Professional Documents
Culture Documents
WilD6 Western RPG
WilD6 Western RPG
WilD6 Western RPG
Table of Contents
Introduction
Attributes and Skills
Character Points
Luck
The Wild Die
Complementary Skills and Lendin a Hand
Wild West Combat
Weapons of WilD6West
Making WilD6West Characters
Perks, Complications and Character Concepts
Character Concepts
Perks
Complications
Horse Perks and Complications
Man Aginst the Elements
Encumbrance and Fatigue
Buyin Gear
2
2
4
4
5
5
5
8
10
11
11
28
36
43
44
45
46
Introduction
Howdy pardner! Welcome to WilD6West,
the rootinest, tootinest doggone game in
the West. WilD6West is powered by the
most excellent Mini Six Bare Bones Edition
by Antipaladin Games. Download it from
their website www.antipaladingames.com,
its still free I hear. Id like to take this
opportunity to say a few things before we
get started.
WilD6West is intended for and written as a
gritty western style adventure role-playing
game. There may be the odd ghost tale or
curse, but the supernatural has little power
in this version of the West. So, if yer
lookin to kill vampires, werewolves,
mummies and zombies, or build giant
steam powered airships that fly to Mars
through the Aether, look elsewheres
hombre. There are many mighty fine
games where you kin do just that, but this
here game aint one of em. But please, if
you so desire to incorporate such
mechanics, especially from the other awe
inspiring works also based on Mini Six for
SteamPunk, Victorian horror or science
fiction, feel free.
Skills
GRIT Skills
Brawlin': fighting with your hands and
feet. No specializations.
Fightin': combat using handheld weapons
like knives, swords, clubs, axes and
spears.
Liftin': can never be more than 3D greater
than your GT. This Skill represents feats of
strength like lifting heavy objects or
bending bars, lifting gates. Every D in
Liftin above your GT Attribute adds +1 to
yer hand to hand Damage. No
Specializations.
'Durance: stamina, health and ability to
tough out physical hardships and
deprivation.
MOVIN' Skills
Archery: usin' a bow and arrow.
Big Guns: this refers to the firing and
maintenance of military style ordinance
such as cannons and gatling guns.
Dodgin': gettin outta the way. No
Specializations allowed.
THINKIN' Skills
Craft: Smithin', carpentry, tannin',
undertakin', gunsmith and so on.
Doctorin': bandagin' a wound, treatin' a
snake bite, sawing an arm off.
Engineerin': using technology available
or just slightly ahead of its time.
Specialties include Demolitions, Mining,
Steam Engines, Construction etc.
Gamblin': Playin' games of chance and
calculating odds, also how to beat those
odds fairly or otherwise.
Know-how: this Skill covers regular stuff
that someone in the age or the Wild Wedst
should know unless they're a tenderfoot,
greenhorn or tin-ear. Basics like how to
care for your horse, which way is east and
how to mend your socks. All stuff that don't
fall under none of the other Skills but still
require a roll. Think of it like common
sense, or just gettin' by in the West.
Learnin': things you learn outta books and
fancy schoolin'. This includes stuff like the
Sciences, Philosophy, History, Geography
and a lot of -ology's, and -ography's that
they teach tenderfeet back east.
Perceivin: includes Sight, Hearing, Taste,
Smell, Touch, Searchin', Trackin', Spottin'
an Ambush and so on.
Savvy: your ability to read people and
situations, to tell if someone's bluffin' or get
a hint of danger before it happens.
Survivin': Gettin's by outside the confines
of civilization. Finding shelter, food, water,
useful plants and so on.
Palaver: is the language Skill, every D you
have in Palaver gives you fluency in a
language. The first D has to be your native
tongue (English, Spanish, French, Chinee,
Apache etc). Each pip less than a D you
GUMPTION Skills
Art: Paintin, Drawin, Sculptin, Writin,
Potry and the like.
Command: this is yer leadership Skill,
getting people to do what you tell em
because of yer authority.
