ...... 1 Action Rtp uurioo Flme
Wioniog HOIIlest ............. ................ ... ...... .I .... .. ... .1 Avenging murder of bmily rrw:mbtr . ... ... .. .. .. .. .... 5 .... ... .. .1
WLM.ing olD drxtion ........ ......... ........ . .. ........ 5 .. ...... A &nishcd by family. . ........ . ............................5 ........... [
Dde.llill8 ~ hc:Tediury el>ClTlY ......... .... .... .... .... .10 .... .... n
TABLE 4.2-6: SAMPLE REPUTATION/ FAilE AWARDS Formiog ~o ~lli.lDCt wiTh mothc:r family .. ..... .......... 1 .. ....... .0
- PROFESSIONAL Fulfill fWlily debT ....................................... . .4 ......... .0
Losing 1 birthrighT or olD inhaited item ....................-6 . ....... .0
ACTion RepuUlioo Fl mt
Btiog tlkto WVolDUge of •... ................. .. .......... 1 ..........0
Mcmbtr of fWlily dies wilh grt.il RtpuuTion. .... ..
.....1. ... . .....0
Murder of ~ family member . .............. .......... .. .~ . .. . .. . .1
Showing off billie 5Qt'S .... ..... .... . ............. ... 1 .. ....... .1
Ikoo-.-cring or 1\1:0gingl stob or destroyed
Crnting ~ DeW useful iOVCIlTioo ... ... ................... 5 .. ...... 1
family hc:irloom ..................... .... .. ......... ... 5 .. ...... .0
First TO find w.1ll1h1e ore deposiTS ................. ... .. .. 1 ......... .3
Refusing orr.·s flmily bdtr ................ .. ......... .. .-5 ... ......0
Ceiling uughl chating . ... ... .. ... ...... ............ ..-3 .. ...... .1
&nishcd/oosred by gwg/company ............. . ...... ..-5 ......... .0
Hiring 10 employee ..... .............. ....... . ......... .1 . ........ .0
Oath of ~ fellow wiTh Crat Rtpuutioo ...................·1 ......... .0
Losiog signific.tntly IT gunbling ......... ..... ... ... ..... [ .. .. .... .0
NUtsingl dwuter TOhc:.ihh ...... ... ... .. ...... .... ... .1 .. ....... .0 •Group Reputation aWQrds/ptnalties are 9AA-n for those actions the 9f01lP per-
Performing 1 successful surgery ....... ............ .. .... .1 ..... .... .0 forms as a groop or thfOllgh 9f01lP consenSli5. Points are added to {an
Publishing/writing for 1 PIper (per month) ......... ......0 ..... .... .I removed from) the 9f01lp Reputation. not from individual Reputation. At the
Sllkiog 1 mining ,him ..•. ..••• ......... .......... . .... 1 .......... .1 end of the sess.i:.m. each 9f01lP member's Reputation moved OIle point doser to
SI1rtiogl busillCSS .. ........................... .... .... 1 ..... . ... .1 the 9f01lP Reputation foctor (before individual Reputation is rero/culateci per
WinDing signifiUllTly i t gvnbling ... .... ...... ... .. .... .1 ..... .... .I the Repalation roles)
WriTing/publishiog I book ........... .............. .... 1 ..... .... .I

186
Local (11-20): Seems like everyone in town knows get the most daring deeds! In game tcrms, this is re p-
who you arc and your deeds, resented by the fact that Fame decreases at a rate of I
Minor Celebrity (2 1-70): E,'en the wranglers in the point per month. Fonunately, Ihis loss of Famc can go
next territo ry know about you, \ rhen a character's no lowcr than 20 0 ° of the highest Fame the cha rac ter
Fame reaches SO for the first time, his name begins ever obtained. :"aturally, the characte r ca n continue
appearing in popular songs and stories as a minor or to perform activities that increase his Fame,
local hero (or villain of mention, In addition, there is For ('(amplt, ltl:r sa)' l/tal UX /tas a Famt scort as high as
a 10°'0 chance per week that a notorious foe starts I i3. bill hi losn inltusl ill dramalit duds and U'tnt into Sttfll-
boasting of his ability to whip the character in a gun- Jion. Ort( tht nl,\1 fiu' )'tarJ~ his Famt dttrtast$ b)' I lur
fight, an election, or any OIher profession-relat ed IIIonth aJ jolks gradllal/;' SIOI) talking about },im, 111IIil it SlOpS
activity), For example, an outlaw may c hallenge the at31 (2f)~~ oj I i3. rOllllded doum). ux isn't quitejorgollen,
marshal to a shootout, while a carpenter boasts that he but ht S 1101 lItar(), as big a/Willi (/j' ht 011(( U'(/S.
creates beller woodwork than thc character, On the
ot her ham!. a earpe mer who was once a gunfighter Sample ReputaUon/Fame awards
may find himself challenged by either. If such boasts
Tablts 4.2-2 through 4.2-8 provide some guidance on
reach the charaCler's cars, and he refuses to seck Out
ci rcumstances warranting such an award.
and defeat the foe, he surrers a loss of 20°0 of his
Reputation Points, A note on a wards or p e nalties for c rim e: The
Rcputation of the accused and the accuser affects
For every 50 points of Fame a character has, others these modifiers, For every Reputation calCgory the
surre r a - I penalty to Accuracy and a +1 penalty to
characters are away from avcrage Reputation, add or
Speed when facing him,
subtract one Reputation Point from those listed on
Major Celebrity (7 1-100): You're extremely well Tablt 1.2-1: Samplt Rtputalioll/Famt Awards - Crimts,
known. For example, the person working on the docks depelldill~ 011 \\ hethcr tiley arc abo"e or below aver-
in New York City has hcard of you, and how you ShOl age, respecti\'ely. H owc\'er, if the accuser or the
four Indians with a rusty revolve r whilc blindfolded, accused is of legendal'\' Reputation and the other is
Famous (101-200): You and your deeds arc occa- not, doubl e the modifier after addin~ or sublracting
sionally heard of c"en in lands across the ocean. the original modifiers,
Epi c (20 1+ ): When a character's Fame reaches 201
he is co nsidercd a gre;ll hero, suitable material for epic
songs, lengthy folktales and the like. Those who might
like the c harac ter arc more di~posed to trcal
him with respco, while those who arc morc
famous now stan to treat him as a peer. All
penalties when facing this character a rc dou-
bled.

GAINING AND LOSING FAME


Fame is affected by a character's actions in
mllch the sa me way as Rc putation. H owc,'er,
yo u can become famous for things yo u
haven't even donc, In 01 her words, o ne 's
fame may not reneCt reality. This could be
by accident people mistaken ly atlribute
deeds to you o r it could be by design you
go around bragging about things you\'e
nevcr done or taking credit for somcone else's
deeds .
!-I o\\,cver, just because a chMacter docs
somcthing to boost his fam e docs nOI mean
he can sit back and coasl on that e,"el1l forev-
er, E\'entually people may pUl a charactcr in
the back of their mind and perhaps e\'en for- JOllr Fame II·tll survivts )'Ol/r death - for a wllilt.

l8i
4.31 Awards
here arc many types of awards in life, be they AWARDING FAME POINTS
T monetary, fame, position or success. So 100 arc
there a va ri cty of awards in Ihe A rt.{ & Eights
ga me. CIHlractcrs may rece ive awards in fjyC catc-
Fame Points arc awarded ror activities that arc not
onl~ significant in t.hc eyes of othe rs, but arc also wide-
ly reported. Such reports may be transmitted by any
gones: monetary (from success in business, im'cst- means. but transmillcd the)" must be. The method can
men IS, gambling, bounties, robbery, eIC. ), Reputation be as simple as an eyewitlH:ss telling the tale to friends
Points for followin g the Code of the West), Building and relations \\'ho then spread the news. The news can
Points (from learning while using skills and sllcceeding sp read by newspape r or wire or eyen by dime novel.
at a profession o r experiencing life), experience (from Each of these manners of publicity for a significant
sUIYiving gunfights), and Fame Points (from news of a achievement will help increase your Fame. though dif-
character's activities spreading f;:lf and wide). rerent situatio ns in crease Fame at diITerent rales.

* How AWARDS WORK * For e.rample. if your character sillgle-Iwlldedly savts all illfollt
from II !J.tfimpt:dt. his mother migltt tffltlte news rif )"our sllillt-
hood to '("t~)'0/U' thatwillli!J.t(ll. On the otftrr hllnd.. I'Ollr fame
Each 'YI)t of award affects a different a~peCI of your "In Ihot IIIlIch tht hella !f II.., bratlltr ftapjJflls 10 be the loenl
cha racter. Reputation Points provide your character IltU'JPaperj Ollrnalist.
with luck and a sixth sense to help in sur\'i\'al and
T he various amollnts and types of Fame awards arc
adva ncemellt. ~ l onetary awards directly correlale to
discussed in Chaptlr -1.21 RrpllflIti(1/I alld Fame. Fame can
power and freedom. Those with mOlletary resources
can work for themselves and aCI ually hire others to do be earned at any time in a game session. as long as a
proper triggering event has occurred.
their bidding, an important ability in a land where vio-
lence and death come swift to men or act ion. Building
Points increase Skills and Ta1ellls. Experie nce increas- MONETARY AWARDS
es your c haracter's odds of su rvi\'al in a confrontation. Characters recei\·c monetary awa rds (cash and ot her
Finally, Fame can aITett many a~pects of the game. \·aluablt:~ like ~old. deeds to land, claims, goods, ctc.)
including those mentioned before. This section at any lime in a game ~es~ion that they earn it. Certain
describes these various methods of rece iving awards monetary gains occur al a set time. Exam ples include
and their significan ce to the charatte r. sal ary from paid positions, income from businesses
whose books arc adjllsu:d monthl~' and so forth. Other
AWARDING REPUTATION POINTS t}1)CS of income happen when they happen. For cxam-
pic. ir your gam bler \\"ill~ a pOI of money, he adds that
Reputa tion Point s arc awa rded for following the
10 his total cash immediately.
Codc of the Wesl. The variou5 amounts and types of
Reputation awards arc discu~sed in Cftllpter 4.21
Reputlltioll and Fal1ll!. Reputation Points may be gained EXPERIENCE AWARDS
at any rime in a game session, as long as a proper trig- Whilc charatters receive all sorts of awards rrom
ge ring evcnt has occul"rl'd. Characters of honor and experic'ncing all SOrtS of ('\'eI1lS in the Shattered
upstanding quality should look for any opportunity to Frontier. experience awards is really a tcrm that refers
obtain Reputation Points. T hey are the ea~iest of all to one specifi c kind of e\'ent: surviving a gunfight.
a\vards to gain. and the easiest to lose. Each time your characte r survives a gunfight (as
described in Chapter 3.2IAd~'(l/!red Scra/m·, record that
Reputation Poims are extremely important 10 the
fact becausc all characters improve their nerve afte r
character because rh ey can allow him to avoid fate and
survi\'ing a gunfight. This irnpro\'etllcnt is reflected in
sway events ever so slig htly in his favor. The diITerc uce
increased accuracy and speed modifiers (or decreased
between a gunshot to Lhe forehead and a hole in your
penalties). Of course, the more shoolOuts your char-
new Stetson can be measured in inches or e\'cn frac-
aCter survi\'es, the less dividends experience pays, with
tions of inches. Reputation Points ca n help )'ou with
the first few being the best learning experience and
that on rare occasion. In short, do what you can to
later it getting LO be old hal. T he details of this
build up a solid Reputation score and many
improvcment arc desc ribed in Cfta/Her 3.2l Advallced
Reputation Points. Out in .he Shattered Frontier,
Scm/Jes.
you'll need them.

,"8
Beyond a meager and decreasing impro\'ement in and develop. ~cithe r are those who tend to follow
handling yourself in a scrape, your character will not rather than lead. In life, those who get off their duffs
earn much for scrapping and bra\vling. The only other and get out and carve a niche for themselves in the
rewards in those activities will be in the figlll itself and world are going to fare bette r.
learning how to handle yourself and your weapon. You can earn Building Poims in three ways:
Besides, learning how not to get your ass kicked is a
gr Profession Paths
reward in itself. As you'll soon learn, gunfights are
incredibly lethal not to mel1lion unp redic table. The rdir Pers onal Goals
more d iligcnt you arc in a\'oiding gun play a nd bar ~ Re markable E vents
fights the better YOllr chances of li"ing to sec the rise
of the sun in the morn. ?\ Iakc no mistake there will Profession Paths
be limes aplenty when you'll havc 10 shoot. But as a
A Profession Path i, simply a staled commitment by
general rule you shouldn't makc a habit of looking for
a player that indicates ho\\ his character is going to
one. Especially si nce there i~n't mtlch to be had as an
make hi~ way in the \\orld. ,\t the onset of each gamc
incenti\·e.
session, evcry player at tbe table should announce (or
record for the \'ie\\ing of others his character's pro-
BUILDING POINT AWARDS fession. It is quitc all rig:hl. though perhaps not \'(" 1) '
Building Points BPs are awarded during the cam- prodllcti\'e, to change pro fession~ at the ~tart of each
paign as a cha racte r applies himself by taking on chal- ~ame ~e\sion. \\'hat\ mo re , your chal'acter is free to
lenges, pu rsuing personal goals and life experience. pUI"lIe any profc~\ion his heart desires. Keep in mind
The amount of BPs garnered and the ~peed in \\'hich hi~ ~kill5 or lack thereof \\"ill probably ha\'e a lot to do
they arc earned is entirely tip 10 the player. Slackers with his ~uecess in any gi\'en profession.
who arc sim ply content to eke by aren't likely to gro\\

JVhell )'ou begill ),our Prrifession Path. )'Olt'll probably IWL't 10 slarl small.

189
A Profession Path may be a specific professional Multipl e O ccupations and the Profession Path
occupation like a dOClor or a lawyer, but beyond the It's cnti rely possible, even probable, that characters
vcry few "professio ns" ex ist a whole world of voca- making ~ome headway in the Shattered Fronticr will
tions, jobs and behaviorally defined lifes tyles (like Out- take on more than one profession. For exa mple, the
law). Your character's Profession Path can also be an local hardware dealer may be elected sheriff or mayor:
unpaid position , stich as a scat on the town council After that. he might ope n a saloon while still main-
(politician), or perhaps a scientist (naturali st). It 's real- taining the hardware store, a position on the (own
I}' up to you what your cha racter's Profession Path council and the sheriff's job. Thi s is a very good situ-
entails and how you pursuc il. ation for the character to be in he can gain Fame.
Once you 've chosen a profession you must stick with Reputati on and moncta!)! awards hand-aver-lIst and
that path for the duration of the current session. At likely shape the fultlre of the (Olin. Howc\'er, he still
lhe cnd of the session the Gi\ 1 and lor players will con- can ha\'e only olle chosen Profession Path at a rime
sult with the Profession Table for your profession and (although he can still Chatl ge that at the start of any
will award BPs based on YOllr mcccsses during that ses- game ~essio n l . Therefore, he only ca rns BPs for com-
sion . Any ObjeCLi,'c achieved on your Path will afford pleting Objectives listed on his current Profession
you one or more BPs. Note well that the Objecti\'c Path. In other words, characters can't double-dip with
must be obtained during that session. So if or Hrll1k respect to BPs earncd from professions.
Sharper just became a Lawman. but had previously Each Profession Path libts Obj ectives that you will
caught and hung a horse thief, he doesn't gain BPs for monitOr (and th e other players andlor G,\-I will verify)
that. He'll ha\'e to catch another onc while he's to dc tcrmine if yO\1 are awarded Building Points. The
declared Lawman as his Profession to gain the BPs. P rofc~sion Paths and their Objccti\'cs arc listed in
For example, Jolzmzy Coopt'{ has just jllmped riff the stage in Chapter 4.41 Prqfrssio/Z Patlts.
,\luskeegie,]i"eshjrom llu Mst. With Ollly aftit' d(l!l(lr~ ill lIis
pocket his immediate cOllu rn isjiudillg aJob and crltmg a fOO/ SaITlple Profession Path: GaITlbler
Ol!er IllS head. JolLnnJ' tll/u(d the gallic /I·itl! sOllie carpu/Uf and Improve to 49% ill relevant skill. Improve to
blncksmi[h skil/.r JO he decidn to II]' to .find a .lob that Illili':l'l 49°/0 or better in G ambling skill. Award: I I~P.
those skills. Obtain faro board/box, bird c age or c raps
For this sessioll I,e flllllOUnctJ to lIlt table thai hiJ Prc!ftwol/ table & dice, c ards atld poker chips or roulette
Path is Blacksmith. &ing a blarkSllllth lIIay //01 be J o/imzy'J wheel . Purchase or oth e rwi ~e obtain a gambling toolk-
it for your preferred game. Award: 2 BP.
long lerm goal; ii's simply a way to establish himself alld get his
jooting IIl1til hL t all mOl't on /0 olhLr things. He asks arO/md and R.",! a high-stakes faro/poker/dice/rolliette
gan1e. Run a game whe re the minimum bet is 55.
finds a blarksmith shop IlInt needs extra htlp shoeing horses.
Award: 3 BP.
The job pqys S / a d(I)' wilh a fiee room over the J/ud. Jollm!}
Run a per-mtutetlt jaro / poker/dice/roulette
is /lOW actively working his rholul /mifusion and call work his
game. Game must be diligently ope rated for onc
way thTIJugh the Blnchlllitlt Prifessio/l Path (a 'plaiIlLd below). mOl1lh. Character may pursue other interests and
The following msioll, Johnny rail thoose Blacksmith agaill or Personal Goals in ofT-hours. but mu~t run the game as a
he can lIIove to allollter lint if 1(·ork. se rious matter for 4-0 or marc hours per week for a solid
Profession Paths arc all about your charactcr push- momh. Award: 4 BI'.
ing and im proving himself. If you choosc to bc a cow- Manage others running high stakes
boy and end lip working for an established rancher you faro/poker/dice/ro1l1ette g am es. At least one
other employee/apprentice runs a high stakcs game
may garner a few BPs the first few sessions. Should
from which you take the house's winnings. Award: 5 BP.
you bc content to round up cattle for someone else,
Own gambling establishntent. Set up a per ma-
scraping up enough just to pay lor a couple of nights a
nent building fo r operation of the gambling business.
month of raising perdition , you'll stop sllccessfully Award: 10 HP.
attaining objectives and earn ing BPs for that Path.
Open two more gambii1lg establishments. In
That is, until you apply yourself, taking on more the same town or in another, purchase additional lots
responsibility, obtaining ),ou r own herd or partnering and build additional gambling establishments (lor a
rather than working a job. A Profession Path is just total of thrce). Character must actively manage each
that a path. You must stay in mOlion, otherwise rou for a month or longer. Character may pursue other
may find your characte r in a rut and nOt growing. interests and Personal Goals in ofT-hours, but must pur-
sue business management as a se rious matter for 40 or
more hours per week for a solid month without inter-
ruption. Award: 20 BP
Following a Profession Path Buying your first horse might be a good goal early in
T he Pro fession Path must be followed roughly in the game, and it might e\'e n help you catch o n at the
order; no more than one Obj ective may be skipped next cattle dri\'e for your chosen profession of cowboy,
without completion. Skipped Objectives may be com- but it is not considered to be directly related to your
pleted later and another Object ive then later skipped. profession. On the other hand , capturing an outla\,· is
not a Personal Goal if your profession is lawman it 's
For example, Stanley 'junior" Frttsoul htil thosm Gambler
part of you r profession and not a Persona! Goal.
as llis Priftssion Palh. After improvillg his Gambler skill 10
49 % (lower is beller wilh Skills). he obtains ajaro board alld
gains 2 BPs. The next smion. Ju lJ' II 'ilkts. oU'n" rif tht TABLE 4.3-1: SAMPLE PERSONAL GOALS
Bucking Tiger Saloon agrus 10 It I JUll ior u'Ork as a pnmantlll .P,
jaro draler in Ihe Tigrr (for 50% rif Ihe lake. rif COlmtj. SUrl l hmi ly (ldopt/ hHe I firslbom ) ........ . ..... 1
Junior, although ht skipptd rUlming a high slakrs jaro game, Buy I .. elpon ....... ..... .... .................... 1
grls tht 4 BPs ht's tarntdjor a prrmanrnl galllt and 1110), tun ClplUre I budito/ robber .. ...... .................. 1
slarl u'Orkillg 0 11 filldillg SOllie tmplo)'us 10 mQlmge in ordrr 10 Survive gunfight .. ,., ............ . .. • ....•. . .. .. . 1
gain his 5 BP Objrctive. If Ite sOlllellow got mougll mOlley 10 Rob store ..................... • .. .•.. . .• ... . . .. 1
J
buy llis own galllbling hall, he u:ouldn't gtl tht 10 BPs for that eela~b ............. . . ...•...•. . . • •... .• ... . ... 1
Objrctivt as he'd hat't now skipped two Objrctius fIInning Iht eet muried ., ............. . •.... . .. • ....•... .... 2
Iligh slaku gamt alld m(lI/aging otlttrs. Ju niord bt best oJ!
Bu y J horse ............... • . ...• .. .•....•....... 2
(from a BP-tarnillg persprclivej if III lL'l1l1 hack alld rail Iltat
Clpture I minor outll .................. , ..•. ... ... 2
high staku gamt.
Rob a bank .................• .......•....•....... 2
Sponsor J festivll .......... , ............. • ....... 2
Re-Entering a Profession Path Ploy off 111 debls ............... .. .......... , ..... 2
As we mentioned above, your character can change Keep I ,ob (for one month) .................. ... ... 2
Profession Path anytime your hea rt desi res it. Rustle clt tle herd .................•............... 2
Now, let's suppose/1m/just qflrr tarnillg his BPsfor rumlillg Buy bnd ...........................•.. . ..... 2
a permalltlltjaro gallle. 01' Stanley 'jullior" F (ill the previ- Buy, house ................... . . . ..•....•... . . . .3
ous txamplt) duidts 10 quil the lift oj a gambltr in ordrr 10 Capture, mljor outllw ..........•. . ..•.... •.... ...3
buomt a polititian for a Sptll. This is perfictly all nghl. Become, II'I"mln ..... . ................... 3
Now let's assume jurlher Ihal JUllior tires rif being a politi- Become 1 lou l offici, 1 ............................ 3
cian shortly aftrr losing his first eltction In an embarrtilsing Bu y I 5ugecoach ., ...... ... ...................... 3
landslide due in no smail part to a standal involving a house rif Succcss(ul long-disIUlCc delivery (ala Pony Express) ..........3
ill repule. So now Junior wants 10 go batk to gamblillg and re- Rob, Inin ........... , ...................... . ... 3
enlers Ihe Gamhlillg Priftssioll Palh. Tlt is is quilefil/e alld a- Successful Utile drive ............................ .4
okay. He tall pick right up where he lift off as a gamhler (hut S uccessfu lly opentc busi ness ((or one monTh) ....... .4
can't repeat previously tompleted objtctivlS for additional BPs). S uccessfu ll y opeUle fum (for one monTh ) .......... .4
Bu y I business ............ , ..................... .4
P,rsona1 (;oa1s
S uccessfu lly open!e !Inch (for one monTh ) ...........5
Personal Goals represent your character's objectives S uccessfully operate, mine (for one monTh) ..........5
that arc unrelated to his profession. Each is a compo- Buy I finch ...... , ........................ .. .....5
nent of whe re he hopes to get in life and what he wal1lS . y.m~........ ... . . .....J
to accomplish. They a ren't ends in themselves. Once
Bui ld, house .............•... • • ... •• ...•........6
achieved, the character simply chooses another one to
Become a state offiei, l ..... • .... • ... . .... • ........6
pursue. A character's Personal Goal may be incred ibly
Open a husiness .... ..... ......... . . , ....... .... ..8
ambitious (" marry the president's daught er") or a little
more modest ("get hitched" ). SUfi' hrm ......................... , ...........8
OpeD pub lic institUTion (school. museum ) ............8
The rules for choosing a valid Personal Goal arc:
Buy 1 locomo tive ............ , ....................9
:T It must be a speci fic goal that can be measured SUfi a unch , ........ .. ................... , . , .... 10
or achieved
Become, nuioul offic i, l ....... • ................. 10
gr It can 't be related directly to a Profession Path
~'.m~..W
91'"' It can', be repeated to earn BPs

191
To get you started with your first Personal Goal , take
a look at Table 4.3-1: Sample Personal Goals. Obviously,
this list is not exhaustive, as the possibilities arc nearly
endless. If a particular goal docs not appear on the
list, bring i1 to the next game session. A majority vote
and/or Gi\! consent will allow it.
Your cha racter receives Building Points at the end of
Ihc session when he accomplishes his chosen goal.
Every player shou ld declare his character's Personal
Goal be it building a house, finding a spouse, opening
a business, and so on before each game session . We do
this partly to refresh everyone's memory and partly to
prompt other characters into helping - or hindering -
your e!Torts. A Personal Goal must be fully completed
in order to receive BPs for it.
For example, suppose James "'hite has a Personal Goal rif
blf}'ing a house. Hefinds olle available bllilhe pm'ious oU"l/er
only Iwff-fhlished il. if James blip andjinislus the hOl/se. he
u'on't receive the BPs for bll)'lng a IWI/Sf until he (or somtone he
hires) jinishes it. . \ ow lei's suppOSt fIIat in the abou sallario,
JamiS' Personal Goal was to build a houst. For this PerSOllal
Goal he'd receiu IW BPs at af! since he Oil!; finished build-
ilig a house and did 1I0t aetuall;' build the wllOle hOl/se IlImse{f

Remarkable Events
Sometimes, perhaps often, certain unplanned e\"cnlS
outside of your character's goal and profession force
your character to reckon with them. They are chal-
lenges the cha racter must confront or a\'oid, but
weren't sought out. For example, suppose a charac-
ter's goal is to purchase a house near a town and fur-
ther his profession as a rancher. While he's heading for
the next town to evaluate some livestock, he meets a
group of settlers who have been ambushed by a band
of savages. One of the pioneers' children has been
kidnapped. You accept the ir plea for help and head
otT to retrieve the child. After a long journey that
involves tracking the band, negotiating her release,
and an aCt of betrayal, you manage to return the child
to her family.
The event had nothing to do with your cha racte r's
current Profession Path or Personal Goal, but you
learned something from the experience that built char-
acter. In this case, you're awarded one BP and likely
greater rewards in the areas of Reputation and Fame.
Remarkable Events can occur at any time and in any
frequency, but in all cases the reward is a maximum of
one BP. Further, no more than one BP can be earned
per month in this manner; the lion's share of your
character's BPs will be earned through allaining
Personal Goals and success in her Profession Path.

192
Chapter 4.41 Profession Paths
As stated in ChaP/a 1.3ItlwardJ, a Profession Path is
a commitment by a player that indicates ho,\<his char-
acte r is going to make his way in the ','orld . Once a
p rofession has been c hosen. the player mu st Slick with
that path for the dur"tion of the current session. At
the end of th e session. the Gamei\ laslcr and /or pl ay-
ers will co nsult with the Profession Tahle for that pro-
fessio n and awa rd Building Pa ims ba~cd on the char-
acter's sm:cesses durin~ that session. Any Objective
achic\'ed on the Path provides one or more BPs.
Each Profession Path lists Objecli\'cs thai you will
monitor (and the other players and /or G:\I will verify)
to determine if you arc awarded BPs. The Profession
Path must be follo,\ cd roughly in order; no more than
one Objective ma~ be passed oyer wit hom completion.
Skipped Objectjvf's Illay be complet ed at a late r time
Hold a vi e wingl display in another town. H old
a nd another Objec tive the n late r skipped .
a vie\\ing/an show in another tO\\,n to display your
\\orks. Itcms shou ld be up for S<l1e. f\warcl: 3 BP.
APOTHECARY
Crea t e an extrao rdinar y work recognized by
Set up for business . Setting up in a known area
Eas t Coast. Create an ext raordinary item in the pro-
for ~a l e and/or c reation of wares. For Starter~ this can
fe ~sionexceed .\rti~tic Skill roll by 100°'0: . An item
be and typically is a rellted locatio n, (',·en a ram-
with a modified skill roll in excess of 125°0 is recog-
shackle tent on a mere lot. Award: I BI~
nized by the East Coast as a wonhy contribut ion 10 the
Get a permanent business . Setting up a perma- arts. Award: 5 BP.
nent slore front/building for operat ion o r the business.
Create an ex traordinary work recognized by
Award: 2 BP.
Europ e. Creat e an extr3ordinaI)' ite m in the profes-
Improve to 49°/. in rel evant s kiU . Improve to ~ ion exceed Artistic Ability skill roll by 1000 '0). Art
491)'0 o r better in the .\pothecary skill. .\ ward: 3 BP. it e m with a modified skill roll in excess of 14-9°0 is rec-
Hire an apprenti ce/ e mployee. Taking on a ne\\ o~nizcd in Europe a~ a \\'onhy contribution (Q the an s.
e mployee o r an apprentice. It need nOt he a paying .\ ward: 10 BP.
posi tion (especially in the case of ;Ul apprent ice).
Award : 2 BP. ASSASSIN
Create a n ex t raordina r y ite m. Create an Assassinate unknown p e r s on n ea rby.
ex traordinary item in the professio n (exceed Assa<;sinate a Little Known or Local personage Fame
Apothecary skill roll by 100°/0: . Awa rd : 10 HP. 20 or less, without being seen or caught , in exc.hangc
fo r moncy or other compensation. Award: I BP.
ARTIST Assassinate a Minor Ce l eb rit y nearby.
Display publicly. Create a work a nd display it for . \ ~s a ss i nate a ~ l i n or Celebrity (Fame 21-70), wilhout
sale in public. Award: I BP. be in~ seen or caught, in excha nge for money or ot he r
compensation. Award: 2 BP.
Gel hiredl commissioned. Get hired or commis-
sioned to complete a work not-yet-stancd. Award: 2 BP. Assassinate unknown person in n ext town .
Assa~s inate a Linl(' Known or Local personage (Fame
Imp rove to 49 % in r e levant skill. Irnpro\·e to
20 or less) in a nearby town, without being seen or
+9% or better in the Artistic Ability skill. Award: 3 BP.
caugh t, in exc hange for money or other compensation .
Hold a viewing/display. H old a "iewi ng/art Award: 3 BP.
show in town to displ ay your works. h e ms should be
Assassinate a Major Celebrity in next town .
up for sale. Award : I Bl~
Assassinate a ~ I ajor Celebrity , Fame 7 1-\ 00) in a near-
by town, without being seen or caught , in exc hange fo r
moncy or other compensation. AW<lrd : 4 UP.

193
Assassinate unknown perSOD out of territory. Hire an apprentice/ employee. Taking on a nell!
Assassinate a Little K nown or Local personage (Fame employee or an apprentice. It need not be a paying
20 or less) in another territory, without be ing ~ee n or position (especially in the case of an apprentice).
caught, in exchange for money or oth er compensat ion . Award: 2 BP.
Award: 5 BP. Crea t e an e xtraordinary signature baked good.
Assassinate Famous person out of territory. Create an extraord inary item in the profession (exceed
Assassinate a Famous personage (Fame 101-1 99) In Cooking skill roll by 100%). Thi s becomes the char-
another territo ry. without being seen or caught, In acter's signature food. Award: 10 BP.
exchange for money or other compensation.
Award: 6 SP. BANKER
Assassinate multiple people in ne);t town. Get a partner/hacker or funding. COIn-incc
Assassinate at least two persons (Fame of J + ), without another person to act as your partner, or provide you
being see n or caught, in exchange for money or other with funding [Q set up shop. Award: I BP
compensation. Award: 7 BP. Set up s hop. SCI up in a known area for transac-
Assassinate multiple Famous people out of tel.""- tions. T his can be a rented location, though it must be
dtory. Assassinate at least twO Famous pe r ~onages secu re so that custOmers haw: no fear of losing their
(Fame 101-199) in another territory, without being money. Awa rd: 2 BI~
seen or caught, in exchange for money o r other com-
Make first transaction. AI least one person opens
pensation. Award: 8 BP.
an account at your bank. This pe rson should not be
an employee 01" relati\'e of an emplo)'ec. Award: 2 BP.
AUTHOR Buya lot. Purchase a lot in tall n suitable for build-
Write first hook. Write a book of 20.000 to
ing. Award: 2 SP.
40,000 words. Award: 2 BP.
Operat e business for on e month . Bank must be
Get article published . Have an article published
djlig('ntl~
operated for one month. Character may
in a newspaper or magazine. Award: I BP.
pursue other intt'"rest~ and Personal Goals in ofT-hours,
Improve to 35 % in relevant skill. Impron: to but mu~t keep bank hours and pursue operations as a
35%. or better 111 the Reading serious matter for 40 or more hours per week for a
Comprehension/ Pen manship skill. Award: 3 BP. solid month without interruption. Award: 3 BP.
Write a full-length book. Write a book of at least Hire employees . T aking on a new employee or an
90,000 wo rds. Award: 3 BP. apprentice. It need not be a paying position (especial-
Sell a book to a publisher. Convince publisher to ly in the case of an apprentice). Award: 2 BP.
buy and publish one of your books. Award: 5 BP. Build bank . Set up a permanent bank building.
Award: 5 SP.
BAKER Operate bank for one month. Pe rm anent bank
Set up for business. Setting up in a known area must be diligently operated for one month. Character
for sale and/or creation of baked goods. For starte rs may pursue other interests and Pe rsonal Goals in ofT-
this ca n be (a nd typically is) a rented location, eve n a hours, bur must keep bank hours and pursue opera-
ramshackle tCn! on a mere lot. Award: 1 BI~ tions as a se rious matter for 40 or more hours per week
Get a permanent business. Selling up a perrna- for a solid month without interruption. Award: 3 BP.
nent storefront/ building for operation of the business. Hire employees. Take on one or more new
Award: 2 BP. employees to act as tellers and clcrks. Award: 2 BP.
Improve to 49 % in relevant skill . Improve to Repel/foil a robbery attempt. An attempted
49% or betler in Cooking. Award: 3 BI~ robber y on your bank fails. due to you r foresight (such
Operate business for one month. Business lTlust as a vault with an impassable lock, hiring a parti cu lar-
be diligently opc~ r atcd for o ne month . Character may ly bra\'e teller or guard), or your personal intervention
pursue other interests and Personal G oals in ofT-h ours, (using you r wits or weapons). Award: 5 BP
but mUSt pursue business operations as a se rious mat- Build another bank in each of two or more
le I' for 40 or more hours pcr week for a solid mOlllh other towns. In two or more other towns, purchase
without interruption. Award: 3 BP. addidonal lots and build additi onal banks (for a lotal
minimum of three). Character must actively manage

194
each for a month or longer. Character may pursue posttton espec ially III the case of an apprcntice"
o ther in terests and Personal Goals in off- hours, but Award; 2 BP.
must pursue business management as a serious ma iler
for 40 or morc hours pe r week for a solid month with- BASKETMAKER
o ut interruption. Award: 15 BI~ Set up for business. Selli ng lip in a known area
for sale and/or creation of wares. For starters this can
BARBER be and typically is) a rented location, eve n a ram-
Set up for business. Se lling up in a known area shackle tent on a mere lot. Award: I HI~
for pro\'i ~io n of services. For sta rters this ca n be and Get a permanent business. Selling up a penna-
typically is a rented location, evcn a ramshackle tCnt !lent storefront/ building for ope ration of the business.
on a me rc lot. Award: I BI~ Award : 2 BI~
Buy a lot. Purchase a lot in town suita ble for bui ld- Improve to 19 % in relevant skill . Improve to
ing. Awa rd; 2 BP. 49 0 0 or better in Carpentry skill. Award: 3 BP.
Operate business for one month. Business musl Hire an apprentice/emp loyee. Ta king on a new
be diligently operatcd for on e month. Ch:'filctcr may It need not be a paring
employec or an apprelllicc.
pu rsuc othe r interests and Pe."sonal Goals in ofT-h o u r~, position especially in the ca~e of an a pprentice.
but must pursue business operations as a serious mat- . \ ward: 2 BI~
tcr for J.O or more hou rs pcr \\eek fo r a ~olid month.
Award; 3 B I~ Create an extraordinary item . Create an
extraordinary item in the profes~ion exceed skill roll
Build permanent storefront. SCt up a permanent by Jf)Oo o •• \ward: 10 BP.
sto refront /buildi ng for operation of the business.
r\ ward; 5 HI~
BLACKSMITH
Hire an apprentice/eRlployee. Taking o n a nC\1 Set up for business. Setting up in a known a rea
employee o r an apprentice. It need nOt be a paring for sa le a nd /or creation of \Iares. For Starters this ca n

195
be and typicall) is ' a rented locat ion, e\'en a ram- Publish firs t hook. Publish your first boo k of at
shackle tem on a IlWI't· lot. Award: I BP. least 20.000 words. Award: 3 BP.
Get a perDlanent business. Setting up a pcrma- Discove r a new a u thor. Bu)' a book from 0111
ncnt ston:fro nt /building for ope ration of we business. unpublished author a nd publish it. AWOlrd : 2 BP.
.\ward: 2 UP.
Publish a best seller bac k East. Publish a popu-
Improve to 49-/_ in rel evant skill. Improve to lar book in the profe ssion lauthor exceeds Reading
4911 0 or hetter in Black ~ mi t hin g skill. Award: 3 BP. ComprclH~nsion/ l}e nma llShi p skill roll by 100°'0 . A

Hire an appre ntic e/employee. Taking o n a nc\v modified skill roll in cxccs~ of 125°0 is recognized by
employee o r an apprentice. It nced not be a paying the Easl Coasl as 01 bcst ~dlcr. Award: 5 BP.
pOSltiOll especia lly in the case of a n apprentice.
Award: 2 SP. BOOTMAKERISHOEMAKER
Create an e xtraordinary iteDl. Create an Set up for business. Setting up in a known area
extrao rdinary item 1lI the profe~sion (exceed for ~a l c (Ind/or creation of wares. For starters this can
Bla cksrnidling skill roll by 100\l'QI. Allard: 10 BP. be 1011)(1 typiCOllly is) a rent ed 10cOllion, even <l ram·
~hacklc tent on <l m cre lot. Award: I BP.

BOARDING HOllSE OPERATOR G e t a p e rDlanent business. Selling up a perma -


Buy a lot. P llrchOl~e a lot in town ~uitable for build- nent ~ tort'frolH / huildin g for o peratio n of th e business.
ill~.A\\'ard: I BI~ .\ ward: '1 BP.
Build p e rDlanent structure. Build or pUf'{"hasc a Improve to 49 % in relevant s kill. Improve 10
house with at lcast two bedrooms. Award: 5 BP. -19°'0 0 1' better in the Cobbling ~ kill . . \ ward: 3 SP,
Set up for busines s . Open boarding hOllse to pay- Hire an appre ntice/ e mployee. Taking 011 a ne\\
in g lemlnl S. Award : I BP. e mployt'e 0 1' a n apprentice. It need not be 01 paring
posttton c~pccia ll )' in the case of an apprentice"
Hire eDlployees . T a ke o n a ne\\' employec. such as
AWOlrd: 2 B I~
a d o m eslic servan t. Award: 2 B l~
C r e ate an extraordinary iteDl . Creale an
Operate for one Dlonth. B oa rdin~ hou~e nm"! he
e xtrOlo l'din;lr) ilt'm in the p .. ofcs~io n exceed Cobbling
dil igemly operated for o ne month, Character Iml)
skill roll by IOOon . .\\\ard: 10 B I~
pursuc other interests and Pe rsonal Coals in ofT-hours,
but must pu rsuc business ope ration s a s a serious mOlt-
tel' for 40 or more' hours per week for a solid month. BOllNTY HlINTER
}\\vard: 3 BI ~ Capture a c riDlinal. Cap\llre a person accused of
a crim!·. Awa rd : I UI~
Person of Gre at or Legendary Reputation
stays. A ehar<lcter of Gre<l! or Lcgendary Reputation Bring in a loc al crimin a.1. Capture a pe r ~o n
(o r Grea l or Lege nda ry Notoriety) livcs at your board- a ccused of a c l'illl t' and take h ill! 10 an o fficiallOlwman
ing house fo r no less than one \Icek. Awa rd: 3 BP. 1'01' )'ou r reward . Award: 2 HI'.

FaDlOUS person stays . ..-\ Fa mous person (Fame Bring in a Notorious outlaw (Reputation -lor
101-1 99) li\'e5 Olt your bO<lrding h ou~c for no less thOln worse) , d e ad or alive. Capture or kill a Noto rious
onc week. Award :,) BP. outla\\ Rq)utation -I o r worse ! Olnd take him to 0111
olTi('iOllla\\nlOlIl for you r reward. Award : 3 BP.
BOOK PlIBLISHER Bring in a Notorious outlaw (Reputation -lor
Ope n for business . Ope n business in a knO\\'Il worse ), alive . Capture 01 ;-\olOrious outlaw
area. For smrtt· I~. this ca n be 01 rented building. Rcputatio n -I or worse Olnd take him to itll official
Award: 1 BP. lawman for roul' rc\\tlfd. Award : 4 BP.
Acquire equipme nt. Purchase printing equi pment Bring in a Notorious outlaw (Reputation -lor
and learn how to lise it. Award: I BP. worse) out of the t e rritory/state, dead or alive.
Capture o r kill a ~o to ri ous olltlaw (Reputation - I o r
Buy a lot. PurChOlSC 01 lot in town suitable for build- worse) who dwells outside of Ihe lerritory o r stale
ing. Award: 2 UP.
where you reside, a nd take him to an official lawman
Build a shop. Build a permanent st ructure for for rou r rcward . Award: 6 BP,
opcrOlti o n of the b u s inc s~. Award: 2 BP. Bring in a Notorious outlaw (Reputation -l or
worse) out of the territory/state, alive. Capture

196
a Notorious OUi law Reputation -lor wor:>e j who BUFFALO HUNTER
dwells ou tside of the te r ritory or stal(' where you Equip yourself. Purchase:t rine and bullets, plus
reside, and take him to an oflicia[ lawman for you r any other equipment you desire (hors(" for travel. food,
rewa rd . Award: 8 BP. cart, ctC i. Award: I Hr.
Bring in a whole gang (4+ m.embers ), dead or Find a herd. Locate a buffalo herd without assis-
alive. Captllrc or kill a gang of crim inals consisting of tance from anyone e lse. Award: 2 BP.
at lea~t [our members. and lake them or their bodie~ to
Shoot buffalo. Shoot and kill at least onc buITa lo.
an official lawman for your reward. Award: I 0 BI~
Award: 2 BP.
Bring in a whole gang (6+ numbers), alive.
Capture a ga ng of crimi nals consisling of at least six Hunt for one month. Character mllst hunt dili-
members, and take them to an official lawman for )'our gently for onc month. Character may pursue other
reward. Award: 15 UP. interests and Personal Goals in oIT-hou rs, but must
hunt a~ a "erious mailer for ·W o r more hours per \\eek
for a solid month . . \ward: 3 IJ I~
BREWER
Set up for business. Selling up in a known area Transport hides. Brin~ 20tH buO:tlo hides 10 a
for sate and/or creatioll of wares. For staners this can known area. Award: 2 SP.
be ami typically is', a rented lo,ation. e,·en a ram- Sell hides . Sell all of the bufT.'llo hide~ .. \\\·ard: 5 BP.
shac kle tent on 11 me re 101. Awa rd: [ BP. Hire e mployees. T ake on an apprtlltice or hdper.
Get a permanent business. Setting up a perma- It need not 1)1' a paying position ,espcci'llly in the case
nent storefront/building for ope ration of the businC$S. of an appr("ttllre .•\I\a1'(l: 2 BI~
Awa rd : 2 BP.
Hire an apprentice/ e mployee. Takin 't on a nc\\ BUSINESS OWNER (CAFE. HARDWARE STORE,
cmployee or an apprentice. II need not be a payinR" GENERAL STORE, ETC)
position (especially in the case of an apprentice. Set up for busines s. Setting lip in a kno\\ n arca
Award: 3 Br. for sale and/or crcation of ware:). For starters this can
Improve to 49-/_ in relevant skill . Improve to be (and typically iSI a rented location, cI'cn a ram-
49% or better in Rrewinl! ~ kill. Award: 2 13 1~ shackle tent on a Iller(' lot. Award: I UP
Create an eJl:traordinary s ignature brew. Buya lot. Purchase a lot in town suitable for build-
Create an extraordinary item in the prof('~sion exceed ing. Award: 2 BP.
Brewing ski ll roll by 100%). T his bc'comes thc charac-
Operate business for one month. Bu s ines.~ must
ter's signatu re beer or other liquor. Award: I 0 BI~
bt: diligent ly operated for one month. Character may
pursue other interests and Pe rsonal Coals in oIT-hours.
BRICKMAKER but mu~t pu rsue busi uess operations as a serious lIlat-
Set up for business. Setting lip in a known area ter lor -10 or more hours per week for .. ~olid month.
for sale and/or creation of wares. For starters Ihis can A\\ ard: 3 UP.
be (and typically is) a rented location, ('\'e n a ram-
Build p e rmanent storefront. Sct up a permancnt
shackle tent on iI mere [Ql. Award: [ B I~
storefront/building for operation of ,he business.
Get a permanent business. Setting lip a perma- Award: 5 BP.
nent storefront/building for ope ration of the business.
Hire an apprentice/employee. Take all a 11(,\1
Award: 2 BP.
employee, manager or an apprentice. It need not be a
Improve to 49 % in rel evant skill. Improve to paring position especially in thc case of an appren-
19% or bette r in Stonemasonry skill. Award: 3 Br. tice). Award: 2 BI~
Hire an apprentice! emp loyee. Taking on a nc\\
employee or an apprentice. It necd not b<.· a paying BUTCHER
position (especially in th e case of an apprentice). Set up for business. Setting up in a known area
Award: 2 BP. for sale and/or creation of \\ares. For staners this ca n
Creat e an eJl:traordinary item. Create an be and typically is a rented location, el'en a ram-
extraordinary item in the profession (exceed Skill roll shackle tent on a mcre lot. Alvard: I HI'.
by 100°"01. Award: 10 BP. Buy a lot , Purchase a 101 in town suitable for build-
ing. Award: 2 BP.

197
MEAT MARKET .1 Improve to 49°/" in
relevant skill. Improve
to 49% or better in the
Carpentry ski ll. Award:
3 BP.
Hire an appren-
tiee/employee. T aking
on a new employee or an
apprentice. It need not
be a paying position
(especially in the case of
an apprentice). Award:
2 BP.
Create an extraordi-
nary item. Create an
extraordinary item in the
profession (exceed
Carpentry skill roll by
100'' 10). Award: 10 BP.

COOK
Improve t o 49% in
relevant skill. ImprO\'e
to 49()'o or better in the
Cooking skill. Award: 3
BP
Set up for business.
Setting up in a known
area for sale and/or cre-
Operate business for one month. Busi ness must alion of wares. For starters Ihis can be (and typically
be diligen tly operated for one month. Character may is a remed location, even a ramshackle tent on a mere
pursue other interests and Personal Goals in off-hours. 101. Award: I IW
but must pursue business operations as a se rious mat· Get a permanent position I chuck wagon. Get a
tcr for 40 or more hours pC I' week for a solid mo nth. job at a restaurant, boarding house, ranch, etc.
Award: 3 BP.
Award: 3 BP.
Build permanent sto refront. Sct up a permanent Create an extra ordinary signature dish. Create
storefront/building for operation of Ihe business. an extraordinary item in the profession (roll exceeds
AW<lrd: 5 BI~
Cooking skill by 100°'°). This becomes the character's
Hire an apprentice/ e mployee. Take on a new signature dish. Award: 10 BP.
employee or an apprentice. It need not be a paying
position (especially in the case of an apprentice. COOPER
Award: 2 Bf>. Set up for business. Setting up in a known area
for sale and lor creation of wares. For starters this can
CARPENTER be (and typically is) a rented location, even a ram-
Set up for business. Setting up in a known a rea shackle tent on a mere lot. Award: I BP.
for sale and lor crcalion of wares. For start ers this can Get a permanent business. Setting up a penna-
be (and typically is) a rented location , even a ram- !lent sto refront /building for operation of the business.
shackle tent on a mere lot. Award: 1 BP. Award: 2 UI~
Get a permanent business. Setting up a penna- Improve to 49 % in relevant sk ill. Im prove to
ncm storefrom/building for operation of the business. 49% or better in Carpentry skill. Award: 3 BI~
Award: 2 BP.

198
Hire an apprentice/ e mployee. Taki ng on a new Drive own herd to railhead/market. Drive your
employee or an apprentice. II need not be a paying own herd to the railhead or market, and sell them for
position (especia lly in the case of an apprentice). a profit. Award: 20 UP.
Award: 2 BP.
Create an extraordinary item. Create an DENTIST
extraord inary item III the profession (exceed Set up for business . Setting up in a known area
Carpentry skill roll by 1000 0. Award: 10 BP. for sale of services. For sta rlers this ca n be and typi-
cally is a rented location, even a ramshackle tent on a
COWBOY mere lot. Awa rd: I S P.
Get a job at a ranch/herd. Get hi red to work on Tre at first pati e nt . Treat your first patient with a
a ranch. Award: I SP. successful Dentistry skill chec k. Award: 2 UP.
Work a round-up. Award: 2 BI~ Buy a lot. Purchase a lot in town suitable for build·
Buy a horse. Purchase you r own horse. Award: 2 BP. ing. . \ward : 2 UP.
Break a horse. Brea k a horse to the saddle. Thi s Improve to 49 % in relevant skill. Improve to

need not be your own horse. Award: 3 BP. 49° or beller in Dentistry ski ll . Award: 3 BP.
(I

Work a long cattle drive. Work on a cattle drive Build permanent s tructure. Set up a permanent
from beginning to end (leaving the ranch, to market or office for operation of your practice. Award: 5 UP.
railhead in a nother state or territory\. Award: 5 HI'.
Pointer on a drive. Work as the lead dri,·er on a DETECTIVE
cattle drive. Award: 10 Bl'. Op e n for bu s iness . SClling up in a known area for
business. For starters this can be and typically is) a
Buy/acquire own herd. Acquire a herd of your
rellled location. even a ramshackle tent o n a mere 101.
own at least 15 cows . . \ ward: 5 BP.
Award: I S I~

199
Get hired. Your cha racte r is hired to do a job in Resolve international dispute/issue. You
exchange for monetary payment. Award: 2 SP. resolve a disagreement to the satisfaction of all those
Recover property/money/item. You recover involved. Award: 20 BP.
your client's property, money or other item as YOlllI'ere
hired to do. Award: 3 BP. DOCTOR
Track down a local criIninaI. YOll seek out and Set up for business. Selling up in a known area
find a local criminal. and place him in the hands of the fo r sale of services. For Starters, this can be (and typi-
law. AlI'ard: + HP. cally is) a rented location - even a ramshackle tent on
a mere lol. "'\ward: I BP.
Solve a lTlystery. Find the truth behind an event or
situation that is difficult to understand or explain. Treat first patient. T reat )'our fi rst patient with a
Award: 5 SP. successful ;vledicine skill check. Award: 3 BP.

Track down a Notorious outlaw. You seek OUI Buy a lot. Purchase a lot in town suitable for build-
and find a Notorious outlaw (Reputation - ] or worse), ing. Award: 2 BP.
and place him in the hands of the law. AlI'ard: 5 UP. Improve to 49 % in relevant skill. Improve to
Recover property/money/item from another 49%1 or better in the i-,·Iedicine skill. Award: 3 BP.
state/territory. You recover YOllr client's property, Build permanent structure. Set up a permanent
money or other item from ,mother state or te rritory. onice lor ope ration of your practice. Award: 3 BP.
AlI'ard: 8 UP. Perfortn amputation. Amputa te a patien ( s limb
Track down a Notorious outlaw in another (the patient must survive the operation). This amputa-
state/territory. You seek out and find a Notorious tio n must require a (D ifficult) t-. ledicinc skill check.
olltlaw (Reputa tion - lor worse) in another Stale or Award: 5 BP.
territOry, and place him in the bands of the law. Successfully perform a life or death surgery .
Award: 10 HP.
Award: 15 BP.

DIPLOMAT ENIlI NEER


Get appointed at local level. Local gO\-ernmem Set up for business. Selli ng up in a known area
hires you on a long-term basis to mediate solutions for sale of services. For starters, this ca n be (and typi-
between the local government and outside parties. cally is) a rented location - cven a ramshackle tent on
Award: I B I~
a mere lot. Award: I UP.
Resolve local dispute/issue. You resolve a dis- Design first product/ structure. Design a prod-
agreement to the satisfaction of all those involved. uct. building or other structure fo r a paying client.
Award : 2 Bl~
Award: 2 BP.
Get appointed at state/territory level. State or Improve to 49 % in re.levant skill. Improve lO 49%
te rritorial government hires you on a long-term basis or better in the Engineering Design skill. Award: 3 Bl~
to mediate solutions between them and outside parties.
Award : 5 BP. Get a position with a railroad or civil body.
Award: 2 BP.
Resolve state/territory dispute/issue. You
resolve a d isagreement to the satisfaction of all those Patent or create an extraordinary item. Create
involved. Award: 4 BP. an extraordinary item in the profession (exceed
Engineering skill roll by 100 0'0). Award: 10 BP.
Get appointed at national level. National gO\'ern-
ment hires you on a long-ter m basis to mediate solu-
tions between them and outside panics. Award: 10 BP.
ENTERTAINER
Perform publicly . Create an act and perform it in
Resolve national disputelissue. YOLI resolve a public. Award: ! BP.
disagreement \0 the satisfaction of all those involved.
Award: 15 BP. Get ajob. Get hired or commissioned to perform on
a regular basis in an established vcnue. Award: 2 BP.
Get appointed at international level. l'v l ultiple
international govenunents hire you on a long-term Improve to 49% in relevant skill. Improve to
basis to mediate sollLlions berween them and other 49% or better in the Artistic Abilit)' skill. Award: 3 BP.
govc rn ments. Award: 10 UP. Headline. Pe rform at a local engagemclll where
you arc the main atlraclion. Award : + BP.

200
Headline in another town. Perfo rm OIl an engage· Illlprove to 49"10 in relevant skill. Improve to
menl in a nearby town, whe re you arc Ihe main aurae· 49°., or better in the .\griculturc skill. Award: 3 BI~
tion. Award: 5 HI'. Sell surplus. Sell any su rplus CI'Op~ and make a
Form. a sm.aU troupe. Hire 3t least twO employees profit. Award: 3 HP.
o r app rcnlice~. It need nOt he a paying posilion (espe·
ciaUy in the case of an apprentice). Award: 2 BP. FARRIER
Headline in another nation. Perform with ),our Set up for business. Setting up in a known area
troupe at an engagemclll in another nation. where you lor sale and /or creation of wares. For starters this call
arc the main attraction. Award: 5 HI'. be and typically is) a !'cnled localion, e...ell a ram·
,hackle te11l on a mere lot. Award: I BP.
EXPRESSMAN Get a p er manent bus iness. Selling up a penna·
Acquire transportation. Purcha ~e a hor~e, horse nell! storcfrol1l/buildin,l{ for operation of the bllsine~s.
a nd cart, or horses and coach .. \ward : I BI~ .\ ward: 2 UI~
Set up for husiness. Setting up in ;:, known area Intprove to 75°;" in r elevant skill. Improvc to
for sale and/or creation of wares. For slan ers this can 75(00 or hCII{'r in Black~mithing skill. Award: 3 BI~
be (and typically is) a rented location, even a ram· Hire an a pprenti ce/e m.ployee. Taking 011 a new
shackle telll on a merc lot. Award: I BP. cmployf"t' (,r an apprentice. It need not be a paying
Operate business for one m.onth. Business must pmilion c~pccially in Ihe casc of an apprentice).
be diligently ope rated for one month. Character may .\ward: 2 BP.
pursue olhcr intereslS and Personal Goals in off·hours.
but must pursue business opcI"rllions as a serious mat· FREIGHT MASTER/TEAMSTER
tel' for 40 or more hours per week for a solid month. Acquire equipm.ent. Purchase a horse. or hor~c
Award: 2 IW and can, or horses and stage. Award : I B I~
Buya lot. Purchase a lot in town su ilHble for build· Set up for business. Setting up in a known area
ing. Award: I BI~ for sale and/or creation of wares. for St arters, this can
Hire employee (s ). T ake on an employee or be and tvpically i~ a rented local ion • e\'cn a ram·
apprentice. It need nOt be a paying position ,especial. ~hacklc 1("1lI on a mere lot. A\~'ard: 2 BI~
Iy in the Case of all apprentice ". Award: I BP. Op erat e for I month. Business mu~t be diligently
Build permanent office. Set up a permanent operated fOI one month. Character may pursue IItlwr
office where customers can come to se nd and rccei"e interest:. ;lIld Personal Goab in ofT· hours, but must
mail. Award: 2 BP. pursue business operations as a serious matter for 40
Build branch offices in two other towns. In two or marc hours per week lo r a solid month without
or more other towns, purchase additional lots and interruption. Award: 3 131'.
build additional busi ness offices for a minimum total Buya lot . Purchase a lot in town sui tahl e for build·
of threc. Character must actively manage each for .. ing. Award : 2 HP.
month or longer. Character may pursue other inter· Hire employee (s ). Taking on a n('\\ employee or
ests and Perso nal Goals in OfT.llOurs, but must pursue an apprentice. It nerd !lot be a paying position (espe·
bll~i n ess management as a serious matter for 40 or
cially in the case of an apprentice ). Award: 2 BI~
marc hours pcr week for a solid month wi thout inter·
Build p ermane nt office. Set up a permancnt
ruption. Award: 6 BP.
5torc front /building for operation of the husines....
Award: 5 13P.
FARMER
Buy/claint land . Purchase or claim a parcel of Build branch offices in two other towns. In the
sallie town o r in another, purchase additional loIS and
land suitable for farming. Award: I B I~
build additional bu"iness offiees for a lotal of three l.
Plant crop. Plant and harvest a crop. A\,-ard: I BP. Character must acti\'cI} manage each for a mOlllh or
Hire em.ployees/workers. Take on an cmployee longer. Characte r may pursue other interests :md
or apprentice. It need not be a paying position (espt·· Personal Goals in on:'hou rs, but IllUSt pu rsue busi n c~$
dally in the case of an apprentice). A\\ard: 2 BI~ managcmelll as a se rious matter for 40 o r more hours
Plant seco nd type of crop. Pl ant and han'est a pcr wc('k for a solid month \\ ithollt intcrruplion.
second kind o f crop. Award: 2 BP. Award: 10 HP.

20 1

I
GAMBLER for a month or longe r. Character may pursue OIher
interests and Personal Goals in off· hours, but mu st
Improve to 49% in r e levant s kill. Improve to
pursue business management as a serious matter for 40
49°'0 or better in Gambling skill. Award: I BP.
o r more hours per week for a solid month without
Obtain faro b oard / box, birdcage or c raps interruption. Award: 20 SP.
table & dice, cards and poker c hips or roulett e
wheel. Purchase or othc l"wisc obtain a gambling
toolkit for rour preferred game. A\\'ard: 2 BP GRIFTER
RUD a hig h-stak es faro / poker/ dice/roulette Execute a scant. l ntelllionatly take somcone's
ganle. Run a game where the minimum bet is $5. money in exchange for false promises or bad goods.
Award: 3 BI~ Award: 2 BP.
Run a p ermanent faro / poker/ dice/roulene gam.e. Improve 10 49 % in r e levant s kill . Improve to
Came must be diligently operated for one month. 49°'0 or bctlcr in Fast Talking ~kill . . \ward:3 BP.
Character may pursue Dlher interests and Personal Goals in Hire an accomplice. Take on a new accomplice as
off-hours, bl\( must nm the game as a sclious matter for 10 an employee or an apprentice. 1\ need not be a paying
or more homs per Il'cd for a solid month. Award: '* BI~ position (especially in the case of an appre nt ice),
Manage others running hig h s t a k es "\\\'ard: 2 BP.
fa ro / poker/ dice/ rouleue games . .\( least one other Exec u te a diffe r ent unrelated scaD'l. Usc a new
employee/apprentice nms a high stakes game from which way to intentionally take someone's money in
YOlltake the house's winnings.. \ ward: 5 BP cxchan~e for fa.l~e promises or had goods. Award: 2 SP.
Own gatnbling es ta blis hm ent. Set up a perm a· Bilk a g rifter. Intentiona lly take another grifter'S
nent bu ilding fo r operation of Ihe gambling business. money in exchange for false promises or bad goods.
Award: 10 BP Award: 5 HP.
Open two m o r e gaD'lbling establis hD'lents. in Make t.he big score. Intcntionally take someone's
the same town o r in another. purchase additional lot~ moncy in exchange for false promises or bad goods
and build additional gamblin~ cstabli,hments for a must be cnou~h money to allow you to liYC well for
total of three. Character must actin'l), manage each sC\'eral years .. \ward: 20 BP

- ..t •

202
GUN FOR HIRE !caM three tOwns !. Character mU ~ 1 be a"ailablc ror
Acquire a signature weapon. Your character eac h town , for a month or longer. Award: 3 BP.
acquires a signature weapoll (sec C'iWPftr 3.2l A dv{lllctil Hang a Major Ce lebri ty or Famous criminal.
Scraprs for deta ils Oil signature wcapOIl~. Awa rd: I SP. In },ou r position as hangman , onicially exccute a crim-
Get involved in at least two gunfights. Your inal of ;" Iajo r Cclcbriry Fame 71 to 100 or Famom
character panicipatcs in and sur.iv('s at least t\\O gUll- Fame 101-200 \ stature . . \ ward: I BI~
fig lll ~. Award: 5 S P. Hang a crim.ina.1 of Epic Fame. In your positi on
Buy speed rig. Purchase a quick dmw holster. as hangman, officially execute a c riminal of Epic
Award: 2 BP. ~ t:1ture (Fame 201+). Awarel: 5 BI~

WiD a fair gunfight. Your character wim a fair onc-


a ll-one gunfiglll with another person. Award: S Br. HOTEL OPERATOR
Buy a 101. Purc hase a lot in to\\ n suitable for build-
Get hired for one job. Someone hires your char-
ing. Award: 2 I3P.
acter to perform a tempora ry service. Award: 2 BI~
Build permanent structure. Award: 8 BP.
Win a gunfight while on the (for hire ) job. Your
character wins a gunfight in connection \Iith his per- Set up for business. Open for busi ness. Award: 3 BI~

for mance of the job he Il'as hired to do. . \ward: 5 BI~ Hire employees. Taking on al least two nc\\
Land a pe('manent position. You r character is employee,. such as domest ic sen ants . .-\ward: 2 UP.
permanently hired o n a job where hi~ abilities with a Ope rate for one month. Hotel must be diligelltly
gu n will often he called upon . .-\ward: .5 BI~ operatcd for one mont h . Character ma y purslIe other
Win a gunfight while on the (permanent) job. interests and Pe rsonal Goals in ofT-hour s. but IllUSt
Your c ha racter wins a gunfi~ht Ihat occ urs because of pursue bu sines~ operations a~ a S('rious matter for W
hi~ duties in his permanent job. Award: 5 I~P. o r more hours per wcek for a solid month "'ithout
interruption. Awa rd : 3 BI~
GUNSMITH Person of Great or Legendary Reputation
Set up for business. Setting up in a known area stays. A character of Great or Legc ndary Rcputati()ll
for sale and/or c reat ion of wares. Fo r starte rs this can (or Great or Legendary NotorielYI resides at your hotel
be (and t)rpically is) a rented location, even a ram· fo r no Ics~ than one week. Award: 3 BP.
~ hacklc tent on a mere lol. .-\ward: I BP. FaIllous person s tays . .-\ Famous person Fame
Get a pennanent business. Selling up a perma- 101-199 resides at your ho(el for no less than o ne
ne nt li torefront /b uildin~ for oper;uion of the business . wcek. Award: 5 B I~
•\ward: 2 BP.
Improve to 49% in relevant skill. ImprO\'c to INTERPRETER
49% o r bette r in Gunsmithing skill. .\ward: 3 BP. Improve to 75 % in a second l a n gu age. ltnpro,'c
a sccond L'"tnguage ~ kill to 75 0 0 or bettef. Award: I BI'.
Hire an apprentice/employee. Taking on a m~\\
employee or an apprentice. It need not be a paying Get a job at localleveI. A town hires yOll to ac t as
position especiall) in the case of an apprentice !. intcrpreter betwce n the lown go\·ernment and an OUI-
Award: 2 IW side parry. Award: 1 BP.
Improve to 49 % in a third language. Improve a
HANGMAN third Language ~ kill 10 · ~9°'0 or beltcl". Award: I BP
Perform a hanging. Ac t ali official hangman after G e t ajob at statelterritory level. A st ate or tt·r-
conclusion of a criminal casco Award: I 8 1~ litory hires )'OU to aCI as illlerprctcr belween their gO\·-
Get a contract with town. Town hircs you to per- Cl"IUllelH and an o utside party. Award: 2 BP.
form hangings and pars for your services. Award: 3 BI~ Improve a Culture skill 1.0 49-/0. Improve a spe·
Hang a cr iminal of Great or Legendary cific Culture skill ln01 you r own nationalit y or tribe) to
Notoriety. In position as h;mgman , officially execute a 49°'0 or beller. Award: 3 BI~
criminal with Greal Rcp 71 to 100, or Legendary Translate an important local or regional dis-
Notol"icl}, Rep 1() I or worsc·. Award: 3 UP. pute/t.reaty/negotiation docu.me nt. Translate a
Get a contract with multiple tow-us. In the sam e document of a local or regional di~putc, treaty, o r
to\\ n or in another, se n'C as hangman for a total of at negotiation . . \ ward: 3 I~ P.

203

I
Get ajob working an im.portant state or nation- noticed by othe r newspapers and reprinted or com-
al dispute/treaty/negotiation. A state or nation mented upon.\' Award: 3 RP.
hires you to work with opposing panics to translate
Get regular editorial. Characte r has a regular
and form a final printed version of a dispute. treaty. or
edito rial in each issue of the newspaper. Award: 5 BP.
negotiation. Award: 5 BP,
Translate an important document for posteri- JUDGE
ty. Translate a new document thaI is of such historic
Win election. Win a local election/appointment.
and legal importance it will be displayed in prominent
Award: 5 BI~
locations throughout the te rritory. state or nation, kept
in governme nt records and e,'en mentioned in Convict a erim.inal. Convict a criminal (docs not
schools/schoolbooks. Award: 10 BP. have to be death or imprisonment could be comnm-
niry service or othe r punishment). Award: 5 BP.
JEWELER Rule in a civil dispute. Make a ruling in a dispute
Set up for business. Setting lip in a known area bctween two persons o r pnrties. Award: 3 BP,
for sale and/or creation of wares. For starters this can Oversee a hanging of an outlaw of Great or
be (and t}Vically is) a rented location, even a ram- Legendary Notoriety. Selllence a character of
shackle tent on a mere lot. Award: I BP. Creat (-71to -100) or Legendary Notoriety (-l01 or
Get a permanent business. Setting up a perma- worse) to death by hanging. Award: 5 BP.
nent storefront/building for ope ration of the business. Get re-elected. .\1nintain your StatuS as judge by
Award: 2 S P. getting rc-elected/rc-appointed. Award: 10 BP.
Improve to 49% in relevant skill. Improve to Rule in a major case involving a character of
49% or better inJcweler skill. Award: 3 BP. Great or Legendary Reputation . Make a ruling in a
Hire an apprentice/employee. Taking on a new case where a character of Creal (71-100) or Lcgendal)'
employee or an apprentice. It need not be a paying Replltation (101 + ) is involved. Award: 10 BP.
position (especially in the case of an apprentice). Get appointed in recognized state/country. A
Award: 2 BP. government appoints your character as a state /territo-
Create an extraordinary ilenl. Create an rial. or federal judge. Award: 10 BP.
ext raordinary item in the profession lexceed Je\\'elcr
skill roll by 100%). Award: 10 BP. LAND BROKER
Get a partner/backer or funding. Convince
JOURNALIST another person 10 act as your panner. or pro\'ide you
Get first story printed. Get first story printed in with funding 10 set up shop. Award: I SP.
a local or regional paper. This cannot be a paper Negotiate rights (or buy land) in local area.
owned by the character. Award: I RP. Purchase land from owner o r proyide owner/resi-
First five columns printed. After the first five dent/claimant of land with money or other induce-
colurllns/nrticles that sec print in a paper or ot lter ment to turn Dye r the land to you. Award: 5 BP.
journal, the character recei,'es 5 SP. However, this Set up shop. Setting up a permanent
cannot be a paper owned by the characte r. Awnrd: 5 storefront/building for operation of the business.
BP. Award: 2 IW
Improve to 49% in relevant skilL Improve to SeU first lot of land. Se ll an area of land in 0]"

49% or better in J ournalism sk ill. Award: 3 BP. outside of 1011'11. Award: 2 BP.
Get regular column. Character has a regular col- Operate brokerage for one month, Brokerage
umn in each issue of the ncwspaper. Award: I BP. mllst be diligently operated for one month. Character
Get a major scoop. T he character writes, and the may pursue other interests and Perso nal Goals in ofT-
newspaper prints, a story that revea ls a startling fact or hours, but must pursue business operations as a serious
series of facts that cause emotional or violent reper- matter for 40 or more hours per week for a solid
cussions among its readers. Award; 3 BP. m011lh without interruption. Award: 3 BP.

Have a story picked up in multiple papers. Buy a lot . Purchase a lot in town suitable for build-
ing. Award: 2 BP.
One of the charncter's printed columns/articles gets

204
LAWMAN
Get deputized, A sheriff 01' other similar lawman
appoints your cha racter as his permanent deputy.
. \ ward: I BI~
Arrest a cri.D1inal. Capture a criminal and place
him in jail. Award: 2 HI'.
WiD election/appointment. You are appointed
or elected to a posit ion greater than Deputy. Award: 3
H I~

Each caught criminal convicted . For ('ach crim-


in al captured and co nvicted , the character carns this
amount of I3 P~. Award: I np.
Form a p o sse. You s u ec e s~fltlly recruit a possc to
track down one or more criminals. Awa rd: I BP
Track down known criminal. You succcssfull ),
track down a known criminal and put him ill jail.
Award: 3 BP.
Dispe rse vigilantes. You mana~e to convince a
Build storefront. Set up a permanent building for ,!roup of \- i ~ilant(' s to Il'a\'e justice in the hands of thc
your bu s illc ~s. Award: 5 UP lall. rather tha n t:'lkc action themselves. Award:,) BP.
Build another brokerage in each of two or l'I1ore Foil aD armed robbery. You successfully StOp an
other town s . In two or marc other towns, purchase armed robbery. return the good~ to the victim and put
additionullots and build additional business offices for any surviving c riminal ~ in jail. Award: 3 BP
a minimum total of three ,. Character must actil'ely Hold critninal for hanging. You successfull} hold
manage each fo r a month or longer. Character may a captured crimin al ill jail until he is lI'ied and hanged.
pu rsuc otlll'r interests and Per~o nal G oa l ~ in orr-hours, ,\ ward: 2 BI~
but mu st pursue busint'~s managcmc nt as a serious
Foil a jailbreak. You successfully stop a captured
mallc r for 40 or more hours per weck for a solid month
criminal from e~cap ill g jai l ,)m\ capture at least one of
without interruption. Award: 10 B I~
his accomplic{'s, if any. ,\ward:;, SP.
LAlINDRER
Set up for business. Selling up in a known area
LAWYER
for salt' of se rvices. For starters. this can be ane! typ i- Hang your shingle. SCt lip in a known area and
cally is) a r('nted location - cI't' n a ra mshackle tent on put up a sign advertising you r se rvices. For starters
a mere lot. Award: I SP. this call be and typically i ~) a relltcd location, ('vell it
ram~hackle tent on a mere 101. Awa rd: I BP.
Buya lot. Purchase a lo t in town suitable for build-
Win first case. "'in }our firsl ca~e. Award: 5 BP.
ing. Award: 2 S P.
Operate laundry for one month. Business lIlust Improve to 49 % in relevant skill. ImprO\'e to
be dil igelllly operated for o ne month. Character may +9°0 or better in Lall or Oration . AI\ard: 3 SP.
pursue Other interests and Personal Goa ls in off-hours, Defend/prosecute a Notorius criminal. You arc
but nlU ~t pursue busi ness operations as a serious mat - asked, and agree. to represent or prosecute a NOIonus
tcr for 40 or more hours p(:r week for a solid month crimina l a n)' lc\·d of :'\otoriety ,. Award: 3 BP.
without interruption . Award: 3 SP. Represent a person of Great or Legendary
Build permanent storefront. SCI up a pe rmanent Notoriety, or a Famous person in a civil case.
laund l), building. Allard: 5 BP You arc as ked, and agree, to represent a per~o n of
Hire a.n apprentice/el'l1ployee/l'I1anager. Ta ke Great Rep -71 to 1001 01' Legcndary (Rep - lOl o r
on a nell manager, cmployee or an apprentice. It need worse ) Notoriety, or a Famous Fame 101+ person in
a civil eil~e. Award : 3 BI~
not be a paying position (especia ll y in the case of all
app rentice). AWOlI'd: 2 HP. Improve to 49% in relevant skills. Improve to
49% or better in both Law and Oralion. Award: 3 RP.

205
Win case outside of town. You wm a case in Operate mill for one month. Business m ust be
another town , territory, or so on. Awa rd: 5 BP. di[igentl y operat ed for one month. C ha raCler may
Win fa.nous case. \\'in a case where your client is pursue other interests and Personal Goals in off-hours,
but must pursue business ope rations as a serious mat-
a person of Epic (Fame 201+) stature. Award: 10 B I~
te r for 40 or more hours per week for a solid month
without inte rruption. Award: 3 UP.
LIVERYMAN
Build permanent m.ill. Set up a permanent mill.
Set up for business. Setting up in a known area
,\ ward: 5 BP.
for sale of services. For staners, lhi ~ can be (and typi-
cally is) a rented location - cven a ramshackle tent on Hire an apprentice/employee/manager. T ake
a mere lot. Award: 1 BP. 011a ncw m<lnage r, employee or an appre ntice. It need
not be a paying position (cspecia1i y in the case of an
Buy a lot . Purc hase a lot in town suitable for build-
apprelllicc '. Award: 2 BP.
ing. Award: 2 BP.
Operate stables for one month. Stables must be
diligentl y ope rated fo r one month. Characte r Ill<l)'
MILLINER
Set up for business. Selling up in a known area
pursue other i nlerc~ t S and Pe rsonal Goal s in off-hours,
for sale and lor creat ion of wares. For starters this can
but m ust pursue business operations a s a ~ e r i o u s mat-
be and typica lly i ~ a rented location, even a ram-
tc r for 40 or more hours per week for a solid mon th
shackl e te nt on a mere lot. .\ ward: I BI~
without interruption. Award: 3 BP.
Get a permanent business. Selling up a penlla-
Build permanent stable/barn. Set up a pe n na -
nent ~ t of(."frolll/b uildin g for operation of the business .
nellt stable or barn. Award: 5 BP.
,\\\"a rd : 2 BP.
Hire aD apprent.ice/employee/manager. Take
Improve to 49 % in relevant skill. Improve to
on a new manager, empl oyee or an apprentice. It need
49% o r bett e r in ,\ [illine ry skill. Award: 3 HP.
not be a paying position (especially in the case of an
apprentice). A\\'a rd: 2 BP. Hire an apprentice/employee. Taking on a new
employee or a n apprentice. It need not be a paying
MASON position (especially in lhe case of an app rentice).
Award : 2 IW
Improve to 49"10 in relevant skill. Improve to
49% or bette r in Stone masonry skill. Awa rd: I BP. Create an extraordinary itel11. C reate an
extraordinary ite m in th e profession (exceed Skill ro!l
Set up for business. Setting up in a kn own area
by 100°'0) . Award: 10 S P.
for sale and/or creation of wa res. For stan er.':; this can
be (and typi call y isl a rented locati on, e,'en a ra m-
shackle tent on a me re lot. All ard: 2 BP. MIllE OWNER
Buy/stake a claim. Purchase or lay claim 10 an
Get a permanent business. Se tting up a pe rma-
area of land you wish to min co Awa rd: 1 BP.
nent storefront/building for operation of the bu siness.
Award: 3 BI~ Start a m.ining corporation. Se t up in a known
area for operati on of business. For starte rs this can be
Hire an apprentice/e.nployee. Taking o n a new
(and Iypically is) a rented location , even a ramshac kle
employee or an app rentice. [t need not be a paying
tent on a me re lot. Award: 2 BP.
posicion (especially in the case of an apprc ntice).
Awa rd : 2 UP. Purchase equipment. Purchase all eq uipment
(shovels, pi cks, buckelS, and so on) needed for miners.
Create an extraordinary item. Create an
Awa rd: 3 BP.
extraordinary ite m in the profession (exceed Skill roll
by 100%). Award: 10 UP. Hire crew. Hire on multiple perso us as min ers, in
paying positions. Award: 2 BP.
MILLER Hit a vein . St rike a vein of ore. See Chapter 5.31 1111
Set up for business. Selling up in a known area Thai C/il/en. .. for morc infor mation on mining.
for sale and/o r creation of wares. For start e rs this can Award: 5 BP.
be (and t}1)ically is) a rcnted location , even a ram- Mechanize operation . Award: 10 BP.
shackle tent on a mere 10l. Awa rd: I BI~
Hit the .notherlode. Find a vein that yields a prof-
Buya lot . P urc hase a lot in town suitable for bui.ld- it o f at least S2.000 dollars. Award: 20 BP.
ing. Award: 2 BP.

206
- •
r-:-)7
) ~r
, ./
t

V/ ;/ ,
/ •

/ ,
I
MOUNTAIN MAN typicaJly is) a rented locatioll, even a ramshackle tem
Equ ip yourself. Purchase a gun, knife and other on a mcre lot. Award: 3 BP.
10015you will need to su rVI\'C III the wilderness. Each paper printed. For each newspaper primed,
Award: I BP. a character carns this numbe r of BPs. Award: I BP.
Pick! claim location. C laim an arca of land for Get paying advertisers. Convince businesses to
yourself in the wilderness (as such, il is unlikely this purchase ad\'ertising space in your newspaper, and
land needs to be purchased). Award: 2 BP. receive their payment. Award: I BP.
Build cabin. Sct up permanent cabin. Award: 3 BP. Buy a lot. Purchase a lot in town suitable for build-
Set traps and catch prey. Successfully set a trap ing. Awa rd: I sr.
(successful Sct Traps skill check I and catch prey. Build a s hop. Set up a permanent building for
Award: 5 BP. your business. Award: 2 UP.
hnprove to 49 % in relevant skill. Improve to Distribute to two other towns. D istribute your
49% or better in Sct Traps skill. Award: 3 BP. newspaper in other towm (for a tOtal of three).
Attend rendezvous. ~ I cci other trnppers and Character must acti"ely distribute in each for a month
mOUll\ain men at a prearranged location to sell, trade, or longer. Character may pursue other interests and
and relax (drink, tell sto ries, gamble, etc.). Award: 5 B I~ Pe rsonal Goals in off-hours, but mllst pursue business
managemellt as a serious matter for 40 or more hours
Sell hides. Sell at least 50 animal hides. Award: 5 BP.
per week for a solid month wit hout interruption.
Defend bunting grounds. Successfully defend A\I'ard: 5 BP.
personal hunting grouud from another person or
group of people. Award: 5 BP.
OUTLAW
Hire employees. Taking on a new employee or an Conunit a minor c rime. Commir a crime for
apprent ice. It need not be a paying po~ilion especial- which the punishment is a fine or temporary impris-
ly in the case of an apprentice. Award: 2 BP. onment. Award: I BP.
Escape arrest. E"ade capture for you r crim e.
NATURALIST Award: 2 BP.
Equip yourself. Purchase writing implements, as
Evade a posse. Escape from a group of lawmen or
well as a gUll, knife and ot her lOo1s you wil! nced 10
other deputized persons chasing you for suspicion (or
sun'ive in the wilderness. Award: ! SP.
certainty) of a committed crime. Award: 5 BP.
Travel into wild. Travel at least 20 miles into the
Get priee on your head. The law offers a rcward
wilderness (solo or with an expedition). Award: 2 BP.
for your capture (alive). Award: 5 BP.
Write journal. Completc a journal of at least
Assemble a gang. T aki ng on at least two persons
40,000 words, detailing some aspect of naturc or rour
as p<lrtners to commit cr imes. Award: 2 BP.
journey. Award: 3 BP.
Commit a major crime. Commit a crime for
Publish article. Sell an article 1O a nrwpaper. mag-
which the punishment is death. Award: 2 BI~
azine or journaL which is then published. Award: 3
BP. Get price on your body. T he 10111' offers a reward
for your death or capture dead or ali\·e). Awa rd: S BP.
Write book. Writc a book of 90,000+ words.
Award: + B1~
PHOTOGRAPHER
Publish book . Convince a publisher to buy and
Purchase equipment. Purchasc a camera, plates
publish your book. Award: 5 BP.
and means of de\'elopillg pictures. Award: I BP.
Set up for business. Setti ng lip in a known area
NEWSPAPER PUBLISHER
for sale and lor creation of wares. For starters this can
Acquire equipme nt. Purchase a printing press.
be (and typically is) a rented location, even a ram-
Award: I BP.
shac kl e tent on a mere lo\. Award: 2 B I~
Publish first paper. Pri nt, publish and sell your
Get a permanent business. Sctting up a perma-
paper. . \ ward: 2 BP.
nent storefront/building for operation of the business.
Open for business. Set lip in a known area for salc Award: 3 BP.
andlor creation of wares. For staners this can be (and

208
Inlprove to 49 % in relevant skill. Improve to Have church built. Sct up a permanent church
49 0 0 or better in Photography skill. ..\ward: 3 BP. building. Award: 3 U l~
Have picture published locally. One or morc of Have church built in another town. In the same
your pictures is published in a local newspaper. tOwn or in another. purchase additional lots and build
Award: 5 BP. additionaJ churches for a total of 1\10 ,. Character
Have a n ex traordinary pi ct ure published must ;:Ictivd) manage each for a month or longe r.
statewide/nat.ionally/territory_wide. Take an Character may pur~uc other interests and Personal
extraordinary photograph lexceed Photography ~kill Goals in ofT-hour~, bUl Illllst pursue church manage-
roll by 100 0'01. A photograph with a modified ment as a ~er iou s matter for 40 or more hours per week
Photography skill roll in ('xce~s of 149 Q 0 is published for a solid l110mh II idl0Ut interruption. Award: I 0 nl~
in a paper distributed throughout the state/te rrito-
Il'/natio n. Award: 10 BP. PR!NTER/llINDER
Set up for busines s. Setti ng up in a known an'a
POLITICIAN for ~ale and / or nt'at ion of wares. For sta rters this ca n
Join/form political party. Become a member of, be and typical!) i~ a rented location, even a ram-
o r form, an organization that seeks to hold polilical ~hackle tt'1I1 on a mere lot. Award: I B I~
power. Award: J HP. Get a perntan ent bus iness. Setting up a perm a-
Run for election. i-. lake citizens aware of your ncllt ~tOrcfront/buildine: fo r operation of the business.
dcsire to hold a position of political office . . \ward : 2 .\ 1\3rd: 2 BP.
BP. Improve to 49 % in relevant skill. Impro\'c to
Win loca l election . Award: 5 Bil. ~9°" or beller in Bookbindin~ ~kill . . \ward: 3 BP
Draft a bill / law/ordinance. Prescnt an idea or Hire an apprentice/ entployee. Taking on a new
bill LO the political legislation with desire that it employee or an apprcmicc. It need nOt be a pa~ing
become a law or ordinance. Award: 5 BP. po~iti on especially in the case of an appremice.
Get re-elected. Citizens re-clect you to sen'C Award: 2 BP.
another ter m in your prcvious position of poli tical Crea t e an e xtraordinary ite m. Create an
office. Award: 10 BP. extraordinary itt:m in the profes~ion exceed
Win regional elect.ion. Award: 20 UP Hookbinding ski ll roll b} 1000 0. .\ ward: 10 UP.

Push through a billllaw/ordinance . Convince


the politicallegi~ l ature to ma ke your idea or bill into a
PROSPECTOR
law or ordin ance. Award: 10 BI~ Buy equipment. Plircha,c pick, pan , shovel and
any otitel' equipmcnt needed for mining. Award: I HP.
Win state/territory election. Alva I'd: 50 BP
Improve to 49"10 in relevant skill. Improve 10
Win national election. Award: 100 UP
49% or better in Prospeclin~ ~ki ll. Award: 3 BP.
Find co lor. Award: 5 BP.
PREACHER
Give first public sermon. You preach for al least Pan for one ntonth. Character must pan diligent-
30 minutes to at least a half-dozen people. Award: I BI~ ly for one month . Character may pu rsue other inter~
csts and Personal Goals in ofT-hour~, but must pan as a
Set up for Dlinistry (must give sermon each
serious maHer for 10 or more hours per \\'eek for a
week). Each week. p reach in the same area. For
solid mOllth without interruption. AI\'ard: 5 BP.
starters, lhis can be oLltdoors or a rentcd location _
even a ramshackle telll on a mere lot. For each se r- File a cla.im . Report to the local go\'ernment or
mon given, the character earns lhis amount of BP". land office: that rou wi~h to be listed as the sole miner
Award: I BP. for a certain area of land. A\I ard: 10 UP
Build a congregation of 25 or more. At least 25 Upgr a d e eq uipment. Usc your profits to buy nc\\
people appear each week to li sten 10 your sermons. and/or better equipment. Award : 3 BP
Award: 3 BP. Make a strike. You find a dcposit of ore with a
Buy a lot. Purc h a~e a lot in town sui table for build. worth greater than what rou have spell! mining this
ing. Award: 2 BI~ claim. Award: 2U BP.

209
RANCHER (HORSE, COWS, SHEEp, PIG, ETC) Operate for one month. 13usiness must be dili-
Buy/acquire a herd. Purchase or otherwise gcmly opef<l1ed for onc month. C haracter may pursue
acquire a herd of your own (a\ least 15 animals of the other interests and Personal Goals in off-hours, but
same type). Award: I BP. must pursue business ope rations as a serious mane r for
-1-0 or more hours per week for a solid mont h without
Hire cowboys. Take on al [cast one new cowboy in
interruption. Award: 3 BP.
a paying posi tion. Award: 2 Br.
Buy a lot. Purchase a lot in town suitable for build-
Have a round up. Award: 6 Sr.
ing. Award: 2 BP.
Buy/claim ranchland . Purchase or claim an area
Build permanent structure. Sct up a permanent
of land for your ranch. Award : 3 BP.
saloon. Award: 6 BI'.
Drive herd to ranch. Purchase or find a herd and
Hire/ acquire entertainment. H ire entertain-
drive them from the market/railhead to your ranch .
men! for your saloon as a paying/comm ission POSI-
Award: 7 SP.
tion. Award: 5 BP.
Hire ranch hands. Take on al least one new ranch
Hire/acquire 2nd form of entertainment. H ire
hand in a paying position. Award: 2 SP.
a second. different form of entertainme nt for your
Build/ develop ranch. SCI up a permancm ranch saloon as a paying/commission position. Award: 5 BP.
building, cookhouse and at !east one bunkhollse.
Own multiple saloons. In the same town or in
Award: 8 BI~
another, purchase additional lots and build additional
Buy/acquire award-winning stud . You have a saloons (for a total of three '. Cha racter must aCli\'c1y
male animal that has won awards a t local shows and is manage eaeh for a month or longer. Character may
in demand by other ra nchers for breeding purposes. pursue other interests and Personal Goals in off-hours.
Award: 20 BP. but must pursue business management as a senous
matter for 40 or more hours per week for a solid
SADDLER month without interruption. Award: 20 BE
Set up for business. Setling up in a known area
for sale a nd/or creation of wares. For starters this can
be (and typically is) a rented location. even a ram·
shackle tent on a mere lot. Award: I S P.
Get a permanent business. Selling LIp a perma·
nenl store front/building fo r operation of the business.
A\\'ard: 2 BP.
Improve to 49% in relevanl skill. Improve to
49% or beller in Lcatherworking skill. Award: 3 BP.
Hire an appre n tice/employee. Taking on a new
employee o r an apprentice. It need not be a paying
position (especially in the case of an apprentice.
Award: 2 BP.
Creale a n extraordinary item. Create an
extraordinary item in the profession (exceed Skill roll
by 100%). Award: 10 BP.

SALOON OWNER
Set up for business. Setti ng up in a known area
ror sa le and /o r creation of wares. For starte rs this can
be (and typically is) a rented location, even a ram-
shackle tent on a mere lot. Award: I BP.
Hire employees . Ta king on a new employee o r an
apprentice. It need not be a paying position (especial-
ly in the case of an apprenticc). Award: 2 BP.

210
SAWYER/ LUMBERJACK Improve to 49 % in relevant skill. Improve 10

Find landllot. Locate an area of land where you 4-9% or beller in Tracking skill. ,\ ward: 3 HI'.
can CUI trees. Allard: 1 HI'. Explort' local area. Spend al least 7 days nOI nec-
Buy lumber rights. Purchase the ri~ht to cut and essarily conseeutil'e) explo ring a local area unknown to
rCITIo\'c trees from a certain area, or purchase that you. Award: 3 SP.
area. Award: 3 BP. Gel hired to lead others th rough l ocal areas.
Set up for business . Selting lip in a knowll arca Guide miter persons through a local area you
for sale andlor creation of warcs. For starters this can explored, in exchange for money or olher compcnS<l-
be (and lyp ically is) a rented location, cn:n a ram- lioll. Award: 3 BP
shackle tent on a mere lot. Award: 2 BP. Explore regional area unknown to you. Spend
Op e rate business for one month . H u ~i ness nllm at lea ~ 1 7 d:lYs not neccssnrily consecutive) explori ug a
be diligently operated for one month. Character Illa) regional area unknown to you. Awa rd : 3 S P.
pursue other interests and Pe rsonal Goals in ofT-hour~, Ge t hired to l ead others through r egional a.r ea.
but must pursue busi nns operations as a serious mat- Guide otlwr perso n ~ th rough a regional area you
lc r lor +0 or morc houn per week for a solid mOlllh explored. in exchange for mon ey or o ther compe nsa-
without illlcrruplion. Award: 3 BP. tion . . \ward: 3 SP.
Build perrnane nt sawmill . SC I up a permanent Explore far-flung area unknown 10 you. Spe nd
sawmil l. Awa rd: 5 BI~ al lea~t 7 dap not nece~,arily consecUlil'c ex ploring a
Hire an apprentice/employee/manager. Take distant area unkno\\n to you . . \\I-ard: 5 BP.
on a new manager, e m ployee or "n apprclHict. It need Lead otbers through more t.han one territory
not be a paying position especialJ} in th(> casc of a n aDd bac k . Guide pcr)ons through two UI" more territo-
apprentice). Award: 2 SP. ric .. and rctum them to their starting point . in exchange
for money or other compensation. Award: lO BI'.
SCHOOL TEACHER
Give first public lec ture. You give a public lecture SEAMSTRESS/TAILOR
on an academic subjeci 10 a crowd of at least a half- Improve 10 49 % in relevant skill . Im prove to
dozen people. Award: I UP. {go'n or bctter in Seamstress/Tailor skill. Award: I BI~
Obtain students. Parents come 10 you and ask you Se t up for busine ss. Selling up in a known :lrea
10 teach thei r children. All ard: I Br. for sale and/or crealion or \Iares. For st<lrters thi s cOIn
Obtain a lot . O bta in" lot in town ~ uitablt' for be and typica lly i~ a rented location. even a ram -
building. You may purchase this. or it may be a shackle te nt on a I11cr(' lo\. .\ward: 2 UP.
loan/gift from a pe rson or go\·crnmCnI. Award: 2 BP. Get. a permanent business . Setting up a pcrma-
Build a school. Set up a permanent school bui ld- neill storefront/building for operation of the bu~i n ess.
ing. All ard: 3 SP. Award: 3 HP.

Equip the school. Provide the school with desks, Hire a n apprentice/employee. 'f aking on a new
books and chalkboards. Award : I BP employee or an apprentice. It need nOl be a paying
positio n (especially in the case of an apprentice).
Build a.nd equip a school in another town. In
Award: 2 HP.
the same IOwn or in another, purchase a n additional
lot and build addit ional school (fo r a lOtal of two '. Create an extraordinary item . Create an
Character must actively manage each for a month or extraordinary item in the profession exceed
longer. Character may pursue other interests and Seamstress/Tailor skill roll by 100% ). Award: 10 BP.
Personal Goa l!! in o fT-hours, b u t must pursuc school
management as a serious mancr for 40 or more hours SIGNMAHER
per Ilcek for a solid mOlllh without interruption. Set up for business. Setting lip in a known area
Awa rd: 4 B I~ for sale and/or creation of W:1 rcs. For starters this ca n
be <l nd t}1lically is} a rcntcd location , e,"cn a ram-
SCOUT/GUIDE shackle tent on a mere lot. Award: I BP.
Equip yourself. You pu rchase a gun, knife ami Get a permanent business. Selli ng li p a penna-
other tools you will need to survive in the wilderness. nent storefront / bui lding for operation of the business.
Awa rd: I SP. Award: 2 UP

211
Improve to 49 % in relevant skill. Improve 10 ing position (especially in the case of an apprentice).
49% or beller III CaUigraphy/Signmaking skill. Award: 2 BP.
Award: 3 BP. Cheat 50 customers at o n ce. You sell your prod-
Hire an apprentice/employee. Taking on a new uct to at least 50 persons in a single large crowd,
employee or an apprcmicc. It need not be a paying Award: 5 BP.
position (especially in the case of an apprentice).
Award: 2 BP. SOLDIER
Create a n extraordinary item. Create an extraor· Join/volunteer. " au voluntarily accept or see k Out
dinal), item in the profession (excecd your CaUigraphy/ a position in a state, national or territorial army.
SignmakingskilJ roll by 100%). Award: 10 UP, Award: I BP.
Report to duty/post. YOll report to duty for the
SILVERSMITH firs t time. Award: 2 BP,
Set up for business. Sening up in a known area Engage enenlY. Under command of your su peri-
for sale and/o r creation of wares. For starters Ih is can ors, you fight the enemy. Award: 3 Br
be (and lypieaUy is) a rented location, even a ram·
Heroic action witnessed by others. You perform
shackle tcnt on a mere lot. Award: I Ill>.
a heroic action that is wi tnessed and talked about by
Get a permanent business. Setting up a perma- others. Award: 5 SP.
nent storefrol1l/ building lor operation of lhe business.
Repel/invade enenly. Your enemy retreats, leav-
Award: 2 BP.
ing your army to hold their position or take a new
Inlprove to 49"/" in relevant skill. Improve to posi tion away from the enemy. Award: 10 BP.
49% or better in Blacksmitiling/;\ It'talworking skill.
Award: 3 B I~ Spy
Hire an apprentice/employee. Taking on a new Get job at local level. Local indi\'idual or govern-
employee or an apprentice. I t need not be a paring ment hires you to ~py on a person or group. Award: I BP
position (especially in Ihe case of an apprentice'.
Report/smuggle on local dispute/iss u e. You
Award: 2 BP.
repOrt 10 the local boss about what you saw or heard,
Create an e"traordinary itl'm. Create an or hand over an item you stole or smuggled from the
extraordinary item 1Il the profession lexceed pe rson or group you spied upon. Award: 2 BP.
Blacksmith ing/ M etalworking skill roll by 100%).
Get job at state/territory level. State/territorial
Award: 10 BP.
government or government individual hires you to spy
on a person or group. Award: 3 UP.
SNAKE OIL SALESMAN
Report/smuggle on state/territory dispute or
Create a fornlula/concoction. You create 11con -
other problem. You repon 10 those who hired you
coction of liq uids purportedly designed to have a health·
about what you sa\\ or heard, or hand over an item
ful effect on the human or animal body. Award: 2 BP,
you stole or ~ muggled from the person or group you
Each nl'W publi c pitch g iven . You proclaim the spi ed upon. Awa rd: 5 BP.
benefits of your concoction in a public area to at least
Gl't a job at national level. National government
a half·dozcn people. You recei\'c this amount of BPs
or government individual hires you to spy on a person
the fi rst lime you pitch a new product. Award: I BP.
or group. Award: I 0 B I~
Sell to at l east 25 c u stomers. You have sold your
Report/smuggle on national disputelissue. You
product to at least 25 people. Award: 5 BP.
report to those who hired you about what you saw or
lmprove to 49% in relevant skill. Improve to heard, or hand over an item you stole or smuggled II'om
49% or better in Salesmanship skill. Award: 3 BP. the person or group you spied upon. Award: 12 BP
G et a wagon/ cart . Buy or oth erwise obtain a Report/snluggle on in ternation al dispute or
wagon or cart for yo u and your goods. Each side of other probJem. You report 10 those who hired YOll
the cart/wagon displays a sign promoting your con- about what you saw or heard in a foreign count ry or
coctio n(s). Award: 2 BP. from a forei gn individual/group, or hand ovcr an item
Hire an apprentice/shill. Taking on a new you stole or smuggled from the person or group you
employee/shill or an apprentice. It need not be a pay- spied upon. Award: 15 B I~

212
SURVEYOR/CARTOGRAPHER per \\eek for a solid month without interruption.
Set up for business. Selling up in a known area Awa rd: 10 UP
for sale and/or crcation of wares. For starters this can
be and typically is) a rented locat ion. e\'en a ram- TINSMITH
shackle tell! on a mere lot. Award: I BP, Set up for buslness. Selling up in a known area
Get a permanent business. Selling up a penna- for sale and/or creat ion of warcs. For starters this ca n
!lent slorcfroll\/building for operation of the busilless. be and typically is a rented location. e'·en a ram·
Award: 5 B I~ shackle tent on iI mere lot. .\\\ard: I Br.
Improve to 49 % in relevant skill. Impro\'(' to G e t a permanent business. Setting up a pe n na-
4go,u or better in Cartography skill. Award: 3 B l~ nent storefront / building for operation of the business.
Award: 2 UP.
Hire a.n appr entice/employee. Taking on a new
employee 01' an apprentice. It need not be a paying Improve to 49 % in relevant skill . Improve to
position (especially in the case of an apprentice). 49% or better in Blacksmith ing/ iM etalworking skill.
Award: 2 BP. Award: 3 BP.
Hire an apprentice /employee. T aking on a new
TANNER/ LEATHERWORKER employee Or an apprtlllicc. It need not be a paying
IOlprove to 49% in relevant skill . Iinpro\'c \0 position (especially in t ht' cas("" of an apprelltice).
49% or better in Skinning/Tanning skill, .\ward: I sr. Award: 2 BP.
Set up for business . Scltin~ up in a known area C reat e an e xtraordinar y item . Create an
for sale and/or creation of wares. for Slarters this can extraordinar) it(~m in Ihe profession exceed
be ,'and typically is a rented location. even a ram. Black~mi(hill~ / :\ l t·(alworkilll.; ~kill roll by 100°'0..
shackle telll on a mere lot. Award: 2 DP. Award: I 0 BI~
Get a permanent business. Selting up a perma.
nent storefront /bu ilding for opera lion of Ihe business. TOBACCONIST
Award: 3 BP. Set up for business . Setting up in a known area
Hire an appre ntice/ employee. Taking on a new
for sale and/or crealion of wares. For starters this can
employee or an apprentice. It need nOl be a paying be (and typically is) a rented location, even a ram-
shackle lent on a mere 101. Award: I BP.
position (especia lly in the case of an apprentice).
Award: 2 BI~ Buy a lot. Purchase a lot in tOwn suitable for build·
ing. Award: 2 BP.
Create an extraordinary item. Create an
extraordinary item In the profession (exceed Operate business for one month. Business must
Skinning/Tanni ng skill roll by 10011/0). Award: 10 DP. be diligentl), operated for Ollt: month. C haracter may
pursue Othe r interests and Personal Goals in ofT· hours.
TELEGRAPH OPERATOR but must pursue busi ness operations as a serious mat·
Acquire equipment. You pu rchase. rent or other- ler for 40 or mo re hours per week for a solid month.
Award: 3 BI~
wise acquire telegraph equipment. .\ ward: 2 BP.
Buya lot. Purchase 11 lot in town suitable for build. Build permanent storefront. Set up a permanent
ing. Award: 2 BP. shop for operation of the business. Award: 5 BP.

Set up line to another town. You set up a tele- Hire an appre ntice/employee/manager. Take
graph line to another town . . \ward: 2 BP. on a new employce, manager or an apprentice. It need
nOt be a paying position \especially in the case of an
BuiJd permanent office. Set up permanent tele- apprcntice . l\ward: 2 BP.
graph office for operation of the business. Award: 5 BI~
Build branch offices in two other lowns. In the TRAILBLAZER
same town or in another, purchase additional lots and Equip yourself. Pu rchase a gun, knife and other
build additional business offices fo r a lotal of three ). tools necded to sun·i"e in the wilderness. Award: I BP.
Character mmt actively manage each for a month or
Improve to 49 % in relevant skill. Improve 10
longer. Character may purSLle other interests and
49% or better in T racking skill. Award: 3 BP
Personal Goal5 in olT-hours, but lUust pursue business
management as a serious matter for +0 or more hou rs

2 13
Explore local area. Spend at least i days (not nec- Find steady supply. You find an affordable, con-
essarily consecutive) exploring a local area unknown to stant supply of at least one item you wish to routinely
you. Award: 5 BP. trade in. Award: 2 BP.
Get hired to lead expedition to Develop five or Dlore on custoDler/c1ient list.
uncharted/unexplored regional area. Lead multi- You make an agreement with five or more pe rsons to
ple persons th rough a regional area no one is known 10 routinely supply a certain good in exchange for an
have explored, in exchange for money or other com- agreed upon amount of cash or trade. Award: 2 BP.
pe nsation. Award: 5 Bl~
Lead expedition to find/blaze a new trail TRANSPORTER (STAGECOACH OPERATOR)
b eyond territory. Lead multiple persons into Acquire equipDlent. Purchase a stagecoach and
unknown territory, in exchange for money or other horses to pull it. Award: 2 BP.
compcnsation. Awa rd: 10 Br. Set up for business . Setting up in a known area
Lead others through n ew trail and back. Lead for sale and /or creation of wares. For starters this can
multiple persons o\'er a new trail you blazed into pre- be (and typically is) a rented location, eve n a ram-
viously unknown territo ry and return them to their shackle tent on a mere lot. Award: 2 UP.
starting point, in exchange for money or other com- Buy a lot. Purchase a lot in town suitable for build-
pensation. Award: 20 BP. ing. Award: 2 SP.
Hire employee (s ). T aking on a new employee or
TRADER (LIVESTOCK, FUR, DRY GOODS, ETC.) an apprcmice. [t need not be a paying position (espe-
Find first custOnler. You make your first sell, cially in the case of an apprentice). Award: 2 BP.
trade or purchase with another person. Award : I Bl~ Build p e rDlanent office. Sct up a permanent
iDlprove to 49% in relevant s kill. Improve to building fo r operation of the business. Award: 5 BP.
49% or be tter in Salesmanship skil l. Award: 3 UP. Build branch offices in two other towns. [n the
same town or in another. purchase additional lots and
build additional bu"iness ofliccs for a total of three}.

214
Character must a.cti\·ely manage each for a momh or WEAVER
longer. Character may pursut.' ot her interests and Set up for business. Sctting up in a known area
Personal Goals in olf-h ours, but must pursue business for sale and/or creation of wares. Fo r starters this can
management as 01 serious mailer for 40 or more hours be ~ and typically is) a rcnted location. even a ram-
per week for a solid month without interruption. shackle tent on a mere lot. Award: I BP,
Award: 10 BP.
Ge t a permanent business. Setting up a pcnna-
nent storefront / building for operation of the business.
UNDERTAKER A\,ard: 2 BP.
Perfor m a burial. You perlol'm a public burial as Improve to 49 °/. in relevant skill. Impro\'e \0
undcrtaker. Award: I Ul~ 4-9°'0 or beller in Weaving skill. Award: 3 SP.
Buy a lot. Purchase a lot in town suitable for build- Hire an apprentice/empl oyee. Taking on a new
ing. Award: 2 B I~ employee or an apprl:n ticc. It need not be a paying
Ope n a parlor. Sct up a permanent burial parlor pO~1Iio n e~pcci allr in thc case of an app rentice).
for ope ration of the" bu~incss. Award: 3 BP. Award: 2 BP.
Ope r ate parlor for one month . Business must be C reate a n e "traordin a r y item.. Create an
diligently worked for one month. Character may pur- extraordinary item in the profession (excccd Weowing
sue other interests and Personal Goals in off-hour~. but ~k.ill roll b) 100°0 .• \\\ard: 10 HP.
must pursue business opportunities as a se rious mailer
for 40 or more hours per week for a. solid month with- WHORE
OUl interruption. Award : 2 BP.
Turn a tri c k. G et paid for sex act. Award: I BP.
Hold a wake. You walch over a shon or overnight
Become a Pro. Signal your professional availabili-
gat hering of the deceased's friend s and relatives in the
ty by whate\'er means will convey such intent to your
funeral parlor or in a relati\'e's home. Award: I BI~
potent ial client base. Award: 2 BP.
Make an e,;:.traordin ary coffin. C reate an
Active in profession for one month . Business
extraordinary coffin (exceed Carpentr~ skill roll by
100(l,(l i. Awa rd : 3 BP. must be diligently worked for ont" month. Character
may pursue other intcrc~tS and Personal Coals in off-
M ake an extraordinary marker/stone. Create hours, but Inthl pursue business oppo rtunities as a seri-
an extraordinary mark{'l" or gra\'estone exceed am matter for +0 or more houn per week for a solid
Stonemasonry skill roll by 1000,u. Award: 3 SP. month without interruption . . \\,'ard: 3 BI',
Buy a lot. Purchase a lot in town suitable fo r build-
WAINWRIGHT ing. . \ ward: 2 BP.
Set up fo r business. Sening lip in a known area Bu.i1d a brotbel house/hote l. Sec to construction
for sale and/or creiltion of wares. For starters this can of an appropriately sized whorehouse. Award: 5 BP.
be (and typically is) a rented location , e\'en a ram-
Hire other entertainm e nt. Hire additio nal
shackle telll o n a mere lot. Award: I BI~
employees to work for the hou ~e. Award: 5 BP
Get a permane nt business. Setting up a perma-
Build , stock a nd m.anage t"wo more brothels. In
nent storefront/building tor ope ration of Ihe busill(.' ~s.
the ~ arne lown o r in anothe r. purchase additiona l lots
Award: 2 Bi>.
and build additional brothels for a total of three.
Im.prove to 49 % in r e levant skill . Improvc to Character mu st actively manage each for a month or
4-9% or bette r in Carpemry skill . Award: 3 BP. longer. Character may purslLe other interests and
Hire an apprentice/ employee. Taking on a nc\\ Per,onaJ Goals in orT.llOurs, but must pursue bu s in(' s~
('mployee or an apprclllice. It need not be a paying management a~ a serious matt er for 40 or more hOlLrs
position (especially in the elise of an apprentice ). per week for a solid month \\'ithout interruption.
Awa rd: 2 SP. Award: 10 UP.
C r eate an e xtraordinary item. Create an
extraordi nary item in Ihe profession (excced
CarpeiUry skill roll by 100%·' . Award: 10 B I~

215
51 The OIl-Goina
5.1 I Cattle Ranching
"You Set a Longhorll - I sa a IWfII/y dollar gold piece ardous. They ran a ve ritable gauntlet of obstacles
on legs. lOll Set 500 poullds if hell-s/wwnedjury u'ropped including swollen ri\'ers, arid ranges with little forage
ill leallur sporlin' rib-brwkill' Iwo ves Qnd glll-gollgin' horllS or wale I' and hostile Indians. Even at some white set-
- I Sf( a LOllghorn. " dements, farmers refused to allow passage of the herds
- ~Iorgan I~ Hargra\·c. Callie Rancher - partially for fear of crops being destroyt:d , but more
so from fcar of diseases like 'Texas fe\'er' infec ti ng
their own he rds. A dri\'e beginning with sC\'e ral thou-
Historians will undoubtedly debate [oren: r whether sand head of catt le could ve ry well end up arriving at
it was the longhorn that made the Repuhli c of Texas. marke t with o nly a few hundred head remaining.
or if il was the Texicans that made the longhorn. Despite these ri~ks, the profitability of even a mode r-
E.ither pe rspective has me rit, for the emergence of the ately successful \'cl1ture ensured the continuance and
unique longhorn varict), of Bos Taurus and the ascen- cnlargcmcllI of ca ttlc drives.
dancy of Texas arc inexorably intertwined. Perhaps no
The \\'ar Between the States witnessed an infra-
enterprise olher than gold :lnd silver mining is more
structural maturation of the callie industry. Not only
luc ra dve in the untamed west than that of the cattle
did the Union \'astly increasc it s demand for the prod-
busin ess. The demand for beef in the indust rialized
uct , but central planning 011 thc part of the war
east, as well as in the booming nell' mining tOWIIS, is
depa rtm cnt put lilfough significant changes in logistics
p ra ct ically insatiable - creating a seller's market for
that could never have been accomplished by the sma I!
those in the business of raising cattle. And whereas
and fiercely competitive pre-war players. Generous
those searching for gold and sih'e r must laboriously
su bsidies built new rail lines and allowed favored com-
mo\'c stream and mountain to uncover this wealth ,
pani es to greatl y e;.;pand their packing and distribution
bcevcs can be found on the hoof in copious numbers.
capabilities. These firm s continued to expand their
The expansi\'e open prairies of west Texa~. Arapahoe,
reach after the war. as northern diet s were now accus-
Colorado and Wyo ming arc tceming \\ ith herds of
tomed to cheap \\ estern beef.
milling longhorns in seemingly inexhaU'itib\c suppl y.
De~pi t e the fact that ranchin g had been big business
Ironically, Texicans once conside red the vc ry long-
in Texa;, fo r years, the real cattlc boom only came of
horns now in such demand to be pests. Region al
a{:("c after the war. \ Vhen new railheads reached
demand had been saturated for decades. and getting
Sequoya h and Fort Worth , it didn't take long before
the cattle to distant markets where they might fetch a
they were read}' to recei\"e herds and ship them to the
reasonable price was long deemed imprac tical - if
enormous plants in Chicago. No\\' hundrcds of thou-
nm downright impossi ble. New methodologies would,
sa nd of longhorns arc driven up the long and arduolls
however, dramaticaHy alter the landscape and invigor-
traiL-. to the railheads each summcr.
ate the eattlc raising busi ness.
Still a formidable drive from ranches of west Texas,
Shortly before the \\'ar Berween thc States. seve ral
the new railheads at cattle towns such as New Echota
Texic'lIl ranchers took nOte of the fact that the herds
and Fan Worth cut the northern drives to U.S. markets
of wild cattle roaming the outback of the Republi c
by nearly half. NO! only do cattle arrive at market
\\'ere far hea rtier than their own stock of farm breeds
faster. but in beller condition and with fewer losses.
transplanted froll1the Atlantic seaboa rd. Th ey discov-
ered that these rugged longhorns could be successfully The lure of reponedl}' easy money from raisi ng and
driven hundreds or even thousands of miles to market driying cattic is irresistible to many folks arriving on
on foot. Driven slowly and allowed to graze along the the frontier. Fresh markets arc created with each new
wa}; the animals arrived at the far end of the trail fat gold town that sp rings into existe nce. In addition.
enough to fet ch a decent price. Cattle worth only twO although most of the wild herds have long since been
to four dollars locally cou ld bring anywhere from 20 to claimed , there arc still rogue herds to be found and
40 dollars a head at a rail terminal. Ptrhaps the new rounded up in remote valleys and canyons.
economics of beef is beSl illmtrated by the fact that
one rancher drove 1,000 head from west Texas 10 St. THE TEXAS LONGHORN
Loui s and (in his 011'11 words) "reti red in spades". Historians bicke r o\'er the fin er details of the origin
l\ lost of the early Texican drives headed northeast to of these rugged creatures, but they do agre(' on the
the Kansas Territory. Such drives were long and haz- basics. Like the horse. callie were first introduced to

218
.J
-
- -"'.•.-..;

-~-

219
the new world by the early explorers from the old stock of English ancestry. As the colony took root,
world. Columbus brought spotted range cattle from ex isting herds of wild Spanish callie mixed with dle
the Iberian Peninsula and nearly every subsequent livestock from the cast.
Spanish expedition to the northern frontier of :'v1exico Since the re was no COl1lrolled b reeding, dle only fac-
(Tejas) brought additional cattle that helped seed the tor that shaped these herds was natural survival in the
herds that would one day nourish in the Americas. tough unforgiving environment of Texas brush land.
Some of those cattle escaped into the wilds, so the The result was the Texas Longhorn, a breed that dear-
story goes, where (in spite of the odds) they sun'ived to ly established itself in large scattered herds by the mid
form great wild herds. By the latter 1500s, ranching 1800s. Characterized by their long horns (that can
boomed in Spanish Tejas with some ranches ha\'ing as span 4 to 5 feet wide from tip to tip), these beasts seem
many as 150,000 head. i\ lany of these animals to have been engineered to be tough enough for the
escaped and we nt wild or feral. Adding to the spread long callie drives that would follow decades hence_
of wild cattle was the fact that many Spanish ranchers
developed the habi t of cutting out sick or sore-footed
cattle to give to the Indians as tribute when their herds
crossed into their territories, and these cattle eventual-
* THE CATTLE BUSINESS *
There a re several ways for players to get involved in
ly seeded additional he rds. During the Pueblo Revolts the cattle business. Th e mOSt obvious is for a charaCte r
of the late 1600s, virtually all of the Spanish colonists to stan at ground level as a ranch hand or cowboy and
were driven from their settlements or killed. They work his way up. Alternati\'ely, a pl<lyer with the
abandoned their large herds, cont ributing further to appropriate skills (and a bit of seed capital) could stake
the sp read of feral callie. out some land and begin a small ranch of his own.
When Franciscan missionaries later returned to the Very wealthy characters can simply invest their capital
area, they founded missions and began operating and buy, or collaborate with, an existing operation.
ranches worked by Indian converts. By the late I iOOs, :'Ilany wealthy Europeans, drawn to the business by its
large private ranches again occupied the land on both \-aunted profitability. favored this latter route.
sides of the San Antonio Rive r. Although the callIe
were frequently rounded up, branded and counted for STARTING A RANCH
the benefit of Spanish tax assessors, the herds were CO\'ering eve ry facet of establishing and running a
otherwise allowed to run free , breed and graze along- ranch is beyond the scope of thi s book, but a broad
side the wild herds. ove rview of the process can arm players with enough
In 1822, the Mexican government allowed American information to wo rk out the basics.
colon ists to move to Tejas under the leadership of Starting a ran ch from scratch is ambitious, but not
Stephe n F. Austin. T hese new settlers were mostly impossible. Players wanting to go th is route must
from farms and plantations of the Old South, and locate suitable land and secure it from potent ial com-
brought with them their best horses and cattle - li\'e- petitOrs. They also need to build a he rd. T hese tasks
require a great deal of capita! and lor ingenuity.
If a player expresses a desire to stan a ranch, it is
best handled though role-play, requiring the player to
solve the hurdles and work out the details.

In game terms, here arc a few of the basic tenets


govcrning cattle ranching:
@"" Bee\'es require 10 acres of land (15 if the land is
dry and scrubby) per animal O\'er the course of a year,
to graze upon. The scrubland typical of the Cauldron
(see Chapter 4.11 TIle Am & Eigllt.I Campaign ) supports
about 40 animals pe r square mile.
~ Each head of cattle requires up to 30 gallons of
water a day to remain healthy_ A large and permane nt
watcr source must be situated no furt her than 10 miles
from any grazing land. T he upshot of this is that suit-

220
able grazing land generally flanks rivers and streams. CallIe ca n be obtained in one of twO \'lays. The eas-
~ I uch of the parched land 'out in the wilderness' is iest method is to purchase a starling herd from anoth-
unsui table for ranching. er rancher. While this can be prohibitively expensive
r:!ir ;-Jewborn calves take fou r years 10 mature into for a player just sta rting out, it is the hest option for a
ani mals suitable for sl aughter. wealthy character eager 10 get his ranch up a nd run-
ning. These t ransactions arc handled like all)' other
purchase. wit h suggested prices listed in Chopltr
This means a modest he rd of ·100 cattle requires 5.51 Goods & Sen'ias. Caution is warranted, however.
4,000 w 6,000 acres (10 square miles' of grazing land ~ I a n y highly successful ranchers a re known to be
located suitably close to a stream o r natural spring. Of skilled negotiaton and won't hesitate to take advan-
cou rSt, prime grazing land is snatched up quickly and tage of a greenhorn. f or large purr-hases involving
carlyon. In fact, most of the g reen rangeland in Texas hundreds of head, it may be financially advantageous
and lile western territories is already under the control to contract a distant rancher and purchase a porrion of
of a relatively small number of tattle barons and pro:;- his herd which will be dri\'cll to the character's ranch
perous indepcndent ranchers. Consequenll), the wilds rather than purchasing local stoc k.
of the Shatte red Frontier arc the onl}' real option for
An aitl'rnati,·e is to round up wild unclaimed caule
those wanting to establi~h a ne\\ ranch. This can be a
maH'rick~ from the wilderness and dri\'e them to the
risky venture, con~idering that four nations and a
ranch. Of cour~e, players searching for ,,~Id cattle
handful of Indian u-ibcs cla imthe same land.
must devote time traveling to and exploring remote
With possession being nine-tenths of the law and a unsettled areas on the regional map. This undertaking
show of force being the other temhl, mall}' fortune- is not a olle-man job. In general. it requires three or
~eekers are willing to take the gamble. Ranchers more trained men each ha\ ing lile minimum cowbor
require room for their herds and are notoriom for skill sel ali de~cribed helO\\ with several horses apiece
their penchant to exert control O\-er broad areas by a week lO !>earch a IOO-squarc-mile area.
any mea ns necessary. Typicall~, a rancher makes his
Success or failure is determined by whichever of the
legal claim on a water source such as a ri\'er, lake or
three cowboys has the best master) of Searching.
stream) and then extends the boundaries by extralegal
Afler one week, that cowboy makes a Searching skill
measures to '\l least 10 miles on either side (about the
check for the grou p. This is generaiJy an Average
distance a herd can comfortably travel without water'.
check (+40%), though it may be reduced to Easy
One has to consider futu re gro\\ \h as well. As such, a
(+8011/0) if he also has the Animal Lore skill at Average
ranch can extend 10 to 30 miles from end to end
mastery (74-50) or betler. The character discovers one
claimed territory 011 which no other rancher call move,
mavcrick for e"ery percentage point by which he suc-
graze or water his cattle without being challenged and
ccssfully excecdcd his skill check. ~ l crc1)" finding wild
coming under the threat of arms.
callie docs not, howe,·cr, imply that they arc now
Once an area opens lip to settlement , good range- docile. These mavericks must then be succes~ful1)'
land is seized quickly. from then on, it's a fight for herded a Difficult check for wild call1e i in order to
each character 10 kcep what he's staked claim to. bring them into Ihe fold.
Shortagcs of grass and water C;1I1 turn amiable neigh-
For tHlmplt, Itt's say that Tluodort ccThu" lVi/9 is dtltr-
bors into the bitter enemies. All it takes is one drought.
mined to txplou a 100-sq/lort-milt /lnStllltd ouo in starch oj
Despite Ihe competitive nature between ranchers. mauricks. As nald aballt, ht mllsl first sttld 0111 at kasl thru
there is often a large degree of cooperation though hiud lIIt'n (tach with Xavia or btlltr masury of Animal Hmlillg
thi s typically exists only between large established (coltlt), Riding and Rope l;st) u·llh stlltral horsts apita. T1lu
claimants who've banded together to secure their dtcidrs 10 go on Ihe senreh, along lL'i/h twa alhtr hirtd men.
ranges from interloping newcomers). Catllemcn asso-
ciations rise up. Coordinated an nual round-ups arc
s
Thu pla)·tr now alltmpls a Starching skill chuk 01 Ar:trage
diffitull)' (+40°4 Thtt has 0 76% masury value in tht
organized. Mutual protection and enfo rcemcnt of 'ca t-
Starching skill, 51) !Ii musl rail a 36 or hig}ttr 10 mut or excud
tleman justice' arc tWO of the ways ranchers work
his 76°" masltT)~ I/r ralls a 79, for a latal oj 119
together for the common good of their business.
(79+40=119, wtll abol.'t his mastrry vollu), so ht succUils.
To drttrll/illt how lI1tlven"cks Tltu alld his mttl jol//ld,
IIIt1I!)'
STOCKING A RANCH
his pla)'er sjmpo' sublracts Thu's masltTy valllt (76%jfrom Ilu
Once a player has staked out his ranch. lhe hard part
towl Toll (119) for 0 rtsult rif -13 (119, 76= 4.'1) . Thu and his
begins. In order to make his ranch a going concern. he
needs cattie and the ranch hands to work them.

