THE WILD WEIRD WEST RPG

The Wild Weird West RPG is played using two six-sided dice, a pencil, and a copy of this character sheet.

(Roll a die and add 6 to the result for the initial Draw number of your Gunslinger.) (Roll a die and add 6 to the result for the initial Shoot number of your Gunslinger.) (Roll a die and add 6 to the result for the initial Luck number of your Gunslinger.) (0 is the initial Wounds number of your Gunslinger.) This game takes place in a series of turns. Each turn starts in the Exploration section. If a Gunfight occurs during a turn, go to the Gunfighting section to resolve it. If any Wounds occur during a turn, go to the Wounded section to resolve it. A1er all Exploration, Gunfights, and Wounds are resolved in a turn, that turn ends and the next turn takes place, unless the game has ended in victory or defeat, in which case no further turns take place. Exploration When Exploration occurs, choose one of the following areas to explore: Town, Badlands, Borderlands, Deadlands, Desert, Hills, Woods. When an area is explored, go to the section of the same name. Town When Town is explored, choose one of the following places to explore:Sheriff, Bank, Doc, Saloon. Sheriff When Sheriff is explored, you may choose to roll a die in order to take a Bounty:1=Wanted-Black Bart, 2=Wanted-Big Wolf, 3=Wanted-Cactus Jack, 4=Wanted-Dead Ned, 5=Wanted-El Diablo, 6=Wanted-Wu Jin. When a Bounty is taken, the Wanted villain for that Bounty must be found then defeated in a Gunfight, a1er which the Sheriff must be returned to for the Bounty to be claimed. Until a Bounty taken is claimed, another Bounty cannot be taken. If you roll to take a Bounty and that Bounty has already been claimed, reroll until you get an unclaimed Bounty. When a Bounty is claimed, you may choose to increase either your Draw, Shoot, or Luck by 1 (though not above 12). If all six of the Bounties are claimed by you, the game ends in victory. Bank When Bank is explored, you may choose to rob the bank. If so, Gunfight with Sheriff{Draw=11, Shoot=12}. If Sheriff is Badly Hurt in the Gunfight, Gunfight with Deputy{Draw=12, Shoot=11}. If Deputy is Badly Hurt in the Gunfight, roll two dice. If the die roll is less than your Luck, you rob the bank and the game ends in victory. Doc When Doc is explored, roll two dice if you have any Wounds. If the die roll is greater than your Luck, the doctor is not in and you may not return to the Doc until you spend a turn in the Saloon looking for the town doctor. If the die roll is equal to or less than your Luck, the Doc is in his office and your Wounds become 0. Saloon When Saloon is explored, roll a die:1=You are ran out of town a1er a bad scuffle. Go to the Lost section, 2=The hair of the dog that bit you actually tries to bite you. Roll two dice. If the die roll is greater than your Luck, gain 1 Wound, 3=You get into a brawl with Tex the drunken farmer. Gunfight with Tex{Draw=6, Shoot=6}, 4=The town doctor is here instead of his office. If you have any Wounds, your Wounds become 0, 5=You get a wink from a witchy woman at the end of the bar. Roll two dice. If the die roll is less than your Luck, increase your Draw and Shoot by 1 (though not above 12) for your next Gunfight only, 6=The sassparilla you ordered turns out to be made from magical sass. Increase your Draw, Shoot, and Luck by 1 (though not above 12) for your next turn only. Badlands When Badlands is explored, roll a die:1=The Devil himself appears and takes a shot at you with his six-six-sixshooter. Roll two dice. If the die roll is equal to or greater than your Draw, roll a die and gain a number of Wounds equal to the die roll, 2=You suddenly find you have a bad sense of direction. Roll two dice. If the die roll is equal to or greater than your Luck, go to the Lost section, 3=A vicious blackbird swoops down on you from above. Roll two dice. If the die roll is equal to or greater than your Shoot, gain 1 Wound, 4=A good preacher in white offers you his blessing. If you have any Wounds, roll two dice. If the die roll is less than your Luck, reduce your Wounds by 1, 5=A large gang of bad men in black surround you from all sides. Gunfight with Bad Company{Draw=8, Shoot=7}. If Bad Company is Badly Hurt in the Gunfight, roll two dice. If the die roll is greater than your Luck, Gunfight with Bad Guy{Draw=7, Shoot=6}, 6=You come face to face with the necromantic bandit known as Black Bart. If you choose, Gunfight with Black Bart{Draw=11, Shoot=10}. If you are Hit in a Gunfight with Black Bart, roll two dice. If the die roll is equal to or greater than your Luck, increase by 1 the number of Wounds you gain from being Hit for that Gunfight only. Borderlands When Borderlands is explored, roll a die:1=Stalking you from south of the border is the legendary chupacabra. Roll two dice. If the die roll is equal to or greater than your Shoot, roll a die and gain a number of Wounds equal to the die roll, 2=There is a confusion spell that protects the border. Roll two dice. If the die roll is equal to or greater than your Luck, go to the Lost section, 3=You suffer from a brief fit of borderline insanity. Roll two dice. If the die roll is equal to or greater than your Luck, gain 1 Wound, 4=A very nice and peaceful farm lies near to the border. If you have any Wounds, roll two dice. If the die roll is less than your Draw, reduce your Wounds by 1, 5=Somebody has summoned a devil from across the border of Hell to stalk these borderlands. Gunfight with Border Devil{Draw=8, Shoot=9}. At the start of any Gunfight with Border Devil, roll two dice. If the die roll is less than your Luck, reduce Border Devil’s Shoot by 1 for that Gunfight only, 6=The diabolically possessed bandito known as El Diablo stands laughing before you. If you choose, Gunfight with El Diablo{Draw=9, Shoot=10}. At the start of any Gunfight with El Diablo, roll two dice. If the die roll is equal to or greater than your Luck, gain 1 Wound. Deadlands When Deadlands is explored, roll a die:1=You become lost in a vast cemetery guarded by a grim reaper in a black robe. Roll two dice. If the die roll is equal to or greater than your Luck, roll a die and gain a number of Wounds equal to the die roll, 2=A dense, creepy fog envelops the entire deadlands. Roll two dice. If the die roll is equal to or greater than your Luck, go to the Lost section, 3=You spot a cursed tombstone that bears your name and today’s date as your time of death. Roll two dice. If the die roll is equal to or greater than your Draw, gain 1 Wound, 4=The spirit of
DRAW: SHOOT: 6 7 LUCK: 6 7 WOUNDS: 0