Handlin: your way with of all kinds of
animals, beasts and cattle.
Intimidatin: staring down or trash talking
your opponent. Beating their Guts roll
lands them a penalty on their Actions while
theyre facin you.
Guts: Your courage, your iron, what keeps
you from runnin' from a fight or a
dangerous situation.
Performin': Singin', Dancin', Playin' and
Storytellin'.
Wiles: your wiles and influence over other
people. Negotiatin', Deceivin', Persuadin'
and Seducin'.
Will: Your self-discipline and ability to
endure mental hardship.
Luck
Some situations can only be resolved
through chance, the lucky succeed, the
unlucky dont. No Skill or Attribute
predominates. In such a circumstance Luck
is the operative factor.
A Characters Luck is determined using his
current, unspent Character Points and
Hero Points. Each Character Point adds a
pip, and each Hero Point adds a D. So if
you currently have 5 Character Points and
1 Hero Point, your resulting Luck equals
2D+2.
Hero Points and Character Points can be
spent on Luck rolls to improve the
outcome.
Character Points
Weapons of WilD6West
Handguns-Pistol Skill
Weapon
Muzzleloaders
Harpers Ferry Pistol
U.S. Percussion Navy Pistol
Rifled version
Allen and Thurber Pepperbox
Pocket Deringer
Breechloaders
Sharps Pepperbox
Remington Double-Derringer
Single-Action Revolvers
Colt Walker Dragoon
Colt New Model Army
Remington Pocket Pistol
Reids Knuckleduster
Colt Peacemaker
S&W Schofield
Double-Action Revolvers
Starr Army Revolver
Webley RIC
Colt Lightning
Colt Thunderer
Longarms-Rifle Skill
Muskets
M1816 Flintlock Musket
M1842 Percussion Musket
Rifles
Harpers Ferry Rifle
Hawken Rifle
Sharps Rifle
Sharps Carbine
Spencer Carbine
Henry Rifle
Winchester 73
Sharps Big Fifty
Shotguns
Loomis Side-by-Side
Remington Single-Barrel
Remington-Whitmore M1873
Winchester Lever-Action
Heavy Weapons-Big Gun Skill
Gatling Gun (HMG)
Date
Ammo Dam
Rng(m) Rate
Mag
Kg
1805
1842
1843
1845
1850
.58
.54
.54
.31
.44
6D+1
6D
6D
3D+2
5D
6
6
10
3
3
S
S
S
6
S
1 mzl
1 mzl
1 mzl
6 mzl
1 mzl
1.0
1.0
1.0
2.0
0.25
$2
$5
$7
$20
$11
1859
1866
.32
.41
4D
4D+2
3
3
1
1
4 int
2 int
1.2
0.25
$10
$8
1847
1861
1863
1869
1873
1875
.44
.44
.31
.22
.45
.45
5D
5D
3D+2
3D
5D+1
5D+1
13
10
6
3
10
10
1
1
1
1
1
1
6 cyl
6 cyl
5 cyl
7 cyl
6 cyl
6 cyl
2.0
1.5
0.5
0.5
1.5
1.0
$20
$18
$15
$2
$18
$28
1858
1867
1877
1877
.44
.45
.38
.41
5D
5D+1
4D+1
4D+2
10
10
6
10
1
1
1
1
6 cyl
5 cyl
6 cyl
6 cyl
1.5
1.0
1.0
1.0
$20
$22
$25
$28
1816
1842
.69
.69
6D+2
6D+2
22
22
SS
SS
1 mzl
1 mzl
4.0
4.0
$8
$8
1803
1820
1849
1851
1862
1862
1873
1875
.54
.54
.44
.44
.52
.44
.44-40
.50
7D
8D
6D
6D
5D+2
6D
6D+1
6D+2
23
22
30
25
23
21
23
40
SS
SS
SS
SS
1
1
1
SS
1 mzl
1 mzl
1 int
1 int
7 box
15 int
17 int
1 int
4.0
5.0
4.0
3.5
4.0
4.5
4.0
7.0
$10
$25
$25
$25
$35
$42
$35
$40
1859
1873
1873
1887
15 ga
12 ga
10 ga
10 ga
5D
6D
7D
7D
6
10
10
10
2
SS
1
1
2 int
1 int
2 int
5 int
4.0
3.5
4.5
4.0
$20
$25
$35
$40
1871
.50
7D+2
20
Range: the distance for each range increment (short, medium, long etc). Point blank is considered
within 2m.