221
men located 43 mavencks. Now lujust lias to bring them into GROWING THE RANCH
his own herd. A ranch is more than a few hundred head of cattle
Tlue's plq)'er now makes all Animal Herding (caule) skill and some grazing land, A raneh owner needs help
(heck. However, tIlls is a Difficult check (+0%) with no bonus tending to them, and to eventually drive them to mar-
to his roll. Thee onlY has a 78% mastery value in lite Allimal ket. He must provide for the needs of his men includ-
Herding (caWe) skill, so he must roll a 78 or hlglur. He rolls a ing shelter, food, basic equipment and horses. This
68 ~ a failure. represents a huge outlay of cash - all ban ked against
Since each repealed Animal Herding attempt per day (on the growing the herd and eventually ge tting it to market to
same herd) stifftrs a C/lmulalive + 15% penally to the skill check, se ll the animals for a substantial profit.
Thu (an try again, bl/t he has to roll a 93 or higher. Looks like A smooth talking rancher just starting out and short
Thee needs (0 improve his Animal Herding skill before lu (ries /0 on capi tal can often make do the first season by living
master the mavericks again. on the cheap out of tents and the backs of wagons.
Though wild cattle are plentiful, there is not an infi- And if he's real smooth (recall the note on successful
nite supply of longhorns grazing free ly, To simulate ranchers being good salesmen), he can convince the
this, note the following caveats. Any particular area hired help 10 \,'ork for shares of the herd, or eve n par-
can only be searched once per year. Additionally. the tial par, until the he rd is driven to market and sold.
players arc hardly likely to be the only characters seek- Some cowboys may agree 10 such te rms on a hand-
ing to gath er wild cattle. For e"er), ranch within 50 shake, Others will demand a promissory nOte against
miles of the area sea rched, add one difficulty level to wages owed . Some banks and financ iers might be will-
the Searching check - to reflect that nearby ranchers ing to loan money against sha res in a herd, but rates
have conducted cow hunts of their own in this region, can run from 2% 10 5% a month. A character's
If the adjusted check is pushed beyond Very Diffi cult, Reputation and role-playing has a lot 10 do with how
there is no chance of finding mavericks in the area that successful he is in the above pu rsuits.
year.

BRANDING
Bunding is ~ mens of eSllblishing
Methods of Cattle Branding
ownership. The pr~ctice is not new to the
Sh ~tTe red Frontier. however. Even the
ncient Egyptins brlnded their cllt le.
O wners Brand Earmark
A mer ic~ n cowboys lelrbed the usk from
MexiCln vlqueros ~ nd in time developed Wattle
Ve nt Brand
their own unique call igraphy.
Brlnds cn be subdi vided into three
mljor cllegories; I) Letters. numbers l nd
the ir vui~ nt s. 2) Geometric symbols ~ nd
3) Pictoria l sym bols. With thOUSlnds of
bunds in service. a complex etymology I \
developed. with each containing a phuse
\ Jaw Brand
or pun unique to the owner.
Conventions hlve developed to dis-
Dewlap
couuge the practice of venting ('rebund-
ing') Cltt le, Cattlemen ue quick to dis·
couuge the ldoption of vuinls on their
bunds for fear of callie rustl ing. For Trail or Road Brand
example. 1 u ncher Ihltldopts HyyHas his Jughandle De wlap
brand when his neighbor uses Hy His look·
ing for trouble!

222
THE HIRED HELP R a n ch Boss:
A good rulc-of-dlumb is thai c\'cry 250 head of cat- AccounTing - 990IG or better
tle in the herd requires one ranch hand to manage AdminisTriTion - 74% or beller
them. The ,wcrage wage for a cowhand is S I a day Animli Herding (Wile) - 99'J1. or beller
usually paid as S30 at the end of each month. Riding - 9'}0,4 or bwer
The most expe rienced hand fills the position of Rope Usc - 9I}Oft or beller
range boss - the man in charge of the daY-IO-clay
work when the ranch owner isn't around. Range boss- Range Boss:
es cOlllmand a wage of S 100 a month. A rancher just AdminislUlion - 99% or better.
starling OUI may Opt to fill the role of range boss him- An; mil He rding (wrle) - 74% or beller
self, but he must devote his full attention to Ihe job and Riding - 74% or beller
will probably have little time left o\'cr for anything clsc.
Rope Usc - 740/. or beller
E" c ry ranch needs a cook lO pro\'idc meals for the
hands. A competent cook draws S40 or morc a month.
Cowboy:
A poor cook usually doesn't las! long enough to draw
Aotmil Herding (wrle) - 99% or beller
his pay. A'olhing annoys a cowboy more than a cook
that can't properly stew a pot of beans. Riding - 99o/t or bwer
Rope Usc - 99% or beller
When hiring ranch hands, a player must take care 10
select men with a good range of skills. Picking men of
Range Cook:
good character and work ethic is equally important,
but those lacking such qualities arc usual!y weeded out Cooking - 99% o r beller
while on the job. Good men arc hard to find and Droving - 99o/t or beller
hard men arc e\'en rarer. The success of any ranch is
largely dependent on the men that work it. So hiring Wrangler:
shouldn't be taken lightly. Riding - <}9Oft or beller
So, what makes a cowboy? While there a rc many
aspects of an individual's personality that determine While it is possible to for a character to bluff his way
his sui tability for this line of work, it is important to into a job by overstating his abilities, it will become
define the ski lls required to successfully perform the readily apparent to his peers and supe rv isor that he
work. At a minimum, each of the ranch hand positions lacks the necessary skills for the position. At that point,
has the followin g prerequisites: he can either slink away in sha me or take a less skilled
position and diligently attempt to learn.

TABLE 5.1-1: RANC!! !!ANI) REllUIREMENTS


Posit ion II N"dcd W~gC$ Dillies
Cowboy I per 250 bud UO/ mOll lh Aoylhio8 Ihl oeeds dOlO'
R ~pgc Boss flOO/mooTb M1u8el field work 10d cow bo y,
$'10 +/mOlllh Cooks mub
Wrugler' ITO 2 125/ mooTb CUC! for The borsC!
Bbeksmilh" !125/mooTh Shoes horses. rcp1i rs equipmenT
Ruch Boss'" oprioul !60/moDlh ~ho'8U Tuch bouse. huildio8', ' Id ! ~lId d'Y · lo·d~y operuiool.
Keeps iovelllory of equipmcoT. Serves U p.ymuler.
"Nott: Th e lowly wrangler often doublu as go-fer for the range boss and clean·up boy for the cooK.
"A lthough many cOb,-hands are to replact 0 thrown shot on a ho~ 0$ required. most lorge ranchu emplo~t a residtnt bloc/tsmith
for tht job. In oddition to kttping the horsts wdl shod. Ihe blocksmith keeps equipment in a good stare of repair_ repairs
wogonslwhuls. makes bronding irons. ttc.
'''Largu ranches with numtrous buildings. hundreds of piuu of equipment ond household staff often require 0 hired hand who stays
cloSt to home. serving as the owner's right hand man.

223
As a final note, it's standard practice for the rancher three cowboys total , even for smaller herds). One also
to cove r medical expenses for those he employs, as well needs the services of a cook, a stocked chuckwagon, a
as burial costs (should fate take a turn for the worst). wrangler, and several horses for each cowboy.
Life on the Irail is arduous work. Cowboys work 16
WORKING THE RANCH hours a day in order to move the prescribed 10-12
The re arc 1:\1'0 annual evenls common to all ranches miles, and then take shifts on guard duty through the
- the spring round-up and thc fall drive. night. A perennial fear is that. something might startle
the herd and cause them to stampede away. j\ 'ot only
Th. Round-Up does it cost tim e to round up straggle rs, but a 'spooky
\'Vhile on the ranch, cattle are not penned in, but herd' often arrives at the railh ead haggard and skinny
allowed to range freely. One might think that this - and of far less interest 10 a prospect!\'e buyer.
would aHow them to wander off, but few do. Recall that There are al so the intrinsic dange rs of the trail , poor
a typical ranch 's grazing area is cen tered on a perma- weather being the most common . Hailstorms on the
ncnt water source. It is the cow's need for water that wide-open plains ca n cause painful bruising to both
tics a herd to the ranch, without the added expe nse of man and beast, and lightning has killed more than a
fen cing or supervision. few cowboys. Even distant events can impact Ihe drive
In the spring, after the cows have given birth, it is - such as \\·hen flash fl ooding (fed by storms hundred
necessary to round up the herd to take inventory. Doing of miles upStream occu rs at river crossings.
so allows the rancher to gauge the deprivation of the Far more dangerous, ho\\,e\·er. arc fellow men. The
winter (how many head we re lost to exposure and pred- velY lawlessness th:l1 permits squatt er ranchers to co n-
ators), a nd assess his curren t financial position. Some trol vasl swathes of land by force of arms also empow-
stray animals from neighboring ranches may also have ers all sorts of bandits, as well as un subjugated Indian
wandered into his territory and mingled with his herd. tribes. While some Indi ans may be bought ofT with a
In addi tion to performing an inventory, newly born steer or tW O, warlike tribes or bandits may force a co n-
calves arc branded and males arc castrated. frontation - usually ending in gu nplay. It is fo r this rea-
son Ihat callieme n pre fer the longe r southeastern trai\.
The Drive despite its length being: half again as long as the north-
east trail.
While it is nOt absolutely neCeSSal)' fo r every ranch-
er to conduct the long drive to the railroad stOckyards,
it is the surest way to obtain the best possible price for ECONOMICS OF RANCHING
one's beeves. A smaller ranch might opt to act as a At first blush , ranching seems a guaranteed profit
'feeder' (fattening up animals for sale to others \Vho maker. In theo ry, 100 cows could become a vast herd
\ViII bring it to market) or to specialize in breeding and of 2,892 head in 10 year's rime (provided , of course,
calf production. that most of the COli'S give birth each year and that
their offspring follow su it within two years).
Th e problem with thi s analytic computation is that it
Driving Cattle to Market
ignores many di stressing realities that occur on a
Quality grasses and availability of \Vater are essen- ranch. Calves may be stillborn , any number of acci-
tial for driving cattle. It is these two elements thai dic- dents might kill or maim , harsh winters can kill or
tate the feasibility of a trai l. In fact , scarcities of these weaken the herd (compounding losses by reducing the
(especially water) have limited the available trails to number of young), predators and pens may attack,
only a mere handful. and disease may thin the herd.
Planning for a drive entails more than choosing a With a successful Animal H usbandry check (Average
rOllte. This is a major operation and requires careful difficulty), a well-managed herd with adequate grazing
assembly of men and supplies. A herd moves about 10 land can expect growth at an annual compounded rate
miles a day - the upshot being that a drive to either of 20 percent. If the ranch has suflicient grazing land
Fort \Vorth or Sequoyah takes two months or more. for the ever-increasing herd, an initial 100 cows will
As social animals, cattle !Cnd to cling togethcr and grow to nearly 250 in five years and over 600 in ten.
stay in a group. This makes the task of herding them Barring some catastrophe, an average t)'pical callie
easier, but a number of skill ed cowboys are Hill drive can expect to lose 11 % to 30% ( ld20+10) of its
required for the task. A good rule-of-thumb is that numbers due to accidents, stampedes, drowning, ill-
every 250 head needs one cowboy (with a minimum of weather and attacks by (or as gifts to) Indian s.

224
5.21 Running a Cattle Drive
This sulion PTOl:idu an in-depth gamt munanum Jor conducl- spondingly more men . }\n optimal numbe r is o ne cow-
ing a cal/le drivt. Rtad through tht tntirt chopler bifore heading oul boy per 250 head of cattle (but ne\'er any fewer than
on Ihe trail, unks$ )'011 j ust want 10 end liP broke - or worst... three). A herd may be run with as few as one per 400
head but this makes things more difficult 'and in game
WHY DO IT? terms will cause all f\nimal Herding skill checks to be
The area of the Shattered Frontier around the San made at olle level of difficulty g reater).
Juan ~I o umains provides mall )' excellent grazing lands What of the men? What constitutes a cowboy? To be
charac terized by abundant \'cgctali\,c gro\\ Ih, mOSt con~idered an effecti\'e cowboy, the person in question
notably in the spring and early summer. As such, it pro- mUSt posses the fo llowing skills at least at the l\""ovice level :
vides an excellent locale for raising beef catlle - so much Animal Herding (cattle), Riding and Rope Use. Lack of
so thaI local supply far exceeds Ihe demands of the rela- any of these skills means that the person is free to ride
tively spa rsely populated arca. A mature steer may only alon~ but cannot meaningfully contribute to the success
command a price of 54 or $5 when sold within the of the dri\·e.
region. With prices so low, it's dimcult \0 make a profit Other prepuations also need to be made, The journey
raising cllttle for Ihe local markel. is long and will tire both men and beasts. The beasts
However, there is an almost insatiable demand for beef most likely to fee! the strain arc the cowboys' horses. In
in the g reat industrial cities of the Creal L.,kes and ea~t ­ faCL \ou mmt have at least six hor~es per cowboy!
ern seaboard. Beeves can fetch tell times the regional Regardless of how good your horse is, you ca n't depend
pnce if only they can be delivered to the hungl), popu- on a ~ingle steed to do the job. H or~es simply canllot be
lace. Railroads mitigate this difficulty in that they prmidc ridden and \\orked hard all da~ and still be expected to
a cheap form of transportation. However, the catch is perform. It 's common fo r a cowboy to alternate horses at
that the rails on ly !Un to the cities of ~ ew Echota in every mea l, allowing the othe rs to rest and graze so
Sequoya, and to Fort Wo rth in the Republic of Texas. To they' re ready whe n needed.
fetch the magical 540 to S50 a head for one's cattJe, it's
You a lso need to bring along enough food . Cowboys on
necessary to get your beeves to these distant railheads.
the trail are busy 16 homs a day with their various duties.
To do so means embarking on a cattle drive. Though It is inconcei\'able thai they can sustai n themselves by
long and arduous, the rewards for a successful cattJe drh'e hunting and foraging for food. T herefore, yOll must bri ng
are enormous. i-, Iany perils lie on the path, ones that along adequate provisions.
threatcn both your valuable beeves as well as your own
While it i~ pos~ible to purchase preserved food, this is
person, and success is nOt measured by mere completio n
not o nly expensi\'e but also hurts morale, ~o one likes to
of the trail. Cattle arriving at the railheads as scrawny,
mangy beasts are unlikely to receive top dollar - in fact,
thcy might sell for as little as 52 a head. This outcome t3r Meal Planning
could be financially ruino us, since a cattle drive is a huge As anyone who's ever gone grocery shopping knows,
investment with an expectation of a big payoff at the e nd. it's far cheaper to prepare meals from scralch than pur-
The challenge is to drive your cattle to the railheads in chase prepared meals. However, it's nOI so easy to look at
the shortest time possible while maintaining the size and a chart of bulk provisions and dceide what constitutes
quality of the herd. three meals a day.
For planning purposes, )'ou may assume the following
BEFORE Y011 HEAD 011T list of food is sufiicicnt to feed a cowboy on the trail for
Conducting a cattle drive is a months-lo ng operation one day:
that demands careful preparation. It requires an ade- I pound beans
quately provisioned and skilled crew to have any hope of I;, pound corn meal
being successful. It is not a task that o ne can embark
II. pound bacon
upon on a whim.
What then constitutes "adequate preparation'? To 1/ 11 pound coffee
begin wit h, there arc the men. Rega !"dless of the size of A slaughtered cow may be substituted for the bacon,
the herd , a cattle train requires a minimum of three men but this is generally not done. The available meat that
to work it a trail boss (which most likely wi ll be the PC) can be eaten before it goes bad is not worth the loss of the
and a couple of cowboys. Large herds require corre- profit it would have made at the end of lhe trail.

225
T"'I
Bo..

R• ..,md.

cal cold food out of tin cans for months at a lime. dire consequences for your Aces & Eights character). On
Characte rs forced to operate under Ihese conditions suf- each ··turn" I day in game time" you have to manage the
fer a cumulative - 5% penalty per month to all their skill evellts that occur \0 your characters and herd that day
checks. This is a demonstrable effect of their constant (see the Daily Grind, following, keeping track of certain
grousing about the food and the surliness it inculcates. events on the Herd \\'orksheet.
(This penalty does not apply to characters wilh a 35% or Do the same for each day until you reach your destina-
greater share in Ihe drive, since their desire to get the tion. ;\ow you can roleplay selling your beeves, or simply
beeves to the railhead overcomes this lesser incoll\"en- note the appropriate dollar amount on your character
ience.) sheet and mow on. Your G:\I may decide which is best
T he upshot is, for any serious catlle driye. you're going Remember. you need to know Ihe basics that we've
to have to purchase a chuckwagon, twO oxen or mules to already mentioned - the number of cattle in your herd,
pull it, plenty of food and the services of a cook. So, what characters are guiding the herd and their statistics),
before you make the first mile of your trek, you're already and how much food exists to feed those characters.
in the hole for quite a bit of money - dozens of good Naturally, you also need to know where you're starting
horses, provisions and sundries. Fortunately, the hired from (such as the town of Black Horse), and where you
hands only expect their pay at trail's end. want \0 fini sh Fort Worth or New Echota). Consult the
map at th e end of this section.
THE TRAIL You do not need 10 manage your cattle drive in the
At this time, no one else has dared to blaze the long starting hex the first town you left) or ending hex (the hex
trail from the Shattered Frontier. T he paths to the rail- contain ing the destination town/railhead).
heads can be dangerous, and your ranching pee rs have
been content 10 make their meager profits locally. The Daily Grind
However, it won't be long before one of them takes the
plunge, so it's time for you 10 be bold and be the first. For a simple way to manage your cattle drive, follow
these steps.
The rOute ahead is depicted on the two-page spread
map that can be found at the end of Ihis section. You'll 1) Determine today's movement rale (or graze)
notice that there are four terrain types: lush, adequate, 2) Make Animal Herding check for movemenl/graze
sparse and bare . T hese represent the amount of forage - if failed, possible stampede
available to your herd.
- if successful movement, enter adjacent hex
i\'1ajor rivers are also listed on the map. These are a
3) Send SCout ahead to other hexes (if applicable)
boon and a potential hazard. Although they are a guar-
anteed source of water, they are also an obstacle that may 4) Record how today's movement or grazing affected
need to be crossed. Quality of Beef
5) Roll lellO \0 check fo r severe weather
Hitting the 2I.il 6) J\ [a ke Animal Herding check for river crosslIlg (if
For simplicity's sake, you may wish to think of the cat- applicable)
tle drive as a "mini-game" (albeit a game that may have - success: roll d3 for number of cattle losl

226
- if railed, roll d 12 for number of caule lost
- on 10-12, cattle stampede
TABLE 5.2-2: DOUBLE-TlltIE ltIOVEltIENT
Tc.nia DI y I chccks DIy l chccks Diy J checks
7 Roll once on Tahlt 5.2-8: RandQm EncQunlm BJI Terrain
Lus h Avcr lgc Difficult Very Dif{ icu h
or act upon the encounter roretold by scout for th is hcx
Adequuc AvuIgc Diffi cu lt Ver y DiHicu h
8 Roll on Tahk 5.2-5: Chol/u ~ Findillg lI altf
Spusc Difficult Ve.y Difficult Vcr y Difficu h
- autOmatic success in ri"er hex
Birc Difficult Vc.y Difficult Very Difficu h
- automatic success on day of rainstorm
aUl lity of Btef
- add 40°'0 bonus on the day after rainstorm
AII'tru ias ., ·6 ·8
9 Record d ehydration effects ir applicable
10 :\ Ia ke Riding check ror scout ir applicable G.~azjng

- ir success, scout returns with report roll GrazinJ{ allo\\~ cattle 10 recuperate from the rigors of
encounter ror each hex the scout "isitcd the trail and to build back ~ome or thei r mass and stam i-
- if failed, scout relllrns with no inrormation ido na. Opting to spend a day grazing affords the benefits
not roll encounters, cannot usc scout the next day listed on Tahlt 5.2-3: Gra;;.mg.
Ir adequate water is a"ailable ~ee below. gral.ing
DRIVING THE HERD red uces the effects or dehydration by two steps days with-
Thc meat and potatocs or the dri\'C is narurally mo\itH;: out water for eyc')' day spCnt grazing.
the herd on a daily basis towards the d estination. You
have three movement options a"ailable: normal. d o u- TABLE 5.2-3: GRAZING
ble-time and gra:.l:ing. Ternin
Lus h .................. +<1
Normal Movem ent
AdequHe .......... . ...+ 2
T his type or movement is the prererred choice. It
Spuse . . . . . . .. . .. .. no ehage
allows the herd to move along at their natural gait with
time to do some grazing and watering at day's end. This BHe ................ ... ·2
pace permits movement or ten to twelve miles in a day
(one hex on the map). Qll ALITY OF BEEF
Quality or Beef providcs a quantitative measu re or Ihe
TABLE 5.2-1: NORltIAL ltIOVEltIENT health and robustness of your cat tic. Beeves that are
Herd ing Difficulty aUl lity of Bcef
scrawny and emaciated from a rough dri"e yield unpalat-
able mcat and retch a low price. Becf quality and thc cor-
Lush ......... T.i vill ... . . ...+1
responding market prices are listed on Tablt 5.2-4: .\ /arktl
Adequille ..... Euy ............... .. ... no chugc Priu ~ Btif.
Spusc .. ...... Avengc .. . . ..............-1
Bue .... ..... Avengc .... . ....... .. ........J TABLE 5.2-4: ltIARI!ET PRICE OF BEEF
Qulil y Price (per held)
Doubl,-Tim, Mov,m , nt Excepl ioul . ........... $50
T here arc times when it is beneficial to spu r your callie Exce llent ..... .... ... ..$<10
and c rew o n to thc limits of their endurance. Chief Good .... .............$30
amongst these is when you have to cover a long strcteh or
Flir ...... ............ $20
bone dry country. Though it's grueling work and wearing
on the herd, whcn raced wilh the alternative or massivc Milnourished ..........$10
losscs due to dehydration somctimes it's worth the risk. Poor ...... .... ... ... ..$5
Double time movement covers two hcxcs per day. T his Dcplonblc .............$2
pace can be sustained for a maximum of three days, with
evcr increasing le\'e1s of difficulty ror your Animal
D,tS!l1Jining Inili.l Quality of Besf
Herding checks a s see n on Tablt 5.2-2: DOl/blt- Tim(
,\lovemml. To determine the initial quality of your beeves' meat,
you need to know what charactcr managed them !xrore
the cattlc dri"e began. This was mostly li kely the PC, or

227

I
some i\,PC hired to care for the callie. If the character arc guaranteed to contain sufficient watcr bUllhc remain-
succeeded at his last Animal H usbandry skill check when ing terrain typcs vary in their likelihood to do so.
caring for these beeves, they begin the call ie drive at Remember that, regardless of terrain type, there will be
Exceptional quality. If he failed his la st Animal water available on lhe day it rains. Be sure to add 40% to
H usbandry check, the quality of beef drops by one cate- your roll on Table 5.2-5: Chan ce rf Finding I'Valer the day
gory for every 10% the check failed by (initial quality can- after the thunderstorm , and reven 10 the standard chart
not drop below Fair). thc reafter.
For example, lei's sqy Ihal old Theodore "Thee " II 'il~ was car-
ingfor these beeves, and he has an Animal Husbandry 67% skill Effecis of Dehydration
maslery. if Theefailed his lasl Animal Husbandry skill check b)'
Cattle denied their drinking water become increasingly
10% or less (perhaps a resull rf 63%), Ifu callIe begin Ilu drive
restless and haggard. They are far more likely 10 stam-
as Exrellenl quality beg 011 Ihe olha hand. if Thtf failed Ihal
pede and prolonged thirst will shortly become fatal. Usc
Animal Husballd~)' duck b), 11 % 10 20% (sa}t a remll rf 49%),
Table 5.2-6: Dell),dralionto determine the results of extend-
Ihe callie begin Ille drive as Good quality bee] Allemalivery, if
ed dehydration. The Hcrd Worksheet provides a handy
Theefailed his {asl Animal Husbandry skill check lry 21% 10 30%
row of boxes so that you can keep track of dehydrat ion;
(ma),be a rlSull rf 38%), Ihe callie begin Ihe driu as Fair qualil),
si mply check otT a box for each day without water.
bee]

Man agin g Quality of Eeef TABLE 5.2-6: DEHYDRATION


D~ y O u ~l iTy OTber EffecTS
Take a look at the Herd \\'orksheet, and you'll see each
Quality of Beef header Exception, Excellent, and so on), ! .. .-3 .... Herdin g cbec k difficulty illcreiScs by llevd
each with a subset of 10 'check boxes' . Any penalties 2 ......." .... Herding cbeck difficulty incrnscs by Zlcvcls
stemming from a day's movement is applied against these 3 .. .. -8 .... AII herdiDg checks iTe Very Difficult.
boxes. dlO% of herd dies

Each time a table or othe r result tells you that the qual- " ... .-10 .... AII herdiog checks He Very Difficult.
d20% of berd dies
ity of beef decreases, put a pencil mark in the uppermost
box. If your quality of beef continues to decrease. mark 5 .....-1 2 .... Herd ~ uTom u i(~lIy sumpedcs TO wucr".
the next box down, and so on until you have filled the d20% of be.d die s

entire column, then move on to the next column. The - CUTle Ci ll smell Wi Ter from I disuDcc. If "'~ter ex isTS io i lly
column your most recent pencil mark is in determines the bordering bex. tbey sumpede TO iT. If 1101. They slimpede blck 10
Ibe liST koOWII source of wuer. If tbis ;s diY' ~w~y. subsequenT
current quality of beef.
diY, sec ~ d200/t mOTU lity Ind - 15 OUi lity of Bed per diy UDTil
If your qual ity of becf increascs, simply work back- Ibe survivolS ruch i wuering hole.
wards, erasing the pencil marks in reverse order.

WATER Recovery from Dehydration


Adequate drinking water is esscntial to the health of Upon reaching a watcring spot, the continuing negative
any herd . Beeves on the hoof can drink up to 30 gallons etTects of dehydration end. That day (a nd each one fol-
of water a day and therefore a herd must have acccss to lowing spent grazing at the watering hole) reduces dehy-
regular sources of clean water. .lust as with humans, cat- dration etTects by one day, in addition to any other bene-
tle can go for many days without food but the etTects of fit s that the hex's \'egetation provides. Note that Quality
dehydration manifest in me re days. of Beef is not restored merely by findin g water - th is
must be regained by grazing.
Finding wate r is one of the most important tasks you
have in running cattle. Unfortunately, in the arid
Shattered Frontier, this can be difficult. Hexes with rivers SEVERE WEATHER
T he a rea of the Shallered Frontier is subject to about
40 thunde rstorms per year, often accompanied by hail.
TABLE 5.2-5: CHANCE OF FINDING WATER Cattle a re notoriously difficult to control under such con -
Tcrr~ in %J.roll dlOOl ditions and frequcntly stampede.
Lush... . ........... 01-90 O nce each day, roll a dlOO on Table 5.2-7: Swert 1'I'ealher.
AdcqU1 IC .............01-60 Now attempt an Animal Handling check with a difficulty
as noted on that table. On a failed check, the herd autO-
SPilfSC .. . ............. 01-30
matically stampedes.
Blrc ........... . . . .. . .01-05

228
on that late r. Success means that only minor difficulties
TABLE 5.2-7: SEVERE WEATIIER were encoulltered. Roll a d3 (a d6; designating thc 1-2 as
Roll-ld IOQl Wcuher Herd illS Difficu lt.)' I, the 3-4 as 2, and the 5-6 as 3. T his number represents
01·02 ... .... . Dust Slorm ....• •Very Difficu lt a percentage of the herd that was lost 10 drowni ng, acci·
03·OS ... . .Th undcrstorm ............. Difficuh dent, maiming, etc.
06·10 ... . .Tb ulldcr,.orm .... jlh h~il .. Ver y Difficu lt If this skill check fails, the ri,'cr crossing ,,'as a potential
tHaD... . .. No rc, ult ....... .. ...... Nol ~ppli c lbJc disaster. Roll a d 12 to determine the percentage of thc
herd that was lost due to quicksand, current, an attack of
water moccasins or some ot her disaster. If the result is 10
Not e: For all its negative consequences, thunderstorms or abo\'c, the herd also stampedcs (see thc Stampede sec·
do have one upside. Regardless of te rrain type, there will tion. In the case of a stampede, all cowboys must
be water available on the day it rains. Add 40° 0 to your attempt an Swimming skill check (Easy). Those who f.'il,
roll on Table 5.2-5: Challa rif Filldillg rl-a((r the day after the drOI\Il.
thunderstorm, and revcrt to Ihe standard chart thereafter.
STAMPEDES
RIVER CROSSING Callie can be jumpy animab and their reaction to get·
A river crossing is a rcal hazard and seldom does evcry- ting spooked is 10 sla mpede. It is difficult to cont rol this
thing go well. Cattle can become stuck so deep in the behavior OUI on Ihe open plains becausc stampedes have
muddy banks that only a team of horses can pull them been known to occur from such innocuous provocations
out. Spring rains may make the liver dccp, cold and as a jumping deer, a horse's whinny or the flash from a
swifL \\'aler moccasins may lu rk on the banks, cOII'hand 1i~hting a ciga rCtte.
To cross the river, the trail boss must attempt an .\nimal If YOU failed an .\nimal Herdin't check and need to
Herding skill check :A\·erage. This chcck should be deler;nine if Ihe herd stampede~. roll another check .
Difficult or Very Difficult in case of severe weather: morc This second check applies to a nell task. and so is made

229

I
with the same bonuses or pcnalties applicablc to the ini- form their normal function as well as mind the beeves.
tial check (do not apply Ihe standard 15D o penalty for This means that you'll be without a cook or a seoUl (or
repeating a failf'd check). Failing this second Animal both), so be sure 10 have tinned food on hand and keep
Herding chcck means the herd stampedes. you r eyes skinned on the trail ahead.
The cowboys. must now attempt to rein in the stamped- If you need game statistics for any NPC compadres,
ing cat lie. (Seldom is en'ry last head accoullIed for. ) T he \\e've provided Cook, Cowboy and SCOll! :'\PC charac-
number of head reined in on any given day is dictaLCd by ters. Just flip to the Townsfolk section in Chapter 4.1 : TIit.
.\nimal Herding skill mastery. The trail boss rolls Am & Eights Cnmpnign .
d100+50 and subtracts his Animal Herding skill mastery.
The result is the percentage of the remaining missing ani - SCOUTING AHEAD
mals recovered on that day. These checks can be made Having read this far. you may have noticed thai it 's a
once per day until the PC decides that he's just \\a~ting good idea 10 scout ahead of the herd before deciding
time looking for the remaining animals. which hex yOLl will choose to travel into. This necessitates
For eXllm/llf'. II Iiml rf 500 htad slall1pedn Trail bOI' Jake an additional person over the minimum three-pcr~oll
LillIe has Animal Herdillg skiIlIlJaJlf')' 11146~ o. Hl rolb a dlOO requirement for managing the herd.
olld gets 77. Tltis plus 50 lIIillllS hh _I"ill/al Htrding jl.:illlllaJ- To be an elTeni,'c seoUl, the person mUSt ride a full 10
Iff)' yields 8/ % (77+50--I6=8/). 7/uTifOrt. -105 {allit miles ahead and 10 miles back to his companions, in
(500):0.81 =405) Wert ff(ot'l!ftd 011 lilt. inilinl df!)' S unr(h. S m llt' order to rcla~ the information he gathered. T his requires
95 {allle art still missillg.
a Riding check Trivial .
Deridillg 10 WlltZill ill (he aretZ. lIlt 11f.'·{ dqv Ite To/Ira dl0U and To scout '1 acljacent hexe~. he must ride \0 miles to the
gets 61. ThiJ phlS 50 min/IJ his Animal Hadillg skill flwJler)' first hex, a nother 10 miles \0 tlw ~eeond and yet anot her
)Ilflds 65% (61+50-46=65). Thuifore, 61 head 10 miles back 10 lhe herd. This requires a Riding eheck
(95xO.65=61) /L'mfoulld 011 the strond df!)':S Sfnrch. TIllS leaves of Average difficulty.
34 head missillg.
Scoming 2 hexes where the second hex is adjacent 10
A IIiird dn)' qf searching is condurled dllrillg a birh /1/1 lrail bOH the first hex but not to the herd's hex) req uires a Veil'
rolls a dl00jOT /I ,·e.mlt rf 39. ThIS pIllS 50 minu~ hi.!, _Inimal Dinicult check. The scout must ride 10 miles to the first
!-Jerding sk·ill maSle~)')'ieldJ -13 % (39+5U-46=43). Thai mrallS hex. 10 milt's 10 the ~ eeond, \0 miles back to the first hex,
o/Ily 14 /inld qf Ibt remailling 34 nllimais w ere found and then 10 miles back to the herd 140 miles lotal).
(34\"0.-13=14). The trail bO.lJ duides /0 /l'rilt riff Ihe remnillillg
20 lund (lnd (olililllif lilt ddt" . To scout 3 adjacelH hexes another -to-mile trip), he
must ride 10 miles to the first hex, 10 miles to the second ,
10 miles to the third, and another 10 miles hack !O the
CASUALTIES herd. Th i~ requires a Very Di nicult check .
Remember, it takes three people to handle aU tllO~e
A scout cannOt cover 4 adjacellt hexes, or 3 non-adja.
beeves, and each must han' the An imal Herding skill. So,
Cl'nt hexcs, in enough lime to get back !O the herd.
if an cncoun!er with outlaws. a disasterous river crossing
or some ot her event reduces your number of herders In most cases, a f..iled Riding check meam that the
below three, you're in trouble. scout did not get bad to the herd in time before it moved
into a new hex, or he obseryed nothing, and therefore
If you need some more hands, the smart thing to do is
can not impart allY information he's gained. Also on a
\0 head rOUl" herd towards the nearest town and hire
failed check, the scout must rest and cannot be sent out
some replacements. Until you can replace your
the ncxt day.
cowhands, hOll'e\"er, you lose d'10 head per day, per every
500 COli'S in your herd. ( f"hi s penally also applies for If you need game stat isti cs for an i\' PC scout, we've
herds of less than 500 cows. ) provided a Scou t NPC character in the TO\msfolk section
of CfwP'tr 4. I: The A m & Eighls Camp/lign.
For exam/Jle, let's sny IIial Joke Ulilf wsl all his cow/wilds in a
rivtr ~Iomptde. Jnkt hdJ a -I50-fumi hud. so Itt. loses d20 (alllt Note: Ridi ng through an a rea docs not automatically
per da;: if hf had a herd rf II/I"llt'htre from 501 10 1.000 head, mean the scout learned everything .. bout it. If he's look-
Ilea wse 2d20 cOIlIt. per dl!..)c if Jakes herd was 1,001 /0 1,500 ing for waler, he must make :m 0I1sel"\"ati011 (Easy) check.
hiad. Itf'd WSl' 3r120 willi (/ do): alld JO 011. However, if he's looking for possible encounters and/or
trouble, he must roll once Oil Table 5.2-6: RalldOlIl
As you can sec, it's better to hire some extra cowhands
EllcUlllllm Iij' Terrllill 101" each new hex elllered (do not roll
than sel out on a dl;,"e with 100 few. 11\ also a good idea
for the herd's current hex).
10 make sure that your cook and scout (if any) have the
Animal Herding skill. so they ca n take the place of any
fallen compadres. Of course. a cook or scout cannot per-

230
ENCOUNTERS and allow the herd to pass through the hex at normal
You and your beeves arc not the only inhabitants of the mo\'emel\l.
vast stretch of country between Lazarus and ;\cw £ chola For quick game statistics fo r this encounter, take a look
or Fort \\'orth. If you roll an encounte r on the random :It thc Farme r N PC cha r:lctcr, from the Townsfolk section
encou nter tables for ),our current hex's terrain type, con - of Chaptn 4.1: ThtAw & Eights Campaigll.
sult the following information. G razed Out : This hex has been recently grazcd by
Alkali: If wate r was found in this hex, it is polluted ancl othcr animals, pcrhaps buffalo, wild cattle or another
unusable. Ignore this result in river hexes. herd. T he tcrrain is efTccti\'c1y one degree poorer lush
D iffi cult Te rrain: The groUlld in this particula r hex becomes :lverage, etc. so far as feeding your herd is con-
is rough or muddy as the case may be. It takes an addi- ccrned. T his docs nOt affect the water supply.
tional day to pass through. Indians: A small band of India ns approaches your cat-
Dise ase : A cattle disease ravages your herd. It lowers tle train and begs for somc beef. Somc d4+ I head will
you r herd's Q uality of Beef by d20 points. satisfy thcm, but you can reduce this to d3 roll a d6; I or
2 = 1 cow. 3 or 4 = 2 cows, 5 or 6 = 3 cows with a suc-
Friend : You encounter a lonely Indian or fur tracler.
ces~ful Salesmanship check (Avcrage). T hcre is a 25°0
In exchange for some conversation and minor trade
chance 01-25 on a dlOO that 3d6 armed Indians arc
goods 'approximately SIO worth, he can inform you of
located nearby. These Indians seck re\'enge on anyone
certain things within the surrou nding 2 hexes. Roll a ran-
that mistreats the ·beggars'.
dom enCOUlllcr, a nd rolt on Tab/t 5.2-5: Chanu oj Fillding
fl attr, for cach surroundi ng lor appropriate, hcx. Your If you need quick game statistics for this encountcr,
ncw frie nd relays this information to thc charactcr. consider using thc Indian ~ P C charactcl; from thc
Townsfolk section of Owptu -1.1: The . Im & Eights
If you necd quick game statistics for this encounter. you
Campaign.
should consider usi ng the Fur Trader or Indian ~ P C
char:lcters, from the Townsfolk section of Chapttr -I. J: Tht O utlaws: .\ gang of d6+ I mounted outlaws is eyeing
Aw & Eights Campaigl'. your herd. They ride up firing guns in an attcmpt to
spook your herd. Immcdiately make an An imal Herding
FarOle rs : Homeste:lders :Ire acti\'c!y farming this hex.
check or your beeves stampede. Ir thc outlaws stampede
They allow SCOutS to pass through, but once they becomc
your hcrd, thcy attempt to round up stray an ima ls for
aware of the herd, they insist that it leave the area the
themseh'es (see Stampede section). The outlaws' intcnt is
way it came (exit the hex in the same direct ion you
nOt to get into a pitched battle.
ente red). However, with a successful Salesmanship check
Easy, they agree to tradc for beef. In exchange for d3 A seout must succccd at an Obseryation skill check
head {roll a d6; I or 2 = I cow, 3 or 4 = 2 cows, 5 or 6 = D ifficult to SpOt the outlaws hiding in this hex.
3 COWSI, they supply your men with a wcek of frcsh food Othcr\\i~e, hc cannot report the cncounter.

If you necd quick game statistics for this


TABLE 5.2-8: RANDOM ENCOUNTERS BY TERRAIN (DIOOO) encounte r, Oip to Clwpttr 4.1: The Acts &
Eights Campaign :I!ld use the Bandito,
EDcou Dter l ush Adequate Sparse Busll\'Jhacke r, and lor O utlaw N PCs in
Alk ali ................' .... . . . .. . . 01·10 . . .. . . . .... .. 01-06 the Townsfol k section.
DiHicu it TerraiD ... .. . .' .... . ... . . . 11·20 . ..... .. .01·30 . . ..... 07·26 Soldie r s: You encounter a troop of sol-
Disease . ............01·20 .. . . .. ... 21·35 ... .. ....3H O ..... .. 2H6 diers from this rcgion. T hey ignore
sCOuts, but if they enCounter the herd,
F rie Dd ... .. .... . ......' ......... . .. . ' . . ........ .'11·70 ...... .'17·70
their officer commandeers 5d4 head for a
Farmers ....... . .. . .21-120 . ........ 36·70 ... . . . .... ... . . ... .... .. price of S2d6 each. Failure to agrce to
G razed O ut . .. .. . . .. 121·170 .. . .. . . . 71·95 ..... . .. .71·90 ... ...... . these terms will pro\·okc a dangerous
IDdia ll! .. . .. . . ..... .17 J.190 . .. ..... 96·115 . . . ... ..9J.100 .. ... . .. .' cncounter the soldie rs back their dcmand
with forcc of arms). O n the plus sidc,
O utlaws . . ..... . .. .191·220.. . . . ... 116·130 . ..... . .101·150 . . ... . .7J.78 ignore any Outlaw e ncou ntc rs within a 2
Sold iers ... .. .... .. 221·235 .... .. . 13H45 . . . . . .. .15J.J60 . _.79-83 hcx radius.
St rays .. . . .. . .. . .. .236·260 . . .. . .. 1'f6·160 . .. .. . .16J.J70 If you neecl quick game statistics for this
Wale r . . . .. ....' ... .... ... 16J.J85 .. .. ... .171·190 . __ .84-98 cncountcr, wC\'e provided both Soldier
and Soldic r Officc r) i\" PCs 1I1 the
Wolves . ... _.. _. .. .261-290 _.... __186-205 _. . _. _.191-200
Townsfolk section of Chapttr 4. I: Tht Am
No eDcouDte r ..... .29HOoo . ... . . 206·1000 .... . .201·1000 .. ...99·1000 & Eights Campaign.

231

I
St rays: You encounter 2d20 stray of wild cattle. You Unless the PCs make peace with thc drivcrs (by agrce·
may attempt to round them into your herd (per the rules ing to Icavc the line, and doing so), the drivers will
given in the Stampede section). altcmpt to stir up trouble for thc pes with thc law and
Wat e r : You come across a natu ral spring and may othcr drivcrs. (Kccp this in mind for future roleplaying
water your herd he re. adventures!)
Wolves: A pack of wolves is stalking your he rd. ). Iake If you necd quick game statistics for this cnCOUllIcr, you
an Animal Herding check or your bccvcs gCt spooked and can easily usc Ihc D river Nr c character, from the
stampede. T he wolvcs kill 1-2 beeves pcr day (roll a d4; Townsfolk section of Chapter 4.11 The Aces & Eights
I or 2 = I cow, 3 or 4 = 2 cows) wh ilc you rcmain in this Campaigll.
hex (i.e. if you rcmain here to round up you r herd). Town : If you elllcr a hex cOlltaining a town or other
setllement marked on the map, you may roleplay any
Special Encounters appropriatc town cvCntS, such as visiting the general store
to restock your supplies.
Stagecoach Line: As you might cxpcct, drivcrs aren't
rcal friendly 10 herdsman who tear up Iheir lines. If you
choose to take your hcrd into a hex containing thc stagc·
coach line, there is a 10% chance per day that the herders
cncounter a coach or wagon with two angry drivers.
This chance is cumulativc (10% for one day spent on thc
line, 20'Yo for IWO days, etc. until you cntcr a hcx not on
thc linc.

Trail Boss Animal Herding skill mastery: _ __

Herd Dehydration Days: I 0 2 0 3 0 4 0 5 0 6 0

Ini tial Herd Si le: _ _ __


aUALITY OF BEEF caOB)

[vent Revised Herd Size

232
~ ~ .::( 'i.
'" ,

,
,

,
e(
-,.
.-
}.';
-
:>- - ,.

~ I(- 1Ji. ,
~ )- r "
' " -
-
,
-
,
~
~
~ '. , ),
~
(oj
, :;:
~ ,
,
:r. H
§ ~ R H
~
,
- ~ -
• .'
~
.,
"

R ,
.~~
,.

,jJ&
-
,
-- .... ~,
"'
,
,

. e( ,
-
,
.,
,,( ;;,. . '-

~
, ). . ' ~ '"
- ,
~ - -
,

,
, , ~ -
0 - .< K
- '" "
, ,
>1 '): '"
r(
..
~
r .- .(
~
,
,
(/ " , ,

'.
~ .
, - •
"

-
.,

-< , ,

' ('I
.,
\\< "

~
"
K 'r . .
, , , r<
>- IL ' Y
,
"
,
, - .~ >'( .. , -

~,
,
::r. ,

)-'~ "
, L
, , H
,
, - - '-

~"- .,..
LEGEND
o B An 0 AD(QUATE

o S,..,W: 0 L USH

i Hn- ll lonus

234
-
- "
,rY (} - .,..{
,
,
,
"
' ,

- .,..{ ?"\, >} tf..I


"
, ,

.,..{
. H
' i- ,
t"< ' , .} 'r<.
>--
0

- 0

, ,
H
,
"'" >--
"'-
r<.
0

- 0 ,

,
,
~
,...(
0

~
J "

0
.. . ,
'r- ,
" ' J:' " , IX
'). , l"
"
(' , '"
~ "
, 0
'P
)-
T-
..
O

n ~
);>
K: >- >\; - ~l
N
..
~
0

, ,

'CJ.0 . , ,..{
P
.' r<. )- {t ,
~ <-<
\\( .
,
" . ..
1"

'). ~
)-
,
0
0

~ ').
. )-
,
-
,
0
)-
0

"
):, !!(
,
,,
0

f{ )-
..£
, h . ..
K. >-
~
0

)-
• . "
,

. E« K.)-
..
.. .. ..£
. r..{ .
.. ff, ~

,
~
• .. 0
,

..
,
.
,

/'I
"'\- ~

CATTLE DRIVE MAP


235
5.3\ All that Glitters ...
old is a harsh mis/fus, [lid. A !/Ifill kill chase 'tT half Despit e such tales of gloom and disappointment,

G way across Ihe RQckiu and courl '(r for a filousano


moons ono Shi'll leol't him pt-llni/ns ond U'asltd tif
soul. Thtn dtll)' lur kllowin' 'im if UII)'011t shollid ask about
there truly are fortunes to be made in the frontier. The
hill~ and canyons of the Sanjuan range arc laden with
gold and silver deposits still waiting to be ullcovered.
Anyone with a little luck can dip a pan and come up
daimin' the bod),
with a few Oakes of gold but prospecting requires a
- unknown prospector
certain !e"e! of skill in order to make the enterprise
worthwhi le.
In the SluHtcrcd Frontier, one c.fIn hnrdl}' turn Every seasoned prospector has his own tricks of the
around without hearing the Irues! embellished sto r)' of trade, procedures that he guards closely, Acquit'ing the
a glorious new strike of gold and silver. The lure of skills and kno\\-how of prospecting isn't something
precious metals and the promise of untold riches can yOll can learn from a book or by simply buying some
inflict 'gold fever' on otherwise sensible men as they gritty old timer a drink at the local watering hole and
proceed to ab,melon home and family and race ofT 10 1;etting him to talk. It'~ something that's learned in the
grab their share. Fortune seckers from as far away a,. doing through time, sweat and patience,
Europe ha\'c come scrambling \0 the great expanses of
It won't take long for players stepping off that stage
the west to claim th eir piece of the action.
to notice a few who struck it rich re"eling in the for-
The rumormongers would have you believe that tune they've taken out of the hills and st reams. Despite
gold is just waiting to be scooped up by the pan or admonitions to the contrary, some doubtlessly will get
shovel and that nuggen so big they can trip a horse lie bit by the fever and want to try their hands ,,'hether
in nearby mountain streams. they're prepared for it 01' not..
Unfortunately, when it comes to bestowing her bless- This chapter will give yOll a broad o\'en'iew on vari-
ings on those with a greed-laden heart, L"\dy Luck has ous minim.!; techniques as well as a basic system Ih at
a discerning eye and a mischievous heart. The sad allows player~ to pursue prospecting. Note thaI large
truth is that for every prospectOr who ha~ dimbl'd back ~ca1e i.e, commercial mining is outside the scope of
down Out of the hills loaded with gold. a thousand oth- this work.
ers with dust in their beards and aches in their backs
have returned empty handed - sullen indi,.jduals who
look as though they've had their very souls ripped from
IiOLD
You don't ha"e to be a schooled geologist to find and
their ehesl. Hollow men ".jth nothing to show for the
identify gold. Even an illiterate prospector has a basic
many months, or even years, they spent pawing and
understanding of how gotd is found and where to look
scratching at earth and stream looking for color.
for it. Knowledge dating back to antiquity has been
Still, these men are more fortun,lIe than othe rs. passcd dO\\'n by those who have dedicated their lives to
Many who sct OUI in search of gold found only death finding their fortunes in the ground.
for their troubles - a fate some al'e glad to embrace if
At the dawn of time, so their understanding goes,
the ahel'llat ive is returning home in disgrace.
molten gold-hea ri ng ore deep within the forge of the
Sheriff Patch of Lazarus once commented, " If ever earth was squeezed to the surface by powers of bibli-
I mel the man who steps off that \\'ednesday stage who ca l proportions. It was a time of creation when forces
doesn't immediately buy a damn shovel, and a damn capab le of building mountains thrust the earth
pan I'll sha ke the bastard's hand and buy 'elll a upwards umit it touched the sky, This gold-bearing
drink, 'Cos he'll be the firSI slInll\,abitch I've ever met material late r cooled and formed worthless looking
who's had the God-given good sense not get caught up quartz or 'gangue'. Secreted within was the precious
in such foolishness. Gold , or the want of it, has dealt yellow metal that men would one day be so wilting to
out more mise ry o n this sorry earth than any good die for. This gold look several forms; thick threads
mall can imagine." This opinion is, however, counesy (veins) that wou nd through the rock like golden len-
of a man who spent four years stoopi ng in the cold dl'il s, clumpy masses (nuggets., or a suspensio n of
waters of the Animas swirling a gold pan with nothing small dust-like panicles (flake s),
to show for it.
I-ligh on mountaintops, portions of these quartz for-
mations wou ld occasionally jut through the surface

236
exposing their vein-streaked surfaces. Such OlHc rop- Types of (fold
pings are known as 'blowups'. As the ages passed and
Cold is encountered in twO basic forms; placer and
the mountains began to erode, the quartz would
q uanz.
become fun her exposed. Erosion gradually caused the
quartz to break apart and crumble away freeing its Sim pl y stated , p lacer is gold that has been freed
bounty of precious yellow metal in the process. Large from its Slone matrix. Thi s is the 'casy' stuff. It appears
pieces of q uartz would snap off and tumble down in the form of dust, flak es or nugge ts and is typically
slopes where it would come to rest among beds of bro- found in stream beds or buried beneath dirt and clay in
ken rock and gra\·el. Thi s is called a 'float'. Smaller the banks or surrounding hillsides and slopes. Wizened
nuggets and flakes freed from their rocky matrices prospectors kilO'" what 'sign' to look for in their quest
would wash short distances down slopes. E\·cn smaller for the elusi'·e yellow metal. Quartz , black sand and
panicles of gold dust (flood gold would end up in gra\·cl beds arc often present when placer is found.
streams and rivers to be carried miles a\,·ar from their The word is Spanish and is p ronounced plath-air in
sou rces. Ihe mother tongue, but plaJS~er by Anglophones.
T his simple understanding of where gold came from Quartz gold (more commonly referred to as gold
is the basis of e\·erything that drives the prospector. ore; is gold that is still encapsulated in Slone. Even a
Once the first traces of gold are found, e\·ery attempt skilled eye can have difficulty determining whether or
is made to me ticulously track them back to their not a sample is a piece of gold ore. It all depends on its
source - the c1ush·e ~ I other Lode. This is the ultimate relative gold content.
dream of every prospector. Chasing the 'colo r' to its In both forms gold may be found either in a pure
source is a difficult challenge. Streams bearing gold state or combined with other minerals as a gold alloy.
may have changed course a dozen times o\·er the years Gold alloy must be liberated from those othe r minerals
or Illay no longer exist having dried up thousands of mechanically or chemically. High grade ore may have
years ago. Yisible streaks or nakes of gold in it but more com-
In his scarch that may consume months, years or monly the gold is visually undetectable and must be
even decades, the prospector becomes a detective. He ta ken to an assayer to determine its quality. Ore con-
follows clues and inevitable false leads as he explores taining \'ery little gold may be uneconomical to
e\"ef)' meande ring st ream and box ca nyon with no cer- process, costing more in labor and capil al to ext ract
tainty of success. than the value of the metal.

237
Gold are must be mined and mechanically crushed Like go ld quartz mining, sil ver extraction can
using stampers. These are large machines that lift and require enormous resources and labol~ often making it
drop huge iron stamps on the ore to crush it into dust. impractical ror individuals or even small companies to
Arterwards, a mercury amalgamation process is used exploit. However, silver are often yields more value per
to extract the gold from the pulverized stone. Th is type ton than gold a re making it a viable endeavor for those
of mining requires an enormous amount of brute with the resources to exploit a rich find. That being
labor, expensive machinery and capita!. Only large said, mining silver ore is outside the scope of this work.

* PROSPECTING TECHNIQUES *
mining companies ha\'c the financial resources to
mount this Type or operation. Quartz mining is there-
fore outside the scope of the game.
In the well-known gold strikes of Georgia and later
SILVER California, initial prospectors used primitive tech-
Silver isn't the first thing a prospector thinks of niques and tools to good effect. Howeve r, once the sup-
when searching for riches and ror good reason. An ply of !a rge nuggets had been exhausted, miners
ounce of si lver is worth a mere sixteenth that of an quickly turned from simple panning to methods such
ounce of gold. Additionally, silve r is much harder to as the cradle, the rocker, the long tom and ri ver
identify and orten harde r to extract. Unlike gold that damming. These technologies have been employed
can stubbornly resist mixing with other clements, sil- since the ~Iliddl e Ages and it was the Spanish who first
ver docs so readily. h appears in countless colorations imroduccd them to the New World.
depending on the minerals it's bonded with. For exam-
ple, quartz bearing silver and lead is tarry black while Pan ning
other types or silver a re may be blue, yellow, white, red Resources Required: Pan, shovel, Prospecting skill
or even green. Silver is also a common by-product or
Labor Requirements: 1 person
gold ore processing.
P rocessing Capacit y: 1 ton/day
Ore suspected of containing silver has to be taken to
an assayer and tested to determine if it has any silver Panning is the si mplest method or looking ror gold
content, and if so, how much. Testing in the field is and the method that requires the least investment. It
impractical. also lends itselr well to solitary work.

Fo .... m 4! n 0P4!""' e. .. Yo ck 4!Y box

238
A pro~pcctor can set him~clf lip in business whh only This type of set up requircs fOllr people to work opti-
some basic provisions, a pa n, shovel and some mally, two to excavate and then sho\'e! the dirt into the
unclaimed ground along the bank of a stream or river. machine, one responsible for the water supply, and
(Though mules can come in handy hauling equipmcm another to rock the handl es. Unlike panning, th is tech-
and provisions into hard-to-reach places such a~ nar- nique for placcr retrieval is a group effon necessilating
row ca nynns. The ani), things holding him back arc sevcral like-mi nded partners.
his own abilities and whe ther or not there 's any color Two or more cradles can be opcrated on a single site
gold to be found at the lo('ation he's working. and ~o thi, type of activity often leads to the formation
Experienccd prospectors with a basic understanding of small mining groups 0 1' informal companies com-
of gold's o rigin (sec above) have a good idea where to prised of th rec to ten men with equal shares in any
begin their search. The) usually sIan in the streams realized ~old. Such safclY in numbers is an added
looking for the telltale black sand that usually accom- attraction to lhis approach since working a claim can
pani es placer gold. be a risky pursuit.
. \ fter scouting out a site thai looh to ha\'c potential.
the prospecto r kneels on the bank or wadc~ into the Dry Diggin g (aka Coyol ing)
st ream, places some sand in a pan and 'works' Ihe pan Resources Required: Timber for shoring, Carpentry
by filling it wilh water and rocking it with a ~wirlin~ skill (materials can be purchased instead of built) ,
motion. He picks out the I:Irger stoncs and gravel a~ Engineering Design skill (advanced), Prospecting
skill
the water runs ow::r the lip of thc pan allO\\-ing the
lighter sedimcnts to run ofT. Whal's Icfl is Ihe heavier Labor Requirements; 2+ men.
black sand (called the drag) and. if he's lucky, ~On1e Corotin~ in\"Oh(' ~ sinkinc; a deep \Ccnical shafl into
gold dust, flakes or nuggets. ground known 10 contain placer gold. and then dig-
It may sound like easy money but panning is notori- ging outward like spokes on a wheel. This is a method
ousl}' hard work requiring long hours slOoped over in of accessing old stream sediments or placer gravel
cold "ater and exposed to Ihe elements whilc intently without having 10 dig away tons of overlaying din and
studying the pan for any sign of color in the drag. rock.
Results of panning can range from disappoillling no T ypica lly, one mall works underground, whi le a pan-
gold ! to annoying (jUSI enough scratch to cover )'our ncr lifts the excavated material to the surface by means
expenscs - o r not cven that) to exuberance whcn a big of a winch. When a sufficient quantity of din is
nuggel turns up. eXlracted, 1I1e tcam pauses to wa~h it using a cradle or
long tom.
1lle Cradle (Rocker Box ) If there h water available near the dig ~ile, it may be
Resour«::es Required: Lum be r, Carpentry skill brought to Ihe crad le or long 10m by digging ditches or
(novice) (cradle can be put'ehased instead of built). cOllstructinlj aqueducts. If this isn' t possible, excavated
Prospecting skill material may need to be hauled 10 a water source by
Labor Requirements; 2-4 men means of a cart or wagon.
Processing Capacity: 8 tons/day Unless propcrly dcsigned a Very Difficult skill check
This is a techniquc that is used once panning a sile by a character of at least Advanced mastery in
known 10 have gold stops yielding color. It allows a sig. Engi neeri ng Design), this type of mining ca n be very
nificamly larger volume of dirt to be washed. hazardous.
A hollowed out log or halved barrel is used for initial
screening. A handle is affixed on each side of the box The Long Tom
allowing it to be 'rocked' to help agit:lIc the din and 10 Resources Required: Lu mber, Carpentry skill (aver-
keep it nowing. The honom of this 'box' is a sie\'e age) (long tom can be purchased instead of built),
through which water and dirt arc washed. The sicve Pl'ospectillg skill
sorts out larger rocks a nd debris that arc lossed aside Labor Req uirements: 6 t.o 15 men
while the dirt falls through onto Ihe 'hoppers'. Processing Capacity: 20 tons/day
The box beneath the cradle is segme l1led with hori- Similar in concept to the cradle, the long tom is larg-
zontal woodcn bars that slo\\ Ihe ,valer and trap any er and hence capable of processing even more materi-
gold along the raised leading edges while allowing mud al. It is trough shaped. but sign ifi ca ndy longer (any-
to exit at the end of the bOl( with the incoming water. where from 10 to 20 fect and "idcr aholll 2 feel.
Though still co nstructed of wood, a shect-mctal bot-

239
River Damming
Resources
Required: Lumber,
Carpent r y s kill
(advanced) (da m
mate rials/wo r ke r s
ca n also be
purchased),
Prosp e cting skill,
Engineering
Design skill
(average) (enginee r s
can be hired instead)
Labor Requirements:
100+ men
R ive r damming, the mos t
advanced mining techn ique of the day,
req uires an enormous investment in time as well
as a la rge labor force. A.s such, only individuals
with <I n extensive amount of capital to invest or
joint-slOck mining comp anies wou ld undertake a
project of this magnitude.
The first mining companies lO set up in an area usu-
ally take on the responsibility of establishing rules
including malla~in~ gold claim~ and executive insti-
tutions that deal with legal issue~.
... SlUl(' rtqui'n a Jigni/imftl capilal in~'m"'tnl ,-\ rh'e r is dammed up \\'ith V-shaped earthen or
stone dam also-called win~ dam '. Sometimes the river
tom has been added with a sieve and a 'ripple box' on is din'rted into a side valley or ('\"(: n into a neighboring
the fa r end to catch the washings for further sifting, stream .
T he long tom is usually placed on a slope (such as a The goal is to dry out a section of the riverbed
river bank) as it requires great er hydrodynamic pres- enabling prospectors to get at lhe river bottom and
sure to operate efTecti\'c1y, One man shovels dirt into process the dirt using dozens of long tom gangs.
the uppc r end, while another controls the water now,
Such an ope rating has 10 be properly planned, wait-
Othcrs line up on both sides of the box removing any
ing until the rive r is al its lowest poi nt (usually late
large rocks and debris and checking the wooden slats
J une). Building the dam can take as long as four
for color.
months leaving long tom gangs only a few weeks 10 do
Once tile ripple box is fille d \\'ith black sand (the rest their jobs before seasonal rains wash away the d am.
of the dirt having been washed away), the long tom
crew stop the water Oow, grab gold pans and sift Sluice
through the black sand in the box for gold,
Resources Required: Lumber, Ca r pentry skill
It takes at least six to eight men to properly work a
(advanced) (sluice can be purchased illstead of built),
long tom and fully exploit its capacities, Enlarging the
long tom and employing more men can increase the Engineering Design skill (novice), Prospecting skill
yield. Labor Requirements: 50+ men.
r\ slu ice is, in essence, a greatly enlarged version of
Note: the jQ!lowmg techniques mqp be bryond 1111 sco/u qf the long tom. It requires an enormous flow of water
mlln)' games, However, a basic descTiplion is provided here for usually achieved by setting up pi pes several hundreds
the Teaner's edificatioll, of feet long on a Slee p slope. This requires partially
damming a ri\"('r or divcrting its now. T he complexity
of the operation usually limits its employment to those
with significant rcsourees sltch as a small company.

240
MYTHS AND MINING COMPANIES MINING DISTRICTS
A grcat romantic m},th surrounds gold and si\\'cr Since many gold strikes arc located outside the juris-
prospecting. It is the idea that a solitary prospector dicrion (or a t least out of reach) of any formal a uthor·
wandering ofT into the hills armed only with some grit, ity, the initial rush into a gold rield is noth ing short of
determination and a fe\\ simple tools can return rich c haos. Disputes over claims and the perpetual threat of
beyond his wildest d reams. being bu llied off a piece of grou nd quickl}' lead mi n-
Self-reliance and a go-it-alone attitude is what mOSI ers and prospectors 10 orga nize.
fortune seekers envisage when they think of prospect- ,\ typical ael -hoc government is the gold district. A
ing. For many, the lUTe of prospecting i~n't mere!) council i~ appointed consisting of the most respected
a bout the gold. It 's infused with the dream of becom- or vocal members of the distri c\. Their fi rst o rder of
ing a self-made mall who answt'rs to no one and escap- business is layinl; down some ru les. Everything from
ing a lifetime of being worked into the grou nd with li l- thc size of a claim to the punishment for claim jum p-
tic 10 show for it. ing needs to be laid do\\ 11. Enforcement of these rules
Unfortunately this na Ive expectation often collides is taken ,·ery seriou~ly and punishments arc usually
head on with reality. The cycle of c\'cry gold rush fol- meted (lut quickly.
lows a predictable pattern. T he first Ilood of pro~pec·
tO r ~, working alone or in small gI'OUP~, arrives at a ne\\
Gru bslaki ng
fi nd and quickly ~crapes up tilt' ;ea~y· ~old on Ihe sur- Dc~pitc or perhaps becausc of the fact ,hal anyone
face. T his gold is soon depletcd. While Ihere may be with a little knowlcd'l'e and S(lme ba~ic tooh can SCI OUI
large quantities of Ihe precious metal remaining on in ,earch or ~old. many fonune ~ceker~ arrl"e at a
the site. thc balance lies deepcr and is much marc dif- ne\d~ discovered gold field on I) to learn that thcy
ficult to get at. T hi~ req uires coordinated effort, spe- don't h,we the mann to equip (lr adequately provision
cialized skills and all 100 oftcn significant inpUl~ of thcm~ekes.
capital. Since it can take weeks or c\'Cn 1l10nth~ befo re real-
A natural conscquenee is the formation of partner· iLing allY earni ngs from their work, a prospector can
shi ps and ~mall companics. easily rind himself in debt or broke very quickly. Life
Initially, such mining companies arlO lill ie more than in a gold camp, where a shovel can cost as much as
co-ops comprised of mine rs who own stock in the twelvc dollars, isn't cheap. A fortune seeker who winds
company and share the production costs and p rofits up in such a predicament can try to fin d a grubstake.
proportionally in an effort to overcome the tl'chnolog- ,\ common arrangement in gold camps, grubstaki ng
ica l problems and lack of capital for ilwcstment in the occurs when one party puts up the money to cover p ro-
necessa ry machinery. ,·isiom and equipmclH and the other pany does the
I nevitably the despised large mining companies actual work. If an} gold is found, they split it. Terms
squeeze thesc independent pro~pectors out as they for such arrangemenls "ar), but the split is usually
mo,'e in with e"en more capital, heavy machinery and 50/50. Grubstaking may be agreed upon by a hand-
a myr iad of new rules and restrictions. T his end resul t sha kc or formal contract. Either way, trUSt is pa ra-
is a sh ifl from indepcnde nt prospectors w waged labor mount and securin~ such a deal may hinge on one's
with the lion's sha re of thc profits going to a fat few reputation.
who have never dipped a pa n or gotten thei r hands
dirty.
Disgusted at the situation, many prospectors simply
* P ROSPECTING FOR GOLD *
move on to chase rumors of the huest new find. O K, nO\1 that you know a li ttle about the gold busi-
O thcrs stubborn ly choose to hold on, refusing to give ness, you might want to gra b a pan and a shovel and
up their freedom. Evcntually, the earnings from their head up the Animas [0 snatch your own handrul. Hold
cla ims become so marginal that they :lre forced to sell up a minute so you can learn the mecha nics for doing
and join the ra nks of wage laborers. Barring that, they t hi~.

move on to a nother area to start over or simply accept T here's a map printed in this book thaI depicts the
defeat a nd retu rn home. areas of the shatte red frontier that conta in gold. You'll
notice that for each gold fidd, the mothe r lode is indj·
catcd along with regions radiating outwards from it
that contain progressively lesser amounts of gold.

24 1

I
Now, as a bright player, your natural thought is that Scalier Chart ' as your aiming point instead of a
you'll JUSt hike Out to the mother lode, stake a claim , human target. This special silhouette appears at the
and live fat and happy the rest of your life. Well it isn't end of the chapter. Pl ace the Shot Clock over this
that easy. You see, this map is only a sample illustration cha rt and roll a d20 just as you would if firing a gun.
of a gold field. You r G~ I may not choose to usc this Bonuses or penalties to t his roll are listed on T able 5.3·
map. In fact , there a re several variatio ns of this map 2: Prospecting Bonuses.
on our website, a ny of which could be used in play.
However, for instructional pu rposes, we'll use the map TABLE 5.3-2: PROSPECTING BONUSES
in this book. Cond it ion Bocus or Pccah-1
The first step is to purchase the necessary lOols and Unskilled Prospector ................·4
provisions you' ll need while prospecting. This may
Novice Prospecting skill mistcry ..... +1
involve a substantial out lay of hard cash as you' ll
require quite a bit of food a nd possibly a pack animal Average P ros pecti ng skill mistery .... +2
to haul this load. Once provisioned, you' ll then have to AdVlnced Prospec ting skill mastery ... +4
journey to the area you wish to prospect on. Using Expert Prospcc ticg skill mwcry ..... +6
what you've gleaned from earlier in this chapter, that
MlStcr Prospect icg skill mHtcry ..... +8
probably will be one of the streams running down
from the San j uan ~ I ountain s . Eicb previous diY's success . .........+1
Let 'S say you\'e successfull y reached the SpOt you've Each previous day's hilu rc*" ......... ·2
chose n to prospect. Now, you have no idea what if any
gold is the re. You need 10 attempt a Prospecting skill • subjtct to Q maximum cumulati~ +4 bonus
check that consumes a whole day. The difficulty of th is •• subjtct to a maximum cumulativt·8 ptnalt!J
check is based upon the density o r amount of placer
gold prese nt at the site. Obviousl}; if big gold nuggets Scoring a 'hit ' on a red box means that you're able
are just lying on the grou nd, it isn't 100 taxing to guess to extract the full potential of the sile, orange mea ns
that you' re in the midd le of a huge gold field. 50°0 and yellow 25°0. Hitting a g reen box means that
However, since you don't know if there's gold in the no gold was found and that you had a random
area you searched, the G~1 consults his map and encounter. These encounters arc liSled laler in the
makes this check in secret. chapter. L.'l.nding anywhere else means you toiled away
for naught.
TABLE 5.3-1: PROSPECTING nlFFICULTY
Zones Type Difficu lt.),: GETTING THE GOLD
A. Mother Lode: .......... triviil Th e amount of Place r gold you can recover from a
particular site depends on two factors: the concentra-
B. Extremely Rich .......... CiSY tion of gold (this va ri es by zone and is listed in the
C. Rich .................... easy Yi eld per Ton column on Table 5.3· 3) and the amount
D. Modcutcly Rich ...... average of din you can process listed in lonslday under the
particu lar mining technique).
E. Good Color ............ Ivcragc
Panning, at I toni day, is the least effi cient means of
F. Fair Color ............. difficult
sifting dirt. It docs however have the advantage of
G. Poor Color ............ diffi cult being cheap, portable, and easily perfo rmed by a lone
H . Miscnb le ........... very difficu h prospectOr a nd so is oft en used for initial exploration.
For ttamplt, a prosputor who sucusifully pans in a misty·
If you succeed at th is skill check, your character ablt 4.01lt (whtre tht gold dtn.sity is Id4 Slton) hits a rtd ana.
determined that th e site has the potential to yield gold. Tht GM roiLs a ;4' and informs tht pla)'tr that ht was ablt 10
from then on, you may attempt to utilize one the UCOL'ty 54 of goldjlakejor that day'.s labor. If ht had insttad
prospecting techniques to actually secure some of the hit an orallgt aua, Iht day's lakt would bt 52. Similarly, hit·
placer gold. Success is not automatic, you r PC's skill as ling a )·tllow aua would uduct Iht day's yitld to a mtrt dollar.
a prospector will in large measu re determine his sue·
Howtlltr. if the Qua was modtrattly rich, tht C.lf would
cess. To determine the effi cacy and productivity of
ins/tad roll 2d20 and add 40 10 the ruult (let's Q.Jsume he rolltd
your effo rts, you will have to utilize the Shot Clock.
28 - adding 40 makts the pottntia/take S68). Results of red,
T his is simi liar in practice to targeting a weapon in
orange GIld yellow would thtrifore yield 568, 534 or 517.
combat , however, you make usc of a ' Prospecting

242
TABLE 5.3-3: GOLD FIELD DETAILS
Zones Yield per ton Toul Plletr Gold per quarter sqUHC mile
A. Mother Lode: ....... 604 to 1000 (4dlOO+SOO)S/ loD .... .. ....... .1000 x dlOOO $
B. Extremely Rich .......32810 480 (Bd20+320) $/Ion ............... 400 x dJOOO $
C. Rich ..................88 to 160 (SdIO + 80) $/ IOD . .. ..... . ........720 x dlOO $
D. Modcutcly Rich ..... .. .42 1080 (2d20+40) S/ton .. .. .............. 270 x dlOO $
£. Good Color ............ 2110 40 (ld20+20)$/ IOD ......... •.. .... .. .'I5xdiOO $
F. Fair Color .............. 11 to 20 (ldlO+lO) S/tOD ....................9xdlOO $
G. Poor Color .............. .5 -10 (ld6+4) S/ IOD ...................... 2dlOO $
H. Misc:ubJc ................. .l-<l (Id'l) SltOD ........................ .Id20 $

PANNING A SITE 011T ces~ful. the most he can find is another dollar. Aftcr
A site wilt not conti nue 10 yield gold fore\'e r. Each that. any further attempts eyen if he continues to hit
square quarter mile (160 acres of a gold site contains red in his pro ~pect illg attempts will yield nothing.
a limited amount of gold. This is listed in the Total
Placer Gold per quarter sq uare mil e column. O nce a COMPETITION AND CLAIM STAKING
character has begun to extract gold from a particular It would be a perfect world if you cou ld go out and
quarter square mile, the C:\! should consu lt the table find a loaded goldfield and just take your time leisure-
and roll to determine the total amount of gold prese nL ly panning OUI whatcTer f.!:old you desired. Howcver,
Only this amount can be reco\·cred. Further prospect- the minute you sho\\ up in town with your bag of gold
ing will never be successful. nuggets you're goin~ to sct off a mad frenzy. Everyone
Returning to the example abO\·e in the miserable and their brother is going to stampede out to the hills
zone, the Gi\"l rolls a d 20 getting an II ) and thus sets looking for your site. Others more sly wil! certainly tail
the capacity of that particular quarter sq uare mile. you as )'OU try to return.
Let's assume the characte r continues to have success Face it, one way or another someone clse is going to
panning the area. The first day he pulls out S4 of learn whe re you got your gold . The best you can do is
Oake, the next S2, the following S3 and S I on another to ensure that you sti ll ha\"(~ a scat at the table. You can
day. He's now close to panning the area out. There's accomplish Ihi s by staking a claim.
only S I len of gold to be found so if he's again suc-

243
Claims ca n bc made at the nearest IOwn with juris- 17 You stick your hind ill the wroog dirk COrDer o f
diction over the region in which the claim lies. If no your TenT/cibin · a brown recluse spider biles you. Sec
such town exists. you'd best keep a pislOl holstered until ChapterJ.31 Wounds 6- Healing (or deliiis.
you can come to terms with the prospeclOrs attracted 10 Weather
your site and fonn a mining district cou ncil. 18-19 A fhsh flood reiches your nmp. No prospecting on
Though numerous mcthods were establi shed for sile possible for Id4+2 diYs.
delineating claims, for our purposes there is enough 20-23 A hnvy downpour of uio (o r soow. io winler) occurs.
room for 20 productive claims to be located within No prospecting o n site for Id1·1 (minimum I) d.tys.
each quarter square mile squa re area. Typical rules are
You spot smoke from .l brge forest fire moving in
that an individual may hold title 10 only one working
your direction.
claim at a lime. [n order for the claim holder to keep
his title the claim must be worked al least 3 times a 2S Your teol c.J.tehes 00 fire. No work possihle todlY.
\\"cck ('working a claim' is defined as putting in at least 26 Your teor/roof blows iWiy. No work possible Tod.ty.
five hours work on a given day). Any claim not worked 27-29 Ri ver Flooded. No prospecTing possihle for Id4 diYS.
for twO weeks is automatically forfeitcd and is given
Disease
over 10 a new owner by way of loiter),.
JO MUST hive been some bld food or wiler. beC,lUSC you
mighT now hl\·e Brlin Fever (Iyphoid). S ee Chapter
PROSPECTING EVENTS 3.31 Wounds (; Healing to dmrmioe if you ~rd o ff
As mentioned prc\·iously, landing in a green zone the illoess.
dictales Ihal a random encounter OCClLrs. These \'ary
JI You may have coughT brochiT is. See Chapter
in scve rity from innocuous herbivores (that might pro-
J.JI Wounds 6 Healing 10 delermine if you fight o ff
\"de a free meal \0 a properly skilled outdoorsman) the illoess.
d1fough various annoyances to potentially dangerous
encounters wilh individuals seeking the charaCter's J2 MUST hive beeo some b.J.d food or wuer - you possibly
wch eholen. Sec Chapter J.31 Wounds 6 Healing to
new found wealth.
deTermine if you WHd off The .J.ffliction.
I t is incumbent upon the G.\I to han' a few ~on ­
33·34 You surt coughing - you might h.J.\·e nug htlhe
Playcr Characters (NPCs' prcpared in ach·an("c 10 facil-
crou p. See Chapter J.JI'Vounds 6 Healing TO deter
itate play. The N PC list in Chapltr -1.1 1Tht ..l UI & mine if you I1'Hd off the illlless.
Eights cumjJaigll is an excelle nt source.
Jj A slight fever Ind sore Thro.J.t mighl devdop into
diptheri~. See Chapter J.JI Wounds 6- Healing 10
d 100 roll Encounter delermine if you figbt off the .lff1iCfion.
Animal Encounter J6-38 Exposed 10 lofluenn. Sec Chapter J.JI Wounds 6

OJ A luge beH imblcs into timp. Healing 10 deTermine if you wnd o ff Ihe illness.
02·03 A lone sbeep w.lnders into your cimp. 39·41 Mosquitos He bId Ihis seasoo - you might C.J.lc h
miluj~. See Chapter JJI Wounds 6 Healing 10 dClCr
0+06 A lone. Stuggly. unbranded cow Winders inlo ump.
mine if you fight off the illlle~. (10 winTer: ' goore
07 A skunk w.lddles boldly iDlo Ihe midst of your C.J.mp. Ihis resuh .J.lld re·roll on Ihis I1ble.)
08 You find i common scorpion in your bool - ifter il '2 Lillie red bumps appear 011 your skiD - you·ve Clught
stings you. See Chapter.lJI Wounds 6- Healing for melsies. See Cbapter J.JI Wounds 6- Healing TO deter
det.J.ils. mille if you wnd off The illness.
09 You see.l mallgy. half·sluved dog lurking on The edge Your sligh t cough cou ld d~ vdop into pneumooi~. S ec
of your u mp. Chapter J.JI Wounds 6 Healing to determine if you
10 You sec i COUgH sulkillg your ti mp. wnd o ff The illoess.

11 You see i rallleSllike sunning ilse lf on i neuby rock. You brushed .J.g.J.insl Ihe wrong foliige - it 11'.J.S poison
o.lk. Sec Chapter J.31 Wounds 6 Healing for dmils.
It ukes Id1 hours 10 nrcfully chue him iW.J.Y.
People
12 You shifted Ihe wroog woodpile -.l bbck widow
46 Fur Trlder: hlils you and asks The way 10 neuesttown.
spider biles you. Sec Chapter J.JI Wounds 6 Healing
for details. '7-<8 Prospector: shows up swing ownership of your
claim.
13·16 You SpoT i deer on Ihe edge o( your cimp.
'9-5!l Indiin: one approaches your camp.

244
51 -5~ ProspeCTor: SU fi S workins a cbi m above you rs. Ann oyan ces
SS-59 Banditos: Three enlcr your ump and demand your gold. 77-81 Bugs gCI ;1110 your food - lose half of it.
60-61 M ys ter y: you hear .1. dista nt gunshot echoi og from 82-85 RodclIIS gct inlo you r food - DO more Ih.l.D o ne mn!'!
somewhere out o f sight. worth rcmains.
lovesto r: approaches pbyer about parlbcriog up. B6-B8 You lwakco to (ind all your mining cquipmcnt
Vagubt: offe rs to help WOrk , liim in excluDg' for smashcd or missing.
food or shut s in the spoils. 89-93 Lu gest picce o( cquipment brcaks. No prospecting
68-69 Cbiffi Jumper: e h.mcler atTn"cs to find Id4 Cbiffi on site possible with it unlil rep,aircd (Avcragc
Jumpers IIlorkins the sile. diUicuhy check (or Ihc skill check rclued to repairing
this picce o( equipmcol - prohably Carpentry).
70-72 Bushwhacker: Jd<l Bush""hackcrs lie in hidi ng wailing
10 ambush Chua"cr .J.nd rdic\'c him of his gold when 94-97 Your most (requenliy used piecc of cquipmcnt breaks.
he's upsuspecting. They atuck on his trip hack to 10111' 0. No prospcc liog on site possible with it unt il rcpaircd
(A\'cugc diHicuhy chcck (or Ihe skill check rclued
73-7~ Make me 1n oHeT: NPC makes offer on (l1im/ work
10 rcpairing this piccc o( cquipmcnt . probably
sile.
Carpentry).
7S-76 Indians: stea l your mule/horse:.
98-00 In jury: Make Dex C hcck. Fai lurc indicatcs chau ctcr
in jurcd himself (sec Table J·}Oc: Non -weapon Injury).

245
Prospecting Scatter Chart

Red Full Yield


Orange 50% Yield
Yellow 25% Yidd
Crecn Encounter

246
,

'-
Q)
>
0::
'"o
c

'"o
...J

Rive

to Roncho

Muskeegie Gold District


.-.-.-- 5 miles

I ~-
5.41 Gambling
hether in a shady saloon or a gussicd.up After all losing bets are collected and all winn ings

W gambling hall, a singl e hand can turn the


lowest of men into a winne l: or the best of
men into a poor wretch without a cent to his name. In
paid out, new players can join the gam e. Once all bets
a rc down. the dealer chucks the dice again a nd the
process repeats itself.
the Shattered Frontic.; ca rd games arc king, but dice
games and even the roulette wheel also have a place at Playin' Chuck-A-Luck
the table. This section dClllils the most popu lar games To play chuck-a-luck, make a simple board or layout
and their fules. labeled with the numbers one through six on which

* DICE GAMES * playe rs tTlay place their bets. You should have ready
access \0 the three six-sided dice the dealer requires.

HIGH DICE
CRAPS T his si mple dice game is often called "beat the deal -
A vcry popular dice game in the Shattered Fromier er," or Ihe "ba rtender's game," since it keeps drinkers
is "craps." If the shooter rolls a 7 or lion the first occupied while they sit at the bar. Players simply bet
roll, he wins. H e may throw and bet aga in, or pass the I: I odds that they can beat the deale r.
dice to another playe r. Howeve r, if he rolls a 2, 3 or
Play begins wlt h the dealer roBing two six-sided dice.
12 on the first rolt, he loses.
On a roB of 2, each playe r immediately wins even
If the shooter's first throw is 4, 5, 6, 8, 9 or 10, he money, while on a roB of 12, d1t: dealer takes all
continu es \0 throw until he again rolls the sa me num- wagers.
ber and wins, or throws 7 ("craps out" ) and loses bOlh
On any Dlher result rolls of 3 through II ), the deal-
his bet and the dice.
er places a mnrker on a numbered layout or sim ply
lIses chalk to indicate his sco re. The player on the
Piayin' Crap'
dealer's far left then rolls Ihe dice versus the deale r's
Craps can be as simple or as complex as you wish. score. If the result is higher than the dealer's sco re,
The common rules for crap5 listed aboyc) arc elemen- the player wins even money (1:1 ), Each remaining
tary enough for novices to q uickly play the game. player (in o rder of the dealer's left 10 right), also rolls
Saloons will typica!!y add a host of options allowing in an attempt to beat the dealer's score, until al! play-
for a wide variety of belting opportunities for both the e rs have rolled. T he dealer wins all tics. If one or
shooter and observers. A bit of research on your part bOlh dice falls \0 the (loor, all dice must be rerolled.
will discover a myriad of features that you can add to
a gambling hall's craps table should you so choose. UNDER AND OVER
Thi s three- to six-player d ice game (a lso known as
CHUCK-A-LUCK "Lucky Xumbcr Se\'en" or " H il La") is popular in the
T his dice game (also known as "birdcage" or sa loons of the Sh,ltte red Fronti er, and generally uses a
"sweat," among other names), is played by throwing rotating ·'birdcage" wheel to roll two dice.
(" chucking") three six-sided dice. Punters ("playc rs")
Players simply place the ir wagers for a result of
place thcir wagers on a layout labeled "one" through
"lu1der seve n" (2 through 6) or "over seven" (8 through
"six." When all bets arc down. Ihe dealer chuc ks three
121. On a win, they get even money ( 1:1 ), while the
(and always three) dice onto the lable, usually 011 a felt
dealer tnkes all losses. Alternatively, punters may
throwing area. O nly the dealer is allowed 10 touch Ihe
wager on a roll of 7, for which winne rs receive -l-: 1
dice. If one or more dice falls to the fl oor, all dice
odds. Varia nt house or dealer rules may include
must be rerolled. Players win eve n money ( 1:1 ). d Oll-
wagers on olh er combinations, such as 15: I odds on
ble (2: I) or triple (3: I) depending on the results.
double 6s. Only the dealer is allowed to tOuch lhe dice
For example, Billy ';:'ane wogered 82 01/ 0 result of 3. If one or spin the wheel.
of the dit wulls is a 3, he willS 52 (and keeps his original fwo
dollar bel, of course). If two dire come up 3s he willS 54, or
if all three dire come up 3s, Bil(y willS S6. If none 0/ tile dice
are 3s, the initial wager is losl.

248
Playin' Under and Over example, if a player split s the I O·J ack (putting his chips
directly betwee n the 10 and the J ack, he wins hi s full
This is another si mple ga me to simulate. ), [ake a
wager on a 10 or a J ack. Players who place their chips
simple board o r layout with the numbers two through
betwcen the 6, 7 and 8 a re ··betting the pot. " On the
twelve, pl us spaces for wagers on house rules. Instead
othe r hand, placing chips between fOlll" adjacent cards
of a gam bling wheel, simply lise a cup to shake and
is kno\\·n as a "square'· bel.
roll the dice.
Once all bets arc down, the dealer d isca rds the top

* CARD GAMES * ca rd of his deck known as the "soda ca rd" ,. The n e xt


card displayed is the losing ca rd , which the dealer
places on his right, next to his deck or box. The deal-
er or hOllse' wins any bets placed on the losing ca rd.
FARO
Th is card game is easy to learn and si mple 10 play. It The next card drawn is the winni ng ca l"<L For exam-
is the most commonly played card game e\'en more pte. if the winning card is a 7, all players who bet on
than poker. After all, in an hone'H faro sometimes the 7 eidler by backing. splitting or betting the pot)
spe ll ed "pharo"} game, the odds of winning arc nearly win. Players who bet on 01 her C<lrds may lea\'e their
[: [ not bad at all. Bets are also paid off I: I for bets on the same card for the next draw, remo\·e th em
example, a player who makes a dollar bet wins a dollar from the board or move the bet to another card. :;.Jew
- in addition to retaining his origina l dollar bel, of players can also join the game in between turns. Once
course·. all bets arc down. the dealer dra\\'s a nother winning
ca rd , and the process repeats it~clr.
In faro, one or more pl<lyers play against the dealer
(also known as the '·bank"). T he dealer shuffies a stan- Players lIlay also "copper" their first wager. by plac-
da rd deck of cards and places ing a penny or token on top of their chips. This
it face down (o r face up in a r",.nmnTlrrT1rT~
spring-loaded dealer's box
on the table. Also on the
table is a fa ro board, which
d isplays each card rank usu-
ally A s, glued or painted on
the board). Layout is in twO
rows, with thc cards running
in a co unt er-clockwise man-
ner, so the upper row dis-
plays the 6 through the Ace
(left 10 right), and the lower
row the 8 up to the King
(also left to right). Off to the
left , betwee n the twO rows, is
lhe 7. Th e Ace is always the
lowest card in faro.
Playe rs then place wagers
(chips) directly on the faro
board. A chip placed direcl-
lyon a card means that the
player is "backing" only that
card rank. Players may also
bet on multiple card ranks by
placing a chip between a pair
of cards (directly between
them o r o n the diagona l, on
the inside o r outside). This is
called "splitting," but docs
not mean a split wager. For

249
reverses the bet. The player now wins on the losing the faro board and the coffin . One person acts as the
(fir st) ca rd and loses on the winning (second) card . "bank," while all others are players. Dealers keep
Another option for the first wage r is a "high card" bet their bank on their right side, behind the six. Players
- belt ing that the winning (second) ca rd will be higher co nverting items ~)isto[s, gold, etc) for chips, or getting
than the losing (first ) card. This bet may also be cop- credit from the dealer, arc said to be "be bind the six."
pered (reversed). For novice bankers or crowded tables, the dealer
To keep track of which cards have been played, may employ another person to act as "lookout" or
players make mental or written notes, or walch the "coffin dri\·e r" to prevent cheating and to assist the
··coffin." The "coffin" (a [so known as the "case," bank by collecting and paying off bets and handling
'·counter," or othe r terms) is usually an abacus-like box the coffin. T he lookout traditionally sits on the deal-
where markers indicate how many cards of each rank er's right side .
have been played. For example, if the Ace has three Usefu l words to sling around the table are: "bucking
markers on it, it means Ihal only one Ace is left in the the tiger" (p laying faro), '·piker" (a player who spreads
bank. If a 7 has four markers on it, it means no 7s are lots of tiny bets across the board), "snowball" (a play-
left in the bank, and so on. A Oat board similar 10 the er ·'snowballs'· by spreading many large bets across the
faro board may also represent the coffin with chips board, '" tiger alley'· or ;'tige r town" (a gambl ing par-
placed on each card played. lor where faro is played, and "whipsaw" (a player who
If a player accidentally lea\·es a ,,'ager on a "dead wins two cards on the sa me hand.
ca rd " (a card that has already been played four times)
and forgets to remove it, the dealer or any ot her play- POKER
er may claim it at the start of the next hand by calling Standard five-card draw poker (also known as
;'dead card!" "bluff ") is another popula r card game in the Shattered
When the deale r reaches his last three cards, he may Frontier. Played with three to seven players, each play-
continue to run st raight hands as normal. Players who er is dealt five cards. The players, starting from the left
bet on the last card (known as the '·hock ca rd" are ··in of the dealer. t hen bet or fo ld out. The remaining
hock" as the dealer takes any wager left on the board players each haw the opportunity to replace ze ro to
after tbe hock ca rel. four of their cards with new ones from the deck (typi-
Alternatively, the deale r may stop at this point and cally the fourth card may on ly be drawn if the player
tell the playe rs the ranks of the last three cards. shows an Ace). After another round of betting, the
Players may then "bet the turn," i.e. betting on the cards are revealed with the highest poker hand win-
order those last three cards will be dealt. For example, ning the pot.
let'S say the last three ca rds arc a 4, 7, and Queen. Unlike faro , poker is much more prone to cheaters,
There are always on ly six possibilities. In this case, and the Shattered Frontier is rife with professional
they are: 4-7-Q , 7-Q-4, Q-4-7, i -4-Q, 4-Q-7, or Q- i- gamble rs who have the skill to do so.
4. T he dealer pays 4: I odds 10 the player who cor-
rectly "bets the turn." If two of these three cards are Poker Hands
the same rank (such as a 4'" and a 4 . ). the dealer For those who may not al ready know the ranking of
pays only 2:1 odds. Th is is called a "cat hop." If all
three cards arc the same rank (such as a 4"'. a 4. ,
and a 4 . ), the dealer reshuffies his entire deck for a
poker hands, see the brief summary below (listed from
highest to lowest). You can find more information at
your local library or with an interne t search engine.
new deal. This is called a "case."
Another alternative is for the dealer to continue to rF Royal F lu s h: A hand contai ning an Ace, King,
run straight hands with his last three cards, not reveal-
Queen, Jack and 10, all of the same suit.
ing their ranks but still allowing players to "bet [he
turn" if they think they know the remaining card g r Straight Flush: Five cards of the same suit in
ranks. Even if a player misses the first of these last sequence.
three ranks, the dealer may still allow them to ptay the r ? Four of a Kind: Four ca rds of the same rank
remaining two cards as straight faro hands. (such as four K ings). The fifth card can be anything.
"Gr Full House: T hree cards of the same rank
Playin' Faro (such as three 5s) and two cards of another rank (such
Faro is an easy game to se t up and quick to play. Two as two Aces).
decks arc suggested, the second deck used to simulate er Flush: Five cards of the same suit.

250
:r Strai ght: Five cards of mixed suits in sequence A character may elcct to cheat by attempting a
(such as a 3 . , 4 . , 5 • . 6 . and 74- . (Difficult) Gambling skill check Failure accords no
:dir Three of a Kind : Three cards of the same pena lties but success allows the cheater to receive 5
rank (such as three 7s) <lnd two other ca rds of any su it addit ional cards drawn from <l second deck hereafter
or rank. called the "cheating deck". It is important that this
second deck be easily differentiated from the honest
9r Two Pa ir: Two cards of equal rank such as twO
deck, preferably with a different design on the card
J acks), and one other card of any suit or rank.
backs. Any and all players may attempt to cheat.
:3f'" Pair: Two cards o f equal rank such as two 6s These attempts should be declared in the order that
and three other ca rds whose ranks do not Ill<ltch the the players received their cards.
pair or each other such as a 3. 8 and Queen.
The successful cheater may now build his hand with
:dir High Card: When no hand fits any of the a combination of the cards he was fairly dealt as well
above combinations, the one with the better high card as the cards he receiy(~d from the cheating deck. He
wins a J ack beats a 10, for example. If high cards arc may draw cards from the honest deck after any initial
equal, compare the next highest card. raises as pCI' normal poker rules. Z\ote that his final
hand, comprising cards from both decks, can only be
Playi n' POk~! formed into lcgitimate poker hands. This means that
Acts & Eights uses a blend of both player and char- five of a kind is not a legitimate hand C\'en if it is pos-
acter knowledge to offe r an abridged. ~'e l exciting and si ble to build one.
realistic, poker experience that incorporates a cheating Obyiou sly these extra cards afford the player a
mechanism. Each simu lated hand represents se\'eral tremendou~ advantage. Howe\'er, this comes with risks.
actual hands of poker. Play is standard five-card draw. If the player stays in to the end and reveals his hand ,
However, a player Illay only fold out on a successful all other players shou ld obsen'e his cards to sec if any
Gambling skill check (Average difficulty. of the cards he may h,\\'e played from the cheating
deck duplicate card~ in the from the honest deck. If a

251
duplicate card is noted, his fe!lo\\' players may noll' [3 • . 4 "' ,4 . , Q "' , A . J and so raises t\\"o dollars.
attempt to calch him red-handed. They do this by con- Charlie, wilh a straight, sces Ihc twO dollars and raises
sulting Table 5.-1-1: Chanct to Notice Chealing. fi\·c. Deke has t\\"o pair [3 . , 5 . , 5 "' , J "' , J . J, a
Players may roll on this table once per duplicatc card pretty good hand, and so stays in by tOssing seven dol-
they a rc aware of. AI! players are eligible to roll for any lars into the pot. It 's now back to AI. This is too rich
duplicate cards that arc re\·ealed when the pOt is for AI so he decides to fold. However, to do so he must
claimed (which may be none if e\·e ry other player make a successful Gambling check. His Gambling skill
folds! ) Individual players may also roll on Ihis chart if is 53%, but since it's an Average check he gets to add
the winning hand contains a card that they held in +30 to his roll. He needs to roll 23 or higher to fold
their hand even if they subsequently folded. and gets a 31 . AI's out of the game losing only his ante.
Finally we reach Ban. He has to dHOW in five bucks if
Anyone catching another player cheating may take
he wants to Slay in. He decides not to but must roll a
act ion as he sees fit. Being caught cheating per Table
32 or higher to fold (Barl's Gamblillg skill is 62% and he
5.4-/ is unambiguous proof of Ihe deed and fulfills
gets a bOl/lIS rif +30 to the roll, since it's all Average chuk). He
any evidentiary requirement of a Court.
rolls 28 and Ihus cannot fold and must throw five dol-
Once the winning hand is determined and any lars into the pot.
potential cheating is resolved, any cards from the
:\-ext comes Ihe draw phase. Ban elects to discard
chealing deck arc set aside. A player sti!l holding card~
e\·crything but his pair and draws three nell' cards
from [he cheating deck which he opted not to play ma~
either keep these cards or discard them along \\ ilh any [5 • . 9 ... . 10 . J. He keeps his discards in a stack in
front of him .should he need to check for cheating at
cheating eards that were used. The cheating deck
should not be reshumed until it appears to be unable the end of the hand. Charli e decides to discard his J .
to suPPOrt the next hand's anlicipated cheating or less
and Q. in hopes of getting a flush. He draws a 2 .
than half the deck remains. and i ... . He now have several options with \·arying
degrees of risk. By using 2 cards from his cheating
During the next hand, a playe r may once again hand, he can build a straight. By using three cards
attempt to cheat and draw cards from the cheating
[2 "' , 4 "' , J '" J, he can build a flush. Finally. he can
deck. He is, however, limited to having no more than
usc the two tWOS [2 . ,2 "'1 to make four of a kind.
five of these cards in his hand at any gi \·en time. Th e last option is lhe riskiest since playing this hand
will guarantee that e\·e ry other player gets to check for
A Detailed Exam ple of Cheati ng cheating because he'lI be re\·ealing a duplicate card in
Four players arc playing a friendly game of poker - bis own hand! Again. let mt state thai Ihe (xtra card nlfcha-
Al, Ban, Charlie and Deke. The agreed upon ante for lIisln is merely a silnulaliolljor all kinds of chealiflg - rubber-
the game is two dolla rs and each player tosses his sil- nuking, marking cards, spurious dealiflg, e/ ulera - in addilloll
ver dollars into the pot. Deke is acting as the dealer to Ihe 'au lip Ihe slttl·e' Irick. Plq)'ing two idflllical cards is per-
this hand and deals five cards to each player beginning jecl[y legitimate though, rif courst, not legal. )
with Al who is sitting to his le ft. Upon receiving their Deke is the last player to receive cards. He discards
cards, both Bart and Charlie announce they will cheat. his 3 . and draws a J • . He now has a full house - a
Bart has a Gambling skill mastery of 62% and rolls a vcry good hanel.
22 in his attempt to cheat. Since this is a difficult
Since AI is Ollt, Bart bas the first opportunity to
check, the roll is made wilh no bonus and he fails.
raise. He declines and passes to Charlie. Charlie has a
Charlic has a Gambling skill mastery of +8% and suc-
suspicion that Deke has a good hand and instead of
ceeds, roll ing 72 on his check. Deke deals him the lOp
scaring him off by raising wildly, opts to only raise four
five cards off of the cheating deck.
dollars. Deke. on his turn, sees the four dollars and,
Charlie was fairly deah the following cards: 2 . , confident in his great hand , raises ten. Bart has had
3"' , 6 . , J . , Q • . In addition, he received the fol - enough of Ihis game and tries once again to fold . He
lowing cards by cheating: 2 . , 2 "' , 4 "' , 5 . , J ... . rolls a 67 and is able to do so. It's now back to Charlie.
From what was a mediocre h<lnd, Charlie now has He sees Dekc's ten dollars and tosscs two S20 gold
some p romising options. He can build a stra ight by coins as a raise in hopes of scaring off Deke and coin-
using IWO cards, the 4 '" and 5 . , from his cile<lting cidentally not having to reveal his ca rds. Dekc's not
draw. about to be bluffed so he calls by tossing in fony dol-
Now it's time for some betting. Al has a lousy hand lars of his own. He then reveals his full house [5 . ,
[2 "' ,4 . ,5 . , K . , A . J and checks. Ban has a pair 5. ,J. ,J "' , J ¥ ].

252
TABLE 5.4-1: CIIANCE TO NOTICE CIIEATING
INT + WI$ , 70
Clmbling Skill MutelY
>60 , Sil ,., ,'" , 20 , 10 ><l
6,] ""• 'SO
•• •• •• •• •• •• • 3 18

•••
8-10 3 13 <S
11-13
14-16
•• •• •• •• •• 2 IS 38 63
71
17-19
•• • • • • " 7
11
19
17
35 55 SO

,• •
lO-22 2 7 15 17 <J 63 88
23·25
26-28 2
• 2 3
6
5
8
10
13
18
21 '"
33
oJ6
oJ9
66
69
91
94
29·32
lJ·JS
6
10
9
I'I' 12 17 15 37 53 73 96
98
36·38 I. 13
17 18
16
20
21
15 "
33
41
45 "
61
77
81 99
NOle: Pilfers .. ho dOB', possess Ihe CJmbJIIIg skill h,,'c 110 eblDtt of 1I0liclllg chcJllDgl

Charlie now realizes that his only hope of winning is


to take the riskiest possible 1110\'C and sho\\ four twos.
* MISCELLANEOlTS GAMES *
It's a S 137 pot, so Chadic takes the chance and reveals
the following hand: 3 ... . 2 . , 2. > 2 "' , 2 • . Cords ROlTLETTE
l1:illi TlWllbuJ ill bold artjrom tne chealing deck. Roulette, or "~mall wheel." is yet another popular
Since there arc two identical cards face up on the ~ame in the Shattered Frontie r. Players one to six
table, ('\'cryolle is entitled to check for cheating.. \]'s place their bets and then the croupier ~ pin s the wheel,
Int+Wis is 24 so he has a 100.0 chance to 1l00ic(' the rolling: a ,mall i\ory ball in the oppo~ite direction
cheat. He rolls a 31 and fails. Ban 's IrH+\\"i~ is only 19 alon~ the \\hecl\ inner ed ~e. .\ .5 the \Ihecl slows
giving him no chance to delcct the cheating since his down, the ball bounce_ into one of the ~Iots on the
Gambling skill mastery is on ly 62 0 0. Deke, howe\'er, wheel, numbered from Olle to thirty-~ix, plus a zero
has a Gambling maStery of 18 Q,o, and his Im+\\'is is and a double zero. Red slots alternate with black.
27, giving him a 690 0 chance to notice Charli e's cheat- Players may continue to place bets until the wheel
ing. He rolls a 71 and Charlie relaxes thinking he is slows down and the ball rests in place. The slot that
homc frcc. AI , howevcr, reveals the 2 ... from his dis- the ball finally drops into is the winning slol.
card pile which cntit les him (only) 10 an additional Wagers include hets for single numbers ( I: I odds),
check. He rolls a 07 and thus catches Charlie in the twO adjoining numbers 17: I , three numbers across
act. Since success on Table 5. 4-/ is unambiguous proof. II: I" four corner numbers 8: I , six across numbers
AI , Bart & Deke immediately draw thcir pislOls on (5: I), a tweke number seCiion'2: I, or a tweh'e number
Charlie and commence firing. column .'2: I Bets on one through eighteen, nineteen
As an aside, let's assume that Deke didn't get a full through thirty-six , red, black, odd or even are I: I odds.
house (in this scenario he got a 10 . instead of thej .
resulting in a hand of 5+ ,5 "' , j "' , j . ,IO • . Having PI. yin' Roulelte
only to beat two pair, Charl ie chooses the least risky Simulating a game of single num ber roulette is actu-
opt ion a straight built with only thc ,, '" and 5 + from ally quite simple. Ha'·e each player make his wager,
his cheating draw [2 . , 3"' , 4"' , 5 + , 6 . ). This then roll IdIO, su btracti ng four from the tOtal. A
option turns out to bc nearly as risky as playing the four result of 0 or I means the "ball " dropped into the
twos. Deke's hand contains a 5 + as docs Charlie's. zero ~Iot, while a result of 2 or 3 simulates the dou-
Everyonc is allowed a chance to check for cheating and ble zero.
Ban now gets an additional check since he had a 4 '" in
Bets on I through 18, or 19 through 36, can also be
his hand when he folded 10 110 1fict sinet he has no challet
accomplished with the sa me method. If a player
f!! detecling chealing .
wants to bet simply "red" or "black," roll Id4 , wi th
odd results being red and even results being black.
Belting on odds or evens also uses I d4. For the more
complex odds, you may wish to consult all actual
roulette wheel to sec where numbers arc located on the
wheel.

253
THREE CARD MONTE ~ The Lookout: watches for the law and signal s

T hree card monte (also known as " Find the Lady" to the ir approach so that the game can b e "folded up"
the British, or "Bonncteau" to the French) is not rcal- quickly.
ly a game, but a scam or swindle. The appearance of @"" The Muscle Man: takes care of anyone who
the game is simple. It is played between the dealer (or decides to complain.
tOsser), who manipulates the cards and takes the bets,
and the player (or punter), a morc or less gullible mem- ~ T h e Roper: seeks out likely punters and
ber of the public who places a bet on the game in the e nco urages them to join the game.
unrealistic hope of winning some money.
The dealer has three cards, one of which is a Queen. If you do bappen to bet on the righ t card, th e tosse r
T hese cards a rc shown \0 th e punter and then simul- employs various tactics. such as accepting instead a
taneously thrown face down on a table. The punter wrong bet from a sh ill , and refusing your bet on the
wage rs on which card is th e Queen , while the dealer grounds that only one bet can be taken at a time.
employs various tricks, often with the help of accom- Other tactics include swapping the cards while your
plices, to ensure that the punte r loses. attention is d istracted, or simply arranging for the
table to be knocked over and declaring the deal void.
Three card montc operators include:
PJa yin' Three Card Monte
r? The Tosser (dealer): the sleight of hand man
Cnless someone at the ga ming table acts as tosser,
who mixes the cards and takes the bets.
the simplest way to simulate a three card mont e game
':!ir The Shills: accomplices who pose as punters is with opposed Gambling skill checks. The player
making be ts, to give real punters the impression that must make a \ 'ery Difficult Gambling skill check to
the game can be beaten . find the Queen . If he succeeds. the tosser may
1~;=~~7l~~~~~~g~~~~
~
attempt to beat that result with a
standard Gambling skill check of
his own. If the tosser succeeds,
the player loses.
If the player succeeds, the tosser
may attempt a standard Sleight of
Hand skill check - if the tosser
succeeds, he manages to swap the
cards so the punter loses. If the
tosser fait s his Sleight of Hand
check, he o r an accomplice may
attempt a standard Distract ion
skill check. If that succeeds, the
tosser changes the ca rds while th e
punter is distraCted, and the play.
er loses. If that also fail s, the toSS-
er either gives up and lets the
player win, or calls in the muscle
man to tail the punte r and take
the winnings back by force.

254
5.51 Goods & Services
hesc costs incorporate a standard markup on 10. This generates a percentage you must add to the

T the pa ri of the me rchant to cover his shipping,


salary a nd other Q\'c rhead costs. When it comes
to pricing goods and services, you can lypically use the
base price of any item. If the camp is in a remote loca-
tion, you may need to calcu late an additional freight
surch arge (as described above) bcfore applying the
prices listed below. inflationary effect.
However, a few situations exist that require a modi- ror o.ampfr, Jack .\lurph)l has had some success prospecting
fication of the li sted p ri ces. The fi rst of these occurs for gold and relums 10 Ilujictional boom town of Silva Glllch
when the point of purchase is not located in dose to h/9 a couple of items (a shoul and a mining pall). The 10101
proximity to a rail SlOp. Such goods need 10 be trallS - for these items is Ihree dollars. However, Silver Gulch is 250
ported to th e location by cart or wagon, and this addi - miles from the !learnt railfille alld so airy goods mllst be trails-
tional freight cost should be reflected in the price. A ported cia u'agoll. This adds 100% 10 the base pritt (25 0
good ru le of thumb to employ is to add 10% to the list- miles/25:;: 10 x 10~D) .
ed price for every 25 miles the sto re or trader is locat- Addilional!;; Since Silur Guleh is a boomloll:n, Ihe ahlln-
cd from a train SlOp or rail head. dallee of hard fUTTtnq has an Inflationary if[ect 011 prices. The
A second exte nuating circumstance occurs when C,\ 1 rolls 5d.J and gets 15 (including penetration). This means
sales ta ke place in the region of a gold (or silver camp. that prim ill Silur Gulch u:ill h, 250% ((15 + 10) x 10) of
The abundance of ha rd curre ncy in such locales guar- th, hose prire qfler th, transportalion slIrrharge is calculated.
antees an inflationary effect, particularly when it The shopkttptr u'11I therefore charge Jack 5/5 for the pan
comes to mining tools and similar hardware. and shortl (hose price 53 + 100D" transportation charge:;: S6
To simulat e the inflation , roll 5d4 (using th e pe ne- r 2.5 inflationary if[eet:;: S/5).
tration rul e), add 10, and then multiply the result by

255
Appl1c1 Bue Price Shoes. mens' dress ...$2.45
Blthing suit ............ HOD Shoes. pl.in . .. ...... S1.75
Beh. hdies' .. ... 20t Shoes. 1I'ork (miners . loggers'. etc.) ..... $1.98
Belt.leuher ... lO c Skirt. I.dies· .. ..n50
Blouse .............. . · ...... SZ.sO Socks. wool .18'
Boots. hney .. ............ S20.00 Stockings. bdies' silk · .sUO
Boots. riding luther ....!IS.OO Suit. .. ...... $6.75
Button. hpcl ... ..... SUO Suil. fincy · .SIO.OO
Cine. hickor y ........ . ..... 25 c Suil. pllin , .$5.00
Clp. hunting ........ ••. . , ,48 t Suspenders. hoey sil k ..... . .... ,47'
Chps. Jeuher · .i5.00 Suspenders. ph in , .. 25'
Chips. wool ..... ..... , .. ....$1.00 Thimble . ..... 1'
Con. wool ... .. .. . .. ... .SU5 T ic. b01l' .... ........... 10'
Colbr. Jincn ............. . , .. \3' Tic. Deck .............. . . ... .7'
Comb. mens' or hdies' ............ lO c Tm'cling b.g (16 in .. dlig.lor skin) ... 65'
Corset. hdies' ... .. .75' Trousers. f.n'Y ............. . ... HOO
Colton. weHing (per lb.) .. . ..... .16' Tlousers. work ........................... . · .$2.00
Cuffs. linen (plir) .. . .. ... .\8c Umbrdh . ................. . • . JI.35
Duster (Ienher) ....................... . . ......$8.90 Underskirt. hdles' ... n65
DuSler (oilskin slicker) .. .. ... .. . .•... .. .. ... .$3.50 UndeTlre .. . ....... ,45'
Dress. f.ney ., ..................................... $1.00 Vest. hUDling .. .$3.40
Dress. ph in · ..... .n00 Vest. men's hncy sil k ............ 55.00
f lbric. denim (pcr yd. ) .lOt Vest. mcn's lutll" ......... SU5
flbric. fhnnd (per yd.) · .......... 12' W.lIet. ltilher .......... . .92'
f lbric. b.Jf wool (per yd. ) .... , ... . ........... 13e Wig. hdies' ....... S15.00
f lb ric. ribbon (per yd. ) ............ . ........ .35' Wig. mens' ( tou pcc) ......... .• . . ....$12.00
f lbric. silk (per yd.) ........... , .. ........ .sOc Wr'p ....................... . .. . . .............. S15.00
f .bri" Spuis h lice (per )·d.) · ......... .7'
F.bric. vehoet (per yd.) · ......... .75c Domestic Items Bue Price
f .brie. wool (per yd.) .. . .........•. .... 29 C BHomc"r , ... .n50
Glovcs. buckskin · .78' BlSk" , .. .. ....32e
Gloves. hdies' .......... ... ... . .. .....S1.25 Bed room suit. simple wooden .......... . ....... SIO.sO
Gloves. anned buckskin ........$1.00 (Ior/udes bed. wuhsrlnd lod dresser)
Gnss suit (hunting umoufhge) ....... . . · J1.75 Bcd. cut iron ......................H85
H.ndkerchid. hncy broude silk ... 22' Bcd. simple wooden. , ............. .. ..nlO
Hlndkerchief. pJ.in linen ...5t Bbnket. bed (per plir) , .51.50
H.t. unlry · .$1.37 Book cue. wooden sl1ndins .$05
Hit. conduetor's .. .. ................ , .. $1,45 ( 4'/1" h. J1" w; four ~diusr~b1e shelves)
Hu. co wboy or sombrero (low Clown) ............. . .$3.00 BTeld box. . ........ . . . .... 65'
Hit. derby ................. . · .51.50 Brush. h,ir ... .38'
Hi t. {edorl .. .............................. ~J )-
::l Brush. sblvins · .$1..'i0
Hu. bdies' f.ney .H25 C.n opencr . .10'
Hit. sombrero {bigh crown} · .$5.25 Cudles (box of 12) .. Be
Hu.stnw ........... . .2St ClTri,se. blby .$6.35
Ovenlls ........... . · .95' Ch.ir. doth cHy ........... . ....... $12.75
P.ots. men's , .... $1.00 Cb.ir. wooden ............. . .60'
Surf. common (lny color) .... 2St Ch.ir. wooden rockiog ....... $1.68
Smf. silk (lOy color) , .sOc Clock. hncy wooden ubine! ....$6.15
Sbirt. hncy · .$1.25 Clock. pbio wooden ........ . .. ............ $1,45
Shirt. pbio · .75' C ndle. rocking ...........$liOO

:tJ
Sboes, £lncy .$3.50 Cup ......... . . ............... .10'
Shoes. hdits' dress · ..... .$3.00 Cutlery .. .45'
( SCI of 6 hives/forks/spooos)

OUR MAN,SHOEING
DEPARTMENT
Shows the bcst~wtaring Foot~ 1.:
. I
j Cutlery. silver-plued ..
(set of 6 hives/fo rks/spoons)
Des k. sunding wooden office .
. ............ •.

(5'/008. nr deep. thrcc drl wers)


Dio ner se t. 100'piccc ,IIinl
. ...... $2.65

. .......... $11.50

.......$7.95
___•• .l
";!!~ at dosc. r-~Ci"'o";;.,.______~

256
Drcssn. si mple woodeD (Ihree dw.. ers) .... . ...........~6.75 H untill8 6 Fi,billg: Bue: Pr ice
Fhg. anioad (5 fl. 10Dg) .... . JUS Fish hooks (box of 100) ............ . .....5c
Fhsk (I pt. ) ........... . .........5' Fishing flie s (per dozeD ) .... , ........... $1.00
Cl us ... "e. pili a tumblers (per dOlea ) ....... . ......30' Fishing Ii DC (Z5 ft .. tOIlO O) .... .. ..5c
C lmwue. phiD wner jug ( Ji gi l.) ...... 2St Fishipg reel (80 yd.) ..$U5
C luswue. phia ... iDe glus (per dOlea ) ......38C Fishi og rod. bl mboo .... ... n05
H lmmock. Mexiun ,",ovea sisll (6 ft. bed. 12 ft. 6 ip. toul ) 80C Net . . .$1.50
lamp. (ucy oil ................. . .$'1.30 Stock muker ..... . ........ $1.25
bmp. phill oi l .... ................ . ....$1.75 ( TIHOO eu mukcr for ltoTSes. ' IHk s ..iac. slt eep. dogs. CIC.)
la mp. refle ct iog ( wi lh hud uu chmenl) .... . .... $6.50 Ti t kle box............................. .$Z.85
Mu chcs (LII'ifcr) . box of [SO •.. ..sc T np. btlr (spr,ag. ,i"'. chiin) ........................ $6.00
M.1I11Css. hed spri ngs .. $2.25 T up. beH'tr (spri ng. j.l .. s. chlio ) ............. .70c
MUlress. (illed ................... . .H35 T np. fox/ m,ak (SpllD!!. ,i"S. chiio ) ........ . .. 'l5c
Mirror. ["ge woodeD fr l med phle ( ['lIn. x 24 in.) .......$1.62 Tu p. g<1ldy bur. moose. cougu (spriog. )1"". t hl iD) ... $11.75
M irror. smdl wooden frlmed plue (7 ia. x 9 iD. ) ......... JOt T np. Oller ('pflDg. ,1"5. chi'n) ................. . · .60c
Mug. sbl vi.,g ...... . ...........H.90 T up ... olf (spllog. JI"S. chlla) ................ . .... $1.85
Needle. sewiog (per dOleD ) ... . ..... .I0c Wh is tle. bird till ............................ . .... 'lOC
Pl ii. s.qoue dioner ...... ........... . .......... 3OC Wh iST le. dog ... . .... . . • ............. 25'
PID. frying (II io. ) .. .. ... ..... . .. ........ ISc
PiClllre. £rImed. ...........•.......
Pillow. (wher
. ....69 c
... $1.20
WE SELL = ==-- _......
l
LADIES' AND
WATCHES
I
Pi lC her . ..-ncr ( MgI l.) ... ..... ... . ... A8 c
MENS'
POI. coffee (8 Ji qt.) ...... . ..... Soc
"T l ' I U(' t~ T II , ~ T I . ~ ,\ \· t::so
Sewiog mlchioe .... . ...m.2S noo)l t·OIt c::Oltl'l.... LL'T.
Sllve rwHe. siJ.·cr·plued (per SCI) ..il.OO • • • ...1
(c,,1t SCI eOOllin s si.r forks. kni'·es. Or spoons)
Jewelry Bu e Prite
Slllc ............ . . ...........SOC
Bucclet. gold·(dled ....... . .. . . ...... $lAS
SOIP (ODe bil) ........... . . ....... . .. •.. .lOc
Brooch pio ........................ . . ...$l.85
Spilloon .... . .......... • ............•............ 2'lc
Cuff liaks (piir) .................. . . .............W
Slave .................... . .... $10.38
Eurioss. hncy ( [1·kt w lid gold w/semi·precious stonel. piir )H75
T IMe. diaiDg .......... . .... $3.30
[miags. p!. ia ( I'l·kt golHillcd. piir ) ... 35'
TlbJc. smlll pulor .......... • ..... , ..... . ....... JI.35
Emiags (piir) .. $UO
Tlbk wooden diniog ......!Z.6'l
Neck Cb l iD. go ld ... ...... . .$7.sa
Tu SCI •.••.••.•.••.••••••••••••• ' • •. . .... $10.80
Opm ghsses ...... . .............. J3.75
T hermometer. house ....... 1'lc
Perfume. lih. blossom ('l Ol. boulc) .. . ....89 c
Thrud (p<:r spool ) ......SOc
RiDg. emblem/Muonit ( I'l·kt solid go ld) ..............HZ.OO
Too thbl llsb ............. . . ..... 28 c
RibS. hncy set luse/ mnltipl e dilmoods .. . ....... $18.10
T llb. blth ( 1 h. lo og. lio ) .. . .... $3.73
Ring. fn cy SC I hrse/multiple semi'precious SIObU ......$S.'IO
T ub. bltb (6 ft .IODg. liD ) .......... . . ....fS.OO
Riog. hDty sel sml ll dilmood ..H25
T ub. Wish (22 iD. x Irs iD. x 10.75 io.) ...... 70c
Rillg. fu,y sc t smdl semi'preclous sioae · .$1.50
RiDg. pilia ( IHt go ld·fllled ) ............... . .$1.70
Field Gear Bue Price
Ring. phio ( !'l·kl solid gold ) ... . . ...HBD
BIg. ITn'elios ( [6 in.lcuher) ..... $3.10
RiDS. ph in SCI hrse / multiple di, moads....... . .il1.75
Ciateea ................... . .. JI.OO
Ring. phio set IITge/multiple se mi 'pre tious STapes .......$3.25
Com pus. ph;n pocket ........... ... .... , ........... JI.lO
Riag. ph iD SCI smlll dumODd ... . ...........$3.25
Compus.IulI·eyols' .. , ...... • ..... , ......... J2I.OO
Ring. phia set smlll semi'precious stone ........ . · JUS
Field gi mes ......•... . ...... .$8.s0
St itk p'O. di,mood ........... . . ..$5.25
Flial l od steel... . .ROO
St ic k p,a. imiulioa diimond/emhlem ....53c
laDtern ....................... .... ... . ... .$Z.Z5
Vw chi ao gold filled .......... . . ..... .HOO
Mess kit ....... . ................ , ........ ~2.00
Vest thiill. gold pined ............ . . . . .Sl.2S
Note book {3 ia. x 1.5 ia.. wilh pen ti l) ................. 20c
WUch chum. hoey (11·kt gold·(illed ) . . . ....... $1.35
RlilrOld LIPlero ................... .soc
Wu th ch rm. phin (l1· kl gold·fi lled ) .. . ... 25c
Sleeping hIS ... ......... . ....... 113.00 . . noo
Wn eh fob . .
S uitme (2'l iD. ) ... . . .........$1.10
Wu th. hocy pochl .. . · .lI8.85
TUI. miaer 's . .. . . . . . . . . . . •. . . . . . . . . . . . .$6.70
Wn t h. phi a potket .. . · .n.75
T eDI. "ill... . .. $13.50
TeDI . .. edge (7 h . x 7 ft. x 7 ft .) ....... • .............. HZ5
TlUDk (36 in. ) .................. nos
. ..

