The Far West is a place of opportunity and danger. In the vast plains, deserts and frontier towns, the law is fuzzy and justice is often in the hands of whoever wields the fastest gun. Players can be gunslingers, bounty hunters, bandits, constables or even explorers in search of treasure and unexplored lands. The struggle for power, reputation and survival defines life in the Wild West.
Available Races
In this setting, player characters are human, but may have unique backgrounds and characteristics depending on their origin and occupation. Here are some possible character variants:
1. Pioneer Settler:
o Description: men and women who venture west in search of new opportunities. They are hardy and adaptable, able to survive in harsh conditions.
o Special Rule: Frontier Determination: Once per scene, they may make a Spirit test with +1 additional card to resist fear, panic or confusion effects.
2. Outlaw:
o Description: Those who have chosen to live on the fringes of the law, either out of necessity or conviction. They are masters of deception and swift combat.
o Special Rule: Dirty Strike: Once per combat, they can make an attack with +1 additional card and cause the altered state “confused” if they inflict at least one wound.
3. Native American:
o Description: Members of tribes that inhabit the West, with a deep knowledge of the natural environment and a spiritual connection to the land.
o Special Rule: Territory Wisdom: Whenever they are in their natural environment (desert, forest, etc.), they get +1 card in survival, tracking or terrain knowledge tests.
4. War Veteran:
o Description: Soldier who participated in the Civil War. Now, he seeks a new purpose on the frontier, either as a mercenary, protector of his community or simply trying to forget the past.
o Special Rule: Courage Under Fire: Once per scene, you may ignore the effects of a wound received for 1 turn, allowing you to continue acting as if you were not wounded (do not target the corresponding K card until the next turn).
Custom Archetypes and Name Adjustments.
1. Gunslinger:
o Wound Threshold (UH): 5
o Attack Value (VA): 6
o Magic Value (MV): 1
o Proficiencies: Revolver Shooting, Quickness.
o Special Skill: Lightning Draw: Once per short rest, he can decide to go before anyone else in a firearms combat without needing to make any quickness test.
2. Bounty Hunter:
o Wound Threshold (UH): 6
o Attack Value (VA): 5
o Magic Value (MV): 2
o Skills: Tracking, Ranged Combat.
o Special Skill: Relentless Hunt: Once per short rest, you can track a target with +1 additional card.
3. Tribal Shaman:
o Wound Threshold (UH): 4
o Attack Value (VA): 3
o Magic Value (MV): 6
o Skills: Traditional Medicine, Occult.
o Special Ability: Spiritual Vision: Once per long rest, you may perform a ritual to gain visions or information about a past or future event. The Warden will describe an event to you through a dream or dreamlike experience.
4. Sheriff:
o Wound Threshold (UH): 7.
o Attack Value (VA): 4
o Magic Value (MV): 3
o Skills: Diplomacy, Law.
o Special Ability: Authority: Once per short rest, you can force an enemy to retreat or stop with a successful Spirit test.
Healing Method
1. Physical Healing:
o Wounds are treated with bandages, herbal salves, or at a makeshift medical post. Breaks in camps or villages are essential.
o Each long rest in a safe environment (such as a village or ranch) allows 2 wounds to be healed. A short rest allows 1 wound to be healed with a Medicine test.
2. Spiritual Healing:
o For characters with shamanic or spiritual abilities, performing rituals can help heal wounds and ease the mind.
o A healing ritual can restore up to 2 wounds or remove effects of altered states such as fear or panic, but requires a quiet environment and at least 1 hour to complete.
Currency
Currency in this setting is represented in dollars ($). Although transactions can also be done with barter, especially in more remote areas.
- Example of Costs:
o Revolver: 20 $
o Horse: 50 $.
o Inn (1 night): 2 $.
o Bribe to a Marshal: 50 $ o Money: 10 $ per night: 2 $ o Money: 10 $ per night: 2 $.
o Dynamite: 10 $ per unit
Equipment
1. Firearms:
o Colt revolver: DAMAGE 3.
o Double Barrel Shotgun: DAMAGE 4, +1 card on close range attacks. -1 card at long range ($35).
o Repeating Rifle: DAMAGE 3, range (no penalty at long range) ($50).
o Derringer: DAMAGE 2, concealable (-1 card to characters or NPCs attempting a frisk or similar) ($15).
o Carbine: DAMAGE 3, accuracy (ignores light cover) ($60).