Rate: how often a weapon can be fired in an Action. SS = Single Shot, weapon must be reloaded before
re-use, A = Automatic, each round fired adds +1 to hit and to damage to each target hit, -1 per additional
target. Greater than 1 adds +1 per round fired to hit and to damage, but only one target may be hit this
way.
Mag: number of rounds held by the gun. cyl=cylinder, int=internal hold, mzl=muzzle loading
Volatile Weapons
Damage
Black Powder (0.5kg)
Dynamite (one stick)
Excelsior Grenade
Ketcham Grenade
Nitroglycerin Vial
2D
4D
4D
4D
8D
$
$3
$8
$25
$20
$15
All volatile weapons require safe storage and handling. Failure to do so may result in a TPK.
Damage from volatile weapons is reduced by 1D for every square (roughly 1.5m) away from
ground zero. The damage or effects of volatiles can be Complemented by ones
Engineering/Demolitions Skill.
Damage(L/NL)
Range(m)
Price
Missile
Blowgun and dart*
Bow,Composite
Long
Short
Crossbow, Light*
Heavy*
Wrist-mounted*
1D L
+3D+1L
+2D+2 L
+1D+2 L
4D L
4D+1 L
3D+2 L
10
15
12
10
13
15
8
Boomerang, heavy*
Dart*
Javelin/spear
Rock, fist-sized
Throwing dagger
Shuriken*
Thrown Weapons
+1D+1 NL
See Throw Skill
+1 L
See Throw Skill
+2D L
See Throw Skill
+1 NL
See Throw Skill
+1D L
See Throw Skill
+1D L
See Throw Skill
n/a
$10.00
$6.00
$4.00
n/a
n/a
n/a
n/a
n/a
n/a
n/a
$1.00
n/a
Melee Weapons
Type
Awl, ice pick, household scissors,
pocket knife, stake
Arrow-used in melee
Axe-Timber
Ball and chain
Baton, night stick, fire iron
Blackjack
Brass knuckles
Bullwhip
Club, axe-handle, large stick,
walking stick
Hatchet/tomahawk
Katana*
Knife/dagger/bayonet
Knife-Bowie
Machete
Manrikigusari*
Nunchaku*
Quarterstaff
Rapier*
Sai*
Sap, hammer (tool)
Sword, broad*
Sword, short*
Sword, two-handed*
Tonfa*
Damage(L/NL)
Durability
Price
+2 L
+1 L
+2D L
+2D NL
+1D+1 NL
+2 NL
+1 NL
+2 NL
2
2
6
6
4
2
1
2
$0.25
na
$1.25
na
$1.00
$1.00
$0.50
$0.50
+1D NL
+1D+1 L
+3D L
+1D L
+1D+1 L
+1D+2 L
+1D+2 L
+1D+2 NL
+1D+2 NL
+2D L
+1D+1 L
+1D NL
+2D+2 L
+1D+2 L
+3D+1 L
+1D+2 NL
4
4
10
3
4
5
5
5
5
6
8
3
8
5
10
5
$0.50
$1.00
na
$0.50
$1.00
$1.25
na
na
$0.25
na
na
$0.25
na
na
na
na
10
Character Concepts
The Artist (6) yer a tortured genius, fleein
to the wild open spaces of the West to avoid
the cloyin vicissitude of the East. Out here,
youll either find yer muse or yer grave.