257

I
Leisure heml 6 ACliviliu Bue Price Ox ........•...... •. .... •. .. . .. ...... $25.00
Accordion ............ . ...... $'1.65 Pig ................ • ..... . •..... .. ... .$3.50
Bnjo ...........................•..... • . ...... UJO Piglet . .... !l.50
Bnjo cue ................ • ........... . . .$2.00 RooST,r .......................•.... .......... $1.50
Bneb,1I ...................... . .... JUS Sheep ........................... . ... "'1.00
Bueb,1I bll ........................................ 4{jc
Bmb,1I mill ......... . ..........• ..... ...... .$1.80 Med ical. Apotheu ry 6 Sciellifi, Bue Price
Book. btajo ins!ruelioll .............. . ......•....... JSc MediCI! Services
Book. guil" inSlruuion ..........•..... • .... .$1.85 Advice givea. verbll (office vIsit) .$1.00 10 $10.00
Book. music lolio (96 101lgS) ..... .. . .. AOC Advice giYCD .... rillea . . . . . . . .. . ... f5.00 to $20.00
Book. pilnO illSlrutlion .. ..... ..... .i2.10 Broken hoae (set) ............. . ........ $2.00
Book. popu lu lieliOIl ....... . ........ Joe Brokea boac (splinted) ......•.....•... ......UOO
Book. religioul .................. . ... . ...UOO Buckshol ( removed ) ............. • . ........... $2.00
Bugle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .$3.15 Bullet (removed ) .............. . ..... $1.00
Cuds. fOlluDe IelliDg ................ . .............. joe Bull" hole (puched) . .......... $2.00
Cuds. milked pbying (I ded ) .noo Bu.us (!reued) ...... , .....•... .$2.00
Cuds. pbyillg (I deck ) , .. .IS' CODcusslon (Hclled) . ........ .sOc
CUU neu .. , ......... ,... . jOt DisCise (mmd ) .............. . . .... $2.00
Cheders ( boud Illd pieces) ..... ,.... .nso House nil (pcr m... !3 mlaimum ellItse) .. .... $1
Chess ( boud tad pieces) ..... ..... . .. .15.00 Leecb lng / bleedlllg , ........... . ....... 2Sc
CigJlS. HlvIIII (box of 50) ........................60c Limb (Impuuted) ......... . ..... $5.00
COllcellill' ....................... , ..... . ......... .i3.8S Mid... ile (per delivery ) ..... • ... , .... U50
Dice ........... ,................. . ............. 25 t Po ... der buras (\fcued ) .......... . · .$J.OO
Drum. Sllile ........................... . .$6.15 Tooth (pulled) ... . ......... . · .80 t
Encyclopedil Briunni" ( full SCI ) ••••••••••• ......$19.95 Wound (Stitched) ............. . . ...soc
Fiddle ..... ........ . ................• . ..n25
Cuiur ............................... , . . . . .. $5.20
Cu illr usc ........ .
Humolliu ...................•............
.H.OO
. .,
..JJ
WE ------~~
~ ARE JUST AS ANXIOUS to fill
yo ur o r dor r lsh t, 811 you a ro .
If you h ave a ny ca u llo for compl a int,
r-,-Ioulh orgla (Je..... hrp) ......... . . .lOt yo u w ill do u. a favor b y n o tlfyln.
u 8 promptly. and slvln. all n &eOIl-
Ne",splpcr ........................ •. . . .Ie ea r l' I"formatlon. W o a r . a n xlo u ll
Novcl. pu lp ......................... .
Orgta. upright pulor .............. .
. .. .I0c
.141.50
~"t.o....t•••••~••u..........~
Pino. uprigbt .... . , .. $]25,00
MedICI! Equipmelll
Pipe ........... . . .15'
Alcohol. chemi"l (8 oz, bOllle) .. . ..... 2se
Pocket book ... . .2St
BIg. medi ell (16 ia .. Iwhcr ) . . .. ...... $'1.75
Poker chips ( 1000) .......... • . .n00 . ... 20c
Chlo.oform (" oz. bOllle) ....
S lercoscopc ..... . . ... AS' .... me
Crutchc$ (pli!)
Slerco"opc picture .. , .. , ......•.....•.............. },
E,ber (I lb. bOil Ie) , ...........85'
Stool. orgta or pitao . . . . .. $3.25
budlD um ('lor. bOll le) · .29c
T icket. eireu. (,dmil one) ............ . .............. .soc
PucgofIC (" or. bOll le) · .18'
T icket. dilltc hIli (olle dllltc ) ............. . ......50c
Rn or. huber's ... JUS
T icket. sugc pllY (Idmil oae) .......... . .............$],00
Rn or. "night .................•.. ...!LOO
World Atln .....................•......•.......... 54.50
Stile,. bnd .................•... .........50c
SCiles. prCJCliplioa . ...... .$2.25
Livellod: ,ad Olher Aaiml" Bue Price
Scalpel ........... . . JUS
Bull ....$10.00
Stlsrors ................................. ... . ... A2 C
Burro ............................. . ...... $10,00
SCII .................................... • ......... .1(1(
Chick ................••.....•..... • . .....SOC
Sp"ltdcs. ruhber frlmcd ..... . . ..••9O c
Co .... " lIi1bud .................•........... , ...$30 o. more
Spccuclcs. solid gold filmed ........ . .... U25
Co.... uU .......................•. .$3.00
Sp"ltdes. Sled fwned ...... . ...... 90'
Co.... yurfiag .................... . . ...........$8.00
Tbermometer. mediul ( .. /cuc ) ...... . . ....$1.75
Dog .....................•...... • . . .. $1.50
Tooth exlrIClor ...................... • .....•....... .35'
Dog coll u ........... . ....•.... .. 2{lC
Toothtt be ... 1X ( I oz. honle ) ........... ....•. . ... lOt
Dog. herding ....... . •.. , .. . ......•. .... . .. . ...M.OO
Hea ...................• • ..... •.. . . . • •. . . .... $1.00
LI mb ... $2,00
M ule ...... , . •..... • ..... • •. ... ...... $20.00

258
I


t
f

Sciealific Equipmeal P,iatillg EqDipmellt
~hgllifyillg glm ........... . ........ ILS{I lak. hh ck (2 oz. hOll le) ..... . ... .lOt
Meuurillg su les. pcrsoul .... . ..is.OO Ibksulld. siagle hOllle . . . .. 35t
Microscope. gem .................... . .$2.25 Pell holder .................... . .......SSt
Microscope. household .. . .... ....... . .!6.00 Pell aib (per dozen ) ............ . ...sc
Microscope. profeuiollli ........................... .l39.00 PCb. lied fouDui" (per dOlell ) .. . . . ......... . ..se
Microscope. uudellls' .. ..... . .... . . . .. . .. ... . . . ...$15.00 Pellci l (pcr dozca ) .... ........ ....... .... . .... . .. 3oe
Telescope. uuoaom;ul Dr laadsupe ( .. ilb Tripod) ..... .$59.00 Prialing pre". profess;oll1l .......... . ....i5DO.OO
T descope. spy glm ................... ..............RSS ( Comes wirh ] 9 sers of '!pe aaa mise eguipmellr)
PrJII.ins press. smll1 ............. . ...... ..i3l.oo
Miaiag Equipmcal ( Prinl! an I! j Y, - x 8-: 115 Jbs.: seJ(·iakias. comes with Olle SCI of
Blmill8 ClpS (per dozen ) .. .noo rype)
Bucket (IZ ql.) . . . . .. .72e
. ...H50
Dylllmile (per slick) ..
Fuses (per dozen ) .. S1.30 IT IS AGAINST THE LAW ...
Nitroglycerine. liquid (per oz.) ....... . . ......$2.00/
Plil. ",ue r (wooden ) ho lds 3 Yo gliiolls ...... .ISc
_ _ _ _ TO COUNTERFEIT MONEY.

--
PIn. mi ll illg. . .................................... 52.50 n u t 1ou.,.n do bette. t han co in It o n 10 .... ow n

Pick ml1loc ks .......


Sho"el (muad poill!. solid ueel ) ...
. ...... Ase
. ........ jOe "-~--"
P,oV;liOIlJ nd Food
----,.
h _ lt. 8"\' £ IT . W . ,b o w 70 " b o ....
-
..... pples (3 Ih. lIn ) .....ge
Pbotogupbic Equipment: BlCon (per lb.) .I0e
Amlleur Phologupher JaS IT UCI;on book .... 20e BIking powder ('I oz. 110) ... .lIe
Box. lIeguive slorillg ................................ !JOe .I2t
Buas (3 Ih. lill) ..... .
Clmerl ( .. ilh leas. shurter lad plue holder) ........... JI3.60 Bcd (per lb. ) ....... . · . .7e
C,merl leas. replacemell1 . ....... . .... . .519.00 Beef jerky (per lh) ......... . · .2oe
Clmerl pine fixiag hllh ...... . ...i3.!s Beef. dried (per lb.) ...... . · .2oe
Clmen plate holder ........... .$2.5S ..l3.SO
Bm (10 gd. keg ) ........... .
Clmerl tripod ................... . .......... i2.95 BhekbcrrJU (Z Ih. Ila) .......... . . .. lIt
Collodium (I oz. borrle) ........... . .... 'IS' ............. Ue
Cbcue. Pl ymoll.h chedd" (per lb.)
Developer. leuaer's OUl fil .............. . ..... il.35 Chocoh" "u rn s. fney (per Ih. ) ..... · .lie
(lad. RuJ IJmp. Ihru I N!I. beaker. frame. col/odium. si"'er ailrHe. C OCol (per S ibs.) ....... $1.80
IZ J Y;x4 Yo"prialiaB PJpcrs. Aml teur PholOBrlpbcr insrruaiollS)
Coffee (per Ih.) ................. . · .30e
Corll dodgers (per doze n) . . . ........ 20e
......... +++++++++++++++++++++++
i The Amateur I Corn (3 lb. t;n) ............ .
Corned Bed (Ilh. lin) ... ...... .
.7'
. .. l2t
t ... Photographer • Flour (per lb.) ...... 10c
: A Completo and Simplo :: H ~m. bOlle less (per lb.) ..... . •.. 1Ot
:: Instru c tion B OOk. T o iLs ... HIm ( )o! lb. lill) ....•........... .12e
+ 010;; all abOut how to t a ko pl Ct- ::
H"d lick (per lb.) ......... . .. j Oe
of' ~.. uree and ! LnL a h th em. Is ..
t
..

.. ~,
:;: {1;:!¥1':;:
~~ ~
f'

:: If You Don't Know


eo p l ain a ch ild ca n un - •
der at a nd II. ::
...

::
Hoaey. N1V1JO (per gIl.) ... .
Mlderel (l Ib. lin)
Mul. chup .......... .
......
· ASt
He
.25'
+ Wh:H "~"<I "~ 1n, O' .D r~" :. ~ ,.'~

... Mul. haey ................... .. .. . . ...... $2.00
+
• 1'1 ;"" ",I'f! .. .. ,
'U~'.'ln 1'1 .......::" .. h , ." .: Mul. suge SlUloD ......... ..... . . . . . . .....n.SO
.. n .n 1m ..... ntl~'.'''''· h d .. ~o' ~';''-k
~o" "n! .n .... ' InlH ..... .,,1 h. "h .. I1,,·.
(Buoa. bc~al. bread lila coffee ltC sold H borne SlH;oas all I sr~Be

·
• , O(>~I ..... L' o~ lan'I'~.I'''' for " ' .....;., ...... ~ •
:: hOI .... " ..... ro~ pt.,• • ,,", or b".J,,~_ .n<l •
" ',, .. ·, t ah'e 10U our .<1>1<:.0 I.n tb., • IIl1e CO'''! 50 milcs.)

""'"....
.+++++++ .............. ... ... ......
:: Milk. cOlldelucd (Il h. liD) .............. ..... . . .... .IS'
Muund. preplred (I '1 1'JDg) . . . . .13<'
Mumrd powder ( .Ii" Ih. I;n) ......... . .. ASe
Lll1terb. red dIrk room ... ... ....... ......... . .. ..90t . .. 1Ie
Peu (3 lb. liD ) . .. ......... . . . ........ • ...
Plrx:r. pholosuph p';III;ag (per 9 ib. x 11 ia. sheet ) .......55e Pel ches (3 Ih I;n) ................• . .. . . ..... .ISe
([5.00 aozea)
Pem (3 lb. lin) ......•... . .. .12'
PUle. pholo moulI.illS (1Ih.) . AS'
Pepper. hh ek (per lb.) ......no.oo
Silver a;lrue buh SOIUlioll (I 'It. bailIe) ..$3.25 ... m.oo
Pepper. while (per lb.)
Pic kl es (per pt.) ... · .25 c
Preserves. berry ( Il h. li n) .... .12'

260
Root beer. bottle of . . ........ . ... . .. .... .Ioe M.il ing I lwer (10+ mi. 1060 mi. ) .. ... .......... . ...8'
SIImoD (l Ib. l iu) ........ ... ..... . .... 11' Mliling I letter (60+ mi. ud li p) .... . ... 1Oe
S~It. uble (3 lb. emou ) ......8e (ldd U lddi.ion.1 .01 celltS per 50 milts lbo ve 65)
Sollp. nrious (3 lb. tiD) ... ... ...•.................... 30< Medi"l ..................... , .................... vllious
Stn ... berries (2 lb. tin ) .... ... .... .9' (see our MediClI. Apolllccuy .lId S ciclI.ifi, SU lioll .bo,'e)
Tobl cco. ebe .. iug (per bIg) . . ......•............... .I0e ShIve iIId I hlilCut ........... ,....... . ... 2,Se
Tobl ceo. smoking ........ . . .15' Ticket. suge (S t.louis 10 S.n Fnll cisco) .5200.00
Tomuoes (3 lb. tiD) ..... . . ...........08' (jourlley Ilkts J wccks)
Touic ... uer (pc. qt.) .. .......... . . . .......... $1.00 Wedd iDS .. ... , . ... ...... . ... .... .. ,$'s.00
Tnil nliODS (per dly) ...... . . ..... $1.50 Wh iskey. shot of com mon (n esub lis hmcnt ) .. . .IDe
Wh is kty. bollle of co mmon ........ . ......•.......... noo Whiskey. sho t of good (n esub lishmeat) ...••....• ZO<
Whiskey. bOllle of good. . .HOO
TelCSf.ph £q l;li pmell:
SduieJ TcJeSI. ph blltery ....60'
BweDder (per month ) ......... • ......... .!50.00 Teles"pb ke y. Ju adud. .noo
Coroner (pc. illque Jl ) ......... .......... ,i5.00 TeleSliph relly. Slindud ............M,8's
Co ...·boy/Folemu (per mODtb ) ... ..$15.00 TeieSllpb sounder. sund .. d .. . ... n.so
Cowboy / Rut b Hud (per moulb ) ....................$30.00 TcJes"ph wm (pC! mI.) .,........... . , ...52'1.80
Deputies (pel month ) ..$50.00 TcJesr.ph. leHnCl's Oul fil.............. . ...$3.00
(plus 11 pc, lIICSt/COII Vioioll) ( lael. soullder/ key. bHler. .. "c. Che/tlKl ls. laslrue/lolls)
C un d. prisoD (per dlY ) .... . . ..UOO
Hi,ed gUPfighter (per dl Y) ....... . ..15.00 Tool. Illd olber H"d w"e
( .hese WOtit.s llso BU expenses) Anvi l .. · .$3.65
Llwmell (per mODlh. pIlls $2 per urcst /co nviCl,o D) . J75.00 A ... f .•.... . •.............. 6e
bw rer (per mODth ) .. ........... . . ... JlOO.OO to StoOO.OO Axe ..... · .. 60<
Sdooll girl / .... itless (pel mODlh ) .. .. . . ....$18.00 Bellow • ... ... .f3.90
( .hese .O,JUTS llso 8et lips llld room llld bolTd) Bellows. blld:smilhing ........... . . ....... .f3.30
Scou t (per mODlh ) ......... . ... .$75.00 Btllsh. 1ll8e p. inl (,S in. ) ........... . . .. 8~'
Tnchc. (per mOPlh ) ......... .......... .. ......$35.00 Brush. sm. 1J p.int (Z.5 lb.) · ..32'
Tumslcr (per mOlll h) .......$10.00 Brush. li ny p" nl ....... . ... ~,
Undcru ker (per bllrid) .... .... ...............$10.00 Chi in. log (pel ft.) ...... . ..... , .... 12'
Cbisel ..... ......... . .... .... 23'
FeDte. buhed ... ire (100 lb. bund le) .•. ........ . .SUO
OUR BUSINESS CAN ONLY. ,
rut. BY
'<ee....
1i ~\'1'S O
YOU 11f File .............................. . .........6<
III.:C II" WAY TIIAT 1'00 WlLL REOO.tOl.EN V Chss cutter ,.... ... . . . . .5'
011, ANI) CONTINUE Otn'Of U or
us. l'it:C EIJ- C.illdJlo ne (wi 'h fume ud (luk ) ............!2.2's
II ITV OOll'P £U liS T O O D8I RYW; YOUR I N-
TER t:8T8, ALL 0,. WU I C H
Hltku ......... . · . .7's'
-"'='== 18 F'O .. YOUR BI!NEF'IT. ____. .J H.mmer. hu vy .. . .. .60'
•_____-••___.,,____-•••______••_____. . ..
_ . ._..
r~~.~
Hlmmcr. lighl .. ... .... • ........... ... AO<
H.mmcr. sledge · .$1.05
S(lVicCi
Hndle. Pick. etc... . ......9'
Bllh ...................... . ........ 7~
H. ,chct · A's'
B ~ I h. fresh wiler .. . . . . .$LOO
Hoc .......... . . • ........... $Z.~S
Beer. mug of (n u uhl ish menl ) ....................... .sO<
Knif e. hll;,,·s ... . . ... 28'
Bondillg House. lYellge (per dlY. wilh mells} . . . . . .!LOO
Kn ife . poc ket (t ... o blides) .... . . .. 2's'
Borddlo. lvmge (per Dighl ) ... ... . .i25.00
LCllhcr polish (8 oz. bottk 0' lin) ... . .. to'
Coml spIce (per dl y. for one hO'le ) .......$1.00
l e.rh" 1001 SCI ........... .. ........... . .... .... ... .18'
COl. folding .... . ..$1.50
Me nullng upc. (ommon (50 ft.) ..... . .......... 2's'
Court COIU ...................... . . ........i2.00 10 f).OO
Musuri Dg upe. su rve yors ' linen (100 ft.) ... $·tOO
.... $2.00
Nlils. fr~m i ng (per pound) .... . . ..•......... 3e
Crl ve sigll. haey 0' o.aue Sloae ......... . . .....i4{).OO
P.dlock. w.oughl i.on ... 1,Se
C,Ive siSa. sloDe ............... .. . .. $10.00
P.int (2 02. un ) ............ . . ....•...... ... 2's'
CII"e SiS D.... ooden ............... . . ....UOO
Plilll (I oz. tube) ...... .12'
Hotel. Ivenge (per nishl) ......... . ...... .75e
Phne. wood ... . . ..... .$1.~S
Hotel. chelp (per night ) . ........ . ... .2S'
Pliers ...................•......•. . ...... .l's'
HOlcl. cleSlal (pc. aighl ) ........................... .$1.00
Plo ... . . . ...$9.7's
Illstice of the PCltc. Fines. . ......$2.00 10 20.00
Rope (I yd. ) .... . ........... . ... l,Se
Ml iling ~ lCltcr (up 10 10 mi.) ............6<

261

I
Safe. Sled combilulioa .............................$32.50 Cm (box is 4 fl. loag. 2 fro 6 III ... ide. 6 la. high ) ...!6.00
( ,as,de: 19.75 iD. biSb. 14.15 iD . .. ide. 14.5 iD. decp; olltside J'I.75 ill. Wagon cover. UDVn ...... .. . . . .. ... . .... .$4.50
hiSb. 11.75 ill. lI'ide. lJ.l5 ill. decp) Wagoo. fi rm ........ ...................... ....... !38.'15
5, ... buck .. . .................. .40e ( Bo.T /J J It. 6 io. •ide. fum "18011 is 5 ft ... ide f,om .. heel /0
Sal. tUlld (22 in. ) ..RlO .-beel)
5)11', ,,,,o' mln (6 fl.) ..... $1.00 Wagon. freigh t .... . ....... . .... .$50.00
Scre.. drive, ...... .18'
Scaling Wu (" oz. stick)
SnIps. 1IIIIIer·s .. .
..... .lZe
. .. $1.20
we A.RE THE

LARGEST DEALERS
j
I
TOIIgs ....... . . ....... ,.. .. . .... 26'
T.o.. eI .. ..... ... ...... . .. .4Ot
• VEHICLES
Wbee/bHro .. . ....... U50 .-w.
__ an
roa ..._...r~beot~bI. "'doa to . ...
-___________
oaeau..."CarforW_. -_______-.l.
Wi.e Denillg (pc' blk 330 fl. 101lg. ZZ III... ,de) ... ...... $.'i.95
Wnpoll' Y
Truspottatioo firurms; DcrrillgCfs
Ho.ses "meriuo Ar ms Derri ng" (.'II ) . . . ......... ,(8.25
.... ubil n ..... . . ....... $250 Colt New Line (.41) ............... ... . • ... . ...$[".00
MO.gID .. . .... S120 Kouckledusler Rn'oh-cr (.n) ... . .$9.70
Quuler Ho. se .. .......S80 Mu],n StODe"'lll Derring" (."1) ..........•.......... ~7.50
Thoroughbred ... VUICS RemlngToD Derrioger (.41) .........W.as
Muslug ................. ,. . ..... S6{l Rem laglon Peppcrbox (.32) ..............•.......... '!15.90
Per(hcrOIl ., ... ......... .. ,. . ............ , ......:t00
S h,re .. .. ........... ................ . ..HOO f ITurms; Rn o./vers
Heny HHaes, or Coltb ......... ,. . . . . . . . . . . . . ....HZO Colt 1877 L'gilloilig (.39) ................... . .... $2.'.50
( P,ices Ire fo, I typi'~1 horse of tbll brced. OIJrslladiD8 illdi~idu­ Colt 1877 Lighlaiag (.41) ................. . ... $21.00
Jls ..iU ,ommlad I bisber pricc JS de/trmiaed by rbe seUer.) Colt Bisley (.44) ............ . ...f23.00
Colt Bis ley (AS) .......•. . ... $2'1.75
TICk ud Huoess Col! 0"8000 (A4 ) ..... .iH65
IH,nkel, horse ....... $2.2S Col! Fhl10p TITg" (.4S) .... ........ :28.00
Brid le biu ... . ..................... 65' Col! NH"v (.36) ... $16.95
B.idle. IcuheT (6 ft. loas) ... ............. . .... .iJ.65 Col! PlICnoa (.36) . . .!Zl.oo
Comb. ho.se (10 01.) .. . .. ...................... . .. .1St Colt SA A ( ..... ) .. ... .$17.00
Horseshoe IIlil ............................. . .I6'/l b Colt S AA (.4S) .................... . ... $18.75
Horscshoe. unfilled (full se t of 4) ........ . .... 30c G us ..old 6 C ua olso ll (.36) ............... ... . .. .$1".90
Leuhe. skin ( l Ib.. Obe sided) .............•.... . ..3Ze LcMu T .o-Burel (.42 ,ad 12 glUge ) .... .U5.00
tIol uulc. ho.se . ....80' Remlogloh 1875 (."4) .... ... ..... ..... ... ..... .!22.00
Siddle bigs. fa Dey .... $6.78 Rcmlaglob New Army (A4 ) .. . ....... $19AO
Siddle bags. phia ... $2.90 S6 W 44 DA ( ..... ) ........... . .SI8.00
Siddle hags. used .........Sl.50 S6W DA Second Modd (.38) .... Sll.00
Siddle bluket ....... ..... . . ..90e S6W Russiall (."4) .......m.50
Sadd le. commOD ( .. /s tirrups) ............•. . .. S26.38 S6W Schofield (." 5) ..................... . ...... .!HZ5
Sadd le. faDCY (,,/slirrups) ........ , ......•..........548.16
Saddle. Mexicaa ("/51irrups) ..........•... ...... . .H6.15 f ITeums; S hOl8uD5
Saddle. used (,,/s lirrups) ...............•............$9}O Bake. Drilliag (IZ gluge ) ................... . .... .$150.00
Spurs. faDcy (pair) . ... .. ...•..... . . .$9.50 Colt 1S68 (12 gauge ) . .. ........ ..... .•... . .. m.50
Spurs. pl,ip (plir) ...... . ..... .• . . . . . ... .$2.'10 LC. SmiTh ( 12 Sluge) ....................... .......MO.OO
Stirrups. luther coveTed sleel ... ...•. ..... . .$I. .. S PIThr ( 12 glUge ) .. . .....WS.OO
Stirrups ... ooden ... .. .20t RemiDglop ( Ilgluge) .........!57.25
Whip. "",h ide (6 fl. 6 io. loog ) .... .75c WiQehC51er ( 12 gluge ) ...... $95.00

Other Tnllspou f ITurms: Rifl es


Bicycle... ........... ., .. ....•..... . ... .. ~H95 Bllhrd-Crccdmore (A5) ........ ...•. . .. $110.00
Bou. uavu foldillg .. . ... _...... • .... . , ... . .$35.00 Heary (."4) .... .. .................... .. . ... .$48.50
Bou. hu ali llg ski(f ......... • . . . .. •......•... . ....~22.00 Remillgtoll Revolviag (.44) .. . .... ... .. . . . . .... .$31.25
BuckboHd ..... . ...$35.00 Remillgloa Rolliog Block (."5) ................. ......$.. 2.00
BU8gy. covCled .... $40.00 Richmond Armory M us ket (.SS) .. . . ...!2.S0
Buggy. opeD ... $30.00 S bups Cltbi oe COD"ersioa (.50) .......$32.10
HHness. buggy ...... $14.00 S tutP! Loog RiDge (."5) ... . ...WS.OO

262
Spemr Cubine (..52) ... . .....•........ $21.50 CmridSt .41 u liber pistol (100 rou nds ) .. ........ i2.25
Sprinsfidd Rollins Block (.SO) ..... $38.00 Cutridse .44 cllibcr pis tol (100 rounds) . J2.65
Sprinsfield Tupdoor (.4S) ...... .. $22.00 C.J.TI. idSt .45 n libcr pistol (100 rouo ds) ..... $2.85
Winchester 1863. CHbine (.32) .... ..... .•. . ....$25.95 Cmridst .32-20 (100 .ouods) .........................$1.75
WintheSTer 1863. Cubine (.38) ......... .•. . .....$3250 CHtridSt .38-40 (100 rounds) ....... ... ..... . .. 1l.00
Winchester 1863. CHbi ne (.44) .. . .. .. .!42.50 C m .jdSt .40·60 (100 rou ll ds) . . .. $2.95
Winthester 1863. MushT (.32) ... . . ..... J'10.50 CHtridse .44-28 ([00 rouads) ..... ......•... . ....$2.25
Win chester 1863. MushT (.38) .... . ... .... !47.50 Cm.idSt .44·40 (100 rou ll ds) .... $2.65
Winchester 1863. Musht (.'14) . . .. JHSO Cmridgc .45·40 (l00 rouods ) ... ........ .•... . . . J2.65
Wip t heSlCr 1863. Rifle (.32) ...... $39.95 CutridSt .45·70 (100 rounds) ..........•..... . ..... .. .!3.10
Wipchester 1863. Rif le (.38) ..... . ..... J'I3.50 Cmridsc .'15·75 (100 rounds) .. ... ..•......•... . .$3.15
Winthester 1863. Rifle (.'1 '1 ) ............ . . . J'I5.50 Cmridst .45·100 (100 rouads) ........... •. ..... . ...HOO
Wipchester 1866. CHbille (.40) .......... . ............ $27.95 Cmridsc .SO-70 (100 rounds) ...... . .....$3.40
Winthester 1866. Cubine (.45) .. . .... $39.95 Cmridst .50·95 (100 rouads) . . .... ... . ..... $t05
Wincbes teT 1866. CHbille (.50) ............ •.......... 144.95 Cm,idsc. R,mfm (56/50) (100 ,ounds) .. . ........ !Z.80
WipcheSlCr 1866. MU, keT (.40) .. . . ...$58.00 Brm Shot Sbells (box of 25) ............. . .i2.SO
Winthester 1866. Musht (.45) ......... . .... . .... .... i61.50 Piper Shol Shells (box of 100) .. . .......... . ........$1.50
WiDthes", 1866. Musket (..50) ........... . ........... $65.00
Winthester 1866. Rifle (.40) ..... . ........$32.95 Fireums; .i\"tUOtltS
Wipcbesltr 1866. Ri fle (.45) .. .......... . .... H3.95 &_, .... . ..... . ....... AOO
Willcbestc r 1866. Rifle (.50) .............. . .... .149.95 CUD belt ( .. iTboul bolsler) .... . ................ ... l2.00
C un srene (4 oz. liu ) ...... . .. Z5e
010 You EVER GET SHOT
~\\UA~E~RICES AS
CA.'" " 00 H lTV A~"TT Il IXG·
.Y O""
________•____. .0_0_ • •T il E l' IUCE8
________ Wl~ SELL
0___________
AT?
. . . . . ._
. _ _ _ _ _ _• • •
J
1 C UD oil (I oz. lubt ) .................................. lIe
Holster. hip ShoolillS ( .. ilhoul beh) ................... $5.50
Holslcr. quick d'i" ( .. ilhoul beh) ....................12.50
HoISler. sp,ius·slttve ( ... ithoul btlt) ................... $9.00
Holsle•. suudud (wilboul beh) ..... . ... $3.00
F iTuT ms:...i\mmulli tioll Subbud. Cubiac .... !l00
MiDie bills (.58 u lib,,) + uP' 6 p~per mtridSes ( IOO) ...i5.00
SClbbud. Rifle ... . ............ U50
ClP and b~ll . .36 "Iiber (100 rounds) .. .. . ...... !1.75
C.1.p lad bdl · .4'1 ulibcr (100 rouads) ....... . ..... n oo FlfcumJ; Embdl lJhmCDU
ClP ud bill - LeMu .42 uliber (100 rounds) ...........t2.95 .+$1.50 TO $5.00
EusrH lbS ...
Cmridgc .22 tl liber piuol (l00 rouads ) . . . .... .$1.50 ..+$3.00
Sloc k ( Ivory ) ...... . .... .......... .
C.rlridse .32 ulibcr pinal (100 rouads) ... . .. ..... $l.75
STOck (purl) ............ . . .... ...... .+!4.50
CUlTidge .38 " Iibe r piSloi (100 .ounds) ......$2.00 . .. +$1.75
Trimmins (sold·ph tcd ) .. .

263

I
Sundr y We,pollS pletc instructions for dC\'c1oping, printing, etc. This
Buss knuc kle5 ........... . .................. $1.00 package is suitable for amateur learner's use only.
K n; fe. Bo.. ;, (w;lh blher stlb hHd) ....... H OO Professionals will require the better qualilY items listed in
Kn ife. hu nt ing/righ ting ... .. ... SI.OO th is catalogue.
Kn ife. jlCk . . ...... ,.,. . ..... 17'
Knife. lhro.. ing . .... 5\.50 In game terms, a charaClcr who experiments with this
LHiu (50 ft .. tO tlOn) ...... $2.00 item may take the Photography skill. He must st ill pay
S,her .. , ... . ....... 57.00 any BP cost and meet any olher requi rements. See Ihe
Photography skill for information on the use of photo-

* MISCELLANEOUS NOTES * graphic equipment.

PRINTING EQUIPMENT
FIELD GEAR Printing press, small: This fine :unateur instrument
comes with olle fu ll set of type, one 4 oz, bottle of print-
C Oinpass, p lain pocket or s urveyors: A plain
ing ink and complet!! book of inSlnlctions. This in stru-
pockct compass is a 2-inch·diamc[cf bra~s device that
ment is 5uilablc for sheets of 5 1//' breadth by 8" height
show.~ direction (N, S, E, W, NE, S\\', etc .. Th c SUI"\'cy-
only.
ors' compass has a tripod, folding sig-hts. baH and socket
joim (for movement 011 tripod and is 5 inches in diame- Printing pres s, professio nal : T his great device is
te r. ideal for the publisher hoping to sc t up shop ill a thriving
town. It comes complete, with 29 sets of type.
T e nt, min e rs, wall and wedge: A miners tent looks
Oluch like a 1}1)ical Indian t{'nt, with a 9' base and an 8'
height. Wall tents ha\'c a 9-foot.lenglh and b readth, 3- TELEGRAPH EQUIPMENT
loot-tall side walls and a 7 '/,-foot-taU pole, under [he T e legraph, learn er's instrwnen t: For the benclit of
angled roof. Wedge tents, aL~o known as ·:'\.~llapcdO< those amateurs who arc not familiar with the telegraph,
tents, ha\'e a 9-foot-length and breadth and a 7·fool- and \Iho are at a Joss to know \l'hat they .should have,
height. should purcha~e lhis instrument, consisting of: full size
sounder ,md ke~, mountrd on poli~hed cherry base: has
HUNTING AND FISHING full sized bauery, with II ire, chemicals and complete book
of instructions, with el'crrlhing Ilcccssarr for operating
Stock marker: It is well known th at a mark taHooed
practice. T his package is suitable for amatcur learner's
into the skin of an animal wi!l remain visihle as long as
use only. Professionals will require thc belle I' quality
the wearer lives, and will, therefore, pre\'ent fraud and
items listed in th is catalogue.
stop all controversies as to the ident ification of registcred
animals. It is Ihe only brand or mark which may be In gamc tCrlllS, a characte r who experiments with Ihis
applied to a horse without disfiguring. T he marker is fil- item may take the T elegraph O perating skill. He must
ted with three letters or figures which arc included in the sti ll pay any BP cost and meet any other requirt>menls.
price, T he letters arc interchangeable. and can be quick- See the Telegraph Operating ski ll for more in formation.
ly removed and others atlached in their place. Th e let-
ters arc !/,-inch-squart" and cu t out of solid llletai. If the TOOLS AND OTHER HARDWARE
lette rs arc kept oiled they should last a lifelimc. M easurin g tape, surveyors m eta lli c lin e n: T hese
First, smear the tellers with the tauoo oil. punch the tapes arc made of linen thread interwoven with fine b rass
car, and then rub Ihe oil well into the punctures with the wire, no so liabl e LO Slrcteh as Ihe usual linen tape and
thumb or fingers. It takes three to five days for the car to better calculated to withstand the etTects of moisture.
heal ilnd Ihe brand to be clear and distinct. T hey ha\'c a suhstantial leather casc with folding handle.

PHOTOGRAPHIC EQUIPMENT WEAPONRY (FIREARMS)


Developer, learner's outfit: For the benefit of those All rines and carbines arc furnishcd with a bullel
amate urs who are not familiar with pholOgraphy, and mould , screw driver and nipple wrench, free of cha rge.
who arc at a loss to know what they should ha\'c, should AU shotguns al'e furnished with wad cutter. screw dri\'e r
purchase Ihis outfit fo r finishing photographs: a small and nipple wrench, free of charge. Price listed arc for
ruby lamp for Ihe dilrk room. [rays fo r de\'clopi ng and fireanns arc for "sloek" unadorned pieces.
tolling (three)) glass beaker for measuring liquids, print- Embellishments may be add ed to any gun as noted in lhe
ing frame (one), collodium (a 1/~ ounce bou le), silver p rice lis!.
nitrate solu tion (a <I- ounce bottlc ), and a dozen 3 'I,' x 4-
'I," sensitized papers for making p rints, along with one
copy of the "Amateur Photograp her" which gives com-

2G<J.
5.6/ Frontier Justice
0. matt~r I~ow ca refully a c1~arac~er candl.lets

N his alTalrs 111 the Shattered homlcr, there-s a


chance thai, at ')omc point during his career,
he's going 10 find himself 011 the \\ rong side of the law.
VIGILANTE J1TSTICE
In a rcgion wilh o"crlapping and unclear legal juris·
dictions, the dark specte ,' of vigilanteism is cermin to
pUl in an appcarance. While this selr.appointed judicio
Outlaws must accepllhis possibility when embarking ary is frequently st.·lf-rightcous in derense or its actions,
on their dastard ly deeds. While no one expects to be such 'justice' is capriciollS in application, highly error-
cauglll, there is ah\ays the nagging fear that an prone and often (he enfo rcement tool or an influential
escapade will go hon-ibly wrong and day's end will find mllloril)'.
iron shackles bindi ng one's limbs. Forewarn ed is fore .
Lynch mobs arc perhaps the most notorious rorm of
armed . The truly thinking criminal prepares for this
vibrilantes. Often stirred to action by an agitator with
ewntuality by doing some background work on the
an a~en da. their judgment is frequently im paired by
local legal establishment it's a good idea to know if
alcohol. Their target's guilt is p resumed and the re is
the sheriff or judge is crooked and open to bribery.
little olle can do to convince them otherwise. Justice'
Greasing Ihe wheels in advance (:l11 make fo r an easi -
i~ usually ~\\"ift and bruwl.
e r ride later. HowcvCf, even tht' most corrupt sheriff
rna)' han' to respond to a public outcry and at least The Itreatest failin~ of \·i~ila n tei.sm is that parties do
make a shOll of arrc~ting his underworld patron. not recl bound by it~ ~umrnary judgments. Instead of
That 's why it's 01 good idea to have a judge or two in settlin~ a matter. \'igilantcism often sets in motion a
your pockct as well, and IdlY it's a bad idea 10 operate series of til· for·tat killings lhat wind up with Illuch blood
in a territory with incorruptible lawmen. being shed and, ironically, lessened Ol'crall security.

Knowing he has a real possibility or dea ljng with the There's lillie wonder that most average citizens wel.
justice system makes a smarter criminal prepare for his come the rule or la\\.
cventual legal duels. Not only hardened thugs get
caught up in th is system, though. Ironically, the rela- RULE OF LAW
tively law abiding citizell may he far Ic~io prepared and Rule of La" occurs when an impartial party with
al a greate r disad\'arllage if he gel~ swept up into the the pO\ler to enrorce it~ decrce~ establishes and rairly
system. administers an ('~tabli5hed legal code. Such a system
;'\iOW, )'ou'rc thinking to yourself, " If I keep my nose al'oids civil ~Irife by clearly delineating infractions of
dcan, how can lhi~ be or illlerest 10 me?" " 'ell there law and setting a prescribed punishment ror \<iolation.
<lrc a number or ways to fall under the wheels of jus. All pcrson~ are expected to <lbirle by the code, and
tice. T he most obvious is if you r c ha rilcter fled to the those who do not are punished equally - regardless of
west to escape some youthful ind iscretions back cast. status. Someone independent or the dispute is called
Whil e it cenain ly is more difficult to be brought 10 jus. upon to mete out jll~tice. thereby removing the temp.
tice in some small front icr hamlcl, it is not inconce iv. t:nion for either party 10 seek revenge and escalate the
able ror a dogged victim to trace you to the Shattered dispute.
Frontie r. There art." after nil, telegraph lines linking The typical method through which violations or the
many towns to the rest of the nalion, and a few well legal code are determined and justice meted out is a
placed dollars with the promise of more to come can trial. For minor crimes, a judge may summaril)' issuc a
work wonders in stim ul:lling the memories or clerks judgemcl1l hut ~crious crimes require a jury trial.
and shopkee pers rrom Kansas City to Lazarus.
Even ir you've lived rour whole lire on the straight
and narrow, you ca n sti ll e nd up in J ohnny L-I\\ 's
* TRIAL PROCESS *
grasp. What ir that horse you purchased fair and .-\t somc point in your campaign, you will undoubt-
sq uare a rew towns back turns out to be stolen and thc edly run across a circumSlancc that calls ror a jury
rightrul owner is nO\\ in your face? Or, more insidious- tria l. What rollows is a relatively simple mechanic ror
ly, one of your rivals may set you up by concocling a resolving a trial, \1 hile nonetheless maintaining the
slOry rcplete with fake evidence and paid accusers. exciteme nt and drama or watching two legal minds
compete.
Thcre are twO types or justice in the Shattered
Frontier: vigilante and rule of law. Specific del;).i ! Ull pre·trial discovery and related
sleuthi ng has been left out of the following discussion.

265
Howeve r, if such gaming is to your taste, the Aces & greater level of p roof than a case against a person of
Eights rules certainly support it. It will, howeve r, take a poor Reputat ion . See Table 5.6-3 Reputation Adjustment
good deal of work on the part of the G ~'I or players to (Hearing).
fully flesh out the cast of the mystery, as well as to
weave the int ricate plot details. While perhaps a litt le
out of ge nre, a murder investigation could be an excit-
TABLE 5.&-3: REPUTATION ADJUSTMENT (BEARING)
Re/1uutioo Roll Adjustmellt
ing change of pace for trail-sore cowboys and an
Legenduy .. .. .. . . ·2
opportunity to utilize some underappreciated skills! Gren . . ... .. . . .. ......... . .. ·1
Avenge . .. . .. .. 0
PLAYING A TRIAL Lo .. . . ...... ... +1
Disrtpuub1e +1
Each trial needs a judge, prosecutor, defending
Notorious . . . .. .. .. +3
attorney, the accused and the jury. Ideally, these first
four characters should be in the hands of different
players, although a player may handle multiple char- ::'\ow, roll Id6, adding the above modifiers. A result
acte rs if all players agree to this and can do so fairly. of 3 or less indicates that there's insufficient evidence
At a minimum, two players are required one for the to hold the accused for trial, and the judge sets him
prosecutor and one for the defense). ::-.JOle that a char- free. Howe\·er. if the result was 4 or higher, the
acter without any legal training may choose to repre- accused must stand trial. The first step in staging a
sent himself. The jury (and the judge, if need be) a re trial is to gather a jury.
specially determined using the rules below.
The Jury
Th e Hearing Each trial needs twelve persons for the jury (wi th
In the hearing, the accused is brought before the each juror represented by a six-sided die). T hese
judge. T he prosecutor (who mayor may not be a twelve jurors may be chosen from existing characters
lawyer) brings evidence, and the judge decides if a trial the citizens of the town where the crime was commit-
is warranted. ted , or created as abstract townsfolk. In either case,
At this point, the prosecutor role-plays his case. All each juror is represented by a die.
othe r players vote on the merits of his presentation,
claiming it to be either Flimsy, Circumstantial, or Solid
and Credible. Each merit is assigned a certain point
value adjustment, as noted on Table 5.6-1: Case Merit.

TABLE 5.6-1: USE MERIT


Meri! V1Jue
Flimsy .. .... .............. 0
Circu mshotid. +2
Solid 6 Credible .... . .. . ... . . . +3 :iE 4
If the personality of the judge is nOt predetermined,
::l 5
4-~+---~~~~?-~
it must now be determined per Table 5.6-2 Judge
Selleri!y.
Z 6

TABLE 5.6-2: JUDGE SEVERITY


Roll(dl00) Metit Roll Adjustmeot lIC e
01·20 .... ....... .Lcoiw . . . .·1
2\·50 .Avmgd F l it .. . .0
51-85 . .steto . ... . . . . .+1
86·00 .Hl ogiog Judge . .. .. .. .. +2

The Reputation score of the accused also comes into


play during the hearing. All things being equal, a case
against a person of high Reputation demands a
..,
Figure 5.6· J: Initial plactm(lll of jurors

266
Take 12d6, and give 6d6 to each of the players serv- hooligan. Figure 5.6-2 shows thi s adjustme nt fo r a
ing as the prosecuting and the defending attorneys. defendant with Low (+1 ) Reputation. Each die is
Each attorney now rolls his 6d6. The die result is that moved one space further to the left towards Guilty) as
juror's predisposition towards the accused - a "6" if each number were one integer higher. Note that no
meaning convinced of gui lt , a "I" convinced of inno- die may be moved beyond column "1" or "6".
cence and numbers in between denoting relati\'e lean- Xow that the initial attitude of each juror is set, it's
ing towards either, Ea ch anorney places his dice on the time to determine the strength of thei r convictions.
appropriate J uror Leaning eolumn - leftmost for "6" To determine their strength of cha racter in Ihis situa-
and one position right for every integer below that see tion, simply look at their \Visdom score. If jurors were
Figure 5.6- 1). chosen from existing NPes, their Wisdom score should
The position of each juror die is now modified by al ready be pro\'ided for you. Otherwise, roll 3d6 10
the Reputation of the accused , as seen on Table 5.6--/: determine each juror's Wi sdom score.
Reputatioll AdjuJ/mtlll (Trial). Tablt 5.6-5: Juror Pmollolity lists the slre ngth of each
juror's com·ictions . ..-\S you determine each juror's alti·
TABLE 5,6·4: REPUTAIION ADJUITMENT (TRIAL) tude, rotate their d6 so that the number on top incli-
Rcpuution Roll Adjustmcnt cates thaI attitude while lea\'ing Ihe die's position in
Lc8cllduy ...... . ...]
place. Sec Figurt 5.6-3 for the example. This number
GrcII .. . , ................... ·1
Avcragc ..... ,.. . .. 0 now provides a quick reference to show how easily a
La•...................... ,.+1 juror can be moved with J uror Points.
Disrcpuublc , .... , . ... ....... +2
Notorious.. .. ..... ..... .. .. +3

TABLE 5,6-5: JUI\OR PERSONALITY


T his sets the jury's initial attitude towards the
Wisdom Attitudc D,c Shou ld RCld
accused. As in the hearing, indi\'iduals with a high J.1 ........... .Illo8',d .................. .1
Reputation are more likely to be given the benefit of 8,\0 ..........Con'·cnhOlld ", .............. 2
the doubt. Conversely, it is very easy for a juror to be 11·13 .........Colllcmp la li~c .... ...... ......3
prejudicially disposed towards a known deadbeat or 14-16 ....... " ..Alldytiul ... " ............ .4
17+ ...........PcrsP',uous ................ ..s

JUROR LEANING
I) Ulogical (WIS 3-7): This juror is persuaded by
emot ion and can be easily influenced to disregard fac -
tltal evidence. Everyone (l)Juror Point spent on him
moves him two spaces instead of one.
2) Conventional (WIS 8-10): This juro r is mOSt
comfortable when taking a position in line with typical
soc ial mores even if this entails discounting tangible
facts. It takes one J uror Point to move this juror one
space in eithe r direction .


• I2i'r JUROR POINTS
J uror Points are used throughout the trial process
to sway jurors towards your line of reasoni ng (i.e.
the defendant being guilty or not guilty of the
• charges brought before him). They are the de fa cto
• litigat ion currency and their wise expenditure is the
key to success.
J uror Points arc earned by successful opening and
closing argume nts, strength of evidence and skillful
legal artifice.

Figurr 5.6-2: Jllror plaamml (lj/tr fa(toring in QCcWld's (t/iu/a/ion

267
Jury 1ilmpering
JUROR LEANING It is possible to influence jurors through either
threats or money. T his must be made through associ-
ates of the accused or his attorney, and necessitates the
usc of the associate's Intimidation or Salesmanship
• skills.
As a general rule, illogical jurors present an Easy
challenge, conventional ones an Average difficulty and
contemplat ive jurors a Difficult challenge. Analytical
and perspicuous jurors are Very Difficult to influence.
Altempls 10 tampe r with the jury should be handled

-
:)
CI
in a sepa rate role-playing session before the com-
menccment of the trial. In general, there arc insuffi-
cient judges for every small town to have a pe rmanent
court. Judges preside over many courts in a district and
therefore must attend to each one in turn. T he term
"circuit court" de\"eloped from this praCtice.
The time between the initial arraignment and the
start of a trial is therefore dependent on the length of
the presiding judge's circuit. If this is unknown, you
can use the figure of d3+ I weeks. The accused will be
locked up before the trial, so any attempts to influence
the jury mUSt be carried out by an associate.
Any jurors coming under the successful influence of
the prosecutor or defense should be secretly noted as
Figurt 5.6-3: Assignmml if" Juror ptTsQ/lalitus.
suc h and will only be revealed when the jury entcrs
3) Contemplative (WIS 11-1 3): Thisjuror is deter- into deliberation at the end of the trial.
mined 10 keep an open mind and base his decision on Jurors who failed 10 be bribed or intimidated may
the evidence presented and arguments made. It takes inform the judge of the bribery attempt. In this case,
twO J uror Points to sway such a juror one space in add + I to the judge's se"e rity (see Table 5.6-2: Judge
either direction. Sevm·ry). He may also dismiss the entire jury and call a
4) Analytical (WIS 14-16): T hisju ror is no fool and new one if he believes the tampering to be widespread.
relics upon credible evidence to make his decision. He During the trial itself, it will be to the advantage of
cannot be swayed as a result of opening argumetHs. the side wilh a juror or two in its pocket nOt to waste
During the evidence phase, each point gained may be jury points on said individuals.
applied to move th is juror one space. At all other
limes, it requires three juror points to move this juror's Croo ked Judges
marker one space.
Despite their august presence, judges are mortal
5) Perspicuous (WIS 17+ ): Although this individ- men and subject to the same temptations. H o\\"evel~
ual, like all others, enters the juror box with some pre- their e!e"ated status means they have much more to
disposition, he is committed to a strict application of lose if discO\'ered to be "on the take". Accordingly,
the legal code. As such , he is immune to the empathet- judges are only susceptible to bribery if the amOunt in
ic siren's song of both prosecuting and defense attor- question is significant. No absolute value can be given,
neys. No juror points garnered during the opening or as it depe nds on the severity of ,he crime and Ihe noto-
dosing phases may be applied to this juror. During the riety of the accused.
evidence phase, each point gained may be applied to
A bribed judge can have several influences on a trial.
move this juror one space. However, during deli bera-
To begin with, he may Opt to retain jurors despite
tion it requires four J uror Points to sway him one space
knowledge that they are under the influence of the
from his current position.
accused or his associates. Secondly, he can eliminate
any Law skill checks during the Presentation of

268
Evidence phase of the tria l (see bclow) by overruling
the attorney.
Success Flilurc
Or1lion , heck (poi nts ...on) (poinu I ....udcd to opposition)
THE TRIAL Trivill .... ....... ... .1 •..•• , ..••..•••.••...0
Court is in session! T he trial begins with ope ning Euy .................2 .....................0
arguments by the prosecutor, followed by the defense A,'crlgc ..... . . .:'1 .....................0
attorney. Diffieu lt ............ .7 .................... .1
Vcry Difficult ....... .12 ....................3
Opening Arguments ing argullltllts by ~'irtut tif their personalities so they are ignored.
As the first step in their opening a rgulllents, each The most easi(r sU'a}'edjurors (#8 & #12) are already' in hIS
lawyer must decide whether he wants to give a simple camp so thry tu:o are ignored. He applies two points tojuror #2,
speech (a T rivial chcck), a complex argument full of mot'ing him two spares tou'ards guilty and Ollt point earh to
legalities, trickery or emotiona l appeal a Very jurors # 1 & # 11 moring thtm ont space towards guillj\ (Su
Di fficult check), or an argument somewhere in Figure 5.6-4.)
bel\,'een (an Easy, Average or Difficult check), Arter
The dljtnding attorn9 thell attempts a risk), mot'( b)' attempt-
declaring his intent, each lawye r makes a n Oration
ing a l'try Difficult rheck. Fortlll/Qt~1y, ht suueeds, gaining 12
skill check against that difficulty !e,'cl. If he succeeds, Jllror Poi1lts. He tlle1l applies tl/tm to tht jllry in the following
he ga ins a number of Juror Points as indicated on Table
manner: Jurors #8 & #12 are easilY swa)"ed. $0 the attorney
5,6-6: Opening Argumtnt Points. If he fails, he gains no
applies tu:o points to each tif them. moving them 4 spaw
J uror Points and could award points to the opposing tou'ards 1Iot gllill)'. He also (stmtly) knows tllat jllrors #4 &
counsel (Difficult or Very Difficult only'.
#10 hat'e bun intullldated and jurors #1 & #6 ha~·e bun
For example, Itt's so)' that the prosecution chooses to make an bought off lO ht doesn't bOlher u"ith them. He thell appliesfouT
Oration check tif Average difficulfJ, fie succuds, gaining 4 points to j/mr # 1 1. moring him four $paas towards not guilty
Juror Points. and applies them to thejury in thefollowing man- and two points each to jurors #2 & #3 mo~ing them tu'O ond
lIeT: Jurors #5, #7 & #9 art immunt to influtnctfrom open- one spaces re.spective/y towards not gui/!J~ (See Figllre 5.6-5.)

JUROR LEANING JUROR LEANING

::l 5
Z 6 Z
7
••
II:: s •
Z

11:: , II::

FIgU" 5.6·4: Juror SClhmml qfIn- Pros«UIOTj oJ1mlng FIgUre 5.6-5: Juror .fnIhmml ajkr Dtftndtrl Qpming

269
TABLE 5.6-7: EVIDENCE RATI NG
RUin g Prosecu tor s cue WIS.. . Defenders Cl SC ...
I . .F1imsy . . .... .. o ffered lillie or bOThing 10 co olr ldiCl prosecu Tion
2 .Wcl k .... ... . .. ....... .. .... .. . refuted onl y minor port ioos o f proseCUTors u sc
3 . . .C ircumsUnt;11 . .. . rdutcd so me portioos b UI Dol eDough to que stion bls;c prem ise of guilt
4 ..Strong . . ... . tl iS(d serious questions lbou! Icgilimlcy of C1St
.') ..... ... ... .very Compelling. . ....... rdutcd most of tbe cvidellCC
6 .. .Iron Cbd .. . . . ... . .. completel y rdutcd i ll evidence 19iiosl ddcodl DI

Presentation of Evidence Note thai only characte rs with Ihe Law skill may
allempt this check. A dcfcndant o r prosecutor with no
With the opcning argume nts co ncluded, it's lime to
legal train ing docs not have the option to try for this
present the evidence. As in the opening arguments,
bonus .
the prosecutor goes first, followed by the defender.
Each side in turn role-plays their casco If the check succceds, apply any bonuses to the rat-
ing each allorney received fo r his presentation of the
T he prosecutor now presellls evidence and may call
casc. T he prosecutor's and de fendant's scores are com-
witnesses to prove his case. All other players then
pared and the highest of the two rcccivcs J uror Points
secretly rate his perfo rmance on a scale of I to 6. Add
totaling ten times lOx the differencc in their scores.
each player's rating togethcr and divide tbe total by
the number of players . (Round down any fractions. ) For example, let's say that the prosecution presmts a case 111
T he final rating is as noted on Table 5.6-7: Evidence which he hrlllgs forth fifleen qewitllesses to a murder, mid
Ralillg. receives a "6"for his iroll-clad preselltatioll of tvidmCi. Try as
lie might, tile difellder has lillie to work with. The hesthe could
O nce thc prosecuto r's rating is determined, the
q[ftr was a series r:if disreputable c/taracters that colltradicted Ih e
dcfender gets to offer a rebullal to the prosccution .
l)·tu:ilness accounts. He received a "1 '"jor his do/lise, as lie did
Again, this is role-played and the othcr playe rs vote on
/ittle to contradict tilt O1.'erwhdmillg n·idellct agaillst his dimt.
the stre ngth of his re futation of the evidencc . This too
HOIJ:trer. hi is an E\Pallalt)"a (see the Law skill) and hopes
is a 1-6 scale as noted on Table 5.6-7: El:idell(( Rating.
O nce both cases have been presented and \'oted
upon , cach lawyer has an opportun ity to make a Law JUROR LEANING
skill check (sec Table 5.6-8: Law Skill Check). T his reprc-
sents their abil ity to call upon precedent or to ut ilize
various legal mancuvers that favo r their side. The
lawye r must choose at what difficulty level he wishes to
make this check, knowing the benefi t thai will accrue
to him if he succccds. A fa iled check results in no
bonus, eve n if the d ie roll would have succecdcd a1 an
easier Icvel.

TABLE 5.6-S: LAW BRILL CIIECR


P roficie/lcy Skill Check Bon us
Novice . . ....... Very Difficu lt ... .+1
Iwenge .......... Difficult ... .. . .. . . .. .+1
Very Diffic ult. . ... . +2
Adv~need .. .A\"cr ~gc . ... . . . . .+1 •
Difficu lt . . . ...... .. +2
Very Difficu lt ..... .. .......+3
Expert ... . ... . . ... f~sy .......... ....... . .+1
A"er ~gc .. . . . ... . ...+2
Difficult ... .. . ... . ..+3
Ver y D iffi cuh .. ..+4 •
Muter ...... . .....Tri"i,] .. .. ... . ..
f u y ..
. ..+1
. ... ....+2

Avenge.. . . . .+3 •
Difficult .. . . . ... . . .+4
Ver y Difficu lt ....+5 Figurt 5. 6-6: Juror smlimm/ ajler presm/(lliol1 rif a:idmc(

270
to minimize the damage by legal maneuvering. He attempts a ing a contested Oration skill check. The difference
Difficult skill cluck and succuds, gaining a bonus of +3 Juror be tween the two scores is divided by five (round to the
Points. The prostcutoT, an Avtrage skilled law)'eT, attempts a nearest whole number) and that nu mber of juror
Difficult chttk Oliff foils, gaining no points. points is awa rded 10 the character who best exceeded
Thtrtfort, the prosttution ends up with six Juror Points (from his skill maste ry.
his prtstntation of tvidence), while (he dtftnse has a total of For txamplt, the prosecutor's mastery of Oration is 011(;
four Juror Points (onefor offering lillie to rifule Ihe prosecutiol', 80%. while tlu dtftndtr is a silvtr-longued fox whose mastery
plus three points for his Itgal move). The difftrtntt between the is 44 %. Each rolls dlOO (peruntile), the prosuutor rolling a
scora is two (6- 4=2) IIltaning that the prosecution gtts 20 61 alld the dtftnder gelling a 66. The prosecutor failed his skill
(2xI0) Juror Points to apply to lhejury. mastery by 19 (61 - 80= -19), while Ihe dtftndtr txcuded his
The evidence phast is when analytical and perspicuous jurors skill masltry by 21 (66 - 44= 22). The dtftnder is Ihe vic-
can most tosily be mOL'ed so the prosttutor taktS full ad~'antage tor. The difference betwulI the two adjusted scom is 41 (22 +
of tI,e points gained in this phase and applitS two points to juror (-19)= 41). Dividing this difference b)' jit'e givu 8 Juror
#5 and three points to juror #9. JVith his rtmaming fifleen Points (4115= 8.2, or 8) to the dtftnder.
POill/S, lie applies tleven poillts to the tIme modtratejurors (#2, The prosttlltor now uses his eight Juror Poi'lts btJore the jury
#6 & # II) movillg themfuli.;' into the guill)' camp. He thm heads into deliberation. He applies three points tojuTOr #11,
applies two points each to jurors #8 & # 12 mOL'mg them tach mating this Juror thm SpOttS towards Ille not guillj! column. He
four spaces towards guillj!. It's looking like he's got the cast seu'lI then uSts his Ttmaining four Juror Points on jurors #8 & 12,
up. A deunt closing targeted at juror #3 (auld mean the JUT)' monng them (u'o spa{ts each towards the not guil!) (olumn. His
may llOt roell hove to deliberate. last point is spent onJuror #2 to mou his out of tIle guil!) col-
umn (Su Figurt 5.6-7).
Closing Arguments
With the presentation of evidence complete, it 's time Jury Deliberation
for the closing arguments - the last attempt to sway the If the t ri al ends without all of the jurors convinced
jury. This is rep resented by the opposing lawyers mak- of guilt or innoce nce, as will likely be the case, its
mem be rs must deliberate amongst themselves until
they reach a verdict or end in a hung jury. A jury has
JUROR L.EAN' five days to reach a unanimous decision or be dcclared

1'10U~U~=-'
a hung jury, after which a new trial is convened.
II:: Deliberation begins with the jury arranged as they
W2 were at the conclusion of closing arguments. Any
jurors bought off or intimidated are now revea led.
1D 3 The d6 representing this juror is now moved fully into

:::!E 4:tl/r1l1*!tt-r'-'" the Guilty o r ~ot Guilty colum n.


For examplt, let's sa)' that jurors #1 and #6 were success-
ful(; intimidated try Ihe dtftnse, and jurors #4 and #10 were
bought oJ!. All of their dice are now moved fully into the .Not
Guil!) column. (Su Figure 5.6-8)
Each of the following iterat ions represenls one game
day. The deliberation no\\' becomes a contest of wills
as each side attempts 10 move the opposing side into
the ir camp. Each side receives Id6 for every ju ror in
the " leaning towards" portion of their side and 2d6 for
every juror fully convi nced or unconvinced of guilt as
the case may be.
III this txample, the prosuution rteeives 1d6 for juror #2 and
also reteivts 2d6 eachflr jllTors #5, #7 and #9 for a total of
7d6. The difense receives Id6flrjurors # 8 & #10 plus 2d6
ta{hfor jurors #1, #3, #4, #6, #10 and #12 totaling 14d6.
Each sidt now rolls 'heir dice, with the difference bttween the
Fiprt 5.6-7; Juror st7Itimtnl qfkr closing argumtnls high score and low score going to the villar as a number of Juror

27 1
Powts. The diffnse rolls a total of 41, white the proseculion
JUROR LEANING rolls 30. The diffnse is the victor, and receives 11 Juror Points
(44-30=14).
The diffllder expends his juror poinls such that each of Ihe
prosaulioll's Jurors moves aile space towards 1101 guilty. aurar
#5 requires 4 poillls,jUrOTS #7 & #9 require 3 poinls each alld
juraT #2 requires a single poinl.) Thus after the first day's
deliberntioll, thejury's posilions appear in Figure 5.6-9.
For the second da)) the prosecution now only receh'es 4d6 10
roll agaillsl the diffllders 14d6. After rolling, the difforence is
36. TIle difellder IISes Ihese jllror poillts to move jllrOTS #7 &
#9 completely into his camp (expeliding 24 poillis to do so) as
well as juror #2 (this lakes a mm 3 poinls). lVith his remain-
illg 9 poilllS, he is able to slidejllror #5 two spaces to the nghl
(this requires 8 POll/ts) andjllror #11 Ollce space (usillg his last
point).

JUROR LEANING

111: '
W2
3
CD
4
~
Figure 5. 6-8:Juror Jrolimrol qfln boughl & inJimidalidJurors rcualtd
5 •••
:I ••
....
111: '
W2
+-~~~~~-r--~~
Z 6
7 -
:I ••

• 111: 8
CD 3
+-~---r~~-r--~~ 0 9 ••
~ 4
••
III:
5
:1
~~~-Lr-~~-+---+~~
Z 6

Figure 5.6-/0: Juror srotimrol qf/ir u((md doy 0/ dtlib(Tolion

The third dO)' of deliberntion is a mm formality as Ihe


difellder rolls 21d6 versus IIOlleftr Ihe prosecution (as he no
10llger relail/sjurors on his side). He Tolls 77, easily sufficienl
to convince the final jurors.
Thi s example demonstrated how a trial functions
and that a clearly guilty party, in league with an excel -
lent attorney and su ffi cient funds and muscle to com-
prOlmse a sign ificant portion of the jury, can escape
justice.
Figure 5.6-9: Juror Jrolimrol afler firsl do] of dcliberotion

272
or course, not every defendant will have access to
TABLE 5.6-9: JUROR SAVING TIlROWS
the resources that allowed this suspect to walk rree.
AltiTude Stvipg Th row to resiS Tpc:rsutsioll (d6 )
Let's consider a second example in which only a pair
lIlogiul.... ..... ....... . . ... ......... .t
of jurors were comp romised. Here we'll introduce the Conve nT ioptl ......................... .\·2
concept of juro r resistance. ConTemplative... . ......... .. . .1-3
The figure below depicts anothe r trial as it enlers Antlylicd............ . .... .\-3 (towuds guilty) or
1·'1 (Iowud inllocelll )
into th e deliberation p hase. Thejurors in red represe nt
Perspicuous..... ..... . .............1-'1
those who have been com promised either bough t off
or intimidated.)
maud (despile the fOCI thai each point mOL'es this juror two
spaces) and saves twice. Ile is therefore onlY I1/OL'ed two spaces
tou'ards guil!J~ Ttn points are allocated an jurors #4 & #12
who are mo~',dfuI1,;1 illto lite guilD' camp alld rueive 110 special
resistallce to this since they u'ere neilher bought nor intimidated.
Thejil/ol two poillts are expended ol/juror # 3 wlw S//ccesiful·
(y resists and remains put ill his position. (Su Figure 5.6- /2)

JUROR LEANING

~ '~~~--,-~±=~+---+-~
W2
1D 3
~~~~~~~. ~~
:IE 4 ••

Figurt 5.6- I I: Juror stntimmt upon fMginm"l dtliboatiDn in $tCond trial

In this installce, the proucution receives 12d6 while the


defense gets 8d6. The prosecutors rolls 43 and the defense U.
rhis gives the prosecution 19 j uror poinls to sway the jurors.
7ypicall,;j the prosecution can apply these 19 Juror Points as •
per Ihe rules given in tlujuror allilude section. However, intim-
idated or bought jurors are handled diJftunt/y. T hese jurors are Figurt 5.6'12: Juror Sl7Itimenl afkr fini d19 i d~libuatitm in J«ond trial
harder to sway because they are aware if the consequences if
The process i.J repeated wilh the prosuutioll now getting 16d6
they don't fu!fill their end if the bargain.
versus 4d6for the defense. rhe result i.J 47 versus 19 giving the
Juror Points are expended as normal against intimi- prosecution 28 juror points. Four points are expended to bring
dated or bought jurors, but they get a saving throw to juror.J #10 & #11 jid(y into the guilD' pool. l1'ilh 24 poinls
resist altering their position (see Chart 5.6-9: J uror remaining, Ihe prosecutor duidu to contillut to expend points
Saving Throws. juror by juror unlil he reaches a consensus. II takes four atttmpts
In Ihis example, jive points are expended on juror #6 who to move j uror #6 thru spates (he sa~'ed once). Juror # 8 saves
saus 3 out if 5 times. Accordingly, he is onl;> moved two spaces once but two more attempt succeed thereby moving him inlo tlte
towards guilD' inslead if the customary jive. Anolher two are guilijl pool. That leaves 17 points to work 011 juror #3. fie
expended onjuror #8. He gets a sot'efor each space pOlenlially saL'es 4 out of the eight attempts (a.J a conlemplalit'e j uror 1Wf)

273
lIangabl, Off,nses
JUROR LEANING Murder, Horse theft, Rustling, Claim jumping,
a:: , • Treason

Jailabl' Off,nses (Many Years)


W2 •• Violent crimes, Theft or Robbery
111 3 ••
Minor Off,nses (Fines or },inimal Jail Time)
== 4 •• Drunkenness, Di sorderly conduct, Failure to obey
;, S rules or ordinances, Petty theft, Assault, Battery

Z 6
7

a:: S


••

Figure 5. 6·13: Juror srolimml rifIu JUOlld dll)·'l dtlihaalwn in S((ond lrial

POints are required 10 move him one space) moving him jour
spau s towards guil9'. The prosecutor must discard his last poillt
since it's insufficient to allempl to sway juror #3. Although it's
close, there is still not consensus on guilt so the deliberation must
go to dqy three - though it certainly will tnd there.

PUNISHMENTS
Legal punishment in the Shatlered FrotHier is harsh.
After all, it's tough to keep order in a region with
inadequate police
presence and a my ri-
ad of temptations for
those of criminal
intent. The following
list suggests punish-
ments befitting van-
ous cnm es.

274
Chapter 5.71 Drinkin' & Drugs
hen your ch aracter's tired of wrangling For e\'el)' two fa iled rolls (where the total is less than

W beeves, managing your store's inve ntory,


shooting banditos o r running fo r sheriff, you
may find yourself bellying up to the bar for a drink.
the Tolerance Factor), the cha racter su ffers a + I Speed
penalty and a - I Accu racy penalty, as well as a -2
penalty on all Wi sdom and Dexte rity checks (o r a \0%
),low, most folks out here in the Shattered Frontie r penalty for ski ll checks with Wisdom or Dexterity as a
have a good tolerance for alcohol , it being mOSI char- relevant ability) for IWO hours. T hese pe nalties arc
acte rs' drink of choice. eumulati\'e - the more a character drinks, the longer it
\\' hether folks call it Coffin Varnish, Firewate r, takes him to sobe r up.
Forty-Rod, Tanglefool, Tarantul a J uice, or Red Eye, Ltt's sa)' that Sean O'Riiry, a thararltr with a 13
whiskey's some pretty wicked slUff. J\ lost whiskeys afC Constitulion score, GIld a recent arrival to Ihe wesl, decides 10
100 proof (50% alcohol), though you might get a litt le head down to the local saloonjor afiw drinks rif whiskO' The
taste of ammonia, cayenne pepper, gunpowder o r barlender serves him a shot rif 100 prorif hourhOll. iV/tr lak·
chewing lobacco too - depends what the barkeep ing this drink, Sean's pla)'er rolls a d20. The roll is an 11, and
decides to C UI it with, or what the brewer makes it since Sean s Conslitution is a J3, his lotal is 24. Since IlIis Toll
with. Any whiskey 86 p roof or less is considered to be is less Ihan the drink's Tolerance Faclor (30), it's afailed roll.
fo r the ladies. ~ I ixed drinks arc mostly for dandies, Sean has one more of lIlt same. so it's lime 10 check again.
eve n the M ule Skinne r (100 proof, half whiskey and SeallS player again rolls a d20 alld adds his Constilutioll,for a
half blackberry schnapps, unless you're so tough that lolal resull of J 9. That s his second failed drinking roll, so
no one's going to poke fun at you for ordering it.
Believe it or not, what bartenders in the Shattered
Frontie r call bee r can be anywhere from! to 90 proof,
depending on the brewer. ~Iost beers are about 7
proof, though.
Your average whiskey bottle holds 25 shots of liquor
(taki ng a swig right from the bottle is usua lly the sa me
as a shot). A typical glass of beer holds 16 ounces ( I
pint) of liquid. A se rving of wine is 4-5 ounces, in an
average wine glass holding 8-10 o unces.

TABLE 5.7-1: DRINRS


N~m~ Prl)O[ Toltr~lIcc F~c lor
171 10 200
Whiske y
Whiske y
Whiskey
HI 10 170
12110140
"
<0
38
Whiske y III to IW
Tequib. Whiske y
Mule SkiDDCf. Teq ui la. Whiske y
10110110
87 10 100
"
32
JO
Beer. Tcquib. Whiskey 71 to 86 29
Beer. Tequib 511070 2B
Bm 261050 21
Beer. Wille 25 or less 16

101erance
A character's rolerance for alcohol depends heavily
on his Constitution and the proof (strength) of the
drink. For every shot of liquor or glass of beer or serv-
ing of wine co nsumed, the character must roll a d 20
and add his Constitution ability, versus the drink's
Tolerance Facro r.

275
Sean now has a + / Spud penalty, - / Accurary penally and Lauda num
- 2//0% Wisdom and Dexterity penalty. if he stops drinking
Folks say that laudanum (a concoction of opium and
now, this penalty disappears after two hours.
wine) is the perfect drug to calm their nerves, to stop
Now, if Sean foils two more rolls, he has a +2 Spud pelwl- coughing, relieve pains and irritations, and stOp the
ry, -2 Auural)' penalty and -4/20% Wisdom and Dexterity runs (d iarrhea). A dose of laudanum for pleasure usu-
penalty. if he SLOps drinking, the penalty drops to + 1 Speed, - ally ranges between three and four drops, though doc-
1 Auurary and - 2/10% Wisdom and - 2//0% Dexterily tOrs may usc more for a sick patient. The effects of the
after two hours. After two more hours ([rna hours total), the drug begin within I d2 hours.
pellalty disappears.
Side Effects : Drowsiness. +2 Speed, and cannot
On lhe othff hand, if Semi fails two more rolls (he's had at perform any successful ability checks, or engage in any
least six dn'nks), he has a +3 Speed penalry, -3 Auurary penal- strenuous activity.
ry and - 6/40% Wisdom penalty. if he SLOps drinking, the
Long_TerDl Effects : Every 3+ Id4 times a charac-
penalry drops to +2 Speed, -2 Acmracy and - 4/20% IVisdom
ter lakes laudanum, he must take an additional dose to
and Dexterity rifter two hours. Afttr two more hours, the penal-
receive its effects. T his is cumulative, so a long-te rm
ry drops to + / Speed, -/ Accurary and -2/10% Illisdom and
user might need multiple doses simply to feci the
Dexten'ty. Jifter two more hours (six hours total), the pellally
effects.
disappears.
Wit hdrawal : An addicted character that goes with-
If a character bas been frequently seen (roleplayed)
out laudanulll for 24+2d 12 hours can't perform stren-
10 be a fairly heavy drinker, or has the Addict (alcohol)
uous activity (including running/sprinting), and suffers
flaw, he suffe rs the effects only after eve l)' three failed
sweating, feverish shaking, muscular cramps and diar-
rolls. However, characters with the Abstinent (alcohol)
rhea. Duration: IdlO days. After the duration, the
flaw, should they take a drink for some reason, suffe r
character is no longer addicted. However, each time
the penalties after every failcd roll. In any case. the
he encounters laudanum, he mUSt succeed at a
effects/penalties disappear at the same rate as for a\·er-
\\·isdom check to a\"oid using it.
age drinkers.
O ve rdos e : Wbeneyer a character takes a number of
DRUGS doses equal or greater than his Constitution score,
there is a 60% chance he suffers an overdose.
Now, if you reckon that alcohol was the only thing
Symptoms include chills, nausea, vomiting, and slowed
folks usc 10 feci betler, you're laboring under a misap-
breathing. Duration: I d6 hours. T here is a further
prehension. Heck, in the G reat War, the sawbones
80% chance that the slowed breathing leads 10 coma
were handing out opium pills like candy, and a lot of
and death in another Id3 hours.
those soldier boys who survived developed a hankering
for opium and mo r phine (derived from opium). Of
Mor phi n,
course, they aren't the only ones.
This pain relieving drug also relieves any of your
Lots of women take opium for morning sick ness or
"female troubles," though laudanum (opium in an fears, and gi\'es you an intense feeling of euphoria.
alcohol base) is usually their vice of choice. On occa- T he effects of the drug begin within] d4 minutes.
sion, even babies were spoon-fed laudanum to help Sid e Effects: + I Speed, -1 Accuracy, constricted
them sleep, and in some cases became addicted to pupils, itching skin , nausea, runny nose, constipation,
opium for a lifetime. So, if you've got a hankering, juSt joint ache, lillIe interest in sex a nd food.
stop by the local opium den and get yerself a pipe, or Long_Term Effects : Every 4+2d4 times a charac-
see your local apotheca ry. Odds are good he's got ter takes morphine, he must take an additional dose to
something for you. receive its effects. T his is cumulative, so a long-term
user might need several doses simply to feel the effects.
TABLE 5.7-2: DRUGS Wit hdraw al : An addicted character that goes with-
Nl mt Durl lion Toltrl nCt F1CIor out morphine for 24+2d 12 hours suffers a temporary
u udl num (dunk) 2+ldZ hours 1\ -] to Strength, Dexterity and Constitution, can't per-
Ln di num (i njected) Z+ldZ hours 10 form strenuous activity (including running/sprinting),
Morphint (injtcled) Z+ld4 hours J<1 and has fever/chills, headache, nausea, fatigue, muscle
O pium (weD) Z+ldZ hours 10
Opium (smoked) 2+1dZ hours 10
cramps/spasms. Duration: 4+ ld3 days. After the
PtYOlt (tileD) idtZ hours duration, the character is no longe r addicted. However,
each time he encounters morphine he must succeed at a

276
Wisdom check to avoid using it (-2 Wisdom penalty for Peyote
the first two months after addiction).
Eating this cactus bud makes you see and hear things
Overdose: \Vhenever a character lakes a number of (what educated folk call "ha llucinations"). A dose of
doses cqual to half his Constitution sco re (or more), or peyote ranges between Ihree and six (2+ 1d4) buds.
uses two o r more doses along with alcohol, there is a The enects of the dntg begin within Id2 hours.
50°;0 chance he suffers an ove rdose. Symptoms
Sid e Effects: Slight nausea and vomiting.
include slowed breath ing, dizziness, weakness. confu-
Character sees hallucinations, and cannot distinguish
sion, f'Higue and chi lls. Duration: Idl2 hours. There
berween the real and the unreal.
is a further 60% ch:nlce that an overdose causes death
at the end of this duration. Long- Tel'lll. Effects : :"lone.
Withdrawal: :'Jone.
Opium Overdose : These cactus buttons taste nasty, so over-
This pain relieving drug gives you feelings of calm dose isn't too likel)'. Of course, some hombres will eal
and euphoria. It also puts you Oat OUi on your back in anything. \\'h enever a character takes a numbe r of
a dream-filled haze. The effects of the drug begin doses equal to or greater than half his Constitution
within I d-t. minutes. score, or consumes peyote after having failed four or
Side Effects: Extreme apalhy. Cannot perform an}' morc alcohol Tolerance rolls, hc suncrs an ovcrdose.
successful ability or skill checks, or engage in any activ- This results to severe nausea and vomiting for the next
ity that requires even moderate effort (gunfighting.jog- 10+ I d4 hours. There is a I % chance that an ovcrdosc
ging, mounting a horse, etc .. leads to death at the end of this duration.
Long-Term Effects: Every 3+ Id4 times a character
takes opium, he must take an additional dose to recei\'e ADDICTION
its effects. T his is cumulative, so a long-term user Each time a charaCier takes one of these drugs. its
might need four or more doses simply to feel the effects. effectS last for the listed duration . However. if the
cha racter takes a second dose within 24 hours of the
Withdrawal: An addicted character that goes with-
previous dose's duration, the character must roll a d20
out opium for 24+2d 12 hours can't periorm strenuous
(plus his Constitution score) versus the drug's
activity (including running/sprinting). and suffers
Tole rance Factor.
diarrhea. loss of appetite, mood swings. nausea. sweat-
ing and vomiting. If the result is greater than or equal to the Tolerance
Factor, the character suffers the effects, but docs not
Duration: Id10 days. After the duration. the char-
become addicted. However, each future time the char-
acter is no longer addicted. C haractcrs who are
aCler uses the drug, its Tolerance Factor increases by
addicts for 12+2d 12 months, whether a heavy user or
+1.
not, automatically suffer withdrawal at the end of that
time. In the future, each time the character encoun- On the other hand, if the result is less than the
ters opium (or opium dens, etc. ) he must succeed at a Tolerance Factor. the character does gain a craving
Wisdom check to avoid using the drug. for the drug (he recci\·cs the Addict Oa\\', but not its
bonus BPs). He spends ever) bit of spare cash on his
Overdose: \Vhenever a character cats a number of
habit whenever the opportunity presents itself. If he
doses equal or greater than half his Constitlllion score,
runs out of money, he may put up his horse for sale,
or eats two or more doses while suffering from the
beg. borrow from comrades or even steal. He may
penalties of two or more failed alcohol Tolerance rolls,
C\'en make deals that he'\I regret later.
there is a 25% chance he suffe rs an overdose. If a
character smokes opium wh ile suffering from the For txamplt. iiuco Torm stumblts 0111 oj btd ant day u'ilh
penalties of four or more failed alcohol Tolerance tht higgtst durn htadacht ht:r tVir had. Passing tht opium den,
rolls, there is a 10% chance of an overdose. Sym plOnts !u duideJ to pop all in and smokt a little opium. I-l is headaclu
include chills, nausea, vomiting. slowed breathing and Jadt$, and lho/night ht dtcidts to drop in again. evtn Ihough his
uncontrollable drowsiness. Duration : I d 12 hours. htadoclu is gone. Bad idea. Vasco. Since his second use is
There is a further 20" '0 chance that this drowsiness within 24 hOIlTS oj II,e first, he Tolu a d20, adding hiJ
leads to coma and death at the end of th is duration. Conslillliion modifitr (13) JOT a lotal of 19. Thil tolal iJ 1m
Ihan Ihe drugs Tolerana Fallor, so r'/uco is lIOW addicud 10
opium. Ht JhO/.lda sla)'td ill hed...

277
61 APpendites J

~ ~~.------ 1'<.,; -


.
"'" • ,. •. .
.
A.o _
...
-, -~
.
. '

- ' /• •
CONFEDERA TE STATES

The South Today


AT A GLANCE". The Southern \ Var of Independence, while establishing the sov-
ereignty of the Confederate States of America, did so at a terrible
COSI. Untold thousands of her young men were killed in that conflict
and many more were permanently disabled or disfigured.
Geography: Confederate States
Locatkm: East Cootra l North Amarica. bordering \ lore insidious was the damage done to the nation's institutions.
both the Atlantic and Gulf of M(j~jco
Wartime necessity betrayed mally of the ideals for which the con-
Area: 431.757 Square miles
Border Coontries: Unrted States, Republic of Texas flict was extemi\ dy fought over. T he tyrant in \ Vashington was
Climate: Warm temperate ranging to subtropical merely traded for a new master in Richmond.
TltffiIin: Low mountains in east, swampy coastal
plains along gulf coast The secession of we~tcrn Louisiana to Texas, an act that the
Natural Resources: Sma ll deposits 01 iron and coal,
e~tremely fertile agricu~uralland
national authorities \,'ere powerless to prevent, prompted fears that
other states would follow when they deemed it to be in their best
People: Confederate States
interests_ The gO\-ernmell1 was bankrupt at the close of hostilities yet
Population: 9.172.305
Ethnic Groups: Wh~e 54% , Slack 46% saddled "ith enormous responsibilities. Union troops \fere still
Religions: Protestant 80%, Roman Catholic 17% entrenched in New j ersey, Pennsylvania, Tennessee and Arkansas.
Languages: Engl ish 83%, Spanish 17%
To secure the borders meant permanently garrisoning large num-
Government: Confederate States bers of soldiers along the northern frontier. ;'\laturally this did not sit
Country Name: Conled8(ate States of Amelita lI'ellwith the men called upon 10 perform such service. \lany were
Governm&nt Type: Confederacy
Capital: Richmond
\'olunteers eager 10 return 10 farm and f<lmily. Desertions were ram-
~Districts; 12states pant prompting harsh discipline and the eventual nationalization of
Independence: December 3,1 851 from United States all ~tate militias and locally raised units into the Confederate States
Chief of State: President Zebulon Vance .\rmy headquartered in Richmond.
Economy: Confederate States With their hopes for emancipation dashed and with the certain
Economic Overview: The Confederate economy is dominated
knowledge that they no longer risked repatriation should they
by e~port oriented plantation agricultufll.
very little ind usbialization as mOSt escape 10 the Cnited States. slaves attempted to escape their masters
manufactUred goods purchsed from
in unprecedented numbers. Whites in the deep south feared a gen-
overseas. minor domestic iron woos
and fabncatiOll facilities in northeast. eral slave uplising a genuine fea r as much of the region's able-bod-
subsistance farming prevelant in back
ied men were either dead, disabled or deployed. T he paranoia
country
E~ports: Collon. tobacco. sugar. rice beC<lme so pelYasive that many regions re,-erted 10 martial law as
Export Partl1ers: France. Sritain Army troops were sent in to quell re\'ohs and keep order.
Qnerocy: Confederate Dollar
It was hoped that the end of hostilities would bring about an eco-
(1 oz. gold :c $CS 113.68)
(1 oz. silver ~ $CS 7.10)
nomic renaissance as once ag<lin ,,-orld markets would be open 10
the cotton, tobacco and sugar cane that had previously formed the
Military: Confederate States
Mi litary Sranches: AImy and Navy
basis of the southern export economy. Such was not the case_ The
Stand ing Forces: 150.000 new cotlon acreage brought under cuhi\'ation in Texas, Sequoyah,
Transnational Issues: Confederate States Kansas, Egypt and India during the war led 10 falling prices as
Disputes -International: The C.S . c laims ownership of all pre- Confederate supply once again became a,-ailable. By 1858, prices
war territory belonging to Arkansas and had £"lllen to two-thirds that of the pre-war period with little hope
Tennessee. cavalier attitude towards
Mexican !!Ovareign~y has raised threat of reco,'el")-.
of war
Ablces: Aligned with France Continual functioning of the gO\'ernment 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 10 grumbling in the state legislatures and
open talk of a second secession by Cuba.
T hrough the use of emergency executi\'e powers, President
AJexander Stephens instituted various measures that aggregated
Richmond's control of the state 10 an unprecedented extent. In
response to widespread evasion, revenue agents were gi\'en broad
discretion with regards to tax evaders, and their powers were backed

280
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 T here can be no disputing that the past decade has been one
the Carolinas. Kow with Ihe power of the purse and the sword of economic distress for the a\"Crage SoUlherner. Hunger and
firmly in Richmond's control, future notions of dissent were \'iolcnce hm'C touched far toO many of them not to ha\'e left a
effectively stifled. permanent mark all the national psyche.
Given the Confederacy's inevitable position \Iith an To outsideN, they come across as angl)', hard-bitten men.
entrenched enemy to the north, an alienated population to the ). Iany feel pel'Sonally \·indicatcd in that they successfully resisted
west and \I'eak internal finances, they are casting an a\,u;cious the destruction of their traditional \I'ay of life and mOst are
eye to :\ Iexico's insecure nonhern frontier. In an unprecedented adamant about thcir Southern \;rtues, e\'en those who previ-
diplom<ltic move, they have claimed Nuevo i\lcxico as ously may not have held such resolute r"ith in Dixie ..\ lost of
Confederate territory. This has cau~ed a diplomatic row with thcir anger is directed al :\"ortherners for starting the war that
both the uSA and Texas who though plotting such a mo\"C caused such cconomic hardships. Texicans are hardly \'iewcd in
themselves have been more reticent in their official positions) a bettcr light. i\ lany sec them as fair-weather friends who stOod
and led to ncar open hostilities \I;th :\ lexico. idly by while thcir cou,ins were bled \I'hite by the Federals and
CSA policy is to encourage migration to :\ue\"O :\Iexico and finally stabbed thcm in the back by taking Loui~iana while they
Aha California. This ser\'es a two-fold purpose. Dome~ticall): it lay pro~trate. Onc would think that the French, integral to the
aclS as a s<,fety vall-e for thc most disaffected of her population. Confcderacy'~ e\"t~nlual freedom, would be seen most posili\'e\y
Strategically, facilitating the resettlemellt of Southerners to the but that's hardly the case. Diflerences in language and culture
tcrritol), and suppol"ting their claims with official recognition ensured that the twO allies never fully warmed to each Olher.
and incorporation of their towns, the Confederacy hopes to lay The price of Kew Orleans for their aid also tainted the rela-
de facto claim to the territol)'. tionship, making it seem as if they wefe merely paid mercenar-
ies rather than the benevolent Republicans of Lafayette.

.-
0-- .-
Non .. CAroIiIUl
SEQUOYAH

.-
,-- .- _. "'"""
CON
STATES AMERIC A
ATLANTlCOc

-. .-
- -
--
281
* DESERET

AT A GLANCE...

Geography: Oeseret
Location: WB'St Central North Arnefk:a, roughly

.-
centered on the Great Salt Lake
Area: 125,680 sqllare miles (claimed)
Land BouJldaries: Deseret's cla ims lie entirely within the

-,
Mexican District of Alta Cal ifornia and

Climate:

Terra in:
the United States' Oregon Territory
Semiarid to arid with m ild winters in
lower inhabited IIlevations
Mountainous north with Alpine-l ike riva!"
va lleys, arid desert in sooth
D£S£R£T
.-
0 °",.. 501,
Lob City

I
,
Natural Resources: Copper. other ores, timber
Altai California
.--1
People: Deseret
Population: 86 , 044
,,
I

Ethnic Groups:
Religions'
Wh it8 99%
0ud1 cAJe.<usOrislcAl...aI!l'r4ly Sai1s99%
,
Languages: English
Government: Oeseret
Country Name: State of Oeseret
Government Type: Representative Democracy (Theocracy)
Capital: Great Salt Lake City
MrrisIrative DisIr'cts: 6 count;es
Founding:
Chief of State:
July 2-4,1847
President Brigham Young
• • •
Economy: Oeseret
Economic Overview: Desare! engages in self-sustaining
agricultural arid harldicraft production.
Imports are discouraged and trade w~h
A sbecome
a result of thei r persecu tion, the M ormons have
a closed society suspicious of strange rs. Well-
non-church members is forbidden. All
armed units of the Nauvoo Legion regularly patrol all
extemal comrn&rCe handled through approaches to the Great Salt Lake basin and are brusque
Church-controlled Zion Cooperalive
Mercantjle Institution. wi th travelers. T he few non-i\'lormons who enter Deseret are
Exports: None closely watched and made to feel unwelcome.
Curen:;:y: Mormon Dollar
(1 oz. gold = $M 16.00)
It is, however, a tenant of the faith that all ?vlormons mUSt
(t oz. sihler = $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. T hey
metal content. Significant 'barter script'
in circulaHon .
are wary to stay clear of ~ I exican authorities as an encounter
--'M"'ili=
tary~,"'....
~.... is mo re likely than not to end in gun fi re. Most Yankees fear
M ilitary Branches: Nauvoo Leg ion (militia) the l' '[ormons whom they regard as dangerous murdering
Standing Forces: Unknown zealots. The Confederacy, however, views the ivlormons as
Transnational Issues: Deseret potential allies. Their cold war with both ~v[ exico and the
Disputes - Intamational: Dese-ret asserts a terr~orial Claim to United States, both rivals to Richmond's planned expansion
broad stretches of land principally w~h
in the Mexican District o f Alta Cal ~ornia in the area, serves as a vital distraction. Indeed, they arc the
but also ove.1apping the United States' only North American power to recognize Deseret's claim to
Oregon Tenitory. Neither nation
recognizes said Claims nor the national sovereignty as legitimate and as such maintain some
legrtimacyof Deseret
Disputes - National: Conflict periodically erupts w~h the
measure of a trading relationship with the M ormon State.
Shoshone and Ute peoples displaced The Texicans have had little direct contact with Deseret and
by Mormon seWement
.AU1ces: Deseret is recognized as a sovereign for the most part see them as someone else's problem .
nation by the Confede-rate States of
America. Diplomatic missions have
been exchanged and a mutually
benefiCial exchange o f arms for hard
curre-ncyexi sts.

282
M EXIC O

ueva Espalia was the crown jewel of Spain's colonics and comprised
N the terri tories of present day " lexico, the Republic of Texas 5.1.\'c
for the r«cnt addition of Louisiana , California, the Spanish Caribbean
islands, and Central America up to and including Costa Rica. Spanish
landowners and their while descendents dominated most of th is land. [\
was head]y (a"cd, ruled directly from Spain, and permitted 110 amonom~:
Geography: Mexico
111(' seeds of ~ kxican inde pendence were plamcd when :\'apolcon COIl- Location: Central North America. bordering both
(jur red Spain in 1808. ' ''hen the French Emperor placed his brother on Ihe the Atlantic and Pacific Oceans,
Spanish throne, " [exico's elite began \0 clamor for self-rule. An unlike!, A1ea: t, t65.224 squant miles
alliance was thus formed. :\ Iexican Conscrvadores and rich [ando\>1\crs land Boundaries: Republic 01 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: Jaw coastal
tively more libcral Nflpoleonie policies joined forces wilh Libcral(', who plains: high plateaus; deset1
favored a dcmocratic ~lexico. TheS(' two e\emems a~rttd onl)' that ). Icxico Natural Resources: Silver, gold. tllT1bef
must aehicve indq>endence and determine her own destin~. People: Mexico
The war for indepelldenc(' started September 15, 1810, and wa~ insti- PopulatlOtl: 9.2SO.OOO
gated by ~ligue1 de Hidalgo) Costilla. a priest of Spanish de~ent. Though Nauonality: Mexican
Elhlllc Groups: Mestizo SO,*,. Spanish 12,*"
he was eventually captured and executed, Hidalgo's leadeT!ihip began a war
Indian 35%. Black 3%
or independence that culminatcd on Se ptember 27, 1821 , when the rebel ReIIQIOn$: Roman CatholIC (officia~
leader \ iccllIe Guerrero and the royalist Agustin de Iturbide signed the Languages: SpanISh (olficlal), nalMl languages
Treatyof Cordoba. spoI<en by many inhabitants esp. in south

De It urbide, a former Spanish general who switched sides 10 fight fo r Government: Mexico
~ I exican independence, proclaimed hirllself emperor - onidally as a tem- Country Name: Empire of Mexico
porary measure until a member of Eurol>ean royalty could be persuaded to Government T~pe: Monarchy
become monarch or ~ I exico. A revolt against It urbide in 1823 establidted Capital: Mellrco City
the Uni ted ~ I exican States and in 1824 Guadalup.. \ ictoria becamC' the ~0isIrds:: 21 Depar1ments
iirst prcsidelll of the new couml)~ Independence: Septembef 16. 1810 (Irom Spain)
Chief of State: M8J(rmlhan I. Emperor o f Mellico
T he wars of independencC' and the chaos lhat followed ruined the
nation's economy and destroyed the legitimacy of its institutions. Bet,,·C'en Economy: Mexico
1821 and 1850 only thC' first president, Guadalul>e \ ictoria, completed his EconomIC Overvoew: The eurrent CMI war has stgnrfocant!y
term of officr. H is success was primarily attributable to the two large for- dISrupted economic activIty. Silvltr mIning
(,ign loans ncgotiated in 1824 and 1825 that ga\"(: his administration finan- - the principal SOOfCe o f foreign ellchaflge
operates at one-filth the level o f a decade
ciallatitude. During the next twcmy years the Re public endured three con-
past, most areas areas reduced to
stitution.~, twent), gm'Crnmcnts, and more than 100 cabinelS. As succeeding subsistance agriculture
administrations provcd Ulmbie to maintain order and protect lives and Exports: Silveor
propeny, the COUIllI)· s.1nk inlO anarchy. Fear and uneertaimy became com- &port Part~: US, Spam
monplace. Ex-soldiers turned bandits infested the highways, obstructing 0J!rcy: Peso. older Real in Clf'CI.jl8tion
commerce and threatening small towns. "niese, and other manifestations or (1 oz. gold . 16 Pesos)
social dissolution, com ributed to ~ Ii:xico's instabilit}. T hC' situation wors- {1 oz. silver. 1 Peso}
ened when political conOicl degenerated imo outright ci\il war in 1834. Military: Mexico
1~1rge sections of the Country were ravagcd as federalists and centralists, Military Branches: Imperial Army
liberals and conserl.':lti\"Cs fought for political control. D uring 1835-18-15, Standing FOfCes: EJr.act figures unknown
secessionislS established the n'publics of Yucatan, Texas, and the Rio Transnational Issues: Mexico
Grande, but only "Iexas managed to consolidate its indel>endence. T he OispuIes -International: Mellico considers Oeseret territorial
othe r regions, hOII'Cver, maintained their autonoms if nOt their independ- claims to be illegal and It's residents
ence, from the national go\'CTIlment by force of arms. outlaw squatters, numerous towns
wrthln An.a California and Nuevo
~ I achinations of men such as Santa Anna cenainly contribuled to M4rlllCO that claim allegiance to the
~lCxico's instability. in 1828 he used his military influencc to lift the losing Unlled States, the Confederate States
or Te)(8S are equally regMded as Ulegel
candidate into the pres.ide1lC}i being n'warded in turn I,id} appointmcm as settlements
the highest.ranking general in the land. His reputa tion and influence wcre ~: The Emporer is strongly aligned to
furthe r strengthencd by his critical role in defeating an 1829 Spanish elTon France and to Britian and Spain to a
lesser degree. the Juarez rebels dISPUte
to reconquer the ir former colon)'- these alliar"lCes as illegal
In 1833 Santa Alina was ove rwhelmingly elected Presidcnt of l\lCxico.
Unfon unatcly, what began as a promise to unitc the nat ion soon deterio-
rated in to chaos. From 183310 1855 ~ I hico had no fewer than thiny-six
chan~s in il$ presidency; Santa Anna himself holding the office ele\"Cn
times. He soon became bored in his firsl presidency, leaving the rcal work

283

I
\0 his vice-president who soon launched an ambitious reform of church, at an early age by progressivism and consequently upheld se\'eral liber-
state and army. In 1835, when the proposed reforms infuriated vested al policies proposed by the j uarez administ ration, such as land reforms
interests in the army and church, Santa Anna reassened his aut hority 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 .\Iexico's 1824 constitution and substi- j uarez 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 10 understand that the vast
ment was instrumental in sparking Ihe Tcxican secession, for it ulti-
majority of ~ I e)deans do not want an emperor, no matter how liberal.
mately com~lJ(:cd both Anglo colonists and many ~Ie." icans in Texas
thaI they had nothing to gain by remaining uncler ~ I cxic:m rule. When
the revolution came in 1835, Santa Anna personally led the .\Iexican M exico Today
counlcr-atlack, enforcing a "takc-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 cidl
er, his ovcr-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 baltle of San j acinto. Xuevo ~ I Cxico, Sonora or Chihuahua. T hese territories are \;nually
Although his I:"lilure to suppress the Texican re"l"olution 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 \'acuum of powe r has
authority when he defeated a French invasion forcc 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
lhe Confederacy who ha\"C become so emboldened as 10 plant their
horses shot out from under him and the loss of half of his left leg,
re'l>cctl\'C national flags 011 ~lcxican soil. In poim of fact, these rouge
became the basis of his subsequell\ effort to secure his powcr h:- creat-
ing a cult of personality around himself. IOwns arc usuall\' the only organized governments able to effectively
admini~ter large swathes of the nonhern .\ Iexican states. [t is common
Anglo settlers took funher advantage of ~ I exico's continuing imt'rnal
knowledge thatlhe only effecti\'C lawmt'n in ;\'ue\"o .\[ exico are not the
turmoil when, in 1845, residents of Aha California·s Sacramcnto vallt'}·
Federale~ but ralher the Texas Rangers. It is not uncommon for
declared an independent California Republic. :'\e\'enheless, Santa
Anna remained the most powerful indiddual in ~!exico umil 1853, ~Iexican citizens 10 seck justice from the Rangers or 10 settle their dif·

when his savage campaign against Deseret united liberal opposition fel'Cnces in a Confederate or American town's eoun.
against him . He was soon deposed and ne\"Cr again returned to politi-
The average ~ lexican has endured o\"er thirty years of inte rmittent
cal office.
civil war during which they have seen their institutioll5 crumble and
In 1855, Ignacio Comonfort, leader of the ~I oderados (moderates), their li\·cs become increasingly destitutc. Though mosl would prefer to
was elected president. They attempted to craft a middle ground
live under a ~I cxican flag, they are pragnlatic enough to welcome any-
between the nation's Liberals and ConseJVati\·es, During Comonforl's
presidency a new Constitution was drafted. T he Constitution of 185i one that can pfO\;de stability and order. As such, many al'C welcoming
retained most of the Roman Catholic Church's Colonial era pri\;lt'ges of the new immigrants to nonhern ~ I exico and generaUy inclined to
and revenucs but, unlike the earlier constitution, did not mandate panake in economic opponunities that the ncw selllement might afford.
Catholicism as the nation's exclusive religion. Such reforms were unac, Of course, thiny years of ci\il war has produced a generation of
ceptable to both the Catholic hierarchy and the Conservatives.
<;hiftless roung men, well armed and indoctrinaled in violence. ~ I any of
Comonfon and his administration were excommunicated and a revolt
these ha\·e drifted to the lawless nonh fleeingjustice or seeking easy tar·
was declared. This led to the War of Reform from Dl':Cember 1857 to
gets. Their own Countrymen and white settlers alike fear these banditos.

- -
j anuary 1861. This civil war became increasingly bloody and polarized
the nfllion's politics. ~ [ any of the ~" oder.l dos came o\"er to the side of
the Uberales, com;nced th at the great political powe r of the Church r-T~O::::::-------:----:-"':-T-----T~?'::---"
needed to be curbed. For some lime the Li berals and Conservatives " "_ ~,, "\; . _
had their own governments; the Conservatives in .\lexico City and the
Liberals in Veracruz. The war ended with a Liberal \~ctory and the
--
new President Benito j IH'trez mo\·ed his administration to ~ I exico City.
j uarez's forces were victorious, but the war bankrupted ~ [exico
causing it to default 011 its foreign debt payments. An army of inter·
DESERET ,.-
- ---
-' --
\·elllion consisting of Spanish, English and French troops landed in
~ I exico 10 enforce payment of the huge obligations of the !\lcxican
republic. The Spanish and English soon withdrew, but Xapoleon 11 1
retained French troops in ~ I b:ico in order to establish a comen·ative,
pro· French regime. To achieve this end, he decided to re-establish a --
-- 0--
monarchy. In October, 1863 a ~ I exican delegation of monarchists
again offered the crown to Ferdinand .\ Iaximilian j oseph, 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. T he French had achieved
the upper hand but the liberals and republicans were still offering bit·
ter resistance under their President, BenilO j Uil.reZ. If ~ I aximilian was
disillusioned and disappointed, his supporters were soon equally dis-
appointed in their new emperor, The Emperador had been influenced

284
**
SEOUOYAH
** *
**
Mis

Geography: Sequoyah
SEQUOYAH ,...... 1r Fayeue viUe location: Central North America, between
the United States and Texas

o New EchOla . """_


Area:
land Boundaries:
62.947 square miles
US to 1'lOI'th. T.)(as to $OI.jth
Climate: Mild and humid, semi-and In NW
Terraif1: Flat plains and low hills
Lin" R

.-
Natural Resources: Fertile soils
People: Sequoyah
Population: 79,263
NatlOrl8lity: Various Indian tribes
EttlnlC Groups: NatNeArnerica185%. White 8%, 6Iad< 7%
Religions: Tribal beliefs, not property categonzed a5
religionS per 58. are practICed by a
cquoyah's hislOry begins with the expulsion of the five 'ci\;-
S lizcd' tribes (the Cherokee, Chickasa\\j Choctaw, Creek. anel
Seminole) from their homelands in the southeastern L"nited States.
Languages:
mapnty of Sequoyahs though a !lIleable
Christl8n mlllOl'1ty eXIsts
Various tribal languages are spoken
though Chetok" IS becomIng protrunant
These expulsions were nOt a single e\"ent but rather the aggregate Government: Sequoyah
result of treaties, forced concessions and oUlIigh! war. Prior to reset- Countty Name: Nation of Sequoyah
tlement, the fi\'e Indian nations were distinct entities wilh unique Government Type: Tribal democracy
cultures, languages and !crrito!)'. T he C hoctaw were in f.1.ct enemies Capital: New Echota
of the Creek and Chickasaw against whom they had fought SC\l:ral MrrioItra!MI Dos!rds: 28 districts
Independence: December 12, 1852 from United States
wars.
Chiel 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 morc closely resembled that of their while neighbors. The subststance agriculture though plantation
growth of cotton for export has become
Creek conrederacy consisted or over 50 towns with a national eoull- preva~t since the States War. The
cil and a governance structure based on a mixture or democratic establishment of a rail line between Texas
and the US has allowed Sequoyah to
and communal principals. h was the Cherokee, however, that inte- enter the sarvices sector and New Echota
grated white culture most rully into their own traditions. has become a rail hub speciallz.ng in
cattle and SUpportIng a wide variety of
In 1820 lhey adopted a republican rorm or government, and in related ;ooustries
1827 they established themselves as the Cherokee Kation, with their Exports: C<ltton
El<port Part~: Unrted State!!, United K"ngdom
capital at f\ew Echota under a constitution pl'O\;ding ror an electi\'e
CUn!ncy: None· fOfeign currency used at
principal chier, a senate, and a house or representatives. The im'en- equivatent value
lion or a Cherokee syllabic alphabet permitted literacy amongst the Military: Sequoyah
Cherokee. hs 85 characters, represel1ling the syllables or the Milltal)' Branches: Tribal militia
Cherokee language, initially allowed ror the keeping of tribal Standing Forces: None
records but later, once literacy became widespread, saw wide usc in Transnational Issues: Sequoyah
newspapers and translated textbooks. Disputes - IntI!lfT'l8ticf'la None
AIiIn:;:es: Sequoyah disallOWS any political or
The 18305 discO\'el"}' or gold by whites in Cherokee territol"}' (the military alliances thotigh it has it has
strong ecooomIc ~es and linkages with
Cherokee had long known of its existance and had been hoarding both the US and Texas. The
the precious metal for years resulted in pressure 10 obtain their Confedaracy is stiR viewed with
suspicion though current bord8fS and
lands. A treaty was extracted from a small pari or the tribe, binding economic condltlOtl$ result in little
t.he whole people to mO\'e Ix'yond the ~ I ississippi River \\;thin three interaction between the two.
years. Although the Cherokee (werwhclmingly repudiated this doc-
ument and the U.S. Supreme Court upheld the nation's autonomy,
the state of Georgia secured an order ror their removal, which was
accomplished by military force. President Andrew J ackson rerused to
inten'ene, and in 1838 the tribe was depo rted to the Indian

285
Tenitol)'. Thousands died on the march, known as the "Trail of posed a formidable problem. T hrough dint of negotiation and
Tears," or from subsequent hardships. the guarantee of free fre ight for any of the far-flung North
T he 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 gerl)'mandered rail
became the most prominant of the Five Civilized Tribes. line that connected to the fledgling Texas .\1ational Line north
of HouslOn.
\",Ihile 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 COl\on. 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 lB1B 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 SI. Louis - now firmly in
the hands of Union forces. By the end of the War between Ihe
T he Second Seminole \ Var began in IB35 and dragged on for States, the Sequoyahan National line linked the United States
nearly eight years, until 18+2 when the last Creek and Seminole with Texas \;a rail. Although POSt war prices for cotton fell dra-
tribes in Georgia and Florida were finally remoyed from malicall}~ the profitability of the line did not. The advantages of
American 'Ienitory. a rail link to the united Slates were enormous and as the
]\ lembers of the Fi\,c Nations that su ni\"ed 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 O\'ertook COtlO1I as the most important
societies in the arid land of the Indian Te rritory. Less than a gen- cargo.
eration laler, they ollce again found themsc.!ves threatened by Because of the more communal economic order of
whites seeking 10 take their land. Confederate militia in :\ Iissouri Sequoyahan society, the profits were generally dispersed 10 the
and Arkansas saw the Indian Territory as easy plunder and whole of thc nation that had contributed to its development.
undertook to capture that territory fo r inclusion into the new i\ Iuch is held in trust for future development. The experience
Confederate States of America. and \\'ealth the Sequoyahans gained in building their first rail
The tribes had, however, learned a \'aluable 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 fa\ur their own, they ha\'e faced far fcwer prob-
rifles, many purchased with gold the Cherokee had recm'ered lems \\ith the Great Plains tribes than white settlers hm'e 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 Pe ople : The great national challenges the ci\ilized tribes
members of aU five tribes repulsed the Confederate invasion. have endured together f!"Om the Battle of Muskogee 10 the build-
In the aftermath of this battle, the live 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- T hough 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 nalion 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.
\Vhile the Sequoyahs held true to their word and sent twO reg- The Sequoyahans have learned 10 be a pragmatic lot. T hey
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 blll that 10 sun'ive they must adapt certain aspects of those cul-
Sequoyahans took advantage of opportunities opened to them. tures to retain their own . :\ Iost prefer the company of their own
\ Vhell Britain turned to Texas for the cotton her industries races, forming few close friendships with whiles. That being said,
required, they immediately saw the potential wealth that could many are fluent in English and certainly capable of operating
be gained from participating in this seller's market. Many of the within the confines of b!"Oader North American cultures.
tribes had experience in cOllon growing and within a year, COt- Howe\'er, they retain a deep loathing of the Confederacy. Few
ton cultivation expanded from almost nothing to thousilnds of would let their feeling show 100 overtly but the years of mIs-
acres. Access to the gulf ports via the I-. Iississippi River was treatment at SOlllhern hands makes it slow 10 be forgonon .
blocked due to the war so eOllon had to be brought 10 Galveston
via mule-drawn carts. T his was slow and costly.
The great d ream was 10 build a rail line that would be able to
provide access to the gulf ports. :\'0 American, British or Texiean
financie rs were interested in the project so the Sequoyahans set
about 10 build one themsel"es. Communal participation saw
members of all five tribes, men and women alike, undertake the
vast project. T he last remaining Cherokee gold was sufficient to
acquire the rails, but right-of-ways though Texican territory still

286
TEXAS

.-.
-. 0-- .-
S£QUOYAH
-~
AI A GLANCE ...

.-- .- - Geography: Texas

.-
Location: South Central North America, bordering
R£PusuC the Gulf 01 Mexico
OF Area: 360,503 $quare miles
Land Boundaries: Rio Grande to west, US and Sequoyah to
TEXAS
north, Confederacy to &aSt

-. CI,mate: Subtropk;:al along gulf coast. increas'ng

- -_.--
arid as O!"1e travels west
Terra,n; Broad coastal plait! in SE. rough
and intem"littant mountainous terrain in
west
Natural Resources: Farm and graz<ng land, timber

People: Texas
Popul"lon; 1,439,358
Natoonality: Texocan
Eth",C Groups: WI"Ote 3396, MeslII:o 3096. Black 3396.
espitc 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 496
Protestant 6096, Roman Catholic 4096
English 7096, Spanish 3096

Government: Texas
cially neutral during the Southern War of Independence. or Country Name: RepublIC of Texas
course, numerou s volunteer units fought in the ~ I is s i ss ippi Government Type: Republic
Valley campaigns under Confederate colors. Capital; WashingtO!"1
~ Oistric:ts; 30 CO\J!1ties
As mentioned in the historical section , th e reasons for her Independence: October 13. 1845 from Mexico
neutrality werc many. Certainly the most important was the Ch~ 01 State: President RIchard Coke
intervention of Britain. Her texti le manufacturers, with Economy: Texas
royal support and under the protection of t he Imperial :'\a,)'. EconomIC e>v.Mew: The War betwllllll the States ofI&fIId a
\iflique opportunity flY Texas' cottO!"1
entered into contracts to purchase any and all cotton Tcxican plant61'S to both prosp&f and to establ ish
growers CQuld supply. Agreeing to these terms put the you ng inroads into the lucrative British market.
ContractlOtl of that merkel has been more
nation at odds with her eastern neighbor, whose self-imposed than compensated by a huge new rnarket
COllon emba rgo was mea nt to d raw Brita in into the conflict made available fOf beeI. West Texas is
undergoing an economic boom as vast
on the Confede rate side. stretch o f land are being developed for
thiS industry.
T he wa r years were, ironically, a time of great prosperity Exports: Beef, cotton, rice
for the young nation and a period in which she bega n to Export Partners: United Kingdom, United States. France
solidify a national identit y. The influx of British sterling and Cunn:y: Te~ican DoIares
(1 oz. gold ., S1)( 3UIO)
investment jump-started development and C alveston was
(I oz. silver" Sf)( 2.00)
tra nsformed into a first class seapo rt.
Military: United States
The British influence had other fa r-reaching effects in Mihlafy Branches: Army. Navy and Rangers
Texas. Unde r pressure from a British Parliament uneasy with Standing Fon:es: Approximately 600 FIangets
such dose relatio n to a slave holding nation , Texas abolished Transnational Issues: United States
the inst itution in 1860. Oisputes-Imemationaj: Official demarkation and ownership of
lhe Sanla Fe Ira;! rema,ns ... open Issue
WIth the United States. Texas has
sHowed its Rangers to operate as
lawmen within Nuevo Mexico due to
Texa s Tod ay generallawlessoess. Mexico strongly
disputes their authority but is
The Texican volunteer troops fighting in the western the- powerless to CO!"1tend their pn!SIIOCe IY
ater were primarily stationed in Arkansas and ~\'I i ssissi ppi. to property administef the district.
AIiIn::es: Texas Is aligned with lhe United
Upon enact ion of the truce of 1854, most of the troops Kingdom and dependant upon the
:Iecided to return to their homes. While the volunteers d is- Royal Navy to ensure the neutrality o f
the Guf of Mexico.
:::landed their units and began the lo ng trek home, the resi-

287
dents or Lou isiana revolted against their government in Fe, Albuquerque and EI Paso on their western frontier and
Richmond and sought to join Texas instead or simply unoflieially sponso rin g settlement t hroughout :'\u cvo
turning over New Orleans and its surrounding territOry to i\l exico. No official move has yet been made to recognize
the French. T he Conrederate government sent troops to these tOwns, as \Vashington docs not wish to provoke a
quell the disturbances but the)' were met by the texican war with Fran ce, the real power behind Emperador
volunteers. These ronner brothers-i n-arms now saw an :'Il aximili ano I De i\ lcxico and possessor or a rormidable
opportunity to bea rs a rms ror their own nation , the roree in nearby New Orleans. Rather, the Texicans arc
Republic or Texas. The Cajun \\'ars (really just a collec- laying the groundwo rk ror an eventual rait de accompli
tion or small skirmishes and guerilla activity) pitted these when their settlements and substantive governance of thc
Texicans against Conrederate troops rrom Arkansas and region will allow the entire rromier to be annexed at the
~ l ississippi as well as French regulars. Arter rour months, stroke or a pen.
the war wea ry and bankrupt Richmond administration A large factor in \Vashington's reticence to risk war is
succumbed to the insurrection and agreed to the partition her lack of a standing army. From the earliest days of the
or Louisiana along the :'Ilississippi River. Republic, the nation has encountered difficulties with
Foreign obse rvers remark that Texas is probably thc rogue generals. Since President H uston furl oughed the
most truly ':American" or the three English-spcaking standing army in 1836, Texas has depended upon the
nation states on the ;..'orth American eominent. Founded Rangers and militia units to de rend her territory. This
by rronticrsmen and barely thirty years old, Texas does practice has served her \\"ell, ror the militia is unusually
nOt have an entrenched upper class. Soc ietal standing is capa ble and experienced. :'\onetheless, it is not all offen-
extrcmely fluid allo\\'ing the energetic young man plenty sive force and its efficacy if used in that role is question-
or room to belter himselr and improve his lot in lire. ~[c rit able.
is the most important determiner or social standing and C Ollon continues to be the major dri\'e r of the Texican
:'I,lexican born Texicans are accorded much the same economy. Ho\\"cYCI", the reentry of the Confcderate States
opportuni ties as Anglos. In all strata or socict}: one is of Amcrica into the world cotton market has caused
equally likely to encounter individuals with Spanish su r- prices to fall from their artificially high \\-al" years prices.
names as British ones. This has caused an economic recession in the Lone Star
Texicans on the who le arc brash and rorthright and not Republic and ro rced many marginal growers 10 seek aher·
give n to min cing words. Even their leade rs are unusually nati\"c means or making a living. Many of these peopl e
outspoken . (fa rmers and their hired hands) have left the gulf coast in
search or beller opportunities in th e sparsely populated
As a you ng nat ion, their world view is disproportionate·
wester n expanses or the country.
ly shaped by recent events. While many Texicans had reh
a bond or kinship with the Confederacy, the rronticr wa r The national government has actively, though not offi -
with that nation has soured that bond in ra\"or of a height- cially. encouraged many or its citizens hurt by the cotton
ened sense of Texican unity. If anything. these two crash to migrate to the wes\. :-digrants are given free pas·
nations a rc now rivals, though many have 110t yet come to sage to Santa Fe or Albuquerque and the opportu nity to
sec that fact. be gi\'e n title 10 land thcre simply by occupying and
improving it ror a period of two yea rs. or course, much of
The discove ry of gold and si lver west of the Rio Grande this land is barely arable and many of the settlers quickly
has spa rked Tcxicans' interest in expansion. To them, the abandon the thought of settling down in favor of seeking
lands or the Shallered Frontier lie wholly within Texas' their fortune in the Shattered Frontier - all with a nod
sphe re of influence (despite the fact that it is Mexican ter- and wink from \\·ashingtoll.
ritory). Th e general lawlessness of the region, due in large
part from inattention by M exico, has prompted Texas is still economically immatu re. Her natural
resources are nOI comparable to that of the United States
Washington to deploy seve ral units of Texas Range rs
within the territory, nominally to protect the property and or the United Kingdom nor docs she possess the dense
urban settlemcl1!s necessary for industrialization. She is
persons or its settler commun ities. Howeve r, they are
dependant on those nations for most manufactured goods
almost unifo rmly recognized as the de facto authority by
yct maintains a net surplus balance, such is the quantita-
non-Texicans as well, ror they provide the only organized
tive robustness of Texa s' farms and ranches.
policing force within the frontier and serve to check the
activity of hostile Indian tribes.
Territorial claims by the CSA west of the Rio Grande
have sparked a diplomatic row between the two nations.
T he Texican legislature has reacted to these turns of
events by encouraging the growth of towns sLlch as Santa
UNITED STATES

Geography: United States


Location: CenttaI North America, bon:lering bom
the Atlantic and PadflC Oceans.
Area: 2,172,973 square miles
Border Countries: Confederate Slates of America. Republic
of Texas. Nation of Sequoyah. Mibico.
espitt her [ass in the War fo r Southern Independence, the t.:niled Dominion of Call1lda, other British NOI1h

D States remains rar and away the mOSt pOIH:r(u] nation in ;';onh
America. Some ('\,en argue Ihal the secession of her agrarian south m;n
American pos!~Sions north of
Columbia Rive!" or 48th p arallel
Climate: Temperate east of Mississippi River.
have been a boon, in that it hastened the transition 10 an industrial ccono- semi-arid in western temtories. wet but
mild along Pacific coast
my by severing the IiI'S 10 her agrarian past. Terr8Jn: Low mountalfls along eastern SBIlI::Ioaro,
\ \'hau~H'r the truth of the maHer. there can bl' no qucHion that the vast cent,.., pIa,n nsong to rugged
mountains In west
United State! morc closd)' resembles the economies of ;';orthern Europe Natural Resources: Coal. iron. tunbar, precoous metals. vast
in rates of urbanization and prol>Ortion of the workforce engaged in indu"- fettile centrat pia,"
try than any other ~e\\ World nation. The city of PittSburgh is it rival to People: United States
Shcflicid and Dortmund as it principal manufaClUrcr of sted, and a dense Popul8tlOtl: 28,787,101
network of rail lines linkll the the southern Great Lakes and Ohio river \·al- NatlO!1aHty: Americal1
ley to the northeast. Ethnic Groups: WhIle 96". Black 3.5". Ar!"Iemdian 0.5%
Religions: Protestant 93%. Roman Catholic 6%,
The loss of southern agricultu ral areas has focused devc!opment on the Jewish 0.4%
vast central and weStern plains. T hough not as lUcrali\·c as cotlon, tobac- Laoguages: English 85". German 1296
co and sugar, corn and whcal production have becn far morc amenable 10 Government United States
mechanization, and so this traditional seclOr of the economr ha~ benefit- Country Name: Uruted States 01 America
ted greatl}· frolll industrialization and now produces a consistent surplus. Government Type: FeOeral RepublIC
T he United Statcs docs, however, facc several chaUengn. Relations with Capital: New York City
~0isI;ric:t$: 22 States and 11 terntones
her southern neighbor havc not improved appreciably since the conclusion
of the war. T his may in large part be allributed to captured territory in the Independence: Jut,- 4. ln6 from Kngdom of Great Britian
former westcrn theater that the United Slates has refused to relinquish. Chiel 01 State: President Scho..IyW Colfax
l\ l aintaining control of this terrilOry and the construction of the "SCOII Economy: United States
Li ne" of fortifications on Pennsylvania's southeastern border has required Economic Ovetview: The Uruted StatBS. with its unparalleled
advantages in raw materials, population
a I>cacetime army of such magnitudc that the U.S. is hard pressed to main- If\d technology Is unql,lBStionab!y the
tain it from a conscription resistant populace. The westcrn terrilOries arc leading economic power in the
under-garrisoned and Federal Cavall)' is often unable to effectively blunt
Exports:
"""""'.
Manufactured goods and equipment.
the many warlike India n Na tions Jiving therein or to dec idedly ejcct ~ graln$, processed meal$, teJdiIes
Mormon settlements. CU!wcy: US Dollar
T he United States has eome of age on the international stage and is rec- (I oz. gold .. SUS 20.67)
ogni<!:en as a pecr among the great nations of Eurol>C. She has strong finan- (\ OL silver .. SUS \ .291

dallies wilh Britain owing to the relative immaturity of her ban king sys- Milltlry: United States
tem. British neutrality in the War of Southern Independence abo scrved to Military Branches: Army. Navy and Marine Corps
mollify the ill-will resulting from the ArooslOok War. Frcnch invokement Standing Forces: Approximately 250.000
on the side of the Confederacy has imbued a deep seeded rescntment and Transnational Issues: United States
the U.S. holds her as an enemy. An alliance with France's biller rival, 0isp.Jtes - Intamational: Simmering tensions with Confederate
Prussia, was a natural outgrowth. States of America and France, claims all
pre-war temtory 01 Maryland, Delaware
A long period of inward lookillg consolidation under the Douglass p res- and Oietrict of <;dumbia. dispute with
idency has gi\·en way to a morc expansionist mood under the Rcpublican Oesefet over in~lng claims in Oregon
Tenitory, dispute With Texas over
dolfax. Though unwilling and likely unable 10 engage in a war with ownership and demarkaHon o f the
~ I exico, the U.S. eycs the rich mine ral wealth lying south of her western santa Fe trail
Disputes - National: Connict periodicaIy eruptS with the
erritories. With knowledge that both Texas and the CSA are casting cqual-
Native Peopes of the territories
}' envious glances at ~ I cxico's no rt hern districts, the U.S. has encouraged AIIiIrooes: Aligned w"h Prussia against France,
:ettlcmcnt with the promise of full recognition of the righl$ and privileges non-bel!;gBrency pact wrth Bntian
If any of in citizens settling in the ambiguous western reaches of the
::olorado and Arapahoe tc r ritories.

