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DESPERADOS – Character Sheet

NAME: TEMPLATE:
PHYSICAL MENTAL
Brawn  Insight 
Agility  Wits 
Mettle  Resolve 

HIT POINTS DUELING SCORE STRENGTH OF NERVE

SKILLS
Skills (Attributes)

SPECIAL SKILLS AND VOODOO SPELLS

EQUIPMENT
Equipment (Attributes)
CONTENTS
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Desperados ...................................... 4
Introduction ...............................................4

The Wild West ............................... 8


Characters .............................................15
Character Templates..................................... 17

The Game System............................. 22


Combat.................................................. 25
Tactical Combat .............................................25 25
Dueling Rules ................................................. 29

Voodoo.....................................................31
Equipment ........................................... 33
Running the game ............................ 34
Underlying Group Concept .................... 34
Adversaries.......................................................35
35
Creating Adventures
and Setting Up Battles ................................37 37
Henchmen and Bosses ...............................40

Desperados don’t forgive –


The first Adventure .......................... 43
Introduction ................................................... 43
First Scene: Welcome to
the Wild West................................................ 44
Second Scene: Fighting against
the robbers...................................................... 46
Third Scene: Grounded in Genoa ......... 48
Fourth Scene: Competition
is good for business ....................................50
Fifth Scene: Big Anne’s hideout...............52
Conclusion ....................................................... 57
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DESPERADOS
INTRODUCTION
“I’ve always followed my father’ advice: he told me, first, to always
keep my word, and econd, to never insult anybody unintentionally.
If I insult you, you can be goddamn ure I intend to.
And, third, he told me not to go around looking for trouble.
But if you hould find yourself in a fight, you’ve got to try and win it.”
—John Wayne

W
elcome to the Wild West; the world of
DESPERADOS. Here you’ll encounter
grumpy gold miners, taciturn trappers,
quick drawing gunslingers, and hard-drinking
cowboys. Duels under the hot sun of high noon,
frantic shootouts, the cattle barons’ large herds,
contests over the ownership of undeveloped lots –
these are all part and parcel of everyday life. Settlers
and farmers find themselves terrorized by hired
guns, prospectors are on the lookout for a fortune,
and stagecoaches are raided by outlaw gangs. The
Wild West is a dangerous place; only the best will
live long enough to give rise to their own legend.
The book in your hands contains the rules for a
pen-and-paper role playing game that allows you
to delve deeper into the world of DESPERADOS
III, the video game. Gunsmoke and dry gulches
await! Within it you’ll find everything needed
to delve right into play. But before we get to the
actual rules, let’s have a word or two explaining
what a role-playing game is and how to play one.

What is a role-playing game?


You may have spent the odd evening with friends
or family over board games, but role-playing
games are a bit different. In role-playing games,
players typically take the roles (hence the name!)

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of characters in a story. Players get to define who
their characters are – what they look like, what
their particular talents might be, what they do
What you need to play
for a living, and so on. In the course of the game, To play DESPERADOS, you don’t need
each player takes full responsibility for every ac- a lot:
tion of their character. Your character is about to u this set of rules
have wild adventures in the Wild West, together u several ordinary six-sided dice
with a group consisting of yourself, and the other u pencils and paper
players characters. u copies of the counters and stencils
One of the players – perhaps even you –acts as in this book
the Game Master. As Game Master, you take on u a group of two or more players
the role of all those characters in the story who are u several hours of time to have fun
not associated with any player, you describe the
location where the players’ characters are at, and
generally keep the story moving on. Think of the
Game Master as a kind of director who sets up a An example of play
framework for your group’s antics and adventures In the next chapter we’ll begin to discuss the
and prepares the stage for your characters’ deeds. game’s details. To give you a better idea of how
Initially, this may sound like a lot of work, but it the game works, we have an example dialogue
is actually great fun to play as the Game Master. from a game of DESPERADOS to give an
impression of how the rules chime in with the
In a typical game session, the Game Master sets
portrayal of characters. You can see how players
the story in motion and describes the situation
speak variously “as” their characters or “about”
– where the characters are and what is going on their characters, and how the Game Master
around them. The players respond to the situation is nevertheless always able to sort out their
by stating and describing their characters’ actions meaning.
and reactions. If the outcome of an action should The scene takes place in an unwashed little
not be obvious or predictable – for example, if prospectors’ town somewhere in the vast prai-
tempers flare up, a fight breaks out, or characters rie. The characters are chasing a gang of bank
have to fend off attackers – then dice are used robbers to cash in the reward for their capture.
to determine if and how the characters succeed.
This serves to add a random element and make
the story more exciting. The following chapters
explain in more detail how to do this.
In contrast to many other games, there are no
k
GAMES MASTER GM: You see a couple
of makeshift timber huts along the road. It’s a
“winners” or “losers” in a role-playing game. Play- drowsy backwater, a classic one-horse town that’s
ers aren’t pitted “against” each other, and the dusty, dirty, empty, and lifeless in the noontime
Game Master’s job isn’t to give players as rough heat. So, what’re you up to?
time. Instead, everybody contributes with their PETER: My throat is all dry, and I bet the
creativity to an exciting, touching, tragic, and horses feel pretty much the same. Do they have
action-packed story. The game is at its most en- a saloon here, or something?
tertaining when everybody is throwing their chips GM: Fidgeting in the saddle, back and forth,
together so that everyone has a great time playing! you eventually spot a faded saloon sign on one
of the houses.