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
Perks
Most Perks either add a fixed benefit (a
bonus to a Skill or ability under certain
circumstances) or allows you to double a
particular roll (that is, double the die code
rolled, rather than the result). If the benefit
is of the latter variety, it will almost always
only be available to you once per session.
However, if you spend a Hero Point, you
may renew all of your used Perks again.
The number of times you may do this is
limited only by the number of Hero Points
youre willing to sacrifice.
Perks that double a roll do not stack, that is
you cannot quadruple and octuple a roll
because you have multiple Perks affecting
the same roll. Fixed benefits do stack.
The number in parenthesis is the number
of Skill Dice required to purchase the Perk.
Acrobatic (1) once per session double any
roll involving leaping and vaulting and
doing acrobatic stuff.
Acute Hearing (1) your sense of hearing is
better than normal. Once per session
double any auditory roll.
28
29
30
31
IHaveHadJustAbout...Enough...
OfYOU! (1) only after receiving at least
a Wound from an opponent who has
attacked the character on a prior occasion,
the character must utter (or paraphrase)
these words in a brief Stanislovskian
monologue and may double the damage of
his next successful attack against said
opponent, once per session.
Iaiutsu (1) once per session you may draw
your weapon and attack as a single Action.
The attack may be defended against
normally and occurs on your regularly
scheduled Initiative. You must have Quick
Draw and at least 5D in that weapon Skill.
I Love It When A Plan Comes Together
(1) whenever youre in a leadership role
orchestrating a complicated plan of action
for your team, roll any pertinent Thinkin
or Gumption Skill. For every 10 or fraction
thereof, each member of your team
receives a temporary CP that can only be
spent on rolls related to the plan. When
the operation is over, the CPs disappear.
Injun Wise (1) once per session double
any skill checks relating to Native
American cultures and customs.
Inspire (1) by using an appropriate Skill
such as Wiles or Performin, you can create
temporary CPs which can be used by
members of your audience for the
particular task or challenge at hand, for
each 10 or fraction thereof on your Skill
roll. You still have to win them over using
this Skill if they are not favorably disposed
to you or your cause. The Character Points
may not be used for Character
Advancement and will vanish by the end of
the session.
Instant Load (1) allows you to chamber a
single round, nock a single arrow, slap in a
magazine after releasing the empty one,
without using up an Action.
Iron Balls (1) once per session you can
double any Thletics roll from or onto the
back of a horse. You also never take any
falling damage (nor do you injure your
32
33
34
35
Complications
As in fiction, the purpose of a Complication
is to add depth to your story and
36
37
38
39
40
41
42
Horse Perks
These Perks are specifically for horses.
Other Perks may be applicable to your
steed with GM permission.
Danger Sense (1) the horse is very aware
of its surroundings and always warns its
rider of dangers ahead. Once per session
it can double its Perceivin roll in the face
of danger and will whinny or bristle if it
senses trouble.
Horse Sense (1) the horse is relatively
intelligent and possesses a Thinkin
Attribute (normally animals have 1D or
less). It might even be smartern you.
Noble Steed (1) once per session, while
ridin this horse, you can double any
Intimidatin or Wiles roll (not Deceivin
though).
Ornery (1) the horse will only accept you
as the rider. Anyone else and he/she will
buck and possibly attack the rider (biting
and kicking).
Tough Hide (1) your horse is toughern
most. Once per session it can double a
Soak roll.
White Lightning (1) The horse is faster
than typical, and adds 10m to its Pace.
Workhorse (1) your horse is a mighty
beast of burden, or at least used to a days
43
Horse Complications
Clumsy as an Ox
Your horse is not very graceful and will
likely stumble and dump you if you try to
jump or ride along a narrow path.
Slacker
Your horse aint motivated. Hes never
done an honest days work in his life.
Forget about hitching him up to a wagon,
carrying two riders or any difficult terrain.
Slow as Molasses
Your horse has half the starting Pace of a
regular horse.
Stubborn
Your horse is obstinate. You need a
successful Handlin roll against its
Gumption to get it to do anything.