289 _--l
BRITISH Pc

.-
California
o -~
~"" '
DE:SE:RE:T /'
Alta C;ili"
lornia . - -( 'I
\
,\

"

Bah. - .-' SE,


California NuevoMbico
- -.
-.
~­ ~-

.-- .-
PACIFIC OCEAN MtXI
.-
_.
Sonora
- REPUBLIC
OF
TEXAS
- .---
.- -
.--
Chihuahua

-_
~-.

- .. -
. Co.l",l.
.
-
Nuevo
o. Durango Leon ·d
.~
Milu Zacarec.u .<,J'
290
55 5 ON5

DC)M.fNfOflf)OF CANADA

ATlANTIC OCEAN

-
--
291
Chapter 6.11 History of the Shattered Frontier

The- dissolution of the American Republic had its roots in Unfortunately, the western and southern boundaries of
the Industrial Revohllion. Though there had been regional Louisiana were never officially delineated by Napoleon, for
sparring in the naseen! dt':Olocracy dating back to colonial he did not wish to instigate a diplomatic row with the
limes, the economic changes brought on by industrialization Spanish crown that he was courting as an ally. The
sen'cd 10 dh~dc the COlintry on a latitudinal a.xis. :\'orthern Louisiana Purchase thus led to a dispute between the United
factory owners and, 10 a lesser degree, their workers States and Spain over the boundaries of the a rea the ronner
demanded tarin' barriers to protect their fledgling enterpris- had bought. The United States claimed that it stretched all
es from ruinous competition with Greal Britain's established the way to the Rio Grande and the Rocky i\ iountains, T his
manufacturers. SOUlhcrncrs by contrast depended on a cash \"as wholly unacceptable to Spain, as it would mean all of
crop for their li,"cli hooo and saw protectionism as wholly Tejas and half of Nuevo ,\ Iexico, both Spanish colonies,
undesirable in twO regards. Retaliatory tariffs would reduce would fall under it. There was also disagreement about the
the profitability of their key export, cotton, while simult:me- ownership of West Florida, a strip of land bel'o"een the
otlsly raising the price of manufactured goods. ?>. lissLssippi and Perdido Rivers. T he United States claimed it
Imcnwincd in this growing cstrallg~m~nt was the question too was included in the purchase; Spain insisted il was not,
of labor, or more direcdy the South's 'peculiar instimtion' Qf and that east of the ?>. ii,sissippi only the city of r\ew Orleans
slavery, As the nation maturrd economically, European beloll'{ed to Loui~iana,
demand fo r ra\\ colton increased exponemially. Free men Spanish authority over :\'ue\'3 Espana (as her North
could nOt hope to compete with the \<irtually uncompensat· American colonies \\erc known would soon be assailed on
cd labor. twO fronts, In 1810, after a rel'olt in \\'est florida, the United
The political bickering that ensued from the time of the States annexed the region between the ~ I ississippi and Pearl
founding of the republic umil the 1830s has been well doc· Rivers. L'uer that year. a series of rebellions were instigau!d
umemed by other scholars and 10 rehash il here would serve b} ~ I ig\ld de Hidalgo y Costilla, a priest of Spanish descent.
rhou~h he wa~ tTentually cilptured and executed, Hida1go's
no good purposc,
leader;hip began a \\ar of independence that culminated on
?>. Iany of the key C\'ents that would shape the political map
Sepumber 2i, 1821, when the rebel leader Vicente
of the North American contincnt and. in so doing. lead to
Guerrt'ro and the royaiisl .\gustin de Iturbide signed the
the dissolution of the American Republic. occurred outside
Treaty of Cordoba,
the borders of the young nation,
TIle Spanish settlers of Tejas, called Tejanos. were Strug·
gling economically. One of their grievances was that man}
THE BIRTH OF THE LONE STAR REPUBLIC of them earned livings by domesticating wild mules and
In 1804, the United States Senate ratified the treaty by mustangs and thell selli ng them in the neighboring
which America would lake possession of the French posses- Louisiana Territory. Howeve r, the Spanish crown had
sions to her west known as "Louisiana." This was nOt, as recently declared all wild animals to be the property of the
some 1I0W a~sume. without controversy. T he matter so infu- crown, making this pract ice illegal. Around 18 1 1 the
riated Federalists (who publicly fretted about war with Spain Tejanos, with ample prodding from the American rilibustcrs,
but privately fear'ed loss of political influence once the vast finally joined the rebellion.
territory was brought into the Union) that they went so far
J ose Bernardo Gutierrez de Lara and Augustus William
as to plot the secession of Nc\\ England and New ' ''ork and
Magee, \\Iith the tacit support of the United States, organ·
offering Aaron Burr the Presidency of the new confeclera·
ized an expedition of aboul 1,400 men composed of Anglos,
lion. Although Alexander Hamilton wisely put an end to his
Tejanos, Indiall5. and former royalists 10 wrest Texas from
rellow pany members' machinations, it was at iI dear per-
Spain, Adopting a "Green Flag" for a banner, the
~onal and political cost. Hamilton wou ld die that Silme year
Republican Army of the North crossed from Louisiana into
in a duel with Burr, while the secessionist seeds sown in
Texas on August 7, 1812, and soon captured several towns
Boston would blossolll in southern soilless than three score
including San Antonio, where a declaration of indcpend·
years hence.
enee was proclaimed on April 6, 1813. This lirst republic of
Prior to 1804, a small number of American traders. out- Texas, however, was shorl· l;\'ed, for J oaquin de Arredondo,
laws, and settlers had ventured to the area near the Sabine commandant-general of the Prodncias imernas, organized
River called Teja~ by Spain. After the Louisiana Purchase. a an arm}' of 1,830 men and in August marched them from
steady stream or migrants began to join them. i\'umbered L'lredo Ittward San Antonio to quash the rebellion.
among these newcomers wet'e soldiers of fortune called fili·
T h(' decisivc Battlc of Medina was fought o n August 18,
busters.
1813, Under pressure by Tejanos \\'110 w;lIlted to spare San
Antonio from the ravages of battle. the Republican Army

292
opted to meet the Royalist army south of the city. T hey As if to validate Alaman '5 concerns, the Bailie of \ elasco
cllcamped about six miles from Arredondo's forces and (June 26, 1832) witnessed the first bloodshed in the fonh-
planned to ambush the royalists as they tra\'eled through a coming w"r between Tejas and :vlcxico. Domingo de
dcfile along the Laredo road. The next morning, howC\.-er, Ugartechea, lhe .\ Iexican commander of a fon at Velasco,
Royalist KOuts encountered the Republicans andlurcd them anempted 10 block attempts by the Texans to transport a
into an ambush in a dense 0:0. forest where they had pre- cannon for what he believed was possible usc against
pared breaslworks on f.'\\·orable ground. After a furious (our- ~ I exican forces at nearb)' Anahuac. After several days of
hour battle, the Republicans broke ranks and ran. The fighting, the Texans prevailed when the l\{exicans surrcn-
Royalist!; lost only fift) -fi\'c men. Arredondo subsequently der~d after exhausting their ammunition. Under the provi-
established martial law in S:1Il Antonio and severely pun- ~iOH5 of a hastily negotiated truce, Ugartechca and his sol-
ished me rebels and their families. One of Arredondo's more diers were al1ow~d 10 return to .\lexico. When ~lexican offi-
notable ~ubordinates was Lt. Antonio Lopez de Santa Anna, ciaJs dismissed the l'lexican commander at Anahuac, singu-
who would return to Texas with another army twenty-three larly the cause for the Texican's frustration with l' lexican
~'ears later. authorities in the area, tensions apparemly east'd. The
Ha\ing given up on attemptli to wrest Tt'jas from Spain by Texicans, however, roan beg-.1Il to take a political tact thal
force, the United States resolved its territOrial claims with would provoke fun her dolt'nCl'.
Spain through the 1819 Adams-Ollis Treat)' in 1819. T he The Convention of 1833 was a gathering of politicians
treat)' provided for Ihe cession of Florida to the United and leaders of the state of Coahuila y Tejas in San Felipe on
States for payment of 55 million and established the border April I, 1833. It 1\I"aS a successor meeting to the Convention
between Spanish .-md American lands \\estward to me of 1832. whose reforms had been rejected b) thc l'l exican
Pacific - specifically along tht' Sabine. Red and Arkansas go\·ernmcnt. The \'C/latilc William H. Wharton presided over
Rivers and the 42nd parallel. Under ih term~, tht' L'nitt'd tht' met'tin,\" which was allended by numerom regional lead-
States gav'C up il.~ claim to Texas, and Spain gave up iu, claim ef", including Sam Houston and Stephen E Austin. The
to the Columbia River basin in the Oregon TerritOry. convention's agenda mirrored the Com'ention of 1832, with
Afler ~t exican independence, new immigral1l~ from the the exception of tht' addition of 11 draft constitution !pat-
United Statcs, many 1.,,110 had been ruined in the Panic of terned afler that of the United State~ to be submiued to the
1819, scaled in me ~ I exjcall state of Coahuila yTejas, often ~lexican congress. Austin tra\ cled to l\lexico City to present
with generous land grants from the roung l\ lcxican gO\'ern- the pelitions to the government. After some initial success in
ment. Most were grateful to ~ I t'l(ico for the opportunity to his negotiations, Austin came to an impasse ;1I1d wa!> impris-
make a fresh stall. The majority of Te.'(ans, for the new oned in early 1834 without any speci fic charges.
American coloni~ ls outnumbcred the native Te-janos. immi· When Antonio LOpez de Santa Anna revoked the
grnted under the auspices of ~lexi can Constitution of 1824. Constitution of 1824 and declared himself dictator in 1835,
Under that covenant, Mexican citizens enjoyed a republican many concluded that liberali!m and rcpubliclInislTl in
form of government with mOst of the power of gO\'ermnenl l'lexico were dead. i\'orteamelicano colonists considered
residing at the depanmemal [state] and local levels. themselvC5 bound to the old constitution and ullsurprisingly
Relations belween the American ~ctt.lt'rs and their ~ I exican dissension and discord mounted.
hosts would begin a prtcal'i ou~ downw;ml slide in April T hey were nOt, however, alone. Many Federalistias
1830 I."hen tht' .\icxiean gO\ocrmnent forbade further immi- 1kl(ieans loyal to the Constitution of 1824 also took up
gt'ation from the United States. arms 10 resist Santa Anna's tyrannic:.1 regime, The revolt
l\lexican federalists had plenty of reasons to mistrust their that began near Gonzales in October 2. 1835. was a civil
nonhern neighbors. They recalled ,he filibusten' attempllO \Ial" not a bid for complete separation from~lexico. I~oth
!Ccure Texas for lhe United States. l'lexicall Secretary of Anglo-Texans and the nati\'e Tejanos fouglll for seif-gO\'ern-
State Lucas Alaman expres~ed such concern succincdy. ment within the federalist system created by the Constitution
"Where othen send invading armies." he groused: "[the of 1824.
Americans] send dlt'ir colonists." He llllderslOod Ihal On i\O\'ember 3, 1835 a m('cting was held to consider
American newspapermen wrote incendiary articles calling options for more autonomous rule for Texas. The
for the occupation of Texas. He knew that ill 1829 President ~Consultation~ drafted il document known as the "Organic
Andrew Jackson had dispatched the brulish Anthony Buller Law", outlining- the organization and functions of a new
10 .\lexico with an offer to buy Texas. He was also aware mat
"Provisional Go\·ernment". Texa n leaders squashed an)'
Americans almost constantly spoke of the "reannexluion of mention of independence, fcaring that such remarks might
Texas," a belief that l cxas should have been a part of the alienate Mexican federalists. The) wt're, howeve r, disap-
Louisiana Purchase o\\;ng to the shon lived La Salle colony pointed when Fed(,l'alisLS from the interior did not rush north
of 1685. Little wonder then thall\'lexic3n federalists viewed to Texas to take up tile struggle and ~ independence began
the colossus to the north and il!l wayf.·uing citizem as a threat to be open l} spoken of.
to Mexican nationhood.

293

I
Stephen Austin was a firebrand in the cause of Texas and so nai·ve as to belie\'e that President Jackson would risk an
leader of the independence faction. In a rambling letter international incident by openly supporting the Texas rebels
dated J anuary 7,1836, he neatly summed up the situation. against 1>. lexico. They did, however, hope to enlist the sup-
"I go for Illdepmdmufor I have no doubt we shall get aid, as much port of individual Americans who believed in their cause.
as we lIud and perhaps more - and what is if equal importance - the T he ad interim go\·ernment dispatched Branch T. Archer,
informatioTl from Mexico liP to lal( in Dectmber says that the Fideral William H . Wharton, and Stephen F. Austin to the United
party has IInited with Santa Anna against us. owing to what has States to solicit men, money, supplies, and sympathy for the
already bun smd and done in Texas in fa~"Or if Independence so Ihal Texas cause. At New Orleans, in early J anuary of 1836, the
ollr prtsenl position UlldeT the conslillition if 1824, dO($ liS no good agents found enthusiastic support, but advised that aid
witll Ihe Federalists, and is doing liS harm in this counlry. by keeplllg would not be forthcoming so long as Texans squabbled over
awl"!Y the kind if men we most need!.] [lV] m / in the convenliol,[.] / whether to sustain the M exican constitution.
would urge all immidiate declaralion if /ndepmdmCf - wlless there be Southerners wholeheartedly embraced the Texicans'
some news from Ihe [Jfexican] inlerior Ihal changed the face if things cause for they anticipated that an independent Texas would
- alld eren theil, it would reqllire very slrong reasons to prevelll me from remain so for only a few months before entering the union as
the cOllrse 1 now recommend. " a slave state. At Ihe time, the Uni ted States had an equal
\ Vhen the well respected Stephen Fuller Austin spoke, number of free and sla\·e slates. Since both free and sla'·e
Texans listened. Now nearly all of them believed that their states \'oted as a block, it created a legislative gridlock with
best hopes for the futu re rested on complete separation from neilher side being able to gain advantage. Southerners
~vl e x ieo. believed that adding Texas to the block of slave states would
tilt the congressional balance of power in their favor. Such
Texas leaders understood that they could not \\·i n the war
was the strength of their conviClion that many Southerners
alo ne. If .\'lexiean federalists would not lend a hand, they
must enlist assistance from the United States. They were not

BATTLES ron INDEPENDENCE .-\14:30 p.m. on April 21, after a scout relayed the burning of
The Texiean insurgency was of vital concern \0 Santa Anna Vince's Bridge ·cutting off the primary avenue of retreat for
and he aimed to personally deal a final crushing blow to the both armies ;, the main Texican battle line moved fon,'ard. They
Noteamericanos. In the spring of I S36, he led a force of sever- moved quickly and silently across the high-grass plain, and then,
al thousand ~l e x ican troops northward. They first entered San when they were only a few dozen yards away, charged Santa
Antonio and defeated a Texican force at the Battle of the Anna's camp shouting "Remember the Alamo!" and
Alamo, and then shortly aften,·ards defeated a second Texican "Remember Goliad!," only stopping a few yards from the
force near Goliad. ~ l ost of the captured men, O\1:r 350 all told, ~lexicans to open fire. Sama Anna's army was composed of
were considered outlaws and put 10 death. professional soldiers '''ho were trained in Europcan fashion to
Sam Houston, newly in command of the remaining Texican fight in ranks, exchanging volleys with opponents employing
army, initially retreated cast towards the Sabine Ri\·er, Ihe bor- similiar tactics. T hey were not trained for hand-to-hand skir-
der with the United States, where a Federal army had assembled mishing and many were also ill-prepared and unarmed at the
10 protect Louisiana in case Santa Anna tried to invade the time of Ihe sudden attack.
United States after quelling the rebellious Texicans. Howe"er, at Hundreds of the demoralized and confused )I,'Jexican soldiers
the urgent coaxing of his civilian masters, Houston turned to routed, and many ran into the marshes along the river. Some of
the southeast to act as a blocking force lest the Mexicans capture the :-'Ie."ican army rallied and futilely attempted to push the
the nascent Texican government. Texans back, but to no avail. General Juan Almonte, com-
manding what was left of the organized l\lcxican resistance,
Santa Anna had been pursuing Houston and devised a trap
in which three columns of :-'·lcxican troops would converge on soon formally surrendered his remaining men. The rest of
Santa Anna's once-proud army had disintegrated into chaos.
Houston's force and destroy it. However, the overconfident
General committed a strategic error by diverting one column to During the short but furious engagement Santa Anna
attempt to capture the provisional government, and a second escaped. In a mere IS minutes of combat, the Texican army
one to proteci his supply lines. Santa Anna's remaining forces had killed about 630 ~lexican soldiers, wounded 208 and taken
caught up 10 Houston on April 19 near Lynch's Ferry. 730 prisoners.
Believing Houston to be cornered, Santa Anna decided 10 Santa Anna was captured the following day. He anempted 10
res! and reorganize his army and attack in force on April 22. disguise himself by shedding his ornate general's uniform and
On the morning of April 2 J, Houston decided to launch a was initially thought to be an ordinary soldier. However, when
placed with other captured soldiers, he was cnthusiastically
surprise attack that afternoon with his army of roughly 800
men, concerned that Santa Anna might use the extra time to saluted as "El Presidente," and his true identity was revealed.
Houston spared his life, preferring to negotiate an end to the
concentrate his scattered army which already numbered about
1,400. The assault was a dangerous endeavor as it would be
overall hostilities and the withdrawal from Texas of Santa
Anna's remaining columns.
made O\1:r open ground where the Texican infantry would be
exposed to Mexican volley fire. However, Santa Anna made Texican independence was afoil accompli, although ~ I exico
another crucial mistake--.--.during his army's afternoon siesta, he did not oflicially recognize it until years lalcr.
failed to POSt sentries or skirmishers around his camp.

294
enlisted in the "Icxican army as organized regional units, the twO men joined the three agelll5 [Austin, Archer, and
f\.entucky Rifles and Ne\\ Orleans Greys most notably. Wharton) al ready there, Childress and Hamilton met with
In ~Iarch of 1836, a comtiltltional com'ention was CO Il- Secretary or State J ohn Forsyth, but Ihey carried no oAleial
,'ened, This con\'Cntion, held at Washington, was quite dif- documents 10 pro\'t: that Texas had a de facIO government,
ferent from the acquiescent Consultation of the pre\;ous and therefore he refused to negotiate. In ~[ay Burnel
year. The cOllvention delegates knew the)' must deda«: inde- recalled all tht, agellls and appoil1led James Collinsworth,
Jl('ndence or submit to ~ I e:o;:jcan authority, If they chose who had been Burnet's ~crctary of state from April 29 10
independence, they had to draft a constitUlion for a new i\ la} 23, and Peter W. Grayson, the attorney general, to
nation, establi~h a strong pl"O\;~ional gO\'ernmenl, and pre- replace them. The)' were instnlcted to ask the L'nited States
pare to combat the ~ I exican armies invading Te:o;:as. to mediate the hostilities belween Texas and ~ I exico and
On ~Ia rch I. George C, Childress, \\ho had recently \"isit- obtain recognition of Texican independence. They also were
10 stress the republic's interest in annexation.
cd Presidelll J ackson in Tennessee, presented a resolution
calling for independence. At its adoption, the chairman of During the summer of 1836, U.S. President Andrew
the cOlwcmion a ppointed Chil{lress 10 head a committee of Jackson senl Hem) J\1. :>' Iorfit, a Stale Depanmelll clerk, as
five to draft a dccJar;.uion of independence, \Vhen the com- a ,pecial agent 10 Te:o;:as to collect information on Ihe re pub-
mittee mct that evening, Childress drew fi'Om his pocket a lic's population, strength, and ability to maintain independ-
stat ement he had brought from Tennessee that followed the ence, In l\u~uSt, i\ lorfit fil ed his report. He estimated the
outline and main features of the United Smtes Declaralion population at 30,000 Anglo-Americans, 3,478 Tejanos,
of Independellce, The next day; !\ Iareh 2, Ihe delegates 14,200 Indians, of which 8.000 belonged to civilized tribes
unanimously adopted Childre~s's suggestion for independ- that had mip;rated from the L'niled Slates, and a slave popu-
ence. Ultimately, fifty-eight member~ signed the document. lation of 3,000, pith a few free blacks. The population was
Thus was born the second Republic of Texas. Da\id G. ~mall. Texas independence \,'as far from secure, Ihe gO\'efll-
Burnet was chosell as interim PresidcllI of the Republic. ment had a hea\) debt, and there was a vast tract of con-
Sam Houstoll. a former United States congressman and gO\'- te!>ted \'acam land bel\\'een the seulements and the Rio
ernor of Tennessee and a clo5e friend of Andrew Jackson. Grande. ~Iorfh ild\~~ed Ihe United State~ 10 delay recogni-
was chosen commander-in-chief of the revolutionary army lion. In his annual message 10 Congress on December 21,
and kft the convention early to take charge of all troops in 1836, J ackson cited Mortie's report and stated that the
the ficld-mililia, volul1lcers, and regular army enlistees. United States lr.lditionally had accorded recognition only
\\'ith news that the Alamo had fallen and ~Icxicall armies \\hf'1l a lIew cOlllmunit) could maintain its independence.
were marching eastward, tht' convemion hastily adopted the Te:o;:as was threatened b~ ~an immense disparity or physical
constitution, signed iI, and cleeted an ad interim govern- force on the ~ide or \l ex.ico," which might recover its lost
meill. The delegates then quickly abandoned Washington. dominion. Jack:.oll lert the di~po~ition of Ihe matter to
COIlV-C<;S.
The gO\'ernmem o m ce r~, learning that Houston's army had
crossed the Colorado River on !\larch 17 and was retreating By July, Burnet and his cabinet began preparations for the
eastward, /led to Harrisburg and then to Gal"eston lsland. transition to a perm:li1elll government. The ad interim pres-
With news of the Texan victory al San J aeimo, the Burnet idelll called ;111 elrclion ror the fi rsl Monday ill September
goyernrnent hastened 10 the battlefield and began negotia- 1836 to ~CI up a government under the constitution. The
tions to end the war. Oil i\ lay 14 at Velasco, Texas ofIicials Voters were asked to (I) approve the constitution, (2) aUlhor-
had Santa Anna sign two treaties, one public and one secret. ize Congress 10 amend the eomtitUlioll, (3) clcct a president,
T he public treaty ended hostilities and restOred private prop- ot her officers, and members or Congrt!~s, and 4) e:o;:press
erty. Texan and i\ le:o;:ican prisoners were to be released, and their views on anncxation III the United Siaies.
Mexican troops would retire beyond the Rio Grande, By the The choice of a president caused concern. Hen!) Smith,
terms of the secret treaty, Texas was to take Santa Anna EO formerly go\'Crllor of Thb prior 10 the Convcntion of
Vemcruz and release him. In return, he agreed to seek 1836, became an lIIm;lling candidate arter being nominated
,\ lexican government approval of the two trealies and to by associales of his. Stephen F. Austin also enten':d the race,
negotiate a permanent rn':afy Ihal acknowledged Texas inde- bUI he had accumulated enemies because of Ihe land specu-
pendence and n'cogniL('d ill boundary as the Rio Grande. lations of his business associates. EIe\'en days before the elec-
Howen'r, word soon reached Te:o;:as that the _\l exican lion, Sam Houstoll finally bowed to pressure and announced
Congress had repudiated Santa Anna, rejected his treaties, his candidaC)~
and ordered the war \"ith Texas to continue.
On election da), Septeml>CI' 5, HouS1on reeei\'ed 5,119
VOles, Smith 743, and Austin 587. Houston received strong
Seeking Recognilion
support from the army and from those who believed thai his
1,\'0 days after the const itutional convclllioll adjourned. election would ensure internal stability and hasten recogni-
interim President S ume! ~cnt George Childress and Robert tion by world PO\\lCr!l and early anne:o;:ation ID the United
Hamilton. probably the wealthiest lllan in Texas, to States. He was also c:o;:pecled to stand firm againsl J\le:Gco
Washington to seek recognition of the new republic. These and seek ["ccognition of Te:O;::ls independence. The people

295
\'oted overwhelmingly to accept lhe constitution and 10 seek Houston dispatched William H. Wharton to Washington
annexat ion, but rlH~} denied Congress the power of amend- D.C. with instructiom [0 seck recognition on hoth de ju re
ment. and de facto grounds. If Wital10n succeeded he would pres-
The First Texas Congress assembled on O ClOber 3, 1836. Cllt hi ~ credc·ntials as minister. :\Iemuean H unt soon joined

It consisted of fourteen senalOrs and twenty-nine reprcsen- him. ThL')' reported that 110" h:U;ln Ellis, Unitcd States min-
lati\·cs. The next day ad illlcrim President Burnet dcli\'crcd ister 10 :\ Iexico, had arri\'ed in Washington and stat ed that
a valedictol)' address. He urged Congress 10 authorize land ;\I exic-o W:1.5 filled with anarch}; fC\·olu[ion. and bankruptcy,
grants to the \'cter:lIl~ of the rc\'Olulion and reminded his lis- It \\ould be impo~,ihh: for her 10 invade Texas. France, Great
teners that the national debt -tood at 1.250.000. On Britain , and the" United States were clamoring for the pa) -
October 22 Houoton took the oath of office as president ment of claims of their citizens against .\Iexico. On i\ larch
before a joint session of Congress. In his inaugural. he I, 1837, the United States Congress. recei\'ing memorials
stressed tbe need for 1>C<lce treaties with the Indians and for and petitions demanding the recognition of Te xas inde-
constant vigilance regarding "our national enemies the pcndence, passeel a resolution [0 provide money for "a diplo-
I\lcxicam." He hoped to sec Tcxas annc.xed to the l ' nited malic agent" to T!'xas. j ackson sibrned the resolution and
States. HomlOll requcsted the Senate to confirm his cabinel appointed Alece Louis La Branche of Louisiana to be
appoiIHIllCIlL'i. He !lamed Stephen F. Au.tin to be ~eeretan' charge d'affaires to tht:: Republic of 'Icxas. The United
of ~tale; Henry Smith, secre tfll)' of the treasury; 'rhomasj States Con~ress mljounlt'd oll jul), 9, 1838, without acting
RlI~k and Samuel Rhoad~ Fisher ~etTetaJy of war and secre- upon the qU{'stion of annexation.
tan of th e navy, respecti\-ciy: and J ames Pinekne) Houston replaced \\'harton with . \ nson jonc~, a member
Henderson, attorne}' gene ral. of th(' T('xas Congress. J ones had introduced a resolution
On December 19, 1836, the Texas Congress unilaterally urging HnuSlOll to withdra\\ the offer of annexation, saying
set the boundaries of the republic. It declared the Rio th:u Texas h:ld grown in strength and rcsou rces and no
Grande to Ix the southern and western boundary; e"en longer needed tics with the United States. In Washington
though ~Iexi co had refused to recognize Texas independ- D.C. 011 October 12, 1838, j ones informed Secretary Fors~1h
ence. The eastern bordcr with Louisiana prescnted prob- [hat Texas had withdrawn its request for annex:llion. The
lems. Houston took up the maltcr with the L'nited StalCs i~su(' lay dormant for ,('\'('ral yt"ar~.

through diplonllltic- channd~. and a [rcan wa~ signed in In the fall of 1838, Homton scm J amt:s Pinckney
Washi ngton on April 25. 1838, which p~ided th'at each Henderson abroad 10 seek recognition of Texas by England
goverllmelll would appoint a commi~ion{'r and a SUf\'cyor and France. The withdrawal of the annexation proposal in
10 formally demark the boullda!). \\'a~hin1ilton hel~d facilitate his mi~sion. France. currently
National defense and frontier protection were paramoulll at war with Mexico. readily signed a treaty on September
to Texans. Threats of a i\ lexican in\'asion and the fear of 25, 1839 recognizing Texican independence. England, in
Indian raids kept the western coulllic~ in turmoil. Congress spite of slavc!) in the young republic and her desire 10 !iCe
passed several acts dealin~ with froutier defense. In the abolition of ~ 1a\'C!)' worich\idc. could not stand idly by
Decembe r 1836, it authorized a rnilita!), force of 3,587 men and see France gain influence and trade plivileges in Texas.
lWcl a battalion of 280 mounted riflemen, ;Ind appropriated Al ~o, since she h;td ju~t 5("uJed the J\·lainc and Oregon

lil\lds to build forts and trading posts to encourage and bound,,!)' issues in the .\roostook War with the United
~uper\'ise Indian trade. In case of a ~h::xicall im'asion, States, recognition of Texas would be unlikely to provoke a
Congress empowered Houston 10 aceept 40.000 yolunteers diplomatic 1'0\\. In the fall of 1840, Lord Aberdeen
from the United Statcs. President Houston look a more annoullced that Her :\Iajesty's government would recognize
practical vitw of the ~i[u:llio n . He downpla)'ed :\lcxican Texican independence, and on No\'C'~mbcr 13- 16, th ree
threats, labeling thelll braggadocio and bombast. If the tre:nies were signed that dealt \"ith independence., commerce
enem) invaded, he reasoned, l cx:ms would rush to defend and navigation, and ~uppr('~~ion of the African slave trade.
their homes. Ranger unit~ on the frontier could handle the A month earlier. on September 18, l~xas had concluded a
Indian situation. Houston's primary cOllcern was to negoti- lI'eaty of amity. com mcree, and navigation II ith th e
ate treaties "'ilh the Indiam ensuring fair treatment. :'\ethcrlands. Houston named Ashbel Smith minister to
Gre:11 Britain and France .md sentJames Reil\' to represent
As for the army, Houston feared that Felix Huston. the
Texa~ in Washington. D.C. I-Ie instnlcted both men to urge
commander and a militarr a(\vell1urer. might commit a rash
the three nations to exert pres~ure on :\icxico for peace and
dCI. He was proven .;orft~ct. Huston came to Houston and
ft:cognition.
rai~ed a clamor for a campaign against :\Iexico. Houston
treated him cordially. but promptly ordered acting secretary roward the end of HouSlOn's te r m as Preside III
of war William S. Fisher to furlough three of the four arlllv IPr{'sid{'llI~ of the republic could not succeed themsekes)
regiments. The rema.ining troops 'Iere gradually disbanded. Lamar announced his candidiler Houston supportcrs tried
Houstoll planned to depend for defense Oil the militia, to gel Rusk to run, but he rt·fused. T hey next endorsed Pc:ler
ranger companies, and troops called for special duty. w. Gra}'son, the attorn!!y gt'ncral, who had worked in
Washington, but 011 his way back to Texas, Grayson C0111-

296
mined su icide. The H ouslOl1ite~ then approached Chief J uan Vilalba, a st'cret agent of Sama Anna who was serving
J usliee J ames Collinsworth. but in 1:lle J uly he fell overboard tempomrily as president, made o\'CrlUres and hinted at pos-
in Galveston lJay and drowned. I~'lmar campaigned on a sible negotiations. L'lmar asked James Treat, a former resi-
promise to rellled}, the mistakes of the HouslOn administra- delll of :\ Icxico \"10 knew Santa Anna and other :--'I exican
tion and easil~ WOIl by a vote of 6,995 10 252 ovcr the rela- leader~, to 1Ie1 as a confidential agcnl and ;lltempt negotia-
tively unknown state Senator Robnt WilSall. David Burnet, tions. Unfortunatd); Treat re.tched VeraCl"uz on Xovember
the former ad illlerim president, \\'as elccted vice president. 2S. IS39 jusl as the Federalim and their Texican allies
At the Lamar inau/,'"u ral in Houston 011 Decembel 10, approadlt'd the gates of !\ lalamoros. The alliance between
HouSlOn appeared in colonial costume and powdered wig the' rogue Tcxicans lind Ihe Fcdel":lles blocked his plan.~.
and gave a three-hou r "Farewell Address," Algernon I~ When Treat proposed an extended armistice to the ~ I cxican
T hompson, Lamar's 'iecret:u); reported that the !lCW presi- minister of foreign affairs a year laler. he was again ignored.
dent was indisposed .md read his inaugural remarks. A Mexican invasion or Texas was now rumored. Gene!"al
In his message to the Texas Con~res..; on December 21, Felix Huston proposed sending :tn expedition of 1,000 men
Presidelll Lamar spoke against annexation. Hc ~.\\\ no \',tlue into Chihu ahua, beliedng the mov(' would fo rce any
in a tie with the United States and predicted that Texas \ Ie'lican army that crossed the Rio Grande downslream to
would someday become a great nation extendinQ; to the withdra\\. Congress did not concu r wil h this plan, however,
Pacific. He urged that the lllu nicip:tl code be reformed to and in ~ l aJ"ch 1841 Lamar appointed J ames Webb, forme r
cOll!tOlidate ~ I exiean and United States la" in the republic. anorne-. ~enera l , to replace Bee as secreta!)' of Slate and
He also \\antcd incrcllsed prOteclion fo r the western froutier. selll him to ,\ Iexico "'ith another peace proposal. Webb was
L'unar recollllllended the building of militaf1 posts alon!!; denied permi"sioll LO land at Veracruz. Slighted by this
the borden and the formatioll of a ~tallding army capable of affronL thc P rc.~ident on June 29 recommended that Texas
prolecting the nation's borders. He promised 10 pro\t"("utc N'coll:nize the indeJlCndence of Yuc.tlan a nd Tabasco and
the wa r against ~'lc xico ullIil she recognized Texas inde- join in i.I declllration of war a~lIinSL 1\ le)l.ico. Lamar also
pendence. H(' also stated Ihat Texas needed a navy 10 pro- urged attcntion to the upper part of the Rio Grande. The
tect iu. commerce 011 the bigh sea:. and urged legislation to Filth Congreo;s a~reed to finance all expedition to establish
reserve all minerals for go\'crnment use a ~ well as 1I program Texican authority over iL~ rar-westeru claims.
10 turn them to the ach'alllage of the nation. Lamar favored L'lmar believed that Texas musl ('xtend its authority over
continuing the ta riff, btl! hoped some day to sec Texas ports its western elaims and divert a portion of lile Santa Fe -S\.
free and open. Conq-ress responded to his message by Louis trade Ihrough ils porls. He abo sought 10 encourage
aut horizing a force of fifteen companies to be .stationed in the SO,OOO inhabitants of l'\uevo 1\ lexico 10 sevcr their lies
military colonies at eight places 011 the fromier. Congress with ~ I ex.ico and tUfIl to Texa~. If the li"nited States took
also set aside S5,000 to recruit and maintain a comp.1I1\ of control of ~ue\'o ~ lexico, it could extend it.~ influence to the
fi ft y-six rangers to patrol the Rio Grande from El 1)..ISo to P:uific and ~upercede Texican claims by forcc of arms.
SlInta ~~ and three mounted companie~ fOT immrdiatc !len-
icc against the hostilc Apacht· Indians. On J unc 20,18·11, a large caravan. officially designated
the Santa '"~ Pioneer~. I('ft the Austin \;ciniIY. Dr. Richard F.
,\ t the beginning of the i ...'lmar administration. ~ lexico Brenham, William G. Cooke. lind J ose Antonio Naval'ro
was tempora ril}' distracted. Because of un resolved French tra\'e!ed along as commi~ .. ioner~ to treat with Ihe inhabicants
cllIims, the French i\'av} had blockaded Ihe :\ lexiean coast of Nuevo i\ lexico. Gen. Hugh :\ IcLcod comma nded a mili-
and shclk,d and captured \'eracruz. The Centrali~t :--' Iexieall tary escort of 270 men. T he civilian component included
go\'ermnem also faced a revolt by federa lists in ils northern fifrv-olle persons. principally ll1erchallls, traden, and learn-
states. Tension increased \\ hen Lamar Ihreate ned to launch sters, with twellly-one wagons. After crossing the "a~t plains
all offensive against i\ lexico if that nation refu~ed 10 recog- of Wesl l has under great hardship, on September 17 Ihe
nize Texas independence. Tc.... an milita!) unih crossed the expedition reached the village of Anton Chico, east of Sa nta
Rio G rande and joined the i\ lexic:m Federalists. ignoring Fe. There they mel a small i\ lexican cavalry force and drove
Lamar's call to return. In Fcbruary 1839 Lamar increased them ofT thus !"('moving Mexico City's influence from the
the pressure Oil ~ I exico, He appointed Secre!:\I)' of State \\est~rn Rio Grande.
Bec minister extraordinary and plenipotentiary 10 ~kxico to
n'quest recognition or Texas independence and to conclude In the fall of IS41, Houston and Burnet were Cll ndidates
a treaty of peace, amity. and commerce. Bee also was to seek fo r prt"sidenl. O n September 6, Houston easily won a second
an agreement fixing Ihe 1Ialion'l1 bounda!)' at the Rio term, and Burleson br:at OUI Hunt ror \;ce president. In his
Grande from ils moulh to its sou rce. If Mexico I'('fused these second admin istraliun. HOUSIOIl reversed many of L'lmar's
rC<luest,., Hee would offer 5 million fo r thc territo!)' that policics. He soug-ht peace treaties with the Indians, took a
"Icxas claimed by the aCI of December 19, IS36, territory defensive stand agaiust :--'It-xieo, and encouraged tJ"3de along
that Illy outside Ihe bounds recognized by Mexican law. thc somhern and \\'estcrn borders, Houston WlIS vitally con-
" 'hen Bel' reached Veracruz, the Frclleh had wi thdrawn and cerned with the location of the capi tal. AUSli n was on the
till' Centl"3lists were strengthening their position. Howevcr,
frontier. fa r from the center of population. If Indian or
:\ Icxican intruders captured and bumed the capital. the

297

I
prestige of the goyernment would suffer. In earl~ ~larch lie. Earlir:r, in August 1842, Charles A. Warfield had received
1842. when J'\'lexican General Rafael Vasquez crossed Ule a simila r commission, recruite.d a small party largely in
Rio Grande with iOO soldiers and raided San Antonio, ~il issouri, and briefly occupied a 1\'lexica n toWll on the ovt:r-
Houston seized the opportunity to order removal of the land trail. Snil·cly o rganized 175 mcn a nd in April 18.J.3 they
national archives from Austill. but local citizens blocked Lhe rode north. From his camp about fort}' miles below where
move. DUling the session of Congress called to discuss the the Santa Fe T rail crossed the Arkansas River, Sni,·c1y cap-
Vasquez invnsion. Houston pushed through moving the cap- tured a ~ I exican patrol guarding the trail. The ensuing foray
ital. In O ctober the government offices \\'cre moved \0 was short-lived. United States dragoons escorting merchant
Washington . The Texas seat of government remained at caravans through Indian country arrested ilnd disarmcd the
\Vashington ever sinc(>. Texans. allegedly for being on United Stlltes soil, and sent
On October 9, 1841, Santa Anna reestablished himsdf as them home. The United States later paid for the arms they
pro,~siolla l president of \ Iexico and determined to renew had taken from the Texans bur offered no apology:
hostilities against Texas. In early J anuary of 1842. General While in Perote Prison as a prisoner of the Battle of
~ t ariallo Arista, commanding the Army of the Korth, Salado Creek,,James W. Robinson, a former acting gO\·ernor
announced his intcmioll of invading the "the Departmem of or Texas during the Consultation, sought an interview with
Tejas." After \'a..~quez seized S,Ul Antonio in i\ larch, the SaTlla Anna. He stated thm if granted all auciiellce, he could
western coumies demanded a n:taliatory stlik~ at ;\lexiro. show hOI\ to arr,U1gr a la.,ting peacr between l\'1cxico a nd
Houston knew that such a campaign was beyond Texas' Texas. Santa Anna, currently distracted by 1IlI" war with
means, but decidt-d to let the agitators learn for themselves. Yucat;U1. agreed to hear Robinson. Under his proposals
On March J 7 he approved the undertaking and SCnt agents Texas would become an independent department in the
to the United States to recruit volunteers and obtain arms. ;\lexican federation, be rcpresented in the ).·Iexican
munitions, and provisiollS. The soldiers, assembling on the Congress, and be allowed to make ilS own 1:1\\'5. Tex:ls would
~ueces ncar San Patricio, quickly became restless. Provisions be granted amnesty for past acts against Me:-';1co, and
were short, and ga mbling and drunkenness prevailed. ~ I exjco would station no troops in Texas. Santa Awm
Learning of the disorder, a \Iexican force launched a sur· approved the proposals on Febntary 18, 1843, and released
prise attack on the Texan camp on J uly 7 driving it off. Robinson to com'ey them to Te.xas. Houston ~tudied the pro-
po~al, a.nd reasoned that Santa Anna's Yucallin problem
The Mexican gm·ernment '\a$ determined to keep the
Texas frontier in turmoil. Santa Anna ordered Gen. Adrian mi~ht lead the :'Ile.xican president to agree to more fm·orable

Woll to again attack Sail Amonio and informed the \lexican peace terms. Houston a~ked Charlcs Elliot. the British
Congress that he planned to resubjugate Texas. Woll crossed charge d'affaires to Tc..xas, to ask Richard Pakenham, the
the Rio Grande and made a surprise attack on San .\ntonio Blitish minister in .:'Ilcxieo, to seek an armistice. Robinson
on the morning of Septtmbcr 11. The defenders, learning wrote Santa Anna that Houston wanted an armistice of se\··
that the soldiers were Mexican regulars, surrendered. On the (' ral months to gi"c the people of Texas an opportunity to
eighteenth Wo!! moved \0 Salado Creek, assaulted the consider the proposals. " ' hen Santa Ann a received
Texans assembled on the creek ~ast of San .\ntonio, then Robinson's lellrr, hr agreed 10 a trucr. Houston proclaimed
withdrew to San Antonio and shortly after,,"ard~ returued to an armistice on June IS. 18<1-3, and sent Samuel ~ 1. Williams
Mexico. and George W. H ock.lc~ as commissioners to meet their
counterparts at Sabinas. ncar the Rio Grande. They were to
After the bailIe of Salado Creek. Texans demanded retal- arrange a general armistice and request that a commission
iation and rushed to San Alltoniu as indi\'iduals, in compa- meet in ~ l exico City to discuss a permanent peact. The
nies, and in small grou ps. Houston scm Brig. Gen. Texas and \ Icxiran com missioners agreed 011 a permanent
Alexander Somervell to take charge of the force there. On a rmistice on February 18, 1844. but Houston filed the doc-
November 25, Somervctl headed for the border with more
ument away without taking aCIion because it referred to
thall 750 mell and seized Laredo. III December, Somervell
Texas as a ,\I cxican department.
led the rCSt downriver, crossed the Rio Grande, and seized
Gucrrero. Unable to find provisions, he recrossed into Texas In the Texas presidential race of 1844. \ ~ce President
and ordered his men to prepare to return home. The border Edward Burleson faced Secretary of State AnsonJones, who
wrtr would thereafter settle down into an uneasy and unofli· had the support of Houston. J ones won by a large vOtc. I\ fter
cial tntce. he wa..~ inaugurated on December 9, he launched a policy of
economy, peaceful relations with the ci\~lized Indians. and a
Like Lamar, Houston expresse.d concern over the western nonaggressi\·c policy toward 1\ Iexieo. Jones favored annc..xa-
boundaries of 'l has. In February 1843, his administration lion to the United States but cI·ems would unfold in
authorized J acob Sni,·cly to raise a volunteer group to make Washinl:,'ton D.C. IhM dashed his hopes.
a show of force in the northwest territo'l claimed by Texas.
They hoped to prey on the Mexican caravans trave.ling that The an nexation of Texas had become a major issue in the
section of the Santa Fe Trail that crossed Texas tenitol)'. United States election of 1844. Former Vice-President J ohn
The men were to mount, arm, and eq uip themseh-es and Tyler had Imed away a significant portion of SOUlhcrn
share half the spoils; the other half would go to the repub- democmts spllfllc-d by candidate Van Buren's anti-annexa·

29"
INDIAN RELATIONS Upon laking office in December 1838, Lamar was COIl\inced
that the Comanches were in treasonable correspondence with
President HouslOn hoped, by kee ping military units out of
the ~ le xican5, and launched a campaign that drove them from
the Indian count!)' and seeking treaties "ith \~rious tribes, 10
Texas. In 1839 ranger panics based in San Amonio invaded
f\\uid difficu lties with the Indians. He sellt frie ndly "talks" to all
of the tribes that had been re located from their lands in the Comanche COUIlIII' and fough l several engagements. The
Comanches sem a small delegation 10 San Amonio to talk
east. The most pressing problem involved the Cherokees, who
had Jellied on rich lands along the Sabine and elsewhere in East peace. Texas authorities agreed to negotiate if the Indians
brought in their white captives. On ).I arch 19, 18-10, si.'(ty-fi\"e
Texas. Neither Spain nor )'Iexico had gi\"cli them title to their
Comanches showed up ....ilh one white prisoner, a twelve.)·ear
lands. At the time of the l cx3s RcvolUlion, the Consuhation,
old girl by the name of ~J atilda Lockhart. ~ [ ;l1 i lda said the
hoping to keep the Cherokees and thei r associated bands quiet.
sent Sam Houston to make a lTeluy guaramedng them title 10 Comanches had other prisoner.s. T he Texicans demanded the
remaining prisoners and tried to hold the Indiam as hostages.
their land, and Ihey had remained quiel during the dimwIt
days. \\'hen Houston became pre~idem, he submincd the In what became known as the Council House Fight. Ihirt)-fi\"C
Indiam and se\"en Texans were killed. Furious o\"er the mas-
Cherokee II'c:uy to the Senate for ratification, which that body
ratificd in Deccmber 1837. sacre, the Comanches killed their captiyes and descended sever-
al hundred strong on San Antonio bUI were unable to coax a
After the defeat at SanJaeilllo, ). Iexico sought to stir up dis- fight and thcrefore rode 3\\a)·. Beginning in j uly the Comanches
comelll in Texas. )' Iexiean comm[lnden suspected \b[lt there hit the frontier coumies in force.
were restless groups around among various Indi[ln lribes, and
In subsequent yeaN, Texas would build upon earlier treaties
scm [lgems 10 Texas 10 promote dissension. While they had lit-
tlc success with tribes in the cast, the Ap[lehe in weSI Texas were and develop dose diplomatic and trade tics with the Cheroke-
led nalion of SequO\"ah. The Apache and Commanche though
eager to take the arms offered by ,\lexican agenu and were ~ ub­
scqucntly responsible for causing all som of mayhem. would remain bim:r enemies and a comtam threat in west
Texas.

tion platform. T his [lctiol1 split the democratic \·ote and The e~tablishmem of an independent Republic of Texas
ensured that Hem,' Clay would become President. Though was soon to have profound political effects on the United
the Whigs a nd Clay attempted to obfuscate the position for States. T he 36°30' pro\'iso of the ).I issouri Compromise
political ~aso n s, once in office they were p repared to join legally barred any further expansion of shwe territor}' as
with 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.
T he Hritish Fo reign O ffice , with French support, a(hised Du ring the early years of the republic, the population of
Ashbel Smith, the Texan agelll to Great Britain and France, Texas increased about i ,000 per year, primarily from immi-
that a "diplomatic act" was necded 10 forcc :\ Iexico to make gration. B~ 184i. the white population, including :\ Iexican
peace with Texas and recognize its independence. Houston immigrant" had ri~en to 102,961 and the number of sla\'cs
also favored a "diplom,uic act," and Anson J ones, the presi- to 38,i53. The growth was due largely to liberal land poli-
dent elect, with his hopes for US statehood dashed, reluc- cies and expanding opportunitie~. Texas acquired a reputa-
tantlyagreed. tion as a !and of sharp dealer~ . lawlessness, rowdiness, and
The Bri[ish, French and American emissaries reached fraudulen ce. Land frauds were numerous and law enforce-
~ I exico
City in mid-April. Luis G. Cuevas, minister of for- ment agencies wcre wcak or nonexistent, but l exic:lns hm·c
eign ~latio ns, placed their proposals before the :\ lexican developed an ability to handle challenges.
Congress, and in late April :\ Iexico recognized Texas inde-
pendence. The British minister handed a copy of the docu- THE CALIFORNIA REPUBLIC
ment to J ones on June 4, and he immediately announced a ,\ Iexico paid lillie attcntion to its far-flung northern pos-
preliminary pellce with Mexico. ses~ion until2\o\"(~mber 1845, when American settlers in the
President J ones issued a call on )' Iay 5 for a convention [0 Sacramento \'alley, sensi ng the weakness in ;\ Iexico Ci[y due
be elected by the people 10 meet in Austin on J uly 4. ,\ t his to the strife betwcen thc Fcderalist and Centralist fact ions,
call, the Texas Congress assembled on J une 16 in special ses- re\·olted and established the California Republic. J ohn C.
sion at WashinglOn and accepted the peace treaty and Fn: mont, a U.S. Army cartographer and trail blazer, arri\·cd
approved elections for a com"Cntion. T he conYCntioll met in the following J anuary with a company of men inteill of
Austin on J uly 4 and passed an ord inance to accept the mapping the Pacific coast. Though initially reluctant to
Smith-Cuevas treaty. It then drafted the Constitution of involve himsclfand by virtue of h is commission the U.S.
1845 and submitted both the annexation agreement and governmelltJ in an internal ~ I exican dispute, his subsequent
proposed constitution to a popular \·ote. O n October 13 alte rcation widl ;\lexican authorities O\"Cr an alleged horsc
annexation was approved by a vote of 4,245 [0 257, and the thieving incident changed his mind. T he rebellious settlers
constitution by a vote of 4,174 10 312. T he fledgling rep ub- subsequelllly gave him command of their militia a mo\·e
lic was now officially at peace.

299

1
legitimized by Commodore Stockton, commander of U.S. IO.OOO-mile- ocean journey around Lhe treacherous Cabo de
Pacific naval forces. Hornos.
T he Centralist leader General Parades elltered M e~ ico Berore California was formally admitted into the U.S. as
City at Ihe head of an army on Janua ry 2,1846. Federalisl part of the Compromise of 1850. it occupied an ambiguous
Presidelll Herrera ned. and Parades, who assumed Ihe pres- place politically. Nominally a free Repu bl ic, it's independ-
idency on January 4, set aboU! to quash any nascenl rebel- ence went unrecognized by major European powers and
lion before Mexico's northern lCrritOlies were eroded any more importantly Mexico. The vast influx of colonists, how-
funher. e\'er, madc the prospect of reconquest a distant hope at best.
InJ une, weall' of Ihe oppressive martial law administered Finally, on May 30, 1850, it was admitted ill the
by the IlC\V Anglo dominated republic, Californios precipi- Compromise of 1850 as the 31st state and a frce one as wdl.
tated a counter-revolt in southern California. What began a~ In order to abide by the Missouri Compromisc, a trealy was
a number of separate ei\'il disturbances soon coalesced illlo formally signed with l\ lexico delinealing the southern
a full scale insurrection under the leadership of Jose \I aria boundary of the state as 36° 30' north.
Flores. The Californios soon expe lled the Anglo-
Californians fro m Los Angelt:s and San Di ego and by the DESERET
end of September they were joined by l\[exican regulars
J oseph Smith founded T ht' Church of Jesus Christ of
under the command of Santa Anna.
L'uter-day Saints in 1830 after years earlier claiming 10 have
On Dccember 6,1846, Fremont, unaware of the arri\'al of received visitations from an angel Ihal decried all other
Santa Anna, marched his militia south to put down the PrOtestant denominations as erroneous and revealing addi-
Californio revolt. En route to San Diego, he met Lhe tions to the Christian scriptures later to be known as Ihe
Mexican force~ in all indecisiyc action al the Battle of San Book of \Ionnon. The sect attracted over 1.000 members
Luis Obispo. Though bolh sides suffered heavily; it was a vic- during iti first year.
tory for Santa Anna as Fremont 's militia retreatcd and most
Smith and a small band of followers first moved from
of southern Cal ifo rnia was now li berated from the
western New York to Kirtland, Ohio " 'here an enti re con-
California Rcpub[ic.
gregat ion had cOllvcrtcd to the new faith. This church grew
On J anuary 13, Fremont met with Santa Amla al Sali ll a~ so rapidly that it became the epiccnter of Mormonism.
and signed the Truce of ;\'Ionterey. This truce only allowed Despite. ur perhaps due 10, heightening numbers and pros-
for the cessation of regular and irregular military activity· perity, the church alienated the local community who e\'en-
along the IClllporall' line of Monterey Bay. No formal mall}' ta.rrcd and feathered Smith. This spurred the
recognition of the California Republic was gi\'en by Santa i\lormons' relocation to J ackson County, Missouri. Church
Anna. Seeing as how Santa Anna could weU march nort h members were again routinely persecuted, in part because
into the SacramelHo VaUey, Fremont figured this was the their neighbors believed that the church was promoting the
best he could hope for. It would buy time to strengthen his establishment of a religious dictatorship but more so because
position. of the church's heretical belief that the Book of i\·lormon
In ,'day 184;, the self-proclaimed California Republic was the revealed work of God. \'11h the same status as the
cOll\'cned a constitutional convention in San Francisco. Bible. The church was e\'clltually expelled and resettled in
Their drafted constitut ion paralled that of the United States, an area of western :\li~souri thai had been reser\'ed for
however it expre~sly prohibited sla\·eI)~ It was ratified onJ ul) them. The i\ lormons were nOI welcomed here either and
4 by popular vote. Rich ard B. i\ lasoll was appointed as the within a year [7 l\lormon selllcrs were murdered.
first President of the Republic of California and his first offi - A public organization called the Dantiles was rormed ill
cial act was to dispatch Colonel Stephen Kearny, the fonn er t.he i\ lormon community to organize dcfcnse, construCt
military governor of California , to Washington O.c. to ask homes and obtain provisions. In latc [838, violencc broke
for admission il1lo the Union. out again, as the original settlers of the an'a attacked the
The pOlelHial admission of California to the Union pro- \Iormons out of fear that the church might become a polit-
voked an imcnse period of crisis ill the United States during ical majority in their county. T he j\ lissou ri statc militia
which timc the ncw Repub[ic continued along in political became involved alier an officer in thc DanDtcs persuaded
limbo. his men to become a "co\'en renegadc band" a nd to mount
revenge attacks against the Mormons' adversarics.
The Gold Rush thai began in 1849 was to bring matters 10
a head. It established California a~ a \1ab!c political entity. Faced wi III diminishing supplies, the approach of winter,
Before this. there were too few people there even to even and an extermination order from the Governor, 15,000
consider slatehood. The distant Pacific Coast would have i\ lor mons capitulated and agreed to mo\·e. Their destinatiOH
taken decades \0 acquin' the population nccessary 10 main- was Commerce, lllinois (renamed Nau\'oo in 1839). Here
tain a proper go\'ernment. The Gold Rush changed all lhat local politicians a nxious for the \'Dtes of the communil)'
as hundreds of thousands of people flockcd there, walking unexpectedly welcomed them. At long last it seemed the
the trails across the continent. or braving the perilous church had fOll nd a place to Ii\'e peaceably.
Troub[e again surfaced though its genesis was internal. lhe Republic laying claim to an area encompas!iing much of
Smith began practicing polygamy ("'celestial marriages" in Alta California. Earlier, a slate of officers. all 1\ lol'mol1, had
;\ Iormon parlance that superceded 'earthly' OI1CS ) and later been endorsed in a mass meeting and the Nation of Desertl
revealed it as doctrine. By 1844. this resulted in a schism as had begun 10 function under President Brigham Young.
husbands of the women Smith sed uced challenged his lead- Mexican offi cials were doubly outraged not only al the
ership. These dissenters took their case to the community by seizure of their territoI')' hy another band of American set-
publishing a ncwsp.. per that assllilcd his policies. Imbued tlers but also at the affront the ~Iormon state posed 10 their
with the intemperate spirit that had subtly begun to infihrate Roman Catholic religion. The ~Iormous were quickly
the church hierarch}, Smith instructed a group of loyal men arrested and all but one was subsecllIcntJy executed .•A. ~ingle
to destroy the press used by the rogue ecclesia)tic~. representa.tive \'IIa~ permil1ed to return to Great SlIlt Lake
for this act. SmitJ, and his brothel' Hyrum were charged City with noticc Ihal their illegal ;md heretical communities
with \~o lating the first Amendment. A mob later broke into were to be evacuated and that the ;\lexican Arm} was with-
the jail and as~assinated both of them. in its legal righl.'i to kill any ~lorn1on that chose to remain
The death of the founder pro\'oked a major crisis. The within ~ I exican territory.
Twelve Apostles of the church evemually dt.-cided thai Ihe Brigham Young look :'.Iexico·s warning as an idle threa!.
rduclalH Brigham Young should be the sccond presidellt of Sllma An:! would be hard pressed !O make good on his word.
the church. for Salt Lake was Oil the farthest fringes of !\ Iexican
Having once again become el1\angled in a bloody conflict TerritoI')' and reaching it posed a considerable challenge - as
with the surrounding community, Young led most of Ihe most of the receutly arri\'cd !\I ormons knew only tOO lI'ell.
church in 18-1-6 011 a long and difficult 1.300 mile exodus to In doin'l so he underestimated the effect Deseret had on
the Creat Sal! Lakc in the ~Ic.xican Slatc of ,\Jta California :'. Iexico·s Catholi c~ . Thi~ \\'L~ not ~imply a challenge to the
where t.hey could establish a new Zion u:questered fmm di~­ ci\'il authoritie, a~ Ihe rr\'ohs in Texas and California had
approving neighbors. heen. A ht'rencal cult had rooted itsclf Willllll the nation and
dared the church to respond.
Though the region was desolau~. it was not wholly unoc·
cupied. A moullIllin mall named Miles Goodyear operated a In 1852, \\.ith the bleuing of Pope Pius IX, a ;\Iexican
trading post along a wagon roild leading to the Oregon army made its way from San Diego to the Great Sah Lake.
lhrilOry. He was of particular intcrest because he claimed Though the journey was arduolls. the soldiers \,ere filled
to hold a 1\'lexical! territorial gram 10 the region. with a religious 'ZeaJ that the large number of clergy accom-
Establishing a legitimate claim was sufficienth imponant to pall)ing them kept at a fe,'Cred pitch. The lirst :'.lormon set-
the new immigrants that Ihey settled for a price of 52.0no tlement they encountered was :'.Ianl i. The frightened inhab-
with Goodyear to buyout any imerc~t he mi~ht claim 10 itants understood no Sp;Uli~h and so sheltered Ihemsel"es
land within the new colony. within their home ~ rather than neein~. The t\,'O score mem-
beh of the ~aU\'OO Legion fired upon Ill(" ;\lexicans but 10
Young christened the region Desere!. A General Assembl),
no avail. The} wen." all quickly killed and the IOwn burned to
met in January 1850 and imcrminently thereafter to enact
the ground inciner.uing most of the women and children.
ordinances ha\~ng the force of law. No judges were initially
se!ecu'd, but a judicial system and a criminal code \H'Te later Thc smoke lVas vi~ ibl (' from Pro\'o, alerting that town to
provided. Laws regulating elections were also passed. In the danger they now faced. T he men scnt their fllmilies
practice, howe'l.'er, ''Oters simply ratified choices previously 1I0nh 10 Great Salt L.'lke City and grimly awaited their fate.
made by church leade rs. Functioning within the framework T\vo days later, the Mexicans would engage thcm in the
of the ecclesiastically created constitution. the Ceneral Battle of Provo. Though they foug ht 10 the last man, the out-
Assemb[y organized county governmen ts and i.neorporated numbered Mormons were no match for professional sol-
Great Salt L."tke City, Ogden, Provo, and Mami . A militia diers. Provo tOO was put to lhe IOrch .
(the Nauvoo Legion) was also established. Ta.xe5 011 proper- Panic now ensued in Great Salt Lake City. Again, \,'ives
ty and liquor were alilhorized, gambling was suppressed, and daughters I,'ere sent away, lhis time 10 Ogden, Every
and the use of water, limber, ;lIld other natural resources was man and boy lhal could carry a rille remained behind to
regulated. defend the city, When the ~Iexicans arrived, they fough t
Brigham Young institutionalized racism within the \\itlt bitter tenacity. When their first a~5auh failed, the
Church of Latter Day Saints. Under his leadership, De.§eret ;\fexicans opened up with cannons destroying the taberna-
endorsed slavery and openly supported the Confederacy cle. Another two da}'s of fighting would occur, much of it
after il declared independence. Blacks were banned from the brutal hand-to-hand combal in burning buildings. The
priesthood and interracial marriages werc PrQhibited under Ml"xicans finally pre\'ailed though at great loss. After
penalty of death. destroying what little remained of Ihe city, the ;\Iexican
Army, having sustained significant casualties lind apparently
In May [851, officials left Great S(I[t Lake City to serve
unaware of Ihe existence of the Ia.n sizeable Mormon tOWI1
notice to Mexico autllOlities that the Churcb of L.'ltter Day
at Ogden, began the long march home confident lhat what-
Saints I\'as executing their property rights and seceding from

301
e"er [\..(ormons remained would soon re!U rn to the United Despite an oratorical masterpiece of an inaugural address,
State~. President Harrison's administration was besct by internal
In the aftermath of this terrible raid, the .M ormons vowed diomnity as would be expected in a party composed of dis-
to rebuild. i\d udl as the Israelites had O\'ercome the Hittites parate factions headed by Of chief executive whose political
ilnd Philistines to survive and prosper in Canaan, they would ability was held in low regard. Nonetheless, during the 27th
do likewise. Congress he signed into law several important pieces of leg-
islation sponsored by the Whigs including the rechartering of
Though Iheir reputation for industriousness would ne"er
the Bank of thc United States and stiffer proteclivc lariffs
meet a g reater challenge, the remaining l' lormons rebuilt
whose re\'enuc was earmarked for fed erally sponsored com-
Great Salt J~,ke City within six months time. HowC\'Cr, a
munication projects (subsidies for railroad and canal-build·
noticeable change had overtaken the people. T he once
ing corporations).
friendly .\·Iormons, usually eager to trade agricultural com-
modities for manufactured goods, were now hostile and
reluctant to trade. President Brigham Young issued a procla- T his nationalistic economic policy (known as the
malion of martial law that, among other things. forbade "Amelican System" would be a source of future political
people from traveling through the terrilOl1' without a pass. fi·iction. :'\orthern manufaclUrers and merchants were elear-
The citizens of Utah were discoura~rd from selling food to ly the chief beneficiary of such policies in thai their fledgling
immigrants, especially lor animal u~e. enterprise.~ were guaralHet'd both profits and subsidized
acce~~ to the rapidly de\'doping markets of the interior.
The N"a u\'OO Legion, which included e\'cry able-bodied
man between the ages of 18 ;md 45. \fa, on full alert. StaO' Southern plalHation OWllers had lillIe need for infrastructure
officers, who were al,o church and civic o!licials, were dis- improvements as the most productivc land was already with·
patched to every remaining seulemenl under their command in casy reach of the seapons from which their cotton was
to explain and enforce militia decisions. George A. Smith, shipped to markets ill Europe. Further inflaming matters was
who commanded all of the southern militia units, began the the fact that their tax burden was disproportionately severe.
task of preparing the people p"ychologicallr. militalily, and As tariffs \fere structured along mercantilist lines of discour-
materially for \\'ar. aging impo]"L~. the ~ou1hcrn states, with less than half of the
nation's population. we]"e comlibuting over three-quarters of
It was during this limc of particularly high tension~ that
the fund~ ;l\"'liJa.blc to the national t r('asur~.
the Mountain :'."leado\\'s ;\ Iassacre occurred: A group of
~I ormom. aided by Southern Paiute Indians. deceived and The Whigs' activist economic program was quickly chal-
iI!lacked a group of 137 pioneers who we rc attempting to lenged by both increasing economic prosperity and demo-
travel from Iowa, through Utah, on their way 10 California. cratic dissension thaI led to a disastrous showing in the 1842
T his act tliggered a condemnation from the United States congressional elections in which lhey lost control of the
Senate and in a rare act of unity with l'lexi co, a declaration House.
of Deseret as an unrecognized rogue Slate. Harrison's pledge, "Under no circumS\<Inces will I consent
to sen'e a second term" ensured that lillIe of substance
PRESIDENTIAL POLITICS would be accomplished during his remaining time in offi ce.
Scholars pOi111 to the election of 18-10 as the ~eminal point .\spirants \0 the presidellt) began to mark out positions.
for events that would vcr)" soon lead to the American Ci\il \'ice-Presidentjohn Taylor advocated for the annexation of
War and the subsequcllt founding of thc Confederate States 1cxas much to the chagrin of both Harrison and Clay.
of America. Although the proposition was Ull1imel}; for it su rely would
have bcen defeated in the Senate had it been brough t before
Martin Van Huren had inherited a pending economic cri- that body, it forced the Wh igs to evoke the name of their
sis stemming from his predecessor Andre" J ackson's \\'al' nemesis Andre\\' j acksoll in stating that was and continues to
with the Hank of the United States. The storm broke in a he the policy of the United States not to engage in armed
serious depression that became known as the Panic of 1837. conflict wi1h the Republic of r., lexico. Tyler, after four years
The resulting years of economic hardship and the interna- of ineffectually working against Whig policies, finall y sev·
tional humiliation of the Aroostook War left the electoratc ered his ties with the party and returned 10 the Democratic
disgusted with " Martin Van Ruin" and opened lhe door for camp.
the newly formed' Vhig party.
As the DemocratS COIl\'cned their May 1844 presidential
Henry Clay of Kent ucky was the early fa\'orite at the convention in Hallimore, the expected candidate was form er
'Vhig cOIl\'c111ion in Harrisburg, Pennsylvania, in December President \ 'an Buren. The question of Texas annexation
1839. He was, however, a )'1ason, and anti-mason feeling had, howewr. by Ihis time gained a significant following,
was strong enough to block his nomination. In the fin al bal- especially among southern delegates. These delegates rein-
lot Harrison wa~ nominated wil h 148 votes to Clay's 90 and stituted an old rule that required a two-thirds majority for
SCOIt'S 16. j o hn .Tyler was nominated as the Vice nomination, which threatened to render it impossible for the
Presidential candidate. ami-annexation platform to be adopted. Van Huren didn't
receive the required two-thirds \'Ole until the seventh ballot.

302
Election of 1844
-"-_..
12

--
ELECTORAL VOTE
Total: 17S
........, ,- ."....,

POPULAR VOTE
Total: 1,698,605

Whig (Clay)

Democratic (Van Buren) D


Independent (Tyler)

D Terr,tOrieS

AROOSTOOK WAR tOO late 10 prevent another blow to American pride. Shooting
had begun between the two militia force$ in early 1838, perhaps
The Treaty of Pari ~, which concluded hostilities between the
catalyzed by liquor. Once initiated, a serit's of ,kirmishes quick-
British crown and her American colonists, .....as an inexact doc-
ly followed in the Aroostook and SI. J ohn valleys.
umen! lhal left a number of borders along the Greal Lakes and
Saim Lawrence scawa)" open to interpretation. The C.S. \\a5 at a considcrablc disadvantage, for :\laine had
The subsequent War of 18 J 2 and the U.S. purchase of the no good route into the territory "hile the British regulars, sup-
plied along the Halifax road, repealed the trouncing given
Louisiana territory from France would bring these border issues
American militia soldiers in the War of 1812 when they la5t
10 the forefront.
attempted an invasion of Canada.
In 1820, the state of Maine was formed from the discon·
ligou! nonh('rn ponion of ~lassa chuseIUl. Eagu 10 asscn their
By the summer of 1839, the British were in firm control of
the region, as well as the nearby disputed area of northern New
territorial claims, the puerile ~ I aine Icgi~lalurc began granting
Hampshire known as "Indian Stream". Their ease made, they
senlemcm claims nonh of the St.John's river in British claimed
then agreed to formal negotiations to settle the \'arious border
territory already inhabited by Acadians. ~ot ,,;shing 10 engage
issues once and for all.
in a third connict with America, Britain sought to sculc the
issue diplomaticall}; The U.S. Senate, perhaps ,,;th an eye 10 In :-\o\'ember 1839, an agreement was reat'hed known as the
making another aHempt 10 wrest Canada, chosc to ignore this Webster-AshburlOn Treaty. Having judged the terms conclud-
attempted rapprochement. ing the War of 1812 too generous in hadng returned aU pre-
war tcrrilOry, the British presented the Americans with a border
The issue reached a crisis PQint in late 1837, when New
that granted the Aroostook valley 10 ~ew Bruns\\;ck, the Indian
Brunswick oHicials arrested a :\taine census taker. :\ taine react-
Stream region 10 Quebec and the Mesabi Hilb region along
ed by dispatching a company of militia to enter the di"puted
Lake Superior to Ontario.
territory and establish a fort along the Aroostook river. New
Brunswick, fearing another American invasion, mobilized hcr Though humiliating 10 the brash Americans, thcy could at
militia and called for British aid from regular troops stationed in least console themsdves that Britain had not pressed he r claims
Quebec while :\ tail1C called up scveral thousand of her own further as well she could have. Soon though, the dream! of
militia 10 press her claims. acquiring more territory would become forgotten as the United
States struggled \0 retain her domestic integrity.
Though General Winfred ScOtt, commander of the US
Army, hastened 110nh to mediate a compromise before the bel-
ligcrent ~ l ainers dragged the United StalCS into war, he arrived

303

I
In the wake of the divisive Democratic com·cntion, fOflncr Frecd of these international distractions, Clay was now
Vicc- Prcsidclll J ohn Tyler presented himself as a third party ablc to !Urn his attention to domestic matters. ~Ian y of
candidate that would be supportive of the annexation of America's lenitories were quickly growing and had reached
Texas. Sizeable numbers of southern democrats feeling Ule state of political maturity Utat a generation ago would
spurned by their party. rallied behind his banner. T he Whigs have guaranteed them statchood. r..h intaining the delicate
unanimously chose Henry Clay as their candidate despite his balance between free and sla\·c states, however, would be
having lost two prio r presidential electiollS. morc difficult than ever. Glancing at a map of the unorgan·
Another candidate of histOlical irlterest was J oseph Smith, ized western territories, it was clear that the nation's futun:
J r.. fou nder of The Church of J esus Christ of Latter-day g rowth would be to the north and west, territory designated
Sain ts. The effort was aborted inJune when Smith was mur- as future free states under the ;\ lissouri compromise.
dered along with his brother Hyrum in Illinois. For the time being, the admission of Florida would be
The campaign itself was a sordid allair. l~'ler's candidacy paired with Iowa as the twO states joined the union on
inflamed sectional rivalries and newspapers made no small :\ Iarch 15, 1845 and Decembcr 12, 1846 as the 27th and
show of partisanship by vociferously denigrating the charac- 28th state~ respecti\·e!y.
ter of all but their chosen mall. The late entrance of ret On Februal)· I, 18+8. '\"isconsin ratified its state constitu-
another third parry candidate, the abolitionist James Biren): tion a.nd petitioned [0 join the union. Southern congressmen
truly exposed the growing discontent wnjun each of the openly balked at the idea of another free state. When a rep-
Ill;~or parties thaI Van Buren and Clay had both attempted re~entati\'e from the territory addressed the COllgres~ and
to conceal. demonHrated that not only does the territory haV(' greater
The 1844- presidential election ended \I~th Henry Clay population bu[ also a more mature c1\·ic structure ililm states
amassing a mere 50.9°0 of the electoral college. Thc popu- now in lhe union, SOUlh Carolinian Senator J ohn Calhoun
lar. or unpopular as some newspapers groused, \·OtC was dos- sarca..~ticallr announced that, ··then perhaps the more fortu-

er still. Clearly Tyler's candidacy had given the election 10 itou~ course of action to present to this body would be to

the Whigs as they won the states of Pennsylvania. North seck recognition of your national wvereigHty. ;1 approbation
Carolina and llIinois with barely over forty perccnt of the we gentlemen have of late graced with grcater aplomb than
popular vote. T he democratic party had been split along src- statehood. "
tionallines, a rift that would soon \,·iden. :-';otwith<tandin,\" Calhoun·s block's intransigence, Clay SCt
j\Jthough thc question of Texas annexation had ironically to I\ork building a quorum that would ratify Wisconsin's
enough made possible his presidency, Clay dearly saw the admission. Yarious compromises were oOcred including the
danger in a.llowing this mailer to fester in the American body admiuance of Kansas as a slave state jan idea \'ehcmemly
politic. Not only had it engendered palpable ill will among opposed in the North, as it clearlr violated the :\Iissouri
southerners but it also served as a rallying point for the comprom i s~ and would set a precedent fo r the entire west-

growing abolitionist movement in the northeast. This \·cxing crn [rrritories to be opened to slavcry} and the purchase of
issue LO which no compromise could likely be brokercd Cuba to be earma rkcd as a slave Slate) fro m Spai n. It was
between increasingly entrenched interests had to be settled. the laner that gained the tacit approval of key Southern
Although a "war hawk" in his youth , Clay had known fo r leaden who indicated their willingness to approve the
years that annexation would provokc an unnecessary and \\tsconsin peti tion if this feat could be accomplished.
costly war with i\ lexico, one he felt the nation was wholly Clay directcd his Secretary of State Daniel Wcbste.r to
unprepared for. Thc humbling experience of the Aroostook confcr with the United States ;'"Iinisters to Spain, France and
' Var was still fresh in his mind and so he sought a diplomat- Great Britain in order to decide if it was feasible to persuade
ic remedy. Spain to sell Cuba to the States. while avoiding dissonances
In Aplil 1845, Daniel \Vebster was dispatched to Mexico with France and Great Britain. T he four mcn came togeth-
City to join his British and French counterparts in negoliat- er at O stend, Belgium in the summer of 1848.
ing an end to the war that had been dragging on for over a The British were to extract a price for their cooperation.
decade. v"ebster informed the ~ I exican government that the Since 1818, they had engaged in a joint occupalion of the
United Stales was prepared to reco!,,'·nize Texas as an indc- Oregon TerritOry. In the early 18405 as large numbers of
penderH Republic and 10 hereafter dispense with any notion numbers of American settlers poured illio the disputed area
of annexation. This promise was howe\·er cOlllingem on the over the Oregon TraiL their position wcakened. Rather than
Republic of Mexico settling all claims on the territory and wailing for the inexorable tide of American settlement to
formally recognizing her sovereignty. transform the territory into a de facIO American possession,
On J une 23, 1845, ,'\'[exico signed the Smith-Cuevas treaty the British wanted 10 sec the southern boundary of British
recognizing l exas independcnce. O n July 4, 1845 the Texa3 Columbia established al the Columbia RiVer and based their
Senate, its hopes of annexation now foreve r dashed. accepl- claims on the Hudson's Bay Company's long hislOl)' in the
cd the Smith·Cuevas treaty (8-6). The Republic or Texas area.
was now fo rmally at peace with Mexico.

30'
In retu rn for British aid illscl'uring Cuba, Webster agreed Van Buren. The convention then called for another national
to the Oregon Treaty. S('nate mtificalion ,\'as, howevcr, con· con\'ention to unite the countr)' on a Free-Soil b'lsis. Thi s
tingent on a .~uccessfu l concl usion to the lIegotiation ~ with was scheduled for August 8.
C:; pain. !\!eanlllhile, the ambiguous stance toward~ slaver), I<tken
Hadng secured Britaill's assistance, they publicly issued by tht· Whig party led so-called "Con)(iellce Whigs", promi-
their dcliberalioll'i in August or Ihe same year. The diplo- nel1t among them William H. Seward, Schu ylt'r Colfax,
mats propos('d to threaten Spain with the ilwasion of Cuba, C harles Sumner, Salmon I~ Chase and Horace Or(''1:le), to
ir Spain was not wiHing to sell the island to the United call the People's Convention of Fliends of Free l crritol), in
States. The document, known as the O stend .\ !anifesto, Columbus, Ohio on June 27. Calling themselves the Frce
caused enormous rliMurl"'U\ces and selyed as a new rally cry Whig Part),. th(.·", nominated T homas Corwiu as thei r p resi-
for the growi ng abolitiOllist movement in the North. dential candidate.
Oll September 30, 1818, aflcr tell~e sabcr. rattling o n the Durin ~ thc lull after the breakaway conventions, \ 'an
pan of the US from ,vhich Clay would have backed down ir Buren made o\,ertun.·s to Senator Seward seeking his sup-
hb bluff were called}, Queen Isabella II , her posit ion alrcad~ port. He argued that the Whig and Democrat splinters ,~ere
weakened by the Carlist Wars ~I\ld the implicit threat posed pUl"'uinf{ the ~ame goals a nd thm to run candidat e~ in paral-
b)' a powerful British squadron moored al Gibraltar, drcided lel would iimpl\ dilute their potential strength , Since he
against war a nd a treat} wa~ negotiated wherein the L'SA f\ :,n Buren] had pre\·iou~ly been chier execu li,·c. it would
would purchase thc i,land of Cuba for SIOO million. The onl\ make !>('n~e for him to lead the ticket. He was, however.
nCII territories were to be granted statehood a.~ ~oon a.~ a milldftl1 of the Con~ienct' Wh i~s· objeCli\'es and would do
consutution could be drawll lip. The constilUtional con- all in hi\ power 10 see their positiom incorporatcd, e\'en
gresses. for the lerri tor~ was little mort" than a charade as goint:;: ~o f.,r as to adopt their candidate as hi~ \1ce president.
wealthy Southern ari~lOcrats ha~til}' cmi~mted lO the i~land When the free soilers lllet ror their national con\'enuon in
and subsequcud), dominated its body. ). Iuch of thi~ was August, Van Buren·s work appeared to have been fmitful.
overlooked as President Clay Irft oOice with a legacy or hav- Seward and tlw Conscience "Vhigs were present :l.'l well as
ing: prc~cr.'Cd the Union. re presen tatives from the Libert)' part) and their National
Reform allies. !\ Iuch cffon WIIS spetH by Van Buren in rci),.'1l.
THE ELECTION OF 1848: ing in the more radical element., of the barnburners so as to
DEATH KNELL OF THE REPUBLIC creatc a unified platrorm 10 whic h all of tht' parties could
In ailing health, Hell!,) Clay declined to comider anOlher unite h<'hind. In the <'nd tltt' Free Republic party as they
tcrm (he would die in the summer of 1849,. In his ~t('ad. the finally a~,.eed upon calling thel11~el\'e~ offered a platform
Whig5 chose Daniel \\'eb~ter as their candidate despite hi~ oppo,ing :iny funher spread of ~Iavef), abolition of slavery
poor showing in the election of 1836. ~ l i\Jal'd Fillmore in the Dislrict or Columbia, as well a 'i support for inrra-
received the part)'\ nominaliOIl as \'ice President. slructural improvemcnts to be paid br continualion of Ihe
high t:.riff policy.
The DemOCr:lLS werc detel'mined not 10 repeat their mis-
~ teps of 1844 by adopung either a di\1sin" candidale or plat- While Webster and Cas., refused 10 acknowledgc Iheir
form. In SQ doing Ihey chose lite bbnd Lewi~ Cass, a forme r breaka\\:I)' kin and eonductcd a wholly civil cilmpaign whose
Governor and Sen:uor fro m )' Iichigan. He ;Idvocated blandness was in sta rk contrast to the raucous del'uon of
"popular sovc reigIHY" on tlw slavery i~SlIc, meallin~ that I fH4, the Free Republic'llls felt no need to be so ellcum·
(·ach territory should d ecide the question for itS('lf. J efferson ben:d. Th rough Greeley's :-\cw Yorker and Colf.1...x's SI.
Davis, the junior St'llator from ~ !ississippi , was chosen as the Joseph \ ·nlley Regi~te r, the Free Republicans launched a CO II-
vicc presidential candidatl'. Despite their l>esl eITons at unity, st:lIlt barrage of all,lcks on the main parties seeking 10
lll(' Democratic Part)' would oncc again c,xpericllce a ~plit - inflame !Car« tllat Kansas. Nebrdska and l'VCIl Minnesota
only this time from their Northern ranks. could become da\-e states. To Greeley·s eastern audience' this
\1015 preached with moral O\'ertones, whi le Colr.,.x's Indiana
Hat h of Iht' Illi\;or panks hoped to avoid the slavery issue'~
press played to the fear thai the \Iest would be dominated by
di,;siveness in 1848, This pron:d impossible with the emer-
slave-run plantauons whose owners \\ould crowd out ;111)'
gencc or abolitionist po litical parties. T he Liberty Puty.
opporlUnily that frec men would ha\'e 10 make II fresh sian
which had some success o n with an anti-slal'ef)' platform in
in \'irgin lands.
IIH4 , intended to tun again in 18<18. Defections fi'om the
major parties would, hO\\e\'er, 5ubsumc the party's agenda This inflammatOl'} campaign ser.'ed Cass beller than i{
under a new and more potent banner. did Webster. Anti·abolitionism was it stronger force among
Democratic vot{'r~, and the New Eng lande r Webster
The ;\'ew York Democr:ttic I'any had already fra ctu red
obliquely suffered from anti-Republican rhetoric, especially
along abolitionist lines in l8H. T he radical ' lhrnbul'1ler '
in the South. \\1lile Ihe Frl'e Republicans o nly managed to
raction, together with delegations from Connec\1cut,
win one state, in illit'!r a remarkable achievement fo r lhe
~ I a~sachusetl~, Ohio and Illinois, Inet in Uuea, NY on J une
party though they did so by the barest of margins winning
22 to nominate their own candidate for Prcsident .\Iartin
olll~ 36 percent of the pOJlular ,'ote in thaI ~ t;He l , thi ~ filet

305
denied Cass a nlajOlil} in the eleclOral college. For Ihe finc California. southerners were unwilling 10 consider slalchood
time in the history of the Republic, its l'residelll would be or el'ell admi~~ion a~ a territory for tile} knew il would sim-
scl«ted by a \'ote of the H ou~e of Rcpre'\ClUativcs, Cass, ply he a mattcr of a few years before such a IcrriLOf! would
ha\ing \Ion 16 of thc 28 sta tes. easily collccled the requi red simply havc 10 be admitted to statehood.
majorilY (e,lch st.ut" c;' ~ting only one \,ote) and thus was T he ma.ller was an open filibustering sore, Somhern
dcclared vlctOrious, Senaton had dug in Ihei r heels and ,,'cre prepared to wait
On i\ larch 5, 1849 Lewis Cass was sworn in as the 11th forel'er if nece'lSary. SCllalOr Calhoun or South Carolina
Presidelll of the United StaICS, His inaugural addre ~~ might evell dared to go 50 far as to broach the subject of scce~sion.
ha\'e gone unnoticed save fo r the r."1ct that he chose this occa- Another related matter stood on the congressional agcn-
sion to confirm 10 the nation the nlmor~ that had 1:x-en da, The or~a nizati o n of the I'ast Plaue Ri,'cr valley west of
w:adily lll,\king th!'ir way eastward O\'er the past months, Iowa and :\I ;~~ouri was O\'crdue. As an isolated issue, territo-
Gold had been di.scovered in California. This was no small rial u r~anil.ati oll of this area \"a5 not pro blematic. It wa~,
find. Indeed. thOLisands of miners were aJread} pulling for- howe"er, irrel"ocabl} bound [0 the bitter sectional controver-
tunes from the hills around San Franci~co, The fledgling ~y OVi'r the cxtcmion of da\"cf)' into [he territories. Under no
Califom ia Repuhlic had p1'tilioned for statehood and llm\ circumstances would proslavcl1' Congressmen allow a rree
was the ti llle to ta ke decisive action lest this bounty of nature territory wc~t of :\Ii ~.souri. The West was expanding rapidly
f:lll pre)' to olher national imcff'sis. and territorial or.c;anizatioll, dc_pile these difficulties, could
nO longer bt· postponcd. I'our attempL'; to organ ize a single
THE CALIFORNIA QUESTION territory for Ihi~ area had already been defeated in Congress,
That California should bc admitted 10 the Union was a largely because of Southcl'n opposition.
question be),ond reproach. Withi n a week of taki ng office, a To break the impasse. CaS-) proposed to organize the
squadron of \\'arships was embarked for Ihe dangerous voy- Platte River valley into sc\'ernl smaller terrilOlies. T hrce tel"-
age around Cape Horn to California, HmllaJ diplomatic ritOlil'~ would be formed South of the Platte Rivcr: Kamas.
nOlice was gi\en to bOlh ~ I exico a nd l exas that it was the .\mpahoc alld Colomdo. '1'0 Ihe north and boundcd b~ the
will of the Californian people to join the L' nited State.s and :\h\.SOuri ri,'er 1\\0 additional terrilOries, Nebr.I ~ka. and
all measures ncces~:u) 10 enlorce this will \\ould b<- Ogallala, would al.o be created .. \ddilionall~, the balance of
employed. the old low,\ terrilor. would form the ne\,' :\linncsOla terri-
l-'Ormal annexation would take some time 1\~lh California tory The-e ":\ew Territorie-" would dccide thc qucstion of
hming ytJ 10 adopl a constillllion and formally petition for ~Ia"ef) for Ihem~1'I\'c~. Thr- ob\;ous inference-at Icast to
admission. In the meantime, the admi,.ion of Wi~consin, Southerners' was that rmmy of the lerritories would bc
tabled for over a ),(':ar. could be ..e. olved no" that Cuba h.ul admit\('d as slaV!' states to maintain the fragile balance of
becn acquired . On April IS, 18-19, \\'i~consin was admitttd slave and free states.
as thc 29th statc. c\ month later. Cuba was admitted as the After weeks or cajoling. [he California Aet was signed into
30t h, law, Throuq-h this measure Ihe U,S. Congress established the
Cali fornia prc~cn t cd some other difliculties. She was tech- new territOries of Kansas, Nebmska, Ogallala, ,\rapahoc,
nically still at ,,'ar with f-.lcxico (who still regarded her as a Minnesota and Colorado and admillcd California as the
rebellious h::n iLOry). CaS5' Secretary of $tate, joe Dude, was 31st statc, ThC' bill COIll:l incd the provision that the question
sent to i\ lexko Cit}' 10 lll'!~oti ate a peace trealy. T he of slm'ery should be left to the dcci~ion of the territorial set-
~ l exiCltns, realizing that California \\'as 10SI, were will ing to tlers theulseh-cs. Thi~ was Ihe compromise principle upon
accept the line 360 30' N as the ~OUlh c rn border of the ter- which Ca~~ campaigned called popular sovereignty. The
ritory (a line Ihal would clearly 111<111 the territol) as a free California ,\ 1."1 !lady contradicled the provisions of Ihe
state by vi rtu(': of the :\ I i ~souri compromise,. Howel'Cr, Ihey ;\ lis.)Quri Compromise under which slavcry would hal'C
voiced gn~at conccrns OI'CI' tht' new settlemcnts around lhe been h:lrred from all of thcse territories); indeed, an amend-
Great Salt La.ke and the nllllOrs of impending recognition of ment I\;IS added ~pecifica lly repealing that compromise.
thc settlen by \\'as h in~on. In return for ,\merica declaring Thi\ latu'r aspecl of the bill in particular enraged the allli-
the i\ l ormon~ to be illegal .squatters 011 ~o,,'Crc ign :\Iexican ~la\'el)' forccs, but after "cels of bitter debate in Congres.»,
[errilOry and formal f(':cognition of the northern border of P re~ident Cass and the Southerncrs s.,\\' it adopted. Its
Aha California 10 be 42 0 N, the Mexicans would sign the cffecls were anything but reassuring to those who had hoped
treaty, 011 May 3, 18-19. the Treaty of :\Ionterey was signed for a peaceful solution. T he popular sovercignty prm;sion
fo rmalizing Ihe agr(':ement. caused both pro-~la\'CI)' and anti-sla\'cry fon:es to marshal
slrellglh and cxcn full pressure to determine thc "popular"
In j une. California ratified a state constllluioll and ~C I1l
decision in Kamas in their own (;lI'or. T he result was the
rcprcsent:ltiws 10 formally petition fo r admission. Initial
tragedy of "bleeding" Kansas. Northerners and Southerner.!
gold-fcvcr enthusiasm had waned amongst southern legisla-
WC1'C arouscd to such pass i o n ~ that sectional di\ision reached
tors as they realized tlw[ Cali fo rnia would dearly bc admil-
1I poi lit that precluded reconcil iation,
,ed as a rrec state. With no ready slave Slate to balance QU\

306
The rea{'liOIl ti1lm the Abolitionists was immediate. Eli of addilional ~Ia\"t' lel"ritol) lor acquisition, southern simes
fhaycr org.mized the Nell England Emigram Aid decided to secede from tht" Union. South Carolina is tinl on
Company. which sent settleI' 10 Kansas to ~('cure it .IS a fret' Dcc('mi:ter 3, 1851 followed quickly by ~ I is!t.is~ippi. Alabama.
territol)". B} the spling of 1850, approximately 1,200 l\"ew :\ lissoUli, Louisiana , Florida, G('o~ia, Tennessee. Cuba.
Englandcrs had made the journey to Ihe new territory, :\'onh Carolina. Arkalls..u and Virginia. These 12 simes
armed to light for freedom. The abolitionist minister Henr) form Iht' Confederate Siaies of America. The sial"(' stales of
Ward Ikccher furnished settlers with Sharps rilles, which K("ntuek}", ~ I al)'land and Delaware do not. howcvcr, join the
camc to be known as "Beecher'~ B ihlt'~.~ ,('cession. The following J anual)', M~ycral western co untie ~ of
Rum o r~ had spread thrOllll;h the South that 20,000 ~e\\
Virginia vote 10 remain within the L"nioll and sever their tics
Englander<; were de~cending on Kansas. To blunt thi ~ mow:. with the state govcrnment in Richmond. Thcr pmpose to
thousands of Soulherllt'''$, mostly from !\lissoUl; . poured c;tlitheir nCI\ ~tate Kanawha and its admissiOlllO the union
o\~r the line to l"Ote for a proshwery congrt""Ssion al dcll'!.\:alc
is completed within Ii\"e da)"~.
in July 1850. Only half Ihe ba!lOls were ca~t by regislered P re~id("nt Cas§ declared the~e ~t'Ces~ions illegal and feder-
\"Oterl, and .11 one location, olll~ 20 of o\"er 600 \'ot('n were al warrallls we\"(' i~sued for all li'gislatiw mcmbers of Ihe~c
le~al re~idents. Predictably, the pro~la\'ery forct's lIon the qat("~. General WinlicJd Scali. head or the US Army. was
election. ill'>tructcd to mobilize ;111 forcc~ under his command.
On t\ovember I, 1850, another election \I,,~ held to In carly :\ 1.lrch 1852. rumor<; reached President Cass Ihal
choost' member~ of the tl'rritorial Icgishuure. The tht'" ,eee~,ioni~( stale~ W('I"{' planning to hold a eonstiwtioual
~ li 5sourian s. or "Border Ruman ~" ;I..~ the~ wert· called by com CTltion in Richmond, \ irginia. SCt'in~ an opportunilY10
their opponents. again poured liver the line. This time their end the rebellion m (Jnc frll ~\\"oop. and :llf<lill~t the acll'ice of
influence r('~ultcd in 6,307 actu3] ballots ea,t from a popul;,- Generod 'iCOtl Ilho u~ed that more time be .I:,';\"CII to prcpa-
tion of 2,905 rcgi~t{"fed l"Olen,. Only i9l 11)ted a~aimt sla\'- r.uilm. he ordered Federal troop~ to Illarch on Richmoud.
cry. The L"~ arm) had not foue;ht a war ~inc(' 1812 and it
The IICII stale legi~lalure enacted I\hat .\bo]itioni~l~ called .hOlled. The Ft'deral army lYa~ mini,culc and ill-equipped,
the "Bogus l.."\ws." which incorpor".Ill·d the :\ lis~ouri slave with \\'eaIXln~ obsolete h} European standards. ScOIl was
(ode. Thes(' la\\"s ICl'eled ~e\'c re penalties against anyolle who able to muster only 20,000 garrison troops 10 send to
spoke or wro\(' against ~la\'eholdi ng: those who as~isted fugi- Richmond. The time- required \(l mobilize evcn this meager
tives \\ould he put to death or sentenced to ten ycars hard force got\C ample w.[rlling to 1111" Confeclefal'Y that. in lUi'll,
Idbor. The Nonhrl"ners weN' outraged. and st"t up their 0\1 n ml}bilized local militi;, to lorm the inf."\l\t Confederale .\rmy.
Free State ICf,'islalure al Topeka. There \\l'rc nOlI two 1-(0\'- LietLtCllanl Gem'ral Edward Blache-r was ).,';\"('11 field com-
t'rnnll"nts cstablished in Kamas. each oullawine the other. mand of the Federal .\nm and tasked willI the mi~~ioll of
President Cass cho~c 10 recognile thc pro~Lt\'ery legi'[;l1ure caplUrin't Richmond. He propo~e-d <l 40-llIile da~h across
as legitimate. country to Frederick~bun;. Such a maneuYer would po~ilion
t\ s the twO f,"\ctions struggled for coll!rol of the tcrritory, the Federal army 011 the direct mad to Riclunolld, the
tensions increased. In 1851. the prosla"cl)' territorial capital Confederate ('''piral, as wdl as ensure a S(,ClU·t'" supply line to
was moved 10 Lecompton, a lawn only 12 miles from \\'aJ;.hinglOn.
Lawrence. a Frec ~Iate 5t ron~hold . In r\u~mt of that yt"ar. a Prcsident Cass appro-.'('d Blarh er'~ initial.i\'e hut ad\"i~cd
three-man congressional inn:"stigating committ(T arri\"Cd in him to march quickly. Blacht'r took Ill(" Presidcnt at his word
l.A:comptoli to invcstigate Ihe Kan<.an dUill i:::o\'("nllltent~. and launched his a.rmy IOward Frederilksbu~ 011 ~Iarch 15.
The majority report of til(' committce found the dection~ 10 The bluedad ~oldiel-<; CO\'el"ed thr distanct· at a brisk pace
bl" fraudulent and reported that the free statc gow~rnmelll and 011 ~ I arch Ii the le<ld unil~ arri\ed opposite
reprc~emed Ihe I,'ill of the majority. The federal government
Frt'dericksburg on Slanord Heighls.
agreed to follow its recommendations and altered its po~itioll
The Fi.-cltrals could nOI move ~oUlh. howcver, without fir~1
to recognize tiLe free legislature as the legitimate government
cros~ing the Rappahannock Rivcr, the largc~1 of ~l""eml ril't'f
of Kansas.
h~u'riers (hat flowed across his path 10 Richmond. Blacher
cro~~('d the rll-er all .\ Iarch 18, despite fierce lire fmm
THE AMERICAN WAR, PT. 1: 1651-1652 Confederate snipers concealed in buildings :llong the city's
With official sanctioning of thc anti-~la\ 'cry gov('["I)mcnt as riverfront. \\'11("11 the Confcclemtes withdn'w, Feder:!.1 sol-
lcgitimlllc., it became dear 10 501IIherners that the ":'I:ell diers looted the tO\\I1, from which lhe inhabitants had been
Territories" will all evellwall} be admilled to the Union as e\·acuated. Hy :\Iarch '20, Blache r was prepared to launch a
free statcs. Their hope for Kansas, Arapahoe and Colorado t\lo-pronged :lIlack 10 dril'(" Zachary Tarlor'~ forces from an
to be admitted as slal"e states thereby bal;mcing out imposing Sl't of hill~ just outside Fredt'lieksburg.
California. Oregon and :\ I inne~ota W;IS dashed. Already out·
".... 011. I kn()ll' IdltT( TP..1·/or'J flras aft. and I r'1lffl Iv 511rpllsr
numbered h) 1610 15 and wilh the pro~pect of being out-
him. I trpullv (fOSS QlId OUIII!I' tht hills bifort ht CO/I bring aI!Jl/ullg
numbered b) perhaps 2'2 to 15 and with no dear pos~ibilit)
{(nOli) 10 fIInl TIIr. •,

307
Thc m:\I11 assault struck ~out h of thc cit). I;cderal eneampmt'nt at Pittsburg l~lndi ng had no defenses
i>.lisulldcrstandinb" ami bungled leadership on the part of the other than troops 011 picket d uty, and \'CI)' few of those. In
commandcr of thc FedC"raIleft, i>. lajor General Talley, limit- addition, the generals in the Federal command staff were
ed the attacking foree to tllO ~ma ll divlsions - Brigadier convinced that i>. lorg.Ul and his army wert' bouled up in
General Hilbun to IC<ld; Bligadicr General Smith in support. .'\'aslll"ille aW<l.itin~ \\'orth's attack. Wool was confident
Hilbun's troop! broke through an um,ruarded gap in the enough about the safel) of his position that he left the camp
Confederate linc~, but a corps kd by General Clarke expelled and hcaded uprin~r for a mccting Wilh Gener.11 \ \'onh.
the ulISupponed Federals, illl1icting heavy losses. Blacher UllkllO\lt1 to the rcl a){in~ Fedcrals, by late :'I la}' 25th,
launched his second attack from Frederickshurg againsl thc Morgan had movcd hi ~ arm} within two miles of \\"ool's
Confederate left on ~lar')'C's Heighu. \\"ave after Wi\\'e of fo rces. and was preparing for a surprise allaek. The rebel
Federal attackers were mO\\ln dOll'll by Confederatc trOOpS force was close enough that they could clearly hear the
firing from an unas~ai]; lbl e position in a sunken road protcct- drum~ of thc Union Army beating and Yankee bands play.
cd by a stone wall. Ovcr the course of the aftcrnoon, se\'cn ing in thc e\'Cning.
sueccssi\'e Federal brigades chargt'd the wall of Confedcrate Al the llppearance of faillt predawn light on !\pril 6th,
lire. Not a single I~denll soldier reached the line. :'I lorgan's 7,000 men charged screaming fro m the woods
On :'I larch 22 . Blacher ordered his beatcn army back around Pittsburg Landing, (hiving the sleepy pickets back in
acros~ the Ra ppahannock.The Union had lost 6,000 soldiers confusion 011 thc Federa l camp, Federal units rallied here
in a battle in which tilt" d readful carnage was matched on l~ and there to attempt to hold back the :\\taek, but many of
by its futility. Fedcral morale plummeted, a nd Hlacher was the green troops simply /led the ficld, gathering by lhe river
S\\~rtl)' relieved of his command. By contrast, Confedcrfne in frightclled gI'Oup~. Some e\'en waded into the livcr in an
casualtiC'$ had been considerably liglHcr tha n the Union's. attempt to cscape the fighting. Units cngaged in the fighting
totaling only 2,500. Taylor'S substamial \ictor), at on both ~ide~ had lillie organization. and fe\\' combat skills,
Fredericksburg, \\on with rdati"e ease, ~ubsta ntially rcsuhinj.J' in a fi~ht that many descrihed as something like a
ineri'ased tlw confidence of the new Confederate .\rm\. fi erce, blood) riol. De~p ite :or pcrhap~ because of) this con-
At \\'ashington , the scenes that follO\\I."d the battle were fu"ion, the L'nion forec~ \\'rre able to hold back the
disheartening for the i~dl'ra.1 cause. T he eit~ openly ",'O\\ed Confedcrat!" ,l'sault~ lotl~ ('nou'1'h for " "001 to return, and to
its ~ali;;f....("tion I'll the Confedcrate ,;ctory. The H)iunleers c,tablish a dden,i\''!' line aJon~ the ri\·er. Gen. :'I lorgan halt-
showed up badl)" after their dcfea.t. Di ~cipl in e wa< at an end: ed the all,ld. ne.lr ('\Tnill~
drun kennes, and disorder of the \\'or~t kind reigned By the end of the da\ more than 4,500 casualties of both
supreme. T he gr.WCSt anxicl'} prevailed. at all {",·ents from ~ide$la} on the battlefield. :'I lany of the wounded would die
that momcnt it was rC'1:ognizcd b} lhe Administration that without re<:ei\~n~ am treatment, due to an inadequate med-
the militar')' problem was one for experts, and could not be ical organization. Some would die when the surrounding
solved by a handful of improperly organized three months' woodlands cau.e;hl fire, a horrific scene thaI would be repeat-
voluntccrs. This point would be driven home by the subse- ed in other bflttlc~ in rollo\\'i n~ }'C:lrs. Both sides were learn-
quent disaster in Terllless('e. ing ~omc hard les~(lns. As the SUIl s<:t, the Confederates had
In :'I lay 1852, h lajor GCllcral Wool , in command of thc failed 10 at.:hic\e thei r objcctive of driving the Union force
8,000 ma n Federal Army of the West. took Forts Hcnry and inlO lht" rivcl; but it appcared lhat Ihey would be able to
Donaldson alon~ the Tennessee River, AI about the ~a me make shan \I'ork of t.heir shattered fo(."s thc next morning,
time, i>.l ajor Gencral Worth ,mel his Arm)' of the Ohio IIcre .\l ay 26th.
advancing through Kentucky toward Nashvillt\ which \\as Had Worth been able \(llink up with Wool's beleaguered
occupied by Confederat c General Morgan's Volumeer Arm~ fo rces, perhaps the rcsult would have been dim·rent.
of Telllle:>see. ~I orgall, sensing that Nasll\;lIe had become Howcvc l; the Union forcc5 did not possess sufficicnt river-
indefensible in thc f.1.ec of thi~ dual ad\'llllee, chose to aban- hoa15l0 permit a strategic movcment of th is scale, The result
don the city and tu rn to the offensive, instead. His plan \\a~ was a foregone conclmion. Outnumbcred a nd O\'erwhelmed,
to attack and destroy une of the twO advancing I-c deral the Federals su rrcn(\crcd to :'I lorgan's force~ that eWlling.
armies before they could link lip. He chose to artack General The o\'erall ("a)uahr count had now risen to around 6,000
Wool. mell of both ~idt·s and Wool's Arm)' of the \\'est was elimi-
\\"001 had advanced his ann} to a place called Plltsburg nated.
Landing, Te n ne~see, 0 11 th(' banks of the Te nnessee Ri \·er. \\'Orth'5 forces arrived twO days aher Ihe battlc. A feeble
Nearby \\'a~ a small chapel with the name of Shiloh. Wonh's Union pursuit sent 10 pur<ue the Confederate army, was
Arm)' of the Ohio \\as mo\'ing to link up \\"ith \\'001, but thc} stopped h~ Morgan's rear guard. Worth WliS forced to return
wert' still on the opposite (eastern) side of the Tentlessee to Pitlsburg Landing. After the batlle of Shiloh, General
River. Neither side had any battle experience, In particulflr, \\'001 was roundly criticized in the press for being surplised
the cornrnanden on both sides had the Napoleonic opinion at Pittsburg L.1 nding. I-It- doubtless would have lost his com-
that defensive struCtures like rine pits and trenches were mission hfld hl: not been a Confederate prisoner.
unnecessary and demuralizing to the troops. As a rcsult, the

30H
Indian 11milory Tran sformed take the Cherokee and Creek in the !lank and disntpt lheir
The only military ~uccess "br.llllSt the Confederacy cluEing defell"{' of Ule ~outhern crossing. The militiamen, once the}'
the first year of the war was ironically 10 be achieved by the had dosed with Ihe Indian, sel upon them hilh bmtal 5a\'-
Fi\'e Tribes of the Indian Territory and not a Union Army. In ag-ery Of the 196 men J amcson had placed there. anI} four
the wake of their ~UCC(,SSC5 ill \,irginia, the Confcdcr<lC) l'scaped. John~ton·s officers lost comrol of their men as thc)
mO\'Cd to c..xpand thcir lcrrilorv westward. In August 1852. a \\ildl} hacked the deold and d}im;: to pieces.
force of 2500 militia rrom ~ I issouri and Arkansas command- Once order wru restored, the Confeder;ues proceeded to
ed by Colonel I).mid JolulSlon crosSt'd the ,\lississippi into march on ;"!uskeegec. From ar.1r, the town appeared \0 be
Indian Territo,)' with the intcmion of captUling rnat Icrr;to~ abandOIl(.-d. Thi~ illusion was quickl~ dispeUed once they
for ,h(' South. Succcu seemed fa\'orable, as in C\'Cly village approached 'Iithin line range. From conccaled points behind
they entered the I lldiall~ fled from the militiamen. On August I\;ndo\\ ~ and rooftops, line ,md musket fire empted. T he 2nd
23, Johnston's men ,"('ached Fon Eglah, a ~mall garrison . \rkan~IS was in Ihe lead and suffered devastating losses. H ere,
mallTled by Union troops. This \\'a~ quickly c.1pmred at the [35 melT were killed including most of !Iwir cadre and anoth-
COSt of 16 men killed and anothcr 43 wOllnded, er I i3 wounded. Tht' men brak!' under this barrage and
In the Wolke of th(' inva~ion, General Pleasant Jameson, john<lOn ,i~lal{'d ,\ tactical retreat to reassess the Sitll:Hion.
Plincipal Chid of till' Creeks, had set about organizing the RaUler lh;ln Ixing cJiscoul':"lgcd by lhis 5Ctbaek, the militia-
dc/cllM: of,\l uskccg'ec. Fl'Om his own nation and the neigh- men, particularly thO~e li"OllI . \ rkans.1S. were cnl':"lgcd and
boring Cherokee and Seminole lIil>es, he was able to musler grimly detl'rmined to aH'I1I~e their kin by burning the \Own. 1\
nearly 2000 8oldiers. Unbcknowmt to their Federnl O\·erseef". plan \\":\S dl'\'iscd to approach the town from lour directions
ill lhe intcrvcning years ~incl' re~t:t!lj'mcnt. the tribes had a\"Qiding Ihe solid dt'ft'nq:s in the lIonheast. The attack would
stockpiled muskets and rinl'~ and no\\ they would bt: put 10 be made under the cover of darkness ~o as to offer some mca,s-
good usc. uN' Qf conCt,.ument from rine lire. J ohnstOn disliked lhe idea
An adv'IIlC(-d gllard was posted along the shom of the of .lllack.in~ at night ror it would make the a..Iready diflicultjob
....\ ri:;UNl'i Riwr whcre two rording sites of the l cxas Trail of controlling his often unml) force that much harder.
crossed thm waterway nonh and south of its confluence \\ith HOI\c\'er, he kne\\ thi~ would ultimately be a hand-to-hand
the Neosho. All ri\'(~r barges were withdrawn to the \\"t:~tern COnll'St in \,'hieh org'.lnil.cd lire lines would play no part. so he
shun:s 10 inhibi! their capture i1nd subsequent use by thc agrl'ed to the operation.
Confederates. !'. Ieanwhile, j amcron sel about organizing the At midni~ht till' Confi.·dt'rate rorces mO\'ed on .\ Iuskeegee.
defense of ~ l u'kel'gee. The flat open land dictated that Ihe 111C defcndl'l's wcre h:lllll>ered 1)\ the darkness and could do
to ....'1 ibclf was Ihe only ]>O"iliQn \\orlh defending and <;0 his lillIe to "tem the ~ I\;lrm th'lI soon eJlL,'lIlfed tlwlll. The tOwn
men po~itioned themscl\'l'~ within the building and awaited was 'oon abl:\Zt· and '"ltJumindted in the fires or an angJy
J uh nston's fOI"{;es.
native god" .IS one ~ ur"i\'()r would later put it. The battle
j o hnston me:mwhile, after consolidating his forces, degenerated into a 'cries of indi\idu<l1 gunfights fought at
del<lched .. group of Tiders to probe the Arkansas ri\'cr cross- arms lenglh, the combatants using pistols, kni\"es and e\'ell
ings. These men were fired UPOT! by Cherokee and Creek rifle. their bare fists. Both sides :llll:l<.sed appalling casualties as no
men as they approached the flu' shore. Unprcpared fo r such quarter was giwil and many wounded men \\'Cre IC/i 10 burn
stiff resistance, the Confcdcrat('"s broke and '';.111. Of the 55 alive in the fires from \\hidl thcy could not extricate them-
men dispatched, 14 wcre killed and another 20 wounded. selves.
When informed of the amb u~h, Colond Jo hnston realized he When da~ bl'Ok(' OW l' thc charred remains of the town.
had a fight on hi~ hands and that the tribes were not about to J ohnston klll'\\ that he had lailt·d. From his position ill lhe
simply concedc. Epi~copalian church, one of the rew buildings 10 have csc.1pcd
Upon performing a proper rcconnaissan{,l',johnston decid- the fire_, he \f,lS inrormed that fe .... er than 700 able bodicd
ed to split his forces in t\\O and attempt a simultaneous Cl"OS!;- men LOuld he accounted for. Though they controUed the
illg of the ArkaIlS:\S above and below the Neosho. It wa,; bte soulhern hair or the town, :tnd pos~ibl}' isolated pockets clse-
in Ihe year and the waters were low l'nough to permit mell to 1\ here as ~poradic gunfirc would seem to mgge5t. he had not

march across, but in so doing they would be at a great dis.ld- the forces remaining 10 U'CUfC the t('mtoTY. It had been .1
\"aluage. Ha\ing no anillcl), he would ha\'C to depend on his Pyrrbic \iclory for althou~h he had eiTccti,"C!y destroyed
OWJl men on the far ~hore to j>l"O\ide cO\'Cring firc during the ,\l uskecgee, the Indians ,\ere still capable of defense. H is
crossing. He hoped lhat by cros:.ing at two points. the Indian objccti\1~ was 10 subdue Indian resistance and in so doing
force would be diluted and that the crossing could bt: accom- !K:<:ure their tcrrilOl) for the Confederacy a goal that was
plished with a minimal loss of life. now clearly out of reach.
The I;\,er crossing pl"O\'Cd les.s deadly than J ohnston had His only course now rlear,J ohnslon SCI about extrica ting his
feared. The Indian rorces had conCentratl-d a\ the southem rorces from ;"Iuskcegee. Along the sixt}" mile trek back to Fon
crossing "hel"e they had previously chastened j ohnston's Smith Arkansas, his forces incurred funher losses as fresh
scouts. Los.'jcs were ~ignificant but elll')' allowed the nonhern Choctaw riders, belaledly answcring the mustering call of
clement to cross rdatiw'I}' unharmed. l 'his group was able to G('ncrnljameson, harri('d his beaten troops. From his original
force of 2.500 onl\' ."IR:l men rcturned,

309
Aflerma!b of Ib, Ba111, of Muskeegee E1eclion of 1852
Stories of Union drfcan in the cast had made their \\'a~ T he bloody dba$tc rs of Fredericksburg and Shiloh
we~ lward and from ,hcsl' repons it had become abundantly doomed the Cas~ ildmini~tration. The debacle of Shiloh
clear thaI the five uibcs could not depend upon \\'ash i n~on occurred just .. month before Ihe Democratic cDlwentioIl
to protect them from fun her incursions by the Confcdcra('~. and a pall of defeat \\'"!I.5 ill the air. When Ca.ss stood to
The mo\cmCIl1 10 ~ecllre independence for the Indian address thc dcJeg:lIes. he was so loudl} jeered that he could
Territory IX'gan in SCJltemlx-r 1852. with a COIl\'Clllioll in 1101 complele hi~ addTTss, Not nen the brilliant orato!") of
Eufaula con~i<;ling of I't'prcS('lIt.ujn:s of the Fivc Ci\ilizcd Stephen Dougl.w. finally chmen as their candidate, eould
Tribc~. The N'pr6Clllali\'c ~ met ,,!.,rain in September [0 altt'r tlwir mood.
ufl;anizc .I constitutional con"elltion. T he Frec Republic convention. by contrast, was a raucous
T he Comtituliotlai COlwcmion mel at the partia lly rebuilt aft1.ir. St'cc~sion ca u ~ed many .'Jorthcrners oUlside thl' aboli-
\m\n of ~ I usk('egee in October 21. 1852. Gellcral Pkasant tioni~t ranks to quc~tion the decades-long policy of compro-

J allll:soll, PrillciplIJ Chief of the Cn;cb and \'ictor of Ihe mi~c \lith thl' South. It had also robbed the Democrats of

Battk of ~hlskccgee, ,.,.as chosen president by the ckned much of lheir ,trcngth. \\,ithi lL the confines of the shrunken
delegatI'S from the s~\'f> nJ l districts. T he delegates decided Union. the ci()lt1in;tllt't or the Free Republican ~eemcd
that the \'ice-prc~idellts would be the executive ofli{"cr_ of as~ured.

the Fiw Civilized tribes. There were five \'ice-Presidents: Gennal Winfield 5("011, ha\ing abandoned the now
Principal Chier of the Chcrokec~. Douglas~.J. Jencrson: dcfunn \\llig Party. addres\ed the ao;sembled delegates Ull
Edward H . }.I unay, ;lppoitJIed b} Chieka~aw Governor the ((ric,'Ou~ ~'rror~ of judgment forced upon him b)
Fredetick 1-1 . J ohmton \0 rt'pre,eIH the Chickasa\\;.: Chief President Cu.-;s. The war h,ld b(.'en w;lgcd rashly in hope~ of
Green \IcSh;lIIc of the Choct:ms: Chief Elmer White of a quick ,<ietor).
the Seminoles; and J ohn H a.~kell. selected to represent the "Ollr jQtj IIff 1/01 lilt jrol//in Slll'agrs JO halldi(~ btatfll dlln'ng IItI'
Cn·ck:. as GCller:.1 Jameson had beell elected Presidellt. pasl tlmtscor( J·tOTl. ROM(r, tltq af~ 1/11 "r/lat sih/ing jchooled 11/ Iht
Scquoyah, named in honor of lhe great Cherokee, S(JfIl~ milila~r ar/J al OU1Jl'h,tj. 11 10 air thrrtfort mntchl'd Iry an oppo-
Sequo}ah, was the name choscil fo r the new nation. 1It111 ul/(} is ollr ~qllal In tlltjil'ld. To IItil/1r otltUt1';St w01l1d ht 10 dt'!.v
The convention organized a go\"ernmel1t for Indian Iht Imf//ll rif Fr,daifIrJhll'.'4 and ~hilok H tjight.sfor Iti! I//Imt !Oil
Territo!")'. wrote the constitution, dre\\ up a map of the and 11/ Ihat II I' aTt' dillld/"lllltllgtli.
counties. and e1ectl!'d a proposed ,et of delegatcs to /)() nllt. ntlu.n.·tr. ht1il'l. t tJ/(I1 I ad, /Kalt fapillllalioll. 10 /llt dissolll-
Congre~ s. T ilt'S<' propos:.I ~ Ilere "cntto a \"ote b\ the citi2Cn~ t/(ln oj tlt( {·/llOn. I hau ,pokcn litrll' u"Orrb ill litt Ilopt that }'(JII Kill
of Indian Tcrrilo,) and passed o\Cr\\"hchnilH;:I~. -nte delega- oppftdalt thl' gral"i!l< oj OIl! Cummllll tas/.;. Ollr sOlllhun hrttltrfll,
tion recci\'t'd a eool n'ceplion in \\"ashin{{ton. howevcr. tlto/Igh Ihry IlOu !L"ilhstood our marlwl tlfort.s, art Ihtlllstlt,tJ disad-
Having already lost the South to ~ece~~ion. no one "ie'I'ed ml/II/grd. liar OIl lilt scalt u't cal/ttmplatt mllst bt u'aged~' armieJ
kindly the :\spiration~ of another region to withdraw from ldlOl1y III/Iikl' IllOlt litis nalio1l nOll..'jiefds. Tlmt I/ew IIrmus IIIIISI bl'
the Union. Douglass .Jclferson, huwevrf, made clear in a raistd, (mil/,d. armed (lIIdjed. TII;J difficlIll fflllW' is nol bg'oll/I IIJjOI"
speech to c.:unl{l"ess that "hal the Nation of Sequoyah wt POSSfJS IIIf ca/labi!i!~ 10 mlll/lifaclUft lilt rijlts lind mllllOIl IIUlSsnTy
desi red was to " . .. slalld logetlltf with Ihe {./Ilittd Siaies as bOfOm 10 '1/111/1 fill intJistibi, IIm~)'. Tltt fr(flsio/ll~1.! It//t'l 110/ Iht IIItllllS 10
flllits utliltd flJ /lal"llItr~ (/,~ailIJl (I [Q/IIII/rlll villainy. Do u'c Crah, follow Sllil ond 11/ tllflilitrir doul!/ilIlIlIlLlllie. .,
ChtrQku, Choc/nlt', Osag~ and Stlll/1I0fe 1101 sllart a (0111111011 aillllflil
u:itll lIlt jJroud {'"um? Ilau II,cfr JOlllflrm gellflml!71 /101 claimed
Tht, confidence with which SCOtt spoke and his assurance
of victor} ltd to a d:\l1lol" for him to accept the nomination
domil/ioll our lallds Ihlll U'l'ft ollr lIaljoll as well? O/l~I' rumt(I' fI(I/'f.
tor prc,i<ient. He declined the oiler, citing the need to man-
)"Olljelt Ihf. J(}IIIf./OJJ Iltol "!I' profllt hlll."e mdllTtdfor 0 go/frotirm IIOW.
age the grea! I!l"k he had <el before the nation. William
Gmfltmat. ria not disparagr fhis opt/l '!1ft! ~ jriflldship IlIld good will
Seward. "ith the backing of SCOtt, was subsequent!} choSi'1l
for ill crisis limn sur/, as tiltSt 0 will/11g II/~)' sm.·t.1 )"olIr pllrposes btf-
Itr IIttlll a (ollqllmd jM. ..
as their c,lIldidatc.
Despite scveral notewonh) debates betwcen Dougla<s
J efferson had playt'd ;\ Sirong hand. The Union was in no
and Scward. the election was a forgone conelmion. The
po~i[ion to 'pare Ihe forces l1ece~s;. ')· to prevent the sece~~ion
electorate was in no mood for lalk of diplomatic solutions.
of Ih(' Indian l hrilo!")·. The alliance he olTered, however,
The South had commiued the most grie,·ou.;; of sins, trea-
could servc to fortI!' the Confederacy to di"ert some atten-
lion to tilt' we~t and away from the important castern front. son, and sh(.' w .. ~ 110110 be lighdy forgi,·en.
It might also check advances illto the \\"e~tcrn territories. S(''''al"(l carried all but the border states of Kentucky,
:\ lar)I'\l1<1 ant.! Delaware and thus became !lit: 121h
After \'i~orous, but ultimately pointless debate. there was
Prc~ident of thr United States.
but Dill' prudcnt course of action the Ulli t('d States agreed
to recogni7.e Sequorah as a sowrei~11 nation.