6 7 8 9 10 8 9 10 8 9 10 1 2 3 4

11 11 11 5

12 12 12 6

If the die roll is equal to or less than the number of Wounds you have.6=Go to the Woods section. 3=A sharp thorny tumbleweed comes tumbling towards you. Roll two dice. Gunfighting When a Gunfight occurs. roll a die for how many Wounds are gained by the one who was Shot. a1er which the turn ends and your next turn takes place. If the die roll is equal to or greater than your Draw. If Wolf Pack is Badly Hurt in the Gunfight. they have made the Draw. When Badly Hurt. At the start of any Gunfight with Orient Demon. roll two dice. go to the Lost section. you do not die. increase Orient Demon’s Draw by 2 for that Gunfight only. 2=All the trees in these woods start to look the same. If the die roll is equal to or greater than your Luck. If the die roll is greater than your Luck. 4=A fair Indian squaw takes a liking to you and gives you a mystical gi1. Shoot=9}. roll two dice. Roll two dice. If you have any Wounds. If the die roll is equal to or greater than your Luck. Gunfight with Dead Ned{Draw=7. 4=Go to the Desert section. roll a die and gain a number of Wounds equal to the die roll. roll two dice. roll a die and gain a number of Wounds equal to the die roll. Desert When Desert is explored. If the die roll is less than your Luck. If you choose. 3=Go to the Deadlands section. If Wu Jin is Hit in a Gunfight and a die is rolled for how many Wounds are gained. If Big Wolf is Hit in a Gunfight. A1er the Draw has been decided and both you and your Enemy have taken your Shots. or Luck (though not below 6) for each Wound you have. Instead. gain 1 Wound. If you choose. Shoot=9}. If the die roll is equal to or greater than your Shoot. Dead Ned gains 1 Wound from being Hit in a Gunfight. go to the Lost section. If the die roll is equal to or greater than your Luck. Shoot=7}. reduce your Wounds by 1. If the die roll is equal to or greater than your Luck. reduce your Wounds by 1. increase Ghostly Rider’s Shoot by 2 for that Gunfight only. If the die roll is less than your Shoot. reduce your Wounds by 1. If Dead Ned is Hit in a Gunfight. If Cactus Jack is Hit in a Gunfight. 2=Go to the Borderlands section. roll a die:1=You have mistakenly traversed sacred Indian burial grounds and incurred the wrath of their gods. Lost When being Lost occurs. roll two dice. you are Badly Hurt. go to the Lost section. roll a die:1=Go to the Badlands section. Roll two dice. roll two dice. If your die roll is less than your Draw. Roll two dice. Shoot=7}. Gunfight with Lone Wolf{Draw=6. Woods When Woods is explored. Shoot=11}. If you have any Wounds. The Wild Weird West RPG was created by Errin Famiglia in August of 2010 . 5=Go to the Hills section. If the die roll is less than your Shoot. If the die roll is equal to or greater than your Luck. divide the die roll by 2 (round up) to get the number of Wounds Wu Jin gains. At the start of any Gunfight with Serpent Man. roll two dice. roll two dice. 3=A storm breaks out as small stones start to rain down hard from the sky. If the die roll is greater than the number of Wounds you have. but instead you remove 1 from either your Draw. then two dice for your Enemy. do not roll a die for the number of Wounds gained. roll two dice. If you have any Wounds. roll two dice. If you both make the Draw or both fail to make the Draw. If the die roll is less than your Luck. the Gunfight ends and another Gunfight begins until either you