Unbroken
The horse requires either a Handlin roll
against its Gumption or it will buck. This
happens every time you or anyone tries to
ride it.
Wild
Your horse will not accept a bridle or be
hitched to a team.
44
45
Lift Capacity
Target
Number
1
Mass
Scale
Example
Up to
1kg
Tiny
3kg
Tiny
3
4
5
6
7
8
5kg
8kg
12kg
20kg
30kg
50kg
Small
Small
Small
Small
Small
Character
9
10
60kg
75kg
Character
Character
15
20
125kg
250kg
Character
Character
25
30
500kg
1000kg
Character
Vehicle
Pistol/small
melee
weapon
Rifle/large
melee
weapon
Infant
Toddler
Small Child
A Dog
Little Kid
Average
woman
Small man
Average
man
Large Man
Lions and
tigers and
bears (oh
my!)
Horse
Wagon
46
Vest
$1
Provisions
Bacon, side 20kg
Beef, side 30kg
Beef, dried (1 lb.)
Beer, glass
Beer, small keg 5kg
Chewing gum, 100 pieces
Chocolate, 8 oz. Tin
Coffee, 2 lb. Tin
Corned beef 50kg
Crackers 12kg
Flour, sack 22kg
Jerky, pouch
Meal, average
Meal, good
Meal, aboard train
Oatmeal, sack 22kg
Rations (1 week) 5kg
Root Beer, bottle
Sugar, 1 lb.
Tea, 8 oz. tin
Whiskey, shot
Whiskey, bottle
$6
$5
20
5
$2
25
10
50
$5.75
$1.50
$20
15
25
75
$1.50
$4
$10
10
10
50
10
$2
Outdoor Equipment
Bed Roll 4kg
$4
Binoculars, 5x 1kg
$15
Binoculars, 10x 1kg
$25
Canteen 0.5kg
50
Compass
$2
Gun cleaning kit
$1.50
Oil for lamps (1 gallon,3kg)
10
Oil lamp 1kg
$1.50
Scabbard, rifle
$2.50
Tent, miner's (for one) 13kg
$6
Trail cook's kit (fry pan,
stew pot, coffee pot, etc.) 35kg $3
Trap w/chain, 5" jaw (mink) 1kg 25
Trap w/chain, 6.5" jaw (beaver)1kg 39
Trap w/chain, 8" jaw (wolf)
$1.85
Trap w/chain, 16" jaw (bear)
$11.75
$2
$5
$30
$5
$10
$30
75
$150
$100
Horse, fair
Horse, poor
Jackrabbit (pelt)
Lynx (pelt) 2.5kg
Mule
Oxen (yoke of two)
Pony
Puma (pelt) 4.5kg
Raccoon (pelt)
Sheep
Wolverine (pelt) 2kg
$50
$20
5
$1
$50
$150
$50
$2
50
$5
$1
Household Items
Bedroom set 120kg
Cook stove 150kg
Cookware set 40kg
Dining room set 200kg
Dishes, setting for six
Glassware, setting for six
Oil lamp, fancy parlor type
Parlor suite (couch, 4 chairs)
Sewing machine 25kg
Silverware, setting for six
$21
$40
$3
$50
$12
$8
$1.50
$40
$25
$5
Land
Homestead (160 acres,
land must be worked five years)
Townsite (320 acres)
Townsite quarter (80 acres)
Town lot (Poor location)
Town lot (Main Street location)
Town lot (Choice location)
$10
$400
$100
$50
$400
$1,000
Medical Equipment
Doctor's bag with instruments 7kg
Ether (1 dose)
Eyeglasses
Laudanum (1 dose)
Nitrous Oxide (1 dose) 25
Quinine
Veterinary bag with
instruments 10kg
$25
25
$2
35
50
$22
$15
$1
$1
$15
50
47
15kg
Chemical kit 25kg
Demolitions kit 10kg
Disguise kit 2kg
Druggists kit 25kg
Dynamite, stick .25kg
Electric detonator 1kg
Electrical tool kit 25kg
Evidence kit 5kg
First aid kit 2.5kg
Forgery kit 2kg
Fuse (per yard)
Handsaw 1kg
Hammer 1kg
Lantern 1kg
Lockpick set .5kg
Mechanical tool kit 2.5kg
Medical kit 7kg
Ore car 75kg
Pan 0.5kg
Pick 2kg