310
An Armed Camp th;u the United States would guarantee the aecessibi[it), of
Upon a!~uming oflicc, Seward was f.1.ced with many difli- her ports to tlte European colton trade, This was dcmon-
cuhies. The mo~[ rl'c~sin~. namc:ly ,he fonnalion of an strably prawn in . \ugmt of 1853 when a Confederate ship
expanded Fcdt'ra! Arm}. was ultimately the easiest to accom- the impounded revcnue cuner Washington) attempted to
plish. With Californian gold flowing illlo the national cof- intercept a British merchant I-e_~.sd outside of Ga!l't'ston. She
fers, the currcnq ~hoflaKc~ thai had so hampered commer- was prompd) St·t upon by thret' Union s.1.iling sloops and
cial dc\-eJopmclH ill the past were solved. This alone could burned to the keel.
nOI provide the nccess;u) financing so an income and van- l c:\:,U1 neutmlil}' prQ\-ed to be a boon for the young
ous otlll'r laxes were instittllcd in 1853. These were, quite Republic. Shortages caused by the Federa[ blockade ensured
IHnumlly, unpopular but the 'war fe"cr' of the North was that eager burt·rs paid hand.-.omely for e\'e~' bale of canOn
~uch that these eliCited only passing grumbles. that could be dcli\'cred to GalveslOn. Conoll acreage
SCOI1 had ad"OCOltcd a naval blockade of Southern pons to illcrc;lscd h} IIcarl} lift)' percrnt in 1854. Sorely needed
Slan'c her European cottOl1 tradt" If Ihi~ wert" allowed to im'cstment cilpital al~o began to pour into the COUIlI!}'.
continue, she could simply huy the mUllilion~ ,hal ~he could British fimtnciers, ~reking a ~afc hm-en for manics once
11 01 produce hcrsdf. Indeed, F~deral a~f::nts in Europ~ il\\-e~Ted in the now warring .\merican Sta tes, funded road
repo rted Ih:1I lan;(' orders lI'ere already being placed witb and railway comt ructiOIl, The iunux of quantiTies of British
British and Frcllch arms makers. The Federal Navy, though, ~pccie. especia lly thc silver shillin\{. al!cl'iated the nC('d to
was woefully shon of ~ hips with which to dTectivciv block- clt-pcnd ~olely on paper script and stabilized Ihc economy.
age SOlLthern pOrt~, "'Ou r heav}' ~ide-wh('c1ers h~d been T he COllon dearth al~o ilf'neiited the Indian Nation of
launched in 1850, T he balance of the nal'); however, con- Sequo}ilh. The Cherokee people v, ere e.'l:pcrienccd in plan.
sisted of sailing ships; line-of.ballle ships. frigates. doop', talion ..t~riculture from their period or assim ilation in the
and brigs. Splendid vessels as the) had becn in their da\. '>Outheasl. The dem.md for cotton ,timulaled a boom in lhe
these ships were nOlI olholcle as vessel" of war. ~spite their ("uhi\-ation of '1' hite gold' wiThin the young nation. They did
grave lulnerabilili('"s, the~c ~hips were capable of interdicting not. hO\\t"I-er, have tilt" reach .lcce~~ to market:. Ihat so benc.
unarmed merchalll \'essd~ and so were deployed outside Ihe fited T C:':<l-'i. The .\rkan$;\!i River ~,-a, clo~cd to them bdoll
Soulh's pRincipal AIi:mlic and Gulf pons. The keels for si:.: Fan Smith so cotton had TO tral'd by wagon to either Fan
nel" serell frigatcs had been laid dm\-n in the last days of thc \\'orth, Tc:.:as or Omaha Cit>, Iowa. Thi ~ promptcd the can.
Cass administration and orders IH!rC placed for another ~truClion of an indigenou~ly built railway linc that would
dozen. It would be 1854 before all) of these new ships could evcntually link the United Siaies and l e:\:as.
join the blockade.
Texan and SequQY;lhan cation fields could hardly salisl}
A more polilical!} lethal development was the threat of The cnormous appetiTc of the mills in I.ancaster. l'\C\1
recognition of the Confederacy by England and Fmnce. England and Fburmies. In an effort 10 pro\'oke the B riti~h
Both nations had sent n 'presentat il'cs to Washington and and French into action, "collon bonds" were floated in
Richmond follml ing lilt.' military sctbacks uf 1852. Cautious London and Paris' stock c:.:changcs, Thcst· bonds were rap-
of picking the wrong horse, they Sat on the sideline awaiting idly bought lip for they were rede('mable in cotton far below
a more decisive Outcomc. 'f he eSA WfL~, howc"er, rccog- the goi ng market price. They were, however, redcemilblr
ni~ed by the Repuillic of Texas in l:Cbnmry 1853. T hough il only in the Confhleracy. Gi\'cn these ecunomic incentil'es,
s mall gesture 011 the world stage, it uOlstcred the individual ship captrtins ran the porous US b[ocbdc with
Confederate c;lUse for l(·gi limac}. general succeqs uut some were caught and their \'eqscls
impounded and news imprisonr-d. Tension mounted
SOUTHERN DIPLOMACY between London, Paris and \ \'a~hinglOn over the coursc of
the yea r.
Sympathetic ('a" in ~ I a!}-Iand wa rned that the US was
gearing up for lOtal war. This was more than mere campaign III ('arly I85.J.. Seward's e:\:lfl'mcl)' capable miniSI~r to
rhetoric on thc pari of the Free Republicans. ,\ lreadr new England. Charles Francis Adams, the son of J ohn Quincy
armies were being fanned throughout the .\"ol1h as a flood Adams and grand,oll of J ohn Adams, ~ uccessfullr brokered
of \uluntcel1l flocked to the colors. ~ I ore s('nsible members a diplomatic und('r~landing. The callan blockade was not as
of the Confederate Congress knew that they could never injuriou~ to BRitish financial illlerests as the Confedemc)'
withstand an omlau~ht of hundreds of thousand of Union had wished. Soun::cs in l has. Egypt and India were able to
troops. They might. with great effon, field a comparably fulfill much of the demand. Sober reflectiou rcvcaled that
sized army but they could not possibly hope to provide Ihe Britain's economic relations with the indUSTrialized .\I"orth far
rifles and cannon necessary to make it an em~cti"e force. outweighed those WiTh lht" rlu·.. 1 South, conan notwithstand.
The Northern blockade, though still porous, was nonethe- ing. T he Union was Brilitin's best CUSTomcr, providing a la rge
less beginning lO make it ~ effects fell. i-\ few BriTish firms had markct for British goods and am<lct ing large amoullts of
begun to trade exciusiI'Clr lI~th T exas, Seward had labored British capital as im'estmclIlS in railroads, lands, and securi-
hard in courting l cxas 10 remain neul ral with the promise ties. It ;1150 exportcd large qu:tlllities or foodstuffs and raw
matcrials to tht· British Isles, T he conflict had greatly stim(l'

;j I I
laled Irade belween the two coullIries. Hostilities would also fighting became pitched as the gray clad infantry arri\'ed.
have left the long border with British Ca nada vulnerable, The next day, at dawn. fighting began again around Beech
Great Britain was also vel) much a democracy and her Hill liS a Union clivisioil advanced up the pike, halting JUSt
politicians lI'ere subject to an extraordinarily free press. The before the Confederate line. T he fighting then stopped for a
party in power was as susceptible to public opinion as any time.
elected go\·ernment. With the Napoleonic war (180{-1815) After noon, a Confederate division st ruck the Union left
and the Second American war (1812- 181 5), stil! fresh in the flank and forced it 10 fal! back. When more Confederatc
cIder generation's minds, it may be fairly supposed that divisions joined the fray, the Union line made a stubborn
English people were tired of wa rs and the economic hard- stand , coulHerattacked. but finally lell back with some troops
ships they caused. No politician wanted to be the one to start routed. The Confederatc commander, :\Iaj or General
another. Booker, did not know of the happenings on the lield, or he
The same could not be said for France, In i\ovember would have sent forward some reserves, Even so, the Union
1852, a new plebiscite overwhelmingly approvcd the estab- troops on the left fl ank, reinforced by IWO brigades, st"lbilized
lisllmem of the Second Empire, and Louis Napoleon their line, and the Rebel allack spullered 10 a halt.
became Empcror Napoleon III. France did \lot have the Later, a Rebrl brigade assaulted the Union di\1sion on the
same access to altcmative so urce~ of colton as did Greal Barksdale Pike but ,,'as repulsed aHd fdl back into H art~villc.
Britain and her indusuies suffered accordingly, i'\apolcon The Yankees pursued. and skirmishing occurred in the
publicly cOildemned the war that had exhausted "Otl( if th( ~tree15 in the ('yening befor!.' dark. Union reinforcements
moslfiuiiful tif (Frmch) industries." were threatening tht' Rebel left flank by now.
Emperor Kapoleon II I sympathized with the South and Booktr. short of men and ~upplics . II~thdrew dwing the
while Adams was securing British neutrality, he took the slep night. and, after pausing at Lebanon. continued the
of recognizing lhe Soulll as a belligerent and expressed Confcderate retrograde by way of Cumberland Gap into
interest in mediating the connic!. T he North adamantly eastern Te nnessee.
refused to consider the idea. Command of the Ftderal .\rm y uf the POtOmac had been
gi,'en to Daniel Roberts after Blacher had been relievcd in
THE AMERICAN WAR, PT. II: 1854·1855 [852. Roberts reorganized the army and formed a cavalry
The Korth had spent 1853 rebuilding a \<ast nc\\ arm) corps. This work had been completed by the end of ! 853
and in April 185+ it would be employed. The first attack but too late for that rear'~ campaigning season. In April
II'ould be a ll effort to eliminate the "Ii:>souri salient. 1854, a~ pan of the tripartite campaign. he \,as ordel"nl into
T he Army of Illinois. having formed for battle at Camp \'ire;inia to bring the Confrdrratc forces to battle and
destroy them.
J ackson, marched, uncier the command of " Iajor General
"Iulligan, on J efferson City, Colonel Williams commanded He wanted to strike at Taylor'S army while a sizable por-
the entrenched ivlissouri State Guard grmison of about tion WliS detaehcd under Plice in the Suffolk area. T he
3,500 men ..\'Iulligan's men first cncountered skirmishers on Federal commander left a substantial force at Fredericksburg
April 13 south of town and pushed them back into the forti- to tic TlIylor to the hills where Hlacher had bern defeated
fications. Ha\'ing oOllltd the Confederate troops up in two years earlier. Another Union force &~appeared west-
J efferson City, :\ Iulligan decided to await his ammunition ward, crossed the Rapidan and Rappahannock rivers. ,md
wagons, other ~ uppli es, and reinforcements before assaulting convcrged on Frederick~lmrg from the west. T he Federal
the fonifications. By the 18th, he WliS ready and ordered 1I1l cavalt), would open the campai'l"n with a mid on Taylor'~
assault. T he Union troop~ mo\'ed forward amidst sporadic line of communications with the Confederate capital at
Confederate artillery fire and pushed the ellemy back into Richmond. Cotl\'inced that Taylor would have to retreat.
their inner works. On the 19th, the lIlinoi.~ men consolidat- Roberts lru~ted thai his troops could defeat the Confederates
ed their positions, kept the ~ lissourians undcr heavy a rtillery as they tried to escape his trap.
fi re and prcpartd for Ihe li nal attack. Early on the morning On .\prit 29, Robens' c<t\'all)' and three army COqlS
of the 20th, ~ l lIlligan 's men advanced behind mobile breast- crossed K.elly's Ford. His col umns split; with the ca\'U lr}'
works, made of hemp, close enough to take the rebel works pushing to the west while the army corps secured Getrnanna
in a final rush. Williams requested surrender terms after a nd Ely's fords. The next day Ihese colu mns reunited at
noon, and by 2 pm his men had vacated thei r works and Chancellors\'ille. Taylor reacted 10 the news of the Federals
stacked Iheir arms. This Confederate stronghold had fallen. in the Wilderness by scnding General Gideon .J. Pillow's divi-
bolstering Union scntiment and consolidating Federal con- sion 10 im'csligate, Finding the Kortherners massing in the
tl'Dl in the ~lissouri Valley. woods arou nd Chanccllorsvillt:; Pillow commenced the con-
"-!ajar General Riley's Union Army of the Cumberland struction of earthworks al Zoan Clm rch, Confederate rein-
mounted a simultaneous push into Tenness{::e, On April 7, forcernel\lS under Dilvid Twiggs marched to hdp block lhe
they converged on the \Own of H alts\~lle in three columns. Federal advance, but did not rtrri\'e until ~ Iay I. T he
Union forces first skirmished with Rebel cavalry before the

312
Conrederates had no imcmion or relrc,uin\l: as Robcn~ had 111 ,July 185+. General Roberts proposed a plan for \111.115-
predicted, IXII1ing hi~ Iroop~ by SCi! 10 FOri :\Iollrot' at Ihe lip of Ihe
Rohcrl.',' troops rC ~I("d at ChancclJors\'ille .. fter execuling peninsula betweell the York and J ames ri\'cr~:, and from
whal is orten cOII~idercd 10 be Ill(' most daring: march of the therc adl'ancing 011 Richmond. Presidenl Seward, who pre·
war. They had ~ Iippcd acro~~ Taylor's 1'1'0111 undetected, To fCI'TC(1 ;\Ilnt her overland ad,·ance. relllcwmly a~rccd to
some the hardest pari or the camp<li~1l seemed til be behind Ro!x'l'Is' plan. pro\lded thai a lorcc \\'<1\ Ic/i behind to pm-
them: 10 olheN, the mosl diflicult had )'('tlo be eneountcl't'd, teet \\'ashin\(lOll.
The ("amlry 1~ l id IHld raltercd ill its il1ili,,1 ('nOm and B) .\ uq:USt, Rohert\ had "bout loo.noo men at Fort
Roberts'., main force wa.) trapped in Ihe tan~ll's or the ~ I onme. Ralh('r than :1ltempting to b reak Ihl'Ough the
Wilderness II ithoUl any c<I\'alr)' til alert lhem of T.\}'lor'~ Conre(\t'r<ltl: line acro~, Iht, penimula. he prepared 10
approach, I)('~i('~e Yorktown, the ~trongt·~t poi lit in Ill\' lim'. Howcver,

f\ S the Ft'ckral arm} convc r~ ed 011 Chal\('t'IlOl'~\illc.


Gcneral T\\'igg'~ t'\<lcu:ltcd YOl'kto\\,1l jll~t a~ RoherT, had
General Roberb expt'cted "Ia} lor to retn':\! from his ri)rre~. completcd hi, Im'paralioll~, .\n inde(:i,.ivc. though sc\'crel)
which totaled Ilearl) IIS,OOI). Although hem'il)' OUOlUlll- contested. rear-guard Mtion was rought .11 \\'illi.umburg
Ix'rt'd \Iith just uucler tiO.O(}O lroop~ . T aylor had no inten- lI\ugust II a~ the COllf"dcrate .. \\ithdre\\ IOward
tion of relreating. The Confeder:HC conuTlandcr dil'ided his Rkhmond, The l'vaC(I;'lIion of YorktO\I n opened lip lilt'
army: olle part remaiucd \0 guard Fredcri(ksbur~, \\hill' the York Ri n'I'W tht' Union flect. and on ,\ug 25, Roberts CSI.lh·
OIIlt"r raced we~t 10 meet R oherts'~ ad"tnce. \,'hen d1(' I'an li~h('d hi, ha .. e ,n White Housl' I...,ndiug: about 20 miles caSt

of Roberts's column clashed Wilh thl." COllfi·deral{' ~' o n :\ Ia\ 01 Ridlllwnd on the Pa tllllllkt·\ Riwl'.
I. Robelt~ pulled his troop~ hack to Chancellor,.yille .•1 lon(' l ..alc in ,\Ur,.hl, ht'a\\ rain~ ~I\elkd Ihe Chickahomim ~o
tawl'n al a erossl'Oacls in a deme \\ood known locally a~ Tht' tklt t'ommunit:illiun ll('t"'cel1 Ihe IWU willl.,'S of Robert ~'s
\\'ilderne~s. Hert· Rubcrts took up .\ defen .. in." Iille. hoping anm bec.une precarioll'<. On Septemher 9, T\\i\!1f' nloH'd
Taylor' ~ need to carry Out all uncoordinated att;Jck through [lgaillsl the left \\inl{ (Ill the sOllth ,ide or the ,in'r, where
the dellse ullcit-rgrowth would leave the Conredel'ale rort'cs the lines eXlended 10 Fair Oaks, a railroad ~tation ~ix miles
dborganized and vuln('rable. ca~1 or Ridnllond. The Confederall' attack was bOldly exc-

To relain Ihe initiative, Taylor rl~ked dividing hi~ lorce~ cuted in 11ll' en~lIiTl\l: baule of Fair Oaks Scptcmbcr 10-11 .
Slill rurlher, retaining two di\'i~ions 10 IOcu~ Roherts's ,11\('11- Wilh Ihe help fJf \onu' di\bions of 11 C:0I11~' which had
mana~ed 10 ~tnll{l{k ;lCI'OSS the rivet', Iht' L'nioll ll'ii wing
tioll. \1 hil l." Dm'id Twi'l',,[s marched Ihe hulk oi" the
Conrederate arm}' west acro"~ the from of th\, Ft'dcl'".Illin,' to held it, \::flIl1nd. I'ht, d('fe;ucd T\\'i~I.,'" wi lhdrew his forees If)
a position oppo)ite ils expo~('d riq:ht n.mk. T\\'i~~~ e;>;('{'Ilted Rirhmr)lld.
thi s darin~ and dam.~crous mallClI\"('r IhRlu~h(Jut the morn- I.nlm. 'IJmm,mding 111\· Con!l'dl, ..lIl' ,\rm) of Xonhcrn
ing :Uld afternoon of :\Iay 2. SlIiking IWO hour~ before dusk, \ ·irJ.!:inia. t1lflllllled ,Ill olTemiq, a~aimt the exposed II L'nilm
Twi~~' men routed tht' astonished Fcderal~ in their ramp~, Corpl in orrler to cut Rob('rt~ 01T from hi~ base al Whitt'
In Ihe gadtering darkne~s. amid the brambles of Ihe H on~f' Landin\::, Iktlleen Sl'plember 26 and Onober 2,
\\,ildernos, thc Confederate line I){'cam(' confused and halt- Lnion ami COllrerleral(' I()fn" fought a ~ries of battk,:
ed at 9 p.m. 10 rC\l:roup. .\h·chani\·,dlle ~t'plcll1bcr 26-27), Gaines's :\ Iill (Seplcmber
On :'-.Ia) 3, Twiggs initiated the bloodie~t day of Ihe hal tie 27, Sa\ac:e\ Statioll September 29, FraySt'r's Farm
"hen atll'mpting to rcuuite his tlnops with Ta}lor's. Ocspite Sq)li: ml:x.'r 30 , aud :\1:,II'ern /Iill OClober l ~, In Ihe bailie
,111 obstinatc d!'fl'nse by the Fc'dcrals, Rohcrts ordered them of :\ lahf:'rlI Il ill. the L'uion troops repeatedly repulsed the
to withdFoI\\ north o f the Chancellor House. Thc Conr('derate ;ll1,uks in wnll;' of Ill(' hardest fi1\"hting of Ihe
Conrederatcs wCl'e cOlwerginK on Challcellor~\'illc to finish war. On !Ill' He;>;1 d;I)', howe\'('r. Rolwn~, dediuillg 10 take the
Roberts whcn l\ meS'i.1\{e came that Federallroop~ had bm- oITI'n .. j\'e. \\lthdr('\\ to Il. lni'nn'~ 1...1nding on the J ames
Rj\'Ci' d1\l\ cuclill~ Ihe Pl'l1in~ubr Campaign, Taylor had suf·
ken through al Frcdcri l'k~burg. At Salnll Chul'dl, Taylor
thrt'\1 a cordon around thest' Fcderal~, forcing tht'llI 10 fereo the hemlt'r I n'ise~, ;llId Ill' had been ull~ucces~ful in his
retreat across thc Rappah;mnock. Disappoint ed . Taylor allempts 10 dimll'mher Robert'", relreating arm).
returncd 10 Ch,lI)cellofs\'ille, only 10 find that Ro~rts had
aim retrc:ued aero~s the rll'cr, ,1 New Ally
Chanc('lIors\'ilie \I:\,S considered Taylor'S greatest "ktfH), The I'iclory al Chance\lorwille and in the Peniosul:lr
althoug:h the Confcdcrale commander'~ daring and ,kill met Campaign, though they ('hecki'd Lnion acl\'ances in (he easl-
little rt' ~istance from lht' inept ge neralship \Jf Daniel ern theater. had bccn cosll~: Taylor had prt'\'ai1cd thl'Oligh
Roherts, L'sing ('unning, and dividill~ their foree § repl"\led· ex('e\let1\ gencral~hip .. nd good fortune but in so doing his
ty, Ihe massively olltn llmb('red Cunfeder.ltes dro\,(' the armies had I;eell sCrlou~l)' weakened. Further inclIl':iions by
F('deral army from the battlefield. The CO~ I had Iken rri~III' such ol'endlclming forc('~ would C\'elllua ll~ prevail.
rul. TIlt' COllf{'derat('~ suffered 14,000 cllsllahics, \\hik A~ ir to prove Ihis poinl, Union advances w{'~ t of Ihl'
inflicting 17.000. ,\ppalachi.uh were procl'edin~ apacl·. In July, the .\rm}' or

313
IUinois completed thei r capture of ,\I is~oUli by destroying France and access to the gUlls and ammunition she needed
the fortifications ;u New j\ [adrid thereby opening the to survivc. Howcver. the si tuation in the west was deteriorrlt -
.\ I is,is~ippi River down to Fort Pillo\\, Tennessee. Riley's ing. r-. lissouri, Arkansas and much of Tennessee were under
Army of the Columbia had captured Knox\'i11e <lnc! were Union control and /\rkansas was beillg threatened by bOlh a
advancing on Chatlanooga. Union Army to the Non h and raiding Chactoll' a nd
,\~ fate would haw it, a diplomatic incidelll wou ld offer Seminole fi-om the wesl.
the South a desperately needed ally. Confederate ~ I inis\'crs Precioul lillie could be done about this for much of her
J ames Berry and John Phillips. on their way to Frann' in militia was distracted balliing the rebellious Louisianans. If
October 1854, were "kidnapped" by a Fedl'ral gunboat off the war was to be won and her independence asstll"ed. she
the French mail packet Jergl. T he Empcror reared up and knew thaI she had 10 alter tactics and assume the offensive_
roared. Napoleoll fired off an ultimalllm giving "'ashingtotl Only by forcing a decisin: bailIe and capturing Washington
5C\'cn days to liberate the emissaries and apologize. or else. could ~he bring her enemies to the bargaining table Qcfore
While Seward ;'Inc! his cabinet debated their respolhc_ they slowly ground her down.
Confederate President J ohn Hugh ~ I e"m authorized his
remaining diplomatic mission in France \0 make a secrct The Last Huzzab
offcr to the Emperor certain to appeal to the dictator's On April 3, 1855. the invasion of the North by Gencl<ll
desires for a rCllIrn of ~apokonic glury. [n rcwrJI for war- Zachal)' Ta.ylor, the South's Conmuillder in C hief. had
~hips, arms and Frcnch troop~, the Con federacy would brought several componelllS of his army illlo the vicinity of
return the City of Nt·w Orleam and its surrounding CQUllty G/~lIysburg, in southern Pennsylvania. A gl'llcnll engage-
to the French. ment de\'clo p~d, which endurcd furiously for three days. O n
When Seward replied thal the Confederate ~[ini~t('r; the third. Taylor decided to ,llltmptlhe envelopment of the
would not be released liS they were guilty of \'iolatine; tb.' L"nion ri,g-hl. while his fresh reserves under General Twiggs
Federal blockade, the dj(' was cast. On October 23_ Ih(' were to attempt 11 direct break thfl)u~h the Union crnter at
Empire of France recognized the ConJ(,-derate Stat('. of Cemetcl) Hill. Th(' former operation broke down, but th('
Amcrica and announced that ~he would aid lhe CSA in her laner. in one of the fierc('~t actions in military histol)', StlC-
war of Independence_ ceeded thc :'\onh's line was penetrated and the commit-
mCIlI of his Frcnch f("serves allowed Taylor to follow up
When Ihis news crossed the Atlantic, it appeared 011 the
front pagc of every paper. All across the ;\'·onh. j\-apoleoll Twiggs' charge with the rout of the Union Army.
and the French ,,",'rl' \'ilificd. Communities with franco pho- Taylor's \~C[Ot)' at Gettysburg did not itself immediately
ne names vOled to change their nallH's. settle the issue_ Further losses in tlte year would however
In the SOllth, Ihe news brought a new hope and zeal to the bring the Seward administration to lhe bargaining table_
war effort e.xcepi ill Louisiana. The de"l 10 carw off .\ficr a long. strenuous campaign through ,\ lissOUl-i and
Orleans C:oumy Iwd been concluded withom their knowl- ,\rkalhas_ General john Cadwalader had finally comc upon
edge or cons<!nt. Rioting began almost immediately and a tht cit)' that held the M i<;sissippi River for the Confederacy
di\-ision of Confederate troops had to be dispatched from Vicksburg. Four times he had faikd in aw:mpling to bypass
j\ l is~ i ssip p i to keep order, the city from upri\'er. After cOIllemplaling his alternatives for
The Louisiana state senate d eclared the act illegal and the campaign. Cadwalad cr finally decided to march over-
land to \-icksburg.
dClll,utded its immediate reversal. Whell informed by
Riehmoud Ihat thc deal was ne(:essary to save the Cadwalader o rdered numerous diversions to confuse
Confederacy, the Louisianans immediately \'oted to seccde Lieutenant General J ohn C. Pemberton, stretching the out-
from the confederacy. Additional troops from :'I lississippi numbered Con federate force, into dangerously thin gray
and Arkansas were dispatched 10 qucll lhe insurgellcy. lines. After bitter struggles at Port Gibson, Raymond, and
Northern paper~ had good sport in reporting the irony. later at Champion Hill, Cadwalader was within site of his
goal. C"dwalader's forces quickly surrounded the cit)' and
On December I, " squadron of French warships
approached the Virgini,-\ coast escorting a SlIlall neet of rner- opened an extended aniller)' b<llTage .
ch.ant vessels. Though sighted by the Sloop of war At 10 a.lll. on i\iay 22. 1855, bligndes from thrce corps of
Constitution, the venerable sailing ship offered no resiSlal1Ct" Cadwalader's army assaulted dIe city. A long bitter struggle
10 thcir passage. AI :"Jorfolk. the ships omoaded Iheir pre- took place and although the assault showed some success at
cious cargoes of rifles and cannoll. T hey were reloaded with firs\, til(" Confederatcs quickly restored their o riginal lines of
eOllon for the n!tuTIl journey 10 France. The ships of the defen~e_ The Union army suffered 3,199 casualties, while
line, ,\iarcngo and Algiers, along with their trained crews, Pembcrton's forces losl less than 500 mcn.
rcmained in the Chesapeake. Realizillg that the city could not he taken by assault,
As 1854 drew to a dose, the silllalion was mixed for the Cadwalader orde red his engineers to begin siege operations.
Confederacy. She had held off all :Htempts at the invasion of The siege cut ofr all supplies going into the city and the COH-
her vital eastern coasl. She had also gained a new ally til
stam hamlllerilH~ of ~iege anitkry drove many of [he citizens On .\pril 7, tlu.' drali ollice at Th ird and Forty-sixth was
into eavc~ dug into the hilhidt· . set fire by a mob or 11111(1) draftec~. "I mlilld t.?f pllllll//~ (lui lit,
The siege fin.lll y ended when on J uue 15. 18.')5, a French Jirt, a JiTr bngodt, o"Il~" thaI 11"lr jObf 1/(1 /Ollff" (IIlilllli If"m (0 (II/
force under Ccneral PJ.E IJmquct arri\'ed from :,\'ew tifjiC;111 ,\fmplioll {from IIIl "rq)! ,lOll/ttl fh, nmh~. Fo r lour days
Orleam. His 2nd D i\'i~ion wcre \'cteran~ of years of combat the an);l'} Ne\\ \'orker~. mo~ t ly immigranb. rampag:ed
in Algirrs and their cxperit'nce ~howed. In the U.mle of the throu~ h tire street.'; targcting: the chief of police and the
Yazoo Hills. the Fn.-ncll routed the Union X\' Corps that office of till' outspoken abolitionist Horace Greek·....
held open Cadwalader'~ vit.11 supply lines. The L'niOIl forces,
ha\; ng suffe rcd in exces~ of 1.000 ca ~ualtie~. I\I'TC forced 10 Aflermath
retreat across the "'i Hi~~i ppi Ril'er to Louisiana leal1ng [heir
In the wake of illcrc'l<;ing rt'~i~tanet' 10 what wa,;; increas-
siegc guns to fall inl(o Confederate hands.
illl:(l) brin~ ~Ct'll ", a futile e:Ht~c. the Seward admill i~tration
In the {'enter fl\")llt. Hragg's. \rmy of 1cnne,see. after their finally, ill Olwlwr. <lcquic,red \0 thc ''('"pe'lIcd Freudr pl('as
defeat in 185+, iwd estahlh hed a fo rtified lille 'llong the to ncgoti:lIl' a truce. E'·('II though host ilities had eea<;('d, the
Duck Ri\'er from S h elb)'\~ ll e [Q ,\I(~ l inll\ille. T he Army of 11011' Ir .. d not. Buth C(lnkderate and Union a rmies began to
the Cumbt"dand mMle two major a'~"uh s on the line dur- entrench :Ind lortif~ tlwir positions. Northern l\ lal)'land
ing the summer o r t 855 but wert' rl'pulsed II ilh heavy losses bcc<llllc a no-nr;ur'~ bnd as a ~olid belt of fortifirations wa~
at the Battlt's of 11 00\(: 1' Gap and Libert) Cap n:spectin;ly. built from tire Che~apl'akl' to the J \IJ ("~ltcn i cs.
The war was now ,It ;1 ~ta l en mt('. Hoth ~i d es had suffered Thirt cen mollth~ later, tht, peaee tillks had h ardl~ pro-
grie,'ou~
losses '111(1 war wI'arirwss was selling in. gre~sed. It wOLLld nOt Ix' until 185i when the DellIocrat~
In the Norlh, the enlisllllr11l rate had fallen off ~harp l y b~' ('anl<" back into POI\{'1' under Stl'phcn Dout.:lass [hal a peaCt'

.\ugmt 185·1. Further calls for mt'n were adhered to b~ more trrat) wuuld finalh be "i~ned recogniting Sout hern
[han 400.000 men between ~ I a\i and .July, but tIll' ratl' in Indepl'lldt·nn".
which they appeared b(l'allle ,,101\, So in .\U~51. Congre" Confcdrrate two p' c~"Cllpit'd thc L-uion ~ t at(' of ~laryland
took the unprcu'dclUed ~\('p of authoril.irrg ,I dmfl for qatt'~ wh.ile F("drral troop~ ,till held .\Jj""ouri and portions of
\\ho~I' cnli stmelll quotai WCI"(' nOt nwl. l(-lIIrc~"Ct' .md .\rk,1I1"<I). Luui~iana al'>(} di .. puted the territo-
;'\'orthcrn rc~ponse to thc drafl appt"ared wearing the ugly rial claim, of the frt'1ll h ~()\"('mllu'n[ \0 ;'\'e\1 Orlean~. It I\as
face of I~olenee and angry prote~lS in e\'ery slate of the ag recd that tcrriwry in I>o\~e~sion of tire helligcrent POWI'"I'!i
Union, with .1 telling illustration of this corning from 1'\ ('11' would form tlit' boulldalie, between tht' two nations. The
York Cit) in J uly 1855. l\ tuch of the oppmition to the dra ft L"nitcd States dccidf'llto mo\e the ('apital to NI'\~ York Cit)
stemmed from its inhercnt lInr.'lirn('~~ in one'~ ability to hire and til(' D i~triCl of Columhia was ab~orl)('d into ~Iaryland
a suustitute .onl}" the rich men could Irul)" alford to do 1I1i~. a." Columbia ('ount\:
Anot her issue lIas race rrlatiom.. \nd much of thi~ ten"ion T hc ,\trallt or XC"I\ Orlt' ;Lll'i to Fr:mce lIas an act of tire
was centered ill urb,lII iln'a~, the rl'sidence~ of Ihe working Confl'dC"ratt' gO\I'flllllt'lI\ and the ~outhern delegates fclt
el il ~S and imrnigrant~. For instance, " hitl' workingmen li~. the), \Iere in no pu~ition to cit-dan' the grant null and l'Oid
terred to the oratories of folks like Democnl.lic Congressman lest the~ ;Ul~CI tlwir French allies who had ensu red tlrei r
Samuel S. Co:..: of Ollio, 1\'1)0 warned lhat tire result of their indrpcndl.:llI"e ,HId who~(" fin:urcia l a nd industl'ial backing
serving in the Arm }" \\ould be to End "blacks tilling their "ould ~u ar'lnteC il. It tllll' lJeGIIlH' it domestic mailer for the
places" on the j ob. Conrt'ckran to "oln'. Trul' tll tlwi !' word, the LouisianallS
~ew York City was a si.~n ifil·ant ami-draft center for other pressed ahead \\ith "l'("es~ion and petitioned to join the
reasom. T he ami·w;!r rnO"ement had many po\\erful \'oices Republic of TC"l(a~. rhe Il'xa~ Senate ratified this in October
in the city. including iu own mayor. The Governor, 185b aftl'l ,I brit'f con llkt known as the "Cajun \\'ar" illus-
Democrat Horatio St'ymou r, had outwardl) expres~ed his tra[("d that thl' Conlcderacy would I>t' unable to hold the
opposition to the draft a nd ellullwrated his reason~ for it. re!(ion b~ lorce of al"lll~.
Additionally. struggling immig-ra nt groups, particularly the
Irish, IllIose lI a ~es werell't enough to ..dapt 10 risil1~
wartime inflation did not enjo} the thought of going to War
to pcrpt·tu.ue their economic struggle. The}' also I;el\cd the
rcplacemcllt of their striking longshoremell with blacks with
g reat cOlllempt .
011 ' \1'1; 15,1855. the fif'lt 1,236 names were drawn from
a wheel to clett'l"mine 'Iho would be dra!ied into the army.
T he next day as the C":tsulilty list from Gctly~burg was being
posted, the names of these draftees were listed in morning
papers ilnd posted around the ci t),. It did not take long for
chaos to en~ue.

3 15
Chapter 6.21 Quirk & Flaw Descriptions
As Iloled in the section Oil character crc:nion, quirks he was leaving each place he stopped , he may ignore
and naW!; rcprcscllI (hose aspects of your characte r that this check for items. Items he recorded in the morn ing
make him a true individual; liule imperfections and and did not movc do nOt need 10 he recorded again.
unique traits that make us all human. Quirks arc men- Similarly. an Illlelligence check must be made to
tal in nature, and include habits, prejudices, and so on. remembcr anything that the ch aracter did not specifi-
Flaws, on lhe other hand. arc physical in nature. Some cally State he was writing down (assuming he ean read
examples of flaws arc poor cyesight. facial scars, and and write!). If he did write it down , he must make an
even missing limbs. intelligence check 10 find the picce of paper. Failure
The character creation tables divide quirks into sev- means he was unable to remember the information or
eral categories: Combat. Economi c, Extroverted, locate the pic'ce of paper.
H abitual, Hygienic, Intro\'cnccl, J'd clltai, Rest and Abstinent (3 0 BP): This character swore 01T somc-
Relaxation and Social. Comhat quirks, for example. thing that most other folks seem to enjoy. No mallcr
focus on a characlCr's reaction to tense situations. while ho\\ much they cajole him, wheedle him or call him a
hygienic quirks focus Oil aclions like picking and "slick in the mud," he refuses to take any part of il.
scratching, and hating to bathe. In this section. lIe list
the full descriptions for each quirk in alphabetical o rder Roll a dB.
for case of use. followed by the ~ection on flaws. ar If a I or 2, the cha racte r swore ofT alcohol.
The tables in the character creation section divide 9!"" If a 3 or 4. be's sworn olT tobacco.
flaws into two ('ategorics: Common and Rare. As with gr If a 5 or 6, he's sworn ofT ga mbling.
quirks, full descriptions for each flaw arc listed here in
:T If a 7 or 8, he's SWOI'l1 ofT sex.
alphabetical order.
. \lcohol-absttnent characlers get drunk much fa ster
Foll owing the name of each quirk and flaw is the
than most folks, if they should take a drink for some
number of BPs (Building Poims,) ga ined upon recci"ing
reason. \\'hen drinkin~. such c haracters mUSt make
this quirk or flaw. Depending on how the character
their Constitution check "ersus half their abili!), score,
acquires this quirk or flm\ , he may not receive the fu ll
instead of a standard Ability Check (COnstillltion mod-
BP bonus such circ umstances arc noted in the rele-
ifier sti!! applies). See OWPlU 5.71 Drinkill' & Drugs for
vant rules sections {such as Tablr 6. .5-7: Upbringillg in
the details on drinking.
Chapter 6.51 De/lliled Owrar/cr BlI.ckgrolilld.r).
Addict (40 BP): An addict just can 't get enough of
All quirks and flaws require a backslOry explaining
something that other persons simply enjoy on an infre-
how the character bet:aml' that way. Any penalties lis!-
quent or regular basis. This characte r spends every bit
ed as "-x/-y''Io'' refer 10 penal ties deduCted from d20
or spare cash on hi~ habit whcne\-cr the opportunity
and d%/dIOO rolls (for examplc, _21_10°'11 means - 2 to
presents itself. After the first indulgence, he must make
a d20 roll and - 10% to a dOn/diOO rolil.
a Wi sdom chec k agaimt half his Wisdom score or

* QUIRKS *
Abs ent-Minded (20 BP): Characters with this quirk
repeal it. If he runs OUI of money, he may put up his
horse. borl'O\\ from comrades or even steal. He may
eYeIl make deals that he'll regret late r.
Alcoholics tend 10 spend all their free time at the
havc a hard timc remembering thing~. An absent-
saloon, o r holed up in a hotel with a bottle of whisky,
minded cheater might come to a game without his
ll1:lrked cards, an absent-minded prospector might head
to his claim without his pan or a cowboy may forget to
meet his girl for their special picnic. Any time this char- Roll (d20) AddiClioD
1-10 ..... . ... Akohol
acter walliS to retrie\'e somethi ng from his supplies, LIse II ...... . ........... Drugs (uud~ D um)
something thai's not in his hands or remember a specif- 12 ..••...••.••••.• Drugs (Morphine)
ic appointment, he must make an Intelligence check. IJ ....................Drug5 (Opium)
Failure means he left the item at the last place he 11,18 .. .. . .. .......G~mb l iog
slOpped, be that a campsite or saloon or sto re, 01' missed 19 ........ . .....Whoring/&:o:
his date. If the characte r stated and recorded on his 10 ............ . ...Roll twice more 00 Ih;$ u ble
character sheel the location of each ilcm he possesses as

316
while gambling addicts participate in any SOrt of gam - e ncount erin g a feared animal, the character wilt
bling activiry, from a cock fight to whcther or not it will attempt to Oee, or he will freeze. Roll a dlOO on Tobit
rain before noon. Drug addicts may spend much of 6.2-2 to determine \Ihat animal the character fears.
their time nat on their back in a candle-lit room smok- Bad Liar (40 BP): ::-:0 matter hml hard he trie~, thi!:>
ing an opium pipe. Ob\'iously, sex addicts spe nd their character just can't lie at leasl, not so anyone helieves
time holed up in a room with their spouse, beau or any him. Whenever he tries, he either tells a lie th at'~ com-
whore they can find bUl a rc nO{ above aCling upon their pletely unbelievable (due to cin;urnstanccs, the nature
desires anywhere (inciuding publ iciy) with or without a of the ,aU talc or whateyer or he might stammer, sweat,
p:mner{s). blush, or give 00' obvious telltale nervous ~igns that 1lC'
Am.bivale nt (15 BP): This character can't reallr speaks "ith a forked tongue.
work up cnough fecling to get excited about somethi ng Ba dman (25 BP): A cha racter with this quirk is not
one way or the other, and usually rdies on someone else a nice person, and enjoys performing cruel acts against
to make decisions for him. " Then the choice comcs others. This abcrration may take til<' form of animal
down to him, he doesn't really care enough to decide cruehy or it may become cven darker and nastier.
and goes with whatc\'cr is status quo. An a m bivalent Those associating: \1 ilh a mean-~piritcd character will
character call not choose Pe rsonal Goal~ because he find themseke~ Ihe victim of cruel jokes or painful
doesn't have ambition enough to have any. ·'aecidenu." "'hen thin~~ go wrotll:;, the badntan is
Animal Phob; a (30 BPJ: A person with this quirk oftcn sou~ht out first as the cau~e. He's 201)/0 more like-
has an irrational fear' of a certain animal. \\'hen ly to be com·iClcd and wh{'ncH'r he commit5 an act that
low("r~ his reputation, he ~ufTcr, an additional loss of
one all tOp of the standard reputation adju~tmelH for
TABLE 6.2-2: ANIMAL PllOBIAS tht' e\'Cl1t.
Roll (dIOO) An,md
01·06 ........ B~t Boiled Shirt (10 BP): Also known as a "~tifT shin."
0].(19 ........ Bur this character is a snob. H e looks down all everyune
10·11 ., ...... Bw'cr else and believes that his way of lile whaten~r it ma)
12 H ........Bob"'t be) is better. Boiled shirt!' usually comt from an upper
1.s.l6 ." .....Buffdo
das~ back~round. but e\,('n a dirt-poor farmer hoiled
1],18 ........ Bull
[H[ .. ...... C~I shirt wiJIlook down on others from anothe r region 01'
22-ZJ ........Chickcg ~ad Rooster relatives, for example or on another's way of living
2'1-26 ...... ..Co... city living or cookinf.t or cleaning a certain way l. ,\
2]·28 ........Coyotc boiled shirt miner. for example, might think poorly of
29-30 ........Dcer the local rich banker as sofl and unmanly became hc's
JI·JJ ........008
not gifted mechanically or phy:;icallr Whatc\'cr the
J"·35 ........ Donkcy ~ad Mule
36-J7 .. ...... E ~lI lt .pd H..... k (ud simib. birds of PICY) cause, the boiled shirt fecls compelled to constantly
38·39 ........f ox make his feelings known.
'~H[ ........Co~t Boor (10 BP): Whether it's thai plate of beans he ate
42""13 ..• , •.•• HorK·
last night, or a tOuch of an infection in his bowels, thi~
'IH5 ........ Liurd
46-'17 .. ". _.. LocIl5I varmint frequently lets loose with loud belches and Oat-
'18·'19 .. , ..... Moose ud Elk ulence no matter where he 's ai, or whal company lw's
SO-5[ ........ Mounuin Liop in. A person with this problem usually does not rise "er)
52·,56 .• ", ... Mou1C high in society and most peopk tend to shun a boor;
57-58 ........ Prmic 008 therefore. such a c haraetc r loses I point from his
59·60 ........ R~bb,t
Charisma abi lit), score.
6[66 ....... , R~I
67·68 ........ Ro~,h Buck Nun/Nun (20 HP): Despite the name, this
69·7'1 ... , ....Scorpioa quirk has nothing to do with religion. R ather, it refel's
75·76 ........Sheep to a reclusive man ("buck nun" or woman "!lun"
17-81 . _, .... Skullk
uncomfortable a round other peopte, particularly those
82·87 ........Sn. kc
88·93 ........Spidcr of the oppo~ite sex. Such a character finds it difficult to
9'1·95 ... , ... Squirrel ud Chipmunk spe<lk out or voice an opinion evcn if they di~agrcc, and
96-98 .. _... .. Vulturc tOngue-tied when talking to an anraCLi\·c member of
99·[00 .. , .. .. Wolf the opposite sex. He or she also a\'oicis all ~ocia l
•...orth double the sUlldud imoual of Aaim.1 Pbobi~ BPs engagements when possible, cven if that means offend-

317
mg impol"wilt people. The character's Charisma is actions and politeness, chivalrous characters are well
halved with respect to all social simations and he suITers looked upon by mem bcrs of Llle opposite sex. but they
a -20(1'0 penalty to all Social Eliqucltc skill checks. also find themselves in harm's way more often than a
Cheapskate (40 HP): When given a cboice, a char- less-trusting character. A chivalrous character always
acter with this quirk always buys the cheapest goods gives a woman the benefit of the doubt, and occasion-
available. Whether or not it would save money in the ally finds himselr shot in Ihe back or robbed as a result.
long run is irrcle"an1. It 's saving money here and now Chunked (20 BP): Ir a character is "chunked," then
that matters. For example, given the choice between a he's bold and impetuous. and usually overconfident of
well-made S20 shOlgun and an S 18 shotgun wilh a loose his own ability to survive, He ncver reds outnumbered
stOck and a bil of rus1. the cheapsbte would decide to and will nc\'er retreat, hide or give up unless the num-
sa\'c the 32, and get the cbeaper weapon. Old rood. ber or enemies is at least triple those or his own group,
stale beer and more arc all common targt'ts ror this and he's perfectly willing to stand there and fight it oul.
character. Heck, ir he runs out of bullets, maybe he can da re the
Chiseler (30 BP): A charaeter with tbis quirk uses leader to take him on in a brawl.
unrair and downriglll underhanded practices to meet Claus trophobic (25 BP): People with this quirk
his own ends in any deal or situation. He always tries haw an irrational fear of coufined or enclosed spaces.
to get the most 100l or money recovcred rrom any busi- E\er\" time the character wants to enter. or finds himself
ness venture. He'll lie, cheat or change the tcrms of in, a confined space such as a mine entrancc or even a
any deal and then adamantly insisl Ihal Ihese terms small room), he either reruscs to enter or panics umil
were the original lerms or the deal. He won't hesitate he's out in the open again. Ir escape is impossible, the
10 take a(h'antage of rriends, acquamtances or character huddles in a corner or ru ns around in circles.
strangers, especially those in ne(·d. also mITering a -2/-10% penalty on all die rolls and
Chivalrous (20 BPJ: Only men suffer rrom this unable to take any actions.
quirk (ladies. roll a~aill ) . Because or their galbnt Cl ean Freak (25 BP): This character keeps himselr.
his equipment and eyen his horse so neal and tidy you
could almost eat 00' them. He bathes alld grooms him-
selr and his hor~e rrequelllly. and C\'en washes his
dOlhe~ in a ~trealll \,·hile he's out on the trail. T his
character will refuse to go into dirty establishments,
urging any companions to instead usc the high priced
saloons. eate ries or bordellos instead. or course, this
leads coarse r rolk to think (and remark) he's a little bit
~issified.

Clingy (20 BPJ: A character with this quirk necds to


constantly be around othen. He neyer likes to go it
alone and suITers a -2/ - 10° '0 pena!ty (-2 on d20 rolls
and 10% on al! dO'o/dIOO rolls) whenever fo rced to do
anything by himselr. The clingy character usually has a
specific p(:rson that tht"} cl ing to. The first time this
character encounters another character or any time a
charaCter .~hows the dingy cllilJ"aCter an)' aCt or kind-
ness, ron a d12. On a ! the character has chosen this
character as his ravonte person to cleave 10. Once the
clingy charactcr has round the object of his dinginess,
he will prerer that individual above all others unless the
clingce commits one act or cruelty toward thc clingy
character for each week they'vc been together and lhe
clingy charactcr meets another character and rolls a I
on a dl2 as above.
Conspiracy Theorist (10 BPJ: T his hombre
believcs thai certain authority figures arc ra r llIore
cleve r, powerful and manipulative than they could eve r
iJ /10/ dead. tvell 011/ 011 Iiltfroll/ier. ..

3 1"
possibly be, In his mi nd, he interp rets uncorrelated loves to argile 011 lOp of it. They often di.~al{ree JUSt for
events as part of a grand scheme 10 further some ncrar- the sake of argument. If he were a bull. a sma rt ranch·
ious end , Natur<llly, he tries 10 sha ft' his brill ial11 insighl er would saw off those horns as soon as possible.
with anyone who \I'illiisten, Do p pelg ange r (50 BP): Through a strange quirk of
Pla}'ers should develop their own unique conspiracy fate, this character looks just like a known outia\1
theories early in their character's carccr: 0111' major (appropriate to the campaign; chmen/devt:iopC'd hy tht
(national or international le\'d and d3 minor local, G~ I or another player.
The 1I1COriCS nced not interrelate in any way, As the Roll a diO.
gamc unfolds, it is incumbent upon the player to usc
'Gr On a 1-6, he is completely unaware of this
their creativity 10 incorporatc their l':"I:pericnccs as
strange coincidence,
e:"l:amples of the conspiracies Ihcy\'e uncowrcclhus-
pected from the sta n, Thc player Illust jm'ent at least :3r On a j-lO. he is already aware of' the fact.
OIiC per conspiracy theol), per game ses~ion until he Whether he takes advalllage of Ihi~ quirk or tries to
reaches the above qUOta, hide it. the odd~ are good it']] catch up to him c\'entu-
Furthermore, this cilal'::lcte r is vcry likely 10 believe aJl\",
other conspir.tcy theOI'ic~ related by others e\'en if D u d e/ Da ndy (1 0 BP): .\ dllde ,or a dandy. for you
they are olwious lies. Any rumors or stories heard f("mal{' ~ alway~ drt'<~e~ in the 1lt"~1 and most expensive
about others will always be believed and fittcd into one slort"-bou~ht dothl'~ he call lind. While this might he
of their conspiracy theories. Finally. ('\'0.'1')' month of aCfcpl.lble in tOll'll. thf' char-lcter ~ure looks a mite sill~
game-time, roll a d 12. On a I. the cha raCter 11J.~ dc"el- out nn Ihe ran~e. and folk~ alwa)\ pe:;:: him as a t{'nder-
oped a new theory based on either roll a d6 local 1·3 foot, ("\"cn if h("~ the fa~te:.t gUll in the tcrritory,
or inte rnational t\'elllS (6). Early Ris e r (5 BP): Early to bed and carl} to rise fib
C rude (20 BP): This characte r's language is crude this character to a ·'T". He always gelS lip before the
enough to make a whore blush. It see ms like evcry crack of dawn, and beds dowli ~hol'lly after ~unsc1.
third \\'ord out of his mouth is prof.'\nity of some son. Worse, he ('"n't ~ta nd other folk who sleep later than he
It 's a constant stream of "blankely-blank this" and docs. and constantly p('~ter~ them to wake up and gCt
"blanke ly-blank that" and "tho~{' blankt'ty-blank going or purposd} makes a 101 of lIoise as Ill' packs,
blanks" that he just ean't sh ut ofT: no m:mer who hc's docs chorc~ or makes hreakfast often earning- himself
talking to or what their social status is. •\ crude char- a punch in the no~(' or a boOI thrown in hi~ face. If the
acter to~es I point of his Charisma ability becau~c of early liser ,tap up late ha~ hcen :nlake 1i)1' 16+ can-
this qu irk. ~eeuti\'C hours, he mlTcr~ a -2/-10"0 to alillis ani\·iues.

D a uns y (10 BP): T his quirk may be caused hy a Fa n a tic (40 BP): A characler \\'ith this quirk is O\,{'1"-
chemical imbalance in the br.tin of a charaCH: r (25° 01. I) zealous about a calise or a religion and extols ils
or a significant past cvt: nt (75%, in this case. create a "inues to everyone he ml'e15. It seems to be all he
plausible CVCIlI and record it on your record sheet), thinks about. and ("el"!ainl), what he usually talks about.
Either way, this character always secms depre~sed. and The character should begin the game with d3- 1 unique
never sees the positil'e side of things. His bOil I" is causes (make up any calise of lhc player's choice),
always half empty. Each day, a dauns) char.tcter has a During pia), any time the character hears abou! a !lew
20 u"o chance of having an episode where they refll~t 10 cause that is not op po~ed to a current cau~e he sup-
move or act in an}' way fO l' 30 minutes. pOrts, he mUSI roll under hi) Wisdom or become fanat-
D e athwis h (20 BP): Like daunsy (above), this quirk ic about the new ca use as well. If Ihe new cause i~ relal-
may be caused by a chemical imbalance in the brain cd or allied in some way with a cause he's ltlready fan:J1-
(25%), but it's also possible the character suffered a ically supporting, the Wisdom check i ~ made against
trauma!1c e\'enl in his childhood lhat scarred him for half his Wisdom.
the rest of his life (75%, in this case, create a plausible Fear of H eigh ts (15 BP ): Characters who ha\'c this
event and record it on the record sheet). During each quirk arc afraid of heights, They may be fin e inside a
combat, the character has a 25°-'(1 chance of taking all tall building, but fn:el.e up if they find themselves all the
insane risk, believing il doesn't matter whether he lives edge of a roof, high rock}' cliff or mountain. These
or di es. charaClers refuse 10 cl imb anything highcr than their
De h o rD (25 BP): Characters with this quirk comhine heads. If thev are fOl'ced to do so, Ihey suITe r a _2/_10°'0
a quarrelsome tem per willl a lo\'e of hard drink, A penalty on ~ny die roll, and look for an) cha nce to
mean drunk always tries to out-drink everyone else, and escape the situation.

319
Flannel Mouth (20 BP): Those with this quirk are after finishing. If he fail s his chcck, he must order
llle worst kind of boasters and braggans. He brags another helping. He also gains 0-0.5 pounds per \\leek
abollt every big (or little) thing he's dOlle until eve ryone ({d6- 1)x 0.1 ) up to a maximum of 2.5 times the charac-
else is sick to death of hearing about it. :\Iost folks start 1er's original body weight.
10 believe he invented the whole slOry just 10 gain atten-
Greedy (15 HP): Although most characters on the
tion. For e,·ery 10 poilus of Reputation this character frontier live !O ob1ain wealth, characters with this quirk
carns, deduct aile as folks don't completely bdic'·e all can ncve r have cnough. They do anything !O accumu-
thc stories (e,·cn if heard from a third party). laIC more and more riches, including lying to. stealing
Fourflusher (25 HP): This character can't tell the from, or deceiving people (bu! not fr ie nds. neighbors or
truth from a lie. He lies about everything, even things close associates).
that don't matter. J'd any of his lies arc so OUlrageous Gullible (3 0 HP): If there 's a sucke r born every
that only the most gullible believe them, but he insists minute, this person must have been born twice. A char-
they arc true, e\"(:n if presented with O'·CI"\I helming e,·i- acter wilh thi~ quirk is the perfect patsy, and falls for
dence to the contrary. l\"aturaHr, Ihis rattle~nake finds anything he's tOld. He's an especially easy mark to chis-
it hard to makc lasting, meaningful friendships. elen; and di~hone~t shopkeeps. .c\ gull ible character
Glutton (5 HP): This charactcr ne,·cr mCI a plate of pars 2d I 0°,11 hight:!" than the listed price for any item he
beans he didn't like. He ha~ an insatiable appetite and purchases. and docs nOt know thc difference bctween
can be bribed wilh food. Dinners seem to last for hours quality and junk.
for this character. He requires twice the amount of Hardcas e (5 BP): T hese characters arc hard and
food as a normal character to fUllclion. If he does not feeli ngless. They remain unmO\·cd by emotion.
ge l this amount, he suffers a -1/ -5% penalty 10 all his Widows and orphans with sob stOries, for example,
die rolls. In this state, 11(:" will do anything in his power need not apply. The hardcase is tOugh 011 any in his
to find more food, including stealing ~lc('pi n g charac- employ and l'\'en on companions, pets and moums.
ters' rations for a lillie midnight snack. \\"hen rood i~
placed in front of him , he must make a \\'i~dom check

Tlte Flalllld Moutlt quirk exists among all cultures.

320
Hates Bathing/ Grooming (20 BP): People with 'on with this quirk t'n~gcs another in cOI1\'ersation, he
this quirk arc unsha"en, uncombed, unkempt and gen- trif's 10 be within onc to two fcct of hi~ audience. Evcn
crall) unappealing, Whether it stcms from a fear of \\ hCIl sitting at a table. hc leans forward \0 be a~ ncar
wal('l' or sim ple COlli rarincss, this characte r sim ply hates the listener as possible. Of course, lllallY folk dOll 'I take
to take a bath, Hl' always looks like he just spent a week toO kindly to Ih:\I , and an intrusive character secms to
on the trail, or a few days down a mine, Worse, he ~Cl into morc brawls than mo\t.
sti nk\ 10 high hcawn. A ch:lracte r \lith Ihi~ quirk loses Jingoist (40 BPJ: A character \,ith Ihis quirk fer-
a point of Looks. \'end} bclie\-es that his nation of origin is superior to all
Hayseed (20 BP): A chal'a('tCT with thi 5 quirk i~ other". ;" Iorco\'cr, he i~ quick In insult, harass and
rough and ignornm. He is nOt n('ces~ aril) a boor C)r a ahus!' a!lyone displayi ug or vocalizin ,~ support for a
jerk he simply kno\\ s nothin~ about soc'jet)' or the I;\'al nation, Thil> ~cornful bch:l\'ior is particularly dis-
proper ways of doing things, and doesn't \,ant to leal'll. missi\'(' to\\ard authority ligurcs, Such characters ha,,('
He's th{' kind of pcrson who bLLy~ a stOlen animal "ilh- grcat difficult\ \\orking for, or taking orders from, an),-
OUI inqui ring about tht' ob\'ious brand on its rump. or 011(' whom the) ,troll~l~ .l~sociatc with a ri\'aleountry
the person who sceks out thc mine owner 10 a~k for a ~tlch;h an ('x-'oldin. Howevcr, they are pmtle tn o\'er-
job instead of going to the hiring office). look naw~ in fellow COuTl lr)l1lell ... an attitude that dis.
High-Spiriled (to BP): A character with this quirk r(,putable people 11M' take ad\-antage ot:
is festi\'(', and fun 10 have around fo r ;, ~ho n time. He Late Sleep e r (10 BP): It nt.'arh takes a t('am of ,did
drinks too much, laugh~ too loud, and ean't ilit still for h()r~t: ..
to dra~ thi, charartl'r QUI of bcd, I-I c always
morc than a few minutcs. Such a person is abo apt to mi~~e~ carh mornin~ appointmem,. and tl'nd~ to kt'ep
douhle o\'er with laught('J' at the mosl inopponul1l' mher folk ;l\\akc at night when Ihey'n' trying to ~l eep.
moments. For in~tan('l', if hii partner ends up tumbling Lazy (15 BP): Thb charaCle r's "git lip and go" donI!
O\'CI' <I hluff and breaking hi~ leg, the high-spirited char- gOt up and went. r\ lazy eharactcr would rather take a
acter might stMt laughing and say something like "That ~il'sta th<lll join <I posse, even if Ihe job paid ha rd cash.
first step's a doozy!" Such characters are often forced E\'ery ta~k the character completes is half-aSSf·d. A
10 engage in fisticuffs. cilaraClcr with thi~ quirk putS little elTort into anydling,
Characters with thi~ quirk like to tell jokes Ihat aren'l t',-en karninl{ It('\\ thinJ;!;s. EWI') skill thi~ characler
funny and wait smiling for e\'eryonc to lau.'l'h. H e may al\emph HJ learn includill~ ,kill~ takcl! during charac-
e"en repeat the punch line after an ;1\\ h, ard silence. ttT creation cor;t~ J additional BP.
Additionally, this quirk makes a charactcr prOlll' to
playing practical jokes on people they should nOt, such
as pious p l;ests, marshals or Indian chiefs, or bluning
out playful but imuhing comments ;It tlw wron,g:
moment.
H othead (40 BP): Pcoplt with Ihis qu irk haw' a shot'!
fuse, and can be puslu::d owr the edge with lillie pro\'o-
cation, TIH'Y end c\'ef)' argumem, no maller how
minor, with brawling or the drawing of a knifc or gun.
Indian Give r (20 BP): T his character always lind~ a
way to back OUI of his agreements. if doing ~o would
benefit him. Of coursc. Ill' Iries to wait unti l the ol her
parly aln'ady completed their part of the hargain. and
hc feels no ~ham(" for his actions. Aftcr all, the other
per~on ~hou l dn't have bccn so foolish as 10 makt, the
deal in Iht' firs t pbce. T his personality quirk is COIll-
man to land grubbers, certai n politicians back t'ast and
robber barons, but IlOt limited to them. Each time an Loco (40 BP): Thi~ person is ju~t plain craz~.
India n o';\'er backs out of a deal, wh ile hc might gain Perhaps he was kick<'d in Ih(' head by a mull', or maybe
some finaneia1 benc fi t. he loses one point of something Iraumatic happened to him in the past. but
Reputation, now he's plumb mad. Players shollid roll a dB on Tabl,
6.2-3: l.(}Co to determine the extent of the ch;nacle r's
Intrusive (20 HPJ: T his characte r doesn 't under-
quirk.
stand the eoncept of personal 'pacc. \\'iIt'Tlc\'er a per-

32 1
acter commilS an unl:m rul act or loses Reputation or
TABLE 6.2-3: LOCO Reputation Poims. he mUSt make a Wisdom check. If
RQII (dS) Chm"cr thillks. .. he rails, he must remedy the , ilUation. Until he docs so,
I .. . ..He is, dime DO,c.lg ulIsliDgc r nd brigs ,bouT he ~urrers a _I/_Sn,o penalt), 011 all his die rolls. These
iccompl,shmcn l5 ItU I i fCII" hIS.
efTects arc CUlllulali\'e. so if the PC committed three
2 ... . .. AnimlJs iTt people. ,ad he ulks 10 them
J . ..... H e hiS in inlig;nuy fr iead. I lld 'ilh 10 him. :lCtS he mmt atone for, hl' sufic rs a -3/-15(10 penalty.
~ .. . .. .He ;5 01. persoll o f 1110' her " cc. and ~o on.
5 ......Somroac;s fo llo.,og h im. lll d he keeps ",hirlillg Needy (20 BP): A ehal';:lCler with this persona lit}'
uouad 10 tuc h h.s !willa!.
quirk attemplS to have all his emotional needs filled b}
6 · .H is cyC$ITC Trl , k ' Dg bi m. so be (ODSUlltiy ISh
olhc u .. hu Ihe y xc. other<;. H e feels a strong ur~t' to be well-liked and
1 · .He frcqucllily hu rs hii lUDICill Olber peoplc's a('cepted, so he constantly aucmpts to please the people
(OII I'trUlioa.J, ll1d l(lf lccord ingly. he\ around and rcpeated!} asks them questions regard-
• · .He is roYlh y· Ind ,cIS lIke .1. in~ hO\I thc}' red about this or that. He orten ask~ for
help \\ ith thc ~imple~t tash, sometimes just lO ~ee ir the
Lus ty (20 BP): A character \Iith Ihis quirk i~ ah\av~
other person likcs him cnough to agree.
horny. H cjust can't get enough. and seems to know tl~c
location of (,\Tll' bordello around. A lust\' character Nosy (10 BP): Thi, pl'r~on i~ the nosiest d:ml hom-
must take advantage of every \d\orchotls~'s ser\'icc~ bre you cver sa\\ .. \ character with this quirkjmt has tu
whenclcr the opportun it} presents itself. Afu:r the first know c\'erybod)'~ 1)l\~illc~~ ~om('thing many rolk don',
indulgence, he m ust roll under half his Wisdom or take kindly to. l'le's alway;; n!>king e\'c~'one what
attempt to repeat it. they're up to. listcning at keyholes or jusl plain making
a nui~ance of himsclf.
Lynch Lawman (3 0 BP): Th('~e character.. ha\'('
\\ hnt some folk might call an o\erd('\'('loped ~cme of Obnoxiou s (20 BP): This character thinks hc's the
"orlcl'~ rriendlit'<;\ ~I\\ and, ){l'ncrally. he is. Howc\"cr,
jUSlicc. To them. ('\'ery olTelhe i~ a hangin~ or .11 1".1$t
hi~ !)ella\·ior m.1kc\ him cxtremely unpopular. He
a jailing offense. A pe r);OIl \\ilh Ihis quirk ma) be a
civilian who tries 10 innuellec local law enrorcement, or want~ to be the ecnter or attcntion OIl an) ~ocial Kathel'-
in~, and does \1 haIC\'cl' hc can to get that attention. H('
hc may be a rancher prolccling hi~ herd. H e is not
required 10 be an actual lawman, but he,wen help thc always drinks too much, and mar perform some t}Ve or
local outiaw-:. if he is. Olllrageolis behavior to gain allcntion. such as stripping
to his long johns andjumpin.1{ into a horse trough. He
Medicine Tong ue (10 BP): Don't let the name rool
loses I point of Charisma becau~e or this anno)'ill~
you yOlL don't have to bt' an Indian or a dOClOr 10 have
bt'havior.
this quirk. A character with a medicine tolll{UC, al~o
known as a "wabash," is olle or Iho~e folks \Iho arc Obsessive.Compulsive (35 HP): Thi~ anxicty dis-
on'rly talkative. They just can't seem to shul up. ('\'I.:n order s;;vcs the character recurrent obscssions focLL~ed
whell threatened with bodily harm. WhC!lC\'cr he on awarene~s or pCfC'ci\'('d alarms or thrcat~. Hence.
ei\lcrs a cOllversation wil h a nothe r character ~, Iht' the ('haracter ("olllpul~ivd) perrorms certain repctilive
cha racter wilh this quirk must make a Wisdom check or acts in order to rcgain some measure of control o\'er
voluntce r any information (thai he knows is nOt alreach the perceived threat. For example, a charact('r may bc
ob~e~~ed with dirt and thercror<' reel a compulsion to
known 10 e\eryone he is in conversation with.
con~tantly scrub his surroundings or him~cJf. \1 hile a
M essy (10 BP): T his charactcr is a pack rat's rn:st
t:h;tracter obsessed with patterns Illay be compelled to
rriend. H e never cleans up after himself. and packs his
linc lip like items into parallel ro\\'~. or a character with
kit so ~Ioppil)' that lillic doodad$ and gewgaws pipes. thoLlght~ of ~oc i all~' inapproprial(' bchavior (like shout-
bullets, shell casings, bits or rope and ~o on) frequendy
ing in chure h l ma), need to count 25 hats or tap h i ~ knee
fall out. T his cha racter can't properly perroI'm certain
100 times. Players may trcatc thei r own obses\ion, or
tasks Ih at requi re diligent carc or maintenance, such a.~
roll on Table 6.2·": Ob,en/u-(,'o/lljJIIlsiu.
looking after rarm or ranch animals. He also rrequent-
Iy loses things in his desk, home or pack (depending on Ornery (25 HP): Pt'fsons with th is qu irk arc ju~t
proression/ locarion . plain mean. They are stubborn. speak as lillie iI~ possi-
ble except 10 argue ;. sulk "h('n opinion goes al;ainst
Nagging Conscience (15 BP): A person with this
them. and arc simply unpleasant to be around. They
quirk is plagued b} a eonsci('nce that won't allow him
ah\ays take every opportunity to a\'enge the ~mallcst
peace of mind ir he's eOlll mitt('d certain crimes or acts
slight against them.
or dishonor. H is conscience is a silent willless to his
shame and accuses him constamly, Any time thi~ char-

322
TABLE 6.2-4: OBSESSIVE-COMPULSIVE
Roll (dI 2) Obsession Complilsiob
1 .....•.AfTlIIBCItlCbl. order. Of sy mmetry .•••..••..•.....••O'8111;lC5 mulllpic items inlo pClfce! columns or .o..s
2 ......Being o"crwheJmcd ............................... Etch personal iTem belopgs in, pUlieu/u pltet tbd mUSI be kepI ,here
3 ......DoubtslFo.gc:tfullltsS ... ...... . .............Ow:chllg tOO recheckipg III Klion (ckKd "lIIdo... flke! WHlI.loi.dtd gun. (1,-)
4 •..•.. fur of CQm mill'lIg iIOCilll y JupprOprillc behavior ... Repetitious counting or louchlllg
5 ......Feu 01 tommilllDB vio lclIl tCiS .................... FrequellT repullllg of I ulmlllg ...ord
6 ...... Feu o f offending The Lord ....................... ,Consllnl pr,yers I"d/or relIgIous ritutls
7 ......Loss of polcDlully v,lutble ilem ...................Houdl08 everyth,ng. neo worthless Ittms
8 ......Numbcrs/Quiohtits ........... . ..... Couots multiples 0bJttts/iltmS
9 ...... One: putiulu ,ttm ............................... Eucssivt pur(hlS,ng of Thit ,tern
10 ......Prescoce of dirt......... . ..................ChfOllic dunlPg Illd wIShill8
II ......Securit y ......................•..................CoIISIiO' door/ window / lnil WiTth,Pg. lock cheek,ng
12 ..... 5urvilJon/ Food III'Hlt .... . ..................Em evtry hil of food bought or offtte:d to him. 'Delud'lIg food kIt by olMr proplc:

Pac k Rat (20 BP): A c-haractcr with this quirk ca n- politc social runctions mor(' than OIWC, A choll'acter
not throw anything a\\ay, and cannot keep hirn ..elf from have no man" than two picker quirks e.f,;.. ears and
Ill;!)
gathering up just about cw.' rythinq: that i~n 't ckarl) nO'ie . .
owncd by ,o;om('one. When a pack rat comt'~ acro\~ a Prejudiced Toward Nationality (40 BP): A char-
pile or equipment, he gathers C\'erYlhing he wants, a{\er "Jlh thi~ quirk ha ~ an unreasonable hatred for
"hether Ill' can ca rry it all or nol. Cnlike an ohsessivc- people or a (ertain nationality. Thi~ hmred has nothing
compulsive, a pack rat gat hen items out or necessity. to do \,'ilh the per<;oo\ race. but i\ ba~ed on ~o m e sligh t
"pprcciatioo, or financial im·estllwnt. He has no iot('r- (real o r imagined) that the character ~ u!Tered rrom a
cst in items he pcrcei\'cs to be worthless, bUI ckarlr has person or that natioll, or Ihat person's go\crolllcnt, in
a fear or losing something thai may one day bc valu- the past. Roll randomly on 7abl, 6.2-5: Prrjlldirtd Tou.:ord
able. X(Jlio1l(J1i~)' nOte that a character may in fhc t hatc hi~
Paranoid (25 BP): Paranoid characters think every- ow n nation of ori~n .
o ne is out 10 gel them. They trust no one ('ve n their If lilt' charactCJ' mu~t work with someone he is preju-
own partners. The) usually think therc is some plot dict'd a~aiml, he ~ulTer~ a ·1/· 5 u 0 penalty on all his skill
against thelll. They do~ely guard themselves ilnd their roll, deal inc; with that per~on.
goods, findin g it hard to sleep for reM of heing harmed
Prejudiced Toward Pro ress ion (2 0 BP): . \ cha rac-
in some \\'ay (physically 01' financially
ter with Ihi\ quirk has an unn.'asonable hatred toward
Pi cker (10 BP): Thi ~ chara('t('r ('an'l stOp picking all people or a ce rtain occupation, regardless or any
himselr, thaI is. A cha racter with this quirk fn'quemly other factor. Like those prejudiced against a certain
digs into his nose, cars or navel like he's mining for nationalit}; thi.s prejudice i ~ ba ~cd on 'lome slighl real
gold . or ima~i ned lila! the charact('r sulTered rrom a similar
To det ermine, roll a dU, person in the past. YOll may choose the profession or
rT lr a I or 1, he picks his cars roll random 1) on Tab/t 6.2-6: Prf'jlldictd Toward Profmioll,
If you roll your current prore~sion, ignore and roll
:T On .. 3-6, he picks his nosc
again. Your character cannol become a member' of any
~ If a 7 or 8, he picks his na\'c\ profession he is prej udi ced against.
Persons with this quirk lose a poillt of their Charhma
abilit), score and, likc stin kers, arc ne\'er iTl\;led to

TABLE 6.2·5: PRSJUlllCEll TOWARll NATIONALITY


Roll (dlOO) NltLOD.dJ'Y Roll (dlOO) NU;ooil.ly
0[·06 ..... .. .Insh 64·73 ......TtXKlbS
07·12 , ......... , ... ,. £015 H-8J .......... " ....&quophs
13 [7 .................GermiO$ 8'1·93 ................ Yl0kecs
IS-V, "., " ..........Cooftdcwcs 9'1-1}6 .. , .•...........SlII'cdcs
2837 ....... , ........ Mormolls 97·98 , .... , ... " ..... lrl li10s
J8.'IS ................ English 99 ... ...............ChiDCSC
-16·5.] ., ...•• ,', •• " •• Frcllch 100 ., •••. , ••. " ••.. ,RoIl181JP
54-63 ................ Mui(lns (or ehooso:: 1I1liooilil1 1101 OD 1'51)

323

I
a - 10% penalty on all his skill rolls dealing with
TABLE 6.2-6: PREJUOICES TOWARIl PROFESSION that person.
Roll (dHlO) Profession Roll (dIOO ) Profession
OJ •••••• Apotbcmy S,3·51 ..... L~w yer Scratch er (10 BP): A scratcher is a charanCI"
02 ..... .AnisT 55 ...... Lluodrymlo who constantly seems 10 be scratchi ng himsel f
OJ·O~ .. . .Assassin 56 ...... Livc, ymlP usually a pan thaI isn·t 100 socially acceptable.
05 .....Author 57 ...... ~hso~ Like pickers and boors, persons with this quirk lose
06 ..... Bahr 58 ...... Miller a point of their Charisma ability score and arc off
07 ...... Bloker 59 ...... Millipe,
the bottom of the guest list for social eve nt s.
08 ...... Buber 60·61 ..... Mi~e OWDCr
09 .. . ..Bukctmlktr 6Z ...... Mounllin M.n Selfish (25 HP): This character thinks aboLlt no
10 ...... Bbcksmith 63 ...... NltUlllist one and nothing elsc hut himsclf. He has no idea
II ...... Bouding H ouse Opcmor 61 .. ....Ncwsplper Publisher how anyone d se feels, nor does he carc. He
12 ...... Book Publisher 65 .....Outllw assumes e"el)·onc fecls either attracted to him , or
13 .. ....800lmaktr/Sbocmakcr 66 ...... PhotogTlpher
\4-\5 ..... BouPTY Hunter
jealous of him. He loses I point of Charisma abil-
67 . .... .P.inler/ Bind«
16 ...... Brewer 68 ... . ..Prospector ity because of his attitude.
17 ...... Brickmakcr 69·70 .....Politi~i l n Short Term Memory Loss (20 HP): People
18 ......Bufhlo H UllltT 71 ...... P,elc her with this quirk Illay be able to remember things
19 ...... Business O wner 7Z •..... RiDchcr
20 ..... . Butther
Ihal happened to them as children. but will be
73 ..... .slddler
21 ......Gupco!cr 71 . S l loon Owner unable to tell anyone what they had for dinner.
22 , .....Cook 75 ......~wycr/ Lumh<:rj.lck They Illay forgel things like the fact Ihat they
2J ......Cooper 76 ......School Teicher chccked into a hOlel room and lItey may 11)' 10
H ..... .CO..,hoy 77 ..•...Scout/ Guide check into the room over again. They may forgct
25 ...... DcP,i,! 78 .sigpml ker how they gOl to a particular location, and not
26·27 .•... DCICClivc 79 ......Silvmmllh
l8 .. Diploma,
remember how 10 get back.
80-81 .....Snah Oil S. lesmin
29 .Doclor 82 .soldier This character must make all Imelligence check
30 ., .... Engineer 8J-8~ .... .sPY any time he wants 10 remember something that
JI ...... Eogincer. Rli\to;ui 8S ..... .surveyorlC.trIoguph,r happened within the Iasl -I hours of game time. Jr
32 .... : .EnlcmioCf 86 . . .Selmstress/ T.ilor
the check is ~uccessflLl, he has a good, but not per-
3J ...... E~prcssm .p 87 ...•.Tl nn,,/ Lelthcrworhr
J~ ...... Furner sa. ....Tdegr.ph Operollor fect, recollcction of the thing or event. If the check
3S ...... FanieT 8C) ••• Tinsmith fails. he has no memory or merely panial memory
36 ...... ""feight/ Tu rnslcr 90 ......Tohicconist of the thing or evenl. The same ch eck must be
37 ...... Gambler 91. . ..Tr.ilblllcr made if the character wants to loeate an item or
3&-39 .....Grifter 92 ......Transporler (mge) othcr piece of equipment that they used within the
~O· 41 .....GuP For H ire 93 . . .Tuder last four hours. This check need not be made for
42 .... ,.Gupsmith 91 .. Underuhr
13-11 ..... HllIgmlo 95 .. VetcripU;ID
items that arc carried in lheir hands or on obvious
15 ......Hotd Opcutor 96 ...... W.inw rigbl places on the ir person. or large. rarely moved items
~6 ..... .I ~terpreler 97 ...... Wener used in their profession ,such as 11 priming press for
17 ......Jewder 98-99 . ... Whore a primer, or a d isplay sta('k of can ned beans for a
18. . ...Jo~rpl l ist 100 . .. . .Prejudiced 19liruit 1"'0 shopkeeper \. This laller check can also be a\'oided
19 ......Judge professions. Rolligl in
if the player states aloud that his cha racter records
SO ...... L18d Broker (glio DO .ddilionll BPs)
51·5Z .....U.-mlP the location of the item used. This character has
diOiculty learning from certain past mistakes and
If the character must work with someone he is preju- suffers a -110 his \\'isdom score.
di ced against, he su ffer s a -I /-5% penalty on all his skill So ft Touch (30 BP): Every drifter, beggar and con
rolls dealing with thai PCrsOIl. anisl in town seems to have an eye on this character.
Racist (40 BP): A chara<:tcr with this quirk has an They're always approaching him for cash, aid or some
unreasoned fedi ng of superiority over people of all SOrtof finan cial backing, and he JUSt hates to turn them
other races, regardless of any other fanor. T his imag- away em pty-handed. In every case, there's a 50(1:0
ined superiority may come from his upbringing or some chance he tries to fix their situation as best he ca n, and
slight (real or imagined) that the character suffered the othcr 50% of tht" time he at least gives them a cou -
from a similar pe rson in the past. If the character is pic of bucks to lidc them o\'er.
forced 10 work with someone of another race, he suffers Spendthrift (60 HP): Money seems to burn a hole in
this character's pocket. He spends cw:ry cell t he ge ls

324
that's not nceded lor thc minimum daily food and lodg- too loud, too i'oft, or mumble. O ther~just can', ~ce l1lto
ing. Hcck, if he call go hunting and slc{'p under tht close the lid on their voi(:(;box when they '1'0 to sleep.
stars, he spe nds that money too. Booze. bordellos or Roll a d I.
bullets it doesn't seem to matter mueh jU~1 :15 long as
rT On a I , Ihe character is a "loud wlkcr."
he fed~ the thrill of ~pendi n g.
~ On a 2. he's a soft talker.
Straight Shooter (40 BP): A charaetcr with this
quil'k is alwars upright and honest. Though this quirk : ? On a 3, he's a mumbler.
might ~ccm like a good thing - and, for the most parI , it rT On a 4. he talks in his ~lccp.
is somet imes being able to lic, cheat o r steal ('omes in
This last one is especially dangerou~ if he's the kind
prClly darn handy. }\ straight shoote r call't do any of
of hombrt who like~ or needs to keep secrets.
those things, nOt e\"cn 10 sa\c his life.
There i\ a 50(10 chance that a sleeptalker rc\'t' als
Stutler (20 BP): Characters who miller haw' a diffi-
thin~~ Ihat norma ll ) he wou ld not \\<lnt anyolle 10
cult time communicating. It takes them 2d20 percent know. He mav declare his love for the local dance hall
longe r 10 communicate something. In ~tres\ful ~i\Ua­
girl. He may ,pout the location of hi s ~ liIs h of goods.
tions, such as in combat ur wh('11 bein~ interrogated,
or let it out thai he 's the one who swipcdJedidiah 's der-
thc extra lime is doubled. Smuners also lo~e I point of
ringer. T he thin ~ a cha racter sayll in his sleep, howev-
Charisma and arl' OftI'll taunted by blillie~.
1' 1'. are questionable as 10 their act'uracy. Thos{' listen -
Superst.itious (15 BP): The ~(' character" feci they in~ arc unablt" to tell if Ihe character is talking about
can (antral \dU\I happ en~ to them b) avoiding cen ain something real. o r ~umethin'l' in ;t dream.
actions, or performing cenain ritual~. TIl('~e pt'opko put
Thick Acce nt (10 BP): Th i~ character ha~ a thit'k
a lot of faith ill luck and Cll rry a lucky eharm of ~omt·
acct"nt that immediately identilic~ him a~ a per~on of a
son this may be a lucky hat that they newr take off.
p<lrticular region or nation. Th ough his 5pl'ech may be
or a lucky gu n they still carry evc n when it no longer
proper, ot lwr folks ~ till judge him bas(' d on hall' he talks.
work:;,
For example. a Northerner may as~ttme a ch:lraCler
Along with thc luck} charm of Ihe player's choice, with a Southc rn accent is less cultured, or that a char-
roll titre/' times on Tahir 6,2- 7: Supmliliolls to determine acter from an Indian tcrritory is an ignorant primitive.
Tinhorn (20 BP): ,\ character with this quirk i ~
TABLE 6.2-7: SUPERSTITIONS about as cheap and nash~ as you can get. He always
Roll (dIZ) ChUlt!cr...
prctend~ to he much better at his profession than he
1 .......Takes SIUI rI)ks on Ibe di)' of h,s luck\' number
(roll I dZQ 10 dttcrmi~c ).
actually is. ,Inel fakl' ~ what he doe$n't know. Sueh a per-
2 ......AhrlYs puIS h,s hi! on perfcclly sluiSh1. for luck. son makf"s friends quickly ir they'rc looking to make
J ...... Always ...eus differeDT colored socks OD nch fOOl. friends with dudes that hal'e it lot of money " but the)"
for luck. usually don' t stick around once they rcalize the truth.
~ . .... .Nevel pUIS bis hi! OD I bed . be mighl he scriou.sly
IPJured OT kIlled.
Touchy (25 BP): :\Iaybe it was the wa)' they werc
S ......Avo ids Ihe color ydlo. "brings bid luck. raised , or just so methin~ in their nature, but characters
6 .....•AIII"y5 sh,ves before going ;nlo I fiSht. for luck. \\ith this quirk are O\'crly se nsitivc and prickly
7 ...... Thinks dud !hillgs ue unlucky. AVOIds a:melcueJ. ·'touchy". Such a pcp-;on Illay trash a room bccau:./'
coffins. corpses. elC. his bed was lumpy or the person in the ncxt room madc
S ......Thinks blllck CU$ Ite un lucky. eoc., 0111 of hisw,y too much no i ~c. He may cvc n turn uve r a table and
10 "'old lhern.
9 ......Thinks bruking I mltror UU5C! K\"Cn yursof bad
storm 01T if he loses a g:ll1le of ca rds.
luck. Yellow Belly (40 BP): A character with th i\ quirk
10 ......Avold, ..,.Ik,ag vDder 1 bddcr. doesn 't have a ~ingk brave bone in hi ~ body. H is COIll-
11 ...... Tlkes no tlsk~ 011 Friday Ihe IJlb. panions ca n', count all him in extreme situations. and
12 •.. .•. Tlkes DO risks olllbc dly of blS uu lucky lIumber
(roll 1 dZO 10 dC lermillC).
he alway ~ han~s back in a fi ght probably firin g blind-
ly around a corncr, provided he didn't already sneak
what superst itions the characte r has. If you roll a awa)'. An)' wound (cven a graze) in a gunfight ur bmwl
superstition the chamcte r "I ready has, roll again until callses a yellow bell)' charaeh.T to hide under cover, sur-
he gets a new onc. rl'nder or to flee the situation in the quickest and safcst
Talker (20 BP): Charac1('rs with this quirk just ca n't po~s ibl c mannel: When determining fli nehing. the
seem 10 gct a handle on their voiccs. The)' either talk character suffers a +j pcnait) to his roll.

325
Furthermore, a yellow belly character receives only Addit ionally" the e>e~ or such a characte r arc \'ery
nine Reputation Poil11 s ror every ten Reputation Points ~emil i \'e 10 ~un l iltht and othe r bright light. These cha r-
gained, and loses on(' additional Reputation Point ror acters mu~1 co\"("r .1 11 paris or their skin any limc Ihe>
every 10 Reputation Points lost. Por o:ample, lei's Sq)' (/ arc out in the ~lln, u~c \\ ide-brimmed hats or \'eils to
J'el/ow btfly lIame(1 Jakr has 3 i?epulalioll I~illls" Jakr gaills -I ~ ha de their eyes, and protect their heads rrom harsh
/llOrt poillis i'l Ollr. gam/llg SfSS/OIl" and 3 mort points Ihe IIt>:/. ~lLn.

gll'lng hjlll (I {o/lIl d 10 RC/Jlllfitio/l PO/llis. Siller hr Ita:. rrar/ltd An albino character that fail s to protcel himsdr sti r-
a lolal of 10, Jake losl's onl' poilll of Repll/atioll and drops dOll'lI rers a se\'e re sunburn and a 5°'0 penalty to all rolls ror
/0 9 Replltalioll Poinls. Whenever Jake r.arns 10 mort poinls the next 24 hours ror cvcry ;ncremeIll or + hours or
(plI/lillg his SCOff. a/ /9). lit again 10UJ ont point (droppillg!Jim exposure. T he)' also tempo raril y lose I point of Looks
dO/t'il /0 18)" b<" causc or the bli~tering. For cvcr), five serious burns,

* FLAWS *
this abi lity loss is permancnt.
Animal Antip a thy (variable BP): Characte rs with
this fla\\ somehow gained Ihe enmit), or a specific t}l)e
Acorn Calf (35 BP): A per~on known as an '"acorn or normally domesticated animal. These animals ca n
calf,"' or the ""rUI1l or the litter,'" seem!> scrawny and sense somet hing about the character that disturbs them
weak to most rolks. Characters with this fla\\ suffer a I and arOllses their primal instincts. They may auad the
penalty to their Strength A;'\D Constitution ability. charaetel" ir cornered, but prerer to flee when possible.
Albino (15 BP): Characters with this flaw han' a lack Oddly, O\'CI' time this flaw seems to get worse" For
or melanin in the skin, hair, and eyes giving them an e\'cry year a character possesses th is flaw, olher animal
extre mely pale complexion, light blue eyes, and on types begin 10 ~cnse the negati\'e vibcs e manating rrom
some occasions pink eycs and pure white bail'. Some the PC. l\ lake a )<,arly C harisma chec k, beginning \\'i th
Indians call albinos "ghost pcoplc"' because or their thc second ycar. A failed result means you should roll
somewhat ('eric appca ran("e. again on Tablt 6.2-8. Your character gelS no eXIra UPs
ror additional flaws gained ill this manner.

326
TABLE 6.2-0: ANIMAL ANTIPATEY Buffal o Mange (15 BP): Characters with this flaw
su ffer from an infestation of head lice. ~10 matter how
Roll (d8) ADilild BP ma ny baths he takes or clothes he changes, it seems like
I .......Burro. Ooakty i Dd Mole ...... .30 the darn crilters arc JUSt atlracted to him.
2 ......ell ....................... . ....... .5
Consequently, his head often itches and he seems like
3 •.. .• ,ChickCD lIId ROOSTer ............... .15
'I ......Co ................................25
he's ah\ays scratching it. This irritation also increases
5 •...••Dog ............•.................. 20 the c hance of infection frOlll other diseases +-1- penalty
6 ......Cnu ............................. .15 to rolls when determi ning whethc r charactcr catches
7 .. .. .. Horsc· .............. , ............ .50 the discase .
8 ..••. Sheep .•••..•••....•. •...•.•..•.•.. 20
Bushed (25 BP): 1'\0 Ill.llter how much sleep this
charactcr gCl.~, he ahlays fecl s tired. C ha racters with
this flaw yal\11 fn:queml)", and often lose track of con-
BHnd in One Eye (40 BP): . \ character with thiS \·ersations. \ \'or~e, they suffer a constant I penalty to
nail' has hinde red \'i~ion, /-'';\'ing them a -2 penalty to Speed.
Accuracy with ra nged weapons, lind 2 on To-Hit rolls Colorblind (5 BP): Unable \0 distinguish betll'een
when brawling or using melee wea pons. colors, thest' charactc rs li\'(., life wi th little problem,
Roll a d4. H owcl'cr, there arc times IIhen such a condition can be
9r On a result of I or 3, the nail' is in the left eye. frustrating. D istinguishing between anything with di f-
ferent color type~, ~uch as plants or the red light signi-
:::iT" On a 2 or .~ . the flaw is in ril(' ri ~ht crc. fying a bordello, can be hazardous. In addition, ther
The penalty 10 Accuraq with rangcd weapons dou- cannot correuly di,tin~ui~h the color~ used in signs and
bles to + when r.rin~ a I\('apon in this left or right arc. othcr importam information a big problem if the
character is illiterate.
C ons umptive (60 BP): This eha raCler suffers from
consumption tubereulosis~, If not a n:Hi,'c of the wcst,
this character probably traveled out west hoping the dry
air would improve his condition. The character coughs
frequc ntly, sO llletim e~ coughing up small amounts of
blood. and often has fCl'crs and night sweats. \\'orse.
yet, he 's cOlltagious. Tho~c who frcquemly associate
with thi~ characte r ha\'C a 10 0 chance per week of
catching the disca~(." with a latent period of d20 month s
before the symptoms prescnt themselves.
Each time the cha racter fi nishes a stre nuous activity
(such as running or sprillling , he must make a
Constitution check. If he fails, he must rest (and do
nothing else) lor a I Q-second COUIlI per second of stren-
uous aeli,·ity. If he refuses to rCSt, he suffers severe
chest pain and shortness of bl'eath, losing I hit point
pe r 2 scconds he continues to st rain himself.
The player shou ld ask the Ci\1 or another player to
secrctly roll a d 100.
'3r On a roll of 01 -50, the character dies of con-
sumption afte l' the next 3d6 months have passed.
~ On a roll of 51 -80, the charaCler dies in d4+ I
years.
9r On a roll of 81 -100, Ihe character dies of CO Il-
sumption in 6+2d6 years.
Dumb (50 BPJ: Dumb characters can communicate
only with gestures, or b)' writing. Sometimes mutes
anger olhe l" people because they fail 10 understand why

327
TABLE 6.2-9: EPILEPTIC
Roll (dll) Type Erfw
I ........ .s,mpleiSensory ............Sees lighls
2 .........S,mpk/ SeB50'Y .... ...... ..Hem ~ buUlllg sound
3 ........ .s,mpleiSeIlSO'Y ............Tull:S ISlnagc um
'I ........ .s'mplelSeuofY ........... .smells ~ strngc smell
5 ........ .s,mple/ Molor .............Coavu lsivc Itllts ,a kg (uanol Yllk)
6 ....... .simpk/ ~ loIOt .............Convu lsivc Itlks ,n um (ClnPOI use urn )
7 ....... .s,mpk/ Molot .............Coawlsivc ,erk, ,n hCld {unBoi uke .\(I,on)
8 .........SimplclEmohOnil .......... Rollld6: iDgcr (I). fur (2-4)./oy (5). $.Idncss (6)
9 .........COmplclC/ Psychomotor ..... Bbnk look/sTire {d4 m,n) .• hnl confllsion (2d~ mIn)
10 ........ ..Aton,C/Drop .............. Lose co~ioll$nc$S. (olllpse OdS !leconds)
II .........Absence/Pc'"t Md ......... Blink look/mrc (d4+1 seconds). then npid blinking. bmlhiag or che y,ng ( d~+1 seconds)
12 .........Cncn l/Cnnd Mil ......... Unconsciousness. thcn lTuJOr 'on~u ls,ons (IICC1('(1)

th .. charaC{(T i'i not al1Sw("rin ~. In addition, the player or(krill.'!: from a mcnu. they might have to strain and
of a dumb charaCtcr canllOt communicate \l~rball\ "itll hold their citrcl~ or pOl])('r at arms-length.
other players al tht' table durins; important "imaliom Glass J a w (2 0 BP): Thi~ cowpoke's 11011h<: best guy
such as combat. to hal"(' Oil your ~idl' durill~ it brawl. If he loses 2011'11 or
Epileptic (10 BPJ: Thi~ character has ~ome type of more of hi~ hi\ point~ ill a bloll to the head, he pass('s
organic brain di~('ase or damage. cau~ing him to ha\'e Out for d20 minutes minus half hi\ Constitution ability
se i zure~. :-:0 one i~ ~ur(" what triggers such auack:;, and score ignore zero or Jlcgati\'e results.
they seem to be completely random. Therefore. each H am-Fisted (2 0 BPJ: Thi~ charac ter is unusually
day, the player must ask Ihe G~ I or another player 10 dum~y. He often f: .I1 ~ off his horse. trips Ol'er rucks and
seneti)" roll a d 10. On a roll or G or lower, the cha rac· drops hi~ gun al tlte WOht pos~ible limes.
ler sufTt'N a seizure: the G~I or other player must nO\I
:T On a ~kill dleck. tht· characte r has an accidcm
secret!) mil a d 12 and a d4 . This delermines the hour
on a roll (If q I-lOt).
of Ihe day ill Ilhil"h thl' ~t'izure occur, d12: hour: d·l:
]·2=am, 3-I::pm. If nt'cc~~ary, roll a d6 and dlO 10 ; r On an ability check. he fumbles on a 19 or 10.
determine Ihe exaCI minlile as Ilcll d6-1 for lOs di£il '3r If running or dodging, this character mll~1 suc-
and cliO·] for milluu:s .. ceed 011 a Dexterity check or slUmble and fall.
The (;;\. 1 or other player will not inform the aOlicted : ? If ga lloping, the c haracter must ~lIeceed ;11 a
play('r of the result, bUI inSlead should interrupt the Ride ~ k ilJ check or fall ofT hi, horse.
game when and if tIlt' hOLlr of lhe character's ,cizure
Br When brawling, he fumbles 011 a I or 2.
comes around. \ \'hell it occurs, the pbycr himself
~hould roB a d 12 Oil -Titbl, 6.2-9: t.)il'/I/I('
:T WI1('n in a ~ IH)olout, ht' has a mishap or failure
on a roll of I or 2 :on a roll of '2, roll a d'20+80 inslead
Should n Cnmd ~Ial se izure: occur and no one is
of dlOO on the ;\Ii shaps and Failures table.
around to hdp, the c h"rncter ~wallows his tongue and
nlay sufTocate after a number of minutcs eq ual to his Hard of Hearing ( 1.5 BP): A characte r with this
COlHtilution dil'ided by 3: make iI CO:;\! c heck Ih ree na\' has a hard time hearing. Olher folks must re peat
tilUes; failure on all three means his lOng-lie remained tltemsc1l-es st'I'era] timC's l,.Jlell trying to communicale
lodged in his Ihroat .mel he dies. The characler ~hould wilh a IWilring impaired c haraclc r. The hard of hear-
en~l1rl' his panner\ a rc \\ell informed aboUl hi~ condi- in~ charartf'r ha~ trouhle in a c rowded or noisy place,

tion JUSt in case. beinl-: unable 10 pick OUt thc cOIl\'ersation of a friend
from the din of Ih(" ("rowel or the sound of gunfire, In
Facial Scar (25 BP): Somcthing awful happened to
Ihe heat of battle, such an impa.irmelll might prove
thi~c haracter. Ht, ,ufTe r' from a hideous scar thnl he
falllL During key times such as this, the character muSI
cannot hide. Such 1I chnracter suffers -2 10 Looks,
make a n Intelligence check 10 sec if he was able 10 piek
Far_sighted (20 BP): Filr·si~ ht ed people can ~ec up the illl(:ndcd commu nication.
obj(·ns far away justlin(" bUI haw lrouble seeing thing~
Impotent ( 10 BP): Some men and women, no mat~
thai art' ntar. A~ sudl, they suffer a -I penalty 10 brawl-
tcr h011 hard Ihcy u'}·, J USt can'l scem to perform in the
ing: and hand-Io-hand atlack rolls. For mOSt othe r pur·
sack. This leads 10 I'rustralion and frequem self-chas-
poses, they suiler very liule ill e!Te(""\s, but when doing·
tisement. \\'orse, olher folk frequently make fun of th is
lhings such ,h playing poker, reading a wanted poster or
(·hal'actcr when the ~cc ret becomes known. Because of

31H
their O\ln ~dr-hatred and/or lack or selr-esteem . impo- him to mil dice also incllr~ a one-point or 3°0 penalty.
tent rhrtracters hegin the game with a I penalty to Once a week, a person with migraines i~ out of com-
Chari,ma. mission duc (() migr.. inc pain .
Lisp (20 HP): 'fh c per~on \I·ith a lisp ~uffer~ little in .\ s defined on Tah/, 6.2- /0: .\/!:r:raillf Omlfrallu. roll .1
the Ilay or damage bccause or this nilll. lI ol\cver. a dS for each week of gan1(' limc 10 determine thc da}'
li~ping per~on loses a point or Charisma du(' to ~oci('ty's I=Sunday. 2=~lol1da}~ 3=-Tue ~day, +=-\\'edne~day. 5=-
perception or this speech impediment. Additionally, Thursday, 6=Frid;l), 7=-Sallm\;ly ;lnd 8=no migraine
others may h.we a hard time understa nding tht' ~pt.'edl that IICt'k and so on. Roll a d 12 alld d ~ 10 determine
of a pcr~on who li~ps. People ortrn make fun or those exaCt hour and am/pm respectively. d12: hour; dol: 1-
who talk runny, so li~pers may find them~eke~ in morl' 2=am, 3-I=-pm. If llCO',sal). roll a d6 and diD to
br:lIIls than usual. delt'fmine the exact minutc a ~ well (£16-1 ror lOs ami
In noisy or stressful ~i tuation s, an} character attempt- dlO-1 lor minutes::1 r~sult Or;) and fi =- 56'.
ing to understand the lisper must make an illlelligcllcc Missillg Digit (variable HP): ,\ person \lith thi~
check. Ir the ciu'ck ron equals or cxcced~ tll·ict.· the nail is missin~ onc finger or thumb. This nail may be
checking character's Intel1 igt·nte, he bdien'S the li~ per rolled 0 1' cherry-picked multiple limes ror additional
is telling him the oppo~it(' thing intl'nded. mi~~ing digi15. Roll a d I 0 lor less for multiple occur-

Low Pain Toleration (35 HP): .\ charactrr with thi~ !"t'llees to determine the missinl{ digit. Place your hands
naw recls pain mor(' strongly than other~. A per,oll II ith nat on tht., tahle. palms dmrn. ;mci count the digit~ rrom
Llrr is unable w stand even the smallest pain. H(' \eft to ri~lll. Thc numhn rllu rolled detl'fmines the
\1 inn's and romplains ju~t rrom ~etting a ~pliJller in hi~
mi~"in~ die;it. Refer to 1nMi' (j.:1-/I: .Il1ulIIg /Jlgit BP

finger. Those \Iith L ilT 10::'l' a point of Reputation Blml/_' rol' ~pccilic BP bonu"e, gained.
l'very time they react (0 pain in public. In addition.
characters with LPT are unable (0 r(' ~i::.t torture and TABLE 6.2-11: MISSING DIGIT BP BONUSES
quick to lell an inqlli~ilOr anything he wants to knOll. Cumuln,vc D'gil u"s BP bonus
H fillllcr5 (no morc .b~p 2 from ncb bud) I
For every point of damage.- suncrcd. the effeni"e hit .humb OR 3 fipgen OP ,pdil· ,du~1 h~Dd Zl
pointS losl itre doubled untillhc persall reaches zero or .humb PLUS 3 ~ddi"OD~1 fipgcr! ( I h.lld) 30
rewer hit points. However, once the combat i, O\'l'l; a thumb OR 3 fiagc" on iDd,~idu~1 b.nd. 1·2 fiDgers 011 o.lIer b~nd 30
person with this malady bnllncc~ back, ~ll n·nin~ onl} .humb PLUS 3 ~dd,.iollll fillgC1S (I h.lld), 1·1 fingeu on o.her h~Dd 31
aclual damagl' hair that recorded. In bra\1 I~, the thumb OR 3 f,lgcrs on both h'lIds 1O
.humb PLUS 3 ~dd,.,on.1 {'lIgm (bolh huds) 60
character loses twice the requircd chips, but rcgaim
chips at t\lice the standard I':U(,.
.\ dlaraCtcr mi~sin~ hi'i thumh cannol properly grip
Migraines (15 HP): Characler~ who hal'e this na\1
mOSt thin~ and cannot Ust' a pistol with that hand.
suffer rrom cxcruciating headachc~ on a regular hasis.
Likcwi~c, a charar'l'f llIis~ing more than 111'0 fingl'fS
When a migra ine ~ Irikes a cha ranel; he will be unable
cannot fire a gun II ith that hand but ca n grip mo~t
to runction. He must reSI ror the entirc da) before
01 her thin~ .
rcsuming any acti\·it)'. Ir hc OptS to continuc whiil' ill
pain, all Accuracy and hand-to-hand damagt" roll s sur- For (\fIlI/pll. I('t j 1t!)I thai SlulI 'I 'hitl' j- plu)'rr rolls thr
.lli.l-\illg Digit jl(lu'. Ilf rolls a d J0 (for (/ mllll of I) alld /((lrlll
frr a -I penalty. . \nything tlsc h(' docs which cau~es

TABLE 6.2-10: MIGRAINE OCCURRENCE


Rol~~dSJ Dly RolJ~~12 J Hour Rol! !~4) Hour RoJJ~JO IJ M,DUlt ( Olla )
01 ........ SundlY OJ •••••. , •• .1:00 0102 .........AM 00 ...............: 0
02 .......... Mond~y 02 ..........UKI 03·04 ......... PM OJ .••••••••••••• ~ I
03 ..........Tlltsd.y 03 ......... ,3:00 02 ...............: 2
04 .......... WedDescby 04 .......... 4:00 RoJ~d6.1 ) Minut~ l' tlls) OJ ...............: 3
05 ..........Tburs~hy 05 ......... .5:00 00.. .........~ 04 ...............: 4
06 .......... Fridly 06 ..........6:00 01 ........... :J 05 ...............: 5
07 ..........S,curd~y 07 ..........HIO 02 ........... ~1 06 ............. _ 6
08 .......... No m'lIulI.e this wtek OS, .........8:00 03 ............:3 07 ................ 7
09 ..........9:00 04 , ...........:4 08 ........ , ...... : 8
10 ......... .10:00 05 ............:5 09 ...............: 9
IJ ......... .11:00
12 ..... , ... .11:00
ftc is missing his liftllillky. This is w(}rth 5 BR As (hallce wo1i1d ~ 5\ % or more indicates I.he limb is seve rcd near
/WVt it. ftt roll.! Ihis flaw three addiliolla! limel witll Ihc addi- the shoulder or hip. (\'aluc 50 BP)
tiOllalloss f!/ his lift rlllgjillger, righl pillkv alld right middle fin- How such <In e\'cll! tOok place should add a colorful
ger (ma)'be he was a plil/cli pms operator hark east .. .) ThtSe SLOry \0 a character's past. \ Vhatc\'er the ca use, such a
Jour indi;:idllal./laws, as a whole. still Ollly )'ield 5 BP sina Ihe dlamcter sutTers signifi cant problems. A character with
ClllI/ulalit't digit loss does nol cross (Iu Iflres/lO(d alld so wammf a missing arm cannot use t\\'o weapons al Ollce, and
additiollal BPs. they certainly may nOt usc bO\I·s. T hose with a func-
~ote: During character c reation , subseque ntl y gain - lional clbO\\ may. howe\·er. usc long guns (Wilh a -2
ing the ~ l i ss ing Limb Flaw (specific to the limb on accuracy penalty). ,\ Iany ot her limitation s exist. most of
which the missing digit was once found , supercedes this which should be ~clr- cvid e nt. fortunatel y, most people
flaw and negates an~' bu ildi ng poin ts gained. who lose the use of one limb compensate for the loss by
Missing Ear (20 BP): T his n:lw affeCls only :I per- dew'loping extremely st rong muscles in the other.
son's appearance and his abi lity to wl:<lr ce rtain types of T herefore. amputees missing an arm lose no Strength
hats. T hose who are mi ssing an car su tTer no loss to bonuses.
hearing except in noisy or stress ful (' irc lll1l ~ta n c es (i.c., Charaeters who lost a leg ha\'c compromised mobili·
comhat). In this case, they mUSt make an Intelligence t)' options as detailed in Tab!, 6.2-12: M issillg u g
check to understand anything said 10 them at a di~ t ant'e .\lot'tlllmi Effiels.
greater than 15 feet, on the side of the mi~sing car.
Looks is also affected. Those mi~sing an car lose \ TABLE 6.2-12: MISSING LEG MOVEMENT EFFECTS
point per car from their Looks abi lity score. E:tleD! of D ,s~hj[iry Effee l aD ;\'Io''e menl
Q ne kg bela ... knee ... .•. .sprinting, Running or Jogg io g Da r possible
Roll a M.
Qoe k g l00"e knee ...... . .spriOhDJ!. Runoiog or Joggi ng 001 possiblc
"Gr If 1 or 3, th e left car is missing. Ch~u"n our ooly ... dk wilh clurches
Both Le gs (10Y c_~lent ) .. . . Chu~c l er ml) ooly move ...ilh lid of whe d chm
gr If a 2 or .~ , th e right ear is missing.
Th is Oaw may Ix' rolled or c herry picked 1W1ce for Near-s i ghte d (25 BP): These characters ca n see
both cars missing. objects that afe near, but have trouble seeing things that
Missing Eye (45 BP): T ho ~e Imssmg a n eye lose arc fa r away. T herefore. Ihey suffer a -\ penalty Oll
some vision, c;\Using them 10 suOe r a -2 penalt y La Accuracy rolls pc\' t'very tllO range increments to the
Accuracy with ranged weapons. and -2 o n To- H it rolls target.
when brawling. Looks also ~ uffers, with the charact er in Nervous Tic (25 BP): This flaw causcs a character
question losing 1 point from this attribute. to twitch in all un controllable way, espccially in stress-
Roll a cli. ful situatio ns s.uch as gunfights or card games. Usually
such twitching: is limited to the face or neck. Someone
rT On a I or 3, the left eye is missing.
with a tic may ha\'(~ one> eye that winks involuntarily, or
r3r O n a 2 or .~, Ihe right eye is missing. The penal - 11 muscle on one side of his neek tightens. ca using his
ty to Accuracy with ranged \\eapons doubles to 4 head to bob to thl" ~i d e. ~ l ost of the time, this condi-
when firing a weapon in this (left or right) :lrc. tion causes no problems. H owever, imagine what would
Mis s in g Lilllb (variable BP): Characte rs with this happen, sa)" if a per~on who has an cye tic is thought to
Oaw arc missing eithe r an a r m or a leg. This flaw may be winking at the wife of some big, burly soldier.
be rolled 01' c herry picked multiple times for additiorml Nervous tics can also affeet a character's a bility to aim.
mi ssing limhs. There/ore, charactcrs wit h this naw suITer -I penalty to
Roll a d4 to detc rmine th e mi ssing limb. Accuracy with firearms and other ra nged weapons.

9r On a I, the left arm is missing. No D e p t h Pe rception (3 5 BP): A character with


this lIaw is unable to distinguish whether objecls arc far
rr If a 2, the right arm is missing. a\\'ay or Ilea!'. T his character suffers a -2 penalty to all
V#r If a 3, the left leg is missing. Accuracy rolls with firearms or othe r ranged weapons.
'Gr O r if a +, the righl leg is missing. PluInb Blind (90 BP): Blind characters ha\'e lost
Roll a d% (d I 00) 10 sec how muc h is missing. their vision. A player whose character has this devas-
tating physical loss should invent an interesting back-
@'" 50% or less indicates the limb is seve red nca r the
ground stOI)' to explain this. Remembe r that there arc
wrist or ankle. The clbow or knee is srill functional.
\'arying le\'els of blindness . Some who arc considered
(value 35 BP)
blind can sec light and colors. as wcll as movement.

330
However. e\erything appears as a blur, with little, if any. Thc othl'r 25°0 are dear a~ a result of some 'iO n or
ability 10 distinguish clewiL Some blind characters can ocntrrent'C later in life, H ow ~uc h an e"ent tonk place
see light, but nothinl{ else. Others arc consigned 10 should add a colorful ~tO I)' to 11 character's pas\.
constlln! darkness. If the ch:1facter was born deaf (60 BP), roll \10. FCII'
In either case, blind charactCl'S suffer a ·8 penalty 10 each deaf parent, there is a -30% modifier to this roll.
Accuracy rolls wilh firearms or other ranged weapons, On a result of 01·10, the characU'r does nOl know how
but only a -4 on ;m<Lck rolls while brawling. Aitholll{h to speak ta ke the Dumb 03\\ and its additional BPs.
!tllch a dlaracu:r cannot sec, his other se nses arc hci~llI. Charaners who become deaf later in life (30 BP)
encd, especially hearing and lOuch. (Characters sta rt· know how to spt'ak, but do 'iO loudly takt, the Talker
ing off blind can hear twice as well as a normal per~on loud quirk and its additional BPs).
(they gain their first purchase or their Listcn int.!; skill for
Those who arc deaf and dumb ha\'e trouble commu·
rree). i\lany who arc hlind have lillie difficulty getting
nicatillg with anyone Ilho doesn't knoll' some 'ion of
around, but their movemt'ut is cu t in hair because they
sign language, or cour<;c, if the clwracter can write, he
must \'elllure forth carcrullr
can lise lH)tCS to communicate. provided the person he
Severely Maimed (variable HPJ: A person who is wi~hes to com municate \Iilh can reild. Thi ~ call also be
majmed has some sort or grou.'sque il1ju~ or malady .. rolc·playing challen~e ~i nce the player ~hou ld ;woid
that deci mated his appearance. They may he ca lled acting on information his cha racler mighl not have due
"freak.. " or "monster<;.'· Children Ont'n run .lway \\hen to his condition, Deaf charactcrs an' una\I'are of any·
they sec a maimed person, or they may taullt him, thilll:t happening outside their line of s i~h\.
Bullies often pick on the c hara(ler. Theft is a. SOu (I
Dt',lfne~, doe~ ha\'e an ad\'alllage, in that deaf char·
chance that the public reacts with rear \Ihen first
aCler, are unancued by loud noises. Also, because
encou ntering a maimed person . Failing that, the~ will
Ihc~e charactt'fs havc had to usc their eyes much more
certainly be disrespectful. Players shou ld roll on TobIt
than mOSt people in order 10 compensate for the loss or
6.2·13: Sevtrt(r M aimtd to dct ermi nc hO\1 thc character
their hearine:, thc\ gain a 25" '11 honu~ Oil all visiotH·eiat·
has been affected.
ed rolls.
Sleepwalker (20 BPJ: Those who walk in thcir sleep
Strange Hody Odor {20 HPJ: Thi~ l'haracter has a
often find them sel\'e~ in danger. This tlaw can bring a
d istinctivc stench nbollt him, A s tran~e odor ema natt's
compktely new meaning to the phrase' "he dif'd in his
from his body; causing him to lose I point or Chari~ma.
~h:cp.'· This characler may walk out or a high \Iindow,
H e is unwt\com(' in most social ga t herin~s no matter
into the middle of a cilmpfire o r into an outiaw
how much he bathes. In addition, he lends to attract
encampment. Fricnds or Ihis character may find them·
u!lIlanted attention.
selves being asked 10 tic the character down at night.
Tric k Knee (30 BPJ: 1\ pcr~on with a trick kne{' can
Sterile (5 HPJ: ~ I aking habies i~ impossible for CO\\ ·
be walking along and then \uc1dent)' h,l\'c his knee give
pokes with this Oall , though there's nothing stopping
way, The characte r with this na\\ suffe rs a + I penah)
them from t~'ing, While somc may find this flaw ben·
to Speed hecause he is cormantly war)' of falling down.
dicial. there's stil1lhat nagging voice inside land a few
Whcll climbing, jogging, running, sp rinting or car~" ng
grinning rolk outside) that implies the sterile character
a heavy load, a trick knee gives out on ;J I in 12, caus-
is less than Ill" should be, This character slarts Out with
in~ the charactcr to lo ~c his balanct' and fall 10 the
a I penalty to Reputation.
grou nd. Ir Ihe: character makes sha rp, rapid move·
Stone Deaf (variable BPJ: Those who arc deaf can ment~ such as dodging or dancing, the chance illcf(~as·
li\·(' k.irly normalli\'es despite the loss of thcir hearing. es to 1·3 on a d 12, Riding a horse is a good option for
Howe"er, life is a bit mOrt' difficult. Most deaf charae· this cha racter.
teTS 7So/a' arc deaf from birth, :ami havc a further 100 0
chance to ha"e a deaf parent (rollll'Q ror each parcnt l.

TABLE 6.2-13: SEVERELY MAIMED


Roll (d1) ~1JimiDg [£feci BP Vllb(
I ." .... , . Mi55Ch~pclI hc~d .... ,',., .... , .... ,' ...Trc1t woulld scverity Ic\·d (hud) as OP( level hl!jhtr, -Iro Looks $Core ., ... ZS
2 "',." .. Misslllpcn body , ...... , ...... , ........+1 Speed, ·1 to bn... liag mltk/dlm~gc rolls. ·1 to Looks Kore .. " ... , ... ,;IS
3 , ... .. .. £vere h cil l h"u or IIIICIISC SCl UllIg " .. ,03 10 Looks Kore, . . . . ,., •. , ... " •.•• , ••. , •••• , .. " •••. , •...•..•••.•• ;IS
... " ... , .. Misslng/dislorted nose:, nl ll1d eye .. " .. No SCIl.ou: of smell. Missing Eif ll1d Miss; lIg Eye fbws" (no um BPs) , ... ,75
"Botb eif lOd eve mll.'l1 be 011 the Slme "de of rbe held.

