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Robert Bersch (order #6909358)

INSIGHT
RPG SYSTEM ADD-ON

WILD WEST
by Even V. Røssland

Cover Illustration: Shutterstock (Slava Gerj / MaKars)

Other Illustrations/Images: Shutterstock (Various Artists)

Book design, editing and production: Even V. Røssland

www.insight-rpg.com

2014 © Neomedia Even V. Røssland

ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this
book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage and retrieval system without express written
permission from the author except for the use of brief quotations in a book review or scholarly journal.

First Edition: 2014

PDF version

Published by

Neomedia Even V. Røssland (NEVR)


4879 Grimstad, Norway
www.nevr.no

Robert Bersch (order #6909358)


Contents Symbols used

Length & Weight 4


Time & Location 4 Essential Information
Professions 4
Weapon terms 5
Single Action (manually cocked) 5
Example / Case
Double Action (self-cocking) 5
Rifles 5
Shotguns 5
Short-Barreled Shotguns 5 Note / Attention
Quick Draw 5
Gunslinger 5
Marksman 5
Reloading 6
Quick Reload 6
Quicker Reload 6
Using guns as melee weapons 6
Fumbling when using revolvers 6
Concealing Weapons 6
Conceal Skill (BC) 6
Wild West Weapons 7
Colt Peacemaker M1873, Single Action 7
Smith & Wesson model 3 Schofield, Single Action 8
Colt Model 1861 Navy, Single Action 8
Colt M1877 Lightning, Double Action 9
Remington Model 1875, Single Action 9
British Bull Dog, Double Action 10
Remington Model 95 Derringer, Single Action 10
Winchester Rifle Model 1873, Lever Action 11
Spencer Repeating Rifle, Lever Action 11
Springfield Model 1873, Breech-Loading 12
Colt Model 1855, Revolving Rifle 12
Parker Brothers Shotgun, Double Barrel 13
Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun) 13
Duels 14
Throw Lasso 14
Horses & Riding 15
Horse Quality 15
The Riding Skill (BC) 15
Bareback Riding 15
Horse Taming 15
Gambling 16
Card Games Skill (KN) 16
Gambler 16
Playing a game of poker 16
Ante and Pot Limit 16
Deal the Cards 16
Bluffing 16
Fold, Raise and Call 17
Showdown - Determining the Winner 17
Cheating 17
Pricelists 18

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Robert Bersch (order #6909358)
Wild West Add-on
Time & Location
This Add-on is a supplement to the Insight RPG System Core
Rulebook used for running campaigns in a Wild West setting. Skills, The Wild West Add-on is set to the years around 1880 to 1890, a few
tasks, weapons and special features that are covered in this Add-on decades after the American Civil War. The location is optional, but
are related to the Wild West setting only. The basic rules are explained should preferably be somewhere in North America or Mexico.
in the Core Rulebook.

Professions
Length & Weight
The Player Characters can have Professions like Cowboy, Bounty
Converting meters to yards in the Insight RPG System: 1 meter = 1 yard. Hunter, Gambler, Outlaw, Blacksmith, Sheriff, Marshal, Deputy,
Hired Gun, Miner, Farmer, Doctor, Merchant, Soldier, Bartender,
Converting kg to pounds in the Insight RPG System: 1 kg = 2 lbs. Preacher, Teamster, Hunter etc.

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Robert Bersch (order #6909358)
Weapon terms Quick Draw
Some guns have the Quick Draw Ability. When using these guns as
Single Action (manually cocked) your main weapon, your Small Weapon Skill’s Focus Points will work
like auto-successes instead of adding dice to the initiative roll. The gun
You must cock the hammer before you can shoot. Single Action guns must be in its holster, ready to be drawn, or in the hand of the user.
require the user to use both hands; one hand for cocking the gun, and
one hand for pulling the trigger. The number of successes you get
on the first shot (the current Round) will determine the maximum Gunslinger
number of shots you are able to fire before you must make a Recover
Action. If the number of successes exceeds your number of Combat A Player Characters (or NPC) that is Specialized with the Small Guns
Actions, you are able to fire as many shots as your number of Combat Skill is defined as a Gunslinger. A Gunslinger is Combat Ready even
Actions. If only one hand is used for both cocking the gun and firing when the gun (pistol or revolver) is holstered. A Gunslinger may take
it, you need to use a Recover Action after every shot fired. advantage of a gun’s Quick Draw Ability and use the Small Guns
Focus Points as auto successes in Initiative rolls instead of adding
Example dice.