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PETER: Great. I say we take a little rest here. GM: The old man that you’re talking to doesn’t
The other players consent with Peter’s suggestion. appear to hear you and keeps staring into his
ROBERT: Okay, we leave our horses by the near-empty glass.
trough, and then we go check out that saloon. ROBERT: Let me do this, Julie. Emmet pulls
GM: Inside, the saloon appears even dustier out his gun and takes aim at the old guy. And
than the road outside. Its dark wooden fittings he says: “Hey old man, my friend asked you a
are rather expedient than aesthetic. Gathered question.”
around several round tables, some scruffy types GM: Test for Resolve and Intimidate, against
stare into half-empty glasses. Behind the counter, 11.
there is a pot-bellied bloke in a greasy apron, and ROBERT: (Rolls dice.) Did it.
he attempts a winning smile that betrays several GM: The old man turns weary eyes in your
missing teeth. direction. “Nope, ain’t no horseman bin comin’
PETER: Hey, barkeep! Three whiskies for me through this town. Surely not in the last coupla
and my pals. days. So no need for that gun anymore, kid.”
JULIE: I’ll ask around the other folks here. ROBERT: See – there you go.
Maybe someone has seen our robbers coming JULIE: I’ll join the others and have a sip of
through. that whiskey.
GM: Still grinning, the barkeeper pours out PETER: Let’s hurry up, guys. Doesn’t look like
three shots for you. Julie, you could talk to some we’ll find any useful evidence here.
prospectors? GM: Suddenly you hear the thunder of a mas-
JULIE: Alright. I join one of the tables and ask sive explosion. The shockwave makes the panes
someone whether a group on horseback has come crack, dust crumbles from the ceiling. Hey, that
through town the last couple of days. was just outside!

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JULIE: We’re rushing out. prospectors bring their findings to safeguard in
ROBERT: I draw my gun. a small strongbox.
GM: The other guests also make their way out- PETER: Hah, thought so. I pull out my shoot-
side to see what the detonation was. Stepping ing iron.
into the street, you see smoke rising from one of JULIE: So do I. They can’t be that far.
the houses nearby. The front door of the house is
shattered and lies on the street; one of its timber
walls is in ruins, too.
PETER: I grab one of the guests. “What’s in
that house?” I snap at him.
k
What’s going to happen next? Are the robbers
still in the house, and a wild gun battle ensues?
GM: The guy, a clearly down on his luck cow- Or are they already making their getaway, and
poke, tells you haltingly that this is where the the characters have to give chase?

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The Wild West
T
his chapter offers an overview of some of the transportation and communication connec-
main features of the Wild West – the world tions to the West, but soon work is begun on
of DESPERADOS. telegraph lines that should cross the continent.
In 1869, Union Pacific Railroad and Central
An Overview Pacific Railroad connect East Coast and West
The Wild West era begins in 1862 with Presi- Coast, followed by more transcontinental con-
dent Lincoln’s signing of the Homestead Act. nections early on in the 1880s.
This law permits every citizen to go to unsettled The arriving settlers push the original inhab-
stretches of land, stake out their plot there, and itants of the prairie ever further back. Wars
farm it. After five years of residence, settlers flare up against the original peoples of North
became legitimate owners of their land. America, and one small group after the other
With large parts of Eastern Northern Amer- is forcibly displaced and forced to live in res-
ica settled, this directed daring spirits to go ervations. The wars against the First Nations
west, settle new land, and seek their fortune. come to an end only with the Wounded Knee
In geographical terms, the Wild West begins Massacre. With settlement of the last reserva-
somewhere west of the Mississippi River. The tions in Oklahoma and the admission of the
era is characterized by a unique spirit of opti- Western states into the USA, the Wild West
mism as trek after trek makes its path across era comes to an end.
the open prairie. While settlers head out to find
affordable landholdings for a future as farmers
or ranchers, others hope for instant riches and Year Event
look for gold, silver, or other natural resourc- 1848 California Gold Rush
es. Gold rushes bring prospectors to the West 1858 Colorado Gold Rush
in large numbers. But it is also the end of the 1862 Homestead Act
American Civil War, between the Union and 1865 Wars against First Nations begin
the Confederate States, that leads many to the 1869 First transcontinental railway
West who have suffered personal failures and connection
been brutalized to various degrees. The mostly 1874 Black Hills Gold Rush
unexploited expanses in the western parts of 1878 Range wars, such as the Lincoln
the North American continent provide a huge, County War
unregulated space for fortune seekers and ad- 1881 More railroad connections cross
venturers who may sport some rather selfish the continent
interpretations of right and wrong. 1889 Oklahoma Land Rush
Settling of the West goes along with its in- 1890 Wars against First Nations come
frastructural development. At first, it falls to to an end
stage coaches and the Pony Express to provide