331
Chapter 6.31 Skill Descriptions
kill~ acq uired during char,lll a creation rcprcsrlll kmw,l- * THE SKILLS *
S rdgt lIml your chilrrtclCr :u:;(luil"c(1 in YCilrs I);I~L Skills have
:1 I'ilsi 'L1TJ.> of IISI'S ;llld int"ludc surh things as BOI:II1~.
llro!\c Bust ing, Gamblin!{. Ilunting, Oral ion, and ,0 on. ChW'l'
ACCOUNT ING
Reh~"llI1t Ability: Intelligence
skills Ih.1I best oompkml'!ll the Ch:U<lCICr )'t)U haw in mind. For
l'xamplt, do 1101 choo~(' I\lining lUI a ~('huo!teachcr or Cost: 3 BP
EngiuN'rilll( for a fur [r;lder unless you elm arl icul:il(' a "cll Uni ve rsal: No
thought-out rt'allan tx:hiud it. Prcrequisite: Mathematics 850/, Of better
Mastery Die: ld8
* MASTERY AND DIFFICULTY *
:\ loSI ~ki ll s indudr I,,,) tablrs - a :\la51('1"\ (,Ibl(> and a Difficult\
This skill alln,,·s 3. charnctcr (usually a busill<'SS owner) 10 audit,
m,lint,lin ,Iud procrss financial information, mosII) with II double-
table. The ~ I a'ler\ tahle defines "hal ~our character fan do with enln bookkccping s~<lern (ko:eping a d ebil enlr) and a credil
this skill; it ~hnw~ you r character's Iimil:lliol\' ba'il'll on his cur- em!"\" for i'vcry lr;mS,\tlion). Wilh this 'rsto:nl, lhe character can
rent le\lel of l1\aSICI). "1:,1.:(' the the Animal Lal'''' ~kill. for ex.un· [he,'k It:)!" errors and keep his business r<"tmd.~ tiCal and lidy.
pit. :\ '\"o\"lc("" dlllnH:lcr can rt"cogni/e a lH)(' of ,ulimal b) s i ~hl, Clmra\ters \dlh 3. bu~itH'sS ,hnuld altempt this 5ki ll check once
I, hil ... 11 ~ l ilstl'r can determine t!w 10("atiol1 of 11 water holt, ani Ina! per monlh. Failure HI usc this ~kill means thaI the c!laf:lcler is
h("rd~. pl"('daIO I"~. nr impending danger (5110"11 as a fornl firt') sim- using- eitlwr no medlOd, or 11 "<:1")' primilive mel hod, of managing
ply from obscrvin~ an animal'~ signs and beh:tviOl·'. '\"me I hat I he his bu~illc~s. Lack of Accountin~ d)~tS Ihe business a Id12% loss
~ l asHTY table is nnl all-inclu~ i\T - such <lIable would he bigl{cr pcr momh in profits.
lhall this book! - bUI "'rI'e~:ls a guideli!lr for a charaelcr's skill r\ sucr essful skill check (perrormed monlhl~ for business o\,n-
lIsrs "nd rrS l ri("tinn~. l'r~) I]ICan5 thaI the charact cr can monilor prolilabilit),. det("cl (01"
The l) ilTIeuh~ lab!.: pro\~d('~ somc cx:lmpl!-s of whal might add) irregularilics, creale nel' financ ial records, and sn 011. A
mall· a skill mure dimelill \() u~c (such a~ da ,·kllt·~~, exccsshe f:liled mOlllhl)'skill check indicales lhal the records are nawed in
Ilois(', angry atlil1ll1ls or hosl ile Ch:1 raCll'rs, etc). I<"<w our c:<:,Hnplc, ~OIl1C way and Ihe LlUsine~s suffers a Id3% loss per monlh in pror-

kt's lise the Animal Lore skill :11';::1in. I! would be Trivial (%) 10 its. Thnc loss,'s arc Ihe result of JlOCIf in,etrlory management
i<kntil) an animal "hen il is o.:a,l:ed, eorr;tled or I,ilhin [Q fert i)f (~tlch 'IS spuiled. darnagnl. Hul -of-dale Uf mismaldred paris), dis-

d ll" character, bm it ,hnuld he \'cry Difficult (%) 10 idenlif~ ,U[ hOlleSl \'endllr~. failure 10 pav bills on lime, failure 10 send proper
.winwl al nigh I in lhe middle ofa dH!Ildl.'r~lurm. The Difficult, i11\nin' ~, ,11' "HilI' ')llwr h~' lor t h,ll dues nlll hccornc apparent due

Ir\'cl is usually sel bl the G~I or olher plalo.:n. to inlUrretl books and recurds. ,.\ I.. lel" SUCCt'~srll l check revcals
,Ul\ imbalallCl'S and 1I1eir c;\uses. btll Joes nOl relurn profits

* TIME AND FAILED CHECHS *


Since the skill uf'seription cannOt defille hOI, long II lakes to
already lost.

Le\'el The character CIlII •••


perform e\el") concei\'abic action, simph usc VOIil' common Sf'nse Unskilled Not use this skill.
judgment HI";' grullp conSi:nsus. Fur e.\ample, <I pla)1'1" lan'l 0"0111- Novice '\Iaintain an accurate inventory
IXlSf' an ope,'a lhat will be reh-v,Hlt for gcne ral iOlls in just une d:I'. Average Accurately monitor profitability of a small business
bUl he mighl be abk 10 wr it .. a simple 1)Q!'I\l ill 30 minules.. On venture
Ihe other hand, sume thillgs (such a~ recu~ni7.ing an animal b\ Advanced Accurately monitor profitability of a large business
sil;-llI with Animal Lurd may b.. nearl\ inst3ntaneous. such as a gold mine
Expert Accurately monitor profitability of a complicated
YOIl slrould ,tl~n usc ~our common ~rnse 10 determine "helher financial trust involving numerous related business
VI" not a d,a raCler ma) n'-altempl Ihe same skill dleek ancr" ventures
fai led result. For ".~ampk. the charaCler knows when he has Mllster Manage the financial affairs of a nation-state
faikd a Car pI'nU) (ur similM) ch("tk \0 create an it("m. since the
ilem i, \"i,ibl~ btl1dwd or l1awf'd in some ""} .md till" rdulting Difficulty E:<:amples
piece i~ I"urthles~ excepl as kindling. [fhe still wam,; to build the Trivial Determining what inventory is moving fastest
ilem, hI.' ma~ try "Kain, but "ilh nc" tmucriftl~. '[0 give anuther Easy Detecting losses due to theft or employee ])iifer-
example. a ph)'e !" should not l}"picallv rc t l") a fai led Accounting
che("k. sinet' lht' character ~ef'~ no cr!"or~ "lid has no reasun to A,'erage '.'
Auditing a business' books
rl'(hcc k hi~ fir;ures. Difficult Engaging in (or discerning) sim'ple financial
fraud
Apply a CUll1tilati\c 15% IWnall) lu each n'peatcd skill ch('ck w Very Difficult Engaging in (o r discerning) complicated finan·
'lccornplish lhl:' S:lI1U; task. (This p<"llally don nOl apply \\"h("ll cial fraud
using the <,line skill 10 alll'mpt a dilTen'rH t3.sk.) If lhis Ilt'nalt)
aC<"iUlluialCS lu thr point I,h .. n' til(" dlar .. clcr ean1l011)()~5ibl~ ~uc­ ADM[NISTRATION
!'I'cd, he mIlS! improvc his ma~IO:') lewl in Ihis skill twfnn'
attempling the sam .. lask agaill. Releva nt Abi lity: Intelligence, Wisdom o r Charisma
Cost: 5 BP
Unh'ersal: Yes
Prerequisite: None
Mas tery Die: IdG

332
S" Wilt hll)il/(<Jmllll fQn ~ ..pt
1Il1~quQ/t "l/tllliQn I" 001"
A charactl."r IIses t his skill 10 unders tand lhe basics of how go,-
errllnental, private and ci"k organiLalions ol)!."taIC. lie can use
such kmmlcdge to hi! ad\'anl:\ge "lIl."n he "anU to funct ion II ell
,.it hin a known go\'crnrn("ntal !)'Stem, nMnage 1m olliee, business
or organi~;tl i on. T he character knows ho" to hire staff, ketp ,I
budget and pf()\ide for san it,lIion and ~~'n'i erabl(> roadways.
A sucensful (month l) skill dl('d: ml."ans tlw character is doing
well, and the people under him arr rea.)Qnabl~ content. A railed
skill check indic.. te that the char'lct("r has no id("a hOl\ his sub-
ordinates f("d, Additional ~kiJJ chcck~ ma~ ~ n::<luired withiu a
mon t h for unusua l situations Ix)'Ond th (" standard monthl,
adm i ni~l ra t ion (for e"ampl(", tltt· local dam breals. or the railroad
sur\'q1lfs an' choosinJ;' II lo\\n or a Ill'" business opens th .. t ofT("r'l
higher wages Itl rom cmplo)!'es, etc.),

Le,'cl The thllrllrt er eun ...


Unskilled Manage an eml))oyee or two
Novice Manage a small group of employees or subordillates
Average Rlln a fair-!ized pnvate business with many employ-
ees (such a8 a cattle ranch)
Advanced Administer a medium-sized town
E xpert Administer a large city or state
Master Administer a nation-state (Presidential cabinet oCficer)

Difficulty Example!
Trivial ASSign someone to complete a minor task and
mOllltor performance
Easy Assign someone to complete! major task and
monitor perrormanee
Average Achieve organizational goals in situation that
presents few challenges
Difficult Achie\'e organizational goals in situation with
active opposItion
Very Difficult Achie"e organitational g oals despite extreme
conditions such as war or natural disaster
· Min.# in -.m.text'i UI'troU j<JJ rtlptnl8Wility. TtJ '1 )lu,'i~l', ant farmers or hired hands.
mahng BUrt 8'}))ltvnl' unptit8 tlie fJ'lrOO.[Jf nlf1Y he '1 'Ill"i""r t'lsk. Master ~Ianage the agricultural economy of a nation-state.
Fur a Master JI'/i'J8i! jih ill Se"relary 'if Stat€, a min'})' task
'YItiyht he Iltyvti'ltillg a trade dupule u:itlt Denmark. Difficult) EXam lJII'8
··A!11'il1, maj"r 18 i,l ..,miext ..j "veMU j,lI resp'!I1sihility. Trivial Performing minor farm chores
Easy Ensuring success (sufficient food to live off of
ACRICULTURE fllr a small farmer, profItability for a cash crop
plantation) in II year blessed with good weather
Re le"a nl Abi li ty: Wisdom Average Ensurmg success (sufficient food to live off oC
Cos t: 2 BP for a small farmer, profitability for a cash crop
Universa l: Yes plantation) given average IJrevailing weather
condItions
Prerequ isite: NOlie Difficult Ensuring success (sufflcient food to he off of
Mas tery Die: 1d10 for a small farmer. profitability for a cash crop
Materials/Tools Required: Yes Iliantation) despite drought, poor weather, or
moderate insect infestation
T his character understands planting. har.esllng and slOring \-ery Difficult Ensuring success (sufficient food to )j"e off of
crops, te nding farm anima ls and similar chon'~, .. \ dl .. racler can [or a small Carmer, profitability Cor a cash crop
at temptloll'Ofk a traci or land to produce the 1I10S1 crop~. and he plantation) despite severe drought or massive
can "ark at managing a f,tflll a~ ifit \lere .. business, \lorking \l ith insect plagues
li\estock. 5upcni$ors and farm hands. The dlaraucr must ha"e
too ls app ropriate to his lask (an a,,(· for chopping ,,"Ood. a bucket ANIMAL EMPATH Y
for milkinJ;;\ COIl. ('tc).
RelC1'an t Ability: Wisdom or Charisma
Le"el The chllrader can ~. Cost; 2 BP
Unskilled Han'est food crol)S. Ullil-ersai: No
Novice Manage a small plot or land 8ufficlent to feed his Prerequisite: None
familr·
A\'e r age Maste ry Die: IdlO
.Manage a small farm III) to 40 acres with a few
slaves or hired hands. "\ C'har;tct("r II ilh lhi~ skill has Insight into an animal's emOlions
Advanced Ru n a large farm with up to 20 slaves or hired - 111' III") bl' able to dc tnm in(' ir il i~ hUllJ;n'. frightcned, lIIad-
hands,
de ncd, defCII,i"c. "nti so on, and Iry 10 shllll any anim:1 l lhal 11l'
Expert Run a huge plantation with hundreds of slaves, ten- dcsJrc~ " illwr frit'lld-;hip or e n mity. I It' can somc l imes allempl If)

333
\lS~ his ski ll 10 placalC angry animals or ta u nt t hcm in to attacking weather, and potential hazards (natural or human)
him, as he sces iiI. \Vild or rabid animals ca nnOl be ca lnl(~d.
although they l;<ln be taunted or frightellClI. A sillgle .~uccc~sru l
Difficulty Examples
skill rheck indicates thaI the characte r succeeds in his lask. On a Trivial Herding under perfect conditions (daylight,
failed check, the charaCH'r docs nOI unde rstand the anin13I's good weather, ample forage)
mood , 01' the au imal does 110t understand or 1'ea<:1 in the wa> the Easy Herding under favorable conditions
characler hopes. Average Herding ill poor weather
Difficult Herding excited or agitated animals, herding in
Lel'el The character CH Il ••• a storm (heavy rain, etc)
Unskilled Not use this skill. Very Difficult Herding angry or U]lSet animals, herding in a
Novice Show animal that the character desires enmity violent storm (dust. hail. etc)
A\'erage Taunt animal into attacking the character, frighten
domestic animal into fleeing from the character ANIMAL HUSBANDRY (SPECIFY ANIMAL TYPE)
Advanced Determine animal's mood (hungry. frightened,
Rele\'a nt Ability: Wisdom
angry, defensive, etc.)
Expert Show animal that the character desires friendship; Cost: 1 BP
frighten hungry carnivore into fleeing from the Universal: Yes
character
Pre requ isite; NOlle
Master Calm angry animals
Mastery Die: Id10
Difficulty Esam ilies Mate rials/Tools Required: Yes
Trivial Empathizing with docile domestic \.)east This character und~r~t<lnds tIll' care .1Ild hrceding of nne 'ype
Easy Empathizing with domesticated animal (dog. olli\'cSlock. such iI~ Call1t, chidens, duck." gCl!so.:, go:tts, horscs,
milk cow) mul~s, pig" ,he~p or turke~~ (declarl'd 111lt'n the <kill is cho~en).
Average Empathizing with docile nondomesticated ani- A character nlll attempt to brerd hi, animals \0 produce the bcst
mal (range cattie, deer) stock. and can work at impro\'ing produoioll (i.c. eggs and nlilk)
Difficult Empathizing WIth wild, hostile \)east (bison.
whcre appropr iate 10 I he animal.
\)ear, cougar)
Very Difficult Empathizing with rabid animal The cil'u·aCler can also i[](; rea~e t he quantity of his ~Iock
throngh brceding. as note{l on the chart (chc(k cvery Ihree
ANIMAL HERDING (SPECIFY ANIMAL TYPE) months for ]lOuin:. anlliial check for olher animals). If siock
increases \0 a point !l;l"c,lt<,r than he can manage- al his curren t
Relevant Abilit y: Wisdom
master. 1,' \"('1. he tllU~1 rid himself 01 .111) olt'rstock (sclL shlllgh-
Cost: I BP tcr. etc) within Id2 \\eeb or automatieall) los,' Ihe over<toci.: to
Universa l: No tlll'ft. ('(wote :ltt,llks, ,·It.
Prerequisite: None On II bilcd cheel.:. your stock d~pIeH's b, " pertenwg"e equa l to
Must ery Die: 1dlO the difference bell,cen ,he rollcd rt'suh and ~our Animal
Husbandr), mastcry.
Skill in this arca enables a character to exe rcisc a great cr lh:ln
normal degrec of colHrol ovcr herds of c:Ittle, sheep or horses The character must have appropl'iatc tools (., buckd for milk-
(d eclared when the skill is cho,en). Each t),pe of animal h:ls dif- ing co,""s, <I ~ho\'("1 for cleaning out siables, ("I C,).
ferent characte ristics - for examplt·, c:lI! le lend to Slick togclher,
while shecp SC:lII('r, and horses havc a marc indcpende11l nato1"e Le" el The charucter can ...
tllOt makes Thcm hardcr 10 control. \ ViM horses cannot b.: herded. Unskilled Milk cOII's/goats, collect eggs from Iloultr~·.
Novice Manage (feed. house) up to two animals.
A charact er Wilh Ihis skill also knows mller dewils about herd-
Average Manage (as above, plus breeding) up.to a dozen ani-
ing, regard lo.:ss of Ihe specifi c anim;11 chooell. Fllr (·sample. a mals: increase quantity of stock through breeding
hrrde r mi~hl ride ahcad tOSCOU I Ollllh(' trait and thCll return to (for poultry - quarterly check improves quantity x4;
rel ay the information 10 th e tra il hand~. This is Oflo.:ll done from for others - annual check adds +20% stock),
a distance, by using a ~>"Slcm of hand signals to rela) the infor- Advanced Manage up to 100 animals with a slave or hired
matiun ($i ning on a hurse fa cing right or left I,hik waving a hill hand; increase quantity of stock through breeding
means 10 lurn Ihc herd ill tltal direction). (fo r poultry - quarterly cheek improves quantity xl>;
for others - annual check adds +25% stock),
Expert Manage up to 1.000 animals with a few slaves or
Le\'el The character can",
hired hands; increase quanti ty of stock through
Unskilled Not use this skill.
breeding (for poultry - quarterly check improves
Novice Guide the herd in a specific direction using constant
quantity 1'8; for others - annual check adds ~30%
personal supervision; understand the hand signals
stock).
conveyed by other riders
Master Manage thousands of animals with several slaves or
AI'erage Guide the herd in a specific direction with some per-
hired hands; increase quantity of stock through
sonal supervision; correctly convey hand signals t o
breeding (for poultry - quarterly check impro\'es
other riders
quantity :<10; for others - annual check adds +40%
Advanced Find the best grazing land along the trail; reconnoi-
stock).
tering best places to ford streams
Expert Guide the herd in a specific direction using little
personal supcrvision; manage all aspects of a large Diffieully Examples
cattle dril'e and act as trail boss Trivial Keeping animal healthy with unlimited access
Master Plan a cattle drive ahead of time that maximizes to high quality food. water and housing in a dis-
profit given the variables of trail forage, water, ease and predator-free area of ideal temperature

334
Easy Keeping animal healt hy with access to good T his _ki ll ,11 10\\5 \" IJaracters to itllilall' lIo i ~cs made b~ various
food, water and housing in area where disease animals. \\'hilt- a succcssful che(k mimics Ihe noise preciscl~. a
and predators are infrequent with mild temper· Lliled chcck means 111:11 the sound di lfl'rs from the corn'CI nois,'
ature changes in sOllie slight war. though Ihis does not ml:"an Ihat ;111 creaturcs
Average Keeping animal healthy with accest to average heafing the noise Imo\\ Ihal tilt' sound is rake. \\'hile crcalUre~
quality food, water and housing in an area with lind p{' rsons f;lIlliliar \\ it h 1he noiSI:" kno\\ I his "U lull1;11 ira!I), olher
common disease, predators and temperature crcaturt~ or dmr.tclers HI earshot rC(luire Wi<dom ( hed:s 10
changes dl'tc rmim: if they dl·tl:ct Ilw fak(·. assuming Ihey know :Hl)thin/(
Difficult Keeping animal healthy with little access to al a ll ,cbout thr aelll<ll !<lunds. Thos(' cluclc~s .IS 10 thac p;lTti(u.
food, water or shelter in an area where disease
lar b('a.~1 arc slill dupt·d. Banditus, Ilalil'('~, and S{·Oll t ~ sometimes
and predators often appear and temperature is
debilitating usr t hi~ abilit) to communicalr signah.
Very Difficult Keeping animal healthy with barel)' any access
to food, water or shelter in a n area saturated l.ewl T he character ean._
with disease and predators and subject to Uns killed ,';Iimic noises that sound a little like the real thing
intense e)imatlc vanatlons NO\'jce Mimic noises that sound close to the real thing
Average Duplicate sounds With a reasonable degree of accuracy.
ANIM.J, L LO RE Adl'anced ,';lImic cnes to fool experienced listeners
Expert ~ilmic sounds 10 that olher animals are fooled
Relevant Abilit y: Intelligence Master Duplicate sounds so that other animals of that type
Cost: I BP are fooled
Un h·ersal: No
Prereq uisite: None Difficulty Examples
Trivial Imitating an animal sound common to charac-
Mas te r y Die: IdlO
ter's background (pigs (or pig farmer, etc)
Tllb ~ki!l gilcs 11>(' charactcr knO\\lcdgc of ~nill1ills and hOI, to Easy ~Iimlckmg the sound ot character's animal
IIItl:"rpr('t Ih['i .. aCl ions. Wilh a su['cessful ~kilJ dlcck, Ih[' (har:u;-· companion, or common animal (dog, cat)
ter knows t lit' animal's !Wl1cral _ill'. coloml ion. ils prderrrd food, )limicking an uncommon animal the character
and habltal. hn\\" danl;"erou~ Ihe creatufe' is, and ~o un, ..\ ~uccu,· has heard (or heard imitated) at least once
f,,1 d lrck mCllIIS dl(" charaetcr i"l'lncmbe['cd his knowledgc of thl:" Dicticult MimIcking a specific animal (s uch as the sher-
animal. A fa iled rhcck means Ihal du.' rh.lraCler dOf'sn'l knO\' or ier's guard dog, Rex) or tyl'l! of bird call
Ju~t can'l secm to rcmembcr a ll),thi ng a bo ut I hi5 ani mal.
Very DiHicult Imitating an animal sound the character has
never heard.
In addition, a successfu l Animal Lore check givu a 10% bonus
to an IJlllllcdialCI) fnllowillK Set Tr" ps rheck \\hcn sfttilll;" a Imp
ANIM .... L TR AININC (SPEC IFY ANIMAL TYPE)
lor th,,' animal.
Re lcvant Ability: Intelligence o r Wisdom
Lm l The cha ra~t l' r can_ Cos t: 10 BP
Unskilled Not use this skill. L" ni \"e rsal: No
Novice Recognize a type of animal by sighl Pre requis ite: Ammal Empathy 490,4 or better
Average Recognize a tYlll! of animal by description
Rec(lgnize a type of animal by trllcks (lr a vague and Animal Lore 49'1. or better
Advanced
description: know animal's preferred foods and Mas ter y Die: ldlO
habitat: know how dangerous animal is Char4(\C r~ wi t h Ihis skill G i ll Irain 0111' tYPI' of animal to pt'r-
Expert Recognize a type of animal by its d roppings,
form f('ats or to follO\\ spccilic Oldl:"rs. A charlner ilia) purchase
scratches on a tree, etc.
Master Know the locatIon of II water hole, animal herds, Ani mal Training l11uluplt' lillle~ if he wishes 10 t rain othcl' types
predators, or impending danger (such as a forest ofall imals as "dl. A Irainl'r can \\o .. k \\ilh onl) one animal al:l
(ire) from obsen'lng an animal's signs and behal'iors l ime, and t('ach il 10 fllllo\, general orders or petfOl'Ill specilic
frats. lit can also dimil1at .. I·ic('~, suc::h as tho~e in iOOie hor;e.!l
f)j (ficully Exa mples (~('c CJI!lPII'1' .'I.6I Hur.ltJ). f\n anil1l:l 1 can learn Hn} .!Iimple order 01
Trivial Viewing the animal in a cage or corral, or with· simple feat. plus up 10 2do{ gcncr:ll orders or .pecific feats.
in 10 feet
It takt's 1+ Id3 "reb of work 10 train the :ln ima l lO fo llo\, a
Easy Seeing the animal within 100 feet
Average Viewing the animal through a fog l>l mple order 0[' perform J simple fea t. out tr'lIning for a general
Dirticult Seeing the animal at night order lal es th r"l:" monlll~. Training fo r a ~pcc i lie feal l·clll1il'e.
Very Difficult Seeing the animal at night and in bad weather Z+2dO{ "ecls ..\ t Ihe elul uf Iht' t r;Lining lime, make a skill check.
(hea\'Y rain, etc ) If successrul. the animal learns tlw order or fl:" a l. If the (heck
f,lils. tht' animal does not ic;crn the ord('r or fCll1.
ANIMAL M IMICRY
l..e~'e l The cha rader ra n...
Rc1e"a nt Abili ty: Wisdom
Unskilled Not use this skill.
Cost: 1 BP Novice Within 1+-ld3 weeks: break horse of a stalll'ice
Un h·ersal: Yes (through daily exe rcise); train domestic pet (cal, dog )
Pre requisite: None a Simple order for indoor behal';or (scratching at the
door when it needs to go outside, 110 jumping on
Maste r y Die: ld8 furniture, etc.)
Average Within 1.1d3 weeks: break horse of a flight vice;
teach animal a simple feat (bear a yoke, come, sit,

335
stay, fetch, heel, speak, roll over, etc.) that it per- Experl Estimate the worth of the subject lI'ithin d20% of its
forms UPOD the character's nO!ll'erbal or verhal com· true value
mand ;\1aster Estimate the worth of the subjeet within d20·10% of
Advanced Within 3 months: break horse of an aggressive vice; its true value,
teach animal a general order (guard, attack, track,
hum, etc) that it performs with verba) coaxing from Difficu lty Exnmplcs
the trainer Trivial Appraising an inexpensive common item
Expert Within 3 months: each animal a general order Easy Appraising an item for which there are many
(gua rd, attack. track. hunt, pull, etc) that it performs 110tential buye rs and sales of similar objects are
for a third party (not the trainer) common
Master Within 2+2d4 weeks: train animal for specific feat A\'crage Appraising an item for which there are several
(attack specific person, retrieve specific item) potential buyers and sales of simila.r objects are
uncommon
Difficulty Examples Difficult Appraising a rare item for which the pool of
Tl'ivial Training an animal you already successfully potential buyers is very limited
trained in the same task/action category Very Difficult Appraising a one-of-a·kind or extremely
Easy Training a bright, eager and friendly animal unusual item
Average Training a newly acquired animal
Difficult Training a frightened or abused animal
Very Difficult Training a wild animal ARTISTIC ABILITY (SPECIFY TYPE)
Releyant Ability: Dexterity or Wisdom
APPRAISAL (SPEC IFY TYPE) Cost: 1 BP
Rele"ant Ability: Intelligence or Wisdom Ulli" e rsa\; Yes
Cost: 1 BP Prerequisite; None
Universal; No Maste ry f>i e: ld6
Prerequisite; None Materials l1'ools Required: Yes
Master y Die: IdS Characters us~ t he Art is1i1' Ahility sl.:ill fo r \'a riol.is form. of till'
Characlcrs \\'idl lhi~ sl.:i ll have thc nbilil~ 10 f'~linwtr l he \~llIe nns, and mllst select one categol) in Ilhiclt tire) arc proficient.
of ilf'ms in C('rlain calf'gvr) t)pe~: animab, bu.irwssl's/land, min- Thesc call'gor)- l )'pn illdude such thing~ as: composition (,;ong.
crab (including mint,s, ~t."lJlS, 1"I,dry) or lither itl'lnS. (T h(' " 'rilurg), painting, jlcrfol'1nan('c, pol· t r")~ prose ... lid sculpl ure.
"other itellls" c;.tcgory l~pe irrcllldt."~ old I)(){,l~ ..1IlIiqu<", "'urI.:, of' An iSl~ "ho choose lhc pcrformnnce ciIlq;ul")' mILst fun hIT speci.
art, and Ilrat ~Orl oflhing.) T he} ,1fl' ",-II \I'r~t'd in tllt'ir rC_pl'(" r, 'lltinl;!:. smg-rrll;-, or pl.l~in~ a sp1'("ifi(" l1ul>ical in~trurnerrl (OftC Il
live fields. l'rlOugh 10 be abk 10 SpOI sid animals, poor gralinii banjo. guilar or pi,mo).
hurd or lhe besl SpUI for;l new uus i l\e~s, .. ~;!IICd rnin('. 1,11' ral.:l? An iSh can al1cnrpt tu crcall' "orh ,)f ,ITI \,i\l, ,1 iuucssful
works of an, for I'X;ll11pll', A char.1l'1cr lhat wants 10 c~t j mate I he Artistic Abilil} skill Chff'!.:. SUC(' CSS detl'rminl'S IhI:' quality of the
",.Iue of somel hin(\' needs 10 bc null" to propcrl r f'x:1.m in(' lhe ilf'rl!. worl.:, "hile a failed cheel.: indicille~ lhal lhe arthl ('allllOl m('CI his
Tire met hod of inspection depends on III!: nill un' of t hl' item being art istic id l'al, or othcrwisc become~ fnl~lr,ll ed :rnd tltr(MS his
appraised, Establ ishing llrc prite for; . gold mine \,ould I'nu,il;\ failed altt-mpt in Ihe trnsh. Charact('1'S lr1U~ 1 h:.rve tools "lUI mat.:·
lenglh> on·sile tour I,herea~ apprai~ i n.':' a piece oljcwclr) can be rials appropriate 10 t hl'iT dlOsen art; a painler musl hal c painl and
;\Cf:mnplislred in l hc appraiser's affiec "ilh the aid of a jc\\('lcr·s bm,hes, a sculp10r mu~r have SIOlle and chisel, and so nn.
kits. A failed dwel.: rl!eans that lht." appraist."r has no ilka 01 thc Ani~lie Abilill a lso confers a 5% bonus (per lewl abo\'('
objcct's tnlt." I'alue, T his docs nOI, ho\\"e\er.limil him from fabri· L'nskillt"(1) 10 ,\ppraisnl checks un ObjfCls of a rl rclated 10 lire cho-
caling a "alue, ~en an fUTm,
Difficu ll ), h'vels reneel l hc number of similar IranS;tCl ion~ t n).
ieall)" occurring for lil.:!." ilcms. For a mine r'll appraiser lil'inJ; in 1..eH'1 Tire character can ..,
1\'C\\ \'orl.: City, ('stimaling thc valuc of;llarge dillnlUud would be Unskilled Draw stiel.: figures,
,I Tril'i;.1 cheel.: bccause I;u'ge num bers of g'l'!TIslOnCS arc sold daily Novice Make a lumpy clay ashtray,
. Ihc rehy establishing .• wry good h".is on Id,idr to j udge tilt' Average Sculpt a simple bowl; paint an abstracllandscape,
Kcmslone'~ \'<lluc, A fafe 1>1.101.: dcalcr I'fc<cnted wi l h an origirr:tl Adl'anced Paint an attractive figure; compose a catchy rhyme.
COP) of the Dcclar:1.1ioll of Independence would race ;1 Ver") Expert Create a photorealistic painting; write a I)oem in
Oi!1icult check 10 estimale its I'aillc, ,\ Iosl re,,1 cstate appraisals perfect meter.
Master Write an opera; paint a masterpiece.
fnll in the Avcr-age \0 Difficult fnngc based upon lhe sii;c of lhc
lot, bUI can be easy in arCas with largc nurnbt'rs of simila r sales.
DiHieulty Examples
It" fraud is involl'~d. faise lhe Difficu lt y drrel.: b~ one t;atcgor) Trivial Replicating work already in common usage
(to a maximum of Very Difficuh). Easy Producing work that is only a minor variation
on artistry currently in vogue
Leyel The character can ... .o\verage Producing innovative work that appeals to a
Unskilled Not use this skill. small audience
Novice Estimate the worth of the subject within d20.30% of Difficult Producing innovative work that still appeals to a
its t rue value mass audience; completing a commission on
Average Estimate the worth of the subject within d20.20% of time when patron is constantly inquiring as to
its true value the status of the project
Advanced Estimate the worth of the subjeet within d20+10% of Very Difficult Producing ground breaking work that will still
its t rue value be relevant a generation hence

336
lbSJi'uilr,( arlisliC' abi'i!)' d~J nal illlNrthal on~ iJfrif/,

BLACKSMITHING/ METALWORKING (SPECIFY TYPE) Expert Craft compilcaled or simple multiple-pIece


Releva nt Ability; Strength o r I ntelligence objects (sabers, hinges, etc)
Cost: 7 BP ;\Iaster Craft complex or complicated multiple-piece
objects (gun barrels, triggers, chambers. print·
Un iversal: No ing press typesets, gears, etc).
Pre requisite: None
lUas ter y Die: ldS Difficulty Examples
Materials/Tools Required: Yes Trivial Repair broken implements
Easy Craft simple tools
A (h3 raCI(~r "ilh 111(" Blacksmilhing ~ki l1 can Rllempl 10 make Average Fa!m~ate mechanical parts based on sample
simpit' lools ,md olher il~ms from iron and Sled, It I.. kes ;lIlcasl part
Ihree hours 10 creal'" Eas~ ilems, 'IX hours for .\\'I·r<l/o;e ilems. DiHicult FabrIcate mechanicall)arts based on drawings
nine ho un for Di fficult items. and at it-;LSt 1'2 hour~ of \\or k lor Very Difficult Fabricate mechanical parts without drawing or
\'rry Difficult items. Only aflrT Ihis time does the smith makc his samples
skill c h ~ck. With R suce~ssfu l skill check, the eh:Haltt'T crafts tht'
item. A failed rl'Sult indicates the ,,'ork ",as bolchcd or n;med in BOATING
some "ay ,md th~ resultin~ piece is worth no more than Ihe ori~· Relevant Ability: Wisdom
ina lmaterials.
Cos t: 2 BP
Characters may a lso purchase t his skill to work with o\l1("r nWI-
Uni\'ersal: Yes
als. such as sil,er or lin. Ho\\en"r, sueh skills (sudl as
Sikcrsmi lhing or Tinsrnithing) musl lx- purehast·d sep"ral,·l). Prerequis ite: NOlle
(lools arc required 10 do any bbcksmith or olher melalwor kinl\' Mastery Die: IdS
t"sks.) A dw.rallt'r u~ing the Hont inl:' skill can attcmpl 10 guide
A forge, be llows, tongs, "n,; I, a nd hammer arc common tools of canoes, ka>:Iks .. nd SIII,, 11 bollS, amI "ell ,IS II) to pr{'vcnt capsi/-
the blaC' ksm ith. ing in rough "alers, A ~uccessful ~ki ll chC'ck me"ns Ihal the char·
acte r guid,·~ thl" C'raft "hen' he dcsires, \,hik a railed skill check
l...e\'cl The chara~ler can ... indicales th:ll Ihe craft cap~ i zes, runs a'l'TOund, and sO on.
Unskilled Not use this skill. XOle Ihatlhis skill is used for small er:Lft such as those u ~ed on
Novice Knol\' how to operate blacksmithing tools and smaillakcs, largC' ponds, and rin:rs. The Engineerin~ (SIC'amoo.lt)
equipment; cralt simple round or rectangular skill is rt<luirt'd for' sudl ships.
objects (balls, wedge. piton, ~hisel, etc).
Craft simple objects with some curves (cl"1)w·
bars, horseshoes, nails, etc ). Lewl The character can ...
Advanced Cralt straight or curved bladed objects (scythes. Unskilled Guide a raft to follow the current
plow blades, bayonets) Novice Paddle a canoe downstream
Average Paddle a canoe upstream

337
Advanced Use canoes to transport goods A character Ihal succeeds OIl a Botany skill check has .. knowl-
Expert Safely navigate a heavily laden barge on a large edge of pla nts and how Ihey grow, whi le a failed check indicates
river that I h(' character eil her does 110t know or cannot remembrcr any·
~Iasler Safely navigate. heavily laden ba rge (including thing about t haI pl:1II1. This kno" ledge is more ext('tlsive Ihan
livestock) on a large river that provid('d under IIt(' Agriculture skill, as il also ex t('nds to
plants "ithOlll ob\iolls ftXld or ttxtile uses.
Ditriculty Examples
Boating in calm water Botan~ a lso cOllfcu a 5% bonus (per Icvel abo\'c Unskilled) 10
Trivial
Easy Boating In slow or steady current Agriculture eht"cks rrlatcd to crop5 or plants.
Average Boating In average current with occasional
minor hazards Dirfi('ulty t:xamplel
Difficult Bosting at night or in rapids Trivial Plant is in bloom
Very Difficult Boating 1II rough water at mght Easy Plant is whole
A\'erage IdentIty plant by fruit, lea\'es, tubers or seeds
Difficult Parts of plant incorporated into mixture or food
BOOKBINDING Ide ntIfy plant from charred remains
Very Difficult
Releva nt Ability: Dexterity or Intelligence
Cost: 1 BP l.e\'el The ( harader can...
Unh'ersa l: No Unskilled Not use this skill
Novice Recognize various species of common plants
Prereq uis ite: Leatherwo r king 85% or bWel and Average Know under what conditions common plants gro\\'
Seamstress/Tailor 8W. or hemr best; recognize common IlOisonous plants from com·
Maatery Die: IdlO mon non' lloisono us plants.
Adva nced Recognize various species of common plants from
Mate rials / Tools Required: Yes
vague descriptions
Thc charaCle r wilh this skill c,m repair and bind books (with Expert Recognize variouB specIes of rare or exotic plants.
clOI h. paper or Il"al her backin g~). or COUT$C . I he charactcr mUSI ~Iaster Know under what conditions rare or exotic plants
havl' tools (se,,·ing rrame, book press, glue, bruJhes, hammer, gro ..... ben; recognize rare or exotic plants from
knire. needle, thread, measuring lape, saw. scissors. elc.) and vague descriptions or pictures; tell poisonous rare or
malerials (doth, paper or Iralhcr) 10 do so I,·ilh proficiency. As a exotic plants from non -poisonous varieties
general ruk, il lake~ Id3 hours 10 repair a book, and 3+ Id3 hours
10 bind or rebind a book. Onl)' after Ihis lime does the bookbinder BREWINC (SPECIFY TYPE)
make his skill check. On a JUcccssrul skill chcck, Ihc characlI'~r Relenn t Ability: Intelligence
manages 10 rep'lir, bind or otherwise usc his Bookbinding skill to
Cos t; I BP
full ('ffect. A failed result indieat('5 Ih(' work "as botched or
nal> ed in rome W8)' and tht bind('r must begin again from scralch. Unh·ersa): No
Prerequil ite: }l'one
L<rel The character can ... Maiitery Die. Id12
Unskilled Not use thIS skill. Mate rials / Tools Required: Yes
NOl'ice Replace a loose page or signature (a 4·page group-
ing); bind a Bmall pamphleL (less than 20,000 words) T h(' character krlol> s the art of either brewing beer, produdng
Average Repair a torn Ilage or loose hinge; bind a short boo k \\11\1:or dis till ing s \li ri l~. Each of Ihese is a separ.uc skill, and Ihe
(up to 40,000 words) character mU SI indicate I>hich specialt} he is pursuing. As a gen-
Advanced Repair a broken hinge; repair damaged or worn cor- e ral ru le, brewing one ,;-"allon b'llch lakes one day, a lt hough fer-
ners: repair wo r n spines; bind a book of 90,000 .. ment ing one balch of b('('r takts 1+ Id2 weeks. fe rrnenting 0 11 ('
words batch of wine takc~ 5+ ldl wcds. and frrmcnting a batch of spir-
Expert Repair broken spines; bind a book of unusual size or iu take$ 1+1£14 da~'5. 01 course, multiple J.,."ltches mar be fer·
shape mentcd simultaneollsll. and agtd for longer periods. A skill check
Master Rebind or rellair a severely damaged book to look must be perform ed after each batth has fe rmented. Success indi-
new again
calt·s a successful balch (the amount by "hich one exceeds the
minimum gtnerltlh indicating qual it»). while failure indicates an
Difficulty Examples
unpa tatabl(' product.
Trivial Working with aceus to II full range of
bookbmding tools and extra materials Aftcr it has be('n d('t('rminC'd that the balch is palatable, prop-
Easy \\orking in dim light; working tn a noisy e r aging to enhance nal'or require~ anot her 1+ Id3 weeks for stan-
enl'ironment dard beers, 6+ ld2 monlhs for \,hiIC wines, I yea r ror reds, and
Average Working WIth poor tools 30+ Idl2 Inonth, for the hard st uff. f or spc"cialt}' beers (doubk5,
Difficult Working with makeshift tools (e.g., a stack of dunkds, etc.• ). double the lime in all slepli cxcepl brcwing. f or
brIcks instead of a book press, or upside-down red \,incs and spiriu, t xt emkd agmg for a like period ma}
chair instead of a sewing frame) increase \alue \,rlh another s uce~sful Brewing skill check (with
Very Difficult Working with makeshift tools in dim light
t h(' value iner!"a!irl,!; by a I)('centage equal to the margin by which
the skill eheek \,;1.'1 successfu l).
BOTANY
Bre"ers nCl'd untellsils and tools !Ilch as oak kegs, boltles.
Rele\'a nt Ability. Intelligence pans, bowls, mixi llg ~ I)(l{/IIS and ra\, ma terials such as hops, yeas t,
Cost: 1 BP grapes, malt ed barlc}~ ~ug .. r, clean wa ter, elc. The alcohol must
Unh·eraa l: No a lso he storrd ina conI rolled cnl'ironmcnt du ring aging (usual ly a
Prereq uisite: None ce llar) 10 help it a\'Oid extreme temperatures and exposu re 10
Mastery Die: IdS sunlight.

338
[.e,'el The character call ... BRONC BUSTING
Unskilled Not use this skill,
Novice Can brew olle balch of beer or wine per day Rcle\'lInl Ability: Strength, Wisd om, or Charisma
Average Brew two batches of beer or wine per day; build a Cust: 2 BP
still {or brewing spirits; brew one batch of spirits Unil-ersal: Yes
per day; produce a drink capable of attracting a
ilx:al audience Prerequis ite: Riding 80% or better
Advanced Produce beer/wine/spirits unfamiliar to the region Mas te r y Die: ld6
(sake, aquavit, etc.); brew three batches of beer or This .kill ,,1101,$ a dl,lracU'r In bn'ak or busl " wild or orncry
"'ine (or t"'O batches ot spirits) per day; manage an hor~e (i.I' .. nlak." lilt' hurse suhmjl III a sadd lr and rider), Busljug
Olleralion capable of supplying a standard saloon .1 bronco gene ral!) requirn :\1 k"~1 Ihrrc eharaclcl'> _ an anchor,
(provides at least SIX batches per day); produee a
;1 mu~qeranJ Ihr nder, T he andlOr (or anchors) Irjc1 10 hold Ihc
drink callable of auraeting a county-wide audienee
Expert Manage a local or regional brewery, wine ry or dis- honf', while III<' mugl{ct' 'land, 1\1 froni and allclllpu 10 disl raCi
tillery (Ilrovides at least (iO batches per day); produce it. Irho l h Ihrs~' c!t .. raclers ~uC(rrd Itl Ih(' Brollc BU$ling checks.
a drink cal)able ot atlraeting a state-wide audience Ihe rider \,j l h lilt' Brnn( BlI~lillg skill ma kes a Riding ched 10
Master Produce beer, wine or spirits capable of attracting a ,:uldk and moun! Ihe horSt'.
national audience Once t he lidn i~ Ill()Ullled. Ihc anchor H·lcases the horst· .llld
il u' nllU;lo(c r rll n ~ oil, lea\'ing Ihe rider on his own, "sulec"rul
Difficulty Examplcs "'·eragr. Dinku ll nr Vcry Dimeu ll Bro n,.. B U~ l ing skill check :II
Tr ivial Taste testing
Easy this poin t indica1t·s Ih.1 l, an t'\' some bucking. Ihe Iwrsc tina Jl )
KnowlIlg hoI\' to operate apprllpriate equipment. aC(t'ph Ihr ridl' !' <Iud ~el il cs dOl.n.
Average Producing beer. wine or liquor (rom standard
formulae
Difficult Diffieull ), E:l:llmplcs
Produeing beer. wine or liquor from non-Illdige- Tri"ial
nous plants the charaeter is unfamiliar with Horse prel'ious]y busted or ot Quiet tempera-
Very Difficult ment
Producing trom very marginal saurees sueh as Easy
wild grasses Horse IS young, small or weak, or of Interested
temperament
Average Horse is Il{ Nervous temperament
Difficult Horse is ornery or wild, or of E:l:tremely
Nen'ous temperament
Very Dift!eull Horse IS ornery and wild; horse is of Stubborn
or Treaeherous temperament

~ - -- ~-
--~

-. ;:,Al-

339
lA.wel The cha rll ~ le r ~a n ... AI·erage Write II long letter; make II small sign with some
Unskilled Act liS the mugger to distract the horse flourishes
Novice Act sa the anchor to hold the horse Advanced Write a complex document: make a medium or larg-
Average Bust a horse thst already lets one (and only one) er sign with 10Ui of flourishes
~haracter TIde it Expert Prvduce a work so admired that members of the
Advanced Bust a mare local audience come just to look at it
Expert Bust a Slallion Master Produce a masterwork so attractwe that It will still
Master Bust any horse (including previous abused horses, etc.) be admired a generation hen~e

CAlliGRAPHY/ SIGNMAKING Diffieulty Examples


Trivial COPling letter or sign (rom sample
Rele,'anl Ability: Dexte r ity
Easy Making new leuer/sign from pre-existing tem-
Cost: 1 SP plate
Unh'ersal: No Average Creating an innovath'e way of making a
Prerequis ite: Reading Comprehension/Penmanship letter/sign
Difficult Signl1etter 111 foreign language
90% or better Very Difftcult Signlletter uses non -Gree k characters and
Maslery Die: ldH) character cannot read the language (such as
Ma terials/ Tools Recluired: Yes Chmese)

Cl ", rac' eu wi ,h t his ski ll ~all make jus, about an) letll-Tor ~igl\
CA{\'IOUFLAGE
look rca I n in'. [, I ,L k('~ ,I( II'a~1 Ollt minut., 10 cre:lle Ea~\ it"m~,
3U minule_ fo r .\ I'el'a/{e iH'ms, IWU h{ju r~ for Diflicult items. and Rclentnl Ability: Wisdom
alleas t 12 hou rs of wor k for V\"I) Di nie uh ittms. O nly after thi~ COilt: (l BP
lime d~~ t he c:,lIigr.lpher/1igntnaker ma k ~ his skill check. ,\ sut- Ullh-e rsai: Yes
tl'ssful Call i ~ r<l"h}!S i l{nm"k i n'l' check means thai thl' styl,' uf P re requisite: None
each ~i\'tn k it er ur .. )rnbol is Ihe ~anll', ur.1 ~ i gtl is compleh,J.
Mas tery Die: Id10
T he rfleet of the arl i§ brgcl) 1Il('anl to be eXI>crienced a ll ,II
oncl', rathe r li k(' a paint rng. ,-\ fa i1c<tlheck indicates thaI t he cal- I~y u~ing t hi~ ~k i ll, Ihe lh.lractcrcan allempt to a id in COlleeal-

lij{raph~ /s ign is difficuh to rf'ad, (,ithcr because the writing is inl{ him~clr. hi~ t;nll1panions and inanimate objects b~ using Iialu-
poor, th(' I,ri ter fo'1(01 a lelttr or word. or 'hc ind i\'idualleltt'rs r:c1 or lLl .. n-nl.lde m;Ht·rials. In fon·sls. chc cha racte r can use
a rt' too e.'.:tr<tI,u(;ulIh embellished to be ca$ih rt'ad. ~hrubb....... mud ;lntl mhrr n· adil~ a\"il;tble rcsources. Des('ru or
~illlil.1r11 harrrn lerrain~ u,ualh rf'quirl' spt'cia l clol hing. p..1ints

u>wl The character ca n ... or ulht'r ,lrtiIiClallll;'lH'fi.ll~ (;llthou'\"h -di~~ing in- IS an old trick
Undolled Not use thill skill. th31 ma\ 1>1. ,IPl'lkabl(> m \uch Icrr.lin). h lakes a character a suc-
NOlice Wnte a short note: make a nny sign or simple smaIl sign ees~ful ~kilJ cherI.. plus a hall-hour 10 camouflage himself or all}
ollwr pef$OIl, Id'i hour~ II> C0I1<:t';11 a carl Uf inanimate objt'ci of
Average Craft a broom or a basket; build siml)le shelVe! or
comparabk sil.t', and a half-d,l~ 10 hick a sma ll building. ,\ failed
chec k indie;\I,·" th.ll Ilwre "a~ ~onl(" O,m. or that the object sim- similarly sized objects: build a simple outhouse, cabl'
net. table or similarly sized object
pi) ca nnot Ut c.unnOilgul·d Il illl tl1(" ,1\;Lilable matc ri al~. Advanced Build a simple shed or one-room cabill; craft decora-
Succ~sfLLII~ camuuflal:'ed cumlXlllIQUS alw go Unnoticed: olll~ tive cabineu. chairs, tables, or similarly sized
OIlC skill ehed, is rt'Cju ired lor I he ('llI ire .l:roup. I hOlll:'h each C.XI ta vbjeeu; sUI)trvise up to a dozen other lesser skilled
pt'r~on or <\rca 10 Ix" (,unou fla l:'ed JIIrrca~{·s Illc tim r IIcccssa!) for carpenters
Ihc <lIICm pl . Cllnluullagillj{ has no clTect on prrdators Ih:n locate Expert Build a large house. with plans.
Master Build a large house, Without plans.
pre~ by 'l("Cnt or otht'r keen scn~r~: ,I grial~ ~au sti ll sniff OUI a
(:amounagcd hunter. ,\ t'amoull.lgrd Il<.'uon h:ls no protection
aga insl a p:\$serbl "ltu ae,idenl ally bru,hcs a!l:ain_1 or bumps into Difficulty Exa mple.
Trivial Sawmg a board; hammering a nail
him. Uke\\isr, a GlnJuu nag"d lW'nun Illily rCl'cal himself if he
Easy All parts pre-measured and CUI: fixmg a broken
~mTI.CS, ctit's OUI or I1l.1!.:'·~ ,In) other wu nd.
table or chair
:\utc 11"'1 camuun:H(i llg is on I) nrn·~.~<I'i for pafliolJ~ or e ntl re_ AI'erage Building with poor equipment
I) c.\po~cd l:lCrsons or (,hjnl~. A person hidin!.; bthind a SIOIU' wall Difficult Building with no specialized tools al'ailable
doe~n'l Uee(iln he c:lmoulln.':eti lo (11'oid ti('l ccl ion, nor would iI (measurlllg device, miter liox, etc)
cOlilpl e lcJ~ hurifd ol~j('n !l<'cd ;tn ) SI>cciallrt'auncnL Very Difftcult Building with no carpentry tools available
(using a rock for a hammcr, etc.)
Level The character C8n ...
Uns killed Camouflague in an area with a large amount of nat- CARTOGRAPHY
ural cove r (lush forest) Helel"ant A b i i it ~,; Intelligence
Novice Hide in an area with lots of natural COvet
Average Conceal in an area With some natural cover Cost: I BP
Adva nced Camouflague in an area with little natural cc,ver UlliL-ersal; Yes
Expert Use material uneommon to the em'ironment; carnou- P rerequisite: Reading <Ampf'l!nension/F\!nmanship 9O'1t or better
flague in a mustly barren area
Master Use material foreign to the area (h:ly m a desert); Mas te r y Die: IdS
camouflague in a barren waste Ma te ria l ~ /Too i s Itequ ired: Yes

Difficulty Exa mples This skill allow~ a charaCIt'r 10 aurmpt Ihe cr~alion of rcla-
Tril'ial l il el~ "CtlLfalr and ,1I1I ;\Clil(' map!, \\ilhoUI Ihe use or surH')"
Camouflag111g a coin sited o>bject
Easy Concealing a watermelon-sized object equ ipmrllt (.llthou~h illfll') C(luipment such as a compass.... hain
Average Concealing a pers,," ilnd 1t'lr~wl>C !{i\r~ a dtaract('r a 20'\. bonus 10 his Carlugraph)
Difficult Concealing a cart or inanimate object of compa- ."ill (/teek). I k can dra\\ o\'erland roUlI'S, local a nd rt'gional
rable size n\;lps, ,lnt! ~o '1(1. prmid,'d Ill" r;1II I'i,il Ihe local ion or has ac('css
Very DIfficult Hiding a small building 10 Ihe Ill', ''\\.In Inlorma l lon,
II lak., ,1I Ira~1 fIIW minu1(' to dr.\\\ Ii-inal maps, ~ +2d4 m;n-
CARPENTRY lilts It) tlr<ll\ t_,,~ nl.lp~. W+2dJO minules ror .\I'cragr m.lps,
Itelevant Ability: I ntellige nce 1+ Ilil da)~ fill' Dinkuh nll1lh. and al Ir:hl 1+ ltH \,eek~ or work
Cos t 2 BP ror " r.-r\ Difficult map ... Onl) ;lftrr I hi ~ limc dot's Iht' cort0Mm-
phcr 1ll.lke his sk ill dlr<". f\ 'urc('~sflll ~ "ill check indieillCS thaI
Universal: Yes
lh r charaCIt'l' corl'(,d l) dra\\'~ Ihc map, whilt a fail ed eltet k Illcnus
Prerclluigite: NOlle lhat Ih r map h \\lIdl)' inarrlll'tll<'.
Mas tery Die: ldlO
Mate rials / Tools Required: Yes 1.£11.'1 The charac ter CIlI1 ...
Unskilled Draw a rough. simple map (not to scale)
t\ characle r witlt Ihe Carp<"1H1) ski ll i, famili'lr "ilh mam Novice Draw a fairly accurate map with prominent terrain
,lspcrls of wooch,·orking. It lakes al Il'a , 1 1+ Id4 hours 10 crt'.lIe reatures noted
EaS) ;I ems. H+2dl hOllr~ for AI" Tag'· itrms, 1+ld~ da~, for Average Create linearly accurate small map such as II plat of
Difficult il,·ms, and a1 It'ilsi 2+ Id I lIer ks of work for \ 1:1') survey; use sll r vey equipment
Difficu lt ilems. Onl ~ .111l'\' Ihi~ lime dOC'~ the carpenter makr h i~ Ad\'anced Create linearly accurate map of any size
s"ill c he!.:!.: . A ~ u(:(:c~sful chc<-" intil!.:ah'1 Ihal Ihc charaCll'r suc- EXIJert Create linearly accurate map of any size with rough
ccc(b at buildin~ till' objrct. I\hilr .1 filil l·d result illdicalcs Ihe topographical information
work "~lS botLll t d or fla\\ cd HI 50mr I\al ,mel the rcsult ing pitcc i$ _'l aster Create an accurate topographical map to any scale
wnrl hl e~) (':l.cept ;I~ l.iu(lIllIg. I lous('s and uther large or cumplt'.x
items nerd a "haratln with the Ent; inetri ng De~ign ~ "ill It) fint Ditfirulty EX. mlllell
prepa rc lilt pia liS. Trivial Terrain is perfectly flat (plains, salt !tau) With
no distinguishing fealUres
Common 100ls of .L ~'a!-pe m('t arl' " ilammrr. sail. nails, alld Terrain is fairly flat with one distinguishing
mC;lsut'ing devier. alt hough rnorr ~1:H:ci'lliJ:rd Iools mal be need.'d feature (rIver, hill, etc)
dt'J>cnding upollihe jub in (11U' ~ li (ln. Average Terrain is va ried with a few distinguishing fea-
tures
u-,'cl The r haracte r Clln... Difficult Tetrain IS rough and varied with sel'eral distin,
Uns killed Use carpenter'S tools and handle materials with gUishing features
su pervisioll Very Difficult Terrain is very rough and I'atied Ivith many
Novice Use carpenter's tools and handle materials without distinguishing felltures
s uper vision

3+1
CHEMISTRY Advanced Climb a sheer cliff with rope or pitons
Relevant Ability: Intelligence Expert Climb a sheer cliff without rOI)!! or pitons
Cost: 4 BP ~laster Climb a smooth brick wall
Unh'ersal: No
Difficultr Examples
Prerequisi te: Mathematics S5'Y. or better Trivial Using a ladder
Maste r y Die: ldG Easy Using a knotted rope
Average Using an unkllotted rope
Materials / Tools Requ ired: Yes
Difficult Climbing at night or ill rai nstorm
A chemis! gtne rall y s ludics maller and how it ill1rracts wid! Ver)' Difficult Climbing at night in blizzard or rainstorm;
"'hcr mallcl; and the distinctions lwtl,'een inorganic and ul1{anic climbing a greased surface
substances, Wilh a successful check. he can tal k knol,kdgc!lbll
about different chemical compounds and their propertil'S. A COBBLING
failed skill check indicates Ihat the chem ist simpl~ cannot recall
Re leva nt Ability: Dexterity
the illrormation hc needs at tlw moment, 01' that his lab test pro-
duced an inaccurate result. Cost; 1 BP
Universal: No
Level T he character can", Prerequ isite: Leatherworking 851/ . or better
UnskiHed Not use this skill. Mas ter)' Die: Id12
Novice Operate chemist's equipment; identify common sub-
stances and compounds in their pure state Materia ls/Tools Req uired: Yes
Average Perform routine chemical analyses The character with Ihis skill C,Ul try 10 repair and des ign boots
Advanced Set ulwmanage a small scale batch chemical process and other footwear. Of coufSl', the characte r must have leather-
(e.g, mercury amalgam gold extraction) working lools (awl. hammer, knife. thread. needles and ~o 011) and
Expert Set up/manage a continuous process (to produce sul- rn:Heriah (leather) to do SU with proficiency, It lakes up to ldl
furic acid or potash, etc,)
hours to work on E<I~I items . .J + hl4 hours for Average itcms, one
Master Identify and determine properties of compounds or
elements currently unknown to science d;1I for Difficult itcm~. and 4+ ldl days ofl,ork for Vi:r: Diflicult
items. Onh arter Ihis time dors the cobbh:r make his ski ll check.
On a ~uccessful skill {heck, tht, ch;lractcr managcs to repa ir. craft
Difficulty Exam ples
Trivial Analyzing common compound in a proper or otlwrwi~(' usc his Cobblln~ ~kill to full eITect. A failed result
chemistry lab indicates Ihe work ,,'as botched or fial,ed in some lIa) ami the
Easy Analyzing rare compound in a proper chem- rcsuhing piece is worthless.
istry lab
Average Identifying common compounds in a field envi- Le"cl The character CIIIl",
ronment Unskilled Not use this skill.
Difficult Identifying rare compounds in a field environ- Novice Use leatheTlI'orking tools and handle materials; shine
ment shoes and boots; repair minor scuffs and scrapes
Very Difficult Analyzing compounds currently unknown to Al'erage ;\Iend broken soles; replace heels and straps
science Advanced Repair a severely damaged boot or shoe; make
shoeslboots from rail' materials
Expert Design a style of shoe or boot that varies slightly
CLIMBING
from an eXisting style
Releva nt Abilit y: Strength or Dexterity Master Design and craft a completely new style of shoe or
Cost: 2 BP boo<
Un h'ersal: Yes
Difficulty Exam illes
Prerequ isite: None Trivial Performing repairs in fully stocked cobbler's
Mastery Die: ldS shop
Easy Crafting footwear with aid of pre-existing pat-
Characters use [his skill to climb [rces, buildings and fences, as
tern
wdl as c,'ell larger obstacles. With a successful C li mbing skill Crafting footwear without pre-existing pattern
Average
chn·k. the character succ(.>cds in climbing his targft. I l owc\'cl~ if Difficult Crafti ng footwear from unusual materials
the target changes si~nifit"ntly (such as a cl iITface changing from (snakeskin)
st urdy rock w loose shalt,) or tht' character changcs direction. he Very Difficult Crafting footwear with only improvised tools
II1USt make anotlu: r Climbing skill check for th is 111'11 task. 011 available
<Illy f,!iled skill chcck, 1Ilf' character ("al1 climb no further [han
one-fou rth his intended di5IaIlC('. A second failed skill check (fol. COOKING
100dng ,! flna failed check) mcan~ thai the character loses his grip
;lnd falls. Relel'ant Abi l it~': Wisdom
Cost: 1 BP
Characters may need rope or climhing pitons, llcpendillgon the
obstacle l'limlx-d. Unh'ersa l: Yes
Prerequisite: None
Le,'cl The character clln ... Mastery Dic: ld12
Unskilled Climb trees; climb ladders Mate ria lslTools Req uired: Yes
Novice Climb the side of a standard building that has win-
dows or a flagpole With his pots and pails and a successful Cooking skill check. a
Average Climb a steep hill with many roek handholds and cook tan make last}' dtlights out of just ab,-,U1 any ed ible suI...
footholds

342
5lan('c, :lnd can produce hOi mcals on Ihe tl":lil. A failed check Easy Recalling well· known customs
Uleans that thc charactl' r's foexl is disgusting and inedible. Average Remembering common customs
Cooking a meal gene.rall) takC5 no morc t han an hour, ahhoufl'h DirIicult Recalling little-known customs
the prep<Hal io n of inl\"rcdients and di ~ h es may lakc sevcral. Out Very DiiIicult Recalling obscu re tradttions
1111 thfO rangc, tlic unspoken rllk is thai nobod)' app roachcs t hc
chuck w:lgon without perm ission, and the range cook is generally CURRE NT AFFA IRS
"'ithin his rights to shoot such a man.
Releva nt Abi lity: Wisdom
Cost: 2 BP
L.wl The character can._
Unskilled Boil water; peel potatoes; chop vegetables; wash pots Un h-ersal: Yes
and pans Pre requ is ite: None
Novice Perform basic frying, roasting and cooking Mastery Die: Id6
Average Make cakes or cobblers; bake bread
Advanced Properly preserve fruit and I'egetables This skill helps a character know Ihe goings-on in th~ world
Expert Prepare gourmet meals fit for royalty a rou nd him. Ill' tries to krep informed of aI/the la test develop.
Master Run a cooking school that trains world·class chels ments in an) region. Th~ informat ion obtained is ah,ays publici)
avai lable kn owledge and new!r secret or d :usifi ed inform.llion.
Difficulty Exa mples With a successful Current AlTain s kill check, the character suc-
Trivial Preparing a meal in a proper kitchen with a cessful!) ash questions .md fintJ~ (or knows) ansl'en about the
well stocked pantry local af(lt. On a failed check, people refuse to answer the char-
Easy Preparing a meal on the trail with adequate ;u; ter'~ questions or he can't seem to remo:-mbe r the kn OI\ ledge
food stores himself .
Average Preparing a meal from game and locally gath·
ered root! and berries The charllcter knows ...
Difficult Preparing nutritious and tasty meals from ~I.jo r development! (wars, well·publicu:ed events)
unfamiliar wild sources ocurring in his local area
Very Difficult Preparing nutritiou! and tastr meals from ver· Novice Names and faces of prominelll loeal c)tjz:ens, major
ffim (rats. Insects)
developments county· wide
Average With lI'hom local eitizens associate and how fre·
CULTURE (NATIONALITY OR TRIBE SPECIFIC) quently; major de\'elopmenu state· wide
Releva nt Ability: Intelligence Advanced Politicalleaningsialliancel of prominent local citt·
z:ens; major developments nation·wide
Cost: I BP Expert Politiealleaningslalhances of prominent/powerful
Ull h'ersal: No citizens th roughout the st&telterritory; major devel-
Pre requis ite: None opments continent· wide
Master Politicalleanings/allisnces of prominent or powerful
Master}' Die: td12 citizens throughout the civilized world; major devel·
Characters "'ilh this skill knO\\ the customs and traditions of opments world-wide
one specific n;.liOlllllit) or tribe hUl.:h liS Apache, Cherokee.
British, Confederate, f re nch, and 50 on). The player characU'r Difficult,. EXlimplu
must sdect tht' lIat iOllalit),or tribe he is a n expert on, thuugh he Trl\'ia\ Asking about obvious facta: character has spent
can purchase this skill multiple times for multiple ru ltures. over I month in the srea
t\mongother t hings, the character with this skill is able to I·ecog· EalY Asklllg about common kni>wledge; character
nize (wilh a successfu l skill chcek) aspec\S of tllfO national ity or has only lpent 3 to 4 \\'eeks 11\ the area
tribe about which he is an expcrt. With a Euled skill check, t he Average Seeking detailed (though not purposely con-
e haraetct· is unfamiliar with that part icu lar aspect of the cuhure cealed) knowledge; character has only Spellt 2
- dther hc nt'ver Jearned about it, or he has temporaril) forgot. to 3 weeks in the area
DiffH!ult Seeking detailed knowledge about someone who
ten it.
is actively trying to conceal their actions; char·
·.'\11 characters are considercd ~ I a.'ltcrs (12% ski ll mastery) in acter has i>nly spent I to 2 weeks in the area
rega rds to th t' ir 0"11 cu lture. Very Difficult Seeking detailed knowledge about a secretive
character known by very few persons; charac·
The ehllracter can ... ter has spent less than I week III the area
Le"eJ
Unskilled Not use this skill.
Novice Remember famous persons of that culture DECEPTION
Average Recognize famous legends, folk tales and songs Rele"a nl Ability: Intelligence or Char isma
from that culture
Adl'anced Know common slang and stereotypes Cost: 4 BP
Expert Recognize major aspects of craftlmanshlp (such as Unh'ersal: Yes
pOllery painting or metalwork designs); know the Prerequis ite: None
current fashion styles
Master Know obscure regional folk songs and folk tales; Mas te ry Die: ld6
recognize minor aspects of craftsmanship (stencil · This characte r is smooth. He can practically talk a miner into
ing on the bottom of cla y pots, etc); know various bdieving tlMt giving away gold is a good thing. He can even tell
fuhion $lyles untruths in such a cotwincing manner thai those who don'l
believe him look like idiOls. A succcssful Deception skill check
DiIlieully Examples means people bel it·ve his "stories." If the check Eli Is, tho:: lie i ~
Trivial Remembering Ob\;OU8 facts SImply too outrageOlu or unbelievable in some way. Review the

3-13

I
same mo<lifiers described fOI Fast Talking in 7abft 6.3-1: Fasl un- indicates th,~ possibility of an IIllexpectt-d ('xplosion. Aft er a
To/king .lIodifirrs, basn\ on the Intelligence and Wisdom of the sub- failed ched when using dynamite paste or rods, or creating or
ject and modify further by the beliel'abilit} orthe slOry. using gunpowd er explosive devices, roll IdIO. On a I, the cxplo-
si\",~ detonates (often dlle to mish;,ndling or an unexpec ted
Len'l The character can". spark). A failed chcck I, hen handling liquid nil roglyel"rin (SlIdl as
Unskilled Deceive a stranger "hen creating dynamite) is always an explosion.
Novice Deceive an acquaintance
Average Deceive a close friend or ally
Adva nced Deceive a guard L(wel The character ean ...
Expert Deceive a member of a hostile tribe or nation Unskilled Detonate prepared explosives
Master Deceive a sworn personal enemy Novice Handle and move explosives lI'ilh no danger of
explosion
Difficulty Examples Average Affix blasting caps and fuses to dynamite rods or
Trivial Telling a very likely untruth ("A new hardware paste for safer ignition.
store is opening next week") Adl'anced Estimate the blast radius of any explosive within
Easy Telling a plaUSible lie ("J heard the local bandits 50%; cylinder shape dynamite paste for dynamite
are on their way here") rods.
Average Telling a possible, if unlikely, lie ('The President Exper~ Estimate the blast radius of any explosh'e within
is coming to town to see one of his relatives") 30%: mix proper quantities of liquid nitroglycerine
Difficult Telling a very unlikely he ("The bank is gil>ing with silica to turn it into a paste (dynamite).
away $10 to all customers!') ;\iaster Estimate the blast radius of any explosive within
Very Difficult Telling an absurd lie ("Feed a co ..... fruit and 10%: determine the exact quantities of explosive
their cow pies will be tasty") material for the job (e.g., a small amount for crack·
ing a safe or a larger amoull~ for blowing up a
building).
DEMOLITION
Releva nt. Ability: Jntelligence Difficult)· Examples
Cost: {) BP Trivial Working with eXIICriellced helpers in laboratory
conditions
Unh'ersal: Yes Easy Working with experienced helpers in field con-
Prereq uis ite: None ditions
Mastery Die: ld4 Average Working alone
Difficult Working at night or in poor weather
Materials/Tools Required: Yes Very Difficult Workl1lg with explosives while moving/riding
The Demolit ion skill involves handlin~ explosives (c.~. gun-
powder, d~namit("" paste or rod. and nitroglycerine). Cn'ating or
using any explosivc material requires a successful check . . \ fail-

3'1-1
DENTISTRY Advanced Convince one or more enemiu to join in a slightly
Relevant Ability: Intellige nce beneCicial agreement
Cost: 5 BP Expert Convince one or more enemies to join in an agree-
ment lhat favors one person or group oyer another
Uni vcrsal: No Master Comilletely swindle an avowed enemy
P re requisite: None
Masler}' Die: IdS Dirticulty Exam ilies
Trivial Negotiating Cor a very likely result
1\t:lterials/Toola Req uired: Yes
Easy Negotiating for a plausible result
Thc characlCT "ilh th i ~ _kill knows lum to pull t('eth. creale Average Negotiating for II possible, if unlikely. result
false leel h, ('Ie. I ll' kno,,'S the corren usr-s of anC~lhr-sia (usua ll ~ Difficult Negotiating for II \'ery unlikely result
e ther) 10 keep the p:ltienl s till during Illl' operation, :lIld the nee- Very Difficult Negotiating for a ludicrous or outlandish result
l'SSM) tools (pHtn, scalpels, liles. and ~\I UIl). A successful sk ill
d1(~("k i~ nn:essal) for till' proc"dun' (but nOI fo r the annthetic). DISGUISE
If a pallent requires multiple prOCl'dure~, make II \ki ll tht'tk for
Releva nt Ability: Intelligence o r Charisma
c .. c h. A failed c h('ck indlcaln that Ill<" proccdurr "a, un~IICt'l'~'­
ful. Cost: <) BP
Unh'ersa l ~ Yes

Lew l The chll racter can_ Prerequ isite: None


Unskilled Not use this s kill. Mas tery I)ie: ld(i
Novice Pull front teeth
Average Pull molars Mate rials/Tools Req uired: Yes
Adva nced Use correct amounts of anesthesia to keep patient Whilr am ('har.lul'r r:1Il U<l' this , kill, ,I tharacter wdl \ CI'srd
still in th(' art of' dis~i,c can alter his ;lppearant:(' 10 be tOI .. II> unrec-
Expert Create false teeth: cap tooth \\;th gold or silver "t.:llllable, Thrrr ,He. {If lOllr~t'. common sen~(' lim it~ lu thi, skill.
Master Drill and clean ca\'ities ,\ hair., middlc-'l'l'rd ~I .. >;ilan r,Hldll'ro is goilll; 10 ha vc 0 11 (' hct:k
I.j .J. timc pulling l,n di'l,'1.lisin~ hirmdl";h ,I 17-~t'ilr-01d sa loon girl.
IJiflieully Example!!
In ge na3!. Ihc following limitatiurh appl~':
Tri'lial Performing operatiun in full y stocked operating
room with special dental chair :E' Height: +1-25% of actual height
Easy Performing operation in fully stoc ked operating r:ir Weight: +/·50% of actual weigh t
room wi thout special de ntal chair '3r Sex: Male or female
Average Performing operation in field condItions 'IT Hair: Any color
Difficult Performing ope ration with faulty or mining
dental equipment '3r E yes: Any color
Very Difficult Performing the <)peration with with only imprQ- :2i'r Complexion: Any color
vised tools or materials available :T Facial features: Highly mutable
A ,U{l:C~~ mrans that lhe t:h:trart('r's dis,l:u isr- is aCcural(:, "hilr-
DIPLOMAC Y ;Jfailure n1l'.1113 Ihal the charactrt' belieH's th.ll Ili~ dis~lIisl' is
Re le\'ant Abi lity: Intelligence or Charisma pl'rfl'lt - I,hl'n afluall~ it IS no\.
Cost: <) DP Looks cannot ilr- ait en'<1 up" ard~ I" 111('3ns (.f thi~ skill (I hou~h
Unh'ersal: Yes a hil;h Looks abilit) SCOft ' ma~ be cQllceakd). Ob\'iou~ I ~, Ihl: ahil-
It) to speak Ihc 1,lIu~uage of til\' prr,(ln )OU HII!*r.wnatc is not
Pre requ iSite: None
granted either.
Mas ter y Die: IdS
T he character mal r1('ed \0 purchas,' special clolhes or othcr
A character can use th is slililo a ttempt to negotiat e treaties, rlMterill ls (padding for slum.leh, f:lls(' IdK~' CII' dq)Cllding on his
condull rel!l tions ht'I"(,"n I)()lilical enti t il'~ , rmlions andlor tribes, disguise.
and cS l ab li ~ h trade bet\\cell ~ u ch !!f OUpS. He is abk to dr,ll effec-
tive!) "ith pcoplr. Hc kno\\ s \\ht: 1I to com promise ;\nd "hen 10
tale a h.. rd lint: in order 10 get "ha l h.. W:lIlIS. A ski ll check is I.A!·, t"1 The character ca n",
required, nf rour~c,,, het1c,cr a charael e r w:tntS t o t'stahli~h diplo- Unskilled Appear as a relatIve of the same race, sex and age
matic re!:lIions "ilh a m per$Oll or g roup. category
NOlice Appear as another indh'idual of the same race, sex
A ~uccessfu l roll means the pt'rson being ncgol iat"11 \.ith I'caCb and age category
fa\'or;l bl ~to the ('haraller .lIld his nITer. . \ skIll check IS alsn A\'erage Alter one's apparent sex or apllIIre nt age
rr-quircd e\'Cr) )'car' afle r' rclallo ns hall' hecn r.~lablisltcd. A suc- Advanced Aller one's apparent race,
ccssfu l chcck me.lllS th'1I relation ~ are still f:l\'orablr. A failrd Expert Perform multiple combinations of above
check, n:1IuI':I II)', mcans Ihat the c har :lc t er'~ dipkunnlir ..rfort~ Master Impe rsonate a specifi c individual
we re IIn~II{'t;CSSrllJ.
Dimculty EXam l)les
Le,'el The character Cln_ Trivial Fooling someone totally ignorant of the race
Unskilled Convince one or more friends to join in a greatly you are impersonating (e,g. I)retending to 00 a
beneficial agreement Sioux Indian to a group of recent German
COlJl'ince one or mo re friends to join in a slig htly immigrants)
beneficial agreement Easy Fooling someone who does not approach closer
Average Convince friends or enemies to make a n agreement than 30 feet
that does not favor any person or g roup o'ler another Average Fooli ng someone wit h casual contact

3,t5
Difficult Fooling someone you must interact with at Lc\'e! The character can.~
length Unskilled Handle a cart or wagon
Very Difficult Fooling someone from the same race, social sta- Novice Handle the reins, friction brake and whip of a
t us and geogra phical background stagecoach
Average Determine the shortest route between two locations
DISTRACTIO N in a familiar area
Advanced Perform routine maintenance or repairs on a coach,
Releva nt Ability; Charisma including its twin thoroughbraces (rawhide springs)
Cost: 1 BP Expert Determine the shortest distance or travel time
Unh'ersal: Yes between two 10eatiOlls
Master Perform major repairs on a coach. including its twin
Prerequis ite; None thoroughbraces (rawhide springs); use alternative
Maste ry Die: idS materials to make minor (Average) repairs
\ Vith" sllccessful s kill dlt:ck, ewryonc "ithin ~O fect must look
at the d istracting ('haractt'r and suITer a Speed penalt) to tlll'ir Difficulty Examples
curre nt action. O ther charactcrs that kno" about a particular Trivial Driving between two towns on a very familiar
distrac tion IH-fore it OCCll rs ma)' ignore it with a succcsslul road
Easy Drivlllg on a road
Wisdom check with a -I bonus to the roll. On a fai led s kill check,
Average Driving off-road
the char:teltT fails to distr:tct his targets. lfhe fails his check b) Difficult Driving in an unfamiliar area
50 or morc, hc unfortunat ely distrac ts those" ho cxpected the dis- Very Difficult Driving in 3 heavy thunderstorm
traction in adv311CC (if allY).
Using this skill creatcs a loud spel·tade, T he itldi"idualusing
this skill may not be engaged in a light or chase. ENGINEERING DESIGN
Rclcl'8nt Ability: Intelligence
Levcl The character can ...
Unskilled Make others glance at him (they suffer a +1 Speed Cost: 7 BP
penalty) Unive rsal: No
Novice ;\Iake othe rs look at him brieIly (s uffer a .ld2 Speed Prerequisite: Mathematics 60'1. or better
penalty)
Average Make others look at him for a few moments (s uffer Maste r y Die: Id4
a +ld4 Speed penalty) This skill allow, Ihe cha racttr 10 dcsign complex or simple
Advanced Make others stop what they are doing and look at items or nc~arJ) any size imaginable. It lakes at least eight hours
him (sufrer a +ld4 .. 2 SlICed penalty) to dr3fl Easy plans, 16 hours for A\'crage plans, 32 hours fo r
Expert Make others focus only on him (suffer a .. 1114+4 Difficul l plans, aud &1 hours of work for Very Difficult plans. On I)
Speed penalty) after the plans are drafTcd docs an engineer make his
Master Temporarily engage someone's undivided attention Enginecring Df'sign skill chcck, A successful chcek at this point
(suffer a +ld4+6 Speed penalty)
means Ihat t herc are no error~ in thc pla ns, whi le a fai led check
indicates tha t the cngin('er spots one or mort errors, If he finds
Difficult)' Exa mples
errors, he mar spend half the pre\'ious design time checking his
Trivial Distracting a single person in a quiet environ-
plans for more errors and correcting any he finds. After corrcc-
ment
Easy Distracting multiple persons in a quiet em')ron · tioilS, he must again make his skill chcck. If successful, he has
rnent rcmo\cd all the errors. If failcd, he must r('pcat the rC"ie"
Average Distracting a single person in a noisy enVIron- proo' " until he finds no errors in his plans.
ment T he Locomotivc Engin('cring or Ste.lmbom Engineering skills.
Difficult Distracting multiple persons in a noisy em'irotl- on the other hand, focus on operation instead of des ign, and are
ment scparat e skills. FUJ thcrmorc, note that this skill docs not auto-
Very Difficult Distracting multiple persons in a fight or chase matically provide com pete nt workmen to build the device,

DRIVING. STAGECOACH/ WAGON Level The character can ...


Relevant Ability: Wisdom Unskilled Not use this skill.
Cost: 3 BP Novice Read and draw up plans; remember engineering
abbreviations, nicknames and jargon
Universal: Yes Average Prepare plans for a simple item or structure (shed,
Prerequisite: None outhouse) with no moving parts, supervise and man-
!IIas tery Die: ld20 age workmen carrying out the character's plans
Advanced Prepare plans for a large item or structure (man ·
A driver hauls mail. cargo nr passcnger~ through trt'"acherous sion) with no moving parts
tcrrain ;;lIld often II.l?ardous "cat hel: i\ character uses this ski ll Expert Prepare plans for a complex item or structure with
much like he uses the Riding skill, but with the rider silt illgon.! several moving parts (mills, river locks)
cart or coach, rather than on horscbaek. A successfu l ski ll check Master Prepare plans for a complex item or structure with
indicatcs t hat the charactcr succeeded in his Dri\'ilJg <lllenlpt. many moving parts (locomotive. watch)
wh ile:l failed check means that he was unablc to accomplish the
desi red ta~k for one reason or anot her. Notc that minor mainte· Difricully Examples
nance gcncrally takes [£14 hOUTS, wh ile major rcpairs may take up Trivial Designing a tiny or small object wit h no mov-
10 a fu ll day, providing the character has Ihe corrcct replaccment ing Ilarts
pans. Easy Designing a medium object with nQ moving
parts

346
Average Designing a large object with no moving parts check meall\ lh;u IIH' chat'actt'r succeeds in his a HempI, "hile a
Difficult Designing a complex object
Very Difficult faikd check ind ica le"! Ihal Ih(' engineer makes a miss t ep,
De!iglling a novel and complex object (a new becomes dist raCled, ,lIld so 011,
invention)
r.c" el The character can_
ENGINEERING, LOCOMOTIVE/ STEAM BOAT Unskilled Not use this !kill.
Re levant Abi lity: Intelligence Novice Start up the locomotive or steamboat; know engi-
Cost; 3 BP neering abbrel'iations, !Iang, jargon
Bring the locomotive or steamboat to a halt: super-
Unh'ersa l: N o
vise and manage workmen
Prerequisite: Engi neering Design 80% or better Adva nced Bring the locomotive or stea mboat smoothly to a halt
Mas tery Die: ldlO at a precise location (platform or dock); operate the
locomotive or steamboat under normal conditions
T he charauer wilh this skill is t rai ned to operate stearn loco- Expert Attempt raster than usual speed increases or
moti,'cs or steamboa ts (c hoose ont'), lie knows ho" to manage decreases
til(' pressure in the boi lt'r by operating t he safet)" "aives, monitor- Master Operate the locomotll'e or steamboat normally while
ing the ,, :n er level 011 th e fi rebox, and so on, lie also kllows hO\\ !luHering mechanical problems
to speed up and slow do" 11, ho" to watch Ihe ga uges, ho" much
fuel (coal or wood) is requ ir<:d to remain a t a certain spt:ed , and Difficultr Ex.nl lllea
othe r such details of l'nginf'l'ring for this mode of travel. T he Trivial Operating in poor lighting
e ngineer must still haW' COlllpe u 'rn workm('n (firescokers, Easy OllC r ating in poo r weather (rain)
mechanics, condu c tor~ and so on) to wor k under him, but Ire is Average OllCrating at night or in rog with working lights
Difficult OllCrating old and worn machinery or with a
trai ned to supervise ,Hld manage llreir' work, A successfu l s kill
few lazy workers; ollCrating in darkness or fog

347
with no lights; operating in severe storms with
working lights TABLE 6.3-1: FAST TALKING TARGET MODIFIERS
Very Difficult Operating with broken machinery or with lieI" THge,'s INT Modifier T~rgc' "s WIS Modifier
erallazy workers; operating in severe storms 3 or Jess .... .f~ilb rc ......... J or Jess ....+15%
with no lights
'1 -5 ....... hilure ............45 ........ +15';'
6-8.. .. ..+5% ... .6-8... .+5%
ESCAPE A RTIST 9-12 ......+0..... .. ..9·11 ....+0
Releva nt Ability: Dexterity or In telligence IllS .........% ........... .12·15 ..·5%
Cost: S BP 16·17 .......-100/, .16·17 ., ...... ·ISo/,
18 ........ ·IS% .. .18 ... ..-15%
Unh'ersal: Yes
J9 .....-20% ... .19 .. .. .·35%
Prerequisite: None 20 ........-15Y, ..... 20 .........-45%
JUastery Oi!'; 1d6 21+ .... ,' .hilure . ...21+ ... .hilure
This skill "nablcs a t:haractt:r to cscapt: from shackles or Olht:r
conlim:ment, including handcuffs. ropes ~Ind ~n nil. This is usual- Le'; cl The character can ...
ly accomplished hy lIsing deep inhalal iOIl~ or muscle I (,1lsing \\ hen Unskilled Increase difficulty of Listening or Obserl'ation
confincd (so tha I the ropes l oo~cn "hen the Ixx.!} is relaxed), tcm- checks by 5%
porarily dislocating ajoiu t. rcmoving a l;onl;l;alcd lod:pid: frolll a NQvice Increase difficulty of Listenhlg or Obserl'ation
hoot. or similar al;tion. \Vhl;tl performing this task. till' !'scape checks by one level
artist requires 2dl2 minutes of uninterruplcd concentrat ion. Average Increa se diHiculty of Listening Qr Observation
After this, widl a slIcl;cssful skill check. thc charat:tcr escapes hb checks by two levels
bouds. On a failt:d check, the dmra.::ter remains trapped. Advanced Increase difficulty of Listening or Observation
checks by three levels
Lc\'el The character can... Expert Incrcase difficulty of LIstening or Observation
Unskilled Escape tied ropes checks by four ICI'els
Novice Escape tightly tied ropes Master make successful Listening or Observation checks
Average Escape with both hands and feet expertly bound impossible
Advanced Remove manacles. chains or handcuffs
Expert Remove multiple manacles, chains, cuffs Difficulty Examples
Master Remove multiple manacles. chains or handcuffs Trivial Fast talking for less than 1 minute
while locked in a chest Easy Fast talking for 1 to 2 minutes
AI'erage Fast talking for 3 to 5 minutes
Difficulty Examples Difficult Fast talking for 5 to 10 minutes
Trivial Escaping from confinement with hands and Very Difficult Fast talldng for 10 to 20 minutes
feet free, and using prolll'r touls
Easy Escaping from confinement with hands and FIRE·BUlLDING / EXTINGUISHING
feet free, and using makeshift tools Rele\'ant Abi lity: Wisdom
Al'erage Escaping while bound and using makeshift
tools Cost I BP
Difficult Escaping while bou nd and confined with lIO Universal: Yes
tools Prerequis ite: Nonc
Very Difficult Escaping while bound and underwater with no
tools Mastery Die: 1d6
t\ char,H·tcr lIilh the Firc-Buildin¢::"I.tinguishing sk ill knoll''!
FAST TALKING ~e\"O'~ral\,ms 10 start :1 fire. cycn lIitho ... t matches. In fal; l. with
sOIO,· thing 10 ~et al ight and a fcw Slicks of dry 1I"00d (plus a sue-
Rele\'ant Ability: Charisma
ccssful skill check), he can start a file in 2d 12 m;nulcs (3d 12 min-
Cost: 1 BP utes for Dimcult or hi~hcr chccks). A failed check indicates the
Unh'c rsa l: Yes characler docs not have the knuwledgc he nceds, Qr is unable 10
Prerequisitc: None stan a firr.
Mastery Die: IdS De tcrmining information about putling Ollt a firc al~o r('(]lIires
~\ characl cr with Ihis s kill knows hOI\" to overwhelm someonc
a succcssful skill clwck, butlhc charactcr must act 10 put Qut the
will} a torrent of \lords. If Ihe faSI lalker $lIcceeds al his skill fire if he chooses 10 - slIcc('c{ling at Ih l" ~kill check does nut aulU-
check. the ta rgCI rl"lnain~ to hcar him ~pcak, and has mO)"1; dim- maJically ext inguish th e (in'.
cult)' slIcI:l;ding at a Listcning or Obs~'r,"ation chcck \"hile the fast
talke r rambles on. On a failed chcck, thl' targ ... t is unancctcd J.,~ !..erel The character cu n ...
fast ·r:1Iking. :-'Iodi!i('rs to the skill died an' based un the Unskilled Start a fire with matches or Qpen flame; detel'mine
Intt]ligencc and \Visdolll of t he target. as shown on Tabk 6.3-1: how long a stove will burn; know how to best extin·
Fast Talking Targct ,\·Iodifiers. guish a stuve ur lamp
Novice Start a fire with burning embers ur coal; determine
:-'Iodificrs arc cumulat ive. CharaCH:n of Inlclligcnce 5 or Il'ss
how long a campfire will burn; know how to best
arc so dim lhat aucmpts to fa~1 talk them fail automatically extinguish a campfire
because the} caliliOl fo llo\\ what is being said. Targets Ililh an Determine how long a man-sized bonfire will bUrn;
InH'lIigcnce or Wisdom scorc of 21 or higher :In' impcrvious to determine how best tu extinguish (water, dirt, sand.
Fasl Talking, etc) or halt (dig a firebreak. use water at key loca-
tions, and so on) a large (house.sized) fire's progrcss

34"
Advanced Start a (ire (with sticks) without any ad\'erse condi- Very Difficult CatChing fish in steadily or strongly movtIJg
tions; determine hall- best to extinguish or halt a water
forest fire (mansion or town-sized)
Expert Start any fire with an adverse condition (e_g., high fORGERY
winds or wet wood); determine how long a large fire
will burn Relevant Ability: Dexterity or Intelligence
Master Start any fire with two adverse conditions (e.g" high Cost: 10 BP
wind! and wet wood); determine how long a Corest Unirersal: Yes
fire will burn
Prerequisite: Reading Comprehension/Penmanship
Difficulty Examples 65% or better
Trivial Extinguishingllighting a stove or lamp Mastery Die: Id4
Easy Extinguishingllighting a campfire Mate rials / Tml]s Requ ired: Yes
Average Extinguishing a bonfire: starting a fire with
two sticks Thi~ s kill enablt-s th(' o:haracu: r 10 detrct rorKcrir~, as \\cll as
Difficult Extinguishing a large fire; starting a fire in duplicatc documt'nts ,lIId handwriling 011 his Olin. On a success-
high winds or \\-et wood fu1 5ki ll chetk, a .;rcatt:"d fo'l!"("(} pas~cs as ~t:"lluinc exccpt b) olher
Very Difficult Extinguishing a forest Cire; sta rting a fire in dlaracler~ II hu an' intimalCI} f;lmiliar \I il h t ht, gcnuinc art Illc. or
high winds and wet wood
I» oth!'r pasons wilh lhe J-o rgc l'Y ~ kill (~ee below). On ,I /:liled
dlt'ek. the forger'~ work is so ~hodtl\ that it eannot 1J,;I~s examina-
FISHINC tion 11\ :l.mOlle. Forging":t Si)o:ll:ttl1l"1' gencrally take~ 1<14 hours ur
Re levant Ability: Wisdom ptactin'_ "hile 1011rin~ a JUIl~ dOCUlllcnt t:tkes 1+ Id6 houn.
Cost: I BP I"orgin\:( ,. d,j(:unwnl "ilh ont or more St:tmp~ and ~ .. als Iflkes
Unh'ersal: Yes .J ... .Jdf, hour, pJu~ ,Ulothu fI hUnr, for.-adl nc\\ ~ t al11por seal that
Pre requisite: None tlC('d~ 10 1)(' traftnl. [,Ich ~t,IIIlP or _tal :tlso re(Iuires ils own

Mas tery Die: IdlO I"nn:c,", ~kill dltd.:.


;-';(,IC that pnWlh "llh llll' Forgcl"\ ski ll m,,~ cxamint:" a dot:u-
The Char,KiCr "jlh lhc- fi shing skill is a gocxJ !;ompnnion tu
have a looL;" "henc\er b•.,dil:~ of"atl'r an: nearb). Roll a Fishing melli 10 learn if it is a [on;en . .-\1,0, this ~killllln\ be CQlllbillCd
check for evcry til hour~ spe nl fishing. If successful. compal"(- thr "ith Artisli!; Abilil> to Cft:"alt:" lorgaies of artllork (a suc<.:cssful
difTcn'l1cc betwcen the roll and tlu:: ~k ill scon: 011 1ablr 6.3-2: eheek h (C{luired for buth skills).
"-,shifll(.
A lI('t CaldlC~ Ihree lim(-s Ihr amoulI1s liSll'd 011 Tablr 63-:!:
w 'el The character can_
Unskilled Identify common forger's tools (false ~eals and
Fllhifllr Of cou n t', the bod~ ufw;l(t:"r InU'1 he populatcd "jth {i_h
stamps. sets ut pen nibs, etc)
for an}' hope: of succcss. :-;r1lv1ce Operate forger'S tools: ascertain the authenticity of
any document if there is any ba5is to do so (sueh as
TABLE 6.3-2: FISHING having seen the ortgmal 01' knowing facts about ill;
forge a signature
Rcsult Cucll Average Forge a short document (such as military orders)
<-20'1. ..........Old brlnch_ ""ood or Olher Imh where the handWriting is not speeific to one person
·10'/,. 0 .. __ .. _. _lIothilig Advanced f orge a shurt document where the handwriting is
slleciCie !.v one perSall: forge a simple seal or stamp
01·]0% __ . _..... _d3-] fish Expert Forge a long document where the handwriting is
11-2()'11. ... _.. __ ..d4 I fish not specifIC to one person; forge a eomplex seal or
2]-30% .........2d4·2 fish stamp
31-40% _.. _.. _..3<14-3 fish Master Forge a long document where the handwriting is
Bllecifie to one person: (orge a highly detailed seal or
4150"1. ... _.. _. Ad4-4 [ish staml)
51Y&+ .••..••.•• _5d4-5 fish
Difficulty Examples
Trh'ial Forging with proper tools and handwriting
Level The character CIUt_._ sample available
Unskilled Bait a hook and drop the line in the water Ea.sy forging with makeshift tools and handWriting
Novice Cast the line out into lhe water sample available
Average Determine the spawning seasons in familiar areas Average Forge a simple seal or stamp with a sample
Adl'anced Determine the spawning seasons in unfamiliar areas Difficult Forgmg a comp!ex or highly detailed seal or
Expert Create new lUres and tackle based on existing stamp with a sample
designs Very Difficult Forging handwriting, seal or stamp without a
Master Create innovative new lUres and tackle sample (musL have seen the original at one
time)
Difficulty Examples
TriVial Catching fish in a barrel FORTUNE TELLING
Easy Catching fish in a small pond recently stocked
RelC"allt Abilit)'; Charisma
wilh fish
AI'erage Catching fish in a river or pool during Sl)awn- Cost: I sr
ing season Ullh'ersal: Yes
Difficult Catchmg fi sh in II rIver or 1)001 outside of Prerequisite; None
spawning seaaon Mastery Die: IdB
319
This skill cover~ knowlrdgr of a varict) of met hods of ciivinat ion A cha raC lc r can attempt to cheat with a successrul G;\1nin~ ~ki ll
- all fak e. The chal"acter with tlJ(> Fortune Tcllingskill is familiar check; success gh-t·~ .t 10% honus to the check thaI indicates vic·
with tarol cards, palm rcadin){. interpreting Ihe flight 01 sparrows tory or dffclI\.
the arrangemcnt of a sacrificed animal's e nt rails, and so on. The
charac H~r is f:llniliar enough with these praCliccs 10 make him Leve! The character knows ...
appear authen ti c. Evcn if Ic~itim.ltc fonune tclling exists, this Unskilled Games with almost no rules or no experience needed
skill docs not aliow a character to mako:~ accurate I1rcdi(:lio11s: the (coin tossing, kick the can, tag)
charanc r invents the pre{liclion he wishes. Novice Games with few rules or little experience needed
(checkers. house va ria nts of Unskilled games)
A successful ehcck indicatcs thaI I he CUSIOtHer or clie nl bdie\'es Average Games with few rulu and little experience needed
th e fonune 10 be authenlic. Iflhe chcck fails, the sham is disco\· (billiards, Chinese checkers, dominoes. house variants
ercd, or the prcdinion is simply 100 unbelievablc in some wa) of Novice or lower games)
(Characler: ''Your siSler willmarr)" soun." R (-SI)<l!l.~C: " ~I y sister's Adl'anced Games with several rules or some experience needed
hl'cn dt:ul fur years!"). I{eview the same modifiers in 1hhlt 6.3-/: (Mah Jongg, house variants of Average or lower
Fasl 7idkinj! '/or!!,d '\/odifim. bascd on the subjects' lntelligencc and games)
Wisd01ll, and modil1td by thc bclie\'abilit} of the fOl"lune. Tdling E:xpert Games with many rules or mnch experience needed
an igno r'ant, middk·aged mine r thaI he will be President is some- (chess. hOuse varrants of Advanced or lower games)
what ludicrous. hUI he will want to helieve th:u hi~ ne\\ born son Master Games with many rules and much experience need ·
lI"ill ant day be wealthy. ed (house variants of EX!'l'rt or lower games)

Difficulty Examples
Level The eharadcr ca n ... Trivial Playing a game that the character invented
Unskilled Have the listener !Jelieve a fortune that already has E:asy Pla~ing a game common to the character'S
some basis ill fact childhood
Novice Have the listener believe a very likely fortune Average Pla)ing a Ilopular game in the region
Average Ha ve the listener believe a plausible fortune Difficult Trying a new game for the first time
Advanced Have the listener !Jelieve. a possible. it unlikely, fortune Very Difficult Trying a new game from another culture for
Expert Have the listener be.lie\·e a \'ery unlikely fortune the first time
Master Have the listener believe a ludicrous or oUllandish
fortnne GEOLOGY

Difficulty Examples ReJeyant .-\bility: Intelligence


Tril'ial LIstener wants to !Jelieve in furtnne Cost: 4 BP
Easy Listeller is uncertain whether or not to believe Uni versal: No
in rortune telling
Prerequisite: None
Average Listener is somewhat skeptlcal
Difficult Listener is very skeptical Master y Die: idH
Very Difficult Listener does not want to believe in fortune Materials/Tools Required: Yes
Characters wil h Ihe Geolog) skill are cxt remcl~ knolllcdgeahle
GAt-1BUNG abmH Ihe Earth :wd ils properties. ~I('st orten, lIu'") arc hire(llo
Relevant Ability: Wisdom or Charisma hunt out valullble orc, but tite> also slmh' \"1IIcall0('s and ('anh-
Cost: 7 BP quake~. or hum for gemSIUllC~. TIlt'~ can anclIIpt to idcntiry rock
I}lX·'. their nature and structun', :lIld rccommcnd til(' best min-
Uni versal: No
ing and dil!ginl; sites. A ~ueeessful skill dwck means Ihe geologisl
Prerequisite: None ~\lccf"cds in his Illsk.llhilc a r.'liled eh('ck Indi(:atcs Ihat he cannot
Mastery Die: id6 quill' grasp the knoll ledge he nceds at the moment.
Th~ ' charaet~'r knows mosl common games of chance and skill, ;:\ot(": delermining gcnlogical informal ion reqllire~:1 successful
such as blackjack, fa ro lind poker (also kn own as "bluir). This skill chtck. hut tlH." characte r must act to mine Ihe c;.nh if he
skill uses special rules instead of the normal masl('lY and difTit'ul- chooses to - slIccceding at the skill check does not automa!icall~
ty tables. See the gambling ruk ~ in Ch(lpltr 5.1IG(lmblillg ror mon· provide the ch:,Tacter with gold and get1lslO!lt's.
inror mation. H:lmmers. chi~,~1s. picks. ~lIIa ll sacks and a m:lgnirying gl:lss arc
I}'picaltools of the geolol-;i~t,
GAM ING
Lewl The character ca n__ .
Relevant Ability: Dexterity or Intelligence
Unskilled Not use this skill.
Cost 1 BP Novice Operate lab equipment and geologIst tools
Unh'e r sal: Yes Average Identify rock types; notice signs of past water or
Prercquisite: NOlie ancient lile
Advanced Locate are bodies, veins, or (coal) seams
!\Iastery Die: id8 Expert Determine direction and depth of established are
The eharactcr is ratnili;)r with gam~s such as bil1iard~, checke rs. veills for mining and digging; estimate time oC next
chess. and so on, \\hcrc gamhling is nOl usually a ra<:tor. A suc- eanhq uake based upon de finite time schedules and
cessful Gaming skill check indicates viclory, unless the pla}'en inspection of the earth
choosc \0 actuall y pla~ outlh,~ game in n'allilllc in~tcad of using Master Determine direction and depth of unseen are veins;
estimate time of earthquake based on unconfirmed
the ski ll. If IWO characters Iha ! both have the Gaming skil l play
secondhand reports
each olhel; each pla)'cr rolls 5d20 and adds his Gaming ski ll -the
highcst roll wins. Rc-roll any lies.

350
Oirfieulty Examples Very Difficult Gleaning information f rom a s worn personal
Trivial Deter mining a common rock with access to enemy, gleaning information from someone
textbooks and lab eq uip ment who speaks a foreign language
Easy Determining an uncommon gem with access to
textbooks and lab equipment
GRACEFUL ENTRANCE/ EX IT
Average Determining a common rock without access to
textbooks and lab eq ui pment Relevant Ability: Charisma
Difficult Determining an uncommon Slone without Cost: i BP
access to textbooks and lab equipment Uni\'crsa l: Yes
Very Difficult Determining a rare gem based on vague sec-
ondhand descriptions Prereq uis ite: None
Mas ter y Die: Id(i
GLEAN INFORM_.4,TION A " haracte r can u~e lhis skill to ma ke :In cntranc(' (o r exil). lie
Re leva nt Ability: Intelligence, Wisdom or Charisma kno,,~ hOI' to Irale a room JO thai people will t alk about him
artrnl-:.rds. li e leaves a n impresston in mos t sod :11 siluatiolls.
Cost: 2 BP
\\' hen t his ~kill is sueccSiful, Ihe characrr rec iews a specifil.: ixInus
Unhersa l: Yes w hi! Reputation (nOI Reputalion Points) in that soci:.1 ~i luali on
P r uequisite: None (~ee the r;"ample table) .. \ , ~oon a< he leaves the room. his
Maste r y Die: ldS Repul.llion drop~ back 10 normal. On a failc(l dtrek. the cha ra~­
te r lI!ains no te mporar-. Rrputation OOnu<. s ince no onr not ices or
A charaC\l"r using this skill can listcn 10 OIhu~ talkifl~ and
home in on secret i\'e informat ion. Hc can d.) this by Illkinr.; is impressed \,ith hi~ Ihcatrin. T his.'> kill is useful I,hen in ~ocial
gatherin'l:~ and th .. p"ekin~ ordcr i~ bc i l1~ e~ tablished.
directly to the penon he wou ld like to ~el inrormallon from, or he
can lislen to cOll\ersations being held ~ othcr pcople. H e i~ abk
10 pick up clues that liMy Itt'lp him fi nd OUI such Ihin.l."S as I,hcrc
The cha ra cter Cltll_
Impress one person in a quiet environment (.5% to
an outlaw is hidinl!: OUi. Ilhat Secrel roule the stagecoach u~es. or
Reputation)
the weaknesses of a parl icular mi lit ary rorl. The pos~ihililirs arc Impreu people in a qUiet enl;ronment ( .. 10% to
Novice
c ndlus. A i kill check needs to be made l,hellCVer thc clJ.lracler Reputation)
wishes to find out Some spt'cific seerelS or rumurs. Average Impress people in a standard emtironment (.2~ to
Si nce this ~ kil1 depends on a network or inlormants and COIl- Reputation)
laelS. tltc character suffers a disad\'ant<ll{e when in an area other Advanced Impress a single person in a nois)' en\tironment
than his own territory. "Ter rilOl')'~ refers to his n:gul.. r b..1se or (.30% to Reputation)
operal ion - a 10\111. one ne ig hborhood of a city, or evcn ,\ whole E xpe rt Imp ress people in a noisy environment (+50% to
Reputation)
coun l ~. "-illa ll), any l im" a character needs to make a Glean
Master Impress a lar ge group or persons so that they stop
Informa t ioll skill check, he must make a <mall itl\'(,'~tmcnl of their social aeti\'ity snd look at the character (. t()t.)%
mOlle)' for drinks, uri be and so forth, or he sulTefll an additional lQ Reputation)
15% penalt ). A typical effort lasts ld-J. hours and eO'15 Idll) dol·
lars, and this money mus t be spent IIhether or 1101 the desired Oifficulty EXRm l,les
mform ation is found . (Ir thc illrormation is st ill unknol\n, the Tri\;aJ Impressing a close friend or slly
characte r C:lIl cont inue his search the next day, spc nding more Easy Imprening an acquaintance
11101lC)' and making anot he r chec k.) Average Impressing a stranger
Difficult Impressing a member or a hostile trtbe or
For unmple. Jot Bob iJ III his l()Col sa/cl(m l(htll he htaTS rumors of a
nation
rwmlly dOIll miatr 10 Ihe "orlh. The corp$( J uen:1 mi"e rtmOlll.J ulldiuolJ- Very Dtfficult Impressing a 8wor n personal enemy
tTfd. bUI JOllie bragg;", bandllOS fl!)' /hal Ihe;·jouml a mop lucked in his
bools. Jot Bab opproachtilhr btlltdilos, lolh /tith them, allfi probnb(.' bup
/htm str"al r/Tinb. Ht thtH matts a Glea" II/lonna/lOll ,h,d 10 I,orn 0/ GUNSMITHING
tilt map find millt. ljhtJoils. he IIIf!.V approach oflo/htr ptNO/l or group n"d Relenn t Ability: Dexterity o r Intelligence
ITptaltht e:cptritnre, or [('I1i/ U/ltt! Ihe nul dOJ' (llId fry lire bondi/os 0'(0111. Cost: 8 BP

"".,
Unskilled
The cha racter eall_
Glea n facts well-known to mos t locals
Unh'ersal: No
Prercquis ite: None
Novice Glean vague rumors ('a town official has a secret Mastery Die: Id6
viee") Mate r ia ls/ Tools Req u ired: Yes
Average Cather general rumors ("the sheriff i~ a drunk")
Advanced Gather more specif ic information ("the sheriff often This skill c nabk~ a eha ra Cler to engrave, rel'~l ir or modif)' a ny
gets drunk in the jail") type of firearm. Use or this skill requires " unsmithing tools
Expert Gather verr specific information ('the sherill gets (scre\Hlri\'er, "rench. pliers and 50 0 11), and such a character usu-
dru n k in t he jail every Tuesday at 11 pm") ally Oll'IIS and operateS a gun shop.
Master Glean general ru mors in hostile areas with vastly
The eha r,letCr cannOI make gU lls from 5cralch (since doi ng su
different language and culture
requires the aS5i~laliCc uf a blacksmith and woodwo rker), bU I can
Dirncult,. Examl)les perfor m all SOrts of modi fications. These include: shortening lhe'
Trivial Gleaning information from a family member b;lTrel ~, add in wadjustin g a si1;\'ht, removing Ihe trigger guard_ and
Easy Gleanmg information from a close friend or ally _0 on.

Average Gleaning information f rom a Btranger or guard Wit h a successful skill check, the character makes the adjust-
Difficult Gleaning informatIOn f rom a member of a men ts to Ihr gun. On 11 fa iled check. l he cha racter is unable to dn
hostile tribe or nation

35 1
~o, and damagl's an~ modifications (like a sighl) he was addi llg ll) HISTORY
lhe g U ll. He mUSI purchase or craft ;l nell modificatioll (if any). Relevant Ability: Intelligence
Cost: I BP
Le,'el The character can ...
Unskilled Not use this skill. Unh1!rsa l: No
Novice Recognize gunsmithing tools and equipment; recog- Prerequisite: Reading Comprehension/Pellmanship
mze all types of guns manufactured or commonly 80% or better
used in the territory; make one specific type of mod-
ification (choice of type is permanent) Mas tery Die: 1d12
Average Recognize all types of firearms; make two specific /\. charact("l' Ili l h th is skill is a real history bufT. I Ie's studied all
tYlXlS of modification (choice of type is permanent) of I hc maj or historical e\"ent~ thaI occurred in the world. lI e can
Advanced Make all types of common modifications usually recount stories of 1he rist.· and fall of man)' kingdoms and
Expert Make improvements or unusual modifications to an nat ions. He ol"ten possesses detai led knowledge about major wars
existing design (particularl), tilt' ' Var Between the States) and llsuall) knows
Master Design a new model of firearm sOllll"thing aboul tile hislories of major ci l ie~ around the world.
III.' rna\ even knOl' t he life storics of major hisloric.d fi.l(urcs. A
Difficulty Examples
succes~ful Hi,to1"Y skill check indic;\l es t hal the c:;hanlt·tcr remem-
Tri\;al Repairing a firearm with access to a fully
stocked gunsmith's shop bers the kn(II,lt·dge lit" st'cks, Ilhile a failed check means Ihat he
Easy Modif~;ng or engraving a firearm with access m'ver kncw it. or c:;almot pre~ently r("call pcn ina nt details.
to fully stocked gunsmith's shop
Average Working on a firearm in dim light, in a noisy Level The character can ...
environment. etc. Unskilled Not use this skill.
Difficult Repairing a firearm with makeshift tools Novice Remember the opposing nations of a war (such as
Very Difficult Modifying or engraving a firearm with the War Betweett the States): recall knowledge from
makeshift tools a personal history hook
Average Recall the rulers or the opposing nations of a war;
remember the most famous army leaders: recall
HIDING
knowledge read several times
Releva llt Abi lity: Dexterity or Intelligence Advanced Remember each state/territory and which side of
Cost: 3 BP the war they supported; know the major battles
Universal: Yes Expert Remember every battle; recount oral history or
knowledge read once
Prerequ isite: None ~Iaster Recollect every regiment and its nickname (if any);
Mas tery Die: td6 recount obscure oral history
.\ character lIse~ lhis skillw hide' behind or lIilhin v<lriou, types
of coru.:ealmCIl(, ~\lch as Ctrrt<lirh. door"'. sagcbru~h. ~hadO\,~ . .rod Djrficuttr Exam ples
Trivial Recalling a well-known historical el'ent with a
~o on. He cannot rno\"e. and C<ln nCI"cr initiate hicling from ~nmc·
personal significance to the character
onc IIh ilc thaI person is oh..crving. A successful skill check con-
Easy Recalling a well-known historical event
vcys a 10% pe n ah~ lU;m oPlx>ncnl's SCllJ"ching ski ll check, or a Average Recalling an obscure historical event
111% h<mlls 011 the hiuingdl;lraete r"s H unting skill ch{'Ck..-\ failed Difficult Recalling an obscure historical event from
chcck gives a 20% bonus to an opponent's Searchinl\" skill check. another culture or language
Very Difficult Recalling an obscure historical event while
Le,'el The character can ... being fired upon O}r otherwise under severe distress
Unskilled Hide in total darkness; hide behind complete cover
(huge boulder, etc)
HUNTIKG
Novice Hide behind curtains
Average Hide in an unlit room at twilight Relevant Abilit y: Dexterity or Wisdom
Advanced Hide in a large shadow on an overcast day Cost 5 BP
Expert Hide in a man-sized shadow in daytime Ullivt'rsal: Yes
Master Hide in a small shadow in daytime; stand directly
behind another person or similar size and mimic Pre requisite: None
their movements lIlas ter y Die: IdG
T his skill allows the Char<ll'lcr to hUlll game in the wild out-
Difficult y Exam illes doors. The hunlcr must make a H unting skill check (with a -5%
Trivial Hiding in complete darkness penalty 10 til.' roll for <"vcry non-skilled hUllter in the group).
Easy Hiding in twilight; hiding behind a large boul-
d" If the die roll is suct:essful. the hunter (and those wit h him. ir
Ave rage Hiding in daylight with cover that does not nec- any) man: within a ("(' rlain range of his pre), as nOled 0111he mas-
essarily obscure the character completely (bar· tC!) lable below. If the hunter chooses lu mOl"c closer, he must
rei, tree, etc) succeed at anothe r Il unting , kill check to cQme liD fcet closer. If
Difficult Hiding in daylight with lillIe cover (horse successful, t hc game docs nut not ice lhis movement. Any faile{l
trough, small bush) check means the game becomcs aware of the hunter's presence.
Very Difficult Hiding in daylight with almost no cover
Xatura llr, Ihis skill docs not automatically move the character
ovcr ol):;ladc$ (such as a bcK:ly of water). He must find a wa), to
cross Ihe ob~lades himself.
A successrul Hiding or Stwaking check impal'h a lU'lb bonus to
an imnwdiatt.'ly following Hunting skill chrck.

,.
3 "?
AI'erage Lower urget's Reputation by Id3 poinu
Advanced Lower target's Reputation by ld4 poinu
Expert Lower target"s Reputation by IdG I)()ints
Master IAwer target's Reputation by Id8 IlOints

Diffil'ulty Examples
TriVial Telling very likely rumors
Easy Telling plausihle rumors
AI·erage Telling possible, if unlikely, rumors
Difficult Telling very unlikely rumors
Very Difficult Telling ludicrous or outlandish rumors

TABLE 6.3-3: IDLE GOSSIP TARGET MODIFIERS


Tugc!"! INT Modiflcr Tuget'. WIS Modi(ier
3 or Its!! .....f.ti lure ......... .J or less ......+25%
1-5 .......bi lurc .. ......... :4-5 . .+15%
6-8 ........+5% . .......... ..6-8 .........+5%
9·ll ........ .+0 ..............9·11 .........+0
1J·15 ........-5%.. . . ...... .12-15 ........·5%
16·17 .......-10'.4 . .16·17 . .. .....·15%
18 .........-IS'!. .......... .18 .........·ZS%
19 ....... . ZO';' ...... .19 .........-35%
Lel·el The character can ... !O ......... !S"'•............ .20 .........·45%
Unskilled Corne within 303-600 ft (300.3dl00) of prey ll+ ....•. .fll lurc ...... . .... 11+ ........f.ti lurc
Novice Come within 243-540 yds (240.3dll)tJ) of prey
Average Come within 183·480 ft (180.3dl00) of prey
Advanced Come wIthin 123·420 ft (120.3d100) of prey INTERROCATION
Expert Come within (ig·360 ft (6O.3dl00) of prey
Master Come within 6-300 ft (3.3d100) of prey Re levan t Ability: Strength or Wisdom
Cosl: 5 BP
l)iHitulty Exampl1l8 Unh'ersal: Yes
Trivial Walking over soft prairie gran at mght and
Prerequis ite: None
ul)wind of the animal
Easy Adl'ancing over soft prairie grus in daytime Maste ry Die: Id{l
and upwind of the animal t\ rharaclt'r u~e~ lhis skill to persuade uncooperative I~opll' to
Average Walking on dry ground in daytIme with chang- rr\"(',11 informal ion aK,l inst thl'ir will. Thi~ gt·nl·nt11) involvcs lhc
ing winds use (If lhrl'ats. cocrlion. ur other such IlIl'lhods. A $ucce.'Ssful skill
Difficult Moving across a twig-strewn forest floor while
check i~ necn~an, modi lied bl thl' I"il'tim's Wisdom ~<;ore as
downwind of the animal
dlo\.1l on TaMI 6.3--1: IfllrlT!l~ol!On .Ilotiijitrf.
Very Difficult Walking acron dry crunching leal'eIl at high
noon while downwind of the animal II Ih t roll ii suu'cssful, thl' 1)("I",on tells I,hat Lhe character
WlInh to knOl,. lhat is, if he alluall> kll o'H. A failed check indi-
IDL£GOSSIP cat cs thaI the larget refu~cs to Icllthe character \lhm he knows.
Onh one allempl mol) l>c: madc per target, pl' l" day.
Relevant Ability: Charisma
Cust: t 81'
U nil·ersal: Yes TABLE 6.3-4: INTERROGATION MODIFIERS
Prerequisite: None V;, tim·s WiJdom Modifier
Master)' Die: td12 3 or b.'S ...............+9O'A
4·5 .............. .+50%
A IlCrson use$ lhis ~ killlO spn'ad rUlTIor~ about a ll ulhe r person 6-7 .................+25%
and h:wc those rumors bdi('ved. A charaCtere;ln use Ihis ~killto 8·9 .................+10%
ruin the dlame tc r of SOlllconf, tliere!'), lowering lhal p.uson's 10 II ........ , .........+0
Reputation. The skill chcd: i.'S modified by the larget's 12·13 .........•........·5%
Repulat ion (i.e .. deduct llll' Rl'Jlutation ~cu re from the roll). Ifil li-15 .................-10%
is succe.'Ssfu l, the rumors he .'Spreads arc bdiclcd alld p:!.~5cd on 16 ....•...••••••••..·250/,
dO\\11 th l' line. If the ch('ck fai ls. the rumor is simpl) too OUlf:!- 17 ........••......... 5(lt.4
geous or unbelievable in $Orne wa)- 18 . .................-701;'
:\ Indificrs to the ski ll cheek are b..'l.Sed on till' lruel1igfl1c(' and 19 .............-BOt;,
Wisflom of Ihe target. as ~ ho\\n 011 1ablf 6.3-3: Idle Gomp 1a~~'f 20+ ........ _.........90%
.lfodiJim. This skill check rna} onl>· l>c: performed once I)("r "e('k
on.j particular larg('1.
l ,e\-el The cha racte r can_
Unskilled Determine that the target knows something and
Le\"f.~ J Thll character can ... refuses to tell
Unskilled Lower target's Reputation by I point Novice Convince target to tell a secret with no conse-
Novice Lower target's Reputation hy Id2 points quences (or hllnselr

353
Average Convince target to tell a secret with almost no con- consequences for himself
sequences for himself Average Convince target to back down when there are almost
Advanced Convince target to telJ a secret with inconvenience no C0nsequences folr himself
for himself Ad"anced Con\;nce target to back d\1wn even though It means
Expert Convince target to teU a secret with major incon,'en- incoJll\'emence for himself
ience (death and torture) for self Expert CQn';nce target to back d\lwn even though It means
Master Convince target to tell a secret with major inconven- maj<lr inconvenience (such as death and torture) for
ience for himself and family and/or friends himself
Master Convince target to back down even though it means
Dirticult y Exa mplcs major inconvemence for himself and his
Trivial Target is bound in the darkness family/friends
Easy Target is incarcerated
Average Target is alone [)irticult y Exam illes
Difficult Target has a higher Reputation than the char- Trivial Target is boulld in the darkness
acter; target is in IlUbhc location surNullded by Easy Target is incarcerated
tough lleers Average Target is alone
Very Difficult Target is in Ilublic location surNunded by Difficult Target has a higher Reputation than the char,
emllloyees or underlings acter; target is in public location surrounded by
tolugh peers
INTIMIDATION Very Difficult Target is in public location surrounded by
emllloyees or underlings
Rele\'ant Ability: Charisma
Cost: 2 BP
JEWElER
Universal: Yes
Rele\'a nt Ability: Intelligence
Prerequisite: None
Cost: 9 Bf'
Mas te ry Die: Id4
Ul1h'ersal: No
Charactcrs usc this ~killto caus~' othero; to back <lOll n in a can,
Pre req uisite: Appraisal (minerals) 90% or better
ICSI of wills. III' can makt, olhers afraid 10 fi~hl him or use his
skill to help in interrogalion. A ~ucc('ssful skill check is ncccssarl, Mas ter ), Die: ldG
modified b~ Ihe vittim's Wisdom aeon' as ShOl,11 on Tahlt 6.1-./: Materia ls / Tools itequiroo: Yes
illl(1TD(aIiOll.llrxiifins, abmc. If l hc Irllimidal iotl ~kill chcck is suc- Ch,lraelers wilh Ihi~ skill knO\, hO\, 10 apprabe, design and
cessful. Ihe d\;\racll'r gain~ a 10% bonus to his i rllerrogal ion skill, wor k "ilh Jl'I,e ll) :lIld jCI,elr.' lools (Vlkrs, lweeze rs, and so on).
If unSlIccessful. no bon us i~ 'Iddnl. T hcy can cn'ale ring~, nt'lkl;lCes and olher ornamenlaJ jewell)'.
T heir wo r k can f'l'leh price$ up lu len limes Ihe COSIS of t he raw
Len:1 The character can.., m;llrriills used (nlt hough a buyer mUSI sl ill be found), A success-
Unskilled Convince target to temporarily back down when rul ~kill check nH~mlS Ilml Ihe wor k is Icry well done. a nd wOl'lh
there are no consequences for himself I he \' XPCI'l cd ;1111111111 1 as $ho\\11 in 1abl( 6.3-5:Jewtlu ReSt/lis.
Novice Convince target to back down II'hen there are no

354
Expert Tell a joke that is only similarly related to the crowd
TABLE 6.3-5: JEWELER RESULTS or requires similar knowled ge (a botany joke to a
Modifier VIJU( Time Spent group of geologists); tell a joke that makes {un o{
Tr;\'ui ........ Rtpws onl y .....f>.haulcs \0 hour,
(+90'~) the listener's friends
E.uy (+80%) ......... .... 1.5x .... .. ... .. ..One dly Master Tell a filthy joke with an unexpected twist of social
A"crlge (+40%) ...........3x .............Two dIp commentary; tell a joke that does not fit the listen-
Difficult (+0'.4) .•........ .sx.. . ... Fou r dlYs ers or their general knowledge (a chemistry joke at
II gathermg of farmers); tell a joke that makes fun
Ver y DIffICult (-40%) .... .. \Ox ........ .. ..ScVCII (bys
of the listeners or their families
A failed resu It indic-"tes 'he work "a~ bmchcd or na\\cd in some Difficulty Exam ples
"'n) aud Ihe resulting piece is worth no more than the original Trivial Making a dose friend or ally laugh
mau~rbl~. J ewell) al~o confers a S% hom,s (per level alxl\'f' Easy Making an acquaintance laugh
Unskilled) to Appraisal checks in\'ol\'in~ gem and jcwdl) (craft- Average Making a stranger or guard laugh
ed b) OIher jewelers). Difficult Making a member of a hostile tribe or nation
laugh
Very Difficult :\1aking a sworn personal enemy laugh
Le\'~l The churllcter can
Unskilled Not use this skill.
Novice Operate jeweler's too ls and handle materials; finish JOURNAlIS ~I/CO:-'IPOSITION
rough gems; cut gems Relevant Ability: Intelligence
Average Repair minor damage to jewelry (usuallr replacing
clasps and pins) Cost 2 BP
Advanced Mend broke n jewelry (uaually crafting replacement Unh-e r sal: No
pieces); copy an existing piece of jewelrr (WIth sam· Prerequ isite: Reading Comprehension/Penmanship
pie in hand)
Expert Repair a se\'erely damaged pIece of jewelry; desig n a 80% 0 r bette r
piece of jewelry based on an existing st~'le (without Mas len' Die: idS
a sample) A charaCI(~r ,,--ith Ihis skill is familiar with t hc an of journalism
Master Design II completely new style or pIece o{ jewelry and dislribuling ne\\s 10 othcrs. or course, he may a lso rhoos!!' 10
acclaimed as a work o( Irt
abuse hiS 1)Q\\'!!'r fOl' propagandit or disinformalion, possiblr lower-
ing a person's Repulalion by ld6 polnn. A skill chrrk is rcqull'ed
Difficulty Exa mples
modified by the targct's Repu la t ioll (i.c., deduci the Rcputation
TriVIal Repairing an Item with access to a fully stocked
score from the roll). If il is succusful, a Illajont) of readers
workshop
be licve the story, If the check rails, the sto~' is simply 100 outra-
Easy Modifying an item with access to a fully
stocked workshop geous or unbelie\'able for mOSI readers, and th e jnurnalis t (and
Average Wor king on an item in dim light, in a noisy his paper) ma\ suITer 11 lack of credibility in I he fUlUre because of
enVIronment, etc, it. Thi~ $l:;tI onl) com'C)'S the abilit} 10 craft a (Oll\ineing ncws
Difficult Working lI'ith bad tools anide: it docs not mean thai the gramma r and punctualion ;5
Very Difficult Worklng with makeshift tools or inferior mate- perfeel or filled wilh allracu\'c prose or poclry.
rial!
A S\lcce~~fIlI J ourna li 5rn check em plor" a 10% bonus to a char-
acter's immediately following Glean In fo r mation check.
JOKETELUNC
Relevant Ability: Chamma L.",
Unskilled
The character can...
Not use this sklll.
Cost: i BP
Novice Conduct interviews.; verify reports; wnte up infor-
Universal: Yes mation about current e\'ents (including trends,
Pre requisite: None issues and people)
Mas tery Die: ld4 Average Publish a story where all facts can be verifIed
Advanced Publish a plausible story where some facts can be
A I;haract er uses this skill to become the life of the pa rt ~: I-Ie \'erified
can tc ll a good joke Ihal can help him gel a good reaClion from Expert Publish IIll unlikely (but possible) story where few
folks and entertain ot hers. Ro ll aJoke Telling ski ll check when- bcts can be verified
en'r a cha raC lcr wants to tell ajokc, Master Publish a very unlikely story where no {acts can be
A successfu l check means Ihe joke is ,cry funn y and everyonc venfied
laughs. On a failed check, no unc "gets" the j oke, or they jU ~ 1
Diffic ul ty Exampltll
don', find il funn r
TrIvial Multiple witnesses/interviewees all leU the same
T he Gamc~laste l' determines the elTeel a successful joke has un story
an) XPCs. Easy Multiple witnesses/interviewees telling slightly
varying storIes
i..e'1'1 The eharader can .., Average Multiple witnesses/interviewees telhng greatly
Unskilled Tell a joke dirte r ing stories
Novice Tell a joke that makes fun of the listener's enemies Difficult No witnesses; working WIth no sleep
Average Tell a joke tha~ makes fun of a g roup that occasion- Very Dilfieult No hard facts are available
ally comes int.o conflict with the listener
Advanced Tell a joke that requires no special knowledge of the
subject (Ywhy did the chIcken eross the road?")