A Gunslinger with Specialized Small Guns Skill rolls 3


successes on his first shot. He may fire two more shots Marksman
before making a Recover Action. After that, he may use
A Player Characters (or NPC) that is Specialized with the Medium
his fifth Combat Action to shoot again.
Guns Skill is defined as a Marksman. A Marksman may extend the
weapon’s Range when using a rifle (not shotguns). Add Range x Focus
Double Action (self-cocking) Point with the Medium Guns Skill to the weapon’s initial Range.

A Double Action gun is cocked when pressing the trigger. This makes A Winchester Rifle’s Range is 60 meters. A Marksman
the gun less accurate when firing it. The Double Action mechanism with 1 Focus Point is able to shoot at a target within 120
will cause the Difficulty Level to increase by one point for the second meters with no Difficulty Level increase due to Range.
shot and all subsequent shots fired successively. 2 Focus Points will increase its Range to 180 meters.

Rifles
2-handed Medium Guns

Rifles must be held to be combat ready. Rifles cannot be used with


only one hand. If you still try, the Difficulty Level will be increased
by 2 points.

Shotguns
2-handed Medium Guns

Shotguns cannot be used with only one hand. If you still try, the
Difficulty Level will be increased by 3 points. Due to heavy recoil, the
second shot fired in succession will have a Difficulty Level increase
by one point.

Short-Barreled Shotguns
1½-handed Small Gun

A short-barreled shotgun may be used with one hand, but is then


treated as a Medium Gun and requires 2 Actions when used. If both
hands are used, the short-barreled shotgun is treated as a Small Gun
which requires only one Action to be fired. Due to heavy recoil, the
second shot fired in succession will have a Difficulty Level increase
by one point.

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Reloading Using guns as melee weapons
Reloading a revolver or a pistol without magazine takes You may use the weapon’s stock as a bludgeoning weapon in melee
time per cartridge. You will find the number of Combat combat. Small guns used as melee weapons require the Small Melee
Actions per cartridge (pc) in the weapons table e.g. a Colt Weapons Skill. Medium guns require the Medium Melee Weapons
M1861 Navy has a Reload time of 2 pc (2 Combat Actions Skill to be used as a melee weapon.
per cartridge). Reloading all 6 cartridges on a Colt M1861
Navy will take 2 x 6 = 12 Combat Actions. A person The damage dealt per success when striking an opponent with a
with 3 Combat Actions per Round must spend 4 Rounds revolver or pistol is 2-3 depending on the size of the gun. A rifle
reloading the gun with 6 cartridges. or a shotgun used as a bludgeoning weapon will deal 4-5 points of
damage per success. Having the Forceful Maul Skill will add your
Strength to the damage. (See Core Rulebook page 32)
Quick Reload

Small and Medium Guns Skill Focus Points will reduce the reload Fumbling when using revolvers
time. Every Focus Point will halve the total reload time.
Whenever you fumble when using an old west revolver, make a
1 Focus Point with the Small Guns Skill will reduce the Fumble Roll using the table below. If your fumble has more than one
reload time for a Colt Peacemaker to 6 Combat Actions 1s, roll the number of dice corresponding to the number of 1s. All
(2pc x 6 cartridges / 2 = 6). effects will stack if rolled more than once.
2 Focus Point with the Small Guns Skill will reduce the
reload time for a Colt Peacemaker to 3 Combat Actions
(2pc x 6 cartridges / 4 = 3).
Concealing Weapons

Conceal Skill (BC)