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Longhorns and Cowboys and cattle barons came to rely more and more
Nothing is quite as invocative or iconic of the Wild on the services of these hard-working men. But
West as the image of the cowboy on his trusty horse. cowboys are much more than just drivers for
Functional work attire, sturdy denim trousers with the great herds. They brand cattle that belong
leather inserts, spurred boots, often rather loosely to the same herd and carry responsibility for the
holstered revolvers, and of course wide-brimmed animals’ health. Many are the dangers for a herd
cowboy hats to protect from the blazing prairie sun on the great trails: bandits, cattle rustlers, or cor-
is an outfit became emblematic of the Wild West. rupt landowners levying illegal tolls. In the late
The great era of the cowboys began around 1870s, the conflict between cattle barons and
1865, when people began to corral huge herds land owners escalates into violent battles known
of cattle in Texas. In the following years, ranchers as range wars.

Facts and Fictions these leave their imprint on relations between


The “Wild West” of dime novels and Western settlers and First People. The notion of the
movies is a massively romanticized version “savage threat” portrayed in many Western
of pioneering days in the West. As early as movies and stories does not do justice to the
the late 19th century, fictionalizations like the First people in any way. For this reason, we
“Buffalo Bill” dime novel series had become strongly advise that you should rate Native
very successful. The “wild” and “lawless” life of Americans in your stories better than mere
pioneers, the Sheriff myth, the idealized image “savage horsemen” and to try and avoid cli-
of the cowboy: they all turn into well-tend- chés in this respect as much as possible. Even
ed clichés. Soon the motion picture industry the briefest investigation in reliable sources
takes an interest and their very images become may suffice to show how varied Native Amer-
emblematic symbols of the pioneering era. icans are in real life. Their various tribes and
DESPERADOS also employs these clichés. the characteristics, traditions, and customs
Strong stereotypes may not be historically of each of these are a valuable contribution
correct, but they support players and Game to the cultural heritage of our world. The US
Master in the creation of a common space for Bureau of Indian Affairs, for example, recog-
their joint imagination and the scenes they set nizes some 574 different Tribes. This means
up, describe and play out. This makes it much it might be an interesting possibility to have
easier to fill a cooperative narration with life. not just some generic tribespeople show up,
More sensitivity is required when portray- but members of one specific tribe who then
ing Native Americans in your stories. The enter into more detailed interactions with the
way in which the United States in its early players’ characters. Rather than the compa-
years dealt with the indigenous population rably hackneyed cliché of the “noble savage,”
of Northern America can only be described this offers room for both clever mediators
as highly contentious, and it has repeatedly and adaptive warriors who are not coy about
been an issue for political debate over the implementing new technology. This permits
years. Pioneering days are thus also associ- inclusion of numerous beliefs and ways of
ated with crimes like displacement, forced living – which are always an enrichment for
removal, dispossession, and even murder, and any role-playing game.