355

I
JUGGLING Average Speak and understand a few common sentences
Relevant Ability: Dexterity ("my name is Billy," "how are )'ou," "thank you," etc)
Advanced Speak and understand most sentences and normal
Cost: 2 BP
topics of conversation ("tra\'el three miles south
Uni\'ersal: Yes along the river", 'the bandits went into the bank,"
Prerequisite: None etc)
Mastery Die: idS Expert Speak the language like a native; converse about
complicated (cultu ral religion and politics, etc)
Characters onen use lhi~ skill tocrealC diversions, as I,ell as for topics; understand idioms
the enjoyment of ot hers. With a successful skill check, lhe ch:u- Master Speak ihe language !J.etter than a native; converse
aeter juggles all the objcct5 without an ClTor. Failing a check about complex (scientific and lechnical) topics, with
means the juggler drops the objec l ~. If he fails while jug-gnn!.;" proper grammer, syntax and subtleties
bbded objects, t here is a 10% cha nce for each dropped object (roll
separately) to deal normal damage a5 il ~trikes him. Oifrkuliy Examples
Trivial Understand a person speaking clearly and
A successful check also allows a character 10 calch ~malJ items concisely
(dans, pebbles, ele.) thrown in orde r to harm him - I,ith a ~uc­ Easy Unde rstand a person speaking with mouth
cessful ski ll dl('ck, of {:OUTse. Howel'er, the juggler ~till suffers covered
half damage (rounded up). On a failure. IhejuggleT sufTer~ full Average COl\versing in 11 noisy environment
damage. Difficult Understand a person speaking with a thick
accent
Level The character can .. Very Difficult Multiple djfficulties (persoll speaking with a
Unskilled Cateh items thrown to (not at) the juggler thick accent in a noisy saloon)
Novice Juggle 2 objects in a Simple pauern
Average Juggle 3-4 objects in a simple pattern: juggle 2 LAW
objects in a crossing pattern Rebant Ability: Intelligence
Advanced Juggle 5-6 objects in a simple pattern; juggle 3-4
objects in a crossing pattern Cust: 6 BP
Expert Juggle 7-8 objects in a Simple pattern; juggle 5-6 Unh'ersal: No
objects in II. crossing pattern: juggle 3-4 objects in a Prerequisite: Reading Comllrehension/Penmanship
complex pattern
Master Juggle 9-10 objects in a simple pattern: juggle 7-8 600;' or betic<
objects in a crossing pattern; juggle 5-6 objects ill a Mastery Die: Id6
complex pattern :\ charatll."r "ith this skill (an recall COl'" la\\ accuratcly and aCI
a.s plaimilT's atlornc\. rro~ecutor or dcrense in a (rial. No te that
Difficulty Exa mples
bceau~c or the di~tan(1." between 100,·ns. <I frontier l:t .... )·l."r musl be
Trivial Juggle small round objects
Easy Juggle small objects with corners pn:pared 10 "ridf' circuit," ml."3ning to spend hours or days on the
Average Juggle pointed objects trail between W\H1S, taking what cases hI." can. The same is true
Difficult Juggle flaming objects for judges, " 'ho travel throughout their jurisdict ion to :'ippear in
Very Difficult Juggle bladed objects, catching an jtem thrown court Oil certain days. Judge~ ;1fe often for11ler lawye rs.
al (not to) the juggler Characters \,ith this skill gain a 25% bonus to their OraliOll
skill checks "hen rela!l'd to la\\, such as dcfl."Jiding a client.
LANGUAGE (SPECIFY TYPE)
Relevant Ability: Intelligence Le\'el The character can ...
Unskilled Not use this skill.
Cost: 5 BP
Novice Conduct basie legal research
Ulliversal: No AI'erage Prepare standard legal documents
Prerequisi te: None Advanced Try a case (serl'e as defendlllg or prosecuting
attorney)
Mastery Die: IdS
Expert Prepare COml)lex transactions; write constitution
The charactrr "'ilh lids s kill has leanH""d to speak a particular Master Argue a case based on first impressions before the
languagc. The firS I time he buys (hi~ s kill, ho"'c\"(~ r, he must hllvc Supreme Court
a teachcr. This could be ..mother pla)cr cha ract cr. a traveling
Indian, or simply a local schoolmarm. Difficulty I:: xam ples
Trivial Researching major legal cases that set prece-
A successful skill check indicalcs that the character is ahlc 10 dents throughout North America and England
speak and understand Ihc language, whilc a railed skill ch~'ck in a well stocked law library
means Ihat he has forgotten Ihe corrcct words - or cannot under- Easy Researching documented legal cases in a well
s tand t he words. stocked law library
Universal fo r the character's n<llil'e langu:lge. All ch aracler~ Average Remembering \\'ell-known legal cases without
rc ceive skilllllaslcry c<loal to 37% - (OX, e<lllal to Intelligence scort' access to law books
x2) - Id20%, ill regards to theirOlHl I:mguagc. Difficult Researchmg a case with foreign laws; remem-
bering obseure legal eases without access to
law oooks
Le" el The character cnn ... Very Difficult Trying a case using foreign laws in a foreign
Unskilled Not use this skill. court
Novice Speak a fe w common words correctly and u nder-
standing what they mean ("hello," ' goodbye."
'outhQuse," "water," etc.)

356
LEATHERWORKI NG Dirticulty Examples
Hde,'ant Ability: Dexterity or Intelligence TrivIal Working with access to a rull range of leather-
Cost 1 BP working tools and extra materials
Easy Working in dim light; working in a noisy envI-
Uni\'ersal: No ronment
Prerequisite: None A... erage Working with poor toob
Ma ste r y Die: IdS Dirricult Working with makeshih tools (a nail instead of
an awl, tor example)
Materials/Tools Hequire<i: Yes Very Difficult Working v.ith makeshirt tools in dim light
T he cllIlraClcr with Ihis skill can treat kalher to craft clolhing
and ot her itcms (backp.lck~, reins, saddles, saddlebags, elc). or LISTENING
cour~e. Ihe Characler mUSI ltaH: Icatherworkinlj: tools (;.,,1. ham·
Reh!\'ant Abi lity: Wisdom
me r~ knifc', llcc'dk, Ihread, measuring lape. elc) and malerials
(kalher) to dosowith proficiency. II lakes up to Id·' houn loere· Cost: 5 BP
ale Eas) items, 1+ Ill" hours for Ave r'age ilcms. one da) for Universal: Yes
Dilliwlt iU:ms, and 1+ Id 1 days of work for \'el")' Difficult ileITIs. Pre requisite: None
O nl) after Ihis tim~' docs Ihe JcalhCl"worker m"ke his skill check, Mas te ry Die: ldll
011 a sI.lccts5fui skill check, the eh.lracter manages 10 repair, craft
or Olherwise u~ .. his Lea t hef ... urking s kill 10 full cITec!. A faill'd Clmracl('rs usc this skill 10 focus Iheir se n ~c of hearing. Any
result incl ica t t~ Ill(: "ork "as bOlchcd or Oa\\ed in sonl!: ... a) and lilllt a ch.lractcr ha.s an opponunil) 10 "h('ar something," he gt: l s
t he resuiting piece is wo r'lh no more Ihalilhe original malerials, a .$k ill ch('d to do $0. For example, a characler mighl he .. r ..... his·
pt' r in Iht darkne~s, or Ihe lo ne of spoken words become lighter or

J.A,,·el The character ellnm harder (possibly ind icating the speaker's emot ional slalc). A G ~I
Unskilled Not use this skill, may also roll Ihis skill ch('ck lUI) lin1(' Iht:re is sonl(, subtle noise
Novice Operate leatherworking toob and equipment; tan lhal a eharaell'r migh t Iwar (cvell if Ihe char .. cter did nOl speeif·
and treat leather. icall) stale Ih.1t he is usi ng Ihis skill). Iflhe character succeeds al
Average Crart simple leather objects (straps, bands) his ~ k ill check, he hean the noise. Ifhc fails. he hears not hing.
Ad .... need Craft standard leather objects (bags, saddlebags,
etc); craft small pieces or clothmg (hats, etc) Le,'el The character ca n_
Expert Craft complicated leather object! (backpacks, har- Unskilled Listen normally
nesses, etc); craft medium pieces of clothing (vests, Noviee Discern subtle changea in tone, pitch, and inflection
etc) of musical notes
Master Craft complex leather objects (saddles, etc); craft A... erage Hear sounds as if they were 5 ft closer; discern sub-
large pieces or clothing (dusters. etc) tle changes m tone, piteh, and inflection or animal
sounds

357

I
Adva nced Hear Bounds as If they were 10 ft closer; discern LOCKSM ITHINC
subtle changes in tone. pilCh, and inflection of the Relevant Ability: Dexterity or Intelligence
huma n voice
Cost: 4 BP
Expert Hear sounds as if they were t5 ft closer; discern
very subtle changes in tone. pitch. and inflection Uniw rsa); No
Master Hear sounds as if they were 20 ft closer; hear Prerequisite: NOlie
outside normal human ra nge (high tones, e.g., a dog Maste ry Die: ld6
whistle)
Mate ri als / Tools Required: Yes
Difficult)· Examplell This ~kill allnw! a char:lrter to fashion or re pair padlocks and
Trivial Listening in a quiet room combinalion locks. !\ succl'ssful $kill check accounts for the fash.
Easy Listemng over light wind or murmured conver- iOl1i n ~ of the lock ItSeir. wh il(' a fa iled rcsult indicates Ihe Jock wa~
sation botched or f1:mcu in ~omc wa~ and Ihe resu lti ng piecc is un usable.
Average Listelling in a small talking crowd or bustling An add ilional LCM' ksmilhing skill check is required to placc th e
street
lock in an ul1usual object.
Difficult Listening in a strong wind
Very Difficult Listening in a noisy crowd or storm A cha ractcr Ilith the Locksmithing skill gains a 10% bonus to
Lock Picking ski ll ch!'cks. I-l ~· needs ldlOs 10 minutl's, a success·
LOCK PICKING ful Loc k ~ mithingskill chcck and th e propcr tools (fo r padlocks) to
ma k(' a Lock Pickin g liItcmpl. ~ c<;au sc of his t raining ,\ith prop-
Relevant Ab ility: Dext e r ity or Intelligence
er \Ools and such, his dimcuh y level (or working II'i1h improvised
Cost: S BP tools incrcaS!'$ frolll Average to Dimcult (sce th e Lock Picki ng
Unh'e rsal: Yes <kill).
Prerequisite: Listenillg (for combination locks ollly)
90% or better LeI"l!I The character can_.
Unskil!ed Not use this akill.
Mallte r y Die: IdG
Novice Craft/repalf a Sh<Jddy leek
Maleriala/ 'foola RI,.'<Iuired: Yes Average Craft/repair a Good lock
Th is skill a llow! a rharaclu 10 open loek$ withou t use of a kC) Advanced Craft/repair a Very Good lock
Expert Craft/repair an Excellent lock
or romb ina lion. It takes Id I 0 minutes of uninterrupted concen-
Muter Craft/repair a Superior lock
tration to pick a loek. l'ieking a padlock 3 1«0 requires lockpicks or
imprtWised tools (a bil ofl,ire. a Ihin knife.Qr soon), I,hile open-
Difficulty Examples
ing a OOll1hill:ltiol1 Jock u\!tead n:quiru a Listen ch('ck (Easy) for
Trivial Repairing a lock viith access to a fully stocked
a characler wi lh Ih(' Lock Picking skill. Both IVpt$ of lock.s ;"I,n
workshop
require a successfu l Lock Pickin/( chcck Easy Creating a lock with access to a. fully stocked
On a fa iled Lock Picking clu:ck, the lock is ~impl~ too difficult workshup
to ope n and t he churaCler ('allliot II) 10 pick thi$ parlicular lock Average Working on a leek in di m light; working in a
again until hI' improves tillS skill. noisyen"lronment
Difflcult Crafting or repairing a lock with poor tools
[.e,·el The character can._ Very Difficult Creating or repairing a lock With makeshift
tools or interior materials; working with poor
Unskilled Pick a Shoddy lock that he has previously observed
(the same brand/m odel of) someone picki ng tools in a dim light or noisy environment
Novice Pick a Shoddy lock
Average Pick a Good lock LOGGING
Advanced Pick a Very Good lock Re levlllI l Ability: Strength or I ntelligence
Expert Pick all Excellent lock
Master Pick a SU llerior lock Cost: 3 BP
Unh·ersa l: Yes
Dirfieulty Example8 Prerequis ite: None
Trivial Working with a full set of lockpicks on a .Mastery Die: ld20
padlock and caring nothing about making noise
Easy Working with a partial set of lockpic.ks on a Male.r ialslTools Required: Yes
padlock; opening a combination lock; maki ng A charact er with Ihis skill has a basic kno\\kdgc of trc('s and
some noise while opening a lock under wha t condltl01ls the) gro\\ best. Lo~gers knOll II'hat trees
Average Working with improvised tools (such as a bit of a re con~ id r red suitable for felling (ge nera ll y t hose wil h a si raight,
wire or a thin knife) on a padlock; making only most!,· branchlrss trunk SOIllC 3 to:; fcet ill diameter). T he) also
a little noise while opening a lock knO\I hoI', 10 1110\'(' them 10 the ri ver for the log d rive, and hOI\ 10
Difficult Working in poor light (padlock); working in a
guide them down it.
noisy enviNl nment (combination lock); picking a
damaged padlock or combination lock; making On a successful skill check. t he logger knows his beSI oou rsc of
almost no noise picking a lock aelion or re members his kllo\\ Icdge, I\hile a fai led check indicates
Very Difficult Working in darkness (padlock); unable to hear t hm h(' docs not.
(combination lock); picking a rusted padlock or
A logger should ha \'e an axe or saw 10 cut down trces. a nd ropes
combination lock: picking a lock without making
any no ise; multiple combinations of Difficult or ( hnins fo r pulling and dragging.
(sueh as quietly picking a dama ged padlock in
poor light)

358
l.e'-cl The charader can ... (mosl l, found ha,k L l\I), tit> can USU;IJl~ c\'t"n repair inoperal iH'
Unskilled Cut down a tree and dama"t-d tllarhitl('ry. A sucel'~srul ~k i1t cherk i~ required 10
Novice Distinguish between various types of trees; t>crfel-II)- Ol>c rat " or to repair such m,Kh ine .... , ex(:cpt on cert:lin
determine which trees are Buitable for fetling OC(:llsio ns" ht"rt" common Sl'nse di. lales 01 herwise_ (Simpl) drop-
Average Determine best path to move trees overland (usually ping.l coin into ,j pbH'I' pi,ltIo is tHough to opcratl' il. and need~
to water) no ~k ill cht"tk, bU1 repa iring it is somel hin/{ el~t, tnt ircly.)
Advanced Guide trees over calm water on a log drive
Expert Guide trees over Bteady currents on a log drive
Master Guide trees oYer rapids on a log drll'e Lel'el The character can perform.",
Unskilled Not use this skill.
Novice Remember knowledge of machinery type and how to
Difficulty Examples
operate It
Trivial WorkIng with good tools
Replace gears and miMr missing pieces of
Easy Logging in dim light
inope rative machinery
Average Logging in I)OOr weather (rain) or steady Make minor repairs on inoperative machinery
Advanced
currents; working with dull tools
Expert Make major rellairs on broken machinery
Difficult Logging in bad weather (fog) or strong Piece together and repair severely damaged
~laster
currents machine r y
Very Difficult Loggmg in severe weather (sto r ms) or rapids:
working with makeshift tools
Difficult~ Exa milies
Trivial Making minor repairs on inoperative machinery
MACHINE OPERATING/ REPAIRING (SPECIFIC BUSINESS) in a fully stocked workshop
Relevant Ability: Intelligence Easy Working in poor ligbting; working on broken
machinery
Cost: 2 DP
AI'erage \\ orking with poor tools: working on severel y
Unh'erslll: No damaged machinery
Pre requisite: None Difficult \Iurking on machinery similar to (but outside
Mus ter y Die: IdS vn chvsen field: using ma keshift tools
Very Difficult Working on machinery very dIfferent from
Materials / Tools Required: Yes chvsen field: using makeshift replacement parts
A (: haraetrr wi lh Ihis <k ilt knows 111m to op'l'ralc IH)eS of
l1lac hil1(~ t) comlllon 10 his bll~inr~~ ur tMckg rou nd. ~uch .lS prim -
ing prcs5ri, plaH' r pi:H\t)s, and other \VPCS of factory machinrs

359

I
MATHEMAT ICS Average Extract bullet from limb; anesthetize patient
Re levant Ability; Intelligence Advanced Extract bullet from chest eavilY
Cost: G BP Expert Perform advanced surgeries; extract bullet from
head; attempt to remedy internal bleeding
Unh'ersal; No Master Perform advanced surgeries using asepsis to reduce
P rerequisite; Reading Comprehellsiou/Penmanshil) the potential of bacterial infection: treat internal
90% o r better hemorrhaging
Mastery Die: ld8 Difficulty Examples
A characler ,,·ith this sk ilJ has studic<1 m:uhematics. Trivial Working in a fully stoekell, quiet and well-lit
Dcpending on his skill master),; he mOlY a lso be familiaf Ilith dir- doctor's office
ficult malbemalics such as gcomCI r) ,Ind I rigOllomcl ry or integral Easy Working in a fairly quiet and well-lit area
calculus, and be able 10 calculal e eompk.\: equ;.tiolls, The Average Working in dim light: working in a noisy
:<. Iathcmatics skill also confers a 5% honlls (pe r le\'l:I abo\'e- environment
Difficult Working with poor instruments or materials;
UlISkilled) w Carpenlry, Cartography, Engineering (all tYl)<'~)' or
working on moving platform (e,g.. a train or
Stonemasonry skill checks. ship)
Very Difficult Working with makeshift tools or materials;
Lewl T he character C81l ... working on a violently moving platform (e.g., a
Unskilled Not use this skill. train or ship); working under severe distress
Novice General math (addition. subtraction, division, multi- (such as gunfire)
plication)
Average Algebra (area , circumference. equations, fractions,
variables. etc); geometry (lines, perimeters. points, MILITARY £NGINE£Rlr\G
angles. polygons, coordinates, etc.) Rele'-a nt Ability: Intelligence
Advanced Trigonometry (sines, cosines, tangems, triangles, Cost; 2 BP
etc); advanced math (probabilities, etc.)
Expert Calculus (paradox, differential equations, etc.) Unh'e rsa l: No
Master Advanced calculus and new theories Prereq uis ite: Engineering Design 80% or better
Mastery Die: Id4
Difficulty Examples
Characters "ilh Ihi~ skill arc esprT\s in designing forlS.
Trivial Work a math problem with no time limit and
bl'id~l's. road~, and mher offensil'e and dl'fenshe emplael'nu'nh.
access to reference texts
Easy \Vork a math pI'oblem With no time limit TI1l'Y kill'" Ih., toul~ <lnd ll'ehni<ltH'S of engineeri ng under COlli bat
Average Work a math problem with a reasonable time condilions Jnt!, in an cnH'r~en'l' can quickly creet some S01'l of
limit makeshifl prolcCiion .IS I,ell.
Diffieuk Work a math problem in head (Without access to It tdkes ld I hours for TrI\'ial emplaU'Ulcn tS. ! + hI I hours for
writi ng instrument or paper, 1'11'.) Eas) cmplacements. at least tI+-Jd4 hour~ for :\\'crage l'lllplace-
Very Difficult Work a math problem under severe distress n1('nts, at least 16+4d4 hours flU Ditllcult emplacements, and al
(such as gunfire) ll'ast 24+&14 h(')urs of work for Ve l;" Dimcult emplacements, A
successfu l check mcans t hat Ihcre arc 1)0 errors in thl' dcsign,
MEDICINE while a failed check indicates thai Ihl' character SpOIS one or more
Relevant Ability: Dexterity or Intelligence erron. If he finds errors. he mar h,n'c his workmen spend haIr t hl'
Cost 10 BP prc\'ious lime correel ing: any prohlrlll~. Afler cOl'reclions, he
must again makl' his ~ki ll chct k. If surcr.sflll, hl' has r,-.mo"cd all
Universa l: No
the problems. Ifl;.iJed, lie has not removed alllhl' problems. bUI
Prerequisite: None is unawal'e orproblcms thai may be ""ploiltd by his enemy.
Maste r y Die: Id4
Although this character can construct simple. temporary struc-
Materials / Tools Required: Yes tures him~ clr, he nccd .. talenlcd workmen 10 compktc :my major
A character I,ilh Ihis skilllilis It'amcd common med ical proce- project. He ha~ the 'killw super\'ise and manngr a cre" of slIch
dures. Howel'e r, tile procedurl's ill' i~ able to perform afe h i ghl~ workers sueh thai th., pmjcct is cOlllpleled prope rl y and in the
dependem on thl' skillle\'el he has oblained in t his field. Use Ihe shortest :l1llOUIll of lime possible.
table belo\> as a guide.
Le,·et The character can ...
" lost, though certainly nOI all, doctors Ii;\\'e all a\'erag!' ~ki!l UIlskilled Not use this skill.
lewl. :<.Iedical knowledge is not, hOll'el'er, limit ed 10 th is profes- Novice Design a simple emplacement (ditch, moat, pit)
sion, There ;ln' many people in the Shallf'red )-' ronller 111.11 have Average Design a small emplacement or shelter; supervise
fudillll:nl;ll)' medical skills, induding a numb\'1' of Ind ian medi- and manage workmen carrying out the character's
cine men capable of' pCl'forminl:" tasks of up to Avcrage m:l.~tel-r plans
Advanced DeSign a large emplacement (simple fort, road) on
SoU: AI/(Slhtlizillg patinlls is ('1(I1Ii(l110 proddillg 11r, ksl challer iif
solid ground; design a small emplacement needing
SllectH II'lrm prljOmlinl!, Ju rgeo'. A,V' At/[taIlWI or 1I((h" IIIft/ieal fulrniqllt
supporl (sma)! bridge)
fJliformtd Ilpoll "(llIIseit)us poliml lIiffm a ~2()% pel/alty It) Ih .. JJ..ilI (hut Expert Design a large emplacement needing support (large
bridge); design a complex emplacement (fort with
Level The charader can", multiple towers and othe r defensive fortifications) on
Unskilled Not use this skill solid ground
Novice AmpUlate limbs; set broken bones; dress wounds; Master Design a complex emplacement needing suppOrt
apply pressure bandages to severely bleeding and with moving parts (such as a large relractablel
wounds: diagnose injuries raisable bridge)

360
Difficulty Examples [.e,,·cl The character can_
Trivial Ideal conditions (unlimited project funding, Unskilled Not use this skill,
expert workmen. optimal soil eonditions) Novice Command a cornl)any
Easy Project adequatelr supported (surricient budget, Average Command a regiment
competent workforce, realistie timetable) Advanced Command a division
Average No more than one detrimental condition Expert Command an army corl'S
impinging on project complellon (governmental Master Command a field army
interference, untrained labor, uncoo perath'e
workers, inadequate lunding, severe time con - Difficulty f:xamp les
straints or other similar impediments) Trivial Veteran or elite troops
Dirricult Multiple challenges to project completion (see Easy Regular troops
examples al>ove) Average Green troops
Very Difficult Bridging a river "'ith green troops under a Difficult (see below)
withering artillery barrage \' ery Difficult (see below)

MILITARY STR ATEGYITACTICS Situa tion Modifier


Routed or poor morale + +1 difficulty
Relennt Ability: Intelligence
Night or llIclement weather +1 difficulty
Cos t: 5 BP Inadequately supplied ( food or ammo) +1 difficulty
Universal: No Over ..... helming odds +1 difficulty
Prerequisite: None
Notl: If modifl(f"'; go btyond Vuy Difficult. Iht lroops /0,111 not obey
Mastery Die: ldG ordu'S from any commandu, For uamp/c. grun troops thai Mt)f not
Ch;lrarten I,ith this skill knol' ho" 10 organize a military onit. bun rectivmg adcquatc ration~ and I4ho art ordertd 10 a/laCK a L~ry
keep troops properl)' ~upp li ed , and conHlland ;1 unit in ball It' . Slrong position (oL~rlChtiming odds) Iltal tMy ha~ bun bloodily
The) a lso kncrn hOI, to train their ann. 10 Kr' th(' bt-SI OU I of repu/'itd from prevIOusly. would not obtylht al/acK Older tun If II
Ihem. They art el't'li expert ill the I;lclkal emplo\mcnt .,r came fro m Napolton Itimulf
" 'caponr) as~illned to Ihc unit.
M IL LINERY
Surn:ssi'ul liSt' of Ihi~ ~ k ill allOl's a chMaCtcr 10 cllceli,,' I, (om-
mand his unit. In bailIe, Ihi~ cnsurc~ Ihal his rOlmnand~ arc Glr- Rele\'an t Ability: Intelltgence
ried om , F:li lure meallS t hHt his Ir\.IUps do not heed his command, Cost: I BP
This rna} I,lke ,'ariou$ form:! ~urh as improl}{'r l~ ,'xe{uling ,ut Unin'rsa \: No
nll nd:, dda y in contlllt·tillg a llIovelllt'nt. I'rlrealin~ trom an P re requisite: :None
assigned position or ('\,cn 5l1rrendt-rillg,
l\laste ry Die: ldlO

361
Materia ls / Tools Required: Yes lived among speakers of that dia lect for a few
years
A ~har,Klel' with Ihis skill 'lwd:llilcS in designing and m:lking
Very Difficult Mi mic effectively enough to fool a native speak-
Iw[:; . Gktn ~onw material and tht' apprupriatt' \l.>ols, a sut:t:essful
er of that dialect
skill check a IJO\, ~ Ih ~' milliner 10 (ksign, rut, lit. :llto'r and se"
alllloot allY sort of hat. .'\ failed n'~uh indicates the \\ork W:lS
botched or fta"'t'(i in ,;onl!' way lll1d th(' rl'~ulting piece is worth- NURSING
le~s. Relevant Ability: Wisdom
A milliner nr('d~ tool~ ~ueh as needles/ pins and thre'ltL scissors, Cost: 3 BP
a thilllblt:, tape m ed~un·. wax and pktlty of matrrial (doth). A Unive rsal: No
taule or ooanl (large enough 10 b y the entire pallern upon) as Prerequisi te: None
well as paper. ~harp shear. and Ileighh art .Ibo ,l(ood tu h:wc.
Mastery Die: Id8
T his ski ll allows the character to properly tend 10 the sick and
L, .. I The character can ... injured. Whil l" some uasic medical knowledge is inhercnt in rhis
Unskilled Not use this skill. skill , the nurse's role is to provide an opt imal en,.ironnwnt \0
Novice Operate milinery tools and handle materials: fiL hats
rncilitale the body's 011'11 recu ptf;J tivt au ilities. This is ao::eOIll-
for customers
pli~hed h} closely monitoring I he pat ien1 :H1d tending to his needs
Average Alt.er hats: rel)air minor ril)S and tears
;t~ required. Tilt: Illost basic Heed for any pal icl'l is food and drink.
Advanced Mend damaged hats
Expert Repair a severely damaged hat: design a pattern vI A nur~e wi !l "nsure that the injured pany is drinking sufficicn t
hat that va ries slightly from an existing style tluids and provickd \\ilh food that he cun keep down and in fm;t
Master Design and craft a completely nO\'e] hat d(>(·~ SIl_ Additional rC'pollsiiJili ti("s include changi ng barJ(i<lges,
kt"cpinl:"" atch for i nfectiou~ auJ c xcts~ivc utl"cding, and appl} ing
l>ifricully Exan1p]e~ eotd o::()mprc~~!'s to rdklt· kwr.
Trivial Fit a hat with access to a fully stocked Hi ghl~ sk illed nurses arr ,lblc to perform uasic medical proce-
milliner's workroom dures and orr cn scn'c as rhe only ~ouree ofmedic;rl cart in remO l e
Easy Alter or mend damaged hats with access to a loca ti ons.
fully stocked workroom
Average Working in dim light; working in windy eondi·
Le\"(~1 The eharacte r ~an ...
tions
Difficult Repairing a hat with makeshift too ls Unskilled not use this skill.
Novice Properly nurse a patient with a mino r wound
Very Difficult Working on a hat with makeshift tools
Average Properly nurse a patient with a major wound
Advanced Function as a midwife to deliver children; diagnose
MIMIC DIALECT injuries
Re levant Ability: Charisma Expert Properly set broker) bones; amputate limbs
Master Extract bullets from limbs
Cost: 1 BP
Universa l: Yes
DiUitully Examples
Prerequisite: NOlle (but see text) Trivial Ensure that a patient is properly hydrated and
Mastery Die: Id8 fed; dress wounds
Easy Ap ply pressure bandage to a severel~' bleedi ng
1\ dmractcr uSO's this skill to pass himsf"lf on' as a member ot a wound
community wit h a diITerent style nf sllI'a kin g t han his OIl n, uut not Average Set broke n bones
a dilTerent 1:lIlguu'\"e. For c)<ampte, "ith u suc("cssful check, a SCt· Difficult Diagnose injury
Iler from 1 1-X.18 tall pass himsdf (lIT as it :'\t'W Yorkn. Virgiuian, Very Difficult Remove bullets from wounds
Eugl ishman, etc.. but not a Frenchman unless he .:an ,pc<1k
French. If II(" fails his check. I he listcner not iccs somct hing II rong
OBSERVATION
"ieh the mimicked dialect. In order to usc this ~kilL a elw.racter
Relevant .'\ bil ily: Wisdom
must havc had heard the dialet:l lo be mimickl'd.
Cost: 6 BP
Le\'el The character can... Unh'ersal: Yes
Unskilled Mimic a dialect the character lived among for rears Prerequisite: NOlle
Novice Mimic a dialect the characler heard many times
AI'erage Mimic a dialect the character heard a few times Mastery Die: ld8
Advanced Mimic a dialect the character heard once Characters usc t his skill to rocus certain powcrs or obsen'alion
Expert Mimic a dialect the character heard descrIbed by a - ~ ighr. smell. rnste and touch. An} tim .. ,lIr 0ppul· tunit y [() no tice
native speaker of that dialect nonconformit ies with one of thcsc scuses occurs. rh e character
Master Mimic a dialect the character heard described by a m:"lkes th e s kill check. J\ charac te.r also uses thi s ~kill to not let'
non-nath'e speaker trap~. J\ G~I 111:')" rull an OU~tr\'a tion skill dH:c k an y lime th ere
i ~ sOffie\hill l[ su btly askew rhat a ch:mll"tcr might not icc, cven if
Uifficu lty Examples
h(' did nor spcci fi ca ll y stat e Ihar he is sCl"utinil'ing his su rround-
Trivial Mi mic effectively enough to fool someone who
never heard thai dialect before ings. A failr'd dH:e k indicares rha t the cha rac ter is oulil'iuus until
Easy Mimic effectively enough to fool someone who tht thing is point!'!] out to him.
heard that dialect a few times before N)r r.ramp(t, C5.-\ spy joshua Rad qlltJ/iollS a suppwtd carptll/tr.for Ihr
Average Mimic effectively enough to fool someone who Clli0/1 copilOt buildillg. cif which J oshua is Jukillf( kl1ow(((fl~f. Joshua J
heard that dialect mallY times before p/o)"tr rolls a Jllccm(lI/ Obsin'alion check (1"1)' })i(fiCIIII) !/Ird nolim Ihol
DIfficult Mimic effectively enough to foo ! someone who

362
hiJ halldJha~t iJ smOOlh and Jrif/. rnlirr{I'lacJ;ill~ ral/um. From IhiJ. ht may OR ....TION
dtduu Ihallht lIIall if nrlual{r /lQJiI1,( aJ a rar/l'lIl"- 11t could bt a (on lIIan
laking ndl'alllagt of afiUI", drinA-J, or ht m,!~ bt Q l. 'nion Jpy. Re levant Ability: Intelligence or Charisma
Cost 2 BP
Obscr..uioll rel'cals onl) Ihe faels, nOI Ihe 1ll00il:llion.
Unh'ersa l: Yes
Pre requis ite: None
"""
Uns killed
The charade r can".
Notice obvious details (lltrong smell, bright colors,
excited movement, object weighing a great deal
Mastery Oil": ld8

less/more than expected, etc) A chanl(cl'r wilh maSCl'r) in chis ,kill is a l)(ml'rful spcak(,T with
Novice Notice mlljor details (distinct smell, large temperature the abilitl co hold chI.' aU('ntiun of,~ crowd and swa~ public opin_
change, unsubtle movement, (ootprint.s in mud, etc) iou. Wich;1 ~1I(ccssful skill chl'cJ.:, Ihc characccr holds Ihe aU en-
Average Notice small details (picture frame askew, slight lion of III(' crowd ,md .,"a\~ Iheir opinion or emOlion in a desired
movement, footprinll; in dust, loose floorboard, small direccion. Dl'llendinl{ on Ihl' difficuhl>; a d1<lraCler mOl> "'''y a
temperature change, etc) Howd one or mort "~I(,pS:' In ur<!I.'I·, Ihese sleps arc: OUlrat:"l'd,
Advanced Notice minor details (tiny splash of mud on boots, An,:,r:~ .·\nnolt'd. (;"Im (Amhil'aknl), Amiable, AUracled, and
mild smelt, object weighing barely more or less than LOlin!o;". ,\ f:tikd dInk indical"S Ihal !Ill' spl'aker is unab le w
ex]>ected, etc) '"al 111(' t'f(l\\tl', ft'('lint:"s 011 the suhject.
Notice minute details (smooth surface on expectedly
rough texture. absence of dust in a particular shape, For flomplt .. 11,!)'Qr I ar~a IJ al/flllplin.!!. 10 lum 011 OUlragrd rroZJ:d il110
etc) a Cnlm alit, Ijht did 1101 a/r('(u/.)' kno/(' Iht Jub)(cl riflht CT"Oll-d, al/ger (him-
Master Notice miniscule details (objects arranged in a non, ,,(ft, hf m'!) lIIa~f a Nil-inl d"d luj/lld oul. Ill' I/OU' haJ 10 II/O/'t Iht (rollW
customary way but not askew or otherwise unusual ) Ihrrt ~J/(PJ ~ (Ol1t jlrp jrom Olllra,!!.td 10 .111.!!.~)', olle jlrp from AII.(ry' 10
. Inn~)rd. alld IInfl/f/! jmm . 1/1II~)yd to Calm) alld lIIusl su((ud 01 0
Difficult,. Exam]lle8 Diffirull (huk 10 do la. 1/ II/((m/il/, he (om illas the cTQl.d Ih(lllhty hau
Trivial Observing in more than sufficienllight while btrll lIIiJ/rd. alld Ih'.)' callll dOI('I1_ lj lit 1dslln 10 plllihe blnmt Oil $Omrollt
undistracted by su rroundings and without tiSt, lit III!.!)' mdf UI/Olhrr Oralion chrrA 10 mQ~r Ihrm .lnnf!lyd. .411t:I)' or
worry of being noticed or needing to hurry Oillragrd al somtollt ,1st,
Easy Ob3erving in dim light (visual); observing in
busy surroundings u,'e l The charader can
AI'erage Observing in noisy, chaotic surroundings Unskilled
Difficult Learn target of audience's anger/affection
Observing while ill; making qnick observation No\'ice Know the words to calm or inflame the crowd
(e.g., sneaking a fast peek around a corner) Al'erage Sway a crowd by one step
Very Difficult Observing while intoxicated; making instant Adva nced Sway a crowd by two steps
obse rvation; or at night (visual) Expert Sway a crowd by three steps
Master Sway a crowd by (Qur steps

Ohun.'alioll CUI, IN I"ry' IISifll1 ill ol'oidillg alllhllJhts.


363
t\ photograph" fl'cord~ th~ f.uwlioll ojklloU"1I horst thiats.

Diffic ulty Examples pushing a button. Instead. the photographer mu~t coat the plate
Trivial Orating from a platform to a quiet audience "ith collodium (cotton soaked in nitric ami sulphuric acids, thor-
that came specifically to hear the character oughly washed and dried and then dissolved in ethcr and alcohol),
speak quickly load the plateholder, take the pict ure (exposing the plate
Easy Outing from a platform to a fairly quiet gath- for 2+ Id3 minutes), and {levclop the image in a darkroom by dip-
ering ping it into ninate of silver before the collodium can dry.
Average Orating without a platform to an audie nce that Furthermore, ht, must perform all of the above tas ks within
cares little about hearing the character -l+2d6 minutes, as I'arying weather, temperature and ligln all
Difficult Orating inside a noisy crowd that cares nothing aliect 110'" fas t th(" collexlium dries. [f the photographer is dis-
about hearing the character
Very Difficult tracted from completing these tasks within tha I amount of time,
Orating inside a noisy crowd that hates the
character the photograph is ruined.
Only after developing the image does the photographer make
PHOTOGRAPHY his Photography skill cbeck. Wi1h a successfu l skill check, the
photograph is clearly visible. Afta the plate dries completely
Relevant Ability: Intelligence
from Ihe silver nitrate hath (anothe r 2dl2 hours), the photogra-
Cost: 1 8P pher eau make a print by placing tlte nt·gatil'e on top of photo
Universal: No paper, laying it !lat in a glass frame, and allowing the print to
Prerequ isite: Chemistry 85% or belle. develop in sunlight for approximately 2 minutes.
Master y Die: ld8 A failed result indicates the photograph was botched or !lawed
Mater ials / Tools Required: Yes in some way and the resulting photograph is worthless. Glass
plat es can on ly be used once and are usually around 9"' x 10" in
A charactcr with the Photography sk ill can operate a camera to
size ("ith photographs that sil.e or smaller) . .\ Iost metal plates
take photographs. ;\[05t photographns in the Shattered Frontier arc of simi lar size, bu t can be used for up to ciglH 4.5" x 2.5" pho-
usc a "wet plate" camera that imprints a positive image on a thin
tographs, then cut into individual plates. A failed check or delay
plale of glass or metal. Howeyct; taking a photograph with such
a camc ra rc([uires much more than simply aiming the lens and

36+
in del'clupmc nt rUIllS the full g l.15s pla,e, hut onl~ the used por. Difficulty Examples
lion of Ihe me ta l plale, Trivial Victim is asleep
Easy Victim is dru nk
LcIl.'1 The chllrllcter cau", Average Victim is all'a ke but distracted; victim is in a
Unskilled Not use this skill large and bustling crowd
Novice Know hOIl' to operate a standard wet plate camera DIfficult Vic tim is awake; victim is in a small and allen
Average Take a pIcture and develop its photograph within 12 gathering; victim knows character is there
mmutes Very DiffIcult Victim is ale rt and expecting trouble; victim can
Advanced Produce a photograph so attractIve that local per· see character
sons come simply to Vlell' it
Expert Produce a photograllh so admired that it become.'! POTTERY
nationally famous
MaSler Produce a I)hotograph so attracU\'e that it will still Re lenult Ability: Dexterity or Wisdom
b(l admired a generation hence Cost: I BP
Unin!TSaI: No
Difficulty ESam l)les
Trivial Taking II clear photograph with excellent light. Prerequisite: NOlle
ing and motionless subjects in a photographIc Mastery Die: IdlO
studio Mate rials / Tools Requ ired: Yes
Easy Taking R clear photograph with gOod lightmg
and motIOnless subjects indoors with access to a ",h;1ractt'" U\l" thl' Poltl'n ~ki li lO creat!' {'onta ltH'rs or d t'co-
darkroom rat In' nhjects" l "pon.1 ~un:r~~ful skill (hcck, Ihe dwractcr suc-
AI'erage Taking a clear photogra,)h with al'erage light· c('~ full~ (; r;lfl~ 'he ill'm, c\ Lliir<1 rcsu h indicates thl' wI)rk \\,;I~
ing and living subjects indoors or outdoors with bolched or llm'ed in 'orne wa\ <I nti th .. r('su ltitl~ pi('Le is ruincil.
access to a darkroom It I,lkcs four houn In t rt'Jlt' ,In il em 1,,\, titan :i fC('1 1,111, si,\ hours
Taking a clear photograph with di m lighting In cr('al(' an itt'm :).[ ro:-el 1,111, and ",1."11'(' hour~ 10 crratt' larger
and liloing subject! in lleld cotldithlllS (uutdoors) itrnl~" Each pi,', .. tIlII't th l'1I bt, fin'll ;n chr kilt1 fo r apprn,-.:j·
and with a makeshift darkroom m,Hdl IJlll' d,H, brfnn' il i~ u~"bll',
Very Dirricult Taking a clear Ilhotograph 1I'Ith poor lighting
and moving subjects in noisy field conditions )' J"kinlt P(lII('1"\ n'quir('~ Ihal thl' (h,lraLler h:1\'1' a kiln and a
(outdoors) with make·shilt darkroom and POllt'T\ \.111'1'1, ;IS \,,,11 ,\~ ;I ~urpll of m;lt,'ri al~ (w. uall) d:IY),
improvised supplies
Lc,"el The (harncter cau,~
PICK POCKET Unskilled Not use this skill
Novice O]lerate ]Iouer's tools and equillmenl
Relel'ant Ability: Dexterity Average Cralt plain, small objects (bowl, plate, etc)
Cost: 9 BP Ad\'anced Craft plam medium objects (vase, 110werllot, etc);
Ullin!rsa l: Yes craft decorative small objects
Expert Craft plain large objects (large vase, etc); craft dec-
Prerequisite: None orative !mai! and medium objeets
Mas ter), Oil': Ide; .'.Iaster Craft dec"rati\'C large objects: cralt very decorative
A chJ r:tucr can USl' I hr l'id., Pocket ~k i ll 10 Sira l itt"ms or plam
small and medium objects
(place ~o rnl'thit1 l{on someone Clsl') thclIl,li kc a nOll" ur a poison-
ous Sliake, t\ ~ucc("5s ful roll indicalu Ihal Ihe cha raclcr ,1ccom' Difricult y Example!!
pJis hed his t:l ~ k, ",hill" a fail .. d alteml)\ tIlcan~ Ihat IIH' character Trl\'ial Working in a fully stocked, (Iutet and well·lit
large workroom
<lid not gCt or pian: an item (but dot's nOI mean Ih;1I Il1r larget Easy Working in a lully stocked , quiet and well-lit
deteetcd thc ,lIt cmpt ), tiny workroom with little space to move around
\\'ll(' tl l<'r SU('l'rssful or nut. if lilt, tJ!'):;el's \\'bdom ,'hilit} SC(l l't' ;"
is cqlLalw or gn:atc r , han Ihe ski ll chel-k, then Ihl' t;I~(,1 n<1l itcJ Average Working in dim light; in a noisy envIron ment;
th t" character" atlcmpt, A Chafaltcr tall attempl 10 ptLk hi~ lar· too hot or cool room, etc,
gl'I'5 pocket (or saJdkbag, ur backpack, or so on) ll1uhipll' limn, Dirlicult Working with poor tools or materials: working
Oil mOloing platform (e,g .. a train or ship)
"hethct hc succced~ or faik
Very Difficult Working With mnkeshiCt tools or replacement
materials; working on a violently moving plat·
LcI'CJ The character can""" form (e,g", a table in a minor earthquake)
Unskilled Pick an item from another character's
clothing/item~ lI'hen t he character i! not wearing
them or anywhe re in sight PRIMITIVE RANCED WE APON USE (SPECIFY TYPE)
No\oice Pick an item from the backpack another character is Relevant Ability: Dexte rity
wearing
Cost: 4 BP
Average Pick an item from a character's pouch; plant SQme·
thing in a character's backpack Uni\'ersul: No
Advanced Apply -I tu target's Wisdom sCure; pick another Prerequisite: NOlie
character's outside pocket; plant li n item in a char· Mas tery Die: ld12
acter's pouch
Expert Apply ·5 to target's WIsdom score: ])ick another This charactf'T b 'kilk,1 in th t' 1'll1plo)'lIIcnt Hf c;i11f'r :l knire,
character's inside pocket; plant somethtng in a cha r· a..:c or sprar as a hurlrd pToljC!;liic, I-it" m'l} a l ~o opt 10 USC.I hOI',
acter's outside pocket L·s., of ,Ul> of Ihesl' wl'ap(ms dl'mand~ :l g rC llt dcal mo rc train·
Master Apply ·10 to ta rget's Wisdom score; plant an object ing eh;ltl ~;mpl} usin'I them m hand· to-h:md combat. As SU('h.;1
in a character's inside pocket

365
pl.I)".T Ihat has 1101 reached [xpen rmls ler), musl succeed ,H a Prerequis ite: None
ski ll check bclore he can allcmpl ,1 "'lo-l1it" roiL A f<l il<::J skill
MllStery Die: ldG
chtck in(licaleS;HI ,.ulomalic mi~~ed allad.
Materials / Tools Required: Yes
Addilionall~, knives and throwing .I.>.:e, IllUSI Ix· 'pecificall)
designed fOl Ihis runt'l ion. Such weal)QIlS arc sptci<llly w,"ighll'd This skill co\'(:rs t he basics of prospecting, and uses special rules
for tlight. Thcy.:;all be used in hand-to-hand combat a~ a normal instead of rht norm:rl m:rslery ,111d difficul ty t:rhles. Set' Ch(lPIeT
1,'C,IIX)I) but 'normal' knil'es and axes cannot Ill.' rfTcclivcly thf(l\\n 5./11'rosjlt'C/ill,g for information.
illlO comb.lI unl il I he char.u;tcr rcacJlt"S Advanced mastnr
RE ADlKG COMPREHENSION/ PENM ANSHIP
Le,'el (SPECIFY LANGUAGE)
The charade r can."
Unskilled Not use this skill Rel evant Ability: Intelligence
Novice Use a spear as a ranged weaPQI1 Cost 4 BP
Average Use a bow, balanced axe or balanced knife as a
Uni ve r sal: No
ranged weapon
Adva nced Use 'normal' knives and axes as ranged weapons Prerequisite; None
Expert Use a primitive ranged weapon without needing a Mastery Die: ld6
skill check ('To-hit" roll slill required)
T hl." dlarac tt'f l'an re:rd and wrile a single language. T here
Master Use makeshift objects as ranged weapons
must be '01111.""11" ,LI';Lilabir 10 Icac h Ihe chara cter for him to earn
his fir~l ta.lh. A ~ucccs,ful skill rlLcd givcs a character Ihe :rbili-
NOle: There arc no ~ped;\1 Difficull\ Il'wb for (.ISl· \\ilh thl' I) to\\'rit(' I,dl ('nough 10 be undrrslOotl. 10 r..,ad and \\'rile 1cllcrs

Primitivc Rnul{ed W~apoll Us.., ~kill. ~imply -,pph anv modif1l"r~ .tnu ~UdL, but doe~ not m..,,1Il Ihat his \lords persuade everyone
If) Spe,..d ami At:rurat:) :l~ ((ormal. who reads dwm. ,\ failt'u skill ch..,ck indicates that Ihe cha racler
do..,s nOI trul) comprch..,ud the mc,l11ing of tlu." Ilords. l'w n if he
can r..,ad tlll'm, or ha~ m.ldl' such a mistake in his pCI11Ili.nship
PRIMITIV E WEAPON MA KING Ihall", mus t begin his "riling again.
Rel eva nt Abi lity: Dexterity :\. characler a tt empting 10 wrilC a longer documen t or swry can
Cost: G BP write 2.000 words per da), bl' spendi ng 8 hUllrs writing" followed by
Unh'ersal: No a successfn l ~kill check. On a r.tilcd ( heck, lire char aClcr is dis-
Pre requisite: None s,Hisfied \lilh hi~ wr iting :111d d es lroys his d;,y"s work or Il t'cds to
le-"r!le it the nl'xi d'l).
Mast ery Die: ldS
Mate riliis/ Toois Required: Yes Lel'e) The charact er ca n.~
f\ dmr;lctcr \Iith rhis skill knOl'S hOI, ro fashion bo", land Unskilled Not use this skill.
,lrrol's), tomah;l\\k~ ;lnd other ~Imilar I'eapons, providr·tllw has Novice Read and print common one" to three-letter words
("to," "dog ," elc.)
apprOpriilll" Inalcrials. A succc~srul chrt:k means Ih;ll t hc I,e;lpon
Average Read and print II short one-page lelter
i~;ln average version of Ihc same wcal)Q1l as listed in thl" equip-
Advanced Read and print or write (longhand) letters and sto-
me lll lis t , while a faikd check indicates thai rhe we,ll)Q1l is pood}
ries
crafred and u~elcss. Read and print or write flowerly prose (I)Oetry)
Read and print or write technical or obsc ure papers.
Le\'el Thc character can", or 11lspiring poetry
Unskilled Not use this skill.
Novice Repair simple dose quarter weapons Difficult}' Examples
Average Craft simple close quarter weapons (clubs, toma- Trivial Reading well-lit and excellent penmanship
hawks. knives); repair ranged ammunition (including typewritten) Wilh simple words and
Advanced Craft ranged ammunition (arrows. darts); repair grammar (such as a children's boo k); writing
ranged weapons with good materials in a quiet and well-lit room
Expert Craft ranged weallons (bows) Easy Reading excellent penmanship with common
MaSler Design a new type of primitive weapon words and grammar (s uch as a newspaper);
reading exccllent penmanship in dim lighting;
Difficult y Examples writing with good malerials and lighting in a
Trivial Repairing a weapon with access to plenty of room wilh minor backg round noise
tools and materials Average Reading a nOl'el; reading good llenmanship in
Easy Crafting a weapoll with access to plenty of dim light; writing with average materials and
tools and malerials lighting in a room II'ith obvious baCkground
Average Working on a weapon in dim light; working in nOise
adverse weather Difficult Reading material nOl parl of everyday speech
Difficult Repairing a weapon wilh makeshift/inferior (such as Shakespeare); reading dimly lit andlor
tools or materials poor penmanship: writing with poor materials
Very Difficult Crafting a WeallOI1 with makeshift/inferior tools and dim lighting in a noisy room
or materials Very Difficult Reading complex writing (such as a technical
manual); reading IlOorly lit and waterlogged or
otherwise badly damaged penmanship: writing
PROSPECTING with makeshifl materials and bad lighting in a
Relevant Ability, Wisdom very noisy environment
Cost: 9 BP
Universal: Yes

366
READING LIPS (SPECifY LANGUAGE)
Dirrie-ully EXall1lllee
Relevant Ability: Intelligence TrIvial RecrUiting for a job with no hazards
Cost: 7 BP Easy RecrUiting for a job with one or two hazards
Un h'ersal: Yes Aversge RecrUiting lor a job with several hazards
Difficult RecrUiting tor a job with many hazards:
Prerequisite: None
recrUlllllg where imprisonment is likely;
Mas ter y Die: Id4 recruiting where death is a slight possibility
Very Difflcult
The r haracter can lell ,,11:11 01hl!r rharaClnlo art: ~a~ HI~, I!\cn if Recruiting lor a jolb where imprisolnment is
hr rannUl Iwar IhclII, On a succcssful skill chcck, Ihe cl!arat:lrr very likely: recrUiting where death is a strong
I)()uibitity
di.scerns pari of Ihr lOlwcr_:uion (lJ('e;llIse 'KIm..- sounds an: lUuch
like 01 hrr'l!. lip rraders I1c\'e r IIndenl and a full 100%). 11le speak,
cr IIIUS' be mos. I) facing Ihe li p rrad~'1 (al II!:ls' a Ihrce-qU<lflCT RELIGION (SPECIFY FAITH)
vir,,), Iflhe skill check fails, norhing is Ir arned, Relevant Ability: Intelligence
Cust: 5 BP
w 'el The eharadcr can",
Uns ki lled Unhersa l: Yes
Determine a wo rd or two
NO\'ice Read 10% of Lhe conversation PrerCtjuisite; NOlie
Average Discern 20% of the conversation Mllslery Die: Idl:!
Advanced Read 50% of the conversation
Expert Establish 70% of the cOllversaliiln Char,I(\('. ~ kmm r h.. h,.~i~ b('lid$!lf'1 ITlig-ion commOI1 10 1heir
Master Determine 90% of the conl'ersation hUIlWlo"ll "nd 1;lmilr, illl)l1g I>ill! 11llwr orrlinary inforrn,lliOIl
(t\']>('ol r('lil{iou, ~\mbol 1I,('d, basil' .... ihlue uf the fa ilh. l·te),
Difficulty EXamples ':ow.:h Imll\"('dg~' i~ 11I\~hh u~dull" pl~'.l<hcn I,hcn Ihc) nt'l'd In
Trivial Reading the Itps of a well lit character facing dl!al I, il h mt'ml"" ~ "I 0PI)!,slll't t:lilh~, UI It';lch rncml.x:r5 of 1hcir
you about 5·(i feet away 01'" ra.ith, On.1 "In'e\~lul dln-L, tht' rh ... ra.ctrr kn(}l;s lhc iurur,
Easy Readmg a well lit character facing you 7-9 feel m:lliol1 111' dc,irf'~, On.l lail,·d (herk. Ihe lh ... rat'!('r "idler JUS1
away e,l l1'l SCCI11 10 r'·m~'mh.' r il ;]1 Ihr mOI1l~nl ur 11(','('r kne\\ it.
Average Reading a well lit character facing ytm 1lI-12
feet away I..e-'el The rharacler ean_
Difftcult Reading the lips of someone frequently movlIlg Unskilled Recognize well known persons and holly symbols or a
or with a peculiar paltern of speech (e.g" mum - religion commoln to the eharacter's family and home
bling, lisping, slurring, shouling); reading a tvwn
character occasionally obscuring his mouth NG\'lce I\n,,1\' common beliefs and writings of lhe charac-
(e.g" hands, cigaT!): reading a well lit character ter's faith
facing you 13·20 feet away AI'erage Recall obscure lIliormalion about lhe character's
Very DIfficult Reading some<Jne whose face you can barely faIth; kn ........ e'JmmO!l '->eltefs of other religions tyPical
see (20-S0 feet away; \'ery poor lighting, etc): of the character's place of angm
reading It character frequently obscuring his
mouth

RECRUITINC
Releva nt Ability: Charisma
Cost: 4 BP
Unh'e rSIl!; Yes
Pre requ is ite; None
.Maste r y Die; Id8
Character~ uw tlus ski ll 10 recruit au ;.rmy. g-... ng or posse, Of
coursc, all arlll y or ga ng musl be p.1id, so il doe~ nOI d l' prnd sole ly
oll thc character's skill, lIo\\c \'e r, iflhe pa) IS good a,ul tcrms a rc
fair, .hj~ charaCler is ablr to recruit 'he be.'!l men for his arm~ or
gang, and con, inec thelll 10 ",car an oath of lorah} to him, PO!S$es
arc ICmporar) and lI<'eo lIot ~\\ear an 0.11h of 10ra11Y, bot tlIa) need
HI be deplHilcd, A ski ll chrck is required, If 5Ul'Cl!ssfu l, Ihe char_
acter oolwinccs a particular pcr'lOll to $ign on with him, A r.,ill!d
check means Iha\ parltcular pcrson rcfuses, Th is sLill chceL Illay
onl) be performed OIlC(' ller week Ull a part ie-u l'lr targe!.

un' The character eall_


Unskilled Recruit among open SUPI)()rlers in home terrItory
NOVIce Recruit in home te r ritory
Average Recruit in neutral terrltorj'
Adva nced Recruit in enemy terntory
Ex perl Recruit among openly hostile persons
Master Recruit among ollenly hostile persolls in enemy territory

367
Advanced Remember obscure beliefs Qf other religions prac- ]\Iaster y Die: IdS
ticed in the character's place of birth; know common
Characters use th(' Riding ski ll both for riding and for handl ing
information about religions fo reig n to the charac-
horses. Success mcan~ that th (' character i~ ahl(' to perform his
te r's homeland
Expert Ide ntify obscure information on religions not typi- desired act.
cany practiced in the character's homeland On a fa iled check. the hors(' resists, and the c h,II'acte r must
Master Recall rarely known facts or rumors about any reli- make ;mothcr Riding ski ll check w sec \, he th cr hc retains his scat
gion, off shoot or cult - or fa lls tQ 1he ground.

Difficulty Examples
Trivial Recall information with no time limit and access 1..e\'C1 The ('haracle r cal1 •••
to reference texts Unskilled Ride lI'ithout obstacles
Easy Recall information with no time limit Novice -"lake the horse walk over 2-foot- tall obstacles; lea p
Average Recall in formation lI'ith a reasonable time limit across up to 4-foot-wide gaps
Difficult Recall information II'hen distracted by sur- Average Make the horse jump over 3-foot-ta1l obstacles; leap
roundings across up to 6-foot-wide gaps; vault onto the saddle
Very Difficult Recall information under severe distress (such of a stationary horse
as gunfire) Advanced Make the horse jump over 4-foot-tall obstacles; leap
across up to 8-foot-wtde gaps; guide horse with
knees 30 character can use two-handed weapons
RESIST PERSUASION (e.g" long guns, 'oows); vault onto the saddle or a
Rel evant Ability: Wisdom walking horse
Cost: 2 BP Expert .l>lake the horse jump oyer 5-foot-tall obstacles; lea p
aero~s up to I.Z-foot-wlde gaps: vault onto the saddle
Uni\'ersal: Yes of a trotting horse; leal) from the horse's back onto
Pre requ isite: None any creature or object within 5 feet
Mastery Die: ld8 Master Make the horse jump over G-foot-tall obstacles; leap
across up to L6-foot-wide gaps; vault ont() the saddle
This skill measures ;1 I;haraclcr's dbilit) 10 n 'sis l th e inti mida- of a loping horse; leap from the horse's back onto
ti on, orati ons, parleying or other persuasive efTorts of a n oppo- any creature or object within 10 feet
nent. Auy lime such persuasion wou ld altr:r the charact~r's a tti.
tud e (such a~ a ~ucc(, S'iru [ O ration sk ill check), hI; can make a Difficulty Exa milles
Resist Persuusion check. If succcssful, he is una(fe(·tcd by this Trivial Handling a horse with a Quiet temperament;
persuasion. If fail ed . hc is affec ted by the persuasion. riding in daytime with fine weather and clear
\'isibility
A successful Res ist Persuasion check adds a [0% p.>nalty to a
Easy Handling an Interested horse; riding in dim
contested Fas t -lal kin1,\" or Slick Talke r ~ki ll check. light
Average Handling a Nen'ous horse; poor weather (rain)
U!\'el The chanCier t all ... vr darkness
Unskilled Resist llersuasion that obviously leads to immedtate Difficult Handling an Extremely Nen'ous horse: riding
death; resist persuasion that migh~ harm family or in bad weather (fog)
friends Very Difficult Hand[ing a Stubborn or Treacherous horse; rid-
Novice Resist persuasion that might lead to speedy imp ris- ing ill seve re weather (storms)
onment; resist jl(!rsuasion that would harm acquain-
tances
Average Resist persuasion tliat seem s to have no conse- ROPE USE
quences Relevant .I\ bility; Dexterity
Adva nced Resist persuasion that seems to lead to a minor ben- Cost: 2 81'
efit
Ulliversal: Yes
E xpe rt Resist persuasion that seems to lead to a major ben-
efit Prerequisite: None
;\iaster Resist pers uasion that seems to lead to something Mastery Die: ld8
the character greatly desires With th is ~ kiJl , thl' character bccomes progre~sivcI)" more ade p1 at
the usage of rOpl·. Initiall) [his involve~ simple cart~ and main h'-
Oifricult y Exa mples nance (such ,.:s identifying compromi~ed streng th and 'whipping'
Trilrial Target is bo und in the darkness rope ellds) as \\('11 as a bro..1.d knowledge orknot~ and th eir appro-
Eas y Target is incarcerated priate employment.
Average Target is alone
Further advallcemcllt allows tb e f1nployment of a lariat fOr" rop-
Difficult Target has a higher Reputation than the char· ing cllll l.,_ This ropc "aries in le ng th from 35 lu 50 ft. At onc end
acter; target is in public location surrounded by
of the rope is ,I runnin'O( knot by lIIt:ans of which a loop or t) oo~e is
peers madc. Tht: loop is throWII, from as far aw;,y as 30 feet, ;.wund [he
Very Difficult Target is in public location surrounded by homs 0 1" th e fec t of an animal and drawn t ight. -10 us c il on horse-
employees or underlings bad n'qu ires adva nced skill uf th e rider " lid his horse-the pull
of th (' laptu rell ;tnimal mn) throw th e rid t r's horse. or the hurse
RIDING or ride r may become cntangkcl in Ih(' rop-l:. Trul y skill ed cha ra c-
Relevant Ability: Dexterity or Wisdom ters a re ahle 10 perform ama zing showman feats and stunt s with
Cost: 3 BP rope The Rop·c Usc skill also conveys a 5% bonu~ (]wr le\·(·1 ;\00'1'1'
Unskilled) to a characler's [ seap!' Artist checks inmlving ropes,
U nh'ersal: Yes
such as whcn he i~ ticd up with rupe.
Prer equisite: None

368
t oe"" l The character canH' Expert Obtain beSt P<lssible terms a buyer/seller is lVilling to
Unskilled Untie knots orfer
Novice Tie knots, including hItches, bends, loop knots and Master Sell ice to an Eskimo
frIction hitches
Average Utilize a catch lariat (lasso, or la reata) for pIcketing mtricuh y Exa mples
or tethering animals TrIvial Conclude a sale in Ivhich the client receIVes
Advanced Use a catch lariat (lasso, or la reata) on horseback terms betler than the norm
Expert Design and supervise the construction of a rope sus- Easy Conclude a sale in which the client reeeh'es
pension bridge terms comparable to which he might receive
Master Yea rs of working with a lasso have made the char- elsewhere
acter an outstanding roller and showman, His trick Average Conclude a sale which favors the seller
roping 5kill~ include lIat loops, butterflies, zig-zags, DiIflcult Conclude a sale decidedly in favor of the seller
spoke-jumping, rorward and reverse ocean wal'es Very Difficult Convince individual to grossly overpay for
with jump-throughs, a giant big loop sllin and final- something he has no use/desire for
I)' the spell-binding "Texas skip"!

I)irficulty Exumilles SE..... MSTRESS/ T AILOR


Trivial USing skill with essentially unlimited time and Relevant Ability: Dexte r ity
with personal rope Cost: 1 fip
Eas~' Using skill in average conditlons with personal
Universal: No
mi'
Al'erage Using rope the character has not perst)nally Prerequisitc; None
selected and broken in Maste r y Die; ldl2
Ditricult L'sing skill in darkness; using skill in \'ery poor
weather; using makeshift roi*s (vllles, etc,» lII nlerials / Tools Required: Yes
Very Difficult Using skill in darkness; using skill in I'U)' POM Th .. dl,lracttT ,,"11 Ihi. <kill ha~ ~lUdied ho" to ~C\" mend ,.nd
weather with makeshift ropes (vines, etc,) d ... il:'l1 dmhillj(, ,-\ "u,:cl'"lull h .... " m""lIs Ih r dKlraner su ..eet'd-
.. d ill th(' la~", A r.lilrd H'suh indi{ ..,t .. ~ Ihe work II,I~ bUl ehni or
SALESM ANSHIP naw<,d In ,om!.' lIa\ and Iht 1 h.lrallrr musl Jxj;!"in ,llpin, Ir the
Relc\'ant Ability: Intelligence, Wisdom or Charisma th,lf,lct!'! ra ikd whik ~!f,1tiIlK a nrll Plt'('(", til(' fI',ultinj{ pifcI' is
fuilW(L
Cost: 7 BP
A SC;lInSlrt'S~or lailor needs In.,b ~lJt.:h as ncedl"~/fl i l1~ and
Unive rsa l: Yes
I hr.'ad, 8( i ,~ors,
a thimble, lal>l: measur,', II "X, dOl hillg pall .. rns
Prerequisite: None and pklll\' of matrrial (clOlh), A tablr or board (lal'g" rllough 10
Mas tery Die: ldG I"y Ihe 1"'lIun 11]1(111) a~ well a~ 1).'11lf'r, ~harp shcau :ul{1 II('ighl~
Salesm:tn.ship is Ih,' i.lrl of Ihc {knJ. Whilr ,orne mn, di~mi~­ arl' al~o I;'ood 10 haH',
sin'ly cn~1 il;'al4' adroil sal!'\mf'1I as di~rcpulabl(' ~nakh \\ho dr ~in'
1I01hill£ btU thc nc('ring of tlU' ir \'inim\ l)O(;kN', Ihi ~ i, a myupll Level T he character can..,
aSSf'S~lnl'I1I, While an l'a5~ mark i~ ,ddDml~ IUrlll'd aW3\, til(' I,;nskiJled Nvt use thIS skill.
~k i llcd opf'ralOr i~ kccu ly awan Ihal ~uclc~,full~ brokcrillt.: Ir,ln,-
NOVIce Operate seamstres!ltallvr tools: handle materials;
actions is his brrad and hultcr, The profil gamered from a "<'lit'S sew bUUons
Average Aller elQthing; repair mint'lr rips and lears
of dcals, nonc (If \.tlith on its 0\, n ~ ields a 5tcll;lr tnMgin, can f'a,-
Advanced Mend or patch slightly damaged clothing: fit cloth-
il)' uvrn,hdm a ~in"ula r ~ llIld) dl'a1. mg for customers
As sueh, Ihf' saluman', inlf"rc.1 lies in gauginl;' \\hat h is cus- Mend severely damaged clothmg: designing a item
tOllll'r i~ wi ll ing pa~ for an ilcm and providl'd il "d,'quall:" co\'us of clothing based on an existing style
his cosu, dosing Ihe deal. Whilr tlla,~imii:lIlg his prufit i, all,a)s Master Design al\d sew a new item of clothing in an origi-
Ihl' ideal rl'su ll , a s:l 11' lost h} a lil.'nating a r uSIOtul'f nut unl) nal style
results III 10SI I'f'\'('nue l oda~, bUI also Ihl' loss of opportunilY for
rc pnlt b.. ~incs~, Dirriculty Exa mples
Trivial Rel)8.irlng clothing with access to a fully
Thc sun:essfn l sale-small can ingrall,tle himself, pUll in,!: hIS cus- stocked workroom
IOlller al ,'a~e and hf'ncc lowl'ring his dtfellsf'~. l ie f',stnls thr Easy Alter or mend damaged clothes with access tv a
virtues of his produci \1 hilc {'Ic,,{'r l) hrushing nqidt, or cuncealing fully stocked workroom
atl~ inadNIUadt,s t hn>u~h hi~ surl("rior kno\\kdgr of lilt' iU' nJ Working in dim light: working in adverse condi,
\\h ile cv;tlualing hi_ t arg('l's rc~po n ~f'S hdorc ueginn ing nt'I,'U1 i:t- lions
tion" Difficult Wt)rking un clothing with \>'lor tools
Very Difficult \\orking on clothing with makeshift tools
T his ~ k i l l covers I h(' ba~ics of haggli ng and u'aneriuJ; bUI can 1)1'
('xtemlcd 10 h;wdl{' an) sun of nl'!;OIialion~ in "hich itcms ur
SE A RCHING
services of value an: e,'(changed,
Relevant Ability: Wisdom
Le\'el The charader ca n'H Cost: 5 BP
Unskilled Engage in haggJillg at his own fisc!!l !lCril Unh'el'llul: Yes
Novice Recognize a skilled salesman and opt to avoid nego-
tiating with him Prcrequis ite: None
Average Be relatively assured of the gross parameters of an l\1aste ry Die; IdS
offer (complete rip-orr, relatil'ely fair, total steal) Any time a dlar:lI,:le r 3Hernpts 10 locaif some t hing s]X'cific. he
Advanced Generally obtain favorable terms from a buyer/seller makrs a 5l'archiug skill check 10 do so, Thi~ ~" i ll USfS a {"(Hobin,l'

369
lion 01 a ch,lrarlf'r'~ iufcrrrd knold .. dgf, c;>.;pcricllcc, sense of Expert Seduce a character into giving away a large amount
direction and liO on. a~ h~ aCl ilfl) works to find ~ome lh ing. Tlw of money
charaCler lIIust ~Ilelifieall) 'lall' tl1<Il hc is using this ski ll, a" well Master Seduce a target into altering their last will and
as "h:ll he i~ ,cardlin~ for. Afler Ill" spends an appropriate testament
amount of t ime s.. archiIiK. ifhis roll succeeds. he find5 il (pr{l\"id.
cd it ili there 10 find). If hf' fails, hf' finds nOlhillg, DiHkulty )o;xampl('t
Trivial Seducing a friendly character with lesser Look!
:'\olC th,lI this ~kill eannOl 1)1' u~ed in "Ietital comb.lt (sllch as
and Charisma; seducing a character in an
Hill) Hoh attl'lIIpting 10 l(Xatl' b.I\lJit~ \\,utin~ 10 ambu~h him}.
unhappy relationship
Easy Seducing a friendly character with lesser Looks
Le\'el The t hllrade r (an ... or Charisma
Unskilled Fmd a lIny lhing in a small area (e.g., ring of keys Average Seducing a stranger or acquaintance
in a room) Dlrficull Seducing a Mstile pe rson ....ith greater Looks or
Novice Fmd a big thing in a medIUm area (e.g., trail on a Charisma
hillside) \' ery Difficult Seducing a sworn enemy; seducing a hallpily
Average Find a small thing in a medium area (e.g .. shovel on married character with greater Looks and
a hill!ide) Charisma
Ad vanced Fmd a big ~hing in a huge area (e.g., herd of wild
cattle on the plains)
Expert Fmd a sizable thing in II huge area (e.g .. cabin on a SET TRAPS
mountainside) Re levlI nt Abil ity: Dexterity
Master Find a medium thing in II huge area (e.g .. corpse in Cost: 1tJ BP
a lorest)
Cnht'Tlal: ~v
lJiff iculty Examples PrerC«u isite: Nolne
Trivial Find something in 1)lain sight ....ith good bghtmg Mas te ry Die: IdS
Easy Find something partially obscured by other Materials/Tools Required: res
object!
Average Fi nd something that IS camouflaged (e.g .. chest Tlu' dl:lr;\(lt·ro.:;uI ~l'l Irap, .lIId makt' 'IIIMrs to catch /ojamt' ani-
covered with blanket. cave cO'rered with branch· mal$. II r generalll reqUiTes "ood, rolle. or other matt· rials Qr
es, ('lc.), or in dim light I ()(ll~ nerdc" In eO IlSlnU-l I hat p.lfl il;lIlOlT Irap or snarr. Thc t rap-
Ditricult Fi nd some~hing that ia well· hidden (e.g .. docu· ller mu~1 roll a ~kill check ,,),('11 building Ihe trapor snare, ,lI1d an
ment hidden in a book, gold nugget under a pile additional ~kill ( h('(k any time 11l' ~els il. If sucrC'ssful, tht' IrapoT
of rocks) ~na l'r \\ork~ "ht'\I tri;:li\'l·rcd. i\ failed check "hen constrllnin~
Very Ditricult Pind something secreted in an unusual location rndk.llr·~ IluI lilt' ~n.lrr or trap is usele~s. A failrd check "hcn
(e.g., inside Mlluw table lell'), among nearly ';('\lint: it IIldit,III" Ihal lilt' Ch:ITJCler sprill~5 Ihe trap, n('crssi-
Identical objects (e.g., B particular gold nugget
lallll" :1 1)1;)( t:hed.. i.lIlurr ;udie.llt'S that tht' charaClct ha.s
in a pile of gold nuggets). ur 111 darkness
iprlln~ Iht trap lUI himself!

It lake~ I!l+:!dlll 1f11IIUle<, to ~et or conSl rU CI J small trap or


SEDUCTION. ART OF
snare. L.lrgt·r 1I'.lp' 11('I'U ,ulO\her p~:rwn to a~~isl. and lake an
Relel'a nl Ability: Charisma or Looks addit iUllal :21' 1d·' hour~ of \lnrk.
Cost; I BP
Cllal;Ktc,.~ 11 ..11 ~uccced al "n Anim::rl Lorc .• kill check K"in ::r
Un iV(!rIllll: Yes I 0'\, btll1U~ tn .tn ,m 1111'ui:lld) lol l/')\\ inl{ !':let Traps skill cht'l:k whcn
P re requisi t e: None .ellinl('a Ir<tp or ~na r'e (10 caplure anima ls on ly).
Maste r y Oil': ldfl
Le\·et The chll racler can._
A cha raC l rl' u~cs Ihi~ ~killio "scduce" mhcr ll-cr'<Ons in order In
Unski!led Not use this skill.
run) f:l\'ol' or gel help trol11 Ihf'111 III sonl(' WilY- For inSlann',;I Recall beat trailS ~o catch certain animals
Novice
lelllalt: char3(.(.'r mi'lln tl1 hf'r skill on a b..lnk gu:u-d in order 10 l.(rl Average Set snares and tral)s to catch small game
her and hl'r C01111h1uiu1IS inside, 01 01 malt: t:harancr mighl charm Advanced Set snares and traps to catch medium game:
;\ lond} widO\\ in hopc~ ofrecellill"o; somc oflu~r la'll'e fortur1\'. recognize small game snares al1d traps
Seduction can \\'or1: in lIIall\ \\:I~·S. It can a!;t eit her as a di~­ Expert Set pits Ind net sua res for large creatures;
traction. al1mdnq olher o:haril{'I"rs to perform actions \\itholll recognize medIUm game Snares and traps
Master Set man-traps and deadfalls; recognize large game
heing nOliccd, or aS;l11 altrmpl to ",al Ihe will of a person . . \
snares and traps
char:lelt'r canllo t tall.. SOI11COIll' inlo killin\; himsdr. of course. no
ma il er hOI, per~lIasil't IIr .tli ran i\'!' he or she i~. and he COlnnot us,'
Uirticullr EXlmplCB
Ihis s kill in eOlu h.'11 or hilh anollll'r rhar;lC1l'T il1\'oh-ed in COlflbat.
Trivial Setting a tral) with excellent tools and materi-
als in good lighting and ,vith no distractions
w'el The character can... Easy Setting a tral) in dim light or with some dis-
Unskilled Seduce ~he target into IM!r[orming a simple favor tractmg noIses
(looking out a windo ...." paning a message to a Average Selling a trap with little light or Wlth many
friend, etc) distracting noises
Novice Seduce a character into loaning a small amount of Difficult Setl111g a trap with poor too ls and materials;
money setting a trap in darkness
Average Seduce II character into giving away a small amount Very Difficult Setting a trap with makeshift tools and
of money malenals
Advanced Seduce a character into having sex

370
SKINNING/ TANNING Maste ry Die: IdW
Releva nt Ability: Strength or Wisdom Mate rials/Tools Required: Yes
Cost: 3 81' T he chal'arter kno\\s Ih(' proper proc('dur(' to slaughte r lil'c-
Unh"ersal: Yes ~toc k or gam(' ;lIlimab, and to ClI! up lhe careas< to pro\'id{' the
Prerequis ite: None roost mral. !-Ie knous itO\\ \0 trim a\\:1) the fat, if duin:d. and ge t
Mastery Die: IdS rid or (·\"el)·thing thai is inediblc. lie must have a sharp kuire
(and tht 'Hlima!. of coursd in o rd er to lX'rfor m this skill. I.arge
Mate rials / Tools Required: Yes
01" Huge anilll:tl~ aho rn[lLir(' a brge hammer or simi lar tool.
This ~kill involv("s n:ln<J\ing Ihe s\.;in from lin :lIlimal willi a \\';th ;\ successful skill dlfCk. thr dl<tractcr Cilll sbuglHer IIlf ani·
minimum amoun l of {];Image. A faikd cht,d; indifalcs Ihal Ihe mill or lise his other knO\.Icdg'·. On a failed skill Chftk, hf docs
s\.;in is tOO badl) damaged or mangled, and cannot be used for nOI rCl!ltrnber the kn cm led~f ht nenk ur 11<' dec n:ascs the yield
making Ulher items or fOI" taxidermy. TIlt dwracler must hale a of ediblf tlll'at 11) half.
sharp knife ,111£1 a dead gallic animal or Iile~ l od in order to per-
for m Ihis skill. A character using this skill C;III also tan animal Lo.-wl The character u n ...
hidfs. A failed chl'ck tllfanS tIll" hid,' is ruined. Unskilled Recall how to slaughter animals and handle tools
Nuvice Remember which parts of the animal are edible
Lewl The character can .., Al'erage Increase the >;eld or edible meat by 5%, recall what
Unskilled Tell whether a skin or hide is too badly damaged or uses inedible parts of common animals ha\'e
mangled Advanced Increase the yield of edible meat by HI96; recall what
Novice Work with eommon Tiny animals (squirrel, etc.); uses inedible parts of unusual animals have
Small animals (rabbit, etc.) and fish Expert Increase the yield of edible meat by 2t}11f,
Average Work with eommon Medium animals (sheep, ete.) ~!aster Increase the yield of edible meat by 30%
and fish; or Large animals (cow, deer, etc.) and fish
Advanced Work with common Huge animals (buffalo, etc.) Difficulty Exam ples
Expert Work with fish and olher non·mammals (amphibians. Trl\'ial Slaughtering an animal
lizards, etc.) Easy Slaughter a common animal for the first time
Master Work with unusual creatures (jellyfish, etc.) Average :ilaughter an unusual or eXOtic/foreign animal
for the first time
Oitficulty Exa mples Difficult Slaughter an animal with poor tools
Trivial Skinning/tanning an animal with pro~r tools Very Difficult Slaughter an animal Wilh makeshift tools
Easy Skin/tan a common animal for the first time
Average Skin/tan an unusual or exotic/foreign animal SLEIGHT OF HAND
for the first time
Rele"lllt Ability: Dexterity
Difficult Skin/tan all animal with poor tools
Very DifCieult Skin/tan an animal with makeshift tools Cost: 2 BP
L" lIh'ersal: Yes
SLAUGHTER Prerequisite: None
Relevant Ability: Strength or Intellige nce Mastery Oil'; Id6
Cost: 2 BP Thf praniliOller of thi~ ~kill {;In ,lltcmpl minor fl'ats of i1ppar-
Unh'ersal: Yes till illusion by deftly hiding it~'rns and di~traCling obser'\"ers. On
Prerequisite: None a successful ski llehecl.: , Iht· char;tttrr SUl·rr('ds, and no ohse1"l'ers
qu ile sl'e how hI' did it.

.-
•-

• -
.

371
:T If he fail s a eheck by 10% or le$5, an) observer actively Difficulty Examples
looking to SCI: how "thc Irick i. donI"" can make a Wisdom check Trivial Slick talking a close friend or aUy
to figure it ouL Easy Slick talking an acquaintance
Average Slick tal king a stranger
:T On a failcd roll by 11 % 10 25%, the pract itioner of the DiCCicult Slick talking a guard
Sle ight of Iland simply fai l ~ 10 do what he wanled. Very Difficult Slick talking a member of a hostile tribe or
r:T' On a roll of 26% o r more, someth ing has gone seriously nation
and noticeably wrong (he drops all the coin5, the do\'c niu awa~ ,
ctc,). SNEAKINC
Relenn l Ability: Dexterity
The characte r can_
Make a coin-sized object seemingly disappear under Cost: 8 BP
Icrutiny Uni\'e rsal: Yes
Novice Make a coin-sized object see mingly rematerialize Prerequis ite: None
under scruti ny
Mastery Die: ldf>
Average Work with a palm ·sized object or 2·3 coin-sized
objects The Snr-ak ing ~ kill leIS 11 cll:lracter movc quietly. A charactcr
Advanced Work wIth a tiny hvmg creature (dol'e, mouse); v.'(Irk 111:11 ma ~ cs a successrul ~neaking c heck knows when 10 move and
with two palm-sized objects: work with 3·4 coin· \,hen to stand contrktcl~ stili, and whetlu:r 0 1' not the grou nd or
sized objects Ooor unde r his reet is apt tu makc noise \,'I]("n he moves. A suc-
Expert Work with a fi st· sIzed object (apple. bsll, orange); cessful ~kil1 ched rorees a pe nalt)' to an observer's Listen skill
work with two tiny living creatures; work with three check ('qual to the amount th;1\ the successrul Sn('aking check
palm · sized objects; work with 5·6 com· sized objects
exceeded the character'~ Snea kin l{ skill score.
Master Work with a backpack· sized object; work with two
fist·sized objects; work with SIX palm·sized objects: ..\ S UC(:l'~s ful Sn;:aki ng skill chtc k employs a 10% bonus 10 thc
work wIth 10· 12 coin·sized objects characlt'r's Illlnliul{ skill check.

omicult,.
Trivial
Examples
Puformmg sleIght of hand when no one is
...", The cha racter can_
Unskilled Sneak through a room WIth loud noises a nd a crowd
looking of people moving a bout
Easy Performing sleIght of hand in very little light: Novice Sneak th rough a room with several people talking
performing for one person and walking about
Average Performing sleIght of hand in good light; per· Sneak through a room with a few people talking and
forming lor 2· 3 persons occasionally moving a round
Difficult Performing sleight of hand ",th little c{l\'er; Ad\'lneed Sneak through II room where noise occurs
performmg (or multiple persons infrequently
Very Difficult Performing sleIght on ha nd III an open space Expert Sneak through a quiet room
with no cover; performing for a very attentive Master Sneak through a qUIet room WIth a creaky rloor
crowd
Difficu lty Examples
SUCK T.-\LKER Trivial Sneaking in a noisy crowd or storm
Releva nt Ability; Intelligence or Charisma Easy Sneaking m a strong wind
Average Sneakmg in a small talking crowd or bustling
Cost: 4 BP street
Unh'ers ul: No Difficult Sneakmg over light wind or murmured conver·
Prerequisite: None satton
Very Difficult Sneakmg in a qUIet room
jUal:l tery Die: Id4
A c haracter able to t:mploy this skill speaks with s ubt l~ SOCIA L ETIQUETTE
nuances, tact ieal ]lall SC~, and ;1 511100t h, lilting \'(lC.ll tone 10 lure a
Relc\'ant Abilil)': Charisma
person int o rt\'ealing himselr. With II successful skill check, Ihe
character coax('S a nd clllicc$ his conve r5111ionai partner 10 reveal Cost; 4 BP
fa r mort than he had e\'~r jnt~ndcd. On a fa iled check, Ihe tar- Unire rsal: No
get d(H::s not di\'UIgc the desired inrormation. Prerequis ite: None
A ~ u(:(:e 5s rul Resist Pcnua.sion ehtck adds a 10% penalty 10 II Mastery Die; 1d6
contestcd Slick Talke r skill check.
This skill gi\<cs the characttr a corn:ct unders landing of titles
10 use "'htl1 addressi ng a duke,judgc, chief, scnator or president.
Le\'el The character can_.
thc proper steps of cerc nto n) 10 grccl visiting diplomats, gestur('s
Unskilled Not use this skill.
10 a\'Oid in the pr('scl1I'e of ho! tilc nationalities, CIC. To kllQ\\ Ihe
Novice Tel! whether his subject i! lying
Average Tell the person's general intent; find out roughly proper ~oc ial l· ti(IU I:I1C in 11 situation, Ihe charaCle r must succced
what his s ubject plans to do next al the Social EliquclIc skill chcck. On a failurt', the citaraO:ler
Advanced Know the names of all the subject's com panions docs not reed I the desired information .
Expert Know how much wealth the subject has
Master Know where subject keeps his wealth, maps; know Le\'C1 The character can,_
the location to any important sites Unskilled Not use this s kill.
Novice Avotd making obscene or hostile gestures

372
Average Use the correct tableware; know the proper clothing simple atone carvings like leuermg and columns
to wear Master Build a very attractive section of wall I-Coot-thick, 8
Advanced Recall obscure rules of etiquette speCIfic to own teet long, and 6 feet high in one day; build attractive
state section! in 8 hours; build nice-looking sections in (;
Expert Recall standard rules of etiquette specific to another hours; build plain sections in 4 hours; craft beautiful
stale carvings, flourishes, etc,
Master Recall obscure rules of etiquette specific to another
st.ate or closely related country DiUieulty Examples
Trivial Building Iln a strong stone roundMion
Dirrieulty Example! Easy Building on packed earth
Trivial Understanding of the proper forms of behavior Average Building on loose earth
and address required in character'lI social class Difficult Building on a slope
Easy Understanding of the proper forms of behavior Very Difficult Building on unstable ground (marsh)
and address for SOCIal class one or two steps
away from character's social class SU RVIVAL
Average Understanding of the proper forms of behavior
and address (or social class three or four steps Rele\'lInt Ability: Constitution, Intelligence, or Wisdom
away from character's social elass Cost. 7 BP
Difficult Understanding of the proper forms of behavior Unh'e r8al: Yes
and address for social class five or six steps
away (rom character's sllcial dass Prerequis ite: None
Very Difticult Understanding of the proper forms of behavillr Mas tery Die: Id6
and address for sllcial class seven or eight steps
This ~kill 3llol'> a lharilctcr HI h:l\"( a chance ofsurvh'al in hos-
awa)' from character's social class
tile environments. He knows the dangcrs each envirolUllenl pres-
" or t-t'amplt, It'ttI/lll)- ranth ou:n" jo,t Soncht<. (1M Lppn _1J,ddlt Clau enb_ parlicul:ui) the \\eJ,thcr. He also kiWI'S the proper ~te ps to
rharOl/") ml!)' nlokl' 0 d;iif e",d, 10 rt(of{ propn sociol (liqU(11r I<'''m mUI- lesUllthc risk of expo~ure and the methods to locat .. and gathe r
ing a duu (a" l"ppn L"ppn Clau dlara"l'ri. &<au~ L'.IIG iJ Ihru ~'ll'ps ~ potable I'ater and hO\. to find basic food (whcther II is ap pctizing
Ol('o;Ironr (,.'(:C (O llt j/rpfrom £.:.I IC 10 Lce. on' dtp fivlll LCe 10 .\ICC, is nol guaranteed). Furthermore, a ChJrdfler with Ihis skill ran
ami 0111' J/tpfrom ,IICC 10 CCC),jfJJt' lfIus/lPloh an AUfclg( ."nt. St"t' ililtruCI and aid others III till' samc ~it ll :lIion. When using thi~
Tablt 6.-I-8;SoclfIl CloJJ in Chap/tf 6.-1 IDl/ullrtl ChQrn(/a Bcld:grouuds skill to forage ror food or watl'r, thc charaCler OIIlSI roll a skIll
for cljullliJ/jl1A ojnK;Ql t/lW '"Sltps. ~ check. ,.\ succcssfu l check means Ihat the cha!":lC h-r was succc8s-
Keep in mind that the dlaraCter shou ld still rolcplay any social ful in hi5 task. If he fa i l~ his check, he can nlake no more Survival
cm:ounten_ A suoctSsful skill check only gil'es him the knowledge checks t hai da).
- he ilia) sli ll conduct himsdf hOI'clef he sets fit.
w "el The character CBIl. __
STONEMASONRY Unskilled Remember typical weather and dangers oC
~nl'ironmenl (s wamp, desert, high mountains, etc)
Relevan l Ability: Strength or Intelligence NOVIce Determine approXimate time of day and direction
Cost: 2 BP (N_ S_ E, W) by viewing sun, atars, mos& on tree!,
Ullh-e rsai: No .,,-
Prerequisite: NOlie Average Forage enough food and water for one
character/day
Mastery Die: IdlO Advanced Avoid natural hazards (qUIcksand, ]loison ivy, etc)
MateriulslTools Required: Yes Expert Forage enough food and water for two
characters/day
A characte r uscs the Stoncmasollry ~k ill to prepare and lay Forage enough food and water for 3· :;;
Master
hard a nd soft SlOne, marble, concrete block/dab and an)' othcr characters/dar
mason ry rnau; rials, fo r building 01' repairing stone strUC1Ure~,
walls and monumental ma.'lOnry (~lOn c work for cemeteries). A Difficulty Example.
succf'ssful skill check mcans tilat the stoncmason completes his Trivial Sun'i\;ng in lush, game-filled forest with
task, "hile a failed skill check ind icates tha t the m;"lsonl) lak..;s several water sources
III icc as long n, normal 10 complete. Sunil-ing in Corest or plaills with abundant
game and few water sources
~ote t ha i unusual and morc complicated items (a house, for
Average Surviving in region with occuional game and
examplr) require plans prepared b) a character "ilh Ihe
at least aile water source
Engineering Design skill . Difficult Survive in region with little food or water
Very Difficult SUrl'ivmg in a region of extreme cold or heat
u.we l Tile chan'cler can _ WIth I-ery little food and water (e.g., Death
Unskilled Not use this skill Valley)
Novice Cut stone; operate mason's toots; handle mate rials
Average Build a plain section of waB I-foot-thick, 8 Ceet long,
and 6 feet high in one day SWIMMING
Advanced Build II nice-looking section of wall I-foot-thick, 8 Relevant Ability: Str ength or Constitution
feet long, and 6 feet high in one day; build plain sec- Cost: 1 BP
tions in 8 hours
Build an attractive section of wall I-Coot-thick, 8 feet Ul1h'e rsai: No
long, and 6 feet high in one day; build nice-looking Prerequisite: None
sections m 8 hours or plain section! in 6 hours: craft Mastery Die: Id12

373
Thi, ~kill pro,iurs th,' ciWr;u. lrr "ilh basi( and adl~mcl·fl Expert Transmit or receive a complicated message of 50
knm\lnlgt 01 1'01\ IO-'.I,im. Wilh a ~uccc~$ful ~kill chcck, lhc char-- words or less; transmit a standard message of any
actc-r ~lIccc~ds in his aile-mill. On a f,ultd ch~ck, Ihe characler length
makes.1 bad dile. ~al1l1ot relli"\e ,111 object. or ulhcl"lIi"e mmt Master Transmit and receil'e a complex message of any
immedi;lI r ly ~\(Ip .l.1I~ dirc-("\inn;11 11l0wmcnl. If. afltr a failed length
cherk, thr char.lctt'r i~ uII:.blr to imlll("diald\ "alk OUI of Ihl'
Wal("l; III' must .lItempl ,11101 her ~wll11l11in~ ,:herk ch~ck 10 noal or ()iffitulty Examples
tread \\all'r. If Iht' charaut"r 1.lils Ihis ,<,cond check. or had Trh'ial Working with equipment y\JU built from scratch
alre'lll) failed a clin k fOI llo.lling'tH·;I(.tiu\,\, Ill: he.;im 10 uro\,n. Easy Reaching a telegraph operator )'Qu contact
lakins;: 1d3 ,JOim, 01 dalllilgt' for cn'l"I 6 second~ he remains of len
undcr.,";l\t·'" Average Working with ramiliar equipment
Difficult Undentandlllg shorthand (abbreviated) Morse
"",I
Unskilled
Tht t'harade r (8n_.
Not use this skill.
code menages from a familiar telegraph opera·
tor; piecing together broken transmIssion
Novice Tread water (l min): backfloat; use floatation (log, Very Difficult Understanding shorthand (abbreviated) Morse
etc.) t o sWIm 25 ft on stomach code messages from an unfamiliar telegraph
Aveuge Tread water (5 mm); front/back crawl or OIICral(lr: piecing together garbled transmission
breaststroke IOU ft at crawling speed; underwater
swimming 25 ft at crawling speed TRACKING
Advanced Tread water (20 min); front/back crawl or Re lel'a lll Ability: Wisdom
bl"eaststroke 500 yds at crawling speed; breaststroke
50 yds at walking speed: underwater swimming 75 Cosl; 9 BP
n at crawling speed; cannot drown in Average Unh'ersa l: Yes
difficulty condItions Prereq uis ite: None
Expert Tread water (I hour); frontlback crawl or breast·
stNke 16SU yds at crawling SlICed: breaststroke IOU Mastery Die: ld-l
rds at walking speed: underwater swimming 2QO ft Chaf.K\t'rs U~I-
Ihi, ,kill \1110110" the Irail of anima ls and Olhl'r
at crawling speed: cannot drown unless two or more pcrson~. ~impl)- put.;t \1I~u·~,f\l1 Tra(kinl{ skill check meaus Ihe
Difficult/Very Difficult conditions exist ,-haracct'"r found a Irail. whilt"" railurr m('all~ he did no\. If thl'
Master Tread water (~ hrs); front/back crawl or breast· charaner fails lhi ~ initial skill dleck. 11(' can make another
stroke 6,0l.I0 yrda (I nautical mile) at crawling speed:
Tr:.cking ~kill check· prondcd that hc spc'nds al ka~1 30 minUln
breaststroke 250 yds at walking speed; underwater
swimming SW ft at erawling speed: cannot drow n altt'mpling to pick up Ihe lrail again. If ht fails lhi~ ~erund ~kill
unless two or more Very Difficult conditions exist (I!l·ck. ht' e:.nnOl 1Il.lke an) mure Tracking skill rhed(J!; 10 fimllh.ll
p.1rlilulJr trail
nitfic-ull y Eumples OnH· th~
Ir;oi1 hit, bn'lI found. funhrr Tracking skill I;hcck~
Trivial Swimming in a shallow pond 111;1\ b4' llt"lr~',11'" dqX'lI{lill~
on Ihe .iluation. Dilrkness, fa.llin~
Easy Swimlning in a calm lake
r"in ~II" ,n"".,1 dUll 'IOrm, moving frolll one terrain 10 anOlher
Average S\\'imming in a ~Iow-moving rIver
(.udl .J.~ from s;lIId III nJolk). one trail ~pli \ling ofT 10 form 11m
Difficult Swimmmg I!I chllPPY water: s\\'imming in street
clothing Ifail,. 01" fr,)"ing a ~Irf"am or nH"T ,Ire allt·xarnplrs "h~ a ~hHr­
Very Dirticult Swimmmg in frigid water: in crashing waves; aCler mi~llI n('1"(1 \0 r1l.1kt" auulltl"I" Tr,\Cking ~kill check.
against 5trong current: moderately laden
Lc"el The charac ter CIlI1 •••
Unskilled Roughly identify the number of creatures being fol-
TEU:GRAPH OPERATING
lowed
Re ltlYa nt Ability: Intelligence Novice Determine the awroximate weIght/size of the crea-
Cost: 4 BP tures being tracked
Average Determine the approximate height of the creatures
Uni\'ersa): No
being tracked (based on the length of their stride)
Prerequisite: Reading Comprehension/I\mmanship 90% or better Advanced Determine phYSical attributes (weak leg. worn horse-
Mastery Die: Id8 shoes, etc)
Mate rials / Tools Required: Yes Expert Exactly identify the number of creatures being fol -
lowed, recognize tracks or prmts of a spedfic crea·
:\ eharacll'r wilh chi~ skill kno,,~ ~Iors(' cooe, and C'.I1l opt'r:lCI' lure or indIvidual seen at least twice before
tdc!:,ra ph cquil>meru, :lUrmpt 10 transmit and rectivc mcs~ages :l.laster Recognize tracks, fooqlrints or bootprints of a crea-
(b\ key and by ear. re~IJl'cti\"(~h), ami l'\'cn 11"1 IU repair l'U\ or ture or indil'idual seen only once before
downed Idcl;raph 11I11'~. Brfau.r trilins arc dlsp;ueht'(1 by It'lc~
Di(fit'ultr EXAmples
graph. lrainf'd Irlf"gr.lph olX'ralon <Ir(' required \() manag(' 0111\
Trivial Trackmg the tracks of a large groull through
teif"graph officI'. 01' ro lli~ion " lIliHoutl'd packagl's or olher prob- the snow
ltms can .. ,lsi II rt'~lIh . .\ succe~~fu l skill cheek is required II) pn- Easy Tracking through thick brush. vines or reeds;
Icc!l~ sl'nd or 10 rl'ct'ill';1 1,'lt'"graph IIltS"U~('. tracking on soft ground
Average Tracking \\"Ith occasional signs of passage (011
Le\'e l The character t'a n ... dust. dIrt, etc)
Unskilled Not use this skill. Diffieult Tracking on hard ground or wood floor; \Vlth
Novice OIICrate telegraph equipment; understand Morse poor lighting (moon or starlight): O\'er 12 hours
code. since the trail was made
Al'erage Tran smIt or receive messages of 10 words or less. Very Difficult Tracking.a single penon over rocky ground;
Advanced Transmit or receive messages of 50 words or lessi tracked party atte mpts to hide trail, over 2-1 hrs
knolV how to repair cut or downed telegraph lines. since trail was made

371
• ,

"

.'
t •• •

- "
'/ ,'J.

.... .
{/
.,
.J
--

-"
I

I
"
- 375
VENTRILOOUI$M w 'el The character call...
Relennt Ability: Intelligence l:nakiUed ~!ake a \'utce come from a puppet on his lap, but his
lips move
Cost: 8 BP Novice llake a voice come from a large crowd of people
Unh'ersa l: Yes A\'erage Make a votce come from a handful of people
Prerequis ite: None Advanced llake a single IJerson (PC or NrC) appear to !peak
E:qJerl llake an animal aplJear to speak
Mastery Die: Id4 Make an obviousl~' inanimate object (a book. mug,
Master
The character using t his skill has learned the secrets of"thrO\I- etc.) talk
inK hi~ \-oicc.~ Although not aetuall) making sound eOllle from
some\lhere cls(', the <;haLlclt:r can d('cl'in- others into bdicving Difficu lty Exnmplca
this to be so. Wht'n using v~'lltriloqn i sm, Ihe 5UPI)()sed source of Trivial Target has a Wisdom of 2 or less
11ll' sound must 1>1.' r~lativel> dOSt' to thl' ch"ractcr, Th(' nature of Easy Target has a Wisdom of 3,5
the spea kin gobj~ct and ti lt" \Visdom of t hose wa~ehing<;an modi- Average Target has a Wisdom of 6-8
f) the ch"raCler's c/);t nCl' of succcss. Thc obSt'n'('r's Wisdom mod· Difficult Target has a Wisdom of 9-16
ifics thi~:., shown in the difficult> cx;unple table. Very Difficult Target has a Wisdom of 17+

A succes~ ful skill cll('ck mean, the charactcr sliccessfulJ>


dcccil"t:d his audicnce, Onl' cheek must be made for C'\-ery sen- WEATHER SENSE
lence or responsl'. 11ll' charatter is limited to sounds he could Rclc\'a llt Ability: Wisdom
normalh mak(' (Ihu~, tIlt" rO:lr of a lion is somewhat Ix-yond him). Cost: 3 BP
lie is also limitcd to sl>caking onh languages he kno"s. Un h'crsa l: Yes
Sillee vclllriloquism relics on deception. people's knowledgc of Pre requisite: None
~1)Cech, :md assumptions :lbou! "h:l! should :lnd should not talk, Mas tery Oie: ld4
it is not (,ffecti\c UII anim;lls. r urthennore. the audience must be
walching Iht ch:lraCler ~inC"(' IMTI of t h~ dccepl ion is visual (-I ley, 'nlis skill t'ni.OIt'S tilt' rharactt"'r 10 makt"' imelligtlll guesses
his lips tlon't mo\Cn. about upcoming I,eather contli, iolls. A successfu l skill check
mt'ans tht, character has corn:ctl> guessed thc general \Ieatlwr
Usi ng IIll' \\.-ntriIO(luism ~ki ll 10 gC I )omeon~ to look behind condit ions in Iht next six hours ...\ f:liled check me:lllS that he h:ls
him don nUl work. sinc(' the voice is not actually behind him, .,\11 no i<lt';1 .. ha t the future IH'mher \\i ll be like.
but those \lith tilt' gullibilit) of children or Ihe extremely foolish
rcalil.t"' "h:1I is trul) happt'ning in tht"' C:ISC of animals or inan i- For (;\('1) ~ix hou rs 01 obsen'ation, the charaCier gains a 5%
mate objccts. T hey may be :lIliuscd - or Iht) may not be. bonus to his Wt'ather Sen~e ~k ill check (as he \.:\tches the "<::llh-
cr change, tilt' Chi'lraCtc r gclS a bener SCllse or\lha, is coming).
T his 1Il00!ific l" is cumulativc Ol'er multiph- six-hOllr periods of
obst:r\"ation, :1!though sleep or other acti\'ity ~hat occupies thc

376
llttell\ ion of the character for a [oug period negall'S any aeeumu- Lewl The I!haracler can",
lau'd bonus, Unskilled Not use thIS skill.
Novice Operate a loom and spinning apparatus; handle
Le\"e[ The chllracle r clln determine,_ materials,
Unskilled Current or obvious wenher (feel rain falling, see A\'erage Create a half square yard of materiaVday
great tornado funnel lening across the plains) Advanced Create one square yard of materiaVday; weal'e a
Novice I mminent weather (note mass of dark storm clouds eopy of a garment/rugletc with an example in hand
on the horizon) Expert Create tWO square yards of materiaVday: design a
Average Looming weather (spot a gathering of a few storm garment/rug/etc based on drawings
clouds) Muter Create four square yards of maleriaVday; design II
Advanced Impending weather (feel change in winds) nOl'el garment/rug/etc, of your own design
Expert Approaching weather (notIce slight drop/increase in
temllerature) Difficulty Exanlples
Master Forthcoming weather (notice slight drOp/increase in Trivial Weaving with access to a fully stocked work-
pressure) room
Easy Working in dim light; working in II noisy envi-
Diffkulty EXllmplcs ronment
Trivial Character is outdoors in the middle of a wide A...erage Working with poor fabric
open platn: on a mountain top Difficult Weaving with ]lOor tools and equipment; work -
Easy Character is outdoors under a tent ing with makeshift fabric
Average Character in a building with few windows Very DifCicult Wearing with makeshift tools and equipment
Difficult Character in a building with no windows
Very Difficult Character is underground

WEAVING
Relevant Abi lity: Dexterity or Intelligence
Cost I BP
Unh-enal: No
Prerequisite: None
Mastery Die: IdS
Materials/Tools Required: Yes
A characte r ust's 11ll' \\'cavinl{ skill 10 crt'ate garments, rugs and
so forth from wool fir rollOIi. Tht' ehara('ler rt'qui re~ a spinn illg
I'lleel and:. loom. Wt'a\"('r~ ofIt'll "ork Ililll millincr~. On a suc-
cessrul Wca\ing check, the (harartl'r ~"ccct'ds in the task. A
failed result indicale~ Iht' "ork "<IS botched or na"t'd in some \\;1\
and I lie resulting pirn' i, IOorthlns,

377
Chapter 6.41 Talent Descriptions
he following tatellt d escr iption s arc Furth er more, th e character retains the capa-

T arranged ;:l lphabctically by name.


bo ld h eading for cadi tal e nt gives the
name of the talent and t he Building Point COSI.
Th e bility to usc s kills that would normally be lost in
darkness (e.g. Tracking) although th e effective-
ness of these a rc reduced by one-half (s kill
Th e descrip ti on Text g ives a general outline o f chec ks arc made at half the no rmal score, e tc.).
what a character with that panic ular talent Blind -sh ooting d ocs not grant any s pec ial prot ec-
knows a nd can do. FUr! hcrmorc. some talell! tion from altacks.
descriptions include rul es to cover specific lISCS
or si tuati ons , or exact in st ructions on the effects COURAGE (10 BP)
of the talent if sliccessfu ll y used.
Courageous characters have the ability to bel-
ler cOl1lroltheir "right or nighl" response to d a n-
ADVANCED SIGHTING (70 BP) gerous situations. Such a characte r receives a-4
Those with th is !al en! possess an uncanny sixth bonus to avoid ninching or duck in g bac k behind
se n se with regards to marksmanship. Through a cover.
combination of intuiti on and natural anlnilY, Those with Ihe Courage lalel1t are neve r forced
these rare individua ls ca n shoot at a level wholly to nee a gunright due to wounds regardless of I he
unexpected from someone wilh their physical c haractcr's Re putation.
skill s, training and experience.
A charac te r thal is off target wi t h a shot 1101"- CRACK SHOT (50 BP)
mallydraws o ne card lOdelennine hit location. A
C rad shots sim pl y have a good eye for preci-
character with this talent maydra\\" two cards and
sion shooting and receive a + I bonus to their
choose what he thinks is the beller of Ihe two.
Accuracy. This talel1l docs not encompass a
broad knO\dedge or marksmanship, however, and
ASTUTE OBSERVATION (SO BP) so the bonus is lost \'crsus targe ts o\'er 30 feet
Characters with tbi s talent notice what's going awa}'.
on around them, and are quick 10 spot details
lhat could be importan t. V\'here other cha racters DAMAGE BONUS (75 BP)
only "sec," he "obse rves." A c ha racter with this
Characters with thi s talent havc a distinct abil-
lalelll ca n s pot ajournalist by th e imprints in hi s
ity to make any injury they cause count. A punch
sleeves and the ink stains on his fillger, a pugilist
to the face becomes a punch to Ihe nose \dlile a
by his cau linower ca rs, a miner by his calluses
shot to the chest invariably manages {Q s trik e
and upper bod y muscles, :lJld so all.
close r to a vital organ or artery. None of this is
He also noti ces strange odors, tastcs and tex- planned, the c hara c t er simply ge ls uncanny
tur es with no need for a s kill chec k. H e has a I resulls from his weapons.
in 3 c han ce \0 noti ce traps and concealed doors.
Th e cha racte r receives a + I bonus 10 d amage
A GM informs the ch a rac ter any time th e re is
in all circumstances (brawlin g. hand-t o- h and
some thing su btly askew that a c haracter might
com bat or with firearms).
notice, even if he did not s pecifically s tate that
he is sc rutini zing hi s s urroundings.
DEAD EYE (50 BP)
BLIND-SHOOTING (45 BP) Throug h a combination of keen eyesight and
prac ti ca l knowled ge oflraj cc torics, the Dead Eye
A charact e r with a talent for blind-shOaling IS
charac ter can mit igate th e disparaging effects of
capa ble of adequate marksmanship in conditions
distance on Accuracy. Any targct over 30 feel
of poor or no li ght. Th e character surfel's only
away is treatcd as if one range grouping closer.
half p e n alties ( rounded down) for shOa l ing in
For exam pl e, a ta rge t 3 1-50 feet away (-4 penal-
poor lighting con dition s.
t y) is treated as 21-30 fect (-2 penalty), a target

378
5 1-90 ree t awa y (-8 pe nalty) is treat ed as 3 1-50 foot\\ork, (.\'o te tha t thi s ta le nt docs no t imbu e
rcc t awa y (-4 pe nalt y), and so on . th e c ha ract e r with th e abilit y to aC lu a ll y d od ge
bull e ts.)
DEADLY SHOT (50 BPj As usua l, t he Acc uracy pc nalt y fo r thi s dod gin g
Th e Dea dl y Sh o t , unlike d10se with the cha rac te r co mpo und s Wilh a n)' o lh e r ACf.:uracy
Da mage Bo nu s ta lc nt , is consc io usl\' aware of modifi c r fo r mo\'c mc nl. Fo r exa mpl e , a dod gin g
a na tom y and can e mp loy th a t kn owl edge to hi s c harade I' wilh thi s lat c nt (-4- to hil ) moving a l a
ad va nt age. All wo und s ca used by thi s c haracte r run (-I 10 hi t) has a co mbin ed pe na lt y of -8 to
in cre ase by on e in Seve ri ty Level as he is a bl e to Ih e shoo te r's Acc ura cy, Of co urse, if I he dod ging
be ll e r hit his target 's more vuln e ra bl e po rti o ns. c ha rac tcr is movin g direc t I)' towa rd 01' .a wa y fl'om
Kotc th a t lhc rc is no corres pondi ng inc rease to t 11(' s hoo tcr. t he -4- fo r ru nni ng does not a ppl )'
I-I Ps of dama ge , just seve rit y leve l o r I he wou nd . si nee t he r un nc r is movin g a I less I ba n 3 0
degrees rela ti \'e to th e s hoo t e r.
DODGE (25 BPj
C ha rac te rs with th e Dod ge talent possess an
ENDU RANCE (15 BPj
ac robat 's fin esse and agili ty when a tt e mptin g to A c harac ter wi t h t hi ~ ta lent ha s e nh a nced
cam oun age t h e ir move me nt u nder fi re. \Vh e n res ist a nce 10 fa li ~ lI c, Whe t her thi s is Ihroug h
ac tivel y dod g ing, th ei r moves a r c so une x pec ted- m e ntal to ug hn ess o r j usl beca usc hc's on t lo ugh
ly quick that ShOO ll'/'S suITe I' a -4 pe na lt y to th e ir so n-of- .. -bite h is not ele"I', but .l ehu:lc t e r wilh a
Acc uracy in st ead of the sta ndard -2 aga in st I:tl e lll fo r e nd ura nce ca n last longe r in a fi g ht,
dodging dara ct e rs , II c mu s t be ac t ivel y dodgi ng tra\'cl longt'l witho u t res t ing. requ ircs less food
to ga in th e defe nsive bOllll s provid ed by his fa nc}' and \\:llt'r and so on.

379
Wi t h respect to a ll fatigue-related actIVItieS, GREAT AMBIDEXTERITY (25 BP)
th is characte r 's Constitution be haves as if it
A charac ter wit h th is tn le nt can usc either his
we re 4 po ints highe r.
left or rig ht hand equa ll y well fOl" weapo ns, writ-
ing, etc. He does not receive the + 1 Speed
FAN FIRING (35 BP) penalty common to other ambidextrous cha rac-
A characte r with the fan firing talent has thor- te rs. Ambid ex trous c haracte r s no rma ll y sufTer a
oughl y mastered th is difficult (and usually whol- + [ Speed pe nalty. as they often hesitate 1'01' a
ly inaccura te) fir ing technique. As such, he suf- fraction of a second, as t houg h choos ing whi ch
fe rs a mere -3 pena lt y to his Accuracy ins tead of hand to use.
the standard -6 whe n performing this ma nellver.
GRIT (50 BP)
FAST HEALER (10) A character wi t h this talent halves all Speed
T he fast healing ind ividual is blessed with a and Accuracy pe nalties from wounds, rounded
body capable of heali ng faste r than normal. He down . For examp le, a characte r who has suffered
regains hit poin ts a t a fas ter rate than normal. 26·50% of t heir HP in wo unds normally has
Each wound point hea ls, except the final point. penalties 01' 3 Speed and -2 Accuracy. A cha rac-
one day faster than normal. T he final point ter with Grit who has suffered 26-50% of t heir
hea ls in just 12 ho urs instead of one day. HP in wounds hns pe nalt ies of I Speed and -I
For eHlII/ple, a 3 lip 11'011lld 10 /lit arm I/ormally ,aku Accuracy.
six (3+2+ /) days 10 heaL, Ihreeftr liJefml point healed.
Iwoftr Ifle l/e,\'1 alld olle/or the lasf j)oilii. A characler GUARDIAN ANGEL (30 BP)
with Fast H ealer would recover illjus( three and a half T h is ta lent has nothing 10 do with being a god
dap (2+ I +0.5). fearing person. In fac l, as Texa s ~..\ cGraw says,
';.l1ostfolks aill't selJoot in a ch urch since the da)' they
FORGETTABLE FAC E (25 BP) beell dUl/ked. What 's plain as lite nose oll)'erJace is Ihal
WlIll'l/flt"f keeping all eye 011 'em - 1101 100 dose an lJ'e
Something abOllt this c hara cte r's appt'a ran ce
simply l)l'e\'e nts him from st icking in people's mil/(/ )·a. hut all eye regardless. Seems as Ihough lltar
minds. Unless he engages in rnenningful co nver- eu~)'lhil!g bad 'af coulda hap/Jelled (0 'em JUre ell/if!

sation \\'ilh someone, other pe rsons only have a couida helm l!'orSl' afltr'1/ )'a hearf/lhe lale."
10% cha nce 10 recall specific dctails about the All injuries susta in ed by the characte r are
character's face. redu ced by one in wound severity leve l. For
If a c haracter d id have a meaningrul conve rsa- cxnmple, a character who sufrers 7 points of
tion , h is base chance to remember spec ific dam age st ill takes that amount of damage, but
detai ls about t hai "rorgettable'· fa ce is 85%. suffe rs only the \"rou nd Severity penalt ies listed
for 6 point s of damage.
Th is chance ca n be modified by circumstances,
as noted here:
HEARTY (50 BP)
rJr H ig h motivation +5%
A c haract e r with this talent takes one less
:T Each prev ious encou nt er +5 % poilll of damage when struck by a ranged attack .
tT' Eac h week s in ce last meeti ng -1% For example, a character who wo uld normally
suffer 6 poin ts of dnmage takes only 5. He uscs
GREASED LIGHTNING (20 BP) th e \-Vound Sever ity ta ble column for the actual
T his c haracte r is ex t ra quic k. T his talent gives damage he suffered (5 ins tea d of 6).
him a - I Speed bonus ro r one spec ific weapon
class: pistol, shotgu n, rifle, knire, bow and arrow, HIP SHOOTER (25 BP)
and so on. T h is ta lent may be purchased mulLi- A charac ter with th is ta lent is prac t iced a t hip
pie times fo r difre re nt weapons. shooting . He red uces his Accu racy penalty fo r
hip shooting 1O -2 ins lead of -4.