Quicker Reload
The Conceal Skill makes you able to hide items. The number of
The Revolvers Knowledge (KN) Skill and the Rifles Knowledge successes when concealing an object is the Concealment Quality.
(KN) Skill are both Item Knowledge Skills (see the Core Rulebook Anyone that tries to detect a concealed item must make a Perception
page 35). By training these Skills, you will become better at reloading Skill Roll with a Complexity Level equal to the Concealment Quality.
your gun quicker. Every Focus Point will halve the total Reload Time.
Example - Concealing a revolver
A Player Character with 1 Revolvers Knowledge Focus Point
will be able to reload 6 cartridges on a Colt Peacemaker in 6 You want to conceal a revolver. You need to make a
Combat Actions (6 cartridges x 2 pc / 2 = 6). Conceal Skill Roll (can be combined with Revolver
Knowledge Skill). The number of successes will determine
A Player Character with 1 Focus Point with the Revolves how well the gun is concealed. An opponent must make a
Knowledge and 2 Focus Points with the Small Guns Skill Perception Skill Roll in an attempt to detect the weapon.
will be able to reload 6 cartridges on a Colt Peacemaker Vision and Touch can be used, but there is a Difficulty
in 2 Combat Actions (6 cartridges x 2 pc / 8 = 1.5 ≈ 2). Level increase by 2 points when using Vision (trained
dogs will use the Smell Ability to detect weapons with a
Decimal numbers are rounded up.
Difficulty Level decrease of 3).

REVOLVER FUMBLE TABLE


D10 Effect
All remaining cartridges explode in the barrel. Reduce the gun’s Quality equal to the number of remaining
1 cartridges. The user receives damage to the hand equal to the number of remaining cartridges x 2. Make a
Reaction Skill Roll to reduce the damage by two points per success.
One cartridge explodes in the barrel, making the rest of the cartridges useless. Reduce the gun’s Quality
2 by one point. The user receives two points of damage to the hand. Make a Reaction Skill Roll with at
least one success to avoid being hurt.
The cartridge fails to fire, jams the revolver and must be discarded from the barrel before the gun can be
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used again.
4-10 The revolver is malfunctioning. You need to spend your next action as a Recover Action to fix the gun.

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Wild West Weapons
Reload
Weapon Caliber Rounds Dam. Range Hands Skill Quality ROF QD
actions

British Bull Dog .44 5 13 0* 1 2 pc S. Guns 3 SS N

Colt Lightning .38 6 14 15 1 2 pc S. Guns 5 SS Y

Colt M1861 Navy .36p 6 14 15 1SA 2 pc S. Guns 4 SS Y

Colt Peacemaker .45 6 15 15 1SA 2 pc S. Guns 6 SS Y

Derringer .41 2 12 0* 1SA 3 pc Any Guns 4 SS N

Remington M1875 .44 6 15 15 1SA 1 pc S. Guns 6 SS Y

S&W Schofield .44 6 13 15 1SA 1 pc S. Guns 5 SS Y

Colt 1855 Rifle .36p 6 14 45 2 2 pc M. Guns 5 SS N

Spencer Rifle .52 7 19 45 2 1 pc M. Guns 6 SS N

Springfield Rifle .45 1 22 60 2 3 M. Guns 6 SS N

Winchester Rifle .45 15 22 60 2 1 pc M. Guns 7 SS N

Coach Gun M1881 12g 2 30S 15 2 2 pc S. Guns 5 SS N

Shotgun, Parker B. 12g 2 30S 30 2 2 pc M. Guns 8 SS N


pc Actions per cartridge (round/shot/bullet); if 2 pc you need to spend 12 actions reloading 6 cartridges.
p
Paper cartridges
1SA Single Action Gun
* Pocket Guns may be used at H2H range. The Difficulty Level increases by one point every 15 meters (SR)
S
Shotgun damage is full within its Range. The damage is reduced by 10 points for every 15 meters added.
QD Quick Draw

Colt Peacemaker M1873, Single Action


Rounds: 6
Caliber: .45 Colt
Weight: 1 kg
Length: 279 mm
Price: $25

Special: In a Combat Situation, Gunslingers may reduce the Difficulty Level by one point for the first shot fired in every Combat Round when
using the Colt Peacemaker.

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Smith & Wesson model 3 Schofield, Single Action
Rounds: 6
Caliber: .44 Schofield
Weight: 1.3 kg
Length: 305 mm
Price: $20

Special: In a Non-Combat Situation (also Surprise Attacks), the Schofield’s Range is 30 m.

Colt Model 1861 Navy, Single Action


Rounds: 6
Caliber: .36 Paper-wrapped
Weight: 1.2 kg
Length: 330 mm
Price: $17

Special: The cartridges are useless if they get wet. If you fumble while using this weapon, the number of 1s is doubled.