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The cowboy era ends around 1880. The in- Though it is both tedious and monotonous,
vention of barbed wire and its increasing use the majority of prospectors choose to pan for
by farmers, railroad companies, and cattle stock gold, as it does not require pricey equipment.
farms to stake out their lots and lands, brings an In this process, sediment is placed into a flat
end of to the great trails. Fences also bring about pan. The sediment is then rinsed with a special
a rapid economization of cattle husbandry. Many twisting motion, causing the dirt and mud to
cowboys are laid off, and give up following the seep out of the pan. What remains are particles
law. This leads to a massive spread of banditry (called “nuggets”) of gold. Very few gold miners
deep into the late 1880s. ever succeed in their search, and even those who
make a find have to suffer the high prices that
Gold Rush! are charged for everyday goods in settlements.
Thousands of adventurers were enticed by the In the end, traders are the real winners of every
gold rushes in the Wild West era, even giving up gold rush.
their old life to travel – in some cases together
with their families – to the site of a gold strike Stage Coaches
in the hope of making a fortune. These gold and the Pony Express
rushes brought lasting changes to the country. Developing infrastructure in newly settled lands
Cities grow, infrastructures develop, and entire proves to be extremely difficult. Thus, it is hardly
new states are founded that may later may join surprising that stagecoaches become a character-
the Union. istic feature of the Wild West. In 1852, Henry
In 1848, James Marshall discovers gold in the Wells and William Fargo establish Wells Fargo
American River not far from Sacramento. This & Company. In 1857, they manage to take over
simple little news item from San Francisco, a the East-West-connection of Butterfield Overland
very small settlement in these days, triggers Mail. Stagecoaches carry not only their obligatory
the California Gold Rush. By 1849, more than mail across the country, but also passengers and
80,000 prospectors arrive, extracting an average their possessions. Stage coach robbery provides its
of roughly an ounce of gold per day. The gold practitioners, like the notorious Charles E. Boles,
finds and ensuing settlement become a large with an illegal yet princely income.
incentive to have California join the United With the establishment of the Pony Express,
States as its 31st state in 1850. the horseback relay service soon becomes the
A decade after the start of the California Gold fastest and most direct mail service across the
Rush gold, and later deposits of silver, are found US. Its route starts near the Missouri river, at St.
in the South Platte River which prompts the Joseph, and cuts across vast prairies and the Rocky
Colorado Gold Rush. In the years following, the Mountains all the way to California, to cover a
area’s population rises to more than 60,000 peo- distance of some 2000 miles. At each relay, never
ple. New settlements such as Denver are found- more than 300km apart, the mail is passed on
ed, and Colorado becomes a federal state in to another well-rested courier. The route passes
1867. Then in 1874, prospectors discover gold through a total of 153 relay stations.
in the Black Hills of South Dakota. Although
the country acknowledged the sovereignty of Railroad Construction
the Sioux Nation, the Black Hill Gold Rush With construction of the railroad to California,
brings an invasion of thousands of prospectors the era of the stagecoaches and the Pony Express
and starts the settlement of Deadwood. comes to an end. Travel by train is faster and more

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convenient for passengers, and even the transport Voodoo priests are particularly close with the
of large amounts of goods no longer poses a prob- Loa – divine spirits akin to African deities or
lem. In 1862, President Lincoln gave permission catholic saints. Their supernatural powers derive
for the construction of a railroad connection to from these spirits. More information about the
California. Due to the Civil War in America, the Voodoo cult and the magical spells of its priests
construction for the railroad was put on hold can be found on page 31.
until 1865. The Central Pacific Railroad begins
work on the West Coast, starting the railway in First People
Sacramento. On the Eastern Coast, the Union “Indians” is the collective term for all indigenous
Pacific Railroad begins work on the railway in peoples living in America before the arrival of Eu-
Omaha. The two tracks are connected near Great ropean colonists. Common as this still-used term
Salt Lake in Utah on May 10, 1869. The first is even today, it is nevertheless not capable of do-
East-West connection across the United States ing justice to the diversity of the numerous tribal
permits travel from New York to Sacramento in groups. The original peoples of North America
a mere seven days. vary greatly, both in terms of their way of life –
Still more transcontinental settled or nomadic, hunters or
connections were constructed agriculturists, equestrian or syl-
in the early 1880s. 1881 sees van. Particular differences can
completion of a connection be- also be found in their political
tween Kansas and Los Angeles, organization. There are some
and in 1883 New Orleans gets Native American cultures with-
a rail link to Los Angeles. out any authorities, tribes that
are organized democratically
Voodoo or monarchist, and, of course,
The world of DESPERA- chiefdoms.
DOS differs from our reality For a game set within the
in one major way. In this set- Wild West, most interesting
ting, Voodoo is more than among the First People are the
merely a concept of legend nomadic horseback tribes of
– ancestral spirits really do the vast prairies. This includes
exist and provide supernatu- the Sioux, Cheyenne, Arapa-
ral powers for their followers. ho, Comanche, and Kiowa,
In the South of the US, there are in particular. These tribes mostly
numerous practitioners of Voodoo, live in characteristic teepee tents
who talk to spirits and dole out use- and perennially follow and hunt
ful advice. A particular appreciation large herds of bison. Among them-
for Voodoo is found among the op- selves, they establish their reputations
pressed and the enslaved. New Or- through courageous deeds, wisdom,
leans is the epicenter of voodoo in and magnanimity. Many of these
the US, but as the West is settled, tribes (although certainly not all) are
more and more former slaves head led by a chieftain, with Sioux chief-
out into the vast prairies – gifted Voo- tain Sitting Bull one of the most
doo priests among them. famous among them.