or the Enemy are Badly Hurt. 2=You stumble down a hill and lose track of where you are. Shoot=8}. If the die roll is greater than your Luck. Shoot=8}. you return to the section you came from when the Gunfight occured. Whomever makes the Draw alone gets to Shoot first. Roll two dice. 6=The zombie gunfighter known as Dead Ned slowly comes shambling towards you with his gun in hand. If the die roll is equal to or greater than your Shoot. then the one Shot at is Hit. roll two dice. it will be between you and an Enemy designated at the start of the Gunfight. If the die roll is less than your Luck. roll a die:1=You pass the edge of a muddy watery gulch that is home to a murky monstrosity. If your Enemy’s die roll is less than their Draw. Shoot=7}.a good guy gunfighter gives you some useful aid. 6=You find the secret cactus patch that is home to the living cactus outlaw known as Cactus Jack. Hills When Hills is explored. 4=A hidden oasis in the desert is full of a pool of holy water. Shoot. Gunfight with Wu Jin{Draw=8. reduce by 1 the number of Wounds Big Wolf gains from being Hit for that Gunfight only. Gunfight with Orient Demon{Draw=7. If you choose. 5=Slithering towards you across the sands is a sinister serpent man. If the die roll is less than your Draw. return to the section you came from when Wounded. Roll two dice. At the start of any Gunfight with Ghostly Rider. If the die roll is greater than your Luck. roll a die:1=You come across a huge hill that holds the burial mound of a malignant undead creature. 4=An abandoned mine sha1 serves as safe sanctuary among these haunted hills. Gunfight with Serpent Man{Draw=9. When Hit. gain 1 Wound. When Badly Hurt. you both reroll until only one of you makes the Draw. If the die roll is equal to or greater than your Luck. Roll two dice. gain 1 Wound. Wounded When Wounds occur. gain 1 Wound. 5=Some one has conjured forth a strange demon of the Orient to hunt down intruders among these hills. The first step of a Gunfight is determining who gets the Draw. If the die roll is less than the Shoot of the one Shooting. Roll two dice for you. Gunfight with Cactus Jack{Draw=10. 6=You come upon the hidden mining camp of the outlawed Chinese sorcerer known as Wu Jin. then go to the Wounded section. Roll two dice. If the die roll is equal to or greater than your Draw. Shoot=8}. reduce your Wounds by 1. 5=A group of Indians wearing wolf pelts transform into a pack of large wolves and chase a1er you. roll a die and gain a number of Wounds equal to the die roll. 2=The heat of the desert causes many mirages around you. If the die roll is equal to or greater than your Luck. When Shooting. If you choose. a die is rolled and compared to your Wounds total. If your Enemy is Badly Hurt. If the die roll is equal to or greater than your Luck. then your Wounds become 0. 6=You discover a secluded Indian village ruled by the wanted werewolf chie1ain known as Big Wolf. 5=A ghost rider wielding a whip and riding upon a spectral horse comes bearing down on you in full gallop. roll two dice. Gunfight with Big Wolf{Draw=10. an Enemy dies without making a Luck roll. roll two dice. reduce Serpent Man’s Draw by 1 for that Gunfight only. Gunfight with Ghostly Rider{Draw=9. Gunfight with Wolf Pack{Draw=7. Roll two dice. you die and the game ends in defeat. 3=An evil tree tries to ensnare you with a hanging rope on it’s biggest branch. you have made the Draw. If you have any Wounds.