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Robert Bersch (order #6909358)
Colt M1877 Lightning, Double Action
Rounds: 6
Caliber: .38 Long Colt
Weight: 0.8 kg
Length: 240 mm
Price: $22

Special: The Colt Lightning has an additional +1S bonus to initiative when used by a Gunslinger.

Remington Model 1875, Single Action


Rounds: 6
Caliber: .44 Remington
Weight: 1.1 kg
Length: 270 mm
Price: $19

Special: When fumbling using this gun, one fumble die may be removed. This weapon will only malfunction if rolling two or more 1s when
fumbling. One fumble die will count as a failure.

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British Bull Dog, Double Action
Rounds: 5
Caliber: .44 Short Rimfire
Weight: 0.5 kg
Length: 152 mm
Price: $10

Special: This gun may be used while in H2H position. From a range greater than H2H, the Difficulty Level will increase by one point,
including the first 15 meters. Difficulty Level is reduced by 1 when concealing this gun.

Remington Model 95 Derringer, Single Action

Rounds: 2
Caliber: .41 Short
Weight: 0.5 kg
Length: 76 mm
Price: $12

Special: This gun may be used while in H2H position. From a range greater than H2H, the Difficulty Level will increase by one point, in-
cluding the first 15 meters. Difficulty Level is reduced by 2 when concealing this gun. This weapon can be used with any Guns Skill (Small,
Medium and Large) as a small gun, but any Focus Point advantages are reserved the Small Guns Skill.

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Robert Bersch (order #6909358)
Winchester Rifle Model 1873, Lever Action

Rounds: 15, Tube Magazine


Caliber: .45-70 Long Colt
Weight: 4.3 kg
Length: 125 cm
Price: $35

Special: If you’re Specialized with the Medium Guns Skill, the first shot fired with a Winchester Rifle during a Combat Round will only
require one Combat Action. This will only apply if using a Standard Attack Action, and cannot be used for Aiming or Called Shots.

Spencer Repeating Rifle, Lever Action


Rounds: 7, Tube Magazine
Caliber: .52 Spencer
Weight: 4.6 kg
Length: 120 cm
Price: $28

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Robert Bersch (order #6909358)
Springfield Model 1873, Breech-Loading
Rounds: 1
Caliber: .45-70 Long Colt
Weight: 4.9 kg
Length: 130 cm
Price: $30

Special: This weapon can have a bayonet attached to it. Using the fixed bayonet as a melee weapon requires the Medium Melee Weapons Skill
and the use of both hands.

Fixed bayonet: Type P(B); Damage 9; Hands 1½; Force Required 3; Quality 5; OC 20

Colt Model 1855, Revolving Rifle


Rounds: 6
Caliber: .36 Paper-wrapped
Weight: 4.1 kg
Length: 115 cm
Price: $25

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Robert Bersch (order #6909358)
Parker Brothers Shotgun, Double Barrel
Rounds: 2
Caliber: 12 Gauge
Weight: 3.9 kg
Length: 110 cm
Price: $12

Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun)

Rounds: 2
Caliber: 12 gauge
Weight: 2.9 kg
Length: 99 cm
Price: $12

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Robert Bersch (order #6909358)
Duels Throw Lasso

A Player Character may challenge or be challenged to a duel, using A lasso is not defined as a weapon, and does not require
revolvers. The rules for a duel are easy. any Weapons Skills to be used even when used against
people or animals. Throwing a lasso effectively will
A duel is a one-round combat situation where both participants have require a Skill Combination of Throwing (BC) + Ropes
one Combat Action each only. Knowledge (KN).

The range between the two participants is 15 meters. Lasso Range: 15 meters

Both participants make an Initiative roll (Combat Skill + Reaction). When attempting to capture a person or an animal using the lasso,
The participant with the most successes may shoot first, and is the you need to spend 3 Combat Actions, using both hands.
most likely to win the duel (if he is able to kill the opponent with
one shot). Make a Lasso Throw Skill Roll. The opponent may roll a Dodge Skill
Roll to avoid getting captured. If captured, the number of successes
Only one shot is allowed in a duel. If you miss, you are not allowed determines the Capturing Quality. The Capturing Quality tells you
to shoot again. If your opponent is killed by the one shot, he may not the number of successes you need to break free from the ropes,
shoot back, but if the shot wasn’t lethal, he may shoot. using the Force Skill.