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Sheriffs, Outlaws, Gunslingers
Wars against Marshals are lawmen who are responsible for the
the First Nations enforcement of law and order within the limits of a
At the same time of Lincoln’s Home- town. They are employees of the municipality itself.
stead Act, which promises new land for The main qualities for a person who is to uphold
settlers, the land in question is popu- order in a town are typically courage and asser-
lated by a variety of tribes. The great tiveness; a marshal’s history and possible criminal
gold rushes are also bringing prospectors record are rarely of importance. As a consequence,
who flagrantly transgress the guaranteed it is not uncommon to find notorious murder-
boundaries of Native American terri- ers holding this office. The marshal’s authority is
tory. Understandably, the tribes rarely limited by his town’s borders; in contrast with the
welcome this. In particular, the Sioux marshal, a sheriff is in charge of an entire county,
prove to be powerful opponents to the and voted into his position by its electorate. The job
colonists, leading to military conflicts. is a dangerous, for a sheriff is frequently involved
The US Army, which has grown con- in shootouts, but the pay is nothing to scoff at.
siderably with the end of the American The legends of the Wild West abound with
Civil War, intervenes more and more famous marshals and sheriffs. Wild Bill Hick-
often, becoming a decisive factor for ok meets his death in the prospectors’ town of
the outcome of many of these contro- Deadwood in 1876. A gambler and a soldier, at
versies. Native Americans fight several times he was also a lawman. In the 1860s, he kills
impressive victories in years to come. The several people in several spectacular shootouts
shining example of this proves to be the – among them one Dave Tutt, who had won a
Battle of the Little Bighorn in 1876 in gold watch off Hickok at the poker table only the
which General Custer’s cavalry is wiped day before. Nevertheless, he comes to hold his
out completely, but these successes have first position as a marshal in the state of Kansas
little impact on the ultimate outcome of in 1867. A similar case is Wyatt Earp, born in
the wars against the First Nations. Thus, 1848. He, too, dabbles as farmer, buffalo hunter,
more and more natives are evicted and gambler, and saloon owner, but also becomes
forcefully resettled to reservations. With chief of police and marshal in several towns in the
the Wounded Knee Massacre of 1890, West. His career, which began in Lamar, peaks
the last of their resistance is broken. in Wichita. His say-so attitude and his sense of
duty make him outstanding in his position, but
eventually he loses his job after a brawl with the
current marshal. He is famous for his involvement
in the Gunfight at O.K. Corral, a shootout in
Tombstone Arizona. Earp, together with two of
his brothers and Doc Holliday, are facing down
cattle-rustling, horse stealing outlaw brothers
Frank and Tom McLaury as well as Billy and Ike
Clanton. Eight people are involved, 30 bullets are
fired in 30 seconds, leaving Billy Clanton and
the McLaury brothers dead. The story of this
gunfight has become a template for numerous

12
Western movies, and a symbol of the constant
conflict between law and order, and open ban-
ditry that unendingly rages in the frontier towns
of the Wild West.
The permanent changing of conditions during
the exploration of the West frequently leads to
previously well-respected men and women losing
their livelihood. Time and again, the aftermath
of events leaves people with bad prospects – be
it the demise of the cowboys, or the end of the
American Civil War. Many are predestined at
this turn of events to become outlaws. Bank or
stagecoach robbery, horse or cattle rustling – all
promise a quick way to wealth.
Billy the Kid, born in 1859, is quite definitely
on the wrong side of the law. After growing up in
Wichita, Kansas, in Santa Fe and in Silver City,
New Mexico, Billy allegedly stabs and kills a man
during a brawl in Joe Dyre’s Saloon. He then flees
to Arizona with a friend. Subsequently taken on
by various gangs, he is repeatedly convicted for
murder, shoots a sheriff and his deputy in 1878,
and is eventually shot dead by Sheriff Pat Garrett.
The pioneering days saw all kinds of amazing Women in the Wild West
characters. Martha Jane Cannary, better known Life is hard in the Wild West, and so-
as “Calamity Jane,” earns deserved respect in the ciety is dominated by men. Actually,
rough world of the Wild West. Drinking, smok- the number of women is considerably
ing, chewing tobacco, and swearing, she works smaller in freshly settled areas. But
as stagecoach driver, prospector, US Army scout, these tend to be of particularly stern
and nurse to keep her family afloat. City dwellers stuff. The life of the female pioneer
from the East admire her as the “Heroine of a 1000 is hard and full of deprivations. In
exciting adventures”. saloons, women make their living as
William Frederick Cody, also known as Buffalo singers or dancers, and develop con-
Bill, is hired on with the Pony Express as a coach- siderable skills in fending off indecent
man, and later joins the Colorado Gold Rush, proposals. And even among the era’s
where he eventually becomes a scout for the US bandits, there are famous women such
army. Distinguishing himself as a master buffalo as female bank robber Belle Starr.
huntsman, he is awarded a Medal of Honor for In DESPERADOS, no distinctions
gallantry. Ned Buntline, journalist from New York, are made at any point for a character’s
devotes a series of dime novels to his name. Its gender, and all templates are avail-
success inspires Buffalo Bill to start his own Wild able for everyone to use regardless of
West show in 1883, a massive array of people and gender.
animals that will eventually even tour Europe.