3811
HIT POINT BONUS (10 BPj drin k's Tole ra nce Factor. Sec Chopin 5.7 ]Dr;Tlki ll '
A charac te r with (hi s tal e nt receives + Id 4 to & Drugs for more informal io n.
hi s s ia ning hi t point s.
IMPROVED ARC OF FIRE (IS BPj
HOLD YOUR L10UOR (10 BPj The cha racter \\ ilh this talent is more capa bl e
Some folk s juSt hold their liquor beller than of Irick sh ots (accurat e ly firi n g in another dirce.
othe rs. Th e)' don ' , gCI morc or ne ry afler a few lion ). '-Ir s uffe rs no Accura cy penalty for li rin g
belts o f whi s key, 1101' do they pa ss OUI 100 quick. in Arc B, a - J Acc ura cy penalty for fi ring in Arc
T he charac l t:r is far less susceptibl e to intoxi- C, and a -3 Acc uracr penall ), for firing in Arc D.
cat io n. For purpos es of resistance 10 alcohol. Ih('
c ha rac ter gains a +2 bonu s o n ro ll s ::against the INHER ITANCE (10+ BPj
SOIll{' ch aracl c rs were born wilh a s ilver spoon
in their moulh . Fo r each BP spell l 10 purchase
th is lal('111 ( minimum 10 81'), th e c ha ra cter
re(eiws an additio nal 10 of sla rting money,

lACK RABB IT SPEED (10 BPj


1\ ( haraelt' l hilh thi s ta le nt is more fleet
foot~d than mos\. li e can Sian at a run
( rather than at a jog), and l:an halt a run
ur "'pr int ",ice a" fa1!t as normal (5 feel
1)\'(' , ' a:> CO U llt),

KENTUCKY WINDACE (45 BPj


"Ke ntucky windage," or s impl~
"windage," is a m e thod of firin g where
Ihe shooter delibe ratel y a im s arT-target
to com pe nsat e for a ll1o"ing targe t,
\\ ea tlwr condition s, or jllst a bad sig ht
on th e rinc,
When s hOal ing, a c haract e r no rmall y
draws 011(' ca rd 10 de te rmine hit location.
A character wil h t hi s ta le nt may choose to
redraw thi s ca rd , but if he docs so he I11l1st
use the seco nd ca rd drawlI - \\het hc r it is be t-
l e r 0 1' worse than Ilw fir st.

MOUNTED MARKSMANSHIP (40 BPj


Charant'rs wilh Ihi s talent reduce penal-
Iits for ~ hoo tin g on ho rse back, H e suffers
a nI ) a -I Accural:Y penalt) when moutHed
o n a wa lkin g horse, <J ( pist o l) or -5 (lo ng
gu n) whell trO ll ing, and -2 (p istol ) or ~4-
(lo ng gun) \\ he n lopi ng or gallopin g,

PERCEIVE TENDENCY (10 BPj


,,
A c ba racle r wilh t hi s la lent gains a -I bonus
10 Ini li ativt ro ll s in a s howdown o r due l. No te

3!::1 1
that the gunfight must involve the character an d SPRINTER (30 BPJ
one othe r opponen t where each is about LO take
T his lal e lll means a charac ter is capa bl e of
ac t ion suc h as when one c ha rac te r realizes the
amazing bursts of speed . H e can sprint for 10
othe r has chea ted in cards or in a classic street
secon ds (100 COUllt) per hOLir. All o th er rules for
fight.
sp rintin g apply.

QUICK AIM (40 BPJ


TOUGH AS NAILS (15 BPJ
Thi s talent arro rds the characte r th e ability ror
Thi s character just seems toughe r than his
quick er aiming. He reduces th e lime it takes 10
comrades. Attempts to SlOp internal bleeding
Aim a weapon by half. Thi s talent applies on ly to
arc mad e with a (D irficult) H ea ling c he ck
standard Aiming, not 10 Fir ing Delib erately or
(instead of Very D ifficult). Even if he rails, the
ta king Carerul Aim, ro r example.
character's Consti tu tion chec k is made at a
penaity correspo ndin g to only hall' t he severity or
QUICK THINKING (10 BPJ the wOLlnd (roun d up).
Quic k thinke rs arri\'e at conclusions and Furthermore. ror e\'ery 5 points or illlcrnal
understanding more errectively than most. This bleeding a character surfers, t he cba racle r
gives them an errective + I bonus on all makes his Constitution check ve rsus hi s Con
Inte ll ige nce and Wisdom checks, Though it docs score (instead or haIr his Con score, as is nor-
not arrect their actual Ability Scores. mal).

RAPID RELOAD (10 BPJ VETER AN GUNFIGHTER (10 BPJ


A c haracter with this talent is skilled at re load- YOllr charac tcr's been involved in a gun fight at
in g firearms. He can reload twice as fast as a some point in his pas\. The cxact details or this
normal c harac ter. scume ain't rightly imponanl, 'except th at yo u
sun'ived the arrair. This character begins play
REPUTATION BONUS (35 BPJ with one gunfight survIwd and any rurther gun-
Something abo ut thi s character just inspIres fighTS adds to that total. A player that c hooses
folks to talk about him. H e gains an additio nal this talent for his cha racter must create a back-
+ I to Reput at ion ror every 10 poin ts ga in ed. story detailing the prio r gunfighl.

RESIST DISEASE/ INFECTION (10 BPJ WEAPON BONUS (50 BPJ


T he cha racter has an unusually erfect ive This character's II bit s harper than most when it
immune sys tem. Any H ealing chec ks performed comes to using his prererred weapon type. There's
on this cha ract e r for th e purposes offirs t aid are them Tha! Caval' the pistol, ot hers t he lon g guns,
made a s Eas)' difficulty H ealing ski ll checks and then there's the varmint WiTh a bowie knife
(instead o r Average difficulty). ready to discuss that lucky st reak you been havin g
at th e table. \Vhat eve r t he weapon, you can be
SHOT ON THE RUN (50 BPJ da l'll sure hc's a bit betle r'n you I' average cowpoke
aT using it.
A character wi t h this talent is espec ially tal-
ented at shooting while on t he move. Hi s penal- The characte r ga ins a + I Accuracy bonus when
ties for shOali ng a ll th e rlln arc reduced by o ne using a speci fi c weapon type (p istol, rifle, shot -
ca tego ry. For examp le, a characte r firing while gun, primitive hand-to-hand weapon, 01' prim i-
jogging suffers o nl y penalti es for riring while tive ran ged weapon) c hosen by t he player. T his
walk i ng, a run nin g c haracter surre rs only jogging talenl may be tak en mu lti ple times an d the
pena lti es, and so on. He surrers no penalties for efrects arc cumu lative.
firing whi le walking. only a -I Accu racy penalty
1'0 1' firing while crawling, and only hair pe nal ti es
fo r firing when dod ging.

382
6.51 Detailed Character Backgrounds
As WC\·C sia led , your character's ahility scores provide results, you tan spend 1 HP to purchase it re-roll. You
only basic in~ighl into the characte r. .\ nd though you may purchase as many rc-roll, as )Oll like, ~s long as you
may know your characte r's plan~ of origin, do you really h",'c HPs to spend.
kno\\' where he came from? What was hi s life likr in Statu s of Pa r e nts: Now, discovcr whetlier you r char-
thOse earty days? Did he comes from a small f:uuily or a acter'~ parent s ar{' itli\e or dead, and e,'en if one of th{'lll
large one? Did he live in luxury or suffe !' in puverty? is a relcbri ty of sorts. A rolJ of 91 or hic;:her on Tablt 6.5-
This section pW\'idcs \uch background material for usc 2: Partn/a/ S/a/uJ indicatcs that the ch:lracte r is an orphan .
during character creation. If you decide 10 usc th is
optional material, do so afu,"" calcu lating you r c h ara("lcr'~ TABLE 6.5-2: PARENTAL STATUS
height <Ind weight, but before dClcrmininl.'; sta rtin g Roll (dlOO) Ruult
money, following tlJt' order prese nted in Clmpler 01 Puen! if 1 cclebu!y (ie!rcss. gUllfigh ter. rellO .... lled
3./IOwrtt((tr eTta/iOIl. Some rcsulls in Ihi~ sect ion ma) m,liur y ofliccr. elc ). ChUlCler receivC5 1 +d20
affect later aspects of char;tctcr creation. such as s lartill ~ bouw; 10 his mrling f 1fIlC SCOTe (Ihe d20 score
money or quirks and Oa\\s. lodiclll ug Ihe rcb",·c F~me of thc I»reol. 20 beillg
~rv hmoUl lIId I being kllOlI"lI 10Cllly). Roll igirp

* FAMILY *
Rf'ga rdless of what you might hear around the camp- 02·50
to delerm,ne SUlwr of Ihc puent. (A furlher roll o f
-or 011 Ihis !ible cuns lllOlber +<fZO MOUl lIId
co rrespooding Illcreuc III FImc. CIC.)
Bo!h pirellls I,,·ing
fire. that wild de~p('ra d o e\"e rronc'~ gQ~siping ahout isn't 51·70 f i ther deceued
rea lly the son of the dl·\·il. Lih e"cryolIl' c1~e, he's the 7J.8O MOlher d«encd
81·90 Bolh pUenl! 1fe d"usc:d If!er ChUle!er rc~ehcd leell
product of counties, ge nerations of ch,mlClers that came
yens.
bclore him. The following tahles \,till hrlp you ~l'1 a 9],]00 BOlh puenrs 1fe decusc:d. Chlf1CICf If ill orphlll.
hroad idea o f yOW" cha racter's f:unily. Redu ce ehmcler's roll OD Tablt 658: Social Cla!;5
C ircums t a nces of Birt h : Gt'lle r all~, binh ('in tim- by !II"O focil1 ebsscB. Apply -50 jlCDl lt y 10 rolls OD
stances have little effect on a ehamCler, except in the <:a~c Tablt lJ.l6: Characler Slarlillg MOllt!! (igllOr<
beredituy deb! result lIId roll Jglill).
of illegitimacy. T h{'se "basta rd" children find it more dif-
ficult to allain o r hold po~itiollS of power, if their \C("fet
comes QUt. To determine your charac ter' ~ ,talU5. roll 011 If onl} one parent is dc-cea\ed there i~ tilt" chance Ihat
Table 6.5·Ja: Cimlllutanm if Btrfh. If you don't like the th(' character ha~ a step-parent. 1\ re~l1lt of 15 or more
on a d20 iudieates that tht" parenl remarried. If )"011 don't
TABLE B.S·IA: CIRCUMSTANCES OF BIRTH like tlw result~, you can spcnd I 131' to purchase" re- roll.
You Illay )lurcha .~e as mall) fe-rolls as ~ou like, a~ long as
Ro ll (dlOO ) Result
yo u have BPs to spt'nd.
01·92 U:g;t imlte. PUtOIS WClC mimcd il rhc timc o f Ihc
ehlneler'! birth. Sta tu s o f Si blings: . \ ~ \\'ith parents, siblings (or the
93-00 II legitimuc. Puen ts ....cre Do t mUTicd it the limc of lack of them . arc imponatll to a ehamcter\ backg round.
Ihe ehuicICT', birth. Qlle .. ok peoihy to Although they are non-player charactl'fS under the C(l ll-
Tablt 6..5-8: Socicl C/ass (i.e. U LC becomu M LC). trol of Ihe C)'I, they ma) be able 10 help when the char·
Also. roll on Tobit 6.5·/b: IIftgitimau Birth.
acu.: r need s something, such as financial or emotional
suppurt. T he) also tend to be loyal.
TABLE 6.5-IB: ILLEGITIMATE BIRTH Tht"rt" arc se\'e ral Meps involved in determining a char-
Ro ll (dlOO) Rcsult
actcr's s iblin~s. ~ol1()\\' each step in order.
01·03 Chlutler ....u lbll1doncd U blrtb. H IS ~ren l S ife
unk nown. GM rolls chlrictcr", ol her puclI!illlld I) Fir~t. rou nced to roll on Tobit 6.5·:]: .VUlIlbtr qf
sibling "bb ill $Ccret. SiblinJp to learn ho\\ many .. iblings your cowpoke has.
".{)8 MOlher wn 1 pros litutc. Fuher uoknowo.
2 "Ow that you know ho\\ many childre n your folks
09·12 Mother W"U I prosti tutc. Fnber kaOWII.
IHJ Birlh was Ihe result of JeX before murilgc.
had, you need to determim' their sex. Roll a d6. On a I-
Fuhcr ullknowlI. 3, the sibling is a bro ther. On a 4-6. it 's a ~istc r.
24·56 Birth wn Ihe result of sex before mUriigC. 3, III the 19th centur), many childn'n died as infants
F nhCT kao ... o. from ~ickn('ss o r as children from ~ome ot her ailment or
57..fJ7 Binh wu thc rC5Ult of iO idu lt erou5lfhir.
injury. Death from infecl i ou~ di sea~es was common ('ven
Fuher ullkaowlI.
amongst adults, especia ll y in the crowded cities where
68-100 Bi rt h wu Ihc rcsult of ~II idu lt crous l fhir.
r nher kaO... II.

363
TABLE 6.5-3: NUMBER OF SIBLINGS TABLE 6.5-5: ORDER OF BIRTH
Roll (d20) 5, b1Jl18' Order of Ball, EffccI
OJ ••••••••.••.•••. .. ...0 fi rs l +10 bonu, 00 Tablt J/·I6: OIDrocler Slarli1l9 Momy
02 .................... .I Sccoad +5 boau, oa Tablt J.I·I6: Character S rIJrtin!I Monc!J
03 .................... .z Olhcr No Cffetl.
04 ...........•........ .3
05-06 ...................4
07·09 .................. .s
TABLE 6.5-6: SIBLING RIVALRY
1O·[i ....................6 Roll (2dIZ)' RcbllOD,hlp
1.>17 •..•••......... .... ] 1 or Ie,. Bmcl Eoemy. Thc.sc ""lis hold u ialcDSC hue for
18 .......... ...........8 $Ome P-'-" offeDs(: - le,1 or im,giDed.
[9 .....................9
20 •..•••..••..•...... .10 "
10-16
ArgumCILhll\·e. for $Orne relson. Ihe ChUl(lcr lad
his $ibi'Dg IUU (;Ia'l gel liong wilhoul bltkering.
Nuunl. The ch1r1tler ind sibling Ire d()$C. wilh
good hm,ly lies. but few intenS(: fecliags except
TABLE 6.5-4: SIBLING STATUS during spceilllimes of hurl or cckhr1t ioD.
Roll (dlOO ) Smul (tity) 17-21 Very CJ()$C. The si bling ud chultlcr (OmmUniC1lc
01-26 Died In iohBCr from Infectious d;S<: ~$c often. ,od l lwlyS Iry 10 help the other io times of
(meuks. surlcl fevcr. 'Whoopinll cough or dipthcril) need.
27·3J Dled III childhood ftom Dilffhc, Zl 01 more Devoted. /In cXlremcl)' dose: bond cxists between
3'1·39 DIed from Pncumollil IhcS(: IWO. lDd one would euil)' by down h,s life for
'10·41 Died from SrrulJpo~ thc other.
42-'U Died from TubcrcuJ.ru.s 'Add flo, (M,,,.ftr; stilrfi"J &plitllfit,n m""ifU'r pm a,ri,ma '" t/),
4S-49 D,ed from TyphoId fncr ",,./t
"'·53 Died from inrl ucD21
54 S7 Died from Cbolm
66 Died from "cldcllu[ ClU~S I r }"OU dOIl'[ like ,tll~ rc~lIh from (h(',(' tables. you may

.7+ [,vlnll spend I UP to purchase a fe·roll. You may pUlTha~e as


Roll (dlOO) SlUgS ( rurd ) Ollln} rl'-rolli as ~ou lik("', as long a' ~ou haw BP... to
0122 Died 10 iahllCYfrom Illfcclious d,S(:U(: spend.
(musks. $Urlel fever, whoopiag tough or diplheril) Extended Fam ily : ,\ side from mother, rather, brotht"I'
l.l-2. D,ed ia thi ldhood from Dlmhu and ~i~ter. a cliara( tt'r may aho hal'c an extended family
" .J/) Died from Paeumoall
reprewlltcd h~ a \(l'pf:uher or stepmother. aunts. unci('i,
JI·Jl Died fr om Sm'lIpox
COU~ill" /.(randpaf('nt~. and pnhaps c..-en great·grandp'lr·
33·37 Died from Tuber(u losis
38 Died from Typhoid fevu
ems. Ct'lleralh. onh ,\ G~I needs this [n·eI or dewil.
39·12 Died from IRflucnl1 Howe\,er, if you Ilant to ttaet.' your ancestry back a gen-
13-47 Died from lttideOI,1 t 'Ll5CS eration or tll"O, simpl> roll on the tables ill this chapter ror
<8+ L,,,i og the character\ mother o r rather. T he resuits refer 10
th e ir parem~ and sihling~. instead of the characte r's.
typhus, T I! and cholera were rampant. Check 7able 6.5~
4: Siblillg SlatuJ for each sibling's status.
-~) For each sur..-i,·ing ~ibling, roll a dOo dlOO or twO TABLE 6.5-7: UPBRINGING
d lOs .. A roll of 99·1 00 indicate~ that this sibling is your Roll (dIOO) P1ICnuIOu,lil),
twin. If the sibling is the ~ame ,ex as the charaCler, roll 01-12 ...•...Elflnord'blf), PueDts. Childgrcw up txlrrllldy
a dB. On a I, [he ~ib lin g is an idemical twin. Will nurlurtd pn' propn-/y carrdfor.
5) If tht: characler has al least one ~ib lill g, roll ran~ Eff«t: F;t~ (5) BP bcnuJ.
dom1r 10 delermine his place (roll a dol for the character IJ-N ., .... l,o"iag PUCbls.. Child grt'W up W<'lI "urlurrd arid
pfflprrly (artd-Jor. E.ff«t: Thrtt (3) BP &11IUJ.
plus three siblings, roll a d5 [il dlO, di"iding results by
l>Y1 ....../I,·cuge PueDls.. Partnt did IJI/ adtquauj~b.
two] for the character plus four siblings, etc. and consult
EjJ«t: Ont (1) BP BGnus.
Tabk 6.5·5: Ordtr oj 111ft". Thc firstborn male is usually 5>76 " ... .IJHqulppcd. E.ff«t: ParmI 'WIll 'IJ.-dl inlmtionrJ.
heir to his father'~ ('state or po~sc~siolls. "ut poor al raismg Ihis (hild
6 Of course, just becausc rour character has .'lome 77-87 ....../lbus,,·e. Chiltl a/JUud "y parmI. Ejj(et: RQlI M
brothers or sistcrs doesn't mean that they necessarily likc Tahlt 3./-/9: QuirAs (Quirh. Mmtal) and ruord
him. The \ibl ing ma>' think h e'~ a IOII·down I'armim, or only hi/If BPs 1;1/fdf".,- 1M Quirk.
that butter wouldn't melt in his mouth. For each sibling, 8S+ ...... .Indifferenr. Purent {ritwtd this child as a hlmim.
roll on Tablt 6.5 6: Sibliflg Rit·al':.}'. Childgrcu' liPJetting inpd(({uatt and IlIIlfJWd Effiet:
/Wlon Tahlt 3.1-19: Quirks (Qllirks, Intrtnmtd)
(md m".,-d ~1I1y halfBPJ lisltJfor tlu Quirl.

3B4
Quality of Upbring ing: HoI\' the character's parents
acted tOwards him had a huge impact on hoI\' he turncc) TABLE 6.5·9: RURAL OR URBAN BACl!GROUND
OUI. A cilrin~, 'Iltemi\'!.' parent bctter equips his child for
Roll (dIOO) (dependillg 011 cbmcters Pbcc of Orlgll1)
adulthood dum an uncaring, abu~ive or abscnt parenl. Rcsu l! CSA/~ USA Tuu Dtxret Mc;uco EuJ.OpC
Roll on Tobit 6.5-7: L/lhringmg, adding a +1 for each sib- Runl .... 01-87 ....01·55 ....01-92 .....01·95 .....01·95 .....01·6(1
ling the character had. If you dOll't like the results, you Urbla ... 88-IOO .. ..56-100 ...93·100 ...96·100 ....96-100 ... .6HOO
can spend I Ill' t(l purchase a re-roll. You may purchase
as many rc-rolls as you likc.:, as long as you havc BPs to Remember, JUSt becau~e your char<ICler came from a
spend. rural background docs not necessari ly mcan that he is of
poor or humblt, origin .. \ fter all, the mansions and plan-

* SOCIAL CLASS * tations of the rich arc nOt oflen located within cit}, limits.

BELOW LOWER CLASS (BLC)


Now th:\I you kno\\ all about your character's family,
the lIext ~ lep is to determine the character's upbrinh<ing. '\ l"l!lher, of thi~ class typirally include escap('d sla\es.
Was his name spoken in the hous("S of the rirh , or did ht, military d('~ert"r~. and II anted felons. Ir your clwracter
grow lip on the wrong side of town? To cit-terminI' your i~ part of this dd~~, roll on Tahfl 6~5-fO: Bdou; Lm('tr Class
cha l'acter's social da!>~ a~ hI" ~Te\\ to adulthood. roll on Characfrr Sta/UJ, usill~ thl' column hased on your charac-
Tab/I 6.5-8: Social CiaH. ter's place of ori~n.

TABLE 6.5·S: SOCIAL CLASS TABLB 6.5·10: BELOW LOWBR CLA!! CHARACTER ilATUI
Roll Soci,! Sluhng F'lffiC RcpuUlioo StHling $ Roll
(dlOO) Chss Modi(ier Modi(icr' Modifier (d6)· CSA USA Teus Desertt Other
<01-OS .. Sclow Lo'", Clus (DLC) ......0 ..........·10 .......·40 I ..EK'pr;d Sbl·c ... D~rlCT ... D~rler .. BlIILshed ... FdoD
09·20 .. Lowcr LoII/cr Clus (LLe) ......0 ..........·5 ....... ,·20 2 ..£Klpr;d Slave ... DC!lcTIcr ...DCKrler .. B~aishcd ... Fdoa
21·50 ... Middk Lower Clus (MLC) ....0 .......... 3 ........ 15 3 .. Esclpr;d Sbvc ... D~rter .... Felon .... BJalshed ...Felou
51·80 .. Uppr;r Lowtr CIl,s (U LC) .....0 .......... -1 ........ 10 .. . .EJupc:d Sb\'c .... Feloa ......FdOli •••. Blaisbcd ...Fdon
81-87 .. Lower MIddle Chss (LMC) ....0 ...........0 ......... -5 S ....DeserICr ...... f cloa . , .... f elan .... BlIIishcd ... felon
88·92 .. Middle Middlc Clus (MMC) ...0 ...........0 .........0 6 ...... Feloa ..... Feloa ...... Ft/oll ....Blnished ... FeloD
93-97 ..Uppr;r M,ddle Cbss (UMC) ....0 ...........0 ........+5
98 ....Lower Upper Clu5 (LUCI .....+1 ............. I .......+10 'Su t~xt for durriplion and sfni,,' ru'~s.
99 .... f'. t.ddle Upper Cbss (MUe) ... +5 , ........+5 .......+15
100 ...Upper Upper Cbss (UUC) .... +10 ... ......+10 ...... .+W
Deserter
•.... pply only r;-'Mn a chararltr ~ Io:lthin h~ Plare 0/ Origin (~e Table 3./·11). Such a character is unlikel~ 10 h<: sou({ht h) authorities
outside of home, but there's alwaY' the possibilit} of con-
It 's important to remember that this is not your char- Ilicls with milititr}' :tuthoritic~ if cli~co\'ered.
acter's current social class, but thaI of his fa mil) and his
Roll a d6. On a result of I--J, this character /led CI)II-
background. Out \\"e ~ l , ht' has 110 social class. He's just
scription. On a rc~u1t L)f 5-6, he ned the militat·) after
one of man~. and his background is more important in
enrollment.
knowinq: where he camt' from, rather than how people
react to him. Roll again on TaM, 6.5·8: S()rial (;lass 10 determine your
character's former back~rolilld beforc banishment, deser-
Note: European immigrams are all at leas' \ l iddk
tion or imprisonnwnl. If you roll HLC again, the char-
Lower Class (\ '1LC) as illlllligration agents weed out
:lcter's hackground is that of a tramp or \'agnml.
soc ially undesirables. European immigrants of high
social st,IIUS arc mually fleeing domestic political insta-
bility instead of seeking economic opportunities.
Escaped Slave
Thi~ chararter's first purchase of the Reading
"':ow, roll a dlOO on TaMt 6.5-9: Rural or l'rban
COl1lpr('hension/ P(~nmanship skill has a base cost or 12
Backgrollnd 10 determil)!' h'hethcr your character comcs
from a rural or mban background. Certain backgrounds Ill' Instead of -I BI'" due to thc f.'le t thitl leaching slaves
arc more common ill urban tl1<In rural areas, and \'ic(' to read is illegal under Confederate law. Subsequent pur-
\·c rsa. If you don', like an)' result from these wbles, you chase,! Mt' treated normally.
may spend) BP to purrhase a re-roll. You may purchase Roll on TaMI 6.5-//: E{((tPfd alld I'fud SIal'( Charar/m to
as many 1'(:-l'OlIs as )'ou like. as long as you have BP~ to determine this character's pa~t ·occupa tion'. [Characters
spend . receive their first twO Iililies in the typical a~~()ciated skill
if an) , for rree.J If the character is not black, 111' ca nnOt

385

I
be an escaped slave. In such a case, he is a deserter on I- need Slave
3 and a fclon on a 4-6. Use the appropriate background
Bigotry, and fear of competition in the labor market.
detail.
conspire to place most newly freed slaves in the lowest
TABLE 6,5·11: BSCAPED AND FREED SLAVE CHARACTERS ranks of the social order. Because a freed slave is born
into s[a\'e ry, this character's first purchase of the Rellding
Roll (dlOO) Result Typi"J A5soci ~led_ Sk ill Comprehension/ Penmanship skil! has a base cost of 12
OI.(Ja. . .... Cook .. .Cooking BP (instead of 4 BP). since teaching slaves to read is ille-
09-79 . .... F~rm bOOrer; Fum bInd .. Agricu lture gal under Confederate law. Subsequent purchases are
80·100 . ... . bOOrcr (genml) . .... . . . . (no specific skill) treated normally. While the character may originate from
outside the Confederate States of America, assume he
E!1on was released from bondage there. Roll on TobIe 6.5-1 I:
ESUlprd alld Frud Slavt C!wraclers to determine his former
This hombre is wanted for a serious crim e committed
slave role. This category is only applicable to black char-
in his place of origin. T he re is a ! in 8 chance that the
acters. Th o~(' of other races are equally divided bCl" 'een
crime is so bad that wanted posters may extend out West.
This character has no tracie, but gains onc free tally in vagran ts and pctty criminals.
one of th e following skills: Disguise, Esca pe Arti st,
Forgeryl, Lock Picking:! or Pick Pocket. Vagrant
I Charoelermuslhm'r Rrading Comprth(//.$Ion/Pmmaluhip 0.1 63% o.r The cha racter lived a meager life on the fringes of soci-
btU" (pllfchastd st/mmlt/y) 10. choost Ihls o.pllOll. ety (most likely as a 'street urch in, ' if urban). While many
individuals and families ostracized as 'vagrants' work
lCharocltr IIlllslhaL"( LiS/flung 0.1 85··. o.r btlltr rpurdlfludltpom/,·
Iy) 10 ulifi<.t Ilus o.plion on combinallOn fo(/;.s.
unskilled jobs wht:n opportunities present themselves,
they haye a tendency to freque ntly relocate anel often
resort to alms or begging.
Banisb,d
The character has committcd some gra,'c blasphemy Petty Criminal
against the Church of Latter Dar Saints that has resulted
Such individuals resemble vagrants in their lifestyle.
in his expulsion from Dese re\. T hc naturc of said heres\'
is for the characte r to de"elop and dinllge if at all. The HO\,'ever, they are willing to engage in minor theft and
character should reroll on the social status table with a other illicit activity to suppOrt themsch-es. Man}' rind
themseh'es forced to drift between communities due to
10% pcnalt y to dctermine the position he form erly held
in the community prior to expulsion. T his second rol! wil! the efforts of local officials.
not vindicatc his social status it merely serves to provide
background. MIDDLE LOWER CLASS (MLC)
T his social class is comprised of the same occ upations
LOWER LOWER CLASS (LLC) as their Upper Lower Class betters with the exception
that many members of this class arc socially isolated
This is mostly beggars. freed slaves, pelt y criminals and
OIher vagllbonds. If your char<lcter is pan of this cia,s, immi.l.(rants readily identifiable by thei r accents. T hese
roll on Tobie 6.5-} 2: uwu Lower CloJS CltaToclm, usi ng the arc predominantly Europeans but may include french
Canadians (('settled in the Shattered Frontier. loo r ru ral
column for your character's place of origin .
characters. roll on Toble 6.5-13: Rum! Prrifessions.
Ch aracters from urban areas should roll 011 Toblt 6.5-14:
TABLB 6,5·12: LOWER LOWER CLASS CHARACTERS Urblln Pr~tssions . Characters receive their first two tall ies
Roll in the typical associated skill (if any) for free.
(d6)" CSA US.AlC.mdl IexJJI De$CJe.1 Qlh£.r
I .Fn:cdShve . .Frtt<lShve . .Fr<edSI..·c ..Vlgrrnl ..Fn:cd5hvc
2 . .. .Fn:cd Shve . .Fr<ed S4v~ . .F,<ed SIne .. V.agrrnl .. ..Vagnln
tiPPER LOWER CLASS (tlLC)
3 ... ..F,ccdShve . .Fn:cdS4,·c . .Fn:cdS4ve .. Vagrrnl .. ;.Vagnnl This is mostly sod busters, ranch hands, laborers, ped-
~ .... .FrccdSh,'C . ... V~gnnl .... .Vlgrrnl .. .. V.agrrnl .. .. VlPlnl
dlers, actors and unskilled industrial ,,'orkers. For rural
5 .. .Vlgrrnl ... .Crimifl11· . ..CrimlluJ" ..CrimiD.lI· ..CrimLlU.r characters, roll on Toble 6.5-13: Rural Prqftssions.
6 ......Cr,miD.li" . ..Crimifl11· . ..Crimirui* ..CrimiD.li" ..CrimiD.lJ" Characters from urba n areas should roll on Toble 6.5-/4:
Urban Profmiolls .
•CluriIClcr h.rs ooly commirtcd petry critMS. Characters receive their first two tallies in the typical
associated skill (if any) for free.

386
TABLE 6.5·13: RURAL PROFESSIONS TABLE 6.5-15: ARTISANS
Roll (dIOO) Result Typicd AJ5OC;ned Sk,ll Roll
01·02 ..... ,.Cook ........ ...... .•..Cooking (d IOO ) Result Typicd As5oci~ted Skill
OJ·04 ......Drover ................. DroviDg 01·02 .... Anist •. . . ........ Anisti t Abili ty (c hoos, onc )
05·6'1 .. ....Fum!Won:r; Fum Jw.d •••• Agriculture OJ.tJi .... Blker ... . .CookIIlS
.,.8< ......Fumc • . .•.... ..... .... .Agriculture 05·{)6 .... BI~kct mlker .... ... .. ..CUpeIlUY
85-86 ...... Fidlcrm~D 0. S,iio. . .... Fishing or 8ou;1I8 07-09 .... BJ"ksmlth ....... ... .. Bllcksm'th'lIs/ Mellh..orkillg
87-88 ......endellc' ............... .Agriculwre !O •...• I:lTlckm~ktr ........... .5ton~muo~ry
89·'" •••••. H ulllcr ...... ........... H u1IIJII8 11·15 .... Bud. muon ••. .•• •. ..• .510acmuonry
91·92 .... .. . b bo.Cf (se nenl) .. . ..... (no spc:ciflc skIll) 16·17 .... Broom m~ker ..........Cupenuy
93·94 ......Mill Hud ......•••.••.•(110 5pCcif" skIll) 18·19 .... Butcher .....Sbushler
95·96 .. .... Miner ...•••...•••.....•ProspccIIDB 10-21 . .. .Cahlnet M~ker .........Cupelluy
97-98 ...... Rul.<);Id Hnd •......•.. (110 speCI fi c skI ll ) n26 ... ,Cupc:olcr ..............c.'peOtry
99·100 ...... lumberjlck ............. LoBsing U .....C.rrilgucOKh m~ke •. ..c.rpenny
28·Z9 ....Cooper ...............Cupelltry
TABLE 6.5-14: URBAN PROFESSIONS JO·JI ....Dr~mlkcr ............Snmslress/T,ilor
J2·Ji ....Found"e. . ........... Bbcksmithllls/ MculworkillS
Roll (dlOO ) Result
. Typi,,) Asso<:ialcd Skill
01·20 .... .... Anlun . ... . • ••••••• ( VUlOUS)"
35 .. . ..GuDSmll h .............Cuum'thIlIS
J6..J7 .... Huliessm~ kCf/S~ddler .LcJlhcrworklllS
2130 ... ... . .COOk .... .. . ........CookIDS 38-39 ....Hmer ............... Mllllnery
JI35 ...... . .CudcDcr ... .. .........Asriculture -to .....L'Sblll'IIS lod IDlkcr ... _Bbcium"hlog/Meulwork,ns
J6-65 .. ... . .bborcr (suen!) ...... (DOspec,f,c skill) 4H5 .... Llvery suble worker .... AII,m,1 Empuh y
66-85 •. .... .Scn'~t. domesllc .. .. bo specific sk,ll) 16-4; .... \hcb,nlil ............ MdIlIlC OpelillDs /Rep~lTIngl
86·95 .. ..... .$crv'nt. other .... .. ••• (110 specif" skill) 48 ..... MuICT urpe~lC •.. .....Cupelltryl
%·100 ........ WUhllls/lroD'IIS .. .•• • ( 110 specific skill) 'f9 .....MUICI nusoo ..........StoocmlSonryl
50 51 ....fI.·lethaic ............•M,ch,oc Opcw'lIg/ ReJU"'DS
- roll 011 r,ble 6.5-15: Atli11llf 52·54 ....Miller (Grist miller) ... i'.STICu hurc
5S-.)6 ..•.MilhDel .............. Milllllery
LOWER MIDDLE CLASS (LMC) 57·58 .... Molde. (Moulder) ......Cupenuy
59·61 ....Pl,nl,r. eommcrcid ..... .'\rtist ic Abilily (JU'III,ns )
:\I embcrs or thi~ cla~~ typically include rlerh. leac h {'r~
62·6J .... Pll1eloIDlkc, .......... Mllhoery
and minor gow'rnmcnl workers. Ir your chara("\('r i~ part
~ .... Plamru .............A'llShe Ablln y (pIHlCflDS)
or Ihis clas,. roll on Tahlt 6.j· 16: l-AluV'r .II/ddl, Cla ss
66--6] ....PolICr .... . .......... PoltCry
Chorae/trs. Charact('rs rccf'il{' lIlt'ir first 1<1l1y in the typi.
68 .. ... Pflllicr ............... fl.ht hIDe OpcrnlOs/ Rcpmlng
cal associated skill ror free.
69·70 .... Rock drCS5l:.•..... ......StoDeml50Dty
71·]J ... .51 ... YC' (Wood SoIwycr) .Cupenl'Y
MIDDLE MIDDLE CLASS (MMC) 74-7S ... .5eunstrc:SS .............$clmmcss/Tlilor
.\lcmbers of Ihis c la ~s I} pi c all~ include such people as 76·77 ....Shocm~kcr/ Bootm~ker .CohblioS l
engineer'l shniffs, sho p owncrs ancl skillcd artisans. Ir 78·]9 ....S,olleculler ............SloDemuonry
your character is pan of this class, roll on Tablt 6.5·17: 80-81 ... .5'ooemuoo ... . ....... .5,ollemuoory
.lIiddlt .Ihddlt ClaIl Chararlm. Ju ~ t as \\'ilh LoI\ ('r :\Iidclle 82·8J ... .T,ilol ....... . ..... ....$clmSlre55/T,ilor
Cla ss cil izcns. characters receil'e their fir,t wily in the 84·86 ....T ,oocr ................SkioIlIOg/T nll,ns
typical a~socialed ~ kill for free. 87·91 ....Tex!,]e millwork,r .....Sclm~tre"/Tli1or
92-9J .. . .T,nDer tT,"smlth) ...... BbcksmllhlDs/ MculworkiDS
94·95 .... W1sonmlkcr.. . ...CupcnlTy
UPPER MIDDLE CLASS (UMC) 96·97 . ... Wencr .. .. .. ..WCJ vlng
A member of Ihe Upper .\ Iiddlc Class is oflen a lawyer, 98-99 .... Whccl ... r;sbt .... .....c.rpcolly
retired military oflic~ r. pro~perous merchant. b;1I1kcr. 100 .....Whlle".sher .. ... .......\""'IC Ability (pIIDhDS )
large ranch owne r or si milar person. The character is a
I ~~ c/w",crm rtuivt 1/610 I/JI/ies lor fru Inlhtir typically a:;.rociatt
son or d aughter of such a prominent individual. .rJI11
However, this character docs not inheril his rathe"'~ !S/Iocm.)Jt~BootmJJtf"$ a/so rrctliV! 1M l t atkrworlmg .dlll at 8..5'
business, (·,·ell ir prior wits indicate thaI th e character i~
Ihe firslborn .mcl the falher is dead. The playcr and G~I
sho uld explain this with a reason that adds more dewil to
Ihe character's background. For example. his ralher\ will
left e\-cr) thin ~ to a you nger sibling, business associate or

3M7

I
TABLB 6.5·16: LOWBR MIDDLB CLASS CHARACTBRS TABLB S.5·17: MIDDLE MIDDLB CLASI CHARACTERS
Roll Roll
(dIDO) Rtsull T ypied Associmd Skill ("00) Result Typitd Associmd Skill
01-02 ....AgCDI •.. . .DjpJom~ty 01-10 ..• .. Ci"j] engioeer (bridges. CIC) ..Engineering Design!
03-{)4 ... ,Auc'JOntCT .....SllesnulIsh,p 11·18. ..... Clock rep.ir; Wllthm.kcr .. · .. Engineering Desi801
05·06 .... Blnking ..... ..... .AttouDling l 19·27 . .... · Dentist .. .... ...... . ..... . ..Dentistry
07·08 .... Buber ......CJe~n lnformllioll ZB-JI. ..... Engineer ........... ..... . ...Eogineering Daign]
09·10 ....BUltlldcr ..CIe,n Jllform "ioll 32·35 .. . . Engloeer. Loc'/SIc.rn. .... . . . .Engineering (Loc./SIClm.)Z
11-12 ..... Bouding house: keeper ...Clt<lO inform"ioll 36·13 . ... Jellleler .. ........ ...... ..../e,,·de,.)
\3-14 .... Bookkeeper .AccouDling! 11·51. ..... Millcr. SIClm ... . ....... M'IChille Oper'!Repliri ng
15·17 .... Clerk ............ Rc,dio8 Comp./Pcomlllship 52·59 .. .. Nurse .............. ..... . ... Nursing
18-19 ....Coofwiollcr ...Cooking 60·68 ..... Phpicilll; Doctor ... ........ . t-.ledicinc
20·21 .... Dru88is! ....Chemistry' 69-76 ... · Rl;irOld boss ....... .. . .....AdministUlion
22·23 ....Edilor .......... .Rc,diog Comp./Pcnm'lIsh,p 77-8~ ..... S,lversmith ... ....... ... · ..8bcksm ith.!MeuJ ... ork .
N·lS .... Fa.oilure Slorc .... . ..CUpCDlry 85-92 ..... Slclmbo., t'p"in ...... . ....Bo,atiolj:
26-29 .... Grocer ......... . .A(CQullling l 93-100 ... · Surveyor ......... .... ..... C'r1oguphy1
30-31 .... Hosllcr ............... AOHlU! Empuhy
1TheM Ch<1NCters also reClli't' the Afathematics si-III at 6(11
32·33 ... .insuTlnte '8cIII ... . .Apprlis,] (c hoose onc)
2Theu cMractus also nctlW the /If,,fbem.Jtics si-ill at a/lib (In(
J~ ·35 ... .Keeper of hold ......... Gl~~n lnform~tjon Englit.:cring Design at 8/J'
36·37 .... Keepor of poor house ....Gle~n Inform~tjoD 3 TAw~ characters a/~o reccitY' (he Appraisal (minerals) skill at ~
38·39 .bnd ~gcnt ... Appr~is.ll (businesses or bod) ~.rtse c/wrac(eF"$ also receive the HeaC/ing Camp./Pcnmallfhip slull q(
40-'U .... ulldlord ..Gluo loform~tjon
43+1 . . .Lightning rod seller .. Accounting l
t)"~6 .... Lumber merduM .. Accounting l TABLE 6.5·1S: UPPBR MIDDLB CLASS CBARACTBRS
~7·.'i~ .... Merch~nt. Othe •........ Accounl;ng l
55-57 ....Clc'gym.lI: Prncher ..... Rel igion Roll (dU)()) Result T ypicd rusoc.jued Skill
58 ..... Mus;c IClchcr .. . .. Alllslic Ability (musIC) 01·10 ....... Bloker ....... .......... ...Accounting l
59-60 .... Peddler ...S,lesm'D5hip 11-20. ..... ,,,...c1cr .. ..... .......... .. .Je ..der l
61-62 .... Produce dClltr ... . .A"ounllng l 21·30 .... · .L~nd o... ner ... .... .. ....· .. Admin;s tnl'ob
63-66 ... .sellIng liquo•.......... .Ihe ... illg 31-40 .... · .L..... ycr ....... .. ....... . .. L~w3
67·68 ....SpecuJuo •............. Appnis'l ~1·50 .... · .f\ IC TCh~DI .... ..... . ..... . .. Diplomlcy
69·72 ....Tob"conisl ............ Accoulltiog l 51·60 .... Miliury officer (retired ) . ...,....,iliury SITmgy/T Jc,jes
73-74 ....T,vero/s,looo keeper .... Accountiog l 61·70 .... · .Mille owoer . ....... . ... ...AdmioislruiOD
75-80 ... .Tt.cher; Schoollucher .. (u5u.lly M"hem"ics Or 71-80 .... · .PhysiciJn; Declo1 ....... . .. Medicine
Ruding Comp./Pcnm,nship) SI-9O .... R.neh owner ............ .. .Admill;,ltUlion
CoyernmeM Workcr 9[·[00 ...... Rli]ro.d shucholdcr ..... .. .Admin;stntion
81·82 ....Consublc ..... . . .InleTlog"ion
1These c/ioracter5 0150 receive the Afathema(lcs skill (I( 8J\l

-
83-S~ .... Express Agent ...Droving
85-86 .... Firemn ....F ;.e·Build;ng/ E ~li ngu;5hing
! Thue c/!arocters also rrcelve (he Appraisul(minerals) sit/I at 9fA
3 These characters also nCf!t'e the Reading Comp./Penmal/ship siill a(
87·88 ....Justice of the Puce .... .lnle.,og";oll or O,.lion
89·90 .... M~;l Cur;er ... .Idle Gossi p
91·92 .. Nonty Public .......... ForgCfYZ LOWER UPPER CLASS (WC )
93·91 .... PO)Stm ~sler; The head of this fam ily is usually a retired admiral or
Deputy Poslm.sler ....Admi nislruion general, a "nl'\\' money" industrialist, or political leader
95-96 .... R.ilro.d Agent ... .Diplom.cy
(no higher than a gm·crnor). T he character is a loon or
97·98 ....Sheriff; Deputy Sherif{ . .10""°8";011 daughter of Ihis individual. He gaim his first two tallies
99·100 ... .5lTCet InspeCTOr .........Administruion
in Reading Comprehensionl Penmanship for free as well
1 Tk~( ch~rac(ers aha recd,)( the A/athematics siall ilt J!5~ as ,mot her IWO tallies in a skill chosen from the following
2 These c/wracurs also receive the Heading Camp/Penmanship SJ·Il. lisl: Administration. Culture, Current Affairs. Gaming,
a(6J4 History l, L1.llguagc (an y major European: usually French
or Latin, or Social Etiquette.
mher rdative. If your character is pan of lhis class, roll
on Table 6.5- 18: C/JPfl" Middle ClaM CIl(ITac/trs. J USI as wilh IRa;.), Reodiag CompJP(llmflllJhip JkilllQ 80% ;/1 Iht ulllikf{)' (llal/a
:\ Iiddle ;"liddlc Class citizens, charatters receive their it 15 /W/ high (IIQ/1/;".
first tally in the typical associated ~kill for free. However, this character ducs not inherit his father's
business (if OIlC exisa), c\'cn should prior rolls indicate

388
Ihat the character is the fir~tborn and the father is dead.
The player and G'\I ~hould t'Xplilin thi, wilh a rea~on TABLE 6.5-19: SAMPLE NAMES (EASTERN)
that adds more detail to Ihe character's bat·kRTolllld. Roll (dlOO) 1'-lIlc Fcnuk SurQ,mc
01-17 ..... . ...Joho ............ ~hrr... . .. Smith
MIDDLE UPPER CLASS (MUC) IB-J(l. .. . .. Will;lm .......... .smh ........... M,lIcr
The head of this family was the OWlle r of a large plan~ 31·40 .... .........Jlm" .......... fliubelb .... ... ... 01V;S
tat ion or estate. The character is a son or daughtcr of 41-16 ............Ceorgc ..........Muglftt ......... Johllsoll
this weahhy indi\·idual. Hc ~;"lin~ I\~') lililies in Reading 17·52 ............Tbomn .........Cltbcrinc .......... JOOel!
Compreh('llsion/ Penmanship for frec as well as anOlhcr 53-56 ...........Chulcs .......... MUlhl ........... Browb
two tallies III any skill ill Ihe following list: 57-60 ............. Henry ........... Nlney ........... T'ylor
Administration , Culture, Currellt .\ITairs. Gamill~, 61·6.] .............Joseph ............ADo ............ While
History l, LlIlguage {any major European; usuillIy French 64·66 ............S,mud ............Jue ............ Moore
67--69 ..........•.. 01Vld ...•........ flil' ........... W,lsall
o r 1...lIin , or Social E.tiquelle.
70·72 ............. Rober! ...........SUUII ........... Mutio
I Haist Rfl/ding {,'(lIIlp./PC/lmflnship Jti{f 1(1 80";. in Iht Ul/likt(I' rha,,({ 73·7'1 .............Jtcob ........... HIIIDlh ......... Thompsoo
ilB "01 high ttW/lgh. 7>76 .............O.lbicl ........... Hmiet ............ H.l1I
Thl' character d oe~ not inherit hi~ fath('r\ wealth. {'\'{'n 77-78 ............Ed.-ud .......... Rcbeeu .......... Thomu
if prior rolls indicilt!' that the character j, til(' fintborn 79-SO ........... IkIlJ1mia .......... Mui.l .......... .'\ndcrsoll
and the father is dead. The player and C).I should 81-82 ....... ...... Peler ...........CtroloDc .......... Le ... 's
explain this with 0\ r!'a~on that adds more detail to thl' SJ-81 ............ .lUte ............. Ellell ........... Wllkel
character's ha('k~round. For example, an enemy ~et a fire S>S6 ............Aad"... . ......... Loulu ........... Cook
Ihat swept ac ro~s the plantation, destroying the field, and 87-8S ............ RIChud ............'ulil ............ YOUDg
the house itself 89-90 ............ MICh,e! ........... Lncy ............ Cluk
91·92 ............ FrIDeis .... Rltbd ............ Hill
9394 ............. u ... is •.•••..•.••. Lydl.1 ..... .. Ph,ll,ps
UPPER UPPER CLASS (UUC) 95·96 ........... Pmick ........... t:mllv .......... HUTlJ
This character comes from I':,'cat wealth, political inOu- 97·98 ............. Alber! . . ...... AIIII1 .......... Robll1SOD
(,Hee, and "old mOtH')'." ~Icmbcrs of his f:uuily sec them- 99·[00 ........... Frcdcmk ......... Fnate! .......... W"ght
sel\'("s as a ~ract' of schola rs" with a natural aptitud!' for
learning. compared 10 the "common COUltu') bumpkin'" TABLE 6.5-20: SAMPLE NAMES (WESTERN)
who arc fit oul} for manual labor. They ofte n lound cul-
tural institutions sudl as sc hool ~ and mlhcum ~. and fre- Roll (dlOO) Mde Fcm1lc SUTolme
quently illlCnnalT) among th eir kin to k('('p Ihe bloodlitH' 01·01 .... . .Joha. John), ... Muv... .. Smith
pure. 0>08 .....•..Bll1. Billy. Will .. 5mb ........... Ctssidy
09·12 ..............Jlm ......... Belh. Eliubelh ....... CurcI!
The dlllracter is a member of this filillil). He gains
1J..16 ..............J.lck ............ 1'-1I881e ........... J, mel!
three tallic~ in Reading Comprt'hen~ion/Pellmanship for
17·20 .............. Tom ..........Cllhulbe .......... HooDe
free. He also may rhoos(' Ihree fret' tallies in ,Lny of the
21·21 ............Chull' .......... ~hTlhl ........ Wuhill8l011
following skills: Artistic .\bility, Calligraph), Culture,
25·28 ............. HIDk ............ Belle .....•..... JltkSOb
Cuncnt AtTain. Diplomacy, Graceful Enlrance/Exit ,
29·32 ..............Joe ................ DIIC ........... C.lTsoa
History, L"nguage French , Language Latin, or Social 33·,36 ............ .slm .............J.lne ............ MOrgiD
Etiquette. 37-40 .............Adlm ............ E1;u ............ Jones
F'or some rcason, this charactcr doe~ 110t inherit hi:; 41·1~ .............. SOb ............. LIPU ........... Bulloek
father's w('alth, ('\'I'll if he is the fir.'Stborn and Ihe f;nher 1>'18 ..............Ilke ............ HnD.lh ........... Hlle
has passed on. The pJaYlT ;llld C,\I should discuss thi s ot9·52 .............. On ............C,rTle ............ $cOl!
and create an explanation that adds more det:!.il to the 53-56...... . .Roy ............. Oi101 ........... bile
character's bal'kground. For example. the character's 57·6(1 .............. BcD ............. Lesl,e......... .. Lee
fatiler casl him all! of his will when the charnel!'r pur,ucd 61·M .............. Pctc ............ Ll11un .... Yucs
a girl from the poor side of town. 65-68 ............. .Ike ............. Emml ........... Rogers
69·72 .............Jesse: ............Netllc ............ Sbde

* NAMES *
Ko"', rou ought to pick you r own name, but if you lIeed
73-76 ........ .. ...Dick .. ... ... .. .Amcl" ........ ... Fisher
77-80 •............. Hll . .........Cemude .......... Sllrr
8HH .............Fnnk ........... i\lUlie ........... Cody
S>8S ............. Buck ............ Willl ............ Cny
10 roll i\ HaOle for it pislOicer, this s(,ction is Iht" place to 89·92 .............. P" ............ t.1.udc... ...... Wlia wrigbt
start. E"eh (If the following tables prO\ld('s a li ~t of 93-% .............. AI ............. AIIIIIC ........... Colby
names for Ihe average cilil.en in liI(' Shaller('d Frontier 97100 ............ Wym ............ lucy ........... Donov.lll
during this period in its hi~lorr Tahles arc ba~('d 011 the

3H9
TABLE 6.5·21: SAMPLE HUES (CUEA. IEXICO. WEST !BIAS) TABLE 6.5·23: SAMPLBPBMALBCHEROKEB NAMES
Roll (diDO ) I\bJe Fem,k SUfD<lmC Roll (dlOO) Englisb EquivlleDt IP rollulICIllioll]
0117 .........Jose ........... M.. " .......... MminCI 01·04 .......... Muy ....Mel' fM1Y Icc]
\8-30 ........ IUID ..•Gu<lddupc •. . .Cudl 05-08 .... , . ,Smh .... Scgi [S,y gc]
31-'10 ...AblODio . . . ... Au .... . ..Ch;lvtl 09-12 ........ Elizlbtrh ....... Ahsl'lucti [A lee u kWly Ii]
4146... .Albeno ......... Romio .. . .. .5nchcz 13-16 ... . ..... MuglTet ....... 1\118' y"i [I\hh glh YClIC}
47·52 ....... Rohmo .. .Iubel ..........CoDlllcs 17·20 ........C,thcrille .......Gen .. i(n.) [C,y u ..eeoJ
SJ-56 ........ Luis ... Luiu .......... Romero 21·24 .........Muthl .... 1\11d, [Ml h d,]
57-60 ........Jorge ... . ...... Ron .. . .... Molltop 25-28 ...•••.•• N,O'y ......... Ne(oi)si [NlyO sec]
61·63 ....... Miguel .. .. .... .Culi .....T fu,illo 19-32 ...........">on ., .......T5(lse .... i [10 51Y we I
6'1-66 ...... F'IOC'$<;O. • ••.•••. EVi ...... Lopez )3·36 ..........Jlne ..... . .Jcoi lJ~y ote}
67·69 ...... Pedro .......... MarT1 ........ Lu tero 37·40 .... Elin ... .E1iu [E Icc 51]
lo·n ......Culas .......... Eleol ............. Bitl '4H4 ......... .suuo ... .sU5'( OO) {SueSlo]
73-7<1. . ..Ji,·itr ........ .CumcD. . .... Clllcgos '45·'1B . . •. HIDUh ........ H'01 [HI 011
7~76 ...... Rodflgo ....... .. Lupin ... P,dill1 ~9·52 .... , .... Hmic! ........ Hcqulli IHly k.... llC]
77-78 ....Julio ... E5pIDI .•••.••••.•• Vigil )3·56. . .. RehccCl ....... ,QUCqUCgl [Kw.y k.. ,y g,1
79-8() ......J o~qulm .... l upc ..........Cullinrcz 57-60 ..........Mui~.. .M.qui, [mlh kw, I]
81-82 ...... Domingo .. P~loml ......... 5~Qdo"d 6l-6~ .......CnoJinc ........Qequob(ni ) lG1Y kwo 11 lie]
8J.S4 ....... Vuco ....JUIOIU ........ RodTlguez 65-6B ..........Ellell .. . ... Elco; [A by oee]
85-86 ...... .JgllJeIO ........ Espc:Tlllz~ . . ..Hernndez 69-72 ........ LouJ51 ......... lu .. isIILou .. eu]
8],88 .. .... .!knito .......Consuelo ....Torres 73·76 ..........Julil .....TsulillJe.. Icc IJ
89·9(J .......C.spar .........Cluiu .. . ..Jmmi/lo 77-80 .......... lucy ......... l usi [lou sec]
91·92 ......Akl,ndro ....... Alellodn .. . . .. Vddez 81·8'4 .........RlChc1.. . ..Oumc1i [Kwly Ily lee]
9J9'4 .....Guillermo .. . .TcrC5~ ............ Drliz 85·88 ..... Lydi, .. l idi, [l e de lh]
95-96 ....... Mmeo .. Adchi.:b ..Slluu 89·92 ... Emily ..£mel' [A molY Icc]
97·98 ..... Rodolfo ......... Novi~ ...... Herrer, 93-% .......... Anu .........£ nll A Ill]
99·100 ......EotJ'Iue .. Pit, . ..........Cordon 97·100 ......... frlllccs ,.W'qucsi [WI k... y see]

"Whit.. thert are mallY Indian tribes. Sequoyah is the only


lountry a$ understood by Europeans and IImerilans, and the
TABLB6.5·22: SAMPLE MALE CHBROKEB NAMBS Scq uoyans hold th~ mosl political, industrial ond financial
pow~r of all th~ tribu. Ch~roJ:u is thr rifJiciallanguflg~_O)
Roll (dlOO ) English Equivllcn! [PJonuoci,tionJ S~qlloyah, alld IIIOst Sequoyans in the Shattered Frolltier
01 0'4 ..........John... .. ..TUb' [JaceJ /lOW t rallSlalt an English Ilam~ into Ch~roku, translate the
05-08 .. WiJli,m .Wilihml [We Icc h, mil meallillg of their nafi'Ut name into the English equivalent
09,12.. . ... Jlmes. . ...Tsemi Uiy mel alld take English SIIrnames, or choou romplerel] English
13-16 . ..Gcorge . __ .TUlsi U,h jil given names (md JllrllameJ.
17·20 ......Thomls Domui [Doc mlb ~eeJ
21·N .........Ch~rlcs .... ..Tnli fJI leeJ
25-28 ..... ....Heory ..... He(oe)",i [Hlyn we]
19·32 . __ ..... .Joseph ..T5(lse .... i [10 uy ....el
TABLE 6.5·24: NICKNAMBS
33·36 ........ 5,mucl . 5,mi lS, mel Roll (dlOO ) N.me EnmJlle
37·'40 ... . .Dlvid ..... De .... idi [Oly .. e deeJ 01-20 .....[bolSCd Oil pilec of birthJ ... Mexicolo Bob
'4H'4 ...... Robl::rt .........QUlqUl [Kw, kW1J 21-40 . ... .[bISCd 00 lo .. est Ability Score] ...Slo .. fool Jlke
15-'48 ......... Jlcoh .... .Tscgoqui nlY go kwe] '41·60 .... .[b,scd 00 higbCSl Ability xo,,) ..Bull T.tylor
49,52 .........Duid ... . .. Denit. [Oly OC lecl 61·80 .....[b~sed 00 Quirk or Fbw. if lOY] ..Luy Ike
53-56 ......... Edwud ......... Ediwldi [A de .. ,h del 8HOO .....[blSCd 00 clothing or gurl .......Wiochester Lucy
5].60 ........ Beol,min .......Que(ni )tSlmi [Kwlyn)1 me)
61·6'4.... . .. Pmr ... . ...Ouidl [K..'e dlJ
65-68 ...... .In,' ... . .E51gi [A sec lie I character's place of origin. Th ese lists are by no mc;ms
69·72 .. . ....Aodre..... . .. E(oi)diu [AiD di OlJ cxhaustiw:. and players may choose or roll randomly Oil
73-76 ... R'chud ........ ,Quih,di [Kwe hl de] these tables, or simply usc them as a place to SIart Iheir
77-80 ........ Mich,el ....... , .Mlgl!! [I\hh 8' Icc] own research. You do not hm'e to spend a HP 10 rc·roll
81·8'4 .. Fnncis .. . .....Gdv(oi)s' [Glh luhn sceJ on thc name (or nickname) tables.
85·88 ......... Le .... is.. . ... l uyi [Lou yel
89·92 ... , ... , .Pmkk .........Qulquigi [KWI k....c gc]
93-96 .... , .... Albert ....E(li)qUl tl [A I k....,tCj
97-100 ....... Frederick .......Cuicqucgi [G,h dly kwc ge]

390
Chapter 6.61 Frontier Slang
Wan l to imroduce SOtnl' Shattcn.'<i Frontier slang inlO your Bug Juice: Thi~ is slang for alcohol.
game? This section gives ),ou some basic words and phrases, along Bunk H ouse: This is "here the rallch hands sleep. usuaJl)' in
with defmitions for Ih05(" terms you might not be tOO familia r .....jlll. box beds, or bunks. No female~ allowt'd,
Ace in the H o l e: T his is the secret you'\'(' ko:-eping from C'o'Cf)+ Bushed: If you say you're bushed, it JUSt means you're tired.
bod)' - the one that's gonna ~a\"C you r haco n when yO\L usc it. Or,
Cantina: This he~'i what Ihe :\lexicans call a $.1100n,
if you're playing: poker. it's I,hen the lint card the "holt: card"
you're deah is an Ace. C hue k H o u s e: :\ Iiniug eamps and ranehe( muall)- maintain a
small building Ilhert' the cook works, and this is il.
Adobe: You'll find mO~1 adobe buildings in i\ ic;o;;co, but tllty
ain' t unheard of in \\'yoming or ,\ Iontan:l, either. Adobe is JUSt C hu ck Wagon: This is the cook'~ ... ,Igon. It c;lrri('s himself
sun-hardened brick madt." outta clay, straw ;ll1d waler. and his I{car along on callie drives,
Aim: T his can mean Ihal )"Ou're gelting ready to Shool, or that C laimJumper: If)'Qu claim ~omcthillg that ain't yours, you're
you intend to do wmclhing. t\ s in, "I aim to amble dm.,'n 10 Ihe a claim Jumper. Folks that usc this term are grnerall) talking .II)Out
~aloon and gct myself a dri nk." land or mines.
Amble : If you' re ambling, rou're s\I'Oliing casually at a sluw Color: This is another tcrlll for gold a~ found in lhe "ild.
walk, C OITlpadre: :\1 051 folks u~c thi~ :\ lexic,LI) wo rd to mean a dosc
Amigo: The l\ lt'xican " 'ord for "friend," IJut vou ,\Iready kne', friend or partn('r "pardner"
tllat , right amigo? C owpoke: You C<ln find dll'se lellcN Oll cattle dri\"e~. t;\ki ng
Ante: \\'hen you .mte, \'ou hand 'IOIUNhinl{ o\'er \0 \QmeOlle thrir ho~~'~ cow~ to ~dl.
else, o r pa)' them. " Bill owes me S2. but he ain't allied up \'e\." In C yprian: This htI'C" a fancilicd way of ~y;ng "',hon::'
gamblin~ terms, it means 10 make a bel.
Dealing froITl the Botto ITl: If you're
Artillery: Depending all context. this tall mean a cannon. or dealing from Ihl' bottom (Of tlle deck, it
any sorta firearm. means you'rt a cheal.
Badland: T his IS land that's no good for ra nching: Badlands Digge r : T his is anOthcr ternl lor a
ha\'e little or no I't:getation, and lots of bi!:; rock formations, like miner.
bunes and mesas,
Diggings: \'our di)!:~ng~ are II here
Bandito: This is what we call a l\Jt-xicall bandi!. you're II'orkin,: <II, if you're ,1 miner.
Barking Squirrel: If you're riding out in the prairie, you just Din e ro: This here\ ,,!tm the
might sec one of these v:H'1ninu. Some lolks eall them "prairie :\icxican, call mOTl~·.
d~."
Dodge r : This is a primed pi~e of
Baron: Generally, a man that OWIIS .1 lot of cattle "cattle p.lper tlmt t!'lls )'OU abolll OUt];l\\1; and - ,,-
h:lron ") or land {"land haro n "), OIher folb: II allied by tht, ta\\,
Bean Eater: T his is ~lang fo r a i\ lexican. Dogie: t\ calf with no mother is callcd a "dogie,"
Bible Puncher: A penon who's ah,'aYS quoting Ihe Bible, Drag: This is the heavier black sand thaI TI'1llains in a prospec,
I"hether he's a preacher or nOl, is a " Bible puncher," tor's pan after the lighter ",-'dimcnts run ofT.
Blowups: T hese 3 1'(' qU:lrtZ formations jlllting through the Equalizt:r : Thi~ i~ another name for )'our firearm.
ground, exposing their vein-streaked ~ urfaces,
Fandango: ,\ fandango is a big 01' party, or dance wilh loIS of
Blue Back: T his nickname refers to paper monC'l from the folks celebrating
CSA,
FeUe r : This is another word for man, or fello\\, Somctim~ abo
Blue Belly: Anybody from the North, 'specially if the) foug ht pronounced "fella,"
in the Wa r.
Fill)': If you're talking about a fill}', it'~ a young femalt: either
Bone Orchard: T his is wh;1I we caU the cellleu~ry, See also horse or human,
"Boot Hill."
Firewater: l'lere's anothcr 1I,lIne for \\hiske}',
Boot Hill: This is a special kinda (emetal') - one ...·here the
Fixings: Your fixings arc sort of like your personal posse!lSion$,
occupa nts a rc mostly co\\'boys, or othrr boot-wea ring folks,
though some folks u'e it 10 mean food.
Bosh: Another term for "nonsense:' As in " He's lalking a lot of
Flea Trap: This h('re'~ anothc-r term for your bedroll. or sleep-
bosh."
in,': bag,
Brave: This is another name for an Indian fighter.
Float: L.1rgC pieces of (Iuartz snap off and lumble down slopes
Bro nco: Any wild homb re or unbroken horse might be eall('d a "here thc)' rOl11e to rest among bcrb of broken rock and gr.wd.
bronco, or J. bronc, This i~ called a 'f]m!'.
Buckboard: This here', a two o r four-person not cargo ,
wagon, wilh a springboard noor a nd sealS ~il1i\lg 011 sp rings. It
makes rour lrip across bumpy territor,), a little 1<.:5s painful.

391

I
Flood Gold: These an:: small particles of gold dust found In Horn: This is lhat round bit that sticks lip in the front of your
streams and ril'ers, that are fa r away (sometimes miles) from their saddle. Also an "apple" or "pommel.·'
original souree. Horning In: If )'ou're horningin, you're pushing in ~ome\\ hcre
Foreman: The foreman·s the feller who's in charge of some- that YOli ::lin'l suppnscd to be, or where folks ain' t happy to set' YOll.
thing usually a bunch of rallchhalld~. "S;\]Jr <lnd I were trying to l1:\\'c a nice quiet lalk. but Pete kept
Gallery: If you're lucky enough to own a hou<e, the gallery is horlling in."
)'Our front porch. Indian Broke: For SOIlIC reason, il seems like most Indians
Gangue: Here's another tcrm for qU:lrtz. mount lheir horl'e~ 011 thc righ!. A horse !h<ll'~ "Indian hroke·'
dOl'sn't like to be mOlll1\c<1 011 the left.
Gee: T his is the geneml comnl!lnd to Illilke your herd or team
turn light. Sec alsu "haw." Iron: If you're OU! on the trail, thi~ refers to your dining warc
(fork , ~p()on and knife,. t\ " branding iron" i~ \I"ed for branding,
Git: This is sIanI\' for the word "go" or "gel," natul1lll). while your "dlootin.e; iron" gener:tll~ refers to your pi ~to1.
Green horn: .-\ greenhorn is a feller who's IllW 10 the 'Vest. Java: Thi ~ is slang for colTt'e,
He's sometimcs just callcd a "grecner."
Jes' : T his i~ a shortened form of 'just."
Gringo: T his i~ the t\iexican's slang te r m for a whitt, man, o r
some other kinda foreigner, Jigger: If rou jiggercd your horse, it meam you t.ired i! out.

Grub: Your grub is rour food, If )'ou'n: silting down for grub, Kin: Be,idcs it~ nOl'mal1l1eanin~ for lamil), this is also slang for
you're <ilting dowll for a meal. "can."' For e;o.:ample, ··1 think I kin 'Ce." him (In tOP of that ridge."

Grubstake: If you loan money to somebod) '0 the), can stan Kit and Caboodle: This is slang for "eleryuling.'· For e;o.:anl-
up ,I 1.IU<incs>, you're !,ol\"ing them a grub<take. Thi< /l:em'rally pie, "1 left my horse, pam, and lOols in camp. but somebody came
refers \(I a loan to a miner. alon~ alld stok Ihe "hole kit and caboodle:'

G y pped: j\ fella "ho drink~ gypsum-contantinated water, and Lad.ies of (he Line: T he$<: ··la<li('s'· arc whores who set up
gelS hisself a sl omachach~. hasjust gotlen "gypped," Folks usc this thcir business along the trails outside of camps and cowto"n5.
term to refer to gel!in~ che;'lIed. too, As in. "Dang! Thai store- Leather: Besides the." olwio us usc, you might I1se "icatller" to
keeper b'YPpcd me!'- reft'r to )'Our saddle 01" your pislOl holSkr. Drawing" a gun is '·,lap-
Hac ienda: Thi. is what the :\Ic;o.:icans call a hi~ rauch building, ping lemh.:r:'
usually owned by a wealthy <umbitdl. Line Boss: This i~ the fdi<'r in ehargc of a group of cowhors,
Handle: .\ fdler's naml", or ,~hat~\'er hl"~ callin~ himself: i~ his when thev're a"a, from the." ranl{e." boss. such as 011 a lille camp.
handle. Line Camp: Thi~ i, "here a ranch might k(""ep a few ranch
Haw: Thi~ here's the 1':e."I1e."ral command to makc your herd or hand, to make." sur("' Ihat their cattle don't ,,<tllder awar0/" 10 make
le,\Ill tunl left. St'e also ",,:(ec:' Sllre his nei~hbor'~ cattle don't u,c hi.. grazing land l.

Heeler: If you r dog's trainf"d to hcrd Catlll", yOll gOI yefllclf a Line Riders: Thes~' are the ranch hands of the line camp.
heder. Lucifer: .\nOlher term for a match.
Hemp Fever: If you ju~t got yeNdf hung, you caught hemp Maverick: If you've gOt a bunch of unbramkd COW<, )'Ou\'e
fc"cr. gOt yerse1f ~om.: m'1\'crich. Slealin~ mal·cricks ain't illcgal. I 1"('o.::k·
011 because if you'n: fool e/lough 10 not brand your herd, )'OU
Hen Fruit: This hcrc'~ what "e call egg".
de~erye \, hat YOll get.
Hidalgo: T his is the ~lexican term fur a land b:lron. IIsually or
his own race. Mex: This i< a <honelled lerm for a :\Ic.xie<tn.

High Lonesome: This mean< going out and getting yer~lr


Me xicano: Here's ilnother term for a i\ lexican.
drunk. '"T hat fdlcr's on a high lonesome." Mite: This is ,lang for ·'liule."" FOI" e;o.:ample, '"That fellt'r looks
Hisself: :\Icaning "his self" - slang ro r "himself." a mite upset."
Hitching Post: You lie y01l1" horses to this, amigo. B lIslnc~scs Mo rmon Brake: T his is a log you can
or houses with lOIS of " isitol"S u'lially have their own hile."hing p0S\.\. use to slow down your wagon, if
you're speeding downhill a mite
Hoedown: At thi. pany, folks come to dance. too fast.
Hogleg: This i~ slang for JUS t about any long-barreled n!'·olvcr. Mother Lode: P rospeclOr~
Hole Up: If you need 10 hole up, you're hiding from ,olllclhin~ often 11") to '01101, traces of gold
or somebody. for example, "The marshars looking for mc. I need back to the mother lode." the
to hole lip for a fcw days," or "Let's hole up in thi~ cave until the original (a11<1 hopcfully large)
S110\\ SlOpS. source.
Hombre: ' n lis j ll ~t means ··man.·' Muleskinner: A feUcr who
Hooraw: If rou're causing a hooraw, [tmeans you're probably dri\"e~ a mule-pulled wagon is
shooting up the lown, or at least riding rOllr hONe somewhere ya called it llluleskinller.
sllOuldn't be -like on the sidewal k or into the saloon. Mutton Punc her: This Idler
Hoosegow: Thi, is a ~1ang word for the jail. herds sheep.
Necktie Party: \ Vhen twO or more
folks hang a feller by his ncck until hc's

392
dead, thc(re h:wing a .lbow doillg mlll('thi n ~, :"1(1 tht')" re telling y01l1O do II or quit talk-
nelktie party. ing about it.
On the Peck: A felkr Signs: Quar'tl, bl;tci; \and and gra\eI bed.~ an: oft('ll preselll
"ho'.; "0 11 the peck" is \\ hell pb{"cr gold is fOllnd, and wizencd prO~[)cclors recogni;({'
sornrbody who',> OUI look- ttW$(' '~igm' in their qllc~t for Ihe du~il"t yellow l1Ietal.
ing and hopinlit for trouble.
Sin Buster: This is 'lI1other term for a preacher.
Owlhool: .\11 ollihoOl
is allot her term for .1 Skinned: \\11CII 1101 rererri",:\" to eUlting up allirna", this lIleallS
dnmk, or "n outlaw ridill,!; "alen:' A~ in. " Keep your f')'{'~ skinned. I think I ht'ar ~Ollleun('
coming.··
at nil;hl.
Sodbust~r: nli~ here's a nother t(,TlII fo r a r.1rmc[".
Palaver: If you and an
hombre are hal-in~ OJ Squltwznan: T hi~ is "hat ,Ollie [olk.s call a while man who's
palaver, you 'I'(' hal<ill~ a married !In Indian,
discus~ion.
Strung Up: If ,I ii:lk r\ /.:Ol1lm be stru ng up, it llleallS he\ going
Pardner: Your pardller, III' pard, is YOllr comrade. to he hUll,i:,
Persuade r: il loil fiJlk~ usc this word to refer to a reluln'T, ur Stud),: r hi< i, a noth er trnn for think ing, or eoneemrating nn
sOllletimrs a whip. ,gm(,thini{- For ('xample, " Fift)' dollars a hl'ad? I r('c koll I 'll have
P lacer Go ld: T his guld appl'ars in the leiI'm of dust. flake, or to ~tud) on that:'
nuggct~. It ·~ prOlll1utlccd "plath-air" in its mother lon~ue Sum bitch : r hi, h a ,how'lIed,lan!; in~lIh for "son of :t bi tch."
Spanish. but "plas,-er"' all1ol1~ En~Ji_IHpt'.,kill~ folk. It may ••hu 1l1' 'pt'llcd ",om bitch:'
Played OUI: [I' ~lJmethillq i'i "played out." it\ worthIes" or Tenderfoot : Like .':"fecnhuru, Ihi~ nlLllle rerl'rs 10 soml'one 11('11-
the re's nOlle It·ft. For e>.arnple. a mine II;th no mo~ I;old in it i, to the We,l.
played out.
Te xican: ;\ Idlt'r lronl the R"public nr Tt"xas.
Plumb: Thi~ is a ,\bll~ lIord thilt's wrta like "colllpleteh'"" or
Throw Down : If you "dl(01I dOI,-n" Oil a feller, it means \'Ou'r(.'
"('x:teu}." Fo r ex,ullpll\ .. , k ~hOl th.lt hornbrt'" plumh in th .. cell'
drawing }uur gUll ,lIIeI IJOinting it .11 him.
ter of his forehea{I.··
Trail Boss: Thu i~ the feller in charge of getting a herd from
Poke: This is gem.· mll),.t t{' I'm for sex ," 1'111 goin~ 10 th e "hon-- one place to anothf;r.
houS(' to hlL\"e a IJOkt':' , but also means a ~maJl hal;: Ihat hold~ a
fcllcr'~ golrl du~t. Vaquero: Sometimes spt'lled vacqllrl"O. thi! is dlC te rm for a
:\ It'xi.;an cOIII)(l\_
Polecat : Herf;'§ another te rm for a -kunk. dlthouC'h folks <11'0
use it to o:fer 10 !omeOl1r thC\ don't like. \Vhoop: ,\ 1-IlOlIp I, a \h'llIl, ,HId ""hoopin,~ it up" llIeam
1~IU'rt:' ha\ ill~ a ,ll:ood lillll" r-p"('jalll if thl're 's dlinking and ~hoUl­
Prairie Strawberries: .\n(l!h('r tcrmllir bcall~.
in~ im'olwd. ,\n Indian nli!!;hl IIhoop 1.]1(:11 he takcs a scalp, :1
Pull Leather: If you 'n° ridilll;: a hllckin~ horse. \'ou milll\! II ant pfo~jX"clor lIli,t{ht \,hoop IIhrl1 it 'trike\ i1 rich, 'lIld!KI on.
to pull leather hang on 10 the , .. ddle ,
Wish Book : Thi~ is tl1l' teflll I(u' jtl~t about an)' mail.o rd er cat-
Quart:c Gold: Thi, is gold tllat's st ill c llcapsulated in sto ue. and alog', ~ ill (O: tlwn"s lllll;ly' sOIll('thill.'!; in it that you II"j.h you had,
requirt's :\I1 CIlOfmous amount o f brute laLor. ('xpe nsi\'(' ma ch inery but can't ani wd,
and ca pital to mine properl y, It'5 ;II~" known aSl(old ore.
Yer: Th is is a ,hortetlcd form of '')"our'' o r "you're:'
Range Boss: Thi ~ feller lIlak t 's su rt' 1L1I thc chores Otl! on the
Yerself: This i~ , Iall$: for '"}'Our,dr,"
r.mgc gel done,

Reach for the Sky: If you hear' this. it 1lH':IIH 'otllcbody wants
~uu to
put )uur hand~ up in thc air,
Reckon: This is a ~1;lIlg 1I'0rd for "think ," "or example.
'" I'('ckon the SlagI' noghlta grt here tOlllorm"."
Red Eye: H l'r("s another te r m for "hiskc\,
Riding H e rd : If ~"u'rt' tidill'C herd, it means you'r('
herdinll: cattle. or that you're gua rd ill'C something:
Rub Out: If yfm 11.111110 nth <;omeOIlt· Out, it means ~UII
waitt 10 kill thelll.

Saddle Broke: If your hoI'\{" let~ )uu pllt a saddle 0 11 hi~


back, it lIle:1II5 hc's Sltddle hrokc.
Scrub: A S('m b i\ a hor'>(' o r CO" that's of ;;ueh poor qual.
it) lhal nn om' \Iants to hrec'd Ie.
Shindig: A _hindig is'1Il nil-night harn dal)('I'.
Shoot or Give Up the Gun: If soml'iloc\Y tells you to
"dlOot or givt' up th(' gUll," it mean~ yo u'v{' Iwen talking a lot
Pmirit Jlrm{'btl'rifS are a (0111 111011 meal Ollt 011 the Tallgt,

393
6.71 Index
A Brief O \,C";CI\ of the Shattered Frontier Ruhe r ......... . .......... 195 Character Generation ............... J 7
............. . .. 1·1-0 Basic Shooting ,\ ctiolls Explained ... 9 Charisma.. . .................... 22
A T:llc of Threc Town •.. ... 157 Uasketmakt:r ......... . . [95 ChaSt:, Ending the. . . . . . . . . . .135
Ability Clwcks .23 Uallles for Independencc _ . _29-1 Cheating, Detailed Example of . . .. 252
Ability Scores. 18 Beforc you Iwad out .. ........ 225 Chemi~try .. . ... 342
.\bilily ScOTtS, Creating. ... 24 Ike;inning Play. . .132 Ch"rry Pic king ............ . .30
Abili t)' Scores, Rolling. .... 24 Bch~\'ior and ·lcmpl."ranW111 .. [26 Cholera ........................ . .87
Accidental Shots ......... . ...52 Bdo\\ Lower Cia,s rBLC1 ..... 385 Chuck·a-Luck .................. 248
.-\clion Order ................ _ ... 10 l~elling ............ . .... 93 Climbing .. .342
Addiction .......... . ... 277 Big Troublc COIll(,S in Big l'acbges ... [16 Close Q uarter Accuracy l\·lodificrs ..... 54
Adjusting Abilit} Scon:_ .... 24 Binh of thl." u:me Smr Republic. . ... 292 Close Q uarter Combat ............. 53
. \dminist ration .................... 332 BI ~ck Hol"1C _ . . ... 153 Close Quarter Wounding .... 55
I\ dv;"mccd Aetion· Hased tl lodilicr8 ... 57 Black Horse, H istOIY of . .153 Clothing & Equipment . . . . . . .. 128
j\ dvanccd Penetration Dice. .. 59 Black HOl"lw Town O il"<"t:IOI) ........ 155 Clumsin("S.s . . . ......... 52
Advanced Rules fmort ...j7 lilacksmith ............... I95 Cobbling ........................ 342
Advanced Sighling f70 BPI 37H Blacksmithillg/;>' ]('lal"orking .337 Collabonuj,"C Effort. . . . . . . . .. .37
A<h'anecd Weapon-hased ~ I odifien; .... 57 Bleeding Dama~c and H ~alin~ T illlt: ... 69 Color ........................... 124
Adventure Hooks. . .............. 146 Blind·,hooting (45 IU' ........ .378 Colt 1867 Lightllillg ... J 04
Ag<' . . . .. . . ..................... 27 Boarding House Operator ......... 196 Colt 186t1 ........................ 109
Age and Sex IHtJrscs ............ 125 Boating _ ......... 337 Colt nisler .. . . . . . . .105
Agrieultun' . . ................ 333 Body tl lass Index. . .............. 28 Colt Dragoon ......... .. . . ...... 101
Amcrican Arm~ Den ingcr ........... 99 Book Publishe r .196 Colt Flattop Target .105
American War. PI. 1: 1851·]fD2 ..... 30i Bookbindin~ . . . . . ... . .... 338 Colt :'>Iavy ............ • ... . .102
Indian 'Icnilory Transformed ......309 BootmakerlShocnl<lker. . ........ 196 Colt ~e" Line. . . .99
Afterm:nh of thl." B."l.ttle of ~ I u"k~ .310 BOlany .. . .3:~8 Colt Pat("l"wn ..................... 102
Elccuon of 1852 ........... 310 Boulu) Hunter ..... 19ti Colt SA-\ .. 106
An Arml."d Camp ........ 3ll BI~lin Fl"\'er ... Rti Common Di"ea,es ..................86
Southern Diplomacy ............. 311 Brn\\ling ...94 Competition J.nd Claim Staking. . .243
!\ mcliC:1rJ \\"ar, PI. II : 1854-1855 .... 312 Brt"akin\:i a Hor""c . . .1:'10 Conslitution............... . .... 21
A i\l'W All) .......... 313 Brtcrls Horse ..... 122 ComulUtiou Bonu~ and Pc!!,!!lic. . .70
The La~t 1·luzz.:lh ........ 311 Brewer..... .197 Consumption .. 87
Afte rmath ........•....... 315 Brewing .338 Cook ... 198
Ammo Failure .............. 51 Brickmakcr ...................... 197 Cooking ......................... 342
Animal Emp:dhy .... 333 Bmnc Busting .................... 339 Co-op Gamemastcring ........ 144
Animal Herdiug ....... 331 Bronchitis. . . . . . . . . . . . . . . . . . .87 CooI>cr ... 198
Animal H ushandry .334 Buft""l.lo H unter ................... 197 Courage 10 Bl') .378
Animal Lon: ........ _ ........ .335 Building Point Awards. . ..... 1fl9 Cover and \ 'isibi[ity .... 44
Animal ~li micry .......... . ... 335 Building Poims . . ................. 18 Co" boy .199
Animal Training ............ 33.') Bmincs. owner cafe. hardware ".)re. Crac k Shot (50 BPJ ... 378
Animas Valley, Historr of ...... 155 gener-II store, ele . ................. 197 Cradk (Rocker Box) _239
Apotheca,:' .. . ........... 193 Butcher ........ . ... 197 Craps ................. 248
Apprai<al .. 336 Caliklrnia Q ucst ion .... 306 Croup .88
Argumt:nts. Closing (Trial l ........ 271 California Rcpub[ic . . .299 C ultUrt (nationa[ity or tribe sp<!eific) ... 343
.\rl,(umctlts. O pening Tria[ __ _269 Calligraphy/Si~l!llaking ............ 3010 Current Aft,irs .. 343
Aroostook \\"ar .. 303 Camouflage .... 340 Daily Grind .. 226
Arsenic. . ..91 Campail;l1. Challenge of Running a Western Damage Bonus (75 BP) .. 378
Artillel')' & Explosi\"(,s ...60 .......... _ . l olO Dangers ................... [33
Ani~t .193 Campaign E,ems ................. 150 Dead Eye .50 BP) .. 378
Artistic. \ bilit) ........ 336 Campaign, Impact of Timt' on the .144 Deadly Shot (50 BPJ .............. .379
As,assin ... 19~ Campaign. O n.Goiul:" ........ [39 Deception ......... . ...... 343
ASllll~" Observation (50 BPI .... 378 Campaign. Ph. ying tIll" _ .. [76 Dehydration, Eflcc\S of ............. 228
Author.......... ........ . .[9·1 Campaign, RUllllillJpJW ............ 141 Demolition .................. . .... 34-1-
Background ......... 6 Cannons ... 61 Dentist ...................... I~
Bait and T;ICkk™ .. 116 Card ganws .249 Dt:ntiSlT), .......... 345
Baker. . . . ......... . ...... 19-1 Carpt'l\lC"r ............. . ...... 198 Deseret . ...... 300
Baker D rilling ............. . ... I U9 Carpenll)' .............. . ...... 341 Deserter .......... 385
BaHard·Crccdlllorc ................ 1 12 Cartogmphy .341 Detailed Example of a G un fight .63
Banished ............... 386 Casua[ties. .230 D["tailed Example of Complicated Wounds
Banker .................. . 19-1 Cattl,· Uusin<c:ss, TIll" .. .220 ..... 72

39+
J)('u,.-ti\1· .. I~l Felon 386 HoN.: Bf{'t"cb. Light ................ 122
Outen!,' .. 211 Fidd G"ar ....... ....... . .2M HoN', Catching a \\ild .. , ., .. 129
Di{:c Game' ... · .... :lI8 Finding Wurk . . . , .1 iA 1'101":;1' Ranching ... 12Q
Diphtheria ..... 88 rirt.Buil{ling/l~)[ti nl{Ui"h inl!; ......... 3 1B Horws, DI,lft . . . . . . .123
Diplnm;u.)' ...... 345 Firing thl' First Shot .........9 Hor<Cs, Hertl")' Harnc:~~ or Coach .... 121
Diplomat ............... . .200 First Step Pb )in~ th\.' Crtmpaif~n ... ,1;6 Hol"\\"s. :>ample. . .......... 1].1
Di.ca.<e§ ........ . ...... 86 fishing. . . . . . . . . . , ,:1oI9 Hotd Operator .... 203
Disea~.·s. C.,tdli1U; . .. 86 na\\ s ..... . .. 326 Ho\\ Awards Work ................ 1fIR
Di>l{Uist ........ ,. . 345 Flinchin~ , . ... , .45 Huntinl\' .... ... 352
Distractioll ... . ..... . 346 1'0'1;('1"\ .... ... :H9 HunLinll;' mid Fishing . . . , . · .2M
Doctnr . .100 Forl;t"lIahle Fa('.' ,'25 HI' .. .11l0 Id1.: Gossip .. ... 353
Dodg(' 25 BP . . . 379 n lnunl' Tl'Ilinll; .. ... :HI) Impmvcd.\rcofFire 15B P , ..... 3S1
Dri\'e . 224 Fl't'M SI;tH.' ' . .186 Indian Rd; ltioni .. , . ...... :299
Driviu!/; the Herd frdl(itt /lI'anmer .. . .. 101 InfectiolUi. , .. 70
OO\'ill1:", st.""lgl'('oa('h /w,"~oll . .. . 346 Fri('nds and :\lIil." .. ,I ili In/hl\'llza ....8R
Drug, · .... 27li C;lits .. l2i Inheritanco: 10+ BP ....... ,.. . ..381
1)1"\' Di~~in~ aka CO)"Otil1~ .239 G"mbkr .. .:11)2 Inili.ltilc ,\lId Spl'ed. . . . ....... 8
Election uf I Ris: Dc.nh Krtdl of the G.II11blinl( ... .3:)0 11~llli"~. ~1)('{'i6c . . . .. . .. 71
Rcpublit .. Game Tim(' Imdlig(,IKI" .. _ .19
EnCClll11t.·rs ...
... :105
· ..... '231 Caminl{ "'
350 Intl'rpretcr ....203
Enu,unter'<. Spet:i.,1 .:131 Gatlin!!; Gun_ .till Inu:rmg;lIi.,1l ... . . . . . . . . . ..... 353
En{lur.ll1ce 15 BP , .379 Gt·itf Failur(" . ..., I InLimidativn .........354
Englncl"r ... , .. , . ..... 200 GooI~ UO Imroducinll; the I'LI}'Cr< to the S;U1dbos .145
Enginccring Dcsil;ll .. .,:Hlj Gil,\ ;\lolls\{"r .ctl j.tck Rabbit 'pt'ffl 20 BI' .31l1
Engineering. I,OCOllloti,l' /Steamboat .3-ti Gkan Inlorm;,tiun :t'll j ewd('r .. . :W·I, 35,1
Erncnaincr . . . . . ........ , . , .200 Gold . ...... .~36 j uke Tcl1i1l).": . . . .355
I~ap... r\nist ..... , . .. . .348 Cold, Genin~ thr .... :H2 J ournalism/Composition. . .355
E!;("aped 51;,\'c ......... . .385 Gold Sltikt- .. 151 journalist ... . ... 20'1
Cxample of " Coulllrr . \('tion .... . .97 Golden Opponunity 116 .Jud1:"c .. ......... . ..... 201
Examplc of a Hcad Bult ... 98 Grnn'fi ,l E11I1'311CclEs it ... 3')1 jud~t"5. Crooked ... ,... . ..... 268
Examplr of a Ralc , ............. , .~5 Gr.1U'S and Li'lht \\'ound~ .....67 ,1ulI;'1!;lillg ..... . .. 356
Example of ., Tim(' Out .. 95 Cr;ll.int.: .. 2'27 Juror roilll ~ . . .... 267
Example of Iktting .md tl1(' Fir,t !'unch 9-l Gn.-;L'\.'d 1..i\!"hlllin'l :WIIP 'UUI .Jun ..... 266
E.:'(ample of Spurom; ,Ill OPpOlll'n! ., -<HI
E..\amplc of Stunllin~ , . . .. .. . ... 96
Grt·.lI .\mhidt);.I\'rit\ 2j BI'
Grifter
'.0
.:!n'2
Jury Ddii>l'I'ati(j1l
./ur\ Llmpl'fin~
.. 271
.. ,268
Examplo' of Using a Weapon ,... .9i Grifl,old & Gunnison . Ill;! Kcepinl; Dcath;1\ \rms' Ll'1H(lh ...... 1in
Exper1tllce ,\w"nb ....... .188 Grit ,50 liP ....... . .3BO KCI1IUcl, \\inda'lc 4.') SI' .. 381
E.\I>cricnces .. . ....... , . .46 Orubst;\king . . . . . . . . . . .:H I Knu cklcdu_tcr . . . .1 DO
E.\plo~il1"'~ ........ '....... . ......61 Gu,lnlian Anltd 130 BI' , .. ,J8U L.C. Smith .... , .. ,. . ..... , . . 110
Explosil't."!i Dama).,'C ..... . .. 6'2 Gun ror Hin.- .............. 203 L1 Rt'rt!;l ... ;,9
Explosivc's, J)l'1l'rnlinin!!; Locatioll of Il uried Guniil;ht Procedure. , ...... , . . .8 I ~'\lld Bruktr .... 20 1
.. ,61 Gunfighu .. ,S I..:lI1d Grah .. . II~)

Expn'~'man .. . .... 201 Gun"mith ,. .203 Langua~ ... . ... 356


Fa('in~ ....... . .... .42 Gunslllithing ..... 351 1_1udrt[\um , .. 276
F.lcin~ (Illd Cngel At"qutsiLion .... .'13 Handt..-dness .27 Lao.mdn . . . . ...205
Fame . . . . .. . . . . ... 23, IR) Hrtn~,Ul ... _ • ...... 203 I..;", · .356
Famc. Cakul(lting Staning .. ,25 Hal.an;l, .. ,. . .. I 33 I.aw. Rullo of · .265
Famt. Cau:gorirs of ........ , . .ISli He.ding and Hit Poin'" ......... 69 IAtl1 man. · .'20.'!
Filme EO("<:ts on Scr.tpes ......... .42 H l"alill~ Time ,. . ...tiC! I,.'\\\\t'r .. · .205
Fame: Gainin!!; and Losinfl; ..... 18i Hcarin q Tnrtl ... . ... :!ti6 IA,\zanh .. 15.'"1
rame: Individual, Group ,lIld F;mlily .. 186 I-kll"lY ,:jO BP ... '580 J.':lzaru, and the On-Going C:unp.'\i1:l1 .ISIl
Famt Poim$. A\\~trding ..... 188 Hl"i!.(ht rtlld Wei~ht ,n Lazarus. ht'llls of Intcn.-~t Conel'rnill!~ .1 jlc!
F,wlili:orTr.lil .... ,.. . ......... 133 Ht'nl)' Rille .112 Lcatlwmnrking .. 35 i
r:'\mih ".. . .383 Hiding . . . , ..... .352 Lc;\ 1:11 two.barrcl .103
Famil) & Sod;11 Cla.,s ............ 28 Hi~h Diet .. 218 Let CommOn SeIl)C I'rcl':lil .. 139
Filmil} Lo~t ... 14S Hindrallcc ...52 Linc of Sight .11
Em Firing 35 HI' .......... 380 Hip Shoot!"]" ,'25 HI' ... 38u l oistl'l1illg .... . .... 357
f~trrul'r ., . , .... 201 Hired Help, TIlt' ... . ... :.!:B Uveryman .. 20b
Faro .249 History. , ..... , . . . . . . . , ..352 l.ock Pickinlt .358
Farrin . . ... 201 Hit I'oim Bonus 20 IW ....... 3S1 Lockl;mithill~ ...... 35M
F.lst Healer' 10, .......... . . , .380 Hit Points ..... , . . . ...6 Lodgt"d Bullet, . , .. , . . . .. .,. . .;2
Fast ' I:tlkin.'l ... .. 34R Hilting tho: Trail , .... ,. . ... 226 Logging , . . . . . . . . . . .358
F~lSt Trrtckl; 10 Trouble .. .... 149 Hold Your Uquor !O 1.\ 1'). . • .'i81 L,{Jn~ -Ium ................... , ... 239

395
Looks ...... 21 Opiulll ....... 277 Ranch. Growing the ............... 222
Lowe r Lower Class LLC) . . .386 Oration ....... . · .363 Ranch, Staning'l ................. 220
l..Qwer ~ I iddl" Class 11..,\1C) .. 387 O lher Qualities (Horses) .125 Ranch, Swcking a .......... 221
Lower Upper Clas~ (LUC) .388 Oulla" ....... . · .20B Ranch, Working Ihe .... 22-1
~ Iachinc Operating/Repairing ....... 359 Pa nn iug .238 Rancher (horse, cows, shcep. pig, etc! .210
1\ laking your Own Opportunitit.'S .... 180 [';lIming a site OUI . . . . . . . . • . .243 Ranching, Economics of ............ 22-\
,\l alari:. .................. 88 Pa rker .......... 110 Random Quirks and Flaws ........... 32
~I arkings ............ . .12·' Partial Skill Failun:: [t\dvanc~d Rule] ...37 Rapid Rdoad (20 BP) .. .382
J\ la rkings & Coloralion .. . ...... 123 Pcnctration Dilmag(' ... 13 R£;lding Cmnprehensioll/Penlnanship .366
~la rlil1 Stunewall DCl"llnger ......... 100 Pcrcl""ivc Tcndcnc~ 120 BPJ .. 381 Reading Lips .................... .367
.\ Iason .... 206 Pcrsonal Go.'!l, . . . . . . . . . . .. . .19 I Real Tillie .................... 144
~ I astery and l)iflicultv ........ 332 Pctty C riminal .................... 386 Reasons to Go \\'C~( .. 28
~ l athemalic~ .. . .............. .360 1'(")l)le ......... 277 Recording Game T ime ...... 14-1
i\ la.ximull1 Distance. ..... 62 Phase l)ur:ltion and Gaining 01cI' C hips Keco,""!:ry fi"Om Dehydration ......... 228
i\ kal Planning .. . .............. 225 ...................... 135 Rccmiling ... %7
i\ !cals and Lodging ...... 178 Phowgraplll:r .................... 208 Religion ......................... 367
Measles .... 89 Phowgraphic F'<luipmclIt ....... 264 Remarhble En'nl~ ... I92
i\lcchanic";ll Failure ... 19 Photograp h}· ............ . . 364 Remington ............... . ....... 11 1
i\lcdicinc ............... 360 Pick Pocket ... 365 Remington 1865 .. I06
~ I iddlc l..Qwer CIa:... 1i\ ILC) ......... .386 Placc of O rigin .................... 26 Remiub>10n Derringe r .............. 100
i\liddlc ~ [ iddlc Class (i\L\I C' ........ 387 I'layin' Chm:k·A- Luck . . ........ 248 Remington ~c" Army ... 10·\
~ liddk Upper Clas; (}. 1l}C ) .389 I'la>~n' Craps ............ 248 Kemington Pcppcrbo.x .............. 10 I
i\ lilil<lIy Engilwering .. 360 I'layin' Faro ......... 250 Remington Revolving Rill... . .113
i\ lilimry Smllegy/Tactiu ... 361 Playin' Poker . . . . . . . . . .. 251 Remington Rolling Block ........... 113
i\ liHe r . . ............... 206 Playill' Roulcllc ......... 233 Reputation. . .23, 181
i\ lillincr . . . . . . . . . . . . .. . ...... 206 Pla}lll' Thrt"c Card ~I ont~ ....... 254 Reputation and :'>IPCs ............ ! B-1
.\I illillcr.... · .361 Playin' L"ndcr and Ol'er ......249 RcplIIation Bonus ·. 35 BPI ... 382
.\I imie D ialect .................... 362 Pll~ulllonia ..... .B9 RcpUlation, Calcul.tl~ Staning ...... 25
~ line Owne r .......... 200 Poison Oak .........91 Reput.ltion. CaH"gories of ..... 182
'\ Iining l)istricl'l .................. 241 Poi.<;on; . ...90 Repul;nion Effects on Scrape~ ..... Al
.\liscellaneou;; G,lIncs .............. 253 P.... k,'r · .250 Reputation, Family. 132
.\ Iisccllancous NOles Goods l ........ 26·1 Pok~r H ands ..... .. . . .250 Reputation, Gainin>: and Lo~ing .. 184
Mishaps & Failures ......... ..19 Political Uphe;lI'al ....... 150 RepUlatioll. Gmup .. 181
i\ lodifim ... 12 Politit"ian · .209 Reputation, Indilidual ........... 181
i\ lodular Rule System .........R Posse Forming Up · .147 Reputation Poinl'l, Awarding ....... 188
MOllct;'lry Awards ........ 188 POIICI) .......... . ....365 R.i.pul.ation Score and RL-putation IbinlS .183
i\ loonseed ....................... 91 I'n::adw r ...... 209 Resist Disease/ Infection (20 HI' .. .182
i\ lorphinc ............. 276 i'rescl1Iation of E\'id~nc~ ....... 2iO Resi.t Pcrsuasion ................ 368
Mountain .\ Ian ................... 208 Pre~idl'nlial Polilics ....... 302 Rr~ults of the Fir<t I\lnch and a Counter .94
i\lou11led Marksmanship <In BP ..... 381 PI;mitivt· Ran~('d Allacb ............ 59 R ichmond Armory .\ Iusket .114
.\ Iovemcnl and Shooting, Combining .. ..19 I'limilil"C Ran~d Weapon Usc ...... .365 Rive r Cros!ing . .229
i\ loI<t:ffictll. Doub1c-T illll· ........... 227 Primitive Ran>;rd Weapons ..... 11 Ri\'l.'r Damming. . . ....... . .240
1\·!o,·cmeHi. Normal. · .227 Primi1i"c Weapon ,\ b king .366 Rope esc .368
~ t o\~ng and Special Actions .......... 96 Plimer/ Binder. .209 Rouleltc ......... . ...... 253
.\ t o\~ng T,lrgclS .............. A·B I'liming Equipmt"nt . . ......... 261 Round-Up. The . .2N
i\ Iustangs ...... 122 Priors and Pan iculars ...... . . . .25 Rumors of War ... 150
1\ IYSlcryon tlw Ranch ... 149 Proression Paths. . ........ 189 S&W 44 0 .'\ .... 107
~I yths and i\lining Companit"s ... 241 Prospt"<:ting .............. . .. . .. 366 S&\\' DA Second i\ todd ............ 108
Names .389 Prospt"<:ting E\'cnt~ .......... 2H S&\\' R U5Si;1Il • .107
Naturalist ............. .20B Prospecti ng For Gold. . .......... 241 S&\V Scholield . .... 108
Newspaper publisher. · .208 I'rospecling Techniqucs .. . . . ..... 238 Saddler .210
NOll- Weapon It~uries · . .52 Prospector ....................... 209 Salesmanship. ..... 369
Notoriety .. · .184 PUllishmcl1lS .......... 274 Saloon O,,'ncr ..... 210
N PCs, sample ......... 166 Quality of Beef. . . . . . . . . ..... 227 ~awycr/Lulllbcrjack .211
Nursing ........ . .362 Quality of Bcef; Determining Ini tial .. 227 Scarlel Ih-er ... 90
:'>Iursing ..... 70 Quality of Beef. i\ lanaging .......... 228 Schonl'lcadlt:r .......... . . .... 211
Oaths ... · .18-1 Q uic k Aim (40 lW) ................ 382 Scorpion. Ilark........ . . .. 91
Observation .. . ................. 362 Q uick T hi nking (10 BPj .. . . .3R2 Scorpion, Olher ...................91
O bstad~s .13·1 Quirks ........... 316 Scout/Guide ..................... 211
OlTellses, Hangable. . ... 274 Q uirks and Flaws ................... 30 Scouting Ahead ................... 230
Olfenscs, J ailable (i\ t anr Years! ... 214 Q uil"ks and Flaws, Earning Bt> for ..... 30 Seamslress/Tailor ............. 2 I I, 369
OlfclIscs. :'Il illor (Fines or :'Il illimal J ail Raise the Colors ..... 148 Searching ........................ 369
Time) . . . . . . . . . . .27-1 Rake (H ra"ling! .. . .9'1 Seduction, An of .................. 370

396
&~king Kt"t;ognition .... , .......... 295 Swimming ......... . ... 373 \'"inchestc r 1863 Carbine · .. 1 I 7
Sel Traps. .. . . . .., ........ 370 ' i:1Clicai ~ Iountcd .\ Io\'cm('nt .... , A7 Winchester 1863 ~ 1 1I. kel .. .118
Settling In .... " .............. 176 Tactical i\ IO\ement . . . . . . . . . . . . . . .46 "'inc heste r 1863 Rifle ... · .. 117
Setup ......... , ..............93,131 Taking Ac tion ....8 \\'inche\ll'r 1866 Carnine .. ..... 11 8
Sn't"re Weather ................... 228 Tale nts. . . ......... 38 \\'illchc~M r 1866 II1mkel ..... .... 119
~'t"n: Wounch .................... 72 l anner/ Lcatherworker . . .......... 2 13 Wjnrhe~tcr 1866 riflt.' ' ... 119
Sha'l" C a rbinI' COIwC'"r<;ion . . . . . . . . 11-1 Telcgraph Equipment ............ 26-1 Wisdom ...... .. ...... 20
Sharps Long RanltC ••... .115 lClcgra ph Opcm tinl!; . . . ....... 37-1 Wo ulld rfli'("ts ...•.. ....... 67
Shallcred Frolllier, -1 1H~ . . . . . 1-10 Telegraph Opt-ralor ........ . .... 2 1:3 \\'ounding ....•.... 13
Shooling Action~ . . . ... 9 'Ii'rrain ........ 13 I \\'rt'$tiinl!; .... ... 55
Shooting D} nanIJI!' ....... . .63 Texas l..onl!;horn ... ,218
Shooling Procedure .... , . . ..... 10 Thrtt Card ~l o1l1e .:!.ll
Shot Clock ElCu'alXllation .... A I Thrown rrom the Saddll' . . . .... 18 TABLES
Shot on Ihe Run (.')() HI' ...382 Thundering Rails .. 150
Shotgun Shootin.g Procedure ........ AD Time .......... . ' hilit) PoinL<, G~nf"r,l te (Table 3. 1-9J ..24
.<l)
Sign maker .............. 211 Time and Failed Checb .\ t.'lion Ba~d ~ I odifierl< p:\blc 3.2-18J .58
· ... 3:t2
Silver. . . ..... 238 Timc and th .. Call1paii!;11 Addic-lions (Tahle 6.2.1] .. .31 G
.1 II
Si)"';l"!imith . .212 Timing I~"u e~ . . \ wng LOr-CL, p :1ble 3.1-12J ... . .... '27
.ti2
Sitl' Jcil'nion ........... 129 Tinsmith ....... . _ .211 ,\ nilllal. \ mi palh)· pahle 6.2-8J .... . 32i
Skill B<lsics . . . . . . . . . . . . . . . . . . . .:12 Tobacconisl . \m m.d Ph,)lJi'h pable ti.:?-2] ........ 317
.213
Skilll..carning ~ I odifier . . . . . . . . . . .35 Tools and uther Hardware ,\r~menl I'oinu, O p,'nin); (Table 5.6-til
.:.!b-I
Skill ~ l a~lrrv . ... . .36 Toll'rance . _ .... 269
.. li5
Skill i\ lasll'l"") Lc\'d~ . . .30 -Iollgh ~ .\'ails '25 HP ''"is-1m rr.lblt- 6.5-15] . . ..... 387
· .. 382
SkiUs . . . . . . . . . . . . . . ,32. :t12 lown Ruildcroc .... B,ISic CI,,~e Q uant'r . \ctioru. p:1blct2-151
.. 151
Skills, A("quirin ~ and ImplToml'l .35 T owns & lhe Campaign ............ I 53 .53
Skills. Acq uiring \\ith Iklnus Building Poirm; l"racking ....... . ....... 131.314 Ba.,je ShootinK Aetiom r rabie 2.2-21 · .. If)
...... 35 Tmdcr Lin:slock. Fur. Dry goot"ls, elc. 21-1 1\(-10\\ l..o\\ cr CI;ISlI character _talUS
Skill.$. 811);nq .\cklitional T."1l1i(1 or
L:lli\1'"rsal Trail .22t> r fablc 6.5- 10) .. 385
............ , ... , ..... , .......... 36 Trailblazer ... nod) ~ I a.>!i Index labll.' .............. 28
.2 13
Skills, Puttinq to \\'ork ror \ uu ....... 179 Translxmation slage Hrt'aking An Oa th {Tabl.:- -I.2-IJ ... 185
.:!I'!
Skills, t.:si ng .......... ,.... . .37 Trial. Pla~ in e: a .21)6
IJI"f"Cd ~ lodiliers r fablt' 3.6-3J. . ..... 130
5kinninl{rTarmillll; . . 5iU T rial i'roct""S5 . Huildin~ Po ints. Spend Startilll\
• .26.'1
Slaughter . . . . . .'H I rrabk 3.1-101
Sleight or Hand .371
rri a!. The. .2bll
c'1.rd Di_tanH' Rl'pl"f",;t'nl"tiOlh
· •• ~:;J
'"
rroubll' from the 1'11.<1 • 1-I')
Slick Talker.. . . . .3i2 Typ('~ of Gold. . . . .. . . .237 ("lahl(' 3.;-21 ...... 133
Sluic( . . . . ... 2-10 Typc~ of Se",,(ons. ......... .138 C.tse ~Irru r Llbll' 5.n-l) .. . .... 266
Smallpox .... . . . . . . .. .90 L'nder and Ol"l:r ............ 2-1R Chari_ilia rrablc :U -7] ... . ... 22
Snake oil salc~nlilll ...... , .......... 212 undertaker.... .215 ChaS('~, DClerminin q J>ha'>Cs n'able 3. 7- IJ
Snake, C opperhead ..... 9! Uni\"Crsal Skills ............. 37 ...... 131
Sn3ke, Cor-II ................ 91 Upper Lower Class (U LC) Clreatin~, Cllillwe 10 nOlicl' ["I able 5.4- IJ
· .. :"186
Snake, CotionmOUlh ........ . .... 91 UP!>tT ~ f iddl e Clas~ (U,\ IC) . . . .387
.................... ... . ... 253
Snake, R a[\lt'~l\akc ... . .... •. ...... 92 Upper Upper Class vuel Chl'rokct' Samc!;, F.. m,.Jt·, Sampk
· .. ... 38C!
SncakinK . . . . . . .. . ... 372 \~1.I!;Tam (Tahle 6..1-'21] ..... 390
.......... '186
Social Cla$S ...................... 385 Vemriloquism Cherokf"e Xame~, ~ I ak, Sample
· .... .::lit)
Social Eliquene ...... , .•........ 372 \rtcran Gunfillhtcr '20 Br pable 0.5.221 .. 390
· .382
Soldier . . . . . . . ..... , ... 212 Vices H al"'\(" .. Cif(ulmt . mces of Birth f1ilble 6.S-la] .383
.126
SPO:'M and Accuracy ................. 6 \ ,gilante juslice .. Cr)1II1l10n J)i o;c.'ascs ['I:1.bll' 3.3"1 J .. .. ...86
....... .2b.)
Spencer C..uilint' ..........•....... 115 Wain wri~1 ..... Condili(>nal i\ l od ifi e~ p :1ble 3.3-SJ .... 86
......... 215
Spider, Blac k Widow ... , ............ 92 \\'anted ;\Ian .. Corhtitution r nlbl.. 3.1 -5J ............ 21
........ H8
Spidcr, IJrm\ 11 Reclu~ ...............92 Waler ..... . Con$lilutiolial Adjusllllent' to Healing
.... 228
Springfield RoJljI1 ~ I:Ilock ... . I 16 Wt'apon Bon us 50 BI' [Table 3.3-2J . . . . . . . . . . .. . iO
· ,382
Springfield Tr.lpdoor Rifk ., ........ 11 6 " 'capon Damagr . l)('hydration rr'lblc 5.2-61 .. 228
....91
Sprimer 30 UP ................... 382 \\'eapolll") Firearms, Dcxlcrit\ JTable 3.1-4) ....... . .... 21
..... , ...... 264
SIl) ........ , .................... 212 Weapons .................... . ... 6 I)oublc-:lime ~Jo.,~m('1ll rrable 5.2-2) 227
Stampede!; ...... , ....... , ........ 229 WCat her Sen51' Drinks (Tablr 5.7-1] .......... 275
· .376
Slartilllj( '\ Iolle) ... ,... . ... 28 Wr aver . .. . . . . .. . ....... , ..... 215 Dru ~ [Table 5.7.2J .216
Staying Ali\1'" ... . ..... 180 D)·namitc i\ ldXimurn Ranges
\\'ea\;ng ........ . .... 377
Slaying OUI of !-Iarrn's \\a) ... 180 Whal is a Role-Playing Game?' . . . . . . . . 3 (Table 3.2-20 J ......... . .. .61
51Ol1em:I.-;onl) .... . .......... 373 What ' 011 KCL-d 10 Pia} .......... 3 D YlI;unitc, Sp"ed of !-Iuned [,L1blc 3.2-22J
Stn:ngth ...... 18 \\11cre Thcl"t!'s Smoke T here's Fire .. 147 ........ 61
Siunning ... 95 Epilep tic Pabll>6.2-9) ..328
Whore ........ . ..... 21.'1
Surv~)'()r/Car10grapher .. . .2 I 3 Why do it?' . ........ ... . Esc;'ped and Freed Shl\'(' characters
· .... 225
Su"~val .... ... .. . ........... 373 \ \'illehesll'r p :lble 6.5-11] ........... 386
...... 111

397
Evidrnce ROlting [TOlble 5.6.7] ..... 270 ;-" l.is.-;ing Digit HI' bonLl.'i~ [Table 6.2-111 Reputation Adjustment hearing
Experience .\ Iodifiers rnth!!: 3.2-7J ... .46 ,.......... . .... 329 (Table 5.6-1] .................. :.16b
Explosive Distance from TalW'l ;" Iissing Leg ~ IOH:menl cffectll Repulation A<Uustment (trial
[Tabk 2.3-241 ,........ . ..61 p-aIM 6.2-12] .................... 330 [Table 5.6-'1] ...... 267
Explosh'es Dmnagt· & Effects ;"lonC); Charactt:r Staning p -able 3.1-1 GJ Reputation Awards, Samples
[ rable 3.2-2IJ ................. 61 .............. 29 Crimes rrabJro 'l.2-·11 ............. 186
Fasl Talking T.1rgel .\ Iodilicrs .......... . .\ lounted .\ [o\'emcnt Action Ral,·; ramil} & Group r('lated [T1ble 4.2-8[ .186
r rable 6.3-rj .......... . ... 348 P:,bk 3.2-9J ......... . ... A7 Nrc: & 1'L1)~r rtlm('{1 rr;tb!c 1.2-7] ... 186
Firing Arc ~Iodifiers lTablc 3.2-3] .... .'13 '\[ounted Turns [Table 3.2-10] . A7 Personal.khieveLllcnts & FailufCS
Fishin~ [rable 6.3-2J ............... 349 ~ I o\'t'mcnt Action Ratts [Table 3.2-8] . .46 rrable 4.2-5] ...... 186
Flaws tTablc 3. 1-20J ................ 31 ~Iovcment ;"[odiliers to Shooting Professional [Tabk -l.2-tiJ 186
Gold Fidd delail, rn,hle 5.3-3J ...... 2-43 [Tabk 3.2-12J ......... A9 Scrapc~ [Table 4.2-2] .. . .. 185
G razing P :1bir 5.2-3J ...... '127 ~ l o\"CmenL Normal [Table 5.2-1]. .227 !;ol"iaJ/ Enc()ulltcrs r l"abk 4.2-31 .. ,185
G unli,l:lu procedures r rahk 2.2-11 ..... 9 Names. Fcm:lle. Quick [Tabh' 2.1-2] .... 7 Rrputation Effects on Scr.ll)es [Tahle 3.2-2]
Handedncss [Table 3,1-131 , .......... 27 Names. i\ 1alc. Quick [Tabk 2.1-3] _7 .... .42
Hardness Values p:1ble 3.2-5J .4-1 "ames. Sample Cuba . .\it:xil·o. \\e,t Texas,
I-I a'lard and Ob~tade Rang<.>s [Table 6.5-21] , ........ 390 Ruml or Urb:1ll bllckgroulld [T:lble 6.5-91
[Table 3.7-3J ......... . .. 133 Name~, Sample \\'("~tl'rn {T"hle 6.5-20J ............................ 3H5
H azards lTable 3.7--4J .............. 133 .......... 389 Rural Prt,fcssions lTable 6.5 13[ . .387
Height, Characler [Table 3.1 -14J .27 ~icknam~ [Table 6.5-2-4[ . . .390 ~alllple ;'\':lrn,~ !'a~tcm (T;,hl~ 6 ..'>-19] .. 389
Horse Slalistic.~ r rahk 3.6-2J .. 130 ~on-\\'t'apon Injury Location Sample personal /,'oal, [1ahh: 4.3-1 J . , .191
Horse Viet·s rrahk 3.6-1] ,.127 [Ta ble 3.2-14J .53 Severe Weather (T,Iblc 5.2-71 .... 229
Hurled Explosivc Disl:ll1cc "Iodili!:'r; OIN's.<he-Compulsivc r n, ble 6.2-·1] ... 323 Severel\ ~Iaimcd [l;lblc 6.2-13J. _331
P ":lble 3.2-231 . . . . . .. . . .61 Order of Birth [Table 6.5-5J .. 384 Shooting Pmcedurt· [Table 2.3-3J ...... 11
Idle Gossip Targf'l '\Iodi(j ('r~ Outsidc .'Jorth America subtable ...... 26 Sibling Rivalry [Tahk 65-6] .. 31l I
[T able 6.3-3[ ................. .353 P~u'CTllal Status [Tablr 6.5-2[ ........ :{R3 Sibling Status r Fahle 6.5--4] . . . ..... 3fN
lIIegilimalC Binh lTable 6.5-1b] ...... :m3 Personal Weapon ;"lodHiers [Tabk 3.2-17J . Siblings, Numbn of [Table 6.5-3J .31H
Indin:(l Fin: tTable 3.2-19] ...... .59 ........... , .57 Skill Check "Iodifiers [Table :1.l-231 .. .3i
Inldligence [Table 3.1-2J ........... 20 Pistol Dis(harge D Illing Wrcstlin~ Skill List !hblc 3.1-211 ... , .... 33
Interrogation ~Iodi(j<.>rs {Table 6.3-4J . .35:1 (Table 3.2-16] ................. 56 Skill.\ laslcr;.' L.....'Cls r rahle :1.l-:l2] ... .36
J ("Wclcr Iksultll [1":lbk 6.3-5J ... 355 Place of migin/hirth p:1ble 3.1-11] .... 26 Social Cla>s [Tallie 6.5-8] .. 385
J udge Severity [T able 5.6-2J ... 266 Poison- and \'cnom~ [Tabk 3.3-6] .91 Rupcrltiti()n~ r rable 6.2-7[ .......... 325
J uror Personality [Table 5.6-5] .267 Pn;judin'd to"<lrd nation<llity [Table tl.2-3J Talem;; r rabl<:- 3.1-2IJ . , ... 38
J uror Saving Throv, s [Table 5.6-(IJ .273 ........... 323 T<lrget .\fqui.~ition Penalti,'S p:1b[e 3.2-41
Law Skill Check lTabl<.> 5.6-8] .270 Prt'jurliced to\\Md prore<.~ion ["i"dblc (i.2-GJ . .. .43
1....><:0 P:1blc 6.2-3J ......... , ...... 322 ........................... 324 Targ,·t ~Io\'{'m('nt rrable 3.2-11[ ..... A8
Looks r rable 3.1-6J ................. 22 Profe:>.,ions, Quick [rable 2.1-"1 .... 7 Tracking Sluwdowm [Table 3.7-5] .. 13·'
Lower Lowcr Class chara(l rrs Prospecting honu~es [Table 5.3-2] .... 242 Upbringing rJ:1ble 6.5-7] .38-4
[Table 6.5-12J .386 Prospecting diflkulty [T"l>lc 5.3-IJ .. 242 Upper ;"lid<He Class charaClC~
Lower .\ Iiddl(" Ct.ISS chara(tcrs Quirks & Flaws [Table 3.1-18J ........ 30 (Table 6.5-181 ..... .388
(Tahle 6.5-16J ............. 388 Quirks [Table 3.1-19J , .. 31 Urban Professions r l'a bk 6.5-14J , ... 387
~brkct Pricc or Beef [Tabk 5.2-4J ... 227 Ran eh Hand RCfJuirt'menl'! p:1blc 5.1-1J . \,i~ibilil) ;"Iodifi('rs p:1hle 3.2-61 ..... A5
~lcchanical Failures [Sul)'I:1ble 3.2-13aJ 50 . ........ . ......... . ..... 223 W~tcr. Chantt {jf' Finding [Table 5.2-5J .228
~liddle ;"I iddle Class (hara(ten. Randonl EIJ(;ounle~ b)' TerrailL dlOOO Weight. Character pable 3.1-15] ...... 28
rrable 6.5-17[ ... 388 [Table 5.2-8J ,.............. . .. 231 \\isdolll [1'ahle 3.1-3J ............... :.10
~Iigrainc Occurn:nce [Table 6.2-IOJ .. 329 Reasons to go WeSl pable 3.1-17J .29 Wound .\i()(li!iers to Shootinl: [Table 3.3-1 J
~ I ishaps & Failures [Table 3.2-131 .... .50 Repu tation [T~blc 3.1-8] ........... , .23 .................................67
\\'uund &"l,rily T hreshold r r;lu!t 3.3<{! .. 70

39B
399
400

,
N

Shot Clock
Game Aid

•\

C Copyright 2007 !tenzar and Company. All rights reserved. Aces & Eights, Itll Aces & Eights logo and Shot Ck>ck ar. trademarks of Kenzer and Company
N

Shotgun Shot Clock


black =• Game: Aid
red = •
blue = ..
green = •
purple =.

o Copyrion! 2007 Kenzer and Company. All righls reserved. Aces & Eigtlls, the Aces & Eights logo and Shot Clock ale trademarks or Kenzer and Company.

You might also like