The winner is the one who stands upright afterwards. If both


participants are wounded, and none of them are able to stand
upright, it’s a tie.

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Robert Bersch (order #6909358)
Horses & Riding The GM may ask the player to make a Riding Skill Roll whenever
the Player Character is attempting a riding task that has a Complexity
Level. Riding slowly on a road has a Complexity Level of 0. Jumping
Horse Quality over a normal sized fence has a complexity level of 1. Catching a
train on a horse’s back while dismounting and jumping onto the train,
A saddle horse’s Quality ranges from 1 to 10 (Horse Quality). You will have a Complexity Level of 2 to 4 depending on the train’s speed
may of course use a draft horse as a saddle horse, but the Horse and the terrain.
Quality would be limited to a maximum of 4. Regular saddle horses’
Quality is 4-5, while a good saddle horse has a Horse Quality of 6-8.
A horse with a Horse Quality of 9-10 is very rare and very expensive. Bareback Riding

The Horse Quality will limit the rider’s successes when performing Bareback riding will increase the Difficulty Level by one point when
physical tasks e.g. firing a gun from the horse’s back. If the Horse making Riding Skill Rolls if not Specialized with the Riding Skill.
Quality is 4, the maximum number of successes when firing the gun
is limited to 4.
Horse Taming

The Riding Skill (BC) A wild horse can be tamed using a Skill Combination of Animal
Insight (RE) + Riding (BC). The GM must define a Complexity
In addition to the Horse Quality, the rider needs the Riding Skill Level for the task. The Complexity Level does not reflect the horse’s
(Basic Skill in the Wild West setting) to be able to perform physical Quality.
tasks from the horse’s back. Before you can perform a task while
riding, you need to make a Riding Skill Roll. If you fail, the Difficulty When a horse has been tamed, the GM should make a random roll to
Level is increased by one point. If you fumble the Riding Skill Roll, determine the horse’s Quality. The average of 2d10 determines the
you must use as many Recover Actions as 1s in the fumble. A critical Horse Quality. Decimal numbers are rounded down.
fumble will make you fall of the horse.

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Gambling Deal the Cards
All participants roll one d10 each. The value rolled is the Quality of
The Wild West has saloons where professional and amateur gamblers your hand. An NPC with a poor Hand Quality (1-2) is most likely to
gather around tables for a game of poker, or any other game, hoping Fold. The GM should know what Hand Quality the Player Characters
to win some quick money. There are three different ways of winning have, but the Player Characters should not know the NPC’s Hand
a game of poker. You can bluff, cheat or just be lucky. Quality. This is because the players should not be able to use their
real-life bluff Skills to bluff the GM. Participants who folds after
rolling the Hand Quality die will lose their part of the ante.
Card Games Skill (KN)
A Gambler may roll additional Hand Quality dice equal to his Card
Card Games is a Knowledge related Skill. It can be used in different Games Skill’s Focus Points and choose one die.
Skill Combinations used when gambling.
Hand Quality = 1d10 (a random number)

Gambler
Bluffing
A person with a Specialized Card Games Skill (KN) is defined as a
Gambler. Being a gambler will have some benefits when joining a The players may use Bluff (Convincing Skill) as an attempt to
game of poker or other games of gambling. convince the NPCs that their hand is either good or bad. The Quality
of the Bluff is determined by the number of successes rolled. A
poker player can use the Skill Combination: Bluff + Card Games
Playing a game of poker Knowledge to increase the chance of achieving a higher Bluff
Quality. Emotion Control may be added as an enhancement, creating
an Advanced Skill Combination. Bluffing is the most common
Ante and Pot Limit way of winning a game of poker and is not considered cheating.
A professional gambler would most likely have chosen to train
The GM (or a player) decides the beginning pot and the pot limit. Convincing Skills, Card Game Knowledge and Emotion Control.
This will determine the ante (the first pot).
Bluff Quality = Number of Bluff successes