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Important Towns in the Wild West
Geographically speaking, the Wild West in-
cludes everything west of the Mississippi River.
The city of St. Louis in Missouri is an important
junction for all settlers heading west. This is
where the most important treks start, especial-
ly those to California and Oregon. At the far
end of the continent, Los Angeles and Sacra-
mento are two new, up-and-coming towns in a
freshly founded state. El Paso in southern Texas
turns into an important military outpost on
the Mexican border. The gold rushes give rise
to places like Deadwood that rapidly spring
up within just a couple of years, then quickly
die out as the gold rushes fade away. The Wild
Movies, Books, Dime Novels
West is nothing if not impermanent, and only
time will tell which settlements will thrive and Here is a list of useful background ma-
which will fail. terial that captures the particular at-
mosphere that we hope to create with
The End of the Wild West Era DESPERADOS. It may serve for both
At the end of the Wild West era in 1889, one inspiration and further information.
of the last Native American Territories, located u Django Unchained (movie)
in the west of the modern federal state of Okla- u High Noon (movie)
homa, is opened for settlement by US President u Once Upon a Time in the West
Benjamin Harrison. The law was scheduled to (movie)
come into effect on April 22nd. On the morn- u The Magnificent Seven (movie)
ing of that day, thousands of new settlers gather u A Fistful of Dollars (movie)
at the borders of Cherokee Territory. At twelve u For a Few Dollars More (movie)
o’clock, the officially declared starting time, these u Writer’s Guide to Everyday Life in
colonists race each other for the best plots. The the Wild West (non-fiction book,
event goes down in history as the Oklahoma Land Candy Moulton)
Run and marks the end of the pioneering era. u Gunfighter (non-fiction book,
With it, the settlement of the unexplored West Bill O’Neal)
effectively comes to an end. In 1890, Oklahoma u The Untamed West and other
is officially incorporated as US territory, and in dime novels by Zane Grey, Louis
1907 it becomes the 46th state to join the Union. L’Amour and Max Brand
Around the same time, in December 1890, the Ennio Morricone’s soundtracks for movies
Wounded Knee Massacre takes place: hundreds like The Good, the Bad and the Ugly, Once
of Lakota are killed by US cavalry in the course of Upon a Time in the West, or A Fistful of Dol-
forced relocation. This breaks the last remaining lars are particularly well-suited to enhance
resistance against the invaders. The wars against the atmosphere during game sessions, and
the First Nations come to an end, and with them, we strongly recommend their use.
the era of the “Wild West.”

14
Characters
T
o play DESPERADOS, each player needs
a character. The character represents you
in the narrated world of DESPERADOS,
making it possible for you to participate in it,
and respond to the Game Master’s descriptions.
Your character’s personality may be anything that
you would like to act out during a games session.
When your group creates characters to play to-
gether, make sure they can – and do! – get along.
This will make it easier to keep the group together
within the story.
Technically speaking, there are three types of
features that make up and define a character:

Features of characters
A character’s basic mental and
Attributes
physical features
Derived Character aspects based on their
Scores attributes
What a character may do due to Second step: Define Attributes
Skills
their background and training
Distribute 20 points among your character’s six
attributes. Each attribute has to receive at least
1 point, but no more than 6.
The following chapters will describe these features
in more detail. Third step: Select Character Template
There are five character templates you can choose
Character Creation – an overview from. Each comes with attribute modifiers and
DESPERADOS characters are created in five skills, plus special skills that are available only for
simple steps: that particular template.

First step: Decide on Background Fourth step: Find Derived Values


Your character’s background should be able to give Figure out your character’s Hit Points, Strength
some general impression of who they are. Think of Nerve, and Dueling Score.
about what they do for a living, what they do in
their leisure time, and which particular talents they Fifth step: Choose Skills
might have. In this way, you get to develop a gen- Pick another two skills for your character from
eral idea of your character that can subsequently the list of skills. These are in addition to those
be reflected in their attributes and skills. that the character gained in their template.