Plow (horse drawn) 40kg
Rope (per yard)
Scales 4kg
Shovel 2kg
Surgeons kit 10kg
Wirecutters 1kg
Wheelbarrow(miner's) 40kg
$21
$80
$11
$8
$110
25
$5
$110
$14
$5
$8
5
$1.50
50
80
$8
$30
$25
$15
10
$1
$6.50
5
$3
$1
$35
$2.50
$6
Conveyances
Buggy (capacity two people
or 500 lbs.) 170kg
Buggy (capacity four people
or 800 lbs.) 250kg
Canoe 40kg
Flatboat (30 ft) 4tons
Harness (single) 8kg
Harness (team, per
2 horses) 20kg
Keelboat (30 ft) 6tons
Quirt (riding whip)
Saddle and bridle, fancy 12kg
Saddle and bridle, plain 10kg
Saddlebags and saddle
blanket 5kg
Stagecoach (not including
horses) 1200kg
Wagon, light (capacity
1,200 lbs.) 250kg
Wagon, heavy (capacity
4,500 lbs.) 500kg
$40
$90
$10
$200
$10
$25
$500
$1.25
$60
$25
$8
$1,500
$30
$40
Travel Fares
Stagecoach, Local (per mile)
15
Stagecoach, Express
(per 50 miles)
Stagecoach, St. Louis to
San Francisco (25 days)
Steamboat, St. Louis to
Fort Benton
Train, Omaha to Sacramento,
1st class, express
Train, Omaha to Sacramento,
2nd class, express
$3
$200
$300
$100
$75
Mail
Letter, by mail 1 oz.
Package, overland mail 10kg
Package, by rail freight 100kg
Telegram (50 words @
1/2 cent per word)
2
$15
$8.
25c
Entertainment
Banjo 5kg
Bible 1kg
Bordello, Boarding
Bordello, fancy, Boarding
Bugle 1kg
Dance Hall, one dance ticket
Dance Hall, quick date
Deck of Marked Cards
Dice
Guitar 4kg
Harmonica
Musical Production, ticket
Newspaper
Novel, paperback
Piano, upright 400kg
Poker chips, 1000 1kg
Stage Play, ticket
Stereoscope
Trombone 3kg
Trumpet (coronet) 2kg
Violin (fiddle) 2kg
$12.50
$5
$30
$50-$100
$8
50
$5
$1.25
25
$8
50
50
1
10
$100
$3
$1
75
$9
$11
$9.50
50
$1
50
$1
$2
$6
$1
$2.50
25
25
48
Medical Services
Amputation
Broken bone set
Broken bone splinted
Buckshot removed
Bullet hole patched
Bullet removed
$5
50
75
$2
50
25
Concussion treated
Lacerations stitched
Leeching
Other burns treated
"Other" diseases treated
Powder burns treated
50
50
25
$2
$2
$1
49
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games.
Mini Six, and APG are trademarks and properties of AntiPaladin Games.
Artwork and Images herein were obtained via Google Images and are assumed by the author to be Public Domain.
WilD6West Copyright 2013, Paul Hosek
PRODUCT IDENTIFICATION:
Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any derivative trademarks not specified as
Open Game Content are designated as Product Identity (PI) and are properties of Purgatory Publishing Inc. All rights
reserved.
The Mini Six and the Mini Six Bare Bones Edition trademarks and related logos and any derivative trademarks are designated
as Product Identity (PI) and are properties of AntiPaladin Games. All rights reserved.
Open Game Content: All game mechanics and material not covered under Product Identity (PI) above; OpenD6 trademark and
OpenD6 logo.
This is the end of the Open Game License.
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