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Bluff = Convincing Skill (Bluff) (SO) Cheating
Improved Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill (KN) A player may choose to cheat to win. The Skill used to cheat in a game
of poker is the Pick Pocket (BC) Skill. You are free to rename this
Advanced Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill Skill, if you feel that Sleight of Hand sounds better. The Pick Pocket
(KN) + Emotion Control Skill (SO) Skill can be combined to a Skill Combination with Card Games (KN)
to improve the task. In a game of poker, the other participants may
A Bluff can be revealed by making a Human Insight Skill Roll with
roll a Visual Perception Roll to detect the cheater. The Perception
equal to or more successes than the Bluff.
Skill Roll can also be combined to a Skill Combination with Card
Reveal Bluff = Human Insight (RE) Games (KN). This will improve the chances of detecting a cheater.
The cheater is detected if the Perception Skill Roll is equal to or
Improved Reveal Bluff = Human Insight (Bluff) (SO) + Card Games (KN) higher than the cheaters Cheat Roll.

Advanced Reveal Bluff = Human Insight (Bluff) (SO) + Card Cheat = Pick Pocket (BC)
Games (KN) + Idea (RE)
Improved Cheat = Pick Pocket (BC) + Card Games (KN)

Fold, Raise and Call Advanced Cheat = Pick Pocket (BC) + Card Games (KN) +
Emotion Control (SO)
Whether or not an NPC believes a Bluff to be true, he will fold,
raise or call. If the NPC believes that his hand is worse than his There is no automatic Difficulty Level decrease due to a non-combat
opponent’s, he will fold. If the NPC believes that he has better cards situation when gambling, because the circumstances are more or less
than the opponent, he will raise. If the NPC don’t know if he’s got similar to a combat situation (with no weapons used). The Difficulty
better or worse than the opponent, he will call. Level can be increased if the NPCs are very aware and suspicious.
This should be determined by the GM before the game begins. If
an NPC is aware, the Player Character may attempt a relevant Social
Raise Skill to divert the attention. (The Get Attention Skill can be used to
divert attention to another player. Deceive, Mislead and Seduce are a
If one of the participants raise the pot, all other participants may selection of Convincing Skills that can be used to reduce the NPC’s
roll a Human Insight Skill Roll (or a Sense Motive Skill Combination) awareness.)
versus an Emotion Control Skill Roll to determine if the raise is a
bluff or not.

Fold

Player Characters and NPCs may fold if they believe that they’re
losing the game.

Call

Player Characters and NPCs may call if they believe that there is a
chance of winning.

Showdown - Determining the Winner


The GM should reveal the NPCs’ hands at the end of the game. The
one with the highest Hand Quality wins. If there is a Hand Quality
tie, roll again to determine which hand was the best. A Gambler may
roll additional dice equal to his Card Game Skill’s Focus Points and
choose one die.

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Robert Bersch (order #6909358)
Pricelists Weapon Accessories
Gun cartridges (50) $1.00 - $3.00
Gold
Gun holster $2.00 - $8.00
1 troy ounce of gold $20.00
Pearl grip for revolver $80.00
1 gold bar $3,000
Gun maintenance kit $3.00

Goods
Tools
Whiskey (1 gal) $3.00
Hunting knife $6.00
Flour (1 barrel, 50 kg) $8.00
Wood axe $5.00
Ale (cask) $10.00 - $20.00
Pickaxe $4.00
Cotton fabric (1 meter) $0.1
Panning equipment $2.00
Fur (from various animals) $3.00 - $100.00
Dynamite bar $1.00
Lamp $4.00
Service
1 Stagecoach ticket $10 pr 100 miles
Animals
Hotel room $2.00 - 5.00 per night
Draft Horse $75.00
Stable rent $2 per week
Saddle Horse (Quality 4) $100.00
Glass of whiskey (served) $0.50
Saddle Horse (Quality 5) $150.00
Meal (served) $1.00 - $2.00
Saddle Horse (Quality 6) $250.00
Medical treatment $3.00 - $10.00
Saddle Horse (Quality 7) $400.00
Surgery $20.00 - $50.00
Cow $25.00
Bull $80.00
Apparel
Pig $5.00
Boots $10.00 - $30.00
Hat $3.00 - $6.00
Horse Equipment
Clothing (commoner’s) $10.00 - $30.00
Saddle $30.00 - $50.00
Clothing (cowboy’s) $30.00
Harness $40.00
Clothing (classy) $80.00 - $200.00
Wagon $50.00 - $80.00
Leather coat $10.00 - $20.00
Stagecoach $250.00

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