15
Attributes Resolve
Attributes express the physiological and mental Resolve represents a character’s strength of per-
basic structure of your character. In total, there are sonality, their motivation, and their willpower. It
six attributes. Three of them describe the charac- comes in handy, for example, when you find your-
ter’s physical abilities and the other three define self under pressure but must not lose your cool.
their mental capacities. The six are as follows:
Attributes are assigned abstract numerical values
Brawn from 1 to 6. As a rule of thumb, higher values
Brawn expresses the character’s raw bodily are better for your character. No attribute value
strength. You would use it to lift heavy loads or can be raised above 6, that goes both for attribute
to force open a door. modifiers during character creation, and later
when leveling up.
Agility
Agility covers the agility, coordination, and gen-
eral dexterity of a character. Staying on a horse Attribute Points
while it is racing along requires Agility, as is By no means should characters in DESPERADOS
keeping your balance above a treacherous chasm. be considered greenhorns. This is reflected by the
amount of attribute points distributed when you
Mettle first created your character. To give you a better
The character’s Mettle is an expression of their understanding of what is expressed with your char-
overall health and physical resilience. High Mettle acter’s attribute values, consult this table:
helps to overcome severe illness or to withstand
the parching prairie sun. Attribute
Attribute Stage
Points
Insight Substandard: The attribute is weakly
Intention covers a character’s general percep- 1 developed, most people are better than
you in this regard.
tiveness, the sharpness of their senses, and their
Average: The attribute is at the level
effective judgment of human character. Charac-
2 of most ordinary citizens in the Wild
ters with high Insight are better at determining West.
if somebody lying to them or guessing if there Talented: Some training was neces-
is an ambush waiting for them just around the sary to attain this attribute level. Most
3
corner. people will not have more than one
or perhaps two attributes at this level.
Wits Dab Hand: This level in an attribute
Wits provides information about how quick-wit- 4 requires extensive and often quite
ted a character is, as well as their overall knowledge. lengthy training.
Recognizing the voice of a distant acquaintance Exceptional: Only extraordinary indi-
viduals ever reach this stage, but even
or detecting errors in a bank heist plan is easier 5
so only, through innate talent and
for characters with high Wits. years and years of experience.
Legend: You’re among the best in the
6
world.

16
CHARACTER TEMPLATES
T
he character templates that are described in Special Skills
the following sections correspond to typical Distraction: In lieu of an attack in Tactical
ways that players choose to act out their Combat (see Combat on page 25), you may car-
characters in DESPERADOS. Each template ry out a Distraction. In game terms, this works
provides a different set of attribute modifiers for exactly like an attack, but in case of a Failure
a character. Moreover, each template has a set or Success, the opponent can’t cause damage. If
of special skills that will prove advantageous in your roll succeeds, you may change up to three
particular in combat. A diverse group comprised opponents’ Fields of Vision in any way you like.
of different templates will have a much easier A Distraction can be performed from cover.
time taking on their opponents in combat when Duel Pistols: When attacking in Tactical Com-
expertly employing their various skills. bat (see Combat on page 25), you may raise the
difficulty level for your test by 3 points, and you
Gunslinger have the ability to fire two revolvers at the same
Description time. If your roll succeeds, you may neutralize 2
Gunslingers are henchmen with a single attack.
archetypical Wild
West characters Trapper
and thus a fairly Description
classic template. Trappers are ded-
You might be a icated hunters of
cowboy driving all kinds of ani-
the cattle baron’s longhorn herds across the prai- mals. They are
rie, or a bounty hunter chasing down outlaws, or proficient with
a sheriff who sees to it that law and order have the rifles, experts
rule of the town. In all cases, your shooting iron is at setting traps,
loose and you love to solve problems with a gun and quite capable to survive even if entirely left
in hand. Alternatively, you could be on the other to their own devices. Some trappers are mostly
side of the law, and spend your time constantly focusing on trading rare furs, while others chase
fending off all those marshals and bounty hunters big game such as the large herds of buffalo that
trying to track you down. roam the prairies. Most trappers prefer a soli-
tary, secluded existence, but quite often they are
Attribute Modifiers faithful souls; anyone who becomes a trapper’s
Gunslingers add +1 to their Agility and Resolve. comrade is likely to have found a faithful friend
This cannot bring either value above 6. right until they die.

Skills Attribute Modifiers


Gunslingers automatically receive the Ranged Trappers add +1 to their Brawn and Insight. This
Combat and Horsemanship skills. cannot bring either value above 6.

17
Skills Skills
Trappers automatically receive the Athletics and Gamblers automatically receive the Empathy and
Survival skills. Perception skills.

Special Skills Special Skills


Bear Trap: In lieu of an attack in Tactical Com- Beguiling Perfume: In lieu of an attack in Tac-
bat (see Combat on page 25), you may set a Bear tical Combat (see Combat on page 25), you may
Trap. No roll is necessary for that. A henchman use your Beguiling Perfume to dazzle opponents
who stumbles into your Bear Trap is automatically that are involved in combat. In game terms, this
taken out. Bosses, however, are left incapacitated. works exactly like an attack, but in the case of
Animal Call: In lieu of an attack in Tactical a Failure or Success the opponent cannot cause
Combat (see Combat on page 25), you may make damage. If your roll succeeds, the difficulty level
an Animal Call. In game terms, this works ex- of subsequent attacks against the selected oppo-
actly like an attack, but in the case of a Failure nent(s) is reduced by 1 point.
or Success the opponent can’t cause damage. If Disguise: Use of this skill permits you to move
your roll succeeds, you may move one opponent through an opponent’s Fields of Vision without
in any direction you like. An Animal Call can be having to take Automatic damage as a conse-
performed from cover. quence of a failure in combat.