2. Melee Weapons:
o Bowie Knife: DAMAGE 2, +1 card on sneak attacks. (10 $)
o Hand Axe: DAMAGE 3, can be thrown (range 1). (15 $)
o Whip: DAMAGE 1, you can try a takedown maneuver without being in melee, it is enough to be in close range. (10 $)
3. Assorted Equipment:
o Sleeping Bag: Allows you to rest outdoors (5 $)
o Locksmith Tool Kit: Necessary to open locks. (15 $)
o Territory Map: +1 chart in orienteering and navigation tests (10 $).
o Water bottle: Essential for long voyages (5 $).
4. Transportation:
o Horse: (50 $)
o Cargo Wagon: Capable of transporting large amounts of equipment or people (100 $).
Enemies and Creatures
1. Bandit Gunslinger:
o HP: 5
o Wounds: 3
o VA: 4
o Special Ability: Ambush (if attacking from a hidden position, it inflicts +2 damage).
2. Desert Rat:
o UH: 4
o Wounds: 1
o VA: 2 (melee)
o Special Ability: Herd Attack (if there is more than one Desert Rat attacking, each one gains +1 card).
3. Dark Shaman:
o HP: 6
o Wounds: 4
o VA: 3 (magic)
o Special Ability: Dark Ritual (once per combat, he can summon a cloud of shadows that imposes -2 cards to all attacks directed at him).
4. Outlaw:
o HP: 7
o Wounds: 3
o VA: 5
o Special Ability: Quick Draw (he can fire his revolver once more in his turn).
5. Coyote:
o UH: 5
o Wounds: 2
o VA: 4
o Special Skill: Herd Strategy (if there is more than one coyote attacking each one gains +1UH)
Level Up
Reputation and Recognition
In the Wild West, what defines a person is his or her reputation, built on feats, duels and difficult decisions. Characters do not level up simply by accumulating experience, but through actions that leave a mark on their environment and in the memory of those around them.
Leveling Mechanics
1. Reputation System:
o Each character has a Reputation score, which starts at 0.
o Reputation is earned by completing quests, resolving conflicts, defeating notorious enemies or making significant decisions (such as protecting a village from bandits or winning a duel against a known rival).
o The amount of Reputation points awarded depends on the importance of the achievement:
Minor Achievement (helping a farmer, winning a simple duel): +1 Reputation point.
Major Achievement (protecting a village, defeating a gang leader): +2 Reputation points.
Epic Achievement (resolve a major conflict, defeat a supernatural threat): +3 Reputation points.
2. Benefits per Reputation Levels:
o Each time the character accumulates 3 Reputation points, he levels up.
o Upon leveling up, the character chooses a benefit from the list below, reflecting his growth and recognition in the Western world:
Increased Wound Threshold (UH): increases UH by +1, symbolizing increased physical and mental endurance.
Increase Attack Value or Magic Value (VA/VM): Gain an additional card in VA or VM tests, indicating an improvement in their combat or spiritual abilities.
New Skill: Acquires a new skill related to the setting (e.g. “Explosives”, “Dealing with Indians”, “Heavy Firearms”).
New Feat: The character gains a new feat that reflects his growth. This could be an improvement in weapon handling, a special combat technique, or an advanced social skill.
3. Renown and Consequences:
o As characters gain Reputation, they can attract the attention of different factions and important characters. This can open doors to new opportunities, but will also attract enemies and challenges.
o Every 5 points of Reputation, the character becomes a target for major enemies, such as bounty hunters, rivals or entities looking to prove their worth by facing someone of their renown.
4. Losing Reputation:
o Reputation can be lost if the character commits actions that damage his honor or are seen as cowardly or dishonest acts. For example, running away from a duel, betraying allies or failing an important mission can result in the loss of 1 point of Reputation.
Examples of Thematic Achievements
- Save a Caravan: Protect a caravan of settlers from an attack by bandits or hostile natives. +2 Reputation points.
- Unbeatable Duelist: Win 3 consecutive duels in different locations. +3 Reputation points.
- Kill Most Wanted Outlaw: Capture or kill a notorious criminal with a high bounty on his head. +3 Reputation points.
- Frontier Peacemaker: Resolve a major conflict between two factions (such as a ranch and a tribe) without resorting to violence. +3 Reputation points.
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