Gambler Mountebank
Description Description
There are many Out in the vast
ways to make prairies in the
a fortune in small towns of
the Wild West. the Wild West,
Gamblers have medical care is a
decided to use rare commodity.
artifice and wits It’s hardly sur-
to avoid sullying their hands with physical labor. prising then, that many a traveling salesman
The Gambler template comprises not only pro- comes upon the idea to improve their earnings
fessional poker players that you might meet in by selling all sorts of snake oils and panaceas
saloons, but also all kinds of clever crooks out to that are alleged to alleviate or even cure af-
separate the unwary and naïve from their money. flictions. Some of these traveling apothecaries
Profiteering pawnbrokers, vendors who look rich, really do have some medical knowledge, and
but pawn fools gold, thieves employing crafty might have a basic understanding of biology or
disguises and enticing charms – all of these are chemistry. Many of them, however, are simply
character styles that are included in the Gambler crooks who are out to con the gullible for their
template. money.

Attribute Modifiers Attribute Modifiers


Gamblers add +1 to their Agility and Wits. This Mountebanks add +1 to their Mettle and Wits.
cannot bring either value above 6. This cannot bring either value above 6.

18
Skills Derived Scores
Mountebanks automatically receive the Medicine Derived Scores indicate your character’s general
and Science skills. resilience.

Special Skills Hit Points


Gas Vial: In lieu of an attack in Tactical Combat Hit Points indicate and measure how much dam-
(see Combat on page 25), you may use a Gas age a character can withstand. Characters who
Vial that contains a strong sleeping gas. This this are hit and become hurt, suffer damage, which
works exactly like an attack, but the opponent is then subtracted from their Hit Points. If their
only causes damage if you roll a Failure. In case Hit Points drop to 0, a character is incapacitated.
of a successful roll, the contents of the Gas Vial Should their Hit Points ever drop below 0, the
neutralize 3 henchmen at once. character dies and is eliminated from the game.
Bandages: First Aid can be employed in the Calculate your character’s Hit Points as follows:
course of an adventure (or during combat) with
a success against difficulty level 11 (routine). (See Hit Points = Mettle
Damage on page 28.)
Dueling Score
Voodoo Priest Your character’s Dueling Score indicates how
Description easily they avoid deadly gunfire barrage. This
The origins of the depends largely on their speed and reflexes. The
Voodoo religion are Dueling Score is applied only in Duels and not
in Africa, but over as part of Tactical Combat (see page 29 for more
time it has incor- on Duels).
porated numerous Calculate your character’s Dueling Score as
Christian aspects. follows:
Most Voodoo com-
munities have a high priestess, known as the Mam- Dueling Score = 10 + Agility
bo. Followers with a deep understanding of Voodoo
often travel far and wide until they find a welcome Strength of Nerve
(or at least safe) place in society. Quite often, such Strength of Nerve indicates how tough your
traveling practitioners offer their services for cash. character acts and reacts in stressful situations.
Strength of Nerve may be used to modify dice
Attribute Modifiers rolls (see The Game System on page 22) and
Voodoo Priests add +1 to their Mettle and Insight. change the results.
This cannot bring either value above 6. Calculate your character’s Strength of Nerve as:

Skills Strength of Nerve = Resolve


Voodoo Priests automatically receive the Human-
ities and Conceal skills.

Special Skills
Voodoo spell: You may select up to two spells from
the list of Voodoo Magic (see Voodoo on page 31).

19
Skills Conceal (Agility)
Skills indicate the competencies characters have The Conceal skill is helpful not only for moving
acquired in the course of intense training, or around undetected, but also for hiding objects
lengthy education. If a character is trying to do from prying eyes.
something for which they have an appropriate
skill, the test (see The Game System on page 22) Empathy (Insight)
may become considerably easier. DESPERADOS Empathy renders all sorts of social interaction
uses only a fairly small set of skills, but each of easier when charm and appeal is called for, and
them covers a wide range of activities. Each skill also includes the ability to train animals.
also includes any appropriate attributes that can
provide bonuses when that attribute is used in Explosives (Brawn, Wits, Insight)
a test. This skill allows a character to use of explosives.
It includes both preparation and placement of
Athletics (Brawn, Agility, Mettle) explosive charges, and knowledge about storage,
Athletics covers all kinds of sporting activities as handling, and appropriate dosage of various
well as acrobatic feats, climbing, and jumping. types of explosives like black powder and ni-
troglycerine.
Arts (Wits, Agility)
The Arts skill includes both encyclopedic knowl- Horsemanship (Agility, Wits)
edge about artists and all kinds of arts plus the This skill lets your character ride safely on all sorts
character’s own artistic proficiency. It covers both of mounts. It also covers common knowledge
recognizing a melody as well as creating a new about how to handle and tend to riding animals.
one of your own.

20

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